Changes
in Personnel
Given the passage of thirty years, it should come as not surprise
that there have been changes in staffing at Slarr's palace. Most
notably, second in command to the Hutt there is a triumvirate of
beings—one old, one new, and one who is somewhere in between.
Slarr the Hutt (Nemesis)
Brawn 6 Cunning
4 Presence 4
Agility
1 Intellect 3 Willpower 4
Soak:
5
Wound Threshold:
18
Strain Threshold:
15
M/R Defense:
0 / 0
Skills:
Brawl 2, Coercion 4, Computers 1, Cool 3, Core Worlds 2, Deception 4,
Discipline 3, Education 1, Leadership 3, Lore 2, Melee 2, Negotiation
4, Outer Rim 2, Perception 4, Ranged—Light 2, Resilience 4,
Streetwise 4, Survival 1, Underworld 4, Vigilance 4
Talents:
Greased Palms, Grit, Know Somebody, Master Merchant, 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 2
Equipment:
None
Slarr Uwanesh
Diann—although few know his third name—is a relatively young
Hutt, is well established in the world of organized crime. As such,
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 and slavery.
Most notably, however, he acts as a go-between for agents of the
First Order and the parts of space controlled by the New Republic.
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 “Little Dianoga” Cray II,
Aqualish Soldier (Rival)
Brawn 4 Cunning
3 Presence 3
Agility
2 Intellect 1 Willpower 3
Soak:
6
Wound Threshold:
17
Strain Threshold:
10
M/R Defense:
0 / 0
Skills:
Athletics 2, Brawl 3, Coercion 2, Knowledge—Underworld 1,
Leadership 2, Melee 2, Ranged—Light 2, Resilience 3, Streetwise 2,
Vigilance 2
Talents:
Defensive Stance, Durable, Intimidating, Natural Enforcer, Street
Smarts, Stunning Blow, Toughened x2
Abilities:
Free rank in Brawl and Resilience; can breathe underwater
Equipment:
Padded armor, blaster pistol, truncheon
Known
as the “Little Dianoga” because he is his father's son, the
younger Tenrep tries very hard to fill the shoes of his elder. This
is especially the case following his father's death while protecting
Slarr from a would-be assassin. Even so, the younger Cray recognizes
that his father fought for freedom, and that Slarr's current
cooperation with the First Order is really just a return to the type
of autocracy experienced under Emperor Palpatine—which itself was a
betrayal of the Separatists' efforts during the Clone Wars. For that
reason, although he acts as the chief of security in the palace, Cray
has begun to question whether or not he is on the right side of this
growing conflict.
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.
Golun
Tosek, Majordomo (Nemesis)
Brawn
4 Cunning 3 Presence 3
Agility
3 Intellect 1 Willpower 3
Soak:
5
Wound
Threshold: 16
Strain
Threshold: 11
M/R
Defense: 0 / 0
Skills:
Astrogation 1, Athletics 3, Brawl 4, Cool 3, Coordination 2,
Discipline 3, Lore 3, Medicine 2, Melee 4, Negotiation 2, Perception
3, Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 3,
Resilience 3, Skulduggery 3, Stealth 3, Streetwise 2, Survival 2,
Underworld 2, Vigilance 3
Talents:
Anatomy Lessons, Dodge, Grit, Lethal Blows x2, Master of Shadows,
Outdoorsman, Precise Aim, Quick Draw, Quick Strike, Stalker, Targeted
Blow
Abilities:
One free rank in Resilience; one free rank in Outdoorsman talent
Equipment:
Heavy clothing, heavy blaster pistol, vibrosword, comlink
Golun
Tosek is a cold-blooded killer, nothing more or less. He believes
without a hint of doubt that sacrifices earn him the favor of
M'dweshuu, and that he will attain through it some kind of glorious
standing in a sublime supernatural hierarchy. He is insane. Indeed,
that is how he came to take over as Slarr the Hutt's majordomo—by
murdering the old Gran who formerly served in that role. Although
Slarr is generally pleased with Golun's service, what the Hutt does
not know is that this Nikto serves another master, in the form of
Snoke.
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
Nikto 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
3 Presence 2
Agility
1 Intellect 4 Willpower 3
Soak:
2
Wound Threshold:
12
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Astrogation 2, Computers 4, Education 3, Gunnery 1, Mechanics 4,
Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 2,
Skulduggery 3, Streetwise 2
Talents:
Grit, Side Step, Solid Repairs, Speaks Binary, Tinkerer x2,
Toughened, Utility Belt, Utinni!
Abilities:
One free rank in each of two non-career skills
Equipment:
Blaster pistol, comlink, datapad, toolkit
Traborn Yerg serves
Slarr by acting as an intermediary between the burgeoning First Order
and the Corporate Sector Authority, the primary means by which agents
of the former laundered their credits through the latter. In this
way, Yerg has risen to a position on par with that of “Little
Dianoga” Cray and Golun Tosek. Even so, his newfound influence and
wealth do not distract him from his chief passion of building
gladiator droids. Indeed, Slarr the Hutt has even asked him to begin
building an army of these droids, ones that can be used to begin
attacking ships throughout the New Republic. (Slarr the Hutt has it
on good authority that opportunities for piracy are about to improve
considerably.)
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
Once an experimental
prototype known as “Killer,” Traborn Yerg has begun
mass-producing these droids to serve as agents of his Hutt master.
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