Sunday, May 17, 2015

The Proving Ground


For those beings who want to pursue a career in bounty hunting, application to the Bounty Hunters' Guild is a must. In some places, attaining membership in that organization requires little more than paying a fee and filling out the appropriate paperwork. In others, however, the local guild representative prefers to subject applicants to a little test. Tsul Hyo and Tenga Moran are the kinds of beings who prefer the latter option.



The buildings that make up these ruins are simple duracrete structures. Some of them have walls that have crumbled into piles of rubble, creating difficult terrain.


The Test
The proving ground consists of a cluster of ruined buildings, ones that are empty of habitation. To test applicants, Hyo and Moran fill the ruins with a number of challenges.
  • The “quarry” consists of one or more security droids, ones that are programmed to defend themselves using stun blasts only. The number of droids used depends on the number of hunters involved in the test (refer to page 412 of the Core Rulebook for stats).
  • As an unpleasant surprise, the Guild officers may trap a beast inside one of the sealed buildings, such as an unhappy gundark (page 415) or even a swarm of mynocks for a droid applicant (page 413).
As long as they can defeat these challenges, applicants pass the initiation test.


Using the Proving Grounds in an Edge of the Empire Campaign
There are multiple ways in which these ruins can be used in the PCs' adventures; a few of the possibilities are detailed here.
  • The most likely way, of course, is if one or more PCs wish to join the Bounty Hunters Guild and thus are being subjected to a test.
  • In the event that Tenga Moran or Tsul Hyo takes a dislike to one of the PCs, the security droids might be programmed to fire lethal blasts instead of on stun.
  • A rival bounty hunter could always challenge a PC to a standoff in this location.



Wednesday, April 29, 2015

Bounty Hunter Guildhouse

Bounthy hunters. Some beings consider them to be the scum of the galaxy, while others believe that they provide a valuable service by bringing to justice wrongdoers when the authorities can't—or won't—do so. Whatever the case, there's no denying that they do see plenty of business. Indeed, the scope of their activity is such that it's proven necessary to establish a guild that oversees just how they do their business. This organization serves the hunters by publishing bounties, and more importantly be promoting and enforcing the Bounty Hunters' Creed.


The Guildhouse
In order to better regulate bounty hunting activity, the Guild maintains houses on most planets. Each house is maintained by a ranking member, usually one who has grown old and is no longer quite up to the rigors of the pursuit. These guildhouses provide a place where hunters can learn of new postings, study potential quarries, and rest after running down their acquisitions.



Refer to the appropriate map for the following area descriptions.

1. Entry
One set of double doors opens into this foyer, and another leads from it into the building's atrium.

2. Atrium
This broad, open area receives natural illumination from the skylights in the ceiling overhead. From the ground floor, two sets of sweeping stairs lead to the upper level.

3. Lounge
Visitors to the guildhouse are generally brought here, where they can relax and take refreshments. Additionally, business meetings often take place here.

4. Mess
Meals are served here, three times a day.

5. Kitchen
This room is outfitted with the usual appliances and implements; foodstuffs are brought in fresh daily.

6. Storage
The walls of this room are lined with shelves holding fresh linens and other housekeeping supplies.

7. Steward's Quarters
This is Tsul Hyo's bedroom. He keeps the bed damp, which for him is soothing. There is also a desk with a computer terminal, along with a wardrobe for storage.

8. Assistant's Quarters
Tenga Moran sleeps here. It is outfitted in much the same manner as Tsul Hyo's quarters, except that the bed is dry.

9. Refreshers
Each of these rooms is outfitted with the expected amenities.

10. Guest Quarters
These rooms are also furnished with a comfortable bed, a desk and chair, and a wardrobe.


Tsul Hyo, Quarren Bounty Hunter (Rival)
Brawn 3 Agility 3 Intellect 1
Cunning 2 Willpower 3 Presence 2

Soak: 3
Wound Threshold: 13
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 3, Coercion 2, Cool 2, Coordination 1, Discipline 2, Gunnery 2, Leadership 1, Lore 1, Melee 3, Negotiation 2, Perception 2, Ranged—Heavy 1, Ranged—Light 2, Resilience 3, Stealth 2, Streetwise 1, Survival 2, Underworld 1, Vigilance 2

Talents: Expert Tracker, Forager, Hunter, Outdoorsman, Stalker, Swift

Abilities: One free rank in Negotiation; Amphibious; Ink Spray

Equipment: Clothing, heavy blaster pistol, datapad, comlink

Tsul Hyo has been around for a long time. This Quarren pursued bounties back during the heyday of the Old Republic, and then managed to continue his practice throughout the tumultuous time of the Clone Wars. With the rise of the New Order, however, he has decided to retire. Tsul lives a comfortable life as the steward of a guildhouse. So what if he no longer experiences the thrill of the chase? He can still share tales of old glory with those who visit the establishment. Come to think of it, if given the opportunity for one last notable acquisition, the Quarren might be pulled out of retirement.

Tsul Hyo looks much like other Quarren, but he distinguishes himself by wearing gold jewelry on his facial tentacles.


Tenga Moran, Human Bounty Hunter (Rival)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Computers 2, Cool 2, Coordination 2, Gunnery 2, Mechanics 2, Medicine 2, Melee 2, Ranged—Light 2, Skulduggery 2, Stealth 2, Vigilance 2

Talents: Anatomy Lessons, Dodge, Grit, Lethal Blows, Precise Aim, Quick Draw, Quick Strike, Stalker, Targeted Blow

Abilities: Free rank in each of two non-career skills

Equipment: Clothing, prosthetic arms and legs, blaster pistol, datapad, comlink

Tenga Moran was just a young bounty hunter, on his second assignment, when things went horribly wrong. What he thought was a solid lead instead led into a facility rigged with explosives, and the Human's enthusiasm and naivete led him into the brunt of the explosion. In the aftermath, his colleagues were able to drag him out and find medical assistance. Although the doctors were able to repair his face and replace his shattered limbs, they could do little for his spirit. That is why, although Tenga serves in the capacity of assistant to Tsul Hyo, he secretly resents the practice of bounty hunting and what it cost him.

Tenga Moran might once have been a handsome, dashing fellow of medium build with dark hair and dark eyes, but the pattern of scars on his face speak of harsh life experience, and the artificial limbs make him feel different from other Humans.


Using the Guildhouse in an Edge of the Empire Campaign
There are many ways in which this facility can become involved in the PCs' adventures; a few of the possibilities are detailed here.
  • First and foremost, bounty hunters who are looking for work, or who need to recover from a job, can find support here.
  • Following successful assignments, bounty hunters can meet here with the beings who placed the bounties in order to deliver the quarry and receive payment.
  • If a PC bounty hunter is associated with a character on whose head a bounty has been placed, the situation could become dramatic.
  • Characters with no previous bounty hunting experience who show up here could be given a test in order to prove their worth.



Thursday, April 23, 2015

Uwanesh Kajidic

Based on the templates used for the various kajidics detailed in Lords of Nal Hutta, here is a write-up for the Uwanesh Clan.

-Nate


Uwanesh Kajidic
Uwanesh is a relatively recent, up-and-coming kajidic. In fact, its leader, Slarr the Hutt, is something of an enigma among the other Hutt clans. None know of his history, if he comes from one of the existing clans and has stricken out on his own or if he comes from elsewhere. What is more, he is the only known member of the clan. That, coupled with the fact that Slarr tends to remain isolated in his stronghold, means that there is little opportunity to interact with him. So far he has not received much direct scrutiny because his activities are relatively small in scale, but that could change if he expands his operation.

Said operations are numerous and varied, but they share a common theme. They might seem rather pedestrian at a glance, since they include such activities as salvage on Raxus Prime and other worlds; chartering hunting expeditions to planets like Trammis III; promoting a variety of racing competitions; and even funding a Museum of Intergalactic Cultures.

All of these investments conceal a more ambitious purpose, however. Slarr the Hutt is in fact building a loyal army of followers who are well trained in combat, skilled in various kinds of piloting and able to construct all manner of military vehicles and equipment. One might think that he is building his own private army, but the purpose of it is known only to him.

Uwanesh Vital Information

Clan of the Ancients? No.

Current Clan Leader: Slarr the Hutt

Other Influential Members: None

Primary Base of Operations: Slarr's Palace

Throneworld: None

Spheres of Influence: Nar Shadaa, Nal Hutta, Gamorr, Raxus Prime

Current Legitimate Enterprises: Intergalactic museum, race promotion, salvage, hunting expeditions

Current Criminal Operations: Antiquities smuggling, mercenary company, fight promotion




Monday, April 13, 2015

Two Conversions (and Two Years)

Fellow Gamers,

This post marks the two-year anniversary of this blog. In keeping with that theme, I have two conversions to share with everybody.

1. First comes an adventure translated to German by SW-Fan. Doch gut gemacht!

Jaeger und Gejagte


2. Second is my own conversion of "Spoils of War," a scenario that I wrote for Issue 2 of WildSpace Magazine.

WildSpace Magazine Issue 2


Conversion 2
Issue 2 of WildSpace Magazine, a fanzine dedicated to the old D6-bases Star Wars RPG from West End Games, has been released. I have the second installment of my serial adventure in it, called “Spoils of War.” Just like last time, here's a conversion of the characters and creatures from it.


Updates for Captain Shona Venn and Kublarrha the Wookiee
These characters were presented in a previous post. To reflect their updated abilities, however, Shona gains one rank in Negotiation, while Kublarrha gains one in Perception.


Pree Tu'Anu, Caamasi Force Adept (Rival)
Brawn 1 Agility 2 Intellect 3
Cunning 2 Willpower 3 Presence 3

Soak: 1
Wound Threshold: 12
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Core Worlds 2, Discipline 3, Education 2, Lore 4, Medicine 2, Negotiation 3, Outer Rim 1, Perception 4, Resilience 2, Survival 3, Vigilance 2, Xenology 1

Talents: Grit, Inspiring Rhetoric, Kill with Kindness, Nobody's Fool, Sense Danger, Steely Nerves, Tough of Fate, Toughened, Uncanny Reactions, Uncanny Senses

Abilities: Free rank in Charm or Negotiate; free rank in Kill with Kindness; Memory Sharing

Equipment: Clothing, crash survival kit

Had galactic history followed a different path, Pree Tu'Anu might have become a wizened and respected member of the Jedi Order. Always a pacifist, he objected to the Jedi's role in the Clone Wars. For that reason, he did not train as a Padawan but instead joined the ExplorCorps. That was why he was not onplanet when the Empire ordered the bombing of his homeworld. Upon hearing the news, however, he hurried back home and witnessed the destruction firsthand.

The shock of seeing Caamas in ruins would have unhinged less disciplined minds. Even given his training, it was almost too much of a strain for Pree. Indeed, some who've encountered the Force adept would say that he has gone mad. The truth is that he bears the burden of preserving Jedi teachings, and he has started to doubt that the Light Side of the Force can stand up to the overwhelming tide of the Dark Side that has swept through the galaxy. Even so, all it would take to restore his faith in the universe is to meet an individual who could serve as a promising pupil and who could thus let him serve as a teacher.

<This character was created using the Unofficial Species Menagerie.>


Mutated Behemoth
Brawn 3 Agility 2 Intellect 1
Cunning 2 Willpower 1 Presence 1

Soak: 5
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Coordination 1, Perception 1, Resilience 2, Survival 1, Vigilance 1

Talents: None

Abilities: None

Equipment: Claws and teeth (Brawl; damage 5; Critical 4; Ranged [Engaged])

Mutated behemoths are violent creatures that have suffered through the fallout of the Imperial bombardment of Caamas. They are four meters in length, with three sets of legs, a thick hide, and fur falling out in patches. Their legs are tipped with wicked claws, and their bony heads have fang-filled maws. Given the scarcity of life on the planet, they attack whatever prey happens to come their way.



Arakyd Viper Probe Droid—Refer to page 27 of the Onslaught at Arda I adventure. 

Tuesday, March 31, 2015

The Debutante

After resolving some long-lasting computer issues, my technology is back in order. As such, here's the first blog update in too long.

-Nate


The Debutante
Once they reach a certain age, many Falleen leave their homeworld in order to see the rest of the galaxy; it's an important step in their education before they settle into a career or other life path. Such is the case with this individual, Dauna Zhirtell. She is a carefree young being with credits to spend, just looking to experience life on other worlds and amidst other beings.


Dauna Zhirtell
Brawn 1 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 3

Soak: 1
Wound Threshold: 11
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Charm 2, Deception 2, Education 1, Lore 1, Negotiation 2, Perception 1, Piloting—Space 1, Ranged—Light 1

Talents: Disarming Smile, Kill With Kindness, Smooth Talker

Abilities: One free rank in Charm; Beguiling Pheromones (suffer 2 strain to upgrade a Charm, Deception or Negotiation check against a living sentient being)

Equipment: Stylish jumpsuit, blaster pistol, comlink, 2000 credits

Dauna is a beautiful young Falleen. She has the green skin and black hair common to her species—along with the ability to change skin color and emit pheromones that cloud the minds of other beings. She is a very curious individual, and one who is still fairly naive about the ways of the galaxy. Even so, she is a game young woman, ready to try anything that sounds like an adventure.
What Dauna is not quick to mention is that her father is Keram Zhirtell, owner of Zhirtell Import and Export—and a front company for Black Sun. This gives her a strong connection to that organization, even if she doesn't know yet whether or not she wants to go into the family business.


The Transient
Dauna travels the galaxy in a GX1 Short Hauler, the Transient. This ship is a standard model, reflecting the line's originally intended purpose as a luxurious pleasure craft. Refer to page 56 of Fly Casual to find stats for this vessel; deck plans can be found on Wookieepedia at the following link.



Using the Debutante in an Edge of the Empire Campaign
There are many ways in which this character can become involved in the PCs' adventures; a few of the possibilities are detailed here.
  • Dauna Zhirtell works well as a wild card during other adventures, a character who shows up on the scene and adds another dimension to existing business.
  • Considering her charms, it's always possible that she becomes a romantic interest for one or more of the PCs. Should that not turn out well, however, the paramour in question might find thugs working for Keram Zhirtell knocking on the door.
  • Given the growing animosity between the Falleen and the Empire, she could become an ally for characters who are sympathetic to the Rebellion. Given her shipping connections, she could provide considerable logistical support to the Alliance.
  • Agents of the Hutts might see her as a threat of Black Sun incursion into their territory, and therefore try to arrange an “accident” in order to eliminate her.



Saturday, March 7, 2015

The Sakiyan Skuir-Fish Hunters

In the oceans of Saki live the skuir fish, predators known for their teeth-filled maws and sharp appendages--and for their delicious meat. It is for that latter reason, and in spite of the prior two, that some Sakiyans hunt these creatures. One such group of hunters is that led by Captain Jeo Prann, a team that uses a retrofitted sail barge for tracking their prey.

The Sanguine
The Sakiyans use a sail barge similar to that employed by Slarr the Hutt for pleasurable excursions, but the Sanguine is modified for business. On it, the upper deck has been outfitted with four harpoon cannons, two on each side. Most of the lower deck is given over to space for processing the skuir fish, with a cooling unit for preserving them and hooks for hanging them from the ceiling. The kitchen is converted into crew quarters, including space for a small galley.


Sakiyan Skuir Hunters (Minions)
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold:5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Gunnery, Perception, Ranged--Light, Vigilance

Talents: None

Abilities: NA

Equipment: Heavy clothing, blaster pistols, vibroknives

The hunters who form the crew of this vessel are all skilled in their own right, but together the form a truly formidable team. They have been pursuing skuir-fish for years, and know almost instinctively how to react to different situations.


Captain Jeo Prann (Rival)
Brawn 2 Cunning 3 Presence 2
Agility 3 Intellect 3 Willpower 2

Soak: 3
Wound Threshold: 10
Strain Threshold:12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Discipline 2, Gunnery 3, Leadership 2, Lore 2, Mechanics 1, Medicine 1, Melee 3, Negotiation 2, Outer Rim 1, Perception 3, Piloting--Planetary 3, Ranged--Light 2, Resilience 2, Survival 3, Vigilance 3

Talents: Expert Tracker, Forager, Grit, Natural Hunter, Outdoorsman, Stalker, Toughened

Abilities: Free rank in Perception or Vigilance

Equipment: Heavy clothing, blaster pistols, vibroknives, cybernetic lower (left) leg

Jeo Prann is a wily veteran of skuir fish hunting, and he has the scars to prove it. The lower half of his left leg is missing, having been bitten off by his prey during an early encounter. Even so, he remains dedicated to the business, a capable captain who is respected by his men. The loss of his leg has taught him that sometimes sentient beings must admit when they are overmatched.


Using the Hunters in an Edge of the Empire Campaign
This vessel and its can be incorporated into an Edge of the Empire campaign in many different ways; a few of the possibilities are detailed here. 
  • The PCs could encounter the Sanguine and its crew after a larger-than-normal skuir fish pulls the sail barge into the water, necessitating a rescue.
  • When a spoiled Core Worlder decides to join the crew for an expedition, he or she might hire the PCs to come along on the trip. 
  • The PCs could encounter XYZ at a location such as Haiuk's Lodge and, if they offended him, find themselves involved in an honor duel.
  • When the crew of the Sanguine finds something unusual--and valuable--in the belly of a skuir fish, they might seek out the PCs to help deal with it.


Monday, March 2, 2015

Quay

Recently I've been rereading the Tales short story anthologies that were published in 1995 and '96: Tales from the Mos Eisley Cantina, Tales of the Bounty Hunters and Tales from Jabba's Palace. They've proven to be a mixed bag, which I expected; some of them take seemingly mundane characters and weave interesting backgrounds and experiences into the greater tapestry of the Trilogy, while others head off in outlandish directions. They've also provided some inspiration for Edge of the Empire ideas, however, and all in all they've made for a fun trip down memory lane. 

Here's the first bit of inspiration, a cheap electronic device known as a quay.


Quay
Cost: 10 credits; Weight: 0.5 kg

A quay is a small electronic device that generates random answers to spoken questions. It contains limited voice recognition software that responds to particular speech patterns, namely the inflection generally used to form interrogatives in the language for which it is programmed. While for most beings it is simply a novelty item, for some—rumor has it that the Weequays who work for Jabba the Hutt worship one as a god—the device’s responses carry considerable weight of truth.

To determine the quay’s response, simply roll percentile dice.

Result / Response
1-8 / “It is certain.”
9-16 / “Without a doubt”
17-24 / “It is decidedly so.”
25-32 / “Signs point to yes.”
33-40 / “As I see it, yes.”
41-48 / “Outlook good”
49-56 / “Cannot predict now”
57-64 / “Better not tell you now”
65-72 / “Don’t count on it.”
73-80 / “Very doubtful”
81-88 / “My reply is no.”
89-96 / “My sources say no.”
97-100 / The device processes the question but takes more time to respond; roll again.