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=HUTT SYNDICATES= ===ASHEN KNIVES (III)=== Once lean and battle ready, the Ashen Knives are a decadent syndicate focused on drugs, gambling, and pleasures of the flesh. <br>Turf: Drug dens. Gambling houses. A hidden and reinforced bunker on Nar Shadda (HQ). <br>NPCs: Pasha Qo’iin (sly, corpulent, sartorial, decadent). Knife Lirik (assassin, xeno, gambler, deadly, graceful). Oya (high ranking, greedy, well armed, natural leader). <br>Notable assets: A crew of well-trained assassins, often with weird abilities up their sleeves. Heavy coffers. Bribed judges. Crews of thugs. <br>Goal: Control violent crime in Hutt Space. <br>Quirks: To join the Syndicate, Knives must take a life. Being promoted requires doing unsavory tasks. <br>Allies: The Maelstrom <br>Enemies: Cobalt Syndicate, 5th Fleet <br>Situation: The Ashen Knives are considered the sharp end of the Hutts’ displeasure. A recent alliance with the Maelstrom (fencing goods) has filled the Knives’ coffers, and now their sights are set on expanding. ===DRAXLER’S RAIDERS (III)=== Violent pirates who disable ships before boarding, ransoming crew and cargo alike. <br>Turf: Abandoned mining station in a Saki asteroid belt (HQ). <br>NPCs: Draxler (leader, killer, vengeful). Wudu “Starhawk” (captain, loyal, vicious, wary). Samara “She Wolf” Red (captain, enforcer, cold, physical). <br>Notable assets: Mining ships retrofitted with grapplers. Heat shields for surviving in the Ring of Fire. Draxler’s cloaking corvette, the Manta. Power armor for boarding. Prisoners for ransom. Caches of goods stolen from raided ships. <br>Goal: Pull off jailbreak at Isotropa Max Secure. <br>Quirks: Almost all members of Draxler’s Raiders are wanted for crimes. <br>Allies: Borniko Syndicate, Conclave 01 <br>Enemies: 5th Fleet, Isotropa Max Secure, the Maelstrom <br>Situation: Draxler has made a lot of waves since taking over the Raiders. The crew has a decidedly anarchist views. A few bad fights with the 5th have landed a number of Raiders captains in Isotropa Max Secure, and they have set their eyes on eliminating the supermax prison from Hutt Space altogether, killing two birds with one stone. ===THE MAELSTROM (IV)=== A band of ferocious space pirates hiding among a mysterious nebula and around the Husk. <br>Turf: The Nightbreaker (capital ship, HQ). The Cove (made of lashed-together ships). The Ashtari Cloud. <br>NPCs: Alanda “the Banshee” Ryle (Hutt, pirate queen, mirthful, risk-taker). Yorgar “Thorn” (captain, quiet, calculating, deadly). Hunter Black (captain, ex-Rebel, daring, space savvy). <br>Notable assets: The Nightbreaker (a capital ship with a breaking yard inside it). Storm drives (engines capable of navigating the Ashtari Cloud). A fleet of pirate ships. <br>Goal: Unseat House Malekith <br>Quirks: The pirates lash together old or damaged ships to make the Cove. The Cove is the size of a planetoid, rotating near the center of the Ashtari Cloud. <br>Allies: Ashen Knives, Cobalt Syndicate, Nightspeakers <br>Enemies: The 5th Fleet, Draxler’s Raiders, House Malekith <br>Situation: The Maelstrom raids shipping lanes and sells goods via the Ashen Knives. Alanda is scheming to find a way to lure Pasha Qu`olin out of her stronghold on Nar Shadda, preferably without incurring fullscale retribution from the rest of the House. ===HOUSE MALKEITH (V)=== The most influential of the Hutts syndicates, Malekith is currently in charge of Nal Hutta and Hutt space in general. <br>Turf: Malekith owns the sector, but the Pasha rarely leaves Nar Shadda. Her people can be found in major positions in every system of the sector. <br>NPCs: Pasha Qu`olin (Hutt, rich, ostentatious, shrewder than she seems). Jerrem (guard captain, tactical, scarred, loyal). Shim (judge, corrupt, greedy, ambitious). <br>Notable Assets: Sector taxes, generating vast coffers. A growing collection of ships and soldiers. <br>Goal: Gain leverage over the 5th Fleet, reduce another Hutt syndicate by a tier (repeat) <br>Quirks: Pasha Qu`olin seems genuinely interested in making Hutt space a valuable member of the New Republic. No one’s quite sure why she wants to “go legit.” <br>Allies: 5th Fleet <br>Enemies: Ashen Knives, The Maelstrom, Black Sun <br>Situation: Pasha Qu`olin has reformed her syndicate into a noble house. She dreams of uniting Hutt space behind her group and establishing herself as the controller of the entire commercial enterprise. Despite her apparent attempts as “going legit,” she hasn’t stopped their illegal activities. ===JANUS SYNDICATE (II)=== Weapons dealers specializing in ship weapons, headed up by the ruthless Bax. <br>Turf: Weapons camp on Sonhandra (HQ). A sizable operation at Aketi’s Base Camp One. <br>NPCs: Bax (Huss, ambitious, distrustful, ruthless). Baruk (xeno, bodyguard, huge). Wendel (nervous, technical, loyal). Faye Null (xeno, pilot, adventurous, foolhardy). <br>Notable assets: A large stockpile of weapons, particularly ship weapons. Several small but well-armed ships. A map of the current dark hyperspace lanes. <br>Quirks: Bax insists on meeting every client the Syndicate does business with in person. <br>Allies: Draxler’s Raiders <br>Enemies: Borniko Syndicate <br>Situation: Viktor wants to grow beyond the outposts the Syndicate currently runs to a sector-wide affair. As part of his plan to scale up, he’s looking to poach the 5th Fleet for some capital weapons. Bax’s currently digging up dirt on Tallon and secret Malekith projects in the sector. ===SCARLET WOLVES (III)=== Although they often hire themselves out as bounty hunters, the Scarlet Wolves are a renowned group of assassins. <br>Turf: The Killroom, a high-end safe house on Vos (HQ). Holdouts on most planets. <br>NPCs: Rik “Old Wolf” Urus (leader, dangerous, retired, cunning). Hara “Mamba” M’brozz (sniper, killer, thrill-seeker). Jet “Shark” Wolffe (aloof, confident, unforgiving). <br>Notable assets: A large armory of the very best weapons. An actual huge Loth-wolf genetically engineered by the Black Sun as payment. (Rik keeps it. They feed it others who don’t pay.) <br>Goal: Murder House Malekith agents <br>Quirks: Each member of the Wolves bears a distinctive tattoo of a wolf holding a star in its mouth. <br>Allies: None. With the Wolves it’s strictly business. <br>Enemies: House Malekith, the Maelstrom <br>Situations: The Scarlet Wolves are contract killers specializing in hard targets. They have a reputation for delivering, minimizing collateral, and never taking bribes. While Rik would dearly love to unseat Pasha Qu`olin for past sins, she’s too powerful for the careful killer to strike at directly. ===STARSMITHS GUILD (III)=== Runs the most prestigious, and largest, shipyard in Hutt space. <br>Turf: Saki Shipyards (HQ). All major spaceports. <br>NPCs: Dorae (chief executive, industrious, trustworthy workaholic). Kir M’rikk’lik (technical officer, xeno, gadgeteer, experimenter). Nash (operations chief, gruff, overworked). <br>Notable assets: Enough spare parts to build a fleet. Extensive shipyards. Hyperspace lane charts going back centuries. Trading stations on every route. <br>Goal: Expand their control over 5th Fleet services. <br>Quirks: Virtually all ships in Hutt space are worked on by Guild engineers. Dorae is unusually trustworthy and work-focused on a Hutt, which means other Hutts don’t trust him. <br>Allies: 5th Fleet, Echo Wave Riders <br>Enemies: Borniko Syndicate, Cobalt Syndicate <br>Situation: The Starsmiths Guild has controlled shipyards in Hutt space for generations. Dorae is their latest head and he is honestly focused on researching, engineering, and expanding their core business without causing disruption. He is functionally insane by Hutt standards. ===YARU SYNDICATE (II)=== Also known as the Makers Guild, they grow clones for menial labor. Marginally legal due to their claims that the clones are supposedly short-lived and only barely sentient. <br>Turf: Sanctioned Yaru creche on Lithios (HQ). Secret research facility on Amerath. <br>NPCs: Foler Atherton (biologist, concealed). Bal Yn (geneticist, haughty). Rech (savant, cold). All unmarked progenitor clones. <br>Notable assets: Cloning facilities. Clones placed in several important households and facilities, which report back. Powerful capacity for genetic manipulation. <br>Goals: Breed clone soldiers for market. <br>Quirks: The Makers Guild doesn’t accept new members. The progenitors have self-perfected and are frozen; only so many are allowed to be active at once. The Yaru (as the clones are called) make many people in their presence uneasy. <br>Allies: House Malekith <br>Enemies: Cobalt Syndicate <br>Situation: While slavery is outlawed, the Yaru have succesfully argued that their labor clones are non-sentient and therefore do not fall under those laws. Understandably, many in the Republic find them distasteful and so the Yaru are seeking to expand into clone soldiers to solidify new alliances.
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