Teemo the Hutt

Hutt Crime Lord (Nemesis)

Description:

Teemo the Hutt

Hutt Crime Lord (Nemesis)

Brawn 6 | Cunning 6 | Presence 3
Agility 1 | Intellect 4 | Willpower 5

Skills: Athletics 1, Charm 2, Coerce 4, Cool 5, Deceit 5, Discipline 5, Knowledge 3, Leadership 1, Melee 2, Negotiate 5, Ranged [light] 2, Resilience 5

Talents:

  • Convincing Demeanor 2 – remove up to two setback dice from any Deception of Skullduggery check
  • Durable 2 – ignore the first 2 critical injuries suffered per day
  • Nobody’s Fool – upgrade difficulty of all Charm, Coerce & Deceit checks targeting Hutt by 3
  • Resolve 2 – when suffering strain, reduce the amount suffered by 2 to a minimum of 1

Soak/Defense: 10/0
Thresholds: Wounds 30 | Strain 20

Abilities:

  • Awkward – add 3 setback dice to all Brawl, Melee and Coordination checks
  • Ponderous – Hutts can never spend more than one maneuver moving per turn.

Weapons:

Large-bore blaster pistol: Ranged [light] 2; Damage 9; Critical 3; Range [Medium]; Stun Setting

Bio:

Teemo the Hutt is a resourceful and well-connected crime lord. While he lacks the power of rivals such as the notorious Jabba Desilijic Tiure, he nevertheless has a number of assets he can call upon to make life miserable for his enemies.

Although Teemo has cells of agents in many places on Tatooine and nearby worlds on the Outer Rim, there are four groups that are particularly pertinent to this adventure.

Teemo the Hutt

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