Presented here are a few suggestions for putting the PCs
into the middle of a pirate attack, using the guidelines presented in
a previous article and the pirates of the Solar Wind.
Who?
In this case, the target is a debutante from Eriadu
named Caryss Fien. She is the heir apparent to the Fien Industries
fortune, a young Human woman who has grown up in privilege but who
also has a sense of adventure. Indeed, it is that latter quality that
has, ultimately, led her into this situation. While her father,
Cayess Fien, has consented to have her marry the son of another noble
family, Caryss has fallen in love with a dashing rogue (and Rebel
sympathizer) named Gel Ontavu. That is why she has arranged a
clandestine rendezvous with him aboard the luxury liner Pride of
Ryloth. What Caryss doesn't know is that her loyal retainer and
bodyguard, Jal Sorn, has betrayed her to Atisako Fellum and the
pirates of the Solar Wind in order to claim an easy profit and
teach her a lesson about fidelity to her family.
Caryss
Fien, the Debutante (Rival)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 3
Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0
Skills:
Charm 2, Computers 1, Coordination 1, Core Worlds 1, Deception 2,
Education 1, Negotiation 1, Perception 1, Vigilance 1
Talents:
Dodge, Grit, Inspiring Rhetoric, Kill with Kindness
Abilities:
One free rank in each of two non-career skills
Equipment:
Stylish clothing, hold-out blaster, comlink, 5000 credits
While Caryss Fien has grown up with an easy life—wealth,
servants, privilege and all of that—she has not entirely embraced
her circumstances. Since she was a young girl she has wondered if
there isn't something more to it all. That is why she has spent much
of her time (too much, if you ask Jal Sorn) hanging out in
questionable cantinas, associating with those beings who have to work
for a living. This is how she first met Gel Ontavu, a dashing
Corellian mercenary and, as it were, scoundrel. Although she
was at first smitten with this rogue, their love for each other has
grown into something fast and true. Because of her father's
disapproval, however, Caryss had been forced to meet with her
paramour in secret, such as arranging a rendezvous aboard the luxury
liner Pride of Ryloth. What she doesn't know is that her
bodyguard and servant, Jal Sorn, has betrayed her itinerary to a band
of Gran pirates.
Gel
Ontavu, the Paramour (Rival)
Brawn 3 Agility 3 Intellect 2
Cunning 2 Willpower 2 Presence 2
Soak: 3
Wound Threshold: 13
Strain Threshold: 12
M/R Defense: 0 / 0
Skills:
Athletics 1, Brawl 2, Cool 1, Coordination 1, Melee 1, Perception 1,
Ranged—Light 2, Resilience 1, Stealth 1, Survival 1, Vigilance 2
Talents:
Basic Combat Training, Outdoorsman, Second Wind x2
Abilities:
One free rank in each of two non-career skills
Equipment:
Clothing, blaster pistol, comlink
Some beings have it easy in life; Gel Ontavu is not one
of them. He's had to fight for everything that is his, working as a
mercenary in various conflicts throughout the galaxy. These
experiences have left him with a plethora of stories, however, ones
that he is happy to tell in any cantina that he visits. This is what
first brought him to the attention of Caryss Fien, a young Eriadu
noble who eagerly ate up such tales. Admittedly, at first she was no
more than a dalliance for him. After a while, though, he began to
admire the fire of her spirit, stifled as it was by her noble
upbringing. That is why Gel has continued to spend time with her,
such as this meeting aboard the Pride of Ryloth.
Captain
Seathi Oom, Twi'lek Proprietor (Rival)
Brawn 1 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 3
Soak: 1
Wound Threshold: 11
Strain Threshold: 13
M/R Defense: 0 / 0
Skills:
Astrogation 1, Charm 2, Computers 1, Core Worlds 1, Gunnery 1, Lore
1, Mechanics 1, Negotiation 3, Outer Rim 1, Perception 2,
Piloting—Space 2
Talents:
Rapid Recovery, Sound Investments
Abilities:
Free rank in Charm or Deception; remove setback die caused by hot,
arid environments
Equipment:
Stylish clothing, light blaster pistol, datapad, comlink; 10,000
credits in private cabin
Seathi Oom wants nothing more in life than to make sure
that the passengers aboard his luxury liner, the Pride of Ryloth,
enjoy their journey to the utmost. While some might think of him as
little more than a simpering sycophant, the Twi'lek takes it all in
stride. After all, he can boast a comfortable position that brings
him into contact with the galaxy's most noteworthy and influential
beings. That beats being a slave to a Hutt crime boss, doesn't it?
Starship
Personnel (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 1 Willpower 1 Presence 1
Soak: 2
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0
Skills
(Group only):
Astrogation, Gunnery, Piloting—Space
Talents:
None
Abilities:
None
Equipment:
Uniforms, blaster pistols
These crew members are generally friendly and competent
enough—until real trouble starts.
Jal
Sorn, the Betrayer (Rival)
Brawn 3 Agility 2 Intellect 2
Cunning 3 Willpower 1 Presence 2
Soak: 3
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0
Skills:
Athletics 1, Brawl 2, Cool 2, Deception 1, Melee 1, Perception 2,
Ranged—Light 2, Skulduggery 1, Stealth 1, Vigilance 2
Talents:
Durable, Grit, Toughened
Abilities:
One free rank in each of two non-career skills
Equipment:
Blaster pistol, brass knuckles, comlink
Jal Sorn has served the Fien family of Eriadu for many
years. In fact, without their patronage, he would be nothing. That is
why he finds the dalliance of the family's heir, Caryss, to be such
an egregious offense. She has taken to dating a Corellian mercenary,
and has had the gall to ask him to help her conceal the affair.
Knowing that no good can come of such a relationship, and seeing an
opportunity to line his own pockets, Jal has contacted a band of
pirates known as the Solar Wind. He has provided them with
hyperspace coordinates at which they can intercept the luxury liner,
and thus take its passengers hostage. In this way, he hopes to show
Caryss—when her father pays the ransom for her, while her paramour
fails to protect her—where her loyalties truly should lie.
Other
NPCs?
This
is also a good chance for the GM to introduce other NPCs for future
use, ones who don't play a major role here but who could become
important in the future.
Why?
As mentioned in the preceding character descriptions,
the pirates stage this attack based on a tip from Jal Sorn. While
their interest in this business is purely financial, the matter could
become more complicated if the motivations of Caryss Fien, Gel Ontavu
and Jal Sorn come into play. Moreover, Atisako Fellum is something of
a wild card in this business. Clever characters could take advantage
of these uncertainties in order to turn the tide of battle.
Where
and When?
There are two answers to each of these questions. Given
that this business started on Eriadu, a good option is further along
the Rimma Trade Route into Elrood Sector. That sector boasts a large
nebula, known as the Drift—a good place to stage an attack without
attracting unwanted attention. Perhaps the best time for it, as far
as Fien and Ontavu are concerned, is when the ship is approaching the
end of its voyage from Eriadu out to that sector.
The ship aboard which this action takes place is a
Starwind pleasure yacht, the Pride of Ryloth (see page 264 of
the core rulebook for details)s. Check out Wookieepedia to find deck
plans for it:
This provides a large vessel in which there is plenty
of opportunity for movement, separation, and thus drama. In the same
way, allowing the PCs to spend some time interacting with others
aboard the ship can also help them become more invested in the
action. For example:
There might be a game of sabacc, involving one or more
of the PCs along with the captain, Gel Ontavu and Jal Sorn. During
this time, the PCs could make Perception checks opposed to Sorn's
Deception effort to realize that he really doesn't like the Rebel.
During other interactions, a political discussion could
erupt, providing a chance for characters to learn more about each
other.
One of the PCs might stumble into Gel and Caryss during
a private moment, and therefore learn of their affair.
During a momentary drop out of hyperspace, to plot a
jump around an asteroid belt, the Pride of Ryloth becomes
infested with mynocks; one or more PCs could become involved in
blasting them off of the ship's hull, and thereby becoming familiar
with the vessel and its crew.
What
and How?
When it does happen, the attack is abrupt and jarring.
One moment, the Pride of Ryloth is cruising through the mottle
backdrop of hyperspace; the next, it is rocked by mechanical
convulsions and dragged back into realspace. In game terms, treat
this as a major collision (see page 242 of the core rulebook for
details). At that point, depending on the outcome of the two critical
hits, the ship's lights flicker, alarms sound, and the PCs can react.
This is also when the pirates make their move. While
the Solar Wind looms in the distance, the two Z-95 Headhunters
move in to attack. Their goal is to beat the Pride of Ryloth
into submission, hoping to salvage as much as possible from it. At
this point it is impossible to know how the situation will develop,
but here are suggestions for some of the possibilities.
The first part of this conflict is a space battle.
While the yacht's crew responds to this crisis with admirable
effort, some of the PCs are likely much better qualified for
handling it. To that end, they may need to push their way into
taking control of the pilot's console or the gunwells in order to do
so.
Mechanically apt characters can help by making their
way to the ship's engineering section to help with repairs.
If the pirates can beat their prey into submission,
then the Solar Wind moves in to claim the prize. To that end,
pirates in vacuum suits and gravity boots disperse onto the hull,
heading for the upper airlock and the passenger boarding ramp.
Characters who make average Perception checks can notice the two
separate groups.
At that point a lightfight erupts. The PCs might want
to stall in order to complete repairs, or they could try to repel
the boarders once and for all.
The varied nature of the compartments aboard the
Starwind pleasure yacht provide many opportunities for exciting
action. To that end, the GM and players are encouraged to interpret
Advantage and Threat in creative ways, and perhaps even to invoke
Destiny Points in order to use elements of the setting that can
influence the tide of battle.
In the event that the pirates claim victory, they
search for as much loot as possible. What is more, they decide to
take Caryss Fien as a hostage, hoping to ransom her back to her
family. Gel Ontavu tries to prevent this, if he can.
Given that Atisako Fellum fancies himself a swordsman,
one of the PCs might succeed at challenging him to a personal duel.
Jal Sorn acts as something of a wild card-chip during
these developments. While he does not want to take direct action, he
might try to help the pirates if he can do so without attracting
attention to himself. The GM should use him when the moment is right
for doing so.
Aftermath
Should
the pirates win the day, they take their loot and their captive and
fly away. That leaves the Pride
of Ryloth's crew to pick
up the pieces, make repairs and head for the nearest port. In that
case, the PCs could have a shot at revenge by undertaking an
assignment for Caryss's father to stage a rescue, should he decide
not to pay the ransom.
On
the other hand, if the PCs can turn the tide against the pirates,
they find themselves facing an excellent opportunity. After all, they
could claim the Solar
Wind for themselves,
perhaps even going into the pirating business. Should that be the
case, Gel Ontavu has some ideas of an emplyer who'd be happy to pay
for their services.
Finally,
it could always happen that the PCs turn away the pirates, but that
Atisako Fellum and his band live to fight another day. In that case,
the Gran pirates can become a recurring enemy for the heroes, turning
up during other adventures at inopportune times (but ones that can
make for complicated, and therefore exciting, moments).