Saturday, August 16, 2014

Slarr the Hutt


Every Edge of the Empire campaign needs a source of obligation for some of the PCs, and there's no better being to be the source of a debt than a Hutt crime boss. Sooner or later, too, any given group of characters will need to pay that crime boss a visit. To that end, this article presents the palace of one such kingpin, the rising Hutt crime lord named Slarr Uwanesh Diann.



Slarr's Palace
This edifice is small but impressive nonetheless, as befits an up-and-coming Hutt crime boss. It is a round building topped by a dome-like structure, two stories in height, with towers in its four corners. The building is crafted from pourstone, with durasteel plating on the outside.
Refer to the appropriate map for the following area descriptions.

1. Entry
Broad warship-grade blast doors provide entrance to the palace. A small control panel next to it allows visitors to announce themselves and state their business, at which point the beings in the control center determine whether or not they should be granted entry. Failing that, it takes a hard Skulduggery check to hotwire one's way past the doors. Given that there are well-armed guards posted in the towers (see below), with line of sight on the entry, trying to force entry is a very dangerous proposition.

2. Front Hall
Inside the front doors is a long passage, the walls of which are adorned with bas-relief carvings depicting glorious moments from the history of the Hutt species. Four guards are posted here at all times.

3. Guard Post
Another shift of four guards wait here at all times in case of trouble, and swap out with the ones posted in the front hall during shift changes.

4. Comm Center
This area is the heart of Slarr's business dealings. It contains five workstations, one reserved for the Gran majordomo and four used by various technicians. From here they monitor the Hutt's investments, making contact with associates, tracking shipments, spying on rivals and the like. The computer terminals all require passcodes to access; those who lack the codes must make a daunting Computers check to gain access. Should that occur, all kinds of valuable information becomes available.

5. Throne Room
Dim light filters into this room from window slits in the dome-like roof overhead. In the middle of it sits Slarr's dais, from which he holds court. The armrest is equipped with a hookah pipe and snackquarium that many of his species favor. Four more guards are present at all times, and the majordomo can be found here when not in the comm center. What is more, those beings who have business to discuss—smugglers who are picking up cargoes, bounty hunters checking on postings, and desperate souls looking to borrow money—can be found here, waiting for Slarr's attention.

6. Guard Barracks
Nine double bunks line the walls of this room, providing a place for Slarr's dozen and a half guards to sleep. There are tables and chairs for guards who have some downtime, along with a pair of refreshers. Guards who don't have business elsewhere can usually be found here, and a handful are sleeping at any given time.

7. Servant Quarters
This room is laid out in the same manner as the guard barracks, but is occupied by palace servants who are not on duty.

8. Kitchen
Counters with stovetops, ovens and sinks line two walls of this room, while tables provide more space for food preparation. Pots, pans and serving dishes hang by hooks from the ceiling. Additionally, a door on the inside wall provides access to the pantry, which is filled with all manner of delicious (by Hutt standards, at least) foodstuffs.

9. Slarr's Chamber
This room contains a computer workstation, two large storage chests, a mud spa and a Hutt-sized refresher unit. In the chests one can find Slarr's personal valuables, which are left to the discretion of the GM. There is also a hidden storage compartment in the outside wall, concealed behind another bas relief of a conquering Hutt. Noticing it requires a daunting Perception effort, and opening it—by pressing both of the depicted Hutt's eyes simultaneously—takes a hard Skulduggery effort. This is where the really valuable items are kept.

10. Guest Quarters
Each of these suites of rooms has sleeping areas containing two beds apiece. The common area is furnished with a table and chairs, along with a storage cabinet that holds fresh bedding and similar items. They are intended, of course, for those beings whose business with Slarr requires them to remain in the palace for an extended period.

11. Towers
Rising three stories in height, these towers have line of sight over the rest of the palace. Each is topped by a turret armed with a vehicle-scale auto-blaster. They also have window slits in the sides, designed as emplacements for character-scale light repeating blasters. Two guards are posted in each tower at all times.


Personnel
The following characters can usually be found in Slarr's palace.

Slarr the Hutt (Nemesis)
Brawn 5 Cunning 4 Presence 3
Agility 1 Intellect 3 Willpower 4

Soak: 5
Wound Threshold: 17
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Brawl 1, Coercion 3, Computers 1, Cool 2, Core Worlds 1, Deception 3, Discipline 2, Education 1, Leadership 2, Lore 1, Melee 1, Negotiation 3, Outer Rim 1, Perception 3, Ranged—Light 2, Resilience 2, Streetwise 3, Survival 1, Underworld 3, Vigilance 2

Talents: Greased Palms, Grit, Know Somebody, Plausible Deniability, Rapid Recovery, Sound Investments x4, Toughened, Wheel and Deal x2

Abilities: Awkward, Ponderous (refer to page 407 of the core rulebook for details); Adversary 1

Equipment: None

Slarr Uwanesh Diann—although few know is kajidic name, and even fewer know his third name—is a relatively young Hutt, and an up-and-comer in the world of organized crime. Even so, he is a force with which to reckon in the galaxy. Slarr runs his organization out of his stronghold on Nal Hutta, and commands a growing ensemble of criminal beings. His activities include the production and distribution of illicit drugs, gunrunning (especially in the Corporate Sector) and slavery. Like others of his species, Slarr is ruthless in his pursuit of profit and power. While he is happy to share his ill-gotten gains with inferiors who prove useful to him, in the end he looks out only for himself.


Tenrep “Dianoga” Cray, Aqualish Captain (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 3
Wound Threshold: 14
Strain Threshold: 10
M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Cool 2, Coordination 1, Discipline 3, Gunnery 2, Leadership 3, Mechanics 1, Medicine 1, Melee 2, Perception 2, Piloting—Planetary 1, Piloting—Space 1, Ranged—Heavy 2, Ranged—Light 2, Resilience 2, Stealth 1, Survival 2, Vigilance 2

Talents: Command x2, Confidence, Field Commander, Improved Field Commander, Point Blank, Second Wind x2, Side Step

Abilities: Can breathe underwater; one free rank in Brawl; one free rank in Resilience; remove a setback die due to cold or wet conditions

Equipment: Armored clothing, blaster pistol, blaster carbine, comlink

Tenrep Cray earned his nickname, “the Dianoga,” as a guerilla fighter during sectarian violence, and then the Clone Wars, on Ando. Captain Cray was one of the soldiers who remained loyal to the Republic, and was deeply disturbed by the apparent betrayal of the Jedi Order. In the aftermath of that experience he began working as a mercenary, selling his services to the highest bidder. Before long that led him into contact with Slarr the Hutt, and the Aqualish eventually became the crime lord's chief of security. Cray harbors no illusions about the morality of this business; he has grown cynical regarding noble causes, and now seeks little more than a comfortable life. Even so, if he were to meet someone who could reignite that noble spark, he might be convinced to take up a cause again.


Aqualish Enforcers (Minions)
Brawn 3 Cunning 1 Presence 1
Agility 2 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Brawl, Gunnery, Melee, Ranged—Heavy, Ranged—Light

Talents: None

Abilities: Can breathe underwater; remove a setback die due to cold or wet conditions

Equipment: Heavy clothing, blaster pistol, comlink

These thugs are oafish and none too bright, but effective in combat. They are quite loyal to Captain Cray, so it would take a good deal of persuasion for them to betray him.



Eom Nivlem, Gran Majordomo (Rival)
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

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

Skills: Charm 2, Coercion 1, Computers 2, Cool 1, Core Worlds 2, Deception 3, Negotiation 2, Outer Rim 1, Perception 3, Ranged—Light 2, Skulduggery 1, Stealth 1, Streetwise 3, Underworld 2, Vigilance 2

Talents: Grit, Kill With Kindness x2, Plausible Deniability x2, Toughened

Abilities: One free rank in Charm or Negotiation; Enhanced Vision: Remove up to two setback dice from ranged attacks or Perception checks caused by environmental effects or concealment

Equipment: Comlink, datapad, blaster pistol

Eom Nivlem was once an important aide to the Imperial Senator from Malastare. With Palpatine's disbanding of the Senate, however, he found himself without a job. Never one to rest on his heels, the Gran sought out a young Hutt crime lord and offered his services. Perhaps to his own surprise, Slarr accepted. Now Eom serves as an emissary for the crime boss, providing access to circles in which the Hutt would not normally be welcome. To that end he travels through the galaxy, conducting negotiations and handing out assignments. Eom is ever the opportunist, and it won't be long before he starts using his influence in Slarr's organization to line his own pockets.


Nikto Servants (Minions)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 2
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Perception

Talents: None

Abilities: NA

Equipment: Clothing

These Humans are rough individuals who work for Slarr because they don't have many other options. Even so, the fact that they have a relatively comfortable life working for Slarr buys a certain amount of loyalty. They know who feeds them and puts a roof over their heads, as it were.


Traborn Yerg, Human Technician (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: Astrogation 1, Computers 3, Education 2, Gunnery 1, Mechanics 3, Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 1, Skulduggery 2, Streetwise 1

Talents: Grit, Side Step, Solid Repairs, Speaks Binary, Tinkerer x2, Toughened, Utinni!

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, comlink, datapad, toolkit

At one time Traborn Yerg was a promising young tech working in the Corporate Sector. He was—and still is—gifted when it comes to building, repairing and modifying droids. In particular, he had a knack for gladiator droids, something that brought him to the attention of certain CorpSec higher-ups who enjoyed watching robots fight each other. While that made for quick promotions, it also ultimately led to his downfall. One of his droids went berserk, killing the Viceprex who'd bought it. In the aftermath, Yerg fled to Hutt Space. There he took a job as a technician, managing Slarr's comm center. At the same time, he continues to work on combat automata, and has recently finished a prototype droid bounty hunter. Although he is awkward in the presence of females, Yerg believes that his technical prowess makes him appealing to them.


Nikto Technicians (Minions)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 2
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Computers, Perception

Talents: None

Abilities: NA

Equipment: Clothing

These technicians are recruited from the ranks of the servants and trained by Traborn Yerg to work in the palace's comm center. Because they know they've been spared from more difficult tasks by him, that gives Yerg some influence over them. He hasn't been willing to exploit that arrangement, however, because of the security that working for Slarr gives him.


KLR-1 (Rival)
Brawn 2 Cunning 1 Presence 1
Agility 2 Intellect 1 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 1 / 1

Skills: Athletics 1, Brawl 2, Cool 2, Gunnery 2, Melee 2, Perception 1, Ranged—Heavy 2, Ranged—Light 2, Stealth 1, Streetwise 1, Vigilance 2

Talents: Dodge, Grit, Lethal Blows, Precise Aim, Quick Draw, Quick Strike, Targeted Blow

Abilities: Droid Qualities, Inorganic, Mechanical Being

Equipment: Armor equivalent to armored clothing, blaster pistol, blaster carbine, vibrosword

This scratch-built prototype, known as “Killer,” is Traborn Yerg's pride and joy. It is so far untested, but the Human hopes that it will become an effective bounty hunter and thus allow him to profit from it collecting bounties. Needless to say, Yerg has not mentioned the bounty on his own head. Fort its part, Killer is mechanical and remorseless in pursuing the tasks assigned to it.


Using Slarr the Hutt and His Entourage in an Edge of the Empire Campaign
This Hutt crime boss can be incorporated in a campaign in many different ways; a few of the possibilities are detailed here.
  • First and foremost, Slarr can be a source of obligation for the PCs, a being to whom they owe debts or one who has placed a bounty on them.
  • Slarr can also be a source of jobs, calling on them to smuggle cargo into a controlled system, to pursue a bounty or the like.
  • One of Slarr's rivals, such as Tebora the Muun, could hire the PCs to access his stronghold and steal his secrets.
  • Captain Cray can provide some interesting roleplaying opportunities, given that he once fought alongside the Jedi and came to respect them, but believes the lies told about them by the powers that be.
  • Traborn Yerg could also become a source of intrigue. There's a bounty on his head, placed by agents of the Corporate Sector, nd the PCs might be so bold as to pursue it into Slarr's palace.

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