-Nate
The Aerie
The Rebel Alliance is always in search of new places to build a base
of operations, especially since being forced to flee its facility on
Yavin IV. One such location is this one, nestled amidst the Nomad
Mountains of northern Corellia. Known as the Aerie, it is a crude
facility but a functional one. Here the agents of the Alliance
deliver much-needed cargo, plan their resistance efforts, and embark
on important missions.
The Grand Tour
The
Aerie consists of a large cavern hollowed out of a mountain peak.
Surrounding it are a number of plateaus that serve as landing pads,
ones where Rebel ships are covered with camouflaged and
sensor-baffling tarps. Given the northern latitude of the area, there
is generally a dusting of snow on the ground. From the landing pads,
tunnels lead into the main cavern. Refer to the appropriate map for
the following area descriptions.
A. Main Chamber
This chamber, partially natural and partially hollowed out by Rebel
builders, has a ceiling ten meters high; it is roughly fifty meters
wide and seventy long. Four tunnels lead out of it to different entry
points, including caves for parking speeder bikes or airspeeders,
along with Eleem's great ibbot (see below).
B. Barracks
There are four of these prefabricated buildings in the Aerie. One is
used exclusively by the Selonian guards, while two of the others hold
the rest of the base's personnel. The fourth is generally kept open
for large groups of visitors.
C. Infirmary
Doctor Quay-Din Freel has set up shop here. There are three medical
beds that can be moved around, along with a computer workstation. The
doctor's pride an joy, however, is a bacta tank in one corner of the
room.
D. Warehouse
This large building is filled with shelving units that hold all
manner of supplies—reserve equipment and foodstuffs for the Aerie
itself, along with cargo and other goods that are being held here
before shipment to other centers of Rebel activity.
E. Comm Center
In addition to housing the generator that provides power for the
Aerie, this small structure boasts the communications hub for the
base. The system is linked to sensor arrays concealed on the outside
of the mountain.
F. Mess Hall
Meals are, of course, prepared and served here; it also serves as a
place to hang out for personnel who have downtime. To that end, one
can usually find games such as trin sticks or sabacc being played,
the occasional arm wrestling match, and that sort of thing.
G. Workshop
Fing Tooso is in charge of this location. One side of the building is
given over to shelving that holds all manner of spare parts, while
the other is dominated by a work bench. There are always two or three
projects, in various states of disassembly and repair, to be found
here.
Personnel
Detailed here are a few of the characters to be found in the Aerie.
Given that agents of the Alliance are always coming and going from
this location, there are always a variety of others on a short-term
basis.
Commander Keero Fent (Nemesis)
Brawn 3 Cunning
2 Presence 4
Agility
3 Intellect 2 Willpower 3
Soak:
4
Wound Threshold:
15
Strain Threshold:
13
M/R Defense:
1 / 1
Skills:
Athletics 2, Brawl 2, Coercion 1, Computers 1, Cool 2, Coordination
1, Discipline 2, Gunnery 1, Leadership 3, Mechanics 1, Medicine 1,
Melee 2, Negotiation 1, Perception 2, Piloting—Planetary 1,
Ranged—Heavy 2, Ranged—Light 2, Resilience 1, Stealth 1, Survival
2, Vigilance 2
Talents:
Command, Confidence, Field Commander, Improved Field Commander,
Second Wind
Abilities:
One free rank in Ranged—Heavy or Stealth.
Equipment:
Armored clothing, blaster pistol, blaster rifle, comlink
Keero Fent is a
very serious being. The Dresselian takes his job as commander of the
Aerie to heart, ensuring that the beings who operate from it do their
jobs smoothly and by the numbers. Some might accuse him of being too
stiff, but his no-nonsense approach makes for an efficiently run
base. He has been involved in fighting the Empire ever since it
invaded his homeworld years ago. His lighter side comes out when he
has a chance to train new recruits, and on rare occasions when he
joins the rest of the staff for downtime in the mess.
Lieutenant Fing Tooso, Chadra-Fan
Mechanic (Rival)
Brawn 1 Cunning
2 Presence 2
Agility
3 Intellect 3 Willpower 2
Soak:
2
Wound Threshold:
13
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Astrogation 1, Computers 2, Education 2, Gunnery 1, Mechanics 3,
Medicine 1, Negotiation 1, Perception 2, Piloting—Planetary 1,
Piloting—Space 1, Ranged—Heavy 1, Ranged—Light 1, Skulduggery
1, Stealth 1, Vigilance 1
Talents:
Bad Motivator, Enduring, Fine Tuning, Gearhead, Grit, Solid Repairs,
Toughened
Abilities:
One free rank in Mechanics; Night Vision: Chadra-Fan may remove a
setback die imposed by concealment due to darkness.
Equipment:
Coveralls, toolkit, light blaster pistol, comlink, datapad
Fing Tooso is a
consummate tinkerer. She loves nothing more than breaking down a new
device, diagnosing what is wrong with it (or how it could be
improved), and then reassembling it. To that end she loves working
for the Alliance, since agents are constantly bringing her damaged
equipment or vehicles. Working with limited supplies only makes it
more fun.
Captain Quay-Din Freel, Cerean
Doctor (Type)
Brawn 2 Cunning
2 Presence 2
Agility
3 Intellect 4 Willpower 2
Soak:
2
Wound Threshold:
12
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Athletics 1, Brawl 1, Computers 2, Cool 3, Coordination 1, Core
Worlds 1, Discipline 2, Education 3, Medicine 3, Outer Rim 1,
Perception 2, Ranged—Light 1, Resilience 1, Survival 1, Vigilance
1, Xenology 2
Talents:
Bacta Specialist, Grit, Natural Doctor, Resolve, Stim Application,
Surgeon
Abilities:
Free rank in Perception or Vigilance; Binary Mind: Cereans receive a
boost die to any Cool or Vigilance checks when rolling to determine
initiative at the start of combat.
Equipment:
Clothing, datapad, comlink, blaster pistol, medpac, two stimpacks
Quay-Din Freel is
the Aerie's doctor, and a very good one at that. She could be working
in any hospital throughout the Core Worlds, and would be living a
much more comfortable life than she does here. She has seen the
callous ways of the Empire, however, and has vowed to use her skills
for helping others throw off the yoke of oppression. Although she is
generally one who prefers to listen rather than speak, she can take
action swiftly when the situation demands it.
Corporal Eleem, Drall Wingrider
(Rival)
Brawn 2 Cunning
3 Presence 2
Agility
2 Intellect 3 Willpower 2
Soak:
2
Wound Threshold:
10
Strain Threshold:
14
M/R Defense:
0 / 0
Skills:
Athletics 1, Cool 1, Coordination 1, Discipline 1, Lore 2, Medicine
1, Melee 2, Perception 2, Piloting—Planetary 1, Ranged—Heavy 1,
Ranged—Light 2, Resilience 1, Stealth 1, Survival 2, Vigilance 2
Talents:
Let's Ride, Rapid Recovery
Abilities:
Free rank in Education; add a boost died to checks when providing
skilled assistance.
Equipment:
H-7 “Equalizer” blaster pistol, utility belt, SKZ sporting
blaster, comlink
Eleem is a Drall
Wingrider, and one who was raised under the influence of an uncle,
Emiss, who told him stories of the Jedi Knights and how they served
the beings of the galaxy before the Clone Wars. That is why Eleem has
joined up with the Rebellion, hoping to emulate his long-vanquished
heroes. He uses his training as a Wingrider to serve as a courier and
scout for the Aerie, soaring through the skies on his great ibbot
mount. (Refer to page 28 of the Suns of Fortune
sourcebook to find more information about great ibbots and
Wingriders.)
Sergeant Siodu Krell, Selonian
Security Guards (Rival)
Brawn 3 Cunning
1 Presence 1
Agility
3 Intellect 2 Willpower 3
Soak:
3
Wound Threshold:
14
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Athletics 2, Brawl 2, Cool 2, Coordination 1, Discipline 2, Melee 3,
Perception 1, Ranged—Light 1, Resilience 2, Stealth 1, Survival 1,
Vigilance 2
Talents:
Frenzied Attack, Heroic Fortitude, Knockdown, Lethal Blows, Toughened
Abilities:
Free rank in Coordination; remove all setback dice added to checks
due to near darkness; may use tail as a Brawl weapon.
Equipment:
Utility belt, Selonian glaive, blaster pistol, comlink
Siodu Krell is a
black-furred Selonian and the head of security for the Aerie. Indeed,
she sees her Rebel allies as being an extension of her den, since
they are fighting to keep the Empire from spreading its influence
throughout the Corellian system. Her sense of honor is deep and
compelling, a quality that Keero Fent greatly appreciates in a
subordinate.
Selonian Security Guards (Minions)
Brawn 2 Cunning
1 Presence 1
Agility
3 Intellect 2 Willpower 3
Soak:
2
Wound Threshold:
13
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
(Group only) Brawl, Perception, Ranged—Light, Vigilance
Talents:
None
Abilities:
Free rank in Coordination; remove all setback dice added to checks
due to near darkness; may use tail as a Brawl weapon.
Equipment:
Utility belt, Selonian glaive, blaster pistol, comlink
These Selonians
serve Lieutenant Krell with utter loyalty.
Using the Aerie in an Edge of the
Empire Campaign
The Aerie and the Rebels who operate from it can become involved in a
campaign in many different ways; a few of the possibilities are
detailed here.
- PCs who wish to serve the Rebel Alliance could, after being vetted, find themselves stationed here, either during downtime between missions or as part of the regular staff.
- The Aerie always needs skilled pilots for delivering cargoes into hotzones, and discreet operatives for undercover assignments.
- If it were ever discovered, of course, the Aerie could find itself suffering a concerted Imperial attack.
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