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The Hutt Cartel [New Faction Idea]

huttcartel2.png

The Hutt Cartel is a faction idea that can serve a unique and innovative role on Star Wars RP.net. As an icon of the Star Wars franchise, the Hutt Cartel shall be a lore friendly faction that aims to provide a place for the most vile, greed-stricken characters this site has to offer.

What are the goals of the Hutt Cartel?
  • Provide a lore-friendly faction for criminals of all types.
  • Offer refuge for characters abandoned or shunned by their original faction, provided they are willing to turn to a life of crime.
  • Develop a rich storyline of the revival of canon organizations, such as the Black Sun, Crucible, Exchange, and more.
  • Aim to be the top criminal faction of Star Wars RP.net, yet in a lore-friendly manner.
What type of characters fit with the Hutt Cartel?
  • Hutts, naturally
  • Smugglers
  • Bounty Hunters
  • Mercenaries
  • Rogue Force users
  • And others...
Ultimately, any character with a penchant for criminal behavior and love for money would fit well with the Hutt Cartel. One does not have to play a Hutt, even for a leadership position.

What does the Hutt Cartel offer you?
  • Immediate opportunities to be an in-character and out-of-character leader
  • Joint-faction-membership. The Hutts hire everyone that does not directly and overtly harm them, which allows Republic and Sith agents to work for the Hutts - either as secret crime lords or as double agents.
  • Due to the Hutt's many contracts, the ability to be a member of the Black Sun, other criminal organizations, slaver bands, or even pirate fleets
What will the Hutt Cartel's unique role be?
  • Establish a canon influenced faction drawing its inspiration from actual Star Wars works
  • Initially, be a non-aggressive faction that aims to secure Hutt space first and foremost. The Hutts still abide by their Kajidic philosophies, which does not encourage military conquests. That may change in the future, though..
  • As a money-driven faction, be the wild card when it comes to military aid.
  • Provide an opportunity to grow your own lore-inspired criminal organization, and perhaps eventually split off as a new faction if successful enough
  • Provide a black market that can allow factions to gain unique perks, given that they play their cards right
  • A Bounty Hunter guild that posts galactic-wide bounties of player-characters
What would the future hold for the Hutt Cartel?
  • Possibly the evolution to a faction meant to unite canon-inspired criminal organizations
  • Or, to be the breeding ground of lore-friendly criminal organizations
Any questions about the Hutt Cartel are welcomed. If you are interested in possibly joining the Cartel if it is made, I would love to hear from you!

As a note, I will be using a new character to help in the establishment of the Hutt Cartel.
 
Do I count as a hutt? lol

More seriously, I have a question regarded towards staff. Will we be able to continue the privilege of being able to join two factions? or will this in the future be limited? If it is not, I would like for this character to play his hand as a small time crimelord within this faction.
 
At present characters aren't allowed to join two political factions.

I fully support the idea of a Hutt Cartel. Maybe if you guys combined with the SSS you could have a real chance of being a force in the galaxy.
 

Ezekyle Alpharius

Guest
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So, would a member of the Echani faction be able to join the Hutt Cartel, because he's loyal to his people but he also takes contracts and mingles frequently and works for the Cartel?

Edit: She said political factions, such as a member of the Republic can't be part of the Sith Empire, and vice versa.
 
Tegaea Alcori said:
At present characters aren't allowed to join two political factions.
This is incorrect, but only because Staff has been split on the issue, and I've been on the fence about it. However, I've just recently made up my mind, thus making this incorrect. Sorry, Tegs. ;)

Characters may join whatever Factions they like. It's up to the Faction's administration to regulate who comes in and who goes out. Staff will not intervene if a Faction's administration chooses to kick someone out of their Faction. This will be reflected in the rules, soon.
 
Yes, it was one of the big ticket items during our Voice Comm last Friday, and a decision was never reached. I see both the positive and negative, but in most cases, I believe the good will outweigh the bad. A member once asked if I trusted the writers here, and again, the SWRP Staff team will place faith in the members of SWRP that the ability to join multiple factions will not be overly abused.
 
I like it because I have ties to two factions. I'm a Jedi, and we predominately belong in the Republic, and I believe in the Republic ideals. I'm also a half-Echani, and I want to protect the way of life of my people. Thus, it would make sense for me to be a part of both to promote the ideas of both. Plus I can serve as the Echani Ambassador to the Republic.

On another note, I like the idea of the cartel. One of my characters might seek to join it specifically for the contacts and resources it could provide him.
 

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