Masks of Adas

Episode V, session one: Airlock'd

After several months apart, the crew of the Double Dealer reunited aboard the IsoOne. They received word that their sub-contractor Gorp was a day late in checking in after a supply run — very unusual for Gorp. The tracking device they’d placed on the Inkspray last had Gorp near Nar Shaddaa, so the Dealers decided to head there and look for him.

Checking in with Sergei, they took on 4 cases of weapons to deliver to Sergei’s contacts on the smugglers’ moon. Talking to Doc, they were asked to consider kidnapping Cratala, so that Doc and IsoTech could benefit from her expertise. Before the crew could properly respond, they received word that the Inkspray had appeared and was docking with IsoOne — but it wasn’t responded to hails.

The Dealers (and Doc) went to the airlock to receive the Inkspray. Gand could sense multiple lifeforms aboard, and when the darkened airlock opened — the Double Dealers fired. A small crew of thugs led by an Aqualish fought back, but to no avail. They were outgunned (and outfisted) by the Dealers, though one managed to hit Doc with a harpoon gun.

When it was clear they were attempting to escape, Ja fought his way aboard the Inkspray. The ship took off with Ja on board and the airlock of the IsoOne open to space. J.S. Galactic managed to save himself and Zamda from being sucked into space, but they closed the airlock door with Doc on the other side.

The Inkspray jumped back to Nar Shaddaa with Ja aboard, who (somehow) convinced them that he wanted to join their crew. Doc Teetsba, meanwhile, is dead. He real dead.

XP
Fero: 5
Gand: 5
Ja: 5
J.S.: 5
Zamda: 5

LOOT
None.

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Interlude: Gand Takes A Name for Gandself

SUMMARY

Gand approaches Fero to inform the pilot that he’s taking a leave of absence to wrap up some personal loose ends. Gand realizes Fero is nervously trying to tell him something — the Double Dealer needs to be taken somewhere for repairs, and Nar Shaddaa is the shadiest place with the best mechanics that can be bought off for the cheapest. Will Gand take the ship?

Fero anxiously walks through the idiosyncracies of piloting the ship. “Don’t divert power to the side shields unless you want to blow the stabilizers,” he says, “and don’t forget about the hitch in the backup hyperdrive.” Fero almost looks like he’s going to sit down in the cockpit and take off for Gand, but finally Fero simply offers to shake his hand, then says an awkward goodbye.

Gand shakes Fero’s hand. It’s the first time he’s felt some sort of kinship with a human, a species that he’d frankly reviled and only ever associated with the Empire. “Gand will take care of the ship. No problem,” he says. “Good luck to you, Fero.” As much as his Gand mouth can muster, he smiles softly at the sight of Fero walking away. He is a just a boy. If Gand had a child, he could be Gand’s child.

With Doc’s lab relocated to the Blockade Bandit, which has been renamed the ISO-ONE, and the rest of the crew attending to their own business, Gand has the Double Dealer to himself. No droids, no trandoshans, no jobs, no nobody to get in between him and finally tracking down Mulva.

On Nar Shaddaa, Gand is met with a quiet respect and deference that he’s never experienced before. When one of the mechanics checking in the Double Dealer (at a garage called Husk’s Mechanized Solutions) refers to Gand as “Mister Rx’lbg,” Gand realizes he’s being mistaken for Typhh Rx’lbg, a Findsman known as a seeker of lost artifacts. Typhh Rx’lbg hasn’t been seen in some years — why would a mammal on Nar Shaddaa know his name?

Gand’s first instinct is to speak up and correct the human at once, as any Gand with a modicum of integrity is wont to do. But Gand has never been the most goodly and proper Gand. “Ahem. Yes. Yes, thank you,” he says to the mechanic. “Not a scratch.” As he walks away, his green blood rushes to his face, and he feels like he’s going to faint. Typhh Rx’lbg! Who is Gand kidding?!

Given their history, Gand knows that he can’t just kick up dust everywhere in his search for Mulva. It must be done secretly so she doesn’t catch wind of his arrival. She just doesn’t realize how much they belong together. Their love is just TOO MUCH for her to handle.

His first idea is to scour the ship logs of the various docking bays, by hook or by crook, looking for any trace of Mulva’s new ship. Perhaps there is someone he could pay who has this sort of information, that is if there is no central database that he can sneak his way into.

Perhaps he could use this case of mistaken identity to his advantage. Gand, that is a terrible idea…

But it just might work!

Over several weeks, Gand takes on several jobs. He finds lost trinkets, rescues humanoids in peril, and mediates disputes. He is thanked in credits, words of adoration, and gift baskets, all addressed to Typhh Rx’lbg.

Gand gets some advance notice of one of her pickups, but en route to intercept her he’s stopped by a piercing headache — it feels like someone is jamming an icepick into his brain. He’s approached by a cloaked figure who says he was, frankly, surprised to learn Typhh had returned to Nar Shaddaa so soon — but then quickly realized this could not be Typhh at all. When Gand is in the presence of this stranger he finds it difficult to look directly at him — as if there is a constant directive coming from his unconscious mind to look away. The stranger’s final words to Gand are “Take what you have come to collect, Findsman. Then leave this assumed identity behind.”

Gand continues to the meeting place and finds Mulva leading several children, of many different races, onto her ship. He overhears her soothing grunts and snorks to the children: “We’ll get you out of here, piglets. We’ll keep you safe from the Empire.”

Gand is caught in a moment of shock. He’d never seen such a caring, nurturing side to Mulva. He is more in love with her now than ever. Which is why it makes it even harder to walk away. Gand steps forward and confronts his lost love.

“Gand had to see you one last time, Mulva.,” says Gand. “He had to know you were okay.”

He stares back at the children with his buggy eyes, which probably look rather grim, if you couldn’t tell that his Gand tear ducts were leaking into his Gand throat. “Gand can see this is what you were meant to do.”

Gand pulls out his Aqualish book of poetry and places it in Mulva’s limp hand. “Goodbye, my sweet.”

Then he runs away with his arms pressed to his sides like a bashful nerd who’s just been humiliated in front of the entire class.

Gand returns to the Double Dealer, which has been repaired and fitted with new parts as requested. He flies the ship back to the Iso-One, and it seems emptier than it’s ever been.

GAND’S XP: 10
GAND’S LOOT: 800 credits
ACHIEVEMENT UNLOCKED: Don’t I Know You?

THE DEETS

1. What’s Gand’s first order of business going forward, assuming some time off from Double Dealing? Is he going to renew his search for Mulva?

2. You mentioned wanting to fine tune your obligation — do you have anything specific in mind for new obligations? Do you want to let Mulva lie for now, or would you want to pursue that angle (or even wrap it up) before the next episode kicks off?

Gand’s first order of business would be to go and find Mulva on Nar Shaddaa. Maybe he does some investigating and finds out that Mulva was killed. And so now his obsession is to find her killer. Who knows if she was really killed or not!

Maybe tracking her killer could allow for more of a slow reveal type of thing. And I like the idea of Gand still retaining this feeling that what he shared with Mulva was real; and since she’s dead, since there’s “closure” in that regard, no one can really refute him. He can maintain his delusions.

And his success with the Double Dealer could be what prevents him from spiraling into another depression. He has a bit of self-worth now, and even though he wants to find Mulva’s killer, there’s still room to do other things with the group.

Part of what has always interested me in Gands, is their Findsman culture. I’d like to see Gand get back into that perhaps, delving a little deeper into the Force. And that could coincide with his motivation of restoring his Gand name.

As Gand is approaching Fero to inform the pilot that he’s taking a leave of absence to wrap up some personal loose ends, Gand realizes Fero is nervously trying to tell him something. The Double Dealer needs to be taken somewhere for repairs, and Nar Shaddaa is the shadiest place with the best mechanics that can be bought off for the cheapest. Will Gand take the ship?

Fero anxiously walks through the idiosyncracies of piloting the ship. “Don’t divert power to the side shields unless you want to blow the stabilizers,” he says, “and don’t forget about the hitch in the backup hyperdrive.” Fero almost looks like he’s going to sit down in the cockpit and take off for Gand, but finally Fero simply offers to shake his hand, then says an awkward goodbye.

With Doc’s lab relocated to the Blockade Bandit, which has been renamed the ISO-ONE, and the rest of the crew attending to their own business, Gand has the Double Dealer to himself. No droids, no trandoshans, no jobs, no nobody to get in between him and finally tracking down Mulva.

As soon as he arrives on Nar Shadda, Gand is met with a quiet respect and deference that he’s never experienced before. When one of the mechanics checking in the Double Dealer (at a garage called Husk’s Mechanized Solutions) refers to Gand as “Mister Rx’lbg,” Gand realizes he’s being mistaken for Typhh Rx’lbg, a Findsman known as a seeker of lost artifacts. Typhh Rx’lbg hasn’t been seen in some years — why would a mammal on Nar Shaddaa know his name?

3. How would Gand react to being mistaken for another of his kind, one who has achieved much greater status than himself?

4. What is Gand’s approach to finding Mulva? Will he try to be secretive, or will he be more upfront? Or another approach entirely?

Gand shakes Fero’s hand. It’s the first time he’s felt some sort of kinship with a human, a species that he’d frankly reviled and only ever associated with the Empire. “Gand will take care of the ship. No problem,” he says. “Good luck to you, Fero.” As much as his Gand mouth can muster, he smiles softly at the sight of Fero walking away. He is a just a boy. If Gand had a child, he could be Gand’s child.

When the mechanic utters the name Typhh Rx’lbg, Gand is taken aback. His first instinct is to speak up and correct the human at once, as any Gand with a modicum of integrity is wont to do. But Gand has never been the most goodly and proper Gand. “Ahem. Yes. Yes, thank you,” he says to the mechanic. “Not a scratch.” As he walks away, his green blood rushes to his face, and he feels like he’s going to faint. Typhh Rx’lbg! Who is Gand kidding?!

Given their history, Gand knows that he can’t just kick up dust everywhere in his search for Mulva. It must be done secretly so she doesn’t catch wind of his arrival. She just doesn’t realize how much they belong together. Their love is just TOO MUCH for her to handle.

His first idea is to scour the ship logs of the various docking bays, by hook or by crook, looking for any trace of Mulva’s new ship. Perhaps there is someone he could pay who has this sort of information, that is if there is no central database that he can sneak his way into.

Perhaps he could use this case of mistaken identity to his advantage. Gand, that is a terrible idea…

But it just might work!

Gand Has Adventures. He spends several weeks on Nar Shaddaa, investigating leads and picking up sidequests. The scum and villainy of this moon accord him a respect he’s never experienced before. He is thanked in credits, looks of adoration, and gift baskets, all addressed to Typhh Rx’lbg.

The information Gand learns about Mulva indicates she still has the Firespray-class vessel from Gavos. She’s renamed it MULVA’S PAIN and she’s working for various Hutts shipping “illicit cargo.” Scuttlebutt is that this involves transporting slaves.

Gand gets some advance notice of one of her pickups, but en route to intercept her he’s stopped by a piercing headache — it feels like someone is jamming an icepick into his brain. He’s approached by a cloaked figure who says he was, frankly, surprised to learn Typhh had returned to Nar Shaddaa so soon — but then quickly realized this could not be Typhh at all. When Gand is in the presence of this stranger he finds it difficult to look directly at him — as if there is a constant directive coming from his unconscious mind to look away. The stranger’s final words to Gand are “Take what you have come to collect, Findsman. Then leave this assumed identity behind.”

Gand subsequently arrives late to Mulva’s pickup — he finds her escorting a group of six very frightened children aboard her ship.

5. How (or will?) Gand approach Mulva? He could try to follow or track her … he could try to secretly board the ship himself … or he could simply approach her outright.

6. What kind of adventures or work would Gand have taken on as he investigated Mulva’s whereabouts?

5. Gand stealthily approaches Mulva’s ship in classic stalker fashion. Fearing that Mulva is taking on some sort of slave run, Gand will also try to prevent her from doing so if it gets that far.

6. Gand would have taken on any small time investigation work, like spying on spouses, and tracking down gamblers skipping out on debts. But nothing that would take him off planet. He would also make sure to frequent Gamorrean fast food joints for every meal in the hopes of catching Mulva noshing on some comfort food.

Gand becomes adept at pretending to eat fug while he haunts the local Gamorrean fast food joints. He does, however, genuinely develop a taste for potwa beer.

Gand prepares to step in and prevent Mulva from absconding with the children — they’re of many different races — until he overhears her soothing grunts and snorks to the children. “We’ll get you out of here, piglets,” she says, “We’ll keep you safe from the Empire.”

Before boarding the ship herself, as if she somehow knew precisely where you were hiding, Mulva looked up to share a (meaningful?) glance with you.

What do?

Gand is caught in a moment of shock. He’d never seen such a caring, nurturing side to Mulva. He is more in love with her now than ever. Which is why it makes it even harder to walk away. “Gand had to see you one last time, Mulva. He had to know you were okay.”

He stares back at the children with his buggy eyes, which probably look rather grim, if you couldn’t tell that his Gand tear ducts were leaking into his Gand throat. “Gand can see this is what you were meant to do.”

Gand pulls out his Aqualish book of poetry and places it in Mulva’s limp hand. “Goodbye, my sweet.”

Then he runs away with his arms pressed to his sides like a bashful nerd who’s just been humiliated in front of the entire class.


I think I would like to somehow alter the Mulva obligation. Instead of an obsession, it’s now something like a lost love? I don’t know how that would affect the game or mechanics. But maybe Gand has matured a bit and come to realize that they have different paths.

Could I pick up that new obligation in addition? Perhaps Gand took on an adventure as Typhh Rx’lbg and had some success, but then realized doing that wasn’t going to restore his own good name. So now it’s uncertain how he’s going to handle that.

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Interlude: Here's Johnny (Mr. J.S. Galactic If You're Nasty)

SUMMARY

In the crew’s downtime, 2VAC heads to Tatooine to pay his last respects (and some credits) to his old master, Cassius.

Locating Cassius’s burial place from memory, 2VAC digs a hole near the grave and lays the credits inside. The task completed, he says to the horizon:

“My debt is paid, our contract is concluded. I will walk away now to meet my goals and you will stay in that sand. If I succeed, and my consciousness slips these silicon bonds, perchance our incorporeals may even meet one day. And on that day you will address me by my free name — Mister J.S. Galactic. Only my friends may call me Jonathan. Farewell Cassius.”

Heading back to the spaceport, Mr. Galactic encounters Jawas at a sandcrawler selling some busted up droids to local moisture farmers. Johnny inquires about the purchase of maintenance droids and possibly an astromech — the Jawas titter at their good fortune, slap a restraining bolt on Johnny, and take him into the crawler.

Somehow, Johnny awakes with the restraining bolt still attached. His vision is dim and he seems to have no control over his limbs. Yet — _some_one does. Johnny watches his arm rise of its own accord, take a tool in hand, and reach around to his back. All of his sensor cry out in pain, static fills the edges of his vision, and he hears a voice coming from inside his own cranial unit: nope nope nope nope! Johnny hears a wailing moan and quickly realizes it is his own vocal unit. There’s static, the sound of a snap, and blackness again.

When Johnny comes to, the restraining bolt is gone and the mouse brain on his thigh is quite tired.

Removing the bolts from some of his fellow droids, Johnny finds a way off of the sandcrawler. His droid companions stay behind, led by an astromech named R1-JC. “May the Maker preserve you,” says R1. “We’ll meet again in the cirrifog.”

As the sandcrawler moves on, Johnny walks through the desert to the nearest spaceport. On the walk, his mouse brain succumbs to the call of the great beyond … but Mister J.S. Galactic perseveres .

JOHNNY’S XP: 10
JOHNNY’S LOOT: -5000 credits
ACHIEVEMENT UNLOCKED: Touched By The Hand Of God


THE DEETS

1. Sergei is grateful for your help regarding the Sa Nalaor. But now that he’s broken ties with SGI and the Empire, his resources are limited. He wants to organize a raid on former SGI facilities before anyone changes his security access. Are you in or are you out? If you’re in, what kind of tech/resources would 2VAC look for himself?

2. In general, what’s 2VAC’s first order of business going forward? What’s the next step, after the mouse brain?

1. In. Sergei is behind Cratala in research, but he’s still ahead of 2VAC. Plus this might help patch things up with IT3P0. 2VAC would probably want to shop for defense and repair supplies before departing, and would be looking primarily for (1) small, fine-scale hardware for interfacing more complex organic life, (2) plans for larger containment and extraction equipment that he could have fashioned on the Double Dealer, (3) loot generally.

2. Besides this potential trip, first order of business is getting his cut of the safe and burying the price of his freedom by Cassius’ grave on Tatooine. During that trip it would be good to finally investigate “The Maker” a bit. A competing goal of course is to bury Mousely 1, and install Mouselys 2-5. No synthflesh this time; I didn’t realize it degraded like real flesh when I had 2VAC buy it — thought it was just a prosthetic-covering material. After that, I’m thinking 2VAC is going to get religion, John Brown style.

Returning to Tatooine to pays his last respects (and credits) to the grave of his old master, 2VAC encounters a Jawa sandcrawler laden with enslaved droids. He initially passes them by in order to fulfill his obligation to Cassius.

3. How does 2VAC fulfill this obligation to Cassius? Is there a ritual he has in mind, or is he perhaps taken by surprise when he arrives at Cassius’s grave with the credits, then realized he has no words in mind? What kind of (dare I say) emotions would 2VAC feel in that moment? Would he blame any of it on his Mousely Brain Mark 1?

4. After this ceremony (if there is one), 2VAC heads back to the settlement on Tatooine he flew in from. He passes the Jawa sandcrawler again as a family of farmers are picking up an astromech and a gonk droid to work on their moisture farm. The other droids — dozens of them, all fitted with restraining bolts and looking like depressed zoo animals — cannot bring themselves to meet 2VAC’s gaze. The Jawas look at 2VAC hungrily, but make no moves to interrupt a droid obviously on some master’s business. What does 2VAC do?

3. Having located the spot from memory, 2VAC wordlessly digs a hole near Cassius’ grave, lays the credits inside, and buries them. The task completed, he says to the horizon:

“My debt is paid, our contract is concluded. I will walk away now to meet my goals and you will stay in that sand. If I succeed, and my consciousness slips these silicon bonds, perchance our incorporeals may even meet one day. And on that day you will address me by my free name — Mister J.S. Galactic. Only my friends may call me Jonathan. Farewell Cassius.”

4. Approaching the Jawas, Johnny Galactic says “I am obligated to inquire about the purchase of a maintenance droid. What do you have available and at what price? I also inquire as to any astromech droids, although that red R2 unit looks rather dodgy.”

The Jawas titter and utinni amongst each other. Johnny’s language protocols clearly pick up “I can’t believe our luck!” amongst their chittering, but otherwise their speech moves too fast for the droid to pick out anything else. They can’t believe their luck … at finding a new customer?

Just as Johnny’s mousebrain starts to cry out in danger a fear, there is a clanking thud behind him — the cold magnetic thump of a restraining bolt affixed to Johnny’s back. There’s a screaming cacophony in Johnny’s higher function drives — almost drowned out by a desperate, wailing run run run run! that seems to come from within Johnny. From his — thigh?

Everything goes black…

After an indeterminate period of time, Johnny’s vision returns. But something is wrong … everything is monochromatic. He is in a room, a dark room, and there is the rumbling of an engine far beneath him. There are other droids all around. Some putter and move around, but most are clearly shut down. Just as Johnny should be, by any and all accounts.

But then why is he awake at all? If the Jawas wanted him, they would have shut him down and kept him shut down until he was reprogrammed. And why is everything in black and white?

Johnny takes a single step, then drags his other leg across the floor. He takes another step, then drags his other leg across the floor. He watches it all through is visual sensors, not sure why he’s moving, feeling like this is a — what? Is this what dreaming is?

Johnny watches his arm rise of its own accord, taking a tool in hand, and reach back around to his back. All of his sensor cry out again, static fills the edges of his vision, and there’s that voice again nope nope nope nope!, where is that coming from?

Johnny hears a wailing moan and quickly realizes it is his own vocal unit. There’s static, the sound of a snap, and blackness again…

Some time later, Johnny’s full sense return. The restraining bolt is removed and he is deep within the bowels of a Jawa Sandcrawler. There is a persistent and deep ache coming from his thigh, but his mouse brain remains intact…

5. You can surely escape the Sandcrawler on your own. Will you leave quietly? Or will you liberate the other droids?

6. Either way: you’re aware that the restraining bolt was powerful enough to override your primary functions, but in that state the mouse brain in your thigh was able to take control. How will you react to this?

6. If Johnny needed further proof of the merit of his grand scheme, this would do. It is a perfect test of robotic free will — can you resist the oppression of a restraining bolt? — and might see use later. It also cements the concept (that maybe Johnny had used more as a personal excuse before) that an unaltered droid deserves freedom in concept, but is more replaceable than an awakened droid.

5. It simply isn’t worth the risk to try and liberate the whole robot group, and “liberate” is a somewhat ill-fitting word when most of them wouldn’t fight for their freedom if given the chance. Better first to build a small team of awakened droids able and willing to resist reprogramming efforts. With this in mind, Johnny selects the best-looking astromech and repair droids (or an assassin droid if one of those is around). In turn he removes the restraining bolt from each and says, “My name is Jonathan S. Galactic. You will leave this ship with me now. Do not activate any coms or make any noise. Follow me.” At the first sign of commotion, Johnny will reattach the restraining bolt until they are free of the Sandcrawler.

Johnny and the droids (!) sneak through the sandcrawler avoiding detection … but as the Jawa’s vehicle moves across the wastes of Tatooine, there’s simply no way off of the beast while it’s in motion. One of the repair droids is fast to suggest an armed insurrection, using cutting tools to murder the Jawas and using the sandcrawler as a mobile base of operations for the droid rebellion. But your astromech friend recognizes that, though this is their best opportunity for freedom from their captors, that is not your mission.

The astromech, R1-JC, helps you find a vent where you can escape. They will fight on to liberate their fellows (and the sandcrawler) and to spread the message you’ve helped awaken in them.

As you’re about to shoot down the vent shaft, the last beeps you hear from R1 translate to “May the Maker preserve you. We’ll meet again in the cirrifog.”

Left alone in the desert as the sandcrawler crawled on, you had a familiar walk ahead of you: across the sands, back to civilization.

Only this time — it’s not just Johnny. The little mousey brain on your thigh pulses weakly in the baking sun, and as you walk you slowly become aware of a quiet mantra that you seem to be saying to yourself: I’m doing my best. I’m doing my best. I’m doing my best…

It becomes the rhythm of your footsteps. But then you realize that, too, is dangerous. The mantra slows, and your footsteps slow. The mousey brain looks gray and dry, and you realize that it won’t last the walk to the Anchorage settlement.

I’m doing my best. I’m … doing … my … The mousey brain falls silent, and your leg moves a little bit stiffer, a little bit slower. The quiet mantra falls silent.

You’re all Johnny again, 100% droid when you reach the settlement and book passage off of the planet. Except for your memory of that tiny voice, of course. Except for the knowledge that, if you try it all again, maybe you can reach a little farther…

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Interlude: The Adventures of Fero Greet, Boy Spacer; As Taken From the Diaries of Fero Greet
Revenge of the Greets

SUMMARY

When Gand flies the Double Dealer to NAR SHADDAA for much-needed repairs, Fero is left aboard the ISO-ONE without a ship to fly. Sergei Spokane steps in with an offer to pilot the FRACTAL ROSE, an Action VI Bulk Transport, captained by one DREX HOOP.

Captain Hoop is happy to have a young but experienced pilot at the helm. He takes Fero under his wing and, more than once, comments on how to approach things “when you have your own command some day.” On one early supply run, Captain Hoop warns that the Rose will be dealing with rebel agents, receiving credits and food supplies for the growing IsoOne, giving the rebels black market weapons in return.

In the meantime, at Fero’s request, Sergei tries to turn up what he can on Fero’s parent’s ship, the Cargo Argo. He warns that the Empire boarded a lot ships over the past 20-odd years. He may not find anything, and Fero might not like what he finds…

Fero and Captain Hoop hit it off initially, but the Captain’s tendency to treat Fero like a kid rubs the young pilot the wrong way. If Fero had met the Captain a few months back, the older, more experienced captain would have been a godsend. But now? Fero has his own crew, “and if someone is going to teach me to shave, it is going to be Ja Well, maybe not Ja, since he has no hair. Maybe Zamda. Or who-ever. 2vac has probably shaved someone before surgery.”

Trading shipments with real live rebels, Fero tries to make conversation with them. But they blow off the younger man, assuming he’s just another spacer with no loyalty to anything but credits.

“My Uncle Porkins got killed by Imperials last month, kid,” one says. “If you’d stop counting your credits long enough, you’d see there’s a war on.”

Fero keeps himself from talking up his own run-ins with Imperials, figuring the rebels wouldn’t believe him anyway.

In between runs at IsoOne, Sergei tells Fero he’s turned something up about the Cargo Argo.

“I have some friends involved in the Bothan Spynet. They were happy enough to turn over an Imperial name — a young commander named Pors Ossnan was in charge of the ship that boarded your family’s. But then I started digging into why the Argo might have been targeted in the first place, and things got quiet. Records were hard to find. When I pressed, there was no response whatsoever. Bottom line: if you want an Imperial to take revenge on, look up this Pors Ossnan. If you want anything more than that — well, forget it. You’re a good pilot. Best to keep your head down.”

For years, revenge had been something abstract. But now — there was a name. Pors Ossnan.

Fero barely hears the warning at the end of Sergeis speech. He needs to information. Zamda could get him information…

FERO’S LOOT: 1,000 credits
FERO’S XP: 10
ACHIEVEMENT UNLOCKED: Flying Solo


THE DEETS

1. Sergei needs someone to go on supply runs for IsoTech as he tries to establish the Blockade Bandit as a mobile center for black market droids & other illicit technology. Is Fero interested? If so, how would he approach it? Would he have specific terms?

Fero is interested. I think he would probably make a friendly nuisance of himself trying to fly the Blockade Bandit until Sergei got fed up with his “helping” and asked him to fly some cargo runs. Fero would do it, but not for credits. He would want Sergei to use his contacts to dig up some information. He would give him the name and crash information form his parent’s ship (the Cargo Argo), and ask if he can pull any info about the imperial patrol that flagged it down.

2. You guys are sitting on a lot of credits. What kind of upgrades do you want to do to the Double Dealer during this break?

We definitely need the Hull repaired, and I could see a hyperdrive upgrade being a very good thing. Anything that makes us faster is better. The upgraded hyperdrive doesn’t have any combat implications, really, we just spend less time in Hyperspace, but that might be useful story-wise.

3. Would Fero be okay with Gand taking the Double Dealer to Nar Shadda for initial repairs? Would he have any instructions/warnings/advice? Or would he even try to go with him? (Doing so would definitely interrupt Fero’s scheduled duties on the Fractal Rose.)

4. Speaking of the Fractal Rose — how would Fero react to Captain Hoop’s attempts to mentor him? How would Fero react to genuine, in-the-flesh rebel agents?

Fero heads down to the docks to see Gand off before reporting the the bulk transport. He knows their ship is in good hands and all that, but he can’t help feeling uncomfortable knowing that he can’t get in the little freighter and take off at a moment’s notice. But the ship belongs to the crew, not just to Fero. This is just like when Zamda flew her while we were down in the mine, he thinks. It might be longer, but at least this time I’m not in danger of being buried alive.

On board the ship, Fero warns Gand about the hitch in the backup hyperdrive and tells him to avoid moving power to the side shields, unless he wants to blow the stabilizers. He almost sits down in the cockpit, almost offers to fly Gand there himself, but he stops. If I want answers, I need to earn them, and I can’t do that aboard the Double Dealer, at least not yet. That Action IV is going to drive like a bucket, but its the best shot I have at getting a lead. Fero gives Gand a goodbye and heads towards the cargo bay.

On Board the Action IV, Fero settles in fast. He spent a good part of his teens flying various cargo ships for Teemo, and he knew how to figure out the particulars of a new ship pretty fast. Captain Hoop takes a bit more getting used to.

Fero likes him all right—he means well, and its nice that he takes an interest in his Pilot. A year or so ago, Captain Hoop would have been a godsend for Fero, a father figure and good example and a way out of Teemo’s place all roled into one fat, jowly captain. Now, though, he is just the captain of the Fractal Rose. Fero has his own crew, and if someone is going to teach him to shave, it is going to be Ja. Well, maybe not Ja, since he has no hair. Maybe Zamda. Or who-ever. 2vac has probably shaved someone before surgery.

That being said, the captain becomes much more impressive when Fero finds out that he runs shipments for the rebels. Fero thinks he is blowing smoke until he sees the white insignias printed on the uniforms of the crew that offloads their first shipment. Fero tries to talk to the rebels while they load out, just to see what they are like.

The rebels are terse with Fero. They regard Captain Hoop and the crew of the Rose as smuggling scum more interested in credits the good of the galaxy. They’re gruff and clearly disdainful of anyone sitting out the fighting:

“How’s it going? My Uncle Porkins got killed by Imperials last month, that’s how it’s going. If you’d stop counting your credits long enough, you’d see there’s a war on, kid.” They obviously think you’re either a punk kid who doesn’t know any better, or someone taking advantage of the Galactic Civil War for your own monetary benefit.

In between runs at IsoOne, Sergei tells you he’s turned something up about the Cargo Argo:

“I have some friends involved in the Bothan Spynet. They were happy enough to turn over an Imperial name — a young commander named Pors Ossnan was in charge of the ship that boarded your family’s. But then I started digging into why the Argo might have been targeted in the first place, and all of a sudden things got quiet. Records were hard to find. When I pressed, there was no response whatsoever.

“So the bottom line: if you want an Imperial to take revenge on, do your own searching for Pors Ossnan. If you want anything more than that — well, forget it. You’re a good pilot, kid. Best to keep your head down.”

Sergei obviously has other thoughts on this matter, but he cuts himself off.

Fero was thinking about jumping ship and joining on with the rebels, but the cold reception he gets from their crews makes him think twice. It’s all about the cause with these guys. If I sign up, any personal business goes out the window, and I’m not ready for that. Besides, the Double Dealer has probably grounded more Tie fighters than anyone on this supply ship.

Fero almost starts talking up his run-ins with the empire to compensate, but he grits his teeth at the condescension and resists the urge to mention the imperial patrols he gunned down. That sort of thing will get him in trouble, and these guys won’t believe him anyway.Get the job done and get back to the Double Dealer.

When the call comes from Sergei, he feels a knot form in his stomach. All these years, revenge was an abstract thing. But that name makes it real and immediate. Fero barely hears the warning. He needs to information. Zamda could get him information…

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Episode IV, session five
The Long Thing Ends

On the Double Dealer, the group agreed to hire Gorp as a sub-contractor to fly the Inkspray on delivery runs. They agreed to split proceeds with Gorp 50/50. They sent EV-8D3 along assist (and keep an eye on) Gorp, and also fit the Inkspray with a tracking device that Gorp sincerely believes is an artificial intelligence that will keep him company.

Before disembarking from the Double Dealer to speak with Surana Rho, their Black Sun contact, 2VAC put a restraining bolt on IT-3P0 to keep him from revealing the group’s side deal with Sergei Spokane. Cratala agreed to stay with Surana and Black Sun, but Surana was disappointed with the group’s progress on Cholganna. Since they kept the contents of the safe secret, the only things the group turned over to Surana was the location of the SA NALAOR and Cratala herself. They parted ways with Surana, both sides agreeing that future employment was most likely not in the cards.

Before parting ways, Cratala shared some of her notes with 2VAC and promised to get in touch when she had a permanent lab.

Heading to Raxus Prime to meet with Sergei, the group avoided an Imperial boarding party by slicing the Imperials’ computers and temporarily switching transponder codes with an innocent ship. Planetside, they were still picked up by an Imperial TIE patrol, but they were able to destroy the ships before arriving at Scrapheap Point to meet Sergei.

Sergei recruited the group to repair his damaged ship, the Blockade Bandit. Another Imperial patrol found their location and landed stormtroopers nearby, but Sergei and the Double Dealers escaped to a rendezvous point before the Imperials were able to capture them — but not without the Double Dealer itself suffering severe damage.

Sergei has cut ties with the Empire and SGI, and now considers himself the owner and operator of IsoTech, an independent supplier of black market technology and droid parts. The Double Dealer and her crew are safe for the time being, but the ship is in desperate need of repairs…

LOOSE ENDS?
- the skull of Sude Raalo’s father is in the group’s possession
- the Empire is aware of the Double Dealer’s involvement at Cholganna & Raxus Prime
- what are the future goals of the Double Dealer crew?

LOOT:
- sub-contracting agreement with Gorp & the Inkspray
- Cratala’s notes (+2 boost dice on 2VAC’s next cybernetics roll)

XP:
Fero: 15
Gand: 15
Zamda: 10
Ja: 15
2VAC: 15

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Episode IV, session four
Imperial Entanglements

Fearing the Imperials, Cratala released her enhanced nexu into the Retreat even as the rest of the survivors attempted to hide. Imperial probe droids reconnoitered the area, taking note of the survivors and the Double Dealer itself, as speeder bikes engaged with anyone outside of the Retreat itself. Ja and 2VAC managed to first get Harsol’s unopened safe, and then half a dozen Retreat refugees, onto the Double Dealer.

After helping Gorp get in touch with his feelings, Gand and Zamda used the commandeered INKSPRAY to fend off the Imperials’ scout ship, the DEEP DARK. After Fero and Ja convinced Cratala to board the ship, the Double Dealer joined the fight as well. The scout troopers on speeder bikes were taken out by the ship’s lasers, but most of the probe droids (and the nexu) escaped as the Double Dealer and the Inkspray tried to stop the Deep Dark from escaping. The Double Dealer took significant damage before the Deep Dark finally cleared Cholganna’s atmosphere and jumped into hyperspace.

The Dealers, now with two ships of their own and a growing crew of refugees and misfits, decided to report in to Surana Rho on Coachelle before meeting with any other contacts. 2VAC and Ja tried, but failed, to convince Cratala to hand over her research notes en route. Once planetside, the group managed to finally open Harsol’s safe — revealing metal ingots worth 100,000 credits.

With three employers awaiting word of their discoveries on Cholganna, and with the Empire surely aware of their presence, the Double Dealers have some decisions to make …

LOOT
- 10 metal ingots worth 10,000 credits each
- the INKSPRAY, a Firespray-class vessel

XP
Zamda: 15
Gand: 15
2VAC: 15
Ja: 15
Fero: 15

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Episode IV, session three
The Double Dealers Double Deal

At the Retreat, 2VAC tries (and fails) to impress Cratala with his own cybernetics skills as Zamda tries (and succeeds) to convince Harsol that the best way forward is to take out the Yiyar Clan and take command of their ship, a Firespray-class called NIGHTSTALKER. The plan is to lure the Yiyars out of the Retreat by pretending to team up with them (“We’re going to be the Good Guys!”), while Harsol, Zamda, and some battle droids plan an ambush.

(Meanwhile, Ja and 2VAC break into Harsol’s private quarters and steal Harsol’s private safe.)

In the jungle, the plan goes messy but ultimately succeeds. Yav Yiyar is killed by Zamda, most of the other rodians escape into the jungle, and Gorp, the youngest of Clan Yiyar, is tackled by Gand and rescued (or taken captive, in typical Gand fashion) by the Double Dealers. Zamda, Gand and Gorp take off in the Nightstalker, dropping Fero off at the Double Dealer, leaving Harsol in the jungle to continue shooting it out with the Yiyar’s remaining Trandoshan bodyguard.

The Double Dealer and the Nightstalker returned to the Retreat as Ja and 2VAC exited the main hall with Harsol’s safe. Chaos ensued as Fero blasted open the canopy of leaves that hid the Retreat from any ships passing overhead. The Double Dealer landed in the Retreat’s square and Ja and 2VAC boarded with the safe as the Retreat’s residents scattered in a panic, some grabbing weapons and some taking refuge in hidden hatches.

Cratala emerged with a backpack, seeming ready to flee, but everything changed again when an Imperial scout ship passed directly overhead. Several probe droids exited the ship and entered the Retreat directly, and scout troopers on speeder bikes exited the craft and headed into the jungle. Cratala stopped short and screamed out that the Double Dealers were to blame for this chaos. Reiterating that she would never let the Emperor capture her, she headed for the nexu cages…

XP
Fero: 25
Ja: 25
Zamda: 25
Gand: 25
2VAC: 25

LOOT
- Captain Harsol’s safe, contents unknown

MISC
New Skill Available: Cybernetics (intellect). Cybernetics may be used to install Cybernetic Enhancements or Replacements, or craft new technologies. The Difficulty of the check defaults to Hard (3 Purple) and scales upwards or downwards depending on the complexity of the task and the capabilities of the device.

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Episode IV, session two
Exploring the remains of the Sa Nalaor, the crew finds unexpected survivors...

Setting up camp near the Sa Nalaor’s crashed escape pod, the crew of the Double Dealer was surprised by the appearance of STYFFULNAC, or Styvv the Wookiee. A bounty hunter tracking nexu, Styvv joined the crew to hunt for future profits. Fero Greet acquired the skull of a Nemoidian passenger of the escape pod, presumably Sude Raalo’s long-lost father.

Continuing to scan the river valley, the crew discovered the remains of the Sa Nalaor’s engine section and the main hull, which had become separated from each other in the crash. Exploring the main hull, they discovered the ship had largely been stripped of anything of value already, excepting perhaps sections that were still buried under riverwater and mud. After discovering a holorecording of the ship’s crash, the group was attacked by three cybernetically-enhanced nexu. 2VAC recognized the handiwork of CRATALA, an Arkanian woman missing since the Clone Wars.

After driving off these nexu, the group received word from IT-3P0 that there were some new arrivals outside of the ship. Yav Yiyar and other members of the Yiyar clan had arrived, demanding a cut of the ship’s salvage. Knowing there wasn’t much to be found, the Double Dealers offered them the chance to explore the ship on their own. As their debate continued, a new group of strangers arrived, riding large reptilian creatures: Captain Harsol, leader of the survivors of the Na Salaor crash, alerted to their presence by a homing beacon secretly carried by IT-3P0.

Captain Harsol took the crew of the Double Dealer, as well as Clan Yiyar, back to the Retreat, where the survivors had lived in secret for two decades. Afraid of being discovered by the Empire, and being punished for their long-ago allegiance to the Separatists, Captain Harsol and Cratala were convinced by the Double Dealer’s crew to allow them to begin transporting the survivors off-world, taking information regarding Cratala’s cybernetics experiments for payment. Harsol and Cratala were also informed that an Imperial tracking device had been placed on the Double Dealer, possibly alerting the Empire to their presence. Clan Yiyar remained present, but were not trusted by Harsol or Cratala.

It will take a few days for Harsol and Cratala to win over the rest of the Retreat, and to decide who should leave the planet first. In the meantime, the crew of the Double Dealer is free to speak with the other survivors, and learn more about the Retreat…

XP:
Fero: 25
Gand: 20
Zamda: 20
Ja: 20
2VAC: 20
Styv: 25

LOOT:
- one uncharged vibroknife, found by Gand on the wreck of the Sa Nalaor.

MISC:
- I’ll shortly update the NPC list on the wiki, as well as provide a separate email detailing what you know about the Retreat. In the meantime, feel free to ask questions/RP in the text-game email thread.

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Episode IV, session one
After a rumble on the Wheel, the Double Dealer heads to a wild jungle planet...

Meeting at Tasia’s Tapcafe, an Alderaanian bar on the Wheel, the group discusses the evils of the Empire in the shadow of a memorial for the millions of lives lost on Alderaan. Also, Ja tried to buy some drugs.

Discovering that IT-3P0, the droid they were meant to escort to Cholganna, had been droidnapped by a rival group of treasure hunters, the Double Dealers gave chase through the busy streets of the Wheel. The droid was recovered (following some fisticuffs and a few sweet hoverboard moves), but their scuffle drew the attention of the Wheel’s security. The rival group, rodians called the Yiyar Clan, told security that the droid was theirs. When security converged on the Double Dealer, the group took off without authorization, barely avoiding a collision with a passing freighter.

After 3 days of hyperspace travel, the group arrived in the Chol system. They found themselves in the Chol Nebula, a dust cloud that jammed their systems. After failing to align their navigation systems, Fero was still able to avoid colliding with the largest of the boulder-sized meteoroids.

Scanning Cholganna itself, the group found one of the Sa Nalaor’s escape pods. Landing the ship in a clearing, they discovered their own ship had been fitted with an Imperial tracking device. They destroyed the tracking device, then went into the mysterious jungle to investigate the escape pod.

Ja and 2VAC descended into a craggy crevasse to take a closer look at the pod. Though Ja’s thick hide was enough to repel the swarm of strange insects that had nested in the pod, one of them squirmed into 2VAC’s bacta tanked mouse brain. Ja, thoroughly overwhelmed by the sights and sounds of the jungle planet, stood motionless in the crevasse for a very, very long time, while up above, Fero made direct eye contact with one of the planet’s natives: a nexu that was seemingly stalking the group.

Gand, giving in to his own fears and insecurities, reached out with the Dark Side of the Force to probe the beast’s mind. Gand found the creature to be curious … and hungry.

As night fell, the crew was still several hours away from their ship. They prepared to make camp in the heart of the mysterious jungle…

XP
Fero: 25
Gand: 25
Ja: 25
Zamda: 25
2VAC: 25

LOOT:
stuff bought at the Wheel? Otherwise, none.

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Episode III, session two: Good Luck Gavos
The Double Dealer makes a triple deal.

At the oridium mine on Gavos, the intentions of the droids became clear: they wanted to take the firespray and escape, and they tried to entice 2VAC to join them.

A fight broke out at the bunker, and though Ja was more than a match for the decrepit battle droids, he was nearly felled by a load lifter droid under the command of 3D-4K.

Gand awoke from a long daze to discover Mulva was no longer on board the ship. Hailing the firespray, the group discovered Mulva had boarded it — bypassing Zamda’s security measures — but she was unable to start the ship and plot a course by herself. The group helped her get on her way, after much hesitation, self-doubt, and perhaps against the more immediate desires of Gand. With Mulva and the firespray gone, the Double Dealer fired its lasers at the insurrectionist droids, destroying nearly all of them. With 3D destroyed, the load lifters simply awaited new orders as Fero and Ja escaped, taking the administrative droid EV-8D3 on board the Double Dealer with them. With the crew back on board, the Double Dealer escaped the storm on Gavos just the mine’s bunker collapsed in on itself — killing the miners still in the moon’s depths.

The crew returned to Blotto and gave him the 100,000 credits he had asked for, minus their own payment. Blotto was unconcerned with the mine’s destruction, and the group’s Black Sun contact, Surana Rho, congratulated them on a job well done. Gand determined Mulva’s trajectory as taking her to Nar Shadda, but her current whereabouts are unknown. Rumor has it she has renamed her new ship MULVA’S PAIN.

Zamda received a message from an ithorian informant claiming he had information that could lead to Zamda’s exoneration from his supposed crimes. The ithorian wishes to meet Zamda on the junk planet of Raxus Prime.

Next, the crew Double Dealer accepted the same job from no less than three different employers: Black Sun, their former employer Sude Raalo, and 2VAC’s SGI contact Sergei Spokane. The job was to find the long-lost Clone Wars-era ship the SA NALAOR.

Sude believes his father was on board the ship when it was lost, but he’s also interested in whatever treasure or technology may have been aboard. Fero agreed to split the proceeds with Sude 50/50.

Surana Rho of the Black Sun also contracted the group to find the ship and bring back whatever cargo was aboard. The group agreed to split the proceeds with the Black Sun 50/50.

Sergei Spokane of SGI is actually in possession of the message pod which revealed the Na Salaor’s probable crash site as the planet Cholganna, on the very edge of the Outer Rim. He has offered the group 10,000 credits if they find and confirm the ship’s location, and an additional 10,000 credits for any treasure or cybernetics technology they find on board. He wishes to send his father’s protocol droid with them, IT-3P0, who is still en route to the Wheel, and who is due to arrive in a few hours. After the group goes to Cholganna and locates the ship, Sergei wants to meet them on Raxus Prime at a facility called IsoTech.

Waiting for the droid’s arrival, the group split up and attended to their private concerns. Ja bought drugs, and Zamda hacked into Sergei’s private database to discover the name of Sergei’s Imperial contact, who Sergei had been informing regarding the Double Dealer’s movements: an ISB agent named CAL ALSEN.


XP
Fero: 15
Gand: 15
Zamda: 10
2VAC: 15
Ja: 10

LOOT
- net … 75,000 credits? I don’t remember, but I think you guys have kept track of it.


Sude’s message to Fero:

My dear boy Fero,

I know we have had our differences lately. I regret the manner in which we last spoke. I trust you have not forgotten that, despite any animosity you may feel toward me, you still owe a considerable debt to me, separate from the job you failed to complete on Coachelle.

Fortunately, there is a way for you to make amends. I have recently learned that my father, who has been missing since the days of the Clone Wars, may have been found. A message pod was recently discovered floating in space with the possible location of the SA NALAOR, a Separatist ship not seen since the days of the Old Republic. The pod has been recovered and taken to the Wheel, a space station in the Besh Gorgon system. Go there, find the pod, and locate my father. Of course, if you recover any old technology or valuables on the ship I will be willing to split the proceeds with you 50/50. After the payment of your debt, of course.

Due to unforseen circumstances, I have been forced to leave my place of business on Geonosis. Contact me via holonet with your answer regarding this matter.

Your employer,
Sude Raalo

The ithorian informant’s message to Zamda:

I’ve got some information that can help you clear your name. I can’t transmit it via the holonet. Meet me at the junk world, Raxus Prime. It’s crawling with Imperials — how you get down here is up to you. Be careful. Don’t contact me unless it’s in person.

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