TEXT: By JD Wiker
  Positive ID
  A Free Star Wars
  Mini-Adventure For Any Era
  
  POSITIVE ID
  002
  DESIGN
  JD WIKER
  EDITING
  RAY AND VALERIE VALLESE
  CARTOGRAPHY
  ROB LAZZARETTI
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  MICHELLE VUCKOVICH
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  “Positive ID” is a Star Wars Roleplaying Game mini-adven-
  ture for four player characters of 6th level, though it can be
  adjusted for heroes of any level. It is designed for use in the
  Rebellion Era, but it can easily be adapted to the Rise of the
  Empire period or The New Jedi Order Era. “Positive ID” puts
  the heroes in the middle of a Nar Shaddaa nightclub stuffed
  full of all manner of aliens from the Ultimate Alien
  Anthology. When something goes wrong, the heroes will
  need their combat prowess to get clear, but a good Spot
  check and Knowledge (alien species) is vital, as well.
  If you plan to play a character in this adventure, don’t
  read any further. The information below is meant for the
  Gamemaster’s eyes only.
  To play this adventure, you need a copy of the Star Wars
  Roleplaying Game revised core rulebook and the Ultimate
  Alien Anthology sourcebook.
  Background
  This section contains a synopsis of the adventure, informa-
  tion on adjusting “Positive ID” for different eras of play, tips
  about aliens, details about the Corusca Gem Casino, and
  ways to get the heroes involved.
  Adventure Synopsis
  The heroes need to purchase something a little . . . under
  the table. The Hutt to see on Nar Shaddaa is Torga, but
  Torga is fairly paranoid after a recent death threat. Torga
  arranges for the heroes to talk to his lieutenant, a Zabrak
  named Nak Simm. Nak is a good judge of character; if he
  decides he can trust the heroes, he has permission to bring
  them to Torga’s estate: an extravagant penthouse apart-
  ment in a well-to-do neighborhood of Nar Shaddaa. Torga
  explains this to the heroes via comlink, and then tells them
  not to bother him until they’ve been cleared by Nak.
  But en route to the meeting, Nak is murdered by a
  Clawdite assassin working for Moska, another Hutt who
  wants to take over Torga’s spice-smuggling operations.
  Moska can pull it off if Torga doesn’t meet with Jolla,
  another Hutt seeking an alliance with Torga. Moska’s goal
  is to foil that alliance without actually eliminating Torga,
  since Hutts disapprove of assassinations (of other Hutts,
  anyway). However, if Moska can make Torga look incom-
  petent in front of Jolla, or if he can convince Jolla that
  the assassination attempts against Torga make him too
  big a risk to Jolla’s own safety, then Torga loses, and
  Moska wins.
  The Clawdite assassin, Nomo Sliken, murders Nak and
  assumes a Zabrak form (though not speciﬁcally Nak’s), and
  then shows up at the meeting with the heroes. He tries to
  give the heroes such a hard time that they can’t help but
  refuse, thus ruining the deal and making Torga look incom-
  petent. But before the meeting is concluded, Nak’s body is
  found, Torga is notiﬁed, the heroes are presumed to be
  responsible, and a party of his thugs burst in, looking to
  drag them off to face Torga’s justice.
  In the confusion, Nomo rushes into the crowd and tries
  to slip away, assuming a number of disguises in an attempt
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  POSITIVE ID
  to lose himself. To prove their innocence, the heroes have to
  catch Nomo before he gets outside.
  Adjusting for Era
  With a little tweaking, “Positive ID” will work in any Star
  Wars era. The most difﬁcult would be The New Jedi Order
  era, since the Yuuzhan Vong terraform Nar Shaddaa within
  the ﬁrst year of the invasion. Otherwise, the GM shouldn’t
  have to make any signiﬁcant changes.
  Know Your Aliens
  “Positive ID” is sprinkled with tidbits about alien species,
  some of which are important to the action. Throughout the
  adventure, the text offers opportunities for the heroes to
  attempt Knowledge (alien species) checks to pick up on
  interesting or intriguing facts. As the GM, you should never
  offer that a check is possible, and if the players ask to make
  one, you should roll the check secretly, so the players can’t
  see the result. Much of the information they can learn in
  this fashion appears in the Ultimate Alien Anthology.
  About the Corusca Gem Casino
  The Corusca Gem Casino lies in a rough neighborhood but
  tries desperately to attract the high rollers. The outside of
  the casino is brightly lit and accessible, while the inside is a
  bit dimmer, with some positively dark corners here and there.
  You can use the following descriptions to give the players
  a clearer picture of what the Corusca Gem Casino looks like.
  Read these aloud as the heroes explore each area of the
  casino. If you wish, you can hand the players a photocopy
  of the map once they’ve explored the casino in full.
  Main Entry (outside): The noise and industrial stink of
  mid-level Nar Shaddaa mingles with the shouting of the
  barkers and the down-and-out reek of desperate gamblers
  at the glaringly lit entrance to the Corusca Gem Casino.
  Burly bouncers—hissing Barabels, grunting Gamorreans, and
  one massive Herglic—glare at everyone, coming or going, as
  though just looking for an excuse.
  Main Entry (inside): Just inside the doors of the Corusca
  Gem Casino, the noise hits like a concussion grenade. As far
  as the eye can see, gamblers of myriad species mill around
  hundreds of gaming machines and tables, throwing away
  their credits. Dozens of waitresses circulate through the
  crowd, carrying trays of drinks and snacks. The whole place
  is dimly illuminated, with little pools of light here and there.
  But the noise is nearly deafening: gaming machines ringing,
  Knowledge (alien species): DC 10—Herglics have a
  weakness for gambling. That might explain why this
  bouncer is stationed outside, away from the action.
  003
  
  beeping, and clattering; gamblers howling, hooting, and
  shouting; and almost hidden underneath it all, clashing,
  raucous music that some species probably ﬁnds soothing.
  Front Bar: Half a dozen bartenders move back and forth
  between a bank of drink synthesizers, mixing cocktails for
  the forty or so different aliens gathered at the bar, and a
  never-ending stream of waitresses coming and going.
  Lounge: Behind the front bar, a small lounge caters to the
  more privileged customers, safely cut off from the noise and
  the chaos of the less fortunate gamblers—and protected by
  a vicious-looking Human bouncer. The little lounge is
  packed with Toydarians—a private party, or maybe just a
  tour group. A pair of Rybet waitresses stand by, looking
  alternately irritated and confused.
  Cashier: The cashier’s cage is a heavily barred affair, with a
  thick wall of transparisteel between the cashier inside and the
  line of slobs outside. An armed guard watches the line warily,
  tapping a stun baton on the side of the cage restlessly.
  Back Bar: The bar at the back of the casino is a cozier
  affair: three bartenders, half a dozen waitresses, and a few
  isolated, intimate tables. The people back here don’t want to
  be seen; they’re here to do business. There’s not a bouncer in
  sight, but the bartenders look more than capable of handling
  any minor disturbances. For that matter, so do the waitresses.
  Refreshers: Several different doors mark which species can
  be served in which stalls. The refreshers might be cleaned
  several times a day, but with the constant stream of
  customers coming and going, the place is a mess. A spot of
  blood on the ﬂoor indicates that the bouncers use this place
  as an ofﬁce to explain economics to overextended gamblers.
  Gaming Machines: Hundreds of beings of all species sit at
  row upon row of beeping, chirping, ﬂashing game-comps,
  hoping to hit that one random combination that sets them
  up forever in a life of luxury.
  Gaming Tables: The center of the Corusca Gem is the
  game pit. Dozens of tables, lined with gamblers of three
  times as many species, buzz constantly with the rhythm
  of the Hutt stock exchange. The dealers, dressed in exotic
  uniforms, hustle games of sabacc, three-handed princess,
  rebo, and a host of other games, while the pit bosses—
  Devaronians, Togorians, Shistavanen, a Besalisk, and even
  a Wookiee—keep a watchful eye on the commerce.
  Kitchen: The kitchen bustles with activity: Ortolan chefs
  working at make tables; Togruta pastry chefs putting
  together delicate dishes; Gossam busboys washing dishes.
  The place is ﬁlthy with grime and garbage, but everyone’s
  too busy to care.
  Guard Station: Gruff security guards—Advozses, Iktotchi,
  and muscle-bound Grans—stand grimacing at various doors
  and strategic points throughout the casino.
  Getting the Characters Involved
  The heroes need to be on Nar Shaddaa for this adventure to
  work as written, but you can set it on any reasonably
  lawless world in the galaxy—preferably one with a signiﬁ-
  cant Hutt presence.
  Why do the heroes need to deal with a Hutt? That’s up to
  you and the speciﬁcs of your campaign. The characters
  could be looking to buy Imperial-issue military weapons for
  the Rebel Alliance, or maybe hoping to trade information
  with Torga about the Separatists. Maybe they just need to
  get off Nar Shaddaa—quietly—but they don’t have their own
  ship. Their reason for going to Torga the Hutt should be
  speciﬁc enough that no one else can help them, and
  desperate enough that they can’t afford to wait around
  until Torga is feeling less paranoid.
  Scene 1: Waiting 
  for Nak Simm
  The heroes arrive at the Corusca Gem Casino and get the
  lay of the land while waiting for Nak Simm to arrive. Read
  the following aloud:
  Let the heroes wander around the Corusca Gem for a little
  while, if they so desire. Read the description of each area,
  and allow the heroes to explore and interact. Most of the
  people they meet are, at best, only interested in gambling
  with the heroes or ﬁnding a way to take advantage of them.
  Feel free to run with any scenario that springs to mind;
  casinos are often full of bizarre characters with equally
  bizarre motives.
  Eventually, one of the heroes is bound to discover the
  back bar, which is where they’re actually supposed to meet
  Nak Simm. But he hasn’t arrived (even though by now he
  might be considered late for the meeting). The heroes can
  look around, but the patrons back here are not very open to
  being scrutinized by strangers. Any hero who makes a Spot
  check to try to ﬁnd Nak Simm should also make a
  Diplomacy check (DC 15) as well. (You can modify the DC
  based on the thoroughness of the hero’s attempt.) If the
  Diplomacy check fails, a pair of thugs approach and try to
  chase the hero away. (See Supporting Cast, below.)
  The casino is packed. The ﬂoor is crammed with
  gaming machines surrounding a central pit ﬁlled with
  gaming tables. To your right, you see a bar and an
  enclosed lounge, and you recall that Torga the Hutt
  told you that his agent, Nak Simm, would meet you in
  the bar. But no one approaches you. Perhaps this Nak
  Simm is waiting further back in the casino somewhere.
  Knowledge (alien species): DC 18—Rybets evolved
  from batrachians. A room full of small, ﬂuttering crea-
  tures is probably making them feel slightly hungry—not
  that they’d actually eat the Toydarians; they’d prefer
  insects. If they look irritated, it’s most likely because
  Toydarians are notoriously bad tippers, but nonetheless
  extremely demanding.
  POSITIVE ID
  004
  
  Checking Up on Nak Simm
  If the heroes attempt to contact Torga to ﬁnd out where
  Nak Simm is, Torga doesn’t answer. He’s in a meeting
  with Jolla the Hutt, and he doesn’t want to show disre-
  spect to his potential business partner by taking a call in
  the middle of the meeting. Torga ignores the ﬁrst and
  second attempts to contact him, then hurls his comlink
  to the far corner of the chamber and orders another of
  his lieutenants, an Arkanian named Thraka Duroth, to
  ﬁnd out who is bothering him and make sure that
  person suffers.
  Thraka Duroth is a bit more understanding than Torga,
  but he does tell the heroes not to call again. If the heroes
  ask him about Nak Simm, though, Thraka tells them that
  Nak contacted him a short while ago to say that he had
  been delayed—but Thraka adds that Nak should have arrived
  by this time. He says he’ll look into it and cancels the
  connection.
  His suspicions aroused now, Thraka gathers several of his
  henchmen and departs Torga’s estate in search of Nak
  Simm. He eventually arrives at the Corusca Gem Casino; see
  Scene 3, below.
  Scene 2: 
  Nak Simm Arrives
  Just as the heroes are thinking of giving up waiting for
  their contact to show, Nak Simm arrives and begins the
  bargaining session. Read the following text aloud:
  This is Nomo Sliken, the Clawdite, posing as Nak Simm.
  Assuming that the heroes are still interested in doing busi-
  ness with Torga, “Nak” waves his bodyguards off in the
  direction of the gaming machines and settles down to talk
  with the heroes. By way of apologizing again, he orders
  them all drinks, as well as one for himself.
  “Nak” begins by asking the heroes why they want to see
  Torga the Hutt (even if they’ve already explained this to
  Torga himself). He listens seemingly attentively for a few
  moments, but then his focus begins to wander around the
  room. When the heroes stop speaking to him, he looks back,
  as though he’s just noticed them, and tells them that he
  was distracted—and asks them to explain again.
  This is part of Nomo Sliken’s strategy to annoy the heroes
  and ruin their chances of making a deal with Torga. He also
  tries other tactics, such as: asking the heroes why they don’t
  simply try someone else; asking if the heroes have ever done
  business with other Hutts (and the names of those Hutts);
  repeating questions that have already been answered earlier
  in the conversation; asking them for something to write on;
  and so forth.
  Finally, when it appears the heroes are good and frus-
  trated, “Nak” says, “Well, I believe that you and Torga
  can do business.” Then he quotes a ﬁgure that’s easily 20
  times what the merchandise (or information, or service) is
  worth—and far more than the heroes are likely to have.
  “That’s Torga’s price,” he tells the heroes. “Take it or
  leave it.”
  Scene 3: 
  Mistaken Identity
  While the heroes are still digesting what “Nak” has told
  them, Thraka Duroth enters, in a high fury. He tells the
  heroes that he found Nak Simm’s body, and that the Zabrak
  they’re speaking to isn’t the real Nak. Then things get crazy.
  Read the following text aloud:
  Thraka has just come from the alleyway where Nomo Sliken
  dumped Nak Simm’s corpse. Assuming that the heroes
  murdered Nak, he’s come to drag them off to face Torga’s
  wrath, completely unaware that the real murderer is sitting
  right at the table. (Remember, Nomo assumed the form of a
  Zabrak, but not the speciﬁc form of Nak Simm, so Thraka
  doesn’t recognize him.)
  The heroes, no doubt, want to know who this
  Arkanian is and what they’ve done to earn his anger.
  Thraka doesn’t take kindly to the characters playing
  dumb, telling them, “You can’t hide your tracks from a
  tracker. I just found Nak’s body where you dumped it in
  that alley.”
  While this exchange is going on, Nomo is carefully
  putting his hands on the edge of the table. If the heroes
  look at him for clariﬁcation, he just shrugs as though he’s
  terribly confused by the whole exchange.
  On the other hand, if at any point the heroes regard him
  with suspicion—but don’t immediately start shooting—Nomo
  simply throws the table at them (in the surprise round). Then,
  during the ﬁrst regular round, he bolts for the nearest dark
  alcove (using his Heroic Surge feat to get there and still act).
  In the process, he uses his changeling abilities to alter his
  form to that of a Neimoidian, dumping his robe in the shad-
  ows (since a Neimoidian wearing the same robes would be a
  dead giveaway). When he reaches the alcove, read the follow-
  ing text aloud:
  There’s a clattering crash as an angry-looking, white-
  eyed humanoid pushes past a waitress, causing her to
  spill a tray of drinks. The humanoid, accompanied by
  eight or ten thugs, strides right up to where you’re
  seated, slams his ﬁst down on the table, and says,
  “Well, you got your wish. You’ll get to see Torga, all
  right. But you’re going to wish you hadn’t. Get up.
  We’re leaving.”
  Knowledge (alien species): DC 20—Zabraks have
  exceptional constitutions, and the drink “Nak” has
  ordered for himself would probably act like water on
  his system. If the heroes comment on this, he tells
  them that consuming harder drinks is the reason he
  was delayed.
  Abruptly, a dark-skinned Zabrak wearing a loose-ﬁtting
  robe hurries toward you, with a small number of body-
  guards in tow. “My apologies for keeping you waiting,”
  he tells you. “I was unavoidably delayed. I am Torga’s
  representative, Nak Simm. Shall we be seated?”
  POSITIVE ID
  005
  
  If the heroes also seek cover, Nomo Sliken, disguised as the
  Neimoidian who shouted about the thermal detonator
  (which doesn’t exist, of course), uses the opportunity to
  dash for the main entry. But if one or more of the heroes
  declares that he’s keeping an eye on the crowd rather than
  taking cover, the character can see that the Neimoidian is
  wearing a skintight bodysuit (which is actually Nomo’s real
  skin, since wearing nearly nothing makes it easier to rapidly
  change “clothes”) and carrying a blaster pistol.
  If Nomo notices that one of the heroes is watching him,
  rather than taking cover, he takes a shot at that character,
  hoping to prevent him from alerting the others. Otherwise,
  he just keeps running through the crowd, headed for the
  front door.
  Chasing Aliens
  If the heroes begin pursuing Nomo Sliken through the
  Corusca Gem Casino, the Clawdite has a few advantages:
  First, he can change his appearance as an attack action,
  meaning that he can plow into a knot of people and
  change into something else before he gets up, which could
  confuse the heroes. Second, he still has his retinue of thugs
  back at the gaming machines. In fact, they keep Thraka’s
  thugs busy, so you don’t need to keep track of so many
  extraneous characters. And unless the heroes need his help,
  Thraka stays with his henchmen.
  What’s working against Nomo is that the casino is
  crowded; he can’t simply run for the door, but must instead
  duck and weave through the crowd. Not only does this slow
  him down, but it leaves an easy-to-follow “wake.” The
  heroes need not keep Nomo in sight to follow him; they
  need only make a Spot check against DC 10 to notice the
  trail of people he’s bumped into, knocked over, or otherwise
  disturbed.
  The straight route to the main entry would normally take
  about four rounds, if Nomo didn’t do anything but move in
  a relatively straight line. However, since Nomo is taking time
  to change his appearance every time he passes through a
  crowd, and because there are so many knots of people, he
  won’t reach the door for 2d4+4 rounds.
  Running: Each round that the heroes are still on his trail,
  Nomo simply heads for the door. Assuming that the heroes
  don’t stop, they can at least stay on him. If they’re faster
  than he is, they’ll eventually catch up to him.
  Shooting: Heroes who try to shoot at Nomo through the
  crowd are in trouble. First, Nomo gets 2d4�10% cover
  because of all the people. Second, blaster-ﬁre in the casino
  brings security guards from every direction, converging on
  where the shots came from (even if the person who ﬁred is
  no longer there).
  Hiding: If Nomo loses the heroes, he stops to change forms
  and tries to blend in until he can reach the door. Heroes
  who make a successful Spot check (DC 15, rolled by the
  GM) get a Knowledge (alien species) check to see if they
  notice something odd about this or that alien—something
  that would give the individual away as a Clawdite imper-
  sonating an alien.
  You should simply choose one of the forms below whenever
  Nomo has a chance to change his appearance. The Clawdite
  won’t use the same form twice if he’s been discovered; he
  doesn’t have enough control over his forms to include subtle
  differences between one Ryn and another, for example.
  Supporting Cast
  For most of the people in the Corusca Gem Casino, you can
  use various archetypes from Chapter 14 of the Star Wars
  Roleplaying Game revised core rulebook. The outlaw, smug-
  gler, thug, and trader archetypes would be good choices.
  For the casino staff, use the administrator archetype; for
  security staff, use mercenaries; the bouncers are thugs.
  Speciﬁc individuals in the casino are listed below.
  Nomo Sliken, Clawdite Assassin
  Nomo Sliken is a Clawdite killer who found his way into
  Moska’s employ after coming to Nar Shaddaa. Nomo is
  inventive and fearless, but also cautious. He uses his natural
  Clawdite talents to maneuver his targets into making a fatal
  mistake, and then he simply takes advantage of that mistake.
  Ryn Gambler: Knowledge (alien species), DC 15—Ryn
  are infamous for their lack of hygiene, something that
  the Bith standing next to this Ryn would ﬁnd intolera-
  ble. But the gambler doesn’t stink.
  Farghul Waiter: Knowledge (alien species), DC 15—
  Farghul are extremely self-conscious about their
  appearance, and they always wear elaborate clothing
  and lots of jewelry. The one heading toward the lounge
  has no jewelry.
  Zehethbra Bouncer: Knowledge (alien species), DC
  10—Zehethbra are irritable and moody. Those who
  disturb a Zehethbra’s personal space are usually in for a
  loud and violent display, if not a face full of Zehethbra
  biochemical spray. Despite being in the middle of a
  crowd, though, this one seems not to mind.
  Krish Gambler: Knowledge (alien species), DC 15—
  Krish love games so much that they can barely stand to
  not play. The one walking past the gaming tables isn’t
  even slowing down, though.
  Knowledge (alien species): DC 10—Neimoidians are
  natural cowards. Seeing one carrying a blaster pistol is
  unusual, but not out of the question. DC 12—
  Neimoidians don’t like conﬁning clothing. DC
  15—Neimoidians don’t like physical exertion, and this
  one’s running like an athlete.
  A high scream erupts from the shadowed alcove,
  followed by shouts of surprise. Suddenly, several aliens
  pile out of the booth, scattering in all directions.
  “Thermal detonator!” one of them yells, bolting toward
  the gaming machines. Hearing this, patrons in nearby
  booths likewise scatter, screaming. The Arkanian at
  your table throws himself ﬂat on the ground, as do his
  henchmen.
  POSITIVE ID
  006
  
  Nomo Sliken: Male Clawdite Scoundrel 6/Changeling 4; Init
  +6 (+2 Dex, +4 Improved Initiative); Def 17 (+5 class, +2 Dex);
  Spd 10m; VP/WP 67/16; Atk +8/+3 melee (2d4+1, vibrodag-
  ger) or +9/+4 ranged (3d6, blaster pistol); SQ Shapeshift, illicit
  barter, lucky (2/day), precise attack (+1), impersonation, master
  linguist, quick change (attack action), minor transformation;
  SV Fort +6, Ref +9, Will +5; SZ M; FP 4; DSP 8; Rep –2; Str
  12, Dex 14, Con 16, Int 12, Wis 12, Cha 13. Challenge Code D.
  Equipment: Blaster pistol, vibrodagger, comlink.
  Skills: Bluff +14, Disable Device +8, Disguise +17, Escape
  Artist +8, Gamble +7, Gather Information +7, Hide +13,
  Knowledge (alien species) +14, Knowledge (streetwise) +14,
  Move Silently +13, Read/Write Clawdite, Speak Clawdite,
  Speak Huttese, Spot +4.
  Feats: Dodge, Heroic Surge, Improved Initiative, Low
  Proﬁle, Mobility, Skill Emphasis (Disguise), Weapon Group
  Proﬁciencies (blaster pistols, simple weapons, vibroweapons).
  Bigluu, Casino Bouncer
  The bouncer at the main entry is Bigluu, a Herglic with a
  Herglic’s gambling addiction. He wants to open his own
  casino someday (“Bigluu’s Casino”) but he can’t seem to
  save any money, and he’s sure not winning what he needs.
  His job is to keep scum outside, and if anyone tries to
  snatch any money, to stop them from getting out.
  Bigluu: Male Herglic Soldier 7; Init +0; Def 17 (+6 class,
  +2 natural, –1 size); Spd 8m; VP/WP 71/19; Atk +11/+6
  melee (2d6+5, unarmed) or +6/+1ranged (3d8, heavy
  blaster pistol); SQ Gambling addiction; SV Fort +11, Ref +2,
  Will +1; SZ L; FP 2; DSP 5; Rep +2; Str 21, Dex 11, Con 19,
  Int 9, Wis 8, Cha 11. Challenge Code B.
  Equipment: Heavy blaster pistol, comlink.
  Skills (Soldier): Intimidate +10, Knowledge (streetwise)
  +7, Listen +2, Read/Write Herglese, Speak Herglese, Spot +2.
  Feats: Armor Proﬁciency (light), Cleave, Endurance, Great
  Fortitude, Improved Bantha Rush, Improved Martial Arts,
  Martial Arts, Power Attack, Weapon Group Proﬁciencies
  (blaster pistols, blaster riﬂes, heavy weapons, simple
  weapons, vibro weapons).
  Thraka Duroth, Hutt’s Lieutenant
  Thraka Duroth is a no-nonsense bounty hunter who found
  himself in debt to Torga the Hutt, and he’s paying it off by
  chasing bounties solely for Torga. But Torga treats Thraka
  more like a lieutenant, which might seem generous—except
  that Torga sees it as getting two jobs for the price of one.
  Thraka Duroth: Male Arkanian, Scout 3/Soldier
  3/Scoundrel 2/Bounty Hunter 2; Init +2 (+2 Dex); Def 19 (+7
  class, +2 Dex); DR 3; Spd 10m; VP/WP 78/15; Atk +10/+5
  melee (2d4+2, vibrodagger) or +10/+5 ranged (3d8, blaster
  carbine); SQ Trailblazing, heart (+1), illicit barter, lucky
  (1/day), target bonus (+1), sneak attack (+1d6); SV Fort +9,
  Ref +10, Will +6; SZ M; FP 3; DSP 8; Rep +3; Str 14, Dex 14,
  Con 15, Int 11, Wis 12, Cha 13. Challenge Code D.
  Equipment: Blaster carbine, vibrodagger, comlink,
  combat jumpsuit.
  Skills: Gather Information +11, Hide +5, Intimidate +11,
  Knowledge (alien species) +6, Knowledge (streetwise) +6,
  Listen +4, Move Silently +5, Pilot +8, Read/Write Arkanian,
  Search +6, Sense Motive +5, Speak Arkanian, Speak Basic,
  Speak Huttese, Spot +4, Survival +7.
  Feats: Armor Proﬁciency (light), Dodge, Infamy, Mobility,
  Point Blank Shot, Rapid Shot, Shot on the Run, Starship
  Operation (space transports), Track, Weapon Group
  Proﬁciencies (blaster pistols, blaster riﬂes, heavy weapons,
  simple weapons, vibro weapons).
  Scene 4: Wrapping Up
  If Nomo Sliken makes it to the main entrance of the casino,
  he has one last trump to play in slowing down pursuit by
  the heroes. Bursting out the front disguised as the same
  species as one of the heroes, he tells the bouncers that
  there’s a changeling inside waving a blaster around.
  Needing little more provocation, Bigluu and the other
  bouncers charge inside, prepared to crack some heads.
  Bigluu bantha-rushes the ﬁrst person he spots (usually the
  largest person) who’s carrying a blaster, while the
  Gamorrean and Barabel bouncers (use the thug archetype)
  order any other armed person to drop their weapons and
  put their hands up.
  Meanwhile, outside, Nomo Sliken hails an air-taxi and
  gets as far away as possible.
  Awarding Experience
  Because “Positive ID” can be adapted to parties of any level,
  you must adjudicate just how challenging it was and how
  much experience it’s worth. A party of 6th-level heroes
  should ﬁnd this adventure challenging, though, so awarding
  somewhere between a total of 1,800 and 2,000 experience
  points should sufﬁce.
  Further Adventures
  If Nomo Sliken got away, the heroes are going to have to
  explain to Thraka Duroth, and then to Torga the Hutt, that
  they didn’t kill Nak Simm—they thought Nomo Sliken was
  Nak Simm. Should they pull that off, Torga still won’t do
  business with them until they bring him this “changeling”
  as proof.
  The heroes then can hunt Nomo Sliken all over Nar
  Shaddaa and, if they ﬁnd him, expose his connection to
  Moska the Hutt, for which Torga will be extremely grateful.
  About the Author
  JD Wiker is an Indianapolis native who has been profession-
  ally designing games since 1995. He started by designing
  material for the Ars Magica roleplaying game and Vampire:
  Dark Ages. He joined the roleplaying game team at Wizards
  of the Coast in 1998 to write for the ﬂedgling Alternity line,
  including the Dark*Matter campaign setting. In late 1999,
  JD began work on Wizards’ Star Wars Roleplaying Game,
  and he became the primary Star Wars RPG designer until he
  left the company in 2002. A few short weeks later, JD
  began making plans with Rich Redman, Stan!, and Marc
  Schmalz to create The Game Mechanics, a game design
  studio creating d20 products compatible with the Dungeons
  & Dragons and d20 Modern roleplaying games. Check out
  their site on the web at <www.thegamemechanics.com>.
  POSITIVE ID
  007
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 06) - Positive ID.pdf