The
galaxy is caught in a civil war. Although this fact might not be as
apparent on the fringes of the galaxy and in the early stages of the
Rebellion, it is undeniable. This is especially the case on those
worlds that have seen heavy action between the opposing sides.
Devaron is a good example of this, following the bombing of
Montellian Serat. Other possible incidents include the First Battle
of Jabiim and the Battle of Mos Espa. On planets such as it, cities
that were once beautiful places have now been reduced (at least in
part) to rubble.
Although
this devastation is tragic, it also provides numerous opportunities
for adventure. What is more, it also lets a GM use old maps as new
and challenging settings for the PCs' exploits. Take, for example, an
ordinary house, albeit one that has been involved in vicious
fighting.
1.
Living Room
Little
remains of this room because it took a direct hit from a portable
concussion missile launcher. After all, Rebels had holed up inside
the house, and the Imperials weren't interested in trading potshots
with them for a prolonged period. Now the outside walls have gaping
holes in them, with little more than lines of rubble remaining. Part
of this room's ceiling has collapsed, too, leaving the floor strewn
with debris. This room counts as difficult terrain; the building's
inhabitants don't generally use this it.
2.
Kitchen
Although
it once was the place where family meals were prepared and shared,
this area now is where the current inhabitants have piled up the
wreckage from other parts of the structure. This provides a glaring
contrast, as chunks of pourstone, bent pieces of durasteel and other
such things fill what was once a warm and inviting space.
3.
Refresher
The
facilities in this room no longer function, and the current
inhabitants leave it be.
4.
Stairway
An
open doorway provides access to this area from the living room, with
stairs leading to the upper level. Additionally, a door that survived
the fighting opens onto the stairs that lead down to the basement.
5.
Refresher
Like
the one on the lower level, this area no longer functions. It has a
hole cut in the roof, however, so that a makeshift rain barrel
collects water when the weather permits.
6.
Bedroom
There
is a gaping hole in the floor of this room; as a result, the
inhabitants don't use it. except as a lookout position because it has
a few of the street. Even then, they take care to stay close to the
walls, since the floor is liable to collapse.
7.
Closets
The
closet for the smaller bedroom (Area 6) stands empty, since that room
is little used. The other one, however, contains the transmitter for
what amounts to a long-range comlink that has been pieced together
from scavenged parts. The inhabitants use it to keep in touch with
other resistance groups throughout the city.
8.
Master Bedroom
This
room functions as a mustering area and command center. Inhabitants
who are on duty hang out here, monitoring the comm system and ready
for action. For this reason, the table from the kitchen area has been
hauled up here, providing a place to play sabacc or share food and
drink.
9.
Utility Room
A
piecemeal water heater has been patched together here from various
components; it is patched into the local power grid. Connected to it
is a food fixer that they suppy with whatever consumables they can
scrounge or steal.
10.
Quarters
Four
sets of bunks, assembled from a hodgepodge of materials, fill this
room. It is here, of course, that the inhabitants who are not on duty
rest and recuperate.
11.
Storage
The
walls of this room are lined with shelves, which in turn are heaped
with scavenged foodstuffs, tech components, medical supplies, weapons
and the like. It is a motley assortment, but the inhabitants make due
with what they have. The exact contents of the room are left at the
discretion of the GM.
Hazards
Ruins
can contain all kinds of physcial dangers. For one thing, large
stretches of rubble count as difficult or even impassable terrain.
There's always the chance that a floor might collapse, causing
falling damage. Recognizing this hazard likely requires a Perception
check to avoid. Similarly, damaged electrical cables present the
possibility of electric shock--especially if the local inhabitants
rig them as a defense mechanism. These also require Perception checks
to notice, and can be given a rating for doing damage just like acid
or fire. In the same way, the locals could rig tripwires connected to
grenades and similar nasty surprises to protect against intruders.
Using Ruins in
an Edge of the Empire Campaign
Detailed
here are some of the ways in which ruins can be used in adventures on
the galactic fringe.
- For one thing, these locations can present the opportunity for lucrative scavenging. The GM is free to populate them with any number of hazards, as detailed above, wild creatures, eccentric NPCs and, of course, valuables.
- Should such ruins house refugees leading desperate lives, the PCs might be called on to provide aid in the form of material goods or services. This could include delivering foodstuffs and fresh water, medical assistance, technical skill, or the like.
- Of course, should the refugees in question be Rebels, and the PCs are found to be aiding them, they could bring the wrath of the Empire upon themselves. In such a case the heroes might need to help evacuate allies from the location, or even stage a bold and innovative defense of the place.
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