Green Fringe Terrorist

The Green Fringe are many things, some call them terrorists, others freedom fighters. They operate in small cells making temporary camps among the mangrove swamps of Granipres <View System>. Survival is the primary goal of these groups, they undertake missions only when opportunities present themselves and the advantage rests squarely with them. Various cells within the Green Fringe have their own agendas, this makes the organisation as a whole difficult to pin down and to profile, some behave like eco warriors striking only at polluters, others display a particular grudge against an individual or organisation and yet other cells behave in a manor more constant by piracy. The low-level profile describes the base line recruit to the Green Fringe, the mid-level profile describes cell leaders or long serving members, while the high-level profile describes the rare few who have made both a life and a career out of the cause.

Low-level Green Fringe Terrorist: Thug 4; Init +0 (+0 Dex); Defence 12 (+2 class, +0 Dex); Spd 10 m; VP/WP --/18; Atk +5 melee (1d3, punch), +4 ranged (3d6, Blaster Sport Rifle); SQ --; SV Fort +4, Ref +1, Will +1; SZ M; Rep +3; Str 12, Dex 10, Con 15, Int 11, Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask, Pack with survival gear (+2 bonus Survival checks), Camouflage Netting (+2 bonus Hide checks).
Skills: Climb +2, Hide +2, Intimidation +2, Jump +2, Languages +1, Ride +2, Survival +2, Swim +2.
Feats: Toughness, Skill Emphasis (survival), Weapon Group Proficiency (simple weapons, blaster rifles).

Mid-level Green Fringe Terrorist: Thug 6 / Scout 2; Init +0 (+0 Dex); Defence 12 (+2 class, +0 Dex); Spd 10 m; VP/WP 16/18; Atk +8 melee (1d3, punch), +7 ranged (3d6, Blaster Sport Rifle); SQ Trailblazing; SV Fort +7, Ref +4, Will +4; SZ M; Rep +3; Str 12, Dex 11, Con 15, Int 11, Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask, Pack with survival gear (+2 bonus Survival checks), Camouflage Netting (+2 bonus Hide checks).
Skills: Climb +4, Hide +4, Intimidation +4, Jump +4, Languages +1, Listen +2, Move Silently +2, Ride +4, Spot +2, Survival +4, Swim +4.
Feats: Point Blank Shot, Rugged, Skill Emphasis (survival), Toughness, Weapon Group Proficiency (simple weapons, blaster rifles).

High-level Green Fringe Terrorist: Thug 6 / Scout 6; Init +1 (+1 Dex); Defence 15 (+4 class, +1 Dex); Spd 10 m; VP/WP 48/18; Atk +11 melee (1d3, punch), +11 ranged (3d6, Blaster Sport Rifle); SQ Trailblazing, Heart +1, Uncanny Dodge (Dex bonus), Skill Mastery (survival), Extreme Effort, Evasion; SV Fort +8, Ref +5, Will +5; SZ M; Rep +6; Str 12, Dex 12, Con 15, Int 11, Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask, Pack with survival gear (+2 bonus Survival checks), Camouflage Netting (+2 bonus Hide checks), Blast Vest (DR2, -1 Armour check penelty).
Skills: Climb +4, Hide +4, Intimidation +4, Jump +4, Languages +1, Listen +2, Move Silently +2, Ride +4, Spot +2, Survival +4, Swim +4.
Feats: Armour Proficiency (light), Point Blank Shot, Rugged, Skill Emphasis (survival), Toughness, Track, Weapon Group Proficiency (simple weapons, blaster rifles).

 

Using Green Fringe in Game
  The Green Fringe can be easily used as an ally or an enemy, player characters could easily be members of this organisation or have some history with them. The organisation has several competing ideologies with it making its motives and operations difficult to discern, sometimes cells even come into conflict with each other. Characters may be employed by various criminal or law enforcement elements to track down the leadership of the Green Fringe or may be employed unknowingly by them.