Thursday, July 19, 2018

The Pack


This pair of scheming Devaronians runs a gang of scrumrats, based out of a cave deep in the undercity. They maintain control through a combination of fear (coming from Kovin, the male) and nurturing (provided by Sedaru, the female). One way or the other, by granting shelter and sustenance, but also inflicting punishment, they elicit some semblance of loyalty from the children they employ. 

The Devaronians' primary source of income is fencing the goods that their scrumrats steal; they supplement this by sell information acquired through theft, and with an occasional extortion scheme when they have the means. They have dreams of one day expanding their operations, by poaching scrumrats from organizations like the White Worms, taking over their territory and operations, and even some day joining up with a more powerful syndicate such as a Hutt Cartel, Black Sun or the Crimson Dawn. 

Sedaru and Kovin refer to their group of scrumrats as “The Pack.” While not especially imaginative, this name is easy to remember and encompasses the idea that, while providing mutual protection, the members need to understand the need for a clear hierarchy of power and control.

Kovin
Type: Devaronian Enforcer

DEXTERITY 3D+2
Blaster 4D+2
Dodge 4D+2
Melee Combat 5D+2
KNOWLEDGE 3D
Survival 5D
MECHANICAL 2D+1
PERCEPTION 3D+1
STRENGTH 3D+2
Brawling 4D+2
TECHNICAL 2D

Special Abilities:
None
Force Points: 1
Character Points: 5
Move: 10
Equipment: Blast helmet and vest, blaster pistol, truncheon, comlink

Kovin
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

Soak: 4 Wound Threshold: 12
Strain Threshold: 12 M/R Defense: 1 / 1

Skills: Brawl 1, Discipline 1, Melee 2, Ranged (Heavy) 1, Ranged (light) 1, Survival 2, Vigilance 1

Talents: Barrage, Bodyguard, Enduring, Hard Headed, Side Step

Abilities: None

Equipment: Armored clothing, comlink, blaster pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun setting), truncheon (Melee; Damage 4; Critical 5; Range [Engaged]; Disorient 2).
Kovin is not a nice being. He enforces the Pack's rules, inflicting punishment as needed. Of course, he will also do his utmost to protect the group's members—that is, until they cause him too much frustration or disappointment.


Sedaru
Type: Devaronian Con Artist

DEXTERITY 3D
Blaster 4D
Dodge 4D
KNOWLEDGE 4D
Streetwise 6D
MECHANICAL 2D
PERCEPTION 3D+2
Bargain 4D+2
Con 5D+2
STRENGTH 3D+1
TECHNICAL 2D

Special Abilities:
None
Force Points: 1
Character Points: 5
Move: 10
Equipment: Clothing (functional and fancy), blaster pistol, comlink, datapad

Sedaru
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 3s

Soak: 2 Wound Threshold: 14
Strain Threshold: 12 M/R Defense: 0 / 0

Skills: Charm 1, Deception 2, Perception 1, Ranged (light) 1, Streetwise 1, Underworld 1, Vigilance 1

Talents: Black Market Contacts, Convincing Demeanor, Dedication, Hidden Storage, Natural Charmer, Toughened

Abilities: None

Equipment: Clothing (functional and fancy), comlink, datapad, blaster pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun setting).
Whereas Kovin is the Pack's enforcer, Sedaru plays the role of the nurturing mother figure. She also brokers deals for stolen goods and information, and provides rewards to the scrumrats who earn her praise. Of course, this show of loving kindness is only a front; she is, in fact, just as ruthless and determined as her mate when put to it.



The Pack's Lair
Refer to the map below for the following area descriptions.

1. Guard Station
Here a section of fake wall has been built cleverly into the sewer tunnel. From the inside a scrumrat can watch the tunnel, and the door pushes outward—but can also be locked from the inside.

2. Common Area
A number of storage crates are arranged here to provide seating for the members of the pack, and a fusion lantern sits in their middle. The crates contain foodstuffs, medical supplies and other equipment that the Devaronians provide for their underlings. Access to this gear is strictly controlled by Kovin and Sedaru; while the scrumrats are almost always fed, other items are granted as boons or when required for a particular job.

3. Midden Pit
This hole is where the scrumrats and their overseers dispose of waste.

4. Males' Barracks
The male scrumrats sleep here; their beds consist of whatever blankets and other materials they have scrounged. Although the Devaronians encourage sharing with the whole group, individuals keep prized treasures hidden in their beds.

5. Devaronians' Quarters
Kovin and Sedaru sleep in this chamber, but not usually at the same time. They do not store any items of value here, but instead keep such things on their persons.

6. Females' Barracks
This area is, for all intents and purposes, the same as the barracks for the males (see above). The genders are kept separate in order to maintain good order.



Wednesday, July 18, 2018

The Hermit

Not all of the beings who inhabit Corellia's network of sewers are criminals; some, in fact, are upstanding beings, but who are forced by circumstances to lead lives of seclusion and anonymity. Such is the case with an enigmatic Human known to others as “the Hermit.” 

During the waning months of the Clone Wars, Brond Yulira was an up-and-coming Jedi Padawan, a quick learner ready and waiting to be chosen by a Master and join the fight against the Confederacy of Independent Systems. He happened to be away from the Jedi Temple on Coruscant when then-Chancellor Palpatine issued the fateful Order 66, turning the clone armies against their commanders. Thinking quickly, he concealed his true identity and booked passage on a tramp freighter that soon departed for his homeworld, Corellia. Brond hoped to find safety there, on a world that had remained neutral during the Clone Wars, but he was soon disappointed; as the New Order took control of Corellia's shipyards, he found there were too many stormtroopers in the spaceports. Not daring to risk capture by attempting an escape offword, he instead settled into a simple life in the planet's undercity.

Brond Yulira, the Lost Padawan
Type: Failed Jedi

DEXTERITY 2D+2
Dodge 3D+2, Lightsaber 3D+2
KNOWLEDGE 3D+1
Survival 5D+1
MECHANICAL 2D
PERCEPTION 3D+1
STRENGTH 2D+2
TECHNICAL 2D

Special Abilities:
Control 2D, Sense 3D.
Sense: Life Detection, Life Sense, Magnify Senses, Sense Force.
Control and Sense: Lightsaber Combat, Projective Telepathy.
Force Points: 2
Dark Side Points: 1
Character Points: 5
Move: 10
Equipment: Robes, 250 credits, lightsaber

Brond Yulira, the Lost Padawan
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: Cool 1, Lore 1, Medicine 1, Perception 1, Survival 2

Talents: Forager, Heightened Awareness, Natural Hunter, Quick Strike, Rapid Recovery, Sense Basic Power (with Control and Duration upgrades)

Abilities: Force Rating 1

Equipment: Robes, 250 credits, Lightsaber (Lightsaber; Damage 10; Critical 1; Range [Engaged]; Breach 1, Sunder, Vicious 2).
Brond Yulira walks a fine line, using his Force powers to help find sustenance while also trying to conceal his true identity. Given his former devotion to the tenets of the Jedi Code, he struggles with keeping his anonymity as he watches Imperial brutality and exploitation of innocents by the planet's criminals. Perhaps one day Brond will decide to take a stand.



Thursday, July 12, 2018

Scrumrats


These kids—many of them orphans—come from poverty on Corellia, and make a living scrounging for or stealing anything of value. Many of them work for crime bosses, such as the White Worms, who give them shelter and limited food in exchange for their services as runners and thieves. Some of them come to enjoy the limited power and prestige that such a life provides, while others dream of one day escaping to find new possibilities beyond the sewers.

Typical Scrumrat
Type: Kid

DEXTERITY 3D+2
Dodge 4D+2, Melee Combat 4D+2, Pick Pocket 4D+2
KNOWLEDGE 2D+2
Streetwise 3D+2
MECHANICAL 3D
PERCEPTION 3D+2
Con 4D+2, Hide 4D+2, Sneak 4D+2
STRENGTH 2D+1
TECHNICAL 2D+2

Special Abilities: None.
Force Points: 1
Character Points: 5
Move: 8
Equipment: Shabby clothing, knife (damage 3D+1) or truncheon (damage 3D+1), other tools as needed for particular assignments.


Typical Scrumrat
Brawn 1 Agility 3 Intellect 2
Cunning 2 Willpower 2 Presence 2

Soak: 1 Wound Threshold: 11
Strain Threshold: 13 M/R Defense: 0 / 0

Skills: Brawl 1, Deception 2, Melee 1, Perception 2, Piloting—Planetary 1, Skulduggery 2, Stealth 2, Streetwise 1, Underworld 1, Vigilance 1

Talents: Black Market Contacts, Bypass Security, Dodge, Grit, Indistinguishable, Street Smarts

Abilities: None

Equipment: Shabby clothing, knife (Melee; Damage 2; Critical 3; Range [Engaged]) and/or truncheon (Melee; Damage 3; Critical 5; Range [Engaged]); other tools as needed for particular assignments.


Veteran Scrumrats
Those younglings who excel at a life of crime can rise up through the ranks of their organization, earning the trust of their employers and thus finding themselves on more complicated—and more dangerous—jobs. To represent these characters, GMs can use the base stats provided above and add to the characters' skills. They should advance in skills associated with thievery, as well as combat, and could even starting being trained with and carrying blaster pistols. Some might begin to specialize in roles such as vehicle piloting, computer slicing, or other such tasks.