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.


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