The Star Wars Saga Edition RPG Databank

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The Hutt Cartel

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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