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The major power players in the core of Hutt space.
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=REPUBLIC FACTIONS=
  
[https://wiki.rpg.net/index.php/Main_Page/star_wars_red_ledger back to the Red Ledger game]
 
 
=REPUBLIC FACTIONS=
 
 
===5TH FLEET (IV)===
 
===5TH FLEET (IV)===
Hutt space is within the boundaries claimed by the New Republic. The 5th Fleet is the detachment of the New Republic navy assigned to keep order in this part of the galaxy.
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Tier 4
<br>Turf: The ''Tide of Justice'' (Mon Cal cruiser, HQ), the ''Rising Dawn'', naval bases in most systems.
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<br>Hutt space is within the boundaries claimed by the New Republic. The 5th Fleet is the detachment of the New Republic navy assigned to keep order in this part of the galaxy.
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<br>Turf: The Rising Dawn (HQ), naval bases in most systems.
 
<br>NPCs: Rear Admiral Eterin (disciplined, veteran, inspiring). Captain Jor (shrewd, bold, tired). Lt. Yon (ace pilot, bitter, just).
 
<br>NPCs: Rear Admiral Eterin (disciplined, veteran, inspiring). Captain Jor (shrewd, bold, tired). Lt. Yon (ace pilot, bitter, just).
 
<br>Notable assets: Republic starships and ground forces.
 
<br>Notable assets: Republic starships and ground forces.
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<br>Situation: Eterin is a veteren of the Battle of Endor and is almost psychotically devoted to tracking down every last remnant of the Galactic Empire and crushing it, no matter who gets between him and his goal.
 
<br>Situation: Eterin is a veteren of the Battle of Endor and is almost psychotically devoted to tracking down every last remnant of the Galactic Empire and crushing it, no matter who gets between him and his goal.
  
===CONCLAVE 01 (I)===
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=CRIMINAL FACTIONS=
Independent droids led by the Prime, seeking civil rights and independence for all droids.
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<br>Turf: Trade Platform Auto #4 (HQ), numerous server-bases on Indra.
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=HUTT SYNDICATES=
<br>NPCs: The Prime (powerful, mysterious, wise). BarHazuk (gardener, huge, kind). Delta-7 (architect, weapons platform, massive). Sp-d3r (hacker, infiltrator, cloaked, tiny).
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<br>Notable assets: Deep understanding of tech and computing. A supply of dormant AI cores. A network of droid spies posing as everyday servants about the sector.
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=WEIRDNESS FACITONS=
<br>Goal: Take control of Iota facroy
 
<br>Quirks: All members of the Conclave are currently droids of varied shapes and sizes.
 
<br>Allies: The Maelstrom (who have a droid captain)
 
<br>Enemies: The Resurgent
 
<br>Situation: The Prime wants to found a droid homeland, but he needs numbers to do so. Having spent years freeing cores, he must manufacture bodies for them and grow them safely. He hopes to take over abandoned factories on Iota and start doing so secretly.
 
  
===GALACTIC NEWS NETWORK (II)===
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===ACOLYTES OF BRASHKADESH (I)===
The official news channel of the Republic and the Empire before it. Have official authority to interview almost anyone. Often use media portrayal this as leverage over other factions.
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Eschewing individuality, all initiates adopt the same garb and the name “Ashkad,” in the pursuit of perfection at any cost.
<br>Turf: GNN Corporate Offices on Indri (HQ). Field offices on every planet.
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<br>Turf: A large number of meditation rooms throughout Indri.
<br>NPCs: Cinszo (senator, owner, ambitious, greedy, untrustworthy). Rinsama Kay (chief editor, cynical, demanding, stickler). Ooxoo (xeno, press pool manager, curious). Stacy Weathers (ace reporter, trained spy, always grinning, nose for trouble).
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<br>NPCs: Ashkad (charismatic, passionate, idealistic). Ashkad (ambitious, underhanded, muscled). Ashkad (mystic, devout, artistic). Ashkad (technician, skilled, liar, wealthy).
<br>Notable assets: Sector-wide communications. Many independent journalists feeding them news.
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<br>Notable assets: A pre-Republic artifact that all the Acolytes have attuned to, called the Pillar of Truth.
<br>Goal: Find/invent effective black mail material on Pasha Qu`olin
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<br>Goal: Convert an entire factory to their religion.
<br>Quirks: The bulk of the GNN’s workforce are contractors, selling HNN stories they find. Many reporters are also trained spies.
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<br>Quirks: Attuning to the Pillar allows the Acolytes to communicate with each other and invoke the skills and memories of other Acolytes, who can act through them.
<br>Allies: 5th Fleet, House Malekith
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<br>Allies: Mendicants
<br>Enemies: Dyrinek Gang, Mendicants
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<br>Enemies: Ashen Knives
<br>Situation: The HNN is effectively the private intelligence agency of Cinszo. The director leverages information coming into the network to blackmail and influence the powerful in the sector. Cinszo has had a taste of the high-life and can be persuaded to “adjust” stories one way or the other, to feed his vices.
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<br>Situation: The Acolytes are ready to begin the next phase of growing their following, but the Pillar requires massive reserves of energy to keep attuning to more people. They plan to indoctrinate an entire power plant’s workforce, so they can repurpose the plant to power the Pillar of Truth.
  
===ISOTROPA MAX SECURE (III)===
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===ASHEN KNIVES (III)===
A private prison-ship that travels through Hutt Space, they house the worst offenders. Brokers commutations for those with power and wealth.
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Once lean and battle ready, the Ashen Knives are a decadent syndicate focused on drugs, gambling, and pleasures of the flesh.
<br>Turf: Isotropa Max Secure (HQ) currently in Indra.
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<br>Turf: Drug dens. Gambling houses. A hidden and reinforced bunker on Nar Shadda (HQ).
<br>NPCs: Bafma F’rozz (warden, haughty, confident, wealthy). Kreel (guard captain, muscled, angry). Dr. Xhu (psychotherapist, corrupt, gambler).
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<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: The biggest prison in Hutt Space. An organized file of dirt on anyone they do business with.
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<br>Notable assets: A crew of well-trained assassins, often with weird abilities up their sleeves. Heavy coffers. Bribed judges. Crews of thugs.
<br>Goals: Get a critical NPC as a prisoner (repeat)
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<br>Goal: Control violent crime in Hutt Space.
<br>Quirks: The staff of Isotropa are all corrupt and will take bribes for almost anything.
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<br>Quirks: To join the Syndicate, Knives must take a life. Being promoted requires doing unsavory tasks.
<br>Allies: The Hutt noble houses
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<br>Allies: The Maelstrom
<br>Enemies: Draxler’s Raiders
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<br>Enemies: Cobalt Syndicate, 5th Fleet
<br>Situation: Between the Warden’s excessive spending habits, Dr. Xhu’s gambling problem, and Kreel’s “educating” the prisoners, Isotropa always needs more funds and bodies. The prison spends a lot of time lobbying local planetary Governors to increase sentencing or acquiring “special guests” from factions, and just as much time looking for bribes.
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<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.
  
=CRIMINAL FACTIONS=
 
 
===BLACK SUN (II)===
 
===BLACK SUN (II)===
 
Syndicate-run drug dens masquerading as hostels and spas. Their drugs are cooked with Aketi animal parts and Vosian crystals.
 
Syndicate-run drug dens masquerading as hostels and spas. Their drugs are cooked with Aketi animal parts and Vosian crystals.
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<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.
 
<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)===
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COBALT SYNDICATE Tier 1
 
Once a labor union, the Cobalt Syndicate has turned to smuggling and extortion to carve out shipping lanes and have a real say.
 
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.
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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).
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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.
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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.
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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.
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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
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Allies: Dyrinek Gang, The Maelstrom
<br>Enemies: Ashen Knives, Starsmiths, the Yaru Syndicate
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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.
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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)===
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CONCLAVE 01 Tier 1
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Independent, sentient Urbots led by the Prime, seeking free will and independence for all Urbots.
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Turf: Trade Platform Auto #4 (HQ), numerous server-bases on Indra.
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NPCs: The Prime (powerful, mysterious, wise). BarHazuk (gardener, huge, kind). Delta-7 (architect, weapons platform, massive). Sp-d3r (hacker, infiltrator, cloaked, tiny).
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Notable assets: Deep understanding of tech and computing. A supply of dormant AI cores. A network of droid spies posing as everyday servants about the sector.
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Goal: Take control of Iota facroy
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Quirks: All members of the Conclave are currently droids of varied shapes and sizes.
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Allies: The Maelstrom (who have a droid captain)
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Enemies: The Resurgent
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Situation: The Prime wants to found a droid homeland, but he needs numbers to do so. Having spent years freeing cores, he must manufacture bodies for them and grow them safely. He hopes to take over abandoned factories on Iota and start doing so secretly.
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DRAXLER’S RAIDERS Tier 3
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Violent pirates who disable ships before boarding, ransoming crew and cargo alike.
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Turf: Abandoned mining station in an Iota asteroid belt (HQ).
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NPCs: Draxler (leader, killer, vengeful). Wudu “Starhawk” (captain, loyal, vicious, wary). Samara “She Wolf” Red (captain, enforcer, cold, physical).
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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.
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Goal: Pull off jailbreak at Isotropa Max Secure.
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Quirks: Almost all members of Draxler’s Raiders are wanted for crimes.
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Allies: Borniko Syndicate, Conclave 01
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Enemies: 5th Fleet, Isotropa Max Secure, the Maelstrom
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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.
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DYRINEK GANG Tier 1
 
Mostly young, disenfranchised xenos who have turned to crime and found strength and solidarity with each other.
 
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).
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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).
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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.
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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
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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.
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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
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Allies: Cobalt Syndicate
<br>Enemies: Galactic News Network, House Malekith
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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.
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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)===
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GHOSTS Tier 2
Pilots that organize illegal races, take mercenary work, or test dangerous new engine/flight technologies for the syndicates.
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Pilots that organize illegal races, take mercenary work, or test dangerous new engine/flight technologies for the Guilds.
<br>Turf: A secluded hanger on Nightfall (HQ). A near permanent presence at Bright Wind in Brekk.
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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).
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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.
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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
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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.
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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
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Allies: Borniko Syndicate, Starsmiths Guild
<br>Enemies: Wreckers
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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.
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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)===
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ECHO WAVE RIDERS Tier 2
 
Scientists that live exo-suited in a half-phased state. The Black Sun has a standing bounty on them and their ghost ship.
 
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.
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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).
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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.
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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).
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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
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Allies: Conclave 01
<br>Enemies: Galactic News Network, Starship Guild
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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!
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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)===
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GALACTIC NEWS NETWORK Tier 2
A faction of the Imperial Remnant military, reduced to raiding Hutt Space.
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The official news channel of the Republic and the Empire before it. Have official authority to interview almost anyone. Often use media portrayal this as leverage over other factions.
<br>Turf: The Reforged Fist (Star Destroyer, HQ). Bases on Nightfall.
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Turf: HNN Corporate Offices on Indri (HQ). Field offices on every planet.
<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).
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NPCs: Cinszo (senator, owner, ambitious, greedy, untrustworthy). Rinsama Kay (chief editor, cynical, demanding, stickler). Ooxoo (xeno, press pool manager, curious). Stacy Weathers (ace reporter, trained spy, always grinning, nose for trouble).
<br>Goal: Seize the Rising Dawn.
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Notable assets: Sector-wide communications. Many independent journalists feeding them news.
<br>Notable assets: A legion of Stormtroopers. The Reforged Fist.
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Goal: Find/invent effective black mail material on Pasha Qu`olin
<br>Quirks: The Fist lacks the resources for long deployments or tough fights. The Resurgent lacks production facilities and must raid to replenish supplies.
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Quirks: The bulk of the GNN’s workforce are contractors, selling HNN stories they find. Many reporters are also trained spies.
<br>Allies: Black Sun, Nightspeakers
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Allies: 5th Fleet, House Malekith
<br>Enemies: 5th Fleet
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Enemies: Dyrinek Gang, Mendicants
<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.
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Situation: The HNN is effectively the private intelligence agency of Cinszo. The director leverages information coming into the network to blackmail and influence the powerful in the sector. Cinszo has had a taste of the high-life and can be persuaded to “adjust” stories one way or the other, to feed his vices.
  
===WRECKERS (I)===
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ISOTROPA MAX SECURE Tier 3
Scavengers, thieves, and hackers who incite factions to fight so that they may pick the battlefields clean later.
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A private prison-ship that travels through Hutt Space, they house the worst offenders. Brokers commutations for those with power and wealth.
<br>Turf: Makeshift base inside a derelict ship near the Husk (HQ).
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Turf: Isotropa Max Secure (HQ) currently in Indra.
<br>NPCs: Bobby-O (wizard-class hacker, arrogant, trickster). Meshkilarn (mechanic, muscled, grimy). Qord (xeno, thief, delicate, one-handed).
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NPCs: Bafma F’rozz (warden, haughty, confident, wealthy). Kreel (guard captain, muscled, angry). Dr. Xhu (psychotherapist, corrupt, gambler).
<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.
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Notable assets: The biggest prison in Hutt Space. An organized file of dirt on anyone they do business with.
<br>Goal: Repair the Derelict-8
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Goals: Get an influential NPC as a prisoner (repeat)
<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.
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Quirks: The staff of Isotropa are all corrupt and will take bribes for almost anything.
<br>Allies: Borniko Syndicate
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Allies: The Hutt noble houses
<br>Enemies: Draxler’s Raiders, Echo Wave Riders
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Enemies: Draxler’s Raiders
<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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Situation: Between the Warden’s excessive spending habits, Dr. Xhu’s gambling problem, and Kreel’s “educating” the prisoners, Isotropa always needs more funds and bodies. The prison spends a lot of time lobbying local planetary Governors to increase sentencing or acquiring “special guests” from factions, and just as much time looking for bribes.
  
=HUTT SYNDICATES=
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HOUSE MALKEITH Tier 5
===ASHEN KNIVES (III)===
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The most influential of the Hutts syndicates, Malekith is currently in charge of Nal Hutta and Hutt space in general.
Once lean and battle ready, the Ashen Knives are a decadent syndicate focused on drugs, gambling, and pleasures of the flesh.
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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>Turf: Drug dens. Gambling houses. A hidden and reinforced bunker on Nar Shadda (HQ).
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NPCs: Pasha Qu`olin (Hutt, rich, ostentatious, shrewder than she seems). Jerrem (guard captain, tactical, scarred, loyal). Shim (judge, corrupt, greedy, ambitious).
<br>NPCs: Pasha Qo’iin (sly, corpulent, sartorial, decadent). Knife Lirik (assassin, xeno, gambler, deadly, graceful). Oya (high ranking, greedy, well armed, natural leader).
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Notable Assets: Sector taxes, generating vast coffers. A growing collection of ships and soldiers.
<br>Notable assets: A crew of well-trained assassins, often with weird abilities up their sleeves. Heavy coffers. Bribed judges. Crews of thugs.
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Goal: Gain leverage over the 5th Fleet, reduce another Hutt syndicate by a tier (repeat)
<br>Goal: Control violent crime in Hutt Space.
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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>Quirks: To join the Syndicate, Knives must take a life. Being promoted requires doing unsavory tasks.
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Allies: 5th Fleet
<br>Allies: The Maelstrom
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Enemies: Ashen Knives, The Maelstrom, Black Sun
<br>Enemies: Cobalt Syndicate, 5th Fleet
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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.
<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)===
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JANUS SYNDICATE Tier 2
Violent pirates who disable ships before boarding, ransoming crew and cargo alike.
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Weapons dealers specializing in ship weapons, headed up by the ruthless Bax.
<br>Turf: Abandoned mining station in a Saki asteroid belt (HQ).
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Turf: Weapons camp on Sonhandra (HQ). A sizable operation at Aketi’s Base Camp One.
<br>NPCs: Draxler (leader, killer, vengeful). Wudu “Starhawk” (captain, loyal, vicious, wary). Samara “She Wolf” Red (captain, enforcer, cold, physical).
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NPCs: Bax (Huss, ambitious, distrustful, ruthless). Baruk (xeno, bodyguard, huge). Wendel (nervous, technical, loyal). Faye Null (xeno, pilot, adventurous, foolhardy).
<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.
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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>Goal: Pull off jailbreak at Isotropa Max Secure.
+
Quirks: Viktor Bax insists on meeting every client the Syndicate does business with in person.
<br>Quirks: Almost all members of Draxler’s Raiders are wanted for crimes.
+
Allies: Draxler’s Raiders
<br>Allies: Borniko Syndicate, Conclave 01
+
Enemies: Borniko Syndicate
<br>Enemies: 5th Fleet, Isotropa Max Secure, the Maelstrom
+
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. Viktor’s currently digging up dirt on Tallon and secret Hutt projects in the sector.
<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)===
+
THE MAELSTROM Tier 3
 
A band of ferocious space pirates hiding among a mysterious nebula and around the Husk.
 
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.
+
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).
+
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.
+
Notable assets: The Nightbreaker (a capital ship with a breaking yeard inside it). Storm drives (engines capable of navigating the Ashtari Cloud). A fleet of pirate ships.
<br>Goal: Unseat House Malekith
+
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.
+
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
+
Allies: Ashen Knives, Cobalt Syndicate, Nightspeakers
<br>Enemies: The 5th Fleet, Draxler’s Raiders, House Malekith
+
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.
+
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)===
+
MENDICANTS Tier 2
The most influential of the Hutts syndicates, Malekith is currently in charge of Nal Hutta and Hutt space in general.
+
A cult of Ithorian Force healers under the Republic, they were politically destroyed by the Empire and now seek to rebuild around their greatest remaining temple.
<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.
+
Turf: The Temple on Amerath (HQ).
<br>NPCs: Pasha Qu`olin (Hutt, rich, ostentatious, shrewder than she seems). Jerrem (guard captain, tactical, scarred, loyal). Shim (judge, corrupt, greedy, ambitious).
+
NPCs: Ammon (physician, compassionate, changed). Kambree (researcher, cheerful, organized). Kairi (scarred, physician, somber). Tar Hakwson (elderly, ex-pirate, scheming, still secretly smuggling).
<br>Notable Assets: Sector taxes, generating vast coffers. A growing collection of ships and soldiers.
+
Notable assets: A small but dedicated crew of Mendicant physicians capable of healing with science and mystic powers alike. A stash of ancient Mendicant teachings.
<br>Goal: Gain leverage over the 5th Fleet, reduce another Hutt syndicate by a tier (repeat)
+
Goals: Recover pre-Empire Mendicant teachings (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.
+
Quirks: Each Mendicant takes a strict vow of pacifism, and the cult does not inquire as to the past of their members. As a result their groups can include scarred soldiers and pirates alongside devoted doctors and healers.
<br>Allies: 5th Fleet
+
Allies: 5th Fleet, Conclave 01, Cobalt Syndicate
<br>Enemies: Ashen Knives, The Maelstrom, Black Sun
+
Enemies: Galactic News Network
<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.
+
Situation: The Mendicants were an ancient cult of Ithorian Force healers. They refused to aid either side during the Clone Wars, citing strict vows of pacifism, and when the Empire rose they were attacked by Palpatine’s Inquisitors. Their elders were slaughtered and their oldest teachings were destroyed. What remains now is mostly acolytes who managed to escape and people seeking to leave their own pasts behind.
  
===JANUS SYNDICATE (II)===
+
NIGHTSPEAKERS Tier 2
Weapons dealers specializing in ship weapons, headed up by the ruthless Bax.
+
Divinatory mystics native to Nightfall taken over by an Imperial Inquisitor.
<br>Turf: Weapons camp on Sonhandra (HQ). A sizable operation at Aketi’s Base Camp One.
+
Turf: A fortress hidden on Nightfall (HQ).
<br>NPCs: Bax (Huss, ambitious, distrustful, ruthless). Baruk (xeno, bodyguard, huge). Wendel (nervous, technical, loyal). Faye Null (xeno, pilot, adventurous, foolhardy).
+
NPCs: Doraam (masked, mysterious, driven). Oin-rai (fighter, physical, huge, brutal). Ismissa (robed, unarmed, mystically potent). All count as small gangs in battle.
<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.
+
Notable assets: Acolytes trained in Dark Side powers. An alliance with the Resurgent.
<br>Quirks: Bax insists on meeting every client the Syndicate does business with in person.
+
Goal: Gain influence over Republic power brokers (repeat), gain influence over criminal syndicates (repeat)
<br>Allies: Draxler’s Raiders
+
Quirks: Nightspeakers have pitch-black eyes and are heavily tattooed after achieving rank within the cult. Most wear masks. Some say they speak to voices from beyond the stars.
<br>Enemies: Borniko Syndicate
+
Allies: The Resurgent, Black Sun
<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.
+
Enemies: 5th Fleet, Mendicants
 +
Situation: The Nightspeakers are an ancient mystic cult on Nightfall, previously devoted to staring into “the blackness outside, the void inside” to divine the future. With the fall of the Empire a previous Inquisitor arrived and took over the cult, refocusing them to become her own personal power base as she schemes to return to power.
  
===SCARLET WOLVES (III)===
+
SCARLET WOLVES Tier 3
 
Although they often hire themselves out as bounty hunters, the Scarlet Wolves are a renowned group of assassins.
 
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.
+
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).
+
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.)
+
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
+
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.
+
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.
+
Allies: None. With the Wolves it’s strictly business.
<br>Enemies: House Malekith, the Maelstrom
+
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.
+
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)===
+
STARSMITHS GUILD Tier 3
 
Runs the most prestigious, and largest, shipyard in Hutt space.
 
Runs the most prestigious, and largest, shipyard in Hutt space.
<br>Turf: Saki Shipyards (HQ). All major spaceports.
+
Turf: Iota 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).
+
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.
+
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.
+
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.
+
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
+
Allies: 5th Fleet, Echo Wave Riders
<br>Enemies: Borniko Syndicate, Cobalt Syndicate
+
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.
+
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)===
+
THE RESURGENT Tier 3
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.
+
A faction of the Imperial Remnant military, reduced to raiding Hutt Space.
<br>Turf: Sanctioned Yaru creche on Lithios (HQ). Secret research facility on Amerath.
+
Turf: The Reforged Fist (Star Destroyer, HQ). Bases on Nightfall.
<br>NPCs: Foler Atherton (biologist, concealed). Bal Yn (geneticist, haughty). Rech (savant, cold). All unmarked progenitor clones.
+
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>Notable assets: Cloning facilities. Clones placed in several important households and facilities, which report back. Powerful capacity for genetic manipulation.
+
Goal: Seize the Rising Dawn.
<br>Goals: Breed clone soldiers for market.
+
Notable assets: A legion of Stormtroopers. The Reforged Fist.
<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.
+
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: House Malekith
+
Allies: Black Sun, Nightspeakers
<br>Enemies: Cobalt Syndicate
+
Enemies: 5th Fleet
<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.
+
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.
  
=WEIRDNESS FACITONS=
+
WRECKERS Tier 1
===ACOLYTES OF BRASHKADESH (I)===
+
Scavengers, thieves, and hackers who incite factions to fight so that they may pick the battlefields clean later.
Eschewing individuality, all initiates adopt the same garb and the name “Ashkad,” in the pursuit of perfection at any cost.
+
Turf: Makeshift base inside a derelict ship near the Husk (HQ).
<br>Turf: A large number of meditation rooms throughout Indri.
+
NPCs: Bobby-O (wizard-class hacker, arrogant, trickster). Meshkilarn (mechanic, muscled, grimy). Qord (xeno, thief, delicate, one-handed).
<br>NPCs: Ashkad (charismatic, passionate, idealistic). Ashkad (ambitious, underhanded, muscled). Ashkad (mystic, devout, artistic). Ashkad (technician, skilled, liar, wealthy).
+
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>Notable assets: A pre-Republic artifact that all the Acolytes have attuned to, called the Pillar of Truth.
+
Goal: Repair the Derelict-8
<br>Goal: Convert an entire factory to their religion.
+
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>Quirks: Attuning to the Pillar allows the Acolytes to communicate with each other and invoke the skills and memories of other Acolytes, who can act through them.
+
Allies: Borniko Syndicate
<br>Allies: Mendicants
+
Enemies: Draxler’s Raiders, Echo Wave Riders
<br>Enemies: Ashen Knives
+
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.
<br>Situation: The Acolytes are ready to begin the next phase of growing their following, but the Pillar requires massive reserves of energy to keep attuning to more people. They plan to indoctrinate an entire power plant’s workforce, so they can repurpose the plant to power the Pillar of Truth.
 
  
===MENDICANTS (II)===
+
YARU SYNDICATE Tier 2
A cult of Force healers under the Republic, they were politically destroyed by the Empire and now seek to rebuild around their greatest remaining temple.
+
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: The Temple on Amerath (HQ).
+
Turf: Sanctioned Yaru creche on Lithios (HQ). Secret research facility on Amerath.
<br>NPCs: Ammon (physician, compassionate, changed). Kambree (researcher, cheerful, organized). Kairi (scarred, physician, somber). Tar Hakwson (elderly, ex-pirate, scheming, still secretly smuggling).
+
NPCs: Foler Atherton (biologist, concealed). Bal Yn (geneticist, haughty). Rech (savant, cold). All unmarked progenitor clones.
<br>Notable assets: A small but dedicated crew of Mendicant physicians capable of healing with science and mystic powers alike. A stash of ancient Mendicant teachings.
+
Notable assets: Cloning facilities. Clones placed in several important households and facilities, which report back. Powerful capacity for genetic manipulation.
<br>Goals: Recover pre-Empire Mendicant teachings (repeat)
+
Goals: Breed clone soldiers for market.
<br>Quirks: Each Mendicant takes a strict vow of pacifism, and the cult does not inquire as to the past of their members. As a result their groups can include scarred soldiers and pirates alongside devoted doctors and healers.
+
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: 5th Fleet, Conclave 01, Cobalt Syndicate
+
Allies: House Malekith
<br>Enemies: Galactic News Network
+
Enemies: Cobalt Syndicate
<br>Situation: The Mendicants were an ancient cult of Ithorian Force healers. They refused to aid either side during the Clone Wars, citing strict vows of pacifism, and when the Empire rose they were attacked by Palpatine’s Inquisitors. Their elders were slaughtered and their oldest teachings were destroyed. What remains now is mostly acolytes who managed to escape and people seeking to leave their own pasts behind.
+
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.
 
 
===NIGHTSPEAKERS (II)===
 
Divinatory mystics native to Nightfall taken over by an Imperial Inquisitor.
 
<br>Turf: A fortress hidden on Nightfall (HQ).
 
<br>NPCs: Doraam (masked, mysterious, driven). Oin-rai (fighter, physical, huge, brutal). Ismissa (robed, unarmed, mystically potent). All count as small gangs in battle.
 
<br>Notable assets: Acolytes trained in Dark Side powers. An alliance with the Resurgent.
 
<br>Goal: Gain influence over Republic power brokers (repeat), gain influence over criminal syndicates (repeat)
 
<br>Quirks: Nightspeakers have pitch-black eyes and are heavily tattooed after achieving rank within the cult. Most wear masks. Some say they speak to voices from beyond the stars.
 
<br>Allies: The Resurgent, Black Sun
 
<br>Enemies: 5th Fleet, Mendicants
 
<br>Situation: The Nightspeakers are an ancient mystic cult on Nightfall, previously devoted to staring into “the blackness outside, the void inside” to divine the future. With the fall of the Empire a previous Inquisitor arrived and took over the cult, refocusing them to become her own personal power base as she schemes to return to power.
 

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