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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