Sunday, August 31, 2014

Expanding the Operation

Despite the fact that Slarr the Hutt's operation is a relatively small one, this crime lord works tirelessly to expand his activities in all manner of illicit markets. To that end, his workers are laboring to build a lower level for his palace, providing living space for new minions, more storage for illegal goods, and the like.

Refer to the appropriate map for the following location descriptions.



11. Towers
Spiral staircases lead down to this level from the towers at ground level. The bases of the towers are laid out in a similar manner to those above, except that they do not have firing ports for weapons.

12. Torture Chamber
All Hutts tend toward grandiosity when it comes to showing off their power. For the notorious Jabba the Hutt, that means having a dungeon with a rancor in it, one into which he can drop irritating visitors or disloyal servants. While Slarr is not so well off as Jabba, he still exhibits the habit. In this case, Slarr has built a torture chamber beneath his throne room. There is a hidden, barred trapdoor in the ceiling, which he can open via a control panel on his dais; in this way he can sit in leisure and listen while his enemies are tortured—like opera to the ears of a Coruscanti noble. In the middle of the torture chamber is a broad table with restraints at its four corners; shelves on the walls hold all manner of unpleasant implements.

13. Prisoner Cells
Each of these small chambers boasts doors that open only from the outside, a safety precaution to prevent their inhabitants from escaping. The doors themselves are solid durasteel, and have a small, barred slit at roughly eye level. Beyond that, their only furnishing is a narrow bench along each wall, providing a place to sit or lie down, albeit not comfortably.

14. New Rooms
These large chambers are unfinished. They represent Slarr's grand schemes for expanding his operation, places for new employees and activities. Traborn Yerg is already looking at turning one into a workshop for making new combat automata, and Slarr imagines maintaining a stable of loyal smugglers to send on daring transport jobs.


Utho Keram, Thakwaash Torturer (Rival)
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 2

Soak: 3
Wound Threshold: 15
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Cool 1, Deception 1, Discipline 2, Lore 1, Mechanics 2, Medicine 2, Melee 2, Negotiation 1, Perception 2, Resilience 2, Survival 1, Underworld 1, Vigilance 1, Xenology 2

Talents: Grit, Pressure Point, Resolve, Surgeon

Abilities: Multiple Personalities: At the start of their turn, a Thakwaash can choose to suffer 2 Strain to upgrade the dice pool once for a specific skill until the start of their next turn.

Equipment: Clothing, stimpack, medkit, vibroknife

Utho Keram was once an up-and-coming doctor in the Core Worlds. Although he was highly knowledgeable regarding his subject matter, the problem was that he found he liked to test beings' resistance to pain. To that end he would sometimes make his patients push their boundaries, and this eventually led to an unfortunate death. Fleeing from persecution, Utho made his way out to Hutt Space, where he made the acquaintance of Slarr.

It turned out that theirs was a serendipitous meeting. After all, Slarr was looking for a being who could helps his enemies see the errors of their ways, while Utho was in need of a job. The Hutt generously hired the Thakwaash, providing him with a facility for testing his theories and a steady stream of subjects on which to do so.

When he is not busy working with a subject, Utho spends his time resting in one of the prisoner cells that surround the torture chamber. He finds that basking in the smell of the condemned is highly stimulating, but also very relaxing.

(This character uses stats from the Unofficial Species Menagerie, from the Gaming Security Alliance.)


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