Not
all beings can afford a starship of their own, and many of those who
travel about the galaxy lack a permanent place of residence. Because
of these two factors, there's a strong market in spaceports for
cheap, short-term housing. That's where the flophouse becomes
important. This cheap, prefabricated structure provides a secure
location for beings to store some of their belongings and rest
through the night--provided, of course, that nobody else disturbs
them.
Although
the features of these locations can vary, what follows is a typical
such establishment. It is run by Slarr the Hutt as a legitimate
business front, with the added benefit of making a tidy profit. The
building has a main entrance, one that is always left unlocked, along
with an emergency exit out the back. Immediately inside the entrance
is the office, which consists of space enough for two employees and
their desks. They are protected by thick transparisteel windows with
slots for passing money and key cards back and forth. Two employees
are present at all times. Should a being be interested in such
things, they generally have about 200 credits in cash in the office
at any given time. Of course, these beings are also armed with
blaster pistols that they can fire through the aforementioned slots
in the case of trouble. Generally they set weapons to stun and then
summon the authorities if it becomes necessary.
The
rooms themselves are simple but functional. Each boasts a relatively
comfortable bed, along with a cabinet for storing clothing or
personal items and a desk. There is also a small refresher unit in
each room. Beings who seek facilities for preparing meals had best
check out a higher-quality establishment; most of the regulars pop
over to a local cantina for food and drink. The rooms cost twenty
credits per night.
Should
it become necessary, one must make an Easy Skulduggery check in order
to bypass either the front entrance, emergency exit or the door to a
particular room. This difficulty increases to Hard for the door to
the office. What is more, although the flophouse employees generally
operate under a strict "Don't ask, don't tell" policy, they
are not immune to the influence of cold hard credits. In this way,
should a being need information about an occupant of the flophouse, a
suitable bribe could do the trick. Of course, they are also armed
with blaster pistols in the event of trouble, and the cover of the
fortified windows adds a setback die to any attacks made against
them.
Flophouse
Employees (Zeebo and Quiril, for example)
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2
Soak:
3
Wound
Threshold:
12
Strain
Threshold:
12
M/R
Defense:
0 / 0
Skills:
Brawl 1, Computers 1, Mechanics 1, Negotiation 1, Perception 1,
Ranged--Light 1, Streetwise 1
Talents:
None
Abilities:
One rank in each of two skills
Equipment:
Heavy clothing, blaster pistol, datapad, comlink
These nondescript, bored employees do little more than hand out key
cards for room and collect money in return for them. Given the "Don't
ask, don't tell" nature of the establishment, they generally
don't need to do much else outside of the occasional repair and
cleaning out rooms when guests are done with them.
Using the
Flophouse in an Edge of the Empire Campaign
Detailed
here are some of the ways in which this establishment could become
involved in adventures on the galactic fringe.
- If the PCs are tracking an enemy, the trail could lead here.
- The PCs might just be staying at the flophouse, keeping to themselves, when violence erupts between two other groups of occupants.
- When an influential being becomes involved in bad business, the chance to do some spying and blackmail arises. The PCs could be hired to provide evidence of such misdeeds, or to eliminate existing evidence.
- Of course, if the PCs themselves are involved in illicit activities, they could be the targets of such spying.
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