Wednesday, November 12, 2014

Wogg the Tusker

The stereotype among Gamorreans is that they have dark green skin, porcine features and brutish personalities. Wogg the Tusker differs from that image in at least three ways. For one thing, he has pinkish skin. For another, he is an introspective, pacifistic soul, one who respects all forms of life and wishes to see them live together in harmony. Finally, he is sensitive to that mysterious energy field known as the Force.



Wogg's Dwelling
This unusual Gamorrean lives in a crude mud hut. Inside it he has built a rough bed, a hearth and a desk at which to write about his musings. A stout post rises up through the center of it, a skin covers the doorway, and a hole in the roof provides ventilation. Around the outside of the hut he has built a fence for containing the watch-beasts that he raises—a male, three females and six young.


Wogg the Tusker (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 3

Soak: 3
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Discipline 2, Lore 3, Medicine 1, Melee 2, Negotiation 1, Perception 2, Resilience 2, Survival 3, Vigilance 1

Talents: Control Upgrade, Forager, Heightened Awareness, Natural Hunter, Quick Draw, Quick Strike, Rapid Recovery, Sense Basic Power, Uncanny Reactions, Uncanny Senses

Abilities: One free rank in Melee; Savage Warrior: When making a Brawl or Melee check, Gamorreans add the Vicious 1 quality to their weapon. If the weapon already has the Vicious quality, increase the listed value by 1.

Equipment: Padded armor, vibroknife, force pike

Wogg the Tusker has always been an anomaly. When other boars around him delighted in fighting each other, he preferred to contemplate the mysteries of the natural world. This led him to seek the solitude of the local forest, where he makes a living by raising watch-beasts for sale to his former fellows and offworlders. What few know is that Wogg was in love with Matron Orrza of the Moorb Clan, and that she loved him, too. Because he was not a suitable mate according to Gamorrean standards, however, she let him go into exile rather than appear to be weak.


Using Wogg the Tusker in an Edge of the Empire Campaign
This character can be incorporated into an Edge of the Empire campaign in many different ways; a few of the possibilities are detailed here.
  • Wogg can act as a different kind of teacher for Force-sensitive characters, one who is unusual but effective. They could meet him during a fair at the Moorb clanhold, or perhaps while seeking him directly.
  • A Hutt crimelord could hire the PCs to pick up a load of watch-beasts for delivery to another world, making for an interesting flight.
  • When a rival boar learns of Wogg's love for his clan Matron, that Gamorrean warrior calls for an honor duel to the death. She, in turn, might recruit the PCs to help settle the matter in a way that prevents bloodshed.
  • If Imperial forces ever learned of Wogg's Force sensitivity, they might take steps to eliminate him.


Tuesday, November 11, 2014

Gamorrean Miscellany

This post presents some equipment peculiar to, or useful, Gamorreans, along with two new creatures.

-Nate


Creatures of Gamorr
The planet Gamorr is known for a number of distinctive creatures, some of which are presented below.

Watch-Beast (Rival)
Brawn 4 Cunning 3 Presence 2
Agility 2 Intellect 1 Willpower 3

Soak: 6
Wound Threshold: 16
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 3, Brawl 3, Perception 2, Vigilance 2
Talents: None

Abilities: Silhouette 2; Adversary 1

Equipment: Bite (Brawl; Damage 6; Critical 3; Range [Engaged])

Watch-beasts are predators that have been domesticated by the Gamorreans for use in protecting their homes. They are large in stature—easily the size of a speeder—with four thick legs, stout horns and a mouth full of sharp teeth. They are keenly aware of their surroundings, and tend to attack any creature other than the Gamorreans to whom they're loyal unless ordered to do otherwise. Recently, agents of the Empire have begun acquiring these creatures for use as guard animals at Imperial facilities, such as at the training facility on Sirpar.


Quizzer (Rival)
Brawn 1 Cunning 3 Presence 2
Agility 4 Intellect 1 Willpower 1

Soak: 1
Wound Threshold: 5
Strain Threshold: 5
M/R Defense: 0 / 0

Skills: Athletics 2, Perception 2, Skulduggery 2, Stealth 2, Survival 2

Talents: None

Abilities: Silhouette 0; Arboreal: gain a boost die to actions involving movement in the trees, but suffer a setback die to movement-related actions on the ground

Equipment: Claws (Brawl; Damage 3; Critical 5; Range [Engaged]); shiny objects pilfered from unsuspecting travelers

Quizzers are mischievous arboreal creatures native to the planet Gamorr. They are bipedal and roughly humanoid, with clawed feet, prehensile tails, opposable thumbs, and four bony plates that protrude from their backs. While most harmless, they do love shiny objects, and steal them when the opportunity arises. This has made them a hated enemy of the Gamorreans. For more information about them, check out the relevant article on Wookieepedia.

New Equipment
The Gamorreans possess a number of distinctive equipment items; these are detailed below.

Armor
Type
Defense
Soak
Price
Encum
HP
Rarity
M'ukh'gfa
1
2
2000
7
2
4

M'ukh'gfa
This battle armor is assembled piecemeal from pieces of scrap collected on the battlefield, and connected by leather straps—at least in an ideal world. Nowadays, many Gamorreans just by the prefabricated version. More old-fashioned warriors consider it dishonorable for non-Gamorreans to wear the armor, and challenge those who do so to duels.

Weapons
Name
Skill
Dam
Crit
Range
Encum
HP
Price
Rarity
Special
Arg'garok
Melee
2
3
Engaged
5
3
250
1*
Pierce 1, Sunder, Vicious 1
Thogk
Melee
3
4
Engaged
4
2
30
1*
Disorient 2

*The rarity listed is for purchasing these items on Gamorr; increase it by 2 when not on that planet.

Arg'garok
The Gamorrean axe is a heavy metal blade attached to a stout wooden handle. It is specifically designed to take advantage of Gamorrean's low center of gravity, meaning that characters who aren't built like them suffer a setback die to Melee checks when wielding arg'garoks.

Thogk
The Gamorrean club is made from a stout piece of wood, preferably gorgt wood, with a metal spike driven through it. Ideally, Gamorrean warriors drive that spike through the wood with their own fists.

Gear and Equipment
Item
Price
Encum
Rarity
Transliterator
1000
0
1
Vox-Box
200
0
0

Transliterator
More sophisticated than a vox-box, a transliterator is a device that translates phrases from one language (often a being's native tongue) into another (usually Basic). What is more, it is usually designed to “speak” in a voice based off of a known celbrity, such as pop holostar Javul Charn or former Imperial Senator Princess Leia of Alderaan.

Vox-Box
This small electronic device can store up to a dozen pre-recorded phrases, usually in Basic, with a button for each. Of course, the user can choose to record other phrases instead. Sometimes when that happens, shenanigans ensue.



Monday, November 10, 2014

Gamorreans

Building on yesterday's post, here are stats for some of the Gamorreans who inhabit the Moorb stronghold. Thanks go to the Gaming Security Agency for providing the base Gamorrean stats. For more information about Gamorreans, check out the relevant article(s) on Wookieepedia.

Wookieepedia

Gaming Security Agency

-Nate


Inhabitants
Detailed here are some of the NPCs who can be found in the stronghold.

Clan Matron Orrza (Nemesis)
Brawn 3 Cunning 3 Presence 4
Agility 2 Intellect 2 Willpower 2

Soak: 3
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 3, Deception 2, Lore 2, Negotiation 4, Perception 3, Resilience 3, Survival 2, Vigilance 3

Talents: Dodge, Grit x2, Improved Inspiring Rhetoric, Inspiring Rhetoric, Kill With Kindness, Plausible Deniability, Scathing Tirade, Steely Nerves, Toughened

Abilities: One free rank in Melee; Savage Warrior: When making a Brawl or Melee check, Gamorreans add the Vicious 1 quality to their weapon. If the weapon already has the Vicious quality, increase the listed value by 1.

Equipment: None

Clan Matron Orrza is fiercely proud of the stronghold that she and her people have built, and the thus the comfortable lives that they live. She is also quite protective of it, reactive with great prejudice to anything she deems a threat to it. She is open to new opportunities, though, including working for the Hutts or devising other schemes with visiting offworlders if it means that she can gain an edge on rival clans.


Clan Warlord Orrik (Rival)
Brawn 4 Cunning 2 Presence 2
Agility 3 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 21
Strain Threshold: 10
M/R Defense: 1 / 0

Skills: Athletics 1, Brawl 4, Cool 2, Lore 2, Melee 4, Perception 2, Resilience 2, Survival 3, Vigilance 2

Talents: Defensive Stance, Enduring x2, Feral Strength x2, Frenzied Attack x2, Heroic Fortitude, Lethal Blows, Natural Brawler, Toughened x3

Abilities: One free rank in Melee; Savage Warrior: When making a Brawl or Melee check, Gamorreans add the Vicious 1 quality to their weapon. If the weapon already has the Vicious quality, increase the listed value by 1.

Equipment: Plate armor, war axe, war club, blaster pistol (as a trophy)

Warlord Orrik is, in his own eyes, the pride of the Moorb clan. He is old enough to remember serving in the Clone Wars, as a soldier-for-hire on the side of the Confederacy. Since then he has become the right hand of Matron Orrza and has sired many children by her. Although he acts the part of the proud, strutting warrior, he lives in fear that some younger boar will one day defeat him in battle and therefore supplant him.


Veteran Boar (Rival)
Brawn 4 Cunning 2 Presence 2
Agility 3 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 19
Strain Threshold: 10
M/R Defense: 1 / 0

Skills: Athletics 1, Brawl 3, Cool 1, Lore 1, Melee 3, Perception 1, Resilience 1, Survival 2, Vigilance 1

Talents: Enduring, Feral Strength, Frenzied Attack, Lethal Blows, Toughened x2

Abilities: One free rank in Melee; Savage Warrior: When making a Brawl or Melee check, Gamorreans add the Vicious 1 quality to their weapon. If the weapon already has the Vicious quality, increase the listed value by 1.

Equipment: Plate armor, war axe, war club

Having fought in many campaigns on behalf of their Warlord and their Clan Matron, these boars are now decorated veterans. While their current jobs are rather cushy, they should not be underestimated; after all, they are the first line of defense when it comes to protecting those who rule the clan.


Elder Sow (Rival)
Brawn 3 Cunning 3 Presence 3
Agility 2 Intellect 1 Willpower 2

Soak: 3
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 2, Deception 1, Lore 1, Negotiation 3, Perception 2, Resilience 2, Survival 1, Vigilance 2

Talents: Grit, Kill With Kindness, Toughened

Abilities: One free rank in Melee; Savage Warrior: When making a Brawl or Melee check, Gamorreans add the Vicious 1 quality to their weapon. If the weapon already has the Vicious quality, increase the listed value by 1.

Equipment: None

These sows have been around for many years. As a reward for their productive service, they now handle the cooking and other chores in the stronghold's main hall. Although that may seem like drudgery to offworlders, they are happy to do what they can for their Matron and the other members of the clan.


Tusker (Minion)
Brawn 3 Cunning 1 Presence 1
Agility 2 Intellect 1 Willpower 1

Soak: 4
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 1 / 0

Skills (Group only): Brawl, Melee

Talents: None

Abilities: None

Equipment: Partial plate armor, axes, clubs

These up-and-coming warriors relish in opportunities to impress females by demonstrating their prowess in battle. To that end, they are always on the lookout for trouble. Given their desire to find problems, they are not above picking a fight in order just so they have a chance to settle it. Even so, they obey their matron and warlord in all matters.


Typical Sow (Minion)
Brawn 3 Cunning 1 Presence 1
Agility 2 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Brawl, Perception

Talents: None

Abilities: None

Equipment: None

The females of the clan may seem like little more than nursemaids, but visitors shouldn't be fooled by this appearance. When put to it, they can fight just as well as the males. What is more, they are always alert for problems, and are quick to report anything out of the ordinary lest it should prove to be troublesome.



Sunday, November 9, 2014

Gamorrean Stronghold

Just beyond the boundary of Hutt Space is the planet Gamorr. It is a backwater world, one with little technology and even less refinement. Even so, the warriors who inhabit are known throughout the galaxy for their toughness. That is why they make popular mercenaries, especially for the criminal rulers of Nal Hutta.



The Stronghold
Refer to the appropriate map for the following area descriptions. The walls of the stronghold, it should be noted, rise ten meters in height. They are made from two layers of worked stone, filled with rocks and other debris between them. An elevated walkway runs along the top of the walls, one from which the Gamorreans can survey the surrounding terrain.

1. Entry
Admittance to the stronghold is provided through a huge pair of iron-banded wooden doors. They can be sealed from the inside with stout wooden beams, at which point nothing short of a formidable Brawn check can force them open.

2. Towers/Tuskers' Quarters
Spaced intermittently around the wall are these towers. Each has a spiral staircase running up its center, and is pierced by numerous narrow windows for protected visibility. The top of each tower is open to the sky above, providing a watchpoint. At the base of each tower is a small sleeping chamber for the tuskers who are stationed in it.

3. Storehouses
These low wooden buildings are used for storing the clan's food supplies, extra weapons, raw materials and other such things.

4. Cistern
In the middle of the stronghold's courtyard is this open structure. A spiral staircase leads down into a subterranean well, providing freshwater for the Gamorreans's needs. (Note that bathing is not one of those needs.)

5. Sow's Quarters
Each of these buildings provides living space for the clan's sows, along with their younglings. (Young males remain here until such time as they are ready to serve among the tuskers.) Each building has two levels.

6. Main Hall
This is where Clan Matron Orrza and Warlord Orrik host gatherings. It is an open chamber, two stories in height. Two rows of chairs sit facing each other, flanking larger thrones for the clan's leaders. Spiral staircases lead down to the building's lower level.

7. Kitchen
Always a center of activity, the kitchen broasts a broad hearth for cooking meat, stewing fungus and the like. It also keeps this building the most comfortable during Coldtime.

8. Elder Sows' Quarters
A trio of older females act as servants in the main hall. It is they who do the cooking, and generally boss around the veteran boars.

9. Veteran Boars' Quarters
These older males, also three in number, assist the clan warlord in whatever he needs.

10. Clan Matron's Quarters
Clan Matron Orrza has her private chamber here. Although it is roomier than the quarters provide for all but her husband, it is still relatively spartan. The exception is a steel-banded chest that contains her valuables, including jewelry, trophies and other such items.

11. Clan Warlord's Quarters
Although Warlord Orrik spends much of his time visiting his wife, he does have his own quarters here.


Using the Gamorrean Stronghold in an Edge of the Empire Campaign
This location can be incorporated into an Edge of the Empire campaign in many different ways; a few of the possibilities are detailed here.
  • Many Hutts negotiate with Gamorrean Clan Matrons to acquire their services. PCs who are working for the Hutts might be required to participate in such negotiations, to deliver a difficult cargo as a form of payment, or to transport warriors from their homeworld back to Nal Hutta.
  • A PC who excels in hand-to-hand combat could be called upon to act as champion for a Hutt crime boss; that character must defeat the clan's champion in order to secure a contract for mercenary service.
  • During a visit to the stronghold, the PCs could become embroiled in intrigues regarding two boars who are competing for the same sow.
  • The Gamorreans' infamous hatred of droids could lead to shenanigans if the PCs happen to bring one of their own—and especially if a PC is a droid.
  • When the Gamorreans are faced by a danger that they don't fully comprehend, they might call upon the PCs to help investigate.


Saturday, November 8, 2014

More Opponents

Detailed below are more opponents to use in arena combat, or in other situations. GM may also refer to a previous article on this blog to find stats for additional combatants.

The Opposition

-Nate


More Opponents
The NPCs presented below could serve as opponents in this or any other fighting pit.


Tenrep “Little Dianoga” Cray II, Aqualish Soldier (Rival)
Brawn 4 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 6
Wound Threshold: 15
Strain Threshold: 9
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 1, Melee 1, Ranged—Light 1, Resilience 2, Vigilance 1

Talents: Defensive Stance, Durable, Intimidating, Stunning Blow, Toughened

Abilities: Free rank in Brawl and Resilience; can breathe underwater

Equipment: Padded armor, blaster pistol, truncheon

Known as the “Little Dianoga” because he is his father's son, the younger Tenrep tries very hard to fill the shoes of his elder. While he possesses a great deal of natural aptitude, and has been honing his skill in combat, Tenrep lacks some of his father's subtlety and imagination. To that end, smart opponents—that is, those who choose not to meet him in a test of power—can work around his strength.


Barada, Klatooinian Heavy (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

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

Skills: Athletics 1, Brawl 2, Cool 1, Melee 2, Perception 1, Ranged—Heavy 1, Ranged—Light 1, Resilience 1, Vigilance 1

Talents: Durable, Grit, Heroic Fortitude, Toughened x2

Abilities: Free ranks in Brawl, Ranged—Heavy or Ranged—Light and one non-career skill

Equipment: Padded armor, combat knife, brass knuckles

Barada is tough and quick. She is a capable combatant, and at first glance seems to relish in fighting to entertain the Hutts and their minions. Deep down she resents the oppression of her people, the Klatooinians, by the Hutts. To that end she longs to win enough prize money so that she can leave this life behind her and find a higher purpose for which to live. What that purpose might be, however, she doesn't yet know.


Jeluma, Toydarian Archaeologist (Rival)
Brawn 1 Cunning 2 Presence 3
Agility 1 Intellect 2 Willpower 3

Soak: 1
Wound Threshold: 12
Strain Threshold: 16
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Education 1, Lore 2, Melee 2, Outer Rim 1, Perception 1, Xenology 1

Talents: Durable, Enduring, Grit, Hard Headed, Resolve, Stunning Blow, Toughened, Well Rounded

Abilities: Silhouette 0; Hoverer

Equipment: Heavy clothing, force pike, datapad, comlink

Jeluma fancies himself to be a respectable academic, indeed an archaeologist. In truth he is a thrill seeker, pure and simple. To that end, he does archaeological work from time to time, performing services for the Museum of Intergalactic Cultures. More often, however, he can be found at the arena, participating in the fights. Jeluma prefers to stay away from his foes, always striking with his force pike and then moving. Should he ever tire of the bouts, and be impressed by some of his opponents, he might try to recruit them for an expedition.


Kel Wuso, Human Scoundrel (Rival)
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: Brawl 2, Cool 2, Deception 1, Melee 2, Perception 1, Ranged—Light 1, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 2

Talents: Quick Strike, Rapid Reaction, Side Step

Abilities: Free rank in each of two non-career skills

Equipment: Heavy clothing, blaster pistol, truncheon




Kel Wuso is a street thief with dreams of being a criminal kingpin. He is not terribly imaginative in his tactics, however, and tends to be more successful at fighting than at avoiding confrontation. He prefers to strike quickly and end battles as soon as possible. Kel also considers himself to be irresistible to females, a notion that's probably been reinforced to throw around credits when he has them.

Sunday, November 2, 2014

The Arena

In a previous post I described a facility much like the one detailed here, but one created from a converted docking bay. This one is a little more polished, and provides combatant characters with a chance to prove themselves before larger and more influential crowds.

-Nate


The Arena
Many Hutts—and members of other species from around the galaxy, for that matter—are fond of pit fighting. For the sluglike masters of Nal Hutta, it is a chance for them to match champion slaves against each other for entertainment and bragging rights. Some of the Corporate Sector's executive elite also revel in acquiring gladiator droids, having their minions customize them as desired. A fairly typical venue for this is Toruc Chel's Arena.



The Arena
Refer to the appropriate maps for the following area descriptions.

1. Entry
The large double doors generally have two guards posted outside them on the night of an event. They are sealed with a heavy mechanical lock, requiring a hard Skulduggery check to disable.

2. Viewing Area
A railing surrounds the fighting pit, located in the center of the facility. In this way, all of the spectators can gather around to watch a competition. During events there is also a family of Dugs who sell beverages to the crowd.

3. Stairways
These spiral stairways provide access to the facility's upper and lower levels. During events, a guard is placed at each staircase, on each level.

4. Fighting Pit
The floor here is made of pourstone. It is surrounded by doors, ones that lead into the competitors' quarters (see below). Each floor above the lower level is four meters higher than the level below it.

5. Competitors' Quarters
These small chambers have a table and chairs, along with a bed. Visiting competitors are assigned to them, providing a place for preparation before matches and recuperation afterward.



Personnel
Detailed below are some of the characters who can regularly be found in the arena.

Toruc Chel, Farghul Arena Promoter (Rival)
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 1
Wound Threshold: 11
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Brawl 1, Charm 2, Cool 1, Deception 2, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Ranged—Light 2, Stealth 1, Streetwise 1, Vigilance 1, Xenology 1

Talents: Congenial, Convincing Demeanor, Distracting Behavior, Dodge, Intense Presence, Kill with Kindness, Smooth Talker

Abilities: Free rank in Deception or Skulduggery; free rank in Convincing Demeanor

Equipment: Clothing, comlink, datapad, blaster pistol

Toruc Chel is a gregarious and sensuous Farghul male. He is the ring announcer and commentator for matches at this arena, and also negotiates contracts with combatants. Although he is deeply involved in a violent business, Toruc is himself more of a coward and a pacifist. As he often tells attractive females, “I'm a lover, not a fighter.”


Arena Security Personnel (Minions)
Brawn 2 Cunning 1 Presence 2
Agility 2 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Brawl, Melee

Talents: None

Abilities: None

Equipment: Clothing, partial laminate armor, force pikes, comlinks

Toruc Chel likes to surround himself with attractive, athletic females of his own species. While they definitely add some aesthetic appeal to the place, visitors shouldn't underestimate them; they can hold their own in combat.


Dug Beverage Vendors (Type)
Brawn 1 Cunning 2 Presence 1
Agility 2 Intellect 1 Willpower 1

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

Skills (group only): Negotiation, Perception

Talents: None

Abilities: None

Equipment: Clothing, backpack beverage containers, cups, d100 credits

Although these Dugs seem ubiquitous but unremarkable, they can be very perceptive; indeed, they provide an extra layer of security for the arena, and report any potentially lucrative information to Toruc Chel.


Using the Arena in an Edge of the Empire Campaign
This location can be incorporated into an Edge of the Empire campaign in many different ways; a few of the possibilities are detailed here.
  • Needless to say, the arena provides a chance for characters to test their martial prowess against other combatants.
  • Other characters can root for their associates, place wagers, and otherwise enjoy the show.
  • Those champions who perform well in the arena could attract attention from the Hutts or their minions, and therefore be recruited for other kinds of work.
  • Should one of the PCs defeat an opponent during an important match, that character could become a recurring enemy in the campaign.