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