Wednesday, April 29, 2015

Bounty Hunter Guildhouse

Bounthy hunters. Some beings consider them to be the scum of the galaxy, while others believe that they provide a valuable service by bringing to justice wrongdoers when the authorities can't—or won't—do so. Whatever the case, there's no denying that they do see plenty of business. Indeed, the scope of their activity is such that it's proven necessary to establish a guild that oversees just how they do their business. This organization serves the hunters by publishing bounties, and more importantly be promoting and enforcing the Bounty Hunters' Creed.


The Guildhouse
In order to better regulate bounty hunting activity, the Guild maintains houses on most planets. Each house is maintained by a ranking member, usually one who has grown old and is no longer quite up to the rigors of the pursuit. These guildhouses provide a place where hunters can learn of new postings, study potential quarries, and rest after running down their acquisitions.



Refer to the appropriate map for the following area descriptions.

1. Entry
One set of double doors opens into this foyer, and another leads from it into the building's atrium.

2. Atrium
This broad, open area receives natural illumination from the skylights in the ceiling overhead. From the ground floor, two sets of sweeping stairs lead to the upper level.

3. Lounge
Visitors to the guildhouse are generally brought here, where they can relax and take refreshments. Additionally, business meetings often take place here.

4. Mess
Meals are served here, three times a day.

5. Kitchen
This room is outfitted with the usual appliances and implements; foodstuffs are brought in fresh daily.

6. Storage
The walls of this room are lined with shelves holding fresh linens and other housekeeping supplies.

7. Steward's Quarters
This is Tsul Hyo's bedroom. He keeps the bed damp, which for him is soothing. There is also a desk with a computer terminal, along with a wardrobe for storage.

8. Assistant's Quarters
Tenga Moran sleeps here. It is outfitted in much the same manner as Tsul Hyo's quarters, except that the bed is dry.

9. Refreshers
Each of these rooms is outfitted with the expected amenities.

10. Guest Quarters
These rooms are also furnished with a comfortable bed, a desk and chair, and a wardrobe.


Tsul Hyo, Quarren Bounty Hunter (Rival)
Brawn 3 Agility 3 Intellect 1
Cunning 2 Willpower 3 Presence 2

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

Skills: Athletics 2, Brawl 3, Coercion 2, Cool 2, Coordination 1, Discipline 2, Gunnery 2, Leadership 1, Lore 1, Melee 3, Negotiation 2, Perception 2, Ranged—Heavy 1, Ranged—Light 2, Resilience 3, Stealth 2, Streetwise 1, Survival 2, Underworld 1, Vigilance 2

Talents: Expert Tracker, Forager, Hunter, Outdoorsman, Stalker, Swift

Abilities: One free rank in Negotiation; Amphibious; Ink Spray

Equipment: Clothing, heavy blaster pistol, datapad, comlink

Tsul Hyo has been around for a long time. This Quarren pursued bounties back during the heyday of the Old Republic, and then managed to continue his practice throughout the tumultuous time of the Clone Wars. With the rise of the New Order, however, he has decided to retire. Tsul lives a comfortable life as the steward of a guildhouse. So what if he no longer experiences the thrill of the chase? He can still share tales of old glory with those who visit the establishment. Come to think of it, if given the opportunity for one last notable acquisition, the Quarren might be pulled out of retirement.

Tsul Hyo looks much like other Quarren, but he distinguishes himself by wearing gold jewelry on his facial tentacles.


Tenga Moran, Human Bounty Hunter (Rival)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

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

Skills: Athletics 2, Brawl 2, Computers 2, Cool 2, Coordination 2, Gunnery 2, Mechanics 2, Medicine 2, Melee 2, Ranged—Light 2, Skulduggery 2, Stealth 2, Vigilance 2

Talents: Anatomy Lessons, Dodge, Grit, Lethal Blows, Precise Aim, Quick Draw, Quick Strike, Stalker, Targeted Blow

Abilities: Free rank in each of two non-career skills

Equipment: Clothing, prosthetic arms and legs, blaster pistol, datapad, comlink

Tenga Moran was just a young bounty hunter, on his second assignment, when things went horribly wrong. What he thought was a solid lead instead led into a facility rigged with explosives, and the Human's enthusiasm and naivete led him into the brunt of the explosion. In the aftermath, his colleagues were able to drag him out and find medical assistance. Although the doctors were able to repair his face and replace his shattered limbs, they could do little for his spirit. That is why, although Tenga serves in the capacity of assistant to Tsul Hyo, he secretly resents the practice of bounty hunting and what it cost him.

Tenga Moran might once have been a handsome, dashing fellow of medium build with dark hair and dark eyes, but the pattern of scars on his face speak of harsh life experience, and the artificial limbs make him feel different from other Humans.


Using the Guildhouse in an Edge of the Empire Campaign
There are many ways in which this facility can become involved in the PCs' adventures; a few of the possibilities are detailed here.
  • First and foremost, bounty hunters who are looking for work, or who need to recover from a job, can find support here.
  • Following successful assignments, bounty hunters can meet here with the beings who placed the bounties in order to deliver the quarry and receive payment.
  • If a PC bounty hunter is associated with a character on whose head a bounty has been placed, the situation could become dramatic.
  • Characters with no previous bounty hunting experience who show up here could be given a test in order to prove their worth.



Thursday, April 23, 2015

Uwanesh Kajidic

Based on the templates used for the various kajidics detailed in Lords of Nal Hutta, here is a write-up for the Uwanesh Clan.

-Nate


Uwanesh Kajidic
Uwanesh is a relatively recent, up-and-coming kajidic. In fact, its leader, Slarr the Hutt, is something of an enigma among the other Hutt clans. None know of his history, if he comes from one of the existing clans and has stricken out on his own or if he comes from elsewhere. What is more, he is the only known member of the clan. That, coupled with the fact that Slarr tends to remain isolated in his stronghold, means that there is little opportunity to interact with him. So far he has not received much direct scrutiny because his activities are relatively small in scale, but that could change if he expands his operation.

Said operations are numerous and varied, but they share a common theme. They might seem rather pedestrian at a glance, since they include such activities as salvage on Raxus Prime and other worlds; chartering hunting expeditions to planets like Trammis III; promoting a variety of racing competitions; and even funding a Museum of Intergalactic Cultures.

All of these investments conceal a more ambitious purpose, however. Slarr the Hutt is in fact building a loyal army of followers who are well trained in combat, skilled in various kinds of piloting and able to construct all manner of military vehicles and equipment. One might think that he is building his own private army, but the purpose of it is known only to him.

Uwanesh Vital Information

Clan of the Ancients? No.

Current Clan Leader: Slarr the Hutt

Other Influential Members: None

Primary Base of Operations: Slarr's Palace

Throneworld: None

Spheres of Influence: Nar Shadaa, Nal Hutta, Gamorr, Raxus Prime

Current Legitimate Enterprises: Intergalactic museum, race promotion, salvage, hunting expeditions

Current Criminal Operations: Antiquities smuggling, mercenary company, fight promotion




Monday, April 13, 2015

Two Conversions (and Two Years)

Fellow Gamers,

This post marks the two-year anniversary of this blog. In keeping with that theme, I have two conversions to share with everybody.

1. First comes an adventure translated to German by SW-Fan. Doch gut gemacht!

Jaeger und Gejagte


2. Second is my own conversion of "Spoils of War," a scenario that I wrote for Issue 2 of WildSpace Magazine.

WildSpace Magazine Issue 2


Conversion 2
Issue 2 of WildSpace Magazine, a fanzine dedicated to the old D6-bases Star Wars RPG from West End Games, has been released. I have the second installment of my serial adventure in it, called “Spoils of War.” Just like last time, here's a conversion of the characters and creatures from it.


Updates for Captain Shona Venn and Kublarrha the Wookiee
These characters were presented in a previous post. To reflect their updated abilities, however, Shona gains one rank in Negotiation, while Kublarrha gains one in Perception.


Pree Tu'Anu, Caamasi Force Adept (Rival)
Brawn 1 Agility 2 Intellect 3
Cunning 2 Willpower 3 Presence 3

Soak: 1
Wound Threshold: 12
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Core Worlds 2, Discipline 3, Education 2, Lore 4, Medicine 2, Negotiation 3, Outer Rim 1, Perception 4, Resilience 2, Survival 3, Vigilance 2, Xenology 1

Talents: Grit, Inspiring Rhetoric, Kill with Kindness, Nobody's Fool, Sense Danger, Steely Nerves, Tough of Fate, Toughened, Uncanny Reactions, Uncanny Senses

Abilities: Free rank in Charm or Negotiate; free rank in Kill with Kindness; Memory Sharing

Equipment: Clothing, crash survival kit

Had galactic history followed a different path, Pree Tu'Anu might have become a wizened and respected member of the Jedi Order. Always a pacifist, he objected to the Jedi's role in the Clone Wars. For that reason, he did not train as a Padawan but instead joined the ExplorCorps. That was why he was not onplanet when the Empire ordered the bombing of his homeworld. Upon hearing the news, however, he hurried back home and witnessed the destruction firsthand.

The shock of seeing Caamas in ruins would have unhinged less disciplined minds. Even given his training, it was almost too much of a strain for Pree. Indeed, some who've encountered the Force adept would say that he has gone mad. The truth is that he bears the burden of preserving Jedi teachings, and he has started to doubt that the Light Side of the Force can stand up to the overwhelming tide of the Dark Side that has swept through the galaxy. Even so, all it would take to restore his faith in the universe is to meet an individual who could serve as a promising pupil and who could thus let him serve as a teacher.

<This character was created using the Unofficial Species Menagerie.>


Mutated Behemoth
Brawn 3 Agility 2 Intellect 1
Cunning 2 Willpower 1 Presence 1

Soak: 5
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Coordination 1, Perception 1, Resilience 2, Survival 1, Vigilance 1

Talents: None

Abilities: None

Equipment: Claws and teeth (Brawl; damage 5; Critical 4; Ranged [Engaged])

Mutated behemoths are violent creatures that have suffered through the fallout of the Imperial bombardment of Caamas. They are four meters in length, with three sets of legs, a thick hide, and fur falling out in patches. Their legs are tipped with wicked claws, and their bony heads have fang-filled maws. Given the scarcity of life on the planet, they attack whatever prey happens to come their way.



Arakyd Viper Probe Droid—Refer to page 27 of the Onslaught at Arda I adventure.