Sunday, November 24, 2013

Compiled Index

One problem I've had with RPG's over the years is remembering which book has the stats I need for a particular situation. Although Edge of the Empire is still pretty new, I've decided to start compiling an index for all of the characters, droids, equipment, game mechanics and planets and vehicles not in the core rulebook. Here is a link to the index, which includes the Under a Black Sun and Beyond the Rim adventures, along with the Game Master Kit.

Compiled Index

If you see any changes or corrections that need to be made, please let me know. Moreover, I have a couple of questions.

(Note: This index has now been updated to include information from the Enter the Unknown sourcebook.)

1. Should I separate characters and droids into two different categories?

2. Should I include the scenario Long Arm of the Hutt, even though it's for the Beginner Game?

-Nate

Sunday, November 17, 2013

Tusken Camp


Usually the beings on Tatooine do everything they can to avoid encounters with Tusken Raiders. There coud come a time, however, when they would actually need to seek out a Tusken camp, perhaps to stage a rescue or negotiate a truce. Whatever the case may be, refer to the map provided for the layout of such a harrowing place.

The camp consists of a ring of tent-like structures around a central firepit. It is usually set up around close to a rock wall or hill, on the lee side. Each structure is shared by a single family unit, or a group of unmarried males. Important members of the clan, such as the war chief or shaman, have their own dwellings. Note that the entrance to each structure is marked with an E; it is a flap that can be tied down to protect against the wind.



Around the camp the clan's creature companions are positioned for protection. The banthas (B) usually rest in one large group for warmth. Additionally, massiffs (M) are tethered in locations about the perimeter to alert the Tuskens of intruders. Finally, a pair of sharpshooters (S) are often kept on watch in some position of high ground. Other Tuskens (T)--males, females and younglings--gather around the fire when they are not sleeping.


Tusken Females--Use the stats for Typical Tuskens, although they are normally only equipped with heavy clothing and knives.


Tusken Younglings
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 3
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Survival

Equipment: Heavy clothing

These younglings remain in the camp, learning to survive in the desert, until the males are old enough to begin accompanying their elders in hunting parties and similar excursions. Youngling females, like the older female Tuskens, stay in the camp.


Additionally, the following article from the Gaming Security Agency provides stats for massiffs and other takes on Tusken Raiders.



Using Tuskens in an Edge of the Empire Campaign
Detailed here are some of the ways in which these raiders can be used in adventures on the galactic fringe.
  • The most likely possibility is that characters traveling through the more remote areas of Tatooine encounter a band of Tuskens and must deal with it accordingly.
  • The PCs could be called into action when an old associate, traveling by speeder, suffers a breakdown and thus attracts unwanted attention.
  • Should the Tuskens be suitably provoked, they could stage a raid on a larger settlement such as Mos Espa.
  • If the Tuskens kidnapped somebody important, the PCs could be recruited to stage a rescue by raiding the raiders' camp.


Saturday, November 16, 2013

Tuskens


Of all the creatures native to Tatooine, none are more feared than the Tusken Raiders. They are as deadly as any womp rat in single combat, more tenacious than a herd of banthas and as crafty as any sarlacc--and they're intelligent, too. Presented here are stats for generic Tusken Raiders (minions), along with a bantha rider and sharpshooter (rivals) and the war chief and shaman (nemeses).

For a lot more information about Tusken Raiders, please refer to the Wookieepedia article linked here.

Also, this article from the Gaming Security Agency provides stats for a bantha.


Typical Tusken Raider
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 5
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Stealth, Survival

Talents: None

Abilities: None

Equipment: Heavy clothing, gaffi stick

These are the Tuskens most commonly found inside a camp or filling out the ranks of hunting or war parties.


Tusken Bantha Rider
Brawn 3 Cunning 3 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Melee 2, Perception 1, Ranged--Heavy 1, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Hunter, Natural Outdoorsman, Outdoorsman, Stalker

Abilities: None

Equipment: Heavy clothing, gaffi stick, slugthrower rifle

These Tuskens are masters of prowling the desert wastes on their bantha mounts. In this way they scout out settlements as well as sources of water, and thus are the ones most likely to be encountered by travelers on Tatooine.


Tusken Sharpshooter
Brawn 3 Cunning 2 Presence 1
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: ?
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Cool 1, Mechanics 1, Melee 1, Perception 2, Ranged--Heavy 2, Ranged--Light 1, Stealth 1, Survival 1, Vigilance 1

Talents: Lethal Blows, Quick Strike, Sniper Shot, Stalker x2

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, knife

These Tuskens often ride with their compatriots when going out on the hunt; otherwise, they are not often encountered, except when popping up to have a little fun at the local pod race. They are more mechanically adept than their fellows, given that they are the ones who maintain their firearms.


Tusken War Chief
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Cool 2, Deception 1, Discipline 2, Leadership 3, Lore 1, Melee 3, Perception 2, Ranged--Heavy 2, Resilience 2, Stealth 2, Survival 3, Vigilance 2

Talents: Command, Field Commander, Improved Field Commander, Second Wind

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, gaffi stick

The leaders of Tusken bands are these war chiefs. They are rarely seen by outsiders except when leading an attack on a moisture farm or other targeted location. War chiefs are the most cunning of all Tuskens, often hanging at the back of a party to command the others. One should not think that they are less skilled in combat, though, since the war chiefs are often old bantha riders or sharpshooters who have survived long enough to gain a position of honor among their fellows.


Tusken Shaman
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Discipline 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Forager, Sense Basic Power + Control upgrade, Uncanny Senses

Abilities: None

Equipment: Heavy clothing, knife, gaffi stick

Rarest of all the Tuskens are those who seem to have some kind of connection to the Force. It is not known just how they acquire their powers, or how said abilities connect to the Tuskens' mystical outlook on the galaxy. What is known is that the shamans tend to remain in camp or at natural locations sacred to the Tuskens, such as wells and caverns. Thus far the Empire has shown little or no interest in studying these Force-sensitives, but that could always change.

Monday, November 11, 2013

The Shipjackers


In theory, religious faith should be a force for good in the galaxy. Ostensibly, it provides a being with a moral compass, a sense of hope, and the like. On the other hand, it can also be a tool with which some beings manipulate unsuspecting victims. Such is the case with one group of cutthroats, who pose as B'omarr faithful in order to gain access to and steal a spaceship. Their plan is to hire passage aboard a vessel crewed by unsuspecting dupes, and then to take control of it during the ensuing hyperspace voyage. To that end, each of the false priests has a role to play in the process.

Myrs Travik is the heavy hitter. Because he can fight without weapons, he is the first option for neutralizing enemies. At the same time, Zhom Maril is the group's technician. It is his job to handle any slicing or other such problems, and he handles the piloting once the vessel is secured. Eadi Dow is the face of the team; she acts as spokesperson and fields any questions from the targeted ship's crew. When they do strike, the team members try to incapacitate as many members of the crew as possible. Favorite tactics include locking characters in their cabins and disabling the locks, stunning and binding the unsuspecting, and the like. In this way they try to sway the odds in their favor as much as possible before starting an actual fight.

As a group, the shipjackers keep their equipment in a locked strongbox. They claim, of course, that it contains the money they've collected in order to open a temple on the world to which they're headed. If pressed, however, Eadi explains that she doesn't have the code; that will be provided at the destination by another member of the faith.

Myrs Travik
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 16
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Cool 1, Melee 2, Ranged--Light 1, Resilience 1, Vigilance 1

Talents: Heroid Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, brass knuckles, handheld comlink (in strongbox)*

Myrs Travik is not very bright and not very friendly; in this way he probably seems an unlikely candidate for a religious devotee. That's why he leaves the talking up to Eadi. To that end, he keeps interactions with crew members to a minimum--until the time comes to strike. Savvy characters might be able to take advantage of this weakness by exposing his lack of familiarity with the teachings of the B'omarr faith.


Zhom Maril
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 2, Education 1, Mechanics 1, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 1, Skulduggery 1, Xenology 1

Talents: Bypass Security, Technical Aptitude

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, slicer gear, tool kit, handheld comlink (in strongbox)*

Zhom Maril is very bright, being the youngest member of the team. He is rather in awe of Eadi Dow, and intimidated by the brutish Travik. He is eager to prove his worth, however. What is more, he is inexperienced when it comes to dealing with attractive females. Because of that, he tries to impress them with his knowledge and technical aptitude, whether or not the other being is interested.


Eadi Dow
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Charm 2, Deception 2, Leadership 1, Negotiation 1, Ranged--Light 1, Skulduggery 1, Stealth 1, Streetwise 1, Underworld 1

Talents: Dodge, Inspiring Rhetoric, Kill with Kindness

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, handheld comlink (in strongbox)*

Eadi Dow is the heart of this operation, the being who put together the team and devised the plan for stealing ships by posing as B'omarr pilgrims. For that reason, she is the one who gives the orders. She also knows that males of many species find her attractive, and she enjoys using that appeal to manipulate others. Dow recognizes that Maril is rather smitten with her, and almost feels bad for him. On the other hand, she tolerates Travik but has no interest in him. Should she ever meet a male with the charisma and panache to impress her, she might take pity on that being and favor him with a token of her interest--but she would not hesitate to rob him blind, of course.


*Additionally, the team keeps a medpac, three stimpacks and six sets of binders in the strongbox.


Using the Shipjackers in an Edge of the Empire Campaign
Detailed here are some of the ways in which this group of cutthroats can be used in adventures on the galactic fringe.
  • First and foremost, these shipjackers can be used as a threat to the PCs; they book passage to a remote world, and then try to steal their vessel.
  • On the other side of the coin, a GM looking to run a one-shot senario for a small group could use them as pregenerated characters, perhaps even for a shipjacking scenario like the one they have planned.
  • The GM could always use the characters individually in circumstances that require a thug, a slicer or a con artist.

Sunday, November 3, 2013

The Hovel

Recent posts on this blog have detailed some of the locations that the PCs might encounter in cities like Mos Eisely or Mos Espa on Tatooine. Continuing that theme, presented here is a common domicile that could be inhabited by any number of local denizens.

-Nate




The Hovel
This hovel is a simple affair, with a common room that doubles as kitchen and dining area, three bedrooms and a refresher.

A. Common Room
A table and chairs occupy the center of this area; much of one wall is filled by counter space along with a small but effective autochef unit.

B. Master Bedroom
This room has a comfortable bed along with a wardrobe for storing clothing and other items.

C. Bedrooms
These smaller sleeping areas have beds along with trunks for storage.

D. Refresher
This room contains all of the usual features.


Govra Henn
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Mechanics 1, Melee 1, Perception 1, Resilience 2, Streetwise 1, Survival 2

Talents: Durable, Street Smarts, Toughened

Abilities: Free rank in Resilience or Survival, Communicative Pheromones

Equipment: Heavy clothing, shovel (treat as truncheon)

Govra Henn is emblematic of the beings who subsist on the fringes of the galaxy. In this case, he works as a dung collector. The Weequay gathers the droppings of the many beasts of burden used around the city, and trades them as a source of fertilizer to visiting moisture farmers. It is a meager existence, to say the least, but he makes the best of it. Currently he is squatting in a hovel that he found empty, and therefore he lives with the fear that an owner will one day show up and evict him.

Despite the unpleasant nature of his job, Govra is an outgoing fellow. To that end, he has been known to let other struggling locals crash at his erstwhile dwelling. Sometimes this has been mutually beneficial, but at other times they have taken advantage of his hospitality. When he can save enough credits he enjoys a visit to the local cantina, although the smell that lingers about him means that he is not always well accepted by his fellow patrons.



Using Govra Henn and the Hovel in an Edge of the Empire Campaign
Detailed here are some of the ways in which hovels and characters like Govra Henn can be used in adventures on the galactic fringe.
  • Although it is most likely that the PCs live out of their ship in a local docking bay, those who decide to settle might buy a hovel just like this one.
  • Characters who are being chased by the authorities or other enemies could duck into a place just like this.
  • Should they need to do some undercover work, or just need to disappear for a while, the PCs might join Govra Henn in his work so as to avoid notice.
  • The Weequay might notice something important during the course of his business, something that the PCs wish to learn, but that NPCs want to keep secret.