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T H E J E W E L OF YAV1N

Its origin and history shrouded in legend, t h e


JEWEL OF YAVIN is o n eof t h e largest a n d most
beautiful c o r u s c a g e m s inthe galaxy. B y l u c k or by
fate, a group of enterprising individuals h a s t h e
chance of a l i f e t i m e t o s t e a l t h e precious g e m from
its current owner in C L O U D CITY.

Their contact, a canny Pantoran by the n a m e of


ARIS SHEN, has arranged a meeting at their ship in
a landing bay in s h a d o w y P O R T T O W N , but s h e is
not alone....
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EDITING AND PROOFREADING
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TABLE OF CONTENTS
Introduction 5 Welcome to the Winner's Circle 55
Adventure Overview 5 Interlude 55
Came Preparation 8 Episode II: The Greatest Caper 56
Engaging the Player Characters 8 Party on Cloud Nine 58
Exploring the City in the Clouds 9 Banking on a Break 68
Episode I: O d d s and Opportunity 22 Double or Nothing 72
Shadowport Blues 24 A Forceful Skirmish 82
Heist Homework 28 Episode III: Escape to the Clouds 84
Getting to Know You 34 The Getaway 86
Setting Up the Slicing Shop 40 Time for a New Plan 87
The Cloud City Grand Prix 43 Flight over Fight 92
And They're Off! 48 Extended Campaigns 95
T he security guard at the penthouse never saw one
of the shadows in the hall reach out and strike him.
All was silence and stillness after that until the mid-
in dark uniforms waiting for him, blaster rifles at the
ready. Their commander approached from down the
hall, parting the guards as he stepped toward the Defel.
night-furred Defel stepped out of the darkness and
The grim expression on the Imperial's face made
growled briefly into his comlink. "Inner patrol dealt
the heavy blaster barrel look almost inviting. It was
with. All clear to proceed." a countenance Gantel Dro had seen before, and as
Gantel Dro and his crew had a lot of credits riding on the realization struck him, his talons pressed hard into
their operation tonight. The client had impressed upon his palms. Though he felt the warmth of blood ooze
them the difficulty of the task—to steal a famously un- against his fingertips, it was all he could do not to
stealable corusca gem from within the secure vault launch himself at the man. "Grayson," he swore.
of a penthouse in Coruscant's upper levels—and had
"It never ceases to amaze me just what you alien
even detailed what had happened to the last few
scum are capable of," the treacherous client mut-
would-be thieves who had gone after it. But the Defel
tered with a scowl. "I never believed my agents could
was confident enough in his crew—a pair of humans.
find me a thief of your skill and capability in the Core
Jera and Kerr, and an Aqualish street tough, Deelo—to
Worlds, but Jera and Kerr served admirably. And I cer-
make up for any doubts he had about the client. The
tainly didn't expect you to get this close to the jewel!
credits would cover the bribes he needed for a slicer
I suppose I can consider my defenses tested." The
to get their records cleared and their ship freed from
Imperial's grimace twisted and sharpened as his eyes
impound. They just needed to make their move.
narrowed sidelong at
"Deelo, report," he murmured into his comlink. his guards.
There was only the slight crackle of static interference
from surrounding security systems. Gantel scowled.
"Deelo! Report, blast it!"
It should have been plenty of time for the Aqualish
to investigate the disturbance—and to break the neck
of any guard who was passing by if it proved neces-
sary—but he hadn't heard any updates for minutes
now. Gantel hadn't moved a meter farther through the
vent system since the last alert, crouched in wait.
Suddenly, his comlink came to life. For a brief sec-
ond, he gathered a few choice curses on his lips, when
the speaker cut him off.
"Gantel Dro! You are under arrest for breaking and
entering, attempted robbery, and crimes against the Em-
pire! We have your associates in custody. Exit the air vents
at the following coordinates and attempt no resistance." 1 i — — '
His heart stopped as he heard a blaster shot in the "I wish I could
distance. "Your Aqualish friend has already learned say I had no further
the penalty for resisting Imperial law. Let's hope you need of you, but you've proven more competent than
show more discretion, as the humans did." my so-called security team," he said. "If you are willing
to forgive my deception, I'd like to extend the terms
Things were bad, as sure as slime on a Hutt. But
of our agreement. Protect my gem instead of stealing
the day some sun-blinded human caught a Defel thief
it, and I'll not only pay for your transport back to the
in the dark was not one Gantel Dro ever expected to
Rim, I'll oversee it myself."
see. At least he'd be able to exit the vents at a differ-
ent opening and escape into the night, but there was A growl bubbled up from Gantel's throat. "And if I don't?"
nothing he could do for his crew now. The Imperial didn't respond but simply gestured
He hurried through the vents with a speed most to a guard. The guard sighted down his blaster rifle,
would have found impossible in such tight quarters and Gantel scrambled back into his corner."All right!"
and hopped out into a small side room. he breathed, eyeing the threat defiantly. "All right. I'll
handle the operation. As long as our Outer Rim stop
Just a little bit further, he thought, holding out hope isn't Kessel."
that he'd be able to make a break for it. He lingered in
the shadows a moment longer, ears pricked for foot- At the last remark, Marus Grayson almost smiled.
steps, voices. Silence. He took a deep breath and exited "No," he purred. "The destination is rather more scenic
through the open door only to face a cluster of guards than Kessel. Tell me, Gantel—have you ever heard of a
world called Bespin?"

INTRODUCTION
THE JEWEL O F Y A V I N
INTRODUCTION
ky-high on the planet Bespin, Cloud City is known In this chapter, the Game Master can find the fol-
S across the galaxy for its high-stakes sabacc games,
spectacular sunsets, and seedy shadowports. There,
lowing information to help prepare for the campaign:
• Adventure Overview: A big-picture guide to the
the Player Characters are thrust into webs of conspiracy
plot progression of the adventure.
and audacious capers. Thieves, slicers, and con artists
must collaborate with mechanics, pilots, and merce- • Adventure Background: This section sets the
naries in order to pull off the heist of their lives. Their stage for the action and puts the characters into
job: to steal the "unstealable" Jewel of Yavin—not once, context with the story behind the Jewel of Yavin.
but twice—right under the noses of its owners, local • Important Characters: A list of the major Non-
crime lords, and the famous Wing Guard itself. Player Characters and their roles in the adventure.
This adventure may be used as an introductory job • Adventure Summary: Detailed outlines of the gen-
or as an irresistible "business venture" for established eral course of events in each of the three episodes.
crews hoping to make it big. Game Masters may also
use its gazetteer section for setting their own cam- • Game Preparation: Instructions for the Game Mas-
paigns on Cloud City, where they will find detailed ter on how to use this book and run this adventure.
locations from the Tourist District, Port Town, and the • Engaging the Player Characters: Guidelines for
Industrial Levels. Inside are unique adversary profiles, incorporating PCs' Obligation and Motivation into
including those for Wing Guard officers and sergeants, the main story arc and subplots.
Lobot, and Baron Administrator Lando Calrissian.
• Exploring the City in the Clouds: A fringer's
guide to Cloud City, Bespin.

ADVENTURE OVERVIEW
T he Player Characters are invited to Cloud City to
discuss a highly promising job prospect with Arend
Shen, a made man with well-placed contacts in all stra-
to settle a score with an old enemy and pocket enough
cash to set himself up handsomely in a remote region
away from the Empire and his past.
ta of Bespin society. The Jewel of Yavin is to be auc-
Before working on Bespin, Arend and his family were
tioned off at a high-class gala in the Figg & Associates
wealthy investors in a subsidiary branch of the Bank
Art Museum. The PCs are to slice into the Cloud City
of the Core specializing in venture capital. One of their
Central Bank and divert the winning bid into Arend's
clients, a commissioner in the Imperial Trade and Com-
account and then steal the gem displayed there later
that night. First, though, they'll need to win the Cloud merce Authority named Marus Grayson, headed a busi-
City Grand Prix cloud car race in order to secure an in- ness enterprise that flopped. Rather than going bank-
vitation to the party and manufacture a bidding war to rupt with debt to the bank, he used his connections in
maximize the Jewel of Yavin's worth. Only after they've the Imperial Bureaucracy and COMPNOR to freeze and
pulled off the heist does Arend reveal his duplicitous later seize the branch's assets in connection with allega-
nature, and the PCs will have to try to escape to the tions of treason, effectively ruining the Shen family. Ten
clouds with both the gem and their lives. years later, Grayson has arrived at Cloud City to auction
off a precious corusca gem, one of the most beautiful
specimens ever discovered, called "the Jewel of Yavin."
ADVENTURE BACKGROUND Bespin was the perfect location, not only to duck
the exorbitant Imperial taxes that target large trans-
The man hiring the Player Characters is Arend Shen, a
actions, but also because the item has recently been
Pantoran financier who has been working for the last
branded as contraband in Imperial space since it can
ten or so years as a tax administrator on Cloud City.
be repurposed as a lightsaber crystal. Little does
He's been skimming off the top and sharing with just
Grayson know that the man he crossed a decade ago
enough people to keep the operation quiet and uses
is now the one pulling the strings in the floating city.
his underworld connections when necessary to ensure
Arend plans to exact his revenge twice over: first, by
that no one squeals. With the new Baron Administrator,
diverting the money transfer for the winning bid from
Lando Calrissian, trying to clean up the city's corrup-
Grayson's account into one of his own, and second,
tion, Arend has decided it's time to cut and run. He
stealing the gem itself.
only stays long enough to seize the perfect opportunity

INTRODUCTION
THE JEWEL OF Y A V I N
Of course, he's not foolish enough to get his own
hands dirty—that's where the PCs come in. He has ADVENTURE SUMMARY
sent his adult daughter, Aris Shen, wife of a local ca- This section describes the main plot line of the adven-
sino mogul (and mobster), to rendezvous with their ture in greater detail. PCs can handle the investigation
potential operatives in Port Town, where the opening and heist preparation in the order of their choosing, and
scene of Episode I picks up the Jewel of Yavin's story. additional plot threads and leads may point them in
new and different directions. See Game Preparation
IMPORTANT CHARACTERS on page 8 for more information.

The following section summarizes the Non- E P I S O D E I: O D D S A N D OPPORTUNITY


Player Characters who play leading roles dur-
ing the course of the adventure, as well as The adventure begins in medio res as the Player
where in the book to find more information. Characters rendezvous with their initial contact
for the job, Aris Shen, in the shady back alleys of
• Arend Shen: A former financier, this Port Town. What was supposed to be a
middle-aged Pantoran is the client for simple meeting quickly devolves into
whom the PCs are working and the a frantic chase through Market Row
mastermind of the heist. For Arend, with her husband's trigger-happy
it's both business and per- thugs in pursuit. Once the PCs help
sonal, given his grudge her escape to the Tourist District,
against Marus Grayson she introduces them to her father,
(see page 90). Arend Shen, who explains the jobs
• Aris Shen: Arend's thirty- for which he's hiring the PCs.
year-old daughter and wife
With their objectives clear, the
of the fading mobster and casi-
PCs begin working out a plan to
no mogul, Vorse Tabarith. She serves
earn more about the bidders,
as the liaison between her father and
prepare for the slice and the
the PCs but isn't beholden to any-
heist, and arrange to compete
one but herself (see page 89).
in the Cloud City Grand Prix.
Marus Grayson: Vengeful and Aris serves as a sounding board
greedy, Marus is the Imperial b u - if they need one, and she can
reaucrat who ruined the Shen fam- help point them in the right
ily ten years ago (see page 64). direction if they run out of
He is the current owner of the leads or ideas. The rest of
Jewel of Yavin. the episode can be run as
a free-form investigation
The Bidders: The seven competi- and non-linear series of
tors for the Jewel of Yavin come encounters, culminating
from across the galaxy, from the in the exhilarating cloud
Core Worlds to the Outer Rim, car race around the
and from Hutt Space back to floating city. The PCs
Cloud City itself (see pages need not complete
59-64). every task in order
to complete the ad-
The Racers: In order to win the
venture, but doing
Grand Prix, the PCs will need to
so gives them an
out-fly the hot-shot Stormhawks
edge when it comes
from MandalMotors, the cutthroat Car-
to the theft, auction,
bine team from Hutt Space, and the local under- funds transfer, and race.
dogs, Tarryn Rayzer and his droid K4-76A (see
pages 4 5 - 4 7 ) .
The Player Characters may want to case
Captain Bialar Selis: The human captain is the the museum in order to figure the best points of exit
highest ranking field commander of the Wing Guard and entry for the heist itself, as well as the precise loca-
and one of the few working against the rampant tion of their mark, the Jewel of Yavin. Schematic dia-
corruption among its ranks (see page 88). grams for the area will assist with this, as will specialized
arms and equipment for dealing with security droids or
blasting through walls. Lastly, the PCs can follow up on
Marus Grayson's private security forces and look for
holes in his guards' behavior and loyalty.

INTRODUCTION
THE JEWEL O F Y A V I N
Concerning the auction, the PCs should use their to face with the true identity of one of the bidders,
street smarts, underworld connections, and com- who is much more than she initially seemed. Nearing
puter skills to dig up as much dirt on the bidders the end of the most delicate part of the heist, they
as they can to leverage their motivations and emo- dodge some final security measures before making
tions against one another, thereby driving the price their getaway via one of Arend's speeders.
ever higher. They'll travel throughout the city to find
contacts and clues about each bidder's background. E P I S O D E III: E S C A P E T O T H E C L O U D S
While they're at it, the slicing job needs someone
with the right tools and a little know-how to crack Whether or not the party has successfully stolen the
security and evade Cloud City's primary network ad- gem, Arend has one last surprise in store for them.
ministrator, Lobot. The speeder he's supplied them for their getaway is
rigged to explode immediately after they board it,
Finally, the entire party should work together to
and without some quick thinking by the PCs, they'll
help gather information on the other racers, acquire
be in for a long fall down to the edge of Bespin's life
and install any necessary modifications, and sabotage
zone. With Arend's treachery revealed, the PCs may
their competition (if they want to go down that path).
have few—if any—real allies left and need to figure
During the race itself, the GM might want to split the
out how to escape Cloud City with the gem without
party to allow the two co-pilots to have their moment
being arrested or killed.
in the spotlight, but also to allow the other PCs to
make any last-minute preparations while the bulk of Getting revenge on Arend Shen is another matter,
the city is spectating. Regardless of whether they take and the Player Characters will have to decide whether
first place, the PCs have some sort of "in" at the gala, they want to spend time pursuing him or save their
which begins shortly after the last cloud cars pass the payback for another day. Racing against Grayson's
finish line. forces, the Wing Guard, and Arend's own goons, they
chase him across the city and mete out their own idea
of justice. Depending on how the PCs developed their
E P I S O D E II: T H E G R E A T E S T C A P E R
relationship with Aris, she will either be a help or a
Their plans carefully laid, the time has come for the major hindrance in the fight against her father.
PCs to execute them. At the gala, the bidding begins
The PCs may have arranged passage offworld
promptly and lasts for five hours, during which the PCs
through one of the bidders, but regardless they need
have the chance to con the contenders in an attempt
to get to one of the three starports located on Cloud
to convince them to bid even higher. Of course, with so
City—if not to catch a ride, then to steal one. If they
many forceful personalities in one room, the PCs may
are headed for the Tourist District's main docking fa-
find themselves caught between a battle of flared tem-
cilities, they can lose their pursuers in the maze-like
pers and bruised egos if they aren't careful. As the bid-
holograms of the Grand Galaxy Holo-Park. After a cli-
ding war rages on, the bidders drop out one by one,
mactic final battle against the numerous factions
until, at last, only a few are left standing. Depending on
chasing the PCs, they'll finally need to escape to hy-
the PCs' actions, an unexpected winner may emerge,
perspace with whatever loot and Obligation they've
but regardless of the outcome, the players are looking
managed to accumulate along the way.
at a hefty sum: 2 0 0 , 0 0 0 to 3 0 0 , 0 0 0 credits, which
they will be siphoning into their employer's (or their
own) account in another few nerve-wracking hours. SCALING ADVENTURE DIFFICULTY

Next, the players will need to slice into the central T he encounters in this scenario have been
banking networks and divert the money before it posts I built for Player Characters who have been
to the bidder's accounts at sunrise. Doing so likely re- around the hyperlanes once or twice and have
sults in some crafty code-jockeying and the kidnapping
the scars to prove it. However, the GM can
of a banking droid in order to reprogram the transfer.
easily scale the adventure down for less ex-
Afterward, they'll need to wipe or ditch the droid in
perienced parties by removing minions from
order to eliminate any evidence against them.
groups, decreasing the defenses and wound
Finally, the PCs must break into the museum after thresholds of rivals and nemeses, and subtract-
hours in order to lift the gem without being detected. ing ranks from NPCs' characteristics and skills.
They need to somehow get in and get out, impair or
bypass security, and deal with any complications that
arise. The PCs must sneak past any cameras as well
as the security guards and surveillance droids that pa-
trol the museum in shifts, while potentially snagging
other treasures along the way. They are not the only
ones after the gem, however, and soon they are face

INTRODUCTION
THE JEWEL O F Y A V I N
GAME PREPARATION
T he Game Master should read through the entirety
of T H E JEWEL OF YAVIN before running the adventure
in order to understand the general flow of events and
course of action. The adventure is also designed to
be playable without a focus on extensive planning,
although the PCs might discover themselves facing
also to be able to run the free-form investigation seam- considerably more obstacles (and less playtime) than
lessly. There are three main leads that the PCs follow if they had pursued the preparation plotlines.
over the course of the adventure: the bidding war, the
slicing job, and the gem heist. These are bookended Ultimately, the GM should condense sections his
by the Grand Prix in the beginning and the search for players are uninterested in pursuing and elaborate on
Arend and holo-park encounter at the climax. the sections they seem most excited about.
At the outset, the Game Master should determine
Due t o this structure, the adventure is less linear
how much narrative time to allow the PCs before the
than typical published campaigns, and the Player
Cloud City Grand Prix, when they must go directly
Characters will be roaming across Cloud City through-
from the race to the gala to the funds transfer and
out each of the episodes to complete various tasks.
finally the heist with little to no downtime in between.
The Cloud City gazetteer section of the Introduction
Three days from their initial meeting should be suf-
(starting on page 9) is meant to help with this,
providing local flavor and giving the GM plug-and-play ficient for them to complete their preparations, but if
locations in which to set various scenes. Locations the Player Characters are more or less invested in this
specific to certain tasks are detailed in the relevant planning stage, the GM should adjust the timetable
section. The GM may also invent his own points of leading up to the race accordingly. Setting a firm limit
interest if the PCs wander off the beaten path or if he on the amount of prep time helps to raise the stakes
wants to develop one of the PCs' existing Obligations and makes the PCs prioritize their planning. The GM
over the course of the campaign. should use his best judgment to determine how long
each of their activities take, taking into account delays
The options for approaching the various jobs as that might be caused by one or more ® and ^ that
presented here are by no means exhaustive, and the result on the players' checks (when applicable).
PCs should be encouraged to come up with a plan
Finally, the GM should spend some time familiariz-
of their own. The GM may adapt or elaborate on the
ing himself with the important NPCs and coming up
material from the adventure as he sees fit to work
with ways to tie them to the PCs' background, Motiva-
with their scheme. If the PCs seem stuck or need ad-
ditional guidance, however, they can always approach tions, or Obligations. Many of them are reoccurring or
Aris and she can point them in the right direction. distinctive characters, and are an opportunity for rich
Average 4 ) Computers, Knowledge (Under- social intrigue encounters should the players enjoy
world), or Streetwise checks may also provide the roleplaying and developing relationships (or breaking
characters with leads or contacts who can suggest a them) with the motley cast of characters around them.

ENGAGING THE PLAYER CHARACTERS


T ying the Player Characters to one or more of the
major NPCs helps get the players invested in the
FOURTH WHEEL

If a Player Character has a background relating to aca-


adventure beyond the straightforward lure of cold,
hard credits. If the group is starting with brand new demia or the upper crust of society, it's entirely possi-
characters, it is relatively easy to tie them to the bid- ble that he has heard of the bidders Shreya Ordassa,
ders, racers, or members of the criminal factions. Oth- Mil Mikkir, or Pos Podura. Perhaps the PC even has
erwise, the GM could easily flesh out the relationships background relations with one of them, which causes
of the existing movers and shakers in his campaign to him to be sympathetic or spiteful toward one or more
intertwine their motives and trepidations with those of of this unfortunate trio. The GM may also decide that
the NPCs featured in T H E JEWEL OF YAVIN. Moreover, the PC in question is the one who has blackmail ma-
there are endless reasons other than greed that the terial on Mil Mikkir (see page 36) or vice versa. If
Player Characters may be after the gem and a share of the PC comes from a long-standing campaign, the GM
the profits. See Table 0 - 1 : Subplots on the following may decide to swap out one or more of the three bid-
page for more on the different subplots the GM can ders with a character from the PC's past to make the
use to engage the PCs. interaction more dramatic.

INTRODUCTION
THE JEWEL O F Y A V I N
MYSTERIOUS BENEFACTOR SOMETHING GREATER

Somehow, the PC has gotten himself caught up in The PC may be involved in the Rebel Alliance or an-
Imperial or Hutt business, and Zekra Fol or Kaltho other organization desperately in need of funding. Al-
the Hutt will reach out to get in contact with him at ternatively, he may have a down-and-out family mem-
some point during the adventure. They may want ad- ber or a noble cause worth supporting. In either case,
ditional information on Marus Grayson or Elaiza, and the proceeds from auctioning and fencing the Jewel of
threaten the PC with retribution or sweeten the deal Yavin would go far to help a third party in need, and
by offering their aid to the party as a whole (with the adds the extra dimension of "robbing from the rich
final getaway, for instance). The player will have t o and giving to the poor" to their mission.
decide whether he alerts the rest of his companions
to his situation, or if he will work covertly against the THICK AS THIEVES
party's interests.
For better or for worse, a member of Marus Grayson's
PROVING YOURSELF security team or one of Vorse Tabarith's thugs has a
history with one of the Player Characters. This opens
For this PC, the adventure is as much about the chal- up the option for the PC to meet and bargain with his
lenge itself as the reward at the end. A pilot or me- former associate, family member, or friend to try to
chanic might be determined to win the Cloud City convince him to switch sides, render aid, or willfully ne-
Grand Prix, or a thief or slicer might take on the job glect his duties on the night of the heist. Alternatively,
just to say that he'd done the impossible. A character the security guard catches wind of the PC's arrival on
with the Addiction Obligation might feel compelled Cloud City and puts the rest of his team on high alert
to risk it all on the race or a few hands of sabacc. A as a result of the known criminal's presence. If the con-
PC with Betrayal might have a personal rivalry with or tact is among the casino mogul's thugs, he might try
vendetta against one of the other pilots in the race, to convince or coerce the PCs to report on Aris and
and either go to extremes to ensure victory or even Arend's activities, since Vorse suspects the two are
be forced to try to lose on purpose. conspiring about something behind his back.

TABLE 0-1: SUBPLOTS


Subplot Suggested Obligation and Motivation
Obligation: Betrayal. Blackmail. Debt, Favor
Fourth Wheel
Motivation: Childhood Friends. Extended Family/Clan, Friendship, Love, Place of Origin

Obligation: Addiction, Betrayal, Obsession


Proving Yourself
Motivation: Expertise, Creed, Fame. Status, Wanderlust/Novelty

Obligation: Blackmail. Bounty. Criminal. Debt, Favor


Mysterious Benefactor
Motivation: Freedom, Greed, Local Politics, Power

Obligation: Dutybound, Family, Favor, Oath. Responsibility


Something Greater
Motivation: Charity, Love, Overthrow the Empire, Support the Empire

Obligation Addiction. Criminal, Debt. Family


Thick as Thieves
Motivation: Comrades, Crime, Former Nemesis, Friendship

EXPLORING THE CITY IN THE CLOUDS


D HISTORY OF CLOUD CITY
uring this adventure, the PCs have ample opportu-
nity to explore Cloud City on Bespin (see page 3 5 6
in the EDCE OF THE EMPIRE Core Rulebook). Despite its Cloud City was founded many years ago by the ec-
precarious position floating above a gas giant, Cloud centric Corellian Lord Ecclessis Figg and constructed
City is a major cultural, commercial, and industrial hub. using materials extracted from the planet Miser, also
The following description is not intended to be com- located in the Bespin system. Lord Figg's goal was to
plete; the GM should feel free to improvise additional engage in the (then illegal) mining of tibanna gas while
locations as needed. Anything that seems reasonable promoting the image of his floating city as a tourist
to be found in a major city could be found in Cloud City. resort and leisure center.

INTRODUCTION
THE JEWEL O F Y A V I N
Figg contracted an Alderaanian architect named Nyr- fulfill and oversaw the transition of Cloud City from il-
connel to design the upper areas of the Floating Home legal front to booming cultural center. As the tibanna
complex—Cloud City proper. The white spires and un- boom began, she offered favorable deals to entrepre-
derstated facades are to this day reminiscent of the neurs who aspired to open casinos, restaurants, and
Alderaanian classical period, and are popular with rich other tourist attractions in Cloud City, and oversaw the
tourists from the Core Worlds. Figg, however, doesn't expansion in the necessary administrative overhead.
seem to have had high hopes for Cloud City as a tourist Although Ulumahal's term as Baron Administrator was
destination. It is entirely possible that he commissioned only a few years long, she did as much to shape the
an Alderaanian architect principally to please his Alder- laws and administrative structure of Cloud City as Figg
aanian wife and not out of any desire to emulate the did to shape its physical dimensions.
classical architecture of that elegant world.
When the Clone Wars began in earnest, Ulumahal
To Figg, Floating Home Mining Colony existed for quietly left office, took a modest pension, and returned
the illegal mining and processing of spin-sealed tiban- to her homeworld of Lutrillia, concluding that the posi-
na gas. Used primarily in military-grade blasters and tion had now become too dangerous for her taste.
other weapons, tibanna gas has a civilian application
as an engine coolant. Its most lucrative use, however, is IMPERIAL CRACKDOWN
as a component in heavy weaponry; activated tibanna
gas emits energy at roughly four times the power of its After the tumult of the Clone Wars, Cloud City was
common competitors. During the era of the Republic, in danger. With weak leadership and the end of the
tibanna gas mining and refining was strictly regulated tibanna boom, many smaller platforms contracted or
by the Mining Guild and other agencies. The Republic were abandoned. Bespin once again became small
actively attempted to suppress the creation of armies enough t o escape the attention of the authorities. A
and navies amongst its member worlds, and the regu- new Baron Administrator was soon appointed by the
lation of tibanna gas was one tool by which the Repub- Parliament of Guilds: Ellisa Shallence. Although the
lic did so. Only the relatively small size and remote lo- tibanna boom was over, she was confident that the re-
cation of Figg's Bespin operation allowed it to escape duced competition from other platforms and the still-
the Republic's—and the Mining Guild's—notice. functional "cover" as a tourist destination could keep
Cloud City alive. But first, she had to resolve Floating
THE TIBANNA BOOM Home Mining Colony's technical issues.
Shallence decided to create a new position, "com-
During the Separatist Crisis and the subsequent Clone
puter liaison officer," to integrate Floating Home's
Wars, demand for tibanna gas rose sharply, and Bespin
disparate systems and administer the technical needs
became a boomworld, all concern for secrecy thrown
of Cloud City. But such a complex task would require
aside in a mad scramble for profit. New mining plat-
someone willing to undergo extensive cybernetic
forms sprang up on the planet, and a sharp influx of
modification, melding his or her brain with machin-
prospectors, miners, industrialists, and wealthy specu-
ery capable of communicating with Floating Home's
lators flocked to Cloud City. New operations such as
various computer networks. Shallence found a willing
Tibannopolis and the strange Ugnaught-run platform,
candidate languishing in Cloud City's prison, a young
Ugnaught Surface, provided competition when it came
thief named Lobot. Lobot agreed to undergo the sur-
to tibanna mining and processing, but none of the oth-
gery and serve as Cloud City's computer liaison officer
er platforms had a built-in luxury and leisure zone.
in lieu of his sentence. The plan worked; Cloud City's
Over the next few years, a Lutrillian named Ulumahal technical issues were resolved, and Lobot continues
defined the role that future Baron Administrators would to serve loyally to this day.

A k
TIBANNA GAS AND SPIN

T ibanna gas is a major component in military-


grade heavy blasters and turbolasers. In its spin-
sealed form, it is highly energetic and increases
so is costly and difficult. Officially, the export of
Cloud City is unspun tibanna gas, which is legal
and unregulated; it is taxed and subject to the
the output of energy weapons severalfold. Unfor- administration of the Mining Guild, but Bespin is
tunately, spin-sealed tibanna gas is too energetic a relatively small operation and normally over-
for personal-scale weapons, which seldom survive looked by most Imperial and Guild authorities.
more than a few test-firings. This doesn't stop the
Bespin is notable for the large amount of natu-
odd blaster-for-hire from trying, of course.
rally spin-sealed tibanna gas available in its at-
In its unspun or natural state, tibanna gas is a mosphere. Cloud City's primary export is spin-
useful engine coolant. Unspun tibanna can be sealed'tibanna gas, for which it earns enormous
spin-sealed via an industrial process, but doing profits on the black market.
RAYNOR, LOBOT, AND LANDO BARON ADMINISTRATOR
LANDO CALRISSIAN [NEMESIS]
After Baroness Administrator Shallence, Cloud City
Lando Calrissian has been a smuggler, gambler, sol-
endured the reign of several less-talented leaders. The
most recent Baron Administrator was Dominic Raynor, dier of fortune, hero, and scoundrel in his time. Now,
a human from the Core Worlds. Under Raynor, Cloud he is the Baron Administrator of Cloud City, a role that
City struggled. Raynor was more interested in his per- he is surprised to discover he enjoys and at which he
sonal wealth and leisure than the health of his city or excels. Lando is a handsome human who sports an
its economy. He assigned city administrative posts elegant mustache and is always well-dressed. He can-
based on cronyism and bribes, suppressed or ignored not help being charming, especially to ladies of all
objections from the city's laboring classes, and gener- species. This profile represents Lando in his role as
ally embezzled everything he could from Cloud City. socialite and administrator as that is the role he is ex-
Raynor was efficient; while actively attempting to rob pected to play in this adventure; a full profile of Lando
the city blind, he successfully ignored pressing social Calrissian is beyond the scope of T H E JEWEL OF YAVIN.
problems in favor of drinking, gambling, and pursuing
various lovers of various species.

The one holdover from the previous Baron Adminis-


trator that Raynor could not or would not replace was
Lobot. Raynor, like Baron Administrators past, found
Lobot indispensable and left much of the day-to-day Skills: Charm 3, Cool 2, Deception 4, Dis-
of running Cloud City to him. This would prove to be cipline 2, Knowledge (Core Worlds) 1
a costly mistake for Raynor, as Lobot, loyal to Cloud Knowledge (Underworld) 2, Leadership
City but not to any particular Baron Administrator, 2, Negotiation 3, Perception 2, Ranged
soon decided that Raynor should be replaced. (Light) 2, Skulduggery 2, Stealth 2,
Streetwise 2, Vigilance 1.
His opportunity arrived in the form of the charismatic
Talents: Adversary 2 (upgrade difficulty
scoundrel Lando Calrissian. Calrissian seemed to have
of all combat checks against Lando
all the qualities necessary for a Baron Administrator. He
twice), Kill with Kindness 1 (re-
was intelligent, brave, capable of long-term thinking, and
move • from all Charm and
was neither too selfish to serve as a leader nor too moral
Leadership checks), Nobody's ,
to survive in the galactic underworld. Most importantly,
Fool 2 (upgrade difficulty of jj
Calrissian was an avid and talented sabacc player, a vice
Charm, Coercion, or De-
that Raynor shared. Once Calrissian arrived in Cloud
ception checks targetin
City, it was inevitable that he and Raynor would wind up
Lando twice), Plausible
playing sabacc against one another. Using his advanced
Deniability 2 (remove |
cybernetic implant and computer skills, Lobot compro-
• from all Coercion and
mised the sabacc game and began manipulating the
Deception checks).
cards. He kept the game close with several reversals of
Abilities: Luck Be
fortune, so that both gamblers gradually increased the
a Lady
stakes. Ultimately, as Lobot knew he would, Raynor bet
(once
the title of Baron Administrator on a hand. Lobot en-
per
sured that his opponent won the hand, and Lando Cal-
rissian became Baron Administrator of Cloud City. encounter,
Lando may reroll
Lando has proven a capable administrator, and even a skill check).
more conscientious about building a better future for Equipment: Fine
his people than anyone (including Lando) expected. clothing, dash-
He still struggles with the legacy left him by Dominic ing cloak, wrist-
Raynor and spends much of his time attempting to mounted corn-
repair Raynor's damage. From labor disputes to trade link, hold-out
negotiations, Calrissian finds himself engaging in a very blaster (Ranged
different form of high-stakes game, one that never [Light]; Damage
seems to end and whose prize doesn't necessarily seem 5; Critical 4;
worth it. Many of Raynor's cronies remain in positions of Range (Short); |
power within Cloud City's administration, but Baron Ad- Stun setting).
ministrator Calrissian is gradually turning things around. As the Baron
The future looks bright for Cloud City, and as long as the Administrator,
Empire's attention remains diverted elsewhere, it seems Lando has ac-
likely that things will continue to improve. cess to immense
wealth and resources, but car-
ries very little with him
LOBOT, CYBORG BUREAUCRAT [NEMESIS] advantage of numbers and position. If members of
the Bespin Wing Guard are attacked by the PCs, they
A former thief with an enhanced cybernetic brain,
fight as well as they are able but tend to break off and
Lobot is steadfastly loyal to Cloud City. Serving as the
send for reinforcements if they come under heavy fire.
Computer Liaison Officer and chief aide to the Baron
The PCs should know that the Bespin Wing Guard is a
Administrator, Lobot is arguably the most powerful
dangerous and professional foe and to avoid conflict
person on Cloud City. Due to the machinery in his
with it as a matter of priority.
brain, Lobot now has difficulty engaging in human
conversation and very seldom speaks. When he does If the PCs take care in pulling off the heist, they
speak, he does not waste time on pleasantries. He need not attract the attention of the Bespin Wing
is to the point and unflinchingly honest. This profile Guard. However, if they cause a commotion outside
represents Lobot in his role as computer liaison of- the museum, inflict damage to Cloud City, waylay or
ficer as that is the role he is expected to fulfill in this injure a member of the Wing Guard (who then uses his
adventure; a full profile of Lobot is beyond the scope communicator to alert his colleagues), or wound and
of this adventure. terrorize residents and visitors, they could easily find
themselves on the wrong side of the law.
If the alarm is raised, or if a member of the Wing
Guard sends a call for help, a squad of four officers
/Wiin.-iKiflM^ ^\'mtit;im;HlHi' (^EEESZEE^ /^CEESEHl^ plus one sergeant makes its way from the Security
Tower to the scene of the disturbance. They arrive in
I 3 Jl 14 A i s JLdToJ approximately five minutes (or five rounds of struc-
Skills: Computers 3, Discipline 3, Knowledge (Educa- tured gameplay) and briefly survey the scene before
tion) 2, Knowledge (Outer Rim) 1, Knowledge (Under- deciding whether or not they can handle things them-
world) 1, Mechanics 2, Perception 2, Vigilance 2. selves or call for reinforcements. If they decide to call
Talents: Adversary 1 (upgrade difficulty of all combat for backup, another patrol of Wing Guard officers ar-
checks against this target once), Defensive Slicing 2 rives every five minutes (or five rounds) until the situ-
(opponents slicing a computer system Lobot is guard- ation is under control.
ing add • • to their checks), Speaks Binary 2 (when The Game Master should be cautious about how he
directing NPC droids, those droids add • • to checks). employs the Bespin Wing Guard; if the PCs get into
Abilities: None. a protracted conflict with them, the most likely out-
Equipment: Durable clothing (+ 1 soak), hold-out blast- come is that they are either killed or dragged to the
er (Ranged [Light]; Damage 5; Critical 4; Range [Short]; Cloud City Security Tower in a set of magnacuffs.
Stun Setting), Borg Construct A j 6 implant (Lobot can
A

communicate silently with computers and comlinks and One way of demonstrating to the PCs that the Be-
wirelessly access Cloud City's central computer from spin Wing Guard is to be taken seriously is to show
anywhere in the city; the implant also increases his Intel- them tackling a criminal. The PCs might observe
lect, which is already accounted for in his profile). members of the Wing Guard taking on a band of
street toughs in Port Town, or raiding a ring of smug-

THE BESPIN WING GUARD glers. This could give the PCs a decent perspective on
how the Wing Guard operates and warn against taking
The Bespin Wing Guard is the official security force them too lightly.
employed to police Cloud City. Their main headquar-
ters is the Cloud City Security Tower in the plaza WING GUARD OFFICER [MINION]
district. The Wing Guard can be recognized by their
distinctive uniforms, consisting of wide-domed blue
helmets and padded blue jackets with trim details in
gold embroidery and maroon cuffs.
The Wing Guard patrols the upper levels of Cloud
City in groups of four officers plus one sergeant. It is
rarely seen in Port Town and the lower levels unless it Skills (group only): Discipline, Melee, Piloting (Plan-
is investigating a particular disturbance or pursuing a etary), Ranged (Light), Vigilance.
known offender. If Wing Guard officers enter the lower Talents: None.
levels, it is usually in significant force, though they do Abilities: Covering Fire (may spend a maneuver to add
have undercover operatives and informers among the + 1 ranged defense to up to two allied characters or
smugglers and street toughs of Port Town. The Wing minion groups within short range until the end of the
Guard is a professional police outfit, and its members
next round. This does not stack with multiple uses).
are careful to seek backup when in trouble. They en-
Equipment: Relby-K23 blaster pistol (Ranged [Light];
gage in protracted firefights only when they have the
Damage 6; Critical 3; Range [Medium]; Pierce 2, Stun

INTRODUCTION
THE JEWEL O F Y A V I N
setting), stun club (Melee; Damage 5; Critical 2; Range Aside from tibanna mining and tourism, Cloud City
[Engaged); Disorient 2), Wing Guard uniform (+ 1 soak), produces very little and depends on imports for most
comlink, magnacuffs (breaking free of these restraints of its technology. Bespin Motors is one of the heavy
requires a Daunting [ • • • • ] Coordination check) industrial companies and known as the makers of
the iconic twin-pod cloud car of the Wing Guard, as
WING GUARD SERGEANT [RIVAL] well as several other models. Bespin Motors must im-
port its raw materials from Miser or elsewhere in the
galaxy, which makes their products prohibitively ex-
pensive for most. Fortunately, these are of extremely
high quality.

B U Y I N G A N D S E L L I N G IN C L O U D C I T Y

Skills: Coercion 1, Discipline 1, Leadership 2, Melee 2, Bespin is an Outer Rim world on a major trade route.
Piloting (Planetary) 2, Ranged (Light) 2, Vigilance 2. As a result, there is a net + 1 modifier to the rarity of
Talents: None. all goods and services bought on Cloud City. The GM
Abilities: Tactical Direction (may perform a maneuver may feel free to further reduce the rarity of any item
to direct one Wing Guard Officer minion group within that would plausibly be classified as a "luxury good"
medium range. The group may perform an immediate to represent the specific focus of Cloud City proper.
free maneuver or add • to their next check). High fashion, fine art, and exotic foodstuffs are all
Equipment: Relby-K23 blaster pistol (Ranged [Light]; easier to find on Cloud City than might be predicted
Damage 6; Critical 3; Range [Medium]; Pierce 2, Stun by its location in the galaxy, although of course such
setting), stun club (Melee; Damage 5; Critical 2; Range goods are only available at a premium!
[Engaged]; Disorient 2), Wing Guard uniform (+ 1 soak),
There is no appreciable black market in the Tourist
comlink, spare clip.
District; anyone attempting to deal in restricted goods
or make other illegal dealings should focus on Port
CLOUD CITY'S ECONOMY Town or the Industrial Levels. Tibanna gas, although
AND CHARACTER plentiful, is still considered a restricted good in Cloud
City; most of Bespin's production is already spoken
Cloud City's economy is driven by two main forces: for and pre-sold, and the authorities who control the
tibanna gas mining and tourism. In many ways, it is re- tibanna shipping are keen to keep Imperial agents
ally two cities: the lovely and inviting Cloud City proper, from learning quite how much illegal spin-sealed gas
and the secretive illegal tibanna operation of Floating is sold through Cloud City.
Home Mining Colony (Cloud City's original name). PCs who do manage to find a seller for spin-sealed
Within the recreational areas of the Tourist District tibanna gas can purchase at a 10% discount from the
and much of Port Town, offworld visitors are met with normal price. Uncanceled <§) <§> or ^ from any Street-
a smile. Even citizens not directly engaged in the tour- wise or Negotiate checks made dealing with tibanna
ism industry understand that offworlders bring a great attract the attention of Lobot and Baron Administrator
deal of money into Cloud City's economy, and as a Calrissian. Although the Wing Guard is unlikely to get
result, citizens are friendly to offworlders no matter involved directly for appearance's sake, a number of
their species or point of origin. "off-duty" Wing Guard officers may ask the PCs some
pointed questions about their interest in spin-sealed
In the Industrial Levels and certain seedier parts of
tibanna gas. Alternatively, Zekra Fol may learn of the
Port Town, inhabitants understand that their livelihood
PCs' interest, and her awareness may complicate the
is supported by illegal trade, and any outsider is a po-
PCs' plans for the auction (see Imperial Investiga-
tential spy or Imperial agent and a risk to that livelihood.
tion on page 39).
Tourists who wander too far from the upper levels of
Cloud City sometimes vanish, never to be seen again.
CULTURE AND EVENTS
Most of Cloud City's inhabitants are human, with
sizable Ugnaught (mostly on the lower levels) and Cloud City prides itself on its elegance and culture.
Lutrillian (mostly on the upper levels) minorities. The Tourist District and the upper levels are awash
Members of nearly every sentient species in the gal- with entertainment, including hotels, casinos, dance
axy can either be found in residence or are known to halls, cantinas, and even museums and galleries.
pass through either as tourists or on business. PCs Museums often have traveling exhibits, and galleries
who are members of exotic or unusual alien species invite artists from the Core Worlds to display their
are unlikely to seem out of place on Cloud City, and work, timed to coincide with major events orchestrat-
even if they do, the hospitable inhabitants would nev- ed by the tourism board.
er point it o u t — a t least not on the upper levels.

INTRODUCTION
THE JEWEL O F Y A V I N
UGNAUGHTS

n short, stocky race of humanoids with porcine


features, Ugnaughts are considered loyal and
hardworking by the rest of the galaxy. Ugnaught so-
ciety revolves around a family unit that also serves
as a work-gang, the whole family working together
in the same profession or on the same project. Skills: Computers 1, Mechanics 2, Melee 1.
Talents: None.
When Lord Figg first began construction on Cloud Abilities: Silhouette 0. Stubborn and Dependable
City, he purchased three enslaved Ugnaught (remove • from all checks).
tribes—the Irden, the Botrut, and the Isced— Equipment: Hydrospanner or other bulky tool
and offered them a deal. If they would build and (Melee or Ranged [Light]; Damage 3; Critical 4;
maintain Cloud City. Figg would grant them their Range [Engaged or Short]; Knockdown), durable
freedom and give them and their descendants a clothing (+ 1 soak).
permanent home on Cloud City, where they could
work maintaining the facility and earning a share LUTRILLIANS
of the profits. The Ugnaughts agreed.
I utrillians are a nomadic species of humanoids
Cloud City's Ugnaughts do most of the day-to-day
L from the planet Lutrillia. They are notable for
work on the facility and the tibanna gas mining
their broad, wrinkled features with pointed ears,
operation. They are mostly self-governing, electing
flattened snouts, and hair growing from their
their own elders called ufflor and enforcing their own
heads and cheeks. Lutrillians commonly bear
laws. The Ugnaughts continue to receive a portion of
a thick a thick layer of blubber to protect them
Cloud City's profits, although what they
from the cold of their homeworld.
spend it on is anyone's guess.
After being exposed to the larger galaxy, Lutril-
UGNAUGHT LABORER [RIVAL] lians adapted their nomadic lifestyle and became
enthusiastic space-travelers and colonists. Many
emigrated to Bespin where they thrive in the are-
Ugnaughts are a common sight in
nas of finance, trade, and the hospitality industry.
the lower levels of Cloud City,
constantly performing main- Adventurous risk-takers, especially where a po-
tenance tasks and operat- tential for profit is involved. Lutrillians fit in very
ing the machinery well with the character of Cloud City and many call
for tibanna it their home. Considered gregarious, clever, and
mining. ikable by other species, Lutrillians sometimes fail
to respect personal space, a legacy of the over-
crowded moving cities of their homeworld.

LUTRILLIAN MERCHANT [RIVAL]

Cloud City boasts a sizable Lutrillian pop-


ulation; many work in the service or com-
merce industries on the upper levels.

Skills: Charm 1, Cool 1. Deception 1, Discipline 1,


Negotiation 2, Streetwise 2.
Talents: Creased Palms (as a maneuver spend
50 credits to upgrade the ability of a Social In-
teraction check once).
Abilities: Blubber (+ 1 soak).
Equipment: Upper class clothing, 2 5 0 credits.

Ugnaught
What home-grown culture Cloud City does possess 120 contain most of the city's administrative offices, in-
mostly emerges from Port Town. Various intersecting cluding the headquarters of the Wing Guard and offices
species, cultural, and class divisions result in intriguing set aside for the Baron Administrator and his staff.
new music and food, and Port Town's "guerilla artists"
Levels 1 21 - 1 6 0 are collectively deferred to as Port
are becoming somewhat famous in the sector.
Town and include various starship landing bays, ware-
What both the Tourist District and Port Town share houses, services, and amenities for the shipping that
is a certain low-level seediness in character. Although passes through the city every day. Port Town (see page
the Wing Guard is quite thorough, polite, and serious 18) is sometimes considered seedy and disrepu-
about maintaining law and order within Cloud City, table and contains a strong criminal and underworld
there is never any attempt to inquire into crimes or element. Levels 1 61 - 2 2 0 contain housing for service
atrocities committed offworld. On Cloud City, a per- sector employees and other mid-low income citizens.
son's past does not matter. Inquiries into one's past or Levels 2 2 1 - 2 8 0 are the home of Bespin Motors and
motivations are considered rude, and the fact that no- what other industry Cloud City hosts, as well as some
torious gangsters visit the city on a regular basis is an of the life support, water treatment, and other critical
open secret. Some find the lack of curiosity and judg- resources of the city.
ment refreshing; others find it unnerving. Yet, money
Levels 221 and below are generally considered the
spends the same no matter who it comes from.
Industrial Levels (see page 20). Levels 2 8 1 - 3 7 0
When it comes to politics and galactic events, Cloud are given over almost entirely to tibanna gas mining
City citizens are surprisingly united in their lack of in- and processing. Levels 3 7 1 - 3 9 2 house the massive
terest and refusal to venture an opinion. Cloud City's tractor beams and repulsorlift generators that keep
neutrality is as valuable to its prosperity as tibanna, the city aloft.
and its citizens embrace neutrality whole-heartedly.
Although it can move, and often does to either
The Empire is treated with suspicion, not because of a
avoid one of Bespin's storms or to access a new res-
philosophical distaste for its excesses and corruption,
but because it threatens Cloud City's neutrality. The ervoir of tibanna gas, Cloud City is neither fast nor
Rebel Alliance is treated with the same suspicion; in agile. It is a massive structure and requires time to
the opinion of Cloud City, both organizations should get up to speed, stop, or change direction. In non-
just leave Bespin alone. emergency situations, Cloud City's movement and
acceleration are gentle enough that its citizens don't
There are exceptions to this rule, of course, and a notice. In cases of emergency, alert klaxons blare and
substantial minority of Cloud City's inhabitants are citizens brace themselves and suspend travel; Cloud
either sympathetic to the Rebel cause or believe that City under emergency maneuvers is very similar to a
the Empire is more dangerous to Cloud City's existence mild earthquake striking a terrestrial city.
than the Rebellion. There are rumors that Baron Ad-
ministrator Lando Calrissian is one such Rebellion sym-
pathizer, and he has been giving the Alliance favorable
THE TOURIST DISTRICT
rates on spin-sealed tibanna from Cloud City's mines.
The upper levels of Cloud City are given over primarily
to resorts, hotels, casinos, museums, theaters, bou-
PHYSICAL DETAILS tiques, restaurants, and other attractions for the sec-

OF CLOUD CITY tor's well-to-do. This area is regularly patrolled by the


Wing Guard and monitored by observation droids.
Those who break Cloud City's laws or disturb the peace
In addition to being a vibrant and fascinating city,
are quickly identified and quietly apprehended.
Cloud City is an engineering marvel. The disc of the up-
per section is roughly 1 6 kilometers in diameter and The plaza level is open to the Bespin sky and re-
roughly 17 kilometers tall from the tip of Kerros Tower sembles a pedestrian-friendly city on a planet surface,
to the bottom of the unipod that projects into Bespin's complete with small, tasteful parks and high-rise struc-
lower reaches. The facility consists of 3 9 2 internal tures lining the city streets. Within the Floating Home
levels, plus the top plaza concourse, which is open complex itself (levels one through fifty), the corridors
to Bespin's atmosphere. The top level includes many are wide and well-lit, and the area is served by a net-
high-rise structures that add another few dozen floors. work of turbolifts controlled by the central computer.
These high-speed transit cars can carry a small group
In addition to the plaza concourse (level zero), levels
1 - 5 0 of Cloud City are devoted to the Tourist District, from one side of Cloud City to the other in minutes for
containing mostly resorts, hotels, casinos, restaurants, a small fee. The plaza level also sports an elevated re-
and the like. For more details of the Tourist District, pulsorrail train that travels a regular loop through the
see the following section. Levels 5 1 - 1 0 0 contain high- most important sectors of the city on a route designed
income housing, including a large block set aside for to appeal to sightseers and shoppers more than local
personal guests of the Baron Administrator. Levels 101 — residents who need to get around in a hurry.

INTRODUCTION
THE JEWEL O F Y A V I N
1. T H E Y A R I T H B E S P I N Security at the Yarith Bespin is good but not excel-
lent; the C M should use Wing Guard officer profiles
In a city well known for its elegant, high-class hotels, for any security personnel. If they spend any time at
the Yarith Bespin stands out as the most elegant and the resort, the PCs are likely to meet the Yarith Bes-
highest-class of them all. With its Alderaanian decor pin's concierge, a gray-haired and talkative Lutrillian
and architecture, the Yarith Bespin deliberately sets male named Taluhann, or the Yarith Bespin's chief of
its tone as one of exclusivity, high class, wealth, and security, a cheerful but easily annoyed human woman
privacy. Its guests are often among the galaxy's elite. named Leviani. If NPC profiles are needed, use the
The Yarith Bespin is a large complex, including a Lutrillian merchant profile on page 14 and the
drum-shaped tower above the plaza and extending Spaceport Security Officer profile on page 3 9 8 of
several levels down into the Floating Home facility. It's the EDGE OF THE EMPIRE Core Rulebook (substituting a
a fully-featured and self-contained resort, and boasts holdout blaster for the blaster rifle), respectively.
no fewer than three restaurants in a variety of styles, The Yarith Bespin is as expensive as it is exclusive.
its own landing pad, a pool and gym, a small collection PCs will be unable to find a room for less than 4 0 0
of exclusive boutiques, and the Pair O'Dice casino. credits per person per night.
The Pair O'Dice is representative of the high-end ca-
sinos that are common to the upper levels of Cloud 2. F I G G H A L L
City. A wide variety of games are available, and regular
Figg Hall is a public space for visitors and residents to
tournaments and special events are hosted here. Sa-
speak with representatives of Cloud City's government.
bacc is the game of choice for many of the Pair O'Dice's
The Baron Administrator himself keeps offices in Figg
clientele, and the house has a reputation for honesty
Hall, although he rarely uses them and prefers to do
and discretion.
his business in more intimate locales. The structure has
Kaltho the Hutt and his household have currently a long, low-profile upper level, opposite one of Cloud
taken up residence on the entire fifteenth floor of City's few parks on the plaza level, and continues for two
the Yarith Bespin tower. The polite human and Lutril- levels below the surface. The upper facade is adorned
lian staff of the Yarith Bespin will resolutely refuse to with bas-relief scenes of the heroic adventures of Eccles-
confirm that Kaltho is a guest but will be happy to sis Figg; his lovely wife, Yarith; and the construction of
"take a message" for Kaltho or any other member of Cloud City by hard-working Ugnaughts. The historical
his household, "in the event Mr. Kaltho does stop by." accuracy of the sculptures is extremely dubious.

INTRODUCTION
THE JEWEL O F Y A V I N
Visitors to Figg Hall are met by Bea, the efficient,
pretty, and polite human female who runs the recep-
CLOUD CITY LINGO
tion desk with the assistance of protocol droid B-7G.
Use the profiles for the Corrupt Bureaucrat and Pro-
tocol Droid on pages 4 0 8 and 4 1 2 of the EDGE OF
E very place in the galaxy has its own unique col-
loquialisms and figures of speech, and Cloud
THE EMPIRE Core Rulebook. With a successful Charm City is no exception. Here are some phrases com-
or Negotiation check opposed by Bea's Discipline mon to Cloud City, along with their meanings:
( 4 • • ) . PCs can gain access to Cloud City's official the baron's hand: someone who has "the
records to investigate various bidders. Any ^ gener- baron's hand" can't lose or has information the
ated on the check indicates that Bea has informed Lo- other party lacks; this is probably referring to
bot that the PCs are persons of interest, which adds • the infamous sabacc game in which Lando Cal-
to all future Computers checks to access Cloud City's rissian became Baron Administrator.
computers. A similar Charm or Negotiation check can
cloudside: the lowermost levels of Cloud City.
win an audience with Lobot or Baron Administrator
Lando, although both men are busy and the earliest the long fall: death, presumably because fall-
Bea can schedule a meeting is probably "over lunch ing to Bespin's surface is a death sentence for
tomorrow" (for Lando) or " 0 6 0 0 tomorrow morning" any life-form.
(for Lobot). a Lutrillian bargain: a deal in which both
"Visitors" to Figg Hall who come after hours must sides do well, but one side does even better.
contend with a two-man Wing Guard security team skyside: the uppermost levels of Cloud City.
and Hard ^ ^ ) locks on the doors and computer
consoles. See the Wing Guard profile on page 12. standing on the clouds: foolishness, oblivi-
ousness to danger. Someone who is "standing
3. T H R E E B E L D O N S BUFFET on the clouds" thinks everything is fine but is
very wrong.
The Three Beldons Buffet is the finest restaurant on Ugnaught problems: trivial details or drudge
all of Bespin, according to its three co-head chefs and work; important but uninteresting.
its own advertising. Located on the plaza level oppo-
site Figg Hall and only a short walk from the Yarith
Bespin and the Figg & Associates Art Museum, the circular space about 8 0 m across, ringed on the plaza
Three Beldons is well-positioned to attract a high- side by a variety of kiosks, speeder racks, and low
class clientele. Its owner, the human Jolen Mandar, buildings housing the Cloudscape Tours offices and a
makes a point of mingling with his wealthy and power- variety of maintenance necessities.
ful clientele and leaves the actual details of the food Cloudscape Tours maintains a small fleet of air-
to his kitchen staff. speeders and sail barges which it uses to host regular
tours of Bespin's unique scenery. Tours start at 3 0
The Three Beldons offers excellent food at a sur-
credits for a two-hour sunset excursion on a crowded
prisingly reasonable price. Dinner averages about 3 0
sail barge, with longer or more intimate tours at sky-
credits per plate, not including liquor. The restaurant
high prices. Cloudscape's curvaceous human owner,
is quite crowded during mealtimes, and PCs who fail
Babs Terll, can often be found at the front desk or
to make a reservation can expect a sixty-minute wait,
in the Cloudscape Tours garage beneath the landing
or they can slip the pompous Ugnaught host 2 0 cred- pad, tuning up the fleet. Her sandy-haired husband,
its and find their wait sharply reduced. Merl, is a bit of a daredevil and maintains a speedy,
Kaltho the Hutt regularly visits the Three Beldons customized Bespin Motors cloud car. He goes on high-
with his staff, whereupon a silent war breaks out be- speed surveys of the surrounding area and plots the
tween the Three Beldons kitchen staff and Kaltho's routes for that day's tours.
personal chef, each vying to outdo the other. Vorse
Merl Terll is a race fan, and from time to time, Cloud-
Tabarith and Leina, Shreya Ordassa's childhood
scape Tours does some side business concerning
friend, are also regular customers.
cloud car races, escorting fans to ideal viewing posi-
tions along the race route. Merl is a valuable source of
4. C L O U D S C A P E T O U R S
advice in prepping for the race, and is familiar with all
& LANDING PAD P4
three of this year's top competitors (see page 4 4
Located by necessity at the very edge of the plaza for more information). Merl himself no longer races,
level off of the Cloud City Skyport, Landing Pad P4 as Babs won't permit him to "risk his fool neck" any-
plays host to Cloudscape Tours and a handful of other more, but he may be persuaded if the PCs are in need
tourist-friendly businesses. The landing pad is itself a of an experienced pilot (see page 45).

INTRODUCTION
THE JEWEL O F Y A V I N
5. K E R R O S TOWER starship up to silhouette 4, or 40 credits for the first
day and 2 0 for each additional day for larger starships.
The highest point on Cloud City is the top of Kerros
Port Town is patrolled by the Wing Guard with much
Tower, an elegant spire that rises from the top of the
Floating Home facility. Kerros Tower is the home of less enthusiasm and diligence than the upper levels.
the Storm Guard, Cloud City's meteorological service Although violent crime is still aggressively pursued,
who monitors the often turbulent atmosphere of the petty criminals such as black marketeers, smugglers,
gas giant. The upper levels of Kerros Tower are given and thieves have little to fear from the Port Town au-
over to monitoring equipment of various sorts, al- thorities so long as they keep their malfeasance out
though there is also a public observation deck at the of the upper levels.
top, accessible to tourists for a 15 credit fee. The excellent mass transit system of the upper levels
is much less reliable and convenient in Port Town, with
The rest of the tower is a mixture of offices for the
fewer than a quarter the density of turbolift terminals
Storm Guard, the Wing Guard, and other administra-
tive agencies. At the top is a particularly expensive— and more than triple the wait for a free turbolift car.
but not particularly good—restaurant called Sunset Most residents hire small Ugnaught- or droid-driven
House. And on the bottom levels, a small and fairly speedercabs or more crude droid-drawn rickshaws.
boring museum devoted to the history of Cloud City
itself, where tourists can learn how Cloud City was built 6. L E V E L 1 2 4 . 5 : T H E FOUR-AND-A-HALF
before taking an elevator up to the observation deck.
Straddling levels 124 and 125, the Four-and-a-Half
In the event of meteorological emergency, the is a cantina built into the space usually reserved for
Storm Guard in Kerros Tower has the ability to order utilities. It sits on top of a heat sink array it uses to
the Floating Home facility to activate its maneuvering power its electronics and beneath a water pipe the
repulsors to change its position. During maneuvers, proprietors tap into to pour their drinks. As an en-
all incoming and outgoing traffic is necessarily ceased tirely off-the-grid operation, there's no official record
and much of the day-to-day business of Cloud City that level 124.5 exists and even setting foot inside is
is also paused as the whole city shudders and rocks. technically illegal.
Enterprising PCs may take it upon themselves to arti-
For those willing to brave
ficially create a meteorological emergency as part of
the law, level 124.5 is the
some master plan. The locks within Kerros Tower are
rowdiest, seediest, most
all H a r d (OOO) difficulty to access, as is the Storm
awful and wonderful
Guard computer system. If the Wing Guard or Storm
drinking hole in
Guard are alerted to the presence of intruders, • •
Port Town.
are added to all Skulduggery or Computers checks as
security protocols are put in place. The tower is guard-
ed by uniformed Wing Guard officers, with six such
officers on-shift at a time and a dozen more on-call
from a nearby Wing Guard station house. See the Wing
Guard profile on page 12 for more information.

PORT TOWN
Immediately accessible from the majority of Cloud
City's landing bays and platforms, Port Town occupies
levels 121 through 160 of the facility. In addition to
the predictable warehouses, starship repair and re-
fueling facilities, and other necessities of an active
starport, Port Town offers lower-class amenities and
entertainment for visiting spacefarers. A seedy and
disreputable region, Port Town contains gambling
dens, flophouses, cantinas, red light districts, and a
wide variety of underworld opportunities and dangers.
Unless a visitor has special connections or a prior ar-
rangement, anyone requesting permission to dock a
starship at Cloud City will be directed to one of the Port
Town landing bays or docking ports. Port fees are low to
encourage tourists and traders, only 2 5 credits for the
first day and 15 credits for each additional day for any
Because it's off-grid and doesn't concern itself with Frequent customers include Pos Podura and Kerek,
issues such as liquor licenses and paying taxes, drinks as well as legbreakers from Vorse Tabarith's operation.
are cheap. Because it's already breaking the law by If the PCs are making Streetwise checks to find one
simply existing, illegal entertainment such as spice, thing or the other, chances are their destination will
gambling, and bloodsports are readily available. The be the Four-ond-a-Half.
Four-and-a-Half has become one of the premiere can-
tinas for the establishing of underworld connections 7. M A R K E T ROW
and the making of under-the-table deals.
Located on level 121, almost exactly in the center of
Drinks can be had for as little as 1 credit, and meals
Port Town, is a long, wide corridor that runs from the
for as little as 3 credits, although in all cases, the cus-
outermost edges of the Floating Home platform to
tomer gets what he or she pays for. The house special-
the central shaft. Almost 7 kilometers long and over
ity is what is called "Ugnaught Spit," a colorless moon-
100m wide, this corridor was apparently once used
shine made by illicit Ugnaught stills hidden throughout
to fly remote-operated droids and small maintenance
Cloud City. It is a singularly vile and potent liquor, the
craft into the internal voids of the Floating Home wind
only virtue of which is that it is the cheapest way to
get drunk in the entire Bespin system. There's a regu- baffle system. It has not been used for this purpose
lar sabacc game each evening from which the house for quite some time, and instead it plays host to an
takes only a modest cut of each player's stake, and ever-shifting variety of market stalls, food carts, and
many of the best gamblers in Port Town are known illegally parked starships plying their wares.
to frequent the game. A dejarik table can be found Now known as "Market Row," the corridor and the
against one wall; the reigning champion is a Wookiee chambers associated with it are the best place in Port
female named Yawrocca. Other amusements include Town to buy or sell. Anything that can be found on
mynock fights and the dice game hintaro. Cloud City can be found on Market Row, using the
normal rules for availability and price.
The cantina is operated by a slimy female human
named Bree (which is short for something, but no The interior terminus of Market Row is sealed by
one seems sure what). The wait staff are a massive hatch, barring access to the central void.
primarily repurposed industrial There is a similar hatch at the outermost terminus,
droids of various sorts, most but this hatch is normally left open by the Ugnaught
of whom are presumably work gang that is responsible for this area except in
stolen from elsewhere the case of inclement weather. Starships of silhouette
on the station. 4 or smaller can fly into the Market Row corridor.
However, the difficulty of any Piloting (Space) check
made inside the corridor is upgraded once due to the
cramped conditions—pilots are advised to proceed
extremely slowly.
Merchants and stalls the PCs may come across
include Rowralorr, a Wookiee male gunsmith selling
blasters and other weapons; Hobi Rann's Fine Im-
ported Goods, a shop run by human male peddling
cheap, colorful junk from across the galaxy; Tezli Odo
of the Hatchery, a Rodian female selling exotic pets
and food animals; and Bothawui Jewelers, owned by
a Bothan married couple named Cidri and Henna who
operate out of a weathered JumpMaster starship.

8. L A N D I N G B A Y 1 2 4 A

Located on level 124, Landing Bay 124A is in all


Sespects a perfectly normal and average Port Town
• n d i n g bay for Cloud City. Large enough to host sev-
Bra small starships at once, or a single silhouette 5
Blip, the landing bay also features coolant and refuel-
B i g lines and a full staff of droids to assist with loading
Hid unloading.

INTRODUCTION
THE JEWEL O F Y A V I N
Where Landing Bay 124A differs is in the fact that it The owner of the Lady Yarith is an elderly Ugnaught
is owned by noted gangster Vorse Tabarith (see page widow named Bozzi. She spends most of her time
38). Tabarith has bribed or blackmailed all of the dozing in a human-sized armchair in the lounge while
traffic control and customs officials that are respon- her droid staff tends to business. The clientele of the
sible for Bay 1 24A, allowing him control of everything Lady Yarith are mostly lower-class, often people with
that moves through the bay. He can smuggle in or out something to hide. No questions are asked at the
any cargo he pleases, and often does. Lady Yarith, cash is the only acceptable form of cur-
For the daily operations of Bay 124A, Tabarith rency, and the droids will not answer any questions
leaves matters in the capable talons of Hressk, a Tran- about any of their guests.
doshan male dock chief who spends most of his time Aside from privacy, the Lady Yarith does have one
playing sabacc against off-duty Ugnaughts on top of other quality to recommend it, and that is price. A
a cargo container near the primary airlock. Hressk is comfortable (but rather small) room can be had for
happy to arrange illegal or off-the-books transport as little as 3 0 credits per night. Meals are included,
for an appropriate bribe but will not knowingly be- although the Ugnaught conception of a meal seems
tray Tabarith—at least, not without tripling his fee and to consist of algae-derived protein paste for breakfast,
some appropriate social skill use. Hressk also has con- lunch, and dinner. Despite its flaws, the Lady Yarith has
nections to the street-level spice trade on Cloud City. a good reputation with the underclass of Cloud City;
Landing Bay 1 24A consists of a large external plat- it's nothing fancy, but it's cheap, private, and safe.
form that opens into an equally large internal bay. The Although the PCs may not discover this unless they
bay is roughly 100 meters wide by 5 0 meters deep, are guests at the Lady Yarith themselves, Elaiza is mak-
and is nearly 2 0 meters tall, extending in height up ing her home here during her stay on Cloud City. Bozzi
into levels 1 23 and 122. A glassed-in control booth, took a liking to the "batty old woman," seeing her as a
accessible via a corridor on level 122 and as well as a kindred spirit, and gave her a generous discount.
lift from the bay floor, overlooks the entire bay. A pair
of massive roll-down doors grant access to two spa-
cious cargo bays where starship captains can unload
THE INDUSTRIAL LEVELS
their goods and store them for a nominal fee. One These regionsconsistoftibannagasminingand process-
of these bays contains a variety of Tabarith's illegal ing equipment, including carbonite freezing facilities.
cargo; the other is empty and awaiting off-loading. The industrial levels also include the necessities for
Two airlocks, one at the back of the bay and one to maintaining Cloud City's operations such as power
the side, grant access to Port Town. generation, repulsorlift altitude monitoring, water and
Finding out about the shady character of Landing sewage processing, heating and cooling, and so on.
Bay 1 24A is an Average (^ ^ ) Streetwise check Aside from a few critical systems, such as the re-
This is one potential getaway point for the PCs after pulsorlifts, or businesses with economic and political
they complete the heist. Aris Shen is familiar with the clout, such as Bespin Motors, the Wing Guard mostly
dock and will suggest it if the PCs have allied with her ignores the Industrial Levels. The peace is kept by the
at the end. See page 9 2 . Ugnaughts, who are known to dispense immediate
justice without the formality of a trial.
9. T H E L A D Y Y A R I T H
10. H O N E S T G R E K ' S S P E E D E R S
Like the Yarith Bespin, the Lady Yarith is named after
the Alderaanian wife of the late Lord Figg. And like "Finest speeders on Bespin! You can trust me, I'm Hon-
the Yarith Bespin, the Lady Yarith is a hotel—of sorts. est Grek." So say the advertisements that surround the
While the former is grand and elegant, featuring beau- entrance to Honest Grek's Speeders for about a kilo-
tiful views of Bespin's cloudscape, the latter is squalid meter in every direction, waiting be torn down by Wing
and cramped without a single window at all. Guard or maintenance workers for illegal posting.
The Lady Yarith occupies part of levels 1 3 6 - 1 3 9 Honest Grek is a human male with a cybernetic left
and is not far from Market Row. It sports a hand-paint- leg and a cybernetic right arm. Each time he is asked
ed sign hanging in the corridor outside its lounge, how he lost his limbs, Honest Grek will tell an entirely
cracked with age. As a series of chambers within the different and mutually contradictory story. "Lost it in
Port Town levels of Floating Home, the Lady Yarith has the races." "Shot up in the Clone Wars." "Used to be a
no facade or external walls of any kind, but its interior
big game hunter on Kashyyyk." Honest Grek is about
compensates with an effort to be homey. There are
fifty years old, overweight, and balding, his olive skin
worn rugs from a dozen worlds laid over the metal
perpetually covered in a sheen of sweat. As far as can
deck plating, second-hand overstuffed furniture is
be determined, he is called Honest Grek only because
crammed into every corner, and the pale electric light-
he calls himself that and wears a name tag that reads
ing is warm and friendly.
"Honest Grek" in three languages.

INTRODUCTION
THE JEWEL O F Y A V I N
However, it does appear to be true that Honest Access to the various docking ports is not tightly con-
Grek can provide fine speeders, cloud cars, swoops, trolled from within the industrial district, and anyone
and other light vehicles. Grek is a competent mechan- can open a port by overriding the safety locks if he re-
ic and makes his living buying junked speeders and ally wants to jump out into Bespin's atmosphere
lovingly restoring them. He can also assist the PCs in (a Hard • • ) Computers check)
upgrading speeders and is a good source for vehicle Anyone looking to dock with one
attachments and modifications. of these ports from the outside
will have to get clearance
Honest Grek and Merl Terll (see page i 7) do not from the Wing Guard,
get along at all. The two men used to be partners, otherwise he may be
kings of the two-man cloud car race, until a tragic met by a cloud car pa-
speeder accident caused Merl to eject and Grek to trol and find the port
crash, suffering grievous injuries. But the real end of in question firmly
their relationship came later, when Merl refused to re- locked.
turn to the races at the request of his wife. Grek has
still not forgiven Merl for his "betrayal" and blames his
current, fairly miserable, existence on Merl. 12. NEGRI'S
PROCESSING
Honest Grek would be happy to help the PCs cheat VANE
on the speeder race (see page 48) if induced with
an appropriate bribe. Many of the other racers get Negri is an Ugnaught
their maintenance done by Honest Grek or one of his male who oversees the ™
competitors, so Grek can be a good source of informa- operations of Processing
tion, too. When he's not running his shop, he can also Vane 5. Processing vanes
be found at the Podracer's Retirement (page 44). across Cloud City filter
incoming tibanna gas
11. INDUSTRIAL S P A C E P O R T and freeze it in slabs of
carbonite for shipping,
The industrial spaceport is not a port at all, but a series a perfectly normal and
of docking clamps and airlocks. These allow ships too harmless practice es-
large or too hurried to land at Port Town the ability to sential to the safe trans-
dock with Floating Home and take on or offload cargo. port of the energetic
compound.

Negri's vane is the least


efficient vane in the entire
complex, with the most unsched-
uled downtime for "maintenance." In
reality, Negri is perfectly willing to take a little
money under the table to freeze anything a client
might want in one of his carbonite sledges. During the
"downtime," he clears his facility of tibanna. drops his
client's payload into the carbon freezer, delivers the
sledge to the client, and resumes normal operations.
Negri's fee is 500 credits per sledge—no questions
asked, no haggling. Negri does not guarantee that'
any living being frozen in carbonite will survive the
procedure. Finding out about Negri and his side busi-
ness is an Average ( • • ) Streetwise check.
ODDSAND
OPPORTUNITY
- ^Sir, 'the odds of successfully robbing
this casino are 39,087 to 1!"

-12-4C-41z ("Zee"), Droid Slicer

T he Player Characters learn about the heist, begin The players begin the adventure on Cloud City with
assembling a team, and lay the groundwork for a lead pointing them to the Shen family for a job
their schemes in Episode I. Nobody said stealing the that promises a big payout. The PCs may have heard
"unstealable" Jewel of Yavin would be easy, but with of the offer through one of their other contacts or
some careful planning and a lot of luck, the PCs might Obligation holders, an infochant, or they perhaps re-
just win big on Cloud City. This chapter includes: ceived a personal offer from Arend himself, depend-
ing on the group's reputation.
Shadowport Blues: The PCs rendezvous with
their contact person in Port Town's Market Row. If the Came Master is starting T H E JEWEL OF YAVIN for
a group of brand new Player Characters, he is encour-
Heist Homework: Scouting out the corusca
aged to plunge straight into the action. After reading
gem's location ahead of time reveals its defenses.
the opening crawl, turn the page to Shadowport
Getting to Know You: Savvy PCs will get the bid- Blues and begin in media res. If the GM is running
ders to warm up to them ahead of the auction. the campaign for an established group of characters,
Setting up the Slicing Shop: Computer spikes he may want to allow them to play out the transition
and encryption samples are the order of the day from their previous destination while incorporating
for a meticulous technician planning on cracking i the following relevant details:
Cloud City's network security. On their descent through Bespin's atmosphere the
The Cloud City Grand Prix: To secure their in- Player Characters are mysteriously granted passage by
vitation to the auction gala, the PCs compete in the Wing Guard cloud car patrols without much hassle
Bespin's pre-eminent cloud car race. "at all, as if they were expected. They soon receive an
encrypted transmission to dock and meet with a Pan-
Interlude: After the race, there's time for a few t o r a n w n m a n n a m p r l A r k o n M a r k p r Row in Port Town
last-minute preparations before the gala.
SHADOWPORT BLUES
D epending on the PCs and the group, the CM may
choose to introduce Aris Shen and Arend Shen in a
variety of different ways. The PCs may have Obligations
TABARITH'S T H U G [RIVAL]

Tabarith keeps a number of burly human thugs, both


that are tied into either of the Shens or Motivations that men and women, on his payroll. They typically wear
can be leveraged to introduce them into the thrust of thick black coats and tinted goggles, primarily to
the adventure (see Engaging the Player Characters intimidate civilians.
on page 8 for more information). Alternatively, the
GM can choose to use this encounter as an in media res
introduction to get straight into the meat of the action.

This encounter details a meeting with Aris Shen


on Market Row that goes wrong, followed by a more
sedate briefing with her father Arend. Several thugs
in the employ of Aris's husband, Vorse Tabarith, have Skills: Brawl 1, Coercion 1, Ranged (Light) 1.
been assigned to tail her, so the PCs must first find Talents: None.
some way to separate Aris from her escort. Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; Damage 6;
Optionally, the GM can give the PCs a chance to do
Critical 3; Range [Medium]; Stun setting), brass knuckles
some shopping on Market Row and narrate their jour-
(Brawl; Damage 4; Critical 4; Range [Engaged]; Disori-
ney to Bespin. When ready to proceed (or in lieu of
ent 3), long coat (+ 1 soak), comlink.
any prologue), read the opening crawl from the begin-
ning of the book, and then read or paraphrase the
BHURRA, LUTRILLIAN THUG [RIVAL]
following aloud:
Bhurra is one of Tabarith's most loyal lieutenants.
Pushing through the mass of market stalls, carts, Tabarith doesn't have a terribly high opinion of Bhur-
and parked starships that make up Market Row, ra's abilities but values his loyalty enough to assign
you reach your rendezvous point just in time. A Bhurra to monitoring his wife, Aris Shen. Bhurra is
slim Pantoran woman pauses at a nearby stall. particularly broad shouldered and bulky by Lutrillian
"Good," she says, avoiding outwardly acknowl- standards, with broad and impressive white whiskers.
edging you, "You're on time. See those gentlemen
in the black coats and goggles? We can't have
them overhearing. Find me at the droid access
hatch in ten minutes. Tai"

As though she had failed to find the scarf she


sought at the stall, she drifts on. Muscling through
Skills: Brawl 1, Coercion 1, Perception 1, Ranged
the crowd in her wake, you make out several hu-
(Light) 1, Vigilance 1.
mans and a Lutrillian in similar black coats and
Talents: Adversary 1 (upgrade difficulty of all combat
tinted goggles, each focused on the fleeing woman.
checks against Bhurra once).
Abilities: Blubber (+ 1 soak value).
There is one human thug per PC, plus Bhurra the Equipment: Blaster pistol (Ranged [Light]; Damage 6;
Lutrillian. The thugs are all in the employ of Vorse Critical 3; Range [Medium]; Stun setting), brass knuck-
Tabarith; their goal is to follow Aris Shen and observe les (Brawl; Damage 4; Critical 4; Range [Engaged];
her, making a note of where she goes and whom she Disorient 3), long coat (+ 1 soak), comlink.
meets with. If anyone tries to spirit Aris away, accost
her, or insult Vorse Tabarith's reputation, the thugs re-
spond with violence. Otherwise, they are content to
RUNNING THE
follow and observe. The thugs are at medium range ENCOUNTER
from Aris and short range from the rendezvous point
(and by extension, at least one PC). To begin the encounter, roll for initiative. The PCs can use
Cool; the thugs use Vigilance (roll once for the human
thugs and once for Bhurra). Even though there won't
necessarily be combat in this encounter, characters
should still act in initiative order. If the thugs win initia-
tive, they simply spend their turn maneuvering toward
Aris; in fact, this is all they do unless the PCs catch

49 ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
their attention or force them to respond. Aris acts last
each round, and unless the PCs request her to take
some other action, she simply spends two maneuvers
(downgrading her action) moving away from the thugs.
Aris Shen's characteristics will probably not be nec-
essary during this encounter; if needed, they can be
found on page 89.
The difficulty of any ranged combat check against
any target farther away than engaged is upgraded by
one to represent the teeming crowds in Market Row;
any ^ generated on a check can be spent to strike
an innocent bystander instead of the target, with
potentially serious consequences if the culprit doesn't
immediately make himself or herself scarce.
In addition to violence, the PCs could solve their
problem with any number of clever ideas, such as:
• Disguising Aris with clothing bought or stolen from a
Market Row stall (an opposed Deception check).
• Distracting the thugs and allowing Aris to use
Stealth to get away (an opposed Charm, Coer-
cion, or Deception check)
• Physically blocking the thugs from proceeding,
either with their own bodies or by tipping over
stacks of goods, moving market carts, etc. (an
Average ( • • ) Athletics check)
• Finding Aris a shortcut (a Hard • ^ ] Knowl-
edge [Underworld] or Streetwise check).
In general, if the players come up with a plausible
idea, the GM should allow a check to see if it works.
The goal of this encounter is not to tax the PCs to the
utmost but rather to get them immersed in the action
and informed about their objectives.
If Aris moves to extreme range from the thugs and
the thugs are not actively fighting the PCs, the en-
counter is over and the PCs are successful. If Aris is
unable to escape, she presses a datachip bearing a'
time and an address on Level 5 0 into a PCs' hand
before she is escorted away by her husband's goons.

MOVING ON
If the PCs rendezvous with Aris Shen, she apologizes
for the thugs but doesn't volunteer any information
about them. If asked, she admits that they are her
husband's men sent to "protect" her, which really
means keeping tabs on what she's doing and w h o
she's with. Vorse Tabarith may not be as sharp as he
used to be, but Aris has never been one to kowtow,
and he suspects she may be planning to betray him
(and rightly so, though she doesn't mention that part
just yet). She volunteers to serve as the PCs' guide to
Cloud City if they require and recommends that they
meet with her father sometime in the next half hour.
Either guided by Aris Shen personally or the cryp-
tic note she left them, the PCs should proceed to the "A few days from now, a valuable gemstone will be
address on Level 5 0 where Arend Shen keeps an auctioned here on Cloud City. The gem is known
apartment. When the PCs arrive, Arend answers the as the Jewel of Yavin and has a reputation for
door and welcomes them inside, pausing only to verify being 'unstealable.' The plan is this: infiltrate the
that they weren't followed. If Aris is with them, Arend auction and manipulate the bidders to raise the
sends her to the bar to fix drinks for everyone. bid. We want the jewel to sell for as much as pos-
sible for maximum return when we slice into the
The apartment is well-appointed and tastefully, if central computer network and redirect the auc-
generically, decorated. Arend receives the PCs in a tion credits to our own accounts, hmm? The gala
living room that is illuminated by a lightwell open to and gem are being held at the Figg & Associates
natural sunlight, separated from a galley kitchen by a art museum, which isn't designed to protect an
wood-topped bar. A hallway leads back toward a rest object that valuable, making this the best chance
room and two bedrooms. Any PC who wishes to o b - we have to nab it. You heard me right: we're going
serve the apartment carefully makes a Hard to steal the gem twice."
Perception check. Success indicates that the apart-
ment is not actually inhabited; Shen either maintains it Then the Pantoran sits back, grinning from ear to
as a front or has rented it exclusively for this meeting. ear. "Well? What do you think?"
Once the PCs are settled, Shen addresses them;
The PCs may now discuss the details of the plan
"I'm pleased you came," the middle-aged Pantoran with Arend Shen and ask any questions they find
man dressed in elegant blues and maroons says. pertinent. Some obvious questions include:
"You have been recommended to me as people • "How much is our cut?" Arend and Aris will split
with a certain set of skills. I have a job offer for the winning bid with them equally, meaning six
you—a scheme that requires those skills. What ways if there are four in the players' party. He
I'm about to propose is illegal, confidential, and expects the bidding to reach into the hundreds of
could be somewhat dangerous—and, if you're suc- thousands of credits.
cessful, could pay out tens of thousands of credits,
perhaps more. I think you'll discover it's well worth • "What's so special about this gem?" The Jewel of
your trouble. Now, which of you is interested?" Yavin is a rare corusca gem of unparalleled size,
clarity, and inner radiance.
Presumably, all the Player Characters indicate • "Who are the bidders?" There are seven in all:
themselves. Satisfied, Shen continues: Kaltho the Hutt, Shreya Ordassa, Mil Mikkir, Pos
Podura, Zekra Fol, Elaiza, and Vorse Tabarith.
Arend doesn't know much about them, except
that Aris is married to Vorse. The PCs need to do
some of their own investigative legwork in order
to figure out how to best manipulate the bidders.
See page 3 4 for more information.
• "How do we infiltrate the auction?" The most
straightforward means of securing an invita-
tion is to win the Cloud Car Grand Prix the
day of the gala. Of course, it's not exactly
the easiest means either, but the 30,000
credit grand prize is certainly a draw for
most pilots. If the PCs don't have a cloud
car of their own, Arend can lend them one.
See page 4 3 for more information.
• "To whose account are we transfer-
ring the funds?" Arend has set up an off-
world dummy account specifically for this
purpose that is untraceable to him or the PCs.
He gives them a datapad with the relevant rout-
ing and account information.
• "What about the heist itself?" The PCs will need
to develop their own plan of attack and complete
any reconnaissance necessary to successfully
dodge any guards and security measures in the • Computers: In addition to needing a compe-
museum. Arend will provide a getaway speeder tent slicer (page 41), computer spikes (page
for them to rendezvous back with him, deliver 40), and encryption samples (page 40), the
the gem, and make their escape on his yacht, the surveillance system in the art museum should be
Venture. See page 8 6 for more information. disabled for the heist as well (page 79).

Once the Player Characters have had a chance to • Knowledge (Lore): Corusca gems may also be
get a grasp on their mission objectives, Arend excuses used as lightsaber crystals, meaning they are po-
himself, apologizing that he has other business to at- tentially as deadly as they are beautiful.
tend to. If he gives off the impression that he's not be- • Knowledge (Underworld): Under Dominic Raynor,
ing entirely forthright with the PCs, they'd be correct. crime and corruption flourished on Cloud City. Many
He leaves Aris with them to hash out a plan and an- of the casino moguls and government officials are
swer any remaining questions. She is able to elaborate still in the pockets of crime lords or are crime lords
on certain details if the PCs manage to impress her themselves. Arend seems to be one of the latter.
or seem genuinely competent. Aris has no particular • Knowledge (Outer Rim): Lando Calrissian is the
loyalty to her father or husband, as she is resentful new Baron Administrator on Cloud City, but his chief
of always having to be duplicitous with whatever administrative assistant, Lobot, runs most of the
schemes they are devising. She can be made into an day-to-day operations using his cybernetic implant's
ally if the PCs promise her a bigger cut than her father direct uplink to the central computer network.
has promised her or if they can appeal to the fact that
she's sick of being a pawn. She can answer the follow- • Mechanics: In addition to custom modifying the
ing questions, if asked: cloud car to suit, it may also be worthwhile to
track down the Cloud City schematics to figure out
• "What do you know about the current owner of
the best entrances and exits for the art museum.
the gem?" Marus Grayson is a commissioner in
the Imperial Trade and Commerce Authority and • Piloting (Planetary): Many races are won be-
an example of exactly why everyone hates the fore even stepping foot on the track. In order to
Imperial bureaucracy. Aris divulges more or less best formulate a strategy, the party needs to find
the entire background story as detailed on page out more about the racecourse and racers (page
5 of the Introduction if pressed, and she 44) and hire on mechanics (page 46) and
suspects that his security crew is only so loyal to co-pilots (page 45) if need be.
him as they are paid to be. • Skulduggery: The party should attempt to exam-
• "Why does Arend want the gem?" It's business as ine the physical security features surrounding the
well as personal. Marus Grayson ruined the Shen gem itself, if not before the gala certainly during
family and her father wants to make him squirm. it. It may also be worthwhile to investigate the
security guard details.
• "How much is the jewel itself worth?" In legal mar-
kets, five hundred thousand to 1 million credits. • Stealth: For the heist and possibly the slice job, the
However, a legal market no longer exists—at least party may want to disguise themselves by purchas-
not in Imperial space. On the black market, it ing stealth suits (250 credits each [R]; + 1 soak;
depends on one's contacts and networks. adds • to all Stealth checks), masks (25 credits
each), and possibly optical camouflage systems
• "Why are you betraying your husband?" Aris cares for their armor (see page 195 in the EDGE OF THE
about more than just maintaining a posh lifestyle,
EMPIRE Core Rulebook).
while Vorse is obsessed with wealth and status. Her
marriage was arranged by her father to expand his • Streetwise: The Four-and-a-Half cantina and the
interests, and though she hasn't been mistreated, entirety of Port Town ares the best places to find
she wants to buy a ship and make a name for other villains and scoundrels who may offer their
herself—by herself. If the PCs suggest it, she isn't expertise or services for a fee. Apparently the can-
opposed to pulling one over on her father as well. tina is also where a number of the jewel's guards
have been going during their off-shifts.
The Player Characters should take this opportunity
to cultivate a course of action over the next two days. With a plan in place, the Player Characters should
They should be encouraged to come up with plans of set out to establish a base of operations, conduct any
their own, and the GM should be able to adapt the research, and complete any preparation necessary
existing material to suit most strategies the PCs may before noon on the third day when the Cloud Car
come up with. After talking to Aris and Arend, the PCs Grand Prix kicks off (page 43). For heist prepara-
should have a sense of what they need to do and where tion, see Heist Homework on the following page. For
they need to go. The party may also brainstorm ideas investigating the bidders and preparing for the slice
by succeeding at various Average ^ ) difficulty skill job, see Getting to Know You on page 3 4 and
checks and learning the following information: Setting up the Slicing Shop on page 4 0 .

ODDS AND OPPORTUNITY


THE JEWEL OF Y A V I N
HEIST HOMEWORK
Q tealing the gem is no easy task, and unless the to betray them after all—she won't want the PCs to
9 PCs make careful preparations, there are many bungle the actual heist. If the PCs genuinely haven't got
ways the caper can go wrong. There are three bases a clue how to proceed, the GM may have Aris suggest
the crew need to cover before they can successfully one or more of the previously mentioned bullet points.
pull of the heist, though how they go about it is up to
Other NPCs can help persuade the PCs to come up
them. They will need to:
with a plan. If they decide to eavesdrop on people
1. Chart their entrance and escape routes. working for Marus Grayson, they may hear snippets
of conversation regarding jewel security or how the
2. Determine what security is in place and its strength.
guards are "almost hoping some thief pulls a frontal
3. Figure out how to blind or bypass security. assault on them" as they could "use a good excuse
to disintegrate some scum." Visitors to the museum
This section deals with plans the PCs may come up
can remark on the tightness of museum security, and
with in order to succeed in stealing the gem, though they
Nallith at the reception desk warns the PCs not to
are by no means the only ways to accomplish the above
touch artworks in case they set off electro-railings as
objectives. The PCs should be allowed to put their own
they enter the museum.
plans into action if they formulate feasible ideas.

CASING THE JOINT


Some of the more obvious means of accomplishing
the three main tasks include:
• Visiting the museum while it's open, then either stak- The Jewel of Yavin is to be auctioned during the gala
ing it out to make a map or hiding until closing time. at the Figg & Associates Art Museum, an upscale art
• Collecting schematic diagrams of the Figg & Asso- gallery on the 22nd level of Cloud City. The art mu-
ciates Art Museum for an idea of the layout and seum was one of the first attractions to be commis-
find points of entry. sioned by Ecclessis Figg during the construction of the
city and has remained popular since.
• Acquiring suitable gear to help carry out the heist
such as ionizing blasters to help them disable The PCs may decide to visit the museum during day-
security systems or the museum's droids. light hours to get a feel for the place without arousing
suspicion. At any one time, there are between thirty
• Looking into Marus Grayson's operation for weak to sixty visitors to the museum, mostly humans from
links, potentially discovering that some members other planets on the Outer Rim, though there might
of his staff are less than loyal. be a few Core Worlders there too. All are welcome
Provided the PCs realize the need for a plan and to visit the museum, although individuals who appear
come up with ideas on their own accord, the Game particularly rough or well-armed draw additional at-
Master should encourage them without leading them tention from the guards.
by the nose. Planning the heist is part of the fun, after
Like many of the attractions in Cloud City, the muse-
all. It may be a good idea to allow the PCs to plot at
um is gaudy and expensive but carries an air of having
the end of a session, as this makes for a nice cliff-
been hurriedly put together. While there are a number
hanger and allows the Game Master time to adapt to
of eye-catching pieces in the museum, it seldom re-
unexpected moves by the PCs.
ceives praise from critics or connoisseurs. Compared to
The greatest source of encouragement and advice renowned art museums of the Core Worlds, many see
in this regard comes from Aris Shen, who obviously Figg & Associates as lacking class and favoring large
wants the PCs to succeed in stealing the gem and or colorful exhibits over a more carefully selected and
therefore hopes they conceive a solid plan. If the PCs intriguing collection. Most visitors to Cloud City care
begin to proceed without a plan to pull the heist, it little for such elitism and find the museum a delightful
would be entirely in keeping for her to get in touch diversion for a few quiet hours.
with them and inquire about their plans. If they have
The museum is depicted on the map on page 30.
none, she mutters about their recklessness and en-
The descriptive text provided gives an impression of
courages them to come up with ideas.
what it is like to visit the museum during open hours.
While Aris could be secretly pleased that her father's If the PCs are looking for Security Features, they can
patsies aren't the brightest operators—the Shens plan be found on page 7 9 in Episode II

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
The Lutrillian, Nallith, is the museum's receptionist.
He is an expert on the exhibits and enjoys talking about
them, though his language is limited to Lutrillian and
Basic. He employs his companion, the protocol droid
C3-B8, to help him with translation. Nallith enjoys talk-
ing about the museum and exhibits in a general way
but reveals nothing that might compromise security
at the museum and becomes suspicious of a PC who
spends too much time talking about such matters.

If the PCs read about the history of the museum,


they find out that it was backed by some of Eccles-
sis' friends in the Incom Corporation. If they pass an
Easy (^) Underworld check or an Average (4 •)
Knowledge (Core Worlds) or Knowledge (Outer
Rim) check, the PCs are aware that many of Incom's
engineers have thrown in with the Rebellion, and the
remaining company is a shell of its former self. They
realize that this is a clue that may direct them to a
Jikely location of the schematics. Incom used to have
facilities in Cloud City's Port Town, and since the com-
pany fell from glory, these assets have been taken
over by an Ugnaught-run construction guild.

SECURITY CAMERAS
During opening hours, the feed is monitored by
Nallith at the front desk, but because he is also busy
with customers, he may miss activity caught on cam-
era. Every time the PCs take an action in the museum
that would rouse an observer's suspicions, have the
PCs make an opposed Stealth check vs. Nallith's
Vigilance ( • 4 • ) |f
the PCs take precautions to
hide underneath the camera or behind pieces of art,
1. M A I N E N T R A N C E
add • to the check. If PCs make a second suspicious
action shortly after the first, upgrade the difficulty of
If the PCs show much interest in the main entrance,
the check once for each time they make a suspicious
they find that heavy blast doors come down to close
act until they leave the room, pass a Hard (•••)
the museum off from the public at the end of the day.
Cool check, or spend more than ten minutes behav-
ing normally.
2. RECEPTION

3. H A L L W A Y E X H I B I T I O N :
The reception area is dominated by a massive "BEAUTY OF BESPIN"
statue rendered in varying shades of dolomite
The statue depicts a middle-aged human in a
well-tailored flight suit with slicked-back hair. The Electric signs flash and glow, advertising the
inscription reads simply: Ecclessis Figg. A small "Beauty of Bespin" in a host of languages through
and old-fashioned information console stands an otherwise dimly lit, cavernous hallway. A num-
by the door. A Lutrillian male with a friendly and ber of large and impressive glass containers have
alert expression and a gleaming silver C3 proto- been installed around the room, each containing
col droid man the large wooden table set up be- a slowly shifting landscape rendered in colored
side an electro-turnstile. gasses and held in place by energy fields.

The museum is open between the hours of 10 am With the exception of the gift shop, doorways lead
and 6 pm. A ticket costs 1 2 credits. Tickets for children from the hall to every other room in the building.
and Ugnaughts run only 7 credits. Licensed service
animals and droids can enter for free provided they
are kept close to their owners at all times.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
ODDS AND OPPORTUNITY
THE JEWEL O F Y A V I N
4. E X H I B I T I O N R O O M : 8. C L E A N I N G E Q U I P M E N T
REFLECTIONS ON XIM" AND GARBAGE DISPOSAL

Varied containers of cleaning fluid and solvents fill the


This room is a jumble of paintings, sculptures, and
shelves that line the eastern wall, and to the south, a
cases filled with a motley mix of artworks and
large chute for waste disposal dominates the rear of
archeological finds from Xim the Despot's reign.
the room. There are a pair of droids in the room, a
Some of the exhibits bear signs that claim to date
CLE-004 window cleaning droid and a T3 utility droid
from before the Republic, while others are either
adapted to polish floors and pick up garbage.
replicas or artwork inspired by the period. The
room is dominated by a large metal and stone During open hours, the door to this room is locked.
replica of the bold conqueror, a copy of the famed The museum's security camera (see page 79) may
wonder of antiquity, the Statue of Xim on Desevro. still catch them even if the PCs pass an Average ( • • )
Skulduggery check to bypass the lock.

This room may be of particular interest to PCs who


5. H O L O P I C S GALLERY have worked out that entering the museum from the
garbage disposal might be the easiest way to break in.
After the droids deposit the waste through the chute,
The gallery is hung with a number of wide, sheet-
it slides down to Cloud City's central wind corridor and
like screens showing landscapes and space vis-
out into Bespin's atmosphere.
tas. These are not photographic captures but
layers upon layers of graphic paintwork, built
9. T A P C A F E
into three-dimensional scenes. The holopics are
stunningly beautiful, and the light levels can be
adjusted to better suit the eyes of the viewer. The tapcafe provides a comfortable setting for
visitors to relax and enjoy hot drinks and snack
food. Its atmosphere is sedate and almost tropi-
6. E X H I B I T I O N R O O M : cal, decorated with a number of large potted
WONDERS OF THE GALAXY" plants. An Industrial Automaton COO cook droid
tends the counter, whirring quietly as it gathers
empty glasses and plates.
The door leading into this exhibit is flanked by a
pair of life-size replicas of the Brass Soldiers of
Axum. Holopics of the Imperial Palace on Corus- A small and crowded kitchen, as well as three re-
cant and the Dawn Pyramid of Aargau proudly freshers, can be accessed from the tapcafe dining
decorate the walls. A glass cabinet displays ar- room. Such areas may be of interest to the PCs, as they
chaic finds from recent excavations in Coruscant's are effectively blind spots in the museum's security, un-
Ice Crypts. Scale models of the towering Shawken monitored by cameras and outside the security droid's
Spire and the Caliginous Automaton of Tomo-Reth patrol. The COO cook droid is barely sentient and
have been placed by the walls near the inscriptions provides the PCs with no challenge. Its programming
of inspiring quotes from the Celebratus Archive is limited to cooking and serving food. If they insist on
and the Halls of Knowledge on Phateem. A replica interacting with it, use the maintenance droid profile
of a section of the Alsakan Mosaics that covers on page 411 of the EDGE OF THE EMPIRE Core Rulebook.
the floor in gleaming tiles, and a sculpture of Bel-
coth's Beacon hovers in the center of the room. A 10. GIFT S H O P
selection of sounds from the Cathedral of Winds on
Vortex is piped into the room for added ambiance.
The museum shop is a clean and austere bou-
tique where patrons may purchase souvenirs,
7. T H E A U C T I O N ROOM such as portable holopics and scale models of
some of the museum's more popular exhibits. The
This room has been set aside for the display of the shelves are stocked with such holobooks as artist
Jewel of Yavin and associated exhibits. On the days biographies and portfolios, as well as other mer-
preceding the auction, this room is locked. A PC may chandise depicting famous works of art, some of
pass a Hard ( • • • ) Skulduggery check to pick the
which have been featured at the museum itself.
lock, but might be picked up by the museum's secu-
rity camera system (see page 79). Inside, there are
a couple of displays providing information about the During open hours, a WA-7 service unit minds the
history and uses of corusca gems, but they make no shop and tenders sales. A stylish and gregarious droid
mention of lightsabers, pandering to the official line. who zips about the shop on a unipod wheel, the WA-7
(See also The Jewel of Yavin on page 81.) counts as a protocol droid for all practical purposes.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
If anyone approaches the counter, the droid immedi- play things. On one hand, he is rude and unwilling
ately whizzes over to serve them. to put up with any nonsense from humans. On the
At the rear of the shop is a door marked "Staff Only" other, his bitterness acts as moral blinders, making
(11). This leads into a storeroom that is piled high with him more likely to disregard the PCs' obviously crimi-
spare stock for the shop as well as panels and displays nal intentions.
designed to advertise old exhibitions. The storeroom Xoff speaks no Basic but is accompanied by D3-
is another security black spot off the radar of the LOM, a creaking protocol droid in bad need of an oil
museum's security droid and conveniently overlooked bath . As soon as he meets the PCs, Xoff snorts angrily
by watchful cameras. at the droid who translates his grunts into platitudes:
"Ah, erm—my master, Xoff, wonders what he can do

ACQUIRING SCHEMATICS for you." It should be clear to the PCs that D3-LOM is
making some pains to rephrase his master's words into
more palatable language. Should a PC understand the
Schematics detailing the architecture of Cloud City
Ugnaught tongue, he realizes that an accurate transla-
are a closely guarded secret. While the PCs can ac-
tion would include many colorful epithets and insults.
cess utilitarian maps of the city from public informa-
tion consoles, they provide only a general overview For his part, Xoff understands Basic very well, and
of Cloud City's layout. If the PCs do use one of these doubles the price should any of the PCs say a rude
consoles to seek more information, they may be able word about him. He uses the Ugnaught laborer profile
to form a rough idea of the layout of areas of the mu- on page 14 when interacting with the PCs.
seum that are open to the public on a Hard (•••)
Computers check. However, this information would Xoff might be persuaded to provide schematics if
not include such details as the storeroom, tapcafe the PCs have a good cover story or sweet talk him by
kitchen, and the cleaning equipment room and gar- succeeding at a pass a Charm or Deception check
bage disposal. opposed by Xoff's Discipline ^ ) The Ugnaught
charges the party 5 0 0 credits to cover the costs of
If the PCs think to ask anyone where to find detailed "producing an accurate replica of the original plans."
schematics of the architecture of Cloud City, they
learn that the construction guilds at Port Town might Like many Ugnaughts, Xoff finds the universal Ba-
be the best place to look. The office of the Baron Ad- sic greeting "ya-yahh" to be offensive, which the PCs
ministrator and databases at the Cloud City Security may know by making an Average ( • • ) Knowledge
Tower hold such information, but to look there would (Xenology) check. If PCs use such words, including
arouse much greater suspicion, unless the PCs have similar words such as "yeah," add • to any Charm
the right contacts or skills. checks made during the interaction.

THE CONSTRUCTION GUILD KITTING OUT


Level 154 in Port Town has been largely taken over by The Player Characters may want to get their hands on
an industrious Ugnaught construction guild that has specialized equipment in order to carry out the heist.
been contracted for most of the buildings in Cloud After all, explosives and weapons with the Breach
City and other floating habitats on Bespin. If the PCs quality could be very useful for blasting out holes
know to look for former Incom facilities, they are able between levels, and ion weapons can be used to dis-
to find their own way here with the help of a few signs. able electro-railings and security droids.
If not, by asking the right questions, they may be di-
Obtaining such weapons on Cloud City can be dif-
rected by residents, though most locals will ask for a
ficult. Importation of items such as thermal detonators
small tip of 20 credits for the trouble of providing the
is tightly controlled due to the catastrophic damage
PCs with a guide.
that could be inflicted to integral parts of the floating
There are about fifty Ugnaughts in the building. If metropolis. Port Town is the only likely place that PCs
the PCs ask to speak to someone who might have are able to find such items, though what they have to
plans for parts of Cloud City, they are referred to one do to get them depends on what they're looking for.
of the chief foremen, Xoff Ix.
FINDING A SELLER
X O F F IX, C H I E F F O R E M A N
Xoff is a stooped and aging Ugnaught with a long mane The PCs can easily find a black market weapons dealer
of frizzy, gray hair. He is particularly cranky and prone in Port Town, but may have a hard time winning his
to snapping at inquiries. Xoff has grown resentful over trust. All manner of smugglers and spaceport urchins
the years, feeling that his people have been cheat- crowd the concourses and docks of Port Town and can
ed by the Exex of Cloud City. This could work to the lead the PCs to a black market arms dealer if they wish.
PCs' advantage or disadvantage depending how they

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
In order to find an arms dealer, a PC must con- into the security guarding the gem, they can get infor-
tact a suitably shady resident of Port Town. The GM mation on them if they shadow Marus Grayson and
should use the Smuggler (page 3 9 6 of the EDCE OF stake out his lodgings. They should try to be covert,
THE EMPIRE Core Rulebook) or Spaceport Urchin pro- as Grayson's private security guards chase off anyone
files if needed (page 3 9 9 of the EDCE OF THE EMPIRE obviously hanging around his apartment. If they take
Core Rulebook). The PCs have to succeed on a Hard care and use long-range monitoring or spy devices,
(^ • ^ ) Charm, Coercion, or Streetwise check the PCs learn that, every ten hours, Grayson is visited
to win his trust. Smuggler characters add • to such by one of two men: the squad leaders of each security
checks, representing their familiarity with this sort of team. Once the PCs know who to look for, shadowing
deal. If the PC offers a 5 0 credit bribe, he may re- them isn't terribly hard.
duce the difficulty to an Average ( • • ) check. Three
The adversary profiles
NPCs can be approached in
for the security guards and
this manner, but if the PCs
squad leaders are on
fail all three checks, word page 78.
gets around that they are
suspicious types, and other
B U R R NAXIS
black market dealers refuse
contact with them. The first squad leader
If the PCs succeed, the is Burr Naxis, a tall,
contact leads them to the dark-skinned Corel-
office of a local arms ian who walks with
dealer. A dealer has two a slight limp. He
minion groups of three S a little care-
Aqualish Thugs and a less about his
Barabel Enforcer on personal safety,
hand at all times and the PCs
(pages 391 and can follow him
3 9 2 of the EDGE if they pass a
OF THE EMPIRE single Stealth
Core Rule- check versus
book). The his Vigilance
arms dealer (•••).
also keeps a proto- he spots the PCs follow-
col droid to help with any ing him, Burr does nothing
translation issues that crop unless they become violent,
up. The PCs can now nego- but he finds them suspi-
tiate for Restricted items cious and is more hesitant
as described in Chapter to talk to them (add • to
V: Gear and Equipment social checks with Burr).
on page 1 47 of the EDGE OF Burr spends ten hours dur-
THE EMPIRE Core Rulebook. ing the day guarding the gem before making his report
to Grayson. Afterwards, he goes to the Trest casino on
Level 4 4 to relax and play a few hands of sabacc. This
GRAYSON'S CREW takes him an hour or two, after which he catches some
sleep before his next shift.
Grayson's security team consists of a dozen men and
women split into two teams of six. One of these teams If the PCs think to join Burr in his game, he may
keeps a close eye on the gem while the other rests. open up a little, but only if they let him win. Then,
The crew was assembled relatively recently and con- bragging about what a big shot sabacc player Burr
sists of people who were formerly part of the Imperial is, the PCs must pass a Hard ( • • • ) Charm check
Army or Corporate Sector Authority, making the team or ply him with drinks before he becomes talkative.
one of the most dangerous and disciplined private se- He is happy to discuss the fact that he has been em-
curity outfits of the Outer Rim. ployed to "help guard some valuables." Provided the
While Grayson's security team is made up of highly PCs feign interest in his job and don't press him too
professional security guards, there is some dissension hard, he reveals that he is annoyed that the museum
in the ranks. Grayson is an arrogant and unsympa- will not let them carry disruptors on the premises. He
thetic employer and the only thing that keeps his hire- says the guards are limited to the use of riot guns. His
lings in line is money. Should the PCs decide to look employer is an irritating man, and the other squad
leader, Gantel, is particularly annoyed with Grayson.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
Another option is for the PCs to pretend to be off- see in the ultraviolet spectrum). He is much more per-
duty or retired members of the security profession ceptive and alert than Burr, and any attempts to tail
themselves. Burr feels a strong sense of identity for him sneakily requires succeeding at a Hard ( # # # )
the job, and can easily be convinced to swap horror Stealth check. Like Burr, he does not attack anyone
stories provided that the PCs go first and pass an Easy following him but becomes suspicious and adds • to
(^) Deception check. any social check targeting him.
There is one way to shake the guards' loyalties even If any of the PCs have the Thief (or a similar) spe-
further: planting the suggestion that Grayson is too cialization or they pass a Hard ^ ^ ) Streetwise
poor or tight-fisted to pay his mercenaries. If the PCs check to approach him, he sees the PC as a fellow
try this, have them make a Deception check op- rogue and allows him to approach. He'll trade stories
posed by Burr's Discipline ( # + ^ ) If this check of some of his best runs and even tell him about the
succeeds, it has no obvious effect, though the guards' time he almost stole one of the most priceless gems in
morale is adversely affected should the PCs encoun- the galaxy (see page 4). It's up to the PCs to put
ter them later on during the heist. The guards suffer a two and two together, though, as he won't explicitly
• to all checks during the encounter. reveal his history with the Jewel of Yavin.
Gantel is sick of being blackmailed by Grayson and
GANTELDRO
if the PCs play their cards right, he might be willing to
purposefully overlook their illegal entry or even give
The second squad leader is Gantel Dro. He is a lithe
them a few tips for their job. The PCs can offer him
Defel with a quiet, determined manner. Gantel is
money, but he's more interested in seeing Grayson
increasingly annoyed with Marus Grayson, who he
humiliated (in public) or eliminated (in private). If the
feels is needlessly endangering his men by refusing
PCs outright tell him their plan, he is amused and chal-
to listen to Gantel's advice about securing the gem.
lenges them to pull it off. Besides, if they fail, as he
Marus Grayson originally hired Gantel to test his se- knows they will, he can dispatch them as he pleases.
curity system by having him try to steal the gem back
on Coruscant. When explaining the job, Marus didn't He's willing to share the following information out of
tell Gantel that he was also the gem's owner, and sheer amusement:
when Gantel and his partner got far enough into their • He is annoyed that his request to have a couple
attempt, the security forces were called. Reasoning more men t o guard the garbage disposal has
that it takes a thief to catch a thief, Marus offered to been denied. It is the obvious place for a break in.
hire the Defel as head of his personal security. Gantel
is basically being blackmailed into working for Marus, • He mentions that there has been little coopera-
and while he's glad to have a comfortable life, there is tion from the Bespin Wing Guard.
no love lost between them. • He says the museum's security systems do not
cover all parts of the building, and that all sorts
Gantel likes to go to the Four-and-a-half after having
of things could be hidden there. If the PCs gently
made his report to Grayson, where he can fade into
press him for examples, he rattles off a short list
the shadows and take off his visor for a time (as a
of areas the cameras cannot see: the storeroom,
Defel, he is blinded by white light and can naturally
cleaner's room, and the tapcafe kitchen.

GETTING TO KNOW YOU


T he auction for the Jewel of Yavin is an exclusive af-
fair that has drawn a select group of bidders from
with one or more of the other bidders, as detailed in
the following sections. The galaxy's underworld is a
across the galaxy's upper crust and underworld. tangled web of mutual contact, and the upper tiers of
Marus Grayson and his associates have put in a great its wealthy elite are often very closely linked.
deal of careful work to spread word of the auction
If the PCs expect to steer the bidding toward per-
along the appropriate channels to keep the auction
sonal profit, they need to learn all they can about the
both profitable and quiet. Their efforts have not been
bidders. Fortunately, an exclusive auction of this sort
entirely a success but have nonetheless drawn inter-
brings in patrons who bring their entourages. Cloud
ested parties from a number of regions, including Hutt
City's infochants are sure to be tracking them and their
Space and the Outer Rim.
reputations. The following section details each of the
Each bidder has his or her own reasons to be inter- bidders, their motivations, their associations, and the
ested in the precious gem, as well as some familiarity best methods for learning about all of the above.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
RUNNING THE A human bounty hunter named Kerek is his chief
enforcer and has been tasked with putting the fear
INVESTIGATION of Kaltho's empire into the locals while the Hutt is in
port. As a result, Kerek can be met at a variety of
The PCs need to leverage as much background knowl- locales across Cloud City, where he may be willing
edge on the bidders as possible in order to manipulate to inform on his boss for credits or information on a
them into maximizing the bid. In order to gather initial promising target. The bounty hunter has little loyalty,
leads, the PCs may try searching the HoloNet or other but he has to be plied with the right kind of leverage.
computer networks, calling upon their own knowledge Kerek can frequently be found at the Four-and-a-Half
of the criminal underworld, or seeking contacts in Port (see page 18).
Town. The PCs may begin their investigation by suc-
ceeding at an Average ^ ) Computers, Knowl- If the PCs prefer not to deal with Kerek, they might
edge (Underworld), or Streetwise check, which seek out Kaltho's master chef, the Ortolan Bos Na'doa,
points them to possible associates from whom they who has let his patron's favor go to his head. Bos is full
can learn more. They should compare their results to of himself and convinced he is indispensable and might
Table 1 - 1 : Computers, Knowledge (Underworld) do or say almost anything for sufficient flattery and a
& Streetwise Check Results on page 37. See also large enough bribe. Bos Na'doa has been given free rein
the sidebar In Lieu of Dead Ends... on page 3 6 of the kitchen of the Three Beldons Buffet (see page
for CM guidance on continuing the investigation if the 17), where he creates his gastronomical delicacies.
players' dice rolls botch across the board.
THE PROFESSOR, SHREYA ORDASSA
KALTHO T H E HUTT
Shreya's past is shrouded in mystery before she attend-
The massive Hutt Kaltho belongs to one of the most ed the University of Sanbra, but somehow she came
prominent kajidics in Hutt Space. The key to his for- to leave the Togruta homeworld, Shili, and entered
tune lies in his ownership of some of the largest and academia, becoming an esteemed professor. She met
busiest spaceports and private loading docks on Nar Mil Mikkir while teaching on Sanbra, and a secret ro-
Shaddaa, the Smuggler's Moon. Through these hold- mance bloomed between them. But when he insisted
ings, he collects hundreds of thousands of credits in she leave her career behind to be with him, she broke
fees and bribes every day, as even other Hutts must the relationship off. Not only did she lack the wealthy
pay for access to his facilities. This has allowed Kaltho upbringing to run in his social circles, but she finally told
to expand into numerous other fields, including him that he was jealous of how she had built her own
shipping (or smuggling), heavy manufacturing, arms success, instead of having it handed to her all her life.
dealing, and the spice trade. Despite his incredibly Mil didn't take it well, and they haven't spoken since.
lucrative holdings, Kaltho is known to shun most of
the luxuries and excesses common to his station and Shreya is here on behalf of her university to acquire
focus with a cool head on his clan's ever-expanding the corusca gem for research purposes and has se-
criminal empire. His one indulgence is his appetite for cured a large grant with which to bid on the gem. She
rare and unusual delicacies—a hunger that has led believes Mil only wants the gem to spite her and is
him to execute a dozen master chefs in fits of distaste. that much more determined to win it. Shreya has nev-
er been to Cloud City before, but she has a few friends
For Kaltho the Hutt, the auction for the Jewel of and acquaintances in the area with whom the PCs
Yavin is a purely economic matter, and one in which might want to speak. Mil Mikkir would gladly provide
he has no real personal stake. Kaltho is counting on information about her, but his accounts are sure to be
his wide network of contacts and control of under- heavily biased by the recent split. Another bidder and
world markets to bring in a price for the jewel far in one of her students, Pos Podura, is in love with Shreya
excess of its cost on Cloud City. He does not intend and hopes to acquire the jewel to impress her, but he
to come away from his visit empty-handed but may is less likely to speak of her if he does not trust the PCs
settle for the results of other dealings if the bidding is enough to keep his plan secret. The players' best bet
driven high enough to cut into his profit margins. may be to question her traveling companions—an old
friend from her youth and her research assistant droid.
Kaltho's visit to Cloud City has seen him attended
by a massive coterie of his servants and enforcers, The research assistant droid's loyalty programming
as befits a Hutt of his stature. He has a dozen body- would make him a difficult prospect to speak to if the
guards of assorted species, from elite Nikto warriors PCs seem ill-disposed toward his mistress (as well as
to Gamorrean thugs, numerous entertainers, and a causing him to be an insufferable snob to them), but
small number of his best and cleverest bookkeepers he can be easily tricked into revealing her secrets if
either traveling with him or on his personal starship at he can be made to think they have inside information
any given time. Few of these attendants have the time about the gem. He is located in the Figg & Associates
or freedom to associate with the PCs, but his most Art Museum (page 28) trying to do basic research
favored agents are given greater freedom. legwork for the professor (albeit unsuccessfully).

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
IN LIEU OF DEAD ENDS...

I f the PCs are unable to turn up enough of the By spending light side Destiny Points, the PCs
I information they need with the methods of in- can establish old contacts or other figures who
vestigation described previously, the C M should might be favorably inclined toward helping them
not let that prevent them from completing the with their troubles. Generally, a single light side
investigation. The necessary information can be Destiny Point should be enough to get informa-
turned up in other ways. One simple method is tion in detail on one of the bidders or provide
to provide the PCs with access to an infochant assorted minor leads on several—just enough to
who can sell them what they need to know. Such break through a dead end in the investigation
a knowledgeable figure should certainly not work and provide new ground from which to work.
cheap and may require undertaking Obligation in
order to pay for the intelligence. This serves to If all else fails, the Player Characters can turn to
make sure the PCs rely on their own ingenuity Aris for help. She should be able to point the PCs
first and turn to hired help as a last resort. toward the next step they need to take, but do-
ing so is likely to undermine her confidence in
If the PCs cannot afford to hire an infochant and are them (not to mention the weakness it brings to
leery of further Obligation, establishinga personal the drama in the narrative), and should be used
connection might bejustthethingthatisneeded. as a last resort.

Shreya's friend and fellow Togrutan, Leina, is con- owns Negri's Processing Vane in the Industrial Levels.
siderably less loyal, as they have been apart for some Choran's offices are located in the plaza district, and
time. Leina came to Cloud City for an entertaining he may be willing to talk about Mil or arrange a meet-
vacation as much as to catch up or comfort Shreya ing if the PCs pose as clients looking to contact the
and is most interested in ensuring her own stay is as Chagrian for a construction contract.
enjoyable as possible. She is most often found at the
Yarith Bespin's Pair O'Dice Casino at the sabacc tables THE THIRD WHEEL, POS PODURA
or at the bar (see page 16). Bribes, flattery, or the
hint of intrigue should surely catch her attention. Pos Podura is one of the most out-of-place individu-
als attending the high-class gala. The young Twi'lek
THE ARISTOCRAT, MIL MIKKIR managed to get past the screening for the auction's
bidders through bluffing, luck, and credentials stolen
Mil Mikkir was born to a life of luxury and wealth, from far up the corporate ladder at the firm where he
thanks to his father's expansive business endeavors, works. His continued attendance is dependent on a
and he has continued to live off of his inherited money great number of fragile ruses holding together, and he
and status all his life. While he technically has a po- knows it—just as he knows he has no real chance of
sition as a manager in one of the Outer Rim's most paying for the Jewel of Yavin. However, Pos Podura is
profitable construction firms, he owes his job entirely determined to see the auction through, as he believes
to his father—for both the initial hire and his continued acquiring the exquisite gem could impress Shreya
employment. He does a good enough job of hiding be- Ordassa, his secret unrequited love. Pos was a schol-
hind spouted buzzwords and his skill at blaming others arship student at the exclusive academy on Sanbra
that his lack of ambition was only recently recognized where Shreya taught and developed feelings for her
by his then-girlfriend Shreya Ordassa. It led to a bitter that he has never let go. When he heard that she was
argument and break-up, and he is now on Cloud City attending the auction for the Jewel of Yavin, he be-
solely because he heard of her interest in the Jewel of came determined to find a way to claim the gem to
Yavin, which he intends to thwart out of spite. impress her, presenting it as a token of his affection.
Mil Mikkir spent a portion of his wayward youth slum- Pos Podura is out of his element in the luxurious dis-
ming through Port Town and still knows his way aroundtricts of Cloud City where the auction is being held. He
moderately well. He has nonetheless brought a body- does not have the nerve to spend much time in Shreya's
guard droid with him to be careful. His familiarity is at
presence just yet and avoids Mil Mikkir because he
least part of the reason for this caution—on one of his
would recognize him as a student from the University
earlier trips, he dabbled in a mild form of spice provided
of Sanbra, not a wealthy businessman. Even in safer
by men working for Vorse Tabarith, and he fears the gang-
company, Pos largely keeps to himself and says little,
ster may attempt to blackmail him if he appears weak.hoping his cover can hold together better if he stays
on the sidelines. When his nerve fails him, he heads to
His other connections on Cloud City include Shreya the seedier districts and seeks out a cantina for some
Ordassa (whom he avoids whenever possible), the liquid courage. He never visits the same site twice, but
Twi'lek Pos Podura (whom he barely acknowledges), patient PCs may be able to piece together his story
and a fellow businessman named Choran Les who from details he lets slip after too much to drink.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
TABLE 1-1: COMPUTERS, KNOWLEDGE (UNDERWORLD) Et STREETWISE CHECK RESULTS
Topic Cost and Result Options
Kaltho is a member of a powerful kajidic from Nar Shaddaa. He controls several major spaceports and
private landing bays on the Smuggler's Moon.

O The bounty hunter Kerek has come with Kaltho to Cloud City, serving as his chief enforcer. He can be found
at the Four-and-a-Half {page 18).
Kaltho the Hutt
O O Kaltho's most favored servant is the Ortolan Bos Na'doa. for whom he has arranged access to the
kitchens at the Three Beldons Buffet (page 17)

<$). The Jewel of Yavin means nothing to Kaltho in itself, but he believes the markets of Nar Shaddaa can offer
him the chance to sell the gem for much more than it costs to acquire it.

The Togrutan is an esteemed professor at the University of Sanbra, here to procure the gem for her department.

O Her assistant droid has been trying to gain entry to the gem's exhibit at the museum (see page 28),
where its pompous attitude has already annoyed many.
Shreya Ordassa
O K} Leina, a childhood friend of Shreya's, can be found at the Pair O'Dice Casino in the Yarith Bespin Hotel.

Shreya was recently involved with another bidder, Mil Mikkir. Although she still wants the jewel for research
purposes, Mil's interest in it has only made her even more determined to win it.

& This up-and-coming Chagrian is from one of the most influential alien families in Outer Rim politics. He has a
management position in a major construction corporation.

O Mil Mikkir regularly visits Figg Hall seeking an audience with Lando Calrissian or other Exex members to
expand his business' interests in the Outer Rim (page 16).
Mil Mikkir
O O The Chagrian came to Cloud City to carouse with old friends when he found out that his ex-girlfriend,
Shreya Ordassa, had entered the auction for the jewel. He is determined to keep her from winning it.

<$): A few of Port Town's purveyors of vice recall Mil Mikkir having some sort of run-in with Vorse Tabarith.

Pos Podura is a male Twi'lek mid-level executive at ThoraTech, a rapidly growing technology firm.

O Pos Podura regularly visits seedy cantinas in Port Town, where he is said to relate some tale of woe.
Pos Podura
O O : Pos Podura is not an executive at all, and has somehow managed to acquire false credentials to the
auction. However, his charade has gone on long enough that Grayson would rather he bid than be kicked out.

($) The Twi'lek is in love with fellow bidder Shreya Ordassa and hopes to win her affection with the Jewel of Yavin.

Zekra Fol is a human representative for the Outer Rim Exploratory Mining Corps. The OREMC is a recent
venture backed by patrons from the Core Worlds to seek mineral wealth in the Outer Rim.

O A small office owned by the OREMC is located in one of the better districts of Cloud City, where they
coordinate data-gathering efforts to find new mining prospects.
Zekra Fol
O O Zekra Fol wants the Jewel of Yavin as the centerpiece for a display gallery of the OREMCs successes.

($): OREMC agents have been seen visiting infochants known for their discretion since shortly before Zekra Fol's
arrival. Rumors suggest the representative is engaged in some manner of corporate espionage.

& Rumors swirl about the origins of Elaiza's wealth, but most reliable sources say she simply appears to be a
batty old human woman with too much to spend.

O Elaiza has developed a degree of notoriety among Cloud City's citizens for her mysterious riches. Tracking
her comings and goings is not difficult if one asks around.
Elaiza
O Kaltho the Hutt has taken an interest in Elaiza as well and has been seeking further information
regarding her past and wealth. He believes she came from Nar Shaddaa, as he did.

Elaiza has occasionally let an odd familiarity with the Jewel of Yavin—or other stones like it—slip when she
cannot avoid the topic. Some say she might have owned the gem in her youth.

& This burly human runs one of Cloud City's strongest remaining criminal syndicates.

O Vorse is frequently drunk these days, and his men grow disloyal as he appears to be "going soft." Some
of the bolder men are willing to inform on him for credits. They can be found at Landing Bay 1 24A (page 19).
Vorse Tabarith
O O One of the bookkeepers in the Tabarith syndicate, a Twi'lek named Faa'i Lethax, is interested in joining
up with Kaltho's kajidic. He would do quite a lot for anyone who could make the introduction.

(£: Vorse doesn't really want the gem. but his wife Aris Shen has put him up to purchasing it for her.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
ELAIZA, T H E J E D I IN E X I L E Elaiza owes her continued survival to her obscurity
more than any other factor. As a young Jedi, she went
To many involved with the auction, the old human on a meditative retreat during the Clone Wars to re-
Elaiza is as much a curiosity as a bidder. She does not cover from the horrors of war. Before she was ready
appear rich, powerful, or connected, but the agents to return, then Chancellor Palpatine annihilated the
who investigated her suitability for attendance swore Jedi Order with the Republic's armies. She decided to
_ she was all of the above. Grayson's staff has flee to her childhood home on Nar Shaddaa, where
begun a betting pool as to whether the she could blend in seamlessly with the millions of
apparently batty old woman is reclusive souls dwelling in its tenements and on its streets. This
royalty, a secretive mastermind from a strategy is rapidly coming apart as her actions at the
crime syndicate, or simply someone auction generate attention. As a native of the Smug-
v who saved credit after credit for more gler's Moon, she is familiar with Kaltho's reputation
years than most. In truth, Elaiza is and knows to avoid him, but he has taken something
i none of these things but something of an interest in this mysterious old woman from his
altogether rarer and domain. Over the course of the events before the auc-
^L ^ ^ f l v s stranger. She is one tion, Elaiza begins to develop a sense of foreboding
% M of the last Jedi, long about the woman calling herself Zekra Fol—a warn-
ing of danger from the Force. How she acts on this
' m ^ ^ r ^ in hiding from the Em-
premonition depends on how much she feels she has
pire's purge in the teeming
already risked, but she is unlikely to spend a moment
crowds on her homeworld
longer near her than is necessary.
of Nar Shaddaa. Her light-
saber has begun to fail, and
PCs hoping to investigate Elaiza are likely to be dis-
she needs a new crystal to
appointed. Before the auction, she was a complete
repair it. The Jewel of Yavin
non-entity to the knowledge of even the most informed
could be cut and reshaped
underworld figures, and she remains an enigma in mo-
to serve as such a crystal.
tivation and origin. However, the batty old lady per-
When she heard of the auc- sona she has adopted as camouflage is memorable
tion, she used her Force enough that many locals have some details to share
powers to persuade Gray- on her comings and goings. A few credits or a trade in
son's weak-minded agents kind is usually enough to secure such informants.
to allow her to attend.
Unfortunately for Elaiza, THE CASINO MOGUL, V O R S E TABARITH
she had not realized the
demand for the gem and The last bidder involved in the auction for the Jewel
cannot afford to bid any- of Yavin is a Cloud City native and a major player in
where near as highly as its underworld affairs. The human crime boss Vorse
the other attendees. If Tabarith runs many of the local racketeering and
her initial gambit fails, bookkeeping operations, operating many of Cloud
Elaiza has resolved to City's casinos and resorts as fronts and forcing more
steal the gem as a des- still to pay him protection money. His syndicate is a
perate necessity.
relatively small player on the galactic stage but still
the most prominent criminal operation on Bespin.
Vorse gained his position through several ruthless
murders and is still known and feared for his bouts
of violent rage. Unfortunately for him, he has recent-
ly lost the respect of several key lieutenants, as he
spends more time drinking or on the town with his
wife, Aris Shen, than involving himself with his busi-
nesses. He is planning to buy the Jewel of Yavin at his
wife's suggestion, unaware of her father's plan to steal
both the gem and the funds of the winning bidder.
Although he spends much of his time drunk these
days, Vorse has not had his senses dulled enough to
let Kaltho's visit go unnoticed. Several of his best men
have been assigned to tail the Hutt's delegation and
watch their movements for any attempt at a subver-
sion or takeover. He also possesses old holofootage
that could be used to blackmail Mil Mikkir, although

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
the passage of years and too many Andoan ales has
THE IMPERIAL INVESTIGATION
left him unaware of its significance for the moment.

T
Getting basic information on Vorse Tabarith is easy, as irsia Lek is doing just as much snooping
he is widely known among the legitimate citizens as a around on the other bidders and their as-
prominent business owner and to underworld figures as sociates as the PCs but with all the resources
a crime boss. More detailed information can come from and expertise of the Imperial Security Bureau
one of two sources: Tabarith's lackeys or Aris Shen. behind her. Finding out that others have been
asking similar questions is sure to draw her in-
Finding disloyal men in the Tabarith syndicate is not
terest, and she may decide the PCs are relevant
as difficult as it might have been before Vorse's drunk-
to her investigation. Whenever a PC rolls a ^
en antics began emboldening those in the know. For
result during Episode I, the CM can choose to
enough credits, these moles gladly share what they
spend it to invest an available dark side Destiny
know. The most highly placed of the would-be trai-
Point into her investigation.
tors is a Twi'lek bookkeeper named Faa'i Lethax who
hopes to jump ship into Kaltho's kajidic. If the PCs can When the GM has spent a number of
help him with his defection, or at least convince him dark side Destiny Points in this
that they can do so, he provides all manner of details way equal to the number of PCs,
on Vorse's dealings. He can be found doing business Lek's investigation reveals the
along Market Row of Port Town in front of the Hobi PCs true identities and details
Rann's Fine Imported Goods (see page 19). on their real motive. If the PCs'
If the PCs are leery of getting involved in the internal make it to Episode II without
struggles of the Tabarith syndicate, they may be able the necessary dark side Des-
to turn to Vorse's wife, Aris, who is quite willing to help tiny Points built up, they remain
them pull one over on her unloving husband. Arend undiscovered, although Lek
has also promised his daughter a share from the heist may be suspicious of their ,
that she can use to leave Cloud City, a place with which cover if she came close to
she has long since grown disenchanted. Although the her goal. li
Shens doubt that Vorse will win the auction, his in- If Lek discovers the PCs.
volvement will at the very least boost the final bids. it should not mean that
their cover is wholly
"ZEKRA FOL," UNDERCOVER AGENT blown. Despite her
belief in Imperial
While Grayson's contacts have not checked the cre- superiority, she rec-
dentials of some bidders as closely as they ought ognizes that even
to have done, their biggest mistake was overlooking the Empire needs
those of the human going by the name of Zekra Fol. the underworld
Her credentials appear flawless, and the mining con- occasionally.
sortium she claims to represent would pay a great deal
for a display piece such as the Jewel of Yavin. Unfortu- Lek is more
nately, both the credentials and the consortium are a likely to black-
front for her activities as an agent of the Imperial Se- mail the PCs
curity Bureau. This undercover ISB agent (whose real into revealing
name is Tirsia Lek) caught hints of Grayson's plan for any informa-
selling contraband outside Imperial-controlled space tion they've gathered or
and has manufactured an airtight cover identity for her turning their efforts to the
investigation into his activities. She has no interest in benefit of the Empire. If
the gem being auctioned (except perhaps to add it to they cooperate, she has no
the Imperial treasury), but she would be quite willing interest in betraying them
to drive the bidding higher to further incriminate Gray- and may even be willing to
son once she has enough evidence for her case. assist them in the future if
they look like useful assets.
Tirsia Lek is well-informed in the way that only some- Impressing Tirsia Lek and
one with vast intelligence resources at her disposal can the ISB may prove useful
manage. She is already familiar with Kaltho the Hutt by in the closing events of the
reputation, as he has informed on his business rivals adventure, (see page 92).
when it suited his dealings, and can pull up dossiers
on the rich and prominent among the other bidders.
Lek's respect and caution is reserved for Kaltho, whose
ruthlessness is well-known to her.
If the PCs investigate the woman they believe to flimsiplast brochures or other information to those
be Zekra Fol, they should have little difficulty discov- appearing as interested customers or prospectors.
ering reports of the Outer Rim Exploratory Mining The agents are well trained and their documentation
Corps and its interest in display pieces worthy of a is thorough; discovering their Imperial affiliation or
Core Worlds gallery. Several other representatives of the Mining Corps non-existence should require some
the Mining Corps (ISB agents serving under Lek) have extremely cunning questioning or the undertaking of
been seeded on Cloud City as part of the cover or at- Obligation for access to the most knowledgeable and
tached to her entourage and may provide informative connected infochants.

SETTING UP THE SLICING SHOP


I nfiltrating the auction and manipulating the bidders or for local communication traffic patterns that could
I won't accomplish anything if the PCs can't reroute cause even the slightest signal modulation.
the proceeds of the gem. If they're able to slice the
To prepare a computer spike of their own, the PCs
bank, they can send the funds from the final bid to any
need time to work as well as the appropriate materials
account they like. If they can't, well, half a heist may
to construct and program it to their specifications. The
be better than none, but it's still an opportunity lost.
materials are simple enough to acquire; they can be re-
purposed from datapads and other electronic devices.
THE LEGWORK Buying enough devices to build the spike in this way
costs about 3 0 0 credits. The materials may be found
Every slicer knows that to do a job right, preparation at some specialized retailers for half this cost, provided
is key. The GM should impress this upon the players the PCs are willing to take the time finding one.
that the more groundwork they lay ahead of time, the
easier the final stages of the heist will be. Their prepa- The work to create the spike requires at least ten
ration should focus around creating a properly cali- hours, although it can be rushed to a few hours of fe-
brated computer spike; scoping out the defenses in verish work if necessary. Doing so adds • to the Com-
the bank's network; and planning for interference from puters check to create the spike. Once these concerns
Lobot, Cloud City's renowned network administrator. have been handled, one of the PCs (or a hired slicer—
see the Expert Help sidebar, right) must make a Hard
TABLE 1-Z: COMPUTER SPIKE BONUSES ( + + + ) Computers check to construct the spike. The
PCs should then compare the results of the check to
Cost Result Options Table 1 - 2 : Computer Spike Bonuses (left) to see
Each # on the Computers check adds one what bonus the spike will grant during the slicing job.
• toward a slicing attempt aided by the
computer spike.
SAMPLING THE
Remove a • from the Computers check. This
option may be selected multiple times, requiring
ENCRYPTION
one more O for each subsequent selection.
Learning about the opposition is key to success in any
A subtle defect in the spike's manufacture conflict. Any scoundrel or ne'er-do-well in the galactic
® ® or could cause complications for its use. Using the underworld is aware of how valuable information of
9 spike adds one • to the Computers check. This
option may not be selected more than once. this sort can be, and few more so than those who
trade in data themselves. Good slicers not only take
this maxim to heart but work to consider every kind of
THE COMPUTER SPIKE opposition they can face. Rival members of the trade
and the security personnel working within a network
One of the most important tools of a prepared slicer top the list, but with the right encryption, the target
is a good computer spike. These single-use devices network itself can be a formidable foe. To combat
carry out automated functions, such as flooding a such an enemy, slicers need information on or access
network with garbage data to mask the sheer's move- to the encryption with which they expect to be deal-
ments, and are designed t o burn out to prevent the ing ahead of time, so they can plan countermeasures
attack from being traced back by the network's a d - or simply crack it.
ministrators. Computer spikes are made for a specific
The bank handling the auction bids, the Cloud City
task, carefully calibrated to deal with a specific net-
Central Bank, is secured behind Cloud City's govern-
work, and the best slicers adjust their spikes for such
ment network. The encryption is the best Bespin can
variables as a specific planet's electromagnetic field

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
afford, but there are a few weak points the PCs should for their slicer should suffice to get a basic sample,
be able to find and exploit. although the PCs may instead choose to tap into the
The most direct approach is to seek help from Arend, network by breaking in after hours.
who has connections within the network. He can have The latter approach is considerably riskier, as the
his secretary produce an access card for the PCs, which PCs must avoid the notice of the patrolling pairs of
would allow them to examine the network's defenses government security droids (see profile below) and
at their leisure, as well as provide a full sample of the are sure to suffer some very pointed questions if they
encryption. However, his secretary is not corrupt like are caught, possibly jeopardizing the entire operation.
her boss, and is not the least bit happy to follow this If the PCs insist, successfully sneaking past the droids
order. Getting Arend to lean on her for an access card grants them enough time to acquire a full sample of
may lead to an information leak to the authorities if she the network. Other plans the PCs develop may earn
realizes how it was used and, at the least, likely results them a full or basic sample of the encryption at the
in a very frosty exchange when the card is handed over. GM's discretion.

If the PCs choose not to have Arend handle the If the PCs do not acquire a sample of the govern-
issue, they can attempt to sneak into the government ment network's encryption, the attempt to slice the
offices and tap into the network on their own. Visiting bank for the final bid becomes that much harder. If
a publicly available office and creating a distraction they do not acquire any sample at all, the Computers
check to slice the bank suffers a penalty of • • . A
basic sample reduces this penalty to • , while a full
sample removes the penalty entirely. If the PCs come
EXPERT HELP up with a clever plan for a full encryption sample, such
as faking a legitimate user identity from a known gov-
1 1 is entirely possible that the PCs need to pull ernment worker, the GM may grant one or more • to
I off the slicing job without having an appro- the check at his discretion.
priately skilled expert in their party. If no one
in the party invested much into the Comput- G O V E R N M E N T S E C U R I T Y DROID [RIVAL]
ers skill, they might be better off hiring out-
side help than risking everything on amateur The security droids that patrol the offices and govern-
work. Fortunately. Cloud City's underworld has ment buildings of Cloud City are an impressive sight,
enough room for freelance slicers. An Average encased in plates of gleaming, silver metal that trade
(<0<>) Streetwise check should point the PCs no protective value for their beauty. A wrist-mounted
to possible accomplices in Port Town. The two blaster pistol deters most malcontents from intrud-
most well-known slicers are the droid R3-8C ing on government property, although the droids are
and an Ugnaught named Naboka. rarely forced to deploy their weapons in earnest.

• R3-8C is a relatively affordable astro-


mech droid with a little bit of quirky pro-
gramming alongside its slicing capabili-
ties. It has an Intellect and Computers
skill of 3 each, in addition to the regular
profile for the Astromech droid (see
page 410 of the EDGE OF THE EMPIRE Core Skills: Ranged (Light) 3, Vigilance 3.
Rulebook). Its owner charges between Talents: None.
500 and 1000 credits, depending on Abilities: Droid (does not need to breathe, eat, or
how well the PCs pass a Hard ( O < > 0 ) drink and can survive in vacuum or underwater. Im-
opposed Negotiation check mune to poisons or toxins).
Equipment: Built-in blaster pistol (Ranged [Light);
• Naboka is an expert at what he does Damage 6; Critical 3; Range (Medium); Stun Setting),
and knows how much he's worth (he integrated armor plating (+ 1 defense, + 1 soak), gov-
won't go any lower than 2,000 cred- ernment-network comlink.
its but starts the offer at 3,000). The
technician is skilled but won't risk
his life or reputation if the PCs get in
DEALING WITH LOBOT
over their heads. He rats them out if Cloud City may be infamous for corruption and a
it means saving his own hide. Naboka strong underworld presence, but recent events have
uses the Ugnaught Laborer profile on gone a long way to curb certain kinds of criminal ac-
page 14 but has an Intellect of 4 tivity. The new Baron Administrator has done much to
and a Computers skill of 5. stamp out crime, but another figure deserves as much

ODDS AND OPPORTUNITY


THE JEWEL OF YAVIN
credit, if not more. Cloud City's network administrator, If the PCs cannot find out when Lobot rests, they
the cyborg Lobot, is a master of counter-slicing and might be able to figure out a way to at least divert this
other defensive measures, his skills enhanced by intelli- attention by creating or taking advantage of another
gence-boosting implants. His efforts have done more to crisis, such as manufacturing a weather emergency
secure the government and business networks than a at Kerros Tower (see page 18). However, Lobot is
team of ordinary slicers could hope to accomplish, and capable of multi-tasking far beyond the capacity of an
the resulting protection extended to local networks has unenhanced being, and this only limits his defenses,
made Cloud City a highly secure location from slicers. rather than removing them.
The few who remain within Cloud City's criminal popu-
lation plan their operations carefully and always keep If the PCs cannot avoid Lobot, they may be able to
Lobot's security in mind no matter their target. keep him out of their affairs by force. Finding a way to
incapacitate the cyborg is a challenge but would ren-
Given that the PCs must attempt to slice government der all his protection moot. Lobot is typically protected
networks directly under Lobot's supervision, finding a by some of Cloud City's best law enforcement officers
way to deal with his countermeasures should be one wherever he goes, and anyone seen trying to attack
of their highest priorities. Learning about Lobot should him would be flagged as a top security threat by Baron
be a non-issue—Arend or some other associate of the Administrator Calrissian (not to mention arousing sus-
PCs is be sure to mention him. Figuring out a way to picion as to what might warrant such an assault). Still,
circumvent his protection is another matter entirely. it might be possible to hire thugs for such an attempt
There are three basic approaches the PCs can take to or for the PCs to make a stealthy effort themselves. The
dealing with Lobot, but none of them are easy. difficulty involved in any checks to sneak past Lobot's
The first method is to find a way to keep Lobot away escort, or hire muscle to oppose him, would be similar
from their work by learning his schedule and pulling to the options described previously.
off the job when he is asleep or occupied with another When all else fails, the PCs can still attempt to slice
task. Unfortunately, Lobot's implants keep him from the banking network if Lobot has not been dealt with.
needing much rest, leaving only a few hours in each The risks are much greater and the chances of suc-
day where he is not monitoring the networks. Finding cess lower, but to pull off the heist from under Lobot's
out his preferred sleep schedule would involve track- very nose could make them underworld legends. The
ing him in person (a Daunting [ • • • • ! Stealth consequences for going head-to-head with Lobot are
check to avoid notice), hiring a tail to handle the detailed on page 69.
tracking (involving a Hard l ^ t t l Streetwise check
to find someone willing to dare it, and hundreds of
credits in payment), or finding an informant among
PLANNING A
Cloud City's government personnel who might know DOUBLE-CROSS
Lobot's schedule personally. The third option can-
not be accomplished with a single check and should Once the funds from the auction have been sliced, they
involve a great deal of careful can be transferred to any account of the sheer's choos-
role-playing and ing. Arend has provided information on a dummy
investigation. account he set up in advance expressly for this pur-
pose. However, some PCs may not be as interested in
loyalty to the client as in advancing an agenda of their
own. This might be lining their own pockets with the
stolen funds or sending it elsewhere, perhaps to pay off
part of a Debt Obligation or to benefit an associate or
a cause. The basic act of transferring the funds is part
of the slicing job later on, but if the PCs plan to have
their slicer send the money elsewhere, they need
an appropriate account to receive it.
If the PCs perform a double-cross on behalf
of someone else, whether their crime lord pa-
tron or the slicer's chronically ill little sister,
they need access to the deposit information
for that account. They may already know
how to transfer funds to such an account
at the GM's discretion, or they may need
to send some secret messages offworld
to gain access. Once they have this infor-
mation, they can make the transfer, but
the PCs are likely to find that stealing all that money The PCs are likely to have to take on a small job as a fa-
for their own benefit is considerably harder—at least, vor to the forger, risking exposure and using up more of
if they want to avoid getting caught. their time, or they may have to gain Obligation toward
either the forger or someone who can pay his fee.
For the money to show up suddenly in their existing
personal accounts while on Cloud City would make the Getting the money out of the account is sure to be
whole operation quite obvious. Wiser PCs should see at least as challenging as getting the account safely set
the virtue of setting up a dummy account like Arend's up in the first place, unless the PCs specifically pick a
for this purpose. However, this carries its own risks. The bank that turns a blind eye to potentially suspicious
PCs need forged identification in order to prevent the transactions, such as a subsidiary of the InterGalactic
same problems that would occur with their personal ac- Banking Clan. The Cloud City Central bank might be on
counts, and they would need to be able to withdraw the alert or even temporarily shut down after the slicing job,
winning bid before either the bank or Grayson notice depending on how careful the PCs were, and therefore
its absence, much less find out where the money went. likely to find any large withdrawals suspicious.
Forged identity information can be acquired through A good justification for the money's presence
a few different criminal organizations on Cloud City, in- should be developed ahead of time, ideally when the
cluding the syndicate run by Vorse Tabarith. Finding a account is first set up. Clever PCs might have their
reliable and discreet ID-forger requires a Hard ( • • • ) forged IDs portray them as merchants arranging a
Streetwise check, but payment may be considerably deal for around the expected amount of credits or use
more difficult. Doing the necessary work on such short some similar ruse that could explain such a windfall.
notice commands an even higher price than normal, and Without such plans in place, the bank is likely to put
well-made forgeries aren't cheap, running several thou- the withdrawal on hold long enough to find out their
sand credits or more even under ideal circumstances. subterfuge, if not spot the scheme outright.

THE CLOUD CITY GRAND PRIX


1 1 should come as no surprise that a city with such a
I robust gambling community takes great interest in
sporting events of all sorts. Shockboxing and podrac-
ing are among the most popular, but the Cloud City
Grand Prix reigns supreme over them all.

The prevalence of gambling, both legal and ille-


gal, has resulted in the Cloud City Grand Prix being HISTORY OF THE PRIX
a somewhat more dangerous event than others of its
type. Gamblers enjoy introducing the element of un- Roughly a decade ago, Baron Administrator
certainty into any game of skill, after all, and the Prix Dominic Raynor conceived of a first-class local
is no different. The vehicles participating in the event sporting event that would generate interest and
are armed, and although killing other contestants gambling on the event itself but increase tour-
results in immediate disqualification and incarcera- ism revenue as well. He approached a few of the
tion, disabling or impeding one's fellow contestants major casino owners and convinced them of a
is not against the rules and is in fact rather common.
plan that might make them all even richer. Event
Likewise, there are often obstacles or complications
turnout was weak the first three years, but af-
introduced by the promoters or even outside agen-
cies during the race to liven up the event and give the ter significant promotion at the expense of its
viewers something to get excited about. investors, the next year turned an impressive
profit. In the last several years, its success only
The winner of the Prix each year gains some small de-
increased, and it has become one of Cloud City's
gree of celebrity within Cloud City and is often invited to
gala events and functions for a period of several months most prominent annual events. Numerous sec-
immediately after the Prix is held. The notoriety on Bes- ondary, far less prestigious races have sprung
pin is somewhat fickle, however, and only a few winners up, sponsored by other groups or individuals who
have managed to hold on to any significant degree of have attempted to capitalize on the Prix's popu-
fame after their win. In the short term, winning the race larity, but so far none can hope to rival the pomp
would permit the Player Characters to gain the access and prize money of the Cloud City Grand Prix.
they need in order to steal the Jewel of Yavin.
Vehicle Type/Model: Cloud Car/Storm IV.
GETTING STARTED Manufacturer: Bespin Motors.
Arend suggests that the race is the perfect cover for the Maximum Altitude: 100 kilometers.
PCs to gain entry into the auction. He can even arrange Sensor Range: Short.
for them to be loaned a cloud car, although he very Crew: One pilot, one gunner.
specifically and emphatically stresses the term "loan" Encumbrance Capacity: 8
repeatedly. Although he won't disclose the information Passenger Capacity: 0.
to the PCs, the Pantoran appropriated the cloud car Cost/Rarity: 3 0 , 0 0 0 credits/5.
from the Wing Guard vehicle hangar. If it isn't returned Customization Hard Points: 2.
shortly after the Prix concludes, he has taken steps to Weapons: Forward-mounted light blaster cannons
ensure the Wing Guard finds evidence blaming the PCs (Fire Arc Forward; Damage 4; Critical Hit 4; Range
for the theft. He is nothing if not thorough, after all. [Close]; Linked 1).
Notes: Wing Guard vehicles are slightly more rein-
Assuming that the PCs recognize the Grand Prix as
forced than standard civilian models. Stripping the
their best chance to gain entry to the auction, Arend pro-
additional armor from this car would require six hours
vides them with the location of a private vehicle berth in
and an Average ( • • ) Mechanics check, but would
a more remote portion of the city, as well as the entry
increase the speed of the vehicle from 4 to 5.
codes and documentation necessary to operate the craft

THE COMPETITION
in question. Upon their arrival, read the following text:

The security doors slide out of the way with a The PCs may be interested in finding out a little bit
barely audible hiss, and you find yourselves star- more about who they'll be up against in the Grand
ing into a snug vehicle berth. There are a variety Prix, which is a natural and strategic interest on their
of tools and maintenance equipment strewn about part. There's a lot of speculation floating around on
a Storm IV cloud car in the familiar two-cockpit the holo, but the media are notoriously inaccurate in
formation. The airspeeder is painted the same their assessment of contestants and their support
reddish hue as all those utilized by the city's Wing staff. An Easy (^) Streetwise check reveals the best
Guards, and could easily pass for the real thing. way to acquire this information, or if asked, Aris can
provide the same suggestion: a cantina named the
The equipment contained in the berth is serviceable Podracer's Retirement is a popular hangout for vari-
and has all the necessary tools to perform any mainte- ous mechanics and other crew members involved in
nance or upgrades the PCs might choose to implement the race, and since the most glamorous individuals as-
(or have done—see Vehicle Upgrades on page 47 sociated with i t — t h e pilots—tend to gravitate toward
for more options). different establishments, the media have no real pres-
The cloud car itself is completely unremarkable in ence there. If the Player Characters choose to check it
every regard, exactly resembling hundreds of others out, read the following text:
found all throughout the city. The characters may wish
to apply some sort of personalization about their cloud Greasy in more ways than one, the Podracer's Retire-
car to better stand out, which is a good idea as far as ment is a dimly lit cantina tainted with a vague un-
the race is concerned, but it may make returning the dertone of hydraulic fluid beneath the reek of heated
cloud car later more difficult. swill. Most of the patrons are dressed in shabby and
oil-stained coveralls, as is the cantina staff itself.
S T O R M IV C L O U D CAR
Cantina regulars come to enjoy the drink and the
This particular model is classified as a cloud car but company and are not particularly accustomed to
is in fact a high-atmosphere airspeeder, capable of strangers asking lots of nosy questions. However, they
reaching speeds of over 1,500 kilometers per hour. can be rather easily plied with drinks, credits, gear-
It was originally designed and constructed exclusively head banter, or even just flattery; not many people
for use by Cloud City's Wing Guard, but it proved so care what the lowly mechanics think about the Grand
popular that civilian models quickly became available. Prix, after all. An occasional mention in a holo or oth-
The model available to the PCs is one of the original er media is the best they can hope for.
run with two pods. The port pod is for the pilot, and
the starboard pod is for the gunner. The bartender points out 01' Sav, who is probably
the best way to get information. Although certainly not
unique in his knowledge, 01' Sav, as he is known, has
the edge of experience. He has worked for a different
SPEED I HANDLING
team in every Grand Prix so far, and is quite mercenary
with his skills. Charming him proves somewhat difficult

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
"WAIT... WHO'S FLYING THIS THING?

I f none of the player characters have the neces- Pilot-for-Hire profile on page 3 9 6 of the
I sary skills to properly handle a cloud car, they EDCE OF THE EMPIRE Core Rulebook.
may want to look for someone who has a better
chance of winning the Grand Prix. The Game Mas- • Thera Morrow: This young woman is
ter could incorporate an NPC from the party's pre- barely nineteen and desperate to get
vious campaigns or may use either of the following: a break into professional racing. She
has been involved in amateur events
• Merl Terll: This well-known pilot won for three years and has quite the rep-
several times in the first few years of utation in lower circles as a promising
the Grand Prix, but after a close call in a up-and-comer. Thera is quite skilled
cloud car collision, his wife refuses to let (Agility 3, Piloting (Planetary] 3), and
him race again. The PCs must convince agrees to as little as 15% of the purse,
her with a Hard ( O O O ) Charm or De- but her guileless nature and homegrown
ception check to ensure that her hus- attitude could lead to problems if she
band will be safe or offer Merl enough of begins to suspect that the PCs have an
a cut of the winner's purse that he's will- ulterior motive. Other than her Piloting
ing to go behind her back and fly anyway (Planetary) Skill and Agility, she uses the
(a Hard [ 0 0 O l Negotiation check). Swoop Ganger profile on page 3 9 7 of
His Agility is 4 and his Piloting (Plane- the EDGE OF THE EMPIRE Core Rulebook
tary) is 5, otherwise uses the Sullustan (less the modified swoop bikes).

(Hard ^ ^ ] Charm check), but bribing him with G E R R O L HUNN, CORPORATE PILOT [RIVAL]
drinks or credits outright is relatively simple; fifty cred-
its spent on drinks or one hundred credits on the table
loosens his tongue about any of the race contestants
described below and in the sidebar Handling the
Racing, Pacing, and Chasing on page 51.
There are other mechanics, of course, but most
are fairly nondescript professionals. The only other Skills: Charm 4, Cool 2, Piloting (Planetary) 3.
exception is "Honest Grek," who may be willing to Talents: Brilliant Evasion (once per encounter as an
help the PCs modify their cloud car (see It Doesn't action, select one opponent and make an opposed
Look Like Much on page 46 and Honest Grek's Piloting [Planetary or Space] check If successful,
Speeders on page 20). the opponent's vehicle or starship cannot make any
attacks against the Gerrol's vehicle for 4 rounds).
STORMHAWKS: THE CORPORATE TEAM Abilities: None.
Equipment: Light blaster pistol (Ranged [Light]; Dam-
The media sensation of this year's Grand Prix and the age 5; Critical 4; Range [Medium]; Stun setting).
odds-on team to win is unquestionably the stylish and
extremely social team sponsored by the MandalMo- CHARA T U L L , C O R P O R A T E CO-PILOT [ R I V A L ]
tors Corporation of the Outer Rim. The Stormhawks
have spent more on their equipment and self-promo-
tion than they could possibly win in the race even if
they took first place.
Gerrol Hunn is the suave, dashing, Corellian pilot
with the million-dollar smile. The media love him, but
most other pilots don't, given his tendency to avoid Skills: Charm 3, Cool 3, Gunnery 1, Piloting (Planetary) 2.
direct insults but make snide comments about oth- Talents: Master Driver (Once per round when pilot-
er teams in media interviews. His co-pilot, a beauti- ing a vehicle using the Piloting [Planetary] skill, Chara
ful woman named Chara Tull, rarely speaks and only may voluntarily suffer two strain to perform any ac-
about the subject at hand. In contrast to Hunn, she tion as a maneuver instead).
never trash-talks the other racers. Despite Hunn's ex- Abilities: None.
tensive womanizing and socializing, there is rampant Equipment: Light blaster pistol (Ranged [Light); Dam-
speculation that the two are an item, perhaps even age 5; Critical 4; Range [Medium]; Stun setting).
secretly married. Tull never addresses the rumors be-
yond a carefully calculated, coy smile.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
RELGAR "THE CARBINE" CARRAE: T A R R Y N RAYZER, CLOUD CITY'S OWN
THE HUTT-SPONSORED TEAM
Although a bit younger than 01' Sav, Tarryn Rayzer is a
While this year's winner is a hotly contested topic, familiar fixture in the Cloud City Grand Prix. His outra-
there is no debate about who is the most dangerous geous bluster and over-the-top predictions about his
contestant. The unanimous agreement is Carbine Car- own performance are matched only by his vigorously
rae, a notorious pilot and rumored ex-pirate, backed disgruntled nature after the race and his elaborate
by an anonymous Hutt cartel that is likely linked to excuses about why he performed so poorly. Most con-
Kaltho the Hutt's kajidic. sider him an amusing distraction from the otherwise
intense race preparation, but few recognize that his
Carrae is of an unidentified near-human race, and it behavior is a carefully orchestrated act.
is difficult to tell how much of his fearsome demean-
or is natural and how much is the result of extensive Rayzer is actually a rather skilled racer, but one
facial tattooing and other unnatural augmentations. plagued with substandard equipment and gross mis-
"The Carbine," as he is known, is prone to fits of vio- fortune. He chooses to maintain a high profile and
lence and is in the news for being ejected from various assurances of funding through a grandstanding act
high-profile casinos and engagements every night for that he hopes he will be able to abandon when he
weeks leading up to the actual race. finally wins the Grand Prix.
Carbine'sgunnerisadeviouslittlealiennamedCarulo. Rayzer's gunner is a modified security droid that he
A Xexto, Garulo has the questionable distinction of has carefully maintained over the years, named K4-
holding the record not only for the most racers dis- 76A. One thing Rayzer never has to worry about is his
abled in a single year, but over the course of the race's gunner destroying another racer; Seventy-six is pro-
ten-year history as well. Garulo is also a notorious hibited from doing so by very specific programming.
lecher and gambler, and can be found most evenings
leading up to the race indulging in all his various vices.
IT DOESN'T LOOK LIKE MUCH...
T H E C A R B I N E , H U T T C A R T E L P I L O T [RIVAL]
W l o d i f y i n g equipment, particularly vehicles
H a n d starships, is an extremely common
practice throughout the galaxy, and nowhere
more so than on the outskirts of civilized so-
ciety such as Cloud City. On the chance that
the party lacks a mechanic, however, they may
Skills: Cool 2, Gunnery 3, Piloting (Planetary) 3, wish to bring in an outsider to assist with this
Ranged (Light) 3. aspect of the plan. An Average { ( ) ( } ) Street-
Talents: Dead to Rights (spend 1 dark side Destiny Point wise check can reveal potential options, in-
to add 2 additional damage to one hit of successful at- cluding the following:
tack made with ship or vehicle-mounted weaponry).
Abilities: None. • "Honest Grek": The retired pilot does
Equipment: Heavy blaster pistol (Ranged [Light[; Dam- repairs at a premium, plus a tip of
age 8; Critical 3; Range [Medium); Stun setting). 2 5 % of the price of the attachments
or modifications being installed. If
GARULO, HUTT CARTEL G U N N E R [RIVAL] the PCs have convinced Merl Terll to
join in, Grek is incredulous at first, but
eventually warms up to the idea, and
then becomes wildly enthusiastic and
completes many of the repairs or up-
grades for free. His speeder shop is on
the Industrial Levels (see page 20)
Skills: Cool 3, Gunnery 3, Knowledge (Underworld)
3, Streetwise 2. • Pugsly: This Ugnaught is generally
Talents: Natural Driver (once per game session, the antisocial and speaks no Basic. He
character may reroll any one Piloting [Planetary) or communicates via a translator device
Gunnery check). that he wears on his belt, which barks
Abilities: Additional Limbs (Xexto have six limbs, two out broken Basic with a thick accent.
legs and four arms; as a result, gain an additional Money seems to be of little interest
free maneuver per turn, though still may not perform to Pugsly, and he asks for a 10% tip
more than two maneuvers per turn). based off the price of the attachments
Equipment: Datapad. or modifications being installed.

49 ODDS AND OPPORTUNITY


THE JEWEL OF Y A V I N
T A R R Y N RAYZER, ECCENTRIC PILOT [RIVAL] VEHI CLE U PG RAD ES
The PCs may seek to upgrade their cloud car prior to the
start of the race. The PCs could choose to perform these
upgrades themselves or ask around at the Podracer's
Retirement or Honest Grek's. The players may choose
from the vehicle customizations and modifications listed
Skills: Charm 2, Computers 2, Cool 2, Mechanics 3, in the EDGE OF THE EMPIRE Core Rulebook on pages 2 6 9 -
Piloting (Planetary) 4, Streetwise 2. 271 or from the new attachments listed below:
Talents: Full Throttle (perform the Full Throttle action,
attempting a Hard ( • • • ) Piloting check. With suc- AUGMENTED BUFFER
cess, the ship's top speed increases by one for 3 rounds).
Abilities: None. This uncommon upgrade installs redundant systems
Equipment: Blaster pistol (Ranged [Light); Damage 6; within the electronics of an airspeeder, allowing it
Critical 3; Range (Medium); Stun setting), comlink. to be pushed beyond standard limits without risk of
overload. Most teams find it simpler to replace any
K4-76A, D R O I D G U N N E R [ R I V A L ] damaged components between races, ensuring that
a pilot has fresh equipment for each race, rather than
risk over-complicating the vehicle's systems. Aug-
mented buffer may only be attached to vehicles of
silhouette 2 or lower.
Models Include: None.
b_J 1 14 J l a Id J
Base Modifiers: Increases the vehicle's system strain
Skills: Computers 3, Gunnery 3, Vigilance 2. threshold by one.
Talents: True Aim 1 (once per round, before the char- Modification Options: 2 Increase system strain
acter makes a ranged attack, he may perform a True threshold by one Mods.
Aim maneuver to gain all the benefits for aiming and Hard Points Required: 0
also upgrades his attack roll once). Price: 7 5 0 credits.
Abilities: Droid (does not need to breathe, eat, or
drink, and can survive in vacuum or underwater; im- MANEUVERING THRUSTERS
mune to poisons or toxins).
Small thrusters attached to the exterior chassis of
Equipment: Built-in blaster pistol (Ranged [Light);
Damage 6; Critical 3; Range [Medium); Stun Setting). a vehicle increase how responsive it is during flight.
The application of these varies considerably, from the
crude strapping of rocket or jet packs to the outside
of a vehicle to the careful addition of a completely
separate fuel line to grant extended use. Maneuvering
thrusters may only be attached to vehicles of silhou-
ette 2 or lower.
Models Include: Arakyd Aerodrive Thruster Aug-
mentation System, SoroSuub CornerTech Maneuver-
ing Thruster.
Base Modifiers: Add one to the vehicle's handling.
Modification Options: None.
Hard Points Required: 1.
Price: 5 0 0 times silhouette in credits.

REPULSORLIFT ENHANCEMENT

A repulsorlift enhancement increases the output of


a standard airspeeder's repulsorlift engine consider-
ably. Vehicles with this upgrade deplete their fuel cells
at a dramatically increased rate. Since most
races are relatively short in duration,
and those that are longer have the
opportunity to use a pit crew to
recharge their cells, this makes
them an extremely popular
choice with most racing teams.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
Installing this attachment requires an Average TABLE 1-3 : SABOTAGE CHECK RESULTS
Mechanics check. Repulsorlift enhancements may
only be attached to vehicles of silhouette 2 or lower. Check
Failure Success
Models Include: None. Difficulty
Base Modifiers: As a maneuver, suffer 1 system
Sabotage Pilot adds • to all Piloting checks
strain to add + 1 maximum speed for one round. Easy (+)
fails made during the race.
Modification Options: None.
Hard Points Required: 1 Average Alarm Pilot adds • • to all Piloting
(••) raised checks made during the race.
Price: 2,500 credits.
Hard Alarm One vehicle characteristic
UPGRADED FIREPOWER (•••) raised decreased by one (PC's choice).

A very common practice on starships and in more Daunting Alarm Two vehicle characteristics
( • • • • ) raised decreased by one (PC's choice).
violent, less reputable races, upgraded weapons are
actually something of a liability in the Cloud City
Grand Prix. Given that the destruction of enemy ves- his vehicle's berth the technological equivalent of a
sels is strictly prohibited, overly powerful weapons barn in the wilderness, making an act of sabotage sig-
can result not only in disqualification but prosecution nificantly easier. Most other racers fall somewhere in
as well. Installing this attachment requires a Hard between the two.
^ ^ ) Mechanics check. This upgrade may only All but the least influential of race teams have private
be attached to vehicles of silhouette 2 or lower. berths to contain their equipment and keep away the
Models Include: None. prying eyes of competitors; there are two large, com-
Base Modifiers: Increases the damage of one weap- munal berths for racers to make use of, but generally
on system by one. these are only populated by teams that are not expect-
Modification Options: None. ed to finish in the top half of the bracket and are of little
Hard Points Required: 0. threat to the PCs. Teams with private berths are more
Price: 1,000 credits. viable targets but feature the following protections:
Advanced security systems: Require a Hard
SABOTAGE!

+ ^ ) Computers check with • • to bypass
security and gain access to the berth.
There are many who exhaust all legitimate means
• Security droids: Units of two to four (depending
of gaining an edge over their competitors before re-
upon the number of Player Characters trying to
sorting to dirty tactics. Attempting to sabotage the
gain entry). Use the statistics found on page 412
equipment of a competitor has variable difficulties
of the EDGE OF THE EMPIRE Core Rulebook.
depending upon the level of funding those competi-
tors enjoy. Both the Stormhawks team and the team The GM should allow PCs leeway to determine the
supporting Carbine Carrae have constant electronic particular brand of mayhem they wish to attempt with
surveillance protecting their racing assets, as well the proper Mechanics and Computers checks. The dif-
as a vehicle staff present at all times, making sabo- ficulty for these checks depends upon how subtle the
tage hard to pull off even under ideal circumstances. PCs wish to be with their attempt, and have varying
Conversely, if the players were interested in sabotag- results depending upon their success or failure as out-
ing the equipment of Terryn Rayzer, they would find lined in Table 1 - 3 : Sabotage Check Results, above.

AND THEY'RE OFF!


T he Cloud City Grand Prix takes place at noon on
the same day as the gala. Once the PCs have made
cars is equipped with an encrypted transceiver that is
keyed to a frequency known only to the grand master
all possible preparations, they should proceed to the of the event. Every car has to pass within 2 5 0 meters
Bespin Motors grandstands located on a number of of each of the buoys so that the encrypted receiver
repulsorlift platforms on the southern side of the tour- registers the contact and stores it in its memory. The
ist district and connected to Cloud City proper by one cloud cars cannot register with any buoy unless it has
of the repulsorrail train routes. pinged the preceding buoy.

Eight large repulsorlift buoys mark the course for Broadly speaking, a pilot must fly within relatively
the Grand Prix, forming an rough oval radiating out- close range of each marker in order to ensure that he
wards from Cloud City. Each of the participating cloud remains in contention for the prize. In theory, if a pilot

ODDS AND OPPORTUNITY


THE JEWEL O F YAVIN
were to miss one marker, he could double back around along the racecourse. The CM should assume that
and make a second pass. Realistically, however, doing whatever else they do, all racers are moving forward
so would give the other pilots such a lead that there is along the course, so any maneuvers or actions they
almost no chance of making it through such an occur- perform are within that context.
rence with one's chance of victory intact. Many lesser The cloud car's speed determines the relative po-
pilots abandon the race after missing one marker, and sitioning of the cars during each leg of the race. The
no one who has missed a second marker has ever re- ships with the highest speed are leading the pack,
mained in the race. At least, not yet; the Player Charac- while those with the lowest speed are trailing behind.
ters might have something to say about that. Cloud cars at matching speeds are considered to be
in the same range band as each other, while each ad-
CONDUCTING THE RACE ditional difference in speed indicates another range
band further away. For example, the Player Character
The race is divided into seven competitive Piloting piloting his Storm IV at speed 4 would be in short range
(Planetary) checks for each of the seven legs of of all the other cloud cars going speed 4, while a cloud
the race (detailed below). The difficulty of the check car racing at speed 5 would be at medium range from
should be determined as per the rules in the Stellar the PC, and another pilot taking his time at speed 2
Phenomena or Terrain section of the EDGE OF THE would be at long range relative to the PC's airspeeder.
EMPIRE Core Rulebook on page 2 4 0 , illustrating the
In order to determine the order of the cars going the
challenge of passing within range of the buoys while
same speed, the pilot with the highest total number
avoiding collision with the other cloud cars in the race.
of & is in the lead, the pilot with the second highest
Treat each leg as a round of structured time, during
total number of & is next behind him, etc. O can be
which the Piloting (Planetary) check counts as an
used to break ties, with PCs breaking ties after that.
action on the main pilot's turn but doubles as the Fly/
The pilot in the lead for his range band adds • to his
Drive maneuver for the purposes of moving forward
next Piloting (Planetary) check

ODDS AND OPPORTUNITY


THE JEWEL OF Y A V I N
TABLE 1-4: SPENDING ® tt ^ IN RACING
Result Dptions
Recover 1 system strain as the wind currents shift with you, relieving the engine slightly.

Add a Q to your next check as you successfully draft behind the cloud car in front of you. + 1 Place Value

Up ahead the clouds part, increasing visibility and downgrading the difficulty of the next check once + 2 Place Value

One of the other cloud cars within one range band of you falters (PC's choice), decreasing its speed by one and
allowing you to make a break for it. + 3 Place Value

Lose 1 system strain as the wind currents shift against you, forcing the engine to work harder.

Add a • to your next check as the adjacent cloud car bumps you off-course. - 1 Place Value

The buoy's beacon takes you through a large billowing thunderhead, limiting visibility and upgrading the difficulty of
the next check once. - 2 Place Value

You collide with another cloud car, sustaining a Vehicle Critical Hit. - 3 Place Value

during the competitive Piloting (Planetary) BUOY THREE TO FO


check indicates that the pilot overshot the buoy on THE FIRST FEEDING GROUND
the first try and doubles back to pass within range.
The pilot proceeds to the next leg of the race but suf- The first buoy disappears behind you at tremen-
fers a penalty of • added to his next roll. dous speed, and enormous clouds loom ahead,
In order to determine the overall winner, add that largely indistinguishable at first from anything
crew's speed each round to what is called their Place you've already passed. Soon you see a large
Value; whoever has the highest Place Value at the end number of small black dots up ahead, moving
comes in first and wins. There are other ways to add slower than you but still at high speed. Overtak-
to that total or subtract from other pilots' Place Value, ing them quickly, you are surprised to discover
detailed in Table 1 - 4 : Spending O. ® & ^ in that they are life-forms of some sort: large, insect-
Racing, above. like creatures flying on two sets of wings somer-
sault desperately to avoid your path.
BUOYS ONE THROUGH THREE:
THE OPEN STRETCH

As you rocket out of the berth at Cloud City, Be-


spin s endless skies loom ahead. Your console in-
dicates the direction of the first buoy with a low
beeping sound, but that is almost entirely drowned
out by the overwhelming whirr of the cloud cars
jostling for position all around your vehicle.

The first and longest section of the Grand Prix takes


the contestants from the opening berth at Cloud City
and past the first three of the repulsorlift buoys. This
is an opportunity for skilled pilots to attempt to gain
a lead on their less-experienced colleagues. Known
among fans and gamblers as "the proving grounds,"
historically only one pilot has managed to come back
from being relegated to the back of the pack during this
portion of the race to win the entire event. For the most
part, those pilots who fall to the second half of the pack
during the open stretch never make up the time lost.
The Piloting checks for these three buoys are exactly
as described in Conducting the Race (above), stan-
dard and relatively uncomplicated. This phase of the
race is the best time to build a lead on other racers.

ODDS AND OPPORTUNITY


THE JEWEL OF Y A V I N
The first true obstacle in the Grand Prix is the re-
RUBBING, AND BLASTING, IS RACING
gion between buoys three and four. The length be-
tween these two buoys crosses a region that is part of
The vehicles that participate in the Grand Prix
the feeding grounds of a race of creatures called the
are almost invariably armed, and exchanges of
tibannuck. These airborne creatures live their entire
weapon fire between the contestants are not
lives flitting throughout the skies of Bespin, feasting
against the rules. Significant damage, however,
upon the gasses they find scattered there.
is prohibited. Destroying other vehicles out-
Tibannuck are relatively small, no larger than a hu- right is considered a serious felony, and since
man, but add • • to the Piloting (Planetary) check the entirety of the race is being broadcast on
for this leg of the race because of their erratic flight. holovid to the entire viewing public, evidence is
Given the extreme speeds at which the racers fly, im- readily available and anyone crossing the line
pacting one or more tibannuck could result in signifi- is immediately remanded into the custody of
cant damage to the vehicle. One or more <§) gener- the Wing Guard upon their return to Cloud City.
ated inflicts 1 point of system strain on the vehicle
as the pilot taxes its engines to avoid the flocks. ^ That said, it is legal, acceptable, and somewhat
expected that individual pilots (and their co-
results in a minor collision; roll on the Vehicle Critical
pilots) may take the initiative to fire upon and
Hit Result chart on page 2 4 4 of the EDCE OF THE E M -
attempt to disable their competitors during
PIRE Core Rulebook and subtract 2 0 from the result.
the course of the race. Race officials maintain
T I B A N N U C K [RIVAL] a number of high-speed rescue crafts that ac-
company the pilots outside of the race corridor
Generally looked upon as simple creatures somewhat
in the event that any craft are disabled and un-
akin to mynocks, at least one notable sentientologist
able to return to the city. It increases the costs
has presented compelling evidence to suggest that the of the event significantly, of course, but the
tibannuck are a sentient race. Although the city's cur- increase in spectacle dramatically brings up
rent Baron Administrator has ended the administrative viewership and gambling profits.
bounties on tibannuck kills, Imperial law has refused to
recognize the creatures as intelligent, and thus several in-
dependent sources continue offering bounties on them. Skills: Athletics 3, Resilience 1, Survival 2.
Talents: None.
Abilities: Airborne (tibannuck can exist in Bespin's atmo-
sphere without ever needing to land on solid groundj.
Equipment: None.

HANDLING THE RACING, PACING, AND CHASING

fl irspeeder races are both complex and fast-


paced, but the rules for conducting one in-
game can be as simple or as complicated as nec-
Carbine: The Hutt team has as little
inhibition when it comes to racing as
anything else. They begin the race im-
essary to suit the needs of an individual group. mediately with Punch It and try to main-
tain as high a speed as possible for as
The simplest means of conducting the race is to
long as possible. Carbine's gunner has
assign each player not directly participating in
slightly more self-control and will open
the race to a position as pilot or gunner for one fire on opponents as much as possible
of the other teams and allow them to make all but refuses to violate the rules concern-
rolls necessary for that team. Otherwise, the GM ing destroying another racer.
may make Piloting (Planetary) checks during
each leg of the race for each team and play out
Rayzer: Despite his reputation and
their interactions as necessary. carefully maintained persona, Rayzer is
Left to their own devices, the other pilots carry a very skilled racer. He will Accelerate
out the following strategies during the race: to full speed as fast as possible without
damaging his vehicle. If confronted with
• Stormhawks: With excellent equipment an aggressive enemy, like Carbine, he
and training, the frontrunners push hard responds with Evasive Maneuvers while
to gain an early advantage, although not his droid co-pilot attempts to dissuade
at risk to their ship. Once they're in the them with defensive fire.
lead, they voluntarily increase the diffi-
culty of their checks to fly with style.
B U O Y FOUR T O FIVE: The sheer size and magnitude of the explosion requires
THE SECOND FEEDING GROUND all racers in the region to make an additional Average
( • • ) Piloting (Planetary) check to ride out the turbu-
The ranks of the strange winged creatures thin lence or reduce their speed by one for the next round.
and disappear shortly before you pass the fourth BELDONS
-buoy, but you have little time to breathe easy.
Massive blots begin to appear on your sensor ar- Beldons are spectacularly massive, relatively primi-
ray and your speed soon hurtles you into a horde tive creatures that are more akin to small gelatinous
of massive, jellyfish-like creatures drifting slowly sea creatures than anything else found on Bespin. The
through the clouds. You're not sure what will hap- smallest are the size of large freighter starships, and
pen if you hit one of them, but it's probably best the largest are the size of cities. They drift through the
not to find out! atmosphere, consuming various atmospheric chemi-
cals and biospheric plankton in large herds that are a
popular tourist attraction. They are an essential part
of Bespin's ecosystem because they naturally secrete
As the racers pass from the fourth buoy and be-
tibanna gas, the lifeblood of Cloud City and other sim-
gin their journey toward the fifth, they enter another
ilar installations throughout Bespin's life zone.
feeding ground, but one that has a far more obvious
threat than the previous area. This is a feeding ground Because of their enormous size, Beldons have no
of the great beldons, the largest life-form native to the statistics. They are much more like environmental ob-
planet Bespin. Like the tibannuck, they float through stacles than life-forms in the sense of game mechan-
the skies of the planet, seeking sustenance from what ics and add • to the Piloting check for this segment.
they find in the atmosphere. Outside the race corridor
there are numerous pleasure craft observing not only B U O Y FIVE T O SIX: T H E D O L D R U M S
the beldon herds but the race itself. These craft pos-
sess powerful shields and also sufficient weaponry to
The fifth buoy disappears behind you, and the sen-
defend themselves should any out-of-control vehicles
sor array is already pinging the distant sixth. Finally
head in their general direction.
free of the territory of native life-forms, the sky seems
Negotiating a field of beldon is simpler than avoid- clear, almost tranquil, until a well-aimed blaster shot
ing hordes of tibannucks, but the price for failure is streaks bright and hot across your starboard bow.
more significant. <§> <§> (§> or ^ on the Piloting (Plan-
etary) check for this leg of the course results in col-
Much like the opening distance of the Grand Prix,
lision with a beldon (roll on the Vehicle Critical Hit
the area between the fifth and sixth buoys is a quiet
Result table on page 2 4 4 of the EDGE OF THE EMPIRE
zone with no particular obstacles or dangers. This is
Core Rulebook). Any collisions or weapon fire has a
supposed to be a larger area, including the entire dis-
chance of causing a massive detonation as the blad-
tance to the seventh buoy, but the second portion of
ders of tibanna within the creature detonate. Roll a O :
the Doldrums has been "enhanced" by outside inter-
on # # the worst happens and the beldon explodes.
ests in order to make the race more interesting.

A
OPPORTUNITY KNOCKS

P Cs not participating in the race might want to


complete some last-minute investigation or
Otherwise, the seven bidders are all present at
the race as spectators, though most of them
preparation related to the auction, slice job, or have settled into private boxes and s u i t e s -
heist. If they excuse themselves from the race, except for Pos Podura and Elaiza. Pos Podura
they have an extra three hours worth of time to can be found (albeit mildly inebriated) at one
complete any other tasks. Because almost the of the concession stands that serves alcohol,
entire city is out watching the Grand Prix from but Elaiza is mysteriously absent from the event
the grandstands or any number of local cantinas (the PCs may discern this with a Hard [() 0 0)
and casinos, the GM should award • to surrepti- Perception check to search for her). If they wish
tious checks attempted during this time. If the PC to crash the private parties, the Game Master
wishes to bet on his own team, he can easily find should allow the PCs to try and bluff or stealth
a bookie with an Easy (<>) Streetwise check. their way inside using Charm, Cool, Deception,
An Average «> ()) Negotiation check sets the or Stealth checks, to name a few, where they may
wager the PC is willing to gamble. If his selection continue to glean more clues about the bidder's
wins, he receives ten times the initial amount of background or even try to negotiate some back-
credits back as a prize. room plans of their own.
This section of the race is an opportunity for indi-
GUIDANCE FROM THE GRANDSTANDS
vidual contestants to increase their lead or to attempt
to close with those who are ahead of them. Carbine

A
lthough only two Player Characters can man
Carrae takes advantage of this time to try and level
each cloud car, the rest of their party is in-
the playing field somewhat by firing his blaster can-
dispensable in helping them succeed. Because
nons at those in the lead.
they need to focus on piloting and avoiding
or initiating attacks, only those left behind on
B U O Y SIX T O S E V E N : T H E GAS FIELDS
Cloud City will be able to relay crucial details
As described earlier, this particular region of the course such as the current placing, impending threats,
is intended to be another dead zone that allows pilots and other information that is broadcast to the
an opportunity to pass one another and make head- crowds but not the racers themselves.
way toward victory. However, members of Cloud City's The GM may create and share an abstract map
tourist board have taken it upon themselves to liven with the relative positioning of the top three
up the race and have seeded this area with highly con- racers and the PCs' ship with the nonpartici-
centrated pockets of various gasses such as the invalu- pating party members, who can relay the in-
able tibanna. These pockets dissipate within hours of formation via comlinks. They should be able
the Grand Prix's conclusion, but during the race they to make Average [() ()) Leadership checks
present a significant danger to the racers. to rally their comrades, Mechanics checks to
Roll O for each of the four racers; on a # the ve- estimate the condition of the other cloud cars,
hicle passes through one of the gas pockets and ig- and Perception checks to help spot dangers.
nites it, causing a significant explosion immediately Success can add • or subtract • to the check's
in the vehicle's wake. Any vehicle causing relevant hazards and obstacles in the sky.
such an explosion experiences signifi-
cant turbulence, requiring an Average
( • • ) Piloting (Planetary) check to
regain control of the vehicle (upgrade the
check once on # # ) . Other racers within
the same place band following close behind
a pilot who causes such an explosion must
make a significantly more difficult check in or-
der to avoid the effects (Hard [4> + Pilot-
ing [Planetary] check). At the GM's discretion, any
vehicle following immediately behind another that is
caught within an explosion suffers 3 damage.

B U O Y SEVEN TO EIGHT:
THE GAUNTLET

The field has thinned significantly by the time you


pass the final buoy and into clear sky. The haze
from the gas pockets has lifted, signaling that
the danger of volatile gasses has passed. Only a
few moments into this region, your sensor array
screams to life, signaling numerous starship-sized
objects inbound at high speed. You can't quite
identify them yet, but they don't look promising.

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N 53
with skills of Piloting (Planetary) 2 and Gunnery 2. The
THE WINNINGS
Prepare quality on its bite represents the velker getting
close enough to take a bite out of a passing cloud car.

A ny PC who wins the Grand Prix will be inter-


ested to hear what he wins. In addition to
the prestige and access to the functions where
the Jewel of Yavin will be auctioned off, the
winning team receives an exquisitely rendered
holo-plaque and 3 0 , 0 0 0 credits. Unfortunately
for the PCs, the winnings are usually transferred Weapons: Bioelectric disruption field (Fire Arc All;
after some significant paperwork, and it takes Damage 3; Critical 3; Range [Short]; Ion), Bite (Fire
about a week to go through, which means that Arc Forward; Damage 2; Critical 2; Range [Close);
it won't happen until after the remainder of Breach 1, Prepare 1).
the heist is over. Of course. Cloud City admin-
istration takes a cut (and Arend Shen skims a B U O Y EIGHT T O CLOUD CITY:
healthy portion of that), leaving the PCs with THE HOME STRETCH
only 2 0 , 0 0 0 credits after all is said and done.

Less than half of the racers who started the race


This penultimate section of the course is easily the pass the last buoy, many having been disabled by
most dangerous, and the only one that presents an the obstacles along the path, and a few have been
active, malevolent threat to individual members of lost to accidents. Sensors indicate that Cloud City
the race. This area is home to velkers, massive ray- is the next checkpoint, though still quite far off. This
like predators whose size is eclipsed only by the bel- is the last stretch of the race; it's all or nothing, now.
dons, upon whom they frequently prey. The size of
small starships, velkers possess a natural bioelectrical
attack that they use to stun their prey. Entire flocks The distance between the eighth buoy and the vic-
of them descend upon a beldon and stun it into sub- torious return to Cloud City has no additional obsta-
mission, then slowly devour it as it continues to drift cles that complicate matters for the pilots in the race.
throughout the upper levels of atmosphere. It's down to the wire, and safety is the least of the
pilots' concerns as they barrel down to the finish line.
The signature of the cloud car engines, as well as
their recent relative proximity to the beldons and
tibannuck, would inspire mild curiosity from the velk- ALTERNATIVES TO VICTORY
ers, comparable to an animal discovering a new smell.
The exposure to high concentrations of gases in the I t's possible that the PCs were unable to secure
previous section of the race has increased the scent I a win in the Grand Prix. In theory, this makes
profile of the racers and arouses the velkers' interest.
formally attending the gala impossible, but what
The creatures now view the racers as prey and at- fun would that be? Here are a few options that
tempt to devour them. They desist once they have re- allow the characters the level of access they
alized that the vehicles are not prey, but by that point need in order to continue the adventure:
it is entirely likely that the racers' vehicles will be dam-
aged beyond the point that they can continue to fly, • Although it is not widely publicized, and
sending them into the lower levels of the atmosphere thus unknown to Arend, it is customary
and condemning their crews to a horrific demise. for the second and third place finishers
in the Grand Prix to make an appear-
Before the Piloting (Planetary) check for this seg- ance at several of the same functions as
ment, the gunner must fend off the velkers with a suc- the winner. If the PCs fell into this cat-
cessful hit, otherwise the pilot upgrades the difficulty egory, they will have access as well, and
of his racing check once. On a <§) <§>, the velker gets with a significantly lower media profile.
close enough to attack with its disruption field; on a ^
it is able to take a bite out of the cloud car's hull. • Depending upon the nature of the PCs'
performance during the Grand Prix,
VELKERS
they may have attracted the attention
Because they are the size of conventional starfighters of a wealthy patron or sponsor who
and are larger than all but the biggest cloud car models, may have them attend the high society
velkers are presented in a format more similar to star- events as his or her personal guests.
ships than living creatures. Velkers are treated as if they This is not uncommon, and many
were vehicles with the pilot built-in. The velker counts as wealthy race aficionados do this with
having Agility 3 for the purposes of flying and attacking, racers who exhibit great skill or daring
during the course of the Grand Prix.

ODDS AND OPPORTUNITY


THE JEWEL O F YAVIN
WELCOME TO THE WINNER'S CIRCLE
I f the Player Characters are able to emerge from the spotlight. Assuming that the characters have no Obli-
I racecourse victorious, read the following text upon gations or skeletons in their collective closet that are
their arrival back in Cloud City: specific to the system, they will enjoy a grace period
of at least a week before any of the media dredges up
unsavory details from sector- or galaxy-wide databases.
The waiting crowd erupts into thunderous cheer
as you prepare for landing in the winner's berth, The first few minutes after the race concludes are
adrenaline still running hot in your veins. Journalists filled with well-wishers shouting random things at the
and fans eager to get holo-stills of the winning team PCs and a large variety of media spokespeople ask-
clamor for an action shot, the flashes from their ing contrived and largely meaningless questions. "How
devices so numerous and blinding that you nearly does it feel to win?" and "To what do you attribute your
botch the landing. Once the cloud car's landing victory?" and "What do you think gave you the edge
struts finally settle on the ferrocrete, the barricade over the other racers?" are the most common. Whatev-
containing the crowd collapses beneath the excite- er the characters respond, their answers will be played
ment, and a rush of eager celebrants surrounds the on the planet-wide holo endlessly for the next several
vehicle to be among the first to congratulate the days and will likely see a great deal of play throughout
newest victors of the Cloud City Grand Prix. the system as well, starting the clock for anyone who
might see it and come after them. And in another two
hours, the doors to the Figg & Associates Art Museum
open, and the gala begins.
Given the sort of backgrounds a typical party pos-
sesses, the adoration of the masses may be a new ex- The heist is officially on a deadline.
perience for the PCs, and some may even wish to avoid
an extended time in the

INTERLUDE
T h e gala and action commences not long after the
I winners' ceremony at the Cloud City Grand Prix.
EPISODE I X P REWARDS
The Player Characters will need to get ready for the Standard experience point rewards for Episode I:
party and put the finishing touches on their heist
• Exploring the museum and researching jewel
preparations before they can start schmoozing with
security: 5 - 1 0 X P
the Cloud City elite.
• Completing a computer spike, sampling encryp-
At this point Aris, pings the PCs' comm frequency
tions, and preparing for the slice: 5 - 1 0 XP
and asks if there's anything else they think they need.
It is up to the GM as to whether she is able to feasibly • Investigating the auction bidders: 5 XP
grant any PC requests, but if it's within her power and
• Successfully sabotaging or otherwise eliminating
relevant to the bidding war, slicing job, or jewel heist,
rival pilots prior to the race: 10 XP
she will do her best to work her magic. Otherwise, she
reminds them to arrive fashionably late and wishes • Coming in 1 st, 2nd, or 3rd place in the Cloud City
them luck—she knows they'll need it. Grand Prix: 15, 10, or 5 XP respectively

ODDS AND OPPORTUNITY


THE JEWEL O F Y A V I N
THE GREATEST
CAPER
"What could go wrong?"
"You want my list?"
"No need, I've got my own."

-Bink and Tavia, Twin Smugglers

f| nee their best-laid plans are in place, Episode II The auction for the Jewel of Yavin is being held as
U picks up with the execution of the Player Characters' part of a major upper-class gala at the Figg & Associ-
schemes. The success of the job rests on their abilities ates A r t Museum beginning in the early evening and
to schmooze, slice, and sneak their way past the bid- continuing to an hour before midnight—just over five
ders, security systems, and guards in their way. If any- hours. Marus Grayson invested a small fortune into
thing's going to go wrong, now is the time, and the PCs' securing the jewel there as a temporary exhibit until
ability to make the most of complications that arise will the auction, sure that he could recoup any expense
make or break the heist. This chapter includes: he incurred. The gala is an annual affair to celebrate
Party on Cloud Nine: The PCs attend the highly an obscure milestone in the life of Ecclessis Figg and
anticipated gala and auction, where they play the lasts far longer than most are inclined to stay. How-
bidders off of each other to drive the bids for the ever, word of the auction means the affair has become
corusca gem sky-high. more involved and more heavily attended than would
otherwise be the case—the perfect cover for the PCs
Banking on a Break: With the auction over and to interact with and manipulate the bidders.
the gala guests departed, the PCs have until dawn
to siphon the winning bid into Arend's account. At the beginning of the gala, the bidders are led to
the exhibit room one by one to view the gem and sub-
Double or Nothing: It's time to see whether their mit an opening bid before returning to mingle with the
planning pays off as the players handle security other guests. Once a high bid is determined, droids are
measures.one after another to steal the Jewel of sent to each bidder with news of the current high b i d -
Yavin and escape undetected. but not of the current high bidder—and an opportunity
A Forceful Skirmish: During their heist the PCs for the bidder to change his or her own offer. The cycle
repeats every half-hour until a final bid is reached.
come face-to-face with an unexpected rival.

THE GREATEST CAPER


THE JEWEL O F Y A V I N

m *
PARTY ON CLOUD NINE
W% uring the time between the initial and final bids, the number of rich tourists, high-ranking bureaucrats, and
U PCs can speak to the various bidders and attempt other such figures of note. Lando Calrissian and Arend
to push the price higher, even attempting to manipu- Shen are sure to be there, in addition to the bidders
late specific individuals into emptying their entire ac- and Marus Grayson. If one of the PCs' Obligation trig-
counts for the gem. The initial high bidder is Kaltho gered this session, this would be the perfect oppor-
the Hutt, offering 2 0 , 0 0 0 credits, and without the PCs' tunity to foreshadow the effect with a representative
involvement, he is sure to place the winning bid. of his patron present or a bounty hunter stalking him
The additional guests at the gala could be a useful through the crowd.
cover for the PCs' activities or a dangerous distrac- If the PCs did not secure their invitation to the gala
tion or interference. If the PCs wish to disguise their by winning the Cloud Car race, the winning team is
interactions with the bidders, some mingling among also in attendance. This is most likely to be Gerrol
the other guests could go a long way toward that end. Hunn and Chara Tull of the Stormhawks (see page
However, the high society of Cloud City are nothing if 45), who spend much of their time lingering in the
not nosy and may take notice of the comings and go- tapcafe area. If the PCs participated in the race and
ings of PCs who seem too intent on their business and lost, Gerrol likely recognizes them and spends much
disinclined to enjoy the party. At the GM's discretion, of the party baiting them with snide comments. His
PCs who wish to avoid notice may need to make an partner Chara is more polite but stays distant except
Average ( # ^ ) Charm or Cool check to maintain to intervene and smooth over any situation with Ger-
their cover. Failure on the check indicates one or more rol that looks like it might cause a stir. The few mem-
of the other guests takes note of their activities, which bers of the press who are in attendance are sure to be
may come back to haunt them later, especially in the focusing on the Stormhawks' presence.
case of a ^ .

It is possible some of the underworld figures with THE BIDDERS


whom the PCs have interacted throughout the a d -
venture might have enough of a respectable front to Each bidder is going to be spending much of his or
make an appearance, and there are certain to be a her time at the auction admiring the exhibits and

A
RUNNING THE AUCTION

T he basic structure of the auction is detailed


above, but the GM may want more concrete
guidelines on how to handle the increasing bids.
and this value is influenced by the success of any
checks the PCs make to encourage the auction's
participants toward their goal. The Bid Value of
each participant in the auction starts out equal to
Without the PCs' intervention, the high bid in-
his or her position in the assumed order at which
creases by 2 0 . 0 0 0 credits every round of bid-
he or she would leave the auction (so Pos Podu-
ding, with a single bidder dropping out each
ra's default Bid Value is 2, as he would normally
round. By default, the bidders drop out in the fol-
be the second bidder to leave the auction). Each
lowing order: Elaiza. Pos Podura, Shreya Ordas-
uncanceled # on a successful check to persuade
sa, Mil Mikkir, Vorse Tabarith, and finally Zekra
a bidder to increase a bid adds 1 to his or her
Fol, until only Kaltho the Hutt remains with a final
current Bid Value, and each ($) received adds 3.
bid of 2 0 0 , 0 0 0 credits. The PCs can persuade
bidders to stay in the auction for longer or to up The bidders also increase their Bid Value by its
their bids using the guidelines described in each starting amount after each round, to represent
bidder's relevant section below. their inherent resources and drive (so Kaltho the
Hutt adds 7 to his Bid Value each time the auc-
As a special addition to these guidelines, if the
PCs established a favorable impression with any tion droid comes around). The participant with
of the bidders before the auction, all checks to the highest Bid Value during a given round be-
persuade that bidder gain • If the PCs are suc- comes the current high bidder. Any participant
cessful in increasing the Bid Value of any bidder whose Bid Value drops more than ten points
during a round of bidding, add 10.000 credits to behind that of the current high bidder leaves
the high bid for that round. the auction, with the winner being the last bid-
der left. If the auction goes on for more than five
The high bidder for each round is determined hours (or 10 rounds of bidding), the gala ends
by a special characteristic called the Bid Value, and the current highest Bid Value is accepted.
mingling with the other guests. If the PCs have ingrati- KALTHO T H E HUTT, C R I M E L O R D [ N E M E S I S ]
ated themselves with one or more bidders before the
The great Hutt Kaltho is a curious sight and much small-
auction, they should have an easy "in" for attempting
er than the norm for one of his standing (he only dines
to manipulate the bids, but the general atmosphere on the finest of delicacies). He is still as enormous as
of the gala is already light-hearted and open, putting an adult Hutt would naturally be, with the occasional
even normally unapproachable figures like Kaltho the grotesque fold of loose skin indicating some past act of
Hutt or Vorse Tabarith within the PCs' reach. Some gluttony before he began to waste away. When in pub-
details on possible ways to approach and appeal to lic or in a gathering with outsiders, Kaltho conceals his
the auction's participants are listed below, along with shrunken body with a massive black garment of Corel-
details on any companions who might be traveling lian nanosilk embroidered with great scenes from the
with them and a full profile for each bidder. history and mythology of the Hutts.

KALTHO T H E H U T T -
AT H O M E A M I D O P U L E N C E

Much to his displeasure, Kaltho has been unable to se-


cure enough guest passes to bring his full entourage
to the gala. He is accompanied on his tour of the mu-
seum's exhibits by only three individuals instead of the Skills: Charm 2, Coercion 4, Cool 3, Deception 3,
lavish court to which he is accustomed. Closest to his Discipline 3, Knowledge (Outer Rim) 2, Knowledge (Un-
side is the human bounty hunter Kerek, who serves derworld) 5, Leadership 2, Negotiation 4, Resilience 5,
him as a bodyguard during the gala. If the PCs made Vigilance 3.
any covert deals with Kerek earlier as suggested on Talents: Durable 3 (-30 from any Critical Injury rolls
page 35, he gives no sign of it upon seeing them made against Kaltho), Resolve 2 (when suffering strain,
at the gala. Kaltho is also accompanied by his Bothan reduce the amount suffered by 2 to a minimum of 1).
majordomo, Sal Vaneth, and by DZ-3PO ("Deezee"), a Abilities: Awkward (Hutts have great physical
stuffy protocol droid tasked with screening anyone who strength, but their bulk imposes severe limitations in
wishes to speak with its master. Throughout the gala, a flexibility and agility. Kaltho adds • • • to Brawl,
few of the guests are permitted to speak with Kaltho, Melee, and Coordination checks he's
but he largely spends his time examining the museum required to make), Ponderous
exhibits for any pieces that might interest him. (Kaltho can never spend more
than one maneuver moving
To get Kaltho's attention, the PCs need a prior con- per turn).
nection or some means of impressing DZ-3PO. It is also
Equipment: Generally none;
possible, although more difficult, to impress Kaltho
if Kaltho needs some-
directly. Convincing DZ-3PO to let them approach its
thing, he has an
master requires one of the PCs to pass an Average
attendant carry it
(^ ^ ) Charm or Deception check to prove (or fabri-
and leaves security
cate) his credentials as a person of interest. Interesting
to his hired thugs.
Kaltho directly is not possible through a simple check
When Kaltho travels
but requires good roleplaying and creativity.
or presides over
Once the PCs have gained access to the Hutt, they his entourage,
may approach him at any point during the gala. Con- his palanquin is
vincing him to bid higher on the Jewel of Yavin is dif- equipped with a
ficult, as the Hutt is shrewd and always wary of tricks. deflector shield
Such persuasion requires a Hard ( # # # ) opposed [ + 2 ranged de-
Charm vs. Discipline check—an extremely difficult fense).
prospect. It is possible to substitute other skills (such
as Deception) for Charm with the proper approach.
However, the C M may choose to spend ^ from
the check results to have Kaltho grow suspi-
cious of the PCs' manipulations and refuse
to speak further. Pushing the issue might
result in Kaltho taking offense, which
could lead to anything from a public
scene to a bounty placed on the PCs.
SHREYA ORDASSA— SHREYA ORDASSA,
RAKE OVER THE ASHES TOGRUTAN ACADEMIC [NEMESIS]

Shreya stalks through the museum with a cold, haugh- Shreya Ordassa stands out among the humanoid gala-
ty attitude, speaking little except where necessary to goers with her pale orange skin and gray-white facial
markings. She often dresses in muted, neutral colors
maintain a minimum of decorum. If the PCs have previ-
to minimize the difference in her appearance due to
ously spoken to her, she acknowledges them when they
a lifetime of struggling with anti-alien prejudice. Still,
come to speak with her. Otherwise, any meetings with
her prominent black and white striped head-tails and
her are likely to be terse and limited until they can find
the hollow horns of her species are distinctive, alien,
a way to break the ice, imposing • on
and beautiful in their own way.
any relevant checks. This penalty does
not apply to PCs with the Scholar special-
ization or two or more ranks in Knowledge
(Education). The Respected Scholar talent
can also be used to downgrade any social
check targeting Shreya.
Shreya must keep her department's bud-
Skills: Charm 2, Coercion 2, Cool 2, Deception 1,
get in mind and bids just enough to stay
Knowledge (Education) 4, Leadership 1, Negotiation 3.
in the running herself so as to make Mil
Talents: Nobody's Fool 1 (upgrade the difficulty of
Mikkir's efforts more difficult without
all Charm, Coercion, and Deception checks target-
having to put undue financial stress
ing Shreya once), Scathing Tirade (as an action, may
on her university. Convincing her to
make an Average Coercion check Each #
venture more than the minimum nec-
essary for this goal requires a Hard inflicts one strain on a target within short range. Each
( # ^ ^ ) Charm check O inflicts one additional strain on an affected target).
Abilities: None.
The key to manipulating Shreya's Equipment: Datapad.
bidding is news of Mil Mikkir. If the PCs
can convince Shreya that Mil is the high MIL MIKKIR—PRIDE IN T H E FALL
bidder (an Easy [ # ] Charm check if they
know it to be true, or an Average [ # ^ ] Spite, arrogance, and willful obstruction are at the fore-
Deception check if it is false), then con- front of Mil Mikkir's mind at the auction. He has seen
vincing her to raise her bid has its dif- enough of his ex-lover over the lead-up to the auction to
ficulty reduced by one. keep all the wounds of their break-up fresh, and he is de-
termined to pay them back. However, the Chagrian has
^ Once the PCs have convinced her
long experience in hiding his moods and whatever else
that Mil Mikkir has taken the lead
once, they can continue to convince is inconvenient for others to know. At the gala, he seems
her of the detail in further rounds in high spirits, laughing loudly at jokes and appearing to
without a check (although the GM have a fine time—although perhaps he laughs too loudly
may require a new check if cir- and makes something of a show of himself.
cumstances merit it, such as if As part of this amiable front, he mingles with all
Shreya speaks to Mil and finds the guests freely (except with Shreya, of course). The
out the PCs previously de- PCs should have no trouble getting his attention. If
ceived her). If the PCs can they have been seen interacting with his ex-girlfriend,
contrive to draw the two his greeting is sure to be brittle and strained, but he
ex-lovers near to each is not going to pass up another angle through which
other, arguments to get he can get to Shreya. To that end, he especially flirts
Shreya to raise her
with Leina, Shreya's erstwhile friend, and invites her
bid gain Q thanks
to dance at the first opportunity.
to the reminder of
the grudge she still Mil Mikkir is no stranger to spending vast sums on
holds against Mil. a whim, and persuading him to increase his bid only
requires an Average ( • • ) Charm check. However, he
can be further persuaded in a similar manner to Shreya
Ordassa. If he hears that Shreya has pulled ahead in
the bidding, the check to persuade him has its diffi-
culty reduced by one. Convincing Mil of this requires an
Easy (^) Charm check if they know it to be true or an
Average ( • • ) Deception check if it is false.
Once the PCs have convinced Mil that Shreya has under increased pressure. If the PCs can arrange for a
taken the lead once, they can continue to convince meeting between him and Shreya, it buoys his cour-
him of the detail in further rounds without a check age and he is more determined to win it for her, re-
(although the CM may require a new check if circum- moving one or more • or decreasing the difficulty of
stances merit it, such as if he speaks to his ex and the check by one.
finds out the PCs previously deceived him). If the PCs
If the PCs somehow persuade
can contrive to draw the two ex-lovers near to each him to submit the winning bid,
other, arguments to get Mil to raise his bid gain Q his offer exceeds his funds, and
thanks to the reminder of the grudge that drove him the bank transfer yields only
to the auction in the first place. the truth of his folly. However,
MIL M I K K I R , C H A G R I A N E X E C U T I V E [ N E M E S I S ] the PCs are unlikely to discover
this detail until they begin the
Although Chagrians are typically taller than humans, slicing job and discover there is
Mil Mikkir is small for his species, not much more than nothing to steal.
1.7 meters in height at his crown. His prominent horns
do make him appear taller, and he favors imposing
suits in rich colors to help make an impression despite
his size. His deep blue skin is darkest on the lethorn
growths from the sides of his head, and he takes great
pride in this, as he does in his appearance in general.

Skills: Charm 3, Coercion 2, Cool 2, Deception 3,


Knowledge (Education) 2, Negotiation 4, Ranged
(Light) 1, Streetwise 1.
Talents: Plausible Deniability 2 (remove up to
• • from any Coercion or Deception checks),
Smooth Talker 2 (may spend (J) to add & & to
Deception checks).
Abilities: None.
Equipment: Holdout blaster (Ranged [Light]; Dam-
age 5; Critical 4; Range [Short]; Stun setting), person
al deflector shield ( + 2 defense), datapad.

POS PODURA-THREE'S A CROWD

The complex web of bluffing and brinkmanship that


has carried Pos Podura to the auction stands on the
verge of unraveling—and the Twi'lek bidder knows it.
Although he engages with the other guests in grace
and good humor, an extended discussion is likely to
reveal the undercurrent of nervous tension that drives
him. Pos Podura has stretched his ingenuity to the
limit to make it this far, but no number of clever lies
or stolen credentials can enrich his accounts enough
to help him win the auction.
Without encouragement from the PCs, Pos Podura
bids to the edge of beggaring himself before he drops
out of the running. His nerves have been frayed by
the scheme he has been working, and keeping him in
the bidding is quite difficult. Any checks to persuade
Pos Podura to raise his bid have a difficulty of at least
Hard (^ ^ and may suffer • or • • if he feels
he has been backed into a corner or is otherwise

m
Pos Podura

THE GREATEST CAPER


THE JEWEL O F Y A V I N
POS PODURA, TWI'LEK ASSOCIATE [NEMESIS] her in conversation requires no check, and is in fact
Pos Podura's yellow-green skin is striped with jagged almost inevitable as she drifts through the various
black slashes, an appearance that might be striking if areas of the museum with perfect social grace. Lek
he had the poise or confidence to complete the effect. plays her part expertly, and may allow herself to be
The black stripes are especially prominent across the persuaded to bid higher if the PCs make an Average
surface of his lekku. He has come to Cloud City with ( # # ) Charm check. Since this difficulty reflects Lek
expensive suits in black and gray, but he wears them sticking to her cover identity, rather than indicating
uncomfortably despite the excellent tailoring. any real interest in the gem, attempts to persuade
her to raise her bid once she has become the high bid
suffer • • • as she affects complacency in order to
let another bidder pull ahead.

" Z E K R A F O L / ' ISB O P E R A T I V E [ N E M E S I S ]


The woman claiming the name of Zekra Fol is a slim,
dark-haired figure who moves with an effortless ele-
Skills: Charm 1, Computers 1, Cool 2, Deception 2, gance. She wears fashionable but conservative cloth-
Knowledge(Education)3,Negotiation 1 .Skulduggery 1, ing in her cover identity, favoring suits that provide
Streetwise 1. easy movement. She carries a briefcase with the Out-
Talents: Idealist 1 (Spend 1 strain to add an O on a er Rim Exploratory Mining Corps logo emblazoned
skill check), Resolve 2 (when suffering strain, reduce upon it. If openly acting in an official capacity, she
the amount suffered by 2 to a minimum of 1). trades her corporate garb for the uniform of the Impe-
Abilities: Twi'lek (remove up to • from any checks rial Security Bureau and wears her holdout blaster in
due to hot or arid environmental conditions). a clearly visible holster at her hip.
Equipment: Holdout blaster (Ranged [Light]; Damage
5; Critical 4; Range [Short]; Stun setting), stolen creden-
tials and encrypted expense voucher with 5,000 credits.

TIRSIA LEK AS "ZEKRA FOL " -


EXPERT MINGLER

The Imperial Security Bureau has no use for the Skills: Brawl 2, Charm 3, Coercion 3. Cool 3. Decep-
Jewel of Yavin, and Tirsia Lek has no interest in sad- tion 3, Discipline 4, Knowledge (Outer Rim) 2, Knowl-
dling them with sorting out the mess of paying for it. edge (Underworld) 2, Negotiation 2, Perception 3,
However, she knows that driving the bidding up only Ranged (Light) 2. Streetwise 2, Vigilance 3.
serves to further incriminate Grayson, and the pay- Talents: Adversary 1 (upgrade difficulty of all combat
ment can be seized from his assets when he is brought checks against this target once), Nobody's Fool 2 (up-
to trial. As a result, Lek—as Zekra Fol—is willing to grade difficulty of all Charm, Coercion, and Deception
use the supposed wealth of her cover identity to the checks targeting Lek twice), Plausible Deniability 2
fullest extent in the auction. As an expert in reading (remove up to • • from any Coercion or Deception
social cues and body language from a variety of spe- checks). Smooth Talker (Coercion) 2 (may spend ($) to
cies, she expects to be able to push the bidding sky- add # & to Coercion checks).
high without committing herself to the complication of Abilities: None.
paying for the gem. Equipment: Holdout blaster (Ranged [Light]; Damage
5; Critical 4 ; Range [Short]; Stun setting), personal de-
How the PCs interact with Lek during the gala de-
flector shield ( + 2 defense), datapad. In her briefcase
pends on how her investigation during the Episode I
Tirsia Lek also has a secret stash of additional equip-
went. If she discovered the PCs and was able to black-
ment necessary for her investigation that she may use
mail them, then she is sure to have impressed upon
as the GM feels appropriate.
them to avoid any interaction that could tip off Gray-
son. Any discussion with her in this circumstance is E L A I Z A — W A I T I N G IN T H E W I N G S
sure to be short and quickly deflected so as to keep
them from being linked. Persuading Lek to alter her Although Elaiza desperately wants and needs the Jewel
bid under these circumstances may not be possible, of Yavin, she has come to suspect she is in over her head
and any checks to discuss the auction or any other well before the auction starts. She conceals her unease
matters suffer • • due to the brevity upon which with years of Jedi discipline and drops out of the run-
she insists. ning after her bid is overshot within the first round. The
If the PCs have concealed their identities from Lek PCs cannot persuade her to raise her bid, as she held
thus far, they should find it easy to strike up a dis- nothing back from the initial round, and is too practical
cussion while mingling at the gala. Simply engaging to hope a false bid might accomplish anything.

THE GREATEST CAPER


THE JEWEL O F Y A V I N
If they are particularly insistent or suspicious While well shy of a Wookiee's height, his broad shoul-
(a Daunting + 1 Charm or Coercion check), ders and burly chest allow him to approach some of
she may enter one further round of bidding to de- them in mass and muscle. He wears sturdy but ex-
flect suspicion, but her doing so does not impact the pensive clothing when handling day-to-day affairs and
high bid, and she cannot be pushed further than this. often a few pieces of gaudy jewelry as well.
Elaiza excuses herself from the gala after one to two
hours of uncomfortable mingling, citing her advanced
age to anyone still paying her note. In actuality, she
begins preparing her own heist for the gem at this
point (details for which can be found on page 82).

Elaiza's profile can be found on page 8 2 .


Skills: Brawl 3, Charm 1, Coercion 3, Deception 3,
Discipline 1, Knowledge (Underworld) 3, Leadership
VORSE TABARITH—GOOD TO BE KINGPIN
1. Melee 2, Negotiation 2, Ranged (Heavy) 2, Ranged
Although Vorse Tabarith's impressive wealth and as- (Light) 2, Skulduggery 2, Streetwise 3, Vigilance 2.
sets could make him a serious contender in the auc- Talents: Adversary 1 (upgrade difficulty of all combat
tion, he is not personally interested in the gem itself. checks against this target once), Nobody's Fool 1 (up-
It was Aris who asked him to get it for her, and while grade difficulty of all Charm, Coercion, and Deception
he doesn't quite understand its allure, the more he checks targeting Vorse by 1), Plausible Deniability 1
drinks, the more she and others are able to convince (Remove up to • from any Coercion or Deception
him of its value to her. Vorse spends much of the auc- checks), Street Smarts 2 (Remove up
tion at the bar of the museum's tapcafe area, drinking to • • from any Knowledge [Un-
expensive Corellian ale while his wife feigns disgust. derworld] or Streetwise checks).
Abilities: None.
Clever PCs can exploit his drunkenness to push
him into bidding a great deal indeed. Left to his own Equipment: Heavy blaster pis-
devices, he spends the auction tipsy but largely con- tol (Ranged [Light]; Damage
trolled, requiring a Hard ( # 4 • ) Charm check to 7; Critical 3; Range [Medium];
up his bid. If the PCs can push him to drink more, he Stun setting), heavy clothing
grows gradually easier to persuade. Some possible (+ 1 soak). This equipment
ways to accomplish this include picking up his tab only represents Vorse as he
(at a costly 2 0 0 credits per round of bidding) or pro- goes about his daily busi-
viding him with some sort of bad news (or succeed- ness, however. When
ing on an Easy (^) Competitive Resilience check making a show of
to instigate a drinking contest, increasing the diffi- force, Vorse has
culty by one each round). Depending on the method access to a wide
used, this may lead to anything from a single round variety of arma-
of bidding spent boozing or even a continuous binge ments, including
throughout the auction that the crime lord is sure to vibroknives, blaster
regret in the morning. rifles, or even disrup-
tor weapons. The CM
After one round of bidding and heavy drinking, all may arm Vorse and any
attempts to persuade Vorse to raise his bid gain • as associates as he sees fit
he becomes more tipsy and less controlled. After two in dangerous situations.
rounds, the crime lord becomes suggestible enough
to add a second • to the PCs' check. If the PCs can
keep Vorse drinking for four or more rounds of bid-
ding, the check's difficulty is downgraded once. How-
ever, if Vorse spends six or more rounds indulging, he
passes out on the floor of the bar and cannot submit
further bids. The combined efforts of a service droid
and his wife soon see him hauled into a speeder taxi
and sent from the gala if this occurs.

V O R S E TABARITH, MOB B O S S [NEMESIS]


Even without his fearsome reputation, Vorse Tabarith
would be an easy man to recognize. His huge frame
and thick, bristly beard have led a few brave souls to
compare him to a Wookiee when he was out of earshot.
MARUS GRAYSON—DEVIL T O PAY Equipment: Light blaster pistol (Ranged (Light); Dam-
age 5; Critical 4; Range [Medium); Stun setting), per-
Effectively the host of the gala, Marus Grayson is at- sonal deflector shield ( + 2 defense), formal clothing,
tempting a delicate balancing act between seeming personal shuttle (use the Lambda-c\ass shuttle profile
properly imposing for an Imperial bureaucrat of his on page 2 5 6 of the EDGE OF THE EMPIRE Core Rulebook),
rank and not drawing too much attention to himself encrypted credit chip with 5 , 0 0 0 - 1 0 , 0 0 0 credits.
and his technically illegal property. During the party,
he hobnobs with the best of them and is as polite as
he can be to the various alien bidders interested in
LIFE OF THE PARTY
the gem, though he shows a clear preference toward Arend and Aris Shen attend as a matter of course, to
fellow humans. He can be found conversing with each keep an eye on the PCs' progress and also to nudge
of the bidders in turn, as well as seeking an audience them along if they seem to be wavering. Baron Ad-
with Baron Administrator Lando Calrissian, who stops ministrator Lando Calrissian himself also makes an
by briefly to make an official appearance at the event. appearance briefly to mingle with the guests and con-
One thing Grayson had not counted on was Arend gratulate the winners of the Cloud City Grand Prix.
and Aris Shen's presence—in truth, he had no idea The following section details a number of option-
they had relocated to Bespin, and any contact made al twists that can occur during the gala to throw a
between the parties is very terse indeed. For their wrench in the PCs' plans (or possibly be exploited to
part, the Shens do what they can to look authorita- their advantage). As many or as few of these events
tive and in control; Arend is dressed in the formal can occur as the GM desires, although care should be
attire of government office, and Aris looks stunning taken to avoid stretching out the gala and auction to
in a elegant yet chic gown. Their nonchalance wor- an excessive length. Each occurrence involves a con-
ries Grayson further, and justifiably so. The father and frontation between two of the attendees to the gala,
daughter pair is here to watch over the PCs as they so the GM may receive the best results by selecting
enact Grayson's comeuppance on the Shens' behalf. options that involve a character in whom the PCs have
If the PCs decide to approach Grayson, his disposi- taken an interest.
tion varies depending on whether the PCs are here as Some of these scenes are designed to be insti-
the Grand Prix winners or here in some other capac-
gated by the PCs' actions, while others may pose
ity. He seems aloof either way, thinking that there are
complications for their plans if the event cannot be
more important people he could be talking to, but en-
managed by a timely intervention. However, none of
gages them in conversation for enough time so as not
these events should be used "on-screen" without a PC
to appear rude. If the PCs bring up his history with Ar-
presence, as doing so bogs down the narrative and
end Shen, Marus tries to sugarcoat their relationship
removes tension from the scene. At the GM's discre-
as much as possible, saying they were former busi-
ness associates. If pressed, Grayson excuses himself tion, an event may occur without the PCs' notice as an
and goes to speak to one of his security personnel. extra complication. In this case, the PCs would have to
If the PCs bring up his background with Gantel Dro, deal with the aftermath of the event rather than the
Grayson does the same. In both instances, he puts his scene itself. However, the GM should use this option
guards on high alert for the remainder of the evening sparingly (if at all) in order to maintain the focus on
(see Raising the Alarm on page 72). the PCs and their actions.

MARUS GRAYSON, A BID FOR AFFECTION


CORRUPT IMPERIAL EXCHEQUER [NEMESIS] (POS P O D U R A & SHREYA ORDASSA)

Over the course of the auction, Pos Podura may de-


cide to go all-in with his scheme and approach Shreya
Ordassa with word of his affections. It is just as possi-
ble that he does so after winning a battle with nerves,
swelled with confidence, as it is for him to blurt out his
love in a panicked confession as Shreya walks by—the
Skills: Charm 2, Coercion 3, Cool 2, Deception 3, choice is entirely up to the GM. However, if the PCs
Knowledge (Core) 4, Knowledge (Education) 2, Nego- have expressed sympathy for the enamored Twi'lek or
tiation 4, Ranged (Light) 1. offered him encouragement, the former is consider-
Talents: Adversary 2 (upgrade all combat checks against ably more likely than the latter.
Grayson twice), Resolve 1 (when Grayson involuntarily
suffers strain, he suffers 1 less strain, to a minimum of 1). The confession is certain to evoke less than desir-
Abilities: Imperial Haughtiness (when a non-human- able results from Pos Podura's perspective, as Shreya
oid alien species is targeting Grayson with a social skill Ordassa has barely thought about Pos Podura since
check, add • ) . he attended one of her classes, much less fostered

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THE JEWEL O F Y A V I N
feelings for him. In her bitter state of mind, she may with the help of his embarrassed wife. If Vorse is able to
reject his attentions with some choice barbs and send speak to Mil Mikkir about the holofootage while he has
him fleeing the gala in tears. Alternatively, she might most of his wits about him, he demands the Chagrian
lead him along in an attempt to make Mil Mikkir jeal- acquire the Jewel of Yavin for him as payment for his
ous (and perhaps lead in to a variant of the Lover's silence. Mil Mikkir is largely amenable to this idea, as it
Spat, described below). The most likely consequence keeps his name clear, and prevents the jewel from en-
of Pos Podura's confession is for him to despair of tering Shreya Ordassa's hands. Vorse drops out of the
Shreya's love and abandon the auction. auction and Mil Mikkir greatly increases the amount
he offers each time the auction droid comes around.
If the PCs are suckers for a love story (or just want The GM should increase Mil Mikkir's Bid Value by 2 for
to raise the bid), they can intervene and try and play all subsequent rounds of bidding and increase the high
matchmaker for Pos Podura and Shreya Ordassa. Do- bid by 5,000 credits per further round.
ing so requires a previously established connection to
one or both of the unlikely couple or a Hard ( # • ^ )
Charm or Deception check to ingratiate themselves LOVER'S SPAT
into the scene without making it even more awkward. (MIL M I K K I R & S H R E Y A O R D A S S A )
Convincing Shreya to give Pos Podura a chance is
more a matter of roleplaying than further checks, but Shreya Ordassa and Mil Mikkir spend much of their
for all her steely exterior, Shreya may be swayed by time at the gala carefully avoiding each other. How-
his genuine affections and the lengths to which he was ever, the flow of guests through the museum (or the
willing to go in order to win her attention. If the PCs meddling of the PCs) might serve to bring them face
succeed in setting the pair up. they receive a round of to face in a way neither can avoid. The result might
drinks at the tapcafe from an appreciative Pos Podura simply be a stiff, awkward conversation while both
as well as his promise to help the PCs in any way he desperately seek for a polite way out of the encoun-
can should they need it. Shreya becomes even more ter, but it is far more likely to become poisonously
determined to shut out Mil from the bidding and adds bitter and swiftly escalate beyond the bounds of civil
2 to her Bid Value for each subsequent auction round. conversation.

After more than a few minutes in each other's com-


BLACKMAIL! pany, the pair is sure to see their conversation devolve
(VORSE TABARITH & MIL MIKKIR) into a heated argument noticeable from anywhere
within the same room or exhibit hall. If the PCs are
While Vorse Tabarith is a drunk who owes his posi- present, they are quickly forgotten unless they at-
tion more to ruthless brutality than to any cleverness, tempt to intervene. PCs who wish to pacify the situ-
the cunning of a crime lord should never be underes- ation, whether present from the start or interrupting,
timated. It is possible that he may take note of Mil are faced with a Hard ( # • • ) Charm check in order
Mikkir before he delves too heavily into his drinking to return the argument to within socially acceptable
or during a brief moment of sobriety between mugs. levels or a Daunting Charm check to
Mil Mikkir knows Vorse possesses holofootage that defuse it altogether. Good roleplaying or a previously
could greatly embarrass him, and even through a veil established tie to one or both of the ex-lovers may
of liquor, the crime lord is perceptive enough to spot grant one or more • to the check. If the argument is
the body language of someone hiding from him. Given not ameliorated within a few minutes, the pair begins
time to gather his wits (and perhaps a little prompting angrily shouting each other down and are escorted
from the PCs), he is likely to recall the old footage and from the gala by security droids shortly thereafter. If
attempt to make use of it. this occurs, both Shreya Ordassa and Mil Mikkir are
removed from all further rounds of bidding. If the PCs
The best way to get the PCs involved in this event is can manage to keep the argument from exploding
to have them instigate it. If the PCs have gained Vorse's to a shouting match, each of the ex-lovers becomes
favor—or gotten him drunk enough to remove his dis- more determined to keep the other from winning
cretion—he may ask them if they recognize Mil Mikkir the Jewel of Yavin. The Bid Values for both Shreya
as the Chagrian passes by. Providing any detailed infor- Ordassa and Mil Mikkir are increased by 2 for each
mation on him (especially any mention of his previous further round of bidding, and the high bid increases
visits to Cloud City) reminds Vorse of his stored holo- by an additional 5,000 credits each round. If the PCs
footage. In such a circumstance, the crime lord thanks accomplished the incredible task of ending the argu-
the PCs gruffly and makes his way over to his mark. ment entirely, the pair are less driven afterward, and
How the blackmail attempt works out depends on only increase their Bid Values by 1 and the high bid by
2,500 credits per round. However, both Shreya and
Vorse's sobriety or lack thereof. A heavily drunken
Mil Mikkir become favorably disposed toward the PCs
Tabarith's attempts to blackmail are likely to be either
afterward, granting • to all future checks to interact
comically absurd or rowdy and violent and may result
with them.
in the crime lord being carefully ushered out of the gala

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THE JEWEL O F Y A V I N
SEEING SPY TO SPY proach Kaltho on behalf of an anonymous client who
(ZEKRA FOL & KALTHO T H E HUTT) is willing to pay for information (the client being the
ISB, but she is careful to emphasize the importance
Although Kaltho the Hutt has been useful to the Impe- of secrecy). They need to get Kaltho or one of his at-
rial Security Bureau in the past, the undercover agent tendants to accept the datapad. This may be trickier
among the bidders is all too aware that he offers than it sounds, as gaining access to the Hutt is not
such aid purely for his own purposes and on his own easy (see page 3 5 for details). If the GM wants to
terms. She has avoided his attention even in her cover make things even more complicated, Kaltho may in-
identity as Zekra Fol, concerned about what the Hutt terpret the mysterious would-be client as an allusion
might be able to pick up from her activities if he put to one of his many enemies and suspect the datapad
his devious mind to it. However, it is possible that the is in some way dangerous. Getting him to accept a
resources of "Zekra Fol" prove too limited to fully in- potential bomb or other threat should require expert
criminate Marus Grayson. If presented with the choice roleplaying and perhaps a show of good faith in some
of admitting failure in her investigation and turning to respect, such as promising a future favor.
Kaltho, Tirsia Lek is sure to try some scheme for the
If Lek does not have the PCs as ready tools, she
Hutt'said.
attempts to arrange matters herself without compro-
This event can unfold in one of two different ways, mising her cover. Her success or failure in this is up
depending on what Lek has managed to learn during to the GM, b u t her attempt monopolizes the Hutt's
her investigation (as detailed on page 39). If Lek attention for at least a full round of bidding and po-
has the necessary dirt on the PCs to blackmail them tentially for up to three. During this time, neither
into working with her, she approaches them during Kaltho nor Lek accepts outside attention other than
the gala with instructions and an encrypted datapad the auction droid, making it impossible for the PCs to
to pass to Kaltho. Her intent is for the PCs to ap- manipulate their bids.

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THE JEWEL O F Y A V I N
BANKING ON A BREAK
T he gala ends an hour before midnight, either con-
cluding alongside the auction or well after the final
bid is decided. The museum's staff and a number of
To assist with distant transactions, the CCCB has
placed remote banking droids around various major
thoroughfares and prominent plazas in the better dis-
droids descend upon it for about an hour to clean up tricts of Cloud City, as well as within other civic and
before locking everything up behind them. The PCs commercial locales of note. The droids that operate
have likely left with the other guests at this point, and from within Cloud City's assorted institutions are
at least one of them has an urgent appointment else- heavily secured, but the publicly accessible droids are
where—at the Cloud City Central Bank. The PCs must vulnerable to a determined and well-equipped slicer.
secure access to a remote banking droid for their slic-
er and work past its security to access the winning bid There are three remote banking droids that remain
for their transfer. The job is not going to be easy, and at their posts late enough for the PCs to steal them af-
potential complications abound. ter the gala. The first operates on a dock at the fringes
of the Industrial Levels until the last shipments are
handled, which typically takes until an hour past mid-
THE REMOTE night. The second operates near Port Town, where the
BANKING DROID bar remains open until two in the morning. Finally, the
third remote banking droid remains at its post for al-
Breaking into the bank's systems directly would be an most the whole night in the Tourist District, where the
impossible task, requiring breaching multiple security nightlife entertainment can last until dawn. It returns
checkpoints and blast doors and bypassing countless to the warehouse for an hour of routine maintenance
alarms. Fortunately, there is another way to gain ac- before the new workday begins.
cess to the bank's systems. Both Cloud City's disrep- Once the PCs have chosen their target, they can way-
utable history and its unusual construction have, at lay it on its return to the warehouse or seize it off of
one time or another, led the Cloud City Central Bank the street. Doing so may require Skulduggery or Stealth
to invest in advanced droids that can enable secure checks of a difficulty appropriate to the surrounding area
transactions at distant sites without directly interfac- (Easy for the droid at the docks, Average
ing with the main bank systems. These droids are near the bar, or Hard ( • • • ) within the plaza district).
themselves extremely tamper-resistant, but securing Upgrade the difficulty of such checks once if the PCs do
one is still far easier than breaking into the bank's cen- not take measures to silence or incapacitate the droid,
tral processing hub. such as applying a restraining bolt or ionizing it.

A
SUMMARIZING THE SLICING CHECK

In previous sections, various options for the • Sampling the Network Encryption
PCs to enhance their chances against the secu- (page 40): Up to • • • may be add-
rity used on the remote banking droid were pre- ed without a sample of the encryption.
sented. These opportunities each offered unique
modifiers to the dice pool for the final check. A • Dealing with Lobot (page 41): If the
summary of these modifiers is presented here for PCs have removed Lobot as a concern,
easy reference: the Computers check becomes a Daunt-
ing (0 0 "0 CO Computers check, in-
• Hiring an NPC Slicer (page 41): The stead of an opposed check If they have
Computers check is made using the hired partially distracted him, the PCs instead
slicer's dice pool. If using the sample NPC downgrade the difficulty of the opposed
slicers from page 4 1 , Z5-83 is willing to check once. If Lobot's secretary, Bea, in-
make up to two additional checks as de- formed him of suspicious people inquiring
scribed in The Press to Success on page after him, add • to all future Computers
70 while Naboka refuses to risk any checks to access Cloud City's computers.
additional attempts after an initial failure.
• Incapacitating the Banking Droid
• Creating a Computer Spike (page (page 69): If the PCs were unable to
40): One or more • , and up to one stop the droid from activating its alarm
• . depending on the results of the s_ystem, upgrade the difficulty of the
check made to craft the spike. check once.
TABLE 2-1: SPENDING O AND <§> AND ^ DURING THE SLICING CHECK
Cost Result Options
*? A success allows the PCs to transfer the funds from the high bid to the account of their choice.

Although no immediate progress is added, a backdoor has been created for future work. If the slicer re-attempts this check
as described in The Press to Success on page 70. the new check gains Q This option may be selected multiple times.

A major security flaw allows the slicer to establish a significant backdoor into the system. If the slicer re-attempts this
o o check as described in The Press to Success on page 70, the new check has its dice pool upgraded once. This
option may be selected multiple times.

The slicer gains limited access to an additional bidder's account information, allowing him to siphon some funds from
one bidder of his choice alongside the high bid. The final payout is increased by 10,000 credits. This option can only be
or$
selected if the check yielded at least one uncanceled & result but may be selected multiple times if it is available.

The pressure of working through such complex encryption takes its toll on the slicer He suffers one strain This
© option may be selected multiple times but cannot be selected if it would put the slicer past his strain threshold.

The slicer is caught up in a particularly complex bit of encryption requiring an additional fifteen minutes of slicing to
®® deal with. This result may be selected multiple times.

A security team of Cloud City Wing Guard equal in number to the PCs is dispatched to investigate the alarms
triggered within the banking systems. Their investigation leads them to the scene of the slicing attempt within four
hours. If the PCs have since moved on. they continue investigating from there. This result may be selected multiple
<§) @ <§}
times, resulting in multiple security teams being dispatched due to multiple alarms being triggered An additional
or instance of this result could alternatively be used to reduce the time required for security teams to arrive by one
hour per selection as the bank's systems trace the sheer's location. A given duplicate of this result may be used for
an additional security team or to trace the sheer's location, but not both at once.

A counter-slicing attempt manages to get an electronic "signature" off the slicer. All further attempts to slice systems
within Cloud City have their difficulty upgraded once due to the necessity of masking this captured signature. This
penalty lasts until the slicer can fully replace his tools and may serve as evidence to link the slicer to the heist attempt.

SLICING AHEAD
Once the PCs have obtained a remote banking droid
and brought it to a secure locations, their slicer can
try accessing its networks for the transfer. Doing so re-
quires an Hard ( # # ^ ) Computers vs. Discipline
check to plug in and disable the droid's motor functions Skills: Discipline 2.
and silent alarm. If the PCs applied a restraining bolt to Talents: Nobody's Fool 3 (upgrade difficulty of all
the remote banking droid, the slicer downgrades the Charm, Coercion and Deception checks targeting the
check twice. Finally, a brawny PC may attempt to neu- remote banking droid by 3).
tralize the droid's ability to defend itself with a Hard Abilities: Droid (does not need to breathe, eat, or
Athletics or Brawl check—success a d d s D D drink and can survive in vacuum or underwater. Im-
to the opposed Computers check. If the check fails, the mune to poisons or toxins).
droid activates its alarm and attempts to escape. The Equipment: Built-in network uplink.
slicing job cannot begin until the droid has been inca-
pacitated in some way. If the droid is able to activate Once the PCs have dealt with the droid, the slicer
the alarm, the difficulty of the Computers check to slice can turn his attention toward using its built-in uplink
the bank's systems is upgraded once. to the bank's systems to transfer the funds. However,
the encryption and anti-intrusion measures on the
banking droid are very impressive on their own and
G-IOO R E M O T E B A N K I N G D R O I D likely to be backed up by counter-slicing from Lobot,
[NEMESIS] Cloud City's network administrator.

When Cybot Calactica set out to construct the G-100 The check is an opposed Computers vs. Comput-
series of remote banking droids, they attempted to cre- ers check against a subroutine devised and executed
ate a product that would set clients at ease just as much by Lobot (unless he has been dealt with in some way;
as an organic teller while being completely invulnerable see the Summarizing the Slicing Check sidebar,
to assault or tampering. Ultimately, they were forced to left). The subroutine represents the portion of Lobot's
focus on security over cosmetic finish, and the G-100 attention he can devote to dealing with the intrusion,
model has a slightly off-putting blocky appearance that and has an effective Intelligence of 5 and an effective
visibly gleams with combat-grade durasteel plating. Computers skill of 2—lower than the cyborg himself
possesses but still sufficient to most tasks.

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THE JEWEL O F Y A V I N
The slicing test has unique options for spending
dice results, as detailed on Table 2 - 1 : Spending O
and (£, <§) and ^ during the Slicing Check on the
previous page. Unless stated otherwise in the descrip-
tion, no option can be selected more than once.

THE PRESS TO SUCCESS

The check to slice the remote banking droid is a very


difficult one, as is only appropriate for the matching
stakes. With both the rewards for success and the risk
of failure at such a height, the PCs may not be willing
to accept failure. If the group's slicer is willing to press
his luck after an initial failed check, he may attempt it
again with some special modifiers.
Firstly, the difficulty of the check is upgraded once
for each previous failed attempt, as anti-intrusion
measures are triggered or Lobot begins to pay more
attention to the slicing attempt. However, the slicer
may build on his previous progress within the sys-
tem at the cost of drawing further attention. He may
bank any previously accumulated & results from his
most recent check, including any results cancelled
by Y results, and then apply them to his subsequent
check. For each # symbol added in this way, the GM
may add one <§) symbol to the result of the new
check. The test may be attempted a maximum
of three additional times (taking an additional
half-hour of slicing work for each further at-
tempt), at which point fail-safe measures
within the remote banking droid com-
pletely lock out any further activity.

UNSLICEABLE?

It may prove that despite the best efforts and


preparations of the PCs, the slicing job cannot be
completed as planned. Maybe they couldn't get to
the remote banking droid in the first place, or perhaps
its security systems were too much for them to deal
with. If, for whatever reason, the PCs can't get slicing
to work for them, they may wish to try another option
to enable the funds transfer. The simplest method
would be to move from kidnapping a remote banking
droid to grabbing one of the bank's administrators on
their way in to work, although this option may
be hard for some groups to swallow.

If the PCs are willing to try, a suc-


cessful Average ^ ) Stealth
check allows them to ambush
the teller. The bank's employ-
ees are instructed to not re-
sist in the case of a robbery,
though they do alert the M ;r

Wing Guard as soon as they


are able and provide all the
thief's physical details, unless
their kidnappers are masked.

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THE JEWEL O F Y A V I N
If the PCs are not willing to threaten innocents to If the PCs are careless, neglecting to don disguises
achieve their goal, they may find the bidders to be bet- or remove security camera footage, or leaving their
ter tools. If they bring a bidder in on the scheme, they fingerprints and DNA at crime scenes, it is only a mat-
can have their ally attempt to stall the transfer and ter of time before the Bespin Wing Guard investigates,
allow the PCs a new opportunity at the slicing job or quickly figuring out who the PCs are and what they
give them time to develop an alternative strategy. This did. This makes returning to Cloud City in the future
requires the PCs to have previously established a highly a dangerous thing for them to do, and depending on
favorable relationship with the bidder in question. the severity of their crimes, they might find them-
selves tracked by bounty hunters or sector security
Alternatively, if the PCs' aversion is to harming inno- forces even after they leave Bespin (see Who has the
cents in particular and not to making threats in general, Gem? on page 9 5 for more information).
many of the bidders are rather despicable people, and
the PCs may be able to coerce one of them into assist-
ing them regardless of prior associations. LEAVE NO TRACE
OFF THE RECORD Assuming that all goes more or less according to plan
and the funds are successfully transferred, the PCs
The PCs have one thing in their favor when it comes to are left with one final problem. The remote banking
confrontations with the Bespin Wing Guard. Aris Shen, droid is designed to create a record of all transactions
aware that tonight is the night of the heist, has bribed and transfers it processes, and that means a great
one of the controllers working in the Central Security deal of evidence about the PCs' actions is sure to
Tower to be on the lookout for any Wing Guard patrols have been recorded into its databanks. These internal
who might accost the PCs in their line of duty. records are secured in a "black box" chamber stored
in the innermost workings of the droid, behind mul-
If the PCs do get into trouble with members of the
tiple layers of heavy plating and locking mechanisms.
Wing Guard and find that things are set to escalate
Securing this black box requires fully dismantling the
beyond their control, Aris's contact steps in. The con-
droid with a Daunting ( • • • • ) Mechanics check
tact causes a distraction by opening a communication
requiring two or more hours of work.
channel with the Wing Guard and reporting a major
disturbance nearby. Read the following out to the PCs: Once the droid is dismantled, the black box can
be stolen or destroyed as the PCs choose, although
Suddenly, the sergeant Wing Guard the sergeant they might find it advisable to part with a stolen box
pauses, his hand flies to his ear and lowers his quickly, as it is especially damning evidence against
weapon as he gently frowns to listen. You can barely them. Disposing of the droid's parts without questions
discern a tinny voice through the line, shrill with requires a Hard (^ • ^ ) Streetwise check to split
the parts between enough fences that it cannot be re-
panic and urgent demands. Alarm spreads across
assembled or identified. Alternatively, it might be eas-
the sergeant's face. He turns to his men and bellows,
ier to take a trip to the very edges of Cloud City and
"We got a tibanna leak on Level 224! Leave this for
dump the parts (or the droid) into Bespin's depths.
now, we got a real emergency! Move! Quickly!"
After a moment of confusion, his men shoulder their If any of the characters are concerned with droid
weapons and dash toward the nearest repulsorlift. rights or similar issues, they may have reason to
object to this course of action. After all, doing this to
This only works once. Aris's contact has the wit an organic being would be considered murder by any
and resources to afford a single "misunderstanding" sane definition. While the banking droids are regularly
of this sort. Shortly after the members of the Wing treated to memory wipes and are not given a chance
Guard depart, the PCs receive an urgent communica- to develop individual personalities, a particularly soft-
tion from Aris demanding that from now on they take hearted character might want to leave the droid "alive."
more care and avoid confrontations. If they cross the
However, the black box cannot be retrieved while the
Wing Guard again, they are on their own.
droid is intact, and erasing the data from the box is not
LONG T E R M CONSEQUENCES possible without a direct interface. If the droid is to be
left alive, it must be convinced to become a willing ac-
Try as she might to keep the Bespin Wing Guard off complice to the crime. This requires an Average ( # # )
the trail of the PCs in the short term, Aris Shen is not
Charm vs. Cool check at the very least and likely
able to prevent them from gathering evidence at the
means promising the droid a berth on the PCs' ship so
scenes of major crimes such as murders or stealing a
that it can leave the Cloud City Central Bank behind.
rare corusca gem.

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THE JEWEL O F Y A V I N
DOUBLE OR NOTHING
A fter diverting (or not) the winning bid money into
Arend's or another's account, it's time for the PCs
to put their own plans into action and break into the
BREAKING & ENTERING
There are a number of ways the Player Characters
museum to steal the gem itself. They have to pull off may gain entry into the Figg & Associates Art Muse-
the heist at some point after midnight, between the um, but each of them carries distinct risks and advan-
end of the gala but before the new owner arrives to tages. The PCs may enter from above or below, from
pick up the gem from the museum in the morning.
the right or left side, by assaulting the front doors, or
The PCs are not the only people in Cloud City who from within. Of course, security is tight at the muse-
are considering stealing the gem, however. Elaiza is um, and the PCs may alert security to their presence,
following the PCs at some distance, taking great care detailed in the sidebar Raising the Alarm, below.
to remain out of sight and keep within a quick dash
of handy bolt holes and alleyways. If the Player Char- ENTERING T H E CENTRAL WIND CORRIDOR
acters do not make special efforts to keep an eye on
their surroundings, she goes unnoticed, but if they an- From the looks of the schematics of the museum, one
nounce that they are keeping an eye out for possible of the easiest ways to enter it is to climb up the un-
pursuit, they should be called on to make opposed monitored garbage disposal chute. This is the most
Perception checks vs. Elaiza's Stealth ( • # < • ) sensible method of entering the museum, as it saves
the PCs from having to damage parts of Cloud City or
Those who succeed may spot the edge of her robe involve bystanders.
sticking out from behind a bulkhead as she shadows
them. As soon as they see her, she slips away into the The central wind corridor of Cloud City is a large
dark of an alley or the safety of a crowded casino. If open space required to stabilize the city and enable
the PCs try to make a determined pursuit, she uses her the repulsorlift technology that keeps it afloat to work
Force power Move to cause nearby items, such as a properly. It is too large and too solid a piece of engi-
stack of empty tibanna gas canisters, to fall and block neering to be destroyed by weaponry other than that
their path or impede their progress. which is built onto capital ships, but still the area is
kept moderately secure.

A RAISING THE ALARM

I n addition to the security forces inside the muse- The consequences of raising the alarm are as follows:
I um, there are silent alarms that relay a warning
of a security breach to the Central Security Tow- 1. The security droid immediately heads to
er and the Wing Guard officers headquartered the source of the alarm (see page 80).
there. There are a number of different ways in
which an alarm can be raised, including if the 2. A signal is sent to Cloud City Security
players generate ^ or <§> <§> ® Some narrative Tower where four Wing Guard officers
possibilities include: and one sergeant assemble and make
their way to the museum within 5 min-
• If Nallith notices suspicious behavior utes (see their profiles on page 1 2).
while monitoring the camera footage
3. The doors leading to and from the room
• If one of the cleaning droids reports no- in which the alarm was raised slams
ticing or encountering an intruder shut. Until the alarm is turned off, the
doors only open for the security droid
• If the security droid notices or encoun- or members of the Bespin Wing Guard
ters an intruder using a card key. Locks can be picked by
passing a Hard (<0 <0 0) Skulduggery
• If a live electro-railing is breached check or overridden with a Hard (OOO)
Computers check
• If a PC tries to pick a lock and bungles
the attempt 4. The electro-railings arm (see page 79).

• If a security guard notices or encounters The alarm can be turned off at the reception desk by
an intruder succeeding at a Hard (OOO) Computers check
The PCs have-two choices. Either they can enter the If they have no such contacts,
central wind corridor from the upper levels and rappel the PCs can find their own way
down the opening of the garbage chute, or they can to a hatch by succeeding at a
enter from Port Town and clamber their way up. Hard ( > • • ) Streetwise
check. They may arouse sus-
REPELLING DOWN picion if they simply enter
The less arduous method of accessing the central a hatch unannounced
wind corridor is to enter it from the top and climb or without taking care
rappel down to the twenty-second level. While there to either disguise
are a number of entrances to the central wind corridor themselves or
on the upper levels, they are more heavily guarded, if avoid being seen
only for the safety of casual visitors to Bespin. (by succeeding at
an Average ^]
Each entrance is guarded by a pair of Wing Guard of- Skulduggery or Stealth
ficers (see page 12). The PCs can distract them from check). See page 75,
their posts with some sort of ruse. Whatever their plan, Arousing Suspicion
it probably requires them to succeed at an opposed
Deception vs. Discipline check ( • • ) (to distract the It is a long way to climb from
guard or guards), followed by an opposed Stealth vs. Port Town to the twenty-second
Vigilance check ( • • ) (to escape notice as they reach level of Cloud City, and while
the entrance), followed by an Average ( • • ) Skuldug- most PCs should be able to do
gery check (to open the door without a key). so, it is an exhausting ascent.
How hard the PCs find the climb
Alternatively, the PCs could attack or stun the Wing
depends on how long they are will-
Guards. Usually, the entrances to central wind corridor
ing to take. A leisurely climb takes
are rather out of the way, so they are quite isolated.
about one hour and can
However, if the PCs botch the job, they give the Wing
be achieved without
Guard officers enough time to raise a quick alarm, and
passing a check. Lad-
from that moment it is only a matter of minutes be-
ders between the lev-
fore reinforcements arrive. Should they kill or other-
els are easy enough
wise subdue the guards, it takes about two hours for
to navigate, and there
someone to discover that the post is unmanned and
are plenty of gantries
raise an alarm. Of course, they could always dispose
and balconies on which
of the bodies with a long fall.
to rest for a few moments.
Once inside the central wind corridor, the PCs can
To make the journey in for-
either use specialized equipment, such as abseiling
ty-five minutes requires suc-
gear or repulsorlift technology, to descend to the gar-
ceeding at an Average (^ ^ )
bage chute entrance (in which case they reach it with-
Athletics check. PCs who fail the
in a couple of minutes) or they can climb down with
check have a choice: either they
Easy (^) Athletics or Coordination checks (which
can suffer 2 strain and keep pace
takes about twenty minutes).
with their fellows, or they can fall be-
ENTERING FROM PORT TOWN hind. To make the journey in half an
hour requires succeeding at a Hard
Ascending to the garbage chute from Port Town
( 4 • • ) Athletics check. PCs who
means a long and arduous climb, but it does have the
fail the check have a choice: they can
advantage of avoiding Wing Guard officers.
suffer 4 strain and keep pace with
Provided the PCs have not made a bad name for their fellows, suffer 1 strain and try
themselves in Port Town, they find it easy enough to for the forty-five minute time, or
make their way to one of the many service hatches they can fall behind.
used by engineers to access the central wind corridor.
If the PCs have any contacts among the Ugnaughts or
smugglers of Port Town, they can be guided to a hatch
for a small bribe (about 5 0 credits).

THE GREATEST CAPER


THE JEWEL O F Y A V I N
are hawk-sized mammalian creatures that live in the
HAZARDS IN THE GARBAGE CHUTE
gas clouds of Bespin and make their nests on solid
objects such as gantries in Cloud City's central wind

O ver the course of a night, four loads are


dumped down the garbage chute from the
cleaning room. If the PCs are in the chute or
corridor or atop beldons. Normally, rawwks would not
attack human-sized creatures, but these rawwks are
brooding young and are more defensive than usual.
working their way up the central wind corridor
to the chute, they could be hit by the falling de- The PCs should make a Hard ( • • • ) Perception
bris. Being in the garbage chute itself is quite check to spot the rawwks before they disturb them. If
dangerous, requiring an Average « ) <)) Ath- this check succeeds, read or paraphrase the following
letics or Coordination check, but climbing aloud (if the PCs are climbing down, replace "above"
through the central wind corridor is less so (de- with "below," "ascent" with "descent" and so on):
crease the difficulty by one). Each of the loads
is preceded by a short gust of wind and a slid- As you make your ascent to the garbage chute,
ing or rushing noise. The GM should make the some movement above you catches your eye.
PCs aware of this, and any PCs who announce Tucked into a crevice along the side of a gantry
that they are on guard or taking precautions about twenty feet above, you spy a number of
add • to the check make to avoid the load. small, furry bodies—winged creatures not more
than a foot long from their wide snouts to their
feathered tails. The creatures seem mainly docile,
NEST OF RAWWKS
but some of them look set to take flight, posturing
Whether the PCs make their way to the garbage with open maws, needle-1 ike teeth bared as their
chute by clambering up ladders or repelling wings slowly stretch.
from the upper levels, they disturb a nest of
rawwks. These
PCs can identify the creatures by passing a
Hard (^ • • ) Knowledge (Xenology) check.
Those that pass know that the creatures are
rawwks and that they are likely to be brood-
ng young. It would therefore be best to avoid
them. They are flying mammals native to Be-
spin, and they hunt by emitting a
screech to stun their prey.

The PCs can take various actions


at this point. If they divert their
course to give the rawwks as wide a
berth as possible, they can make an
Average (^ +) Athletics check to
change course. If the check is passed,
the rawwks can be avoided with no
further problems. If the check is failed,
the PC can attempt it again at a cost
of 1 strain.

If the PCs continue to climb


toward the rawwks, or if they fire
weapons at them, then the crea-
tures attack the PCs. If the rawwks at-
tack, they should be handled as one minion
group (of four rawwks) for each PC. They
swoop about at short range, using their
screech attack until their opponents
seem stunned. At this point, the
rawwks close in on their prey with
jaws gnashing. The creatures
are prepared to defend their
nests to the death but
break off their attack if
the PCs retreat and
stop shooting.
R A W W K [MINION] Still, it is possible that a heavily armed and belli-
cose group of PCs might just be able to pull off such a
daring stunt, and some guidelines are given below for
what might happen if they try to do it.

THE HUNGRY BELDON


Situated to the left of the museum, this eatery at-
Skills (group only): Brawl, Coordination. tracts a cosmopolitan crowd of gourmands and serves
Talents: None. dishes featuring the meats of native fauna. Stuffed
Abilities: Flyer (Rawwks are aerial life forms, see rawwk and gaseous cocktails are popular specialties.
page 202 of the EDGE OF THE EMPIRE Core Rulebook). The eatery is guarded by a pair of bouncers who
Equipment: Stunning screech (Ranged (Light); Damage use the same profile as Grayson's Security Guards,
3; Critical -; Range [Short]; Pierce 1, Stun damage), bite less the riot guns (see the profile on page 78). A
(Brawl; Damage 2; Critical -; Range (Engaged); Pierce 1). Barabel Enforcer and a Gamorrean Thug (found on
pages 3 9 2 and 41 3 of the EDGE OF THE EMPIRE Core
CLIMBING UP THE GARBAGE CHUTE Rulebook) are trying to enjoy a quiet lunch here, and
join the fight against the PCs with gusto if they are
Once the PCs are in the part of the central wind corridor disturbed. The Sullustan waiter immediately raises an
that corresponds to the 22nd Level, they can locate the alarm, and within five minutes a squad of Bespin Wing
end of the garbage chute that runs from the museum. Guard reaches the scene.
The garbage chute is not hard to climb up, and is The wall between the Hungry Beldon and the mu-
actually rather more spacious and hygienic than the seum is made from the ubiquitous white plasticrete
PCs might expect. It takes about fifteen minutes to of Cloud City. In order to blow a hole in the wall large
climb all the way up the chute from its outlet into the enough for a person to step through, the PCs have to
central wind corridor to the source of the chute in the inflict a great deal of damage to it. The destruction
cleaning equipment room of the Figg & Associates
should be handled narratively and happens so long
Art Museum. If the PCs wish to make as quick a jour-
as the PCs succeed at planting some kind of explosive
ney as possible, they can take five minutes off their
(an Average ( • • ) Mechanics check), or if they use
time by passing a Hard 4 • ) Athletics check,
any weapon with the Breach quality against the walls.
or reduce their time by ten minutes if they generate
additional O O on the check.

Once they reach the end of the chute, it is a sim- AROUSING SUSPICION
ple matter to crawl out into the cleaning equipment
room. The C M should mention that the two cleaning
droids may be in the room and might be alerted to
the PCs' presence if they take too long getting out of
« number of things that the PCs do in this sec-
tion may raise suspicion and place guards
on high alert before they even enter the muse-
the chute. It is also important to note that, at various um. If they are caught doing two or more items
times in the night, loads of detritus may be thrown from the following list, the guards add • • to
down the garbage chute. any Vigilance or Perception checks they need
to make to notice the PCs:
ENTERING FROM ADJACENT BUILDINGS
• Ask the office of the Exex about the gar-
If the PCs possess equipment that could conceivably bage disposal without a good excuse
cut through the walls of Cloud City, they might decide
to enter the museum from buildings to either side of • Ask the office of the Exex for schematics
it, or from the level above or below. The buildings to
either side of the museum are open all night, and the • Get ejected from the museum for any
PCs can enter them without too much trouble—up reason leading up to the heist
until the moment they start laying explosives or
shooting at the walls, of course. • Fail three times to find an arms dealer
when looking for specialist equipment
Needless to say, this is a very risky tactic that is in Port Town
almost certain to attract the immediate attention of
security forces in the museum, in the building from • Resort to threats or violence in deal-
which the PCs plan to enter the museum, and from ing with Burr, Gantel, or Nallith
Cloud City Security Tower. If the PCs suggest to con-
tacts such as Aris Shen that they are planning such • Be seen entering the central wind cor-
an assault, they are warned off in no uncertain terms. ridor without a convincing cover story
TABLE 2-2: MUSEUM SECURITY SCHEDULE (CORUSCANT STANDARD TIME)
TIME EVENTS
The museum closes its doors to the public. Gala-goers within the museum are asked to make their way out. Burr
11:00 pm
Naxis's men start the first shift.

After the last visitors have finally gone, Nallith, C3-B8, and the WA-7 droid all leave the museum. The security droid
12:00 am
begins its patrol in the reception room. It takes approximately 60 minutes to complete a patrol of the museum.

The CLE-004 window cleaning droid leaves the cleaning equipment room and follows the path of the security droid.
12:10am
which spends approximately five minutes scouting between successive doorways.

The CLE-004 window cleaning droid returns to the cleaning equipment room and dumps dirty water down the
1:00 am garbage disposal chute. The T3-series utility droid leaves the cleaning equipment room and follows the path of the
security droid, spending approximately ten minutes in each room.

2:30 am The T3-series utility droid returns to the cleaning equipment room and dumps rubbish down the garbage disposal chute.

Burr Naxis and his men near the end of their shift. Two of the guards go to the museum entrance and wait for
3:00 am
Gantel's men to turn up.

3:10 am Gantel and his men arrive at the museum. Two remain in the reception area while the rest walk to the auction room

3:20 am Burr Naxis and his men leave the auction room and walk to the front entrance.

3:30 am Burr Naxis and his men leave the museum. Gantel's men shut the front doors and take up their patrol.

9:00 am Nallith, C3-B8. and the WA-7 droid arrive at the museum and prepare it for a new working day

10:00 am Doors open to the public.

T H E T R I N BIN ( 4 • ) Charm or Deception checks depending on


the type of excuses they make for being in the build-
Trin sticks is played in this unassuming casino to the
ing. They also need to keep weaponry and explosives
right of the museum, in which gamblers try to create
hidden. If the PCs do not conceal weaponry, or if they
"hands" of geometric shapes made from colored sticks
try to intimidate the staff into leaving them alone (a
pulled out of a tub. The game lacks the hauteur of
Hard ^ ^ ] Coercion check), the Bespin Wing
sabacc, and this casino is not one of Cloud City's more
Guard is called within five minutes.
attractive gambling dens. It generally offers small priz-
es for low stakes, and as such it appeals to gamblers If the PCs succeed at an Average ( • • ) Perception
who are down on their luck and haven't much to lose. check, they can approximate where in the museum the
wall leads. If they enter from the Hungry Beldon, they
The casino is patrolled by three guards who use the
can choose to enter the museum storeroom, the shop,
same profile and equipment as Grayson's Security
the tapcafe kitchen, the refresher, the "Wonders of the
Guards, less the riot guns (see page 78). Among the
Galaxy" exhibition room, or even the auction room (if
clientele is a Journeyman Bounty Hunter (page 4 0 0 of
they generated a ($)). If the PCs enter from the Trin Bin,
the EDGE OF THE EMPIRE Core Rulebook) and two Street
they can choose to breach the wall into the holopics
Toughs (page 396 of the EDGE OF THE EMPIRE Core Rule- gallery or the "Reflections on Xim" exhibition room.
book) who try to take down the PCs if shooting starts.
A glamorous Twi'lek receptionist immediately raises If they succeeded on the Perception check with O
an alarm and within five minutes a squad of Bespin they can enter the room at an angle avoiding the secu-
Wing Guard officers reaches the scene. rity cameras. However, if they generate <§) on the check,
the cameras record them. On a T , the PCs end up far-
The wall between the casino and the museum is
ther away from the point they tried to break into.
made of heavy black duracrete. The destruction
should be handled narratively and happens so long An Average ( • • ) Mechanics check can help de-
as the PCs succeed at planting some kind of explosive termine a structurally appropriate spot to breach the
(an Average ^ ] Mechanics check), or if they use wall. If the check succeeds, the PCs find a soft spot,
any weapon with the Breach quality against the walls. adding • to any attempts to breach the walls. If it
fails with <§) <§), they instead attempt the breach at a
BREAKING THROUGH strong point, adding • to any related checks.
When the PCs first enter either building, they are
No matter how elegantly the PCs manage to breach
almost instantly accosted by friendly staff attempting
the wall, they alert security droids and guards in the
to take their order or find them a place to sit. To avoid
museum to their presence; there are very few ways
raising suspicion, PCs have to succeed at Average
to create a hole quietly enough not to raise an alarm.

THE GREATEST CAPER


THE JEWEL. O F Y A V I N
ABOVE AND BELOW THE MUSEUM check can still help discern weak spots from strong
points adding • or • as described previously.
The various levels of Cloud City are separated by
thick layers of metal incorporating structural ele- An alternative to knocking a hole through the doors
ments made from laminanium girders. The PCs can- is to wait until the guard changes shifts around 3 am.
not breach levels no matter how many thermal deto- If the PCs choose this moment to make an attack,
nators they set off. Such an attempt only serves to get they do not have to break the doors down, though
noticed by the Wing Guard. they have the added complication of sneaking past
both sets of security guards.
HIDING UNTIL CLOSING T I M E

A subtler way to break into the museum is to find a


GUARDS IN THE MUSEUM
hiding place before the gala is over and wait there During the night, there are six guards in the museum
undetected until the cleaning droids finish tidying up (one squad leader and five minions) at all times and
from the auction. There are a couple of decent hiding twelve for a short time during the shift change itself.
places, including the shop storeroom, the refreshers, At any given time two guards are standing watch in
and the tapcafe kitchen. If the PCs managed to fool the auction room with the gem, two are making a
the system, then they are safe in the kitchen and only sweep of the museum, and the remaining pair is re-
have to succeed at an opposed Stealth check ( # ) in laxing in the tapcafe. Each patrol is its own minion
the museum store as the WA-7 droid makes a cursory group, except for the one containing the leader.
check at the end of the day.
The guards on patrol follow one room behind the
It is important to note that any PCs who follow this security droid. When they hear it move into a new
route should be unavailable to help with the slicing area, they follow and keep watch on the area it just
job that takes place at midnight but will be able to left. When they enter the tapcafe for the second time,
give considerable help to the rest of their party when they take a break, and the men in the tapcafe make
they try to join them in the museum. their way to the auction room. The two in the auction
room then start to follow the security droid. This way,
FRONTAL ASSAULT the guards stay reasonably fresh and alert despite
their long shifts.
The final likely option that the PCs may take is to
enter the museum from the front. This is handled in On the night of the heist, one shift takes over from
much the same way as breaking through a wall from another at 3:20 am. The two guards on patrol make
an adjoining building, unless the PCs wish to attempt a their way to the reception room and open the main
Daunting ( 4 4 4 4 ) Computers check with • • to doors shortly before, at 3 am. Ten minutes later, Gan-
unlock the door while bypassing the security system. tel and his squad appear. Two men from the second
No Perception check is required in this case, though a shift remain in the reception room with the two men
Hard ( 4 4 4 ) Me- who opened the door while the rest of the squad
chanics make their way to the auction room. This means that
for the next ten minutes, there are twelve guards in
the museum rather than six.

At 3:30 Burr Naxis and his squad leave the


building. The two men from Gantel's squad
close the main doors and begin to patrol
the museum. Profiles for the squad lead-
ers and Grayson's security guards are
given on page 78.

The guards are not paid to par-


lay with intruders, employing a
* policy of "shoot first and ask
, questions later." If they are at-
tacked, their chosen tactic is
to retreat to the auction room,
regroup, take cover behind
cabinets and displays (gain-
ing defense 1), and shoot at
the nearest target. The guards
modify these tactics if they re-
alize that specialist equipment

THE GREATEST CAPER


THE JEWEL OF Y A V I N
carried by the PCs renders them vulnerable; for ex- PRIVATE SECURITY GUARD [MINION]
ample, they do not huddle up in a group if they see
that the PCs have explosives.
There is a chance that the PCs may have rattled the
guards' morale earlier in the adventure by spreading
rumors about Grayson's willingness to pay them. If the
PCs have done this, they discover that they have suc-
cessfully shaken some members of Burr's squad. Un-
Skills: Discipline, Melee, Perception, Ranged (Heavy),
der such circumstances, the two guards resting in the
Vigilance.
tapcafe take the first opportunity to flee from the mu-
seum if shooting starts. These men are so thoroughly Talents: None.
fed up with Grayson that they won't even alert the Abilities: None
Bespin Wing Guard to the disturbance in the museum Equipment: Riot gun (Ranged [Heavy]; Damage 7;
and may even pause to loot artworks themselves. The Critical 3; Range [Medium]; Auto-Fire, Stun setting),
GM should roleplay Gantel Dro appropriately relative vibroknife (Melee; Damage 4; Critical 2; Range [En-
to the PCs' earlier interactions with him (see page gaged]; Pierce 2, Vicious 1), armored guard uniform
34 in Episode I for more information). . ( + 1 defense, + 1 soak), comlink.

Other than that the security guards fight bravely


and only beat a retreat from the museum once they
have taken heavy losses. If the squad leaders Burr
Naxis or Gantel become casualties, the remaining
guards continue to fight until only two of them are
left. At this point, they attempt to escape and alert
the Bespin Wing Guard.

B U R R NAXIS & GANTEL DRO [RIVAL]

Skills: Discipline 1, Melee 2, Percep-


tion 3, Ranged (Light) 3, Vigilance 2.
Gantel only: Skulduggery 2, Stealth 3.
Talents: None.
Abilities: Gantel only: Light-Sensitive
(Defel are vulnerable to bright lights,
which cause them intense pain and
temporary blindness if viewed with-
out protection. A Defel exposed
to bright light without protective
goggles suffers • • on all skill
checks), Shadowed (Defel possess
the ability to absorb certain wave-
lengths of light, making them all b u i
invisible in darkness. When in d a r k - 1
ness or deep shadow, a Defel gains • •
to all Stealth checks).
Equipment: Heavy blaster pistol (Ranged
[Light]; Damage 7; Critical 3; Range [MedH
urn]; Stun setting), vibroknife (Melee; Damage
4; Critical 2; Range [Engaged]; Pierce 2, Vi-
cious 1), armored guard uniform (+ 1 defense,
+ 1 soak), comlink. Gantel only: protective
goggles with built-in infrared vision (add • to
opposed Stealth checks targeting Gantel).

41 THE GREATEST CAPER


THE JEWEL OF Y A V I N
SECURITY MEASURES IN MICRO-TRANSPONDERS

THE MUSEUM These are tiny capsules about 15mm in length that are
inserted into holopic frames and the plinths of statues.
Once they are inside the museum, the PCs still have Should the item be stolen, its location can be tracked
a number of hazards and threats to deal with, includ- from Cloud City to a distance of 100 parsecs. If a PC
ing the security droids, Grayson's guards, cameras, announces that he is looking for a micro-transponder,
electro-railings, and micro-bead transponders, each he can find whether or not any given piece has one on
of which is detailed on the following pages. a Daunting ( 4 4 4 4 ) Perception check
There is no micro-transponder attached to the Jewel
STATIONARY MEASURES of Yavin itself, as inserting such a device into the gem
would cause flaws. However, the plinth the jewel sits in
Static hazards also exist in the museum. Security does carry one of the devices. If the PCs lift the case, or
cameras take rolling footage that could be analyzed if they steal other works of art from the museum, they
at a later date, electro-railings protect many of the can be tracked while they remain within range.
artworks from unwanted handling, and micro-tran-
sponders are placed in sculptures and plinths so that
MOBILE SECURITY
they can be tracked.
The following hazards are mobile and need to be tracked
CAMERAS
by the Game Master while the PCs are in the museum
Each room is monitored by a security camera. These (see also Table 2 - 2 : Museum Security Schedule
are small, concealed devices mounted in the top right [Coruscant Standard Time] on page 76).
corner of each room. The PCs must announce that
they are looking for cameras and then succeed at a CLEANING DROIDS
Hard ( 4 4 4 ) Perception check to spot one. The CLE-004 unit is a small droid designed specifically
Outside of open hours, the cameras are not mon- to clean windows, equipped with a repulsorlift enabling
itored, but they are set to record. This means that it to hover as it tirelessly cleans with its electrostatic pol-
while the PCs do not have to worry about an alarm isher. The droid leaves the cleaning equipment room an
being raised, they could find themselves the subject hour after the museum closes and then moves through
of an investigation after the heist takes place when the museum on the same course as that route taken by
the recorded evidence is revealed. the security droid. It takes five minutes to clean the glass
in a room before moving on to the next and returns to
If the PCs think to investigate the cameras to find the cleaning equipment room when it has finished.
out where the recordings are kept, they can trace the
feed to the reception desk with an Easy ( 4 ) Comput- The second droid is a T3-series utility droid
ers check. Once at the front desk, the cameras can equipped with a floor polisher and a garbage bin. It
be disabled on an Average ( 4 4 ) Computers check, waits in the cleaning room until the CLE-004 has re-
and the recordings deleted or feed-looped on a Hard turned and then follows the same route, spending ten
( 4 4 4 ) Computers check. minutes cleaning each room.

ELECTRO-RAILINGS Neither of the two droids run very complex pro-


gramming but use the Maintenance Droid profile on
Proximity-triggered fields protect each exhibit. If any page 411 of the EDCE OF THE EMPIRE Core Rulebook,
object or part of the body comes within a centimeter if needed. If they come across something suspicious,
of the surface of the exhibit, the invisible field illumi- they make a Perception check ( 4 4 ) versus the tar-
nates into a grid of red light and the words "please do get's Stealth. If successful, they retreat to the security
not touch the exhibits" flash upon it in Aurebesh. If at droid or guards; on a failure, they simply move on. The
this point the object or body part is not removed, the cleaning droids must be neutralized within one round
security system automatically raises the alarm.
of combat or they reach the other patrols (see Raising
Once the alarm is raised, the fields surrounding all the Alarm on page 72 for what this entails).
artwork become armed. If anyone touches an exhibit A security droid patrols the museum following the
after this point, they receive a shock. The shock is the route marked on the map on page 30. It spends
equivalent of being hit with 10 stun damage. five minutes in each area before moving on to the next,
The field projectors are fixed on either side of the but it does not check the shop storeroom, the tapcafe
artwork and can be disabled with ion fire, causing the kitchen, the refreshers or the cleaning equipment room.
projector to power down. After five minutes of short- If the droid comes across any suspicious activity (during
ing out, the system powers up again, at which point it open hours) or intruders (during closed hours), it gives
raises an alarm. a terse warning and raises the alarm. If attacked, it tries
to subdue the troublemakers with its snare launcher
and blaster pistol. The droid's pistol is set to stun.

THE GREATEST CAPER


THE JEWEL O F Y A V I N
The security droid makes its patrol slowly, following S E C U R I T Y DROID [RIVAL]
the yellow dotted line on the map. It completes one
circuit every 6 0 minutes. If the PCs have been diligent
about working out its schedule, they can estimate its
position and the GM should defer to their assumptions.
If the PCs have not made any effort to work out the
droid's security sweep, the CM should extrapolate its
position using 5 minute intervals per doorway, so that
at 12:10 am it is just entering the Xim exhibit (room 4). Skills: Ranged (Light) 3. Vigilance 3.
at 1 2:25 am it is entering the auction room (room 7), Talents: Heightened Awareness (Allies within short
and at 12:45 it is entering the tapcafe (room 10). range of the droid add • to their Perception and Vigi-
lance checks. Allies engaged with it add • • instead).
A simpler option is to have the security droid in the Abilities: Droid (does not need to breathe, eat or
tapcafe at the moment the PCs break into the m u - drink and can survive within vacuum or water. Im-
seum and work out its movements from there, instead mune to poisons or toxins).
using one doorway per round in structured time. Two Equipment: Built-in blaster pistol (Ranged [Light)
guards follow one room behind the security droid Damage 6; Critical 3; Range [Medium); Stun setting)
within short range (so if the droid is in the tapcafe snare launcher (Ranged [Light); Damage - ; Critical -
they will be in the museum shop). Range [Short]; Ensnare 5, Limited Ammo 1).
MORE LOOT

• "Reflections o n Xim": A n antique blast-


reedy PCs may take the opportunity to grab er worth up to 2 . 0 0 0 credits. A small
G other items of value while they are in ttoe mu-
seum. Most of the pieces in the museum are too
statue of Xim made from semi-precious
stone is worth up to 2 , 5 0 0 credits. Both
large to conveniently steal, such as the pictures items are fitted with micro-transpon-
in the holopic gallery o r the gas landscapes in ders and surrounded by electro-railings.
the hallway. Moreover, finding a buyer for these
items is going to take time and research if the PCs • "Wonders of the Galaxy": There are 1 2
want a good price for them; wasting time stealing archaic finds from recent excavations in
extra exhibits is generally unwise. If the PCs really Coruscant's Ice Crypts, little more than
wish to indulge in their kleptomania, there are c shards of patterned stone and metal
couple of things that might interest them. to the untrained eye. Each of these is
worth 200 credits to an enthusiast. The
• Reception, gift shop, and tapcafe: the floating sculpture of Belcoth's Beacon is
tills contain 3d 100 credits each. They worth u p to 2 5 0 0 credits. All items are
can be opened by passing a Daunting fitted with micro-transponders and sur-
(0000) Skulduggery check rounded by electro-railings.

THE AUCTION ROOM


The doors to the auction room are open. Read the
following to the PCs as they enter the room:

The gem is encircled by a set of electro-railings as


described on page 7 9 . Furthermore, the marble
plinth contains a micro-transponder (see page 79).
Obviously, the PCs do not need to take the plinth with
the gem, but it is a well-crafted piece of stonework
and could feasibly fetch up to 1,000 credits with the
right buyer. Two of Marus Grayson's security guards
are in this room at all times.
Enterprising Player Characters can sneak into the
room with an opposed Stealth check (# ^ ) punch
the control for the doors, and hope they can take out
the guards faster than they can comm in for help. If
the PCs have managed to don guard uniforms, they
can make opposed Deception checks (# •) against
the guards with • • in order to get close enough to
be engaged with the guards. If they can't incapacitate
the guards within one round or otherwise prevent them
from making a call on their comlinks, the alarm is raised
according to the sidebar on page 72.
If the PCs investigate the holoscreen displays, read
aloud the contents of the datapad to the right.
A FORCEFUL SKIRMISH
Once the PCs have reached the auction room, they If the PCs ask questions along the lines of why
have presumably dealt with Grayson's guards as well should they listen to Elaiza, she adds:
as any bystanders or members of the Bespin Wing
Guard who have inadvertently gotten involved. It is at
"I am dedicated to bringing the values of truth
this point that Elaiza reappears and makes her sec-
and peace to the galaxy once more, but I cannot
ond bid for the Jewel of Yavin.
stand against my enemies unarmed. That gem
Elaiza has been keeping her eyes on the museum will enable me to confront those who would seek
hoping for an opportunity to waylay whomever comes to enslave the galaxy using hatred and fear"
to collect the gem in order to persuade or force them
to hand it over to her. Elaiza is not naturally inclined
to acting this directly, but she is desperate to make Asked if she is a Jedi Knight, Elaiza looks somewhat
repairs to her lightsaber and acquiring the gem has bashful and says only that it's been a long time since
therefore become a matter of some urgency to her. she's heard that term.

As a follower of the Jedi code, Elaiza would rather If this does not appeal to the PCs, Elaiza uses her Influ-
resolve any confrontation she has with the PCs without ence Force power, coldly stating, "that gem will bring you
bloodshed, if possible. She is also aware that her light- nothing but ill fortune unless you give it to me" to the PC
who carries it. If she passes the required checks in order
saber is going to fail at any moment, and so only fights
to make another person believe something untrue, the
as a last resort. If she can make a clean break for the
target PC is sincerely convinced for three rounds that he
gem, she does so, grabbing the jewel and attempting
should part with the gem. If this does not work, Elaiza
to escape without violence. However, if the PCs grab
fights the PCs. Initially she takes them on from a dis-
the gem first, block her path, or seem set on engaging
tance, using her Move Force power to hurl nearby ob-
her in combat, she becomes more confrontational.
jects at the PCs while demanding the gem. If she looks
Elaiza begins by pleading with the PCs for the gem. like she is going to be outgunned or out-maneuvered,
She hails them and gives the following speech: Elaiza finally resorts to using her lightsaber.

Elaiza is brave and desperate but not suicidal. If she


"Please stop now. Turn around and listen to me—
suffers 13 or more wounds, she breaks off and retreats.
there need be no violence between us. I'm sure
This won't be the last that the PCs see of her. As soon
that the gem you carry will bring you a rich haul
as she recovers, she attempts to track them down and
of credits, and I cannot compensate you for that
discover what became of the gem.
loss, but I must ask that you hand it over to me."
ELAIZA, J E D I IN E X I L E [ N E M E S I S ]

EXTENDED CAMPAIGN:
LEARNING FROM ELAIZA

T he PCs may benefit from remaining with


Elaiza if any of them want to develop their
Force sensitivity or learn Force powers. If any
Skills: Charm 2, Coercion 3, Cool 3, Deception 3, Disci-
of the PCs are already Force users, Elaiza could
help them reach their potential. Otherwise, pline 2, Lightsaber 4, Melee 2, Perception 4, Stealth 2,
Elaiza might nevertheless be able to help the Streetwise 3, Vigilance 3.
PC tap into their untrained Force sensitivity, Talents: Adversary 2 (upgrade the difficulty of all
allowing them to purchase the Force Sensitive combat checks against this target once), Ataru Tech-
Exile universal talent tree. nique (Elaiza uses Agility with her Lightsaber skill),
Sense Danger (once per session remove • • from
Elaiza wishes to return to Nar Shaddaa. and if any check), Force Rating 3, Sense Emotion (add • to
the PCs accompany her there, she will be able all Charm, Coercion and Deception checks).
to place them in contact with all sorts of NPCs Abilities: Force power Move ( Q move up to two ob-
involved in the underworld dealings that occur jects with silhouette 1 at medium range, may make
in and around Hutt space. Their association with ranged attacks with this power [see page 2 8 4 of the
Elaiza could give the PCs impetus to get involved EDCE OF THE EMPIRE Core Rulebook for more details]),
with smuggling operations and possibly develop Force power Influence ( Q inflict 2 strain on engaged
a network of contacts and patrons including Hutt target. Q: make an opposed Discipline vs. Discipline
crime lords and members of the Rebel Alliance.
ELAIZA AS A
F U T U R E CONTACT

It is possible that the PCs ei-


ther give the gem to Elaiza or
come up with some sort of work-
able compromise. While Elaiza is
desperate to get her hands on a cor-
usca gem, she is at heart a reasonable
person and dedicated to the values of
peace and harmony. As such, she is ame-
nable to any propositions that the PCs put
to her that might see her get what she wants, provided
she play along with them for a while, or until she adopts
a different tactic in getting her lightsaber fixed.

Elaiza is honorable, and if the PCs do help her to fix


check as well as an Influence Force Power check,
her lightsaber, she feels indebted to them and offers
if successful can force target to adopt an emotional
to help them overcome problems of their own provid-
state or believe something untrue for 3 rounds or 5
ed that she doesn't violate the Jedi code in doing so.
minutes [see page 2 8 2 of the EDGE OF THE EMPIRE Core
She takes a dim view of such things as needless prop-
Rulebook for more details]), On the Edge (once per
Force check, may suffer 1 strain to use # result to erty destruction or the murder of bystanders, and if
generate O ) - the PCs resorted to such activity during the heist, she
is not likely to form any kind of alliance with them.
Equipment: Elaiza's lightsaber (Lightsaber; Damage
10; Critical 1; Range [Engaged]; Breach 1, Defensive
1, Deflection 2, Sunder, Vicious 2). The crystal set in EPISODE II XP REWARDS
Elaiza's lightsaber is damaged and worn. Once it has
been switched on, make a Force check especially for Standard experience point rewards for Episode II:
the lightsaber at the beginning of each subsequent • Increasing the winning bid to 2 5 0 , 0 0 0 or higher:
turn. On a result of # , the lightsaber flickers and uses 5XP-10XP
the following profile until it is switched off for a turn
(Lightsaber; Damage 7; Critical 3; Range [Engaged]). • Successfully diverting the winning bid: 10 XP
On a result of # # . the lightsaber shuts down, and • Infiltrating the Figg & Associates Art Museum: 5 XP
does not count as a weapon at all.
• Stealing the Jewel of Yavin from the museum: 10 XP
• Keeping Elaiza from taking the gem: 5 XP

THE GREATEST CAPER


THE JEWEL OF Y A V I N

L E
ESCAPE TO
THE CLOUDS

W pisode 111 picks up in the middle of the fallout from Having finally escaped the museum, the PCs might
E the heist at the museum. While up until now the PCs believe that the difficult part of their caper is over.
have been rewarded for their discretion and cunning, Unfortunately for them, things are only going to get
all subtlety is thrown out the window when it becomes more complicated from here. Even if they have man-
clear that more than the jewel is at stake. Firefights aged to steal the Jewel of Yavin, the gem is far too well
erupt wherever the PCs try to flee, and it's a desperate known for the party to have any hope of liquidating it
endeavor to find a ship—any ship—and leave the skies on the planet, and is of such value that paying to have
of Bespin behind. This chapter includes: the group killed is far more cost effective than pur-
chasing the jewel from them. As such, even supposed
The Getaway: The PCs get picked up by Arend
allies begin to betray the PCs to steal their prize.
Shen's airspeeder and discover something is awry.
Arend Shen has had the PCs' getaway speeder
Time for a New Plan: Once all the characters
rigged with a powerful explosive that should kill them,
have played their hands, it's up to the PCs to de-
destroy the speeder, and scatter its remains over a
cide whom to trust and on whom to seek revenge.
relatively small area. He has agents waiting nearby to
Flight over Fight: If the group is trying to escape acquire the Jewel of Yavin from the wreckage, confi-
from Cloud City, they're pursued by three differ- dent that it will not be harmed. It is a calculated risk,
ent factions through the maze-like levels of the because the possibility exists that his people will not
floating platform. The famous Grand Galaxy Holo- be able to find the gem. As insurance against this, he
Park might be their only chance to hide their trail. also has agents in the city's various rescue and recov-
ery agencies so that he can continue the search with-
Extended Campaigns: Depending on the PCs'
out risk of being detected. It all boils down to a simple
choices and actions throughout the adventure,
matter of greed; he would rather risk losing the gem
they might have made their future much easier—
than share the profits from its sale with his hired help.
or much more complicated!
THE GETAWAY
fl fter the PCs confront Elaiza, their easiest escape
route is to contact Arend and inform him about the
outcome of the heist. If they were unsuccessful, they
DETONATION DETECTION

An Average ( 4 4 ) Mechanics or Computers check


might decide to bail before the Shens can find out (if alerts a character that some manner of significant al-
this is the case, proceed to Time for a New Plan on teration has been made to the airspeeder's systems.
the following page). If they do contact Arend, howev- If none of the characters have a suitable set of skills to
er, read or paraphrase the following text aloud: make that realization, then they can instead make a
Hard ( 4 4 4 ) Perception check. If all else fails, the
GM may choose to employ a bit of deus ex machina,
Arend Shen's response is animated and full of de- giving a Force sensitive character an ominous flash
light when he hears the good news. "Magnificent! of insight or simply having a character's gut instincts
I knew you could do it! You've made us all very warn him that something is very wrong. One way or
rich, you know that, yes?" There's a brief pause. another, the airspeeder is rigged to explode a mere
"I have your location on the scanner. I will divert thirty seconds after the PCs enter.
attention away from your position. An automated
speeder will arrive in a few minutes and transport Assuming that the characters detect and locate the
you to a safe location so we can discuss how to bomb, defusing it is a significant problem because of
handle the transfer of the gem. Well done!" the extremely short duration on the timer. If the PCs
attempt to disengage the bomb, they can successfully
disable it with a Hard ( 4 4 4 ) Mechanics or Cool
His response, should the PCs be inclined to ques- check. If they fail, they see the device ticking down to
tion it, is genuinely ecstatic. In his opinion, the char- "three, two one..." Assuming control of the airspeeder
acters have just made him fabulously wealthy, and he and forcing it toward a control vane or landing platform
intends to eliminate them very soon, ensuring that is much easier and requires only an Average ( 4 4 )
there are no remaining loose ends that can possibly Piloting (Planetary) check
tie the theft of the gem to him.
Once this is done, the Player Characters should

COUNTDOWN each make an Easy ( 4 ) Athletics or Coordination


check to safely hurl themselves free of the vehicle. If
TO DISASTER the PCs do not bring the speeder closer before vacat-
ing the premises, the difficulty increases to an Aver-
Arend is familiar with every aspect of the Jewel of age ( 4 4 ) Athletics or Coordination check as they
Yavin and knows that, as a corusca gem, it is virtually attempt to grab hold of something nearby. (The fall
indestructible by any conventional means of damage is equivalent to a short range fall as per the falling
available on the planet. The momentary delay for the rules on page 2 1 5 of the EDGE OF THE EMPIRE Core
speeder's arrival is only an excuse for his men to get Rulebook.) Whoever has possession of the jewel must
into position so that they can recover the gem after pass a Hard ( 4 4 4 ) Coordination check to keep
the PCs are killed in the imminent explosion. hold if it is not safely stowed in a backpack or other
secured container.
A few tense moments seem to stretch into hours, If the PCs fail to stop the explosion and do not make
and the periodic sound of alarm klaxons, almost it out of the speeder, fortune is still with them, because
certainly a result of some facet of your heist, only Arend has used a limited amount of explosives in his
make matters worse. Finally, a perfectly nonde- trap. On the one hand, he wants to make sure the
script droid-driven airspeeder drifts out of traffic wreck breaks up enough to make finding the gem rela-
patterns and drops down onto the platform where tively simple. On the other, he does not want to risk a
you've been anxiously waiting. The door opens large explosion casting the gem too far off or attracting
with a quiet hiss, and the interior beckons. Maybe too much attention with collateral damage. Should all
you'll get away with this after all. else fail, the characters fall victim to the explosion, but
might still be able to survive it. The blast itself deals 10
damage (which can be mitigated by soak), plus whatev-
Observant PCs might begin to piece together hints er falling damage they've incurred. Each effect (the ex-
of the impending double-cross. Minor electrical fluc- plosion and then the fall) can be reduced by using light
tuations in the speeder's automated systems should side Destiny Points to introduce narrative facts such as
be an immediate sign that something is amiss with the railings, lookout platforms, and the like to break their
speeder's electronics, and any indication of the sort fall (see Luck and Deus Ex Machina on page 2 8 in
should set off an alarm. the EDCE OF THE EMPIRE Core Rulebook).

ESCAPE TO THE CLOUDS


THE JEWEL OF YAVIN
TIME FOR A NEW PLAN
m oments before, the PCs had pulled off the heist of
a century and were about to become fabulously
wealthy, with no one the wiser. Now, they have be-
of this adventure), and the betrayal of Arend Shen
has placed them at odds with many groups that have
significant resources to use against them. It is a desper-
trayed or been betrayed and have few allies remain- ate position, and one that they cannot hope to endure
ing, with an unknown number of enemies rapidly clos- for long. The PCs likely come into conflict with one or
ing in around them. Even as the smoldering wreckage more of the following groups.
crashes down around them, the Player Characters are
soon attacked by four agents of Arend Shen on an air- SHEN'S NETWORK
speeder (see the profile for Shen's Goons, below), who
start out at medium range from the PCs. If the PCs did Arend Shen doesn't have an organization, per se. He
not report in to Arend at the expected time, his goons does, however, have a rather extensive network of
track them down quickly after they leave the museum ne'er-do-wells who have been forced out of the Cloud
all the same (regardless of whether Elaiza is with them). City administrative branches over the past few years
during the Baron Administrator's purge of internal
SHEN'S GOONS [MINION] corruption. These individuals have little to lose by
doing the occasional unpleasant bit of business for
Arend and often don't even know who they're working
for in the first place.
Unfortunately, most of them are far too well known
on Bespin for them to have been of use in procuring
the Jewel of Yavin, which is why the Pantoran brought
in outside agents to help with that part of his scheme.
Skills (group only): Brawl, Coercion, Gunnery, Now that the Player Characters are a financial liability,
Ranged (Heavy), Streetwise. these forgotten castaways are the perfect answer to his
Talents: Lethal Blows 1 ( + 1 0 to any Critical Injury predicament. Most of them have no idea what's really
rolls made against opponents). going on and are working for Arend solely because he
Abilities: None. has promised to expunge all their indiscretions from
Equipment: Blaster carbine (Ranged [Heavy]; Dam- the city's computer database. This alone is enough for
age 9; Critical 3; Range [Medium]; Stun setting), brass most, and although a few might figure out what's going
knuckles (Brawl; Damage 4; Critical 4; Range [En- on, these thugs lack the resources to handle a prize like
gaged]; Disorient 3), heavy clothing (+ 1 soak). a corusca gem. Even fewer are stupid enough to risk
taking it when it seems like every armed opponent in
ARROW-7 AIRSPEEDER, CUSTOMIZED the city is looking for it as well.

GRAYSON'S SECURITY FORCES

Grayson's private security force consists of profes-


sional men and women who pride themselves on their
excellent reputation and stellar track record. The theft
Vehicle Type/Model: Airspeeder/Civilian.
of the Jewel of Yavin is a blemish on both, and not
Manufacturer: Aratech Repulsor Company.
one that any of them takes lightly. Indeed, as private
Ship's Complement: One pilot.
security specialists, their pay is in jeopardy due to the
Encumbrance Capacity: 2 0 .
gem's theft, and so each and every one of them has
Passenger Capacity: 6.
a vested personal interest in making sure the Player
Cost/Rarity: 1 2,000 credits/2.
Characters are brought to justice. In Gantel's case,
Customization Hard Points: 2 his very life hangs by a thread, unless Grayson has
Weapons: Aft-Mounted Light Repeating Blaster (this been taken care of ahead of time. The Defel is also
weapon's profile uses personal scale, not planetary hot on their trail if they have not gotten him in on
scale; Fire Arc Aft; Damage 11; Critical 3; Range [Ex- their scheme. See his profile and the private security
treme]; Auto-Fire, Pierce 1). guards' profiles on page 7 8 of Episode II.

ENEMIES FROM ALL SIDES Grayson's guards' collective desire to regain the
gem is such that they don't hesitate to ignore Cloud
At this point, the PCs have virtually no allies (barring City rules and regulations if they believe that they can
any made through roleplaying in the earlier portions recover their objective.

ESCAPE TO THE CLOUDS


THE JEWEL O F Y A V I N
CAPTAIN SELIS AND T H E W I N G GUARD Talents: Adversary 2 (upgrade difficulty of all com-
bat checks against this target twice), Good Cop 2 (the
As soon as anyone or anything notices the Jewel of character may spend O O from a Charm or Nego-
Yavin is missing, or the alarm is raised at the museum, tiation check to upgrade the ability of a single ally's
the Wing Guard puts Captain Bialar Selis on the case. subsequent Social Interaction check against the same
target twice).
As a junior officer, Selis worked against the cor-
ruption in the Wing Guard to little avail. He was kept Abilities: Captain of the Wing Guard (may spend a
in the lowest ranks and given the most meaningless maneuver giving orders to other Wing Guard allies in
assignments. Somehow, Selis still kept his idealism medium range, granting them • on their next check).
and morale intact for years before Calrissian began Equipment: Relby-K23 blaster pistol (Ranged [Light];
making his changes, and since the corruption around Damage 6; Critical 3; Range [Medium]; Pierce 2,
him has been significantly pruned, his star has risen Stun setting, Superior), stun club (Melee; Damage 5;
within the guard. He currently holds the rank of cap- Range [Engaged]; Disorient 2), armored Wing Guard
tain, the highest rank still afforded the opportunity uniform (+ 1 defense, + 1 soak), comlink, magnacuffs

[4444
for regular work in the field, and has (breaking free of these restraints re-
declined further promotion quires a Daunting
on two occasions Coordination check)
keep that right. He
is an incredibly
tenacious
foe for any
criminal

and has
an excep- |
tionally high
success rate
in closing cases, SWEET
making him well
known and beloved by the
REVENGE
people of Cloud City. His quick The PCs might want to get back
appointment to investigate the theft of at Arend Shen for his role in betraying
the Jewel of Yavin spells a significant problem for the PCs. them, or they might simply abandon thoughts of
In addition to Captain Selis, the Game Master revenge and seek to safely escape Bespin with the
should reference the Wing Guard Officer and Ser- Jewel of Yavin in their custody. If the latter is the case,
geant profiles on pages 1 2 and 1 3. see the section Flight over Fight on page 9 2 . If
the characters are more interested in seeking revenge
CAPTAIN B I A L A R S E L I S [ N E M E S I S ] against Arend, however, then this section presents the
path to confronting their nemesis.

Arend Shen is a practical and thoughtful man, al-


most to the point of being pathological. His previous
meetings with the Player Characters were conducted
in falsified locations that have no actual connection to
him or anyone who works for him. Arend keeps a low
Skills: Coercion 2, Discipline 2, Leadership 3, Melee 2, profile in the criminal underworld, working only with a
Piloting (Planetary) 2, Ranged (Light) 4, Vigilance 3.

ESCAPE TO THE CLOUDS


THE JEWEL O F Y A V I N
The PCs may pursue any one of these leads in an at-
EXTENDED CAMPAIGN: tempt to locate Arend Shen, although his current loca-
GOING RESPECTABLE tion is not discernible through the mainframe, so they
must guess as to location to attempt first. If the PCs
I t's possible that the Player Characters might come up with a good rationale for why Arend should
I choose a rather unconventional path: trust- be somewhere, the GM should reward their hunches. If
ing in the authorities to put things right. This he wishes to decide randomly, the GM can determine
might happen either at the onset, with them whether the Pantoran is at a given location by rolling
going to the Wing Guard or even Baron Admin- a dlOO each time. At the first location, they find him
istrator Calrissian to explain what happened, on a result of 25 or lower. At the second location, they
or it could happen once they have (presum- find him on a result of 50 or lower. At the third loca-
ably) apprehended Arend Shen. Of course, the tion, they find him on a result of 7 5 or lower; at any
Pantoran is a rather influential man in certain subsequent location, they find him automatically.
circles, whereas the PCs are virtual unknowns.
The only thing they have that might make the
authorities believe their tale, even briefly, is the WITH FRIENDS LIKE THESE...
Jewel of Yavin, should they wish to turn it in.
I f the Player Characters haven't befriended
If the PCs pursue this route, Lando Calrissian
I Aris over the course of the adventure, she is
is willing to hear them out, though his primary
Arend's point person for ensuring the PCs are
concern is being able to handle the public rela-
eliminated. After all. the PCs are walking evi-
tions disaster of the jewel heist. If the PCs can
dence of her involvement, and if the PCs back-
convince him that they can help set things right
stabbed her and her father and deposited the
and repair Cloud City's now-tarnished reputa-
bid money into a separate account, that's her
tion as a high-class tourist destination, he is will-
share they stole. She and two groups of four
ing to pardon them for their crimes, though they
goons (see page 87) follow the PCs as they
also incur 5 points of Obligation: Favor each to
search for her father and pursue them into the
Lando, to be called in at a later date.
holo-park alongside Grayson's security forces
and the Bespin Wing guard (see page 12).
small pool of specific individuals with a background in
civil service and occasionally through Vorse Tabarith
ARIS SHEN [NEMESIS]
via Aris Shen. The one thing that Arend despises
above all else is a loose end that has not properly
been eliminated.
This is, in fact, the primary reason that he betrayed
the Player Characters; the value of the Jewel of Yavin is
such that they all could have been fabulously wealthy,
but the idea that the characters would be out there
in the galaxy somewhere with knowledge that he was
Skills: Charm 3, Cool 2. Deception 3, Knowl-
involved was completely unacceptable to him. Unfor-
edge (Underworld) 4, Negotiate 3, Perception
tunately for Arend, the exquisite care he has taken in
2, Ranged (Light) 3, Streetwise 4, Vigilance 1.
maintaining his legitimacy has made him much easier Talents: Adversary 1 (upgrade difficulty of all
to track through public records, and locating his hold- combat checks against this target once), Quick
ings will be much simpler than the PCs might expect. Draw (once per round, draw or holster a weap-
Accessing information about Arend's public and on or accessible item as an incidental), Natural
personal holdings is possible through any computer Charmer (once per session, may reroll any 1
connected to the Cloud City mainframe, which in- Charm or Deception check), Smooth Talker 2
cludes most public terminals. A PC who succeeds at (when making Charm checks, spend ($) to gain
an Average (4 • ) Computers or Streetwise check an additional # # ) .
learns that his holdings include: Abilities: Shadowport Savvy (when purchasing
legal or illegal goods, may reduce rarity by 1
• A private residence in the plaza district (page 90).
without any accompanying price increase).
• An office near Figg Hall (page 91). Equipment: Holdout blaster (Ranged |Light|;
• A building in the merchant district known as Port Damage 5; Critical 4; Range [Short]; Stun set-
Town (page 91). ting). Only during Episode III: IR-5 "Intimida-
tor" blaster pistol (Ranged [Light]; Damage 5;
• A private yacht registered to the upper levels, Critical 3; Range [Medium]; Auto-fire, Inaccu-
currently docked on the plaza level (page 91). rate 1), heavy clothing (+ 1 soak).
In addition to the determination of Shen's location, entertain when necessary, an elevated dining room
the GM must ascertain whether one of the groups with a spectacular view of the northern skyline, an
searching for the PCs manages to locate them, and extensive kitchen fitted for droid use (Arend doesn't
how often this might occur. Each time the PCs travel to trust others to handle his food), and four lavish bed-
a new location, one member of the party should make rooms with private baths. The door to the residence
a Hard ( ^ ^ ^ ) Deception, Stealth, or Streetwise is guarded at all times by three K4 security droids.
check to avoid their pursuers through misdirection,
If Arend is in his residence at the time the PCs drop
discretion, or shortcuts and back alleyways. On Y one by for a visit, he is in his private room, and the sitting
of the groups catch up (GM's choice), on Y with <§) <§) room is currently occupied by a half-dozen of his goons
two groups arrive, and Y with ^ means all three con- (see their profile on page 87). If he is not in, he has
verge on the PCs' location. If the PCs manage to evade positioned the same number of his men here in hopes
these groups entirely, they appear during the attempt that they might be able to eliminate his unfortunate
to leave the planet as described on page 9 4 . problem if the PCs happen to come knocking.

AREND SHEN [NEMESIS] K4 S E C U R I T Y DROID [RIVAL]

CUNNING M . WILLPQWCR M PRESENCE

Skills: Cool 4, Charm 4, Coercion 2, Deception 3,


Skills: Melee 2, Ranged (Light) 3, Vigilance 2.
Knowledge (Education) 5, Knowledge (Underworld) 4, Talents: None.
Negotiation 5, Perception 2, Ranged (Light) 2, Skul-
Abilities: Droid (does not need to breathe, eat, or
duggery 2, Streetwise 4. drink and can survive in vacuum or underwater.
Talents: Adversary 3 (upgrade difficulty of all com- Immune to poisons or toxins).
bat checks against this target three times), Nobody's Equipment: Built-in blaster pistol (Ranged [Light];
Fool 2 (upgrade difficulty of all Charm, Coercion, and Damage 6; Critical 3; Range [Medium]; Stun setting),
Deception checks targeting Arend twice), Resolve 1 security staff (Melee; Damage 4; Critical 2; Range [En-
(when suffering strain, reduce the amount suffered by gaged]; Defensive 1, Disorient 2, Pierce 2) armored
1 to a minimum of 1), Smooth Talker 2 (when making plating ( + 1 defense, + 1 soak).
Negotiation checks, Arend may spend to gain a d -
ditional & equal to his ranks in Smooth Talker).
Abilities: None.
Equipment: Disruptor pistol (Ranged [Light); Dam-
age 10; Critical 2; Range [Short]; Vicious 4), heavy
clothing (+ 1 soak), credit stick with 5,000 credits.

SHEN'S RESIDENCE

Arend Shen's personal residence is in a section ,


of Cloud City far from those normally seen by
tourists or the workers that keep the city in the
sky. The denizens of this city district are quite
wealthy and value their privacy. If the Player Char-
acters are able to maintain a low profile and avoid
bringing attention to themselves, they are at little
risk of detection by the residents. Unfortunately,
the residents pay a lot of taxes, and as a result the
Wing Guard has regular patrols in this region. Every
fifteen minutes that the PCs remain in the open in
this part of town, they must make another check as
described above to evade a group of Wing Guards.

Arend's residence is not one of the most opulent


in the city, but it is far beyond the means of ninety
percent of those who call Bespin home. It consists
of a foyer, a sunken sitting room where Arend can

ESCAPE TO THE CLOUDS


THE JEWEL O F Y A V I N
SHEN'S OFFICE SHEN'S YACHT, T H E VENTURE

Arend's offices in the government district are closed As Arend's yacht is rather famous in the plaza district,
for the night. Despite what the Player Characters the PCs might decide to investigate it in their search
might have been led to believe during their initial inter- for the treacherous businessman, or to steal it as a
actions with Arend, he actually has highly diversified getaway vehicle. Shen might be on board, prepping
holdings, and as such his office is fairly nondescript, for a getaway of his own, and it is docked by Cloud-
with minimal indications as to the sort of business be- scape Tours & Landing Pad P4 (see page 1 7).
ing conducted there. Shen's yacht, named the Venture, is modified for
The physical offices are not particularly lavish or both luxury and speed. Unlike the other holdings
appointed in a manner commensurate with Arend's Arend controls, there are no external security forces
wealth; the fact that they are in a free-standing build- other than the crew of the yacht itself, but if he is
ing is indication enough of the success of the business hiding here and the PCs attack, he reactivates the
itself. A modest waiting area at the entry welcomes transponders that he removed from the cloud car he
the unimportant, and several private conference "loaned" them for the Grand Prix, immediately alert-
rooms where more important guests can wait to meet ing the Wing Guard to the location of the yacht and
with their appointments are located just beyond. Ar- the altercation that likely ensues. One of the Wing
end himself has a large office with a sitting area and Guard's outer patrols, consisting of two flights of two
a private bar (which is where he is found relaxing if cloud cars, will arrive within ten minutes of any hostili-
the PCs discover him at this location). His office also ties beginning between the Player Characters and the
boasts emergency blast doors that can be sealed in yacht crew (of which there are three groups of three).
the event of an attack. There are two other large of-
fices (albeit not quite as large as Arend's) for his most
trusted subordinates, a half dozen lesser offices for
the mid-range executives, a section of cubicles for the
professionals who do the company's grunt work, and
a technical section for the computers and droids that
round out the office staff. Vehicle Type/Model: Yacht/Cowr/er-class.
Manufacturer: Nubia Star Drives, Incorporated.
In preparation for his gambit to seize the Jewel of Hyperdrive: Primary: Class 2, Backup: Class 14.
Yavin, Arend has spared no expense or detail. His Navicomputer: Yes.
company recently signed a contract with the same Sensor Range: Medium.
security force that was providing security for the gem- Crew: One pilot, one co-pilot, one engineer, five gun-
stone. It was an opportunity for Arend to learn more ners, eleven crew.
about their tactics as well as to provide an opportu- Encumbrance Capacity: 50.
nity to infiltrate their systems as much as possible. Passenger Capacity: 25.
Regardless, they are still on the job, although the bulk Consumables: One month.
of their force has been called away to aid in the search Cost/Rarity: 185,000 credits/5.
Customization Hard Points: 3.
for the Jewel of Yavin.
Weapons: Forward-mounted light blaster cannons
As a result, there are four members of Grayson's Se- (Fire Arc Forward; Damage 4; Critical Hit 4; Range
curity Force present on the premises at the time that [Close); Linked 1),
the PCs pay their visit (see the profile on page 78).
Starboard- or port-mounted light blaster cannons
SHEN'S SECONDARY BUSINESSES (Fire Arc Starboard or Port; Damage 4; Critical Hit 4;
Range [Close); Linked i ) .
These obscure Port Town holdings were eclipsed by his
YACHT C R E W [MINION]
other enterprises years ago and are as close to senti-
mentality as Arend allows himself, reminders of how he
started his business empire. They are a small strip of
shops in Port Town, where tourists frequently spend a
lot of money. In other words, they are one place where
Arend hopes no one would ever look for him.
Arend has ten of his men distributed along the
Skills (group only): Gunnery, Piloting (Space).
boardwalk in front of this region, watching out for any-
Talents: None.
one who might be looking for him. They have been
Abilities: None.
provided with visual representations of the Player
Equipment: Heavy blaster pistol (Ranged [Light];
Characters and are specifically on the lookout for
Damage 7; Critical 3; Range [Medium]; Stun setting),
them. Use the profile for Shen's Goons on page 87.
mechanics' coveralls (+ 1 soak).

ESCAPE TO THE CLOUDS


THE JEWEL O F YAVIN
FLIGHT OVER FIGHT
T he PCs' time on Cloud City likely resulted in their
alleged association with one crime or another, and
Captain Selis's first move is to ensure the PCs won't
be able to retreat from the starport and disappear
back into the city. With the Wing Guard covering all
leaving Bespin entirely might become appealing.
exits, the most direct option the characters have is
Given the level of scrutiny they are currently under,
to push deeper inside the starport. This puts them
the most obvious option for escaping the planet is to
in a bind when they hit the interior security check-
make it to Cloud City's enormous commercial star-
points. The only direct avenue from one end of the
port, either in hopes of retrieving their own ship, "bor-
starport to the other is to cross one of Cloud City's
rowing" another's, or purchasing passage off-planet
most memorable and celebrated features, the Grand
on some other vessel. The PCs might have arranged
Galaxy Holo-Park.
passage offworld through one of the bidders, or re-
quested that Aris (if she is working with them) ren-
dezvous with their ship at a later time. If the players
docked in Port Town, the GM should adapt the details
SMOKE AND HOLOGRAMS
to reflect the area's slightly shadier nature. The Grand Galaxy Holo-Park is one of the most ad-
vanced holographic systems in the entire sector. It
Cloud City's commercial starport is at once incred- uses a large empty space in the center of the starport,
ibly dangerous for the PCs due to the sheer amount of
where newly arriving travelers see it as they disembark
security and cameras present there at any given time
from the arrival gates and departing travelers keep it as
and also one of the safest places to lose themselves in
their last vivid memory of a splendid time on Bespin.
a crowd. In addition to its robust tourism trade, Cloud
City is also home to a large number of industrial in- The park rotates through a wide selection of well-
terests, the majority of them in business with tibanna known landscapes from other planets, rendering them
gas. Corporate representatives and industrial special- in amazing detail via three-dimensional, full-color
ists are not typically inclined to ride on the massive holograms complete with citizens, wildlife, vehicles,
barges that dock in the city's lower levels. Cloud City's and anything else natural to the environment being
starport is by far the busiest in the system, and one depicted. This creates an incredibly realistic image
of the busiest in the entire sector. It would normally that can easily convince travelers that they are, for
be a trifling task for the PCs to lose their pursuers in example, moving along the treetop walkways on the
this crowd of thousands. Unfortunately for them, their Wookiee homeworld of Kashyyyk instead of simply
enemies are ready. moving through a large room in Cloud City. The park
is also equipped with numerous motion-detecting sen-
All three groups searching for the PCs are carefully sors that change the holograms accordingly, creating
monitoring the starport, and it is inevitable that one of the illusion that guests can interact with and affect the
them will detect any attempt at departure. Which of landscape as they travel through. The holo-park is very
these groups finds them depends upon the needs of successful at making an impression on tourists but
an individual campaign, and the GM should select presents a unique and very dangerous environment
whichever one works best or is most dramatic. For the for a gunfight with the Wing Guard or other pursuers.
purposes of this section, it will be assumed that the
Wing Guard are the ones who first detect the PCs in Once the players enter the holo-park, the GM should
the starport. Their attempt to apprehend the PCs roll on Table 5—1: Holo-Park Planets to determine
alerts the other two groups, but even the most aggres- which of the planets' landscapes is featured initially.
sive thug in Arend's employ or the greediest member The landscape shifts at the end of the round every two
of Grayson's security force won't try to directly ob- rounds during structured gameplay or every two min-
struct the Wing Guard. The sterling reputation of Cap- utes of narrative gameplay.
tain Selis is such that no one particularly wants to at-
tract his attention, much less make an enemy of him. TABLE 3-1: HOLD-PARK PLANETS
dlQD Roll Landscape Result
The Cloud City starport is big enough that the mas- 1-23 Alderaan (page 93)
sive crowds give you hope that you might not be
24—47 Christophsis (page 93)
found. You have never been so painfully aware of
how many security cameras are in the average star- 47-71 Coruscant(page 94)
port, however, not to mention the legion of armed
72-95 Kashyyyk(page 94)
guards. You've barely even cleared the departures
gate when you hear someone shouting for you to The Wing Guard shut down the hologram
freeze. It's definitely going to be one of those days. 96-100 projectors, revealing the large room
underneath the illusions.

ESCAPE TO THE CLOUDS


THE JEWEL O F YAVIN
ALDERAAN CHRISTOPHSIS

Tall grasses waving gently in the breeze cover The images around you shimmer and morph, re-
rolling green hills, split by occasional winding placed with a strangely linear landscape. Tall,
rivers that spill from distant mountain peaks. It green crystalline spires fashioned into homes and
would be hard to imagine a more picturesque en- other buildings make up vast cities that stretch to-
vironment. Even the cities in the distance some- ward the deep blue skies. Exquisitely dressed citi-
how seem to be part of the world around them, zens with beautiful facial adornments walk serene-
and blend in organically without interrupting the ly though the carefully-lain streets, infusing the
natural beauty of the landscape. entire scene with a sense of calm and tranquility.

The holo-park still features the planet despite its Christophsis is not a particularly well-known world,
recent destruction, partly for nostalgic and memorial located as it is in the Outer Rim, it was chosen to be
reasons, but also for its symbolism of high culture and in the holo-park's rotation because of its unique and
Core world beauty. pleasant aesthetics rather than any other appeal.
• O A holographic thranta. one of the great manta- • O The shadow of one of the crystal spires crosses
like fliers native to the planet, sails by at a lei- over the opponent the character just attacked, and
surely pace. The repulsorlift platform within it the starport's lighting diminishes accordingly. The
allows the character, if he so desires, to hop opponent is cast into relative darkness, granting de-
aboard and gain the advantage of higher ground fense 1 due to cover for the next round.
for two rounds as he rides the thranta, adding •
• The character is able to shoot, hit, or other-
to all ranged attacks he makes.
wise shatter a crystal close to the target, spray-
• (^: The character is suddenly immersed in a mi- ing a shower of holographic crystal particles that
grating herd of nerfs, simple livestock animals staggers the target for one round.
that are completely oblivious to their surround-
• <§): The light of Christophsis's (holographic) sun
ing. This provides the character with cover, and
shines through one of the tall crystal spires and
allows him to make an Average ^ ) Stealth
pierces the dim light of the environment with a ray
check as a maneuver to slip away from the battle
that shines like a spotlight upon the character. Add
unnoticed.
a • to all combat checks targeting the character
• <§): An enemy's attack causes the character to until the end of his next turn.
lose his grip on his weapon, and it falls into the ho-
• ^ : The target immediately spends a free maneu-
lographic grasses. Although the weapon is close at
ver and dives for cover behind a large ornamental
hand, it is concealed by the holographic display, fountain, granting him defense 2 until he moves.
and therefore the character must either spend
a maneuver recovering his weapon on the next
round or suffer one strain to recover it instantly.
• ^ : The ground on which the character is
standing is victim to geothermal up-
heaval (which is one of the cover
stories that the Empire is cir-
culating after the planet's
destruction). The radica
shift in the ground is rep-
licated with the repul-
sorlift generators, and
the character suffers
two strain and loses
a maneuver.
CORUSCANT • <§>: A projected flock of red agr birds swoop down
suddenly and causes the character to drop what-
The familiar cityscape of Coruscant glitters into ever weapon he is wielding.
view. The shy is filled with orderly streams of air- • The rope bridge beneath the character's feet
speeders, almost infinite in their variety, traveling seems to sway in the wind, causing intense ver-
in every different direction, creating a net-like ap- tigo. The character must pass a Hard (^ • • )
pearance in the sky above the teeming metropolis. Discipline check or else suffer two strain and
The former headquarters of the Galactic Senate downgrade the dice pool of his next action once
visible in the distance, but even it pales to the mas- as he tries to keep his footing when his mind is
sive edifice known throughout the galaxy as the convinced it is swaying.
Imperial Palace, home to the Emperor Palpatine.
The firefight through the holo-park should be han-
dled as a chase scene that ends when the PCs put
In sharp contrast to the pastoral depiction of Alderaan, enough distance between them and from their pursu-
Coruscant depicts all that is sterile and empty about the ers (long range), after they have eliminated or scat-
Core, wrapped in a very sleek and stylish package. tered their enemies, or after a total of ten rounds.
• O: A speeder whizzes past the character's tar-
AFTER THE BATTLE
get, disorienting him for one round.
• The character is able to duck behind the flick- The fight with the Wing Guard, Arend's goons, and
ering outline of a building, increasing his ranged Grayson's security team leaves the characters with one
defense by 2 until he performs a move maneuver obvious avenue on which to proceed. The Guard has
to move back into sight. blocked all exits, and the characters are forced farther
into the starport in an attempt to escape their assault.
• <§>: A large transport suddenly descends in the
The initial attack is conducted with a relatively small
region where the character and his allies are cur-
number of guards (two minion groups of two Wing
rently standing. Their vision is obstructed by the
Guard officers and one sergeant), but more reinforce-
holographic ship as it descends upon them, add-
ments will be arriving momentarily. Escaping from the
ing • to any combat checks they make until they
starport becomes an increasingly daunting task.
spend a maneuver to move out of the way.
The best options for the Player Characters are to find
• The target vanishes into a throng of holo-
a new point of egress from the starport, either through
graphic people, making an opposed Stealth
maintenance crawlways, the sewer system, or some-
check versus the character's Perception as an
thing equally uncomfortable and unpleasant or to fol-
incidental. If successful, the character can no lon-
low their initial plan and push farther inward to take
ger see the target.
control of their ship. They might consider blasting their
way out of the starport, which is a distinct possibility,
KASHYYYK
but that would elevate their criminal status substan-
tially (add 10 points of Obligation: Criminal).
As the holograms flicker, you find yourselves on
Taking control of another starship is also a possibility
a hand-crafted wooden walkway connecting a
for the characters and perhaps one that is more palat-
network of massive trees. Below you is a precipi-
able to them than destroying part of a crowded com-
tous drop, what seems like hundreds of meters
mercial starport. This also results in an Imperial bounty,
down, before it ends in a lush green canopy that
but one of a much smaller nature and likely to be lim-
obscures any trace of soil that might exist below.
ited to the Outer Rim rather than the entire galaxy.
Normal security precautions are in place, meaning
Kashyyyk is a relatively well-known world, and while
that the characters must make a Hard (^ ^ ^ ) Com-
the subject of the Wookiees' plight is a taboo topic in
puters check to gain access to the ship. Further, the
the Empire, using images of the world for scenic pur-
lack of pre-flight warm-up procedures mean that the
poses is certainly acceptable.
characters upgrade the difficulty once on all Piloting
• O: The great leaves of the illusory wroshyr tree bil- (Space) checks they make during their getaway.
low in a non-existent breeze, concealing the charac-
Once airborne, at least a dozen Wing Guard cloud
ter and adding • worth of cover for the next round.
cars pursue, engaging the PCs' ship in squadrons of
• A large dragonfly-like creature flies up from four at a time. (See Vehicles and Minions on page
the forest floors and emerges from beside the 2 3 8 of the EDCE OF THE EMPIRE Core Rulebook). These
character's feet, fighting alongside the character ships are part of a multi-city task force that ensures
and rushing toward its target, adding & & to the the safety and security of installations like Cloud City
character's combat check. and other similar settlements on the planet.

ESCAPE TO THE CLOUDS


THE JEWEL O F Y A V I N
S T O R M IV C L O U D C A R BESPIN D E F E N S E FORCE PILOT [MINION]

Vehicle Type/Model: Cloud Car/Storm IV.


Manufacturer: Bespin Motors. Skills (group only): Cool, Gunnery, Piloting (Planetary).
Maximum Altitude: 100 kilometers. Talents: None
Sensor Range: Short. Abilities: None.
Crew: One pilot, one gunner. Equipment: Flight suit.
Encumbrance Capacity: 8.
Passenger Capacity: 0.
Cost/Rarity: 3 0 , 0 0 0 credits/5.
EPISODE III XP REWARDS
Customization Hard Points: 2 Standard experience point awards for Episode III:
Weapons: Forward-mounted light blaster cannons
(Fire Arc Forward; Damage 4; Critical Hit 4; Range • Successfully losingthe party's pursuers in the holo-
[Close]; Linked 1). park: 10XP
• Allying with Aris Shen: 5 XP
• Tracking down and defeating Arend Shen: 15 XP
• Defeating or evading the cloud car patrols: 5 XP
• Escaping Bespin with the Jewel of Yavin: 5 XP

EXTENDED CAMPAIGNS
T HE JEWEL OF YAVIN can end in a number of different
ways depending upon how the Player Characters
beyond his imprisonment and take vengeance. Arend
is a very unpleasant enemy to have, because his reach
dealt with Arend Shen, the various groups after them, extends to both legitimate and illegitimate enterpris-
and the Jewel of Yavin gemstone itself. Regardless of es. Some of the complications he can cause for the
the circumstances surrounding their departure from PCs include the following:
Bespin, it is entirely possible that the PCs have ac- • Arend could place a bounty on the head of one
quired additional Obligation as a result of this particu- or more PCs. As a wealthy private citizen in (pre-
lar adventure. Having a bounty placed on their heads sumably) good standing, this is a perfectly legal
is the most likely, but they might also incur debt t o option that can have tremendous ramifications
other individuals who helped them in their escape. for the characters.
Determining what happens after the events of the
• Arend could pull strings with his business contacts
adventure depends significantly on three questions:
and have the PCs' ship blacklisted in many reputable
spaceports throughout the Outer Rim, forcing them
DID AREND SHEN SURVIVE? to seek shelter in ever more expensive shadowports.

It is entirely possible that the PCs took lethal ven-


geance on the man who tried to entrap them to WHO HAS THE GEM?
commit an incredible act of larceny and then subse-
The corusca gem is an incredibly valuable item, but
quently attempted to kill them. Despite his pathologi-
one that's also very distinctive and difficult to sell. If
cal nature, Arend never considered the idea that he the PCs kept it for themselves, they will find that it is
might be killed, and if that occurred, he had no post-a difficult piece of merchandise to actually sell. Those
mortem contingency plans in place. wealthy and powerful enough to pay a suitable price
If he survived, of course, he considers the PCs a will be equally likely to simply try to take it. Those who
loose end and will never stop trying to find them and can offer a meager price (10,000 credits is probably
thus end the threat they post to his freedom. If he the most a simple fence can afford) will also probably
ended up incarcerated, his desire for revenge is all- try to kill the gem's keeper. The Jewel of Yavin is ex-
consuming, and he will make every sacrifice to reach tremely valuable, but it's a very heavy burden to bear.

ESCAPE TO THE CLOUDS


THE JEWEL O F Y A V I N
However, rather than trying to liquidate the gem for
cash, which is a difficult process at best, the Player
WORKING WITH THE WINDFALL
Characters could have the option to trade the jewel to
parties whom they owe Obligation. Depending upon
the nature of their Obligation, this might significantly I f the PCs managed to walk away from the ad-
venture with a significant amount of credits,
they jump to a higher level of play than before.
reduce the degree to which they owe their associates.
A wronged party might call off or at least reduce a Although there are a number of safeguards
bounty on their heads, a family Obligation might be against the PCs coming away with an inordi-
fulfilled by the value of the gem or other similar op- nate amount of cash (the jewel cannot be sold
tions. The gem should be worth at least 5 0 Obligation legally, and the slice job diverts the winning
to the right being, to be spread out among the party bid into one of Arend's accounts), they might
members as the players choose. still have tens of thousands of credits at their
disposal by the end. There are a few big cash
Another option is to reach out to the other bidders sinks available:
and see whether they're still interested in buying the
gem off the books. Provided it was not his bid that the • Paying off their old ship or purchasing
party siphoned into Arend's account, Kaltho is willing a new one. This allows the PCs to pay
to work out a deal with the PCs if they can follow him off Obligation related to their starship
back to Nar Shaddaa and win an audience. He has a or acquire a better one without hav-
starting offer of 5 0 , 0 0 0 credits, though he is quite the ing to acquire more Obligation.
savvy negotiator himself and does not budge to any-
one but the deftest dealer, Pos Podura, on the other • Purchasing a share in a "shipping enter-
hand, is a little harder to track down, but if the PCs prise" or otherwise investing in starting
can find him, he will pay 2 0 , 0 0 0 credits without so their own smuggling ring in their pre-
much as blinking. He immediately takes it to Shreya ferred pocket of the galaxy. This could
to proclaim his love, though at this point, that might include a permanent docking bay on
have unintended consequences. their planet or space station of choice
where they can store extra supplies or

WHO IS HUNTING WHOM? hide out when they need to stay off the
Imperials' radar for a while.
The manhunt for the Player Characters on Bespin will
not stop until the Wing Guard believes that they have responsible for its disappearance, the matter will be
the parties responsible for the theft. This means that if elevated, first to a sector-wide matter, and eventually
they realize that Arend Shen was involved and at what farther into the galaxy.
level, they are probably mollified, particularly if they
The easiest way to represent this is by the addition
recovered the gem or believe it was destroyed. If the
of 5 or more points each of a Bounty or Criminal Obli-
jewel is still missing, and especially if the authorities
gation. Bounty hunters will be promised considerable
at.Cloud City believe the Player Characters were solely
rewards for apprehending the characters in the hopes
that they will be able to return the gem. The Player
Characters will shortly find their lives extremely
complicated by both the successes
and failure of their esca-
pades on Bespin.
A long time ago in a galaxy far, far away....
Deep in the Outer Rim, the galaxy's elite gather on Cloud City to bid on the
dazzling corusca gem, the Jewel of Yavin. Yet, the rare gem's allure extends to
the city's underworld, which rapidly jockeys to claim the jewel as its own.
Scrape together a crew in Bespin's shadowports and hatch a plan to steal the
"unstealable" Jewel of Yavin. But beware who you trust and who you dare to
double-cross. With hundreds of thousands of credits at stake, it will take a first-
rate team to pull off the perfect caper and escape to the clouds.
This full-length adventure includes:
• A multi-part heist of a lifetime for both seasoned and starting characters.
• New and familiar adversaries and vehicles, from the famous Wing Guard
to the Courier-class star yacht, as well as all-new vehicle customizations.
• An in-depth gazetteer for Game Masters to run campaigns on Bespin's
Cloud City, detailing the Tourist District. Port Town, and Industrial levels.

9 781616"616809' 52995
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