Monday, May 27, 2013

Natoli's Nightclub and Casino (Part 2)

As promised, here are the stats for characters who can be found in this establishment.

-Nate



Personnel
Provided here are statistics for the many different characters who can be found at Natolis' Nightclub and Casino.


Natoli'sai'Merrick
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 1

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

Skills: Charm 2, Cool 1, Coordination 1, Deceit 2, Knowledge 1, Leadership 1, Negotiate 2, Perception 2, Ranged (Light) 1, Streetwise 1, Vigilance 1

Talents: Kill with Kindness

Abilities: None

Equipment: Clothing, datapad, comlink, blaster pistol

Merrick is the most outgoing of the brothers, acting as the host at the club. He loves nothing more than playing that role, hobnobbing with guests--especially attractive females. It is he who handles negotiations with employees and clients. His gregarious nature sometimes gets him into trouble, as he is sometimes is too easily manipulated by someone with a pretty face.

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

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

Skills: Athletics 1, Charm 2, Coordination 1, Deceit 1, Negotiate 2, Perception 1, Stealth 1

Talents: None

Abilities: None

Equipment: Uniform, various and sundry personal items

The servers consist of males and females from all genders and species. They are friendly and outgoing with guests, as befits the atmosphere that the brothers wish to create in their establishment.

Natoli'sai'Ugust
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

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

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

Talents: Codebreaker, Defensive Slicing

Abilities: None

Equipment: Clothing, datapad, toolkit, comlink, blaster pistol

Ugust is the technician among the brothers. As such, he maintains the casino's security system and manages the books. He feels more comfortable at this workstation than out among the guests. His brothers sometimes kid him about this tendency, but they also respect his skills.

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

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

Skills: Charm 1, Cool 1, Discipline 2, Negotiate 1, Perception 1, Vigilance 1
Talents: None

Abilities: None

Equipment: Uniform, deck of card-chips, betting tokens

Much like with the servers, these beings are a diverse bunch. They are always courteous, but not necessarily gregarious with the gamblers.

Natoli'sai'Ngol
Brawn 3 Cunning 1 Presence 2
Agility 2 Intellect 1 Willpower 2

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

Skills: Athletics 2, Brawl 2, Coerce 1, Cool 1, Discipline 1, Medicine 1, Melee 2, Perception 1, Ranged (Light) 2, Resilience 1, Streetwise 1, Vigilance 1

Talents: Barrage, Hard Headed, Bodyguard

Abilities: None

Equipment: Armored clothing, heavy blaster pistol, comlink, stun baton

Ngol has always been the biggest and strongest of the three brothers; what is more, he is highly protective of the other two. While he tends to remain aloof with beings that he has just met, he is fiercely loyal to those who have earned his trust or gratitude.

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

Skills: Athletics 1, Brawl 2, Cool 1, Discipline 1, Melee 2, Perception 1, Ranged (Light) 2, Resilience 1, Vigilance 1

Soak: 3
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 1/1

Equipment: Heavy clothing, blaster pistol, comlink, stun baton

Unlike the other members of the staff, these guards are all Devaronians. They tend to be standoffish, not wanting to be distracted from their duties.

Morritz Nor (Ortolan Chef)
Brawn 3 Cunning 2 Presence 2
Agility 1 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 13
Strain Threshold: 11
M/R Defense: 0/0

Skills: Brawl 1, Knowledge 2, Medicine 1, Melee 2, Negotiate 1, Ranged (Light) 1, Resilience 3, Survival 2

Talents: Rapid Recovery

Abilities: None

Equipment: Clothing, two vibro-knives

Morritz loves food, pure and simple. He is always on the lookout for new things to prepare for the club's guests--after sampling them himself, of course. In this way, he could provide a useful connection for characters who can supply him with what he wants.

Prentis T'ub (Bith Musician)
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 1 Willpower 1

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

Skills: Charm 2, Computers 1, Cool 1, Coordination 2, Knowledge 1, Mechanics 1, Melee 1, Negotiate 1, Perception 1, Streetwise 1, Vigilance 1

Talents: Respected Scholar

Abilities: None

Equipment: Clothing, instruments, datapad

T'ub is an up-and-coming jatz musician who is devoutly focused on his music. He is always interested in discussing styles and influences with others; beyond that, he has no time for them.

Nhoj (Duros Bartender)
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Charm 1, Cool 1, Knowledge 3, Negotiate 1, Perception 3, Streetwise 2, Vigilance 2

Talents: Wheel and Deal

Abilities: None

Equipment: Clothing, comlink

Nhoj provides a sympathetic ear to anyone who feels a need for it. While he seems to have a dry and unassuming personality, he pays close heed to those around him and thus has become a valuable source of information. Much of what he learns he passes on to the Devaronian proprietors, but not all. Whether he would use any of this information for his own gain, however, remains to be seen.

Sunday, May 26, 2013

Natoli's Nightclub and Casino (Part 1)

Real life has been keeping me busy of late, so I'm going to cheat a little bit and break my next intended post into two separate parts. As such, the first contains the map and area descriptions, while the second will include stats for the characters and suggestions for using this location and its inhabitants in a campaign.

-Nate



Natoli's Nightclub and Casino
This establishment could be found in any of the larger, more civilized spaceports of the Outer Rim worlds. It is a place to find music, gambling, socialization, food and drinks--along with all of the drama that the staff and guests bring with them.



Layout
Refer to the map of the casino for the appropriate location details.

1. Lobby
A broad set of double doors open into this area from the street; they are only closed when the place shuts down for the night, or in the event of trouble. When sealed, they require an average Mechanics check, followed by a hard Computers effort to bypass. The lobby itself is comfortably furnished with chairs for patrons who are waiting, along with a few potted plants. Guards here use weapons scanners to check newcomers, a "necessary inconvenience" as far as security is concerned.

2. Coat Check
In addition to providing a place for guests to leave unneeded outer garments, this area is where they can store their weapons while visiting the establishment. Individual storage lockers line one wall (each with stats similar to the main entry doors), while racks for coats, cloaks and the like line the other.

3. Refreshers
These rooms contain all of the expected amenities.

4. Control Room
The walls of this room are lined with work stations at which security personnel monitor all of the activities in the establishment. In the event of trouble, they immediately alert all of the guards via comlink.

5. Main Hall
Gaming tables fill most of this room; sabacc is the game of choice. There is also a broad stage along one wall, where a variety of musical acts perform. Finally, long tables along opposite walls contain beverages and food for the assembled guests.

6. Security Office
Those guards who are not actively patrolling the establishment spend their time here, ready in the event of an emergency. There are comfortable couches, an entertainment center and the like.

7. Office
The brothers Natoli can be found here when they are not out shmoozing with guests. Each has a workstation. Additionally, a hidden safe in the middle of the floor (a hard Perception check to notice, and hard Skulduggery to access) holds 50,000 credits.

8. Break Room
Storage lockers line one wall of this room, providing a place for the non-security employees (dealers and servers) to keep their personal items while on the job. There are also a number of tables for staff members who are relaxing before or after shifts, and a food fixer.

9. Cold Storage
This large chamber is line with shelves for storing perishable food items and any beverages that are best served cold.

10. Kitchen
Four cooking stations fill the corners of this room, while a broad table occupies the center of it. It is here that the establishment's Ortolan chef, Moritz Nor, leads his staff in creating delectable appetizers and, occasionally, full meals, for guests.

11. Dry Storage
Any non-perishable food items, and beverages that don't require refrigeration, are stored here.

12. Staging Room
Visiting performers use this room to prepare, and to relax between sets. There is a table and chairs, along with storage lockers for the visiting entertainers.

13. Conference Room
When the occasional meeting must be held--either for the casino's management or for special groups of guests--it happens here.

14. Bar
Those beings who wish to relax between games or other entertainments can do so here, where the Duros bartender is ready to mix all manners of potent potables.

15. Smoking Room
In order to keep the facility as comfortable for as many guests as possible, the management restricts smoking to this area. Drinks can also be delivered from the bar next door.

16. Storage
Shelves line the walls of this room, which holds extra tables and chairs, tablecloths, serving equipment and anything else--other than consumables and combustables--that normal operation might require.

Tuesday, May 14, 2013

The Findsmen


It's a safe bet that the PC's, at some point in their careers, are going to cross a being who has the resources and mindset to seek vengeance for it. In such cases, the easiest thing to do is to put a price on the heads of those who have done so. When that happens, here's a band of bounty hunters for the GM to send after the heroes. They are Gand Findsmen, members of an elite group that use some kind of mystic influence to track their quarry. (GM's who want more information should look to the relevant Wookieepedia article, <http://starwars.wikia.com/wiki/Findsman>, for more details.)


Gand Findsmen
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 3

Soak: 3
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0/0

Skills: Cool 1, Discipline 1, Knowledge 1, Medicine 1, Perception 2, Ranged (Heavy) 2, Ranged (Light) 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Dodge

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

These Gand--who go by the name Gand, since they have not yet distinguished themselves enough to earn individual names--are apprenticed to Zer Noloss. While they aid him insofar as they can, they are mostly with him to learn. As such, they are quite loyal to their mentor and defer to him in all matters.

Zer Noloss
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 3

Talents: Sense basic power, control upgrade (both types).

Soak: 3
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0

Skills: Cool 2, Discipline 2, Knowledge 2, Medicine 2, Perception 3, Ranged (Heavy) 3, Ranged (Light) 2, Stealth 2, Streetwise 3, Survival 3, Vigilance 3

Talents: Sense Basic Power, Uncanny Reactions, Uncanny Senses

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

Zer Noloss is one of the Findsmen who is attunded to the Force--although he would argue that it's just the mystical tradition of his species. Whatever the case, he has an uncanny ability to recognize danger before it arises, and he can sometimes tell what his opponents are thinking. Both of those abilities he uses to help recognize and pursue his quarry, and he hopes that one of his apprentices will prove to be sensitive in the same way.

Using the Findsmen in an Edge of the Empire Campaign
Detailed here are some of the ways in which the Findsmen could become involved in adventures on the galactic fringe.
  • The most likely reason for the PC's to encounter Zer Noloss and his crew, of course, is because the Gand have been sent to apprehend the heroes. If the GM is using the adventure Hunter and Hunted, this might be because the PC's crossed Moxo Oonta, Talem Goll or another character.
  • Should the Gand be pursuing a quarry for whom their species would be too much of a giveaway, they might subcontract with the PC's for some help that can blend in to the surroundings better.
  • It could happen that Zer, while practicing his meditation, experiences a vision related to the Force; in that case, he might seek out characters with anti-Imperial sentiments to help learn about what he saw.

Friday, May 10, 2013

Samad's Street Clinic


 It's a fact of life that business on the Outer Rim and be dangerous, and sooner or later those who engage in it are going to be hurt. When that happens, if a being doesn't have access to a trained medic, it's time to find a good street doctor. That's where Nius Samad enters the picture. This enterprising Sullustan runs a clinic on a small, out-of-the-way alley, tending to injuries without asking questions (for the right price, of course.) While that activity might help endear him to the beings who live and work on the fringe, they might think again if they knew about his other source of income. Samad makes housecalls for the Hutt crimelord Slarr Uwanesh Diann, implanting explosive devices for the slaves in whom that gangster traffics.

The Clinic
Samad clinic, and the home that he has above it, makes for a fairly ostentatious building. It is fully two stories in height, with more windows than the surrounding structures. The clinic also boasts a solid security system, with exterior doors that require an Easy Mechanics check, followed by a Hard Computers check, to bypass.



Inside the front door is the lobby (1), with a desk for the protocol droid receptionist, K-3PO, that is always present. From there a passageway provides access to four rooms with beds for recovering patients (2), each of which has its own refresher (3). Beyond these areas lies the operating room (4), with a bed in the middle and a 2-1B medical droid ready at all times; a locked closet (6) holds all of the Sullustan's tools. Samad's office (5) is an open area, but the records on his computer are not so easily accessible, requiring a Hard Computers check if one doesn't have the password. A safe hidden in the floor beneath the desk, which requires a Hard Perception check to find and a similar Skulduggery effor to open, holds on average 5000 credits in mixed currency.

The upper level of the building houses Samad's living quarters. Given his love of food, there is a sizable kitchen (10) and pantry (11). The dining room (7) provides space for sharing meals with guests; another option is to take meals on the balcony (9). The Sullustan's bedroom is unremarkable (8), containing a bed, wardrobe of stylish clothing and desk.


Nius Samad
Brawn 1 Cunning 2 Presence 2
Agility 3 Intellect 3 Willpower 1

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

Skills: Computers 2, Cool 2, Coordination 1, Knowledge 2, Mechanics 1, Medicine 3, Negotiate 1, Perception 1, Resilience 1, Streetwise 2

Talents: Details

Abilities: Stim Application, Surgeon

Equipment: Datapad, comlink, medpac, 500 credits

Nius Samad once worked for the SoroSuub Corporation on Sullust as a researcher. It was there that he first became involved in shady dealings with the Hutts, including the implanting of explosive devices in their slaves. The scandal that ensued when an investigator exposed this activity led him to flee to the Outer Rim, where he maintained his ties in opening his street clinic. As such, he provides his services to the public in general, and to Slarr's minions in particular. This allows him to live a comfortable lifestyle; he delights in preparing and consuming rare foods and beverages. Vek Ral'lya is one of his associates, but he is not a fan of Arn Festek.

Using Samad's Clinic in an Edge of the Empire Campaign
This clinic and its Sullustan doctor could become involved in a campaign in many different ways; a few of the possibilities are detailed here.
*Should the PC's suffer injuries beyond their abilities to treat, they might need to seek out Samad's services. Typically, he charges 100 credits for each wound point that he treats.
*Knowing that his clinic contains an impressive (and valuable) assortment of medical supplies, they might decide to stage a robbery.
*Either the PC's, or an employer, might decide to try freeing Slarr's slaves, requiring access to Samad's records in order to neutralize the implanted explosives.
*If the Sullustan ever tired of his illicit practice, he might seek out a ship and crew to take him away from it; Slarr would not approve of this, however, and would send his minions to prevent such a departure.
*When a fighting pit opens in town, Samad could become involved in using stimpacks to enhance the abilities of certain combatants, or other drugs to reduce the prowess of others, all to the chagrin of those who might be betting on the fights.

Wednesday, May 8, 2013

Hunter and Hunted

As mentioned in my last post, I had the opportunity to host a table at the Star Wars Game Experiences this past weekend; for this I wrote a scenario called "Hunter and Hunted." It's not pretty, but hopefully it can make for a fun session or two.

-Nate

Hunter and Hunted

Monday, May 6, 2013

Quite an Experience


During this past weekend, I had the opportunity to attend the Star Wars Game Experience at the Fantasy Flight Games Even Center in Roseville, MN. One of the benefits of living in Northeast Minneapolis is that it's only a short jaunt for me to go there. Here are a few comments about the weekend's activities.

On Saturday, I attended the reveal of the new miniatures for the X-Wing game; my buddy Brent and I were able to guess three out of four new minis. We predicted the B-Wing fighter, TIE bomber and Lambda-class shuttle. The surprise was the HWK-290 fighter, inspired by the Dark Forces story.

Next up was a hosted Edge of the Empire RPG session that I ran. I had a table of six players, and it went well. While I'm still a little slow with the game mechanics, the players--Kyle, Matt, Matt, Michael, Nick and Sean--were understanding, and they provided plenty of good roleplaying. We played through a scenario that I wrote, and that I plan to put up on this blog after making some modifications to it.

Sunday provided a chance to do some playing; the adventure was the first part of "Trouble Brewing," which is the scenario that will be included in the core rulebook. (I was pleased to see that this is a new scenario, not just a reprint of the one from the beta version of the rules.) This, too, was a good deal of fun.

While running and playing these rounds, I also had a chance to read through the forthcoming core rulebook. This proved to be twice the length of the beta version, including the aforementioned new adventure and an extensive gazeteer with information about different planets and organizations. There's also a beautiful map of the Star Wars galaxy.

All in all, the weekend left me excited for the release of this book. I also learned that there'll be a new adventure released for Free RPG Day on June 15th; if you're in the Twin Cities area, I recommend making the trip to the FFGEC to play it.

-Nate

Sunday, May 5, 2013

Ral'lya's Warehouse


In order for thieves to profit from their schemes, they need to be able to sell the merchandise acquired. That's where Vek Ral'lya enters the picture. He is an independently wealthy Bothan who buys and sells stolen goods. He operates a warehouse, working under the front of a legitimate merchant trader. Ral'lya works under the auspices of the local Hutt crime boss, however--so anybody who messes with him is likely to incur the wrath of the Hutt, too.



The Warehouse
Ral'lya's warehouse is a simple pourstone structure, two stories in height. It has a broad double door one meter off the ground in the front, where a hovertruck can be docked for loading and unloading. A side door at ground level serves as the staff entrance. Each of these is securely sealed with an alpha-numeric keypad, requiring an Easy Mechanics check to access and then a Hard Computers check to bypass. Both are connected to a silent alarm system that notifies Ral'lya and Festek in the event of tampering (a failed Computers check).

Inside the warehouse, the loading dock (1) is a raised platform made of the same duracrete as the rest of the floor. A ramp leads down from it to the main section (2), which is filled with industrial shelving units four meters in height. A pair of B1-series labor droids provide the heavy lifting. In the back corner, at ground level, is a break room for the guards (3), which is equipped with comfortable furniture, a game table, a food fixer and a refresher. Above that, accessible by stairs, is Ral'lya's office. Both have broad windows that provide a clear view of the rest of the warehouse. The Bothan's workstation is in his office, including a computer which holds detailed records of his transactions; it takes a Hard Computers check to access his information, followed by an Average check to bypass the incryption on it. Finally, a hidden wall safe, covered by a frieze depicting the Bothan's Hutt employer, contains 5000 credits in mixed currency. It takes a Hard Perception check to find this, followed by a similar Skulduggery effort to open it.


Vek Ral'lya
Brawn 1 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

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

Skills: Charm 2, Computers 1, Deceit 2, Knowledge 1, Negotiate 3, Perception 2, Ranged (Light) 1, Skulduggery 1, Stealth 1, Streetwise 2, Vigilance 1

Talents: Black Market Contacts, Convincing Demeanor

Abilities: Free rank in Streetwise

Equipment: Datapad, comlink, blaster pistol, 500 credits

Vek Ral'Lya is an opportunist, pure and simple. Although he grew up as a member of a wealthy family, he was not content to live a life of leisure spending what he'd inherited. Instead, he began to associate with unsavory characters, learning the ways of the galactic underworld. His family members, of course, frowned on such behavior, and after one scandal too many he was cut off from them. Even so, he used what money he had to open his warehouse, and then begain buying and selling stolen goods. For him it is like a game, one where he pits his cunning against that of others in hopes of making a tidy profit.

Arn Festek
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 1 Willpower 2

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

Skills: Athletics 1, Brawl 2, Coerce 1, Cool 1, Discipline 1, Melee 2, Perception 1, Ranged (Light) 2, Resilience 1, Streetwise 1, Vigilance 1

Talents: Second Wind, Side Step

Abilities: None

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

Arn Festek is a consummate mercenary, one who works efficiently and loyally for his employer--at least until there's a better offer, that is. While the Human is gruff and business-like while on the job, he enjoys the usual rough entertainments--drinking, carousing and fighting--during his downtime. He hopes to one day work his way up to bigger and better things, perhaps as the head of security for a Hutt or some other influential being.

Mercenaries
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 1/1

Skills: (Note that, as minions, these mercenaries use these skills in a combined manner.) Brawl, Melee, Ranged (Light)

Talents: None

Abilities: None

Equipment: Armored clothing, blaster pistols, truncheons, comlinks

These mercenaries are quite similar to their boss in attitudes and interests.

B1 Labor Droid
Brawn 5 Cunning 1 Presence 1
Agility 1 Intellect 1 Willpower 1

Soak: 5
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 1/0

Skills: Athletics 2, Brawl 2, Discipline 2, Perception 1, Vigilance 1

Talents: None

Abilities: None

Equipment: Grasping claws (5 damage)

These droids are almost mindless, simply following instructions when given them.

Using Ral'Lya's Warehouse in an Edge of the Empire Campaign
The warehouse could become involved in a campaign in numerous ways; a few of the possibilities are detailed here.
  • Should the PC's acquire some illicit goods, they might approach Vek Ral'lya in order to sell them.
  • On the other hand, somebody could contact the PC's looking to retrieve an item that was sold to the Bothan.
  • If the PC's are larcenous types, they might learn of a valuable acquisition by the Bothan and take it upon themselves to steal it.
  • That provides the GM with a good opportunity to introduce all manner of surprises, in the form of a crate containing an unexpected item.
  • Alternately, the PC's could be a team of guards hired by Ral'lya to guard something that is especially lucrative.
  • In the event that the PC's cross Ral'lya, Arn Festek and his mercenaries would be sent to settle the score with them.