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.

-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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