Approaching Shadowports

By R5D8, in Game Masters

Hey guys,

I'm wondering how people usually handled this.

I know there are shadowports out there that are true shadowports, where the whole thing is illegal and so anyone approaching is automatically assumed to have nefarious business or a want to hide. Not an issue.

My question concerns those facilities that are only shadowports on the side. They run legitimate operations usually, but offer a kind of shadowport side business for those that want it. I believe that the Mos Eisley port kind of implies this, but for something specific there's the Kwenn Space Station in the Lords of Nal Hutta book that says they have "dozens of hidden shadowports" nestled within the large station that is depicted offering services to Imperial Star Destroyers.

If your ship is Wanted by the Empire, and you find that both your real and your one fake transponder code on your ship is flagged as Wanted, .... how would you approach said shadowport and get through the initial scan without setting off the alarms? I'm sure it can be done, but how would you suggest? I might imagine that, "Our transponder broke.", is regarded as the oldest trick in the book, but how would you otherwise get to a semi-respectful docking bay without being reported to the Empire before you could even attempt influence checks?

Your contact at the shadowy shadowport knows a guy who knows a guy who knows a guy who knows how much to bribe the right guy. Send your contact 5,000 credits and he'll tell you when to fly in and at which port.

Did I say 5,000 credits? I meant 10,000.

2 hours ago, RLogue177 said:

Your contact at the shadowy shadowport knows a guy who knows a guy who knows a guy who knows how much to bribe the right guy. Send your contact 5,000 credits and he'll tell you when to fly in and at which port.

Did I say 5,000 credits? I meant 10,000.

Totally.

SW is based on the "fact" that the SC's know a little bit more over the galaxy than the average Fantasy-RPG-heroe-Who-just-has-left-his-home-village-for-the-first-time.

Once the SC know that ther is a shadow port they also may gain the information on who is to bribe or what is the password and so. If it is still the first time they are at this special location let them roll KNOWLEDGE: UNDERWORLD to clarify if the knew everything nessaccery to aproch the shadowport with out getting problems, or let them before hand use STREETWISE to get informations via the Dark-Holo-Net.

On thread let the cost be higher when they arrive, on more threads or a despair they may land but get rattled out to a gangster boss/ an old enemy that is looking for them (not the empire since no one wants his shadowport investigatet by bucketheads....)

Or maybe something more along the line of the narrative rights story-telling route...

Player 1: "So, we fly in and meet the guy so we can get our shadowy shadowness on."

GM: "Well sure, your contact said to meet you at a certain dive bar once you're in port, but Xantooine is generally a respectable Imperial-leaning port with security, customs officers, bureaucrats... How do you plan on docking with no transponders and being flagged as wanted fugitives?

Player 2: "We..."

(The players spend several minutes talking in circles about what to do.)

GM: "You're being hailed now. A voice on the local comms channel announces himself as Xantooine Customs and says he's having trouble picking up your transponder codes. He's asking, in demanding tones, for your registration and business. What do you do?"

Player 3: (Flips a Destiny token.) "Hey, I recognize that voice. It's a buddy of mine from the old smuggling days. I saved his life once. His name is... Dustin Crops... boy... Dustin Croppsboy."

GM: "..."

Player 3: "What?"

GM: "Okay, but you're still going to have to interact with him. I'll give you some boost dice or something."

Secondary Transponder, special Modifications, pg. 67. It solves sooo many problems.

Alternatively, get a second ship - like how the Ghost has the Phantom. Park your hyper-wanted ship in the out-system somewhere way out past extreme range, drive your little runabout into the port. If the runabout gets IDed, scrap it and pick up/steal another.

Lots of charm and cleavage. Works on anything except Emperors, Stormtroopers and guys named Darth.

20 hours ago, korjik said:

Lots of charm and cleavage. Works on anything except Emperors, Stormtroopers and guys named Darth.

You forgot droids

All you need for droids is the right kind of cleavage :)