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=CRIMINAL FACTIONS= ===BLACK SUN (II)=== Syndicate-run drug dens masquerading as hostels and spas. Their drugs are cooked with Aketi animal parts and Vosian crystals. <br>Turf: The Jewel, a hotel and sauna on Mem (HQ). Wildside, a spa on Khalid Bose. The Mirror Maze, an upscale club on Amerath. <br>NPCs: Madame Gourdan (administrator, charming, connected). Pytric (chemist, callous, reclusive). Vallis (Governor of Amerath, addicted, wealthy). Chorrguth (xeno, hunter, surly). <br>Notable: Vosian crystals and Aketi animals used to produce Haze. Several hotels and spas. An intrasystem shuttle. <br>Allies: 5th Fleet, the Resurgent <br>Enemies: House Malekith, the Mendicants <br>Situation: Focusing on the upper echelons of Hutt space, Black Sun has traded the typical complications of running drugs for new problems. Gourdan seeks to chart the choppy political waters of Hutt space by selling medicine to both the Republic and the Imperials; if either side was aware of who they were supplying, they would become die-hard enemies ===BORNIKO SYNDICATE (III)=== A tightly knit group of thieves who steal high-end technological supplies. <br>Turf: A former Imperial shadow repository that the Syndicate managed to erase from Courscanti ledgers. <br>NPCs: Ria “Keycard” (wizard-class hacker, ambitious, daring). Nals E (cyborg, gearhead, muscled). MaxiMillions (arrogant, expert infiltrator, gorgeous). Pip (mystic, xeno, small, unsettling). <br>Notable assets: An entire vault of Imperial black-ops technology. <br>Goal: Steal Pasha Qu`olin’s rings. <br>Quirks: Joining the Borniko Syndicate involves pulling off a heist that impresses the leadership. <br>Allies: Conclave 01, Echo Wave Riders, Wreckers <br>Enemies: Starsmiths Guild <br>Situation: The Borniko have been working on bigger and bigger heists, making numerous enemies and allies along the way. Their jobs often have folks from other factions playing different roles. They focus on Hutt targets and are looking to find a way into House Malekith’s private holdings for a big heist, power in the sector be damned. ===COBALT SYNDICATE (I)=== Once a labor union, the Cobalt Syndicate has turned to smuggling and extortion to carve out shipping lanes and have a real say. <br>Turf: The Pit, a mining quarry on Aleph (HQ). A major berth and associated docks on Nar Shadda. <br>NPCs: Espa Wu (leader, cold, killer, arrogant). Keve (captain, augmented, defiant, enterprising). Sephua (Espa’s love, thug, daring, envious, gambler). <br>Notable assets: A fleet of private ships used for smuggling. Toughs and laborers on almost every planet and station who wear the Cobalt stripe. <br>Goal: Unify the labor force. <br>Quirks: Every member wears a solid blue stripe somewhere on their clothing. A blue stripe on the walls of docks and warehouses is a call to action. <br>Allies: Dyrinek Gang, The Maelstrom <br>Enemies: Ashen Knives, Starsmiths, the Yaru Syndicate <br>Situation: The Cobalt Syndicate began as a mutual aid society among various refugee and laborer populations. They moved into smuggling to gain the influence and money necessary “to make real change.” Now they’re stockpiling weapons and vehicles for what Espa sees as an inevitable and bloody fight against the Hutts. ===DYRINEK GANG (I)=== Mostly young, disenfranchised xenos who have turned to crime and found strength and solidarity with each other. <br>Turf: Lost Paradise, a club with an attached warehouse where the gang does its business (HQ). <br>NPCs: Dyrinek (xeno, revolutionary, proud). Burn (Memish mystic, xeno, fast, overconfident, untrained). Radds (human, hacker, smart). Myrk (xeno, gun enthusiast, hothead). <br>Notable assets: A collection of high-end hoverbikes used to cruise through their territory. Weapons chosen more for size and intimidation than effect. <br>Goals: Take over GNN broadcast on Nar Shadda <br>Quirks: When a new member joins the gang, they all go out on a drunken tear across the city, leaving a swath of wreckage in their wake. <br>Allies: Cobalt Syndicate <br>Enemies: Galactic News Network, House Malekith <br>Situation: The gang has had its run-ins with System police and the GNN paints them as lowlifes with no future. Dyrinek wants to send a message that they won’t be so easily dismissed, and plans to take over the airwaves to broadcast the gang’s punk ideology. All they need is the opportunity. ===ECHO WAVE RIDERS (II)=== Pilots that organize illegal races, take mercenary work, or test dangerous new engine/flight technologies for the syndicates. <br>Turf: A secluded hanger on Nightfall (HQ). A near permanent presence at Bright Wind in Brekk. <br>NPCs: Garge Ztar (risk-taker, ambitious, charismatic). Elen (engineer, analytical, race-winner). Inofra (stunt pilot, compassionate, veteran). Dom (ex-Starsmith, mechanic, genius, family man, lives to race). <br>Notable assets: A host of ships of their own, and access to far more. Substantial mechanical facilities on Nightfall. <br>Goal: Organize systemwide race in Saki <br>Quirks: Echo Wave Riders don’t respect those who don’t know how to pilot their own ship, and settle all scores with races. <br>Allies: Borniko Syndicate, Starsmiths Guild <br>Enemies: Wreckers <br>Situation: The Riders are left alone by authorities if their races are kept far enough from civilization—and claiming Bright Wind takes care of that. They plan to put on an epic race among system pilots for prestige and cash prizes, starting and ending in the plasma cloud. Buy-in will be expensive. ===GHOSTS (II)=== Scientists that live exo-suited in a half-phased state. The Black Sun has a standing bounty on them and their ghost ship. <br>Turf: The Skeleton Key, a half-phased corvette (HQ). A secret research facility on Lithios. <br>NPCs: Nils Boyer (physicist, brilliant, remorseful). Roy Stanz (biologist, bitter, driven). Eegon Mark (engineer, genius, suit designer). Pol Venker (engineer, self-indulgent, cavalier). <br>Notable assets: Much scientific and engineering talent. The ability to phase out of reality, ignoring nearly as physical effects, though they also cannot interact with physical objects i.e. starships during this time. <br>Quirks: Before the mishap, the Ghosts were scientists. All are intelligent and educated. They phase out of reality if too long outside their suits (or ship). <br>Allies: Conclave 01 <br>Enemies: Galactic News Network, Starship Guild <br>Situation: A mishap on Lithos gate phased the Ghosts. They claimed a corvette and modified it to allow them to survive within it. The Empire placed a bounty on them. Recently their exo-suits have allowed them to act without harming others. They seek to return themselves to their pre-phased state -- or possibly to phase the entire sector along with them! ===THE RESURGENT (III)=== A faction of the Imperial Remnant military, reduced to raiding Hutt Space. <br>Turf: The Reforged Fist (Star Destroyer, HQ). Bases on Nightfall. <br>NPCs: Tallon “the Butcher” (commander, disciplined, imposing, vicious). Liyara (lieutenant, weird, changed, eerie, loyal). Thrace (ace pilot, reckless, gambler, loyal). Wick (spy, xeno, unreadable, mysterious, loyal). <br>Goal: Seize the Rising Dawn. <br>Notable assets: A legion of Stormtroopers. The Reforged Fist. <br>Quirks: The Fist lacks the resources for long deployments or tough fights. The Resurgent lacks production facilities and must raid to replenish supplies. <br>Allies: Black Sun, Nightspeakers <br>Enemies: 5th Fleet <br>Situation: Tallon was a sector commander when the Battle of Endor happened. He read the writing on the wall when the Emperor died and lead a mutiny against the captain of the Star Destroyer. They hide in Ylesia, using the gravitational anomalies to avoid pursuit. ===WRECKERS (I)=== Scavengers, thieves, and hackers who incite factions to fight so that they may pick the battlefields clean later. <br>Turf: Makeshift base inside a derelict ship near the Husk (HQ). <br>NPCs: Bobby-O (wizard-class hacker, arrogant, trickster). Meshkilarn (mechanic, muscled, grimy). Qord (xeno, thief, delicate, one-handed). <br>Notable assets: A series of fake transponders, booby traps, and mock ships used to lure in unsuspecting marks. The Derelict-8, a derelict frigate they found after a battle between Draxler’s Raiders and the 5th Fleet. <br>Goal: Repair the Derelict-8 <br>Quirks: Wreckers pick members from folks already fleeing from someone or hiding in the Husk. They often trade air and water as a means of scoping folks out. <br>Allies: Borniko Syndicate <br>Enemies: Draxler’s Raiders, Echo Wave Riders <br>Situation: The crew has hit several targets in the system by sowing confusion between the Hutt syndicates, and cleaning up after pirates. Their goal is to salvage enough to repair their current home, the ship they call the Derelict-8. To do that, many more ships are going to need to be destroyed.
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