Saturday, June 29, 2013

Quick Updates

I haven't been very productive with this blog recently, for a few reasons. For one, I intended to attend the Free RPG Day event at the FFG Event Center, but real life conspired against me. Second, with the new core rulebook due out this Tuesday, I'm waiting to have the full rules so I can update my previous posts and then move forward.

With that said, I do want to mention a few things. First, I obtained a copy of the adventure from Free RPG Day, Shadows of a Black Sun. It contains a ten-page rules summary, an overview of Coruscant, four pregenerated characters and a twenty-page adventure. This one's a little more mercenary than others I've seen, such as The Long Arm of the Hutt, but is solid. If anyone is in the area, they still have print copies of it at the FFG Event Center.

Speaking of that, there's also a kickoff event this Tuesday, July 2nd, from 5:30 to 7:30 pm. I'm including a link to the Facebook event page below.

Release Meet and Greet


Saturday, June 8, 2013

Swoop Gang

I have two things for today. One is that I've added another website to the list of resources, a blog called "Triumph & Despair" written by C. Steven Ross; it has numerous articles about Star Wars roleplaying in general, Edge of the Empire in particular, and even complete adventures.

The other item is stats for a swoop gang, along with suggestions for using them in a campaign.


Swoop Gang
Somebody once described a swoop as a high-powered engine with a seat. To be fair, these craft also have steering controls--although not many beings are up to the task of piloting them at full speed through a difficult course. There are some, however, who love to do so and live for little else, and those who live on the wrong side of the law have a tendency to form groups for mutual protection and entertainment.

Swoop Gang Leader
Brawn 2 Cunning 2 Presence 3
Agility 3 Intellect 1 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 2, Brawl 2, Charm 1, Cool 2, Coordination 1, Leadership 2, Mechanics 2, Medicine 1, Perception 1, Pilot (Planetary) 3, Ranged (Light) 2, Resilience 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Convincing Demeanor

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, swoop bike

Swoop gang leaders tend to reflect a combination of the abilities and personality traits represented by the other members of their gang; perhaps this is was helps them hold together such a ragtag group of individuals and misfits.

Swoop Gang Pilot
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 12
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 1, Brawl 1, Cool 2, Coordination 1, Mechanics 1, Medicine 1, Perception 1, Pilot (Planetary) 2, Ranged (Light) 2, Resilience 1, Stealth 1, Streetwise 2, Vigilance 1

Talents: Full Throttle, Skilled Jockey

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, swoop bike

These swoop pilots tend to be daredevils who live fast and freely, delighting in taking risks and showing off their prowess in the saddle. They tend to make decisions quickly, for better or for worse. Although they are slow to trust newcomers, they can be fiercely loyal to those who win their respect.

Swoop Gang Technician
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Skills: Computers 2, Knowledge 1, Mechanics 3, Medicine 2, Melee 1, Perception 1, Pilot 1, Ranged (Light) 1, Skulduggery 1, Streetwise 1, Vigilance 1

Soak: 3 Defense: 0
Wound Threshold: 11
Strain Threshold: 12

Equipment: Padded clothing, tool kit, blaster pistol, comlink, datapad

Whereas their more daring comrades excel at operating swoops, the techs possess outstanding aptitude for modifying and repairing them. They tend to be a little more thoughtful and cautious, but this can be deceiving; when it comes time to take action, they can be just as fierce as their fellows.

Swoop Gang Tough
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 15
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 2, Brawl 2, Coerce 1, Coordination 1, Medicine 1, Melee 2, Perception 1, Ranged (Light) 1, Resilience 2, Streetwise 1, Survival 1

Talents: Frenzied Attack, Toughened

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, truncheon, vibro-knife

These members of a swoop gang tend to be boisterous and rowdy, delighting in all kinds of fighting. They do not brook any kind of disrespect, either toward themselves or to their gang, and respond in a frequently violent manner.

Using the Swoop Gang in an Edge of the Empire Campaign
Detailed here are some of the ways in which this swoop gang could become involved in adventures on the galactic fringe.
  • First and foremost, the PC's could all be members of a swoop gang, living their lives and running into trouble with the local authorities.
  • During business on an Outer Rim world, the PC's might run into one of these gangs, either in the streets or in a local watering hole; this could provide an opportunity for some friendly competition, such as racing, arm wrestling, drinking, shooting or the like.
  • If they're looking to customize a repulsorlift vehicle, the characters might seek out one of these gangs.
  • Should the PC's run afoul of the gang, its members could become ongoing and persistent enemies.
  • On the other hand, the PC's could use members of a gang to make life difficult for a rival, perhaps even raising heck as a distraction from other illicit activity.
  • If the swoop gangers acquired an item that the PC's need, they might have to devise a means of entering the gang's hangout--such as a rundown cantina or docking bay--to retrieve it.

Saturday, June 1, 2013

Docking Bay

This post should be pretty self-explanatory; it can be dropped into any kind of adventure that requires the PC's to park their ship.


The Docking Bay
Refer to the appropriate map for the following area descriptions.

1. Entry
A solid double blast door seals the bay; it takes an Average Mechanics check followed by a Hard Computers effort to bypass them. The walls are five meters in height.

2. Main Bay
This broad open area has four doors leading out of it. There are also ladders in the middle of the wall between the doors, providing an emergency exit in case of trouble.

3. Living Area
Six bunks line the walls of this area; there is also a table with chairs and a refresher. Crews can stay here during their downtime, and sometimes ship owners hire guards to watch over vessels and cargo.

4. Workshop
This area has space for making repairs, although ship crews must provide their own tools and parts.

5. Storage
Cargo can be stored here while waiting to be loaded or delivered.