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Saga Edition RPG Omnibus

Crime Lord Archetypes

Revision as of 23:53, 16 April 2024 by Tenor1411 (talk | contribs)
Crime Lord

Crime Lord

Crime lords come from all strata of society. Some began their careers as streetwise thugs, crawling up from the darkest, filthiest pits of the galaxy to positions of power within the criminal underworld. Others are noble-born, using their money and influence to support their fiendish syndicates.

Crime Lord           (CL 8)

     Saga Edition Core Rulebook, page 283.

Medium Human scoundrel 4 / noble 3 / crime lord 1 NPC

Force: 2; Dark Side: 9

Initiative: +6; Senses: Perception +10

Languages: Basic, High Galactic, Huttese, plus 5 other languages

Defenses: Ref 22 (flat-footed 20), Fort 18, Will 23

Hit Points: 51; Damage Threshold: 18

Speed: 6 squares

Melee: unarmed +4 (1d4+3)

Ranged: heavy blaster pistol +7 (3d8+4) or

Ranged: heavy blaster pistol +5 (3d8+4) and heavy blaster pistol +5 (3d8+4)

Base Attack: +5; Grapple: 7

Attack Options: Acrobatic Strike, Dastardly Strike, Dual Weapon Mastery II, Sneak Attack +1d6

Special Actions: Point Blank Shot, Presence

Abilities: Str 8, Dex 14, Con 10, Int 17, Wis 12, Cha 15

Feats: Armor Proficiency (light, medium), Mighty Swing, Point Blank Shot, Precise ShotH, Rapid Strike, Weapon Proficiency (adv. melee, pistols, rifles, simple)

Skills: Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10

Possessions: blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac

H Human bonus feat or trained skill

Crime Lord (revised)

Not all crime lords are brutish thugs who crack heads to get things done. The crime lord described here is a well-educated, cosmopolitan individual raised in the upper crust of society. Blessed with a sense of refinement and class, this crime lord also has an overwhelming ego and a sense of entitlement that drives him to acquire wealth through underhanded methods, especially techniques that humiliate the victim as well as ruin him financially. On the surface, this crime lord is sophisticated, witty, and charming, but underneath, he is cold, calculating, and cruel. Surrounded by beautiful objects and attractive people, he craves the new, exotic, and dangerous, going to great lengths to acquire anything that catches his fancy.

     Although trained in ranged weapons, this crime lord carries an exquisite antique vibroblade and finds great pleasure in dueling with worthy opponents or gutting lowly minions to test his skills. Because of his twisted sense of honor, he enjoys using dirty tactics to catch his adversary off guard before delivering the killing stroke.

Crime Lord Encounters

This crime lord is likely to be encountered in the upper echelons of society, playing sabacc in fine casinos, fraternizing with holovid stars, or dining in top-notch restaurants—all the while wheeling and dealing with various contacts. In these types of locales, the crime lord is likely to be surrounded by hordes of sycophants and hangers-on, making combat a risky (and highly visible) prospe ct. Considering himself a “respected businessman,” the crime lord is likely to use legal methods first, augmented by his considerable connections and influence, to bring the law to bear on anyone that causes him even an inkling of trouble. If that fails, the crime lord unleashes his goons and hired personnel, trashing the heroes’ base of operations, setting them up for blackmail, and wrecking their reputation.

     This crime lord could also be a patron of sorts, calling upon the heroes to acquire some rare, hard-to-get art object or to do other “favors.” Ever on the lookout for capable individuals, he might even try to recruit the heroes into his organization, offering them generous amounts of wealth and privilege—all for a price, of course.

Crime Lord (revised)           (CL 12)

     Threats of the Galaxy, page 25.

Medium noble 7 / scoundrel 2 / crime lord 3 NPC

Force: 2; Dark Side: 14

Initiative: +7; Senses: Perception +18

Languages: Basic, High Galactic, Rodese, 6 others

Defenses: Ref 26 (flat-footed 25), Fort 22, Will 29

Hit Points: 47; Damage Threshold: 29

Speed: 6 squares

Melee: vibroblade +9 (2d6+6)

Ranged: sporting blaster +9 (3d4+6)

Base Attack: +8; Grapple: 9

Attack Options: Improved Disarm, Melee Defense Point Blank Shot, Sneak Attack &$3;1d6

Special Actions: Born Leader

Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 18

Talents: Attract Minion, Born Leader, Connections, Distant Command, Educated, Inspire Fear I, Notorious, Sneak Attack +1d6

Feats: Improved Defenses, Improved Disarm, Linguist, Melee Defense, Point Blank  Shot, Skill Focus (Deception, Gather Information, Perception, Persuasion), Weapon Focus (adv melee), Weapon Proficiency (adv melee, pistols, simple)

Skills: Deception +20, Gather Information +20, Knowledge [bureaucracy] +14, Knowledge [galactic lore] +14, Perception +18, Pilot +12, Persuasion +20 (can reroll when intimidating, must take second result), Ride +12, Use Computer +14

Possessions: sporting blaster, antique vibroblade, datapad, encrypted comlink , enforcers (including several thugs and an 8th-level minion), fine quality clothing, 5,000 credits

Hutt Crime Lord

Hutt Crime Lord

Hutt_s embody many of the traits that make ideal crime lords—ambition, ruthlessness, greed, and a massive ego. In fact, most citizens of the galaxy immediately equate Hutts with a life of crime, a reputation that most Hutts foster and appreciate. The Hutt crime lord despises both physical labor and personal combat, leaving such tasks to slaves and hired thugs. The Hutt crime lord presented here is armed, but uses his blaster only when things go horribly wrong. He uses his treasured stun baton freely, however, shocking slaves that move too slowly or bashing in the brains of any minions that fail to appease him.

Hutt Crime Lord Encounters

Most Hutts prefer to handle their affairs through proxies, rarely if ever exiting the safety and comfort of their fortresslike headquarters. Heroes who are forced to face a Hutt crime lord often do so at the Hutt’s advantage—a crime lord’s home is riddled with traps, barriers, escape routes, and dozens of heavily armed minions. Hutts are also fond of keeping dangerous pets—the dreaded rancor being just one possibility—and delight in watching victims feebly try to defend themselves for the amusement of the Hutt and his sycophants. One way to gain entry into a Hutt’s fortified base is to present oneself as a gladiator for hire, allowing someone to be both armed and relatively close to the Hutt during combat.

Nonplayer character archetype           (CL 11)

     Threats of the Galaxy, page 27.

Large Hutt noble 5 / scoundrel 2 / crime lord 4 NPC

Force: 3; Dark Side: 13

Initiative: +3; Senses: low-light vision;Perception +18

Languages: Basic, Huttese, 8 others

Defenses: Ref 21 (flat-footed 21), Fort 24, Will 29 (34 against mind-influencing effects)

Hit Points: 90; Damage Threshold: 29

Speed: 1 square

Melee: stun baton +6 (2d6+5 stun)

Ranged: blaster pistol +64 (3d6+65)

Base Attack: +7; Grapple: 7

Attack Options: Point Blank Shot

Special Actions: Born Leader, Demand Surrender, Fool’s Luck, Presence, Weaken Resolve

Abilities: Str 10, Dex 6, Con 14, Int 18, Wis 16, Cha 18

Talents: Attract Minion, Born Leader, Demand Surrender, Fool’s Luck, Inspire Fear I, Notorious, Presence, Influence_(talent_tree)#weaken\Weaqken Resolve

Feats: Improved Defenses, Linguist, Point Blank Shot, Skill Focus (Deception, Gather Information, Knowledge[bureaucracy] Knowledge[galactic lore], Peception, Persuasion) Toughness, Weapon Proficiency (pistols, simple)

Skills: Deception +19, Gather Information +19, ]]Initiative]] +8, Knowledge [bureaucracy] +19, Knowledge [galactic lore] +19, Knowledge  [social sciences] +14, Knowledge [tactics] +14, Knowledge [technology] +14, Persuasion +19 (can reroll when intimidating, must take second result), Use Computer +14

Possessions: blaster pistol, stun baton, enforcers (several thugs plus 1 8th-level minion)