Tuesday, May 14, 2013

The Findsmen


It's a safe bet that the PC's, at some point in their careers, are going to cross a being who has the resources and mindset to seek vengeance for it. In such cases, the easiest thing to do is to put a price on the heads of those who have done so. When that happens, here's a band of bounty hunters for the GM to send after the heroes. They are Gand Findsmen, members of an elite group that use some kind of mystic influence to track their quarry. (GM's who want more information should look to the relevant Wookieepedia article, <http://starwars.wikia.com/wiki/Findsman>, for more details.)


Gand Findsmen
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 3

Soak: 3
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0/0

Skills: Cool 1, Discipline 1, Knowledge 1, Medicine 1, Perception 2, Ranged (Heavy) 2, Ranged (Light) 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Dodge

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

These Gand--who go by the name Gand, since they have not yet distinguished themselves enough to earn individual names--are apprenticed to Zer Noloss. While they aid him insofar as they can, they are mostly with him to learn. As such, they are quite loyal to their mentor and defer to him in all matters.

Zer Noloss
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 3

Talents: Sense basic power, control upgrade (both types).

Soak: 3
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0

Skills: Cool 2, Discipline 2, Knowledge 2, Medicine 2, Perception 3, Ranged (Heavy) 3, Ranged (Light) 2, Stealth 2, Streetwise 3, Survival 3, Vigilance 3

Talents: Sense Basic Power, Uncanny Reactions, Uncanny Senses

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

Zer Noloss is one of the Findsmen who is attunded to the Force--although he would argue that it's just the mystical tradition of his species. Whatever the case, he has an uncanny ability to recognize danger before it arises, and he can sometimes tell what his opponents are thinking. Both of those abilities he uses to help recognize and pursue his quarry, and he hopes that one of his apprentices will prove to be sensitive in the same way.

Using the Findsmen in an Edge of the Empire Campaign
Detailed here are some of the ways in which the Findsmen could become involved in adventures on the galactic fringe.
  • The most likely reason for the PC's to encounter Zer Noloss and his crew, of course, is because the Gand have been sent to apprehend the heroes. If the GM is using the adventure Hunter and Hunted, this might be because the PC's crossed Moxo Oonta, Talem Goll or another character.
  • Should the Gand be pursuing a quarry for whom their species would be too much of a giveaway, they might subcontract with the PC's for some help that can blend in to the surroundings better.
  • It could happen that Zer, while practicing his meditation, experiences a vision related to the Force; in that case, he might seek out characters with anti-Imperial sentiments to help learn about what he saw.

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