Tuesday, March 31, 2015

The Debutante

After resolving some long-lasting computer issues, my technology is back in order. As such, here's the first blog update in too long.

-Nate


The Debutante
Once they reach a certain age, many Falleen leave their homeworld in order to see the rest of the galaxy; it's an important step in their education before they settle into a career or other life path. Such is the case with this individual, Dauna Zhirtell. She is a carefree young being with credits to spend, just looking to experience life on other worlds and amidst other beings.


Dauna Zhirtell
Brawn 1 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 3

Soak: 1
Wound Threshold: 11
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Charm 2, Deception 2, Education 1, Lore 1, Negotiation 2, Perception 1, Piloting—Space 1, Ranged—Light 1

Talents: Disarming Smile, Kill With Kindness, Smooth Talker

Abilities: One free rank in Charm; Beguiling Pheromones (suffer 2 strain to upgrade a Charm, Deception or Negotiation check against a living sentient being)

Equipment: Stylish jumpsuit, blaster pistol, comlink, 2000 credits

Dauna is a beautiful young Falleen. She has the green skin and black hair common to her species—along with the ability to change skin color and emit pheromones that cloud the minds of other beings. She is a very curious individual, and one who is still fairly naive about the ways of the galaxy. Even so, she is a game young woman, ready to try anything that sounds like an adventure.
What Dauna is not quick to mention is that her father is Keram Zhirtell, owner of Zhirtell Import and Export—and a front company for Black Sun. This gives her a strong connection to that organization, even if she doesn't know yet whether or not she wants to go into the family business.


The Transient
Dauna travels the galaxy in a GX1 Short Hauler, the Transient. This ship is a standard model, reflecting the line's originally intended purpose as a luxurious pleasure craft. Refer to page 56 of Fly Casual to find stats for this vessel; deck plans can be found on Wookieepedia at the following link.



Using the Debutante in an Edge of the Empire Campaign
There are many ways in which this character can become involved in the PCs' adventures; a few of the possibilities are detailed here.
  • Dauna Zhirtell works well as a wild card during other adventures, a character who shows up on the scene and adds another dimension to existing business.
  • Considering her charms, it's always possible that she becomes a romantic interest for one or more of the PCs. Should that not turn out well, however, the paramour in question might find thugs working for Keram Zhirtell knocking on the door.
  • Given the growing animosity between the Falleen and the Empire, she could become an ally for characters who are sympathetic to the Rebellion. Given her shipping connections, she could provide considerable logistical support to the Alliance.
  • Agents of the Hutts might see her as a threat of Black Sun incursion into their territory, and therefore try to arrange an “accident” in order to eliminate her.



Saturday, March 7, 2015

The Sakiyan Skuir-Fish Hunters

In the oceans of Saki live the skuir fish, predators known for their teeth-filled maws and sharp appendages--and for their delicious meat. It is for that latter reason, and in spite of the prior two, that some Sakiyans hunt these creatures. One such group of hunters is that led by Captain Jeo Prann, a team that uses a retrofitted sail barge for tracking their prey.

The Sanguine
The Sakiyans use a sail barge similar to that employed by Slarr the Hutt for pleasurable excursions, but the Sanguine is modified for business. On it, the upper deck has been outfitted with four harpoon cannons, two on each side. Most of the lower deck is given over to space for processing the skuir fish, with a cooling unit for preserving them and hooks for hanging them from the ceiling. The kitchen is converted into crew quarters, including space for a small galley.


Sakiyan Skuir Hunters (Minions)
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold:5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Gunnery, Perception, Ranged--Light, Vigilance

Talents: None

Abilities: NA

Equipment: Heavy clothing, blaster pistols, vibroknives

The hunters who form the crew of this vessel are all skilled in their own right, but together the form a truly formidable team. They have been pursuing skuir-fish for years, and know almost instinctively how to react to different situations.


Captain Jeo Prann (Rival)
Brawn 2 Cunning 3 Presence 2
Agility 3 Intellect 3 Willpower 2

Soak: 3
Wound Threshold: 10
Strain Threshold:12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Discipline 2, Gunnery 3, Leadership 2, Lore 2, Mechanics 1, Medicine 1, Melee 3, Negotiation 2, Outer Rim 1, Perception 3, Piloting--Planetary 3, Ranged--Light 2, Resilience 2, Survival 3, Vigilance 3

Talents: Expert Tracker, Forager, Grit, Natural Hunter, Outdoorsman, Stalker, Toughened

Abilities: Free rank in Perception or Vigilance

Equipment: Heavy clothing, blaster pistols, vibroknives, cybernetic lower (left) leg

Jeo Prann is a wily veteran of skuir fish hunting, and he has the scars to prove it. The lower half of his left leg is missing, having been bitten off by his prey during an early encounter. Even so, he remains dedicated to the business, a capable captain who is respected by his men. The loss of his leg has taught him that sometimes sentient beings must admit when they are overmatched.


Using the Hunters in an Edge of the Empire Campaign
This vessel and its can be incorporated into an Edge of the Empire campaign in many different ways; a few of the possibilities are detailed here. 
  • The PCs could encounter the Sanguine and its crew after a larger-than-normal skuir fish pulls the sail barge into the water, necessitating a rescue.
  • When a spoiled Core Worlder decides to join the crew for an expedition, he or she might hire the PCs to come along on the trip. 
  • The PCs could encounter XYZ at a location such as Haiuk's Lodge and, if they offended him, find themselves involved in an honor duel.
  • When the crew of the Sanguine finds something unusual--and valuable--in the belly of a skuir fish, they might seek out the PCs to help deal with it.


Monday, March 2, 2015

Quay

Recently I've been rereading the Tales short story anthologies that were published in 1995 and '96: Tales from the Mos Eisley Cantina, Tales of the Bounty Hunters and Tales from Jabba's Palace. They've proven to be a mixed bag, which I expected; some of them take seemingly mundane characters and weave interesting backgrounds and experiences into the greater tapestry of the Trilogy, while others head off in outlandish directions. They've also provided some inspiration for Edge of the Empire ideas, however, and all in all they've made for a fun trip down memory lane. 

Here's the first bit of inspiration, a cheap electronic device known as a quay.


Quay
Cost: 10 credits; Weight: 0.5 kg

A quay is a small electronic device that generates random answers to spoken questions. It contains limited voice recognition software that responds to particular speech patterns, namely the inflection generally used to form interrogatives in the language for which it is programmed. While for most beings it is simply a novelty item, for some—rumor has it that the Weequays who work for Jabba the Hutt worship one as a god—the device’s responses carry considerable weight of truth.

To determine the quay’s response, simply roll percentile dice.

Result / Response
1-8 / “It is certain.”
9-16 / “Without a doubt”
17-24 / “It is decidedly so.”
25-32 / “Signs point to yes.”
33-40 / “As I see it, yes.”
41-48 / “Outlook good”
49-56 / “Cannot predict now”
57-64 / “Better not tell you now”
65-72 / “Don’t count on it.”
73-80 / “Very doubtful”
81-88 / “My reply is no.”
89-96 / “My sources say no.”
97-100 / The device processes the question but takes more time to respond; roll again.



Sunday, March 1, 2015

Fly Casual (P)Review

Presented here is a preview of what people can expect to find in Fly Casual, released this week by Fantasy Flight Games.

Page 1: Crawl

Page 2: Credits

Page 3: Table of contents

Page 4: Short fiction

Pages 5-9: Overview of smuggling in the galaxy

Chapter 1 (Pages 10-39): “Free Traders”
This section provides more information about smuggler backgrounds and obligations; three new species--the Falleen, Gotal and Quarren; three new specializations--the Charmer, Gambler and Gunslinger; more smuggler motivations; and two new signature ability trees--Narrow Escape and Unmatched Fortune.

Chapter 2 (Pages 40-63): “Tricks of the Trade”
This chapter introduces more than a dozen new weapons, three new types of armor--I especially like the Smuggler's Trenchcoat--a dozen new equipment items, two new types of drugs and four weapons attachments. There are also two airspeeders, a speeder bike, two landspeeders, fifteen starships (including the Interdictor), nine vehicle modifications and a new weapon system.

Chapter 3 (Pages 64-117): “It's Just Business”
The focus of this chapter is running Edge of the Empire campaigns for smugglers. To that end, it presents suggested payouts for cargoes of differing rarity and restriction, modifiers to profits for haggling, different kinds of occupational hazards, effects for hyperspace travel that doesn't go as smoothly as intended, a gazetteer of hyperspace travel times, obstacles for heist scenarios, rules for blaster showdowns, a new game of chance called hintaro that uses EotE dice, guidelines for smuggling organizations, rivals and enemies, and effects of reputation.

All in all, Fly Casual seems to be a useful resource for smuggler characters who want to go out and haul some cargo. I can see using this material during adventures, or even between bigger storyline events to represent more typical business for these characters.

-Nate