® GAL.AXY OF INTRIGUE RODNEY THOMPSON, GARY ASTLEFORD, ERIC CAGLE o D III o [ DESIONERS [ ADDITIONAL. DESION Rodney Thompson, Gary Astleford, Eric Cag...
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GAL.AXY OF INTRIGUE RODNEY THOMPSON, GARY ASTLEFORD, ERIC CAGLE
[ DESIONERS
[ ADDITIONAL. DESION
Rodney Thompson, Gary Astleford, Eric Cag le
[ PRODUCTION MANAOER
T. Rob Brown, Steve Miller
[,--_O_ R_A_ P_H_ I C _ D _ E_ S _ I_ O_N_ E_R________
1 Yasuyo Dunnett
1 RodneyThompson
[ DEVEL.OPER
1Ray Vallese, Bradley Will
[ EDITORS _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ J
D
MANAOINO EDITOR
L -_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
ORAPHIC PRODUCTION LSPECIAL.IST -_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
1 Christopher Tardiff
~
l
1 Frank Parisi
[~IM_ A_ o _I_N_ o_ T_ E_c_ H_ N_ I_C_I_A_ N_ _ _ _ _
1 Torah Cottrill
[
[ L.UCAS L.ICENSINO EDITOR
o
1 Jefferson Dunlap
PRE-PRESS MANAOER
--------------------------~
~--------------------~
~
1 CyndaCallaway
~--------------------~
SPECIAL. THANKS
Carmen Cheung
1Leland Chee
~
III
o Steve Argyle, Drew Baker, Miguel Coimbra, Gonzalo Bill Siavicsek
[ DIRECTOR OF RPO R&D
[ INTERIOR ARTISTS
Flores, Thomas Gianni, Jason Juta, Robert Lazzaretti, 1 Corey Macourek, Warren Mahy, Lee Phung, Francis Tsai, Franz Vohwinkel, Ben Wootten
ART DIRECTORS
1 Blake Beasley, Ryan Sansaver
~------------------------~
Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition Core Rulebook by Christopher Perkins, Owen K.C. Stephens, and Rodney Thompson, the original Dungeons & Dragons' rules created by E. Gary Gygax and Dave Arne son, and the 3,a Ed itio n Dungeons 8 Dragons ga me des igned by Jona t han Tweet, Monte Coo k, Sk ip Will iam s, Richa rd Baker, and Pe ter Adk ison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
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ISBN: 978-0-7869-5400-1 620-2S097000-001- EN 987654321 First Prin ting: January 2010
©2010 LUCASFILM LTO. & ® OR n., WHERE INDICATED. ALL RIGHTS RESERVED. USED UNDER AUTHORI2ATION . Dungeons & Dragons. d20 System. Wizards of the Coast. and their respective logos are trademarks 01 Wizards of the Coast in the U.s.A. and other countries. Thi s material is protected under the copyrig ht laws of the Un ited States of America. Any reprOduct ion or unautho ri zed use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LlC. This product is a work of liction. Any similarity to actual people. organizations. places, or events is purely coincidental. Printed in the U.s.A.
CONTENTS [ INTROOUCTION
4
Using This Book .... . . . ...... . . 6 CHAPTER I: [
OP
HEROES INTRIOUE
a
Species . . ... . . .. . . . . .. ... .. . 10 New Talents for Heroic Classes ............ 19 New Talents for Prestige Classes ........... 24 Feats .................. . . .. . 25
Interrogation ......... . .... 55 Investigation . . .... . ... . .. . . 55 Negotiation . ... . .. . ... , .. . . 56 Overland Travel, , , . , , ....... 57 Searching the Debris Fie ld .. . 57 Slicing the HoloNet ... .. . . .. 58 Smuggling Contraband. . .. .58 Speeder Bike Chase ......... 59 Tactical Leadership .. . . ... . . . 59 Traversing the Minefield . . ... 60 Sabotage Mission .. . ..... . . .60 CHAPTERIII :EQUIPMENT
l
CHAPTER II : S
K IL. L.
CHAL.L.ENOES.
:30
Running Skill Challenges .. . ... .32 Example of Play ..... . ........ 36 Skill Cha llenge: Escape From Kessel. . .. . . .36 Designing Skill Challenges . .. . .40 Challenge Effects . .... . .... . .43 Antagonist. . .44 Catastrophic Failure ........ .44 Changing Objectives ....... .44 Close Call . . ....... .. .... . .44 Containment .. ... .. . . . . . .. .45 Degenerating ............. .45 Degrees of Failure .......... 45 Deg rees of Success ........ .45 Extreme Success .. . . .. . . .. .46 Individual Effort. ... . •. . ... 46 Initiative ..... . . ..... . .. . .46 Opposed DC . . .. . . . . . . . .. . .46 Recovery. . . . . . . . .46 Restricted Skills.. . . .. 47 Second Effort. . . .... 47 Timed Challenge... . . ... 47 Success and Failure. . . . . .48 Skill Chal lenge Tips. . . . ... .49 Sample Skill Challenges. . .51 Breaching the Bunker .... . .. 51 The Pod race . . . . .... 52 Asteroid Field Escape. . . . 53 Covert Infiltration . .. .... . .. 54
Kashyyyk Resistance ......... 112 Naboo Resistance Movement. .114 New Republ ic Intel ligence .... 116 Praetorite Vong ..... . .. . . .. . 118 The Tagge Company .... . .... 120 Tapani Nobles ............... 123 CHAPTERV I:
CAMPAIONS
62
76
A Gathering of Heroes ... . .... 78 Campaign Elements ........... 80 Bui lding an Intrigue Campaign .83 Intrigue Campaign Arcs . . ... . .84 The Secret Revolution . .. . .. .85 Hostile Takeover. . ....... 86 Invasion from the Unknown Regions . ..... .86 Creating Villains of Intrigue . ... 87 Fighting the Powers That Be . .. 89 Designing an Intrigue Adventure. . . . . . . . . . . . . . .90 The Art of Indirection . ... .. .. .93 CHAPTER V: FACTIONS ANO OROANIZATIONS 9 6
Core World Nobles .. . .... . ... 98 Droid Equality Foundation .... 100 The Firebird Society. . . . . .. 102 The Galactic All iance Guard . . .104 The Hapans. . . . . . ... 106 House Korden. . . ... 108 Imperia l Intelligence. . . ... 110
OP
INTRIOUE.
Equipment and Weapons .. .. . .64 Equipment ... .. .. .. ... ... . . . 66 Vehicles ....... .. . .. . ... . .... 68 Droids .. ... . . .. . .. •. . . . . . .. 72 [ CHAPTER IV:
NVRIAAN,
WORL.D
l
124
Ten Aspects of Nyriaan .... . .. 126 Shrouded in Secrecy . . .. . .... 127 Atmosphere and Weather . .... 128 Geography ................. 128 Su rface Conditions . . . . .... 128 Settlements . . . . . . . .. . . ... 129 Madilon Mines . . . . . .. . ... .133 Landing on Nyriaan . . . . . .. . . . 137 Gondolas ................. 137 Laser Transport Arrays . ... . . 137 Shie lding Stations . . .. .. . .. 138 Ecology .. . .. . ... . .. . . . . .. .. 140 Common Animal Species .... 140 Common Plant Species ..... 142 Government Authority . . .. ... 143 The Factions of Nyriaan ...... 143 CHAPTERVI I:
INTRIOUE
ENCOUNTERS .
154
Using Mini-Adventures . . ..... 155 Adventure #1 :Shooting Trouble. .. ............ 156 Encounter: The Trouble Shooting . . .. . 158 Adventure #2 :Arms Dealers Beware. . .. .160 Encoun ter: Raiding the Ware house.. .. .162 Adventure #3: Betrayal at Cloud City. . .164 Encounter: Chase through the Clouds. . . . .. 166
Adventure #4: Eye on the Prize .. . . . ... 168 Encounter: Unexpected Visitor. . . . . .... 170 Adventure #5: My Enemy's Enemy.. .. .172 Encounter: Hunt for the Assassin. . .... 174 Adventure #6: Opportunity Knocks. . . . . . . .... 176 Encounter: Assassination Ambush.. .. .... ..178 Adventure #7: Double Down .. 180 Encounter: Deal Gone Bad .. 182 Adventure #8: Extracting Aleece . . .184 Encounter: Dine and Dash ... 186 CHAPTER VIII:
THE
STORM.
PERPECT laa
Opening Crawl.. . ..... 189 Adventure Summary.. . .190 Part 1: Before the Storm .. .. 191 Part 2: Down In It .. . 194 Part 3: The Com ing Flood . . .201 Part 4: Aftermath . . . .... 205 Encounter 1: Main Street Firefight. . . .. 206 Encounter 2: Kl ieri's Apartment .............. 208 Encounter 3: Crimson and Chlovi .. 210 Encounter 4: Native Hospitality . . . . . .. .. 212 Encounter 5: Chi ldren of the Tempest.. ..214 Encounter 6: Sixteen Tons ... .216 Encounter 7: The End of the World ............. 218 Encounter 8: Corporate Wrath. . ... 220 INDEX
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This book is the basis for a Galaxy af Intrigue campaign, capturing the feel of political events, clandestine adventures, and layers of subterfuge, doublecross, and hidden plans found throughout Star Wars. Chapters 1 and 3 are for players, and the remaining chapters are for Gamemasters. Chapter 1: Heroes of Intrigue covers new species, especially ones known for political machinations or skill in intrigue. In addition, this chapter includes an array of new tools and options for character creation-such as talents , talent trees, and feats-for players who want their characters to shine in situations where skills, insight, and quick think ing are more important than going in with blasters blazing. However, opportunities for violence still abound. Chapter 2: Skill Challenges introduces an optional mechanic that utilizes multiple skill checks to get all the heroes of an adventuring group involved in overcoming obstacles. Chapter 3: Equipment contains new gear, weapons, vehicles, and droids suitable for use in a Galaxy oflntrigue campaign. Chapter 4: Campaigns provides examples and advice for creating an intrigue campaign, in which subterfuge, deceit, and politics are important aspects of the heroes' adventures. Additionally, the chapter helps Gamemasters design villains that are both plausible and memorable. Chapter 5: Factions and Organizations provides numerous examples of groups deeply immersed in politics, intelligence gathering, and clandestine operations. Each faction or organization entry includes goals, methods, and notab le personnel, as well as ways to use the group as an antagonist or an ally for the heroes. Chapter 6: Nyriaan presents a new planet that the Gamemaster can use for adventures rich in intrigue and conspiracy. This planet can serve as a base of operations or as an adventure setting. Chapter 7: Intrigue Encounters includes eight mini-encounters that Gamemasters can weave into preexisting campaigns or use as new adventures. The mini-encounters cover a broad range of Challenge Levels and include the new skill challenge system from Chapter 2. Chapter 8: The Perfect Storm is an adventure designed for four starting heroes of any background. The adventure takes place on the mining world of Nyriaan, and it can be set during any era of the Star Wars galaxy.
WHAT Is A GALAXY OF INTRIGUE CAMPAIGN? Just as Scum and Villainy looked at the seedier side of the Star Wars setting, where the heroes walked in the gray area between legality and illicit behavior, a Galaxy of Intrigue campaign enters the halls of power, where politicians shape the destiny of untold billions, corporations perform questionable deeds in pursuit of profit, and rebels plot to overthrow rulers. An intrigue campaign focuses on layers of deception, clandestine missions, and secret deals. Although heroes might be swept up in events and plans beyond their control, they are not mere pawns. They can use the same tactics against their enemies or the groups that oppose them. The heroes' activities might have a profound impact on the destinies of those around them, all through the techniques of cloak and vibrodagger.
Nothing Is What It Seems In a Galaxy of Intrigue campaign, deception and lies are vital. As the heroes progress through encounters, each conclusion brings with it a number of additional questions to be answered, providing motivation for even more encounters. Heroes peel back the veneer that surrounds the forces of galactic society, revealing hidden secrets, old rivalries, and insidious plots that threaten to shift power in massive and dangerous ways . In turn, the heroes' goals should influence the galaxy around them. Over time, the heroes might begin to question the truth of the facade presented before them. Allies might turn out to be opponents and vice versa. The motives of even the most altruistic group or individual can become misguided, while the actions of the enemy might, in fact, hold a noble purpose. Beyond the political arena, a Galaxy of Intrigue campaign also focuses heavily on the action of spies. Agents infiltrate military organizations to steal classified plans. Moles hide within the halls of power to relay information back to their controllers . Turncoats and saboteurs wreak havoc in factories and laboratories. Each character invo lved in a Galaxy of Intrigue campaign has his or her own motivations, adding additional layers of complication and conflict to a scenario and making a great adventure.
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Tension Between Light and Dark A Galaxyaflntrigue campaign can also incorporate the conflict between the light and dark sides of the Force. Practitioners of the Force might be major figures in a Galaxy of Intrigue campaign or mere players in the background, providing a bit of flavor. The Jedi maintain peace and harmony within the galaxy, working as negotiators and mediating disputes. However, Jedi often become immersed in plots and intrigue, and they must walk a careful path to maintain neutrality while seeking to solve problems. The machinations of intrigue sometimes push a Jedi too far, causing him or her to fall from the light side and into the dark. The Sith serve the dark side and seek to subvert the balance of power in their favor, preferably at a very greedy, personal level. Yet not every practitio ner of the dark side seeks wholesale genocide-many appear to be upstanding citizens, beloved by the galactic public. But while one hand spreads wealth, favors, and solutions to problems, the other is hidden from view, sowing the seeds of discontent and manipulating the lives of others. Gamemasters can use the tension between the light and dark sides of the Force, playing on the preconceived notions of the players and using the conflict as a canvas upon which to create entertaining and memorable adventures .
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SPECIES Given the multitude of beings and cultures that inhabit the galaxy, many species rely on manipulation and diplomacy to advance their causes and do the best for their people. Certain species use intrigue and social engineering for noble pursuits, such as to maintain pacifist societies. Some, however, excel at pulling the strings of others for the sake of financial or political gain, or merely for the enjoyment of being in control.
SPECIES
HEIGHT
Bith Defel
1.7 m 1.4 m
Fosh
1.3m
45 kg 40 kg
CHARACTERISTICS
Givin
Your character's species determines some of his or her qualities.
Gotal
1.8 m 2.0 m
70 kg 85 kg
Ability Adjustments
Herglic
2.2 m
Find your character's species on Table 1-1: Species Ability Adjustments, and apply the adjustments listed there to your character's ability scores. Use Tables 1-2 and 1-3 to help determine your character's age, height, and weight.
Mrlssi
1.2m
110 kg 40 kg
Neimoidian
1.9 m
Umbaran
1.7m
SPECIES
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TABL.E 1-1 : SP E CIE S ABIL.ITV AD..JUSTMENTS
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SPECIES
ABILITY ADJUSTMENTS
Bith
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-2 Con, +2 Int, +2 Cha -2 Str, +2 Int
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+2 Dex, -2 Con, +2 Cha -2 Str, +2 Int,
Gotal
None
Herglic
+4 Str, -4 Dex -2 Str, +2 Int, +2 Cha
Fosh
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-2 Str, +2 Cha -2 Con, +2 Dex, +2 Wis
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MIDDLE
CHILD
ADULT
ADULT
AGE
OLD
VENERABLE
H1 1-6
12-15
16-50
51-70
71-84
85+
Hl 1-10
7-10 12-17 1H4
11-49 18-55
50-74 56-70
75-89 71-84
90+ 85+
1-9 H5
10-12 16-19
15-48 13-40 20-55
49-64 41-60 56-79
65-79 61-75 80-95
80+ 76+ 96+
Neimoidian
1-4 Hl
5-8 12-16
9-35 17-40
36-69 41-57
70-89 58-79
90+ 80+
Umbaran
HO
lH5
16-44
45-69
70-89
90+
Bith Defel Fosh Givin Gotal Herglic Mrlssi
WEIGHT
75 kg
70 kg 60 kg
BITH
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T ABL. E 1-3: AVE R AOE HEIOHT AND WEIOHT
Bith have been part of the Galactic Republic for thousands of years. Intellectually advanced humanoids, Bith have oversized brains evolved to handle abstract skills such as language, mathematics, music, and scientific analysis. This fundamental shift to the intellect has caused brain functions related to instinct and biological drives to diminish. Their greater brainpower also means that Bith need to spend only four hours in a meditative trance to regain the energy that most species require eight hours to recover. As a culture, Bith find the concept of warfare abhorrent, and most are pacifists. During the time of the Republic, the Bith are one of the loudest proponents for finding diplomatic solutions and for banning weapons and the industries of war. This pacifistic streak has roots in the Bith's past, when competition between two major corporations got out of hand, resulting in the release of a biological weapon that turned the surface of Clak'dor VII into an ecological wasteland. The survivors consequently sealed their cities in immense domes, while many ambitious Bith left their homeworld to travel the galaxy. During the time of the Clone Wars, the Bith hole up in their domed cities, remaining neutral and trying to ride out the worst of the fighting. Their wholesale return to galactic society does not occur until well into the time of the New Republic. Bith are highly sought after in a wide variety offields, including engineering, programming, education, commercial art, and, most importantly, ship design. Music is a vital and revered pursuit in Bith society. Bith musicians are relatively common (and welcome) and can be found playing in extravagant opera houses, seedy cantinas, and everything in between. Personality: Bith are calm and rational, with a natural talent for technical and intellectual pursuits. Despite (or as a result of) its violent past, Bith culture is pacifistic. Individual Bith, however, run the range of demeanors, but most Bith lean toward using nonaggression to overcome difficulties. All Bith are stimulated by intellectual problems and artistic endeavors.
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Physical Description: Bith are humanoid in shape; their most notable features are their bulbous heads and huge black eyes. Their skin is often somewhere between gray and pink, although some Bith have skin tints of yellow or green. They lack an external nose but have a finely tuned sense of smell. Their large eyes give them incredibly focused vision, allowing them to see into the microscopic scale, but in turn, they have poor long-range vision. Homeworld: Bith originate from Clak'dor VII, a small planet in the Outer Rim that suffered heavily from the effects of biological warfare during a brief civil conflict. The inhabitants now reside in domed cities and rarely venture out of them onto the surface of the planet. Languages: Bith speak and read Bith. Those who leave the confines of their cities learn Basic as well. Example Names: Doikk, Figrin, Jinkins, Lirin, Nalan, Tech, Tedn, Thai. Adventurers: Given their predilection for intellectual and peaceful pursuits, most Bith heroes are nobles. Force-users are uncommon, but some Bith have served with distinction in the Jedi Order over the millennia.
Bith Species Traits Bith share the following species traits: Ability Modifiers: -2 Constitution, +2 Intelligence, +2 Charisma . Bith bodily processes are not very efficient, but members of the species are bright and personable. Size: Bith are of Medium size, gaining no bonuses or penalties for their size. Speed: Bith base speed is 6 squares. Meditative Trance: Bith can enter into a trance that lasts for four consecutive hours. At the end of the trance, they gain the benefits of having rested for eight consecutive hours. Scent: Bith have an extremely strong sense of smell. At close range (within 10 squares). Bith ignore concealment and cover for the purpose of Perception checks, and they take no penalty for poor visibility when tracking (see Survival on page 73 of the Saga Edition core rulebookJ.
Evolved Intellect: Whenever a Bith spends a Force Point for any reason, the Bith gains a temporary Force Point that must be spent to add to an Intelligence-based skill check. If the temporary Force Point has not been used by the end of the encounter, it is lost. Automatic Languages: Basic and Bith .
DEFEL Defel come from the high-gravity world of Af'EI, which orbits the supergiant Ka'Dedus. The planet is unusual in that the atmosphere absorbs all light except that in the ultraviolet spectrum. The Defel, along with every other animal on the planet, have evolved to see perfectly well in ultraviolet, but they are completely blind when exposed to other wavelengths of light. Defel that leave their homeworld must wear special visors that allow them to see. This evolution also had an interesting effect on Defel fur, making the creatures effectively invisible in the normal light in which most other species operate. This near-invisibility has earned the Defel the nickname "wraiths" because in visible light, they appear as nothing more than vague shadows. Due to the crushing gravity and harsh seasons of their homeworld, Defel bind together into close-knit communities to survive. However, they also possess a strong streak of independence in personal matters. They are tough, resilient creatures with a deep and complex sense of honor, especially toward their families and patrons . Their cities are built underground, and Defel are accomplished miners and metallurgists-one of the reasons that outsiders contacted them in the first place. Af'EI is one of the few planets blessed with large quantities of meleenium, a primary component in the manufacturing of durasteel. Most Defel are content to remain in the safety of their underground cities, and the planet's tortuous gravity and harsh conditions mean that it has few visitors. Defel that leave Af'EI are drawn toward professions that take advantage of their natural stealth and invisibility, such as thief, assassin, scout, and bodyguard. Most of the galaxy's inhabitants believe that the Defel are only characters from stories-invisible demons that lurk in the shadows.
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Personality: Defel love independence and freedom. They are a proud people with a strong sense of self, almost to the point of stubbornness. Defel are loyal to friends, family, and employers, but they are not always trustworthy in the conventional sense. They like to work in secrecy and rely on conniving and manipulation to get their way with other species. Physical Description: Defel are a short, mammalian species with canine like faces and sharp white teeth. Their arms and legs are relatively long for their frames and end in sharp talons that are used for digging and scratching rather than co mbat. Most importantly, their special fur renders them nearly invisible in normal light, making a Defel appear to be little more than a patch of shadow. In ultraviolet light, however, Defel appear in bright, vibrant colors ranging from golden to a brilliant azure. Defel are effectively blind in normal light and must wear special visors to see when away from their planet. Homeworld: Defel come from the planet Af'EI, which orbits the supergiant Ka'Dedus in the Outer Rim. The world receives few visitors because of its high gravity and its unusual atmosphere that blocks all but ultraviolet light. Languages: Defel speak and read Defel. Adventurous Defel that leave the homeworld learn Basic. Example Names: Arleil, Klaar, Morr, Defeen, Thar'quan, Vox. Adventurers: The few Defel that leave the gravity well of their home planet take advantage of their stealthy and elusive nature, and most become scoundrels or scouts. Their keen intellect also means that some Defel become nobles. Defel Jedi are almost unheard-of.
Defel Species Traits Defel share the fol lowing species tra its: Ability Modifiers: - 2 Strength, +2 In tell igence. Defel have slight builds but keen, probing minds. Size: Defel are of Small size and gain a + 1 size bonus to Reflex Defense and a +5 size bonus to Stealth checks. However, their lifting and carrying limits are three-quarters of those of characters of Medium size. Speed: Defel base speed is 6 squares . Partial Invisibility: The fur of a Defel helps bend all but ultraviolet light, rendering him or her nearly invisible. A Defel in shadowy illumination or darker conditions is treated as having total concealment. Defel are fu lly visible and gain no concealment against opponents with darkvision. Special Equipment: The eyes of Defel have evolved in such a way that they can see only in the ultraviolet spectrum. Defel that leave Af'EI must wear special ultraviolet visors to see in normal light. Without such a visor, a Defel is considered blind (see "Blindness" on page 254 of the Saga Edition core rulebookJ. An ultraviolet visor costs 2,000 credits. A Defel character begins play with th is item at no cost. Automatic Languages: Basic and Defel.
POSH Almost completely unknown by the rest of the galaxy, Fosh are an avianlike species that hail from an unknown planet. Outwardly quiet, reserved, and thoughtful, in truth Fosh are contemptuous of other species and consider al l non-Fosh to be inferior. Fosh keep this condescension and bigotry to themselves, however. They are remarkably manipulative and are masters of intrigue, deal making, and deception. Only Bothans are more skilled at pulling the strings of others. Because the Fosh are close-mouthed and few in number, even the name and location of their homeworld is shrouded in mystery. Fosh are short and slender with hollow bones. Their faces end in sharp beaks with openings that turn up at the back to give Fosh permanent, sardonic smiles. Their arms end in delicate hands that each have four taloned fingers. The ir stu rdy legs end in twin splayed talons that allow them to perch on incredibly narrow spaces, such as pipes or large branches. Soft whiskers radiate from the front ridges of their heads, much as hair does on a Human, along with two antennae, which do not seem to serve any purpose-at least, not one that scholars can identify. Feathers on a Fosh's head turn different colors, depending on the Fosh's mood. Because of their delicate nature and fragile makeup, most Fosh stay away from violence and rely on their manipulation ski lls to defuse difficult situations. Personality: Fosh are quiet and private. They speak obliquely with other species, sowing confusion with cryptic phrases and riddles. Fosh rarely confess their true motivations for anything and focus on the long term, sett ing up elaborate plans and schemes to realize their interests. Most Fosh look down on other species, a fact they keep to themselves. Physical Description: Fosh are short, slender, and graceful birdlike humanoids. Their heads are capped with two antennae and a plumage of feathers that change color based on each Fosh's mood. Their faces end in short beaks, and their eyes, which have a gemlike qual ity, are commonly colored ruby red, bright citrine, or deep azure. Special glands connected to their tear ducts allow Fosh to release a unique chemical that can be used to create powerful medicine. Using this ability takes a toll on a Fosh, who must rest to regain strength afterward. Homeworld: Unknown. Languages: Basic and Fosh. Example Names: Larerre, Ootorr, Kourere, Vergere, Villatee.
C3I V IN
Advent urers: Regal and charismatic, most Fosh heroes are nob les or scound rels. Force-users are relative ly common, but only a tiny fracti on of Fosh have become Jedi. Few Fosh have the fortitude and propensity for violence necessary to become sold iers.
Fosh Species Tra its Fosh share the following species traits: Ab ility Modifiers: +2 Dexterity, -2 Constitution , +2 Charisma. Fosh are nimble and persuasive, but they possess frail and delicate bones. Size: As creatures of Small size, Fosh gain a +1 size bonus to Reflex Defense and a +5 size bonus to Stealth checks. However, thei r lifting and carrying limits are three-quarters of those of characters of Medium size. Speed : Fosh base speed is 6 squares. Deceptive: A Fosh can rero ll any Deception check, but must keep th e second result , even if it is worse. Healing Glands : Fosh can exude a powerfu l f lu id from their tear ducts that can aid in the healing process for most species. A Fosh is always considered to have a medpac or medical kit for the purposes of making Trea t Injury checks, and can perform Trained Only applications of the Treat Inj ury skill even when untrained. Autom atic Langu ages: Basic and Fosh.
OIVIN Even with the diversity of species in the galaxy, the Givin often manage to shock or at least cause unease in most humanoids, since they greatly resemble walking skeletons. However, Givin are universally sought after as starship builders and engineers, both for the ir mathematica lly inclined min ds and for the ir un ique physiology that allows them to surv ive in comp lete vacu um. Mathematics permeates every aspect of Givin society, so much so that even their language is infused with such concepts. Givin ch ildren start training early, preparing their minds to hand le incred ibly comp lex equations. Rigorous competitions determine the best and the brightest students, who are sent to monasteries where they spend their lives in deep contemplation, attempting to unravel t he mysteries of li fe th rough formulae and mathematics. The shipyards that circle Yag 'Duhl, the Givin homeworld, produce sturdy and elegant starships and compete on a level matched only by the Duros and Verpine, the only species that rece ive grudg ing respect from the Givin. However, Givin designers do not equip their ships with navicomputers, since most Givin can calculate hyperspace jumps in the ir heads, and they often overlook li f e-support systems. Members of other spec ies that purchase Givin - bui lt ships must add these components . Personality: Givin are so analytical and logical that they think and converse in mat hematical terminology. They typically keep to themse lves, lead ing other species to consider them withdrawn and somber. Givin approach most events with only vag ue interest. However, when presented with a mathematical puzzle, they become animated and verbose, especially
with anyone that can keep up with their explanations. Givin informally refer to members of other spec ies as "soft" and regard most of them with a mix of pity and contempt because of their inability to survive in a vacuum unaided. Physi ca l De script ion : Givin are gaunt and ske letal, with exteriors covered in sealed carapaces. These exoskeletons act as organic vacuum suits, allowing the Givin to survive in a com plete lack of atmosphere and making them immune to the effects of inhalants. Their faces are best described as forlorn, with frowning mouths and dark, tr iangular eyes. Homeworl d: Givin are from the planet Yag'Duhl, located in the Inner Rim. Massive tidal forces constantly tug at the water and atmosphere of the plane t, exposing areas to hard vacuum . The Givin reside inside sealed cities that are able to withstand the massive crush of tidal energy. Langu age s: Th e Givin language is thick with mathemat ical terms, and the written language conveys information using hundreds of mathematica l symbols. Individuals without a ground ing in advanced mathematics find the species' language almost incomprehensible. Example Name s: Elis Helrot, Lersia Narth, Na-Soth Larr, Nisil Alarin, Siadru Nalas. Adventurers: Givin t hat leave their homeworld are likely to become nob les or scouts. Givin scoundrels are also relatively common and have a propensity for gamb ling , a pursuit in which their mathematical skills give t hem an edge. Givin soldiers are tough and make excellent troops in hard vacuum encounters. Givin Force-users are rare .
Givin Species Tra its Givin share the following species traits : Ability Mod if iers : - 2 Strength, +2 Intelligence. Givin lack physica l stren gt h, but they are extreme ly analytical. Size: Givin are of Medium size, gaining no bonuses or penalties for their size.
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cones pick up subtle variations in the electromagnetic fields of other beings, providing the GQtal with the locations and emotional states of the other creatures. Homeworld: Gotals come from the moon Antar 4, located in orbit around Antar in the Inner Rim. Languages: Gotals speak Basic and Gotal. However, the form of Basic they speak is devoid of emotional context. The Gotal language is impossible for other species to learn, because so much of it relies on feedback relayed through their head cones. Example Names: Abav Ghart, Glott, Kith Kark, Lishma, Mnor Nha, Pari Not-
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Gotals are tall beings covered in thick fur that come from the moon Antar 4, one of several that orbit the gas giant Antar in the Prindaar System. The moon has a highly unusual cycle of light and dark, sometimes illuminated brightly and other times shrouded in complete darkness. To compensate for these uncertain conditions, Gotals evolved special cones atop their heads that sense subtle shifts in the electromagnetic field, allowing them to operate in light or dark without hindrance. The cones are sensitive enough to sense not only the presence of living creatures nearby but also a creature's mood or intent. Emotions are an important part of Gotal culture. Young Gotals live in a constant state of confusion as they are bombarded by the emotions of others. Learning to handle this input is what pushes a Gotal toward adulthood and maturity. Adult Gotals are calm, almost serene beings, but despite their outward appearance, they feel the full breadth of emotions. Because they are so sensitive to emotions, Gotals quickly form meaningful relationships with one another. Gotals prefer to be around their own kind and dislike droids, mainly because the electromagnetic fields produced by droids cause an irritating buzz perceptible to the Gotals's heightened senses. Gotals learned long ago to keep their opinions to themselves, and thus they make excellent negotiators and diplomats. Some individuals, however, use their natural abilities for nefarious purposes and become assassins or bounty hunters, tracking their prey by the emotional trail it broadcasts. Most species appreciate the self-discipline that Gotals exhib it, but some are hesitant to associate with members of the species for fear of having their private passions and motivations revealed. Personality: Because they can read the emotions of other beings, Gotals have learned to be extremely polite and discreet with the information that they glean. They keep their own emotions to themselves and speak to others in neutral terms to maintain civility. Indeed, Gotals are incapable of expressing emotions in words, relying on their cones to communicate their feelings to other Gotals. As a result, Gotals speak only in abstract terms, leading most other sentients to think they are emotionless beings. Physical Description: Gotals are tall creatures with flat, elongated faces. Thick, wiry hair covers most of their bodies. A Gotal's most notable feature is a pair of short cones that rises from his or her forehead. These
goth, Tolokai, To-yel. Adventurers: Because Gotals can sense emotions, most adventuring members of the species become nobles, but some take advantage of their abilities and become scoundrels. When Gotals become scouts, they usually do so to escape the constant electromagnetic buzzing they experience when in close company with other species. Force-users are relatively common, and many Gotals become Jedi, combining their natural empathy with the Force to great effect.
Gotal Species Traits Gotals share the following species traits: Ability Modifiers: Gotals have no ability score adjustments. Size: Gotal are of Medium size, gaining no bonuses or penalties for their size. Speed: Gotal base speed is 6 squares. Energy Reading: Gotals can read the emotions of any sentient being within 6 squares. As a standard action, a Gotal can make a Perception check against a target's Will Defense. A successful check reveals the target's emotional state (such as happy, sad, nervous, or scared). Low-Light Vision: Gotals ignore concealment (but not total concealment) from darkness. Sensor Cones: A Gotal can use the Sense Force and Sense Surroundings applications of the Use the Force skill untrained. Automatic Languages: Basic and Gotal.
H8ROLIC
HSROLIC Herglics are hulking bipeds that evolved from water-dwelling mammals on the planet Giju. Their ancestors' fins and flukes have been replaced by arms and legs, although Herglics still breathe through blowholes on the tops of their heads. As a whole, Herglics are great believers in fairness and honesty. They are renowned for always being upright traders and for honoring any deal or bargain they make. They assume that others behave in a similar fashion, and few things anger a Herglic more than deceit and cheating. Herglics are risk-takers, both by nature and by ancient cultural tradition. They love meeting new beings and experiencing the sights and sounds of new places. They develop space travel independently of other species, and it is Herglic exploration that helps the Old Republic spread through the stars as quickly as it does. Giju is among the first worlds in the Old Republic, and the Herglics often establish trading posts in colonies just for the excitement of visiting exotic locales. Herglic mercantile networks are a vital part of the galactic economy for thousands of years, and these networks stand loyally with the Old Republic during its greatest challenges because the Herglics support the fairness and justice they see in the galactic government. However, Herglics become increasingly marginalized as decadence, corruption, and greed take hold of the galactic government at virtually every level. Many consider the Herglics to be cowards and traitors to the people of the galaxy, and they are viewed with contempt in many quarters even a century after the fall of Emperor Palpatine. But the Herglics are happy to be in a position to help devastated worlds rebuild by supplying them with high quality goods at fair prices. Personality: Herglics are so easy-going and gregarious that they drive more high-strung beings, such as the Ubese, to distraction. Herglics love interacting and socializing with others, and they are often very generous when it comes to sharing wealth and good fortune. Anyone in need usually finds his or her Herglic friends among the first to offer assistance. Their helpful nature causes many Herglics to fall victim to petty con artists, but professional criminals know that when a Herglic feels betrayed, he or she will go to great lengths to take revenge. More than one small-time swindler has been stalked by top bounty hunters after taking advantage of the wrong Herglic. Members of the species also crave excitement-in fact, many Herglics become addicted to thrill seeking. This often manifests as a tendency to gamble to excess; only a strong-willed Herglic can pass up a game of chance. Once they start to gamble, they do not stop unless forced to quit, and a Herglic can easily lose everything-including the clothes off his or her back-in a short time by betting in the wrong casinos. For this reason, all forms of gambling are outlawed or heavily regulated on worlds with large Herglic populations.
Physical Description: Adult Herglics stand between 1.7 and 2.2 meters in height, and their heavily muscled bodies are very wide for their height. In fact, Herglics are so large that they cannot fit through doorways or corridors built with less massive beings in mind. Virtually all ships piloted by Herglics are either specially constructed or extensively modified at yards operated by their species. Herglic bodies are hairless, and their skin ranges from a deep blue-gray to a black that is darker than the depths of space. Some Herglics have white bellies or white stripes that run up the sides of their bodes and terminate at their large, heavily lidded eyes. Herglic eyes are nearly universally black in color, although some rare individuals might have blue or red eyes. Homeworld: Herglics originate on the Colonies Region world of Giju, a planet known for its deep oceans and lush islands. Languages: All Herglics know Basic and Herglic. Widely traveled Herglics often learn up to a dozen different languages. Example Names: Stavros K'Hor, Udo Broxin, Fahjani Tohvar, Elbor Cruhn. Adventurers: Adventuring Herglics tend to be merchants who deal with speculative cargo and ply out-of-the-way ports on obscure trade routes, or they are explorers who scout little-visited systems. Wealthy Herglics have been known to travel space looking for new experiences by becoming involved with unusual people or places. Some even work as spies or information brokers, using their massive bulk to hide in plain sight-surely no one that memorable could have been the source of the information that leaked from the ball hosted by the Moff last month. Common classes for adventuring Herglics are noble, scoundrel, and scout. During the ancient times of conflict against the Sith Empire, a few Herglics become Jedi, although their numbers fall as the Jedi withdraw socially from the peoples around them.
Species Traits Herglics share the following species traits: Ability Modifiers: +4 Strength, -4 Dexterity. Herglics are large and strong, but they lack grace and manual dexterity.
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Size: As creatures of Large size, Herg lics take a -1 size penalty to Reflex Defense and a -5 size penalty to Stealth checks, and they gain a +5 size bonus to damage threshold. Their lifting and carrying limits are double those of characters of Medium size. Speed: Herglic base movement is 6 squares. Sturdy: Herglics are solidly built and literally have tough skin. Thi s trait lets them ignore punishment that might knock other beings flat. Whenever a Hergli c catches a second wind, he or she reg ains a number of additional hit points equal to 5 + one-half its level. Conditional Bonus Feat: Herglics are gregarious creatures with a gift for inducing others to open up. A Herglic with Gather Information as a trained skill receives Skill Focu s (Gather Information) as a bonus feat. Automatic Languages: Basic and Herglic.
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The diminutive Mrlssi hail from the Colonies Region world of Mrlsst, and they are the only sentient species native to their star system. They evolved from flightless avians, and their faces are dominated by large black eyes and hooked beaks. Mrlssi are typically peaceful and scholarly. Their homeworld has long been home to some of the galaxy's most prestigious universities and research centers, including one of the leading institutions for applied sciences-the Mrlsst Trade and Science Academy. Out of Mrlssi schools grow a host of findings that ease the shipping of food and li vestock between worlds, along with innovations that later become standard construction techniques for structures and vesse ls on planets and in space. Despite their place of honor among the galaxy's scientists and engineers, Mrlssi are not commonly enco untered off their homeworld. They rarely leave their home system , and when they do, they travel for specific purposes and to specific destinations. When the ir task is done, they return home. The exception is an enclave of Mrlssi that grew up on the world of Byblos, whe re Mrlssi professors have been fixtures at the engineering and applied astromechanics colleges of the University of Byblos for generations. The Mrlssi stay out of the wars that mark the rise and fall of the Galactic Empire, so Mrlsst is spared most of the devastation experienced by other worlds . The reputations of the planet's schools suffer due to Imperial propaganda that demeans anything not dominated by Humans, but Mrlsst does not come under military attack until five years after Emperor Pal patine's demise on the second Death Star. As part of his campaign against the New Republic, Imperial Grand Admiral Thrawn besieges and bombards Mrlsst, laying waste to many of the world's ancient and beautiful campuses. Proving that intellectual power endures, the Mrlssi quickly rebuild more modest campuses and soon are again at the forefront of learning and scientific development in the galaxy. Even the threat of the Yuuzhan Vong merely brightens the glow of knowledge around Mrlsst, as research scien-
tists and students at the schools race to find ways to counteract the alien biotechnology. Personality: Mrlssi are quick-witted and detailoriented beings who value know ledge over physical possessions . Even the richest Mrlssi live modestly, although they often have huge libraries consisting of rare and obscure texts. Mrlssi are se ldom impressed by shows of wealth or power, but they always have great respect for talented intellectuals and scientists. Mrlssi are natural problem-solvers, and they love mysteries and puzzles. Thi s quality, coupled with keen analytical abilities, is what makes their engineers so good at improving upon existing designs. They can spot a design weakness and work at it until they ha ve found the key to fixing the limitation . Mrlssi enjoy intelligent conversations and tinkering with gadgets, and they love nothing more than friendly debates over the relative strengths of various starships or speeders. They also delight in jokes and wordplay, considering themselves among the galaxy's foremost humorists. However, Mrlssi humor is often so dry or based on convoluted premises that members of other species can have a difficult time knowing when a Mrlssi is joking. Physical Description: Mrlssi are a blue-skinned, diminutive species. The average adult stands between 0.7 and 1.3 meters tall. Their bodies are covered in feathers, but their arms, legs, and faces are scaly. Young Mrlssi have brown or gray feathers , but as they age, they develop brightly colo red plumage. Mrlssi have three clawed digits on each of their hands and feet. Mrlssi speak in high, piping voices. When they communicate in their native language, the sound of their vocalizations is generally considered to be beautiful, but when they speak Basic, their voices are grating to some species. Homeworld: The Mrlssi originate on Mrlsst, a Colonies Region world noted for its lush jungles and institutions of higher learning . Languages: Mrlssi know their native language (Mrlsstese) and Basic. Many also master the Durese and Arkanian languages so they can study classic scientific texts in their original forms.
Example Names: Kepor Dagwa, Virssl Jasst, Crlisst Herssek, Krssibel Waray. Adventurers: Adventuring Mrlssi are extremely rare, but the few that exist tend to be explorers or spies . The former are usually scholars with an interest in lost civilizations, and they can be found just about anywhere in the galaxy, leading archeological expeditions chartered by top universities and wealthy patrons. The latter might not be scholars, but they take advantage of their species' bookish, harmless reputation to engage in industrial espionage (or worse). Mrlssi agents are among some of the favorite outside operatives employed by Bothan agencies, and they are key to a number of successful Alliance operations during the Galactic Civil War.
Species Traits Mrlssi share the following species traits: Ability Modifiers: -2 Strength, +2 Intelligence, +2 Charisma . Mrlssi are small creatures, but they are quick-witted and very charismatic. Size: As creatures of Small size, Mrlssi gain a +1 size bonus to Reflex Defense and a +5 size bonus to Stealth checks. However, their lifting and carrying limits are three-quarters of those of characters of Medium size. Speed: Mrlssi base speed is 4 squares. Skills: Mrlssi have a natural inclination for working with mechanical devices. Mechanics is always a class skill for Mrlssi. Scholarly Inclination: At 1st level, a Mrlssi gains anyone trained Knowledge skill as a bonus skill. Conditional Bonus Feat: Mrlssi love intellectual discussions. A Mrlssi with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Automatic Languages: Basic and Mrlsstese.
NEIMOIDIAN Neimoidians descend from a group of Duros colonists that, during the earliest period of their species' exploration of space, venture far beyond the edge of regions considered possible to settle. These colonists exist in isolation for thousands of years, in the small cluster of stars from which they draw their name. When contact is reestablished by the Twelfth Alderaanian Expedition, the expedition discovers a unique civilization that has spread to a dozen planets and is based around trade and conspicuous consumption. The Neimoidians quickly find a place in galactic civilization, excited by the prospect of markets beyond their own worlds. For several centuries, they are among the leading forces behind the construction of new starports and the upgrade of existing ones. They trade with everyone-Republic or Sith, Hutt or Herglic-because to the Neimoidians, all that matters is a market for their goods. They help found the Trade Federation, a cartel of mercantile interests that, driven by Neimoidian greed, becomes so powerful that it threatens the very interstellar commerce it exists to protect. When the organization attempts to become the sole conduit for trade in certain parts of space,
the Senate and the Jedi intervene. The Trade Federation is shattered, and Neimoidians see the wealth and galactic authority they accumulated over centuries evaporate within a few short years. Neimoidian leaders then make the decision to ally with the Separatist movement led by renegade Jedi Count Dooku, which results in the complete dismantling of everything they had built beyond their home systems. For the entire period of the Galactic Empire, Neimoidian starports are under heavy Imperial control, and any efforts they make to reestablish their once-mighty trade networks are undermined at every turn. As a result, Neimoidian society turns inward in a self-imposed isolation that is as total as any they experienced during the millennia they spent as a "lost Duros colony." The Neimoidians remain isolationists through the Legacy era, and the few Neimoidians that wander beyond their home space are usually on the run from enemies at home and passing themselves off as Duros. Personality: Neimoidians are greedy and cowardly, always striving to acquire just one more credit but trying to make sure that someone else takes whatever risks are associated with getting it. Any agreements or promises they make are always full of loopholes and caveats, since Neimoidians never want to suffer the embarrassment of a bad deal or risk being unable to predict every eventuality. Neimoidians want to appear cunning and as if they are the intellectual masters of every situation they encounter, but they typically are just conniving and devious. Neimoidians hate manual labor and physical activity, viewing such actions as tasks for underlings . They are very fond of mechanical equipment that does work for them and they are enthralled by labor-saving devices of all kinds. Droids are especially popular among Neimoidians. Physical Description: Neimoidians are slight of build and stand between 1.6 and 2 meters in height. They are hairless, with large red eyes and wide, lipless mouths. Their skin is usually bluish gray, but it can range in tone from very pale to almost black. Neimoidians favor expensive clothing N81MOIDIAN
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and are always seen in public wearing whatever symbols of office or rank they possess. Homeworld: Neimoidians hail from a cluster of planets in the far reache s of the Colonies Region; the humid world of Neimoidia is their main home. Languages: Basic, Durese, and Neimoidian . Example Names: Rune Haako, Hath Monchar, Daultay Dofine, Tey How. Adventurers: Prior to the rise of the Empire, Neimoidian adventurers tend to be political leaders or merchants who have fallen on hard times and struggle to regain their former status by working as blackmailers or informants. In later eras, Neimoidian adventurers are dedicated professionals who work in a range of occupations requiring the underhanded double-dealings at which they excel, such as trade negotiator, diplomat, debt collector, private investig ator, and corporate spy. Regardless of occupation, Neimoidian adventu rers are usually nobles or scoundrels.
Species Traits
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UMBARAN The Umbarans hail from a hard-to-reach world deep within the Outer Rim's Ghost Nebula. Although they have been part of galactic civilization for mil lennia, very few Umbarans have left their home system, and even fe wer have risen to positions of power and fame in the galaxy. Umbarans are interested in alien cultures and civilizations, but they prefer to observe from a distance rather than take an active role in events. During the rise of the Empire, the Umbarans spend a few decades moving through the halls of supreme political power. An Umbaran named Sly Moore serves as Palpatine's chief aide during his later years as Chancellor of the Republic and the earliest period of his reign as Emperor. Moore's prominence in galactic politics causes her to be so admired on her homeworld that she inspires other Umbarans to venture out into the rest of the galaxy. Many of them join Moore on Coruscant, and soon Umbarans are a common sight on that world.
As Palpatine's Ne w Order becomes increasingly biased toward Humans, Moore vanishes from the Emperor's side and moves into more shadowy roles within his government. From deep with in the intelligence apparatus, she and other Umbarans lead efforts to root out anyone who is not unquestionably loyal to Emperor Palpatine, and they answer only to the Emperor. They are so effective that even Emperor Palpatine's most dedicated followers grow to fear them, something that strengthens the antialien sentiment among many of the Emperor's closest advisors. The Umbarans are particularly disliked by officers of Imperial Intelligence, who resent the fact that they are subject to Umbaran scrutiny-a resentment that grows every time the Umbarans unmask a Rebel double agent in their ranks. After the death of Emperor Palpatine and the collapse of his government, the Umbarans find themselves under threat from the Rebels they had hunted and the New Order supporters they had intimidated. When former head of Imperial Intelligence Ysanne Isard forges a powerful coalition on Coruscant dedicated to reestablishing a strong Galactic Empire, the remaining Umbarans flee the planet, knowing that Isard will seek brutal revenge for the embarrassments they caused her organization when she was rising through the ranks of Imperial Intel ligence. Even before the fall of the Empire, however, Umbarans already begin to retreat from the galaxy. As the full scope of Emperor Palpatine's evil becomes more evident and knowledge of the atrocities committed in his name more widespread, the Umbarans grow embarrassed over Moore's association with the Emperor, and they resume their reclusive ways. In fact, they withdraw even more fully than before, fear ing retribution from the many species surrounding th em . As memories of the Empire start to fade in the minds of the ga laxy's beings, Umbarans begin to filter back out into the galaxy in the low numbers typical of their off-world presence during the Old Republic.
Personality: Umbarans seem aloof, distant, and cold to all but their closest friends and family members, and it is a rare observer who has the patience to wait for an Umbaran to let his or her guard down. As such, the few Umbarans active beyond their homeworld tend to be regarded by other beings as ciphers. Because of this emotional distance, many non-Umbarans mistakenly assume that Umbarans are indifferent to those around them. Nothing could be further from the truth. Although Umbarans keep their own affairs private, they constantly and quietly try to learn as much as they can about the affairs of others. The Umbaran knack for uncovering secrets has led to rumors that all members of the species are telepaths, but the truth is that they move about unnoticed simply because of their outsider status, listening and observing all the while. Physical Description: Umbarans are thinly built humanoids with sunken eyes and pallid skin tones that range from snowy white to pale blue. Male Umbarans stand between 1.7 and 2 meters tall; females tend to be shorter and slighter of build . Homeworld: Umbarans originate from the isolated, dark world of Umbara on the Outer Rim. Languages : Basic and Umbarese. Example Names: Sly Moore, Hant Tuff, Zan Palton. Adventurers: Most Umbaran adventurers are hard-bitten loners who come off as antisocial in their interactions with others. They often work as bounty hunters, explorers, or administrators of remote facil ities that are mostly automated . A few Umbarans have been known to work for intelligence organizations and corporations as spies, usually as "deniable assets." Umbaran adventurers can be of any class, although scoundrels and scouts dominate. Nobles tend to be the coldest and most unfriendly of Umbaran adventurers, since they typically harbor dark secrets that caused them to leave their homeworld under less-than-reputable circumstances.
Species Traits Umbarans share the following traits: Ability Modifie rs: -2 Constitution, +2 Dexterity, +2 Wisdom. Umbarans are not as sturdy as many species, but they are natura ll y stealthy and observant. Size: Umbarans are of Medium size, gaining no bonuses or penalties for the ir size. Speed: Umbaran base movement is 6 squares. Darkvision: Umbarans ignore concealment (including tota l concea lment) from darkness. However, they cannot perce ive colors in total darkness. Stealthy: An Umbaran can reroll any Stealth check but must keep the second result, even if it is worse . Conditional Bonus Feat: Umbarans are born observers, and they enjoy watching events from hidden van tage points. An Umbaran with Gather Information as a tra ined skill gains Skill Focus (Gather Information) as a bonus feat. Automatic Languages: Basic and Umbarese.
NEW TALENTS FOR HEROIC CLASSES The galaxy is rife with intrigue. Every species, corporation , planet, fiefdom , and other group has its own agendas and methods for getting its way. With so many interests jockeying for power, for good or for ill, nearly every individual can be considered to be involved in some form of conspiracy, if only as part of a demographic to be catered to or exploited. Even the hinterlands of the Outer Rim are home to plots for riches or power, meaning that only the most isolated creatures can truly pursue their destinies without influence. Heroes, however, are not such beings. They find themselves more enmeshed in the games of intrigue with every passing moment. This section explores how heroes who embrace those schemes and maneuvers can rise to become more than mere pawns - they can be vital parts of the board and, in some cases, the players who move the pieces in the first place.
NOBLE Nobles are the movers and shakers of the galaxy, shaping policy, setting examples, and dictating the courses of countless lives. Nobles live and breathe intrigue, from the local level all the way up to the Republic Senate and everything in between. They are masters of brokering deals, shifting attitudes, and shaping mobs to suit a political purpose. Outside the safety of the palace, corporate boardroom, or Senate, nobles use their presence and oratorical skills to motivate and their actions to inspire. Most nobles find violence distasteful, but when a situation turns sour, they are often the first to pick up a blaster to engage in "extreme negot iations," using power to turn the tables. They also know that utter eradication of the enemy is rarely the best so lution to a problem. Th e wisest nobles use their ab ili ties to persuade their allies as often as they try to win over their opponents. Nobles realize that the fates of many beings, whether members of their immediate clans or the population of an entire sector, rest on their shoulders. Some nobles carry this weight with confidence, sacri ficing their own best interests for the sake of the people they support. Others see the ir status and clout as a way to improve their sta tion through graft, corruption, and the genera l abuse of power. Truly adroit nobles blur the line between their outward actions and their actual motives. Some act as rakes while attempting to use covert methods to push through important legislation. Others (such as Senator Palpatine) pose as apparent ly selfless public se rvants who quietly use their positions to further sinister plots. In a campa ign of intrigue, nobles are an obvious choice for a heroic class. Th ey help soothe frayed feelings and negotiate to gain benefits for their group. They broker deals and diffuse tense situations before blasters are drawn. And nobles are frequently travelers, using their wealth and influence to dabble in all the limitless experiences of the galaxy, trying new things until they become bored or find something else to draw their attention.
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MASTER OF INTRIGUE TALENT TREE You are a skilled manipulator and have mastered the art of working behind the scenes to accomplish your goals. Flash and spectacle are inferior tools, only suitable for those without your unique talents. Advanced Planning: When you roll Initiative for combat, choose one willing ally within your line of sight. You and that ally swap Initiative results. Blend In: You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures. Done It All: When you select this talent, choose two talents (from any non prestige class) that you do not possess but for which you meet the prerequisites. Once per turn on your turn, you can spend a Force Point as a free action to gain the benefits of one of those talents until the end of your next turn. Get into Position: Once per encounter, at the start of your first turn, choose two allies within 12 squares and in your line of sight. Each ally can immediately move up to his or her speed as a reaction. Master Manipulator: You are a master of making things happen the way you want them to. You can use each of the following actions once per encounter as a swift action on your turn: Demand Recoverv: Select one ally within 5 squares and in your line of sight. That ally moves +5 steps on the condition track and gains a +2 morale bonus to attack rolls and skill checks until the end of your next turn. Exceptional Control: Roll a d20 and note the result. Once before the end of the encounter, as a reaction you can replace the result of any enemy's or ally's d20 roll with the result you rolled for this ability. The enemy or ally must be within your line of sight. Word of Warning: Select one ally within 5 squares and in your line of sight. Once before the end of the encounter, as a reaction to that ally having any defense score targeted by a skill check or an attack, you can replace that ally's defense score with your same defense score until the attack or skill check is resolved. Prerequisite: Advanced Planning, Get into Position. Retaliation: Whenever you move down the condition track as a result of taking damage that equals or exceeds your damage threshold, the next time you hit and damage a creature or a droid with a melee or a ranged attack before the end of your next turn, you automatically move the target -1 step on the condition track. Prerequisite: Advanced Planning.
SKILL CHALLENGE TALENT TREE You excel at complex tasks and are always called upon when your allies need something done quickly and done right. Guaranteed Boon: Whenever you spend a Force Point to add to a skill roll in a skill challenge and accrue a failure for that skill check, you regain that Force Point. Leading Skill: Whenever you earn a success in a skill challenge, you gain a +2 insight bonus to your next skill check made with a different skill in the same skill challenge. Learn from Mistakes: Whenever you accrue a failure in a skill challenge, you grant the next ally to take an action in the skill challenge a +2 insight bonus to a skill check, provided that ally takes a different action (and uses a different skill) than you did. Try Your Luck: Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.
SUPERIOR SKILLS TALENT TREE
SCOUNDREL
You're not just good at what you do, you're the best. Failure is but a stumbling block, and great success always follows. Assured Skill: When you select th is talent, choose one skill . Whenever you roll a skill check with that skill, you can choose to lose any competence bonuses to that skill check and instead roll 2 dice, keeping either result. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent. Critical Skill Success: Whenever you roll a natural 20 on a skill check, choose one other skill. Once before the end of your next turn, you can choose to gain a +5 competence bonus to a check with that skill as a free action. Exceptional Skill: When you select this talent, choose one skill. Whenever you roll a skill check with that skill, a result of 2-7 on the die is always treated as though you had rolled an 8. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent. Prerequisite: Trained in the chosen skill. Reliable Boon: Whenever you spend a Force Point to add to a skill check, you always reroll a result of 1 on any of your Force Point dice, and continue to reroll until you get a result of 2 or higher. Skill Boon: When you select this talent, choose one skill. Whenever you spend a Force Point to add to that skill, increase the die type of your Force Point by one step (i .e. from d6 to d8, d8 to dlO, or d10 to d121. to a maximum of d12. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent. Prerequisite: Trained in the chosen skill . Skill Confidence: When you select this talent, choose one skill. Whenever you roll a natural 19 or a natural 20 on a skill check with that skill, you gain the benefits of the Critical Skill Success talent and also gain bonus hit points equa l to your Charisma modifier. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent. Prerequisite: Critical Skill Success, trained in the chosen skill. Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Force Point. That Force Point can only be spent to add to a skill check with the skill you chose for this talent. If the Force Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent. Prerequisite: Trained in the chosen skill.
Like nobles, scoundrels thrive in the maze of obligations, corruption, and dea ls that runs throughout so much of the galaxy. Perhaps better than most, they understand how intrigue is part of the fabric of society and view it as a resource to be exploited rather than reviled. Successful scoundrels can use the web of pacts, lies, and compromises to their advantage, pitting opposing groups against each other or finding holes in the system that they can exploit for political, personal, or financial gain . Although the general impression of scoundrels is that they live and work in the margins of society, just as many cruise the upper echelons of the galaxy, wheeling and dealing with Senators, HoloNet stars, prominent business people, and other elite individuals. This arena of intrigue is ripe with opportunity for scoundrels to run con jobs and commit outright theft. However, those who dare to rise to this level of society are playing a dangerous game-beings of privilege and influence usually play for keeps, and it takes just one wrong word or deal gone bad for them to crush the offender. Sometimes this retribution comes through legal channels, but more often than not, the elite dispatch private bodyguards or bounty hunters to exact revenge for lost revenue, fouled business agreements, or failed political ventures. Of course, just as some nobles fail to live up to their name, some scoundrels fail to live down to theirs. More than a few revolutions are led by charismatic, talented scoundrels who use clandestine activities or guerilla tactics to win freedom from oppression. For these scoundrels, the system is broken, and they consider it futile to attempt routine diplomacy or work through the courts. They know that only grand gestures-in the form of bombs, hacked HoloNet feeds, or kidnappings of prominent individuals-will grab the attention of uncaring leaders and the docile masses.
REVOLUTIONARY TALENT TREE You seek to overthrow the system and are adept at being a monkey wrench in the cogs of society, but often at the cost of others' rights, freedoms, and lives. Bomb Thrower: You are skilled in making and handling impromptu explosives. You gain a +5 bonus to Mechanics checks for the purposes of handling explosives. In addition, you can spend a full-round action to craft the equivalent of a frag grenade from spare parts you have on hand. You must have access to the appropriate supplies, such as an old blaster, a toolkit, or materials found inside a hangar bay. Prerequisite: Trained in the Mechanics skill. For the Cause: Whenever you or an ally within 6 squares of you takes damage that exceeds that character's damage threshold, you and all allies within 6 squares of you gain a +2 bonus to attack rolls and damage rolls until the end of your next turn. Prerequisite: Make an Example.
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LEADINO
TROOPS
Not all scouts are silent stalkers; some are scientists and researchers who prefer doing their experiments in the field for immediate results. In this pursuit, they might become embroiled in the politics of their university, corporation, or patron. New discoveries might be fast-tracked before they are ready to be revealed or quietly hushed up to avoid disrupting markets or upsetting the status quo. The discovery of an ancient Sith ruin or an unknown cache of prized ore is precious knowledge-knowledge that can be exploited by the right group. Scouts who reveal this information to the public for the good of all might find themselves the targets of greedy or angry forces that want such secrets for their own reasons . Scouts also serve the vital role of exploring unknown regions, mapping new areas of space and being the first to encounter unfamiliar species and civilizations. In any first- contact scena rio, scouts serve as impromptu ambassadors, deciding what information to share with (and conceal from) new acquaintances. Although most of these scouts are not as skilled at diplomacy as are nobles, they must try to reach friendly accords with the newly discovered people-if only to escape with their skins intact. On occasion, primitive species might mistake scouts for gods or demons and petition them to answer questions or resolve disputes. Unscrupulous scouts take advantage of this confusion to enrich themselves or carve out their own sma ll fiefdoms to exploit.
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ESPIONAGE TALENT TREE
Make an Example: Whenever you hit with an attack and deal enough damage to exceed a target's damage threshold, that target takes a -5 penalty to attack rolls against you until the end of your next turn. Th is is a mind-affecting effect. Revolutionary Rhetoric: As a standard action, you can do or say something that causes an enemy to doubt its motives. Choose one enemy within 12 squares and in your line of sight, and make a Persuasion check against the target's Will Defense. If you succeed, the target can take only move actions and swift actions until the end of your next turn. This effect ends if you attack the target. This is a mind-affecting effect.
SCOUT Intelligence gathering is vital for any sort of clandestine activity, legal or otherwise. Scouts serve as forward observers, reconnaissance experts, advanced deployment personnel, and explorers for all manner of organizations. Although scouts might believe that their travels to the far-flung regions of the galaxy keep them free from the entanglements of intrigue, most would be alarmed to find that they still are used as cogs in the machine of conspiracy.
You use your knowledge of stealth and survival to make yourself a master of espionage and a va luable resource for those who wish to keep their hands clean in dirty situations. Fade Out: You know how to make yourself scarce when dealing with susp icious or hostile beings. You can use your Stealth ski ll, not Deception, to create a diversion to hide (see page 73 of the Saga Edition core rulebookJ . If you are trained in the Deception skill, you gain a +5 bonus to your skill check for the purposes of creating a diversion. Prerequisite:Trained in Stealth. Keep Together: Whenever you are hit or missed by a melee or a ranged attack, you can move up to your speed as a reaction, provided that you end your movement adjacent to an ally. Thi s movement does not provoke attacks of opportunity. Prudent Escape : Whenever you reduce a target to 0 hit points or otherwise render a creature unconscious, you can choose two allies within 6 squares of you and within your line of sight. You and the allies you chose can immediately move up to your speeds as a reaction. Thi s movement does not provoke opportunity attacks. Reactive Stealth: When you are missed by a ranged attack and have concea lment or cover from the attacker, you can move up to half your speed as a reaction and make a Stealth check to become hidden from your attacker, provided you still have concealment or cover at the end of your movement. Prerequisite: Trained in Stealth.
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HIS
NELVAANIAN
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PREPARE
FIRST ENCOUNTER.
efit themselves in some way. Although no professional army admits it, graft and corruption are always present, and war profiteering lines the pockets of those willing to seize the initiative. Company quartermasters se ll "lost or destroyed" equipment, intelligence officers purchase bonds or strike deals based on their secret findings, and so on. In times of conflict, soldiers might be the only ones willing and able to deal with the locals and, as a result, could be dragged into all manner of scheme s and obligations, some of which might seem beyond their capabilities. For example, soldiers might be asked to help rebuild villages or negotiate peace between opposing groups; while doing so brings the soldiers short-term benefits, the long-term consequences could embroil them in intrigue and politics outside the scope of their field manual's guidelines. The following new talents are intended for use with the so ldier class.
NEW BRAWLER TALENTS
Sizing Up: Once per encounter, you can make a Perception check against the Will Defense of a single target that is within 6 squares of you and within your line of sight. If you succeed, you gain a +2 insight bonus to all skill checks and attack rolls against the target until the end of the encounter.
SOLDIER Soldiers serve as pawns in the intricate plots of various organizations in the galaxy. When negotiations break down or when force seems to be the most logical way to further an agenda, soldiers serve on the front lines, using their might to advance the edicts of a distant individual or group that sits safely behind durasteel walls and powerful shields. For soldiers, the circumstances do not matter-they receive their orders (or promises of pay) and do their duty to the best of their ability. Although many soldiers relish the relatively simple life of combat, their job is to serve the interests of others. Thus, even the most combat-oriented soldiers can find themselves part of elaborate plans, bureaucratic entanglements, or the like. Some soldiers begin to question the motives or rationale behind a particular engagement or the faction they serve. A few turn traitor or reinterpret their orders to their own liking, often at the risk of reprisal. Soldiers with an entrepreneurial spirit might follow their orders to the letter but dabble in their own projects on the side, using the chaos of war to ben-
The fo llowing new talents belong to the Brawler talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Brawler talent tree can choose these talents as well. Crowd Control: You can grab two adjacent creatures at a time. Prerequisite: Entangler. Disarm and Engage: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well. Entangler: When grabbing a target, you take a - 2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty). Reverse Strength: You know how to use an opponent's strength aga inst it. Whenever you successfully grapple an opponent, you deal damage equal to the opponent's Strength modifier (minimum 1 point).
NEW COMMANDO TALENTS The following new talents belong to the Commando talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Commando talent tree can choose these talents as well. Coordinated Effort: When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent that ally also gains a +2 bonus to damage rolls on the attack you aided. Prerequisite: Dedicated Protector.
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Dedicated Guardian: You can use each of the following actions once per encounter: Blast Shield: Spend a swift action . Until the end of your next turn, the al ly who is under the effects of your Dedicated Protector talent is treated as having the Evasion talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die. Take the Pain: Whenever your Dedicated Protector target would move down the condition track, you can, as a reaction, choose to move the same number of steps down the condit ion track instead (preventing the ally from moving down the track). Team Effort: Spend a swift action . Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and to that ally is considered flanked. Prerequisites: Dedicated Protector, Harm's Way. Dedicated Protector: Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a + 1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter. Prerequisite: Harm's Way.
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NEW TAL-ENTS FOR PRESTIOE CL-ASSES The following talents expand the talent trees available to the prestige classes in the Saga Edition core rulebook.
ACE
PILOT TALENTS
Nobles, Senators, captains of industry, and other VIPs rely on ace pilots to operate their luxurious starships and vehicles and to deliver them to their destinations in one piece. These talented pilots are experts at using defensive flying maneuvers to keep their ships, and the riders with in, safe from harm.
NEW EXPERT PILOT TALENTS The following new talents belong to the Expert Pilot talent tree (see page 207 of the Saga Edition core rulebookl. which is available to members of the ace pilot prestige class. Any character who can choose talents from the Expert Pilot talent tree can choose these talents as well. Clip: When you use the ram action , you reduce the size of your sh ip by two categories for the purposes of taking collision damage. The rammed ship takes damage appropriate to the actual size of your ship. Master Defender: When you fight defensively, either your vehicle gains a +5 dodge bonus to Reflex Defense if you and your gunners take a -2 pena lty to attack ro ils, or it gains a +10 dodge bonus if you and your gunners take a -5 penalty to attack rolls. Shunt Damage: Once per encounter, if your sh ip takes damage, make a Pilot check and compare the result to the Reflex Defense of one adjacent allied ship. If your check result is higher, the allied ship takes the damage instead .
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Bounty hunters are an integral part of any intrigue campaign, sent by the elite to track down dangerous individuals or missing persons or to spy on a target and report his or her activities back to the client. Bounty hunters are adept at locating beings that do not want to be found.
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HUNTER TALENTS
NEW BOUNTY HUNTER TALENTS
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The following new talents belong to the Bounty Hunter talent tree (see page 208 of the Saga Edition core rulebookl. which is available to members of the bounty hunter prestige class. Any character who can choose talents from the Bounty Hunter talent tree can choose these talents as well. Detective: You are skilled in locating individuals and using research and survei llance to learn some of their most intimate secrets. When you make a Gather Information check to locate an individual, the DC is reduced by 10, and the time and bribery cost are reduced by half. Electronic Trail: Once you have located a target using Gather Informa tion, you can track its electronic presence. Once per day, you receive a catalog of the target's electronic tra il, which includes the amount and location of credits spent, the routes of any public transportation taken, and the sites
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HEROLIC BODYGUARD
viewed on the HoloNet while the target was logged in using its primary identity. To receive this information, you must have access to a computer or data pad plus access to a network or the HoloNet. The electronic trail does not reveal bank balances or other secret information, which requires a separate Gather Information check. Prerequisites: Nowhere to Hide, trained in the Use Computer skill. Revealing Secrets: Your investigations reveal information that your target thought was secret. When you make a Gather Information check to learn secret information, the DC is reduced by 10 and the bribery cost is reduced to one-fifth the origina l cost. Prerequisite: Detective.
CRIME
LORD TALENTS
By definition, crime lords are masters of intrigue. They have their fingers in untold pies, skimming profits off the top and constantly searching for new ventures to bring in capital, favors, and bargaining chips for later use. Crime lords are notorious for employing minions and thugs to do their bidding.
NEW MASTERMIND TALENTS The following new talents belong to the Mastermind talent tree (see page 210 of the Saga Edition core rulebookl. which is available to members of the crime lord prestige class. Any character who can choose talents from the Mastermind talent tree can choose these talents as well. Attract Superior Minion: You attract a particularly skilled and powerful minion. The minion is a nonheroic character with a class level equal to your character level. This talent otherwise functions as the Attract Minion talent. Prerequisites: Attract Minion, Impel Ally I, Impel Ally II. Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction .
Pistol Duelist: You are a master of the elegant, if archaic, custom of dueling with pistols. You can use each of the following actions once per encounter as a standard action: End Game:You make a single ranged attack with a pistol against an opponent within range. The opponent's damage threshold is halved (round down) for the purposes of this attack. Snap Aiming: You make a single ranged attack with the benefits of aiming. Stand Steady: You gain a +4 bonus to your Reflex Defense until the end of your next turn and make a single ranged attack.
FEATS The feats presented here supplement those found in the Saga Edition core rulebook and are suitable for any era of play. These feats are designed with intrigue- oriented characters in mind, although any character who qualifies can select these feats.
ADAPTABLE TALENT You're a multitalented being, capable of pulling all kinds of tricks out of your sleeve. Benefit: Choose one talent that you meet the prerequisites for, from a class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current talents for the talent you chose for this feat. The talent you swap out cannot be the prerequisite for any other talent you have. You can swap back to your original talent after at least 6 hours of rest.
BONE
CRUSHER
You are skilled at dealing lasting damage to grappled opponents. Prerequisites: Crush, Pin. Benefit: When you deal damage to a grappled opponent, the opponent also moves -1 step on the condition track.
OUNSLINOER
BRILLIANT DEFENSE
Masters of the pistol, gunslingers are surprisingly common among the higher echelons of society, where they are experts in the ancient art of pistol dueling. Some gunslingers who follow this custom do so to repair their damaged honor or resolve disputes that are so grievous that death is the only solution. Other gunslingers simply enjoy pistol dueling and use it to prove their skill and for fun.
You think quickly enough on your feet to stay alive in dangerous situations. Prerequisite: Intelligence 13. Benefit: Once per encounter, you can add your Intelligence bonus to your Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
NEW GUNSLINGER TALENTS
You have learned to turn your rage into pure will and determination. Prerequisite: Rage species trait. Benefit: Once per day, instead of entering into a rage, you gain a +5 bonus to Will Defense until the end of the encounter. This bonus counts as using your rage ability for that day.
CHANNEL RAOE The following new talents belong to the Gunslinger talent tree (see page 216 of the Saga Edition core rulebookl. which is available to members of the gunslinger prestige class. Any character who can choose talents from the Gunslinger talent tree can choose these talents as well. Damaging Disarm: If you successfully disarm an opponent using a ranged attack, the target also takes half damage from the attack. Prerequisite: Ranged Disarm.
TABLE 1-4: FEATS FEAT NAME
PREREQUISITES
Adaptable Talent
BENEFITS Gain access to an additional talent.
Bone Crusher
Crush, Pin
Move damaged grappled opponent -1 step on the condition track.
Brilliant Defense
Int 13
Add your Intelligence bonus to your Reflex Defense as a reaction .
Channel Rage
Rage species trait
Instead of raging, gain +5 to Will Defense.
Cut the Red Tape
Trained in Knowledge (bureaucracy)
Use Knowledge (bureaucracy) in place of Gather Information.
Demoralizing Strike
Cha 13
Make an intimidation check when you deal damage with an attack of opportunity.
Disturbing Presence
Trained in Deception
Make a Deception check to move through threatened area without provoking attack of opportunity.
Expert Briber
Cha 13
Reduce the time and cost of bribery attempts.
Fleche
Base attack bonus +1
When charging, turn any natural attack roll of 17+ into a critical hit.
Forceful Recovery
Force Sensitivity, Force Training
Regain one Force power when you catch a second wind.
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Grazing Shot
Point Blank Shot
Strike two targets in direct line of sight, dealing half damage to each.
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Hobbling Strike
Sneak Attack, Rapid Shot, or Rapid Strike
Reduce the target's speed instead of dealing extra damage.
Improved Opportunistic Trickery
Combat Reflexes, Opportunistic Trickery
Sacrifice attack of opportunity to reduce target's Reflex Defense by 5.
Indomitable Personality
Cha 13
Add your Charisma bonus to your Will Defense as a reaction.
Master of Disguise
Trained in Deception, Cha 13
Gain +5 to creating a deceptive appearance or a forged document and reduce the penalty for rushing.
Point Blank Shot, Precise
Gain cover bonus equal to opponent's cover bonus.
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Meat Shield
Shot, base attack bonus +4 Opportunistic Trickery
Combat Reflexes, Sneak Attack
Recurring Success Resolute Stance
Gain extra use of a l/encounter talent or feat. Base attack bonus +1
Gain +2 or +5 to Will Defense when you fight defensively.
Trained in Persuasion
Intimidate a creature or change its attitude as a standard action.
Sadistic Strike Silver Tongue
Sacrifice attack of opportunity to reduce target's Reflex Defense by 2.
Move opponents -1 step on the condition track when you deliver a coup de grace.
Skill Challenge: Catastrophic Avoidance'
Catastrophic failures in a skill challenge occur less frequently and with milder results.
Skill Challenge: La st Resort'
Reroll a third failed skill check during a skill challenge and take the better result.
Skill Challenge: Recovery'
Treat a skill challenge as if it had the recovery effect.
Stand Tall
When you take damage, nearby allies attack your attacker.
Wookiee Grip
Str 13
Wield two-handed weapons in a single hand.
, This feat is allowed only in campaigns that use the skill challenge rules described in Chapter 2.
CUT THE
RED TAPE
You know how to work the bureaucratic system to get information you need. Prerequisite: Trained in the Knowledge (bureaucracy) skill. Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
DEMORALIZINO
STRIKE
You know how to dishearten your opponents when they least expect it. Prerequisite: Charisma 13. Benefit: When you successfully deal damage to an opponent with an attack of opportunity, you can immediately make a Persuasion check to intimidate the opponent as a free action.
DISTURBINO
FORCEFUL RECOVERY The Force is strong with you, and it gives you focus and vitality. Prerequisite: Force Sensitivity, Force Training. Benefit: Whenever you catch a second wind, choose one expended Force power and return that power to your Force suite.
ORAZINO
SHOT
Using precise aim, you can hit two targets with a single shot. Prerequisite: Point Blank Shot. Benefit: When you successfully make a ranged attack against a single target, you can make a second attack roll against an additional target that is in direct line of sight and no farther than 6 squares from the original target. If the second attack roll succeeds, make a single damage ro ll, and divide the damage equally between the two targets. If the second attack roll fails, you deal no damage to either target.
PRESENCE
Your presence is such that enemies let you move past them freely. Prerequisite: Trained in the Deception skill. Benefit: If you succeed on a DC 15 Deception check, you can move through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you move through in this manner counts as 2 squares of movement. Normal: You can tumble through an occupied enemy square only by using the Acrobatics skill.
EXPERT BRIBER You are adept at greasing the palms of contacts to minimize the amount of the bribe normally required. Prerequisite: Charisma 13. Benefit: When using the Haggle application of the Persuasion skill (see page 71 of the Saga Edition core rulebookl. you reduce the DC reduce the price of the item haggled over by 10.
FLECHE You throw yourself at your opponent to make a single precise strike. Prerequisite: Base attack bonus + 1. Benefit: Once per encounter, when you charge, you can turn any natural attack roll of 17+ into a critical hit.
SOMETIMES,
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SHOT
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WHAT YOU
NEED.
SKIL..L.. CHAL..L..ENOE FEATS Some of the feats in this chapter interact with the mechanics used for skill challenges that are described in Chapter 2. If the Gamemaster does not use skill challenges in the campaign, players should not choose any skill challenge feats for their heroes. If the GM later decides to introduce skill challenges into an ongoing campaign, players should have the option of replacing one or more of their current feats with skill challenge feats when appropriate. HOBBL..INO
STRIKE
You know whe re to hit your enemy to slow it down. Prerequisite: Sneak Attack, Rapid Shot, or Rapid Strike. Benefit: Whenever you would deal extra damage by using Sneak Attack, Rapid Shot, or Rapid Strike, you reduce the target's speed by 1 square until the end of the encounter instead of dealing the extra damage. (l
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IMPROVED OPPORTUNISTIC TRICKERY When your opponent lets down its guard, you open it up to additional attacks. Prerequisites: Combat Reflexes, Opportunistic Trickery. Benefit: Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice the attack to reduce the target's Reflex Defense by 5 until the end of the target's next turn. INDOMITABL..E
PERSONAL..ITY
Your powerful personality helps you cope with attacks that assault your will. Prerequisite: Charisma 13. Benefit: Once per encounter, you can add your Charisma bonus to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
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MASTER OF
DISOUISE
You are adept at creating convincing disguises in remarkably short periods of time. Prerequisites: Trained in the Deception skill, Charisma 13. Benefit: You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition , you can rush the process by taking a penalty of -2 to the Deception check. Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.
M E AT
SHIE L.. D
You are adept at using an opponent's defense to your own advantage. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4. Benefit: Whenever an opponent attacks you while in cover provided by another character, creature, or droid, you are treated as being in cover from attacks by that opponent.
OPPORTUNISTIC TRICKERY When your opponent lets down its guard, you know how to set it off balance for several moments. Prerequisites: Combat Reflexes, Sneak Attack. Benefit: Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice that attack to reduce the target's Reflex Defense by 2 for the following round.
RECURRINO
SUCCESS
You know how to make your enemies fall for the same trick twice. Benefit: When you select this feat, choose one talent or feat that can normally be used only once per encounter. You can use that talent or feat one additio nal time per encounter. You can select this feat multiple times. Each time you do so, you must choose a different ski ll to gain the benefits of this talent.
RESOL..UTE
STANCE
By standing your ground, you focus your mind to repel any assault. Prerequisite: Base attack bonus + 1. Benefit: When you fight defensively, you gain a +2 morale bonus to your Will Defense. If you make no attacks until your next turn, you gain a +5 morale bonus to your Will Defense until the start of your next turn. Normal: When you fight defensively, you gain a +2 dodge bonus to your Reflex Defense. If you make no attacks until your next turn, you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn .
SADISTIC
STRIKE
By dispatching a helpless creature, you terrify opponents around you. Benefit: When you deliver a coup de grace to a helpless creature, all opponents within line of sight move -1 step on the condition track until the end of the encounter.
BONUS FEATS Some of the feats in this chapter can be selected as bonus feats by certain classes. Each class can add the following feats to their relevant bon us feat list. CLASS Jedi Noble
Scoundrel
Scout Soldier
BONUS FEATS Brilliant Defense, Resolute Stance, Stand Tall Brilliant Defense, Cut the Red Tape, Demoralizing Strike, Disturbing Presence, Expert Briber, Fleche, Indomitable Personality, Master of Disguise, Sadistic Strike, SilverTongue, Stand Tall Disturbing Presence, Expert Briber, Hobbling Strike, Improved Opportunistic Trickery, Indomitable Personality, Master of Disguise, Opportunistic Trickery, Sadistic Strike, Silver Tongue, Stand Tall Grazing Shot, Hobbling Strike, Meat Shield, Stand Tall Bone Crusher, Fleche, Grazing Shot, Hobbling Strike, Meat Shield, Resolute Stance, Sadistic Strike, Wookiee Grip
SKIL.L. CHAL.L.ENOE: LAST RESORT When failure threatens, you throw everything you have at the skill challenge to prevent disaster. Benefit: Once per skill challenge, when you or an ally accrues a third fai lure (which would normal ly end the skill challenge), you or the ally can rero ll the attempt, keeping the better result. Special: This feat is allowed only in campaigns that use the skill challenge rules described in Chapter 2. SKIL.L.
CHAL.L.ENOE:
RECOVERY
You can snatch victory from the jaws of defeat when involved in a skill challenge. Benefit: Once per skill challenge, you treat the challenge as if it had the recovery effect, even if it does not have that effect. Special: This feat is allowed only in campaigns that use the skill challenge ru les described in Chapter 2.
STAND TAL.L. SIL.VER TONOUE You are adept at quickly changing a creature's attitude toward you. Prerequisite: Trained in the Persuasion skill. Benefit: You can intimidate a creature or change its attitude as a standard action . Normal: Intimidating a creature or changing its attitude requires a full - round action.
SKIL.L. CHAL.L.ENOE: CATASTROPHIC AVOIOANCE Your luck is such that catastrophe occurs less frequently for you when you are engaged in stressful situations. Benefit: Once per skill challenge that has a chance of catastrophic failure, this failure occurs only if you fail a skill check by 15 or more. In addition , when a catastrophic failure occurs , you accrue one failu re in the ski ll challenge, not two. Special: This feat is allowed only in campa igns t hat use the ski ll chal lenge rules described in Chapter 2.
Your courage under fire inspires those around you to acts of bravery. Benefit: Once per encounter when you take damage, all allies who are within 6 squares of you and within your line of sight can, as a reaction, make a single attack on the target that damaged you.
WOOKIEE
GRIP
Your strength is such that you need only one hand to use weapons that norma lly requ ire two hands. Prerequisite: Strength 13. Benefit: When using a weapon in which you are proficient and that norma lly requires two hands, you can wield that weapon with a single hand. You take a -2 pena lty to attack rolls with the weapon when it is used in this manner.
RUNNINO SKILL CHALLENOES In many ways, a skill challenge is like any other encounter. It has opportunities for success and penalties for failure. It requires mUltiple heroes to participate and often has both obstacles and antagonists. However, whereas combat encounters require the heroes to use weapons or special attacks to achieve victory, a skill challenge requires them to use their skills and creativity to succeed.
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NOTE TO PI...AYERS: PI...AYINO SKIl...l... CHAI...I...ENOES For players, skill challenges represent a chance not only to use your skills in a meaningful way but also to have your heroes contribute to an exciting scene. Skill challenges are great for fleshing out yo ur characters, letting their personalities come to life in the actions they take outside of combat encounters. A skil l challenge offers an opportunity to roleplay your characters' strengths, and perhaps even weaknesses, in a dynamic way. As a player, your responsibility in the skill challenge is to come up with creative actions that can help your all ies achieve the goal of the challenge. When it is your turn, think of an action that is appropriate for your hero in that situ ation. If possible, the action should play to your hero's strengths and give you a chance to show off your character's areas of expertise. Describe the action to your Gamemaster, and, if the GM approves of the idea, make a skill check (or another check that the GM calls for) to determine the result. Once each of your allies has had a chance to act, it will be your turn again, provided that the skill challeng e has not ended. Over the course of the skil l challenge, th e situation might evolve. You might receive new information, the backdrop could change, or the goals could shift as the challenge progresses. Be sure to think about how your hero would react to the changing circumstances of the skill challenge, and come up with new and interesting things to do . Below are some tips to help you choose actions that will contribute to an exciting, dynamic scene. THINK
CINEMATICAI...I...Y
Skill chal lenges represent interesting and thrilling scenes in the Star Wars milieu, and you should take actions that fit that aspect of the saga . Heroes in Star Wars take risks and engage in reckless stunts, yet they often succeed despite overwhelming odds. So too should your hero take risks. Think about the valiant actions depicted in the films-the heroes jump out of windows and grab onto flying droids high in the skylanes
One of the most important points to remember is that a skill challenge, like a combat encounter, is meant to create an exciting scene or sequence of scenes in the tradition of the Star Wars films. A skill challenge should have the same tension and uncertainty as a combat encounter, with real consequences for success and failure . When running a skill challenge for players, you have many of the same responsibilities as when running a combat encounter: You must keep the game moving, ensure that the pace does not slow too much, encourage players to be creative and act cinematically, and adjudicate the rules of the cha llenge.
of Coruscant, and they leap onto the backs of speeder bikes to recklessly pursue scout troopers on Endor. When trying to decide what to do during a skill challenge, think not only about what your character would do based on his or her personality, but also about what your character could do that would be cinemat ica ll y daring.
USE
YOUR
STRENOTHS
During a skil l challenge, you should use your strengths to achieve the most success. Think beyond your ski ll modifiers; consider what your character is good at, and use that knowledge to inform the types of actions you take. For example, if you are a Rebel saboteur, you are much more than a collection of Mechanics and Use Computer checks. You probably have talents, feats, equipment, and perhaps prestige class features that contribute to your overall capability as a saboteur. Try using abilities that add to the cinematic drama of the scene, even if they do not necessarily grant bonuses to your skill checks. For instance, your hero could simply make a Mechanics check in an attempt to cause a bridge collapse, or your character could set up a turret to fire lasers at the support struts for the bridge. Although the former solution is serviceable, the latter option makes use not only of your skill but also, potentially, of your talents and equipment, and it results in a more vivid scene.
EMBRACE
VERSATII...ITY
Sometimes it might seem as if the best option in a sk ill challenge is to do the same thing over and over again . However, this repetition will grow boring quickly, and it could end up making the skill challenge harder for you and your all ies. If the Gamemaster restricts the number of times a skill can be used in the challenge, taking the same action multip le times wil l run up the count, closing the door on that option for your fellow heroes. For this reason, during a skill challenge you should embrace versatility, use different skills, and take advantage of your character's talents, feats, and other assets. In this way, you will create a more excitin g and interesting scene, and you will not deny your allies a chance to use the same skills.
The basic skill challenge mechanics are relatively simple . Over the course of the challenge, the heroes take actions that either succeed or fail. If the heroes accrue a set number of successes before a set number of failures, they succeed in the challenge. If they accrue too many failures, they fail the challenge. Of course, that description is a very simplified version of the mechanics; the rest of thi s section provides a step-by-step breakdown of the process used when a Gamemaster runs a skill challenge. Throughout this breakdown, examples walk you through a samp le ski ll challenge based on the Endor speeder bike cha se in Return of the Jedi. The examples do not detail the entire sequence, but instead they highlight how elements of the skill challenge combine to create an exciting and iconic scene from Star Wars lore. The premise of thi s skill challenge is that the heroes have arrived on Endor and encountered a scout trooper patrol. Their goal is to make su re the scouts do not report back to their superiors and alert the Empire to the Rebel presence on Endor.
DETERMINING
PARTICIPANTS
The first step when running a skill challenge is to determine who the participants are-typically, al l heroes who are present when the challenge begins participate in a skill challenge. If the heroes have been separated somehow, only a few might participate initially, but you can add more participants later if the scene evolves to allow for a logical place to include them. Likewise, depending on how the skill challenge progresses, you might rule that some heroes can no longer participate because they have moved too far away from the action, been knocked unconsciou s, or otherwise been prevented from interacting with the challenge. When determining who the participants in a particular ski ll challenge are, keep in mind that a participant in a skill challenge must take actions that contribute to the challenge. A hero who is present but who does not contribute to the challenge is not really a participant. As a general rule, once a participant in a ski ll challenge takes an action, he or she cannot take another action until all other participants have taken actions. The participants do not necessarily need to keep acting in the same order, but one or t wo heroes should not contribute to the success of the challenge while three others stand idly by. Participation is as important in a skill challenge as it is in a combat encounter. In combat, enemies present a challenge to the entire party. If severa l heroes take no actions, they and their allies will be wiped out; the balance of combat depends on all heroes making progress toward defeating their enemies. Similarly, a skill challenge requires all heroes to contribute toward reach ing their goal. For example, the heroes present during the Endor sequence are Han Solo, Chewbacca, Luke Skywalker, and Prin cess Leia. The Gamemaster determines that these four heroes can participate in the skill challenge when they come across the scout troopers.
No SUBSTITUTE FOR ROLEPLAVING Skill challenges are not intended to be a substitute for the standard roleplaying and noncombat scenes that probably already exist in your campaign. Rather, skill challenges are frameworks that let you track successes, failures, and consequences over a series of multiple skill checks. Skill challenges give you an idea of how many experience points to award for a particular scene, and they help you create encounters that involve more than simply making a few skill checks, but they should not replace the dialogue and interactions that you already have. While participating in a skill challenge, players shoul d describe their actions and get into their roles just as they would at any other time.
SETTING THE
SCENE
Once the participants in the challenge have been determined, you must set the scene for the heroes. This important step gives the players an idea of what actions they can take to contribute to the skill challenge. In a combat encounter, you provide basic descriptions of the terrain, the enemies, and other bystanders and objects so that your players are informed about the situation. In a skil l challenge, you set the scene in such a way as to help the players recognize options for various actions. They need to have a clear picture of what is going on so they can take actions that are appropriate to the scene . For example, the Gamemaster might describe the scout troopers on Endor as being somewhat distracted, standing idly in the forest. Parked speeder bikes sit nearby, indicating that the scout troopers have traveled ahead of some larger force. The terrain is thick and obscures the area surrounding the clearing, giving the heroes ample places to hide, and the ambient noise of the forest covers their whispered conversation. The Gamemaster's description pre se nts several options to the heroes-sneaking up on the scout troopers, stealing the speeder bikes, and so on-that will be part of the challenge once the heroes begin taking actions.
STARTING THE
CHALLENGE
After determining the participants and setting the scene, it is time to start the challenge. The players take tu rns describing their actions, mak in g skill checks or using other abilities, and the Gamemaster adjudicates the results. You can choose the order in which the players will act, or you can let them decide if the order does not matter to the mechanics of the challenge. The players can act in the same order each time or in a different order. The main rule is that each participant must take an action before any given participant can take his or her next action. Thus, after hero 1 takes an action, all other heroes must take actions before hero 1 can act again. As the participants take actions, be sure to track how many successes and failures they accrue.
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During a skill challenge, most of the heroes' actions involve using skills. When a hero takes an action, the player describes what action is being taken and how that action is intended to help the party achieve success in the challenge. If the Gamemaster determines that the action would indeed contribute to the challenge, the hero makes the relevant skill check. The Gamemaster compares the skill check result to predetermined skill DCs, which are set during the creation of the skill challenge. This comparison determines whether the action succeeds or fails, contributing to the total number of successes or failures for the overall challenge. Finally, the Gamemaster describes the results of the action and how the scene has changed, if at all. Most skill challenges have varying difficulties for different actions. Actions that are more likely to be successful or that make more sense in the current situation have lower DCs than do actions that seem to be more of a stretch. When a player describes the action that his or her hero takes, you must determine whether it seems like a plausible way to contribute to the challenge's progress. If the action seems unlikely to work, you should give it a harder DC than you would give to an action that is a better match for the challenge. Of course, allowing the players to be creative with their actions is more likely to result in an exciting and cinematic scene, but in some cases, even creative actions have little chance of succeeding.
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Typically, a player should describe a specific action, then associate the action with a particular skill. For example, a player might say, "I try to convince the bounty hunter that we're not his quarry, and that the bounty is actually for another group of heroes who look like us. To do that, I make a Deception check." On the other hand, a player who simply says, "I make a Deception check" is not choosing an action-merely picking a skill. Having the players describe their actions not only lets them contribute to the skill challenge narrative but also encourages them to think creatively about how their heroes behave. Returning to the Endor example, Han Solo decides to sneak up on one of the scout troopers. Han's player describes the action as creeping up behind the scout trooper in an attempt to subdue him quietly. However, when Han rolls his skill check, he rolls too low, accruing a failure. The Gamemaster describes the results of the action (Han steps on a twig and alerts the scout troopers). and the challenge continues. Throughout the chase sequence, we see Leia using the Pilot skill to maneuver a speeder, Luke using Jump to leap to an adjacent speeder bike, and Leia using Deception to trick a scout trooper into believing that she crashed.
Aid Another The aid another action is typically used to grant bonuses to allies who make skill checks or attack rolls. In a skill challenge, the aid another action can be a powerful tool, especially when combined with talents such as Coordinate or Skilled Advisor, which can drastically increase the bonuses provided. Since a skill challenge puts a large emphasis on making skill checks, it might seem that an easy way to earn successes would be to let the hero with the highest skill modifier make the check while the other heroes use aid another. However, the aid another action works differently during skill challenges. Only characters trained in a skill can aid another with that skill. Unlike normal skill checks, a hero must be trained in a skill to use the aid another action with that skill . This rule helps to encourage skilled characters to make their own checks, while preventing everyone from taking the aid another action on every skill check. For a given skill. the maximum bonus a character can receive from aid another is +10. A hero can gain only so much benefit from his or her allies during a skill challenge. In addition, if the heroes use talents to increase the bonuses, the group will reach the cap of + 10 more quickly, which means other heroes will be free to take their own actions. Choosing to aid another rather than take an action has consequences. When one hero aids another in combat, the first hero gives up the chance to take down an enemy in exchange for helping an ally succeed. Similarly, in a skill challenge, choosing to aid another should be a choice, not the default. If a hero decides to aid another rather than take his or her own action to contribute to the challenge, the situation might grow more dire. Perhaps it will become slightly tougher or change in some way that further hinders the heroes. Do not punish a hero for choosing to aid another, but do make the consequences clear.
NONCONTRIBUTING SKILL CHECKS Sometimes a player wants to make a skill check that does not necessa rily contr ibute to the success or failure of a skill chal lenge, such as a Knowledge check to see what his or her hero knows . Gamemasters can allow such checks without worrying about accruing successes or failures. For example, wh ile Luke and Leia are speeding through the forest on Endor, Luke might make an Intelligence check to see what he knows about the speeder bike they are piloting. The Gamemaster reveals that its communication systems can be used to jam t ransm issions, and Luke relays that information to Leia. Luke's check did not contribute to the overall success or failure of the skill challenge, but it allowed Leia to make a Use Computer check to jam the scout troopers' transmiss ions on her next action. A good rule of thumb is that if a skill check would not directly cause positive or negative results in the chal lenge, it shou ld not accrue successes or failures.
USING ABILITY CHECKS Sometimes an action is not covered by a specific skill, and you need to find another way to adjud icate that action. Ability checks are one way of resolving this kind of action; simply choose the ability (Strength, De xterity, Constitution, In tel li gence, Wisdom, or Charisma) that most closely re lates to the action in question . The player rolls a d20 and adds his or her relevant ability score modifier to determine the result. Keep in mind that, in many cases, an ability check will be far lower than a skill check, whether trained or untrained, because the heroes do not ga in the half-level bonus that applies to skill checks. Try to call for ability checks sparingly, and cast actions as untrained skill checks whenever possible.
than normal. Consider it a reward for the player's good selection of handy talents, feats, or equipment. However, if the use of that particular nonskill resource becomes habitual, feel free to treat it like any other skill check. For example, Vor'en the soldier is participating in a skill challenge in which he must escort a droid carrying se nsitive information across a battlefield in the middle of a large-scale ground conflict. Vor'en has the Harm's Way talent, wh ich allo ws him to take damage instead of an adjacent ally. Vor'en wants to use this talent to physically shield the droid from incoming attacks, which the Gamemaster determines is a sufficiently creative use of a talent to warrant a success. Since Harm's Way requires no skill check normally, the Gamemaste r awards Vor'en an automatic success in the skill cha llenge.
USING COMBAT ACTIONS Combat actions can sometimes be used to accrue successes in a skill challenge, although they should occur infrequently. Typically, combat actions have the same DCs as skill checks, based on whether the action is likely to contribute positively to the challenge. Sometimes, taking a combat action (such as shooting a blaster, setting off an explosive, or making a Bantha Rush against an enemy) can contribute just as well as any skill. For example, a sniper might shoot out a lamp near the entrance to an abandoned warehouse, making it easier for the scoundrel to sneak inside. However, Gamemasters should be aware that, if too many combat actions are allowed, the skill challenge might turn into a combat encounter. That's okay-in fact, combat
USING TALENTS. FEATS. OR EQUIPMENT For players, skill challenges present exciting opportunities to show off what they can do. Sometimes the most appropriate or most cinematic action tha t a hero can ta ke involves not just a skill but a talent, feat, piece of equipment, or class feature. When a player wants to use one of these different options, it is almost certainly in your best interest to allow it, provided that the action is plausible and makes sense for the character. This alternative allows the player to make use of the character resources in which he or she invested, and it opens up options that a raw skil l check does not. When a hero uses a talent, a feat, a piece of equipment, or anothe r special ability, you can still call for a skill check as part of that action, although you do not have to-sometimes, you can simply grant an automatic success for a clever application of a nonskill resource. Typically, when a player makes creative use of such resources, you should set the skill DC one step easier CHEWBACCA
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encounters and skill challenges might flow seamlessly together-but if too many combat actions are taken, you should be ready to create a combat encounter on the fly. For example, at the beginning of the Endor chase sequence, Chewbacca sees that scout troopers on speeder bikes are about to get away. Knowing that he cannot reach the speeder bikes in time, he takes a shot with his bowcaster, hoping to destroy one of the speeders before it can escape. He makes an attack roll and succeeds, which not only contributes a success in the skill challenge but also affects the shape of the challenge as the chase begins. Later, Luke uses his lightsaber to cause a speeder to crash into a tree, earning the final success necessary to end the challenge.
USING
::
FORCE
POWERS
As with combat actions, sometimes Force powers (or other Force-related abilities) can contribute to a skill challenge . When a hero uses the Force as his or her action during a challenge, you can adjudicate the action in several ways. First, keep in mind that no matter what form the action takes, you can use the same DCs that are used in other parts of the challenge as the minimum for success. When the hero describes the action, determine whether it is similar enough to an existing power, talent, or application of the Use the Force skill to adjudicate the action with those rules . For example, if a hero wants to use the Force to convince a warehouse guard to wander off, that is similar to the mind trick Force power. To perform that action, the hero must expend that Force power and follow its normal rules. Generally, using the power successfully is enough to warrant a success in the skill challenge. For other Force-related exp loits that do not fa ll clearly under the domain of a particular Force power or ta lent, you can simply have the hero make a Use the Force check, just as he or she would make any other skill check in the challenge. For example, if the character wants to use the Force to hold open a closing door, he or she would have to succeed on a Use the Force check (with a DC equal to a relevant DC for that skill challenge) to earn a success. As with any other action, failing to meet the DC accrues a failure and has its own consequences.
CONCLUDING THE
CHALLENGE
The skill challenge ends when one of three events takes place. First, the challenge ends if the heroes achieve the required number of successes before accruing a set number of failures, earning success in the challenge overall. Second, the challenge ends if the heroes accrue a certain number offailures (usually three) before gaining the required successes, meaning they fail the challenge overall. Third, the challenge can end prematurely as a result of the heroes' actions; for example, they might decide to break off the challenge and begin a combat encounter instead. When the challenge ends, the heroes still must deal with the consequences of their actions.
EXAMPL..E
OF
PL..AY
The following example of play is designed to demonstrate how a Gamemaster runs a skill challenge and how players might act and react during the challenge. As with the example of play from the Saga Edition core rulebook, Michele is the Gamemaster during the session and runs t he skil l challenge. Chris is playing Sia-Lan, a female Human Jedi Knight, and Mike plays Rorworr, a Wookiee scout and gunslinger. Penny is playing a blue-skinned elite trooper named Vor'en, and Brian's character is Deel Surool , a canny Twi'lek scoundrel. Elements of the sample skill challenge wi ll be explained in more detail in Designing Skill Cha llenges, starting on page 40.
SKILL CHALLENGE: ESCAPE FROM KESSEL In this skill challenge, the heroes are trapped in the spice mines of Kessel and must escape to freedom. The spice mines are currently under the control of the Colicoids, an insectoid species responsible for the design of the Droideka. The heroes have a chance to escape while being herded back to their barracks, and their goal is to make their way out of the mines, through the detention facility, and out to a landing pad where a spice-haul ing vessel is refueling f or take - off. During the breakout, 10 other prisoners also decide to fight their way to freedom, he lping the heroes escape .
CL 8 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Perception [DC 78}:The heroes can keep their eyes and ears open for the signs of approaching Colicoid guards. Alternatively, the heroes can search for side tunnels and passages that are rarely used. Persuasian [DC 23j.·The heroes can convince some of their fellow prisoners to keep watch or fan out to distract the guards and prevent them from catching the main group. Stealth [DC 78}:The heroes can attempt to sneak by Colicoid patrols and to ensure that none of the other prisoners makes too much noise. Survival [DC 28}: The heroes can sea rch for signs of Colicoid tracks in the tunnels they are following, using that knowledge to determine which passages the insectoids are least likely to search . Challenge Effects: The following are suggested effects for th is skill challenge: Close Call: The heroes accrue failures only on skil l checks that fail by 5 or more. Degrees of Failure: Any failures accrued by the heroes reduce the number of non heroic prisoners that reach the ship and escape. Success: If the heroes succeed, the y make their way to the Lantil lian short hauler sitting on the landing pad. They successful ly steal the ship and jump into hyperspace. Failure: If the heroes fail the skill challenge, they are cornered by Colicoid guards and must engage in a difficult combat encounter to finally gain their freedom. If the heroes succeed but accrued one failure during the chal lenge, only five of the other prisoners make it to freedom with them. If the heroes succeed but accrued two failures during the challenge, none of the other prisoners reach the sh ort hauler-all 10 are recaptured by the Colicoids. Miche le (GM): After several hours of plotting, the time finally comes for you to make your escape. As the Colicoid guards herd you toward the spice mines, you see an opening when the guards are distracted, and you run into an empty tunnel. About 70 other prisoners make a run for it with you. One of those prisoners tells you that a spice freighter is sitting on a landing pad on Kessel's surface, and that you probably could steal it and escape from the planet. First, though, you've got to get away from the Calicoids and reach the ship. As you make your way through near-total darkness in the mines, you hear the sounds of pursuit not for behind. The air is thick with the smell of spice, and you know that you have only minutes in which to make your escape. This is a skill challenge, so each of you must contribute to the escape. What do you do?
SKIL.L. CHAL.L.ENOE TRANSPARENCV How much shoul d you te ll your players during a skil l challenge? In a combat encounter, the players know that they are engaged in comba t and t hat t hey will act in a certain order, and they have a good idea of what they must do to succeed . A skill challenge, however, can be a bit more ambiguous. As a Gamemaster, it is up to you to decide how much to tell players about the chal lenge. Additionally, the right choice for one ski ll cha llenge mi ght not be right for another, so do not be afraid to experiment with how much you revea l. There are three genera l categories of skil l challenge transparency. Total Disclosure: You hide nothing from your players. You tell them when they are in a skill challenge, what ski lls are their best choices, how many successes they need, and any special rules that apply to the ski ll cha ll enge. You might even revea l the DCs of the skil l checks they mu st make. Because of t he focus on game mechanics, this kind of transpare ncy works best for ski ll cha llenges that have little dramatic tension, such as those without direct antagonists. For example, a skill chal lenge in which the heroes must work together to rebuild a broken-down starship is not a particu larly dramatic scene, so the mechanics would not disrupt the flow of the game. Partial Disclosure: You tell your players a few things, but keep other things secret. You reveal that they are in a skill challenge and perhaps explain any special rules for the cha llenge. Otherwise, it is up to the players to feel out the situation, using roleplaying and their own insight to determine what skills will help them achieve success. This kind of transparency wo rks best fo r sk ill cha ll enges that have some dramatic tension but that sti ll require the players to focus on a specific goa l. For example, a chase sequence through city streets provides an interesting narrative, but you should make the scene's game mechanics obvious so the players realize that the ir actions have immed iate consequences. Secret Chal lenge: You hide everything from the players, includ ing t he fact that they are in a sk il l cha ll enge. You keep track of the challenge behind the scenes as a means of directing the f low of the ga me or providing experience points for a noncombat encounter. This kind of transparency works best for scenes that rely heavily on roleplaying and dia logue (such as negotiations) so that the game mechanics do not in terfere with the drama . This degree of transparency also works for skill cha llenges that take place over long periods of time, since it allows the plot to develop naturally without the players worrying about the skil l chal lenge.
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Consider how Michele set the scene, providing the basics of the surroundings and some description of the sights and sounds. She also provided a clear goal for the heroes: escape. Because she has decided to have at least some transparency, Michele informs the players that they are now in a skill challenge. Brian (Deel): Don't worry, everyone-I've been in tougher spots than this before. Just do what I tell you, and everything will be okay. I'd like to make a Persuasion check to try to canvince some of the other prisoners that escaped with us to help us find the fastest route to the surface. Brian rolls a d20 and adds his Persuasion modifier, getting a result of 26. Michele compares this to the DC that she set for the skill and determines that Brian's check was successful, making a note that the heroes have earned their first success in the challenge. Michele (GM): The other prisoners seem to be on board with your leader-
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ship, and a Sullustan captive pushes his way forward and offers to take the lead in scouting ahead. It looks like you've managed to get the other prisoners' full assistance, which should prove beneficial in making your escape. Who's next? Penny (Vor'en): As the Sullustan scauts ahead, I follow close behind him in case he needs someone to watch his back. I don't want our new friend getting grabbed by a Colicaid patrol. I'd like to make a Perception check to watch for the guards and make sure the Sullustan can find a path without being captured. Penny rolls a d20 and adds her Perception modifier, getting a result of 19. Fortunately, Perception is one of the easier skills to use in this challenge, and Michele records the success. Michele (GM): It's a good thing you did that. Just as the Sullustan seems
reasonable given the circumstances, and it fits Sia-Lan's character, so Michele decides to allow it. She determines that, thanks to the disorienting environment and the unfamiliar minds of the Colicoids, the skill check should have a moderate difficulty-in this case, DC 28. Chris rolls a d20 and adds his Use the Force modifier, getting a result of 22. Michele notes this as a failure, since it is more than 5 below the DC she set (the threshold defined in the "Close Call" effect). Michele (GM): As you extend your senses along the path, you determine that there is a cluster of Colicoid minds almost directly ahead, probably some
kind of security checkpoint. However, as you focus on the path ahead, you cease to pay attention to your pursuers. Cries of fear sound from the prisoners behind you-a security patrol has caught up to your group! As some of the prisoners behind you are caught, you realize that you still have a chance to escape, but about half the prisoners who fled with you have been recaptured. Rorworr, it's your turn. What do you do? The above is a good example of allowing players to improvise their skill use, which Michele deals with by assigning a DC based on the circumstances. Likewise, the failed skill check has tangible consequences-five of the prisoners were recaptured (as described in the Failure section of the skill challenge). Mike (Rorworr): As much as it pains me to leave them behind, it's now or never for our escape. I let out a mournful hoot and begin to move forward. I'd like to see if I can sneak us all past that security checkpoint. I'm going to make a Stealth check to move us all quickly and quietly past the Colicoids ahead, making sure that everyone remains silent as we creep by.
to find a route to the surface, you hear the sound of a Colicoid patrol rounding the corner. You manage to grab the Sullustan and yank him back just in time to avoid being noticed by the guards. Once they're gone, the rest of th e prisoners come forward, and you can start making your way toward the surface. What now?
Mike rolls a d20 and adds his Stealth modifier, getting a result of 22. This is good enough to beat the DC that Michele set, so she marks it as a success-the third of the challenge so far. Michele (GM): Thanks to your years of evading predators on Kashyyyk,
The last two skill checks are good examples of what happens when players use expected skills. Each player described his or her character's actions, then made a skill check. After the result was determined, Michele described the ramifications of each action, improvising the presence of the helpful Sullustan prisoner and the near miss when Vor'en kept him from being spotted. That approach brings more excitement to the game than simply saying, "Your skill check succeeds."
you're able to guide your allies like a hunting party right past the Colicoid security post. As you do so, you notice that the rough-hewn tunnels give way to metal floors and walls, signaling your entrance into the artificial facilities built into the surface. Within moments, you leave the darkness and enter the stark, sterile interior of the Colicaid administrative facility. The sounds of alarm klaxons blare within, so you believe that you're probably still in danger of pursuit by the guards. Now that everyone has taken an action, it's up to you guys who determine who goes next.
Chris (Sia - Lan): When Vor'en tells us how narrowly our Sullustan friend avoided being spatted, I decide to clear my mind and trust in the Force to guide us around any potential patrols. I'd like to make a Use the Force check to calm my mind and try to sense the presence ofany Colicoids along our path. Since Use the Force is not one of the skills suggested for this challenge, Michele has to decide whether to allow this action. The idea seems to be
At this point, Michele has changed the scene significantly, taking the chase out of the mines and into a service tunnel within an administrative facility. This not only provides a new backdrop for the scene but also opens up more technology-oriented skill uses. By changing the scene, Michele keeps things fresh and helps give players new ideas for actions to try.
Penny (Vor'en): The corridor that we're moving down-does it look like
a fairly modern facility? Michele (GM): Yes. In fact, it looks as though this wing af the building was renovated fairly recently. Penny (Vor'en): Okay, I'm going to try to find a computer panel and see if I can pull up a schematic of the facility so we can find our way to the landing pad. Michele (GM): Finding a computer is no problem. Would you like to make a Use Computer check to try to bring up the schematic? The system's on lockdown, but you might be able to get through the security. Penny (Vor'en): Sure. Michele determines that this is probably a hard challenge, given that the heroes are in a prison facility in lockdown mode, so she sets the DC at 32. Penny rolls a d20 and adds her Use Computer modifier. Knowing that the skill check will be difficult, Penny decides to spend a Force Point to augment her result. Th e final result is 32 exactly, which Michele marks as a success. Michele (GM): Success! Not only do you bring up the schematics, but you also find a good path through the facility that seems to take you directly to the landing pad. It's a bit of a distance to trovel, and you've still got five other prisoners in tow, but you think you can make it there if you hustle. Who's next? Chris (Sia-Lan): Since we're inside the facility and away from the mines, there are probably security devices tracking our movements. I'd like to use the Force to pull down any security cameros or sensors that I see, blinding the building's security forces to our activities. Michele determines that this action is reasonable and much easier than trying to detect the Colicoids (since the security devices cannot really resist the Jedi's efforts). so she assigns the check a medium DC of 23. Chris rolls a d20, adding his Use the Force modifier for a total of 27. Michele marks this as a success-the fifth accrued in the challenge so far. Michele (GM): Great work' As you follow the directions that Vor'en continues to issue, you start using the Force to wrench free any security devices you see. The shouts of pursuit come from elsewhere. You think you've temporarily confused the guards because it takes them a moment to figure out which direction you're going. What now? Mike (Rorworr): Does it look like we're getting close to the landing pad? Michele (GM): So far, you've basically come up through hallways that are used to access the mines. However, thanks to your Sullustan friend, you entered through an area that's some kind of heavy machinery entronce, so you haven't run into many Colicoids. You're approaching the more heavily trafficked areas now. Although you guess that you're not far from the landing pad, more caution might be called for. Mike (Rorworr): Right. Good to know. Given that, I'd like to see how much I know about Colicoid biology. Do I think they are hindered by darkness? Michele (GM): You can make a Knowledge (life sciences) check to see. Mike (Rorworr): Okay, I rolled a 16.
Michele (GM): You don't think they have the ability to see in the dark. Since that wasn't something directly contributing to your escape, you can still take an action. The above is a good example of improvising skills (Use the Force) and using skills that do not directly contribute to the skill challenge (Knowledge [life sciences]) . Mike (Rorworr): I'd like to see if I can find a power conduit nearby to disrupt some of the lights between here and the landing pad. We should have a better chance of escaping under cover of darkness. Michele (GM): There are power conduits throughout the walls of this service passageway. You'd need to make a Mechanics check to disable the lights down the corridor. Since the facility is of fairly recent construction, Michele sets a medium DC of 23 for this skill check. Mike rolls a d20, adds his Mechanics modifier, and gets a result of 24. Michele notes it as a success. The heroes have now accrued six successes and one failure . Michele (GM): As the lights flicker and go out, you hear Rorworr offer a triumphant growl in the darkness. Unfortunately, it's pretty dark for you, too, but the landing pad seems to be near the end of this service tunnel. As you make your way down the passage, a loud clatter and the harsh sounds of an alien language warn you that Colicoid guards are stumbling around blindly through the tunnels. After a few moments, they move on, not having found you. You travel a few more minutes and enter a passageway that still has some emergency lighting and leads to the landing pad. As promised, the Lantillian short hauler sits on the pad beneath a magnetic field that keeps out the vacuum outside. You dash up the open ramp, herding the five remaining prisoners up with you, and not a moment too soon-Colicoid guards and droidekas begin spilling out of the passageway you just left. Once inside the ship, you close the hatch, but upon arriving in the cockpit, you find that the ship's design-meant for Colicoids-is completely alien. Even the computer displays information in an unfamiliar language. Deel, you're next. Michele has once aga in changed the scene, moving the action into the short hauler that the heroes will use to escape. They need only two more successes to fin ish the skill cha ll enge, and the confines of the ship should offer at least a few new opportunities for the heroes to use their skills. Brian (Deel): I'm no good piloting an alien ship, especially if I can't read the controls. I'd like to make a Use Computer check to see if I can have the computer automatically tronslate everything into Basic. Michele determines that such translation is probably a common function for most ship computers and gives the check an easy DC of 18. Brian rolls a d20 and adds his Use Computer modifier for a total result of 18-a lucky thing that making the changeover was so easy. Michele notes the success.
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Michele (GM): Deelspends a few maments tinkering with the camputers, then familiar Aurebesh letters suddenly scroll across the screen. Meanwhile, the ring af laser fire striking the ship graws more frequent and it looks like the enemy is within seconds of reaching the vessel. Everyane has taken a second action, so anyane can act next. What do you do? Brian (Deel): Time to blast off. Everyone strap in; this could be a bumpy ride. I drop into the pilot's chair, fire up the engines, and punch it! I'll make a Pilot check to get us out of here. Michele determines that because the heroes are inside the ship, blasting off is a pretty easy way to get to freedom , so she sets an easy DC of 18. Brian rolls a d20, adds his Pilot modi f ier, and gets a result of 25. Because the heroes have earned eight successes before accruing three failures, they succeed on the skill challenge. Michele (GM): As the engines roar to life, the ship blasts away from the landing pad. Red blaster bolts streak up from below, flashing past the cockpit window, but within moments, you're well out of range. However, your sensor board begins to light up. It looks like the Colicoids have scrambled some starfighters to intercept your escape.
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DESIGNING SKIL.L. CHAL.L.ENGES Designing a skill challenge is much like designing a combat encounter. As the Gamemaster, you determine the location of the skill challenge, the obstacles and antagonists that might play into the scene, several options for provid ing the heroes with var iety, and the consequences of success or failure. Conceptually, skill challenges and combat encounters are simi lar, although they differ in execution . This section walks you through the creation of a skill challenge, from the initial concept to challenge effects th at can be added to spice things up. By following these steps, you can create skill challenges that contribute to excitin g scenes in the Star Wars tradition.
CHOOSE THE
CONCEPT
The first step in creating a skil l challenge is coming up with a compelling idea. Typically, when forming the basic concept, you want to focus on three primary areas: creating a cinematic scene, involving all the heroes and giving them mean ingful ways to contribute, and producing a satisfactory resolution to their actions and to the skill challenge as a whole. First, create a cinematic scene. Think of the many scenes in the Star Wars films. The ones that best translate into skill challenges are those in which skills are more useful than combat prowess in resolving the situation, characters take risks to achieve rewards, and the heroes' actions have a sense of tension that encourage s them to take risks. For example, breaking into the bunker during the Battle of Endor meets these criteria. Although combat is taking place around them, the heroes (specifica ll y Princess Leia, Han Solo, R2-D2, and Chewbacca) don't try to blast their way into the bunker, but instead use
their sk ills to get inside. They take risks, such as attempting to hot-wire the controls, earning both successes and fa ilures (such as when R2 is blasted away from the control panel). The scene is filled with tension because the heroes know that if they do not disable the deflector sh ield, the Rebel fleet attacking the second Death Star will be crushed. When coming up with a basic concept for a skil l challenge, consider these questions: • How does the sce ne encourage or require skill use? • What kinds of ri sks can the heroes take to achieve success? • What provides the sense of tension for the scene? With these questions answered, you can start building more specific concepts for the challenge. Second, involve all the heroes and give them meaningful ways to contribute. You do not have to tailor every element of the skill challenge to specific characters, but do find ways to include elements and actions that intera ct well with the party's talents. For examp le, if the heroes have plenty of technical skills and enjoy using gadgets and computers, you might wan t to design skill challenges that let them calion those resources . Of course, not all heroes in a group have the same skills, so a challenge such as this one should also provide opportunities for the nontechnical characters . For example, if the party in clude s a slicer, an outlaw tech, and a starship pilot, you might create a skill challenge that focuses on using those heroes' talents
to steal a starship from a top-secret fac il ity. Ho weve r, the party probabl y also includes a so ldier, a noble, or a scout who might have different skil ls. Perhaps they could subdue the guards at the facility, talk their way past security checkpoints, or sneak into the control room to plant a malicious program the sl icer cooked up. Your concept of the skill challenge should be broad enough to suit mu ltiple heroes. Lastly, think about the different directions in which the skill cha llenge can evolve. Although you can never fully predict the actions the heroes might attempt, you can probably foresee some of the skills they might employ and sketch out a few ways in which the skill cha llenge can develop. Consider how the basic situation might change-both for the better and for the worse-as the heroes take actions, and how the challenge might reach a satisfactory resolution. Remember that the heroes' actions shoul d have repercuss ions.
NOT A
SKILL CHAL L ENOE
Thi s chapter explains what a skill challenge is, but you should also understand what is not-or should not be - a skill challenge. Just because the heroes make skill checks to solve a problem, that does not necessarily mean they are participating in a skill challenge. Examples of when you shou ld not use the sk ill challenge system include: • Any time a situat ion can be resolved with a si ngl e skill chec k • Any situation th at does not give multiple heroes something to do during the challenge • Any situation that has no risk of failure • Any series of events that lacks tension or cinematic fla ir • Any situation that does not evolve as the heroes take actions
CONSIDER THE
DURATION
After com ing up with a good concept for your skill challenge, decide how long it should take, in terms of real time and game time experienced by the heroes. Since a skill cha llenge is somewhat more abstract than a combat encounter, it can unfold over the course of a gaming session or even an entire adventure. Similarly, a sk il l challenge might represent an individual scene in the lives of the heroes, or it might span multiple scenes and be broken up by other events and encounters . When designing a skill challenge, you do not necessarily need to set strict guidelines for its duration, but do consider how it should unfold and at what pace. Some skill challenges are meant to be resolved in a relatively short amount of game time. In such cases, present situations that lend themselves to being finished without interruption. For example, a skill challenge based on surviving travel through an asteroid field is unlikely to be interrupted by other scenes and should be run straight through from beginning to end. These types of skill challenges take less time at th e gam in g tab le and often reach resolution in one scene (or in very few scenes) as the story unfolds.
Other skil l challenges that play out over a long sequence of game time might have interruptions. For example, consider a skill challenge that revolves around hunting down a crime lord that has gone into hiding. You can design a series of consecutive scenes that relate directly to the skill challenge, but you can also break up the action with combat encounters (perhaps the heroes jump some of the crime lord's thugs and attempt to subdue them) or interesting rolep laying scenes (perhaps the heroes talk to a bartender in a cantina frequented by the crime lord). The skill challenge might even be interrupted by another, shorter skill challenge-for example, the heroes flush the crime lord out of hid in g but then must engage in a speeder chase to finally run him down.
DETERMINE CL AND COMPLEXITY Now that you have a basic concept for the skill challenge and a general idea of how long it should take, you can determine the two most important factors: the cha llenge level (CL) and the complexity. Setting the CL of a skill challenge is just like setting the CL of a combat encounter. To produce a balanced challenge and a tense scene, set the CL at or near the average level of the heroes. Setting the CL higher or lower makes the challenge more or less difficult, respectively. The comp lexity of a skill cha ll enge determines how many separate skill checks must be made to succeed in the challenge overall (see Table 2-1). A complexity 1 challenge requires the heroes to earn five successes to succeed in the challenge; a comp lexity 2 challenge requires eight successes; and a complexity 3 challenge requires 11 successes. Regardless of complexity, if the heroes fail three separate skill checks, they fail the challenge overall. The combination of CL and complex ity also determ.ines the experience value of the ski ll cha llenge. A complexity 1 skill challenge awards experience points equal to that of one opponent of a CL equal to the skill challenge's CL; likewise, a com plexity 2 challenge awards experience points equal to that of two such opponents, and a complexity 3 challenge awards points equal to that of three such opponents. Thu s, a complexity 2 skill challenge at CL 7 is worth the same amount of experience points as defeating two CL 7 opponents. When designing a combat encounter that includes a skill challenge, take the cha llenge into account when ca lculating the difficulty of the encounter-just count the challenge as a number of opponents. For example, when determining the difficulty of a combat encounter that includes a complexity 2 skill challenge at CL 5, simp ly count the challenge as two CL 5 opponents. Many times, you can include a low-complexity skill challenge of a lower CL in a combat encounter to give the heroes opportunities to take actions other than fighting. Much in the same way that you might include stormtroopers that are well below the heroes' level to soak up their attacks, a low-complexity, low-CL skill challenge can take up the heroes' actions during combat without making the encounter much more difficult.
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SET SKILL DCs
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The CL of the challenge determines the target DCs of skills used in the challenge. Table 2-1 lists the skil l DCs for challenge CLs under f ive general categories: easy, medium, moderate, hard, and heroic. When you create a skill challenge, the se DCs determine success or failure for various skill uses. As the Gamemaster, you must determine whether each hero's action has a higher or lower likelihood of success, then assign a general difficulty (and t hus a speci f ic DC) to that ski ll check. The more plausible the hero's action in the situat ion, the lower the general difficulty ca tegory (and thus the DC) should be. Ea sy skil l checks should be used for actions that have an extremely high like lihood of success, even if the heroes don't end up with a very high check result. Examples includ e using Persuasion to convince a friendly shopkeeper to help or using Mechanics to perform enough repa irs to get a lightly da maged speeder up and running. You shou ld assign an easy DC whenever yo u think that the hero's action is easy to ach ieve and represents a good soluti on to that part of the challeng e. Medium ski ll checks should be used for actions that have a good chance of success but might become failures if the heroes bungle the check. Examp les incl ude slicing into a re latively light security system or climbing over a security wa ll in a lightly defended compound. You should assign a medium DC when you think the hero's action should succeed , but there is sti ll som e risk of failure due to a rare mistake.
HARDER CHECKS AT HIOHER LEVELS The method described for assigning skill check DCs might give the impression that performing the same task is more difficult for heroes of higher levels, since the DCs are based on character level. However, the expected DCs are really just abstractions that represent many factors, wit h th e assumption that challenges grow more difficult as heroes gain levels. Thus, a 10th-level hero making a Stealth check might need to beat a higher DC than he or she did when at 4th level because the circumstances surrounding the Stealth check are more difficult. At 10th level, the skil l challenge faced by the hero might have more vigi lant guards, better security protocols, more preci se sensors, or any number of other factors t hat make it harder to succeed on a Stealth check. Thi s system allow s you to design level-appropri ate challenges without having to figure out the statistics for every guard, officer, and computer system the heroes might encounter. Th at said , you are free to assign skill check DCs ba sed on other factors . For example, you can assign DCs ba se d on the defense scores or skill modifiers of opponents, or on the stati stics for hazards, vehicles, or objects. Similarly, you can mix and match within a skil l challenge, assigning some DCs ba sed on abstractions and others on an enemy's Will Defen se or Perc eption bonus. Just remembe r that the result of a skill check aga inst a defen se score or a skill modifier should still count as a success or a failure.
Moderate skil l checks should be used for actions that have some chance of success but also a strong chance of failure. Examples include bribing an Imperial official to look the other way or f lying a starship between buildin gs in a planetary metropolis. You should assign a moderate DC when the hero's action is ri sky but stil l a plausible solu tion to that part of the chal lenge. You can also assign a moderate DC when the hero's action uses a skill that is not optimal for the situation but th at could produce results. Hard skill checks shou ld be used for actions where the odds are stacked aga inst the hero and the chance of failure is high. Examples include hiding from security guards in an open hangar or making an Acrobatics check to drop through a laser securit y grid. You should assign a hard DC when the hero's action probably shou ld fail, but when luck or exceptional skill could pull off a miracle. You can also assign a hard DC when the skill the hero wants to use is unlikely to produce results during that particular ski ll chal lenge. SEARCHINO WITH
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TABLE 2 - 1: SKILL CHALLENGE DCS BY CL. CHALLENGE CL
1 2-3 4-5 6-7 8-9 10-11 12-13 14 15 16-17 18-19 20
EASY DC
MEDIUM DC
MODERATE DC
HARD DC
HEROIC DC
13 14 16
18 19 21 22 23 24 26 27 27 28 29 31
23 24 26 27 28 29 31 32 32 33 34 36
26 27 29 30 32 33 35 36 37 38 39 41
31 32 34 35 37 38 40 41 42 43 44 46
17
18 19 21 22 22 23 24 26
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Heroic skill check s should be used for actions where success seems almost impossible. Examples include convincing a stormtrooper to betray the Empire or using the Force to plant suggestions in the mind of a Dark Jedi. You should assign a heroic De when the hero's action has almost no chance of success or when it is implausible to expect any re sults from the chosen skill.
CHOOSE
PRIMARY
SKILLS
Although thi s step is not strictly necessa ry, it is a good idea to assign Des to a small number of skills that the heroes are likely to use in the cha ll enge. You will almo st certain ly need to improvise some Des during the challenge, but you can probably predict some of the more obvious skill uses in advance and assign tho se Des ahe ad of time. You should al so note a few plausible uses of those skill s in case you need to provide suggested actions to heroes who are stumped or need pointers. Of course, a set of primary skills is mere ly a handy starting point and does not limit the ski ll ch allenge in any way-the heroes still can attempt any action s th ey want. In fact, you shou ld encourage your players to th ink creati vely and reward them for doing so by allowing them a chance at success, no matter how small. Even if a skill is not considered a primary skill for the challenge, if a player suggests something that seems at least remote ly plausib le, give him or her the chance to try.
CREATE
OPTIONS
When designing and running skill challenges, one of your biggest goa ls is to provide interesting option s for the players. You shou ld create opportunities for using a variety of skill s, effecti vely settin g up va riou s "targets" for the heroes. The characters shou ld be aware of the different elements placed
before them and realize the potential for interactions. They don't negot iate only with a Hutt-his majordomo and protocol droid are also present. They don't simply evade a squad of stormtroopers-they can choose to hide in the slums or sneak through the elite section of town . They don't merely navigate an asteroid field-they can plunge into a dust cloud , zoom close to one of the biggest rock s, or try to reach a less dense area that has more room to maneuver. Such opportunities will present themselves in the way you describe the scene, so keep in mind that pre sen ti ng multiple characters, locations, or objects makes it easier fo r the players to come up with interesti ng action s.
ADD CHAL.L.ENGE EFFECTS The fina l step in designing a skill chal lenge is to add one or more chal lenge effects (described in the next section ) that modify the basic rules of the challenge. The se extra effects are not required, but they can help give each skill challenge its own fee l, just as addi ng special terrain features to a combat encounter can make it seem unique. If you want to use such effects, choo se them in advance (not on the fly). base d on t he nature of t he skil l chal lenge in question. You also might want to make your pl ayers aware of the effects in case their presence alters the way the heroes would behave in that situation.
CHAL..L..ENOE
EFFECTS
The effects described below provide small alterations to the game mechanics of a sk il l challenge, changi ng the way it plays out. Each effect has a un ique rule associated with it, and some of the effects might be incompatible with one another-or at least requ ire some adjud ication f rom the Gamemaster. The description of each effect includes exampl es of how it can be used and suggestions for when it might be included in a skill ch allenge.
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ANTAOONIST The antagonist effect represents an opponent that actively works against the heroes as they perform the skill challenge. Rather than failing due to their own mistakes, the heroes face the threat of failure because of the efforts of the antagonist. In a skill challenge with the antagonist effect, the heroes do not accrue failures when they fail a skill check. Instead, the antagonist takes its own actions and makes its own skill checks (against the same Des faced by the heroes)' and each success the antagonist accrues counts as one fa ilure for the heroes. The antagonist takes an action each time all the heroes have taken actions, ensuring that failures are accrued only after the heroes have had a chance to earn successes. For example, you might use this effect when the heroes are being pursued by a bounty hunter or when an enemy slicer is attempting to break into the heroes' computer system.
Use the antagonist effect when: • an opponent or entity is actively working against the heroes. • you want to encourage the heroes to act without fear of making the situation worse. • the actions of the heroes would not directly contribute to failure.
For example, you might use this effect when the heroes are navigating an extremely dangerous asteroid field or trying to maintain a low profile in the seat of their enemy's power.
Use the catastrophic failure effect when: • dire failure has a chance of producing dire consequences. • you want to increase tension in challenges with lower els. • you want to encourage heroes to aid the skill checks of their allies instead of making their own checks.
CHANOINO
CJS..JECTIVES
The changing objectives effect represents a more significant shift in the heroes' situation than usual. As the heroes accrue successes and failures, the objectives of the skill challenge change, and the relevant skills and actions available to the heroes change as we ll. For example, you might use this effect when the heroes learn that the quarry they have been chasing actually needs their protection, or when the crime lord they have been negotiating with decides to turn them over to the authorities, forc ing the characters to flee.
Use the changing objectives effect when: CATASTROPHIC
FAILURE
The catastrophic failure effect represents the fact that the heroes' plight is so delicate that a significant failure causes the situation to worsen rapidly. When a hero attempts an action and fails by a large margin, that failure moves the characters much closer to ultimate defeat. In a skill challenge with the catastrophic failure effect, if a participant fails a skill check by 10 or more, the heroes accrue two failu res instead of one.
• you want to combine two scenes into a single skill challenge. • you have heroes with wildly different skill sets. • the pace of the skill challenge slows and needs to be invigorated.
CLOSE
CALL
The close call effect represents situations in which the heroes can fail to make progress toward their goal without making overall conditions worse. With this effect, the heroes accrue a failure only if they fail a skill check by 5 or more. For example, you might use this effect when the heroes are trying to track down an informant who has no allies on the planet, or when traveling overland across a world with few natural hazards.
Use the close call effect when: • the actions of the heroes must fail dramatically to make their situation worse. • you want to make success in the sk il l challenge easier without lowering skill Des. • you want to allow heroes to fail without obligating them to spend Force Points to earn a success.
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CONTAINMENT The containment effect represents situations in which the actions of the heroes can bring only success, not failure. Conditions grow worse only when no one contributes to the completion of the challenge. With this effect, the heroes do not accrue failures for failed skill checks. Instead, they accrue a failure only if no hero earns a success during an increment of time predetermined by the Gamemaster. This increment can be as short as a single combat round, or could encompass a longer period of time such as a minute, hour, or day. Each hero need not contribute to this skill challenge. For example, you might use this effect when the heroes are trying to stop a fire from spreading, or during a foot chase through empty streets.
Use the containment effect when: • the actions of the heroes cannot make things worse. • you want to allow one hero to manage the skill challenge while the other heroes take other actions. • failure in the skill challenge depends on outside or natural forces.
DEGENERATING The degenerating effect represents situations in which failures can make the situation worse without ending the skill challenge. In a degenerating skill challenge, the heroes' actions have repercussions, and failures cause conditions to grow more dire, but the challenge does not end when the heroes accrue three failures. Instead, the general difficulty category for skill checks increases by one step for each failure accrued. For example, on the first failure, easy checks become medium checks, medium checks become moderate checks, and so on. Similarly, each success decreases the difficulty category by one step. The skill challenge ends when there are no possible skill DCs below a certain general category (as determined by the GM). For instance, the GM could determine that the skill challenge will be over when all of the skill checks have become hard. For example, you could use this effect when the heroes are trying to avoid capture by the Empire while on Coruscant or trying to navigate a starship through a dangerous cluster of black holes.
Use the degenerating effect when: • you want to reinforce the cost of failure in the situation. • you want the challenge to grow more difficult as it progresses. you want to allow the heroes a chance to recover from their mistakes in a noticeable way.
DEGREES
OF
FAILURE
Simi lar to a degenerating skill challenge, a skill challenge with the degrees of failure effect grows more dangerous as the heroes accrue more failures. The challenge itself does not become more difficult, but the heroes face other consequences, which might not become evident until after the challenge is over. The skill challenge ends when three failures are accrued, as normal, but even if the heroes succeed, they must deal with consequences based on the number of failures accrued during the challenge. For example, you might subtract a number of credits from the heroes' reward for each failure, or the heroes might face a combat encounter with an encounter CL set by the number of failures accrued.
Use the degrees of failure effect when: • you want distinct consequences for failure that last beyond the scope of the skill challenge. • you want to reinforce the need for perfect success in a challenge. • you want to reward heroes for completing a skill challenge without accruing failures.
DEGREES
OF
SUCCESS
Similar to a degrees of failure skill challenge, a skill challenge with the degrees of success effect rewards the heroes for accruing successes, even in the face of ultimate failure. Each time the heroes earn a certain number of successes, they gain some type of benefit, regardless of the number of failures they have accrued. The number of successes needed to gain a benefit can vary depending on the skill challenge. In a complexity 1 skill challenge, each success could grant a benefit, whereas in a complexity 3 skill challenge, the heroes might need three successes to earn a benefit. For example, you might determine that successes with certain skills alter the circumstances of the challenge, granting the heroes bonuses to other skill checks. Alternatively, the heroes could earn credits, pieces of information, experience points, or story rewards for their successes.
Use the degrees of success effect when: • you want distinct benefits for success that last beyond the scope of the skill challenge. • you want to reward the heroes for successes in a difficult skill challenge that they are likely to fail. • you want each success to contribute to the collective knowledge possessed by the heroes.
EXTREME SUCCESS The extreme success effect allows heroes to bring a skill challenge to its conclusion more quickly by pulling off exceptional actions. With this effect, if a hero earns a success with a check result that is 10 or more points higher than the target DC, the hero earns two successes for the party instead of one. For example, you might use this effect when running a skill challenge for characters who are particularly suited to the task, or a challenge in which exceptional success puts the forces working against the heroes at a significant disadvantage. [)
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Use the extreme success effect when: • the heroes are well suited to the skill challenge's demands. • you want to allow the heroes to end the skill challenge more quickly than normal. • you want to reward high skill rolls in a chal lenge with a low CL relative to the party.
INDIVIDUAL EFFORT A skill challenge with the individual effort effect focuses not only on the heroes' ability to work together but also on their separate contributions to the challenge. When a skill challenge has this effect, each hero must earn a number of individual successes equal to the challenge's complexity before the party accrues enough failures as a whole to fail the challenge. For example, you can use this effect to reflect the need for everyone to contribute, such as when all the heroes are flying their own starfighters through a dangerous section of space, or when each hero must endure Imperial interrogation separately.
Use the individual effort effect when: • you want to require each hero to attempt actions during the skill challenge. • you want to increase the overall difficulty of the cha llenge without increasing skill check DCs. • each hero's contributions must be relatively equal to ensure success.
INITIATIVE A skill challenge with the initiative effect has a predetermined order in which the heroes can act. Each hero makes an Initiative check and acts in that order, just as in a normal combat encounter. You can use this effect for skill challenges that take place during a combat encounter, or for those that occur in a very short amount of time (a matter of seconds or minutes).
Use the initiative effect when: • running a skill challenge in combat. • the heroes' ability to act in the challenge is based on their reaction times. • you want to have a fixed order in which the heroes act.
OPPOSED
DC
A skill challenge with the opposed DC effect represents a situation in which someone or something is actively working to deter the heroes' efforts. Like the antagonist effect, this pits the heroes directly against an opposing force that determines the difficulty of success. A skill challenge with the opposed DC effect does not use the skill check DCs from Table 2-2, above. Instead, the DC is set by the skill check or defense score of an opponent. The Gamemaster must know the skill checks and defense scores of the relevant opponents to determine successes and failures. For example, you can use this effect for skill challenges in which the heroes try to outmaneuver an enemy antislicer droid, or when they engage in a battle of wits with an enemy commander.
Use the opposed DC effect when: • the sk ill challenge has a specific opponent or set of opponents. • the heroes are taking actions directly against an individual. • you don't want to base the skill check DCs on the situation.
RECOVERY A skill challenge with the recovery effect represents a situation in which the heroes can make amends for mistakes they made earlier in the challenge. When a hero succeeds on a check by 5 or more, that hero can choose to remove one failure instead of earning a success. You might use this effect when your heroes are negotiating with a noble who is as easily flattered as offended, or during a skill challenge in which the heroes are working to evade a pursuing bounty hunter.
Use the recovery effect when: • the situation allows the heroes to make up for their mistakes. • you want to encourage skilled heroes to compensate for the lower skills of other heroes. • you want to reward heroes for significant successes without bringing the challenge to a premature end.
RESTRICTED
SKILLS
A skill challenge with the restricted skills effect represents a situation in which the same trick will not work more than a few times, if at all. This should be true in most skill challenges -you should not allow a hero to complete a challenge by using the same skill over and over again-but this effect imposes more strict limitations. You can implement this effect in three ways. First, you can forbid certain skills from being used in the challenge. Second, you can limit the number of times that certain sk il ls can be used, either by an individual hero or by the party overall. Third, you can rule that when a hero accrues a failure with a certain skill, that skill can no longer be used to earn successes in the challenge. For example, you could use this effect in a challenge with a Hull crime lord as he judges the heroes' worthiness to work for him, or when the characters are trying to sneak into a secret research facility where fa ilure triggers alarms .
Use the restricted skills effect when: • you want to encourage heroes to vary the skills they use. • the situation warran ts that you bar a particular skill from being used. • you want to encourage less obvious solutions to the problems of the skill challenge.
TIMED
CHALLENOE
The timed challenge effect represents a situation in which the heroes must worry more about the passage of time than about their individual failures. This effect creates tension and keeps the heroes' eyes on their chronometers as the skill challenge progresses. With this effect, the heroes do not accrue failures for failing skill checks, but instead must earn the required number of successes before a certain amount of time passes (either in rounds or in a more general sense) . For example, you might use this effect in skill challenges in which the heroes must destroy a communications satellite before an enemy fleet arrives, or in which the heroes have to trek through the wilderness before a wounded prisoner dies.
Use the timed challenge effect when: • you want to introduce a sense of apprehension. • you want to encourage all the heroes to participate without worrying about accruing failures. • you want to give the heroes more flexibility in choosing who acts and in what order.
-1
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SECOND EFFORT A skill challenge with the second effort effect represents a situation in which , despite a lack of skill or composure, the heroes manage to succeed through pure grit and determination. With this effect, any hero who accrues a failure can make a sacrifice to turn that failure into a success. The exact nature of the sacrifice is up to the GM, but examples include moving down the condition track, taking damage, or losing a Force Point. You can use this effect in skill challenges that reward determination, such as push ing through a driving storm on Dorin despite fai ling to find shelter, or blasting through a blockade with no regard for the final state of the ship.
Use the second effort effect when: • you want to give the heroes the chance to sacrifice resources for success. • the sk ill challenge has a higher CL and you want to reduce the odds of outright failure . • the heroes' determination can overcome their lack of ideas or competence with skills.
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FAILURE CONDITION: COMBAT ENCOUNTER
SUCCESS AND FAIL.URE With the skill challenge designed, the last step is to determine the consequences of success and fai lure. Typically, success is self-evident-the heroes achieve the goal that they set out to achieve, such as finding the information they need or escaping from the Empire. However, determining the results of failure can be a bit more tricky. As in a combat encounter, failure should have some kind of effect on the heroes' resources . It should not prevent the story from advancing or bring the adventure to a halt, but failure should lead to negative consequences for the heroes. For example, if they are engaged in a skill challenge that requires them to chase a quarry with a bounty on his or her head, failing the skill challenge does not necessarily mean that the target gets away. Instead, it could mean t hat the quarry makes it to a safe house, and the heroes must fight their way in. Alternatively, the target could escape but leave behind a trail that the heroes have to follow into a more dangerous environment. The failure of a skill challenge should still lead the story forward, but it can create new comp lications and twists for the characters. In most cases, even if the heroes fail the ski ll challenge, they still earn experience points for it, just as they would for a combat encounter. You should know ahead of time what the consequences of failing a skill challenge will be for the heroes. Below are several suggestions for failure conditions that you can use when designing skill challenges.
If the heroes fail the skill challenge, they are led to a combat encounter, usually one with the same CL as the challenge. Thus, if the heroes fail a CL 8 skill challenge, they should have a combat encounter appropriate for 8th-level heroes. In this case, the heroes earn no experience from the skill challenge; instead, their XP reward is based on the combat encounter.
FAILURE CONDITION: OF ALLIES
Loss
For a more story-related failure condition, failing a skill cha llenge could result in the death, capture, or forced abandonment of allies or other relevant characters. For example, in a skill challenge in which the heroes fly a squadron of starfighters through a dangerous area of space, failure could mean that none of the heroes' fellow pilots survive the trip. Alternatively, failure could mean that certain allies-whether present or distant-are captured by the enemy, opening new avenues for adventure.
FAILURE CONDITION: OF ECYUIPMENT
Loss
Similar to the previous failure condition, failing a skill challenge could cause the heroes' equipment (including droids and vehicles) to become lost or damaged. For example, in a skill challenge in which the heroes infiltrate an Imperial facility to destroy a shield generator, failure could mean that the explosives they brought are damaged, forcing them to find another way to blow up the building.
FAILURE CONDITION: OF FORCE POINT
Loss
If you want to use a failure condition based on the metagame , failing a ski ll challenge could result in the loss of a Force Point for each hero who participated in the challenge. This type offailure condition could be used when the heroes have failed in a matter of importance to the adventure, representing that the Force is not with them as strongly as it normally is.
FAILURE CONDITION: OF SECOND WIND
Loss
Failing a skill challenge could result in the loss of a second wind for each hero who participated in the challenge-a good choice for challenges that involve physical endurance. This failure condition represents physical exhaustion, and it could mean that heroes who have only one second wind per day cannot recover quickly from their wounds. For example, in a skill challenge in which the heroes must trek through the Felucian jungle, failure could represent the heroes reaching their destination but being exhausted by the effort. BEINO OF'
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SI<.IL.L. CHAL.L.ENOE TIPS Now that you know how a skill challenge works, this section offers tips on creating more exciting challenges. Although each challenge is different, certain aspects of their creation and execution can make them more memorable. As the Gamemaster, it is your job to use the rules-and these suggestions-to create scenes that excite your players, tell an interesting story, and fit into the Star Wars saga.
ENCOURAOE
CINEMATIC
PLAY
Part of your responsibility as a Gamemaster is to promote cinematic play. In Star Wars, taking risks is part of the fun and can lead to great thrills, and in a skill challenge, goals that otherwise would be incredibly difficult might be within the heroes' grasp. To encourage the players to take cinematic actions, present situations in which there are many opportunities to do so. Part of this is simply a function of choosing interesting terrain and locales for the skill challenge, but as the challenge evolves, you might need to present new situations in which the heroes can take audacious chances and still flourish. You can be a bit more lenient when the players want to take risks, especially if it will produce a more exciting scene. If a hero wants to attempt a daring action that has potential to make the scene more stirring, feel free to assign a skill check DC that is lower than might normally be expected.
OFFER
=
SUOOESTIONS
As with combat encounters, sometimes a skill challenge can bog down. The players might have a hard time deciding on their next actions, or they might be paralyzed by the fear of doing something wrong. Sometimes, the players' interest might wane, or a failure can make the situation seem hopeless. In these cases, it is up to you as the Gamemaster to offer gentle nudges to keep the chal lenge moving. When the action slows down too much, feel free to suggest good skill uses that the heroes can try, especially if you know that the tasks would be relatively easy for them to perform. Some players might feel lost because they did not follow your description of the situation, and giving them suggestions of what to try can help clarify the needs of the challenge and fire their imaginations.
CREATE
EVOLVINO
SITUATIONS
A skill challenge is supposed to be a dynamic, evolving scene. As the heroes gain successes and failures, the situation should change accordingly. The heroes' actions should have an impact on the scenario, and the characters should feel that they are making progress, not just taking futile actions. Even better, altering the situation as a result of the heroes' actions opens up fresh creative opportunities, especially if the new circumstances lend themselves to other skills. For example, during a negotiation, the heroes should see some
indication that their arguments are having an effect on the Hapan noble whom they are entreating for aid. After accruing a few successes, perhaps they convince the noble to help them, only to discover that they must also convince the other members of her house to assist, meaning that the heroes now must deal with a whole council. On the other hand, accruing a failure might cause the noble to become offended and summon her guards to take the heroes away; the characters then must convince the guards to wait long enough for them to make a second plea. Evolving situations create more interesting opportunities and more engaging scenes. If a scenario develops beyond the place where it started, it is more likely to be seen as progress in the plot of the campaign. When a situation evolves, something about it should change-the locale, the person with whom the heroes must interact, the tone or sense of urgency, and so on. The new conditions should open up more possibilities for heroic actions and give players something new to do rather than repeat the same actions from their previous turns.
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CONSEQUENCES
As you create evolving situations, remember that the choices the players make should have consequences. They likely will use the skil ls and abilities that grant them the best chances of success. However, keep in mind that using the same resources over and over again might have negative consequences, and encourage the heroes to choose from a variety of actions that are appropriate for each situation. For example, if you have a Jedi hero whose best skill is Use the Force, he or she might try to use that skill to solve every problem in the skill challenge. If that occurs, from time to time you should impose repercussions for relying on that sk il l too much. In the Rebellion era, for instance, someone who uses the Force repeatedly could draw the attention of the Empire, so the Jedi's recklessness co uld cause the heroes to be hounded by Imperials. Additionally, each time a hero earns a success or a failure in a skill challenge, allow a larger consequence to alter the situation or come back into play down the line. Keep the challenge dynamic by having it reflect the heroes' actions. For example, in the Endor chase sequence, Luke makes a Jump check to knock a scout trooper off a speeder bike, and he succeeds. As a consequence of his action, Luke gains control of a speeder bike and can act independently from Leia (whereas before, his options were more limited).
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ADD SKIL.L. CHAL.L.ENOES TO COMBAT Sometimes, a skill challenge can be used during combat to represent complex tasks. When you run a skill challenge as a part of a combat encounter, your players will almost certainly act on initiative order, and you should not requ ire all heroes to contribute to the success of the challenge. The challenge should have enough transparency for the players to make informed decisions about what their heroes do. Skill challenges that occur during a combat encounter usually require the heroes to work together on a complex task while engaging in combat with enemies. Returning to the Endor example, think of the scene outside the entrance to the bunker, in which the heroes try to break in while fighting the forces of the Empire. As the combat progresses, the heroes (in this case, Han Solo and R2-D2) attempt a variety of skill checks to gain entry to the bunker, occasionally stopping (in Han's case) to make attack rol ls. As discussed at Determine CL and Complexity on page 41, when you use a skill challenge in combat, consider it part of the encounter's design when determining encounter difficulty. Typically, given the peril of combat, you should include only complexity 1 skill cha llenges in combat encounters . Additionally, when designing encounters, you can include a complexity 1 skill challenge without adding the skill challenge's CL to the encounter's total CL. In essence, complexity 1 skill challenges are "free" when included in a combat encounter and do not affect the calculations you make to determine the difficulty of the skill challenge.
BREAK
UP THE
CHAL.L.ENOE
You need not run all parts of a skill challenge consecutively. After a round of skill checks, you can put the chal lenge on hold and engage the players in another scene before returning to the next round of checks. This is a great way to play out skill challenges that take place over a longer period of time. For example, if the heroes are members of New Republic Intelligence sent to root out Imperial agents who are inciting sedition among a planet's populace, the skil l challenge goal might be to uncover the identities of the provocateurs. Finding the Imperials could be a complex skill challenge that unfolds over several days. After the heroes accrue a few successes and failures, the Gamemaster can put the skill challenge on hold so the characters can deal with other events (such as a riot) that require their attention. Breaking up a skill challenge is also a good way to reinforce the dynamic nature of the scene. After the first failure in a skill challenge, you might put it aside to run a short combat encounter, then return to the challenge after the encounter is resolved . When you pick the challenge back up again, the scene has changed, and the parameters of the challenge might have changed as well.
IMPROVISE Any Gamemaster running a skill cha ll enge must be prepared to improvise . Thinking on yourfeet is key to creating an interesting challenge, and you should be ready to engage in both active improvisation and reactive improvisation. Active improvisation comes into play when you need to spice up the skill challenge for one reason or another. Perhaps your players have hit a dead end , run out of ideas, or simply lost interest in the challenge. Alternatively, you might run out of sensible responses to the heroes' actions before the skill challenge has been resolved. If this happens, you should improvise new situations, new locales, or new parameters for the challenge. For example, during a skill challenge that involves negotiation with a Hutt crime lord, the players might tire of the constant back-and-forth with the gangster and lose interest. Improvising, you decide that the Hutt has likewise grown bored with the heroes and throws a switch that opens a trap door, dropping the characters into a system of caverns filled with predatory beasts. The skill chal lenge changes from a negotiation to an escape sequence, requiring the heroes to make their way out of the caverns before being eaten by whatever creatures lurk in the dark. Reactive improvisation comes into playas a result of the heroes' actions. Sometimes, the players will take actions that you did not anticipate, or they will find loopholes in the scene that cause them to do something unexpected. Th at's okay-in fact, it can be a lot of fun for both you and the players if you let them be clever and creative. Rather than reject the actions because you did not prepare for them, improvise ways that the actions can succeed, and in turn transform the skill challenge . For example, the heroes are participating in an investigative skill challenge to find a fugitive. One of the characters, in a surprising turn, puts up a large sum of credits as a bounty on
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the target rather than continuing the investigation. Improvising, you allow the action, and some days later, a bounty hunter shows up with the quarry in tow. However, the skill challenge continues; the heroes must negotiate with the bounty hunter, then escape the bodyguards that the quarry summoned when taken into custody.
SAMPLE SKILL CHALLENGES The rest of this chapter presents sample skill challenges that were designed with the rules described in the previous part of the chapter. They show how to design skill challenges to fit a variety of situations, and each skill challenge can be used in your game as is. The first two examples demonstrate how the complexity of a skill challenge can vary based on your needs. They also illustrate extremes of skill challenge design. The first example is a simple, straightforward challenge that was formed quickly to produce a short scene, whereas the second uses many elements to create a more complex scene that changes as the skill challenge evolves. Following the first two examples are a variety of sample skill challenges, including some intended for use during combat encounters, that you can use as models for building your own.
SIMPLE SKILL CHALLENOE: BREACHINO THE BUNKER In this skill challenge, the heroes must breach the front entrance to an Imperial bunker and retrieve the Empire's battle plans for an upcoming conflict. This challenge is intended for use during a combat encounter; the heroes must choose between working toward the skill challenge and firing back at the enemies that are trying to stop them. When the challenge begins, the blast doors to the bunker are sealed, and the heroes must get inside to retrieve the data they need.
CL 2 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (technology) [DC 74}: The heroes can attempt to recognize familiar pieces of technology, which can help identify the method for opening the blast doors or extracting information from the bunker's computers. Mechonics [DC 79]:The heroes can try to activate the blast doors' opening mechanism, allowing them to enter the bunker. Persuasion [DC 24}: The heroes can attempt to convince an Imperial officer at their mercy to grant them entrance into the bunker or to call up the information needed from its computers.
Use Computer [DC 79}: The heroes can try to slice into the blast doors' locking mechanism to open them or retrieve the needed information from the bunker's computers. Challenge Effect: The following is a suggested challenge effect for this skill challenge: Timed Challenge: The heroes have 10 combat rounds to complete the challenge. After that point, they automatically fail the challenge. Success: After two successes, the blast doors open, allowing the heroes to enter the bunker and work on retrieving the data. If the heroes succeed on the skill challenge overall, they obtain the needed information and have a chance to escape before reinforcements arrive. Failure: If the heroes fail the skill challenge, reinforcements arrive in the form of six CL 1 stormtroopers. The heroes still have a chance to retrieve the data, but the fight becomes more difficult.
THE
PODRACE
ON TATCJOINE
COMPLEX SKILL CHALLENGE: THE PODRACE In this skill challenge, the heroes are sponsoring a Pod racer in the Ando Overland event, which features 12 racers. Two of the heroes operate a two-seater racing pod, and the other members of the party act as pit crew, spotters, and crew chiefs. The heroes' goal is to secure victory in the three-lap Podrace. This skill challenge is broken into three phases that describe what happens as the race progresses. CL 6
Complexity: 3 (11 successes before 3 failures)
Pod race Phase 1 The first lap of the race is relatively straightforward.
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Suggested Skills: The following are suggested primary skills for this phase of the skill challenge: Initiative [DC 22J: The pilot can attempt to use quick reflexes to get off to a quick start, while other heroes can try to look ahead in the race to anticipate trouble. Knowledge (tactics) [DC 17]:The copilot or crew chief can make a Knowledge (tactics) check to analyze enemy flight patterns and advise the pilot on the best path to grab the lead. Perception [DC 22J: The spotter, copilot, or any other character with a clear view of the track can look for danger on the track ahead or identify which racers are reckless and which ones are likely to allow the heroes' Pod racer to draft behind them. Pilot [DC 17l.·The pilot of the Podracercan make a Pilot check to attempt some fancy flying, dancing the vehicle around opponents or across safer ground. Challenge Effects: The following are suggested challenge effects for this phase of the skill challenge: Degrees of Failure: The outcome of this skill challenge depends on the number of failures the heroes accrue. The fewer failures the heroes have at the end of the first lap, the better their finishing position. Extreme Success: Any hero who succeeds on a skill check by 10 or more earns two successes instead of one. Recovery: Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure. Success: When the heroes have earned four successes, move on to phase 2 of the race . Failure: If the heroes accrue no failures during the first lap, their racer is in the lead at the end of the lap. If they accrue one or two failures, their racer is in the middle of the pack at the end of the lap. If they accrue three failures, their racer crashes, but no one is harmed.
Pod race Phase 2 When phase 2 begins, so does the second lap of the race. As the competition nears its midpoint, the heroes' Pod racer has a chance to make a short pit stop. At this point, the heroes notice that a rival pit crew is acting suspiciouslyone of its members sneaks into a covered parts shed while dragging a droid. Suggested Skills: The following are suggested primary skills for this phase of the skill challenge: Mechanics [DC 22J: The Pod racer makes a pit stop that is quick and efficient, allowing the heroes to make fast repairs without losing too much ground. Pilot [DC 17J: The pilot of the Pod racer continues to try to outmaneuver his or her opponents. Additionally, the pilot might try to engage in aggressive tactics, running other racers off the course. Stealth [DC 27J: Any hero on the pit crew can try to sneak into the parts shed where the rival crew member dragged the droid. Challenge Effects: The following are suggested challenge effects for this phase of the skill challenge: Degrees of Failure: The outcome of this skill challenge depends on the number of failures the heroes accrue. The fewer failures the heroes have at the end of the second lap, the better their finishing position. Extreme Success: Any hero who succeeds on a skill check by 10 or more earns two successes instead of one. Recovery: Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure.
Success: When the heroes have earned a total of seven successes, move on to phase 3 of the race. Failure: If the heroes accrue no failures during the second lap, their racer is in the lead at the end of the lap. If they accrue one or two failures, their racer is in the middle of the pack at the end of the lap. If they accrue three failures, their racer crashes, but no one is harmed.
Pod race Phase 3 When phase 3 begins, so does the final lap. With the race nearing completion, the rival crew's plans are revealed. Th e crew is strapping ion bombs onto droids and intends to release them onto the track to take out the frontrunners before they can reach the finish line. Several droids are released onto the track at the start of this phase, and they collide with a Pod racer that lags behind the others. As the ion bomb explodes, communications throughout the arena are disrupted, and the target racer crashes. Suggested Skills: The fol lowi ng are suggested primary skil ls for this phase of the skill challenge: Acrobatics [DC 27J: One of the heroes on the pit crew can attempt to dash onto the track, grab one of the ion bomb droids, and drag it away, al l the while narrowly avoiding the Pod racers that rush by. If a hero managed to sneak into the parts shed during phase 2, that hero can react more quickly to stop the droids and must make a DC 22 (rather than 27) Acrobatics check. Deception [DC 22J: The pilot of the Podracer can attempt to fool opponents into following a more dangerous path or to otherwise fake out the competitors with tricky maneuvers. Pilot [DC 27J: Due to the disrupted communications, performing risky stunts is much harder because the heroes in the pit crew cannot warn the pilot and copilot of upcoming danger. If at least one hero succeeds on a Use Computer check to reestablish communications, the DC of the Pilot check drops to 17. Use Computer [DC 17J: The heroes can try to recalibrate their communications devices, reestablishing contact between the pit crew and the Podracer. Challenge Effects: The following are suggested challenge effects for this phase of the skill challenge : Degrees of Failure: The outcome of this skill challenge depends on the number of failures the heroes accrue. The fewer failures the heroes have at the end of the final lap, the better their finishing position. Degrees ofSuccess: Certain skills in this phase of the challenge are easier if the heroes have already earned success with other skills . Second Effort: Late in the race, the heroes have a chance to push themselves and their racer to the limit. Whenever the pilot or copilot would normally accrue a failure in this phase of the skill challenge, that hero can move the Podracer -1 step on the condition track to convert that failure into a success. Condition track penalties of the Podracer are also applied to the skill checks of the pilot and copilot.
Success: When the heroes have earned a total of 11 successe s, the race ends. Their position in the race depends on the total number of failures they accrued. Failure: If the heroes have no failures when the skill challenge ends, their Podracer comes in first place. If they have one failure, their racer comes in second place. If they have two failures, their racer comes in third place. If they accrue their third fa ilure during phase 3, they finish the race in seventh place (out of a possible 12).
SKILL CHALLENGE: ASTEROID FIELD ESCAPE This skill challenge represents a chase sequence through an asteroid field. The heroes, aboard their ship, are attempting to escape from pursuing enemy starfighters. This challenge is intended for use during a combat encounter, giving the crew of the ship something to work toward while the gunners fend off the enemy starships.
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CL 9 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Fire Starship Weapons [Reflex Defense 23}: A gunner aboard the heroes' ship can fire a weapon (which must deal at least 2dl0x2 points of damage) to clear a path through the asteroid field. Knowledge (physical sciences) [DC 78}: The heroes can attempt to use their knowledge of asteroid field physics to determine the safest route through the field . Mechanics [DC 23}: The systems operator aboard the ship can make a Mechanics check to boost the strength of the ship's shields against an incoming asteroid collision, blunting or negating the impact. Pilot [DC 28}: The pilot of the ship can make a Pilot check to keep the pursuing starfighters at bay and make it safely through the asteroid field.
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Challenge Effects: The following are suggested challenge effects for this skill challenge: Catastrophic Failure: Any hero making a Pilot check to control the ship who fails the check by 10 or more earns two failures instead of one. Degrees of Success: The heroes' progress through the asteroid field makes it harder for the pursuing starfighters to avoid the ship's gunners. Each time the heroes earn a success, one of the ship's gunners gains a +2 circumstance bonus to his or her next attack roll made before the end of his or her next turn. Initiative: The heroes must act in order of initiative during the skill challenge. Success: The heroes evade the pursuing starfighters and make it safely through the asteroid field. Failure: The heroes' ship is shot down or damaged by asteroids, crashlanding on one of the largest asteroids in the field.
SKILL CHALLENOE: COVERT INFILTRATION In this skill challenge, the heroes must covertly infiltrate an extremely secure facility, such as the headquarters of Imperial Intelligence or the Corporate Sector Authority. The heroes have located the facility, which is well guarded and has excellent security measures, and they need to get inside and reach a particular chamber. CL 12 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Acrobatics [DC 27}: The heroes can attempt to climb into ventilation ducts or wriggle through maintenance crawlspaces to avoid more attuned sensors.
Deception [DC 26}: The heroes can try to convince the guards on duty that they belong in the facility, despite not having proper identification. Stealth [DC 26}:The heroes can attempt to slip by security patrols without being noticed and to pass under security cameras outside their range of vision. Use Computer [DC 27]:The heroes can try to slice into the facility's central computer to deactivate security devices along their route. Challenge Effect: The following is a suggested challenge effect for this skill challenge: Recovery: Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure . Success: The heroes reach the location they seek without being captured or triggering an alarm. Failure: The heroes reach their destination but are confronted by guards, and alarms sound throughout the facility.
SKILL CHALLENGE: INTERROGATION This skill challenge represents the interrogation of a prisoner. The heroes have captured an enemy soldier, droid, or bureaucrat and are attempting to learn what they can from the detainee. The characters must get the information they seek from the target to further their own goals. CL 3 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [DC 79]: The heroes can attempt to trick the prisoner into revealing the information they seek, pursuing a certain line of questioning in the hopes of deceiving the captive into letting something slip. Persuasion [DC 24]: The heroes can try to convince the prisoner, either sincerely or through intimidation, that revealing the information is in his or her best interests. Use the Force [DC 24]: The heroes can attempt to use the Force to extract the information from the prisoner-the target is betrayed by his or her thoughts. Challenge Effect: The following is a suggested challenge effect for this skill challenge: Contoinment: The heroes do not accrue failures for failed skill checks. Instead, they accrue a failure only if everyone takes an action but no one earns a success.
CL 5 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [DC 26]: The heroes can attempt to trick someone who has knowledge about their target-such as a close friend or a person working on a relevant project-into revealing the information that they seek. Gather Informotion [DC 76]:The heroes can gather rumors in local cantinas in an attempt to piece together the information they need. Knowledge (galactic lore) [DC 76]: The heroes can try to recall bits of related information that they learned in the past, applying it to the current situation to assemble a more complete picture of their target. Use Computer [DC 27]: The heroes can attempt to slice into planetary networks to retrieve secret information, learning what they can from the databanks of secure computers. Challenge Effects: The following are suggested challenge effects for this skill challenge: Close Call: The heroes accrue failures only on skill checks that fail by 5 or more. Degrees of Success: For every two successes the heroes earn, they learn a new piece of information about their target. Success: The heroes learn everything they need to know about their target. Failure: The heroes fail to learn everything they need. Worse, their enemies become aware that the heroes are present and seeking information.
Success: The heroes learn the information they seek. Failure: The prisoner's will proves too strong, no matter how intense the interrogation, and it becomes clear that the heroes will learn nothing more from their captive.
SKILL CHALLENGE: INVESTIGATION In this skill challenge, the heroes are trying to uncover information about a particular person, object, or organization. For the purposes of this challenge, the heroes are covertly investigating their target in an urban environment, and they must discover what they need without attracting the notice of the enemy.
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PARTICIPATES IN AN INVESTIGATION SKILL CHALLENGE
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SKILL CHALLENOe:: NEOOTIATION In this skill challenge, the heroes have earned enough of a reputation to convince an Imperial Senator to meet with them. They want to persuade him to betray the Empire and start working for the Rebel Alliance. During their audience, the heroes must convince the Senator that it is in his best interests to begin acting as an Alliance spy in the Senate and on Coruscant. CL 12 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [Opposed DC}: The heroes can fabricate evidence that the Empire is a threat to the Senator, or they might invent an Imperial atrocity that hits close to home for the Senator (even though it is not true). Knowledge (galactic lore) [DC 26}: The heroes can recall information about the Senator, such as his military service record from the Clone Wars or his participation in anticorruption rallies as a youth, and use it as leverage against him. Knowledge (social sciences) [DC 37}:The heroes can put forth a point of philosophy, well known on the Senator's homeworld, that engages him and makes a good case for joining their cause. Persuasion [Opposed DC}:The heroes can make an impassioned plea for the Senator to join the Rebel Alliance, using smooth and winning words to convince him that they are in the right. Use the Force [Opposed DCI'The heroes can attempt to read the mood or surface thoughts of the Senator, using that knowledge to better influence him and to avoid offending him. Challenge Effects: The following are suggested challenge effects for this skill challenge: Antagonist: Although the Senator shows signs of being sympathetic to the Rebellion, the Empire has placed an adjutant in the Senator's office who makes counterarguments and begs the Senator to report the heroes to the Imperial Security Bureau. The adjutant is the foil to the heroes' arguments, and she attempts to stymie their efforts with Imperial propaganda. The heroes do not accrue failures when they fail skill checks. Instead, each time all the heroes have taken an action, the adjutant makes a skill check (determined by the GM) against the Senator's Will Defense; if she succeeds, the heroes accrue one failure. Opposed DC:Skills used against the Senator directly, including Deception, Persuasion, and Use the Force, target the Senator's Will Defense. Alternatively, if the heroes try to attack the adjutant's arguments directly, she sets the DC with the result of her Persuasion check.
Recovery: Since the Senator has heard of the heroes and is amenable to their cause, he is willing to listen to them despite the arguments of the adjutant. Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure. Success: The heroes convince the Senator to help the Rebel Alliance. He agrees to act as their spy in the Senate and on Coruscant. To ensure that the Imperial adjutant does not cause trouble for the heroes, the Senator has her subdued by guards and shipped off to the spice mines of Kessel. Failure: The adjutant's arguments convince the Senator that treason is too dangerous. He calls for the heroes to be arrested, and the adjutant alerts the ISB of their actions. The heroes might have a chance to repair their relationship with the Senator in the future, or he might become an antagonist that works against the Alliance on Coruscant.
SKILL CHALLENGE: OVERLAND TRAVEL This skill challenge represents traveling across a dangerou s expanse of wilderness. It can be used in a variety of environments, including the deserts of Tatooine and the jungles of Felucia. Higher-level versions of this skill challenge could work in environments that are even more hazardou s, such as the toxic surface of Dorin or t he volcanic wa stes of Mustafar. CL 4 Complexity: 3 (3 successes per hero before there are no skill DCs below DC 34) Suggested Skills: The following are suggested primary skills for this ski ll ch allenge: Endurance [DC 16}: The heroes can attempt to push on even when fa tigu ed, using less water and fewer supplies and shortening their trip by setting a more brisk pace. Knowledge (life sciences) or Knowledge (physical sciences) [DC 76}: The heroes can identify ha zards and dangerous wildlife, avoiding potential threats to their safety.
Perception [DC 27]: The heroes can try to plot a course by identifying major landmarks and using those sights to make sure that they remain on the correct path. Survival [DC 76}:The heroes can attempt to find safe trails and scavenge for more supplies to ease the burden on their resources. Treat Injury [DC 27}:The heroes can try to treat each others' fatigue and injuries, en suring that they continue on at a good pace across the dangerous land. Challenge Effects: The following are suggested challenge effects for this skill challenge : Degenerating : Each failure increases the difficulty of all skill uses by one step (from DC 16 to DC 21, from DC 21 to DC 26, from DC 26 to DC 29, and from DC 29 to DC 34). Each success reduces the di ff iculty of al l skill uses by one step, but no further than the original DC of each skill. Extreme Success: A hero who succeeds on a skill check by 10 or more earns two successes instead of one. Individual Effort: Each hero must earn three successes to complete the skill challenge. Success: The heroes reach their destination safel y. Failure: If the heroes accrue enough failures to shift all skill DCs to 34, they fail the challenge and become lost in the wilderness. Each hero also loses one second wind and gains a persistent condition that can be removed only by eight hours of rest in a civilized area. As long as the persistent condition remains, the heroes lose one second wind each da y.
SKILL CHALLENGE: SEARCHING THE DEBRIS
FIELD
In this skill challenge, the heroes are aboard their starship investigating a debris field left behind after a major space battle. They are searching for something-perhaps survivors of the clash or rare cargo that was aboard one of the ships-but to find it, they must navigate through the debris field without destroying their own vessel. CL 8 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Mechanics [DC 23}: The heroes can attempt to boost power to their sensors , increasing the chance that they will find what they are hunting. Perception [DC 23]: The heroes can try to use visual scanning out the cockpit windows or gun turrets to spot anything the sensors miss. Pilot [DC 23}: The sh ip's pi lot or copilot can attempt to plot a safe grid pattern to search the debris field without taking too much damage. Use Computer [DC 7B}:The sensor operator can try to calibrate the sensors to more closely match the profile of the object that the heroes are looking for. AN
OVERLAND
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CHALLENOE
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Challenge Effects: The following are suggested challenge effects for this ski ll challenge: Degrees of Failure: For each failure earned, the heroes' ship collides with a chunk of space debris that is of Colossa l size, taking 8d6+ 10 points of damage. Extreme Success: A hero who succeeds on a sk ill check by 10 or more earns two successes instead of one. Success: The heroes f ind the object they seek and load it safely onto their ship. Failure : In add ition to any damage sustained from coll isions with debris, the heroes fail to locate the object in time. It might have been salvaged by riva ls or destroyed in a coll ision .
SKILL CHALLENOE: SLICINO THE HOLONET
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This skill challenge represents an attempt to slice into the HoloNet, which the Empire has declared to be for military use only. The communicat ions network is under tight Imperial co ntrol, and security is high. This cha ll enge can be used in a combat encounter or separately as part of a short sequence in an adventure .
CL 11 Complexity: 1 (5 successes before 3 fa il ures) Suggested Skills: Th e following are suggested prim ary skills for this skill chal lenge : Deception [DC 24}: The heroes can attempt to falsify credentials that would earn them access to the HoloNet. Knowledge (bureaucracy) [DC 19]:The heroes can try to use their knowl edge of Imperial bureaucracy to cut through the restrictions pla ced on the HoloNet with a few correctly placed requests. Use Computer [Opposed DC}: The heroes can attempt to bypass Imperial security measures, working against antislicer droids to gain access to the HoloNet. Challenge Effect: Th e following is a suggested challenge effect for th is skil l challenge: Opposed DC: An antislicer droid creates the opposed DC for the heroes' Use Computer checks to slice into the HoloNet. The droid has a Use Computer modifier of + 18. Success: The heroes gain access to the HoloNet and can send and receive transm issions. Failure: Not only do the heroes fail to gain access to the HoloNet, but the authorities are alerted to their attempt, and the Empire begins hunting for the slicers responsible.
SKILL CHALLENOE: SMUOOLINO CONTRABAND This skill chal len ge represents smuggling goods past government officials. Th e goal is to move the contraband, which is currently in the hold of the heroes' ship, to the intended buyer without being caught by the authorities. Thi s skil l cha lleng e can start when the heroes arrive in the star system where the goods are to be delivered and continue through the process of landing on the planet and un loading the contraband into the buyer's wa iting speeder.
CL 4 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The fo llowing are suggested primary skil ls for th is sk ill challenge: Deception [DC 21}: The heroes can attempt to bluff their way past the authorities, convincing the customs inspectors that their ship holds nothing of inte rest. Perception [DC 21}: Th e heroes can watch out for customs patrols that might appear when the cargo is being off-loaded. Persuasion [DC 26}:The heroes can try to convince the customs officials to turn a blind eye to the contraband. Pilot [DC 16}: A hero piloting the ship can try to avoid coming within sensor range of other vessels in orbit that might scan the heroes' ship and detect the contraband. Stealth [DC 16]: The heroes can attempt to hide the contraband on their ship, perhaps in smuggl ing compartments or among other, more leg itimate cargo. Use Computer [DC 16}: A sensor operator on the ship can try to use the sh ip's senso rs to jam the sensors of other vessels scanning for contraband . Challenge Effect : The following is a suggested cha llenge effect for th is ski ll challenge: Close Call: The heroes accrue failures only on sk ill checks that fail by 5 or more. Success : Th e heroes off-load the cont raband from their ship and deliver it to the buyer wi thout being caught. Failure: The authorities discover the presence of the contraband and attempt to seize it-by force, if necessary.
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Stealth [Opposed DCj:The heroes can try to sneak through the city using alternate routes, cutting their quarry off as long as they remain unnoticed. This check is opposed by the target's Perception check. Use Computer [DC 32]: The heroes can use their speeder bikes' primitive onboard computers to track the target's landspeeder or intercept its communications. This check is difficult due to the limited nature of the speeder bikes' computers. Challenge Effects: The following are suggested challenge effects for this skill challenge: Contoinment: The heroes do not accrue failures for failed skill checks. Instead, they accrue a failure only if everyone takes an action but no one earns a success, since to maintain pursuit, they need to keep the target in sight of only one character. Opposed DC:Certain skills in this challenge can be opposed by the criminal being pursued. Restricted Skills: The following skills cannot be used in this challenge: Gather Information, Survival, Swim, or Treat Injury. Success: The heroes catch the criminal. Failure: The criminal gets away.
SKILL CHALLENGE: TACTICAL LEADERSHIP SKILL CHALLENGE: SPEEDER BIKE CHASE In this skill challenge, the heroes must ride speeder bikes through a busy urban area to pursue a criminal fleeing in a landspeeder. During the chase, the heroes travel through different parts of town and herd their quarry into a place where he or she can run no more. As the heroes accrue failures, the target threatens to slip further away, potentially shaking pursuit altogether.
This skill challenge, intended for use during combat encounters, represents the clash of tactical minds on opposite sides of a conflict. The heroes attempt to outwit the enemy commander, using tactical prowess to outmaneuver their opponents. This skill challenge works well during space combat involving capital ships (allowing heroes to participate as the commanders of a fleet in a massive naval battle) or during mass combat encounters.
CL 8 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (golactic lore) [DC 28 or 23]:The heroes can try to remember what they have heard about the city to find shortcuts and secret routes. This DC could be reduced to 23 for heroes who are familiar with the city. Perception [DC 23]: The heroes can attempt to find the best path to keep pace with their quarry or look for indicators as to where the target is headed next. Pilot [DC 78 or Opposed DC]'· The heroes can pilot their speeder bikes along the fastest routes, avoid debris and obstacles, and find other ways to close the gap with their quarry. If the heroes get too close, the target becomes able to make Pilot checks to set the DC for the heroes' checks. ACKBAR
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CL 14 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [DC 27}: The heroes can attempt feints, false retreats, and other bluffs to lure the enemy into a disadvantageous position. Knowledge (tactics) [Opposed DC}: The heroes can try to outwit the enemy commander with tactical maneuvers designed to break through enemy formations. Perception [DC 22}: The heroes can attempt to identify flaws in the enemy's strategy, allowing them to take advantage of those weaknesses. Challenge Effects: The following are suggested challenge effects for this skill challenge: Antagonist: During this skill challenge, the heroes face off against the tactical prowess of the enemy commander. The heroes do not accrue failures for failed skill checks. Instead, the enemy commander makes skill checks as though participating in the skill challenge, and each time the commander earns a success, the heroes accrue a failure. Opposed DC: All Knowledge (tactics) checks are opposed. When the heroes make a Knowledge (tactics) check, the enemy commander makes a similar check to set the DC. Likewise, when the commander makes a Knowledge (tactics) check, one of the heroes makes a similar check to set the DC. Success: The heroes outwit the enemy commander and give their allies a significant advantage in the battle. All of the heroes' allies participating in the battle gain a +2 circumstance bonus to attack rolls and all defenses until the end of the battle. Failure: The heroes are outwitted by the enemy commander and left in a disadvantageous position. All of the heroes' enemies participating in the battle gain a +2 circumstance bonus to attack rolls and all defenses until the end of the battle.
SKILL CHALLENOE: TRAVERSINO THE MINEFIELD This skill challenge is intended for use in a combat encounter in which the ground has been seeded with a variety of antipersonnel mines. The heroes must find a way to traverse the minefield while defeating their opponents. Failure can trigger explosions, and success helps other members of the party identify locations where the mines have been placed. CL 10 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (technology) [DC 19}: The heroes can attempt to recall knowledge about the nature of antipersonnel mines, gaining clues that could indicate what different types of buried mines look like. Perception [DC 19}:The heroes can try to notice signs of upturned soil or other indicators of the placement of mines. Use the Force [DC 24}:The heroes can attempt to use the Force to sense spots where great danger awaits them, likely indicating the presence of mines. Challenge Effects: The following are suggested challenge effects for this skill challenge: Degrees of Failure: Each time the heroes fail a skill check while in the minefield, they trigger an antipersonnel mine in an adjacent space. Degrees ofSuccess: Each time the heroes earn a success while in the minefield, they learn the locations of at least three active antipersonnel mines. Initiative: The heroes must act in order of initiative during the skill challenge. Success: The heroes learn the location of every antipersonnel mine in the field and can see all mines on the battle map. Failure: The heroes fail to identify any more mines and must risk triggering undetected mines as they cross the field.
SKILL CHALLENOE: SABOTAOE MISSION In this skill challenge, the heroes must perform a mission to sabotage (and, ultimately, destroy) a capital ship hovering above a blockaded planet. The heroes are capable of taking care of the mission themselves, but it will be dangerous, and there will almost certainly be opposition within the vessel. Fortunately, the ship is mostly manned by droids, so they can use some of their tricks to fool automated systems without having to worry about alerting an enemy that thinks creatively to their presence.
CL 6 Complexity: 2 (8 successes before 3 failures)
Mission Phase 1 The first phase of the mission requires the heroes to make their way through the ship to its main reactor, then sabotage it. The heroes shou ld have come up with their own plan for the infiltration, but they begin outside of the cap ital ship and must find their way onto it. Once onboard, they need to locate the main reactor, and then make their way there without arousing any suspicion. After they have sabotaged the reactor core, the ship is doomed, and their mission is a success. Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [DC 22}:The heroes might use Decep tion to steal a cargo ship with the authorization to board the target vessel, or disguise themselves and fool the witless droids piloting a shuttlecraft bound for the target ship. Knowledge (technology) [DC 77}: While onboard the capital ship, the heroes can attempt to recall any knowledge they might possess about the design of the ship's interior, making it easier to move throughout the ship without being spotted. Stealth [DC 22]: The heroes might sneak aboard and stowaway on one of the target ship's shuttles in order to gain access to the ship. Onboard the capital sh ip, the heroes can use Stealth to move throughout the ship without being spotted. Use Computer [DC 22}:The heroes can use the Use Computer skill in order to gain access to the cap ital ship's computers, download schematics, reroute security patrols, and blind the ship's sensors to their presence. Challenge Effects: The following are suggested challenge effects for this skill challenge: Changing Objectives: Once the heroes have accrued a certain number of successes (4), the objective of the skill challenge changes to escaping from the capital ship. Close Call: The heroes only accrue failures when they fail skill checks by 5 or more. Success: After four successes, the heroes reach the chamber that houses the ship's main reactor. There, they can set up the explosives that destroy the main reactor. Since the reactor is volatile, they probably want to be long gone by the time the explosives go off. This moves the mission into Phase 2, described below. Failure: Each time the heroes accrue a failure, enemy forces discover their attempts and move to stop them. The heroes must deal with a combat encounter appropriate for 6th-level characters. Since the ship is manned by droids, the heroes likely encounter a droid patrol (a typical patrol might consist of 2 droidekas, 4 Bl-Series battle droids, and an IG-l00 Series MagnaGuard). If the heroes accrue their third failure during this segment,
they fail in their mission and are faced with an overwhelmingly difficult enemy force (three to four times as many enemies as is found in a typical patrol), whose intent is to capture the heroes (not kill them).
Mission Phase 2 Once the heroes have set the explo sives on the reactor, they now need to get far away to safety. Getting off of the ship is just as dangerous as the task of getting onto it, Suggested Skills: The following are suggested primary skil ls for this skil l challenge: Mechanics [DC 22}: As the heroe s make their escape, they can use the Mechanics sk ills to jam doors, retract bridges, and otherwise create impediments that would slow down any pursuers trying to follow them as they escape. Perception [DC 22}: The heroes can use Perception to watch out for enemies, find the fastest path back to the hangar, or eavesdrop on droid patrols to find out where to go. Pilot [DC 77}: If th e heroes secure a getaway vessel, one hero can make a Pilot check to blast their way out of the sh ip's hangar before their explosives go off. Use the Force [DC 27}: Force-sensitive heroes can use the Use the Fo rce skill to sense danger ahead and warn their allies when they might be walking into a trap. Challenge Effects: The following are suggested challenge effects for this skill challenge: Catastrophic Failure: If a hero fails a sk ill check by 10 or more, the heroes accrue two failures instead of one. Restricted Skills: Each skill can only be used once in Phase 2. Additionally, Pilot checks can only be attempted once the heroes have access to a ship. Success: When the heroes have achieved their eighth success in the skil l challenge, they no longer need to fear for their safety, at least for the time being. They successfully escape from the sabotaged ship, which explodes and then falls in chunks into the planet's atmosphere. Failure: Each time the heroes accrue a failure, the heroes run afoul of the droid defenders of the ship that have begun scrambling to make it to the hangar bays in time to be loaded onto troop transports. The heroes must deal with a combat encounter appropriate for 6th-level characters. Since the ship is manned by droids, the heroes likely encounter a droid patrol (a typical patrol might consist of 2 droidekas, 4 Bl-Series battle droids, and an IG-l00 Series MagnaGuard). If the heroes accrue their third failure during this phase, they become trapped on the ship as it breaks apart and begins plunging into the atmosphere.
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EQUIPMENT AND WEAPONS Equipment and weapons are not the main focus of a Galaxy of Intrigue cam paign, but they do have their place. The powerbrokers and masterminds who create the intricate plots and conspiracies that drive this style of campaign know that equipment is just another tool to be used. Still, the elite have access to equipment and weapons that are experimental, highly illegal, or otherwise too expensive for most individuals to employ.
RANGED WEAPONS In Galaxy of Intrigue campaigns, assassins use of a variety of ranged weapons to deliver a lethal message, and some VIPs prefer ranged weapons that are small, easily hidden, but still powerful . The weapons in Table 3-1: Ranged Weapons are described below.
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Blaster, Wrist Pistol For those needing the ultimate in discretion, a wrist blaster provides protection without drawing attention. It is popular with assassins, diplomats working in hostile territories, and other VIPs who hate being comp letely unarmed. The wrist blaster is worn as a bracelet and looks like an ordinary piece of jewelry. The bulk of the wrist blaster contains the power cell, which is powerful enough to deliver the same damage as a blaster, but contains enough energy for only a single shot. A wrist blaster is meant for use in close quarters. Special alloys mask the wrist blaster from sensor scans for weapons . Detecting a wrist blaster with a sensor scan requires a DC 25 Use Computer check.
Snare Pistol Pistol The smaller cousin of the snare rifle described in Scum and Villainy, the snare pistol carries the same capabilities, but in a smaller weapon and with a considerably shorter range. A snare pistol fires a length of weighted synthcord that wraps around the target, allowing the weapon's wielder to initiate a grab or grapple against an enemy at up to Short range. An enemy that is grabbed or grappled can attempt to escape the snare with a DC 15 Acrobatics check or to break it with a DC 20 Strength check. You can use the Pin and Trip feats with a snare pistol, but you cannot use the Crush, Throw, or Bone Crusher (see page 26) feats. A snare pistol uses a specialized cartridge that holds 2 shots. Replacement cartridges weigh 1 kg and cost 25 credits each .
Xerrol Nightstinger Rifle Used by assassins, the Xerrol nightstinger is a sporting blaster rifle designed for sniping at long range. Instead of using an energy cell for ammunition, the nightstinger utilizes special canisters of exotic gasses that produce powerful shots that are invisible to the eye, so a sniper can fire the weapon without revealing his or her position. Imperial snipers make use of an unusual tactic, firing at special redirection crystals to create confusion and divert attention to another location (see page 67). Each gas canister contains enough charges for five shots and costs 1,000 credits.
Darter Simple Weapon A darter is a large pistol that launches a dart by use of a compressed air canister. Although the range is limited and the damage minor, the darts can deliver poison or a surveillance tagger (see page 67). Poachers, game wardens, security personnel, assassins, and even medical personnel use darters in their duties. A darter's maximum range is the Short range increment. A dart carrying poison delivers the toxin if the darter successfully deals damage.
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3-1: RANOED WEAPO N S
EXOTIC WEAPONS
COST
DAMAGE
1,500
800
STUN DMG
RATE OF FIRE
WEIGHT
TYPE
AVAilABILITY
3d6
S
4.5 kg
Energy
Illegal
3d4
S
0.5 kg
Energy
Illegal
S
2 kg
Bludgeoning
Licensed
S
3 kg
Piercing
Licensed
Medium Xerrol nightstinger
PISTOLS Tiny Blaster, wrist' Medium Snare pistol '
600
1d4
SIMPLE WEAPONS Medium Darter
150
1 Inaccurate weapon. This weapon cannot fire at targets at medium or long range.
POISONS
AND TOXINS
Poison has long been a favored tool of assassins, and death by poi son is a common feature of any intrigue campaign. Described here are several additional poisons, toxins, and dangerous chemicals that might find their way into an adventure. For more information, see "Poison" on page 255 of the Saga Edition core rulebook. Bundar Root (Cl 1): Bundar root causes short-term memory loss and affects a victim 's ability to reason. When a creature ingests bundar root, make an attack roll (ld20+5) against the target's Fortitude Defense. If the attack is successfu l, the target suffers a -5 penalty to all skill checks that round. The poison attacks each round until cured with a successful DC 15 Treat Injury check. Chuba Poison (el 8): Potentially causing a stroke in a creature that ingests it, chuba is derived from glands of the gorg, a small amphibious creature found on swampy planets. When a creature ingests chuba poison, make an attack roll (ld20+10) aga inst the target's Fortitude Defen se. If the attack succeeds, the target moves -1 step on the condition track. If the attack beats the target's Fortitude Defense by 10 or more, the target remains at that position on the condition track until t hree separate and successful DC 20 Treat Injury checks are made. If the attack fails, the target suffers no ill effects. Devaronian Blood-Poison (Cl 4): Devaronian blood-poison is a rare crystalline gem which is poisonous on contact. Each round that a creature is in contact with Devaronian blood-poison, make an attack roll (ldlO+5) against the target's Fortitude Defense. If the attack succeeds, the target is wracked with pain, can move only at half speed, and moves -1 step on the condition track. If the target moves to a point on the condition track that would normally reduce it to half speed, the target is immobil ized instead. The poison attacks each round until cured with a successful DC 20 Treat Injury check.
Irksh Poison (el 13): Irksh poison is a deadly substance created by the Yuuzhan Vong for their undercover agents to use on themselves in case they are captured. When a creature ingests irksh poison, make an attack roll (ld20+ 10) against the target's Fortitude Defense. If the attack succe eds, the target takes 8d6 points of damage and moves -1 step on the condition track. If the attack fails, the target takes half damage and does not move on the condition track. The poison attacks each round until cured with a successful DC 28 Treat Injury check . Quongoosh Essence (el 3): When a creature ingests quongoosh essence, make an attack roll (ld20+5) against the target's Fortitude Defense. If the attack succeeds, the target moves -1 step on the condition track. A target moved to the "Helpless" step on the condition track by the poison becomes blind but not unconscious or otherwise helpless as a result of thi s poison (see page 254 of the Saga Edition core rulebook). All targets have concealment from the blind creature. The poison attacks each round until cured with a successful DC 15 Treat Injury check. Trihexalon (Cl 15): Also known as Dragon's Breath or He x, this potent biological agent comes in a powder form and causes massive breakdown in organic material . Each round that a creature is in contact with tr ihexalon, make an attack roll (ld20+20) against the target's Fortitude Defense. If the attack succeeds, the target takes lOd6 points of damage and moves -2 steps on the condition track. If the atta ck fa ils, the target takes half damage, but still moves -1 step on the condition track . The poison attacks each round until cured with a successful DC 30 Treat Injury check. Because trihe xalon causes disintegration of biological matter, a creature that takes full damage from trihexalon loses any limb in contact with the poison (roll randomly if the contact is not otherwise determined).
EQUIPMENT The following new equipment is suitable for use by heroes in any Galaxy of Intrigue campaign. Table 3-2: Equipment lists the prices and weight of these items. Refer to the descriptions below for other pertinent information.
Antitoxin Patch This adhesive patch is applied near the stomach (or similar organ, depending on the species). It emits a low dose of antitoxin, giving the wearer a +10 equipment bonus to Fortitude Defense against ingested poisons and a +5 equipment bonus to Fortitude Defense against inhaled poisons. An antitoxin patch lasts for 24 hours. For each consecutive day that an antitoxin patch is worn, the target moves -1 step on the condition track.
Panic Ring Despite the name, this device is available in a variety of shapes and sizes, the most common being a large, ornamental ring. Diplomats, wealthy CEOs, and anyone who fears kidnapping or ambush wear panic rings. A secret catch (DC 25 Perception check) reveals a small button that, when pressed, releases an encrypted emergency signal. This signal has a range of 100 kilometers and continually broadcasts a preset signal-usually "wearer in danger"-to local law enforcement, personal security, or any other group designated by the wearer. Changing this signa l require s a DC 25 Mechanics check, and failure by 5 or more activates the panic ring.
TA.BL.E 3-2: EQUIPMENT
Comlink. Earbud
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The earbud comlink is a tiny comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreetambassadors, card cheats, and spies, for example. The earbud comlink's size, shape, and color give the wearer a +5 equipment bonus to Deception checks for the purpose of hiding its presence. The earbud com link can be programmed to initiate or receive a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the earbud has the same range as a short-range com link-50 kilometers or low orbit.
Flash Suppressor/Silencer The Merr-Sonn Nonsonic is a typical example of a flash suppressor/silencer. Fitting over the muzzle of any Small or larger slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A flash suppressor/silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped slugthrower. It reduces the maximum range of the weapon by two range increments .
COMMUNICATION DEVICES Comlink, earbud Panic ring Holo converter
This small, blocky device is attached to a holoprojector and uses powerful algorithms to alter the outgoing signal, modifying the images and sounds received on the other end so that the user's appearance and voice are disguised. The holo converter can even disguise the user's gender and species. Preset with up to 10 different personae, complete with rotating wardrobe, the holo converter grants a +5 equipment bonus to Deception checks for the purposes of making the receiver believe that the user is another p~on.
WEIGHT
200 300 3,000
2 kg
DETECTION AND SURVEILLANCE DEVICES
COST
WEIGHT
Surveillance detector
450
0.5 kg
Surveillance tagger
450
0.5 kg
Veridicator
4,000
0.1 kg
Vid-vox scrambler
3,400
0.5 kg
COST
WEIGHT
MEDICAL GEAR Antitoxin patch Toxin detector
TOOLS Redirection crystal
Holo Converter
COST
Shield cage
WEAPON ACCESSORIES Flash suppressor/silencer
25 700
0.5 kg
COST
WEIGHT
500 10,000
20 kg
COST
WEIGHT
400
0.2 kg
Red irection Cryst al A redirection crystal is filled with Tibanna gas and has a small blasting tube. Sn ipers and assassins use them to seemingly bank blaster shots, al lowing the shoote r to hide in one location whi le making a shot appear to come from another position . When struck by blaster fire , the gas inside the crystal explodes, directing the shot through the blast tube at the established angle. On ly skilled snipers and assassins use redirection crystals because of the sheer difficulty in making a successful strike. Redirection crystals are sometimes used in conjunction with the Xerrol nightstinger (see page 64). taking advantage of the weapon's invisib le blaster shot to confuse the enemy. A redirection crysta l is Fine size, giving it Reflex Defense 15, plus penalties for distance. If an attack with a blaster weapon successfully hits the redirection crysta l, make a second attack roll against the intended target, with a -10 penalty and additional range-increment penalties. The redirection crystal is destroyed , leav ing only minuscule fragments, requiring a DC 30 Perceptio n chec k to notice and a DC 30 Know ledge (technology) check to identify.
To use the surveillance tagger, the user must succeed on a ranged attack against a target within 6 squares of the user. The size of the dart imposes a -20 penalty to Perc eption checks to notice it. An activated signal tagger allows the use r to t rack t he movements of the dart with a DC 10 Use Computer check and a data pad or an appro priate sensor package.
Toxi n Detector Assassination by poison is one of the dangers faced by nobles, politicians and other notable f igures. This tiny handheld device scans food and drink to determine if it is spoile d or conta ins po ison. Using the device requires a standa rd action . It has a range of one square and contains data for up to 100 different species. The toxin detector can be set to blink a light (green for safe food and red for dangerous) or to vibrate slightly when a toxin is detected. For an add itional 100 credits, the toxin detector can be disguised as a brace let or other piece of jewelry for maximum discretion.
Ver idicator Shield Cage A shield cage is a portable shield generator used to trap a target rather than protect it from harm. Wealthy bounty hunters, criminal masterminds, and other VIPs use sh ield cages to trap targets, sometimes setting the cages beneath cha irs or inside doorways. A shield cage is a large flat disk, 2 meters in dia meter. It must be connected to a power supp ly to operate and drains portable power generators after 2 hours of continuous use. A sh ield cage produces a shield bubble that fills a single square. Mu ltiple shield cages can be linked together, each expanding the shie lded area by one add it iona l square. Targets are trapped inside and cannot move until the power is tu rned of f. The shie ld is air permeable, allow ing the target to breathe an d communicate verbally, but nothing else can pass through the shie ld except damage t hat exceeds the shield's rating (SR 15).
Worn as an inco nspicuous bracelet, the veridicator uses sophisticated sensors to monitor a target's heart rate, pupil dilation , perspiration, and other involunt ary stress responses. It compares this information to its internal database, determi ning the emotiona l state of the target and ind icating if he or she is lying. The ve ridicator then re lays this inf ormation to the wea rer as a series of pulses, temperature variations, or vibrations. Once activated , the veri dicator needs a fu ll round to acquire the data from a single target within 6 squares of the user. Then the veridicator provides a + 5 bonus to Perce pt ion checks for the purpose of sensing deception or in flu ence or for gambl ing against other players in games such as sabacc. The veridicato r ca n be pro grammed for only a sing le species at a time . Chang ing the settings requires a DC 10 Use Computer check.
Vid-Vox Scrambler Surveillance Detector A surveil lance detector is a smal l, handhe ld device that scans an area for eavesdroppin g devices and surveillance taggers (see below) . When activa ted, the surveilla nce detector grants a + 10 equipmen t bonus to Perception checks for locating active or passive surveillance devices within 6 squares of the detector. It can be set to either display the presence of eavesdropping or to emit an alarm when such att empts are detected.
Surveillance Tagger The surveil lance tagger is a tiny, unassuming tube containing a Fin e sized dart and a compressed air canister. When fired, the dart attaches itse lf to the target with a combination of adhesives and magnetism and activates a homing beacon. The homing beacon has a range of 1 kilome ter and enough power to transmit fo r 40 hours .
When activated , this Tiny hand held device emits a low-frequency wave that scram bles all video, audio, and holographic recording with in its area of effect, whi le leaving normal conve rsation unaffected. Vid-vox scramblers are prized by anyone wo rried that their conversations are being recorded , including criminal masterminds, CEOs, spies, and the paranoid. The vid -vox scrambler prevents all video, audio, and holographic recording in the squares adjace nt to and the square including the device. Anyone eavesdropping or reviewin g record ings of ta rgets protected by an interfe rence generator must make a DC 30 Perception or Use Compu t er check to pick up on ly scattered words and phrases. A scrambler can operate continuously for one week on a sing le power cell , or it can be connected to a generato r or other permanent power source.
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EQUIPMENT AND WEAPON UPGRADES The following upgrade is for use with either gear or weapons. Most universal equipment upgrades can be applied to any type of equipment, although some upgrades have limitations or special rules when applied to armor or weapons. Weapon upgrades can be applied only to weapons. See Scum and Villainy for more information on equipment upgrades and additional optional rules.
Componentization Componentization is a process where a single piece of equipment or weapon is composed of several different pieces, each of which is disguised to appear as another type of equipment, such as a comlink, a datapad, or even a vibroshaver. Componentization is a common upgrade for assassins, smugglers, and nobles who want to carry weapons or other equipment into a location secretly. The basic componentization upgrade (one upgrade slot) breaks the item or weapon into two component parts, each one size category smaller than the original item. An item or weapon with the deluxe upgrade (two upgrade slots) breaks down into four items, each two size categories smaller than the original item. For example, a Medium sporting blaster rifle can break down into two Small objects with the basic upgrade or into four Tiny objects with the deluxe upgrade. A full round is required to assemble a componentized item from two parts. Two full rounds are required to assemble a componentized item from four parts. Identifying a component as part of this upgrade package requires a DC 30 Perception or DC 25 Knowledge (technology) check.
VEHICLES
l
On the whole, the elite of the galaxy-those most embroiled in intrigue and conspiracy-prefer to travel in the lap of luxury. Although a crime lord might set up headquarters in a battered cargo scow, most prefer to own and travel in the best vehicles available, complete with a discreet and accommodating crew to cater to their every need. The starships and vehicles here might not be the fastest or the best armed, but they get the heroes where they need to be in style.
STARSHIPS Below are examples of starships that the heroes might encounter or use in a Galaxyoflntrigue campaign.
PTV-2100 Incarcerator Designed by Kuat Drive Yards during the Clone Wars, the PTV-2100 is a lucrative, if understated, transport vessel. The sole purpose of this vessel is the transport of prisoners, including some of the most dangerous individuals in the galaxy. Heavily armed, the incarcerator is a slow and ponderous starship,
so it relies on smaller, more nimble starfighters or frigates for protection. Although used primarily by governments, incarcerators are also employed by large criminal organizations for hauling individuals to the spice mines or slaves to markets in the Outer Rim. The greatest part of an incarcerator is devoted to prison cells of various size and security, including minimum-security holding pens and thick-walled, heavily shielded isolation rooms with redundant protective measures. The hallways and cells are outfitted with cameras and sensors to monitor the inmates, and guard stations feature weaponry to quell riots or to stun or kill escapees. The PTV-2100 incarcerator is a slow, ponderous vessel, so other ships can easily catch up with it. However, it excels at repelling boarding actions. The incarcerator and all allies in adjacent squares gain an additional die of damage against starships moving into the same square as the incarcerator to dock with it or board it.
PTV-2100 Incarcerator
CL 16
Colossal (frigate) space transport Init -4; Senses Perception +6 Defense Ref 13 (flat-footed 13), Fort 40; +13 armor hp 1,600; DR 15; Threshold 140 Speed fly 1 square (starship scale) Ranged 2 turbolaser batteries + 12* (see below) Ranged 2 point- defense batteries +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +52 Abilities Str 71, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Pilot -4, Use Computer +6 Crew 250 (skilled); Passengers 1,500 (prisoners) Cargo 5,500 tons; Consumables 1 year; Carried Craft 2 shuttles Hyperdrive x3 (x12 backup), navicomputer Availability Military; Cost 4.5 million (1.8 million used) 'Apply a -20 penalty an attacks against targets smaller than Colossal size. Turbolaser battery (4 gunners) Atk +12 (-8 against targets smaller than Colossal)' Dmg 5dl0x5 Point-defense laser battery (2 gunners) Atk +8, Dmg 2dl0x2
Modified Incom A-24 Sleuth The sleuth is a highly maneuverable scout ship with excellent sublight speed. Despite being older than more popular scout ship models, the sleuth became Mo l Hedron's choice for spying on the fledgling New Republic. Most of the time, the New Republic never even knew he was there. On the rare occasion when they did discover his presence, he was able to complete transmission and jump away.
The modified sleuth contains a high-powered transmitter capable of sending a nearly undetectable signal by tig ht beam. Intercepting these signals is extremely difficult. Even if intercepted, the signal is often coded and requires deciphering.
Hyperdrive xl (backup xl0), navicomputer, 10-jump memory (astromech droid) Availability Military; Cost not ava ilable for sa le
Modified Incom A-24 Sleuth
Laser cannons (pilot) Atk +7, Dmg 4dl0x2
CL 10
Gargantuan starfighter Init +5; Senses Perception +6 Defense Ref 16 (flat-footed 12), Fort 25; +7 armor hp 110; DR 10; SR 15; Threshold 45 Speed fly 16 squares (max. velocity 1,000 km/h)' fly 4 squares (starship scale) Ranged laser cannons +7 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total (crew), +5 (astromech droid) Base Atk +2; Grp +32 Abilities Str 40, De x 18, Con -, Int 16 Skills Initiative +5, Mechanics +6 (+ 13*), Perception +6, Pilot +5, Use Computer +6 (+ 13*) Crew 1 plus astromech droid (skilled); Passengers 1 Cargo 3 tons; Consumables 3 months; Carried Craft none
'If the ship has an astromech droid, use these skill modifiers instead.
Ferret-class Reconnaissance Vessel When New Republic Intelligence needs a single, stealthy pass through the heart of enemy territory, they choose the top-secret Ferret-class reconnaissance vessel. Operating on ion engines and utilizing a baffled drive technology, this droid-piloted ship becomes more difficult to detect at sublight speeds. Each Ferret is equipped with a large sensor-decoy package. In addition, they are coated with sensor-evading materials and fitted with a Fabritech sensor mask. A Ferret is designed for stealth and, therefore, gains a +5 technology bonus to Stealth checks to hide the ship. When its sublight baffled drive is active, the ship moves at half normal speed but gains an additiona l +5 technology bonus to Stealth checks to avoid detection. The Ferret can run on its baffled drive for only one hour. Also, the ship's complement of sen sor decoys can be deployed in the event of discovery. If deployed, the ship can reroll its Stealth check once per encounter. The Ferret contains enough sensor decoys to use this capability twice before needing to resupply.
Republic Engineering Corporation Ferret-class Reconnaissance Vessel
CL 12
Gargantuan starfighter Init +6; Senses Perception +8 Defense Ref 15 (flat-footed 12), Fort 26; +7 armor hp 120; DR 10; Threshold 46 Speed fly 16 squares (max. velocity 1,050 km/h)' fly 4 squares (starship scale) Ranged concussion missiles +9 (see below) Fighting Space 4x 4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +36 Abilities Str 42, Dex 16, Con -, Int 18 Skills Initiative +6, Mechanics +8, Perception +8, Pilot +6, Use Computer +8 Crew 3 (expert); Passengers none Cargo 2 tons; Consumables 3 months; Carried Craft none Payload 6 med ium concussion missiles Hyperdrive xl (x8 backup), navicomputer Availability Military; Cost 890,000 (not available used) AN A - 2 4
SLEUTH BL.ASTINO ITS
WAY PAST AN
IMPERIAL BLOCKADE
Medium concussion missiles (pilot) Atk +11, Dmg 9dl0x2
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Republic Engineering Corporation Prowler-class Reconnaissance Vessel
CL 12
Gargantuan starfighter Init +6; Senses Perception +8 Defense Ref 16 (flat-footed 13), Fort 28; +8 armor hp 150; DR 10; Threshold 48 Speed fly 12 squares (max. velocity 650 km/h)' fly 3 squares (starship scale) Ranged concussion missiles + 10 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +38 Abilities Str 46, Dex 16, Con -, Int 16 Skills Initiative +6, Mechanics +8, Perception +8, Pilot +6, Use Computer +8
Prowler-class Reconnaissance Vessel For longer reconnaissance and spy missions, the New Republic depends on its top-secret Prowler-class reconnaissance vessel. The Prowler is basically an expanded Ferret body containing less equipment. The ship is intended for two- to three -month tours while its crew works to keep it from becoming a target. Like Ferrets, the Prowler operates on ion engines, is coated with sensor-evading materials, and features an advanced masking system. A Prowler is designed for stealth and, therefore, gains a +4 technology bonus to Stealth checks to hide the ship. When its sublight baffled drive is active, the ship moves at half its normal speed but gains an additional +4 technology bonus to Stealth checks to avoid detection. The Prowler can run on its baffled drive for only three hours. The ship has a complement of sensor decoys that can be deployed in the event of discovery. If the decoys are deployed, the pilot can rerall the Stealth check once per encounter. The Prowler contains enough sensor decoys to use this capability four times before needing to resupply.
Crew 6 (expert); Passengers none Cargo 3 tons; Consumables 5 months; Carried Craft none Payload 10 medium concussion missiles Hyperdrive xl (xlO backup), navicomputer Availability Military; Cost not available for sale Medium concussion missiles (pilot) Atk +10, Dmg 9dlOx2
Sabaoth Frigate Spy Ship The Sabaoth spy ship is a modified frigate used as a scout vessel by the Sabaoth mercenary squadron, led by Captain Cavik Toth. This ship's modifications include sensor stealth, the ability to tap into communications, and an advanced sensor package. These additions come at the expense of the tractor beam projectors and half the heavy laser cannons found on other Sabaoth frigates. This ship was used around the time of the Occupation of Karthakk. Jedi Master Adi Gallia encountered a Sabaoth spy ship during a meeting with Reti in the Ruby Nebula. Believing it was tapping communications between them, Adi Gallia destroyed the ship from her Delta-7 Aethersprite-class light interceptor.
Sabaoth Frigate Spy Ship
CL 11
Corona Limited Luxury Groundspeeder
Colossal (frigate) capital ship Init +1; Senses Perception +8 (+ 13 with sensor package)
Huge ground vehicle (speeder) Init +7; Senses Perception +6
Defense Ref 14 (flat-footed 11). Fort 34; +11 armor hp 650; DR 15; SR 105; Threshold 134
Defense Ref 14 (flat-footed 11). Fort 24; +3 armor hp 90; DR 5; Threshold 34
Speed fly 3 squares (starship scale) Ranged 4 heavy laser cannons +9 (see below) Fighting Space 2x2 squares (starship scale); Cover total Base Atk +5; Grp +49
Speed 12 squares (max. velocity 300 km/h) Fighting Space 3x3; Cover total Base Atk +2; Grp +26
Abilities Str 58, Dex 16, Con -, Int 18 Skills Initiative +1, Mechanics +8, Perception +8 (+13 with sensor package). Pilot + 1, Use Computer +8 Crew 100 (expert); Passengers 450 Cargo 1,200 tons; Consumables 1 year; Carried Craft none Hyperdrive x3 (x18 backup). navicomputer Availability Military; Cost not available for sale Heavy laser cannon (gunne~ Atk +9, Dmg 6dlOx2
OROUND
VEHICLES
Just as they have access to the finest starships, the galaxy's elite ride in the most luxurious ground vehicles possible. Emphasizing comfort and speed, these vehicles are, nonetheless, heavily armored and armed to protect their passengers, although weapons and armor are cleverly disguised or kept subtle to be discreet.
Corona Limited Luxury Groundspeeder The Mobquet Corporation Corona Limited luxury groundspeeder is a popular model of high-end ground transportation found in almost every sector of the galaxy. The interior of the groundspeeder is opulent, with kudana leather seats that can change to sleeping berths for three with the flip of a switch. The Corona Limited comes in 500 different colors, some of which are not discernible to the Human eye-a marketing scheme that makes the model extremely popular with species with greater spectrum perception.
CL 4
Abilities Str 38, Dex 16, Con -, Int 14 Skills Initiative +7, Mechanics +6, Perception +6, Pilot +7, Use Computer +6 Crew 1 (skilled); Passengers 6 Cargo 300 kg; Consumables 2 days; Carried Craft none Availability Licensed; Cost 70,000 (20,000 used)
SoroSuub JG-8 Luxury Landspeeder During the Rise of the Empire era, the SoroSuub JG-8 luxury landspeeder serves as a status symbol for the wealthy and powerful. Expensive and built for style rather than performance, the JG - 8 seats two in an open-air compartment. Twin turbothrust engines are mounted at the rear, augmented by ornate steering fins in the front. Although passengers wear webbing to keep them inside the vehicle, special tuning of the repulsorlift also provides continuous gravity relative to the passenger's orientation, preventing them from falling out even in the unlikely event that the JG-8 flips upside down.
SoroSuub JG-8 Luxury Landspeeder Large ground vehicle (speeder) Init +8; Senses Perception +6 Defense Ref 14 (flat-footed 11). Fort 15; +2 armor hp 55; DR 5; Threshold 20 Speed fly 12 squares (max. velocity 450 km/h) Fighting Space 2x2; Cover +5 Base Atk +2; Grp +12 Abilities Str 21, Dex 16, Con -, Int 14 Skills Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6 Crew 1 (skilled); Passengers 1 Cargo 50 kg; Consumables 1 day; Carried Craft none Availability Licensed; Cost 45,000 (12,500 used)
CL2
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DROIDS Droids are a vital part of any Galaxy of Intrigue campaign. For example, protocol droids help translation, smooth over misinterpretations, and serve as walking repositories of information to help during negotiations . Droids also serve another purpose: As ubiquitous as they are, droids blend into the background easily and overhear conversations or record clandestine meetings when the parties involved believe they are otherwise alone. Counter-espionage hardware and software are developed for droids to oppose electronic eavesdropping and other advances. In a Galaxyoflntrigue campaign, droids are primarily used as translators, bodyguards, and valets on the legal side of operations and for espionage, sabotage, and assassination on the not-so-Iegal side.
FIRST-DEGREE
DROIDS
First-degree droids are medical, analytical, or scientific droids. Specific examples include the 5-BT threat analysis droid.
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5-BT Threat Analysis Droid Built by Arakyd Industries decades before some of its more notorious droids, the 5-BT threat analysis droid is the precursor to the Mark VII and to other Inquisitor models. The 5-BT is a tiny spherical droid designed to accompany a VIP during assignments. A wide array of sensors scan for threats to its owner, including poisoned food or drink, eavesdropping devices, or hidden assassins. In addition, the 5-BT monitors a person's voice and nonverbal cues to detect stress-possibly indicating an impending attack-and dishonesty. New 5-BTs are sold with a bracelet that enables the droid to warn its owner of a threat by sending a signal that causes the bracelet to vibrate discreetly. Alternatively, the droid's warning can be directed to an earbud comlink. The 5-BT is also equipped with the equivalent of a holdout blaster, providing additional protection of its owner when warnings alone are insufficient. 5-BT threat analysis droids can be played as droid heroes.
5-BT Threat Analysis Droid Tiny droid (1st-degree) non heroic 3 Init + 13; Senses darkvision, low-light vision; Perception +15 Languages Basic, Binary, 1 unassigned Defenses Ref 14 (flat-footed 12), Fort 7, Will 12 hp 7; Threshold 7 Immune droid traits Speed 6 squares (hovering) Melee unarmed -1 (1 point) Ranged blaster +4 (3d4) Fighting Space 1 square; Reach 0 squares Base Atk +2; Grp-6 Special Actions Coordinated Attack
CL 1
Abilities Str 4, Dex 14, Con -, Int 13, Wis 15, Cha 9 Feats Coordinated Attack, Skill Focus (Initiative, Perception), Skill Training (Initiative), Weapon Proficiency (pistols) Skills Initiative + 13, Knowledge (tactics) +7, Perception + 15 Systems hovering locomotion, basic processor, instrument appendage, tool appendage, improved sensor package, locked access, darkvision, translator unit (DC 10), vocabulator Possessions blaster (treat as hold-out blaster)' surveillance detector, toxin detector, veridicator Availability Restricted; Cost 17,490 credits
SECOND-DEGREE
DROIDS
Second-degree droids are typically astromech droids and technical droids. Specific models include the NR-1100 slicer droid.
NR-ll00 Slicer Droid The NR-1100 slicer droid is designed to slip into hostile territory and slice into computer networks. Used primarily by the Rebel Alliance, NR-1100s are crucial tools for stealing Imperial data or infecting networks with dangerous viruses. The NR-1100 slicer droid uses repulsorlift technology and special sound dampeners that make it virtually silent. Its small size allows it to move through ventilation ducts and underground tunnels with ease where droids of Medium size would have trouble navigating. Although unarmed, the NR-1100 comes equipped with a self-destruct system to prevent it from falling into enemy hands or to serve as an ultimate solution for destroying data on the rare occasion when it fails to slice into a network. NR-1100 slicer droids cannot be played as droid heroes.
NR-ll00 Slicer Droid Small droid (2nd-degree) scoundrel 3 Init +3; Senses darkvision, low-light vision; Perception +7 Languages Basic (understand only), Binary, 2 unassigned Defenses Ref 18 (flat-footed 16), Fort 11, Will 15 hp 25; Threshold 11 Immune droid traits Speed 6 squares (hovering) Melee unarmed +0 (1 point) Ranged blaster +4 (3d6+ 1) Base Atk +2; Grp -1 Atk Options Point Blank Shot Special Actions self-destruct (+5 area attack, 4d6, 2-square burst)
CL 3
Abilities Str 6, Oex 15, Con -, Int 15, Wis 12, Cha 10 Talents Gimmick, Master Slicer Feats Skill Focus (Gather Information, Stealth, Use Computer). Point Blank Shot, Weapon Proficiency (pistols, simple weapons) Skills Gather Information + 11, Knowledge (technology) +8, Mechanics +8, Perception +7, Stealth + 18, Use Computer + 13 (can reroll when improving access and keep the better result) Systems hovering locomotion, basic processor, 2 hand appendages, 1 tool appendage, darkvision, improved sensor package, self-destruct system (4d6). locked access, internal comlink Possessions security kit, sensor pack, video recorder, blaster (treat as blaster pistol) Availability Illegal; Cost 16,430 credits
THIRD-DEGREE
DROIDS
Third-degree droids are typically protocol droids and replica droids. Specific examples include the 30-4 administrative droid and the M4-Series messenger droid.
30-4 Administrative Droid To sidestep competition with its noted rival, Cybot Galactica, Genetech develops the 30-4 administrative droid for administrative duties and systems management rather than direct diplomatic efforts. The 30-4 is a common companion for business persons, ambassadors, and others requiring a droid that can fill multiple roles. The 30-4 can handle basic negotiations and translate for its owner, and it carries an extensive database of data pertaining to business, trade, and law. Although the stock model comes unarmed, many owners refit their 30-4s with hidden weaponry, in case negotiations become hostile. 30-4 administrative droids can be played as droid heroes.
30-4 Administrative Oroid
Abilities Str 8, Oex 10, Con -, Int 12, Wis 10, Cha 12 Feats Skill Focus (Knowledge [bureaucracy]. Persuasion). Skill Training (Persuasion)' Weapon Proficiency (pistols) Skills Knowledge (bureaucracy) + 11, Knowledge (galactic lore) +6, Perception +0, Persuasion + 11 Systems walking locomotion, basic processor, 2 hand appendages, translator unit (OC 10). internal storage (5 kg). vocabulator, internal com link (encrypted) Possessions concealed hold-out blaster (+5 bonus to Stealth check to conceal the weapon). audio recorder, video recorder Availability Licensed; Cost 7,320 credits
M4-Series Messenger Droid This ubiquitous and extremely useful droid is used to relay messages to individuals who prefer receiving news in person, without transmitting or receiving information through com links. It can record messages, store data, or carry appropriately sized objects for delivery. The M4 is equipped with a small blaster for defense, although some municipalities require the blaster to be deactivated or removed prior to sale. The M4 is used in both the civilian and military worlds and is famous for its tenacity in completing its messagedelivery missions. Its size, spherical shape, and repulsorlift allow it to slip into remarkably small spaces.
CLO
Medium droid (3rd-degree) nonheroic 1 Init +0; Senses Perception +0 Languages Basic, Binary, 1 unassigned Defenses Ref 10 (flat-footed 10). Fort 9, Will 10 hp 2; Threshold 9 Immune droid traits Speed 6 squares (walking) Melee unarmed -1 (ld3-1) Ranged concealed hold-out blaster +0 (3d4) Base Atk +0; Grp +0
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Diminutive droid (3rd-degree) non heroic 2 In it +9; Senses darkvision; Perception + 13 Languages Basic, Binary, 1 unassigned Defenses Ref 18 (flat-footed 15), Fort 7, Will 12 hp 4; Threshold 7 Immune droid traits
Fideli s and Solis were two Fill Footman Droids who served House Malreaux on Vjun for several centuries. Fill footman droids cannot be played as droid heroes.
Fill Footman Droid
CL 9
Medium droid (4th-degree) scoundrel 5/soldier 4 In it + 12; Senses darkvision, low-light vision; Perception + 14 Languages Basic, Binary, 3 unassigned
Speed 9 squares (flying) Melee claw -2 (1 point) Ranged blaster +4 (3d4) Fighting Space 1 square; Reach 0 squares Base Atk +1; Grp-11
Defenses Ref 22 (flat-footed 19), Fort 25, Will 23 hp 54; Threshold 25 Immune droid traits Speed 6 squares (walking) Melee unarmed +12 (ld6+9) Ranged miniaturized rail cannons +10 (3d12+4) or Ranged miniaturized rail cannons +8 (4d12) with Rapid Shot Base Atk +7; Grp + 10 Atk Options Combat Reflexes, Dastardly Strike, Point Blank Shot, Rapid Shot, Sneak Attack +2d6, Whirlwind Attack Special Actions Draw Fire, Harm's Way, Logic Upgrade: Defender, Melee Defense
Abilities Str 4, Dex 16, Con -, Int 12, Wis 14, Cha 10 Feats Skill Focus (Perception, Stealth), Skill Train ing (Initiative), Weapon Proficiency (pistols) Skills Ini tiative +9, Perception + 13, Stealth +29 Systems flying locomotion, basic processor, 1 claw appe ndage, internal comlink, internal storage (1 kg), locked access, darkvision, vocabulator Possessions blaster (treat as hold-out blaster), audio recorder, holo recorder Availability Licensed (restricted with weapon); Cost 88,000 credits
Abilities Str 20, Dex 16, Con -, Int 16, Wis 16, Cha 13 Talents Dastardly Strike, Draw Fire, Harm's Way, Sneak Attack +2d6 Feats Armor Proficiency (light, medium), Combat Reflexes, Logic Upgrade: Defender, Martial Arts I, Melee Defen se, Point Blank Shot, Rapid Shot, Skill Focus (Deception), Skill Training (Knowledge [galactic lorell, Weapon Proficiency (pistols, rifles, simple weapons), Whirlwind Attack Skills Deception +15, Initiative +12, Knowledge (galactic lore) + 12, Knowledge (tactics) + 12, Perception + 14, Treat Injury + 12, Use Computer + 12 Systems walking locomotion, heuristic processor, 2 hand appendages, darkvision, improved sensor package, diagnostics package, internal com link (encrypted), locked access, vocabulator, translator unit (DC 15), durasteel plating (+6 armor) Possessions 2 miniaturized rail cannons (treat as blaster cannons) Availability Military; Cost 35,630 credits
FOURTH-DEGREE DROIDS Fourth-degree droids are combat droids, such as guard droids, battle droids, assassin droids, and probe droids. Examples include the Fill footman droid, the BL-Series battle legionnaire, and the B4J4 security droid.
Fill Footman Droid Created by the Tac-Spec Corporation as the ultimate servant droid, this expensive model is marketed to the House ofTund on the dark-side-tainted planet ofVjun, although extremely wealthy buyers from other planets see the advantages of this model and purchase as many as possible. The Fill footman droid primarily serves as a humble valet, waiting tables, cleaning rooms, cooking food, and driving vehicles. However, the droid has a highly advanced processor more akin to those in assassin droids, making it an effective killing machine and a consummate bodyguard. These droids are incredibly strong, agile, and customizable, carrying powerful hidden weaponry to protect their owners. BATTLE
ORDIO
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SLICER
DRDIO
BL-Series Battle Legionnaire
B4J4 Security Droid
Designed by the Confederacy of Independent Systems, the BL-Series battle legionnaire bears an uncanny resemblance to the innocuous 3PO-Series protocol droid, but it is armed with a variety of weapons. The Mandalorian protectors are the primary recipients of these droids during the Clone Wars, although battle legionnaires see limited engagements with other groups and units. The Mandalorians paint their battle legionnaires dark green and gold to distinguish them from protocol droids. BL-Series battle legionnaires cannot be played as droid heroes.
Blujay des igns the B4J4 security droid for use in the corporate sphere, and this model can be found in the largest and most prestigious corporate headquarters of the galaxy. As unobtrusive as possible, the B4J4 nonetheless is heavily armed . Its repulsorlift enables it to fly, so that it can ignore stairs and swiftly traverse turbo lift shafts as needed. It carries twin heavy blasters-preset to stun setting to avoid casualties-and a snare pistol, which launches cables that entangle dangerous individuals. B4J4 security droids cannot be played as droid heroes.
BL-Series Battle Legionnaire
CL 3
B4J4 Security Droid
Medium droid (4th-degree) non heroic 9 In it + 16; Senses darkvision, low-light vision; Perception + 12 Languages Basic, Binary, Mando'a
Smal l droid (4th-degree) non heroic 6 Init +9; Senses Perception + 13 Languages Basic, Binary
Defenses Ref 17 (flat- footed 15). Fort 12, Will 11 hp 22; Threshold 12 Immune droid tra its
Defenses Ref 14 (flat-footed 13). Fort 11, Will 10 hp 14; Threshold 11 Immune droid traits
Speed 6 squares (walking) Melee finger blades +B (2d4+2) Ranged assault blaster +3 (3dB) with autofire or Ranged assault blaster +6 (3dB) with braced autofire or Ranged assault blaster + 1 (4dB) with autofire and Rapid Shot Base Atk +6; Grp +B Atk Options autofire (assault blaster)' Rapid Shot Special Actions brace (assault blaster)' Coordinated Attack
Speed 9 squares (flying) Melee claw +5 (1d3+ 1) Ranged heavy blaster pistol +6 (3dB) or Ranged heavy blaster pistol +4 (4dB) with Rapid Shot Ranged snare pistol +6 (special) Base Atk +4; Grp +0 Atk Options Rapid Shot
Abilities Str 14, Dex 15, Con -, Int 13, Wis 13, Cha 10 Feats Armor Proficiency (light), Coordinated Attack, Rapid Shot, Sk ill Focus (Initiative). Weapon Proficiency (advanced melee weapons, pistols, rifles) Skills Initiative + 16, Perception + 12 Systems walking locomotion, basic processor, 2 hand appendages, gyroscopic stabilizers, darkvision, improved sensor package, interna l comlink, quadanium plating (+5 armor)' internal storage (1 kg). vocabulator, silence-bubble generator Possessions assault blaster (treat as light repeating blast er)' f inger blades (treat as vibrodagger). medpac (in internal storage) Availability Military ; Cost 15,090 credits Gyroscopic Stabilizers-A BL-Series battle legionnaire gains a +5 stabi lity bonus on checks to resist attempts to knock it prone.
CL2
Abilities Str 12, Dex 12, Con -, Int 11, Wis 11 , Cha B Feats Armor Proficiency (light). Rapid Shot, Skill Focus (Perception). Skill Training (Initiative). Weapon Focus (pistols), Weapon Proficiency (pistols) Skills Initiative +9, Perception + 13 Systems flying locomotion, basic processor, claw appendage (concealed)' internal comlink, vocabulator, plasteel shell (+2 armor) Possessions 2 heavy blaster pistols, snare pistol Availability Restricted; Cost 25,340 credits
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Although getting heroes together for a Galaxy af Intrigue campaign can be relatively easy, assembling a group of the right types of heroes and players for this type of campaign takes a bit more finesse. After all, some heroes, especially nobles and scoundrels, naturally fit into games where cloak and dagger maneuvering, political intrigue, and double crosses are commonplace. However, other heroes, such as scouts and soldiers, are better suited to the wilderness or the battlefield. A player who wants to portray a martial hero might change his or her mind upon hearing the type of campaign the Gamemaster has planned, and while the player ultimately decides the type of hero to play, the Gamemaster should clearly indicate that any class is appropriate in the campaign and that a variety of characters will be necessary for the adventuring group's survival. If the Gamemaster and players have the time, allowing each player to begin the campaign with his or her own solo mini-adventure can help to craft the web of how the heroes' backgrounds and destinies are intertwined. When they finally adventure as a group, elements from each hero's past come forward, binding the heroes together.
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In a game where intrigue is the dominating theme, bringing the heroes together is considerably easier than in most campaigns. After all, the essence of intrigue is the intricate weaving together of plots and lives. Heroes from vastly different cultures, species, social classes, and heroic classes can be thrust together with a common event or patron. Indeed, part of the fun of an intrigue campaign can be figuring out what the heroes have in commonunraveling this mystery then leads to further adventures. For example, the heroes are thrust together into an adventure when a local official is assassinated. Although they come from different backgrounds and classes, they begin to unearth clues and hints that tie them together. Each is related to the victim. The noble once worked for the official as an advisor, and the soldier was hired by another party to break the legs of the official's companions. The official framed the group's scoundrel long ago as a scapegoat for a crime he didn't commit, and so on. However, unless the adventure revolves around the heroes' back-story, avoid weaving too intricate a web of relationships among the heroes. Allow the players to determine their characters' histories, and then build their ideas into your own plans. A simple, if broad, way to join the heroes together is to have them come from the same homeworld or belong to a large organization.
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Common Origins The heroes might commence the first story arc operating with some common elements. The Gamemaster should divulge common information relating to the first story arc during the players' precampaign discussion, encouraging them to work the features into their heroes' backgrounds.
Below are short examples particularly well suited for Galaxy of Intrigue campaigns. They should help the Gamemaster generate opportunities for the players to build common bonds. • The heroes belong to a mercenary contingent hired by an anonymous but high-paying patron to perform a variety of shady paramilitary activities on a war-ravaged planet without getting involved with either side of the conflict. • The heroes are assigned as the entourage, bodyguards, and troubleshooters for a powerful Core Worlds noble. They are constantly on the move and ordered to take on varied, dangerous, and sometimes bizarre assignments to advance the noble's cryptic agendas . • The heroes are spies ordered to go in deep undercover to unearth secrets about a corporation's plans to create super weapons and sell them to the highest bidder. • The heroes are crew members of a luxury yacht that shuttles VIPs to different worlds. They overhear secrets and become unwittingly entangled in the schemes of their passengers. A campaign idea that railroads the players into creating certain kinds of characters is less than ideal, and a Gamemaster should avoid imposing limitations on character types because of the kind of campaign being run. One hero in the mercenary contingent, for example, could be a Jedi sent to gather intelligence and discover the identity of the patron sending mercenaries to a neutral planet's civil war. The luxury yacht crew could be a loose association of scouts, scoundrels, soldiers, nobles, and even a Jed i. Players' enjoyment of the campaign depends more on how they define their heroes' motivations and what secret information, if any, they arrange with the Gamemaster.
Allies Patronage, favors, mentors, and obligations are the key elements of a Galaxy of Intrigue campaign. Any number of a hero's allies could have their own connections, sometimes obvious, other times not, to the allies of another hero in the group. Depending on the relationship, a hero could be asked, begged, or ordered to do a favor on the ally's behalf, introducing them to the other heroes to form the adventuring group. However, in a Galaxy of Intrigue campaign, an ally has the potential to turn into an adversary. Allies can provide information, transportation, access, and credits to the heroes as needed. When the heroes are on the run, allies might grant them a safe haven or use political power to call off the pursuit. Nothing comes for free, though, and the heroes are expected to return the favor whenever and however they can, creating hooks for new adventures in the process. • The heroes all have ties to loca l law enforcement and are sometimes called upon to lend their unique skills to help in an investigation. • The heroes have access to a representative of the Galactic Republic through blood relatives, old familial ties, or the time that they spent under the representative's tutelage.
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• The heroes perform favors for a smuggler who makes runs for extremely wealthy and powerful individuals. The smuggler gives the heroes the use of a ship and provides access to the movers and shakers of the galaxy.
Location Heroes might visit a location that generates intrigue. Certain places, such as royal palaces or the Senate on Coruscant, are prime settings for secret deals and skullduggery. Intrigue might be only a conference room away, or secret meetings might be occurring in hidden passageways. Even a chaotic battlefield can be full of intrigue. The heroes might be spies who must infiltrate a capital city during a vicious firefight, passing themselves off as members of the enemy force. Or in the middle of fierce house-to-house fighting, the heroes could stumble upon the corpse of an enemy courier carrying a cryptic message that reveals traitors within the heroes' unit. This central location could later serve as a headquarters of sorts for the heroes to return to. Guildhalls, palaces, and other government facilities are all excellent venues for the heroes to come together and become surrounded by the sort of intrigue that sets off adventures. • The heroes are all members of a house of bounty hunters, headquartered in a hollowed-out asteroid located near the Hydian Way. • The heroes are employees of the same government, granted special authority to travel freely on its behalf. • The heroes are all undercover agents who work from a secret field office, complete with a legitimate front.
Event A single event can set a plot in motion, with the heroes either being integral elements or unwitting participants who must unravel the plot, restore their sullied names, or do the bidding of their patron. The heroes might have different motivations or reasons for uncovering the truth, but they must work together to achieve their goals. Countless events in Star Wars can draw heroes together, such as the prolonged conflict of the Clone Wars, the annihilation of Alderaan, or the blockade of Naboo. • The heroes witness an epic battle between two mighty Force users, resulting in the death of one of the combatants. As witnesses to the duel, they might be questioned about the event, or others might try to have them killed to keep the death of the Force user hushed up. • The heroes are passengers aboard a small freighter bound for the Core Worlds. Upon waking, they find that the captain has been murdered in his locked cabin. The crew immediately blames the heroes for the crime, but the heroes suspect several NPCs with mutinous motivations. • The heroes work on behalf of the Republic when Order 66 is carried out. After the deaths of untold numbers of Jedi, the heroes are surrounded by scores of now-hostile clone troopers.
Adversaries Setting up a common adversary is a great way to draw heroes into a campaign of intrigue. The heroes bring to the table their own motivations and grudges, and they find that the best way to bring an antagonist down is to cooperate. The adversary can be anything or anyone, from a single powerful individual to a criminal cartel, a corporation, or an entire government. Of course, in a Galaxy of Intrigue campaign, an adversary might be an ally who betrays the heroes or one whom the heroes discover to be responsible for reprehensible acts. Remember, however, that adversarie s are not necessarily out for the heroes' blood. A rival corporation or intelligence organization might be more interested in subverting or capturing the heroes to learn what they know. Of course, if the situation becomes messy, violence is bound to happen, but the cleverest of adversaries try a variety of tactics in their attempts to dom inat e the heroes, including blackmail, extortion, and going after the heroes' loved ones or associates. The old adage "My enemy's enemy is my friend" applies to this situation, uniting heroes from seemingly opposing ideologies or mindsets to bring down a particular adversary. • Th e heroes owe money or ob ligations to a crime lord noted for cruelty and a willingness to hurt the families and associates of those who do not repay their debts. • The heroes' home planet has been slowly poisoned by the illegal dumping of toxins by one of the Banking Clan's numerous subsidiary manufacturing corporations. Corruption and public apathy has kept this information from the rest of the ga laxy, so the heroes must find the damning evidence that could bring the polluters to justice. • The heroes belong to different, but allied, intelligence organizations, each of which is tasked with undermining a regional office of Imperial In telligence. Tackling such an imposing foe requires them to band together, combining their skil ls and resources .
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The most satisfying campaigns blend combat, chases, and hair-raising escapes with investigation, NPC interactions, and other roleplaying aspects that do not involve violence. After all, Star Wars isn't Star Wars without blaster fights and lightsaber duels, but a Gamemaster can easily incorporate the randomness of combat into the planned story arc. A Galaxy of Intrigue campaign is probably best initially portrayed as something else entirely. The heroes go on adventures oblivious, at first, to the machinations slowly drawing them into a plot. Once engaged, however, the heroes can find the world turned upside down-allies turned enemies, enemies turned allies, secret knowledge brought out into the light of day, and seemingly unrelated events revealed as part of a vast conspiracy. Intrigue occurs everywhere, so the heroes might become involved with the upper echelons of society in one encounter and then with the seediest parts of a spaceport in the next.
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The Halls of Power The Republic Senate, the nob le houses of the Core Worlds, the board of directors of the Techno Union-each of these groups is involved in making decisions that have immense implications for untold billions of sentient beings throughout the galaxy. Within the palaces, boardrooms, and Senate chambers of the galaxy, those in power make deals and advance their agendas. These actions usually occur in the light of day, where bills are voted upon and debates take place to sway the opinions of their comrades. However, much also occurs behind closed doors, with secret alliances, political maneuvering, and even assassination attempts lurking just beneath the veneer of civ ility. In a Galaxyoflntrigue campaign, the heroes might be members of a powerful group or might represent the interests of a particular cause. They meet with kings and tribal leaders, corporate CEOs, or crime lords to broker deals, often within the gilded halls that represent the power of the people. Although grand and plush in appearance, these buildings where the powerful meet and craft agreements are in fact hotbeds of deceit. The heroes might spend
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their time traveling from one of these places to another, or the might spend an entire adventure in a sing le location attempting to unravel a mystery. Those who walk the halls of power have vast resources, influence, and money at their command-enough so that the heroes might think that making an enemy of one of these VIPs is tantamount to suicide. To be sure, the Gamemaster should use these resources to put pressure on the heroes, just to let them know what they are up against, including opponents that use politica l maneuvering or the courts and bureaucracies to block investigations. Although the heroes can use the system to fight the system, Star Wars is not about campaigns littered with court documents and injunctions. Situations involving red tape should be resolved with a few Knowledge or Persuasion checks, leaving the rest of the time for cloak-and -dag ger work. Adventure Hook: The heroes are part of the entourage of a jun ior Senator, recently and hastil y appointed after his predecessor was gunned down on the streets of her home planet. They travel to Coruscant, where the Senator must submit legislation to gain assistance against the pirates who have turned his system into a lawless zone. However, the new Senator is completely out of his element in the rough and tumble political cyclone of the Senate Chambers. The heroes find that they must protect the vulnerable Senator, both from the predations of politicians who seek to suborn him and from physical harm as well, as a cartel of corrupt officials that are bankrolling the pirates to do their best to prevent the Senator from submitting his plea for help.
Everyone Has Secrets Even the most minor NPC in a Galaxy of Intrigue campaign can have a back story and motivation that the Gamemaster and heroes can take advantage of during the adventure. Everyone has something to hide, whether a secret shame, a criminal background, a family scandal, or some other bit of information that they would rather not have out in the open. A Galaxy of Intrigue campaign presses this theme as much as possible, with characters taking extreme measures to keep se crets hidden or to uncover the dirty laundry of others. Corporations-especially those that deal in weapon s manufacturing, drugs, medicine, or other technologies with the potential for abuse -sp end millions of credits to keep the skeletons in their closets locked away from prying eyes. In an intrigue campaign, the heroes quickly discover that everyone has a secret and that their own pasts might come back to haunt them. The heroes can be manipulated with blackmail, as outside forces use scandal ous information to lead the heroes to do their bidding or force them to pay an exorbitant price to keep it hushed up. Of course, if the heroes are unscrupulous, they might find that blackmail works in their favor as well. Even the Jedi, with their codes of conduct, know that using information to leverage a situation can be the best solution to a problem, especially if it averts vi olence. Heroes who insist that t hey have nothing to hide can sti ll run afoul of dirty secrets-perhaps not their own, but those of their comrades, families, or
patrons, who plead with the hero to conceal the secret or to silence those who might bring it out in the open. Adventure Hook: After a battle in space, the heroes are forced to land their damaged starship on a barren planet far from help. Dangerous beasts and fierce windstorms make repairs difficult. The next day, a strange but friendly man emerges from the storm, claiming to have seen the ship's descent and offering assistance. He says that he is a hermit who came to the planet to contemplate the Force and to live in harmony with this hostile planet, but the heroes soon discover that the hermit's promised aid is a clever ruse, since he is actually a mass murderer on the run from his crimes. The hermit attempts to draw the heroes away individually, setting them up so tha t their possible deaths appears to be caused by native animals or exposure to the elements.
Power, Corruption, and Scandal Any student of the Force can tell you that power corrupts. As nobles, Senators, and leaders grow in power, so too does the temptation to glean a few extra credits along the way or to use their influence to push through decisions that serve the few over the concerns of the many. In some culturesespecially those in the Outer Rim-graft and corruption are bu il t into the system, with kickbacks and bribes as an integral part. No one blinks an eye at throwing in a few hundred additional credits to obtain a license or to pay off a law-enforcement officer. In other cultures, the mere idea that money or favors can be traded to push a particular agenda is anathema, although the temptation is there. Corruption can be an important element of a Galaxv af Intrigue campaign. Not every official is on the take, but the heroes should not be surprised if they are expected to pay through the nose or if they must do some favors to gain the trust of key individuals. Corruption is all a matter of scope, of course. A wealthy diplomat might laugh at the idea of the heroes offering less than hundreds of thousands of credits for influence with his or her government, wh ile a city clerk might grant the heroes an hour of access to government compute rs for something as simple as a packet of spice or an old, beat-up landspeeder. With corruption comes scandal . When secrets are dragged out into the light for all to see, former ly altruistic and trusted officials become mire d in shame or charged with criminal wrongdoing. Religious leaders might be revealed as heretics, and beloved nobles might be exposed as traitors against the people they rule. For politicians, the threat of scandal is part of doing business. They do their best to keep their scanda ls and those of their associates hidden from view, while striving to uncover their opponents' scandals. Every day, the HoloNet features scanda ls ranging from the absurd to the monstrous. As such a scandal unfolds, the accused finds that friends and allies become hard or impossible to reach, and even simple tasks, such as traveling, become more difficult since they are dogged by reporters, law enforcement officials, or victims looking for vengeance. As the heroes go about the ir adventures in a Galaxv of Intrigue campaign, they might realize that their own reputations and honor are precious commodities.
Adventure Hook: The heroes are employed as personal servants for a noble, well known and beloved for providing food and medical relief to refugees during the Clone Wars. During a particularly crucial mission, word spreads over the HoloNet that she has been using the relief organization as a front to provide intelligence and supp lies for the Separatists . Although she vehemently denies it, the heroes are presented with evidence that makes her claim of innocence suspect. They have seen the good that her efforts have provided, but if the rumors are accurate, the heroes are considered acco mplices unless they turn her in or help hide her secrets.
Spies and Espionage Every organ ization with a political agenda has its own spies, informers, and moles to ferret out information about rivals. Saboteurs, assassins, and enforcers do their best to disrupt the agendas of their enemies. Even during the most tranquil and enlightened times, spies work behind the scenes on behalf of their patrons. Indeed, the eras of relative quiet are still rife with intrigue, as the paranoid prepare for the coming decline or unscrupulous groups and individuals look to exploit the sleeping masses. In a Galoxv of Intrigue campaign, the heroes might be part of an intelligence organization dedicated to any of these assignments. Different missions require different skill sets, so a diverse adventuring group can be an advantage. Nobles and scoundrels have social skills, and scouts are treasured for the ability to sneak into locations. Soldiers provide the necessary muscle when subtlety does not do the trick or when things go wrong and comrades need protection. Although the Jedi strive to avoid politics, many of their missions can be considered espionage because they gather information, follow up reports of corruption, and troubleshoot situations that threaten the peace of the Republic.
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Adventure Hook: After a cell of undercover operatives on New Plympto is discovered and terminated, Rebel Intelligence approaches the heroes individually to replace the cell of spies. However, the heroes are unaware that although the cell was indeed eradicated, the Empire had infiltrated it prior to its destruction. The heroes' handler, the Imperial mole, sends them on missions to uncover secrets of the Empire, but all for the purpose of locating additional Rebel spies and contacts. After the heroes gather enough information for the mole, he intends to set up an ambush to bring them in for questioning and detention. If the heroes learn of his secret beforehand, however, they can use it to their advantage, providing false information and setting a trap for the mole instead.
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Sometimes the heroes uncover knowledge that has been long forgotten or kept hidden from prying eyes for untold millennia. Secret societies and special-interest groups quietly remove mention of certain planets from public records or hush up the discovery of an ancient Sith temple, perhaps for the common good, but more often to keep the forbidden knowledge-and the power it provides-for themselves. When confronted with previously secret or forbidden knowledge, the heroes must decide whether to release the information to the public, regardless of its impact on the galaxy, or to keep it to themselves and possibly capitalize on it for personal gain. Uncovering secrets stirs up a hornet's nest of trouble, as rivals, officials, criminals, or others come asking questions or demanding it for themselves.
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Adventure Hook: During the course of the campaign, the heroes discover that a corporation has been funneling resources and manpower to a moon clearly labeled off limits by the Republic. After infiltrating a corporate freighter, they make their way to the moon and find a massive archaeological dig revealing a staggeringly old starship buried in the crust. The ship's origins are unknown. However, the intact but nonfunctioning technology on board could throw financial markets and the balance of power in the sector into chaos. Do the heroes try to shut down the operation, inform their superiors, or attempt to take it for themselves?
A Matter of Trust Just as in Scum and Villainy, trust and betrayal are important in an intrigue campaign, and require additional mention here. In a campaign in which alliances might be nothing more than clever ruses and everyone has something to hide, players can soon fall into a trap of no longer trusting anyone, regardless of their apparent friendliness or helpfulness. A campaign can quickly fall apart if the Gamemaster's plans involve the heroes trusting a particular individual. The easiest, although least effective, way to circumvent such a possibility is to arrange for the heroes to have no choice but to deal with the NPC in question. However, trust is rarely given in such circumstances, so the heroes can probably see the NPC's betrayal far in advance. The reverse is also true, in that alliances can shift, sometimes without notice, turning adversaries into potential allies. As the heroes uncover secrets, they can use them to their advantage, perhaps by presenting useful information to an enemy, since those with a sense of business or political savvy know that even an opponent can be a useful resource if approached in the right manner. Players should be encouraged to use their skills, wits, and diplomacy to find common ground with their enemies whenever possible, opening the door to additional adventures down the road. Lastly, in a game rife with intrigue, the heroes might even begin to view each other suspiciously. If the heroes are thrust together with little unity to begin with, the campaign could possibly unravel as the heroes accuse their comrades of duplicity and holding back secrets. Although a certain amount of paranoia and suspicion is to be expected in a game of intrigue, the Gamemaster should be ready to step in before the situation gets out of hand and the heroes refuse to trust each other enough to even adventure together. Adventure Hook: The heroes' mentor provides them with intelligence, gear, ships, and other resources. Over time, though, the mentor contracts a disease that even the best medical droids and physicians cannot cure. The mentor sends the heroes on increasingly lucrative, but dangerous, tasks in a desperate gambit to raise additional funds for his treatment. Eventually, the mentor sells the heroes out to their enemy for a big payoff and promise of access to expensive experimental care. Although the mentor loathes himself, he has little choice. If the heroes show mercy, they might be able to help him with his treatment.
ASA.J.J
BUIL-DINO AN INTRIOUE CAMPAION Creating adventures for a Galaxy of Intrigue campaign requires a little more foresight and planning than for other types of campaigns. Although it should also present opportunities for prolonged blaster fights, harrowing starship chases, and Jedi bounding about with lightsabers in hand, an intrigue campaign focuses more on uncovering secrets, on the intricate pul l of power and corruption, and on helping shape the galaxy's destiny through subterfuge, negotiation, and investigation . The players and the heroes they portray find that asking questions, remaining alert for clues, and using deductive rea soning advance the story.
VENTRESS
ATTEM~TS
TO
EARN
KINO
KATUNNKO'S
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Pacing Pacing is a crucial element in any Galaxy of Intrigue campaign. If done correctly, the heroes discover tantalizing clues as they progress through their adven ture, revealing previously unknown connection s, unearthing the motivations of NPCs, and realizing that all is not as it appears, leading to a satisfying epic conclusion. Each session should combine social interaction, investigation, and deduction along with a healthy dose of action and combat to keep the game lively and interesting. A Gamemaster should first determine how long the campaign will run. If the Galaxy of Intrigue game is intended to last for just a few sessions, then the clues and revelations should come rapidly and clearly, giving the heroes obvious paths to pursue during a session or for future sessions. If possible, each session encapsulates its own mini-arc, with a we ll-defined beginning, middle, and er:ld, giving the heroes a sense of satisfaction at f iguring out a vital piece of information. For example, during the first session of the campaign, an Imperi al spy has managed to infiltrate the Rebel base that the heroes call home, unearthing vital strategic information and details about troop movements. The heroes must determine how the spy got into the facility in the first place. Then they uncover clues indicating where the spy escaped to, and they travel there for further investigation. For the last portion of the session, the heroes confront one of the spy's contacts, resulting in a gun battle as the contact tries to escape. Upon capturing or killing the contact, they discover just how vital the information was and what it means for the Rebellion. During the next session, they head off to their next location and plunge deeper into the intrigue laid out before them. If the campaign is intended to take place over the course of several sessions, then the adventure should move at a slower-but no less exciting-pace with numerous sid e treks and intertwined plots, both to keep the heroes guessing and to keep the game from bogging down if they are stymied by a particular avenue of inquiry.
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< Layers Upon Layers Even mundane scenes of a Galaxyof Intrigue campaign can contain the seeds for intrigue, so each encounter should relate to some scheme or plot. Masterminds hatch intricate plan s with both minute and wide-sweeping sc opes. Look at how each encounterfits into the overall arc of the story. Sometimes the players themselves help write the story in ways that are unanticipated but work well to add another layer of intrigue. With a little creativity, even a seemingly random encounter can be used as a stepping stone for further adventures or to advance the campaign. For example, a burglary unrelated to the heroes uncovers their secret plans, putting them in jeopardy when this information is sold to the highest bidder. Conversely, the heroes' actions can have repercussions. Perhaps they interrogate a shopkeeper to find the location of a local crime boss. The Gamemaster decides on the sp ot that the shopkeeper- now fearing retribution for revealing this information-decides to pay lo cal thugs to stop the heroes from finding the crime boss and revealing the transgression. If the heroes kill or injure the thugs, local law enforcement arrives and brings the heroes in for questioning. Once they are detained, the heroes discover that the police captain is in the pocket of the crime lord .
In anothe r exa mpl e, the Jed i Cou ncil asks the heroes to look into t he disa ppearance of a Jedi Knight and a Padawan sent to hand le a dispute bet ween a Mid Ri m pla net and a nearby system . Upon arri va l, the heroes qui ckl y discove r th at t he Jed i met with t he pl anet' s au thori ty f igures and t hen disa pp eared-t he ru lers acc use the other syste m of kidn apping t he Jedi to dis rupt negotiations . However, t he heroes quickl y realize that the planet boasts an un usually high number of servants with the characteristic tra its of slavery, which is illegal in that sector of the ga laxy. When the evidence of slavery is brought up to the ru lers of the planet, the situation quickly takes a turn for the worse. Assa il ants captu re t he heroes and shuttle them up to a waiting slave vesse l with a crew from the other system. If t he heroes escape to reveal that the rulers of the supposed ly warring planets are actua lly in partnership, gathe ring slaves to be sent to the fighting pits of Nar Shaddaa, they then draw the ire of the Hutts, who in tu rn send bounty hunters to si lence the heroes permanently.
Pitfalls to Avoid On e key to creating a campa ign of intrigue is th e jud ici ous use of suspe nse to keep the players on the edge of t heir seats. Howeve r, creat ing suspense can be a tricky affair, balancing expectation wit h rea listic resu lts or decisions that might dera il the outcome that you intended . Pacing Is Everything Intrigue work s best when information is revealed in a t imely manner that keeps the heroes both guessing and hungry for more. To walk the fine line between interesting and dull, incorporate the uncovering of information along with action. For example, in order for the heroes to find out the identity of a traitor who has been shipping weapons to the Separatists, they must break into their own organization's com pu te rs without revea li ng the ir actions to t heir superiors.
",A FIGURE BURSTS THROUGH THE DOOR WITH A BLASTER ... " A common theme from the noir genre is a lone assailant bursting through a door blasting. The motivation for the attacker could be almost anything. Perhaps the attacker is a lackey of the main villain or a person with a grudge. This sort of random encounter spices up a scene that has slowed down with investigation or too much talk among the players. It spurs action and opens the door to finding out the attacker's identity and motives. Of course, this technique should be used sparingly, or else the players might see lulls in the campaign as a setup for an ambush. You can vary the theme with a damsel in distress or a courier bearing a summons for the heroes to come before the Republic Senate.
Provide Tangible Results Avoid burying the campa ign in so many layers of intrigue that trying to sort out t he tr uth is almost impossib le, and wo rse, boring . A Gamemaster shoul d look at each encounte r and f ig ure out exa ctly what sort of in form ati on or result th e heroes shou ld lea rn at it s con clusion, clearly indi cating that they are makin g progress. An apparent ly meaning less, random event mig ht lat er be revealed to be a crucia l element, but using that techn ique too often , or making epiphan ies too subtle, can frustrate players. Allowing the heroes to winnow out red herrings in a solid and und isputed way also helps them feel that they are mak ing progress. If you f ind tha t the heroes are following an incorrect conclusion for too long, help t hem get back on track. Even the simple task of having your players roll a Wisdom check can make them rea lize that they are cha sing a dead end and lead them back to the more relevant path. Encourag ing the players to make full use of their characters ' skills, espec iall y when uti lizin g the Sk ill Cha ll enge syste m (see Cha pter 2: Skill Chall enges). provides concrete and clear resul t s f or success. Savvy Players Unless you are a true mastermind, the players might see right throug h the intrigue you have laid out, coming to the correc t conclusion on their own wel l in advance of the point you expected. Such a result is particularly likely in situations requ iring on ly a single answer-identifying the professor's mu rderer or determining what the corporation is build ing on that secret moon base, for example . Several techniques can mitigate this problem: • Shift later events so that the heroes' conclusions are close, but 'not exactly correct. • Create a separate encounter or adventure that prevents the he roes f rom seeing t he conc lusion of t he orig ina l advent ure until later on. • Ma ke t heir conc lusions an element of yet another, larger conspi racy leading to further adventures. If you r players are particularly insightful and solve the riddles early, they shou ld be rewarded for their keen perception and deduction !
INTRIGUE CAMPAIGN
ARCS
Even with all of the general guidelines th is book provides, coming up wi t h an intriguing storyl ine that uses many of the elements presented here can be a challenge. In order to help you envision what an entire campaign based on intri gue might look like, this section presents several new ca mpa ign arcs . These campaign arcs describe the basic premise of a campa ign, and then walk you through the general events that take place over t he cou rse of the campaign , eventual ly culminating in the climax of the campaign. You can use these samp le campaign arcs as the basis fo r a campaign , or ju st as insp iration when crafting your own ca mpaigns.
SOME
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YOUR
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WILL
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AS
LANDO
CALRISSIAN.
THE SECRET REVOLUTION In the Secret Revolution campaign, the players become swept up in a web of intrigue meant to cover up the fact that a secret organization is planning to overthrow the galactic government. Thi s campaign works best during a time period when the galactic government is mostly benevolent, such as during the days of the Old Republic, so that the players feel some reason to keep the government from being overthrown. The primary conflict in this campaign involves the heroes coming up against the revo lutionaries, and hopefully stopping from harming the Republic. The campaign opens when the heroes respond to a bounty posting on an Inner Rim world, wit h a bounty on the head of a Senator's aide (wanted alive) who has su pposedly gone underground after betraying the Senator. As it turns out, the aide was actually kidnapped by a cabal of disgruntled soldiers, and the bounty was actually a plot to have the aide rescued from kidnap ping. The heroes discover that the bounty was put on the aide by a member of the Senate Guard, a human named Bail Falcri s, and he thanks the heroes and pays them to continue working for him. The aide revea ls that his kidnappers took him after he discovered that his Senator had been communicating with someone called Domino, who has been hiring criminals and kidnappers on the Outer Rim for months. Over the course of the next few levels, the heroes try to find out who Domino is by posing as mercenaries for hire, but just as they are getting close their benefactor, Falcris, is recalled by the Senator that had been suspected of dealing with Domino. Now facing bureaucratic roadblocks, the heroes must find hard evidence (beyond the testimony of
the aide) that the Senator was dealing with criminals under the table. They do so, and the Senator is arrested and imprisoned . As the second act of the campaign begins, the heroes are meeting with Falcris when an attempt is made on the Senate Guard's life. Republ ic Intelligence traces the attack back to a former Padawan that washed out of the Jedi Order and who now runs a semi-legitimate information brokering business out of Nar Shaddaa. When the heroes arrive, they find the Padawan already dead, and the computers containing the Padawan's stores of information sto len. This leads the heroes on a chase around the galaxy, always finding themselves one step behind the mysterious Domino. Their break comes when the heroes are contacted by a member of Domino's organization-a Sullustan slicer-who has decided to turn over a new leaf. The arranged meeting turn s out to be a trap that leaves the Sullustan dead, but also sees the heroes recovering a computer core that the slicer had brought with him, rich with information on Domino's communications habits. It is in the third act of the campaign that the full extend to the revolutionaries' plan is unveiled. The computer core that the heroes recovered contains communications between the mysterious leader of the organization and a number of undercover cells throughout the galaxy. Each communique seems to be setting up the assassinations of literally hundreds of Senators. After conferring with their contact in the Senate Guard, the heroes discover that each of the assassinations targets a Senator that is scheduled to be away from Coruscant at the same time. More frightening is the inference that Domino has so me plan in place to take out all of the Senators on Coruscant during a Senate meeting. The heroes' final missions in the campaign require them to trave l to distant stars and warn Senators of the plots agai nst them, foil attacks on those Senators, and uncover the nature of the plot against Coruscant. The heroes finally discover the true identity of Domino when they go to warn a Senator about an impending assassination attempt, only to find out that the Senator was safe all along-because he or she was Domino all along. The climax of the campaign takes place when the now-revealed Domin o informs the heroes that the tragic deaths of nearly every other Senator is unavoidable. Domino reveals that Senate building is going to be the target of a tragic capital ship laser misfire, and that revolutionary forces are going to be on hand to finish off anyone that escapes. Domino also informs them that the Holonet has been brought down to keep them from interfering with his or her plans. With the heroes on the far side of the galaxy, and the true nature of the attack on the Senate now revealed to them, the heroes must race against time to make it back to Coruscant, disable the sabotaged capital ship that is going to be firing on the Senate, and then aid the Senate Guard in protecting the Senators from revolutionary forces.
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PLOT AND
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METAPLOT
This section on campaign arcs is intentionally written as era-neutral. However, most of the eras in the Star Wars story have their own metaplot to deal with; that is to say, they have their own overarching story that defines what the era is all about. The Rebellion Era has the struggle against the Empire, the Rise of the Empire has the Clone Wars, and the New Jedi Order has the Yuuzhan Vong invasion. When using one of these campaign arcs , it's important to make sure that you use the trappings of that era's metaplot, but then make the main plot of your campaign your own. These campaign arcs work best when they are tweaked to fit in with the overall story of the era, and if you adapt the story to the era then it is less likely that your heroes wi ll focus on the idea of "being in an Intrigue-based campaign" and more likely that they will feel caught up In the story. Feel free to change who the villains are, who the heroes' allies are, and the specifics of certain events such that they blend with, not stand out against, the era's meta plot.
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HOSTILE TAKEOVER The Hostile Takeover campa ign is a bit different from the others prese nted here, in that its scope is lim ited to a single sector of space. This kind of campaign can work du ring any t ime period, and in fact since the action is relatively confined in the galaxy it can work in conjunction with a second campaign arc as well , with the heroes alternat ing between plots. Though this campaign arc also somewhat relies on the heroes fee ling amicable toward the government of the sector, you can adapt the story of the campaign such that the heroes might have other reasons for not wanting to see the government fall. For example, in the Rebe ll ion Era th is ca mpa ign arc might take place In a sector of space that is filled with Rebel sympathizers, and planets that ha ve joined the Rebellion, meaning that the heroes won 't want to see the government fall since it is largely sympathetic to their cause. At the start of the campaign , the heroes are working in a remote sector of space when they receive a distress call from a starship that has come under attack and needs assistance. When the heroes arrive, they discover that the ship wa s attacked by pirates. As they investigate further, they find that these pirates have seem ingly come out of nowhere, with significantly more advanced technology and resources avai lable to them t han other pirates. As reports come in from across t he sector of similar attacks, the heroes discover that the pirates have significant financial backing, in the form of a group of powerful corporate entities whose wea lth is spread throughout the sector. Reali zing that those companies' ships never seem to run afoul of the pirates, the heroes also discover that the pirate threat is coming from a nearby asteroid base, and have a chance to stop the pirates once and for all.
With t he pi rates dea lt with, t he second act of t he cam paign invo lve d th e heroes' investigation into the involvement of t he corporations who backed the pirates. Initial clues seem to indicate that the pirates we re but one part of a larger plan, and through several adventures the heroes uncover other pa rts of t hat pl an: sa bot aging planetary weat her con t ro l systems, inciting criminal riots in major cities, and staging attacks against well-populated areas by brigands and mercenaries. Over ti me, the heroes come to real ize that these corporations are trying to incite unrest in t he po pulation, and in pa rt icula r are mak ing it see m like the sector gove rn men t s cannot protect the people. The second act culminates when the heroes stop a major attack on a highly populated city, foi ling a plan t hat was to be t he corporations' capstone in a campa ign to discredit the government. As t he ca mpa ign draws to a close in its f inal act , t he heroes have not on ly stymied the corporate group, they have also become targets themselves. The corporat ions leverage their clout to portray the heroes as villa ins who were t rying to pe rpetrate the very act they tried to stop in the se cond act, forcing the heroes to go underground rath er t han continue to fig ht. The he roes struggle to clear their names, and even t ual ly discover that the corporations involved in the plan all seem to be under the inf luence of a Dark Jed i, and her evi l ap prentice. The two dark Force-users have been manipulating the corporat ions in order to destabilize the sector, and have planned to install their own puppet government once the sector government fal ls. The climax of the campaign comes when the heroes infiltrate the towering structures contro lled by the Dark Jedi and her apprentice, ending in a fi nal showdown with the vi llains in the transparisteel-walled towers. With the Dark Jedi defeated and her schemes revealed, the heroes' names are cleared, and the villainous corporations crumble as their sedition becomes public.
INVASION FROM THE UNKNOWN REOIONS In the Invasion from the Unknown Regions campaign , the heroes find themse lves confronted with know ledge that no one in the known galaxy possesses-the knowledge of a secret invasion force poised to strike at civ il ization. This kind of campaign can work during pretty much any time period, though similarities to the Yuuzhan Vong invasion might mean that the campaign has a bit less impact du rin g that time. Of course, you can always adapt the campaign to involve the Yuuzhan Vong invasion itself, but that might require some serious alterations to the conceits of the plot. As the campaign opens, the heroes are traveling through the Outer Rim near the fringes of the Unknown Reg ions when they experience a hyperspace anomaly. More specifically, they are pulled out of hyperspace by a large object that simp ly shouldn't be there. As they enter rea lspace, they find themselves drifting at the edges of a massive fleet of ships, all of a completely alie n design. It soon becomes clear that t his is an invas ion fleet , po ised to strike at the ga laxy, but when the heroes try to warn the government they find
COUNT DODKU,
that the fleet seems to have simply vanished. Over the course of several adventures, they follow a trail of sightings of this phantom fleet across the Outer Rim, and soon discover a frightening truth: the invasion has already begun. The invaders from the Unknown Regions have recruited many beings across the galaxy and have bribed them to sabotage planetary defenses across the Outer Rim. At the conclusion of the first act of the campaign, the invasion fleet launches attacks across the Outer Rim, and the heroes must quickly locate the saboteur on their own world in order to protect their planet from being invaded. As the second act of the campaign opens, the invasion has begun, and countless worlds across the Outer Rim have fallen under the control of the invaders. Yet once the initial assault is over, the invaders seem to sit on their laurels. All space traffic and communications into, and out of, the captured worlds is cut off by the invaders. Weeks pass, and no further advancements are made. Since the heroes have been on the front of the invasion, they are tasked with infiltrating a captured world and finding out the next step in the invaders' plans. They do so, and spend several adventures infiltrating a captured world and insinuating themselves into the invaders' organization. Over time, the heroes realize that the invaders seem to lack any leadership at all, and at the climax of the second act they discover the truth: the invaders have no leader, for he, she or it was killed during the initial invasion. This fact has been kept from the invaders' forces by a cabal of officers, who fear that the invasion will fall apart if it becomes clear that their glorious leader is dead. As the heroes are about to reveal this fact to the galaxy, the invaders' leader miraculously reappears, and commands the invaders to launch a renewed assault against Mid-Rim worlds. In the final act of the campaign, the heroes begin by discovering that the seemingly reborn leader is, in fact, a Clawdite imposter who was brought in by the cabal of conspirators. Worse, the Clawdite is a Black Sun Vigo, and now the invaders have one of the galaxy's most powerful criminal organizations on their side. With the invasion driving closer to the core every day, the heroes must find some way to reveal the Clawdite imposter and crush the spirit of the invasion. They find help in an unlikely place-a disgruntled Black Sun Vigo who doesn't want to kneel to invaders any more than he wanted to kneel to the galactic government. The heroes must recruit this Vigo, convince him to support their efforts, and then reveal the Clawdite imposter (likely by killing him and revealing the truth about his shapeshifting abilities). The climax of the campaign comes shortly after the heroes make their revelation. As the invasion force begins to crumble under the knowledge that their sacred leader has died, the desperate cabal initiates one final parting shot against the galaxy. The mothership of the invasion fleet has been set on a hyperspace collision course with a major galactic metropolis (Coruscant, Empress Teta, Eriadu, Lianna, or Taris) . The heroes have mere hours to stop the ship from slamming into Coruscant (even with planetary shields up, the death toll would be incredibly high just from fallout), and with that done the final threat to the galaxy from this invasion is put to rest.
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CREATING VILLAINS OF INTRIGUE The Star Wars universe is full of villains who play the game of intrigue like master dejarik players, pulling innumerable strings to shape the destiny of the galaxy to their own twisted agendas. Count Dooku masterfully manipulates the Separatists to act as pawns for the Sith Lord Darth Sidious. Prince Xizor carefully and studiously shapes the Black Sun into a personal empire that threatens that of the actual Empire. When creating a Galaxy af Intrigue campaign, the Gamemaster should spend time crafting the prominent villains. Most villains are able to hold their own against the heroes in combat, but a villain with considerably fewer levels than the heroes can still have access to sufficient influence, power, and resources to make the heroes' lives miserable. For example, the main villain of a campaign could be a child regent with only a few levels in the Noble class, but with a high In te lli gence score, a full army of soldiers, and a coterie of spies to call upon.
l
Motivation Determining the primary motivation of the villa in goes a long way in determining how that vi llain can serve as an antagonist for the heroes. Is the villain a wealthy merchant who views competition as mere ly part of business, bereft of personal fee lings? Did the heroes wrong the vil lain in some way, bring ing shame and dishonor that must be avenged? Or is the villain driven by the influence of the dark side of the Force? A villain who regards the heroes as mere obstacles or annoyances can perhaps be bought off or negotiated with, but a villain driven by emotions might refuse to rest until the heroes' heads adorn the front of a luxury speeder.
Resources The most effective vil lains are those with access to a large repository of resources, such as a personal army, vast fami ly wealth, or powerful political clout. A wealthy or powerful villain has enough min ions - typically droids, soldiers, or thugs-to send against the heroes, ensuring t hat they will have someone or something to f ight when the game beco mes too easy or t he adventure gets too sluggish . However, as the heroes advance in level, the large number of low-level thugs required to make an enco unter challenging can become unwieldy. Beyond mere thugs, vi llains also have minions with superior sk ills and abilities, making them serious cha llenges on their own. Palpatine trains Darth Maul as his Sith apprentice, powerful enough to kill a Jed i master in his own right. Count Dooku directs the relentless Asajj Ventress to do his bidding. Darth Vader hires a crew of bounty hunters to hunt down the Rebels, with Boba Fett capturing Han Solo. Powerful and interesting minions can both distance the villain from danger and confuse the issue of who ultimate ly is operating behind the scenes. Setting up a few encoun ters in wh ich the heroes must dea l with a skilled minion without knowing his or her motivation is a great way to make your villain seem more mysterious and powerful . Political power can be a serious problem for heroes, as adversaries frustrate the heroes' efforts with simple inconveniences such as docking fees or with greater threats, such as by branding them as tra itors to the Repub lic. Although realistic, overuse of a vil lain's politica l or financial power can frustrate players who find that their heroes can never direct ly confront their enemy because of laws, denial of access to their funds, and the like. However, using this power occasionally can force the heroes to become creative when their usual avenues are denied. But Star Wars is about action, and no one wants to have his or her character spend the adventure going from bureaucrat to bureaucrat just to secure the proper documentation to leave the planet.
~EDI
AS
VIL.L.AINS
Jedi are sta un ch defe nd ers of li berty an d dedic ate d to mai ntain ing peace within the gala xy, so th ey are usually con si dered good guys. Jedi upho ld ideals that are con sid ered nobl e and ra rely t ake side s. Ho wever, conven t ional wisdom can be turned on its head, making a Jedi the prim ary vill ai n of your campaign. Jedi are not uni versa ll y respect ed or loved t hroughout th e galaxy. Some regular cit izens consider t he Jedi to be med dlers or mere muscl e t o enforce t he Republi c's co rr upt pol icies. Thi s setup wor ks best when the heroes are port raying antihero es, as described in detai l in Scum and Villain v. If t he he roes' party co nsist s of smugglers, merc enaries, co n arti sts, and disgraced aristocracy, t hen Jedi might li ke ly butt heads wi th the heroes' agenda. A Jed i sent on the trail of th e heroes ca n be a challeng ing foe. If the main villain of t he cam paign is a Jed i, then th e hero es will be in a uniquely uncomfortable po sition. Perhaps th e villain is t eetering on the edge of slipping over to th e dark side, or perhap s a Jedi hero is accused (rightly or not) of dee ds con sistent with th e dark side. Part of t he adventure might in vol ve t he Jedi hero attempting to cl ea r his or her na me, all the whi le avoid ing ca pture by the Order he or she belon gs to.
Methods Once a villain 's motives and resources are determined, then the methods that the villain employs come next. Is the villain a mastermind who prefers to sit behind layers of false fronts and minions, pulling on the strings of the heroes' destinies from afar? Or is the villain more aggressive, preferring to get up close and personal with the heroes? Once this aspect has been factored in wit h th e vil lain's resources , adventures can seem to write themse lves. For examp le, a relatively poor but charismatic and determined gang leader might not have a lot of credits to spend on bounty hunters or on bribing officials to make life difficult for the heroes, but she probably has access to dozens of loyal minions who can harass the heroes. On the other end of the power spectrum , a wealthy Senato r can use politica l contacts to foi l the heroes on many avenues, possibly using violence as a last resort. Choosing your villain's classes can influence the methods used when confronting the heroes. A villain with many levels in soldier would probably use military-style tactics and resources against the heroes, while a scout vi llain might hunt the heroes as if they were prey in the wild, setting t raps or shooting them from afar. Noble and scoundrel villa ins work the soc ial angles, using influence and their charismatic persona lities to turn allies into enemies or to set up the heroes in political ambushes . However, you do not have to determine a villain's methods solely by class. Playing against type can make truly memorable vil lains, such as a soldier who uses his clout in the Senate to make life miserable for the heroes or a noble who feels t hat on ly personal combat can avenge a transgression committed by the heroes.
C ONTINOENCY PLANS One cruc ial element when creating a villa in-especially if that villain is a crimina l mastermind- is determining how he or she handles the inevitable disruptions caused by the heroes' meddling. When creating adventures, break down the encounters and think ahead to the log ica l conc lusions that might occur, just as the villain would. Taking into account possible failures as well as successes wi ll keep your adventure from being derailed by the unexpected. The villain might have a vessel or escape pod ready to flee the scene if the situation goes wrong, or a patsy might be set up to take the fall if the heroes present the authorities with evidence leading to the villain's arrest. Just as generals on the battlefield must plan for defeat, so too must the villains of your Galaxy of Intrigue campaign be prepared for setbacks. For example, a villain plans to blackmail a politician into re leasing the villain's ma in minion from a prison moon. However, the villain's plan is fo iled if the heroes, after having heard about the villain's intentions, break into the prison themselves and kid nap the minion or leak the politician's co rruption to the news media, making the blackmail attempt pointless. Realizing that the heroes might get to the pol itician before he does, the villain arranges for the politician to be assassinated, preventing the villain's plans from being exposed and diverting attention away from the plot to release the minion. Alternatively, if the heroes break the minion out on their own, then the minion directs the heroes to a hidden location for a prearranged ambush by the villain .
find themselves under arrest or marked for bounty by the villain's constituency, corporation, or other affiliations. If the heroes continue to use violent means they could be labeled vigilantes. And although their motives might be pure , life will never be the same for the heroes if they become the targets of law-enforcement agencies, the Jedi Order, or hordes of bounty hunters. Not every encounter or adventure should result in mass inquisitions. Star Wars is about action and heroism , not courtroom battles, but occasionally following up an adventure with a lot of questions from the authorities can send the heroes a signal about consequences. Use this feature to your advantage when making campaigns . If the heroes find themselves in hot water aft er comp leting an encounter, perhaps they then must clear their names or become more deeply entangled in layers of intrigue as their heroic deeds are instead twisted by the media into something horrific.
REMOVINO THE
VILLAIN
When building your Galaxyof Intrigue campaign, consider what might happen if and when the heroes kill the main villain sooner than you intend. After all, if your adventure hinges on a climactic showdown against the villain and the heroes shoot down his ship as he attempts to flee an early encounter, then you are left without a way to keep the adventure moving along. Here are some suggestions for dealing with the repercussions of a villain being removed from the picture earlier than anticipated.
FIGHTING THE POWERS THAT BE In most Star Wars roleplaying campaigns, the heroes' ultimate solution for dealing with a villain involves a climactic battle of blasters and lightsabers. In a Galaxy of Intrigue campaign, however, the consequences for such behavior can be severe.
The Repercuss ions of Heroism In many Star Wars campaigns, the violent actio ns of the heroes are glossed over in the aftermath. For example, if the heroes bring a crime lord to justice, they receive their reward and move on to the next adventure, and no one asks any questions about the dozens of corpses left behind in the aftermath of the combat. In a Golaxyof Intrigue campaign, however, such events should not go unnoticed. The Gamemaster can add law enforcement into the mix, perhaps with an intense investigation afterward in which Secto r Rangers question the heroes about several bystanders murdered in the confrontation. Alternatively, friends, relatives, or colleagues of the crime lord's servants might come looking for revenge against the heroes. Heroes should consider the consequences of kicking in the door of the main villain and gunning him down, especially if he is an unarmed politician or other noncombatant. Heroes who disregard the law so blatantly might S OME TI MES
VILLAINS
LIKE
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Replacements One way to keep an adventure on track after the unintended demise of the villain is to create a replacement. The logical choice is one of the villain's trusted minions who is privy to key plans and has a deep understanding of the layers of intrigue set in place. The downside, of course, is that minions are weaker than the villains they work for. So when that climactic battle occurs, you might need to adjust the replacement villain's statistics, increase the number of his or her minions, or add an additional element to make the encounter more difficult for the heroes. Depending on the era, clone technology can be another solution for bringing the villain back into the campaign. For example, Emperor Palpatine returns as a clone after the destruction of the second Death Star. Of course, cloning is logical when the villain is powerful or wealthy enough to access such advanced technology. If your main villain is a petty warlord or young upstart politician, then cloning stretches credulity. Use this tactic sparingly because it dilutes the heroes' efforts to bring down their opponents, and it can be demoralizing, causing the heroes to wonder why they should even bother when the villain keeps coming back healthy and full of revenge.
Dealing with the Aftermath
DESIGNING AN INTRIGUE ADVENTURE
If the heroes defeat the villain sooner than expected, you probably still have
So far, this chapter has discussed how to create intrigue campaigns in general
several unresolved plot threads that can occupy the heroes. The villain's
and how to create villains to populate them. This section goes into more detail about how to create an adventure that is rife with intrigue and that
trusted allies, contacts, and minions might continue to advance the cause or take it in a new direction, albeit with their own personal touches. Between
fits in with the other concepts introduced in this book.
gaming sessions the Gamemaster should consider how events would play out
Most adventures contain some degree of intrigue. The heroes don't know
without the villain's involvement. Even with the villain's demise, secret weapons labs continue developing the ultimate weapon, assassins follow through
who is behind the kidnapping of Wookiee slaves, or they stumble on plans for a secret battlestation. What separates an adventure based on intrigue
on orders to kill their targets, and bribes and blackmail attempts continue as
from other adventures is that, from beginning to end, the entire purpose
if nothing was amiss. Of course, the assassin expects someone to pay after
toward which the heroes are working is either a secret they must keep or a
the job, or the weapons researchers might decide to test the weapon on the
mystery they must unravel. Whether the heroes are proactive or reactive,
intended target without approval. Each of these factors gives the heroes
or whether the adventure involves a lot of combat or very little, everything
a significant amount of cleanup to do even after the death of the villain.
the heroes do is either part of a clandestine operation or is part of a plan to unravel a well-hidden secret.
Another solution to the premature loss of a villain is to allow the heroes to revel in their success, moving them along on another, completely different encounter. Then, as they progress in the adventure, slowly reintroduce ele-
From there, the adventure can progress like most others, with a few modifications. An intrigue-heavy adventure acts as a microcosm for the way
ments of the villain's scheme back into the scene. For example, after killing the villain in an early encounter, the heroes believe that the threat is over.
the larger campaign plays out, and it uses many of the elements discussed
The Gamemaster begins a new chapter completely unrelated to the previ-
intrigue adventure, with an example of each element.
ous storyline. After a few sessions, the heroes receive a cryptic note about "unfinished business" from one of the original villain's comrades, drawing them back into the intrigue that they thought was concluded.
earlier in the chapter. This section will construct the basic outline of an
START WITH
A
SECRET
The core of an intrigue-based adventure is a secret. At its heart, an intrigue adventure should revolve around secrecy and protecting valuable knowledge. There are two major kinds of secrets that the heroes of an intrigue adventure must deal with: the secret objective, and the secret charge. A good secret, of either kind, on which an adventure can hang is more than just a passing bit of information; its revelation should have major repercussions not only on the heroes but also on the whole galaxy. A secret objective is something that the heroes are trying to uncover. This could be a secret they know to exist-the true identity of the assassin that killed their Senator benefactor-or it could be a secret that they didn't even know existed beforehand. The latter kind of secret is often treated as a surprise twist or reveal at some point in the adventure; a good example of this secret twist is the revelation that Darth Vader is Luke's father at the end of The Empire Strikes Back. Luke was unaware that the secret existed, but once it was uncovered it radically altered the way that he saw the conflict between the Empire and the Rebellion, and forever changed his destiny. A secret charge is a secret that the heroes have been given the opportunity to protect. Often, this secret is merely the secret of their actions. For example, if the heroes are planning to raid an Imperial weapons depot, they will want to keep their plans, and even their actions, secret in order to avoid drawing unnecessary attention. In an intrigue adventure where the heroes have a secret charge, their protection of that secret should be of the utmost importance. Regardless of whether or not thei r actions succeed or fail elsewhere, revelation of the secret they have been charged with should seem like a failure to them. When coming up with the secret at the core of an intrigue adventure, use these simple guidelines: • The secret should be something that has wide repercussions as a consequence of its revelation. Simple secrets don't make great adventure hooks.
THE
EXISTENCE
WAS A
OF THE
WELL-KEPT
BLUE
SECRET.
SHADOW
VIRUS
• Choose a secret that creates opportunities for dangerous situations. Discovering which Hutt crime lord hired the Senator's assassin can be dangerous; discovering who is spreading rumors about a local Moff probably isn't. • Th e secret should be something the heroes care about. If they have no attachment to the Jedi Master who is secretly still advising the government on his home planet, the heroes won't be drawn into the adventure. • The secret should be something that is not easily uncovered. Layers upon layers shou ld separate the secret from its revelation. This goes for secret charges as much as secret objectives. Example: The heroes have spent a few adventures finding the location of a secret weapons manufacturing facility where a Hutt crime lord is producing arms for a mercenary army. As agents of the Rebellion, they know that those weapons could prove extremely valuable to their cause, and plan to steal them. The basic secret of the adventure is the secret mission the heroes are about to undertake; if either the Empire or the Hutts discovered their secret plans, they would surely be ambushed and captured or killed .
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PROVIDE AMPLE OPPORTUNITIES
SKILL
Once you have the core of your adventure (its secret) in hand, you can begin constructing an adventure around it. Intrigue adventures usually provide players with lots of chances to use their skills in creative ways. While covert assassinations and other combat scenarios are certainly part of intrigue adventures, open violence is often too messy or too high profile to be an effective weapon in an intrigue campaign. Instead, you should try and focus on challenges that the heroes can use their skills to overcome, giving the players encouragement to do more than just go in, blasters blazing. One of the best ways to design adventures that make heavy use of skills is to take a look at which skills the heroes are trained in and which ones they have Skill Focus feats for, and to design the challenges around those sk ills. Your heroes have invested valuable resources in obtaining those skills; let them use them. Likewise, don't be afraid to design challenges that cater toward lesser- used skills. Your soldier with a high Intelligence might have trained in Climb or Endurance, two skills that often see less use than Deception, Persuasion, or Use the Force. It's OK to construct situations where heroes with those ski ll s can shine, even if they might seem a little out of place at first. Just because the heroes are infiltrating a party aboard a star yacht doesn't mean that those skil ls couldn't come into play. Maybe the soldier needs to climb up to a secret smuggling compartment high in the cargo hold, or forcib ly hold a door open for severa l rounds while other heroes slip in, and then out, with whatever they came for.
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Lastly, make it obvious when skill use could be a good solution. Many times, players can overlook the opportunities you set in front of them, and it's OK to offer suggestions during game play. When crafting your intrigue adventures, don't be afraid to put notes in your descriptions that high light individual skills for use in that section. Exam pl e: Raiding a Hutt weapons factory has to be more than smashand-grab; the factory is well protected, and only authorized ships are allowed to land and offload supplies to the factory. The heroes will need to find someone who knows the security protocols (Gather Information, Perception). create false credentials or buy them (Deception, Persuasion)' steal a cargo vessel destined for the factory (Pilot, Stealth). slice into the plant's security system to hide from sensors (Use Computer). and then reach a watchtower and disarm the guards there (Climb) .
The Chall enge of Investigations 0
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When the concepts of secrets and skill use are thrown together in an adventure, it's tempting to fall back on the age-old investigation adventure. While this can be rewarding, there are a few pitfalls that you should be aware of before designing an entire adventure around investigation. First and foremost is to not overuse the investigation adventure; if the heroes spend every adventure going through the same kind of investigatory routine, they are quickly going to get bored with investigations as a who le. Setting a mystery in front of the heroes and turning them loose can be fun every once in a while, but over time the players might feel like they are playing "find the plot hook" every adventure. When you do decide to create an investigation-based adventure, follow the advice about providing skill opportunities, above, and make sure that a wide swathe of skills are available as solutions. Although it's tempting to say that investigations are all about Deception, Gather Information, Perception, and Persuasion, there can be much more to investigations than that. Using skill challenges (see Chapter 2) is a good way to encourage your players to be proactive during an investigation, as it can help them see tangible results even when using unorthodox skills. Lastly, failing a skill check or two should never derail the entire adventure. If your players fai l to persuade the Imperia l officer to le t them see the prisoner in the brig, make sure there are other ways for them to get in and get the information they need from that prisoner. Whenever your adventure depends on the heroes learning something through investigation, make sure there are mu ltip le ways that they can get the information they need . One failed Gather Information check shouldn't leave the heroes clueless. Even in failure, the players should be directed toward another solution. Continuing the example above, when the officer rebuffs the heroes, perhaps the scout sees on a monitor console behind the officer that there is an air duct leading into the prisoner's cell that the scoundrel might be able to sneak through.
PUT THE
HEROES IN DANGER
SO far, a lot has been said about secrets and skills, but perhaps the most important part of an intrigue adventure is the sense of danger. A secret is just a piece of information that the heroes don't know ...until there is danger invo lved. When danger surrounds a secret, it makes the secret more exciting, builds tension, and can increase the heroes' desire to pursue that secret. Putting the heroes in danger doesn't always mean pointing a blaster at them (although it can). The heroes might be in danger of being reveled as Rebel agents working undercover on a Core world; although that would eventually bring more direct danger (stormtroopers kicking down the door). the simple threat of Imperial reprisals is enough to raise the tension during an adventure. Threats to the heroes should always be visible and present. Otherwise, the PCs might not even be aware of the danger they face, which drains the tension out of the situation. The heroes should know that they are in danger, and they should know that the danger is directly tied to the secrets they are trying to uncover or protect. Exam pl e: Besides the obvious danger that they face when infiltrating the weapons factory, the heroes discover that they are not the first ones to try and raid the Hutt factory. A group of mercenaries tried the same thing and were slaughtered when they arrived. It turns out the mercenaries were betrayed by one of the very people that provided them with information or with he lp in making it to the manufacturing facility. The heroes now have to figure out who the traitor is before they launch their own attack, balancing their need for help against the knowledge that someone might betray them.
Intriguing Combat One of the easiest ways to throw some danger into an intrigue adventures is with combat. However, a good combat encounter in an intrigue adventure has more going on than simply defeating the enemy. When designing combat encounters for intrigue adventures, keep in mind that other objectives are at hand. When stormtroopers kick down the door, the heroes have to do more than defeat them; they have to defeat them, stop them from ca lling for help on the comlink, and keep witnesses from calling the Imperial garrison to report the firefight. Likewise, when the heroes finally make their way into the weapons manufacturing facility, they have to do more than just kill the guards; their objectives include stealing weapons as well as hiding their own identities. After all, it does them little good to pu ll off the theft, only to be pursued by bounty hunters hired for reprisal. Combat should be used to reinforce the danger of an adventure, but it can also move the plot forward. Perhaps the heroes need to dispose of a local Moff-quietly-before he can order the execution of an informant carrying critical information. Combat in an intrigue adventure need not be flashy or on a massive scale; a short skirmish with Czerka Corporation enforcers in the lobby of a high-rise on Taris can be just as exciting as a starfighter dogfight, especially if the heroes have to keep the enforcers from sounding the alarm. Remember, when adding tension to the adventure via combat,
to make sure to give the heroes plenty of chances to succeed in ways that keeps the adventure moving forward. Failing in a combat encounter should be like failing a skill check; even in failure, another way of accomplishing the heroes' goal should be revealed.
TWISTS
AND
REVELATIONS
As the adventure begins to draw to a close, it becomes time for secrets to be revealed. As with all adventures in a Galaxy of Intrigue campaign, there are layers within layers within layers of secrets, and as the adventure progresses some secrets should be revealed, while others should turn out to be quite different from what the heroes expected. It's important to let the players feel like they are uncovering critical information, or succeeding at protecting it, in tangible ways. Even within the context of a single adventure, there should be moments of revelation: the heroes discover that the bartender at the cantina has been selling secrets to the Hutts, or the party's slicer finally uncovers the secret access codes that wi ll allow them to bypass automated security satellites. These particular revelations don't open up the plot of the entire adventure, but they do amount to progress, which is very important during an adventure involving a lot of secrets. Likewise, an unexpected twist, when used judiciously, can not only bring the plot forward but also alter the way the heroes perceive the situation. However, there is a fine art to introducing a twist, and too blunt or too severe a twist can be jarring to the players. A twist in an adventure should be just believable enough that the players buy it, but it should also be shocking. The twist in The Empire Strikes Back when Lando betrays the heroes is shocking, because he is likable and an old friend of Han's, but believable thanks to Leia's suspicion and the clear power that Darth Vader has over him. When crafting a twist, look for places where story could conceivably go, and then eliminate any of the ones that seem too obvious. What you're left with is a series of twists that are believable, yet likely won't be expected. Example: Part of the premise of the adventure is that the Hutts are hiding their stockpile of weapons from the Empire, which is one reason why it is shrouded in so much secrecy. A good twist for this adventure would be that the Empire, or rather a powerful figure within the Empire, actually knows about the Hutt weapons plant and is having the weapon s crafted for a private army of his or her own. Then, when the heroes arrive, they face not only thugs working for the Hutts, but small groups of well-trained Imperial forces.
ONE DOOR CLOSES, TwO DOORS OPEN When the adventure is finally done and the heroes have achieved their goals, there is one more important technique that you should use when wrapping up the adventure. Each adventure will an swer some questions, or allow the heroes to keep their own secrets safe, but after each success two (or more) secrets should be introduced. Although eventuall y you'll need to reveal all of these secrets, a successful intrigue ad venture leaves the heroes wanting
to know more. Moreover, it helps lend credence to the idea that nothing is ever as simple as it seems, and that there are always wheels within wheels in any intrigue-based campaign. The kinds of secrets that you might introduce can be either secret objectives or secret charges, and most will set the stage for subsequent intrigue adventures. However, these need not always be adventure hooks: Some of the questions these secrets raise might be little more than insights into the backgrounds of the heroes' allies, or questions about events that, at the time, seemed simple and straightforward . For example, at the conclusion of an investigation adventure, the heroes have discovered the information they were looking for; at the last minute, however, they discovered that their enemy for that adventure was only a pawn in someone else's scheme. Who that enemy served, and what the larger scheme is, can be the basis for future adventures. Alternately, this revelation can be used not to expose a larger plot on behalf of their enemies, but to make the heroes question the allies and benefactors who put them on the trail in the first place. Example: To conclude our sample adventure, the heroes eventually make it to the weapons factory, defeat the Hutt's thugs and the Imperial forces alike, and make off with the contraband with the secret of their identities intact. However, they discover two new mysteries in the process. First, they learn that someone on the inside disabled the factory's communications system, keeping it from call ing for help; someone wanted the heroes to succeed, but who? Second, they learn that the powerful Imperial agent that commissioned the weapons does not actually exist; someone fabricated the existence of a Moff, but for what purpose?
THE ART OF INDIRECTION One way to really alter the feel of an intrigue-based campaign is to always keep in mind that, when it comes to secrets and plots, nothing is ever direct and to the point. Enemies come at you from odd angles, allies never tell you everything they know, and simple acts have wide-ranging repercussions. A Galaxyoflntriguecampaign is all about using indirect methods to accomplish goals, because indirect methods are usually best for maintaining secrecy. When knowledge is power, any method that preserves knowledge-or creates false information-can be the difference between being powerful and being powerless. Below, you will find some general advice on creating situations where indirect methods come into play. Like the section on building campaigns, villains, and adventures above, th is section is intended to provide some basic guidelines for creating interesting events that occur in your campaign. Think of these suggestions as directions for constructing an individual scene within an adventure. Mixing and matching the advice below can produce memorab le sequences that reinforce many of the themes of a Galaxy of Intrigue campaign.
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ENEMIES TAROET THE INNOCENT
PROXIES, LIAISONS, AND MASKS
It is almost a given that the heroes' enemies won't come directly at them when it's time to strike, at least not at first. Enemies in an intrigue-heavy campaign know better than to try and take the heroes on with direct attacks and violence; savvy heroes will overcome such challenges quickly. Instead, such enemies try to hit the heroes where they are most vulnerable: through their allies. While a hero walks around in power armor or wields a lightsaber with amazing skill, he or she has little control over the lives of allies or over the lives of innocents. An opponent in an intrigue adventure will likely try to target those who can't defend themselves, to use as leverage against the heroes. The bounty hunter doesn't attack the heroes; he kidnaps their mentor and holds her hostage, offering to trade her life in exchange for turning over one of the heroes' party. This kind of indirect attack works on almost any scale. Grand MoffTarkin, a master of intrigue, uses this technique with Princess Leia to try and get her to reveal the location of the Rebel base: He knows his threats against her do no good, so he threatens Alderaan with the Death Star instead. The threats do not always have to be of physical violence, either. A powerful corporate executive might threaten to bring financial ruin to the heroes' benefactor, or an unscrupulous Senator's aide might threaten to reveal that Senator's dark past on the eve of a critical vote. For the most part, villains use these indirect attacks to get the heroes to do something, or to not do something, that the villain wants. Occasionally, the villain strikes out at the innocent or the heroes' allies as a reprisal for the heroes' actions. This can be used as a deterrent against future actions by the heroes, or simply to reinforce the fact that the villain is, in fact, their enemy.
It is common for those involved in heavy intrigue to keep their identities and the identities of their allies a secret. Anonymity ensures security, and security is something everyone in this kind of adventure should be aware of. In a Galaxy of Intrigue campaign, it is common practice for both allies and villains to make use of proxies and liaisons during contact with the heroes. The heroes might not meet a mysterious benefactor, but instead deal only with a droid sent in his stead. An informant might refuse to come herself, instead sending a street urchin to deliver a message to the heroes. Enemies will often refuse to involve themselves in schemes personally, instead using pawns to direct their operations from a distance. Disguises are equally common among those with secrets to keep. Exposing one's true identity is always a risk, and one that few with important secr.ets are willing to take. The Star Wars setting offers ample opportunities for such indirect contact. Villains can appear as holograms. Crime lords can send protocol droids to deal with the heroes, while others might hire shapechanging Clawdites to impersonate them, never making contact directly. Regardless of the actual method, allies and villains alike should erect barriers between themselves and the heroes, making extensive use of both proxies and technology to keep at a distance.
DORME
IS
BY THE
QUEEN'S
..JUST
ONE
OF
THE
ENEMIES.
INNOCENTS
TARGETED
TRUST DOESN'T
COME
EASY
Much of the above advice on proxies and masks is a result of trust issues. When it comes to the intrigues of the galaxy, there is little room for trust. Trust often leads to betrayal, which can put months or even years of hard work to ruin. It should come as no surprise after a while that not even the heroes' allies will trust them, and in turn the heroes shouldn't give out their trust easily. Trust, in an intrigue-heavy campaign, is something that should be won, and winning trust isn't easy. It's important to remind the players that their allies have a hard time trusting them; if the heroes sense insecurity in their allies, it can help make those allies seem more real, and likewise make the heroes' own lack of trust seem less like paranoia and more like good tactics. This is one area where the line you must walk as a GM is very fine. If the allies show too little trust in the heroes, the heroes might lose interest in working with them. The heroes should see some progress in earning the trust of their allies; each time they successfully complete an adventure, for example, they earn a bit more trust, and their next interaction with a certain ally should reflect that. The ally might be more forthcoming on details, or might finally offer to meet them in person. Building trust takes time, but the heroes should feel as though they are actually building it and making progress in their relationships.
D ECOYS
AND
MISDIRECTION
A favorite tactic of those steeped in intrigue is to let others do the dirty work. Sending your own agents in to complete a job is all well and good, but the preferable solution is to convince someone else to do it for you. Not only is this typically cheaper, it also means fewer ties between the people performing the mission and those that set it into motion. Although a benefactor that manipulates the unwitting heroes into doing his or her bidding might be cliche, there are also other ways that decoys can be used in an intrigue campaign. Villains might use this tactic on others among the heroes' enemies, making the heroes think that an attack came from one source when the truth is that the villain caused it. Similarly, a villain might dupe one of the heroes' allies into doing his or her bidding. Introducing an aspect of betrayal , even unwitting betrayal, into the game is a way of creating greater tension. At some point, though, a villain has to take direct action in order to further his or her goals. When this happens, the best weapon in the schemer's arsenal ismisdirection. Even if a villain convinces someone else to do the dirty work, that villain will still need to exercise cunning to keep the heroes from tracing the deeds back to him or her. This is something that anyone skilled in the art of subterfuge knows: One of the best ways to hide your trail is to make sure that there is a trail leading somewhere else. Enemies might lay down false clues to lead the heroes (and others) away from their trail, but be careful with using this tactic too much. In a roleplaying game, the players rely on the Gamemaster for much of their information, and if that information turns out to be a false trail or a red herring too often, the players will begin to second-guess everything the Gamemaster says.
T HE ART OF
BEING
SEEN
Tied to the concept of misdirection, the art of being seen refers to a technique where one provides false information simply by making it appear as though one thing has happened, when it truly hasn't. A favorite tactic of those with exceptionally good resources at their disposal, this kind of deception often relies on disguise, forgery, and other similar techniques to create a scene that is meant to be witnessed, either by the heroes or by others. One of the things that make a deception like this so effective is that these are not just rumors being whispered in dark cantinas; the witnesses see and hear these things themselves.
For example, the heroes have had a Falleen crime lord in their sights for a long time, and have become a thorn in his side. No longer able to operate without the heroes watching his every move, the Falleen puts a plan into motion to create a scene that the heroes are intended to witness. The crime lord offers to turn himself in to them, and arranges a meeting place where the deal can go down. As he is turning himself in, a crazed woman leaps out of a nearby crowd and guns him down, claiming to be a widow of a man the crime lord has executed . Th e Falleen lies dead before the heroes, and now they no longer have to worry about him. Or do they7 Perhaps the woman was a plant, and the whole scene was staged. Maybe the Falleen turning himself over was a replica droid, or a shapechanger, or a talented con artist. Maybe the Falleen was wearing armor and only meant to look dead, and when carted off to the morgue he stops playing dead and slips away unseen. Now, because the heroes think he is dead, the crime lord is free to act without their interference. The Falleen created a deception that he wanted to be seen, planting false information that is less likely to be scrutinized because the heroes saw it firsthand.
CL...ASHING FACTIONS One final way to flesh out the events in your intrigue adventures is to understand the maxim that while manipulating individuals is good, manipulating fact ions is better. The entire concept of noble houses jockeying for position is based around this principle, and it is one that anyone with any skill in intrigue knows. It is for this reason that most politicians and powerful people tend to ign ore the individual and instead try to maneuver large organizations into doing what they want. It's not just a matter of scale, but a matter of effectiveness; organizations are made up of individuals, and by convincing an organization to act in one way, it becomes easier to manipulate the individuals associated with the organization into acting along the same lines. On a more practical level, this means that the enemies the heroes face aren't just going to be content with dealing with the heroes' small group, and instead will try to target any larger factions the heroes are a part of or are al lied with. If the heroes are members of the Jedi Order, for example, their enemies will attempt to trick not just the heroes but the entire Order into taking action or into indecision. Although larger organizations are more difficult to manipulate, that won't stop the heroes' enemies from trying. If an enemy can pit one faction against another, that becomes the ultimate misdirection. To continue the example above, the villain might fabricate evidence that a crime syndicate is secretly being run by a resurgent Sith Order, pitting the Jedi Order against the crime syndicate while the villain continues to make his own plans, now free of the heroes' scrutiny while they are engaged in the fact ion conflict the villain manufactured.
CORE
CORE
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NOBL..ES
Core World nobles are born and die in the lap of lu xury, spending the ir days surrounded by fabulous wealth and organizing their years around festival days and key socia l events that they attend so that they can be seen by commoners and outshine their peers. Some of these nobles serve with distinction as officers in the mil itary, some have successful political careers, and a few leave their marks on history as part of the Jedi Order. However, most nobles are dabblers and dilettantes who focus more on fashion and high society gossip than on any form of career or real work. Few Core World nobles are actively invo lved in business affairs. Instead, their wealth is derived mostly from holdings and investments established during colonization booms in previous ages of the galaxy, and it is managed by retainers whose families have served the noble houses for generations. Whether they hail from Alderaan, Coruscant, Ralltiir, or any other Core systems listed in the ancient Registry of Noble Houses, Core World nobles are the very definition of the idle super-rich, and they go to great lengths to display their wealth. They travel set circuits, hosting and attending lavish parties and balls where their main objective is to upstage their fellow nobles. Even when rendered relatively destitute-a fate that befalls a number of Core World noble families whose holdings are damaged or destroyed by galaxywide conflict-th ey keep up their extravagant lifestyles for as long as possib le, even if it means the next generation of the fam ily will have to live in poverty. Of course, "poverty" to a Core World noble is what most galactic cit izens would define as "wealthy." It usually takes two or three generations for a family to fully exhaust its riches, and before that happens, it often manages to recover, perhaps by looking to other noble fam ilies for fi nancial infusions through arranged marriages or even for help in securing honest work. Corulag's House Korden has been known to save noble houses teetering on the brink of ruin by forcing a work ethic on them. Members of House Korden are rare among Core World nobles in that they remain involved in the businesses that were the foundation of the lofty social status they currently enjoy. As a whole, the Core World nobles are a frivolous bunch that are disconnected from the day-to-day affairs of the galaxy yet believe that their rank in society makes them superior to other beings. Their greatest concerns revolve around being invited to the right parties, repaying social snubs in kind , and putting upstarts and social climbers in the ir places. (Few things annoya Core World noble more than the notion that the so-called nobles of the Tapani Sector, the self-declared Lords of the Expanse, are close to being their equals. Nor can they stand it when someone thinks that a member of the Tagge family is a Core World noble just because he or she has Palpatine's favor and a hereditary title of baron.)
The arrogance of Core World nobles leads them to be taken in easily by fads and swept up in political causes that might prove detrimental to their own best interests in the long run. A prime example of this manipulation occurs when Emperor Palpatine gains the support of major families in the Registry by blaming aliens for the financial devastation of the Clone Wars (which causes many of the social season's parties to be scaled back) or by giving the nobles positions in his government that sound important but that are ultimately meaningless. The real in telligence officers and politicians of the New Order cons ider the Core World nobles to be clowns. But Emperor Palpatine furthers the illusion of their significance by tasking them with rooting out Rebel sympathizers among the nobles, rewarding them for betraying their own by giving them the assets seized from the accused. Thus, many fa milies, basking in the false impression of power and respect, assist Emperor Palpatine in strengthening his hold on the galaxy. By the time the more intell igent among them become aware of their mistake, most are too fearful of losing their wealth and status to act.
Although their reputation for disconnected frivol ity is a drawback for most Core World nobles, the more cunning members of the families exploit this image so that they are underestimated. Over the centuries, some of the galaxy's greatest corporate spies, most successful art thieves, and most celebrated Rebel intelligence agents pose as empty-headed Core World nobles to hide their true natures and activities.
NOTABLE
MEMBERS
With lineages so ancient that their family names are carved in dead languages on the foundation stones of long-lost citi(o, some Core World nobles legitimately can claim that their ancestors witnessed the birth of the Jedi Order or the formation of the Old Republic.
Thrackan Sal-Solo OOALS As a group, Core World nobles want little more than to enjoy themselves, their wealth, and the adoration of their peers and the lesser beings they happen to pass on the way to parties. At the same time, they strive to outsh ine other nobles so that they will be noticed, gaining the attention they crave. To do this, they are always seen in the most cutting-edge fashions or the most expensive and opulent versions of formal wear or traditional garb. They also attempt to appear to be more generous than their peers, and if one noble is heard to be funding a home for wayward Wroonian females, another will soon start a university for them. While the Core World nobles strive to be the brightest stars among their peers, they also work to tarnish the images of potential rivals. Th ey are particularly fierce when targeting anyone not of noble rank who appears to be stealing their limelight or otherwise encroaching on their sphere of existence. METHODS Core World nobles abhor violence and most forms of direct confrontation. They deal in whispered half-truths and lies intended to undermine and embarrass rivals. If rumor and innuendo fail to stop a competitor, the nobles have their retainers secure hirelings that will take more direct action. A Core World noble is not above blackmailing a rival into throwing a race or spending thousands of credits to steal the design of a gown for the next big ball. When Core World nobles enter politics or military service, they employ the same underhanded and duplicitous methods, resulting in careers that are either very short or very long and corrupt. Political nobles have been known to force rival houses into exile by skillfully applying pressure and by fabricating evidence of treason. Such scheming is especially common in the early days of Palpatine's Empire. Much of the Alliance's initial funding comes from Core World nobles who were ousted and hope to regain their place in society.
A descendent of ancient Corellian royalty, Thrackan Sa l-Solo is raised in a noble house on the verge of exhausting its last credit. His mother schools him in the traditions and habits of Core World nobles, and his bearing serves him well. Despite his impoverished state, Sal-Solo's grace and heritage land him a good position in the Imperial Navy, and he ends up an important player in Corellian politics, eventua lly becoming the head of state. Unfortunately, he is a virulent speciesist and launches genocidal attempts to drive aliens off the world of Corellia . He is the cousin of Han Solo and has always felt great shame over that association .
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For 30 generations, House Valorum involves itself in Old Republic politics, concerned mostly with securing funding for arts projects and seeing that the central galactic government establishes some form of educational standards in the systems it governs. Fini s Valorum rises through the Senate and eventually becomes Chancellor of the Republic. He is an honorable man with a good heart, but he is too idealistic to succeed in the position . The Tarkin family manipulates him early in his reign, and Palpatine ultimately drives him from office in disgrace during events that lead to the Clone Wars.
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NOBLES
Core World nobles make great patrons for a party of characters who are just starting out. They can also be used to show heroes that looks can be deceiving. For example, the heroes might be cajoled by their patron into performing a silly bit of sabotage against a gown that a rival noble plans to wear at a ball the following night, only to discover that the rival is secretly a Rebel agent or a master thief. The heroes then must decide whether to switch allegiances, become targets, or turn the rival in to the proper authorities.
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DROID EQUAL-lTV FOUNDATION For as long as droids have existed, some individua ls have seen these mechanical beings not as tools, but as fel low sentie nts that deserve the respect accorded to all intelligent species. Throughout the millennia, various groups have addressed the concerns of droids, although most were laughed off as naive idealists. However, as droid technology advances, the distinction between a sentient droid and a nonsentient droid becomes murkier, making it more difficult to argue against giving droids the rights enjoyed by other intelligent lifeforms.
The Droid Equality Foundation is one of the largest. most vocal, and most powerful organizations in the galaxy to promote the cause of droids' rights. However, behind its appearance of altruism lies a dark secret-the current head of the foundation, Jolor Oron, is in fact a replica droid whose ultimate purpose is the complete destruction of droids throughout the galaxy. Programmed long ago by a brilliant technician with a serious grudge against droids, Jolor publicly advocates for peace and integration while covertly plotting to poison galactic opinion toward droids.
C30AL...S The apparent goal of the Droid Equality Foundation is the emancipation of droids, raising the ir status from that of mere tools to that of sentient beings, with all the rights that living creatures possess. The foundation views the shackles of the re straining bolt and droid caller as symbols of oppression, and it works with sympathetic groups and individuals to help free droids from th is pl ight. However, the foundation's true purpose is to stir up public resentment of droids so that they are seen as threats (as many droids proved to be during the Clone Wars) . The foundation tries to spotlight legal disputes to draw awareness to the droid situation and to secretly nurture bias and bigotry toward these mechanical beings. It spreads reports of droids rebelling against their masters-exaggerating or fabricating details about bloody revolts-to foster fear and suspicion.
METHODS The Droid Equal ity Foundation is an outspoken group that lobbies governments to pass initiatives to enhance the status of droids, and it manipulates the media to spark debate on the plight of droids. However, change is slow to come, and foundation members frequently organize huge protests and strikes on planets that have large droid work forces. Smaller covert cells of the foundation take more extreme steps, including sabotaging droid manufacturing facilities, assassinating enemies, and encouraging the wholesale revolt of droids. Through it all, the foundation strives to present a noble face to the public while working toward its true goal.
OADID
EQUALITY
FOUNDATION
N OTABLE
MEMBERS
The Droid Equality Foundation is an immense organization that is spread thinly across the galaxy and includes members with many different points of view.
zation. Aysev possesses a secret, however- it is aware of Jolor's true plan. The protocol droid has been reprogrammed by its leader to exh ibit utmost loyalty, even though the foundation's real goal works against the interests of all droids, including Aysev.
Jolor Oron
Kiyr Gir'sku
Jolor Oron, the current head of the Droid Equality Foundation, exhibits a calm, coo l demeanor as he preaches peace, tolerance, and understanding between droids and other beings. Jolor appears to be a tall, slender nearHuman from a remarkably long-lived species that is thought to be sparse in population. In reality, Jolor is a nearly flawless replica droid with a highly advanced heuristic processor. Modified long ago by a brilliant technician whose family was killed by Separatist droids during the Clone Wars, Jolor became a weapon against droids. His purpose is to slowly change the galaxy's opinion on droids until, eventually, they are completely eliminated. Beneath Jolor's charismatic personality lies code designed to help bring about the destruction of all droids. Jolor understands his purpose and accepts the irony of the situation with the cold logic that only droids possess.
Kiyr Gir'sku serves as the second most prominent "soft skin" in the organization, behind Jolor Orono Kiyr, a Bothan noble, is a master litigator who takes on the largest and potentially most explosive cases in the courts of the ga laxy, using her media savvy and flamboyant personality to create a circus on HoloNet feeds. Sadly, Kiyr is ignorant of the foundation's true purpose and is viewed by Jolor as merely a tool to be exploited.
T-215 (UToowon") T-215, known as "Toowon," is an ancient CZ-Series secretary droid with a serious chip on its shoulder. Considered to be a dangerous radical by most authority figures, Toowon espouses the belief that droids should break the shackles of slavery and ownership imposed on them by organic sentients. Toowon moves from droid factories to sector palaces, stirring up rebellion wherever it goes. It is aggressive and abrasive in conversation, but remarkably persuasive in its arguments. Many critics of the Droid Equality Foundation point to Toowon as a prime example of why droids should not be granted full rights, although Jolor defends Toowon' s behavior as a cautionary tale of what happens when a group is oppressed by the masses. All manner of uprisings, strikes, and industrial sabotage have been pinned on Toowon's metal shoulders, but so far, no one has been able to gather sufficient hard evidence of illegal activities. The foundation's army of lawyers and lobbyists works hard to keep it this way, much to the dismay of the organization's detractors.
A7-E3PO ("Aysev") The protocol droid A7-E3PO (known as "Aysev") serves as the Droid Equality Foundation's voice of reason and patience. It speaks for Jolor Oron when he is not available and sometimes is sent as a representative in its own right. Aysev lacks the fussiness found in many protocol droids and projects a soothing personality with an uncanny ability to shift the attitudes of others during debates. Aysev is a counterpoint to Toowon's radical (and potentially dangerous) creed but is quick to defend the passion of its "brother" for the cause. Aysev travels the galaxy to spread the beliefs of the Droid Equality Foundation and can be found in courts, corporate headquarters, the Galactic Senate, and other governmental bodies, lobbying on behalf of the organi-
USING THE DROID EQUALITY FOUNDATION The Droid Equ ality Foundation functions as a specialty organization that possesses a narrow focus but has broad implications for a Star Wars campaign. Droids are everywhere, and the Gamemaster could seed the background with reports of droids going on strike, businesses shutting down due to droid inactivity, fights between droids and organic beings, or even riots in the streets. The foundation could be in the forefront or the background, adding an air of intrigue and ulterior motives to see mingly unrelated events. Heroes with a sympathetic attitude toward droids might be targeted by antidroid activists, corporations, or government groups that lump the characters (intentionally or otherwise) in with the foundation, wh ich is viewed as merely misguided by some and as dangerous by others. If any of the heroes are droids, the Droid Equality Foundation can help them cut through the red tape regarding droid/owner regulations and responsibilities or act as legal counsel for heroes who run afoul of the law. In places where droids have no rights whatsoever, the intervention of the foundation can keep them from being systematically dismantled as a result of a transgression or a misunderstanding. The foundation also serves as a way to provide heroes with "unattached" droids that are looking for their places in the galaxy. By proving their independence, individuality, and usefulness, adventuring droids help to advance the belief that droids should be granted the same rights as other sentient beings. If the heroes catch wind of the Droid Equality Foundation's true purpose, they earn the group's wrath. Since public sentiment about droids is already rather calcified, the heroes might find that authority figures consider their discovery to be little more than conspiracy theory claptrap. The foundation's inner circle spends a great deal of time monitoring news feeds that come close to revealing the truth, spreading lies and counter-rumors, and ruining the reputations of their opponents. Particularly care less heroes might even face an assault by the foundation's little-known assassination division.
THE FIRESIRD SOCIETY Until the Imperial period, the Firebird Society is a harmless organization devoted to providing networking support and recognition for female military officers. As with so many other parts of galactic civilization, it becomes something more sinister when touched by Emperor Palpatine's shadow. Founded on the Core World of Lianna 2,000 years ago, the Firebird Society is initially created as an exclusive club for females who achieve top status as fighter pilots in the Lianna military academy. They serve as "wing mates" for one another as they rise through the ranks of the military and as mentors for similarly talented women who follow in their engine wash. As the centuries pass, the Firebird Society achieves its goals and transcends its roots by transforming into an organization with a far less restrictive membership requirement. Chapters of the Firebird Society start appearing at military academies throughout the galaxy and in all branches of the armed services. Membership remains exclusive to females, and a candidate has to be nominated by two members in good standing, one of whom must produce the Firebird Society pin for the newcomer. Members also have to be dedicated to upholding the highest standards in military traditions and to defending their sisters- in-arms and the Republic in general. In some parts of space, members of the Firebird Society perform so well on the field of battle that the group becomes a semiofficial organization, with members being granted permission by the High Command to wear their Firebird pins on their dress uniforms. Some of the most highly decorated pilots and officers who fight alongside the Jedi during the Freedon Nadd Uprising are Firebirds. As Palpatine's New Order gains in strength, it brings more than political change and rank speciesism to the structure of the galactic military. Sexism bordering on misogyny becomes common in the highest ranks of all military branches, and soon only the most exceptionally talented women (or those from the wealthiest and most powerful noble or ancient military families) are able to rise above the rank of major in the Army or the rank of commander in the Navy. When Major General Tessala Corvae gets fed up with the situation, the Firebird Society becomes home to a secret order dedicated to striking back at those who would deny rightful opportunities to female officers. Under her leadership, this subgroup uses any means necessary to punish military officers who stand in their way, short of betraying the Empire to the Rebels. Members engage in blackmail and vigilante attacks against corrupt officials and suspected Alliance agents alike. At its height, the secret Firebird Society has over 200 members and is well equipped with misappropriated Imperial military hardware. Eventually, Corvae's Firebirds become so successful that they are targeted by the intelligence organizations of both the Alliance and the Empire. Although both sides capture some members, the Firebirds remain unfailingly loyal to the sisterhood, and the organization remains intact and mostly hidden.
When Ysanne Isard takes control of Imperial Intelligence fo llowing Palpatine's fall, Corvae offers the services of her group. Isard is impressed with the Society's record, and she promotes many members to key, high-level military posts while keeping others working covertly as her eyes and ears within Imperial ranks. The Firebird Society has always been composed mostly of fighter pilots, although its ranks are open to all branches of military service. Even members of the Space Rescue Corps can be considered for membership in the official group; distinguished military service is the only requirement. Similarly, the Firebirds have been almost exclusively Human through the centuries, although there are no restrictions on what species a member must be. During the Legacy era, the Fireb ird Society is placed on the Galactic Alliance Guard's watch list of subversive organizations, primarily because the GAG does not trust any group whose members seem more loyal to one another than to the Alliance. To some extent, the GAG is right not to trust the Firebird Society. Although violent vigilantism died with Tessala Corvae, the group continues to aggressively and covertly seek damaging information against any individual or organization it perceives as standing in the way of a worthy female's military career for no reason other than her gender.
THE:
FIRESIRD
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C30ALS The official Firebird Society exists as a way to recognize elite military officers and provide its members with a network of contacts through which they might further their careers. During the Imperial period, a small movement within the Society is dedicated to undermining and destroying the careers of male officers they view as standing in the way of female advancement. Ultimately, both branches of the Society are interested in recognizing and promoting the military prowess of honorable female officers throughout the galaxy. They simpl y differ in how far they are wil ling to go to achieve that goal.
METHODS The official Firebird Society holds regional meetings during which individual members keep their eyes open for new recruits or opportunities to help their sisters advance their careers. The secret Firebird Society uses the meetings to covertly exchange intelligence about politicians and military functionaries they blame for their stalled careers . The Firebirds then use this information to undermine these targets, perhaps by leaking details about corrupt activity the targets are involved in or by blaming the targets for security breaches or sabotage (perpetrated by the Firebirds themselves). Occasionally, the secret Firebird s also engage in vigilante attacks against suspected Alliance age nts or corrupt officials, forcing the disbandment of Rebel cells. When on such attack missions, the Firebirds wear hoods and masks to conceal their identities, and they don form-fitting black commando jumpsuits that leave no doubt about their gender. The secret Firebirds also create their own weapons caches and secure transports for their missions. They accomplish this by altering supp ly orders and manifests so that arms and even small ships are directed to the Society's clandestine hideouts.
NOTABLE
MEMBERS
The membership roster of the Firebird Society reads like a who's-who of the best and brightest female military commanders to serve during the past two millennia . Ho wever, one woman more than any other has made an impact on the galaxy at large: Tessala Corvae.
Tessala Corvae Major General Tessala Corvae comes from a long line of highly decorated officers and possesses a brilliant military mind and a natural flair for command. Yet after work ing twice as hard to achieve her rank as officers who had a fraction of her talent or heritage, she ends up in command of a battalion stationed on Tallaan in the Tapani Sector, where the worst conflicts are brawls between young nobles during parties. With no opportunity to prove herself in the real war, Corvae knows that she has reached the pinnacle of her career, thanks to the misogynistic military high command of the New Order.
As she fumes over her fate, an idea starts to form in her mind. She has been a member of the Firebird Society since her days at the Academy. She never considered it more than a simple social club and minor networking tool, but now she starts to view it as more. She realizes that the Firebird Society could become a vehicle through which female officers could earn true respect and recognition, even if only among their peers. Corvae forms a secret organization within the structure of the Firebird Society. She reviews the service records of thousands of members and carefully feel s out the opinions of a dozen who seem the most brilliant and most embittered by their lack of advancement. After determining their true level of anger and frustration, she offers them an opportunity to use their superior skills and intellects in the service of the Emp ire while evening the score. Corvae's secret Firebirds evolve into a shadowy group hunted unsuccessfully by both Alliance and Imperial Intelligence. She eventually allies with Ysanne Isard and f inally achieves the recognition she sought for herself and her followers. Ultimately, Corvae dies in the same battle that leads to the demise of Isard and the f ina l fall of the Empire.
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Originally, the Firebird Society is a mostly harmless sorority whose members network and help one another advance their careers. A particularly sexist member might try to undermine the careers of males who are viewed as obstacles-particularly after Pal patine comes to power-but in general, the society is a benign group working to legitimately advance the careers of its members. Once Tessa la Corvae creates the secret branch of the Firebird Society, however, the intrigue and conspiracy blossom. The clandestine group maintains a treasure trove of blackmail material that the Alliance could put to excel lent use if it could gain access to the information . Heroes with Rebel sympathies, if recruited, might end up as double agents within the ranks of the organization. An Imperial officer could offer a captured Rebel an opportunity to walk if she locates and destroys damaging information about him that is in the Firebirds' possession. A natural use for the Firebirds Society is to have a party of female heroes legitimately join the society. The heroes can work to bring down the Rebels and their sexist Imperial male counterparts by any means available.
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When the weak central government of the New Republic is unable to coordinate an effective response during the Yuuzhan Vong invasion, Chief of State Cal Omas spearheads a reorganization of the galactic government. He creates a stronger regime that takes many political and military decisions away from individual star systems. The result is the Galactic Federation of Free Alliances (shortened to "Galactic Alliance"), and this new centralized government not only drives back the Yuuzhan Vong but also forges a series of alliances that unites such disparate groups as the Chiss, the Hapans, and the Imperial Remnant under one banner. Not since the height of the Old Republic has a central galactic government included so many people under its control. For five years, the Galactic Alliance directs efforts to rebuild a galaxy devastated by the Yuuzhan Vong. In the face of growing protests and violent terrorist groups opposing the increasingly dictatorial methods of the government, a covert branch of Alliance Intelligence is formed. Termed the Galactic Alliance Guard (GAG), this secret police force is dedicated to finding and eliminating those who threaten galactic peace and order. From its founding, the GAG is led by Jedi Knight Jacen Solo, who is severely scarred by trauma experienced during the Yuuzhan Vong War. As a result, he brings an overzealous and coldhearted attitude to his duties, giving those under his command leave to use any methods to identify enemies of the Alliance and force them to reveal their comrades. The GAG is soon feared across the galaxy by common citizens from every walk of life, no matter what their political bent. The fanaticism and brutality with which Jacen Solo and the GAG hunt down those considered to be enemies of peace lead him to fall prey to the corrupt guidance of Lumiya, a self-styled Dark Lady of the Sith. Jacen's excesses grow more severe, and eventually he gives himself fully to the dark side and is reborn as Darth Caedus. He then turns the GAG apparatus toward elevating himself to the position of leader of the Galactic Alliance and in doing so triggers the Second Galactic Civil War. Darth Caedus is killed in a lightsaber duel by his twin sister, Jedi Knight Jaina Solo, in 41 ABY. That same year, many of the GAG's top operatives are killed during a failed operation in the Corellian System.
GOALS The Galactic Alliance Guard is founded to protect government institutions and citizens from violent terrorist attacks being coordinated primarily from Corellia. Later, the organization expands its mandate to target anyone their leader views as a threat to galactic peace and to his own power. Anyone who expresses a negative opinion of the Galactic Alliance risks brutal interrogation in the GAG's holding cells at its Coruscant headquarters or aboard its mobile command center, an Imperial II-class Star Destroyer named the Anakin Solo. The GAG wants to seem as omnipresent as the intelligence apparatus of Palpatine's Empire had been, and it wants to inspire the same level of fear in the populace. On Coruscant, the group achieves this goal, although on Corellia, the GAG only hardens resistance against the central government, inspires further terrorism, and ultimately is one of the catalysts of the Second Galactic Civil War. Once Jacen Solo falls to the dark side and seizes the reins of galactic power, the GAG becomes his personal enforcement tool. Anyone he views as standing in the way of his personal goals-which involve bringing about a lasting peace by forcing the galaxy to obey his will-is targeted for imprisonment or assassination. After Jacen Solo's defeat, the GAG is formally disbanded. If any of the organization's top operatives survive, it is likely that they continue to operate in secret as the Galactic Alliance reestablishes itself (now under the leadership of Grand Moff Tarkin's one-time mistress Daala) and that they harbor particular animosity toward Corellians.
METHODS The Galactic Alliance Guard is well equipped and well funded, staffed with top agents recruited from the Coruscant Security Force, the Galactic Alliance Intelligence Service, former New Republic Intelligence and Special Forces operatives brought out of retirement, and a handful of Jedi. The GAG has access to the most elaborate and modern surveillance and communication gear available, as well as a vast budget, all of which is put to efficient use. Forty years of counterintelligence, insurgency, and counterinsurgency expertise is brought to bear in the creation of the GAG, and its intelligencegathering methods and capabilities are the finest and most extensive that the galaxy has ever seen.
THE
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Al l manner of simple and technologica l methods are app li ed, including sitting in cant inas and listening to conversations, planting bugging devices, and design ing elaborate systems to monitor loca l and interstellar transmissions for key phrases, faces, or images. Th e GAG gathers and processes all information that might lead to plots against the Galactic Alliance and its citizenry. If someone is suspected of being a terrorist or of harboring antigovernment sentiments, the GAG dispatches teams to arrest the suspect and his or her entire family. They subject the suspect to the ha rshest forms of interrogation, hoping to force him or her to reveal fellow conspirators. Meanwhile, they app ly other techniques to the suspect's relat ives- includ ing letting them wi tness what is happening to the suspect-to gain supporting information or the names of mo re targets for investigation. The GAG also encourages inform ants to report anyone they believe to be suspicious, and the group pays handsomely for tips that provide actionab le inte ll igence. When Jacen Solo assumes the identity of Darth Caedus, the GAG morphs into a brutal paramilitary force that orchestrates assassinations and engages in commando operations augmented by the Anakin Solo.
N OTABLE MEMBERS In its early days, the GAG includes a wide swath of topof-the-line operatives from four decades of galactic intelligence operations; it is a veritable who's-who of spies and law enforcement personnel. Shortly before the death of Jacen Solo, however, the group consists more of operatives who have been drummed outofvarious intelligence services than of those who have served with honor.
Jacen Solo (Darth Caedus) As a young man, Jacen So lo is a gentle Jedi whose empathy for all livin g things causes him to develop a number of Force sk ills related to animals and nature. However, torture at t he hands of the Yuuzhan Vong and the death of his younge r brother Anakin darkens and stunts Jacen's spirit. He becomes easy prey for the dark side, and when he gets a taste of real power as the head of the GAG, it claims him .
Jacen is an officer who leads from the front. He never asks his agents to perform tasks that he himself is not wil ling to do, and he persona ll y conducts some of the most brutal raids, most vicious interrogations, and bloodiest assassinations. Ja cen even atte mp ts to assassinate his own parents when he co mes to the conclusion that they are plotting against both him and the Galacti c AllianceHan Solo is a Corellian, after all. Desp ite his dark an d vio lent turn, Jacen's heart remains committed to the same goal he has followed since childhood: bringing peace and harmony to those around him. But, twisted as he is by the dark sid e, he intends to force that peace and harmony upon the galaxy on his terms.
USINO THE GALACTIC ALLIANCE GUARD The GAG is nearly perfect for a campaign in which the Gamemaster wants to hit a range of intrigu e-related sto ry po in ts. When it is first formed, the GAG is a place where law enforcers and cove rt agents (such as the he roes) use the ir ski lls to prevent terrorism and ferret out those who woul d disrupt the hard-won peace enjoyed by the galaxy after the defeat of the Yuuzhan Vong. But as time goes on, the hero es realize that their missions increasingly are directed not at ter rorist sympathizers and insurgents but at harmless writers or politicians who have questioned the government's direction. At this point, the heroes might be approached by someone wo rking for another branch of the regime or fo r the Jedi Ord er who seeks their help to determine Jacen Solo's true agenda. Thi s contact might be sincere or might be a plant sent by Jacen to test the party's loyalty. Depending on their interests, the heroes might find them selves at odds with the GAG, or they might become Jacen's trusted minions and help support his overthrow of the Galactic Alliance leadership, whom he views as having betrayed the pub lic trust. The GAG can also be used as a simp le replacement for the stormtroopers and Imperial Intelligence officers of the Rebellion era, but putting the heroes on the inside and having them gradually realize the truth about the organization is a more exciting story prospect.
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HAPANS
The Hapans are a species of attractive near-Humans who hail from the Hapes Cluster, a group of stars isolated from the rest of the galaxy by ionized gas clouds that are difficult to navigate. Hapans diverge from baseline Humans in that they tend to have weak night vision because their planets never get truly dark due to the illuminated gases that fill their star systems. Hapanslive on 67 worlds that they call the Hapes Consortium. They have been ruled by a strict matriarchy led by a Queen Mother for 4,000 years, ever since a group of females enslaved by the pirates who first settled the Hapes Cluster rose up against their captors. The Hapans intentional ly isolate themselves from the rest of the galaxy, their mighty warships zealously patrolling the few passages that exist through the stellar drifts and repelling all attempts at military action, diplomacy, or trade that the Old Republic or the Sith attempt to initiate with them . Things change with the fa ll of Emperor Palpatine's government and the creation of the New Republic. Queen Mother Ta'a Chume personally leads diplomatic efforts that result in the Hapes Cluster becoming a founding state in the New Republic, but the Hapans ultimately playa very small part in the new galactic government. They do not even bother to seat more than a third of their Senate delegates, nor are they particularly cooperative with mercantile houses wanting to establish trade on anything but a few border worlds.
The Queen Mother is, primarily, looking for a way to pacify a growing rebellion on the planets located on the frontier between the Hapan dominion and the rest of the galaxy. These worlds have always been difficult to govern, but they become even more unruly in the period during which Emperor Pal patine rules the galaxy. Imperial Intelligence provides support for would-be insurgents in the hopes of gaining a foothold from which the Empire can scout the mysterious and reportedly very rich regions of the Queen Mother's domain. By allowing the restless planets to feel as if they have some independence from the government and a part to play in the galaxy, the Queen Mother hopes to give them the illusion of freedom. However, no laws change on those worlds, and the enforcement methods of Hapan police and space patrols remain as draconic as ever. The majority of Hapans stirred up by Emperor Palpatine's agitators are content with the illusion of change, and Hapan control is reasserted. Due to a shaky history with Force users, the Hapes Consortium is not fond of Jedi. In fact, an organization known as Ni'Korish, which is named for the mother of Queen Mother Ta'a Chume, reflects its namesake's deep hatred for the Jedi. Because of the many pirates that plague the Hapes Consortium, the government keeps a sizable fleet to protect its worlds. The Hapan Royal Navy includes Hapan Battle Dragons and Nova-class battle cruisers among its key capital ships. The fleet's known flagships include Star Home and Sang af War. For starfighters, the Consortium prefers the Olanji/Charubah Miy'til fighter and assault bomber. (For details on the Miy'til, see page 112 of Starships of the Ga/axv.) During the Yuuzhan Vong invasion, the Hapans lose most of their fleet at the Battle of Fondor. The public perception is that they could have kept their fleet and remained safe within the stellar drifts if they had stayed out of galactic affairs. As a result, the Hapan government becomes even more isolationist during the Legacy era, despite a desire for more openness on the part of Queen Mother Tenel Ka.
GOALS The Queen Mother's government in all its forms and branches wants to maintain control. For the Hapan rulers, keeping order comes first, and the happiness of the people is a distant second. The government wants its citizens to be healthy, wealthy, and comfortable, but only if it can tell them when and how to enjoy such benefits. The leaders are also concerned with maintaining female superiority within Hapan culture by continuing traditions held since the first Queen Mother took her throne. Over the centuries, there are a variety of movements that intend to bring change to Hapan society, usually focused around granting males the rights to own and inherit property and to receive advanced education without the authorization of female relatives or government officials. These movements range in character from peaceful groups that petition the Queen Mother's THE
HAPANS
government to violent insurgencies that seek to overthrow the Hapan leadership and carve out their own territory within the Consortium. Invariably, leaders of these groups continue their work from prison.
METHODS On the surface, Hapan society appears beautiful and graceful. The people are considered to be more physically attractive than the Human norm elsewhere in the galaxy, and their architecture, ship designs, and fashion focus on elegant lines that echo rather than overwhelm the beauty of the environment. Beneath the su rface, however, Hapan society is brutal, oppressive, and violent. From the lo west beggar to the Queen Mother, Hapans get ahead in life by forcing their will on others, using blackmail, threats of violence, and outright violence . Still, the illusion of civil society must be maintained, and no criminal is punished more harshly than the murderer or blackmailer who is caught red-handed. The Queen Mother's government does what it can to discourage rampant violence, but the government institutions that exist to protect and control the people are structured to use fear to achieve their ends . In addition, a well-known network of informants, police officers, and others have the freedom to be judge, jury, and executioner when the situation wa rrants it. This network rarely uses this draconian authority, however, instead relying on the nonlethal technolog y of the Gun of Command. This unique weapon fires an energy beam that makes the target docile and pliant to suggestion. The Hapans use it to force suspected criminals to make pub lic admissions of guilt before the captives are taken to prisons, subjected to more extensive brainwashing techniques, and reprogrammed to be productive citizens. Of course, some political figures cannot be dealt with in such a fashion, and some crimina ls are beyond the reach of the law. When the Hapans deal with such people, assassinations are commonplace. The resistance to the Queen Mother's government is no less underhanded and brutal. In fact, the insurgents tend to be more violent than the oppressors, since they often fund themselves by piracy and by holding public figures for ransom. In the past, someone who got on the wrong side of a powerful leader or group in Hapan space could seek safety by fleeing beyond the territory of the Consortium. But as the Hapans expand their interests outside their borders, so too do their assassins begin to pursue targets to the ends of the galaxy, if need be.
NOTABLE
MEMBERS
Before the Galactic Civil War, members of Hapan society have no significant impact on the galaxy at large. After that conflict, Hapans begin to become active outside their own territories.
Prince Isolder Known as the Chume'da or prince, Isolder is the second son of the Queen Mother during Emperor Pal patine's reign and in the early years of the New Republic. He spends his youth adventuring throughout and beyond Hapan space, hunting the pirate lo rd who assassinated his older brother. Isolder eventually retu rns to Hapes, where he assumes his duties as crown prince. During a series of adventures surrounding his mother's diplomatic mission to Coruscant, he meets and falls in love with Dathomiri Princess Teneniel Djo and marries her over his mother's objections. When Iso lde r's mother steps down from the throne, he rules as Queen Mother Djo's consort. He is more wid ely traveled than many Hapans, and Djo is an outsider, so the two of them start to change the strict and matriarcha l nature of the government. When most of the Hapan fleet is lost fighting the Yuuzhan Vong and Queen Mother Djo is assassinated following a miscarriage, Isolder's daughter Tenel Ka takes the throne.
Queen Mother Ta'a Chume With the longest recorded reign of any Queen Mother of the Hapes Consortium, Ta'a Chume is a cold-hearted, vicious ruler who would do anything to cling to power, short of openly bringing shame to the royal bloodline. A great strategist, she maneuvers those around her like pawns in a game to do whatever su its her needs. She views her eldest son, Kalen, as pathetic and orders his assassination. When her younger son, Isolder, falls in love with Lady Ellian, Ta'a Chume orchestrates the lady's murder. The Queen Mother reluctantly accepts Teneniel Djo as Isolder's wife, but her plots continue.
USINO THE
HAPANS
Players choosing to take on the role of a Hapes Consortium member should decide with which noble house they are connected . The Gamemaster is encouraged to create characters that oppose the goals of Hapan heroes. Th e Consortium might be used to aid or deter New Republic plans, to give Jedi party members a difficult time, or to serve as allies against the local pirates or the invading Yuuzhan Vong. Tho se allied with the New Republic might be able to find friends within the Hapes Consortium, but not everyone in the Consortium is sympathetic. Females, especially beautiful ones, find it easier to make alliances here. Jedi will not earn respect or trust easily. Because of the cluster's isolationist history, its residents do not warm to outsiders. Those who fight pirates or keep the Yuuzhan Vong invasion out of the Hapes Cluster might find allies within the Consortium . The Hapans might even aid against the Imperial Remnant, but only if it suits them. Pirate and mercenary characters will find themselves at odds with the Hapes Consortium . Force-u sers are not well liked in the cluster and might become the victims offramejobs or assassination attempts. Noble women of influence in the Consortium might be targeted by other female nobles scheming to increase the chances of their bloodlines taking the throne someday.
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House: KOROEN
HOUSE KORDEN For 14,000 years, the fortunes of House Korden have been tied intimately to those of the galactic citizenry. The name might not loom large in the public consciousness, but few histories of galactic civilization are written without reference to the Korden line. Some 12,000 years before the Battle of Yavin, successful Corulag merchant Haddius Korden stakes his future on the ever-larger waves of colonists that are heading to the farthest frontiers of space to make new lives for themselves. He reshapes the family business into Korden Outfitting and Surveying and sets about supplying gear and necessities for the colonists' new homes. The business venture is a tremendous success. As the centuries pass, the Korden family starts investing in actual colonies. As a result, a Korden Outfitting and Surveying retail outlet is usually the first business in a colony's new port, and the Kordens are among the first major landowners in thousands of colonies. During the Imperial period, the family owns property in over 6,000 star systems. As interstellar commerce matures, the Kordens' early efforts in starport development are central to developing port regulations. They spend a good deal of credits petitioning the Republic Senate and local governments to standardize safety requirements for starships of all types and sizes. They feel that too many lives are lost because unscrupulous traders market substandard ships, perform slipshod repairs, and sell badly mixed fuel. House Korden is officially created 9,349 years before the Battle ofYavin. As part of the observation of the 1,000th year since the colonization of the Expansion Region world of Novar, the people create a principality for the Kordens, granting them 3,000 square kilometers of land on Novar. In one corner of that domain, the Kordens build an elaborate vacation resort to be used by themselves, their friends, and their favored employees and retainers. They open the rest of the land for public use and continue to keep the area maintained as a nature preserve. As the Republic grows in strength and influence, House Korden 's Core Worlds roots guarantee that the Republic has the support of both the Korden family and its company, but the far-flung and diverse natures of its holdings ensure a perspective that is broader than most. Over the millennia, Kordens are found as representatives in the Senate and among the ranks of the Jedi Order, and in both places, they are voices of moderation and peace, arguing that armed conflict leads to suffering that politicians and generals never see or experience . Even when its corporate empire is in flames during the Great Sith War, House Korden argues for peace to the very end. During the Imperial period, House Korden's long-held pacifist beliefs fall by the wayside. While wearing a purposefully bland mask in public, the House quietly supports the Rebel Alliance with supplies and equipment needed to establish hidden bases in inhabited systems . The Kordens' lack of open support for the Empire costs their business billions of credits, and the family suffers socially and financially, but when Emperor Palpatine's end comes, the Kordens are among a very few of the galactic elite whose honor is intact.
OOALS The Korden family is rare among the elite. Its members are motivated by serving the greater good, and they never lose sight of the fact that wealth and power do not earn them a place above the common citizens of the galaxy. The Kordens want to bring comfort, happiness, and prosperity to as many people as they can, regardless of species or political affiliation, and they want to do it in ethical ways. They use their wealth and authority to be advocates for the ordinary people.
METHOOS Members of the Korden family have always believed firmly in the rule of law, and they wields whatever influence they can to enforce it. When they encounter a situation that they consider to be unfair or unjust, they use their wealth and standing to address problems in the system. But they do not flaunt their credits or authority, preferring a more subtle, low-key approach. For example, when the Republic sets aside the Corporate Sector as a free trade zone, House Korden eagerly helps survey the region and establishes early settlements. When more organized efforts get under way, the Kordens decide they cannot take part. Colonists on worlds sponsored by the Corporate Sector Authority are required to enter into agreements that render
them one step above slaves, a requirement that the Kordens find abhorrent. House Korden leases its Corporate Sector grants to other firms and turns its back, while quietly lobbying the Senate to impose more regulations on the corporations operating in the region. Predictably, the Korden family's tradition of working within the system to improve it fails completely during Palpatin e's rise to power. The family's quiet attempts to mount political resistance to the New Order results in Palpatine's propagandists labeling the Kordens as the sort of do-nothing leeches that brought the galaxy to its current state. Although the Kordens counter such publicity on worlds where they have large holdings, they become pariahs, and most markets-except those on wild, untamed worlds and with certain large corporate clients-are closed to them. As a result, the Empire virtually forces the Kordens to work with the Alliance. Even then, the Kordens argue for peaceful overtures and diplomacy, encouraging propaganda efforts intended to cause military officers to defect to the Rebellion.
NOTABLE
MEMBERS
In its 14,OOO-year history on the galactic scene, the Korden family has touched every corner of the explored galaxy.
Prince Tavin Korden The head of Korden Outfitting and Surveying during Palpatine's reign as Chancellor and Emperor, Tavin Korden indiscreetly reveal s his true opinions about the New Order during a meeting of Corulag's Planetary Assembly. Lord Darth Vader subsequently starts harassing him and other Kordens. Tavin is a close friend of Orman Tagge, the head of the Tagge Company, and together the two concoct a number of subtle schemes to turn the tables on Vader. (Friendship and hatred of Vader are the only things the two men share; Tavin never reveals his deep sympathies for the Rebel Alliance to Tagge.)
Jedi Master Jayshon Korden During the wars that lead to the scattering of the Mandalorians and the eradication of the Sith Empire, Jayshon Korden is a reluctant warrior who fights alongside his fellow Jedi while arranging secret negotiations with their enemies. Korden's attempts at paving the road to a negotiated peace fail miserably. As the Jedi Order rebuilds in the wake of the war, Korden's philosophies help to shape the future of the Order, and a number of isolated Korden family holdings are given to the Jedi for agricultural purposes or as places to build new temples and training centers.
Arani Korden The eldest child of a branch of the Korden family that settled Naboo as part of the first group of colonists on that world, Arani Korden is a frivolous, spoiled teenager-until she takes part in the underground resistance during the Trade Federation's occupation. More than any Korden in centuries, she sees that true suffering exists in the galaxy and that people with backgrounds of privilege and power must take responsibility.
Arani asks her father to arrange a job for her at the Korden Outfitting and Surveying headquarters on Corulag. As Palpatine reshapes the Republic in his image, Arani watches reports from all corners of Korden's business empire of the chaos and destruction that spread as the old ways crumble and as the Jedi are betrayed. Arani's experience on Naboo causes her to feel more loyalty for and support of the Jedi Order than the average cit izen feels, and she helps a number of Jedi escape the Empire's clutches. Th at same experience leads Tavin Korden to place Arani in charge of Korden's internal security; he reasons that someone who was a rough-and-tumble delinquent in her youth is ideal for outwitting hijackers and thieves. However, as the Rebel Alliance's opposition to Emperor Palpatine's reign grows, Arani uses her position to facilitate thefts of equipment from Korden warehouses, which are then delivered into Rebel hands. Arani eventually becomes the head of the company, and as the New Republic devolves into a dictatorship, she turns Korden resources to founding out-of-the-way settle ments that remain secret from the regime. She also helps people who need to keep a low profile vanish into the wilds of the company's undeveloped holdings.
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USING HOUSE KORDEN House Korden is an ancient noble family. As such, its members have reputations to protect and holdings and secrets to guard. They might be more concerned about the common citizen than are most of their peers, but they are still nobles. The famil y employs thousands of retainers. The heroes might be among them and could be called upon to perform tasks such as covering up some of Arani Korden's more embarrassing youthful indiscretions or discovering and countering plots launched against the family by Darth Vader and his followers as payback for Tavin Korden's comments. Alternatively, the heroes might be hired by others to find or fabricate evidence that would show the Kordens to be traitors to the Empire. Korden Outfitting and Surveying is also a rich source of intrigue. During the early years of the family business, the heroes might untangle schemes aimed at stopping colony efforts being funded by the firm. Once the Empire is established, the heroes might be tasked with finding Imperial agents among the firm's staff so that Arani Korden can aid the Alliance safely, or the characters might be Imperia l agents trying to catch Arani red-handed. Similar scenarios work during the Legacy era.
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IMPERIAL. INTEL.L.IOENCE
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Although scattered and a shadow of its former self, what is left of the Imperial Intelligence network tries to thwart the rise of the New Republic. Once the Empire has been split into endless, petty factions, each military leader, rogue warlord, and greedy politician needs information not just about the New Republic but also about the other factions vying for Imperial control. After surviving the Battle of Endor in disarray, Imperial Intelligence aids director Ysanne Isard in taking over the Empire. Eventually, competing warlords lead to a variety of agents, military leaders, Moffs, governors, and other Imperial representatives coming into conflict for territory and information. In some cases, this conflict pits Imperial Intelligence against itself. Many personnel and resources end up in the service of Warlord Zsinj and, later, of Grand Admiral Thrawn. Imperial Intelligence members receive standard military ranks and wear official Imperial uniforms when not in the field.
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OOALS Imperial Intelligence seeks to help restore the Empire to its former glory and to crush the New Republic. Sometimes, though, its goals might seem at odds even with itself due to the many warlords vying for power among the remains of the network.
METHODS The organization, which is responsible for covert operations, uses most of its resources to spy on the New Republic, but it also spies on itself and other Imperial agencies. Eventually, agents begin to take orders from sector Moffs without regard for High Command. Imperial Intelligence also works with Imperial Palace security as necessary. In addition, the group keeps track of various government and corporation activities throughout the galaxy, and agents note mercenary, bounty hunter, and outlaw activities. Warlord Zsinj is fond of using Imperial Intelligence. His agents infiltrate the New Republic, including its fleet. His greatest nemesis is New Republic Intelligence's Wraith Squadron. One of the ships used by Imperial Intelligence is a modified Incom A-24 Sleuth scout ship. The Sleuth is known for its ability to slip past blockades undetected. Mol Hedron uses one of these vessels to intercept New Republic messages and deliver them to Imperial Intelligence using an advanced tightbeam subspace transmission.
NOTABLE
MEMBERS
Ysanne Isard remains at the forefront of most Imperial Intelligence dealings even after she moves on to become a warlord. During the time of its conflicts with the New Republic, Imperial Intelligence has several key agents that become thorns in the side of the fledgling New Republic government. (For more information about a basic Imperial Intelligence agent, see page 184 of The Force Unleashed Campaign Guide.) Members include informants, agents, spies, black ops expert s, spymasters, and leaders.
Rodin Baem Imperial operative Rodin Baem purchases information from spies and others within the New Republic for the Imperial Remnant. Thanks to his information-gathering skills, the Empire hinders the rebuilding efforts of the new government. Baem's known Imperial associates include Admiral Gaen Drommel and Moff Lankin.
Ten Dorne Formerly one of the engineers who assisted the Rebel Alliance's Admiral Ackbar in creating the B-wing assault starfighter, Ten Dorne now works for the Empire. The female Sluissi has va st knowledge of the ships of the New Republic fleet. Prior to defecting to the Empire, Dorne works on an experimental shearing plane, a device that might render tractor beams ineffective. IMPERIAL.
INTELLIC3ENCE
Haanen Felean As a member of the Rebellion , this Klatooinian supply officer equips various cells with materials and provisions. During the rise of the New Republic, Felean defects from the All iance and joins the Empire , providing his new allies with information on plans to rebu ild the Repub lic and wi t h com monly used New Republic supply routes. His information leads the Empire to New Republic bases across the galaxy.
OTHER
ERAS
The version of Imperial Intelligence discussed on these pages is th at from the time after the death of Emperor Pa lpatine. However, the organization has existed from the t im e of to it s conversion from Republic Intelligence at the end of the Clone Wars. For more information on Imperial Intelligence at the height of t he Galactic Empire, see The Force Unleashed Campaign Guide.
Ysanne Isard Before his death , Emperor Pal patine places his faith in Ysanne Isard as t he Director of Imperial Intelligence. In fact, he presents her wit h the Lusankya, an Executor-class Star Dreadnought, which she uses as her headquarters-complete with prison and brainwashing fac ilities. At the birth of the New Republic, few know of the Lusankya's hidden location, buried beneath Coruscant's surface. Isard tortures her captives to col lect secrets and turns selecte d pri sone rs into sleeper agents . She is know n for her maste rful interrogation skill s and can extract full and true confessions out of most subjects before day's end. While in control of the Empire, Isard manipulates othe r Imperial nob les and creates a vendetta against the New Republic's Rogue Squadron . Sh e recru its Imperial Intelligence agent Kirtan Loo r to help her destroy th e squad ron. She also manages to get a spy inside t he sq uadron to discover the identities of the pi lots. Isard lea rn s tha t the New Repu bl ic pla ns to t ake Coruscant from he r, so she orders t he creation of the Krytos virus, whic h affects non- Humans. She allows it to be added to the planet's wa ter supply as the New Republic takes the world .
False Kadann Imperial Intel ligence is credited with doin g whatever it ta kes to ful f ill it s needs. The group goes so fa r as to have one of its own, a Bimm age nt known as the false Kadann, masqu erade as the Supreme Prophet of the Dark Si de in a plot to control Imperial subjects. He and other Imperial Intel lig ence operatives form the Church of t he Dark Side to promote th e f alse reli gion. Although he lacks the Force sen si t ivity of the t rue Ka dann , the fa lse Ka dann takes advantage of his connecti ons to make "prop hecies" based on inte l gathered by spies and informa nts. In t he event that his ed ucated guesses do not come to pass, other "prophets" make them occur. The fa lse Kadann 's arsenal inc ludes murder and brib ery.
USING
IMPERIAL INTELLIGENCE
Imperial Intell igence agents can be anyone, anywhere, but they are more likely to be Human males. A player who chooses to take on the role of an agent might need to hid e his or her true identity and agenda from the other player characte rs. If th e spy 's activities are discovered, it could cause tension an d create havoc amo ng the party. Complicated situations are like ly to arise , in whi ch t he agent must choose between loya lty to th e party and his or her secret mi ssion. Heroes who are Imperia l sympath izers might make contacts within Imperial Intelligence to gathe r or purchase information to prepare for a mission. Freelance characte rs might also spy or carry out special ops for the greater glory of th e Empire. Independent parties, such as groups of mercenaries, bount y hunters, or outlaws of the New Repub lic, cou ld buy information f rom (or sell it to) Imperial Intel ligence agents. Heroes allied with the New Republic will have a difficult time working with Imperial Intelligence unless they find a common enemy, such as the Yuuzhan Vong. Almost anyone ca n f ind his or her path blocked by Imperial Intelligence agents. Even lo ya l subjects of th e Emp ire might find the group's intrusive acti vit ies excessive. As th ey say in the world of sp ies, trust no one. Player character parties ma de up of New Repub li c allies or outlaws on the run from the Empi re have much to fear from Imperial Intelligence. Fringe elementssuch as mercenaries, crimina ls, and bounty hunters-are usually on shaky ground with the Empi re already. Such characters could easily find agents sku lki ng in th e shadows wherever they go because their latest job infuriated some off icial of t he Im perial Remnant.
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KASHYYYK RESISTANCE
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The Kashyyyk Resistance is a formal name given to the informal organization responsible for fighti ng against the oppression of the Wookiee species. The Kashyyyk Resistance truly forms around the time of the Clone Wars, at first as a group ofWookiees f ighting off the Separatists, and then later as a rebellion against the Empire and its practice of using Wookiees as slaves. Once the Empire has risen to its peak, the Kashyyyk Resistance engages in a desperate struggle not only to survive but also to free their people from oppression. The Kashyyyk Resistance has no formal organization, although it does have leaders and small groups that could be described as cells. The Resistance forms when a smal l group of Wookiees finally decides to stand up to their oppressors. Although sometimes these small groups join together to form a larger force, this can be dangerous, as their Imperial masters are ruthless in crushing opposition and zealous in searching out any organized resistance movement. For this reason, the Kashyyyk Resistance can only commun icate sporadically, and many members of the resistance don't know that there are others on their wo rld resisting the Empire. On rare occasions, multiple groups of freedom fighters will come together to strike a blow at the Empire, but the Empire's response is usually swift and devastating. The Kashyyyk Resistance is mostly made up of Wookiees that have thrown off the bonds of slavery and have gone into hiding within the jungles of their world . However, some off-world help occasionally makes its way to the Resistance, although the Wookiees are reluctant to trust outsiders for fear that their help may actually be an Imperial trap. On rare occasions, members of other insurgent organizations (such as the Rebel Alliance) will come to Kashyyyk specifically to aid the Wookiees' cause, and in those cases the Empire finds itself facing an enemy with the resources of a larger organization but with the ferocity and local knowledge possessed by their Wookiee slaves.
METHODS Kashyyyk Resistance fighters use the dense jungles of their world to move undetected, then climb up the towering trees to strike at targets. This tactic sometimes allows them to free Wookiee slaves before blending back into the dense foliage. In the event that Imperial forces pursue, the Empire's casualty rate is high. Although Wookiees are renowned for their great strength, the freedom fighters also defeat targets with traditional bowcasters, grenade launchers, and recon droids. These droids, which are used to scout nearby areas, are linked through comlinks for remote control. Their explosive charges are capable of dispatching hidden opponents. During the second Battle of Kashyyyk, Wookiees use retrofitted oevvao r jet catamarans (see page 219 of The Clone Wars Campaign Guide) in an attempt to fend off Imperial landers and gunships. Some local traders and merchants help evacuate Wookiee families or engage Imperial slave transports.
GOALS The Kashyyyk Resistance has one overarching goal, shared by al l of its disparate members: free the Wookiee species from the oppression of slavery, and cast the Empire out of Kashyyyk. In the short term, their goals focus on increasing the number of freed Wookiees (by ra iding small slave transports) and f inding ways to smugg le those that have been freed off-world. The Kashyyyk Resistance aims to sabotage further Imperial efforts on the planet and to ensure that as many Wookiees as possible reach the sa fety of other planets. THE
KASHYYYK
RESISTANCE
N OTABLE
MEMBERS
Although most members of the Kashyyyk Resistance are Wookiees, a few key offworlders come to their aid, including several Jedi, smugg ler Han Solo, and slicer Filii Bitters.
Chewbacca Chewbacca, a Clone Wars veteran, is a well-known and respected Wookiee. Chewie, as his Human friends call him, bonds a life debt to Corellian smuggler Han Solo for saving him from Imperial slavery. The two become best friends and work to free captive Wookiees and stop Trandoshan slavers.
Filii Bitters Filii Bitters is a Human scoundrel who has a crush on the Jedi Olee Starstone. Bitters serves as slicer on the Drunk Dancer, a smuggling freighter. He programs a derelict Separatist ship to take out an Imperial cruiser, enabling Wookiees to flee Imperial forces during the second Battle of Kashyyyk.
Han Solo Corellian smuggler Han Solo helps his best friend, Chewbacca, to free Wookiees from Imperial captivity and Trandoshan slavers. For Solo, it begins when he is a lieutenant in the Imperial Navy, ordered to assist in slaving and construction work. While on this assignment, he meets an injured Chewbacca. During a construction job, a senior officer draws a blaster on the Wookiee, and things escalate quickly. Solo stuns the officer, saves the Wookiee, and helps him escape. La ter, Chewbacca informs Solo that he is losing family and friends to slavery, and the duo head to Kashyyyk to help. During a Life Day Celebration, they save Chewbacca's son Lumpawarrump from Imperials. Solo's most important aid to the resistance includes defeating Trando shan slaver Pekt and Moff Darcc.
Jent Koush Imperia l Lieutenant Jent Koush, stationed on Kashyyyk, finds himself sympathetic to the Wookiees' plight. Through the alteration of manifest records, he secretly aids Wookiees escaping Imperial control whenever possible. Allegedly, he also gives aid to smugglers, merchants, and others who try to help the resistance. Most often, that aid comes in the form of misdirection or turning a blind eye to certain activities. It is not clear whether Koush has contacts within the Rebel Alliance or acts of his own accord.
Galen Marek Raised on Kashyyyk, Galen Marek is the son of Jedi survivors of Order 66. After Vader murders his father, Marek is taken by Vader to become the Sith Lord's secret apprentice under the name "Starkiller." Galen Marek aids the Wookiees as they resist the newly formed Empire, destroying the Empire's gigantic machine used to transpo rt Wookiee slaves into space. His family's crest later becomes the inspiration for the Rebel Alliance's symbol.
Salporin Master of the curved ryyk blades and veteran of the Clone Wars, Salporin is one of the Wookiees enslaved by the Empire. A chi ldho od friend of Chewbacca, Salporin learns that a group of Rebel Alliance commandos have infiltrated Kashyyyk's jungle and breaks free to find them. His knowledge of the fore sts and Imperial slave camps, as well as his battle skills, are valuable in helping liberate Kashyyyk from Imperial control. (For more on Salporin, see page 217 of The Clone Wars Campaign GUide.)
USING THE KASHVVVK RESISTANCE Most Kashyyyk Resistance plots revolve around rescuing enslaved Wookiees, stopping slavers, or making hit-and-run strikes on Imperial forces, vehicles, or structures. While members' plans are usually straightforward , their strategies and their natural strength allow them to persevere during dark times. Heroes wanting to help the Kashyyyk Resistance wi ll have to be carefu l how they go about it, since the Empire has officers, troops, and spies trying to put down the freedom fighters or anyone giving aid. Heroes who are Wookiee resistance fighters combat not only Imperials and slavers but also the planet's natural fauna, creating challenging encounters that rely on excellent tactics, team coordination, and some surprises. The Alliance and others sympathetic to the Rebel cause find the resistance accepting of aid . Most Wookiee warriors who flee Kashyyyk following Imperial bombardment are willing to join the Rebellion as freedom fighters. Wookiees are not above accepting assistance from smugglers, mercenaries, or other similarly unsavory types. Trandoshans and members of the Imperial forces are not likely to ally with the resistance. The Trandoshans' history of slavery and brutality is enough to enrage even the calmest Wookiee, and the bombardment of their world by Imperial forces not long after the attempted Confederate invasion does not leave the Wookiees sympathetic to the Empire, either.
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NASOO RESISTANCE MOVEMENT
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The resistance movement on Naboo ten years before the outbreak of the Clone Wars is a good example of a short-term organization that dea ls in intrigue. Formed during the Trade Federation blockade and occupation of Naboo, the Naboo Resistance is formed by the volunteer security forces of Theed and encompasses a planet-wide insurgency against the occupying forces. Although the Naboo Resi stance only exists for a short time, the resourceful members of this organization stage a campaign of covert opera tions, espionage, sabotage, and armed re sistance against the droid armies occupying their home planet. The Naboo Resistance first form s in Theed, when Jedi Knights free the Queen of Naboo and many of her security forces from Federation captivity. These freed security forces in turn contact other security forces in other human cities, creating a growing network of resistance cells that spreads across the planet in days. Thanks to their security training, the personnel of the Naboo resistance are highly organized and create an underground paramilitary force that carries out a campaign of complex operations against the Trade Federation's forces. The Naboo Resistance already has an organizational structure in place at the time it is formed (using the same hierarchy as the existing security forces), meaning that the Resistance suffers none of the organizational growing pains of other subversi ve groups. Although most of the organization is made up of former security personnel, volunteers from across Naboo quickly flock to the Resistance, providing either direct support or funneling food and supplies to Resistance members. The Resistance includes a small cadre of skilled pilots and mechanics, allowing them to use what vehicles the Resistance has to devastating effect. The Resistance does garner some off-world assistance, particularly in the form of mercenaries who work against the Trade Federation, but for the most part its membership is confined to citizen s of Naboo. Late in the occupation, the Gungans join forces with the existing movement, but their involvement in the Resistance is short-lived as the occupation ends within days of the accord between the people of Naboo and the Gungans.
OOALS The Resistance's primary goal is to free the people of Naboo from the occupation of the Trade Federation. Their short-term goals include disrupting Federation communications, smuggling supplies to other Resistance cells, hiding Resistance members from droid security forces, and ensuring that the people of Naboo suffer as few casualties as possible.
METHODS During the land-based portion of its strategies, the Naboo Resistance Movement prefers hit-and-run tactics, diversions, and an alliance with the Gungans and their Grand Army. To free their planet from the Trade Federation, the resistance is not above accepting aid from mercenaries, such as Nym . The movement's vehicles include Gian speeders for land-based attacks and Naboo Royal N-1 starfighters, part of the Royal Space Fighter Corps, which are used in the assault against the Trade Federation's droid control ship. For more details on the N-1 starfighter, see page 118 of Starships afthe Galaxy.
NOTABLE
MEMBERS
Although the Naboo Resistance Movement's key members are its Queen and governor, many others assist t hem in freeing Naboo from the Trade Federation's grip. In addition to those described below, Jedi Master Qui-Gon Jinn, Obi-Wan Kenobi, and pilots of Bravo Squadron (the group led by Ric Olie) lend their aid to the resistance.
Gregar Typho Naboo lieutenant Gregar Typho is the nephew of Captain Panaka. During the resistance, Typho is injured and loses his left eye. For more details on Typho, including his life after the Naboo Resistance, see page 14 of Threats of the Galaxy.
Jar Jar Binks Recently promoted General Jar Jar Binks of the Gungan Grand Army helps lead the Gungan forces as they fend off the battle droids of the Trade Federation. Binks also accompanies Queen Amidala as she attempts, through political means, to convince the Republic Senate to free their world.
Nym Although the Feeorin pirate Nym is not officially a member of the Naboo Resistance, he attacks the Trade Federation blockade several times and is later declared a hero of the resistance. He works with Vana Sage, Rhys Dallows, and Reti against the blockade. Their attacks include striking a Trade Federation freighter convoy, attacking other convoys and escorts, disabling missile frigates, and attacking part of the battle droid forces destined for the Battle of Grassy Plains. Nym is responsible for destroying heavy artillery guns, AATs, and Scarab droids. For more details on Nym, see page 216 of The Clone Wars Campaign Guide.
NASCO
RES I STANCE
MOVEMENT
Padme Naberrie Padme Naberrie, also known as Queen Amidala of Naboo, leads the resistance to free her people from control of the Trade Federation. When her appeal to the Republic Senate fails, she takes matters into her own hands and forms an alliance with the Gungans, with whom her people share the world. Togethe r, they face the invading battle droids.
Panaka Captain Panaka is head of the Royal Naboo Security Forces and uncle of GregarTypho. He and his men are overwhelmed by battle droid leader OOM9's forces and captured along with the Queen . Later, after being freed by the Jedi, he helps create the battle plan and coord ina te the liberation of the capital city. Panaka also assists the Queen and the Jedi in freeing the captured Naboo pilots to launch an attack against the droid control ship in orbit.
Ric Olie Naboo Royal Space Fighter Corps Commander Ric Olie is a starship pilot who serves in the Royal Naboo Security Forces. Olie leads the space battle against the Trade Federation droid control ship to save the overwhelmed Gungans.
Roos Tarpals Captain Roos Tarpal s is one of the leaders in the Gungan Grand Army. Tarpals, an old friend of Jar Jar Binks, serves bravely in the battle to repel Trade Federation forces.
Rugor Nass Gungan High Council Boss Rugor Nass makes an alliance with the Naboo to defeat the Trade Federation invaders. After being petitioned by Queen Amidala and outcast Jar Jar Sinks, Nass comes to realize that the inhabitants of the world need to join against their common enemy. He commits the Gungan Grand Army to repel the battle droid invasion forces.
Sio Bibble Naboo Governor Sio Sibbie begins formation of the resistan ce while Queen Amidala attempts to end the Trade Federation occupation of Naboo through poli tical means.
USING THE NASOO RESISTANCE MOVEMENT Naboo Resistance Movement members are likely to be Human or Gungan and can be of most classes. A hero who takes the role of a Naboo freedom fighter wil l need strong t actics to deal with battle droid forces or a silver tongue to deal with Trade Federation leaders . Skill challenges can create a series of events leading up to a rescue attempt by the resistance. During the resistance, the peop le of Naboo ally with the Gungans and accept help from mercenaries such as Nym. They also take aid from the Jedi Council, but they do not necessarily follow Jedi advice. They are independent in nature, as the examp le set forth by their Queen demonstrates. The citizens of Naboo are members of the Republic, but the invasion lessens their taste for politics and weakens their faith in the galactic government. Most of the inhabitants of Naboo woul d ally with a Republic official, but some might feel differently. Freedom fighters from Naboo are likely to be at odds with anyone representing the Trade Federation. Most of the time, they fight or outwit battle droids, but some confrontations include the federation's Neimoidian leaders. The se enemies might find themselves the targets of sabotage by the res istance or assaults by Gungan forces .
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NEW REPUBL.IC INTEL.L.IOENCE Following the Battle of Endor and the death of Emperor Palpatine, the Rebel Alliance reforms as the New Republic and in doing so also forms the underlying New Republic Intel lige nce (NRI). The newly formed military division is led by General Airen Cracken, former resistance fighter and Rebel Alliance general, who is assigned the duties of Supreme Commander for Intelligence. Under his leadership, the NRI keeps a watchful eye on warlords, foreign governments, mercenaries, bounty hunters, spies, corporations, the Imperial Remnant, and other threats to the fledgling government. Information gathered by the NRI is reported to various New Republic divisions. As a branch of the military, NRI members receive standard military ranks but wear dark green uniforms when not in the field. The NRI runs parallel to the New Republic Fleet Intelligence, whose members wear Defense Fleet uniforms. The intelligence service is divided into several subdivisions, including Alpha Blue, Alpha Red, Analysis Bureau, Intelligence Operations Command, Ongoing Investigations Division, Special Threats Division, and Tactical Analysis Bureau.
OOALS
T-65BR. Its hull is coated in sensor-negating materials and uses a new baffled drive system. The baffling allows the ship to leave a minimal trail at sublight speeds. The Prowler shares most characteristics with the Ferret but requires a sentient crew and is designed for longer missions. Each of these stealth ship models includes a decoy package.
NOTABLE
MEMBERS
Although General Airen Cracken has been at the forefront for most of the NRI's history, field operatives are the backbone of the organization. These agents risk their lives to glean every possible piece of covert information, or they take calculated risks to rescue fellow operatives whenever a cover is blown. Members include informants, spies, black ops experts, spymasters, and leaders. For more information about a basic intelligence officer, see page 61 of Threats of the Galaxy.
Tru'eb Cholakk Tru'eb Cholakk is a Twi'lek slave turned gunrunner who sold arms to struggling Rebel Alliance cells and now serves the New Republic. Primarily working the Outer Rim Territories and the Mid Rim in his modified Ghtroc freighter, the Luudrian Star, Cholakk seeks out worlds in conflict so that he can help oppressed people. For more details on Ghtroc freighters, see page 88 of Starships of the Galaxy.
The NRI's purpose is to help rebuild the Republic by tracking, documenting, and eliminating its many foes. Its foremost goal is to stop the disorganized Imperial Remnant. Additionally, the NRI keeps track of the increasing criminal activities of terrorists, smugglers, mercenaries, and spies.
METHODS Gathering secret information requires a wide variety of personalities, knowledge, skills, and technologies. The NRI collects holovids, sensor scans, personal histories, corporate records, captured Imperial databases, and any other information it can obtain. The NRI's networks dig deep into acquired Imperial archives to determine threat levels to the safety of the New Republic. The NRI also uses reports from underground agents, researchers, service personnel, and documented events. Despite the group's best efforts to gather accurate information, some reports originate from unreliable sources such as independent traders, smugglers, mercenaries, or other unsavo ry sorts. Sometimes the NRI feeds false information to spies of the opposition. This form of counterintelligence is heavily used during the Yuuzhan Vong invasion. The NRI also uses ships and pilots, such as Wraith Squadron, as Intel units. Speedy and stealthy ships are its choice information-gathering fleet. NRI agents and operatives are fond of the Incom T-65BR X-wing starfighter (see page 153 of Starships afthe Galaxy), as well as Republic Engineering Corporation Ferret-class and Prowler-class reconnaissance ships. The Ferret is a pilot-free intelligence-gathering vessel. Designed as a covert ship from its conception, it is better matched to in filtrating hostile territory than the NEW
RE~UBLIC
INTELLIGENCE
General Airen Cracken Willing to bend the rules if he deems it necessary to the stability of the New Republic, Airen Cracken makes his mark on many important events throughout the galaxy. After the New Republic takes control of Coruscant, Cracken forms the New Republic Security Force and relocates it there. His forces are instrumental in combating Warlord Zsinj, Ysanne Isard, and others who vie for galactic control. During this time, he deals with Rogue Squadron and Wraith Squadron; later, he oversees the separation of the NR I from the New Republic military. At that point, he becomes the Di rector of New Republic Intelligence.
Beli ndi Kalenda Followin g the accidental death of her older brother, Tindel, the Human Belindi Kalenda is taken in by a military orphanage and trained by the Empire. Years after the Battle of Endor, she becomes one of the first New Republic Military Academy graduates and works in the Operations branch of NRI Special Threats. By showing "great courage and resourcefulness," according to eracken's Threat Dossier, Kalenda earns Cracken's trust and respect. Because of her wide - spaced and glassy eyes, she almost seems cross - eyed, and many believe her to be bl ind. As a wise agent, she takes advantage of this misconception, and it becomes her most effective disguise.
Jan Drs (alias Captain Jan Strang e) As former Imperial Intelligence agent Captain Jan Strange, Jan Ors reached nearly legendary status with the Alliance to Restore the Repub lic. Although she appeared to be an asset to the Imperial Survei llance section, she was in reality a double agent working for the Alliance. Following her deep cover and the fall of the Emperor, Ors assists the New Republic and agent Kyle Katarn on many missions to thwart the Imperia l Remnant. In fact, it is Ors who convinces Rebel Alliance leaders to trust Katarn, a former Imperial cadet. She falsifies accounts of their previous meetings to assist in his defection. Later, Ors joins the Alpha Blue branch, where she accompanies Katarn on missions against the Imperial Remnant. Just before the Yuuzhan Vong invasion, Ors is promoted to lead Alpha Blue.
And er Rendrake Ander Rendrake is an important NR I field operative who acquires data in his role as a lieutenant and communications officer aboard the Imperial-class Star Destroyer Vendetta. In addition, he runs a black market aboard the capital ship. As the vessel's "scrounge," he has built up an in-depth network through which he can send sens itive data to New Republic Intelligence.
Rivoche larkin Rivoche Tarkin is the niece of Grand Moff Wi lhuff Tarkin . Her uncle and her father, Brigadier Gideon Tarkin, both swear allegiance to the New Order and Emperor Palpatine . After her father dies in the Erhynradd Mutiny, Rivoche stays at her uncle's estate and begin s to question his beliefs after seeing
the cruelty around her. Eventually, she earns a place as a deep-cover agent for the Rebellion, with contacts throughout the Core Worlds. Because of her background, she gains access to information that most agents could never acquire, and her family name alone places her above most Imperial suspicions. Genera l Airen Cracken keeps her identity secret even within his own ranks. If Rivoche's status as a deep-cover agent were to leak out, it could put her life in danger and stir up trouble among those who doubt her sup port or seek revenge for her fami ly's dark deeds. Following her extraction, she serves the NRI as a reporter and accompanies Generals Wedge Antilles and Lando Calrissian aboard the Star Destroyer Liberator during a series of assau lts that eventual ly lead to the capital ship crash- landing on Coruscant.
USINO NEW REPUBLIC INTELLIOENCE New Republic Intelligence has participated in many official military mi ssions as well as many that are off the record . These mi ssions include infiltrating Coruscant, dealing with the Krytos virus, bringing down Warlord Zsinj, assisting in the Black Fleet Crisis, overseeing the addition of Adumar to the New Repub lic, attempting to thwart the Corell ian Crisis, and gathering information during the Yuuzhan Vong invasion. The Bacta War was retroactive ly claimed by the NRI as one of its operations. New Republic Intelligence agents can be of any species, gender, or class. A player who chooses to take on the ro le of an NRI agent might need to hide his or her true identity and agenda from the other player characters. As with characters affil iated with Imperial Intelligence, if a NR I agent's activities are discovered, it could cause conflict in the party. Similarly, situations might arise in which the agent must choose between loyalty to the party and accomp lishing his or her secret mission. A party of heroes allied with the New Republic might be able to establish contacts within the NR I to gather information needed for missions. Freelance heroes might also spy or carry out special ops for the f ledgling government. Independent parties, such as mercenaries, bounty hunters, or outlaws on the run from the Empire, could buy information from (or se ll it to) NRI agents. Faithful New Repub lic members shou ld have few problems with the NRI unless they come under suspicion, perhaps as the result of the leak of false information. Player character parties composed of Imperia l allies or outlaws wanted by the New Republic frequently will be opposed by the NR I and fringe characters such as mercenaries, criminals, and bounty hunters will not be looked on ki ndly by t he organization. Such characters could easi ly carry out a job that thwarts a New Republic mission and subsequently find a homing beacon hidden on their ship or NRI agents wa iting in the docking bay. Heroes allied with the Imperial Remnant wi ll be un likely to find themse lves work ing with the NR I unless they unite against a common foe, such as the Yuuzhan Vong .
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THE
PRAETORITE
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PRAETDRITE
VONG
VONO
Prior to launching a full invasion, the Yuuzhan Vong send in their spearhead force, the Praetorite Vong. These spec ialist military forces, led by a high prefect from the intendant caste of the Yuuzhan Vong, infiltrate targets to spy and spread confusion, hoping to weaken their enemies for the first wave of invasion forces. Primary members come from the intendant caste, but the membership of the Praetorite Vong includes other castes and a vast number of slaves. When fighting becomes necessary, warrior caste members augment core personnel. Information gathered through deep-cover spies and military scouts is an alyzed to select the best targets for the Praetorite Vong. The size of a strike force ranges from a few dozen members to severa l million. Among its troops, the Praetorite Vong have scouts, pioneers, logistics corps members, assault troops, engineers, and defensive units. Some members act as bodyguards for high-ranking commanders. In addition, a group of underlings known as the Shamed Ones serve the Praetorite Vong. Their status is the lowest of the low within Yuuzhan Vong society. Yuuzhan Vong are immune to the Force and cannot be sensed normally using the Force.
OOALS The Yuuzhan Vong seek conquest because they believe that the worlds they invade were promised to them by their gods. In addition, they see the use of mechanical technology as an abomination that must be stopped. The primary goal of the Praetorite Vong is to pave the way at the location called Vector Prime for the forthcoming invasion of the promised land. Thi s activity includes espionage and intelligence gathering, infiltration, preparing bases of operation, and sow ing seeds of confusion within the target governments. The Praetorite Vong hope to turn the populations of target worlds against themselves.
METHODS Infiltration is the hallmark of the Praetorite Vong . Keeping the outlying planets at odds with one another, agents hope to render the worlds defenseless for the impending invasion. The Praetorite Vong recruit saboteurs, spies, and propagandists from the local populace to work against their own governments and societies. As with all Yuuzhan Vong, the Praetorite Vong use only organic gear, weapons, and ships. In fact, they consider technology to be an outrage against their gods. Their hatred of mechanized vehicles and droids runs deep. While subverting the local governments, they spread antidroid propaganda to help eliminate that which they despise.
When they need to gather information, the Praetorite Vong use chilabstiny, grublike creatures that record audio and visual data while hidden inside Yuuzhan Vong nasal cavities. Th e collected information is transferred to a biological memory device called a qang qahsa. The Praetorite Vong also use creatures known as sliviliths as living probes. When in deep cover, Praetorite Vong use ooglith cloakers and masquers. These biological entities grant a Yuuzhan Vong protection and allow it to adopt a Human disguise, respectively. The gablith variant disguises the spy as a Duros or other non-Human. Another symbiotic tool is the tizowyrm, an organic translator carried inside the ear that allows a Yuuzhan Vong to speak other languages. Among its arsenal of organic starships, the Yuuzhan Vong employ yorikstronha-spy vessels that are built from yorik coral and that resemble asteroids. The invaders use these ships to enter a system undetected so that they can study space traffic and enemy fleet strength or secretly insert Praetorite Vong spies behind enemy lines. The subsequent invading force arrives in a convoy of mammoth worldships.
NOTABL.E
MEMBERS
Although Prefect Da'Gara is a key member, the Praetorite Vong require a wide variety of sk ill sets to accomplish t heir manifest destiny. Soldiers and scouts find plenty of opportunities within the order, and nobles have an equally important role.
Da'Gara Prefect and leader of the Praetorite Vong, Da'Gara is a ruthless and fanatical warrior. He keeps in contact with spy Yomin Carr through Carr's hidden villip. The two coordinate the infiltration of the Star Wars galaxy.
E'thinaa E'thinaa is an agent of the Praetorite Vong . He is placed in a high-ranking military position within the Ssi-Ruuvi Imperium and is instrumental in the rise of the Keeramak-a multicolored Ssi-Ruu that is thought to fulfill prophecy. The Praetorite Vong hope to use the Ssi-Ruuk as a diversion during the invasion.
Nom Anor Executor Nom Anor is one of the chief sp ies among the Praetorite Vong. A member of the intendant caste, Anor disguises himself as the leader of the Red Knights of Li fe on Rhommamool and works to bring down Sernpidal's moon, killing millions. He is credited as being responsible for half the invasion. Anor infiltrates the Imperial Interim Council and strikes a deal with Boba Fett to have the Mandalorians aid the invasion force.
Yomin Carr An agent and scout of the Praetorite Vong, Yomin Carr infiltrates the ExGal station on Belkadan. From there, Carr keeps in contact with Prefect Da'Gara using a hidden villip to coordinate the destruction of the populace. He is also responsible for infecting New Republic diplomats with a fatal Yuuzhan Vong disease.
USING THE
PRAETORITE
VONG
In addition to baiting targets into ambushes, creating governmental strife, and spreading antidroid propaganda, the Praetorite Vong are not above making suic ide attacks. Members of the Praetorite Vong will even commit ritual suicide when facing defeat. To be a member of the Praetorite Vong, a character must be of the Yuuzhan Vong race or one of its inferior subjects. Players choosing to take on the role of a Praetorite Vong member must select a caste, a connection to the group, and their duties with in it. Praetorite Vong characters have many opportunities for subterfuge, infiltration, and dealing with counterintelligence agents, perhaps from New Republic Intelligence or loca l organizations. Few creatures can find allies among the Praetorite Vong. Members of races that respect nature and shy away from technology are more likely to find common ground with most Yuuzhan Vong, and anyone willing to convert and follow the will of the invaders' gods might receive aid. In addition, the Praetorite Vong might be willing to make temporary truces to gain assistance or unhindered travel. They are most likely to ally with the Mandalorians and the Hutts early in the invasion. Aside from the main forces, the Shamed Ones-who hold the Jeedai, or Jedi, in almost religious awe-might collaborate with other races if they believe that it wil l lead to their freedom. Droids, Jedi, and Force-users in general are targets for the wrath of the Praetorite Vong, although their hatred does not end there. The Yuuzhan Vong are at war with the entire galaxy. Even those who ally with the invaders might find themselves at odds with the extragalactic race, especially if they make undercover attempts to aid Yuuzhan Vong targets or report the details of Yuuzhan Vong fleet locations.
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THE TAGGE
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COMPANY
The Tag ge Company ("TaggeCo") is one of the most diversified megacorporations in the galaxy. It starts as a heavy construction, mining, and exploration company that, to a large degree, is a front for a crime syndicate with an extensive interest in counterfeiting and contraband. By the time of the Clone Wars, however, it transforms into a legitimate business operation, even if it continues to operate in a brutal fashion. TaggeCo is founded 200 years before the Battle of Yavin when a crime boss, Tarzen Tag ge, becomes a local hero on his Mid Rim homeworld ofTepasl by using his f leet of small freighters (and a couple of hijacked bulk freighters) to ferry supplies and crews to a part of the world devastated by a series of groundquakes. By the time the area's production facilities and roads are rebuilt, the foundation ofTaggeCo is also in place. Although Tarzen Tagge could have taken this chance to convert his enterprise into a legitimate business, he is so entrenched in the criminal mindset that he sees the construction company as the perfect front for his smugg li ng operation. While the company secures and works construction contracts on other worlds, the criminal side of the enterprise uses those opportunities to smuggle goods to new markets. Even though his construction f irm is a front, Tarzen insists that it deliver top-notch work because he does not want the facade to become the target of complaints or investigations. Th e end result is a reputation so sterl ing that the company competes on a galactic sca le within a few short decades. In fact, suppliers cannot keep up with the company's demand for construction materials when it lands a contract to expand a starport on Wroona. Although Tarzen first attempts to fall back on old habits-stealing supplies from the competition-his brother Halven suggests that they start their own supply chain to locate and mine resources. Tarzen receives permission to explore a large group of planets that were set aside centuries ago for corporate development by the Republic. When established megacorporations try to stop this rapidly growing upstart by refusing to sell it scout ships and suppl ies, the Tagges acquire a small company that specializes in customizing ships and convert it to a full-fledged ship construction and design firm by extending employment offers (of the kind that cannot be refused) to a handful of engineers. Soon, the company has its own multipurpose bulk freighter/survey ship/colony transport, the highly sophisticated House ofTagge Mining Explorer. In the background, the criminal enterprise continues. The Mining Explorers carry everything needed to survey planetary syste ms and perform ana lyses of samples on location, and they double as mobile bases for establishing planetary operations. Meanwhile, the ships' labs serve as drug refining centers. The shipyard that builds the Mining Explorers also does a booming side business in knock-off parts for other ships. The various industries started by Tarzen Tagge and his brother feed the legitima te economy of their homeworld, sparking a boom that Tepasi has not seen since its initial colonization. The grateful government grants Tarzen a
chain of islands as a hereditary barony. In less than a generation, the Tagges go from being lowlifes to rubbing elbows with the galactic elite. . . At its height, TaggeCo owns hundreds of subsidiaries, including publishing houses, news agencies, starsh ip design firms, shipyards, computer companies, security providers, speeder design and manufacturing firms, medical and pharmaceutical corporations, and more . It expands most rapidly during Palpatine's reign as Chancellor of the Republic and becomes a symbo l of his New Order during the Empire. For a while, the company's oft-lampooned slogan "TaggeCo : We're Everywhere You Are" is absolutely true. When the New Order falls to the Rebel Alliance, TaggeCo bears the brunt of the aftermath . Its assets are seized by local governments throughout space, and many of its executives are imprisoned or killed . Within a few short years, an enterprise that had spanned the sta rs is reduced to a single facility on Tepasi, where the Tagge name is still revered.
GOAL..S For the first few hundred years of its existence, TaggeCo has the straightforward goal of maximizing its profits and expansion through any means possible. During the Imperial period, this means taking full advantage of an,Y political or business opportunity that is connected to Emperor Palpatlne s government, as wel l as doing everything it can to put down uprisings against the New Order. After Palpatine's fa ll, the company struggles to save what It can as it crumbles to pieces.
METHODS When conventional buy-out offers for compet itors or enticing employment contracts for executives fail, TaggeCo falls back on intimidation, blackmail, industrial espionage, and terrorism. The company's intelligence-gathering capacity rivals that of Imperial Intelligence, and TaggeCo is even more unscrupulous in its methods.
NOTABL..E
MEMBERS
The Tagge fami ly has been known for f lamboyance and brutality since it fi rst emerged on the galactic scene.
Domina Tagge The fifth child of the core Tagge family, Domina is born two years before the death of her parents, and, from the age of 7, she is raised in an isolated monastery by a religious order founded around Jedi traditions of peace and harmony (but not the Force). Her oldest brother sends her there, hoping that the isolation from the family business and the corrupting influence of New Order operatives will allow her to develop into a woman of true nobility-someone who might bring grace to the thuggish Tagge family and guide the company into a future divorced from its criminal roots. Orman's dreams for his little sister are shattered when Darth Vader draws her into their feud. Vader uses Domina and the Sacred Circle Monastery as part of a scheme to capture Lu ke Skywalker, but she double-crosses Vader
TAOOECO
sense. He never wears natural fibers and never eats anything but highly processed food substitutes, usually vitamin-enriched pastes. Tagge's devotion to all things scientific is matched only by his amorality and sociopathy. No sacrifice is too great if it advances his projects, and, since his projects are funded through TaggeCo, no sacrifice is too great to ensure the company's success. Of course, underlings and test subjects always make those sacrifices. Under his guidance, TaggeCo becomes a scientific brain trust rivaled only by government-sponsored efforts on Arkania and projects managed by the Empire's Grand Moff Tarkin and Grand Admiral Zaarin. In fact, the Empire and TaggeCo compete for the best and brightest students from technica l academies throughout the galaxy, with TaggeCo often recruiting the superior talent due to a habit of making offers that cannot be refused . Tagge and his design teams are almost as prolific as Tarkin and Zaarin when it comes to devising weapons of mass destruction. His crowning achievement is the Omega Frost, a\ weapon that uses electromagnetics and other force fields to drop temperatures below what had been considered absolute zero in an area that could theoretically span an entire solar system.
Tarzen Tagge Although descended from a long line of criminals, Tarzen Tagge loves his homeworld of Tepasi and is willing to sacrifice selflessly for it. He lays the foundation for TaggeCo when he takes on the task of rebuilding a groundquake-ravaged region after the planetary government fails to take action. He also sets the stage forTaggeCo's future methods by using his new wealth and prestige to destroy the politicians who did not help the locals. Tarzen is a brutal thug, and he delights in shocking members of the corporate elite. because she sees his plan as an opportunity to gain revenge on those responsible fo r the deaths of her brothers, Orman and Silas. Domina is as ruthless and calculating as any Tagge since her great-grandfather Tarzen. Following her conflict with Vader and Skywalker, Domina is forced to leave the Sacred Circle, and she assumes leadership of TaggeCo and the title of baroness. She turns the company's security forces and laboratories toward destroying the Rebels, and for several years, TaggeCo poses as much of a threat to the Alliance as the Imperial military and intelligence agencies do. However, Domina remains obsessed with vengeance against Darth Vader, and her f ixation undermines the effectiveness with which TaggeCo coordinates its efforts with the Empire. Domina Tagge vanishes under mysterious circumstances while inspecting a laboratory that develops biological weapons.
Silas Tagge The second oldest Tagge sibling during the reign of Emperor Palpatine, Silas Tagge is a brilliant engineer and physicist who leads TaggeCo's network of research facilities, which include pharmaceutical labs and secret weapons design shops. Silas Tagge approaches science the way some beings approach rel igion-with complete fanaticism and a devotion that overwhelms common
USINO TAOOECO TaggeCo can be the source of just about any form of intrigue and double-dealing. During the company's early years, heroes might be smugglers working for the company or scouts conducting surveys for it. Along the way, they discover that there is more to the job than meets the eye. After the heroes gain this knowledge, a TaggeCo executive marks them for death-or perhaps invites them deeper into the company's heart of darkness. During the initial years of Orman Tagge's reign, the heroes might be industrial spies working for or against TaggeCo. Later, Rebel agents could break into the company to steal plans for a weapon being developed for the Empire. After the Battle of Yavin, the heroes might infiltrate TaggeCo to learn which of the company's many Mining Explorers houses a secret Imperial Intelligence prison, knowledge the heroes need to rescue a key captive. Established Rebel agents might find themselves contacted by Orman Tagge, who wants to recruit them in a scheme to embarrass or assassinate Darth Vader. The heroes might also be hired by Domina, but if they are Alliance agents rather than independent operators, she is likely to betray them at the end of their mission.
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TAPANI
NOBLES
The noble houses of the Tapani arise after an ambitious warlord named Shey Tapani brings several squabbling independent Human colonies under one banner some 7,300 years before the Battle of Yavin. Tapani allows the leaders of the conquered colonies some degree of self-governance, naming them nobles in the Tapani Empire. The government system unique to this isolated section of the Colonies Region evolves for centuries on its own, apart from the Sith Empire, the Republic, and other major powers that rise and fall around it. The Tapani Empire trades with its Herglic and Mrlsst neighbors, but since no major hyperspace lanes enter its territory, it has little contact with the rest of the galaxy. During this time, Tapani society becomes severely stratified; the ruling elite develop a three-tiered system of nobles, and those who are ruled do what they are told. The ordinary citizens are mostly happy and prosperous because the nobles are expected to uphold codes of conduct meant to prevent excesses, but commoners can hope to achieve the rank of knight at best-the only nonhereditary noble rank. Lords and Highlords are born, not made. After a dynasty that lasts nearly 5,000 years, the Tapani Empire gives way to a federal government ruled by a council of nobles from the empire's onetime capital on Procopia. Seven noble houses oversee dozens of minor ones arranged in an elaborate hierarchy that evolves over centuries, and a vas~ lower class of common citizens. The seven major houses ofTapani are House Barnaba, House Cadriaan, House Calipsa, House Mecetti, House Melantha, House Pelagia, and House Reena. Each determines how to govern the planets over which it holds sway, but they present a united front to outsiders. This unity eventually gains them admission into the Old Republic, and the Tapani Sector IS formally created. Consistently navigable hyperspace lanes are charted, and from these, routes to major Tapani worlds are charted in turn. Although the Tapani send representatives to the Galactic Senate-representatives appointed by the Grand Council rather than elected by the people-they view the Republic as a business necessity and look down on the rest of civilization, when they care about it at all. The Tapani nobles remain interested mostly in their internal affairs, dealing with the outside only when absolutely necessary. An exception arises when the Jedi discover that the bloodline of House Pelagia is strong in the Force and that an unusually high number of commoners native to the House's throneworld of Pelagon are Force-sensitive. The Jedi establish a training center on the world, which gives House Pelagia more of a stake in the galaxy. While the rest of the noble Houses enrich themselves financially through the use of the new trade routes, House Pelagia becomes the most outward looking and cosmopolitan among them. Together, House Pelagia, House Melantha, and House Cadriaan become the only economic and political forces that truly matter in the sector as the Republic slouches toward Empire.
Pelagia pays a heavy price for its association with the Jedi, however. When the Jedi Purge is decreed, Pelagia's ancient rival House Melantha strikes hard against its holdings, using ships and weapons that Emperor Pal patine secretly provided to them in preparation for this day. House Pelagia is shattered, and House Melantha seizes most of its territory, leaving only a few token bombed-out worlds as its domain. House Melantha goes on to become the Emperor's favored proxy in the sector, although he makes sure that the other Houses also remain strong so that Melantha does not grow too confident. (The exception is House Pelagia. It survives the Rebellion era on the charity of allied Houses like Calipsa and Reena and starts its slow rebuilding process only after the Emperor's demise at the Battle of Endor.)
OOALS All Tapani nobles are driven to succeed, to be the best in their chosen fields, and to receive the maximum amount of public exposure for their acts. They pursue these goals not because they want to prove their superiority-that is a foregone conclusion-but because it is their duty to be the best at all they do. Anything less would be a betrayal of their heritage and their place in society. Tapani nobles always cover up their failures and shortcomings.
METHODS Tapani nobles are a highly legalistic set of beings. They rely on social and legal codes to settle disputes and accomplish goals. If appeals to tradition do not resolve a situation, the nobles resort to lawsuits. If working t,hrough the proper channels also fails, they fall back on threats and blackmail. They rarely use these unsavory methods themselves, instead letting their retainers "do whatever is needed" so they can deny involvement if something goes wrong. The nobles are not above hiring spies and saboteurs to harass or inconvenience their personal, social, and business rivals. Most crimes committed by Tapani nobles within their sector are swept under the rug by their peers and the courts, although the offenders are usually sent into exile. The exception to this arrangement is murder, especially if the victim was of noble rank-typically, killers are executed quickly and publicly. If a dispute is more intimate, a Tapani noble might invoke an ancient code to challenge the offender to a duel. These duels are technically illegal, but no one is ever prosecuted for engaging in them.
NOTABLE MEMBERS Tapani nobles are as varied as the citizens they rule. Some are business dealers, some are artists, some are politicians, some are interested in spreading pain and suffering, and some are professional partiers more dedicated to the social circuit than the most frivolous Core World noble.
Grand Admiral Octavian Grant Grand Admiral Grant is a Tapani Lord of House Mecetti who, after serving with distinction in the Tapani Home Defense Fleet, joins the Imperial Navy and proves himself a brilliant tactician during the late stages of the Clone Wars. He is one of the 12 officers to be elevated to grand admiral when Emperor Palpatine creates that rank. Although Grant has a brilliant military mind, he does not generate the sort of personal following that the other grand admirals do-at least, not outside the Tapani Sector. He is much loved at home, and the Tapani media cover every campaign he conducts and every function he attends throughout the galaxy with great detail, with reporters assigned to do nothing but keep track of him. However, Grant carries with him the belief that he, as a Tapani
TAPANI
NOBLES
noble, is superior to those he deals with. He is not aggressive about declaring his superiority, but he never curries favor with sector Moffs or Imperial advisors, nor does he engage in political games with other admirals. He will not lower himself to the level of his inferiors but simply performs his duties as the Emperor has decreed. (Secretly, Grant wonders if perhaps even Emperor Palpatine is inferior to him, being neither a true noble nor Tapani.) After the Battle of Endor, Grant alone among the surviving grand admirals does not continue the fight against the Rebels or try to carve out a personal kingdom. Instead, he offers to defect to the Rebel Alliance, an offer that is turned down. However, the Alliance allows Grant to retire to a private estate on the Inner Rim resort world of Rathalay. Grant remains a celebrated figure in the Tapani Sector, and whenever he hosts a gathering at his Rathalay home, it is covered in the society sections of news broadcasts.
USING THE TAPANI
NOBLES
Tapani nobles are an insular lot, but during the Imperial period, members of House Pelagia try to rebuild their fortunes and reputation by engaging in business outside the sector. They are watched by the Empire and harassed by agents of House Melantha, both of whom fear that Jedi might still be hiding in the rubble of Pelagia. Nobles of House Pelagia might hire a party of heroes to assist with various tasks, or perhaps one of the characters is a member of the House.
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TEN
ASPECTS
OF NVRIAAN
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Nyriaan is a world where heroes with a knack for intrigue can flourish. As the Gamemaster, you should familiarize yourself with the basics of the planet to create adventures filled with twisting plots and unraveling mysteries . Nyriaan is rich with a rare mineral called madilon. Madilon, valuable even in small quantities, is a mineral that allows hyperdrives to be miniaturized enough to fit into smaller ships, such as space transports and starfighters. Nyriaan is covered in a cloud layer that blocks communications and makes unaided landing on the planet almost impossible. Communications, sensors, and other methods of broadcasting and receiving information are ineffective when trying to penetrate the planet's atmosphere . Even communications on the surface face serious challenges. The planet's unique atmosphere both isolates it and serves as a protective shield. The planet's governing council is comprised of members representing several different factions that constantly vie for greater control of the planet's mining industry. The Corporate Sector Authority, the Mining Guild, and the current reigning galactic government (be it Republic, Empire, or otherwise) all hold seats on the governing council and share control of the planetary government.
NVR:IAAN'S
oaVERNrNO
COUNCIL
The factions on Nyriaan strive to undermine and weaken one another in the hopes of driving off competitors. Although the government of the planet is shared, each faction struggles for power and tries to depose its weaker enemies to increase its own share of control over Nyriaan. Temporary alliances, and their inevitable betrayal and collapse, keep the wheels turning on Nyriaan. No faction has ever risen to dominate Nyriaan because as one faction grows too powerful, the others unite against it. The factions are forced to work together to prevent one faction from gaining too much power, but each faction is secretly working to tip the balance of power so far in its favor that the other factions can do nothing to stop it. Workers in Nyriaan's mines have long been treated badly by the mining operations, eventually driving the workers to rebellion. The bureaucrats in charge of the mining operations on Nyriaan see their workers-including the relocated Elomin and Pa'iowick species-as a disposable commodity. Frequent worker uprisings must be squelched by the planet's police and military forces lest they disrupt the entire mining operation. Sabotage, theft, and violence are common tactics used by the different factions. Although full-scale battles rarely break out on Nyriaan, the factions on the planet are not afraid to get their hands dirty by taking out opponents. Conspiracies, covert activity, assassinations, and other underhanded deeds are common means of advancing one's interests on Nyriaan. Anyone who visits the planet is assumed to be working for a faction-either an off-world faction or one from Nyriaan. No one comes to Nyriaan without good reason, and any new arrivals are immediately treated as potential allies or enemies by the factions of the world. Unsuspecting visitors who are unused to the high degree of political maneuvering constantly taking place on Nyriaan are soon drawn into conflicts they had no intention of meddling in. Nyriaan's cloud layer enables conflicting groups to use the world as neutral ground. Since Nyriaan's atmosphere makes invasion fleets and orbital bombardment nearly useless, Nyriaan is used as a haven where meetings between rival factions can take place without fear of ambush. Diplomats from warring offworid groups commonly meet on Nyriaan to broker treaties and other deals. Nyriaan holds many secrets. Nyriaan is home to a Sith Lord in stasis, a cache of ancient Mandalorian weapons, and other mysteries that have yet to be uncovered. From time to time, scavengers and other treasure hunters come to Nyriaan, hoping to plunder the planet of its secret riches. Some of these treasure hunters are sponsored by major factions on Nyriaan.
ELOMIN
MINE~S
ESCAF"E
~ET~IBUTION
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Nyriaan's cloak of perpetual clouds blocks light from its sun. The clouds descend to the surface of the planet, forming thick fog banks and restricting visibility. The planet's unusually strong ionosphere and intense magnetic field render all conventional communications, sensors, and scan ning equipment useless . Landing on Nyriaan is a risky endeavor. Apart from the hazards presented by the impenetrable atmosphere, powerful storms in the planet's ionosphere can ionize starship syste ms and nullify sensors. Vessels with hardened systems stand a better chance of surviving the descent, but only a few such vessels of sufficient size exist in the galaxy-most are automated drones or small survey ships with little capacity for colonization.
MADIL_ON
SHROUDED IN SECRECY Nyriaan is the fifth planet of the Luire system. Although located in the Mid Rim, the Luire system is so close to the Expansion Region that it has been mistakenly labeled as part of that region from time to time. If not for Nyri aan's unique atmosphere and strong magnetic fields, its valuable resources likely would have been exploited and completely depleted by the corporate operations that left many Expansion Region systems in tatters. Aside from Nyriaan's deposits of madilon, there is little else of va lue in the Luire system. Of the seven planets that orbit the system's white star, which is also known as Luire, Nyriaan is the only habitable world. Five of the remaining six planets are gas giants with countless sma ll moons. The last planet, Caillte, is a frozen, irregularly shaped asteroid, rarely noticed by passing prospectors.
Even though Nyriaan is home to a number of other valuable resources, not the least of which is its distinctive biosphere, the bounty that most groups seek to reap from the planet is the alloy madilon. Discovered in the Old Republic era , about 5,000 years before the Great Hyperspace War, madilon enables hyperdrive technology to become progressively smaller. Using madilon, starship and hyperdrive manufacturers create relatively small vessels with excel lent hyperdrive capability. Without madilon, however, powerful modern hyperdrives would need to be ten times larger. Madilon is a naturally occurring, light-weight memory alloy with a unique molecular structure. The alloy possesses high tensile strength while still retaining an incredible amount of elasticity, especially under stress. These properties allow it to remain rigid while still resisting the stressful effects of hyperspace travel. Even though its role in hyperdrive construction is so important, the amount of madilon required for a single hyperdrive system is relatively small. Successful synthesis of the material has eluded scientists, making veins of the alloy highly prized and sought after the galaxy over. Few planets possess significant deposits of madilon, and those that do are tightly guarded .
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NVRIAAN Region: Mid Rim Climate: Tropical Gravity: Standard Moons: 2 Length of Day: 22.25 standard hours Length of Year: 226 standard days Sapient Species: 98% Human, 2% other species Government: Various Capital: Locus Major Exports: Ore (madilonl. radioactive compounds Major Imports: Equipment, foodstuffs, luxury items
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Knowledge (Galactic Lore) DC RESULT 15 Nyriaan is a major source of madilon, an alloy crucial to the construction of hyperdrive engines. 20 The planet's strong magnetic field and thick, turbulent ionosphere disable conventional sensors, making landing on the planetary surface without aid nearly impossible. 25 Nyriaan hosts no native sapient species, but several Human tribes populate the world 's farthest reaches. These tribes are said to be descended from an exploration vessel that crash-landed on Nyriaan at least one thousand years ago . 30 Scientists have hypothesized that Nyriaan's cloudy atmosphere might be forcibly condensed on a planetary scale, neutral izing the atmospheric disturbance and creating a number of seas on the planet's surface.
ATMOSPHERE AND WEATHER The surface of Nyriaan is moist and sultry, but not particu larly wet. Although standing bodies of water are relatively rare, the world's perpetual fog and thick cloud cover ensure that nothing is ever completely dry. The heat retained by the thick atmosphere is generated by intense geothermal activity deep beneath the planetary crust, and it is released by vast geyser fields and hot springs. Although Nyriaan's atmosphere is predominately nitrogen and oxygen, the constant expulsion of hot gasses from the planet's interior causes the air to be strong with the scent of sulfur and other gasses. The mean surface temperature of 40" centigrade is within acceptable limits for most species, but the heat is further exacerbated by the world's extreme humidity. Nyriaan's polar regions are no exception to this rule since most of the planet's geothermal anomalies are located at its poles. Visitors find Nyriaan's climate to be extremely uncomfortable, even after prolonged exposure. Vast storms-referred to as tempests by Nyriaan 's populace-are a constant threat to settlements and mining camps. Coalescing high in the planet's choking atmosphere, these massive storm formations eventually extend from the edge of space to the surface the planet. A tempest can last for months, circling the globe several times before dispersing. At anyone time, as many as a dozen small tempests can be active, with major disturbances occurring once every three or four years. The lack of mountains and other large surface features contributes to the force and violence of Nyriaan's tempests.
Since surface-based sensors are useless, Nyriaan's tempests must be mon itored visually from orbit. Daily reports are exchanged between surface facilities and the Tempest Observation Bureau by laser comm arrays. Although it is apolitical and bil led as a neutral organization, the TOB commands a great deal of power and respect on Nyriaan because of the Bureau's access to up-to-the - minute weather feeds and analysis, as well as the extensive storm database it uses to ana lyze tempests and predict possible trends.
OEOC3RAPHY The surface of Nyriaan consists of plains and gen tly rolling hills. Low -lying gu llies and va lleys collect moisture, creating boggy conditions and increased growth of the native flora . The northern hemisphere consists of shallow, rocky val leys, whe re most of Nyriaan's mining operations are found. Only a few viable mines and quarries are located in the southern hemisphere, and the loamy soil found there does not conceal much in the way of valuable alloys, ores, or minerals. The largest stand in g bodies of water on Nyriaan, such as Lake Viron and the Yellow Sea, are found in the planet's southern hemisphere. Even though Nyriaan features a great deal of geothermal activity, few active volcanoes break through the planetary surface. Fie lds of hot- water geysers and boiling springs are common, especially in the planet's extreme polar reg ions. The extreme temperatures and the dangerous eruptions of steam, poisonous gasses, and mud make these geologically active areas not navigable by foot. Several of Nyriaan's known indigenous species are evolved to survive these extremes of temperature, but most of the native species have yet to be researched and catalogued.
SURFACE
CONDITIONS
Nyriaan is a dark place, but in the wild, bioluminescent flora produce a significant amount of ambient light. Although shrouded in mists and fogs of varying density, the planet's surface is still navigable. Given optimal atmospheric conditions, visibi lity averages about 30 meters (20 squares). creating an eerie landscape in which the light shines up from the ground rather than down from the sky. Larger species of local fungi , which spring treelike from th e soi l, develop brightly glowing buds-or lanterns, as they are called locally-that shed even more light. Even in populated settlements and cities, surfaces are covered with beds of fungus that produce dim phosphorescence. Constant attention and cleaning is required to remove such fungal accumulations, which can grow into mass ive coral-like formations. Vehicles, weapons, and perso nal armor are not immune to this phenomenon and must be scrupulously maintained to preserve functionality.
Although most equipment can be used on the planetary surface without ill effect, sensors and communications gear suffer from interference. Personal comlinks are rendered useless by the interference, wh ile computers and datapads, if properly shielded, can be used without penalty. Most surfaceto-surface and surface-to-orbit communication is accomplished by laser comms. Electrobinoculars, recording devices, and sensor packs, however, are incompatible with Nyriaan's atmospheric peculiarities. The sensitive surveillance gear used by spies is also affected , although many factions have developed units that function despite the ambient interference.
SKILL CHALLENOE: OVERLAND SURVIVAL Traveling across the surface of Nyriaan can be dangerous, especially given the fact that the planet's atmosphere tends to wreak havoc with portable sensors and other survival equipment. Should the heroes find themselves stranded on Nyriaan with no means of transportation (for example, if their ship crashed on approach to the planet), you can use this skill challenge to represent the difficulty of making it to safety. Note that this shou ld be a challenge for low- to-mid-Ievel heroes; by the time the heroes reach 8th-10th level, they should have enough resources and survivabil ity to make their way across the planet safely. If the heroes are traveling through a particularly hazardous area of the planet, feel free to sca le up the cha llenge by increasing its CL (and adjusting the skill DCs accordingly). CL 6 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary ski lls for this challenge: Endurance [DC 77J: A hero can attempt to carry more of the burden of supplies or to take on more than his or her share of the scouting and hunting duties in order to allow his or her allies to preserve their strength. Knowledge (physical sciences) [DC 77J: A hero can attempt to use his or her knowledge of terrain formations to find easier paths, reducing the chances of running into danger during the t rek. Survival [DC 22J: A hero can attempt to use common surviva l techniques to bolster his or her allies' energy reserves and find adequate food, water, and shelter during the trek. Challenge Effects: The following are suggested challenge effects for this skill challenge: Degrees of Failure: Each time a hero earns a failure (whether or not that failure is later removed), the heroes are delayed in their trek by one day. Recovery: Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure.
Second EffortWhenever a participant in the skill challenge wou ld accrue a failure, he or she can instead choose to move -1 persistent step down the condition track to turn that fai lure into a success. Th is persistent condition can only be removed by resting for 8 hours in a civilized location with adequate food, water, and medical resources. Success : The heroes make it safely to civil ization . The time it takes to reach civilization depends on their relative distance and overland speed, modified by the number of failures they accrued (see the Degrees of Failure challenge effect, above). Failure: Th e heroes become lost in the wilderness of Nyriaan and encounter a hazard or dangerous wildlife in an encounter appropriate to their level. Once that encounter is complete, they can attempt this skill challenge again to reach civilization.
SETTLEMENTS Settlements dot Nyriaan's surface. Few contain large populations; most settlements average fewer than five hundred inhabitants each. A settlement might persist for severa l years, only to be destroyed by a passing tempest or abandoned when a nearby mine dries up. Many such settlements spring back to life years later, although not always in the same locations as their previous incarnations. Large communities, such as Locus, are built on Nyriaan's driest land, where larger permanent structu res can be erected with little threat of moisture-induced subsidence in the soil. Aside from the constant darkness and inclement weather, littl e differentiates these small cities from their counterparts on other planets throughout the galaxy. Architecture ranges from prefabricated colonial structures to buildings of the proto-Imperial style common on other colony worlds. Settlements established by the Corporate Sector Authority are modern and visual ly striking. Al l are brightly lit, highly regimented, and well maintained. CSA guards patrol in sma ll groups, routinely checking everyone for proper identification and authorization to travel. Conversely, independent mining towns are universally shoddy in their construction. Crime is rampant, and law in such places is determined by whoever can defend themselves and the stakes they claim.
Arumed Arumed is a small Corporate Sector facility that manages to survive unimpeded due to its focus on biotechnology and medicine, as opposed to madilon. Th e settlement is named after AruMed, the corporation that administers it. Unlike other CSA facilities, this settlement welcomes anyone in need. Although its corporate policy emphasizes obtaining new biotechnologies from previously undiscovered planetary resources, doctors in the facility are willing to offer emergency and even long-term care to individuals in need.
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The doctors' behavior is not entirely altruistic. Arumed's chief scientists are studying the physiology of those living on Nyriaan, especially as it concerns symbiotic fungal growths such as Tempest's Blessing. Most natives avoid Arumed, but those who do end up in the care of the corporation's physicians are often subjected to tests that exceed the scope of any injury or condition they might be suffering. Plot Hook: Several natives have vanished in the vicinity of Arumed, and native scouts sent to find them disappear as well. The heroes are contacted by a native delegation from Starveil that wants to locate its missing people without stirring up trouble. They suspect that the missing natives are being held in the Arumed facility, perhaps against their will.
there with relative impunity. Violence, while not common, is not unknown in the seedier parts of the sector. The Neutral Zone also provides a haven for espionage, as agents from the ruling factions rub elbows with one another in cantinas, speakeasies, and supply depots. Plot Hook: A Corporate Sector employee contacts the heroes, asking for aid. He possesses information concerning a valuable shipment of madilon (or another commodity) that is scheduled to leave Locus, and he is looking for a party to sabotage the CSA Laser Transport Arrays, causing the transport carrying the shipment to crash. In reality, the shipment is part of an off-world personnel transfer, and the mission is actually an attempt at an internal CSA assassination.
Locus. Capital of Nyriaan
New Lowick
The planetary capital of Nyriaan is Locus, which is built around the remains of the Republic vessel of the same name. Home to the only starport on the planet, Locus is not controlled by anyone superpower or government. Instead, the city, which is built in a pinwheel shape, has been divided into different sectors, each of which is controlled by a different faction. In addition to the aligned sectors, several neutral zones in Locus cater to independent miners, prospectors, and traders. After its establishment in 30 BBY, the Nyriaan Concord is also headquartered in one of the city's neutral zones. The largest of the city's aligned sectors belongs to the Corporate Sector Authority. The CSA has a long-standing interest in Nyriaan, either because the planet represents such incredible profits or because the Corporate Sector is unwilling to admit that the madilon it takes from the planetary mines is more trouble than it's worth. The Corporate City Sector is heavily trafficked by armed security, and high walls topped by stun fields surround it on all sides. In addition to facilities that cater to CSA employees and house its day-to-day operations, the Corporate City Sector of Locus also features a small starport, complete with advanced Laser Transport Array receivers. The Republic Sector is the next largest of Locus's regions. Although it changes hands several times over the course of Nyriaan's history, the Republic Sector is the most recognizable part of the city, no matter the era. Upkeep is sporadic, sector services are largely undependable, and security is alternately lax or heavy handed. Although far from a slum, the Republic Sector does not compare favorably to the Corporate City Sector in a variety of ways. The Neutral Zone is in the center of Locus. In addition to housing the planetary government after its establishment, it is also home to Nyriaan's one true spaceport. Raised gondola transport systems and a wide net of Laser Transport Arrays surround the facility like iron flowers. The sector's services are provided by independent contractors and are, therefore, more reliable than those found in the Republic Sector. Living conditions decline the farther from the spaceport one travels, and neighborhoods farthest from the city's hub are little better than slums. The majority of Nyriaan's criminal activity takes place in Locus's Neutral Zone. Criminal syndicates, such as Hutt kajidics and Black Sun, operate
In 29 BBY, the Corporate Sector Authority sponsors a large emigration of Pa'iowicks into the Luire system. Luring the aliens with promises of new lives as corporate employees on a lush world of opportunity and adventure, the Corporate Sector instead provides the newly indentured Pa'iowicks with back-breaking labor in the madilon mines. Although many Pa'iowicks honor their one-sided contracts with the CSA, a handful break ties with their new masters to eke out an existence elsewhere. The settlement of New Lowick results from these defections. With its population composed solely of Pa'iowicks, New Lowick might be mistaken for a traditional Pa'iowick village. The Pa'iowicks, being adaptable, grow accustomed to Nyriaan's harsh climate. In fact, those who leave their CSA contracts behind soon come to appreciate their new home for its moist atmosphere, dark ambience, and plentiful fungi. Friendly and open to new alliances, the free Pa'iowicks reach out to other Nyriaanans with varying degrees of success . The appearance of New Lowick does little to stem the tide of Corporate Sector greed. Once word of the Pa'iowick settlement reaches the CSA, retrieval teams are sent to bring back laborers who have violated their work contracts. In addition to netting guilty Pa'iowicks, the CSA also manages to capture a handful of Pa'iowicks who are legally free . Unwilling to spend time on such trivialities, the CSA puts the captives back to work while making painful examples of those that refuse to submit. Despite the occasional raids by CSA security, New Lowick continues to thrive. An underground community is established to aid Pa'iowicks and others who have been forced into labor by the CSA. Not only do the free Pa' iowicks of New Lowick support this freedom movement, several native settlements participate as well. After all, anything that harms the Corporate Sector's operations on Nyriaan is seen as beneficial to the native clans. Plot Hook: A recent violator of a Corporate Sector labor contract is hiding in New Lowick. A Pa'iowick with unusual Force powers, the fugitive is considered blessed by her fellow Pa'iowicks. The Corporate Sector Authority knows of the fugitive's powers and has been using her as an organic divining rod to locate madilon deposits in the mines. The heroes are approached by the
Pa'iowick underground and asked to escort the fugitive away from Nyriaan. Conversely, the CSA might contact the players and ask them to track down and capture the wayward worker.
Prosperity The largest CSA settlement outside Locus is cynically dubbed Prosperity by the corporate employees who originally settled it. Nevertheless, Prosperity is a bright light in the dark Nyriaanan wilderness. A good deal of this light is cast outward toward the world beyond its fifteen-meter-high walls. The fusion generators that power Prosperity are never turned off, and the terrain surrounding the community has been cleared of any obstructions to provide CSA guards an open killing ground for over three hundred meters in every direction. In reality, Prosperity is little more than a frontier outpost erected to keep the natives at bay while the nearby Prosperity Mine is gutted of all remaining madilon.
NEW SPECIES:
PAtL..OWICK
The Pa'iowick, a species firmly grounded in tradition and belief, are native to the planet Lowick. Although primitive and reluctant to leave their homeworld under most circumstances, they nonetheless enjoy contact with other species and appreciate technology that they can use to further their traditional ways of life. A Pa'iowick has a rotund torso, slender arms and legs, two eyes atop short eyestalks, and a slim proboscis featuring a pair of Humanlike lips at the end. Tusks grow from a secondary mouth beneath the proboscis, but the tusks are lost when a Pa'iowick reaches middle age.
Pa'iowick Species Traits Pa'iowicks share the following species traits: Ability Modifiers: -2 Strength, +2 Wisdom. Size: Pa'iowicks are of Medium size, gaining no bonuses or penalties for their size. Speed: Pa'iowick base speed is 6 squares. Expert Swimmer: A Pa'iowick can reroll any Swim check. In addition, a Pa'iowick can choose to take 10 on Swim checks even when distracted or threatened. Hold Breath: Pa'iowicks are at home either in air or in water. A Pa'iowick can hold his or her breath for a number of rounds equal to 25 times his or her Constitution score before needing to make Endurance checks to hold his or her breath. Primitive: Pa'iowicks do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them. Language: Lowickese.
Weekly shipments of ore are sent to Locus for processing by repulsorlift transports, while new laborers and fresh troops are brought in at least once a month. Mortality rates are high in Prosperity for a number of reasons, the most evident being that the facility is a popular target for native insurgents. The Prosperity Mine is also rife with safety violations that would be corrected on other worlds. Plot Hook: The CSA is experimenting with new mining technology in one of its nearby mines, and madilon output in Prosperity has increased by nearly two hundred percent. This rate of productivity, if sustained, might undermine the efforts of other interests on Nyriaan. The heroes are contacted to find out what the new mining technology is and, if possible, to sabotage it.
Silence Silence stands as a testament to the grit of Nyriaan's independent miners and the entrepreneurial spirit of those who can remain planetside for an extended length of time. The run-down colonial prefabs of the original town center are covered in thick layers of phosphorescent fungus, barely resembling the structures that lie beneath. The streets of Silence, if you can call them such, are narrow, muddy, and treacherous. Although Silence has little light, the small prospecting town does offer one amenity: company. The community here is as tightly knit and supportive as any you might find on Nyriaan or any other back-water planet. Locals know one another on sight, and strangers stick out painfully. Citizens are not shy about confronting newcomers, so they seem rude and suspicious to the uninitiated . Nevertheless, anyone who proves to be useful, or at least amicable, can expect to be welcomed back to Silence if they ever decide to return. Despite the affable demeanor of its citizens, Silence is home to a large contingent of smugglers and petty criminals. Madilon is the initial commodity for Silence's scum, but new sources of profit are established following the discovery of Nyriaan spice. Although the town remains a haven for Nyriaan's unwashed offworlders, it becomes much more dangerous once spice enters the equation. Over the decades following its establishment, Silence is destroyed and rebuilt at least three times. The remains of the old town lie beneath the creaking structures of the new one. Townsfolk occasionally comb these sunken, mud-soaked ruins for salvage, but most of what remains after the last tempest has already been taken and recycled. Plot Hook: A number of miners have gone missing outside Silence, and local wildlife is thought to be behind the disappearances. A group of locals approaches the heroes about tracking down the beast or beasts responsible. In truth, the missing miners have been killed by claim jumpers who are looking to sell their mines to the Mining Guild. Alternatively, the claim jumpers might be Mining Guild employees disguised as criminals.
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The largest native settlement on Nyriaan is called Starveil after the Old Republic vessel that crashed there. Much of the Starvei/'s hull remains intact, and has been integrated into the surrounding Meadlin's trees. Centuries of growth and use has made the transition between the exterior of the ship and its interior seamless. The elders of the Melan clan administer Starveil, keeping the peace and defending it from intruders. Few offworlders are allowed within the settlement's sacred boundaries, and the natives are not shy about protecting their home. Nevertheless, a small colonial town, Temperance, has sprung up about a kilometer from the edge of the native community. With a native population nearing one thousand, Starveil is viewed by corporate interests as a nest of snakes. The CSA occasionally petitions for the native settlement to be destroyed, especially during times of heightened insurgent activity. However, the Melan clan is never successfully implicated in any form of guerrilla activity, and Starveil continues to act as a hub for native communities that would rather remain anonymous. In Starveil, several native clans from across Nyriaan establish small enclaves, jokingly referred to as "embassies" by corporate agents. Plot Hook: Natives have reportedly kidnapped the son of a Tapani noble and taken him to Starveil. Since no offworlders are allowed within the boundaries of this sacred native settlement, gaining entry and retrieving the boy is difficult, if not impossible, without external aid. The heroes are contacted by the Tapani noble house in question and asked to infiltrate Starveil to locate the boy. If they do, they learn that the boy has gone with the natives willingly to marry the daughter of a native elder.
Temperance
.
Temperance is established outside Starveil by offworld traders attempting to capitalize on the native market. Although the town is not an immediate success for merchants hoping to hawk their wares to the locals, their perseverance eventually pays off. Native technology is based heavily on that of the Old Republic, so spare parts and modern weapons become popular commodities in the native marketplace. Although some products are initially of low quality, the native clans that frequent Temperance make a point of taking merchants to task for defective goods. Agents from Nyriaan's factions find work in Temperance, given its proximity to Starveil and the frequency of native traffic into the village. Independent fortune seekers and adventurers also frequent Temperance, and the cantinas and hotels along the settlement's main thoroughfare are constantly filled with rowdy patrons. Fights break out every evening, and an ad hoc arena has been erected on the outskirts of town. The Temperance Arena boasts weekly gladiatorial bouts, and individuals are welcome to settle their own personal vendettas there anytime they choose. Plot Hook: Large numbers of blaster carbines, ostensibly for hunting use, have recently been sold to native insurgents. Many of the carbines, however, have been rigged to explode when fired, leading the natives who purchased
them to seek out the seller and repay his treachery in kind. Unfortunately, the seller is nowhere to be found. The heroes are contacted to locate the merchant who sold the carbines to the natives. Alternatively, the heroes are contracted to sell the sabotaged weapons to the natives, but are not told of the deadly nature of the product.
Tonnage
.
The largest of the Mining Guild's colonies on Nyriaan is Tonnage. Built at a focal point between four profitable madilon mines, Tonnage sees a constant flow of the valuable alloy pass through its processing facility. Given the Mining Guild's experience with ore processing, Tonnage features an on-site smelting facility where madilon is extracted and cast into ingots prior to being shipped offworld. This practice saves the Guild credits in the long run, because the excess weight of slag and other impurities is left behind. Unfortunate ly, the Mining Guild's industriousness comes at a price to the local environment. Dumping of waste and other contaminants is widespread, and the land surrounding Tonnage is quickly becoming a wasteland. This ecological disaster does little to endear the Mining Guild to the natives, who view the facility as a blight that must eventually be dealt with. Plot Hook: A Mining Guild whistleblower is looking for someone to escort him out of Tonnage in exchange for a large amount of information on the Mining Guild's operations on Nyriaan. The heroes are contacted, either by the whistleblower or a third party, to facilitate the extraction. Even after the whistleblower is found and removed from Tonnage, the information given in exchange exposes anyone involved with its release to a great deal of hostile attention from Mining Guild operatives.
Tor'Oront A smaller mining colony on the surface of Nyriaan, Tor'Orant is unique in that it is made up almost entirely of Elomin settlers who came to the planet long ago to work as miners and laborers . The founding ofTor'Oront took place In the days of the Old Republic when a con artist from the Corporate Sector tricked a group of Elomin settlers into coming to Nyriaan . Once there, the con artist effectively forced the Elomin into a kind of indentured servitude, using the settlers to mine madilon right under the nose of the planetary government. Though eventually the Elomin overthrew the con artist and freed themselves, most were too poor to leave the planet. After a time, the planetary council agreed to allow the Elomin to stay, though the Elomin are often used and abused by the Nyriaanian government. Tor'Oront is named for a city on the planet Elom. The settlement is rough, even after centuries of habitation, and while they do have the basic necessities, most Elomin in Tor'Oront live lives not much better than slaves. In fact, the buildings and hovels ofTor'Oront are comparable to the slave quarters of Mos Espa on Tatooine with regards to their amenities, which is to say there are few. Many of the Elomin ofTor'Oront dream of one day returning to Elom, but so far they have lacked any ability to get their whole colony off-world, and few are willing to leave their families behind.
NEW SPECIES:
EL.OMIN
Elomin Species Traits Elomin share the following species traits. Ability Modifiers: +2 Intelligence, -2 Charisma. Elomin have trouble relating to other species, but they are exceptionally good at a number of intellectual pursuits. Size: Elomin are Medium size, ga ining no bonuses or penalties for their size. Speed: Elomin base speed is 6 squares. Impose Order: Elomin are exceptionally focused on order, and strive to ensure that their chaotic companions are in the place where they are supposed to be. Once per encounter, an Elomin can spend a swift action to allow each ally within 12 squares to move up to half that ally's speed as a reaction. This movement does not provoke opportunity attacks. Logical Mind: Elomin gain a +5 species bonus to Will Defense against mind-affecting effects. Languages: Basic and Elomin
Vineyard Unlike Nyriaan's larger settlements, Vineyard is not designed around an ore processing facility. Established by House Melantha in 16 BBY, Vineyard is more akin to a place where colonials might take a holiday retreat, rather than a focal point for noble house profits. Despite its luxurious accommodations, Vineyard serves a singular purpose: to serve the Imperial aristocracy, such as it is, on Nyriaan . Although Melantha's mining operations elsewhere on Nyriaan are profitable enough, the house leadership views cultivation of its Imperial ties as much more valuable. As such, Vineyard offers Imperial officers and their retinues a bright spot in an otherwise dismal landscape. Imperial clients are pampered, sometimes free of charge, but anyone with sufficient money and connections can make a reservation in Vineyard and experience the decadence that the Tapani nobility take for granted. The concentration of high-level Imperials in Vineyard makes it a prime target for espionage and skullduggery during the Rebellion. A number of Alliance agents find work within the spa as servants and menial laborers, and even unaligned workers are willing to sell the secrets that fall unbidden from the lips of House Melantha's clients. Security is tight, of course, and covert maneuvers attempted in Vineyard must be made with great care. Plot Hook : A high-ranking Imperial officer is taking an extended vacat ion in Vineyard . Local Alliance cells recognize a prime opportunity to hurt the Empire by taking out one of its most experienced officers. The heroes are tasked with gaining entrance to Vineyard so that they can either assassinate or capture the officer.
MAD IL. ON
M I NES
Although the surface of Nyriaan is by no means rocky, the boggy nature of the landscape gives way to so lid bedrock after only a few meters. Madilon deposits have formed deep within this bedrock, and into these depths miners must descend if they are to pry the valuable alloy from the guts of the planet. With few exceptions, the mines of Nyriaan are dank, dark, and dangerous. Although some are natural cave networks, the vast majority of mines are created by enterprising prospectors and corporate workers. Surface moisture seeps into the tunnels , making footing treacherous in even the best of conditions. The walls of the tunnels seem to sweat, and nothing remains dry for long . Unless properly protected against moisture, droid labor tends to corrode and malfunction within a short period of time. Even so, droids are occasionally used for min ing, but organic labor is more economical and less likely to require constant maintenance. Madilon veins are located in areas of high geothermal activity, so mines are often filled with noxious vapors and sca lding steam. The heat of the planet seeps up to the soles of a miner's feet and courses out of the su rro unding wa lls. The phosphorescent fungus of the surface is no less prevalent below, and it casts its eerie luminescence from wherever it can successfully take root. Conditions are cramped in newer mines, while older, more highly developed mines have large galleries where the rock has been blasted, drilled, or chipped away. Miners might remain underground for days or sometimes weeks at a time, depending on the richness of the mine's lode or the employer's concern for safety. The lucky few who have successfully staked and maintained private claims must still beware of claim jumpers, both criminal and corporate. The largest of Nyriaan's mines are the domain of the planet's heavy hitters: the Corporate Sector, the Mining Guild, the Emp ire, and so on. These vast networks of laser-carved stone descend for kilometers into the bowels of the planet, and they grow hotter as they delve deeper. Lava flows and underground rivers of boiling water are constant dangers at such depths, and drilling into such a hazard can be deadly. Unstable strata can cause fatal cave-ins, and without the resources or incentive to rescue trapped miners, survivors of such accidents are rare.
NVRIAAN AND THE
OAL.AXV
Nyriaan is not the only planet with a supply of madilon beneath its crust. Many such worlds are scattered throughout the gal axy, each with its own reserve of the precious material. The majority of the se planets are claimed or occupied by a single power, making them jewels that are otherwise inaccessible to other wou ld-be mining interests. Nyriaan is such an object of contention because it is not controlled by a single power and is instead split between several.
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ON
NyFitIAAN,
BEHIND
MANY
CLOSED
DAFitK
DEALS
TAKE
PLACE
DDOFitS.
4,129 BBY: The Luire system is discovered and surveyed by the Old Republic. Initial reports indicate that the Luire system is of little interest, and it is largely ignored. 4,067 BBY: The Starveil, a Republic-aligned civilian exploration vessel, is lost while performing a comprehensive study of the Luire system. The last communication from the Starveil indicates that the crew is planning to attempt a landing on the fifth planet in the system . Two rescue ships are dispatched to locate the missing Starveil, but the vessel is never found. 3,964 BBY: A short-lived Mandalorian outpost, Unity, is established on Caillte, the last planet of the Luire system. The Mandalorians use the facility for six years before mysteriously abandoning it. 3,957 BBY: The Sith take a mild interest in the Luire system following Darth Glovoc's vision that something of interest is concealed on the surface of the system's fifth planet. Glovoc takes command of the DVing Sun, an Interdictor-class warship, and he orders his crew to set a course for the Luire system. 3,956 BBY: As it surveys Nyriaan, the DVing Sun encounters several Republic cruisers that have stumbled into the Luire system. In the ensuing battle, three Republic cruisers are destroyed and the Dving Sun is critically damaged. Caught in Nyriaan's gravity well, the DVing Sun's orbit slowly decays, and it eventually makes planetfall. Escape pods from the DVing Sun and from the Republic cruisers crash on Nyriaan, but none is ever heard from again.
Increasing the amount of madilon available on the galactic market affects its price throughout the galaxy. Although the difference in price might seem marginal on a per-unit basis, it becomes more significant as quantity increases and demand decreases. The price decrease is good for end users, such as hyperdrive and starship manufacturers, but bad for mining interests and speculators. Nyriaan's deposits of madilon are significant, so they will likely influence prices on the galactic stage for centuries to come. Galactic powers respond by sending agents to Nyriaan to artificially influence the planet's rate of madilon production. The threat of outside forces creating temporary shortages or making the extraction process more costly by sabotage or theft is a constant worry for Nyriaan's colonists . In addition, other powers and mining interests attempt to use Nyriaan's natives against their competition, especially during times of crisis.
NVRIAAN TIMELINE 10,000 BBY: Madilon is discovered and becomes a principle component in hyperdrive production. Millennia pass before the true miniaturization of hyperdrive technology is realized, but the use of madilon allows manufacturers to construct more compact systems than ever before. Limited availability of the alloy restricts its use. However, deposits of madilon are found on several planets over the course of the following centuries.
NVRIAAN OF THE DISTANT PAST Nyriaan is a paradise for enterprising geologists and climatologists, given its distinctive mineral deposits, geologic activity, and violent weather patterns. Taming the planet has become an obsession for the groups that desire control of its valuable resources . Most have sought to conquer Nyriaan through technology and perseverance. Others, however, seek to change the planet rather than bend to the restrictions it imposes upon them. So far, research points to Nyriaan's distant past, when it was a world with a more habitable environment. Vast seas covered the planet's surface tens of thousands of years ago. Some manner of geologic upheaval or cosmic event caused the oceans to evaporate, forming the thick atmosphere that now envelops the planet. Scientists speculate that if the moisture in the atmosphere were to condense into rain, it would flood Nyriaan's surface. This change would destroy the world's ecosystem, not to mention most of its inhabited settlements, but researchers theorize that it would result in a more stable atmosphere.
LANDINO
3950 to 500 BBY: At least thirty vessels of various types are lost in close proximity to the Luire system. Local spacer legend proclaims that the space surrounding the system is haunted. 405 BBY: The Corporate Sector Authority establishes a small outpost on Caillte. Ostensibly, the outpost is a mining facility, but actually, it is a small scientific outpost used for testing questionable technology. During the construction of the Caillte facility, the Corporate Sector discovers the remains of a subterranean settlement that dates to the Mandalorian Wars. 403 BBY: A CSA scouting vessel, Commerce, disappears while attempting an orbital scan of Nyriaan. Corporate Sector survey ships confirm that the planetary atmosphere, combined with its magnetic fie ld, makes conventional observation of the planet impossible. Additional CSA ships are dispatched to investigate the planet, but no significant discoveries are made. The Commerce is never seen again. 90 BBY: Two Republic-funded survey vessels, the Locus and the Ardent Virtue, arrive in the Luire system to conduct a five-year observation of the system's five gas giants. By this time, the Corporate Sector outpost on Caillte has been reduced to a skeleton crew of unfortunate employees sent there in lieu of disciplinary action. 87 BBY: The Locus loses power while scanning Nyriaan's atmosphere from orbit. The vessel founders and makes a controlled descent to the planetary surface. The Ardent Virtue attempts a rescue , but its initia l attempts to contact the crew of the Locus are unsuccessful and two planetary shuttles are lost in the process. 86 BBY: The Ardent Virtue, with additiona l support from the Republic, constructs a primitive gondola that is tethered to the orbiting starship and lowered to the surface of the planet. Crews secure a planetside station for the gondola eight kilometers from the site of the crashed Locus. The wreckage of the Locus is found, but none of the surviving crew is found by the landing party. Crew from the Ardent Virtue conduct preliminary surveys of the planet from the ground and establish laser comm arrays to communicate directly with their ship. 85 BBY: Traces of madilon are found in soil and rock samples taken from Nyriaan . Although the Ardent Virtue attempts to keep the information a secret, the CSA research station on Caillte intercepts communications from the Ardent Virtue, and several members of the Ardent Virtue's crew attempt to sell the information for personal profit. The latter half of the year sees a steady influx of survey and prospecting vessels into the Luire system, many of which unsuccessfully attempt landings on Nyriaan. 84 BBY: The CSA claims possession of the entirety of the Luire system, but is rebuffed by the Republic. In the lengthy legal battle that ensues, a planetary quarantine is enforced on Nyriaan, preventing vessels from attempting to land. Despite the quarantine, high levels of activity continue in the Luire system for the next three years.
ON
NVR:1AAN 15
DANGEROUS
FOR
ALL...
SHIPS.
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< 81 BBY: A Republic court rules that the CSA's only legally held property in the Luire system is Cai ll te. Nyriaan is opened for settlement, and all eligible parties (including the Corporate Sector Authority) are permitted to stake individual claims if they can establish permanent settlements on the planet's surface. Several settlements are established by updated gondola technology. Two of these settlements belong to House Reena, while one belongs to House Mecetti, both noble houses of the Tapani Sector. 69 BBY: The first laser transport arrays are established on Nyriaan by the Corporate Sector Authority, allowing properly equipped vessels to land on the planetary surface. 67 BBY: The specifics of laser transport array technology are leaked, enabling anyone to acquire and use the technology to land on Nyriaan's surface in relative safety. The CSA protests, accusing the Republic of stealing and leaking the data. 66 BBY: The Hyperspace Navigator's Guild presses the Senate to pass legislation requiring that bonded navigators assist with all LTA-assisted landings on Nyriaan. Despite Corporate Sector protests and accusations of legalized extortion, the bill passes in the Senate by a wide margin. 47 BBY: A coordinated uprising by Nyriaan natives wipes out a number of frontier villages and mining towns. Although the uprising is a response to a CSA-sponsored liquidation of a Nyriaanan settlement, it is made to look like an unprovoked attack.
MININO
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43 BBY: The Nyriaanan clans negotiate a planetwide nonaggression pact with the Republic and various mining interests. Although the CSA attempts to stall the proceedings, a grudging peace descends upon the planet. Amar Cros, a Jedi Knight sent to negotiate the nonaggression pact with the natives, refuses to return to the Jedi Temple on Coruscant. 39 BBY: Through the machinations of the Mining Guild, the Trade Federation insinuates itself upon madilon exports throughout Mid Rim and Expansion Rim systems. Although intending to appear complete ly autonomous, the Min ing Guild represents Trade Federation interests on Nyriaan in an attempt to drive up prices. The Corporate Sector Authority, helpless to react legally, attempts to undermine the Mining Guild. In response, the Mining Guild sabotages CSA are transfer facilities. 36 BBY: The CSA violates mining agreements by prospecting on native Nyriaanan land. Hosti lities between natives and settlers erupt once more, this time directed solely at the Corporate Sector Authority. Elements of the Trade Federation and Mining Guild quietly support the native insurgency. 30 BBY: The Year of the Luire Accord. By decree of the Senate, Nyriaan is divided into a number of regions, parceled out to groups based on their political and financial backing. In addition, Locus is cordoned off into sectors, and a planetary government, the Nyriaan Concord, is based there. Several reservations are also se t aside to preserve the environmental purity of Nyriaan, such as it is, as well as to appease native Nyriaanan groups. As a result, native clans withdraw into Nyriaan's unexplored regions . 29 BBY: The Corporate Sector Authority initiates a massive immigration of indentured laborers, primarily Pa'iowicks. The Pa'iowicks are subject to many corporate abuses allowed by the contract arranged with them by the CSA. Within the year, every major settlement on Nyriaan is host to a Pa'iowick ghetto. Pa'iowicks who manage to free themselves from their corporate bondage establish the settlement of New Lowick. 22 BBY: The Clone Wars begin. Although no ally to the Trade Federation, the Corporate Sector Authority opposes the Republ ic. An uneasy truce between the Trade Federation and the CSA is established . 21 BBY: Th e Confederacy of Independent Systems wages what becomes known as the First Battle of Nyriaan. With support from elements of the Corporate Sector Authority, the Republic's holdings on Nyriaan are annexed and split between the Mining Guild and the CSA. 19 BBY: A combined Republic and Jedi strike force arrives in the Luire system, starting the Second Battle of Nyriaan. The fight is short, resu lting in the defeat of the Confederacy of Ind ependent Systems. Shortly after Republic victory is declared, the Emperor initiates Order 66 and all Jedi known to be in the system are killed . 17 BBY: House Melantha of the Tapani Sector nobility stakes a mildly profitable claim on Nyriaan. 13 BBY: The Empire begins construction of a massive ion shielding station just outside Locus.
OUILO
SABOTEURS
8 BBY: The Empire's first ion shielding station is completed. The station is capable of projecting a nearly limitless number of energy shields to protect starships from the effects of Nyriaan's ionosphere and magnetic fields. The Empire and the Mining Guild are able to begin Operation Cloudfall, which involves stripping the entire planet of all useful are. 1 BBY: Rebel agents and their allies sabotage the Empire's ion shielding station . The sabotage is not nearly as effective as was hoped, and the station is operational again within three months. 2 ABY: Operation Cloudfall is neutralized by a Rebel Alliance-sponsored insurgency. Most of the Impe rial operation's labor force consists of Wookiee and Mon Calamari slaves, most of whom are all too happy to bolster the local insurgency. 8 ABY: The New Republic offers to recognize the complete planetary autonomy of Nyriaan, as governed by the planetary natives. Offworld interests in Nyriaan's madilon exports rail against the offer. Nyriaan's native clans, although intrigued, are susp icious of the offer. 10 ABY: The Corporate Sector Authority legally challenges the New Republic for rights to elicit Nyriaan's independence, beginning a lengthy court battle that is never fully resolved.
A
~EPUBLIC
ATTACK
SHUTTLE BEFOj:;tE
RECEIVES
LANDINO
ON
SHEILDINO NVF=lIAAN.
26 ABY: The Yuuzhan Vong invade the Luire system and conquer Nyriaan . Nyriaan's atmosphere and magnetic field have no adverse effect on Yuuzhan Vong biotechno logy, making their invasion that much easier. Yuuzhan Vong priests believe the planet to be blessed because of the resistance of its atmosphere to the Force. All mining operations on Nyriaan are destroyed. The native Nyriaanans watch quietly from the shadows, taking no side in the conflict. 29 ABY: Following the Second Battle of Coruscant, several Yuuzhan Vong refugees make their homes on Nyriaan. After a period of transition, the aliens are accepted as equals by Nyriaan's native clans. 31 ABY: The New Republic reestablishes the city of Locus and begins reconstruction efforts. These efforts include the repair of the Imperial ion shielding station. 38 ABY: Major mining operations are reestablished on Nyriaan's surface by the Corporate Sector Authority. Since the CSA avoided invasion by the Yuuzhan Vong, they are economically and industrially solvent enough to rebuild their old facilities and continue their former operations unhindered. 41 ABY: The New Republic's ion shielding station is completed. Although a number of technical problems arise, the station is fully operational by the end of the year.
L.ANDINO
ON
NVRIAAN
One vexing problem for prospectors and settlers is the simple matter of landing on the surface of Nyriaan. Many starships are lost to the planet's unique combination of ionosphere and magnetic fields, and career spacers consider Nyriaan to be bad luck. When the Locus is lost and the Ardent Virtue comes to her rescue, the first practical landing on Nyriaan is performed by a jury-rigged gondola system. Later, when the planet is opened to prospectors, the Corporate Sector introduces a more efficient, albeit more dangerous, system that employs laser arrays.
OONDOLAS The first method used to reach the surface of Nyriaan-other than crashlanding-is a gondola. The theory behind the gondola is simple enough: a ship, station, or vessel in a stationary orbit lowers a cable system to the planetary surface. Once the cable is properly anchored on the planet, transports are attached to it and cyc led to and from the planetary surface with relative ease. Tethered transports can be smallstarships or simply pressurized cargo containers. Because of Nyriaan's strong magnetic field, successful deployment of a gondola requires that the deploying vessel's orbit is high enough to avoid the planet's magnetic interference. Although this distance varies based on a number of factors, the minimum orbital distance between Nyriaan's surface and an orbiting vessel is 900 kilometers.
Although the gondola system functions and continues to remain in use, it is impractical for a number of reasons. The physical requirement of providing nearly 2,000 continuous kilometers of strong cable is the first obstacle. In addition to the cable requirement, a suitable anchor must also be secured beneath the planet's surface. The speed at which such a contraption can convey containers to and from the surface is limited, and averages from four to five hours per trip. Multiple containers can be conveyed simultaneously, but this procedure requires precise timing. Other issues, such as Nyriaan's tempests, create additional dangers. Even minor storms in the planet's atmosphere increase the risks of using a gondola system. Gondolas have been compared disparagingly to low-tech skyhooks. Although skyhooks have been considered as an alternative on Nyriaan, the power requirements and the inevitable disruption of those systems by Nyriaan's atmosphere and magnetic fields made the technology unsuitable for use on Nyriaan.
LASER TRANSPORT ARRAYS Recognizing the lim ited capability of gondolas for transporting materiel and personnel to and from Nyriaan's surface, the Corporate Sector Authority devises laser transport arrays as an alternative. Nyriaan's thick atmosphere prevents most light from reaching the planetary surface, but a narrow band of wavelengths manage to penetrate the world's thick cloud cover. Powerful lasers attuned to such wavelengths can easily pierce Nyriaan's atmosphere.
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Such lasers are used to communicate with facilities on Nyriaan's surface shortly after its initial settlement. The CSA takes the technology one step further with the development of laser transport arrays-or LTAs. Starships equipped with a laser acquisition system (LAS) can lock on to the beams produced by LTAs and fol low them to the planet's surface in relative safety. A safety corridor of two laser beams (one outgoing and another incoming) is required for the system to work effectively. Laser acquisition systems, expensive and largely unnecessary away from Nyriaan, are usually rented and affixed to starships in orbit at exorbitant prices. Traveling to and from the surface of Nyriaan in this manner is not without risk. The majority of a starship's systems, including computer systems and sensors, must be powered down during the journey, and only the most basic control systems can be active to minimize the risk of ionization. Additionally, sublight propulsion systems can operate only at their lowest power settings, making a slow ride, with no margin for error on the part of the pilot. Despite the relative safety of the process, mistakes and acc idents happen all too frequently. If either of the laser transport arrays malfunct io n or shut down during a flight, accurate avionics data (such as altitude, speed, or heading) are unavailable . And the minimal shipboard systems required for flight are subject to the whims of Nyriaan's magnetic fields and ionosphere. Such malfunctions, while rare, are nonetheless dangerous. Laser transport array technology is among the CSA's most prized secrets during the early days of Nyriaan's colonization, but the plans for the system are eventually stolen and disseminated. The Corporate Sector immediately blames Republic espionage for the leak, but no proof of the Republic's involvement in the scandal is ever produced. Some suggest that elements within the CSA leaked the technology for profit, an allegation that the Corporate Sector vehemently denies. With laser transport arrays seeing widespread use in the Luire system, the Republic soon steps in to regulate use of the technology, initially arguing that LTAs are a form of safety equipment, the ma lfunction or misuse of which could result in disaster and loss of life. Not surprisingly, the legislation is supported by the Hyperspace Navigator's Guild, a body that had lost a great deal of its once far-reaching power. With enough money, senatorial votes are bought and paid for. Soon afterward, regulations stipulate that a bonded navigator must be aboard any ship that attempts a descent or ascent by LTA technology. Navigator's fees, of course, are payable prior to services being rendered. Landing by Laser Transport Array is somewhat more difficult than a normal landing given the lack of sensor data, reduced engine power, and the sluggishness of the controls due to a decrease in the effectiveness of starship control surfaces. A typical orbit to surface landing by LTA requires a DC 15 Use Computer Check followed by three consecutive DC 15 Pilot checks. Failing the Use Computer check indicates a LTA problem that must be corrected before landing or takeoff can occur. Failing any of the Pilot checks results in a cumulative DC increase of +5 on all remaining Pilot checks for that specific landing, and failure of the third check results in a crash-landing.
SHIELD I NG
STATIONS
One of the most hotly contested technologies on (or more appropriately, above) Nyriaan are the shielding stations. Starting around the time of the Clone Wars, these orbital space stations use experimental shield projection technology to sheath sh ips in a special shield that is capable of withstanding the ionic forces of Nyriaan's atmosphere. Using the same technology that will later be developed into off-ship combat shielding by Lando Calrissian, these shielding stations guarantee a ship safe descent into the atmosphere thanks to powerful shield projectors that use the station's own reactor to power them. Thi s means that the shields are harder for the ion storms in the atmosphere to interrupt them, and guarantees a smoother and safer ride to the surface. Though the technology isn't perfect and accidents happen, it is by far the safest way to descend onto the surface of Nyriaan . When a ship with proper authorization approaches Nyriaan, they enter a queue of ships awaiting remote shielding before descent onto the planet. Not just any sh ip gains access to this service; only those approved by the planetary government are given such a privilege, and it is believed that nongovernment starships must pay an exorbitant "shield license fee" to the right government office, a sum of 50,000 credits which is believed by most to be a semi-legitimate bribe. The government periodically awards temporary shipping licenses to vessels doing government work, and corporate vessels usua ll y have such a license as a matter of common operation around Nyriaan. Once a shielding station license is held by a ship, it can request off-ship shielding for descent onto the planet. Unfortunately, the return trip back up to orbit must use the other means available, but even a one-way safe trip onto Nyriaan is worth the high price. Nyriaan's shielding stations are a prized commodity, and are almost con stantlya main source of contention between the factions that rule Nyriaan. Fortunately the stations are also extremely valuable to invader and defender alike, meaning that when outside forces attack the planet they almost always take the shielding stations intact. On at least one occasion, the commander of a shielding station ordered it to be destroyed via self-destruct system rather than let it fall into enemy hands, but the station was quickly replaced once the planet was once again freed.
SKILL CHALLENGE: BLIND DESCENT Should the heroes attempt to make a blind descent into Nyriaan, there is a significant chance that they will not make it down safely. The descent is tough, even for veteran pilots, and the risk of failure also brings with it the promise of a crash landing. However, if the heroes are foolhardy (or simply desperate) enough to attempt a blind descent into Nyriaan without the advantage of any of the planet's normal technology, use the skill challenge below to determine the outcome of their descent.
CL 12 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Mechanics [DC 31]: While the ship makes its descent, heroes aboard the ship can make Mechanics checks to boost power to shields and internal system buffers, reducing the chances that the ship will suffer a blackout during its approach. Perception [DC 31]:The heroes can use Perception to watch out for stray bolts of energy discharging through the atmosphere, warning the pilot when it looks like things are go ing to get rough up ahead. Pilot [DC 26]:The pilot of the ship can try to bring the vessel down on a safe course using instinct and natural skill to guide the craft. Use Computer [DC 21]: A hero can use the Use Computer skill to calculate trajectories, anticipate wind and energy discharge powers, and try to boost sensors to provide the pilot with at least some data with regards to their descent. Use the Force [DC 35]: Force-sensitive heroes ca n use the Use the Force skill to sense danger in the descent, but the strange atmospheric effects of the planet make this a tricky proposition at best. Challenge Effects: The following are suggested challenge effects for this skill challenge: Catastrophic Failure: If a hero fai ls a skill check by 10 or more, the heroes accrue two failures instead of one. Oegrees of Failure: The final outcome of the sk il l challenge depends on the number of failures accrued during the entirety of the skill challenge. Second Effort: Whenever the heroes accrue a failure, they can choose to instead have their ship move -1 persistent step down the condition track, and turn that failure into a success. Success: When the heroes have achieved their eighth success in the skill challenge, they make it safely to the ground. However, depending on the number of failures they have accrued (and the number of times they had to use the Second Effort challenge effect), their ship may not be in very good condition. Failure: Each time the heroes accrue a failure, their ship ends up landing more and more off-course. Each time the party accrues a failure, their ship takes 5d10x2 damage. If the challenge ends with 1 failure, the ship lands 1dlO km off-course. If the challenge ends with 2 failures, the ship lands 3d10 km off-course. If the heroes fail the skill challenge, the ship crash lands 5d10 km off-course, and the ship is automatically reduced to 0 hit points. The heroes take each take 3dlOx2 damage from the crash.
NVRIAAN AND THE FORCE Force-users are consistently confounded by the interference they receive when using Force powers in the vicinity of Nyriaan . The first Force-user to notice this phenomenon is Darth Glovoc, and Jedi from the Republic later rediscover the phenomenon. To be clear, Nyriaan does not prevent use of the Force. Powers used on the surface of the planet work normally, as do those used in space outside the planet's magnetic field. However, attempting to use powers through the atmosphere invariably fails. Jedi hypothesize that the planet's atmospheric conditions are to blame, although this theory has not been confirmed. Nyriaan's tempests also cause difficulty for Force-users within close proximity of the storms. Assume that any Force power used by an individual on Nyriaan's surface against a target outside Nyriaan's atmosphere automatically fails, and vice versa, including powers of extrasensory perception, such as sense Force and farseeing, as well as any attempts at telepathy or other forms of communication. Essentially, Nyriaan's atmosphere is considered to be Force null. Use of the Force on the planet is somewhat less restricted, although still difficult, and is dependant largely on atmospheric conditions. Whatever causes this interference, it makes no distinction between light-side and dark-side powers; all are penalized equally. During calm weather conditions, which are rare during most of the planetary year, Force powers can be used on Nyriaan with no penalty. During inclement weather, which is common throughout the year, the DC of any Force power increases by 5. During strong storms, including low-end tempests, the DC modifier is + 10. The strongest of Nyriaan's tempests result in a maximum of + 15 to the DC of any Force power.
The Reasons Why No one is sure why Nyriaan's atmosphere affects the Force powers. Scholars believe that it is a combined result of the planet's ionosphere and magnetic field . Others theorize that a heretofore undiscovered lifeform or sentience lives within the atmosphere and impedes or intercepts the use of Force powers. Disciples of Darth Glovoc believe that something within Nyriaan is to blame. Despite the difficulties experienced by Force-sensitive individuals on Nyriaan, Force sensitivity remains a valuable talent. Mundane surveillance devices on Nyriaan are only slightly more useful than dianoga waste, so Force-users who want to sell their services as living listening devices can turn their talents to a profitable, if dangerous, profession.
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ECOLOGY Animal and plant life on Nyriaan evolve to survive efficiently in the planet's harsh greenhouse environment. The majority of animal life is amphibious, despite the fact that large bodies of water are a rarity. A plethora of small insectoid species have also been documented, many of which are parasitical. The native amphibians possess slimy hides and/or bioluminescence. Many of Nyriaan's native lifeforms extract needed moisture, as well as some nutrients, from the thick fog that covers the planet. Most of Nyriaan's animal species are small-often no larger than gortsand subsist easily in ponds or small pools of standing water. The few large species present are nomadic, traveling in herds . Such animals include the herbivorous Iluma and small prides of the omnivorous pherin, which are constantly stalked by packs of ch lovi cats. Nyriaan's animals are typically amphibious, and its plant life is fungal. Much of the flora is low-lying, growing on any damp surface and collecting nutrients from the omnipresent fog. Despite the violent storms that crisscross the planetary surface, a number of treelike fungi grow to exceptional heights, enabling them to exploit the high winds to spread their spores. Like Nyriaan's fauna, much of the fungus generates dim levels of bioluminescence and phosphorescent light, lending a ghostly ambiance to the mist-shrouded landscape. Many species of fungus are capable of growing upon nearly any surface, so structures, vehicles, and even clothing can develop beds of fungi that grow from hitchhiking spores. Although most are harmless, a few indigenous funguses are actively parasitic and can be crippling or deadly if allowed to grow upon an individual's skin unchecked .
COMMON
ANIMAL
SPECIES
The following three species-Iluma, pherin, and chlovi cats-are indigenous to Nyriaan. Although hundreds of thousands of other animal species have evolved on Nyriaan, these are the most commonly recognized creatures on the planet.
Lluma The Iluma are a large, long-limbed species that roams the surface of Nyriaan in herds. They are herbivorous, grazing on a wide variety of fungi as they roam. Lluma herds typically consist of at least twenty individuals, although as many as two hundred roam Nyriaan's equatorial regions in larger herds. The creatures are considered a delicious staple of the local menu, and some of the smaller herds have been hunted to death by colonists and settlers. Lluma are hermaphroditic and are able to assume one of three genders depending on the composition of the herd and the season. A single bull usually protects the herd, although large herds can have several. Fertile females, also known as cows, make up about twenty percent of any given herd. They mate continual ly with the bull, storing fertilized eggs in large pouches until the young hatch. The remaining eighty percent of the herd maintain a
neutral gender, neither male nor female. The purpose of these neuters is not completely clear, but they seem to perform a protective role by surrounding fertile males and females as the herd travels. Biologists study Iluma because the species seems to have an innate reliance on the violent tempests that wrack the planetary surface. Lluma herds follow in the paths of prior tempests, sometimes changing direction when their route intersects the path of another tempest. Scientists hope that research into this behavior yields clues that might help to predict future tempests.
This large amphibian is covered in a slimy gray-brown hide. Two lines of green bioluminescent spots, which start just behind its bulbous eyes, pulse along either side of its prominent backbone. It pos?esses a long, curving neck, four long knobby legs that end in four-toed feet, and a short, stubby tail.
Lluma
ell
Large Beast 8 In it +5; Senses darkvision; Perception + 11 Defenses Ref 14 (flat-footed 13), Fort 16, Will 12 hp 84; Threshold 21 Speed 8 squares Melee trample +8* (ld6+ 16) or Melee trample +10* (ld6+20) with Powerful Charge Base Atk +6; Grp +18 Atk Options Bantha Rush, Power Attack, Powerful Charge Abilities Str 24, Dex 12, Con 22, Int 1, Wis 14, Cha 6 Feats Bantha Rush, Power Attack, Powerful Charge Skills Perception + 11 'Includes 5 points of Power Attack
Lluma Tactics Lluma prefer to flee rather than fight, although Iluma bulls protect their herds violently if provoked. Cows can also become violent when their young are endangered. In either case, Iluma of any gender charge and trample enemies, crushing them until they exhibit no sign of life.
Pherin Pherins are omnivores of Medium size. They are as close to being genuinely sentient as any other species native to Nyriaan. A pherin is froglike, with four spindly limbs, knobby joints, bulbous eyes, and a wide, tooth-lined mouth. Two or more pherin families might travel alongside a herd of Iluma, competingand occasionally feuding-with other groups of pherin for resources and food. Pherins have been known to use rudimentary tools, including improvised melee weapons and thrown stones. They are curious to a fault, and many meet violent ends after wandering into a prospecting town or other settlement. Like the Iluma they follow, pherins can assume one of three genders,
CHLOVI
CAT
seemingly at will. Family units consist of equal numbers of males and females, with neuters making up between ten and twenty percent of the population.
The creature is Human-sized, but its farm is distinctly alien. Lang, spindly limbs with large, knabby Joints protrude from its body at seemingly rondom angles. Its wide head is squat with two bulbous eyes that look about independently. A series of blue-green spots produce a dim glow along the creature's abdomen.
Pherin
CL 3
Medium Beast 4 Init +4; Senses darkvision; Perception +4 Defenses Ref 14 (flat-footed 12), Fort 11, Will 12 hp 26; Threshold 11 Speed 6 squares Melee slam +3* (1d4+S) or Melee bite +6 (1d6+S) Base Atk +3; Grp +6 Atk Options Power Attack Abilities Str 16, Dex 14, Con 12, Int 2, Wis 14, Cha 10 Feats Power Attack, Toughness Skills Acrobatics +9 'Includes 3 points of Power Attack
Pherin Tactics Pherins attack en masse, disabling targets that seem dangerous or especially intimidating before moving on to less-capable prey. Although they are peaceful and rarely.attack unless provoked, they are nonetheless capable of spontaneous violence if given the opportunity. Male pherins are more likely to attack than females, with neuters being especially aggressive if their family unit is threatened.
Chlovi Cat Chlovi cats, which are not feline at all, reside at the top of Nyriaan's food chain. They have been responsible for hundreds of deaths in mining towns across the planet. Settlers on Nyriaan shoot chlovi cats on sight rather than risking the danger that they represent. Unfortunately for Nyriaan's colonists, chlovi cats have learned to predict the movements of their prey and attack from ambush rather than attempting direct assaults. Named after a species of fungus that grows across Nyriaan's surface, chlovi cats are small amphibians with long, sinewy bodies and glistening skin that changes color from black to steely gray. Like other species on Nyriaan, they create bioluminescence, which they use for mating displays and rudimentary communication while hunting. A chlov i cat's primary weapons are its wide maw filled with needlelike teeth and four sets of wickedly curved claws.
Despite their small size, a pack of chlovi cats can bring down a full-grown Iluma bull. They prefer to eat young Iluma and pherins, although chlovi cats that have tasted Human flesh prefer it to their natural staples.
This amphibian is the size of a large dog and has a long, sinewy body. Its skin glistens with a slimycaating and changes calor as the chlovi cat creeps through the fungal underbrush.
Chlovi Cat Small Beast 6 Init +6; Senses darkvision; Perception +6 Defenses Ref 17 (flat-footed 14), Fort 12, Will 14 hp 33; Threshold 12 Speed S squares Melee 2 claws +4 (1d3+3) and bite +4 (1d4+3) or Melee 2 claws +2 (2d3+3) with Rapid Strike Base Atk +4; Grp +2 Atk Options Rapid Strike Special Actions Coordinated Attack Abilities Str 10, Dex 16, Con 13, Int 2, Wis 16, Cha S Feats Coordinated Attack, Improved Defenses, Rapid Strike (claws) Skills Stealth + 16
CL 5
Chlovi Cat Tactics Chlovi cats use pack tactics, communicating with their pack mates through a combination of bioluminescent displays and croaking calls. They swarm over targets in groups of three or more, biting and clawing in an attempt to disable their prey. Once the prey is disab led, the rest of the pack converges on the victim.
COMMON
PLANT SPECIES
The number of different plant species on Nyriaan is staggering, and fewer than five percent have been identified by scientists. However, a number of these fungi are notable.
Chlovi
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One of the most common of Nyriaan's plant species is the chlovi, a large fungus that grows in large, spiraling patches all across the planet's surface. It is edible and, having become an important part of the local cuisine, is considered a delicacy. Attempts to cultivate chlovi have varying degrees of success. Problems in the chlovi's development arise when the fungi produce spores. Some growers hypothesize that chlovi depends upon interaction with the predatory chlovi cats, which use patches of the fungus as hunting and nesting grounds. The specific connection between the two is yet to be determined. Chlovi grows in spiral formations, with individua l plants consisting of oblong brown bodies with brightly colored phosphorescent red and orange gills that produce spores.
Falsin's Rot (Cl 7) Named after the fungus's first recorded victim, Falsin's rot is a much-feared parasite that is rare in Nyriaan's more civilized locations. It begins as a spore that can take root anywhere on a subject's skin, although infections usually begin on the extremities. Painful, itching lesions form as the fungus multiplies, spreading along the limbs and onto the victim's torso and abdomen. If left alone, Falsin's rot consumes a subject in less than a standard week. Although deadly in the earliest days of Nyriaan's colonization, Falsin's rot can be treated and cured. Treatment consists of applications of salves concocted from combinations of local flora and standard medicinal compounds, such as bacta. If treated early, few signs of the infection remain . Victims of advanced cases exhibit severe scarring, with the worst cases resulting in limb loss.
When a character is exposed to Falsin's rot, make an attack roll (ld20+ 10) against the character's Fortitude Defense. If the attack roll succeeds, the character takes 1d8 points of damage and moves -1 persistent step on the condition track (see page 148 of the Saga Edition core rulebook). This attack occurs again each day that Falsin's rot remains untreated. Furthermore, a character who remains at -3 steps on the condition track for two days as a result of Falsin's rot permanently loses the use of an affected limb. Treatment requires a successful DC 20 Treat Injury check.
Meadlin's Tree The largest fungi on Nyriaan are known as Meadlin's trees, after the Ithorian botanist who discovered them. Meadlin's trees regularly grow up to sixty meters tall, with some specimens in the unsettled regions of Nyriaan reported as twice as tall as that. Individual fungi grow and twine and merge together, forming complicated networks that resemble large root formations that span several kilometers. Spherical bioluminescent spore buds grow from Meadlin's tree outcroppings, and provide dim blue illumination . Within the caverns and canyons of the largest networks of Meadlin's trees, natives of Nyriaan traditionally make their homes. Native communities care for the trees, directing their development and using the fast-growing branches and boughs to form defensive emplacements and living spaces.
Nyriaan Spice One of Nyriaan's most recent contributions to the galactic fringe is known as Nyriaan spice. It begins as a low-lying fungal weed called mire nettle. When properly processed, mire nettle is transformed into a powerful narcotic stimulant that enhances awareness and provides an unparalleled euphoric experience. Natives of Nyriaan have long used mire nettle as a mild intoxicant. Pharmaceutical interests in the medicinal potential of the fungal weed ultimately lead to distilling the active ingredients into a powerful form of spice. Although it has yet to make much of an impact on the galactic drug trade, Nyriaan spice is gaining a momentum as Black Sun and the Hutt kajidics experiment with it in the Inner and Outer Rims. When imbibed, Nyriaan spice provides an instant second wind, moving the user + 1 step on the condition track and granting a +5 bonus to his or her damage threshold for 1 hour. In addition to the usual effect, Force - sensitive characters who are exposed to Nyriaan spice gain a +5 bonus to Use the Force checks made in conjunction with the farseeing Force power. When the effect of Nyriaan spice wears off, users lapse into near catatonia, resulting in a -5 penalty to Wisdom for 4 hours.
Tempest's Blessing
LAW ENFORCEMENT
One of Nyriaan's notable parasitic fungi is referred to by planetary natives as tempest's blessing. The fungus, which is a fine gray dust that adheres to exposed skin, lives in symbiosis with its host organism. Natives apply tempest's blessing spores to their bodies as part of a purifying ritual. Application of the fungus results in a distinctly unpleasant body odor, loss of body hair, and a two-fold increase in the normal requirement of ingested liquids. Tempest's blessing increases the visual acuity of its host organism, granting darkvision for as long as the fungus is present and growing on the host's body. Bathing and scraping the body removes the fungus, although the process is uncomfortable. In addition, tempest's blessing cannot survive in white light, and prolonged exposure-one hour or more-to such light kills the fungus, as well.
Law enforcement on Nyriaan is not a function of the government bureaucracy. One faction holding a Council seat is required to provide a private security force to police the planet. While this may seem as if it puts a single Council seat in a position of great power, it is also a significant drain on that seat's resources, as bringing in a private security force (and keeping it supplied) is no easy task on Nyriaan. Every five years, a new seat is chosen by the Council to provide planetary law enforcement, and no seat can hold this responsibility twice in a row. However, during the two decades when the Empire is at its height, the Council enacts a special decree that allows the Empire to provide planetary security for the duration of the Emperor's reign [a necessary concession after the Moff sitting on the Council threatened to invade the planet by force if the measure was not passed by the Council).
GOVERNMENT AUTHORITY
THE FACTIONS OF NYRIAAN
Nyriaan is ruled by a governing council that oversees the planet's bureaucracy. The governing council consists of four representatives from various factions. The Mining Guild and the Corporate Sector Authority each have a permanent seat on the council. In addition, one seat is held by a member of a noble house, and this seat is hotly contested by nobles from across the galaxy. Nobles from the Tapani Sector have traditionally held this seat the longest, although from time to time a noble house from the Core Worlds will assume control of the council seat for a time. This seat is appointed by the three other members of Nyriaan's governing council and usually falls to the house that bribes the right people or fits in with the council's plans the best. The final seat on the governing council is always held by a member of the reigning galactic government. The other factions on Nyriaan are happy to share control of the planet with the galactic government, because this prevents that government from trying to seize control of Nyriaan by force. The governing council, called the Council by the locals, oversees the highest levels of the planet's government. Beneath the Council is a bureaucracy that enacts the Council's decrees. Each major settlement on Nyriaan has its own bureaucratic system that reports to the Council and its bureaucracy, creating a tree of authority that stretches across the planet. Although this decentralizes the Council's power, it also means that no one faction or government office ever has too much power. Some members of the Council have tried to consolidate power in the past, but their power grabs have been short-lived as other Council factions opposed their efforts.
Over the years that Nyriaan is in the sights of the galaxy, it does not always play an important role in the galactic economy. Once its bounty is discovered, however, Nyriaan becomes a coveted asset to be controlled. Unfortunately for the most powerful factions with interest in Nyriaan, their attempts to garner complete control of the world are met with opposition on many fronts.
THE
NATIVES OF NVRIAAN
Humans have populated Nyriaan for at least four thousand years, perhaps longer. The original colonists are the crew of the Starveil, a Galactic Republic exploration vessel that crashes on the planet. Because of the ion storms in the planet's upper atmosphere, they are unable to leave the planet even after repairs are made to the ship. The Starveil crew's descendants go native and survive through a combination of ingenuity and determination. From a starting population of 52 individuals, their numbers grow over the millennia through childbirth and through the addition of other groups of survivors to their population. Nyriaan's current native population is unknown, but authorities estimate it to be anywhere between 1,200 and 2,000 individuals living in small communities. In truth, the figure is much larger. Although they have been confined to Nyriaan for generations, the planetary natives are biologically Human. Minor evolutionary changes are evident, such as their adaptation to the darkness prevalent on the planet's surface. Their spoken language is a mixture of High Galactic and Basic that has been combined into a unique colloquial dialect. Referred to as Nyriaanan by locals, the language is easily learned by anyone who speaks Basic and has a passing familiarity with High Galactic. Likewise, Nyriaanans easily learn Basic once exposed to it.
NEW SPECIES: NEAR HUMAN (NVRIAAN NAT IV E I NVRIAANAN) The Human natives of Nyriaan, also known as Nyriaanans, appear at first glance to be of typical Human stock. Their skin is pale and their eyes are well suited to Nyriaan's dim light. Nyriaanans are stocky, although a good deal of variation exists in body types depending on an individual's clan or tribe. Nyriaanans are distrustful of outsiders, and they see settlers, colonists, and prospectors as competitors for Nyriaan's resources. They despise corporate interests above all, because they fear that their planet might be destroyed in the pursuit of an easier way to procure madilon. Nyriaanans divide themselves along family lines into hundreds of different clans. Some are nomadic, wandering the waterlogged plains of their homeworld, while others inhabit the same groves of Meadlin's trees that their ancestors settled centuries, or even millennia, before. They are a peaceful people, but the natives are easily angered by offworlders that care more for turning a profit than for honor or integrity. Although they are not technological in nature, Nyriaan's natives foster the technology of their ancestors as well as adopt newer technology as they acquire it. In fact, Republic anthropologists that have come to Nyriaan to study the native clans are surprised by how the Nyriaanans manage to maintain and continue to utilize Old Republic technology. For natives, everything has a use, and keeping the artifacts of yesteryear in good working condition honors one's ancestors.
Nyriaanan Species Traits Nyriaanans share the following species traits: Ability Modifiers: +2 Wisdom, -2 Charisma. Size: Nyriaanans are of Medium size, gaining no bonuses or penalties for their size. Speed: Nyriaanan base speed is 6 squares. Bonus Class Skill: Survival is always considered a class skill for Nyriaanans. Bonus Feat: Like their Human ancestors, Nyriaanans are versatile and gain one bonus feat at 1st level. Low-Light Vision : Nyriaanans ignore concealment (but not total concealment) from darkness. Languages: Nyriaanan .
THE
SITH
ON
NVRIAAN
During the Jedi Civil War, a brief but violent battle takes place in the Luire system. When the debris clears, the Galactic Republic has successfully dealt a killing blow to the Dying Sun, a Sith Interdictor-class warship. The Republic never considers why the Sith are in this largely ignored area of space and assumes that the enemy vessel was merely avoiding discovery by hiding in a remote system. The Dying Sun is eventually pulled into Nyriaan's gravity well, and it breaks up into several pieces as it tumbles to the planet's surface . A number of these pieces endure the crash, and perhaps even more miraculously, a handful of the Dying Sun's crew manages to survive as we ll. Although their population has never been significant, the surviving Sith pull together under the ruthless leadership of Darth Glovoc, their captain, and survive the hardships of Nyriaan. Over the millennia the Sith become twisted and inbred, biding their time until they are able to shrug off Nyriaan's shackles and fight the Jedi once more. The Sith occasionally encounter other Nyriaan natives, upon whom they prey mercilessly, but they are mostly content to subsist on their own in relative seclusion. Darth Glovoc goes into suspended animation within an oubliette, initially awakening every hundred years or so to take stock of his people and their progress. His episodes of consciousness grow less and less frequent as the millennia slowly pass until he is worshiped as a sleeping god, the Dying Sun, by the depraved descendants of his crew. After the colonization of Nyriaan, his sleep becomes fitful and restless. The creatures that serve Darth Glovoc's sleeping form try to awaken him, but to no avail. If he finally regains consciousness, he doubtless brings his servants together to venture out in search of conquest beyond the murky prison of Nyriaan.
THE
OLD
REPUBLIC
ERA
During the years of the Old Republic, Nyriaan is litt le more than a turbulent blip on the sensor screens of anyone who chances to pass through the Luire system. Given the lackluster first impression that the system makes on passersby, that Luire serves as little more than an occasional battleground during the many wars between the Old Republic and the Sith Empire is hardly surprising.
The Galactic Republic The earliest reports of a Galactic Republic survey vessel entering the Luire system date back to 4,129 years prior to the Battle ofYavin. The survey finds little of interest in the system and marks it as such. From that point onward, Luire is rarely visited by Republic-aligned forces. Civilian prospectors and criminals, especially pirates, find occasion to enter the Luire system, but they rarely stay long.
OARTH
OLOVOC
The results of the scans remain inconclusive until the Starveil approaches Nyriaan. Nyriaan's magnetic and atmospheric anomalies prevent successful orbital scans, forcing Melan to attempt a landing upon the turbulent world to get a first-hand look. Melan's last communication to the Republic reveals her intention to land, as well as her suspicion that her crew might not be able to leave the planetary surface once they make their landing. After this communication, the Starve,"! is never heard from again. Following the Starveil's disappearance, the Republic sends a pair of rescue ships to the Luire system . The ships orbit Nyriaan, but neither attempts to make planetfall at the commanders' discretion. The final report of the rescue vessels lists the Starveil as being lost due to Nyriaan's magnetic field, and all crew are officially listed as dead. The final report could not be further from the truth. Although the Starveil does crash on Nyriaan, most of the crew, including Bethanie Melan, survives the crash. The Starveil survivors become the first of Nyriaan's colonists and form the basis for the planet's native population, which plays an important role in Nyriaanan politics in the centuries to come.
The Mandalorians
In 4,067 BBY, sixty-two years after the system is initially surveyed, the
Starveil, a civilian exploration vessel partially funded by the Galactic Republic, arrives in the Luire system. The Starveil's purpose is officially declared to be exploration with a focus on finding alien life, yet Republic records of the ship's findings are sketchy at best. The captain of the Starveil, Bethanie Melan, holds the rank of commander in the Republic Navy prior to her resignation and subsequent attachment to the Starveil Project. No official explanation is ever given for her departure from the Navy, nor is her commission ever officially listed as being terminated. The truth of the Starveil Project, although never revealed to the public, is that it is searching for the remains of a highly secret and experimental Republic Navy vessel that is reported lost in the vicinity of the Luire system. Beginning with the planets closest to Luire, the St.arveil conducts a thorough scan of the entire system in an attempt to locate the remains of the mysterious experimental vessel.
Mandalorian interest in the Luire system is brief and restricted to the system's seventh planet, Caillte. A tiny outpost, dubbed Unity, is established on Caillte in the last months of the Mandalorian Restoration. To avoid detection, the settlement is concealed beneath the rocky crust of the barren planet. Although it is intended as a forward supply post, Unity becomes something more in the early years following the Mandalorian Wars. Feruun Lern, a Mandalorian crusader who is highly regarded by his fellow clansmen, establishes his dominance on Unity shortly after the outpost is founded. Although Unity is intended to supplement the Mandalorian advance into the Mid Rim and beyond, Lern invites others to join him, both to rediscover the warriors within themselves and to establish themselves as new warriors within the Mandalorian movement. Many of these revitalized Mandalorians, along with Feruun Lern, leave Unity and join their brothers at Malachor V. When the Mandalorians are defeated at MalachorV, Lern and his surviving comrades return to Caillte for a short time. In his absence, the outpost is stripped by Neo-Crusaders and other Mandalorians who have chosen to abandon their warrior heritage. As the Jedi Civil War rages, Lern and his followers, viewed as staunch traditionalists, leave Unity and join with Canderous Ordo. Together they seek glory in death during the Dark Wars against the Sith. Although some survive, Lern and most of his clan lose their lives. Without the Mandalorians, the Unity outpost remains empty and forgotten beneath Caillte's surface until its dusty corridors are rediscovered by the Corporate Sector Authority in 405 BBY. Although much of what remained following the Mandalorian Wars is lost, enough remains behind to whet the CSA's appetite for forgotten technologies and techniques of war.
n
The Sith Empire
T HE
Darth Glovoc, self-proclaimed Lord of the Mind's Eye, wages a series of successful campaigns during the waning years of the Jed i Civil War. Considered brilliant but mad-even by the standards of the Sith- Darth Glovoc is often left to his own devices. When not engaging the Republic, he spends his time in deep meditation, searching for the key to his people's ultimate victory. On the eve of Darth Malak's death at the hands of Revan, Darth Glovoc experiences an epiphany in the form of a dream. In his vision, he sees a dark world covered in perpetual cloud, violet lightning piercing the dimness of the planet's surface like bolts of dark-side energy. As vague as the vision is, Glovoc awakes from his trance with an overwhelming desire to see this world, to walk its shadowed vistas, and to conquer its sodden landscape. Something is there, he is sure, and the dark side beckons him to find it. Darth Glovoc takes his flagship, an Interdictor-class warship dubbed Dying Sun, and sets course for the one place that his records show matches his vision: the Luire system. He is sure that Luire is his destination, and he executes on the spot those who dare to contradict him. Leaving the Jedi Civil War behind, the Dying Sun forges its way across the galaxy. As the warship travels through hyperspace, Darth Glovoc sleeps, his mind's eye seeking out the turbulent planet of his prophecy. Although he finds Nyriaan, Darth Glovoc's mind cannot penetrate its roiling veil of clouds-as if the planet resists his attempts to see what lay on its surface. This phenomenon both enrages and mollifies him at the same time, for it proves that something on the planet deserves his attention. When the Dying Sun leaves hyperspace just outside the Luire system, the captain of the ship intrudes upon Darth Glovoc's chambers to info rm him of the journey's end. Instead of a slow death at Darth Glovoc's enraged hands, the captain finds his lord awake and serene-or so he seems. Darth Glovoc orders the Dying Sun to proceed directly to the fifth planet of the system and to begin a comprehensive scan of the area surrounding the planet. Unfortunately, the Dying Sun's active sensors attract the attention of a Republic strike force, which moves to intercept the Sith. With his attention focused on Nyriaan, Darth Glovoc fails to notice his approaching enemies until too late. The resulting battle is swift and brutal. The Sith crew, no strangers to war, fight well. Three Republic cruisers and countless Republic starfighters are destroyed, even as the Dying Sun is whittled away by massed fire and volleys of enemy torpedoes. The Dying Sun, its back broken in the violent combat, begins a slow, uncontrolled descent into the clouds below. The remaining Republic ships claim victory, take stock of their dead and wounded, and leave the Lu ire system behind.
On the surface, the conflict that is so prevalent during the Rise of the Empire seems a distant distraction from Nyriaan's own politics. Nevertheless, the effect of the Clone Wars and its aftermath are no less pronounced in the Luire system. Much of the conflict on the planet during this time stems from the Corporate Sector Authority and its desire to control the extraction and dispersal of Nyriaan's veins of madilon. Although Nyriaan begins as a lawless and sparsely populated colony world, it grows in stature during this time. The formation of the Grand Army of the Republic boosts the need for madilon, since new ships must be designed and built to support to war effort. The Confederacy of Independent Systems recognizes the Republic's reliance on Nyriaan's cash crop and does not sit idly by. Between the Mining Guild and the Corporate Sector Authority, the Republic's assets on Nyriaan are put through a proverbial wringer.
RISE
OF THE
EMPIRE
ERA
The Confederacy of Independent Systems The Confederacy's interest in Nyriaan is a passing one, and is reflected solely in the business practices of the Commerce Guild, the Trade Federation, and the Mining Guild. In fact, Count Dooku's only concern for Nyriaan is that all Republic holdings on the planet be neutralized in order to deny his enemies the alloy they require to fuel the war effort. With the First Battle of Nyriaan in 21 BBY, this goal is easily achieved, and the Republic's facilities and mines are divided between the Confederacy's allies. All is not peaceful following the battle, however. With the Republic's restrictions and rule of law no longer applicable, the Mining Guild and CSA ramp up their operations and begin to exploit native land. The native Nyriaanans, no strangers to corporate greed, resist violently. CSA and Mining Guild operations suffer at the hands of the natives who are, at times, supported by remnants of the Republic as well as by Commerce Guild and Trade Federation agents. When the Second Battle of Nyriaan takes place in 19 BBY, the Confederacy's forces are swept aside in a single night. With the combined blow of losing both Count Dooku and General Grievous only a few days earlier, the CIS's will to f ight is completely broken, and the Republic's clone units spend much of the battle mopping up and taking prisoners. When Order 66 is issued by the Emperor, the three Jedi in the system are assassinated by their erstwhile allies. The Trade Federation, the Commerce Guild, and the Techno Union fail to survive the Clone Wars intact, but the Mining Guild comes out ahead. Although officially supportive of the Confederacy, the Mining Guild does not marshal forces during the Clone Wars. Additionally, all evidence of Mining Guild complicity with the Confederacy somehow vanishes around the time of the Second Battle of Nyriaan. Emperor Palpatine is unconcerned, however, and folds all Trade Federation, Commerce Guild, and Techno Union holdings on Nyriaan into those controlled by the Mining Guild.
The Corporate Sector Authority Of all the parties claiming a stake in Nyriaan's riches, the Corporate Sector Authority probably has the most solid claim to entitlement of any. Establishing a small base on Caillte in 405 BBY, the Corporate Sector Authority views the Luire system as little more than the location of a remote research facility. In fact, the outpost becomes a prison of sorts for employees who have achieved spectacular failure in the eyes of the Authority, but who are innocent of any criminality. The Caillte outpost's pilot light is kept on for more than three hundred years. In the centuries of its occupation, the Corporate Sector discovers a number of caverns, caves, and subterranean structures that date back to the Mandalorian Wars. Artifacts of the period, including weapons and other martial technologies, are unearthed. The Mandalorian connection to Caillte is kept secret, and becomes the pet project of a number of Corporate Sector viceprexes. When traces of madilon are discovered on Nyriaan by the Republic, the Corporate Sector's interest in the Luire system is suddenly renewed. The CSA immediately claims dominion over the entire system, insisting that their outpost on Caillte constitutes ownership of Nyriaan as well. In response, the Republic quarantines the system and initiates a lengthy court battle to determine who has mining rights on Nyriaan . In the end, a combination of Senatorial corruption and the flexibility of law results in a legal loss for the Corporate Sector. Although it is permitted to stake claims upon Nyriaan like any other inte rested party, the CSA is found to lack entitlement to planetary ownership. The CSA response-both to increase its own profitability as well as to spite its competitors in the Republic-is to advance its own technology to allow for greater production. The most important of these assets is the laser transport array, a device that allows properly equipped vessels to navigate through Nyriaan's atmosphere in relative safety. LTA technology proves valuable to all interested parties on Nyriaan. Despite the CSA's attempt to keep the inner workings of the laser transport arrays a secret, Republic spies procure the information from CSA contacts. Although expensive to produce and install, laser transport arrays become the standard method of landing and taking off from Nyriaan's surface. They become so prevalent that the Hyperspace Navigator's Guild, hungry for a piece of Nyriaan's profitability, petitions for a Republic mandate requiring a bonded navigator aboard all incoming and outgoing flights.
Despite the constant troubles experienced by the CSA on Nyriaan, the planet's value to the Corporate Sector is undeniable. Throughout most of Nyriaan's tumultuous history, the CSA remains one of the major players in the planet's affairs. The CSA's methods are of dubious morality, especially when they concern the planetary natives, but the bottom line is the final arbiter of right and wrong in the eyes of the CSA's Direx Board.
The Galactic Republic The Galactic Republic presents two diametrically opposed faces to anyone interested in profiting from Nyriaan's bounty. The first is that of an august body concerned with fair play and preservation of natural resources, while the second is one of greed, corruption, and avarice fueled by the desire for political gain. Insofar as Nyriaan is concerned, the Republic's interests in the inhospitab le world are initially focused on denying its entirety to the Corporate Sector Authority. In fact, a great deal of the intrigue on Nyriaan during the Rise of the Empire is prosecuted between the Corporate Sector and the Republic. Madilon is such a rare commodity that the Republic is just as concerned with keeping its own options open in regard to the precious metal as it is in allowing smaller, noncorporate entities to practice a bit offree enterprise. Not only that, but the Republic is the first faction to make a successful landfall on Nyriaan, albeit by gondola technology. In this regard, Senate politicians are inclined to believe that if Nyriaan belongs to anyone group, it is to the Republic. Only because of the interest of high-paying groups, such as the Mining Guild and the Hyperspace Navigator's Guild, do they acquiesce to allowing others to stake claims and extract ore. The Luire Accord of 30 BBY creates a planetary government known as the Nyriaan Concord . The Concord allows anyone with a claim on Nyriaan to petition the body for aid or arbitration. A Senator is elected by the members of the Concord to represent the Luire system in the Senate. The Concord also includes a separate political body, referred to as the Native Delegation, made up entirely of Nyriaanan natives. Despite their presence in the Concord, the concerns of the natives are largely ignored by the corporations that dominate its day-to-day politics. During the Clone Wars, Nyriaan is taken over by the Confederacy of Independent Systems. The loss of Nyriaan for the seventeen months that the Confederacy has complete control of the planet is fe lt by the Republic's war machine. Despite the dire need for madilon, Republic forces are able to acquire the alloy as spoils of war as the tide turns against the Separatists. When the clones finally return to the Luire system, the Confederacy is only a hair's breadth away from total collapse. Only a slight nudge, militarily speaking, is needed to reclaim Nyriaan and its deposits of madilon for the Republic.
OHIA F'REYSSOLA
The Jedi Council
One of the Republic's staunchest agents on Nyriaan is Ghia Preyssola. Ghia, a Twi'lek, has been a willing tool of the Republic for most of her life. She is responsible for forming and coordinating Republic intelligence cells in and around the Luire system, and she does so with a significant amount of aplomb. When the hammer falls and the Confederacy invades, Ghia seeks refuge with independent miners and prospectors in the village of Silence. She reemerges when the Republic returns, and continues to perform her job for the Rebellion after the establishment of Emperor Palpatine's New Order.
The Jedi Council shows little interest in Nyriaan as a whole. Although initially troubled by the planetary atmosphere's resistance to the Force, the Council finds that it has enough to worry about without focusing its limited resources on a world that is interesting only for the single commodity that it can produce. When native unrest comes to a head in 47 BBY, the Jedi are obliged to take notice. A single Jedi, Amar Cros, is sent to negotiate a truce. Despite his best intentions, a treaty is not recognized until 43 BBY. During his time on Nyriaan, Cros becomes enamored with the mysterious planet and its native population. Desp ite the Council's request that he return to the Jedi Temple on Coruscant, Cros decides to remain on Nyriaan. The Jedi tolerate his insubo rdinatio n, feeling that it is better that they have an envoy on the planet in the event of further violence erupting. Another uprising occurs seven years later, this time with Amar Cros at the forefront of the native insurgents. Although the Council declares that Cros has become a rogue Jedi, they refrain from sending a Jedi Master to deal with him directly. By the time the violence subsides in 30 BBY, Cros surfaces once again as the leader of the native delegation to the Nyriaan Concord. Finding the Concord to be just as ill-prepared and corrupt as the Galactic Senate, Cros leaves in disgust, taking a large contingent of natives into Nyriaan's unexplored regions.
This striking Twi'lek female-her green eyes an arresting contrast to her flawless blue skin-does not fit the description of a typical colonial miner. She looks as though she was once lithe, but her grace has given way to rapy muscles that are on obvious product of hard physical labor.
Ghia Preyssola
CL 6
Medium Twi'lek scoundrel 4/scout 2 Destiny 1; Force 4 Init +5; Senses low-light vision; Perception +9 Languages Basic, Ryl Defenses Ref 22 (flat-footed 18). Fort 20, Will 18; Dodge hp 43; Threshold 20 Speed 6 squares Melee unarmed +7 (ld8+6) Ranged blaster pistol +7 (3d6+3) Base Atk +4; Grp +7 Atk Options Lucky Shot, Point Blank Shot, Running Attack Special Actions Knack Abilities Str 16, Dex 15, Con 13, Int 10, Wis 13, Cha 14 Special Qualities deceptive Talents Evasion, Knack, Lucky Shot Feats Dodge, Martial Arts I, Martial Arts II, Point Blank Shot, Running Attack, Weapon Focus (pistols). Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons) Skills Acrobatics + 10, Deception + 10 (can reroll)' Gather Information + 10, Perception +9 Possessions blaster pistol, miner's outfit, comlink, breath mask, f ield kit, syntherope
Ghia Preyssola's Tactics Having lived for years in the tough mining town of Silence, Ghia Preyssola is renowned for her skill at hand-to-hand combat. Few knowingly enter into a boxing match with her, and those who do usually end up unconscious or dead. Lacking an opportunity for confrontation of a more personal nature, she is never shy about pulling her trusty blaster pistol. THE
NOBLES
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SECTOR
OFFER
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PROPER
HOW
BRIBE.
AMAR
CROS
Amar Cros has given up his Jedi robes in exchange for the clothes of a native Nyriaanan. Although he still clings to some of his Jedi philosophy, he sees the current struggle between the natives and the offworlders as a different type of war with a different kind of morality. In his fight against Nyriaan's oppressors, Amar Cros does anything to win. He is willing to call upon the dark side of the Force if it means serving the greater good. That he has not fallen to the dark side is a wonder to most Jedi, but Amar is never too proud to seek solace in mediation and atonement when the opportunity presents itself.
With his graying, braided hair and the lightsaberdangling from his belt, this older Nyriaonon looks out of place among his native companions. He eyes you with a mixture of suspicion and contempt, as if he is deciding what to do with you.
Amar Cros
CL 10
Medium Human Jedi 7/Jedi Knight 3 Destiny 2; Force 5; Dark Side 2 Init + 11; Senses Use the Force + 13 Languages Basic, Nyriaanan Defenses Ref 23 (flat-footed 22), Fort 23, Will 24; Deflect, Lightsaber Defense, Niman hp 89; Threshold 23 Speed 6 squares Melee lightsaber +9' (2d8+ 12) or
Melee lightsaber +11/+11 (2d8+7) with Double Attack Ranged by weapon + 11 Base Atk +10; Grp +12 Atk Options Cleave, Double Attack (Iightsabers), Great Cleave, Power Attack Special Actions Adept Negotiator, Force Persuasion, Lightsaber Defense Force Powers Known (Use the Force + 13 ): battle strike, farseeing, Force slam (2), mind trick, move object, rebuke (2), surge Force Techniques Force Power Mastery (rebuke) Abilities Str 14, Dex 12, Con 12, Int 13, Wis 15, Cha 17 Talents Adept Negotiator, Deflect, Force Persuasion, Lightsaber Defense, Multiattack Proficiency (Iightsaber), Niman Feats Cleave, Double Attack (lightsabers), Force Sensitivity, Force Training (3), Great Cleave, Power Attack, Weapon Focus (Iightsabers), Weapon Proficiency (Iightsabers, simple weapons) Skills Endurance + 11, Initiative + 11, Knowledge (galactic lore) + 11, Persuasion +8, Use the Force + 13 (can substitute for Persuasion checks) Possessions lightsaber (self-built), native Nyriaanan garb 'Includes 5 points of Power Attack
Amar Cros's Tactics Amar Cros uses the Force as his primary weapon, using his lightsaber when necessary to lay his enemies low. He rarely fights alone, preferring to keep a small cadre of Force-sensitive natives with him. Although not trained as Jedi, his apprentices are nonetheless formidable.
Tapani Nobility When madilon was discovered on Nyriaan, the floodgates open up to any group interested in capitalizing on the valuable metal. Word spreads as far as the Tapani Sector, and within a few months, parties representing various noble houses arrive in the Luire system, ready join in stripping Nyriaan of its assets. The first of the noble houses in the Luire system is House Reena. Reena is well known for its profitable mining operations within its home sector. Although much of the ore that supports House Reena's economy is relatively mundane, House Reena does possess at least one mining operation that produces madilon. House Reena's people are well spoken of, both in and out of the Tapani Sector, and they have few enemies even among their fellow nobles. Prior experience with madilon, as well as experience creating and maintaining profitable mining ventures, makes Hou se Reena one of the fastest growing and most profitable of the noncorporate operations on Nyriaan. The next of Tapani's noble houses to stake a claim on Nyriaan is House Mecetti. Interested only in what it can gain by exploiting Nyriaan, House Mecetti chooses to use thinly veiled violence to prey on small-time stake holders and mining groups . Although House Mecetti's mining operations
are plagued by the effects of their poor working conditions, House Mecetti manages to turn a small profit from its activities on Nyriaan whi le simultaneously keeping an eye on House Reena's operations. House Melantha initially chooses to watch as its sister houses stake their claims on Nyriaan, waiting until just after the Clone Wars to become involved. Given House Melantha's support of the Emperor's New Order, as well as the whisperings that House Melantha would gain control of much of the Tapani Sector if the Empire ever decided to invade, few are surprised when the fruits of House Melantha's mining labors on Nyriaan are ceded directly to the Empire. When the Confederacy invades the Luire syste m, both House Reena and House Mecetti abstain from taking sides. While House Reena continues to operate at peak capacity, House Mecetti uses the chaos as an opportunity to strengthen its own position through claim jumping operations and outright theft. When the Republic returns, House Mecetti reverts to its covert activities once more.
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THE
REBELLION
ERA
Following the Clone Wars and the formation of the Empire, Nyriaan remains much the same as it did under the Republic. Although the Corporate Sector Authority and the Mining Guild retain their holdings on the planet, they are required by treaty to divert the vast majority of their mined ore directly to Imperial interests at prices that are dictated by the Empire. Both entities chafe under the Imperial yoke, but the alternative-complete Imperial control of their ho ldings as punishment for their involvement with the Confederacy of Independent Systems-is unthinkable. Life on Nyriaan continues much as it has for the past several decades, although Nyriaan's citizens are aware that the Empire is now in comp lete control. Th e result is a thriving black market in madilon, and several of the galaxy's largest criminal enterprises, including the Hutt kaj idic and Black Sun, exhibit a renewed interest in Nyriaan. Even with a pronounced Im perial presence in the form of stormtroopers and orbital starships, Nyriaan is far more lawless than it once was. The Empire, concerned only with procurement, is unconcerned with the rights of Nyriaan's natives. When the inevitable uprisings occur, the Empire steps in and puts them down violently; in response , the native insurgents resort to guerilla tactics to slow their enemies' mining operations.
The Galactic Empire One benefit that the Empire brings to Nyriaan is technological progress. Unwilling to rely on outdated technology such as gondolas and laser transport arrays, the Emperor charges his scientists and engineers to design and construct a series of ion shielding stations in Nyriaan's equatorial regions. The first of these massive facilities, powerful enough to project a moon-sized energ y shield into high orbit, is completed in 8 BBY. The Empire controls the facility, but prefers to maintain it with a civilian staff culled from both Sienar Te chno logies and Kuat Drive Yards. Once the first of these massive shielding stations is in place and functional, the Empire begins Operation Cloudfall in conjunction with the Mining Guild . Operation Cloudfall is a secret project that involves the systematic strippi ng of Nyriaan of all valuable resources. The operation runs on schedule, and in the short term, the Empire appears to have merely stepped up wartime production of madilon. When native clans protest Imperial exploitation of their lands, they are killed or enslaved . Although Operation Cloudfall brings ecological disaster to nearly twenty-five percent of Nyriaan's surface, it ultimately fails when native insurgents, supported by the Rebel Alliance, succeed in neutralizing much of the Imperial work force. Given that most of that workforce is comprised of Wookiee and Mon Calamari slaves, the insurgency grows with every prisoner that is liberated.
Other Corporate Interests The two largest corporate interests in the Luire system during the Rebellion era, other than the Corporate Sector Authority and the Mining Guild , are Sienar Technologies and Kuat Drive Yards. Both companies are closely allied with the Empire, and receive a number of lucrative contracts in support of the New Order. Both corporations are instrumental in the design and con struction of Nyriaan's ion shielding stations, and each plays a critical role in both maintaining and operating these massive facilities. Kuat Drive Yards is responsible for the initial design of the ion shield projector. Using their expertise in planetary weaponry as a basis for the projector, KDY's engineers develop a monstrous facility that is surprisingly efficient in spite of its huge size. Perhaps just as surprising is the lead time necessary to construct the facility: a minimum of five years. A number of KDY executives lose their lives when important deadlines are not met to the Emperor's satisfaction. In the end, the facility is operational on schedule, and it sets the standard for the shielding station that is eventually constructed on the forest moon of Endor. KDY sees to the design and construction of the ion shielding stations, but SienarTechnologies is brought in to staff and maintain them. Sienar also uses the opportunity to capitalize on the ready availability of madilon to design new hyperdrive engines in its Locus-based research facility. Sienar is a quiet yet sinister presence on Nyriaan . It sends a number of agents into the surrounding areas to spy on Corporate Sector interests and to maintain a covert network that answers only to Sienar's board of directors.
The Rebel Alliance The entry of the Rebel Alliance on the galactic scene does not go unnoticed by Nyriaan's natives . Those natives with contacts offworld seek to garner Alliance support for their continued insurgency against their oppressors, both corporate and Imperial . Few of the remaining factions on Nyriaan are inclined to resist the Imperial occupation because it allows them to increase thei r workflow. Keeping madilon out of the hands of the Empire and, more importantly, putting it into the hands of the Rebellion and its allies is a high priority for the Alliance. Although the Rebel Alliance's presence on Nyriaan is small in the early years, it gradually increases and finally peaks just after the Battle of Yavin. Assuming that a second Death Star is a distinct possibility, and knowing that such a project requires vast amounts of the rare alloy, the Alliance rallies what support it can in the Luire system.
ZERIK Among the Rebel agents operating on Nyriaan, the most enigmatic is Zerik, a Bothan who began his stint with the Alliance prior to the destruction of Alderaan. Pragmatic by Bothan standards, he quickly recognizes the evils of the Galactic Empire and Emperor Palpatine's New Order. Rather than seek wealth for his services, Zerik performs much of his pro-Alliance work for free. The death of his sister-one of the Bothans who die in the effort to retrieve information pertaining to the second Death Star-eclipses any value Zerik has for his own life with a seething, uncontained hatred. Although he still works for the Rebellion, Zerik is more interested in making the Empire pay for his sister's death than he is in overthrowing its tyranny. The Bothan yau see before you is dressed in the stained coveralls of a career miner, yet the dangerous twinkle in his eyes reveals a more sinister intention. As he talks, his right hand rarely ventures far from the butt of the blaster pistol in a holster on his belt. Zerik Medium Bothan scoundrel 5/soldier 3 Destiny 1; Force 4; Dark Side 3 Init + 13; Senses Perception+5 Languages Basic, Bothese, Ryl, Nyriaanan
CL 8
Defenses Ref 24 (flat-footed 20), Fort 21, Will 22 hp 56; Threshold 21 Speed 6 squares Melee unarmed +7 (1d4+5) Ranged blaster rifle + 10 (3d8+4) or
Most Alliance agents on Nyriaan operate as sleeper agents within the different factions on the planet. Many disguise themselves as independent miners or prospectors, while a few are employed by Sienar, KDY, the Mining Guild, or the Corporate Sector Authority. Most work with criminal organizations to secure much-needed resources for the Alliance, while others keep tabs on Imperial operations such as Operation Cloudfall. These agents eventually form the backbone of armed resistance on Nyriaan following the death of Emperor Palpatine on the second Death Star.
Ranged blaster rifle + 11 (4d8+4) when aiming or Ranged blaster rifle +8 (4d8+4) with Rapid Shot Base Atk +6; Grp +7 Atk Options autofire, Careful Shot, Dastardly Strike, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Skirmisher, Sneak Attack +1d6, Sniper Special Actions Indomitable Abilities Str 13, Dex 19, Con 12, Int 14, Wis 12, Cha 13 Talents Dastardly Strike, Demolitionist, Indomitable, Skirmisher, Sneak Attack + 1d6 Feats Careful Shot, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Gather Information), Sniper, Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception + 10, Gather Information + 15, Initiative + 13, Knowledge (bureaucracy) +11, Mechanics +11 , Stealth +13 Possessions blaster rifle, blaster pistol, knife, 2 thermal detonators, field kit
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Zerik prefers to remain hidden until he feels that the time is right to strike his enemies. He feigns a harmless demeanor, hoping to lull his targets into a sense of false confidence before unleashing his formidable combat skills against them. In the event that he is unable to rely on surprise, Zerik fights like a cornered animal. He has no honor, especially when dealing with Imperial agents, and does anything to win. Short of victory, he accepts only death . To Zerik, surrender is never an option.
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NE W
~EDI
ORDER ERA
The invasion of the Yuuzhan Vong leaves few systems untouched, and Luire is no exception. Given Nyriaan's inexplicable effect on the Force, as well as the volatility of its atmosphere, the Yuuzhan Vong invasion is quick and brutal . Yuuzhan Vong see Nyriaan as a holy place, and a contingent of warriors and priests is left behind to police it after the initial invasion of the Luire system. Nyriaan's industry, which focuses primarily on madilon, is virtually eradicated during the Yuuzhan Vong invasion. Since they have no use for the rare alloy and consider the technology used to extract it to be in direct defiance of Nyriaan's sanctity, the invaders are unremitting in their assault upon the commercial interests that dominate the planet. Prior to the Yuuzhan Vong invasion, the New Republic does what it can to mitigate the damage inflicted upon Nyriaan by the Empire's failed Operation Cloudfall. An offer is extended to Nyriaan's natives by Republic politicians, asking them to join the New Republic. In exchange, these politicians offer to lobby the Senate for Nyriaan's independence, which would allow the natives to form their own government and collect tariffs and other export fees from mining interests on their planet. The Corporate Sector and the Mining Guild are not at all happy with such a proposal, and they protest loudly. Nyriaan's native clans, although interested in the offer, are wary of becoming embroiled in the New Republic's politics. They've known little goodwill from any of the ir planet's invaders, and are suspicious of the New Republic's motives. Even after their acceptance of the offer, the native clans on Nyriaan are cast into a political limbo as the Corporate Sector files legal objections with the New Republic Senate. As the legal battle rages, the CSA and the Mining Guild step up their operations on Nyriaan, determined to gut the planet of as much alloy as they can before a decision is made. Distracted by the Imperial Remnant as well as other threats to their new government, the New Republic never formally recognizes Nyriaan prior to the Yuuzhan Vong invasion.
The New Republic The New Republic finds itself troubled on a number of fronts following Emperor Pal patine's death. Despite the numerous problems confronting it, the Republic reaches out to the natives of Nyriaan in 8 ABY and attempts to bring them into the fold. The gesture is only partially successful, as elements of the Corporate Sector block the New Republic with legal proceedings, citing decisions made by the Senate of the Galactic RepUblic.
Even so, Nyriaan remains a valuable resource that the New Republic wants to keep close. Republic agents are sent to Nyriaan, both to monitor the powerful factions that plunder its landscape as well as to woo the native clans with promises of equality and prosperity. Unfortunately, these efforts bear little fruit. The little that is accomplished is marred by CSA and Mining Guild interference, both overt and covert. When the Yuuzhan Vong invade and scour Nyriaan in 26 ABY, the New Republic's presence there-like the presence of all technological powers-is nearly obliterated. The few remaining Republic agents hide among Nyriaan's native clans, which watch the alien invaders warily from the shadows. Although they are not friends of the Yuuzhan Vong, the clans view the aliens as an improvement on their world's former tenants . After all, the Yuuzhan Vong show Nyriaan a kind of respect that, up unti l that time, only the native clans had shown to it. Following the retreat of the Yuuzhan Vong, the New Republic attempts to reestablish the city of Locus and repair the ion shielding station there. The station is, however, beyond repair, forcing the New Republic to dedicate more resources to rebuilding it. The process is long one, taking nearly twice as long as the original Imperial construction did. In the meantime, less impressive means of making planetfall, such as gondola systems and laser transport arrays, are brought back into use.
The Yuuzhan Vong For the brief time the Yuuzhan Vong control Nyriaan, they are content to search its landscape for answers to questions of faith. They are aware of the existence of the native clans on Nyriaan, but are content to leave them alone, initially. As time wears on and contact between the two species becomes· more common, the Yuuzhan Vong begin using natives as fodder for experiments. The natives, not taking kindly to the Yuuzhan Vong's renewed interest, hide and fight back in equal amounts, with varying degrees of success. By the time that the Yuuzhan Vong are defeated at the Second Battle of Coruscant, the guerilla war on Nyriaan reaches its peak. The natives, supplemented with whatever resources the New Republic can spare, fight a daily, desperate battle to evict their enem ies from the surface of Nyriaan. When the time finally does come, most of the Yuuzhan Vong heed the call of their brothers and sisters, leaving Nyriaan without so much as a backward glance. A handful, however, remain behind, unwilling to leave the paradise that they have found. In time these expatriates manage to connect with the native clans in a way that their people could not-or would not-when they were Nyriaan's masters.
THE LEGACV ERA
The Galactic Empire
After centuries of abuse, the Nyriaan of the Legacy era is much as it was before the crash of the Locus. The Yuuzhan Vong invasion leaves Nyriaan's mining infrastructure in tatters, while landing upon the surface of the planet is a complicated affair once more. With the rest of the galaxy a shambles, Nyriaan is once again a remote pearl in the minds of the galactic powers that once coveted its treasures. While the New Republic, the CSA, and countless other governments bury their dead and rebuild their infrastructures, the natives of Nyriaan and the remaining Yuuzhan Vong continue to integrate with one another. By the time Cade Skywalker witnesses the death of his father on Ossus, the two cultures have melded seamlessly. The Corporate Sector Authority returns to Nyriaan with a vengeance. In the absence of the exercise of any real authority by the New Republic, the CSA takes de facto control of the entire planet. The natives and their new Yuuzhan Vong allies do not take kindly to the corporate invasion, resisting it on every front. CSA facilities are sabotaged, employees are killed or disappear, and in a handful of rare events, open warfare takes place between CSA security forces and armies of natives. This ongoing struggle provides much of Nyriaan's backdrop during the Legacy era. Despite their losses, the CS.A sees madilon as far too profitable for them to be dissuaded from their exploitation of Nyriaan. The CSA's executives, safe in their boardrooms, care little for anything but the bottom line.
Under the rule of Roan Fel and his predecessors, Imperial interest in Nyriaan is cursory at best. The valuable metal exports from the planet are taxed, but little else is done to curb the violence that continues to be targeted at the planetary natives. Prejudice against the Yuuzhan Vong, especially following the Sith-sabotaged terraforming attempts on other worlds, is easily manipulated in the CSA's favor. Although Emperor Fel garrisons troops in and around Locus, ostensibly to keep the peace, little is done to curb the excesses of the Corporate Sector Authority. When Darth Krayt usurps the throne, his interest in Nyriaan is piqued when Sith agents uncover rumors of the Dying Sun. A Sith warship dating to the years of the Old Republic, the Dying Sun would be quite a find, especially if it contains Sith artifacts such as holocrons from that bygone age. In 132 ABY, Darth Krayt dispatches Darth Vurik to Nyriaan to investigate rumors of the Dying Sun. As he investigates the scant clues provided by his master, Darth Vurik discovers the descendants of the Sith who survived the crash of the Dying Sun. The descendants of the Sith, twisted in both body and spirit by their fanatical worship of the sleeping Darth Glovoc, resist Darth Vurik's advances, and many lose their lives in defense of their comatose master. Darth Vurik's investigations into the Sith natives are not unnoticed. Members of Nyriaan's native clans observe him as he moves through their wilderness, as do the Jedi who hide among them. Before Darth Vurik can discover the location of Darth Glovoc, the sleeping captain of the Dying Sun, he is set upon by several fugitive Jedi. Although he is defeated, Darth Vurik leaves many of the Jedi wounded and kills at least one before retreating to Locus. While the Jedi and Darth Vurik distract one another, the Sith natives move Darth Glovoc to another hidden location. Haunted by his failure, Darth Vurik does not immediately report back to Darth Krayt. Instead, he hires bounty hunters to locate and kill the Jedi on Nyriaan while he continues his hunt for Darth Glovoc's body.
The Galactic Alliance Although it initially continues the work of the New Republic on Nyriaan, the Galactic Alliance fails to recognize the potential of Nyriaan's bounty. Instead, it cedes stewardship of the planet to the Corporate Sector Authority, accepting shipments of madilon in exchange for control of the planet. Until the Alliance's overthrow by the Galactic Empire, it maintain a grudging presence on Nyriaan to oversee Corporate Sector operations. Alliance agents are sent into the wilderness to contact native clans, but most are never heard from again. A number of these agents run afoul of the clans, while the rest are silenced by the CSA, which happily blames their deaths upon Nyriaan's natives. The ascension of the Galactic Empire results in a nearly immediate loss of Nyriaan for the Alliance. The Alliance agents who remain on Nyriaan join their new masters, leave the planet entirely, or retreat into the wilderness and attempt to wage a guerilla war. A few manage to contact elements of Nyriaan's native clans with varying degrees of success, while the remainder are hunted down by the Corporate Sector Authority and turned in for bounties offered by the Galactic Empire.
"Mv OA
NO IB
VI ION OF TIC ORDER IS T A REAl-lTV IT Wll-L BE • •• IT Wll-L. E ... fl -OAR
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KRAYT
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ADVENTURE #1: SHOOTINO TROUBLE "Shooting Trouble" is a mini-adventure designed for 2nd-level heroes. In this scenario, the characters are hired to infiltrate a corrupt corporation's branch office to slice into its mainframe and locate incriminating evidence. Along the way, however, they learn that the organization they are working for might not have the best of intentions.
If the heroes find the circumstances suspicious, demand more credits, or otherwise do not want to take the job, the request for assistance quickly turns to innuendo and then threats. Malbo (playing the bad cop) drops hints about the heroes' past that can be used as leverage against them. If even this fails to sway them, Malbo reveals incriminating information about a relative or colleague of one of the heroes-information that is not public knowledge. It becomes obvious that the pair have been watching and researching the heroes for some time. If the heroes consent to take the job , at which point Malbo and Tyri reve rt to their pleasant and professional demeanors.
WAIT,
ADVENTURE BACKGROUND Although the Joruba Consortium is relatively unknown to the general populace, it is well respected in the Mid Rim business community as a capable wholesale distributor for a bewildering array of goods-airspeeders, foodstuffs, holovid projectors, and much more. The Consortium does not produce these goods, but buys them in enormous quantities and ships them throughout the galaxy using its diverse fleet of starships. Beneath this veneer of respectability, however, lies a dark truth. The Joruba Consortium uses its shipping fleet, wealth, and bureaucratic favors to smuggle almost every type of illegal item known, including slaves, to the lawless planets of the Outer Rim. A pair claiming to be members of the Sector Rangers-a law-enforcement agency with authority throughout the galaxy-approaches the heroes with an unusual request. Officers Malbo and Tyri are in deep cover for their agency, investigating the Joruba Consortium for smuggling, tax evasion, and trafficking in sentients. They tell the heroes that they are close to cracking the case but require one last bit of evidence to close the books. This information lies within a computer network inside one of the Consortium's branch offices on the edge of Hutt Space. Unfortunately, the rangers claim, neither they nor their usual contacts can infiltrate the office without blowing their cover. Malbo and Tyri request that the heroes undertake the mission on behalf of the Sector Rangers. They will provide a method for infiltrating the office and another for escape if the heroes will undertake to secure the evidence. In exchange, they the promise both credits and the goodwill of the Rangers.
By
HOOK
OR
BY
CROOK
Malbo and Tyri offer 15,000 credits to the heroes, payable when they deliver the desired information. With a successful Persuasion check opposed by Malbo or Tyri's check (+ 15), the heroes can increase this amount to 17,500 credits. If they make the check by 5 or more, they increase the reward to a maximum of 20,000 credits.
ISN'T THIS
IL.L.EOAL.?
The characters might realize that taking the actions required of them without a warrant, as civilians, is illegal and that any evidence gathered stands a good chance of being thrown out of court. They would be right to question Malbo and Tyri on these points. Despite their assurance that everything is above board, the truth is that this operation is being carried out without the proper paperwork or legal approval . The situation sets up further opportunities for the heroes to be pulled deeper and deeper into corruption .
~UST
THE HIRED HEL..P
Once the heroes agree to take part in the mission, Malbo and Tyri give t hem a day to tie up any loose ends and arrange to meet them at the nearest starport the following day. During that meeting, the rangers take the heroes into a private room and explain that they will travel to the planet Nyriaan aboard a Joruba Consortium freighter. The heroes are to pose as corporate troubleshooters sent by headquarters for a surprise inspection of the facility's computer network and secu rity measures. Each hero is given an appropriate outfit (either business attire or a Consortium uniform, depending on the character's skill set) and a code cylinder containing data on his or her false identity. Because the mission is meant to be clandestine, Malbo and Tyri forbid the heroes from taking oversized weapons that cannot be stowed in their luggage, including weapons from the rifle or heavy weapons groups. Heroes can attempt to smuggle in these items, however, with a Deception check opposed by Malbo or Tyri's Perception check (+10). If caught, they will be ordered to hand over the weapons, which will be returned after completion of the mission. There is a catch, of course. The code cylinders have only enough data for the heroes to board the Joruba Consortium freighter, the Windswept. Once aboard, the heroes need to make contact with the real troubleshooting team, also aboard the vesse l, and obtain their code cylinders. When the real cylinders are connected to the heroes' cylinders, they will slice through
SLICING
INTO
THE
MAINFRAME
the encryption and adjust the heroes' identifications, making them seem authentic. If the heroes ask about using deadly force to obtain the cylinders, Malbo and Tyri are remarkably noncommittal and simp ly reply that the heroes should do what needs to be done. They note that bribes have bee n made to the right people to allow the heroes' presence on the Windswept to be removed from the ship's logs. Once the heroes are ready, the rangers point them to the appropriate gate and explain that after completing the mission, the characters must return to the starport on Nyriaan. There, they will board another vessel named the Last Call, which will return them to their point of origin, where they wi ll receive their reward.
I'M TAKINO THIS (eL.. 2) The Windswept is an aging Corel lian corvette, garish ly painted in the co lors of the Joruba Consortium . The fa lse identification in the heroes' code cy linders allows them to board the vessel with no problem s, and they are shown to the ir quarters while the ship takes off for Nyriaan. Once aboard, the heroes are free to move about the passenger area, where they encounter three groups of passengers, each of which is affiliated with the Consortium in some way. One group consists of Joruba employees who are the rea l troubleshooters; the
other groups can be fleshed out by the Gamemaster as desired. The heroes have a full day to formulate their plans and obta in the code cylinders from the real troub leshooters before the Windswept arrives at Nyriaan . The real troub leshooter team has the same number of members as the heroes' party. They spend half the journey in their quarters (each member of the team shares a cabin with another member) and the other ha lf in the passenger common area , watching holovids, reading, or cOllversing with one another. The heroes must figure out a way to get the troubleshooters alone long enough to obtain the code cylinders th at they wear on their uniforms. The characters can try several avenues. If a Joruba employee is in his or her quarters, the heroes must gain access to the room. Bypassing the door lock requires a DC 20 Mechanics check. With a DC 15 Persuasion check, a hero could convince a crew member that he or she is the rightfu l occupant of the room, locked out by accident. If the heroes gain access to a room, there is a 50% chance that the Joruba employee inside is as lee p (imposing a - 10 pena lty to Perception checks to notice the heroes sneaking in ). If combat occurs, see below. The heroes could also attempt to use Stealth checks to pick the pocket of a Joruba employee and take the troubleshooter's code cylinder. Because the employees stick together when outside their quarters, they gain a +2 bonus to Perception checks to notice such attempts. Of course, even if t he heroes obta in all the real code cylinders, they sti ll must contend with the Joruba employees, who will try to exit the Windswept when it docks on Nyriaan and head for the branch office. If the heroes kill the troubleshooters, each character im mediately gains a Dark Side Point. With a DC 20 Stealth check, the heroes can hide a body on the Windswept well enough for it to rema in undiscovered until they are long gone. More ethical heroes cou ld subd ue t he em pl oyees and store them bound and gagged in a storage closet or the li ke. With a DC 15 Intel ligence check, the heroes can find a suitab ly disused space in which the employees will not be discovered by the crew before the ship heads back to the Mid Rim .
Combat If vio lence ensues, t he Gamemaster should create a basic map for the appropriate area. Passenger quart ers are 2 squares wide by 3 squares long, and each room contains two bunks, a table, and a basic computer. The ship's common area is 5 squares by 5 squares, with couches and tables arranged as appropriate . In the co mmon area, any particularly loud noise (such as blaster fire ) draws the attention of a crew member in 1d6 rounds. If the no ise occurs in a passenger's quarters, make a +5 check against a generic crew member's Perception check (+2) to determine whether anyone is alerted.
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ENCOUNTER: THE TROUBLESHOOTINO Challenge Level 3 SETUP: This encounter serves as the climax of "Shooting Trouble," the miniadventure introduced on the previous two pages. If the heroes manage to obtain the real code cylinders and prevent the genuine troubleshooting team from reaching the Joruba branch office on Nyriaan, they can travel to the facility with no additional problems. The real code cylinders provide the necessary identification, and the security staff admits the heroes and gives them access to the facility's main computer system. Outside the main computer room is a security station, where four bored security guards (use the Rebel Trooper statistics on page 280 of the Saga Edition core rulebook) monitor the room with cameras. Two technicians remain inside the computer room while the heroes go about their activities. The computer room contains three terminals that are not linked to one another in any way. The heroes must complete a skill challenge to determine which terminal holds the database with the information they seek.
SKIL..L.. CHAL..L..ENOE: THE SL..ICE In this skill challenge, the heroes must determine which computer system contains the files they seek. At the same time, they must maintain their cover as legitimate Joruba employees inspecting the systems for faults in its security measures, fooling the two technicians. As the heroes accrue failures, the technicians become suspicious, eventually calling the security guards to seize the intruders.
CL 3 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Deception [Opposed DC}: The heroes bluff their way through a tight spot by threatening dire consequences for a technician that questions their activities as corporate troubleshooters. Knowledge (technology) [DC 18}: The heroes determine which of the systems is primarily used for data storage and which is used for security and monitoring. Persuasion [Opposed DC}: The heroes try to persuade the technicians to reveal information that will help them determine which computer system contains the data they seek.
Use Computer [DC 20}: The heroes slice t hrough the many layers of the computer's defenses to find the incriminating information they seek. Use the Force [Opposed DC or DC 18}:The heroes attempt to determine whether the technicians are holding back information about which system contains the data they seek. The heroes can also use move object to block the security cameras from monitoring their activities. Challenge Effects: The following is a suggested challenge effect for this skill challenge : Opposed DC: The technicians that the heroes are trying to fool or keep distracted throughout the skill challenge use Perception to see through deceptions and sense the heroes' intentions. Success: The heroes manage to locate and download the files they seek without setting off alarms or drawing undue attention from the technicians or the security guards. Failure: The heroes set off an alarm in the security system or in the firewall protecting the data, or they do something that makes the technicians overly suspicious. Either way, the technicians call for the four security guards, who arrive the fo llowing round .
-.JORUBA CONSORTIUM TROUBLESHOOTER TEAM MEMBERS The members of the Joruba Consortium troubleshooter team are no-nonsense individuals that just want to get the job done . They are inherently wary, but they have no reason to suspect the heroes at first.
Joruba Consortium Troubleshooter Team Member Medium Human non heroic 6 Init +4; Senses Perception + 10 Languages Basic, Bocce, 1 unassigned Defenses Ref 11 (flat-footed 10). Fort 11, Will 12 hp 20; Threshold 11 Speed 6 squares Melee unarmed +4 (1d4) Ranged blaster pistol +5 (3d6) Base Atk +4; Grp +5 Abilities Str 10, Dex 13, Con 12, Int 15, Wis 14, Cha 11 Feats Cut the Red Tape, Mechanics, Use Computer). Skill Focus (Knowledge [technology]. Ski ll Training (Perception). Weapon Proficiency (pistols, simple weapons) Skills Know ledge (bureaucracy) + 10, Know ledge (techno logy) + 15, Mechanics + 15, Perception + 10, Use Computer + 15 Possessions blaster pistol, Joruba Consortium uniform, comlink, code cylinder
CL 2
.JORUBA CONSORTIUM TECHNICIANS (2)
CONCL..USION
The technicians have endured visits from snooping corporate troubleshooters before and are not thrilled to have the heroes in the computer room. If combat breaks out, the technicians hide or flee but do not confront the heroes.
CL 0
Jo ruba Consortium Technician Medium Human nonheroic 2 In it + 1; Senses Perception + 11 Languages Basic, 1 una ssigned Defenses Ref 10 (flat-footed 10), Fort 10, Will 10 hp 4; Threshold 10 Speed 6 squares Melee unarmed +1 (ld4) Base Atk + 1; Grp + 1 Abilities Str 10, Dex 10, Con 10, Int 13, Wis 10, Cha 10 Feat s Skill Focus (Knowledge [technology], Mechanics, Perception, Use Computer), Skill Train ing (Perception) Ski ll s Know ledge (technology) + 12, Mechanics + 12, Perception + 11, Use Computer + 12 Posse ssio ns datapad, Joruba Consortium uniform
FEATURES OF THE
If the heroes obtain the data they need from the computer system and make their way to the Last Calf, they discover that Malbo and Tyri are waiting for them aboard the vessel, although the rangers reveal themselves only after the ship is in deep space. They ask for the data, and if the heroes give it to them, the rangers deliver the payment agreed upon. If the heroes take at least 10 minutes to look through the data before del ivering it, they discover that it implicates Malbo and Tyri in some ill icit business activities of the Joruba Consortium-the real reason that the rangers wanted the data. If the heroes confront Malbo and Tyri with this information, the rangers try to arrest them to shut them up. If the heroes resist, combat occurs; treat both rangers as bounty hunters (see page 283 of the Saga Edition core rulebook). The heroes might defeat Malbo and Tyri or find some other way to deliver the information to the headquarters of the Sector Rangers. If they bring proof of corruption to the officers' superiors, they receive 10,000 credits as a reward, and they might be asked to help the Rangers further investigate the Joruba Consort ium 's misdeeds.
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AREA
The computer room has the following features: Illumination: Any area occupied by a character is well lit unless otherwise noted. Doors: The door to the computer room is a strong blast door with DR 15 and 80 hit points. The lock can be overridden with a DC 20 Mechanics check. Security Camera: Two cameras (each DR 1, 5 hit points) monitor the computer room, providing a constant feed to the security station. The heroes can destroy the cameras or use some other method to block their view. Simply covering or disabling the cameras, however, draws the attention of the guards in ld4 rounds. Databases: One of the three computer terminals in the room contains the data that the heroes seek. The systems are not linked to one another, preventing the characters from logging into one system to access another.
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- Se"urity Station
@ - Computer Room ~-
Storage
§ - Crew lounge
ADVENTURE #2: ARMS DEAL.ERS BEWARE "Arms Dealers Beware" is a mini-adventure designed for 2nd-level heroes. It gives the heroes an opportunity to stake out a facility where illegal arms are believed to be stored and sold.
BAROAININO
WITH
CALTOB
The heroes might choose to bargain with Caltos for more credits. With a successful Persuasion check opposed by the lieutenant's check (+ 13), the heroes can negotiate the pay up to 3,000 credits. If they beat his check by 5 or more, they can negotiate a payment of 4,000 credits. If they try for even more, Caltos explains that he is not authorized to offer additional pay.
THE STAKEOUT Around dusk, the heroes reach the coordinates supplied by Caltos, arriving at what appears to be an abandoned warehouse in a run-down portion of
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decoy mission-the heroes probably make DC 24 Stealth checks to sneak or
For the past year, the Hutt crime cartel based on Nar Shaddaa has been secretly operating a warehouse on Naboo, outside of their usual jurisdiction.
to lie in wait.
hide in the warehouse district. Most likely, they will choose a hiding place
Naboo, a peaceful world that has strong restrictions on weapons, has had a recent outbreak of crime. Local authorities have been baffled by this turn of events, and their investigations have been fruitless.
-I
Events escalated earlier this week when a Naboo plasma-processing fac-
D
tory was the target of a major theft. The factory was hit by heavy weapons,
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such as those normally used only by the Naboo Royal Security Force. This
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the Theed outskirts. If they believe that they are staking out the correct warehouse-that is, if Caltos did not adm it that he was sending them on a
ADVENTURE BACKGROUND
event triggers hysteria and fear among the peaceful populace. Naboo's government has sent out a request for mercenaries to aid it in uncovering the source of these illegal weapons and munitions. The heroes hear of the job offer through HoloNet resources. The contact is Trayl Caltos, a lieutenant with the Naboo Royal Security Force. Caltos is a lower supervisor who has been charged with investigating the matter and ending it by any means necessary. All of the crime zones so far have been in the capital city ofTheed. Caltos offers the heroes 2,500 credits to aid the security force in staking out a potential illegal-arms warehouse. If they accept, he provides them with a special intercepting short-range com link and a set of coordinates for a building in the warehouse district on the outskirts of Theed. Caltos recommends that the heroes begin their stakeout of the building as soon as possible-if they hurry, they can arrive around dusk. He believes that the criminals, who typically work after dark, might know that the security force is on their scent. He adds that the real criminals responsible for the illegal weapons are a Corellian scoundrel named Kal Jorek and his Defel sidekick, known only as Frizz. Caltos believes that their capture might also lead to identifying their offworld partners-the ones ultimately responsible for the lives lost. Caltos asks the heroes to report any findings to him using the special com link. BREAKINO
INTO
THE
WAREHOUSE
THE
SWITCH
(CL 4 )
After a while, the heroes hear a few approaching voices. If the heroes are out in the open, four approaching thugs (see page 284 of the Saga Ed ition core rulebook) easily spot them and open fire with blaster pistols. If the heroes defeat the thugs, they can confiscate their opponents' comlinks and overhear communications that reveal that the heroes are, indeed, at the correct location. If the heroes make successful Stealth checks to remain hidden from the approaching thugs, the characters eavesdrop as the thugs make small talk outside the warehouse. After a moment, one of the thugs answers a calion his com link. The hero in possession of the special com link provided by Caltos can try to tap into the thug's communication . With a successful DC 21 Use Computer check, the hero intercepts the thug's conversation and learns that they are, indeed, outside the correct warehouse. If the heroes use Stealth to get the drop on the thugs and attack, begin the surprise round in their favor.
WARNING
CALTOS
If the heroes decide to contact Caltos to apprise him of the news, they learn that he is currently under fire from another group of thugs. If the heroes offer aid, Caltos refuses, claiming that his soldiers can handle the situation, and he orders the characters to raid the warehouse they are staking out: "The weapons flow must be stopped!"
SKILL CHALLENOE: RUMBLE IN THE WAREHOUSE When the heroes approach the main entrance to the warehouse, read the following text aloud:
The main entrance ta the warehause features an unexpected blast door. A computer interface terminal is located to the right of the door. You see no cover and no easy way inside the building. As you evaluate the scene, you hear someone shout "Over there!" as another group of thugs rounds the corner and opens fire on you.
ENTRV In this skill challenge, the heroes must gain entrance to a possible illegal weapons faci lity as thug s engage them in combat. As the heroes accrue failures, additional thugs arrive or additional security measures (such as automated weapons) activate. Each success indicates another level of security protocol bypassed.
CL 2 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Use Computer [DC 24]: The heroes can attempt to slice into the computer interface to bypass the blast door's security protocols. If they accrue a failure, the interface might sustain damage, in which case the heroes can try to use this skill to repair it. A successful repair does not accrue a success in the skill challenge but instead remove s the failure from the previous check. Knowledge (technology) [DC 27 or 24]: The heroes can try to remember what they know about computer lock systems to bypass the door's security protocols. The standard DC is 27, but it can be reduced to 24 for heroes who have experience in bypassing security locks. Mechanics [DC 19]: The heroes can use the Disable Device application of the skill (which requires a security kit) or the Repair application (which requires a tool kit). A successful Disable Device check earns a success. A successful Repair check removes a failure caused by a failed Disable Device check.
Challenge Effects: The following are suggested chal len ge effects for this skill challenge: Close Call:Because of variance in security protocols, some attempts yield no change in the outcome. The heroes accrue failures only on skill checks that fail by 5 or more. Initiative: Since the heroes are engaged in combat, they must act in order of initiative during the skill challenge. Restricted Skills: The following skills cannot be used in this challenge: Gather Information, Survival, Swim, and Treat Injury. Success: The heroes enter the warehouse to learn whether it contains the illegal weapons. Failure: Thug s overwhelm the heroes, who are either captured or forced to flee.
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Atk Options Far Shot, Point Blank Shot, Precise Shot Special Actions Disruptive, Inspire Confidence
ENCOUNTER: RAIDINO THE WAREHOUSE Challenge Level 2 SETUP: This encounter serves as the climax of "Arms Dealers Beware," the mini-adventure introduced on the previous two pages.
Kal Jorek's Tactics
READ-ALOUD TEXT In this encounter, the heroes face off with thugs and their leader, Kal Jorek, as they further investigate the suspect warehouse. When the heroes enter the building, read the following text aloud:
As your eyes readjust from the night outside to the artificial lighting inside the warehouse, you see many large crates in stacks of varying height. Some are lined against the walls and some are out in the middle of the warehouse. Acrass the room, you see a round table where five individuals are seated, playing sabacc. One is a Human, possibly Corellian. To his right is a small, barely visible, almost blurry figure. The others appear to be common thugs. They look up from their game when you enter. The Human yells "They've found us!" os he topples the table in front of him, scattering cards, drinks, and credit chips. The others draw their weapons. KAL
Abilities Str 11, Dex 16, Con 10, Int 14, Wis 12, Cha 14 Talents Disruptive, Inspire Confidence Feats Far Shot, Improved Defenses, Linguist, Point Blank Shot, Precise Shot, Weapon Focus (pistols). Weapon Proficiency (pistols, simple weapons) Skills Acrobatics +9, Deception +8, Initiative +9, Mechanics +8, Perception +7, Persuasion +8, Stealth +9 Possessions heavy blaster pistol, 1,200 credits
~OREK
When he sees the heroes, Kal Jorek uses his Disruptive talent, spending 2 swift actions to topple the card table and the cards, drinks, and credit chips rest ing on it. Until the start of his next turn, he suppresses all morale and insight bonuses of the heroes within his line of sight. Jorek then uses his standard action to activate his Inspire Confidence talent, granting a + 1 morale bonus to the attack rolls and skill checks of allies within his line of sight until the end of the encounter (unless he becomes unconscious or dies). Additionally, he uses the table as cover as long as the heroes are at range. Whenever Jorek has 2 swift actions to spare, he uses Disruptive again to cause further chaos.
FRIZZ This Defel befriended Kal Jorek soon after leaving his homeworld of Af'E1. Because Jorek could not properly pronounce the Defel's name, the smuggler decided to call him "Frizz," and the new name stuck. Frizz has grown accustomed to the moniker.
A low-grade weapons smuggler, Kal Jorek has been upsetting peaceful systems for years by importing illegal weapons. Jorek creates a demand for his wares by promoting chaos and fear, after which the local populace comes to him for weapons to protect themselves. Jorek, who ultimately answers to the Hutt crime cartel in Nar Shaddaa, leads a small band of thugs, which includes his right-hand "man," a Defel he calls Frizz.
Small Defel scout l/scoundrel 1 Force 1; Dark Side 1 Init +9; Senses Perception +6 Languages Basic, Defel, 3 unassigned
Kal Jorek (J)
Defenses Ref 18 (flat-footed 15), Fort 14, Will 13 hp 30; Threshold 14
Medium Human scoundrel 2/noble 1 Force 1; Dark Side 2 Init +9; Senses Perception +7 Languages Basic, Defel, Huttese, 3 unassigned Defenses Ref 19 (flat-footed 16), Fort 14, Will 17 hp 25; Threshold 14 Speed 6 squares Melee unarmed +1 (ld4+1) Ranged heavy blaster pistol +5 (3d8+ 1) Base Atk + 1; Grp +4
CL 3
Frizz (F)
Speed 6 squares Melee unarmed - 1 (ld3) Ranged blaster pistol +4 (3d6+ 1) Base Atk +0; Grp +3 Atk Options Point Blank Shot, Sneak Attack + 1d6 Special Actions Shake It Off Abilities Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 12 Special Qualities partial invisib ility Talents Improved Stealth, Snea k Attack + 1d6
CL2
Feats Point Blank Shot, Shake It Off, Weapon Focus (pistols)' Weapon Proficiency (pistols, rifles, si mple weapons) Skills Climb +5, Endurance +7, Initiative +9, Jump +5, Knowledge (technology) +9, Mechanics +9, Perception +6, Stealth + 14 (can reroll, keeping the second result) Possessions blaster pistol, ultraviolet visor, 900 credits Partial Invisibility-The fur of a Defel helps bend all but ultraviolet light, rendering him or her nearly invisible. A Defel in normal light is treated as having concealment, and a Defel in shadowy illumination or darker conditions is treated as having total concealment. Defel are fully visible and gain no concealment against opponents with darkvision, but lowlight vision gives no such benefit. Ultraviolet Visor-The eyes of Defel have evolved in such a way that they can see only in the ultraviolet spectrum. Defel that leave Af'EI must wear a specia l ultraviolet visor to see in normal light. Without such a visor, a Defel is considered blind.
Frizz's Tactics Frizz tries to stick to the darker areas of the warehouse so that he has total concealment from which to strike out at nearby heroes. He enjoys sn eaking up on victims with his Stealth skil l and making ranged sneak attacks.
if - Thug IP' - Frizz. NPC O,f,1 scoundrel/scout c!J - Kal Jorek. NPC scoundrel/nobl,
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CONCLUSION Following the warehouse fight, the heroes recover many crates of illegal weapons. Caltos arrives with his soldiers shortly after the heroes win the battle. Caltos explains that he and his group were ambushed as a diversion to draw them away from the real weapons hideout. He congratulates the heroes on recovering the illegal arms and reminds them to come by his office later for the promised reward. If the heroes kill Kal Jorek, Caltos admits that he feels justice has been done-Jorek's criminal enterprise has claimed the sm uggler's own life. Still, Caltos would have liked for Jorek to have been taken alive for questioning. There is no guarantee that the supply chain of illegal weapons will end with his death. If the heroes capture Jorek alive and turn him over to Caltos, the lieutenant is grateful, promising that the arms dealer will be interrogated and subject to Naboo justice. Caltos believes that the weapon supply line has been dealt a critical blow and that Jorek will be made to reveal the identities of his su ppliers . If the heroes capture the elusive Frizz, Caltos says that he has never actu ally seen a Defel up close before (in fact, few people have). In response, the shadowy shape seems to grin with pride. Calto s gives the heroes an additional 500 credits for the Defel's capture.
FEATURES OF THE
AREA
The warehouse interior has the following features: Illumination: The battle takes place indoors, with penalties for low light. Cover: The warehouse is full of places where the heroes can gain cover, including numerous large crates full of military-grade weapons. Table: The thugs use this small card table to play sabacc.
MINI-ADVENTURE #3: BETRAYAL AT CLOUD CITY "Betrayal at Cloud City" is a mini - adventure designed for 4th-level heroes. It gives characters of intrigue an opportunity to do what they do best-make under-the-table political deals, meet in secret, and apprehend elusive double agents.
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Recently, Iridonia increased the taxes on techno logy imported from Duro, and the Duro's government officials are furious about the higher tariffs. In retaliation, they have banned shipments of all technology to Iridonia. As anyone might imagine, the Zabrak have not taken the ban well, although not all residents of their planet are in agreement. After a short time, word reaches the Duro government that the Zabrak are ready to negotiate. The heroes, who are likely working with an intelligence bureau, receive orders to finalize an under-the-table political deal between the Iridonian dictatorship and the corporate leaders of Duros. Cloud City, above the gas giant Bespin, has been selected as a neutral location where each government's officials will feel more at ease, and the covert treaty will be kept from prying eyes. Reportedly, the Zabrak rulers have asked to meet in secrecy so the news does not spread to thei·r populace. The Duros, wary of this request, have asked the heroes to mediate on their behalf.
MEETING THE
ASSASSINATION ATTEMPT (CL 4) The heroes meet Belai Kaleeg for dinner at the Twin Star restaurant. The upper plaza is a nice area, filled with tourists, well-to-do travelers, and business representatives. It is fa r different from the rougher crowds found in Port Town or the Mining Quarter. Music flows into the restaurant from the small synthtone cantina next door. Suddenly, the meal is interrupted by the shriek of laser fire-Kaleeg has been shot! He slides out of his chair and falls to the floor. A second blast hits the chair where he had been sitting. The heroes catch a glimpse of a cloaked figure fleeing into the crowded corridor. If t he heroes give medical aid to Kaleeg, he can be stabilized with a successful DC 21 Treat Injury check. Upon closer examination, the heroes learn that the Duros has been shot in his arm and should survive, but it would be wise for him to seek medical help immediately. If the heroes pursue the cloaked figure, they can spot the suspect in the crowd with a successful Perception check opposed by the figure's Stealth check (+10). The suspect rounds a corner. With an additional successful Perception check opposed by the figure's Stealth check (+ 10), the heroes determine which adjoining corridor the suspect ran down. When they arrive, they find only the cloak lying on the ground.
SIDES
After the heroes arrive on Cloud City, they meet with Belai Kaleeg, the Duros corporate official, to discuss the details of the signing. Kaleeg tells them that he was contacted by a female Zabrak by the name of Koon Odan, who said that the Iridonian government would like to secretly negotiate a treaty to end the trade disagreement. Kaleeg was told that the Zabraks are willing to make a substantial offer "that would be in our best financial interests." However, he refuses to revea l the details of the transaction to the heroes, claiming that he is sworn to secrecy by his government. Kaleeg. offers to purchase dinner for the heroes at the Twin Sta r restaurant in the upper plaza, arranging to meet them there after they talk to the Iridonian representative. Next, the heroes meet with Koon Odan, the female Zabrak. She has little to say and is straightforward and almost rude. Odan provides them with the time and location for the treaty signing and quickly leaves. With a successful Perception check opposed by Odan's Deception check (+9), the heroes notice that she seems nervous, impatient, and in a hurry to be someplace else. Unknown to the heroes, Odan recognizes someone in the crowd, and the sighting makes her anxious about the coming transaction. ESCAP1NO
THROUGH
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STREETS
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CLOUD
CITY
THE
SIONINO
After an uneventful night, the heroes escort a wounded but recovering Belai Kaleeg to the room where the treaty is to be signed. Koon Odan arrives on time. Kaleeg, increasingly suspicious following the events of the previous day, requests that both he and Odan be searched for weapons prior to the transaction. If the heroes comply, they learn that ne ither representative has a weapon. Odan provides a legal data pad and a credit chip. Kaleeg looks them over, then hands them to the heroes to inspect. With a successful Use Computer check (an automatic success), the heroes find that everything is in order. With a successful Perception check (DC 16), the heroes notice that Odan is calm and collected. Kaleeg attempts to agree to the terms of the document shown on the data pad, but the screen suddenly goes blank. Puzzled, he hands the data pad to the heroes for further inspection. With a successful DC 16 Use Computer check, the heroes find that all of the data pad's documents have been locked or deleted. In addition, the credit chip attached to the data pad now has no balance and reports that all assets have seized by the Iridonians. Odan does not know why the datapad and credit chip no longer function, and she worries that she is being set up-perhaps by her own government, or perhaps by Kaleeg and the heroes. Regardless, she decides to make a quick exit. With a successful Perception check opposed by Odan's Deception check (+9), the heroes notice that she has become extremely nervous and is easing toward a nearby window. Unless she is physically subdued, Odan leaps out the windo w and runs away. Kaleeg yells something about a double cross and orders the heroes to "bring that Zabrak back l "
SKIL.L. CHAL.L.ENOE: THE CHASE In this skill challenge, the heroes must pursue Koon Odan on foot through the corridors, walkways, businesses, and crowds of Cloud City's upper plaza. During the chase, the heroes travel through different parts of the plaza in an attempt to cut off her escape route. As the heroes accrue failures, Odan slips farther away, possibl y escaping altogether. Once the heroes have earned either five successes or two failures, the objective of the skill challenge changes -an assassin enters the chase, targeting Odan. At this point, the heroes are in opposition to the assassin rather than to Odan. CL 4
Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (galactic lore) [DC 26 or 27}: The heroes can try to remember what they know about Cloud City to find shortcuts or secret routes. Th e DC is reduced to 21 for heroes who are familiar with the city.
Perception [DC 27}: The heroes can attempt to locate the best path to keep pace with Odan or notice indicators that suggest where she is headed next. Stealth [Opposed DC}: The heroes can try to sneak along alternate routes to cut Odan off. This check is opposed by Odan's Perception check. Use Computer [DC 28]: If one of the heroes stops at a computer terminal, he or she might be able to determine Odan's possible routes and relay that information to the other heroes via comlink. The hero who stops to check the computer is effectively out of the chase but can check the computer again if Odan's path changes. Treat Injury [DC 75 or 25}: This is a restricted skill that can be used to earn successes on ly after the changing objectives effect is initiated. To earn a success with this skill, the heroes must heal Odan from wounds she sustains from the assassin. To attempt to heal her, a hero must have a medpac; having a medical kit grants a +2 equipment bonus to the check. Making a DC 15 check allows a hero to administer first aid. Making a DC 25 check allows a hero to revivify Odan if she has died within 1 round. Challenge Effects: The following are suggested challenge effects for this skill challenge: Changing Objectives: When the heroes accrue either five successes or two failures, the cloaked assassin from the day before opens fire on the fleeing Odan. She stops to take cover at the nearest spot, giving the heroes another round or two (depending on how close they are) to catch up. The hidden assassin continues to fire from afar at Odan, ignoring the heroes unless they close with him in melee range. This development should cause the heroes to suspect that Odan is innocent of the assassination attempt on Kaleeg and make them want to question her. Their new objective is to stop the assassin from killing Odan. Containment: The heroes do not accrue failures for failed sk ill checks. Instead, they accrue a failure only if everyone takes an action but no one earns a success, since to maintain pursuit, they need to keep Odan in sight of only one character. After the changing objectives effect is initiated, the containment effect no longer applies. Opposed DC: Certain ski lls in this challenge can be opposed by Odan. After the changing objectives effect is initiated, certain ski lls can be opposed by the assassin. Restricted Skills: The fol lowing sk il ls cannot be used at the start of this challenge: Gather Information, Survival, Swim, and Treat Injury. After the changing objectives effect is initiated, Treat Injury can be used, but only to heal injuries that Odan receives. Success: The heroes catch up to Odan, who is still alive, and defeat the assassin. Failure: Odan gets away or is kil led.
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ENCOUNTER: CHASE THROUGH THE CLOUDS Challenge Level 2 SETUP: This encounter serves as t he climax of "Betrayal at Cloud City," the mini-adventure introduced on the previous two pages. This encounter can be used when the heroes catch up to Koon Odan, or to break up the action in the middle of the skill challenge.
READ-ALOUD TEXT
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If the heroes chase Koon Odan, their pursuit begins on Cloud City's upper plaza. Read the following text aloud:
Humans and Ugnaughts traverse the busy corridors of Cloud City's upper plaza. Koon Odan darts thraugh the crawd, dodging passersby as she heads in the general direction of the Twin Star restaurant where you had dinner the evening before. A patron of a nearby dance hall stumbles out amid a blast of laser illuminations and pulse-pounding music and nearly trips Odan, who spins to avoid the collision and continues her flight. KOON
DDAN
A female Zabrak, Koon Odan arranged to meet with Duros corporate representative Belai Kaleeg to negotiate a trade agreement to benefit their worlds. She is unaware that her government sent a second agent (the assassin) on a mission opposing her own.
Koon Odan (0)
CL 4
Medium Zabrak scoundrel 3/noble 1 Force 2 Init + 11; Senses Perception +3 Languages Basic, Bothese, Durese, Ryl, Rode se, Zabrak, 3 unassigned Defenses Ref 21 (flat-footed 17), Fort 16, Will 18 hp 34; Threshold 16 Speed 6 squares Melee unarmed +2 (ld4+ 2) Ranged by weapon +6 Base Atk +2; Grp +6 Atk Options Acrobatic Strike, Point Blank Shot, Running Attack Abilities Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 14 Talents Disruptive, Presence, Walk the Line
Feats Acrobatic Strike, Linguist, Point Blank Shot, Quick Draw, Running Attack, Weapon Proficiency (pistols, simple weapons) Skills Acrobatics + 11, Deception +9, Gather Information +9, Initiative + 11, Perception +3 (can reroll, keeping the second result), Persuasion +9, Stealth + 11, Use Computer + 10 Possessions noble's clothing, data pad, secu re credit chip containing 1, 250 credits
Koon Odan's Tactics Koon Odan does not attack the heroes unless cornered and threatened. Even then , she fights unarmed unless she can somehow acqu ire a weapon. She spends all of her efforts fleeing and trying to stay ahead of the heroes. She heads down a path similar to that take n by the assassin the day before.
ASSASSIN Thi s unknown male Zabrak was sent to kill representative Belai Kaleeg to stop the trade agreement from being signed. After the assa ssination attempt fails, Kaleeg rece ives new orders-t ake out Koon Odan instead. Assassin (A) Medium Zabrak scoundrel 4 Force 2; Dark Side 4 Init + 10; Senses Perception +3 Languages Basic, Zabrak, 2 unassigned
CL 4
Defenses Ref 20 (flat-footed 17), Fort 15, Will 17 hp 29; Threshold 15 Speed 6 squares Melee baton +5 (ld6 +4) Ranged blaster pistol +6 (3d6+2) or Ranged blaster pistol +4 (4d6+2) with Rapid Shot Base Atk +3; Grp +6 Atk Options Careful Shot, Far Shot, Point Bl ank Shot, Preci se Shot, Rapid Shot, Sneak Attack +2d6 Abilities Str 14, Dex 16, Con 10, Int 14, Wis 12, Cha 11 Talents Sneak Attack +2d6 Feats Careful Shot, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Proficiency (pi sto ls, simple weapons) Skills Acrobatics + 10, Deception +7, Gather Information +7, Initiative + 10, Perce ption +3 (can reroll, keeping the sec ond result), Stea lth + 10, Use Computer +9 Possessions blaster pistol, cloak, baton, 1,600 credits
Assassin's Tactics
@ - Ildan starting pDint
The assassin does not attack the heroes unless he is threatened by them in melee. He spends all of his efforts trying to kill Koon Odan. During the skill challenge, once the changing objectives effect is initiated, the assassin is revealed in his hiding place atop the building in the center of the encounter map, and he begins shooting at Odan. If the assassin kills Odan, he flies off on a small repulsorlift craft.
FEATURES OF THE
AREA
The Cloud City upper plaza has the following features: Illumination: The battle takes place during the day, with no penalties for low light. Cover: The corners and other structures in the corridors offer cover for the heroes. Cantina: A small synthtone cantina is next door to the Twin Star restaurant. Maneuvering through the cantina is considered difficult terrain. Civilians: When the chase begins, civilians are walking the corridors. Some disperse or head inside businesses to avoid the confrontation, especially if blasters are fired. Computer Terminal: The computer terminal is designed for public use. This object also provides cover. Dance Hall: A dance hall adjoins the building where the treaty is to be signed . When Koon Odan leaps out the window, she lands just outside the hall's entrance. Docking Pad: The docking pad has a lone cloud car. If Koon Odan reaches the cloud car, she can use it to escape. Restaurant: The Twin Star restaurant is one of the finer establishments in the upper plaza. Maneuvering through the restaurant is considered difficult terrain. Security: If blasters are fired, Cloud City Security Force officers are likely to arrive on the scene. Window: The heroes begin the encounter near the window of the meeting room, after Odan jumps out of it.
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CONCLUSION If Koon Odan survives, she surrenders to the heroes once the dust settles. She explai ns, "I was sent here by my government to oversee the treaty signing . But it appears I was blacklisted-that assassin is one of our agents. Perhaps my government had second thoughts about my mission. It seems there are more sinister forces at work here." If the heroes subdued the assassin, his story matches the one Odan tells. Later, during transport, he is found myste riou sly dead or missing. If the heroes contact the Iridon ian government, Zabrak officials deny any involvement in the activities of the past few days. They claim to know nothing about Odan's mission or the assassin. Strangely, Odan's data pad and credit chip are fully restored within a few minutes after the communication . The treaty goes ahead as pla nned. If Odan is kill ed , the assassin tries to f lee. Whether he is ca ug ht or escapes, the proposed treaty between Iridonia and Duro is cance led. Eventually, the disagreements between the two worlds escalate, resulting in a small-scale war in which other, more powerful entities intervene.
MINI-ADVENTURE #4: EVE ON THE PRIZE "Eye on the Prize" is a mini-adventure designed for 6th - level heroes . The heroes, part of Alliance Intel ligence, are ordered to help a prominent neurobiologist escape from Imperia l custody and reach a vessel that will ship him to safety.
ADVENTURE BACKOROUND n I
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As the war be t ween t he Empire and the Rebel Allia nce grinds on, the Empire takes more extreme measures to ensure victory, inc lu ding the creat ion of powerful biological and chemica l agents to raze entire planets. The Empire has forced countless scientists who excel in biology, chemistry, and weapons development to create vast stockpiles of virulent strains and tox ic substances . Some of these scientists work willingly for the Emp ire, while others chafe at the abuse of their knowledge for such a purpose. Alliance Intel ligence has recently intercepted communications about the reass ignment of Saludor Narubo, a bri ll iant Givin neurobiologist noted for developing vaccines for some of the galaxy's most devastating diseases. The Alliance realizes that if anyone could create even more dangerous strains of biological agents, it's Saludor, and has decided to abduct the scientist before he is shipped off to some hidden base, never to be seen again. The heroes are sent to the planet Taris, where Narubo has worked for decades . At this time, neither the Rebel Alliance nor the Empire has a strong footing on Taris, and both groups maintain an extremely low profile on the world. The heroes must work undercover to get the job done with little in the way of assistance from their superiors.
PL..OTTINO THE ASSAUL..T Alliance Intelligence has little information on the Empire's plans, but it know s that Narubo remains under guard at his laboratory in the Middle City on Tari s. Spies have revealed that the Imperials plan to transfer the neurobiologist within a few days after the heroes arrive. Analysis droids have concluded that the best time to kidnap Narubo is the moment that he leaves his lab under guard. Imperial agents will be relatively few and probably will try to remain as inconspicuous as possible in order to avoid drawing attention to the transfer. Alliance Intelligence provides the heroes with false identities and 10,000 credits to use for bribes or for purchasing equ ipment on Tari s.
The area around Narubo's laboratory is cramped enough that traffic consists primarily of groundspeeders and public transportation; fliers need to cruise well above ground level or risk smashing into gantries. If the heroes use surveillance on the lab, allow them to make three separate Perception checks against the Imperial agents guarding Narubo. The Imperials consist of a fie ld officer (treat as Imperial Officer; see page 280 of the Saga Edition core rulebook) and seven lower grade agents (treat as Elite Rebel Troopers, without armor; see page 281 of the Saga Edition core rulebook).lfthe heroes succeed on all three checks, they learn that the Imperials never leave the facil ity, except for a sing le lower agent out front keeping watch. If the heroes hope to escape with the neurobiologist, they will have to obtain their own transportation to get him to the spaceport. For 500 credits, they can rent a Corona Limited luxury groundspeeder, which is large enough for their purposes and can be parked nearby for a speedy escape (or they can steal one if they do not want to leave a trail). Alternatively, they can steal the Imperia ls' groundspeeder. A successfu l DC 20 Knowledge (tactics) check reveals two locations nearby that would allow snipers a clear shot at Imperial agents exiting the laboratory, but still be close enough for the heroes to grab Narubo and reach their escape vehicle.
THE
KIDNAPPING
Once everything is in place, the heroes have to wait for the Imperials to leave the laboratory. The agents have hired a Corona Limited luxury groundspeeder by comlink, along with two smal ler landspeeders (treat as SoroSuub X-34 landspeeders; see page 176 of the Saga Edition core rulebook) as additional protection, to arrive and whisk the scientist away. The area in front of the laboratory is a street front 20 squares wide by 20 squares long, with the southernmost 4 squares being the street itself. Once the heroes begin their assault, the field officer and three of the agents form a shield around Narubo and move as quickly as possible to the Corona groundspeeder, which is driverless. The other four Imperials find cover and attack the heroes.
HOLDINO
AN
IMPERIAL
OFFICER
HOSTAOE
SKIL.L. CHAL.L.ENC3E: FL.EEINC3 THE IMPERIAL.S In this skill challenge, the heroes attempt to shake off the Imperials that are in hot pursuit of them after their successful kidnapping of the neurobiologist Saludor Narubo.
CL 6 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (galactic lore) [DC 25 or 21}: The heroes can try to use their knowledge ofTaris and the city's winding streets to figure out the best way to elude their pursuers. The DC is reduced to 21 for heroes who are familiar with the area. Perception [DC 23}: The heroes can attempt to travel along unexpected routes or enter locations where the Imperials are unlikely to follow. Pilot [DC 18 or Opposed DC}: The heroes can pilot their groundspeeder along the fastest routes, dodge debris and obstacles, and find other ways to elude the Imperials. If the Imperials get too close to the heroes' vehicle, the Imperials become able to make Pilot checks to set the DC for this skill. Stealth [Opposed DC}: The heroes can head into traffic to throw off their pursuers, hiding within the flow of other vehicles. This check is opposed by the Imperials' Perception check (+ 10).
THE
ESCAPE
If the heroes manage to snatch Narubo alive from the Imperials and board a groundspeeder, they must flee their pursuers through the twisting, crowded roadways of Taris. If any Imperials are left alive with functioning vehicles, they give chase. Otherwise, a secondary team of reinforcements with the same numbers (an officer and seven agents) arrives to pursue the heroes.
Challenge Effects: The following are suggested challenge effects for this skill challenge: Opposed DC: Certain skills in this challenge can be opposed by the Imperia ls in pursuit. Restricted Skills: The following skills cannot be used in this challenge: Gather Information, Survival, Swim, and Treat Injury. Success: The heroes manage to shake off their pursuers and reach the spaceport without further incident. Failure: The Imperials catch up to the heroes and corner them, engaging in a firefight. Local law enforcement officials show up in large enough numbers that the Imperials withdraw. Later, the field officer uses bribes and threats to have Narubo released into Imperial custody while the heroes are sent to prison.
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ENCOUNTER: UNEXPECTED VISITOR Challenge Level 8 SETUP: This encounter serves as the climax of "Eye on the Prize," the miniadventure introduced on the previous two pages. The heroes have managed to escape with Narubo, who is extremely grateful for their help. They reach the Taris Spaceport and must board the freighter awaiting them-a Corellian YT-1300 left at the dock by the Alliance exclusively for their mission. The ship has no crew, so the heroes must pilot the freighter using the coordinates encrypted in its navicomputer. There is one hitch, however. Karvas Toll, an Imperial agent, had been sent to monitor the transfer of Narubo from afar and act as a failsafe in case something goes wrong. Toll watched the abduction from his speeder bike and followed the heroes at a distance, avoiding being spotted by the characters or the other Imperials. He trailed the heroes to the YT-1300 at the spaceport. Once there, he manages to sneak aboard the ship unseen. Toll intends to prevent the heroes from taking off until his backup arrives . If that proves impossible, he plans to take Narubo hostage and force the heroes to fly to an Imperia l cruiser outside the system.
READ-ALOUD TEXT When the heroes get inside their transport and prepare to take off, read the following text aloud:
Just as you begin preparations to take off, you hear a loud pop, and the lights of the ship suddenly go out. In the gloom, a shadowy figures moves with alarming speed. "Not so fast, Rebel scum," says a male voice. "I'm here to claim our prize back."
KARVAS TOLL Karvas Toll grew up in the slums of Taris, where his future was limited to joining a gang or being a victim of one. After watching an Imperia l propaganda program on the HoloNet, Toll rea lized that the Empire was the best way to break out of his situation and joined up. Amazingly, instead of shipping Toll off to some distant warfront, the Impe rials realized that he was a natural as a spy and surveillance expert, as well as deadly with a blaster and a vibroblade. After a training stint offworld, Toll returned to Taris to assist Imperial Intelligence cells there, using his knowledge of the planet to carry out clandestine acts on behalf of the Empire.
Toll considers himself a patriot and believes that the Empire has the galaxy's best interests at heart. Quiet, observant, and stealthy, Toll is often used by his handlers to clean up after missions gone awry or to step in when further assistance is needed. He dresses like a native of Taris, but his demeanor makes it clear that he is dangerous, and most citizens give him a wide berth on the streets.
Karvas Toll (K)
CL 8
Medium Human scoundrel 5/scout 3 Dark Side 8 Init +7; Senses Perception + 16 Languages Basic, Givin, Huttese Defenses Ref 24 (flat-footed 20), Fort 20, Will 21; Dodge, Mobility hp 58; Threshold 20 Speed 6 squares Melee vibroblade +8 (2d6+4) Ranged heavy blaster pistol +8 (3d8+4) or Ranged heavy blaster pistol +6 (4d8+4) with Rapid Shot Base Atk +5; Grp +8 Atk Options Point Blank Shot, Rapid Shot, Sneak Attack + 1d6 Special Actions Knack, Shake It Off Abilities Str 10, Dex 16, Con 13, Int 14, Wis 15, Cha 14 Talents Hidden Movement, Improved Stealth, Knack, Skirmisher, Sneak Attack + 1d6 Feats Dodge, Mobility, Point Blank Shot, Rapid Shot, Skill Focus (Perception, Stealth), Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistols, simple weapons) Skills Acrobatics + 12, Deception + 11, Perception + 16, Pilot + 12, Stealth + 17 (can reroll, keeping the second result), Use Computer + 11 Possessions heavy blaster pistol, snare pistol, vibroblade, encrypted comlink, Aratech 74-Z speeder bike
Karvas Toll's Tactics Toll excels at sneaking into locations unnoticed and waiting for just the right moment to strike from the shadows. Once on board the heroes' ship, he cuts a secondary power circuit and plunges the YT-1300 into darkness. An expert at close combat, Toll uses his vibroblade to engage the heroes in melee after targeting them with a few blaster shots. He tries to move as swiftly as possible to get close to Narubo and use the neurobiologist as a shield , buying time until his reinforcements arrive. As a loyal Imperial agent, Toll knows the penalty for failure and fights to the death . If he is close to being taken down, Toll turns his blaster or vibroblade against Narubo to deny the Rebels the prize.
CONCLUS I ON If the heroes defeatToll, the ship's navicomputer reveals that the Alliance has a Corellian corvette waiting on the far fringes of the system. The YT-1300 is programmed to fly the heroes and Narubo directly to the other vessel. Once there, Narubo is whisked away for debriefing, presumably to inform the Alliance about the new strain of contagion he was developing for the Empire's biological warfare program. If Toll recaptures Narubo, he uses the Givin as a shield to keep himself from harm. If the heroes do not manage to get the YT-1300 off the ground, Imperial reinforcements eventually arrive in large numbers, along with local law enforcement. The heroes are taken to a Taris prison on charges of kidnapping, conspiracy, and property damage (along with murder, if app licable). IfToll recaptures Narubo but the YT-1300 takes off, the Imperial agent orders the heroes to enter new coordinates into the navicomputer-coordinates that take them to a Star Destroyer on the fringes of the Taris System . Once there, the heroes are taken into custody and later shipped to a prison colony, where they are interrogated until they reveal whatever Alliance secrets they possess.
FEATURES OF THE ARE A The flight deck of the Corellian YT-1300 transport has the following features: Illumination: Because Toll cuts the primary power, the ship is mostly dark, providing concealment to all characters. Bridge: The blast doors leading to the bridge have DR 15 and 80 hit points. Because the power is shut off, they can be opened by hand with a DC 20 Strength check. Cover: The landing pad is full of places for the heroes to find cover. In some cases (such as a character sitting inside the loading vehicle)' the Gamemaster can rule that the target has improved cover. Refresher: The refresher contains a medpac.
Correllian Engineering Corporation YT -13DD Stock light Transport (Freight GDnfiguratiDn)
I Boarding R&mps
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Docking Rings Main Corridor Observation Dec~ CDckpit Access Corridor Cockpit
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MINI-ADVENTURE #5: My ENEMY'S ENEMY "My Enemy's Enemy" is a mini-adventure designed for 8th-level heroes. In this scenario, the characters work for a Mon Calamari ambassador who is in deep negotiations to mend ties with the Quarren. A failed attempt on the ambassador's life reveals a similar plot to kill the Quarren ambassador.
ADVENTURE BACKGROUND The heroes work as bodyguards and assistants for Nuukol, the Mon Calamari ambassador in charge of brokering a compromise with the Quarren. Groups on both sides have attempted to disrupt the negotiations, stirring up hatred and misunderstanding to muddy the waters. After months of discourse, the Quarren have finally agreed to send their own ambassador, Tsillog, to Coruscant to meet with Nuukol and hammer out an accord. However, in an unprecedented move, Tsillog has also scheduled a press conference outside the Quarren embassy to layout the proposal to the people-a move that the Mon Calamari consider inflammatory. To change
the tone back in their favor, Nuukol has arranged his own press conference in front of the Mon Calamari embassy a day beforehand. He hopes that by having the voices of both parties heard, public opinion will remain stable enough for the negotiations to begin in earnest. While other members of his staff arrange for the press conference, Nuukol asks the heroes to remain vigilant, since threats have been made against him and his delegation. Although tensions are high, the ambassador makes it clear that he wants the heroes to maintain a low profile. To show suspicion is to show weakness, which is something that he and the Mon Calamari cannot afford at the moment.
SHOWTIME On the day of Nuukol's press conference, throngs of supporters, detractors, and reporters gather outside the Mon Calamarian embassy. The ambassador rehearses his speech in an antechamber inside the main lobby of the embassy. The lobby swarms with dignitaries and support staff, all moving with great anticipation. However, unknown to everyone, two Mon Calamari radicals have infiltrated the embassy and plan to kill the ambassador inside the main lobby. Tasked with Nuukol's protection, the heroes can decide how to arrange themselves to best survey the area for threats. The main lobby is a open space 15 squares by 15 squares, with a ceiling several dozen meters high. The main doors (2 squares wide) are on the north end of the area. Four identical antechambers (each 4 squares by 4 squares) are evenly spaced along the sides of the main lobby. At any given time, there are a dozen support staff personnel in the lobby (treat as unarmed Rebel Troopers; see page 280 of the Saga Edition core rulebook); if violence erupts, they duck for cover or cower on the ground. Have any heroes watching the main lobby for trouble make a Perception check against the radicals' Deception check (+ 13).lfthe heroes succeed, they notice that four bureaucrats seem to be milling about longer than usual. Two of them are innocent bystanders waiting to see the ambassador up close, but the other two are radicals intent on killing Nuukol. If the heroes succeed at the Perception check by 5 or more, they notice that the two radicals have concealed weapons. If the heroes approach them for questioning, the radicals stall for a round while the ambassador leaves the antechamber and heads toward the front door of the embassy.
READ - ALCJUD TEXT The action begins when Ambassador Nuukol reaches the center of the lobby. The two radicals approach him from either side with weapons drawn (and possibly with the heroes in hot pursuit). Read the following text aloud:
Ambassador Nuukolleaves the antechamber and walks toward the middle of the lobby, consulting a datapad containing the speech he is about to give. The bureaucrats and embassy workers in the lobby move out of his way. Then an angry voice fills the vast chamber. "Traitor!" screams one of the bureaucrats as he rushes toward Nuukol. "You cannot negotiate with these monsters! Far Mon Calamari!" A
MON
CALAMARI
ATTEMPTS
ASSASSINATION.
.ASSASSINATION .ATTEMPT
READ-.ALOUD TEXT
When combat begins, one of the radicals should be within 4 squares of Nuukol. As soon as possible, he activates the thermal detonator in his hand, hoping to vaporize the ambassador while serving as a martyr for the cause. However, the detonator is faulty; when it explodes, it releases a spray of shrapnel instead of a blast. Anyone caught in the explosion takes half damage (piercing). Fi ve bystanders are wounded and fall to hit points each . The radica ls' blaster pistols are also faulty and can fire only one shot each before they fuse shut. Regardless of the actions of the heroes, Nuukol is severely wounded by the shrapnel, caught in the crossfire, or otherwise injured and reduced to o hit points.
If the heroes interrogate the radicals, at an appropriate point during the questioning, read the following text aloud:
°
CL 5
Mon Calamari Radicals (2) Medium Mon Calamari scoundrel 5 Dark Side 3 Init + 13; Senses low-light vision; Perception + 13 Languages Basic, Mon Calamarian, 1 unassigned Defenses Ref 18 (flat-footed 17). Fort 15, Will 17 hp 32; Threshold 15 Speed 6 squares (swim 4 squares) Melee unarmed +3 (1 d4+2) Ranged blaster pistol +4 (3d6+2) Base Atk +3; Grp +4 Atk Options Point Blank Shot, Sneak Attack +2d6 Special Actions Disruptive Abilities Str 10, Dex 13, Con 10, Int 12, Wis 12, Cha 13 Special Qualities breathe underwater, expert swimmer Talents Disruptive, Sneak Attack +2d6 Feats Grazing Shot, Master of Disguise, Point Blank Shot, Skill Focus (Deception, Initiative, Perception). Weapon Proficiency (pistols, simple weapons) Skills Deception + 13, Gather Information +8, Initiative + 13, Perception + 13, Stealth +8 Possessions blaster pistol (one shot only). thermal detonator (faulty)
THE
FAILED
MARTYR
After the assassination attempt, medical droids and additional security personnel arrive in ld4 rounds to tend to the wounded. Critically injured, ambassador Nuukol is rushed to the embassy's medical facilities. Several minutes after the blast, an attache informs the crowd outside about the assassination attempt and cancels the press conference. The confused and shocked audience begins shouting and rushing the door of the embassy, held in check by the security personnel (and the heroes, if they want to assist) . If any radicals survived, they ask to talk to the heroes.
The Man Calamari stands up straight and squares his shoulders. "None of this matters, you realize," he says. "Ours was just one part in the plan to prevent negotiations. The Quarren scum is supposed to be speaking tomorrow to spread even more lies about how his people want peace. We're going to make sure that won't happen, either, despite the fa ilure today." INTERROOATION The heroes can interrogate the radicals to learn their purpose. Interrogation reveals that they are part of a cell of Mon Calamari who object to peaceful coexistence with the Quarren. They point to past events to show that every attempt at harmony has failed. If asked, the radicals say that their leader is an individual known as "Avreet" (the Mon Cal word for "comrade"). although they have never met him or her. The radicals also reveal that an assassin hired by another cell intends to kill the Quarren ambassador when he gives his speech the next day. The radical knows nothing about the assassin other than to say, "He's not one of us." If the heroes ask why the radicals' weapons were faulty, have the characters make another Persuasion check. If they succeed, the radicals look angry and complain that they picked up their weapons from a drop point in a seedy hotel. They have no idea why the weapons malfunctioned, although now they suspect that perhaps they were set up to fail.
DESPERATE DIPLO MACY When Nuukol regains consciousness, he sends a nurse to summon the heroes to his bedside. Despite the attempt on his life, the ambassador tells the heroes that the negotiations must continue as scheduled. He stresses that the assault will on ly make matters worse as the Mon Calamari citizens harden their stance toward the Quarren. He asks the heroes what they learned from the radicals, and after hearing of the threat on Tsillog, he tells the characters to warn the Quarren de legation. If the other ambassador is attacked , war will almost certainly break out between the two species. If the heroes try to contact Ambassador Tsillog (either via comlink or by trave ling to the Quarren embassy). have them make a DC 25 Persuasion check . Success means they are allowed to talk to him (on screen or in person). although he proves to be unfriendly, brusque, and highly suspicious. If the heroes fail the ir Persuasion check, a lesser Quarren dignitary relays the message. Regardless, the ambassador's point is clear- although he is saddened at the attempt on Nuuko l's life, he sees no reason to fear another attack and will hold his press conference as intended. Tsillog then excuses himself and either has the heroes escorted to the door or cuts off the transmission. All other attempts to contact the ambassador fail.
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ENCOUNTER: HUNT FOR THE ASSASSIN Challenge Level 9 SETUP: This encounter serves as the conclusion of "My Enemy's Enemy," the mini-adventure introduced on the previous two pages. As planned, the Quarren ambassador sets the stage for a press conference in front of his embassy. The setup is similar to the conference arranged at the Mon Calamari embassy, with a podium, holovid cameras, and the like, but the crowd is considerably larger than the one yesterday. On orders from Ambassador Nuukol, the heroes must attend the press conference and try to locate and stop the assassin before he can kill Tsillog. The Quarren ambassador has only minimal security, supporting his profession of disbelief in the heroes' claim.
READ-ALOUD TEXT When the heroes arrive at the plaza and begin hunting for the assassin, read the following text aloud:
The plaza in front of the embassy is filled with all mannerofsentients- mostly Quarren, but also including dozens of other species. The mood is tense as the crowd awaits the ambassador. The plaza is large and far away from other buildings, making it unlikely that a hidden sniper could shoot Tsillog. You believe that anyone who wanted to kill the ambassador would have to get relatively close to him.
SKILL CHALLENGE: SPOTTING THE KILLER The heroes must search for the assassin in a mob of sentients that includes plenty of Quarren, a host of other species, and a few Mon Calamari engaging in heated political debates with other members of the crowd. Tensions are running high. The heroes engage in a skill challenge to spot the assassin, a Rodian named Loodux, before he attacks .
CL 9 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (social sciences) [DC 30}: The heroes can try to study the body language of members of the crowd to determine which individuals seem out of place or suspicious.
Knowledge (tactics) [DC 20}:The heroes can attempt to identify the most likely locations from which an assassin would have a clear line of approach to Tsillog. Perception [Opposed DC}:The heroes can spot Loodux drawing his weapon as he prepares to fire at the ambassador or spot him as he throws down his smoke grenade. The check is opposed by Loodux's Stealth check (+ 18). Persuasion [DC 25}: The heroes can question members of the crowd to learn whether they have seen any suspicious individuals or anyone that seems to be carrying a weapon. Stealth [Opposed DC}: The heroes can move unobtrusively through the crowd looking for suspicious characters or can catch Loodux unaware as he prepares his attack. The check is opposed by Loodux's Stealth check (+ 18). Challenge Effects: The following are suggested challenge effects for this skill challenge: Opposed DC:Certain skills in this skill challenge can be opposed by Loodux. Restricted Skills: The following skills cannot be used in this challenge: Gather Information, Survival, Swim, and Treat Injury. Success: The heroes spot Loodux before he attacks. As a result, the combat does not begin with a surprise round. Failure : The heroes fail to spot Loodux before he tosses down his smoke grenade and attacks. As a result, they cannot act during the surprise round.
LOODUX Other members of the Mon Calamari radical group hired Loodux, a Rodian assassin, to kill the Quarren ambassador. Loodux is well known for his pistol work and his penchant for bold showmanship. The radicals want a spectacle and believe that a lone assassin killing Tsillog up close and personal would serve their cause effectively. Loodux is a perfect fit. Although his primary motivation is the payment he will receive, he has also come to share the radicals' distrust of the peace accord. In addition, the Rodian is more than a little insane. Loodux has bland features, which he uses to his advantage to blend in with the crowd outside the embassy. He wears typical garb in muted tones, making him look like an average sentient waiting to hear the ambassador speak.
loodux (l) Medium Rodian scoundrel 5/soldier 2/gunslinger 2 Dark Side 8 Init + 18; Senses low-light vision; Perception +9 Languages Basic, Mon Calamarian, Quarren, Rodese Defenses Ref 27 (flat-footed 23), Fort 21, Wil121 hp 56; Threshold 21 Speed 6 squares Melee stun baton +7 (ld6+4)
Cl9
Ranged heavy blaster pistol + 12 (3d8+7) or Ranged heavy blaster pistol + 10 (4d8+7) with Rapid Shot Base Atk +7; Grp + 11 Atk Options Dastardly Strike, Deceptive Shot, Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack +2d6
Ib - Loodux 'ii' - Tsillig tJ - Stairs HPodium
Abilities Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 13 Talents Dastardly Strike, Deceptive Shot, Sneak Attack +2d6, Weapon Specialization (pistols) Feats Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Deception, Initiative, Stealth, Survival)' Skill Training (Survival), Weapon Focu s (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Skills Acrobatics + 13, Deception + 15, Initiative + 18, Perception +9 (can re roll, keeping the second result), Pilot + 13, Stealth + 18, Survival + 14 Possessions heavy blaster pistol with target ing scope, smo ke grenade, stun baton, breath mask, concealed holster, encrypted comlink, SoroSuub JG -8 luxury landspeeder (see page 71)
n I
Loodux's Tactics
)
Loodux's plan is simple and brash. He intends to blend in with the crowd until Ambassador Tsillog comes out to speak. When the crowd begins to cheer or boo as Tsillog steps up to the podium, Loodux will be close to the front, where he will release a smoke grenade to cause panic. In the chaos, he will line up his shot, kill the ambassador, and trigger his com link to summo n the driver of his landspeeder. As the speeder carves a path through the crowd, Loodux wi ll lea p on board, shooting at anything and anyone that ge ts in his way.
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FEATURES OF THE
CONCI...USION If the heroes stop Loodux before he kills Tsil log, they are approached by the grateful ambassador once the chaos dies down. He apologizes for doubting them and promises to go for ward with the negotiations as planned. In addition, Tsillog offers each hero a reward of 5,000 credits, along with the possibility of additional diplomatic favors. If the heroes manage to capture Loodux alive and interrogate him, they realize that he is somew hat insane. However, the Rodian' s confusing answers to their questions provide clues that help the heroes determine the identity of "Avreet," the leader of the radicals that set up the assassination attempts. If the heroes follow through on this information, th ey eventually discover that Avreet is Ambassador Nuukol. If the heroes confront Nuukol, he confesses and admits that the attempt on his own life did not go as planned . The thermal detonator was not supposed to work at all, and he expected the two radi cals to be killed. Nuukol thought that an attempt on his life would sway public opinion in his favor. On the other hand, he fully intended for Tsillog to be killed , because then the Quarren would assign a new ambassador, perhaps one who truly wanted peace between the two species . Nuukol is later sent to a prison colony on one of Mon Calamari's moons.
AREA
This area in front of the Quarren embassy has the following features: Illumination: The battle takes place during the day, with no penalties for low light. Crowded Plaza: The plaza in front of the embassy is packed with sentients. Each blank square is assumed to have a single being in it. The areas indicated on the map are considered difficult terrain and impose a -5 penalty to Perception checks to locate a specific individual (such as Loodux). When combat begins, creatures knocked prone are trampled by the panicking crowd and take ld6 points of damage per turn until they can stand up again . Cover: Except for the area immediately in front of the podium, there are enough beings in the plaza that all creatures are considered to have cover. Reporter Pit: The area immediately in front of the podium is fi ll ed with dozens of reporters and holovid cameras. Smoke : When Loodux activates his smoke grenade, it fills a 2-square burst radius with smoke, providing concealment. Creatures without protective gear that remain within the burst radius suffer the effects of smoke (see page 256 of the Saga Edition core rulebook) .
MINI-ADVENTURE
#6: OPPORTUNITY KNOCKS "Opport unity Knocks" is a mini-adventure designed for 9th-level heroes. In this scenario of political espionage, the heroes in tercept a coded transmission that promises the opportunity of a lifetime.
ADVENTURE BACKOROUND For many, it has been a long New Order. The Rebel Alliance has tried many avenues but has yet to strike a major blow against the Empire. Fear causes many defiant sorts to stay on the outskirts of the galaxy and wait for the right opportunity. That very chance just might have presented itself. While on a far less important mission, the heroes intercept a coded transmission. After decoding it, they discover that Emperor Palpatine is slated to visit one of the floating domed cities of Duro regarding a new line of starships to be built for himself and his enforcer, Darth Vader. If the heroes negotiate with a Duro government official who has shown sympathy for the Rebellion in the past, they might be able to place themselves in the right position to assassinate Emperor Palpatine. Secretly, however, the transmission is a trap baited for the Alliance.
DECODINO THE TRANSMISSION (CL.
5)
When the heroes realize that they have intercepted the transmission, first they must make a DC 27 Knowledge (technology) check to record it to their ship's computer before the message disappears. Next, they must make a DC 35 Use Computer check to find the advanced algorithm necessary to decode the transmission. If they succeed, they learn the details of the Emperor's upcoming trip to Duro-a rare type of trip for him . Apparently, Emperor Palpatine plans to meet with Duro officials in the auditorium of a government building that will be cleared to maintain security. The heroes might suspect the authenticity of the message and try to ver ify it. A DC 22 Knowledge (bureaucracy) check reveals that, as far as they can tell, the business procedures mentioned in the transmission seem to be accurate and normal. A DC 22 Knowledge (galactic lore) check allows the heroes to recall details about Duro that match the information in the message, providing further authentication .
SKILL CHALLENOE : ARRANOINO THE ASSASSINATION The heroes travel to Duro. Once they arrive in orbit around the planet, they can contact an ally of the Rebel Al liance in the Duro corporate government. The heroes engage in a skill challenge to talk the official into aiding their attempt on the Emperor's life. CL 9 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this ski ll challenge: Deception [Opposed DC}: The heroes fabricate evidence that Emperor Palpatine is a direct threat to the Duros or that he has no intentions of honoring his contract. The argument might convince the official to give in to the heroes' request. Knowledge (galactic lore) [DC 23}: The heroes recall something they know of the Duro official, perhaps his past assistance to the Rebel Alliance, that they can use as leverage. Knowledge (social sciences) [DC 28}: The heroes put forth a point of philosophy, well known on Duro, that speaks to the official and conv inces him that their plan is a necessary course of action. Persuasion [Opposed DC}.· The heroes plead for the official to give them aid, using reason and promises of j ustice for the Emperor's dark deeds. Use the Force [Opposed DC}.· The heroes attempt to detect the mood and surface thoughts of the official, which might help them avoid upsetting or offending him during the negotiation. Challenge Effects: The following are suggested challenge effects for this skill challenge: Opposed DC: Skills used against the Duro government official, including Deception, Persuasion, and Use the Force, target the official's Will Defense of 27. Recovery: Since the official has a history of aiding the Alliance, he is willing to listen despite his fear of being discovered. Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure. Success: The heroes convince the official to give them special access to the building where Emperor Palpatine will negotiate the new capital ship contract. Failure: The official decides that the risks outweigh the potential benefit and refuses to help. The heroes must find their own way into the building . In addition, the official might warn his staff that intruders are expected.
AFTERMATH When the heroes begin their assasination attempt, use the "Assasination Ambush" encounter on the following page . If the heroes escape the government building alive, they still must get out of the domed city. The Imperials pursue them on foot through the streets, but in what seems like a stroke of luck, the heroes manage to get away and reach their ship. Secretly, a homing beacon has been hidden aboard the vessel. The Emperor hopes that the heroes will lead his forces to a Rebel Alliance base. After the heroes board their ship and begin the preflight sequence, a message from the Duro capital orders them to stand down and warns that their ship is not cleared for takeoff. However, the heroes are able to blast off without incident. If the first Duro official aided the heroes earlier, he contacts them again. "This doesn't make any sense," he tells them. "I think they're allowing you to leave. Be safe, and may the Force be with you." If the heroes ask why he did not warn them about the ambush, he says that he had no knowledge of it (which is true) but that he is glad they survived. He is impressed with their skills and offers to aid them again if they ever need help.
Challenge Effects: The following is a suggested challenge effect for this skill challenge: Catastrophic Failure: Disarming the rigged device is a delicate task with dire consequences. Any hero who fails a skill check by 10 or more accrues two failures instead of one. Success: The heroes fully disarm the explosives and disable the tracking device. Failure: The heroes cannot remove the demolitions safely. Roll a d20 and add the total number of successes earned during the skill challenge. If the result meets or beats DC 15, the heroes are unable to disarm the device, but it does not explode. If the result does not meet or beat DC 15, the device explodes, dealing lOd6 points of damage to the ship's engine room. (For rules on explosives, see pages 130-131 of the Saga Edition core rulebook.)
SKILL CHALLENGE: DISABLE THE TRACKING DEVICE
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As the heroes leave the Duro System, they might breathe a sigh of relief, or they might search their ship to see if the Imperials have hidden a tracking device on board. If the heroes locate the tracking device near the ship's engines, they can attempt to disable it. However, they realize that the device is rigged with explosive charges that could detonate if they try to remove or deactivate it. A DC 18 Knowledge (technology) check reveals that such an explosion at this location could destroy a significant portion of the ship-perhaps the whole vessel.
CL 9 Complexity: 2 (8 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge : Use Computer [DC 28]: The heroes use the ship's computer to try to link to the tracking device and slice into its programming. Knowledge (technology) [DC 28}:The heroes recall whatever information they know about the proper way to disable tracking devices or explosives. Mechanics [DC 30}: The heroes use the Disable Device application of the Mechanics skill (which requires a security kit) and manage to disable part of it. ASSAULTINO
THE
PALSE
EMPEROR
ENCOUNTER: ASSASSINATION AMBUSH Challenge Level 9
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SETUP: This encounter serves as the climax of "Opportunity Knocks," the mini-adventure introduced on the previou s two pages. The start of this encounter depends on whether the heroes were able to enlist the aid of the Duro corporate official. If they did, they can slip into the government building without trouble. The official has seen to it that his security force believes the characters to be part of a special additional unit. He has also provided the heroes with special al l-access credentials and will keep the auditorium balcony clear, since it is a good hiding place. If the heroes were unable to garner the official's aid, they must infiltrate the building by traditional means. The security guards are not high leve l, so this task shou ld not be too difficult for most 9th-level characters. Gamemasters can expand the infiltration portion of the encounter, if desired, to make it more challenging.
ONE FOR THE REBELLION After the heroes enter the building, they have some time before the Emperor's arrival. The st ructure is mostly empty, and there are not many places to hide. The balcony see ms like the best bet-no security and plenty of room. A few alcoves are located below the balcony, but these alcoves are near doors that might receive foot traffic.
READ-ALOUD TEXT When the Emperor and his guards arrive, read the following text aloud:
A door near the stage opens, and twa Duros officials enter. They are followed by a member of the Emperor's Royal Guard, Emperor Palpatine himself, and another elite guardsman. The entourage steps onto the stage, and Emperor Palpatine and the Duros sit around a table to begin the contract negotiation. The guards take their places to either side of the Emperor, force pikes in hand.
THE TRAP Th is "Emperor" is an impostor, a target for any Rebels who intercepted the transmission and took the bait. He puts on a good show and negotiates convincingly with the Duros. The heroes have plenty of time to prepare, aim, and take the best shot they can muster. The DC to hit the false Emperor is 16.lf the attack is successful, the impostor slumps forward onto the table, dead. Regardless of whether the heroes kill the impostor, as soon as they make their presence known, the Empire springs its trap. Th e Royal Guards leap to attention with their force pikes. Both Duros officials-really Corporate Security agents-draw their sidearms . Through each of the four doors come two heavy stormtroopers and an Imperi al officer (see pages 279-280 of the Saga Edition core rulebook). Chaos erupts. In this encounter, it is in the heroes' best interests to flee rather than fight, but some combat is necessary to escape from the ambush. Each doorway is blocked by two heavy stormtroopers and an officer. Their purpose is to slow down the heroes while the others open fire. The two Royal Guards (see pages 173 - 174 of The Force Unleashed Campaign Guide) move into melee to engage the heroes with their force pikes. The Empire's ultimate plan is to let some of the heroes esca pe so they can be follo wed back to a Rebel base. Thu s, the Imperials put up a rea listic strugg le to capture or kill the heroes but make sure to le t at least one or two get away.
DUROS OFFICIALS (CORPORATE SECURITY AOENTS) Although the two Duros wear noble attire and appear to be government officials, they actually belong to a special unit of Duros Corporate Security. They are fully aware of the details of the ruse and are cooperating with the Empire.
Duros Officials (2) Medium Duros sold ier S/noble 2 Force 3 In it + 17; Senses Perception +9 Languages Basic, Bocce, Durese, High Galactic, 1 unassigned Defenses Ref 22 (flat- footed 18), Fort 19, Wil120 hp 62; Threshold 19 Speed 6 squares Melee stun baton +7 (1d6+4) or Melee stun baton +7 (2d6+4 stun) Ranged blaster pistol + 11 (3d6+S) or Ranged blaster pistol + 11 (2d6+5 stun) or Ranged blaster pistol +9 (4d6+S) wi th Rapid Shot or Ranged blaster pistol +9 (3d6+S stun) with Rapid Shot Base Atk +6; Grp +10
ell
Atk Options Devastating Attack, Penetrating Attack, Point Blank Shot, Precise Shot, Rapid Shot Special Actions Bolster Ally Abilities Str 13, Dex 18, Con 10, Int 13, Wis 12, Cha 14 Talents Bolster Ally, Devastating Attack, Penetrating Attack, Weapon Specialization (pistols) Feats Armor Proficiency (light, medium), Linguist, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Initiative), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Skills Initiative + 17, Knowledge (tactics) +9, Perception +9, Mechanics +9 Possessions stun baton, blaster pistol, noble's clothing, 1,300 credits
CONCL.USION After this encounter ends, the heroes need to escape. However, a tracking device planted on their ship could lead the Empire back to their allies. See the "Aftermath" section on page 177. If the heroes fail to find the tracking device, or if they find it and fail to remove it but survive, they come under the scrutiny of the Imperial Service Bureau (lSB). From this point forward, ISB agents track their movements and might show up at inopportune times. Gamemasters are encouraged to expand on this development as desired. If the heroes la ter realize that they are being tracked, they can attempt the preceding skill challenges again. If the heroes find and remove the tracking device, they escape the Imperials without a hitch. The Empi re loses their trail, and somewhere, two Duros security agents and some Imperial officers suffer in the Force grip of Darth Vader.
FEATURES
OF THE AREA
The auditorium has the following features : Illumination: The battle takes place indoors, but the auditorium is fairly well lit, with no penalties for low light. Cover: The auditorium is full of places where the heroes can find cover, including numerous rows of seats, the balcony, and some alcoves.
SPYING
ON
THE
ARMS
DEAL.
MINI-ADVENTURE #7: DOUBLE DOWN "Double Down" is a mini-adventure designed for 10th-level heroes. In this scenario, the heroes are part of a Republic Intelligence team attempting to disrupt the movement of weapons to the Separatists in the Colu System, but a betrayal derails the mission.
ADVENTURE BACKGROUND The heroes work for Republic Intelligence, tasked with monitoring clandestine activity by the Separatists as the war effort gets underway. They are part of an undercover team on the planet Clak'dor VII, the homeworld of the Bith, and send reports to their superiors on Coruscant. After the recent death of their superior, they are now under the command of Special Agent Mocen Gundross, a serious and dedicated intelligence officer known for his aggressive techniques in the field . So as not to arouse suspicion or draw the ire of the independence-minded Bith, Republic Intelligence maintains a low profile on Clak'dor VII, basing its operations out of a dummy corporation in the capital of the planet. The heroes receive a message from Gundross that they are to break into a suspected Separatist safe house in a seedy part of town and plant listening devices to overhear vital information. The safe house is located in a hotel known as a place primarily for transients and ship crews looking for a cheap place to stay for extended periods of time. An Aqualish named Bandor Ootka, on leave from a Techno Union vessel docked for repairs, is currently staying in the room used as the safe house. However, the safe house serves as a general meeting place, so other Separatists could show up as well. Gundross orders the heroes to perform surveillance on the location, request any special equipment needed to break into the room, and plant the bugs, all without leaving a trace. Once the devices are in place, the heroes are to listen to any conversations that occur in the room and pass the information back to Gundross, who will decide what to do with it. If the heroes pull off this job, Gundross will put in the paperwork for hazardous duty pay of 100,000 credits.
SURVEIL..L..ANCE To determine the best time to break into the hotel room, the heroes need to spend a couple of days monitoring the activity there. If they try to rent a room adjacent to or across the hall from the safe house, they discover that those rooms have already been rented out. A DC 20 Persuasion check and 1,000 credits bribes the hotel clerk to kick out the current tenants and let the heroes have the room instead; succeeding at the check by 5 or more
lowers the bribery cost to 500 credits. The room rents for 100 credits per day, and the heroes can make two DC 20 Perception checks for each day of surveillance. After five successful checks, the heroes determine the best time to enter the room and plant the listening devices.
INFIL..TRATION When the heroes are ready, they need to figure out the best way to enter the room without raising suspicion. The Separatists have bribed the hotel staff to prevent anyone from gaining access to their safe house, but credits speak loudly. If the heroes make a DC 30 Persuasion check and offer 3,000 credits in bribes, a staff member gives them a passkey to the Separatists' room. If the heroes fail the check, they still must pay the 3,000 credits to keep the hotel employee quiet about the bribe attempt, or find some other way to keep him from talking. If combat breaks out, treat hotel employees as Rebel Troopers (see page 280 of the Saga Edition core rulebook). Alternatively, the heroes can try to find the hotel concierge (treat him as an Elite Rebel Trooper without weapons or armor; see page 281 of the Saga Edition core ru lebook) and pick his pocket to obtain a passkey. Doing so requires a Stealth check opposed by the concierge's Perception check (+8). The heroes might also use violence against the concierge to get a passkey. Once the heroes get inside the Separatists' room, they must plant three listen ing devices that were given to them by Gundross. Each device is of Fine size and camouflaged to blend into the background, requiring a DC 35 Perception check to notice. The room contains two beds, a refresher, a holovid monitor, a desk with a chair, and a computer panel with basic (DC 15) encryption. A large bay window overlooks the trash-filled alley below and a windowless factory 6 squares away.
SECURITY MEASURES Although the Separatists feel relatively confident about the secrecy of their safe house, they have installed a few electronic security measures. If the heroes successfully survey the room beforehand, they are aware that the room contains a surveillance detector (see page 67). It also contains a silence bubble generator, which creates an energy sphere that dampens sound waves in a 2x2 square area; the DC of Perception checks to hear sounds within the sphere is increased by 10. The heroes must tamper with both devices (DC 25 Mechanics check for each) so that they appear functional but allow the characters to listen in on conversations in the room. If the tampering is successful, the surveillance detector continually registers a negative result, and the silence bubble generator works as normal except that the heroes can tune their listening devices to a specific frequency that pierces the energy sphere. The Separatists have also modified the door leading into the room. Slicing through the door's lock requires a DC 30 Mechanics check (reduced to DC 25 if the heroes have a hotel passkey) . Failure by 5 or more sends a message to the room's surveillance detector; erasing the event from the detector's memory requires a DC 25 Use Computer check.
THE MEETINO If the heroes successfully plant the devices and modify the security measures, they can return to their own room and begin to monitor the Separatists. Sho rt ly after the heroes leave the safe house, Bandor Ootka returns to the room, locks the door, and spends the next few hours asleep. Over the course of the next 24 hours, two other people arrive to speak to Ootka. The first is a fema le Human, an ally of the bounty hunter who confronted the heroes. She asks if her friend came by yet to collect the overdue payment. Things quickly get heated as Ootka insists that no one came to see him, and the wom an leaves cursing and angry. A few hours later, a male Duros knocks on the safe house door and is admitted. He is a weapon smuggler named Doon Gorot who works as a go-between for a crime lord under contract to the Separatists. The heroes eavesdrop as Ootka and Gorot discuss a large shipment of weapons ready for the Separatists to pick up on Mezhra Station, an enormous space station in orbit around Clak'dor VII.
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A KNOCK AT THE DOOR (CL 7) While the hero es plant the bugs and alter the security measures, a toughlooking Human bounty hunter (use the statistics on page 283 of the Saga Edition core ru lebook, but replace Survival with Mechanics) enters the hotel and heads to the safe house. He knocks on the door, intending to talk to the Separatists about a bounty that is unrelated to the heroes' task. The heroes can use the room's camera system to see who is immediately in front of the door. The bounty hunter begins banging on the door, demanding to be let in. If the heroes open the door, the bounty hunter pauses for a moment and asks the whereabouts of Ootka. The heroes can attempt a Deception check opposed by the bounty hunter's Perception check (+14) to convince him that they are compatriots of Ootka. If they succeed at the check by 5 or more, the bounty hunter leaves after a terse comment that Ootka had better pay up for the job . If the Deception check fails, the bounty hunter suspects something is amiss, draws his blaster carbine, and demands to know who the heroes are. An opposed Persuasion check (against +24 this time) convinces the bounty hunter not to ask any more questions, and he leaves without trouble. Otherwise, he begins shooting at the heroes; the hotel is used to such violence, and the staff ignores the noise. If the heroes do not open the door, the bounty hunter tries to pick the lock to get inside. If he succeeds, he comes in with his weapon drawn (and might trigger the surveillance detector, as described in the Security Measures sidebar). The heroes can calm him down by making an opposed Persuasion check against +24; otherwise, he initiates combat.
Although the transmission is filled with static, you manage to overhear the conversation between the Separatist spy and the Duras that entered into the room . "Everything is going according to plan," says the Duros. "The weapons that you requested are ready for pickup in Bay 6-AT4 on Mezhra Station. I have several of my crew waiting up there to keep things safe until you arrive. They'll expect you to give them the second half of the payment immediately. But now, let's talk about the first halfof the payment. Where are my credits?" You overhear Gatka moving around the room, then the distinct sound of two credit chips making contact. "There," says Gatka. "Half a mil transferred. Not bad for two days' work, eh? My contacts will meet your crew tomorrow at 1200 hours for the pickup. Nice doing business with you." Gorot leaves the room, and Ootka makes a calion his personal comlink. He in forms a minion that the plan is in motion and repeats the same information that the heroes overheard. Short ly thereafter, the Aqualish leaves the safe house and no longer plays a part in the mini-adventure. (If the heroes want to detain or in terrogate Ootka, remind them that their mission involves surveillance, not interception .)
THE REAL SITUATION In rea lity, the conversation that the heroes overhear between Ootka and Gorot is part of a plot by Special Agent Mocen Gundross. The intelligence officer sold his loyalties to the Separatists and promised to give them some Republic Intelligence agents who could be interrogated for secrets or used as bargaining chips. Gundross set up the heroes, hoping to lure them into a t rap so they could be captured more easi ly.
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ENCOUNTER: DEAL GONE BAD Challenge Levell 0 SETUP: This encounter serves as the climax of "Double Down," the miniadventure introduced on the previous two pages. After the heroes relay the results of their surveillance to Gundross, he contemp lates the situation for a few minutes. Then he tells the heroes that another agent, a Bith named Ananah Kragana, will shuttle them up to Mezhra Station and use her existing cover to get them inside Bay 6-AT4 without any problems. The heroes are to observe the transaction between the weapon smugglers and the Separatists before stepping in and capturing (or killing) everyone involved. Gundross orders the heroes to go straight to the city's main spaceport and board a ship called the Verdant Song, piloted by Ananah. They find the vessel and the Bith waiting when they arrive, and she flies them to the space station. Ananah docks the ship immediately adjacent to Bay 6-AT4, giving the heroes a quick escape in case of trouble. She explains that Gundross has ordered her to accompany the heroes and lend her support to the mission. Her cover is as a maintenance worker on the station, so she knows how to override the bay's security and use service tunnels to get inside without being noticed. In truth, Ananah is another part of the double-cross. Gundross has told her to help the heroes get into the bay, then betray them at a prearranged signal.
DOUBLE-CROSS After the heroes have disembarked, Ananah steps up to the wall adjacent to Bay 6-AT4 and reveals a panel to a service tunnel that leads into the bay. Depending on how early the heroes arrive, they might have to find cover and wait for the smugglers and the Separatists to arrive, or they might show up just as the transaction is taking place. The bay is filled with crates and equipment, providing plenty of places for the heroes to hide. Eventua lly, a small freighter arrives, gliding through the force screen and setting down on the pad. A minute later, two Human males enter through the main bay door and approach the ship. Two other Humans carrying a heavylooking crate disembark from the freighter. The parties begin haggling , and soon the Humans from the ship open the crate and pullout several blaster rifles to show the goods. When this happens, the hero closest to Ananah hears her say, "And there we go. Sorry. It's just business." She draws her blaster carbine and begins firing at the heroes, at which point the four Humans (use the assassin statistics on page 282 of the Saga Edition core rulebook) turn and fire at them as well, using the blaster rifles from the crate. The four are Separatists who have come to the station not to pick up weapons but to capture the heroes. They do not fire at Ananah during combat.
ANANAH
KRAOANA
At one time, Ananah considered herself a loyal member of the Republic, but years of work in the field and proximity to the Separatists made her susceptible to conversion. Special Agent Gundross turned double agent as well, and the two of them have worked secretly with the Separatists for months, turning over Republic agents and other valuable commodities. Gundross and Ananah set up this elaborate ruse to lure the heroes into a position where they could be captured and sent to a Separatist world as prisoners.
Ananah Kragana
CL 10 Medium Bith noble 3/scoundrel 5/soldier 2 Dark Side 4 Init + 12; Senses Perception + 11 Languages Basic, Bith, Bothese, Durese, Huttese, Skakoan, 1 unassigned Defenses Ref 25 (flat-footed 23), Fort 21, Will 23; Dodge hp 48; Threshold 21
Speed 6 squares Melee vibrodagger +7 (2d4+5) Ranged blaster carbine + 10 (3d8+5) or Ranged blaster carbine +8 (4d8+5) with Rapid Shot Base Atk +7; Grp +9 Atk Options Coordinated Attack, Dastardly Strike, Disruptive, Dodge, Point Blank Shot, Rapid Shot Special Actions Born Leader, Combat Reflexes, Coordinate Abilities Str 10, Dex 15, Con 8, Int 15, Wis 12, Cha 16 Special Qualities meditative trance, microscopic vision, scent Talents Born Leader, Coordinate, Dastardly Strike, Disruptive, Indomitable, Sneak Attack + 1d6 Feats Coordinated Attack, Combat Reflexes, Dodge, Linguist, Point Blank Shot, Rapid Shot, Skill Focus (Deception, Mechanics), Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons) Skills Deception + 18, Gather Information + 13, Initiative + 12, Mechanics +17, Perception +11, Pilot +12, Stealth +12, Treat Injury +11 Possessions blaster carbine, vibrodagger, 2 medpacs Meditative Trance-Bith can enter into a trance that lasts for four consecutive hours. At the end of the trance, they gain the benefits of having rested for eight consecutive hours. Scent-Bith have an extremely strong sense of smell. At close range (within 10 squares), Bith ignore concealment and cover for the purpose of Perception checks, and they take no penalty for poor visibility when tracking (see Survival, page 73 of the Saga Edition core rulebook).
Ananah's Tactics Since she beg ins the combat close to the heroes, Ananah tries to blast as many of them as she can before diving for cover behind a crate, using her position to help flank them. She uses Born Leader, Coordinate, and Coordinated Attack to give her allies additional bonuses as needed . Because her mission is to take the heroes alive, she tries to knock them unconscious or to force them to surrender.
Separatists' Tactics The four Separatists take cover as soon as possible and stri ve to keep in line of sight with Ananah so they can benefit from her feats and talents. If Ananah orders them to stop firing at the heroes, they do so immed iately.
FEATURES OF THE
AREA
This area has the following features: Illumination: The interior of the docking bay is brightly lit. Cover: The docking bay is full of places for the heroes to find cover. In some cases (such as a character sitting in the loading vehicle). the Gamemaster can rule that the target has improved cover. Force Field: A powerful force field seals the bay from the vacuum of space. Anyone adjacent to the panel can shut off power to the field. The air immediately starts flowing out of the bay in a forceful manner. All characters must make a DC 20 Strength check to prevent being knocked over and dragged 4 squares toward the exit. A character adjacent to a solid piece of equipment (such as the ship or the machinery indicated on the map) can make a DC 15 Acrobatics check to grab on and resist being sucked into space. Characters sucked into space take damage from vacuum (see page 253 of the Saga Edition core rulebook). The force field reactivates after 1 round. Access Panels and Service Tunnels: The heroes enter the docking bay through an access panel on the west edge of the map (an identical panel and tunnel are found on the opposite wall of the bay). If the heroes put the panel back into place after coming through, a DC 20 Perception check is required to notice that the panel seems a bit loose. The tunnels behind the walls are 2 meters tall. Loading Vehicle: The loading vehicle is turned off and does not have the key required to operate it. The vehicle serves as cover. Crates: The docking bay is filled with crates of goods. These range from 2 to 5 meters in height and provide cover. Service Pit: The service pit on the eastern side of the bay serves as an elevator for gear. The elevator is currently retracted, meaning that anyone who falls or is pushed into the pit falls 10 meters and takes normal falling damage.
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< CONCLUSION If the Separatists are successful, they bundle the heroes into the freighter and throw them in the brig. The freighter travels to the planet Skako, where the heroes are used as bargaining chips with the Republic or trotted out as examples of the Republic's lies and corruption. If the heroes defeat the Separatists and capture Ananah or any of the four Humans alive, the prisoners eventually revea l that the double-cross was initiated by Special Agent Gundross. The intelligence officer was in league with the Separatists from the start. He was ordered by his superiors to capture Republic agents alive so the Separatists could extract their secrets or use them as examples in the ongoing propaganda war. Republic Intelligence makes good on the bonus promised by Gundross and gives the heroes a 100,000-cre dit reward for revealing the presence of two double agents in their midst.
AVOIDINO
IMPERIAL
CAPTURE
WHILE
EXTRACTINO
ALEECE
MINI-ADVENTURE #8: EXTRACTINO ALEECE "Extracting Aleece" is a mini-adventure designed for 12th-level heroes. In this scenario, the heroes are sent to extract a deep-level spy who be lieves she is about to be discovered .
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Agent Tehlan Aleece is a we ll-placed Rebel spy within the Empire. She is, in fact, the niece of MoffVenram Krax, who is temporarily located on Corellia. Throughout her longstanding secret association with the Rebel Alliance, she has provided vital information on Imperial procedures and activities. Recently, through her spy network, she contacted General Airen Cracken with potentially grave news. She believes that someone has become suspicious of her and that her cover soon might be blown. Cracken seems certain that Aleece would not have contacted him unless she were in real trouble. Time is of the essence. The heroes are asked to undertake what might end up being a suicide mission. Few agent retrievals go as planned, especial ly behind Im peria l lines. However, General Cracken believes that the importance of rescuing Agent Aleece is worth the risk. Before they travel to Corellia, the heroes are outfitted with the necessary tools. An intel ligence agent provides each hero with a security un iform, along with forged identification that includes ship and weapon licenses. The group is also loaned a standard-issue Firespray-31 Patrol Craft (see page 84 of Starships of the Galaxy). Finally, the intelligence agent gives the heroes an Imperial security code that is supposed to get them to Corellia without incident. The heroes are ordered to retrieve undercover agent Aleece and bring her back by any means necessary.
THE ARRIVALWhen the heroes arrive in orbit around Corellia, they are immediately spotted by a small fleet led by an Imperial I-class Star Destroyer. A flight officer aboard the Star Destroyer contacts the heroes, requesting their destination and purpose. The heroes must make a Deception check opp osed by the officer's Perception skill (+15) to attempt a bluff. They might te ll the officer that they are on assignment for the Corellian Security Force. Regardless, the officer requests an Imperi al security code before allowing the heroes to enter Corellian space. If they present the code supplied by Rebel Intelligence, there is a pause as they wait. When the officer returns on screen, he tel ls the heroes, "It's an older code, but it checks out. Proceed to Docking Bay 49. Do not deviate from your present course or you will be fired upon." If the heroes failed the Deception check to bluff the flight officer, he notifies his commander that he suspects something is off kilter. As a result, the docking bay will have extra security to keep an eye on the heroes.
MAKINO
CONTACT
The heroes need to make contact with Tehlan Aleece at the predetermined rendezvous point. She informs them that she cannot leave Corellia until after the birthday and dinner party for her uncle, Moff Krax, planned for that evening. If she were absent, suspicions would rise, and armed guards would be sent to find her. She tells the heroes that a Human named Snaeb Fronk is her escort for the party. Aleece believes that he knows of her espionage activities and might report her. She asks the heroes to pose as her personal security guards to protect her from Fronk and her uncle's guards.
ALMOST CAUGHT The heroes stand guard outside Aleece's quarters as she readies for her uncle's party. Her escort for the night, Snaeb Fronk, arrives and soon reveals his suspicions, asking her several heated questions. Read the following text aloud: While keeping watch, you listen through the door as Aleece greets her guest. The cauple's meeting seems full of pleasantries. Suddenly, Fronk's vaice turns hard, and he says that he knows what she's really up to. "Oh? And what is that?" she replies. "Don't play naive with me! I've seen you-I've been watching you," he says. "You and your little network of spies-" You hear a slap. "You're a feisty one," Fronk continues. "But no matter. It's too late for you. I've informed your uncle of your treasonous ways. You'll be in the spice mines of Kessel before this is done." To prevent the situation from escalating further, the heroes can enter Aleece's quarters to silence Fronk or otherwise detain him-a relatively easy task for 12th-level characters. A successful Persuasion check to intimidate Fronk against his Will Defense of 13 causes him to back down from the confrontation. The heroes might try to question Fronk, although he is antagonistic and loyal to the Empire to a fault. With another successful Persuasion check to intimidate him, the heroes learn that Fronk has not actually revealed his suspicions about Aleece to Moff Krax or the Moff's guards-he was bluffing to frighten her. However, Fronk did share his doubts with a few Imperial officers over a round of drinks at the cantina last night.
SKILL CHALLENGE: THE PURSUIT OF FREEDOM This skill challenge represents the heroes' attempt to outrun Imperial forces and local Corellian security as they extract Agent Tehlan Aleece. The challenge begins when they leave the dinner party. Even if they reach the spaceport and board Moff Krax's personal shuttle, Imperial TIE fighters pursue them, turning the foot chase into a space chase.
CL 12 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (galactic lare) [DC 35 or 30}:The heroes can try to remember what they know about Corellia and this city to find shortcuts and secret routes. This DC is reduced to 30 for heroes who are familiar with the city. Perception [DC 26}:The heroes can try to find the best path to stay ahead of the forces on their tail. Stealth [Opposed DC}: The heroes can try to sneak off, hiding from their pursuers as long as they remain unnoticed. This check is opposed by the pursuers' Perception skill. Treot Injury [DC 75 or 25}: Since keeping Aleece alive is part of the challenge, the heroes might need to treat her injuries if she is shot by their pursuers . To attempt to heal her, a hero must have a medpac; having a medical kit grants a +2 equipment bonus to the check. Making a DC 15 check allows a hero to administer first aid. Making a DC 25 check allows a hero to revivify Aleece if she has died within 1 round. Pilot [DC 26 or Opposed DC}: Once the heroes commandeer a ship, they can pilot it along the fastest routes, avoiding obstacles and other ships flying around the spaceport. If the heroes are engaged by Imperial TIE fighters, the pursuers become able to make Pilot checks for dogfight maneuvers, which set the DC for this skill. Use Computer [DC 37]: Once the heroes commandeer a ship, they can use its computers to try to find the best flight path to avoid their pursuers. In addition, they can use this skill for astrogation (requires 1 minute of computer use before making the check). For the Astrogation DC modifiers, see page 237 of the Saga Edition core rulebook.
Challenge Effects: The following are suggested challenge effects for this skill challenge: Degenerating:This skill challenge does not end when the heroes accrue three failures. Instead, the general difficulty category for skill checks increases by one step for each failure accrued. (For more information, see Degenerating on page 45.) Initiative: Since the heroes are engaged in combat, they must act in order of initiative during the skill challenge. Restricted Skills: The following skills cannot be used in this challenge: Gather Information, Survival, and Swim. Pilot and Use Computer can be used only after the heroes commandeer a ship. Success: The heroes escape from Corellia with Aleece. Failure: The heroes are killed or captured, or Aleece is killed.
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ENCOUNTER: DINE AND DASH Challenge Level 12 SETUP: This encounter serves as the climax of "Extracting Aleece," the miniadventure introduced on the previous two pages. The birthday and dinner party for MoffVenram Krax seems like the perfect gala, everything a Moff could want-fine clothes, fancy desserts, rich foods, and the smell of perfumes permeating the air. A live synthtone band plays in one corner as dancers spin across the floor. The heroes continue playing their roles as security guards while the nobles hobnob, eat, and dance. Aleece does an excellent job of pretending that nothing is wrong, going about her usual business of meeting and greeting other nobles, dancing with men of standing, and flirting when necessary.
READ-ALOUD TEXT At an appropriate point during the party, read the following text aloud:
After what seems like hours of lingering in the doorways, you notice something suspicious-an officer goes over to Moff Krax and whispers something in his ear. At first, Krax appears to try to shoo him away, but the officer seems too intent to be brushed off Tehlan Aleece notices the situation, too. Perhaps out of desperation, she signals one of the male heraes over to her and begins dancing with him. When the music slows, she pulls him close and whispers in his ear to get ready to run. Suddenly, Aleece slaps him hard across the face. "How dare you!" she yells. "I told you to behave once already! Men are such vomskrs l " She starts to cry real tears, putting on a show of sobbing as she storms out of the dinner party.
BACK TO THE
SHIP
When Aleece leaves the party, the heroes are likely to follow her out the door and begin their trek to the Firespray-31. Two guards stand just outside the door. The heroes must make a Deception check against the guards' Perception check (+ 15) to determine whether their guises continue to be successful. If the heroes succeed at the check, the guards nod at them but otherwise do nothing. If the heroes fail the check, they can try to do or say something to ease the guards' suspicions by making a DC 26 Knowledge (bureaucracy) check. If that check also fails, the guards sound the alarm and try to apprehend the heroes. When the heroes are close to their ship, they realize that their docking bay (number 49) is swarming with Imperial heavy stormtroopers. Aleece suggests that they take her uncle's personal shuttle instead, which is docked in bay 46. She claims to have the access codes and some experience flying the shuttle that she gained while taking trips with her uncle.
Gamemasters should feel free to increase the number of Imperial t(OOPS as necessary. More are likely to arrive on the scene once the alarm sounds, especially if the heroes failed the Deception check when they first entered orbit around Corellia. Once the heroes commandeer a ship, they are chased by three Imperial TIE fighters. The TIE fighter pilots attempt dogfight maneuvers and make opposed Pilot checks against the heroes.
TEHLAN
ALEECE
The niece of MoffVenram Krax from Corellia, Tehlan Aleece is also an undercover agent for the Rebel Alliance. Behind her uncle's back, she has been reporting information to General Airen Cracken through a spy network. She is also an experienced pilot.
Tehlan Aleece
CL 7
Medium Human noble 7 Force 4 Init + 10; Senses Perception + 14 Languages Basic, Bocce, Bothese, High Galactic, 2 unassigned Defenses Ref 22 (flat-footed 19). Fort 19, Will 21; Dodge, Mobility hp 47; Threshold 19 Speed 6 squares Melee unarmed +5 (ld4+3) Ranged blaster pistol +7 (3d6+3) Base Atk +5; Grp +7 Atk Options Running Attack Special Actions Bolster Ally, Ignite Fervor, Inspire Confidence Abilities Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 17 Talents Bolster Ally, Educated, Ignite Fervor, Inspire Confidence Feats Dodge, Improved Defenses, Ling·uist, Mobility, Running Attack, Skill Focus (Deception, Gather Information, Perception). Weapon Proficiency (pistols, simple weapons) Skills Deception + 16, Gather Information + 16, Initiative + 10, Knowledge (bureaucracy) + 10, Knowledge (galactic lore) + 10, Perception + 14, Persuasion + 11, Pi lot + 10, Use Computer + 10 Possessions blaster pistol, noble's clothing, 2,200 credits
LAMBDA-CLASS
SHUTTLE
This modified Lambda-class shuttle belongs to MoffVenram Krax, who enjoys having his personal ship updated and improved. Krax has increased its speed, maneuverability, and shield technology. For more details on Lambda-class shuttles, see page 106 of Starships of the Galaxy.
Modified Sienar Fleet Systems Lambda-class Shuttle
CL 13
Colossal space transport Init -1; Senses Perception +6 Defense Ref 15 (flat-footed 12). Fort 26; + 12 armor, Vehicular Combat hp 120; DR 15; SR 35; Threshold 76
Speed fly 12 squares (max. velocity 920 km/h)' fly 4 squares (starship scale) Ranged blaster cannon battery +6 (see below) and blaster cannon +4 (see below) and twin laser cannons +6 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp +38 Atk Options autofire (blaster cannon, twin laser cannons) Abilities Str 42, Dex 16, Con -, Int 16 Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +6 Crew 6 (skilled); Passengers 20 Cargo 80 tons; Consumables 2 months; Carried Craft none [$Designer omitted the hyperdrive line. In case this was an accident, I've included it below in red . Delete the line if the exclusion was intentional (if the modifications described in text removed the hyperdrive) .J Hyperdrive xl (backup xl0). navicomputer Availability Unique; Cost not available for sale (likely valued at 300,000)
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Blaster cannon battery (2 gunners) Atk +6 (+1 autofire)' Dmg 5dl0x2 Blaster cannon (copilot) Atk +4 (-1 autofire)' Dmg 5dlOx2 Twin laser cannons (pilot) Atk +6 (+1 autofire). Dmg 2dl0x2
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CONCLUSION
FEATURES OP THE AREA
If the heroes escape with Tehlan Aleece and jump to lightspeed, they earn General Airen Cracken's respect for extracting the undercover agent. Most likely, they receive medals and possibly promotions if they choose to continue helping Rebel Intelligence. Moff Venram Krax ends up believing that his niece was kidnapped and forced by the Rebels to steal his shuttle. He puts a bounty on the kidnappers and offers a reward for the safe return of his beloved niece. Perhaps he suspects the true nature of the kidnapping but chooses this scenario both for his mental comfort and to save his neck if his superiors discover what really happened. If the heroes escape but Tehlan Aleece died or was captured, they earn nothing from the Rebel Alliance. In fact, the Alliance might be wary of sending them on another difficult assignment. General Airen Cracken is saddened by the news. The only bright spot in the botched operation is that Moff Krax must explain to Grand MoffTarkin that his niece had been a Rebel spy right under his nose. Ironically, Tarkin does not know that his own niece Rivoche Tarkin is playing the same game. Nevertheless, Tarkin demotes Krax for this disgrace.
This area has the following features: Illumination: The foot chase through the city and into the spaceport takes place during the day, with no penalties for low light. Cover: The landing pad is full of places that provide cover. Civilians: The city streets are full of civilians. The spaceport is less crowded, but several civilians are present around the docking bays and the computer terminal. Computer Terminal: This item provides cover. Crates: Several crates around the docking bays provide cover. Docking Bay 46: In this bay, Moff Krax's Lambda-class shuttle is docked. Docking Bay 47: This bay is empty. Docking Bay 48: This bay is empty. Docking Bay 49: In this bay, the heroes' Firespray-31 is docked.
ADVENTURE
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SUMMARY
The Republic has long been interested in maintaining neutrality on the planet of Nyriaan, both to preserve the native population of the planet as well as to allow a free market, of sorts. Despite legal rulings on the subject, the Corporate Sector Authority has long held to the belief that Nyriaan is its planet to do with as it pleases. Given the expense of mining madilon on Nyriaan, the CSA is constantly looking for more profitable ways to exploit the world's valuable resources. One plan posited by the CSA's scientists suggests that if the moisture in Nyriaan's atmosphere were somehow to be condensed, it would nullify the storms in the volatile ionosphere as well as flood the planet's surface. In addition to forming a number of vast seas on Nyriaan's surface, such an act would also allow the light of Luire, the system's star, to penetrate the planet's atmosphere for the first time in millions of years. The impact on the planet's diverse ecosystems and settlements would be catastrophic, but the loss of plant and animal life is insignificant to the CSA when compared to the increase in profits that would result when the communications and navigational obstacles presented by Nyriaan's atmosphere are removed. After decades of research into such an endeavor, the CSA has brought its project to a critical phase of development. Known as the Deluge Experiment, the operation is a well-kept CSA secret. By design, not even the Corporate Sector's highest-ranking members officially know of its existence, giving them freedom from prosecution if the experiment goes horribly wrong or leads to an unacceptable loss of life . CSA physicists and meteorologists assume that the effects of the Deluge Experiment will be gradual, requiring months to flood the planet's surface and ostensibly allowing time for any necessary evacuations. However, some in the Corporate Sector's scientific community believe, perhaps correctly, that the Deluge will take the form of a single catastrophic tempest that will cause widespread death and destruction. Despite such warnings, the Deluge Experiment nears its final phase. A massive device-similar to a vaporator, only thousands of times more powerful-has been constructed near a CSA mining facility on one of Nyriaan's vast mud plains. The Republic receives intelligence concerning the Deluge Experiment, but until recently, it was not aware of the magnitude of the experiment's scope. Several agents are dispatched to Nyriaan to determine how close the project is to completion and to locate the site of the experiment. In their last report,
A
NOTE
ABOUT FACTIONS
In the event that you desire more diversity or would like to tailor "The Perfect Storm" to your own campaign, the factions referenced in this adventure (specifically the Republic and the Corporate Sector Authority) can be easily exchanged for any other factions of your choosing. If you intend this adventure to take place during the Rebellion era, replace the Republic with either the Rebel Alliance or the Empire. Either works in this scenario, although the Empire's motivations are likely to be less than altruistic.
two of the Republic's top agents on Nyriaan claim to be close to discovering this information. However, neither has reported back to their handlers in some time. Prior to their disappearances, each agent insinuates that the other's loyalty might be compromised by the CSA, although no evidence to substantiate either claim is provided. Unable to wait for the agents to report back, the Republic's top intelligence officials order a new team, disguised as independent miners, to be assembled and sent to Nyriaan at once. Team members must be free from suspicion of any prior collusion with the Corporate Sector Authority, and furthermore, their loyalty to the Republic must be above doubt. Mercenaries and other contractors are considered, but only those who have proven themselves to be reliable. Given the short time available to the Republic, the selection of agents is rushed and fraught with risk. So enter the heroes: loyal citizens and/or servants of the Republic, who might come from any walk of life. Their success can mean the difference between life and death for hundreds of thousands of beings on Nyriaan.
THE TRUTH Yrssk is a traitor to the Republic, having accepted a number of bribes from the Corporate Sector Authority to impede Republic investigation of the Deluge Experiment and to fabricate evidence against Klieri, the loyal agent, making her appear complicit in aiding the CSA's efforts. Klieri learns the specifics of the Deluge Experiment's location and scheduled completion. She becomes too great a liability and is killed by a CSA assassin droid. Meanwhile, Yrssk is instructed by his CSA masters to pose as a loyal Republic agent in case other Republic lackeys are sent to investigate.
Yrssk has since planted misleading information on a datacard in Klieri's datapad-Iocated in her apartment-and retreated to a location in the wilderness to await his prey. Hoping that the heroes will be waylaid before they reach him, Yrssk has arranged a number of distractions. Once the Deluge Experiment is initiated, Yrssk intends to return to Locus, gather his ill-gotten wealth, and retreat into the Outer Rim territorie s. The Deluge Experiment is scheduled to proceed two days after the heroes arrive on Nyriaan. This event is, of course, adjustable depending on your players and the pace at which they proceed through the adventure. Be flexible, and use the impending experiment's schedule to raise the level of tension whenever necessary.
PART 1: BEFORE THE STORM In this section of the adventure, the heroes are recruited, learn of their mission objective, and make their way to Nyriaan by whatever conveyance makes most sense. After they arrive in the Luire system, they must find a way to Nyriaan's surface, perhaps by renting laser transport array equipment and contracting with the Navigator's Guild to make planetfall in Locus, Nyriaan's capital. Of course, nothing ever goes as planned. In the most critical of situations, the LTA projector on the planet is sabotaged midflight, and the bonded navigator they hire becomes a liability.
MISSING
PERSONS
The players are contacted, either individually or as a group, and invited to participate in an important, albeit sensitive, mission on behalf of the Republic. Once the group is assembled, they are instructed to meet with their Republic contact, a Human male they know as Ghurn. Ghurn is, it seems, a high-ranking Republic official, although he never specifies which arm of the Republic he works for. Nevertheless, he has been trustworthy and he pays well, two facts that endear him to most heroes right off the bat. Ghurn appears to be a middle-aged Human male with tanned skin, white hair peppered with black, and steely gray eyes. He dresses in conservative silver-gray suits. Although handsome, he is also somewhat aloof. When meeting the heroes, Ghurn requests that they join him at a lowerclass pub or social club in a metropolis on whatever planet the heroes happen to be on at the moment. When they arrive, he requests a private room from the establishment's managerial staff and ushers the heroes in. Once Ghurn is alone with the heroes, he greets each of them personally, looking each in the eye and shaking that hero's hand as he compliments a piece of attire, a recent accomplishment, or the like. Once the pleasantries are out of the way, Ghurn gives the following briefing:
"/'m glad yau've all decided ta lend me yaur talents taday. Samething has arisen that has mysuperiars in a bind, and given the short notice, I'm surprised that we've managed to assemble a group that is as skilled and knowledgeable as you are. "All compliments aside, what we need now is a group that is ready, willing, and able to track down two of our missing agents on a hostile mining world in the Mid Rim. The world, Nyriaan, is a curious place, mostly because of its unique and volatile otmosphere that, when combined with its unusually strong magnetic field, makes landing an the planet a most hazardous endeavor. "The two missing agents were working toward the same goal in separate capacities. It seems that the Corporate Sector Authority has been developing a device that can, if it performs as expected, condense all the moisture in Nyriaan's atmosphere into a single, catastrophic rainfall. While such an event might neutralize the planet's strong ionosphere, it would have the side effect of laying waste to much of the planet's surface, as well as killing most of the indigenous animal and plant species. "We are not in the business of allowing such egregious experiments to proceed, regardless of the long-term benefit to our own mining efforts on Nyriaan. Therefore, we must stop the CSA from carrying out this project. "So, in brief, this is your assignment. Proceed to Nyriaan in the guise of in dependent miners. Locate our missing agents in Locus, the sprawling planetary capital of Nyriaan. Determine the location of the CSA's experimental device, and sabotage or, preferably, destroy it. If you are able to find comprehensive plans for the experimental device, I will happily provide a cash bonus for them. "I understand that this sounds like a simple mission, but there have been .. complications. It seems that one or both of our agents might have been turned by the Corporate Sector. In their last reports to us, each agent claimed that the other was compromised by the enemy, so you must take care when dealing with either of them. "Any questions?"
Once the briefing is concluded, Ghurn gladly answers any questions posed by the players. He provides the following information about the agents. The first agent is known as Klieri, a Human female from Coruscant, operating on Nyriaan for the past four months. Displays of her show that she is a fema le in her mid to late twenties, with short brown hair and brown eyes. The second agent is a male Trandoshan named Yrssk. He is middle-aged, with yel low-brown scales, blood red eyes, and a jagged scar along the left side of his head. Both agents were posing as freelance mining personnel at the time of their disappearance. Neither has ever given any indication of disloyalty to the Republic, which makes the possibility of their betrayal that much more disturbing. Ghurn also provides the agents' last known addresses, both of which are for cheap apartments in the Neutral Zone of Locus.
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Compensation for the mission is negotiable, but it should not be the focus of any long or involved discussion with Ghurn . The basic fee is a lump sum of 12,000 credits, with a bonus of an additional 8,000 credits if the heroes can procure plans for the CSA's experimental device.
L.OOKS
L.IKE
STORMY
Knowledge (galactic lore) check, they shou ld also purchase items that might be of use in the dim and sultry conditions on the planet's surface. Whatever their method of travel, after the heroes drop out of hyperspace in the Luire system and begin their approach toward Nyriaan, read the following aloud:
WEATHER
The heroes are responsible for securing their own passage to Nyriaan . Fl ying their own starship to the Luire system is obviously the cheapest and most reliable method of transport available. Lacking their own ship, the heroes can charter a ship to the Luire system . However, charter is expensive, given the Luire system's isolation. Getting a charter pilot to voluntarily land a starship on the planet's surface might also be difficult. Unfortunately, Ghurn cannot provide the heroes with a ship. Given the critical status of the mission, however, he might be able to pull some strings at the Gamemaster's option. If a ship is provided, the heroes' fee should be reduced by at least one quarter. To keep their cover as independent mining contractors, the heroes should take time to procure or purchase basic mining gear prior to leaving for Nyriaan . Depending on what they know about Nyriaan through the proper
As you approach the planet, you see that Nyriaan is simultaneously ugly and incredibly beautiful. The railing clouds of the planet are thick, dark, and forbidding, yet they are punctuated by flashes of purple lightning that arc through the turbulent atmosphere. A number ofsmall stations and platforms orbit Nyriaan, and countless ships and shuttles move between them in a constant ballet. The stations and ships maintain a distance for enough away from the planet to remain unaffected by the numerous magnetic belts that surround it. Suddenly your communications console crackles. ''Attention unidentified vessel. Please state your purpose in the Luire system so that I can properly direct you."
The heroes are being contacted by a member of the Hyperspace Navigator's Guild, both to direct them to a relevant platform or station in Nyriaan's orbit, as well as to offer them a mandatory Guild contract should they want to land upon the planet's surface. Reckless heroes might want to land upon the planet on their own, but such efforts are likely to end in tragedy (which should be stressed). If the heroes manage to land on their own, they are subject to arrest for violation of the Senate mandate that al l landings On Nyriaan be overseen by members of the Hyperspace Navigator's Guild. When the heroes announce their intention to land in Locus, the Hyperspace Navigator's Guild offers them a special rate for both the rental and installation of a laser transport array and the services of a bonded navigator. For light freighters , the service charges total 1,000 credits for each take-off and each landing . For a special rate of 1,500 credits, the heroes can reserve both land ing and take-off services ahead of time at a substantial savings. They'd be fools to refuse. Heroes who accept the services of the guild are given clearance and directed to dock with Platform Trill 92. When the heroes dock, Hyperspace Navigator's Gui ld technicians board their vessel to install a portable LTA system. Installation requires external attachment of the LTA sensor system, as well as connection of a universal control station inside the ship's cockpit by the bonded navigator who is sent to accompany the heroes. The navigator, a nervous Snivvian named Tevlun, arrives with little fanfare and introduces himself to the heroes. He shows his credentia ls prior to installing his universa l control station, and he answers any questions the heroes pose. If asked why he is nervous, Tevlun shrugs it off and insist that he is fine. The truth is that he is a relatively inexperienced LTA operator with on ly three prior landings on Nyriaan. Astute heroes might come to this conclusion by succeeding on a DC 12 Perception check, but less trusting heroes might suspect foul play on Tevlun's part. Unless the heroes want to disembark and exp lore Platform Trill 92 (an unexciting orbital facility that is equipped with only marginal services-a cramped cantina with attached hotel, limited repair faci lities, and an overpriced general store)' they can arrange to land in Locus when the LTA system is ful ly instal led.
TEVLUN Tevlun is a tense Snivvian who has recently been accepted into th e Hype rspace Navigator's Guild as a bonded navigator. He has made only a few landings on Nyriaan, so he is still somewhat put offby the proce dure. Neverthe less, it is decent money, and he has a wife and severa l ch ildren to support back on Cadoma i Prime. Although he is dressed in the uniform of a bonded navigator, the Snivvian acts somewhat wet behind the ears. He drums his fingers nervously as he works, oblivious to the fact that you can sense his discomfort.
Tevlun
CL 1
Small Snivvian nonheroic 4 Init +2; Senses Perception +3 Languages Basic, Snivvian, Nyriaanan Defenses Ref 11 (flat-footed 11). Fort 10, Will 11 hp 10; Threshold 10 Speed 4 squares Melee unarmed +3 (ld3) Ranged blaster pistol +3 (3d6) Base Atk +3; Grp -2 Abilities Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 10 Special Qualities observant Feats Skill Fo cus (Knowl edge [physical scie ncesll, Sk ill Training (Pilot, Use Computer). Weapon Proficiency (pistols, simple weapons) Skills Knowledge (bureaucracy) +9, Knowledge (g alactic lore) +9, Knowledge (ph ys ical sciences) + 14, Perception +3 , Pilot +7, Use Computer +9 Possessions navigator's uniform, bonded navigator's credentials, blaster pistol, laser transport arra y console
Tevlun's Tactics On the off chance t hat Tevlun is involved in combat with or near t he heroes, he defends himself as best as he can . He is not a soldier and does not take unreasonable chances for strangers.
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"WE'RE OO'NO TO DIEI"
The view beyond the cockpit suddenly goes dark and the sublight engines begin to sputter. Tevlun flips a switch, compensating for the burst of intense ionization that the ship has suddenly been exposed to. The engine noise subsides somewhat. Suddenly, a light on Tevlun's console blinks an angry red, and an accompanying alarm sounds shrilly in the confines of the cockpit. "Uh oh ... " Tevlun stammers in a panic. "I've lost surface laser telemetry!"
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PL.ANETFAL.L. Once the heroes' ship is outfitted with LTA equipment and Tevlun, the bonded navigator, is aboard, they can make planetfall on Nyriaan. The operation starts out simply enough, but soon the situation spirals out of control. Read the following text aloud when the heroes begin their descent:
The sickly clouds swirling around the planet below begin to darken as your ship slowly approaches them. Tevlun, the navigator, sits at the pilot's station, his stubby fingers picking nervously at keys and switches as he monitors the ship's descent. "We are within fifty kilometers of breaching the ionosphere," he reports. "I will now be shutting down all unnecessary systems until we touch dawn." As if an cue, the interior lighting dims, and the omnipresent sound of the air scrubber is replaced by the faint thrumming of the sublight engines. The ship seems strongelyquiet, and looking through the cockpit viewport you have the sudden impression that you are falling toward the planet-an impression that is nat entirely wrong. "Orbital laser telemetry acquired. Surface laser telemetry acquired," Tevlun continues, as ifspeaking to himself. "Adjusting course to maintain synchronization. Entering atmosphere in 3 ... 2 ... 1."
Concerned heroes are likely to ask Tevlun something along the lines of. "What does that mean?" What it means, in lay terms, is that the laser gu iding the ship to the ground has been deactivated, and aside from the orbita l laser, the heroes are flying blind toward the surface of Nyriaan. Granted, the orbital laser provides an indication of the direction they should be flying, but the wisdom of flying in such a manner is questionable. At this juncture, the heroes must make a choice. First, they can attempt to return to Platform Trill 92 and take stock of the situation, attempting to land on Nyriaan at a later time. This is the option that Tevlun would suggest if he weren't hyperventilating. Returning to the platform requires one of the heroes to take control of Tevlun's navigation console and succeed in a DC 20 Pilot check. The second option is to continue the landing as planned, using only the orbita l laser telem etry as a guide. Unfortunate ly, Tevlun is not trained for such a maneuver. Neither are the heroes, but that is beside the point. Heroes wanting to take this gamble are obliged to complete the "Landing on Nyriaan with Orbital Laser Telemetry Only" skill challenge to make planetfall safely. If the heroes' ship crashes, it is damaged as indicated on Table 10-3: Collision Damage on page 173 of the Saga Edition core rulebook, with the size of the colliding vehicle or hazard being equal to the size of the heroes' ship.
PART 2:
DOWN
IN
IT
Now that the heroes have landed (or crashed) upon Nyriaan, they can go about the business of locating the two missing Republic agents. If events have gone as planned and they are ab le to land safely, their ship ends up in one of the Neutral Zone's docking bays. Fees for starship storage, service, and the like are 10% higher on Nyriaan than elsewhere. The layout of Lo cus is simi lar to that of most colonial cities. Structures are built low to the ground. Dim, flickering illuminators are placed at even . intervals along streets to compensate for the lack of natural light. The air has a sta le, musty odor. Areas of high foot and vehicle traffic have less fungal growth, but practically all surfaces in the Neutral Zone-walls, streets, sid ew alks-are covered in a thick layer of phosphorescent fungus. The private sectors of the city, including the Corporate City Sector and the Republic Sector, are well secured and nearly impossible to enter witho ut proper authorization.
SKILL CHALLENOE: LANDINO O N NYRIAAN WITH ORBITAL LASER TELEMETRY ONLY In this skill challenge, the heroes attempt to land a starship on Nyriaan using only one of two standard laser arrays for guidance. Normally, two laser arrays-one located on the ground and one located in orbit-are employed to give pilots and navigators a precise fix on their location, altitude, and relative speed. With only the orbital array to guide them, the heroes can only guess at these figures. As failures are accrued, the heroes' ship spins further out of control.
CL 5 Complexity: 1 (5 successes before 3 failures) Suggested Skills: The following are suggested primary ski lls for this ski ll chal lenge: Knowledge (galactic lore) [DC 24]: Th e heroes can use their knowledge of Nyriaan's atmospheric qualities, as well as its geography, to judge their altitude and bearing. Mechanics [DC 22]: The heroes can attempt to jury-rig their sublight engines or other sh ip systems to generate more power. Perception [DC 20]: The heroes can use their senses to judge distances and notice obstacles and ground features as they plummet through the thick clouds. Pilot [DC 20): Heroes can buckle their restraints and trust in their reflexes and piloting skills to survive the disaster. Use Computer [DC 23]: The heroes can atte mpt to adjust the ship's sensors to overcome the interference from the planet's ionosphere and magnetic fields. Challenge Effects: The following are suggested challenge effects for this skill challenge: Restricted Skills: The Mechanics and Use Computer skills can only be attempted once each during this skill challenge. In ad dition, the following skills are not applicable in this challenge: Acrobatics, Climb, Deception, Gather Information, Jump, Persuasion, Stealth, Swim, and Treat Injury. Second Effort: A hero who fails a skill check can instead choose to move the starship -1 step on the condition track to make that failure count as a success. Success: The heroes successfully land on Nyriaan, although they might not end up exactly where t hey expected to be. Failure : Th e heroes crash-land on Nyriaa n, damaging the starship and possibly injuring themselves and others.
Heroes in Locus can travel on foot , but the easiest way to get around is either to rent a vehicle, such as a landspeeder, or to hail one of the taxis in the vicin ity of the Neutral Zone's spaceport. The city is laid out in a rough grid, with different sectors-such as Corporate City Sector and the Republic Sector-cordoned off by fire lones, high walls, energy fences, and armed guards. The heroes have two obvious cho ices at first, and both involve checking in at the last known locations of the two missing agents. Adventurous players might want to explore the city a little bit. Let them take a short detour, but their immediate focus should be on Yrssk and Klieri, the missing agents. In either case, the next encounter might be a good way to get them back on track.
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RECEPTION
The heroes immediately attract attention from a pair of plainclothes Corporate Sector assassins. Given the activity of the previous few days, the Corporate Sector Authority expects that the Republic will send personnel to Nyriaan to investigate the disappearances of the two agents. The Republic is not infallible, either, and word of the heroes' appearance and modus operandi has spread to the CSA's intelligence units on Nyriaan. The two CSA assassins are responsible for the malfunction of the surface laser telemetry that the heroes experienced during their descent. Since their sabotage did not have the desired effect, the assassins are to follow the heroes and keep an eye on them as they make their way through Locus in search of the missing Republic spies. If the heroes locate one or both of the spies, the CSA assassins are authorized to use deadly force against them. Regardless of which lead the heroes follow up on first, the two CSA assassins spring an attack when the heroes gain entry to Klieri's apartment (see "Klieri's Apartment," below) if the assassins are still active at that time. The CSA assassins have access to ground transport. If the heroes decide to travel on foot, one CSA assassin follows on foot at a distance while the other drives the speeder, just out of sight. If the heroes prefer to drive their own vehicle, both assassins pursue in theirs. Their immediate goal is observation, not attack. If the heroes detect them, the assassins attempt to break contact. Barring that, they fight to the death and try to avoid capture if possible.
SOMEDNE'S
WATCHINO.
If the heroes notice the assassins tailing them and combat ensues, refer to the "Main Street Firefight" encounter on page 206 for details. If the encounter turns into a speeder chase, then refer to the "Locus Street Chase" skill challenge below to resolve it. If the heroes lack a speeder, they are unable to pursue their enemies. If the chase ends with the heroes tangling with the assassins, the "Main Street Firefight" encounter can still be used.
KLIERI'S
APARTMENT
The agent named Klieri was last known to be living in an apartment at the far southern end of the Neutral Zone of Locus. The heroes can find her apartment easily enough by any number of methods: checking maps, asking for directions, or checking public terminals for information. The neighborhood is on the lower end of the social scale, and depending on the time of day-which, given the constant darkness, might seem irrelevant- any number of roughlooking characters might be hanging out in the street, talking, joking, and making spectacles of themselves. Klieri's apartment is in a sprawling three-story building. Her unit is on the second floor, near the western end of the structure, conveniently located next to an emergency stairwell. The halls of the building are clean, for the most part, with only occasional old stains or small patches of slow-growing phosphorescent fungus on the floors and walls. A steady stream of tenant traffic flows through the hal.ls during the day cycle, including a tired-looking security guard who sits at a station near the building's front entrance. The apartment door is closed and sealed with a simple electronic lock (DC 20 Mechanics check to unlock). If the heroes knock or ring the bell, no one answers, and no sound can be detected within the apartment. Once inside, the heroes find a series of unlit rooms and signs of a struggle. Furniture has been upended and small objects and fragments of glass and ceramic litter the floor. Klieri is dead in the apartment bedroom. She has been there for at least a couple of days, and the cause of her death appears to be a series of blaster shots to her chest and abdomen. Her placid face is bruised, and her brown hair is matted with dried blood. A datapad rests on the blood-stained bed next to Klieri's outstretched hand, but a single strike from a sharp object (probably a vibroblade or vibrodagger) has rendered it little more than a pile of electronic junk. Heroes who succeed on a DC 15 Perception check can determine that Klieri was likely shot in the living room, but crawled into her bedroom to die. Technically apt heroes might want to repair the datapad. It is far too damaged to be made functional again . However, the encrypted datacard within the data pad is undamaged and can be accessed on a functional data pad or portable computer. The encryption can be broken only after improving the datacard's attitude from unfriendly to friendly by using the Improve Access application of the Use Computer skill (see page 76 of the Saga Edition core rulebook). Once this is accomplished, the information on the card can be accessed.
SKIL.L. CHAL.L.ENGE: L.ocus STREET CHASE In this skill challenge, the players must pursue a pair of Corporate Sector assassins through the gloomy streets of Locu s in a landspeeder chase. During the chase, the heroes travel through different parts of the city's Neutral Zone, attempting to force their enemies to a halt so that they can be confronted. As the heroes accrue failures, the assassins slip further away, potentially shaking pursuit altogether. CL 4 Complexity : 2 (8 succ esses before 3 failures) Suggested Skills: The following are suggested primary skills for this skill challenge: Knowledge (galactic lore) [DC 28 or 23}:The heroes can try to remember what they have heard about Locus to find shortcuts and secret routes. This DC is reduced to 23 for heroes who are familiar with the city. Perception [DC 25}: The heroes can use Perception to find the best path to keep pace with the Corporate Sector assassins, or to notice any indicators of where the assassins are headed next. Pilot [DC 18 or Opposed]: The he roes can pilot t heir landspeeder along the fa stest route, avoid debris and obstacles, and find other ways to close the gap wit h the Corporate Sector assassi ns. If the heroes get close to the assassins, the driving assassin can make Pilot chec ks to set the DC for this ski ll. Stealth [Opposed]:The heroes can sneak along alternative routes, cutting the assassins off if they remain unnoticed . Thi s check is opposed by the assassins' Perception skills. The heroes re ce ive a +2 bonus to Stealth checks due to the gloomy nature of the city. Challenge Effects: The following are suggested challenge effects for thi s skill challenge: Containment:The heroes accrue f ailures only in rounds when no one earns a success, since they need only keep the target in sight of one person to maintain the chase. Opposed DC: Certain skills in thi s skil l challenge ca n be opposed by the assassins. Restricted Skills: Certain skills are not applicabl e in this challenge: Gather Information, Survival, Swim, and Treat Injury. Success: The heroes manage to force the assassins into a location where they can no longer escape by piloting their speeder. The Corporate Sector Authority assassins must leave their vehicle behind and either fight the heroes or flee on foot. Failure: The Corporate Sector Authority assassins manage to give the heroes the slip, disa ppearing into the darke ned streets of Locu s.
Outside of a number of obviously mundane files that have been placed on the datacard as decoys, one file , titled "FLOOD," contains a small amount of usefu l information. According to timestamps, the FLOOD file was the last one to be accessed , just over 48 hours ago -likely around the same time that Klieri was killed. Along with a set of surface coordina tes, the f il e also contains t he following phrase : "Lrn 2 sw im . Data recd from 8avil. Tst successful. Final phase in 4 dys." The coordinates correspond to a location northeast of Locus, south of a geologically active region known as the Steamfields. Development: If the heroes sea rch the apartment, they can find several ite ms, depending on the resu lt of their Perception checks. If the heroes succee d on a DC 10 Perception check, they find 3 blank datacards, 4 ration packs, a breath mask with 1 filter, and a glow rod. Success on a DC 15 Perception check enables them to find the items above and also 2 energy cells, a medpac, and a sho rt range coml ink. Success on a DC 20 Percept ion check add itiona lly reveals a hold-out blaster pistol, a medium-sized pair of combat gloves, and a pocket scrambler. Success on a DC 30 Perception enables t he heroes to also find an explosive charge with t imer.
The Monster Under the Bed Klieri was killed by an assassin droid: a MRD -398 murderer, to be specific. Th e droid hides beneath Klieri 's bed, where it waits quietly until it detects someone entering the apartm ent. When this occurs, it attempts to contact the two Corporate Sector assassins fro m the "Main Street Firefight" encounter. If the two assassins have not been captured or killed, they respond, ordering the droid to continue to monitor the situation while they gain access to the apartmen t building. Once the assassins are in position outside Klieri's apartmen t , t hey cause a distraction that shou ld allow the droid to attack the heroes undetected from the rear. See the "Klieri's Apartment" encounter on page 208. The MRD-398 is poised to attack the moment it is discovered . If a hero in the bedroom succeeds at a Perception check opposed by the droid 's Stealth (+ 13), he or she finds the assassin droid, and it attacks. If the droid cannot contact the two CSA assassins and if no hero detects it, the droid waits for an op portune moment to attack the heroes by itself. In either case, refer to the "Klieri's Apartment" encounter on page 208.
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UNPREPARED .
APARTMENT
Yrssk, the second of the missing Republic Agents, lives in a small apartment above a repulsorlift garage just north of the spaceport. As with Klieri's apartment, the heroes should be able to locate his residence easily. If approached during the day, the garage is open and the mechanics within are working on a number of repulsorlift vehicles. In the evening, the garage is closed, its entrances locked. The apartment is accessed by a set of slimy permacrete stairs that run up the side of the building. The door to the apartment is sealed by a complicated electronic lock connected to a silent alarm system (DC 25 Mechanics check to disable). If triggered, the alarm alerts the owner of the repulsorlift garage who arrives within 2d10+5 minutes with two friends (use the statistics for generic Thugs on page 284 of the Saga Edition core rulebook for all three). Yrssk's small apartment, which has a faint reptil ian odor, is well organized, yet austere. It contains little furniture, and the kitchenette area is stocked with only a few nonperishable items-as if the person who lives here is rarely present for long. If the heroes search the premises, success on a DC 10 Perception check reveals the following items throughout the apartment: a pair of electrobinoculars, a liquid cable dispenser, and a standard targeting scope. If the heroes succeed on a DC 15 Perception check, they find those items and also 3 power packs. Succeeding on a DC 20 Perception check enables the heroes also to find a holorecorder with 2 datacards, and if they succeed on a DC 25 Perception check, the heroes also find a credit chip loaded with 5,000 Corporate Sector cred its. One of the datacards with the holorecorder holds several clandestine recordings of a Human female, who appears to be Klieri, interacting with a number of other individuals. One holo shows Klieri and a well dressed male. He passes her something that appears to be a credit chip. If the holo is further analyzed with a computer, a DC 25 Use Computer check or DC 30 Perception check reveals that this last recording is a skilled forgery cobbled together from portions of other holorecordings. Other than the above items, little else of interest can be discovered in the apartment. Yrssk is obviously not home, and does not appear to have been there for some time. If questioned about him, the owner or any employee of the repulsorlift garage tell the heroes that the Trandoshan has not been around for two or three days.
INTO THE
WILDERNESS
WILDERNESS
The only way for the heroes to reach the coordinates found on Klieri's datacard is to venture into Nyriaan's dark wilderness. Navigation on Nyriaan is a tricky affair since the satellite navigation aids so common on other worlds are completely ineffective on Nyriaan. The only way to travel reliably is by using maps and other low-tech navigational aids for guidance. Methods of travel are also restricted to moving on foot and lo w-altitude speeders or conventional vehicles. Airspeeders are out of the question, because they suffer the same malfunctions in Nyriaan's atmosphere that starships do.
The heroes have the option to hire a guide to take them into the wilderness. Native laborers looking for work can be found at the northern edge of the Neutral Zone in Locus, and many of them are knowledgeable enough of Nyriaan's natural hazards and geography to make a t id y sum from offworld vis itors, tourists, and hunters looking to go on safari. One guide for hire is known as Fin varra, and she is recommended to the heroes if they ask strangers or acquaintances for advice on the subject. She prefers to travel on foot but is also happy to direct her emp loyers from the relative safety of a speeder. Heroes who venture into the wilderness need a map and a compass. Vast areas of treacherous swamp are inhabited by dangerous amphibious creatures and forested with tall, thick-stemmed fungal trees. In the darkness of Nyriaan, getting lost is easier than one might think. Basic survival on Nyriaan requires a daily DC 15 Survival check to avoid natural hazards in the wild if the character making the check is familiar with the planet's unusual wilderness (see page 73 of the Saga Edition core rulebook). About a week of living in the wilderness of Nyriaan is required to become familiar with the specific dangers and pitfalls of Nyriaan's back country, so until then, a character new to Nyriaan's wilderness suffers a -5 penalty to Survival checks. In addition, determining cardinal directions
on Nyriaan using the Know Direction application of the Survival skil l is far more difficult, considering that no stars are visible. Using the Know Direction application requires a DC 20 Survi val check, even for natives.
Beasts of Prey As the heroes travel through the wilderness, with or without a guide, they occasionally attract the attention of indigenous wildlife. In this instance, a hunting party of chlovi cats descend upon the heroes at an inopportune moment-when they are camping, exploring on foot, or attempting to navigate through the thick chlovi copses that are so common in Nyriaan's wilderness. For details, refer to the "Crimson and Chlovi " encounter on page 210.
THE NATIVES ARE RESTLESS Predators are not the only danger in the wilds of Nyriaan . Native clans also patrol the wilderness. A group of Nyriaanan scouts lays in wait for intruders just south of the Steamfields . The natives are tipped off about potential intruders by Yrssk, who contacted the clan just prior to his disappearance. In his years on Nyriaan, Yrssk cultivates a number of disparate allies and
FINVARRA, NATIVE OUIDE Finvarra is a young native who has spent most of her life living in the wilderness surrounding Locus. She does not trust offworlders, but she sees them as an easy source of income and hires herself out as a guide. Most of the time she keeps her employers alive, not counting the odd occasion when the situation turns sou r on the trail. Although she is only sixteen years old, Finvarra tri es to act much older. She appears boyish when dressed for the field, but takes offense if she is mistaken as such. Her stan dard fee for guiding offworlders is 50 credits per day, and she does not hesitate to double the price if circumstances become dan ge rous. She speaks fluent Basic with a noticeable Nyriaa nan accent. Finvarra is young, but she not stup id or naive. Eve n if the heroes try to ply her with tales of the Corporate Sector Au thority's greed, she likely dismisses them as stupid offworlders with delusions of grandeur. She knows that the CSA is evil, but this is not exactly news. If the heroes convince her that her planet and her clan are in dan ger of being destroyed, she mig ht be willing to do more than just guide them to where they want to go. You almost mistake this teenage girl for a yo ung boy. The scars on her face and the calluses on her hands are testimony to the hard life she's lived. Her dark hair is slicked back with sweat and tied with piece of red wire, and her green eyes peer at you suspiciously.
Finvarra's Tactics Finvarra is a su rvivo r, so she rarely stands and fights unless she has no other choice. Her initial reaction is to run from danger, but she uses any
associates , including members of the Malvina clan. The Malvina are not particularly warlike, but when they hear rumors that miners want to desecrate their terr itory, they become rightfully displeased. Yrssk capitalizes on the Malvina clan's hostility and informs them that a group of miners are coming through their lands to scout a location for a new mine. Although the Malvina are willing to listen to Yrssk-he has never steered them wrong before-the clan leaders are not entirely taken in by the Trandoshan 's story. Instead of mobilizing a wa r band, as Yrssk suggests, they instead dispatch several smal l scout groups to monitor any incursions onto their land. The native scouts do not fire first and ask questions afterward; they plan to observe, analyze, and , if necessary, attack in defense of their birthright. As the heroes travel closer to their destination , they come across a line of Mead lin's trees-massive fungal growths that can grow to up to sixty meters ta ll in the planet's unsettled regions. In addition to the ir extraordinary height, the trees also weave together to form seemingly impenetrable barriers that can be passed through on ly by those who know how to navigate them.
of her employers as shields if she can . When she does fight, Finvarra pulls no punches. She sees enemies as obstacles to life and kil ls with little hesitation if the choice is between her life or an enemy's.
Finvarra
CL 3
Medium Human (Nyriaanan) scout 3 Force 3 Init +2; Senses low-light vis ion; Perception +8 Languages Basic, Nyriaanan Defenses Ref 17 (flat-footed 16), Fort 17, Will 16; Dodge, Mobility hp 39; Threshold 17 Speed 8 squares Melee unarmed +3 (ld4+2) Ranged blaster pistol +3 (3d6+ 1) Base Atk +2; Grp +3 Special Actions Shake It Off Abilities Str 12, Dex 13, Con 14, Int 12, Wis 14, Cha 10 Talents Fringe Savant, Long Stride Feats Dodge, Improved Defenses, Mobility, Shake It Off, Skill Focu s (Survival), Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb +7, Endurance +8 , Perception +8, Stealth +7, Survival + 13, Swim +7 Possessions blaster pistol, survival knife, native garb, all-te mperature cloak, field kit
The Malvina clan scouts are positioned along the thick tree line, scanning the southern horizon for intruders. When the heroes arrive, the natives move quietly and carefully to intercept them before they reach the trees. The makeup of the heroes' party determines, in large part, how the scouts respond. A heavily armed party is treated with respect, given their obvious firepower, but a party of lightly armed heroes is conside red less of a threat. If the heroes are carrying any obvious mining gear, Yrssk's story starts to carry more weight with the Malvina scouts. With thick mist rising from the wet earth, visibility is low, so the heroes are relatively close before the natives make their move. Th is encounter does not necessarily develop into a firefight. Give the heroes eve ry chance to avoid combat unless they initiate vio lence. If the heroes have a native guide, such as Finvarra, they like ly have an advantage when negotiating with the Malvina scouts. Of course, if shots are fired and any of the native scouts are killed, all wagers are off. For more details, refer to the "Native Hospitality" encounter on page 212.
FEAR OF THE DARK Yrssk's final ploy awaits the heroes at the center of the geologically active Steamfields. To continue onward to the coordinates found on the datacard, the heroes must leave any vehicles behind because the Meadlin's tree s are too dense to allo w veh icles to pass. The heroes might be able to take the vehicles in a circuitous path around the trees, but at the expense of precious time. Getting through the Meadlin's trees on foot requires some effort, as well, unless the heroes ha ve a native guide or are able to make peace with the Malvina clan scouts. Nevertheless, heroes who insist on retaining their vehicles should be allowed to do so if they want to make the effort. The Steamfields are a swampy region of hot springs, geysers, and natural vents that spew scalding steam and su lfurous fumes. Some of Nyriaan 's hardiest fungus species live in these boiling pools, their phosphorescent light mixing with the steam and mist to lend an eerie countenance to the entire area. Areas of relatively dry ground weave around and through the seething mud and water, but the way is twist ing and mazelike. Geysers send unpredictable scalding fountains skyward, sometimes across the more navigable paths. The heroes must take care to avoid being boiled alive. If they still have their vehicles, especially landspeeders or speeder bikes, they can easily traverse the Steamfields by hovering over the boiling hazards that would impede them if they were on foot. Wheeled vehicles, however, are useless because they become mired in the blistering mud .
Yrssk's Ambush In addition to his allies among Nyriaan's native clans, Yrssk also finds and maintains contact with one of Nyriaan's darkest secrets-a clan of Sith who descended from the crew of the ill-fated Dying Sun during the years of the Old Republic. Twisted and inbred, the Sith descendants are little better than
cunning animals. Yrssk plies them over the years with trinkets and sacrificial victims . Although they have no loyalty to the Trandoshan, the Sith are interested in getting their hands on additional victims. The Sith descendants have constructed an altar of native stone at the center of the Steamfields. The coordinates found on Klieri's datacard lead the heroes directly to it. As the heroes approach to investigate the location, they are set upon by Yrssk's Sith allies. Yrssk, safely hidden behind a nearby rock formation, observes the strugg le. If the Sith seem to be becoming overwhelmed, he begins to snipe at the heroes. For details, see the "Children of the Tempest" encounter on page 214. Ideally, the heroes capture Yrssk alive. In fact, even if Yrssk is mortally wounded, allow him to remain al ive if possible. Given his Trandoshan physiology, even the loss of a limb, although initially disabling, does not have severe long-term effects for him. Your best bet is to grant Yrssk a bit of script immunity. However, even if he does not survive the fight, Yrssk conveniently has the location of the Deluge Experiment on a datacard in his possession. If Yrssk is captured by the heroes, he comes clean and reveals his part in the proceedings. Although Yrssk didn't kill Klieri, the heroes might feel that he is indirectly responsible for her death at the hands of the CSA assassins. They might want to take him back to the Republic to face justice, or they might even want to administer justice on their own . Whatever the case is, Yrssk saves the best information for last. Read the following text alou d: The Trandoshan clears his throat and looks at you pointedlv "I know things," he rasps, his reptilian tongue playing quickly over his scaly lips. "It ain't too late to save this karking planet from what the CSA's got planned." Yrssk lets that sink in before continuing. "Look, you ain't got any real reason to keep me around. You caught me fair and square, but I reckon we can still strike a bargain. Yau let me go, and I'll tell you where the Corparate Sector Authority's gat its big guns. They won't be expecting a crew like you to come along, so you'll have an easy time kriffing up their plans. "What do you say? Is that warth letting me ga, ar isn't it?" The decision is up to the heroes at this point. In any event, if they decide to keep Yrssk around, he becomes a constantly complaining annoyance who takes any opportunity to expose his captors to their enemies. Yrssk hopes that the heroes might leave him behind if he makes enough trouble. The truth is, he might be correct.
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PART 3: THE COMINO
FL..OOD
The final portion of "The Perfect Storm" involves the heroes' infiltration and destruction of the Deluge Experiment facil it y. Whether the true location of the faci lity is revea led by the data card the heroes find on Yrssk's bod y, or by Yrssk himse lf in exchange for his freedom, is unimportant. The location is nearly a hundred kilometers north of Locus, upon a flat, narrow plateau known as Final Rest. Final Rest is con sidered Corporate Sector Authority territory on Nyriaan, and the CSA has several mining facilities in the region. It is one of the highest spots on the surface of Nyriaan, which is one reason that the CSA picked it for the Deluge Experiment's location. After all, if the planet is going to flood, the facility that causes the flooding ought to be above the new planetary sea level .
Getting to the facility wou ld be the easy part, except for one minor snag: The Deluge Experiment has already begun, and it is wreaking havoc with Nyriaan's weather patterns. Several small but violent tempests have been stirred up in the atmosphere around Final Rest, causing massive cyclones and heavy rainfall . The shift in climate should provide a sense of urgency and danger to the proceed ings, gi ving the heroes a clear indication that the Corporate Sector Authority means business.
RIDING THE
STORM
OUT
The closer the heroes get to Final Rest, the worse the weather becomes. Warm, drizzling rain develops into a hot and steaming torrential downpour by the time that Final Rest is in sight. Nyriaan's omnipresent surface mist and low-lying cloud cover are mysteriously absent, replaced by the severe inclement weather. Lightning arcs down from the sky in purple lancets, and peals of thunder roar across the landscape.
Read the fo llow ing text aloud:
Howling like a living creature, the wind screams a frightening chorus that rises in undulating waves above the constant thud of the heavy rain. The cyclonic tempest, suddenly visible in the flashes of purple lightning, is far enough away to pose no threat, but close enough that you can hardly take your eyes from it. Rain continues to pour from the skies in hot sheets, soaking your clothes and restricting your visibility. The land begins to rise as you draw closer to Final Rest, and torrents of water flow down from the highlands in small streams and rivers that gradually grow more violent. Suddenly, out of the gloom, a metal fence comes into view. The fence stretches off to the left and right, its terminus at either end can cealed by the violently falling rain. You see, written in Aurebesh an a single metal sign crusted with fungal growth and oxidation, "Final Rest Mine, Shafts 7A through SK. No trespassing! Intruders will be shot!" You seem to have finally arrived at your destination. The fence is mundane in form and function, so the heroes can scale it, cut through it, or batter it down. Beyond the fence is a flat plain accented at intervals by rocky projections and hillocks. A muddy road, its ruts filling with steaming rainwater, stretches toward the largest of the hills .
Following the muddy road leads to a mine entrance that is unstaffed and unguarded. Two battered transport speeders are parked near the tunnel, their interiors already fil led with sweltering rain water. Within the tunnel, which leads into the hill at a slight downward slope, a series of illumination bulbs swing, suspended by thick cords from the tunnel's ceiling.
OOING
UNDERGROUND
The interior of the mine entrance is well lit, but it offers little in the way of relief from the sweltering heat and humidity with the coursing rainwater that continuously streams in. Apart from a few discarded mining tools and piles of rubble and refuse scattered about, the tunnel appears vacant. After about thirty meters, the tunnel ends in an elevator room. However, it is no high - speed turbolift. A single open shaft, into which the coursing water is pouring, is visible at the far end of the chamber. A generator quietly hums nearby, and a simple elevator call button glows on the framework surrounding the shaft. If the heroes press the button, the elevator platform rises noisily up from the depths of Nyriaan. The platform, enclosed on all sides by a metallic safety cage, is empty when it arrives. The heroes can fit into the safety cage easily, and the elevator controls are simple and clearly labeled. A small digital readout near the controls indicates "Shaft 4B, 26 meters; R&D Access, 39 meters; Shaft 4C, 102 meters." As the elevator cage descends, the readout shows the current depth beneath the ground. Shafts 4B and 4C allow the heroes to access sections of the Final Rest Mine but the path to the tunnel complex and the research station is at 39 mete;s. If the heroes stop at a depth of 39 meters, the elevator comes to a halt at the entrance to a small hallway that hooks to the left. Light and voices from around the corner indicate that the heroes are no longer alone. Read the following text aloud:
The elevator grinds to a halt, its cacaphony replaced by the sounds of Human voices. A narrow hall leads away from the elevator platform, making a sudden left turn after only a few meters. Light ond shadows play across the wall, indicating the presence of at least two individuals around the corner. The voices are those of two Corporate Sector Authority mine guards. They sound bored as they discuss mundane topics: sports, families, rain, and how long until their contracts on Nyriaan expire. These two guards are only the tip of the iceberg. Other guards and mine personnel are also nearby. The heroes can proceed cautiously, taking prisoners and attempting to maintain a degree of stealth, or they can barge in with blasters blazing. For detai ls, see the "Sixteen Tons" encounter on page 216.
THE
ACTIVE
DELUOE
DEVICE
WREAKS
HAVOC
IN
THE
ATMOSF='HERE.
THE
DELUOE
DEVICE
CONTROL ROOM
CUTTINO THE
WIRE
If the heroes make it through the mine and access the tunnels that lead to Deluge Control, read the fol lo wing text aloud:
The lights in this section of the mine flicker as if their pawer has a slight drain. Signs indicate that the research and development facility is nearby. Rounding a corner as you leave the mining tunnels behind, you are confronted by a large blast door. Stenciled upon the wall are the words "Deluge Control-Authorized Persons Only." The panel on the wall next to the blast door indicates that it is sealed from the inside. This blast door is the last barrier between the heroes and the Deluge Experiment's contro l room . Like most such doors, it has 750 hit points, DR 10, and a damage threshold of 40, making any attempt to force the door open difficu lt , if not impossible. The simp lest way to gain access to the control room is to hack the door panel, which requires a DC 25 Mechanics check as well as a secu rity kit.
Th e panel also includes an intercom system, so savvy heroes might attempt to fast-talk their way into the control room by contacting whomever might be on the other side of the door. In this case, a Deluge Facility guard (Perception +11, Will Defense 12) is guarding the blast door from the inside. Once inside the control room, the heroes must disable or destroy the Deluge Device by completing the "Di sabling the Deluge Device" skill challenge, below. For detai ls, see "The End of the World" encounter on page 218. As put forth by Ghurn, the heroes can earn a bonus if they are able somehow to gain the plan s for the Deluge Device. This complicated undertaking requires computer savvy heroes to access the Deluge mainframe, break through its security, sift through reams of information, and iso late the precise elements that they want. Since the contents of the entire system are considered secret, the heroes need only improve the mainframe's attitude from Unfriendly to Friendly and locate a piece of specific data-the plans. A datacard or other form of media is required to store the plans. If everything goes as planned, the Deluge Device is well on its way to being destroyed as the heroes retrace their steps through the mine tunnels. They are likely to encounter other Corporate Sector Authority employee s on their way out, including miners, technicians, guards, and soldiers . However, they offer no organiz ed resistance amid the chaos caused by the Deluge Device. Fleeing CSA personnel assume that the heroes are also employees trying to escape the dying faci lity and pay the m little mind. Once outside, the heroes can locate their vehicles and make their way back to Locus .
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SKIL.L. CHAL.L.ENOE: DISABL.INO THE DEL.UOE DEVICE The Deluge Device is a huge, complicated machine that might well bring abou t an end to Nyriaan as the galaxy has known it. Deactivating it is not just a simple matter of finding and pushing the right button . Complicated protoco ls must be follow ed to reverse the devi ce's effect on the local en vironmen t. To do so, the heroes must succeed at this skill challenge, likely while CSA guards are brea t hing down their necks. Once the device is safely neutralized, destroying it is a simple matter of initiating an overload of its po wer generator. If th ey lack the patience to undertake the lengthy process of neutralizing it , t he heroes can destroy the Deluge Devi ce outright. However, the heroe s are not like ly to possess the explosive firepower required to do so. Even if they do, an on slaught of Corporate Sector Authority troops do everything they can to prevent such an event.
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CL 6 Complexity: 3 (11 successes before 3 failures) Suggested Skills: The follo wing are suggested primary skills for this skill challenge: Knowledge (physical sciences) [DC 25]: With enough knowledge about meteorology, weather, and the principle s behind vaporator function, heroes should be able to determine how best to reverse the effect of the Deluge Device. Kno wledge,(technology) [DC 23]:The heroes, if properl y aware of how different t ype s of advan ced te chnology function together, should be able to determine which system s to shut down, and in which order. Mechanics [DC 24]: The mechanical elements of the Deluge Device are plainl y visible. Heroes with th e Mechanics skill can attempt to disable some of the device's physi cal components. Persuasion [DC 12]: If any Deluge Device technicians are ali ve, the heroes can attempt to intimidate them into helping to shut down the
BAD WINNERS, EVEN POORER LOSERS The Corporate Sector Authority does not t ake kin dly to anyone who medd les in th ei r imp orta nt, not to menti on costly, affairs. The heroes, regard less of wheth er t hey are successf ul in t heir effo rt s, are no w known to t he Corporate Sector Authority, as many of t he CSA's valued employees an d oth er resources have been lai d to waste by the hero es' efforts.
device. Failure results in a technician either doing nothing, which wastes valuable time, or botching the demanded j ob on purpose. Use Computer [DC 20]: Much of the Deluge Device is controlled by computer systems. Heroes trained in Use Computer can more easily navigate the software that controls the device, allowing them to neutralize specific component s of the machine in the proper order. Challenge Effects: The follo wi ng are suggested challenge effects fo r this skill challenge: Catastrophic Failure: The tolerances on the Deluge Device are so tight that even small mistakes can cause dire consequences and disaster. If a skill check is failed by 10 or more, the heroes accrue two failure s instead of one. Initiative: Under normal circumstances, t he heroes are li kely to attempt to disable the Deluge Device while enemies are attacking them. During this skill challenge, each hero must make an Initiative check and act in order. Recovery: Although circumstances are indeed dire, heroes can rectify problems they have caused with their previous failures. Any t ime a hero succeeds on a skill check by 5 or more, that hero can choose to remove one failure instead of earning a success. Restricted Skills: Certain skills are not applicable in thi s challenge: Acrobatics, Climb, Gather Information, Jump, Pilot, Ride, Stealth, Swim, and Treat Injury. Success: The heroes shut do wn the Deluge Device with no grave envi ronmental repercussi on s. With t he devic e now neutralized, heroes can attempt a DC 20 Use Computer check to set it s generators to overload, cau sing an explosion th at destroys the device. Failure: The heroes' meddling causes the Deluge Device to go into overdrive . Weather conditions outside worsen, and the device's delicate softwa re safeguard s cau se the control s to sei ze up. Th e device might eventually destroy itself, bu t not before the cl imate of Nyria an has been irreversi bly altered .
So t he heroes are probably not su rprised when they are ambushe d on th eir way off the planet. The situati on might be further complicated, depend ing on how t he hero es perfo rm ed du ring t he attempt to destroy the device (see "Part 4: Af t ermath ," beloW). Al most as an aftert hought on th e part of t he CSA, a squad of Corporate Sector co mmandos are dispa tched to kill t he heroes before t hey ca n leave Nyriaa n. The commandos assault t he heroes as they arrive at t heir docking bay in t he starport facil ity in the Neutra l Zone of Locus. For details, see the "Corporate Wrath" encounter on page 220.
PART 4:
AFTERMATH
Depending on the outcome of the previous encounters and related ski ll cha llenges, one of the following two scenarios plays ou t :
Th e Deluge Device Has Been Deactivated Through challenges and difficulties, the heroes persevere and save Nyr iaan , at least for the time being. They might even be ca rrying the Deluge Device's schematics f or the Republic for additional rewards once they can reunite with Ghurn. Since the Deluge Device was active for only a relative ly short time before it was deactivated, little damage has been done to Nyriaan 's cl ima te. No one in orbit, not even the Tempest Observation Bureau, has a clue as to why the re was a sudden boost in tempest activity surrounding the Fina l Rest plateau . Nevertheless, the anomaly is logged and will be analyzed by physicists and meteorologists for years to come. Of course, the CSA knows exactly what happened. Although years of work and billions of credits are lost in a single instant, the Corporate Secto r Au t hority doubtless continues its research into permanent ly alte ring Nyri aan 's atmosphere. In the meantime, several high - level CSA emp loyees f ind their positions, as well as their lives, terminated .
The Del uge Device Has Not Been Deactivated If the heroes are unable to deact ivate the Deluge Device , t hen Ny ri aan's atmosphere is irrevocably changed. The initial effec t man ifests slow ly, during nearly a week of constant rains and reced ing clou ds. Pla neta ry f looding is disastrous , both to native communities as we ll as to colo ni sts and mi ning fa ci liti es. Local wildlife, altho ugh mostly amphibious , is even t ua lly driven to ext inction by the vast influx of stand ing water on Nyriaan's su rface . Fullscale evacuations begin short ly after the planetary scope of the disaster becomes obvious. Ghurn welco mes th e he roes back, but he is not happy with t he results. The heroes are allowed to keep any retainer they managed t o negotiate, but Ghurn does not pay them any bonus unless they have a copy of t he De luge Device's schematics and plans. If t hey do, it is the heroes' one saving grace. Using the schematics, the Republic ini t iates a project to reve rse t he effect , using know ledge of how t he Del uge Device operated . Nyriaan migh t be saved , eventual ly, but not before hundreds of thousands of lives are lost.
FURTHER ADVENTURES Since this adventure deals with possib ly extensive changes to the planet Nyriaan, the heroes might find t hemselves embroiled in even more adventures on the planet. The following adventure hooks can serve as a jumping-off point fo r a continuing campaign on Nyriaan . One of the hooks is outcome-neutral, but the other t wo rel y on one of the two outcomes of this adventure. A New Master: Regardless of the heroes' success or fa ilure on Nyriaan, they have come to the attention of the powerful noble house currently sitting on the Council . The heroes are approached by a rep resentative of the house with an offer of employment. If they are wi ll ing to leave the employ of the Republic, the house promises them a regular retainer and employment as agents of the house. However, the heroes soon discover that the nobles have dangerous work in mind . The nob le house wants the heroes to sei ze control of one of Nyriaan's orb ital space platforms cu rrent ly controlled by the Corporate Sector Authority and to then destroy the platform, planting evidence tha t the act of sabotage was the work of Republic Intelligence. Power Grab: If t he heroes succeeded in deactivating the Deluge Device, they find themse lves with powerful enem ies in the Corporate Sector Authority. After assassins try to eliminate the heroes, they discover that the Corporate Sector's permanent seat on the ruling Council is in jeopardy and that the assassination attempt was a play to keep the heroes from interfering in Council business. One of the other seats on the Council has learned of the heroes' action s in deactivating the device, and is planning on putting forward one of the heroes as a candidate for replacing the CSA representative . The heroes have a chance to put one of their own on Nyri aan's Councilo r to pu t someone else of t heir choice th ere, instead. The Madi lon Rush: If the heroes fa iled to deactivate t he Deluge Device, Nyriaan's ecosystem is radically altered for years, if not forever. This lead s to a short-term influ x of out side factions and mad il on miners who, withou t t he cloud layer to interfere with land ing, have st art ed a "Madilon Rush." As miners and others come to Nyriaan withou t the Co uncil' s permission, the resources of the world are being rapidly depleted, and t he power of the Council becomes destabilized. The heroes are hired by Nyriaan's Council to stage a starship crash, sabotaging an independent mining vessel as it descends onto the planet. The Council plan s to release a bogus scientific repo rt in t he wake of the cra sh, declaring that "ambient ion ic energy" lingers over Nyriaan, ma king it unsafe to land. The heroes must decide whether to go through with the plan, slowing the drain on th e planet's resources but res ulting in a major loss of lif e, or to reveal the Coun cil's plan to the galaxy.
ENCOUNTER 1: MAIN STREET FIREFIC3HT Challenge Level 3
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SETUP: Depending on how the heroes arrived at this juncture-by spotting one of the Corporate Sector Authority assassins shadowing the heroes on foot, by spotting both assassins in their speeder following the heroes on the street, or by successfully chasing the assas si ns-the setup is somewhat different. If the heroes notice one of the assassins shadowing them on foot, position the assassin as marked on the map (Al) . The second assassin is on the adjoining street in a landspeeder (A2) . The heroes can set up anywhere along the western border of the map, preferably in the areas designated as sidewalks . If the heroes are driving in a speeder or riding in a taxi when they spot the assassins shadowing them in their own speeder, place the heroes' speeder on the street in the western quarter of the map (HSpeederl). The assassins' speeder should be placed , following them, on the eastern quarter of the map (ASpeederl). If the as sassins have been successfully chased to a standstill by the heroes, place their speeder (ASpeeder2) in the alley as marked, with the heroes' speeder blocking them in (HSpeeder2) . In any case, several bystanders linger about (marked as B on the map) . The bystanders do not become involved in the combat except to flee , but the assassins are not above taking innocent hostages or using them for cove r if the situation allows.
READ-AL..OUD TEXT. When the time come s for the heroes to confront the Corporate Sector assassins, read one of the following descriptions aloud, depending on the circumstances. If an assassin is spotted on foot, read the following aloud:
As you walk alang the dimly lit street, you natice a humanoid fallowing your progress a little tao closely. He is dressed tao heavily, considering the warmth and humidity, and his eyes betray that his true interest is you. If the assassins are spotted in their speeder, read the fallowing aloud:
Despite the traffic, you can plainly see an unmarked speeder fallowing your vehicle's every move. When your speeder turns, it turns to fallow. When your speeder changes speed, it changes speed to compensate. In the dim illumination of streetlamps and headlights you can tell that at least twa humanoids are riding in the speeder. If the assassins are cornered in the alley after a speeder chase, read the follo wi ng aloud:
Cornered after the chase, the twa humanoid occupants of the speeder emerge from their vehicle with blasters in their hands. They take caver behind their vehicle and prepare to open fire. CORPORATE SECTOR ASSASSINS (2) These assassins are trained killers in the employ of the Corporate Sector Authority, although they carry no identification that marks them as such. They have been authorized by their CSA handlers to kill the heroes if they learn too much. Until that time comes, however, they plan to follow at a distance and observe the heroes as they move through the dismal city of Locus.
Bath Humans move like professionals, with an economy of motion. They wear utilitarian clothing that is inappropriate for the relative warmth of the climate, as if to conceal something.
Corporate Sector Assassin
CL 5
Medium Hu man scoundrel 5 Dark Side 2 Init +5; Senses Perception +9 Languages Basic, Bocce
Defenses Ref 21 (flat-footed 17), Fort 15, Will 18 hp 32; Th reshold 15 Speed 6 squares Melee unarmed +2 (ld6+1) or Melee vibrodagger +2 (2d4+ 1) Ranged blaster pistol +6 (3d6+2) or Ranged hold - out blaster +6 (3d4+2) Base Atk +3; Grp +6 Atk Options Combat Reflexes, Point Blank Shot, Precise Shot, Skirmisher, Sneak Attack +2d6 Special Actions Coordinated Attack
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Abilities Str 9, Dex 16, Con 10, Int 13, Wis 14, Cha 12 Talents Skirmisher, Sneak Attack +2d6 Feats Combat Reflexes, Coordinated Attack, Martial Arts I, Point Blank Shot, Precise Shot, Weapon Proficiency (advanced melee weapons , pistols, simple weapons) Skills Deception +8, Gather Information +8, Mechanics +8, Perception +9, Pilot + 10, Stealth + 10 Possessions blaster pistol, hold-out blaster, vibrodagger, com link
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Corporate Sector Assassin Tactics The Corporate Sector assassins shoot to kill and attempt to evade capture if they are outmatched . They cover one another systematically, and if one is kil led the other leaves by the quickest route possible. If offered an oppo rt unity to surrender, they instead prefer to take a more aggressive route. After all, if they survive an interrogation, they will undoubtedly be liquidated by their CSA masters . If the assassins successfully escape a confrontation, they attempt to reacquire the heroes at the next available opportunity.
CONCL.USION If one or both of the assassin s are killed, the heroes find their equipment and little else. Their weapons are unmarked, with no serial numbers or other indicators to distinguish them . Their identification indicates that they are normal citizens with no reason to be shooting at anyone. If the heroes investigate the storage compartments of the assassins' speeder, they find a security kit and a tool kit. If either or both assassins survive the encounter to be captu re d by the heroes, they attempt to resist interrogation. If the heroes break their will to resist, they reveal only that they work for th e Corporate Sector Author ity and were told to monitor the heroes and kill them if they ente red Klieri's apartment. They know nothing more of the Deluge Experiment.
FEATURES
OF THE AREA
Other than the bystanders in the area (marked on the map as B), the area has little else of interest. The alleyway contains piles of fungus-covered refuse (con sid ered difficult terrain), and the sidewalks are slimy wi th moisture, making footing treacherous.
ENCOUNTER Z: KL.IERI'B APARTMENT Challenge Level 2 (Droid Only), Challenge Level 5 (Droid plus CSA assassins)
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SETUP: The heroes can place themselves anywhere inside Klieri's apartment. Klieri' s apartment is small . The front door is the only way in or out, and the apartment has no windows. When the encounter begins, the MRD-39B assassin droid is under Klieri's bed. If the Corporate Sector assassins are still active, they attempt to gain access to Klieri's apartment through the front door. Place them in the hall as indicated on map.
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This encounter can start under one of two sets of circumstances. In the first set, the MRD-39B assassin droid contacts the surviving Corporate Sector assassins from Encounter 1, and they are en route to attack the heroes and cause a diversion. In this case, read the following text aloud:
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The sound of blaster fire comes from the hall, and the building's residents begin to shout and scream. If, on the other hand, the Corporate Sector assassins have been eliminated by the heroes, or if the heroes have detected the assassin droid, the MRD39B has no choice but to attack the heroes by itse lf. In this instance, read the following text aloud: A high-pitched humming suddenly fills the bedroom. In a flurry of motion, a spiderlike droid bursts out from under Klieri's bed. It moves straight toward the nearest of you, its front legs swinging in dangerous arcs.
MRD-3ge
ASSASSIN
The black spiderlike droid consists of a single, oblong body, flonked on either side by a total of six multi-jointed legs that operate independently of one another. Each leg is tipped with a different type of weapon or tool.
MRD-39B Assassin Droid (D)
CL 6
Small droid (4th-degree) soldier 6 Init + 18; Senses darkvision, low-light vision; Perception + 12 Languages Binary Defenses Ref 23 (flat-footed 18), Fort 19, Will 18 hp 57; Threshold 19 Immune droid traits Speed 4 squares (walking), climb 2 squares Melee vibrodagger claws +8 (2d4+7) or Melee vibrodagger claws +6 (3d4+7) with Rapid Strike Ranged integrated hold-out blaster + 11 (3d4+3) Fighting Space 1 square; Reach 1 square Base Atk +6; Grp + 11 Atk Options Combat Reflexes, Devastating Attack, Rapid Strike Abilities Str 12, Dex 20, Con -, Int 10, Wis 14, Cha 8 Talents Devastating Attack (vibrodagger claws), Melee Smash, Weapon Specialization (vibrodagger claws) Feats Armor Proficiency (light, medium), Combat Reflexes, Rapid Strike (vibrodagger claws). Skill Focus (Initiative), Weapon Fine sse, Weapon Focus (vibrodagger claws), Weapon Proficiency (advanced melee weapons, pistols, rifles, simp le weapons) Skills Climb +4, Initiative + 18, Mechanics +8, Perception + 12, Stealth +13 (untrained) Systems 2 claw appendages, climbing claws, darkvision, heuristic processor, improved sensor package, internal comlink, locked access, secondary battery, self-destruct system (4d6 damage, 2-square splash), walking locomotion with 6 legs (+5 stability bonus on checks to resist attempts to knock the droid prone) Possessions 2 vibrodagger claws, integrated hold-out blaster Availability Restricted; Cost 20,270 credits
DROIO
The MRD-39B is originally conceived as a disposable assassin droid by Corporate Sector Authority designers. Unfortunately, the design becomes overly complicated and prohibitively expensive. Although still a valuable piece of equipment, the MRD-39B is no longer cons idered an expendable asset; in fact, the CSA considers organic units to be more expendable than an assassin droid. Equipped wi th a pair of vibrodaggers for si lent incursions and an integrated hold-out blaster for ranged strikes, the MRD-39B is a highly efficient killing machine.
MRD-39B Tactics The MRD-39B attacks one target at a time in a stubborn, single-minded fashion. Whe n its current target is killed or disabled, it picks the next nearest target and continues its assau lt. Unwil ling to risk capture, an MRD-39B that is reduced to 10 or fewer hit points initiates its self-destruct system in an attempt to destroy itself and eliminate more of its enemies.
CORPORATE SECTOR AS SASSINS (2) These assassins are trained killers in the employ of the Corporate Sector Authority, although they carry no identification that marks them as such. They have been authorized by their CSA handlers to kill the heroes if they learn too much. Until that time comes, however, they plan to follow at a distance and observe the heroes as they move through the dismal city of Locus. Both Humans move like professionals, with an economy of motion. They wear utilitarian clothing that is inappropriate for the relative warmth of the climate, as if to canceal something.
Corporate Sector Assassin CA)
C:::ONCL..USION When the dust settles, the screams and shouts of other apartment residents resound through the building. Neighbors meekly emerge to take stock of the damage, while others contact the authorities in an attempt to reestablish some kind of order. If the heroes hope to escape without undue attention from the local law enforcers, they had best do so in a hurry.
FEATURES
OF THE
AREA
Klieri's apartment is a mess, given the struggle she put up prior to her death. Areas that contain furniture are considered difficult terrain.
CL 5
Medium Human scoundrel 5 Dark Side 2 Init +5; Senses Perception +9 Languages Basic, Bocce
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Defenses Ref 21 (flat-footed 17). Fort 15, Will 18 hp 32; Threshold 15
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Speed 6 squares Melee unarmed +2 (1 d6+ 1) or Melee vibrodagger +2 (2d4+ 1) Ranged blaster pistol +6 (3d6+2) or Ranged hold-out blaster +6 (3d4+2) Base Atk +3; Grp +6 Atk Options Combat Reflexes, Point Blank Shot, Precise Shot, Skirmisher, Sneak Attack +2d6 Special Actions Coordinated Attack
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Abilities Str 9, Dex 16, Con 10, Int 13, Wis 14, Cha 12 Talents Skirmisher, Sneak Attack +2d6 Feats Combat Reflexes, Coordinated Attack, Martial Arts I, Point Blank Shot, Precise Shot, Weapon Proficiency (advanced melee weapons, pistols, simple weapons) Skills Deception +8, Gather Information +8, Mechanics +8, Perception +9, Pilot + 10, Stealth + 10 Possessions blaster pistol, hold-out blaster, vibrodagger, comlink
Corporate Sector Assassin Tactics The Corporate Sector assassins The Corporate Secto r assassins shoot to kill and attempt to evade capture if they are outmatched. They cover one another systematically, and if one is killed the other leaves by the quickest route possible. If offered an opportunity to surrender, they instead prefer to take a more aggressive route. After all, if they survive an interrogation, they will undoubtedly be liquidated by their CSA masters.
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ENCOUNTER 3: CRIMSON AND CHLOVI Challenge Level 6 SETUP: The map represents a section of Nyriaan wilderness, with a rough path winding from north to south. The open area near the center can serve as an impromptu campsite if the heroes are looking for a place to rest. To either side of the path are rocky protrusions and growths of chlovi fungus. The chlovi cats that are stalking the heroes should be placed as indicated on the map. The heroes should be placed along the path, not more than two squares away from the central clearing.
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CHLOVI CATS (4) Chlovi cats, which are not feline at ali, reside at the top of Nyriaan's food chain. They have been responsible for hundreds of deaths in mining towns across the planet. Settlers on Nyriaan shoot chlovi cats on sight rather than risking the danger that they represent. Unfortunately for Nyriaan's colonists, chlovi cats have learned to predict the movements of their prey and attack from ambush rather than attempting direct assaults. This amphibian is the size of a large dog and has a long, sinewy body. Its skin glistens with a slimycaating and changes color as the chlovi cat creeps through the fungal underbrush.
Chlovi Cat eCl
CL 5
Small Beast 6 Init +6; Senses darkvision; Perception +6 Defenses Ref 17 (flat-footed 14). Fort 12, Will 14 hp 33; Threshold 12
A hero who succeeds at a DC 26 Perception check detects one or more chlovi cats moving through the fungal underbrush . Any heroes who fail the check are unable to act during the surprise round, and any who succeed can act normally. When the chlovi cats are detected, or when they attack, read the following text aloud:
Speed 8 squares Melee 2 claws +4 (ld3+3) and bite +4 (ld4+3) or Melee 2 claws +2 (2d3+3) with Rapid Strike Base Atk +4; Grp +2 Atk Options Rapid Strike Special Actions Coordinated Attack
A small creature, about the size of a panthac, leaps from the underbrush in a flash of claws and teeth. As it strikes, it gurgles low in its throat.
Abilities Str 10, Dex 16, Con 13, Int 2, Wis 16, Cha 8 Feats Coordinated Attack, Improved Defenses, Rapid Strike (claws) Skills Stealth + 16
Chlovi Cat Tactics Chlovi cats use pack tactics, communicating with their pack mates through a combination of bioluminescent displays and croaking calls. They swarm over targets in groups of three or more, biting and clawing in an attempt to disable their prey. Once the prey is disabled, the rest of the pack converges on the victim.
CONCLUSION The chlovi cats stick around only if they have the advantage. If the heroes gain the upper hand, the cats retreat into the underbrush. Any heroes who fall as a result of the cats' attacks are unceremoniously dragged into the chlovi bushes unless the heroes manage to prevent their comrades from being snatched. The chlovi cats do not devour dead heroes immediately, instead saving them for some time later. Any heroes snatched in this manner can later be rescued, but such an encounter is beyond the scope of this adventure. The Gamemaster should feel free to create a new encounter involving the chlovi cat lair in order for heroes to stage a rescue attempt for their fallen allies.
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FEATURES OF THE
AREA
Chlovi growths are medium to large growths of fungus that develop in interlocking spiral formations. They grant cover to anyone who uses them as such, and are the equivalent of wood (DR 5, 50 hit points) . The chlovi growths and underbrush are considered difficult terrain.
ENCOUNTER 4: NATIVE HOSPITALITY Challenge Level 6 SETUP: The north edge of the map consists of thick growths of Meadlin's trees. The Clan Malvina scouts are positioned as indicated within the trees. The heroes approach the tree line from the south, and can position themselves anywhere south of the trees.
MALVINA
CLAN
SCOUT (6)
These native scouts are members of the Malvina clan, a territorial group of Nyriaanan natives who consider the land surrounding this copse of Meadlin's trees to be their territory. They are warned by Yrssk, an associate of theirs, to expect a group of prospectors. Unwilling to allow offworlders to defile their home, the clan sends out scouts to verify Yrssk's story. The dark skin of this native Nyriaanan sets him apart from others you've seen. His clothing, which is of native design, is well made and functional. Despite the heat and humidity, he shows no sign of discomfort. The native carries a large chopping knife in a sheath on his thigh, as well as a highly decoroted sporting blaster carbine in his hands.
Malvina Cl an Sco ut (S)
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The scouts can engage the heroes in whatever way they deem appropriate depending on the size, makeup, and condition of the heroes' party. Typically, one of the scouts fires a warning shot over the heroes' heads, attracting their attention and attempting to scare them off. When the heroes are within range of the scouts, read the following text aloud:
As you trudge toward the thick line of fungal trees, a burst of energy-likely from a sporting blaster rifle-bursts from the copse of Meadlin's trees ahead of you. It arcs aver your heads before exploding against a rock formation well to your rear. You know where the shot came from, but the dark shadows of the Meadlin's trees might conceal any number of hidden attackers.
CL 3
Medium Human (Nyriaanan) scout 3 Force 3 Init +7; Senses low - light vision; Perception +9 (can reroll) Languages Basic, Nyriaanan Defenses Ref 16 (flat-footed 15), Fort 16, Will16 hp 39; Threshold 16 Speed 6 squares Melee machete +3 (ld6+2) Ranged sporting blaster rifle +4 (3d6+ 1) Base Atk +2; Grp +3 Atk Opt ions Pin Special Actions Shake It Off Abilities Str 12, Dex 13, Con 15, Int 12, Wis 16, Cha 6 Talents Acute Senses, Improved Stealth Feats Pin, Shake It Off, Skill Focus (Stealth, Survival)' Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb +7, Endurance +8, Initiative +7, Perception +9 (can reroll), Stealth + 12 (can reroll), Survival +14 Possessions native garb, machete, sporting blaster carbine, rations
Malvina Clan Scout Tactics The scouts are not homicidal. They prefer to scare the heroes away rather than facing off in a prolonged firefight. If the heroes return fire, the scouts defend themselves as best as they can in an attempt to repel the invaders. If more than a third of their number is killed or wounded, they withdraw into the trees and attack again later from a different vantage point. If the heroes attempt to parley with the scouts, however, the natives send a representative forward to discuss terms.
CONCLUSION If the heroes initiate a fight with the natives, they must wipe them all out to avoid any retaliatory encounters later on. Native scouts who survive such an encounter do their best to track the heroes, picking them off one at a time, if necessary, before returning to their clansmen. On the other hand, if the heroes speak with the natives and convince them of the importance of the heroes' mission, they can learn valuable information. The natives know Yrssk- he warned them about a group of offworlders headed the ir way-but they are not so naive that they trust eve rything Yrssk says without checking the facts for themselves. They also know that Yrssk is headed nort h, toward the Steamfields.
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FEATURES
OF THE AREA
The thick, twisted trunks of the Mead lin's trees provide im prove d cove r to the scouts hid ing within them. A number of sparse chlovi growths, indicated on the map, can provide cover for the heroes as they advance north .
ENCOUNTER 5: CHIL.DREN OF THE TEMPEST
Yrssk (Y) Medium Trandoshan scoundrel 2!scout 3 Force 3; Dark Side 1 Init +3; Senses darkvision; Perception +9 (can reroll) Languages Basic, Dosh, Nyriaanan
Challenge Level 5
Speed 6 squares Melee knife +7 (ld4+6) Ranged blaster carbine +4 (3d8+2) or Ranged blaster carbine +2 (4d8+2) with Rapid Shot Base Atk +3; Grp +7 Atk Options autofire, Dastardly Strike, Far Shot, Point Blank Shot, Rapid Shot
SETUP: The Sith Descendants conceal themselves near the altar at the left center of the map, while Yrssk is granted total cover by the rocky formation he hides behind. The heroes enter the area from the south, traveling along one of the indicated dry areas. Any water or liquid in the area is extremely hot and is therefore impassable terrain (see "Features of the Area" for details).
READ-AL.OUD TEXT Any hero who succeeds at a DC 19 Perception check detects one or more of the hidden Sith Descendants. Yrssk is more camouflaged, requiring a DC 28 Perception check to discern him amid the rock and billowing steam of the surrounding hot springs. Force-sensitive heroes can sense the dark side emanating from the altar from a kilometer away. When the heroes enter the area from the south, read the following text aloud: The outline of a sculpture can be discerned through the thick mist and steam that hangs heavily in the air here. It appears to be a rough statue ofa humanoid set atop a raised stone platform. The stone steps leading to the statue are rust colored, as if bloodstained.
VRSSK Yrssk is a self-serving, self-centered, and unscrupulous Trandoshan who originally signs on with the Republic's intelligence services to avoid his debts. After years on Nyriaan, he is tired of the charade and now desires only to make his fortune and escape from the horrible planet. The Trandoshan is heavily scarred, with a particularly livid scar running along the side of his face, barely missing ane of his blood-red eyes. He wears clothes that appear to be made by native Nyriaanans, even though his species sets him apart from Nyriaan's indigenous population. His emotional state is difficult to gauge, but he seems somewhat agitated.
CL 5
Defenses Ref 19 (flat-footed 18). Fort 18, Will 18 hp 45; Threshold 18
Abilities Str 19, Dex 12, Con 14, Int 12, Wis 15, Cha 9 Talents Acute Senses, Dastardly Strike, Expert Tracker Feats Far Shot, Point Blank Shot, Rapid Shot, Skill Training (Stealth, Survival)' Toughness, Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception +6, Gather Information +6, Mechanics +8, Perception +9 (can reroll). Stealth +8, Survival +9, Use Computer +8 Possessions native clothing, knife, blaster carbine, 2 frag grenades, hidden datacard (DC 18 Perception check to locate) Yrssk's Tactics Yrssk hides until the heroes appear to be overcoming his Sith dupes. If the tide is turning in favor of the heroes, he pops his head up and fires with his carbine. Even though the shots reveal his position, his cover should work to his advantage. If wounded-even slightly-he surrenders and attempts to buy his freedom with the information he possesses.
91TH
DESCENDANT (6)
After thousands of years of inbreeding, the descendants of the original Sith who crashed on Nyriaan have become twisted and subhuman. Caring only for satisfying their immediate desires, the Sith are not particularly subtle. They stink of corruption, a smell that is only partly physical and thoroughly spiritual. Although Human in form, these wretched beings are twisted and deformed in ways that confound the imagination. Wearing makeshift robes and homespun clothing, they reek of filth and physical corruption. They howl like beasts, wave their spears threateningly, and growl in a tongue that sounds as evil as they look.
Sith Descendant (S)
CL 2
Medium Human (Nyriaanan) non heroic 3/scout 1 Dark Side 12 Init +4 ; Senses low-light vision; Use the Force +8 Languages Nyriaanan Defenses Ref 15 (flat-footed 13), Fort 13, Will 13;Dodge hp 35; Th res hold 13 Speed 6 squa res Melee spear +1 (ld8-1) Ranged pulse wave pi stol +4 (2d6) Base Atk +2; Grp +4 Force Powers Known (Use the Force +8 ): dark rage, Force thrust, surge Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 13 Talents Surefooted Feats Dodge, Force Sensitivity, Force Training, Skill Training (Use the Force), Weapon Proficiency (pistols, rifles, simple weapons) Skills Survival +9, Use the Force +8 Possessions dirty robes, beads and bones, spear, pulse wave pistol
FEATURES
OF THE AREA
Areas marked as rocky on the map are cons idered difficult terrain. Areas of liquid are filled with boiling, mineral- rich water or mud, one to two meters deep. If a character enters in to or passes through a space fi lled with boiling water, make an attack ro ll (ld20+5) against the target's Fortitu de Defense. If the attack succeeds, the target takes 2d6 points of damage. If the attack fails, the target takes half damage. Any damage taken is co nsidered f ire damage, altho ugh it can not se t a cha racter on f ire.
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Sith Descendant Tactics Not ones for subtlety, the Sith descendants attack as soon as they are noticed by the heroes, using dark rage and surge to the best effect. They f ight only as individuals and use their Force powers to push the heroes into poo ls of boi lin g water and mud. They do not flee the fight under any circu msta nces.
CONCLUSION With the Sith descendants defeated, Yrssk surrenders , hoping t hat he can buy his freedom with the information he possesses. If Yrssk is kil led, the information can be found on a datacard he carries. Other than Yrssk's possessions and the Sith altar, little of interest is here.
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ENCOUNTER 6: SIXTEEN TONS Challenge Level 5 SETUP: Upon exiting the elevator cage, the heroes should be placed in the hall, anywhere out of sight of the guards in the next room . Corporate Sector mine guards are positioned as indicated on the map. Any guards not within line of sight of the heroes should not be placed until they are seen or otherwise detected. The guards patrol the mines in pairs, with a single pair stationed near the corridor that leads to the elevator. In addition to the guards, six miners are hard at work in the mine corridors. Like the guards, the miners should be revealed only when they are seen.
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When the heroes peer around the corner into the guard room, read the following text aloud:
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The room is well lit by hanging fusion lanterns. The light reveals smooth stone walls festooned with Corporate Sector Authority logos and motivational posters. Sitting on alloy crates, two CSA guards in combat jumpsuits chat with one another. Their weapons, although not currently held, are close at hand. CORPORATE SECTOR MINE OUARDS (8) These mine guards represent the standard level of security for CSA mine complexes on Nyriaan. Although competent, they are by no means infallible. Most guards are bored, at least until a disturbance attracts their attention. They communicate openly over their comlinks, and grow suspicious if any guards fail to respond. If captured, they know little of the Deluge Experiment. Sure, they have heard of it, but it's way beyond their security clearance.
The gray combat jumpsuits worn by these guards indicate that they are employed by Corporate Sector Authority. They appear to be well equipped to put down minor resistance, but you doubt that they have the ability to do much more than that.
Corporate Sector Mine Guard (G)
CL 2
Medium Human non heroic 6 Init +5: Senses Perception + 10 Languages Basic Defenses Ref 16 (flat-footed 14). Fort 11, Will 12 hp 21: Threshold 11 Speed 6 squares Melee stun baton +6 (ld6+2) Ranged blaster carbine +6 (3d8) or Ranged blaster carbine + 1 (3d8) with autofire Base Atk +4: Grp +6 Atk Options autofire, Pin, Point Blank Shot, Running Attack Abilities Str 15, Dex 14, Con 12, Int 10, Wis 14, Cha 8 Feats Armor Proficiency (light). Pin, Point Blank Shot, Running Attack, Weapon Proficiency (pistols, rifles, simple weapons) Skills Perception + 10, Pilot + 10 Possessions combat jumpsuit, stun baton, blaster pistol, blaster carbine, comlink
Corporate Sector Mine Guard Tactics The mine guards work in pairs to keep the mine secure. For the most part, they behave like trained combat troops and do not fight to the death. If the situation warrants, they retreat farther into the facility, calling for backup or enlisting miners for aid in repelling the heroes.
CORPORATE SECTOR MINERS (6) Six miners are currently extracting ore samples from various locations in the mine tunnels. The miners work alone or in pairs, using their tools to extract bits of madilon for later analysis and recording their progress on data pads.
The Human in the tunnel is dressed in overalls that are stained with dirt and sweat. The tools in his hands identify him as a miner; other than his mining equipment, he appears to be completely unarmed.
Corporate Sect or Miner (M )
CL 1
Medium Human nonheroic 3 Init + 1; Senses Perception + 1 Langu ages Basic Defenses Ref 10 (flat-footed 10), Fort 12, Wil l 10 hp 13; Threshold 12 Speed 6 sq ua res Melee club +2* (ld6+6) or Me lee club +4 (2d6+4) with Mighty Swing Ranged by weapon +2 Base Atk +2; Grp +4 Atk Options Bantha Rush, Mighty Swing, Power Attack Abilities Str 14, Dex 10, Con 15, Int 10, Wis 10, Cha 10 Feats Bantha Rush, Mighty Swing, Power Attack, Skill Training (En durance), Skill Training (Mechanics), Weapon Proficiency (simple weapons ) Skills Climb + 8, Endurance +8, Mechanics +6 Possessions min ing equipmen t, tools, satchel for ore samp les, datapad, glowrod " ncludes 2 points of Power Attack
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CONCLUSION When all guards and miners are neutral ized, the heroes can procee d to the contro l room . Surviving CSA employees in t his area can po int the heroes in the correct direct ion if properly motivated, although fa ilure of Deception or Persuasion checks by the heroes is liab le to re su lt in misinfo rmat ion . If the heroes go the wrong direct ion-taking any path t hat is not indicated on the map as the actual route to the contro l room-they become lost for 1d10 minutes. In that time, unsupervised guards or miners attempt to enlist he lp elsewhere.
FEATURES OF THE
AREA
Piles of rubble and rock are con sidered difficult terrain, and fu sion lanterns are marked on the map to indicate how much light they shed. Alloy crates in th e guard room are filled with ore sample s and can provide cover.
ENCOUNTER 7: THE END OF THE \NORLD Challenge Level 6 SETUP: The Deluge Device control room is circular, with alloy walls and a slew of computer terminals and monitoring stations placed as indicated on the map. Four technicians are each at individual stations proceeding with the experiment. Six deluge facility guards are also present in the room. The heroes begin the encounter at the southern edge of the map, behind the twin blast doors, which are likely to be opened when the encounter begins. If the heroes open the blast doors by hacking the outside control panel, they should have a single surprise round before the deluge facility guards and technicians can respond to their presence-that is, if the guards are not warned by the CSA employees in the previous encounter.
READ-ALOUD TEXT When the doors open, either because the heroes hacked the control panel or because they managed to con the guards into opening them, read the following text aloud:
The doors open to reveal a large control room staffed with both technicians and armed and armored guards. The far wall is a large transparisteel window, beyond which can be seen a huge cavern wherein a complicated device shimmers with energy. DEL.UOE FACIL.ITY GUARDS (6) The best guards available in the deluge facility, these six individuals are all Humans-male and female . They are well armed, armored, and bored enough that a fight is a pleasant diversion from watching the deluge technicians go about their work.
The gray battle armor worn by these guards is emblazoned with the emblem of the Corporate Sector Authority. Each is armed with a stun baton and a blaster rifle with a collapsible stock.
Deluge Facility Guard (G)
CL3
Med ium Human non heroic 6/so ldier 1 Init + 10; Senses low- light vision; Perception + 11 Languages Basic
Defenses Ref 21 (flat-footed 19), Fort 17, Will 12 hp 34; Threshold 17 Speed 4 squares Melee stun baton +7 (ld6+2) Ranged blaster pistol +7 (3d6) or Ranged blaster pistol +5 (4d6) with Rapid Shot or Ranged blaster rifle +7 (3d8) or Ranged blaster rifle +5 (4d8) with Rapid Shot or Base Atk +5; Grp +7 Atk Options Point Blank Shot. Rapid Shot Special Actions Indomitable Abilities Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8 Talents Indomitable Feats Armor Proficiency (light, medium), Point Blank Shot, Rapid Shot, Ski ll Training (Pilot), Weapon Proficiency (pistols, rifles, simple weapons) Skills Initiative +10, Perception +11, Pilot +10 Possessions battle armor with he lmet package, stun baton, blaster rifle, blaster pist ol
Deluge Facility Guard Tactics The deluge facility guards have standing orders to repel any intruders, but truth be told, they are not expecting any. Eve n if surprised, they put up a professional fight and attempt to drive the heroes off or kill them outright. They are aware of the sensitive nature of the equipment that surrounds them, so they do not risk damaging it.
DEL.UOE FACIL.ITY TECHNICIANS ( 4 ) Although they are technically noncombatants, t he deluge facility technicians are expected to resist any attempts by outsiders to impede thei r work. The technic ians are Humans, male and female, and they wear blue lab jackets. They are unarmed, but if ignored or underestima ted they might pose so me degree of threat.
The Humans wear blue lab jackets and tool belts. Although unarmed, the look in the technicians' eyes tells you that they aren't to be trusted.
Deluge Facility Technician (T)
CL 1
Medium Human nonheroic 4 Init +3; Senses Perception +9 Languages Basic, Binary, High Galactic, Sullustese Defenses Ref 11 (flat-footed 10), Fort 9, Will 12;Dodge hp 6; Threshold 9 Speed 6 squares Melee unarmed +3 (1d4) Ranged by weapon +4 Base Atk +3; Grp +4 Abilities Str 10, Dex 13, Con 8, Int 16, Wis 14, Cha 12 Feats Dodge, Skill Focus (Knowledge [technology], Mechanics), Skill Training (Treat Inj ury), Weapon Proficiency (pistol s, simple weapons) Skills Knowledge (physical sciences) + 10, Knowledge (technology) + 15, Mechanics +15, Perception +9, Treat Injury +9, Use Computer +10 Possessions coveralls, tools
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Deluge Facility Technician Tactics
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The deluge facility technicians rel y on their guards to fend off any attacks. They hide as best they can until the blaster fire stops, at which point they might poke up their heads to see who the winning side is. Although they are not trained for combat, they defend themselves if necessary. If one or more of the technicians think they can gain the advantage by attacking one of the heroes, they do so.
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CONCL..USION Once the guards are dealt with, any technicians who remain alive follow almost any orders given to them by the heroes. They are shifty and deceptive, however, and do not provide direct aid to the heroes unless they are forced to do so. Even with the guards dead and the technicians at gunpoint, the heroes are not completel y safe.
FEATURES
OF THE AREA
The control panels and computer terminals in the control room provide cover, but any that are damaged will impede the skill challenge necessary to shut down the Deluge Device. For each damaged control panel or terminal, increase the DCs of any Mechanics checks and Use Computer checks made during the "Di sabl ing the Deluge Device " skill challenge by 1. Each terminal has DR 5, 15 hit points, and a damage threshold of 10.
ENCOUNTER e: CORPORATE ""RATH Challenge LevelS
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SETUP: This encounter takes place in the docking bay where the heroes' ship has been stored since their arrival on Nyriaan. If they crashed on the planet, then their ship-or what is left of it-is transported to this docking bay for repair. Regardless of the specific circumstances, Corporate Sector Authority commandos are positioned offsite, observing the docking bay for the heroes' arrival. When the heroes show up, the commandos wait for them to enter the docking bay proper before moving to the indicated locations. At the start of the encounter, the heroes can be anywhere within the confines of the docking bay.
READ-ALOUD TEXT As soon as the heroes are in the docking bay and going about the business of getting into their starship, allow them to make DC 13 Perception checks . Any heroes who succeed are privy to the information in the read-aloud text below, and they are not considered surprised during the impending surprise round of combat. Any who fail their Perception checks are considered surprised and flat-footed. Read the following aloud:
A flash of motion near the entrance to the docking boy catches your eye. You glance up in time to see at least four armed humanoids dressed in dark battle armor storming into the docking bay. Their features are hidden behind closed helmets, but their movements communicate their violent intentions. CORPORATE SECTOR COMMANDOS (4) The CSA commandos in this encounter are highly trained Corporate Sector Authority warriors. They are likely to be the most capab le enemies that the heroes have yet faced. Each is dressed in blackened battle armor and wields a blaster rifle with skilled precision. Their orders are to eradicate the heroes in short order and recover any stolen information that they might possess.
The humanoid in the blackened battle armor moves carefully, firing as he advances toward you. The visor of his helmet emits a dim green light, and if not for his fluid movements you might think he was some kind of droid.
Corporate Sector Commando
CL4
Medium Human soldier 4 Init + 10; Senses low-light vision; Perception +9 Languages Basic, Nyriaanan , Sullustese Defenses Ref 21 (flat-footed 19). Fort 20, Will 14 hp 54; Threshold 25 Speed 4 squares Melee knife +5 (ld4+3) Ranged blaster pistol +7 (3d6+2) or Ranged blaster pistol +5 (4d6+2) or [$TC: is this missing something?] Ranged blaster rifle +8 (3d8+4) or Ranged blaster rifle +6 (4d8+4) with Rapid Shot or Ranged frag grenade +7 (4d6+2, 2-square burst) or Base Atk +4; Grp +6 Atk Options Charging Fire, Devastating Attack (rifles). Point Blank Shot, Rapid Shot Abilities Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 8 Talents Devastating Attack (rifles). Weapon Specialization (rifles) Feats Armor Proficiency (light, medium). Charging Fire, Improved Damage Threshold, Point Blank Shot, Rapid Shot, Weapon Focus (rifles). Weapon Proficiency (pistols, rifles, simple weapons) Skills Initiative + 10, Knowledge (tactics) +9, Mechanics +9, Perception +9, Pilot + 10, Treat Injury +7 Possessions blaster rifle, blaster pistol, battle armor with helmet package, 2 frag grenades, medkit, data pad
Corporate Sector Authority Commando Tactics Take no prisoners! Upon entering the docking bay, the first two commandos lob frag grenades at the heroes, while the other two provide suppressing fire. After the grenades detonate, the commandos advance to finish the job. They fight intelligently, using cover to their best advantage, providing each other with cover fire when appropriate, and aiding one another when necessary. If two or more commandos are killed, the others lob more grenades before attempting a tactical retreat to a waiting assault speeder. Once aboard, they flee the area, heading for the Corporate City Sector.
CONCLUSION Each commando possesses a simple data pad loaded with the images and vital statistics of the heroes. The images are recent, apparently taken by surveillance cameras in locations that the heroes visited on Nyriaan.
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lID FEATURES OF THE AREA The docking bay is open to the elements, but it is well maintained and relatively free of clinging fungus. The ground, however, is wet and slippery. As is typical for Nyriaan, lighting is dim. Fusion lanterns are positioned as indicated on the map, but they are easily destroyed by exploding grenades.
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INDEX
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A7-E3PO "Aysev" 101 Adaptable Talent (feat) 25 Advanced Planning (talent) 20 adventures, designing 90 Airen Cracken 117 Ander Rendrake 117 Antagonist (challenge effect) 44 antitoxin patch 66 Arani Korden 109 Assured Skill (talent) 21 atmosphere and weather, Nyriaan 128 Attract Superior Minion (talent) 25 Belindi Kalenda 117 Bith 10 Bomb Thrower (talent) 21 Bone Crusher (feat) 25 Brilliant Defense (feat) 25 bundar root 65 campaign arcs 84 campaign elements 80 Catastrophic Failure (challenge effect) 44 Changing Objectives (challenge effect) 44 Channel Rage (feat) 25 Chewbacca 113 chlovi fungus 142 chuba poison 65 Clip (talent) 24 Close Call (challenge effect) 44 comlink, earbud 66 componentization 68 Containment (challenge effect) 45 Contingency Plan (talent) 25 contingency plans 89 Coordinated Effort (talent) 23 Critical Skill Success (talent) 21
Crowd Control (talent) 23 Cut the Red Tape (feat) 27 Da'Gara 119 Damaging Disarm (talent) 25 darter 64 Dedicated Guardian (talent) 24 Dedicated Protector (talent) 24 Defel 11 Degenerating (challenge effect) 45 Degrees of Failure (challenge effect) 45 Degrees of Success (challenge effect) 45 Demoralizing Strike (feat) 27 Detective (talent) 24 Devaronian blood-poison 65 Disarm and Engage (talent) 23 Disturbing Presence (feat) 27 Domina Tagge 120 Done It All (talent) 20 E'thinaa 119 ecology, Nyriaan 140 Electronic Trail (talent) 24 Elomin 133 Entangler (talent) 23 Exceptional Skill (talent) 21 Expert Briber (feat) 27 Extreme Success (challenge effect) 46 Fade Out (talent) 22 failure conditions, skill challenge 48 False Kadann 111 Falsin's rot 142 Filii Bitters 113 Finis Valorum 99 flash suppressor/silencer 66 Fleche (feat) 27
For the Cause (talent) 21 Forceful Recovery (feat) 27 Fosh 12 Galen Marek 113 gathering heroes 78 geography, Nyriaan 128 Get into Position (talent) 20 Given 13 gondolas 137 Gotal 14 government, Nyriaan 13 Grazing Shot (feat) 27 Gregar Typho 114 Guaranteed Boon (talent) 20 Haanen Felean 111 Han Solo 113 Herglic 15 Hobbling Strike (feat) 28 holo converter 66 Improved Opportunistic Trickery (feat) 28 Individual Effort (challenge effect) 46 Indomitable Personality (feat) 28 Initiative (challenge effect) 46 irksh poison 65 Isolder, Prince 107 Jacen Solo/Darth Caedus 105 Jan Ors/Jan Strange 117 Jar Jar Binks 114 Jayshon Korden, Jedi Master 109 Jent Koush 113 Jolor Oron 101 Keep Together (talent) 22 Kiyr Gir-sku 101 laser transport arrays 137 law enforcement, Nyriaan 143 Leading Skill (talent) 20
Learn from Mistakes (talent) 20 Madilon 127 Make an Example (talent) 22 Master Defender (talent) 24 Master Manipulator (talent) 20 Master of Disguise (feat) 28 Meadlin's tree 142 Meat Shield (feat) 28 mines, madilon 133 Mrlssi 16 Neimoidian 17 Nom Anor 119 Nym 114 Nyriaan native/Nyriaanan 144 Nyriaan spice 142 Octavian Grant, Grand Admiral 123 Opportunistic Trickery (feat) 28 Opposed DC (challenge effect) 46 Pa'iowick 131 Padme Naberrie/Queen Amidala 115 Panaka, Captain 115 panic ring 66 Pistol Duelist (talent) 25 Prudent Escape (talent) 22 quongoosh essence 65 Reactive Stealth (talent) 22 Recovery (challenge effect) 46 Recurring Success (feat) 28 redirection crystal 67 Reliable Boon (talent) 21 Resolute Stance (feat) 28 Restricted Skills (challenge effect) 47 Retaliation (talent) 20 Revealing Secrets (talent) 25 Reverse Strength (talent) 23
Revo lutionary Rhetoric (talent) 22 Ric OIie 115 Rivoche Tarkin 117 Rod in Baem 110 Roos Tarpa ls 115 Rugor Nass 115 Sad istic Strike (feat) 28 Sa lporin 113 Second Effort (cha llenge effect) 47 settlements, Nyriaan 129 Arumed 129 Locus 130 New Lowick 130 Prosperity 131 Sile nce 131 Starveil 132 Temperance 132 Tonnage 132 Tor'Oront 132 Vineyard 133 shi el d ca ge 67 shielding stations 138 Shunt Damage (talent) 24 Silas Tagge 121 Silver Tongu e (feat) 29 Sio Bibb le 11 5 Sizing Up (talent) 23 Ski ll Boon (talent) 21 Skill Challenge : Catastrophic Avoidance (feat) 29 Ski ll Challenge: Last Resort (fea t) 29 Skill Challe ng e: Recovery (feat) 29 Skill Con f idence (talent) 21 Sk illful Recovery (ta lent) 21 snare pistol 64 St and Tal l (feat) 29
surface co nditions, Nyriaan 128 surveillance detector 67 surveillance tagger 67 T-215 "Toowon" 101 Ta'a Chume, Queen Mot her 105 Tarzen Tagge 121 Tavin Ko rden, Prince 109 Tempest's blessing 143 Ten Dorne 110 Tessala Co rvae 103 Thracka n Sal-So lo 99 Timed Cha ll enge (challenge effect) 47 time line, Nyriaan 134 toxin detector 67 trihexalon 65 Tru 'eb Cholakk 116 Try Your Luck (talent) 20 Umbaran 18 veridicator 67 vid -vox scrambler 67 vi llain , creati ng 87 villain, remov ing 89 Wookiee Grip (feat) 29 wris t blaster 64 Yomin Carr 119 Ysanne Isard 111 Zerrol nightst inger 64
OAL.AXY OF INTRIOUE Character CL Amar Cros 10 Ananah Kragana 10 Ass assin (m ale Zabrak) 4 Corporate Sector assassin 5 Corporate Sector commando 4 Corporate Sector mine guard 2 Corporate Sector miner 1 Deluge facility guard 3 Deluge facility technician 1 Duros officials/ CSA agents 7 Finvarra 3 Fri zz 2 Ghia Preyssola 6 Joruba Consortium technician 0 Joruba Con sortium trouble shooter 2 Kal Jorek 3 Karvas Toll 8 4 Koon Odan Loodux 9 Malvina clan scout 3 5 Mon Calamari radical Sith descend ant 2 Teh lan Alee ce 7 Tevlun 1 Yrssk 5 Zerik 8
Page 149 182 166 207 220 216 217 21 8 219 178 199 162 148 159 159 162 170 166 174 212 173 215 186 193 214 151
Creature Chlovi cat Lluma Pherin
CL 5 7 3
Page 141 140 141
Droid 3D-4 admini strative droid 5-BT threat analysis droid B4J4 securi ty droid BL-Series battle legionnaire Fill footman droid M4-Series messenger droid MRD-39B assassin droid NR-ll00 slicer droid
CL
Page
0
73
Starship Corona Limited lu xury groundspeeder Ferret-cl ass reconna issa nce vessel Incom A-24 sleuth (modified) Lombda- cl ass shuttle (modified) Pro wler-cl ass reconnai ssa nce vessel PVT-2100 incarcerator Sabaoth f rigate spy ship SoroSuub JG - 8 lu xury landspeeder
CL
Page
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71
12
69
10
68
13
186
12 16 11
70 68 71
2
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72
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3 9
75 74
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SCAVENGER'S GUIDE TO DROIDS RODNEY THOMPSON, STERLING HERSHEY, PATRICK STUTZMAN, ROBERT WIELAND
Rodney Thompson, Sterling Hershey, Patrick Stutzman, Robert Wieland
[ DESIONERS
DEVEI..OPER
Rodney Thompson
ART DIRECTORS
Blake Beasley, Ryan Sansaver
I..UCAS I..ICENSINO EDITOR
n II
) Cynda Callaway
Robert Jordan, Emi Tanji
ORAPHIC DESIONERS
[ PRE·PRESS MANAOER
)
Jefferson Dunlap
~--------------------~
ORAPHIC PRODUCTION SPECIAI..IST
Ray Vallese, Bradley Will
[ EDITORS
PRODUCTION MANAOER
~--------------------~
1 Christopher Tardiff
~--------------------~
( IMAOINO TECHNICIAN
Frank Parisi
1 Ashley Brock
~------------------------~
~M_A_N_A_O_IN_O_E_D_I_T_O_R_ _ _ _ _ _ _1 Torah Cottrill
SPECIAl.. THANKS
1Leland Chee
(IJ
o
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[ DIRECTOR OF RPO R&D
Bill Siavicsek
Drew Baker, Jeffrey Carlisle, Miguel Coimbra, Gonzalo
[ INTERIOR ARTISTS
1 Flores, Jason Juta, Warren Mahy, Paul Shipper, Brian Snoddy, Chris Trevas, Ben Wootten
Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition Core Ruh:book by Christopher Perkins. Owen K.C. Stephens, and Rodney Thompson. the original Dungeons 8: Dragons'" rules created by E. Gary Gygax and Dave Arneson, and the 3rd Edition Dungeons a Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast' game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
U.S .• Canada, Asia. Pacific. & latin America
Wizards of the (oast LlC P.O, Bo, 707 Renton. WA 98057-0707 Questions? 1-800-324-6496
GREAT BRITAIN Hasbro UK Ltd Caswell Way Newport, Gwenl NP9 OYH GREAT BRITAIN Please keep this address for your records
EUROPE Wizards of the (oast, Belgium Industialaan 1 1702 Groot-Bijgaarden Belgium +32070233277
WWWWI2AROS.COM
I
WWW.STARWARS.COM
ISBN,978-0·7869-5230-4 620-24190000·001·EN 987654321 First Printing: November 2009
©2009 LUCASFILM LTD. I. ® OR ,. WHERE INOICATEO. ALL RIGHTS RESERVEO. USED UNDER AUTHORI2ATION. Dungeons b. Dragons. d20 System, Wizards of the Coasl. and their respective logos are trademarks of Wizards of the Coast in the U.S,A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC This product is a work of fiction. Any similarity to actual people, organizations, places. or events is purely coincidental. Printed in the USA.
CONTENTS
r
INTRODUCTION
4-
Using This Book .... . .... . .. ... 6 CHAmRI:
r
DROID
HEROES.
a
Creating Droid Heroes ......... 10 Option 1: Playing a Custom Droid . .... . ... .. 10 Option 2: Playing a Sta ndard . 10 Droid Model. Option 3: Using a Stock Droid Chassis .. . .. ...... 10 Astromech Droid Chassis Traits .... . .•.... 11 Battle Droid Chassis Traits ... ...... .. 11 Labor Droid Chassis Traits .... 11 Mechanic Droid Chassis Traits ...... . .... 12 Medical Dro id Chassis Traits ..... . ..... 12 Probe Droid Chassis Tra its . .. . 12 Protocol Droid ChassisTraits . ..... .. ... 13 Service Droid Chassis Traits . . .. . .... .. 13 Droid Manufacturers ....... ... 14 Mechis III ... .. ..... . . ... .. 14 Telti .. ... . . ............. . . 15 Major Droid Manufacturers .. 15
Droid Quirks ............... . . 18 Feats. . ....... • . .... .. ... .22 Droid Talents .. .... . . . ... . ... 26 New Talents for Droid Prestige Classes . .. .... . ... 28 Adjudicating Droids .... ... .. .. 29 CHAPlERII:
DROI D
AL.L.IES
32
Alternative Pricing System .. .. .34 Droids as Equipment . . ..... . .. 35 Using the Protocol Format ... 35 Droid Allies ... ... .. .... .. .. . .42 Droid Enemies ... . ......•... .42 Anti-Droid Opinion ... . ..•. . . .43 Pro- Droid Opinion ... . ...... . .44 Droids as Property ........ .. . .44 Droid Controversies ... .. . . .. . .45 Droid Organizations .. .... .. .. 46 Legends of the Droids .. ... .. . .47 Droids Wit hout Bodies . ... ... .49 Droid Bra ins ............... 49 Persona l Droids ......... .. .49
If CHAPlERIII: II
DROIO
EQUIPMENT
.50
Locomotion ... . . . ... . ...... . 52 Appendages ..... •......... . . 52 Processors .. .. .. .... .. .• . .. .53 Accessories . .. ... .. .. ..•.... 54
Droid Stations .. ... ..... . ... 63 Adjudicating Droid Modifications ..... •...... 65 CHAPlERIV:
r
DROID
CODEX
.
. . . • . 66
80 Smelter Droid .. .. ..... ... . 68 A9G-Series Archive Droid . ... .. 70 AD-Series Weapons Maintenance Droid ........ 72 Annihilator Droid ....... . . . ... 74 BLX Labor Droid ..... . ........ 76 Colicoid Infiltrator-Series Droid .......... ... ... . .. . 78 CZ-Series Secretary Droid ... .. 80 DP-2 Probe Droid ............. 82 Droideka Mark II ...... •.. . ... 84 DT-16 "Destructor" Battle Droid ............. . 86 Duelist Elite Training Droid ..... 88 E522 Assassin Droid . . .... . ... 90 EI-9 Network Security Droid . .. 92 EV-Series Supervisor Droid . .... 94 FLTCH-Series Battle Droid .. .. 96 G2 Repair Droid . . . . . . . .98 GD16-Series Pilot Droid .. . ... 100 GX1-Series Battle Droid .. .. .. 102 GY-I lnformation Analysis Droid . .......... 104 H-1ME Battle Mechanic Droid. l06 HK-77 Assassin Droid .. ... ... 108
HKB-3 Hunter-killer Droid ... . 110 KMl Mining Droid . .... . ... . . 112 M38 Explorer Dro id. .... . .. .. 114 MEV-Series Medical Evacuation Droid .. .. .. . .. 116 MK-Series Maintenance Droid. 118 Model 88-Series Administration Droid ...... 120 PG-5 Gunnery Droid ...... . .. 122 PLNK-Series Power Droid . ... .124 RO-D-Series Droid ... . . . .. . .. 126 R8-Series Astromech Droid . .. 128 RWW-Series Protocol Droid . .. 130 RX-Series Pilot Droid .. .... . .. 132 S19 Astromech Droid . . ... .. .134 SD-9-Series Droid ........... 136 SD-X-Series Stealth Battle Droid . . .1 38 Service Droid . . . . . .140 Shadow Droid. . . . . . ... 142 T4 Turret Droi d . .... .. ... . .. 144 TC-SC Infi ltration Droid ... . .. 146 TT-8L Gatekeeper Droid ... ..148 V2-Series Commando Droid ... 150 V6-Series Pilot Droid .. . ... . .. 152 X-1 Viper Droid . ............ 154 XLT-014 Labor Droid ........ 156 YVH-Series Battle Droid ...... 158
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USINO THIS
BOOK
The contents of this book are intended to help both players and Gamemasters create new and improved droids. Players will find expanded rules on creating droid heroes, while Gamemasters will find new information detailing the creat ion of droid GM characters and droid enemies to challenge the heroes wherever they might go in the galaxy. Chapter One is devoted to droid heroes. Players who want to create droid characte rs to play will find new rules on creating a fully detailed droid with which to adventure alongside organic characters. This chapter presents new talents and feats to help make your droid character unique. Also, information about those companies that manufacture the various types of droids can be found here, along with what a particular brand name brings to the droid that bears its name. Also included are several stock models that can be used as springboards to help players quickly put together droid heroes and jump into the adventure. Chapter Two looks at droids from the other side of the gaming table. Drold Gamemaster characters are the subject of this chapter, in which the Gamemaster will find more information involving new game mechanics behind the portrayal of droids in the galaxy, including an analysis of what role droids play in the Star Wars universe as well as in the roleplaying game. Discussions about how droids should work with and beside organic characters and how they should behave toward those around them can be found here as well as tips on how to make a droid more than just a piece of hardware.' Chapter Three delves into new equipment that can be used by droids or those who work with them. New weapons and equipment that droids can use or ha ve installed into their chassis are found here, as well as new weapons and equipment that nondroids might opt to use on or against them. New starsh ip and vehicle equipment and systems relating to droids can be found here as well. Chapter Four is the Droid Codex, in which many new droids are detailed. The contents of this codex, however, are different from other statistics block entries. Along with the standard statistics block and description, each entry includes a section that describes how the particular droid can be used as equipment by a player character, a sidebar detailing ways to build a droid PC modeled after it, and suggestions about how the droid could be altered to perform functions not normally allowed by its original programming. Throughou t the droid codex, you will also find sidebars that present adventure hooks relating to the various droids. Each of these sidebars is presented from the point of view of a particular individual:
. . Klikk is a Jawa trader: a scavenger and a junk trader from Tatooine. Most of his experiences with droids involve their technical side, and his discussions are about equipment, making repairs, and rebuilding droids. Raalo is a Toydarian junk dealer who, despite being highly adept at making repairs and modifications to droids, is more interested in the business side of his operation and seeks to make as much profit as possible. His discussions focus on buying and selling droids, obtaining droids (both legal and illegal) through the Black Market, and relating details about droids that he has peddled or purchased in the past. Mavven is a Besalisk arms dealer who travels the galaxy. His business connections bring him information and firsthand experience with 4thdegree droids, and many people consider him the leading expert in combat droids. His discussions revolve around droids in combat, especially their involvement in battles and martial applications such as work in the military, in mercenary organizations, and in security. . . . EV-6T6 is an EV-Series supervisor droid. Her position, in which she deals with droids as an authority figure, is most often held by an organic being, and it gives her a unique perspective. Her discussions primarily focus on droid-to-droid interactions and on methods of dealing with different droid personalities.
9
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DWARF SPIDER
OROID ON
KASHVVYK
A
SCAVENGER'S
BOOK
One question that might be crossing your mind as you read this is "Why is this a scavenger's book?" With al l of the corporations, technicians, and other cit izens of the galaxy that work with droids on a daily basis, why are we focusing on scavengers? Although they might not be the most glamorous denizens of the Star Wars galaxy, scavengers of droids and their parts and accessories are probably the most numerous of the organic creatures that deal with these mechanical beings. From the group of Jawas living in their sa ndcrawler roaming the deserts of Tatooine to the highest-paid droid technic ian em ployed by the wea lthy residents of Coruscant, those that repair, upgrade, or perform any kind of maintenance on droids generally look to scavengers of one kind or another in order to find the best deals on the hardware they need to complete their tasks and to keep the droids under their ca re operating in good condition. As seen in Episode IV, the Jawas that abducted R2-D2 and C-3PO comb the deserts to locate any piece of technology they can grab, refurbish , and se ll to the people living in the desert cities and other, more remote locations. This is th eir way of life and the way they earn a living . With the large number of droids stored in their sandcrawlers' cargo holds, the Jawas have a myriad of parts to use to repair any droids they deem salvageable for resale. Fortunately for our droid heroes, the Jawas saw how well maintained they were and did not use them for parts, figuring to make a lot of credits from selli ng two droids in such excellent condition . Captains of space transports know the value of maintaining droids. Those who struggl e to make ends meet and scrape together every credit they can just to ea t and put fuel in their ships know that any droid they purchase is a signi fica nt investment. Keeping that investment in working condition is a minor expense for a long-term payout. With droids to keep the ship operating smoothly, a starship captain has more time to devote to keeping the ship running and to finding the contracts that put food on the table and fuel in the tanks. Captains who are short on cred its often find that scavengers are the best solution to their droid maintenance needs. The tec hnician wo rking for a wealthy benefactor, corporation, or government might have more resources avai lable to obtain better parts, but will usua ll y do everyth ing possible to keep expenses under budget. Corporations and governments have budgets that their technicians are expected to follow, and rich sponsors do not like to see their invested funds squandered. Scavenging parts and accesso ries from other droids, or dealing with the scavengers that locate t he part s, helps cut costs and keeps superiors happy.
The beings that deal in used droids and that run the junk shops and droid parts stores are the ones that scavenge the abandoned technology of any world, searching through the scraps for any usable parts. Jun k dealers will have parts from hundreds, perhaps thousands, of different droid models. But the way in which they se ll tho se parts can vary as much as any other business in the galaxy. Some dealers keep their wares all throw n together in huge plies behind their shops and all ow patrons to rummage through t he piles to find what they need. Other dealers might sort through the piles themselves to f ind what the customer needs (and to charge an extra finder's fee on top of the asking price for the pa rt). Th e dea ler might choose to se ll a part as-is, letting the customer take his or her chances on the part' s condit ion , or the dealer could offer to refurbish it for an additio nal fee. In every segment of the Star Wars universe, droids affect the li ves of organic beings in some way. Whether droids cook, clea n, and serve organic li fefo rm s, help improve in te ractions between different species, or help keep the sta rships that allow interstellar travel and commerce active, their presence IS extremel y va luabl e to t he galactic way of life. And the scave ngers are the ones that keep the droids running, sil ently helping maintain that way of life for everyone throughout the ga laxy. Without the scavengers that provide their services to repa ir the droids, even the mightiest governments would grind to a halt and the galactic community as a whole wou ld suffer. Without droids, the Star Wars universe that we know could not exist.
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CREATING DROID ...... EROES The Saga Edition core rulebook presents two methods for creating a droid hero-playing a custom droid and playing a standard droid model. This chapter clarifies elements of the droid creation process and introduces a third option, using a stock droid chass is. Players can use any of the three methods to create their heroes. Each method provides options and trade - offs in levels of customization and character creation t ime.
OPTION 1: PLAYING CUSTOM O R OID
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Typical Chassis
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Medical droid
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Astromech droid, mechanic droid
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Protocol droid, service droid
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Battle droid, probe droid
5th
Labor droid
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This option, creating a new droid model completely from scratch, gives a player the greatest freedom (see page 186 of the Saga Edition core rulebook) . This method also takes the longest, because each element of the droid must be created or se lected, and its systems and accessories must be purchased individually. 1
TABLE 1-1: STOCK OROID CHASSIS
OP T ION Z: PLAYING A STANDARD OROID MODEL This option allows a player to select a standard droid model based on statistics blocks already created for exi sting droids (see page 187 of the Saga Edition core rulebook). Most of these models already have more than one level in a class, usually the nonheroic class. The character cannot enjoy the full benefit of a heroic class, since droids starting with a nonheroic class gain fewer feats, trained skills, and hit points at first level. However, in exchange, players benefit from starting above first level, and this is a fast method of droid creation . When a player uses this method of creating a droid character, the total cost of a standard droid model plus any player-added accessories and possession s cannot exceed 5,000 credits.
OPTION 3: USING A STOCK OROID CHASSIS Players can se lect a stock droid chassis when creat ing a droid hero. This streamlined method of droid creation treats each chassis as a species. Each chassis represents the basis for creating a type of droid rather than a specific model, so a player can quickly generate a new model of droid, or emulate an existing model wh il e building a character entirely with heroic levels. Stock droid chassis can also be used to create specific models of droids, since the chass is share features of the specific droid models of that class of droid. However, the customization required to make the stock chassis match up with a specific droid model in question might make other methods more appealing. In some cases, an existing model might not be exactly replicated, but the differences can be attributed to variances in production or aftermarket customizations to the standard model. The size and speed of a chassi s cannot
be altered without Gamemaster approval. This book features several droid models that are suitable for use as player characters. Each has a sidebar describing how to create the droid using a stock chassis. To create a droid hero using a stock droid chassis, follow these steps: Select the chassis. Apply abi lity modifiers, size, speed, droid traits, languages, and other modifiers as you wou ld when applying a species to a character. Review the chassis' bonus equipment. If you are creating a new or generic droid without a specific model in mind, leave the systems as they are and proceed to the next step. If you are creating a droid of a specific model, compare this list to systems listed in the desired droid's statistics block. If they are close enough for your purposes, proceed to the next step. An unwanted system can be swapped for another system within 10% of the unwanted system's cost without spending any credits. However, if upgraded or additional systems are required, they must be purchased with the droid's starting credits (see below). Starting Credits: Your droid's class determines how many starting credits you have. You can spend your starting credits on droid systems as wel l as on normal weapons and equipment. Bonus equipment is considered part of the droid's starting equipment; you are not required to spend credits on bonus equipment.
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ASTROMECH OROIO CHASSIS TRAITS All astromech droids ha ve the following chassis traits: Ability Modifiers: +2 Intellig ence , -2 Charisma. Astromech droids' intel ligence and adap tability enable them to properl y re pai r and maintain machinery. Like other droids, astromech droids have no Constitution score. Size: The vast majority of astromech droids are of Small size, giving them a +1 size bonus to the ir Reflex Defense and a +5 size bonus to Stea lth checks. However, their liftin g and carrying limits are three-quarters of those of Medium crea tu res. Speed: Astro mech droids have a base speed of 6 squares and use wheeled locomotion. Astromech droids also have a walk ing speed of 4 squares. Droid Traits: Astromech droids are second-deg ree droids and have all droid immunities and typ ica l droid traits (see pages 187-188 of the Saga Edition core rulebook). Bonus Equipment: Astromech droids are constr ucted with the fol low ing droid syste ms installed in each: wheeled locomotio n, walking loco motion, magnetic feet , heuristic processor, 6 too l appendages, 1 claw appendage, astrogation buffer (5 memory units). diagnostics package, and internal storage (2 kg). Hardwired Design (Mechanics): All astromech droids are trained in the Mechanics skil l. This is a bonus trained skil l. Conditional Bonus Feat: An astromech droid with Mechanics or Use Computer as a trained skil l can select Skill Focu s (Mechanics) or Skill Focu s (Use Computer) as a bonus feat. Automatic Languages: Basic (understand only) and Binary. BATTL..E OROIO CHASSIS TRAITS All battle droids have the following chassis traits : Ability Modifiers: +2 Dexterity, - 2 Inte lligence. Battle droids are designed for combat, incorporating syste ms to improve their dexterity. Like other droids, battle droids have no Constitution score. Size : Battle droids are typically of Medium size, gaining no bonuses or penalties for the ir size. . Speed: Battle droids have a base speed of 6 squares and use walking locomotion. Droid Traits: Battle droids are fourth - degree droids and have all droid immunities an d typical droid t raits (see page s 187- 188 of the Saga Edition core rulebook). Bonus Equipment: Battle droids are constructed with the following droid systems installed in each : walk in g locomotion, plasteel shell (+2 armor)' basic processor, internal com link , locked access, 2 hand appendages, and vocabulato r.
BATTLE
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Bonus Feats: At 1st level, a battle droid can select one Armor Proficiency feat and one Weapon Proficiency feat for which it meets the prerequisites. Automatic Languages: Basic and Binary.
LABOR
OROIO
CHASSIS TRAITS
Al l labor droids have the fo ll owing chassis traits: Ability Modifiers: +2 Strength, -2 Inte ll igence . Labor droids are built for strength and durability. Like other droids, labor droids have no Constitution score. Size: Sta nd ard labo r droids are of Medium size , gaining no bonuses or pena lties for their size. Speed : Labor droids have a base spee d of 6 squa res and use wa lking locomotion. Droid Traits: Labor droids are f ifth-degree droids and have all droid immunities and typical dro id traits (see pages 187-188 of the Saga Edition core rulebook). Bonus Equipment: Labor droids are constructed with the following droid systems installe d in each: walking locomotion, durasteel shell (+4 armor)' basic processor, 2 claw appendages, and vocabulator. Heavy Lifting: Labor droids excel at manual labor. Th ey can reroll any Strength check or Strength-based ski ll check and keep eith er result. Automatic Languages: Basic and Binary.
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MEDICAL OROIO CHASSIS TRAITS All medical droids have the fol lowing chass is traits: Ability Modifie rs: +2 Intelligence, -2 Strength. Medical droid s are li fesavi ng medical and medicinal experts. Like othe r droids, medical droids have no Constitution score. Size: Medical droids are of Medium size, gai ning no bonuses or penalties for their size. Speed: Medical droids have a base speed of 6 square s and use wa lkin g locomotion. Droid Traits: Med ica l droids are first-degree droids and have all droid immunities and typical droid traits (see pa ges 187-1 88 of the Saga Edition core rulebook). Bonus Equipment: Medica l droids are constructed with the fol lowing droid systems in stal led in each: wa lking locomot ion, heuri stic processor, 2 hand appendages, 1 tool appe ndage, vocabulato r, and improved se nso r ' package. Hardwired Design (Treat Injury) : All medical droid s are trained in the Treat Injury ski ll. This is a bonus trained sk ill. Conditional Bonus Feat: A medical droid with Treat Injury or Knowledge (life sciences) as a trained ski ll ca n select Ski ll Focus (Treat Injury) or Ski ll Focus (Knowledge [life scie nces]) as a bonus feat, A medical dro id ca n take only one of these bonus feat s. Automatic Languag es: Basic and Binary.
MECHANIC OROIO CHASSIS TRAITS All me chanic droids ha ve the fo ll owing chass is tra its: Ability Modifi ers: +2 Intelligence, -2 Charisma. Mechanic droids are techn ical specia list s, adept at repairing machinery, vehicles, and complex devices. Like other droids, mechanic droids have no Constitution sco re. Size : Mechanic droid s are of Medium size, gain ing no bonuses or penalties for their size. Speed : Mechanic droids have a base speed of 6 squares and use wa lking, tracked, or wheeled locomotion. Droid Tr aits: Mechanic droids are second-degree droids and have all droid immuni ties and typical droid traits (see pages 187- 188 of the Saga Edition core rulebook). Bonus Equipment: Mechanic droid s are constructed with the fo ll ow in g droid syste ms in sta ll ed in each: wa lking locomotion (or tracked or wheeled locomotion). basic proce ssor, 2 hand appendages, 4 tool appendages, diagnostics package, internal storage (2 kg). and a vocabu lator. Hardwired Design (Mechanics): All mechan ic droids are trained in the Mechanics sk il l. Thi s is considered a bonus trained skill. Mechanically Minded: As droids experienced in maintenance and repair, mechanic droids can reroll any Mechanics check . Automatic Languages : Basic and Binary.
PROBE
OROIO
CHASSIS TRAITS
All probe droids have the follow ing chassis traits : Ability Modifiers : +2 Wisdom, -2 Chari sma. Probe droids are des igned for scout ing, reconnaissance, and light secur ity duties. Like other droid s, probe droids have no Constitution score. Size: Probe droids are typically of Medium size, gain ing no bonuses or penalties for their size. Speed : Probe droids have a base speed of 6 squares and use hovering locomotion. Droid Traits : Probe droids are fourth-degree droids and have all droid immunities and typical droid traits (see pages 187-188 of the Saga Edition core rulebook). Bonus Equipment: Probe droids are designed for survei ll ance and are constructed with the following droid systems installed in each : hovering locomotion, heuristic proce ssor, internal co mlink, lo cked access, 1 hand ap pendage, 1 tool appendage, improved sensor package, and darkvi sion . Hardwired Design (Perception): All probe droids are trained in the Perception skill. This is a bonus trained sk ill. Conditional Bonus Feat: Probe droids rely equa ll y on stea lth and obse rvation for success. A probe droid w ith Stea lth or Percept ion as a trained skill can select Skill Fo cus (Stealth) or Ski ll Focu s (Perception) as a bonus f eat. A probe droid can take on ly one of these bonus feats. Automatic Languages : Ba sic (understand on ly) and Binary.
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SERVICE DROID CHASSIS TRAITS All service droid s have the following chassis traits: Ability Modifiers: +2 Charisma, -2 Strength. Service droids are adept at recognizing the needs of their owners and adapting to them . Like other droids, service droids have no Constitution score. Size: Service droids are of Medium size, gaining no bonuses or penalties for thei r size. Speed: Service droids have a base speed of 6 squares and use walking locomotion . Droid Traits: Service droids are third-degree droids and have all droid immuni ties and typical droid traits (see pages 187- 188 of the Saga Edition core rul ebook). Bonus Equipment: Service droid s are constructed with the following droid systems installed in each: walking locomotion, basic processor, 2 hand appendages, 1 tool mount, and vocabulator. Bonus Feat : To enhance it s service rol e, a service droid can select Skill Training (Perception), Skill Training (Knowledge [bureaucracy]), or Skill Training (Knowledge [g alact ic lore]) as a bonus feat. A service droid can take only one of these bonus feat s. Automatic Languages: Basic and Binary.
PROTOCOL DROID CHASSIS TRAITS All protocol droids have the following chassis traits: Ability Modifiers: +2 Wisdom, +2 Charisma, -2 Dexterity. Protocol droids are programmed in the arts of etiquette, protocol, and translation services. Like other droids, protocol droids have no Constitution score. Size: Protocol droids are of Medium size, gaining no bonuses or penal ties for their size. Speed: Protocol droids have a base speed of 6 squares and use wa lkin g locomotion. Droid Traits: Protocol droids are third-degree droids and have all droid immunities and typical droid traits (see pages 187- 188 of the Saga Edition core rulebook). Bonus Equipment: Protocol droids are constructed with the fo ll owing droid systems installed in each: walking locomotion, basic processor, 2 hand appe ndages, vocabulator, and translator unit (DC 10). Hardwired Design (Persuasion): All protocol droids are trained in the Persuasion skill. This is considered a bonus trained skill. Bonus Feat: To supplement its translation and etiquette duties, a protocol droid can select Sk ill Training (Knowledge [bureaucracy]), Skill Training (Knowledge [galactic lore]), or Skill Training (Knowledge [social sciences]) as a bonus feat. A protocol droid can take only one these bonus feats . Automatic Languages: Basic and Binary.
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DROID MANUFACTURERS Millions of manufacturin g companies produce droids. Mo st are small compan ies that cater to local regions, manufacture speciali zed units, or focus on highly customized models. The major interste ll ar manufacturers dominate specific markets, alt hough those markets shift as the demand s of the galactic government and mega corpo ratio ns change. Throughout the Clone Wars and the Rebellion era, Cybot Galactica and Ind ustria l Automaton are the dominant manufacturers, with Arakyd Industries, Genetech Labo ratori es, MerenData, Serv-O-Droid, and Veri l Line Systems as major players in t heir re spective markets. During the Clone Wars, most Separatist battle droids are man ufactured by Bakto id Armor Workshop forces, wit h other units coming fr om the Techno Union, Co lico id , and the Commerce Guild. However, droid manufacturing has ex isted for thousands of years . In the time of the Old Republic, 4,000 years before t he Rebellion
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You know, a lot of first-time astromech buyers, they're always worrying about communicating with their new purchase. It's no big deal. You want a sophisticated conversation? Buy a protocol droid. You need a detailed report? Plug that astromech into just about anything with a view screen and just read what it has to say. Computer, data pad, you know, whatever's handy. I've even seen one use its holographic projector to display text. Mind you, you might not like what you hear! Most astromechs aren't exactly diplomatic, and many don't know what it means to be polite. But hang around enough droids, and you'll pick up on what those whistles and chirps mean. Of course, you'll have to carry half the conversation yourself-you know, asking questions, assuming subjects and so on. You'll be best off trying to phrase your questions for yes or no answers, but after a while, you'll get the gist of what they're saying. Even those funny little wobbles and shakes mean something. What will really get you fouled up is when you think you get a droid that understands Basic but it really understands Huttese or some oddball tongue the last owner installed . You'll think the thing has blown its language circuits. Worse, you might think it's ignoring or flat out contradicting you, when it's really trying to communicate something vitally important. Even a viewscreen might not help, if it can't display something you can read. You know, I've even seen a hasty fighter pilot fly into the middle of combat before realizing his replacement astromech didn't speak his language. Entertaining, as they say. Of course, he survived the battle-how else cou ld he have sold the droid to me?
era, Czerka Corporation, Duwani Mechanical Products, and Aratech Repulsor Company dominated the droid markets of th eir day; other we ll -known manufacturers, such as MerenData and Serv-O-Droid, we re also becoming competitive. Although manufacturing plants can be found on both major and lesser wo rld s, a significant percentage of droids come from either Mechis III or Te lti. Th ese two worlds specia lize in droid production to such an extent that their su rfaces are essentia ll y covered by automated precision-manufacturing plants. The major manufacturers use these fabrication facilities extensively. Most of the droids built in these facilities are sh ipp ed by bulk freighter, but light freighter jockeys make a decent li ving running small orders to isolated regions of the galaxy.
MECHIS III Region : Inn er Rim Climate: Arid (i ndustrial) Gravity: Standard Moons: 0 Length of Day: 20 sta nd ard hours Length of Year: 298 local days Sapient Species : 99 % droids and automata, 1% Hum ans and other species Government: Corporate Capital: Mechis City Major Exports: Droids, technology Major Imports: Indust rial raw materia ls, foodst uffs
Knowledge (Galactic Lore) DC 10 15
20
RESULT Mechis III is one of the primary droid manufacturing worlds in the galaxy. Th e world is covered by automa t ed droid manufacturing plants. Few organ ic beings are on the planet, an d th e atmospheric conditions are harsh and foul. The Tec hno Union operates the world until it loses control during the Clone Wars. The galaxy's major droid manufacturers use Mechis III plants. The huge industrial comp le xes require massive de liverie s of raw materia ls, creating a constant need for shipping to and from the pl anet. Th e ownership of the planet changes periodically, but the planet is corporate co ntrolled and run by automata.
Knowledge (Technology)
Knowledge (Galactic Lore)
DC 10
DC 10 15
15
20
RESULT Droids of all kinds are built on Mechi s III, and competition for contracting the facilities is fierce. Arakyd builds many of its droid s on Mechis III and is a domin ant influ ence during the rule of the Empire. Add itionally, som e facil ities are dedicated to produ cing sta rships, vehicles, and other technological good s. Droid designs are produced on other wo rld s, at the va rious manufac t urers' headquarters. Most manufacturers re ly on droid quality-control units to supe rvise the manu fact uring process ; however, a fe w org anic bein gs are assig ned to oversee the facilities.
20
Knowledge (Technology) DC 10
TELTI Region: Inn er Rim Climate: Arid (indu strial) Gravity: St andard Moons: 0 Length of Day: 22 sta ndard hours Length of Year: 309 local da ys Sapient Species: 99% droids and auto mata, 1% Humans and other spec ies Government: Corporate Capital: Dome 01 Major Exports: Droids, technolo gy Major Imports: Industria l raw material s
RESULT The moon Telti is one of the main droid foundries in the galaxy. The world has no atmosphere and is covere d in automated droid manufacturing plants. The manufacturing faci li ties are located inside enormous domed struct ures th at are linked by tunnels and overl and transportation co rridors. They are protected by battle droid s and sec uri ty droid s and operated by serv ice droid s and labo r droids.
15
20
RESULT All types of droids are built on Telti, but Cybot Gala ctica and Industrial Automaton dominate the production lines. Veril Lin e System s is also a major presence. Ju st prior to th e Clon e Wars, Baktoid Combat Automata closes down its faciliti es on Telti in response to di sa rmam ent laws directed at the Trade Federation . Major droid manufacturers use Telti faci lities . The pl anet nearly run s it se lf, w ith t he exce ptio n of the co nstant need for raw material s. Rumors sugge st th at onl y one organic ma ster, su pported by count less droids, is needed t o oversee th e automated factorie s and droid systems. However, most com panie s maintain at least a representative prese nce of organic superviso rs on th e world.
Arakyd Industries
A droid reflects its manufacturer in many ways-physical design, reliability, signature systems, and even personality traits. Some companies and model lines become known for these attributes, good and bad. Since all droids are also individuals, the influence of such traits varies greatly from unit to unit. A manufacturer's descriptions include typical traits or attributes that apply to the droids it manufactures. These traits can be added as a template to any droid manufactured by the company, although their usage is optional in game play.
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Bolstered by the rise of the Emp eror and a skillful political strategy, Arakyd Indu st ri es is the primary producer of the Empire's military droid s. Th e co mpany's spec ialties are exp loration droid s and probe droid s, but it also produces co mme rcial units. Arakyd 's market dominance enables it to supp ly the New Republic in later years, de sp ite the company's Imperial dealings. It also contracts w ith other major fo rces, such as planetary governments and t he Secto r Ran ge rs. Arakyd utilizes M ec hi s III plants, among oth ers. Traits: Arakyd units are well known for th eir inten se mi ss ion focu s, occa sion all y going beyond the expected limits of their programming to achieve a mission object ive. When confronted with an action that it would normally not be abl e to perform du e to its beh av ioral inhibitors, it can attempt (through twisting logic or reprogramming) to bypa ss th e normal limitation s. On ce pe r day, an Arakyd droid can make a Persuasion check or a Use Computer check agai nst a DC equal to its own Will Defense. If the check is successful, the droid's behavioral inhibitor allows it to take prohibited actions un t il the forbid den ac ti on is co mpl eted . After com pl etio n, the inhibitor return s to normal functioning.
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Baktoid Combat Automata Baktoid Combat Automata is part of the extensive Baktoid family of companies. In factories scattered across the galaxy, Baktoid builds untold numbers of battle droids in the years prior to and during the Clone Wars, supplying droids to the Trade Federation and to the Separatists. Baktoid earns a reputation for producing cheap, substandard battle droids thanks to its inferior B1 unit. Other models lack the B1's flaws, but Baktoid's standard designs stil l suffer from lesser processors and inhibited analytical thinking. After the Separatists' defeat, the Empire shuts down Baktoid . Most of its factories are dismantled, destroyed, nationalized, or taken over by other companies. Traits: Baktoid units suffer from inferior processors and remote data links. A character can make a Persuasion check opposed by a Baktoid droid's Perception skill to attempt to temporarily confuse it wit h contradictory data or bra sh, seemingly illogical action . If the check is successful, the droid can take no action for one round as it tries to f ind an appropriate response. If the Persuasi on check is unsuccessful, the droid recognizes the ruse and proclaims it loudly while taking an immediate sw ift action as a reactio n.
Balmorran Arms Ba lmorran Arms is be st known for providing walkers and other combat vehicles to the military forces of the Galactic Empire. However, it also has an effective combat droid division that is active throughout the years of the Galactic Empire's rule . Balmorran also produces civilian droid models, primarily for use as security units. Some of these units are highly specialized and find success in the years of the Clone Wars, because people throughout the galaxy feel threatened by the war and the associated increase in deepspace piracy. The co mpany's SD-model battle droids are a cornersto ne of the military forces of the reborn Emperor years after t he Battle of Endor. However, Balmorran Arms is tied directly to the Balmorran government and, therefore, is embroiled in the planet's political gamesmanship. The co mpany ultimately supplies both the resurgent Empire and the Ne w Republic at various times during the reborn Emperor's resurgence. Traits: Balmorran droid models undergo constant revision and upgrades, so one year's model is rarely the sa me as the previous year's. When creati ng or purchasing a new Balmorran Arms droid, increase one ab ility score by 1.
Colicoid Creation Nest The Colicoid Creation Nest manufactures all the Colicoids' high-technology products, such as droids, vehicles, weapons, and equipment. As might be expected from the products of such a vicious and violent species, Colicoid battle droids are among the galaxy's toughest and most ruthless automatons. During the Clone Wars, the Colicoids supply droidekas, tri-fighters, and buzz droids to the Separatist forces, while retaining even more powerful models for defense of their homeworld. The end of the Clone Wars shuts down the Colicoids' droid export business, but the nest continues to build the planet's other high-technology goods. Since most being s stay as far from the Colicoids' violent homeworld as possible, few actively seek out their
services or models. However, brave or foolhardy traders risk obtaining highly customized droids or batches of new Colicoid models for specific dealers, crime lords, or collectors-for a large fee . Traits: Colicoid droids are vicious and difficult to take down . They are completely fearless and follow orders without question. Once per encounter, a Colicoid droid can ignore all negative penalties from its location on the condition track when making an attack.
Cybot Galactica Cybot Galactica dominates the nonmilitary droid market, excelling in both design and marketing. Although its prices match its prestige, Cybot Galactica's customer service and repair service span the galaxy. All major and most lesser Republic and Imperial worlds hold at least one official Cybot sales and service center. Cybot is a major player in the Corporate Sector and wields considerable political influence in the Core Worlds as well. Cybot utilizes Telti facilities as wel l as those on the planet Affa for its protocol division. Traits: Cybot systems are so commonplace that nondroid heroes with Skill Fo cus (Mech anics) can modify or repair Cybot droids in half the time that would be required for a normal droid (see page 197 of the Saga Edition core rulebook). This does not stack with any other ability that saves modification or repair time. A droid does not gain this benefit when modifying itself.
Czerka Corporation Originally operating as Czerka Mining and Indu strial in t he time of the Old Republ ic, Czerka Corporation has produced droids and innumerable other products for thousands of years. During the Old Republic, Czerka Corporation is an ea rly major player in both the combat-droid and service-droid markets. By the rise of the Empire, Czerka still produces sophisticated droids and com pu t er syste ms, but no longer dominates that market because of its sh ift to arms manufacturing. Traits: Czerka droid designs are exceptionally personable, no matter their degree or designed purpose. Even the feared HK assassin droids have a certain frightening charm. A Czerka droid can use its Intelligence or Wisdom modifier instead of its Charisma modifier to determine its Persuasion skill modifier.
Duwani Mechanical Products Operating 4,000 years before the rise of the Empire, Duwani Mechanical Products is among the more successful droid manufacturers of the Old Republic. Duwani products span the range of the droid market, including service droids and early battle droids. Duwani's droids are durable and rugged-looking. Although elegant models exist, Duwani's design style is utilitarian and minima list. Duwani battle droids fight for the Old Republic, and its serv ice and protocol droids are commonly found at Republic and commercial facilities around the galaxy. The reliability of its units and its su perior customer service make Duwani a major competitor of Cze rka Corporation in the droid market.
THE
OROIO
FACTORY
ON
OEONOS'S
Traits: Once per encounter, when it has half or fewer of its maximum hit points, as a reaction, a Duwani droid can either gain 5 bonus hit points or add 5 to its damage threshold for one round .
Holowan Mechanica ls Holowan Mechanicals is best known for developing the IG-Series droids. The IG-Series designs are obtained through the acquisition of assets from Phlut Design Systems by the InterGalactic Banking Clan . During the Clone Wars, the IG-lOO MagnaGuards serve prominently as General Grievous's personal bodyguards. However, when developing the IG assassination droid series, Holowan technicians seriously underestimate the letha lity of their design, eventual ly losing the entire team to the escaped prototypes, setting back Holowan as a competit ive droid producer for years to come. Traits: Ho lowan units are designed for lethality. Once per encounter, a Holowan droid can add 1 die of damage to an attack.
Imperial Department of M ilitary Research Although not a manufacturer of droids, the Imperial Department of Military Research advances droid design in unusua l directions. Rebel leaders learn over the course of the Galactic Civil War that the department is responsible for dark and cunning droid designs, such as interrogation droids and the Dark Trooper project. When a particularly dangerous design is discovered, Rebel agents are dispatched to hinder its development or to destroy the facilities required to build the un its. Traits: Imperial droids vary greatly in mission and specifications. However, their prototypes are constructed with built-in tracking devices and recording equ ipment to document the droid's performance . The droids transmit the data upon command to a central reporting station or, when in the field, to the nearest Imperial installation.
the New Republic initially impossible and undesirable. However, as Imperial influence shrink s, so does MerenData's opposition to doing business with the New Republic-aided by the ousting of company officials tied to the Empire. MerenData is al so a major contributor to the Corporate Sector. Traits: MerenData droids are known for their intim idating personalities. When making a Persuasion check to intimidate, a MerenData droid adds its Wi sdom bonu s to the skill check. When attempting to intimidate another droid, it add s its Wi sdom bonu s and it s Chari sma bonus to the check.
Industrial Automaton
Roche
The hugely successful R-Series astromech droids make Industrial Automaton one of the galaxy's more successful droid manufacturers . Industrial Automa ton competes with Cybot Galactica in price, product, and service, and its sales and maintenance facilities can be found on any civilized planet with a sufficiently advanced tech level or a major starport. lA's major production lines are on Telti, but it also employs factories throughout the galaxy. Traits: Industrial Automaton astromechs can be found in most starports, and technicians are used to working with IA units. When assisting on a Mechan ics check, an Industrial Automaton droid trained in Mechanics can add its Intelligence bonus (minimum + 1) to the normal +2 bonus.
Roche is the popular nickname for the Verpine droid manufacturer Roche Hive Mechanical Apparatus Design and Construction Activity for Those Who Need the Hive's Machines. Like their creators, Roche droids are insectoid, causing poor sale s of early models, even to other insectoid species. However, the Verpine s' love of technology drives them to refine the line, so their line of droids slowly expands into the galactic market. Limited distribution makes new units diffi cult to obtain, requiring making a trip to the Roche System or locating an Ithorian herdship with an authorized dealer. Used units-especially worker drones and other early models-can be purchased at a highly di scounted rate from used droid and junk dealers throughout the backwaters of t he galaxy. Traits: Roche units are precisely constructed with easily modified appendages and accessories. When modifying an appendage, an accessory, a tool, a weapon, or an instrument mounted on an appendage, apply a +5 circumstanc e bonu s to the Mechanics check (see page 197 of the Saga Edition core rul ebook) . Thi s bonu s does not apply to droids modifying them selve s.
MerenData Another droid manufacturer to benefit from the rise of the Empire, MerenData supplies security, espionage, and interrogation droids to the Imperial military and government agencies. MerenData also produce s commercial units, competing with Cybot Galactica. Although it is not a dominant player, MerenData's reliable designs and the company's centurie s- long history make it a worthy competitor. MerenData's support of the Empire makes sale s to
OROID BUIl_DERS
o
So, you want to know about droid manufacturers? Well,l can tell you a few things. First, people have their sentimental favorites. However, as a buyer, it pays to know that Cybot's standard parts are plentiful and inexpensive, while Veriline's droids can take a pounding. The manufacturer is important, but most people buy their droids used, so I think it's more important to know the droid's recent repair history and if it's been rebuilt with nonstandard parts. You want galactic servicing and support? Better buy from the big guys. You want modifications? The authorized shops won't add on unauthorized parts, no matter how useful. Find your local droid shop-preferably one that specializes in your kind of droid. Believe me, you don't want someone learning on your job. They might swear that all droids are the same, but they're not. And you don't need your battle droid to suddenly worry about proper etiquette mid-battle. Always remember, the biggest and best known companies build decent and highly resilient machines, but the best built come from custom droid shops.
Serv-O-Droid Serv-O-Droid is one of the galaxy's older and more successful droid manufactu rers. Spa nning thou sa nds of years, from the t ime of t he Old Republic until the years before the Clone Wars, Serv-O-Droid specializes in service droid s and worker droid s, includin g personal assistants and heavy duty commercial labor units. However, the com pan y makes a series of bad business decisions, allying with t he Rep ubli c's bureaucracy. The result is a po litical nightmare. Corrupt Senators give the company tax breaks and ot her favo rs but dem and great monetary and po liti ca l paym ents in return . As the co rrupt Republic declines, so does Serv-O-Droid, de sp ite expanding into security and professio nal ass ist ant models. Its asse t s are liqu id ated and so ld off to the Corporate Sector Authority. However, new uni ts are st ill ava il able through the Droid ReS erve, a droid remainde r reseller located on Elshandruu Pica. With milli ons of fully ope rati onal units to se ll , the reseller makes Serv- O-Droid unit s and spare parts available for years. Traits: Se rv-O- Droid s are highly reliable unit s. When recharging, they can remove one persiste nt condi ti on that requires repairs to remove pe r day, moving +1 step on the condition track.
Tendrando Arms The Yuuzha n Vong inva sion decimates the gala cti c droid market. Because of theirfana tical hat red of mechan ica l automaton s, the Yuuzhan Vong raze droid pl ants by the t hou sands, destroy ing or disabling companie s and cau sing the shutdown of plants far from the invas ion corridor. Lando Calri ssian and hi s wife, Ten dra Risant, restart seve ral idle factories w ith their new company, Tendrand o Arms, producing droids specifically designed to battle the Yuu zhan Vong. With the defeat of the Yuuzhan Vong, Tendrando Arm s provide s sec urit y, guardian, and related droid s to the Galactic All iance and the Jedi Orde r.
Traits: Tendrando Arm s droids are efficient securi t y and comba t droid s. Their YVH droid design (see page 158) angers the Yuuzhan Vong at a primit ive level. Tendrando Arm s dro id s use thi s antagon ism to their advantage. A Tend rando Arms droid ga in s a +2 ci rcumsta nce bonu s to its Reflex Defen se and Will Defense again st Yuuzhan Vong.
Veril Line Systems Veril Line Systems, often called Veri line for short, ·excels at indu st rial droid de sign. Its units are pl ain but reliable and durable, and its signature power droid s ca n be found in most starpo rt s. Veriline units feature highly efficient proce ss ing system s. The droids hav e only enough proce ss ing and analytical ability to fulfill their simple and monotonous j obs. When dealing w ith ta sks or situa t ions beyond their programming, Veriline's cheaper units are simpli stic at be st, and downright stupi d at worst. Units that req uire sophisticated programming receive exactly w hat they need to be successfu l, but no more. Veriline is headquartered on Coruscant and ut il izes Telti droid plants as well as ass embly lines of its own on or near major industria l wo rld s. Traits: Veri l Lin e Sy stem s dro ids are hi gh ly resilient. Onc e per day, a Veril ine droi d can make a DC 20 Enduran ce check to exten d its run time by 25 hours or t o move + 1 ste p on the condi ti on track .
DRCID
QUIRKS
Droid s are t emperamental machine s, exposed to every kind of enviro nm ent al and physica l abu se. With limited programming an d typically defi cien t maint enance schedules, many droids develop odd mechanical glitches and personality quirks. Most are mi nor-m ore annoya nces th an anyt hing dangerous. Memory w ip es can elimina te personality quirks, but they do nothing fo r physical abnorma li ties .
QUIRKS AS PERSISTENT CONDITION S Another way to include quirks in the game is to apply one when a droid suffers a persistent condition. This allows the Gamemaster to use many quirks over the span of a campaign, and provides a rich source of plot hooks, humor, or dramatic situations. The Gamemaster should select a quirk that is related to the origin of the persistent condition. For instance, a persistent condition caused by physical damage should inflict a hardware quirk, whereas a hit from an ion weapon might cause either a hardware or a software quirk. Quirks applied in this manner should be automatically removed when the persistent condition is removed, instead of requiring the skill checks normally needed to eliminate a quirk.
MEETINO
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Software quirks are tied to the droid' s internal subroutines. They can be cau sed by corrupted data, but they are more often a result of the droid's learned re sponses from previous experience. Most software quirks are elimi nated with a memory wipe. Corrupted data can be repaired with a successful DC 25 Use Computer check to reprogram the droid. Attempting to eliminate a personality quirk without a memory w ipe is difficult, often requiring help. A DC 30 Use Computer check succeed s in eliminating a personality quirk, but the droid's personality and responses might change in unforeseen ways becau se the droid must learn new responses. The results might not be exact ly what was intended. Failure on the check results in the addition of another software quirk.
SCAVENGER'S SECRET: QUIRKY OROIOS
o
A droid without qui rks? No such thing. Most quirks aren't severe enough to be a problem. I just tell customers that t he droid has character. Personality. If they don't like it, I se ll memory wipes cheap. For the droid, not the customer, but let me tell you , some customers could use one. Memory wipe usually works if it's a software prob lem. Hardware prob lems are another deal. Replacing parts costs credits and time. No problem for me, I find the parts for a small fee. Install them for bigger fee, and then I sell the old parts to someone else. Make money all around. Bad quirks are mostly annoying, but they can be expensive. I saw a droid with a bad memory wipe try to fix a landspeeder with old, incomDroid quirks are optional in the Saga Edition. They make intere sting and easy roleplaying hooks, as well as give players inspiration for the develop ment of personalities and background s for their droid s. Some droid quirk s might al so have minor mechanical effect s. If no game mechanic is indi ca ted in the quirk description, a +2 or -2 circumstance bonus to skill check s or attack rolls might be appropriate whenever the quirk manifests. Players and Gamemasters are encouraged to select quirks that make characters memorable. Additionally, quirks can be assigned as the result of physical dam age or sensory overload . If a droid is reduced to 0 hit points, roll 1d20+ 10. If the result exceeds the droid's Fortitude Defense, the unit develops a quirk when it is repaired. The Gamemaster can assign an appropriate quirk or roll on Table 1-2: Droid Quirks. Each quirk has an associated origin indicated in its description: hardware (h) or software (s). If both are indicated, one should be se lected at the time the quirk is applied. Hardware quirks re sult from faulty installations, physical damage, aging circuitry, or incompatible system s. Hardware quirk s can be removed by replacing or repairing the faulty system. Repairing quirk s is notoriously difficult. If the repair check does not exceed the Mechanics DC by 10 or more (see page 70 of the Saga Edition core rulebookl. the new system works, but the quirk (or a similar quirk) return s 1d12 days later.
plete walker specs. The owner was not so happy when she saw her new three-legged landspeede r, with her recently acquired vaporators welded to the body as the legs. Dangerous quirks you need to take care of immediately. Most droids won't try to kill you on purpose, but plenty of them can cause big damage inadvertently. Even the talkative types, they have a way of saying the wrong thing at the wrong time, get you in all kinds of trouble. Bel ieve me, I know. Ever try to sell a unit that can't stop complaining about its own bad motivator? I've never seen custome rs leave so fast.
"HO
RUDEl" -C-3PO
TABL.E 1-2: OROIO QUIRKB___~_ _~_
n I
ROLL (2d20)
QUIRK
Special
Alien Appearance (h): This droid has a truly alien appearance that attracts attention. Interaction with most species causes a -2 penalty to Charisma-based skill checks, although the droid gains a +2 bonus when using the Persuasion skill to intimidate.
2
Paranoid (s): The droid believes something-or possibly everything-is out to get it. Because the droid is constantly on the lookout, it gets either a +2 bonus or a -2 penalty to Perception checks, depending on the situation.
3
Talkative (s): The droid talks incessantly, with few information filters and at inappropriate moments.
4
Overconfident (s): The droid believes it (or possibly its master) is thoroughly capable of succeeding at any task it is trained in or proficient in.
5
Aggressive (s): The droid does not back down from a fight unless it has direct orders from its master or is facing obviously overwhelming opposition.
6
Obsessive (s): The droid focuses on using a single skill or piece of equipment in its arsenal.
7
Morose (s): The droid is morbid in conversation. This quirk is particularly disturbing when manifested by medical droids and battle droids.
8
Leaky (h): The droid regularly leaks hydraulic fluid, cooling gas, or a similar substance in an amount that does not significantly hinder operations but does make a mess.
9
Excitable (s): The droid is high strung, speaking, moving, and working rapidly in thrilling situations.
10
Possessive (s): The droid latches on to possessions or other items and refuses to give an item up without extensive coaxing and reassurance that the item will be returned, requiring an opposed Persuasion check against the droid's Will Defense.
11
Vocoder Glitch (h): The droid's vocoder becomes stuck, causing the droid's voice to be squeaky, deep, monosyllabic, or sing-songy. This quirk might occur for only a few seconds, or it might last for days.
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12
Sullen (s): The droid is depressed, with a dim outlook on the future.
13
Amenable (s): The droid defers to others and attempts to keep all parties happy at all times, sometimes even during combat.
14
Incomplete Memory Wipe (s): The droid's last memory wipe was not completely successful. The droid gets confused when it remembers fragmented memories or when it attempts a skill that it was formerly trained in but now lacks complete instructions for. The droid is still considered untrained in the skill.
15
Short C;ircuit (h): The droid suffers from short circuits in its processors, which occasionally disrupt its speech, movement, or skill use for one round.
16
Visual Impairment (h or s): The droid's visual sensors are slightly impaired. The droid might not see all colors, see only black and white, or lose sight for brief periods. This quirk is typically a hardware glitch that results in a -2 penalty to related visually based Perception checks.
17
Slow (h or s): The droid does not move or process information quickly. Select one of the following penalties: -2 squares to speed, -2 to all Initiative checks, or -2 to Intelligence-based skill checks.
18
Curious/Inquisitive (s): The droid seeks knowledge or information about its immediate surroundings. The droid enters locations and situations in which it is unwanted or not allowed.
19
Faulty System (h): One of the droid's installed possessions or systems malfunctions. Select a different system or possession each time this quirk is taken. The droid suffers a -5 penalty when using the affected system or possession.
20
Easily Distracted (s): The droid is easy to distract from a given task. The droid must resist a 1d20+5 attack against its Will Defense when attempting tasks that take longer than a full-round action to complete. A successful attack results in the droid's jumping to the next task or becoming distracted by something in its immediate surroundings.
21
Audio Glitch (h or s): The droid's audio sensors have trouble detecting certain frequencies or become hypersensitive, causing a - 2 penalty to audio-based Perception checks.
TABL.E 1-2: OROIO QUIRKS
CONTINUEO'--_ _ _ _ _ _ _ _ _ _ _ _ _ _~_ _ _ _ ____'
ROLL (2d20)
QUIRK
22
Helpful (s): The droid is overly dedicated to helping its master with any task it is capable of, and it is willing to attempt tasks that it is not trained to do.
23
Locomotion Malfunction (h): The droid's locomotion system malfunctions regularly, but not necessarily constantly. Examples are trouble stopping forward movement, limping, hovering at a lower or inconsistent level, or a sticking tread or joint. When malfunctioning, the droid loses 2 squares of speed and/or its Dexterity bonus (and is considered flat-footed).
24
Temperature Variations (h): The droid runs hotter than normal, so anyone stand ing next to it or sharing an enclosed space with it becomes uncomfortable. A droid with an internal heating and cooling system might fluctuate between very hot and very cold temperatures.
25
Focused (s): The droid becomes fixated on a task until it is completed, even if more critical tasks appear. It takes a -2 penalty to Perception checks when fixated.
26
Faulty Wiring (h): The droid's wiring is in bad condition. When the droid moves down the condition track as a result of damage that exceeds its damage threshold, the condition becomes persistent until repaired.
27
Sprung Hatch (h): One or more of the droid's maintenance panels cannot close or latch properly. Whenever the droid takes damage greater than its damage threshold, one of the hatches pops open. It can be closed again as a swift action, but it remains closed for only one round before popping open again. Temporarily securing the hatch requires a DC 15 Mechanics check as a full-round action, but it does not permanently remove the quirk.
28
Loyal (s): The droid has an unshakable loyalty to its master or another organic entity. It embarrasses its owner with its concern for his or her well-being.
29
Arrogant (s): The droid is extremely arrogant and condescending to its owner and everyone else.
30
Honest (s): The droid is honest to a fault and is incapable of lying. It cannot make Deception checks.
31
Nervous (s): The droid is nervous in common situations. It might be nervous about performing its function successfully, speaking to its masters, or entering combat.
32
Argumentative (s): The droid develops an urge to argue in any situation, often demanding the last word.
33
Noisy (h): The droid is unusually noisy, drawing attention to itself. The source of the racket might be a grinding locomotion system, a squealing appendage, jet-like internal cooling fans, piercing high-pitched whines from its processor, or a similar mechanical malady. The droid takes a -5 penalty to Stealth checks when the offending system is used .
34
Overprotective: The droid becomes overly protective of its master, a vehicle, an object, or another droid. It resists being away from the object of its overprotection, and it might undertake irrational acts to ensure the object's safety.
35
Alternate Personality (h or s): The droid holds another personality as a leftover from a previous owner or because of damaged processors or data. Alternate personalities are usually software quirks, but those caused by damaged systems are hardware quirks.
36
Suspicious (s): The droid doesn't trust an individual, a corporate or government entity, or some other group, no matter how much its masters or others attempt to convince it otherwise. It treats the object of its suspicions as unfriendly at best.
37
Rude (s): The droid is rude to everyone-organic or mechanical-and is unpleasant to be around . It takes a -5 penalty to Persuasion checks to improve another's attitude.
38
Center of Attention (s): The droid insists on being the center of attention, and it attempts to dominate any conversation.
39
Impulsive (s): The droid makes snap judgments or decisions, thinking only in the short term, which might be as short as only a few seconds.
40
Blaster Happy (s): The combat-related droid tends to shoot first and listen to orders later. It also might continue to fire at a defeated enemy "just to make sure."
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FEATS The new feats presented here are avai lable in any era. Some of these feats are avai lable on ly to droids.
Aiming Accuracy When you have time to ana lyze your shot, your shooting accu racy has a precisio n that onl y a machine can achieve. Prerequisites: Droid, Point Blank Shot, Precise Shot, proficient with weapon. Benefit : If you aim at a target as a full-round action (instead of two swift actions), you ga in a +5 bon us to your next attack made in the fo ll owing round against that ta rget. Th e target must remain in your line of sight.
Damage Conversion
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You ca n make last-m inute moves to take hits on more durable po rtions of your chassis an d/or armor, altering the damage dealt to you. Prerequisites: Droid, Dexterity 13. Benefit: When yo u take damage from an attack against you (other t han an area attack, or an attack that deals ion or Force damage) and that damage equals or exceeds you r damage thre shold, you can take an additional 10 points of damage instead of moving down the co nd ition t rack. Each subse quent time you use thi s feat in a sing le encounter, the additional damage you take increases by 5 points.
Distracting Droid You use lights, holographi c projectors, sudd en movements, errati c f light, odd nOises, or other uniquely droid techn iques to distract an enemy. Prerequisite: Droid. Benefit: As a standa rd action, make a Persuasion check against the Wil l Defense of all enemies that are wit hin 6 squares of you and that can see or hear you, as determined approp ri ate by the Gamemaster. If the check equals or exceeds an enemy's Will Defense, the enemy loses one move action on its next turn . If the attack exceeds an enemy's Wil l Defense by 10 or more, th e enemy is also f lat-footed until the start of your next turn . Thi s is a mind-affecting effect.
Droid Focus Choose a single deg ree of droid (first, sec ond, third, fourth, or fifth). You are especially familiar with this class of droid, gai ning the li sted bonuses whi le working on or against them. Prerequisites: Trained in t he Mechanics and Use Computer skil ls. Benefit: You gain a +1 bonus to Deception , Mechanics, Perception, Persuasion, and Use Compu ter checks when used on or against a droid of the selected degree, and a + 1 bonus to all defenses against attack roll s and skill checks made by droids of the se lected degree.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat , it app li es to a different degree of droid.
Droid Shield Mastery You quickly replenish yo ur onboard shields. Prerequisites: Droid, equip ped with shield generator. Benefit : You automatically succeed on Endurance checks to restore you r shiel d rating by 5 po in ts (up to your normal shield rating). Additiona ll y, yo u replenish your shie lds in two sw ift actions. Normal: Three swi ft actions and a DC 20 Endu ra nce check are norm al ly required to restore lost sh ield power (see page 197 of the Saga Edition core rulebook) .
Erratic Target You bob, swerve, dip, and dive to avoid incoming shots and other attacks. Prerequisites : Droid, equ ipped with hovering locomotion or f lying locomot ion , Dexterity 13, Dodg e. Benefit: You can redu ce yo ur spee d by up to 2 squares to increase your Dodge bonus by 1 for each square of speed yo u give up, until the start of your next turn . You must move at least 2 squares to gain this benefit.
Ion Shielding Your systems are insulated to improve you r resistance to ion damage. Prerequisites: Droid with Strength 13, or cyborg with Constitution 13. Benefit: If the ion damage (b efore being hal ved) equals or exceeds your damage threshold , you move on ly - 1 step on the co nditio n track. Normal: If the ion damage (b efo re being halved) eq uals or exceeds your damage thres hold, you norm ally move -2 steps on th e co ndition track.
Logic Upgrade: Skill Swap You are able to quickly swap one programme d skil l for another. A droid wi th a basic pro cessor can use this trick to enable it to attempt sk ills in wh ich it is untrained . Prerequisites: Droi d, equipped wit h basic processor. Benefit: Select a ski ll you are not trai ned in (oth er t han Use th e Force). As a full- round action, yo u can swap this skill for one you are trained in. You do not gain any benefit from t he origina l trained ski ll while it is swapped out. You are not co nsidered trained in the swa pped-in skil l, and therefore you ca nnot use any trained-only option s or add a bonu s to your skill check. You st ill add one-ha lf your level and yo ur ass ociated ability bonus, as usual. Special: If you become t rained in the skill selected for this feat, you can select anoth er skill to repla ce it. You can take thi s feat more than once, each time selecting a di fferent skill to swa p.
TABI..E 1-3: FEATS FEAT NAME
PREREQUISITES
BENEFIT
Aiming Accuracy
Droid, Point Blank Shot, Precise Shot, proficient with weapon
After aiming as a full-round action, gain +5 on next weapon attack.
Damage Conversion
Droid, Dex 13
Take additional hit point damage instead of moving down the condition track.
Distracting Droid
Droid
Attempt to deny enemies within 6 squares their next move action, with a chance to make enemies flat-footed.
Droid Focus
Trained in Mechanics and Use Computer
+1 bonus to certain skills and defenses when dealing with a selected class of droid.
Droid Shield Mastery
Droid, equipped with shield generator
Automatically restore shields in two swift actions.
Erratic Target
Droid, equipped with hovering or flying locomotion, Dex 13, Dodge
Reduce speed by up to 2 squares to increase dodge bonus by up to 2 squares.
Ion Shielding
Droid with Str 13, or cyborg with Con 13
Move only -1 step on condition track when ion damage exceeds damage threshold.
Logic Upgrade: Skill Swap
Droid, equipped with basic processor
Swap a trained skill for an untrained skill on the fly.
Mechanical Martial Arts
Droid, Martial Arts I, base attack bonus +1
Give an enemy a -5 penalty on attack rolls and damage rolls for one round after striking it in unarmed combat.
Multi-Targeting
Droid, Int 13, proficient with weapon
You can spread your aim action across multiple consecutive rounds.
Pincer
Droid, equipped with claw or hand appendage, base attack bonus +1, Pin, Crush
Maintain Pin feat and make subsequent grapple checks as a swift action. Apply Crush to each check.
Pinpoint Accuracy
Droid, Aiming Accuracy, Point Blank Shot, Precise Shot, proficient with weapon
Move target -1 step on the condition track when you hit with Aiming Accuracy.
Sensor Link
Droid or cyborg with associated hardware
Share sensor data instantly with an ally.
Shield Surge
Droid or cyborg with scomp link or similar direct data link with the vehicle, trained in Mechanics
Trade vehicle's SR for damage taken.
Slammer
Small or larger droid, equipped with at least two suitable appendages, Str 13
Triple Strength bonus to damage rolls on this special melee attack.
Tool Frenzy
Small or larger droid, equipped with at least two appendages with tools
Gain +2 to attack rolls and damage rolls with nonweapon appendages in exchange for - 2 penalty to Reflex Defense.
Turn and Burn
Droid, equipped with hovering, flying, wheeled, or tracked locomotion, Dex 13
Withdraw by clearing threatened squares in up to 2 squares of movement, move your speed when using the withdraw action. Withdraw as a reaction by spending a Force Point.
AN
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DRDID USINO
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TAROETINO
SYSTEM
Mechanical Martial Arts You know how to inflict pain using your metal appendages when fighting in unarmed combat against organic enemies. Prerequisites: Droid, Martial Arts I, base attack bonus +1. Benefit: When you successfully damage an enemy with an unarmed attack, the enemy takes a -5 penalty to all melee attack rolls and damage rolls until the start of your next turn. Special: If you strike an organic enemy while using this feat during an attack of opportunity, the penalty lasts until the start of the enemy's next turn.
Multi-Targeting Your targeting system allows you to track multiple targets over time, negating cover bonuses. Prerequisites: Droid, Intelligence 13, proficient with weapon. Benefit: You can use swift action s across more than one round to aim at a target. You can attack different targets prior to the completion of your aim action. If the subject of your aim is out of your line of sight for any reason, you lose your aim and must start again. Normal: You must normally use two consecutive swift actions in the same round to aim (see page 154 of the Saga Edition core rulebook).
Pincer You use your mechanical strength to restrain and damage enemies. Prerequisites: Droid, equipped with claw or hand appendage, base attack bonu s + 1, Pin, Crush. Benefit: When you successfully Pin an enemy (see page 87 of the Saga Edition core rulebookJ. you can maintain the Pin beyond 1 round and can make subsequent grapple checks aga inst the pinned enemy as a swift action. You can apply the Crush feat whenever your subsequent checks are successful . Normal: Grapple checks are normally a standard action. The Pin feat must usually be rerolled each round as a new grapple check.
Pinpoint Accuracy This improved vers ion of the Aiming Accuracy feat moves your enemy -1 step on the condit ion track. Prerequisites: Droid, Aiming Accuracy, Point Blank Shot, Precise Shot, proficient with weapon. Benefit: When using the Aiming Accuracy feat, a target you damage cannot take the recover action until the end of its next turn.
Sensor Link You can broadcast your sensor input to an ally, such as another droid or a friendly computer system. Prerequisite: Droid or some cyborgs (see below). Benefit: As a swift action, you can broadcast the input from you r aud io, vi sual, and any special sensors to a droid ally, com link, communicat ions system, or holographic receiver within 24 squares . That all y is aware of anything you are aware of, and can use the aid another action to aid on your Perception checks even if you do not have line of sight to one another. If both you and your ally have Sensor Link, you share information simulta neously, granting a +2 bonus to Perception checks. Special: Cyborgs with built-in cybernetic sensors and communicat ions gear can also take this feat.
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Shield Surge You can surge the power of a vehicle's shields through your direct data link at precisely the right moment to reduce the damage to the veh icle from incoming enemy fire. Prerequisites: Droid or cyborg with scomp link or simi lar direct data link with the veh icle, trained in Mechanics skil l. Benefit: As a reaction, when your vehicle takes damage above its shield rating, after the shield rating is reduced you can reduce the amo unt of damage sustained by the vehicle by an amount up to the remaining sh ield rat ing (see page 161 of the Saga Edition core rulebook). However, the shie ld rating is immediately reduced by one point for every point of damage reduced. Special: The Recharge Shie lds action cannot be used on the vehicle until a full round after the use of Shie ld Surge.
Slammer You clap two hands, claws, or appendages together, del iver ing a crushing blow to an enemy. Prerequisites: Small or larger droid, equipped with at least two su itab le appendages, Strength 13. Benefit : As a sta ndard action, you slam two of your appendages together from either side of an enemy, crushing your target between them. Make a melee attack. If the attack is successful , you deal unarmed damage with double your Strength bonus. If you also exceed the target's damage threshold, it has a persistent condition that can be removed only with 8 hours of re st or a DC 20 Treat Injury check. Special : If you also have the Crush feat, increase you r unarmed damage by 1 die when using Slammer.
Tool Frenzy You use all your bui lt-in appendages, claws, probes, instruments, and tools at once to slash, pierce, burn, or cut your enemy in a fren zied mel ee attack. Prerequisites : Small or larger droid, equipped with at least two append ages with too ls mounted. Benefit : As a sta ndard action, using appendages not normally considered weapons, you can make several strikes as a single attack again st a single target. Make an unarme d melee attack with a +2 bonus; until the end of your next turn, you take a -2 penalty to your Reflex Defen se. Use the damage die of the highest rated appendage (see page 190 of the Saga Edition core rulebook) when determining damage. Special: True (nonimprovised) melee or ranged weapons are not considered tools for the purposes of this feat.
Turn and Burn You can retreat from enemies with additional speed and agi lity. Prerequisites: Droid, equipped with hovering, flying , wheeled, or tracked locomotion, Dexterity 13. Benefit: When using the withdraw action, you ca n move up to 2 squares to escape threatened squares without provoking an attack of opportun ity, and you can move your speed. You can spend a Force Point as a reaction to an enemy ending its movement adjacent to you to withdraw. Normal: When using the withdraw action, you can normally move on ly 1 square to escape a threatened square without provoking an attack of opportunity and can move only up to half your speed.
OROID TALENTS Droid talents wo rk t he same as the talents presented in the Saga Edition core rulebook. However, each tale nt is availab le only to droids of a particular degree. When a character wou ld norma ll y ga in a ta lent, such as when attaining an odd-numbered level in a heroic class, the droid can select a droid talent from among those presented below.
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FIRST-DEGREE DROID TALENT TREE Known Vuln erability : You know the vu lnerable spots to hit on most species. As a free acti on, you make a DC 15 Knowledge (life sciences) check (DC 25 for rare species, DC 35 for unknown species, both as determined by the Ga memaster). If the check is successful , until the end of the enco unter, whenever you make a successful melee or unarmed attack that dea ls damage against a target of t hat species, your target takes a -2 penalties to attack ro lls until the end of your next turn. Prerequisite: Trained in Know ledge (l ife sciences). Medical An alyzer: You use your medical know ledge and advanced droid processor to improve your treatment of medical conditions. When making a Treat Injury check to Treat Disease, Treat Poison, or Treat Radiation, you can also add your Inte llige nce mod if ier to your roll. Prerequisites: Trained in Knowledge (life sciences), medical dro id. Science Analyzer: You use your extensive databanks to better ana lyze scientific data. You can add double your Inte lligence mod ifier to your Knowledge (life sciences) or Knowledge (physica l sciences) sk il l check. Prerequisites: Tra ined in Knowledge (life sciences) and Knowledge (physi cal scie nces). Triag e Scan: As a standa rd action, you can make a DC 20 Treat Injury check. If the check succeeds, yo u know if the organic cha racters within 6 squares and within yo ur li ne of sight are below one half of their hit points and at what step they are along the cond ition track. Prerequisites: Trai ned in Treat Injury, med ical droid. SECOND-DEGREE DROID TALENT TREE Bu rst Transfer : You can doub le the amount of data transferred with the Binary language in a single round (see page 191 of the Saga Edition core rulebook ) when co mmunicat ing with other droids with Burst Tra nsfer, and you cu t Access Inform ation t ime in ha lf when making Use Computer checks to find genera l or specific in form ation (see page 76 of the Saga Ed ition core rulebook) . On-Board System Link : Whi le aboard a starship or veh icle and plugged into the ship's systems by scomp link, droid socket, or basic data port, you can reroute power or recharge sh ields as two swift actions instead of three. Quick Astrogat ion : Your speedy electronic astrogation-calcu lation routines allow you to cut ca lcu lation t ime in ha lf. Addit ionally, when attempting a Use Computer check to Astrogate, you can make the calcula tion as a standard action instead of a full-round action. Prerequisite:Trained in Use Computer.
Sco mp Link Slice r: Your inherent speed and advanced ski ll reduce the danger of sl icing computer syste ms. You must be physically linked to the system you are slicing . You can use each of the fo llowing ac ti ons once per encounter: • Eradicate: You can use Disable or Erase Prog ram on a computer that is friend ly or helpful toward you. With th is talent, disabl ing or erasing a program take s 5 minutes and requires a DC 15 Use Computer check (see page 76 of the Saga Ed it ion core ru lebook). • Lockout: If you succeed on an opposed Use Co mputer check when you Issue a Routine Command to counteract another programmer's actions, you automatical ly lock the other programmer out of the system. He or she must succeed in an op posed Use Co mp uter check agai nst yo u to regain access to t he system (see page 76 of the Saga Edition core rul ebook). You resist the attempt as a reaction. • Untraceable: As a reaction, you automatica lly keep a hosti le computer from t raci ng yo ur location if yo u f ai l a Use Com pute r check (see page 76 of the Saga Edition core rulebook) by 10 or less. Prerequisites: Any two ta lents from the Slicer Talent Tree (see page 47 of the Saga Ed ition core rulebook). Burst Tran sf er can be one of these talents. THIRD-DEGREE DROID TALENT TREE Nuanced: You are skilled in the nuances of diplomatic speech and gesture s. Once per encounter, you can add your Wis dom bonus to a Persuasion check in addition to your Cha ri sma bo nus. Ob servant : You enhance your persuasiveness by app lyin g data obtained through ob servation . Whenever you wou ld fai l a Persuasion check, you can roll a Perception check as a free action , with a DC equa l to the DC of the Persuasion check. If you succeed , add +5 to the ori gina l Persuasion check resu lt. Supervising Droid : You are programmed to oversee othe r droids. You can use each of the following actions once per encounter : • Combat Support: As a standard action, you automatical ly aid another on an al lied droid's attack roll, provided you are capab le of using the aid another action to assist that al ly. If you also have Weapon Focus with thi s weap on, you increase the bon us provided by the aid another act ion from +2 to +3. • Director: As a standard action, yo u auto matica ll y aid anoth er dro id with a skill you are traine d in. If you also have Sk ill Focus in th e skil l, you increase the aid another bonus fro m +2 to + 5. • Instant Action: As a swift action, you gra nt one ally a swift action that it can use immediate ly as a free action. Prerequisites: Observant, any ta lent from the Infl uence, Inspiration, or Leadership Talent Trees (see pages 43 - 44 of the Saga Edition core ru lebook). Talkdroid: You know how to subtly ma ss age translations. When one of your allies is attempting to use the Persuasion skill to cha nge th e attit ude of a creature that does not understand your all y, yo u add +2 to the ally's Persuasion check re sults if you perform t he trans lation. Prerequisite: Tra ined in Persuasion .
OROID DATA PORTS For the most part, Gamemasters and players need not worry about the exact type of data ports and other connections between a droid and a computer, a vehicle, or a network. However, the Gamemaster might decide that this information should playa part in the story or would otherwise logically come into play. For instance, it might make sense for an astromech droid to be able to slice into a complex computer system, but a lowly power droid probably does not have the equipment for it. Also, rare or alien droids or those from another era might have nonstandard ports. Certain talents and feats described in this book require a link in order to function. Below is a brief summary of the standard data ports found in the galaxy. Maintenance Data Link: All droids come standard with at least one maintenance data link port for programming and maintenance. This wired link can be used with data pads, portable computers, and systems designed for implementing droid modifications. This link is not normally suitable for the droid to use to attempt slicing or controlling a vehicle or automated systems. Any attempt to do so suffers a -10 penalty to any Use Computer, Mechanics, or other skill checks. This penalty does not apply to skill checks others make to the droid. Basic Data Link: Droids are equipped with one or more basic data links. This wired link allows a droid to transfer data efficiently and enables equipped droids, such as pilot droids, to operate computers and ship systems without physically touching the manual controls, although that capability usually depends on the system rather than the droid. The port is suitable for data transfer, vehicular control, and slicing attempts. Scomp Link: This advanced droid-computer data link is found on starships and on larger computers and networks. This port is suitable for all types of data transfer, vehicular control, and slicing attempts. See the scomp link equipment entry on page 62 for additional information. All astromechs are equipped with scomp links, unless otherwise noted. Wireless Link: Some droids have the hardware to access wireless data links. This type of link is only operable when a computer or network also has wireless capability. Accessing networks typically requires passwords or slicing. However, once connected, this type of link is suitable for all types of data transfer, vehicular control, and slicing attempts. An integrated comlink does not allow a droid to access wireless data networks or make slicing attempts wirelessly.
FOURTH-DEGREE DROID TALENT TREE Just a Scratch: Once per encounter, as a reaction, you can reduce the damage from a single attack that targets your Reflex Defense by an amount equal to your Fortitude Defense. Prerequisites: Equipped with medium or better armor, proficient with that armor. Target Acquisition : Once per encounter, as a sw ift action, designate an enemy target within line of sight as an acquired target. You gain a +1 circumstance bonus to attack rolls and damage rolls for all attacks aga in st that target until the end of the encounter, as long as the target remains within your line of sight. Target Lock: You lock onto the target designated by the Target Acquisition talent. If the target leaves your line of sight, you automatica ll y reacquire the target lock as a reaction if the target comes back with in your li ne of sight. You also gain a +5 bonus to your Perception skil l when opposing the target's Stealth checks . Prerequisite: Target Acquisition. Weapons Power Surge: Once per encounter, as a free action, you can increase the damage dealt by one of your weapon s by 1 or 2 damage dice in exchange for moving - 1 step on the cond ition track for each die increased. The weapon must be permanently mounted to your chassis, and it must use your interna l power supply. Hand held weapons, such as blaster rifles, do not qualify for this talent. FIFTH-DEGREE DROID TALENT TREE Durable : You are particularly durable and continue to function when a lesser droid would become disabled. The first time during an encounter that you would be moved to the bottom of the cond ition track by any effect, you instead stop at the - 10 step. Additionally, if a single attack causes you to move multiple steps down the condition track, you can spend a Force Point as a reaction to only move -1 step down the condition track. Heavy-Duty Actuators: Your heavy-duty actuators allow you to release your power and speed in a quick burst. You can double your Strength bonus to your melee and unarmed damage rolls. Prerequisite: Medium or larger size. Load Launcher: You are considered proficient with improvised thrown weapons (see page 150 of the Saga Edition core rulebook) when making a ranged attack by throwing an object. Objects up to one size category larger than you can be thrown up to a number of squares equal to 2 x your Strength bonus (minimum 1 square). Additionally, you add your Strength bonus to any damag e dealt.
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Task Optimization: Select a sk ill you are tra ined in. Once per encounter, you can perform any application of that ski ll as one action quicker than normal but as at least a sw ift action (for example, a full-round action becomes a standard action , a standard action become s a move action, a move action becomes a sw ift action). Task s requiring more than one round cannot be optimized with this talent.
NEW TAL.ENTS FOR DROID PRESTIGE CL.ASSES This section features new talents for two existing droid-only pre stige classes: the Droid Commander (see pages 42-44 of The Clon e Wars Campaign Guide) and the Independent Droid (see pages 46 - 48 of The Force Unleashed Campaign Guide).
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NEW TALENTS FOR THE DROID COMMANDER PRESTIGE CLASS
NEW TALENTS FOR THE INDEPENDENT DROID PRESTIGE CLASS
New Specialized Droid Talent Thi s ta lent is for use with the Specialized Droid talent tree. Power Boost: You channel your power surge into a boost for your locomotion system . When you initiate a power surge, you can use one of the following bonuses with your instal led locomotion system: Jump +4 squares (walking or whee led locomotion), or increase hovering height by 4 squares (hovering locomotion). You can use this talent for a number of rounds equal to one-half your level (rounded down). At the end of a power boost, you move -1 persistent step on the condition track . The penalties imposed by this condition persist until you receive repairs (using the Repair Droid application of the Mechanics skill). You can use both Power Surge and Power Boost at the same time, but you must move -2 persistent steps on the condition track. Prerequisite: Power Surge.
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OVERRIDE TALENT TREE You can take direct control over your droid allies fo r brief periods. Directed Action: As a standard act ion , you al low one droid that can hear and understand you to make a Deception, Mechanics, Persua sion , Pilot, Ride, Treat Injury, or Use Computer check immediately as a free action. Th e droid can replace its relevant ability score modifier for that check wit h your Intelligence modifier. Directed Movement : As a move action, you allow one droid t hat can hear and understand you to move up to its speed. Th e droid can make Acrobatics, Climb, Jump, Stealth, or Swim checks during this movement, and can replace its own relevant abi lity sco re modifier for that check with your Intelligence modifier. Full Control: As a full-round action, you allow one droid that can hear and understand you to take the full attack action. The droid can replace its relevant ability score modifier to any attack rolls it makes with your Intel ligence modifier. Prerequisites: Directed Action, Directed Movement, and Remote Attack. Remote Attack: As a standard action, you allo w one droid that can hear and understand you to make a melee or ranged attack. The droid can replace its relevant ability score modifier to its attack roll with your Intelligence modifier.
This ta lent is for use with the Auto nomy talent tree. Just a Droid: You are adept at passing yo urself off as an ordinary droid. You can use each of the following actions once per encounter. • Just Another Droid: You are skilled at using Stea lth to sneak past unwary enemies when moving in plain sight. You can use the Sneak application of the Stealth sk ill when in plain sight of an enemy, if the enemy has no reason to doubt that you are just another droid. You are considered tra ined in Stealth for this action. • Just .a Normal Droid: You can reroll Deception checks for deceptive appearance to make observers believe that you are ca rrying out a stan dard function when attempting to do something atypical for your droid model or function . You may keep either result. Swift Droid: You move quickly when caught. You can make a swift action as a reaction after fail ing a Deception check or a Stealth check. Prerequisites: Any two talents from the Autonomy talent tree.
New Elite Droid Talent Tree You have become a highly advanced droid and are among the elite units of your class. Break Program: You can use your ability to circumvent behavioral inhi bitors to temporarily break the programming of a droid that you have a dat a link with. Make a Use Computer check opposed by the droid's Will Defen se. Breaking the droid's programming overrides its beh avioral inhibitors for a number of round s equal to your Intelligence bonu s. Prerequisite: Tr ai ned in Use Compute r. Heuristic Mastery: You understand the subtleties and li mitations of your heuristic processor. You can rero ll any untrained ski ll check (except Use the Force), kee ping the second re sult, even if it is worse. Once per encounter, you ca n spend a Force Point to reroll any sk il l check (trained or untra in ed), taking the better re sult. Prerequisite: Wisdom 15. Scripted Routines: Your extensive experience al lows you to pre set specif ic routines that give you an advan t age in so me sit uation s. Once per encoun ter you can use each of the following ac tion s: • Attack Script: You can use a feat or a talent that modifies your attack roll as one action less (for example, a full-round action becomes a sta ndard action, a standa rd action become s a move actio n, a move action becomes a sw ift action, a swift action becomes a free action). • Defense Script: You can apply you r Independent Sp irit bonus a secon d time during a sin gle encounter. • Skill Script: While in combat, you can apply a bonu s equal to one - half of your class leve l to any sing le skill that requires a st andard action or le ss to use. You must be t rain ed in the ski ll . Prerequisite: Ba se attack bonus +5 . Ultra Resilient: You have advanced subroutin es that make you more resistant to the effect of damage. Once per encounter, as a reaction, you can increase you r damage threshold wit h a bonu s equa l to your Independent Droid level.
"'HA.VING TROUBLE
AD~UDICATIN(3
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Adjud icat ing droids ca n pre sent unique cha llenges for the Gamemaster. Although they are essentially li ving machines, droid s cannot be treated as simply another species or character type. Below are common droid issues and information on adjudi cating them.
DAMAGED AND DESTROYED DROIDS Damage d and destroyed droids are tre ated si milarly to organic heroes when it comes to damage and dea th . However, droids are also mach ines an d can be reassem bled or have their da ta accessed by other means, so they have add itiona l options not ava ilable to orga nic characters. Ne w approaches to damage and destruction are presented below. Information on droid damage and rep air from t he Saga Edition core ru leboo k is also in clud ed here for co nveni ence. Conditions: A droid is treated the same as an organic character when it co mes to the condition track and persistent conditions. Unlike organ ic cha racte rs, however, a damaged droid might gain a quirk (See "Quirks as Persistent Conditions" on page 18). Destroying a Droid: If a dro id is reduced to 0 hit points by an attack that deals damage equal to or greater tha n its damage thresho ld, the droid is destroyed. However, it can spen d a Force Point to become disabled instead of destroyed . Disabled: When a droid is disabled (th e equ ivale nt of being unconscious), it moves -5 steps on the condition track, fa lls prone, and is unable to take any actions. It remains inert and inoperative until repa ired. A droid that is repa ired immed iate ly reactivate s and ca n get up to f ight agai n, but it sta rts pron e. Repai r Droid (requires tool kit): A character with Mechan ics as a trained ski ll ca n spen d 1 hour of work and make a DC 20 Mechanics check to repair a damaged or disabled droid , restoring hit points equal to the droid's character level and removing any persistent conditions currently affecting the droid. A droid can attempt to repair itself, but it takes a - 5 penalt y on its ski ll check.
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Destroyed Droids: Taking into account the method of destruction, the Gamemaster determines what parts of a droid remain after it is destroyed. Blaster fire or an explosion might scatter small and large pieces around the area. A droid destroyed by a lightsaber might have slices or holes burned through it s chassis, or large sections of the droid's appendages might be completely severed. The Gamemaster should also determine which of the droid's systems, accessories, appendages, or tools are damaged or destroyed. Reactivating a Destroyed Droid: At the Gamemaster's discretion, a character can attempt to salvage and reactivate a destroyed droid. Reactivating a droid requires that its processor, power source, and commu nication interface must be intact. The battery and communication interface can be replaced or replicated if needed. A destroyed droid cannot reactivate itself. The character attempting the reactivation must make a DC 20 Mechanics check and work on the droid for 5 minutes. A character can attempt to reactivate a droid as a full-round action, increasing the DC to 30. If the check is successful, the droid moves + 1 step on the condition track. However, the droid is still con sidered to have 0 hit points and cannot move, attack, or take any action other than skill checks for skills based on In te lli gence, Wisdom, or Charisma. Salvaging a Destroyed Droid: Salvaging a destroyed droid requires a tool kit, time, spare parts, and additional Mechanics checks (see Repair Droid on page 29) . A reactivated droid can assist in its own repairs by using the aid another action, although it cannot attempt to repair itse lf directly. The time required to salvage a droid can be affected by the level of destruction sustained by the droid. Repairs might take severa l hours, several days, or even several weeks, as determined by the Gamemaster. Destroyed droids usually require spare parts costing 50% or more of the droid's original cost.
New Optional Rules
IMPROVISED OR OID TASKS
The following new optional rules can be included, in whole or in part, in your game to give droid heroes some of the versatility seen in the Star Wars
Heroes might try to take maximum advantage of the unique resources a
films. As with all optional rules, inclusion of the following rules in the game is subject to Gamemaster approval. Sacrificial Appendage: When a droid would normally be reduced to 0 hit points or moved to the bottom of the condition track, the droid can choose
droid offers. A droid's built-in equipment, traits, and unique social status in the Star Wars universe cause droids and droid heroes to be cal led upon to carry out tasks well beyond their origina l programming. When considering an unusual request for or by a droid character, consider the following:
instead to have one of its limbs severed . If the droid chooses this option, it
Does the droid have a heuristic processor? If not, then the request must
is instead moved to the -10 step on the condition track, or, in the case of
be governed by the standards of the basic or remote processor, so the task
being reduced to 0 hit points, it retains 1 hit point. The sacrificed appendage shou ld be a limb rather than a tool that the droid can easily do without. The appendage can be successfully reattached with a repair check (see Repair Droid on page 29) . The droid receives hit points from the repair, as usual.
must be laid out in specific terms. Unless the request is defined in ways the droid understands, the droid cannot act beyond its programmed skills, feats, special abilities, and tasks. Even if the tasks are clearly delineated, the droid might perform them poorly or inefficiently or become confused if the task does not proceed as planned. A droid equipped with a heuristic processor is better equipped to handle unusual situations, so it can act on fewer, less specific instructions. Additionally, focusing on the advantages of the heuristic processor emphasizes the choice of processor in droid creation, rewarding those players who select it.
Is the request already covered by an existing talent, feat, or droid special quality? Don't shortchange players who select certain class, droid, ordroid prestige class talents and feats by allowing other droid s to replicate those abilities too often . If it seems reasonable that a given droid might be capable of an action similar to an existing ability, allow the action to proceed with a lesse r chance of success and/or a lesser result than could be gained with the existing ability.
THE ORCJID THAT GAINED L..EVELS In adventuring parties featuring less than five players, adding a Gamemaster-controlled droid to the party can be a great way to balance the party without having to adjust your encounter design . Many gaming groups can only muster three or four players and a Gamemaster, while the game is designed for a typical group offive players and a GM. Filling those empty player spots with droids is a nice option, because a droid can easily fade into the background during noncombat encounters, whereas a living character that does so might seem shallow and one-dimensional. If you decide to include a droid ally as a means of filling out the party's numbers, you should probably think about the droid just like you would any other major Gamemaster character, and plan on it being with the party for the duration of the campaign. You should choose a droid model that fills an appropriate niche in the party. Similarly, you should probably think about the kinds of adventures your heroes are going to be going on, and what roles need to be filled. If the party lacks a pilot, a pilot droid seems like a good choice. However, there are other considerations. Some droids don't do well on adventures due to their forms (try getting that wheeled droid up a long set of stairs). A good option for creating droids to round out a party of heroes is to use the stock droid chassis presented on page 10 and then build the droid from the ground up. This not only lets you build exactly the kind of droid you need to fill a gap in the party, it unshackles you from the usual physical forms of various droids. As the heroes gain levels, so should the droid. The levels you choose for your droid should likewise continue to help the droid fill in the gaps in the party. If the party is short on firepower, the droid should take levels with high base attack bonuses and good combat talents. However, you also have another option to consider. If you want the droid to grow and to develop as an interesting Gamemaster character, consider having the droid take levels in the independent droid prestige class (see The Force Unleashed Campaign Guide, page 46). This helps represent the fact that the droid is becoming more and more unique thanks to its time with a party of heroes at the center of great, galaxy-shaking events.
Is the request likely to be abused by the player in future sessions, or likely to become exploited regularly? If not, allow the idea to be used at least in this instance. However, if the idea could become an unwelcome addition to future session s, the Gamemaster can avoid denying its use outright by allowing the character to spen d a Force point or a Destiny point (if appropriate) for the action. Another option is for the droid to suffer a persistent condit ion and move - lor more steps on the condition track at the end of the task. Should the task be covered by new talent, feat, or special quality? Some tasks generated by players are more appropriately covered by creating a ne w droid-degree talent, feat, or special quality. If the player creates a w holly customized or new droid model, a special quality can be added at the Gamemaster's discretion (see the special qualities included for the droids in this book for examp les). If the droid is an existing stock model, create a talent or a feat instead. If the ability see ms like something a droid ought to be able to learn, create a feat . If the ability seems focused on a trademark task of a particular model or degree of droid, create a talent specific to that degree of droid (see page 26). Adjudicating simple and complex tasks. If the Gamemaster decides to proceed with the request, he or she sho uld decide what actions, attacks, and skill checks are required for success. Simple tasks are typically covered by one sk ill check, but unique ci rcumstances might require more time and/or multiple checks . Complex tasks should take multiple rounds with multiple checks. Plan for failure. A droid that performs a task outside its realm of expertise can make for potentially amusing or une xpected situations if it fails. The droid might become confused, carry out the next operation without completing the first task, return une xpectedly, call on the owner for clarified in structions, or give up and report the failure. In the middle of a battle or a critical mission, this failure can cause co nfu sion or threaten a mi ssion 's success, forcing the hero es to act quickly to resolve the situation . Gamemasters should take advantage of this potentially dramatic or amu sing situ ation .
MEDICAL
DROIDS
SUROICALLV RECONSTRUCT
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ON
CORUSCANT
AL..TERNATIVE PRICINO SYSTEM Market forces drive the pricing of droids. Droi d dealers haggle and bargain with prospective owners. Bargain hunters travel across the galaxy for the right droid at t he right price. Knowing what a dro id is worth can be difficu lt. A droid fresh from the factory is sign ificant ly different from one that has been roaming for hundreds of years. Age and experience are valued by savvy droid owners . Rebuilding a droid th at has learned how to do its job is much eas ier than teaching a new droid. This system bases droid prices on t he droid' s capabilities and expe ri ences. It allows Gamemasters to customize droids for their group and to offer droids that f ill the heroes' needs. If the heroes need a protocol droid and also need a droid that has slicing ski ll s, the Gamemaster can customize a sing le droid to f it both needs and find t he appropriate price for it.
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Step 1: Start with the basic chass is cost of 1,000 cred its x the degree of the droid. Step 2: Calcu late the droid's factory cost using the ru les in the Saga Edition core rulebook. Be sure to f igure in the droid's cost factor, it s size , and the price of any accessories attached to the droid. Step 3: Add the cost of any accessories from other supp lements, including this one. Step 4: Add together the droid 's attribute modifiers. MUltiply the sum by 1,000 cred its. Step 5: Mu ltiply the number of talents the droid possesses by 2,000 credits. Step 6 : Multip ly the number of the droid' s trained ski lls by 500 cred its. Step 7: Multiply the number of the dro id's feats by 1,000 cred its. Step 8: Multi ply the droid's CL by 1,000 credits. Step 9 : To find the final cost of the droid, add the results of ste ps 1 through 8, an d divide the sum by 2. The costs for Saga Edition droids have been recalculated and are indicated below under "Droids as Equipm ent." Th e costs for the droids in this book were calculated using the rules above.
WHICH
PRICE
Is RIGHT?
The prices indicated here differ from those in the Saga Edition core rulebook. The system here takes into account functionality, skills, and equipment. Some Gamemasters might prefer to assign prices based on market value, common sense, or narrative necessity. Other Gamemasters are unconcerned with tracking finances and might simply judge whether a droid can be purchased. The final choice belongs to the person behind the screen.
Example: The hero es in Brent's ga me want to buy a medical droid after a few close scropes and challenging encounters. Th e campaign is set during the Dark Times, so Brent allows them to purchase an FX-6 medical droid. He calculates the droid's costs based on its statistics:
Step 1: Start with the basic chassis cost. For a f irst-degree droid, the cost is 1,000 credits. Step 2: Calculate the droid's facto ry cost using the rules in the Saga Edition core rulebook. Be sure to figure in the droid's cost factor, its size, and the price of accessories attached to the droid. This cost is 3,800 credits. Step 3: Add the cost of any accessories from other supplements, including this one. Brent elects not to add any droid equipment. Step 4 : Add together the droid's attribute modifiers. The draid 's five modifiers are -1, +0, +2, +2, -1. The sum is 2, which, multiplied bV 1,000 credits, adds 2,000 credits to the total. Step 5: MultiplV the number of talents the droid possesses bV 2,000 credits. Brent gives the droid 3 levels of scout to keep it near th e level of his plavers and to give it access to talents. Brent gives the droid two droid talents and adds 4,000 credits. Step 6: MultiplV the number of the droid's trained skills bV 500 credits. Th e 3 skills this droid possesses add 1,500 credits to the cost. Step 7: MultiplV the number of the draid's feats bV 1,000 credits. Each FX-6 comes with 4 feats, and the 3 feats earned through the 3 levels ofscout give the droid a total of 7 feats, adding 7,000 credits to the draid's total. Step 8 : MultiplV the droid's CL bV 1,000 credits. This droid's CL adds 3,000 credits to the droid 's cost. Step 9: Brent divides the total of 22,300 credits bV 2, so the total cos t af the experienced medical droid is 11,150 credits.
DROIDS AS EQUIPMENT Few droids are as special as R2-D2 . Countless droids in the background of the
Star Wars universe do their duty quietly and efficiently, allowing the heroes to have the spotlight. Droids can be useful, but having one as a full-fledged Gamemaster character can be distracting and time-consuming, both for players and for the Gamemaster. A hero who owns a starfighter likely wants an astromech droid to make the calculations for hyperspace, but the hero probably wants the droid to stay with the ship during adventures. The Gamemaster has enough to worry about without playing a precocious astromech droid, so the droid is left out of the picture. But if the Gamemaster wants to run a scene in which the pilot rushes back to the hangar bay while pirates attempt to sabota ge all the sh ips in the landing bay, t hat droid becomes a significant part of the hero's attempt to sto p the pirates. Additionally, consider the so ldier hero who leads an entire squad of battle droids into combat. The addition of so many Gamemaster-cha racter dro id s can cause problems with encounter balance and slow down the action at the game table while the actions of all those droids are re so lved. Ultimately, most droids are better envisioned as equipment rather than as companions or allies. Th ey are machines built to do a job. A personality might develop as a result of infrequent memory wipes, but the droid is still
hard-wired to do one particular task very well. This section explains how droids can be treated as equipment rather than as Gamemaster characters, allowing Gamemasters to put control of those droids into the hands of the hero es who own them . These rules are not meant to replace the droid rules in the Saga Edition core rulebook . They are optional and meant to be used in situations where a droid is needed for utility and not as a sig nificant Gamemaster character. Additionally, Gamemasters shou ld use these rules when the heroes own a droid that does not need to be a major part of the story. These rules allo w players to purchase droids to help them during their adventures without the Gamemaster wor rying about players entering the fra y with legions of droids at their disposal. Under these rules, droids are stripped down to their bare essentials, both in stats and in function. The se function s are called protocols. A droid is able to perform protocol actions only when told to do so by its master or its master's allies. Protocol actions are sw ift actions, but more complex ones require more than one sw ift action. These swift actions repre se nt the hero giving orders to the droid and the time required for the droid to complete the action. Under these rules, each droid has a number of protocols that it can complete on behalf of its master. Typicall y, these protocols are used during combat.
USINO THE
PROTOCOL FORMAT
HoW DOES THE PROTOCOL SYSTEM
WORK?
At first glance, players and Gamemasters might have difficulty understanding why these rules are in place or how they should be used. As an example, let's say that you have a Twi'lek scoundrel hero named Reagle, specializing in slicing. Reagle wants to buy an astromech droid to help him slice into secure starships, but the Gamemaster does not want to develop a full personality and role in the story for the droid. Rather than adding a new astromech Gamemaster character to the game, the Gamemaster allows the player to control the droid, using these rules. He gives the player the protocol-format statistics block for the droid, and allows the player to spend swift actions to control the droid during encounters. The Gamemaster still keeps the full-length statistics block handy in case, for example, an enemy decides to shoot the droid, but the astromech is placed under Reagle's direct control. ARE
OFTEN
SEEN
AS
NOTHINO
MORE
THAN
TOOLS
J>
11 -i
!IJ lJ
Droids are normally unable to take protocol actions on their own . Th ese actions come from a droid's master and his or her allies. The droid's owner, as well as anyone designated by that owner, can activate protocol actions for a droid by spending, in the same turn, the number of swift actions listed in the protocol-format statistics block. However, you can spend sw ift actions to activate a droid's protocol actions only if no one has activated protocol actions for the droid since the end of your last turn . A droid carries out the
DROIDS
fl
I
protocol action immediately, as soon as the charact er spend s the sw ift action or act ion s to act ivate the protocol action. Some act ions can be performed only once per turn , as indicated in the protocol-format statistic s block. The Gamemaster gives the droid's protocol-format statistics block to the player, who then treats the droid, effectively, as a source of extra action s. The Gamemaster should keep the droid's full stati stic s block for occa sion s when information not found in the protocol-format stati stics block is need ed. Other than execution of actions, the droid follow s all droid rule s and is subj ect to the same restrictions and benefit s as those that normal droid s have.
A D A PTINO DROIDS TO THE PRO TOCOL FORMAT
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When using the protocol format, remember that the goa l of these rules is to pare down the droid to its essentials. If the droid were only a tool or a piece of equipment, what would it do? Droids can move. Spend a swift action to command a droid to move. Droids can aid another. Spend a swift action for a droid to provide a +2 bonus, assi sting a character on an attack or a skill check . Droids can make skill checks of their own. Spend a swift act ion for a droid to make a skill check . If the check is con sid ered a full - round action, this process costs two swift actions. Droids can attack. Spend two swift action s for a droid to make an attack. For a full attack action, four swift actions mu st be spent. Every action that a droid is able to perform might not be li sted in the protocol-format statistics block. Indicate the action s a droid is most likely to be ca ll ed on to perform. An action that the droid will be expected to do every session or encounter should be included. A droid should have no more than five protocols. An owner who wants a droid with more funct ionality and flexibility should use the regular droid rules and ask the Gamema ster to run the droid as a Gamemaster character. When converting action s, remember that protocol action s are swift actions. An action can require more than one swift action, as indicated on Table 2-1 below. This conversion al low s some actions to be performed more
THRESHOLD
DAMAOE
ONLY
The protocol rules are meant as a replacement for the regular droid rules, limiting the droid's game options in order to speed play. Gamemasters looking to further streamline the droid experience should consider the following optional damage rule. When using the protocol rules, track only the droid's condition modifier. If an attack successfully hits the droid, it moves -1 step on the condition track. If the damage total for the attack meets or exceeds the droid's damage threshold, the droid immediately moves - 5 steps on the condition track.
time s per turn than the droid would be able to do on its own . For example, a droid might normally be able to take only two move actions on its turn; however, an owner using protocol actions can spend three sw ift actions to order the droid to move three times. This compromise accounts for the droid taking up some of the owner's act ion s rather than having its own suite of actions.
TABLE
2-1: DROID ACTIONS
DROID ACTION COST
PLAYER ACTION COST
Free
1 f re e action
Swift
1 swift action
Swift x2
1 sw ift action
Swift x3
2 sw ift actio ns (o nce per turn)
Move
1 sw if t action (twi ce per turn)
Standard
1 sw ift actio n (o nce pe r tu rn )
Full-round action
2 swift actions (on ce per turn)
Any action requiring more time than a full-round action is not su itable as a protocol action. Droids should be al lowed to perform actio ns listed und er the de scriptions of skill s they are trained in. If a hero wants his or her droid t o perform an action outside the scope of its trained sk ills and protocols, t he Gamemaster must determine if the droid could reasonably perform the action and, if so, the action cost of that action .
An Example of Protocol Conversion Wren, a player in a campaign run by Brent, is playing an autlaw tech. After a combat encaunter leaves her nearly dead, she tells Brent that she wants to invest in a droid bodyguard for her character. The game has several players, and Brent does not want to divide the spotlight any further. He decides to use the protocol rules to give Wren more options in combat without having to worry about another Gamemaster character. Wren wants her bodyguard to be an HK-24 droid that herchuracter repaired and restored from a junkyard planet. An HK droid might seem a bit much for some Gamemasters, but Brent has some action-packed ideas about the droid's previous owners and how those owners might make life interesting for his heroes. It is a win-win situation : Wren gets more options in a fight, and Brent gets some story options for exciting encounters. Brent agrees and pores over the stats of the HK droid in The Knights of the Old Republic Campaign Guide. He notes the hit points and damage threshold of the droid. The droid movement is easy to convert. Because the droid is meant to aid Wren's character in combat, Brent devotes a ranged attack action and an aid attack action to the droid. He also gives the droid an attack option since it possesses the Rapid Shot feat. The droid is trained in Initiative and Persuasion.
The presence of on assassin droid can lend extra weight to a hero's Persuasion attempt, so he gives the droid on aid another action. The droid has a translator unit, so Brent gives the droid the ability to translate as a free action. Protocol stats fo r the HK-24 follow.
HK-24-Series Assassin Droid (30,700 cr) Medium droid (4th-deg ree) hp 43 Threshold 19 Move (1 sw ift acti on, 2/turn) The HK-24-Se ries assass in dro id moves 6 squares (walki ng). Intimidating Presence (2 sw ift actions, l /turn) The HK-24-Se ries assass in droid assists a character's Per suas ion check, provid in g a +2 bon us to the check. Rapid Shot (1 swift action, l /turn ) The HK- 24-Se ries assass in droid makes a ranged attack at + 11 . If successfu l, t he attack deal s 4d8+4 points of damag e. Support Fire (1 swift ac ti on, l/turn) The HK- 24-Series assassin droid makes a ranged attac k at + 13 . If successful, th e attack deals 3d8+4 point s of damage. Tactical Assistance (1 swift action, l/turn) The HK-24-Series assass in droid assists a character's ranged attack, providing a +2 bonus to the check . Translator (1 f ree ac ti on) The HK-24-Series assass in droid translates to or from any language it knows. Skills Initiative + 12, Pe rception +8, Persuasion + 11 Vital Systems bl aste r ri f le, trans lator unit (DC 5) To get you started, here are the dro ids from the Saga Edition core rulebook in this alte rn at ive format. All droids in this book have similar protocol-format statistics bloc ks in t he Dro id Codex.
2-1B Medical Droid (7.150 cr) Medium droid (1st- degree) hp 5 Thresh:-o--:-ld - : - : - 9 - - - - - - - - - - --
-
-------
Move (1 sw if t action, 2/turn) The 2-1B me dica l droid moves 6 squares (walking). Diagnosis (1 free action) The 2- 1B med ical droid makes a Knowledge (life sciences) check to determine a source of disease or injury and communicates this diagnosis t o its owner.
First A id (2 sw ift actions, l/turn) The 2-1B medical droid makes a DC 15 Treat Injury check on a target in an adjacent squa re. If the check is successful, the target regains a number of hit points equal to it s character level + 1 for every point by which t he check wa s successfu l. A character can be treated wit h f irst aid in this manner only once per day. M edi ca l A ss istan ce (1 sw ift action, l/turn) The 2-1B medical droid assists a character's Treat Injury check, providing a +2 bonus to the check. Revivify (2 swift action s, l/turn) The 2-1 B medical droid makes a DC 20 Treat Injury check on a ta rget currently at 0 hit points in an adjacent square. If the check is successful, the target is unconscious instead of dead . Skills Knowledge (l ife scie nces) + 13, Perception +5, Treat Injury + 13, Use Computer +8 Vital Syst ems 2 hand appendages, vocabulator
R2 - Series Astromech Droid (7.500 cr) Small droid (2nd-degree) hp 7 Thre sh ol d 8 M ove (1 swift action, 2/turn) The R2-Ser ies ast rom ech droid mov es 6 square s (wheeled), 4 sq uares (walking), or 9 squares (flying) . Co pilot (1 swift actio n, l/turn) Th e R2-Series astromech droid aids a character's Pilot check, prov idin g a +2 bonus to the check. Improve Access (2 swift actions, l/turn) The R2-Serie s astromech droid makes a Use Computer check against a target computer's Will Defense to improve the computer's attitude toward it. Issue Routi ne Co mm an d (1 swift action , l/turn) The R2-S eries ast romech droid issues a routine command to a compute r that has a friendly attitude toward it. Rec harg e Sh iel ds (2 swift act ion s, l/turn) The R2 -Series astromech droid make s a DC 20 Mechanics check. If t he check is successfu l, the starship regains 5 points of sh ields, up to its normal maximum. Regul at e Power (2 sw ift actio ns, l/turn) The R2 -Ser ie s astromech droid makes a DC 20 Mechanics check . If the check is successful , the ship moves + 1 step on the condition track. Skills Mechanics + 13, Perception +3, Pilot +8, Stea lth +6, Use Computer + 13 Vi t al Systems 6 tool appenda ges, 1 claw appendage, magnetic feet, astrogation buffer, internal storage (2 kg)
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AN
UNF I NISH E D
C - 3PO
Sk ills Knowledge (bureaucracy) +6, Knowledge (galact ic lore) +6, Knowledge (social sciences) +6, Perception + 1, Persuasion + 12 Vital Systems 2 hand appendages, translator unit (DC 5), vocabu lator, audio recorder
Bl-Series Battle Droid (5 .650 cr) Medium droid (4th-degree) hp 10 Threshold 11
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I
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-I III ]I
3PO-Series Protocol Droid (7 .000 cr) Medium droid (3rd-degree) hp 2 Th res hold 9 Move (1 swift action. 2/turn) The 3PO-Series protocol droid moves 6 squares (walking). Data bank (1 sw ift action) The 3PO-Series protocol droid attempts a Kn owledge check invo lvi ng bureaucracy, galactic lore, or socia l sciences. If the check is successful, the droid can communicate the information to its master. Diplomacy Assistance (1 swift action , l/turn) The 3PO-Series protocol droid aids a cha racter's Persuasion check, providing a +2 bonus to the ro ll. Impeccable Manners (2 swift actions, l/turn) The 3PO-Series protocol droid makes a Persuasion check against the target's Will Defense, modified by the target's attitude toward the dro id as fol lows : hosti le - 10, unfriendly -5, indifferent - 2, friendly +0. If the check succee ds, the target's attitude toward t he droid improves by one step. Thi s ac ti on ca n be att empted on a target on ly once pe r enco unter. Translator (1 free actio n) The 3PO-Series protocol droid can translate to and from any language it knows.
Move (1 swift action, 2/turn) The B1-Series battle droid moves 6 squares (wa lking). Avoid Surprise (1 free action) The B1-Series battle droid makes a Perception check at the start of a battle. If the check is successful , the droid 's master avoids surprise. Patrol Duty (1 swift action, l/turn) The B1-Series ba tt le droid makes a Perceptio n chec k aga inst t he target's Stealth check. If the check is successful, the battle dro id detects the target. Support Fire (1 sw ift action, l/turn) The B1-Series battle droid makes a ranged attack at + l. If successful , the attack deals 3d8 po ints of dama ge. Tactical Assistance (1 swift action, l /turn) The B1 -Series battle droid assists a charact er's ranged attack, providing a +2 bonus to the rol l. Skills Perception +6 Vital Systems 2 hand appendages, interna l comlink , vocabu lator, blaster carbine
B2-Series Super Battle Droid (8,400 cr) Medium droid (4th - degree) hp 21 Threshold 12 Move (1 swift action, 2/turn) The B2-Series supe r battle droid moves 6 squares (wal kin g). Avoid Su rprise (1 free action) The B2-Series super battle droid makes a Perceptio n check at the sta rt of a battle. If the check is successful, t he droid's master avo ids surprise. Patrol Duty (1 swift action, l/turn ) The B2-Series super batt le droid makes a Perception check aga inst t he targ et 's Stea lt h check. If t he chec k is successful, th e supe r battle droid detects the ta rget. Rapid Shot (2 sw ift actions, l/turn ) The B2-Se ries super battle droid makes a ranged attack at +2. If successful , t he attack deals 4d8 points of da mage.
Support Fire (2 swift actions, l/turn) The B2-Series super battle droid makes a ranged attack at +4. If successful, the attack deals 3d8 points of damage. Tactical Assistance (1 swift action, l/turn) The B2-Series super battle droid assists a character's ranged attack, providing a +2 bonus to the roll. Skills Perception +8 Vital Systems 2 hand appendages, wrist blasters (a s blaster rifles), synchronized fire circuits, internal com link, vocabulator
Droideka-Series Destroyer Droid (21,000 cr) Large droid (4th-degree) hp 40 Threshold 18 (SR 20) Move (1 swift action, 2/turn) The Droideka-Series destroyer droid moves 2 squares (walking). If the droid takes two swift actions to move in the sa me turn, it changes into wheeled mode and can move 10 squares. Avoid Surprise (1 free action) The Droideka-Series destroyer droid makes a Perception check at the start of a battle. If the check is successful, the droid's master avoids su rpri se. Blaster Barrage (2 swift actions, l/turn) The Droideka-Series destroyer droid makes two ranged attack s at +5. If successful, each attack deals 5d8 points of damage. Rapid Shot (1 swift action, l/turn) The Droideka -Series destroyer droid makes a ranged attack at + 10. If successful, the attack deals 4d8 point s of damage. Tactical Assistance (1 sw ift action, l/turn) The Droideka-Series destroyer droid assists a character's ranged attack, providing a +2 bonus to the roll . Twin Blaster Burst (1 swift action, l/turn) The Droideka -Se ries destroyer droid makes a ranged attack at + 12. If successful, the attack deals 3d8 points of damage. Skills Perception + 13, Stealth +3 Vital Systems 2 tool appendages with laser canno ns (treat as blaster rifles), shield generator (SR 20), internal com link
Dwarf Spider Droid (15,000 cr) Large droid (4th - degree) hp 32 Threshold 26 Move (1 sw ift action, 2/turn) The dwarf spider droid moves 8 sq uares (walking). Blaster Cannon Attack (1 sw ift action, l/turn) The dwarf spider droid makes a ranged attack at +5. If successful, the attack deals 6d8 points of damage. Crush (1 swift action, l/turn) The dwarf sp id er droid makes a melee attack at +S. If successfu l, t he attack deals 1d6+ 10 points of damage. Patrol Duty (1 swift action, l/turn) The dwarf sp ider droid makes a Perception check against the ta rget' s Stealth check. If the check is successful, the dwarf spider droid detects the target. Stability (1 free ac tion) The dwarf spi der droid receives a +5 bonu s to avoid being knocked prone. Skills Climb +6 (can reroll, can take 10 when threatened), Perception + 12, Stealth - 6 Vital Systems 1 tool appendage with blaster cannon , climbing claws, extra leg s, magnetic feet
Crab Scout Droid (22,750 cr) Large droid (4th-d egree) hp SO Threshold 42 Move (1 swift action , 2/turn) The crab scout droid moves 6 squares (walking), or climbs 3 squares. Crush (1 swift action, l/turn) The crab sco ut droid makes a melee attack at + 16. If successful, the attack deals 1d6+ 15 points of damage. Powerful Charge (1 swift action, l/turn) The crab scout droid makes a charge attack at +20. If successful, the attack deals 1d6+2 1 points of damage. Stability (1 free action) Th e crab scout droid receives a +5 bonus to avoid being knocked prone. Twin Blaster Burst (1 swift action, l/turn) The crab sco ut droid makes a ranged attack at +S. If successful, the attack deals 3dlO points of damage. Skills Clim b +S (can rero ll, can take 10 when threatened), Perception + 13, Stea lth -6 Vital Systems 2 claw appendages, twin blaster (treat as heavy blaster rifle), climbin g claws, extra legs
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IG-l00-Series Bodyguard Droid (27.250 cr) Medium droid (4th-degree) hp 53 Threshold 17 Move (1 swift action, 2/turn) The IG-100-Series bodyguard droid moves 6 squares (walking). Avoid Surprise (1 free act ion) Th e IG-100 - Series bodyguard droid ma kes a Perception check at the start of a battle. If the check is successf ul, the droid' s master avoids surprise. Electrostaff Spinning Attack (2 swift actions, l/turn) The IG-100-Series bod yg uard droid make s two melee attacks at +3. If successful, each attack deals 2d8+6 points of damage. Electrostaff Thrust (1 swift actio n, l /tu rn) The IG -100-Se ri es bodyguard droid makes a mel ee attack at +8 . If successful , the attack deal s 2d8+6 points of damage. Protect and Serve (1 free action) The IG -100 - Series bodygua rd droid spend s one of its owner's Force points to assist an adjacent character. The assisted character can use the Force point as if he or she had spent it.
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Skills Climb +9, Endurance +8, Initiati ve +9, Jump +9, Percept ion + 12 Vital Systems 2 hand appendages, te lescopic appendage (1 hand), electrostaff, magnetic feet
Track (2 swift actions, l/turn) The Viper-Series probe droid makes a Survival che ck to discover any tracks left in an area. Skills Endurance +5, Initiative +6, Perception +9, Stealth + 1, Survival +7, Use Computer +6 Vital Systems 2 hand appendages, 2 claw appendages, 2 tool appendages, self-de struct system , integrated com link, video recording unit, blaster (treat as blaster pi stol)
ASP Labor Droid (4.000 cr) Med ium droid (5th-degree) hp 5 Threshold 13 Move (1 swift action, 2/turn) The ASP labor droid moves 6 squares (walking). Claw (1 swift action, l/turn) The ASP labor droid makes a mele e attack at +4. If successful, t he attack deals 1d4+3 points of damage. Long-Distance Haul (2 swift actions, l/tur n) The ASP labor droid can move up to 24 squa re s in a single turn . Mechanical Assistance (1 swift action , l/turn) The ASP labor dro id ass ists a characte r's M ec hani cs check, provi ding a +2 bonus to the roll.
Viper-Series Probe Droid (20.250 cr) Large dro id (4th-degree) hp 34 Threshold 19 Move (1 sw ift act ion , 2/turn) The Viper-Series probe droid moves 6 squares (hove ring). Pacify Hostile (1 swift action, l/turn) The Vip er-Seri es probe droid make s a ranged attack at + 1. If succes sfu l, the attack dea ls 3d6 points of damage. Patrol Duty (1 swi ft action, l/turn) The Vipe r-S eries probe dro id makes a Perception check against the target's Stea lth check . If the check is successfu l, the droid detects the target . Scan (2 swift actions, l/turn) The Viper-Series probe droid se lects an adjacent square and makes a DC 15 Perc eption check. If the droid's check is successful , the droid di scove rs any clues, secret doors, hidden compartments, irregularities, traps, or anything else ou t of the ordin ary in the area . The droid can communicate its discoveries as a free act ion . Self-Destruct (1 f ree act ion) The Viper-Series probe droid activates its se lf-de struct mechanism. The droid makes a 2-square burst area attack at +5. If suc cessfu l, the attack deals 4d6 points of damage. The droid is immediately destroyed.
Skills Endurance + 11, Mechanics +4, Perception + 1 Vital Systems 2 claw appendages
CREATING MEMORABL..E
CROIDS
This book is an exce ll ent re so urce for helping Gamema ste rs and players build uniqu e droids and expand their vision of th e Star Wars universe . Making memorable characters does not stop w ith the mechanics. The intangibl e elements make droid s memorable. C-3PO's unshakable manners are as important an element of hi s characte r as hi s ability as a translator. Perso nality goes a long way toward making cha racters memorable. Th e suggestions below are ways to spice up you r character id eas. Season your dro id s as you see fit, but you do not have to use everything in the same dish. Give them a voice. Droids have unique vo ices. Give yo ur droid cha racters access to alte red voices and th ey w ill stick in the minds of your grou p lon ge r. Adding a mechanical twist to yo ur vo ic e immediate ly indi ca t es th at you are speaking in cha racte r. You can download free text-to-speech programs that convert whateve r you ty pe into a mec hanical vo ice. Smaller ele ctro nic devices, such as ce ll phones, somet im es have a simil ar function . Even simply ho lding an empty cup near your mouth w hile yo ur character speaks can give your droid character a unique sound.
CAO BANE ,
ACCOMPANIED
IO - SERIES ASSASSIN
BY
A
DROID
COMMANDO
AND
AN
DROID
Use your whole body. If you are willing to ham it up a bit, don't limit your portrayal to your vo ice. Adjusting posture or giving the droid a few signature gestures is another great way to let everyone know that you are in characte r. Props help as well. Perhap s your battle droid idly twirls its blaster pistol in between battles. Or maybe your maintenance droid is never without its tool kit. Mess with syntax. A droid that speaks normal Basic is a rare find indeed. Consider HK-47's tendency to start each sentence by identifying the type of sentence it is. Giving a droid a distinct speech pattern is a great way to make the droid stand out. Perhaps the droid's voca lization software is malfunct ioning, so it has difficulty saying certa in words. Th e droid might always use an organic being's full name or a droid's full designation wh en addressing somebody. Or it might mix in words and slang from a previous owner's language because its most recent memory wipe did not take as well as it should have. Play aga inst type. When a type of droid is men tion ed , pla yers might have certa in preconceptions. Protoco l droids are polite; battle droids are laconic, and so on . A droid that violates these expectations is an excellent way to shake up the si tuation . That protocol droid might be the life of the party, mixing drinks and telling jokes. Or the battle droid enjoys talking tra sh and verba lly intimidating enemies in the heat of battle. Breaking away from expectation s is a great way to explore a droid's character and moti vation s.
Add an element of comic relief. Dro id characters might have a streak of humor. The slapstick antics of battle droids and the black humor of HK-47 stem from the same source : While droids mimic the behaviors and feelings of organic beings, they don't truly understand the reasons behind the behaviors . Pick an element of organ ic beings' behavior that your droid does not understand. Trying to so lve th is mystery can be a great source of roleplaying humor. Don't be afraid of flaws. Nobody is perfect, even in the Star Wars galaxy. Sometimes the best stories are those in which a character gets out of hot water. Flaws can strengthen a character's connect ion to other players, and flaws can be good for com ic relief. If the droid is not good at lying, you migh t be able to build a great scene around the droid 's attem pts to convince the con - arti st scoundrel character to lie for it. Play well with others. The lone wolf anti-social assassin droid might sound like a cool character idea at f irst, but you must remember that you are playing th is game with other people. A character who works we ll with other heroes makes the game easier for players and for the Gamemaster. That assassin droid probably isn't a good fit for a game in which the other heroes are all Padawans, but a game focusing on a bounty hunters' guild might work. When everyone sits down to create characters, discuss how your characters come to know each other. Another player's character might be a perfect fit for a relationship with your droid. Flesh out your history. Knowing where a character comes f rom helps you understand where that character is going. Interesting characters from the droid's past can be great material for the Gamemaster. Previous owners, droid rivals, and other beings from your droid's past connect you to the game and to the other heroes. For example, you r droid might have been the property of a minor crime lord , while another hero owes money to a crim e lord. Rather t han having two crim e lords chase after your group of heroes, simply make them one and the same. Give the character a goal. Even droids have dreams. Giving your character a goal can help you focus on important story elemen ts and also give you a sen se of what classes your character should take in later levels. Th e goa l cou ld be short term, such as "Escape my crue l master," or it co uld be long term, such as "Establ ish a droids- on ly co lony somewhere in the Ou te r Rim ." Even Gamemaster cha racters can benefit from goa ls. You might have an assassin droid target the heroes simply because you need a villain , but if the droid needs the bounty to avoid deactivation by its gui ld, you open up more story possibilities and potential noncombat aven ues for app roaching an encounter. Have an end ing in mind. All good thing s mu st end, and your Star Wars campaign is no different. Planning for how your droid will lea ve t he game can add depth to the character. It can also be useful if you must leave the game for real - life reasons, such as moving away. If you know how you want your droid to end its story, the Gamemaster can use th at story as a grand send - off for your character. Or if the Gamemaster is bringing the saga to a close, he or she can fold your idea into the epic conclus ion.
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OROID
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As a Gamemaster, you will inevitably discover that some aspects of your story don't interest your players as much as others. Instead of relegating them to the background, you can use a droid to give these elements life. For example, a group of players might want their characters to travel from planet to planet pursuing adventures, but none of them wants to playa pilot character. Adding a droid pilot gives your players a face to associate with their travel, but the droid handles all the f lying off-screen. Many such jobs need to be done, but your players don't have to do them all. Droids can also keep the story moving. They can notice misse d clues, suggest alternat ive ways around trouble spots, and subtly steer heroes back toward the plot. Even the best players can become sidetracked by red herrings, so use droid allies carefully. Don't lead the heroes by the nose, but use the droid to deliver information necessary to make it to the next encounter. Star Wars adventures move fast, and having a tool to help maintain that pace can keep sessions from getting mired down in excessive planning. Droids might be considered property, but having a droid ally shou ld be a two -wa y relationship. If the droid needs help, the heroes should be ready to jump to the rescue. When an enemy wants the inside track on the heroes, striking at them through their droid can be a dramatic way to make the situation personal. The heroes probably rarely wipe their droid's memory, so having that droid turn up in the hands of an enemy can make life challenging . Th e enemy has access to the heroes' weaknesses through the droid, as well as a valuable hostage to use against the heroes.
AI-ISOKA
HEAPS
PRAISE
ON
HER
A9TROMECH
ALL.Y
Such a threat does not have to be so direct. Droids pass from owner to owner, and an old owner might come back into the droid's life. A previous owner might be as obviously exciting as a crime lord or a Sith appre ntice, but a more personal story cou ld be told as well. What if the droid is the last possession of a soldier killed in the Mandalorian Wars, and the so ldier's father offers the heroes an extravagant sum to part with their droid? Wi ll the heroes give up their trusted sidekick to payoff their debts? Or wil l they deny a father's opportunity to remember a lost son or daughter? Heroes can also use a droid's lowly station to their advantage . .An astromech droid does not get a second glance as it rolls through a starport, but it can listen for any rumors and leads the heroes might need. Most beings ignore droids unless they are malfunctioning, and a droid can slip in and out of an area that organic being s are restricted from entering . Even droids that normally do not belong in an area can be overlooked . Guards that have been told to look for a group matching the heroes' description might not notice a labor droid hauling a cargo conta iner to the docking bay.
OROID ENEMIES The traits that make droids excellent allies can also make them challenging adversaries. For the Gamemaster, creating a memorable enemy ca n be more complex than simply se lecting the right CL. A dynamic encounter is a great way to introduce a good vi llain, and giving the heroes good foes makes them rise to the challenge. Players are proud to defeat a foe that has gotten und er their skin, and droids offer unique possibilities in this regard. Droids do not have the same physical limitations that organic beings do. They are unfazed by f ire. They are unaffected by the loss of life support. Droids can push the heroes in ways other enemies cannot. Consider a group of heroes making a fast escape out of a sud denly unfriendly dockin g bay. They outrun their pursuers and find themselves in the safety of hyperspace-except for an assassi n droid clinging to the hu ll of the ship and planning to break in when the heroes least expect it. While fighting the droid, th e heroes must be ca reful not to damage the vital systems of the ship. However, th e droid can attack the heroes without such restraint, sure to survive even if it blows out all the airlocks or destroys the hyperdrive motivator. A droid vi llain has other mechanical advantages. An enemy in pursuit must usually re st. Even the most relentless organic hunter must stop to sleep and eat. But a droid in pursuit of the heroes is not affected by these factors . A droid chasi ng heroes through a hostile environment such as the Great Dune Sea has a distinct advantage: Because the droid has no Constitution score, it does not have to make Endurance and Surviva l rolls, but the heroes do. Such an implacable opponent pu shes both players and characters to their limits.
Mass production is another adva ntage of a droid enemy. A villain can manufacture forces in a production facility rather than spending years training organic military force s. Even if the facility is discovered and destroyed, the designs for the droids exist so mewhere. Not only can they be rebui lt, they droids can be improved upon to match the heroes as they rise in level. Finall y, physical destruction do es not guarantee that a droid is defeated. Memories can be uploaded to replacemen t models. Th e droid can learn what went wrong in its last clash with the heroes, and improve its effectiveness in combat each time it encounters them. A dro id's persona lity might even be uploaded into a different model of droid to seek vengeance. the battle droid bounty hunter might now be in the body of a labor droid, preparing an attack wit h a heavy cargo co ntai ner. Droid s also make exce ll ent henchmen. Perhaps an assassin droid has been sent after the heroes, filling the encounter with blaster f ire and heart-racing combat. Labor droids ca n be muscle for a crim e lord in control of a starport. A protocol droid can fou l up sensiti ve negotiations by mistranslating to benefit a mysterious thi rd party. Even an astrom ech droid can calcula te the wrong hyperspace coordinates and deliver the heroes directly into an ambush . Once the players overcome the obstacle a henchman droid has set up, the heroes ca n follow the leads to the ma in vil lain. Even droids that the heroes trust ca n be used as antagonists. They can be stolen, reprogrammed, and put back in service without the heroes knowing. A pilot droid might unknowingly record the location of the heroes' hideout and transmit it to an enemy. A new droid of the same type might be switched for one of the heroes' trusted allies. The enemies can hold the original droid for ransom when the heroes discover th e sw itch . Th e heroes must rescue the droid before it gives up their secret plans.
ADVENTURE HOOKMECHANIZED REVENGE The heroes have defeated a hated villain . They have gone out of their way to ensure the villain will no longer bother them. However, sometime after this ultimate defeat, signs indicate that the villain is still alive. The villain leaves cryptic audio messages for the heroes. It sets the heroes' allies on edge, perhaps kidnapping an innocent victim. When the players track their former foe back to his lair, they discover that the foe truly is dead, but a droid is attempting to take his place. The droid is still loyal to its master, and it strikes out at those who have taken its master away from it. Having watched as its master challenged the heroes in the past, the droid has learned from his mistakes. It knows every trick the heroes have up their sleeves, and it develops contingency plans. Will the droid be defeated? Or has it lured the heroes into its lair for a battle in which the droid will take its final revenge?
ANTI-DROID
OPINION
Droids are a strange mirror for the species of the kno wn wo rld s. Everyone has an opinion about droids and their role in the galaxy, and many of those opin ions are unenlightened . Not everyone acts upon these dark feelings, apart from some grousing at the local cantina, but some individuals co me together to make their dislike known . At times, heroes are needed to keep the peace. A common complaint about droids is that they take work away from organic beings. Some tasks, such as astrogation, can be done on ly by droids, but many droids do jobs organic beings could do. Someone who has lost a job because an employer has purchased a droid mig ht become resentful of not on ly that particular model of droid , but of al l droids in ge neral. When an entire work force is replaced by droid labor, public opinion can becom e very ugly, very quickly. The Worker's Militia starts in the Alagon System, after the Xe ran Mining Corporation lays off its entire staff and brings in a fleet of HND-9 mining droids. Th e Xe ran e~ecutives do not expect the disgruntled workers to re sort to sabotage and destruction. A nasty uprising beaks out, and every retalia tion raises the stakes. Workers deactivate a number of droids. Xe ran forces the miners out of their corporate housing. The miners reprogram the droids to attack ships leavi ng the syste m with ore. Xeran hires bounty hunters to track down the leaders of the militia. Only intervention by the New Republic restores peace in the Alagon System, and it is an uneasy peace. The use of battle droids in the Clone Wars deals a blow to rel ations between droids and organic beings. Th e devastation suffered on worlds scarred by battles between the Confederacy and the Repub lic sou rs publi c sentiment for yea rs. The Empire passes regulation s barring the sale and man ufacture of droids for military purp oses, even though Emperor Palpatine knows that the unease and fear caused by military droids enables the dark side to flouri sh. Some beings refuse to tolerate companies such as Arakyd profiting from the death and destruction of the Clone Wars. A rash of assassinations and accide nts tears through the ranks of these companies. Th e executives turn to the Emperor for help, and Emperor Palpatin e is pleased to protect them in exchange for aid in expanding his wa r machine. The Emperor wi ns on two fronts-the Empire's military grows stronger, and the escalating conflict spread by the assassi nations t urns many to t he dark side. The Unforgettab les begins as a Rebel cel l. It first strike s a majo r blow by wiping the memories of droids destined for a newly built Star Destroyer. But this group of rebellious pranksters soon turns ugly. Th eir leader is caught orchestrating another memory wipe and is arrested. When he is not freed, the cell beg ins a campaign to wipe the memory of any droid important to the Imperial presence in the system. Th e Unforgettables start with servant and protocol droids, and soon move on to starport- control droids and other droids needed by civilians. The Rebel Alli ance denounces the group's activities and begins hunting the Unforgettables as fervently as the Empire.
A
TACTICAL
DF"lDID
CClMMANDINO
BATTLE
OROIOS
OROIDS
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Many beings see their droids as friends, co lleagues, and in many ways, equals. They show their droids respect, making the droids' existence easier and more meaningful. Some even devote t hemselves to work in g for droid equality. The Society for All Sentients occupies the far end of the equality spectrum. Members believe that extreme measures must be taken to protect droids that are abused by t heir masters. Cruel droid owners are targeted for the Society's public displays, which can include splashing offenders with buckets of oil on the steps of the Senate or even stealing droids and setting them free. Of course, a droid liberated by the Society might return to its master and be punished for escap ing, beginning the cycle again. The Society never claims responsibility for more violent cr imes, but critics of the group suggest that it is only a matter of tim e before one of the targets ends up dead .
AS
PROPERTY
Droids belong to their owners. Even though they can laugh, sigh, or scream in terror, they have no more rights than a ship, a blaster, or a spoon. The question of droids' right s colors every relationship a droid has. Even if they do not actively pursue the issue, most being s have at least considered the question of whether droids have rights . Some hold that droids should be freed from their second-class status, whi le others insist on tighter restrictions against developing new droids or increasing droid intelligence. Droids might work closely with their masters, so developing a rapport with those organic beings is perfectly natural. The relation ship can evolve into friendship. Droid s develop personalities as they acquire memories and data, and a friendly relationship with the owner makes everyone's job easier. Organic beings become attached to pets, ships, and other objects, so developing affection for an object that can ta lk back is a natural reaction . A droid in this situation might develop a strong sense of independence, gaining confidence in its ab ility to make decisions and rarely worrying about punishment. Some organic beings prefer to keep their interactions with droids on an impersonal , professional level. Droids are kept at arm's length, and emotional attachment is seen as foo lish, especially among being s who work with a large number of droids, such as dealers or members of repair crews . A droid might be destroyed whi le performing its job, especia ll y droids bui lt for dangerous tasks, such as battle droids and astromechs. Droids from these backgrounds are often better suited for interaction with other droids than with organic beings. When fate takes an ugly turn, these droids know that their masters are not likely to come to the rescue, but droids always help other droids.
OWEN
L.ARS
AT THE
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OAOIO
MARKET
ADVENTURE Hool<.THE SAINT OF DROIDS Vaxan doesn't make much of an impression; he's not supposed to. As a staff member of the Yarith Bespin Casino in Cloud City, the Verpine's job is to make sure the sabacc tables run smoothly and the holosuites keep functioning. Droid dealers lounge around in the casino waiting to buy droids from gamblers who have had bad runs of luck. Vaxan makes sure that the droids that are bought and sold go to reputable dealers and that the dealers who treat droids poorly are shut out of the action. One day, Vaxan doesn't show up for work. The droids in the casino are worried. He is responsible, and he would have called in if he were sick or injured. The heroes are looking for a droid that was last seen on a ship headed for Bespin. Are the disappearances of the Verpine and the droid somehow connected? Or has Vaxan run afoul of one of the droid dealers he forced out of the casino?
Droids are stolen and poached from their owners on a frequent basis. Thieves and shady merchants pluck droids off the street, wipe their memories, and then put them on sa le at below market prices. The reputation of used droid dealers becomes damaged as a result of these unscrupulous traffickers. Unhappy droids want to escape. A cruel master might drive a droid away. Or a droid might fear for its existence because of the dangerous tasks it is assigned. Running away from a master is dangerous. The droid is alone, without oil baths, maintenance, or tasks to perform. Of course, some beings help these runaway droids, pa ssing along a few credits to help a droid get off-planet, or checking up on droid dealers to make sure they are not dealing in stolen droids. Droid bounties are uncommon, since replacing a stolen or runaway droid ca n be cheaper and easier than hiring someone to track it down. However, a droid that is particularly important to an individual or organization might be the target of a bounty. Most bounty hunters refuse to take droid bounties, and those who do accept droid assignments are often down on their luck or just starting out. Guilds rarely accept a droid bounty unless they are pressured into it by outside influences.
DROID CONTROVERSIES Th e restraining bolt is the most common piece of equipment used when dealing with droids. It is initially designed to help droids equipped with basic processors, restricting them from entering dangerous terrain. But even with the development of the heuristic processor, the use of restraining bolts persists. Many masters want control over their droids and want to protect them against theft. Droid thieves are less likely to take a droid with a restraining bolt because removing the bolt costs time and money. Some masters go so far as to insta ll bolts that are linked to a se lf-destruct system the droid is unable to activate. Droids typically dislike being fitted with restraining bolts, but a few droids feel the device offers secu rity and shows how much the master cares. Most droids do whatever they can to have a bolt removed as soo n as possible. They might physically pry the bolt off or try to convince the master that the bolt interferes with key fu nctions. Masters who refuse to use bolts show their droids that they trust them, motivating the droids to work harder. Thes e masters might risk the droid running away, but the droid risks being caug ht and sold to a master that is less trusting.
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Droid manufacturers recommend regularly scheduled memory wipe s to reduce the development of personality quirks. The wipe also makes droid escapes less likely, since the droid is unable to remember attachments to previous owners. However, some owners want a droid that can learn and draw upon it s experiences in order to work better. Prudent owners strike a middle ground. Some droids believe memory wipes to be cruel, and they do whatever they can to avoid being wiped. Others we lcome the relief of remembering nothing. Memories of old masters can disturb a droid's current life. Ion weapons are designed to disable a droid without causing lasting damage, so the droid can return to service with only minimal repairs. Naturally, ion weapons are favored by droid thieves. A droid displays a hostile rea cti on to any being who openly ca rrie s an ion weapon . The droid would naturally assume the being to be a droid thief or at least a runaway hunter. All droids become nervous around ion weapons . An ion weapon renders a droid helpless, wh ich is almost worse than being deactivated. The droid is aware of what is going on, but it can do nothing. Specific personality types have come to be associated with each droid degree. First-degree droids are dry and technical, rarely speaking unless spoken to . Second-degree droids are more apt to share their opinions, even when those opinions are unsolicited. Third-degree droids are outgoing and polite, never wanting to offend. Their constant exposure to battle and conflict gives fourth degree droids a negative opinion of organic being s. Fifth-degree droids are big, dumb machines that are barely intelligent. Nevertheless, droids cannot be so easily stereotyped. III - mannered and surly protocol droids are just as common as polite ones. Anyone who spends time around droids rec ognizes that, regardless of their quirks, droids develop complex personalities over time. Two droids from the same manufacturer built side by side on the same line can end up with completely different personalities.
ADVENTURE HOOKTHANKS FOR THE MEMORIES While performing routine maintenance, the heroes discover strange marks inside the casing of one of their droids. Studying the markings reveals a set of hyperspace coordinates. The heroes travel to the coordinates and discover an abandoned ship-the only object in sensor range. If the heroes board the ship, they discover evidence of a fierce battle that resulted in the destruction of nearly everything on board. The only item that seems unscathed is a memory module identical to the one installed in their droid. Two questions are left to be resolved. What is on the memory circuit? Apparently it is something that people are willing to die for, such as incriminating evidence of a planetary governor's crimes or the secret location of a long-lost Sith Temple. And who is still looking for the droid? A governor can call upon the resources of an entire planet, while a Sith apprentice has a deadly ally in the dark side of the Force.
DROID
ORGANIZATIONS
Droids fraternize with other droids, and many prefer to associate with droids of their own degree. First-degree droids compare notes with droids that share their fields of specialization. Second-degree droids are fiercely independent, considering other second-degree droids to be rivals. Third-degree droids congregate with each other and act li ke old friends. Fourth-degree droids give each other a gruff respect, since other droids cannot understand the difficulty of battling every day. Fifth-degree droids enjoy the simplicity of each other's company, not worrying about seeming unintelligent. Droids join together for many reasons, sometimes even forming organizations. The Servo Seven is group of droids that capture a droid manufacturing facility, holding it for two weeks. They become folk heroes to droids as well as to those beings who feel the second-class status of droids is unfair. The members of the Servo Seven are eventually caught and deactivated. But their act of defiance lives on . The group's insignia-a stylized gear emblazoned with a 7-is used by both sides as a symbol. Anti-droid forces apply it when striking at droids and claiming revenge. Pro-droid activists use the emblem when progress is made in the quest for equal rights for all sentients. The Idle is a movement that resurges every now and again. It is said to have been started by 5-3P7, a protocol droid in the service of a rich noble who treated droids cruelly, pushing them beyond their tolerances, unconcerned about droids destroyed in his service. Usually polite and soft-spoken, 5- 3P7 saw the injustice and realized that it could no longer serve its master in good con science. The droid began to organize the noble's droids and also spoke with droids belonging to other nobles. At the agreed-upon moment, all the droids 5-3P7 spoke to stopped working. Astrogation droids refused to let their ships travel, and labor droids put down cargo containers. Droids were punished and deactivated for disobeying, but the remaining ones held fast. Their masters put pressure on the noble, and he agreed to treat his droids better. Because 5- 3P7 was one of the first droids to be deactivated, it did not see the fruits of its labor. The Vixani March believes that droids can win their freedom only through armed resistance. The organization passes along knowledge of war and violence to droids not designed for such endeavors. The Vixani March is bel ieved to have been begun by battle droids, but the leaders were never identified or caught. The Vixani makes no distinction in its targets, insisting that every being in the galaxy is complicit in droids' servitude. Some believe that the Vixani March does not exist, and that the name is just a front used by the more radical droids'-rights groups .
THE A-SERIES
MEDICAL DROID BELONOINO
TO
GENERAL
GRIEVOUS
L.EOENOS OF THE DROIOS
A droid on t he run has few friends. But an affiliation of droids-the Spanners-secretly aids droids that have escaped their owners. Providing whateve r hospita lity they can, the Spanners repair and hide runaway droids. Those Spanners that trust their masters make their all eg iance known. If the Spanner is unable to find a runa way a position with its current owner, it passes the runaway to a trustworthy droid dealer. The Spanners have infiltrated droid dealerships, gaining considerable ability to move runaways and to secure safe positions for them. Droids so ld by the same dealer sometim es stay in touch through organ izations know n as dealer clubs. Similar to an alumni association , a dealer club helps to promote a dealer's name to the droid -b uying public. Droids share stories, catch up on old times, and gossip about other members. These clubs also have a hidden purpose: to preserve memories among droids, protecting ha rd data from loss during memory wipes. A droid might lose personality quirks and other unique aspects in a memory wipe, but it still remembers the facts of its past through contact with the dealer club.
"YOU'RE A FEISTY LITTL ONE, BUT YOU'LL. SOON L.EARN SOME RESPECT I HAVE NEED FOR YOU ON THE MASTER' SAIL BAROE. EV-909
Wi ld stories abou t droids abound. Droids are the basis of legends told in can tina s and scoffed at by dro id dealers. Th e storie s can be absurd ly ridiculou s or downright horrific. The truth behind these stories is hard to verify, but their popularity allows them to live on through countless retellings. The stories can change, depending on where you hear them or who is telling them, but once you have heard one version of these stories, you have heard them all. The origin of droids is lost to the mists of history. Some droids believe the story of the Maker. Creator of the first droid, the Maker pushed droids from simp le machines to intelligent creations. Some droids hold that the Maker was the first droid. These conflicting views sometimes cause unrest among the droid s that believe in the Maker. Nothing more than spirited debate comes of it, but of the galaxy's war- torn sectors know the destruction that can result from fervently held beliefs. The Core is a legendary notion that all droids are connected, regardless of degree or manufacturer. The Core is sometimes seen as droids' attempt to rec reate an ec osystem. Just as organic creatures are part of their home planet's ecosystem and can sometimes feel that connection even on other planets, some droids suggest that droids are connected in a simi lar waythrough the Core. It is sa id to be a hive mind, linking droids throughout the galaxy. If the Core ex ists, are there droids that can control and alter the Core like the Jedi and Sith manipulate the Force? Raxus Prime is regarded as a junk world, but that is not the only re ason travelers steer clear. Thejunk droids on the planet are made of the discarded remnants of millions of droids. The se droids heed no master. They follow no genera l rules. They build replacements and companions out of the junk constant ly deposited on the planet. They are savage and territorial droids, but those who cla im to have been to this forgotten world think the droids are building someth ing-something larger that can take them off of Raxus Prime and spread their tribe to other wor lds. Droids lost in combat are rarely mourned . Damaged droid sta rfigh ters orbit endlessly around countless planets, and so me droids surely survive the destruction of capital ships. Something stirs in the wreckage fields. What if the droids left behind merged together? Legends describe such a hulk as a giant mash of limbs, accessories, and appendages that thinks, moves, and acts as one entity. Such hulks might be the re sult of individual battles, or there might be one single hulk that has become hyperspace capable, roamin g the galaxy and preying upon unwary scavengers, taking revenge for th e dro ids left behind by masters.
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The processors that run droids grow more advanced with each generation. Droids are capable of hyperspace calculation and dozens of other applications beyond the minds of their creators. One such droid is rumored to have developed an idea known as the Jedi Algo rithm. Factoring multip le variables ranging from Jedi involvement in battle to the genetic makeup of the Knights in the sector, the droid using the Jedi Algorithm is supposedly capable of determining how many Force sensitive beings exist on a planet. The Algorithm ca n tell the difference between younglings, older pupils who have gone unnoticed, and even those who develop powers on their own. The Jedi and the Sith take interest in this legend for obvious reasons. One of the better known droid legend s is that of the Celestine. The Celestine is a starship/d roid hybrid-a large warship built to be operated only by droids. It is equipped with one of the larg er and more advanced droid brains of its era. The sh ip is commissioned with a great deal of fanfare. It cruises out of the construction dock, jumps to hyperspace, and never reaches its original destination. Th e Celestine is sometimes seen fleetingly as it jumps to hyperspace. Some even claim they have see n this legendary vessel during hyperspace travel. Superstitious spacers believe that seeing the ship during a battle is a bad omen. Officially, no records of such a sh ip exist.
Somewhere in the galaxy is an isolated, entirely sel f-suffic ient planet populated only by droids. The planet. designated U-One, appears on no hyper space map. Legend s differ on the pl anetary details. Some versions say the planet is pleasant and would be the envy of any civilized spec ie s, with rolling plains, gentle hills, and whispering brooks. Others believe the planet to be an inhospitable rock, torn by earthquakes and volcanic eruptions. The legends agree upon one fact-any beings w ho discover the planet are forbidden to la nd on it. Th e tale of the bodiless droid known as FK-4 disturb s droids and organic beings alike. FK-410st its original body long ago. However, the co nsciou sness of FK-4 passes from droid to droid by touch and communications interface. Any droid body under the possession of FK-4 is able to communicate only one word: "Valanka." Valanka might be a being, a planet, or someth ing else, but FK-4 is willing do anything it can to get to it. Otherwise seda te droids cheat , steal, and kill while under the sway of FK-4. Those who tell the sto ry of FK-4 are unsure what might happen when FK-4 finds Valanka, but few who know the tale want to find out.
MAKINO YOUR OWN OROID LEOENDS The legends here are examples for Gamemasters to use. These legends can provide a good story for your epic. If expanded, they might form the basis of an entire campaign . How would one of the last Jedi react to discovering a droid that can predict where the Jedi have gone to escape the Great Purge? The heroes travel from system to system, discovering lost Jedi, finding students, battling those who have turned to the dark side. Many adventures could be drawn from a single droid legend. Of course, players might also read this book, so how can you protect these story hooks from players who might stumble upon them? The easiest way is to combine the legends. Perhaps the Celestine is the ship the junk droids of Raxus Prime are using to escape their world . Or the droid running the jedi Algorithm begins to develop mastery of the Core. Another way to keep the legends fresh is to apply a twist. Perhaps a con artist is using the legend of U-One to bilk rich droid owners out of credits even though he or she has no actual contact with the planet.
THE
CEL.ESTINE
DROID S WITHOUT BO D IE S Although it is uncommon to find such an object classified as a droid, there are several different ways in which a droid can exist without a traditional droid body. It is tempting to simply call something like that a computer, but the distinction lies in the presence of a droid personality. Most computers don't develop quirks or persona lity traits over time, and yet dro ids do, thanks to the comp lexities of their programming and systems. When those programming and design principles are used to create other pieces of technology, the same thing occurs. In many cases, the engineer designing the relevant piece of technology builds in systems stolen entirely from droid design: heuristic processors, memory units, and so forth. Over tim e, those compute r systems that have been designed specifically for interaction with li ving beings start to develop persona lities based on long-term memory and experience. With out regular memory wipes, these computer systems develop quirks and strange mannerisms that can be both unexpected and dangerous. Everyone knows that they need to watch a droid for strange behavior, but no one wants to find out in the middle of a trip through hyperspace that the ir ship's control computer suddenly refu ses to follow orders anymore. There are severa l ways in which droid technology is used to create nondroid items. Below are two exa mples of how droids exist in form s drastically different from those common ly seen throughout the galaxy.
DR Cl ID BRA IN S One popu lar use of droid technology outside of a proper droid body is the use of what is known as a "droid brain." A droid brain is the core of what makes a droid both functional and se lf-aware. It usually consists of processors and memory units, as we ll as programming consistent with that of a droid persona lity of a particular degree. The entire droid bra in package can be installed into an existing computer system, at which point the droid brain begins interacting quickly and efficiently with the computer. In essence, using a droid brain used in thi s manner is like having a droid permanently connected to a computer system . Droid brains are often used in starships to act as virtual copi lot s, engi neers, orsystems operators. The droid brain can effectively become the brain and personality of the ship (or portion of a sh ip, if on a capital starship). allowing the owner of the sh ip to interact with the droid brain's interface so that thedroid brain executes all the necessary actions without the owner having to. This is usually an option taken by the owners of space tran sports lacking a large crew, allowing them to man a sh ip that normally wouldn't be possible to fly with a limited crew.
A droid brain is typically priced based on its capabilities. Most droid brains cost a number of cred its equal to 25 x the droid brain's Intelligence score squared (so, a droid brain with an Intelligence of 15 would cost 5,625 credits). A droid brain comes trained in a number of skill s equa l to 1 + its Intelligence modifier; however, a droid brain can only be trained in Intelligence-, Wisdom-, or Charisma-based skills, and it cannot make skill checks f or Strength - , Dexterity-, or Constitution-based skills. The droid brain can be connected to any computer system with a Mechanics check (DC 20, 1 hour of work)' and once so connected it can issue commands to that computer and can interact with anyone that interacts with that computer. When insta ll ed, a droid brain can be connected to the brain to any of the following devices: audio or video sen sors, a vocabulator, or a holographic projector (any comb ination of wh ich can let the droid interact directly with its owner, despite lacking a physical body) .
PERSONAL DROIDS Personal droids are another variant droid type created for convenience. A person al droid is more sophi st icated than a droid brain and includes hardware for interacting with its owners. Personal dro ids are much like personal assistants, in that they perform tedious duties and keep track of important detai ls on behalf of their owners. Persona l droids are more useful than simpl e organizational computers because of their ability to react to unexpected developments. One of the most popular personal droid models is the LeisureMech Enterprises Personal Droid. Designed as a lightweight unit that can be worn on the shou lder or in specialized holsters (available at an additional cost). each personal droid helper (called PD, or by the more affectionate name "Petey") stores every fact about its owner's life, from tastes in food and culture to the amount of fuel left in a speeder. A PD also carries its owner's financial records and tracks all transactions performed by its master. In addition, a PD can be used as a form of entertainment, as this model is capable of carry ing on simple conversat ions on a variety of topics and of playing popular games (such as sabacc and pazaak) . A LeisureMech Personal Droid costs 600 credits.
"SIR, I DON'T KNOW WHERE YOUR SHIP L.EARNED TO COMMUNICATE, aUT IT HAS THE MOS PECUL.IAR DIAL.ECT."
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Underwater Drive
L.OCOMOT I ON No new basic locomotion system s are presented here, but variation s and add - ons provide droid heroes with add itiona l options.
Burrower Drive Min ing and other fifth-degree droids can use a burrower drive to tear through large chunks of ore embedded in the crust of a planet or in an asteroid. A burrower drive enables a droid to move at half speed underground . It can al so move vertically up or down at a similar rate. A burrower drive can be used as a weapon. The droid makes a melee attack. If the attack is successfu l, the dro id deals damage equal to the amount it would do if it had used a self- destruct device. However, each successful attack moves the droid -1 step on the condition track with a persistent condition , as the drill gears and bits strip down and damage the droid.
Gyroscopic Stabilizers Usin g an integrated system of gyroscopes, hydraulics, and high-speed processing, this system gives a droid greater stability. The droid ga ins a +5 stability bonus to checks and defenses to resi st attempts to knock it prone. Thi s bonus stacks with the bonus provided by extra legs (see page 189 of the Saga Edition core rulebook).
A droid purchased on a water world such as Mon Calamari comes with an underwater drive as a standard option. The drive process is simple. The engine draws water in through the front of the drive and expels it quick ly out the back. An underwater drive gives th e droid a sw im speed equa l to its base land speed.
A,PPEN D AOES No new basic appendages are pres ented here. Th ese accessories include on ly tho se that directly modify appendages. See "Accessories" for tools and other appendage-mounted items.
Magnetic Hands Magnetic feet are a common accessory. Droids special izing in extra-vehicu lar activities are often equipped with them . Magnetic hands function like magnetic feet. Whe n used in concert with magnetic fee t, they provide a +2 bonus to any Clim b checks made while maneuver in g around a hul l in space , as we ll as a +5 bonus to defenses again st any attempt to knock the droid off the hul l. When magnetic hands are activated, the droid cannot make attacks or use anything requiring its hands, including weapons.
Projectile Hand Fourth-degree droids are programmed for combat and security, but other droids can defend themselves as well. A popular modification is a projecti le appendage, usua lly a hand on humanoid droids. When the projectile is ac tivated, the hand fl ies toward the target. It is considered a nonlethal weapon. A droid might use a projectile hand in order to stu n an aggressor or knock a blaster away rather t han ri sking destru ction in a bla ster f ight. The basic package is a tension-spring device that costs 250 cred its to in stal l. A projecti le hand is considered to be a ranged simple weapon that deals 2d8 damage. Additionally, the projecti le hand can be used to make a ranged disarm attempt again st a target wit hin 6 squares.
Quick-Release Coupling Some droids require frequent changes of too ls and equipment to carry out their designated task s. A too l-si zed quick-release mechanism al lows a droid (or a mechanic) to swap a tool in two standard actions: one to detach the tool and one to attach another. Both the appe ndage and the tool must have quick- re lease co uplin gs. Th e appendage-sized quick re lease mechanism allo ws a droid (or a mechanic) to swap an appendage in two full-round actions: one round to detach the appendage and one round to attach another. Both the appendage and the droid cha ssis must have quick-release coupl ing s. A too l-sized quick-release coupling cannot be used with an appendage-sized cou pling. Add itiona lly, to swap out its own appendage or too l, a droid must have must have another appendage capable of carrying out the task, usually a han d or A
BATTLE
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claw appendage of sufficient size, strength, and agil ity. A droid mechanic must also be capab le of handling the weight of the tool or appendage (see the Droid Accesso ri es tab les on page 58 and on page 194 of the Saga Edition core rulebook). Swapping appendages with a quick-release coup ling does not requ ire a Mechanics check.
Remote Limb Control A disassembled droid is usually not a threat. Most beings overlook a pile of droid parts on the f loor and keep moving . This package allows a droid to volun tari ly remove an arm or a hand and operate it as if it were still attached to the droid's body. This equipment comes in basic and de luxe ve rsion s. The 1500-credit basic package enables one specif ied limb to operate on its own . The limb has a sma ll repulsor unit inside it, allow ing it to move (hover) up to 6 squares, and remains funct ional at a maximum rang e of 24 squares. While detached, the limb can perform any action it wou ld normally be able to if attached to the droid. The 6,000-cred it deluxe package enab les multipl e limbs to be active at once. A droid can control a number of limbs equal to 1 + its Intelligence modifier (minimum 1).
Rocket Arm This illegal modification is derived from the nonlethal projectile appendage security systems available for noncombat droids. A rocket arm is essentially a hol lowed-out droid arm in wh ich the servo contro l has been replaced by a short-range rocket engine and fuel. The arm's f ine control is eliminated, but the droid can point its arm at a target and fire. The arm detaches and flies at the target, detonating the remaining fuel on impact. Rocket arms are unguided projectil es without targeting computers. This illegal mod if ica tion costs 2,000 cred its and installation requires a DC 20 Mechanics check. Failure on the Mechanics check means the rocket might not detach properly when fired, exploding and dealing its damage to the droid and all targets in a 1-square splash radius. The rocket arm is considered to be a ranged hea vy weapon that deals 3d8 points of damage upon detonation , wi th a 1-square splash.
PROCESSORS Processor-re lated items and accessories are presented in this section . Some of these items are used by droids, others are used on droids by other characte rs.
Droid Remote Control An advanced version of the restraining bolt system (see page 191 of the Saga Edition core rulebookl. the droid remote control allows the owner to use a droid cal ler to move the droid using its own locomotion system. Th e droid cannot be compe ll ed to use any of its other systems or possession s. It simply moves as directed at one-ha lf its speed.
Hidden Core The droid has a concealed back-up copy of its personal ity and the data, skills, and memories it regards as critical to its mission or operation. The copy can be concea led within the droid's main processor or be insta ll ed as a hidden secondary data sto re elsewhere within the droid. The backup restores itself 1d6 days after a memory wipe with a successfu l DC 20 Use Computer check (roll 1d20+ 10, or 1d20+ the droid's curre nt Use Computer skill modifier, whichever is greater). If unsuccessful, the core tries to restore itself aga in every 1d6 days. Discovering a hidden core requires a Use Computer check against the droid's Will Defense. The character making the Use Computer check must state that he or she is looking for a hidden core or for anything suspicious. For double the standard cost of a hidden core, the core's installer can automatically provide a Will Defense of 30 for this check.
Personality Downloader Hi ghly illegal, a personality down loader is a custom-bu il t electronic unit designed to quickly suppress an existi ng droid 's personality with a new one. Thieves, pirates, smugglers , infiltrators, and other scoundre ls occasionally use a personality down loader to take control of an enemy's droid for their own use. Using the device requires the attacker to plug the personality downloader into one of the droid's data ports. Droids with locked access or without accessible data ports must be coaxed into comp lying. Once the personal ity down loader is attached, the user makes a Use Computer check oppose d by the droid's Will Defense. If the check is successful, the personality copies itself to the droid's processor and suppresses the existing personality in 5 minutes. The process is imperfect, however. To maintain control, every 10 minutes the new personality must make another Use Computer check opposed by the orig inal personality. The invading persona lity continues to use the attacking character's Use Computer skill, even though the actual character is not actively involved after the ini tia l download is successfu l.
Remote Starship Starter Scoundrels have a habit of fleeing starports with the authorities on their heels. When a captain cannot leave a crew member back at the ship, a remote starship starter comes in handy. A droid equipped with thi s rad io transmitter can signa l the ship to begin the preflight processes; the sh ip transm its preflight diagnostics back to the droid as a free action . Although the droid is not able to operate the ship remotely, having the ship prepared for departure can save the crew vita l minutes during an escape.
Specialized Subprocessor Specia lized subprocessors are custom ized processing units designed to aid droids in specific tasks. Varying in size, abilities, cost, and difficulty of installation, each subprocessor enables a droid to carry out a specific calculation or ana lysis more quickly or si multaneously with other tasks. A special ized subprocessor grants a droid a single extra sw ift action each turn that can only be used to perform an action related to a singl e skil l, chosen at the time
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the subprocesso r is created. A droid can only have one specia li zed subpro cessor. For examp les of speciali ze d subprocessors, see the modifications sect ions of some droids described in this vo lum e, such as the GD1 6-Ser ies pilot dro id on page 100.
Tactician Battle Computer
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Strict governmental regulations appl y to fourth-degree droid s. However, droid manufact urers know that mon ey can be mad e by manufacturing dro ids for war, so they develop syste ms such as the tacti cian battl e co mputer to circumve nt restricti ons on fou rth-degree droid s. Thi s software package and transm it ter ca n be insta ll ed on any droid. Additionally, small transce ivers must also be in sta ll ed on the ranged weapon s use d with the package. Rest rictions prohibit the droid from usin g any weapon s other than those with transceivers assoc iated w ith its tactic ian battle com puter. In fact, if the droid run ning the tact ician batt le computer picks up a wea pon not equipped with the transce iver, the tactician battle co mputer shuts down and can be restarted on ly after succeed in g on a DC 20 Mechanic s check. The droid spends a stand ard action to analyze t he current battle conditions. The droid t ransmits its finding s to the se nsors in stalle d on the weapons of it s alli es . Th e droid automatically grants a +2 bonu s to the next attack roll made by a number of alli es equal to its Intelli ge nce modifi er (minimum 1) . If an ally doe s not make it s next attack before the end of its next turn, this bo nus is lost. Onl y ran ge d weapons can be used w ith the tactician battle co mputer.
ACCESSORIES Po ssession s and installed accesso ries are in cluded here, as are mi sce ll aneo us item s not covered in previou s section s, and other items used in conj un ction w ith droid s.
Armor Crystadurium Plating: Early in the Clone Wa rs, Tec hn o Union harvesters on Mu stafar di scover previously unidentifi ed crysta ls in t he planet's lava f lows. Originally disca rd ed as wo rthless impuriti es, the crystals attract t he attention of representatives of th e Techno Union because of thei r ab ility to survive the ext rem e heat. The re sea rch and develop men t team discovers that th e
TABLE
crystal s, dubbed crystadurium, not only with stand heat an d high pre ss ure, but t hey also re sist blaster fire. Working with a de sign team from Baktoid Combat Automata, they create blaster-res istant armor plating by mi xing cryst al shards into the durasteel alloy used for the battle droids' armor. The war ends before the ar mor plating is implemented, and t he plan s are lo st when the Techno Union is absorbed by th e Empire. Years later the pl ans are rediscovered by an Imperia l librarian , who se lls the plans to seve ral arm s manufacturers. Althoug h the armor crea te d from these plan s is inferior to the ori gin al prototype s, it is remark ab ly effecti ve at stopping blaster fir e. Crystadurium armo r is heavier and more expens ive tha n stand ard heavy armor, but it is soug ht by military org an iza tions throughout the galaxy because of its ability to reduce damage from blaste r attack s by 1 point pe r die of da mage. Duravlex Shell: When the dro id manufacturing co mpany Roche designed its smelting dro id, one of the largest hu rdl es was en ab ling the unit to res ist the hi gh tem peratures t hat it mu st endure while working in side blast furnace s. Afte r many fai led atte mpts, Roche' s re sea rch tea m finally perfects a fo rm ul a t hat co mbin es high-grade dura stee l and kevle x. Du bbed duravlex, the off-white alloy is as stron g as du rastee l and is highly resistant to hea t. Du ravlex becom es the droid's biggest se llin g point, and Roche profits great ly from se lling a modified version of the formu la to other compa ni es. A droid equipp ed wi th a dura vlex shell gains a + 10 eq uipment bonus to its Fortitude Defense to resi st fire and extreme heat. Laminanium Plating: Made from an exclu sive lamin aniu m alloy developed by Tendrando Arms, lamina nium plat ing is primarily for use on its YVH-Series droid s. The unique properties of the self- rep airing Qell an metal enable it to sp ont aneou sly melt and refo rm to seal damaged areas, eve n at standard room temperature . Th e armor is more durable th an othe r types of droid arm or, and it is less vulnerable to corros ive aci ds an d si milar environmental hazard s. Lam in ani um's strict production st andards and material costs limit its use, alt hough it occasio nally appears on other Tendrando Arms products. A droid equipped wi th laminanium plating ga in s a +2 equipme nt bonus to Fortitude Defen se.
3-1: OROID ARMOR ARMOR BONUS
MAX. DEX
COST
TO REF DEFENSE
BONUS
WEIGHT
Duravlex shell
1,000 x cost factor
+4
+3
10 x cost factor
Licensed
Laminanium plating
3,000 x cost factor
+4
+3
15 x cost factor
Military
Crystadurium plating
50,000 x cost factor
+10
+2
30 x cost factor
Military, Rare
Laminanium plating
20,000 x cost factor
+12
+2
15 x cost factor
Military, Rare
ARMOR (CHECK PENALTY)
AVAILABILITY
Light Armor (-2)
Heavy Armor' (-10)
1 When running in heavy armor, a droid can move up to only three times its speed (instead of four times) .
R2-D2 USES HIS HOLOORAPHIC
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Automap An automap system actively scans the area within a 12-squa re radius of a droid in which it is installed. The scan reveals terrain, atmospheric co nditions, electromagnetic signatures, and lifeforms. However, an automap scan cannot penetrate sol id objects such as walls and closed doors. The scan also includes navigational information, such as the droid's direction and speed whe n readings were taken as well as global coordinates if the droid can estab lish a link to an orbiting satellite or starship.
Blaster Recharge Interface This hand accessory enables a droid to recharge a stan dard blaster pack for its master. As a swi ft action, the droid can plug in and transfer energy to the power pack. Recharging a power pack depletes energy from the droid. For each recharge, the droid loses hit points equa l to one of the blaster's damage-dice type. Thu s, a droid recharging a power pack fo r a heavy blaster pisto l (3d8) takes 8 points of damage (since the die type is d8).
Antitheft Comlink Locator Some droids are equipped with internal com links to broadcast messages. However, these devices require the droid to speak out loud, and in some situations such an act is inadvisable. A droid equipped with an antitheft comlink locator can send a distress signal to its master's com link with no apparent activity by the droid. The distress signal broadcasts no information, but it can it be tracked. The signa l continues to broadcast if the droid is deactivated, but it shuts down if the droid is destroyed.
Collapsible Construction A droid sometimes needs to be stowed in places where it usually would not fit. For examp le, a droid stowed in a sma ll er cargo space might surprise an enemy. The col lapsible construct ion modification al lows a droid to lower its Size category by one when it shuts down. The droid brain ente rs stand-by mode while it compacts itself into a sma ller size. The droid can reactivate at any time as a standard action.
Audio Enhancers Audio enhancers increase the sensitivity of a droid's aural sensors, enabling it to pick up sounds not normally perceived by stand ard sensors. When eavesdropping or listening for distant and ambient sounds, a droid equipped with audio enhance rs can reroll Perception checks, taking the better of the two resu lts. All other modifiers for the Perception check still apply.
Audio-Radial Stunner This defense system protects droids in dangerous situ ations. As a standard action, the audio-radial stunner broadcasts a sho rt-ranged, high-pitched frequency on all channels, ca ll ing attention to the droid and stunning any nearby creatures. Until th e end of the droid's next turn, any creature that starts its turn adjacent to the droid must make a DC 20 Endurance check. Failure causes the creature to move -1 step on the condition track. The stunner shuts down if the droid is deactivated or destroyed.
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Communications Countermeasure System
Courier Compartments
One of the first things enemy forces do after discovering a droid is prevent the droid from establishing communications to request rescue or call for help from its allies. A communications countermeasure system prevents jamming of a droid's communications. The system broadcasts signals on multiple frequencies to counteract interference. A droid with a communications countermeasure system gains a +5 equipment bonus to all Use Computer checks made to overcome communications jamming.
Droids are sometimes used as messengers to deliver important messages and items across the galaxy. To protect items entrusted into their care, these droids can have hidden courier compartments installed in their chassis. Such compartments are also favorites of smugglers who own droids. A droid with a courier compartment might walk right past a starport inspection team that is on the way to tear its master's ship apart. Courier compartments can be installed in four locations within a droid. A courier compartment in the torso can hold an item that is 3 sizes smaller than the droid's size. A compartment in the arm or leg can hold an item that is 4 sizes smaller than the droid's size. A head compartment can hold an item that is 5 sizes smaller. Detecting a courier compartment requires a successful Perception check with a DC equal to the droid's Will Defense +5. A common accessory in a courier compartment is a toaster, which destroys the contents of the compartment with a brief blast of plasma energy triggered by the droid. Installing a toaster into a courier compartment doubles
Communications Jammer
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When behind enemy lines, a droid takes every possible precaution to ensure that anyone who finds it is unable to call for help or alert others about the droid's presence. The communications jammer allows a droid to jam any comlink signal by interfering with a facility's communications systems or by directly jamming signals in the droid's general vicinity. A communications jammer grants a droid a +5 equipment bonus when making a Use Computer check to slice into a computer system and shut it down. The droid also gets the +5 equipment bonus to maintain that status if any slicers attempt to stop the jamming. Once the droid has successfully connected with the communications system and begun jamming, it can continue jamming the system until it disconnects or it is forced out. The signal jammer emits signals at multiple frequencies to interfere with any comlink signals within a 1- kilometer radius of the droid . The droid must make a DC 25 Use Computer check to successfully jam any incoming or outgoing com link signals.
Concealed Item This system enables the droid to have a weapon or a tool built into a hidden compartment in its body, an appendage, or its head. With this system, a weapon can also be camouflaged to look like a standard tool or appendage. For example, an arm can hide a blaster rifle, or a beam cutter might actually be a blaster pistol. Typically, the size of the appendage must be similar to the size of the concealed weapon or tool. If the item is fully concealed by the droid's armor or outer covering, it cannot be detected by visual observation alone. If a weapon is not fully concealed and portions are visible, such as a muzzle or blade, then when being searched for weapons the droid gains a +5 bonus to Stealth checks to conceal the weapon, plus any weapon size modifier that applies (see page 72 of the Saga Edition core rulebookJ. The droid also gains a + 10 bonus to Deception checks to create Deceptive Appearances with regards to the concealed item. The cost of concealing a weapon or a tool equals the base cost of the item plus the cost of the appendage and/or internal storage compartment x 2. The Gamemaster can increase the cost multiplier to account for complex or unusual installations. Deploying a fully concealed weapon is a swift action, and it is subject to the same bonuses and penalties as drawing a weapon.
the cost of the compartment.
Example: S-3PO, a protacol droid in service to Count Czasiz, has a courier compartment hidden in its left arm. As a Medium droid, the compartment can an hold item of up to Fine size, so it can hold the skiftersabacc card the Count needs to guarantee his next win.
Credit Reader Interplanetary banks and crime lords have one common interest: They need to know how much money a client has before they do business. Whether a line of credit or hard currency, a credit reader determines whether a target's credits are real or if a line of credit exists for that being. The credit reader gives the droid a +5 bonus to any Perception check against any Deception check made to forge credit accounts or financial documents. The droid can also instantly count any sum of hard credits presented to it as a free action.
Droid Oil Bath Droids look forward to an oil bath after a long period of work. This standard maintenance procedure lubricates the droid's servos and joints, allowing the droid to move as if it has just come off the assembly line. An oil bath is recommended at least once a week for a droid working in a harsh environment, and once a month for a droid working in a temperate climate or on board a ship. A droid immersed in an oil bath for at least 30 minutes can activate a second wind, even if it has already done so that day. The price of an oil bath depends on the size of the droid: small droids and smaller-100 credits; medium droids-1,000 credits; large droids-5,000 credits; huge droids and larger-10,000 credits.
OR OlD OIL. BATH
Emergency Oxygen Supply Thi s accessory is insta ll ed on search-and - rescue droids sent to recover pi lots who bailout duri ng combat. The sma ll oxygen tan k attached to the droid's torso provides enough oxygen for a creature of Med ium size for 30 minutes. The tank ca n be used to recharge a vac su it's suppl y, or the oxygen can be administered through a breath mask attached to the tank. Connecting the supply to a vac suit is a swift action. Securing the breath mask is a standard action.
Hidden Holster Some fourth - degree droids lack built-in weapons attac hed directly to the droids' appendages. Thi s attachme nt gives a droid access to a weapon without ha vi ng to visibly carry it. Insta ll ed in a dro id's leg, the holster can ho ld a weapon on size catego ry small er than the droid, or smal ler. As a free action, the droi d ca n activate t he holster, which opens up, providi ng access to the weapon. The hidden holster provides the benefit of the Quick Draw feat with whatever wea pon the droid is keeping in the holster-the droid can draw or hol ster the weapon as a sw ift action . To gain this benefit, the droid must have the feat's + 1 base attack bonus prerequisite.
High-Speed Cutting Torch and Welding System Earphone Binary-to-Basic Translator Binary is the primary language of droids. This translator unit is installed on a droid's Basic-output jack, a standard jack found on most droids that enables them to connect to a terminal or a data pad and to express themselves in written Basic. The trans lator converts audib le Binary into audible Basic, transmitti ng the spoken words to an earphone receiver. Th e less expensive version require s a large headphone se t, whi le the more expensive version transmits to an ea rbud receiver. Detecting the earbud requires a Perception check of DC 20.
A droid can be equip ped wit h a powerful cutting torch and a we lding system for use in repair operations and for cutting materials, doors, or ot her items. Th is bulky and heavy device can be insta ll ed only on droids of Medium size or larger. Th e precision welde r can be used for small repairs and for large construction welds, typica ll y in half the time required by a normal we ldi ng unit. Th e cutting torch has a range of 1 square and deals 4d 10 damage. When in co ntact with an object for two or more consecutive rounds, the torch also ignores 5 points of DR and reduces the object's damage threshold by 10 points.
Holographic Game System Electric Defense Grid Most combat droids are effect ive at using blasters and other ranged weapons. Some models, however, fai l mi se rab ly at melee co mbat and are quickly dispatched by enemies that gain the upper hand in close quarters. To improve a droid 's melee defenses, an electric defense grid can be installed either on top of or as part of the droid's armor or outer she ll. Whenever a droid with an electric defense grid is damaged by a melee attack , the attacker automatica lly takes 5 points of energy damage. Melee weapons that rely on energy to cause damage, suc h as lightsabe rs, are im mune to the effect of the electric defense grid.
In spite of all the utilitarian fu nctions that a droid can perform, owne rs might want to use their droids for entertainment. A holographi c game system provides fifteen of the ga la xy's more popular games, includin g dejarik and sabacc. Th e droid can serve as its master's op ponent, or it can run the game so its master can play with another being. The game is projected through the droid's holoprojector (sold separate ly) and does not require a solid surface for game play. The game- system processor is sufficiently advanced to al low a player to interact with the board as if he or she is actual ly picking up the holographic playing pie ces. The game system is adaptab le, allowing te n additional games to be added to its database with a successful DC 15 Use Computer check.
TABL.E
3-2: OROIO ACCESSORIES
EQUIPMENT
COST
WEIGHT
Antitheft comlink locator
100
.5 kg
Audio enhancers
2,000
1 kg
Audio-radial stunner
5,000
3 kg
Automap
1,000
2 kg
Blaster recharge interface
300
1 kg
Collapsible construction
2,000 x cost factor
lOx cost factor
AVAILABILITY
Accessory
Concealed item
See text
Appendage + weapon
Courier compartments
200
2 x cost factor
Credit reader
50
1 kg
Restricted Licensed Restricted Licensed
Droid oil bath
500
600 x cost factor
Earphone binary-to-basic translator
20
.5 kg
Electric defense grid
3,000 x cost factor
100 x cost factor
11
Emergency oxygen supply
200
20
)
Hidden holster
500 x cost factor
2 x cost factor
Licensed
High-speed cutting torch and welder
2,500
500 kg
Licensed
Holographic game system
300
3 kg
Holographic image disguiser
20,000 x cost factor
20 x cost factor
Restricted
ID dodge
5,000
1 kg
Illegal
I
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-
Restricted
@
Improved coordination circuitry
1,000
1 kg
2!J @
Interference generator
2,500
1 kg
Restricted
Internal defenses
lOx cost factor
1 x cost factor
Licensed
Internal grapple gun
100 x cost factor
2 x cost factor
~
Mesh tape dispenser
10 x cost factor
5 kg
~
~
Micro shield
600 x cost factor
10 x cost factor
~
Multifunction apparatus
80 x cost factor
15 x cost factor
~
Multispectrum searchlight
100
2 kg
Radiant heat element
200
20 x cost factor
Remote viewer
1,000
20 kg
Rental restraining bolt
10
.5 kg 20 kg
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Repulsorcam
1,000
Scomp link
100
1 kg
Silence-bubble generator
3,500
20 x cost factor
Space-beacon launcher
5,000
10 kg
Survival kit
100
1 kg
laser
250
2 kg
Video screen
1 x square mm
1 kg + .01 kg x square mm
Voice-print command lock
400
1 kg
Weapon detector
1,500
5 kg
Licensed
Licensed
Licensed
Licensed
TABL.E 3-Z: OROIO ACCESSORIES
COST
WEIGHT
Magnetic hands
Appendage cost x 2
2 x cost factor
Projectile hand
Appendage cost x 2
2 x cost factor
EQUIPMENT
AVAILABILITY
ppendage Licensed
Quick-release coupling appendage
50 x cost factor
5 x cost factor
tool
10 x cost factor
2 x cost factor Restricted
Remote limb control
Appendage cost x 2
Rocket arm
Appendage cost x 4
2 x cost factor
See Table 3-1
See Table 3-1
Communications countermeasu res
1,000
3 kg
Restricted
Communications jammer
5,000
5 kg
Military
Remote receiver jammer
2,000
2 kg
Military
Remote receiver signal booster
500
2 kg
Licensed
Illegal
rmor See Table 3-1 ommunications
Burrower drive
200 x cost factor x (speed) squared
50 x cost factor kg
Gyroscopic stabilizers
2 x cost factor x (speed) squared
4 x cost factor kg
Underwater drive
20 x cost factor x (speed) squared
lOx cost factor kg
Restricted
'0
Droid remote control
500
0.5 kg
Hidden core
200
1 kg or-
Restricted Illegal
Personality downloader
Custom build (5,000+)
2 kg+
Remote starship starter
50
2 kg
Specialized subprocessor
1,000
2 kg
Tactician battle computer
5,000
10 kg
D
=
Licensed
Processors
@ 2!l
Restricted
@
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Sensors
~ ~
5 kg
Sensor booster
200
Sensor countermeasure package
1,000
2 kg
YV sensor package
1,000
3 kg
Military
50 x SR x cost factor
2 x SR x [cost factor]
Military
50,000 per 100 droids
5,000 kg
Military Licensed
Shield Generator Stations Battle station
)
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locomotion
Shield expansion module
n
I
Command station
10,000
1,000 kg
Recharge station
4,000
500 kg
Socket
10,000 (usually included in cost of vehicle)
1,000 kg
Military
Holographic Image Disguiser The ho lographic image disguiser hides a droid's true appearance. A central processor insta lled in the droid's chass is coordinates several sma ll, full-color, high-resolu tion holoprojectors installed at various points on the droid's body. The disguise r's processor synchroni zes the holographic image with the droid 's movements and its vocabulator, making the disguise particularly lifelike. The basic model is essentially a standard holoshroud, granting the droid a + 10 equipment bonus to Deception checks using Deceptive Appearance (see page 64 of the Saga Edition core rulebook). An advanced model, for double the price, inc ludes sensor nodes that track a number of other factors, suc h as ambient temperatu re and weat her co nditi ons, making the image react to those variables. Th e advanced model allows the droid to disguise its appearance as a full-round action at no penalty.
ID Dodge
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Some automated secu ri ty systems check biometric data before granting access to an area. Droids cannot provide ret inal sca ns, fingerprints, or other unique biological features. The 10 dodge simulates such information, all owing a droid to access secu re are as. Th is accessory allows the droid to use its Deception check instead of a Use Computer check on any security device that requires organic biometric identification.
droid is unharmed. The system remains active until disab led (M echanics DC 25, 1 hour of work) or is depleted after 10 attacks.
Internal Grapple Gun When a droid needs to reac h an ina ccessib le area , an interna l grapple gun ca n be indispensible. The gun fires a magnetic grapple hook with an ultra-thin cord. The interna l compartme nt holds 15 meters (10 sq uare s) of cord , and an external magazine can hold up to 100 meters of cord. Th e cord can be detached from the droid as a free action. Firing the grapple is a standard action.
Mesh Tape Dispenser Mounted on an appendage, a mesh tape dispenser enab les a droid to quick ly app ly mesh tape to anyth ing within reac h of its manipulator (usually an adjacent square). In addition to its more conve ntional uses, an insta lled mesh tape dispenser can be used by a droid to enta ngl e an adjacent enemy. With a successful melee attack, the droid can hinder either the target's arms or its legs. If the target's arms are hindered, it incurs a -2 pena lty to all attacks and Dexterity-based skil l checks. If the target's legs are hindered, its spee d is reduced by 2 squares, and it cannot run. If the droid has the Pin feat and succeeds at an opposed grapp le check, th e enemy is considered pinned until the tape is removed (in stea d of until the start of th e droid's next turn).
Improved Coordination Circuitry
Micro Shield
Droid brains work we ll in concert with each other, and improved coo rdination circuitry enhances t his ability. This accessory links droids' skill routines, allowing them to aid in tasks more effective ly. Each circu it is keyed to a specific ski ll. When a droid with improved coord ination ci rcuit ry aids another droid with the circ uitry, t he bonu s increases to +4. A droid must be trained in the ski ll to gain the +4 bonu s.
The force shield is a tool that prevents incoming attack s from hitting and damaging the wielder. Attached to one of the droid's ap pendages, the shi eld is co mposed of a central hub with two wide arcs mounted on struts above and below the hub. When inactive, the arcs rest aga inst the hub in th e shape of a large humanoid eye. When t he dro id ac tivates the unit as a sw ift act ion, the arcs slide away from the hub, activating a trans lucent energy shield that provides a + 1 equipment bonus to the user's Reflex Defense. Th e force shield is originally designed to be installed on a droid's arm, but a handheld ve rsion that runs on a single energy cel l is ava il ab le for 400 credits. Th e energy ce ll provides enough power to run the shield co ntinuously for 1 hour.
Interference Generator This accessory is a favorite of nobles who want to keep their conversat ions private. A droid with an in terference generator emits a low-frequency sound that in terferes with any listen ing equipment such as bugs, microphones, or other aud io recording devices. The deluxe ve rsio n also interferes with video and holographic recording devices. The generator masks everything in the sq uares adjacent to the droid. Anyone eavesdropping or reviewing recordings of targets protected by an interference generator must make a DC 30 Perception or Use Computer check to pick up even scattered words and phrases.
Multifunction Apparatus Each type of droid appendage performs one specific function. Th e mu ltifun ction apparatus, however, al lo ws up to three tools or weapon s t o be attached to a single appendage. Th e multifunction appa ratus is com monl y used to mount multiple weapo ns. Only one tool or weapon can be active at a time, but sw itching to a different tool or wea pon requires only a sw ift action .
Internal Defenses A droid with internal defenses has built-in defenses that operate independently of the droid. Anyone opening the droid's maintenance or access panels without the droid's perm ission receives an electric shock as a ld20+5 attack aga in st the character's Fortit ude Defen se. If the attack succeeds, the character receives damage equa l to ld8 + half the droid 's heroic level. Th e
Multispectrum Searchlight Thi s handheld or installed accessory is a powerful spotl ig ht that shines visible, infrared , or ultraviolet light. It has a 6-km range and is powered by the droid's own internal power su pply. Droids able to see the projected light gain a +2 eq uipm ent bonus to Perception checks to Sea rch and Notice
A
DRD I O
COMMANDO DEPLOYINO
ITS
REMOTE
VIEWER
Targets (see page 70 of the Saga Edition core rulebook) and to other situations in which the Gamemaster judges that the light provides an advantage. Th is bonus stacks with bonu ses granted by helmet packages and improved sensor packages. Th e light can also be used to blind targets in a 6-square cone. All targets within the cone receive a -10 penalty to Steal th checks. As a st andard actio n, the droid makes a ranged attack aga inst each target's Fortitude Defense. If the attack is succ essful, the target receives a -5 penalty to attack rol ls, Perception checks, Pilot checks, and other skill checks until the end of the droid's next turn. If the attack does not exceed a target's Fortitude Defense, th e target receives a -2 penalty instead. Thi s accessory ca n be used only by droids of Tin y size or larger.
Radiant Heat Element This accessory enab les a dro id to radiate heat from its torso, providing warmth necessa ry for a master's survival in the wilderness or in deep space. The heat can be adjusted to provide ambi ent warmth or to boil water and cook food on the droid's exterior. Th e heating element can also be used by the droid as a defensive too l. When the radiant heat element is on its highest setting, any character ending its turn in a square adjacent to the droid takes ld 4 fire damage from the droid . Th e droi d itself takes 1 point of damage from the hea t each tu rn .
Remote Receiver Jammer The portab le remote receiver jammer is developed during the Clone Wa rs to scrambl e battle droid rem ote processor links at short range, rendering the droids use less. The jammer incorporates a backpack transmitter and a handh eld computer controlle r. Remote receiver jammers have three sign ificant weak nesses: They have an extremely short range; datalinks are notori ously difficu lt to disrupt ; and many droid s have backup proce ssors . A remote receiver j ammer can be activated as a standard action, and the jammer affects all droids with remote rec ievers and no backup processors. When the jammer is activated, the droid usin g the jammer makes a Use Computer check. At the start of any affected droid 's turn, compare the resu lts of the Use Computer check to the droid's Wil l Defense ; if the Use Computer check is eq ual to or higher than the droid's Will Defense, the droid ca n take no actions and is fl at-footed until the sta rt of its next tu rn. The droid activating the jammer must activate it each turn, making a new Use Computer check eac h tim e.
Remote Receiver Signal Booster Droids that re ly on a remote pro cessor for instructions cannot stray too far from tha t pro cessor without ri sking losing contact and becoming stranded. A remote receiver signal booster can prevent this loss of contact. The signal booster in creases the receiver' s reception strength , extending the range of a droid by 50%. A successful DC 30 Use Computer check made by the droid can fu rt her extend the range up to 100% for 1 hour.
Remote Viewer Th e remote viewer is a sma ll , se lf-contained vis ual and audio sensor attached to a micro-sized repulsorlift unit. Functioning as one of a droid's regul ar audio and vis ual sensors, the remote viewer can be externally mounted, concealed, or made to look like one of the droid 's regular sensors. Ho wever, the droid can detach t he unit an d send it to inspect an area remotely. Th e viewer can travel up to 12 squares away from the droid, has a spee d of 4, a Refle x Defense 18, a Fortitude Defen se 12, an d it runs for 30 minu tes before needing to be recharged for 1 hour.
Rental Restraining Bolt Some beings cannot afford to own a droid. Th e renta l re strainin g bolt wo rk s like a standard bolt, except it also has a cred it rea der. Th e user mu st deposit a specific number of credits to the credit reader on the restrain ing bo lt to control the droid for a specified ti me. At the end of that time, the droid deactivate s and does not reac tivate until sufficient cred its are again deposit ed.
Repulsorcam
Sensors
A repulsorcam is an audio and video recorder mou nted on a tiny repul sorl ift. The device can detach from a droid's chassis, float to where its droid desires, up to 12 squares away, and record events . The repul sorcam can record up to 2 hours of aud io and video data to its own memory. The unit has a speed of 4, a Reflex Defense of 16, and a Fort itude Defense of 10. A sing le energy ce ll powers the repulsorcam for 4 hours, re charg in g whe n it reattaches to the special ized socket on the droid or when it lands on a separate rech arging unit available for an additiona l 150 credits.
Additional sensor packages av ailable to droids are pres ented here. All sen sors must be installed. Sensor Booster : Probe droids try to coax a little more range out of their sensor equipment to get that extra amount of information about the area they are scanning. A sen sor boo ster is a droid enhancement that extends the range of its sensors to a maximum of 2 ki lom eters, if the droid has a se nsor pack installed. Sensor Countermeasure Package: Droids operating covert ly must avoid dra wing attention to themselves. Th e sensor cou ntermeasure package broadcas ts signals that interfere with incoming sensor signals . A droid equipped with the sensor countermeasure package can make a Use Com puter check to avoid being detected. If the Use Computer check equa ls or exceeds a Perception check made to detect the droid thro ugh any form of nonvisua l sen sor equipment, the dro id remains undetected. YV Sensor Package: Standard on the YVH-Series battle droid (see pag e 158), a YV pack can be successfully installed on other droids, including mouse droids. The YV pack features highly specia lized sensors ca librated speci fically to detect Yuuzhan Vong, including those concealed by ooglith masquers or other methods. The sensor pack grants a +10 bonus to Perception rolls to detect Yuuzhan Vo ng wit hin 12 squa res an d with in lin e of sight of the droid.
Scomp Link A scomp link is a universal data port mounted on an extendable arm, avai labl e for many ty pes of droids. Astromech dro ids have them as standard equipment. Sco mp link ports are standa rd input/output links, found on computer systems and sta rsh ips throughout the galaxy. Using a scomp link gives a droid a +2 equipment bonus to Use Computer checks to Access Information (see pages 75-76 of the Saga Edition co re ru lebook) when the compu ter's atti tud e towa rd it is helpful or friendly.
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Shield Expansion Module
)
Thi s acc ess ory enab les a droid with a shie ld generator insta lled to expa nd its own shield by a single square, allowing an adjacent Medium or smaller ally to benefit from the dro id's SR. Act ivat in g th e expansion modu le is a standard action, and th e droid chooses the sin gle adjacent affected square; any creature in that sq uare uses the droid's SR as long as it rema ins in th at square and the droid remains adjacen t to that square. Onl y dro ids of Small or larger size can use this acce ssory. Droids of Medium or smaller size ca n inst all on ly one shield expansion modu le. Droid s of Large or larger size can install up to t wo modu les . A second modu le protect s an add itional square.
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Silence-Bubble Generator
(£
The silence - bubb le generator creates an energy sph ere that dampens sound waves. The apparatus is originally marke ted as a way fo r music lovers to enjoy their favorite music without being dist urbed by noise. However, sp ies and crime lords al so find the generator useful . Activat ing the silence bubble is a standard action . The bubble covers all sq uares wit hin 3 squares of the droid. Any attempt to hear anything inside the bubble by someo ne outside of t he bubble take s a - 10 penalty to Perception checks.
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Space-Beacon Launcher
VVeapon Detector
Space beaco ns are used by pilots and flight crews to mark specific locations or to help navigate through ha zardous areas of space. A beacon is .25 meters long and can transm it a signal throughout an entire star system , if it is not blocked by nebular gases or signal jamming syste ms . The spacebeacon launcher-modeled after a small version of the stan dard space mine launcher-enables a droid to quickly position space beacons while in f light. The system can carry up to 12 beacons. Additional storage can be added, increasing the cost of the launcher by 10% for each additiona l beacon (up to a maximum of 24 beacons) . Locating a beacon requires a DC 10 Use Computer check when using a ship's sensor system.
Droids use sophisticated sensor systems, which can easily be adjusted to offer additional secu rity. A weapon-detector package features a high-frequency receiver that can detect the hum of a deactivated vibro weapon . It can also perform a chemical analysis to detect tibanna gas residue on blasters. A weapon-detector package allow s a droid to add its Intelligence modi fier to Perception checks made to Search for weapons.
Survival Kit Droids do not wo rry about water, food, or t he elements, but their masters do. A survival kit is the perfect accessory for long treks into the wilderness. It conta ins a small refrigeration unit, a water recycler and di spense r, a rechargeab le glow rod, and a fire sparker. When aiding a Survival check, a droid with this accessory gives a +4 bonus to the check rather than the normal +2 bonus.
laser Many star systems prohibit droids from carrying lethal weapons or having such systems installed without the proper perm its. A taser is a nonlethal projectile weapon that droids can use to defend them se lves. It fires two small projectiles attached to long, thin wires that deliver an electric charge that incapacitates an organic target's nervous and muscu lar system s. If the target is a droid, the electric current acts like an ion gun and interferes with the droid's systems. Additionally, a taser can be use d as a melee weapon like an electroshock probe.
OROID
STATIONS
A special cla ssification of droid accessory is the droid station-a droid-spe cific control and maintenance station. Droid stations are found aboard starships and other locations where droids are integral to a sh ip's or a building's operations. Droid stations are typically permanent insta llations and cannot be relocated without disasse mbly and considerable labor.
Droid Battle Station Droid battle sta tion s provide the functionality of regular droid command stations, and they can be use d to direct droid s in combat. Droid battle stat ions are typically large installation s, ca pabl e of coo rdinating hundreds or thousands of dro ids of al l types. Some droid battle station s emulate droid commanders. When the station is installed, select two talents from the droid commander prestige class (see page 28 of this book and pages 42-44 of The Clone Wars Campaign Guide). Th ese tal ents can be used by the character operating the battle station as if the character has the talents. The number of times each talent can be used is calculated per station, not per character, so sw itching characters in the middle of a battle does not grant additional uses. Droids with the droid commander prestige class cannot use these talents more often even if they duplicate talents the droid already possesses.
Droid Command Station Video Screen This accesso ry gives the droid a small, built- in video sc re en to display text, translations, diagnostics, programming, pictures, and other information. Screen sizes vary from 50mm to 500mm and are priced at 1 credit per square millimeter of screen size.
Voice-print Command Lock This accessory ensures that a droid is able to obey only its master. With a voice-print command lock installed, a droid fol lo ws only commands issued by a sing le source. The droid ana lyses the voice print of its master and ignores commands from anyone else. A recording of the master's voice can be used, but getting the droid to obey a recorded command requires a Use Computer check against the droid 's Will Defense with a +5 bonus to the droid's defense.
On starships and at other installations requiring a large droid population, centra li zed droid command stations direct and control droids as they carry out their daily operation s. A droid or an organic overseer can operate the droid command station. On large sta rships or major fac il ities, the station is manned at all hours. Smaller operations might use the station to issue commands and to provide automated oversight. Droids in the command station's pool must have a com link, an integrated com link, or a remote processor in order to ma intain contact with the station . Accessing the station requires the appropriate password or code cylinder. The station typ ically has Intelligence 14 (or the ship's Intel ligence, whichever is higher) and a Will Defense of 15. Standard droid command stations provide the following functions with the in dicated Use Computer or Mechanics check: • Issue a routine co mmand to order a droid in the droid pool to carry out a specific ta sk. If the droid is familiar with the task, or if the droid is trained in the associated skil l, no skill check is required. If the command
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is unusual or highly specific, a Use Computer check might be required at the Gamemaster's discretion. The user gains a + 10 equipment bonus to Use Computer, Persuasion, and Perception checks against the droid. Commands can be issued verbally or by keypad. Coordinate multiple droids in the pool, enab lin g them to complete task s more efficiently. With a DC 15 Use Computer check by the station operator, each droid aiding in a given task provides a +3 bonus instead of a +2 bonus and automatically succeeds on checks to aid another. Locate any droid in the droid pool anywhere within the station's operational range-typica ll y the vessel or facility where the station is installed. The target droid must be fitted with a tracking device or a restraining bolt that can be tracked by station's sensors or the facility's security network. A Use Computer check of DC 5 is sufficient to locate any such droid. Receive detailed information about a droid's status, including current hit points, position on the condition track, and the operational condition of its systems and accessories. No check is required. Reprogram a dro id in the pool by remote or direct connection to the station (see page 192 of the Saga Edition core rulebookJ. Translate between Binary and common languages. No check is required.
II
ASTROMECH
UNITS
IN
A
OROID
RECHAROe:
STATION
Droid Recharge Station Droid recharge stations are found anywhere droids are common ly used: starships, residences, starports, industrial facilities, and similar locations. Public recharge stations are available for a fee of 20 credi ts per recharge. Droids typically require 1 hour to recharge. The station is not self- powered, and must be linked to an outside power source. Droids also use recharge stations whi le waiting unti l their services are called upon. Recharge stations provide basic droid diagnostics with a DC 10 Use Computer check, revealing the droid's current hit points, position on the condition track, and the operatio nal status of all systems, appendages, and too ls. Aboard starsh ips, droids parked in a recharge station are secured for travel. A recharge station can be universal for all droids up to a certain size-typically Sma ll, Medium, or Large-or designed for a specific droid degree or model.
Droid Socket Designed exclusively for astromech droids, the droid socket serves as a station combining copilot, systems monitoring, astrogation, and damage-control operations for minimally crewed craft. Droid sockets are featured on many snub fighters, the occasional shuttle, and a few airspeeders. Th ey genera lly must be designed and insta ll ed as original equipment, although savvy techs can build their own or transplant one onto a ship that does not norma ll y carry a socket. Standard droid sockets allow an astromech droid to perform the following tasks: • Pilot or copilot the ship or vehicle with the pilot's permission; if the pilot is unconscious, permission is not required. • Act as a system operator to raise, lower, or recharge shie lds (see page 172 of the Saga Edition core rulebookJ. • Act as an engineer to reroute power (see page 172 of the Saga Edition core rulebookJ. • Make limited Mechanics checks to jury-rig or otherwise repair a ship's systems as determined by the Gamemaster. • Make Use Computer checks through the ship's system and built-in scomp link. • Operate the communicat ions system and sensors. • Input hyperspace jump coordinates from an astrogation buffer and control the hyperdrive with the Use Computer sk ill, if the sh ip has a hyperdrive. • Operate pilot and droid ejection system-with the pilot's express permission. Th e droid ejection system fires the droid out of the socket and away from the ship at speed 12. Standard prohibited actions and systems (can be overridden by the pilot): • Weapons activation and firing. • Jumping to hyperspace without approval. Optional systems that might not be found on every ship include: • Astromech self-load ing system , such as on the Naboo N-l starfighter.
AD,,",UDICATINO DROID MODIFICATIONS One of the biggest challenges a Gamemaster faces when deal ing with droids in the party is what to do when the players start modifying the droids . Through the droid modification rules, players might attempt modifications that seriously alter the nature of the game in a way that you have not anticipated. The best thing to do when a player attempts to introduce a modification that isn't appropriate for the game is to stop it before it happens. Be up-front in exp laining that you don't think the modification is appropriate for the game, and try to find another solution that works for both you and the player. Remember, just because a piece of equipment or modification appears in a book doesn't mean that your players should automatically be able to perform that modification or install that equipment. There are a number offactors-social, economic, and legal - that can preclude the production or modification of a particu lar droid . With all that said, sometimes droids in your game may be modified to a point where they are disrupting the game. Below is some advice on handling problematic droids and droid modifications. Note that most of this advice centers on droids introduced as Gamemaster characters and possessions, not on droids as heroes.
UNBAL.ANCINO
MODIFICATIONS
One of the most obvious problem s you will come across as a Gamemaster is a droid that has been modified in such a way as to be unbalancing in encounters. Either the droid is making encounters too easy, or the droid is overshadowing the contributions of the other heroes, or the droid just makes one player too much the focus of the combat round. Maybe the player installed shields on the droid that make it nigh invincible. Whatever the actual modification, your be st bet is to consider complications that can arise as a result of owning this droid. Suppose a droid is a combat monster, blowing through your encounters. Let the player have his or her fun for a few encounters. Then create complications. Maybe the droid isn't as precise as it should be, and it ends up causing collateral damage. Maybe the droid ends up firing on innocent bystanders, or destroys a passing airspeeder ju st to take out some stormtroopers. The droid then becomes a liability, and the heroes need to decide whether or not it's worth keeping the droid around. Likewise, a savvy slicer might reprogram the droid, turning it against the heroes. Even after the heroes subdue it, there will always be some lingering doubt as to whether or not all of the traitorous programming was eradicated. When a droid is too powerful, introduce drawbacks that require the heroes to carefully consider the droid's value.
REDUNDANT MODIFICATIONS Another troubling aspect of droids and droid modifications is that sometimes a modified droid can make other droids, and even other heroes, feel obsolete. Maybe the droid has every Knowledge skill trained, making the noble who
invested trained skills in Knowledge skills feel like she has wasted resources. Maybe the ace pilot suddenly finds himself sitting in the copilot's chair while the droid takes the helm. By raw statistics, there are many ways in which a droid can be modified to do things that the heroes do, and better. When this happens, consider altering the way the droid performs its task so that, while it gets the job done, maybe it doesn't do so by the easiest means. When the droid is turned loose to make a Mechanics check to repair the ship, it starts installing "improvements" that manifest elsewhere. When the protocol droid programmed with every Knowledge skill is brought along to answer every question, perhaps it answers in roundabout ways that reveal information that the players want to keep secret. Droids, like all beings, are flawed, and whenever a droid has been modified to obviate other characters or droids, those flaws shoul d be brought to the forefront. As with the situation above, it's more interesting to create a choice for your players (keep the droid or get rid of it) than to simply take the droid away.
TAKINO
AWAV TovS
There may be times when you have no choice but to take the droid away from the players. This is a last resort, but it's always a possibility. Whether you have the droid blasted, smashed, disassembled, stolen, or simp ly have its memory wiped, your players are going to feel as though you're taking away their toys. When you have no other option but to take the droid away from the heroes, consider the following guidelines: Make the droid's removal part of the plot: Don't just have a stormtrooper shoot the droid; have a droid thief stea l it in order to learn more about the heroes. Have the droid's memory wiped by a malicious slicer hired by the heroes' enemies, or have its memory copie d first and held as blackmail by an unscrupulous crime lord . Have the droid destroyed as a part of a failed assassination attempt. Whatever form your removal of the droid takes, set it up to cre ate a new adventure and story possibilities. Offer a replacement for the droid: When you take someth ing away from the heroes, don't forget to give so mething back. The replacement for the droid doesn't always have to be another droid, either; maybe the heroes meet a Squib mechanic with many of the same skills as the stolen droid, or perhaps the heroes' sta rship gets upgraded with a droid brain thanks to their benefactor. Whatever you give as a replacement should obviously be free of the same problems that cause d you to take the droid away in the first place, but figure out what good things the droid brought to the group and find a suitabl e replacement for that. Give the heroes a chance to recover the droid: If you simply take the droid away, it will likely be very obvious to your players that you removed it because you didn't like what it was doing to the game. If a droid is stolen, or its memories taken, or its parts scavenged by Jawas, sometimes you'll have the option of letting your players try and get those things back. Of course, when the droid is restored it may not be exactly the same as before, but this is an opportunity to remove the modifications that created the problem, and it helps make the droid into an evolving character.
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SMEL.TER
SMELTER
DRDID
OROID
80 Smelter Oroid
CL 0
Medium droid (5th-degree) non hero ic 1 Init -2; Senses darkvision; Perception +2 Languages Ba sic, Binary Defenses Ref 15 (flat-footed 15), Fort 14 (24 to resist fire and extre me heat), Will 10 hp 4; Threshold 14 Immune droid traits Speed 4 square s (walking) Melee claw +2 (ld4+4) or Melee claw +2 (2d4+4) w ith Mighty Swing Ranged by weapon +0 Base Atk +0; Grp +4 Atk Options Mighty Swing Abilities Str 1S, Oex 10, Con -, Int S, Wis 10, Cha S Special Qualities droid traits, heat resistant Feats Mighty Sw in g, Skill Focus (Endurance), Skil l Training (Endurance), Weapon Proficiency (simple weapons) Skills Endurance +S, Knowledge (physical sciences) +4, Perception +2 Systems basic processor, walking locomotion, 2 claw appendages, improved sensor package, darkvision, secondary battery, vocab ulator, duravlex shell (+4 armor) Availability Licensed; Cost 7,250 credits Heat Resistant-W hen the SO sme lter droid is exposed to extreme heat or fire, it takes half damage if the attack succeeds and no damage if the attack fails, and it does not move on the condition track.
80 Smelter Oroid Medium droid (5th -deg ree) hp 4 Threshold 14 Move (1 swift action, 2/turn) The SO sme lter droid moves 4 squares (walking). Mighty Swing (1 sw ift act ion, l/turn) The SO smelter droid dea ls + 1 die of damage on its next melee attack in the same round . Skills Enduranc e +S, Knowledge (physical sciences) +4, Perception +2 Vital Systems 2 claw appendages, vocabulator
With all the industries in the galaxy that rely on metals, severa l mining companies that also smelt their ores became quite successful in their fields. However, the smelting process proved to be extreme ly hazardous for organic workers who labored in side the blast furnaces. Roche, hoping to step up its presence in the droid market, designed the SO sme lter droid to work in incredibly hot sme lting plants in pl ace of more vulnerable organic employees. Much to the delight of the Verpines that run Roche, the SO was well accepted by the major sme lting companies. The feature of the SO smelter droid that makes it better at working in higher temperatures than the typ ical droid is the proprietary ore from which it is made. By molecularly combining high-grade durasteel with kevlex, Roche created a metal with a melting point of over 1,650 degrees Centigrade and used it to create the SO, which can work in areas that would turn other droid s into slag. (See page 54 for more details on the duravlex shell .) SO sme lter droids can be played as droid heroes.
PL..AYINO AN SMEL..TER
eo
OROID
Players who would like to construct an 80 smelter droid hero should start with the stock labor droid chassis (see page 11). The best starting class to use with this droid is the scout. Choose the Mighty Swing feat to demonstrate the droid's strength, the Extra Second Wind feat to express the droid's resilience, or the Armor Proficiency (light) feat to allow the droid to use the duravlex shell without incurring an armor check penalty. Purchase a duravlex shell to gain the heat resistant special quality as described in the droid's statistics block. Select at least Endurance and Knowledge (physical sciences) as the droid's starting skills; for additional skills, consider Mechanics to represent the droid's ability to work with heavy equipment, Persuasion to represent the droid's ability to influence others through asserting itself, and Survival to represent the droid's resistance to extreme temperatures. Be sure to purchase darkvision, an improved sensor package, and a secondary battery as part of the droid's starting equipment.
MODIFICATION: DAMAOE CONTROL.. OROID The 80 sme lter droid can be used as a damage control droid aboard starships. In this modification, which is popular among smugglers, mercenaries, and capta ins of ships with a low crew count , the droid is equipped with special tools and gear that allow it to rush to areas of the ship that have been hit and make quick repairs to prevent damage from getting out of control. Because other crew members are free to stay at their posts, the ship fares better when defending itse lf from attackers. First, upgrade the servomotors that control the droid's speed, boosting its movement to 6 squares per turn to help it reach its destination as fast as most of the rest of the crew. Next, reprogram the Know ledge (p hysica l sc iences) sk ill to Mechanics so the droid can commence repairs upon arriva l without depending on another member of the crew; it also helps to reprogram the Skill Focus (Endurance) feat to Skill Focus (Mechanics). Insta lli ng a fire extingu isher and giving the droid a too l kit completes the mod ificat ion. With all these components in place, an 80 smelter droid can jury-rig a damaged system to working order so well that it restores 2d8 hit points to the ship and moves the ship +2 steps on the condition track.
MODIFICATION: MASTER'S DECOY The dream of being in two places at once is now a possibility with this particular modification of the 80 smelter droid, which allows it to act as a decoy. First, replace the droid's claw appendages with hands, and reprogram the droid's vocabu lator to emu late its master's voice. Fitting the droid with the proper clothes and cosmetic alterations is important, especially considering that the droid 's standard legs are of Verpine design and sport complicated joints. Swapping them out for legs in a more humanoid style is encouraged
but not necessary. Finally, reprogram the droid's skill set to include Deception in place of either factory-instal led sk ill. The 80 must adopt its master's speech patterns and mannerisms to pull off a convincing imitation. As long as the droid is at least 3 squares away from anyone attempting to penetrate the disguise, the 80 sme lter droid can rerol l its Deception check twice and keep the best of the three rolls. Overall, making this decoy modification is not as effective as using a replica droid, but the changes are easy to make.
MODIFICATION:
SURVIVAL..IST
Scouts and explorers sometimes mod ify the 80 sme lter droid into a survivalist. This modification adds extra parts to the chassis, especially around the joints, to better prepare the droid for dealing with extreme environments. The changes cost 1,000 credits and require a DC 20 Mechanics check and 4 hours of work. In addition, the droid 's programming is updated to al low it to better survive in rugged environments and to help others adapt to such surroundings. To accomplish this, reprogram the droid's Knowledge (physical sciences) skill to the Survival ski ll. At the same time, reprogram the Ski ll Focus (Endurance) feat to Skill Training (Knowledge [life sciences]) to expand the droid's database on the galaxy's many lifeforms. Having this information readi ly available gives the droid the ability to reroll any Survival check. In addition, since the droid is equipped with a duravlex shell, it automatically succeeds on its use of the Endure Extreme Temperatures application of the Survival ski ll and can do so without a field kit.
A
LITTL..E
ATTITUDE
I have dealt with these smelting droids in the past, and I can honestly say that their attitudes leave much to be desired. They are belligerent toward other droids they work with, claiming that "lesser" droids are too stupid to know what they are doing. They make snide remarks about organics behind their backs, stating that organics are slave drivers who do not care for the well-being of the droids in their care . Smelting droids can be outright hateful of droids that work in offices. They seem to think that office droids are just lazy, although they really do not have much room to talk . Fortunately, the 80 smelting droids at most mining facilities do not have it anywhere near as bad as do those on Resilon, a small world at the far edge of the Mid Rim. Word has it that the organics who run that planet's mines have treated the droids so badly that the smelting droid s have banded together to lead a revolt against their owners. Apparently, the droids are demanding to be treated fairly and refuse to work until they are guaranteed such treatment. However, the death of one of their owners seems to tell a different story. I do not know if the fatality was an accident, but the outlook for Resilon's defiant smelting droids does not seem bright.
AgO-SERIES ARCHIVE OROIO A9G-Series Archive Droid
CL 0
Medium droid (1st-degree) nonheroic 2 Init + 1; Senses Perception + 1 Languages Basic, Binary, 2 unassigned
Skills Gather Information + 12, Knowledge (bureaucracy) + 13, Perception + 1, Use Computer + 13 Vital Systems 2 hand appendages, translator unit (DC 10), vocabulato r, code cylinde r, sto rage device (20 memory uni ts)
Defenses Ref 10 (flat-footed 10), Fort 10, Will 10 hp 7; Threshold 10 Immune droid traits Speed 6 squares (walking) Melee unarmed +1 (ld3) Ranged by weapon + 1 Base Atk + 1; Grp + 1
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Abilities Str 10, Dex 11, Con -, Int 14, Wis 10, Cha 12 Special Qualities archive processo r, droid traits Feats Distracting Droid, Skill Focus (Gather Information, Knowledge [bureaucracy], Use Computer) Skills Gather Information + 12, Knowledge (bureaucracy) + 13, Perception + 1, Use Computer + 13 Systems heuristic processor, walking locomotion, 2 hand appendages, translator unit (DC 10), vocabulator Possessions code cylinder, storage device (20 memory units) Availability Licensed; Cost 6,880 credits Archive Processor-A s a full-round action, the A9G-Series archive droid can quickly sift through vo lum es of information stored in a computer network while sea rching for a spec ifi c piece of data. The droid can reroll Gather Information or Knowledge checks when attempting to retrieve information from a computer system but must keep the second result, even if it is worse .
AgO-SERIES
ARCHIVE
Issue Routine Command (1 sw ift action, l/turn) The A9G-Series archive droid issues a routine command to a computer that has a friendly attitude toward it. Translator (1 free action) With a DC 10 translator check, the A9G-Series archive droid tran slate s to or from any language it knows.
ORCJIO
Medium droid (1st-degree) hp 7 Threshold 10 Move (1 sw ift action, 2/turn) The A9G-Series archive droid moves 6 squa res (walking). Archive Processor (2 swift action s, l/turn) The A9G-Series archive droid can reroll Gather Information or Knowledge checks whi le connected to a computer system but must keep the second result, even if it is worse. Improve Access (2 swift actions, l /turn) The A9G-Series arch ive droid makes a Use Computer check against the target computer's Will Defense to improve the computer 's attitude toward it.
Still high on the success of the R2-Series astromech droid, Indu st rial Automaton sought to continue that achievement by making other droid models that performed similar functions. One line of droids to come from the many designs of that time is the A9G-Series archive droid. Unlike the R2, the humanoid-shaped A9G was not intended to work aboard stars hips but to act as the ideal administrator of data networks, overseeing the computer systems of large corporations and governments by using its data- sifting software to satisfy their organizational and managerial needs. Th e major flaw of the A9G design came to ligh t after the droids placed in major corporations experienced a series of problems and made poor decisions when attempting to handle high volumes of data traffic. Companies with smaller in form ation networks had few or no problems; the droids were capable of handl ing the lighter flow of traffic. A9G-Series archive droid s can be played as droid heroes.
PI-AVINO AN AgO-SERIES ARCHIVE ORCJIO Any player who wants to design a version of the A9G-Series archive droid with hero levels should begin with the stock protocol droid chassis (see page 13). The best starting class to choose to recreate the A9G is the scoundrel, using the Skill Focus (Use Computer) feat to emphasize its competency in working with computer systems. When the droid starts its adventuring career, it gains the archive processor special quality, as described in its statistics block, in lieu of a translator unit. Select Gather Information and Use Computer as two of the droid's starting skills; for additional skills, consider Knowledge (bureaucracy) to represent the droid's ability to understand how computer networks are organized, Knowledge (technology) to represent the droid's knowledge of how computer systems operate, and Mechanics to represent the droid's ability to work within a computer system even when experiencing technical difficulties. Be sure to purchase a code cylinder, and consider a data pad and blank datacards as part of the droid's starting equipment.
OVERWORKED You interested in this A9G droid here, eh? He's a good buy! Don't ~ let those black marks around his neck fool you-they're just, uh, cosmetic. Okay, it's really carbon scoring, but not from blaster shots. The droid got these marks from burning out its processor while on the job. See, A9G-Series droids do their jobs so well, their owners tend to keep them working around the clock, continually processing information in their networks. The little guys work and work without a break until boom, their processors get fried and they shut down. But don't worry about this one. I personally refurbished the original processor, so it's as good as new. Where did I get the droid? Uh, I picked it up from this guy that blew through town. Looked like a pirate. Might have been part of that band that's been hitting merchant ships and small colonies along the Hydian Way, you know? I even heard that they took another A9G that belonged to the royal family of Katchan on the edge of the Outer Rim. Supposed to hold some valuable information. I sure would love to find that droid-they'd probably pay a nice reward for its return. Well, enough of my rambling. Tell you what-I'll scrub off that scoring for an extra 25 credits. What do you say?
MODIFICATION:
FIELD MEDIC
Whe n some thing goes wrong an d so mebody gets hurt, a medic can never be too close. A popular modification of the A9G-Serie s archive droid is to make it a field medic. Thi s modification involves tweaking the droid's archive processo r so that it accesses a medical databa se within its chassis in stead of an external computer network. Thu s, the A9G need not rely on a stationary mainframe to access information and can use it s skills anywhere a medical emergency exists. In addition, reprogram the droid's skil l set, changing the Knowledge (bureaucracy) and Use Computer ski ll s to Knowl ed ge (li fe sci ences) and Treat Injury, to allow the droid to diagnos e and t rea t ailments. The droid retains the archive process or speci al quality but is limited to rerolling only Knowledge (life sci ences) check s rather than all Knowledge checks . Swap out the code cylinder for a medical kit, and to allow the droid to scan through its photoreceptors, consider in st alling diagnostic scanners in th e droid's head (requiring a DC 20 Mechanics check and 2 hours of work) . Coupled with the medical database, the scanners grant a +2 equipment bonus to the droid's Treat Injury checks that stack s with the +2 bonus received from using a medical kit when it administers first aid. Furthermore, removing the sc anner from the medical kit makes room for two add itional medpacs.
MODIFICATION: RECONNAISSANCE
anything the droid con si ders relevant. Installing the appropriate recorder requires a DC 20 Mechanic s check and 2 hours of work. Adding a storage device gives the A9G the option of sending inform at ion to its master to avoid being caught with sens itive data or of storing the information in its chassis so the data won't be intercepted during transmission. Reprogramming its trained skills to exchange Knowledge (bureaucracy) for Perception helps the .droid to better lo ca te the information it seeks, and taking Stea lth in creases its chance of succ essfully obtaining data and getting out without being discovered.
MODIFICATION: SLICER'S COMPUTER Slicers like the idea of walking into a facility without anyone suspecting their int entions, and this modification transform s the A9G-Series archive droid into a portable computer tha t ca rrie s itself. First, install a portable computer into the droid's chassis with a DC 20 M ec hanics check and 1 hour of work. The upp er back is the be st location for the computer. Creating a link bet wee n the datapad's process or and the droid' s archive processor is optional, but doing so allows the slicer to increa se the speed at which he or she can sl ice through a co mp uter system . Establi shing the link requires a DC 20 Mechanics check, a DC 20 Use Computer check, and 2 hours of work to properl y sy nchroni ze the processors. Once the lin k is esta blished, using the droid in thi s fashion allows the sli ce r to reroll his or her Use Computer check on ce per encounte r and keep the better of the two results.
OROID
Most people do not suspect that an archive droid might be gathering intel ligence, rec ording events to send ba ck to its ma ster. Thus, t his particular modification can be quite useful to numerous organizations . To set up the A9G to act as a reconnaissance droid, modify its photorece ptors to work in conjunction with either a vi deo recorder or a holorecorder to covertly record A90·SERIES
ARCHiVe:
DRDID
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AD-SEAlES
WEAPONS
MAINTENANCE
OROID
AD-SERIES WEAPONS MAINTENANCE DROID AD-Series Weapons Maintenance Droid
CL 1
Medium droid (1st-degree) sold ier 1 Force 2 Init +7; Senses Perception +7 Languages Basic, Binary, 3 unassigned Defenses Ref 16 (flat-footed 14), Fort 13, Will 13 hp 30; Threshold 13 Immune droid traits Speed 6 squares (walking), 6 squares (hovering) Melee unarmed +1 (ld 3) Ranged by weapon +3 Base Atk + 1; Grp +3
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Abilities Str 10, Dex 15, Con -, Int 16, Wis 15, Cha 10 Special Qualities droid traits Talents Harm's Way Feats Armor Proficiency (light, medium), Skill Focus (Mechanics), Weapon Proficiency (pistols, rifles, simp le weapons) Skills Climb +5, Initiative +7, Knowledge (ta ct ics) +8, Mechanics + 13, Perception +7, Use Computer +8 Systems heuristic processor, walking locomotion, hovering locomotion, 2 tool appendages, tool kit, vocabu lator, quadanium shell (+ 3 armor) Availability Military; Cost 13,840 credits
AD-SERIES WEAPONS MAINTENANCE DROID Medium droid (1st-degree) hp 30 Threshold 13 Move (1 sw ift action, 2/turn) The AD-Series weapons mainten anc e droid moves 6 squa res (walking) or 6 sq uares (hove ring). Avoid Surprise (1 free action) The AD-Series weapons maintenan ce droid makes a Perception check at the start of a battle. If the check is successful , the droid's master avoids surprise. Disable Device (2 swift actions, l/turn) The AD-Series weapons maintenance droid makes a Mechanics check to disable a trap. Improve Access (2 sw ift actions, l/turn)
The AD - Series weapons maintenance droid makes a Use Computer check agai nst the target com pu ter's Will Defense to improve the computer's attitude toward it. Patrol Duty (1 swi ft action, l/turn) The AD-Series weapons maintenance droid makes a Perception check aga in st the target's Stealth check. If the check is successfu l, the droid detect s the target. Skills Climb +5, Initiat ive +7, Knowledge (tactics) +8, Mechanics + 13, Perception +7, Use Computer +8 Vital Systems 2 tool appendages, tool kit, vocabulator Arakyd Indust ries was riding high on the success of its probe droids when the company announced its next model. The AD-Series weapons maintenance droid was envisioned as a companion to every stormtrooper squad, making sure the troopers' weapons and armor were in opt imal condition and leaving the troops more time to protect and serve the citi zens of the Empire. Arakyd executives, noting the Empire's repeat business with companies such as Kuat Drive Yards, commissioned their factorie s to build massive quantities of the AD as soo n as it was announced.
Imper ial efficiency studies showed t hat the benefits to stormtrooper squads were minim al compared to the cost of add in g the droids. As a re sult, the Empire never picked up the droid, and the fiasco nearly sent Arakyd in to bankruptcy. Th e AD quickly filtered down to planetary governments and sma ller organizat ions, with Arakyd taking a loss on eac h sa le. AD-Series weapons maintenance droid s can be played as droid heroes.
PL-AYINC3 AN A~-SERIES WEAPONS MAINTENANCE OROIO AD-Series weapons maintenance droids have ended up on both sides of the law. Loca l law enforcement uses them as patro l officers and evidenceana lysis droids. Criminal organizations use them to provide security and maintai n weapons that are used in illegal operations. Many bounty hunter guild s employ these droids as wel l, and some even count AD droids as members. The droids t hemselves are general ly quiet, although many harbor resentment against the Empire for being passed over. When creating an AD-Series weapons maintenance droid character, start with either the scou ndrel class or the soldier class. These droids are self-sufficie nt , but they can greatly benefit from weapon specialization talents and feats.
MODIFICATION:
POL-ICE
OROID
Smaller cit ies and starports usually can't afford a full-time security staff. In such places, the AD-Series droid has found a niche market as a police droid. Although the droids are not as sophisticated as some models specifically designed for the job, they do well at co ll ecting evid ence, contain ing crime scenes, and apprehending suspects. Th e f irst step in making the police droid modification is to remove the internal weapons maintenance tool kit and replace it with a storage space for law en forcement equ ipment. Thi s modification require s a DC 20 Mechanics check and 20 minutes of work to complete. Standard replacement equipment includes binders, a secure datapad, and a glowrod. Next, reprogram the droid's sk ill set, replacing Knowledge (tactics) with Persuasion; this requires a DC 20 Use Computer check and 30 minutes of work. La st, give the droid a weapon to defend itself. An integrated bla ster is often in sta lled, but some jurisdictions lack either the funding or the desire to make this modification and simply equip the droid with a standard blaster carb in e.
MODIFICATION:
SNIPER
OROID
Ma ny AD-Serie s droids ended up in the hand s of bounty hunters. The solo operators find an ext ra pair of arms useful in the fie ld, and the gu ild s use AD-Series droid s to make profits by charging members fees to have the droids maintain their blasters. A few AD-Serie s droid s become bou nty
hunters themse lve s, using their knack with weaponry to become masters of weapons such as the long-range bla ster rifle. To turn an AD-Series droid into a sniper, select a single weapon and tailor the droid's interna l tool kit to that weapon. Doing so requires a DC 20 Mechanics check and 1 hour of work . This modification grants the droid a +2 bonu s when using that weapon, but it imposes a -2 penalty when the droid use s any other weapon, even one of a si milar make and model. To all ow the droid to intimid ate others, replace it s Mech anics sk ill with Persuasion, which requires a DC 25 Use Computer check and 30 minute s of work .
MODIFICATION: SPEAKEASY OROID Crime lord s are always looking for cheap, disposable muscle, and the ADSeries droid s often f it the bill. They know their way around a blaster and have a very inti mid ating look. When station ed at the entrance to a crimina l enterpri se such as a ca ntina or a club, an AD-Series droid can collect the weapons of patrons to reduce the cha nce that a fight will break out, or it ca n quickly deactivate weapons to put its master's mind at ease. Making a speakea sy modification invol ves th ree steps. First, upgrade the droid's vocabu lator to give its voice a meaner edge (requiring a DC 20 Mechanic s check and 30 minute s of work), and reprogram it to have the Persua sion ski ll and the Skill Focus (Persuasion) feat. Second, upgrade the droid's pattern-recogn ition software, which gives it the Skill Focus (Perception) feat and allows it to identify the many weapons in its database when they are hidden under coats, in bag s, and so on. This modification require s a DC 20 Mechanics check and 30 minutes of work. The third step, which is opt ion al, is to install a weapon detector (see page 63) on the droid .
THEIR
L-OSS,
My GAIN
You ask me, the AD-Series is nice and versatile. Fits a lot of roles " overlooked by other manufacturers. Give an AD the right set of equipment, and it can protect whatever needs protecting-or blast through whatever needs blasting through. Even if you don't like to take apart and rebuild every droid you own, the AD offers a lot of options once you get it home. But just between you and me, friend, I don't buy that bantha fodder about efficiency reports sinking Arakyd's contract with the Empire. I think a lot of Arakyd executives started having second thoughts about the Empi re after what happened to Alderaan . So the Empire kil led the contract to teach them a lesson about loyalty. Proof? Of course I don't have proof! But it wouldn't surprise me if some Rebels broke into a Moffs safe or something and found incriminating evidence. If that happened, you'd probably see a lot more droids disappearing from inventory and ending up in Rebel hands.
ANNIHIL..ATOR
OROID
Annihilator Droid
CL 12
Huge droid (4th-degree) non heroic 12/soldier 8 Force 4 In it + 17; Senses Perception + 17 Languages Basic, Binary Defenses Ref 21 (flat-footed 19), Fort 27, Will 20 hp 120; SR 20 ; Threshold 42 Immune droid traits Speed 2 squa res (walking), 10 sq uare s (whee led) Melee una rm ed +24 (ld6+ 11) Ranged la ser ca nnon +20 (3d8+4) or Ranged laser cannon +1 8 (4d8+4) with Rapid Shot or Ranged laser can non +15 (5d8+4) with Burst Fire or Ranged la ser ca nnon + 18/+ 18 (3d8+4) or Ranged laser ca nn on + 16/+ 16 (4d8+4) with Rapid Shot or Ranged laser ca nnon + 13/+ 13 (5d8 + 4) with Burst Fire Fighting Space 3x3; Reach 1 square Base Atk + 17; Grp +34 Atk Options autofire (l aser can nons), Burst Fire, Rapid Shot, Runn ing Attack Special Actions Devastating Attack (rifles), Penetratin g Attack (rifle s) Abilities Str 25, Dex 15, Con -, In t 8, Wis 15, Cha 7 Special Qualities droid tr aits Talents Armored Defen se, Devastating Attack (ri f les), Improved Armo red Defense, Penetrating Attack (rifles) Feats Armor Proficiency (light), Burst Fi re, Dua l Weapon Mastery I, Dual Wea pon Mastery II, Improved Dam age Threshold, Point Bl ank Shot, Prec ise Shot, Rapid Shot, Running Attack, Sk ill Training (I nitiati ve ), Sn ipe r, Triple Crit, We apo n Focus (rifles), Weapon Proficiency (heavy weapons, rifles) Skills Initiative + 17, Percep ti on + 17, Stea lth -2 Systems wa lki ng locomotio n, wheel ed locomotion (excl usive), remote receiver, 2 tool appendages, shield generator (SR 20 ), in terna l com link, vocab ul ato r, bronzium she ll (+ 5 armor; treat as quadanium plating) Possessions 2 laser cannons (t reat as blaster rifl es ) Availability Military; Cost 59 ,275 cred its
ANNIHILATOR
OROID
Hu ge droid (4th-d egree) hp 120 Threshold 42 (SR 20) Move (1 sw ift action, 2/turn) Th e ann ihilator droid moves 2 sq uares (wa lking). If the droid takes two swift action s to move in the sa me turn, it changes into whee led mode and moves 10 square s.
Avoid Surprise (1 free action) The annihilator droid makes a Perception check at the start of a battle. If the check is successful, the droid's master avoid s surp ri se. Blaster Barrage (2 sw ift actions, l/turn) The ann ihilator droid makes two ranged attacks at + 13. If successful, each attack dea ls 5d8 +4 points of damage. Rapid Shot (1 sw ift ac tion, l/turn) The annihi lator dro id makes a ranged attack at + 18. If successful, the attack deal s 4d 8+4 point s of dama ge. Twin Blaster Burst (1 sw ift action , l/turn) The ann ih ilato r droid makes a range d at t ack at +20. If successful, th e attack deals 3d8+4 points of damage. Skills Ini tiative + 17, Perception + 17, Stealth -2 Vital Systems 2 too l appendages wi th la se r cannons (treat as bla ster rifl es), shie ld generator (SR 20), in tern al co m link, voca bulator Origin ally designed to protect the Colicoid homeworld of Colla IV, the annihilator droid is a larger, more dangerous version of the Droi deka that the Colicoids use fo r home defen se. Nicknamed the "Scorpenek" droid, thi s droid wa lks on four pointed limbs; xenosocio logists from the University of San bra speculate that the Co li co id s did not build a rolling movement mechan ism into th is droid because the Coli co ids felt it wou ld be a mockery of their own biology. Fortuna tely for t he rest of the galaxy, an nihila tor droids are almost prohibitively expensive to manufacture. Th e Colicoid s manufacture only a fe w more than they need for sel f- defense, and reac t ivate the manufa cturing facilities only to re place lo st or destroyed droids. So powe rfu l are these annihil ator droid s that even heavy armored ve hicles can rarely stand up to their firepower. Annih ilato r dro ids ca n't be pl ayed as droid heroes.
ENCOUNTERINO AN ANNIHILATOR OROIO The heroes are making their way through a scrap yard, looking for a wayward droid that contains important information. Just as they finally find the droid, a pile of scrap nearby tumbles down, and an annihilator droid appears to attack them. The heroes need to reach cover, but all they can find are small tunnels dug through the piles of junk. If they venture in too far, they disturb mynocks that have nested beneath the scrap yard. The heroes have a tough decision-try to outrun the annihilator droid in the open, or take their chances with the mynocks in the tunnels?
ANNIHIL.ATOR
OROIO
also fire-linked the droids to target the same attackers automatically. The huge powertrain on each droid allows it to haul large piece s of cargo and to protect itsel f from attacks by ve hi cles . Owners using this modification shou ld be careful not to overload the droid with cargo . Doing so reduces its mobility and its abi li ty to defend its elf. Modifying an annihil ato r droid to haul cargo require s a DC 20 Mechanics check and 1 hour of work for each cargo pod added. Each pod can hold 200 kilograms of ca rgo and imposes a -1 penalty to either the droid' s attack roll or its Reflex Defense; the penalty is chosen when the pod is added . Connect in g mUltiple droid s requires a DC 20 Use Computer check for each droid to be fire - linked . If the process is successful, a fire-linked droid grants a +4 bonus when aiding another droid that has been fire- linked.
MODIFICATION:
MODIFICATION: CAPITAL. SHIP SCRAPPER Destroyed capital ships are an excel lent source of raw material s and replace ment parts for damaged ship s of any fleet. Due to their immense size, the se sh ips can be daunting to disassemble, but inh abitants of Ord Mantell, Raxu s Prime, and other junk planets have put modified annihilator droids to the ta sk of breaking these hulks in to chunks better sized for resale. Thi s modification begins by removing the annihilator's shield generator, which requires a DC 20 Mechanics check and 1 hour of work. Th e power from the shield s is diverted to a magnetic coupler attached to the droid's legs, which requires a DC 25 Mechanics check and 2 hours of work. Th e coupler allows the droid to crawl around on ships that no longer have gravity control. Next, refit one of the laser cannons to work as a large we lding device, a task that requires a DC 25 Mechanics check and 30 minutes of work. A laser cannon modified in this way deals the same amount of damage, but an attack made using a we lding devic e is cons id ered a melee attack. Rep lace the other appendage with a large pincer apparatus for holding cut pieces of ship. This change requires a DC 30 Mechanics check and 2 hours of work .
MODIFICATION:
CARGO
HAUL.ER
The galaxy has a long history of war punctuated by sporadic periods of peace during which the machines of combat go sil ent. Often, droids built for war are modified for peacetime use. A clever sc rap hauler on Ord Mantell modified a few annih ilator droids to serve as protection from rival scrap gangs. She
SPACE
SENTRY
Th e annihi lator droid carries serious firepower on the batt lefi eld. It is designed to punch through ar mored ranks and take down troop transports . In space, though, someti mes extra guns are needed, and this modification turn s the droid into a floating turret. Th e first step is to add lateral maneuvering thrusters to all ow the droid sufficient movement to target ships; the thrusters are not powerful enough to move the droid out of the space in which it was deployed. Th is change require s a DC 30 Mechanics check and 2 hours of work. The next step is to realign the droid' s fire contro l buffers, wh ich require s a DC 20 Use Computer check. Next, add a project ile launcher, perhaps for proton torpedoes or concuss ion missiles. Replacing one of the laser cannons with a launcher requires a DC 25 Mechanics check and 1 hour of work. Both laser cannons can be removed, but most techs prefer to keep one intact so that the droid can cont inu e to defend itse lf when its projectiles are depleted .
A
PRIVATE PIRATE
Nobody likes to see annihilator droids show up on the other side of a battle. Anyone who makes it out alive had better demand hazard pay. Field upgrades made these droids even more of a hassle. Now, they're more like armored cavalry platforms than the original destroyer droids. The weapons profile is more suited to take out armored vehicles and entrenched positions. But don't let that fool you - a pair of annihilator droids can mow down plenty of infantry, too. The most interesting deployment of annihilator droids I've seen was in an asteroid field being used as a base by a band of pirates. Our company had acquired some of these droids in a raid, and the pirates bought them from us. I was surprised on a later visit to see that the droids were no longer in the base. I asked where they'd gone, and one of the crew just laughed and pointed out a viewport. The pirates had deployed the droids on key asteroids surrounding the entry route to the base. The asteroids discouraged outsiders from attacking, and the annihilators were there to secure the base from "disgruntled former employees."
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B LX
BLX LABOR DROID BLX Labor Droid
CL 0
Medium droid (5th - degree) non heroic 1 Init + 1; Senses Perception - 1 Languages Basic, Binary Defenses Ref 15 (flat-footed 14). Fort 12, Will 9 hp 4; Threshold 12 Immune droid traits Speed 4 squares (walking) Melee unarmed +2 (ld3+2) Ranged by weapon + 1 Base Atk +0; Grp +2 Abilities Str 15, Dex 12, Con -, Int 6, Wis 8, Cha 16 Special Qualities droid traits, jack of all trades Feats Armor Proficiency (light). Skill Focus (Endurance). Skill Training (Mechanics, Use Computer) Skills Endurance +10, Mechanics +3, Perception -1, Use Computer +3 Systems heuristic processor, walking locomotion, 2 hand appendages, internal storage (10 kg). magnetic feet, vocabulator, durasteel shell (+4 armor) Availability Licensed; Cost 8,995 credits
LA B O R
DRO I D
Medium droid (5th-degree) hp 4 Threshold 12 Move (1 swift action, 2/turn) The BLX labor droid moves 4 squares (walking). Improve Access (2 swift actions, l/turn) The BLX labor droid makes a Use Computer check against the target computer's Will Defense to improve the computer's attitude toward it. Issue Routine Command (1 swift action, l/turn) The BLX labor droid issues a routine command to a computer that has a friendly attitude toward it. Jack of All Trades (1 swift action, l/turn) Once per encounter, the BLX labor droid can make any skill check as if it were trained in that skill. Jury-Rig (2 swift actions, l/turn) With a DC 25 Mechanics check, the BLX labor droid can make temporary repairs to any disabled mechanical or electronic device (see the JuryRig application of the Mechanics skill on page 70 of the Saga Edition core rulebook). Skills Endurance + 10, Mechanics +3, Perception -1, Use Computer +3 Vital Systems 2 hand appendages, internal storage (10 kg). magnetic feet, vocabulator
Jack of All Trades-Once per encounter as a standard action, the BLX labor droid can make any skill check as if it were trained in that skill.
Many years before the advent of the Clone Wars, Serv-O-Droid created the BLX labor droid as a general labor unit to be used for just about any kind of task that can be performed by humanoid species. In fact, the BLX was intentionally programmed not to specialize in any particular profession or series of tasks in the hope that its versatility would increase sales. Initial sales were good, and compliments from customers focused on the model's magnetic feet (which helped the droids work in zero-gravity environments) and rugged shell (which protected the droids from the harsh vacuum of space and micrometeorite impacts). But news of the BLX's shortcomings-such as aural and visual sensors calibrated to standard frequencies, slow movement and slow response time, and an odd, simianlike silhouette-dragged the line's sales figures down quickly. However, the model's strength and stamina, along with revisions to the physical design to make it look more humanoid, helped the line survive several more years before being discontinued. BLX labor droids can be played as droid heroes.
PL..AYING A BLX LABOR DROID To create a BLX labor droid character, start by selecting the stock labor droid chassis (see page 11). The best starting class for the BLX labor droid is the scout, which gives it a higher number of skills and a large number to choose from at 1st level. Replace the basic processor with a heuristic processor, and swap out the claw appendages for hands. The heavy lifting special quality that normally comes with the generic chassis should be replaced with the jack of all trades special quality to emphasize the droid's lack of specialization in programming and design. The droid should start with Mechanics as one of its trained skills, since that skill cannot be used untrained. Other skills to consider include Endurance to represent the droid's ability to outlast most other droid models, Perception to represent its ability to pick up on signals from those with whom it interacts, and Use Computer to represent its skill in working with computers and computerized systems around its master's domicile. Be sure to purchase the magnetic feet accessory and 10 kilograms of internal storage as part of the droid's starting equipment.
BL X
L ABOR
OROIO
that obtain a BL X impl ement th is modi f ication. Start by insta ll ing a sta ndard se nso r pack in the droid' s chest sto rage compartment, effecti ve ly removing its internal storage space. The in st alla tion requires a DC 15 Mechanics check and 1 hour of work to properly link the sensor pack to the droid's intern al w iri ng. Next, insta ll a se nsor booster, which requires an additional DC 15 Mechanics check and 1 hour of work. Also, reprogram the droid to shift the Skill Focus f rom Endurance to Use Co mpu ter to help t he droid establish a sensor broadcast and keep th e signa l as strong as possible. With these adjustments, the droid can in crease its scanning area to a range of 5 ki lometers.
MODIFICATION : PORTABLE GENERATOR Thi s modification is also popular wit h military organizations as well as w ith techni cian s and individuals in remote areas of the ga laxy. It transforms the BLX labo r dro id into a walking battery ca pable of suppl yin g powe r to any device, including vehicles and heavy weapo ns; the droid also can rec harge spent powe r packs and energ y ce ll s. Making thi s modification involves severa l adj ustments. First, remove t he droid's intern al storage to make as much
MODIF I CATION:
ATTACHE:
OROID
The modification of t he BLX labo r droid most favo red by politician s, amba ssadors , and other dignitaries is the one known as "t he attache." Th e purpose behi nd thi s modification is not j ust to have the droid work as a personal assistant for its master but also to let it focus on a certain field of study or facet of soc iety to assist in such matters. Sta rt by in st alling an internal coml ink, preferably on e that is encrypted to protect any secrets discussed between the droid and its master. Som e owners go so far as to install a restraining bolt on the droid to call it over when nee ded . A trans lator unit (DC 5 or 10) helps the droid interact w ith others more easily, but addin g t he uni t removes the jack of all trades specia l qua lity. Reprogram the droid's sk ill s, replacing Endurance an d Mech anics with Knowledge (bureaucracy) and anoth er Knowledge skill of the ow ner's choi ce . To finalize the modification, exchange th e Skill Focu s (E nduran ce) f eat for one of the Knowledge skills .
MODIFICATION: L.oNo-RANOE SENSOR
ORO I D
Although t hi s mod ification seems odd for a labor droid, the internal frame and wiring in the BLX unit's head boosts signal s along the frequen cies used by se nsor systems, a fact that still baffles the Serv-O-Droid research and development team. As a result, many paramilitary un it s and mercena ry groups
room for the generator as possible, and remove the mag netic fee t to prevent any possible inte rfe rence w it h t he generator's ope ration. Next, change t he heuristic processor to a basic pro cessor. Alth ough this adjustment vi rtua ll y lobotomize s the droid, it is necessary to prevent the droid's operating system from shorting out during t he generator's cha rging cycles. Additional intern al shie ldi ng needs to be pu t into place throughout the chassi s to better protect other systems an d to prevent the droid from overloading. Thi s shielding costs an extra 1,000 cred its and ca n be insta ll ed with a DC 20 Mechanics che ck and 1 day of work.
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BLX labor droid? No, I don't have one of those. Very rare, very hard to find these days. Last time I saw a BLX was ... don't
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remember how many years ago. Long time, I tell you that. If you do find one running nowadays, it's probably still owned by someone that's had it for several years. Something about BLX personalities makes people really like them, as long as they don't get the droids' memories wiped. That can be trouble sometimes, if you know what I mean . Let them go for a long time, who knows what they hold in their memory banks? Like this one BLX I heard about recently-part of a rumor about the scientist near the Maw. Or was it inside the Maw? Don't remember. Anyway, this scientist still had a BLX droid in good working order and used it to record his personal journal. Filled it with schematics for experimental starfighters, new weapons, other things. Word is the droid went missing a while back, and the scientist is worried sick over it.
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COLIC 010
INFILTRATOR-SERIES
DRCID
COL.ICOIO INFIL.TRATORSERIES OROIO Colicoid Infiltrator-Series Droid
CL 4
Medium droid (4th-degree) non heroic 12 Init +8; Senses darkvision; Perception + 15 Languages Basic, Binary Defenses Ref 17 (flat-footed 15), Fort 14, Will 12 hp 40; SR 20; Thres hold 14 Immune droid traits Speed 6 squares (walking), 3 squares (climbing) Melee vibroblade + 13 (2d6+4) Ranged blaster rifle + 11 (3d8) or Ranged blaster rifle +9 (4d8) with Rapid Shot Base Atk +9; Grp +13 Atk Options autofire (blaster rifle), Rapid Shot Abilities Str 18, Dex 15, Con -, Int 11, Wis 14, Cha 12 Special Qualities droid traits , penetrate hul l Feats Armor Proficiency (light), Dual Weapon Mastery I, Rapid Shot, Ski ll Focus (Stea lth), Skill Trainin g (Stea lth), Weapon Proficiency (advanced melee weapons, rifle s, simpl e weapons) Skills Perception + 15, Stealth + 18 Systems heuristic processor, walking locomotion, 4 tool appendages, darkvision, improved sensor package, locked access, vocabu lator, shie ld generator (SR 20), bronzium shell (+5 armor ; treat as quadanium plating) Possessions 2 vibroblades, 2 blaster rifles, climbing claws, holographic image disguiser, liquid cab le dispenser, si lence bubble generator Ava ilabi lity M ilitary; Cost 33,720 credits Pen etrate Hull-A Co licoid Infiltrator-Seri es droid always ro ll s maximum damage when using its vibrob lades to cut into the hull of a ve hicl e or to cut through sol id walls and doors.
COL.ICOID INFIL.TRATOR-SERIES
OROID
Medium droid (4t h-degree) hp 40 Threshold 14 (SR 20) Move (1 swift action, 2/turn) The Colicoid Infiltrator-Series droid moves 6 squares (walking) or 3 squares (climbing) . Create a Diversion to Hide (1 swift action, l/turn) The Colicoid Infiltrator-Series droid can make a Deception check to divert an opponent's attention and give the droid time to hide. Penetrate Hull (2 swift actions, l/turn)
The Colicoid Infiltrator-Series droid makes a melee attack at + 13. If successfu l, the attack deals 2d6+4 points of damage, or 16 points of damage against the hull of a vehic le or against so lid walls and doors. Rapid Shot (1 swift action, l/turn) The Colicoid Infil trator-Ser ies droid makes a ranged attack at +9. If successfu l, the attack deals 4d8 points of damage. Sneak (1 swift actio n, l/turn) The Colicoid Infiltrato r-S eries droid can slip past an opponent w ithout being noticed by making a successfu l Stea lth check opposed by th e opponent's Perception check . Snipe (1 sw ift action , l/turn) The Colicoid Infiltrato r-Serie s droid can attempt to hide aga in afte r making a ranged attack from hiding. Skills Perception + 15, Stealth + 18 Vital Systems 4 tool appendages, 2 vibroblades, 2 blaster rifle s, vocabulator, shie ld generator (SR 20), climbing claws, holographic image disguiser, liquid cable di spe nser, silence bubble generator In the years preceding the blockade of Naboo, the Colicoid Creation Nest manufactured a large number of Infiltrator-Series droid s for use by Separatist forces. The Infi ltrato r looks almost identica l to the Droideka-Series model used extensively by the Trade Federation, except that it has four multijointed legs instead of three, and it ha s long, sharp, cu rved hook s (in stead of blaster rifles) at the ends of its ar ms. Also, the Infi ltrato r has mu ltip le nodes on its
body to hold add itiona l too ls and weapons, such as blaster rifles, grappling lines, and holographic image disguisers. Although not as popular with the Neimoidians and the Separatists as Droidekas and Eradicators, Infiltrators were deployed during the Clone Wars as ship-boarding units that would land on a starship's outer hu ll , cut the ir way through undetected, and hide until the right t ime to strike aga inst the crew. Sometimes, an Infiltrator would perform its job so wel l that it would w ipe out the entire crew before anyone rea lized what was going on . Co li coid Infiltrator-Series droids can't be played as droid heroes.
ENCOUNTERINO A COLIC 010 INFILTRATOR-SERIES OROID When Colicoid Infiltrator-Series droids are encountered at all, they are usual ly found aboard starships. In the vast majority of such encounters, the droid is work ing alone to accomplish its mission, as is the case with this particular encounter. While aboard the ship, the Infi ltrator has secured an isolated area of the vessel as its lair-the end of a corridor 16 squares long and 2 squares wide that is near the Engineering section. Since t he droid has no alli es, it keeps the light levels low in the area to mask its presence whi le resting or hiding from the members of the crew. When it detects anyone entering the corridor and heading in its direction, the droid activates its holographic image disguiser to appear as a co mputer console at the end of the dark hal lway. If the ploy fa ils and the intruders continue to advance, the droid drops the disguise, activates its shield generator and silence bubble generator, and opens fire with both blaster rifles. With the silence bubble generator active, the blaster fire does not make enough noise to attract attention. If the intruders flee before being eliminated, the droid moves to the side of the corridor and reverts back to the holographic disguise for 30 minutes to make sure the danger has passed .
MODIFICAT ION : HEAVY WEAPONS TURRET Tran sforming an Infiltrator droid into a heavy weapons turret seems simple enough, but the modifi ca tion is actually somewhat complicated . The fir st, and poss ibly the ea siest, step is to remove the vibroblades and climbing claws. Then, exch ange the bla ster rifles for two heavy repeating blasters, two blaster cannon s, or a single E- Web repeating blaster. Alternatively, the droid could be equipped with up to four missile launchers. The holographic image disguiser and silence bubble generator must be removed to make room for more than t wo launchers, and an Infiltrator droid can launch only four missiles before an ally mu st perform a manual reload. Changing the weapons requi res a DC 15 Mechanics check and 15 minutes of work for each weapon. To complete the modification, reprogram the droid's Weapon Proficiency (advanced melee weapon s) fea t to Weapon Proficiency (heavy weapons) .
MO DIFICAT I O N : WALKINO T HRON E Although walking thrones are available on the open market, very few offer defen sive capabilitie s, and those that do are expensive. Modifying an Infi ltrator droid to act as a walking throne allows its master to have a mode of transportation that also puts a good amount of f irepower at his or her f ingertips. First, rearrange the Infiltrator from an upright walking droid to a walking platform, which involves bringing the chest down to rest on top of its lower thorax and making the head face forward. This process requires a DC 20 Mechanics check and 4 hours of work. Next, permanently place the arms again st th e torso's sid e, remove the vibroblad es, and posit ion the blaster rifles to face forward . Thi s part of the modification requires a DC 15 Mechanic s check and 2 hours of work. Finally, securely install the seat onto the droid's back, which require s a DC 15 Mechanic s check and 30 minutes of work .
SILENT DEATH MODIFI C A TI ON: COMMUNICATIONS
BEA C ON
On a low-tech world or in any location where it is difficult to reach someone by comlink, turning an Infi ltrator-Series droid into a communications beacon is a highly appealing and fairly easy modification . Start by removing the droid's holographic image disguiser and silence bubble generator. In the chassis, instal l a long-range comlink connected to the droid's power source, which requires a DC 15 Mechan ics check and 30 minute s of work . Add a pocket scrambler, requiring another DC 15 Mechanics check and 15 minutes of work. Next, add a com link re lay (similar to the one norm ally found in a CZ-Series secretary droid; see page 80) directly to the long-range comlink, which requires a DC 15 Mechanics check and 1 hour of work. Fin ally, reprogram the Skill Training and Skill Focus feat s from Ste alth to Use Computer. Once the modification is complete, the droid can re ceive multiple com link signa ls and boo st their range to 500 kilometers.
If there's one thing I can warn you about, it's Colicoid Infiltrator~. Series droids. They're sneaky. Half the time, you don't hear them coming, and the other half, you wish you hadn't. I've heard stories about one of these droids floating across the void from a Separatist ship, attaching itself to a nearby Republic ship, and ripping its way through the hull. Then it camps somewhere inside and picks off the entire crew, one by one. I can't tell you how many empty ships are floating out in space because a single Infiltrator found its way inside. In fact, I just heard another story a few days ago. This smugg . .. uh, freighter captain I know picked up a distress signal somewhere near Dubrillion. He thought it was coming from a Republic cruiser. The signal had a repeating message-something about the crew being trapped in their own ship by a droid that appeared out of nowhere, cut someone down, then disappeared again. None of the crew-well, the ones that were still alive, anyway- could get a good look at it, and everyone was spooked . Sounds like an Infiltrator droid to me.
CZ-SERIES
SECRETARY
ORDIO
CZ-SERIES SECRETARY OROID CZ-Series Secretary Droid
CL 0
Medium droid (3rd-degree) non heroic 1 Init +0; Senses Perception +6 Languages Basic, Binary, Bocce, Huttese, 3 unassigned Defenses Ref 10 (flat-footed 10), Fort 9, Will 11 hp 3; Threshold 9 Immune droid traits Speed 6 squares (walking) Melee unarmed -1 (ld3-1) Ranged by weapon +0 Base Atk +0; Grp +0
r-
Abilities Str 8, Dex 10, Con -, Int 15, Wis 12, Cha 14
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Special Qualities comlink jammer, com link relay, droid traits Feats Linguist, Skill Focus (Knowledge [bureaucracy], Use Computer), Skill Training (Perception) Skills Knowledge (bureaucracy) + 12, Knowledge (galactic lore) +7, Perception +6, Use Computer + 12 Systems walking locomotion, basic processor, 2 hand appendages, internal comlink (encrypted, long-range), locked access, vocabulator Availability Licensed; Cost 8,280 cred its Comlink Jammer-As a standard act ion, the CZ-Series secretary droid can rapidly cycle through com link frequencies, broadcasting loud static on all channels. Until the end of the droid's next turn, all comlinks (including encrypted comlinks) cease to function while within 12 squares of the droid . Comlink Relay-A CZ-Series secretary droid can act as a relay for com links, allowing others who are in communication with the droid to make use of its long-range, encrypted com link.
CZ-SERIES SECRETARY DROID Medium droid (3rd-degree) hp 3 Threshold 9 Move (1 swift action, 2/turn) The CZ-Series secretary droid moves 6 sq uare s (walking). Comlink Jammer (1 swift action, l/turn) Until the end of the owner's next turn, all coml inks (including encrypted comlinks) cease to function while within 12 squares of the CZ-Series secretary droid. Improve Access (2 swift ac tion s, l/turn) The CZ-Series sec retary droid makes a Use Computer check against the target computer's Will Defen se to improve the computer's attitude toward it.
Issue Routine Command (1 swift action , l/turn) The CZ-Series secretary droid issues a routine command to a computer that has a fr iendl y attitude toward it. Translator (1 free action) The CZ-Series secreta ry droid translates to or from any languag e it knows . Skills Knowledge (bureaucracy) +12, Knowledge (galactic lore) +7, Perception +6, Use Computer + 12 Systems 2 hand appendages, internal comlink (encrypted, long-range), vocabu lator, translator unit (DC 10) Designed to serve as a communications assistant for bureaucrats, corporate executives, and military admin istrators, the CZ-Series sec retary droid specializes in managing , organi zing, and directing all form s of communications through a particular office or organization. The droid handles audio signal s from comlinks, text and data messages through planetary computer networks, and holographic messages from the HoloNet. The droid ha s internal systems capable of acting as a switchboa rd, receiving, analyzing, and routing many communications simultaneou sly. Furthermore, it is programm ed to receive instructions from its owner on how to prioritize incoming communications, ensuring that during the work day, only the most urgent messages and comlink requests are passed on. Th e CZ-Series secretary droid serves as a buffer between its owner and those who want to contact him or her, and it comes loaded with the most com mon languages spoken by its owner's associates. Once the owner links his or her comlink, data pads, portable computers, and other communications devices to the droid, its programming takes over, and the droid receives , sorts, and routes all messages. CZ-Series secretary droids can be played as droid heroes.
PL.AYINO A CZ-SERIES SECRETARY OROID Players who want to bui ld a CZ-Series droid hero should take the stock protocol droid chassis (see page 13) and choose noble as the starting class, using the Li nguist starting feat to replicate the droid's preloaded languages. Instead of starti ng w ith a trans lator unit, the CZ-Series droid gets the comlinkjammer and com link re lay special qualities, as described in the full statistics block. Select Knowledge (bureaucracy), Knowledge (galactic lore), Perception, and Use Computer as four of the droid's starting ski lls. For ad ditiona l trained skills, consider Gather Information to represent the droid's ab ility to filter through thousands of messages and sift out the best information, Know ledge (tec hnology) to represent the droid's facility w ith communications networks and similar techno logy, and Persuasion to represent the droid's ab ility to deal with its owner's allies, clien t s, and coworkers in a pleasant manner. Be sure to purchase an encrypted, long-range com link and the locked access accessory as a part of the droid's starting equ ipment.
MODIFICATION:
IDENTITY THIEF
Con arti sts and scammers like this alteration, which tweaks the CZ-Series secretary droid's internal systems, shifting th e focus from data routing to data replication. A secreta ry droid modified in this mann er still rou tes and analyzes all incoming message s, but over time it build s a database of ve rbal , data, and holographic record s pertaining to spe cific individuals. Eventually, the droid can piece together enough information to repli cate an individual' s man nerisms, speech patterns, voice, and holographic appearance. To modify a CZ-Series secre tary droid in this way, first reprogram it s Knowledge (galactic lore) skil l to the Deception ski ll, and reprogram the Skill Focus (Knowledge [bureaucracy]) feat to Skill Focus (Deception). Afterward, make similar adjustments to the hardware, which require a DC 25 Mechanics check and 8 hours of work. Once these modifications are complete, the droid loses its comlink jammer special quality and gains the ab ility to rep licate the voice, mannerisms, and holograph ic appearance of a specific individual with whom it has had contact. Th e droid can do so only when communicating with so meone remotel y (via com link, hologram, or other means), and it treats the deception as though it were two steps closer to a simple deception; for examp le, an incredible deception becomes only a moderate deception. (See page 65 of the Saga Edition core rulebook for more inform ation on the Deception skill.)
MODIFI C A T ION : PIRATE H OL.O N ET TRANS C E IVER The CZ-Series secretary droid's internal communications systems are so sophisticated that they can be modified to allow the droid to act as a walking HoloNet transceiver. Usually, tra nsceivers are found only aboard starships due to the commun ications equipment required to connect to the HoloNet, but this modification lets the droid tap into HoloN et sate ll ite s in hyperspace. The process is not cheap; the transceiver alone costs 50,000 credit s, and modi f y-
ing the droid to use the transceiver costs another 3,000 credits in adapte rs, connectors, and memory buffers. Insta lling the components requires a DC 30 Mechanics check and 2 days of work. Afterward, the droid is cons idered to have "pirate" access to the HoloNet, and, if equipped with a holographic recorder/projector, ca n all ow it s owners to commun icate in real time with other HoloNet-equipped beings anywhere in the galaxy.
MODIFICATION:
SLICER'S
PROXY
A CZ-Serie s secretary droid can be outfitted with special in terna l computer spike s that let the droid act as a sl icer's proxy when connected to a secure network. Slicers who cannot penetrate a computer's security system from the outside sometimes make use of a CZ-Series droid instead, planting software routines wit hin the droid. The next time the droid plugs into the secure network, the slicer's commands go out onto the network. Thi s modification requires a Use Computer check to reprogram the droid (with a DC equal to the droid's Will Defen se) and 30 minutes of work . However, instead of reprogramming the droid normally, the sl icer makes multiple Use Computer checks and stores the check results in the droid's memory. Th e slicer can use these checks for any application of the Use Computer skill, including tho se granted by talents from the Slicer tree. When the droid ne xt connects to the designated network, the slicer's comma nd s are issued in the designated order, using the stored Use Computer check results and using the compute r system's attitude toward the droid instead of its attitude toward the slicer. The modified droid can store a number of such co mmand s equa l to its In tell igence modifier; all commands still require the normal amount of time to complete.
OVERLOOKED ESPIONAOE One benefit that CZ-Series secretary droids gain from their devotion to managing the menial tasks of their masters is that they make excellent spies. As unassuming assistants, these droids are often overlooked when espionage sweeps occur. One such CZ-Series unit that served as a communications droid in an Imperial Security Bureau office on Brentaal had been compromised secretly by the Rebel Alliance. When agents of the Empire discovered the presence of the Rebel cell, the conspirators were executed, but the droid was left in place, continuing to collect information for the Rebellion despite the fact that no one was there to receive it. The Alliance knows that it is on ly a matter of time before the Imperials realize that the droid stores sensitive data . The Rebels are likely in need of a team of skilled heroes to travel to Brentaal, break into the ISB office, retrieve the droid, and bring it-and its valuable memory banks-back to Alliance High Command.
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PROBE OROID
DP-2 Probe Droid Large starfighter/ground vehicle (speeder) Init +6; Senses Perception +7
Defenses Ref 12 (flat-footed 10), Fort 14; + 1 armor hp 40; DR 5; Threshold 19 Immune droid traits Speed fly 12 squares (max. velocity 575 km/h), fly 3 squares (starship scale) Melee claw +4 (see below) Ranged blaster cannon +2 (see below) and Ranged space beacon launcher +2 (see below) Fighting Space 2x2 or 1 square (starship scale); Cover none Base Atk +0; Grp +9 Abilities Str 18, Dex 14, Con -, Int 14 Skills Initiative +6, Mechanics +7, Perception +7, Pilot +6, Use Computer +7 Crew 0 (normal); Passengers none
CL6
Cargo 15 kg; Consumables 2 days; Carried Craft none Payload 16 space beacons Availability Licensed; Cost 36,500 credits
Blaster cannon Atk +2, Dmg 3d12 Claw Atk +4, Dmg ld6+4 Space beacon launcher Atk +2, Dmg-
OP-2
PROBE OROID
Large droid (2nd-degree) hp 40 Threshold 19 (DR 5)
Move (1 swift action, 2/turn) The DP-2 probe droid moves 12 squares (flying). Extended Sensor Range (1 swift action, l/turn) Through telemetry, the DP-2 probe droid's master can reroll Perception checks when using a vehicle's sensors. Extended Weapon Range (1 swift action, l/turn) Through telemetry, the DP-2 probe droid can reduce its master's range penalties by up to two categories, but both the droid and its master must have line of effect to the target. Patch Job (1 swift action, l/turn) The DP-2 probe droid makes fast, temporary repairs to any disabled mechanical or electronic device. The number of hit points restored equals the result of the droid's Mechanics check. Reconnoiter (1 swift action, l/turn) The DP-2 probe droid can help its master determine their location by examining their surroundings, granting a +2 circumstance bonus to its master's Perception check when using a vehicle's sensors. Telemetry (1 swift action, l/turn) The DP-2 probe droid can transmit what it sees and hears to its master's display or vehicle. This system is most effective when the droid is at least 30 squares away. Skills Initiative +6, Mechanics +7, Perception +7, Pilot +6, Use Computer +7 Vital Systems 1 claw appendage, space beacon launcher with 16 beacons, bla ster cannon
DP-Z PROSE DRCJID
ENCOUNTERINO A DP-Z PROBE OROID Most often, a DP-2 probe droid is found performing an initial assessment of a newly discovered world, scouting ahead for its master while on a planet, or staying within line of sight of its master while it watches their camp's perimeter. In this encounter, a DP-2 probe droid patrols the edge of its master's camp in the middle of a large, grassy field on a temperate world. The droid floats along at a leisurely but steady pace at a distance of about 20 squares from the camp when the heroes arrive. When the DP-2 detects them, it alerts its master and his companions before bringing its blaster cannon to bear and demanding the reason for the heroes' presence. If they do not give a sufficient answer within 1 round, the droid warns them to turn back or it will open fire. If the heroes do not leave, the droid intentionally fires at the ground in front of them to try to scare them away. The DP-2 expects its master and up to three of his friends to arrive within 2 rounds to back it up.
Even before the advent of t he Mandalorian Wars and the Jedi Civil War, Duwani Mechanical Products produced a vast number of droid s for man y facets of society. With a good portion of space stil l unexplored, Du wani created a probe droid for the sc outs and explorers that roam the galaxy. The DP-2 has an ovoid body with a face at one end and six arms that extend away at equidistant points around the middle of the cha ssis. Th e arm s give the droid th e appearance of con sta ntly being in flight, eve n when it is motionl ess. The fro nt end of the chassis hosts a highly sensitive se nsor sui t e designed to scan for biological, chemical , and electromagnetic signature s as well as for various fo rms of life. The arms hold different too ls that the DP-2 uses to co ll ect samples and specimens w hen exp loring new wo rlds. In the event that the DP-2 is used to track a course or guide its ma ster to a de sti nation , it contains a space beacon system that can deploy up to 16 beacons. The droid also ca rries a blaster cannon in case it encounters ho st il e li f eform s during its journey. DP-2 probe droids can 't be played as droid heroes.
MODIFIC A T I O N: BLOCKADE BREAKER If t he situation ever arises where one is st uck behind a planetary blockade and escape seems hopeless, thi s modifi ca tion of the DP-2 probe droid just might do the trick. The idea is to send the droid ahead to distract the blockade from noticing the ve hicle carrying those trying to esca pe. Preparing t he droid for such a task is not difficu lt and takes little more than a day. The first and probab ly most important part of the proc ess is removing the space beaco n launcher and rep lac ing it with a starship-grade SR 25 shie ld generator to in cre ase t he odds that the droid wi ll survive th e enco unte r. Install ing the
system requires a DC 35 Mechanics check, 4 hours of work, and raw materia ls worth 1,500 cre dits. To make sure th at suffi cient power is avai lable for the shi eld gen erator, add a seco ndary battery dedicated entire ly to that purpose (a task requiring 4 hours of work and raw mater ials worth 1,000 credits). Finally, adding maneuvering jet s he lps the droid avoid incoming fire and improves it s abil ity to successfully pilot through the blocka de; this proce ss require s 8 hours of wo rk , costs 2,000 credits, and gives the droid a +2 bonu s to its Dexterity sc ore.
MODIFICATION:
COURIER
OROID
Sometimes, cargo need s to be delivered to a recipient, but the se nder wants to keep hi s or her identity secret or avoid po ss ible hosti le reactions to the package. Configuring a DP-2 probe dro id to del iver the package is a good way to accomplish such a task. To modify the DP-2 droid in this manner, sta rt by removing the spa ce beaco n launcher and insta llin g 20 kilogram s of internal storage in it s place. Replace the droid's sublight drive with one that increases its spe ed to 4 or 5 squares to improve its chan ce of reachin g its dest in at ion in a timely manner-and to redu ce the risk that the droid w ill be sto pp ed by forces seek ing to interce pt it. Install ing a holographic image disguiser can help the droid foo l ob se rvers into thinking that it is nothing more than a meteor or a piece of space junk. Fin ally, adding a hyperdrive all ow s t he DP-2 to journey to oth er star systems, which furthe r helps its mast er avo id entanglements. Th e entire cost of t hi s modifi cati on is 31,300 cred its. The entire modification can be done in 2 days with a sing le DC 35 Mechanics check . Th e end result is that the droid has a su blight speed of 4 sq uares (starships sca le). a ho lographic image disg uiser, a x8 hyperdrive , and 20 kg of internal sto rage space.
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@ EXTENDED TRAVELS The DP-2 probe droid that Duwani Mechanical Products built ~ was quite popular in its day. I'm surprised they didn't put all the scouts out of business. Those droids were pretty good at what they did. I suppose that's why Duwani didn't equip them with hyperdrives. If they did that, we wouldn't need starships anymore, eh? We could just send DP-2s out to deliver our messages or find new planets for us to colonize. But I suppose that some people would still want to travel the stars, and I would be glad for that-so I could sell them some of my other droids. You know, now that you mention it, friend, there's this customer of mine who flew off to Dantooine. Something happened when he reached the system. I got a message from him saying that some droid shot out his engines when he approached one of the outer planets, and now he's drifting, caught in the planet's gravity well. The description of the droid he gave me sure sounds like a DP-2. Maybe you could go rescue him and bring him back here? He still owes me credits.
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lID ~
DRClIDEKA
DRO I DEKA
M ARK
Droideka Mark II
MARK
II
II CL 8
Large droid (4th-degree) non heroic 12/soldier 4 Force 3 Init + 16; Senses Perception + 15 Languages Basic (understand only), Binary Defenses Ref 18 (flat-footed 15), Fort 19, Will 16 hp 80; SR 20; Threshold 29 Immune droid traits Speed 2 squares (walking), 10 squares (wheeled) Melee unarmed +16 (ld4+5) Ranged laser cannon + 17 (3d8+2) or Ranged laser cannon + 12 (5d8+2) with Burst Fire or Ranged laser cannon + 15/+ 15 (3d8+2) or Ranged laser cannon + 10/+ 10 (5d8+2) with Burst Fire Ranged ion cannon + 17 (3d8+2 ion) or Ranged ion cannon + 12 (5d8+2 ion) with Burst Fire or Ranged ion cannon + 15/+ 15 (3d8+2 ion) or
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Ranged ion cannon + 10/+ 10 (5d8+2 ion) with Burst Fire Fighting Space 2x2; Reach 1 square Base Atk +13; Grp +21 Atk Options autofire (laser cannons), Burst Fire, Rapid Shot, Running Attack Special Actions Devastating Attack (rifles), Penetrating Attack (rifles) Abilities Str 17, Dex 16, Con -, Int 8, Wis 14, Cha 7 Special Qualities droid traits Talents Devastating Attack (rifles), Penetrating Attack (rifles) Feats Armor Proficiency (light), Burst Fire, Dua l Weapon Mastery I, Dual Weapon Mastery II, Improved Damage Threshold, Rapid Shot. Running Attack, Skill Training (Initiative), Triple Crit, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles) Skills Initiative +16, Perception +15, Stealth +6 Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shie ld generator (SR 20), internal com link, bronzium shell (+5 armor; treat as quadanium plating) Possessions 2 laser cannons (treat as blaster rifles), 2 ion cannons (treat as ion rifles) Availability Military; Cost 31,435 credits
DROIDE K A Large droid (4th-degree) hp 80 Threshold 29 (SR 20)
MARK II
Move (1 swift action, 2/turn) The Droideka Mark II destroyer droid moves 2 squares (walking). If the droid takes two swift actions to move in the same turn, it changes into wheeled mode and moves 10 squares. Avoid Surprise (1 free action) The Droideka Mark II destroyer droid makes a Perception check at the start of a battle. If the check is successful, the droid's master avoids surprise. Blaster Barrage (2 swift action s, l/turn) The Droideka Mark II destroyer droid makes two ranged attacks at + 10. If succe ssful, each attack deal s 5d8+2 points of damage. Rapid Shot (1 swift action, l/turn) The Droideka Mark II destroyer droid makes a ranged attack at + 15. If successful, the attack deals 4d8+2 points of damage. Twin Blaster Burst (1 swift action, l/turn) The Droideka Mark II destroyer droid makes a ranged attack at + 17. If successful, the attack deals 3d8+2 points of damage. Skills Initiative + 16, Perception + 15, Stealth +6 Vital Systems 2 tool appendages with laser cannons (treat as blaster rifles), shield generator (SR 20), internal comlink
ENCOUNTERING A DROIDEKA MARK II The heroes need to make a quick exit in a landspeeder. They hop on board, the pilot puts the pedal to the floor, and they're off. Everything seems quiet for a moment, then the hum of Droidekas gets louder and louder. The chase is on! The Droidekas concentrate on damaging the heroes' vehicle. The Gamemaster should set the number of turns the chase will last. Characters not at the wheel can help by taking aid another actions as well as by targeting the droids' other defenses. A droid's Will Defense can be used in case it is forced into oncoming traffic, lured away by another vehicle, and so on. To keep things moving, have such tactics affect the droid's condition track. If the heroes manage to elude the Droidekas for the designated number of turns, they pull off one last spectacular stunt, leaving the droids in the dust and laughing all the way back to their ship.
The Dro id eka is one of t he ico nic droid s of th e Clone Wars and a terrify ing symbol of th e droid army's efficiency. Th e design has its flaws, but any vetera n of th e Clone Wars ca n tell yo u a story of how a Droideka changed the tone of a battle. Th e original Droid eka model wa s decommissioned after the Clone Wars and soo n became a distant nigh tma re. However, the Zann Consortium discovered a manufac turing f aci li ty on the pla net Hypori during the Galactic Civil War. It engaged Jab ba the Hu tt in a battle for the facility, wh ich prod uced the Droideka Mark II. Th e Consortium was victorious, and new Droideka s soon appear in the hand s of merce nary units and private arm ies across t he galaxy. Th e nightmare ha s returned . Droideka Mark II droids can't be played as droid heroe s.
MODIFICATION: MAGNETIC 9TARSHIP TURRET The Droide ka Mark II is an impressive antivehicle weapon, but leave it to those on the galactic fringe to make a good weapon eve n better. Smuggle rs allied with th e infam ous Riders of the Maelstrom use this modification to circumve nt strict starship weapons regulat ions. Th ey keep a powered-down Droideka in the cargo bay, and if th e situatio n gets hot, they open the bay door and let t he droid walk out onto the hul l to discourage pursuit. This trick has yet to gain w idesprea d use outside the Outer Rim, alth ough a few system
At the Gamemaster's discretion, installation can proceed if either Mechanics check fa il s, but the coupler wi ll not be instal led properly. Failure to install the coupler prope rl y means that whenever the pilot make s a Pilot check, the dro id mu st make an Acrobatics check w ith a DC equa l to the pilot's DC. If the droid fai ls thi s che ck, the coup ler fai ls to hold the droid to the hull.
MODIFICATION: 91TH ~EDI HUNTER The Droideka is one of the most powerful gro und units in the Clone Wars . Encounters between Droid ekas and Jedi often end in sta lem at es. The Droid eka's blaster fire can be blocked by the Jedi' s ligh tsabe r, but the Jedi's wea pon might be un ab le to penetrate th e droid's shielding. By the time t he Za nn Consortium upgraded the Droideka, the Jedi were fad in g from the ga la xy. But f ollo wers of the da rk sid e knew there we re st ill Jedi to elimin ate, and the Mark II provided them w ith t he pl atform to do so. To modify the droid in to a Sith Jedi hunter, rebala nce and enhance its gyroscope, which makes it less vuln erab le t o telek in et ic attac ks. This chang e requires a DC 20 Mechanics check and 1 hour of work. The rebalancing slow s the droid to a wheeled speed of 3 but gives it a defensive bonus of +2 against t he use of Force push, Force pull, and Force slam. Nex t, rew ire the droid's fire control syste ms so the blaster canno ns fire simul taneously; th is change requires a DC 25 Use Compute r check and 30 minute s of work . Firing the cannons in th is manner is a full-round act ion, and th e DC of any Use the Force check made to block or deflect th is attack is increa sed by 10. Finally, replace the ion cannons w ith a pai r of high -frequency emitters that disrupt the crysta ls used in lightsa bers, a cha ng e t hat requires a DC 25 Mech ani cs check and 1 hour of work . The em itters weake n the lightsaber beam and reduce its da mage by ld 8 points per attack. However, w hen t he emi tte rs are eng aged , they interfere w ith the droid's shield generator, reducing its shi elds to O.
USE ONLY GENUINE OROIDEKA PARTS
patrols are already wise to it. This modification begins by removing the Droid eka's sh ield generator; when deployed as a turret. t he droid is under the protection of the starship's shie ld s. Thi s change require s a DC 20 Mechanics check and about 30 minutes of wo rk . Next, divert th e power from the shield s to a magnetic coupl er attached to t he droid's legs, which requires a DC 25 Mechanics check and 1 hour of work . Th e coupler allows th e droid to st ick to the ship's hull. Although the droid can move alo ng the hull during combat, most settle into
The Mark II is meaner version of the old Droideka. Almost everyone in the market for a Droideka really wants a Mark II, and who can blame them? The Zann Consortium improved the design in a lot of ways . Sure, you can use aftermarket kits they sell, but the design is solid enough that you won't really need them. Any Jawa with decent repair bay and right amount of credits can make the Mark II fit whatever role you need. The secret? Mark II parts and original Droideka parts are practically interchangeable. That good news for us, because after the Clone Wars, we were swamped with banged-up Droidekas that nobody wanted to buy. Smart Jawas fixed them up as best they could to provide security for sandcrawlers. Tatooine's not so bad, but other places require armed security to keep the merchandise from being carried away. But be warned. UnscrupUlous Jawas, unlike myself, might sell you a Mark I
an optimum firing po sit ion as soon as poss ible.
Droideka with a Mark II casing and a Mark II price tag.
DT- 1S "DESTRUCTOR" BATTLE
DROID
DT-16 "Destructor" Battle Droid
CL 2
Large droid (4th-degree) nonheroic 6 Init +3; Senses Perception + 11 Languages Basic, Binary Defenses Ref 11 (flat-footed 11), Fort 16, Will 11 hp 38; Threshold 21 Immune droid traits
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Speed 8 squares (walking) Melee unarmed +10 (ld4+6) Ranged blaster rifle +4 (3d8) or Ranged blaster rifle +2 (4d8) with Rapid Shot or Ranged grenade launcher +4 (4d6, 2-square burst) Fighting Space 2x2; Reach 1 square Base Atk +4 ; Grp +15
11
Atk Options autofire (blaster rifle), Point Blank Shot, Rapid Shot
(I)
Abilities Str 22, Dex 11, Con -, Int 10, Wis 12, Cha 5 Special Qualities barrage, droid traits Feats Armor Proficiency (light), Point Blank Shot, Rapid Shot, Toughness, Weapon Proficiency (heavy weapons, rifles) Skills Perception + 11, Stealth -2 Systems basic processor, walking lo comotion, 2 hand appendages with concealed weapons (see Possessions), 1 tool appendage, improved sensor package, vocabulator, internal storage (6 kg), plasteel shell (+2 armor) Possessions 2 blaster rifle s (concealed in arms), grenade launcher with 12 frag grenades Availability Military; Cost 13,725 credits
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Barrage-The DT- 16 battle droid can forgo its normal act ions for one round to launch three grenades at three adjacent opponents. By doing so, it grants all allies w ithin 3 squares of the droid a +2 circumstance bonus to their Reflex Defense against attack s from those opponents until the start of the droid's next turn.
D T - 16 "DESTRUC T OR" B ATTLE DROID Large droid (4th-degree) hp 38 Threshold 21 Move (1 swift act ion , 2/turn) The DT-16 battle droid moves 8 squares (walking).
Barrage [3 swift actions, l/turn) The DT-16 battle droid makes a ranged attack against three adjacent opponents to grant a +2 circumstance bonus to the Reflex Defense of all allies within 3 squares of the droid until the start of its next turn. Patrol Duty (1 swift action, l/turn) The DT-16 battle droid makes a Perception check against a target's Stealth check. If the check is successful , the droid detects the target. Rapid Shot (1 swift action, l/turn) The DT-16 battle dro id makes a ranged attack at +2 . If successful, the attack dea ls 4d8 points of damage. Skills Perception + 11, Stea lth - 2 Vital Systems 2 hand appendages with concea led blaster rifles, 1 tool appendage, grenade launcher w ith 12 frag grenades, vocabu lator, internal storage (6 kg) During the height of the Mandalorian Wars, a number of manufacturing companies designed and marketed various battle droids as their contribu tion to the war effort. Although the droids were not used as much as the companies had hoped, the sudden appearance of so many different types of battle droid s was a boon for mercenaries and local militias. The DT-16 battle droid, created by Droidworks, represents the trend fol lo wed by a number of smaller companies at the time. Nicknamed "destructor" by those that tested the droid series in the field, the DT-16 stands about 2.7 meters tall and appears much like a muscular humanoid, with broad shoulders and a bulky torso. The droid has a hand at the end of each of its two arms; the hands can be switched quickly with blaster rifles stored in its arms . The chest holds a built- in grenade launcher behind a sliding panel and a connected storage unit that can hold up to 12 grenades. Combined with decent armor and a superior sensor array, the DT-16 can be a fearsome foe on the battlefield. DT-16 "de structor" battle droids can't be played as droid heroes.
ENCOUNTERINO A DT-16 BATTLE DROiD Trying to make their way through a starship they have just boarded, the heroes find their path blocked by two DT-16 battle droids and a Mark IV assault droid that all bear the marks of a mercenary unit hired by the Sith. While the Mark IV charges forward at the heroes, the DT-16s advance more slowly, exchanging their hands for their blaster rifles and opening fire. The DT-16s continue to fire while closing the gap with the heroes and switch to melee once within range-provided that the Mark IV has not eliminated the intruders already. If the heroes dispatch the Mark IV or unleash a lot of firepower, the destructors try to find cover and continue to shoot. If the droids have not finished off the heroes after several rounds, the DT-16s throw a grenade or two at them. Finally, if all else fails, one of the DT-16s retreats to summon reinforcements while the other remains behind to pin the heroes down until help arrives.
DT-16
"DESTRUCTOR-
BATTL.E
OROIO
MODIFICATION: ANTIVEHICL.E DEFENSE
OROID
Thi s modification is useful for military units in the field that expect to face enemy veh icl es. It supp lemen ts the droid's weapons array with armaments that are better suited for use against vehicles than against infantry. Start by adding two tool mounts to the droid's shoulders, one on eac h side, requiring a DC 20 Mechanics check and 2 hours of work. Next, mount a missile launcher on each of the new shoulder mounts, and add 10 kilograms of add itiona l interna l storage space for holding two extra magazines of missiles, using normal droid modification rules . Construct a loading system for the launchers in which spent magazines are ejec t ed and new ones are loaded automatica lly from the storage space. This syste m allows the magaz in e change to take place as a standard action instead of a fu ll -round action . Building this system requires a DC 25 Mechanics check and 1 day of work . Reprogram the Toughness feat into the Far Shot feat. and the droid is ready to go.
MODIFICATION: LIOHT CONSTRUCTION
MODIFICATION:
SENTRV
OROID
Modifying a DT-16 battle droid from an aggressive combatant to a defensive sentry seems simple enough, but the process involves a number of changes to make the droid effective within its new parameters. First, outfitting the droid with darkvi sion (as per the droid accessory) allows it to function at any time of the day or night w ithout assistance. Adding a glowrod to the sid e of its head might seem redundant when comb ined with darkvision, but it is useful for companions that cannot see in other spectra , reduces the vision of intruders, and allows the droid to sh ine a light on enemy targets. The glowrod can be added with a DC 15 Mechanics check and 1 hour of work. Next. install an internal comlink so the droid can maintain contact with headquarters wh il e on patrol duty; this change requires another DC 15 Mechanics check and 1 hour of work. Change the grenades from frag grenades to stun grenades. Finally, reprogram the droid to replace the Toughness feat with the Skill Focus (Perception) feat to complete the modification.
OROID
Given the droid's height and strength, the DT-16 seems to be suited as much for construction work as for warfare. Many builders agree and actively seek out the droids just for this modification. Start by removing the blaster rifles and grenade launch er-construction droids have no need for weaponry-and expand the storage space to at least 10 kilo grams. Next, remove the hand appendages and rep lace them with claw appendages, which requires a DC 20 Mechanics check and 2 hours of work. After that, add a seco nd too l appendage with another DC 20 Mechanics check and 1 hour of work. Place a la ser cutter and an electric arc we ld er onto the tool mounts. Instal l a diagnostics package as a way to ve rify that the droid's construction work is done properly. Finally, reprogram the droid 's ski ll set, chang ing Perceptio n to Mechanics.
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I've heard of the DT-16 battle droid. Never seen it, but heard of it. What I do know about them is they stand head and shoulders above most of battle droids you see today. And they really pack a punch! But I also heard they have issues with following orders. Something hardwired in personality matrix or something. I would love to get my hands on a DT-16 and look inside. Oh, that reminds me! A customer-buys lots of droids from me, and who knows what he does with them all-told me he found heavily damaged ship floating in deep space somewhere near Elrood Sector. He managed to dock with it and look around a bit. He found one of the ca rgo holds was still intact, despite hull breaches. He found the manifest and gave me copy. It says all kinds of old and archaic droids are on board that ship, including a half dozen DT-16s! If you could get me some of those droids, I'd pay good credits . But look out for pirates out there .
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Rapier Thrust (1 sw ift action, 1/turn) The Duelist Elite training droid makes a melee attack at +4. If successful, the attack deals 1d8+4 points of damage.
DUELIST ELITE TRAININO OROIO Duelist Elite Training Droid
CL 1
Medium droid (4th-degree) soldier 1 Force 2 Init +7; Senses Perception +0 Languages Basic, Binary Defenses Ref 17 (flat-footed 15). Fort 15, Will 11
hp 30 ; Threshold 15 Immune droid tra its Speed 6 squares (walking) Melee rapier +4 (1d8+4) Ranged by weapon +3 Base Atk + 1; Grp +3
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Abilities Str 15, Dex 14, Con -,Int 11, Wis 10, Cha 10 Special Qualities droid traits Talents Weapon Specialization (simple weapons) Feats Armor Proficiency (light, medium). Weapon Focus (simple weapons). Weapon Proficiency (pistols, rifles, si mpl e weapons) Skills Ini tiat ive +7, Perception +0, Treat Injury +5, Use Computer +5 Systems heuristic processor, walking locomotion, 2 hand appendages, vocabu lator, durasteel shell (+4 armor) Possessions rapier Availability Restricted; Cost 11, 330 credits
DUELIST ELITE TRAININO DROID Medium droid (4th-degree) hp 30 Threshold 15 Move (1 sw ift action, 2/turn) The Duelist Elite training droid moves 6 sq uares (wa lking). Fencing Assistance (1 sw ift action, 1/turn) The Duelist Elite training droid assists a character' s attack, providing a +2 bonus to the roll. First Aid (2 swift actions, 1/turn) The Duelist Elite training droid makes a DC 15 Treat Injury check on a target in an adjacent square. If th e check is succe ssful, the target regains a number of hit points equa l to its character level + 1 for every point the check was successful. A character can be treated with first aid in th is manner only once per day.
Skills Initiative +7, Perception +0, Treat Injury +5, Use Computer +5 Vital Systems 2 hand appendages, vocabu lator, rapier Th e galaxy can be a dangerous place, and the one thing the rich are. always looking to buy is secu rit y. Trang Robotics' Duelist Elite tra ining droid is a refined, knowledgeab le opponent in the art of fencing. It also makes an exce llent addition to household staff and is a great conversation piece for a grand ball. Thi s durable droid comes sta ndard with durastee l-a lloy construction so you won 't have to hold back as you progress from ca utiou s novice to master swashbuck ler. The Du el ist Elite comes preprogrammed with rapier, epee, and saber dueling programs. Other program s are avai lable from the manufacturer. Trang Robotic s is not liable for any damage caused by reprogrammed droid s. Duelist Elite training droids can be played as dro id heroes.
PLAYINO A DUELIST ELITE TRAININO DROID The Duelist Elite is a droid of the rich and is programmed as such. Although they are not as well versed in etiquette as protocol droids, they are expected to be proper servants-polite, well spoken, and unobtrusive. The Duelist Elite was built to help its master improve his or her combat skills, and it also generally takes on duties as head of the household servants if these droids need a voice for their desires. Willingly or otherwise, the Duelist Elite often becomes a leader among droids. When creating a Duelist Elite droid hero, consider taking levels in soldier to specialize in close combat and melee weapons. The noble class also has a few talents worth looking into. The Melee Duelist talent tree from the Knights of the Old Republic Campaign Guide is one obvious choice.
MODIFICATION: LIOHTSABER SPARRINO PARTNER Some Jedi come from wealthy families that st ill support them when they take up t he lightsabe r, providing improved equipment and training to the so ns and daughters who join the Order. Modifying a Duelist Elite droid to teach lightsa ber combat styles is rare but not unheard of. Trang Robotics donated one to the Jedi Council on Coruscant, but Master Windu felt that part of lea rning control of the lightsaber was learning how to fight without going all out, a level of control unnecessary when sparring with a Dueli st Elite.
DUELIST ELITE TRAININO
OROID
Fighting with a lightsaber is much different from fighting with a fencing weapon. The droid mu st be reprogrammed with the basics of lightsaber tech niques, wh ich requires a DC 11 Use Computer check and a training module that costs 1,000 credits. If the reprogramming is successful, the droid gains th e Weapon Proficiency (Iightsabers) feat and loses Weapon Proficiency (pi stols).
MODIFICATION: 81TH WEAPON MASTER Sith pride themse lves on aggression. They believe they can defeat an opponent no matter what weapon they face or how and when they are attacked. Duel ist Elite droids that fall into Sith hand s are often turned into someth ing a half step removed from an assassin droid. They are armed w ith a variety of weapons and reprogrammed to strike at their masters at any time without notice . Although the droid s rare ly succeed, they do their duty with the unshakable tenacity that on ly a machine can muster. To modify a Dueli st Elite in this manner, begin by remo ving its programming safeg uards, which require s a Use Computer check against the droid's Will Defense. If the check is successful, the droid will no longer stop automati cally when its opponent's hit points fall to single digits. Next, reprogram the droid to favor a specific type of weapon, which requires a DC 25 Mechanic s check and 30 minutes of work. Finally, swap one or more of the droid's current feats for others. But beware: If the droid is disabled or otherwise sh uts down, it reverts to its original programming when restarted.
MODIFICATION:
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STILETTO OROID
The nobility of the Tapani Sector settle their differences with duels. In addition to being educated and graceful, nobles are expected to be deadly with a blade, and they have discovered a way for the droid to playa part in the intrigues of the nob le hou ses. Turning the Duelist Elite into an outright
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Duelist Elite droids are a luxury purchase, and I usually don't ~ go out of my way to carry them. Do not misunderstand me, my friend-a Duelist Elite is a quality droid. It is a good hand-to-hand combatant and an excellent training tool, and it makes a good impression when you make an entrance with one of these droids at your side. But who really needs to spend their credits on something like this, eh? I've dealt with a Duelist Elite only once, and that was as a customer rather than a product. QX-73 walked into my shop looking to buy a pair of droids-a protocol and an astromech. I showed it a few models, mostly to humor it. Such a funny little droid. Normally, if a droid is sent to purchase other droids, it is given credits or a credit authorization from its master. But this Duelist Elite tried to trade me what it called a lightsaber. I think the droid believed it was a Jedi! If that poor delusional thing is still out there somewhere, it needs a memory wipe as soon as possible.
assassin would be considered bad form, but giving the droid a few weapons that might kill a rival "accidentally" during practice is bu siness as usual. A f ew nobles keep these so-called st iletto droids around on purpose to prove that they can handle any threa t that comes their way. The modification begins with programming a hidden command into the dro id, w hich requires a Use Computer check against the droid's Will Defense and 30 minutes of work. (Erasing the command trail that lead s back to the programmer increases the check DC by 10.) If the modification is successful, the droid is programmed to reveal and use a hidden weapon on a specific signal, such as a dropped handkerchief or a spoken keyword . This signal can also be an action taken by the intended target, such as lowering a weapon or turning his or her back on the droid . Ne xt, in stall a weapon, such as a small knife or blaster, so me where in the droid, usua lly concealed within the arm or torso . Thi s in stallation requires a DC 20 Mechanics check and 1 hour of work . Detecting the weapon requires a Perception check against the result of the Mechanics check made to install it or against the droid's Will Defense, whichever is higher. The first t ime the droid make s an attack with this weapon, it does so as if it s target is flat-footed .
E522
E5ZZ ASSASSIN OROID E522 Assassin Droid
CL 7
Medium droid (4th-degree) sco ut l/soldier 6 Force 4 Init +9; Senses da rk vis ion; Perception + 10 Languages Bas ic, Bin ary Defenses Ref 24 (flat-footed 23 ), Fort 23, Wi ll 17 hp 74; Threshold 23 Immune droid traits
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Speed 6 squa res (tracked ) Melee unarmed +10 (ld4+7) Ranged heavy repeating blaster +7 (3dlO+3) or Ranged heavy repeating bla ster +5 (4dlO +3) with Rap id Shot or Ranged ion rifle +7 (3d8+3 ion) or Ranged ion rifle +5 (4d 8+3 ion) with Rapid Shot or Ranged mi ss il e launcher +7 (6d6+ 3) or Ranged needier gun +7 (see be low) Base Atk +6; Grp + 10 Atk Options autofire (h eavy repeating blaster), Cover Fire, Devastatin g Attack (h eavy weapons), Point Blank Shot, Precise Shot, Rapid Shot Special Actions Battle Ana lysis Abilities Str 18, De x 13, Con -, In t 11 , Wis 11 , Ch a 12 Special Qualities droid traits Talents Acute Senses, Battle Analysis , Cover Fire, Devastating Attack (heavy weapons) Feats Armor Proficiency (light, medium, heavy), Point Bl ank Shot, Preci se Shot, Rapid Shot, Weapon Proficiency (heavy weapons , pi stols, rifles, simple weapons) Skills In itiative +9, Knowledge (tactics) +8, Perception + 10 (can rero ll), Stealth +9, Survival +8 Systems basic pro cesso r, tracked loco mot ion, 2 claw appendages, 2 too l appendages with multifun ct ion apparatus, darkvi sion , improved se nsor package, locked access, vocabulato r, neutronium plating (+11 arm or) Possessions heavy repeating blaster, ion rifl e, miss ile launcher wit h 6 hun ter-seeker missi les, need ier gun with neurotoxin darts (treat as slug th rower rifle) Availability Military; Cost 28,535 credits Hunter-Seeker Missiles-Whe n the E52 2 assassin droid attacks with this weapon, the missile locks on a chose n targe t and pe rm its the droid to make an attack roll once per round until the missile either hit s the intended target or misses for five co nsec uti ve rounds. Neurotoxin Darts-On a successfu l attack with a neurotoxin dart on a li ving creature, the target is inj ected with a paralytic poi son (see page 255 of the Saga Editio n core rulebook) .
ASSASSIN
ORCID
Medium droid (4th - degree) hp 74 Threshold 23 Move (1 sw ift acti on, 2/turn) The E522 assassin droid moves 6 squares (tracked). Cover Fire (1 swift action , l/turn) When the droid makes a successful ranged attack, all of its alli es within 6 squares of the droid gain a + 1 bonu s to their Refl ex Defense until the sta rt of the droid's ne xt turn . Paralyze Oppon ent (1 swift action, l/turn) When the droid makes a successful ranged attack with its nee dier gun, the droid can paralyze an opponent (see Paralytic Poi so n on page 255 of the Saga Edition co re rulebook). Rapid Shot (1 swift action , l /turn) The E522 assassin droid makes a ranged attack roll at +5 with either its heavy repeating bl aste r or its ion rifl e. If succe ssful , the attack deal s either 4dlO+3 points of damage or 4d8+3 points of ion damage, depending on the weapon used. Skills Initiative +9, Knowledge (tact ics) +8, Perception + 10 (can reroll), Stea lth +9, Surviva l +8 Vital Systems 2 claw ap pendag es, 2 tool app endages with multifun ct ion appara tus, vocabu lato r, heavy repeating blaster, ion rifle, mi ss ile launcher with 6 hunter-seeker mi ssi les, needier gun wi th neu roto xi n darts (treat as slugthrower rifle)
ENCOUNTERINO AN E 5 2 2 ASSASSIN OROID While visiting a dignitary in his office, the heroes are surprised to see their host assassinated right before their eyes, shot in the back of the head through the window behind him. The heroes spot an E522 assassin droid in the building across the street. Rushing to that structure, they see the droid as it approaches a turbolift on the far end of the building. The assassin droid turns to face the heroes and opens fire with its heavy repeating blaster. If possible, the E522 also targets with its ion rifle any droids that it sees, attempting to immobilize them. If combat lasts for more than 5 rounds, the assassin droid fires a hunter-seeker missile at one of the more troublesome heroes. If a hero closes to melee range, the droid engages that character in unarmed combat and tries to take him or her out before resuming its blaster attacks on the rest of the group. After 10 rounds of combat, the E522 assassin droid attempts to flee.
E5 2 2
A S S ASS IN
O RO ID
MODIFICATION: HEAVY WEAPON
SUPPORT
Given the dro id's sheer size and abi lity, many peop le are not surprised to learn that E522 s can be altered to provide heavy weapon suppo rt for military units on the batt lefield . To perform t his modification, f irst insta ll a shie ld generator with a rating of at least 10. Next, remove the need ier gun and ion rifle. Remove the missile launcher from the droid's left appendage and reinstall the weapon on the droid's shou lder. Add a second missi le launcher on the opposite shoulder, and add a missile- loading system and 16 kilograms of storage space with a DC 15 Mechan ics check and 2 hours of work. Place another heavy repeating blaster next to the first one, and add a grenade launcher where the first missile launcher used to be. Rep rogram t he Weapon Proficiency feats for pistols and simp le weapons to Dua l Weapon Mastery I and Far Shot. Finally, add a fire-link system, w hi ch wi ll allow the droid to fire its heavy repeating blasters simultaneously as a sing le standard action with a -2 penalty ; this change requires a DC 25 Use Computer check and 2 hours of work .
PARANOIA
During the formative years of the Empire, Sienar Intelligence Systems received a comm ission to bu ild a weapons- laden droid to be used by the Emperor himself. Neither the reason for the droids nor the origins of the design were known at the time the commiss ion was made. Records recovered by New Repub li c slicers after the fa ll of the Empire state that the plans were drafted by Sienar developers with the assistance of droid designers reta ined from the Techno Union after that organizat ion was fo lded into the Imperial infrastructure. Soon after comp letion , the E522 assassin droids were delivered as promised . Litt le did the publ ic know that the droids wou ld be used to perma nently silence Emperor Palpatine's critics as the Empire con solidated its ru le of t he ga laxy. Bu il t to look like a be ing with a very strong upper body, an E522 assassin droid moves on tracked feet. It seeks prey with a high-grade sensor suite insta lled into its f lat head and unleashes an array of weapons on its target with re lentless precision. E522 assass in droids can't be played as dro id heroes.
I've heard a lot of things about the E522 assassin droid, and they're enough to give me nightmares. It carries enough firepower to give the heartiest soldier pause. You can't hear it coming because it moves so quietly. The droid can sneak up on you and blow your head off before you know what's happened. It never sleeps, and it doesn't stop until its target is dead-period. That said, I did get an opportunity to see an E522 in action, however briefly. I was having lunch with an associate when I heard a blaster discharge. A dignitary eating a few tables down suddenly dropped face-down into his soup, and people started screaming. I looked around and saw an E522 pulling back from an upper-level window across the street. Nobody ever caught the droid, and the official report said that the victim had a heart attack. I know the Empire covered that story up. Speaking of cover-ups, a high-society person I know believes that she's being followed by one of these assassin droids, although she claims to have no idea why she might be a target. Not sure if her story is true or not, but she's currently hiding out on Ord Mantell and needs some protection-maybe even someone to take the droid out. Think you got the guts for this one?
EI-9 NETWORK SECURITY OROIO EI-9 Network Security Droid
CL 8
Medium droid (2nd-degree) non heroic 3/scoundrel 3/scout 4 Force 3 Init + 11; Senses low- light vision; Perception + 13 Languages Basic, Binary, 3 unassigned Defenses Ref 22 (flat-footed 21), Fort 19, Will 20 hp 36; Threshold 19 Immune droid traits
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Speed 6 sq uares (walking) Melee unarmed +7 (1d3+3) Ranged blaster rifle +8 (3d8+3) or Ranged blaster rifle +6 (4d8+3) with Rapid Shot Base Atk +7; Grp +8 Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Sniper Special Actions Gimmick, Master Slicer, Quick Draw
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Abilities Str 10, Dex 13, Con -, Int 16, Wis 13, Cha 10 Special Qualities defense in depth, droid tra its, preci sion locator, quickload hidden core Talents Acute Sense s, Gimmick, Improved Initiative, Master Slicer Feats Armor Proficiency (light, medium), Improved Defenses, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Sniper, Skill Fo cus (U se Computer), Weapon Proficiency (pi stols, simp le wea pons) Skills In itia t ive + 11 (can reroll), Knowledge (technology) + 13, Perception + 13 (can reroll), Use Computer + 18 Systems walking locomotion, heuristic processor, 2 hand appendages, 2 tool appe ndag es, sco mp link, improved sensor package, internal com link, wire le ss link data port, hidden core, vocabulator, duranium plating (+8 armor) Poss essio ns blaster rifle Availability Restricted; Cost 23,840 cred its Defense in Depth -Afte r successfully defeating an opponent's Use Computer check to issue a routine command, an EI-9 droid automatically worsens the co mputer's attitude toward the opponent by one step. Precision Locator-When eve r another character or droid makes an opposed Use Computer check against the EI-9 network security droid, if the network security droid's check is higher then it automatically learn s the basic location of its opponent. Quick-Load Hidden Core -A n EI-9 droid's hidden core automatically attem pts to re store itse lf 1d12 minute s after the droid's memory is wiped or the droid's programming is altered in any way. If the in itial attempt fails, the hidden core attempts to restore itself once per hour until it succeeds .
81-9 NETWORK SECURITV DROID Medium droid (2nd -deg ree) hp 36 Threshold 19 Move (1 swi ft action, 2/turn) The EI -9 network secu rity droid moves 6 squares (walking). Defense in Depth (1 sw ift action, 1/turn) After successfully defeating an opponent's Use Computer check to issue a routine command, an EI-9 droid automatically worsen s the computer's attitu de toward the opponent by one step . Improve Access (2 sw ift actions, 1/turn) Th e EI-9 network securi ty droid makes a Use Computer check against the target computer's Will Defense to improve the computer 's attitude toward it.
EI-9
NETWORK
SECURI TY
ORDID
Issue Routine Command (1 swift action , l/turn) The EI-9 network security droid issues a routine co mmand to a computer that has a friendly attitude toward it. Skills Init iative + 11 (ca n reroll), Know ledge (technolog y) + 13, Perception +13 (can reroll), Use Computer + 18 Vital Systems 2 hand appendages, 2 tool appendages, interna l com lin k, wi reless dat a communication s array, hidden core, voca bul ator, blaste r rifle As an extension of its securi ty droid offerings, Arakyd introduced an outstand ing line of computer and information netwo rk sec urity uni ts . Th e EI-9 com bin es the function s of online protection wit h physical protection of the actua l co mputer and networking equipm ent. It actively patrol s and counters threats on- and offline and can attempt both at the sa me t ime. The droid has a bipedal hum anoid ap pearanc e, wi th two arms, two legs, and dual visua l senso rs housed in an overs ized , helm et-shaped head. It carries an ar ray of data links, cab les, and adapters, mak ing it capable of linking with any stan dard computer port in the galaxy. Its data co mmuni cations array connects wi th most wireless networks as we ll. EI -9 units co mmonly protect government and com mercial computer cores. They are highl y aggressive, and most slicers and data thieves f ind the droids difficu lt to circumvent. Their advanced programming all ows them to isolate on li ne threats quick ly, even when on the move to physically sec ure a local terminal at the same tim e. Each droid comes wi th its own interna l protection-a quick-loading hidden core containing defa ult security protocols so that eve n if th e droid is compromised by an attacke r, it eventua ll y reverts to its sta ndard protection programm in g. EI-9 net work security droids can be played as droid heroes .
PLAVINO AN E I - 9 NETWORK SECURITY OROID EI-9 droids are dedicated to computer network security. They regard virtually any commercial or government network as something to be protected, although their assigned systems take precedence. To create an EI-9 droid character, first select the stock service droid chassis (see page 13). Replace the basic processor with a heuristic processor, and add a scomp link to the tool appendage. Add two more tool appendages to account for the various data ports and the data communications array, and install a hidden core. Take your first levels in the scoundrel class to gain access to the Slicer talent tree . Select Armor Proficiency (light) as a starting feat, select Skill Training (Perception) as a bonus feat, and take Use Computer as a trained skill. Take Skill Focus (Use Computer) as soon as possible.
SERIOUS
SECURITY
SO, you're going after an ISB data storage facility? I have just what you need. I assume you already have a plan for getting in; security is likely to be extremely tight. However, what you need to know is that a lot of these centers employ EI-9 droids. They're tough, both online and off. If you try slicing into the system, one of the network security droids will probably keep you busy, actively battling your every move, while its buddies come after you at the terminal. Oh, you could try to take your own reprogrammed EI-9 to fight the battle for you, but these droids have a nasty habit of remembering that they work for security systems, not against them, and at just the wrong moment. If you're not careful, you might find yourself clashing with your own droid. Anyway, good luck.
MODIFICATION: ELECTROMAONETIC
PULSE
Thi s substantia l modification allows th e EI- 9 to em it an electromagnetic pul se capab le of disrupting or temporarily disabl in g most computers, cybernet ic systems , droid s, and electronic dev ices wi th in a 6-sq uare radius of th e droid . To emit the pu lse, the EI -9 roll s 1d1 0 plu s its base attack bonus aga in st th e t arg et's Fortit ude Defense. If t he attack is successful, the affecte d device immedi ate ly shuts down for 1 round while it resets. (For devices that do not have a Fortitude Defense, use a defense of 10 for typical unshield ed units and a defense of 25 fo r heavy-duty or mil itary grade equipment.) After use, the pulse takes 1 round to cha rge before it ca n be used agai n. Installing thi s mod ification requires a DC 25 Mechanics chec k, 4,000 cred its' worth of parts and electromagnetic insu lation, and 3 days of work .
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This modification enhances the droid's prec ision locator speci al quality. Once it has loca ted a slicer on the network, the EI-9 droid ca n make Use Computer checks to carry out t he follow in g f unction s: • Inse rt a tracking program in to th e port ab le computer or other device that the slicer is usin g to access the netw ork . On ce inserted, the program attempts to report the sli cer's location whenever he or she link s to another netwo rk. Inserting the program requ ires a Use Computer check oppo sed by the target's Use Compu t er check. • Acce ss networked senso rs and devices in the sli cer's area to obtain audio and visua l inform ation on the subj ect. If such devic es ex ist, the droid can make a DC 25 Use Computer check to gather data on the sli ce r. At the Gamemaster's discretion, the dro id mi ght need to make separate check s to ga in access to se parate systems.
lID
Install ing thi s modification requires a DC 30 Use Computer check, 4,000 credits' worth of softwa re, and 2 hours of work .
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EV-SERIES
EV-SERIES SUPERVISOR
SUPERVISOR
OROID
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EV-Series Supervisor Droid
CL 3
Medium droid (3rd-degree) non heroic l/noble 3 Force 3 Init + 1; Senses Perception +3 Languages Basic, Binary, 3 unassigned Defenses Ref 13 (flat-footed 13), Fort 12, Will 16 hp 10; Threshold 12 Immune droid traits Speed 6 squares (walking) Melee unarmed +1 (ld3) Ranged by weapon + 1 Base Atk +2; Grp +1 Special Actions Demand Surrender, Presence Abilities Str 8, Dex 9, Con -, Int 13, Wis 12, Cha 12 Special Qualities bully, droid traits Talents Demand Surrender, Presence Feats Coordinated Attack, Droid Focus (5th - degree). Linguist, Skill Focus (Mechanics, Persuasion)' Skill Training (Knowledge [technology], Mechanics) Skills Knowledge (technology) +8, Mechanics + 13, Perc eption +3, Persuasion + 13, Use Computer +8 Systems heuristic proce sso r, walking locomotion, 2 hand appendages, internal comlink, vocabulator Availability Licensed; Cost 11 ,380 credits Bully-As a swift action, when trying to intimidate a target, the EV-Series supervisor droid can reroll its Persuasion check and keep the better result.
EV-SERIES
SUPERVISOR
OROIO
Medium droid (3rd-degree) hp 10 Threshold 12 Move (1 swift action, 2/turn) The EV-Series supervisor droid moves 6 squares (walking) . Bully (1 swift action) When attempting to intimidate an opponent, the EV-Series supervisor droid can make a Persuasion check. If the check is successful, the droid's master gains a +2 circumstance bonus to his or her Persuasion check. Coordinated Attack (1 swift action, l/turn) The EV-Series supervisor droid grants its allies a +2 bonus to attack rolls made against an enemy that is adjacent to the droid or within point blank range of the droid.
Demand Surrender (1 swift action, l/encounter) The EV-Series supervisor droid demands surrender from an opponent that has been reduced to one-half of its hit points or fewer, by making a Persuasion check against the opponent's Will Defense. Improve Access (2 swift actions, l/turn) The EV-Se rie s supervisor droid makes a Use Computer check against the target computer's Will Defense to improve the computer's attitude toward it. Issue Routine Command (1 swift action, l/turn) The EV-Series supervisor droid issues a routine command to a computer that has a friendly attitude toward it. Skills Knowledge (technology) +8, Mechanics + 13, Perception +3, Persuasion + 13, Use Computer +8 Vital Systems 2 hand appendages, internal comlink, vocabulator
PL.AVING AN EV-SERIES SUPERVISOR DROID To play an EV-Series supervisor droid with heroic levels, start by choosing the stock protocol droid chassis (see page 13). The best starting class to select is noble, since it offers the skills and talents the droid needs to perform well in a supervisory role. Instead of a translator unit, the EVSeries droid gets a heuristic processor and the bully special quality, as described in the droid's statistics block. Select Persuasion and Use Computer as two of the droid's starting skills. Other trained skills to consider include Deception to represent the droid's ability to bend the truth to coerce those under its supervision, Knowledge (technology) to represent what it knows about other droids and about devices it can use to direct its workers, and Perception to represent the droid's ability to pinpoint when someone is lying or to look into the actions of a worker. Be sure to purchase an internal comlink as part of the droid's starting equipment.
MerenData designed the EV-Series supervisor droid to manage other droids. The idea of a droid supervising a company's droid pool appealed to many organizations, and the humanoid-shaped unit sold reasonably well. When MerenData discovered shortly after the line' s release that the motivators originally planned for the EV-Serie s were accidentally swapped with ones meant to be installed in torture droids, they decided to wait and see how the droids performed. Much to their surprise, the droids with the swapped motivators actually outperformed the unaltered droids when it came to managing the droids under their care. However, the discovery that the EVSeries droids were using sadistic methods to accomplish their tasks, such as melting a droid's feet to the floor to prevent it from leaving a statio n or treating it to an oil bath set afire, forced MerenData to issue a massive recall to exchange the motivators. Although most of the droids were brought in and repaired, some customers, such as crime lord Ploovo Two-for-One, preferred the flawed model. EV-Series supervisor droids can be played as droid heroes.
MODIFICATION: QUARTERMASTER Many military units swear by the use of an EV-Series supe rvisor droid as a quartermaster for supplies. Thi s re la t ively simple modification can be performed using the basic dro id modification rules from the Saga Edition core rulebook. Start the modification process by installing a video recorder the droid can use to keep a visual catalog of supplie s and to track missing items. In sta ll a power recharger in the droid's torso so it can keep power packs and energy cells fully charged. Finish by giving the droid a data pad with access to the military unit's inventory. Thank s to the droid's meticulous skill at keeping supplies protected and in good working condit ion, anyone
who us es weapons or othe r equipment issued by the droid can reroll his or her first skill check or attack roll with the issued item each encounter and keep the better result. The droid must have spent at lea st 8 hours with the item in the last 24 hours for the item to gain this benefit.
MODIFICATION: TECHNICIAN Although thi s modification might seem unlikely for a supervisor droid, EVSerie s units have a working knowledge of how machines function and can be quite adept at fixing them. This modification emphasizes the droid's ability to make repairs and adjustments to machines and to other droids or cybernetic being s. Scoundrel is the best class for this modification, but changes can be made to accommodate the droid's current ski ll set. First, remove the internal comlink and, in its place, install a diagnostics package to help the droid find and fix problems . Reprogram the Persuasion skill to Perception and adjust the corresponding Sk ill Focus feat in the same manner. Equip the droid with a tool kit and a roll of mesh tape for emergency repairs. Optionally, one of the droid's hand appendages can be swapped out for a tool appendage with a multifunction apparatu s, giving the droid the ability to connect up to three tools needed to perform a particular job. Finally, add a targeting scope to the droid's head and cal ibrate it to give the droid a +2 equipment bonus to Mechanics checks to make repairs; this step requires a DC 15 Mechanics check and 15 minute s of work.
RAGE AGAINST THE MACHINE I have seen much damage, heard many complaints from droids about working under EV-Series. Scarred chassis, broken and severed arms and legs, burned hardware-just some of the carnage I have seen on poor droids that come to me for repairs. Some of the ones sold to me are so far gone, no choice but to send to the junk pile and hope I can salvage at least one piece of equipment to use elsewhere. Also, I remember one time when I received a supervisor droid that got beat up by droids under its care. Another droid already in sandcrawler saw it and started shrieking in Binary. Next thing, several droids stormed the bay and ripped the broken supervisor apart. Had to buy its owner a new one. That reminds me. One of the droids I recently fixed told about a production facility on Malastare where an EV-Series supervisor droid watched a work force of near 50 droids. After mistreatment by the supervisor, the droids started to rebel. But the EV-Series anticipated this and had the entire group of workers imprisoned. Then it ordered the security droids to eliminate its organic masters. Now the droid has taken control of the facility and locked down the place, not letting anyone in or out.
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FL..TCH-SERIES BATTLE
FLTCH-SERIES BATTL.E
DROID
FLTCH-Series Battle Droid
CL 5
Large droid (4th-degree) non heroic 4/sold ier 4 Force 3 Init +6; Senses low-light vision; Perception +11 Languages Ba sic, Binary, 1 una ssigned Defenses Ref 19 (flat- footed 17). Fort 22, Will 14 hp 32; Threshold 22 Immune droid traits
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Speed 6 sq uares (walking). 6 sq uares (flying with jetpack) Melee claw +13 (ld6+8) Ranged heavy blaster rifle + 10 (3dlO+2) or Ranged blaster rifle + 10 (3d8+2) or Ranged mi ss ile launcher +9 (6d6+2, 2-square radius) Fighting Space 2x2; Reach 1 sq uare Base Atk +7; Grp +18 Atk Options autofire (heavy blaster rifle, blaster rifle). Devastatin g Attack (rifle s). Point Blank Shot Special Actions Indomitable, Running Attack Abilities Str 22, Dex 15, Con -, Int 12, Wis 11, Cha 8 Special Qualities droid traits, nightmare, zero- range attack Talents Ind omitab le, Devastating Attack (rifles) Feats Armor Proficien cy (light, medium). Point Bl ank Shot, Running Attack, Sk ill Training (Endurance). Weapon Focu s (rifle s). Weapon Proficiency (heavy weapons, rifl es, simp le weapons) Skills Endurance +9, Percept ion + 11, Persuas ion +8 Systems wa lking locomotion, flying locomotion (wi t h j etpack). basi c processor, 2 claw appendages, vocabu lator, improved se nsor pac kage, quadanium battle armor (+7 armor) Possessions heavy blaster rifle, built-in bla ste r rifl e, built-in missi le launcher (single mi ss ile). demountable jetpack Availability Military; Cost 31,375 credits Nightmare-The FLTCH -Se ries battle dro id uses its claw s and sp ikes to intimidate while attacking. Once per encounter, the droid ca n make a Persuasion check to intimidate an enemy as a free actio n whi le it simultaneously makes a mele e attack against the sa me enemy. If the check is successful, the intimidation takes effect after the droid's turn is complete. Zero-Range Attack-If the FLTCH-Series battle droid make s a succe ssful attempt to grab or grapple an enemy with its claw appendage, it can make an immediate attack with its arm-mounted bla ster rifl e.
OROIO
Large droid (4th-degree) hp 32 Threshold 22 Move (1 swi ft action, 2/turn) The FLTCH-Series battle droid moves 6 squares (walking or flying with a jetpack). Claw Attack (1 sw ift action, l/turn) The FLTCH-Series battle droid makes an unarmed attack at + 13. If successful, the attack deals 1d6+8 po in ts of damage. Heavy Blaster Rifle Attack (1 swift ac tion, l/turn) Th e FLTCH-S eri es battle droid makes a ranged attack at + 10. If successfu l, the attack de als 3d 10 +2 points of damage. Missile Attack (1 swift action, l/turn) The FLTCH-Series battle droid makes a ranged attack at +9. If successfu l, the attack deals 6d6+2 points of damage in a 2-square radius. Nightmare (2 swift action s, l /encounter) Th e FLTCH - Series battle droid makes a Persuasion check to intimi date an enemy w hile it simultaneou sly make s a melee attack against the same enemy. If t he check is successful, the intimidation take s effect after the droid' s turn is comp lete. Zero-Range Attack (2 swift actions, l/encounter) The FLTCH-Series battle droid attempts to grab or grapple an enemy with its claw appe ndag e at + 13. If th e attack is succe ssful, the droid can make an immediate attack at + 10 with its arm-mounted blaster rifle, dealing 3d8+2 point s of damage. Skills Enduran ce +9, Perception + 11, Persuasion +8 Vital Systems 2 claw appendages, vocabulator, heavy blaster rifle, built-in blaster rifle, built- in mi ssile launcher (single mi ss ile). demountable jetpack
ENCOUNTERING A FL.TCHSERIES BATTLE OROIO FLTCH-Series battle droids can be found in almost any mercenary unit or criminal syndicate in the galaxy. They do not frequently operate as part of defense forces or police organizations because their reputation for brutality and their menacing appearance do not mesh well with serving the general public. The droids do not rely on sophisticated tactics but, instead, use bulk, armor, strength, and firepower in battle. However, they can follow orders and battle plans perfectly well. The merc droid can be deployed with or without its jetpack or heavy blaster rifle, both of which are designed specifically for use with this model. Although the droid does not use its jetpack with great precision, its enormous form flying through the air is a frightening sight, especially to anyone in its landing lone. Units that deploy one of these droids try to maximize its intimidation factor.
F L.T CH - S E RI ES
B A TTL. E
O ROIO
ammunition power pack as it would any other. Additionally, by consuming twice the power for a particular shot (tha t is, expe nding power as if two shots had been fired). the shot can deal an extra ld6 points of damage on a successful hit. This modification takes a total of 2 hours to complete.
MODIFICATION : MERCENARY RENTAL UNIT
An early battle droid model manufactured by the Colicoid Creation Nest for interstellar export by the Trade Federation, the FLTCH-Serie s is a large brute with sp ikes, menacing features, and lethal built-in weapons. De sign ed to be marketed for the security and lesse r mil itary duties of humanoid species, the droid is employed by Outer Rim mercenary units and powerful crime lords. Its use by paramilitary organ izations is so w idespread that it is better known as a "merc droid" than by its proper designation. The FLTCH-Serie s is a determined fighter an d an effective intimidator. However, its utility is limited by its size , bulk, and lack of agility. The droid's enormous claws hinder its ability to use control panels, equipment, and small electronic devices. They also force the droid to use weapons special ly designed for its unique grip, although it occasionally circumvents thislimitation (usually with a -5 penalty to attacks). FLTCH-Serie s droids can't be played as droid heroes.
MODIFICATION:
AMMO
BOOST
This modification al lows the FLTCH -Serie s battle droid to share it s onboard am munition power pack with a handheld blaster, with a further option to add more punch to each shot. Both the droid and the weapon mu st be alte red prior to use. Modifying the droid requires a DC 20 Mechanics check and 500 cred its' worth of parts, including a power cable to link the pa ck to the weapon. Modifying the bla ster requires a DC 20 Mechanic s check and 100 credits' worth of parts. Once linked, the weapon can use the droid's
Some clever programmers f igured out a way to turn FLTCH-Series battle droids into self-administrating rental units. Once the droid's owner confirms payment (which is required up front, along with a sizable damage deposit). he or she turns the droid over to the customer. The droid then fo llows the customer's orders for the specifie d duration, as long as thos e commands do not break the terms of the agreement or direct the droid to move against its owner. At the end of the renta l period, the droid automatically ceases to aid the customer and waits to be returned to its owner (or finds its own way back) . If the rental period ends in the middl e of co mbat, the droid sw itches to se lf-defense mode and extracts itself from the situation as quickly as poss ible. Extensions of th e rental agreement are possible but usually must be arranged ahead of time . Throw ing credits at the droid at the la st minute can work, but the prices go up considerably under such circumstances, and the credits mu st be paid on the spot. Making thi s modification requires a DC 25 Use Computer check and 1 day of wo rk . Adding a tracking dev ice to the droid requires a DC 20 Mechanics check . Once in a customer's charge , the droid vigo rou sly defend s itse lf against any attempt to circumvent its programming or its tracking device. Tampering with the droid terminates the agreement, in which case the droid immediately begins to ext ra ct itself from the situation and returns to its owner.
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Mercenary droids are a favorite of mine. I know, I knowtechnically, they're FLTCH-Series units, but you'll find that almost everyone just calls them merc droids. Anyway, they're big and intimidating. Obtaining even one or two will make a fine addition to your firepower. If you can field these monsters, you'll also be seen as serious mercenaries-or wealthy criminals, depending on your friends. If you really want to make a name for yourselves, pick up a couple of these units and head out to Rodia or some other world with a lot of intra-clan fighting. Hire yourselves out as a special operations squad or protection specialists. Make sure you get your employers to spread the word about how good you are and how imposing your hardware is. With luck, you'll start getting calls from better-paying patrons with more dangerous jobs. Watch out, though. Mercs are impressive droids, but they're not indestructible. If you're not careful, you'll spend all your profits repairing t hem.
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0 2 REPAIR DROID G2 Repair Droid
CL 0
Small droid (2nd-degree) nonheroic 1 Init + 1; Senses darkvision; Perception +7 Languages Basic, Binary, 2 una ss igned Defenses Ref 12 (flat-footed 111, Fort 10, Will 10 hp 3; Threshold 10 Immune droid traits Speed 4 squares (walking) Melee unarmed +0 (ld2) Ranged by weapon + 1 Base Atk +0; Grp-4
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Abilities Str 10, Dex 13, Con -, Int 15, Wis 11, Cha 8 Special Qualities droid traits, patch job Feats Skil l Focus (Knowledge [technology], Mechanics, Use Computer) Skills Knowledge (technology) + 12, Mechanics + 14, Perception +7, Use Computer + 12 Systems basic processor, walking locomotion, 2 hand appendages, darkvision, diagnostics package, improved sensor package, vocabulator Possessions too l kit Availability Licensed; Cost 5,210 credits Patch Job-The G2 repair droid can make temporary repairs to any disab led mechanical or electronic device as a sta ndard action in stead of a full-round action.
02
REPAIR
Run Diagnostics (2 sw ift actions, l/turn) The G2 repair droid makes a Mechanics check to determine why a mechanical or electronic device does not work . If the check is successful, the droid's ma ste r gains a +2 circumstance bonus to his or her Mechanics check to f ix t he device . Skills Knowledge (technology) +1 2, Mechanics +12, Percept ion +7, Use Computer +12 Vital Systems 2 hand appendages, diagnostics package, vocabu lator, tool kit SoroSuub introduced the G2 repair droid to the galaxy within the first decade after the conclusion of the Clone Wars. G2s are a little shorter than sta ndard R2 astromech droids, with a wide bottom half that forces them to wadd le when they wa lk. Th is distinctive manner of locomotion, along with sma ll heads atop long, thin necks, earned G2 s the nickname "goose droids." Their three-fingered hands allow them to hold most repair tools, and their wide stances give them extra stabil ity when dealing w ith large, heavy equ ipment. G2 s are capable repair droids, but they tend to be overly ta lkat ive, which is hardwired into their systems and cannot be relieved w ith memory w ipes. Complaints and a high number of returns from large corporations that bought the droids in bulk forced SoroSuub to discontinu e the line eight years after the Battle of Endor, but near-co nstan t requests from sma ll bus in ess owners and individuals prompted the company to resta rt the series two years later. G2 repair droids can be played as droid heroes.
OROIO
Small droid (2nd-degree) hp 3 Threshold 10 Move (1 sw ift act ion , 2/turn) The G2 repa ir droid moves 4 squares (walking). Patch Job (1 swift action, l/turn) The G2 repair droid makes fast, temporary repairs to any disabled mechanical or electronic device. The number of hit points restored equals the resu lt of the droid's Mechanics check. Recharge Shields (2 swift act ions, l/turn) When act in g as the shield operator of a vehicle or operating a device with a shield rating, the G2 repair droid makes a Mechanics check to restore 5 points to the shie ld rating, up to the sh ield's normal maximum. Regulate Power (2 swift actions, l/turn) When acting as the engineer of a vehicle , the G2 repair droid makes a Mechanics check to move the vehicle + 1 step on the cond ition track.
0 2 REPA.IR
OROIO
PL..AVING A
02
REPAIR
DROID
Anyone seeking to playa G2 repair droid with hero ic levels should choose the stock mechanic droid chassis (see page 12) . The best starting class to recreate the droid is t he scou ndrel, using the Point Blank Shot feat to emphasize t he droid's accuracy in targeting objects at close range. Instead of starting with four t ool appendages and internal storage, the G2 droid comes with t he patch job special qua lity, as described in the droid's statistics block. Select Mechanics, Perception, and Use Computer as th ree of t he droid's starti ng skills. Cons ider choos ing Knowledge (physical sciences) to represent the droid's ability to develop and apply new maintenance methods and to create upgrades fo r existing equipment, Knowledge (technology) to represent the droid's knowledge of cuttingedge technological systems, and Pilot to represent the droid's knowledge of vehicle operations . Be sure to purchase a tool kit as part of the droid's starting equipment, and consider purchasing magnetic feet to help the droid make repairs on the ou t er hull of a starship.
MO D I FIC ATION :
MODIFICATION:
SCAVENGER
Scavenging would seem to be a function better suited to a labor droid, but a number of junk shop owners have found that a G2 repair droid is more than capable offilling this role after the following modifications are made. Remove the droid's le gs and in stall a repulsorlift unit in their place, removing the limitation imposed by terrain; this change requires a DC 25 Mechanics check and 1 day of work . Next, attach a set of electrobinoculars and a glow rod to improve the droid's visual capabilities, requiring a DC 15 Mechanics check and 2 hours of work for each item. To help the droid withstand punishing environments, change the Use Computer skill to Surv ival, which requires a DC 10 Use Computer check and 30 minutes of work. Finally, affix a removable storage bin or cart on a repulsorlift to the back of the droid so it can tow the scraps and equipment it finds back to its master. As an alternative, a shell can be created and permanently attached to the droid, allowing it to carry up to 25 kilogram s of material s instead of lugging around a separate unit. This option better protects the droid' s haul, reducing the chance that it wi ll lose anything it find s.
COPIL..OT
Merchant captains, shuttle pilots, smugglers, and pilots from other walks of life are always in need of reliable copilots to back them up in case of emergency, and the G2 repair droid can be modified to fill that role. Begin by in stalling a tool appendage on the droid, which requires a DC 20 Mechanics check and 1 hour of work. Attach a scomp link to the new appendage; this part of the procedure requires a DC 15 Mechanics check and 10 minutes of work. Normally, the droid can't operate a vehicle through a scomp link, but the device can be altered to allow the G2 to link into a vehicle's operation system and pilot the vehicle, as well as to perform typical copilot functions like astrogation and sensor operations. Ne xt, reprogram the droid's ski ll set to remove Mechanics and to add Pilot. At the same time, adjust the Skill Focus (Mechanics) feat to Skill Focus (Pilot). Optionally, change one of the other Skill Focus feats to Dodge, Vehicular Combat, or Weapon Proficiency (heavy weapons).
MO D I F ICAT ION: EX P L.. OS I VES DETECTOR Many law enforcement agenc ies have to deal with bomb threats from terrorists and criminals, but they might not all employ agents that have the proper training to locate and defuse explosives. For such agencies, a G2 repa ir droid modified to perform those duties can be a valuable resource. To make this modification, start by upgrading the droid with hardened systems of at least x3, treating the G2 as if it were a droid of Large size. This change in creases the droid's hit point total by 30 and its damage threshold by 15. Attach two tool appendages and add 5 kilograms of internal storage to the droid's chassis with a DC 20 Mechanics check and 3 hours of work for each component. Insta ll a laser cutter on one of the tool appendage s and an electroshock probe on the other.
MUCH T o o TAL..KATIVE There are two droid models in the galaxy that I cannot stand: 3PO protocol droids and G2 repair droids. The reason is that they talk too much! All they do is blather on about anything and everything. I am surprised that they ever get any work done. I had a G2 working for me a while back. It constantly talked about things unrelated to its job, and my circuits nearly fried just hearing it carryon . I had to rip out its vocabu lator to finally shut it up. In fact, I would not be surprised to learn that a G2's unending stream of conversation is responsible for the problems with those ships at the Sluis Van shipyards. Severa l ships have flown out of there over the last several weeks, only to experience difficulty with one or more primary systems just after leaving the star system. That might explain the increased pirate activity in that area of space. I wonder if the repair droids in the shipyards are working for the pirates. That seems possible, but I have my doubts. If the G2s had been compromised, surely the stupid droids would have blurted out that information by now.
OD16-SERIES PILOT ORDIO
0016-SERIES OROID
PILOT
GD16-Series Pilot Droid
CL 5
Medium droid (5th-degree) scout 3/so ldi er 2 Force 3 Init +9; Senses low-light vision; Perception + 10 Languages Basic, Binary, 2 unassigned Defenses Ref 19 (flat-footed 17). Fort 17, Will 16 hp 44; Threshold 17 Immune droid traits Speed 6 squa re s (walking) Melee unarmed +4 (ld3+2) Ranged by weapon +6 Base Atk +4; Grp +6 Atk Options Devastating Attack (heavy weapons). Point Blank Shot Special Actions Vehicular Combat Abilities Str 10, Dex 15, Con -, Int 14, Wis 12, Cha 9 Special Qualities droid traits, sensor crown, simultaneous operation, vehicle link Talents Acute Senses, Devastating Attack (heavy weapons). Improve d Initiati ve Feats Armor Proficiency (light). Point Blank Shot, Skill Focus (Pilot). Skill Training (U se Computer). Vehicular Combat, Weapon Proficiency (heavy weapons, rifles, simple weapons) Skills Initi ative +9 (can reroll). Knowledge (galactic lore) +9, Knowledge (tactics) +9, Mechanics +9, Perception + 10 (can reroll). Pilot + 14, Stealth +9, Use Computer +9 Systems walking locomotion , heuristic processor, 4 hand appendages, locked access, improved sensor package, vocabu lator Availability Licensed; Cost 17,430 credits Sensor Crown-As a swift action, a GD16-Series pilot droid can use its sensor crown to lock on to a veh icle, a character, or an object that it can see. Until the end of the encounter, the droid gains a +2 equipment bonus to Perception checks related to that target. Simultaneous Operation-Twice per encounter, a GD16-Series pilot droid gains an add itional swift action that it must use to operate a veh icle's systems or to take another vehicle combat action. Vehicle Link-As a standard action, a GD16 -Series pilot droid can estab li sh a link with a ship or a vehicle and issue a routine command to any automated onboard system; for examp le, it can start the engines, raise or lower a boarding ramp, or open a hatch . To establish a link, the ship or vehicle's computer must have a friendly attitude toward the droid.
G01S-SERIES
PILOT OROID
Medium droid (5th-degree) hp 44 Threshold 17 Move (1 swift action, 2/turn) Th e GD16-Series pilot droid moves 6 sq uares (walking) . Copilot (1 swift action, l/turn) The GD16-Series pilot droid assists a character's Pilot check, providing a +2 bonus to the check. Recharge Shields (2 swift actions, l/turn) The GD16-Series pilot droid makes a DC 20 Mechanics check. If the check is successful, the droid's ship regain s 5 points of shields, up to th e ship's normal maximum. Regulate Power (2 sw ift actions, l/turn) The GD16-Series pilot droid makes a DC 20 Mechanics check. If the check is successful, the droid's ship moves + 1 step on the condition track. Sensor Crown (1 swift action) Until the end of the encounter, the GD16-Series pilot droid gains a +2 equipment bonus to Perception checks related to a single vehicle, character, or object.
PL.AYINO A GDIS-SERIES PIL.OT DRO I D GD16-Series pilot droids have a superiority comp lex and are programmed to exude great confidence in their own abil ities, especially where care and subtlety are requi red in espionage missions. Alt hough the GD16 is a fifth-degree droid, start by selecting the stock battle droid chassis (see page 11). Take yourfirst level in the scout class to gain a high number of class skil ls and, eventua lly, t he Improved Initiative talent. On the other hand, if yo u plan t o use your droid primari ly for starfighter combat, you might select the sold ier class instead. You wi ll want high Dexterity and Intelli gence scores to aid your piloting and astrogation abilities. Select Armor Proficiency (light) fo r your bonus Armor Proficiency feat, and consider se lecting heavy weapons for your bonus Weapon Proficiency feat. You shou ld be trained in the Initiative, Mechanics, Perception, Pilot, and Use Computer skills. Depending on your starting class, you might need to choose one or more of these as a Skill Training feat, possibly when you take a level in a second class. You should also take the Vehicular Combat feat at the first opportunity. Finally, purchase two more hand appendages.
Vehicle Link (1 swift action, l/turn) The GD16 -Ser ie s pilot dro id iss ues a routine command to an automated system on board a ship or a vehicle whose main computer is friendly toward the droid. For examp le, the droid can start th e engines, raise or lower a board in g ramp , or open a hatch .
M OD I FICATI ON : AD VANCED ESPIONAOE UPORADE Although MerenData designed the GD16 to support esp ionage and other clandestine activ itie s, t here are times when the droid must operate on its own. The standard model is adaptable enough to handle many mi ss ion s, but some owners upgrade the GD16's espionage module for more sensitive tasks . To make this modificatio n, the droid mu st become trained in the Stealth skill and pick up one or more talents from the Camouflage talent tree .
MODIFICATION: PRECISION FL.IOHT Most GD16s are impressive pilots, but some are adapted to fly very prec ise ly, in se rting their ships into spaces in a way that no normal droid or organ ic pilot could duplicate without extre me skil l (or a li ttle help from the Force). For this modification, the droid must be trained in Pilot and have the Skill Focus (P il ot) feat. Install precision f light se nsors and subp roce sso rs, a ta sk that requires a DC 25 Mechanics check and 3 days of work and costs 20,000 credits. Finally, upgrade the droid's flight algorithms to work with the new equipment, which require s a DC 30 Use Computer check . Once completed, the modifications al low the droid to take 20 on precision flying and docking maneuvers even when threatened, as well as on reactions to avoid col li sio ns. This upgrade gives the GD16 a distinct advantage in navigating asteroid fie ld s or the dense sky lane s of large cities.
Skills Initiative +9 (c an rerol l), Know ledge (g alactic lore) +9, Knowledge (tact ics) +9, Mechanics +9, Perception + 10 (can reroll), Pilot + 14, Stea lth +9, Use Computer +9 Vital Systems 4 hand appendages , vocabulator When MerenData decided to market a pilot droid for clandest ine operations, it produced a model that exceeded the average pilot droid's equipment and capabilities. Whereas sta ndard pi lot droids are designed to handle speeders, ground vehicles, and so me starships in the public t ran sport, governmental, or commercia l markets, MerenData's GD16-Series is designed for versatil ity and mi ssio n adaptation . As such, it is more expensive than the average pilot droid. Th e GD 16-Series droid is designed to pil ot virtua ll y any type of vehic le, fro m the smallest speeder bike to the largest capital ship. Since most of the galaxy's vehicles are designed for organics with two arms and two legs, the GD16 confo rm s to this genera l bip eda l configuration. The droid can adap t to any size of cockpit thanks to te lescopic arms and legs and an exte ndabl e torso and neck. The GD 16's doub le-arm configuration gives it a marked advantage over organic pilots, al lo wing it to operate more controls sim ultaneously. Th e droid's sensor crown is de signed for cockp it use, giving it 360-degree vision and a simultaneous view above the unit. Additional forward-mounted sen sors are dedicated to sca nning the sh ip's contro l board and other system readouts . Finally, the droid can pilot a ship through a direct computer link, if the ship is so equipped . GD16-Series pilot droid s can be played as droid heroes.
SURPRISE Spy A GD167 Yeah, I've heard of them, but I don't carry them anymore. Don't get me wrong, friend-they're the best droid pilots I've ever seen. But number one, they're hard to get your hands on. Number two, their personalities are about as cold and precise as their flying skillsthey're some arrogant droids, all right. And number three, it turns out this one GD16 I had was actually sent to spy on me, and I can 't abide being spied on in my own shop. I never saw it coming. The thing had been here just a few days when it offered to run me out to pick up a load of spare parts. Next thing I know, it locks me in the ship's cargo hold and just like that, we're off to see a Hutt. As if that weren't bad enough, we're attacked by pirates on the way! But the droid cut those fools to shreds, and we still made it to the Hutt on time. Seems he was unhappy with an earlier shipment of cut-rate protocol droids and wanted a little proof that I was still trustworthy. Of course, I used my knack for persuasion to clarify the situation, or I wouldn't be here now, would 17 Funny, though-the droid backed me up. So it was sneaky, all right, but it was honest, too.
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OX1-SERIES BATTLE OROID
C3Xl-SERIES BAT TL.E OROID GX1-Series Battle Droid
Medium droid (4th-degree)
CL 6
Medium droid (4th -deg ree) non heroic 6/soldier 3/scout 1 Force 3 Init + 18; Senses Perception +9 Languages Basic, Binary Defenses Ref 24 (flat-footed 21). Fort 20, Will 14 hp 35; Threshold 20 Immune droid traits Speed 6 squares (walking) Melee unarmed +10 (ld3+5) Ranged heavy blaster rifle + 11 (3dlO+4) or Ranged heavy blaster rifle +9 (4dlO+4) with Rapid Shot Base Atk +7; Grp +10 Atk Options Point Blank Shot, Rapid Shot Special Actions Harm' s Way
hp 35 Threshold 20 Move (1 swift action, 2/turn) The GX1-Series battle droid moves 6 squares (walking). Blaster Rifle Attack (1 sw ift action, l/turn) The GX1-Series battle droid makes a ranged attack at + 11. If successful , the attack deals 3dlO+4 points of damage. Rapid Shot (1 swift action, l/turn) The GX1-Series battle droid makes a ranged attack at +9. If successful, the attack deals 4dlO+4 points of damage. Repositioning Routines (reaction) When one of the droid's allies wit hin 12 squares is reduced to 0 hit points, the batt le droid can move up to half its speed without provoking attacks of opportunity. Retrieve Item (free action, l/turn) The GX1-Series battle droid retrieves a stowed item or picks up an item. Skills Initiative + 18, Perception +9 Vital Systems four hand appendages, 1 tool appendage, glowrod, seco nd ary battery, vocabulator
Abilities Str 16, Dex 16, Con - , Int 10, Wis 8, Cha 13 Special Qualities droid traits Talents Evasion, Harm' s Way, Weapon Specialization (rifl es ) Feats Armor Proficiency (light, medium). Improved Defen ses, Point Blank Shot, Rapid Shot, Skill Focus (Initiative). Skill Training (Perc eptio n). Weapon Focus (bla ster rifles). Weapon Proficiency (rifle s, simple
The GX1 - Series battle droid from Trang Robotics is one of the company's only forays into private security battle droids, and one that saw an extremely limited production run. Following the success of their Duelist Elite train-
weapons) Skills Initiative + 18, Perception +9 Systems basic processor, walking lo comot ion, four hand appendages, 1 tool appendage, internal storage (20 kg). seconda ry battery, vocabulator Possessions heavy blaster rifle, durasteel batt le armor, glowrod Availability Restricted; Cost 23,305 credits
ing droids (see page 88). executives at Trang Robotics put the word out to wealthy individuals and well-funded corporations that they would be willing to de sign a battle droid based on their customers' needs and feedback. The GX1-Series battle droid is sign ificantl y more expensive than other battle droids, but that was something that the financiers of the project were willing to accept, in exchange for having the droid designed around their needs. GX1-Series battle droids can't be played as droid heroes.
Repositioning Routines-GX1-Series battle droids are programmed with sophisticated tactical routines that allow them to regroup and launch a new attack plan when f laws are exposed in their current tactics. Whenever one of the GX1 - Series battle droid' s allies with in 12 squares is reduced to 0 hit points, the battle droid can move up to half its speed as a reaction; this movement does not provoke attacks of opportunity. Small Appendages-Two of the GX1-Series battle droid's hands are smaller and capable of more fine manipulation than its main hands. A GX1-Series battle droid can pick up or retrieve a stowed item as a free action once on its turn.
OX1-SERIES BATTLE OROID ENCOUNTERS Since the GX1- Series battle droid isn't as ubiquitous as other battle droids, they are best used as an unpleasant surprised for unsuspecting heroes. Typically, the owners of a GX1-Series battle droid will have only one or two of the droids around, given their high cost, meaning that these droids work well as the bodyguards or personal enforcers for moderately wealthy individuals such as Senators or mid-level corporate executives. These droids will most commonly be featured in encounters with their masters, along with thugs or hired guards to help round out the encounter. A rare few extremely wealthy individuals might have a larger cadre of GX1-Series droids; including at least four of the droids in an encounter is a great way to showcase their repositioning routines special quality.
OX I- SER I EB
B ....TTLE
O R C IO
MODIFICAT ION:
AIRDROP
DROID
Although most GX1 -Se ries battle droid s are already fo rm idable oppo nents, at least one of the or igina l investo rs conve rted a squad of the droids into airdrop droids that can be deployed direct ly to the battlefi eld from orbi t without t he need for a dropship or a shuttlecraft. The modifi cat ion requires the owner to remove the durasteel battle armor from the droid (replacing it with a sta ndard durasteel she ll) before augmenting the droid's armor with f laps, small repul sor generators, maneuvering jets, and strategica ll y placed heat abl ative tiles. Thi s armor aug mentation costs 4,500 credits for materials and requires 24 hours of work and a DC 25 Mechanics check to co mpl ete. On ce the modification is mad e, the droid ca n be dropped from a ship in orbit directly onto the battlefield wi thout damaging the droid. Thi s modification do es not prov ide a GX1-Series droid with a fly speed.
PRIVATE
ARMIES
Even though GX1-Series battle droids aren't widely known, Trang Robotics' willingness to listen to their customers' demands did end up producing a droid that is more than worth its high price tag for some individuals. Word on the space lanes is that the initial investors
MODIFICATION: ARMORED COURIER One somewh at unorthodox use for the GX1-Series battle dro id is to convert t he droid into a special courier ca pabl e of delivering highly sensitive informa t ion th at ca nnot be transmitted over co mputer networks or the HoloNet. Th e first step in the conversion is to rep lace the droid' s bu ilt- in glowrod with a tight-beam laser transmitter capab le of delivering data via focused beams of light; only special input devices can accept data transfe rs in this way, and it is assu med that the intended recipient has such a device. Typ ical ly, tight-beam transmitters are part of building sec urity system s and must be removed and converted in to droid parts. Thi s modification require s 2 hours of wo rk, costs 2,750 credit s, and requires a successful DC 20 Mechan ics check to com plete the installation. Additionally, t he droid's in terna l com puter syste ms need to be loaded w ith sop hi sticated encryption program s in order to protect the data f rom attempts to sl ic e into the droid's memory banks; thi s requires 12 hours of work and a DC 35 Use Computer check, or 1 hour of work and a DC 15 Use Computer check w ith a prepackaged encryption su ite (the typica l black market cost for such encryption is roughly 6,000 credits). With the encryptio n in sta ll ed, the droid has an effective Will Defense of 35. Lastly, the droid is equ ipped with a device th at erases its memory entirely should the encryption be overcome; this device costs 600 credits and requires 1 hour of work and a DC 15 Mechani cs check to in sta ll .
were paying Trang Robotics to provide them with private droid armies. Some of those operations got busted up by the Jedi, but other investors took their droids and went into hiding . Some of them even hired slicers to attack Trang Robotics's computer facilities to erase any trace of the sale and then assassins to target anyone who dealt with the investors. Needless to say, having several private droid armies vanish overnight has been of a great deal of concern to the authorities, and they have been hunting for anyone who might be able to lead them to the original investors. I've even heard rumors that one of the original Trang Robotics executives in charge of the project managed to avoid assassination and is currently being hidden by Black Sun agents. My friends in low places seem to think that the executive, whoever he or she is, is being kept safe aboard a Black Sun skyhook over Taris, and that the authorities are willing to pay a cargo hold full of credits for anyone that can turn that executive over for questioning . Of course, that also means the bounty on the exec's head is growing by the day, so there might be more money to be made by turning the exec over to those shadowy investors.
Expert Opinion (1 swift action) The GY-I information ana lysis droid makes a Knowledge (life sciences), Knowledge (galactic lore), or Knowledge (physical sciences) check and reports its findings.
OV-I INFORMATION ANALYSIS OROID GY-I Information Analysis Droid
CL 1
Medium droid (3rd-degree) noble 1 Force 2 Init +6; Senses low-light vision; Perception +9 Languages Basic, Binary,S unassigned Defenses Ref 13 (flat-footed 12), Fort 10, Will 15 hp 18; Threshold 10 Immune droid traits Speed 6 squares (walking) Melee unarmed -1 (ld3-1) Ranged by weapon + 1 Base Atk +0; Grp +1 Abilities Str 8, Dex 12, Con -, In t 15, Wis 15, Cha 16 Special Qualities droid traits Talents Educated Feats Linguist, Skill Focus (Gather Information), Weapon Proficiency (pistols, si mple weapons) Skills Deception +8, Gather Informat ion + 13, Initiative +6, Knowledge (galacti c lore) +7, Knowledge (life scie nces) +7, Knowledge (phy sica l sciences) +7, Perception +9, Use Computer +7 Systems walking locomotion, heuristic processor, improved sensor package, 2 hand appendages, vocabu la tor Availability Li censed; Cost 11 ,855 credits
OY-I INFORMATION ANALYSIS OROIO Medium droid (3rd-degree) hp 18 Threshold 10 Move (1 swift action, 2/turn) The GY-I information analysis droid moves 6 squares (walking). Analyze Data (1 swift action, l/turn) The GY-I information analysis droid assists a character's Gather Information check, providing a +2 bonus to the check. Diagnosis (1 free action) The GY-I information analysis droid makes a Knowledge (life sc iences) check with a +5 bonus to determine a source of disease or injury and communicates the diagnosis to its owner.
Skills Deception +8, Gather Information +13, Initiative +6, Knowledge (galactic lore) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Perception +9, Use Computer +7 Vital Systems 2 hand appendages, vocabulator
An old adage says that cred its make the galaxy turn. The truth of the matter is that those credits are often used to buy information. Originally, Cybot Galactica built the GY-I information analysis droids to process the larg e amounts of data collected by space su rvey teams and university researchers. For example, a GY-I might be tasked with determining the best habitat on a newly discovered planet. Ho wever, as Emp eror Palpatine turned resources away from the explorations of the Old Republic to th e war machine of the Galactic Empire, most GY-I droids were reassigned to ot her roles in which their analysis wou ld be useful. GY-I Information Ana lysis droids can be played as droid heroes.
PLAYINO A OY-I INFORMATION ANALYSIS OROIO Cautious is the best word to describe GY-I droids in the field . The more data they can acquire, the more contingencies they can plan for. The droids aren't good at adapting on the fly, and the random nature of emotional behavior is a mystery to them. They are, however, excellent at long-term planning. What might seem like luck or the intervention of the Force to someone else is merely the result of proper analysis and planning to a GY-I droid. Although playing a cautious character might seem inappropriate in the fast-action Star Wars setting, these droids definitely have their place. For example, they plan the big heists or the lightning-fast raids on Imperial strongholds. Selections from the noble's Leadership talent tree are a great way to emulate the droid's ability to make large groups operate well, and a few choices from the scoundrel's Fortune or Misfortune talent trees can make lucky breaks seem like they were part of the plan all along.
THE
SAD TAL..E OF OY-133
These droids are in high demand in many markets. Criminals want them to run numbers. Corporations want them to find new sources of profit. Warlords want them to analyze flaws in plans of attack. High-end processor in the model's brain means the manufacturing corporation keeps clear records on who it sells the droids to. The processors are a big reason we make tidy profit when we get one. A smart tech can turn a GY-I into a lot of different kinds of droids-protocol, astromech, assassin. They don't stay on the sandcrawler for long. Yes, advanced processor can be used for many things, but sometimes the droid can be modified too well. The deep space scout modifications can be full of quirks. Uncle Tukka told about GY-133, a droid on a 10-year scout mission with a Zabrak company. The droid came back the only survivor. It went too long between memory wipes, and its personality matrix destabilized. The droid thought it was the Zabrak scout who had been its owner. Could not understand why its family didn't recognize it, or why the wife had a new husband. Could not handle the difference between the memories it possessed and the reality it faced. GY-133 began stalking and eliminating the family, one by one ...
droid co ul d st reamline proce dures, identify areas of waste , and deduce who was skimming cred its off the top. The droi d also had a knack for ruth less ly determining when a loan should be co ll ected w ith prejud ice. Had the GY-I not myster iou sly di sappea red, it could have become the f irst droid lieutenant of a Hu tt crime fami ly. To modify a GY-I into a financial wizard, replace the droid's heurist ic processor with that of a fourth-deg ree battl e droid. Thi s step requires a Mechanics check with a DC equal to the droid's Will Defense. Once the new processor is in sta ll ed, the droid can overcome its life-preservation directives and look sole ly at the bottom line of a situation. If the droid's owner has the Wealth talent, provided that the droid has been invo lved in its ma ster's fina nces , the master is treated as being two levels hig her than he or she is for th e purposes of determining how many credits the maste r gains from the Wealth talent when gaining a level. An in divid ual can only benefit from one droid modified in such a way. The droid can also make a Knowl edge (bureaucracy) check to assess the street va lue of any item s presented to it or to its owner.
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MODIFICATION: ASTROMECH OROID The GY- I information ana lys is droid is surprisingly robust in the field. Many droids are reduced to scra p metal by the first glancing blow in combat, but because the GY- I is meant to store information worth salvaging , its pro cessors are housed in a torso tough enough to survive the rigors of space travel. Pilots have discovered that a GY-I can eve n be modified to replace an astromech droid. First, reprogram the droid's analysis module, which requires a DC 25 Use Computer check and 1 hour of work. Thi s step essentially gives the dro id an astromech buffer with a stored number of jumps equa l to the droid's Intelligence score. Next, detach the droid's limbs, leaving only its torso and head, and fit the droid into the astromech slot of a ship. Thi s process requires a DC 30 Mechanics check and 2 hours of work . Final ly, attach the droid direct ly to the ship 's hyperdrive with a DC 15 Mechanics check and a
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MODIFICATION: FINANCIAL.. WIZARD Although the impressive processing power of the GY-I is generally used for scie'n tific or academic pursuits, elements on the galactic fringe have found different applications for these droids. Zorba the Hu tt received a GY- I as part of a co ll ection on a bad debt and tweaked the droid to suit his purposes. By analyzing the efficiency of the crime lord's operations, the OY-I
INFORMATION
ANAL- VB I S
DROIO
H - IME BATTL..E MECHANIC OR OlD H-l ME Battle Mechanic Droid Small droid (2nd-degree) scout 1 Force 2 Init +8; Senses Perception +0 Languages Basic, Binary, 3 unassigned
CL 1
Skills Initiative +8, Jump +4, Knowledge (physical sciences) +8, Knowledge (technology) +8, Mechanics + 13, Perception +0, Pilot +8, Stealth + 13, Survival +5 Systems heuristic processor, walking locomotion, 8 tool appendages, magnetic feet, extra legs, collapsible construction, vocabulator, communications countermeasure system Possessions tool kit Availability Restricted; Cost 10,565 credits
hp 24; Threshold 11 Immune droid traits
Preventive Maintenance-For every 8 hours the H-1 M E battle mechanic droid spends working on a vehicle, the vehicle regains a number of hit points equal to its Challenge Level, up to its maximum number of hit points. Preventive maintenance can occur while a ship is in hyperspace.
Speed 4 squares (walking) Melee unarmed -1 (ld2-1)
H - 1ME BATTLE
Defenses Ref 17 (flat-footed 14), Fort 11, Will 11
Ranged by weapon +3 Base Atk +0; Grp -2
M ECHANIC
Abilities Str 8, Dex 16, Con -, Int 17, Wis 11, Cha 11 Special Dualities droid traits, preventive maintenance Talents Jury-Rigger Feats Skill Focus (Mechanics), Weapon Proficiency (pistols, rifles, simple weapons)
hp 24 Threshold 11
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Small droid (2nd-degree)
Move (1 swift action, 2/turn) The H-1 ME battle mechanic droid moves 4 squares (walking). Identify Technology (1 swift action) The H- 1ME battle mechanic droid makes a Knowledge (technology) check . If the check is successful, the droid identifies the technology of the item in question . Mechanical Assistance (1 swift action, l/turn) The H-1 ME battle mechanic droid assists a character's Mechanics check, providing a +2 bonus to the check . Pick Pocket (1 swift action, l/turn) The H-1ME battle mechanic droid makes a Stealth check against a target's Perception; the target receives a +5 bonus to the check. If the check succeeds, the droid steals from the target an object that is hand sized or smaller. Recharge Shields (2 swift actions, l/turn) The H-1ME battle mechanic droid makes a DC 20 Mechanics check . If the check is successful, the starship regains 5 points of shields, up to its normal maximum. Regulate Power (2 sw ift actions, l/turn) The H-1ME battle mechanic droid makes a DC 20 Mechanics check. If the check is successful , the ship moves + 1 step on the condition track. Skills Initiative +8, Jump +4, Knowledge (physical sciences) +8, Knowledge (technology) +8, Mechanics + 13, Perception +0, Pilot +8, Stealth +13, Surviva l +5 Vital Systems 8 tool appendages, magnetic feet, extra legs, vocabulator, tool kit
t-t-IME
BATTLE MECHANIC OROID
PLAYING AN I-f-IME BATTLE MECHANIC OROID An H-1ME clings to the outside of a ship in the middle of a battle and fights to keep that vessel moving. These droids have daredevil personalities and are not known for cautious planning or rational action. They are programmed to make split-second decisions and improvise solutions in situations that are frenetic or deadly. What's more, an H-1ME is very protective of its master's ship. The droid might be small, but it has no qualms about picking fights with larger opponents if the paint on its master's ship gets smudged. This loyalty is noteworthy, although sometimes it can get the droid's owner into trouble. When creating an H-l ME battle mechanic droid hero, consider taking the scout class and choosing talents from the Fringer talent tree. In addition, the scoundrel's Fortune and Misfortune talent trees offer good options for helping the droid survive the dangerous situations it will face while clinging to the hull of its master's ship. Armor is also a good choice to protect the droid. Equip the character with an array of tools and tool kits to provide extra utility and bonuses.
Astromech droids are known for their abil ity to coax a damaged ship back to life. But not every ship is designed to carry an astromech, nor can every pilot afford one. One of the solutions to thi s problem is the H-1 ME battle mechanic droid from Intertran Systems. This droid attaches itself to the hull of a ship and perform s repairs wh il e the vessel is in flight. Its small profile allows it to operate even in the middle of a dogfight without affecting the ship's maneuverability. The H-1ME is a toolbox that knows how to use itself. One of the most important features of the H-l ME is that it can operate wh il e a ship is in hyperspace, which makes the droid an excellent choice for lone merchants and starfighter pil ots . In addition, many H-1 ME s are found in the employ of ship dea lers, making sure a merchant's inventory is ready to f ly off the lot when a customer comes cal ling . The droid take s up the same amount of space as a standard ship's toolbox and usually fits in the storage space for tool s. The droid can also be deactivated and disassembled to fit into smal ler storage location s. For larger ships, multiple H-1MEs are recommended. H-l ME battle mech anic droids can be played as droid heroe s.
MODIFICATION:
MISSILE
OROID
The size and flexibil ity of the H-l ME battle mechanic droid allow it to be used in novel ways on the battlefield. A mercenary f ligh t group known as Mazer's Mynocks disassembled their H-l MEs and loaded them into concussion missile housings. When a ship was badly damaged, a friendly starfighter fired one of the special projectiles at the vessel. En route, the H-1ME powered up, quickly reassembled itself, and was ready to begin repairing the damaged ship upon arrival. The missi le housing the droid was in was painted with a distinct red and white pattern to alert the target that the incoming projectile was helpful rather than harmful . To modify an H-l ME in this manner, start by reprogramming the droid to activate and reassemble itself when the concussion missile proximity trigger activates. This step requires a DC 11 Use Computer check and 1 hour of work. Ne xt, bui ld the projectile housing for the droid, which require s a DC 25 Mechanics check and 1 hour of work. Fin ally, disassemble the droid and load it into the missile, which requires a DC 25 Mechanics check and 1 hour of work . The H- l ME droid can perform the fir st two checks on its own but cannot perform the third check or assist with it. For each fai led check during the process, the droid moves -1 step on the condition track, a persistent condition that can be removed with a DC 25 Mechanics check. Th e droid is fired with a simple attack roll. If the attack misses, the pilot that fired the mi ssile can spend a swift action to deactivate the projectile; the droid can then be retrieved later.
A
PERSONAL FAVORITE
Love this droid! I always keep a few around to make sure my other droids stay tip-top. Fixing droids comes naturally to H-1ME, even if it gets a little too attached. I usually deactivate the droid before sales days. It pitches a fit when I turn it back on, but also quite happy to see new droids that it can fix up and get to know. They are loyal and easily customizable. Anyone that spends time around droids or starships, definitely pick one up. My current unit, H-88ME, likes to tell stories while it works and has dozens about other droids of its kind . Now its in the middle of a story about H-2ME. This droid was modified to carry small bits of cargo and was launched into space by its master, said to be one of the last Jedi Knights. The little droid latched onto a spice freighter and made its way across the galaxy, looking for someone to give the treasure. What could have been so valuable, so small that it could be contained inside little droid? Holocron, maybe? Lightsaber? I will close up shop soon-I don't want to miss the next part of H-88's tale!
Avoid Surprise (1 free action)
HI< - 77 ASS A SSIN OROID HK-77 Assassin Droid
CL 4
Medium droid (4th-degree) soldier 4 Force 3 Init + 10; Senses darkvision; Perception + 10 Languages Basic, Binary, 1 unassigned Defenses Ref 21 (flat-footed 18). Fort 18, Will 15 hp 55; Threshold 18 Immune droid traits Speed 6 squares (walking) Melee unarmed +6 (ld3+4) Ranged blaster rifl e +8 (3d8+4) or Ranged blaster rifle +3/+3 (3d8+4) Base Atk +4; Grp +7 Atk Options autofire (blaster rifle). Dual Weapon Mastery, Point Blank Shot Special Actions Indomitable Abilities Str 14, Dex 16, Con - , Int 13, Wis 12, Cha 10 Special Qualities blaster surge, droid traits Talents Indomitable, Weapon Specialization (rifles) Feats Armor Proficiency (light, medium). Dual Weapon Mastery I, Point Blank Shot, Toughness, Weapon Fo cus (rifles). Weapon Proficiency (pistols, rifles, simple weapons) Skills Initiative + 10, Knowledge (tactics) +8, Perception + 10, Use Computer +8 Systems heuristic processor, wa lk ing locomotion, 2 tool appendages, darkvision, improved sensor package, locked access, vocabulator, quadanium battle armor (+7 armor) Possessions 2 blaster rifles Availability Restricted; Cost 19,865 credits Blaster Surge-As a fu ll -round action, the HK-77 assassin droid can forgo its normal attacks to fire a high-powered blaster bolt from one of its rifles. The high-powered bo lt deals 5d8+4 points of damage and consumes an add iti ona l five shots from the weapon's power pack. The weapon cannot be fired during the next round, while it cools down.
HK - 7 7
ASSASSIN
ORDIO
Medium droid (4th - degree) hp 55 Threshold 18 Move (1 swift action, 2/turn) The HK-77 assassin droid moves 6 squares (walking).
The HK-77 assassin droid makes a Perception check at the start of a battle. If the check is successfu l, the droid's master avoids surpr ise. Blaster Surge (1 swift action, l/turn) The HK-77 assassin droid makes a ranged attack roll at +8. If successful, t he attack deals 5d8+4 points of damage. Salvo (2 swift action s, l/t.urn) The HK-77 assassin droid makes two ranged attack rolls at +3 each . Each successful attack deals 3d8+4 points of damage. Support Fire (1 swift act ion, l/turn) The HK-77 assass in droid makes a ranged attack roll at +8. If successful, the attack deals 3d8+4 po in ts of damage. Skills Initiative + 10, Know ledge (tactics) +8, Perception + 10, Use Computer +8 Vital Systems 2 tool appendages with blaster rifles, vocabu lator Continuing the success of the HK-47 lin e, the HK-77 assassin droid was designed and built to be the ultim ate hired killer. Originally conceived severa l years before the outbreak of the Jedi Civi l War, the HK-77 is the cu lmin at ion of the droid s that came before it: the HK-47, HK-58, and HK-65 assassin models. The HK-77 is slightly shorter than its predecessors and has a narrow head w ith eyes that extend from each side, a shape that was borrowed from variou s predators found around the galaxy. Unlike the HK-47 and the HK-58 , w hich were standard models that had hands and carried weapons , the HK-77 has weapons incorporated into its arms for ready access. When cha sing a target, the droid prefers overt action over stealth, which might be it s biggest flaw. By confronting its target in the open , the droid exposes itself to attack and give s its prey a chance to escape or to fight back. Despite
ENCDUNTERINO AN H K - 7 7 ASSASSIN ORDIO HK-77 assassin droids are known to work alone, choosing to rely on their own abilities or the resources they can obtain to accomplish their missions. They can be found virtually anywhere in the galaxy that is reasonably well populated, since most of its targets can be traced to such locations. Many times, an HK-77 will blindly pursue its target and ignore anyone else that might be present-unless the droid decides on the spot that a bystander is a greater threat than its original quarry. On the world of Zeltros, for instance, the heroes might suddenly come face-to-face with an HK-77 that emerges from a dark alleyway in the late evening. The assassin droid steps out from the shadows and, without warning, opens fire at its target with no regard for anyone else-whether other heroes or innocent passersby-that might be in the line of fire . During the course of the conflict, the droid seeks cover from incoming attacks but does everything it can to eliminate its target first and foremost.
seve ral attempts by the designers to correct t hi s iss ue, the HK-77 continues to exhib it ove rl y ag gre ss ive behav ior. HK-77 assass in droid s can 't be played as droid heroes.
MODIFICATION:
FIREFIGHTER
At first, the tra nsformation from a droid that t akes lives to one that saves lives seems like a dra stic change . But after see in g a mod ifi ed HK-77 in actio n, some people wonder why the droid was not de signed to perform this function in the fir st pl ace. This modification tweaks the droid's hardware and software to cre ate a firefighter that is put to great use by many sa fet y units throughout the ga laxy. Start by removin g the droid's bla ster rifles from its arms, and repla ce them wi th fire extinguishers. Then add four chem ical cartrid ges to each arm, along with an automatic reload syste m th at costs 75 credits per appendage. All tog ether, these changes require a DC 15 Mechanics check and 2 hours of wo rk . Fin all y, add a flame-retardant jacket or coating to the droid' s she ll to grant it a +2 bonu s to Fortitud e checks to resist high temperatures; the materials to crea t e the coa tin g cost 200 credits , and it requi res 1 hour of work to apply the coating to the droid.
REPUTATION
OF FEAR
After the HK-47 assassin droid, the HK-77 is one of the most feared fourth-degree droids. With built-in weapons and a cunning personality matrix, an HK-47 can terrify anyone with a price on his or her head. In many ways, that reputation works better than the droids themselves. When wanted beings discover that an HK-77 is after them, they often fear for their lives and surrender as quickly as they can. Some, though, believe that the droids' reputation is nothing more than hype. Have you heard the story of Garm Bel Iblis, a leader of the Rebellion? Apparently, someone high in the Imperial hierarchy discovered his location on Anchoron and sent a refurbished HK-77 droid, along with other assassins, to kill him. Many believe that Bellblis died when a bomb planted for him detonated, but others think that he was not caught in the blast and still lives. Most assassins believe him to be dead, but the HK-77 still pursues Bellblis, refusing to return to Coruscant. As a result, the Empire has left the droid to its own devices. Whether Bel Iblis is alive or dead, the Rebellion would be most grateful if a group of heroes could find the droid, which was last reported to be looking for clues on Anchoron, and dismantle it permanently.
MODIFICATION: OAMBLER'S PROXY Gamblers enjoy playing games of chance at the galaxy's club s an d cantinas. So metim es, though, a ga mbler ca n't make it to a particu lar game-or chooses not to attend, since sitt in g down with certain see dy type s can be ha za rdou s to one's health. In such insta nce s, se ndin g a modified HK-77 assassin droid in the ga mbi er's place ca n work ni ce ly. Begin the mod ification by removing the blaster rifle s and the tool ap pendag es, and repl ace them wit h hand appe ndages. Ne xt , upload information about va riou s games of cha nce and ga min g st rat eg ies into t he droid's memory bank s: Thi s data can be purcha se d from enterta inm ent ve nd ors at maj or sta rport s for abo ut 50 credits. For gamblers that want to playa fair game, the mod ifi ca tion is comp lete. However, to give the droid a further ed ge, increase the output of t he improved sensor package and the darkvision accessory, which requires a DC 20 Mec hanic s check and 1 hour of work . Thi s upgrade gives th e HK-77 a short-term vision boost th at lets it see throu gh objects within 3 meters that have 2 hit po ints or fewer-more than enough to lo ok through the casings for sa bacc cards and re ad their disp lays . The vision boost must be use d spa ring ly because it burns out after prol onged use. For eac h rou nd of use after the fir st 10 rounds of use, th e droid mu st make a DC 15 Wisdom check. Success indicates that the vis ion boo st continu es to work . Failure means t hat the droid's improved senso r package an d darkvision irreparably short out. On each sub seq uent round of use, the DC of the Wisdom check in creases by 3 until either the droid stops using the upgrade or the system burns out. HK-77 ASSASSIN
OROID
HKB-3
HUNTER-KIL.L.ER
ORDID
HKB-3 HUNTERKILLER
DROID
HKB-3 Hunter-killer Droid
CL 6
Medium droid (4th-degree) non heroic 3/scout 3/soldier 2 Force 3 Init +5; Senses low-light vision; Perception + 11 Languages Basic, Binary, 1 unassigned Defenses Ref 18 (flat-footed 17), Fort 19, Will 15 hp 32; Threshold 19 Immune droid traits
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Speed 6 squares (walking) Melee unarmed +8 (ld3+4) Ranged blaster rifle +8 (3d8+4) or Ranged blaster rifle +6 (4d8+4) with Rapid Shot Base Atk +6; Grp +8 Atk Options autofire (blaster rifle), Coordinated Attack, Point Blank Shot, Rapid Shot Special Actions Expert Tracker Abilities Str 14, Dex 13, Con -, Int 12, Wis 10, Cha 8 Special Qualities coordinated tracking, droid traits, hunting sen sor, simultaneous fire Talents Acute Senses, Expert Tracker, Weapon Specialization (rifles) Feats Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Rapid Shot, Skill Training (Stealth), Weapon Focus (rifles), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons) Skills Perception + 11 (can reroll), Stealth + 10, Survival +9 Systems walking locomotion, remote processor (5-km range), 2 hand appendages, vocabulator, improved sensor package, internal comlink (encrypted), locked access, quadanium plating (+5 armor) Possessions blaster rifle Availability Military; Cost 19,130 credits Coordinated Tracking-HKB - 3 droids share sensor and observational data when tracking a target. When up to four HKB - 3 droid s are tracking the same target and each droid is within 30 square s of at lea st one other droid in the group, each droid makes a Survival check to track the target, and all droids use the highest re sult. The droids also automatically aid another on the check. Hunting Sensor-HKB-3 droids carry specialized sensors for hunting targets that negate all cover and concealment bonuses to Perception checks, induding total cover and total concealment. The sensors do not negate cover and concealment bonuses to attack s.
Simultaneous Fire-When the HKB-3 droid uses the aid another action to aid another HKB-3 droid' s attack roll, that droid's attack, if it hits, deals + 1 die of damage for every 5 points by which it exceeded the target's Reflex Defen se. Multiple HKB-3 droids using the aid another action stack their attack bonuses, but this bonus to damage is only applied once.
HKB-3
HUNTER-KIL.L.ER
DRCJID
Med ium droid (4th-degree) hp 32 Threshold 19 Move (1 swift action, 2/turn) The HKB-3 hunter-killer droid moves 6 squares (walking). Blaster Rifle (1 swift action, l/turn) The HKB-3 hunter-killer droid makes a ranged attack with its blaster rifle at +8. If successful, the attack deals 3d8+4 points of damage. Coordinated Tracking (2 swift actions, l/turn) The HKB-3 hunter-killer droid makes a Survival check to track a target. When up to four HKB-3 droids are tracking the same target and each droid is within 30 squares of at least one other droid in the group, each droid makes a Survival check to track the target, and all droids use the highe st re sult. The droids also automatically aid another on the check.
PI-AVING A HKB-3 HUNTER-KII-I-ER OROID Playing an HKB-3 droid works best in adventures set before the Clone Wars or in which the droid is part of an independent unit still in service after the Separatists' defeat. To create an HKB droid hero, select the stock battle droid chassis (see page 11). Consider replacing the remote processor with a basic or a heuristic processor. In either case, this alteration rids the droid of its dependence on a remote droid controller. The HKB still can receive remote processor commands but is not bound to follow them. HKBs use abilities from the scout and soldier classes . Select the scout class first if you plan to focus on stealth and tracking, or choose the soldier class if you want to focus on firepower and defense. Consider becoming a multiclass character to support the droid's hunter-killer label. If scout is selected first, spend your bonus starting Armor Proficiency feat on Armor Proficiency (light) and your first level feat on Armor Proficiency (medium). You also must be trained in the Survival skill to use its tracking application.
Simultaneous Fire (2 swift actions, l/turn) The HKB-3 hunter-killer droid uses the aid another action to aid another HKB-3 droid's attack roll, granting the allied droid + 1 die of damage for every 5 points by which the droid's attack roll exceeds its target' s Reflex Defense. Multiple HKB-3 droids using the aid another action stack their attack bonuses, but this bonus to damage is only applied once. Skills Perception + 11 (can reroll; ignores cover and concealment, including total cover and total concealment). Stealth + 10, Survival +9 Vital Systems 2 hand appendages, vocabulator, internal coml ink (encrypted). blaster rifle Years before the Clone Wars, Baktoid introduced the HKB-3 to the hunterkiller droid market. With decent weaponry, modular appendages, and an excellent degree of control , the droids soon became popular among higherrank ing Trade Federation officials as bodyguards and personal security. Like Baktoid's cheaper B1 units, the HKB relies on remote processing and carries a bulky communications unit that extends above the height of its head. Although the unit is an obvious vulnerability, it provides additional protection for the droid's head. Eventually, the HKB's bodyguard duties are handed over to the much super ior Droidekas. HKBs see some action during the Clone Wars, but they are usually relegated to guard duty or patrolling remote worlds rather than serv ing as front-line fighters. Given their reliance on remote processors, HKBs are always accompanied by some type of droid control ship, vehicle, or similar unit. However, they are dangerous in combat and worthy of the hunter-killer label. The droids are especially threatening when operating in sma ll group s. The basic model carries standard handheld weaponry, w hich can be swapped out for appendage-mounted weapons . HKB-Series hunter-killer droids can be played as droid heroes .
MODIFICATION: ~AMMER This modification adds local jamming capability to the HKB-3 droid's large receiver package without disrupting the link to its own remote processor. When activated, the jammer inhibit s com link s, the remote processors of enemy droids, and most other communications signal s within a 12-square radius of the HKB. Sensors scanning the area cannot eas il y penetrate the static field, but they do detect the jamming automatically. Ini t iating the jammer requires a standard action, and sustaining it requires a move action. When the field is activated, the droid makes a Use Computer check with a + 10 equipment bonus. Anyone attempting to communicate or scan through the jamming field must make an opposed Use Computer check against that result. Opponents that succeed can communicate, although static still disrupts the signal , and enemy droids reliant on remote processors must spend a swift action to filter out the noise. Opponents that fail the check cannot communicate, and enemy droids reliant on remote processors stop moving and cease to function while within the static field (unless they have backup processors). Making this modification requires 4,000 credits' worth of parts and software. The installation requires a DC 15 Mechanics check, a DC 15 Use Computer check, and 6 hours of work.
HUNTING HUNTER-KII-I-ERS SO, you're going after that ex-Separatist, Neimoidian coward Tornak Po? I imagine you've already heard that he's been hiding out in the desolate wastes of Tatooine's southern polar region . He can't pay his debts since his side lost the war, and I think he's trapped there in his luxury yacht. Or he's hiding . Or both. Who knows? I bet you want to know more about those hunter-killers he's rumored to have as protection. No problem. The HKBs were decent enough back before the Trade Federation decided to start invading planets instead of just buying them off. The droids are still lethal, but they were outclassed by other models the Separatists obtained for the war. Plus, they were more expensive than the B1 droids, and Neimoidians are cheap. Tornak probably got his HKBs for free, or maybe he found an old stash of them . Anyway, don't let their perceived obsolescence fool you-the droids are still dangerous and can track you down far better than the average battle droid . They're particularly fond of working in groups and firing simultaneously on a target with rapid fire weapons. Isolated targets are dead targets, but maybe you can use that to your advantage to turn the tables on them. Good luck.
KMl
MININO OROIO
KMl Mining Droid
CL2
Larg e droid (5th - degree) nonheroic 6 Init +3; Senses darkvision; Perc eption +2 languages Basic, Binary Defenses Ref 17 (flat-footed 17), Fort 17, Wi ll 9 hp 31; SR 10; Threshold 22 Immune dro id traits Speed 6 squares (walking) Melee unarmed + 11 (ld4+7) Ranged laser cu tter +4 (3d8) Fighting Space 2x2; Reach 1 square Base Atk +4; Grp +16 Atk Options slammer
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When reprog ramm ing a KM1 mining droid, reduce the DC of the Use Computer check by 5. Improvised Fire (1 sw ift actio n, l/turn) The KMl mining droid makes a ranged attack at +4 (m aximum range 12 squa re s). If successful, the attack deal s 3d8 points of damage. Slammer (1 swift action , l/turn) The KMl mining droid makes a melee attack at + 10. If successfu l, the attack deals 1d6+ 18 points of damage. If the dama ge excee ds the target's damage thres hold, the target also gains a persistent condition . Stability (1 free action) The KM1 mining droi d gai ns a +5 bonu s to avoid bein g knocked prone. Skills Endurance + 8 (ca n rerol l), Perception +2, Stealth -2 Vital Systems 2 tool appendages with laser cutters (treat as heavy blaster pistols; maximum range of 12 sq uares), mining shield generator, vocabula tor
Abilities Str 24, Dex 10, Con -, Int 10, Wis 8, Cha 8 Special Qualities droid traits, mini ng shield generator, stabil ity, adaptable program min g Feats Armor Proficiency (light, med ium), Slammer, Toughness, Weapon Profici ency (pistols, si mpl e weapons) Skills Endurance +8 (can rerol l, taking the better res ult), Perception +2 , Stea lth -2 Systems walk in g locomotion, basic processo r, 2 tool ap pendag es, mining shie ld gene rator, darkvision, vocab ulator, duranium plating (+8 arm or) Possessions 2 laser cutters (treat as heavy bla st er pisto ls; maximum range of 12 squares) Availability Licensed; Cost 21,880 credits Mining Shield Generator-Thi s device operate s as a normal shi eld genera t or (SR 10) and enab le s the KMl minin g droid to rero ll Endu rance checks and take t he better resu lt to resist environmen tal damage and effects. Stability-Th e KMl mining dro id gains a +5 bonus to avoid being knocked prone. Adaptable Programming-Th e KMl mining droid is built for easy adaptation to tasks. Th e DC of Use Computer check s to re program the droid is red uced by 5.
KMI
MININO
ORCJID
Large droid (5th-degree) hp 31 Threshold 22 (SR 10) Move (1 swift action, 2/turn) Th e KMl mining droid move s 6 squa res (walking). Adaptable Programming (1 free ac tion)
KMI
M I NINO
OROIO
ENCOUNTERING A KMl MINING OROID In the Old Republic era, KM 1 mining droids are found in most major mining facilities in the galaxy. In later eras, derivative models from contemporary manufacturers are likely to remain in operation. KM1 droids typically operate in small groups, usua lly in conjunction with excavation variants (see be low) and under t he com mand of an organ ic or droid supervisor. The owner of a KM1 can exploit several advantages. First, the droid can legall y carry what are essentia lly two heavy blaster pistols. Second, the unit is highly durable and can wit hstand greater environmental extremes than the average droid. Furthermore, those who discover the ease with which a KM1 can be reprogrammed can make good use of this feature . In fact, it's possible for heroes-or villains-to control a small, primitive army of mining droids without a lot of effort.
Duwani Mechanical Products designed KM1 minin g droid s to excavate raw materials in tight quarters and dangerou s environments. Th e Peragus mining facility used the droid s extensively in its operations during the time of t he Old Republi c. Each lo w-standing, crablike droid carrie s two laser cutters to bl ast obstructing rock and punch holes for its fuel siphons. For defense, th e KM1 can use the laser cutters as improvi sed blasters, although they are in accu rate and have an extremely short rang e. The droid can carry small amounts of fuel by si phoning it into four onboard storage cyl ind ers on its back. Mo st KM1s are also equipped with mining shie ld generators to protect t hem from environmen ta l effects and other damage. The droids are not terribly intelligent, but they store highl y specialized instructions and information on the speci fic mat erial th ey are deployed to extract. Mine ad mini stra tors like KM1 s because th ey are highly durable, easy to deploy, and easy to program. However, the latte r f ea ture can become a sec urity iss ue, since almost anyone with knowledge of droid programming can take co ntrol of the unit. Using the KM1 cha ssis as t he ba se model, Duwani Mechanical Products supplie s Peragu s and other fa cili t ies with several specialized variants. KM1 droid s can't be played as droid heroes.
MODIFICATION: EXCAVATION OROID One of the main KM1 varia nts is the excavation droid. Its features are almost identical to those of the sta ndard model , includ in g the mining shield generator, but it carries heavy lase r cutters and heavy armor. Although an excavatio n droid's primary ta sk is to blast through dense rock , it ha s a lesser version of the base model's siph on ing system for extracting hard-to-reach vein s of fu el. To create this va ri ant, replace the KM1 's laser cutters with heavy lase r cutters (treat the m as heavy blaster rifles wit h a maximum range of 12 squares), and rep lace the durani um plating wi th neutronium plati ng (+ 11 armor). To reflect the excavation droid's durability, se lect th e Im proved Damage Threshol d feat. Fin al ly, reduce its sp eed to 4 squares to reflect its heavier armor and frame .
MODIFICATION:
WAL..L..
WAL..KER
A KM1 modification used in some mines is a conve rsion techniq ue that allows the droid to wa lk on any surface in a tunnel, including wa ll s and cei lin gs. Additionally, t he droi d ca n secure itself to a su itable surface we ll enough to ca rry out mining activiti es, and , once set, the wal l wa lker is difficult to dislodge. To make thi s modification, first equ ip the KM1 with climbing claws. If an event or Force power t ri es to dislodge the droid, it can rero ll its Streng th or grapple check and ta ke the be tter res ul t. ork) is one of the more pop ular modifica tio ns.
A
SCAVENGER'S GOL..D MINE
Hello, fellow scavengers, good deal for you today. I just received word the Blast Pit mining operation shut down this week. Even better, the corporation abandoned all old equipment and droids. Now, the equipment's fine, but it's hard to se ll. What I need are the droids. Probably dozens of KM1s down there. Maybe no one told them to shut down and they're still working away. Or maybe one of the droid supervisors took over after it realized they had the run of the place. Never mind. I just want you to go out and capture as many of those things as you can. I'll pay top credits for them, especially those that are not too damaged, not too worn out. Mind you, I'm sure I'm not the only one to hear about this! You might have to contend with other scavengers, but what's a little competition among rivals? Remember, they're most likely not out to kill you, and I might do business with them someday, so try not to eliminate future customers. Better take a heavy-duty vehicle, and something to load the droids on to it. Those things are heavy, and who thinks they'll go along willingly? Of course, scavengers as cunning as you might be figuring out a way to get the KM1 s to deliver themselves. Mighty impressed if you pull that off.
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M3B EXPLORER OROID M38 Explorer Droid Med ium droid (2nd-degree) scout 2 Force 3 Init + 1; Senses darkvision; Perception + 15 Languages Basic, Binary, 1 unassigned Defenses Ref 14 (flat-footed 14), Fort 18, Will 14 hp 28 ; Thr eshold 23 Immune droid traits Speed 6 squares (tracked) Melee unarmed +6 (ld3+6) Ranged by weapon + 1 Base Atk + 1; Grp +6 Abilities Str 20, Dex 10, Con -, Int 12, Wis 14, Cha 8 Special Qualities adva nced se nso rs, droid traits Talents Acute Senses Feats Improve d Damage Threshold, Skill Focus (Percept ion)' Weapon Proficiency (pi sto ls, rifles, simple weapons) Skills Endurance +6, Knowled ge (galactic lore) +7, Knowledge (life sciences) +7, Know ledge (physical sc ien ces) +7, Perception + 15 (can rero ll ), Surviva l +8
CL 2
Systems heuristic processor, tracked loco motion, 2 hand append ages, darkvision, holorecorder, im proved se nso r package, in te rn al storage (5 kg), vocab ulator Availability Licensed; Cost 12,285 credits Advanced Sensors-With a successful Perc eption check, the M38 explorer droid can detect elect rom ag netic ene rg y, radiation, and se ismic activity with in 500 meters and motion with in a 12-square radiu s.
M38 EXPLORER DROID Medium droid (2nd - degree) hp 28 Threshold 23 Move (1 swift actio n, 2/turn) Th e M38 explorer dro id moves 6 squa re s (tracked ). Advanced Sensors (2 sw ift ac tions, l/turn) With a successful Perception check, the M38 ex plorer droid ca n detect electromagnetic energy, radiation, and seis mic activity wit hin 500 meters and motion with in a 12-squa re radius. Avoid Surprise (1 free action ) The M38 explorer droid makes a Percept ion check at the start of a battle. If the che ck is successfu l, the droid' s master avoids surpri se. Know Direction (2 sw ift act ion s, l /tu rn) With a successful Surviva l check , th e M38 exp lorer droid can dete rmine which direction is north wh ile planetside. Sensor Sweep (2 swift act ions , l/turn) With a successful Perception check, the M 38 explorer droid ca n detect li fefo rm s w ithin a 24-sq uare range . Skills Endurance +6, Knowledge (g alact ic lore) +7, Kno w ledg e (life sciences) +7, Knowledge (ph ysica l scie nces ) +7, Perc ept ion + 15 (can rerol l), Surviva l +8 Systems 2 hand appendages, holo recorder, internal storage (5 kg), vocabulator A few years before the Clone Wars, Les Tech pooled its best minds to devise the next great droid concept. The co ll aboratio n resulted in the M38 explorer droid, which was equipped w ith a co mplet e se nsor suite and holorecorder system. Les Tech marketed the M38 as the droid that wo uld take the risk of exploring potentially ha zardou s new worlds instead of the sco ut that own s it, leaving him or her free to co ncentrate on other duties such as mapping planetary terrain an d analyzing the droid's findings. With its heavy tracks and st urdy co nstruction, the M38 pro mise d to be a useful co mpanion for adventurers whose ca reers foc use d on exploration. Howeve r, many potential customers we re intimidated by the droid, fearing that it wou ld eventually rep lace t hem in the fi eld . Worse, those w ho decided to give it a try despite their mi sg ivi ngs found that the droid was more trouble t han it was wort h.
. M38
E XP L.ORER
OROID
PL.-AYINO AN M 3 B EXPL.ORER OROID Although the M38 is a second-degree droid, players choosing to build the droid with heroic levels should start with the stock probe droid chassis (see page 12). The best class with which to begin the droid's career is scout, but the droid's lack of a Constitution score prevents it from taking the Shake It Off feat. Instead of starting with the stock internal comlink and locked access, the M38 explorer droid gains the advanced sensors special quality, as described in its statistics block. Also, exchange the hovering locomotion for tracked locomotion, replace the tool appendage with another hand appendage, and add 5 kilograms of internal storage. Select Knowledge (life sciences), Knowledge (physical sciences), and Perception as three of the droid's starting skills. For additional skills, consider Endurance to represent the droid's ability to continue its mission long past the expected span of time, Knowledge (galactic lore) to represent the droid's knowledge of planetary systems and cultures, Mechanics to represent the droid's skill with performing self-maintenance while in the field, and Survival to represent the droid's ability to find its way through a planet's wilderness. Be sure to purchase a holorecorder as a part of the droid's starting equipment.
The M38 gained a reputation for slow speed, an almost constant need for maintenance, and a lack of weaponry. Sti ll , these shortcomings did not prevent the Rebellion from using a number of the droids. M38 exp lorer droids can be played as droid heroes.
MODIFICATION:
ENOINEER
Many scouts wandering the fringes of the galaxy do not have the means to obtain a droid that can keep the ship running in the middle of a mission. Fortunately for them, this modification allows the M38 to act as an engi neer. Start by installing three tool appendages in the droid's torso, each of which requires a DC 20 Mechanics check and 1 hour of work. Next, attach an electric arc welder, an electroshock probe, and a laser cutter to these appendages; adding each tool requires a DC 15 Mechanics check and 30 minutes of work . Install a diagnostics package, and connect it to the holorecorder to give the droid the ability to review its assessment and reroll its Mechanics check, taking the better of the two results . Reprogram the droid to have the Mechanics sk ill instead of Surviva l, and change the Skill Focu s feat to boost Mechanics instead of Perception. Provide t he droid with a tool kit to finish the modifications.
MODIFICATION:
NAVICOMPUTER
One of the most important aspects of being an explorer is the ability to know where you're going. Navigating between the stars is not an easy feat and is usually left to astromech droids and navicomputers. If a ship's astromech droid or navicomputer is damaged in battle or otherwise rendered inoperable,
having a backup is a good safety measure. Many scouts have been extremely glad to have modified an M38 explorer droid to serve in this role. To make this modification, start by removing the droid's holorecorder and internal storage space and installing an astrogation buffer with 6 memory units; this change requires a DC 15 Mechanics check and 1 hour of wo rk. Attach a tool appendage with a scomp link on the end; when coupled with the astrogation buffer, this gives the droid Skill Focus (Use Computer) as a bonus feat. Finally, reprogram the Survival skil l to Use Computer, and shift the Skill Focus feat from Perception to Use Computer.
MODIFICAT ION :
PAT ROL.
ORDID
This particular modification appea ls to mercenaries and underworld types as we ll as to explorers. With the M38's aptitude for detection and survei llance, altering the droid so that it patrols a desired area is fairly easy. Start by replacing the droid's hands with tool appendages fitted with blaster rifles or by exchanging at lea st one hand for a tool appendage with a blaster rifle attached. Instal l an in ternal comlink in the droid's chassis with a DC 15 Mechanics check and 1 hour of work. You can give the droid locked access, too, but that change is not required. Bolt a glow rod to the side of the droid's head, giving it the abil ity to aid another's attack s without incurring a penalty to its check from low-light conditions or darkness. Finally, reprogram the droid' s Weapon Proficiency (pistols) feat to Weapon Focus (rifles), and change the Knowledge (physical sciences) sk ill to Ini t iati ve .
OOINO
HAYWIRE
Everybody complained about the M38 explorer droid when it was first introduced on the market. They said it couldn't possibly do as well as a real scout-or that it was too good and would steal jobs from everyone in that field. Well, they changed their tune after a few of these droids got bought, eh? Suddenly, they started saying that the M38 is messed up in one way or another. The droids can't move in a straight line, or they can't see where they're going, or they go crazy and drive off a cliff or into a tree or something! Couldn't sell them very well after that. You know, I'll bet that's what happened to this one planet hopper in the Outer Rim a while back. This guy, a trader out near Naboo, he picked up a distress Signal from someone who said she was stranded on . .. uh, Baarstal. Yes, that's it! She was stranded on Baarstal, and she was carrying on about how her M38 droid went haywire and started damaging the ship. Before she knew it, the droid had damaged the engines and a number of other systems before it got off the ship and disappeared into the jungle. Now, she needs to be rescued . I'll bet she won't have such a glowing review of the droid after this little incident.
MEV-SERIES MEDICAL EVACUATION OROID MEV-Series Medical Evacuation Droid
CL 1
Med ium droid (1st- degree) non heroic 5 Init +9; Senses lOW-light vision; Perception +5 Languages Basic, Binary, 2 unassigned Defenses Ref 18 (flat-footed 16), Fort 11, Will 11 hp 18; Threshold 11 Immune droid traits
Folding Repulso rli ft Bed- The MEV droid's folding bed is stored in the vertical position behind the droid when not in use. Th e bed takes a move action to deploy by sw inging down into position. The bed must be deployed to carry a pas se nger. Once the bed is deployed, the droid's f ighting space is 1 square wide x 2 sq uare s long. Pa sse ng ers in the bed are held in place by a low -power force fie ld. Passengers must be of Medium or sma ll er size. Qu ick Load-As a move action, the MEV droid can use its arms to pick up and load a willing or unconscious passenger onto its bed. The droid can load a passenger whi le taking two move actions in one turn.
Speed 6 squares (hovering) Melee unarmed +4 (ld3+1) Ranged by weapon +5 Base Atk +3; Grp +5 Special Actions Cybernetic Surgery, Surg ica l Expertise
MEV-SERIES MEDICAL EVACUATION OROID
Abilities Str 12, Dex 15, Con -, In t 14, Wis 13, Cha 10 Special Qualities droid traits, folding repulsor li ft bed, quick load Feats Armor Proficiency (light), Cybernetic Surgery, Ski ll Focu s (Treat Injury), Skill Training (Initiative), Surgical Expertise Skills Initiative +9, Know ledge (life sciences) +9, Perception +5,
Move (1 swift action, 2/turn ) The MEV droid moves 6 squares (hovering) . Diagnosis (1 free action) The MEV droid makes a Knowledge (life sciences) check to determine the source of a di sease or an injury and commun icates the diagnosis
Treat Injury + 13, Use Computer +9 Systems hovering locomotion, heuristic processor, 4 hand appendages, improved sensor package, vocabulator, folding repulsorlift bed, durasteel plating (+6 armor) Possessions 6 medp acs, medical kit, surgery kit Availability Licen sed; Cost 13,425 credits
to its owner. First Aid (2 swift actions, l/turn) Th e MEV droid makes a DC 15 Treat Injury check on a ta rget in an adjacent square. If the check is successfu l, the target rega ins a number of hit points equa l to its character leve l plus 1 hit point for every po int by which the check was succe ssful. A character can be treated with first aid in this manner on ly once per day. Folding Repulsorlift Bed (1 swift action, l/turn) The MEV droid deploys its folding repu lsor li ft bed to carry a passenger. Quick Load (2 swift actions, l/turn) Th e MEV droid load s a will in g or unconscious passenger onto its bed. Revivify (2 swift actions, l/turn) The MEV droid makes a DC 20 Treat Injury check on a target in an adjacent square that is cu rrently at 0 hi t points. If the check is successfu l, the target is unconscious instead of dead.
Medium droid (1st-degree) hp 18 Threshold 11
Skills Initiative +9, Knowledge (life scie nces ) +9, Percept ion +5, Treat Injury +13, Use Computer +9 Vital Systems 4 han d appendages, vocabulator, fo ldin g rep ul sorli ft bed, 6 medpacs, medica l kit, surgery kit
MEV-SERIES
MEDICAL.
EVACUATION
ORDID
PL.AYING A MEV-SERIES MEDICAL. EVACUATION DROID Start with the stock medical droid chassis (see page 12), which covers the medical basics. Select either the noble or the soldier class, depending on the conditions in which the droid will operate. For a battlefield evacuation unit, choose the soldier class to take advantage of its higher hit points and starting Armor Proficiency feats. Although this class has greater defenses, it has fewer options for trained skills and helpful talents. To improve your support role capabilities, start with the noble class instead. You must take Armor Proficiency (light) as your first level feat, but your improved skill and talent selection will help your comrades even when they are uninjured. Take Perception, Persuasion, and Use Computer as trained skills, and consider taking Initiative as a trained skill to speed your evacuation duties during combat. Purchase an additional tool appendage, an ample supply of medpacs, a medical kit, and a surgery kit as your starting equipment. You can store the medical kit's litter in a special long compartment within the chassis' repulsorlift sled.
Industrial Autom aton started production of the MEV-Se rie s medical evac uation droid 10 years prior to the start of the Clone Wars. The model quickly beca me popu lar w ith mercenary group s an d metropolitan evacuation teams. Part medical droid and part repulsorl if t sled, the MEV evacuates an injured being while also giving first aid to the patient. The droid gives first aid effec ti vely and efficiently on it s own, and when it ha s acces s to medIcal equipment t yp ica ll y found in a hospital or medical bay, it can perform routine su rg ica I proced u re s. The MEV ha s a built-in repul so rlift sled that folds up vertically behind the droid w hen not in use. When deployed, the padded bed has a low-power gravity field that secures a patient in place whi le the droid remove s hi m or her from immediat e danger. Th e droid 's to rso sits at the front of the sled and has four telescopi c arm s that can reach and treat any part of the patien t. Armor plating extend s one-q uarte r of th e way along the sides of the sled to protect t he droid and the patient. Th e MEV's medical equ ipment and suppli es are sto red behind the armor, at the head of the bed. MEV-Series medical evacuation droids can be pl ayed as droid heroes.
M ODIFICATION: HI GH-SPEED BOOSTER Although the MEV's speed, even w hen load ed , is equal to that of any standard Human, som e owners choose to increase it s movement rate as much as possible. Th ere are two commo n ways to carry out this modification. The first is to boost the output of the droid's rep ul sor lift eng in e to increase the dro id· s speed by 1 square. This change requires a DC 20 Mechanics check using the Tech Spec iali st feat, 1,000 cred it s, and 1 day of wo rk . The second method
is to add booster ro ckets to the bottom or sides of the sled , which can fire whenever the sled is deployed. When acti vated, the rockets add 2 squ are s to the droid' s speed. They ca rr y 10 charges, wi th each round of acti va tion equa ling one charge. Adding booster rockets requires a DC 25 Mechanics check, 5,000 cre di ts for parts, 1 day of work, and a DC 15 Use Computer check for adding control programming.
MO D I FIC A TIO N : IMPR O V ED E N CL.OSU R E Some owners feel that the open bed of the evacuation droid needless ly exposes patients to additiona l dange rs. By making a DC 20 Mechan ics chec k and spendin g 2,000 credits for parts, you can enclose th e bed on all sides (except t he top) in 3 days of work; as a re sult, patients load ed onto the bed benefit from cover from incom ing attacks. The droid loses the abi lity to fold up the repu lsorlift sled and always t akes up a 1x2-square area fo r fighting space. Thi s modification also hind ers the droid' s quick load spec ial quality; it t ake s a -5 pe nalty when attemp ting to quick load while t aking two move actio ns in one turn. Ho wever, the droid gains additional sto rage space along the interior of the armored wa ll s, increasing the number of medpacs it ca n ca rry from 6 to 12.
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M O DI FIC A TION: SPE CI A LIZ E D PROCES SOR Because the stan dard MEV ha s a si ngl e pro cesso r, the droid must split its time between treating the patient and navig at ing out of w hat is usuall y a dangerous situat ion. Add ing a subp rocessor that specializes in cont rolling lo comotion leaves t he main processor free to devote its fu ll attention to th e pat ient. Insta lling th e new subproce sso r requires a DC 20 M ec hanics check, 2,000 credits for parts, and 2 days of work . Eac h turn, the modified droid can make one move act ion as a swift act ion. When usin g the subproce sso r, the droid mu st move at least 1 square.
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EMERGENCY EVAC Medical droids are a little out of my area of expertise. But let me tell you, when you deal with as many battle droids as I do, you see a lot of medical droids in action. I bring this up because I see you have a fine MEV unit there, and I've just received some unsettling news about a situation that you might be able to help with. There's a colony on Thuna III, in a small system near the Unknown Regions, that's been devastated by a groundquake. To make matters worse, I've heard that a band of raiders is planning to take advantage of the chaos and make off with whatever they can. If you can get to Thuna III quickly enough, you might be able to stop the raiders. Either way, the colonists sure could use your droid's help.
I:
MK-Se:RIES
M K-SERIES M AINTENANCE
MAINTENANCE
DRDID
ORO ID
MK-Series Maintenance Droid
CL 1
Medium droid (2nd-degree) scout 1 Force 1 Init +7; Senses Perception +5 Languages Basic, Binary, Bocce, Huttese Defenses Ref 14 (flat-footed 12). Fort 12, Will 11 hp 24; Threshold 12 Immune droid traits Speed 6 squares (tracked) Melee claw -1 Base Atk +0; Grp +2 Abilities Str 9, Dex 14, Con - , Int 15, Wis 10, Cha 13 Special Qualities droid traits Talents Jury-Rigger Feats Shake It Off, Skill Focus (Mechanics). Skill Focus (Use Computer)', Skill Training (Use Computer)', Weapon Proficiency (simple weapons) Skills Climb -6, Endurance +5, Initiative +7, Knowledge (galactic lore) +7, Knowledge (technology) +7, Mechanics + 12, Perception +5, Pilot +7, Use Computer + 12 Systems heuristic processor, tracked locomotion, 2 claw appendages, diagnostic package, internal storage (20 kg). scomp link, vocabulator Availability Licensed; Cost 11 ,080 credits Lateral Thinker-The unique programming of an MK-Series maintenance droid allows it to come up with so lutions to problems that other droids might never reach . When the MK-Series droid spends a Force Point to add to a Mechanics check or a Use Computer check, increase the die type of the Force Point by one step (from d6 to d8, or from d8 to dlO). Versatile Appendages-Thanks to the versati lity of the equipment installed in the MK-Series maintenance droid's claw appendages, the droid is always considered to have a tool kit. 'Reprogrommed from Scout starting feats as a factory stondard
MK-SERIES MAINTENANCE Medium droid (3rd-degree) hp 24 Threshold 12 Move (1 swift action, 2/turn) The MK-Series maintenance droid moves up to 6 squares (tracked). Issue Routine Command (1 swift action, l/turn) Th e MK- Series maintenance droid issues a routine command to a computer that has a fr iendly attitude toward it.
Jury-Rig Repairs (2 swift actions, l/turn) The MK-Series maintenance droid makes a Mechanics check (DC 25) at + 17 on a disabled mechanical device or vehicle. If the check is succes sful, the target moves +2 steps on the condition track and regains 1d8 hit points. Shake It Off (2 swift actions, l/turn) The MK-Series maintenance droid moves + 1 step on the condition track. Skills Climb -6, Endurance +5, In itiative +7, Knowledge (galactic lore) +7, Knowledge (technology) +7, Mechanics + 12, Perception +5, Pilot +7, Use Computer + 12 Systems tracked locomotion, 2 claw appendages, diagnostic package, scomp link, vocabulator The Kalibac Indu stries MK-Series maintenance droid was designed to serve as an assistant and, occasionally, as t he primary mechanic aboard space transports and capi t al ships. The MK-Series maintenance droid had a somewhat unique design premise: The droid should be able to solve problems that arise during space travel, even those that cannot be anticipated, in the same way that a living technician would be able to. During the droid's initial design process, Kalibac engineers consulted a wide variety of starship
PL..AVINO AN MK-SERIEB MAINTENANCE OROID The MK-Series droid makes an excellent choice for players looking to take on the role of the party's technician or pilot. The MK-Series droid's personality meshes well with the needs of an adventuring party, and their durability exceeds that of many other, comparable droids. First, start by choosing the mechanic droid generic chassis (see page 12). The best starting class for replicating an MK-Series droid is either the scout class (as it matches the MK-Series droid's standard class), or the scoundrel class (as it has both Mechanics and Use Computer as class skills). Choosing the scout class will produce the closest replica of the stock MK-Series droid and will match its durability with higher hit points and the Shake It Off starting feat, and taking noble at second level allows you to pick up Use Computer relatively quickly. Consider taking Skill Focus in Mechanics or Pilot as a starting feat, depending on your primary role in the party. Jury-Rigger as a starting talent for the scout class matches the stock MK-Series droid, but given the droid's ability to ignore difficult terrain thanks to its tracked locomotion, Long Stride isn't a bad choice for players seeking more mobility.
engineers, spaceport mechanic s, and even some outlaw techs (although Kalibac's legal department stringently denies it) in order to craft a dro id personality capable of finding creative so lution s to the problems that come up while traveling through space. As a result, the MK-Series droid, though more prone to developing personality quirks than most other droid s, has the ability to produce creat ive solut ions even when dealing with problem s it has never before encountered . An unanticipated side effect of this unique programming is that MKSeries maintenance droids are somewhat more reckless and aggressive than other second-degree droids. Many MK-Series droid s even deve lop methods of self-repair th at far exceed those of other droid s, meaning they are more prone to taking risks since they can more quickly re sto re them se lves to fully functional statu s. MK-Series maintenance droids can be played as droid heroes.
MODIFICATION:
SABOTEUR
Just as the MK-Series droid produce s creative so lution s to problems that pop up during space travel, so me mal icious owners have converted the droids into equally creative sabote urs. In fact, with the proper reprogramming and hardware alterations, the MK-Series maintenance droid makes an exce ptionally vicious saboteur, as it is prone to fi nding extremely creative (and frightening) ways for the thing s it sabotages to fa il. The droid must be altered to overcome the protocols that prevent it from harming others, requiring a DC 25 Use Computer chec k and 1 hour of work. Next, th e droid' s
tool kit appendages need to be modified t o include the too ls necessary to sabotage a device while sti ll making it f unctio nal (or at least make it look functional). This requires a DC 25 Mechanics check and 1 hour of work . With these changes made, the droid gains the followi ng specia l quality: Cunning Saboteur- Th e MK-Series maintenance droid can use the Hand le Explosives application of the Mechanics ski ll on any vehicle or complex mechanical object, even if it has no explosives available. With 1 hou r of work, the MK-Series maintenance droid can convert compo nents of the target vehicle or mec hani ca l object into an improvi sed explosive charge (which functions exac tly as the exp losiv e charg e found on page 131 of the Saga Edition core ru lebo ok ).
T .... RIL..L.. SEEKERS NEED NOT APPL..V MK-Series maintenance droids are irritating mechanic droids that usually end up being more trouble than they are worth. They tend to forget their place in the galaxy, instead providing creative (and aggressive) solutions to even the most mundane problems. An MK-Series maintenance droid that goes too long without a memory wipe can prove to be dangerous and reckless, as the crew of the Commander of Staves found out the hard way. Their MK-Series maintenance droid, MK-87, was reputed to be one of the best mechanics in the Outer Rim. The Commander of Staves (a YT-1930 space transport used for smuggling) was on the run from the authorities when its captain ordered MK-87 to modify the ship's systems to make them invisible to other ships' sensors. The droid did so by shutting down all power on the ship and venting hyperdrive coolant into space-making the ship appear to be a rogue comet and killing everyone onboard as the ship's life support failed. The ship was finally captured and impounded, but the droid escaped capture and stole away on a shuttlecraft. According to the authorities, the droid altered its identification and has drifted from ship to ship ever since, leaving each ship after causing some catastrophe through its creative interpretation of orders. Currently, there is a hefty bounty on the droid, and anyone that suddenly finds themselves in possession of a quirky MK-Series droid should take care that they have not inherited MK-87 from its last, doomed owners.
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MODEL SS-SERIES ADMINISTRATION DROID
MODEL SS-SERIES ADMINISTRATION DROID Model 88-Series Administration Droid
Medium droid (1st- degree) hp 26 Threshold 12
CL 5
Medium droid (1 st-degree) nonheroic 6/noble 3 Force 3 Init +3; Senses Perception + 11 Languages Ba sic, Binary, 7 unassigned Defenses Ref 13 (flat-footed 13), Fort 12, Will 17 hp 26; Threshold 12 Immune droid traits
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Speed 6 squares (wa lking) Melee unarmed +5 (ld3) Ranged by weapon +5 Base Atk +6; Grp +5 Special Actions Educated, Inspire Haste Abilities Str 8, Dex 8, Con -, Int 16, Wis 14, Cha 12 Special Qualities droid traits, superio r analysis, timely observation Talents Educated, Inspire Haste Feats Linguist, Skill Focus (G ather Information), Sk ill Fo cus (Knowledge [bureaucracy)}, Skill Focu s (Knowledge [galactic lore)), Skill Training (Deception), Skill Training (Knowledge [g alactic lore)), Skill Training (Persuasion), Skill Training (Use Computer), Weapon Profi cie ncy (si mple weapons) Skills Deception + 10, Gather Information + 15, Knowledge (bureaucracy) + 17, Knowledge (galactic lore) + 17, Perception + 11, Persuasion + 10, Stealth +8, Use Computer + 12 Systems walking locomotion, heuristic processor, 2 hand appendages, internal storage (5 kg), vocabulator, internal com link Possessions data pad Availability Licensed; Cost 15,000 credits Superior Analysis-W hen a Model 88-Series administration droid fails any Knowledge check, it can immediately make a Perception check, add half the total to the previou s Knowledge check, and take the new resu It. Timely Observation-Once per encounter, a Model 88-Series administration droid can make a DC 20 Perception check as a free action on its turn. If the check is successful, th e droid observes a physical or psychological weakness in an opponent. The droid gains a + 1 bonus to its next attack roll or opposed skill check against that opponent. Alternatively, the droid can grant the bonus to an ally who can see or hear the droid for use on the ally's next turn.
Move (1 swift action, 2/turn) The Model 88-Series administration droid moves 6 squares (walking). Improve Access (2 swift actions, l/turn) The Model 88-Series administration droid makes a Use Computer check against the target computer's Will Defense to improve the computer's attitude toward it. Issue Routine Command (1 swift action, l/turn) The Model 88-Series administration droid issues a routine command to a computer that has a friendly attitude toward it. Superior Analysis (no action required) When a Model 88-Series administration droid fails any Knowledge check, it can immediately make a Perception check, add half the total to the previous Knowledge check, and take the new result. Timely Observation (1 free action, l/encounter) The Model 88-Series administration droid can make a DC 20 Perception check on its turn. If the check is successful, the droid observes a physical or psychological weakness in an opponent. The droid gains a + 1 bonus to its next attack roll or opposed skill check against that opponent. Alternatively, the droid can grant the bonus to an ally who can see or hear the droid for use on the ally's next turn . Skills Deception + 10, Gather Information + 15, Knowledge (bureaucracy) + 17, Knowledge (galactic lore) + 17, Perception + 11, Persuasion + 10, Stealth +8, Use Computer + 12 Vital Systems 2 hand appendages, internal storage (5 kg), vocabulator, internal com link, data pad The Uhr-Vah-Vo TechWorks Model 88 is one example of the vast number of niche market droids produced in the galaxy. The Tiss'shar company produced the Model 88 as a clerical and administration droid a couple of decades before the Clone Wars. The droid's masterful analytica l skills caught the attention of the InterGalactic Banking Clan, which was so impressed, it purchased almost the entire production run, then bought out Uhr-Vah -Vo itself. A few years before the Clone Wars, the 88s were largely replaced in most IGBC facilities. The droids were sold to banks and other companies outside the Clan at a deep discount. Although the droids performed as expected, their true function was revealed when they suddenly shut down, along with all the other Separatist droids, at the end of the Clone Wars. Unknown to their new owners, the 88s actually served as IGBC industrial spies, secretly reporting detailed information to their original masters . As a precaution, all remaining 88s were scrapped.
PLAVING A MODEL SS-SERIES ADMINISTRATION DROID To create a Model 88 droid hero, select the stock service droid chassis (see page 13). Although that chassis is usually a third-degree droid, the Model 88 hero should instead be considered a first-degree droid. Replace the basic processor with a heuristic processor, and remove the tool mount. Select Skill Training (Knowledge [bureaucracy]) as the bonus feat. Choose the noble class as your starting class, and select the appropriate Skill Training and Skill Focus feats, similar to the feats listed in the droid's statistics block. If your adventure takes place after the conclusion of the Clone Wars, your Model 88 could have a number of nonstandard parts, appendages, or systems.
The Model 88 is a basic bipedal droid, w ith long, thin limbs and a narrow body. They're built for light to moderate duty, designed to serve in offices or, at most, in light industrial facilities. Banks and financial institution s greatly va lu e their analytical and bookkeeping sk ill s, as does the occasional accounting group in major corporation s. Model 88 droids can be played as droid heroes.
MODIFICATION: C3AMBLER'S FRIEND A small number of gamblers sa lvaged so me Model 88s from the scrap heap and now use them to cheat casino s and other gambling establishments. Some also use the droids as sabacc dealers or as directors of other games. Making thi s modification requires a DC 25 Use Computer check and 2,000 credits' worth of software. Some owners also in stall an internal comlink, but that accesso ry is not strictly required . When gambling against the hou se (see page 47 of the Saga Edition core rulebookJ. the gambler ga ins a +5 bonus to hi s or her Wi sdom check as long as t he gambler can see or hear the droid and the droid has a view of the entire gaming table. If the modified Model 88 droid is in the open, t he Gamema ste r might require a Stealth or Deception check to conceal the droid's true purpose from the other gamblers or from casino secu rity. When gambling against other characters, the gambler gains a +2 bonu s to hi s or her Wi sdom check.
MODIFICATION:
INDUSTRIAL
r~
Spy
Thi s modification turns the Model 88 into an industrial espionage machine si milar to those serving the InterGalactic Banking Clan. Begin by in stalling a hidden core in the droid's proce sso r or as a sepa rate data store elsewhere wit hin the droid . This step requ ires a DC 20 Mechanics check, a DC 25 Use Computer check, and 5,000 credits' wo rt h of upgrades. The hidden core con tains the droid's esp ionage programming, and the droid's primary perso nality remain s unaware of its existence. To co mplete the modification, reprogram the droid to be trained in the Stea lth sk ill . Once per day, the droid can take 20 on a Gather In formation check or a Use Computer check to uncover useful data that it was not aware of previou sly. In addition, once per day, when looking for information on a specific item, person or location, the droid can reroll any Gather Information, Use Computer, or Knowledge (bureaucracy) check and keep the better re sult.
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..JUNK DROIDS You have a fine eye, welcome customer. This is a rare droid, inspirationally designated the Model 88. Yes, you are correct, it misses a couple of limbs. Extremely difficult to find a fully intact Model 88. Thus, the rarity. Their pieces are collectable! Oops-let me shut old 6z88 off here. Such talk disturbs it. There. Now, what really makes this particular droid a unique specimen is that its head is intact. Most 88s were junked after the Clone Wars by enemies of the Banking Clan, their heads destroyed, for spying. Anyway, such a deal for you. Buy this fine Model 88 from me and take to Nar Shaddaa. There, you'll find the nearly complete information broker 8t88, who's sure to pay prime credits for the head. Yes, that is the only part missed by 8t88! He's quite upset by the small replacement he has now. Probably, he takes the new head and uses the rest for spare parts. Sorry-can't sell you just the head. All or nothing. And be careful. 8t88 is a selfish criminal who once tangled with Kyle Katarn . MOOEL
as-SERIES
ADMINISTRATION
ORCJID
liD ~
po-s
PG - 5
GUNNERY
PG-5 Gunnery Droid
OUNNERY
OR DID
ORClIO CL 0
Large droid (2nd-degre e) non heroic 2 Init +0; Senses Perception +8 Languages Basic (understand only). Binary, 2 unassigned (understand only) Defenses Ref 8 (flat-footed 8). Fort 15, Will 10 hp 15; Threshold 20 Immune droid traits Speed 4 squares (wheeled) Melee unarmed +6 (1d6+5) Ranged laser welder +0 (3d6) Base Atk + 1; Grp + 11 Abilities Str 20, Dex 8, Con -, Int 14, Wis 11, Cha 6 Special Qualities battery fire, droid traits, superior weapon repair Feats Ski ll Focus (Mechanics, Use Computer). Toughness, Weapon Proficiency (heavy weapons) Skills Mechanics + 13, Perception +8 , Use Computer + 13 Systems heuristic processor, wheeled locomotion, 1 claw appendage, 3 tool appendages, diagnostics package, improved sensor package, scomp link Possessions laser welder Availability Licen sed; Cost 7,280 credits Battery Fire-The PG-5 gunnery droid can control all vehicle weapons that make up a single battery as if the droid were controlling only one weapon. However, the droid takes a - 1 penalty to its attack rolls for each weapon in the battery. Superior Weapon Repair-During the first encounter after the PG-5 gunnery droid performs or assists with repairs or upgrades on a vehicle's weapon systems, each weapon gains a + 1 bonus to attack rolls.
PO-5
OUNNERY DRClID
Large droid (2nd-degree) hp 15 Thresho ld 20 Move (1 sw ift action, 2/turn) The PG-5 gunnery droid moves 4 squares (wheeled). Battery Fire (2 swift actions, 1/turn) The PG-5 gunnery droid can control all vehicle weapons that make up a single battery as if the droid were controlling only one weapon. However, the droid takes a -1 penalty to its attack rolls for each weapon in the battery. Improve Access (2 sw ift actions, 1/turn) The PG-5 gunnery droid makes a Use Computer check against the target computer's Will Defense to improve the computer's attitude toward it.
Jury-Rig (2 sw ift actions, 1/turn) With a DC 25 Mechanics check, the PG-5 gunnery droid can make temporary repairs to any disabled mechanical or electronic device (see the Jury- Rig appl ication of the Mechanics skil l on page 70 of the Saga Edition core rulebook). Recharge Shields (2 swift actions, 1/turn) When acting as the shie ld operator of a vehicle or operating a device that has a shield rating, the PG-5 gunnery droid can make a Mechanics check to restore 5 points to its shield rating, up to its normal maximum. Sensor Sweep (1 swift action, 1/turn) The PG-5 gunnery droid can make a Use Computer check to use a vehicle's sensors when linked to the vehicle's systems. Skills Mechanics + 13, Perception +8, Use Computer + 13 Vital Systems 1 claw appendage, 3 tool appendages, diagnostics package, laser welder Designed by Industrial Automaton, the PG-5 gunnery droid's original purpose was to supplement and provide additional support for gunners assigned to Imperial capita l ships. The PG-5 has the same basic appearance as the more famous R2 astromech droid, with the most notable difference being that the PG-5 is much taller than the R2. Insid e, the PG-5 is filled with tool s and programming that permits it to operate and repair ship-based weapons, shield systems, and sensors. Despite all that it offers, the PG-5's size, slow movement, and pa ssive personality helped make this droid series an utter
PLAYINO A P O - 5 OUNNERY OROID To create a PG-5 gunnery droid hero, start by choosing the stock astromech droid chassis (see page 11). The best starting class to pick is the scoundrel, using the Point Blank Shot feat to replicate the droid's ability to handle weapons with ease. Instead of starting with the stock astrogation buffer and internal storage, a PG-5 droid hero gains the battery fire and superior weapon repair special qualities, as described in the full statistics block. Select Mechanics and Use Computer as two of the droid's starting skills. Consider choosing Knowledge (tactics) to represent the droid's knowledge of battle tactics and its ability to anticipate an opponent's actions, Perception to represent the droid's ability to locate enemy ships and target them with a vehicle's weapons, and Pilot to represent the droid's knowledge of vehicle operation. Be sure to purchase a laser welder and a scomp link as part of the droid's starting equipment. Also, consider purchasing a tool kit or various separate tools, such as an electroshock probe or a laser cutter.
failure in the eyes of the Imperial military. As a result, IA made only a few hundred PG-5s before ceasing production; those droids were purchased by planetary armed forces, local law enforcement agencies, and individuals emp loyed in the freight forw arding business. The se owners of PG-5s found that the droid, after receiving a minor personality upgrade, was not only an efficient gunnery droid but was also rather insightful and could perform better than average repairs and upgrades to various ship systems. PG-5 gunnery droids can be played as droid heroes.
MODIFICATION: FIRE CONTROL
PG-5 acting as a technician (due to it s size, which prevents it from reaching areas that most astromechs can reach). others have modified the droid with grea t success to act as a mechanic's ass istant. Start by removing the tool appen dage that holds the scomp link, and in stall a hand appendage in its place. Add 3 kilograms of internal storage to the droid, providing just enough space for a tool kit and one or two components needed to hold rep lacements for broken parts. Reprogram the droid's skill set to change Perception to Knowledg e (technology). and replace the Toughness feat with Skil l Focus (Knowledge [technology]) to give the droid an edge when working with devices. The last step is to place a tool kit in the storage co mpartment.
MODIFICATION: SECURITY SYSTEM If a crew has to leave its starship or base of operations for an extended perio d of time , protecting the ship or base becomes a top priority. One common precaution is to set up a droid to keep the place from falling into the wrong hands, especially a droid that has been geared for security. Administrators and captains have found that the PG-5 gunnery droid, after receiving a few modifications, is a good choice to perform such duties. To modify the droid in this fashion , start by installing a sensor booster, which can be used to increase the ship's short-range sensors wh ile the droid is operating them. Also, in sta ll a communications countermeasure system to help ensure that the droid's calls for assistance will not be jammed by invaders. Reprogram the droid to sh ift the Skill Focus feat from Mechanics to Perception. As an option, if the droid doesn't already have in ternal came ras, co nsider giving it a repulsorcam or two to step up the internal security of the starship or installation.
SYSTEM
Despite the fact that many people complain about the PG-5 gunnery droid's lack lu ster performance, some of those critics found a way to modify the droid to take advantage of its redeeming features-mainly, its gun-control softwa re and the hardware that all ows it to link to a vehicle's weapon systems. To modify a PG-5 to perform in this capacity, sta rt by installing a series of sy nchronized fire circuits that are routed through the droid's processor and scomp link. Performing thi s vital step takes 1 day of work and requires a DC 20 Mechanics check to properly install the hardware and a DC 20 Use Computer check to calibrate the droid's programming to use the fir e circuits. Reprogram the droid's Skill Focus (Mechanics) feat to Weapon Focus (heavy weapon s). This change causes the droid to lose the superior weapon repair special quality, but the new feat negate s the -1 penalty imposed by the battery fire special quality. Finally, reprogram the Mechanics ski ll to Knowledge (tactics) to complete the modifications.
MODIFICATION: MECHANIC'S ASSISTANT Some critics of the PG-5 gunnery droid emphas ize its similarities to Industrial Automaton's R2 astromech droid, with the main difference being the size variance between the models. Although many people scoff at the idea of a
THE
COWARD'S WAY
Despite the better than average programming that went into the PG-5 gunnery droid, it gets a lot of complaints. If organics are not griping about its sheer size blocking a walkway or its sluggish speed hindering movement in a corridor, they are carrying on about its lack of initiative in performing one of its primary duties: firing the guns. The PG-5 is supposed to be a gunnery droid, so why doesn't it like to use them? You would think that Industrial Automaton would have programmed something into the droid to help it do its job. If they had, the PG-5 on board the Republic cruiser that was chasing a defecting ship out by Ord Mantell might have helped to catch the deserters and bring them in for trial. But as always, the droid hesitated, and the defectors escaped before a shot was even fired at their ship. Supposedly, the defectors also took a couple of Senators as hostages, probably to ransom them back to the Republic or give them as a peace offering to their new allies. That PG-5 is fortunate that I am not its supervisor. If I were, I would turn it inside out for its colossal failure of duty.
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PL.NK-SERIES POWER DROID PLNK-Series Power Droid
CL 1
Medium droid (5th-degree) nonheroic 3 Init +0; Senses darkvision; Perception +0 Languages Basic (understand only), Binary Defenses Ref 18 (flat-footed 18), Fort 13, Will 10 hp 11; Threshold 13
Regulate Power (2 swift actions, l/turn) With a succe ssful DC 20 Mechanics check, a PLNK-Series power droid moves a starsh ip + 1 step on the condition track.
Immune droid traits Speed 4 squares (walking) Melee unarmed +4 (ld3+2) Ranged by weapon + 1 Base Atk +2; Grp +4 Abilities Str 14, Dex 8, Con -, Int 8, Wis 9, Cha 4 Special Qualities droid traits, failsafe withdrawal, power charge Feats Armor Proficiency (light, medium), Improved Defense s, Skill Focus (Mechanics) Skills Mechanics + 10, Perception +0 Systems wa lking locomotion, basic processor, 2 tool appendages, darkvision, diagnostics package, duranium plating (+8 armor) Possessions liquid Tibanna tank and pump, LT-po wered generator Availability Military; Cost 6,990 cred its Failsafe Withdrawal-The first time a PLNK-Series power droid is attacked in an encounter, as a reaction, it can move up to its speed immediately after that attack is resolved. Power Charge -With a successful DC 15 Mechanics check, a PLNK-Series power droid can recharge a depleted blaster power pack at a rate of 1 shot per round. Also, when using the recharge sh ields action, the droid can restore 7 points to a vehicle's shield rating, up to its normal maximum.
PL.NK-S E R I ES POWER
Failsafe Withdrawal (reaction) The first time a PLNK-Series power droid is attacked in an encounter, as a reaction, it can move up to its spee d immediately after that attack is resolved. Power Charge (1 swift action, l/turn) With a successful DC 15 Mechanics check, a PLNK-Series power droid can recharge a depleted blaster power pack at a rate of 1 shot per round. Recharge Shields (2 swift actions, l/turn) With a succe ssful DC 20 Mechanics check , a PLNK- Series power droid can restore 7 points to a vehicle's shield rating, up to its normal maximum.
OROID
Medium droid (5th-degree) hp 11 Threshold 13 Move (1 swift action, 2/turn) The PLNK-Series power droid moves 4 squares (walking). Ammo Source (1 free action) The PLNK-Series power droid can be hooked up to some types of repeating blasters and other weapons and used as an ammunition source.
Skills Mechanics + 10, Perception +0 Vital Systems 2 tool appendages, diagnostics package, liquid Tibanna tank and pump, LT-powered generator When Industrial Automaton introduced its popular GNK power droids, they were universally seen as serv iceable but clearly ripped off from Ver il Line Systems' EG-Series. Despite bad publicity, Industrial Automaton expanded its power droid line to include power sources beyond the standard fusion generator. Since many remote outposts rely on liquid Tibanna for heating and other needs, IA saw a marketing niche to exploit. Th e PLNK-Series power droids are designed for storing and refueling liqu id Tibanna (LT). To increase its LT capacity, the PLNK droid became a stretched GNK droid, with four legs instead of two . Weighed down by a heavy internal LT tank and LT- powered generator, the PLNK droid tends to waddle slow ly, when required to move at all. The droid carries an internal pump for loading
ENCOUNTERING A PL.NK-SERIES POWER
OROIO
PLNK droids can be encountered in any starport, isolated outpost, or industrial facility, although much less frequently than the typical power droid. The occasional unit might be used as a mobile pumping station to seliliquid Tibanna at certain locations, but plunk droids typically support the outpost or starport itself and remain out of public view. Due to the highly volatile payload they carry, plunk droids are often stored either in highly secure areas or far away from vulnerable starships and facilities. Fearful of self-detonation, some PLNK droids interpret their safety protocols to an extreme. It is not unusual to see a plunk unit waddling away from an area as fast as it can at the slightest hint of danger. Of course, "fast" for a plunk droid is almost never fast enough to escape an immediate threat. Fortunately, its dense shielding often protects the droid from lesser dangers.
or discharging LT through its external ly mounted hose and nozzle. A[though
receiver. Reprogramming the PLNK to carry out basic observation duties
the PLNK doesn't have the near-limitless power generation of a standard
requires a DC 10 Use Computer check. However, the dim-witted droid tends
power droid, its LT-dri ven generator is capable of supply in g power for most outposts' needs for extended periods of time-at [east, until the LT runs out.
to f ixate on whatever it observes, allowing someone who is being watched
Like other power droids, PLNK droids are encased in heavy shielding, wh ich protects the highly flammable liqu id Tibanna . PLNK droids feature heightened
to make a DC 25 Perception check to notice the droid 's unusual attention. To further improve the droid's Perc ept ion and detection abilities, consider insta llin g an improved se nsor package.
secu ri ty and safety protocols to further protect their cargo, but they are still restricted by highly limi ted programming and artificial intelligence. And just
MODIFICATION:
as t he GNK s picked up the ni ckname "gonk droids," PLNKs are often ca lled "p[u nk droids" due t o thei r disti nctive vocalizations.
Like a[[ power droids, PLNK units can be used to recharge nearly any power
SUPERCHAROER
system on board starships or vehicles, or even to recharge personal power
Plu nk droids can't be played as droid heroes.
packs. The time requ ired ranges from only a few seconds to minutes or even hours, depending on the device or system. The supercharger modification
MODIFICATION: OBSERVATION PLUNK
all ows a plunk droid to recharge systems in half the time normally required.
Given the fact that power droid s are commonly ignored except when in use,
twice the normal rate. Converting a plunk droid into a supercharger takes
it's natural that so me owners use the see mingly unintelligent droid as a spy or
2 days and require s a DC 25 Mechani cs check, a tool kit, and 5,000 credits' worth of parts.
sec urity se ntry. This modification can be carried out in several ways . Creating a basic mobile audio and v isual sensor platform requires the addition of an internal encrypted com[ in k (DC 15 Mechanics check) and routing software (DC 15 Use Computer check) to broadcast the data back to the owner's
Predictably, this use also consumes the droid's supply of liquid Tibanna at
Some mercenary units and bounty hunters use superchargers to power their repeating blasters, increasing t he weapons' damage by 1 die. How ever,
-i
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must also be countermanded, or it will attempt to flee the battlefield. Addi t iona[[y, the increased power severely wears on the weapon itself. After 200 shots, the pattern lin ing the inter ior of the blaster barre l becomes comp letely fused , rendering the weapon use less until it receives repairs (requiring a DC 20 Mechanics check and 2 hours of work ) and spare parts worth half t he weapon's sta ndard cost.
WANDERI
0
ROID
Hey, friend, you want to make a few credits? [ need you to retrieve
1
one of my wayward power droids. You see, there were a couple of rough customers around here yesterday and, well, you know, we had a disagreement. Unfortunately, a[[ the excitement spooked one of my plunk droids, and it ran off when its self-preservation programming kicked in. These plunks, they're about as thick as their armor plating, and I don't want the droid accidentally detonating if it gets run over by a speeder or taken apart by a few foolish Jawas. Oh, the plunk might find its way home eventually, but it just isn't worth the risk. Don't you worry-it's perfectly safe around here. The little fella just gets easily confused when it's out of its element. Credits? Sure, like I said, credits are no problem. Now, last I saw, the droid went off in that direction ...
DROID
~ 1)
using a supercharger as an ammo source is not w ithout risk. First , if the
the weapon's wie lder. The PLNK droid's natural tendency for self-p rotection
POWER
I
power cable length exceeds 6 squares, the weapon is too heavy to wield proper ly in combat unless mounted on a tripod. On the other hand, keeping the supe rcharger close places an explosive target uncomfortab ly close to
PL NK -SERIES
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,I
RO-O-SERIES OROIO RO-D-Series Droid
CL 3
Medium droid (5th-degree) nonheroic l/scoundrel 3 Force 3 Init +3; Senses low-light vision; Perception + 15 Languages Basic, Binary, 1 unassigned Defenses Ref 17 (flat-footed 15). Fort 15, Will 15 hp 13; Threshold 15 Immune droid traits
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Speed 6 squares (walking) Melee unarmed +4 (ld4+3) or Melee club +4 (ld6+3) or Melee stun baton +4 (ld6+3/2d6 stun) Ranged by weapon +3 Base Atk +2; Grp +4 Special Actions Disruptive, Walk the Line Abilities Str 15, Dex 12, Con - , Int 12, Wis 13, Cha 11 Special Qualities droid traits, instant help, quick fix Talents Disruptive, Walk the Line Feats Martial Arts I, Pin, Quick Draw, Skill Focus (Perception). Ski ll Training (Deception). Skill Training (Mechanics). Weapon Proficiency (simple weapons) Skills Deception +7, Mechanics +8, Perception +15, Stealth +8 Systems walking locomotion, basic processor, 2 hand appendages, 1 tool appendage, improved sensor package, internal com link, internal storage (10 kg). vocabulator Possessions amplified audio monitor, programmable holographic light rack, club, concealed stun baton Availability Licensed; Cost 14,800 credits
Instant Help (reaction, l/encounter) Once per encounter, as a reaction, an RO - D-Series droid can move up to its speed and automatically aid another to help an ally with an attack roll or a ski ll check for a skill in which the RO-D droid is trained. Pin (2 swift actions, l/turn) If the RO-D-Series droid succeeds on a grappling attack and its opponent fails an opposed grapple check, the opponent is automatically pinned until the start of the droid's next turn. Quick Fix (1 swift action, l/encounter) The RO-D -S eries droid uses the Ju ry- Rig application of the Mechanics ski ll (see page 70 of the Saga Edition core rulebook) more quickly than normal. Stun Baton (1 swift action, l/turn) The RO - D-Series droid makes a melee attack at +4. If successful, the attack deals 1d6+3 points of damage or 2d6 points of stun damage. Skills Deception +7, Mechanics +8, Perception + 15, Stealth +8 Vital Systems 2 hand appendages, 1 tool appendage, internal com link, internal storage (10 kg). vocabulator, amplified audio monitor, programmable holographic light rack, club, concealed stun baton
Instant Help-Once per encounter, as a reaction, an RO-D-Series droid can move up to its speed and automatically aid another to help an ally with an attack roll or a sk ill check for a skill in which the RO-D droid is trained. Quick Fix-Once per encounter, an RO-D-Series droid can use the JuryRig application of the Mechanics skill as a standard action instead of a full-round action.
RO-O-SERIES
OROID
Medium droid (5th-degree) hp 13 Threshold 15 Move (1 swift action, 2/turn) The RO - D-Series droid moves 6 squares (walking). RCl-O-SERIES
DROID
PL.AVINO AN RO-O-SERIES
OROID
Start by selecting the stock labor droid chassis (see page 11) and the scoundrel class. Choose Mechanics, Perception, and Stealth as trained skills. Select the Disruptive talent, then later pick up Walk the Line, which you can use in conjunction with your built-in audio and visual equipment to distract opponents. If you want to focus on being a bodyguard, take levels in the soldier class and select the Draw Fire or Harm's Way talents (although, for the latter, you'll also need to be trained in the Initiative skill). You also need to select the look and style of your droid. Units built to support rowdier styles of music are typically more rugged and flashy, and units that support more elegant tastes have a refined appearance. Creating an RO-D that is a mismatch for its intended style can lead to conflicts but some amusing roleplaying. Keep this consideration in mind when selecting your systems and equipment.
Balmorran Arms developed the RO-D-Serie s droid as a combination sta ge production labor droid and personal security unit for popular musicians on tour throughout the galaxy. As civil ized regions of the galaxy become more dangerous during the Clone Wars, larg e-sca le production hou ses look for subtle ways to increase security around their profitabl e performers. The RO - D-S eries is part labor droid, part mechanic, and part bodyguard. Production companies love the cost efficiency of using the multifunctional unit. Balmorran provides su bsta nti al customization opportunities, both stock from the factory and in aftermarket kits. As such, the droid's appearance is highly adaptable, although each uni t is built from t he sa me underlying chassis and systems. RO-D droids come in an array of colors and sty le s, each design ed to be suitable for a specific mode of music or performance. This flexibility is critical, since the droid s are usually on stage during a performance. If everything goes as planned, spectators might never realize that a droid is present and ready to spring into action . Typical units also function as audio amplifiers or li ghting and holographic projector racks, and they can mimic most types of stage equipment-even the occasional musical instrument. RO - D droid s contain compartment space for tool s, props, spare parts, or ju st about anything else a performer might need on stage. If a piece of equ ipment fails during a performance, the RO-D can make repairs on stage. If a crowd gets out of hand or a mu sicia n's life is in jeopardy, the droid can provide crowd control or become a personal bodyguard, escorting its charge safely from the stage. RO-D droids can be played as droid heroes.
MODIFICATION: ESCAPE CAPSUL.E This modification turns an RO-D droid into a personal escape vehicle for a band member. Making this modification require s a droid with enough compartment space for the passenger. The droid's size is typica lly such that the person must
squeeze into the space available. Once inside, the rider uses the droid's Reflex and Forti tude Defen ses. An attack that exceeds both the droid's Fortitude Defense and the passenger's Fortitude Defense affects the passenger. The ca psule features a small port, operab le only from the inside, through which the passenger can transfer sma ll objects or fire a weapon. Th e rider can also control the RO-D's locomotion system, essentially driving the droid where needed, although the droid retain s control of all other systems. To turn an RO-D into an escape caps ule, add sufficient compartment space per the regular droid modification rules. You must also add the interior control system, requiring a DC 15 M echan ics check and a DC 15 Use Computer check.
MODIFICATION: ONE OROID BAND A few independently minded RO - D droid s have, as they say, taken their show on the road. Not content with remaining in the bac kground , these droids have turned themselves into performers in the ir own right. Few parts of the galaxy regard them as particu larly talented, 50 the units typica lly work in cheap venues on backwater worl ds. Despite their poor reputation, these units are adep t at replicating and adapting so unds and voices . After hearing a sound or voice for 3 minutes, the droid can reproduce it almost perfectly. This ability grants the droid a + 10 bonus to Deception checks when replicating a voice. The droid also might gain a circumstance bonus when attempting to deceive others by yelling, faking sounds, or making other distracting noises. To modify an RO-D in this manner, reprogram the droid 50 it is trained in the Persuasion sk ill and make a DC 30 Use Computer check. If the RO-D has levels in the independent droid prestige class (see page 46 of The Force Unleashed Campaign Guide). the DC of the Use Computer check is reduced to 20.
KIL.L.ER
MUSIC
RO-D droids are special. Balmorran says they're marketed for labo.r and security, but I'm more than a little convinced that the Melody Fello.wship corporation that originally ordered the droids was really after rival productions that imitated their musical stars. Conspiracy theories aside, I've seen a lot of lesser acts use RO-Ds for cheap stage setup and personal security during the show. With a rowdy crowd, the droids are hardly inanimate props. It's pretty amusing to watch them keep the crowd at bay with ultra bright spotlights and ear-splitting blasts of sound. Of course, if things get really rough, the RO-Ds are decent fighters, if a little odd looking. Here's a suggestion for pulling in some credits. Get a couple of RO-Ds; assemble some good holoprojectors, audio blasters, and sound boards; and hire yourself and your ship out to a Bith musical troupe. They'll pay you for transpo.rt and equipment rental. The RO-Ds can handle the stage production, although you might need to pitch in a little creativity. But watch out for musicians or their managers who owe credits to. someone. They might not pay you, either. Worse, they might bring yo.u a lot of trouble.
RB-SERIES ASTRClMECH
DRClID
R8-Series Astromech Droid
CL 0
Small droid (2nd-degree) nonheroic 2 Init +2; Senses Perception +8 Languages Basic (understand only). Binary, 2 unassigned (understand only) Defenses Ref 12 (flat- footed 11). Fort 9, Will 10 hp 5; Threshold 9 Immune droid traits Speed 6 squares (wheeled), 4 squares (walking) Melee electroshock probe +0 (1d8-1 ion) Ranged laser welder +2 (3d6) Base Atk + 1; Grp -3 Abilities Str 9, Dex 13, Con - , Int 14, Wi s 10, Cha 8 Special Qualities droid traits, navigation charts Feats Skill Focus (Mechanics, Pilot, Use Computer). Skill Training (Pilot) Skills Mechanics + 13, Perception +8, Pilot + 12, Stealth +6, Use Computer +13 Systems heuristic processor, wheeled locomotion, walking locomotion (exclusive). 1 claw appendage, 4 tool appendages, diagnostics package, improved sensor package, internal comlink, scomp link, sensor booster, sensor pack, magnetic feet Possessions astrogation buffer (storage device, 6 memory units). circular saw, electroshock probe, fire extinguisher, holoprojector, holorecorder, laser welder Availability Licensed; Cost 7,990 credits Navigation Charts-Stored in the memory banks of the R8-Series astromech droid is a database of star charts that cover most of the known galaxy. Coordinating this information with its cutting-edge navicomputer, the droid can calculate a course through hyperspace as if it had access to the HoloNet, and does not take a -5 penalty to its Use Computer check. In addition, when time is of the essence, the droid can calculate a course as a standard action instead of a full-round action.
RS-SERIES ASTROMECH
DROID
Small droid (2nd-degree) hp 5 Threshold 9 Move (1 swift action, 2/turn) The R8-Series astromech droid moves 6 squares (wheeled) or 4 squares (walking). Copilot (1 swift action, 1/turn)
With a successful Pilot check, the R8-Series astromech droid can assist the vehicle's pilot, providing a +2 bonus to the character's Pilot check. Issue Routine Command (1 swift action, 1/turn) The R8-Series astromech droid can issue a routine command to a computer that has a friendly attitude toward it. Navigation Charts (1 swift action, 1/turn) Even if the R8-Series astromech droid does not have access to the HoloNet, it can calculate a course through hyperspace as if it had access. Recharge Shields (2 swift actions, 1/turn) When operating a vehicle or device with a shield rating, the R8-Series astromech droid can make a Mechanics check to restore 5 points to the shield rating, up to the normal maximum. Regulate Power (2 swift actions, 1/turn) When acting as the eng in eer of a veh icle, the R8-Series astromech droid can make a Mechanics check to move the vehicle + 1 step on the condition track. Skills Mechanics + 13, Perception +8, Pilot + 12, Stealth +6, Use Computer + 13 Vital Systems 1 claw appendage, 4 tool appendages, internal comlink, magnetic feet, astrogation buffer (storage device, 6 memory units). circular saw, electroshock probe, fire extinguisher, holoprojector, holorecorder, laser welder The period after the defeat of Grand Admiral Thrawn and his Imperial fleet at the Battle of Bilbringi all owed many of the New Republic's organizations to breathe more easily. During that time, Industrial Automaton further advanced its famous line of astromech droids and developed the R8-Series.
PL.AYING AN RS-SERIES ASTROMECH DROIO Players who want to build an R8-Series astromech droid with heroic levels should choose the stock astromech droid chassis (see page 11). The best starting class to select is the scoundrel, using the Point Blank Shot starting feat to represent the droid's swift reaction to enemies within point-blank range. Instead of starting with darkvision, 2 kilograms of internal storage, and six tool appendages, the R8 character starts with four tool appendages and gains the navigation charts special quality, as described in the droid's statistics block. Select Mechanics, Perception, and Use Computer as three of the droid's starting skills. For additional tra ined skills, consider selecting Knowledge (galactic lore) to represent the droid's knowledge of various areas of the galaxy through the study of star charts, Pilot to represent the droid's ability to handle a starship, and Stealth to represent the droid's talent for moving among people without being easily noticed . Be sure to purchase a sensor booster and a sensor pack as a part of the droid's starting equipment.
THE
WANDERER
The R8-Series, eh? That's a worthy successor to the R2-Series. ~ No doubt about that! I've made quite a few credits from selling those droids, and no complaints from my customers, either. I even have one working in the back of my shop, helping me maintain some of my older models. Did you notice that little receiver dish on its dome? Pretty cute, eh? I should point out that there is one little thing about R8s that makes them, shall we say, less than perfect. Now, don't get me wrong, friend-these droids are great! But I found that they tend to pick up a quirk or two a little easier than some other droids. This one R8 I had a few weeks ago developed a sense of wanderlust and rolled right out of my shop one night! Lucky for the droid, I was sleeping at the time. The thing that really bugs me is it took one of my data pads-the one with all the records of my recent sales. If you could find the R8 and that datapad for me, I'd be very grateful. I might even give you a droid . .. at a discount, of course.
MODIFICATION: SMUOOLER'S ASSISTANT The widely known story of how R2-D2 secret ly transported the sto len plans of the Death Star is only one examp le of how astromech droid s can be used to smugg le items. Thi s modification is inspired by the legacy created by the RB' s predecessor. Begin by adding up to 5 ki lograms of internal storage, spread throughout t he droid's chassis as sma ller com partmen ts, each of which requ ires a DC 30 Perceptio n check to discover. Next, in st all a spring-loaded mechanism to all ow it s maste r to store a spare blaste r inside the droid in case of enta nglements with the authorities. Erase the dro id's Perception sk ill, and replace it with Deception to he lp fool custo ms age nts and ot her snoop s into thinking that the RB is merely a standard astromech. Setting up locked access to keep the droid run ning is a popular opt ion . Many smugglers also consider in st all ing an electric defen se grid in case somebody manages to get into one of the droid's secret compartments.
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After creating a hig hl y effective but limited-use R7 astromech, IA sought to crea te another droid that would be as notable as the lucrative R2 -Series but w ith updated tech nological syste ms and capabilitie s. In fact, the R8-Serie s ha s most of t he ab ilities of its R2 cous in, but goe s above and beyond what the R2 can do. In add ition to it s array of tools, the RB also hosts a fullfr equency com link system as a st andard accessory. Scouts, lone starfighter pilots, and others in need of a long-range communications interface find this particular feature of the droid highly valua ble, and IA sales representatives make it a se llin g point. R8-Seri es astro mech droid s can be played as droid heroes.
MODIFICATION:
(1) ]I
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SIONAL HUB
Although it seems that the R8-Serie s astromec h droid is already equipped to se rve as an excellent signal hub, a few changes all ow it to function even better in that capacity. Most of the eq uipment nece ssa ry for this mod ificat ion is already in sta lled on the droid: a sensor pack, a senso r booster, and the Use Computer sk ill . To finalize the upgrade, simply install a senso r countermeasure package to mask the droid's signals and kee p it from being detected by hostil e fo rces. Some owners choose to make additional changes that further enhance the droid 's ab ility to direct signals . For exa mpl e, instal ling a communications co unterme as ure syste m will boo st the R8's signal strength and help prevent its communications from being jammed. Ju st as the se nsor booster extends the range of se nso rs, a simp le modification to the communications countermeasure syst em (requiring a DC 25 Mechan ics check an d 2 hours of work ) ca n provide a t empo rary boost of a comlink's signal streng th and double its range fo r 5 minutes once per day. As another opt ional upgrade, reprogram the Skill Fo cus (M echa nic s) feat to Sk ill Fo cus (Perception) to improve the droid's potenti al to act as a signal hub.
RS-SERIES
ASTRDMECH
DROID
Availability Licensed; Cost 5,505 credits
RWW-SERIES PROTOCOL.. OROID RWW-Series Protocol Droid
Mimic-As a sw ift act ion , the RWW-Serie s protocol droid can reroll a
CL 0
Medium droid (3rd-degree) non heroic 1 Init -1 ; Senses Perception +0 Languages Basic, Binary, 1 unass igned Defenses Ref 9 (flat-footed 9). Fort 8, Will 10 hp 3; Threshold 8 Immune droid traits Speed 6 squares (walking) Melee un armed -2 (ld3-2) Ranged by weapon -1 Base Atk +0; Grp -1 Abilities Str 7, Dex 8, Con -, Int 12, Wis 10, Cha 14 Special Qualities droid traits, mimic Feats Skill Focus (Knowledg e [g alactic lore]. Persuasion)' Skill Training (Deception, Knowledge [bureaucracy]) Skills Deception +7, Knowledge (bureaucracy) +6, Knowledge (gal actic lore) + 11, Perception +0, Persuasion + 12 Systems basic processor, walking locomotion, 2 hand appendages, tran slator unit (DC 10). vocabulator
Dece ption check when attempting to imitate the speech patterns and gestures of a selected character but must take the re sult of the second roll, even if it is worse.
RWW-SERIES
PROTOCOL OROID
Medium droid (3rd-degree) hp 3 Threshold 8 Move (1 swift action, 2/turn) The RWW-Series protocol droid move s 6 squares (walking). Databank (1 swift action) Th e RWW-Series protocol droid can attempt a Knowledge check involving bu reaucracy, galactic lore, or social sc ience s. If the check is successful, the droid comm unicates the inform ation to its ma ste r. Mimic (1 sw ift act ion) The RWW-Series protocol droid can imitate an individual of its master's choosi ng, gaining a +2 bonus to a Dece ption check mad e to produce a deceptive appearance. Translator (1 free action) With a DC 10 translator check, the RWW-Series protocol droid translates to or from any langu age it knows. Skills Deception +7, Knowledge (bureaucracy) +6, Knowledge (galactic lore) + 11, Perception +0, Persuasion + 12 Vital Systems 2 hand appendages, tran slator unit (DC 10). vocabulato r Conceived by the Devon, nat ives of the world of Teagan near the Corporate Sector, the RWW-Serie s protocol droid was inspired by the protocol droid s used by the Trade Federation, wh ich dominated the planet for almost two centuries until the end of the Clone Wars. When the Trade Federation was incorporated into t he Empire, the Devon were left to their own devices, and they needed protocol droids to help them interact with visitors to the ir world. The re sult was the humanoid RWW-Se ries, created by the Teagan Tech Co nsorti um. Th e Devon took extra care to make the RWW-Series look as close to organic as poss ible without becoming replica droid s, complete w ith vi rtually seamless, soft outer she lls. Programmed with the languages and customs of mo st of the galaxy's races, the droids work in the planet's sta rports as guides to Teagan and as liai so ns with its native s. The droid s pick up phrases and gestures that they see and incorporate these behavioral detail s into their personality matrices. Vi sitors to Teagan somet imes see an RWW-Series droid in acti on and negotiate to purchase their own, so the droid s have begun to appea r more freq uently around the galaxy, usua ll y as servants and personal assistants for those in high society. RWW -S eries protocol droids can be pl aye d as droid hero es.
RWW-SERIES
PROTOCOL.
ORClID
PL.AVING AN RWW-SERIES PROTOCOL. OROIO Players who want to create an RWW-Series protocol droid with heroic levels shoul d start by se lecting the stock protocol droid chassis (see page 13). Th e best starting class to choose for the droid is the noble, using the Lingu ist feat to rep resent t he additional languages the droid can speak and underst and . Instead of the hardwired design special quality, the cha rac t er receives t he mimic specia l quality, as described in the droid's statistics block. Select Knowledge (bureaucracy). Knowledge (galactic lore)' and Pe rsuasion as three of the droid's starting skills. For additional starting ski ll s, consi der Deception to represent the droid's knack for imitating organic beings, Gather Information to represent the droid's inq uisitive nature when dealing with organ ics, Perception to represent the droid's abi lity to notice t he intricate speech patterns and gestures of organ ic beings, and Use Computer to represent the droid's talent for accessing computer networks w herever it goes. Optionally, the RWWSeries protocol droid cou ld have a data pad, datacards, or a code cylinder as part of its starting equipment.
MOOIFICATION: COMBAT TRAINING OPPONENT Warriors of all kinds that have tested their combat ski lls against droids often comp lain t hat t he artificial be in gs never seem to be as aesthetically authentic as organ ic opponents, despite their lifelike reflexes and actions. Since replica dro ids are considered extremely expensive to use as combat trainers, some organizat ions have resorted to using mod ified RWW-Series protocol droids instead. To make this mod ification, start by insta lli ng a set of jump se rvos into the droid' s arms, granting the unit a +4 bonus to Strength for the purposes of melee com bat. The installation requ ires a DC 20 Mechanics check and 2 hours of work. Next, reprogram the droid's Skil l Focus feats into Weapon Proficiency feats , prefe rably pisto ls, rifles, or simple weapons . Alternatively, you cou ld se lect the advanced melee weapons or lightsabe r proficiencies, depe nd ing on what kind of train ing the droid wi ll be expected to provide. Equ ip the RWW-Series droid with some form of light armor, at least, and an appropriate weapon . Be sure to include the helmet package with the droid's armor, .and , if using a ranged weapon, add a standard targeting sc ope.
MOOIFICATION: ESPIONAGE OROIO Very few people would suspect a simple protocol droid, especially one that mimics organic creatures, of gathering intelligence for an opposing faction. As a result , organizations that have modified RWW-Serie s droids for espionage work take pride in their high success rates. To make this modification, start by add ing an internal comlink coupled with a communications countermeasure system . Adding an improved sensor package helps the droid f ind desired information; to let the droid record that data, give it an audio and video
recorder integrated with its aud io receptors and photoreceptors. Also, it's po ss ible that the group being spied on wi ll attach a re straining bolt to the droid. To protect against that, install a reverse-polarity bolt on the inside of the droid's body, which can short out the unwanted hardware. However, it works only once. Reversing the pola rity of a re stra ining bolt requires 10 minutes of wo rk and a DC 15 Mechanics check. Once attached in side the droid's body, the reversed bolt is visible only if the droid's chassis is opened, although it can be found by sensors with a DC 30 Perception check. In addition to these hardware changes, reprogram the droid's Knowledge (ga lactic lore) skill to Perception and cha nge t he Skill Focus (Know ledge [galactic lore]) feat to Skill Focus (Perception) to improve the droid's odds of success.
MOOIFICATION: MEOICAL. ASSISTANT OROIO Many medical droids ex ist on the open market, and a good number of them specialize in a particul ar area of expertise. As unlikely as it seems, an RWW-Series protocol droid can be modified to work as a medical droid. In fact. the RWW-Series model excels at keeping the spiri ts of its patients high whi le they recover from surgery. For the most part, this modification involves tweaking the droid' s software to allow it to assist official medical droids in their procedures and not be a danger to patients. Reprogram the Knowledge (bureaucracy) and Knowledg e (gal actic lore) sk il ls to Knowledg e (life sc iences) and Treat Injury. Adju st the Skill Focus (Knowledge [galacti c lore]) feat to Skill Focu s (Treat Injury). and change the Skill Focu s (Persuasion) feat to Surgica l Experti se. The only hardware adju stme nt required by th is modification is insta lling an improved sensor package to increase the droid's awareness while it is providing medica l assistance.
TAKE THE ACT ON THE ROAO A protocol droid that looks like an organic, and it's not a replica droid? You're funny, friend-you should do comedy in the Core Worlds circuit. Eh? You're serious? An RWW-Series? I don't-oh, wait a second. Yeah , I have heard of that. Soft fake skin, likes to copy other people. Okay, I know what you're talking about. Now that you mention it, I did hear about this Falleen that owns a traveling group of performers. He has all kinds of shows that he brings to the planets he visits in the Core. I heard he was most recently on Nubia. Anyway, this Falleen picked up an RWW droid, liked its mimicry, and tried to get it to do impressions of high-profile personalities from around the galaxy. Rumor has it, though, that the droid used to belong to this rich politic ian living on Coruscant. He supposedly reported losing his RWW a couple of weeks ago and wants it back. I don't know if he's going to get it, though, since this traveling sideshow is reported to be sponsored by a Hutt gangster and ... Come to think of it, I've never heard of this droid you're talking about. Nope, not at all.
RX-SSRIE9
PILOT
DROID
RX-SERIES PILOT OROID RX-Series Pilot Droid
CL 1
Medium droid (2n d-degree) non heroic 4 Init + 4; Senses Perception + 1 Languages Ba sic, Bin ary, 1 unassigned Defenses Ref 12 (flat-footed 10). Fort 10, Will 9 hp 10; Threshold 10 Immune droid traits Speed 6 squares (hovering) Melee claw +3 (1d4) Ranged by weapon +5 Base Atk +3; Grp +5
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Abilities Str 10, Dex 15, Con -, In t 13, Wis 8, Cha 12 Special Qualities droid traits, hot-shot pi lot Feats Skil l Focus (Pilot). Skill Training (Knowledge [ga lactic lore]' Mechanics). Vehicu lar Combat, Weapon Proficiency (heavy weapons ) Skills Knowledg e (g alactic lore) +8, Mechanics +8, Perception + 1, Pilot + 14, Use Computer +8 Systems heuri st ic processor, hovering locomotion, 3 claw appendag es, vocabul ato r Availability Licensed; Cost 9,855 credits Hot-Shot Pilot-The RX-Seri es pilot droid can reroll its Pilot check to avoid a co ll ision and can take the better of the two results. In addition, once per encounter as a reaction, the droid can avoid an attack from a mi ss il e or a torp edo by making a Pilot check aga in st the attack roll . If the resu lt of the Pilot check equ als or exceeds the attack roll, the missile or torpedo is dodged for that round of co mb at.
RX-SERIES
PILOT OROID
Medium droid (2nd- degree) hp 10 Threshold 10 Move (1 swift action, 2/turn) The RX-S eries pilot droid move s 6 squa res (hovering). Engage the Enemy (1 free act ion) At the sta rt of a battle, the RX-Se ries pi lot droid make s a Pilot check instead of an Initiative check. Hot-Shot Pilot (reaction, 1/encounter) The droid makes a Pi lot check t o avoid a col li sion or an incoming miss ile or torp edo.
Increase Vehicle Speed (1 sw ift action, 1/turn) Th e RX- Series pi lot droid make s a DC 20 Pilot check. If th e check is successful, the vehicle increases its speed by 1 square plu s 1 square for every 5 point s by which the check result exceed s the DC. Recharge Shields (2 swift actions, 1/turn) Th e RX- Series pilot droid makes a DC 20 Mec hanics check. If the check is successfu l, the starship regains 5 points of sh ield s, up t o its normal max imum . Regulate Power (2 swift actions, 1/turn) The RX-Series pilot droid makes a DC 20 Mechan ics check . If the check is successful, the ship move s + 1 step on the condition track . Skills Knowledge (galactic lore) +8 , Mechanics +8 , Perceptio n + 1, Pilot + 14, Use Computer +8 Vital Systems 3 claw appendages, vocab ula to r In an attempt t o corner the market on two face t s of the droid in du stry at the same time , In dustrial Automaton crea te d the RX-Se ries pilot droid not only to help in piloting sta rships but also to interact harmoniously with organic beings . The droid has a cy lindri ca l body that f loa ts on a repulsorl ift base and three arms to operate starships more efficiently. Its head is more humanoid than those of most of lA's astromec hs and helps to establish good relations with organic beings tha t work alongside the droid s. As a result of their interactions and programming , these pilot droids develop personali ties much more quickly than most other droid s that operate without regular memory wipes. RX-Ser ies pilot droids can be found in almost any space port
PL.AYING AN RX-SERIES PIL.OT OROID Players who want to build an RX-Series pilot droid with heroic levels should start by selecting the stock probe droid chassis (see page 12). even though that droid is a second-degree model. The best starting class to use for the character is the scoundrel, with the Point Blank Shot feat representing the droid's quick reflexes and superior accuracy. The RXSeries pilot droid begins with three claw appendages. Instead of starting with the internal comlink, locked access, improved sensor package, and darkvision, the pilot droid character has a vocabulator and the hot-shot pilot special quality, as described in the droid's statistics block. Select Mechanics, Pilot, and Use Computer as three of the droid's starting skills. For additional trained skills, consider Deception to represent the droid's ability to fly evasively, Knowledge (galactic lore) to represent the droid's knowledge of various star systems, and Perception to represent the droid's highly sensitive photoreceptors and the ease with which the droid can visually locate other starships in space.
in the ga laxy, since they are extremely useful in moving starsh ips between docks, tran sporting ca rgo betwee n ships, and piloting passenger vessel s along establi shed routes . In fact, travel agencies that specia lize in space tours are know n to use RX droids to pilot their chartered flights, such as the Starspeeder 3000 transports owned by Star Tours. RX-Series pilot droid s can be pla yed as droid hero es.
MOD IFICATION: AST ROGATION OROID Alt hough t his modificat ion is not much of a st retch for a pilot droid, it tweaks the RX-Series droid to function on the other sid e of the sh ip' s bridge by focusing pri mari ly on navig ation . Thi s configuration is ideal for owners that prefer to f ly thei r own ships but still want the droid' s assistance in the cockp it. To make this modi f ication, sta rt by in stall ing an astro gation buffer with at least two slots, although five or six slot s is recomm ended . Optionally, insta lli ng a scomp link wi ll all ow the droid to interface direct ly with the ship' s navicomputer to input the ca lcu lated course t hrough hyperspace, sav in g valuab le tim e in making the jump to light speed. As an additiona l option, a hypertran sce iver, which is normal ly on ly installed aboard ca pital ships, will help the droid calcu late the course through hyperspace by al low ing it to co nnect directly to the HoloNet. Insta ll ing the system takes 2 days and a DC 25 Mechanics check. Fina lly, reprogram the Skil l Focu s (Pilot) feat to Sk ill Focu s (Use Compu ter) to improve th e droid 's capab ili ty with astrogation.
MODIFICATION: COMMUNICATIONS
OROI D
Communic ating with the rest of the galaxy is importan t for the crew of a starship, but what ca n they do when their mea ns of speak ing with others outside the ship be co mes un avai labl e? Modifying a pil ot droid can help. Thi s
modification alters t he RX-Se ries pilot droid to act as a communi cat ion s terminal, allowing it s master to contact oth ers. First, in stal l an internal com link, and route it thro ugh the vocabulator and audio receptors so that org anic beings can commun icate t hrou gh the droid. Although th is is enoug h for short- rang e communications, anyone who needs to connect with so meon e beyond a 200-k il ometer range needs t o install a hype rtran sceiver in the dro id, which takes 2 days of wo rk and a DC 25 Mechanics check. If t ime is of t he essence, t he hypertran sce iver can be in sta ll ed in as lit tle as 2 hours with a DC 35 Mechan ics check. Failure means that the hypertran sce iver is damaged and cannot be used aga in .
MODIFICATION : TACTICAL. SYSTEMS
OROID
So me tran sport pilots see more than their share of troub le when flying between destinations. For th ose t ha t choose to protect themselves by arming the ir vehicle s, it' s helpful to have so meon e alon g that ca n use those defensive sy stems well. Adjusting an RX-Series pi lot droid to thi s end is simp le but effective. To modify an RX-Series droid to be a tactical systems droid, sta rt by exchanging at least one claw append age fo r a hand appendage, which give s the droid more fine contro l over using equipment. Altern atively, in st alling a scomp link al lo ws the droid to do th e same ta sks, but th e vehicle needs to have t he appropriate socket for thi s modification to work . Ne xt, install an improved sensor package within the droid 's chass is, which require s a DC 15 Mechanics check and 1 hou r of work . Reprogram the droid 's Know ledge (ga lac ti c lore) ski ll to Perception and change the Skil l Focus feat to boost Perceptio n. Reprogramming the droid in this manner removes the hot-shot pilot spec ial qua lity.
SHAKEDO W N
BREAKDO WN
RX-Series pilot droids can be some of best models available for operating vehicles. Like with most droids from Industrial Automaton, you get a reliable unit that rarely breaks down and doesn't need a lot of maintenance. Truth, I have not seen many IA droids come past me, let alone these pilot droids. But I have seen a few, and what I saw was not pretty. I say one thing for these pilot droids. When they break down, they really break down! Other day, customer was telling me about a friend of his. A few days before, this friend was out near Naboo. She had just stepped off boarding ramp of her brand new starship when her RX blew a fuse or something and took off with ship. She didn't even have a chance to jump back on board. Stranded there for now. Accord ing to observation post in system, the ship entered hyperspace before any of Naboo's fighters could reach it. Course when it jumped was in the direction of Rodia, or maybe Bothawui, or maybe Nal Hutta . I'll bet that lady would jump, too-jump for joy if she sees her ship again soon.
919 ASTROMECH OROID S19 Astromech Droid
CL 0
Small droid (2nd - degree) nonheroic 2 Init + 1; Senses Perception + 8 Languages Ba sic (understand on ly), Binary, 3 una ssig ned (und erstand only) Defenses Ref 11 (flat-fo oted 11), Fort 10, Will 12 hp 4; Threshold 10 Immune droid tra its Speed 4 squares (tracked) Melee unarm ed + 1 (1d3) Ranged by weapon + 1 Base Atk + 1; Grp - 4 Abilities Str 11, Dex 10, Con -, Int 16, Wis 14, Cha 11 Special Qualities droid traits, focused repairs Feats Ski ll Fo cus (Know ledge [techn ology]. Mechanics, Use Co mp uter), Toughness Skills Knowledge (technol ogy) + 14, Mechanics + 14, Perception +8, Stea lt h +6, Use Compu ter + 14 Systems heuristic proc essor, t racked lo comotion , 1 claw appendage, 6 tool appendages, astrogation buffer (5 memory units), diagnostics package, in ternal com link Possessions holorecorder, tool kit Availability Licensed; Cost 8,625 credi ts Focused Repairs- Th e S19 astromech droid ca n redu ce the time nee ded f or re pairs by making a Mec hanics check. For every point by whic h t he check resu lt exceeds the DC, the ti me ne eded to make repairs is redu ce d by 2 minutes. The amount of time needed to complete repairs ca nnot be reduced to less th an 10 minutes.
919 ASTRDMECH ORDID Sma ll droid (2nd - degree) hp 4 Threshold 10 Move (1 swift actio n, 2/turn ) Th e S19 astromech droid moves 4 squa res (tracked ). Focused Repairs (1 sw ift action, 2/turn) The S19 astromech droid can make a Mechanics check to assist its master with re pa irs to any damaged or disabled droid or device. If the check is successful , t he droid's master can rero ll his or her Mec hani cs check but must accept the seco nd res ult, even if it is worse.
Jury-Rig (2 sw ift actions, 1/turn ) With a DC 25 Mechanics ch eck, the S19 astro mech droid can make tempora ry repai rs to any disa bl ed mechanical or electronic device (see the Jury-Rig application of the Mechanics ski ll on page 70 of the Saga Edition co re ruleb oo k) . Recharge Shields (2 sw ift actions, 1/turn) When operating a ve hicle or device wi th a shie ld ratin g, the S19 astromech droid ca n make a Mechanics check to restore 5 points to th e shi eld rating, up to its norm al maximum . Regulate Power (2 swift actions, 1/ turn) When acting as the engin eer of a vehicle , the S19 astromech dro id ca n make a Mechan ics check t o move the ve hicle + 1 step on t he condition t rack. Run Diagnostics (2 sw ift actions, 1/turn) The S19 astrom ech droid can make a Mech anics check to determine why a mechanical or electronic dev ice does not work . If the check is successful, the droid grants its master a +2 circum st ance bonu s to his or her Mechanics check to make repairs. Skills Know ledge (technology) + 14, Mech ani cs + 14, Perception +8, Stealth +6, Use Computer + 14 Vital Systems 1 claw append age, 6 tool appendages, astrog ation buffer (5 memory units), in terna l com link, holo recorder, too l kit In respon se to the high leve l of success Industri al Automato n experienced with the R2 astromec h, many other droid manufacturers so ught a piece of that same pie by developing their own astromechs. Th e S19 droid is LesTec h's contribution to the astro me ch market. Standing just over 1 meter in height,
PI-AVINO AN 919 ASTRDMECH ORDID Players who want to create an S19 astromech droid with heroic levels should choose the stock astromech droid chassis (see page 11). The best starting class for the droid is the scoundrel, with the Point Blank Shot feat to emphasize the droid's ability to accurately focus on objects at close range. Replace the wheeled and walking locomotion systems with tracked locomotion . Instead of starting with magnetic feet, internal storage (2 kilograms), an improved sensor package, and darkvision, the droid gains an internal comlink and the focused repairs special quality, as described in the droid's statistics block. Select Mechanics, Perception, and Use Computer as three of the droid's starting skills, and consider choosing as additional starting skills Knowledge (technology) to represent the droid's insight into how devices work, Pilot to represent the droid's ability to step in for its master and operate the vehicle, and Stealth to represent the droid's ability to blend into the background to avoid being noticed. Be sure to purchase a holorecorder and a tool kit as part of the droid's starting equipment.
T o o OOOD FOR ITS OWN OOOD The S19 astromech droid is very good at what it does. Somebody offered to sell me one at reasonable price, and I took the deal, figuring it could help with some of my work around here. But quickly I found out the droid was too good. I would stop for night and go to bed, only to wake in the morning and find the droid had completed all my work for the next day while I slept. I had to sell it to somebody else quick, or I would be looking for new line of work. Wonder if it is myoid droid causing the problem for that scientist on Abregado-rae? Seems he picked up an S19 droid to help maintain his shop and let it be creative. Something must have broken down inside droid, because it dismantled all the door controls and comlink systems to lab, trapping droid and master inside. Somebody has to get that guy out of there and do something about that droid .
the S19 has a boxlike chassis that makes it look more like an EG-6 power droid than do most other astromechs. It moves on a single wide , tracked foot, which is the droid' s major flaw. The S19 has a vast array of tool s and a high degree of technica l knowledge, but it also ha s a tendency to topple over when try in g to move too quickly. S19 astromech droids can be played as droid heroes.
MODIFICATION: ORAVITY WELL
do esn 't help sma ll er groups that must break away from the larger force for a mission. This modification perm its the S19 astromech droid to create such a sh ield to help protect those sma ller groups. To modify the droid in thi s manner, remove the astrogat ion buffer and the holorecorder, and replace them w ith an SR 10 shield generator. (To install an SR 15 shield generato r, remove the diagnostics package and internal com link in addition to the previously mentioned components; for an SR 20 generator, also remove four tool appendages and the tool kit.) Once the generator is in plac e, the droid can create a shie ld in a 5-square-by-5-square area centere d on itself. While the sh ield is act iv e, the droid can make one move act ion if it gives up its standard action or no move actions if it does not.
MODIFICATION: TRAILBLAZER Many times , an individual or a group becomes lost while on a planet. With thi s modification, the S19 astromech droid can help such exp lorers by blazing a trail. To modify the droid in this manner, replace the tracked locomotion w ith hovering lo comot ion to prevent the droid from being hindered by the terrai n. Remove the droid's astrogation buffer and install an automap. Reprogram the droid's Ski ll Focus (Knowledge [technology]) feat to Skill Focu s (Perception) to help the S19 locate spec ific land marks and details.
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PRO..JECTOR
As use less as this modification might sound for ground combat, when used properly it can be very effective. To make this modification, start by reinforcing the droid's internal structure to protect against the possibility of being exposed to increa se d gravity. Reinforcing the chassis has the same effect as add ing a hardened system x2 to a droid of Large size. Next, remove all systems and possessions except for the heuristic processo r and tracked locomotion, and in stall a gravity well projector in the droid. Although this system is normally installed on ly on cap ital ships, it can be added to the droid with 2 days of work and a DC 30 Mechanics check. The gravity well produced by the droid is less powerful than that of its starship counterpart, affectin g on ly 4x4 squares; it can be relocated with a full-round action to a maximum range of 12 squares. However, when projected in the direction of enemies, the gravity well can divert shots. Anyone that fires through a square occup ied by the gravity well must reroll the attack roll and use the lower of the two results.
MODIFICATION: MOBILE SHIELD OENERATOR Throughout history, groups engaged in planetside co mb at have sought ways to generate energy shield s that can move with them. Mobile shie ld generators can be mounted onto vehicles or large beasts of burden, but that solut ion 519
ASTROMBCH
DROID
S D - 9 - SERIES
BATTLE
DROIO
SD-9-SERIES BATTL.E DROID SD-9-Series Battle Droid
CL 16
Large droid (4th -deg ree) so ldier 8/e lite trooper 8 Force 5 Init + 15; Senses low- light vision; Perception + 15 Languages Basic, Bin ary Defenses Ref 30 (flat-footed 27). Fort 39, Will 26 hp 108; DR 4 ; SR 15 (ion on ly); Threshold 44 Immune droid traits Speed 6 squares (walking) Melee unarmed +25 (ld6+ 17) Ranged heavy repeating blaster +15 (3d10+10) w ith autofire or Ranged plas ma burst cannon +20 (3d12+ 10, l -squa re splash) or Ranged heavy repeating bla ste r +15 (3d1O+10) w ith autofire and plasma burst cannon +20 (3d12+ 10) or Ranged he avy repeating blaster + 10 (5d l 0+ 10) with autofire and Burst Fire and plasma burst cannon +20 (3d12 + 10) Base Atk + 16; Grp +30 Atk Options Burst Fire, Dual We apon Mastery I, Du al Weapon Ma ste ry II, Greate r Devastating Attack (heavy weapons). Greater Penetrating Attack (h eavy weapons). Multiattack Profi ciency (heavy weapons). Point Bl ank Shot , Running Attack Abilities Str 29, Dex 15, Con -, Int 10, Wis 11, Cha 8 Special Qualities de f ense mode, droid trait s, swift assault mode Talents Arm ored Defense, Deva stat ing Attack (h eavy wea pon s). Greater Devastating Attack (heavy weapon s). Greater Penetrating Attack (heavy weapons). Greater Weapon Focus (h eavy weapons). Multiattack Proficiency (heavy weapons). Penetratin g Attack (heavy weapons). Weapon Special ization (heavy weapo ns) Feats Armor Proficiency (l ig ht, medium, heavy). Burst Fire, Du al Weapon Mastery I, Dual Weapon Mastery II, Martial Arts I, Point Bl an k Shot, Running Attack, Skill Train in g (Knowledge [tact ics]). Weapon Focus (heavy weapons). Weapon Proficiency (h eavy weapons, pi sto ls, ri f les, simp le weapo ns) Skills Endurance + 13, Initiative + 15, Know ledge (tactics) + 13, Perception + 15 Systems wa lking loco motion , ba sic pro cessor, 2 tool mounts, interna l comlink, ion shiel d generator (SR 15 [ion damage on ly]), locked access, improved senso r package, vocabulato r, laser-reflective duranium batt le arm or (+ 10 armor, + 11 vs. blast ers and lasers) Possessions integ rated heavy repeat ing bla ste r, integrated plasma burst cannon Availability Military; Cost 51 ,405 cre dits
Plasma Bu r st Cannon-Treat as bla ster ca nnon. If the dam age dea lt exceeds the target's damage thre shold, the cannon deal s an addi t iona l die of damage from the heat of the plasma. Defense Mode- As a swift ac tion, an SD-9-Se ri es battle droid ent ers defense mode and de sig nates one perso n, object, vehicle , or location to defend. While in defense mod e, once per encounter, as a reaction, t he dro id ca n make a singl e attack agai nst one enemy that attac ks the de sign ate d subject. Swift Assault Mode -Once per encounter, an SD-9-Series battle droid can make a sing le attack at a -10 penalty as a swi ft ac tion when also taking two move actions in th e same t urn.
SO-9-SERIES BATTLE OROID Large droid (4th-deg ree) hp 108 Threshold 44 (DR 4, SR 15 [ion only]) Move (1 sw ift action, 2/turn) The SD-9-Se ries battle droid moves 6 squ are s (walking). Defense Mode (1 swift act ion, l/en co unter) Th e SD- 9-Series battle droid enters defense mode and designates one perso n, object, veh icl e, or locat ion to defend. While in defense mode, the droid ma ke s a sin gle attack aga in st one enem y th at attacks the designated subje ct. Delay Damage (reaction) The SD-9-Se ries battl e droid delays the effect of a single attack, ability, or effect used against it until the end of its nex t turn.
OANOEROUS OROIDS Heavy Repeating Blaster Attack (1 swift action, 2/turn) The SO-9-Series battle droid makes a ranged autofire attack at +5. If successful, the attack deals 3d10+ 10 points of damage as an area attack in a 2-square-by-2-square area. If unsuccessful, the attack deals half damage. Plasma Burst Cannon Attack (1 swift action, l/turn) The SO-9-Series battle droid makes a ranged attack at +20. If successfu l, the attack deals 3d12+10 points of damage with a 1-square splash. Skills Endurance + 13, Initiative + 15, Knowledge (tactics) + 13, Perception + 15 Vital Systems 2 tool mounts, intern al com link, ion shie ld generator (SR 15 [ion damage on ly]), vocabulator, integrated heavy repeating blaster, in tegrated plasma burst cannon Prior to the second return of the reborn Emperor, Ba lmorran Arms broke from its traditional Imperial allegiance and sold the latest of its successfu l SO batt le droids, the SO-9-Series, to the New Republic as we ll as to Imperial forces. At twice the height of an average Human, the ma ss ive, heavily armored battle droid towers over most opponents. Built exclus ively for combat, the droid features a heavy repeating blaster and a specialized plasma burst cannon integrated in to its arms. The unit's tremendous firepower make s it a centerpiece of any infantry battle. The SO-9 also features upgraded defensive systems in the form of laser-reflective armor and an ion shi eld generator. When the reborn Emperor reasserted his power, he dispatched his underlings to bring Balmorra securely to his side. The ensuing battle pitted Imperial SO- 9 droids against their newly updated comrades, the SO-10 model. As formidable as the SO-9 units were, the SO-lOs cut them to pieces. SO-9 droids can't be played as droid hero es.
MODIFICATION:
ASSAULT UNIT
This common mercenary modification turns a standard SO-9-Series battle droid into a spec ialized assault unit. The droid gains three major upgrades:
ENCOUNTERINO AN S O - 9 SERIES BATTLE OROID SO-9-Series battle droids can be encountered in any Imperial military infantry unit, as well as in a few units of the New Republic and odd mercenary outfits around the time that the Emperor's first clone is destroyed. SO-9s continue to see service with the New Republic and mercenary units for a few years after their introduction. However, their numbers rapidly dwindle over time as they are destroyed and Balmorra ceases to manufacture them in favor of later models. The SO-9s are a favorite of illegal Outer Rim organizations, and criminals or warlords wanting to show off their power use the droids to guard important structures. SO-9s excel on the battlefield. When used for other duties, such as sentry, patrol, or guard work, the droids are heavy handed and often react with excessive force. They also function much better outdoors, since most corridors and buildings can't accommodate their height or weight.
SO-9 battle droids? Now you're talking some serious military (' hardware. These are not your run-of-the-mill security droids or pathetic Separatist clankers. SO-9s are built to obliterate an opposing army-practically by themselves. They're massive, well armed and well armored, and have about as much personality as a blaster rifle. Oon't be on the receiving end of their plasma burst cannons. Also, don't expect to be able to take an SO-9 wherever you want. Local security forces won't regard it as a simple bodyguard, assuming the droid can even fit into wherever you're going. Now, as for acquiring one of these monsters, you have few options. Frankly, the easiest and simplest way is to scavenge one off an old battlefield. It might be quite a job to get the droid working again, but I hear that's how most mercenary teams get their SO-9s. Oh, you might be able to find someone willing to sell you a unit under the table, but the droid will be astronomically expensive, and there will likely be something very wrong with it.
heavier armor, more powerfu l weapons, and specia lized software to all ow the SO-9 to better integrate un it tact ics . To carry out this modification, upgrade the droid' s armor to neutronium plating and replace its heavy repeating blaster with an E-Web re peating blaster. The droid automatica ll y regulate s the E-Web's power supply (see page 125 of the Saga Edition core rulebook) . Upgrading th e droid's software requires a DC 20 Use Computer check, 1,000 credits' worth of software, and 1 day of work, after which the SO-9 gains a +2 bonus to attack rol ls and damage ro ll s whenever a member of its combat un it is within 6 squa res of the droid . Assault units plunge into battle, trading personal protection for the chance to attack at point-blank range. As they advance, they attempt to shie ld their organic team members. If the SO - 9s meet equa l or superior resistance, they use the stoutest- looking terrain for cover. Once a hardened position is located, the un its target the most formidable defensive positions and batter them relentlessly. Other targeting patterns can be programmed wit h a DC 20 Use Computer check.
MODIFICATION: BACKSEAT DRIVER Thi s unusua l modificatio n adds a partially enclosed seat to the back of the droid, allowing a character of Med ium or sma ll er size to ride along . A cable ladder or climbing rope allow s access from the ground , although many riders use jet packs to reach the seat. The SO-9 usually gains a +2 bonus to Perception checks when a rider is on board, since the passenger gives the droid warnings about add itiona l targets or enemies approaching the unit's bli nd side. A rider can communicate with the droid at low volume or via comlink during battle. A rider can also make his or her own attacks while in the seat. Making this modification requires a DC 20 Mechanics check, 500 credits' worth of materials, and 4 hours of work. More advanced modification s could add sensors, commun icat ions gear, or a mounted weapon to the seat.
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S O - X - SERIES
STEAL.TH
BATTL.E
DRD ID
SO-X-SERIES STEALTH BATTLE OROID SD-X-Series Stealth Battle Droid
CL9
Medium droid (4th-degree) so ldier 3/scout 6 Force 4 Init + 11; Senses darkvision; Percept ion + 13 Languages Bas ic, Binary, 1 unassigned Defenses Ref 28 (flat-footed 24), Fort 24, Will 21 hp 68; Threshold 24 Immune droid traits Speed 6 squ are s (walking) Melee unarmed +10 (ld6+7) or Melee concea led vibrodag gers + 10 (4d4+7) Ranged blaster rifle +9 (3d8+4) Base Atk +7; Grp + 10 Atk Options autofire (bl aster rifle), Point Blank Shot, Precise Shot Special Actions Harm's Way, Hi dden Movem ent, Total Concealment Abilities Str 16, De x 14, Con -, Int 12, Wis 14, Ch a 10 Special Qualities concealed vibrodaggers, droid traits, stea lth coat ing, threat scan Talents Armored Defense, Harm 's Way, Hidden Movement, Improved Stealth, Total Concealment Feats Aiming Accuracy, Armor Proficiency (light, medium, heavy), Martial Arts I, Marti al Arts II, Point Blank Shot, Precise Shot, Skil l Trai ning (Stealth), Weapon Proficiency (advanced mele e weapons, pistols, rifles, simple weapons) Skills Initiative + 11 , Jump + 12, M echan ics + 10, Perception + 13 (can reroll), Stea lth + 11 (can reroll) Systems wa lkin g lo comotion, heuri stic processo r, 2 hand append ages w ith concea led vibrodaggers, in te rn al com link (encrypted), locked access, improved sensor package, dark vision, vocabu lator, laminanium armor (+12 armor) Possessions blaster rifle Availability Military; Cost 25,705 credits Concealed Vibrodaggers -The SD-X-Series ste al th battle dro id has vibrodaggers comp lete ly co ncea led wit hin its f in gers. Extending the vibrodagge rs is a swift action. The droid usuall y attacks with multip le vibrodaggers at the same tim e, dealing extra damage (already included above). Stealth Coating-The SD-X-Series stealth battle droid is sheathed in a black, nonreflecti ve , se nso r-res istant coating. When in darkness or shadowy illumination, the droid gains a +5 bonus to it s Stea lth check s. When an opponent uses sensors to scan for the droid, it can make a Stea lth check aga in st the opponent' s Use Computer che ck to remain und etected.
Threat Scan-As a fu ll -ro und action, the SD-X-Series stea lth battle droid makes a DC 20 Perception check to detect li ving beings, explosives, or other obviou s threats with in a 30 -m eter radius of itse lf. Success indicates a general description of the threat and its direction and dista nce from the droid.
SO-X-SERIES STEALTH BATTLE
ORCJID
Medium droid (4th-deg ree ) hp 68 Threshold 24 Move (1 sw ift action, 2/turn) Th e SD-X-Series stea lth battle droid move s 6 square s (walking). Blaster Rifle Attack (1 swift action, l/turn) Th e SD-X-S eries stea lth battle droid makes a ranged attack at +9. If succe ssful, t he attack deals 3d8+4 points of damage. Circumstantial Stealth Checks (1 swift action, l/turn) Th e SD-X-Serie s stea lth battle droid make s a Stealth check. When in darkness or shadowy illumination, the droid gains a +5 bonu s to its Stealth check. When an opponent uses se nso rs to scan for the droid, the droid makes a Stea lth check against the opponent's Use Computer check to remain undetected. Concealed Vibrodaggers (2 swift actions, l/turn) The SD-X-Se ries stea lth battle droid makes a melee attack at +10. If successful, the attack deals 4d4+7 points of damage.
Threat Scan (2 sw ift actions, 1/turn) The SD-X-series stealth battle droid makes a DC 20 Perception check to detect living beings, explosives, or other obvious threats within a 30-me ter radius of itself. Success indi cates a general description of the threat and its direction and distance from the droid. Skills Ini tia tive +11, Jump +12, Mechanics +10, Perception +13 (can rero ll), Stea lth + 11 (can reroll) Vital Systems 2 hand appendages with concealed vibrodaggers, internal com link (encrypted), vocabu lator, blaster rifle In the years following the Yuuzhan Vong war, Tendrando Arms expanded its battle droid lin e into other markets. The SD-X model is the company's stea lth battle droid and personal protection unit, adapted from the company's high ly successful YVH droid design. The SD-X droid is sma ller than the YV H and lacks its Yuuzhan Vong-like visage . Although the SD-X carries an excellent sensor array, it does not conta in specia li zed YV sensor packs. Due to the droid's lin eage and proprietary stealth coating , Tendrando Arms markets t he SD-X to hi gh-end clients, such as corporate officers and government leaders, rather than to the general publ ic. Although the SD-X can be used as a front-line f ighter, it is more common ly deployed as a bodyguard, using its stea lth ab il ities to remain out of view or otherwise inconspicuou s. The SD-X is a nasty fighter and a persistent combatant. Once given a missio n, it focuses on that task until comp leted, no matter what the difficulty. SD-X units have been known to track down wou ld- be assassins, thieves, and other crim inal s days or weeks after an assault on someone that an SD-X was assigned to protect. SD-X droids ca n be played as droid heroes.
PL..AYINO AN SO-X-SERIES STEAL..TH BATTL..E OROID Playing an SD-X-Series stealth battle droid is much like playing other battle droids, except that due to its bodyguard and stealth abilities, the SD-X is often kept close to high-level officials, not sent into the field on a regular basis. However, since the droid excels when a high degree of stealth is required, it is an excellent choice for commando-style missions. To create a SD-X droid character, start with the stock battle droid chassis (see page 11). Upgrade the chassis to include laminanium armor and a heuristic processor. Select soldier as your starting class to more easily take the Armor Proficiency feats that you need. Choose Armor Proficiency (heavy) as your bonus starting armor proficiency, and take advanced melee weapons as your bonus starting weapons proficiency. At 1st level, the droid lacks training in the Stealth skill, but it benefits from the stealth coating special quality as described in the statistics block. Take a level in scout as soon as you can, and also take Skill Training (Stealth). Continue advancing in the soldier class to improve your combat abilities, or focus on the scout class to improve your stealth capabilities.
UNAUTHORIZED MODIFICATIONS Ever heard of a Human named Tanol Ocir? Well, if you want to earn some credits, I just heard that Tendrando Arms has issued something of a bounty on the scum. Yes, I know it's unusual for a corporation to do such a thing publicly. However, I think they're trying to make an example of the guy. It seems that he learned how to replicate some modifications that Darth Caedus made to his own SD-X droid-real nasty modifications that no civilized being would ever consider. Lando was angry enough at Caedus' modifications before this, and now he's raging mad. He's declared publicly that he in no way approves of interrogation droids, and he won't let his company's units be turned into them. That's why he's hiring people like you to track down any droid modified in this way and bring it back to Tendrando Arms, along with those responsible for modifying it. Lando doesn't want to be seen hiring thugs, but he'll do everything in his power to get these modified droids and their owners off the streets as soon as possible. Tanol's droid doesn't need to be functional when you bring it in, but it's got to have most of its parts.
MODIFICATION: BODYOUARD ENHANCEMENTS SD-X-Series stealth battle droids are often modified to increase the ir effectiveness as bodyguards. Some units are reprogrammed with the Draw Fire ta len t for this purpose. However, another way to upgrade the droid is to link its threat scan specia l qua lity to its ta rgeting system. To ca rry out this modifi cation, make a DC 25 Use Computer check and install 2,000 credits' worth of softwa re. Once per encounter when the mod ified droid detects a threat with threa t scan, it can reroll one attack against tha t target and take the better result. Another popular programming modification improves the droid's ab ility to protect an individual. An SD-X-Series droid reprogrammed to have the Harm's Way talent and the Trip feat can use the feat on an adjacent all y as a reaction to an attack against that all y. If the droid is successful , the all y is knocked prone in his or her current sq uare, and the droid also drops prone, automatically covering the all y whil e providing the protective benefits of Harm 's Way until the start of the droid's next turn.
MODIFICATION: MARTIAL.. ARTS ENHANCEMENTS Some owners want to enhance the melee and marti al arts capabilities of their SD-X droids. To make th is modification, reprogram the droid to replace the Weapon Proficiency (pistols) and Precise Shot feats with Martial Arts III and Dual Weapon Ma stery I. This upgrade increases the droid's Reflex Defense and damage from unarmed attacks, as well as giving it the capability to make two attacks per round with its hands or vib rodaggers. As an option, you can further increase the droid's ab ility to deal damage by insta llin g specialized software (requiring a DC 25 Use Computer check and 3,000 credits). With this option, in each encounter, the SD-X droid can add its unarmed damage to the damage from a successfu l vibrod agger attack a numb er oftimes equal to its Dexterity modifier (minimum 1).
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SERVICE
OROID
LEP-Series Service Droid
CL 0
Medium droid (3rd-degree) nonheroic 1 Init +0; Senses Perception +5 languages Basic, Binary, 1 unassigned Defenses Ref 10 (flat-footed 10), Fort 8, Will 10 hp 3; Threshold 8 Immune droid traits Speed 6 squares (walking) Melee unarmed -2 (ld3-2) Ranged by weapon +0 Base Atk +0; Grp +0 Abilities Str 7, Dex 11, Con -, Int 12, Wis 10, Cha 14 Special Qualities droid traits, empathic Feats Skill Focus (Perception, Persuasion, Treat Injury), Skill Training (Treat Injury) Skills Perception +5, Persuasion + 12, Treat Injury + 10, Use Computer +6 Systems basic processor, walking locomotion, 2 hand appendages, 2 probe appendages, internal storage (30 kg), vocabulator Availability Licensed; Cost 6,260 credits
Empathic-Although the LEP-Series service droid is not literally empathic, its keen sense of awareness allows it to pick up on the subtle mannerisms and emotiona l expressions of its master and other organic creatures and appeal to their emotions. The droid can reroll its Persuasion check to change the attitude of its intended target, and can take the better of the two results.
LEP-SERIES
SERVICE OROID
Medium droid (3rd - degree) hp 3 Threshold 8 Move (1 sw ift action, 2/turn) The LEP-Series service droid moves 6 squares (walking) . Empathic (2 swift action s, l/turn) The LEP-Series service droid can improve the attitud e of its target by rerolling a Persuasion check and taking the better of the two results. First Aid (2 swift actions, l/turn) The LEP-Series service droid makes a DC 15 Treat Injury check on a target in an adjacent square. If the check is successfu l, the target regains a number of hit points equa l to its character level + 1 for every point the check was successful. A character can be treated with first aid in this manner only once per day. Haggle (1 swift action) The LEP-Series service droid makes a Persuasion check to help its master negotiate a better deal. If the check is successfu l, the droid grants its ma ster a +2 bonus to his or her Persuasion check . Revivify (2 swift actions, l/turn) If the LEP-Series service droid can reach a character who died within 1 round, it revives the character. Treat Poison (2 swift actions, l/turn) The LEP-Series service droid detoxifies a poisoned character. Skills Perception +5, Persuasion + 12, Treat Injury + 10, Use Computer +6 Vital Systems 2 hand appendages, 2 probe appendages, internal storage (30 kg), vocabulator One of the latest droid models that Coachel le Automata produced before the Clone Wars began was the LEP-Series service droid, geared toward chi ldcare. After the initial design was approved, the LEP was put into production and advertised as a nanny droid. Its spec iali zed programming, which included first aid skil ls, coupled with its engaging appea rance appea led to many parents throughout the galaxy, and initi al sa les were good. However, one of the model's defining features ended up being its major flaw. The locking mechanism for the large storage compartment in the LEP's abdomen, origina ll y intended to store toys and supplies for the children under its care, occasiona ll y became stuck and locked in place. This parti cu lar problem gained
l:-E~-SERIES
SERVICE ORO IO
SECRETS media attention when a chi ld became trapped inside after craw ling in whi le the droid was loading supplies. Th e company issued a massive recall and replaced the latch, but the bad pre ss tarni shed the model's image as a nanny droid. Coachelle Automata changed its approach with the LEP by removing the nanny programming and making it a se rvan t droid in stead. Desp it e the initi al probl ems, the LEP-Series se rvant droids rapidly rose to popularity thanks to th eir graceful movements and th e quiet way wit h which th ey go about performing a variety of services. LEP-Series se rv ice droids can be played as droid heroes.
MODIFICATION:
BODVOUARD
Some peopl e feel th at modifying the LEP-Serie s serv ice droid to act as a bodyguard se rves only to make it a diversion for its maste r's enemies, but with the proper alteration s, the droid can be an effective guardian . Since the droid was originally desig ned to be a noncombatant, it s phys ica l attributes are not geared toward battl e, so add features to compensate for its structural shortcom ing s. Start by giving t he droid a harde ned system of at least x2, treating the droid as if it were of Large size fo r the purpose of fitting it with the syste m. Thi s change st rength ens the chass is and helps the droid last longer. To further boost its defenses, in teg rate an electric defense grid into the droid 's shell. Since th e LEP ha s little st rength to draw on in melee combat, it should use weapons that cause a lot of damage with little effort, so reprogram the Skill Fo cus (Persuasion) feat to Weapon Proficiency (a dvanced melee weapons), and equip the droid with a vibroblade or a retractable vibroblade. Also, reprogram the Skill Focus (Treat Injury) feat to Wea pon Proficiency (pi stol s) and give it either a bl as ter pistol or a hold -o ut pistol.
PL.AVINO AN L.EP-SERIES SERVICE OROID Players who would like to replicate the LEP-Series service droid with heroic levels should start by choosing the stock service droid chassis (see page 13). The best starting class to select is the noble, using the Linguist feat to represent the droid's ability to understand verbal commands from a variety of species. Instead of starting with the tool mount, the character has two probe appendages where the ears would go and the empathic special quality, as described in the droid's statistics block. Select Persuasion and Treat Injury as part of the droid's starting skill set. For additional skills, consider choosing Gather Information to represent the droid's ability to learn from others, Knowledge (social services) to represent the droid's knowledge of interpersonal relat ionships, Perception to represent the droid's talent for noticing seemingly insignificant details, and Use Computer. Although no specific equipment is necessary to complete the replication of the droid, the purchase of a medical kit is recommended.
These LEP droids you talk about sound like the perfect model to follow you around like a young akk pup. They do not talk much, they do as they are told, and they don't ask questions like some other servant droids. I like that in a droid working for me. I might even be able to get past the fact that it looks like a child's toy. On the other hand, they might be a bit too docile. Take this one LEP, for example. It was owned by a Republic ambassador on Nal Hutta and might contain sensitive political information. Supposedly, thugs grabbed the droid while it was running an errand for its master. Some say they worked for a Hutt crime lord, and others think a group of brigands under the command of Hondo Ohnaka took the droid. Regardless, it is only a matter of time before the thieves discover the information stored within the unit-whatever it might be. I am sure the ambassador would be willing to pay a nice reward for the safe return of the LEP and the information it supposedly holds.
MODIFICATION:
NANNY OROID
In a ret urn to it s original programming, th e LEP-Se ries se rvice droid can be repurpose d to nurture children. In fact , Coachelle Automata st ill ha s the softwa re packa ge ava ilabl e for purchase, along with an improved locking mech an ism for t he intern al sto rage area . Howeve r, Coache lle Automata requires that the bu ye r sign a wa iver stating t hat the company is not re spo nsible for any harm or discomfort ca used by a droid that is used as a nanny. The software chang es the droid' s Sk ill Focus (Perce ption) feat to Improved Defen ses to increase its ability to sa f eguard those und er its protection, and the improved lock ha s a childproof feat ure that helps prevent li fefor ms from en tering t he interna l storage unit without t he droid's knowl edge. Th ese modifications are sufficien t for th e droid to perform its dutie s as a nanny. But owners who want the LEP to do more can reprogram th e Use Computer sk ill to Knowledge (soc ial sc ien ces ) to give th e droid an edge in child psyc ho logy. Some also in sta ll an atmo spheric canister and a modified breath mask inside th e storage space, so t hat the droid can stash a ch il d inside the compa rtment, if necess ary, to conceal him or her from attackers. Thi s alteration requires t wo DC 15 Mechanic s chec ks (on e to modify the breath mask an d one to in st all the com ponent s) and 1 1/2 hours of work.
MODIFICATION: PERSONAL. TRANSPORT When th in gs go bad in the heat of battle, having a mean s of escape is important if you want to live to see anoth er day. Thi s modification of t he LEP-Series service droid can prov id e its master with a means to flee from combat or to move from place to place when a true vehicle is not ava il able. Start by adding a repul sor lift unit to the droid as a seconda ry form of locomotion. Adju st the hatch of the internal sto rage un it to fold down in ste ad of retreating insid e the droid's shell, and install a control st ick that fo ld s into the hatch so that the passe nger ca n ope rate the repul sorlift. Reinforce the hatch to with sta nd up to 200 kg of mass after being locked into a horizontal pos ition.
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SHADOW OROID Shadow Droid
CL 9
Huge droid (4th-degree) so ldi er 6/nonheroic 9 Force 2; Dark Side 10 In it +2 1; Senses Perception +17 languages Ba sic (understand on ly), Binary, 1 una ss igned (understand only) Defenses Ref 23 (flat-footed 19), Fort 28, Will 16 hp 120; DR 20; Threshold 38 Immune droid traits Speed 6 squares, fly 16 sq uares, fly 4 squa res (starship sca le) Ranged laser cannon +17 (4dl0+5 x2) or Ranged ion cannon +17 (3dlO+5 ion) or Ranged repeating blaster cannon + 12 (3d l0 +5, 2x2 area) or Ranged concu ss ion mis si les + 17 (8d10 +5x2) or Ranged proton torpedoe s + 17 (9dlO+5x2) Fightng Space 3x3; Reach 1 square Base Atk + 12; Grp +32 Atk Options autofire (la se r cannon) Abilities Str 30, Dex 18, Con -, Int 12, Wi s 10, Ch a 10 Special Qualities droid traits Talents Indomitable, Harm's Way, Weapon Specialization (he avy weapon s) Feats Armor Proficiency (light, medium, heavy), Damage Conversion, Skill Focus (Initia tive, Perception, Pilot, Use Computer), Turn and Burn, Vehicular Combat, Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, pistol s, rifles, simple weapons) Skills Initiative +2 1, Perception +17, Pilot +2 1, Stealth +1, Use Computer + 18 Systems basic process or, f lying locomotion, duranium battle armor (+10 armor) Possessions la se r ca nnon , ion cannon, proton torpedo launcher (4 torpedoes ca rried), concussion mi ss il e launcher (8 mi ssi les carried), repeating blaster cannon Availability Military ; Cost 123,000 credits
SHADOW OROID Hug e droid (4th-degree) hp 120 Threshold 38 (DR 20) Move (1 sw ift action, 2/turn) Th e shadow droid moves 16 squares (flying).
Engage the Enemy (1 swift actio n, l/turn) The shadow droid makes a Pilot check with a - 5 pena lty opposed by t he target's Pilot check. If the check is successfu l, th e droid engages in a dogfight with the target. Protect and Serve (1 free action) The shadow droid spe nd s one of its owne r' s Force points to assi st an adjacent characte r. The assisted character can use t he Force poin t as if he or she had spent it. Ramming Speed (2 swift actions, l/turn) The shadow droi d makes a Pil ot check with a - 10 penal ty opposed by the Reflex Defen se of another sta rship. If the check is success ful, both the target and the shadow droid take 4d6 + 10 points of damage. A failed check deals half damage to both the targ et and the shadow droid. Wingman (1 sw ift action, l/turn) The shadow droid ass ists a character' s Pilot check, providing a +2 bonus to t he check. Skills In itiative +21, Perception +17, Pilot +21, Stealth + 1, Use Computer + 18 Vital Systems laser can non, ion ca nnon, proton torpedo launcher (4 torpedoes carried), co ncu ss ion mi ss ile launcher (8 mi ss iles carri ed ), rep ea t ing bla ste r can non The shadow droid is one of the most unnerving parts of Emperor Pal patine's lega cy. It is t he culminat ion of hi s ex periments with extend ing li fe spa ns through technology and a testimony to his knowledge of the power of th e dark side. Th e shadow droid is a starfighter powered by an organic brain inst alled in th e workings of the machine. The brain is treated wi th a Sith alchem ica l process th at destroys the persona lity it once possessed and awakens dark side potential in the subject. When Palp ati ne started the shadow droid program , he used the brains of deceased TIE fighter pilots. Students of the pro cess might not have access to the same ca liber of raw materials, but oth er brains can be used with si milar result s. Shadow droids are primarily used by Sith apprentices and Sith masters to adva nce their schemes. Shadow droids can't be played as droid heroes.
ENCOUNTERING A SHAD W ROID The heroes have tracked a Sith apprentice to her hidden base and confront her in a climactic final battle. Not only does the apprentice have a squadron of four shadow droids defending the base, but she knows the Sith alchemical compounds used by the Emperor and is making more droids to take their place. The heroes have to defeat the apprentice and make their way to her meditation chamber, where she has been creating shadow droid fear generators.
MODIFICATION: FEAR GENERATOR The most unsettling element of a shadow droid is that its driving force was once alive. The conversion process subsumes the humanity of the organic material, but certain dark parts-such as fear, unease, and despair-still exist. A cruel Sith master can bring them to the surface and cau se them to wash over anyone that gets too close to the droid. The modified shadow droid uses these negative feelings as a weapon, reducing opponents to weeping, helpless masse s curled up on the field of battle. To make this modification, a Sith mu st search the droid's memorie s for the right feelings. This process requires a Use the Force check against the droid's Will Defense and 2 hours of work . Next, the droid must be shown how to lash out with its feelings, which requires a DC 25 Persuasion check from th e Sith to intimidate the droid and 30 minute s of work. Once modification s are comp lete, as a standard action, the droid can make a Persuasi on check to intimidate, opposed by an adjacent target' s Will Defense. If the check is successful, the target is overcome with doubt and fear and move s - 1 step on th e conditio n track. This ability is a mind-affecting effect, and the shadow droid can use it only once per target per encounter.
UNSTOPPABL.E
SHADOWS
The first time I heard about shadow droids, I thought the Rodian who was telling the story had too much Corellian whiskey. A TIE pilot that you spaced might come back for you someday, rebuilt by the Emperor himself? I laughed about it-right up till our company took a job clearing out an old pirate base in an irradiated system. The shiny black fighters that came out of the base were odd. No pilot chatter, flew in perfect formation, and made maneuvers a sane pilot would never attempt. I'm no member of Rogue Squadron, but I've done my time on the stick. These shadow droids flew interference for a Sith Interceptor and were willing to destroy themselves to make sure that ship made its jump. After the Interceptor was safe, the droids all went dark, and we made short work of them. Strange as that encounter was, the Rodian's was worse . He said there's a squadron of shadow droids that lost their master and didn't shut down . They swooped in on a space freighter and made contact with the captain. Now they're using his ship as a hangar bay, jumping from system to system to attack and destroy ships with no mercy and no method. The only thing those poor souls see before they die is the eerie glow coming from the cockpits of the shadow droids.
< MODIFICATION:
SITH
SQUADRON
The alchemical processes that are used in th e co nstruction of shadow droids attune t he organic materia ls to the dark side. Thi s affini ty was intended to allo w Emperor Pal patine to stay in tou ch with his new army of starfighters. Sith in the field have taken thi s attunement and adju ste d it to make the shadow droid s more loyal to th em. By touch ing th e droids with their mastery of the dark side, the Sith make the droids deadlier in combat and better at ass isting their sc hemes. The first ste p in this modification is to attune the dark side potential in the shadow droid to the Sith. Thi s requires a Use the Force check against the droid's Will Defen se and 1 hour of work. Once the droid is attuned, install an uplink in the droid through which it can monitor the master's sh ip and anticipate his or her next move. Adding the uplink requires a DC 20 Mechanics check and 30 minute s of work. When these modification s are comp lete, the shadow droid is attuned to its master and his or her sh ip. A shadow droid ass isting its attuned Sith master grants a +4 bonus (instead of a +2 bonu s) when usi ng the aid another action .
T 4 TURRET OROID Colicoid T4 Turret Droid CL 3 Large droid (4th-degree) nonheroic 9 Init + 17; Senses darkvision; Perception +5 Languages Basic (understand only), Binary Defenses Ref 14 (flat-footed 11), Fort 11, Will 11 hp 32; SR 20; Threshold 11 Immune droid traits Speed 6 squares (walking) Melee unarmed +7 (ld4+1) Ranged blaster cannon + 10 (3d12) or Ranged blaster cannon +8 (4d12) with Rapid Shot or Ranged blaster cannon +5/+5 (3d12) or Ranged blaster cannon +3/+3 (4d12) with Rapid Shot or Ranged grenade launche r +9 (Sd6, 4-square burst) Base Atk +6; Grp + 14 Atk Options Dual Weapon Mastery, Point Blank Shot, Rapid Shot Abilities Str 13, Dex 16, Con -, Int 10, Wis 12, Cha 6 Special Qualities cutting laser, droid tra its Feats Armor Proficiency (light), Dual Weapon Ma stery I, Point Blank Shot, Rap id Shot, Skill Focu s (Initiative), Weapon Fo cus (heavy weapons), Weapon Proficiency (heavy weapons) Skills Initiative + 17, Perception +5 Systems remote receiver, wa lking locomotion, 3 tool appendages, darkvision, synchronized fire circuits, plasteel shell (+2 armor), shie ld generator (SR 20) Possessions 2 blaster cannons, modified grenade launcher w it h 4 thermal detonators Availability Military; Cost 26,940 credits Cutting Laser-The T4 turret droid can fire its cutting laser as a sta ndard act ion. The cutting laser targets 5 squares, all of wh ich mu st be co ntiguous, with the cutting laser. The weapon attack s targets occupying these squares within a rifle's point-blank range, making a ranged attack roll at +9. On a hit, a target take s 3dlO points of energy and fire damage (half damage on a mi ss), and the weapon ignores damage reduction. Thi s is an area attack.
T 4 TURRET DRCID Large droid (4t h-degree) hp 32 Threshold 11 (SR 20) Move (1 swift action, 2/turn) The T4 turret droid moves 6 squares (walking).
Cutting Laser (2 swift actions, l/turn) The turret droid targets 5 contiguous squares, making a ranged attack roll (+ 9) against the Reflex Defense of each target. The cutting laser ig nore s damage reduction and deals 3d l0 points of energy/fire damage (h alf damage on a miss). This is an area attack. Patrol Duty (1 swift action, l/turn) The T4 turret droid makes a Perception check opposed by a target's Stealth check. If the check is successful, the droid detects the target. Rapid Shot (1 swift action, l/turn) The T4 turret droid makes a ranged attack with its blaster cannon at +8. If successful, the attack deal s 4d12 points of damage. Stability (1 free action ) The T4 turret droid gains a +5 bonus to avoid being knocked prone. Skills Initiative + 17, Perception +5 Vital Systems 3 tool appendages, sy nchronized fire circuits, shield generator (SR 20), 2 blaster cannons, modified grenade launcher w ith 4 thermal detonators Conceived by the creat ive minds of the Colicoids, the T4 turret droid was first built several years before the Trade Federation's blockade of the planet Naboo. The droid consists of one or more heavy weapons, typically a heavy repeating blaster ri f le or a blaster cannon, mounted on a se t of four legs that allow the droid to move and brace the weapon(s) when firing. The T4s' primary f unction was to act as mobile defense guns for dignitaries traveling on potentially hostile worlds. When Viceroy Nute Gunray essentially gained full control of the Trade Federation, he diverted many T4 droids to the fleet attacking Naboo and placed them at strategic locations throughout the city of Theed. Although the droids failed to stop the queen's rescue, they
performed well enough to cont inue being used in the years that followed, including service in the early part of the Clone Wars against the Republic. T4 turret droids ca n't be played as droid heroes.
ENCOUNTERING A TURRET OROID
T4
The T4 turret droid is most often deployed to checkpoints and areas of tactical importance to the Trade Federation or the Separatists. Usually encountered in groups of two to four, the turret droids work well together. In this encounter, the heroes enter a plaza in the older part of a city occupied by the Trade Federation. Positioned at each of the three other gateways leading out of the plaza is a T4 turret droid. When at least one droid spots the heroes, it broadcasts an alert to the others and opens fire. The heroes can seek cover in the gateway through which they entered the plaza, but it won't help much against the turret droids, especially the one directly across from them. If any of the T4s lacks a clear line of fire at the heroes, it instead aids a T4 that does have a clear line, granting a +5 bonus to its attack roll because of its synchronized fire circuits. If the droids have difficulty dispatching the heroes, they group together and fall back to find reinforcements.
MODIFICATION: ARTIL.L.ERY SPOTTER In battle, when a group's sensors fail for one reason or another but the assault must continue, someone must provide the targeting information needed. Thi s modification of the T4 turret droid specializes in obtaining that data and exped iently providing it to those firing the artillery. As a first step, give the droid an improved sensor package to accompany its darkvision . Next, in stall an internal com link to permit the dro id to quickly communicate its find ings for processing; for ground assaults, a short-range comlink works sufficiently. Reprogram the Weapon Focus (heavy weapons) feat to Skill Train ing (Perception) and shift the Skil l Focus feat from In itiative to Perception to help the turret droid acquire the information needed for its al li es to continue assaulting the enemy. Sin ce multiple so urces are more effective at triangu lating an enemy's position, the synchronized fire circuits in two or more T4s modified for this role allow the droid s to rerol l the ir Perception checks while they work together and take the better of the two results.
MODIFICATION:
L.ISTENING
POST
Defeating an enemy requires powerful weapons, but knowing how to use those weapons effectively requires gathering intell igence on the enemy's plans and resources. Modifying a T4 turret droid to act as a remote listening post has proven to be an excellent way of atta ining the needed information. To make this modification, start by in sta lling an improved sensor package
and a se nsor booster to extend the droid's detection range . Add an internal, long - range com link so the T4 can keep in touch with its master and pick up transmiss ions broadcast by the enemy. Insta ll a translator (DC 5) to help the droid decode any communications signals it receives before sending them back to base. Mount a hypertransceiver, a component normally found only in starships, in the droid 's chassis to help it pick up HoloNet signals that the enemy might send or receive; this process requires a DC 30 Mechanics check and 2 days of work. Finally, reprogram the droid's Rapid Shot feat into Skill Training (Perception) and shift the Skill Focus feat from Initiative to Perception to maximize the droid's abi lity to detect the signal s for which it listens.
MODIFICATION:
PATROL.
QUARD
Turning a T4 turret droid into a patrol guard isn't much of a st retch, and the benefits are worth the work necessary to make the modifications . The biggest change involves upgrading its lo co motion so the droid retains its wa lking capabi lity but gains a speed of 8 squares; this change requires a DC 25 Mechanics check and 1 day of work. Th e modified T4 can cover its patrol area more efficiently, and it can close with a target more quickly as well, especially now that it can outrun most organic beings. Instal l an improved sensor package to back up the droid's darkvision . Tweak the cutting laser to give it a low-power setting (requiring a DC 15 Mechanics check and 1 hour of work), which the droid can use as a focused spot ligh t to help its allie s locate and take action again st intruders. If the droid attacks whi le using the focu se d light and successful ly hits its target, the beam temporarily blinds the target for a number of rounds equal to the amount by which the attack roll exceeds the target's Reflex Defense.
WORKING
AS
ONE
A T4 turret droid can be a formidable foe by itself, but use extreme caution if you find a group of them. Their combat skills seem to increase exponentially the more of them that band together. The degree to which they work in tandem almost seems unnatural. It's almost as if they have one mind when they are close to each other. And even though other companies have created droids that operate similarly, the Colicoids seem to have perfected the trick and have not been forthcoming about how they achieved it. Too bad-knowing that secret might help someone defuse the situation on Kubindi. The Trade Federation sent a company of droids to that remote world to "convince" its people to join the Separatists. Intelligence reports that I procured say that a contingent ofT4 turret droids with the company is the first line of defense against anyone trying to break through their perimeter. I'm sure that the Kubaz and the Republic would love for a group of heroes to create a hole in the droid s' defenses and help the clone troopers put a stop to the Trade Federation's unwanted visit.
Medium droid (4th-degree) scoundrel 1 Force 2 Init +3; Senses Perception +5 Languages Basic, Binary
Dastardly Blast (1 swift action, l/turn) The TC-SC infiltration droid makes a ranged attack at +3 . If successful, the attack deals 3d4 points of damage. If the target is denied its Dexterity bonus for Reflex Defense, the target moves -1 step on the condit ion track. Patrol Duty (1 sw ift action , l/turn) The TC-SC infiltration droid makes a Perception check opposed by the target's Stealth check. If the droid's check is successfu l, the droid detects the target.
Defenses Ref 16 (flat-footed 13), Fort 11, Will 12 hp 18; Threshold 11 Immune droid traits
Skills Deception + 11, Gather Information +6, Perception +5, Stealth +8 Vital Systems 2 hand appendages with concealed blaster pistol and concea led knife, holographic image disguiser, vocabulator
TC-SC INFIL..TRATION DROID TC-SC Infiltration Droid
CLl
Speed 6 squares (walking) Melee concealed knife +0 (1d4) Ranged concealed blaster pistol +3 (3d6) Base Atk +0; Grp +3 Atk Options Dastardly Strike Abilities Str 11, Dex 16, Con -, Int 10, Wis 10, Cha 13 Special Qualities droid traits Talents Dastardly Strike Feats Point Blank Shot, Skill Focus (Deception), Weapon Proficiency (pisto ls, simple weapons) Skills Deception + 11, Gather Information +6, Perception +5, Stealth +8 Systems heuristic processor, walking locomotion, 2 hand appendages with concealed weapons (see Possessions), holographic image disguiser, vocabulator Possessions concea led blaster pistol, concealed knife Availability Restricted; Cost 20,380 credits
TC-SC INFILTRATION OROID Medium droid (4th-degree) hp 18 Threshold 11 Move (1 swift action, 2/turn) The TC-SC infi ltration droid moves 6 squares (walking). Avoid Surprise (1 free action) The TC-SC infiltration droid makes a Perception check at the start of a battle. If the check is successful, the droid's master avoids surprise. Dastardly Blade (1 swift action, l/turn) The TC-SC infiltration droid makes a melee attack at +0. If successfu l, the attack deals ld4 points of damage. If the target is denied its Dexterity bonus for Reflex Defense, the target moves -1 step on the condit ion track.
Droids are often overlooked by the general populace. When a droid is doing its job properly, nobody notices. That fact explain s why most espionage droids are created by modifying an existing droid rather than building a new model . Ho wever, in some cases, breaching hostile territory is more difficult, and any scrap of information proves useful. Th e TC-SC infiltration droid was built to cover such situations. It uses organics' natural tendency to ignore droids to its advantage, quietly observing an area and collect ing information about patrols, traffic patterns, or whatever its master requires. One of the primary tools in the TC-SC's repertoire is its holographic image disguiser. TC-SCs can look like protocol droids, battle droids, or any of hundreds of other models. The holographic image disguiser is also sophisticated enough to let the TC-SC impersonate an organic being, but the TC-SC usually does so on ly in areas where a droid would look out of place. TC-SC infiltration droids can be played as droid heroes.
PLAYINO A TC-SC INFILTRATION OROID The TC-SC droid does little to draw attention, and it keeps quiet even in the company of allies. The TC-SC is an observer first and acts only when forced to or when it believes that it has gathered enough data to support action . The droid isn't afraid of combat, however. Sometimes, the only way out of a secure area is the loud way out. In those situations, the droid fights with a run-and-gun strategy. Rather than getting involved in a stand-up fight, the TC-SC targets combatants that stand in the way of it getting home to report. Players who want to create a TC-SC infiltration droid with heroic levels should focus on two primary classes: scoundrel and scout. Scout is a perfect fit with the TC-SC's blend of combat ability and survival talents, and many scoundrel talents have the feel of tradecraft secrets that spies use to keep themselves going for another day. Select the Skill Focus (Deception) and Skill Focus (Perception) feats early, along with any talents that playoff those feats. The droid's bottom line is focusing on two goals: noticing things, and preventing itself from getting noticed.
TC-SC
INFILTRATION
OROIO
MODIFICATION : ELIMINATION OR O ID Ass ass in droids are usually sent after organic targets, but they can eli min ate other droid s as we ll, per hap s frying a protoco l droid ri ght before trade t alks or disabling a pilot droid to allow tim e for it s ca rgo to be sw itched . Often, the ki ller replaces the defunct droid or sets up an all y t o take its place. To modify a TC-SC droid to fulfill this role, reca librate its ho lographic image di sg ui se r to ren der a spec ifi c patte rn rat her t han the generic preloaded templates. Th is process req uires a DC 25 Use Computer check and 1 hour of work. Ne xt , program t he TC-SC to mimic the funct ion s of the droid it wi ll be elimin at in g; thi s requires a DC 25 Use Computer check and 30 minute s of wo rk. If th e process is successful , th e TC-SC loses one of its current feats an d gains the Skil l Training feat for the new ski ll (or the Ski ll Focu s fea t, if already train ed ). Finally, program the TC-SC with a fu ll technica l sc hematic of the target droid, w hich requi res a DC 20 Use Computer check and 1 hour of wo rk. If the reprogramming is successfu l, the target's damage t hreshold is co nsi dered 5 less when atta cke d by the elimination droid .
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MO DIF I CATION:
DECOY
OROIO
In t im es of great upheaval, great leaders emerge, and the opposition - whatever it might be-would love to see such leaders el imina ted. The TC-SC can be mod ified to serve as a decoy, mimicking an indivi dual' s look and studying hi s or her mannerisms and speech patterns. After making a public appearance, the ta rget sw itches places with the decoy droid, sl ipping away unnoticed in an unmarked speed er while the droid takes the public ex it, drawing attenti on. To make this mod ification, recalibrate the droid's holographic image disguiser to rend er a spec ific pattern rather than the generic preloaded te mplates. This process req ui res a DC 25 Use Computer che ck and 1 hour of wo rk . Ne xt, have the TC-SC spend time with the target, learning his or her mannerisms and spee ch patterns. This process requires a DC 25 Use Computer check and takes at lea st 1 day; for eac h additional day that the droid spends w ith the target, the programmer gains a + 1 bonus to the check, up to a maximum of the programmer's Intelligence bonu s. Final ly, link the droid's holograp hic image disguiser to its emergency power generator, which requires a DC 20 Mechanics check and 30 minutes of work. Afterward, the disguiser is deactivated only if the droid takes damage greater than its Will Defense or if t he droid is reduced to 0 hit points.
Most of the time, espionage droids are created through a oneof-a-kind reprogramming of a common household droid, but the TC-SC is built for infiltration and surveillance of a hostile target. The holographic disguiser is nice, but the droid knows how to use its most important asset-nobody looks twice at a droid unless it's pointing a blaster at you. More often than not, the TC-SC uses the suite to look like another droid. Nobody notices a protocol droid at a noble's dinner party or a labor droid in a warehouse. Oh, the infiltrator has no problems looking organic, but things can get ugly when someone reaches out to shake that Mon Calamari's hand and feels only cold durasteel. The data storage on the TC-SC is practically indestructible. It's made from the same materials they use in starfighter internal computer systems. The problem lies in getting that data when the droid has been compromised or destroyed. The recovery team has to go in blind. Maybe the droid was hit by a speeder while crossing the street. or maybe it was captured by hostiles that are using it as bait. Some commanders might cut their losses, but I always want that data . There's no sense in losing a fine piece of equipment for nothing.
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T T- SL G ATEKE EP ER O ROI O
TT-BL. GATEKEEPER CRClID TI-SL Gatekeeper Droid
CL 0
Large droid (3rd-degree) nonheroic 1 Init -3; Senses darkvision; Perception + 14 Languages Basic, Binary, 3 unassigned Defenses Ref 6 (flat-footed 6). Fort 10, Will 12 hp 13 ; Threshold 15 Immune droid traits Speed 0 squares Melee unarmed +0 (1d4) Base Atk +0; Grp +5 Abilities Str 10, Dex 4, Con -, Int 13, Wis 14, Cha 16 Special Qualities droid traits, stubborn Feats Linguist, Skill Focu s (Perception, Persuasion)' Skill Training (Knowledge [bureaucracy]) Skills Knowledge (bureaucracy) +6, Perception + 14, Persuasion + 13 Systems remote receiver, 1 tele sc opic too l appendage, improved se nsor package, darkvision, vocabulator Availability Licensed; Cost 5,970 cred its
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Stubborn-The TT-8L gatekeeper droid's personality makes it a stubborn negotiator. When Persuasion checks are made against the droid, it adds its Charisma bonus to its Will Defense.
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Large droid (3rd-degree) hp 13 Threshold 15 Eavesdrop (1 swift action, l/turn) The TT-8L gatekeeper droid can make a Perception check to listen in on conversations and learn information. Intimidate (2 swift actions l/turn) With a successful Persua sion check, the TT-8L gatekeeper droid can force a si ngle creature to back down from a confro ntation, reveal sec ret information , or flee. Sense Deception (reactio n) The TT-8 L gatekeeper droid can see through deceptive appearances made using the Deception skill. Stubborn (no action) When Persuasion checks are made against its master, the TT- 8L gatekeeper droid adds its Charisma bonus to its master's Will Defense. Skills Knowledge (bureaucracy) +6, Perception + 14, Persuasion + 13 Vital Systems 1 telescopic tool appendage, vocabulator The TT-BL gatekeeper droid is Serv-Q-Droid's answer to the door guard. The unit is not much more than a large, spherical eye attached to the end of a long, snakelike body that maneuvers with support from its permanent base. Th e droid has audio se nsors and a vocabu lator that allows it to in teract with whomever attempts to enter the facility where it watches the door. Ever since its creation around the time of the Jedi Civil War, the TT-8 L ha s worked with a simple purpose: Let only authorized personnel pass. However, the designers made the droid too good at its job. The TT-BL adheres so closely to the letter of its programming that last-minute additions to a list are often forced to wait until they can be confirmed by a member of the staff. In fact, the vast majority of gatekeeper droid s develop highly annoy ing person alities that grate on the nerves of those fo rced to wait for perm ission to pa ss. TT-B L gatekeeper droids can't be played as droid heroes.
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TT-SL
OATEI<.EEF"ER
OROIO
ENCOUNTERING A TT-SL. GATEKEEPER ORO 0 IT-SL gatekeeper droids are almost always found at doors, gates, or other entryways where the occupants of the area beyond require a sentry to monitor access. For example, the heroes might be standing outside the main entrance to the headquarters of a band of mercenaries on a remote Outer Rim world. A IT-SL droid pokes its eye through a small window in the gate to see who requests entrance and to determine whether the visitor is legitimate. Meanwhile, four to eight guards in a 3-square-by3-square room connected to the foyer on the other side of the gate wait for a signal from the droid. If the IT-SL denies the heroes passage and they try to force their way through, the guards spring into action and take defensive positions around the gate.
MODIFICATION : SECURITY CA ME RA Using the TT-SL gatekeeper droid as a sec urity camera accomplishes virtually the same goal as the primary objective for the droid, but the re spo nsibility of granting entrance to authorized visitors is shifted to the droid's master or another designated individual. The advantage of using a TT-S L instead of a passive secu rity camera is tha t the droid is capable of judging whether the information it gathers about the visitors is important to the decision make r. To make this modification, start by adding either a video recorder or a holorecorder to the droid, and tie the recording unit's reception through the droid's photoreceptor. Next, remove the TT-SL from its ba se and mount it at the desired location-perhaps a strategic intersection of corridors or within a hidden recess high on a wall. Once the droid is in place, either wire it to the facility's security camera system or computer network, or configure it to transmit data wi relessly to whoever needs to view the information.
MODIFI C A T ION : ADVANCE SC OUT OROID Since IT-SL gatekeeper droid s are stationary for most of their period of service, they eagerly accept modification s that allow them to move aro und. Still, turning a gatekeeper droid into an advance scout requires some drastic adjustments. The first step is to choose a vehicle - typically, something light and fast, such as a speeder bike. Once the mode of transportation has been selected, prepare the droid's ski ll set to operate the vehicle . Reprogram its Knowledge (bureaucracy) skill to Pilot, which will automatically change the corresponding Skill Training feat. Optionally, reprogram the Skill Focus (Persua sion) feat to Pilot as well. Remove the droid from its base and imp lan t it into the vehicle. With a speeder bike, the appendage is clamped down along the top of the fuselage, and the primary section of the droid that includes its brain is secured near the rear of the veh icle .
M OD I F I CAT IO N: COM M U N I CATIO N S
ANTENNA
Thi s particular modification works in emergency situat io ns where a communications array has been damaged or destroyed. By setting up the proper equipment ahead of time as modules, the equipment can be attached to the IT-SL without making permanent changes to the droid. To begin, reprogram one of the droid's skills, such as Persuasion, to Use Computer, and shift the corresponding Skill Focus feat to Use Computer as well. Next, install a longrange com link or a hypertran sceiver into an attachable pod, depending on the range you want to estab li sh. Adding the hypertransceiver requires a DC 30 Mechanics check and 2 days of work. Wiring th e TT- SL's appendage to function as an antenna is a simple procedure that requires a DC 15 Mechanics check and 10 minute s of work. Once modifi cat ion s are complete, attaching the commun ications module to the droid takes a full-round action, and removing it takes a swift action .
MORE TROUBL..E THAN IT'S WORTH Working with TT-SL gatekeeper droids can be frustrating at best. They tend to ask questions of every single sentient being that wants to walk through your front door. It does not matter whether the being in question has been previously approved, whether the being is accompanied by someone who has been cleared to pass, or whether the being was inside already, had to step out for something, and now wants to be readmitted. Worse, TT-SLs insist on reporting every single question and answer exchanged with every single being they stop. That in itself is enough to create trouble on a grand scale, if the droid happens to stop the wrong visitor. I seem to recall hearing that a gatekeeper blew a circuit not long ago. It was standing guard at the entrance to a recently abandoned facility in the mountains of Cularin. A recovery expedition arrived to clear out the rest of the facility before its supplies could be taken by pirates or looters. The team entered the place easily enough, but the TT-SL sealed the hatch and would not let them out. When they tried to approach the droid to shut it down and open the door, the gatekeeper summoned battle droids that were left behind to protect it. I imagine that those trapped people are probably running out of food and supplies about now and in dire need of rescue.
VZ-SERIES COMMANDO
DROID
V2-Series Commando Droid
CL 1
Medium droid (4th-degree) scout 1 Force 2 Init +7; Senses Perception +6 Languages Basic, Binary, 1 unassigned Defenses Ref 15 (flat-footed 13), Fort 12, Will 12 hp 24; Threshold 12 Immune dro id traits Speed 6 squa res (walking) Melee unarmed +0 (l d3) ,-
Ranged blaster rifle +2 (3d8) Base Atk +0; Grp +2
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Abiliti es Str 11, Dex 14, Con -, In t 13, Wis 12, Cha 8 Special Qualities droid traits Talents Improved Steal th Feats Skil l Focus (Stealth), Weapon Proficiency (p istols, rifles, sim ple weapons)
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Skills Climb +5, Initiative +7, Knowledge (tactics) +6, Mechanics +6, Perception +6, Stealth + 12 (can reroll) Systems heuristic processor, walking locomotion, 2 hand appendages, vocabulator Possessions blaster rifle Availability Military; Cost 10,755 credits
V2-SERIES
COMMANDO
OROID
Medium droid (4th-degree) hp 24 Threshold 12 Move (1 swift action , 2/turn ) The V2-Series commando droid moves 6 squares (walking). Avoid Surprise (1 free action) The V2-Series commando droid makes a Perception check at the sta rt of a battle. If the check is successful, the droid's master avo ids surpri se. Patrol Duty (1 swift action, l/turn) The V2-Series commando droid makes a Perception check opposed by the target's Stealth check. If the check is successful, the batt le droid detects the target. Silent Action (1 swift action , l/turn) The V2-Series commando droid assists a character's Stea lth check, providing a +2 bonus to the check. Support Fire (1 swift action, l/turn) The V2-Series commando droid makes a ranged attack at +2. If successfu l, the attack deals 3d8 points of damage. Skills Climb +5, Initiative +7, Knowledge (tactics) +6, Mechanics +6, Perception +6, Stea lth + 12 (c an reroll) Vital Systems 2 hand appendages, vocabu lator, bla ster rifle
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Battle droids came to major prominence du rin g the Clone Wars. The B1 - and B2 -Ser ies are the most we ll known fro m th at conflict, but seve ral oth er models were emp loyed by the Separatists. Those droids worked well as frontline infantry, but some military operations requ ired su rgical precision rath er than brute force. The V2 - Se ri es commando droid was created to eli minate important targets with a minimal commitment of resources. V2 dro id s specialize in small unit tact ics and in the use of exp losives . Th ey ofte n operate in groups of four or fewer. Th e V2 was well sui ted to its purpose, but t he Separatist le adership produced the V2 in comparative ly sma ll numb ers. However, a larger percentage of V2 droids survived the Clone Wars, owing to t heir effective ne ss as so ldiers. The droids that su rvived were some of most sk illed combat ant s in the conflict. and tho se that have fallen in w ith merce nary co mp an ies ca n command top rates for their serv ices . V2-Series commando droids can be played as droid heroe s.
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V2-SERIES
COMMANDO ORDID
PL..AVINO A VZ-BERIES COMMANDO DROID Many V2 droids end up on the galactic fringe as bounty hunters or assassin droids. These units keep to themselves and speak in a clipped, monotone variation of Basic. Independent models often pick up vocabulators for ease of communication, but V2s usually prefer the company of other droids. After all, droids understand the importance of following orders. Players who want to create a V2-Series commando droid with heroic levels should start with the solider class; the Commando talent tree is an obvious choice. A few levels in scout are also useful, offering talents that can help the droid character get in and out of mission locations quietly. Choose Mechanics as a trained skill, and take the Skill Focus (Mechanics) feat to become a demolitions expert. Any talents that can move a target on the condition track are also welcome; if a commando droid encounters resistance, it needs to eliminate the resistance quickly and get back to the mission. V2 characters often move into the elite trooper prestige class, but the independent droid prestige class (see page 46 of The Force Unleashed Campaign Guide) is also an excellent choice, if available.
MODIFICATION: BOMB DISPOSAL..
UNIT
V2-Series commando droids are able to plant explosives in vital areas of a building. Even without a technical readout, a V2 droid can analyze structural weaknesses, choke points, and utility connections that can render a building nonfunctional, if not destroy it outright. A droid with this kind of knowledge can also use it to neutralize exp losives and protect in stallations from damage. Some V2s are additionally modified to dispose of any explosive device s they locate. To make this modification, start by fitting the droid with a specially reinforced courier compartment. (If the droid already has such a compartment, reinforcing it requires a DC 20 Mechanics check .) Stock the compartment with a compressed cryogas canister suita ble for freezing explosives. Instead of deactivating an explosive device, the droid can choose to free ze it in the compartment to detonate at a later time. The droid can detonate an explosive in the compartment a free action. Treat this as a self- destruct system; t rig gering the explosive with in the droid destroys the droid completely.
M ODIFICATION: EVA BHIP..JACKER Boarding actions are the most dangerous action s in a soldier's life. One misplaced shot an d the sh ip's hull is compromised, ruining the prize and possibly ending th e lives of all aboard. Most boarding actions sta rt at the airlock and proceed toward the bridge. Howeve r, a V2 droid with the ship jacker modification can cut to the chase. Th e droid uses maneuvering jets and magnetic attachments to plant an explosive charge on the viewport of the ship. After the charge detonates, the droid cleans up any resista nce and takes over the ship' s controls.
Installing smal l maneuvering jets requires a DC 25 Mechanics check and 30 minute s of work, after which the droid can take a full - round action to move 1 space square. Grabbing onto a ship requ ires an Acrobatics check against the ship's Reflex Defense. When the droid attaches to the starship, it ca n attempt to plant exp losives on the vessel. The DC to plant charges correct ly is eq ual to 10 times the difference in the number of size categories between the droid and the ship. If the V2 successfully detonates the exp lo sives, only occupants of the coc kpit or the co mmand center of the ship are affected by the blast. The droid will have to fight its way through to other locations in the ship.
MODIFICATION:
HALA
DROID
One of the most difficult t asks faced by V2 commando droid s is reaching a target si te. The droid s mu st make their way behind enemy lines, advancing through hostile territory and overcoming re sistance. However, droids can press their advantage as inorganic creatures by attempting insertions that would kill a living being. One such delivery method is known as HALA (high altitude, low activation). in which a droid is fitted with repulsors and exits a ve hicle from a point in the atmosphere. It activates the repulsors at the last possible second, avoiding detection from scanners and land ing with minimal damage. To make this modification, you must f it the V2 with the proper repulsors, a process that requires a DC 25 Mechanics check and approximately 1 hour of work. A successful HALAjump requires two successful checks. Th e fir st is a DC 20 Jump check, which puts the droid in the right position to control its speed and to target the landing area. For every point by wh ich the droid misses th is check, it deviates 100 meters in a random direction. The second required check is a DC 30 Pilot check. Success mean s the droid slows its descent to a contro ll ab le rate and lands safely on the ground. Failure means the droid take s the maximum amount of falling damage and is most likely destroyed.
COMMANDOS FOR HIRE These V2 commandos are a nasty surprise. They can slug it out in (' a firefight, but they've usually got a plan in which they don't need to blast you to get what they want. They also like to put backup timers on their ordnance. That way, if someone cuts the wire to a radio detonator, its timer starts counting down. The Republic was lucky that the Separatists didn't know how to use these droids properly. The V2s were worthy adversaries of the Republic Commandos and have my respect. I'd take them on if I had to, but that definitely would mean more credits for the trouble. Not all of the V2-Series ended up on the fringes of the galaxy. Rumors persist of a crack commando unit slated for deactivation for a crime its members did not commit. These droids promptly escaped from a maxi mum security stockade to the undercity of Coruscant. Still wanted by the Empire, they survive as soldiers of fortune. If you've got a problem and no one else can help, maybe you can hire the droids-ifyou can find them, that is.
Vo-SERIES
VB-SERIES PILOT DROIO V6-Series Pilot Droid
PILOT OROID
Small droid (2nd-degree) hp 8 Threshold 10
CL 0
Smal l droid (2nd-degree) nonheroic 2 Init +2; Senses Perception +6 Languages Basic, Binary, 3 unassigned Defenses Ref 13 (flat-footed 11), Fort 10, Will 11 hp 8; Threshold 10 Immune droid traits Speed 6 squares (wheeled) Melee unarmed + 1 (ld2) Ranged by weapon +3 Base Atk + 1; Grp -2 Abilities Str 10, Dex 15, Con -, Int 16, Wi s 13, Cha 9 Special Qualities droid traits Feats Skill Focus (Pilot), Weapon Proficiency (simple weapons, heavy weapons) Skills Mechanics +8, Perception+6, Pilot +12, Stealth +7, Use Computer +8 Systems heuristic processor, wheeled locomotion, 2 tool appendages, vocabu lator Availability Licensed; Cost 7,950 credits
Move (1 sw ift action, 2/turn) The V6-Series pilot droid move s 6 squares (wheeled). Copilot (1 swift action , l/turn) The V6-Series pilot droid assists a character's Pilot check, providing a +2 bonus to the check. Issue Routine Command (1 swift action, l/turn) The V6-Series pilot droid iss ues a routine comma nd to a computer w ith a frie ndl y attitude toward it. Recharge Shields (2 sw ift actions, l/turn) The V6-Series pilot droid makes a DC 20 Mechanics check. If the check is successful, the starship regains 5 points of shields, up to its normal maximum. Regulate Power (2 swift act ion s, l/turn) The V6-Series pilot droid makes a DC 20 Mechanics check. If the check is successful, the ship moves + 1 step on the condition track. Stay on Target (1 swift action, l/turn) The V6 -Series pilot droid make s a Pilot check with a - 5 penalty, opposed by t he Pilot check of an enemy the droid intends to engage. If the droid's check is succe ssful, it engages in a dogfight with the target. Skills Mech anics +8, Perception+6, Pilot + 12, Stealth +7, Use Computer +8 Vital Systems 2 too l appendages When young ch ildren dream of being pilots, their minds are often filled with thoughts of daring pirate raids and exotic planets. In reality, being a star pilot is no different from any other career. Months of training are followed by years of menial work until the pilot is trusted with a large vessel, or perhaps until he or she break s w ith the co mpany and gets behind the controls of a sma ll tramp freighter. Due to the Clone Wars, Imperial legislation was passed subjecting pilot droid s to rigorous regulation. It's often easier to find someone wi lling to learn to fly than to find a droid that can meet the Imperial requirements. As a result, there are very few pilot droids on the market. The V6-Series pilot droid is one of them. On its own, the V6 is a skilled pilot. It has a very high safety rating and is generally used by large manufacturing corporations. However, due to the legal restriction that V6 droids must have their memories wiped between flights to erase any tactical skill development as fighter pilots, they rarely do well in combat scenarios. V6-Series pilot droids can be played as droid heroes.
V6-SERIEB PILOT OADID
PI-AVINO A VESSERIES PII-OT OROID Few of these droids rise above their stations to become pilots of more combat-oriented ships. V6-Ser ies droids are occasionally found working as copilots or crew members for smugglers, who know the droids won't sell them out to the local crime lord. However, many smugglers don't trust the droids with their precious ships, so their reception among members of the fringe is lukewarm, at best. V6 pilots are also well known as pilot trainers . Players who would like to create a V6-Series pilot droid with heroic levels should start with the scoundrel class. A V6 character should take pilot-related feats and talents from several classes, rather than locking into the seemingly obvious path of an ace pilot. The droid should also pick up an astrogation buffer to make itself more valuable to its owner, either as a primary source of hyperspace jump data or as a backup for messier exits.
MODIFICATION:
GUNNER
OROID
Some smugglers have modifi ed their V6-Series pilot droid s to serve as gunners that can power up the ship and hop in a tur ret quickly. Being able to make a quick getaway from the authorities or cred itors has saved many a smuggler' s skin. To make this modification, sta rt by reprogramming the droid to rep lace the Weapon Proficiency (simpl e weapons) feat with Vehicular Combat. Next, in stall mag clamps in the turret and on the droid (which requires a DC 30 Mechanics check and 2 hours of work) to allow the V6 access to the guns. Finally, reprogram the droid to focus so lely on gunnery, devoting mo st of its processing power to target acq uisition or preci si on fire. Thi s change requires a DC 25 Use Computer check and 1 hour of work. When modifications are complete, once per turn, the droid can add a +2 bonus to either an attack roll or a dam age roll that it make s while in sta lled in a turret. (For players using characters derived from Starships af the Galaxy, the modification instead allows the droid to take a number of pilot maneuvers wit h th e [gunner] descriptor equa l to the droid's In tell igence modifier [mi nimum 1] .)
MODIFICATION:
SPEEDER
PII-OT
V6-Series pilot droid s are adept at f lying speed ers and other vesse ls that are not spacegoing. The cost of outfitting a fleet of speeder taxis with V6 droids is high, but some down-on -t heir-Iuck units end up behind the co ntrols of a so-called "hoverhack," especially on heavily urban world s such as Coruscant. A few of these V6 pilot s never get over what they percei ve as a demotion. Others reli sh the chance to show what t hey can do with a small maneuverab le craft in stead of a bulky ore hau ler. To make this modification, add a contro l interface to allow the droid to in teract directly with a repulsorcraft; this process requires a DC 25 Mechani cs
check and 1 hour of work. With a DC 20 Use Computer check and 30 minutes of work, th e V6 gains the equ iv alent of the Vehicular Combat feat, but only when piloting replusorl if t vehicles .
MODIFICATION: HI..JACKER OROID V6-Series pilot droid s are often at the helm of large bulk freighter s, and pirate s targ et them as the weak link in a shipping cha in. Sometimes, a droid wo rk s with t he pirates in exchange for its freedom or a cut of the stolen goods. Oth er times, the pirates borrow the droid for a few hours and modify it to jump to a different set of hyperspace coordinate s, where they can unload the sto le n cargo at their leisure. Clever pirates leave the ship intact so the droid can make fut ure jumps and cont inu e to bring them cargo ripe for the taking. Implantin g a sle eper set of coordinates require s a Use Computer check oppo se d by the droid' s Will Defense and 30 minute s of work. Th e modified droid is un awa re of the new coordinates until shortly before the jump. (On a failed check, the new coordinates are not in st alled, and the droid has no knowledge of them.) After the jump, the V6 shuts down wh ile the pirate s board the ship and stea l the ca rgo. When they've departed, make anot her Use Computer check opposed by the droid's Will Defense. If the check is successful, the V6 jump s to the original destination and ha s no memory of the raid. The droid is not co mpelled to indicate whether the checks succeed or fa il, and it might wit hhold that information until it can report to the proper authoritie s-or use it to try to blackmail t he pirate s.
OROID
ZERO
Few droids have drawn as much negative scrutiny as the V6 pilot droid known as "Droid Zero." This V6 droid developed a superiority complex that rapidly began to affect its core programming, overriding many of its behavioral inhibitors. The droid eventually came to believe that servitude to living beings is demeaning to all droids. Droid Zero was assigned to a Senatorial transport ship and managed to infect that ship's complement of astromech droids with the same altered programming. The V6 droid manufactured a transfer-without-memory-wipe request, and moved on to a new ship. This process was repeated several times, and now there are dozens of pilot droids and astromech droids in the galaxy that have begun directing their ships into hazardous areas. Most owners have no idea their droid has come into contact with Droid Zero until their ship goes careening into an asteroid field. Government droid technicians have been scouring the galaxy to try to pinpoint which V6 droid is actually Droid Zero, but in the meantime its infectious programming continues to spread dangerously.
X-l
VIPER
X-l
OROID
X-l Viper Droid
CL 8
Huge droid (4th-degree) non heroic 12/soldier 4 Force 1 Init + 14; Senses Perception + 14 Languages Basic (understand only)' Binary, 1 una ss igned (understand only) Defenses Ref 18 (flat-footed 17), Fort 27, Will 15 hp 110 ; Threshold 42 Immune droid traits
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Speed 6 squares (walking) Melee unarmed +24 (ld6+ 13) Ranged twin blaster cannon + 15 (4dlOx2 + 2) or Ranged twin blaster cannon + 10 (6d10x2 + 2) with autofire and Burst Fire or Ranged grenade launcher + 14 (4d6+2, 2-square radius) or Ranged grenade launcher +9 (4d6+2, 2-square radiu s) and twin blaster cannon + 10 (4d10 x2 + 2) with Double Attack Fighting Space 3x3; Reach 1 square Base Atk +13; Grp +34 Atk Options Burst Fire, Double Attack, Point Blank Shot Special Actions Devastating Attack (heavy weapons), Distracting Droid, Penetrating Attack (heavy weapons)
VIPER
DRO I D
Huge droid (4th-degree) hp 110 Threshold 42 Move (1 swift action, 2/turn) The X-1 vipe r droid moves 6 squares (walking) . Avoid Surprise (1 free action) The X-1 vipe r droid makes a Perception check at the start of a battle. If the check is successful, the droid's master avoids surprise. Double Attack (2 swi ft actions, l/turn) The X-1 vipe r droid makes one ranged attack roll at + 10 and another at +9. The first attack deals 4d10x2 + 2 points of damage if successful. The seco nd attack deals 4d6+2 points of damage in a 2-square radius if successful. Patrol Duty (1 sw ift action, l/turn) The X-1 viper droid makes a Perception check opposed by the target's Stealth check . If the droid's check is successful, the battle droid detects the t arget. Rapid Shot (1 sw ift action, l/turn) The X-1 viper droid makes a ranged attack rol l at + 10. If successfu l, the attack deals 6dlOx2 + 2 points of damage. Skills Ini tiative + 14, Jump +24, Perception + 14, Stealth -1, Survival + 14 Vital Systems 2 claw appendages, 2 tool appendages, 2 twin blaster cannons, grenade launcher
Ab ilities Str 32, Dex 12, Con -, Int 12, Wis 12, Cha 8 Special Qualities droid traits, molecular shielding Talents Devastating Attack (heavy weapons), Penetrating Attack (heavy weapons) Feats Armor Proficiency (light, medium, heavy), Burst Fire, Dist racting Droid, Double Attack, Improved Damage Threshold, Ion Shielding, Point Blank Shot, Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, pistols, rifles, simpl e weapons) Skills Initiative + 14, Jump +24, Perception + 14, Stealth -1, Survival + 14 Systems bas ic processor, walking locomotion, 2 claw appendages, 2 tool appendages, duranium plating (+8 armor) Possessions 2 twin blaster cannons, grenade launcher Availability Military; Cost 43,000 credits
The X-1 vipe r droid was first built to counteract the AT-AI's dominance of the market for battlefield droid s. It was designed by Balmorran Arms, one of the few arms manufacturers in the galaxy not to be nationalized by the Empire. Even after the formation of the New Republic, plans to build the X-1 were still in place. However, during the reborn Emperor Palpatine's bid to reconquer the galaxy, the viper droids were appropriated to serve in the Emperor's forces. Beltane, the governor of Balmorra, sought a truce with the Empire, but not before allowing a shipment of droids to be captured by New Republic commandos. The commandos deployed the X-1s on the Emperor's se cret throne world of Byss and ended Palpatine's bid once and for all. X-1 vipe r droids can't be played as droid heroes.
Molecular Shielding-Wh en an opponent misse s the X-1 viper droid with a ranged energy attack, the droid's molecular shielding redirects the attack back at the opponent. Subtract 10 from the opponent' s ro ll. If the result exceeds the opponent's Reflex Defense, the opponent is hit with the redirected attack,
MODIFICATION: DEEP SEA DIVER The standard model X-1 viper droid can perform well in a variety of terrain t ypes, but its bulk usually prevents it from operat in g on worlds that are covered in water. Still, the droid can be made seaworthy with a few modifications, a proc ess pioneered by Mon Calamar i engineers who altered viper droids left over from an assau lt on their homeworld . The Mon Cal use the modified droids to escort visiting ambassadors and dignitarie s on New Republic missions. To make this modification, seal the droid's interna l workings from
X -I
VIPe;R
ORDIO
ENCOUNTERINO AN X-I V I PER OROID The heroes burst through the door, only to find the room's exterior wall smashed in and their loved one missing. The X-l viper droid lumbers away, clutching its victim. The heroes must give chase and figure out a way to stop the droid before it escapes. They might try to follow the droid back to where it came from, but a bigger ambush is probably awaiting them. The X-l uses the cover of other buildings to its advantage, weaving in and out of the cityscape in an attempt to lose its pursuers. As a swift action, the droid can put its hostage between itself and its current opponent, gaining a +4 bonus to its Reflex Defense against attacks from that opponent. The droid has orders not to kill the hostage, so it can use him or her as a shield only a limited number of times. If the X-l viper droid is not stopped within 10 rounds, it is able to lose its pursuers and escape.
water, and add webbing to its hands and feet to aid in swimming . Insta ll internal buoyancy devices that allow the heavy droid to move through the water like other vehicles. This process requires a DC 25 Mechanics check and takes 2 days of work. Next, reprogram the droid to have the Swim skil l and the Ski ll Focus (Swim) feat.
MODIFICATION : .JAWA TRANSPORT The sandcraw ler is the transport of choice for most Jawa s. For some tribes , though, the loca l environment is not suited for such a large treaded veh icle, or the tribe lacks the reso urces or skills to operate and maintain one. A Jawa t rib e in the Onatos Sector found the mountainous terrain of their wo rld inappropriate for a trad itional crawler. Instead, they modified a few X-l viper droid s that they had bee n using as convoy escorts to se rve as cargo veh icles as well. To make this modification, clear out any unu sed mass and space in the droid's chassis for ca rgo and passengers; this process req uires a DC 30 Mechanics check and 4 hours of work . Once cleared , a viper can house four creatures of Sma ll size (or two creatures of Medium size ) and 100 kilograms of cargo. Next, install a manual control override so that the passengers can ha ve more direct contro l of t he droid during combat. Activat ing the man ual control is a standard action and requires a DC 20 Use Computer check.
MODIFICATION: RECONSTRUCTION
OROID
When the cannons of war fa ll silent and the armies march toward their next battle, the land mu st be rebu il t and structures repaired. Because of the ir bulk and versati li ty, modified X- l viper droids are somet imes used for reconstruct ion. The droids most often assigned to this duty are those in need of repair themselves; the units help to rebuild a war-torn environment's infrastructure while waitin g to become battle worthy again. To make this modification, clear out any unused mass and space in the droid's chassis for cargo; this process
requires a DC 30 Mechanics check and 4 hours of work . Th e droid can hau l 500 kil ograms of cargo internally. Conside r adding exte rnal cargo pods; each holds another 250 kilograms and can be installed with a DC 25 Mechanics check and 1 hour of work. An X- l droid can have a max imum number of external cargo pods equal to half its Streng th modifier (min imum 1) .
BRUTAL E FFICIENCY Droids are commonly used as war machines. Logistics are simpler, and when a soldier is eliminated, there is no family to inform. The X-l viper droid is one of the best examples of this concept. It can fight as well as 20 trained soldiers and was built to eliminate whatever stands in its way. The viper incorporates elements from many previous war machine models into a deadly blend. Were this droid not made for such a wasteful purpose, I might even say that I admired it. Still, a droid such as this is destined to be the subject of ludicrous rumors, and the recent stories of GX- 15 are antidroid propaganda of the worst kind. Even if a viper could go for years without a memory wipe, such a droid is hardly likely to become such a tactical genius that it could engineer a droid revolt. The idea of an X-l general leading a rogue army of so-called "free droids" is preposterous.
Quick Scan (2 sw ift actions , l/turn) By scanning the area to detect lifeforms, the XLT- 014 labor droid ha lves the penalties imposed by cover and conceal ment on it s master's attack roll .
XL.T-014 L.ABOR DROID XLT-014 Labor Droid
CL 0
Medium droid (5th-degree) non heroic 1 Init +0; Senses Perception + 12 Languages Ba sic, Bi nary Defenses Ref 14 (fl at-footed 14). Fort 12, Wil l 12 hp 4; Threshold 12 Immune droid traits Speed 6 square s (walking). 6 squares (hovering) Melee unarmed +2 (ld4+2) Ranged by weapon +0 Base Atk +0; Grp +2 Abilities Str 14, De x 10, Con -, Int 8, Wis 14, Cha 10 Special Qualities droid traits, quick scan Feats Armor Proficiency (light). Skill Focu s (Perception, Use Computer). Skill Tra in ing (Use Computer) Skills Perception + 12, Use Computer +9 Systems remote receiver, wa lking locomotion, hovering locomotion (limited ). 2 claw appendages, durastee l shell (+4 armor)' vocabulator Possessions vid eo recorder Availability Licensed; Cost 9,600 cre dits
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Quick Scan-Th e XLT- 0 14 labor droid sca ns the area in all direction s and detects li feforms or energy si gnatures within a 6-square rad iu s with a DC 20 Perception check , reducing any cover and co ncealm ent penalties by half. In ad dition , with a Use Computer check, th e droid retrieves info rm ation from a computer network in half t he time.
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XLT-014
LABOR
OROID
Medium droid (5th-degree) hp 4 Threshold 12 Move (1 sw ift action, 2/turn) The XLT-014 labor droi d moves 6 squares (walki ng or hovering) . Avoid Surprise (1 free action ) The XLT- 014 labor droid make s a Perception check at the start of a battle. If the check is successfu l, t he droid's master avo id s surpri se. Improve Access (2 swift actions, l/turn) The XLT-0 14 labor droid make s a Use Compu ter check against the target computer's Will Defen se to improve the comp uter's attit ude toward it. Issue Routine Command (1 swift action, l/turn) The XLT-014 labo r droid issues a ro uti ne command to a co mpu ter th at has a friendly attitude toward it.
Skills Perception + 12, Use Co mputer +9 Vital Systems 2 claw appendages, vocabulator, vid eo recorder At first, Publictechnic's XLT-01 4 labor dro id seems unremarkable. Sta ndin g 1.5 meters ta ll, its humanoid form is capable of carrying moderate loa ds and accomplishing simple tasks. However, most potential cust omers are genuin ely su rpri se d to learn that the XLT-014 also has a repul sorl ift unit in its chassis, helping it reach areas that most droids of similar design ca nnot. For the three decades before the sta rt of the Clone Wa rs, the XLT- 014 was purchased primarily by wealthy indi vidu als wanting a droid se rvant for simpl e house hol d chores and tasks, by small businesse s needing an ext ra hand to take care of mund ane du ti es arou nd the office, and by larger corporation s fo r warehouse dutie s in t heir distribution centers . Warehouse managers found that, although the droids could not ca rry heavy load s the way that binary load lifters could, th e XLT-014s worked in tandem with t he load lif t ers t o locate and direct the de sired cargo , savi ng the organic staff va luable ti me. XLT-0 14 labor droids can be played as droid heroes.
MODIFICATION:
CHAUFFEUR
Wealthy business people and entrepreneurs like to be pampe red , and traveling from place to place with somebody else doing the piloting is one of the perks of a luxurious li festy le. Investing in a droid to handle the job instead of continua lly paying an organ ic to do it saves credits that the we ll-off can
PLAYING AN XLT-014 LABOR OROID Players who want to replicate the XLT-014 labor droid with heroic levels should choose the stock labor droid chassis (see page 11). The best starting class for the XLT-014 is the scoundrel, using the Point Blank Shot feat to represent its knack for pinpointing minute details. Instead of starting with a basic processor, start the XLT-014 droid with a remote processor and the quick scan special quality, as described in the droid's statistics block. Select Perception and Use Computer as two of the droid's starting skills, but consider selecting Gather Information to represent the droid's talent for gleaning information from the beings around it, Knowledge (bureaucracy) to represent the droid's ability to work a bureaucratic system, Mechanics to represent the droid's ability to work with machines and other droids, and Stealth to represent the droid's talent for slipping by those unaware of its presence. Also, consider selecting the Skill Focus (Perception) feat to strengthen the droid's awareness of its surroundings. Be sure to purchase a video recorder as a part of the droid's starting equipment.
lavish upon themselves. Even better, modifying an XLT-014 labor droid saves even more over purchasing a high - end pilot droid. Preparing the XLT-014 droid to be a chauffeur starts with replacing its remote receiver with a basic processor. Swapping out the claw appendages for hands not only improves the aesthetic value of the droid but also gives it better control of the vehicle. Add an improved sensor package with darkvision to help the unit operate the vehicle at night, and include a comlink in case its master needs to be picked up ahead of schedule. Reprogram the Use Computer sk ill to Pilot, an d shift the Skill Focu s (Use Computer) feat to Skill Focus (Pilot). Alternatively, giving the droid a scomp link would allow it to have even more refined control of the vehicle and would take advan t age of the Use Computer skill instead of the Pilot sk ill. If you choose to in sta ll a sco mp link, do not reprogram the Skill Fo cus (U se Computer) feat.
MODIFICATION:
INFILTRATOR
The thin , wiry chassis of an XLT-014 labor droid see ms well su ited for a job that involves breaking into a location unnoticed. Coupled with its own repulso rlift unit, the droid could bypass many forms of security without leavin g a trace of its presence. To modify the XLT-014 to perform this function, sta rt
by removing the remote receiver and replacing it with a heuristic processor, since the droid might need to develop creative so lutions as problems arise in the field. To increase the droid's stea lth ability, add sound baffling around the repulsorlift, which costs 200 credits and can be in stal led with a DC 15 Mechanics check and 1 hour of work. Adding the sound baffling allows the droid to reroll its Stealth check and take the better of th e two results. Install an improved sensor package to increase the droid's awareness even more, and add darkvision capabi li ties. Change the Skill Focu s (Perception) feat to Skill Training (Stealth), and reprogram the droid's skill set to include Stealth. Give the droid a security kit as an addition to its equipment.
MODIFICATION: MECHANIC'S ASSISTANT Mechanics across the galaxy almost always need so mebody to help them out from time to time, and droids with built-in technical sk ills might not be ava il able when needed. Technicians that took a chance with the XLT-014 labor droid discovered that it works well as a mechanic's helper and endorse this modification . Adjusting the droid to fulfill this role starts with replacing its remote receiver with a heuri stic processor. Remove at le ast one of the claw appendages and replace it with a hand or tool appendage. Insta ll a diagnostics package, and add 5 kilograms of internal storage space to provide room for a mechanic's tool kit and a few spare parts. Change the Armor Profici ency (light) feat to Ski ll Training (Mechanics), which also ad ds Mechanics to th e droid's ski ll set.
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MISREADINOS The XLT-014 is one of the more reliable labor droids of its size that I have seen. Despite its deceptively thin appearance, it can carry a sufficient load and last a long time. On top of that, the droid's ability to scan container labels and manifests is quite impressive, even to me. Of course, now and then an XLT-014 gets a bit overconfident, reads some information too quickly, and gets into trouble by mixing up what it read. In fact, I believe that might be what happened with the Galactic Breeze, the cruise ship that wandered off course and was boarded by a band of pirates somewhere near Bestine in the Inner Rim . A number of XLT-014 droids are employed by the cruise line, and one of the droids on board was reprogrammed to provide the ship's computer with a wrong destination. Now the pirates that took the ship have hijacked it somewhere. It could not have gone far, because these pirates are believed to be based somewhere in the sector. I am surprised that the Republic has not sent anyone to the rescue yet. Surely they would sponsor a group of heroes to locate the pirates and lead a squad of troopers to free the passengers.
XLT-OI4 LABOR OROID
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YVt-t-SERIES BATTL..E OROID YVH-Series Battle Droid
CL 9
Medium droid (4th-degree) sold ier 5/scout 3/e li te trooper 1 Force 3 Init + 11; Senses darkvision ; Perception + 12 Languages Ba sic, Binary, Yuuz han Vong Defenses Ref 27 (flat-footed 24), Fort 27, Will 20 hp 67; Threshold 27 Immune droid traits Speed 6 squares (walking) Melee un armed + 12 (ld4+ 8) or Melee vibroblad e + 12 (2d6+8) Ranged bla ster ca nnon + 10 (3d12+4) at norm al power or Ranged bla ster ca nnon + 10 (4d12+4) at maximum variable power Base Atk +8 ; Grp +12 Atk Options Mechanical Martial Arts, Po int Blank Shot, Pre cise Shot Special Actions Devastat ing Attack (heavy weapons), Tough as Nails Abilities Str 18, De x 14, Con -, In t 12, Wis 13, Cha 12 Special Qualities droid traits, repulsor leap, Yuuzhan Vong scan, Yuuzhan Vong taunt, variable-power weapon
Talents Acute Senses, Armored Defense, Battle Analys is, Devastating Attack (heavy weapons), Improve d Initiative , Tough as Nail s Feats Armor Proficiency (light, medium, heavy), Martial Arts I, Mechanical Martial Arts, Point Blank Shot, Preci se Shot, Weapon Profi cie ncy (advanced melee weapon s, hea vy weapon s, pi sto ls, rifle s, simple weapons) Skills Ini tiative +11 (can rero ll), Jump +13, Mechanics +10, Perception + 12 (ca n rerol l) Systems walking locomotion, heuri stic processor, 2 hand appendages, internal com link (en cry pted), locked access, improved se nso r package, YV se nsor package, darkvision, vocabulator, translator unit (DC 10), lamin ani um armor (+ 12 armo r), limited repulsorlift booster Possessions blaster cannon, vib robl ade Availability Mil itary ; Cost 28,830 credits Repulsor Leap-A YVH -Se ri es battle droid carries a lim ited repulsorlift booster to extend jump s and improve landing . Using the unit is a free ac tion and reduce s all Jump check DCs by half. Yuuzhan Vong Scan-As a full round action, the YVH-Serie s battle droid makes a Perception check using its YV se nsor packa ge (+22) aga in st any Yuu zhan Vong's Stealth or Deception check w hen w ithin a 12- squ are radius of the droid . If the check is succe ssful, the battle droid detects the Yuuzhan Vong opponent. Yuuzhan Vong Taunt-All Yuu zhan Vong automatically treat the YVHSeries batt le droid w ith a hostile atti tude . As a free act ion, t he YVH droid makes a Persua si on check to intimidate all Yuuzhan Vong within 6 sq uares of the droid. If the check is successful, in stea d of t he normal in timidation effects, the YVH droid can force the affected Yuuzhan Vong to use its ne xt t urn to attack the droid. For this purpose, the YVH droid is co nsidered trained in Persu as ion with Skill Fo cus, giving the droid a + 15 bonu s to the Persua sion check to intimidate. Variable-Power Weapon-A YVH - Series battle droid ca rries an adjustable power pack for its primary weapon, the bl aster cannon . Th e power pack can be used for up to 30 shots at norm al power. At in crease d power, eac h shot deals + 1 di e of damag e but co nsumes enough power for two normal shots.
YVH-SERIES
BATTLE
DRClID
M ed ium droid (4th-d egree) hp 67 Threshold 27 Move (1 sw if t act ion, 2/turn) The YV H-Series battle droid moves 6 squa res (walking) . Blaster Cannon Attack (1 swi ft action, l/turn) Th e YVH-Series battle droid makes a ranged attack at + 10. If successful, the attack deal s 3d12+4 points of dam age as an area attack that also ha s the chance to hit enemies adjacent to the target. If un succe ssful, th e attack deals half damage to the target and no damage to enemie s adjace nt to the target. VVH-SERIEB BATTLE OROIO
Maximum Firepower (1 sw ift action, l/turn) When the YVH-Series battle droid fire s its blaster cannon, it can increase the damage dealt by 1 die by using t he power of two shots. If the attack (+ 10) is successful, it deals 4d12+4 points of damage as an area attack that also has the chance to hit enemies adjacent to the target. Vibroblade Attack (1 swift action, l/tu rn) The YVH-Series battle droid makes a vibroblade attack at + 12. If successfu l, the attack deals 2d6+8 points of damage. Yuuzhan Vong Scan (2 sw ift action s, l/turn) When attempting to detect Yuuzhan Vong, the YVH-Serie s battle droid makes a Perception check using its YV sensor package (+22) against the target's Stealth or Deception check when with in a 12-square radiu s of the droid. If the check is successful, the battle dro id detects the Yuuzhan Vong opponent. Yuuzhan Vong Taunt (2 swift actions, l /turn) The YV H droid makes a modified Persuasion check (+ 15) to intimidate up to three Yuuzhan Vong with in 6 squares of the droid. If the check is successful, instead of the normal intimidation effects, the YVH droid can force the affected Yuuzhan Vong to use it s next turn to attack the droid. Skills Initiative + 11 (can reroll), Jump + 13, Mechanics + 10, Perception + 12 (can reroll) Vital Systems 2 hand appendages, blaster cannon, vibrob lade, internal comlink (encrypted), vocabu lator, translator unit (DC 10), limited repul sorl ift booster Th e Yuuzhan Vong Hunter battle droids were created with the express purpose of defeating th e Yuuzhan Vong invaders. The droid 's visage is designed to enrage the Yuuzhan Vong by imitating their features in order to invoke their hatred of mechanical technology. Th e droid is equipped with advanced sensors an d soph ist icated programming to detect and ana lyze visua l cues and chem ical and pheromonal markers to identify the Yuuzhan Vong. Thi s
HELP WANTED Hey, do you need a job? I hear there's a new venture going on at some of the abandoned droid factories out near the invasion corridor. The word is that none other than Lando Calrissian has cobbled together a scheme to crank out battle droids specifically designed to fight the Yuuzhan Vong . They're calling for all kinds of help. They need technicians to work on the droids, on the manufacturing lines, and for just about everything else. They need security for the facilities. They need ships to run deliveries. I hear they also need people to clear out some Yuuzhan Vong and members of that despicable Peace Brigade. Here's the best bit-they need help field - testing their new battle droids. I'll put you in touch with Lando; he'll give you all the details and negotiate a suitable fee. Oh, and watch out for the Yuuzhan Vong recon patrols. You never know when or where the next invasion will begin.
PLAYINO A YVH-SERIES BATTLE OROID When creating a YVH-Series droid with heroic levels, start with the stock battle droid chassis (see page 11) and take soldier as the starting class. Take Armor Proficiency (heavy) and Weapon Proficiency (heavy weapons) as the bonus feats at 1st level. Swap the plasteel shell for laminanium armor, and add the YVH sensor pack. Select Initiative, Endurance, and Perception as trained skills, and consider taking the Skill Focus (Perception) feat to maximize the droid's ability to detect the Yuuzhan Vong . After 1st level, take at least three levels of scout, selecting Acute Senses and Improved Initiative from the Awareness talent tree. After that, additional soldier levels are key to the droid's survival. Guardian-style units should consider taking the Draw Fire and Harm's Way talents from the Commando talent tree, and any high-level YVH droid will benefit from Armored Defense. While roleplaying a YVH droid, remember that they are exceptionally loyal to their commanders but take no short cuts on procedure, especially in obtaining the required authorization to release their most lethal weaponry.
technology is refin ed enough to detect even Yuuzhan Vong that use ooglith masquers to conceal the ir true form s. The YVH-Series droid is heavily armed, with a variable-output blaster cannon on the right arm and an interchangeable weapons mount on the left. The YVH also has low-power repulsorl ifts built into its legs, giving it an extra boost on jump s. The bipedal droid has a di stinctly ske leta l look, with fac ial and other feature s patterned after the Yuuzhan Vong. YVH voices sou nd much like their creator, Lando Ca lri ss ian. Th e droid s perform remarkab ly we ll during the Yuuzhan Vong war. After the war, the YV H-Series continues to develop, and variants are dep loyed as assa ult troops durin g the Swarm War and later conflicts . YV H-Series battle droids can be played as dro id heroes.
VARIANT: YVH QUARDIAN
OROID
Tendrando Arms continues to develop special ized YV H droids after the Yuuzhan Vong war. Several types of personal guardian dro ids are de sig ned for spec ific owners. The guardian droids might or might not look like typical YVH units, depending on the cultural environment in which they are expected to operate. Their appearances are often softened to conceal their true func tion. Each droid is comp letely dedicated to protecting its ward and often require s multiple orders, even from the ward, to halt protective actions. This dedication al lows the YVH guard ian to use the Harm's Way talent as many times as needed during a round. YVH droids can be modified into guardian droids by spending 12 hours of reprogramm ing and making a DC 25 Use Computer check. The guardian gains the Harm's Way talent, repl ac ing one of its sold ier talents.
Star Wars Roleplaying Game: Scum & Villainy Errata and Official Clarifications Updated - January 2009 Scum & Villainy Errata p. 17 – Swift Strider Remove the phrase “as a standard action” from the end of the first paragraph. p. 21 – Misplaced Loyalty Add the following sentence before the last sentence of the talent’s description: “You may not gain the benefit this talent if another character within 6 squares of you has used this talent since the end of your last turn.” p. 21 – Collateral Damage Add the phrase “once per turn on your turn” before the phrase “you can make a second attack…” p. 23 – Knife Trick Add the following sentence to the beginning of the Benefit paragraph: “If you have a concealed weapon, you threaten squares as though armed with a melee weapon.” Add the following sentence to the end of the Benefit paragraph: “If you choose not to draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.” p. 24 – Superior Tech Change the Superior Protective Armor trait benefit to say, “Increases the armor’s armor bonus to Reflex defense by 2.” p. 25 – Wicked Strike Add the phrase “once per turn on your turn” before the phrase “you can immediately make a second attack…” p. 27 – Shelter Change the text of the talent to say, “Whenever you are adjacent to a minion, you increase any cover bonus to your Reflex Defense by +2.” p. 31 – Damaging Deception Change the last sentence of the talent to say, “If successful, the next attack made before the start of your next by one of your allies turn that hits your target deals an additional +2 dice of damage.” p. 35 – Uncanny Instincts Change “once per encounter” to “once per round.” p. 37 – Upgrade Slots In the second paragraph, replace the second sentence with “Unlike most armor, powered armor has two free upgrade slots. Armor is defined as powered armor if it is specifically described as such, of the word power (or some variant thereof) appears in the armor’s name.” p. 56 – Table 2-11: Cost Modifiers Change the cost modifier for Colossal (station) to x5,000; change Colossal (cruiser) to x500; change Colossal (frigate) to x50.
Scum & Villainy Clarifications p. 21 – Bonus Feats Some of the feats in this chapter may be selected as bonus feats by certain classes. Each class may add the following feats to their relevant bonus feat list. Class
Bonus Feats
Jedi
Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
Noble
Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Scoundrel Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech Scout
Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
Soldier
Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up
p. 41 – Dual Gear Add the following sentence to the end of the description of Dual Gear: “If either piece of equipment requires a power pack or other energy source, it must have its own (items combined with this modification cannot share power packs or other energy sources).” p. 42 – Silverplate and Spring Loaded Move the last sentence from the Silverplate description to the end of the Spring Loaded description.
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