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 24, 2013
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
-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
-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.
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