Friday, July 26, 2013

The Fighting Pit

Here's my first new post since acquiring the core rulebook. I'm already working on stats for competitors, so hopefully they'll be ready soon.

-Nate



The Fighting Pit
Some beings enjoy nothing more than a good fight. Others recognize this predilection as an opportunity to make a profit, and then take advantage of it. An example of the latter is Kees Thelu, a former member of the Iotran Police Force who recently purchased and remodelled a docking bay for just that purpose--staging gladiator fights and thus earning credits in a variety of ways.

The Pit
Refer to the appropriate map for the following area descriptions.



1. Entry
A pair of broad blast doors provide entrance to the pit at ground level; they are the originals, now repurposed by Thelu. Additionally, a pair of ramps, one on either side of the doors, lead up from ground level to the viewing area (Area 4). A placard outside the doors lists comlink information for Kees in case any prospective fighters want to meet with him.

2. Fighting Pit
This broad, open area has a floor of packed earth. It is the very same as the original docking bay, except that a little sand has been spread on it to help soak up the blood.

3. Fighters' Quarters
By adding walls to the bay's living area, workshop and storage room, Thelu has created enough space for a dozen gladiators to set up temporary quarters. Each is equipped with a functional if not very comfortable bed, a table and chairs, and a small but serviceable refresher.

4. Viewing Area
The roof of the docking bay was flat from the start; Thelu has added guard railings along the outside perimeter as well as the mouth of the fighting pit. What is more, boxes containing rope ladders provide an emergency exit in the event that a dangerous situation arises. During matches the guests can gather here to watch the fighting, make wagers amongst each other and the like. The Iotran also lets peddlers enter the area to sell food and drink. Note, however, that he does not vouch for the refreshments, nor does he regulate the gambling.



Kees Thelu
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Charm 1, Coerce 2, Cool 1, Coordination 1, Mechanics 1, Medicine 1, Melee 3, Negotiate 1, Perception 1, Ranged (Light) 2, Resilience 2, Stealth 1, Streetwise 1, Survival 2, Vigilance 1

Talents: Second Wind, Side Step

Abilities: None

Equipment: Armored clothing, heavy blaster pistol, vibroknife, comlink

Kees Thelu was once a member of the Iotran Police Force; it was his duty to protect and serve the beings on his planet. He was good at his job, and enjoyed it. The only problem was he liked the fighting more than he liked the service and protection, and this led him to some disciplinary problems when he became too eagerly involved in combat. The last straw came in an incident about which Thelu does not like to talk. Taking what little money he had, the Iotran bummed around the Outer Rim for a time before he found and purchased the docking bay that he has turned into his fighting pit.

Organizing Matches
Bouts in Thelu's fighting pit are normally fought until one combatant or the other is incapacitated. This is because Thelu doesn't want to become embroiled in the possible retribution that death can bring, and because he knows that fighters who develop grudges can make for interesting future storylines. Outside intereference is strictly forbidden, and earns the ire of those who've placed wagers on matches. Normally competitors make arrangements with the Iotran in advance of a fight night but, it is not unheard of for someone to walk in and be given permission to fight. Matches usually happen once a week.

Using the Fighting Pit in an Edge of the Empire Campaign
Detailed here are some of the ways in which Thelu's fighting pit could be involved in adventures on the galactic fringe.
  • The easiest reason for a PC to be here is, naturally, if that character is fighting in a match.
  • Other PC's might pay a visit to the pit in order to watch or bet on the matches, or even to sell merchandise.
  • While the PC's are present, they might discover a plot to poison or otherwise hinder one of the combatants, especially one who is heavily favored to win a bout. This could be due to a personal grudge against that fighter, or perhaps because someone is making a large bet against might that character.
  • These matches are known to draw the attention of other locals. Nius Samad might show up to offer his services as a medic; Arn Festek or one of his mercenaries could come to compete; Seron and/or Vesa Li come to sell food or drink; or Dibs Nkik could bring in a droid that he wants to test in battle. Eventually, even a local Hutt crime boss might come to view the action--bringing a suitable entourage, of course. This is especially the case if a fighter is able to establish a reputation for prowess and longevity.

Saturday, July 13, 2013

The Grand Opening


It's taken me a little while to write this post, but with good reason. I acquired my Edge of the Empire core rulebook back on Tuesday the 2nd, as part of a release party hosted at the Fantasy Flight Games Event Center. Since then I've had a chance to give it a good long look, especially since I've been using it to update character stats for previous blog articles. With that in mind, here are some of my thoughts.
  1. First of all, this thing is pretty. It weighs in at almost 450 full-color pages and has a good heft to it. The art is consistently solid, with very little that stands out as weird or inconsistent.
  1. It's nice to be back to a non-level-based system. Although I enjoyed playing the D20-based incarnations of the Star Wars RPG from Wizards of the Coast, I never felt that having a class and level really matched with the setting.
  1. This book is quite expanded from what was in the beta version. The big additions seem to be chapters about the setting, including chapters regarding "The Galaxy" and "Law and Society," but other areas have additions, too.
  1. I like the emphasis on the Rebellion era. This reminds me of old D6-based games using the West End Games system years ago, and I'm looking forward to some gritty adventures on the fringes of galactic society.
  1. In the same way, I like that there isn't a whole lot of information about the Force. There's enough to create some NPC's, but not too much beyond that. Here again, it's back to basics; the Jedi are rare, and people can play for a while without them.
  1. Character generation seems to go pretty smoothly. As I've been updating the NPCs that I created with the beginner game rules, it's becoming pretty intuitive for me.
  1. I like the little sidebars that help create a feel for the setting. These are the kinds of things that make an RPG book feel like Star Wars, instead of like a technical manual.
  1. The adventure in the back, "Trouble Brewing," is a fun one. It's not too mercenary in style or plot, and provides a chance to set up some exciting situations and interesting characters.
On a similar note, I like the GM screen, too. It is well crafted from thick material, and is packed with usual charts and tables. The adventure that comes with it, "Debts to Pay," is another good one.

-Nate