Friday, December 27, 2013

Tebora's Entourage


Detailed here are the various beings who can usually be found in the home of Tebora the Muun. This list is by no means complete, however, as he often contracts beings with specific abilities for specialized jobs and is always open to hiring on useful new talent.


Siruli, Askajian Cook
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Brawl 1, Coercion 1, Core Worlds 2, Leadership 1, Lore 1, Medicine 1, Melee 2, Outer Rim 1, Perception 1, Resilience 2, Survival 2, Xenology 1

Talents: None

Abilities: Desert Dweller: Askajians remove one setback die imposed due to arid or hot environmental conditions.

Equipment: Clothing, cooking implements, datapad

Like many Askajians, Siruli is a woman who looks like a Human but for two distinguishing features. The most noteworthy is her considerable girth. While some of this is a result of her species' ability to retain moisture, more of it comes from her love of food. She enjoys nothing more than learning about new delicacies from around the world, practicing preparing them, and then sharing the food with Tebora and the other members of the household. For her, sharing a meal is something of a sacred ritual, and one that beings around the galaxy have in common. Because of this, woe to the individual who disrespects the importance of that ritual.


Jetopa
Brawn 1 Cunning 3 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 1
Wound Threshold: 9
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Computers 1, Cool 1, Coordination 1, Core Worlds 1, Deception 2, Education 1, Leadership 1, Lore 1, Negotiation 2, Outer Rim 2, Perception 2, Ranged--Light 1, Skulduggery 2, Stealth 2, Streetwise 2, Underworld 2, Vigilance 2

Talents: Convincing Demeanor, Smooth Talker, Wheel and Deal

Abilities: Toydarians begin the game with one free rank in Deceit or Negotiation. They still may not train Deceit or Negotiation above Rank 2 during character creation; Talent Bonus: Toydarians start play with one rank in Wheel and Deal; Flight: Toydarians may ignore the effects of difficult terrain; Force Resistance: Attempts by a Force-user to alter the emotions or thoughts of a Toydarian have the difficulty increased by one; Size: Toydarians have a Silhouette of 0.

Equipment: Clothing, blaster pistol, datapad, comlink

Jetopa the Toydarian knows he's taking a risk by serving Tebora the Muun, but so far he's pleased with how it's going. After all, he is slowly acquiring wealth and influence by working for the up-and-coming crime boss, and the conditions are much nicer than being in some Hutt's fortress. Even so, he knows how much the Hutts would be interested to learn of the Muun's usurpation of their business, and that knowledge is for Jetopa a safety net in case trouble arises. He's also open to doing a little dealing of his own on the side, so as to build up a nest egg.


Besalisk Guards
Brawn 3 Cunning 2 Presence 1
Agility 1 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills (Group only): Athletics, Brawl, Melee, Perception, Ranged--Light

Talents: None

Abilities: One free rank in Resilience; Extra Limbs: Besalisks may spend Advantage on a successful Brawl attack to hit a second target engaged with it, dealing the same damage as dealt to the original target.

Equipment: Heavy clothing, blaster pistols, brass knuckles

These guards are gruff but boisterous individuals, well trained and paid enough to live comfortably. Because their boss has mostly flown under the Hutts' radar so far, they haven't been forced to do much heavy work, but they know that is likely to change in the future.


Human Servants
Brawn 2 Cunning 1 Presence 1
Agility 2 Intellect 2 Willpower 1

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

Skills (Group only): Perception, Vigilance

Talents: None

Abilities: None

Equipment: Clothing, comlinks

Tebora's servants are mostly Human females, nondescript individuals who answer to Siruli. It is there job to keep the manor presentable, and to make sure the other beings present have what they need.

Monday, December 23, 2013

Tebora the Muun, Crime Boss


There's no shortage of influential beings on Tatooine when it comes to criminal enterprises. Hutt bosses such as Gardulla and Jabba are probably the best known, while up-and-comers like Lady Valarian are working to cut their own piece of the pie. Even so, another newcomer has set his sites on making a name for himself: Tebora the Muun.

Once a promising young agent for the Intergalactic Banking Clan, Tebora cut his ties to that organization in the aftermath of the Clone Wars. At that point he lived as a gentlebeing of leisure, having saved up a considerable stash of credits. It was at this time that he began to develop a taste for illicit activities, especially buying and selling contraband goods. He also found that his wealth and connections made him a natural when it came to brokering smuggling deals. For these reasons he decided to found the Trans-Galactic Import and Export Company, so that it could serve as a front for more illicit activities.

The problem that Tebora faces now is one of cutting into the lucrative trade that runs through Tatooine, without attracting the ire of the Hutts. So far he has managed to slowly but steadily build up his operation, but it is only a matter of time until they recognize what he is doing.



Tebora's Manor
For the most part, Tebora's residence on Tatooine blends in amongst the other buildings around it. Standing two stories in height, it has plain pourstone walls. It might be cleaner than others, and those who know to look for them can see signs of armed guards and a security system, but it is otherwise unremarkable.

1. Entry
This open area is flanked by two sets of stairs leading to the building's upper level. It also boasts two pillars that support the rooms above. A hallway leads to other rooms on the ground floor, while double doors open into the courtyard.

2. Parlor
This is where Tebora receives visitors. The room is filled with comfortable chairs and couches, along with side tables for guests to use. When it suits his purposes, Tebora sometimes places listening devices in the room in order to spy on newcomers.

3. Lieutenant's Quarters
Jetopa, the Toydarian steward who oversees the household, has his private quarters here. The furnishings include a bed, dressing table, wardrobe and trunk.

4. Refreshers
This chamber boasts all the expected amenities.

5. Library
The walls of this room are lined with shelves containing old-fashioned codices, data tapes, holocubes and other forms of recording information. In particulare there are many texts and items that reflect the development of mathematics in the galaxy. There are also two broad tables with chairs for those who wish to sit and read. Tebora can often be found here, going over his books or reading a mathematical treatise.

6. Dining Room
This room is filled with a long table surrounded by chairs, all made from expensive greel-wood. It serves for business meetings as well as meals.

7. Kitchen
This room contains everything that the cook needs to prepare elaborate meals. From here one can also access the pantry and cold-storage area, and a door in the back wall leads outside.

8. Pantry
Shelves line the walls of this room; they are filled with all manner of expensive and delicious non-perishable foodstuffs.

9. Cold Storage
Any foodstuffs that are subject to spoiling are stored here. Tebora spends a good deal of money keeping himself and his associates well fed.

10. Storage Room
Mundane items such as linens, extra furniture, the table service and such are stored in this room.

11. Cook's Quarters
Siruli, the Askajian cook, has her quarters here; they are furnished in much the same manner as those of the steward.

12. Servants' Quarters
This room contains four beds and dressing tables; it is here that the servants who work under Siruli have their personal space.

13. Guards' Quarters
The furniture here is much like in the servants quarters, except that there are five of each item. What is more, a durasteel cabinet holds blaster rifles and stun grenades for emergency situations.

14. Courtyard
The focal point of this entire estate is the courtyard in the center of the structure. It is filled with an impressive amount of greenery, the primary way in which Tebora shows off his wealth and influence. Indeed, this is where the Muun prefers to entertain important guests, especially those who are uncomfortable in Tatooine's dry environment. Periodically a pump system sprays the area with mist from the four corners of the inside walls.

15. Guest Rooms
Each of these rooms is furnished with a large bed, a double wardrobe and two desks, providing space for visitors to settle themselves. At any given time, perhaps half of these rooms are occupied by beings who have business with Tebora.

16. Master Bedroom
The Muun himself is quartered here. His room boasts a large bed and a desk for working, along with a walk-in closet (A) and a private refresher unit (B). While one might expect to find a computer workstation on the desk, Tebora prefers instead to keep business information on a datapad that he carries at all times.


Tebora the Muun
Brawn 2 Cunning 3 Presence 3
Agility 2 Intellect 4 Willpower 2

Soak: 2
Wound Threshold: 14
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Charm 2, Coercion 1, Computers 2, Cool 1, Core Worlds 1, Deception 2, Discipline 1, Education 2, Leadership 2, Mechanics 1, Medicine 1, Negotiation 3, Outer Rim 2, Perception 2, Piloting--Planetary 1, Ranged--Light 1, Resilience 1, Skulduggery 1, Streetwise 2, Underworld 2, Vigilance 2, Xenology 1

Talents: Convincing Demeanor, Know Sombody, Smooth Talker, Wheel and Deal

Abilities: Muuns begin play with a free rank in Education. They may still not increase this skill beyond two ranks at creation. Because Muuns are three-hearted, they can ignore one setback die caused by cold temperatures.

Equipment: Clothing, datapad, comlink

Tebora the Muun might look gangly, awkward and too refined to survive on Tatooine, but in truth he is a skilled and ruthless negotiator. To that end he is willing to take calculated risks, but he is also faithful to the beings with whom he makes business deals. He enjoys stimulating conversion, which for him includes any talk of business or mathematics.


Using Tebora the Muun in an Edge of the Empire Campaign
Many of the ways in which this crime boss can be used in a campaign on the galactic fringe are detailed below.
  • First and foremost, Tebora could serve as a patron for the PCs, provide them with jobs as a source of income.
  • Should the Hutts realize that a Muun is cutting in on their business, they might send agents to disrupt such activities. Various characters from Chapter 12 of the core rulebook--especially the Aqualish thugs, Barabel enforcer and Defel assassin--could be sent to do so.
  • In the event that this dispute continued to develop, the PCs could find themselves forced to choose sides during an all-out gang war, or forced to flee the scene.
  • Somebody might hire the PCs to acquire a valuable item or information from inside Tebora's manor, or to place condemning evidence inside of it.
  • Tebora could be connected to any number of other activities on Tatooine, such as Dibs Nkik's spy ring, Vek Ral'lya's smuggling racket, or Kees Thelu's fighting pit.


Muun
Muun are tall, spindly humanoids. In many ways they resemble Humans, but are hairless. They have long limbs and heads, with small noses and ears. Their skin is usually pale. They tend to be greedy and cautious in their business dealings, something that makes them naturals when it comes to intergalactic business dealings.

Physiology: The most notable difference between Muuns and Humans is that the prior species has three hearts--one that operates as usual, and two that are consciously controlled. This allows the Muuns to increase blood flow in their bodies when encountering cold weather or similar situations.

Society: Muuns are often gifted when it comes to calculating numbers. They are also quite competitive, leading many of them to become involved in finance. Muun parents encourage these traits amongst their youngsters.

Homeworld: Muunilinst is a world that boasts towering mountains, lush forests, broad plains and wide-open seas. On the bottom of that latter feature can be found burbling volcanic vents known as smokers, which provide a source of mineral wealth that bubbles up from the planet's core. Muunilinst is a wealthy and technologically developed world, but it has not succumbed to overdevelopment in the same way that planets like Coruscant or Duros have done.

Language: Muuns speak their own language, Muun; most are also fluent in Basic and other languages.

Life on the Fringe: Given that many Muuns enjoy working in intergalactic finance and other such business, it might seem unusual to find them on the fringes of the galaxy. Even so, their competitive and opportunistic nature often leads younger, less established Muuns out to places where they can find a chance to make some money. They tend toward careers such as politico, scholar, trader and slicer, but exceptions are not unknown. Some use their aptitude with mathematics to become skilled navigators.

Species Abilities
Brawn 1 Agility 2 Intellect 3
Cunning 2 Willpower 2 Presence 2

Wound Threshold: 12 + Brawn
Strain Threshold: 12 + Willpower
Starting Experience: 90
Special: Muuns begin play with a free rank in Education. They may still not increase this skill beyond two ranks at creation. Because Muuns are three-hearted, they can ignore one setback die caused by cold temperatures.


Saturday, December 21, 2013

House Rules


Detailed here are some suggested house rules for use in Edge of the Empire campaigns. I'll continue to add ideas as they arise.

Delayed Resolution
Sometimes a PC wants to attempt an action when the result of it won't be known for some time. An example of this recently occurred in my campaign, when the PCs defeated some bounty hunters pursuing the Twi'lek slicer. That character, attempting to convince the being who'd put the bounty on his head, tried to falsify some evidence that he'd been killed. For one thing, I hadn't written stats for that crime boss; for another, the Twi'lek wouldn't know whether or not the effort was successful until some time later.

To reflect this, I had him roll his skill check using ability and proficiency dice, and then noted it just like when determining initiative order at the start of combat. Later, once it becomes necessary to know if he succeeded, I'll generate the difficulty and challenge dice and roll against his result. In this way, the character is left wondering hos he did—but he'll learn the result soon enough. At that time I'll also interpret any threat or despair results that might occur.


Less-Than-Average Starting Abilities
The Edge of the Empire core rulebook sets standard characteristics for different species. While this is a solid system, it could be interesting to have characters who are not as adept in certain ways. Take, for example, Humans--who have a 2 for every characteristic. Some characters just might not be so average. To reflect this, characters can choose to lower ability scores at creation, thereby gaining additional experience points to spend. In this way, characters who lower a score from 3 to 2 gain 30 xp, while those who lower ability from 2 to 1 gain 20 xp.

Typical Stakes for Sabacc
The adventure Under a Black Sun provides rules for simulating sabacc games. Given the flexibility of those rules, it seems like a good idea to provide guidelines for the typical stakes in such games. In this way, characters who are skilled gamblers are likely to win lower-stakes games, but face a much greater challenge when more money is on the line.

Difficulty Level = Typical Stakes
Easy = 1 credit
Average = 10 credits
Hard = 100 credits
Daunting = 1,000 credits
Formidable = 10,000 credits

Rules for Younglings
GM's wanting to use younglings in an adventure or campaign can do so with the following modifications.
  • Younglings have the same base attributes as other members of their species, except that they suffer -1 reductions to Brawn, Intellect and Presence.
  • They do not have a career or specialization, and therefor possess no talents.
  • Younglings start with one third of their species' normal XP, rounded down.

Sunday, December 15, 2013

The Constabulary


Although the Empire holds much of the galaxy in an iron grip, its grasp of Outer Rim worlds is not as strong. Indeed, on some planets the local Imperial forces are often undersupplied and short-staffed, sometimes deliberately so. Such is the case with this group of law enforcement officials, who maintain a show of law and order while in truth cooperating with the local crime bosses.



The Office
Should a character end up visiting the constabulary office--willingly or otherwise--refer to the appropriate map for the following area descriptions. The office consists of a single-story pourstone structure that is little different from surrounding buildings. It has no windows.

A. Receptionist
The front room of the building has places for visitors to sit, along with a main desk occupied by a friendly protocol droid that acts as receptionist and secretary for the constabulary personnel.

B. Agents' Office
The constabulary agents--excluding Captain Krusick--have their office here. Each is assigned to a desk. The place can be rather crowded when all of them are present, but that is not often the case. Each desk boasts a workstation and various personal effects. During major incidents, briefings are held here.

C. Prisoner Cells
These small chambers feature a double bunk and a small refresher unit. They have old-fashioned barred walls and doors, leaving them open to observation the main hallway, although the refresher unit has a modicum of privacy.

D. Krusick's Office
Captain Ollathi Krusick works out of this room, and can be found here more often than not. He has a desck with a workstation and cabinets for storage. There is also an open doorway that leads to a chamber from which one can watch interrogations unobserved.

E. Interrogation Chamber
A small table and chairs fill the center of this room. The wall to the right of the door is mirrored, and the section that leads to Krusick's office acts as a one-way window.

F. Evidence Storage and Armory
Any items that are being used in ongoing investigations--murder weapons and other evidence--are kept here. There are also racks containing blast helmets and vests, along with blaster rifles, and one case of grenades for those times when the constabulary needs to muster a more powerful force of peacekeepers.


Personnel
Detailed here are some of the more exceptional members of the constabulary. For ordinary agents, use the stats for a Planetary Defense Force Trooper from page 405 in the core rulebook.

Captain Ollathi Krusick
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 3

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Computers 1, Cool 2, Deception 1, Discipline 2, Education 1, Leadership 2, Lore 1, Negotiation 1, Outer Rim 2, Perception 2, Piloting--Planetary 1, Ranged--Heavy 1, Ranged--Light 2, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 3, Survival 1, Underworld 2, Vigilance 1

Talents: Command, Confidence, Field Commander, Second Wind

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, datapad, comlink

Ollathi Krusick is a cagy veteran of Tatooine law enforcement. As such, he knows how much to push the local criminals and, more importantly, when to look the other way. This level of corruption might be shocking on other planets, but is a simple fact of life here. For the most part, he likes to keep things quiet, and that means letting the Hutts run their enterprises without letting things become too crazy. In this way, the captain lives a comfortable life and has no desire to be stationed elsewhere.


Lieutenant Voda Reen
Brawn 2 Cunning 3 Presence 3
Agility 3 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 2, Computers 1, Cool 2, Coordination 1, Deception, 1 Discipline 1, Education 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Outer Rim 1, Perception 2, Piloting--Planetary 1, Ranged--Light 1, Resilience 1, Skulduggery 2, Stealth 2, Streetwise 2, Survival 1, Underworld 1, Vigilance 2

Talents: Grit, Inspiring Rhetoric, Kill With Kindness, Plausible Deniability

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, comlink, datapad

Voda Reen is an ambitious young woman, and one who is skilled at social interactions. This makes her a highly capable field agent, and she is the one who conducts the most important investigations. When partnered with her brother, Petris, she plays the good cop to his bad cop. While she enjoys the challenge of working on Tatooine, she intends to use the backwater planet as a stepping stone to bigger and better things. To do this, of course, she must prove herself, while not upsetting the local balance too much. If she had a chance to take down a major crime boss, however, it might be too good an opportunity not to take.


Lieutenant Petris Reen
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

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

Skills: Athletics 2, Brawl 2, Coercion 2, Computers 1, Cool 1, Education 1, Gunnery 1, Medicine 1, Melee 2, Outer Rim 1, Perception 1, Piloting--Planetary 1, Ranged--Heavy 2, Ranged--Light 2, Resilience 2, Streetwise 1, Survival 1, Underworld 1, Vigilance 1

Talents: Heroic Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: One free rank in each of two non-career skills

Equipment: Heavy blaster pistol, comlink, datapad

Petris Reen is a brute, pure and simple. In another life he might have been an enforcer for a crime boss, but chance (and the guidance of his sister) has allowed him to gain employment in law enforcement. To that end, he enjoys being the tough guy, wielding his power to his own delight. If left to his own devices, this might lead to a major problem with the Hutts and others, but Petris is lucky to have Voda keeping him out of trouble. Petris can be an implaccable foe if angered, however, and even his sister could lose her influence over him if he is mad enough.


Using the Constabulary in an Edge of the Empire Campaign
Many of the ways in which the constabulary and its agents can be used in a campaign on the galactic fringe are detailed below.
  • The most common way for the PCs to encounter these constables is, of course, if they should run afoul of the law.
  • Somebody could hire the PCs to help bust a character out of lockup; alternately, the PCs might need to bust themselves out.
  • Voda Reen could call on the PCs as witnesses in an investigation, or even use them to stage an important sting operation.
  • During such an investigation, an enemy could target one of the constables for assassination, perhaps employing the PCs or forcing them to intervene.


Friday, December 6, 2013

The Shipwreck


For a number of reasons, the planet Tatooine sees more than its share of wrecked spacecraft. Some attribute this to a larger-than-normal amount of pirate activity in the system, while others claim that it is due to the odd conditions caused by the binary stars. Whatever the case, these wrecks provide a chance of winning valuable plunder for those locals who are able to take advantage of them. For a GM looking to add a challenging and intiguing adventure, they also provide an excellent opportunity.

In order to set up this scenario, it's important to answer a few questions.

1. What kind of ship is it?
Here again, Wookieepedia is a GM's best friend. The site has plenty of deckplans for ships, providing a map on which to base the exploration. To see a gallery of them, check out the Technical Drawing category.


2. Why did it crash?
This question begins to add the elements of a backstory for the scenario. For example, was it caught in a sandstorm or shot down by pirates? Perhaps somebody connected with the voyage sabotaged the vessel, perhaps in an effort to murder someone aboard it or prevent that being from accomplishing a particular mission. In any of those latter cases, the ones responsible for the crash could come along later and try to finish the job. They might arrive while the PCs are salvaging the vessel, forcing them to stage a defense, or they could come along after the scenario has developed further.

3. How do the PCs learn about it?
The PCs can be dragged into this situation in many different ways. Perhaps an associate of theirs learns of it, such as the Jawa trader "Dibs" Nkik. Another option is to have this occur while they are traveling through the desert; every character should make a Perception check, and the one with the highest result is the first to notice a vessel streaking through the heavens. Of course, the PCs might not be the only ones, and the GM could have potential rivals or enemies make similar checks to determine who has the jump on whom.

4. What kind of cargo is it carrying?
Needless to say, the goods being stored aboard the vessel have a major impact on the situation. For one thing, they provide the PCs with a possible source of profit. What is more, selling such goods could provide further plot hooks. For example, trying to sell a load of glitterstim would require some finnagling, while foodstuffs would be easier but less lucrative. Livestock could present a particular challenge, while scrap and parts could be used for a project on which the PCs are working.

Cargo / Value
Cloth / 10,000 credits per metric ton
Foodstuffs, typical / 10,000 credits per metric ton
Foodstuffs, fancy / 20,000 credits per metric ton
Foodstuffs, rare / 50,000 credits per metric ton
Fuel / 50,000 credits per metric ton
Livestock, typical / 5000 credits per metric ton
Metal ore / 2500 credits per metric ton
Water / 25,000 credits per metric ton
Special items / GM's discretion

5. Are there any survivors?
There's always the chance that some of the ship's crew members or passengers survived the crash. This provides at least one additional difficulty, and perhaps more than that. After all, survivors could make a claim on the wreckage. If any of them was responsible for the crash, said individual could seek to prevent others from discovering what happened. That being might have ejected in an escape pod before the crash. On the other hand, survivors who were simply in the wrong place at the wrong time could be injured inside the wreck, or could have set out across the desert in hopes of finding a settlement--adding another problem to the situation.

6. What kinds of hazards are aboard it?
There's always the chance that other complications have arisen. For example, the wreck could have upset a nest of womp rats, leaving them in a mood to defend their home. Alternately, passing Tusken Raiders might become interested in the crash. Damage to the wreck could present other obstacles, such as the possibility of electrocution due to a short-circuit, a compartment filled with acrid fumes, or the like. Find the stats for the appropriate creature, or refer to the "Environmental Effects" section in Chapter 6 of the core rulebook to find guidelines for this latter kind of danger.


Using the Shipwreck in an Edge of the Empire Campaign
Many of the ways in which the shipwreck can be used in adventures on the galactic fringe are detailed above.
  • This could be a good way to introduce an important NPC into a campaign, as suggested above.
  • Some of those specific items present their own adventure hook, as the PCs seek a market or means for selling them.
  • Depending on how this is resolved, another interested party could follow up on the matter and be displeased about the PCs' involvement.

Sunday, November 24, 2013

Compiled Index

One problem I've had with RPG's over the years is remembering which book has the stats I need for a particular situation. Although Edge of the Empire is still pretty new, I've decided to start compiling an index for all of the characters, droids, equipment, game mechanics and planets and vehicles not in the core rulebook. Here is a link to the index, which includes the Under a Black Sun and Beyond the Rim adventures, along with the Game Master Kit.

Compiled Index

If you see any changes or corrections that need to be made, please let me know. Moreover, I have a couple of questions.

(Note: This index has now been updated to include information from the Enter the Unknown sourcebook.)

1. Should I separate characters and droids into two different categories?

2. Should I include the scenario Long Arm of the Hutt, even though it's for the Beginner Game?

-Nate

Sunday, November 17, 2013

Tusken Camp


Usually the beings on Tatooine do everything they can to avoid encounters with Tusken Raiders. There coud come a time, however, when they would actually need to seek out a Tusken camp, perhaps to stage a rescue or negotiate a truce. Whatever the case may be, refer to the map provided for the layout of such a harrowing place.

The camp consists of a ring of tent-like structures around a central firepit. It is usually set up around close to a rock wall or hill, on the lee side. Each structure is shared by a single family unit, or a group of unmarried males. Important members of the clan, such as the war chief or shaman, have their own dwellings. Note that the entrance to each structure is marked with an E; it is a flap that can be tied down to protect against the wind.



Around the camp the clan's creature companions are positioned for protection. The banthas (B) usually rest in one large group for warmth. Additionally, massiffs (M) are tethered in locations about the perimeter to alert the Tuskens of intruders. Finally, a pair of sharpshooters (S) are often kept on watch in some position of high ground. Other Tuskens (T)--males, females and younglings--gather around the fire when they are not sleeping.


Tusken Females--Use the stats for Typical Tuskens, although they are normally only equipped with heavy clothing and knives.


Tusken Younglings
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 1

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

Skills (group only): Survival

Equipment: Heavy clothing

These younglings remain in the camp, learning to survive in the desert, until the males are old enough to begin accompanying their elders in hunting parties and similar excursions. Youngling females, like the older female Tuskens, stay in the camp.


Additionally, the following article from the Gaming Security Agency provides stats for massiffs and other takes on Tusken Raiders.



Using Tuskens in an Edge of the Empire Campaign
Detailed here are some of the ways in which these raiders can be used in adventures on the galactic fringe.
  • The most likely possibility is that characters traveling through the more remote areas of Tatooine encounter a band of Tuskens and must deal with it accordingly.
  • The PCs could be called into action when an old associate, traveling by speeder, suffers a breakdown and thus attracts unwanted attention.
  • Should the Tuskens be suitably provoked, they could stage a raid on a larger settlement such as Mos Espa.
  • If the Tuskens kidnapped somebody important, the PCs could be recruited to stage a rescue by raiding the raiders' camp.