Sunday, December 15, 2013

The Constabulary

Although the Empire holds much of the galaxy in an iron grip, its grasp of Outer Rim worlds is not as strong. Indeed, on some planets the local Imperial forces are often undersupplied and short-staffed, sometimes deliberately so. Such is the case with this group of law enforcement officials, who maintain a show of law and order while in truth cooperating with the local crime bosses.

The Office
Should a character end up visiting the constabulary office--willingly or otherwise--refer to the appropriate map for the following area descriptions. The office consists of a single-story pourstone structure that is little different from surrounding buildings. It has no windows.

A. Receptionist
The front room of the building has places for visitors to sit, along with a main desk occupied by a friendly protocol droid that acts as receptionist and secretary for the constabulary personnel.

B. Agents' Office
The constabulary agents--excluding Captain Krusick--have their office here. Each is assigned to a desk. The place can be rather crowded when all of them are present, but that is not often the case. Each desk boasts a workstation and various personal effects. During major incidents, briefings are held here.

C. Prisoner Cells
These small chambers feature a double bunk and a small refresher unit. They have old-fashioned barred walls and doors, leaving them open to observation the main hallway, although the refresher unit has a modicum of privacy.

D. Krusick's Office
Captain Ollathi Krusick works out of this room, and can be found here more often than not. He has a desck with a workstation and cabinets for storage. There is also an open doorway that leads to a chamber from which one can watch interrogations unobserved.

E. Interrogation Chamber
A small table and chairs fill the center of this room. The wall to the right of the door is mirrored, and the section that leads to Krusick's office acts as a one-way window.

F. Evidence Storage and Armory
Any items that are being used in ongoing investigations--murder weapons and other evidence--are kept here. There are also racks containing blast helmets and vests, along with blaster rifles, and one case of grenades for those times when the constabulary needs to muster a more powerful force of peacekeepers.

Detailed here are some of the more exceptional members of the constabulary. For ordinary agents, use the stats for a Planetary Defense Force Trooper from page 405 in the core rulebook.

Captain Ollathi Krusick
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 3

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Computers 1, Cool 2, Deception 1, Discipline 2, Education 1, Leadership 2, Lore 1, Negotiation 1, Outer Rim 2, Perception 2, Piloting--Planetary 1, Ranged--Heavy 1, Ranged--Light 2, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 3, Survival 1, Underworld 2, Vigilance 1

Talents: Command, Confidence, Field Commander, Second Wind

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, datapad, comlink

Ollathi Krusick is a cagy veteran of Tatooine law enforcement. As such, he knows how much to push the local criminals and, more importantly, when to look the other way. This level of corruption might be shocking on other planets, but is a simple fact of life here. For the most part, he likes to keep things quiet, and that means letting the Hutts run their enterprises without letting things become too crazy. In this way, the captain lives a comfortable life and has no desire to be stationed elsewhere.

Lieutenant Voda Reen
Brawn 2 Cunning 3 Presence 3
Agility 3 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 2, Computers 1, Cool 2, Coordination 1, Deception, 1 Discipline 1, Education 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Outer Rim 1, Perception 2, Piloting--Planetary 1, Ranged--Light 1, Resilience 1, Skulduggery 2, Stealth 2, Streetwise 2, Survival 1, Underworld 1, Vigilance 2

Talents: Grit, Inspiring Rhetoric, Kill With Kindness, Plausible Deniability

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, comlink, datapad

Voda Reen is an ambitious young woman, and one who is skilled at social interactions. This makes her a highly capable field agent, and she is the one who conducts the most important investigations. When partnered with her brother, Petris, she plays the good cop to his bad cop. While she enjoys the challenge of working on Tatooine, she intends to use the backwater planet as a stepping stone to bigger and better things. To do this, of course, she must prove herself, while not upsetting the local balance too much. If she had a chance to take down a major crime boss, however, it might be too good an opportunity not to take.

Lieutenant Petris Reen
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 13
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Coercion 2, Computers 1, Cool 1, Education 1, Gunnery 1, Medicine 1, Melee 2, Outer Rim 1, Perception 1, Piloting--Planetary 1, Ranged--Heavy 2, Ranged--Light 2, Resilience 2, Streetwise 1, Survival 1, Underworld 1, Vigilance 1

Talents: Heroic Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: One free rank in each of two non-career skills

Equipment: Heavy blaster pistol, comlink, datapad

Petris Reen is a brute, pure and simple. In another life he might have been an enforcer for a crime boss, but chance (and the guidance of his sister) has allowed him to gain employment in law enforcement. To that end, he enjoys being the tough guy, wielding his power to his own delight. If left to his own devices, this might lead to a major problem with the Hutts and others, but Petris is lucky to have Voda keeping him out of trouble. Petris can be an implaccable foe if angered, however, and even his sister could lose her influence over him if he is mad enough.

Using the Constabulary in an Edge of the Empire Campaign
Many of the ways in which the constabulary and its agents can be used in a campaign on the galactic fringe are detailed below.
  • The most common way for the PCs to encounter these constables is, of course, if they should run afoul of the law.
  • Somebody could hire the PCs to help bust a character out of lockup; alternately, the PCs might need to bust themselves out.
  • Voda Reen could call on the PCs as witnesses in an investigation, or even use them to stage an important sting operation.
  • During such an investigation, an enemy could target one of the constables for assassination, perhaps employing the PCs or forcing them to intervene.

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