The Rebellion PC game is a real time strategy gamed (RTS) that is set right after the destruction of the first Death Star. You play as either the Alliance or the Empire. You control resources, which in turn are used to build ships, troops, Special Forces units, defensive structures, and industrial structures. Additionally there are characters to manage. These characters go on a variety of missions: Diplomacy, Espionage, Sabotage, Incite Uprising, Subdue Uprising, Assassination (Imperial Only), Abduction, Rescue, and Recruitment. Additionally there are research and development missions certain characters can perform that upgrade facilities, invent new ships, and invent new troop types. Finally, what Star Wars game isn’t complete without the Force? Darth Vader and Emperor Palapatine start off as Dark Jedi Masters while the Alliance only has fledgling Jedi Luke Skywalker. Each side has three additional potential Jedi. Three are randomly selected out of the Imperial forces, while two are randomly selected on the Alliance characters and Leia Organa, the special exception.
At the start of the game, each side controls so many Core Worlds. The Alliance controls an additional 2 Rim Worlds, Yavin and where ever their base is placed. Each side starts with a predetermined set of characters (Leia Organa, Han Solo, Luke Skywalker, Wedge Anitlles, Chewbacca, Mon Mothma and Jan Dodonna for the Alliance and The Emperor, Piett, Veers, Darth Vader, Jerjerrod, Ozzel, and Needa as Imperials) plus one-to four additional randomly selected characters depending on the difficult selected. For the Alliance star on Yavin, Mon Mothma at Rebel HQ, and the randomly selected ones are just that, randomly placed on an Alliance controlled world of fleet. For the Empire, everyone is placed randomly except for the Emperor, who always starts on Coruscant. Characters have scores in the PC game that were used to derive their RPG stats. Diplomacy, Combat, Espionage, Leadership, and Force Level. Additionally, certain characters can hold various ranks, Admiral, General or Commander. Admirals improve coordination amongst ships in fleet battles, Generals enhance coordination of ground troops, and Commanders enhance starfighter cooperation when engaged in battles. Command positions may be assigned to ground or fleets.
Several good RPG adventures if not campaigns can be created from the Rebellion PC game. One is have the PC’s start off as one of the Special Forces units, Alliance Bothan Spies (Espionage), Alliance Guerillas (Incite/Subdue Uprising), Alliance Infiltrators (Sabotage, Abduct/Rescue), Alliance Longprobe Y-Wing Recon Team (Reconnaissance: Location of resources, identification of uncharted worlds; only capable of being carried out by this unit), Imperial Commandos (Sabotage, Incite/Subdue Uprising), or Noghri Death Commandos (Abduction, Assassination or Rescue). As the heroes progress, they then join the team or staff of one of the Game Characters, or eventually their own team.
The Goals of the Rebellion game are rather simple. The Alliance must capture Darth Vader and Emperor Palpatine. They Alliance must invade and occupy Coruscant and until both Vader and the Emperor have been captured. The Empire must capture Mon Mothma and Luke Skywalker. The Empire must locate and destroy the Alliance Headquarters, which can be moved onto any Alliance controlled world. If the Empire succeeds in destroying the Rebel Headquarters, all Alliance characters suffer a Leadership penalty.
Adar Tallon
During the time of the Old Republic, Adar Tallon was a brillian military strategist. Both the Empire and the Alliance are still utilizing many of the space combat technique developed by Tallon. After many years of hiding from the Empire on Tatooine, Tallon has recently joined the Alliance. In game terms he is adept at Incite/Subdue Uprisings, performing any R&D mission, and holding any command positions.
Adar Tallon: Middle Age Male Human, Soldier 2/Noble 2/Tech Specialist 4/Officer 6; Init +0 (+0 Dex); Def 18 (+0 Dex, +8 Class); Spd 10m; VP/WP 89/11; Atk +10/+5 melee (1d3, punch), +10/+5 ranged (by weapon); SQ Favor +1, Inspire Confidence, Instant Mastery (Knowledge), Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Research, Tactics, Tech Speciality (Mastercrafter +1); SV Fort +7, Ref +7, Will +10; SZ M; FP: 3; Rep: +6; Str 11, Dex 11, Con 11, Int 16, Wis 15, Cha 14.
Equipment: DataPad, Protocol Droid, Tool kit
Skills: Bluff +9, Computer Use +7, Craft (blaster pistols and rifles) +11, Craft (capital ships) +10, Craft (starfighters) +7, Craft (starship weapons) +8, Diplomacy +14, Disguise +7, Gather Information +12, Intimidate +4, Knowledge (Imperial Navy) +7, Knowledge (Old Republic) +8, Knowledge (Rebel Alliance) +6, Knowledge (Tactics) +21, Knowledge (Technology) +11, Knowledge (Weapon Systems) +13, Listen +5, Profession (engineer) +10, Profession (military officer) +4, Read/Write Basic, Read/Write Binary, Repair +14, Search +8, Sense Motive +15, Speak Basic, Speak Calamarian, Speak Huttese, Spot +5
Feats: Armor Proficiency (light), Gunner, Persuasive, Point Blank Shot, Sharp-eyed, Skill Emphasis (Craft [blaster pistols and rifles], Craft [capital ships], Gather Information, Knowledge [Tactics], Repair), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Ackbar
Adm. Ackbar is one of the senior military advisors in the Rebel Alliance. While serving as a slave to Grand Moff Tarkin, Ackbar studied Imperial tactics and defenses. Now freed, Acbar utilizes that knowledge for the Alliance. In game Ackbar is adept at Incite/Subdue Uprisings, Ship Research and Development, and may be used as either a General or Admiral.
Ackbar: Middle Age Male Mon Calamari, Diplomat 4/Soldier 2/Officer 5; Init +5 (+1 Dex, +4 Bonus); Def 16 (+1 Dex, +5 Class); Spd 10m; VP/WP 39/10; Atk +7/+2 melee (1d3, punch), +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Amphibious, Leadership, Low-light vision, Requisition Supplies, Tactics; SV Fort +7, Ref +5, Will +9; SZ M; FP: 1; Rep: +7; Str 10, Dex 12, Con 10, Int 15, Wis 15, Cha 14.
Equipment: Blaster [Pistol], Comlink, DataPad
Skills: Astrogate +10, Bluff +7, Computer Use +9, Craft (Mon Cal Ships) +8, Craft (Star Ship Design) +8, Craft (Star Ship Systems) +8, Craft +6, Craft +6, Diplomacy +10, Gather Information +7, Intimidate +5, Knowledge (Alliance) +7, Knowledge (Capital Ships) +9, Knowledge (Engineering) +9, Knowledge (Imperial Tactics) +11, Knowledge (Mon Calamari) +8, Pilot +9, Read/Write Basic, Read/Write Calamarian, Repair +9, Sense Motive +10, Speak Basic, Speak Calamarian, Spot +4, Swim +4
Feats: Armor Proficiency (light), Gearhead, Improved Initiative, Influence, Persuasive, Spacer, Starship Operation (capital ship, starfighter), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles)
Afyon
Cpt. Afyon is the commander of an Alliance escort frigate, which has lately been relegated to cargo transport duties. In game terms, Afyon is adept at Espionage, Sabotage, Incite/Subdue Uprisings, and Abduction/Rescue missions. He may be used at all command levels.
Afyon: Adult Male Human, Soldier 3/Noble 2/Officer 1; Init +2 (+2 Dex); Def 18 (+2 Dex, +6 Class); Spd 10m; VP/WP 39/13; Atk +5 melee (1d3+1, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Inspire Confidence, Leadership, Noble bonus class skill (Intimidate); SV Fort +7, Ref +6, Will +9; SZ M; FP: 0; Rep: +3; Str 12, Dex 14, Con 13, Int 12, Wis 15, Cha 10.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, Flight Coveralls, Rank Insignia
Skills: Astrogate +5, Computer Use +5, Demolitions +3, Diplomacy +6, Intimidate +4, Knowledge (Imperial Navy) +5, Knowledge (Planetary Systems) +6, Knowledge (Rebel Alliance) +7, Knowledge (Spacer lore) +6, Knowledge (Tactics) +3, Listen +4, Pilot +6, Read/Write Basic, Repair +5, Sense Motive +7, Speak Basic, Spot +4, Survival +4
Feats: Alertness, Armor Proficiency (light), Great Fortitude, Iron Will, Starship Operation (capital ship, starfighter), Starship Point Blank Shot (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Bren Derlin
One of the Rebel alliance's command staff, Maj. Derlin was assigned to locating sites for the alliances's base after the Battle of Yavin. In game terms, he can be used for Espionage, Sabotage, and Abduction/Rescue missions. Derlin can be used as either a General or Commander.
Bren Derlin: Adult Male Human, Scout 7; Init +2 (+2 Dex); Def 17 (+2 Dex, +5 Class); Spd 10m; VP/WP 60/14; Atk +7 melee (1d4+2, crit 20, punch), +7 or +3/+3 ranged (3d8, crit 19-20, Blaster [Carbine]); SQ Evasion, Extreme Effort, Heart +1, Scout Skill Mastery (Move Silently), Trailblazing, Uncanny Dodge (Can't be Flanked, Dex bonus to Defense); SV Fort +6, Ref +6, Will +5; SZ M; FP: 3; Rep: +2; Str 14, Dex 14, Con 14, Int 12, Wis 13, Cha 10.
Equipment: Blaster [Carbine], Camouflage Poncho, Comlink [Encrypted], Distress Beacon, Field Kit
Skills: Climb +8, Computer Use +5, Craft (electronic devices) +5, Craft (simple and primitive weapons) +5, Disguise +6, Hide +8, Jump +8, Knowledge (Imperial Army) +5, Knowledge (Wilderness lore) +5, Move Silently +8, Read/Write Basic, Repair +6, Search +6, Speak Basic, Spot +6, Survival +13, Swim +8
Feats: Dodge, Martial Arts, Point Blank Shot, Quick Draw, Skill Emphasis (Survival), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Chewbacca
Chewbacca is a two-meter-tall Wookie from the system of Kashyyyk. Once the Empire conquered Kashyyyk, it declared Wookies to be a slave species and Chewbacca was sold into slavery. He wsa eventually freed by a young Imperial officer named Han Solo, who sacrificed his caeer to save the Wookie. Chewbacca felt a life debt was owed to Solo and has been his constan companion ever since. Together, they embarked on a life of smuggling and questionable activities for various crime lords, including Jabba the Hutt. Chewbacca is also first mate on the freighter Millennium Falcon and keeps it in working order. In game terms, Chewie can be used Espionage, Sabotage, and Abduction/Rescue missions.
Chewbacca: Adult Male Wookiee, Scout 6; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 68/20; Atk +6 ranged * (3d10, crit 19-20, Bowcaster), +9 melee (1d3+5, punch); SQ Evasion, Extraordinary Recuperation, Extreme Effort, Heart +1, Scout Skill Mastery (Intimidate), Trailblazing, Uncanny Dodge (Dex bonus to Defense), Wookie Rage; SV Fort +8, Ref +4, Will +3; SZ M; FP: 2; Rep: +1; Str 20, Dex 13, Con 20, Int 12, Wis 10, Cha 10.
Equipment: Bowcaster, Quarrels (10) x3, Tool kit, Tool Pouch, Wookie Bandolier
* Chewbacca has constructed his own Bowcaster.
Skills: Astrogate +5, Climb +14, Computer Use +6, Craft (Bowcaster) +4, Intimidate +8, Jump +6, Knowledge (Kashyyyk) +5, Knowledge (Merchants) +5, Knowledge (Organized Crime) +5, Listen +7, Move Silently +5, Pilot +10, Read/Write Basic, Read/Write Shyriiwook, Repair +8, Speak Basic (Understand Only), Speak Shyriiwook, Survival +4
Feats: Endurance, Exotic Weapon Proficiency (bowcaster), Gearhead, Skill Emphasis (Survival), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Drayson
Adm. Drayson is a high ranking officer in the Alliance military, but unlike many others, he did not begin his career in the Old Republic or Impierla Navy. He was Admiral of the Chandrila Defense Fleet prior to conquest by the Empire. Mon Mothma, also of Chandrila, asked Drayson to join the Alliance and serve as the commander of the Alliance headquarters ship. In game terms, Drayson can be used for Diplomacy, Incite/Subdue Uprising, and as an Admiral or General.
Drayson: Middle Age Male Human, Soldier 2/Noble 3/Naval Officer 3; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 38/11; Atk +7/+2 melee (1d3+1, punch), +7/+2 or +3/+3/-2 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +2, Favor +2, Inspire Confidence, Noble bonus class skill (Bluff), Resource Access; SV Fort +6, Ref +5, Will +8; SZ M; FP: 3; Rep: +5; Str 12, Dex 12, Con 11, Int 14, Wis 13, Cha 15.
Equipment: Blaster [Pistol], Comlink [Multichanneled], DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +8, Bluff +6, Computer Use +6, Diplomacy +10, Gather Information +8, Intimidate +6, Knowledge (Bureaucracy) +10, Knowledge (Capital Ship Systems) +8, Knowledge (Chandrila) +7, Knowledge (Politics) +6, Knowledge (Rebel Alliance) +8, Knowledge (Tactics) +6, Pilot +7, Profession (military officer) +5, Read/Write Basic, Search +6, Sense Motive +6, Speak Basic, Speak Calamarian, Speak Gotal
Feats: Armor Proficiency (light), Headstrong, Influence, Persuasive, Starship Operation (capital ship), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Garm Bel-Iblis
Garm Bel-Iblis was a senator from the Corellian system and was one of the founding members of the Alliance. Due to conflicts with Mon Mothma and death warrants from the Empire, Bel-Iblis has gone inot hiding. He surfaces from time to time with small groups of resistance fighters before disappearing again. Bel-Iblis can be used for Espionage, Sabotage, Incite/Subdue Uprisings, and Abduction/Rescue missions. He can also be used either an Admiral or General.
Garm Bel-Iblis: Middle Age Male Human, Noble 2/Soldier 4/Officer 7; Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class); Spd 10m; VP/WP 110/15; Atk +12/+7 melee (2d4+2, crit 19-20, punch), +13/+8 or +9/+9/+4 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Inspire Confidence, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Tactics, Uncanny Survival; SV Fort +10, Ref +10, Will +11; SZ M; FP: 0; Rep: +6; Str 15, Dex 16, Con 15, Int 14, Wis 13, Cha 14.
Equipment: Blaster [Pistol], Comlink [Encrypted], DataPad
Skills: Appraise +4, Astrogate +6, Bluff +12, Computer Use +9, Demolitions +6, Diplomacy +20, Gather Information +10, Intimidate +16, Knowledge (History) +12, Knowledge (Politics) +9, Knowledge (Scholar) +14, Listen +3, Pilot +6, Read/Write Basic, Repair +6, Sense Motive +12, Speak Basic, Speak Bothese, Speak Calamarian, Spot +5, Survival +6
Feats: Dodge, Gunner, Improved Martial Arts, Iron Will, Martial Arts, Persuasive, Skill Emphasis (Diplomacy, Knowledge [History]), Starship Operation (capital ship), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons, vibro weapons)
Carlist Rieekan
Gen. Carlis Rieekan is the commander of all Alliance ground and fleet forces in the Hoth Star System. In game terms, Rieekan can be used for Incite/Subdue Uprisings, Troop Research and Development, and as a General.
Carlist Rieekan: Adult Male Human, Noble 6/Officer 6; Init +1 (+1 Dex); Def 18 (+1 Dex, +7 Class); Spd 10m; VP/WP 62/12; Atk +8/+3 melee (1d3, punch), +9/+4 or +5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ Coordinate +1, Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Resource Access, Tactics; SV Fort +6, Ref +7, Will +13; SZ M; FP: 0; Rep: +5; Str 10, Dex 13, Con 12, Int 15, Wis 16, Cha 16.
Equipment: Blaster [Pistol], Code Cylinder, Comlink [Encrypted]
Skills: Appraise +4, Bluff +5, Climb +4, Computer Use +10, Demolitions +3, Diplomacy +15, Gather Information +13, Intimidate +9, Jump +4, Knowledge (Alien Speceies) +8, Knowledge (Bureaucracy) +12, Knowledge (History) +10, Knowledge (Tactics) +14, Listen +7, Pilot +4, Read/Write Basic, Sense Motive +13, Speak Basic, Speak Calamarian, Speak Ithorese, Speak Sullustese, Spot +8, Survival +9, Swim +4
Feats: Heroic Surge, Iron Will, Persuasive, Point Blank Shot, Skill Emphasis (Survival), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vehicle weapons)
Crix Madine
Crix Madine was an Imperial officer in command of an elite commando force before defecting to the alliance after the Battle of Yavin. He is currently in command of all Alliance ground forces and strategy. Madine can be used for Espionage, Sabotage, Incite/Subdue Uprisings and Abduction/Rescue missions, Troop Research and Development, and as a General.
Madine: Middle Age Male Human, Soldier 2/Scoundrel 2/Scout 4; Init +6 (+2 Dex, +4 Bonus); Def 16 (+2 Dex, +4 Class); Spd 10m; VP/WP 41/11; Atk +7/+2 melee (1d4+1, crit 20, punch), +7/+2 melee (1d4+1, Knife), +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Heart +1, Illicit barter, Lucky (1/day), Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +5, Ref +9, Will +5; SZ M; FP: 0; Rep: +2; Str 12, Dex 14, Con 11, Int 14, Wis 16, Cha 12.
Equipment: Blaster [Pistol], Comlink, DataPad, Knife
Skills: Astrogate +4, Bluff +6, Computer Use +4, Demolitions +7, Disguise +5, Escape Artist +4, Forgery +4, Gather Information +6, Hide +11, Intimidate +5, Jump +6, Knowledge (Alliance) +6, Knowledge (Ground Tactics) +7, Knowledge (Intelligence) +9, Listen +9, Move Silently +11, Pilot +4, Read/Write Basic, Repair +6, Speak Basic, Spot +5, Survival +6, Treat Injury +6
Feats: Alertness, Armor Proficiency (light), Heroic Surge, Improved Initiative, Lightning Reflexes, Martial Arts, Skill Emphasis (Survival), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Han Solo
A former smuggler for the infamous Jabba the Hutt, this scruffy-looking mercenary only recently joined the Alliance. An ace pilot, accomplished spy, and leader, Solo has the ability to get inot and out of dangerous situations virtually unscratched. Together with his first mate Chewbacca, Solo captatins the freighter Millennium Falcon. In game terms Han can be used to Recruit, Espionage, Sabotage, Incite/Subdue uprisingsand Abduction/Rescue missions. He can be used at all three command levels. Additionaly, when unattatched to a fleet ship, any personnel on mission with Han travel onbaord Millennium Falcon and reach their destination twice as quickly.
Han Solo: Adult Male Human, Scoundrel 6/Soldier 2; Init +5 (+1 Dex, +4 Bonus); Def 16 (+1 Dex, +5 Class); Spd 10m; VP/WP 52/13; Atk +6/+1 melee (1d3, punch), +7/+2 or +3/+3/-2 ranged (3d8, Blaster [Heavy Pistol]); SQ Illicit barter, Lucky (2/day), Precise Attack +1; SV Fort +6, Ref +6, Will +4; SZ M; FP: 3; Rep: +2; Str 11, Dex 13, Con 13, Int 14, Wis 14, Cha 16.
Equipment: Blaster [Heavy Pistol], Millennium Falcon
Skills: Appraise +6, Astrogate +9, Bluff +9, Computer Use +4, Diplomacy +7, Disable Device +8, Escape Artist +5, Gamble +11, Gather Information +6, Hide +4, Intimidate +6, Knowledge (Corellia) +6, Knowledge (Imperial Navy) +5, Knowledge (Merchants) +10, Knowledge (Organized Crime) +7, Move Silently +7, Pilot +17, Read/Write Basic, Read/Write Huttese, Repair +7, Search +6, Sleight of Hand +5, Speak Basic, Speak Huttese, Speak Shyriiwook (Understand Only), Spot +4
Feats: Armor Proficiency (medium), Heroic Surge, Improved Initiative, Point Blank Shot, Skill Emphasis (Pilot), Spacer, Starship Operation (space transport), Weapons Group Proficiency (blaster pistols, simple weapons)
Jan Dodonna
Gen. Jan Dodonna was the alliance officer who planned the assault on the first Death Star at the Battle of Yavin. When the Alliance evacuated the base on Yavin 4, Dodonna remained behind to destroy the base and cover the retreat. Initially presumed killed at Yavin 4, Dodona has no returned to the Alliance. In game, he can be used on Diplomacy and Incite/Subdue Uprising Missions. He can also serve as Admiral or General.
Jan Dodonna: Old Male Human, Noble 3/Soldier 2/Officer 8; Init +0 (+0 Dex); Def 18 (+0 Dex, +8 Class); Spd 10m; VP/WP 60/9; Atk +10/+5 melee (1d3, punch), +10/+5 ranged (by weapon); SQ Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Resource Access, Tactics, Uncanny Survival; SV Fort +7, Ref +6, Will +11; SZ M; FP: 4; Rep: +11; Str 10, Dex 10, Con 9, Int 15, Wis 15, Cha 17.
Equipment: Code Cylinder, Comlink [Multichanneled], DataPad, Holoprojector [Personal], Rank Insignia
Skills: Bluff +11, Computer Use +10, Demolitions +4, Diplomacy +20, Forgery +5, Gamble +5, Gather Information +16, Intimidate +9, Knowledge (History) +8, Knowledge (Old Republic) +6, Knowledge (Politics) +12, Knowledge (Scholar) +6, Knowledge (Tactics) +16, Listen +8, Profession (acadmeic) +6, Read/Write Basic, Read/Write Bothan, Read/Write Calamarian, Read/Write Old Galactic Standard, Search +6, Sense Motive +16, Speak Arkanian, Speak Basic, Speak Bothan, Spot +6, Survival +4, Treat Injury +4
Feats: Alertness, Armor Proficiency (light), Fame, Heroic Surge, Influence, Iron Will, Persuasive, Sharp-eyed, Skill Emphasis (Diplomacy), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Kaiya Andrimentrum
Cmdr. Andrimentrum joined the Alliance after Imperial forces during the occupation of her home world killed her husband. She is an exceptional combat leader and her troops are almost fanatically loyal. In game tersm, she adept at Espionage, Sabotage, Abduction/Rescue missions and can serve as general.
Kaiya Andrimetrum: Adult Female Human, Diplomat 4/Soldier 2/Officer 1; Init +5 (+1 Dex, +4 Bonus); Def 14 (+1 Dex, +3 Class); Spd 10m; VP/WP 16/12; Atk +0 melee (2d4, Vibrodagger), +4 melee (1d3, punch), +5 or +1/+1 ranged (3d6, Blaster [Pistol]); SQ Leadership; SV Fort +6, Ref +3, Will +7; SZ M; FP: 0; Rep: +3; Str 11, Dex 12, Con 12, Int 12, Wis 14, Cha 15.
Equipment: Blaster [Pistol], Code Cylinder, Comlink [Encrypted], DataPad, Vibrodagger
Skills: Bluff +4, Computer Use +5, Diplomacy +11, Gather Information +11, Intimidate +12, Knowledge (Alien species) +11, Knowledge (Cultures) +8, Knowledge (Rebel Alliance) +5, Profession (bureaucrat) +12, Read/Write Basic, Sense Motive +9, Speak Basic
Feats: Armor Proficiency (light), Heroic Surge, Improved Initiative, Persuasive, Skill Emphasis (Knowledge [Alien species], Profession [bureaucrat]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons)
Lando Calrissian
This former smuggler and pirate turned legitimate businessman has currently set up shop as Baron Administrator of Cloud City in the Bespin system. His background makes him an importan and valuable ally for the Alliance. In addition to his piloting and espionage skills from his past, Lando now possesses knowledge relating to plaentary upkeep and facility improvement. In game Lando can be used for Diplomacy, Espionage, Sabotage, Abduction/Rescue, Facility Research and Development, Incite/Subdue Uprising, and all levels of command.
Lando Calrissian: Adult Male Human, Scoundrel 8; Init +1 (+1 Dex); Def 16 (+1 Dex, +5 Class); Spd 10m; VP/WP 40/12; Atk +7/+2 melee (1d3+1, punch), +7/+2 or +3/+3/-2 ranged (3d6, Blaster [Pistol]); SQ Illicit barter, Lucky (2/day), Precise Attack +1; SV Fort +3, Ref +7, Will +3; SZ M; FP: 2; Rep: +2; Str 12, Dex 13, Con 12, Int 12, Wis 13, Cha 16.
Equipment: Blaster [Pistol], Comlink
Skills: Appraise +10, Bluff +14, Computer Use +8, Diplomacy +7, Disguise +16, Gamble +12, Gather Information +14, Hide +4, Knowledge (Bespin) +5, Knowledge (Organized Crime) +10, Pilot +10, Profession (Adminstrator) +6, Profession (Confidence Artist) +3, Read/Write Basic, Search +7, Speak Basic, Speak Sullustese, Spot +7
Feats: Heroic Surge, Point Blank Shot, Skill Emphasis (Disguise, Hide), Starship Dodge (space transport), Starship Operation (space transport), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Leia Organa
Adopted daughter of the Old Republic Senator Bail Organa of Alderaan and a senator herself until the disbanding of the Imperial Senate, Princess Leia Organ is a fiery visionary and an unequalled diplomat. She is one of the most passionate voices of dissent against the Emperor’s New Order. It was her bravery that proveided the Alliance with the technical data they used to destroy the first Death Star. In game Leia can be used for Recruitment, Diplomacy, and Incite/Subdue Uprisings. Until the “Final” Battle her Force Sensative Status is kept hidden.
Leia Organa: Adult Female Human, Noble 3/Soldier 2; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 25/13; Atk +4 melee (1d3, punch), +5 ranged (3d4, Blaster [Sporting]); SQ Favor +2, Innate Force use (Force Point use as though they were three levels higher.), Inspire Confidence, Noble bonus class skill (Gather Information), Resource Access, Vergance in the Force (Gain the Force-Senstive feat for free and ignore the "Force Level 1st" prerequiste when selecting the primary Force feats [Control, Sense, and Alter]); SV Fort +5, Ref +3, Will +4; SZ M; FP: 3; Rep: +2; Str 11, Dex 13, Con 13, Int 14, Wis 13, Cha 16.
Equipment: Blaster [Sporting], Comlink, Datacard w/ Program, DataPad
Skills: Appraise +6, Astrogate +4, Bluff +8, Computer Use +7, Demolitions +6, Diplomacy +13, Gather Information +7, Intimidate +8, Knowledge (Alderaan) +8, Knowledge (Coruscant) +4, Knowledge (Politics) +8, Knowledge (Rebellion) +9, Listen +3, Read/Write Basic, Read/Write Bothese, Read/Write Calamarian, Repair +3, Sense Motive +5, Speak Basic, Speak Bothese, Speak Calamarian, Treat Injury +3
Feats: Force-Sensitive, Heroic Surge, Persuasive, Skill Emphasis (Diplomacy, Knowledge [Rebellion]), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Luke Skywalker
A farm boy raised on Tatooine, Luke is a student of the Force and a Jedi in training. A skilled and daring pilot, Skywalker was responsible for the destruction of the first Death Star. He developing abilities with the Force make him an invaluabe asset to the Rebellion. In the game terms, Luke can be sent on Diplomacy, Recruitment, Espionage, Sabotage, Abduction/Rescue, and handle all levels of command. Upon reaching the rank of Jedi Knight Luke may begin to train the two Alliance characters who are randomly selected as Force Sensitive. After the “Final Battle” he may train Leia, his twin sister. Addtionally, Luke’s abilities seem to grow at twice the rate of any other game character. Luke must be protected from Imperial Capture.
Luke Skywalker: Adult Male Human, Fringer 2/Jedi Guardian 1; Init +2 (+2 Dex); Def 17 (+2 Dex, +5 Class); Spd 10m; VP/WP 19/13; Atk +3 melee (1d3+1, punch), +3 melee (2d8+1, crit 19-20, Lightsaber), +4 or +0/+0 ranged (3d6, Blaster [Pistol]); SQ Barter, Deflect (Defense +1), Fringer bonus class skill (Repair), Innate Force use (Force Point use as though they were three levels higher.), Vergance in the Force (Gain the Force-Senstive feat for free and ignore the "Force Level 1st" prerequiste when selecting the primary Force feats [Control, Sense, and Alter]); SV Fort +6, Ref +6, Will +1; SZ M; FP: 5; Rep: +1; Str 13, Dex 15, Con 13, Int 15, Wis 11, Cha 11.
Equipment: Blaster [Pistol], Electrobinoculars, Lightsaber, Tool kit, Utility Belt
Skills: Climb +4, Computer Use +5, Jump +8, Knowledge (Rebellion) +3, Knowledge (Tatooine) +7, Pilot +11, Profession (Moisture Farmer) +4, Read/Write Basic, Repair +10, Speak Basic, Speak Jawa, Spot +5, Survival +5, Tumble +5
Force Skills: Enhance Ability +5, Enhance Senses +2, See Force +2
Feats: Acrobatic, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Skill Emphasis (Pilot), Starship Operation (starfighter), Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons)
Force Feats: Sense
Ma’w’shiye
Lt. Ma’w’shiye is a marksman on the alliances elite SpecForce Eclipse Team. Ma’w’shiye has undergone intense survival training and can survive on almost any kind of world. In game, he is adept at Espionage, Sabotage, and Abduction/Rescue missions.
Ma'w'shiye: Adult Male Kadas'sa'Nikto, Scout 6/Sharpshooter 4; Init +3 (+3 Dex); Def 20 (+3 Dex, +5 Class, +2 Species); Spd 10m; VP/WP 75/13; Atk +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol]), +10/+5 ranged (3d6+2, crit 18-20, Blaster [Sniper Rifle, SoroSuub X-45]), +8/+3 melee (1d3+1, punch), +8/+3 melee (1d4+1, Knife); SQ Evasion, Extreme Effort, Follow target, Forest dweller, Heart +1, Improved range (x2), Preferred Ranged Weapon (Blaster [Sniper Rifle, SoroSuub X-45] +1), Ranged sneak attack +1d6, Scent, Scout Skill Mastery (Hide), Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +5, Ref +8, Will +9; SZ M; FP: 3; Rep: +2; Str 13, Dex 16, Con 13, Int 10, Wis 15, Cha 8.
Equipment: Blaster [Pistol], Blaster [Sniper Rifle, SoroSuub X-45], Comlink, Electrobinoculars, Field Kit, Knife, Targeting Scope (Rating: 3), Tattered clothes
Skills: Climb +6, Computer Use +4, Demolitions +5, Disguise +8, Hide +10, Jump +6, Knowledge (Imperial Ubiquotorate) +4, Knowledge (Streetwise) +5, Listen +4, Move Silently +10, Pilot +10, Read/Write Nikto, Search +2, Sense Motive +4, Speak Basic, Speak Nikto, Spot +12, Survival +7
Feats: Far Shot, Point Blank Shot, Precise Shot, Sharp-eyed, Skill Emphasis (Survival), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Mazer Rackus
Mazer Rackus is a Twi'lek pilot for the Alliance. He has been flying for the Alliance since crashing on an alliance-held world when he was young. Mazer is able to be used on Espionage, Sabotage, and Abduction/Rescue missions.
Mazer Rackus: Adult Male Twi'lek, Fringer 8/Starship Ace 2; Init +2 (+2 Dex); Def 20 (+2 Dex, +8 Class); Spd 10m; VP/WP 76/12; Atk +8/+3 melee (1d3+1, punch), +9/+4 or +5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ Barter, Familiarity +1, Fringer bonus class skill (Astrogate, Demolitions, Move Silently), Jury-rig +4, Low-light vision, Starship Defense, Survival +2; SV Fort +10, Ref +9, Will +5; SZ M; FP: 4; Rep: +2; Str 12, Dex 15, Con 12, Int 13, Wis 13, Cha 12.
Equipment: Astromech [R5 Unit], Blaster [Pistol], Comlink [Encrypted], Flight suit, Tattered clothes, X-Wing
Skills: Astrogate +6, Bluff +3, Climb +6, Computer Use +5, Demolitions +6, Gather Information +6, Hide +10, Jump +5, Knowledge (Imperial Ubiquotorate) +5, Knowledge (Rebel Alliance) +5, Knowledge (Streetwise) +5, Listen +3, Move Silently +6, Pilot +12, Read/Write Basic, Read/Write Ryl, Repair +3, Search +7, Speak Basic, Speak Lekku, Speak Ryl, Spot +13, Survival +9
Feats: Alertness, Skill Emphasis (Gather Information), Starship Dodge (starfighter), Starship Operation (starfighter), Stealthy, Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons)
Mon Mothma
A former Senator in the Old Republic, Mon Mothma is the Leader of the Rebel Alliance and an old foe of Emperor Palpatine. An accomplished diplomat and skilled negotiator, she is the beacon around which much of the support for the Rebellion gathers. Mon Mothma can be used on Recruitment, Diplomacy, Incite/Subdue Uprisigns missions. Also, she is to be protected from Imperial Capture.
Mon Mothma: Middle Age Female Human, Noble 8; Init +0 (+0 Dex); Def 15 (+0 Dex, +5 Class); Spd 10m; VP/WP 27/9; Atk +5/+0 melee (1d3-1, punch), +6/+1 ranged (3d4, Blaster [Hold-out]); SQ Coordinate +2, Favor +3, Inspire Confidence, Noble bonus class skill (Gather Information), Resource Access; SV Fort +1, Ref +4, Will +10; SZ M; FP: 2; Rep: +10; Str 8, Dex 11, Con 9, Int 16, Wis 14, Cha 16.
Equipment: Blaster [Hold-out], Comlink, DataPad
Skills: Appraise +7, Bluff +5, Computer Use +8, Diplomacy +15, Gather Information +14, Handle Animal +5, Intimidate +5, Knowledge (Alliance) +9, Knowledge (cultures) +5, Knowledge (Empire) +8, Knowledge (New Order) +8, Listen +9, Profession (Senator) +10, Read/Write Basic, Read/Write Bothese, Read/Write Calamarian, Read/Write Elom, Repair +5, Ride +6, Sense Motive +12, Speak Basic, Speak Bothese, Speak Calamarian, Speak Elom, Speak Shyriiwook (Understand Only), Spot +9
Feats: Alertness, Fame, Iron Will, Persuasive, Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Narra
Cmdr. Narra is an old hand at disrupting Imperial business. He participated in the attack on the first Death Star. In the game Narra is used on Espionage, Sabotage, Abduction/Rescue, and Incite/Subdue Uprising missions as well as being used as a General or Commander.
Narra: Middle Age Male Human, Noble 2/Soldier 3/Officer 1; Init +6 (+2 Dex, +4 Bonus); Def 18 (+2 Dex, +6 Class); Spd 10m; VP/WP 39/12; Atk +4 melee (1d3, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Inspire Confidence, Leadership, Noble bonus class skill (Pilot); SV Fort +5, Ref +6, Will +9; SZ M; FP: 0; Rep: +3; Str 11, Dex 14, Con 12, Int 16, Wis 14, Cha 15.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad, Flight suit
Skills: Astrogate +8, Bluff +8, Computer Use +10, Diplomacy +13, Entertain (Storytelling) +4, Gamble +4, Gather Information +6, Intimidate +7, Knowledge (Galactic Business) +6, Knowledge (Galactic Empire) +5, Knowledge (Rebel Alliance) +12, Pilot +10, Profession (Diplomat) +7, Read/Write Basic, Repair +5, Sense Motive +9, Speak Basic, Speak Calamarian, Speak Devanronese, Speak Gotal, Treat Injury +4
Feats: Improved Initiative, Iron Will, Low Profile, Persuasive, Starship Operation (starfighter), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons, vibro weapons)
Neva
Cpt. Neva is an excellent Special Forces Operative. She is used for Espionage, Sabotage, Abduction/Rescue, and Incite/Subdue Uprising missions. Neva can also be used as an Admiral or General.
Neva: Adult Female Sullustian, Soldier 2/Scout 4/Officer 2; Init +6 (+2 Dex, +4 Bonus); Def 18 (+2 Dex, +6 Class); Spd 10m; VP/WP 55/13; Atk +6/+1 melee (1d4, crit 20, punch), +8/+3 or +4/+4/-1 ranged (3d8, crit 19-20, Blaster [Carbine]); SQ Darkvision, Heart +1, Leadership, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +8, Ref +6, Will +6; SZ M; FP: 0; Rep: +3; Str 10, Dex 14, Con 13, Int 13, Wis 15, Cha 12.
Equipment: Blaster [Carbine], Comlink, DataPad
Skills: Climb +2, Computer Use +5, Demolitions +5, Diplomacy +7, Disguise +5, Gather Information +6, Hide +8, Intimidate +5, Knowledge (Imperial Army) +6, Knowledge (Secirty Systems) +5, Knowledge (Tactics) +6, Listen +4, Move Silently +8, Read/Write Basic, Read/Write Sullustian, Repair +5, Search +3, Sense Motive +8, Speak Basic, Speak Sullustian, Swim +4
Feats: Armor Proficiency (light), Dodge, Improved Initiative, Martial Arts, Sharp-eyed, Stealthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Page
An invaluable special forces man, Lt. Page assists the Alliance with covert operations. Page can be used for Espionage, Sabotage, and Abduction/Rescue missions.
Page: Adult Female Human, Scout 6/Soldier 2/Elite Trooper 4; Init +2 (+2 Dex); Def 19 (+2 Dex, +7 Class); Spd 8m (Armor); VP/WP 120/14; Atk +12/+7 melee (1d4+2, crit 20, punch), +12/+7 or +8/+8/+3 ranged (3d6, Blaster [Pistol]), +13/+8 or +9/+9/+4 ranged (3d8, crit 19-20, Blaster [Rifle]); SQ Evasion, Extreme Effort, Heart +1, Scout Skill Mastery (Demolitions), Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +12, Ref +7, Will +7; SZ M; FP: 4; Rep: +2; Str 14, Dex 15, Con 14, Int 12, Wis 15, Cha 10.
Equipment: Blaster [Pistol], Blaster [Rifle], Camo Scout Armor (Damage Reduction: 4), Camouflage Poncho, DataPad
Skills: Astrogate +5, Balance -1, Climb +5, Computer Use +9, Demolitions +13, Disguise +8, Escape Artist -1, Hide +23, Intimidate +6, Jump +3, Knowledge (Imperial Ubiquotorate) +8, Knowledge (ISB) +8, Listen +14, Move Silently +9, Pilot +6, Read/Write Basic, Repair +3, Ride +6, Search +7, Sense Motive +6, Speak Basic, Spot +8, Swim -1
Feats: Alertness, Armor Proficiency (heavy, light, medium), Dodge, Low Profile, Martial Arts, Point Blank Shot, Precise Shot, Quick Draw, Sharp-eyed, Weapon Focus (Blaster [Rifle]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Roget Jiriss
Roget Jiriss is a smuggler with a sense of honor. When Jiriss agress to deliver a shipment, it will always arrive on time. Having contacts deep within several large crime syndicates is also an excellent source of information for the Alliance. She can be used for Espionage, Sabotage, Abduction/Rescue, and Incite/Subdue Uprising missions. She can also be used as an Admiral or Commander.
Roget Jiriss: Adult Female Human, Scoundrel 3; Init +2 (+2 Dex); Def 15 (+2 Dex, +3 Class); Spd 10m; VP/WP 18/12; Atk +3 melee (1d3+1, punch), +4 or +0/+0 ranged (3d6, Blaster [Pistol]); SQ Illicit barter, Lucky (1/day), Precise Attack +1; SV Fort +2, Ref +5, Will +2; SZ M; FP: 1; Rep: +1; Str 12, Dex 14, Con 12, Int 13, Wis 13, Cha 14.
Equipment: Blaster [Pistol], Space Transport
Skills: Appraise +5, Bluff +6, Computer Use +5, Diplomacy +4, Forgery +5, Gather Information +13, Hide +8, Knowledge (Streetwise) +7, Listen +7, Move Silently +8, Pilot +8, Read/Write Basic, Search +5, Speak Basic, Speak Ryl, Spot +5
Feats: Skill Emphasis (Gather Information), Starship Operation (space transport), Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Sarin Virgilio
Captain Virgilio commands one of the Alliance home Guard's escort vessels. In game he can be used as Espionage, Sabotage, Abduction/Rescue, and Incite/Subdue Uprisings. He can be an Admiral or General.
Sarin Virgilio: Adult Male Human, Soldier 5/Naval Officer 1; Init +6 (+2 Dex, +4 Bonus); Def 18 (+2 Dex, +6 Class); Spd 10m; VP/WP 50/12; Atk +6 melee (1d3+1, punch), +7 or +3/+3 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +1; SV Fort +6, Ref +4, Will +5; SZ M; FP: 2; Rep: +2; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, Comlink [Multichanneled], Flight Coveralls, Holoprojector [Personal]
Skills: Astrogate +9, Computer Use +9, Demolitions +5, Diplomacy +3, Gather Information +3, Knowledge (Bureaucracy) +9, Knowledge (Rebel Alliance) +5, Knowledge (Tactics) +6, Pilot +10, Read/Write Basic, Repair +4, Search +3, Sense Motive +6, Speak Basic, Speak Calamarian
Feats: Armor Proficiency (light), Gunner, Improved Initiative, Point Blank Shot, Sharp-eyed, Starship Operation (capital ship, space transport), Starship Point Blank Shot (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Syub Snunb
Sullustan Cpt. Syub Snunb commands an Alliance frigate. He can be used on Espionage, Sabotage, Abduction/Rescue and Incite/Subdue Uprising. Additionally he can be used as either an Admiral or General.
Syub Snunb: Middle Age Male Sullustian, Noble 3/Soldier 2/Officer 2; Init +0 (+0 Dex); Def 16 (+0 Dex, +6 Class); Spd 10m; VP/WP -/7; Atk +4 melee (1d3-1, punch), +5 ranged (3d4, Blaster [Hold-out]); SQ Darkvision, Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Pilot), Resource Access; SV Fort +4, Ref +4, Will +8; SZ M; FP: 0; Rep: +3; Str 9, Dex 11, Con 7, Int 15, Wis 16, Cha 13.
Equipment: Access Pass [Limited], Blaster [Hold-out], Comlink, DataPad
Skills: Appraise +7, Astrogate +4, Bluff +5, Climb +1, Computer Use +6, Diplomacy +9, Gather Information +5, Intimidate +5, Knowledge (Business) +6, Knowledge (Rebel Alliance) +6, Knowledge (SoroSuub Corp) +6, Knowledge (Technology) +7, Listen +5, Pilot +6, Profession (merchant) +7, Read/Write Basic, Read/Write Sullustian, Repair +6, Search +5, Sense Motive +11, Speak Basic, Speak Sullustian, Spot +6, Survival +6
Feats: Skill Emphasis (Search, Spot, Survival), Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons, vibro weapons)
Talon Karrde
A multi-talented mercenary with a sense of humor, Karrde is an inscrutable negotiator and a good man in a fight. His payroll currently flows from the Alliance, though he has been known to perform service for the Empire in the past. In game, Karrde can be used for Diplomacy, Incite/Subdue Uprising, Facility Research and Development missions and can be used at all command levels.
Talon Karrde: Middle Age Male Human, Scoundrel 6/Noble 2/Crimelord 5; Init +2 (+2 Dex); Def 20 (+2 Dex, +8 Class); Spd 10m; VP/WP 90/14; Atk +8/+3 melee (1d3+1, punch), +9/+4 or +5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ Contacts (x2), Favor +1, Illicit barter, Inspire Confidence, Inspire Fear -2, Lucky (2/day), Minions, Noble bonus class skill (Gather Information), Precise Attack +1, Resource Access, Tainted; SV Fort +5, Ref +12, Will +12; SZ M; FP: 5; DSPs: 6; Rep: +16; Str 13, Dex 14, Con 14, Int 15, Wis 13, Cha 17.
Equipment: Blaster [Pistol], DataPad
Skills: Appraise +17, Astrogate +6, Bluff +21, Computer Use +8, Diplomacy +21, Gather Information +24, Intimidate +9, Knowledge (Alien Species) +8, Knowledge (Cultures) +10, Knowledge (Law) +10, Knowledge (Streetwise) +15, Knowledge (Systems) +6, Pilot +8, Profession (Bureacrat) +8, Profession (Merchant) +12, Read/Write Basic, Search +8, Sense Motive +8, Speak Basic, Speak Bith, Speak Durese, Speak Rodese, Spot +5
Feats: Fame, Infamy, Iron Will, Persuasive, Skill Emphasis (Gather Information), Starship Operation (capital ship, space transport), Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Tura Raftican
Lt. Tura Raftican was once an investigative reporter for the HoloNews Network. Since joining the Alliance, she has used her contacts to provide information to the Rebels. She can be used on Espionage missions.
Tura Raftican: Adult Female Human, Noble 2/Scoundrel 1; Init +1 (+1 Dex); Def 14 (+1 Dex, +3 Class); Spd 10m; VP/WP 13/10; Atk +1 melee (1d3, punch), +2 ranged (by weapon); SQ Favor +1, Illicit barter, Inspire Confidence, Noble bonus class skill (Gather Information); SV Fort +0, Ref +5, Will +4; SZ M; FP: 0; Rep: +4; Str 10, Dex 13, Con 10, Int 14, Wis 13, Cha 16.
Equipment: Comlink, DataPad, Holorecorder
Skills: Bluff +5, Computer Use +7, Craft (HoloVids) +7, Diplomacy +9, Disguise +7, Entertain (storytelling) +5, Gather Information +14, Hide +4, Knowledge (HoloNet) +6, Knowledge (Politics) +7, Knowledge (Streetwise) +6, Profession (journalist) +5, Read/Write Basic, Search +4, Sense Motive +6, Speak Basic, Spot +2
Feats: Fame, Skill Emphasis (Gather Information), Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Vanden Willard
Cmdr. Vanden Willard serves the Alliance under General Dodonna. He is currently assigned to planetary defense at Yavin. In the game, he can be used on Diplomacy and Inicte/Subdue Uprising missions and as an Admiral or General.
Vanden Willard: Old Male Human, Diplomat 8/Officer 2; Init -1 (-1 Dex); Def 13 (-1 Dex, +4 Class); Spd 10m; VP/WP 12/10; Atk +4 ranged (3d4, Blaster [Hold-out]), +5 melee (1d3, punch); SQ Leadership; SV Fort +4, Ref +3, Will +11; SZ M; FP: 3; Rep: +5; Str 10, Dex 9, Con 10, Int 15, Wis 16, Cha 14.
Equipment: Blaster [Hold-out], Code Cylinder, Comlink [Encrypted], DataPad, Rank Insignia
Skills: Bluff +8, Computer Use +7, Diplomacy +20, Gather Information +14, Intimidate +4, Knowledge (Bureaucracy) +8, Knowledge (Imperial Navy) +6, Knowledge (Old Republic) +12, Knowledge (Rebel Alliance) +13, Knowledge (Tactics) +6, Listen +5, Profession (bureaucrat) +9, Read/Write Basic, Read/Write Bothan, Read/Write Calamarian, Sense Motive +14, Speak Basic, Speak Bothan, Speak Calamarian, Speak Duros, Speak High Galactic, Speak Huttese, Speak Old Galactic Standard, Spot +5
Feats: Alertness, Influence, Persuasive, Skill Emphasis (Diplomacy, Knowledge [Old Republic]), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Wedge Antilles
A veteran pilot and expert ship mechanic, Wedge Anitlles is one of the few pilots who survived the attack that destroyed the first Death Star. After the destruction of the Death Star, wedge was given command of his own squadron of fighters. He also invests a great deal of time in creating or enhancing new ship designs. In game terms, Wedge can be used for Espionage, Sabotage, Abduction/Rescue, Inicte/Subdue Uprisings, Ship Research and Development, and at all command levels.
Wedge Antilles: Adult Male Human, Scoundrel 1/Soldier 2; Init +6 (+2 Dex, +4 Bonus); Def 15 (+2 Dex, +3 Class); Spd 10m; VP/WP 18/10; Atk +2 melee (1d3, punch), +4 or +0/+0 ranged (3d6, Blaster [Pistol]); SQ Illicit barter; SV Fort +3, Ref +4, Will +1; SZ M; FP: 2; Rep: +1; Str 10, Dex 15, Con 10, Int 12, Wis 12, Cha 10.
Equipment: Blaster [Pistol], Comlink, DataPad, Flight suit, Tool kit
Skills: Astrogate +9, Bluff +4, Computer Use +5, Demolitions +5, Gather Information +4, Hide +6, Intimidate +3, Knowledge (Alliance Military) +4, Pilot +10, Read/Write Basic, Repair +7, Speak Basic, Speak Calamarian, Spot +5, Treat Injury +3
Feats: Improved Initiative, Spacer, Starship Operation (space transport, starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Borsk Fey’lya
Borsk Fey’lya is the leader of a large portion of the Bothan poluation. He is a master diplomat and was responsible for the Bothans joining the Alliance after the Battle of Yavin. Like most Bothans, Fey’lya believes the game of politics and power is more important than indvidual issues, and is steadily workin g his way up through the Alliance’s command structure. In game terms, Borsk can be used for Diplomacy, and Espionage missions.
Borsk Fey'lya: Adult Male Bothan, Diplomat 8; Init +1 (+1 Dex); Def 13 (+1 Dex, +2 Class); Spd 10m; VP/WP -/12; Atk +4 melee (1d3, punch), +5 ranged (3d4, Blaster [Hold-out]); SV Fort +3, Ref +3, Will +10; SZ M; FP: 3; DSPs: 3; Rep: +5; Str 11, Dex 12, Con 12, Int 15, Wis 14, Cha 15.
Equipment: Blaster [Hold-out], Comlink [Encrypted], DataPad
Skills: Appraise +6, Bluff +15, Computer Use +6, Diplomacy +14, Gather Information +12, Intimidate +9, Knowledge (Politics) +12, Read/Write Basic, Read/Write Bothan, Sense Motive +10, Speak Basic, Speak Bothan, Speak Calamarian, Speak Durese, Speak Elomin, Speak Neimoidian, Speak Shyriiwook, Spot +4
Feats: Fame, Iron Will, Persuasive, Skill Emphasis (Diplomacy), Weapons Group Proficiency (blaster pistols)
Orrimaarko
Orrimarrko is the leader of the Alliance resistance cell on Dressel. He is an expert in espionage and coerrt warfare and the first Dresselian to be given command of an alliance SpecForce team. He can be used in Sabotage, Espionage, Abduction and Rescue Missions.
Orrimaarko: Adult Male Dresselian,Scout 5/Fringer 2; Init +2 (+2 Dex); Def 18 (+2 Dex, +6 Class); Spd 10m; VP/WP 58/14; Atk +6 melee (1d3+2, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]), +6 or +2/+2 ranged (3d8, crit 19-20, Blaster [Rifle]), +6 ranged (4d6+1, Grenade [Frag]); SQ Barter, Extreme Effort, Fringer bonus class skill (Move Silently), Heart +1, Scout Skill Mastery (Move Silently), Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +8, Ref +7, Will +4; SZ M; FP: 3; Rep: +1; Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 7.
Equipment: All-Temperature cloak, Blaster [Pistol], Blaster [Rifle], Camouflage Poncho, Field Kit, Grenade [Frag] x3
Skills: Astrogate +3, Climb +6, Demolitions +5, Disguise +2, Gather Information +2, Hide +8, Jump +6, Knowledge (Alien species) +5, Knowledge (Tactics) +5, Listen +7, Move Silently +12, Pilot +6, Read/Write Basic, Search +5, Speak Basic, Spot +7, Survival +7, Swim +4
Feats: Alertness, Blind-fight, Endurance, Stealthy, Track, Weapons Group Proficiency (blaster pistols, blaster rifles, primitive weapons, simple weapons)
Ozzel
Adm. Ozzel is the commanding officer of Lord Vaders' personal Super Start destroyer. Since Lor vader seems to have a mild dislike for the Admiral, it remains to be seen how long he will retain command and his life. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and Admiral and General commands.
Ozzel: Middle Age Male Human, Soldier 4/Noble 1/Officer 4; Init +4 (+0 Dex, +4 Bonus); Def 16 (+0 Dex, +6 Class); Spd 10m; VP/WP 36/9; Atk +6/+1 melee (1d3-1, punch), +7/+2 or +3/+3/-2 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies; SV Fort +5, Ref +4, Will +9; SZ M; FP: 0; DSPs: 2; Rep: +7; Str 8, Dex 10, Con 9, Int 14, Wis 14, Cha 14.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +10, Bluff +10, Computer Use +7, Diplomacy +10, Gather Information +10, Intimidate +11, Knowledge (Imperial Navy) +11, Knowledge (New Order) +10, Knowledge (Tactics) +12, Pilot +7, Read/Write Basic, Repair +4, Sense Motive +8, Speak Basic, Speak Huttese, Treat Injury +4
Feats: Armor Proficiency (light), Improved Initiative, Influence, Iron Will, Persuasive, Point Blank Shot, Spacer, Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Piett
Captain Piett is first officer aboard Lord Vader’s Super Star Destroyer. In game terms, Piett can be used for Diplomacy and Incite/Subdue Uprising missions. He can be used at all command levels.
Piett: Adult Male Human, Soldier 4/Noble 1/Officer 2; Init +4 (+0 Dex, +4 Bonus); Def 16 (+0 Dex, +6 Class); Spd 10m; VP/WP 36/10; Atk +4 melee (1d3-1, punch), +5 or +1/+1 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Leadership, Noble bonus class skill (Gather Information); SV Fort +6, Ref +4, Will +8; SZ M; FP: 0; Rep: +5; Str 9, Dex 11, Con 10, Int 13, Wis 13, Cha 12.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad
Skills: Astrogate +9, Bluff +7, Computer Use +6, Diplomacy +9, Gather Information +7, Intimidate +10, Knowledge (Imperial Navy) +6, Knowledge (New Order) +5, Knowledge (Tactics) +7, Pilot +7, Read/Write Basic, Repair +3, Sense Motive +5, Speak Basic, Speak Huttese, Treat Injury +3
Feats: Armor Proficiency (light), Improved Initiative, Influence, Iron Will, Persuasive, Point Blank Shot, Spacer, Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Bane Nothos
Bane Nothos is the commander in charge of the Imperial Outer Rim Territories patrol fleet. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Bane Nothos: Adult Male Human, Soldier 5/Naval Officer 1; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 41/13; Atk +6 melee (1d3+1, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +1; SV Fort +6, Ref +3, Will +4; SZ M; FP: 2; DSPs: 3; Rep: +2; Str 12, Dex 13, Con 13, Int 14, Wis 12, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +10, Bluff +4, Computer Use +6, Gather Information +3, Intimidate +9, Knowledge (Bureaucracy) +10, Knowledge (Capital Ship Systems) +6, Knowledge (Imperial Navy) +6, Knowledge (Planetary Systems) +6, Knowledge (Tactics) +4, Pilot +9, Profession (military officer) +5, Read/Write Basic, Sense Motive +3, Speak Basic
Feats: Armor Proficiency (light), Combat Expertise, Point Blank Shot, Precise Shot, Quick Draw, Spacer, Starship Operation (capital ship, starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Bevel Lemelisk
Chief Engineer Bevel Lemelisk is the chief Imperial space station designer and was the creator of the Death Star. Bevel Lemelisk can be used on Any Research and Development mission.
Bevel Lemelisk: Adult Male Human, Expert 12; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP -/9; Atk +10/+5 ranged (by weapon), +8//+3 melee (1d3-1, punch); SQ Expert class skill (Appraise, Astrogate, Computer Use, Gather Information, Knowledge, Pilot, Profession, Repair); SV Fort +3, Ref +5, Will +9; SZ M; FP: 0; DSPs: 1; Rep: +3; Str 9, Dex 12, Con 9, Int 16, Wis 13, Cha 10.
Equipment: Code Cylinder, Comlink, DataPad, Tool kit
Skills: Appraise +9, Astrogate +11, Computer Use +14, Craft (Electronics) +10, Craft (Starship Design) +10, Craft (Starship Systems) +10, Gather Information +9, Knowledge (Imperial Technology) +9, Knowledge (Maw Scientists) +7, Knowledge (Moff Tarkin) +7, Knowledge (Starship Engineering) +12, Knowledge (Weapon Systems) +12, Pilot +12, Profession (Administrator) +5, Profession (Engineer) +13, Profession (Weapon Dsigner) +9, Read/Write Basic, Repair +19, Speak Basic
Feats: Gearhead, Skill Emphasis (Profession [Engineer], Profession [Weapon Dsigner], Repair), Spacer, Weapons Group Proficiency (blaster pistols, simple weapons, starship weapons)
Bin Essada
Bin Essada is the Imperial military governor presiding over the Circarpous Major System. It is suspected that while he looks human, his orgins may not be so. He can be used on Diplomacy and Incite/Subdue Uprising Missions.
Bin Esssada: Adult Male Near-Human, Diplomat 7; Init +0 (+0 Dex); Def 12 (+0 Dex, +2 Class); Spd 10m; VP/WP -/12; Atk +3 ranged (3d4, Blaster [Hold-out]), +4 melee (1d3+1, punch); SQ Tainted; SV Fort +3, Ref +2, Will +7; SZ M; FP: 2; DSPs: 7; Rep: +2; Str 12, Dex 10, Con 12, Int 13, Wis 15, Cha 15.
Equipment: Access Pass [Universal], Blaster [Hold-out], Code Cylinder, DataPad, Dress Uniform, Rank Insignia
Skills: Bluff +14, Diplomacy +17, Gather Information +9, Intimidate +12, Knowledge (Bureaucracy) +6, Knowledge (Galactic Empire) +6, Knowledge (Politics) +6, Read/Write Basic, Sense Motive +12, Speak Basic
Feats: Persuasive, Skill Emphasis (Diplomacy, Intimidate), Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Brandei
Capt. Brandei is the commander of an Imperial Star Destroyer assigned to Adm. Thrawn’s personal armada. Brandei’s philosophy is that it is more important to live and fight another day than to die spectacularly. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Brandei: Adult Male Human, Soldier 5/Naval Officer 1; Init +5 (+1 Dex, +4 Bonus); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 45/12; Atk +6 melee (1d3+1, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +1; SV Fort +6, Ref +3, Will +5; SZ M; FP: 0; DSPs: 3; Rep: +2; Str 12, Dex 13, Con 12, Int 13, Wis 15, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +7, Computer Use +5, Diplomacy +3, Gather Information +3, Intimidate +9, Knowledge (Bureaucracy) +9, Knowledge (Capital Ship Systems) +6, Knowledge (Imperial Navy) +6, Knowledge (Tactics) +6, Listen +4, Pilot +7, Profession (military officer) +6, Read/Write Basic, Search +4, Sense Motive +4, Speak Basic, Spot +7
Feats: Alertness, Armor Proficiency (light), Combat Expertise, Improved Initiative, Skill Emphasis (Intimidate, Search, Spot), Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Needa
An able fleet commander in the service of Darth Vader, Capt. Needa commands an Imperial Star Destroyer. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Needa: Middle Age Male Human, Diplomat 4/Soldier 2/Officer 1; Init +0 (+0 Dex); Def 13 (+0 Dex, +3 Class); Spd 10m; VP/WP 11/10; Atk +3 melee (1d3-1, punch), +5 or +1/+1 ranged (3d6, Blaster [Pistol]); SQ Leadership; SV Fort +5, Ref +2, Will +5; SZ M; FP: 0; Rep: +3; Str 9, Dex 10, Con 10, Int 12, Wis 10, Cha 12.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad
Skills: Astrogate +6, Bluff +6, Computer Use +5, Diplomacy +9, Gather Information +7, Intimidate +6, Knowledge (Imperial Navy) +6, Knowledge (New Order) +5, Knowledge (Rebel Alliance) +5, Knowledge (Tactics) +5, Pilot +6, Read/Write Basic, Repair +4, Sense Motive +3, Speak Basic, Speak Ryl, Spot +2
Feats: Armor Proficiency (light), Persuasive, Quick Draw, Spacer, Starship Operation (capital ship), Trustworthy, Weapon Focus (Blaster [Pistol]), Weapons Group Proficiency (blaster pistols, blaster rifles)
Covell
Maj. Covell is second in command of Gen. Veer's elite Imperial ground forces. In game terms, Covell is used for Incite/Subdue Uprising and Troop Research and Development. He can also be a General.
Covell: Adult Male Human, Soldier 4/Noble 1/Officer 1; Init +6 (+2 Dex, +4 Bonus); Def 17 (+2 Dex, +5 Class); Spd 10m; VP/WP 39/14; Atk +5 melee (1d3+1, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Leadership, Noble bonus class skill (Intimidate); SV Fort +7, Ref +5, Will +5; SZ M; FP: 2; DSPs: 4; Rep: +3; Str 12, Dex 14, Con 14, Int 13, Wis 12, Cha 12.
Equipment: Blast vest and Helmet (Damage Reduction: 2), Blaster [Pistol], Code Cylinder, Comlink [Multichanneled], DataPad
Skills: Balance +1, Climb +0, Computer Use +5, Craft (armor) +7, Demolitions +5, Diplomacy +7, Escape Artist +1, Hide +1, Intimidate +7, Jump +0, Knowledge (Imperial Army) +7, Knowledge (Technology) +4, Knowledge (Weapon Systems) +7, Move Silently +1, Pilot +12, Read/Write Basic, Repair +5, Sense Motive +5, Speak Basic, Swim +0
Feats: Armor Proficiency (light), Combat Expertise, Far Shot, Improved Initiative, Point Blank Shot, Skill Emphasis (Pilot), Vehicle Dodge, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vehicle weapons, vibro weapons)
Daala
Daala is the only known feamale Admiral in the Imperial Navy and one of the most brillian military strategist in the Empire. Daala is currently in command of the late Grand Moff Tarkin's special weapons development task force. In game terms, she can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Daala: Adult Male Human, Soldier 2/Noble 3/Officer 2; Init +5 (+1 Dex, +4 Bonus); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 43/12; Atk +5 melee (1d3, punch), +6 or +2/+2 ranged (3d6, Blaster [Pistol]); SQ Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Intimidate), Resource Access, Tainted; SV Fort +7, Ref +5, Will +10; SZ M; FP: 0; DSPs: 7; Rep: +3; Str 11, Dex 13, Con 12, Int 14, Wis 15, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +6, Bluff +5, Computer Use +6, Diplomacy +7, Disguise +3, Gather Information +5, Intimidate +13, Knowledge (Bureaucracy) +6, Knowledge (Capital Ship Systems) +4, Knowledge (History) +6, Knowledge (Imperial Navy) +6, Knowledge (Politics) +6, Knowledge (Tactics) +15, Knowledge (Weapon Systems) +4, Pilot +5, Profession (military officer) +7, Read/Write Basic, Sense Motive +9, Speak Basic
Feats: Armor Proficiency (light), Headstrong, Improved Initiative, Iron Will, Skill Emphasis (Knowledge [Tactics]), Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Darth Vader
Encased in imposing black armor and death’s head mask, Darth Vader, Dak Lord of the Sith, is the most visible symbol of the Empire and its New Order. Vader is a powerful Dark Jedi and primarily responsible for the almost complete extermination of the Order of the Jedi Knights. Once a student of Obi-Wan Kenobi, Vader was corrupted by the dark side of the Force and joined the Empire. He is a brilliant military tactician and excellent starfighter pilot. Known for his ruthlessness, few who fail Lord Vader ever live to regret their mistake. The Alliance hoped that Vader was lost during the destruction of the Death Star, but he has recently returned in command of one of the new Super Star Destroyers. In game terms, In game terms, he can be used for Recruitment, Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels. Darth Vader has more than double the success rate of any other Imperial Operative in the game. He also must not be captured by the Alliance. When he encounters Luke Skywalker for the first time he tells the boy that he is his father. If/When he encounters Skywalker again, he learns that he also has a daughter, Luke’s twin, Leia Organa.
Darth Vader: Middle Age Male Human, Fringer 1/Jedi Guardian 10/Sith Lord 6; Init +3 (+3 Dex); Def 25 (+3 Dex, +12 Class); Spd 10m; VP/WP 122/17; Atk +19/+14/+9/+4 melee (1d3+3, punch), +19/+14/+9/+4 ranged (by weapon), +21/+16/+11/+6 melee * (6d8+3, crit 19-20, Lightsaber); SQ Dark Side, Deflect (Attack -2, Block, Defense +3, Extend Defense and Attack), Fringer bonus class skill (Repair), Increase Lightsaber damage +4d8, Innate Force use (Force Point use as though they were three levels higher.), Minions, Resource Access, Vergance in the Force (Gain the Force-Senstive feat for free and ignore the "Force Level 1st" prerequiste when selecting the primary Force feats [Control, Sense, and Alter]); SV Fort +17, Ref +15, Will +9; SZ M; FP: 3; DSPs: 18; Rep: +12; Str 16, Dex 16, Con 17, Int 17, Wis 11, Cha 11.
Equipment: Lightsaber
* Darth Vader has constructed his own Lightsaber.
Skills: Balance +5, Computer Use +5, Craft (droids) +5, Craft (Lightsaber) +10, Intimidate +8, Knowledge (Jedi Lore) +10, Knowledge (Podracing) +7, Knowledge (Sith Lore) +11, Knowledge (Tatooine) +7, Pilot +15, Read/Write Basic, Read/Write Sith, Repair +9, Search +7, Speak Basic, Speak Huttese, Speak Sith, Spot +6, Survival +4
Force Skills: Affect Mind +8, Battle Influence -8, Battlemind +11, Drain Energy +12, Enhance Ability +13, Farseeing +6, Fear +4, Force Defense +13, Force Grip +14, Force Light -8, Force Lightning +7, Force Strike +7, Heal Another -8, Move Object +20, Plant Surge -5, See Force +13, Telepathy +14
Feats: Combat Reflexes, Endurance, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Gearhead, Heroic Surge, Power Attack, Skill Emphasis (Pilot), Starship Operation (starfighter), Weapon Focus (Lightsaber), Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons, vibro weapons)
Force Feats: Alter, Burst of Speed, Control, Dissipate Energy, Hatred, Knight Defense, Lightsaber Defense, Lightsaber Form V, Lightsaber Form V Mastery, Master Defense, Sense
Dorja
Cpt. Dorja is in command of an Imperial Star Destroyer. He is extremely cautuious and is usually unwilling to engage the enemy in direct combat. Because of his cautious tactics, his ship has not received any casualties during the war while it has been under his command. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Dorja: Adult Male Human, Soldier 4/Noble 1/Naval Officer 1/Officer 1; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 47/10; Atk +5 melee (1d3+1, punch), +5 or +1/+1 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +1, Favor +1, Leadership, Noble bonus class skill (Intimidate); SV Fort +6, Ref +5, Will +8; SZ M; FP: 2; DSPs: 5; Rep: +4; Str 12, Dex 13, Con 10, Int 13, Wis 15, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +7, Bluff +3, Computer Use +5, Demolitions +3, Diplomacy +9, Gather Information +3, Intimidate +6, Knowledge (Bureaucracy) +12, Knowledge (Capital Ship Systems) +5, Knowledge (Imperial Navy) +9, Knowledge (Tactics) +5, Listen +4, Pilot +7, Read/Write Basic, Search +5, Sense Motive +8, Speak Basic, Spot +4
Feats: Alertness, Armor Proficiency (light), Combat Expertise, Point Blank Shot, Sharp-eyed, Skill Emphasis (Knowledge [Bureaucracy], Knowledge [Imperial Navy]), Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Emperor Palpatine
Although aged and decrepti looking, Emperor Palpatine is the ultimate power in the Empire. Palpatine formed the Empire and declared himself Emperor when the Old Republic Senate fell. Since that time, the Empire under Palpatines’s direction has virtually conquered the known galaxy. A true master of the Dark Side of the Force , Palpatine was responsible for Darth Vaders’s instruction in the dark side. The true extent of his powers is as yet unknown. In the game, the Emperor is suited for Recruitement, Diplomacy, and Incite/Subdue Uprising Missions. He grants a leadership bonus to all Imperial characters when he is on Coruscant. Additionally, he is able to do Espionage missions of Coruscant fairly effective, but elsewhere he is inept. The Alliance must not
Emperor Palpatine: Middle Age Male Human, Noble 3/Dark Side Devotee 3/Sith Acolyte 3/Sith Lord 10; Init +0 (+0 Dex); Def 24 (+0 Dex, +14 Class); Spd 10m; VP/WP 124/12; Atk +16/+11/+6/+1 melee (1d3, punch), +16/+11/+6/+1 ranged (by weapon), +17/+12/+7/+2 melee * (5d8, crit 19-20, Lightsaber); SQ Dark Side, Dark Side Talisman +2, Favor +2, Inspire Confidence, Noble bonus class skill (Intimidate), Resource Access; SV Fort +14, Ref +12, Will +19; SZ M; FP: 9; DSPs: 39; Rep: +19; Str 11, Dex 11, Con 12, Int 18, Wis 16, Cha 15.
Equipment: Lightsaber, Sith Holocron
* Emperor Palpatine has constructed his own Lightsaber.
Skills: Bluff +14, Computer Use +9, Craft (Lightsaber) +10, Craft (Sith Talismans) +10, Diplomacy +16, Disguise +8, Intimidate +12, Knowledge (Coruscant) +5, Knowledge (Jedi Lore) +7, Knowledge (Naboo) +5, Knowledge (Politics) +14, Knowledge (Sith Lore) +12, Read/Write Basic, Read/Write Bothese, Read/Write Calamarian, Read/Write Gran, Read/Write Rodese, Read/Write Ryl, Read/Write Sith, Sense Motive +9, Speak Basic, Speak Bothese, Speak Calamarian, Speak Durese, Speak Gran, Speak High Galactic, Speak Huttese, Speak Old Galactic Standard, Speak Rodese, Speak Ryl, Speak Sith
Force Skills: Affect Mind +13, Alchemy +17, Battle Influence -6, Battlemind +13, Control Mind +15, Drain Energy +5, Empathy +17, Farseeing +23, Fear +18, Force Defense +16, Force Grip +18, Force Light -5, Force Lightning +16, Heal Another -5, Heal Self +14, Move Object +12, Plant Surge -4, See Force +9, Telepathy +20
Feats: Exotic Weapon Proficiency (lightsaber), Fame, Force-Sensitive, Persuasive, Skill Emphasis (Farseeing, Fear, Knowledge [Politics], Telepathy), Weapons Group Proficiency (blaster pistols, simple weapons, vibro weapons)
Force Feats: Alter, Dissipate Energy, Drain Force, Force Mastery, Force Mind, Hatred, Knight Mind, Malevolant, Master Mind, Sense, Sith Sorcery
Garindan
Garindan is one of the most famous Kubaz informants in the galaxy. Usually found lurking around the major space ports like Mos Eisley, Garindan has been responisble for exposing several Alliance operations to the Empire. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination.
Garindan: Adult Male Kubaz, Fringer 4; Init +2 (+2 Dex); Def 16 (+2 Dex, +4 Class); Spd 10m; VP/WP 31/12; Atk +3 melee (1d3, punch), +5 ranged (3d4, Blaster [Sporting]); SQ Barter, Darkvision, Fringer bonus class skill (Gather Information, Move Silently), Jury-rig +2, Light sensitive; SV Fort +5, Ref +4, Will +3; SZ M; FP: 1; DSPs: 4; Rep: +0; Str 11, Dex 15, Con 12, Int 13, Wis 15, Cha 10.
Equipment: All-Temperature cloak, Blaster [Sporting], Comlink
Skills: Gather Information +10, Hide +9, Knowledge (Streetwise) +8, Listen +4, Move Silently +9, Profession (mercenary) +5, Read/Write Basic, Read/Write Kubazi, Search +8, Speak Basic, Speak Kubazi, Spot +11, Survival +6
Feats: Alertness, Skill Emphasis (Gather Information), Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons)
Veers
Gen. Veers commands an elite group of Imperial ground assault forces currently attatched to Lord Vader’s command. Renowned for his brilliant strategic planning and technique, Veers is positioned to take command of all Imperial ground froces, providing he survives his time with Lord Vader. Veers can handle Incite/Subdue Uprising and Troop Research and Development missions and serve as a General.
Maximillian Veers: Adult Male Human, Noble 1/Soldier 4/Officer 5; Init +5 (+1 Dex, +4 Bonus); Def 18 (+1 Dex, +7 Class); Spd 10m; VP/WP 60/12; Atk +7/+2 melee (1d3, punch), +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Leadership, Noble bonus class skill (Repair), Requisition Supplies, Tainted; SV Fort +8, Ref +8, Will +10; SZ M; FP: 2; DSPs: 7; Rep: +7; Str 11, Dex 12, Con 12, Int 16, Wis 14, Cha 14.
Equipment: Blaster [Pistol], Code Cylinder, Comlink [Encrypted]
Skills: Bluff +9, Computer Use +12, Demolitions +7, Diplomacy +10, Gather Information +10, Intimidate +12, Knowledge (Bureacracy) +12, Knowledge (Imperial Military) +12, Knowledge (Tactics) +10, Listen +7, Pilot +10, Read/Write Basic, Repair +8, Sense Motive +10, Speak Basic, Spot +7, Survival +7
Feats: Far Shot, Heroic Surge, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Point Blank Shot, Skill Emphasis (Pilot), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons, vehicle weapons)
Pellaeon
Capt. Gilad Pellaeon is a competent, if somewhat cautious battle commander. In game terms, Pallaeon can be used for Diplomacy and Incite/Subdue Uprising missions as well as any level of command.
Giad Pellaeon: Middle Age Male Human, Soldier 4/Noble 2/Officer 4; Init +1 (+1 Dex); Def 18 (+1 Dex, +7 Class); Spd 10m; VP/WP 76/17; Atk +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol]), +9/+4 melee (1d3+1, punch); SQ Favor +1, Inspire Confidence, Leadership, Noble bonus class skill (Bluff), Requisition Supplies; SV Fort +8, Ref +6, Will +9; SZ M; FP: 3; DSPs: 3; Rep: +6; Str 13, Dex 13, Con 14, Int 14, Wis 12, Cha 13.
Equipment: Blaster [Pistol], Comlink, DataPad
Skills: Appraise +3, Astrogate +9, Bluff +12, Computer Use +8, Demolitions +7, Diplomacy +19, Gather Information +7, Intimidate +11, Knowledge (Imperial Military) +9, Pilot +8, Read/Write Basic, Repair +8, Search +4, Sense Motive +12, Speak Basic, Speak Bothese, Speak Calamarian, Spot +2, Treat Injury +5
Feats: Armor Proficiency (light, medium), Influence, Iron Will, Persuasive, Sharp-eyed, Skill Emphasis (Diplomacy), Starship Operation (capital ship), Toughness, Weapon Focus (Blaster [Pistol]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Grammel
Captian-Supervisor Grammel is the commander of the Imperial garrison on Circarpous V. He is well known for being ruthless and torturing prisoners whether he needed information or not. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Grammel: Middle Age Male Human, Soldier 5/Noble 1/Officer 4; Init +5 (+1 Dex, +4 Bonus); Def 18 (+1 Dex, +7 Class); Spd 10m; VP/WP 76/14; Atk +11/+6 melee (2d4+2, crit 19-20, punch), +9/+4 or +5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Tainted; SV Fort +8, Ref +5, Will +7; SZ M; FP: 3; DSPs: 10; Rep: +7; Str 14, Dex 13, Con 14, Int 14, Wis 14, Cha 11.
Equipment: Access Pass [Universal], Blaster [Pistol], Comlink, Dress Uniform, Rank Insignia, Uniform
Skills: Bluff +7, Computer Use +6, Diplomacy +6, Gather Information +9, Intimidate +14, Knowledge (Alien species) +12, Knowledge (Biology) +12, Knowledge (Imperial Army) +7, Knowledge (Psychology) +12, Knowledge (Rebel Alliance) +6, Pilot +5, Profession (military officer) +6, Read/Write Basic, Sense Motive +7, Speak Basic, Treat Injury +6
Feats: Armor Proficiency (light), Combat Reflexes, Heroic Surge, Improved Initiative, Improved Martial Arts, Infamy, Martial Arts, Persuasive, Skill Emphasis (Sense Motive), Weapon Focus (Punch), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Thrawn
The only non-human Admiral in the service of the Empire, Thrawn is a master tactician and a cool-headed warrior. His familiarity with spacecraft and cunning make him a deadly foe. In game terms, he can be used for Ship Research and Development, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Grand Admiral Thrawn: Middle Age Male Chiss, Soldier 5/Noble 3/Officer 6; Init +6 (+2 Dex, +4 Bonus); Def 21 (+2 Dex, +9 Class); Spd 10m; VP/WP 72/12; Atk +12/+7/+2 melee (1d3+1, punch), +13/+8/+3 or +9/+9/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Intimidate), Requisition Supplies, Resource Access, Tainted; SV Fort +9, Ref +8, Will +11; SZ M; FP: 0; DSPs: 8; Rep: +5; Str 12, Dex 14, Con 12, Int 18, Wis 14, Cha 17.
Equipment: Blaster [Pistol], Code Cylinder, Comlink, DataPad
Skills: Appraise +11, Astrogate +12, Bluff +12, Computer Use +13, Diplomacy +16, Gather Information +15, Intimidate +16, Knowledge (Art) +9, Knowledge (Imperial Military) +17, Knowledge (New Order) +11, Knowledge (Tactics) +20, Knowledge (Unknown Regions) +15, Listen +4, Pilot +10, Read/Write Basic, Read/Write Cheunh, Search +10, Sense Motive +17, Speak Basic, Speak Calamarian, Speak Cheunh, Speak Huttese, Speak Noghri, Speak Sullustese, Spot +4
Feats: Alertness, Armor Proficiency (light), Heroic Surge, Improved Initiative, Iron Will, Sharp-eyed, Skill Emphasis (Gather Information, Knowledge [Tactics]), Starship Operation (capital ship, starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Griff
Adm. Griff is the fleet commander who supervised the construction of the new Super Star Destroyers. He was also charged with the blockade of the Yavin system after the destruction of the Death Star. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and as a General or Admiral.
Griff: Adult Male Human, Soldier 5/Naval Officer 2; Init +6 (+2 Dex, +4 Bonus); Def 19 (+2 Dex, +7 Class); Spd 10m; VP/WP 55/13; Atk +7/+2 melee (1d3+1, punch), +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Enhance Crew +1, Tainted; SV Fort +7, Ref +5, Will +4; SZ M; FP: 0; DSPs: 6; Rep: +2; Str 13, Dex 14, Con 13, Int 15, Wis 10, Cha 12.
Equipment: Access Pass [Universal], Blaster [Pistol], Code Cylinder, Comlink [Encrypted], DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +8, Bluff +5, Computer Use +8, Diplomacy +3, Gather Information +3, Intimidate +9, Knowledge (Bureaucracy) +10, Knowledge (Capital Ship Systems) +6, Knowledge (Imperial Navy) +5, Knowledge (Tactics) +5, Listen +2, Pilot +8, Profession (administrator) +10, Read/Write Basic, Repair +6, Search +6, Sense Motive +4, Speak Basic, Spot +2
Feats: Alertness, Armor Proficiency (light), Cautious, Heroic Surge, Improved Initiative, Sharp-eyed, Starship Operation (capital ship), Starship Point Blank Shot (capital ship), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Jerjerrod
Moff Jerjerrod is the commander in charge of the construction of Imperial super weapons like the Death Star. In game, Jerjerrod can be used on Diplomacy, Incite/Subdue Uprising missions and all levels of command.
Jerjerrod: Adult Male Human, Noble 3/Soldier 2/Officer 4; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP 60/10; Atk +7/+2 melee (1d3, punch), +8/+3 ranged (3d4, Blaster [Hold-out]); SQ Favor +2, Inspire Confidence, Leadership, Noble bonus class skill (Intimidate), Requisition Supplies, Resource Access, Tainted; SV Fort +6, Ref +5, Will +6; SZ M; FP: 3; DSPs: 9; Rep: +6; Str 11, Dex 12, Con 10, Int 14, Wis 12, Cha 18.
Equipment: Access Pass [Universal], Blaster [Hold-out], Code Cylinder, DataPad, Dress Uniform, Protocol Droid, Rank Insignia, Space Transport
Skills: Astrogate +4, Bluff +10, Computer Use +6, Demolitions +4, Diplomacy +16, Gather Information +10, Intimidate +21, Knowledge (Alien species) +8, Knowledge (Bureaucracy) +11, Knowledge (Galactic Empire) +12, Knowledge (Politics) +11, Knowledge (Technology) +8, Listen +3, Pilot +5, Profession (bureaucrat) +5, Read/Write Basic, Repair +4, Ride +5, Search +4, Sense Motive +13, Speak Basic, Spot +3, Treat Injury +3
Feats: Alertness, Armor Proficiency (light), Influence, Persuasive, Sharp-eyed, Skill Emphasis (Intimidate), Starship Operation (space transport), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Klev
Commander Klev is an able-bodied commander who has extensive experience in both fleet and ground assault commands. Klev is adept at Incite/Subdue Uprising, Ship Research and Development, and serve as either an Admiral or a General.
Klev: Middle Age Male Human, Soldier 3/Noble 2/Officer 6; Init +5 (+1 Dex, +4 Bonus); Def 19 (+1 Dex, +8 Class); Spd 10m; VP/WP 72/12; Atk +9/+4 melee (1d3+1, punch), +9/+4 or +5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ Favor +1, Inspire Confidence, Leadership, Noble bonus class skill (Gather Information), Requisition Supplies, Tactics; SV Fort +7, Ref +7, Will +12; SZ M; FP: 2; DSPs: 5; Rep: +7; Str 12, Dex 13, Con 12, Int 15, Wis 16, Cha 14.
Equipment: Blaster [Pistol], Code Cylinder, DataPad, Dress Uniform, Holoprojector [Personal], Rank Insignia, Uniform
Skills: Astrogate +6, Bluff +7, Computer Use +6, Craft (capital ships) +10, Craft (starfighters) +10, Craft (starship weapons) +10, Diplomacy +10, Gather Information +10, Intimidate +12, Knowledge (Capital Ship Systems) +10, Knowledge (Engineering) +7, Knowledge (Starfighter Systems) +10, Knowledge (Tactics) +14, Knowledge (Weapon Systems) +6, Pilot +5, Read/Write Basic, Repair +6, Sense Motive +12, Speak Basic
Feats: Armor Proficiency (light, medium, powered), Improved Initiative, Influence, Iron Will, Skill Emphasis (Knowledge [Tactics]), Starship Operation (capital ship, starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Labansat
Labansat is one of the most famous Weequay mercenaries. Known for his fierce brutality and deadly fighting skill, he often plies the Lesser Plooriod Cluster and Karstaxon regions working for whomever will meet his price. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination missions.
Labansat: Adult Male Weequay, Soldier 3/Fringer 4/Bounty Hunter 1; Init +2 (+2 Dex); Def 19 (+2 Dex, +7 Class); Spd 10m; VP/WP 79/14; Atk +10/+5 or +6/+6/+1 ranged (3d8, Blaster [Heavy Pistol]), +9/+4 melee (1d3+2, punch), +9/+4 melee (1d4+2, Knife), +9/+4 melee (2d6+2, Vibroblade); SQ Barter, Fringer bonus class skill (Gather Information, Move Silently), Jury-rig +2, Scent, Tainted, Target bonus +1; SV Fort +10, Ref +6, Will +3; SZ M; FP: 0; DSPs: 5; Rep: +2; Str 15, Dex 14, Con 14, Int 12, Wis 11, Cha 10.
Equipment: Blaster [Heavy Pistol], Knife, Space Transport, Speederbike, Vibroblade
Skills: Astrogate +3, Climb +7, Computer Use +3, Demolitions +6, Gather Information +5, Hide +7, Intimidate +5, Knowledge (Streetwise) +6, Listen +6, Move Silently +7, Pilot +5, Repair +3, Search +6, Speak Basic, Speak Phermonal Sriluurian, Speak Sriluurian, Spot +6, Survival +4, Treat Injury +2
Feats: Alertness, Armor Proficiency (light), Dodge, Point Blank Shot, Quick Draw, Track, Weapon Focus (Blaster [Heavy Pistol]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons)
Menndo
Like most Rodians, Menndo began his career as a bounty hunter, but later learned that assassination and espionage were more profitable and less hassling than bounties. An expert assassin, Menndo has been linked to the deaths of several high ranking political officials. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination.
Menndo: Adult Male Rodian, Scout 5/Scoundrel 4/Bounty Hunter 3; Init +3 (+3 Dex); Def 20 (+3 Dex, +7 Class); Spd 10m; VP/WP 89/13; Atk +10/+5 melee (1d3+1, punch), +12/+7 or +8/+8/+3 ranged (3d6, Blaster [Pistol]), +13/+8 or +9/+9/+4 ranged (3d8+1, crit 18-20, Blaster [Carbine, N'Gant-Zarvel 9118 Heavy Carbine]); SQ Extreme Effort, Heart +1, Illicit barter, Lucky (1/day), Precise Attack +1, Scout Skill Mastery (Move Silently), Sneak attack +1d6, Tainted, Target bonus +2, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +7, Ref +12, Will +7; SZ M; FP: 2; DSPs: 12; Rep: +4; Str 13, Dex 16, Con 13, Int 12, Wis 13, Cha 10.
Equipment: Blaster [Carbine, N'Gant-Zarvel 9118 Heavy Carbine], Blaster [Pistol], Electrobinoculars
Skills: Astrogate +4, Balance +7, Bluff +5, Climb +4, Computer Use +5, Demolitions +7, Disable Device +5, Disguise +4, Forgery +3, Gather Information +13, Hide +9, Intimidate +5, Jump +4, Knowledge (Imperial Ubiquotorate) +5, Knowledge (Streetwise) +9, Listen +11, Move Silently +10, Pilot +7, Profession (mercenary) +7, Read/Write Basic, Read/Write Rodian, Search +10, Sense Motive +3, Speak Basic, Speak Rodian, Spot +10, Survival +7, Tumble +5
Feats: Alertness, Improved Critical (Blaster [Carbine, N'Gant-Zarvel 9118 Heavy Carbine]), Sharp-eyed, Skill Emphasis (Gather Information), Starship Operation (space transport), Stealthy, Track, Weapon Focus (Blaster [Carbine, N'Gant-Zarvel 9118 Heavy Carbine]), Weapons Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Nile Ferrier
A tactless mercenary in the service of the Empire, Niles Ferrier is a smuggler, spy and inveterate war profiteer. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination missions.
Niles Ferrier: Adult Male Human, Scoundrel 7; Init +2 (+2 Dex); Def 17 (+2 Dex, +5 Class); Spd 10m; VP/WP 45/14; Atk +7 melee (1d3+2, punch), +7 or +3/+3 ranged (3d6, Blaster [Pistol]); SQ Illicit barter, Lucky (2/day), Precise Attack +1; SV Fort +4, Ref +7, Will +3; SZ M; FP: 2; Rep: +2; Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 12.
Equipment: Blaster [Pistol], DataPad
Skills: Appraise +9, Astrogate +6, Bluff +14, Computer Use +12, Demolitions +7, Diplomacy +3, Disable Device +17, Gamble +6, Gather Information +5, Hide +10, Knowledge (Streetwise) +12, Listen +3, Move Silently +10, Pilot +12, Profession (Merchant) +4, Read/Write Basic, Repair +12, Search +6, Speak Basic, Spot +3
Feats: Alertness, Cautious, Skill Emphasis (Bluff, Disable Device), Starship Operation (capital ship, space transport), Weapons Group Proficiency (blaster pistols, simple weapons)
Noval Garaint
Noval Garaint is a bounty hunter who is never seen outside of his battle armor. He is rumored to be the real power behind Horch, the crime lord of Kheedar. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination missions.
Noval Garaint: Adult Male Human, Soldier 4/Scout 3/Bounty Hunter 5/Crimelord 2; Init +2 (+2 Dex); Def 22 (+2 Dex, +10 Class); Spd 10m; VP/WP 115/13; Atk +13/+8/+3 melee (-+1, Stun Baton), +13/+8/+3 melee (1d4+1, crit 20, punch), +13/+8/+3 melee (2d6+1, Vibroblade), +14/+9/+4 or +10/+10/+5/+0 ranged (3d6, Blaster [Pistol]), +14/+9/+4 or +10/+10/+5/+0 ranged (3d8, crit 19-20, Blaster [Carbine]), +14/+9/+4 ranged (+4, Grenade [Stun]), +14/+9/+4 ranged (2d6, Flamethrower); SQ Contacts (Crime Lord, x1), Dark Side, Heart +1, Resource Access, Sneak attack +3d6, Target bonus +3, Trailblazing; SV Fort +10, Ref +10, Will +11; SZ M; FP: 0; DSPs: 15; Rep: +11; Str 13, Dex 15, Con 13, Int 13, Wis 15, Cha 12.
Equipment: Binders x3, Blaster [Carbine], Blaster [Pistol], DataPad, Field Kit, Flamethrower, Grenade [Stun] x5, Landspeeder, Medpac x5, Space Transport, Stormtrooper armor [Scout Trooper] (Damage Reduction: 5), Stun Baton, Vibroblade
Skills: Astrogate +5, Balance -2, Bluff +11, Climb -1, Computer Use +5, Craft (simple and primitive weapons) +3, Demolitions +6, Diplomacy +9, Disguise +3, Escape Artist -2, Forgery +5, Gather Information +11, Hide +2, Intimidate +8, Jump -3, Knowledge (Criminal Organizations) +5, Knowledge (Streetwise) +8, Listen +8, Move Silently +5, Pilot +7, Profession (mercenary) +6, Read/Write Basic, Search +7, Sense Motive +10, Speak Basic, Speak Huttese, Spot +8, Survival +5, Swim -3
Feats: Armor Proficiency (light, medium, powered), Far Shot, Infamy, Martial Arts, Point Blank Shot, Precise Shot, Quick Draw, Skill Emphasis (Survival), Track, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Orlok
The Imperial commander at Daluuj, Cmdr. Orlok is the Empire's facility specialist. In game, Orlok is used on missions to Incite/Subdue Uprisings or to perform Facility Research and Development. He is able to serve as a general.
Orlok: Middle Age Male Human, Soldier 2/Tech Specialist 6/Officer 2; Init +1 (+1 Dex); Def 18 (+1 Dex, +7 Class); Spd 10m; VP/WP 52/11; Atk +7/+2 melee (1d3, punch), +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Expert (Craft), Instant Mastery (Demolitions), Leadership, Research, Tech Speciality (Mastercrafter +1); SV Fort +7, Ref +6, Will +7; SZ M; FP: 2; Rep: +3; Str 11, Dex 12, Con 11, Int 17, Wis 15, Cha 13.
Equipment: Access Pass [Universal], Blaster [Pistol], Code Cylinder, Comlink [Multichanneled], Dress Uniform, Holoprojector [Personal], Rank Insignia, Security kit, Tool kit, Uniform
Skills: Computer Use +7, Craft (architectural designs) +11, Craft (buildings) +15, Craft (electronic devices) +9, Craft (weapon systems) +16, Demolitions +5, Diplomacy +9, Disable Device +9, Intimidate +3, Knowledge (Architecture) +14, Knowledge (Electronics) +14, Knowledge (Engineering) +14, Knowledge (Galactic Empire) +11, Profession (architect) +4, Profession (engineer) +7, Read/Write Basic, Read/Write Binary, Repair +8, Sense Motive +4, Speak Arkanian, Speak Basic, Speak Bothan
Feats: Armor Proficiency (light), Point Blank Shot, Skill Emphasis (Craft [buildings], Craft [weapon systems], Knowledge [Architecture], Knowledge [Electronics], Knowledge [Engineering], Profession [engineer]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Pter Thanas
A loyal and dependable servant of the Empire, Cmdr. Pter Thanas is nevertheless among the kindest of those who follow the will of Emperor Palpatine. In game terms, Thanas can be used on Diplomacy and Incite/Subdue Uprising Missions as well as handle all command levels.
Pter Thanas: Adult Male Human, Noble 4; Init +1 (+1 Dex); Def 14 (+1 Dex, +3 Class); Spd 10m; VP/WP 20/12; Atk +4 melee (1d3+1, punch), +4 or +0/+0 ranged (3d6, Blaster [Pistol]); SQ Coordinate +1, Favor +2, Inspire Confidence, Noble bonus class skill (Intimidate), Resource Access; SV Fort +2, Ref +3, Will +6; SZ M; FP: 0; Rep: +2; Str 13, Dex 12, Con 12, Int 13, Wis 14, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, DataPad, Dress Uniform, Rank Insignia, Uniform
Skills: Bluff +3, Computer Use +5, Diplomacy +13, Entertain (epic) +4, Entertain (storytelling) +5, Gather Information +3, Intimidate +7, Knowledge (Bureaucracy) +5, Knowledge (Galactic Empire) +5, Knowledge (Jedi lore) +3, Knowledge (Politics) +5, Profession (military officer) +6, Read/Write Basic, Read/Write High Galactic, Read/Write Sullustian, Ride +5, Sense Motive +9, Speak Basic, Speak High Galactic, Speak Kurtzen, Speak Ryl, Speak Sullustian
Feats: Persuasive, Skill Emphasis (Diplomacy), Trustworthy, Weapons Group Proficiency (blaster pistols, simple weapons)
Screed
Formerly the Emperor's right-hand man and a distinguised military commander, Screed can be trusted with nearly any space battle. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Screed: Middle Age Male Human, Soldier 7/Starship Ace 5/Officer 2; Init +2 (+2 Dex); Def 23 (+2 Dex, +11 Class); Spd 8m (Armor); VP/WP 107/12; Atk +12/+7/+2 melee (1d3+1, punch), +13/+8/+3 or +9/+9/+4/-1 ranged (3d6, Blaster [Pistol]); SQ Familiarity +2, Leadership, Starship Defense, Starship Evasion, Tainted; SV Fort +11, Ref +10, Will +9; SZ M; FP: 4; DSPs: 14; Rep: +5; Str 12, Dex 15, Con 12, Int 14, Wis 15, Cha 12.
Equipment: Access Pass [Limited], Blaster [Pistol], Code Cylinder, DataPad, Dress Uniform, Flight suit [Armored] (Damage Reduction: 4), Rank Insignia, Uniform
Skills: Astrogate +10, Balance -2, Bluff +4, Climb -3, Computer Use +8, Demolitions +6, Diplomacy +10, Escape Artist -2, Gather Information +4, Hide -2, Intimidate +10, Jump -3, Knowledge (Galactic Empire) +11, Knowledge (Imperial Navy) +11, Knowledge (Starfighter Systems) +13, Knowledge (Tactics) +12, Move Silently -2, Pilot +24, Read/Write Basic, Repair +6, Sense Motive +5, Speak Basic, Swim -3
Feats: Armor Proficiency (light, medium), Combat Expertise, Dodge, Skill Emphasis (Pilot), Spacer, Starship Dodge (starfighter), Starship Operation (capital ship, starfighter), Starship Point Blank Shot (starfighter), Weapon Focus (Laser Cannon [Standard]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
Shenir Rix
Shenir Rix is a Calamari female reputed to be one of the best information dealers in the galaxy. She only deals in solid, reliable information less than 24 hours old. If the information comes from Rix, you can be guaranteed it will be accurate. In game terms, she can be used for Espionage, Sabotage, Abduction/Rescue Missions, and Assassination missions.
Shenir Rix: Adult Female Mon Calamari, Scoundrel 3/Fringer 3; Init +1 (+1 Dex); Def 16 (+1 Dex, +5 Class); Spd 10m; VP/WP 25/9; Atk +5 melee (1d3+1, punch), +5 ranged (3d4, Blaster [Hold-out]); SQ Amphibious, Barter, Fringer bonus class skill (Intimidate), Illicit barter, Jury-rig +2, Low-light vision, Lucky (1/day), Precise Attack +1; SV Fort +3, Ref +6, Will +4; SZ M; FP: 2; DSPs: 6; Rep: +1; Str 12, Dex 13, Con 9, Int 14, Wis 14, Cha 14.
Equipment: Blaster [Hold-out], Thermoguard Jumpsuit
Skills: Bluff +10, Craft +6, Craft +6, Craft +6, Craft +6, Craft +6, Diplomacy +7, Gather Information +15, Hide +7, Intimidate +10, Knowledge (Streetwise) +11, Listen +4, Move Silently +7, Profession (mercenary) +8, Read/Write Basic, Read/Write Calamarian, Search +8, Sense Motive +8, Speak Basic, Speak Calamarian, Speak Huttese, Speak Ryl, Spot +10, Swim +5
Feats: Alertness, Skill Emphasis (Gather Information, Knowledge [Streetwise]), Trustworthy, Weapons Group Proficiency (blaster pistols, primitive weapons, simple weapons)
Villar
Villar is a typical Devaronian male, filled with wanderlust and a desire to explore the galaxy. Exploration costs money, so Villar sells the information he gathers on his travels to the highest bidder, which is usually the Empire. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination missions and Facility Research and Development.
Villar: Adult Male Devaronian [Male], Scoundrel 4/Tech Specialist 3; Init +2 (+2 Dex); Def 16 (+2 Dex, +4 Class); Spd 10m; VP/WP 33/10; Atk +5 melee (1d3, punch), +7 or +3/+3 ranged (3d6, Blaster [Pistol]); SQ Illicit barter, Instant Mastery (Demolitions), Lucky (1/day), Precise Attack +1, Research; SV Fort +2, Ref +7, Will +5; SZ M; FP: 3; Rep: +0; Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 13.
Equipment: Blaster [Pistol], DataPad [Personal]
Skills: Bluff +7, Computer Use +8, Craft (Structures) +9, Demolitions +8, Disable Device +10, Disguise +5, Forgery +6, Gather Information +10, Hide +6, Knowledge (Engineering) +11, Knowledge (Streetwise) +8, Listen +7, Move Silently +7, Profession (engineer) +10, Read/Write Basic, Read/Write Devanronese, Repair +8, Search +7, Speak Basic, Speak Devanronese, Spot +8
Feats: Alertness, Cautious, Low Profile, Skill Emphasis (Craft [Structures], Gather Information), Weapons Group Proficiency (blaster pistols, simple weapons)
Zuggs
Pilot of an imperial strike cruiser, Commodore Zuggs furthers the miltary aims of the Emperor. In game terms, he can be used for Espionage, Sabotage, Abduction/Rescue Missions, Assassination, and Incite/Subdue Uprising missions and all command levels.
Zuggs: Adult Male Human, Soldier 5/Naval Officer 5; Init +2 (+2 Dex); Def 20 (+2 Dex, +8 Class); Spd 10m; VP/WP 71/12; Atk +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol]), +9/+4 melee (1d3+1, punch); SQ Enhance Crew +3, Enhance Fleet +1; SV Fort +8, Ref +6, Will +7; SZ M; FP: 3; DSPs: 6; Rep: +3; Str 12, Dex 15, Con 12, Int 14, Wis 14, Cha 13.
Equipment: Blaster [Pistol], Code Cylinder, Dress Uniform, Rank Insignia, Uniform
Skills: Astrogate +10, Bluff +5, Computer Use +7, Demolitions +6, Diplomacy +5, Gather Information +5, Intimidate +7, Knowledge (Bureaucracy) +11, Knowledge (Capital Ship Systems) +8, Knowledge (Imperial Navy) +10, Knowledge (Imperial Ubiquotorate) +10, Knowledge (Rebel Alliance) +6, Pilot +11, Read/Write Basic, Repair +6, Search +6, Sense Motive +6, Speak Basic, Treat Injury +6
Feats: Armor Proficiency (light, medium), Combat Expertise, Improved Disarm, Improved Trip, Quick Draw, Spacer, Starship Operation (capital ship, starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)