Sunday, November 24, 2013

Compiled Index

One problem I've had with RPG's over the years is remembering which book has the stats I need for a particular situation. Although Edge of the Empire is still pretty new, I've decided to start compiling an index for all of the characters, droids, equipment, game mechanics and planets and vehicles not in the core rulebook. Here is a link to the index, which includes the Under a Black Sun and Beyond the Rim adventures, along with the Game Master Kit.

Compiled Index

If you see any changes or corrections that need to be made, please let me know. Moreover, I have a couple of questions.

(Note: This index has now been updated to include information from the Enter the Unknown sourcebook.)

1. Should I separate characters and droids into two different categories?

2. Should I include the scenario Long Arm of the Hutt, even though it's for the Beginner Game?

-Nate

Sunday, November 17, 2013

Tusken Camp


Usually the beings on Tatooine do everything they can to avoid encounters with Tusken Raiders. There coud come a time, however, when they would actually need to seek out a Tusken camp, perhaps to stage a rescue or negotiate a truce. Whatever the case may be, refer to the map provided for the layout of such a harrowing place.

The camp consists of a ring of tent-like structures around a central firepit. It is usually set up around close to a rock wall or hill, on the lee side. Each structure is shared by a single family unit, or a group of unmarried males. Important members of the clan, such as the war chief or shaman, have their own dwellings. Note that the entrance to each structure is marked with an E; it is a flap that can be tied down to protect against the wind.



Around the camp the clan's creature companions are positioned for protection. The banthas (B) usually rest in one large group for warmth. Additionally, massiffs (M) are tethered in locations about the perimeter to alert the Tuskens of intruders. Finally, a pair of sharpshooters (S) are often kept on watch in some position of high ground. Other Tuskens (T)--males, females and younglings--gather around the fire when they are not sleeping.


Tusken Females--Use the stats for Typical Tuskens, although they are normally only equipped with heavy clothing and knives.


Tusken Younglings
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 1

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

Skills (group only): Survival

Equipment: Heavy clothing

These younglings remain in the camp, learning to survive in the desert, until the males are old enough to begin accompanying their elders in hunting parties and similar excursions. Youngling females, like the older female Tuskens, stay in the camp.


Additionally, the following article from the Gaming Security Agency provides stats for massiffs and other takes on Tusken Raiders.



Using Tuskens in an Edge of the Empire Campaign
Detailed here are some of the ways in which these raiders can be used in adventures on the galactic fringe.
  • The most likely possibility is that characters traveling through the more remote areas of Tatooine encounter a band of Tuskens and must deal with it accordingly.
  • The PCs could be called into action when an old associate, traveling by speeder, suffers a breakdown and thus attracts unwanted attention.
  • Should the Tuskens be suitably provoked, they could stage a raid on a larger settlement such as Mos Espa.
  • If the Tuskens kidnapped somebody important, the PCs could be recruited to stage a rescue by raiding the raiders' camp.


Saturday, November 16, 2013

Tuskens


Of all the creatures native to Tatooine, none are more feared than the Tusken Raiders. They are as deadly as any womp rat in single combat, more tenacious than a herd of banthas and as crafty as any sarlacc--and they're intelligent, too. Presented here are stats for generic Tusken Raiders (minions), along with a bantha rider and sharpshooter (rivals) and the war chief and shaman (nemeses).

For a lot more information about Tusken Raiders, please refer to the Wookieepedia article linked here.

Also, this article from the Gaming Security Agency provides stats for a bantha.


Typical Tusken Raider
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 5
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Stealth, Survival

Talents: None

Abilities: None

Equipment: Heavy clothing, gaffi stick

These are the Tuskens most commonly found inside a camp or filling out the ranks of hunting or war parties.


Tusken Bantha Rider
Brawn 3 Cunning 3 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Melee 2, Perception 1, Ranged--Heavy 1, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Hunter, Natural Outdoorsman, Outdoorsman, Stalker

Abilities: None

Equipment: Heavy clothing, gaffi stick, slugthrower rifle

These Tuskens are masters of prowling the desert wastes on their bantha mounts. In this way they scout out settlements as well as sources of water, and thus are the ones most likely to be encountered by travelers on Tatooine.


Tusken Sharpshooter
Brawn 3 Cunning 2 Presence 1
Agility 3 Intellect 2 Willpower 1

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

Skills: Athletics 1, Cool 1, Mechanics 1, Melee 1, Perception 2, Ranged--Heavy 2, Ranged--Light 1, Stealth 1, Survival 1, Vigilance 1

Talents: Lethal Blows, Quick Strike, Sniper Shot, Stalker x2

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, knife

These Tuskens often ride with their compatriots when going out on the hunt; otherwise, they are not often encountered, except when popping up to have a little fun at the local pod race. They are more mechanically adept than their fellows, given that they are the ones who maintain their firearms.


Tusken War Chief
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Cool 2, Deception 1, Discipline 2, Leadership 3, Lore 1, Melee 3, Perception 2, Ranged--Heavy 2, Resilience 2, Stealth 2, Survival 3, Vigilance 2

Talents: Command, Field Commander, Improved Field Commander, Second Wind

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, gaffi stick

The leaders of Tusken bands are these war chiefs. They are rarely seen by outsiders except when leading an attack on a moisture farm or other targeted location. War chiefs are the most cunning of all Tuskens, often hanging at the back of a party to command the others. One should not think that they are less skilled in combat, though, since the war chiefs are often old bantha riders or sharpshooters who have survived long enough to gain a position of honor among their fellows.


Tusken Shaman
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Discipline 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Forager, Sense Basic Power + Control upgrade, Uncanny Senses

Abilities: None

Equipment: Heavy clothing, knife, gaffi stick

Rarest of all the Tuskens are those who seem to have some kind of connection to the Force. It is not known just how they acquire their powers, or how said abilities connect to the Tuskens' mystical outlook on the galaxy. What is known is that the shamans tend to remain in camp or at natural locations sacred to the Tuskens, such as wells and caverns. Thus far the Empire has shown little or no interest in studying these Force-sensitives, but that could always change.

Monday, November 11, 2013

The Shipjackers


In theory, religious faith should be a force for good in the galaxy. Ostensibly, it provides a being with a moral compass, a sense of hope, and the like. On the other hand, it can also be a tool with which some beings manipulate unsuspecting victims. Such is the case with one group of cutthroats, who pose as B'omarr faithful in order to gain access to and steal a spaceship. Their plan is to hire passage aboard a vessel crewed by unsuspecting dupes, and then to take control of it during the ensuing hyperspace voyage. To that end, each of the false priests has a role to play in the process.

Myrs Travik is the heavy hitter. Because he can fight without weapons, he is the first option for neutralizing enemies. At the same time, Zhom Maril is the group's technician. It is his job to handle any slicing or other such problems, and he handles the piloting once the vessel is secured. Eadi Dow is the face of the team; she acts as spokesperson and fields any questions from the targeted ship's crew. When they do strike, the team members try to incapacitate as many members of the crew as possible. Favorite tactics include locking characters in their cabins and disabling the locks, stunning and binding the unsuspecting, and the like. In this way they try to sway the odds in their favor as much as possible before starting an actual fight.

As a group, the shipjackers keep their equipment in a locked strongbox. They claim, of course, that it contains the money they've collected in order to open a temple on the world to which they're headed. If pressed, however, Eadi explains that she doesn't have the code; that will be provided at the destination by another member of the faith.

Myrs Travik
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 16
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Cool 1, Melee 2, Ranged--Light 1, Resilience 1, Vigilance 1

Talents: Heroid Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, brass knuckles, handheld comlink (in strongbox)*

Myrs Travik is not very bright and not very friendly; in this way he probably seems an unlikely candidate for a religious devotee. That's why he leaves the talking up to Eadi. To that end, he keeps interactions with crew members to a minimum--until the time comes to strike. Savvy characters might be able to take advantage of this weakness by exposing his lack of familiarity with the teachings of the B'omarr faith.


Zhom Maril
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 2, Education 1, Mechanics 1, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 1, Skulduggery 1, Xenology 1

Talents: Bypass Security, Technical Aptitude

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, slicer gear, tool kit, handheld comlink (in strongbox)*

Zhom Maril is very bright, being the youngest member of the team. He is rather in awe of Eadi Dow, and intimidated by the brutish Travik. He is eager to prove his worth, however. What is more, he is inexperienced when it comes to dealing with attractive females. Because of that, he tries to impress them with his knowledge and technical aptitude, whether or not the other being is interested.


Eadi Dow
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Charm 2, Deception 2, Leadership 1, Negotiation 1, Ranged--Light 1, Skulduggery 1, Stealth 1, Streetwise 1, Underworld 1

Talents: Dodge, Inspiring Rhetoric, Kill with Kindness

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing (worn); blaster pistol, handheld comlink (in strongbox)*

Eadi Dow is the heart of this operation, the being who put together the team and devised the plan for stealing ships by posing as B'omarr pilgrims. For that reason, she is the one who gives the orders. She also knows that males of many species find her attractive, and she enjoys using that appeal to manipulate others. Dow recognizes that Maril is rather smitten with her, and almost feels bad for him. On the other hand, she tolerates Travik but has no interest in him. Should she ever meet a male with the charisma and panache to impress her, she might take pity on that being and favor him with a token of her interest--but she would not hesitate to rob him blind, of course.


*Additionally, the team keeps a medpac, three stimpacks and six sets of binders in the strongbox.


Using the Shipjackers in an Edge of the Empire Campaign
Detailed here are some of the ways in which this group of cutthroats can be used in adventures on the galactic fringe.
  • First and foremost, these shipjackers can be used as a threat to the PCs; they book passage to a remote world, and then try to steal their vessel.
  • On the other side of the coin, a GM looking to run a one-shot senario for a small group could use them as pregenerated characters, perhaps even for a shipjacking scenario like the one they have planned.
  • The GM could always use the characters individually in circumstances that require a thug, a slicer or a con artist.

Sunday, November 3, 2013

The Hovel

Recent posts on this blog have detailed some of the locations that the PCs might encounter in cities like Mos Eisely or Mos Espa on Tatooine. Continuing that theme, presented here is a common domicile that could be inhabited by any number of local denizens.

-Nate




The Hovel
This hovel is a simple affair, with a common room that doubles as kitchen and dining area, three bedrooms and a refresher.

A. Common Room
A table and chairs occupy the center of this area; much of one wall is filled by counter space along with a small but effective autochef unit.

B. Master Bedroom
This room has a comfortable bed along with a wardrobe for storing clothing and other items.

C. Bedrooms
These smaller sleeping areas have beds along with trunks for storage.

D. Refresher
This room contains all of the usual features.


Govra Henn
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Mechanics 1, Melee 1, Perception 1, Resilience 2, Streetwise 1, Survival 2

Talents: Durable, Street Smarts, Toughened

Abilities: Free rank in Resilience or Survival, Communicative Pheromones

Equipment: Heavy clothing, shovel (treat as truncheon)

Govra Henn is emblematic of the beings who subsist on the fringes of the galaxy. In this case, he works as a dung collector. The Weequay gathers the droppings of the many beasts of burden used around the city, and trades them as a source of fertilizer to visiting moisture farmers. It is a meager existence, to say the least, but he makes the best of it. Currently he is squatting in a hovel that he found empty, and therefore he lives with the fear that an owner will one day show up and evict him.

Despite the unpleasant nature of his job, Govra is an outgoing fellow. To that end, he has been known to let other struggling locals crash at his erstwhile dwelling. Sometimes this has been mutually beneficial, but at other times they have taken advantage of his hospitality. When he can save enough credits he enjoys a visit to the local cantina, although the smell that lingers about him means that he is not always well accepted by his fellow patrons.



Using Govra Henn and the Hovel in an Edge of the Empire Campaign
Detailed here are some of the ways in which hovels and characters like Govra Henn can be used in adventures on the galactic fringe.
  • Although it is most likely that the PCs live out of their ship in a local docking bay, those who decide to settle might buy a hovel just like this one.
  • Characters who are being chased by the authorities or other enemies could duck into a place just like this.
  • Should they need to do some undercover work, or just need to disappear for a while, the PCs might join Govra Henn in his work so as to avoid notice.
  • The Weequay might notice something important during the course of his business, something that the PCs wish to learn, but that NPCs want to keep secret.

Saturday, October 12, 2013

More Recommended Reading


Last month I wrote a post which recommended the Han Solo Trilogy as good background information for players and GM's running an Edge of the Empire campaign. In this post I'm going to recommend two more trilogies and a standalone novel, with the prior being quite old and the latter very new.


The novel Kenobi, by John Jackson Miller, was published back in August. It tells a story of Obi-Wan shortly after he settles on Tatooine to watch over Luke Skywalker. I'd been looking forward to this book for a while because I think this is an intriguing time period in the Star Wars galaxy and because I enjoyed the author's work on the Knights of the Old Republic comic series. In spite of my high expectations, I was not disappointed. This story focuses not on Obi-Wan as much as it does on the inhabitants of a remote outpost on Tatooine, presenting interesting new characters and involving them in engaging conflicts. I think it provides good inspiration for an Edge of the Empire campaign because it tells a story on the fringe of the galaxy and keeps it compelling. For my part, I'm tempted to run a campaign on the desert planet just such a ragtag, realistic and fun community of beings.


Next is the Lando Calrissian trilogy by L. Neil Smith. I have to admit that Lando is my favorite character, and I was fortunate that friends of mine shared these books with me when I was in junior high school. These are the novels that introduced sabacc. What is more, they present the larger-than-life adventures of an itinerant gambler and his droid sidekick. Now, I know that the style of the books is not for everybody. In some ways, they feel more like episodes of Star Trek than Star Wars spinoffs. After all, Lando encounters three different lost civilizations, and he wins and loses multiple unimaginably large fortunes. Even so, I think they provide an interesting description of day-to-day life in the Galaxy Far Far Away. What is more, they show a GM just how to introduce, develop and eventually resolve and ungoing conflict with a worthy nemesis.


Finally I come to the books that, in my opinion, best encompass the feel of an Edge of the Empire campaign. These are the novels of the Han Solo Adventures by Brian Daley. In these three books the author strikes the perfect balance of scope and scale. While the exploits of Han Solo and Chewbacca the Wookiee aren't ones that affect the galaxy as a whole, they are exciting and relevant. Nothing overshadows the importance of the events in the original movie trilogy, but there are enough chases, combats and character interaction to keep any group of players happy.

-Nate

Tuesday, October 1, 2013

Compassion and Younglings

Some years ago there was a publication called The Star Wars Adventure Journal. It presented a combination of short stories, adventures and game articles all dealing with the galaxy far, far away. In hope of being able to submit to it, I wrote the following short story--a Star Wars tale with the serial numbers filed off of it--for my college's literary anthology. Shortly thereafter the SWAJ changed its submission guidelines so that it only accepted pitches from more established authors, quashing those hopes. Even so, I've decided to trot out the story for this blog, and to combine it with character stats for the Kid using the Edge of the Empire rules.

-Nate


Compassion

Army Trooper Wega had always hated sweeps.

The officers had another name for them, of course--fortification patrols was the term they used--but Wega and his fellow troopers had always used the less officious designation. It really didn't matter what they were called; he still hated them.

Surveying the wreckage that remained of the city of Malor, his beliefs were reaffirmed. It was one thing to have to enter a battle zone during combat, when all of one's senses were focused on merely surviving the encoutner. Now, however, after the fighting had ended and the adrenaline of combat had worn off, it was a different matter entirely. His eyes were unhindered as they took in the burned and broken buildings and torn landscape, his nose quite free to recognize the scents of smoke and death.
It all served to remind him what a grim and bloody business this war was, and that was a fact of which he did not like to be reminded.

The first signs of the uprising had come almost seven hours before, during the end of the night. At first, forces from the local garrison had managed to regain control, but the rebels had fought back sith what seemed like suicidal enthusiasm. For six hours the battle had endured; remnants of it were still being fought in the foothills surrounding the city. Reinforcements had been called upon from garrisons in other cities in the region, with neighter side showing any willingness to resign. Casualties on both sides had been high, but the army had been victorious by sheer attrition.

Wega himself had been awake to witness the revolt in its entirety, as he had just been comin off of barracks guard duty when it had begun. The fatigue he currently felt made everything seem almost surreal, like some sort of ill-conceived dream, but this was not in his imagination. Wega's fatigue had nothing to do with sleep.

Now, as the fires of the conflict were slowly being replaced by those of sunrise, Malor lay in ruin. Wega's sweep was centered in one of the more affluent residential areas of town, one where the damage was particularly heavy. Scarcely a building here had not been touched by the hand of destruction. From where he stood he could not see one which hadn't been hit directly or succumbed to the fires which had come later. The houses stood in the early dawn like a wicked altar to some vengeful deity. Here and there a scattering of bodies--some crushed, some burned, some barely recognizable--were visible among the wreckage. Wega's mind registered these images even as it desired desperately to shut them out from itself.

He continued his sweep.

The street down which he was walking was especially bad; apparently there had been several pockets of resistance in this area which had vought with particular vigor. Windows in most of the homes had been blasted out to provide access for the strike teams, with the gaping holes resulting giving glimpses of darkened interiors seemingly devoid of life itself. Wega wondered abouth those residents who had not been part of the uprising, and how they could possibly stand to live amid the destruction. He knew that he himself could not, and he had had the best military training that the government could buy. But command had insisted that the area be patrolled to ensure that no elements remained, and thus he was here.

He chose the first building on his right, advancing slowly across its once elegantly maintained lawn. This one was much like the rest, having lost the majority of the face of its lower story in the battle. Once it must have been a beautiful home, a place of security and contentment, but now it conveyed only a sense of danger and foreboding. Despite the best efforts of the sun gradually rising behind him, the majority of it remained cloaked in shadows. Drawing the hand light from his belt, he tunred its beam on the gaping hole. From this fantage point he could detect no movement; wth his pistol ready in hand he stepped over the broken wall and into the house.

The floor in this room was still stable, remarkable considering the damage the rest of the structure had sustained. e was in some sort of living room, although that tilte no longer seemed very appropriate. Broken pieces of duracrete from the demolished front wall were strewn about the floor; a thick layer of dust covered everything. Aside from this and the broken remains of some furniture, the room was quite empty, but a dorrway led deeper into the ruined building. Wega moved quickly across the floor and passed through it.

He found himself in a hallway. A pair of doorways stood along either side, and a set of stairs led up from the opposite end. He peered through the first doorway on his right, revealing the remains of a dining room. This, too, was empty, a grenade having leveled its contents. Another door to his left led out of the room; he could guess where it would take him. Glancing through, his suspicions were confirmed. It was the kitchen, or at least what was left of it. A doorway on the left side of this room took him back into the hallway.

The first doorway along the other side led into a lavatory; this had by some trick of fortune been untouched by the battle that had raged inside the building.It almost seemed strange to see something that had not been ravaged.

That left only one door for Wega to check, but it was this one that he desired least of all to investigate. Logically it would have led down to the basement, and that was where the heaviest fighting would have taken place. That, of all places, was where the rebels living here would have made their last stand.
From the top of the stairs he could see virtually nothing. His hand light did little to penetrate the darkness below him; it was as if its illumination bas being thrown back at him derisively. WEga took a deep breath, then let it out very slowly.

He headed down.

The basement was a scene of blatant death. The walls were pitted from countless rounds of fire; off to his right it was apparent where explosives had been utilized. Coming to the bottom of the stairs he was forced to step over the body of one of his fallen comrades. The man had died a horrible and violent death, his lifeless face orzen in a rictus of agony even while his hands still held up the rifel that hadn't protected him.

But if that sight was terrible, it did not and could not prepare Wega for what he saw next. Four bodies lay against the far wall, an entire family having sacrificed themselves for their idealism. Two were male and two female, two of them adults and two adolescents. From the look of it the children had gone down first, and the parents had died standing over them. They had all known that capture was no option for those who betrayed the government; death had been their only solace. An entire family, all of their hopes and potential accomplishments, gone in a moment of violence.

Wega was forced to look away.

Still, standard operating procedure held that he search all bodies and confiscate any weapons, to keep them from falling into the hands of other rebels. The very thought of it sickened him, but he forced himself to do it. Taking the backpack from his shoulders which he carried for just that purpose, he moved over to the corpses. The father and son each clutched a heavy pistol and the mother had a smaller weapon; no pistol could be found on the daughter. With a considerable act of willpower he patted down the bodies, but found nothing more. Gathering the weapons, he dropped them into the backpack and then hefted it once again.

As he was turning back toward the stairs he caught a motion out of the corner of his eye.

It was a young boy, huddling behind a pair of storage creates underneath the stairs. He sat with his back against one wall, his knees drawn up to his chin and his arms wrapped around them. He must hae been a member of the family, somehow spared from death. The expression on his face stunned Wega. It was as if he were lost to the world, cut off from the events transpiring around him. His eyes seemed glazed and unfocused; there were not tears. Wega had no wonder wabout what could have caused such trauma for the child, having seen the rest of his family lying dead in their home.

A wash of pity swept over Wega. His training, his orders insisted that the child be brought into protective custody, to be saved from the influences of political deviants, but Wega could not accept it. There was nothing left for the child in this house, but there would be even less at the hands of the government. He would be recognized as what he was, the sone of therebels and therefore the enemy. They would work what little information he might possess out of him and then abandon him into the system.

No, Army Trooper Wega could not deliver the child to such a cruel fate. Turning away from the boy, he stopped over the body of his fallen comrade to removed the weapons he had carried so that they might not fall into rebellious hands, then began to ascend the stairs.

It was as his foot touched the first stair that the shot struck him.

Wega fell to his knees, his hands moving reflexively to the wound in his back. The agony was intense; whether due to skill or hapenstance, he'd been hit with a well-placed shot. Already he felt his legs going numb. With difficulty he drew his pistol and turned on the child. He struggled to focus, despite the darkness descending over his vision.

The boy had risen, was not standing with a pistol held in both hands. It was almost too large for him, obviously not having been intended for a child's use. In that moment it all became clear to Wega: the daughter's missing weapon, even though she had been involved in the battle...

But what struck him the most were those eyes, still devoid of recognition or emotion.

The flash at the weapon's muzzle was the last thing Wega ever saw.

The Kid

Brawn 1 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 2

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

Skills: Perception 1, Ranged--Light 1, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: None

Abilities: One free rank in two different non-career skills

Equipment: Clothing, blaster pistol, other scavenged stuff

The kid is a product of life on the streets, where he has lived since his family was killed at the hands of the Empire. Although he sometimes bands together with other scavengers, he is just as likely to strike off on his own. Needless to say, he hates Imperials with a passion and, given the opportunity, would act on that hatred.


Optional Rules for Younglings

GM's wanting to use younglings in an adventure or campaign can do so with the following modifications.
  • Younglings have the same base attributes as other members of their species, except that they suffer -1 reductions to Brawn, Intellect and Presence.
  • They do not have a career or specialization, and therefor possess no talents.
  • Younglings start with one third of their species' normal XP, rounded down.