This is about smugglers surviving a customs inspection, which I am not sure is very probable!
I'm doing a couple of adventures and perhaps even a whole campaign centered around smuggling and a debt from a loan shark, taking place during the Dark Times. Scum & Villainy has good descriptions on the topic on pages 91-93. Taking into account descriptions on all the Imperial intrusiveness from the Force Unleashed Campaign Guide, it seems to me that the Empire is doing all the cargo inspections that it possibly can. No problem there. There's a lot of inspections, then.
S&V p. 92 mentions bribery, and FUCG 31 gives nice rules for it (even if I don't have any idea what a "going rate" for a bribe would be!). I think that most Imperial officers are into the whole Empire thing for their personal gain, not for ideological reasons, so bribery certainly seems possible. But they wouldn't want to ruin their carreer or risk their life, so it seems probable that they draw the line somewhere. In my first adventure here, there is a possibility that the PC's will choose a cargo of highly illegal weapons (disruptors) and smuggle them to dissident military groups. I'm sure that even the most jaded Imperial officers take THAT seriously. In this case (and in many others, I think), the only option is to survive the inspection by keeping the inspectors from finding the illicit cargo.
There seems to be two options for that. S&V p. 59 introduces a Hidden Cargo Hold, which can be found with Perception DC 15 (the fact that it exists) followed by Perception DC 25 (finding the exact access). The text explicitly says: "This makes such holds useful for smugglers who can bribe their way past formal inspections, depending only on their concealment to keep their goods hidden from casual eyes.". That's exactly how it is. This modification keeps the goods out of sight, but almost any thorough investigation will find them. The key is to bribe the head official so that a thorough inspection never takes place, and the Hidden Cargo Hold keeps the stuff hidden so that a quick walkthrough in the ship doesn't give anything away. All well and good here. The Hidden Cargo Hold is for bribers.
Another option exists in Starships of the Galaxy, page 52. Smuggler's Compartments. They are smaller than a Hidden Cargo Hold, but much harder to spot - Perception DC 30! Now, this seems more suitable for a smuggler who is trafficking some really hot stuff. It's even mentioned that the Millennium Falcon itself has Smuggler's Compartments (SOTG p. 156), rather than a Hidden Cargo Hold. So that's where Han, Luke and Ben were hiding! But then...
...there's the question of the inspecting officials. No problem, S&V lists three types of officials on pages 122-123, namely "Security Officer", "Security Specialist", and "Inspector". These have Perception modifiers of +7, +8 and +16 with reroll, respectively. Combining the bit on inspections from page 92 with the description of the officials on pages 122-123 gives a clear picture. It seems to me that a typical customs inspection has an Inspector checking the cargo manifest and talking with the captain, two Security Officers inspecting the ship, and two Security Specialists standing guard. The problem here is that the Security Officers will never find the Smuggler's Compartments (Perception +7 vs. DC 30, no Force Points). What if the slightly more capable Security Specialists are doing the inspection? Without using their Force Points, impossible, but with a Force Point (they have 3), unlikely but possible. When would they use a precious Force Point? Not during a routine inspection, certainly. More likely if they are suspecting something serious going on. So, Security Specialists will never catch smugglers during a routine inspection, while they have a slight chance if they are suspecting something. Now, what if the boss himself, the Inspector, is inspecting the ship? This means that the smugglers are in serious trouble. With a Perception modifier of +16, the possibility of reroll, and 4 Force Points, it is much more likely that this guy will find the Smuggler's Compartments than not. If he does a routine inspection and does not use Force Points, if I remember my math correcly, he has more than 57% chance of finding them. Scary. Especially since the smugglers can't do anything about the DC, it's just a fixed thing. If he uses Force Points, it will get even more scary.
So my problem is: with the given customs officials, two are not scary at all, almost completely safe, and the third is extremely hard to beat, especially because the PC's can't use their skills in the contest, the Smuggler's Compartments are universally DC 30.
My question is: how do I make a balanced and interesting customs inspection encounter without the PC's resorting to bribery? There has to be risk involved, but there should be a good possibility of surviving. Otherwise, there wouldn't be much smuggling going on in the galaxy, now would it?
It's essentially a problem of a Perception modifier reaching DC 30. Any less than +10 will not make it without Force Points, and +16 with reroll and Force Points seems much too good.
Now that I've written this long post, I've pondered this some more and some possible solutions have come to my mind. Maybe I'll be solving my own problem here? There is the option of AID ANOTHER. With two Security Officers and one aiding another we'd have +7+2 = +9, still not making it. A Security Officer aiding a Security Specialist, +8+2 = +10, now there's a possibility! Or two Security Specialists, again +10. I could even use regular Stormtroopers, +9+2 = +11! Or a Heavy Stormtrooper, a Scout Trooper, or an Imperial Officer, even without Aid Another, they all have Perception +10. Also, I could use FAVORABLE or UNFAVORABLE CIRCUMSTANCES. That would give the smuggler PC's some agency. A good Deception roll when talking to the main officer might give an impression of innocent spacers, prompting the officer to hurry the inspectors up, giving them Unfavorable Circumstances (-2). Or a failed such roll would do the exact opposite, with the main officer urging the inspectors to be thorough. An Aid Another combined with a Favorable Circumstances would give any of these chumps a chance of finding the Smuggler's Compartements. So yeah, I think I did answer my own question there!
Any comments?