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The Hutt Cartel

Friday, February 19th, 2010

The Hutt Cartel

The Hutt Cartel is the collective criminal empire of the Hutts, which covers all of Hutt Space and numerous backwater worlds and ports. It is both feared and respected as a dangerous group, but they pay well for smugglers, muscle, and lackeys. It was so powerful that during the Clone Wars, Count Dooku believed an alliance between the Hutts and Confederacy of Independent Systems could defeat the Republic, framing the Jedi for the kidnapping of Jabba’s son Rotta. But for the quick thinking of Anakin Skywalker and his padawan, Ahsoka Tano, the Republic would have been pressed even harder to maintain peace.

Within the Cartel is a web of deception and shaky alliances between the Hutt Clans, called kajidics when involved in crime. Close allies frequently turn on each other, constantly shifting the balance of power between kajidics, while some are wiped out completely. Feuds ensue over smuggling runs, arms dealing, spice, and slave trades. Despite the instability, many of the toughest criminals and bounty hunters end up affiliated with one kajidic or another for the sake of the benefits.

Type: Crime Syndicate
Enemies and Allies: The Hutt Cartel is commonly allied with the Bounty Hunters Guild and occasionally Black Sun, but for the most part, the Hutts remain loyal only to themselves.
Scale: 15 (Galactic Region)
Organization Score Criteria: In order to become a member of the Hutt Cartel, a character must accept a mission from a member, or gain employment from one of the higher-ranking members, usually a Hutt. There is no pledge or contract to be signed.

Criteria Tables:

POSITIVE CRITERIA
Character Level +1/2 character levels
Member of the Hutt species +3
Is part of a favored Hutt Clan +2
Charisma 13 or higher +1
Base attack bonus of 5+ +1
Has at least one talent from the Smuggler talent tree +1
Has at least one level in the Crime Lord prestige class +1
Has at least one level in the Outlaw prestige class +1
Wealth +1 per 50,000 credits
From any planet in Hutt Space +1
Reviled +1/4 Dark Side Score
Recruits a new member into the Hutt Cartel +1
Recommendation of a member with an organization score of 21+ +1
Captures valuable cargo +1 per 20,000 credits value (max +5)
Completes a mission assigned by the Hutt Cartel +1 per mission
Defeats an enemy of the Hutt Cartel in combat +1/4 opponent’s CL

NEGATIVE CRITERIA
Known to be friendly with an enemy of the Hutt Cartel -1
Loses or destroys supplies belonging to the Hutt Cartel -1 per 5,000 credit value
Fails a mission assigned by the Hutt Cartel -2
Steals from the Hutt Cartel -2 to -10
Provides information about the Hutt Cartel to an enemy -5
Kills a member of the Hutt Cartel intentionally -20

Rank – Score – Title: Benefits and Duties
0 – 3 or less -
None
1 – 4 to 7 – Thug: Thugs are the minions and lackeys of more important members of the cartel, rarely acting alone. Usually, a crook or underboss supervises teams of them during an operation. Once per encounter, a thug may mention his superiors and gain favorable circumstances on one Persuasion check to intimidate.
2 – 8 to 10 – Crook: Crooks act more independently than thugs, but are often assigned particular missions by an underboss. They are the go-to men of the Cartel, filling whatever role is necessary. Crooks pay no license fees for licensed goods within the Cartel’s sphere of influence.
3 – 11 to 15 – Enforcer: Enforcers are big guns in the Cartel. Usually bounty hunters, gangsters, and small time crime lords, they control Cartel operations within a given city or shadowport, with many crooks and thugs at their call. The often run smuggling rings Enforcers receive an additional 15% of the cost of any restricted, military, or illegal goods that they sell.
4 – 16 to 22 – Underboss: Underboss is the highest rank a non-Hutt can gain within the Cartel, and oversees larger operations. He is responsible for eliminating those in bad standing with the Cartel, and commands enough resources to rule a whole planetary region. Once per month, an underboss can requisition a specialist agent (one who has no more than eight levels) within the Cartel’s sphere of influence for up to one week without any cost.
5 – 23 or more – Kajidic Elder: Only Hutts can become a Kajidic Elder, part of the council that runs a given kajidic. They are widely feared, and have large enough influence to control an entire planet, with two or three underbosses to carry out their bidding. They can manipulate the flow of trade, and live in palaces. A Kajidic Elder can spend a Force point to immediately requisition 15,000 credits of supplies, regardless of restrictions.

Kajidics for GM use

Various Kajidics and Hutt Clans exist, and affiliation with one can bring characters much aid and much opposition. Clan rivalries are fierce, so one should choose friends wisely. The following are a number of kajidics, each with some description, to aid – but not restrict – the GM. Kajidics make good antagonists and, on rare occasion, patrons, for the heroes to deal with.

Anjiliac: The Anjiliac kajidic runs the shadowport known as Port Nadir, and control much of the operations there. It is composed of many Hutts, and makes credits via gambling, extortion, spice, and slavery. They discoverd that mixing glitterstim and a virus from Varl creates the Tempest spice.

Besadii: The Besadii kajidic runs one of the most successful slave trades in the galaxy, and Ylesia and Fondor are two of their most profitable worlds. It is shut down by the Rebel Alliance though. They are bitter enemies of the Desilijic Clan.

Desilijic: The Desilijic kajidic is run by the infamous Jabba the Hutt, and its operations are largely restricted to Tatooine. On the desert world though, its influence extends to every port and city. It also has connections (and sometimes rivalries) with Black Sun.

Faljozic: The Faljozic was part of a band of kajidics ousted when the Desilijics took power on Tatooine. They prefer to control imports and exports within their influence, and obviously, hate the Desilijics.

Jahibakti: The Jahibakti kajidic was also operating on Tatooine when Jabba came, and at the time, they, under the supervision of Gardulla the Hutt, ran an arms dealing business and controlled 50% of the water supply. They use strategic resource control and quality arms to control their domain.

Nasirii: Also kicked off Tatooine by the Desilijics, the Nasirii kajidic runs pleasure dens and other forms of entertainment, legal and otherwise. They despise Jabba.

Nokko: The Nokko kajidic took part in the feud over the tempest spice (devolped by the Anjiliacs), with operations being headed by Lungru Nokko Vimmas the Hutt. The most likely deal in spice and other drugs.

Qulappa: The Qulappa kajidic operates out of a “floating fortress” on Boonta, that they allegedly found to be from Xim the Despot’s empire. They are also likely to run operations involving the many scrapyards and starship graveyards on Boonta.

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Starfighter Command

Monday, March 30th, 2009

Designed by old_benn.

Starfighter Command

Starfighter Command (which later becomes the New Republic Starfighter Command) is a branch of Fleet Command, which in turn is a branch of the Rebel Alliance. Starfighter Command consists of all the starfighters and starfighter pilots in the Rebel Alliance. Being vastly outnumbered by Imperial forces, Starfighter Command emphasizes quality over quantity. Each pilot is trained to succeed in the face of at least 3-to-1 odds. As such, most ships used by Starfighter Command are shielded, providing their pilots with better chances of survival. Pilots are taught to use teamwork to help overcome these odds, and most combat tactics rely heavily on the use of wingmen.

Surviving multiple combat scenarios against overwhelming odds usually causes pilots to develop a sense of bravado and/or invincibility. Allied squadrons often compete with each other for who has had the best performance, usually defined by the number of kills versus the number of ships lost. As such, each pilot usually keeps careful track of his number of kills. Some squadrons even paint each pilot’s kills on the fuselage of his starfighter.

Starfighters provide an excellent opportunity to hurt the Empire, and are often employed in hit-and-run attacks against supply convoys or other military targets. The most famous squadron in Starfighter Command is Rogue Squadron, which seems to succeed at any mission given to it, no matter how impossible the task.

Type: Military
Enemies and Allies: The greatest enemy of Starfigher Command is the Empire. Starfighter Command might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always Starfighter Command’s main focus.
Scale: 16 (Multiple galactic regions)
Organization Score Criteria:

Positive Criteria:
Experience: +1/8 char. level
Is trained in Pilot: +1
Has Skill Focus (Pilot): +1
Has Vehicular Combat feat: +1
Has Starship Tactics feat: +1
Has Base Attack Bonus +5 or higher: +1
Has Base Attack Bonus +9 or higher: +1
Has Base Attack Bonus +15 or higher: +1
Has levels in the Ace Pilot prestige class: +1
Has levels in the Officer prestige class: +1
Starfighter kills: +1 per 16 kills
Destroys an enemy capital ship or space station: +1
Prevents the death or capture of another member of Starfighter Command who is 2 ranks higher than himself: +1
Completes a mission for Starfighter Command: +1 per 4 missions

Negative Criteria:
Disobeys a command from a superior officer: -1
Destroys materials belonging to Starfighter Command: -1 per 20,000 value (max -5)
Fails to complete a mission for Starfighter Command: -1
Provides information about Starfighter Command to another organization: -2
Intentionally kills another member of Starfighter Command: -5

Rank and Benefits:
0-3 Rookie: Rookies are either still in training, or fresh out of training with little or no live combat experience. No mechanical benefit.

4-7 Flight Officer: A Flight Officer acts as a wingman to the senior member (usually a Lieutenant) of his wing-pair (a 2 ship group). Flight Officers have enough combat experience to be skilled wingmen, and are trained to protect their wing-pair leader at all times. A Flight Officer may, during their turn, designate himself as a wingman to a single ally. Any given ship may only have one wingman, and any ship designated as a wingman may not have a wingman themselves. Flight Officers gain the Harm’s Way talent which can only be used on the ally for which they have designated themselves a wingman (subject to the conditions/benefits specified in that talent’s description).

8-12 Lieutenant: A Lieutenant usually acts as the senior member of their wing-pair. Lieutenants have seen plenty of combat, and have become skilled dogfighters. Lieutenants may add 1 Starship Maneuver with the [Dogfight] descriptor to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.

13-17 Captain: A Captain is usually the leader of a flight (a 4 ship group comprised of 2 wing-pairs). They have experience directing multiple ships during combat, and have a fundamental grasp of group tactics. Captains may add 1 Starship Maneuver with the [Attack Pattern] descriptor to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.

17-20 Major: An honorific that conveys no additional mechanical benefit.

21-30 Commander: Commanders are usually given command of an entire squadron (12 starfighters grouped in 3 flights of 4). Commanders are responsible for the well-being of the entire squadron, and are skilled in tactics that will benefit the entire team. Commanders gain a bonus of +3 to the number of vehicles allowed in a squadron they command (limited to a total of 12) for the purposes of using talents from the Squadron Leader talent tree (on p.17 of SotG).

31+ General: The highest ranking members of the organization, Generals have authority over multiple squadrons, sometimes even capital starships. Their increased duties often force them out of the cockpit, doing more bureaucratic duties such as devising large scale strategies, dealing with other branches of the Rebel Alliance, and making supply requisitions. When Generals do participate in combat, their considerable experience makes them very dangerous foes. Generals may add any 2 Starship Maneuvers to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.

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Alderaanian Resistance

Thursday, February 26th, 2009

Designed by ShadoWarrior and old_benn.

Alderaanian Resistance

The Alderaanian Resistance is a fledgling organization created in secret by Senator Bail Organa at the start of the Dark Times. As time goes on, the Alderaanian Resistance grows, and joins with other paramilitary groups, and ultimately becomes the Alliance to Restore the Republic (Rebel Alliance). But early in the Dark Times, the Alderaanian Resistance is not particularly widespread, nor well equipped. Members of the Alderaanian Resistance are often simply called “Rebels”. The Rebels oppose the Empire at every turn, and will take action against it whenever they can inflict damage without exposing themselves too severely. They are no match for the Empire in strength, and rely on guerilla tactics and espionage to achieve their goals. Being vastly outmanned and outgunned, the Rebels boost their morale by taking reassurance from their visible, heroic, “poster-boy” members. Such members are highly regarded and are valuable members of the organization. Rebel recruits find new strength within themselves in order to better serve their “heroes”.

The Rebels also strive for the revival of the Jedi Order. Force-sensitive beings without Dark Side points are held in high regard.

The Rebels are always looking for effective agents and officers. Soldiers, Officers, Infiltrators, and Saboteurs are at a premium.

The Rebels value each member of the organization, and place a high priority on teamwork. Members are taught self-reliance early on in their training, but they are also taught to work together whenever possible, for the greater good of the Rebellion.

Type: Paramilitary

Enemies and Allies: The greatest enemy of the Alderaanian Resistance is the Empire. The Rebels might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always the Alderaanian Resistance’s main focus.

Scale: 12 (Multiple systems)

Organization Score Criteria:

Positive Criteria Organization Score Modifier

Experience: +1/2 char. level
Has Base Attack Bonus +5 or higher: +1
Is Force Sensitive: +1
Has levels in the Soldier class: +1
Has levels in the Jedi Knight prestige class: +1
Has levels in the Officer prestige class: +1
Has levels in the Infiltrator prestige class: +1
Has levels in the Saboteur prestige class: +1
Defeats major Imperial opponent: +1/4 enemy CL
Destroys major Imperial supplies/installation: +1 per 100,000 value (max +3)
Obtains supplies/weapons for use by the Alderaanian Resistance: +1 per 10,000 value (max +5)
Prevents the death or capture of another Rebel: +1
Completes a mission for the Alderaanian Resistance: +1
Participates in liberation of an Imperial planet: +2

Negative Criteria Organization Score Modifier

Disobeys a command from a superior officer: -1
Fails to complete a mission for the Alderaanian Resistance: -1
Intentionally harms, or allows harm to come to, another Rebel: -2
Known to be an ally, informant, or agent of the Empire: -5
Provides information about the Alderaanian Resistance to another organization: -5
Reviled: – 1/4 Dark Side Score

Titles, Benefits, and Duties:

Rank Score Title Benefits and Duties
0 3 or lower None
1 4 – 6 Trooper Troopers are trained to work together whenever possible. They gain a +2 bonus on all attempts to Aid Another Rebel.
2 7 – 11 Sergeant An honorific that conveys no additional mechanical benefit.
3 12 – 16 Lieutenant Those who demonstrate the ability to lead are granted the rank of Lieutenant. Lieutenants have learned to identify standard Imperial tactics, and use this information to keep themselves and their troops alive in combat. As a swift action, Lieutenants may grant themselves and all allies within 6 squares a +1 insight bonus to Reflex defense against Imperial opponents for the duration of the encounter. All such allies must be able to hear and understand the Lieutenant to receive this bonus, and must remain within 6 squares of the Lieutenant to retain this benefit.
4 17-20 Captain An honorific that conveys no additional mechanical benefit.
5 21-30 Commander Commanders are given broad objectives, and the details are left for them to figure out on their own. As such, commanders have access to more personnel and equipment, and can use them in whatever ways they see fit. While within the Rebel Militia’s area of influence, Commanders have access to an expert technician with the Tech Specialist feat and Starship Designer feat (mechanics +17), and do not pay licensing fees for licensed, restricted, or military equipment. Commanders also only pay what the Tech Specialist would pay for any of his modifications (they don’t pay any additional fees normally associated with hiring a Tech Specialist to perform a modification for them).
6 31 or higher General Among the highest ranking members of the organization, Generals make decisions that affect the Rebel Militia as a whole. They are responsible for the continued existence and efficiency of the organization. Once per encounter, as a swift action, a General can grant a number of allies equal to his Charisma modifier (minimum 1) the Rapport feat for the duration of the encounter. All such allies must be within the General’s line of sight to receive this benefit, though they need not remain within line of sight to retain this benefit.

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Lok Revenants*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 80).

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Kota’s Militia*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 78).

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House Organa*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 76).

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Car’das Smugglers*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 74).

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Bounty Hunters Guild*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 72).

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