Create an NPC: Underworlders

By RLogue177, in Star Wars: Edge of the Empire RPG

This is a challenge to create or post an NPC ne'er-do-well for all to share in. They can be a crime lord, or a criminal, a bounty hunter, smuggler, information broker, or whatever as long as they cruise the underworld. It can be a nemesis, rival, or minion group.

Along with stats, the NPC should have motivations, a specialty if they have one, the sort of locale they might be found in, an estimation of their resources, to whom they may be answerable to if they're just another link in the chain, and personality quirks.

As a bonus, you can offer some juicy story hooks that involve the NPC with the typical group of PCs.

Dimbal Zik, Hutt Crime Lord (Nemesis from Scum and Villainy)

He is the head of the Sleheyron Cartel, based out of Sleheyron in Hutt Space. He is modest, by Hutt standards of course, and doesn't go for the usual flashiness displayed by other Hutts. He began as consigliere to another Hutt running the Cartel during a period of financial and political decline. His employer died of old age and most of the organization rightly assumed Zik would take over. He successfully turned the Cartel profitable again and has begun to expand his territory and operations range.

My players, consisting of a Twi'lek, Wookie, and Zabrak, confronted Zik directly in one of his private audience halls. The ensuing firefight ended with a few dead bounty hunters and enforcers and also left Zik with a wound (reduced his Soak from 10 to 7) that will never fully heal. He now wears an ornate chestpiece (laminate armor template to add 2 Soak) to protect the wound and reassert his dominance.

Currently, Zik is only distantly involved in the campaign and my players only interact with two of his underlings, a Mon Calamari Arms Dealer and a human Smuggler. But PCs can interact with Zik delivering messages from their employers, as Zik rarely gives jobs directly.

Skeever, underworld fixer, human

Indomitable is a large, industrial city in the Outer Rim. It is a cosmopolitan place built from the salvaged remains of the Republic dreadnaught from which its name is derived. On the surface, the city is ruled by an oligarchic council of the wealthiest and most powerful citizens. But, like many other large cities in the galaxy, there is an underworld teeming with illicit activities and ruled by nefarious crimelords.

The man known only as Skeever is one such rogue. He has created for himself a role to play in Indomitable's underworld as a fixer. He matches criminals to crimes. If you need something stolen, Skeever knows the burglar for the job. Need someone killed? Skeever knows the right hitman. He can introduce you to the best fence for the product you need to get rid of. If a crime needs a criminal, he can match it up. And of course, he charges a nominal fee for his services.

Getting in the see Skeever can be a process, even if you've been invited to see him. He will often make you wait in one of the side rooms, while he watches you through security cameras. For patrons, this is a test of resolve. For clients, it is a test of patience. When finally admitted to his office, you check your weapons with a pair of guards and then pass through a weapon scanner. Then you may enter his large office.

Skeever himself is a rat-faced man who wears a suit and acts like he should be sitting on the city council. If you are a patron, he listens carefully to the details of the job you need completed. By the time you have finished, he already has a client in mind. He will then tell you how much the job will cost, and his shrewd negotiation skills often leave very little wiggle room. Skeever never tells the patron which client will be contacted to complete it.

Then the potential client is contacted and invited to the office to hear the proposal. Skeever tells him about the job and what the client's payout is and will only reveal the details once the job is accepted. The client never knows anything about the patron. If the job is refused, there's always someone else. Skeever simply matches the criminal to the crime; the client is expected to do all the work, and any expenses incurred come out of the payout.

One other thing... In addition to the security goons out in the hallway, Skeever keeps a trained pet gundark in his office. If there's ever trouble... well, it's no trouble.

Skeever (Nemesis)

Br: 2 Ag: 3 In: 3 Cu: 4 WP: 3 Pr: 4

Skills: Charm 3, Coercion 2, Cool 2, Deception 3, Discipline 2, Negotiation 4, Streetwise 4, Knowledge (Underworld) 4, Ranged (Light) 1

Talents: Kill With Kindness 1, Nobody's Fool 2, Plausible Deniability 1, Smooth Talker (Negotiation) 2, Street Smarts 2

Abilities: none

Equipment: Blaster Pistol [standard stats], P-2 Pocket Attaché encrypted datapad, comlink, the gundark "King Xim" [ standard stats, pp. 415 Edge CRB, add the talent Loom]