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With all my Solo inspired content coming out, such as my recent emigration officer stats, something occurred to me. I’m just a mild mannered Canadian, so perhaps this is obvious, but do you ever think of what happens AFTER the outlaws get their big score? This is where today’s topic, fences and credit launderers, come into play.
Fence
True middlemen, fences buy stolen stolen goods cheaply on the black market for disguised sale to unknowing buyers. They use methods like forged documents, repackaging, and changing serial numbers to pass these items off as legitimate. Many own a legitimate business. Due to the used nature of their wares, the likes of junk dealers, pawnbrokers, and street vendors all make excellent cover for a fence’s activities. Also known as receivers, these entrepreneurs make a profit by buying from criminals at exceptionally low rates. While often frustrating to negotiate with, many thieves make extensive use of fences to safely dispose of stolen goods. This does pass the potential for greater profit onto the fence, but it also passes on the risk of holding a “hot” item.
Br 2, Ag 2, Int 2, Cun 3, Will 2, Pres 3
Soak 4, W. Threshold 12, Def M/R 0/0
Skills: Cool 1, Deception 2, Negotiation 3, Ranged (Light) 1, Skullduggery 1, Streetwise 2, Vigilance 1.
Talents: Plausible Deniability 2 (Remove 2 Setback dice from Coercion and Deception checks), Wheel and Deal 2 (When selling goods legally, gain 20% more credits).
Abilities: Goes Smooth (When selling illegal goods to this NPC per EotE pg. 150, once per encounter players may add 2 automatic Failure to ignore 3 Threat or Despair).
Equipment: Blaster pistol (Ranged [Light]; Damage 6 Critical 3; Range [Medium]; Stun setting),
Credit Launderer
With integrated computer banking systems stretching throughout the galaxy, making use of credits hard-earned through criminal activity is no simple matter. A few credits here or there sourced from a fence or lifted from a pocket can go unnoticed, but to safely enjoy a big score often requires the services of a credit launderer. Subversive accountants, these beings specialize in disguising the origin, and disrupting the tracing, of credits and other currencies. Some are sophisticated computer specialists, others are former (or even current) bankers, while others leverage networks of physical credit heavy businesses. No matter the technique, the result is the same–potentially dangerous credits cleared of suspicion. This service is not without its price, however, with credit launderers often demanding between 10-30% off the top. For particularly egregious amounts, the cut demanded may rise even higher.
Br 2, Ag 2, Int 3, Cun 3, Will 2, Pres 2
Soak 3, W. Threshold 12, Def M/R 0/0
Skills: Cool 1, Computers 2, Deception 1, Knowledge (Education) 3, Knowledge (Underworld) 2, Negotiation 2.
Talents: Improved Defensive Slicing 2 (When defending a computer system against intrusion, upgrade the difficulty of the attacker’s check twice), Indistinguishable 2 (Upgrade the difficulty of checks to identify this character twice).
Abilities: Esoteric Accounting (Add 2 Setback dice to any check made to trace credits laundered by this NPC).
Equipment: Encrypted personal computer, several types of hard currency.
Christopher Hunt
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