Friday, August 2, 2013

Madon Ani the Slave Trader


Madon Ani the Slave Trader
A previous article introduced Harrutecrall, a Wookiee pit fighter who is forced into competition because his family is held hostage by a notorious slaver. Presented here is that unsavory individual, a Chevin by the name of Madon Ani.

Madon Ani
Brawn 3 Cunning 2 Presence 2
Agility 1 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 1 / 1

Skills: Brawl 1, Charm 1, Coerce 3, Cool 1, Deceit 2, Discipline 1, Medicine 1, Melee 2, Negotiate 2, Perception 1, Ranged (Heavy) 2, Ranged (Light) 1, Resilience 2, Streetwise 2, Vigilance 2, Xenology 1

Talents: Black Market Contacts, Dodge, Street Smarts

Abilities: Thick skin--treat as armored clothing for adjustments to Soak and Defense

Equipment: Clothing, blaster carbine, long-range comlink, datapad, extra reload, stimpack, 1000 credits (with access to more, of course), binders

Madon Ani regards himself as physically and mentally tougher than other beings in the galaxy; that's why he feels justified in trading slaves taken from "lesser" species. Of course, he also relies upon underlings to do his bidding, although he does not recognize the irony in this. The Chevin imagines himself one day becoming as powerful a crimelord as even the Hutts, with a palace of his own instead of just a band of beings operating out of a beat-up freighter.

In addition to the Wookiee gladiator, Madon Ani has also begun dealing in Tals slaves taken from the planet Orto Plutonia. In doing so, he risks running afoul of the Imperial authorities, given that Talz are not permitted off of their homeworlds. Even so, the market for such labor is lucrative enough for him that he is willing to take this risk. After all, he figures that a sizable bribe to the right official can eliminate any legal problems that he might otherwise face.

The Nomad
Madon Ani's personal ship is a YT-1300 transport. Stats for it are located on page 264 of the core rulebook, and deck plans can be found at <http://starwars.wikia.com/wiki/YT-1300_light_freighter>.

Chev Bodyguards
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Brawl 2, Cool 1, Melee 1, Vigilance 1

Talents: None

Abilities: None

Equipment: Clothing, shock gloves

Madon Ani's relationship with his Chev bodyguards is a complicated one. To solidify their loyalty, the slaver granted them their freedom--in stark contrast to how most other Chevin would treat them. Even so, these Chevs know others of their kind who remain in bondage, and aren't completely comfortable with dealing in sentient chattel. While they recognize a chance to turn a profit working for Ani, given enough motivation, they could be persuaded to turn against him.

Among these Chevs, one in particular stands out from the rest. This is Satel, who serves as Madon Ani's pilot. She is the only one he trusts to carry a blaster; after all, he puts his life in her hands when they fly. She is also the most outgoing of the Chevin's servants, and likes to hit the local cantinas during downtime planetside.

Satel
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Astrogation 1, Brawl 1, Cool 1, Gunnery 1, Melee 1, Pilot (Planetary) 2, Ranged (Light) 2, Vigilance 1

Talents: Skilled Jockey

Abilities: None

Equipment: Clothing, blaster pistol, comlink

Using Madon Ani in an Edge of the Empire Campaign
Detailed here are some of the ways in which this Chevin slave trader could be involved in adventures on the galactic fringe.
  • PCs who are competing in Kees Thelu's fighting pit could meet him as the "benefactor" of Harrutecrall. Those who are sympathetic, of course, might decide to help the Wookiee gain his freedom--but doing so requires discovering where his family members are being held.
  • When Madon Ani enlists the PCs to help deliver an especially large group of slaves to their new buyer, they are faced with a tough decision--take the job and earn the credits, or stand up for what is right?
  • If Satel and the other Chevs ever did decide to turn against their boss, the PCs could stumble across the resulting battle while the Nomad is adrift in space and perhaps facing environmental difficulties.


Thursday, August 1, 2013

The Opposition


The previous article presented a layout and description for a docking bay converted into a fighting pit; this article presents five potential combatants. Each is also an introductory character for the Edge of the Empire RPG.


Sorrin Hale
Human Bounty Hunter/Gadgeteer
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 2 / 2

Skills: Athletics 1, Brawl 2, Cool 2, Coordination 1, Perception 1, Pilot, Ranged (Light) 1, Streetwise 1, Vigilance 2

Talents: Defensive Stance, Disorient, Improved Stunning Blow, Stunning Blow, Toughened

Abilities: One rank in each of two different non-career skills

Equipment: Padded Armor

Sorrin Hale is a dedicated martial artist, practiced in the style teräs käsi. He participates in these competitions in order to make money, it is true, but also to test himself against other combatants. Given his relatively small size, some foes underestimate his abilities, but he quickly dispels such misunderstanding. He is also one whose respect can be won, provided that others show him the same kind of regard.


Harrutecrall
Wookiee Hired Gun/Maurauder
Brawn 4 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 17
Strain Threshold: 9
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Melee 2, Resilience 1, Survival 1, Vigilance 2

Talents: Feral Strength, Heroic Fortitude, Knockdown, Toughened

Abilities: Free rank in Brawl; Wookiee Rage

Equipment: Brass knuckles

Despite his reputation as a dangerous opponent, Harrutecrall is an unwitting participant in these matches. This is because he in under the sway of Madon Ani, a Chevin slaver. That despicable individual holds the Wookiee's family hostage, forcing him to fight lest they should come to harm. Because of this Harrutecrall sometimes shows mercy to his foes, although this causes trouble with Ani if the slaver suspects it.


Leera Annoo
Rodian Bounty Hunter/Assassin
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Melee 2, Perception 1, Stealth 2, Streetwise 1, Survival 1, Vigilance 2

Talents: Dodge, Grit, Jump Up, Precise Aim, Targeted Blow

Abilities: One free rank in Survival

Equipment: Padded armor, force pike

Leera Anoo is trained, believe it or not, as a dancer. Given that her background is in Rodian theater, however, it should come as no surprise that she's also highly trained with weaponry. In particular she wields her force pike in a highly mobile, quick-striking fashion. Althugh the Rodian knows that she gives up a size advantage to many of her opponents, in her mind this only adds to the drama of the matches and her own glory when she is victorious.


Gorek
Trandoshan Hired Gun/Mercenary Soldier
Brawn 3 Cunning 2 Presence 2
Agility 1 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 17
Strain Threshold: 11
M/R Defense: 0 / 0

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

Talents: Natural Marksman, Point Blank, Second Wind, Side Step, Strong Arm, Toughened

Abilities: One rank in Perception; Regeneration; Claws

Equipment: Heavy clothing, bolas (two), truncheon, 395 credits

Gorek enjoys hurting other beings; that's why he fights. He has no pretentions to honor, either. That is why he favors using bolas to ensnare his opponents before charging in to pound on them with his truncheon. If an opponent really makes him angry, however, he switches to his claws. He is also fond of taking trophies from his victims.

Friday, July 26, 2013

The Fighting Pit

Here's my first new post since acquiring the core rulebook. I'm already working on stats for competitors, so hopefully they'll be ready soon.

-Nate



The Fighting Pit
Some beings enjoy nothing more than a good fight. Others recognize this predilection as an opportunity to make a profit, and then take advantage of it. An example of the latter is Kees Thelu, a former member of the Iotran Police Force who recently purchased and remodelled a docking bay for just that purpose--staging gladiator fights and thus earning credits in a variety of ways.

The Pit
Refer to the appropriate map for the following area descriptions.



1. Entry
A pair of broad blast doors provide entrance to the pit at ground level; they are the originals, now repurposed by Thelu. Additionally, a pair of ramps, one on either side of the doors, lead up from ground level to the viewing area (Area 4). A placard outside the doors lists comlink information for Kees in case any prospective fighters want to meet with him.

2. Fighting Pit
This broad, open area has a floor of packed earth. It is the very same as the original docking bay, except that a little sand has been spread on it to help soak up the blood.

3. Fighters' Quarters
By adding walls to the bay's living area, workshop and storage room, Thelu has created enough space for a dozen gladiators to set up temporary quarters. Each is equipped with a functional if not very comfortable bed, a table and chairs, and a small but serviceable refresher.

4. Viewing Area
The roof of the docking bay was flat from the start; Thelu has added guard railings along the outside perimeter as well as the mouth of the fighting pit. What is more, boxes containing rope ladders provide an emergency exit in the event that a dangerous situation arises. During matches the guests can gather here to watch the fighting, make wagers amongst each other and the like. The Iotran also lets peddlers enter the area to sell food and drink. Note, however, that he does not vouch for the refreshments, nor does he regulate the gambling.



Kees Thelu
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Charm 1, Coerce 2, Cool 1, Coordination 1, Mechanics 1, Medicine 1, Melee 3, Negotiate 1, Perception 1, Ranged (Light) 2, Resilience 2, Stealth 1, Streetwise 1, Survival 2, Vigilance 1

Talents: Second Wind, Side Step

Abilities: None

Equipment: Armored clothing, heavy blaster pistol, vibroknife, comlink

Kees Thelu was once a member of the Iotran Police Force; it was his duty to protect and serve the beings on his planet. He was good at his job, and enjoyed it. The only problem was he liked the fighting more than he liked the service and protection, and this led him to some disciplinary problems when he became too eagerly involved in combat. The last straw came in an incident about which Thelu does not like to talk. Taking what little money he had, the Iotran bummed around the Outer Rim for a time before he found and purchased the docking bay that he has turned into his fighting pit.

Organizing Matches
Bouts in Thelu's fighting pit are normally fought until one combatant or the other is incapacitated. This is because Thelu doesn't want to become embroiled in the possible retribution that death can bring, and because he knows that fighters who develop grudges can make for interesting future storylines. Outside intereference is strictly forbidden, and earns the ire of those who've placed wagers on matches. Normally competitors make arrangements with the Iotran in advance of a fight night but, it is not unheard of for someone to walk in and be given permission to fight. Matches usually happen once a week.

Using the Fighting Pit in an Edge of the Empire Campaign
Detailed here are some of the ways in which Thelu's fighting pit could be involved in adventures on the galactic fringe.
  • The easiest reason for a PC to be here is, naturally, if that character is fighting in a match.
  • Other PC's might pay a visit to the pit in order to watch or bet on the matches, or even to sell merchandise.
  • While the PC's are present, they might discover a plot to poison or otherwise hinder one of the combatants, especially one who is heavily favored to win a bout. This could be due to a personal grudge against that fighter, or perhaps because someone is making a large bet against might that character.
  • These matches are known to draw the attention of other locals. Nius Samad might show up to offer his services as a medic; Arn Festek or one of his mercenaries could come to compete; Seron and/or Vesa Li come to sell food or drink; or Dibs Nkik could bring in a droid that he wants to test in battle. Eventually, even a local Hutt crime boss might come to view the action--bringing a suitable entourage, of course. This is especially the case if a fighter is able to establish a reputation for prowess and longevity.

Saturday, July 13, 2013

The Grand Opening


It's taken me a little while to write this post, but with good reason. I acquired my Edge of the Empire core rulebook back on Tuesday the 2nd, as part of a release party hosted at the Fantasy Flight Games Event Center. Since then I've had a chance to give it a good long look, especially since I've been using it to update character stats for previous blog articles. With that in mind, here are some of my thoughts.
  1. First of all, this thing is pretty. It weighs in at almost 450 full-color pages and has a good heft to it. The art is consistently solid, with very little that stands out as weird or inconsistent.
  1. It's nice to be back to a non-level-based system. Although I enjoyed playing the D20-based incarnations of the Star Wars RPG from Wizards of the Coast, I never felt that having a class and level really matched with the setting.
  1. This book is quite expanded from what was in the beta version. The big additions seem to be chapters about the setting, including chapters regarding "The Galaxy" and "Law and Society," but other areas have additions, too.
  1. I like the emphasis on the Rebellion era. This reminds me of old D6-based games using the West End Games system years ago, and I'm looking forward to some gritty adventures on the fringes of galactic society.
  1. In the same way, I like that there isn't a whole lot of information about the Force. There's enough to create some NPC's, but not too much beyond that. Here again, it's back to basics; the Jedi are rare, and people can play for a while without them.
  1. Character generation seems to go pretty smoothly. As I've been updating the NPCs that I created with the beginner game rules, it's becoming pretty intuitive for me.
  1. I like the little sidebars that help create a feel for the setting. These are the kinds of things that make an RPG book feel like Star Wars, instead of like a technical manual.
  1. The adventure in the back, "Trouble Brewing," is a fun one. It's not too mercenary in style or plot, and provides a chance to set up some exciting situations and interesting characters.
On a similar note, I like the GM screen, too. It is well crafted from thick material, and is packed with usual charts and tables. The adventure that comes with it, "Debts to Pay," is another good one.

-Nate

Saturday, June 29, 2013

Quick Updates

I haven't been very productive with this blog recently, for a few reasons. For one, I intended to attend the Free RPG Day event at the FFG Event Center, but real life conspired against me. Second, with the new core rulebook due out this Tuesday, I'm waiting to have the full rules so I can update my previous posts and then move forward.

With that said, I do want to mention a few things. First, I obtained a copy of the adventure from Free RPG Day, Shadows of a Black Sun. It contains a ten-page rules summary, an overview of Coruscant, four pregenerated characters and a twenty-page adventure. This one's a little more mercenary than others I've seen, such as The Long Arm of the Hutt, but is solid. If anyone is in the area, they still have print copies of it at the FFG Event Center.

Speaking of that, there's also a kickoff event this Tuesday, July 2nd, from 5:30 to 7:30 pm. I'm including a link to the Facebook event page below.

Release Meet and Greet

-Nate

Saturday, June 8, 2013

Swoop Gang

I have two things for today. One is that I've added another website to the list of resources, a blog called "Triumph & Despair" written by C. Steven Ross; it has numerous articles about Star Wars roleplaying in general, Edge of the Empire in particular, and even complete adventures.

The other item is stats for a swoop gang, along with suggestions for using them in a campaign.

-Nate

Swoop Gang
Somebody once described a swoop as a high-powered engine with a seat. To be fair, these craft also have steering controls--although not many beings are up to the task of piloting them at full speed through a difficult course. There are some, however, who love to do so and live for little else, and those who live on the wrong side of the law have a tendency to form groups for mutual protection and entertainment.


Swoop Gang Leader
Brawn 2 Cunning 2 Presence 3
Agility 3 Intellect 1 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 2, Brawl 2, Charm 1, Cool 2, Coordination 1, Leadership 2, Mechanics 2, Medicine 1, Perception 1, Pilot (Planetary) 3, Ranged (Light) 2, Resilience 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Convincing Demeanor

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, swoop bike

Swoop gang leaders tend to reflect a combination of the abilities and personality traits represented by the other members of their gang; perhaps this is was helps them hold together such a ragtag group of individuals and misfits.

Swoop Gang Pilot
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 12
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 1, Brawl 1, Cool 2, Coordination 1, Mechanics 1, Medicine 1, Perception 1, Pilot (Planetary) 2, Ranged (Light) 2, Resilience 1, Stealth 1, Streetwise 2, Vigilance 1

Talents: Full Throttle, Skilled Jockey

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, swoop bike

These swoop pilots tend to be daredevils who live fast and freely, delighting in taking risks and showing off their prowess in the saddle. They tend to make decisions quickly, for better or for worse. Although they are slow to trust newcomers, they can be fiercely loyal to those who win their respect.

Swoop Gang Technician
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Skills: Computers 2, Knowledge 1, Mechanics 3, Medicine 2, Melee 1, Perception 1, Pilot 1, Ranged (Light) 1, Skulduggery 1, Streetwise 1, Vigilance 1

Soak: 3 Defense: 0
Wound Threshold: 11
Strain Threshold: 12

Equipment: Padded clothing, tool kit, blaster pistol, comlink, datapad

Whereas their more daring comrades excel at operating swoops, the techs possess outstanding aptitude for modifying and repairing them. They tend to be a little more thoughtful and cautious, but this can be deceiving; when it comes time to take action, they can be just as fierce as their fellows.

Swoop Gang Tough
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 15
Strain Threshold: 12
Defense: 0/0

Skills: Athletics 2, Brawl 2, Coerce 1, Coordination 1, Medicine 1, Melee 2, Perception 1, Ranged (Light) 1, Resilience 2, Streetwise 1, Survival 1

Talents: Frenzied Attack, Toughened

Abilities: None

Equipment: Padded clothing, blaster pistol, comlink, truncheon, vibro-knife

These members of a swoop gang tend to be boisterous and rowdy, delighting in all kinds of fighting. They do not brook any kind of disrespect, either toward themselves or to their gang, and respond in a frequently violent manner.

Using the Swoop Gang in an Edge of the Empire Campaign
Detailed here are some of the ways in which this swoop gang could become involved in adventures on the galactic fringe.
  • First and foremost, the PC's could all be members of a swoop gang, living their lives and running into trouble with the local authorities.
  • During business on an Outer Rim world, the PC's might run into one of these gangs, either in the streets or in a local watering hole; this could provide an opportunity for some friendly competition, such as racing, arm wrestling, drinking, shooting or the like.
  • If they're looking to customize a repulsorlift vehicle, the characters might seek out one of these gangs.
  • Should the PC's run afoul of the gang, its members could become ongoing and persistent enemies.
  • On the other hand, the PC's could use members of a gang to make life difficult for a rival, perhaps even raising heck as a distraction from other illicit activity.
  • If the swoop gangers acquired an item that the PC's need, they might have to devise a means of entering the gang's hangout--such as a rundown cantina or docking bay--to retrieve it.

Saturday, June 1, 2013

Docking Bay

This post should be pretty self-explanatory; it can be dropped into any kind of adventure that requires the PC's to park their ship.

-Nate


The Docking Bay
Refer to the appropriate map for the following area descriptions.

1. Entry
A solid double blast door seals the bay; it takes an Average Mechanics check followed by a Hard Computers effort to bypass them. The walls are five meters in height.

2. Main Bay
This broad open area has four doors leading out of it. There are also ladders in the middle of the wall between the doors, providing an emergency exit in case of trouble.

3. Living Area
Six bunks line the walls of this area; there is also a table with chairs and a refresher. Crews can stay here during their downtime, and sometimes ship owners hire guards to watch over vessels and cargo.

4. Workshop
This area has space for making repairs, although ship crews must provide their own tools and parts.

5. Storage
Cargo can be stored here while waiting to be loaded or delivered.