Saturday, January 25, 2014

Drall Library

Given the vast scope of galactic history (more than tweny millenia) and the number of worlds involved in its events, it takes a dedicated being to study it in depth. Such is the nature of the scholarly-minded Drall named Emiss, one who is especially interested in tales of the Jedi and the machinations that led to the downfall of their order. He is also the proprietor of a library on Corellia's Vreni Island. In this way he provides a place for locals--along with those visitors who tire of more typical pastimes--to enjoy a cup of stim-tea and a good data-disc.

The Library
While not particularly large, Emiss's library boasts an impressive collection of data-discs, along with some printed texts. For more details, refer to the appropriate map and the following area descriptions.

A. The Bar
In the middle of the building is a broad counter in the form of a square, with an open area for preparing stim-tead and snacks in the middle. Of course, visitors are encouraged to be very careful when eating and perusing any of the printed texts. Skylights in the roof provide illumination.

B. The Stacks
Floor-to-ceiling shelving units create a number of niches around the building's outside wall, each devoted to a different subject.

C. Refreshers
These rooms boast all the expected features, and are kept cleaner than in many other establishments.

Emiss, Drall Librarian
Brawn 1 Cunning 2 Presence 2
Agility 1 Intellect 4 Willpower 2

Soak: 1
Wound Threshold: 9
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Computers 2, Core Worlds 3, Deception 1, Education 3, Lore 3, Negotiation 2, Outer Rim 3, Perception 2, Underworld 1, Vigilance 1

Talents: Codebreaker, Intense Focus, Knowledge Specialization (Lore), Researcher, Respected Scholar

Abilities: Free rank in one Knowledge skill; adds an extra boost die to the pool when providing skilled assistance

Equipment: Toolbelt, pouches, datapad, comlink.

Emiss is a tried-and-true bookworm, one who has made a living out of reading texts and sharing them with others. Most beings who visit his library gain the impression that this is because of purely intellectual curiosity, but those who are close to the Drall learn the truth. He is obsessed with learning the truth behind what led to the downfall of the Jedi Order. This is because he knew some of the Jedi prior to Order 66 and its aftermath, including fellow Corellian Nejaa Halcyon. He does not believe that the Jedi were responsible for the subterfuge and betrayal of which they stand accused, and hopes to discover what really happened.

On a personal level, Emiss is very friendly. Given that he is short of stature and furry, and has such a scholarly nature, other beings often underestimate him and assume that he is soft and weak. In contrast, he has an iron will honed through difficult intellectual pursuits.

Using the Drall Library in an Edge of the Empire Campaign
Many of the ways in which this library can be used in a campaign are detailed below.
  • Should the PCs be looking for obscure information--perhaps as part of an archeological pursuit--they would do well to compare notes with Emiss.
  • The Drall, having learned that Obah the Neti was skilled in the ways of the Force, could hire some adventurous characters to discover what happened to her.
  • He would naturally be intrigued by any PCs who are Force-sensitive, seeking to learn what he could from them.
  • If Emiss's pursuits were discovered by agents of the Empire, they would seek to stop his inquiries. Which side the PCs take, of course, is up to them.

Thursday, January 23, 2014

The Paradise Lounge

For visitors to Corellia's famed Gold Beaches, no establishment provides for more high-end entertainment than the Paradise Lounge. It is the place to see--and be seen by--other fashionable beings.

The Lounge
Refer to the appropriate map for the following area descriptions.

A. Entrances
These sets of double doors are kept open during business hours, although a pair of bouncers is stationed at each. (More bouncers move about the rest of the bar, in shifts, too, in case of trouble.) Usually they just greet visitors and provided a visible security presence, but during private events they are equipped with guest lists.

B. Main Floor
This area is open to the sky above. Sets of tables and chairs are spaced throughout it, with plenty of room for other patrons to maneuver between them.

C. Zero-G Dance Floor
The gravity field in this area can be modified via controls in the kitchen area (F). For that reason, characters attempting Acrobatics checks receive two Boost dice for doing so. This allows dancers to experiment with twisting flips, spiraling leaps and other such feats. On the other hand, if the gravity is cranked up to higher-than-normal levels, characters might suffer one or two setback dice to all normal physical actions attempted in the area.

D. Deck
This raised area sits above the bar, kitchen and refreshers, with a view of the main floor and dance floor. While it is usually open to any patrons who wish to sit here, it can also be reserved for private parties, in which case more bouncers are generally stationed at the top of the stairs.

E. Bar
This area boasts the usual long, flat surface along with lines of stools for patrons. There are also stations for servers to enter and exit the kitchen (area F). Hallways lead from here to the refresers (areas G), and emergency exits (clearly marked as being connected to alarms that sound when they are opened) provide for emergency evacuation.

F. Kitchen
The inside wall of this area is lined with stoves, sinks and preparation surfaces, while the outside abuts on the bar (area E). The Paradise Lounge boasts that it serves only fresh foodstuffs, with baked goods, meat, fruits and vegetables delivered throughout the day.

G. Refreshers
These areas boast all the usual amenities.

Personnel and Clientel
Detailed here are some of the staff members and patrons that one might find at the Starlight Lounge.

Servers and Bouncers--Refer to the previous article, regarding Natoli's Nightclub and Casino, for details.

Borel Ognis
Brawn 2 Cunning 3 Presence 2
Agility 3 Intellect 2 Willpower 2

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

Skills: Athletics 1, Charm 1, Cool 1, Coordination 2, Core Worlds 1, Lore 2, Mechanics 1, Melee 1, Negotiation 2, Perception 2, Piloting--Planetary 1, Piloting--Space 1, Ranged--Light 2, Skulduggery 2, Stealth 2, Streetwise 2, Survival 1, Underworld 2, Vigilance 2

Talents: Black Market Contacts, Convincing Demeanor, Quick Draw, Rapid Reaction

Abilities: One free rank in each of two skills

Equipment: Stylish clothing, blaster pistol, comlink

Borel's story is a rags-to-riches tale of a street thief who worked his way up into larger and more lucrative schemes, until the Corellian was able to retire from "the business." Nobody knows his story, however, since he carefully worked to change his identity. Now he spends his time playing the role of host, rubbing elbows with the guests to his Paradise Lounge. If asked, he claims to hail from Coruscant, where he was part of a wealthy family but grew bored with the corporate world. His new appearance is one with dark hair and eyes, medium height and build--typical for a Corellian. Learning more about his past would likely require some daunting investigation.

Geb Gurug
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 10
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 1, Cool 2, Core Worlds 1, Discipline 1, Gunnery 1, Mechanics 1, Medicine 1, Melee 3, Outer Rim 1, Perception 2, Ranged--Heavy 1, Ranged--Light 1, Resilience 2, Survival 1, Vigilance 2

Talents: Knockdown, Lethal Blows, Outdoorsman

Abilities: Free ranks in the Resilience skill and Knockdown talent

Equipment: Heavy clothing, comlink, truncheon

Geb Gurug is a Gluss'sa'nikto, one with pale skin and less obtrusive brow ridges. He is the recognized enforcer of the Paradise Lounge, always wearing his truncheon on his belt. For the most part, patrons know that he can handle himself and therefore don't cause trouble. Every once in a while, however, a newcomer requires an object lesson. Krusik is the only person who knows about Borel's past, since the Nikto accompanied the Corellian on many of those jobs. He, too, enjoys the life of retirement, but sometimes misses the old thrill of action.

Ezra Du'Re
Brawn 2 Cunning 2 Presence 3
Agility 3 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 1, Coercion 1, Computers 1, Cool 2, Core Worlds 1, Deception 1, Discipline 2, Education 1, Leadership 2, Lore 1, Mechanics 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Piloting--Planetary 1, Ranged--Light 2, Resilience 1, Stealth 1, Streetwise 1, Vigilance 2, Xenology 1

Talents: Dodge, Grit, Inspiring Rhetoric, Kill with Kindness

Abilities: Free rank in each of two skills

Equipment: Clothing, comlink, datapad, light blaster pistol (concealed)

Ezra Du're once served the Office of Peace and Security on Cularin, in the time before and during the Clone Wars. Since then she has retired from that job, and now works as a field agent for the Rebel Alliance. This is because she personally knew a number of Jedi and saw the good that they did in the Cularin System; for that reason she doesn't believe that the tales of conspiracy are true. Now she acts as a handler for Rebel agents in the field, and as a recruiter when she meets other beings who share her ideals. Ezra is an attractive Human female with blonde hair and blue eyes. She has reached middle age, but still retains her physical toughness and lively spark.

Thalin Ree
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

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

Skills: Cool 1, Core Worlds 1, Deception 2, Lore 1, Negotiation 2, Outer Rim 1, Perception 2, Ranged--Light 1, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 2, Survival 1, Underworld 2, Vigilance 2, Xenology 1

Talents: Black Market Contacts, Convincing Demeanor, Rapid Reaction

Abilities: Free rank in Charm or Negotiation; Mood Sense: Gotals receive a boost die on all Cool rolls made to resist Social Interaction; Sensory Cones: Gotals are able to read and interpret electromagnetic signals to help their otherwise poor senses. They do not suffer setback dice from darkness or other poor visibility conditions.

Equipment: Clothing, light blaster pistol (concealed), comlink, various drugs, 200 credits

Thalin Ree is a drug dealer who makes his living selling stimulants and other narcotics to beings who seek them. Although he does work other locations on occasion, he can most often be found peddling at the Paradise Lounge, especially to offworlders who are visiting on vacation. He is a pretty small-scale worker, and it is not known from whom he obtains his supply, but he does regularly make trips into Coronet City to do so. The fact that he doesn't blend in with the crowd makes this Gotal rather paranoid, so he is very careful to keep his transactions discreet.

Using the Paradise Lounge in an Edge of the Empire Campaign
Many of the ways in which the Paradise Lounge can be used in a campaign are detailed below.
  • If the PC's are looking to meet with a wealthy and influential being on Corellia, this is a good place to do so.
  • The PCs might be present when certain ne'er-do-wells attempt to rob the Lounge and its patrons.
  • On the other hand, the PCs could be the ne'er-do-wells in question.
  • The situation becomes tense when one gangster with an entourage sees the arrival of another such group; the PCs could play peacemakers or instigators.
  • Difficulties ensue when a patron is murdered and the perpetrator is a Clawdite assassin.
  • Ezra Du'Re might try to recruit the PCsif they demonstrate capability and anti-Imperial sentiments.
  • Characters might be recruited to capture Thalin Ree as part of a sting operation, perhaps in association with the Corellian Security Force.
  • Should someone learn about Borel Ognis's past, that could result in a blackmail scheme; the PCs could be part of causing it, or he might hire them to eliminate it.

Monday, January 20, 2014

Underwater Cavern

The planet Corellia is known for many natural wonders, possibly none more than the Gold Beaches along its southern sea. Beneath those shimmering waters is another distinguishing feature, however--a source of the rare orange lightsaber crystals. One such place is a network of caverns located at the base of the famed Vreni Island.

The Cavern
The mouth of the cavern lies some fifteen meters below the surface of the ocean, depending on the fluctuation of the tides. It is little different from other such underwater structures, save that vented gases sometimes bubble forth from inside it. Only upon closer inspection can its secrets be discovered.

A. Entrance
Most of the cavern is unremarkable, consisting of a broad chamber with narrower passages leading from it. The height of the ceiling usually matches the width of a given section. Naturally, characters who wish to explore it need to have some kind of breathing apparatus along with a light source in order to do so. At the GM's option, this area could serve as the home for an aquatic creature such as a dianoga (core rulebook, page 415) or one or more creatures akin to reevos (Beyond the Rim, page 58).

B. Vent
Gases from underneath the planet's crust leak into the water here, creating the occasional eruption of bubbles. As the minerals that they contain combine with those from the water and the surrounding rocks, they collect in the form of orange crystals. While the vast majority of the crystals are of little value, at least one is appropriate for use in creating a lightsaber. A hard Lore check is required to recognize the appropriate one.

Characters who succeed at a daunting Perception check also notice that a passage leads from the swirling, bubbling vent deeper into the surrounding rock. This provides a means of reaching the hidden chamber, but only exploration can reveal that information. Note, too, that the heat put forth by the vent means it should be treated as a rating 1 fire source, causing one wound to characters for each round that they spend in the darkened patches or the tunnel between them.

C. Cave-In
The ceiling in this part of the chamber has collapsed, sealing the passage. A hard Perception check reveals that it doesn't seem to have been from natural causes, while Advantage generated by the check allows characters to find a small piece from an explosive charge. Just why the charge was used, however, remains to be learned. Additionally, using the right sensor equipment and making an average Computers check reveals the presence of a cavity behind the cavi-in.

D. Hidden Chamber
This is where Obah the Neti hid her possessions before trying to create a new life for herself. The most notable item is a waterproof case that holds a sealed strongbox. A display on the front of the box, when activated, displays the following message: EMOTION. There is also a small alphanumeric keypad, into which one must type the correct response: peace. That, in turn displays the next message, IGNORANCE. In this way it runs through the series of tenets from the Jedi Code: knowledge is the next response, followed by PASSION and serenity, and after them DEATH and the Force. Correctly supplying the correct responses opens the strongbox. Failing that, one could always attempt to access it via a hard Skulduggery check, but Threat or Despair generated from such a check could cause harm to the box's contents.

Just what the box contains is left up to the discretion of the GM, depending on the needs of the characters and the campaign. Possible items include the components for a lightsaber, a Jedi holocron or the like.

Using the Underwater Cavern in an Edge of the Empire Campaign
Many of the ways in which this location can be used in a campaign are detailed below.
  • Characters might learn of this place through communing with the Neti-Tree, as detailed previously.
  • Alternately, the PCs could be dragged into the business of finding it when another character attempts to do so but turns up missing.
  • The challenge of finding the hidden chamber could be part of the test for a character who seeks to become a Jedi.
  • Of course, Imperial types who learn of the location could seek to destroy it once and for all.

Saturday, January 11, 2014

The Neti-Tree

The Neti-Tree
The galaxy is a big place filled with myriad and diverse species of beings. Among them, fewer are surrounded by more mystery and myth than the Neti. These mobile, plant-based sentients are quite rare, and possess powers that others might find remarkable. Among those abilities, perhaps none is regarded as more unusual than that which lets a dying Neti transition into a tree, one that is not itself sentient or mobile, but that still possesses some aspect of that being's life force.

Such is the case with a tree that grows along a sandy each on Corellia's southern continent. It is the remains of a Neti Jedi, one who was betrayed and murdered by an associate named Pel Ontago. That fellow, a Corellian who operates a chain of vacation cabins, makes a living from providing privacy to those beings who need it. He asks no questions, but happily charges the appropriate fees for doing so. Some years ago, however, he violated his self-appointed vow of silence in order to rescue himself from growing Imperial pressure.

During the Clone Wars, Corellia's neutral status was hugely benefical for Ontago's business. After all, he provided places for beings from both sides of the conflict--and for interested third parties, too--to meet and conduct negotiations. It is true that some of these were illicit in nature, but he never felt the need to intrude on them. Even so, when Imperial Intelligence came and started asking difficult questions, he knew that he needed some leverage. Unfortunately for Obah the Neti, she was that leverage.

Obah of the Agri-Corps
The situation was this. At the height of the Clone Wars, Obah the Neti was a youngling who'd been chosen for training by the Jedi, and who was on the verge of being selected as a Padawan. She had seen how the war was affecting the Order, however, and didn't like it. What was more, she felt a deep and abiding connection to the natural world, and recognized that the seemingly endless series of battles created dissonance with how things should have been. For that reason, she chose to forego entering the Order, and instead became a member of the Agri-Corps. Before long, she had established her reputation as a "plant whisperer."

It seemed that the Neti just had a way with vegetables, fruits and grains. For that reason she quickly developed a reputation, and was often called upon to travel to worlds where there were agricultural problems. That was how she ended up on Corellia, when a blight struck a local grain crop that was vital to the production of Corellian whiskey. Unfortunately for her, that was also when Supreme Chancellor Palpatine issue Order 66.

Because she was not a Jedi, and therefore not in battle alongside a squad of clone troopers, Obah avoided the brunt of that threat. Even so, those beings who wished to put themselves into the good graces of the new regime were quick to recognize her as an opportunity for doing so. Such was the case with a local bureaucrat named Pel Ontago, a mid-level functionary who was willing to exploit any means of gaining favor. He managed to dupe her by offering a means of fleeing the planet, and then using poison to murder her.

For her part, Obah managed to stagger outside of the seaside cabin in which she'd been hiding, but knew the end was near. For that reason she decided to undergo the transformation from humanoid form into a tree, albeit one that was dying. Even so, her new form concealed two secrets--her lightsaber, tucked beneath her roots, and a lingering presence, one that can assist those who use the Force to perceive the world around them.

The Cabin
Obah was hiding out in a cabin along Corellia's famed Gold Beaches when she was killed. It is in a remote location, one where beings like to go "to get away from it all." It is not too far from the local mag-lev station, however. The cabin boasts a living room area with a couch and table (1), along with a fully functional kitchen (2). There's also a master bedroom (3) and refresher (4). A ladder leads up one wall to a second lofted bedroom (5), one that is usually used by younglings.

Characters who know about such things can recognize that the tree looks dead, and doesn't bear any leaves, but is still somehow not dead. This should seem unusual, but only Force-sensitive characters can gain an impression as to why this is the case.
In game terms, Force-sensitive characters who meditate underneath the Neti-tree gain the benefits of one or more talents from the Sense power tree on page 280 of the core rulebook, as what remains of Obah's spirit helps focus their perceptions. (At the GM's discretion, other talents from future supplements could also apply.) Characters who are able to detect such things can tell that some kind of presence is inherent in the Neti-tree, although it is not possible to interact with the presence in any intelligible way.

Pel Ontago
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Charm 2, Computers 1, Core Worlds 2, Deception 2, Education 1, Leadership 1, Lore 1, Negotiation 2, Perception 1, Piloting--Planetary, Ranged--Light 1, Underworld 1, Vigilance 1, Xenology 1

Talents: Nobody's Fool, Plausible Deniability, Toughened, Well-Rounded

Abilities: One free rank in each of two skills

Equipment: Clothing, datapad, comlink, hold-out blaster

Pel Ontago is a being who suffers from delusions of grandeur. He considers himself to be an important and influential being, one who has garnered interplanetary attention for himself. What he is unwilling to admit is that he is little more than pawn in schemes that are completely beyond him. Even though he betrayed and murdered Obah, they haven't done much by way of remuneration. As such, he is rather embittered toward the powers that be. Even so, if given the opportunity--such as if he encountered beings who harbored anti-Imperial sympathies and were interested in the mystery of a lost Force practitioner--he would sell them out just as quickly as he did the Neti. Ontago uses his charms and knowledge to wheadle information and favors out of others.

Using the Neti-Tree in an Edge of the Empire Campaign
Many of the ways in which Obah's legacy can be used in a campaign are detailed below.
  • If the campaign has a Force-sensitive character, meditating beneath the Neti-tree can be a good way to develop new abilities.
  • It's always possible that such a character experiences a vision containing important information, perhaps even a call to some kind of quest.
  • Should the powers that be learn of a Force spirit that survived the Purge, they would likely try to eliminate it.
  • Pel Ontago is a slippery character who would not like the truth of his betrayal to be revealed, and doesn't hesitate to arrange "unfortunate accidents" for those who are meddling in his business.

Monday, January 6, 2014

Mag-Lev Train

Following up on my previous post, here's one that details a mag-lev train.


Mag-Lev Train
When the time comes for the PCs or other characters to ride on a mag-lev train, refer to the following layout and descriptions.

The Train
There are various different types of cars that can be used in a mag-lev train; they are detailed below.

Control Cabin
The bullet-shaped front car of the mag-lev train features a small control room with a console and chairs for the pilots. There's also a small refresher unit and a storage area for personal items and emergency equipment. Note that one of these cars is usually situated at each end of the train, to provide a backup in the case of a breakdown or extra push when traveling in the mountains.

Baggage Car
Shelving units fill this car, providing space for stowing the luggage that passengers don't carry on with themselves, along with any cargo that the mag-lev train might be carrying. In addition to the doors at each end of the car, there is a set of double-doors on each side to facilitate loading and unloading.

Dining Car
Tables and chairs line the walls of this car, each situated beneath its own window. Uniformed beings provide table service.

Kitchen Car
In addition to cooking surfaces and food preparation areas, this car has a cold storage room for keeping foodstuffs fresh.

Observation/Lounge Car
Those passengers who pay for the upgrade can take their ease in this car, which has comfortably upholstered chairs and sofa along with small tables. The same beings who work in the dining car also serve beverages and appetizers here.

Passenger Car
While this car provides the most cost-efficient means of travel, there are few frills involved. Pairs of seats line both sides of the aisle, and a pair of refreshers are located in the rear of the compartment.

Sleeping Car
Those beings who are traveling a great distance have the option of reserving a room in one of these cars. There are two varieties, with either a single or a double bed. Each type has its own refresher.

Passengers and Crew
Detailed here are some of the characters who might be found aboard a mag-lev train.

Kerwen Chee, the Conductor (Rival)
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

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

Skills: Computers 2, Cool 1, Core Worlds 1, Discipline 1, Education 2, Leadership 1, Mechanics 2, Medicine 1, Perception 1, Piloting--Planetary 2, Ranged--Light 1, Vigilance 1

Talents: Skilled Jockey

Abilities: One free rank in each of two skills

Equipment: Uniform, datapad, comlink

While many Corellians grow up dreaming of becoming space pilots, all his life Kerwen Chee has wanted to become a mag-lev conductor. He takes his job very seriously and enjoys it quite a bit. For those reasons, while he is friendly with passengers and other crew members, he makes sure to carry himself in a professional manner. He is calm and collected in emergencies, but his favorite phrase is "Let's make sure everything runs smoothly today, right?"

Jeru Vreen (Rival)
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: Brawl 1, Charm 3, Cool 1, Coordination 1, Core Worlds 2, Deception 2, Lore 1, Melee 1, Negotiation 2, Perception 1, Ranged--Light 1, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 1

Talents: Grit, Kill with Kindness, Plausible Deniability

Abilities: Begin the game with one free rank in Charm. They still may not train Charm above Rank 2 during character creation; Empathy: Add a setback die to all incoming Charm or Deception rolls that target the Zeltron; Pheromones: Zeltrons add advantage to all Charm, Deception, and Negotiation rolls.

Equipment: Tasteful clothing that shows off her assets, holdout blaster (concealed), comlink, three doses of anaesthetic, set of binders, diszuise kit, 500 credits

There's a certain romantic sense of adventure that is part of traveling by mag-lev train. It is that feeling that Jeru Vreen seeks to exploit with her current scheme. The alluring Zeltron spends her time traveling the mag-lev rail, meeting interesting beings and gaining their confidence. Once she has done so, she drugs them, steals their valuables, and then removes herself from the situation. To that end, Jeru always books a sleeping car so as to have the necessary privacy. Needless to say, living this kind of life forces her to remain aloof where feelings of attachment are concerned. Even so, however, beings who can match wits with her can earn her respect, and perhaps even her romantic attention.

Using the Mag-Lev Train in an Edge of the Empire Campaign
Many of the ways in which mag-lev train can be used in a campaign are detailed below.
  • First and foremost, characters might use it to move from one place to another. Given the opportunities for adventure that this situation presents, it's unlikely that such a journey will be without incident.
  • The description of Jeru Vreen, above, presents one of the many complications that might ensue during a journey.
  • There's also the chance that a murder or a train robbery occurs.
  • The PCs could be (relatively) innocent bystanders when a situation involving an Imperial spy and a Rebel operative takes a dramatic turn.
  • In the event that a mag-lev train should be caused to derail, the PCs could find themselves pressed into service rescuing and aiding the victims, not to mention dealing with whatever it was that caused the problem in the first place.
  • Another possibility is that a train becomes trapped in the Corellian mountains during a blizzard, forcing all aboard to figure out how to survive the situation.

Saturday, January 4, 2014

Mag-Lev Station

Earlier this week I posted a link to a compilation of articles dealing with the planet Tatooine. With that done, and in anticipation of Suns of Fortune being released, I'd like to turn my focus to the planet Corellia.

Mag-Lev Station
While land- and airspeeders dominate the transportation scheme on many words, some rely on a different method of transit: the mag-lev train. These vehicles can provide all kinds of opportunity for adventure. To that end, detailed here is a mag-lev station for use on worlds such as Corellia, Coruscant and even Alderaan.

The Station
This building is often built into a natural hill, an area where the mag-lev rail passes above the level of the surrounding ground. For that reason, patrons enter below the main platform and access to the tracks is restricted.

1. Main Concourse
This broad, open area has double doors on both sides for patrons to come and go. At high-traffic times, naturally, the place is milling with beings of all sorts. Stairs and turbolifts provide access to the platform above. The ceiling is six meters high, and is supported by thick column of durasteel and pourstone.

2. Ticket Kiosk
Each of these booths has three stations for droids to buy and sell tickets. They do not normally check passengers' identification unless alerted by local authorities to do so.

3. Turbolift
These large carriages haul beings up and down all day long. In the event of an emergency, they can be locked down. Additionally, a locked door beside each shaft provides maintenance access.

4. Cafe
For those beings who wish to pass a little time or who wish to have sustenance during their travels, these two areas serve all kinds of portable food and beverages. Unlike the ticket kiosks, each is operated by organic staff.

5. Platform
Turnstiles lead from the stairways onto the platforms. One side is designated for each direction, and it is not uncommon for a being to find oneself on the wrong side of the tracks as the mag-lev train is approaching. As with the turbolifts, the turnstiles can be locked during emergencies, but they don't create much of a barrier.

Idari Seton
Brawn 2 Cunning 3 Presence 2
Agility 3 Intellect 2 Willpower 2

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

Skills: Athletics 1, Brawl 1, Cool 1, Coordination 2, Deception 1, Melee 1, Perception 2, Skulduggery 1, Stealth 2, Streetwise 2, Vigilance 1

Talents: Black Market Contacts, Dodge, Street Smarts

Abilities: One free rank in each of two skills

Equipment: Clothing, knife, brass knuckles, 20 credits

Idari is a young woman of medium height and build, with dark hair and eyes--that is, she blends in well on Corellia. She has been raised on the streets, ever since her mother abandoned her long ago. Idari still doesn't know why the woman did so, and it is a sore spot for her to this day. Even so, she makes a living by snatching a few credits here and there and holing up in abandoned or unattended buildings. While she knows that this is no way to secure a future for herself, it has worked for now.

CorSec Agents--Use the stats for Corporate Sector Authority agents on page 401 of the core rulebook.

Using the Mag-Lev Station in an Edge of the Empire Campaign
Many of the ways in which mag-lev station can be used in a campaign are detailed below.
  • First and foremost, PCs who are looking to travel on worlds such as Coruscant and Corellia may need to use the mag-lev system to do so.
  • The PCs could also arrange a clandestine meeting with an associate at a place such as this, perhaps to pass on information or small but illicit goods.
  • Alternately, the PCs could be present when a crime is committed, something as minor as a pickpocketing or as major as a murder.
  • Of course, even a pickpocket could be part of a larger operation, much like when a young Han Solo was pressed into thieving by Garris Shrike.