Monday, March 28, 2016

Slarr the Hutt and the First Order, Part 2

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. 


Sunday, March 20, 2016

Slarr the Hutt and the First Order

Because of the secrecy of its activities in the Unknown Regions, the First Order needs at times to do business inside the borders of the New Republic by clandestine means. That has led the organization to work through intermediaries such as the Corporate Sector Authority and the Guavian Death Gang. Another of the First Order's illicit partners is the Hutt crime boss Slarr Uwanesh Diann. 



Developing Slarr's Stronghold
Refer to previous posts for details regarding the upper level of the stronghold, which is largely unchanged. The lower level, on the other hand, has seen considerable development, as reflected on the map above. 


14. Guest Quarters
Each of these rooms has eight beds for visitors, along with tables and chairs and a compact but serviceable refresher unit.

15. Repusorpool
Slarr's sail barge, along with a couple of outrider skiffs, is kept in this broad, open chamber. In addition to the vehicles one can find supplies and equipment for maintaining them.


Wednesday, March 9, 2016

Spire Outpost

*Huh. Well, it seems that there might be a problem with the material in this post. According to the map in the new Beginner Game for Star Wars: The Force Awakens, the origin point for Starkiller Base is exactly where the planet Ilum used to be. That's not good... 

After the destruction of Hosnian Prime by the First Order's Starkiller superweapon, the Resistance finds itself scrambling to respond to the elevated threat that that organization presents to the galaxy. With the New Republic in chaos, however, and only muddled support coming from beings who should be strong allies, the Resistance still needs to act discreetly. The creation of Spire Outpost represents one effort at doing so. This facility provides a place from which to monitor activities in the Unknown regions without attracting unwanted attention.


Spire Outpost
Refer to the appropriate maps and the following area descriptions in order to create this scene vividly for the players. Remember that Ilum is a frigid world, similar to Hoth in climate, but its caverns are also home to beautifully clear crystals.


1. Entrance
The mouth of the caverns provides protection from sensor scans that is a natural property of the surrounding rock and crystals.

2. Lower Cavern
This broad cavern is slowly being expanded for use as a hangar for starfighters and space transports. While the prior can now be maneuvered inside it, the latter must still be parked outside.

3. Maintenance Shed
A small prefabricated structure (like the rest of the ones in the base), this building is used for storing tools and spare parts used in maintaining the base's vehicles and droids.

4. Turbolifts
Each of these units can, in the event of power loss, be used as an emergency ladderwell.

5. Generator
This portable device provides electricity for the base.

6. Tauntaun Pens
The first “vehicles” brought to Spire Outpost consist of these six repto-mammalian creatures.


7. Mess Hall
The heart of the facility is this building, where base personnel can take their meals and spend their limited recreational time.

8. Barracks
Each of these structures boasts a dozen bunked beds, tables and chairs, and two refresher units. Personnel can store their possessions in footlockers under the bunks.

9. Comm Center
This building boasts its own integral power generator, along with communications consoles linked to the experimental crystal transmitter (see below).

10. Medical Center
While small and none-too-well stocked, this building can handle most of the injuries and illnesses suffered by Spire Outpost's staff.

11. Transmitter (not pictured)
The Resistance technicians have connected the base's comm center to a natural outrcropping of crystal, rather than installing any kind of sensor dish; in this way they hope to be able to enable communication and local scanning without attracting unwanted attention.


Spire Outpost Assets and Resources Summary

Type: Reconnaissance Base.
Location: Crystal Caverns of Ilum.
Command: Resistance High Command.
Approximate Personnel: Two to three dozen Resistance members including scouts, pilots, technicians medical staff.
Commanders/Leaders: Captain Cormen Taoshi.
Notable Personalities: Pomm and Kalla Teku; the PCs.
Defenses: None.
Mission Support: Reconnaissance against the First Order; staging area for “Special Operations” types of missions.
Facilities: Prefabricated barracks, mess hall, comm center and med center; vehicle hangar in the process of being built.
Starships: BTL-S3 Y-Wing; the PCs' ship.
Vehicles: Tauntauns.
Special Notes: The natural properties of the surrounding crystals, along with the concealed nature of the base's communications and sensor system, makes this base especially difficult to detect.



Monday, February 8, 2016

Denizens of Savannah Landing

Detailed here are some of the beings who can be found in Savannah Landing. 

-Nate


Cantina Servers (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 2 Willpower 1 Presence 2

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

Skills (group only): Charm, Perception

Equipment: Clothing, comlinks


The servers who work in Teng's Cantina are a variety of species, but all are relatively appealing. In addition to delivering food and drink to customers, they keep eyes and ears open for information that could be of use to their boss.


Warehouse Guards (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 2 Willpower 2 Presence 1

Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Discipline, Melee, Ranged—Light

Equipment: Heavy clothing, blaster pistols, truncheons, comlinks

These Chevs have been put into an unusual position by their boss—granted their freedom, with the promise that they or their offspring will inherit control of Savannah Landing after his death. This liberation has left them with deep loyalty for Teng Woru, and so they do what they can to ensure that his (their) business prospers.


Teng Woru
Brawn 3 Agility 1 Intellect 2
Cunning 3 Willpower 2 Presence 2

Soak: 4
Wound Threshold: 16
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Brawl 1, Cool 1, Deception 2, Leadership 1, Negotiation 3, Perception 2, Ranged—Light 2, Resilience 2, Streetwise 2, Underworld 1, Vigilance 1

Talents: Durable, Greased Palms, Grit, Plausible Deniability, Rapid Recovery, Sound Investments, Throwing Credits, Toughened, Wheel and Deal

Abilities: One free rank in Negotiation; Advanced Olfaction; Thick Hide

Equipment: Heavy clothing, heavy blaster pistol, walking stick (truncheon), comlink, datapad

Teng Woru is an anomaly among Chevins, one who has emancipated his Chev slaves in order that they might choose to work for him as near equals. Dissatisfied with a life that consisted of power struggles and the fear of backstabbing, he instead decided to set up shop on the agrarian planet Ansion in the hope of find a more peaceful life. Ironically, the location that he chose for Savannah Landing has put him in the middle of the conflict between the New Republic, the Resistance and the First Order. Even so, he is still satisfied with his decision.


  

Sunday, January 31, 2016

Savannah Landing

This post is the first that focuses on material related to Star Wars Episode VII: The Force Awakens. 

-Nate


Savannah Landing
The planet Ansion, at first glance, might seem like a backwater agrarian world. The fact that it is situated on the edge of the New Republic, close to its border with First Order territory, however, makes it an important stopover for beings traveling between the two. For more information about that world, refer to the article(s) on Wookieepedia. 



 Savannah Landing consists of little more that a dozen docking bays forming the outside walls of the settlement, rising up to a height of fifteen meters out of the surrounding grassland. Entrance for ground-based traffic is via the broad sets of blast doors in the north and south walls. Each docking bay features broad, secure double doors out front (1). They are little more than open pits with fifteen-meter-high walls (2). Each one does boast a small set of quarters (3) with bunks, a table and chairs and a refresher, along with a small workshop (4) and a storage area (5). In the center of the facility are the two main buildings, the warehouse and the cantina.


 The cantina is dominated by a large, open room filled with tables and chairs (1). There is a long bar on the wall opposite the entrance. Beyond the bar, a door leads back into the kitchen (2), off of which is a pantry (3). A door in back of the kitchen leads to the alleyway behind the cantina. There are also two private rooms (4) to facilitate more intimate gatherings, and a pair of refreshers along each of the other walls (5).


The warehouse has double doors (1) at ground level and on the loading dock (2), along with a personnel entrance along the side. Most of the building is filled with rows of shelving units (3), and there is an employee break area in the back corner (4).


  


Wednesday, December 30, 2015

Looking Back on 2015 and the Dark Times

This has, all in all, been a good year for Star Wars. After all, Episode VII was finally released and it was highly enjoyable. It's also been a year of significant changes, though. For example, back in June or so, I decided to focus on Dark Times-era material for this blog. While I liked the idea at the time, I didn't feel as much inspiration as I'd hoped, and the current direction of the franchise has turned my interest and energy back toward the Original Trilogy and the new one. To that end, I've decided to wrap up the Dark Times writing. As such, here's a link to a PDF compiling that material.

-Nate


Dark Times PDF



Saturday, December 12, 2015

Loag Assassins

Detailed below are the assassins who make up the Loag organization.

-Nate 


Personnel
Presented below are some of the characters who can usually be found in the Loag stronghold.

Recruits (Minion)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

Soak: 3
Wound Threshold: 5
Strain Threshold: NA
M/R Defense: 0 / 0

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

Talents: None

Abilities: None

Equipment: Armored clothing, blaster pistol, vibroknife

These recruits, while enthusiastic, are still pretty raw as far as their abilities are concerned. Even so, they make formidable foes in numbers, and handle much of the day-to-day maintenance of the organization. Those who demonstrate the most aptitude are selected for further training and, therefore, promotion.


Junior Assassin (Rival)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

Soak: 3
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 3, Cool 2, Coordination 2, Deception 2, Melee 3, Perception 2, Ranged—Light 3, Skulduggery 2, Stealth 2, Vigilance 2

Talents: Dodge, Grit, Lethal Blows, Stalker

Abilities: None

Equipment: Heavy clothing, blaster pistol, vibroknife

Those recruits who show particular promise are given extra training and, eventually, sent on missions for the order. They are trusted to act on their own for low-level assignments—those that do not require the attention of a senior assassin.


Senior Assassin (Nemesis)
Brawn 2 Agility 2 Intellect 2
Cunning 2 Willpower 2 Presence 2

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

Skills: Athletics 2, Brawl 3, Cool 2, Coordination 2, Deception 2, Melee 3, Perception 2, Ranged—Light 3, Skulduggery 2, Stealth 2, Vigilance 2

Talents: Dedication, Dodge, Grit, Jump Up, Lethal Blows, Quick Draw, Quick Strike, Sniper Shot, Stalker, Targeted Blow

Abilities: None

Equipment: Armored clothing, heavy blaster pistol, vibrosword

The highest-ranking members of the Loag are those who handle only the most difficult assignments, and who of course are most dedicated to the cause of the organization.