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CREDITS AND ADDITIONAL NOTES

ARTISTS ICONIC FORCE USERS


Aaron Riley
Adam Lane
Ka Rolding
Kate Laird A ll Force-sensitive NPCs in this book that have
the following Force powers listed in their stat
blocks use these values, as well as any included
Alexander Dmitriev Kweh-Chan in their specific entries. Some characters may
Alexandr Elichev Lucasfilm have additional upgrades for these powers.
Alish McMalish Marcus Starkiller Enhance: When making an Athletics, Coordina-
Amelie Hutt Martin Sobr tion or Resilience check, the character may roll
Andrea Ugrai Paolo Puggioni an Enhance power check as part of the pool and
may spend o to gain q or w (their choice) on
Anthony Foti Pat Presley
the check. May make an Enhance power check
Chris Glenn Phoebe Herring as a maneuver to spend o to leap to any loca-
Chris Trevas Quill Spirit tion within Short range, or oo to leap to any
Cole Tran Riclean Vlad location Medium range.
Cristi Balanescu Rina Cane Influence: The character may spend o to
Dark Horse Comics Robert Shane stress the mind of one living target they are en-
gaged with, inflicting 1 Strain. The Force user
David Nash Romana Kendelic
may make an opposed Discipline vs. Disci-
Fantasy Flight Games Ryan Barger pline check combined with an Influence power
Geirahod Ryan Valle check. If the character spends o and succeeds
Gunship Revolution Shadow Wolf Clone on the check, they can force the target to adopt
an emotional state or believe something untrue,
Hugh Fleming Sonja
lasting for 3 rounds or 15 minutes.
Jason Edmiston Steve Hamilton
Move: The character can hurl objects by mak-
Javier Franco Santacreu Thaldir
ing a Move power check and rolling a ranged
JB Cascacop Thiago Mendes attack as part of the pool. The attack’s difficulty
JD Hart is equal to the silhouette of the object being
Josh Rother thrown (default is silhouette 0) and only suc-
ceeds if they can also spend enough o to move
WRITERS the object. The attack deals damage equal to
the object’s silhouette times 10 (silhouette 0
deals 5 damage) plus 1 per net q. To throw
Kualan; Writer multiple objects, they must generate enough o
Wookieepedia; Additional Content to move multiple objects, and must use rules for
Auto-Fire to determined difficulty and targeting.
IMPORTANT NOTE Sense: The character may spend o to sense all
living things within short range (including ani-
This collection of stat blocks is completely unofficial mals and sentient beings) and may spend oo
and not endorsed by Fantasy Flight, Disney or Lucas- to increase the range of this effect to Medium.
film. The style guide of the FFG era books has been The character may instead spend o to sense
followed for artistic consistency. the current emotional state of one living target
they are engaged with.
Some of the NPCs listed in this collection already have
stats published in official sourcebooks. In some cases,
the profiles here are different because they represent
the characters as younger individuals (e.g. Tarkin, Mon
Mothma, etc). Others are tweaked slightly; for example,
adding ranks in the Mechanics skill to Anakin Skywalker
or ranks in Leadership to Obi-Wan Kenobi.

Please support the official products, and may the


Force be with you.

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Star Wars Roleplaying
TABLE OF CONTENTS
Chapter I: Supreme Chancellor Palpatine........84 Coruscant..................................... 164
The Jedi Order.......................6 Chapter III: The Separatist Felucia.......................................... 168
A’Sharad Hett....................................7 Alliance................................86 Florrum......................................... 170
Aayla Secura......................................8 Admiral Trench.................................87 Geonosis....................................... 172
Adi Gallia...........................................9 Asajj Ventress..................................88 Kamino......................................... 174
Ahsoka Tano....................................10 Count Dooku....................................90 Kashyyyk...................................... 178
Anakin Skywalker............................ 11 Droid Army......................................91 Lola Sayu...................................... 181
Barriss Offee....................................12 Durge............................................ 100 Lotho Minor.................................. 183
Cin Drallig........................................14 General Grievous...........................101 Malastare...................................... 185
Coleman Kcaj...................................15 Kul Teska....................................... 102 Mandalore.................................... 188
Depa Billaba....................................16 Nute Gunray................................. 103 Mon Cala...................................... 196
Eeth Koth.........................................17 Nuvo Vindi.................................... 104 Moraband..................................... 200
Even Piell.........................................18 Osi Sobeck................................... 105 Mustafar....................................... 202
Jaro Tapal........................................19 Poggle the Lesser......................... 106 Mygeeto....................................... 204
Jedi of the Order.............................20 Riff Tamson....................................107 Naboo........................................... 206
Jocasta Nu.......................................25 Rush Clovis................................... 108 Nal Hutta...................................... 212
K’Kruhk............................................26 Separatist Leadership................... 109 Oba Diah...................................... 214
Ki-Adi-Mundi....................................27 Sora Bulq....................................... 111 Onderon....................................... 216
Kit Fisto...........................................28 Wat Tambor...................................112 Ord Mantell.................................. 221
Luminara Unduli..............................29 Chapter IV: Scum and Orto Plutonia and Pantora........... 223
Mace Windu....................................30 Villainy............................... 113 Quarzite........................................ 226
Obi-Wan Kenobi..............................31 Aurra Sing......................................114 Raxus............................................ 228
Oppo Rancisis.................................32 Black Sun.......................................115 Ryloth........................................... 230
Plo Koon..........................................33 Boba Fett.......................................116 Saleucami..................................... 234
Pong Krell........................................34 Bossk.............................................117 Scipio............................................ 236
Professor Huyang............................35 C-21 Highsinger.............................118 Serenno........................................ 238
Quinlan Vos......................................36 Cad Bane.......................................119 Skako Minor................................. 240
Rig Nema.........................................37 Cato Parasitti................................ 120 Toydaria........................................ 242
Saesee Tiin......................................38 Dengar.......................................... 121 Trandosha..................................... 244
Shaak Ti...........................................39 Derrown........................................ 122 Umbara......................................... 246
Tera Sinube......................................40 Dryden Vos................................... 123 Utapau.......................................... 251
Tholme.............................................41 Embo............................................ 124 Zygerria........................................ 254
Tiplar and Tiplee..............................42 Fennec Shand............................... 125 Chapter VII: Before the
Yoda.................................................44 Greedo.......................................... 126 War....................................257
Chapter II: The Galactic Hondo Ohnaka............................. 127 Anakin Skywalker (Child).............. 258
Republic...............................46 Hutt Cartel.................................... 128 Darth Plagueis.............................. 259
Admiral Wilhuff Tarkin......................47 Latts Razzi.................................... 130 Dooku (Jedi Master)..................... 261
Admiral Wullf Yularen.......................48 Moralo Eval................................... 131 Jango Fett..................................... 262
Bail Organa......................................49 Pyke Syndicate............................. 132 Obi-Wan (Padawan)...................... 263
Bric..................................................50 Rako Hardeen............................... 134 Qui-Gon Jinn................................. 264
C-3PO and R2-D2...........................51 Robonino...................................... 135 Savage Opress (Natural)............... 265
Captain Rex.....................................53 Seripas.......................................... 136 Sebulba........................................ 265
Clone Force 99................................54 Sugi............................................... 137 Shmi Skywalker............................ 266
Clone Soldiers..................................57 Sy Snootles................................... 138 Sifo-Dyas...................................... 266
Commander Cody...........................66 Todo 360...................................... 139 Watto............................................ 267
Coruscant Police..............................67 Chapter V: Zam Wesell................................... 267
D-Squad...........................................69 Force Users........................140 Chapter VIII: Additional
El-Les...............................................71 Maul............................................. 141 Player Options...................268
Galactic Senator..............................72 Mother Talzin................................ 142 New Species................................. 269
Jar Jar Binks....................................73 Nightsisters of Dathomir.............. 143 New Specializations...................... 273
Kal Skirata.......................................75 Savage Opress.............................. 146 Clone Regiments........................... 274
Mas Amedda...................................76 Chapter VI: People and
Mon Mothma...................................77 Planets...............................147
Padmé Amidala...............................78 Alderaan....................................... 148
Republic Navy.................................79 Aleen............................................ 151
Riyo Chuchi......................................80 Anaxes.......................................... 154
Senate Guard...................................81 Bardotta....................................... 156
Sionver Boll.....................................82 Cato Neimoidia............................. 159
Sly Moore........................................83 Christophsis.................................. 162

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T he Jedi Order was a noble, religious order of protec-
tors united in their devotion to the light side of the
Force. With a history dating back thousands of years
In the final years of the Republic, the galaxy was
beset by political instability and social unrest which,
in turn, created a secessionist crisis that ultimately
before the rise of the Galactic Empire, the Jedi Knights resulted in the formation of the Confederacy of Inde-
- noted for their lightsabers and natural ability to har- pendent Systems. Lacking the sufficient manpower
ness the powers of the Force - stood as the guardians needed to protect the galaxy, the Jedi became com-
of peace and justice in the Galactic Republic. manders and generals in the newly-formed Grand
Army of the Republic.
During the Republic Era, the Jedi Temple on the
Core World Coruscant served as the hub of all Jedi For roughly three years they commanded armies of
activity in the galaxy. The Temple was also a training clone troopers in a conflict known as the Clone Wars,
school for younglings and Padawans, who learned the engaging the Confederacy’s battle droid forces led by
ways of the Force under the supervision of Jedi Mas- Count Dooku - a former Jedi Master who became a
ters, twelve of whom were elected to serve on the Jedi Sith Lord - and the cybernetic warlord General Griev-
High Council. ous.

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A’SHARAD HETT
A’Sharad Hett was the son of legendary Jedi Knight
Sharad Hett and his wife K’Sheek, both of whom lived
among the Tusken Raiders of Tatooine, A’Sharad was
raised as a Tusken despite his human biology. His father,
having gone into self-imposed exile from the wider Jedi
Order, nevertheless raised A’Sharad as both a Tusken
Raider and a Jedi Padawan.
When he was only a teen, Hett’s father was murdered
by the assassin Aurra Sing, who was later defeated in
a duel by the young A’Sharad. He eventually became
the Padawan of Jedi Master Ki-Adi-Mundi, wielding his
father’s lightsaber alongside his own. During the Clone
Wars, he served the Republic as a General and estab-
lished himself as a charismatic leader who often led his
troops from the front.

USING THIS CHARACTER


A’Sharad Hett is a loyal member of the Jedi Order, but
his unorthodox background does give him a unique per-
spective on many of the challenges that he encounters.
Despite his Tusken Raider heritage, Hett is a staunch
disciplinarian and since joining the Jedi has shown him-
self to be a patient and stoic member of the Order.
In the time of the Clone Wars, players are most like-
ly to encounter Master Hett on the frontlines with the
clone troopers under his command. Although he has
embraced the ways of the Jedi, there is still one aspect
of his Tusken background that he carries with him - a
good commander always leads from the front.

ADVENTURE AND ENCOUNTER IDEAS


Talents: Adversary 2 (upgrade difficulty of all com-
• Hett and his men are stranded on an arid, desert bat checks against this target twice), Force Rating 4,
world after their ships and supplies are destroyed Improved Parry 3 (when struck by a melee attack but
by the Separatists. The Jedi Master asks the PCs before applying soak, as an out-of-turn incidental, may
to help him brave the dangers of the desert and suffer 3 strain to reduce damage by 5; if used then
secure a vital water source until help arrives. after attack is resolved may spend y or ttt to au-
• Master Hett has been captured by one of the crime tomatically hit one target with wielded lightsaber, in-
syndicates and forced to fight as a gladiator in an flicting base damage plus any damage from applicable
underworld fighting pit. Can the PCs find a way to talents or abilities), Improved Reflect 3 (when struck by
rescue him before it’s too late? a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 5; if used, then after attack
A’SHARAD HETT [NEMESIS] is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Quick
4 4 3 3 4 3 Strike 1 (when making a combat check, may add s to
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE checks against any target that has not yet acted in the
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
encounter).
5 18 16 1 1 Abilities: Force Powers (Enhance, Influence, Move,
Sense).
Skills: Athletics 3 (HHHHHHF F ), Brawl 3 (HHH
HHHF F ), Enhance: Force Power. A’Sharad Hett may use this
Coercion 2 (HH HHFF FF), Cool 2 (HH HHFF ), Discipline power when making Brawl checks.
3 (HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHH), Equipment: A’Sharad Hett’s paired lightsabers
Leadership 2 (HHHHF F ), Lightsaber 3 (HHH
HHHF F ), Melee (Lightsaber; (HHH
HHHF F ) Damage 8; Critical 2; Range
3 (HHH
HHHF F ), Perception 3 (HHH
HHH), Piloting (Space) [Engaged]; Breach 1, Sunder, Vicious 2), Jedi robes (+1
2 (HH
HHFF FF), Resilience 3 (HHH HHHF F ), Survival 4 soak, defense 1), Jedi utility belt, encrypted comlink.
(HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).

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AAYLA SECURA • After a tough but inconclusive battle with Separatist
forces, Aayla and her troops are forced to retreat.
Aayla Secura, a Force-sensitive Rutian Twi’lek, was a Determined not to leave any man behind, she
requests the PCs venture into “no man’s land” to
Jedi Master who served as a Jedi General of the Grand
recover injured clone troopers before the enemy
Army of the Republic during the Clone Wars.
can get to them.
Prior to the Clone Wars, Secura learned the ways of
the Force as the Padawan of Jedi Master Quinlan Vos. AAYLA SECURA [NEMESIS]
With the outbreak of civil war between the Galactic Re-
public and the Confederacy of Independent Systems,
Secura and her fellow Jedi supported the Republic by 3 4 3 4 3 3
becoming officers in its newly-formed military. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Aayla Secura was intelligent, skilled with a lightsa- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
ber, and was sometimes mischievous. As a general, 4 15 15 1 1
she commanded the clone troopers of the 327th Star
Corps, with Commander CC-5052 “Bly” serving at Se- Skills: Athletics 3 (HHH
HHH), Charm 2 (HH HHF F ),
cura’s side. Cool 2 (HH
HHF F ), Coordination 4 (HHHH
HHHH), Discipline
USING THIS CHARACTER 3 (HHH
HHH), Leadership 3 (HHH HHH), Lightsaber 3
(HHH
HHHF F ), Mechanics 2 (HH HHF F ), Piloting (Space)
Young for a Jedi Master, Aayla Secura is nevertheless 3 (HHH
HHHF F ), Streetwise 2 (HHHHFF FF), Vigilance 3
considered a reliable agent and renowned warrior by the (HHH
HHH).
Jedi High Council. Less likely to be found commanding Talents: Adversary 2 (upgrade difficulty of all combat
from a bunker or bridge of a starship, Aayla’s missions checks against this target twice), Ataru Technique (may
for the Council tend to find her leading her troops from use Agility instead of Brawn when making Lightsaber
the front or taking part in more subtle, espionage-fo- skill checks), Force Rating 4, Improved Reflect 4 (when
cused operations. struck by a ranged attack but before apply­ ing soak,
Jedi PCs may find her to be a helpful guide for tra- may suffer 3 strain to reduce damage by 6; if used,
versing the bridge from reckless youth to experienced then after attack is resolved, may spend y or ttt to
member of the Order. To clone PCs, Aayla will serve as automatically hit one target within medium range, deal-
a focused leader, but one who is compassionate about ing the same damage as the hit from the initial ranged
the troops under her command. attack), Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
ADVENTURE AND ENCOUNTER IDEAS suffer 3 strain to reduce damage by 5), Saber Throw
(may take a Saber Throw action to make a Lightsaber
• When Aayla is summoned to meet one of her check as a ranged attack at one target within medium
contacts in the criminal underworld, she recruits the range adding up to hhhh to the check; must spend
PCs to provide backup as her undercover muscle. o and succeed on the check to hit and may spend o
to have the weapon return to her hand after the attack).
Abilities: Earned Loyalty (when commanding clone
troopers, Aayla’s Leadership has a rank of 4), Force
Powers (Enhance, Influence, Move, Sense).
Equipment: Aayla’s lightsaber (Lightsa-
ber; (HHH
HHHF F ) Damage 8; Critical 2;
Range [Engaged]; Breach 1, Sunder,
Vicious 2), light Jedi clothing (+1
soak, defense 1), Jedi utility belt,
encrypted comlink.

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ADI GALLIA ADVENTURE AND ENCOUNTER IDEAS

Adi Gallia, a Force-sensitive Tholothian, was a Jedi Mas- • Master Gallia and her troops have laid siege to a
Separatist stronghold, but enemy guerrilla forces
ter and member of the Jedi High Council during the
are constantly raiding their supply lines. The Jedi
last years of the Galactic Republic. She had a reputation Master recruits the PCs to root out and deal with
for aggression and was a strict, focused woman. Gal- the guerrillas.
lia criticized the outrageous tactics of others, such as
Anakin Skywalker and Obi-Wan Kenobi, although she • The PCs are tasked with taking custody of a high-
rarely condemned them as their actions were effective. value prisoner and seeing them safely to a Republic
prison facility. During the handover, Master Gallia
During the Clone Wars, she served as a Jedi General
wishes to hear every last detail of the PCs’ plans
in the Grand Army of the Republic and fought sever-
to keep the target safe. Her assessment of their
al battles over the course of the conflict. As a revered
preparations could make it back to senior figures in
Jedi Master, Gallia was naturally an exceptionally skilled
the Jedi Council.
member of the Order, who completed several notable
assignments during her service to the galaxy.
ADI GALLIA [NEMESIS]
USING THIS CHARACTER
Adi Gallia is one of the most versatile Jedi Masters in 3 4 3 4 3 4
the Order, and could be found in almost any situation BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
that would require a Jedi’s presence. A renowned pilot,
gifted diplomat and skilled warrior, Master Gallia brings SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

her confidence and skill to any situation. 4 17 17 1 1


One of her more prominent traits is her blunt man-
Skills: Athletics 2 (HH
HHF F ), Brawl 3 (HHH
HHHF F ), Charm
ner of speaking. For PCs who find themselves working
2 (HH
HHF F ), Cool 2 (HH
HHFF FF), Discipline 4 (HHH
HHHF F ),
alongside her, Master Gallia will be quick to point out
Gunnery 2 (HHHHFF FF), Knowledge (Warfare) 2 (HH HHF F ),
any flaw she finds in their plans. She will rarely dismiss
Lightsaber 3 (HHH HHH), Negotiation 3 (HHH HHHF F ),
an idea outright, but her thoroughness will ensure it is
Perception 3 (HHH
HHHF F ), Piloting (Space) 4 (HHHH
HHHH),
scrutinized to the last detail.
Streetwise 2 (HH
HHFF FF), Vigilance 3 (HHH
HHH).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Fine Tuning 2
(when reducing the amount of system strain a starship
or vehicle suffers, reduce 2 additional system strain),
Finesse (may use Agility instead of Brawn when mak-
ing Brawl and Melee checks), Force Rating 4, Improved
Parry 3 (when struck by a melee attack but before ap-
plying soak, as an out-of-turn incidental, may suffer 3
strain to reduce damage by 5; if used then after attack
is resolved may spend y or ttt to automatically
hit one target with wielded lightsaber, inflicting base
damage plus any damage from applicable talents or
abilities), Improved Reflect 4 (when struck by a ranged
attack but before apply­ing soak, may suffer 3 strain to
reduce damage by 6; if used, then after attack is re-
solved, may spend y or ttt to automatically hit one
target within medium range, dealing the same damage
as the hit from the initial ranged attack).
Abilities: Force Powers (Enhance, Influence, Move,
Sense).
Enhance: Force Power. Adi Gallia may use this pow-
er when making Brawl or Piloting (Space) checks.
Equipment: Adi Gallia’s lightsaber (Lightsaber;
(HHH
HHH) Damage 9; Critical 2; Range [Engaged];
Breach 1, Sunder, Vicious 2), Jedi robes (+1 soak, de-
fense 1), Jedi utility belt, encrypted comlink.

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AHSOKA TANO
Ahsoka Tano, nicknamed Snips by her master, was a
Togruta from the planet Shili who was assigned as the
Padawan of Anakin Skywalker during the Clone Wars.
Ahsoka was very skilled in lightsaber combat for
someone of her age, making the unorthodox decision to
add a shoto lightsaber to her choice of weapons.
Like her master, she was known to be aggressive, ea-
ger for battle and, in some circumstances, even willing
to use terror or threats to get the answers she wanted.
However, as the war has gone on she has learned valu-
able lessons from both victories and defeats that have
helped her grow more mature.

USING THIS CHARACTER


A rising star in the Jedi Order, Ahsoka can most often
be found fighting in battles across the galaxy at the side
of her master, Anakin Skywalker. Quick to engage with
newcomers and strangers alike, PCs may find her far
easier to interact with than her more reclusive master.
For PCs, Ahsoka can be both a loyal friend to fellow
Padawans or trainees, and an attentive student to more
experienced Jedi or clone officers. She is eager to teach
and learn in equal measure, though her stubbornness is
matched only by Master Skywalker’s himself.

ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Ataru Technique (may
• After an embarrassing mishap, the PCs are assigned use Agility instead of Brawn when making Lightsaber
custodial duty as punishment, and find themselves skill checks), Circle Of Shelter (when an engaged ally
working alongside a similarly disciplined Ahsoka. suffers a hit, may use Parry or Reflect incidental against
Whilst serving their punishment, they discover the hit), Force Rating 3, Improved Reflect 3 (when
signs of an undercover enemy operative at work. struck by a ranged attack but before apply­ing soak, may
suffer 3 strain to reduce damage by 5; if used, then
• The PCs respond to a Jedi distress beacon and
after attack is resolved, may spend y or ttt to au-
discover it belongs to Ahsoka, who has been
captured by mercenaries hunting down young Jedi. tomatically hit one target within medium range, dealing
the same damage as the hit from the initial ranged at-
AHSOKA TANO [NEMESIS] tack), Parry 3 (when struck by a melee attack but before
applying soak, as an out-of-turn incidental, may suffer
3 strain to reduce damage by 5), Saber Swarm (as a
2 4 3 4 3 3 maneuver, may suffer 1 strain to add the Linked 3 item
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE quality on the next Lightsaber combat check this turn).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Abilities: Force Powers (Enhance, Move, Sense).
2 13 13 2 1 Equipment: Ahsoka’s lightsaber (Lightsaber;
(HHHH
HHHH) Damage 8; Critical 2; Range [Engaged];
Skills: Athletics 2 (HH
HH), Charm 1 (H FF), Coercion 2
H FF Breach 1, Sunder), Ahsoka’s shoto (Lightsaber;
(HH
HHF F ), Cool 2 (HHHHF F ), Coordination 3 (HHH
HHHF F ), (HHHH
HHHHs s ) Damage 6; Critical 2; Range [Engaged];
Discipline 3 (HHH
HHH), Knowledge (Lore) 1 (H H FF
FF), Accurate 1, Breach 1, Sunder), light Jedi clothing (+1
Knowledge (Underworld) 2 (HH HHF F ), Knowledge soak, defense 1), Jedi utility belt, encrypted comlink.
(Warfare) 4 (HHH HHHF F ), Leadership 2 (HH HHF F ),
Lightsaber 4 (HHHH HHHH), Mechanics 2 (HH HHF F ),
Perception 3 (HHH HHHF F ), Piloting (Planetary) 3
(HHH
HHHF F ), Piloting (Space) 2 (HH HHFFFF), Stealth 3
(HHH
HHHF F ), Vigilance 2 (HH
HHF F ).

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Star Wars Roleplaying
ANAKIN SKYWALKER • After a vicious space battle, the PCs discover
a stranded Jedi starfighter. On board is the
Anakin Skywalker was a Jedi Knight of the Galactic Re- unconscious pilot, Anakin Skywalker himself.
public and was alleged to be the Chosen One of the
Force. Discovered on the Outer Rim world of Tatooine ANAKIN SKYWALKER [NEMESIS]
as a young boy by Qui-Gon Jinn, Anakin was brought to
the Jedi Temple and trained by Obi-Wan Kenobi in the
aftermath of the Battle of Naboo.
4 4 2 2 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Over the next decade, Skywalker rose to become
one of the strongest Jedi in galactic history. During SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

the Clone Wars, his accomplishments as a battlefield 5 17 15 1 1


commander earned him the Hero With No Fear, and his
personal battalion of clone troopers - the 501st - be- Skills: Athletics 2 (HH
HHFF FF), Coercion 4 (HHH
HHHF F ),
came known as one of the most elite units in the Grand Cool 2 (HH HHF F ), Deception 2 (HH HH), Discipline 2
Army of the Republic. (HH
HHF F ), Gunnery 3 (HHH
HHHF F ), Knowledge (Warfare)
3 (HH
HHF F ), Leadership 3 (HHHHHH), Lightsaber 4
USING THIS CHARACTER (HHHH
HHHH), Mechanics 3 (HH HHF F ), Perception 2
As one of the Jedi Order’s greatest heroes with a desti- (HH
HH), Piloting (Planetary) 4 (HHHH HHHH), Piloting
ny that will change the galaxy, meeting Anakin Skywalk- (Space) 5 (HHHH
HHHHF F ), Vigilance 3 (HHH
HHH).
er can be a significant moment for any PCs. However, Talents: Adversary 3 (upgrade difficulty of all combat
using such an iconic character requires some caution. checks against this target three times), Force Rating
Anakin is very powerful, even by Jedi standards, and 5, Improved Parry 4 (when struck by a melee attack
having him fighting alongside the party for an extended but before applying soak, as an out-of-turn incidental,
time can run the risk of the PCs being overshadowed. may suffer 3 strain to reduce damage by 6; if used
He is best used sparingly, though having him spring into then after attack is resolved may spend y or ttt
action at the right moment can create a truly cinematic to automatically hit one target with wielded lightsaber,
moment in the story. inflicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 4 (when struck by
ADVENTURE AND ENCOUNTER IDEAS a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 6; if used, then after attack
• Jedi PCs are invited to attend a lightsaber training is resolved, may spend y or ttt to automatically
session being led by the Chosen One, who is hit one target within medium range, dealing the same
recording a holocron for future Jedi. damage as the hit from the initial ranged attack), Nat-
ural Pilot (once per session, may reroll any one Piloting
[Space] or Gunnery check).
Abilities: Chosen One (after Anakin makes a Force
power check, other characters in the encounter add i
to their Force power checks until the start of his next
turn; if Anakin used i to generate o, other characters
instead add i to their checks), Force Powers (Bind,
Enhance, Influence, Move, Sense).
Bind: Force Power. Anakin may spend o to immo-
bilize a target within short range until the end of his
next turn; if Anakin used i to generate o, the
target also suffers 1 wound per o spent on the
check.
Enhance: Force Power. Anakin may use
this power when making Brawl, Piloting
(Planetary) and Piloting (Space) checks,
and may commit h to increase his Brawn
or Agility characteristic by 1, to a maxi-
mum of 6.
Equipment: Anakin’s lightsaber
(Lightsaber; (HHHH
HHHH) Damage 10;
Critical 2; Range [Engaged]; Breach 1,
Sunder, Vicious 2), padded Jedi robes
(+1 soak, defense 1), Jedi utility belt,
encrypted comlink.

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BARRISS OFFEE character during the encounter).
Abilities: Force Powers (Enhance, Heal, Influence,
Barriss Offee was a female Mirialan who trained as a Move, Sense).
Jedi Padawan during the Clone Wars under Jedi Master Heal: Force Power. Barriss may spend o to heal 4
Luminara Unduli. She was a survivor of the Battle of wounds on a living creature that she can touch.
Geonosis but preferred studying ancient Jedi texts to
Equipment: Barriss Offee’s lightsaber (Lightsaber;
fighting and was considered a seemingly ideal example
(HH
HHF F ) Damage 8; Critical 2; Range [Engaged];
of a Jedi Padawan by some members of the Order.
Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
During her time as a Jedi Padawan, Offee struck up Jedi utility belt, encrypted comlink.
a friendship with Ahsoka Tano, the Padawan learner of
Anakin Skywalker. Though rather different in personality,
the two bonded through shared experience in combat. FALLEN PADAWAN
USING THIS CHARACTER As the Clone Wars continued, Barriss grew disillu-
Like many Jedi during the Clone Wars, Barriss strug- sioned with the Jedi’s role in the conflict, believing
gles to grow comfortable with the Order’s new role as they had lost their way, and turned to murder and vi-
military commanders. Although she follows whatever olence to expose what she perceived as the corruption
orders the Council gives her, PCs are more likely to find of the Order. If encountering Barriss during this stage
her studying in the Archives or researching on the Holo- of her life, use the following alternative profile.
Net than getting her boots dirty on the frontlines.
2 4 3 4 3 3
ADVENTURE AND ENCOUNTER IDEAS BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

• The PCs encounter Barriss at a Republic field 3 15 14 1 1


hospital, aiding the wounded with her healing
abilities. Exhausted by her endless task, she Skills: Brawl 3 (HH
HHF F ), Cool 2 (HH
HHF F ), Coordina-
gratefully accepts any help the PCs can offer. tion 3 (HHH
HHHF F ), Deception 3 (HHH
HHHF F ), Discipline
• Barriss accompanies her master Luminara Unduli to 2 (HH
HHF F ), Knowledge (Education) 3 (HHH HHH),
the planet Ilum, where reports have run rampant Knowledge (Lore) 3 (HHH HHH), Lightsaber 3
of scavengers seeking to plunder the caves that (HHH
HHHF F ), Medicine 2 (HH HHF F ), Perception 2
provide the Jedi Order with their lightsaber crystals. (HH
HHFF FF), Stealth 3 (HHH HHHF F ), Vigilance 3
(HHH
HHH).
BARRISS OFFEE [NEMESIS] Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 3, Im-
proved Reflect 3 (when struck by a ranged attack but
2 4 3 4 3 3 before apply­ing soak, may suffer 3 strain to reduce
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE damage by 5; if used, then after attack is resolved,
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE may spend y or ttt to automatically hit one tar-
3 15 14 1 1 get within medium range, dealing the same damage
as the hit from the initial ranged attack), Parry 4
Skills: Cool 2 (HHHHF F ), Discipline 3 (HHH
HHH), (when struck by a melee attack but before applying
Knowledge (Education) 3 (HHH
HHH), Knowledge (Lore) 3 soak, as an out-of-turn incidental, may suffer 3 strain
(HHH
HHH), Lightsaber 3 (HHHHF F ), Medicine 2 (HH
HHF F ), to reduce damage by 6).
Perception 2 (HH FF), Stealth 2 (HH
HHFF HHFF FF), Vigilance Abilities: Dark Side Force User (uses dark side re-
2 (HH
HHF F ). sults instead of light side results), Force Powers (Bind,
Talents: Adversary 2 (upgrade difficulty of all combat Enhance, Harm, Influence, Move, Sense).
checks against this target twice), Force Rating 3, Im- Bind: Force Power. Barriss may spend o to immo-
proved Reflect 3 (when struck by a ranged attack but bilize a target within short range until the end of her
before apply­ ing soak, may suffer 3 strain to reduce next turn; if Barriss used i to generate o, the target
damage by 5; if used, then after attack is resolved, may also suffers 1 wound per o spent on the check, ig-
spend y or ttt to automatically hit one target with- noring soak.
in medium range, dealing the same damage as the hit Harm: Force Power. Barriss may spend o to inflict 3
from the initial ranged attack), Parry 3 (when struck by wounds on a living creature that she can touch.
a melee attack but before applying soak, as an out-of-
turn incidental, may suffer 3 strain to reduce damage Equipment: Barriss Offee’s lightsaber (Lightsaber;
by 5), Valuable Facts (once per encounter as an action, (HHH
HHHF F ) Damage 8; Critical 2; Range [Engaged];
may make an Average (FF FF) Knowledge check. If suc- Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
cessful, may add e to any one check made by an allied Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


12
Star Wars Roleplaying
HEROES ON BOTH SIDES
Star Wars Roleplaying
13
CIN DRALLIG ADVENTURE AND ENCOUNTER IDEAS

Cin Drallig was a human male Jedi Master who served • An enemy operative breaches the Jedi Temple’s
security and frames the PCs for the transgression.
the Jedi Order as the head of the Temple Guard during
Accosted by the Temple Guard, the party soon find
the Clone Wars. Having been personally trained by the themselves having to convince Master Drallig of the
Jedi High Council’s Grand Master Yoda, Drallig was con- truth. Will he believe them?
sidered one of the greatest swordsmen in the Order.
Described as patient, focused, and directed, and rep- • The PCs are invited by Master Drallig to participate
resenting the tenets of the Jedi Order in their purest in a training session for Jedi younglings. Non-Jedi
form, he had given himself over completely to the will PCs may be asked to demonstrate the different
of the living Force. Despite his great reputation as a kinds of weapon Jedi may encounter.
warrior, his humbleness of character was such that he
dedicated his life to training countless Padawans in the CIN DRALLIG [NEMESIS]
art of the lightsaber, leading by example and instilling in
his students a sense of the Order’s values and beliefs.
4 4 3 4 4 2
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

As head of the Jedi Temple Guard, Cin Drallig is rarely SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

to be found outside the temple on Coruscant. However, 5 18 16 2 1


Jedi PCs who grew up in the temple will all have mem-
ories of lightsaber lessons being delivered by the es- Skills: Athletics 3 (HHH
HHHF F ), Brawl 2 (HH
HHFFFF),
teemed master that students affectionately nicknamed Coercion 2 (HH HHFFFF), Cool 2 (HHHH), Discipline
“the Troll”. 4 (HHHH
HHHH), Leadership 2 (HH HH), Lightsaber 4
Should there be trouble of any kind at the Jedi Tem- (HHHH
HHHH), Resilience 2 (HH HHFF FF), Vigilance 4
ple then Drallig and his Temple Guards will not be far (HHHH
HHHH).
behind the perpetrators - particularly if it is the PCs Talents: Adversary 3 (upgrade difficulty of all combat
themselves. checks against this target three times), Duelist’s Train-
ing (add s to Melee and Lightsaber skill checks when
engaged with a single opponent), Force Rating 4, Fore-
warning (as an action, may allow all allies within medi-
um range to increase their melee and ranged defense
by 4 until they take their first turn during an encounter),
Improved Parry 4 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
suffer 3 strain to reduce damage by 6; if used then
after attack is resolved may spend y or ttt to au-
tomatically hit one target with wielded lightsaber, in-
flicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 4 (when struck by
a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 6; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Mas-
ter Instructor (once per round as an out-of-turn inci-
dental, may suffer 2 strain to allow an ally to use Cin
Drallig’s ranks in Discipline for the next Discipline check
the ally makes).
Abilities: Force Powers (Enhance, Influence, Move,
Sense).
Enhance: Force Power. Cin Drallig may use this
power when making Brawl and Resilience checks.
Equipment: Cin Drallig’s lightsaber (Lightsaber;
(HHHH
HHHH) Damage 9; Critical 1; Range [Engaged];
Breach 1, Defensive 1, Sunder), Jedi robes (+1 soak,
defense 1), Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


14
Star Wars Roleplaying
COLEMAN KCAJ Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating
Coleman Kcaj was a Force-sensitive Ongree Jedi Master 4, Improved Reflect 3 (when struck by a ranged attack
who served the Jedi Order during the last years of the but before apply­ing soak, may suffer 3 strain to reduce
Galactic Republic. A survivor of the Battle of Geonosis, damage by 5; if used, then after attack is resolved, may
during the Clone Wars that followed he gained a seat on spend y or ttt to automatically hit one target with-
the Jedi High Council. in medium range, dealing the same damage as the hit
from the initial ranged attack), Parry 3 (when struck by
One of the more reserved members of the august
a melee attack but before applying soak, as an out-of-
body, Master Kcaj nevertheless proved to have keen in-
sights during the Council’s deliberations. In particular turn incidental, may suffer 3 strain to reduce damage by
his contributions to the areas of spycraft and subterfuge 5), Shroud (may spend 1 Destiny Point to make himself
could not be understated, and as the war proceeded he undetectable via Force powers and make his own pow-
became the Council’s de-facto spymaster. ers go unnoticed for the remainder of the encounter).
Kcaj’s connections in the criminal underworld and his Abilities: Force Powers (Enhance, Influence, Misdirect,
vast network of spies would prove to be invaluable as- Move, Sense).
sets in the war, often providing vital information that Misdirect: Force Power. Kcaj may spend o to make
helped thwart the Separatists. a target at up to short range unable to perceive a cho-
sen person or object of silhouette 1 or smaller until the
USING THIS CHARACTER beginning of Kcaj’s next turn. May commit hh to sus-
Unlike most Jedi who served on the High Council, very tain the power whilst the target remains in range. May
little is known about Coleman Kcaj and his dealings. not be activated multiple times.
Even his personality is a mystery, but this can be a great Equipment: Coleman Kcaj’s lightsaber (Lightsaber;
advantage for GMs. By serving as a relative ‘blank can- (HHH
HHH) Damage 8; Critical 2; Range [Engaged];
vas’, Game Masters can shape his character to best suit Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
the needs of the story whilst still delivering the gravitas Jedi utility belt, encrypted comlink.
that only a member of the Council can provide.
PCs are likely to approach this Jedi Master with a
degree of caution upon first being introduced, as their
expectations will not be shaped in the same way as they
would meeting a well-known character like Mace Windu
or Yoda.

ADVENTURE AND ENCOUNTER IDEAS

• One of Master Kcaj’s spies has been compromised,


and the Jedi Master orders the PCs to hurry to
the operative’s location and extract them safely
to Republic custody. Can they make it before the
Separatist assassin sent to put an end to the agent
catches up with them?
• Smuggler or fringe PCs are approached by a
mysterious hooded figure who wishes to hire them
to deliver a cache of powerful weapons to insurgents
on a Separatist-held world.

COLEMAN KCAJ [NEMESIS]

3 3 4 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 17 18 1 1
Skills: Cool 3 (HHHHHH), Discipline 3 (HHH HHHF F ),
Knowledge (Lore) 2 (HH
HHFF FF), Knowledge
(Underworld) 3 (HHHHHHF F ), Lightsaber 3 (HHHHHH),
Piloting (Planetary) 2 (HH
HHF F ), Skulduggery 2 (HH
HHFF ),
Streetwise 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
15
DEPA BILLABA
Depa Billaba, a Force-sensitive human female, was a
Jedi Master who served on the Jedi High Council during
the final years of the Jedi Order. She was born on Cha-
lacta and became a member of the Order at a young
age, where she was trained by Jedi Master Mace Win-
du. After rising to the rank of Jedi Knight and eventually
becoming a master herself, Billaba was later appointed
to the Council alongside her former teacher.
Billaba continued to serve as a member of the Council
during the political crisis that led to the Clone Wars. Bill-
aba was skilled in the ways of lightsaber combat, which
earned her renown from her fellow Jedi, but primarily
she was considered a more spiritual member of the Or-
der. During the war she took the young initiate Caleb
Dume as her Padawan learner.

USING THIS CHARACTER


One of the more spiritually-minded members of the Jedi
Council, Depa Billaba is an excellent teacher who can
provide guidance in the ways of the Force to Jedi PCs.
She also has a great deal of affection and compassion
for the soldiers under her command, allowing her to
Healing Trance 2 (may commit h . For every full en-
freely bond with clone PCs as well.
counter h remains committed, Depa heals 2 additional
Fringe or smuggler-type PCs may find Depa a little wounds she is suffering), Improved Parry 3 (when struck
more wary, if only because she is incredibly protective by a melee attack but before applying soak, as an out-
of her Padawan Caleb (see the Jedi Padawan profile on of-turn incidental, may suffer 3 strain to reduce damage
page 23), who rarely leaves his master’s side. by 5; if used then after attack is resolved may spend
y or ttt to automatically hit one target with wield-
ADVENTURE AND ENCOUNTER IDEAS ed lightsaber, inflicting base damage plus any damage
from applicable talents or abilities), Improved Reflect
• During downtime at the Jedi Temple on Coruscant, 4 (when struck by a ranged attack but before apply­
the PCs encounter Depa meditating in the Room ing soak, may suffer 3 strain to reduce damage by 6;
of a Thousand Fountains. There, she offers sage if used, then after attack is resolved, may spend y or
advice on whatever troubles are currently weighing ttt to automatically hit one target within medium
on the PCs’ minds. range, dealing the same damage as the hit from the
• Depa, her Padawan Caleb and a company of clone initial ranged attack), Niman Technique (may use Will-
troopers have been ambushed on a distant world. power instead of Brawn when making Lightsaber skill
Pinned down and surrounded by Separatist forces, checks), Skilled Teacher 3 (before an ally at short range
their hopes for rescue lie in the nearby PC ship that makes a skill check, if that ally has fewer ranks in that
has just picked up their distress beacon. skill than Depa does, then Depa may choose to imme-
diately perform a Skilled Teacher incidental to suffer up
DEPA BILLABA [NEMESIS] to 3 strain, then add an equal number of q to the ally’s
next check).
Abilities: Master And Apprentice (once per session,
2 3 4 4 3 4 Depa may nominate one ally who has at least Force
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Rating 1. This ally counts their Force Rating as 1 higher
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE until the end of the encounter), Force Powers (Enhance,
3 15 18 1 1 Foresee, Influence, Move, Sense).
Foresee: Force Power. When making a skill check
Skills: Charm 3 (HHH
HHHF F ), Cool 2 (HH
HHFFFF), Discipline to determine Initiative, Depa may roll a Foresee power
4 (HHH
HHHF F ), Knowledge (Education) 2 (HH HHFFFF), check as part of the pool. She may spend o to gain q
Knowledge (Lore) 3 (HHH
HHHF F ), Lightsaber 3 (HHH
HHH), per point on the check.
Medicine 2 (HH HHFFFF), Negotiation 3 (HHH HHHF F ),
Equipment: Depa Billaba’s lightsaber (Lightsaber;
Perception 3 (HHH
HHHF F ), Vigilance 2 (HH
HHF F ).
(HHH
HHH) Damage 9; Critical 2; Range [Engaged];
Talents: Adversary 3 (upgrade difficulty of all combat Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
checks against this target three times), Force Rating 4, Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


16
Star Wars Roleplaying
EETH KOTH ADVENTURE AND ENCOUNTER IDEAS

Eeth Koth was a male Zabrak Jedi Master, and member • When his fleet is ambushed by a Separatist flotilla
under the command of General Grievous, Eeth
of the Jedi High Council during the final years of the
Koth enlists the PCs to evacuate as many troops
Galactic Republic. Koth was born in the violent slums of as possible from his flagship. Will the PCs stick to
Nar Shaddaa, and was initially deemed too old to begin their solemn duty or stand by Koth’s side when he
Jedi training at age four. remains behind to face the General?
His natural abilities were his ticket into the Jedi Order,
and Koth would go on to become a leading member • After an escalating series of events leads to the PCs
of the Jedi Council. Koth participated in the Battle of rising high on the Republic’s wanted lists, Eeth Koth
Geonosis, the opening battle of the Clone Wars, as part is dispatched to put an end to their trouble-making
of the strike team consisting of 212 Jedi. Koth narrowly once and for all.
survived a LAAT gunship crash, and was initially be-
lieved to be dead following the battle. He would later EETH KOTH [NEMESIS]
return to the Order and take up command of a battalion
of clone troopers.
3 3 4 4 4 3
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Master Koth represents the traditional ideal Jedi. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

Even-tempered, wise and compassionate in equal mea- 4 17 17 2 1


sure, he can serve as both mentor and commander to
Republic-aligned PCs. Skills: Cool 3 (HHH HHH), Discipline 4 (HHHHHHHH),
As a powerful member of the Jedi Council, Koth can Knowledge (Lore) 3 (HHHHHHF F ), Knowledge (Warfare)
also serve as a dangerous opponent for any PCs who 3 (HHH
HHHF F ), Leadership 3 (HHH
HHH), Lightsaber 4
may have found themselves on the wrong side of the (HHH
HHHF F ), Perception 3 (HHH
HHHF F ), Resilience 2
law. Despite the ongoing Clone Wars, a criminal (or (HH
HHF F ), Survival 2 (HH
HHFFFF), Vigilance 3 (HHH
HHHF F ).
framed) party of sufficient danger may earn themselves Talents: Adversary 3 (upgrade difficulty of all combat
the attention of the Zabrak Master. checks against this target three times), Force Rating 4,
Improved Parry 4 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
suffer 3 strain to reduce damage by 6; if used then
after attack is resolved may spend y or ttt to au-
tomatically hit one target with wielded lightsaber, in-
flicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 3 (when struck by
a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 5; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Mind
Over Matter (as an incidental, may spend 1 Destiny
Point to recover 4 strain).
Abilities: Hold Them Off (once per encounter, as an
out-of-turn incidental, Eeth Koth may redirect any
ranged attack against an ally in short range to himself.
This must be done after the attack is rolled but before
the result is calculated), Force Powers (Bind, Enhance,
Influence, Move, Sense).
Bind: Force Power. Koth may spend o to immobilize
a target within short range until the end of his next turn;
he may also spend o to move the target one range
band closer or further away.
Equipment: Eeth Koth’s lightsaber (Lightsaber;
(HHH
HHHF F ) Damage 8; Critical 2; Range [Engaged];
Breach 1, Defensive 1, Sunder), Jedi robes (+1 soak,
defense 1), Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
17
EVEN PIELL EVEN PIELL [NEMESIS]

Even Piell was a male Lannik Jedi Master who served on


the Jedi Council during the Invasion of Naboo and the 4 4 3 3 4 3
Clone Wars. Considered brusque, bellicose, and even BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

gruff, Master Piell was nonetheless respected for his im- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

mense courage. 5 17 15 1 1
Piell was a battle-hardened Jedi and a great warrior,
always willing to charge into battle and highly skilled Skills: Athletics 2 (HH
HHFF FF), Coercion 2 (HH HHFF
FF),
with a lightsaber. One of his many battles had left him Coordination 3 (HHH
HHHF F ), Discipline 4 (HHHH
HHHH),
with a distinguishing scar on his face, which rendered Knowledge (Warfare) 3 (HHH
HHH), Leadership 2 (HH F ),
HHF
his left eye useless. Although his seriousness made him Lightsaber 3 (HHHHHHF F ), Resilience 3 (HHH F ),
HHHF
well-suited to important Council business, Piell also had Survival 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).
a dry sense of humor, developed from his long years
Talents: Adversary 3 (upgrade difficulty of all combat
spent on the battlefield.
checks against this target three times), Force Rating 4,
USING THIS CHARACTER Improved Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
As a hardened warrior before the Clone Wars, Even Piell suffer 3 strain to reduce damage by 5; if used then
is a natural fit for the role of a military commander and after attack is resolved may spend y or ttt to au-
could potentially be found on any battlefield in the gal- tomatically hit one target with wielded lightsaber, in-
axy. A gruff, reclusive Jedi, the diminutive Piell will often flicting base damage plus any damage from applicable
treat non-Jedi PCs in a civil if restrained manner, whilst talents or abilities), Improved Reflect 3 (when struck by
Jedi PCs will find him to be a demanding taskmaster a ranged attack but before apply­ing soak, may suffer 3
who expects only the best from any being who wishes to strain to reduce damage by 5; if used, then after attack
call themselves Jedi. is resolved, may spend y or ttt to automatically
Unlike many of his fellow masters on the Council, Piell hit one target within medium range, dealing the same
is quicker than most to use combat as a first resort. De- damage as the hit from the initial ranged attack), Scath-
spite this, he places the value of life above most other ing Tirade (as an action, make an Average (FF FF) Co-
considerations, which often brings him into conflict with ercion check; for each q, 1 enemy within short range
his assigned naval officer, Wilhuff Tarkin. suffers 1 strain; spend w to inflict additional strain).
Abilities: Indomitable (Piell removes up to ss caused
ADVENTURE AND ENCOUNTER IDEAS by Critical Injuries, fear effects or the Disoriented condi-
tion), Force Powers (Enhance, Influence, Move, Sense).
• Master Piell and Captain Tarkin are in strong Equipment: Even Piell’s lightsaber (Lightsaber;
disagreement on how to proceed with a military
(HHH
HHHF F ) Damage 8; Critical 1; Range [Engaged];
operation. Fresh from their own successful mission,
Breach 1, Sunder, Vicious 2), Jedi robes (+1 soak, de-
the PCs are asked to recommend a course of action.
Who will they side with? fense 1), Jedi utility belt, encrypted comlink.

• Master Piell is sent a company of inexperienced


“shiny” clones fresh from Kamino. He assigns the
PCs the task of keeping them alive - and toughening
them up.

HEROES ON BOTH SIDES


18
Star Wars Roleplaying
JARO TAPAL
Jaro Tapal, was a Lasat Jedi Master who, during the
Clone Wars, served the Galactic Republic with distinc-
tion as a Jedi General in the Grand Army of the Repub-
lic. Adhering to a firm and disciplined doctrine, Tapal
mentored his Padawan, Cal Kestis, in the ways of the
Force. He applied the same strict and focused approach
to both his responsibilities as a teacher and his duties as
a military commander.
An experienced Jedi with many years of service to his
name, Jaro Tapal was skilled in the use of various Force
powers, particularly telekinesis. In addition, he was well
trained in the art of lightsaber combat, favoring the un-
orthodox use of a double-bladed lightsaber.

USING THIS CHARACTER


Master Tapal is a powerful Jedi who could prove to be
a valuable ally to any group of Republic-aligned PCs,
though any group finding themselves on the wrong side
of Republic law would do well to avoid a confrontation
with him. A dedicated teacher, Tapal is almost aways
accompanied by his young Padawan, Cal Kestis (see the
Jedi Padawan profile on page 23).

ADVENTURE AND ENCOUNTER IDEAS

• After an engagement with Separatist forces, Master


Tapal’s Padawan, Cal Kestis, has been reported
missing in action. The Jedi Master enlists the PCs
to find his lost student and bring him home.
• The PCs are temporarily assigned to Master Tapal’s
13th Iron Battalion to support his mission to capture
a heavily-fortified Separatist stronghold.

JARO TAPAL [NEMESIS]

5 4 3 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 20 16 2 1
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 2 (HH
HHFFF
FFF), turn incidental, may suffer 3 strain to reduce damage
Cool 3 (HH
HHF F ), Discipline 4 (HHHH
HHHH), Knowledge by 6).
(Lore) 2 (HH
HHF F ), Knowledge (Warfare) 3 (HHH
HHH),
Abilities: Prehensile Feet (can move along vertical sur-
Leadership 3 (HH HHF F ), Lightsaber 3 (HHH
HHHFFFF),
faces as if they were horizontal), Force Powers (Bind,
Perception 4 (HHHHHHF F ), Resilience 2 (HH
HHFFF
FFF),
Enhance, Influence, Move, Sense).
Vigilance 3 (HHH
HHHF F ).
Bind: Force Power. Tapal may spend o to immo-
Talents: Adversary 3 (upgrade difficulty of all combat
bilize a target within short range until the end of his
checks against this target three times), Force Rating
next turn; he may also spend o to move the target one
4, Improved Reflect 4 (when struck by a ranged attack
range band closer or further away.
but before apply­ing soak, may suffer 3 strain to reduce
damage by 6; if used, then after attack is resolved, may Equipment: Jaro Tapal’s double-bladed lightsaber
spend y or ttt to automatically hit one target with- (Lightsaber; (HHH
HHHFF FF) Damage 8; Critical 2; Range
in medium range, dealing the same damage as the hit [Engaged]; Breach 1, Defensive 1, Linked 1, Sunder,
from the initial ranged attack), Parry 4 (when struck by Unwieldy 3), Jedi commander armor (+2 soak, defense
a melee attack but before applying soak, as an out-of- 1), Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
19
JEDI OF THE ORDER Wise Jedi Masters try to balance their duties on the
frontlines with the responsibility to teach the ways of
A Jedi was a member of the Jedi Order, an ancient or- the Force to budding Jedi Padawans and wide-eyed Jedi
der of protectors united by their ability to harness the Younglings. Jedi Aces keep the peace in the skies and
power of the Force. Adhering to a doctrine that favored space lanes of the galaxy, and the Jedi Temple Guard
the light side of the Force, the Jedi aspired to attain a maintain a vigil over the sacred home of the Order on
state of inner tranquility through calmness and medita- Coruscant.
tion while avoiding emotions affiliated with the dark side
of the Force, such as anger and hatred. ADVENTURE AND ENCOUNTER IDEAS
Nevertheless, Jedi philosophy did not forbid a Jedi
from acting in self-defense or in the defense of others. • A group of clone PCs are placed under the command
To that end, the weapon of a Jedi was the lightsaber, of an inexperienced Jedi Knight. Can they help the
a blade composed of pure energy and different colors young Jedi learn how to command whilst keeping
such as blue, green, or even purple or yellow. themselves alive?
Faced with a galactic civil war between the Republic • A Jedi Master agrees to tutor a PC in the ways of
and the Separatists, many Jedi adopted the mantle of the Force. They will be their mentor on a journey
generals and soldiers in the Clone Wars. across ancient Jedi worlds.

USING THESE CHARACTERS • On their way home from a trip to Ilum, a ship full
of Jedi Younglings is attacked by pirates. The PCs
The responsibilities of the Order are as wide and varied must race to save the future Jedi from being sold to
as the Jedi who make up its ranks. Noble Jedi Knights the Separatists - or worse.
stand ready to bring peace and justice wherever they
can in a galaxy at war, whilst armor-wearing Jedi Gen- JEDI ACE [NEMESIS]
erals lead clone troopers into battle against the Sepa-
ratists.
3 4 2 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 15 15 1 1
Skills: Astrogation 2 (HH
HH), Cool 3 (HH
HHF F ), Discipline
2 (HH
HHF F ), Gunnery 3 (HHH
HHHF F ), Lightsaber 3
(HHH
HHH), Mechanics 2 (HH HH), Piloting (Planetary) 2
(HH
HHFF FF), Piloting (Space) 4 (HHHH
HHHH), Vigilance 2
(HH
HHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating 4,
Parry 2 (when struck by a melee attack but before ap-
plying soak, as an out-of-turn incidental, may suffer 3
strain to reduce damage by 4), Reflect 2 (when struck
by a ranged attack but before apply­ing soak, may suffer
3 strain to reduce damage by 4), Skilled Jockey 2 (may
remove ss from all Piloting (Planetary) and Piloting
(Space) checks).
Abilities: Force Powers (Enhance, Move, Sense).
Enhance: Force Power. A Jedi Ace may use this
power when making Piloting (Space) checks.
Equipment: Lightsaber (Lightsaber; (HHHHHH) Damage
8; Critical 2; Range [Engaged]; Breach 1, Sunder), Jedi
robes (+1 soak, defense 1), Jedi utility belt, encrypted
comlink.

HEROES ON BOTH SIDES


20
Star Wars Roleplaying
Abilities: Last Stand (once per session, when the Gen-
eral exceeds their wound threshold but before they are
incapacitated, they may make a Hard (FFF
FFF) Leader-
ship check to allow a number of allies equal to q to
take an immediate out-of-turn maneuver), Force Powers
(Enhance, Influence, Move, Sense).
Equipment: General’s lightsaber (Lightsaber;
(HHHH
HHHH) Damage 9; Critical 1; Range [Engaged];
Breach 1, Sunder, Vicious 2), Jedi battle armor (+2
soak, defense 2), Jedi utility belt, encrypted comlink.

JEDI HEALER [NEMESIS]

3 2 4 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 15 16 1 1
Skills: Cool 3 (HH
HHF F ), Discipline 3 (HHH
HHHF F ),
Knowledge (Lore) 3 (HHH
HHHF F ), Lightsaber 2 (HH
HHFF ),
Medicine 3 (HHH
HHHF F ), Perception 3 (HHH
HHH), Vigilance
2 (HH
HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Parry
2 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 4), Reflect 3 (when struck by a
JEDI GENERAL [NEMESIS] ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 5), Sense Emotions (add
s to all Charm, Coercion, and Deception checks un-
4 3 4 3 4 3 less the target is immune to Force powers), Surgeon 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE (when making a Medicine check to help a character heal
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
wounds, the target heals 2 additional wounds).
5 18 17 2 2 Abilities: Force Powers (Enhance, Heal, Influence,
Move, Sense).
Skills: Athletics 3 (HHH HHHF F ), Cool 3 (HHH HHH), Heal: Force Power. A Jedi Healer may spend o to
Discipline 4 (HHHH HHHH), Knowledge (Warfare) 4 heal 4 wounds on a living creature that they can touch.
(HHHH
HHHH), Leadership 4 (HHH HHHF F ), Lightsaber 4
Equipment: Lightsaber (Lightsaber; (HHHHHH) Damage
(HHHH
HHHH), Perception 2 (HH HHFF ), Piloting (Planetary)
8; Critical 2; Range [Engaged]; Breach 1, Sunder), Jedi
2 (HH
HHF F ), Vigilance 3 (HHH
HHHFF ).
robes (+1 soak, defense 1), Jedi utility belt, encrypted
Talents: Adversary 3 (upgrade difficulty of all combat comlink.
checks against this target three times), Force Rating
4, Improved Reflect 4 (when struck by a ranged attack
but before apply­ing soak, may suffer 3 strain to reduce JEDI KNIGHT [NEMESIS]
damage by 6; if used, then after attack is resolved, may
spend y or ttt to automatically hit one target with-
in medium range, dealing the same damage as the hit 3 4 3 3 4 2
from the initial ranged attack), Parry 4 (when struck by BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

a melee attack but before applying soak, as an out-of- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
turn incidental, may suffer 3 strain to reduce damage 4 17 16 1 1
by 6), Stand Firm (once per encounter, may take the
Stand Firm action, making a Hard (FFFFFF) Leadership Skills: Athletics 2 (HH
HHFF ), Cool 3 (HH
HHF F ), Discipline
check. If the check is successful, may choose one ally 3 (HHH
HHHF F ), Knowledge (Lore) 2 (HH
HHF F ), Lightsaber
within medium range for each q on the check. Until the 3 (HHH
HHH), Negotiation 3 (HH HHF F ), Perception 3
end of the encounter, chosen allies increase their wound (HHH
HHH), Piloting (Planetary) 2 (HHHHFF FF), Vigilance 2
threshold by 3). (HH
HHFF FF).

HEROES ON BOTH SIDES


Star Wars Roleplaying
21
Talents: Adversary 2 (upgrade difficulty of all combat Abilities: Master And Apprentice (once per session, a
checks against this target twice), Force Rating 3, Im- Jedi Master may nominate one ally who has at least
proved Reflect 3 (when struck by a ranged attack but Force Rating 1. This ally counts their Force Rating as
before apply­ ing soak, may suffer 3 strain to reduce 1 higher until the end of the encounter), Force Powers
damage by 5; if used, then after attack is resolved, may (Enhance, Influence, Move, Sense)
spend y or ttt to automatically hit one target with- Equipment: Master’s lightsaber (Lightsaber;
in medium range, dealing the same damage as the hit (HHH
HHHF F ) Damage 9; Critical 2; Range [Engaged];
from the initial ranged attack), Parry 3 (when struck by Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
a melee attack but before applying soak, as an out-of- Jedi utility belt, encrypted comlink.
turn incidental, may suffer 3 strain to reduce damage
by 5), Sense Emotions (add s to all Charm, Coercion,
and Deception checks unless the target is immune to
Force powers).
Abilities: Force Powers (Enhance, Influence, Move,
Sense).
Equipment: Lightsaber (Lightsaber; (HHHHHH) Damage
8; Critical 2; Range [Engaged]; Breach 1, Sunder), Jedi
robes (+1 soak, defense 1), Jedi utility belt, encrypted
comlink.

JEDI MASTER [NEMESIS]

3 3 4 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 17 18 1 1
Skills: Athletics 2 (HH HHF F ), Cool 3 (HHHHHHFF ),
Discipline 3 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHHFF ),
Lightsaber 4 (HHH
HHHF F ), Negotiation 4 (HHHH
HHHH),
Perception 3 (HHH
HHH), Piloting (Planetary) 2 (HHHHFF ),
Survival 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating 4,
Improved Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
suffer 3 strain to reduce damage by 5; if used then
after attack is resolved may spend y or ttt to au-
tomatically hit one target with wielded lightsaber, in-
flicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 3 (when struck by
a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 5; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Sense
Emotions (add s to all Charm, Coercion, and Deception
checks unless the target is immune to Force powers),
Skilled Teacher 2 (before an ally at short range makes a
skill check, if that ally has fewer ranks in that skill than
the Jedi Master does, then the Jedi Master may choose
to immediately perform a Skilled Teacher incidental to
suffer up to 2 strain, then add an equal number of q
to the ally’s next check), The Force Is My Ally (once per
session, a Jedi Master may suffer 2 strain to perform a
Force power action as a maneuver).

HEROES ON BOTH SIDES


22
Star Wars Roleplaying
JEDI PADAWAN [NEMESIS] JEDI YOUNGLING [RIVAL]

3 3 2 3 3 2 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

4 15 13 1 1 3 12 0 0
Skills: Athletics 2 (HH
HHF F ), Cool 2 (HH
HH), Discipline 2 Skills: Cool 1 (H
H F ), Coordination 2 (HH
HH), Discipline
(HH
HHF F ), Lightsaber 2 (HH
HHF F ), Negotiation 1 (H
H F ), 2 (HH
HH), Lightsaber 1 (H H F ), Perception 2 (HH
HH).
Perception 2 (HH
HHF F ), Vigilance 2 (HH
HHF F ). Talents: Adversary 1 (upgrade difficulty of all combat
Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Force Rating 1.
checks against this target once), Force Rating 2, Parry Abilities: Force Powers (Move, Sense).
2 (when struck by a melee attack but before applying
Equipment: Training lightsaber (Lightsaber; (H HF )
soak, as an out-of-turn incidental, may suffer 3 strain
Damage 6; Critical --; Range [Engaged]; Stun Damage),
to reduce damage by 4), Reflect 2 (when struck by a
youngling robes (+1 soak).
ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 4).
Abilities: Force Powers (Enhance, Move, Sense).
Equipment: Padawan’s lightsaber (Lightsaber; (HHHHF F) KEEPERS OF THE PEACE
Damage 6; Critical 2; Range [Engaged]; Breach 1, Sun-
der), Jedi robes (+1 soak, defense 1), Jedi utility belt,
The Jedi Order’s primary mission has always
encrypted comlink.
been to keep the peace. In order to ensure they
are ready for any challenge when pursuing this
JEDI TEMPLE GUARD [NEMESIS] objective, all Jedi, regardless of their rank or
role, are expected to develop a degree of mar-
tial skill. To assist with this, the Order owns a
3 2 2 3 3 2 large complement of specialized training droids
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE that any members can call upon when they need
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
to test their mettle or sharpen their combat in-
4 18 18 3 2 stincts.

SABER TRAINING DROID [RIVAL]


Skills: Discipline 2 (HH F ), Lightsaber 2 (HH
HHF HHF F ),
Medicine 2 (HH HH), Melee 2 (HHHHF F ), Perception 2
(HH
HHF F ), Vigilance 2 (HH
HHFF ). 5 2 1 3 1 1
Talents: Adversary 1 (upgrade difficulty of all combat BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks against this target once), Force Rating 4, Parry
SOAK VALUE W. THRESHOLD M/R DEFENSE
4 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
7 15 1 1
to reduce damage by 6), Reflect 4 (when struck by a Skills: Lightsaber 2 (HH FFF), Vigilance 3
HHFFF
ranged attack but before apply­ing soak, may suffer 3 (H
H FF
FF).
strain to reduce damage by 6).
Talents: Adversary 1 (upgrade difficulty of all
Abilities: Force Powers (Bind, Move, Sense). combat checks against this target once), Knock-
Bind: Force Power. May spend o to immobilize a down (may spend e to knock target prone with
target within short range until the end of the Temple successful melee attack).
Guard’s next turn; may spend o to increase range by Abilities: Droid (does not need to breathe, eat,
one band (may activate multiple times); may spend or drink and can survive in vacuum or underwa-
oo to affect one additional target (may activate multi- ter; immune to poisons and toxins).
ple times). Spend o; whenever an affected target takes
an action, it suffers 3 strain. Equipment: Training lightsaber (Lightsaber;
(HH FFF) Damage 6; Critical --; Range [En-
HHFFF
Equipment: Temple Guard lightsaber pike (Lightsa- gaged]; Stun Damage) or lethal-setting training
ber; (HH
HHF F ) Damage 6; Critical 2; Range [Engaged]; lightsaber (Lightsaber; (HH FFF) Damage 6;
HHFFF
Breach 1, Defensive 1, Linked 1, Stun 4, Sunder, Un- Critical 2; Range [Engaged]; Breach 1, Sunder),
wieldy 3), Temple Guard robes (+1 soak, defense 2), heavy droid chassis (+2 soak, defense 1).
Jedi utility belt, encrypted comlink, keys.

HEROES ON BOTH SIDES


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23
HEROES ON BOTH SIDES
24
Star Wars Roleplaying
JOCASTA NU Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Force Rating 4, Im-
Jocasta Nu was a Jedi Master who served as the Chief proved Researcher 2 (remove ss from all Knowledge
Librarian of the Jedi Archives during the Clone Wars. In checks, and researching a subject takes half the time;
this role, Nu would assist fellow Jedi in finding informa- on a successful Knowledge check, Jocasta and all allies
tion they needed from the Jedi Archives, and controlled gain automatic ww on checks to act on those facts un-
access to the restricted Holocron Vault. Sometime prior til the end of her next turn), Nobody’s Fool 2 (upgrade
to the Invasion of Naboo, Nu sat on the Jedi Council. difficulty of all Charm, Coercion and Deception checks
against this target twice), Parry 2 (when struck by a me-
Due to her position as Chief Librarian, Nu was some-
lee attack but before applying soak, as an out-of-turn
times too confident that her library had the answers for
all the questions and that it cannot be altered, to the incidental, may suffer 3 strain to reduce damage by 4),
point that she could easily became irritated by the sug- Reflect 2 (when struck by a ranged attack but before
gestion that her records could be incomplete. Still, she apply­ing soak, may suffer 3 strain to reduce damage
took her duty seriously and never refused a request for by 4).
assistance without good reason. Abilities: Buried In The Archives (once per session,
Jocasta may recall a highly valuable but obscure
USING THIS CHARACTER piece of information from the Archives that is
As the Jedi Master with ultimate responsibility for the relevant to the problem at hand. This should be
Archives, Master Nu - often referred to simply as “Mad- something that she would not otherwise have
am Jocasta” - can be the first port of call for any PCs reason to know), Force Powers (Enhance,
looking to carry out research in the Order’s unrivaled Influence, Move, Sense).
databanks. Though defensive when it comes to the Equipment: Jocasta’s lightsaber
infallibility of the Archives, Jocasta is always eager to (Lightsaber; (HHHH) Damage 8; Criti-
assist Jedi in the pursuit of knowledge. She is rarely cal 1; Range [Engaged]; Breach 1,
seen outside the Archives themselves, and practically Sunder), Jedi librarian robes (+1
never leaves the Jedi Temple at all. Nevertheless, any soak), Jedi utility belt, encrypt-
trespassers may be surprised to find her a tenacious ed comlink.
defender of the Order’s secret knowledge.

ADVENTURE AND ENCOUNTER IDEAS

• Needing to track down information about an


individual, location or ancient relic of some kind,
the PCs turn to the Archives for help. There they
find the Chief Librarian ready to assist - but only
if they meet her standards. If the information is
particularly sensitive then Jocasta may prove to be
more of an obstacle than help.
• Mercenary or freelancer PCs are tasked with
infiltrating the Jedi Temple and stealing some
important data from the inner echelons of the
Archives. After slipping past the temple’s outer
defenses, they may not expect to run into the
elderly librarian - with her lightsaber drawn.

JOCASTA NU [NEMESIS]

2 2 5 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 18 0 0
Skills: Cool 2 (HH
HH), Discipline 3 (HHH
HHH),
Knowledge (Education) 4 (HHHH HHHHF F ),
Knowledge (Lore) 5 (HHHHH
HHHHH), Knowledge
(Xenology) 4 (HHHH
HHHHF F ), Lightsaber 2
(HH
HH), Perception 3 (HHH
HHHF F ).

HEROES ON BOTH SIDES


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25
K’KRUHK
K’Kruhk was a male Whiphid Jedi Master but, unlike
many of his kind, he was a gentle and thoughtful indi-
vidual. Eschewing the Whiphid reputation for ferocity,
he fully embraced the pacifistic creed of the Jedi.
This, coupled with his deep respect for life, led to anx-
iety and soul searching during the Clone Wars. Despite
his doubts about the Jedi’s role in the conflict, it was his
dedication to justice and his desire to right wrongs that
would lead to K’Kruhk remaining with the Order.
K’Kruhk’s most remarkable talent was that of survival.
Thanks to both the natural fortitude and inborn “healing
trance” of his kind, he was able to survive injuries that
in any other Jedi might prove fatal. Left for dead on
battlefields as diverse as Teyr and Hypori, K’Kruhk was
remarkable for his ability to live to see another day.

USING THIS CHARACTER


Master K’Kruhk is a powerful ally and a dangerous op-
ponent, however he does not sit on the High Council or
hold a senior position in the Order. For GMs, this means
he can plausibly appear in a greater variety of scenarios
than Mace Windu or Jocasta Nu, for example.
If a situation is serious enough for a Jedi Master to
get involved but not so urgent that it requires the atten-
tion of a high-ranking member of the Council, K’Kruhk
is a good candidate to bring a significant character with
his own unique skills into the story.
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Healing
ADVENTURE AND ENCOUNTER IDEAS Trance 3 (may commit h . For every full encounter h
remains committed, K’Kruhk heals 3 additional wounds
• The PCs find a heavily-injured K’Kruhk on a he is suffering), Improved Reflect 2 (when struck by a
battlefield after he has once again been assumed
ranged attack but before apply­ing soak, may suffer 3
killed in action. Will they help the Whiphid Jedi
strain to reduce damage by 4; if used, then after attack
Master in his recovery, or are the recent rumors
is resolved, may spend y or ttt to automatically
of a Separatist bounty on Jedi captives too much
to resist? hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Parry
• Assigned to capture or kill a corrupt Republic 3 (when struck by a melee attack but before applying
senator, the PCs find that their target has used his soak, as an out-of-turn incidental, may suffer 3 strain to
connections to obtain a fearsome Jedi bodyguard. reduce damage by 5).
Will they be able to persuade K’Kruhk of his charge’s
treachery or is a fight inevitable? Abilities: Hardy Survivalist (adds automatic q to Sur-
vival checks; may survive many weeks without food),
Force Powers (Enhance, Influence, Move, Sense).
K’KRUHK [NEMESIS]
Equipment: K’Kruhk’s lightsaber (Lightsaber;
(HHH
HHHFF FF) Damage 8; Critical 2; Range [Engaged];
5 3 3 4 4 3 Breach 1, Defensive 1, Sunder), tusks (Brawl;
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE (HHH
HHHFF FF) Damage 7; Critical 4; Range [Engaged];
Vicious 1), Jedi robes (+1 soak, defense 1), Jedi utility
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
belt, encrypted comlink.
6 19 16 2 1
Skills: Brawl 3 (HHH
HHHFF FF), Cool 2 (HHHHF F ), Discipline
3 (HHH
HHHF F ), Knowledge (Lore) 2 (HH
HHF F ), Lightsaber
3 (HHH
HHHFF FF), Medicine 2 (HH HHF F ), Resilience 4
(HHHH
HHHHF F ), Streetwise 3 (HHH
HHHF F ), Survival 4
(HHHH
HHHH), Vigilance 3 (HHH HHHF F ).

HEROES ON BOTH SIDES


26
Star Wars Roleplaying
KI-ADI-MUNDI Mundi is one of the less open-minded members of
the Council, however. Preferring to place his trust in
Ki-Adi-Mundi, a Force-sensitive Cerean male, was a Jedi known factors and logical reasoning, he often serves as
Master and member of the Jedi High Council during a “devil’s advocate” in Council sessions, and would be
the last years of the Galactic Republic. By the time of the first to point out any perceived flaw or inconsistency
the Clone Wars, Mundi became a Jedi General of the the PCs may offer up.
Grand Army of the Republic. Like his Jedi colleagues,
he led the Republic clone troopers against the Separat- ADVENTURE AND ENCOUNTER IDEAS
ist Alliance forces in several battles across the galaxy,
including the first and second campaign on Geonosis. • Ahead of a large-scale attack on a key Separatist
world, Mundi assigns the PCs to go behind enemy
He was a logical and methodical Jedi Master who was
lines and shut down the planet’s shields.
well-known for his wisdom, his noble thinking, and his
courage. Like other Cereans, he was highly intelligent • When the PCs find clues which indicate a Dark Side
due to his binary brain, which allowed him to observe cult is at work in the Coruscant underworld, Ki-Adi-
both sides of a situation simultaneously. However, be- Mundi insists they find solid proof of their claims
cause of his strict adherence to logic, Mundi had a ten- before the Council will act.
dency to refute unlikely events.
KI-ADI-MUNDI [NEMESIS]
USING THIS CHARACTER
As a senior member of the Jedi Council, Ki-Adi-Mundi’s
presence in the story can impress on the PCs the sever- 3 3 4 4 4 3
ity of any given situation. Alongside Master Plo Koon, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Mundi is considered second only to Masters Yoda and SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Windu in seniority in the Council and GMs should bear 4 17 18 1 1
this in mind when including him.
Skills: Cool 3 (HHHHHH), Discipline 4 (HHHHHHHH),
Knowledge (Lore) 3 (HHHHHHF F ), Knowledge (Warfare)
3 (HHH
HHHF F ), Leadership 3 (HHH
HHH), Lightsaber 4
(HHH
HHHF F ), Negotiation 2 (HH
HHF F ), Perception 3
(HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).
Talents: Adversary 3 (upgrade difficulty of all com-
bat checks against this target three times), Clever
Commander (may use ranks in Knowledge [Warfare]
to upgrade Mass Combat checks instead of ranks
in Leadership), Force Rating 4, Improved Reflect 4
(when struck by a ranged attack but before apply­ing
soak, may suffer 3 strain to reduce damage by 6; if
used, then after attack is resolved, may spend y or
ttt to automatically hit one target within me-
dium range, dealing the same damage as the hit
from the initial ranged attack), Parry
3 (when struck by a melee attack
but before applying soak, as an
out-of-turn incidental, may suffer 3
strain to reduce damage by 5).
Abilities: We Must Push On! (once
per encounter, as a maneuver Ki-Adi-
Mundi may make a Hard (FFF FFF) Lead-
ership check to immediately remove
any fear-related effects from all allies
within short range), Force Powers (En-
hance, Influence, Move, Sense).
Equipment: Ki-Adi-Mundi’s lightsa-
ber (Lightsaber; (HHHHHHF F ) Dam-
age 9; Critical 1; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1
soak, defense 1), Jedi utility belt, en-
crypted comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
27
KIT FISTO Talents: Adversary 3 (upgrade difficulty of all
combat checks against this target three times),
Kit Fisto was a Nautolan Jedi Master during the last Ataru Technique (may use Agility instead of Brawn
years of the Galactic Republic. He was among the Jedi when making Lightsaber skill checks), Congenial 2
who fought in the Battle of Geonosis and was one of (may suffer up to 2 strain to downgrade the difficulty
the few survivors out of the 200 Jedi who fought in the of Charm and Negotiation checks, or to upgrade the
battle. In the aftermath, he became a Jedi General in difficulty of Charm or Negotiation checks targeting
the Grand Army of the Republic. this character, a number of times equal to the amount
of strain suffered), Force Rating 4, Improved Parry 4
Fisto was a Jedi Master who had an intense focus,
(when struck by a melee attack but before applying
particularly in combat. He was also much more laid back
and capable of enjoying a hearty chuckle than some of soak, as an out-of-turn incidental, may suffer 3 strain
his more humorless colleagues. In all, he was a deter- to reduce damage by 6; if used then after attack
mined and resourceful Jedi and was dedicated to main- is resolved may spend y or ttt to automatically
taining peace throughout the galaxy and defending the hit one target with wielded lightsaber, inflicting base
honor of the Jedi Code. damage plus any damage from applicable
talents or abilities), Improved Reflect
USING THIS CHARACTER 3 (when struck by a ranged attack
but before apply­ing soak, may
As a member of the Jedi Council, Kit Fisto is often en-
suffer 3 strain to reduce
trusted with the most dangerous or sensitive missions
damage by 5; if used, then
in the Republic war effort. Despite this, he has a jovial
after attack is resolved,
nature and is one of the more approachable members
may spend y or ttt
of the Council - particularly for non-Jedi PCs who may
to automatically hit one
have need to speak to the august body.
target within medium
When not directing the war from the Jedi Temple on range, dealing the
Coruscant, Fisto is most likely to be encountered out same damage as the
on the front leading a dangerous offensive against the hit from the initial
droid armies of the Separatists. ranged attack).
Abilities: Amphib-
ADVENTURE AND ENCOUNTER IDEAS ious (may breathe
underwater with-
• Having discovered important information that needs out penalty and
to reach the ears of the Jedi Council, the PCs are
never suffer move-
having a hard time being allowed past the sentries
ment penalties when
at the front entrance. Hearing the commotion,
Master Fisto approaches and agrees to hear them swimming), Natural
out. Environment (when
underwater, Kit Fisto
• When Separatist activity is discovered on an aquatic gains an additional +1
world such as Mon Cala or Glee Anselm, Kit Fisto defense), Force Pow-
and his battalion of scuba-trained clone troopers are ers (Enhance, Influence,
dispatched to investigate. However the disruption Move, Sense).
caused by the underwater fighting threatens to
awaken an ancient beast that has slumbered in the Equipment: Kit Fisto’s
depths for centuries. lightsaber (Lightsaber;
(HHHH
HHHH) Damage
KIT FISTO [NEMESIS] 9; Critical 1; Range
[Engaged]; Breach 1,
Sunder), Jedi robes (+1
4 4 3 4 4 4 soak, defense 1), Jedi
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
utility belt, encrypted
comlink.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 16 1 1
Skills: Athletics 3 (HHH
HHHF F ), Charm 3 (HHH
HHHFF ),
Cool 3 (HHH
HHHF F ), Discipline 4 (HHHH
HHHH), Knowledge
(Warfare) 2 (HH HHF F ), Leadership 3 (HHH HHHFF ),
Lightsaber 4 (HHHH
HHHH), Piloting (Space) 3 (HHH HHHFF ),
Survival 2 (HH
HHFF FF), Vigilance 2 (HHHHFFFF).

HEROES ON BOTH SIDES


28
Star Wars Roleplaying
LUMINARA UNDULI LUMINARA UNDULI [NEMESIS]

Luminara Unduli was a Mirialan female Jedi Master


during the final days of the Jedi Order. She commanded 3 4 4 3 4 3
the 41st Elite Corps of the Grand Army of the Republic, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

and was the master of Padawan Barriss Offee. Together, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

they fought in numerous battlefields of the Clone Wars. 4 16 16 1 1


Luminara was known as a Jedi Master of great pa-
tience, bravery, compassion, and discipline and was Skills: Brawl 3 (HHH
HHH), Charm 2 (HH HHF F ), Cool
held in great esteem by her colleagues. She was able to 3 (HHH
HHH), Discipline 4 (HHHH
HHHH), Knowledge
keep a cool head in any situation, and was never known (Education) 2 (HHHHFFFF), Knowledge (Lore) 2
to show anger or even raise her voice. (HH
HHFF FF), Lightsaber 3 (HHH
HHHF F ), Negotiation
3 (HHH
HHH), Perception 4 (HHH
HHHF F ), Vigilance 2
USING THIS CHARACTER (HH
HHFF FF).
Luminara is an exemplary Jedi, displaying the right bal- Talents: Adversary 3 (upgrade difficulty of all combat
ance of compassion, duty and courage that all members checks against this target three times), Force Rating 4,
of the Order are expected to encompass. For Jedi PCs, Improved Reflect 4 (when struck by a ranged attack
this makes her an excellent mentor figure - someone but before apply­ing soak, may suffer 3 strain to reduce
they can look up to and emulate. damage by 6; if used, then after attack is resolved, may
Non-Jedi PCs may find her unflappable nature a little spend y or ttt to automatically hit one target with-
disconcerting, or even unintentionally rude. As an ex- in medium range, dealing the same damage as the hit
perienced Jedi Master, she is accustomed to having her from the initial ranged attack), Parry 3 (when struck by
commands followed promptly and with little question. a melee attack but before applying soak, as an out-of-
turn incidental, may suffer 3 strain to reduce damage
by 5), Skilled Teacher 2 (before an ally at short range
ADVENTURE AND ENCOUNTER IDEAS
makes a skill check, if that ally has fewer ranks in that
skill than Luminara does, then Luminara may choose
• After the death of the Jedi General they have served to immediately perform a Skilled Teacher incidental to
since the start of the war, the PCs must deal with
Luminara’s very different style of command when suffer up to 2 strain, then add an equal number of q
she arrives to take command of their battalion. to the ally’s next check), Soresu Technique (may use
Intellect instead of Brawn when making Lightsaber skill
• When Luminara meets to negotiate with a tribe of checks), Unarmed Parry (may perform the Parry inci-
natives, a cultural misunderstanding results in the
dental when unarmed; reduce the strain cost when un-
tribespeople attacking the Jedi Master. Rather than
armed by 1, to a minimum of 1).
draw her weapon on them, Luminara surrenders -
but now it is up to the PCs to rescue her. Abilities: Exemplary Mentor (when using the Skilled
Teacher talent, if the target ally is a member of the Jedi
Order and in engaged range, Luminara’s rank in the
talent counts as 4), Force Powers (Enhance, Influence,
Move, Sense).
Enhance: Force Power. Luminara may
use this power when making Brawl
checks.
Equipment: Luminara’s lightsa-
ber (Lightsaber; (HHH HHHF F)
Damage 9; Critical 2; Range
[Engaged]; Breach 1, Sun-
der, Vicious 1), Jedi robes
(+1 soak, defense 1),
Jedi utility belt, encrypt-
ed comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
29
MACE WINDU
Mace Windu was a revered Jedi Master and member
of the Jedi High Council during the last years of the
Galactic Republic. During his time in the Jedi Order, he
once served as elected leader of the Jedi and, during
the Clone Wars, as a Jedi General in the Grand Army of
the Republic. He was the greatest champion of the Jedi
Order and promoted its ancient traditions amidst the
growing influence of the dark side of the Force in the
corrupt, declining days of the Republic.
When the Separatist Crisis spawned the birth of the
Confederacy of Independent Systems and sparked the
Clone Wars, Windu and the Jedi rallied to the defense of
the Republic and became the leaders of the Grand Army
of the Republic. Throughout the war, Windu served the
Jedi and the Republic in various capacities - on the bat-
tlefield in command of the clone army, on Coruscant as
an overseer of the war effort and an advisor to Supreme
Chancellor Palpatine, and even as a diplomat to con-
tested worlds. His exploits on the frontlines served as a
reminder of his reputation as a renowned Jedi warrior.

USING THIS CHARACTER


As one of the leaders of the Jedi Council, Mace Windu
spends most of his time directing the war effort on a Talents: Adversary 4 (upgrade difficulty of all combat
senior strategic level. Most PCs will likely only hear of checks against this target four times), Force Rating 5,
his actions or orders through intermediaries, but should Improved Parry 5 (when struck by a melee attack but
they find themselves engaged in a mission of great mil- before applying soak, as an out-of-turn incidental, may
itary importance they may earn themselves a briefing suffer 3 strain to reduce damage by 7; if used then
from the Jedi Master himself. after attack is resolved may spend y or ttt to au-
tomatically hit one target with wielded lightsaber, in-
ADVENTURE AND ENCOUNTER IDEAS flicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 4 (when struck by
• Master Windu leads a diplomatic delegation to a ranged attack but before apply­ing soak, may suffer 3
convince an influential neutral system to side with strain to reduce damage by 6; if used, then after attack
the Republic. The PCs are assigned as security to is resolved, may spend y or ttt to automatically
ensure nothing disrupts these important high-level hit one target within medium range, dealing the same
negotiations. damage as the hit from the initial ranged attack), Niman
Technique (may use Willpower instead of Brawn when
• During a Jedi training session or clone trooper
making Lightsaber skill checks).
exercise, the PCs learn that their next performance
will be reviewed by none other than Mace Windu Abilities: Vaapad Flourish (once per encounter when
himself. What will he make of them? making a Lightsaber combat check, Windu may add any
uncommitted h to the roll. Each i generated counts
MACE WINDU [NEMESIS] as an addition q and each i counts as an addition t),
Force Powers (Enhance, Influence, Move, Seek, Sense).
Seek: Force Power. Windu may spend o and suc-
4 3 4 3 5 5 ceed on an Average (FF FF) Vigilance check (or op-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
posed Vigilance vs. Discipline check) to see through
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE illusions. May also make a Seek power check and spend
5 18 20 1 1 ooo to add e to combat checks against one target
until the end of the encounter; may not be activated
Skills: Athletics 2 (HH
HHFF FF), Coercion 3 (HHH
HHHFF FF), multiple times.
Cool 4 (HHHH
HHHHF F ), Discipline 5 (HHHHH
HHHHH), Equipment: Mace Windu’s lightsaber (Lightsaber;
Knowledge (Lore) 3 (HHH HHHF F ), Knowledge (Warfare) (HHHHH
HHHHH) Damage 10; Critical 1; Range [Engaged];
3 (HHH
HHHF F ), Leadership 5 (HHHHH
HHHHH), Lightsaber 5 Breach 1, Sunder, Vicious 2), Jedi robes (+1 soak, de-
(HHHHH
HHHHH), Negotiation 4 (HHHH HHHHF F ), Perception fense 1), Jedi utility belt, encrypted comlink.
4 (HHH
HHHF F ), Resilience 2 (HH
HHFF FF), Vigilance 3
(HHH
HHHFF FF).

HEROES ON BOTH SIDES


30
Star Wars Roleplaying
OBI-WAN KENOBI Talents: Adversary 4 (upgrade difficulty of all com-
bat checks against this target four times), Congenial
Obi-Wan Kenobi was a legendary Jedi Master and mem- 3 (may suffer up to 3 strain to downgrade the diffi-
ber of the Jedi High Council during the Clone Wars. He culty of Charm and Negotiation checks, or to upgrade
was a very capable lightsaber duelist, one of the great- the difficulty of Charm or Negotiation checks targeting
est swordsmen of his time, but even during a galactic this character, a number of times equal to the amount
conflict his focus on diplomatic solutions earned him of strain suffered), Force Rating 4, Improved Reflect 4
the moniker of “the Negotiator” among friends and en- (when struck by a ranged attack but before apply­ing
emies alike. soak, may suffer 3 strain to reduce damage by 6; if
used, then after attack is resolved, may spend y or
As a young Jedi Knight, Kenobi was cynical, though
ttt to automatically hit one target within medium
wise beyond his years. Over time, Kenobi lost some of
his youthful audacity and assumed the role of a more range, dealing the same damage as the hit from the
cautious and conservative mentor to Anakin Skywalker, initial ranged attack), Parry 4 (when struck by a melee
who was in many ways his opposite in personality. Keno- attack but before applying soak, as an out-of-turn in-
bi carefully measured his actions in any situation. cidental, may suffer 3 strain to reduce damage by 6),
Soresu Technique (may use Intellect instead of Brawn
On the battlefield, Kenobi commanded the 212th At-
when making Lightsaber skill checks).
tack Battalion, often fighting alongside his former Pad-
awan Anakin Skywalker and the loyal clone commander Abilities: Force Powers (Enhance, Influence, Move,
Cody. Sense).
Influence: Force Power. May spend up to oo to
USING THIS CHARACTER stress the mind of one target at short range per o,
As with other major heroes of the era like Anakin Sky- inflicting 1 strain on each; make an opposed Disci-
walker and Mace Windu, allowing PCs the chance to pline vs. Discipline check combined with an Influence
meet Obi-Wan Kenobi can be a powerful, memorable power check and spend o to force the target to adopt
moment in any campaign - whether he is fighting on an emotional state or believe something untrue for 4
the battlefield or sitting in the Council chamber. rounds or 20 minutes.
As an empathic teacher for Jedi, a steadfast com- Equipment: Obi-Wan’s lightsaber (Lightsaber;
mander to clones and an open ear for fringers, meeting (HHHH
HHHHF F ) Damage 10; Critical 1; Range [Engaged];
Obi-Wan can be a welcome encounter for parties of all Breach 1, Sunder), Jedi commander armor (+2
types. However care should be taken to ensure he does soak, defense 1), Jedi
not overshadow the PCs or dominate the limelight. utility belt, encrypted
comlink.
ADVENTURE AND ENCOUNTER IDEAS

• A high-ranking senator has been kidnapped by


Separatist agents. With few men at his side and no
time to wait for reinforcements, Obi-Wan looks for
help from a nearby group of freelancers - the PCs.
• When the PCs find themselves thrown into a
Separatist prison, a timely attack by Kenobi and the
212th Battalion gives them the opportunity they
need to break out.

OBI-WAN KENOBI [NEMESIS]

3 3 5 5 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 18 1 1
Skills: Charm 4 (HHHH
HHHH), Cool 4 (HHHH HHHH),
Deception 2 (HH FFF), Discipline 4 (HHHH
HHFFF HHHH),
Knowledge (Lore) 2 (HH FFF), Leadership
HHFFF
3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ),
Negotiation 4 (HHHH HHHH), Perception 2
(HH
HHFFFFFF), Survival 3 (HHH
HHHFF FF), Vigilance 3
(HHH
HHHF F ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
31
OPPO RANCISIS
Oppo Rancisis was a Thisspiasian male who served on
the Jedi High Council. Rancisis was extremely loyal to
both the Jedi Order and the Republic. He could have ac-
cepted the throne on his homeworld at a relatively early
age, but he decided to continue with his Jedi training,
and never looked back. He was one of the wisest mas-
ters on the Council, considered a font of wisdom and
careful contemplation.
A military mastermind, Rancisis was one of the few
Jedi of his time to master the ancient Jedi art of battle
meditation. The power allowed Rancisis to envision the
desired outcome of any current battle, and this vision
could be made to come true via subtly altering the odds
against the user’s enemies, sapping their morale and
boosting his allies’ courage.
The ancient Jedi had a snakelike physiology, moving
on a long tail similar to serpents. His Jedi robes also
concealed a second pair of arms, though he rarely called
upon them except in instances of combat.

USING THIS CHARACTER Talents: Adversary 3 (upgrade difficulty of all combat


checks against this target three times), Clever Com-
An adept strategist with a deep understanding of mili-
mander (may use ranks in Knowledge [Warfare] to up-
tary history even before the Clone Wars, Rancisis is one
grade Mass Combat checks instead of ranks in Leader-
of the Order’s finest military minds. Unlike many fellow
ship), Force Rating 5, Improved Parry 3 (when struck by
Jedi, Rancisis never leads from the front - instead he
a melee attack but before applying soak, as an out-of-
wields the immense power of his battle meditation to
turn incidental, may suffer 3 strain to reduce damage
find victory against even the longest odds.
by 5; if used then after attack is resolved may spend y
As such, outside of the Council chambers PCs are or ttt to automatically hit one target with wielded
likely to only encounter this wizened Jedi General on lightsaber, inflicting base damage plus any damage from
the bridge of a starship or deep in a protected bunker, applicable talents or abilities), Improved Reflect 3 (when
serenely directing warfare on a grand strategic level. struck by a ranged attack but before apply­ing soak, may
suffer 3 strain to reduce damage by 5; if used, then
ADVENTURE AND ENCOUNTER IDEAS after attack is resolved, may spend y or ttt to au-
tomatically hit one target within medium range, dealing
• Deep in his battle meditation, Master Rancisis must the same damage as the hit from the initial ranged at-
rely on the PCs to protect him from enemy assassins tack), Makashi Technique (may use Presence instead of
who have infiltrated his headquarters. Brawn when making Lightsaber skill checks).
• Secret plans drawn up by Rancisis to deliver an Abilities: Hidden Limbs (Rancisis may suffer 2 strain
entire sector to the Republic have fallen into the to add Linked 2 to his next Brawl check), Thisspiasian
hands of a Separatist spy. Can the PCs secure the Meditation (needs only 2 hours’ sleep to heal all strain
intel and return (or sell) it to the Jedi Council? suffered; once per session may spend 10 minutes once
per session to heal 8 strain), Force Powers (Battle Med-
OPPO RANCISIS [NEMESIS] itation, Enhance, Influence, Move, Sense).
Battle Meditation: Force Power. Rancisis may
spend ooo to add automatic q to all checks made by
3 2 5 3 4 4 up to 6 friendly targets at extreme range before the end
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
of his next turn; he may suffer 4 strain to upgrade this
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE to planetary range. May commit hhh to sustain the
4 15 20 1 1 effect on all affected targets while they remain in range.
May not be activated multiple times.
Skills: Brawl 2 (HH
HHF F ), Cool 3 (HHH
HHHF F ), Discipline Equipment: Oppo Rancisis’s lightsaber (Lightsaber;
4 (HHHH
HHHH), Knowledge (Lore) 4 (HHHH HHHHF F ), (HHH
HHHF F w) Damage 8; Critical 2; Range [Engaged];
Knowledge (Warfare) 4 (HHHH HHHHF F ), Leadership 3 Breach 1, Sunder, Superior), tail attack (Brawl; (HH
HHFF)
(HHH
HHHF F ), Lightsaber 3 (HHH HHHF F ), Negotiation Damage 5; Critical 4; Range [Engaged]; Disorient 2,
3 (HHH
HHHF F ), Perception 4 (HHH
HHHF F ), Vigilance 2 Knockdown), Jedi robes (+1 soak, defense 1), Jedi util-
(HH
HHFF FF). ity belt, encrypted comlink.

HEROES ON BOTH SIDES


32
Star Wars Roleplaying
PLO KOON ADVENTURE AND ENCOUNTER IDEAS

Plo Koon was a Kel Dor Jedi Master serving as a mem- • The Jedi Council has lost contact with Master Plo
after he led a recon mission behind enemy lines. The
ber of the Jedi High Council during the last years of the
PCs are ordered to locate the lost Jedi Master - and
Galactic Republic. Considered level-headed and unflap- if need be, rescue him from whatever predicament
pably calm, Koon was among the wisest members of the he and his men have found themselves in.
Jedi Order. He was deeply concerned with every form of
life, but still frequently undertook dangerous missions. • When the PCs are tasked with transporting sensitive
material or personnel through enemy space, Master
Known by many simply as Master Plo, he was the
Plo offers to fly fighter escort to support them in
Jedi who found Ahsoka Tano, with whom he would, from
their mission.
that moment, share a special bond. He was also among
the Jedi who participated in the Battle of Geonosis. He
became a High Jedi General in the Clone Wars and took PLO KOON [NEMESIS]
part in such conflicts as the Battle of Abregado and the
Second Battle of Felucia.
Master Plo was a skilled pilot and his piloting skills
3 4 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
were as well known as his abilities with a lightsaber.
Some people considered him to be the third best pilot SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

in the Jedi Order after Anakin Skywalker and Saesee 4 17 18 1 1


Tiin. He also had the ability to breathe and survive in
space for a short period of time owing to his thick Kel Skills: Charm 3 (HHHHHHF F ), Cool 3 (HHHHHHFF ),
Dor hide. Discipline 4 (HHHH
HHHH), Gunnery 2 (HH HHFF
FF),
Knowledge (Lore) 2 (HH
HHF F ), Leadership 3 (HHH
HHHFF ),
USING THIS CHARACTER Lightsaber 4 (HHH
HHHF F ), Perception 4 (HHHHHHFF ),
A high-ranking Jedi General in his own right, Plo Koon Piloting (Space) 4 (HHHH
HHHH), Survival 3 (HHH HHH),
is equally comfortable leading from the bridge of a Jedi Vigilance 2 (HH
HHFFFF).
cruiser as he is getting into the thick of the fighting. Talents: Adversary 3 (upgrade difficulty of all combat
Clone trooper PCs will find him to be amongst the most checks against this target three times), Force Rating
compassionate generals when it comes to their welfare, 4, Improved Parry 3 (when struck by a melee attack
and the wise master always has a moment to offer sage but before applying soak, as an out-of-turn incidental,
advice to budding Jedi player characters. may suffer 3 strain to reduce damage by 5; if used
then after attack is resolved may spend y or ttt
to automatically hit one target with wielded lightsaber,
inflicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 4 (when struck by
a ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 6; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), In-
spiring Rhetoric (as an action, may make an Average
(FF
FF) Leadership check; each q causes one ally in
short range to recover 1 strain; spend w to cause one
affected ally to recover 1 additional strain), Master Pilot
(once per round when piloting a starship, may suffer 2
strain to perform any action as a maneuver instead).
Abilities: Atmospheric Requirement (must wear a
breathing mask to breath and see outside his native
environment. Can survive in vacuum for up to 5 min-
utes), Father To His Men (adds ss to Leadership
checks targeting clone troopers under his command),
Force Powers (Enhance, Influence, Move, Sense).
Enhance: Force Power. Plo Koon may use this
power when making Piloting (Space) checks.
Equipment: Plo Koon’s lightsaber (Lightsaber;
(HHH
HHHF F ) Damage 9; Critical 1; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
33
PONG KRELL PONG KRELL [NEMESIS]

Pong Krell, was a Besalisk Jedi Master during the last


years of the Galactic Republic. During the Clone Wars, 5 4 4 3 4 4
he held the rank of Jedi General in the Grand Army BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

of the Republic. Although the clone troopers under his SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

command sustained the highest casualty rates, Krell 8 22 20 3 3


was recognized as a successful general due to his victo-
ries on the battlefield. He was also noted for his ferocity Skills: Brawl 4 (HHHH
HHHHF F ), Coercion 4 (HHHH
HHHH),
in personal combat. The advantage of his four-armed Cool 2 (HH
HHFF FF), Deception 3 (HHHHHH), Discipline
physiology allowed him to use a unique form of lightsa- 4 (HHHH
HHHH), Leadership 3 (HHH HHHF F ), Lightsaber 4
ber combat; wielding two double-bladed lightsabers at (HHHH
HHHHF F ), Resilience 4 (HHHH
HHHHF F ), Vigilance 3
the same time. (HHH
HHHF F ).
Unknown to many however, General Krell was growing Talents: Adversary 3 (upgrade difficulty of all combat
increasingly disillusioned with the Jedi Order. His gift checks against this target three times), Force Rating
for seeing the future allowed him to glimpse the power
4, Improved Parry 3 (when struck by a melee attack
of an ascendant Dark Side - leading him to question if
but before applying soak, as an out-of-turn incidental,
he was on the right side of the conflict.
may suffer 3 strain to reduce damage by 5; if used
USING THIS CHARACTER then after attack is resolved may spend y or ttt
to automatically hit one target with wielded lightsaber,
Pong Krell is one of the most powerful warriors in the inflicting base damage plus any damage from applicable
ranks of the Jedi Order, but he has a dark edge that talents or abilities), Improved Reflect 4 (when struck by
threatens to dominate his mind entirely. The longer the a ranged attack but before apply­ing soak, may suffer
war drags on, the more likely that PCs will find them- 3 strain to reduce damage by 6; if used, then after
selves fighting against this highly dangerous opponent attack is resolved, may spend y or ttt to automat-
when he eventually turns to the Dark Side. ically hit one target within medium range, dealing the
same damage as the hit from the initial ranged attack),
ADVENTURE AND ENCOUNTER IDEAS Multiple Opponents (adds s to all Brawl, Melee, and
Lightsaber combat checks when engaged with multiple
• The PCs are assigned to serve under the command opponents).
of the infamous Krell. Though effective, his tactics
Abilities: Additional Limbs (gains an additional free
force the group to risk their lives for every inch of
ground. How long can they take the strain? maneuver per turn, but still may not perform more than
two maneuvers per turn), Flexible Morality (may use
• While smuggling supplies to a war-torn city, i at a cost of 1 strain per point), Force Powers (Bind,
the PCs find themselves caught up in an all-out Enhance, Foresee, Influence, Move, Sense).
onslaught from Krell and his men, who don’t seem
Bind: Force Power. Krell may spend o to
to distinguish civilian from Separatist.
immobilize a target within short range until
the end of his next turn; may spend oo
to affect up to 2 additional targets; may
also spend o to move all targets one
range band closer or further away.
Foresee: Force Power.
When making a skill check to
determine Initiative, Krell may
roll a Foresee power check as
part of the pool. He may spend
o to gain q per point on the
check.
Equipment: Krell’s paired
double-bladed lightsabers
(Lightsaber; (HHHH
HHHHF F)
Damage 9; Critical 2;
Range [Engaged]; Breach
1, Defensive 1, Deflection 1,
Linked 1, Sunder, Unwieldy
3, Vicious 3), Jedi robes (+1
soak, defense 1), Jedi utility
belt, encrypted comlink.

HEROES ON BOTH SIDES


34
Star Wars Roleplaying
PROFESSOR HUYANG Abilities: Additional Limbs (gains an additional free
maneuver per turn, but still may not perform more
Professor Huyang was an architect droid who guided than two maneuvers per turn), Droid (does not need
the initiates of the Jedi Order in the construction of to breathe, eat, or drink and can survive in vacuum or
their lightsabers. Based aboard the Jedi training cruiser underwater; immune to poisons and toxins), Trust The
Crucible, Huyang’s instruction would commence once a Components (any lightsaber crafting check that Huyang
class of younglings had passed the Gathering on Ilum assists with gains automatic ww).
and collected their lightsaber crystals. Equipment: Welding torch (Melee; (FFFFFF) Damage 6;
By the time of the Clone Wars, thousands of genera- Critical 4; Range [Engaged]; Burn 3, automatic w on
tions of Jedi had passed through Huyang’s tutelage and Mechanics checks), lightsaber crafting supplies.
completed their lightsabers.

USING THIS CHARACTER


Meeting Professor Huyang and having him oversee the
construction of their first lightsaber is a step that almost
every single Jedi goes through as a young initiate. If
Jedi PCs already have their lightsabers, then they will
likely have their own memories of the fussy droid and
his uncompromising approach to producing only the fin-
est blades for the Order.

ADVENTURE AND ENCOUNTER IDEAS

• Whilst telling tales amongst the party, the Jedi PCs


in the group experience a flashback to their own
time completing the Gathering on Ilum and working
under Huyang to craft their first lightsabers.
• Desperate for credits, a group of fringer PCs hear
tales of a ship that holds an entire hoard of Jedi
treasures. All they have to do is deal with the
solitary droid who resides on board.

PROFESSOR HUYANG [NEMESIS]

3 2 4 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 15 15 0 0
Skills: Brawl 2 (HH
HHFF ), Computers 3 (HHH
HHHF F ), Cool
1 (H
H ), Knowledge (Education) 3 (HHH
HHHF F ), Knowledge
(Lore) 4 (HHHH
HHHH), Mechanics 3 (HHH HHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Eye For Detail 2 (as
an incidental, after rolling the dice pool for a Mechanics
or Computers check but before interpreting the results,
may suffer up to 2 strain and convert an equal number
of q into w), Nobody’s Fool 2 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
target twice), Quick Draw (once per round, may draw or
holster a weapon or accessible item as an incidental),
Tinkerer 1 (may choose one piece of equipment and
increase its number of hard points by one).

HEROES ON BOTH SIDES


Star Wars Roleplaying
35
QUINLAN VOS ADVENTURE AND ENCOUNTER IDEAS

Quinlan Vos was a male Kiffar Jedi Master who lived • The PCs are sent to bring Vos to Coruscant for an
intelligence debriefing. When they find him, he
during the final days of the Galactic Republic. Hailing
refuses to come and claims the debrief is a trap to
from the planet Kiffu, he was a maverick within the Jedi expose his spies in the Separatist ranks. Will the
Order and garnered a reputation for bending the rules. PCs believe him?
Vos was renowned for his retrocognition - an ability
that allowed him to perceive others’ memories when • Vos hires the PCs to spy on a corrupt Republic
touching objects they had contacted. Due to this ability, officer and find out who his Separatist handler is.
Vos was an expert tracker. This and his talent for under-
cover work meant that many of his missions took him QUINLAN VOS [NEMESIS]
into the criminal underworld.
Though Quinlan Vos was a good Jedi in many ways,
he suffered an ongoing struggle with the dark side that
3 4 3 4 3 3
continued long into the Clone Wars. Quinlan was openly BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

disdainful of clone troopers, who in turn disliked him, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
and he preferred the company of the scum and villainy 4 18 18 1 1
who made up his network of spies.
Skills: Brawl 3 (HHH
HHH), Cool 3 (HHH
HHH), Coordination
USING THIS CHARACTER 3 (HHH
HHHF F ), Discipline 2 (HH HHF F ), Knowledge
Quinlan Vos is a Jedi who toes the line between the light (Underworld) 4 (HHH
HHHF F ), Lightsaber 4 (HHH
HHHF F ),
and dark, which means he may serve as ally or obstacle Perception 3 (HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ),
to different PCs depending on where their own sense Skulduggery 3 (HHHHHHF F ), Stealth 3 (HHH
HHHF F ),
of morality falls. Fringe PCs will find him to be a ready Vigilance 3 (HHH
HHH).
source of information or credits - as a spy, he is always Talents: Adversary 3 (upgrade difficulty of all combat
willing to pay for information. Jedi or clone PCs, on the checks against this target three times), Force Rating 4,
other hand, may find some of his methods to be a Improved Reflect 3 (when struck by a ranged attack
little more dubious. but before apply­ing soak, may suffer 3 strain to reduce
damage by 5; if used, then after attack is resolved,
may spend y or ttt to automatically hit one target
within medium range, dealing the same damage as
the hit from the initial ranged attack), Parry 3 (when
struck by a melee attack but before applying soak,
as an out-of-turn incidental, may suffer 3 strain to
reduce damage by 5).
Abilities: Flexible Morality (may use i at a cost
of 1 strain per point), Force Powers (Enhance, Influ-
ence, Move, Seek, Sense).
Enhance: Force Power. Vos may use this power
when making Brawl checks.
Seek: Force Power. Vos may spend o to gain
insight on the recent history of an object he is
touching; may also commit h to track the last
person to hold the object.
Equipment: Quinlan Vos’s lightsaber (Lightsa-
ber; (HHH
HHHF F ) Damage 9; Critical 2; Range
[Engaged]; Breach 1, Sunder, Vicious 2), blast-
er pistol (Ranged [Light]; (HHH
HHHF F ) Damage 6;
Critical 3; Range [Medium]; Stun setting), Jedi
robes (+1 soak, defense 1), Jedi utility belt, en-
crypted comlink.

HEROES ON BOTH SIDES


36
Star Wars Roleplaying
RIG NEMA
Rig Nema was a Halaisi Jedi doctor who served the
Jedi Order during the Clone Wars as one of the order’s
principal healers. Having studied medicine at both the
Jedi Temple and traditional Republic medical colleges,
Doctor Nema was qualified as a regular physician in ad-
dition to being trained in the healing arts of the Jedi.
Meticulous and professional in her work, Nema was
often the first port of call for any xenological queries the
Jedi Council might have. Loyal to the Order, she did her
best to treat every medical procedure as an opportunity
to teach the Padawans and initiates who sought to fol-
low in her footsteps as a dedicated healer.

USING THIS CHARACTER


Jedi PCs are most likely to encounter Doctor Nema if
they ever find themselves having to stay in the Jedi
Temple’s medical facilities. An exemplary physician, Ne-
ma’s skills in the healing arts will ensure even the most
gruesome injuries are treated to the best standard the
Republic has to offer.
Clones or other non-Jedi PCs may find themselves
in Nema’s charge if they contract a particularly rare or
dangerous disease. There are countless places in the
galaxy where ancient Sith viruses can be encountered,
and getting an infected PC to Doctor Nema may be the
only chance a party has to find out what can be done
to stop it.

ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Mas-
• When a member of the party is plagued by
ter Doctor (once per round, may suffer 2 strain to de-
nightmares and visions of horror descending on the
crease the difficulty of the next Medicine check once,
vulnerable Republic, they are taken to Doctor Nema
for a series of deprivation rituals designed to find to a minimum of Easy (F F )), Parry 2 (when struck by
out if these are simply bad dreams or something a melee attack but before applying soak, as an out-of-
more sinister at work. turn incidental, may suffer 3 strain to reduce damage by
5), Reflect 2 (when struck by a ranged attack but before
• A Jedi Master has been infected with a potent apply­ing soak, may suffer 3 strain to reduce damage by
disease whilst exploring an ancient Sith ruin. Doctor 4), Surgeon 3 (when making a Medicine check to help
Nema has identified a potential cure, but needs the a character heal wounds, the target heals 3 additional
PCs to find a rare ingredient from the other side of wounds).
the galaxy if she is going to be able to recreate it.
Abilities: Force Powers (Enhance, Heal, Move, Sense).
RIG NEMA [NEMESIS] Heal: Force Power. Doctor Nema may spend o to
heal 4 wounds on a living creature that she can touch;
she may also spend o to heal one status effect from
2 3 4 4 3 3 the target creature. May combine a Hard (FFF
FFF) Med-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE icine check with a Heal power check to also heal one
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Critical Injury if the check succeeds.
3 14 16 1 1 Equipment: Rig Nema’s lightsaber (Lightsaber;
(HH
HHF F ) Damage 8; Critical 2; Range [Engaged];
Skills: Charm 2 (HHHHF F ), Computers 2 (HH
HHFF FF), Breach 1, Sunder), light Jedi robes (+1 soak, defense
Cool 2 (HH
HHF F ), Discipline 3 (HHH
HHH), Knowledge 1), Jedi utility belt, encrypted comlink.
(Education) 3 (HHHHHHF F ), Knowledge (Xenology)
4 (HHHH
HHHH), Lightsaber 3 (HH HHF F ), Medicine 4
(HHHH
HHHH), Perception 3 (HHH HHHF F ), Survival 2
(HH
HHFF FF), Vigilance 1 (H
H FF
FF).

HEROES ON BOTH SIDES


Star Wars Roleplaying
37
SAESEE TIIN SAESEE TIIN [NEMESIS]

Saesee Tiin, a Force-sensitive Iktotchi male from the


moon Iktotch, was a Jedi Master who served on the 3 4 4 3 4 3
Jedi High Council. A skilled lightsaber combatant and BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

starfighter pilot, Tiin fought in the Clone Wars as a Jedi SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

General of the Grand Army of the Republic. 4 17 18 1 1


Dour and humorless, but stubbornly focused on his
duties, Master Tiin had natural telepathic powers that Skills: Astrogation 2 (HHHHFFFF), Cool 3 (HHH
HHH),
were superior to most other Jedi, and he was an ace Discipline 4 (HHHH
HHHH), Gunnery 3 (HHH HHHFF ),
starfighter pilot. Upgrading many of the Order’s craft, Leadership 2 (HH HHF F ), Lightsaber 4 (HHH
HHHFF ),
Tiin was said to be rivaled only by Jedi Anakin Skywalker Mechanics 3 (HHH HHHF F ), Perception 3 (HHH
HHH),
in his natural piloting skills. Piloting (Space) 4 (HHHH
HHHH), Resilience 2 (HH F ),
HHF
He was also a skilled swordsman, something he Vigilance 3 (HHH
HHHF F ).
proved numerous times during the Clone Wars. Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Brilliant Evasion
USING THIS CHARACTER (once per encounter as an action when piloting a ve-
Master Tiin is one of the more reclusive voices on the hicle or starship, may select one opponent and make
Jedi Council, and this can make him very hard to ap- an opposed Piloting (Planetary or Space) check.
proach for both Jedi and non-Jedi PCs alike. A serious On a success, the opponent’s vehicle or starship cannot
being, Tiin tends to keep his thoughts to himself most of make any attacks against the character’s vehicle for 4
the time and speaks only when strictly necessary. rounds), Force Rating 4, Full Throttle (take a Full Throttle
As such, even if the PCs should find themselves un- action and make a Hard (FFF FFF) Piloting (Planetary
der his command or otherwise working alongside him or Space) check to increase vehicle’s top speed by one
during the course of events, Master Tiin’s contribution for three rounds), Improved Reflect 4 (when struck by
to any discussion is likely to be little more than a curt a ranged attack but before apply­ing soak, may suffer 3
remark or shrewd opinion. strain to reduce damage by 6; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
ADVENTURE AND ENCOUNTER IDEAS damage as the hit from the initial ranged attack), Mas-
ter Pilot (once per round when piloting a starship, may
• Master Tiin plans to lead a mixed squadron of
suffer 2 strain to perform any action as a maneuver
starships in running a Separatist blockade - and the
PCs’ ship has been drafted for the mission. instead), Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
• A band of extremists have hijacked a Republic suffer 3 strain to reduce damage by 5).
battleship. Master Tiin has given the PCs one
rotation to retake the ship or he will be forced to Abilities: Didn’t Forget About You (once per encoun-
destroy it - with any loyal Republic crew still captive ter, Tiin may upgrade the ability of a Gunnery check he
on board. makes against an undamaged vehicle or starship once),
Force Powers (Enhance, Influence, Move, Sense).
Enhance: Force Power. Saesee Tiin may use this
power when making Piloting (Space) checks.
Equipment: Saesee Tiin’s lightsaber (Lightsaber;
(HHH
HHHF F ) Damage 8; Critical 2; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
Jedi utility belt, encrypted comlink.

HEROES ON BOTH SIDES


38
Star Wars Roleplaying
SHAAK TI Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating 4,
Shaak Ti was a Togruta Jedi Master and member of the Improved Inspiring Rhetoric (as an action, may make
Jedi High Council in the waning years of the Galactic an Average (FF FF) Leadership check; each q causes
Republic. In addition to her role as a general for the one ally in short range to recover 1 strain; spend w to
Grand Army of the Republic, she personally oversaw the cause one affected ally to recover 1 additional strain;
training and development of clone forces on Kamino. each ally affected gains s to all checks for four rounds),
Improved Reflect 4 (when struck by a ranged attack
Ti was noted by the recruits to be a helping and caring
but before apply­ing soak, may suffer 3 strain to reduce
individual, valuing the lives of the clones not as objects
but as people. This often led to conflict with the Ka- damage by 6; if used, then after attack is resolved, may
minoans, who regarded them as property. She openly spend y or ttt to automatically hit one target with-
opposed the Kaminoans’ preferred methods of treating in medium range, dealing the same damage as the hit
clones, such as hyper tests and termination. Ti wasn’t from the initial ranged attack), Makashi Technique (may
afraid to invoke authority over the Kaminoans in order use Presence instead of Brawn when making Lightsaber
to protect the soldiers. skill checks), Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
USING THIS CHARACTER suffer 3 strain to reduce damage by 5).
Although she attends regular Council meetings on Cor- Abilities: Galvanize The Troops (once per session, as
uscant, for the most part Shaak Ti remains at her post an out-of-turn incidental, Shaak Ti allows all allies in the
on Kamino overseeing the training of new clone recruits. encounter to the decrease the difficulty of their next
As such, she is the only member of the Jedi Council who skill once, to a minimum of Easy (F F )), Force Powers
is more accessible to clone PCs than actual Jedi PCs. (Enhance, Influence, Move, Sense).
Master Ti holds a sincere compassion for the clones’ Equipment: Shaak Ti’s lightsaber (Lightsaber;
welfare, and any clone trooper should feel comfortable (HHH
HHHF F w) Damage 9; Critical 2; Range [Engaged];
bringing any concerns they have to her. If it is in her Breach 1, Sunder, Superior), Jedi robes (+1 soak,
power, she will assist - or offer keen advise on how best defense 1), Jedi utility belt, encrypted comlink.
to proceed, even if sometimes this does come in the
form of a traditional Jedi proverb or two.

ADVENTURE AND ENCOUNTER IDEAS

• When the PCs uncover information that suggests


there is a spy on Kamino, they must work with
Master Ti to root out the traitor and protect the
‘master template’ - the core sample of Jango Fett’s
DNA which is used to produce clone troopers.
• Tipoca City has lost contact with a squad of
trainee clones that has disappeared during an
aquatic exercise in the stormy Kamino oceans.
Shaak Ti enlists the PCs to venture out in one
of the Kaminoan submarine craft to find the
squad - and hopefully bring them back in one
piece.

SHAAK TI [NEMESIS]

2 3 4 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 16 18 1 1
Skills: Charm 3 (HHH HHHF F ), Cool 3 (HHH
HHHF F ),
Discipline 4 (HHHH
HHHH), Knowledge (Xenology) 2
(HH
HHFF FF), Leadership 4 (HHHH
HHHH), Lightsaber 3
(HHH
HHHF F ), Negotiation 3 (HHH
HHHF F ), Perception
3 (HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
39
TERA SINUBE solved may spend y or ttt to automatically hit one
target with wielded lightsaber, inflicting base damage
Tera Sinube was a male Cosian Jedi Master who lived plus any damage from applicable talents or abilities),
during the last days of the Galactic Republic and sat Reflect 3 (when struck by a ranged attack but before
on the Jedi High Council sometime before the Invasion apply­ing soak, may suffer 3 strain to reduce damage
of Naboo, though he had long given up his seat by the by 5; if used, then after attack is resolved, may spend
time of the Clone Wars. He required a cane to support y or ttt to automatically hit one target within me-
his gnarled frame and moved about at the same mea- dium range, dealing the same damage as the hit from
sured pace with which he approached every situation. the initial ranged attack), Sense The Scene (once per
Jovial and good-natured, Sinube had an intimate session, may perform the Sense The Scene action; make
knowledge of the workings of Coruscant’s criminal un- a Hard (FFFFFF) Perception check while present at a
derworld and was regarded as an expert on the subject. single crime scene or similar location, adding hhhh
His connection to the Force allowed him to solve crimes to the check. If the check succeeds and generates o,
faster than seasoned detectives in the Coruscant Police. may identify the emotional state of one person involved
in the crime; may spend additional o to identify the
USING THIS CHARACTER emotional state of one additional person involved in
the crime, and may do so multiple times), Shien Tech-
As an expert on the Coruscant underworld, Master Sin-
nique (may use Cunning instead of Brawn when making
ube is most likely to be encountered by Jedi or Repub-
Lightsaber skill checks).
lic-aligned PCs who are seeking information on people
of places in the capital’s criminal underbelly. Abilities: Force Powers (Enhance, Influence, Move,
Seek, Sense).
Despite his age, Master Sinube does occasionally
jump at the chance to take an active role in investi- Seek: Force Power. Sinube may spend oo to gain
gations once more and the PCs may end up with the insight into the general location or direction of a person
doddering old Jedi insisting on accompanying them on or object that he knows about, regardless of current
their next mission. distance. May also commit h to upgrade the ability
of Vigilance and Perception checks once (may not be
activated multiple times).
ADVENTURE AND ENCOUNTER IDEAS
Equipment: Sinube’s lightsaber (Lightsaber; (HHH
HHHF F)
• Master Sinube is holding a lesson for a clan of Damage 9; Critical 2; Range [Engaged]; Breach 1,
younglings when he sees the PCs walking by and Sunder), Jedi robes (+1 soak, defense 1), Jedi utility
conscripts them as impromptu volunteers. belt, encrypted comlink.
• After the PCs request his expertise ahead of a
mission into the Coruscant underworld, Master
Sinube asks to come along instead.

TERA SINUBE [NEMESIS]

2 2 4 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 17 1 1
Skills: Charm 3 (HHH HHHF F ), Cool 3 (HHH HHHF F ),
Discipline 4 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHHF F ),
Knowledge (Underworld) 5 (HHHH HHHHF F ), Lightsaber 3
(HHH
HHHF F ), Negotiation 4 (HHHH
HHHH), Perception 4
(HHHH
HHHH), Piloting (Planetary) 1 (H H F ), Streetwise 3
(HHH
HHHF F ), Vigilance 2 (HH
HHFF ).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Good
Cop 2 (may spend ww from a Charm or Negotiation
check to upgrade the ability of a single ally’s subse-
quent Social Interaction skill check twice against the
same target in the same encounter), Improved Parry
3 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 5; if used then after attack is re-

HEROES ON BOTH SIDES


40
Star Wars Roleplaying
THOLME
Tholme was a Jedi Master who served as a spymaster
for the Order during the Clone Wars. Tholme was a firm
believer in the old ways of the Jedi, and saw the spy
network he established with his former Padawan Quin-
lan Vos as the best way for him to help bring a swift end
to the violence. Unlike most Jedi, Tholme was more of
a mastermind of events, rather than a diplomat or a
warrior. His talent with the Jedi mind trick was consid-
erable, as was his ability to shield his presence in the
Force. These served him well in his efforts as one of the
Orders principal spies.

USING THIS CHARACTER


As a master of spies, Tholme rarely emerges from the
shadows to take any direct action himself. The most like-
ly avenue for him to encounter the PCs is to become
aware of their deeds from a distance and then approach
them through an intermediary with a proposal to work
for him as one of his countless operatives.
Should they take up such an offer and prove to be
successful in their missions, the PCs will likely eventual-
ly earn a face-to-face meeting with the spymaster. On
the other hand, should they prove a liability (or worse,
an active enemy) of Republic interests, Tholme would
have little qualms in abandoning them - or even turning
them in.

Talents: Adversary 2 (upgrade difficulty of all combat


ADVENTURE AND ENCOUNTER IDEAS
checks against this target twice), Force Rating 4, Know
• A chance encounter in a shady cantina results in Their Weakness 2 (once per session, may choose one
one of Tholme’s spies being fatally wounded in the target within short range and perform the Know Their
crossfire. Desperate to complete her mission, the Weakness action to make a Hard (FFF FFF) Perception
operative passes an encrypted datapad to the party check. If successful, Tholme downgrades the difficulty
and begs them to deliver it to another agent on the of social skill checks he makes against that target twice),
other side of the galaxy. Parry 3 (when struck by a melee attack but before ap-
plying soak, as an out-of-turn incidental, may suffer 3
• The PCs discover that the seemingly innocuous
strain to reduce damage by 5), Reflect 2 (when struck
merchant they have been working for recently is in
fact one of Tholme’s agent who has been impressed by a ranged attack but before apply­ing soak, may suffer
enough with their work to recommend them for 3 strain to reduce damage by 4), Shien Technique (may
more dangerous missions directly from his superior. use Cunning instead of Brawn when making Lightsaber
skill checks).
THOLME [NEMESIS] Abilities: Force Powers (Enhance, Influence, Move,
Sense).
Influence: Force Power. May spend up to oo to
2 2 4 4 4 3 stress the mind of one target at short range per o,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
inflicting 1 strain on each; make an opposed Disci-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE pline vs. Discipline check combined with an Influence
3 15 18 1 1 power check and spend o to force the target to adopt
an emotional state or believe something untrue for 5
Skills: Cool 3 (HHHHHH), Deception 4 (HHHH HHHH), rounds or 25 minutes.
Discipline 4 (HHHH
HHHH), Knowledge (Education) 3 Equipment: Tholme’s lightsaber (Lightsaber;
(HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHHF F ), Knowledge (HHH
HHHF F ) Damage 8; Critical 1; Range [Engaged];
(Underworld) 5 (HHHH
HHHHF F ), Lightsaber 3 (HHH
HHHF F ), Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
Negotiation 3 (HHHHHH), Perception 4 (HHHH HHHH), Jedi utility belt, encrypted comlink.
Skulduggery 2 (HH HHFFFF), Stealth 4 (HH HHFF FF),
Streetwise 4 (HHHH
HHHH), Vigilance 3 (HHH HHHF F ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
41
TIPLAR AND TIPLEE q causes one ally in short range to recover 1 strain;
spend w to cause one affected ally to recover 1 addi-
Tiplar and Tiplee were Mikkian sisters who served the tional strain), Parry 3 (when struck by a melee attack
Jedi Order and the Galactic Republic during the Clone but before applying soak, as an out-of-turn incidental,
Wars. Both sisters were commissioned as Jedi Generals may suffer 3 strain to reduce damage by 5).
in the Grand Army of the Republic and led a battalion of Abilities: Twin Bond (When Tiplar and Tiplee are with-
clone troopers side by side. in short range of each other and one of them suffers
Although Jedi ruled out emotional attachments, the strain voluntarily, the other may suffer some or all of
Mikkian sisters still had a strong twin bond that allowed the strain instead), Force Powers (Enhance, Influence,
them to draw on each other for strength in the face of Move, Sense).
danger - and to watch each other’s backs. Equipment: Tiplar’s lightsaber (Lightsaber; (HHH
HHH)
Damage 8; Critical 1; Range [Engaged]; Breach 1, Sun-
USING THESE CHARACTERS
der), Jedi robes (+1 soak, defense 1), Jedi utility belt,
This pair of Jedi sisters spend most of their time lead- encrypted comlink.
ing their clone troopers on the frontlines, so could be
encountered wherever there is a battle. The only caveat TIPLEE [NEMESIS]
is that where one sister is found, the other is never far.
The green-skinned Tiplar is the more mature and se-
rene of the two, whilst the red-tinted Tiplee is more im- 3 4 3 4 3 4
pulsive and prone to leap into the fray without a second BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

thought. Their differing personalities mean each sister SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

will have different opinions on the PCs and their actions. 4 16 15 1 1


ADVENTURE AND ENCOUNTER IDEAS Skills: Coercion 2 (HH
HHF F ), Cool 3 (HHH
HHHF F ),
Coordination 3 (HHH
HHHF F ), Discipline 3 (HHH
HHH),
• One of the sisters has been captured by a Separatist Leadership 2 (HH FF), Lightsaber 3 (HHH
HHFF HHH),
warlord, and the other enlists the PCs to help rescue Perception 3 (HHH
HHHFF ), Vigilance 4 (HHH
HHHF F ).
her lost sibling. Talents: Adversary 2 (upgrade difficulty of all combat
• The two siblings are unable to agree on the best checks against this target twice), Force Rating 4, Bad
strategy for an upcoming battle. Can the PCs help Cop 1 (may spend ww from a Coercion or Deception
them come to a decision in time? check to upgrade the ability of a single ally’s subsequent
Social Interaction skill check once against the same tar-
TIPLAR [NEMESIS] get in the same encounter), Improved Reflect 4 (when
struck by a ranged attack but before apply­ing soak, may
suffer 3 strain to reduce damage by 6; if used, then
3 4 3 4 3 4 after attack is resolved, may spend y or ttt to au-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE tomatically hit one target within medium range, dealing
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
the same damage as the hit from the initial ranged at-
4 16 15 1 1 tack), Parry 3 (when struck by a melee attack but before
applying soak, as an out-of-turn incidental, may suffer
Skills: Athletics 3 (HHH
HHH), Charm 2 (HH
HHFF FF), Cool 3 strain to reduce damage by 5), Scathing Tirade (as an
3 (HHH
HHHF F ), Discipline 4 (HHH
HHHFF ), Leadership action, make an Average (FF FF) Coercion check; for
2 (HH
HHFF FF), Lightsaber 3 (HHH
HHH), Negotiation each q, 1 enemy within short range suffers 1 strain;
3 (HHH
HHHF F ), Perception 3 (HHH
HHHF F ), Vigilance 2 spend w to inflict additional strain).
(HH
HHF F ). Abilities: Twin Bond (When Tiplar and Tiplee are with-
Talents: Adversary 2 (upgrade difficulty of all combat in short range of each other and one of them suffers
checks against this target twice), Force Rating 4, Good strain voluntarily, the other may suffer some or all of
Cop 1 (may spend ww from a Charm or Negotiation the strain instead), Force Powers (Enhance, Influence,
check to upgrade the ability of a single ally’s subse- Move, Sense).
quent Social Interaction skill check once against the Equipment: Tiplee’s lightsaber (Lightsaber; (HHH
HHH)
same target in the same encounter), Improved Reflect Damage 8; Critical 1; Range [Engaged]; Breach 1, Sun-
4 (when struck by a ranged attack but before apply­ der), Jedi robes (+1 soak, defense 1), Jedi utility belt,
ing soak, may suffer 3 strain to reduce damage by 6; encrypted comlink.
if used, then after attack is resolved, may spend y or
ttt to automatically hit one target within medium
range, dealing the same damage as the hit from the
initial ranged attack), Inspiring Rhetoric (as an action,
may make an Average (FF FF) Leadership check; each

HEROES ON BOTH SIDES


42
Star Wars Roleplaying
HEROES ON BOTH SIDES
Star Wars Roleplaying
43
YODA YODA [NEMESIS]

Yoda was a legendary Jedi Master who led the Jedi High
Council in the centuries leading to the fall of the Galactic 1 2 4 4 5 5
Republic. Small in stature but revered for his wisdom BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

and power, Yoda trained generations of Jedi, ultimately SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

serving as the Grand Master of the Jedi Order. Having 2 16 26 1 1


lived through almost nine centuries of galactic history,
he played an integral role in the Clone Wars. Skills: Charm 4 (HHHH
HHHHF F ), Cool 4 (HHHH
HHHHF F ),
Known for his wisdom, Yoda had spent eight centuries Discipline 5 (HHHHH
HHHHH), Knowledge (Core Worlds)
training and tutoring generations of Jedi. To his stu- 4 (HHHH
HHHH), Knowledge (Education) 4 (HHHH HHHH),
dents, the elfin Yoda could appear as either very strict or Knowledge (Lore) 5 (HHHH HHHHF F ), Knowledge
like a grandfatherly figure, testing them to mental and (Outer Rim) 4 (HHHH
HHHH), Knowledge (Xenology) 4
physical extremes one moment and showing warmth the (HHHH
HHHH), Leadership 5 (HHHHH HHHHH), Lightsaber 5
next. Students often strongly disagreed with him at first, (HHHHH
HHHHH), Negotiation 4 (HHHH HHHHF F ), Perception
but gradually came to understand his attitudes. 5 (HHHH
HHHHF F ), Resilience 2 (H
H F ), Stealth 3 (HH
HHF F ),
His small size and old age notwithstanding, Yoda was Survival 4 (HHHH
HHHH), Vigilance 4 (HHHH HHHHF F ).
extremely powerful and accomplished in the Force. Con- Talents: Adversary 4 (upgrade difficulty of all combat
sidered by many to be the greatest Jedi Master of the checks against this target four times), Calming Aura
era, Yoda was one of the most skilled lightsaber duelists (when an opponent targets Yoda with a Force power, re-
and users of the Force in the history of the galaxy. duce o generated by 1), Force Rating 8, Improved Par-
USING THIS CHARACTER ry 5 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain to
Given the huge responsibilities on the diminutive Jedi’s reduce damage by 7; if used then after attack is resolved
shoulders, Yoda is likely to only appear in person for a may spend y or ttt to automatically hit one target
group of PCs who are involved in the most important with wielded lightsaber, inflicting base damage plus any
(or dire) situations. His presence in the story should damage from applicable talents or abilities), Improved
come with suitable gravitas, and hearing words of wis- Reflect 5 (when struck by a ranged attack but before
dom come from his familiar unique parlance can add apply­ing soak, may suffer 3 strain to reduce damage by
cinematic value to an encounter that few other NPCs 7; if used, then after attack is resolved, may spend y
can bring. or ttt to automatically hit one target within medium
The party might encounter Yoda by hologram in a range, dealing the same damage as the hit from the
top-level military briefing, or perhaps even appear be- initial ranged attack), Natural Mystic (once per session,
fore the Jedi Council in person. Jedi PCs in particular Yoda may reroll any one Force power check), Niman
may have the occasional opportunity to turn to the wise Technique (may use Willpower instead of Brawn when
master for advice and guidance - though care should be making Lightsaber skill checks), Shroud (may spend 1
taken not to allow this too often, or it might diminish Destiny Point to make himself undetectable via Force
the impact that such a significant character can have powers and make his own powers go unnoticed for the
on the story. remainder of the encounter), The Force Is My Ally (once
per session, Yoda may suffer 2 strain to perform a Force
power action as a maneuver).
ADVENTURE AND ENCOUNTER IDEAS Abilities: Do Or Do Not (Yoda allows allies within short
range to downgrade the difficulty of their skill checks
• The PCs have uncovered a threat of such immensity once; they may suffer 2 strain to downgrade the difficul-
that they have been brought before the Jedi Council
itself to relay their discovery. The small, wizened ty twice instead), Silhouette 0, Force Powers (Enhance,
Yoda questions them with a gentle but direct Farsight, Foresee, Heal, Influence, Move, Seek, Sense).
manner, as he and his fellow masters resolve to Farsight: Force Power. Yoda may spend o to ignore
combat this new danger. the effects of darkness or blindness and see normally up
to extreme range for 3 rounds (or 3 minutes).
• While wandering the Jedi Temple, the PCs come
across Yoda in one of his few free moments, Foresee: Force Power. Yoda may spend o to gain
meditating alone. Although they may not wish to vague hints of events to come, up to three days into his
disturb him, the wise Jedi Master calls them over own personal future. Yoda can spend o to pick up 2
and asks them to join him. Even non-Jedi PCs will specific details from his vision.
be asked to relay their woes and concerns to him so Heal: Force Power. Yoda may spend o to heal 4
that he can offer some sage advice. wounds on a living creature, up to short range (includ-
ing himself).

HEROES ON BOTH SIDES


44
Star Wars Roleplaying
Move: Force Power. Yoda may spend o to increase Sense: Force Power. Yoda may spend o to sense all
the power’s range to long range, may spend o to in- living things within extreme range of himself (including
crease the size of the object he can move to silhouette animals and sentient beings). He may spend o to sense
4, and may spend o to increase the number of targets the current emotional state of 1 living target or spend
he can move to five. o to sense the current thoughts of up to 4 living targets
Seek: Force Power. Yoda may spend oo to gain with whom he is engaged. He may not activate either
insight into the general location or direction of a person ability multiple times.
or object that he knows about, regardless of current Equipment: Yoda’s shoto lightsaber (Lightsaber;
distance. Yoda may spend o to gain up to 2 additional (HHHHH
HHHHHss ss) Damage 7; Critical 1; Range [En-
details. Yoda may spend o and succeed at an Average gaged]; Accurate 2, Breach 1, Sunder, Vicious 1), Jedi
(FF
FF) Vigilance check (or opposed Vigilance vs. Dis- robes (+1 soak), Jedi utility belt, encrypted comlink,
cipline check) to see through illusions. He may spend gimer stick.
o to eliminate up to 2 Force-based illusions.

HEROES ON BOTH SIDES


Star Wars Roleplaying
45
T he Galactic Republic was a federal parliamentary
republic comprising thousands of worlds spread
across the galaxy. Adhering to a democratic consti-
With the outbreak of the Clone Wars following the
deadly Battle of Geonosis, the formerly demilitarized
Republic fielded its new clone army against the droid
tution, it was governed by a legislative body of two battalions of the Confederacy of Independent Sys-
thousand senators, known as the Galactic Senate, ap- tems. Throughout the conflict, the Grand Army of the
pointed to represent the interests of their respective Republic was deployed across the galaxy in order to
homeworlds on the galactic stage. put an end to the Separatists. As the Clone Wars pro-
gressed, more clone troopers sacrificed their lives out
It was led by the Supreme Chancellor, who was cho- of loyalty to both the Jedi and the Supreme Chancel-
sen from among the Senate’s ranks to arbitrate con- lor.
gressional sessions and represent the Republic as a
whole. In the years leading up to the Clone Wars and All the while, back on Coruscant, the Galactic Senate
during the conflict itself, the post of Supreme Chancel- endlessly debated the course of the war and what the
lor was held by Sheev Palpatine of Naboo. future would hold for the Republic that had stood for
a thousand years.

HEROES ON BOTH SIDES


46
Star Wars Roleplaying
ADMIRAL WILHUFF TARKIN
Wilhuff Tarkin served the Galactic Republic during the
Clone Wars. Enlisting in the Republic Navy having pre-
vious served in the Judicial Forces, Tarkin was assigned
as a Republic captain under Jedi Master Even Piell for
much of the first part of the conflict. After he and Piell’s
forces were ambushed and the pair taken prisoner by
the Confederacy of Independent Systems, Tarkin was
able to escape the dreaded Citadel prison with the help
of a Jedi and clone trooper strike team.
Following the deadly mission, he was soon promoted
to the rank of Admiral. However, despite their help in
his rescue, Tarkin resented the Jedi Order for its inde-
pendence from the military hierarchy, and for the fact
that their moral code prevented them from assisting the
Republic with the full extent of their power. He instead
remained a close ally of Supreme Chancellor Palpatine.

USING THIS CHARACTER


Although he considers his career ambitions in their in-
fancy, Tarkin is already a senior member of the military
hierarchy. A capable military commander, he is just as
likely to be found overseeing political machinations or
secret weapons development projects designed to be
kept far from the eyes of the Jedi Council.

ADVENTURE AND ENCOUNTER IDEAS

• Rumors have surfaced of a Jedi Knight turning


rogue and Tarkin is determined to hunt down the
fugitive in question. He enlists the PCs to bring
them to justice - though at times it seems as if the
Admiral is more concerned about undermining the
Jedi Order than locating the traitor.
• Separatist spies have sabotaged the latest weapons
project that Tarkin has been overseeing, giving his
political opponents the ammunition they need to Talents: Adversary 2 (upgrade difficulty of all combat
use against him. Unwilling to let this news damage checks against this target twice), Command 2 (add ss
public morale (or his career prospects) Tarkin has to Leadership checks; affected targets gain ss on Dis-
an intermediary hire some morally flexible PCs to cipline checks for the next 24 hours), Nobody’s Fool 2
“convince” his opponents that it would be in their (upgrade difficulty of all Charm, Coercion and Decep-
best interest to keep quiet. tion checks against this target twice).
Abilities: Commanding Presence (at the beginning of
ADMIRAL WILHUFF TARKIN [NEMESIS]
an encounter with Tarkin, each enemy and ally within
medium range or in communication with him makes a
2 2 3 4 5 4 Hard (FFF
FFF) Discipline check as an out-of-turn in-
cidental. Allies who succeed add automatic w to any
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
skill checks they make until the end of the encounter.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE If they succeed with e, they add automatic q instead.
3 14 20 0 0 Enemies who fail add automatic t to skill checks until
the end of the encounter. If they fail with y, they add
Skills: Charm 3 (HHH
HHHF F ), Coercion 2 (HH
HHFFFFFF), automatic r instead).
Cool 3 (HHH
HHHF F ), Deception 3 (HHH
HHHF F ), Discipline
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
3 (HHH
HHHFF FF), Knowledge (Core Worlds) 4 (HHH HHHF F ),
age 6; Critical 3; Range [Medium]; Stun setting), Re-
Knowledge (Education) 4 (HHH
HHHF F ), Knowledge (Outer
public naval uniform (+1 soak), encrypted comlink.
Rim) 4 (HHH
HHHF F ), Knowledge (Warfare) 4 (HHHHHHF F ),
Leadership 3 (HHH
HHHF ss), Negotiation 3 (HHH
F ss HHHF F ),
Perception 3 (HHH
HHHF F ), Vigilance 3 (HHH
HHHFF FF).

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Star Wars Roleplaying
47
ADMIRAL WULLF YULAREN ADVENTURE AND ENCOUNTER IDEAS

Wullf Yularen was a male human who served as a • Admiral Yularen is placed in command of a Republic
blockade around a Separatist-held planet. Whether
high-ranking officer in the Galactic Republic military.
due to Separatist sympathies or simply for their own
Serving the Republic during the Battle of Malastare survival, the PCs must attempt to run the blockade
Narrows, he was given an admiral’s commission in the and slip past the Admiral’s carefully deployed fleet.
Republic Navy following the outbreak of the Clone Wars,
assigned to Jedi General Anakin Skywalker. • In the midst of a chaotic space battle, enemy forces
have launched a boarding action against Yularen’s
Even before the outbreak of the Clone Wars, Yularen
flagship. The PCs must scramble to defend the ship
was regarded by his peers as a crisp, efficient veteran from the invaders and drive the enemy back.
naval officer. Despite his disagreements with the brash
and reckless General Skywalker, he held a sacred respect
ADMIRAL WULLF YULAREN [NEMESIS]
for the chain of command, a trait which made him assist
his Jedi General in any way he could.
Yularen overcame an initially-rocky relationship with 2 2 4 3 4 4
his Jedi superior to successfully combat the Confedera- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
cy of Independent Systems in several battles throughout
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
the conflict. Loyal to the establishment, the Admiral is
frequently courted by high-ranking politicians and ca-
3 14 16 0 0
reer-climbing military officers for both his expertise and
Skills: Charm 2 (HH
HHFF FF), Cool 3 (HHH
HHHF F ), Discipline
his ready access to one of the Republic’s greatest Jedi
3 (HHH
HHHF F ), Knowledge (Core Worlds) 3 (HHH
HHHF F ),
heroes.
Knowledge (Outer Rim) 3 (HHH HHHF F ), Knowledge
USING THIS CHARACTER (Warfare) 4 (HHHH
HHHH), Leadership 3 (HHH HHHF F ),
Perception 3 (HHH
HHH), Vigilance 2 (HHHHFFFF).
As a dutiful officer in a time of war, Admiral Yularen is
Talents: Fire Control (as a maneuver Admiral Yularen
rarely found away from the bridge of his flagship. As
may make all combat checks made from his current
such, unless the PCs are collaborating with Yularen or
starship or vehicle count their target’s silhouette as
his Jedi superiors on a military operation, they are more
1 higher than normal until the beginning of his next
likely to encounter the Admiral indirectly from the cock-
turn [this does not stack]), Nobody’s Fool 1 (upgrade
pit of their own vessels.
difficulty of all Charm, Coercion and Deception checks
against this target once), Starship Adversary 1 (up-
grade difficulty of all combat checks against a ship this
character is commanding once).
Abilities: Strategic Direction (once per round,
Admiral Yularen may spend a maneuver to
direct three Republic Navy NPCs or minion
groups within medium range [this can be plan-
etary scale for targets on other ships]; each tar-
get may perform an immediate maneuver as
an out-of-turn incidental or instead add q
to their next check).
Equipment: Blaster pistol (Ranged
[Light]; (FF
FF) Damage 6; Critical 3;
Range [Medium]; Stun setting), Repub-
lic naval uniform (+1 soak), encrypted
comlink.

HEROES ON BOTH SIDES


48
Star Wars Roleplaying
BAIL ORGANA Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Confidence 2 (de-
Bail Organa was an Alderaanian politician and an influ- crease difficulty of Discipline checks to avoid fear by
ential voice for peace in the Galactic Senate. During the two), Natural Charmer (once per session, may reroll
Clone Wars, Organa often worked closely with Senators any one Charm or Deception check), Nobody’s Fool 1
Padmé Amidala of Naboo and Mon Mothma of Chandri- (upgrade difficulty of all Charm, Coercion and Decep-
la in an attempt to de-escalate the war with the Confed- tion checks against this target once), Supreme Inspiring
eracy of Independent Systems and bring about a peace- Rhetoric (as an action, make an Average (FF FF) Lead-
ful, diplomatic resolution to the years-long conflict. ership check; may suffer 1 strain to perform check
as a maneuver instead of an action; for each q, one
As a senator, Organa was renowned for his honesty
ally within short range recovers 1 strain; for each w,
and commitment to justice and even his political ene-
one ally benefiting from Inspiring Rhetoric recovers one
mies found it impossible to besmirch his reputation for
additional strain; each affected ally adds s to all skill
fairness. He was an opponent of increased production
checks for four rounds), Works Like A Charm (once per
of clone troopers for the Grand Army of the Republic,
session, make one skill check using Presence rather
and was also the architect of the Alderaan Refugee Con-
than the characteristic linked to that skill).
ference to deal with the refugees displaced by the war.
Abilities: Trusted Reputation (as a maneuver, make an
Despite being an ardent loyalist, Organa was not
opposed Charm check against one or more charac-
immune to the growing concerns about the amount of
ters within short range to downgrade the difficulty of
emergency powers being granted to the Supreme Chan-
a number of future social skill checks equal to net q
cellor, and what it might mean for the future.
against that character once each, until the end of the
USING THIS CHARACTER encounter).
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
Senator Organa is one of the senior loyalist members
age 6; Critical 3; Range [Medium]; Stun setting), heavy
of the Galactic Senate, so much of his time is spent on
clothing (+1 soak), diplomatic comlink, secret encrypt-
Coruscant debating in the great rotunda. Any attempt
ed comlink, datapad.
by the PCs to wade into the murky depths of Repub-
lic politics may soon find themselves having to interact
with Organa’s cadre of peace-supporting senators.

ADVENTURE AND ENCOUNTER IDEAS

• When leading a mercy mission deep into war-torn


territory, Senator Organa and his small escort are
ambushed and cut off from Republic reinforcements.
With the senator under threat of death or capture,
the PCs must launch a rescue mission to save him.
• A series of false propaganda reports have begun
circulating the HoloNet accusing Organa and his
allies of treasonous activities. Concerned that
these lies could damage his attempts to promote a
peaceful end to the war, Organa enlists the PCs to
investigate and discover who is responsible.

BAIL ORGANA [NEMESIS]

2 2 4 5 5 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 12 15 0 0
Skills: Charm 4 (HHHH
HHHH), Cool 3 (HHH HHHF F ),
Deception 3 (HHH
HHHFF FF), Discipline 3 (HHH
HHHFF FF),
Knowledge (Core Worlds) 4 (HHHH
HHHH), Knowledge
(Education) 4 (HHHH
HHHH), Knowledge (Underworld) 2
(HH
HHFF FF), Leadership 4 (HHHH
HHHH), Negotiation 4
(HHHH
HHHH), Perception 3 (HHH HHHFF FF), Streetwise 3
(HHH
HHHFF FF), Vigilance 3 (HHH
HHHFF FF).

HEROES ON BOTH SIDES


Star Wars Roleplaying
49
BRIC ADVENTURE AND ENCOUNTER IDEAS

Bric was a battle-worn Siniteen male bounty hunter • A group of clone PCs are facing a live-fire
training exercise on Kamino - if they are not fresh
whom the Galactic Republic hired to help train clone
cadets themselves they could be called upon to
cadets on the planet Kamino during the Clone Wars. For demonstrate for the benefit of the trainees. Either
his assignment, Bric assumed the role of drill sergeant way, they must strive to meet Bric’s strict, almost
and, along with the Arcona bounty hunter El-Les, also impossible, standards.
received the rank of Master Chief as he trained squads
of clone cadets. • When Kamino itself comes under assault, the PCs
finding themselves fighting alongside Bric in the
Bric himself was a stern, smart, and aggressive be- corridors of Tipoca City as they try to evacuate the
ing. The veteran bounty hunter took a no-nonsense younger untrained clones to safety.
approach when it came to military training and as an
unrepentant bully, Bric used his aggression to bring out
MASTER CHIEF BRIC [NEMESIS]
the best in his trainees.

USING THIS CHARACTER


4 3 2 3 3 3
As his contract with the Republic requires him to con- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
stantly oversee the training of new clone cadets on Ka-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
mino, Bric has become a fixture on Tipoca City and any
PCs visiting the capital city might expect to bump into
6 16 13 0 0
him. His gruff and aggressive manner means he is a
Skills: Brawl 3 (HHH
HHHF F ), Coercion 3 (HHH
HHH), Cool
hard man to get along with - or earn the respect of.
1 (H FF), Discipline 2 (HH
H FF HHF F ), Knowledge (Warfare)
2 (HH
HH), Leadership 2 (HHHHF F ), Perception 1 (H
H FF
FF),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH HHH),
Vigilance 1 (H
H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Bad Cop 1 (may spend
ww from a Coercion or Deception check to upgrade
the ability of a single ally’s subsequent Social Inter-
action skill check once against the same target in the
same encounter), Scathing Tirade (as an action, make
an Average (FF FF) Coercion check; for each q, 1 en-
emy within short range suffers 1 strain; spend w to
inflict additional strain).
Abilities: Master Chief (when spending w to
inflict additional strain via the Scathing Tirade
talent, Bric inflicts 2 strain for each w spent).
Equipment: Heavy blaster pistol (Ranged
[Light]; (HHH
HHH) Damage 7; Critical 3;
Range [Medium]; Stun setting), frag gre-
nade (Ranged [Light]; (HHH HHH) Dam-
age 8; Critical 4; Range [Short]; Blast 6,
Limited Ammo 1), stun grenade (Ranged
[Light]; (HHH
HHH) Damage 8; Critical --;
Range [Short]; Blast 8, Disorient 3, Lim-
ited Ammo 1, Stun Damage), laminate
armor (+2 soak).

HEROES ON BOTH SIDES


50
Star Wars Roleplaying
C-3PO AND R2-D2
C-3PO and R2-D2 were a protocol and
astromech droid respectively that would
have a wide-spanning influence on the
course of galactic events leading up to and
during the Clone Wars.
Although R2-D2 was officially owned
by Senator Padmé Amidala and C-3PO had
been made by Anakin Skywalker when the
Jedi General was a child, the two droids were
exchanged following their owners’ secret
wedding at the start of the war. R2-D2 would
accompany General Skywalker into countless
chaotic space battles, whilst C-3PO utilized
his protocol programming to help Amidala
navigate the myriad politics of the Galactic
Senate.

USING THESE CHARACTERS


As some of the most iconic characters
in the saga, the chance to encounter the
plucky “Artoo” and the pompous “Threepio” can
be a memorable moment for any group of PCs.
Each droid is rarely far from the side of their master
during the Clone Wars period, but on occasion they are
dispatched on assignments as a pair. C-3PO [NEMESIS]

ADVENTURE AND ENCOUNTER IDEAS 1 1 4 2 1 2


• During the evacuation of a Republic base, the PCs BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

must protect R2-D2 from waves of enemy battle SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
droids as he downloads the base’s databanks to 2 8 10 0 0
prevent them falling into Separatist hands.
Skills: Charm 3 (HH F ), Deception 1 (H H F ),
• Separatist agitators have stirred up a ferocious HHF
Knowledge (Core Worlds) 5 (HHHH
HHHHF F ), Knowledge
native species against the clone troopers at a nearby
military outpost. C-3PO has been dispatched by (Education) 5 (HHHH
HHHHF F ), Knowledge (Outer Rim) 5
Senator Amidala to communicate with the natives (HHHH
HHHHF F ), Knowledge (Xenology) 5 (HHHH
HHHHF F ),
and reach an accord, but the agitators resolve to Negotiation 4 (HH
HHFFFF), Perception 1 (H
H F ).
kidnap the droid in order to destroy any talks. Talents: Adversary 1 (upgrade difficulty of all combat
Can the PCs stop them before fighting breaks out checks against this target once), Speaks Binary 1 (grants
between the natives and the Republic forces? s to any tasks he directs NPC droids to perform).
• In the aftermath of a fierce space battle in orbit, Abilities: Droid (does not need to breathe, eat, or
the PCs discover a crashed escape pod containing drink and can survive in vacuum or underwater; im-
C-3PO and R2-D2. While C-3PO frantically mune to poisons and toxins), Human-Cyborg Relations
implores the PCs to see the droids safely back to (while C-3PO is translating for a character, that char-
Republic territory, R2-D2 insists they help them acter removes ss from their Charm and Negotiation
accomplish an urgent secret mission first. checks), Improved Etiquette And Protocol (C-3PO al-
• The PCs are enlisted by Senator Amidala to lows allies to add s to any Negotiation checks or other
infiltrate an upper-class party that she believes is a checks made to negotiate or mediate, no matter the
smokescreen for corrupt senators to sell information species involved), Improved Phrasing (C-3PO allows
to the Separatists. To help them, R2-D2 is assigned players within short range to cancel t or y from their
to assist slicing the corrupt senator’s security Charm and Negotiation checks; C-3PO then suffers 1
system whilst C-3PO is given the task of coaching strain per canceled t and 4 strain per canceled y),
the PCs in high-class etiquette and protocol. We’re Doomed! (C-3PO adds s to the Discipline, Me-
chanics and Piloting checks any characters within short
range make).
Equipment: Comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
51
R2-D2 [NEMESIS] or vehicle, repair 3 additional system strain), Hidden
Storage 1 (R2-D2’s body contains a hidden compart-
ment that can hide small objects totaling no more than
1 2 4 4 3 2 encumbrance 1; checks to detect this compartment are
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Formidable (FFFFF
FFFFF)), Solid Repairs 3 (when repair-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
ing hull trauma on a starship or vehicle, repair 3 addi-
3 14 14 0 0 tional hull trauma).
Abilities: Droid (does not need to breathe, eat, or drink
Skills: Astrogation 4 (HHHH
HHHH), Charm 2 (HH HH), and can survive in vacuum or underwater; immune to
Computers 5 (HHHHHHHHF F ), Cool 2 (HH
HH), Deception poisons and toxins), Plucky Little Droid (once per en-
2 (HH
HHFF FF), Discipline 3 (HHH
HHH), Knowledge (Outer counter as an incidental, R2 may convert one dark side
Rim) 3 (HHH
HHHF F ), Mechanics 4 (HHHH
HHHH), Melee Destiny Point to a light side Destiny Point).
1 (HH ), Perception 3 (HHH
HHHF F ), Piloting (Space) 3 Equipment: R2’s fusion welder (Melee; (H H F ) Damage
(HH
HHF F ), Resilience 1 (H
H ), Skulduggery 3 (HHH
HHHF F ), 5; Critical 4; Range [Engaged]; Burn 2, Stun setting),
Vigilance 3 (HHH
HHH). built-in repair kit (counts as tool kit), data probe, fire
Talents: Adversary 2 (upgrade difficulty of all combat extinguisher, holoprojector, rocket boosters (can fly as
checks against this target twice), Durable 3 (reduce per the Flying sidebar in Chapter VI: Conflict and
Critical Injury results by 30, to a minimum of 1), Fine Combat in any core rulebook).
Tuning 3 (when repairing system strain on a starship

HEROES ON BOTH SIDES


52
Star Wars Roleplaying
CAPTAIN REX
Rex, designation “CT-7567”, was a veteran Clone Cap-
tain who commanded a company of clone troopers
within the Grand Army of the Republic’s famed 501st
Legion during the Clone Wars. As the captain of the
501st, Rex served as second-in-command to Jedi Gen-
eral Anakin Skywalker, whose bravery and unorthodoxy
in battle he came to share.
Rex was a skilled military commander and a respected
leader who won the respect of his men and peers, in-
cluding the many Jedi he would come to fight alongside
over the course of the conflict. While he was eager to
follow orders, Rex adopted a less rigid approach as the
Clone Wars wore on, as did many of the veteran com-
manders who made it that far into the conflict.

USING THIS CHARACTER


Captain Rex is one of the Grand Army’s most expe-
rienced and skilled clone officers, and so he and the
501st are often found wherever the fighting is thickest.
Like the general he serves, Rex always leads from the
front, so any PCs who are assigned to work with him can
expect to see his combat abilities first-hand.
Rex is also fiercely loyal to those under his command.
Should the PCs find themselves serving under the cap-
tain, they can expect him to look out for their welfare for
as long as they prove themselves loyal to the Republic.

ADVENTURE AND ENCOUNTER IDEAS


Talents: Adversary 2 (upgrade difficulty of all combat
• When the 501st are ordered to assault a well- checks against this target twice), Commanding Pres-
defended position, Rex decides to lead a group of ence 2 (remove ss from Leadership and Cool checks),
his best troops to flank the enemy. Having recently
Coordinated Assault (as a maneuver, may allow up to
proven themselves reliable, the PCs are assigned
four engaged allies to add w to combat checks until the
to Rex’s direct command for the upcoming attack.
beginning of Captain Rex’s next turn), Improved Quick
• A deadly ambush sees General Skywalker knocked Draw (twice per round, may draw or holster a weapon
unconscious and Captain Rex badly injured. Can or accessible item as an incidental), Side Step 2 (as a
the PCs help Rex fight off the pursuing enemies maneuver, suffer up to 2 strain to upgrade the difficulty
and get the unconscious Skywalker back to friendly of incoming ranged attacks by an equal amount), Swift
territory? (do not suffer normal penalties for moving through dif-
ficult terrain).
CAPTAIN REX [NEMESIS] Abilities: Attack Pattern Aurek (as a maneuver, make a
Hard (FFF
FFF) Leadership check to allow allies within
short range who move in their following turn to gain +1
3 3 2 3 3 3 defense for the remainder of the round), Clone Inhib-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
itor Chip (so long as the proper chain of command is
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE observed, upgrade the ability of Leadership checks tar-
5 16 15 1 1 geting Rex once), Tactical Direction (may perform a ma-
neuver to direct one clone trooper minion group within
Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH
HHH), Charm medium range; the group may perform an immediate
2 (HH
HHF F ), Coercion 3 (HHH
HHH), Cool 3 (HHHHHH), free maneuver or add s to its next check).
Discipline 4 (HHHHHHF F ), Knowledge (Warfare) 2 Equipment: Pair of DC-17 hand blasters (Ranged
(HH
HH), Leadership 4 (HHHHHHF F ), Mechanics 2 (HH
HH), [Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range [Me-
Perception 3 (HHH
HHH), Ranged (Heavy) 3 (HHH HHH), dium]; Accurate 1, Stun setting), 2 frag grenades
Ranged (Light) 3 (HHH
HHH), Survival 1 (H FF), Vigilance
H FF (Ranged [Light]; (HHH
HHH) Damage 8; Critical 4; Range
4 (HHH
HHHF F ). [Short]; Blast 6, Limited Ammo 1), ARC trooper armor
(+2 soak, defense 1), utility belt, extra reload.

HEROES ON BOTH SIDES


Star Wars Roleplaying
53
CLONE FORCE 99 Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Persistent Targeting
Clone Force 99, informally known as “The Bad Batch,” (after making one or more successful combat checks
was an elite clone commando squad. The squad against a target, may add s to combat checks against
consisted of four clone troopers that originated as a that same target for the remainder of the encounter),
batch of clones who were born with “desirable” genetic Precise Aim 2 (as a maneuver, may suffer up to 2 strain
mutations that made them superior soldiers. These to reduce a target’s ranged and melee defense by one
mutations also had the unique effect of altering their for each point of strain suffered).
appearance and voice greatly from regular clones. Abilities: Ricochet Shot (once per session, on a suc-
The squad’s members were “Crosshair,” a clone with cessful attack against a minion group with his 773 Fire-
eyesight and marksmanship that allowed him to excel puncher, Crosshair may spend 1 Destiny Point to imme-
in long distance firefights, “Wrecker,” a reckless clone diately wipe out the remaining minions in that group).
with enhanced muscular form, and “Tech,” a clone with Equipment: 773 Firepuncher rifle (Ranged [Heavy];
enhanced mental capacity and intelligence. They were (HHH
HHHF F s ) Damage 10; Critical 3; Range [Extreme];
led by Clone Sergeant “Hunter,” a clone with enhanced Accurate 1, Cumbersome 3, Pierce 2, Slow-Firing 1), 2
sensory abilities. While part of the army, they earned frag grenades (Ranged [Light]; (HH
HHFF FF) Damage 8;
quite the reputation, but did not report to anyone, Critical 4; Range [Short]; Blast 6, Limited Ammo 1),
somewhat disdainfully referring to normal troopers as clone commando armor (+2 soak, defense 1), utility
“regs”. belt, extra reload.

USING THESE CHARACTERS ECHO [NEMESIS]


The “Bad Batch” are an elite unit that are only dis-
patched on the deadliest missions the Republic has to
offer. If a group of PCs has risen high enough in the 3 3 3 3 4 2
Republic’s esteem to be assigned one of their most im- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

portant missions, they may end up working alongside SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

the “Bad Batch”. 5 15 16 1 1


Alternatively, should the PCs have proven themselves
to be a stubborn thorn in the Republic’s side, they may Skills: Athletics 2 (HH
HHF F ), Computers 2 (HH HHF F ),
become the squad’s next target. Cool 3 (HHHHF F ), Discipline 3 (HHH
HHHF F ), Leadership
2 (HH
HH), Perception 2 (HH HHF F ), Piloting (Planetary) 2
(HH
HHF F ), Ranged (Heavy) 2 (HH HHF F ), Ranged (Light)
ADVENTURE AND ENCOUNTER IDEAS
3 (HHH
HHH), Stealth 3 (HHH HHH), Vigilance 2 (HH HHFFFF).
• Attempts to establish an outpost on a frontier Talents: Adversary 1 (upgrade difficulty of all combat
world have been wrecked repeatedly by deadly checks against this target once), Clanker Killer 2 (before
native beasts that now have a taste for clones. The rolling a combat check that targets a droid, may remove
“Bad Batch” have been sent to clear them out, but up to s s from the pool, and add an equal number of
stumble across some very lost PCs. q or w to the results), Codebreaker 2 (remove ss
from checks made to decrypt codes or encrypted com-
• The PCs, whether through their own actions or not, ms; reduce the difficulty of Computers checks made to
have crossed a high-ranking member of the Galactic
Senate. Their new enemy ensures they are the next break codes or decrypt comms by one), Quick Draw
target on Clone Force 99’s list. (once per round, may draw or holster a weapon or ac-
cessible item as an incidental), Quick Strike 1 (when
CROSSHAIR [NEMESIS] making a combat check, may add s to checks against
any target that has not yet acted in the encounter).
Abilities: The Last Domino (once per session, Echo
3 4 2 3 3 2 may spend 1 Destiny Point; until the end of the encoun-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ter, he may assist another character as an incidental in-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE stead of a maneuver once per round; Echo’s assistance
5 16 15 1 1 adds qw to the target’s check).
Equipment: DC-17 hand blaster (Ranged [Light];
Skills: Athletics 2 (HHHHF F ), Cool 3 (HH HHFF ), (HHH
HHHs s ) Damage 7; Critical 3; Range [Medium];
Coordination 2 (HHHHFFFF), Discipline 2 (HH HHFF ), Accurate 1, Stun setting), 2 frag grenades (Ranged
Perception 3 (HHH
HHH), Ranged (Heavy) 3 (HHH HHHF F ), [Light]; (HHH
HHH) Damage 8; Critical 4; Range [Short];
Ranged (Light) 2 (HH
HHFF FF), Resilience 2 (HH
HHFF ), Blast 6, Limited Ammo 1), clone commando armor (+2
Stealth 2 (HH
HHFFFF), Vigilance 3 (HHH
HHH). soak, defense 1), utility belt, extra reload, cybernetic
arm implant (adds ww to any Computers checks where
Echo can interface his arm with the target system).

HEROES ON BOTH SIDES


54
Star Wars Roleplaying
HUNTER [NEMESIS] TECH [NEMESIS]

3 3 2 4 3 3 2 3 4 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 17 16 1 1 4 15 15 1 1
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Cool 3 Skills: Athletics 2 (HH
HH), Brawl 2 (HH
HH), Computers
(HHH
HHH), Discipline 2 (HH HHF F ), Leadership 2 (HH
HHF F ), 4 (HHHH
HHHH), Cool 2 (HH HHF F ), Discipline 2 (HH
HHFF ),
Melee 3 (HHH
HHH), Perception 3 (HHH HHHF F ), Ranged Knowledge (Xenology) 3 (HHHHHHF F ), Mechanics 3
(Heavy) 3 (HHHHHH), Ranged (Light) 3 (HHH HHH), (HHH
HHHF F ), Perception 2 (HH
HHF F ), Ranged (Heavy)
Resilience 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Vigilance 3 2 (HH
HHF F ), Ranged (Light) 3 (HHH
HHH), Stealth 3
(HHH
HHH). (HHH
HHH), Vigilance 2 (HHHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Coordinated Assault checks against this target once), Bypass Security 2 (re-
(as a maneuver, may allow up to four engaged allies to move ss from any Computers or Skulduggery checks
add w to combat checks until the beginning of Hunter’s to bypass security), Know-It-All (once per session, may
next turn), Expert Tracker 2 (removes ss from checks perfectly recall one important fact he previously learned
to find or follow tracks; Survival checks made to track as if a Destiny Point had been spent), Thorough As-
targets take 50% less time than normal), Guns Blazing sessment (once per session, may make a Hard (FFF FFF)
(as an incidental, may suffer 2 strain to avoid increasing Knowledge check as an action; on a success, may add
the difficulty of a Ranged [Light] check to attack with s to one check that another character who could rea-
two weapons), Lethal Blows 2 (add +20 to any Critical sonably benefit from this information makes before the
Injury results inflicted on opponents), Rapid Reaction 2 end of the encounter. For every q beyond the first, may
(as an out-of-turn incidental, may suffer up to 2 strain add s to one additional check this way. May not allo-
to add an equal number of w to any Vigilance or Cool cate more than s to any single check this way; at the
check to determine Initiative order). end of the encounter, any unused s are lost).
Abilities: We Are The Bad Batch (once per session, Abilities: This Will Do (once per session, Tech may
Hunter may spend 1 Destiny Point to allow himself and spend 1 Destiny Point to build a device that functions
any other member of the Bad Batch within short range as an item of rarity 6 or lower until the end of the en-
to take a second turn at the end of the current round; counter).
this extra turn does not impact the duration of other Equipment: Pair of DC-17 hand blasters (Ranged
abilities or effects). [Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range
Equipment: Pair of DC-17 hand blasters (Ranged [Medium]; Accurate 1, Stun setting), 2 frag grenades
[Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range (Ranged [Light]; (HHH
HHH) Damage 8; Critical 4; Range
[Medium]; Accurate 1, Stun setting), custom vibroknife [Short]; Blast 6, Limited Ammo 1), clone commando
(Melee; (HHH
HHH) Damage 6; Critical 2; Range armor (+2 soak, defense 1), utility belt, slicer’s
[Engaged]; Pierce 2, Vicious 3), 2 frag grenades datapad, extra reload.
(Ranged [Light]; (HHH
HHH) Damage 8; Critical 4; Range
[Short]; Blast 6, Limited Ammo 1), clone commando
armor (+2 soak, defense 1), utility belt, extra reload.

HEROES ON BOTH SIDES


Star Wars Roleplaying
55
WRECKER [NEMESIS]

5 3 1 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 20 14 1 1
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 3 (HHH
HHHFF FF),
Coercion 2 (HH HHF F ), Cool 2 (HHHH), Discipline 1
(H FF), Gunnery 2 (HH
H FF HHF F ), Ranged (Heavy) 3
(HHH
HHH), Ranged (Light) 2 (HH HHF F ), Resilience 4
(HHHH
HHHHF F ), Stealth 1 (H FF), Vigilance 2 (HH
H FF HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Durable 2 (reduce
Critical Injury results by 20, to a minimum of 1),
Feral Strength 2 (deal +2 damage to one hit
on all successful Brawl and Melee checks), Im-
proved Body Guard 2 (once per round, may
perform the Body Guard maneuver to guard
an engaged character; suffer up to 2 strain
to upgrade the difficulty of all com-
bat checks against the
specified target a
number of times
equal to strain
suffered; once
per session, when
an ally protected by
the Body Guard maneuver
would suffer a hit from a combat check, may choose to
suffer the hit instead).
Abilities: Time To Wreck It (once per session, if
Wrecker has exceeded half his wound threshold,
he may spend 1 Destiny Point to enter a ber-
serker rage as a maneuver. For the next three
rounds [including the round in which this abil-
ity is activated], Wrecker’s wound threshold
is increased to 40 and all his attacks
lower their Critical rating by 1; however
he cannot benefit from any sources of
defense during this time. At the end of
his turn on the third round, if Wreck-
er’s total wounds exceed his original
wound threshold he is immediately in-
capacitated).
Equipment: DC-17m blaster [rifle
mode] (Ranged [Heavy]; (HHHHHH) Damage
9; Critical 3; Range [Long]; Auto-fire, Pierce
1, Stun setting), DC-17m blaster [anti-
armor mode] (Gunnery; (HH HHF F ) Damage 10;
Critical 2; Range [Short]; Breach 1, Blast 3,
Limited Ammo 4, Prepare 1), 2 frag grenades
(Ranged [Light]; (HH HHF F ) Damage 8; Critical 4;
Range [Short]; Blast 6, Limited Ammo 1), clone
commando armor (+2 soak, defense 1), utility
belt, extra reload.

HEROES ON BOTH SIDES


56
Star Wars Roleplaying
CLONE SOLDIERS Clones are also required to defend the skies and
space lanes of the Republic, and the Kaminoans have a
Clone troopers were highly trained soldiers in the Grand dedicate piloting program in which entire squadrons of
Army of the Republic. Bred on the extragalactic planet pilots are trained en masse to match the droid starfight-
Kamino, clone troopers were engineered by Kaminoan ers of the Separatists.
scientists - using the human bounty hunter Jango Fett
as a genetic template for the entire clone army - and ADVENTURE AND ENCOUNTER IDEAS
represented the latest evolution in galactic warfare, hav-
ing been designed to be superior to battle droids. • Almost any battle taking place in the Clone Wars
period is going to involve the soldiers that give the
In order to rapidly produce a large army, the clones
conflict its name. Whether attacking a Separatist
were subscribed to an accelerated training and aging bunker, fighting a desperate defense on a Repub-
program. All clones went through painful accelerated lic world or soaring through a chaotic dogfight,
growth before reaching maturity, all while enduring the clone troopers, officers and pilots make up the
nonstop training, simulations, and testing. Letter and backbone of the Grand Army.
number identifications were assigned to the clones to
remove any sense of identity, as the cloners and trainers • ARC troopers and squads of clone commandos are
on Kamino viewed them as pieces of a machine, and more likely to be deployed on dangerous missions
not people. where they are cut off from immediate reinforce-
ment. Destroying an enemy shield generator, dis-
This would change once the clones were placed un- abling their turrets or even capturing a Separatist
der the command of the Jedi, who would encourage commander are the kind of deadly missions re-
the soldiers they now led to adopt their served for these elite troops.
own names and develop individual
personalities. As a result, veteran • Some worlds and environments require clones
clones could seem like vastly dif- who have received specialized training and equip-
ment. Whether it is blistering deserts, murky ocean
ferent individuals to fresh-faced
depths or freezing blizzards, the clone troopers of
“shinies”.
the Grand Army must be prepared to respond when
No matter their role in the GAR, the Republic needs them.
clone troopers are always guided
by one simple principle; a good CLONE ARC TROOPER [NEMESIS]
soldier always follows orders.

USING THESE CHARACTERS 3 3 2 2 3 2


Despite their name, clones actually BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

come in many forms and varieties. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Whether through genetic manipula- 5 15 15 1 1
tion, differing training programs or
experience in the field, many clones Skills: Athletics 3 (HHH
HHH), Brawl 2 (HH HHF F ), Cool 3
branch off into specialized roles. (HHH
HHH), Discipline 3 (HHH HHH), Gunnery 2 (HH HHF F ),
Those who develop an instinct for Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HHF F ),
leadership may climb the ranks from Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH HHH),
Sergeant to Captain or even Com- Stealth 2 (HHHHF F ), Survival 2 (HH HH), Vigilance 3
mander of an entire legion. Veter- (HHH
HHH).
ans may be recruited into the elite Talents: Adversary 1 (upgrade difficulty of all combat
special forces, of which there checks against this target once), Guns Blazing (as an
are two primary examples; incidental, may suffer 2 strain to avoid increasing the
the Clone Commandos, difficulty of a Ranged [Light] check to attack with two
who operate in elite four- weapons), Quick Draw (once per round, may draw or
man squads deep behind holster a weapon or accessible item as an incidental),
enemy lines, and the Ad- Swift (do not suffer normal penalties for moving through
vanced Recon Commando difficult terrain).
(ARC) troopers, who are
Abilities: Clone Inhibitor Chip (so long as the prop-
trained to support ma-
er chain of command is observed, upgrade the ability
jor offensives with special
of Leadership checks targeting this clone once), Got
one- or two-man assign-
You Covered (when within short range of another ARC
ments.

HEROES ON BOTH SIDES


Star Wars Roleplaying
57
trooper, may take a second maneuver without suffer-
ing strain. May still not take more than maneuvers in
a single turn), Push The Limits (may suffer 2 strain to
increase the range of the next attack with their DC-17
hand blasters or DC-15 rifle by one range band).
Equipment: Pair of DC-17 hand blasters (Ranged
[Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range [Me-
dium]; Accurate 1, Stun setting) or DC-15 blaster ri-
fle (Ranged [Heavy]; (HHH HHH) Damage 10; Critical 3;
Range [Long]; Pierce 1, Stun setting), 2 frag grenades
(Ranged [Light]; (HHHHHH) Damage 8; Critical 4; Range
[Short]; Blast 6, Limited Ammo 1), 2 stun grenades
(Ranged [Light]; (HHHHHH) Damage 8; Critical --; Range
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun
Damage), ARC trooper armor (+2 soak, defense 1),
integrated ascension gear (can fire the ascension gun at
an anchor point within medium range with an Easy (F F)
Ranged (Light) or Coordination check. Once grap-
nel is in place, can activate the repulsor field to ascend
one range band toward it every round), helmet-mount-
ed rangefinder (removes s caused by darkness, smoke
or other conditions that obstruct vision on any Percep-
tion or Vigilance checks), encrypted helmet comlink,
utility belt, extra reload.

CLONE ARF TROOPER [RIVAL]

3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Cool 3
(HH
HHF F ), Discipline 2 (HHHHF F ), Gunnery 2 (HH
HHF F ),
Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HHF F ),
Ranged (Heavy) 2 (HH HHF F ), Ranged (Light) 2 (HH
HHF F ),
Stealth 3 (HHH
HHH), Survival 3 (HH HHF F ), Vigilance 3
(HHH
HHH).
Talents: All-Terrain Driver (do not suffer normal pen-
alties for moving through difficult terrain when piloting CLONE CADET [MINION]
a vehicle using Piloting [Planetary]), Expert Tracker 1
(removes s from checks to find or follow tracks; Sur-
vival checks made to track targets take 50% less time 3 3 2 2 2 1
than normal). BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Abilities: Clone Inhibitor Chip (so long as the proper SOAK VALUE W. THRESHOLD M/R DEFENSE

chain of command is observed, upgrade the ability of 4 5 0 0


Leadership checks targeting this clone once).
Equipment: DC-15X sniper rifle (Ranged [Heavy]; Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF),
(HH
HHF F s ) Damage 10; Critical 3; Range [Extreme]; Discipline (FF
FF), Ranged (Heavy) (FFF
FFF), Vigilance
Accurate 1, Cumbersome 3, Pierce 2, Slow-Firing 1), (FF
FF).
DC-17 hand blaster (Ranged [Light]; (HH
HHF F s ) Dam- Talents: None.
age 7; Critical 3; Range [Medium]; Accurate 1, Stun Abilities: Clone Inhibitor Chip (so long as the proper
setting), clone recon armor (+2 soak), utility belt, sur- chain of command is observed, upgrade the ability of
vival kit. Leadership checks targeting this clone once).
Equipment: DC-15 blaster rifle (Ranged [Heavy];
(FFF
FFF) Damage 10; Critical 3; Range [Long]; Pierce 1,
Stun setting), clone cadet armor (+1 soak).

HEROES ON BOTH SIDES


58
Star Wars Roleplaying
CLONE CAPTAIN [NEMESIS] CLONE COMBAT MEDIC [RIVAL]

3 3 3 2 3 3 3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 16 15 0 0 5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH HHFF ), Skills: Athletics 2 (HH
HHF F ), Cool 2 (H
H F ), Discipline
Discipline 3 (HHH
HHH), Knowledge (Warfare) 2 (HH
HHFF ), 2 (HH
HHF F ), Medicine 3 (HH
HHF F ), Ranged (Heavy) 2
Leadership 3 (HHH
HHH), Ranged (Light) 3 (HHHHHH), (HH
HHF F ), Survival 1 (H FF), Vigilance 1 (H
H FF H FF
FF).
Vigilance 2 (HH
HHF F ). Talents: It’s Not That Bad (once per session when an
Talents: Adversary 1 (upgrade difficulty of all combat ally is about to suffer a Critical Injury, may make a Hard
checks against this target once). (FFF
FFF) Medicine check as an out-of-turn incidental.
Abilities: Clone Inhibitor Chip (so long as the proper If successful, the ally does not gain the Critical Injury
chain of command is observed, upgrade the ability of and does not suffer any of its normal effects; the attack
Leadership checks targeting this clone once), Tactical still deals damage as normal), Stimpack Specialization 2
Direction (may perform a maneuver to direct one clone (when using a stimpack, the target heals an additional
trooper minion group within medium range; the group 2 wounds; the sixth stimpack and beyond each day still
may perform an immediate free maneuver or add s to has no effect).
its next check). Abilities: Clone Inhibitor Chip (so long as the proper
Equipment: Pair of DC-17 hand blasters (Ranged chain of command is observed, upgrade the ability of
[Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range [Me- Leadership checks targeting this clone once).
dium]; Accurate 1, Stun setting), 2 frag grenades Equipment: DC-15A blaster carbine (Ranged [Heavy];
(Ranged [Light]; (HHHHHH) Damage 8; Critical 4; Range (HH
HHF F ) Damage 9; Critical 3; Range [Medium]; Au-
[Short]; Blast 6, Limited Ammo 1), clone armor (+2 to-fire, Pierce 1, Stun setting), clone armor (+2 soak),
soak), utility belt, extra reload. utility belt, field medpac, stimpacks (multiple doses).

CLONE COLD ASSAULT TROOPER


[MINION]

3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0
Skills (group only): Athletics (FFFFFF),
Discipline (FFF
FFF), Ranged (Heavy) (FFF
FFF),
Resilience (FFF
FFF), Survival (FF
FF), Vigilance
(FF
FF).
Talents: None.
Abilities: Clone Inhibitor Chip (so long as
the proper chain of command is observed,
upgrade the ability of Leadership checks tar-
geting this clone once).
Equipment: DC-15 blaster rifle (Ranged
[Heavy]; (FFF
FFF) Damage 10; Critical 3;
Range [Long]; Pierce 1, Stun setting), 2
frag grenades (Ranged [Light]; (FFF FFF)
Damage 8; Critical 4; Range [Short]; Blast
6, Limited Ammo 1), cold assault armor
(+2 soak; add ss to checks to avoid ad-
verse effects from cold climates; remove s
from Perception checks in cold weather con-
ditions), utility belt, extra reload.

HEROES ON BOTH SIDES


Star Wars Roleplaying
59
CLONE COMMANDER [NEMESIS] ber of w to any Vigilance or Cool check to determine
Initiative order).
Abilities: Band Of Brothers (once per session, when
3 3 3 2 3 3 another Clone Commando suffers damage that exceeds
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
their wound threshold and removes them from the fight,
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE this commando may make a single attack against the
5 16 16 0 0 enemy responsible as an out-of-turn incidental), Clone
Inhibitor Chip (so long as the proper chain of command
Skills: Athletics 2 (HH
HHFF ), Brawl 2 (HH
HHF F ), Cool 3 is observed, upgrade the ability of Leadership checks
(HHH
HHH), Discipline 4 (HHH
HHHF F ), Knowledge (Warfare) targeting this clone once), Interchangeable Weapon
3 (HHH
HHH), Leadership 4 (HHH HHHF F ), Perception 2 (may spend a maneuver to switch modes on their DC-
(HH
HH), Ranged (Heavy) 3 (HHH HHH), Ranged (Light) 3 17m blaster), Squad Role (a Clone Commando may
(HHH
HHH), Vigilance 2 (HHHHF F ). take ranks in one of these additional skills; Computers 3
Talents: Adversary 2 (upgrade difficulty of all combat (HH
HHF F ), Gunnery 2 (HHHHF F ), Leadership 3 (HH
HHFF ) or
checks against this target twice), Commanding Presence Melee 2 (HHHHF F ). This choice is permanent).
2 (remove ss from Leadership and Cool checks), For- Equipment: DC-17m blaster [rifle mode] (Ranged
mation Tactics (as an action, may make a Hard (FFF FFF) [Heavy]; (HHH
HHH) Damage 9; Critical 3; Range [Long];
Leadership check to choose a number of allies within Auto-fire, Pierce 1, Stun setting), DC-17m blaster
short range equal to q. The difficulty of attacks against [sniper mode] (Ranged [Heavy]; (HHH HHHs s ) Damage
the chosen allies are upgraded once until the end of the 10; Critical 3; Range [Extreme]; Accurate 1, Pierce 2,
Clone Commander’s next round). Slow-Firing 1; add ss if using at short range or closer),
Abilities: Bring It Down! (once per session, may nom- DC-17m blaster [anti-armor mode] (Gunnery; (FFF FFF)
inate an enemy vehicle no larger than silhouette 4. All Damage 10; Critical 2; Range [Short]; Breach 1, Blast 3,
allies’ weapons reduce their Critical rating by 1 when Limited Ammo 4, Prepare 1), 2 frag grenades (Ranged
attacking the target vehicle until the end of the en- [Light]; (HHH
HHH) Damage 8; Critical 4; Range [Short];
counter), Clone Inhibitor Chip (so long as the proper Blast 6, Limited Ammo 1), clone commando armor (+2
chain of command is observed, upgrade the ability of soak, defense 1), utility belt, extra reload.
Leadership checks targeting this clone once), Tactical
Direction (may perform a maneuver to direct one clone
trooper minion group within medium range; the group
may perform an immediate free maneuver or add s to
its next check).
Equipment: DC-15 blaster rifle (Ranged [Heavy];
(HHH
HHH) Damage 10; Critical 3; Range [Long]; Pierce
1, Stun setting), 2 frag grenades (Ranged [Light];
(HHH
HHH) Damage 8; Critical 4; Range [Short]; Blast 6,
Limited Ammo 1), clone armor (+2 soak), encrypted
comlink, utility belt, extra reload.

CLONE COMMANDO [NEMESIS]

3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 15 15 1 1
Skills: Athletics 3 (HHH
HHH), Brawl 2 (HH
HHF F ), Cool 3
(HHH
HHH), Discipline 3 (HHH
HHH), Perception 2 (HH HH),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH
HHH),
Resilience 3 (HHH
HHH), Stealth 3 (HHH
HHH), Vigilance 3
(HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Natural Commando
(once per session, may reroll one Ranged [Light] or
Stealth check), Rapid Reaction 2 (as an out-of-turn inci-
dental, may suffer up to 2 strain to add an equal num-

HEROES ON BOTH SIDES


60
Star Wars Roleplaying
CLONE FLAME TROOPER [MINION] CLONE GUNNERY CREW [MINION]

3 3 2 2 3 1 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0 3 5 0 0
Skills (group only): Athletics (FFF
FFF), Discipline Skills (group only): Discipline (FF
FF), Gunnery (FFF
FFF),
(FFF
FFF), Gunnery (FFF
FFF), Survival (FF
FF), Vigilance Ranged (Light) (FFF
FFF), Vigilance (FF
FF).
(FF
FF). Talents: None.
Talents: None. Abilities: Clone Inhibitor Chip (so long as the proper
Abilities: Clone Inhibitor Chip (so long as the proper chain of command is observed, upgrade the ability of
chain of command is observed, upgrade the ability of Leadership checks targeting this clone once).
Leadership checks targeting this clone once). Equipment: DC-17 hand blaster (Ranged [Light];
Equipment: BT X-42 heavy flame projector (Gunnery; (FFF
FFFs s ) Damage 7; Critical 3; Range [Medium]; Ac-
(FFF
FFF) Damage 10; Critical 2; Range [Medium]; Blast curate 1, Stun setting), light clone armor (+1 soak),
6, Burn 4, Vicious 1), 2 frag grenades (Ranged [Light]; utility belt, extra reload.
(FFF
FFF) Damage 8; Critical 4; Range [Short]; Blast 6,
Limited Ammo 1), insulated clone armor (+2 soak; CLONE HEAVY WEAPONS EXPERT
add ss to checks to avoid adverse effects from ex- [RIVAL]
treme heat and toxic climates; reduce damage taken by
fire and hazardous environments by 1; attackers must
spend one additional w to activate the Burn item quali- 3 3 2 2 3 1
ty, and the quality’s rating is reduced by 1), utility belt, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

extra reload. SOAK VALUE W. THRESHOLD M/R DEFENSE

5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Discipline 2 (HH
HHFF ),
Gunnery 2 (HH HHF F ), Ranged (Heavy) 2 (HH HHFF ),
Ranged (Light) 2 (HH
HHF F ), Vigilance 2 (HH
HHFF ).
Talents: None.

HEROES ON BOTH SIDES


Star Wars Roleplaying
61
Abilities: Clone Inhibitor Chip (so long as the prop-
er chain of command is observed, upgrade the ability
of Leadership checks targeting this clone once), Heavy
Weapons Proficiency (may have either a Z-6 rotary can-
non or RPS-6 rocket launcher as their primary weapon;
Clone Heavy Weapons Experts are not affected by ei-
ther weapon’s Cumbersome rating).
Equipment: Z-6 rotary cannon (Ranged [Heavy];
(HH
HHF F ) Damage 12; Critical 4; Range [Long]; Au-
to-fire (Only), Cumbersome 3, Prepare 1) or RPS-6
rocket launcher (Gunnery; (HHHHF F ) Damage 22; Critical
2; Range [Extreme]; Blast 14, Breach 1, Cumbersome
4, Guided 2, Limited Ammo 7; add s if attacking a
target of silhouette 2 or greater with an aim maneuver),
2 frag grenades (Ranged [Light]; (HH HHF F ) Damage 8;
Critical 4; Range [Short]; Blast 6, Limited Ammo 1),
clone armor (+2 soak), utility belt, extra reload.

CLONE JET TROOPER [MINION]

3 3 2 2 3 1 Abilities: All In The Manual (when making Medicine


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE checks to treat a clone patient, the Medical Officer adds
SOAK VALUE W. THRESHOLD M/R DEFENSE
ss to the check), Clone Inhibitor Chip (so long as the
5 5 0 0 proper chain of command is observed, upgrade the abil-
ity of Leadership checks targeting this clone once).
Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF), Equipment: DC-17 hand blaster (Ranged [Light];
Discipline (FFF
FFF), Piloting (Planetary) (FFF
FFF), Ranged (FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
(Heavy) (FFF
FFF), Vigilance (FF
FF). rate 1, Stun setting), clone medical uniform (+1 soak),
Talents: Jetpack Expertise (may spend w from checks medpac, extra stimpacks.
to remove 1 system strain from a jetpack the character
is equipped with; may choose this effect multiple times). CLONE NAVAL OFFICER [RIVAL]
Abilities: Clone Inhibitor Chip (so long as the proper
chain of command is observed, upgrade the ability of 2 2 3 3 2 2
Leadership checks targeting this clone once).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: DC-15A blaster carbine (Ranged [Heavy];
SOAK VALUE W. THRESHOLD M/R DEFENSE
(FFF
FFF) Damage 9; Critical 3; Range [Medium]; Au-
to-fire, Pierce 1, Stun setting), 2 frag grenades (Ranged
3 12 0 0
[Light]; (FFF
FFF) Damage 8; Critical 4; Range [Short];
Skills: Astrogation 3 (HHH
HHH), Computers 2 (HHHHFF ),
Blast 6, Limited Ammo 1), clone armor (+2 soak), util-
Discipline 2 (HH
HH), Knowledge (Warfare) 1 (H H FF
FF),
ity belt, extra reload, JT-12C jetpack.
Mechanics 2 (HH
HHF F ), Vigilance 1 (H
H F ).
CLONE MEDICAL OFFICER [RIVAL] Talents: Fire Control (as a maneuver the Naval Offi-
cer may make all combat checks made from his current
starship or vehicle count their target’s silhouette as 1
2 2 4 3 2 2 higher than normal until the beginning of his next turn
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE [this does not stack]).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Clone Inhibitor Chip (so long as the proper
3 12 0 0 chain of command is observed, upgrade the ability of
Leadership checks targeting this clone once).
Skills: Computers 2 (HH FF), Discipline 2 (HH
HHFF HH), Equipment: DC-17 hand blaster (Ranged [Light];
Knowledge (Education) 2 (HHHHFF FF), Knowledge (FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
(Xenology) 2 (HH FF), Medicine 3 (HHH
HHFF HHHF F ), rate 1, Stun setting), clone naval uniform (+1 soak),
Vigilance 1 (H
H F ). naval comms headset (transmits up to medium range
Talents: Surgeon 2 (when making a Medicine check to on planetary scale and adds sss to any attempt to
help a character heal wounds, the target heals 2 addi- intercept or unscramble its signal).
tional wounds).

HEROES ON BOTH SIDES


62
Star Wars Roleplaying
CLONE ORDNANCE SPECIALIST [RIVAL] CLONE PILOT ACE [RIVAL]

2 3 3 2 3 1 2 4 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 12 0 0 3 12 0 0
Skills: Athletics 2 (HH HH), Computers 2 (HH HHF F ), Skills: Discipline 2 (HH
HH), Gunnery 2 (HH HHFFFF),
Discipline 2 (HH
HHF F ), Gunnery 2 (HH
HHF F ), Mechanics 3 Piloting (Space) 3 (HHH
HHHFF ), Vigilance 2 (HH
HH).
(HHH
HHH), Ranged (Heavy) 2 (HH HHF F ), Ranged (Light) Talents: Skilled Jockey 1 (remove s from all Piloting
2 (HH
HHF F ), Resilience 1 (HH F ), Vigilance 2 (HH
HHF F ). checks).
Talents: Gearhead 2 (remove ss from Mechanics Abilities: Clone Inhibitor Chip (so long as the proper
checks), Selective Detonation 2 (when using weapons chain of command is observed, upgrade the ability of
with the Blast quality or explosives, may spend w to ex- Leadership checks targeting this clone once).
clude one target that would normally be affected by the
Equipment: DC-17 hand blaster (Ranged [Light];
explosion; may exclude up to 2 targets in this manner).
(FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
Abilities: Clone Inhibitor Chip (so long as the prop- rate 1, Stun setting), clone flight suit (+1 soak), sen-
er chain of command is observed, upgrade the ability sory augmentation package (add w to any Perception
of Leadership checks targeting this clone once), Short checks).
Fuse (once per session, may reduce the cost to activate
an item’s Blast quality to w). CLONE RIOT TROOPER [MINION]
Equipment: DC-15A blaster carbine (Ranged [Heavy];
(HH
HHF F ) Damage 9; Critical 3; Range [Medium]; Au-
to-fire, Pierce 1, Stun setting), 2 frag grenades (Ranged 3 3 2 2 3 1
[Light]; (HH
HHF F ) Damage 8; Critical 4; Range [Short]; BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Blast 6, Limited Ammo 1), clone armor (+2 soak), util- SOAK VALUE W. THRESHOLD M/R DEFENSE
ity belt, extra reload. 5 5 2 2
CLONE PILOT [MINION] Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF),
Discipline (FFF
FFF), Melee (FFF
FFF), Vigilance (FFF
FFF).
2 3 2 2 2 1 Talents: None.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 5 0 0
Skills (group only): Discipline (FF
FF), Gunnery (FFF
FFF),
Piloting (Space) (FFF
FFF), Vigilance (FF
FF).
Talents: None.
Abilities: Clone Inhibitor Chip (so long as the proper
chain of command is observed, upgrade the ability of
Leadership checks targeting this clone once).
Equipment: DC-17 hand blaster (Ranged [Light];
(FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
rate 1, Stun setting), clone flight suit (+1 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
63
Abilities: Clone Inhibitor Chip (so long as the proper Abilities: Clone Inhibitor Chip (so long as the proper
chain of command is observed, upgrade the ability of chain of command is observed, upgrade the ability of
Leadership checks targeting this clone once), Shields Up Leadership checks targeting this clone once), Tactical
(as a maneuver, a minion group of three or more Clone Direction (may perform a maneuver to direct one clone
Riot Troopers can increase the defense bonus granted trooper minion group within medium range; the group
by their M3 bulwark blast shields to 4. This effect lasts may perform an immediate free maneuver or add s to
until they use a subsequent maneuver to move or the its next check).
number of minions in the group falls below three. They Equipment: DC-15 blaster rifle (Ranged [Heavy];
may not make melee combat checks whilst this ability (HH
HHF F ) Damage 10; Critical 3; Range [Long]; Pierce
is in effect). 1, Stun setting), 2 frag grenades (Ranged [Light];
Equipment: TZ-97 shock baton (Melee; (FFF FFF) Dam- (HH
HHF F ) Damage 8; Critical 4; Range [Short]; Blast 6,
age 5; Critical 4; Range [Engaged]; Concussive 1, Stun Limited Ammo 1), clone armor (+2 soak), utility belt,
Damage), M3 bulwark blast shield (Melee; (FFF FFF) extra reload.
Damage 4; Critical 6; Range [Engaged]; Cumbersome
3, Defensive 2, Deflection 2), 2 stun grenades (Ranged
[Light]; (FFF
FFF) Damage 8; Critical --; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage), CLONES WITH A DESTINY
clone armor (+2 soak), utility belt.

CLONE SCUBA TROOPER [MINION] This profile is a variant of the base clone troop-
er. Designed to have slightly more survivabili-
ty than the minion version, this variant can be
3 3 2 2 3 1 used at the discretion of the GM for individual
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE clones who may hold higher plot significance or
SOAK VALUE W. THRESHOLD M/R DEFENSE
sentimental value than a standard trooper char-
5 5 0 0 acter might.

CLONE TROOPER [RIVAL]


Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF),
Discipline (FFF
FFF), Ranged (Heavy) (FFF
FFF), Resilience
(FFF
FFF), Survival (FF
FF), Vigilance (FFF
FFF). 3 3 2 2 3 2
Talents: None. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Abilities: Clone Inhibitor Chip (so long as the proper SOAK VALUE W. THRESHOLD M/R DEFENSE
chain of command is observed, upgrade the ability of 5 14 0 0
Leadership checks targeting this clone once).
Equipment: DC-12u beam rifle (Ranged [Heavy]; Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ),
(FFF
FFF) Damage 7; Critical 3; Range [Medium]; Linked Discipline 2 (HH HHF F ), Ranged (Heavy) 2
1; gains Inaccurate 2 if used outside an aquatic en- (HH
HHF F ), Ranged (Light) 2 (HH
HHF F ), Vigilance
vironment; remove s due to darkness), clone dive 2 (HH
HHF F ).
armor (+2 soak; does not suffer movement penalties Talents: Adversary 1 (upgrade difficulty of all
from moving through water; remove s from Perception combat checks against this target once).
checks underwater), utility belt, extra reload. Abilities: Clone Inhibitor Chip (so long as the
proper chain of command is observed, upgrade
CLONE SERGEANT [RIVAL] the ability of Leadership checks targeting this
clone once), Personality Quirk (may take one
of these additional skills; Charm 2 (HH
HH), Co-
3 3 2 2 3 2 ercion 2 (HH
HHF F ), Deception 2 (HH
HH) or Nego-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tiation 2(HH
HH). This choice is permanent).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Equipment: DC-15 blaster rifle (Ranged
5 14 0 0 [Heavy]; (HH
HHF F ) Damage 10; Critical 3; Range
[Long]; Pierce 1, Stun setting), 2 frag grenades
Skills: Athletics 2 (HH
HHFF ), Brawl 2 (HH
HHF F ), Discipline (Ranged [Light]; (HH
HHF F ) Damage 8; Critical 4;
2 (HH
HHF F ), Leadership 2 (HHHH), Ranged (Heavy) Range [Short]; Blast 6, Limited Ammo 1), clone
2 (HH
HHF F ), Ranged (Light) 2 (HH HHF F ), Vigilance 2 armor (+2 soak), utility belt, extra reload.
(HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).

HEROES ON BOTH SIDES


64
Star Wars Roleplaying
CLONE TROOPER [MINION] CLONE VEHICLE DRIVER [RIVAL]

3 3 2 2 3 1 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0 4 12 0 0
Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF), Skills: Discipline 2 (HH
HH), Gunnery 2 (HH HHFF ),
Discipline (FFF
FFF), Ranged (Heavy) (FFF
FFF), Vigilance Mechanics 2 (HHHH), Piloting (Planetary) 2 (HH
HHFF ),
(FFF
FFF). Ranged (Light) 2 (HH
HHFF ), Vigilance 2 (HH
HH).
Talents: None. Talents: Skilled Jockey 2 (remove ss from all Piloting
Abilities: Clone Inhibitor Chip (so long as the proper checks).
chain of command is observed, upgrade the ability of Abilities: Clone Inhibitor Chip (so long as the proper
Leadership checks targeting this clone once). chain of command is observed, upgrade the ability of
Equipment: DC-15 blaster rifle (Ranged [Heavy]; Leadership checks targeting this clone once).
(FFF
FFF) Damage 10; Critical 3; Range [Long]; Pierce 1, Equipment: DC-17 hand blaster (Ranged [Light];
Stun setting), 2 frag grenades (Ranged [Light]; (FFF
FFF) (HH
HHF F s ) Damage 7; Critical 3; Range [Medium]; Ac-
Damage 8; Critical 4; Range [Short]; Blast 6, Limited curate 1, Stun setting), clone armor (+2 soak), utility
Ammo 1), clone armor (+2 soak), utility belt, extra re- belt, vehicle repair kit.
load.

HEROES ON BOTH SIDES


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65
COMMANDER CODY Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Commanding Presence
Cody, designation “CC-2224”, was a clone commander 2 (remove ss from Leadership and Cool checks), Field
who served as the commanding officer of the renowned Commander (as an action, may make an Average (FF FF)
212th Attack Battalion. A natural and practical leader, Leadership check; 4 allies may immediately suffer 1
Commander Cody was the second-in-command of Jedi strain to perform a free maneuver), Improved Forma-
General Obi-Wan Kenobi, to whom he was particularly tion Tactics (as an action, may make an Average (FF FF)
loyal. A capable strategist and an exceptional soldier on Leadership check to choose a number of allies within
the battlefield, his qualities earned him the respect of short range equal to q. The difficulty of attacks against
both his Jedi officer and his fellow clone troopers. the chosen allies are upgraded once until the end of
Cody’s next round; may spend e or wwwwww to
Cody was a competent and adept field commander,
have the effect last until the end of the encounter).
leading the 212th to victory after victory. He was often
teamed up with Captain Rex of the 501st and the two Abilities: Blast ‘Em! (once per encounter, Cody may
enjoyed both a kinship and a friendly rivalry, much like spend 1 Destiny Point to double the damage resulting
their respective Jedi Generals. While Cody had devel- from a Gunnery check from a single Republic vehicle
oped a sense of respect for those who considered him in the encounter and add +30 to any Critical Injury or
as a friend, like most other clones, his thoroughly in- Critical Hit results inflicted on the target from the at-
grained loyalty to the Republic was the dominating trait tack), Clone Inhibitor Chip (so long as the proper chain
of his character. of command is observed, upgrade the ability of Lead-
ership checks targeting Cody once), Tactical Direction
USING THIS CHARACTER (may perform a maneuver to direct one clone trooper
minion group within medium range; the group may per-
As the commanding officer of the 212th Attack Bat-
form an immediate free maneuver or add s to its next
talion, Cody spends practically every waking moment
check).
overseeing the troopers under his command or working
at the side of his Jedi officer Obi-Wan Kenobi. If the PCs Equipment: DC-15 blaster rifle (Ranged [Heavy];
encounter Kenobi, then Cody and the 212th are likely (HHH
HHH) Damage 10; Critical 3; Range [Long]; Pierce
not far away. 1, Stun setting), 2 frag grenades (Ranged [Light];
(HHH
HHH) Damage 8; Critical 4; Range [Short]; Blast 6,
Limited Ammo 1), clone armor (+2 soak), utility belt,
ADVENTURE AND ENCOUNTER IDEAS extra reload.
• The 212th are planning a large-scale attack on
a Separatist fortress, with Cody commanding the
battalion’s group of AT-TE walkers. The PCs are
charged with clearing the route to the base of enemy
scouts and hidden booby traps so that Cody’s force
can advance safely.
• Intelligence reports have suggested that a high-
ranking Separatist leader is traveling through a
nearby sector of space with only a light escort.
The PCs must team up with General Kenobi and
Commander Cody to lead a boarding action against
the Separatist’s ship and capture the target.

COMMANDER CODY [NEMESIS]

3 3 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 16 0 0
Skills: Athletics 2 (HHHHF F ), Brawl 3 (HHH
HHH),
Computers 2 (HH HHFF ), Cool 3 (HHH
HHHF F ), Discipline
4 (HHH
HHHF F ), Knowledge (Warfare) 3 (HHH HHH),
Leadership 4 (HHHH
HHHH), Perception 3 (HH HHF F ),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH
HHH),
Survival 2 (HH
HH), Vigilance 2 (HH
HHF F ).

HEROES ON BOTH SIDES


66
Star Wars Roleplaying
CORUSCANT POLICE CORUSCANT POLICE INSPECTOR [RIVAL]

The Coruscant Security Force, also referred to as the


Coruscant Police, was the law enforcement service in 2 2 3 3 3 3
charge of maintaining order on the galactic capital BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

planet of Coruscant. It was responsible for conducting SOAK VALUE W. THRESHOLD M/R DEFENSE

patrols of the planet- wide city, enforcing the law, con- 3 12 0 0


ducting criminal investigations and providing general
security. Skills: Charm 2 (HH
HHF F ), Cool 2 (HH
HHFF ), Deception
The CSF was staffed by sentient officers and droids in 2 (HH
HHF F ), Knowledge (Underworld) 4 (HHH HHHF F ),
the safer upper levels, and by tougher masked officers Leadership 2 (HH
HHF F ), Perception 3 (HHH
HHH), Piloting
in the more dangerous lower levels. These underworld (Planetary) 2 (HHHH), Ranged (Light) 2 (HH HH),
police wore dark-colored armor and were much more Streetwise 3 (HHH
HHH), Vigilance 2 (HH HHFF ).
ruthless than their colleagues. Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar-
USING THESE CHARACTERS get once), Reconstruct The Scene (once per session as
Coruscant is a hub for all manner of activity, from high an action, may make a Hard (FFFFFF) Perception check
politics down to street-level criminal dealings. Depend- at a crime scene to identify all prominent physical char-
ing on a party’s moral leanings, the sight of a Corus- acteristics of one person who was at the scene in the
cant police patrol might be a calming reassurance or an last 24 hours per q).
alarming warning. Regardless, if there is trouble on the Abilities: None.
capital, these officers will soon put an end to it. Equipment: Blaster pistol (Ranged [Light]; (HHHH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
ADVENTURE AND ENCOUNTER IDEAS police uniform (+1 soak), datapad.

• A rendezvous with an underworld contact is


CORUSCANT UNDERWORLD POLICE
ambushed by the police who have been tipped off
(truthfully or not) that the PCs are responsible for a [RIVAL]
recent series of crimes in the area.
• A new spice has taken the streets of the capital by 3 2 2 2 3 1
storm. Desperate to curb this new craze, a police BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
inspector enlists the help of the PCs in finding the
source of the drug and its suppliers. SOAK VALUE W. THRESHOLD M/R DEFENSE

4 12 0 0
CORUSCANT POLICE DROID [RIVAL]
Skills: Brawl 2 (HH
HHF F ), Coercion 2 (HH
HHF F ), Discipline
1 (H FF), Melee 2 (HH
H FF HHF F ), Ranged (Light) 2 (HH
HH),
3 2 2 2 3 2 Vigilance 2 (HH
HHF F ).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Talents: Nobody’s Fool 1 (upgrade difficulty of all
SOAK VALUE W. THRESHOLD M/R DEFENSE
Charm, Coercion and Deception checks against this tar-
3 10 0 0 get once).
Abilities: None.
Skills: Athletics 2 (HH HHF F ), Melee 1 (H H FF
FF), Equipment: Heavy blaster pistol (Ranged [Light];
Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HH), (HH
HH) Damage 7; Critical 3; Range [Medium]; Stun
Ranged (Light) 2 (HH
HH), Vigilance 2 (HHHHF F ). setting), truncheon (Melee; (HH
HHFF ) Damage 5; Critical
Talents: Nobody’s Fool 1 (upgrade difficulty of all 5; Range [Engaged]; Disorient 2), underworld police
Charm, Coercion and Deception checks against this tar- armor (+1 soak).
get once).
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
truncheon (Melee; (H FF) Damage 5; Critical 5; Range
H FF
[Engaged]; Disorient 2).

HEROES ON BOTH SIDES


Star Wars Roleplaying
67
HEROES ON BOTH SIDES
68
Star Wars Roleplaying
D-SQUAD WAC-47 [RIVAL]

D-Squad was a military squad that served the Galactic


Republic during the Clone Wars. Founded out of the 1 3 1 3 1 2
need for operatives that could infiltrate places that were BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

inaccessible to Jedi or clones, the squad consisted of SOAK VALUE W. THRESHOLD M/R DEFENSE

four astromech droids (R2-D2, QT-KT, U9-C4, and M5- 2 10 0 0


BZ) and an overly-talkative DUM-series pit droid des-
ignated WAC-47. The squad as a whole was under the Skills: Charm 3 (HHHHF F ), Cool 2 (HH
HH), Coordination
command of the diminutive but haughty Zilkin officer 2 (HH
HHF F ), Deception 3 (HHH
HHH), Piloting (Space) 2
Colonel Meebur Gascon. Though many would underes- (HH
HHF F ), Stealth 2 (HH
HHF F ).
timate them, D-Squad proved victorious on many oc- Talents: Distracting Behavior 3 (as a maneuver, may
casions. suffer up to 3 strain; an equal number of targets with-
USING THESE CHARACTERS in long range suffer t on checks they make until the
beginning of WAC-47’s next turn), Double-Talk (may
For some missions, clones and Jedi are too recogniz- spend ww or e from a successful Charm or Deception
able. When subterfuge is the name of the game, the check to disorient up to 2 opponents within short range
Republic turns to the D-Squad. Appearing to be unas- for the remainder of the current round and the next two
suming droids, the squad is able to infiltrate almost any rounds).
enemy city, facility or starship seamlessly. PCs might Abilities: Droid (does not need to breathe, eat, or
even encounter the squad by accident, stumbling across drink and can survive in vacuum or underwater; im-
them without realizing they are dealing with an elite Re- mune to poisons and toxins), Natural Nuisance (may
public military unit. use the Distracting Behavior talent without suffering
strain), Silhouette 0.
ADVENTURE AND ENCOUNTER IDEAS Equipment: Metal fists (Brawl; (F
F ) Damage 1; Critical 5;
Range [Engaged]; Disorient 1).
• The PCs have been captured on a mission for the
Republic. Their chances of escape look slim until the
D-Squad arrive to break them out.
• Newly-arrived on a Separatist world, the PCs hear
rumors of sabotage at the local military base, but
no signs of a saboteur. There may be credits to be
made in finding who is responsible.

COLONEL MEEBUR GASCON [NEMESIS]

1 2 4 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 12 10 0 0
Skills: Athletics 2 (H
H F ), Coercion 1 (H FF), Com-
H FF
puters 2 (HH
HHFF FF), Cool 2 (HH
HH), Knowledge (Core
Worlds) 4 (HHHHHHHH), Knowledge (Education) 3
(HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHHF F ),
Knowledge (Warfare) 2 (HH
HHFF FF), Leadership 2 (HH
HH),
Stealth 2 (HH
HH).
Talents: Field Commander (as an action, may make an
Average (FFFF) Leadership check; 4 allies may imme-
diately suffer 1 strain to perform a free maneuver), No-
body’s Fool 1 (upgrade difficulty of all Charm, Coercion
and Deception checks against this target once).
Abilities: Pep Talk (gains automatic ww on Leader-
ship checks when commanding droids), Silhouette 0.
Equipment: Light blaster pistol (Ranged [Light]; (FF
FF)
Damage 5; Critical 4; Range [Medium]; Stun setting),
Republic uniform (+1 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
69
M5-BZ [RIVAL] Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins), Magnet Modification (once per
2 1 1 2 1 1 session when an enemy uses a thrown metal weapon
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE to attack an ally within short range of QT-KT, she may
SOAK VALUE W. THRESHOLD M/R DEFENSE
negate the attack as an out-of-turn incidental).
4 12 0 0 Equipment: Arc welder (Melee; (FFFF) Damage 3; Crit-
ical --; Range [Engaged]; Stun Damage).
Skills: Astrogation 2 (H H F ), Computers 2 (HH F ),
Deception 2 (HH HH), Mechanics 2 (H H F ), Piloting U9-C4 [RIVAL]
(Space) 1 (H
H ), Resilience 2 (HH
HH).
Talents: Hidden Storage 1 (M5-BZ’s body contains a
hidden compartment that can hide small objects total-
1 1 2 2 1 1
ing no more than encumbrance 1; checks to detect this BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

compartment are Formidable (FFFFF


FFFFF)). SOAK VALUE W. THRESHOLD M/R DEFENSE

Abilities: Droid (does not need to breathe, eat, or drink 3 12 0 0


and can survive in vacuum or underwater; immune to
poisons and toxins), Storage Modification (at the GM’s Skills: Astrogation 3 (HH
HHFF ), Computers 3 (HHHHF F ),
discretion, one silhouette 0 character can hide inside Mechanics 2 (HHHH), Melee 2 (H H F ), Piloting (Space)
M5-BZ’s chassis). 2 (H
H F ).
Equipment: Arc welder (Melee; (FFFF) Damage 3; Crit- Talents: Solid Repairs 3 (when repairing hull trauma on
ical --; Range [Engaged]; Stun Damage). a starship or vehicle, repair 3 additional hull trauma).
Abilities: Droid (does not need to breathe, eat, or drink
QT-KT [RIVAL] and can survive in vacuum or underwater; immune to
poisons and toxins), Weapon Modification (once per
session U9-C4 may make an attack with his arc welder
1 1 2 2 1 1 using the overcharged weapon profile).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Arc welder (Melee; (H H F ) Damage 3; Crit-
SOAK VALUE W. THRESHOLD M/R DEFENSE ical --; Range [Engaged]; Stun Damage), overcharged
3 11 0 0 arc welder (Melee; (H
H F ) Damage 12; Critical 2; Range
[Engaged]; Pierce 2, Prepare 1, Vicious 3).
Skills: Astrogation 3 (HH
HHF F ), Computers 3 (HH
HHF F ),
Cool 2 (HH F ), Mechanics 2 (HH
HH), Piloting (Space) 3
(H
H FF
FF).
Talents: Fine Tuning 2 (when repairing system strain
on a starship or vehicle, repair 2 additional system
strain), Galaxy Mapper 1 (remove s from all Astroga-
tion checks; Astrogation checks take 50% less time).

HEROES ON BOTH SIDES


70
Star Wars Roleplaying
EL-LES
El-Les was an Arcona male bounty hunter whom the
Galactic Republic employed as a drill instructor for the
Grand Army clone troopers. In this role he often worked
with a fellow bounty hunter, the stern Bric. Though their
differing opinions on how best to train the cadets fre-
quently led to friction, the two instructors bore a be-
grudging respect for each other’s results.
El-Les was regarded as compassionate for a bounty
hunter, and wished his trainees to do well. This compas-
sionate attitude often clashed with Bric’s no-nonsense
“do or die” approach. Unlike most members of his spe-
cies, El-Les did not fall prey to the temptation of salt,
his resistance to such addiction serving as a testament
to his determined personality.

USING THIS CHARACTER


Like his fellow instructor Bric, El-Les’s contract with the
Republic means he rarely has an opportunity to leave
Tipoca City on Kamino. PCs are most likely to encounter
him when visiting the clone training facilities, where he
oversees the latest cadet batches and helps shape them
into soldiers.
Unlike Bric however, El-Les is far more accommodat-
ing to visitors and is often happy to offer interested (but
authorized) parties a tour of the facilities. His friendly
demeanor can be a welcome distraction from the gruff
Bric or the disinterested Kaminoans.

ADVENTURE AND ENCOUNTER IDEAS

• El-Les is overseeing a test flight for clone pilot


trainees when one of the cadets loses control of
their ship and plummets into the Kaminoan ocean. Talents: Adversary 1 (upgrade difficulty of all combat
A distressed El-Les enlists the PCs’ help in rescuing checks against this target once), Good Cop 1 (may
the downed pilot before it is too late. spend ww from a Charm or Negotiation check to up-
grade the ability of a single ally’s subsequent Social In-
• When Bric and El-Les are unable to agree on how teraction skill check once against the same target in the
best to train a particularly troublesome batch of same encounter), Inspiring Rhetoric (as an action, may
cadets, each tries to obtain the support of the make an Average (FF FF) Leadership check; each q
visiting PCs before they take the matter to General causes one ally in short range to recover 1 strain; spend
Shaak Ti. w to cause one affected ally to recover 1 additional
strain).
MASTER CHIEF EL-LES [NEMESIS]
Abilities: Positive Reinforcement (when El-Les spends
w to allow an ally to recover strain via the Inspiring
2 3 4 3 3 3 Rhetoric talent, each ally recovers 2 strain for each w
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
spent).
Equipment: Heavy blaster pistol (Ranged [Light];
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
(HHH
HHH) Damage 7; Critical 3; Range [Medium]; Stun
4 15 14 0 0 setting), frag grenade (Ranged [Light]; (HHH
HHH) Dam-
age 8; Critical 4; Range [Short]; Blast 6, Limited Ammo
Skills: Brawl 2 (HH HH), Charm 2 (HHHHF F ), Cool 2
1), stun grenade (Ranged [Light]; (HHH
HHH) Damage 8;
(HH
HHF F ), Discipline 2 (HH
HHFF ), Knowledge (Warfare)
Critical --; Range [Short]; Blast 8, Disorient 3, Limited
2 (HH
HHFF FF), Leadership 2 (HH HHF F ), Perception 2
Ammo 1, Stun Damage), padded armor (+2 soak).
(HH
HHF F ), Ranged (Heavy) 3 (HHH
HHH), Ranged (Light)
3 (HHH
HHH), Vigilance 2 (HH HHFF ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
71
GALACTIC SENATOR ADVENTURE AND ENCOUNTER IDEAS

Senators were individuals who represented the many • A recent surge in attacks on senators from political
activists has led to representatives hiring more
planets of the galaxy in the Galactic Senate of the Re-
bodyguards. The PCs may see this as an opportunity
public. Although galactic politics was never entirely re- for some easy credits - unfortunately, the senator
sistant to duplicity, during the Clone Wars the corrup- who hires them is the activists’ next target.
tion in the Senate took deep root in the legislative body.
Only a small minority of representatives remained who • A bill has been put forward in the Galactic Senate
placed the principles of their office ahead of their own that proposes to scrap the clone breeding program
self-interest. and instead invest in a Republic droid army.
Opponents of the bill suspect the senator making
During the conflict, the Senate itself was divided. De- the proposal is only doing so because they stand
spite the majority remaining on Coruscant, there were to make a lot of money from manufacturing the
several hundred who broke away in the years before the droids and hire the PCs to uncover evidence of the
Battle of Geonosis and formed the Separatist Parliament senator’s duplicity.
on Raxus. These senators claimed to be fighting against
the corruption on Coruscant, though in reality many left GALACTIC SENATOR [NEMESIS]
the Republic in order to chase wealth and power.

USING THIS CHARACTER 2 2 4 4 3 4


Regardless of whether they serve in the Galactic Senate BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

on Coruscant or the Separatist Parliament on Raxus, ga- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
lactic senators on both sides often operate in a similar 2 12 15 0 0
fashion. Unaccustomed to getting their own hands dirty,
a senator will readily enlist a party of PCs to serve as Skills: Charm 3 (HHH HHHF F ), Cool 2 (HH
HHFFFF),
their agents in furthering their own interests and polit- Deception 2 (HH
HHFF FF), Knowledge (Core Worlds)
ical influence. 2 (HH
HHFFFF), Knowledge (Education) 2 (HHHHFFFF),
A small number of senators, both Republic and Sepa- Knowledge (Outer Rim) 2 (HH HHFFFF), Leadership 2
ratists, are sincerely true to their principles however and (HH
HHFF FF), Negotiation 2 (HH
HHFFFF).
may seek out the PCs if they believe they too are guided Talents: Commanding Presence 2 (remove ss from
by a cause other than the pursuit of credits. Leadership and Cool checks), Works Like A Charm
(once per session, make one skill check using Presence
rather than the characteristic linked to that skill).
Abilities: None.
Equipment: Bodyguards, datapad, fine clothing.

HEROES ON BOTH SIDES


72
Star Wars Roleplaying
JAR JAR BINKS
Jar Jar Binks was a Gungan who played a key role
in the Invasion of Naboo and the Clone Wars that
followed. Having been an exile from his own peo-
ple for some times prior to the invasion, Binks’s
involvement in the battle against the Trade Fed-
eration saw him go on an unusual journey from
exile to renowned military commander - and later
a galactic representative for his entire species.
Jar Jar was often regarded by his peers as clum-
sy and annoying, traits which led many people
to deride and underestimate him. Despite these
flaws, Binks was also capable of being brave, loyal,
and dependable. Even the Gungan’s most stubborn
deriders could not deny that he had a good heart and
the best of intentions. However his good and humble
nature also meant that Binks was naive and easily ma-
nipulated - a trait that could prove to have wide-span-
ning consequences for the galaxy.

USING THIS CHARACTER


Despite serving as his species’ representative, Jar Jar
JAR JAR BINKS [NEMESIS]
is not as traditional in his adherence to his duties as
many who serve in the Senate. Whereas many senators
go years without leaving Coruscant, Jar Jar divides his 2 4 2 3 1 4
time equally between the galactic capital and Naboo.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
As such, a group of PCs could reasonably encounter
him at either location (or anywhere in between, if they SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

meet him during one of his many trips between the two 3 14 13 0 0
distant systems).
Always eager to meet new people, Jar Jar is also of- Skills: Athletics 3 (HH
HHF F ss), Charm 3
ten the first to volunteer for diplomatic missions that re- (HHH
HHHF F ss), Coordination 4 (HHHH HHHHss),
quire a senatorial representative - though in these cases Perception 2 (HH
HHF F ss), Skulduggery 2 (HH
HHFF ss),
wiser minds usually ensure he is escorted by at least Survival 3 (HHH
HHHss).
one more experienced member of the Galactic Senate. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Distracting
Behavior 3 (as a maneuver, may suffer up to 3 strain;
ADVENTURE AND ENCOUNTER IDEAS
an equal number of targets within long range suffer
• Jar Jar has volunteered to serve as the Republic’s tt on checks they make until the beginning of Jar
representative at a diplomatic conference, and Jar’s next turn), Improved Dodge 3 (may perform a
the PCs have been assigned as his security detail. Dodge incidental to suffer up to 3 strain to upgrade
However, when the Gungan’s clumsiness threatens the difficulty of an incoming combat check by the same
to destabilize the entire meeting, the PCs must number; may immediately make a move maneuver
intervene to save the negotiations and stop a full- afterwards as an out-of-turn incidental).
blown diplomatic crisis. Abilities: Amphibious (may breathe underwater with-
• A Gungan colony on one of the moons of Naboo out penalty and never suffer movement penalties when
has ceased all contact with the outside galaxy. swimming), Clumsy (Jar Jar adds ss to any checks he
Concerned about what may have happened to makes or assists with), Don’t Do That Again (when a
the colonists, Jar Jar accompanies the PCs to check Jar Jar makes or assists with generates y, roll
investigate. h . If the roll generates i then Jar Jar converts the re-
sult to e. If the roll generates i then Jar Jar increases
the result to yy. This roll is made for each initial y
generated).
Equipment: Gungan clothing (+1 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
73
HEROES ON BOTH SIDES
74
Star Wars Roleplaying
KAL SKIRATA ADVENTURE AND ENCOUNTER IDEAS

Kal Skirata was a Mandalorian instructor who trained • When visiting the cloning facilities on Kamino,
the PCs are suddenly attacked by a group of
clone commandos in the Grand Army of the Republic
clone cadets with stun weapons. It turns out the
during the time of the Separatist Crisis. Eight years be- fight has been orchestrated by Skirata to train the
fore the Battle of Geonosis, Kal was brought to Kamino cadets in ambush tactics, with the PCs as unwitting
when he answered Jango Fett’s call for trainers for the participants.
clones, joining the ranks of the Cuy’val Dar - a phrase
that meant “Those Who No Longer Exist” in the Man- • Skirata has learned that one of his fellow Cuy’val
dalorian language. Dar has fled Kamino with the intention of selling
military secrets about the clones’ genetic material
The Cuy’val Dar were a group of one hundred individ-
to the Separatists. He enlists the PCs to help him
uals summoned by Fett to train the elite clone comman- hunt down the traitor before they can endanger
dos and ARC troopers in special skill sets ranging from the lives of his “lads”, and may even be willing to
military and survival skills, to tracking and communi- accompany them himself.
cation expertise. Approximately three-quarters of these
trainers were of Mandalorian lineage, like Skirata, with KAL SKIRATA [NEMESIS]
the remaining number being made up of bounty hunters
and mercenaries. This led to many of the instructors,
Skirata included, to try and instill Mandalorian values 4 4 3 3 4 2
in the clones they trained. Despite the disapproval of BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the Kaminoans, Skirata and his fellows enjoyed some
success in this regard, with many clones embracing the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

warrior traditions of Mandalorian culture. 6 18 16 1 1


The origins of the name stemmed from the necessity
Skills: Athletics 2 (HH
HHFF FF), Brawl 3 (HHHHHHF F ),
of the Cuy’val Dar to leave their lives behind and vanish
Coercion 2 (HH HHFFFF), Cool 3 (HH HHF F ), Discipline
to Kamino for an indeterminate amount of time, where
3 (HHH
HHHF F ), Knowledge (Warfare) 3 (HHH HHH),
they would have no contact with the outside galaxy be-
Leadership 4 (HH
HHFFFF), Melee 2 (HH FF), Ranged
HHFF
yond its borders. Most were thought dead or missing
(Heavy) 3 (HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ),
in action, having left any family and friends they had
Skulduggery 2 (HHHHFF ), Survival 2 (HH
HHFF ), Vigilance
without explanation. It was this lack of connection with
3 (HHH
HHHF F ).
anyone outside of Kamino that led to Skirata forming a
close attachment with the clones under his care, seeing Talents: Adversary 2 (upgrade difficulty of all combat
them as his own sons. checks against this target twice), Commanding Pres-
ence 2 (remove ss from Leadership and Cool checks),
USING THIS CHARACTER Master Instructor (once per round as an out-of-turn in-
cidental, may suffer 2 strain to allow an ally to use Kal
With the onset of the Clone Wars, Kal Skirata’s initial
Skirata’s ranks in Discipline for the next Discipline check
contract as one of the Cuy’val Dar is over, and he is no
the ally makes).
longer obliged to remain on Kamino or isolate himself
from the wider galaxy. Therefore it is possible for PCs to Abilities: Counter-Insurgent Tactics (when Kal Skirata
encounter this grizzled veteran instructor on any world is present in a combat encounter, he and any allies may
they might visit, trying to enjoy the well-paid retirement choose to use Vigilance instead of Cool when making
he has earned. Initiative checks).
However, the fatherly bond Skirata has formed with Equipment: Verpine shatter rifle (Ranged [Heavy];
the clones - his “boys” as he calls them - means he is (HHH
HHHF F ) Damage 12; Critical 3; Range [Extreme];
unlikely to remain far from any Republic military installa- Knockdown, Pierce 4), WESTAR-34 blaster pistol
tion for long. As an expert in counter-insurgent tactics, (Ranged [Light]; (HHH
HHHF F s ) Damage 7; Critical 3;
Skirata’s services are still sought after by Republic com- Range [Medium]; Accurate 1, Stun setting), vibroknife
manders, and he might even be willing to train a group (Melee; (HH FF) Damage 5; Critical 2; Range
HHFF
of PCs if they are able to win his hard-earned respect. [Engaged]; Pierce 2, Vicious 1), whipcord (Ranged
[Light]; (HHH
HHHF F ) Damage 1; Critical --; Range [Short];
Generally speaking, Skirata prefers to judge others by
Ensnare 3, Limited Ammo 1) Mandalorian armor (+2
their actions, though he is known to harbor extreme
soak, defense 1).
prejudice against those who associate with the Jedi Or-
der. This is due to his belief that the Jedi are hypocrites
for being willing to lead an army made up of men bred
solely to fight and die for the Republic.

HEROES ON BOTH SIDES


Star Wars Roleplaying
75
MAS AMEDDA ADVENTURE AND ENCOUNTER IDEAS

Mas Amedda was a Chagrian male politician who served • Mas Amedda enlists the PCs to uncover evidence
of treason by a senator who happens to be a vocal
in high-ranking government roles during the twilight
opponent of the Chancellor. Despite their best
years of the Galactic Republic. A native of Champala, efforts, no evidence is forthcoming but Amedda is
Amedda was a talented political actor who filled the role insistent that some must “materialize” - and that a
of Vice Chair of the Galactic Senate of the Republic un- generous reward awaits those who can provide it.
der two Supreme Chancellors on the capital world of
Coruscant. • When the PCs have an issue that they wish to bring
before the Senate, they must meet with the Vice
After his first chancellor, Finis Valorum, was ousted Chair to persuade him to allow them time to speak
from office following the Trade Federation’s invasion of at the next session.
Naboo, Amedda weathered the change in administra-
tion and retained his post under Valorum’s successor,
MAS AMEDDA [NEMESIS]
Naboo’s Sheev Palpatine. A political chameleon, Amed-
da didn’t seek the office of highest power but merely
wanted to have its ear and confidence. 2 2 3 4 3 4
Amedda continued to serve in the Office of the Chan- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
cellor during the Clone Wars, supporting Palpatine’s de-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
cisions as a wartime leader and becoming a fixture by
the Supreme Chancellor’s side.
3 14 16 1 0

USING THIS CHARACTER Skills: Charm 3 (HHH


HHHF F ), Coercion 2 (HH
HHFF ), Cool
2 (HH
HHFF FF), Deception 4 (HHHH HHHH), Knowledge
As one of Palpatine’s closest advisors, Mas Amedda of- (Core Worlds) 3 (HHHHHH), Knowledge (Education)
ten speaks with the Supreme Chancellor’s voice. There- 4 (HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHH),
fore his presence indicates that whatever is said in his Negotiation 3 (HHH
HHHF F ), Perception 2 (HH
HHFF
FF).
hearing will make it back to Palpatine - something that
Talents: Discredit (once per encounter, may take the
experienced politicians are keenly aware of.
Discredit action by making a Hard (FFFFFF) Deception
PCs that have risen to prominence and esteem in check; on a success, one chosen character upgrades
the eyes of the Republic establishment may encounter the difficulty of social checks once, and one additional
Amedda in his role as an intermediary for the Chancel- time for every ww on the Deception check, until
lor. Hearing praise or criticism from the Vice Chair can the end of the encounter), Nobody’s Fool 1 (upgrade
be as lifting or damning as hearing it from Palpatine difficulty of all Charm, Coercion and Deception checks
himself. against this target once).
Abilities: Playing Politics (once per encounter, Mas
Amedda may reverse the result of another character’s
successful social check).
Equipment: Staff of office (Melee; (FF
FF) Damage 4;
Critical 4; Range [Engaged]; Defensive 1, Disorient 2),
senatorial robes (+1 soak).

HEROES ON BOTH SIDES


76
Star Wars Roleplaying
MON MOTHMA
Mon Mothma was a human female politician who served
in the Galactic Senate as the representative of Chandri-
la. She was born into a political family; her father was an
arbiter-general in the Galactic Republic, and her moth-
er was a governor on their homeworld of Chandrila.
She became a member of the Loyalist Committee, a
group of senators tasked by Supreme Chancellor Palpa-
tine to maintain the integrity of the Republic during the
political crisis that saw the formation of the Confederacy
of Independent Systems. After the Clone Wars broke out
between the newly-formed Grand Army of the Republic
and the Droid Army of the Separatist Alliance, Mothma
remained a member of the committee but became an
outspoken opponent of the war with the Separatists.
Mothma, along with friends and allies like Senators
Padmé Amidala of Naboo and Bail Organa of Alder-
aan, came to fear that the Senate’s push to defeat the
Separatists made it blind to the toll that the war would
take on the Republic. She was also a firm believer in
democracy and opposed Chancellor Palpatine’s amass-
ing of executive power. She contrasted her beliefs with
those of Separatists who wanted to leave the Republic,
believing instead in loyalty to the Republic and the pres-
ervation of its democracy.

USING THIS CHARACTER


Like her close allies Bail Organa and Padmé Amidala,
Mon Mothma represents the vocal minority of senators
MON MOTHMA [NEMESIS]
who believe a peaceful solution to the Clone Wars can
be found. As such, any encounter with PCs is likely to
come about as a result of her efforts to either promote 2 3 4 4 5 4
a peace process or oppose what she sees as the over- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
reaching of the Chancellor’s Office.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
On the other hand, Mothma’s politics make her an
open target for many both inside and outside the Re-
2 12 16 0 0
public. Less scrupulous PCs might be willing to take
Skills: Charm 4 (HHHH
HHHH), Computers 2 (HH HHFF FF),
work to discredit or undermine her efforts, as she has
Cool 4 (HHHH
HHHH), Deception 3 (HHH HHHF F ), Discipline
no shortage of enemies on both sides of the galactic
3 (HHH
HHHFF FF), Knowledge (Education) 3 (HHH HHHF F ),
conflict.
Leadership 3 (HHH
HHHF F ), Melee 1 (H
H F ), Negotiation
5 (HHHH
HHHHF F ), Perception 3 (HHH
HHHF F ), Vigilance 3
ADVENTURE AND ENCOUNTER IDEAS (HHH
HHHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat
• When Mon Mothma is giving a media interview
checks against this target twice), Inspiring Leadership
for the HoloNet, pro-war extremists storm the
studio and take the senator and audience hostage. (as an action, may make an Average (FF FF) Leadership
The PCs are either in the audience already or are check to grant up to 4 allies within short range an
enlisted to resolve the situation. automatic q on their next skill check), Nobody’s Fool 2
(upgrade difficulty of all Charm, Coercion and Deception
• Mothma hires the PCs to transport an encrypted
checks against this target twice).
communique to Separatist senators who share her
desire for a peaceful resolution. Will the PCs deliver Abilities: Lasting Inspiration (once per session, make
the message, or is the promise of reward enough a Hard (FFF
FFF) Leadership check when giving orders
to tempt them to take it to Mothma’s political to an ally; if successful, the ally gains one s for each
enemies instead? q, which can be split up and added as desired to any
skill checks the ally makes until the end of the session).
Equipment: Robe of office, diplomatic comlink, secret
encrypted comlink, datapad.

HEROES ON BOTH SIDES


Star Wars Roleplaying
77
PADMÉ AMIDALA ADVENTURE AND ENCOUNTER IDEAS

Padmé Amidala was a human female senator who rep- • A defector from the Separatist Parliament has
contacted Padmé asking for help in fleeing to
resented the people of Naboo during the final years of
Coruscant. When the PCs are ordered to meet
the Galactic Republic. Prior to her career in the Galac- the defector and escort them back to the capital,
tic Senate, Amidala was the elected ruler of the Royal Padmé insists on accompanying them personally.
House of Naboo. A political idealist, she advocated for
the preservation of democracy as well as a peaceful res- • Rumors have reached the Republic of disgruntled
olution to the Clone Wars. spice miners working with the Separatists to
prepare a sneak attack on Naboo. Padmé leads a
Amidala was compassionate to other people and stood delegation to meet the miners and win them back
her ground firmly for what she believed in. She was also to the Republic, and the PCs are assigned as her
a very persuasive and empathetic speaker during her security escort.
time as Senator, especially when she opposed the esca-
lation of the Clone Wars. Her public persona was that PADMÉ AMIDALA [NEMESIS]
of a strong, confident politician, but whispers in certain
circles spoke of a secretive private life that inflamed all
manner of questions about the young senator. 2 3 4 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
USING THIS CHARACTER
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
An ardent loyalist in the Galactic Senate, Padmé Ami-
dala is often a leading voice for a peaceful solution to
3 14 18 1 1
the Clone Wars. In a galaxy where many of the rich and
Skills: Charm 3 (HHH
HHHF F ), Cool 2 (HH
HHFFFF), Discipline
powerful stand to profit from a prolonged conflict, this
2 (HH
HHFF FF), Knowledge (Education) 3 (HHH HHHF F ),
has made her far more enemies than it has friends.
Knowledge (Outer Rim) 2 (HH HHFF FF), Leadership 3
Because of her widely-reported political positions and (HHH
HHHF F ), Negotiation 4 (HHHH
HHHH), Ranged (Light)
extraordinary personal history, any Republic-aligned 3 (HHH
HHH), Vigilance 2 (HH HHFF FF).
PCs are likely to have heard of her long before they meet
Talents: Adversary 2 (upgrade difficulty of all combat
her. Their views on her politics may influence how they
checks against this target twice), Improved Inspiring
approach any encounter with the strong-willed senator.
Rhetoric (as an action, may make an Average (FF FF)
Leadership check; each q causes one ally in short
range to recover 1 strain; spend w to cause one affected
ally to recover 1 additional strain; each ally affected
gains s to all checks for three rounds), Nobody’s Fool 3
(upgrade difficulty of all Charm, Coercion and Deception
checks against this target three times).
Abilities: Unmatched Insight (once per session, Padmé
may spend a Destiny Point to become aware of the
motivations, emotional states and basic histories of up
to five characters in the encounter; she may choose one
affected character and upgrade all social skill checks
made against them once until the end of the encounter).
Equipment: Blaster pistol (Ranged [Light]; (HHH
HHH)
Damage 7; Critical 3; Range [Medium]; Stun setting),
armored clothing (+1 soak, defense 1).

HEROES ON BOTH SIDES


78
Star Wars Roleplaying
REPUBLIC NAVY ADVENTURE AND ENCOUNTER IDEAS

The Republic Navy was the naval branch of the military • When the PCs accidentally stumble across a chaotic
space battle between Republic and Separatist
forces of the Galactic Republic. During the near end of
forces, they must convince the trigger-happy
the Separatist Crisis, the Republic Navy was created by commanding officer of the Republic ships that they
the Military Creation Act, along with the Grand Army are not enemy operatives.
of the Republic. Although much of the new navy was
staffed by clones, for oversight the Republic required • On a Republic world far from the frontlines, some
seasoned fleet commanders that could not be provided opportunistic PCs take the chance to ensure some
by the Kaminoans. supplies fall off the back of a transport and into
their ship’s cargo hold. This draws the attention of
To fill these senior roles, the Senate a pair of Republic Judicials, who are unwilling to
turned to the Judicials - the military- let the war stop them from pursuing these thieves
trained peacekeeping forces that across the galaxy.
had maintained law and order
across the Republic for a thousand REPUBLIC FLEET OFFICER [RIVAL]
years. A number of officers who
would go on to become heroes
of the Clone Wars - such as Wullf 2 2 4 3 4 4
Yularen and Wilhuff Tarkin - were BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

drafted from the ranks of SOAK VALUE W. THRESHOLD M/R DEFENSE


the Judicials. 3 13 0 0
USING THESE
CHARACTERS Skills: Discipline 2 (HH FF), Knowledge (Warfare) 2
HHFF
(HH
HHFF FF), Leadership 3 (HHH
HHHF F ), Ranged (Light) 2
Republic fleet officers (HH
HH), Vigilance 2 (HHHHFF
FF).
can be found on the Talents: Adversary 1 (upgrade difficulty of all combat
bridge of every checks against this target once).
starship in the
Republic Navy. Abilities: Focus Fire (once per round, may spend a
From ship captains maneuver to direct one allied ship minion group within
to admirals, these medium range [this can be planetary scale for targets
non-clone officers on other ships]; the group may perform an immediate
offer their experience free combat check action).
and strategic support to Equipment: Blaster pistol (Ranged [Light]; (HHHH)
the Jedi Generals they Damage 6; Critical 3; Range [Medium]; Stun setting),
serve. Republic naval uniform (+1 soak).
Despite the advent
of both the Navy and REPUBLIC JUDICIAL [RIVAL]
the Grand Army, the
Judicials still work
tirelessly to maintain 3 3 3 4 3 2
law and order within BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Republic space. Though SOAK VALUE W. THRESHOLD M/R DEFENSE

many of their number 4 14 1 1


have been drafted into the
main military, those that Skills: Perception 3 (HHH
HHHFF ), Ranged (Heavy) 3
remain are dedicated (HHH
HHH), Ranged (Light) 3 (HHHHHH), Streetwise 2
peacekeepers. (HH
HHFF FF), Vigilance 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; (HHH
HHH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
armored uniform (+1 soak, defense 1), holo-badge.

HEROES ON BOTH SIDES


Star Wars Roleplaying
79
RIYO CHUCHI ADVENTURE AND ENCOUNTER IDEAS

Riyo Chuchi was a female Pantoran politician from the • Separatist agitators are attempting to rouse the
native Talz of Orto Plutonia to rise up against the
moon of Pantora. A newcomer to the galactic political
neighboring Pantorans. Senator Chuchi, having
scene, Chuchi served as a senator and represented her negotiated with the Talz before, travels to meet with
people in the Galactic Senate of the Republic during the Talz leaders; the PCs are enlisted to keep her
the Clone Wars. Though she shared her rather young safe from Separatist interference.
age with fellow senators like Padmé Amidala and Mon
Mothma, she was rather timid and soft-spoken in com- • Ambushed during a humanitarian mission to help
parison to her more assertive colleagues. refugees fleeing the war, Senator Chuchi has been
kidnapped by pirates. The kidnappers demand
Senator Chuchi rose to prominence during the One- delivery of a sizable amount of credits, or they
Day War, a brief conflict that took place between Re- will execute the young senator live on the galactic
public forces and native Talz warriors on Orto Plutonia HoloNet.
- the world that the moon Pantora orbited. The leader of
Pantora at the time, Chairman Chi Cho, held a great dis- RIYO CHUCHI [NEMESIS]
dain for the Talz and attempted to wipe out the Pluto-
nian tribe, but was instead killed in the process. Chuchi
however, was able to work with the Jedi generals Obi- 2 2 3 3 3 4
Wan Kenobi and Anakin Skywalker to cease hostilities BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and establish diplomatic relations between the Talz and
the Republic. This incident helped Chuchi find the con- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

fidence to be a more effective member of the Senate. 3 14 15 0 0


USING THIS CHARACTER Skills: Charm 2 (HH
HHFFFF), Cool 2 (HH
HHFF FF), Discipline
2 (HHHHF F ), Knowledge (Education) 2 (HH HHF F ),
Senator Chuchi is young for a senator, newly-appointed Leadership 2 (HHHHFFFF), Negotiation 3 (HHHHHHF F ),
to the role at a time of galactic crisis. This sometimes Perception 2 (HH
HHFF ), Ranged (Light) 1 (H
H F ), Stealth
affects her decisiveness, as the weight of knowing the 1 (H
H F ).
effects her actions can have on the lives of so many is a
heavy burden. Her idealism is unquestionable though, Talents: Adversary 1 (upgrade difficulty of all combat
as she has not had the time to become as jaded as checks against this target once), Inspiring Rhetoric (as
some of her more experienced colleagues. an action, may make an Average (FF FF) Leadership
check; each q causes one ally in short range to recover
Chuchi responds best to PCs who can appeal to her 1 strain; spend w to cause one affected ally to recover
sense of honor and morality. On the other hand, her 1 additional strain).
lack of experience means she is more vulnerable than
she realizes to the manipulations of other political fig- Abilities: Infectious Idealism (once per session as an
ures with less altruistic intentions. incidental, Senator Chuchi may upgrade any Charm or
Leadership check once), Naive (when a character makes
a Deception check targeting Senator Chuchi, they
may add s to the check).
Equipment: Holdout blaster pistol
(Ranged [Light]; (H
H F ) Damage
5; Critical 4; Range [Short];
Stun setting), senatorial
clothing (+1 soak).

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SENATE GUARD
The Senate Guard was an elite security force of the Ga-
lactic Republic. Its duties were to protect the Galactic
Senate and the Supreme Chancellor. The Senate Guard
was centered on the galactic capital planet of Coruscant
and in protecting the Senate District it shared jurisdic-
tion with the Coruscant Security Force. Next to the Jedi
Order, the Senate Guards were seen as the defenders of
democracy and symbols of security.

USING THESE CHARACTERS


Should the PCs’ adventures take them deep into the
bowels of Republic politics, then the Senate Guard are
likely to be a frequent sight. Should they cause trouble
near the center of the Republic’s capital however, then
it is these elite troops they will be dealing with instead
of the regular police droids they might expect.

ADVENTURE AND ENCOUNTER IDEAS

• While wandering the Senate District, the PCs are


accosted by the Senate Guard, who have been
tipped off that anti-war protesters who match the
PCs’ description are planning to start a riot that
day.
• The PCs are sent to rescue a powerful senator’s son
from the underworld, only to discover he is there
willingly. Upon hearing this, the senator dispatches
corrupt Senate Guards to bring him home and kill
any witnesses - including the PCs. SENATE GUARD CAPTAIN [RIVAL]
SENATE GUARD [RIVAL]
3 3 2 3 3 2
3 3 2 2 3 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD M/R DEFENSE

SOAK VALUE W. THRESHOLD M/R DEFENSE


5 16 1 1
5 14 0 0 Skills: Athletics 1 (H FF), Brawl 2 (HH
H FF HHF F ), Charm
1 (H
H F ), Discipline 2 (HH
HHF F ), Leadership 3 (HH
HHFF ),
Skills: Brawl 2 (HH HHF F ), Discipline 2 (HH
HHF F ),
Melee 2 (HH HHF F ), Perception 2 (HHHHF F ), Ranged
Leadership 1 (HH F ), Melee 2 (HH
HHF F ), Ranged (Heavy)
(Heavy) 2 (HH HHF F ), Ranged (Light) 2 (HH HHFF ),
2 (HH
HHF F ), Vigilance 1 (H
H FF
FF).
Vigilance 3 (HHH
HHH).
Talents: None.
Talents: Adversary 1 (upgrade difficulty of all combat
Abilities: Reappropriate (as an action, the guard can checks against this target once).
make an Easy (FF ) Brawl check to disarm an engaged
Abilities: Reappropriate (as an action, the guard can
opponent, and may spend e to immediately wield the
make an Easy (FF ) Brawl check to disarm an engaged
item or weapon).
opponent, and may spend e to immediately wield the
Equipment: Force pike (Melee; (HH HHF F ) Damage 6; item or weapon), Tactical Direction (may perform a
Critical 2; Range [Engaged]; Pierce 2, Stun setting) or maneuver to direct one Senate Guard within medium
ceremonial rifle (Ranged [Heavy]; (HH
HHF F ) Damage 10; range; the guard may perform an immediate free ma-
Critical 2; Range [Long]; Pierce 1, Stun setting), Senate neuver or add s to their next check).
Guard armor (+2 soak), comlink.
Equipment: Force pike (Melee; (HH HHF F ) Damage 6;
Critical 2; Range [Engaged]; Pierce 2, Stun setting) or
ceremonial rifle (Ranged [Heavy]; (HH
HHF F ) Damage 10;
Critical 2; Range [Long]; Pierce 1, Stun setting), Senate
Guard captain’s armor (+2 soak, defense 1), comlink.

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81
SIONVER BOLL • PCs who have proven themselves to be reliable
Republic operatives might be trusted with powerful
A scientist of the Bivall species, Sionver Boll worked for prototype weapons or other technology from Dr
Boll’s lab as means of field testing them.
the Republic military developing new weapons to de-
ploy against the Separatist droid armies. Although she
helped design much of the Republic’s war technology, SIONVER BOLL [NEMESIS]
her greatest achievement came when she designed and
developed the electro-proton bomb. An explosive de-
vice that, when detonated, released an immense elec-
2 2 4 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tromagnetic pulse, the proton bomb was intended to
shut down all droids, the mainstay of the armed forces SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

of the Separatist Alliance. 3 14 13 0 0


In addition to her work in weapons research, she was
also an expert in the field of xenology. Though a loyal Skills: Computers 3 (HHHHHHF F ), Cool 2 (HHHHF F ),
and dedicated scientist, Dr Boll sometimes allowed her Deception 2 (HH
HHF F ), Discipline 2 (HH
HHF F ), Knowledge
short-term goals to blind her from their long-term con- (Education) 4 (HHHH
HHHH), Knowledge (Xenology) 4
sequences. Her designs would go a long way to helping (HHHH
HHHH), Mechanics 3 (HHH HHHF F ), Medicine 2
the war effort, but some raised concerns over their use (HH
HHFF FF), Perception 3 (HHH
HHH).
once the war was over. Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this
USING THIS CHARACTER target once), Researcher 2 (remove ss from all
Being a scientist in service to the Republic military, Dr Knowledge checks, and researching a subject takes half
Boll can usually be found in weapon labs up and down the time).
the galaxy. She only tends to venture into the open Abilities: Field Biology Expert (once per session as
when her latest design requires a field test - it is during an action, when facing an enemy creature with the
such scenarios that she may be likeliest to encounter a Adversary talent, Dr Boll may roll a Hard (FFF FFF)
party of PCs if they happen to be fighting on the planet Knowledge (Xenology) check, upgrading the difficulty
where her latest weapon is to be tested. a number of times equal to the target’s ranks in
Adversary. On a success, reduce Adversary rank for all
ADVENTURE AND ENCOUNTER IDEAS creatures of that type by 1 [to a minimum of 0] for the
remainder of the encounter).
• As part of her latest project, Dr Boll requires a Equipment: Datapad, researcher’s tools, weapons re-
series of rare components. The PCs are enlisted to search manual.
help her acquire the needed parts on a mission that
will send them across the galaxy.

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SLY MOORE Abilities: Force Powers (Influence, Sense).
Influence: Force Power. May spend up to oo to
Sly Moore, a female Umbaran with the alleged ability to stress the mind of one target at short range per o,
manipulate the minds of others, was the senior admin- inflicting 1 strain on each; make an opposed Disci-
istrative aide and Chief of Staff of Supreme Chancellor pline vs. Discipline check combined with an Influence
Sheev Palpatine during the final years of the Galactic power check and spend o to force the target to adopt
Republic. Alongside Mas Amedda, she shadowed Palpa- an emotional state or believe something untrue for 5
tine constantly throughout the Clone Wars, and despite rounds or 25 minutes.
her characteristic silence was rumored to be the keeper Equipment: Umbaran heavy robes (+1 soak, defense
of many of the Supreme Chancellor’s deepest and dark- 1).
est secrets.
In addition to her role as a political aide, Moore was
a Force Sensitive who, for unknown reasons, was never
inducted into the Jedi Order. Instead she used her abil-
ities in service to her master.

USING THIS CHARACTER


Very little is known about Sly Moore other than her
fierce loyalty to Palpatine and inscrutable nature. She
is rarely away from the Chancellor’s side, but when she
is it is usually on some secretive mission of which only
she and Palpatine himself know the details - but it is
said whenever she returns, the Chancellor’s collection
of peculiar historical artifacts grows larger.

ADVENTURE AND ENCOUNTER IDEAS

• Ahead of the Supreme Chancellor’s arrival at an


off-world event, the PCs are tasked with briefing
Moore on the security arrangements in place.
However, the aide seems more interested in the
Force Sensitive party members - particularly if they
are not members of the Jedi Order.
• Whilst exploring some ancient ruins on a long
forgotten world, the PCs stumble upon a disguised
Moore attempting to recover an ancient Dark Side
artifact from the collapsed structures.

SLY MOORE [NEMESIS]

2 2 3 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 18 1 1
Skills: Coercion 3 (HHH HHH), Cool 4 (HHH HHHFF ),
Deception 4 (HHHHHHF F ), Discipline 3 (HHH
HHHFF ),
Knowledge (Lore) 3 (HHH
HHH), Perception 4 (HHHH
HHHH),
Stealth 3 (HH
HHF F ), Vigilance 4 (HHHH
HHHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Force Rating 2,
Nobody’s Fool 2 (upgrade difficulty of all Charm,
Coercion and Deception checks against this target
twice), Sleight Of Mind 2 (add ss to Stealth checks
unless the being attempting to detect the character is
immune to Force powers).

HEROES ON BOTH SIDES


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83
SUPREME CHANCELLOR PALPATINE
Sheev Palpatine was born on the Mid Rim world of Na- (Underworld) 2 (HH
HHFF FF), Knowledge (Xenology) 4
boo, though he was notoriously secretive about his early (HHHH
HHHH), Leadership 5 (HHHHH HHHHH), Lightsaber
years. A career politician, Palpatine rose to serve as his 5 (HHHHH
HHHHH), Mechanics 1 (H FFF), Negotiation
H FFF
homeworld’s representative in the Galactic Senate and, 5 (HHHHH
HHHHH), Perception 5 (HHHHH HHHHH), Piloting
following the Invasion of Naboo, even ascended to the (Space) 2 (HH
HHFF ), Resilience 2 (H
H F ), Skulduggery 2
office of Supreme Chancellor of the Republic. (HH FFF), Vigilance 4 (HHHH
HHFFF HHHHF F ).
It was in this role that Palpatine oversaw the period Talents: Adversary 4 (upgrade difficulty of all com-
of turmoil that led to the outbreak of the Clone Wars. bat checks against this target four times), Fearsome 3
Gaining significant emergency powers from the Senate, (when an adversary becomes engaged with Palpatine,
Palpatine oversaw the war effort against the Separatist he may force the adversary to make a Hard (FFF FFF)
droid armies in conjunction with the Jedi Council. fear check), Force Rating 8, Improved Parry 5 (when
However, unknown to the galaxy at large, the Chan- struck by a melee attack but before applying soak, as
cellor was merely a facade to protect Palpatine’s true an out-of-turn incidental, may suffer 3 strain to reduce
identity - that of Darth Sidious. In his true form, Sidious damage by 7; if used then after attack is resolved may
orchestrated the war from both sides with his ultimate spend y or ttt to automatically hit one target with
aim being to bring about the revenge of the Sith. wielded lightsaber, inflicting base damage plus any
damage from applicable talents or abilities), Improved
USING THIS CHARACTER Reflect 5 (when struck by a ranged attack but before
As the head of state for the entire Republic, Palpatine apply­ing soak, may suffer 3 strain to reduce damage by
is a name known to everyone in the civilized galaxy. 7; if used, then after attack is resolved, may spend y
Because of the war, his movements are never revealed or ttt to automatically hit one target within medium
publicly ahead of time, so a party’s best chance to en- range, dealing the same damage as the hit from the
counter him in person is to rise through the ranks. initial ranged attack), Improved Terrify (Palpatine takes
In stark contrast to the recognition granted to the the Terrify action; make an Average (FF FF) Coercion
Supreme Chancellor, Palpatine’s true identity as Darth check, adding up to hhhhhhhh
hhhhhhhh. May spend
Sidious is a secret few are privy to. PCs are only like- q to Disorient one target within medium range until
ly to encounter the Sith Lord if they show potential as the end of the next round; may spend ww to extend
Dark Side recruits - or particularly stubborn thorns in duration and spend o to immobilize affected target;
the Sith’s side. may spend e to stagger an affected target), Natural
Mystic (once per session, Palpatine may reroll any one
Force power check), Shien Technique (may use Cunning
ADVENTURE AND ENCOUNTER IDEAS instead of Brawn when making Lightsaber skill checks),
Shroud (may spend 1 Destiny Point to make himself
• After dealing with a series of dangerous missions
undetectable via Force powers and make his own pow-
and obstructive politicians, the PCs are able to
deliver an address to the Supreme Chancellor and ers go unnoticed for the remainder of the encounter),
the entire Galactic Senate about an issue or cause The Force Is My Ally (once per session, Palpatine may
they feel strongly about. suffer 2 strain to perform a Force power action as a
maneuver).
• Any Force Sensitive PCs who show particular skill (or Abilities: Dark Side Force User (uses dark side results
a lean towards the Dark Side) may find themselves
being sought out by Sidious. instead of light side results), Power Of The Dark Side
(when Palpatine inflicts wounds on an opponent, Palpa-
SUPREME CHANCELLOR PALPATINE tine immediately recovers 3 strain or 1 wound), Force
[NEMESIS] Powers (Enhance, Farsight, Foresee, Influence, Move,
Seek, Sense, Unleash).
Enhance: Force Power. Palpatine may use this pow-
1 3 4 5 5 5 er when making Lightsaber skill checks.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Farsight: Force Power. Palpatine may spend o to
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE ignore the effects of darkness or blindness and see nor-
3 16 25 1 1 mally up to extreme range for 3 rounds (or 3 minutes).
Foresee: Force Power. Palpatine may spend o to
Skills: Charm 5 (HHHHH
HHHHH), Coercion 5 gain vague hints of events to come, up to three days
(HHHHH
HHHHH), Cool 4 (HHHH HHHHF F ), Deception 5 into his own personal future. Palpatine can spend o to
(HHHHH
HHHHH), Discipline 5 (HHHHH
HHHHH), Knowledge pick up 2 specific details from his vision.
(Core Worlds) 4 (HHHH
HHHH), Knowledge (Education)
4 (HHHH
HHHH), Knowledge (Lore) 5 (HHHH
HHHHF F ),
Knowledge (Outer Rim) 3 (HHH
HHHF F ), Knowledge

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Star Wars Roleplaying
Influence: Force Power. Palpatine may make an op- Sense: Force Power. Palpatine may spend o to
posed Discipline vs. Discipline check combined with sense all living things within extreme range of himself
an Influence power check. If he spends o and succeeds (including animals and sentient beings). He may spend
on the check, he can force the target to adopt an emo- o to sense the current emotional state of 1 living tar-
tional state or believe something untrue for 5 rounds get or spend o to sense the current thoughts of up to
or 25 minutes. He may also spend o on the check to 4 living targets with whom he is engaged. He may not
stress the mind of 1 living target he is engaged with, activate either ability multiple times.
inflicting 2 strain. Unleash: Force Power. Palpatine may make an Un-
Move: Force Power. Palpatine may spend o to in- leash power check as a ranged attack and roll an Aver-
crease the power’s range to long range, may spend o age (FF
FF) Discipline check. If the check succeeds and
to increase the size of the object he can move to silhou- Palpatine spends oo, the attack hits with the following
ette 4, and may spend o to increase the number of profile: Range (Extreme); Damage 8; Critical 4 (he may
targets he can move to five. spend o to reduce Critical rating to 1). Palpatine may
Seek: Force Power. Palpatine may spend oo to spend o to affect up to two additional targets within
gain insight into the general location or direction of a range. He may spend o to give the attack Ensnare 2.
person or object that he knows about, regardless of cur- He may spend o to give the attack Burn 2.
rent distance. He may spend o to gain up to 2 addi- Equipment: Palpatine’s lightsaber (Lightsaber;
tional details; may spend o and succeed at an Average (HHHHH
HHHHHw) Damage 9; Critical 1; Range [Engaged];
(FF
FF) Vigilance check (or opposed Vigilance vs. Dis- Breach 1, Sunder, Superior, Vicious 2), personalized Sith
cipline check) to see through illusions. He may spend robes (+2 soak, defense 1).
o to eliminate up to 2 Force-based illusions.

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85
T he Separatist Alliance, known officially as the
Confederacy of Independent Systems (CIS), was
a partially recognized galactic government that
Following the outbreak of the Clone Wars, the various
commercial entities who joined under the banner of
the CIS pledged their forces to the Separatist Army
controlled a portion of the Mid Rim and Outer Rim and Navy, creating one sprawling group of droids,
Territories. Formed by thousands of secessionist star organic forces and local warriors, that was often
systems on the grounds of excessive taxation and referred to as the Droid Army. This huge military force
corruption within the Galactic Senate, the Separatists was commanded by the cyborg General Grievous.
were led by the former Jedi Count Dooku, who served
as the Alliance’s Head of State. The government for the independent galactic state
was based on Raxus, and consisted of a legislative
In addition the Separatists were secretly supported democratic body known as the Separatist Parliament
by several corporations, including the Trade Federation, - though in reality Count Dooku secretly controlled
the Techno Union, the Retail Caucus, the InterGalactic the state through a much smaller Separatist Council
Banking Clan, the Commerce Guild, and the Corporate comprised largely of corporate executives such as
Alliance. Nute Gunray, Shu Mai and Wat Tambor.

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ADMIRAL TRENCH Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Clever Commander
Trench was a Harch Admiral and naval commander who (may use ranks in Knowledge [Warfare] to upgrade
survived a number of presumed deaths throughout his Mass Combat checks instead of ranks in Leadership).
career. Hailing from Secundus Ando, he acquitted him- Abilities: Additional Limbs (gains an additional free
self in engagements with the Galactic Republic, all the maneuver per turn, but still may not perform more than
while savoring the terror he struck in his enemies. two maneuvers per turn), Deadly Blockade (if the cur-
He was a well-decorated military genius and his ag- rent speed of a ship under Trench’s control is 0, when its
gressive tactics and maneuvers in combat made him crew aim ship-based weapons, they upgrade the ability
responsible for the destruction of many Republic fleets. of their combat check once instead of adding s to the
check), Presumed Dead (if Admiral Trench is killed, he
Years after his purported death at the Battle of
may make a Daunting (FFFF FFFF) Deception check to
Malastare Narrows, he resurfaced during the Clone
instead suffer a Critical Injury [rerolling lethal results],
Wars, becoming a key officer in the navy of the Confed-
and escape while faking his death).
eracy of Independent Systems. Trench became a terror
on the battlefield, as he held no mercy or remorse to- Equipment: Concealed implanted electronet launcher
ward his opponents. (Ranged [Light]; (HH
HH) Damage 8; Critical 5; Range
[Short]; Ensnare 5, Knockdown, Limited Ammo 1, Stun
USING THIS CHARACTER Damage), electro-cane (Melee; (HH HHF F ) Damage 4;
Critical 4; Range [Engaged]; Stun setting).
One of the finest commanders the Separatists have to
offer, Trench is rarely away from the bridge of his flag-
ship. His schemes rarely involve simply slugging it out
with the enemy fleet ship-to-ship, preferring instead to
adopt unorthodox strategies to lure his opponents into
a trap from which they cannot escape.
Any PCs who encounter Trench will find him a slippery
foe who is a cut above other, more typical Separatist
military leaders.

ADVENTURE AND ENCOUNTER IDEAS

• Trench is overseeing the blockade of a strategic


Republic planet and has arranged his fleet in
an elaborate formation that seems to prevent
approaching from any direction. Whether for duty
or reward, the PCs must find a way to slip past the
Admiral’s ships to reach the planet below.
• Following a battle in which he was thought to
have been killed, the PCs discover that Trench has
seemingly returned from the dead once more. Can
they get this information to the Republic ahead of a
surprise attack the Admiral plans to launch?

ADMIRAL TRENCH [NEMESIS]

3 2 4 5 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 16 12 0 0
Skills: Astrogation 4 (HHHH HHHH), Coercion 4
(HHH
HHHF F ), Cool 4 (HHH HHHF F ), Deception 4
(HHHH
HHHHF F ), Knowledge (Warfare) 5 (HHHH
HHHHF F ),
Leadership 3 (HHH
HHH), Melee 2 (HH HHF F ), Perception 4
(HHHH
HHHHF F ), Ranged (Light) 2 (HH
HH).

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87
ASAJJ VENTRESS USING THIS CHARACTER
Asajj Ventress is a ruthless, deadly warrior in service to
Asajj Ventress was a Dathomirian female who, at various her Sith master. Highly skilled in stealth, assassination
points throughout her life, was a slave, a Jedi Padawan, and wielding the powers of the Dark Side, any PCs who
a Nightsister and an assassin of the Sith. During the cross her should step carefully. Ventress might be en-
early years of the Clone Wars she was one of Count countered if Dooku has taken a particular interest in the
Dooku’s most trusted operatives, and carried out his PCs, or if they have scored several important victories
most secretive and important missions. over the Separatists that warrant the intervention of the
Ventress was born into a clan of Force-sensitive Night- Count’s personal assassin.
sister witches led by Mother Talzin on the planet Dath- However, Ventress is not as inhuman as some of her
omir, but her coven was forced to surrender her to a colleagues and rivals, like the cyborg General Grievous.
criminal warlord. When her master was killed, Ventress
Her emotions are both her source of strength and a
was discovered by the Jedi Knight Ky Narec, who raised
critical weakness that a group of PCs might be able to
her and taught her to use the Force in the ways of the
Jedi Order. However when she was orphaned once more exploit.
following the death of Narec, Ventress fully embraced
her rage and the Dark Side of the Force.
This made her the perfect recruit for the Sith. She was
eventually discovered by Count Dooku and fell un-
der his guidance and tutelage as a dark acolyte
and aspiring apprentice.

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Star Wars Roleplaying
ADVENTURE AND ENCOUNTER IDEAS
TREACHERY AND REDEMPTION
• When one of the PCs’ adventures result in a serious
setback to the Separatists, Count Dooku dispatches As the war progressed, Ventress was betrayed by
Ventress to track them down and recruit them to
Dooku and left for dead. Forced to flee to Dathomir,
the Alliance under pain of death.
Ventress sought sanctuary with her sisters. When
• Ventress is sent to assassinate a senior Republic Separatist forces subsequently attacked the planet
dignitary. Striking from the shadows, she takes out and massacred nearly the entire coven, Ventress
the dignitary’s bodyguards one by one, leaving the found herself alone again.
PCs as the only thing standing in her way. To survive, she took up the role of a bounty
hunter, giving her a sense of purpose once more. In
ASAJJ VENTRESS [NEMESIS] time, the former acolyte would be able to let go of
some of her hatred, and embrace a life outside the
shadow of the Dark Side. If encountering Ventress
4 5 3 4 4 3 during this stage of her life, use the following
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
alternative profile.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 18 16 2 1
4 5 3 4 4 3
Skills: Brawl 2 (HHHHFFFF), Coercion 2 (HHHHFF FF), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Cool 2 (HH
HHF F ), Deception 2 (HH
HHFFFF), Discipline SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ), Melee 5 18 16 1 1
2 (HH
HHFF FF), Perception 3 (HHH
HHHF F ), Stealth 2
(HH
HHFFFFFF), Survival 3 (HHH HHHF F ), Vigilance 4 Skills: Brawl 2 (HH
HHFFFF), Coercion 2 (HH
HHFF FF),
(HHHH
HHHH). Cool 2 (HH
HHF F ), Deception 2 (HH FF), Discipline
HHFF
Talents: Adversary 3 (upgrade difficulty of all combat 3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ), Melee
checks against this target three times), Ataru Tech- 2 (HH
HHFF FF), Perception 3 (HHH
HHHF F ), Stealth 2
nique (may use Agility instead of Brawn when making (HH
HHFFFFFF), Survival 3 (HHHHHHF F ), Vigilance 4
Lightsaber skill checks), Force Rating 3, Improved Parry (HHHH
HHHH).
3 (when struck by a melee attack but before applying Talents: Adversary 3 (upgrade difficulty of all
soak, as an out-of-turn incidental, may suffer 3 strain combat checks against this target three times), At-
to reduce damage by 5; if used then after attack is re- aru Technique (may use Agility instead of Brawn
solved may spend y or ttt to automatically hit one when making Lightsaber skill checks), Force Rating
target with wielded lightsaber, inflicting base damage 3, Improved Parry 3 (when struck by a melee at-
plus any damage from applicable talents or abilities), tack but before applying soak, as an out-of-turn in-
Reflect 4 (when struck by a ranged attack but before cidental, may suffer 3 strain to reduce damage by
apply­ing soak, may suffer 3 strain to reduce damage 5; if used then after attack is resolved may spend
by 6), Saber Swarm (as a maneuver, may suffer 1 strain y or ttt to automatically hit one target with
to add the Linked 3 item quality on the next Lightsaber wielded lightsaber, inflicting base damage plus any
combat check this turn). damage from applicable talents or abilities), Re-
Abilities: Dark Side Force User (uses dark side results flect 4 (when struck by a ranged attack but before
instead of light side results), Force Powers (Bind, En- apply­ing soak, may suffer 3 strain to reduce dam-
hance, Move, Sense). age by 6), Quick Strike 2 (when making a combat
check, may add s s to checks against any target
Bind: Force Power. Ventress may spend o to im- that has not yet acted in the encounter).
mobilize a target within short range until the end of
her next turn; if Ventress spends i to generate o, the Abilities: Flexible Morality (may use i at a cost
target also suffers 1 wound per o spent on the check, of 1 strain per point), Force Powers (Bind, En-
ignoring soak. May spend oo to add up to 2 additional hance, Move, Sense).
targets. Bind: Force Power. Ventress may spend o to
Equipment: Ventress’s paired lightsabers (Lightsaber; immobilize a target within short range until the end
(HHHH
HHHHF F ) Damage 9; Critical 2; Range [Engaged]; of her next turn; if Ventress spends i to generate
Breach 1, Defensive 1, Sunder, Vicious 2), armorweave o, the target also suffers 1 wound per o spent on
clothing (+2 soak, defense 1). the check, ignoring soak. May spend oo to add
up to 2 additional targets.
Equipment: Ventress’s lightsaber (Lightsaber;
(HHHH
HHHHF F ) Damage 9; Critical 2; Range [En-
gaged]; Breach 1, Sunder, Vicious 2), light ar-
mored clothing (+1 soak, defense 1).

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89
COUNT DOOKU
Dooku, a Force-sensitive human male, was a Jedi Mas-
ter that fell to the dark side of the Force and became
the Sith Lord Darth Tyranus during the final years of
the Galactic Republic. After leaving the Jedi Order, he
claimed the title Count of Serenno and, during the Clone
Wars, served as Head of State of the Confederacy of
Independent Systems. In league with his master Darth
Sidious, Dooku manipulated the events that led to the
outbreak of the Clone Wars.
Dooku was a highly skillful lightsaber duelist even in
his old age. During his time as a Jedi he was known as
one of the Order’s finest swordsmen; it was said that
only Yoda was his superior and that Mace Windu was
his only worthy opponent.

USING THIS CHARACTER


As the leader of the entire Separatist movement and a
powerful Sith Lord in his own right, Count Dooku spends
much of his time directing the war on a grand strategic
level. Long hours spent in holo-calls with his field com-
manders keeps Dooku informed of events as they un-
fold, but only the most dire of circumstances will prompt
him to come and resolve the matter personally.

ADVENTURE AND ENCOUNTER IDEAS

• If captured, PCs who have gained notoriety may turn incidental, may suffer 3 strain to reduce damage
find themselves brought before the Count himself. by 6; if used then after attack is resolved may spend y
He attempts to beguile them into forsaking their or ttt to automatically hit one target with wielded
previous loyalties and joining the Separatist cause. lightsaber, inflicting base damage plus any damage from
• The PCs discover that a character they thought was applicable talents or abilities), Makashi Technique (may
an ally is secretly in league with Count Dooku when use Presence instead of Brawn when making Lightsaber
they find a series of recorded holo-conversations skill checks), Reflect 4 (when struck by a ranged attack
between the two of them. but before apply­ing soak, may suffer 3 strain to reduce
damage by 6).
COUNT DOOKU [NEMESIS] Abilities: Dark Side Force User (uses dark side results
instead of light side results), Force Powers (Bind, En-
hance, Move, Protect/Unleash, Sense).
3 3 5 5 4 5 Bind: Force Power. Dooku may spend o to immobi-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
lize a target within short range until the end of his next
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE turn; if Dooku spends i to generate o, the target also
5 18 20 2 1 suffers 1 wound per o spent on the check, ignoring
soak. May spend oo to add up to 2 additional targets.
Skills: Charm 4 (HHHH
HHHHF F ), Coercion 3 (HHH
HHHF F ), Protect/Unleash: Force Power. Dooku may make an
Cool 4 (HHHH
HHHHF F ), Deception 4 (HHHH
HHHHF F ), Disci- Average (FFFF) Discipline check as part of a Protect or
pline 4 (HHHH
HHHH), Knowledge (Lore) 4 (HHHHHHHHF F ), Unleash power check. May spend oo to reduce dam-
Lightsaber 5 (HHHHH
HHHHH), Negotiation 2 (HH HHFFFFFF), age from an energy weapon that hits Dooku by 4 plus 1
Perception 2 (HH FFF), Vigilance 3 (HHH
HHFFF HHHF F ). per net q, or spend oo to make an attack dealing 4
Talents: Adversary 4 (upgrade difficulty of all combat damage plus 1 per net q, with a Critical rating of 4, to
checks against this target four times), Congenial 3 (may a target at short range. May spend o to add 3 damage
suffer up to 3 strain to downgrade the difficulty of Charm to the attack, or w to inflict 1 strain on the target.
and Negotiation checks, or to upgrade the difficulty of Equipment: Dooku’s lightsaber (Lightsaber;
Charm or Negotiation checks targeting this character, a (HHHHH
HHHHH) Damage 8; Critical 1; Range [Engaged];
number of times equal to the amount of strain suffered), Breach 1, Defensive 1, Sunder, Vicious 3; add i to
Force Rating 5, Improved Parry 4 (when struck by a Force power checks), armorweave cloak (+2 soak,
melee attack but before applying soak, as an out-of- defense 1).

HEROES ON BOTH SIDES


90
Star Wars Roleplaying
DROID ARMY ADVENTURE AND ENCOUNTER IDEAS

The Separatist Droid Army was the main military force • Wherever the Confederate flag is raised, legions of
battle droids soon follow. Whether or not the PCs
of the Confederacy of Independent Systems during
are active participants in the war, they will find it
the Clone Wars. The army was mostly built by Baktoid hard not to encounter large numbers of B1 battle
Combat Automata and led by the Kaleesh cyborg droids patrolling any Separatist-occupied territory
General Grievous. According to Count Dooku, the Droid they pass through.
Army outnumbered the Republic’s clone army at least
one hundred to one. • PCs who decide to take the fight to the Separatists
may find the B1s easy enough to handle, but should
The Droid Army incorporated a variety of combat
step carefully when pitted against the more elite
droids with the B1 battle droid being the main rank-
troops in the Droid Army. Keen-minded tactical
and-file troops, and the B2 super battle droids providing
droids may surprise them, and a pair of droidekas
heavy support. However the Separatists ensured they
rolling into the fray is enough to turn the tide of
had a droid for practically any situation. From acutely
any battle.
programmed tactical droids designed to command
entire legions to the devastatingly deadly droidekas, the • Natural hazards and environments are rarely an
corporate entities funding the Alliance ensured the army impediment to a Separatist offensive. Droids can
never ran short of automata to throw at the Republic. take a lot more punishment from the elements
than organic troops, but even truly extreme
USING THESE CHARACTERS environments like the deep oceans have their own
Like the clones fighting in the Grand Army of the specially-designed droids for waging war.
Republic, Separatist battle droids are a ubiquitous sight AQUA DROID [MINION]
on battlefields across the galaxy. Often outnumbering
their clone opponents dozens or even hundreds to one,
the legions of the Separatist Droid Army are endless 2 3 1 1 1 1
and utterly without mercy. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Beyond the countless waves of B1 and B2 battle
SOAK VALUE W. THRESHOLD M/R DEFENSE
droids exist a number of more specialized models.
Assassin droids are deployed to infiltrate enemy lines
4 7 0 0
and terminate important targets, whilst the BX-series
Skills (group only): Athletics (FF
FF), Ranged (Heavy)
commando droids have been designed with stealth and
(FFF
FFF).
mobility in mind.
Talents: None.
Unlike the clones, size is no obstacle to the droid
armies of the Alliance. From the tiny but vicious buzz Abilities: Amphibious (aqua droids never suffer move-
droids to the large looming octuptarra tri-droids, the ment penalties for traveling through water), Droid (does
Separatist Droid Army is able to unleash death and not need to breathe, eat, or drink and can survive in
destruction in a variety of shapes and sizes. vacuum or underwater; immune to poisons and toxins).
Equipment: Retractable blaster (Ranged [Heavy];
(FFF
FFF) Damage 10; Critical 3; Range [Long]), inte-
grated comlink.

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Star Wars Roleplaying
91
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins), Release Probe Killers (once per
session as a maneuver, release a probe killer swam; the
probe killer swam is automatically released if the assas-
sin probe droid becomes incapacitated).
Equipment: Razor-sharp limbs (Brawl; (HHH HHH)
Damage 6; Critical 2; Range [Engaged]; Knockdown,
Pierce 2, Vicious 2).

ASSASSIN PROBE KILLER SWARM


[RIVAL]

1 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

1 25 0 0
Skills: Brawl 3 (H FF), Coordination 2 (HH
H FF HHFF ),
Stealth 2 (HH
HHFF ).
ARAKYD RINGNECK RECON DROID Talents: None.
[RIVAL] Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum or underwater; im-
mune to poisons and toxins), Droid Swarm (halve the
1 3 2 3 1 1 damage dealt to the swarm before applying soak unless
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the weapon has the Blast or Ion quality, regardless of
SOAK VALUE W. THRESHOLD M/R DEFENSE whether or not that quality is activated), Overwhelming
3 11 0 1 Numbers (the swarm inflicts +3 damage with successful
attacks against immobilized or prone targets).
Skills: Cool 1 (H
H ), Perception 2 (HH
HHF F ), Ranged Equipment: Tiny razor-sharp legs (Brawl; (H H FF
FF)
(Light) 2 (HH
HHF F ), Survival 2 (HH
HHFF ), Vigilance 2 Damage 3; Critical 2; Range [Engaged]; Disorient 2,
(H
H F ). Ensnare 2, Knockdown, Pierce 2).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink B1 BATTLE DROID [MINION]
and can survive in vacuum or underwater; immune to
poisons and toxins), Hoverer (floats up to several me-
ters in the air and may move through difficult terrain
2 2 1 1 1 1
without spending additional maneuvers), Silhouette 0. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Equipment: Built-in dual blaster pistols (Ranged [Light]; SOAK VALUE W. THRESHOLD M/R DEFENSE

(HH
HHF F ) Damage 6; Critical 3; Range [Medium]; Linked 4 5 0 0
1, Stun setting), life-form scanner, long-range HoloNet
communicator, long-range sensor array. Skills (group only): Gunnery (FF
FF), Ranged (Heavy)
(FF
FF), Ranged (Light) (FF
FF).
ASSASSIN PROBE DROID [RIVAL] Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
3 4 2 3 1 1 poisons and toxins).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FFFF)
SOAK VALUE W. THRESHOLD M/R DEFENSE Damage 9; Critical 3; Range [Long]; Stun setting), in-
5 20 0 0 tegrated comlink.

Skills: Athletics 2 (HH HHF F ), Brawl 3 (HHHHHH),


Perception 1 (H FF), Stealth 3 (HHH
H FF HHHF F ), Survival 2
(HH
HHF F ), Vigilance 3 (H
H FF
FF).

HEROES ON BOTH SIDES


92
Star Wars Roleplaying
B1 ROCKET BATTLE DROID [MINION]

2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0
Skills (group only): Piloting (Planetary) (FF
FF), Piloting
(Space) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FF FF)
Damage 9; Critical 3; Range [Long]; Stun setting),
integrated comlink, head-mounted floodlight, fusion
cutters, rocket pack (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book).
B1 HEAVY WEAPONS DROID [MINION]
B1 SUPERVISOR DROID [RIVAL]
2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 1 1 1
SOAK VALUE W. THRESHOLD M/R DEFENSE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 0 0 SOAK VALUE W. THRESHOLD M/R DEFENSE

Skills (group only): Gunnery (FF


FF), Ranged (Heavy)
4 8 0 0
(FF
FF), Ranged (Light) (FF
FF).
Skills: Cool 2 (H
H F ), Gunnery 2 (HH
HH), Leadership 3
Talents: None. (H FF), Ranged (Heavy) 2 (HH
H FF HH), Vigilance 1 (H
H ).
Abilities: Droid (does not need to breathe, eat, or drink Talents: None.
and can survive in vacuum or underwater; immune to
Abilities: Coordinate And Confuse (once per round as a
poisons and toxins).
maneuver, the supervisor can command a minion group
Equipment: Rocket launcher (Gunnery; (FFFF) Damage of droids within long range to focus fire on a target vis-
20; Critical 2; Range [Extreme]; Blast 10, Breach 1, ible to the supervisor and minion group, upgrading the
Cumbersome 3, Guided 3, Limited Ammo 6, Prepare ability of the minion group’s next combat check target-
1), integrated comlink. ing that enemy once, after which the droids become
disoriented for the remainder of the encounter; a minion
B1 PILOT BATTLE DROID [MINION] group can only benefit from this ability once per en-
counter), Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
2 2 2 1 1 1 poisons and toxins).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: E-5 blaster rifle (Ranged [Heavy]; (HH HH)
SOAK VALUE W. THRESHOLD M/R DEFENSE Damage 9; Critical 3; Range [Long]; Stun setting),
4 5 0 0 mini probe (upgrades the difficulty of all Stealth checks
targeting the supervisor or its allies in the encounter
Skills (group only): Gunnery (FF
FF), Mechanics (FF
FF), once), integrated comlink.
Piloting (Planetary) (FF
FF), Piloting (Space) (FF
FF),
Ranged (Light) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
age 6; Critical 3; Range [Medium]; Stun setting), inte-
grated comlink.

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93
B2 BATTLE DROID [MINION] B2 ROCKET TROOPER [MINION]

4 3 1 1 1 1 4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

6 7 0 0 6 7 0 0
Skills (group only): Brawl (FFFF
FFFF), Gunnery (FFF
FFF), Skills (group only): Piloting (Planetary) (FFF
FFF)
Melee (FFFF
FFFF), Ranged (Heavy) (FFFFFF), Ranged Ranged (Heavy) (FFF
FFF), Ranged (Light) (FFF
FFF).
(Light) (FFF
FFF). Talents: None.
Talents: None. Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins).
poisons and toxins). Equipment: Superior integrated wrist blaster (Ranged
Equipment: Integrated wrist blaster (Ranged [Light]; (Light); (FFF
FFF) Damage 12; Critical 3; Range [Medi-
(FFF
FFF) Damage 10; Critical 3; Range [Medium]; Linked um]; Linked 1), integrated comlink, integrated rocket
1), integrated comlink. pack (can fly; see the Flying sidebar in Chapter VI:
Conflict and Combat of any core rulebook).
B2-HA BATTLE DROID [MINION]
BUZZ DROID [MINION]

4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 1 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE

6 7 0 0 SOAK VALUE W. THRESHOLD M/R DEFENSE

2 3 0 0
Skills (group only): Brawl (FFFF
FFFF), Gunnery (FFF
FFF),
Melee (FFFF
FFFF), Ranged (Heavy) (FFFFFF), Ranged Skills (group only): Coordination (FF
FF) Melee (F
F ).
(Light) (FFF
FFF). Talents: None.
Talents: None. Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins), Sabotage (attacks by a minion
poisons and toxins). group of buzz droids that target a vehicle inflict plan-
Equipment: Integrated rocket launcher (Gunnery; etary-scale damage and gain Breach 1), Silhouette 0.
(FFF
FFF) Damage 18; Critical 2; Range [Extreme]; Blast Equipment: Integrated saws and drills (Melee; (F F)
10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo Damage 4; Critical 3; Range [Engaged]; Pierce 2).
6), integrated comlink.

HEROES ON BOTH SIDES


94
Star Wars Roleplaying
BX COMMANDO DROID [MINION]

3 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0
Skills (group only): Cool (F
F ), Melee (FFF
FFF), Ranged
(Heavy) (FFF
FFF), Ranged (Light) (FFF FFF), Stealth
(FFF
FFF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FFF
FFF)
Damage 9; Critical 3; Range [Long]; Stun setting), vi-
brosword (Melee; (FFF
FFF) Damage 5; Critical 2; Range
[Engaged]; Pierce 2, Vicious 1), frag grenade (Ranged
[Light]; (FFF
FFF) Damage 8; Critical 4; Range [Short];
Blast 6, Limited Ammo 1), stun grenade (Ranged
[Light]; (FFF
FFF) Damage 8; Critical --; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage),
integrated comlink.

BX COMMANDO DROID CAPTAIN


[RIVAL]

3 3 2 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 0 0
Skills: Cool 2 (H
H F ), Deception 2 (HHHH), Leadership 3
(H FF), Melee 2 (HH
H FF HHF F ), Ranged (Heavy) 2 (HH
HHF F ), CHAMELEON DROID [RIVAL]
Ranged (Light) 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Vigilance
3 (H
H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat
2 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks against this target once).
Abilities: Droid (does not need to breathe, eat, or drink SOAK VALUE W. THRESHOLD M/R DEFENSE

and can survive in vacuum or underwater; immune to 3 8 0 0


poisons and toxins), Infiltrate And Execute (may im-
personate a known enemy’s voice to gain ss on all Skills: Perception 2 (HH
HH), Ranged (Heavy) 1 (H
H FF
FF),
Deception checks, but upgrades the difficulty once if Stealth 2 (HH
HHF F ss
ss).
also attempting to maintain a physical disguise, such as Talents: Stalker 2 (add ss to Coordination and Stealth
wearing an enemy uniform). checks).
Equipment: E-5 blaster rifle (Ranged [Heavy]; (HH
HHF F) Abilities: Cunning Ambusher 2 (opponents add ss to
Damage 9; Critical 3; Range [Long]; Stun setting), Initiative checks using Vigilance), Droid (does not need
vibrosword (Melee; (HHHHF F ) Damage 5; Critical 2; to breathe, eat, or drink and can survive in vacuum or
Range [Engaged]; Pierce 2, Vicious 1), frag grenade underwater; immune to poisons and toxins).
(Ranged [Light]; (HH
HHF F ) Damage 8; Critical 4; Range Equipment: Blaster carbine (Ranged [Heavy]; (H H FF
FF)
[Short]; Blast 6, Limited Ammo 1), stun grenade Damage 9; Critical 3; Range [Medium]; Stun setting),
(Ranged [Light]; (HH
HHF F ) Damage 8; Critical --; Range minelayer with 24 anti-personnel mines (drop one mine
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun as a maneuver; it detonates when another character
Damage), integrated comlink. moves to engage with the mine, dealing 12 damage to
each character engaged with the mine).

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Star Wars Roleplaying
95
DROIDEKA [RIVAL]

5 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

8 18 0 0
Skills: Gunnery 2 (HH
HHFF ), Perception 3 (H
H FF
FF),
Resilience 3 (HHH
HHHFFFF).
Talents: None.
Abilities: Droid (does not need to breathe, eat,
or drink and can survive in vacuum or underwa-
ter; immune to poisons and toxins), Fire Sweep
(as an action, a droideka can make a Hard
(FFF
FFF) Gunnery check to inflict one hit that
deals base damage with its built-in twin heavy
blasters on up to two targets within medium
range, plus one additional target per w on the
check; it can only hit each target once this way),
Shield Projector (may spend a maneuver to activate
or deactivate; while active, gains defense 2 and up-
grades the difficulty of all combat attacks targeting the
droideka once, but the droideka cannot use the move
maneuver).
Equipment: Two built-in twin droideka heavy blasters
(Gunnery; (HH HHF F ) Damage 12; Critical 3; Range
DEMOLITION DROID [RIVAL] [Long]; Auto-fire, Linked 1, Pierce 1, Vicious 1),
stomping mechanical leg (Brawl; (FFFFF
FFFFF) Damage
5; Critical 5; Range [Engaged]; Knockdown).
4 2 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
DROIDEKA SHARPSHOOTER [RIVAL]
SOAK VALUE W. THRESHOLD M/R DEFENSE

6 10 0 0 4 4 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Brawl 2 (HH
HHFF FF), Deception 3 (HHHHFF ),
Gunnery 3 (HHHHFF ), Mechanics 2 (HH F ), Ranged SOAK VALUE W. THRESHOLD M/R DEFENSE

(Heavy) 2 (HH
HH), Resilience 2 (HH
HHFF
FF). 7 16 0 0
Talents: None. Skills: Gunnery 3 (HHH
HHHF F ), Perception 3 (HH
HHFF ),
Abilities: Droid (does not need to breathe, eat, or Resilience 3 (HHH
HHHF F ), Stealth 1 (H
H FFF
FFF).
drink and can survive in vacuum or underwater; im- Talents: None.
mune to poisons and toxins), Infiltration Mode (as a
maneuver, may transform into the appearance of an in- Abilities: Armored Shield (may spend a maneuver to
nocent sweeper droid), Self-Destruct (as a maneuver, deploy or retract; while deployed, gains +3 defense but
may transform into a ticking bomb; in this mode, the can perform only one maneuver each round to move),
droid may not move, communicate or use its integrat- Droid (does not need to breathe, eat, or drink and can
ed blasters. As an action, it may detonate using the survive in vacuum or underwater; immune to poisons
self-destruct weapon profile; this instantly destroys the and toxins).
droid). Equipment: Integrated droideka blaster rifle (Gunnery;
Equipment: Integrated twin blasters (Ranged [Heavy]; (HHH
HHHF F s ) Damage 12; Critical 3; Range [Extreme];
(HH
HH) Damage 9; Critical 3; Range [Medium]; Linked Accurate 1, Pierce 2, Vicious 1).
1, Stun setting), self-destruct (Gunnery; (HHHHF F)
Damage 25; Critical 2; Range [Engaged]; Blast 15,
Breach 2, Limited Ammo 1, Prepare 1).

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Star Wars Roleplaying
DSD1 DWARF SPIDER DROID [RIVAL] IG-100 MAGNAGUARD [NEMESIS]

4 3 2 2 1 1 4 4 2 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 15 0 0 8 20 14 1 1
Skills: Gunnery 2 (HH F ), Perception 2 (HH
HHF HHss ), Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHFF ),
Vigilance 1 (H
H s ). Coordination 4 (HHHH
HHHH), Melee 3 (HHH HHHFF ),
Talents: None. Perception 3 (HHH
HHH), Vigilance 3 (H
H FF
FF).
Abilities: Droid (does not need to breathe, eat, or drink Talents: Adversary 1 (upgrade difficulty of all combat
and can survive in vacuum or underwater; immune to checks against this target once), Parry 4 (when struck
poisons and toxins), Silhouette 2. by a melee attack but before applying soak, as an out-
of-turn incidental, may suffer 3 strain to reduce damage
Equipment: Integrated heavy repeating blaster
by 6), Pin (as an action, upon a successful opposed
(Gunnery; (HH
HHF F ) Damage 15; Critical 2; Range
Athletics check against an engaged opponent, immo-
[Long]; Auto-fire, Pierce 2, Vicious 1), integrated
bilize that opponent until the end of the MagnaGuard’s
comlink and sensor array (add s to Perception and
next turn; may spend any e on check to increase dura-
Vigilance checks).
tion one round).
IG LANCER DROID [RIVAL] Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
3 3 1 2 1 1 Equipment: Electrostaff (Melee; (HHH
HHHFF)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Damage 8; Critical 3; Range [Engaged];
SOAK VALUE W. THRESHOLD M/R DEFENSE
Cortosis, Cumbersome 3, Linked
5 13 0 0 1, Stun setting, Unwieldy
3), built-in armor
Skills: Mechanics 2 (H
H F ), Melee 3 (HHH
HHH), Piloting plating (+2 soak,
(Planetary) 3 (HHH
HHH), Ranged (Light) 2 (HHHHF F ), defense 1).
Vigilance 3 (H
H FF
FF).
Talents: Full Throttle (take a Full Throttle action and
make a Hard (FFF
FFF) Piloting (Planetary or Space)
check to increase vehicle’s top speed by one for three
rounds).
Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum or underwater;
immune to poisons and toxins), Lancer (when
the lancer droid makes a melee combat
check with its combat lance immediately
after moving to engage a target, the
combat lance gains the Breach 1
quality for the first attack against
that target; can only be used
when piloting a speeder bike or
similar vehicle).
Equipment: Combat lance
(Melee; (HHH
HHH) Damage 7;
Critical 3; Range [Engaged];
Cumbersome 3, Pierce 3),
blaster pistol (Ranged [Light];
(HH
HHF F ) Damage 6; Critical 3;
Range [Medium]; Stun setting),
anti-vehicle mine (Mechanics;
(H
H F ) Damage 25; Critical 2;
Range [Engaged]; Breach 4,
Blast 2, Limited Ammo 1).

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97
LM-432 CRAB DROID [RIVAL] LR-57 COMBAT DROID [RIVAL]

5 3 2 2 1 1 5 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

8 21 1 1 7 15 0 0
Skills: Brawl 1 (H FFFF), Coordination 1 (H
H FFFF H FF
FF), Skills: Brawl 2 (HH FFF), Gunnery 2 (HH
HHFFF HH),
Gunnery 2 (HH
HHF F ). Resilience 3 (HHH FF), Vigilance 3 (H
HHHFF H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: None.
checks against this target once). Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins), Lumbering (may only make one
poisons and toxins), Silhouette 2. move maneuver per turn and may not take the aim ma-
Equipment: Integrated dual heavy repeating blasters neuver).
(Gunnery; (HH
HHF F ) Damage 15; Critical 2; Range Equipment: Integrated quad blasters (Gunnery;
[Long]; Auto-fire, Linked 1, Pierce 2, Vicious 1), clawed (HH
HH) Damage 12; Critical 3; Range [Long]; Linked 3,
limb (Brawl; (H FFFF) Damage 8; Critical 4; Range
H FFFF Pierce 1, Vicious 1), stomping mechanical leg (Brawl;
[Engaged]; Ensnare 1, Knockdown), integrated comlink (HH
HHFFFFFF) Damage 5; Critical 5; Range [Engaged];
and sensor array (add s to Perception and Vigilance Knockdown).
checks).

HEROES ON BOTH SIDES


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Star Wars Roleplaying
MANTA DROID SUBFIGHTER [RIVAL] Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Droid Com-
mander (as an action, may make an Average (FF FF)
4 4 1 1 1 1 Leadership check; 6 allies may immediately suffer 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE strain to perform a free maneuver; may spend e to
SOAK VALUE W. THRESHOLD M/R DEFENSE
allow one ally to instead perform an action; once per en-
8 18 0 0 counter, perform as a maneuver but affect only droid al-
lies), Improved Scathing Tirade (as an action, may make
Skills: Coordination 2 (HH FF), Gunnery 2 (HH
HHFF HHFF
FF), an Average (FF FF) Coercion check; each q inflicts 1
Resilience 2 (HH
HHFF FF). strain on a target within short range; each w inflicts
1 additional strain on one affected target; all affected
Talents: None. targets suffer s to all checks for two rounds).
Abilities: Amphibious (manta droids never suffer Abilities: Droid (does not need to breathe, eat, or drink
movement penalties for traveling through water), Droid and can survive in vacuum or underwater; immune to
(does not need to breathe, eat, or drink and can survive poisons and toxins).
in vacuum or underwater; immune to poisons and tox-
ins), Silhouette 2. Equipment: Mechanical fists (Brawl; (HH
HHF F ) Damage
5; Critical 4; Range [Engaged]; Disorient 2, Knock-
Equipment: Built-in twin heavy blasters (Gunnery; down), integrated comlink.
(HH
HHFF FF) Damage 12; Critical 2; Range [Long]; Linked
1, Pierce 4, Vicious 1), torpedo launcher (Gunnery; T-SERIES TACTICAL DROID [NEMESIS]
(HH
HHFF FF) Damage 20; Critical 2; Range [Extreme];
Blast 6, Breach 1, Limited Ammo 4).
3 2 4 4 4 3
OCTUPTARRA COMBAT TRI-DROID BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
[RIVAL]
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 13 16 0 0
4 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Coercion 2 (HH FF), Discipline 2 (HH
HHFF HHFF
FF),
Knowledge (Warfare) 3 (HHH
HHHF F ), Leadership 3
SOAK VALUE W. THRESHOLD M/R DEFENSE
(HHH
HHH), Negotiation 2 (HHHHF F ), Ranged (Heavy) 2
10 25 0 0 (HH
HH), Ranged (Light) 2 (HH
HH), Vigilance 2 (HH
HHFF
FF).
Skills: Gunnery 4 (HH
HHFF
FF). Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Inspiring
Talents: None. Rhetoric (as an action, may make an Average (FF FF)
Abilities: Droid (does not need to breathe, eat, or drink Leadership check; each q removes 1 strain from one
and can survive in vacuum or underwater; immune to ally within short range; each w removes one additional
poisons and toxins), Silhouette 3. strain from an affected ally; all affected allies add s to
Equipment: Built-in heavy blasters (Gunnery; all checks for three rounds), Improved Scathing Tirade
(HH
HHFF FF) Damage 12; Critical 2; Range [Long]; Linked (as an action, may make an Average (FF FF) Coercion
2, Pierce 4, Vicious 1). check; each q inflicts 1 strain on a target within short
range; each w inflicts 1 additional strain on one af-
SUPER TACTICAL DROID [NEMESIS] fected target; all affected targets suffer s to all checks
for two rounds), Nobody’s Fool 2 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
3 2 4 4 4 3 target two times).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Abilities: Droid (does not need to breathe, eat, or drink
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
and can survive in vacuum or underwater; immune to
5 18 18 0 0 poisons and toxins).
Equipment: Heavy blaster pistol (Ranged [Heavy];
Skills: Brawl 2 (HH
HHFF ), Coercion 2 (HH
HHFFFF), Cool 3 (HH
HH) Damage 7; Critical 3; Range [Medium]; Stun
(HHH
HHH), Discipline 2 (HHHHFFFF), Knowledge (Warfare) setting), datapad, integrated comlink.
4 (HHHH
HHHH), Leadership 4 (HHH HHHF F ), Negotiation
2 (HH
HHF F ), Perception 2 (HHHHFF FF), Vigilance 2
(HH
HHFF FF).

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99
DURGE USING THIS CHARACTER
A ruthless killer with centuries of experience under his
Durge was a male Gen’Dai bounty hunter who was ac- belt, Durge’s unique combination of Gen’Dai biology
tive in the galaxy for almost two thousand years. Able to and enhanced battle armor makes him one of the most
survive several near-death situations due to his Gen’Dai challenging warriors that a group of PCs can face.
heritage and enhanced battle armor, he fought in sever-
Reserving particular ire for Jedi and clones, Durge will
al wars and collected a multitude of bounties.
happily pursue any such player characters across the
Over the centuries, Durge acquired a deep distaste galaxy should they cross him - and his regenerative abil-
for Mandalorians, and even killed their leader at one ities mean they may have to face him more than once.
point. As a result of both personal tragedy and torture,
he became increasingly mentally unstable. Tempted by
the idea of killing Republic clone troopers, clones of the ADVENTURE AND ENCOUNTER IDEAS
alleged Mandalorian Jango Fett, Durge was recruited
into the Confederacy of Independent Systems during
• The PCs come across the gruesome aftermath of a
bloody massacre of Republic troops. Before dying,
the Clone Wars. a heavily injured soldier tells them of the unkillable
Given the rank of commander, he performed several monstrosity who was responsible.
key missions for Count Dooku himself, and led droid
forces in combat on more than one occasion. • Durge and his battalion of IG lancer droids arrive in
the midst of a fierce battle to turn the tide in favor
of the Separatists.

DURGE [NEMESIS]

5 4 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 18 18 2 2
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH
HHHHF F ),
Coercion 4 (HHH
HHHF F ), Cool 2 (HH
HHF F ), Discipline 3
(HHH
HHH), Gunnery 2 (HH HHFF FF), Melee 3 (HHH
HHHFF FF),
Piloting (Planetary) 2 (HH
HHFF FF), Ranged (Heavy) 4
(HHHH
HHHH), Ranged (Light) 3 (HHH HHHF F ), Resilience
5 (HHHHH
HHHHH), Vigilance 5 (HHH HHHFF FF).
Talents: Adversary 3 (upgrade difficulty of all com-
bat checks against this target three times), Durable
3 (reduce Critical Injury results by 30, to a minimum
of 1).
Abilities: Undying (at the end of each round, Durge
makes a Daunting (FFFFFFFF) Resilience check; he
recovers 1 wound for each q, and 1 strain for each
w; may spend e to remove a Critical Injury and its
effects, including regrowing lost limbs).
Equipment: Heavy blaster rifle (Ranged [Heavy];
(HHHH
HHHH) Damage 10; Critical 3; Range [Long];
Auto-fire, Cumbersome 3), bola (Ranged [Light];
(HHH
HHHF F ) Damage 2; Critical --; Range [Short]; En-
snare 3, Knockdown, Limited Ammo 1), spiked flail
(Melee; (HHH
HHHFF FF) Damage 6; Critical 3; Range
[Engaged]; Knockdown, Pierce 2, Vicious 3), ener-
gy gauntlets (Brawl; (HHHH
HHHHF F ) Damage 5; Critical
--; Range [Engaged]; Defensive 2, Deflection 2, Stun
Damage), Durge’s modified armor (+3 soak, defense
2), jetpack (can fly; see the Flying sidebar in Chapter
VI: Conflict and Combat of any core rulebook).

HEROES ON BOTH SIDES


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Star Wars Roleplaying
GENERAL GRIEVOUS • When the party develop a reputation for causing
the Separatists a number of setbacks, Grievous
General Grievous was a Kaleesh warlord who served as decides it is time to add the Jedi PCs’ lightsabers
to his collection.
the Supreme Commander of the Separatist Droid Army
throughout the Clone Wars. Noted for his ruthlessness
and extensive cybernetic enhancements, Grievous in- GENERAL GRIEVOUS [NEMESIS]
spired fear as he traveled across the galaxy, invading
entire worlds and engaging the Jedi Knights of the Re-
public.
5 4 4 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Although he was neither Jedi or Sith, nor even sen-
sitive to the power of the Force, Grievous was a skilled SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

lightsaber duelist, having trained in the art under Count 9 18 20 3 3


Dooku. Known for his hatred of the Jedi, Grievous killed
many over the course of the war, and would claim their Skills: Brawl 4 (HHHH
HHHHF F ), Coercion 4 (HHHH
HHHH),
lightsabers both as trophies and weapons to be used Deception 3 (HHH HHHF F ), Discipline 3 (HHHHHHF F ),
against other opponents, be they Jedi or clone troopers. Knowledge (Warfare) 4 (HHHH HHHH), Leadership 4
(HHHH
HHHH), Lightsaber 4 (HHHH HHHHF F ), Perception 3
USING THIS CHARACTER (HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).
Despite being a deadly combatant and one of the few in Talents: Adversary 4 (upgrade difficulty of all combat
the Separatist ranks capable of fighting multiple Jedi at checks against this target four times), Improved Parry
once, Grievous is more often found on the bridge of his 4 (when struck by a melee attack but before applying
flagship, flanked by bodyguards. soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 6; if used then after attack is re-
As Supreme Commander he oversees the entire Sepa-
solved may spend y or ttt to automatically hit one
ratist war effort, and only makes a personal appearance
target with wielded lightsaber, inflicting base damage
at the most important battles. Rumors of his presence
plus any damage from applicable talents or abilities).
however are enough to send a shiver of apprehension
through even the sturdiest of clone regiments. Abilities: Cyborg (does not need to breathe, eat, or
drink and can survive in vacuum or underwater; immune
to poisons and toxins), Four-Armed (gains an additional
ADVENTURE AND ENCOUNTER IDEAS free maneuver per turn, but still may not perform more
than two maneuvers per turn).
• During an unrelated mission, the PCs stumble
across intel that seems to reveal the General’s Equipment: 4 lightsabers (Lightsaber; (HHHH
HHHHF F)
whereabouts in the near future. With little time for Damage 9; Critical 2; Range [Engaged]; Breach 1,
reinforcement, they must put into action a plan to Linked 3, Sunder, Vicious 3), mechanical limbs (Brawl;
ambush and capture this invaluable military target. (HHHH
HHHHF F ) Damage 7; Critical 3; Range [Engaged];
Disorient 3, Knockdown), armored chassis (+4 soak,
defense 2).

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Star Wars Roleplaying
101
KUL TESKA USING THIS CHARACTER
Highly intelligent, creative and driven in his ambitions,
Kul Teska was a Skakoan mercenary active during the Kul Teska makes a challenging foe for even battle-hard-
Clone Wars. Before he took a criminal’s path, Teska ened player characters. With his secretive projects re-
was a respected scientist in the Techno Union. However, quiring components and resources from across the gal-
an accident with his pressure suit left Teska disfigured axy, there are a wealth of opportunities for the PCs to
and forced him to leave the Union. With the help of his stumble on the Skakoan and the weapons he is making
knowledge in the field of cybernetics, Teska rebuilt his for the Separatists - but when they do, they may be the
pressure suit, equipping it with a variety of weapons, only ones in a position to stop him.
and became a gun-for-hire.
All the while, Teska continued his own experiments and ADVENTURE AND ENCOUNTER IDEAS
began construction of the gravitic polarization beam, a
superweapon with enough firepower to collapse a star. • A seemingly straightforward smuggling job leads
During the Clone Wars, Teska came into Count Dooku’s the PCs to realize the precious crystals they have
service and was provided with a laboratory on the been hired to cart across the galaxy are in fact
planet Behpour, where he continued the development intended for use in Kul Teska’s latest superweapon.
of his weapon. Even the most mercenary PCs might find it hard to
reconcile their work with the prospect of galactic-
scale devastation.
• A party of Republic-aligned PCs are tasked with
locating and infiltrating Kul Teska’s lab ahead of
a full-scale assault by the Grand Army, but the
wily Skakoan has ensured his facilities are far from
undefended.

KUL TESKA [NEMESIS]

5 3 5 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 18 17 2 2
Skills: Brawl 2 (HH
HHFFFFFF), Coercion 3 (HHH HHH),
Computers 4 (HHHH
HHHHF F ), Discipline 3 (HHH
HHH),
Knowledge (Education) 4 (HHHH
HHHHF F ), Gunnery 3
(HHH
HHH), Mechanics 4 (HHHH HHHHF F ), Perception 2
(HH
HHFF FF), Piloting (Planetary) 3 (HHH
HHH), Ranged
(Heavy) 4 (HHHHHHF F ), Resilience 3 (HHHHHHFF FF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Durable 3 (re-
duce Critical Injury results by 30, to a minimum of 1).
Abilities: Insuppressible (Kul Teska is immune from
being disoriented unless caused by the use of a Force
power).
Equipment: Quad cannon (Ranged [Heavy]; (HHH HHHF F)
Damage 12; Critical 3; Range [Long]; Auto-fire, Cum-
bersome 3), shoulder-mounted rocket launcher (Gun-
nery; (HHH
HHH) Damage 22; Critical 2; Range [Long];
Blast 14, Breach 1, Cumbersome 4, Guided 2, Limited
Ammo 4), Teska’s powersuit (+3 soak, defense 2), in-
tegrated rocket pack (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book).

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Star Wars Roleplaying
NUTE GUNRAY USING THIS CHARACTER
A slippery, corporate-minded stooge, Nute Gunray’s
Nute Gunray was a Neimoidian who served as the Vice- strengths lie far from the battlefield. Although he is
roy of the Trade Federation and a high-ranking member cowardly when confronted and always places his own
of the Separatist Council. Gunray led the Trade Feder- well-being above all else, PCs should take care not to
ation through its invasion of the planet Naboo, at the underestimate this wily Neimoidian’s cunning - or the
behest of the Sith Lord Darth Sidious, but when the depths to which he is willing to sink to destroy his ene-
Federation invasion was repelled and Gunray arrested, mies. His courage may be lacking, but his resources are
he avoided punishment after four trials in the Supreme far from it.
Court.
A decade later, at the outset of the Clone Wars, ADVENTURE AND ENCOUNTER IDEAS
Viceroy Gunray was a founding member and leader of
the Separatist Alliance. An avaricious and calculating • A group of fringe-type PCs are dragged into the war
business leader who was primarily concerned with when the latest shipment they have been tasked
maximizing revenue and his own well-being, Gunray’s to smuggle turns out to be a highly valuable cargo
thinly-veiled lip service to the political ideologies of the stolen from the Trade Federation treasure fleet -
Separatist cause fooled few people - but none could and Gunray wants it back.
doubt how ruthless he could be in the pursuit of profit.
• Pursued by Republic forces halfway across the
galaxy, Gunray has holed himself up in a Separatist
fortress. The PCs have been tasked with bringing
down the base’s defenses to the Republic troops
can swoop in and capture the Viceroy before enemy
reinforcements can arrive.

NUTE GUNRAY [NEMESIS]

2 2 3 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 16 0 0
Skills: Charm 2 (HHHHFFFF), Deception 3 (HHH HHHF F ),
Knowledge (Education) 2 (HHHHF F ), Knowledge (Outer
Rim) 2 (HH
HHF F ), Leadership 3 (HHH
HHHF F ), Negotiation
4 (HHHH
HHHH), Perception 2 (HH HHFF FF), Skulduggery 2
(HH
HHFF FF).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Discredit (once per
encounter, may take the Discredit action by making a
Hard (FFF
FFF) Deception check; on a success, one
chosen character upgrades the difficulty of social checks
once, and one additional time for every ww on the
Deception check, until the end of the encounter), No-
body’s Fool 1 (upgrade difficulty of all Charm, Coercion
and Deception checks against this target once).
Abilities: Getting Results (when accompanied by
armed guards, Gunray upgrades any Coercion checks
he makes twice for as long as the guards are within
short range), Neimoidian Courage (when all allied NPCs
protecting Gunray have been defeated, he must make a
Hard (FFF
FFF) Discipline check. If he fails, he surren-
ders unconditionally), Shoot Them Or Something! (once
per encounter, Gunray may nominate an opponent as a
primary target. All allies gain s on attacks against the
target until the end of the encounter).
Equipment: Heavy robes (+1 soak), datapad.

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103
NUVO VINDI ADVENTURE AND ENCOUNTER IDEAS

Nuvo Vindi was an insane Faust scientist in the employ of • Having been ordered to investigate reports of suspi-
cious activity on an isolated world, the PCs discover
the Separatists during the Clone Wars. He was mentally
Dr Vindi working on his latest biological weapon.
unstable, using his talents as a scientist and research- When they learn that he plans to test the weapon
er to achieve his vision of a perfect galaxy. Originally on a nearby civilized settlement, can the party steal
employed as the senior medic for the criminal Perma or sabotage his work to prevent a catastrophic loss
families, Vindi went missing years before the Clone Wars of life?
broke out and was believed dead.
A talented scientist, Vindi had an instinctual under- • Dr Vindi employs some unaligned PCs to secure him
a shipment of rare plant specimens that he needs
standing of biology and biochemistry. Despite this, the for an upcoming bio-weapon project. When the
doctor was criminally insane and believed viruses were party learn what he is working on, they must decide
the highest form of life in the galaxy. This philosophy if they want any part of it.
disturbed and frightened even the Perma families, and
upon Vindi’s disappearance, it was believed the families NUVO VINDI [NEMESIS]
themselves had orchestrated his murder.
At the behest of the Separatists, Vindi re-engineered
the Blue Shadow Virus, an extinct virus capable of in- 2 2 5 4 4 3
flicting mass casualties across the galaxy. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

USING THIS CHARACTER SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 15 17 0 0
With his psychotic belief that sentient life should be
eradicated in favor of the ascent of viruses and disease, Skills: Coercion 2 (HH
HHFF FF), Computers 3 (HHH
HHHF F ),
Dr Vindi’s loyalty to Count Dooku and the Separatist Deception 3 (HHH HHHF F ), Knowledge (Education) 4
cause can only be trusted as far as it helps him achieve (HHHH
HHHHF F ), Knowledge (Xenology) 5 (HHHHH
HHHHH),
his own personal goals. Mechanics 2 (HH FFF), Medicine 4 (HHHH
HHFFF HHHHF F ),
PCs who encounter Vindi will find him, at best, disin- Perception 3 (HHH
HHHF F ), Ranged (Light) 2 (HH
HH).
terested in them or their problems. But should they in Talents: Adversary 1 (upgrade difficulty of all combat
any way threaten his work, then the party can count on checks against this target once), Thorough Assessment
having to face off with a truly crazy, merciless opponent (once per session, may make a Hard (FFF FFF) Knowl-
who will stop at nothing to ensure their utter destruc- edge check to perform the Thorough Assessment ac-
tion. tion. On a success, Dr Vindi may add s to one check
made by an ally who could reasonably benefit from the
information before the end of the encounter; for every
q beyond the first, may add s to one additional check
this way, but cannot allocate more than s to any single
check this way. At the end of the encounter, any unused
s are lost).
Abilities: Clever But Crazy (as an incidental, Dr Vindi
may suffer 3 strain to make his next skill check using
Intellect as the base characteristic instead of the char-
acteristic normally associated with that skill).
Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
3 bio-virus grenades (Ranged [Light]; (HH HH) Damage
3; Critical 3; Range [Short]; Blast 3, Limited Ammo 1;
all targets that suffer at least one wound from the gre-
nade, or are within medium range of the detonation
while not wearing a rebreather, sealed armor or other
form of environmental protection, must make a Formi-
dable (FFFFF
FFFFF) Resilience check; targets suffer 2
wounds and 2 strain per t, and a Critical Injury with a
+50 modifier if they fail the check; y means that they
must make the check again at the start of their next
turn as the virus runs rampant through their system),
sealed powersuit (+2 soak).

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OSI SOBECK
Osi Sobeck was a Phindian who lived
during the time of the Clone Wars.
Sobeck worked for the Confederacy
of Independent Systems as the warden
of the infamous prison known as the “Cit-
adel”, which was based on the volcanic
planet Lola Sayu. A sadistic and cruel
demeanered officer, Sobeck specialized
in the torture and mental breaking
of Jedi incarcerated at the Citadel as
prisoners of war.
Osi Sobeck was known to be a sadist
and enjoyed the torture of others. This
quality of his was perfect for the posi-
tion he occupied as warden of the Citadel.
As he did not tolerate failure, he showed
the same sadistic tendency towards his own
troops by enjoying the punishment of any
droid that failed him in any way.
Aside from the sadism that Sobeck displayed, it
was evident even to this superiors that the Phindian
was insane. This was often displayed by his habit of
talking to himself at length, even when surrounded by OSI SOBECK [NEMESIS]
subordinates.

USING THIS CHARACTER 4 4 4 4 3 3


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
As the warden of the Citadel, Osi Sobeck is more pris-
on warden than battlefield commander but this has not SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

made him any less tactical in how he deals with his en- 6 16 17 1 1
emies. PCs who find themselves at the Citadel (whether
it be as prisoners, rescuers, or something else) will find Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH HHHF F ),
Sobeck to be paranoid and prone to anger, but also Coercion 4 (HHH
HHHF F ), Cool 3 (HHH
HHH), Coordination
cunning and utterly without mercy. 2 (HH
HHFF FF), Deception 3 (HHH HHHF F ), Discipline
Sobeck is often accompanied by a pack of special- 3 (HHH
HHH), Gunnery 2 (HH HHFF FF), Leadership 2
ly-trained anoobas that are completely loyal to him. He (HH
HHF F ), Perception 3 (HHH
HHHF F ), Piloting (Planetary)
will often turn to his faithful hounds to take care of his 3 (HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ), Resilience
more persistent enemies. 3 (HHH
HHHF F ), Skulduggery 2 (HHHHFF FF), Vigilance 3
(HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all combat
ADVENTURE AND ENCOUNTER IDEAS checks against this target twice), Feral Strength 2 (deal
+2 damage to one hit on all successful Brawl and Melee
• The PCs have been captured by the Separatists and checks), Improved Scathing Tirade (as an action, may
transported to the Citadel to face interrogation and make an Average (FF FF) Coercion check; each q in-
torture at the hands of the ruthless prison warden. flicts 1 strain on a target within short range; each w
When they arrive, they find Sobeck has planned a
inflicts 1 additional strain on one affected target; all
deadly “game” for the new prisoners under his con-
affected targets suffer s to all checks for four rounds).
trol. They will be allowed to make a run for freedom
in the Lola Sayu wilderness, but the warden and his Abilities: Hound Master (may spend a maneuver to di-
pack of trained anoobas will set off an hour behind rect any trained beast within medium range. The beast
to hunt them down - and the anoobas do not take may perform an immediate free maneuver or add s to
prisoners. their next check), Temper Tantrum (when Sobeck fails a
combat check he suffers 1 strain but gains automatic q
• When an ally the party believed was dead is re-
on his next attack against the same target, so long as
vealed to be alive but imprisoned at the Citadel,
they must stage a daring rescue mission to save he attacks them on his next turn).
them - but Warden Sobeck has other ideas. Equipment: Heavy blaster pistol (Ranged [Light];
(HHH
HHHF F ) Damage 7; Critical 3; Range [Medium];
Stun setting), reinforced armor (+2 soak, defense 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
105
POGGLE THE LESSER
Archduke Poggle the Lesser was the pub-
lic leader of the Geonosians during the Clone
Wars. Hailing from the worker caste of his spe-
cies, his rise to power was a testament to his own
ruthlessness and sense of ambition. Though sub-
servient to Queen Karina the Great, he was
nominally in control of the Stalgasin hive, and
with his oversight of the Geonosian battle droid
factories, became a powerful figure within the
Confederacy of Independent Systems.
Poggle was considered analytical and piti-
less, but also pragmatic. Among the Separat-
ist Council, Poggle was the only member to be
an actual head of state and military, giving him
some insight into military strategy. Weaponry was
one of Geonosis’s primary trades and its production
increased dramatically during Poggle’s reign.
The Archduke was a warlord, and commanded the
droid armies that fought against the Republic during
the first battle of Geonosis. Although the battle ul-
timately resulted in a Separatist retreat, Poggle was
successful in holding off the Republic forces long
enough for Count Dooku and the other leaders to
safely abscond from the system.

USING THIS CHARACTER


Being a senior member of the Separatist Council, Pog-
gle is an important player in the high politics of the
Alliance, and his capture is considered a priority by the
Republic military.
Any PCs who should encounter him will find him to POGGLE THE LESSER [NEMESIS]
have the haughty self-importance that seems to come
with the nobility of any species, but behind it is a keen
tactical mind and a cold-heart pragmatism that sees the
2 2 3 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Archduke callously throw away hundreds of his people’s
lives in the pursuit of the smallest objectives. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 16 1 1
ADVENTURE AND ENCOUNTER IDEAS
Skills: Cool 3 (HHHHHHF F ), Coordination 2 (HHHH),
• Investigating rumors that the droid factories on Ge- Deception 3 (HHH HHHF F ), Discipline 3 (HHH
HHHF F ),
onosis have been reactivated once more, the PCs Knowledge (Warfare) 4 (HHH HHHF F ), Leadership 3
must navigate their way through the catacombs (HHH
HHHF F ), Negotiation 3 (HHH HHHF F ), Perception 3
of Poggle’s latest headquarters. Unfortunately the (HHH
HHHF F ), Survival 2 (HH
HHFF FF).
Archduke has learned from past mistakes, and Ge- Talents: Adversary 1 (upgrade difficulty of all com-
onosian warriors now flood the ancient tunnels in bat checks against this target once), Know The Enemy
search of intruders.
(may choose to use Knowledge [Warfare] when making
• An ally of the party (or a PC themselves) has been checks to determine Initiative).
captured by Poggle’s forces, and in time-honored Abilities: Flyer (can fly; see the Flying sidebar in
tradition the Archduke plans to sacrifice them to Chapter VI: Conflict and Combat of any core rule-
a monstrous beast to satisfy the bloodlust of the book), Geonosian Valor (may perform a maneuver to
masses. The PCs must race against the clock to res- cause all ranged attacks targeting Poggle to instead hit
cue the captive and escape Geonosis.
one ally or helpless enemy he is engaged with until the
beginning of his next turn).
Equipment: Archduke’s cane (Melee; (FF FF) Damage
4; Critical 3; Range [Engaged]; Disorient 1), ceremonial
Geonosian armor (+1 soak, defense 1).

HEROES ON BOTH SIDES


106
Star Wars Roleplaying
RIFF TAMSON Talents: Adversary 3 (upgrade difficulty of all com-
bat checks against this target three times), Fearsome
Riff Tamson was a Karkarodon male who served as a 3 (when an adversary becomes engaged with Tamson,
commander for the Separatist Alliance during the Clone he may force the adversary to make a Hard (FFF FFF)
Wars. A ruthless warlord, Tamson acted as an envoy on fear check), Lethal Blows 2 (add +20 to any Critical
behalf of the Separatists, heralding their arrival while Injury results inflicted on opponents), No Escape (when
perturbing political stability in various star systems. He making a Coercion check, may spend ww to cause one
was extremely vicious, mercilessly killing anyone who enemy within short range to lose their free maneuver
got in his way and was not above threatening his allies during their next turn; when a foe within short range
when he was enraged or frustrated. makes a fear check, may spend tt from that check
to cause that enemy to lose their free maneuver during
Despite his bloodthirsty nature, Tamson was loyal to
their next turn).
Count Dooku and never disobeyed his orders and would
threaten anyone who even considered disobeying the Abilities: Amphibious (may breathe underwater with-
Sith Lord. By being loyal to Dooku’s cause, he hoped out penalty and never suffer movement penalties when
that his homeworld would become a galactic power swimming).
through its ties to the Separatists. Equipment: Karkarodon bite (Brawl; (HHHH
HHHH) Dam-
age 7; Critical 3; Range [Engaged]; Pierce 2, Vicious
USING THIS CHARACTER 3), heavy blaster pistol (Ranged [Light]; (HHH
HHHF F)
As an ambitious commander in the Separatist ranks, Damage 7; Critical 3; Range [Medium]; Stun setting),
Tamson is often found on the frontlines of the worlds 4 Karkarodon grenades (Ranged [Light]; (HHH HHHF F)
he is sent to conquer. A master of aquatic warfare, he Damage 13; Critical 3; Range [Short]; Blast 4, Limited
and his Karkarodon enforcers bring terror to any ocean- Ammo 1, Pierce 3, Vicious 2), aquatic assault suit (+2
ic worlds unfortunate enough to find themselves in the soak, defense 1).
Separatists’ warpath.
Tamson is ruthless, cruel and bloodthirsty and would
relish the opportunity to crush any PCs who think it is
a good idea to stand in his way. However, his ego and
thirst for violence might ultimately prove to be the se-
cret to his defeat.

ADVENTURE AND ENCOUNTER IDEAS

• Tamson oversees the conquest of a Republic-held


aquatic world. With only limited scuba-trained clone
troopers available to counter-attack, the Republic is
relying on the PCs to infiltrate the conquered world
and find a weakness in the Separatist forces.
• Count Dooku appoints Tamson as the commander
for an operation to sabotage the Kamino cloning
facilities via an aquatic assault. Can the PCs get
word to the Republic in time to warn them?

RIFF TAMSON [NEMESIS]

4 4 3 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 18 16 1 1
Skills: Athletics 4 (HHHH
HHHH), Brawl 4 (HHHH HHHH),
Coercion 4 (HHH
HHHF F ), Deception 3 (HHH
HHH), Discipline
3 (HHH
HHH), Knowledge (Warfare) 2 (HH HHFF ), Leadership
4 (HH
HHFF FF), Perception 3 (HHH
HHH), Ranged (Light) 3
(HHH
HHHF F ), Survival 3 (HHH
HHH), Vigilance 3 (HHH
HHH).

HEROES ON BOTH SIDES


Star Wars Roleplaying
107
RUSH CLOVIS • If the party requires funds or resources for an un-
sanctioned or “less than legal” venture, they may
Baron Rush Clovis served as the representative of the have to cozy up to the corrupt Clovis in order to
gain his support and influence with the Banking
Muun-dominated planet Scipio and a delegate for the
Clan to secure the necessary loans.
InterGalactic Banking Clan in the Galactic Senate during
the years leading up to the Clone Wars. When war broke
out, as a senatorial delegate for the secretly Separat- RUSH CLOVIS [NEMESIS]
ist-allied Banking Clan, Clovis began clandestine deal-
ings with Separatist interests on behalf of the clan while
maintaining his appearance as a Republic Loyalist.
2 2 4 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Clovis was an opportunist who used his position to
profit off of the carnage of the Clone Wars while retain- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

ing his high status within the Senate. He was highly con- 3 16 16 0 0
cerned with monetary compensation for his work with
the Separatist Alliance, but in spite of this had a soft Skills: Charm 4 (HHHH
HHHH), Cool 2 (HH HHFFFF),
spot for an old colleague and romantic interest - Sena- Deception 4 (HHHH
HHHH), Discipline 2 (HH HHFF ),
tor Amidala of Naboo. Knowledge (Education) 3 (HHH
HHHF F ), Leadership 2
(HH
HHFF FF), Negotiation 4 (HHHH
HHHH), Perception 2
USING THIS CHARACTER (HH
HHFF FF), Piloting (Planetary) 3 (HH
HHF F ), Ranged
(Light) 2 (HH
HH), Skulduggery 3 (HHH
HHHF F ).
Rush Clovis is as duplicitous a character as any the PCs
could encounter. Profiting off the war by serving both Talents: Adversary 1 (upgrade difficulty of all combat
the Republic and the Separatists at the same time, Clo- checks against this target once), Discredit (once per
vis is a political mercenary who sells his vote and influ- encounter, may take the Discredit action by making a
ence to the highest bidder. Hard (FFF
FFF) Deception check; on a success, one
chosen character upgrades the difficulty of social checks
Nevertheless, he does have some redeeming qualities once, and one additional time for every ww on the De-
- for all his faults, he does care for his homeworld of ception check, until the end of the encounter), Natural
Scipio and the Muun species that adopted him as one Charmer (once per session, may reroll any one Charm
of their own. or Deception check).
Abilities: Duplicitous (once per session as an action,
ADVENTURE AND ENCOUNTER IDEAS Clovis may make a Hard (FFF
FFF) Charm or Deception
check. On a success, he cannot be a target of combat
• The PCs’ efforts to bring knowledge of a Separatist checks until the end of the encounter or until making a
plot or other hardship to the Galactic Senate’s at-
tention are constantly undermined and obstructed combat check himself).
by Senator Clovis. It may not take long for it to Equipment: Blaster pistol (Ranged [Light]; (HHHH)
become clear to them that the representative for Damage 6; Critical 3; Range [Medium]; Stun setting),
Scipio has his own agenda. expensive clothing (+1 soak).

HEROES ON BOTH SIDES


108
Star Wars Roleplaying
SEPARATIST LEADERSHIP Members of the Council and the commanders who
serve them always have their own agendas, and even
Before the Separatist Alliance was founded, Count fringe-type PCs may find themselves being hired for
Dooku secretly allied with major galactic corporations, shady jobs by ambitious leaders with their eyes on pro-
including the Techno Union, Commerce Guild, and Trade motion. Such parties who can prove themselves reliable
Federation. While joining the Count was a risk, becom- and discreet may go far with such work - but should be
ing one of the Confederacy’s founding corporations wary of the inevitable betrayal when their patron de-
offered them special privileges, and the chief privilege cides they know too much.
was that the corporation would gain a seat on the Sepa-
ratist Council - the executive body that ran the Alliance ADVENTURE AND ENCOUNTER IDEAS
in spite of the Separatist Parliament.
The various commercial entities • A member of the Separatist Council has been cor-
nered on their homeworld. The PCs must cut off
who joined under the banner of
their escape route to stop them scurrying away in
the Confederacy of Independent the face of a Republic attack.
Systems pledged their forces to
the new Droid Army, and many • A Separatist Commander arrives on a disputed
Separatist commanders were world to assume control of the droid army and
drawn from these corporate launch a surprise attack on the Republic forces.
militaries. When the PCs witness their arrival, their mission
becomes a race against time to warn the Republic
Knowing that corporate in time to stop a devastating defeat.
generals would not be
enough to fight a sus- • When a battle seems to be going in the Republic’s
tained war against the favor, a Dark Side Adept suddenly appears on the
Jedi Order, Dooku battlefield and begins causing carnage. With the
also sought to re- tide of battle now turning against them, the PCs
cruit trusted aco- must rally the troops and fend off this new, pow-
lytes that he could erful foe.
coach in the ways
of the Dark Side. SEPARATIST COUNCIL MEMBER
These dark side [NEMESIS]
adepts were could
not be considered
Sith, but that did
2 2 3 4 3 4
not stop Dooku BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

from making use SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

of them as loyal 3 14 16 0 0
servants and as-
sassins. Skills: Charm 4 (HHHH
HHHH), Coercion 4 (HHH HHHFF ),
Deception 4 (HHHH
HHHH), Knowledge (Education)
USING THESE 2 (HHHHF F ), Knowledge (Outer Rim) 3 (HHHHHH),
CHARACTERS Leadership 3 (HHH
HHHF F ), Negotiation 3 (HHH
HHHFF ),
These profiles repre- Perception 3 (HHH
HHHF F ), Skulduggery 4 (HHHH
HHHH),
sent the wide array Vigilance 2 (HH
HHFF ).
of Separatist leaders Talents: Adversary 1 (upgrade difficulty of all combat
that can be encoun- checks against this target once), Plausible Deniabili-
tered throughout ty 2 (may remove ss from all Coercion and Decep-
the Clone Wars. PCs tion checks), Nobody’s Fool 2 (upgrade difficulty of all
who get involved di- Charm, Coercion and Deception checks against this tar-
rectly in the fighting get twice).
will invariably end Abilities: None.
up encountering the
Equipment: Bodyguards, expensive clothing (+1
organic beings that
soak).
command the end-
less droid legions
- whether these en-
counters be as al-
lies or foes are up
to them.

HEROES ON BOTH SIDES


Star Wars Roleplaying
109
SEPARATIST COMMANDER [NEMESIS] after attack is resolved, may spend y or ttt to au-
tomatically hit one target within medium range, deal-
ing the same damage as the hit from the initial ranged
3 3 4 4 4 3 attack), Parry 4 (when struck by a melee attack but
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE before applying soak, as an out-of-turn incidental, may
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
suffer 3 strain to reduce damage by 6).
5 16 15 1 1 Abilities: Dark Side Force User (uses dark side results
instead of light side results), Force Powers (Bind, En-
Skills: Coercion 3 (HHH
HHHF F ), Cool 2 (HH HHF F ), hance, Move, Sense).
Deception 2 (HH HHFFFF), Discipline 3 (HHHHHHF F ), Bind: Force Power. The Dark Side Adept may spend
Knowledge (Warfare) 3 (HHH HHHF F ), Leadership o to immobilize a target within short range until the
4 (HHH
HHHF F ), Perception 3 (HHH
HHHF F ), Piloting end of his next turn; if the Dark Side Adept spends i
(Planetary) 3 (HHH
HHH), Ranged (Heavy) 3 (HHH HHH), to generate o, the target also suffers 1 wound per o
Ranged (Light) 3 (HHH
HHH), Vigilance 3 (HHH
HHHF F ). spent on the check, ignoring soak. May
Talents: Adversary 2 (upgrade difficulty of all combat spend oo to add up to 2 addi-
checks against this target twice), Fire Control (as a ma- tional targets.
neuver the Separatist Commander may make all combat Equipment: Lightsaber
checks made from their current starship or vehicle count (Lightsaber; (HHH
HHHF F)
their target’s silhouette as 1 higher than normal until Damage 9; Critical 2;
the beginning of their next turn [this does not stack]), Range [Engaged];
Lead From The Back (once per round as an out-of-turn Breach 1, Sunder,
incidental, when an enemy makes a successful combat Vicious 2), dark
check targeting the Separatist Commander, may spend armorweave robes
1 Destiny Point to redirect the attack to an NPC subor- (+2 soak, de-
dinate within short range; at the GM’s discretion, may fense 1).
select an allied NPC at a greater distance if they are
between the Commander and the attacker).
Abilities: Concentrate Your Fire (may perform a ma-
neuver to direct one allied minion group within medium
range; the group may perform an immediate free com-
bat check action).
Equipment: E-5 blaster rifle (Ranged [Light]; (HHH
HHH)
Damage 9; Critical 3; Range [Long]; Stun setting), ar-
mored uniform (+2 soak, defense 1), encrypted com-
link.

SEPARATIST DARK SIDE ADEPT


[NEMESIS]

3 3 3 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 18 1 1
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Coercion
3 (HHH
HHHF F ), Cool 2 (HH
HHF F ), Deception 3 (HHH
HHHF F ),
Discipline 3 (HHHHHHF F ), Lightsaber 4 (HHHHHHF F ),
Perception 2 (HHHHFF FF), Stealth 3 (HHH
HHH), Resilience
3 (HHH
HHH), Vigilance 2 (HH HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 3, Hawk-
bat Swoop (as an action, may make a Lightsaber com-
bat check against a target within short range, adding up
to hhh
hhh; may spend o to engage target; may spend
o to add w to the check), Improved Reflect 4 (when
struck by a ranged attack but before apply­ing soak, may
suffer 3 strain to reduce damage by 6; if used, then

HEROES ON BOTH SIDES


110
Star Wars Roleplaying
SORA BULQ
Sora Bulq was a Weequay Jedi Master who was re-
nowned among the Order for his skill with a lightsaber.
He mastered every form of lightsaber combat known
among the Jedi, becoming one of their greatest instruc-
tors, and was recruited by his colleague, Mace Windu,
to assist in the refinement of Vaapad, Windu’s new com-
bat form.
However, Vaapad required that the user dance along
the edge of the dark side of the Force, and Bulq fell cap-
tive to the darkness. He pursued his studies of the Dark
Side in secret until Count Dooku captured him during
the earliest days of the Clone Wars and turned him fully
to the dark side. Bulq was one of the highest-profile Jedi
traitors in all the war.

USING THIS CHARACTER


To many in the galaxy, Sora Bulq represents their worst
nightmare - a fully-trained Jedi Master turned to evil.
Like his new master Count Dooku, Bulq was once one of
the most renowned Jedi in the Order, and even though
he has betrayed the Republic his reputation still makes
him a formidable name to utter among young Padawans
and Knights. Jedi PCs may even have briefly trained in
one of Master Bulq’s lightsaber classes before the war,
or have some other personal history with the traitor.

ADVENTURE AND ENCOUNTER IDEAS


Talents: Adversary 3 (upgrade difficulty of all combat
• Master Bulq has put out a call to all Jedi, accusing checks against this target three times), Duelist’s Train-
the Jedi Council of lying about his treachery. He ing (add s to Melee and Lightsaber skill checks when
claims he was exiled for refusing to fight in the war, engaged with a single opponent), Force Rating 4, Im-
and calls like-minded Jedi to gather to him and
proved Parry 5(when struck by a melee attack but be-
abandon the Council’s tyranny. The PCs investigate,
fore applying soak, as an out-of-turn incidental, may
either at the Council’s behest or because they
suffer 3 strain to reduce damage by 7; if used then
genuinely wish to hear the former Master out.
after attack is resolved may spend y or ttt to auto-
• Under orders from Count Dooku, Master Bulq matically hit one target with wielded lightsaber, inflicting
travels to various worlds throughout the galaxy base damage plus any damage from applicable talents
to determine if it is possible for the Separatists to or abilities), Reflect 4 (when struck by a ranged attack
create their own clone army to fight that of the but before apply­ing soak, may suffer 3 strain to reduce
Republic - but a clone army that is gifted with the damage by 6).
power to call upon the Force.
Abilities: Blademaster (Sora Bulq does not increase
difficulty when making Lightsaber combat checks with
SORA BULQ [NEMESIS]
two weapons), Dark Side Force User (uses dark side re-
sults instead of light side results), Force Powers (Bind,
4 4 4 4 3 3 Enhance, Move, Sense).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Bind: Force Power. Sora Bulq may spend o to im-
mobilize a target within short range until the end of his
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
next turn; if Sora Bulq spends i to generate o, the
5 18 18 1 1 target also suffers 1 wound per o spent on the check,
ignoring soak.
Skills: Brawl 2 (HH
HHFF FF), Coercion 3 (HHH
HHH), Cool
3 (HHH
HHH), Deception 4 (HHHH HHHH), Discipline 4 Equipment: Sora Bulq’s lightsaber (Lightsaber;
(HHH
HHHF F ), Knowledge (Lore) 2 (HH
HHFF FF), Lightsaber (HHHH
HHHHw) Damage 9; Critical 2; Range [Engaged];
4 (HHHH
HHHH), Perception 2 (HH HHFF FF), Resilience 2 Breach 1, Sunder, Superior), Sora Bulq’s shoto
(HH
HHFF FF), Survival 3 (HHH
HHHF F ), Vigilance 3 (HHH
HHH). (Lightsaber; (HHHH
HHHHs s ) Damage 6; Critical 2; Range
[Engaged]; Accurate 1, Breach 1, Sunder), Jedi robes
(+1 soak, defense 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
111
WAT TAMBOR
Wat Tambor was a male Skakoan who was the foreman
of the Techno Union and an executive of Baktoid Armor
Workshop. During the Separatist Crisis, he pledged the
Techno Union’s resources to the Confederacy of Inde-
pendent Systems, earning himself a seat on the Sep-
aratist Council during the Clone Wars. In the conflict’s
early stages, Tambor was appointed emir of Ryloth and
supervised its occupation by the Separatists, which was
fiercely resisted by local Twi’lek freedom fighters led by
Cham Syndulla.
Strict and inventive, Wat Tambor had a mind for war
machines and was one of the original Separatist leaders,
as well as one of the most fervent, having pledged his
loyalty and the Techno Union’s battle droid armies to
the Confederacy of Independent Systems after being
attracted to the movement by Dooku’s promises of
unlimited pursuit of profits.
Despite declaring the Techno Union neutral during
the Clone Wars, Tambor was an active supporter
of the Separatist cause who channeled substantial
resources and information to their war effort. As both
a businessman and military commander, Tambor was
ruthless and had a disregard for the lives of other
sentient beings.

USING THIS CHARACTER


As the leader of the Techno Union, Tambor outward-
ly professes to be a neutral businessman with no al-
legiance to either side in the war. Although few in the WAT TAMBOR [NEMESIS]
Republic command structure buy into his claims, it does
make any direct action against the foreman and his cor-
poration much more difficult. 2 2 4 4 3 4
PCs who cross Tambor risk not only getting killed by BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Separatist droids, but being pulled in front of a Republic SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

court even if they survive. 4 14 16 0 0


ADVENTURE AND ENCOUNTER IDEAS Skills: Coercion 4 (HHH
HHHFF ), Deception 4 (HHHH
HHHH),
Knowledge (Education) 3 (HHH
HHHF F ), Leadership 4
• Wat Tambor personally oversees the invasion of a (HHHH
HHHH), Mechanics 3 (HHH HHHF F ), Negotiation
resource-rich world that he hopes will provide the 4 (HHHH
HHHH), Perception 2 (HH HHFFFF), Resilience 3
Separatists with a source of the extremely rare and (HH
HHF F ).
lightsaber-resistant material cortosis. The PCs must
Talents: Adversary 1 (upgrade difficulty of all combat
work to ensure the Techno Union cannot establish
checks against this target once), Nobody’s Fool 2 (up-
their mining operation.
grade difficulty of all Charm, Coercion and Deception
• Republic High Command is desperate to expose checks against this target twice).
Tambor’s neutrality for the sham that it is. The Abilities: Methane Breather (requires a specialized
PCs are enlisted to go undercover at an upcoming
pressure suit, and treat standard planetary air pressure
corporate social function and dig up some
and composition as a corrosive atmosphere with rating
incriminating evidence that proves once and for all
that he is supporting the Separatists. 6), Sudden Leverage (once per session as an incidental,
Wat Tambor may spend 1 Destiny Point to produce a
piece of highly incriminating information about another
character in the encounter. This information can be gen-
uine, or a high quality forgery, at the GM’s discretion).
Equipment: Skakoan pressure suit (+2 soak), data-
pad, encrypted comlink.

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Star Wars Roleplaying
T he Clone Wars dominated the galaxy, forcing entire
star systems to choose between supporting the
Galactic Republic or the Separatist Alliance. Some
Bounty hunters primarily worked to capture or kill
fugitives and others with a bounty on their head, but
as mercenaries they were also known to do other
individuals chose neither, opting to hide away in their jobs for the right price. This included work for both
own isolated sectors of space, hoping the war would the Republic and the Confederacy alike, as both sides
pass them by. Others decided that the war was not just dedicated considerable resources to enlisting the most
a conflict of ideals - it was an excellent opportunity to skilled contractors to fight on their behalf. Some took
make some credits. jobs helping to train the Grand Army of the Republic,
whilst others were drawn to the lucrative business of
Foremost among those seeking to profit from the hunting down Jedi Knights.
war were the criminal syndicates and the mercenaries
who worked for them. Whether it was the Hutts and The most infamous bounty hunters, from Cad Bane
their racketeering, the Black Sun dominating the illegal to Aurra Sing, were clever, resourceful, and relentless,
markets or the Pyke Syndicate flooding the galaxy making them some of the most dangerous beings in
with spice, there was enough money to be made for the galaxy.
anyone willing to set aside their principles.

HEROES ON BOTH SIDES


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113
AURRA SING Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Precise Aim 3 (as a
Aurra Sing was a female Palliduvan bounty hunter who maneuver, may suffer up to 3 strain to reduce a tar-
operated prior to and during the Clone Wars. A frequent get’s ranged and melee defense by one for each point
associate of other prolific criminals such as Cad Bane of strain suffered).
and Hondo Ohnaka, Sing was considered by many to be Abilities: Rhen-Orm Biocomputer (when Aurra Sing
one of the most powerful and ruthless bounty hunters provides assistance to a character making a Knowledge
in the galaxy. check, upgrade the ability of the check one additional
She held a particular hatred for the Jedi, and rumors time; Aurra Sing adds q to all Perception and Vigilance
abounded that as a child she had been taken in by the checks she makes).
Order to be trained as a Padawan but had fallen foul Equipment: Twin DX-13 blaster pistols (Ranged [Light];
of the High Council and been expelled. Whatever the (HHHH
HHHH) Damage 5; Critical 3; Range [Short]; Au-
truth, Sing was happy to capitalize on the underworld to-fire, Stun setting), Czerka Adventurer slugthrower
reputation that came with people believing she could rifle (Ranged [Heavy]; (HHHHHHHHF ss) Damage 8;
F ss
call upon the Force if she needed to. Critical 3; Range [Extreme]; Accurate 2, Pierce 3),
concealed boot darts (Ranged [Light]; (HHHH
HHHHs)
USING THIS CHARACTER Damage 5; Critical 2; Range [Short]; Inaccurate 1, Lim-
There are a number of ways in which a group of PCs ited Ammo 2, Pierce 3), knuckles (Brawl; (HHHHHHF F)
might encounter Aurra Sing. As a top-tier bounty hunt- Damage 4; Critical 4; Range [Engaged]; Disorient 1,
er, she might be hired by one of the PC’s wealthier ene- Knockdown), second skin armored bodysuit (+1 soak,
mies to capture or kill the party, leading to a dangerous defense 1), tracker utility vest.
chase across the galaxy and an inevitable deadly con-
frontation. Alternatively, PCs who are part of the crim-
inal underworld themselves might find they have to
work alongside (or compete with) Sing on one of
their own shady jobs.

ADVENTURE AND ENCOUNTER IDEAS

• The PCs have been tasked with protecting a


high-ranking official, who has had a kill-only
bounty placed on them by an anonymous
source. Aurra Sing soon arrives to collect.
• When their mutual employer forces the
PCs to work with Sing to carry out a heist,
the party must deal with the bounty
hunter’s ruthlessness when she insists
on leaving no witnesses - including
innocent bystanders.

AURRA SING [NEMESIS]

3 4 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 16 18 1 1
Skills: Brawl 4 (HHH HHHF F ), Coercion 3
(HHH
HHHF F ), Cool 5 (HH FFF), Deception 2
HHFFF
(HH
HHFF FF), Discipline 2 (HH FF), Knowledge
HHFF
(Underworld) 3 (HHH HHH), Negotiation 2
(HH
HH), Piloting (Planetary) 4 (HHHH
HHHH),
Ranged (Heavy) 5 (HHHH HHHHF F ), Ranged
(Light) 4 (HHHH HHHH), Streetwise 3
(HHH
HHHF F ), Survival 3 (HHH
HHHF F ), Vigilance
4 (HHHH
HHHH).

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BLACK SUN
Black Sun was a criminal syndicate that came into prom-
inence during the Clone Wars as the Jedi Order focused
more on military affairs and less on law enforcement.
Alongside the Hutt Cartel, the syndicate was very influ-
ential throughout the galaxy, becoming one of the most
prolific criminal enterprises in the Outer Rim.
Run largely by a group of Falleen noblemen from a
fortress on Mustafar, the organization’s leaders took on
the title Vigo, and oversaw Black Sun criminal opera-
tions across the entire galaxy. These operations were
policed by a small army of purple-clad enforcers com-
monly referred to as the ‘foot soldiers’.

USING THESE CHARACTERS


Members of Black Sun represent the very worst elements
of organized crime - a corrupt and bloated elite growing
rich off the backs of those they have kept oppressed.
Though they pay well for reliable enforcers, anyone who
crosses or disappoints one of the syndicate’s Vigos can
expect to be black-listed and marked for death without
a second thought.

ADVENTURE AND ENCOUNTER IDEAS

• After landing at a spaceport to pick up supplies, the


PCs are approached by some thugs and asked to
pay a hefty “landing tax” to the Black Sun syndicate.
• The local Vigo is in a turf war with another criminal
gang. The PCs can take jobs from the Vigo to bring
down his new rivals, or use the opportunity to take
him out instead.

BLACK SUN VIGO [NEMESIS] Equipment: Heavy blaster pistol (Ranged [Light];
(HHH
HHH) Damage 7; Critical 3; Range [Medium]; Stun
setting), force pike (Melee; (HHH
HHH) Damage 6; Critical
3 3 3 4 3 4 2; Range [Engaged]; Pierce 2, Stun setting), expensive
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE robes (+1 soak).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 16 16 0 0 BLACK SUN FOOT SOLDIER [MINION]

Skills: Coercion 4 (HHH


HHHF F ), Cool 3 (HHH
HHHF F ),
Knowledge (Underworld) 4 (HHH HHHF F ), Melee 3
3 2 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
(HHH
HHH), Negotiation 3 (HHH HHHF F ), Perception 4
(HHHH
HHHH), Ranged (Heavy) 3 (HHH HHH), Ranged SOAK VALUE W. THRESHOLD M/R DEFENSE

(Light) 3 (HHH
HHH), Streetwise 4 (HHHH
HHHH), Survival 4 5 6 0 0
(HHHH
HHHH), Vigilance 2 (HH
HHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat Skills (group only): Brawl (FFF
FFF), Coercion (FF
FF),
checks against this target three times), Crippling Blow Melee (FFF
FFF), Ranged (Light) (FF
FF).
(may increase difficulty of a combat check by 1. If suc- Talents: None.
cessful, target suffers one strain when they move for the Abilities: None.
remainder of the encounter), Nobody’s Fool 2 (upgrade
Equipment: Black Sun twin blaster (Ranged [Light];
difficulty of all Charm, Coercion and Deception checks
(FF
FF) Damage 6; Critical 3; Range [Medium]; Linked 1,
against this target twice).
Stun setting), electro-shock prod (Melee; (FFF
FFF) Dam-
Abilities: Leader (all subordinates within medium age 6; Critical 3; Range [Engaged]; Disorient 2, Stun
range add s to all Discipline checks). setting), Black Sun padded armor (+2 soak).

HEROES ON BOTH SIDES


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115
BOBA FETT
Boba Fett was a young bounty hunter-in-training and
the genetic clone of the infamous Jango Fett. Created
by the cloners on Kamino, Boba was physically identical
to the clone troopers created for the Grand Army of
the Republic, though at Jango’s request Boba was unal-
tered and did not grow at the same accelerated rate as
the other clones. Raised as Jango’s son, Boba learned
the combat skills necessary to one day become a boun-
ty hunter in his own right.
Jango was killed during the Battle of Geonosis, which
sparked the Clone Wars between the Galactic Republic
and the Separatist Alliance. The young Boba swore ven-
geance against Jedi Master Mace Windu, the man who
killed Jango, and fell under the tutelage of the infamous
Aurra Sing to finish his training and enact his revenge.
With Sing and other bounty hunters, he traveled the
galaxy working to earn himself a feared reputation in
spite of his youth and inexperience. He would eventually
go on to found the Krayt’s Claw syndicate, a loose con-
federation of some of the underworld’s most infamous
bounty hunters and mercenaries.

USING THIS CHARACTER


Though destined for great things, during the Clone
Wars Boba Fett is still in the fledgling years of his boun-
ty hunting career. Tenacious, smart and with a determi- BOBA FETT [NEMESIS]
nation to succeed, the young Fett is well-placed to one
day live up to his father’s reputation, if he can survive
that long. 2 3 3 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
PCs who encounter the young Fett may not take him
seriously - in fact, it is unlikely anyone would even re- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

alize who he is unless the topic of his father comes up. 4 14 13 0 0


However Boba is not likely to drop Jango’s name into a
conversation readily, as doing so would undermine his Skills: Brawl 3 (HH
HHF F ), Cool 3 (HH
HHF F ), Deception 2
goal of establishing a reputation on his own merits. (HH
HHFF FF), Discipline 1 (H FF), Gunnery 3 (HHH
H FF HHH),
Knowledge (Underworld) 2 (HH HHF F ), Piloting (Space)
2 (HH
HHF F ), Ranged (Light) 3 (HHH HHH), Stealth 2
ADVENTURE AND ENCOUNTER IDEAS
(HH
HHF F ), Streetwise 2 (HH
HHFF FF), Vigilance 2 (HH
HHF F ).
• The PCs have taken up a job hunting down a Talents: Adversary 1 (upgrade difficulty of all combat
criminal for local law enforcement on a backwater checks against this target once), Improved Quick Draw
world. However, when they discover their target’s (twice per round, may draw or holster a weapon or ac-
location they find Boba on the scene as well. The cessible item as an incidental).
young bounty hunter is determined to collect the
Abilities: Jango’s Legacy (once per session as an in-
reward himself - and the boost in reputation that
comes with it. cidental, Boba may upgrade his next combat check
twice), Just A Kid (when making any social check, Boba
• When the PCs are hired for a big job by a mysterious adds ss unless the target has a reason to take him
new client, they are surprised to discover their seriously), Silhouette 0.
employer is in fact a young kid named Boba, who
Equipment: Twin WESTAR-34 blaster pistols (Ranged
claims to be putting together a crew of mercenaries
[Light]; (HHH
HHHs s ) Damage 6; Critical 2; Range [Me-
and miscreants.
dium]; Accurate 1, Stun setting), bola (Ranged [Light];
(HHH
HHH) Damage 2; Critical --; Range [Short]; Ensnare
3, Knockdown, Limited Ammo 1), 2 stun grenades
(Ranged [Light]; (HHH
HHH) Damage 8; Critical --; Range
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun
Damage), Boba’s light armor (+2 soak), modified Fire-
spray-31-class patrol craft Slave 1.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
BOSSK BOSSK [NEMESIS]

Bossk was a Trandoshan and son of Cradossk, a legend-


ary bounty hunter. In keeping with the traditions of his 5 3 2 3 4 2
family, when he reached maturity Bossk followed his fa- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

ther into the world of bounty hunting and soon forged a SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

reputation as a fierce and skilled hunter in his own right. 5 17 16 0 0


While Bossk tended to work alone, he was also capa-
ble of working with other individuals. During the Clone Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH
HHHHF F ),
Wars, Bossk teamed up with fellow bounty hunters Aur- Coercion 3 (HHHHHHF F ), Cool 3 (HH
HHF F ), Deception
ra Sing and the Klatooinian Castas to mentor the young 2 (HH
HHF F ), Discipline 3 (HHH
HHHF F ), Negotiation 3
Boba Fett and assist him with his vendetta against the (HH
HHF F ), Perception 3 (HHHHHH), Piloting (Space) 2
renowned Jedi Master Mace Windu. (HH
HHF F ), Ranged (Heavy) 4 (HHH
HHHF F ), Ranged (Light)
The Trandoshan and the young Boba would go on to 2 (HH
HHF F ), Resilience 4 (HHHH
HHHHF F ), Skulduggery 3
form an unlikely friendship, perhaps unknowingly bond- (HHH
HHH), Streetwise 3 (HHH HHH), Survival 3 (HHHHHH),
ing over their mutual responsibility to live up to their Vigilance 3 (HHH
HHHF F ).
fathers’ legacies. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
USING THIS CHARACTER Abilities: Deceptive Hunter (allies within short range of
A trueborn predator with a love for the hunt, Bossk can Bossk add automatic q to Deception checks they make
be either a strong, loyal ally or a deadly, unforgiving against enemies), Regeneration (recover 1 additional
foe depending on how a party encounters him. If they wound from natural rest or bacta tank, regrow a lost
are unfortunate enough to be the Trandoshan’s latest limb in one month).
bounty, then a confrontation of some kind is inevitable Equipment: Relby-v10 mortar gun (Ranged [Heavy];
as Bossk never leaves a job unfinished - his reputation (HHH
HHHF F ) Damage 8; Critical 3; Range [Medium];
depends on it. Blast 6, Cumbersome 4, Pierce 3), poison gas grenade
(Ranged [Light]; (HH
HHF F ) Damage 1; Critical --; Range
ADVENTURE AND ENCOUNTER IDEAS [Short]; Blast 1, Limited Ammo 1; organic targets must
make a Hard (FFF FFF) Resilience check or suffer 5
• While taking some time to relax in a seedy cantina wounds plus 1 strain per t; y means they must re-
on an Outer Rim world, the PCs are approached by sist again on their next turn), claws (Brawl; (HH-
HH-
Bossk who attempts to recruit them into the Bounty HHF
HH F ) Damage 6; Critical 4; Range
Hunters Guild on behalf of his father Cradossk. [Engaged]; Pierce 1), flight suit,
Before they can accept or refuse however, the modified YV-666 freighter
Trandoshan challenges one of the party to face him Hound’s Tooth.
in a local fight club in order to test their mettle.
• Bossk has captured one of the PC’s allies at the
behest of one of their bitter enemies. The party
must rescue their friend before Bossk delivers
them, and may even be able to convince the hunter
that his client has no intention of paying.

HEROES ON BOTH SIDES


Star Wars Roleplaying
117
C-21 HIGHSINGER Talents: Adversary 2 (upgrade difficulty of all com-
bat checks against this target twice), Grapple (once
C-21 Highsinger was a combat droid that functioned per round, may perform the Grapple maneuver; until
as a bounty hunter during the Clone Wars. Unlike most the beginning of Highsinger’s next turn, enemies must
droids, Highsinger served no master, and took on jobs spend two maneuvers instead of one maneuver to move
as varied as capturing targets to protecting the families from engaged range to short range of him), Point Blank
of criminals. His past was all but unknown, though it 2 (add +2 damage to one hit of successful Ranged
was believed that the droid was the only one of his kind. [Heavy] or Ranged [Light] attacks made while at short
Highsinger’s servomotors and manipulators were care- range or engaged).
fully designed, creating uncanny reflexes that resulted in Abilities: Blaster Spiral (once per encounter as an ac-
a high level of combat prowess. tion, Highsinger may suffer 4 strain and make a Hard
Through extensive modifications, advanced program- (FFF
FFF) Ranged (Heavy) combat check with his light
ming, and learned skills, he became a proficient and repeating blaster against the hardest to hit enemy [as
deadly bounty hunter. During the Clone Wars, Highsing- determined by the GM] within short range; on a suc-
er joined Krayt’s Claw, the group of bounty hunters put cessful hit, every enemy in short range suffers 1 hit
together by the young Boba Fett. that deals base damage plus additional q), Droid (does
not need to breathe, eat, or drink and can survive in
USING THIS CHARACTER vacuum or underwater; immune to poisons and toxins).
Nobody seems to know why or how Highsinger entered Equipment: Light repeating blaster (Ranged [Heavy];
the bounty-hunting profession, so the droid’s motives (HHHH
HHHH) Damage 11; Critical 3; Range [Long];
are hard to pin down. Often found lingering in the back Auto-fire, Cumbersome 3, Pierce 1), blaster pistol
of crime lords’ courts and hunter guilds, Highsinger (Ranged [Light]; (HHH
HHHF F ) Damage 6; Critical 3;
seems uninterested in the Clone Wars or the wider gal- Range [Medium]; Stun setting), built-in vibroknucklers
axy as a whole, reserving his focus for hunting his cho- (Brawl; (HHH
HHHF F ) Damage 5; Critical 2; Range [En-
sen bounties. gaged]; Pierce 1, Vicious 1), heavy droid chassis (+2
soak, defense 1).
What is certain is that the droid is a professional
through and through. Highsinger is a dependable com-
rade-in-arms if hired to fight alongside a party, and an
unrelenting pursuer if hired to hunt them down.

ADVENTURE AND ENCOUNTER IDEAS

• The party has gained possession a rare and


expensive artifact but have no idea of its true
value. When Highsinger is hired to recover
it, they must figure out why the droid
wants it so much while trying to stay one
step ahead of him.
• Highsinger disguises himself as a protocol
droid and infiltrates the estate of a
wealthy Republic senator with orders to
assassinate them publicly at an upcoming
social event. Will the PCs discover the ruse
and stop him in time?

C-21 HIGHSINGER [NEMESIS]

4 4 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 18 14 1 1
Skills: Brawl 3 (HHH
HHHF F ), Coercion 3 (HH
HHFF ),
Computers 2 (HH HHF F ), Discipline 2 (HHHH),
Ranged (Heavy) 4 (HHHH
HHHH), Ranged (Light)
3 (HHH
HHHF F ), Resilience 4 (HHHH
HHHH),
Vigilance 4 (HH
HHFFFF).

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Star Wars Roleplaying
CAD BANE CAD BANE [NEMESIS]

Cad Bane was a Duros bounty hunter who earned a


reputation as the galaxy’s best, deadliest, and most 3 4 2 4 3 2
fearsome mercenary during the Clone Wars. Though he BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

worked for a number of clients, his loyalty was ultimate- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

ly to credits - and by extension, the highest bidder. 4 15 18 1 1


Bane employed a variety of weapons and allies to en-
sure that he always got his pay, and he became the Skills: Athletics 3 (HHH HHH), Brawl 4 (HHH HHHF F ),
leader in his line of work after fellow bounty hunter Jan- Coercion 2 (HH HHF F ), Computers 2 (HH
HH), Cool 5
go Fett perished in the opening battle of the war. Quint- (HH
HHFFF FFF), Coordination 4 (HHHHHHHH), Deception
essentially cold, cruel, and capable in his line of work, 4 (HHHH
HHHH), Discipline 4 (HHH HHHF F ), Knowledge
Bane ignored the morality of his work and often turned (Underworld) 4 (HH HHFF FF), Mechanics 3 (HH HHF F ),
upon his own clients unless he was paid. He had a par- Piloting (Planetary) 3 (HHH
HHHF F ), Ranged (Heavy) 4
ticular reputation for jobs which pitted him against Jedi. (HHHH
HHHH), Ranged (Light) 5 (HHHH HHHHF F ), Stealth
3 (HHH
HHHF F ), Streetwise 4 (HHHH
HHHH), Survival 3
USING THIS CHARACTER (HHH
HHHF F ), Vigilance 5 (HHH
HHHFFFF).
As the galaxy’s foremost bounty hunter, Cad Bane’s Talents: Adversary 3 (upgrade difficulty of all combat
name will be known to most PCs who have at least a checks against this target three times), Clever Solution
passing familiarity with the criminal underworld. His skill (once per session, may make one skill check using Cun-
with a blaster and reputation for lethality are infamous, ning rather than the normal characteristic for that skill),
and any party that finds itself on his target list must Guns Blazing (as an incidental, may suffer 2 strain to
have crossed someone incredibly powerful. avoid increasing the difficulty of a Ranged [Light] check
to attack with two weapons), Improved Quick Draw
(twice per round, may draw or holster a weapon or ac-
ADVENTURE AND ENCOUNTER IDEAS
cessible item as an incidental).
• The party are ambushed by Bane, but after a Abilities: Always A Backup Plan (once per encounter,
brief fight he reveals he came to hire them for an may reroll any single Coercion, Streetwise, Survival or
upcoming job. The fight was their audition to prove Vigilance check), Cybernetic Lungs (immune to airborne
they are as good as their reputation says they are. poisons and toxins).
• After Bane has pulled off a massive heist of rare and Equipment: Twin custom LL-30 blaster pistols (Ranged
powerful Jedi artifacts, the PCs are drafted [Light]; (HHHH
HHHHF F s ) Damage 7; Critical 2; Range
into a galactic-wide Republic [Medium]; Accurate 1, Stun setting), bolas (Ranged
manhunt for the bounty [Light]; (HHHH
HHHHF F ) Damage 2; Critical --; Range
hunter’s whereabouts. [Short]; Ensnare 3, Knockdown, Limited Ammo
1), compact flame projector (Ranged [Light];
(HHHH
HHHHF F ) Damage 5; Critical 2; Range
[Short]; Blast 2, Burn 2, Pierce 2, Vicious 3),
custom shock gloves (Brawl; (HHH HHHF F)
Damage 4; Critical 5; Range [Engaged];
Stun 3), longcoat (+1 soak, defense
1), wrist gauntlets with integrated
datapad and whipcord thrower,
rocket boots (can fly; see the
Flying sidebar in Chapter
VI: Conflict and Combat
of any core rulebook).

HEROES ON BOTH SIDES


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119
CATO PARASITTI
Cato Parasitti was a Clawdite bounty hunter from Zolan
who operated during the Clone Wars. As a changeling,
Parasitti used her natural abilities to make a career as
a spy and assassin, charging a massive rate and quickly
becoming one of the leaders in her field of work. She
employed holographic technology alongside her ad-
vanced shape-shifting skills to make her impersonations
nearly flawless. A convincing liar, she often prepared
to strike her targets by first spying on them to discern
their weaknesses.
She established herself as one of the galaxy’s more
lethal assassins, becoming attached to the financial re-
ward of her missions and working for anyone who could
afford her sizable rate. Though her affiliation, aside from
her sole loyalty to credits, was often only to herself,
she subsequently became an associate of another vet-
eran mercenary, Cad Bane, who shared her penchant
for credits.
Although she knew of Bane’s reputation for ruth-
lessness, she did not fear him like others did; being a
shape-shifter, she could easily disappear into the crowd
when needed. Parasitti kept a tight hold on her identity,
telling those who inquired after her name that it was
none of their business.
CATO PARASITTI [NEMESIS]
USING THIS CHARACTER
Cato Parasitti may not be a top-tier bounty hunter like
Cad Bane or Embo, but she is still a highly dangerous
2 4 3 4 2 2
mercenary. Although deadly with her sharpshooter ri- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

fle, Parasitti’s true potential likes in her unique skillset SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

- particularly her Clawdite heritage that allows her to 4 14 15 0 0


shapeshift.
This makes her invaluable for many criminal enterpris- Skills: Brawl 3 (HHHHF F ), Computers 2 (HH HHF F ),
es. PCs being hunted by her might never know she is Deception 3 (HHHHHHF F ), Knowledge (Underworld)
there until the moment she strikes, though other parties 3 (HHH
HHH), Melee 2 (HH HH), Ranged (Heavy) 3
might be tempted to hire her themselves for those same (HHH
HHHF F ), Ranged (Light) 2 (HH
HHFF FF), Resilience 2
skills if they have a mission that calls for infiltration. (HH
HH), Skulduggery 4 (HHHH
HHHH), Stealth 3 (HHHHHHF F ),
Streetwise 3 (HHH
HHHF F ), Vigilance 3 (HH
HHFF ).
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
• When the PCs visit one of their long-term allies, Abilities: Shape Shift (as an action, may suffer 3 strain
they notice their friend is acting a little out-of- and make an Average (FF FF) Resilience check to
character. If the party investigates, they might change appearance to a previously observed Silhouette
discover that their ally is being impersonated by 1 character. Observers must make an opposed Per-
Parasitti, and the real individual is tied up in the ception vs. Deception check to detect something is
bounty hunter’s ship.
amiss).
• Arriving on a new world, one of the PCs is Equipment: Model 38 sharpshooter’s rifle (Ranged
confronted by local law enforcement and accused [Heavy]; (HHH
HHHF ss) Damage 8; Critical 3; Range
F ss
of carrying out a series of bank robberies that they [Extreme]; Accurate 2, Pierce 3), light blaster pis-
had nothing to do with. Their surprise grows when tol (Ranged [Light]; (HHH
HHHF F ) Damage 5; Critical 4;
they are shown camera footage that clearly shows
Range [Medium]; Stun setting), light combat armor
the party member in question taking part in the
(+2 soak), holographic disguise matrix (add ss to
latest heist.
Deception checks to impersonate target; add ss to
onlookers’ Perception checks to detect impostor), utility
belt.

HEROES ON BOTH SIDES


120
Star Wars Roleplaying
DENGAR USING THIS CHARACTER
One of the up-and-coming hunters in the industry, Den-
Dengar was a Corellian bounty hunter operating since gar still has a lot to prove and this is reflected in the jobs
shortly before the start of the Clone Wars. A relatively he chooses. He is often willing to take on more danger-
young man still in the early years of his career, Dengar ous assignments even if the credits being offered do not
was considered by other bounty hunters to be crude add up to much, so long as the glory to be gained from
and slovenly, though he thought very highly of himself. bringing down a dangerous mark is impressive enough.
Regardless of Dengar’s reputation amongst his peers,
his record soon spoke for itself as he established him- ADVENTURE AND ENCOUNTER IDEAS
self as a successful hunter with a number of impressive
marks to his name. Yet he was known to be quite brutal • When the PCs start to gain a tough reputation,
in combat, going so far as to rush his enemies and beat Dengar jumps at the chance to challenge them in
them to death with his heavy blaster rifle. This ensured the fighting pits of a lawless Outer Rim world.
that he commanded a healthy amount of fear in the
criminal underworld - even if he still had to work on • Dengar and the PCs find themselves hunting the
same target. Disliking the competition, Dengar
earning the respect of his fellow bounty hunters. makes repeated attempts to undermine or sabotage
the party’s efforts.

DENGAR [NEMESIS]

3 3 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 16 1 1
Skills: Brawl 3 (HHH
HHH), Cool 2 (HHHHF F ), Deception
2 (HH
HHFF FF), Knowledge (Underworld) 4 (HHH
HHHF F ),
Mechanics 3 (HHH HHH), Piloting (Planetary) 2
(HH
HHF F ), Ranged (Heavy) 4 (HHH
HHHF F ), Skulduggery
4 (HHHH
HHHH), Streetwise 2 (HH FF), Survival 4
HHFF
(HHHH
HHHH), Vigilance 2 (HHHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Durable 3 (reduce
Critical Injury results by 30, to a minimum of 1), Rain Of
Death (may spend a maneuver to ignore the increased
difficulty due to the Auto-fire quality on his attacks this
turn).
Abilities: Brutal Hunter (if a target suffers wounds from
his attack, Dengar may suffer up to 3 strain to inflict a
number of additional wounds equal to the amount of
strain suffered in this way), Cantina Talk (when a char-
acter is within short range of Dengar they may suffer 2
strain to add automatic ww to Streetwise and Knowl-
edge [Underworld] checks they make that turn), Dirty
Tricks (once per encounter as an action, Dengar may
make a Hard (FFF FFF) Skulduggery check. If success-
ful, he may select one enemy within short range, plus
one additional target per q, to suffer 4 wounds. After
resolving this, Dengar may perform a move maneuver
as an incidental).
Equipment: DLT-18 heavy blaster rifle (Ranged
[Heavy]; (HHH
HHHF F ) Damage 10; Critical 3; Range
[Long]; Auto-fire, Cumbersome 3, Pierce 2), 2 frag
grenades (Ranged [Light]; (FFF
FFF) Damage 8; Critical
4; Range [Short]; Blast 6, Limited Ammo 1), modified
heavy battle armor (+2 soak, defense 1), built-in com-
link, survival pack.

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121
DERROWN
Derrown, also known as “the Exterminator”, was a male
Parwan bounty hunter active during the Clone Wars.
Despite his bizarre appearance, he had a ruthless repu-
tation and was considered to be one of the best bounty
hunters in the galaxy.
His Parwan physiology allowed him to reach various
heights and vantage points not easily accessible to those
of standard density, although he lacked the speed and
control that came with such mass. This unique biology
also granted him the ability to render certain types of
energy shield completely harmless to himself, providing
Derrown with a significant advantage in his line of work.

USING THIS CHARACTER


Derrown is one of the more enigmatic bounty hunters
active in the Clone Wars. He has not been known to
speak Basic (though he understands it clearly) which
makes divining his personality a tricky proposition for
most. What is known is that he is a dangerous individual
who is often underestimated.
Any party of PCs who get close to Derrown should
take care not to fall foul of him - or the electric fields
that define the Parwan’s physiology.

ADVENTURE AND ENCOUNTER IDEAS

• The PCs are given Derrown’s name and contact


information by an ally. They suggest the party could
hire the Parwan for his unique ability to bypass
energy shields on an upcoming infiltration mission
they have been given.
• Derrown has been hired by an unknown client to
assassinate an important official being guarded by
the PCs. However, no mere sniper blast or explosion
will suffice for this employer - they have demanded
Derrown carry out a painful close-quarters Talents: Adversary 1 (upgrade difficulty of all combat
execution, forcing him into a confrontation with the checks against this target once), Grapple (once per
party. round, may perform the Grapple maneuver; until the
beginning of Derrown’s next turn, enemies must spend
DERROWN [NEMESIS] two maneuvers instead of one maneuver to move from
engaged range to short range of him).
Abilities: Additional Limbs (gains an additional free
2 4 3 4 3 2 maneuver per turn, but still may not perform more than
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
two maneuvers per turn), Electric Field (as an action,
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE when engaged with an energy shield, Derrown may
4 16 15 1 1 suffer 4 strain and make a Hard (FFF FFF) Resilience
check. On a success, he may completely bypass the
Skills: Brawl 4 (HH
HHFFFF), Coercion 3 (HHH
HHH), Cool energy shield), Hoverer (floats up to several meters in
3 (HH
HHF F ), Coordination 4 (HHHH
HHHH), Discipline the air and may move through difficult terrain without
2 (HH
HHF F ), Mechanics 3 (HHH
HHH), Perception 2 spending additional maneuvers).
(HH
HHFF FF), Ranged (Light) 3 (HHH
HHHF F ), Resilience Equipment: Shoulder-mounted light repeating blast-
4 (HH
HHFF FF), Skulduggery 4 (HHHH
HHHH), Vigilance 3 er (Ranged [Light]; (HHH
HHHF F ) Damage 8; Critical 3;
(HHH
HHH). Range [Medium]; Auto-fire, Stun setting), tentacles
(Brawl; (HH
HHFF FF) Damage 2; Critical 4; Range [En-
gaged]; Disorient 2, Linked 3, Stun 4), combat suit (+2
soak, defense 1).

HEROES ON BOTH SIDES


122
Star Wars Roleplaying
DRYDEN VOS USING THIS CHARACTER
Although destined to become one of the galaxy’s pre-
Dryden Vos was the public face of the crime syndicate eminent crime lords, Dryden Vos is still a relative new-
Crimson Dawn, one of the most ruthless criminal syn- comer on the scene during the time of the Clone Wars.
dicates in the galaxy. During the Clone Wars, he was a A rising talent in the Shadow Collective, Vos is still at
rising star in the criminal underworld of the galaxy, be- a stage in his criminal career where he is focused on
coming a key leader for Crimson Dawn and a lieutenant building up his power-base. His priority is targeting
in Maul’s Shadow Collective alliance. mid-level competitors and earning a reputation rather
Known for being ruthless, Vos was a pitiless enforcer than challenging the biggest players in the underworld,
who also held a reputation as a gangster of taste and such as the Hutts or Black Sun.
wealth. In moments of stress and rage, Dryden’s scar-
like marks would become more pronounced and bright ADVENTURE AND ENCOUNTER IDEAS
and his eyes would appear bloodshot. Although he pre-
fers leaving the more violent aspects of criminal life to • When the PCs stumble upon a Crimson Dawn
his underlings and hired mercenaries, Vos is not above smuggling operation being run deep in Black Sun
getting his own hands dirty if the situation calls for it. territory, Vos sends his hired mercenaries after
them to prevent news getting back to his rivals.
• Eager to create a power vacuum between the other
crime lords, Dryden Vos hires the PCs to steal a
priceless artifact from under the nose of a senior
member of the Pyke Syndicate.

DRYDEN VOS [NEMESIS]

3 3 4 5 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 17 19 1 0
Skills: Brawl 2 (HH
HHF F ), Charm 3 (HHH
HHHF F ),
Coercion 4 (HHHH
HHHH), Cool 2 (HH FF), Deception
HHFF
3 (HHH
HHHFF FF), Discipline 2 (HH FF), Knowledge
HHFF
(Underworld) 4 (HHHH
HHHH), Negotiation 3
(HHH
HHHF F ), Perception 3 (HHH
HHHFF FF),
Skulduggery 2 (HH FFF), Vigilance 2
HHFFF
(HH
HHFFFF).
Talents: Adversary 3 (upgrade difficulty of
all combat checks against this target three
times), Nobody’s Fool 2 (upgrade difficul-
ty of all Charm, Coercion and Deception
checks against this target twice), Quick
Draw (once per round, may draw or hol-
ster a weapon or accessible item as an
incidental).
Abilities: Await The Dawn (when mak-
ing a Leadership check, if one or more
of the targets is associated with Crim-
son Dawn, Dryden Vos may make a Co-
ercion check instead).
Equipment: Paired Kyuzo petars
(Brawl; (HH
HHF F ) Damage 5; Critical 3;
Range [Engaged]; Defensive 1, Pierce
3, Sunder, Vicious 2), armorweave
cloak (+1 soak).

HEROES ON BOTH SIDES


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123
EMBO • Embo and the PCs are hired by the same client to
work together on an upcoming job. The experienced
Embo was a Kyuzo bounty hunter who operated during Kyuzo has little regard for the party at first, but
there will be opportunities to earn his begrudging
the Clone Wars. He was a quiet, stoic and disciplined
respect as the assignment plays out.
individual, speaking only in his native language, which
made it difficult for others to understand him. However
he was also totally ruthless, dispatching foe after foe EMBO [NEMESIS]
without mercy or remorse, and using his unorthodox
weapons to lethal effect.
4 4 2 3 4 2
Extremely acrobatic, Embo could jump higher and run BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
faster than any human, while using his rimmed hat to
take out opponents from a distance. Because of his skill SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

and reputation, many in the underworld considered him 5 18 18 1 2


second only to Cad Bane as the galaxy’s best hunter.
Skills: Athletics 4 (HHHH
HHHH), Brawl 4 (HHHH HHHH),
USING THIS CHARACTER Cool 3 (HH
HHF F ), Coordination 3 (HHH
HHHF F ), Discipline 4
(HHHH
HHHH), Melee 2 (HH HHFF FF), Perception 2 (HH
HHF F ),
Embo is one of the most dangerous mercenaries active Piloting (Planetary) 2 (HH
HHFF FF), Ranged (Heavy) 4
during the Clone Wars era, but unlike his contemporar- (HHHH
HHHH), Ranged (Light) 3 (HHH HHHF F ), Survival 3
ies Cad Bane or Aurra Sing, he does not seem to favor (HHH
HHH), Vigilance 3 (HHH HHHF F ).
the Separatist side in the conflict. He is also known to
honor any contract he agrees to. This purchased loyalty Talents: Adversary 3 (upgrade difficulty of all combat
could prove beneficial to any PCs that can afford it. checks against this target three times), Hard Headed
1 (on any turn when staggered or disoriented, may
perform the Hard Headed action to make a Daunting
ADVENTURE AND ENCOUNTER IDEAS (FFFF
FFFF) Discipline check. If successful, is no longer
staggered or disoriented).
• When the PCs are hired to infiltrate a crime lord’s
palace, they might not be expecting to find it is Abilities: Improvised Transport (as a maneuver, Embo
guarded by none other than Embo and his loyal may convert his Kyuzo war helmet into a Silhouette 1
anooba, Marrok. vehicle with the following stats; Speed 2, Handling 0,
System Strain Threshold 3. It can only move along the
ground and requires Piloting [Planetary] to operate.
When using his Kyuzo war helmet in this way,
Embo may not use its weapon profiles nor does
he benefit from its Defensive or Deflection item
qualities).
Equipment: Bowcaster (Ranged [Heavy];
(HHHH
HHHH) Damage 10; Critical 3; Range [Me-
dium]; Cumbersome 3, Knockdown), Kyuzo war
helmet (thrown) (Ranged [Light]; (HHH HHHF F)
Damage 5; Critical 4; Range [Short]; Cumbersome
3, Defensive 1, Deflection 2, Disorient 1, Limit-
ed Ammo 1; may spend www to recover helmet
from a ricochet), Kyuzo war helmet (melee) (Melee;
(HH
HHFFFF) Damage 5; Critical 4; Range [Engaged];
Cumbersome 3, Defensive 1, Deflection 2, Disorient
1), battle armor (+2 soak).

HEROES ON BOTH SIDES


124
Star Wars Roleplaying
FENNEC SHAND USING THIS CHARACTER
Fennec Shand is still finding her feet in the world of
Fennec Shand was a human female assassin who first bounty hunting. Though a dangerous individual in her
entered the bounty hunting scene during the Clone own right, she has yet to cultivate the kind of repu-
Wars. As she was beginning her career as a bounty tation that some of the more well-known hunters
hunter, her reputation was not as well-honed as some of have. As such, she is unlikely to be hired personally
her contemporaries (such as Aurra Sing or Cad Bane), by a high-ranking crime lord or businessperson, instead
however she was determined to prove herself as ruth- working for mid-level clients. Outside of these mid-tier
less and cunning as the greatest hunters of the age. threats, Shand is most likely to be encountered seeking
Gifted with a natural talent for weapons, Shand out opportunities to inject a boost to her reputation in
possessed a mastery of firearm usage, particularly the galactic underworld.
in regards to sniper rifles. Her skills were not
limited only to long range however, as ADVENTURE AND ENCOUNTER IDEAS
she was also highly trained in
hand-to-hand and close- • The PCs are hired to deliver some sensitive cargo
quarters combat. for a small-time smuggling tycoon. What they
don’t know, however, is that a rival smuggler has
hired Fennec Shand to steal the cargo in order to
undermine the tycoon.
• When one of the PCs’ many enemies puts out a
bounty on their heads, Shand seizes the opportunity
to take the job, hoping to use it to boost her own
fledgling reputation.

FENNEC SHAND [NEMESIS]

2 4 3 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 16 0 0
Skills: Brawl 3 (HHHHHHF F ), Cool 4 (HH HHFFFF),
Coordination 3 (HHH
HHHF F ), Discipline 2 (HH
HHFF ),
Perception 3 (HHH
HHHF F ), Piloting (Planetary)
3 (HHH
HHHF F ), Piloting (Space) 2 (HH HHFFFF),
Ranged (Heavy) 3 (HHH HHHF F ), Ranged
(Light) 2 (HH
HHFF FF), Stealth 2 (HH HHFFFF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty
of all combat checks against this target
once), Finesse (may use Agility instead
of Brawn when making Brawl and Me-
lee checks), Swift (do not suffer normal
penalties for moving through difficult
terrain), Unarmed Parry (may per-
form the Parry incidental when un-
armed; reduce the strain cost when
unarmed by 1, to a minimum of 1).
Abilities: None.
Equipment: MK-modified sniper
rifle (Ranged [Heavy]; (HHH
HHHF F s)
Damage 10; Critical 3; Range [Ex-
treme]; Accurate 1, Cumbersome 2,
Pierce 3, Prepare 1), blaster pistol
(Ranged [Light]; (HH
HHFF FF) Damage
6; Critical 4; Range [Medium]; Stun
setting), padded armor (+2 soak).

HEROES ON BOTH SIDES


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125
GREEDO GREEDO [NEMESIS]

Greedo was a Rodian bounty hunter based on Tatooine,


and was most commonly found in and around the settle- 2 3 2 4 1 2
ment of Mos Eisley working on behalf of Jabba the Hutt. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Due to his employment to Jabba, Greedo often thought SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

highly of himself as a “big time” bounty hunter, though 4 15 14 0 0


others in the field tended to see him as unremarkable -
if they noticed him at all. Skills: Brawl 2 (HHHH), Charm 2 (HH HH), Deception
3 (HHH
HHHF F ), Knowledge (Underworld) 3 (HH HHF F ),
USING THIS CHARACTER Leadership 1 (H H F ), Melee 3 (HH
HHFF ), Negotiation 3
A low-level enforcer, Greedo is unlikely to be a threat to (HH
HHF F ), Perception 2 (HH
HHFFFF), Piloting (Planetary)
a party on his own. As such, he often employs a gang 3 (HHH
HHH), Ranged (Light) 2 (HH HHFF ), Skulduggery
of Rodian and Gotal thugs to back him up when making 4 (HHHH
HHHH), Streetwise 4 (HHHH HHHH), Survival 2
deals or carrying out other criminal operations on behalf (HH
HHFF FF), Vigilance 2 (HH
HHF F ).
of Jabba. Despite his lack of renown, Greedo is never- Talents: Adversary 1 (upgrade difficulty of all combat
theless an ambitious mercenary who has big plans for checks against this target once), Improved Shortcut 2
himself and his place in the criminal underworld. (during a chase, Greedo adds ss to checks made to
catch or escape an opponent; may suffer 2 strain to
ADVENTURE AND ENCOUNTER IDEAS add qq to the check), Quick Strike 1 (when making a
combat check, may add s to checks against any target
• While trying to lay low at Chalmun’s Cantina in that has not yet acted in the encounter).
Mos Eisley, the PCs are approached by Greedo who Abilities: Can’t Stand The Heat (once per session as an
claims to be a “fan” of their work. He offers them action, Greedo may make a Daunting (FFFFFFFF) Skul-
a job as hired muscle for an upcoming assignment
duggery or Streetwise check. If he succeeds, he im-
from Jabba the Hutt himself.
mediately escapes the current encounter).
• If the PCs have a bounty out on their heads, Equipment: Blaster pistol (Ranged [Light]; (HH HHF F)
Greedo and his gang of thugs might try their luck Damage 6; Critical 3; Range [Medium]; Stun setting),
at collecting if the party ever finds their way to vibroknife (Melee; (HH
HHF F ) Damage 3; Critical 2; Range
Tatooine. [Engaged]; Pierce 2, Vicious 1), combat vest (+2 soak),
comlink.

HEROES ON BOTH SIDES


126
Star Wars Roleplaying
HONDO OHNAKA HONDO OHNAKA [NEMESIS]

Hondo Ohnaka was a Weequay pirate who led the Ohna-


ka Gang on the Outer Rim world of Florrum during the 2 3 2 4 3 3
Clone Wars. Ohnaka’s pirates flourished during the war BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

by dealing spice and receiving ransoms through kidnap- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

ping and extortion. Considering himself a businessman, 3 14 15 2 1


he liked to haggle and conduct ironic but good-natured
arguments to get the best deal for himself in any given Skills: Charm 3 (HHH
HHH), Cool 1 (H FF), Deception
H FF
situation. But despite appearances, Hondo was any- 4 (HHHH
HHHH), Knowledge (Outer Rim) 1 (H H F ),
thing but a fool. Knowledge (Underworld) 2 (HH HH), Leadership 3
Although his morality was skewed, Hondo Ohnaka (HHH
HHH), Melee 2 (HH HH), Negotiation 3 (HHHHHH),
seemed to believe in a vague but consistent form of Perception 2 (HH
HHFF FF), Piloting (Space) 2 (HH
HHFF ),
honor (for a pirate, at least). Even as the leader of a Ranged (Light) 2 (HH
HHF F ), Skulduggery 3 (HHH
HHHFF ),
pirate gang, Ohnaka only used torture as a last resort, Stealth 1 (H FF), Streetwise 2 (HH
H FF HHFFFF).
claiming that he had learned this and much other wis- Talents: Adversary 2 (upgrade difficulty of all combat
dom from his mother, who he would often quote as jus- checks against this target twice), Improved Just Kid-
tification for his crazier schemes. ding! (once per round, may spend 1 Destiny Point to
convert a single y on one social skill check to w, but
USING THIS CHARACTER must explain how the verbal misstep became advanta-
A successful pirate who dances on the line between geous), Kill With Kindness 1 (remove s from all Charm
charming scoundrel and ruthless criminal, the only thing and Leadership checks), Smooth Talker 2 (on Deception
that Hondo can be relied upon to do is serve his own checks, may spend e to gain qq).
interests before any others. Despite this, his successful Abilities: Distracting Quip (once per encounter as an
criminal enterprise and unmatched contacts in the black action, may make a Hard (FFFFFF) Deception check;
market mean that even those who spit at his name must each q gives Hondo +1 ranged and melee defense
inevitably deal with the Weequay pirate sooner or later. for the next two rounds), Pheromones (Weequay may
communicate with other Weequay within short range via
ADVENTURE AND ENCOUNTER IDEAS emitted pheromones).
Equipment: Heavy blaster pistol (Ranged [Light];
• After the destruction of a weapons depot, the (HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun
Republic sends the PCs to Florrum to purchase setting), vibro cutlass (Melee; (HH
HH) Damage 4; Criti-
missiles from Hondo. However, the missiles he cal 3; Range [Engaged]; Defensive 1, Vicious 1), heavy
is selling look very similar to those that were
pirate coat (+1 soak, defense 1).
supposedly destroyed.
• When the PCs find themselves in possession of
illegal items an underworld contact points them to
Hondo, who they believe will be happy to purchase
them.

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127
HUTT CARTEL HUTT CRIME LORD [NEMESIS]

The Hutt Cartel, also known as the Hutt Clan or some-


times simply as the Hutts, was one of the most powerful 6 1 4 6 5 3
crime organizations in the galaxy around the time of the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Clone Wars. It was governed by the Grand Hutt Council, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

whose members were the heads of the five Hutt fami- 10 30 20 0 0


lies. For the duration of the Clone Wars the most pow-
erful member of the Council was Jabba Desilijic Tiure. Skills: Athletics 1 (H FFFFF), Charm 2 (HH
H FFFFF HHF F ),
The Hutts controlled huge parts of the Outer Rim, and Coercion 4 (HHHH HHHHF F ), Cool 5 (HHH HHHFF FF),
directly governed a sector of the galaxy known as Hutt Deception 5 (HHHHH
HHHHHF F ), Discipline 5
Space. Their criminal activities included everything from (HHHHH
HHHHH), Knowledge (Outer Rim) 3 (HHH HHHF F ),
illegal gambling to smuggling and a hundred variations Knowledge (Underworld) 3 (HHH
HHHF F ), Leadership 1
of racketeering. To enforce their will and control their (H FF), Melee 2 (HH
H FF FFFFsss), Negotiation
HHFFFF
criminal empire, they utilized a number of indentured 5 (HHH
HHHFF FF), Ranged (Light) 2 (H H F ), Resilience 8
species such as the Nikto or Gamorreans. (HHHHHH
HHHHHHFF FF).
Talents: Convincing Demeanor 2 (remove up to ss
USING THESE CHARACTERS from any Deception or Skulduggery check), Durable 3
The Hutts, like their nearest rivals the Black Sun, repre- (reduce Critical Injury results by 30, to a minimum of
sent the pinnacle of organized crime in the galaxy. Even 1), Nobody’s Fool 3 (upgrade difficulty of all Charm,
a modest Hutt gangster boasts wealth and power far Coercion and Deception checks against this target three
beyond most pirate lords or mercenary barons. With times), Resolve 2 (when suffering strain, reduce the
near limitless influence in the criminal underworld, any amount suffered by 2 to a minimum of 1).
PCs who encounter a member of the Cartel have the Abilities: Awkward (Hutts have great physical strength
opportunity to court an immensely powerful ally - or risk but their bulk imposes severe limitations in flexibility
creating a truly dangerous enemy. and agility. They add sss to all Brawl, Melee and Co-
ordination checks they’re required to make), Ponderous
ADVENTURE AND ENCOUNTER IDEAS (Hutts can never spend more than one maneuver mov-
ing per turn).
• The Hutts possess knowledge of many secret Equipment: Servants and bodyguards.
hyperspace routes. Whether to serve one of the
sides in the war or simply for their own use, the PCs
must convince a member of the Cartel to sell or
share their knowledge of these routes.
• Ziro the Hutt, Jabba’s uncle, is planning to make a
move to undermine his more powerful nephew, and
blackmails the PCs to assist.

HEROES ON BOTH SIDES


128
Star Wars Roleplaying
JABBA THE HUTT [NEMESIS] Equipment: Servants and bodyguards, repulsor sled,
customized Ubrikkian Industries sail barge Khetanna,
modified Ubrikkian Minstrel-class space yacht Star
4 1 5 6 5 5 Jewel.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE


ZIRO THE HUTT [NEMESIS]
8 25 25 0 0
Skills: Charm 2 (HH FFF), Coercion 5 (HHHHH
HHFFF HHHHH),
4 1 4 6 4 4
Cool 5 (HHHHH
HHHHH), Deception 4 (HHHH HHHHFF FF), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Discipline 5 (HHHHH
HHHHH), Knowledge (Education) 4 SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(HHHH
HHHHF F ), Knowledge (Underworld) 5 (HHHHH
HHHHH), 8 25 20 0 0
Knowledge (Xenology) 4 (HHHHHHHHF F ), Leadership 4
(HHHH
HHHHF F ), Negotiation 4 (HHHH
HHHHF F ), Resilience Skills: Charm 3 (HHH
HHHF F ), Coercion 3 (HHH
HHHF F ), Cool
8 (HHHH
HHHHFFFF FFFF), Skulduggery 5 (HHHHH
HHHHHF F ), 3 (HHH
HHHF F ), Deception 5 (HHHHH
HHHHHF F ), Discipline
Streetwise 5 (HHHHH
HHHHHF F ). 3 (HHH
HHHF F ), Knowledge (Outer Rim) 4 (HHHH HHHH),
Talents: Adversary 3 (upgrade difficulty of all combat Knowledge (Underworld) 5 (HHHH HHHHF F ), Leadership 2
checks against this target three times), Durable 3 (re- (HH
HHFF FF), Negotiation 5 (HHHH HHHHF F ), Perception 2
duce Critical Injury results by 30, to a minimum of 1), (HH FFFF), Resilience 6 (HHHH
HHFFFF HHHHFF FF), Skulduggery
Fearsome 3 (as an incidental, when an adversary be- 5 (HHHHH
HHHHHF F ), Streetwise 4 (HHHH
HHHHFF FF).
comes engaged with Jabba, he may force the adversary Talents: Adversary 2 (upgrade difficulty of all combat
to make a Hard (FFFFFF) fear check). checks against this target twice), Durable 2 (reduce
Abilities: Awkward (Hutts have great physical strength Critical Injury results by 20, to a minimum of 1), Plau-
but their bulk imposes severe limitations in flexibility and sible Deniability 2 (may remove ss from all Coercion
agility. They add sss to all Brawl, Melee and Coordi- and Deception checks).
nation checks they’re required to make), Danger Below Abilities: Awkward (Hutts have great physical strength
(once per encounter, may make an opposed Decep- but their bulk imposes severe limitations in flexibility
tion vs. Vigilance check to lure a target onto a trap set and agility. They add sss to all Brawl, Melee and
in the flooring. Success means the target falls in the trap Coordination checks they’re required to make), Deli-
and Jabba may spend e to cause one additional enemy cate Information (once per session, Ziro may spend 1
to fall in as well; if unsuccessful the target may spend Destiny Point to reveal he possesses valuable blackmail
y to cause an ally of Jabba to fall instead), Mind Trick material on any character in the encounter), Ponderous
Immunity (Jabba cannot be affected by Force powers (Hutts can never spend more than one maneuver mov-
involving mental manipulation), Ponderous (Hutts can ing per turn).
never spend more than one maneuver moving per turn). Equipment: Servants and bodyguards, repulsor sled.

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129
LATTS RAZZI LATTS RAZZI [NEMESIS]

Latts Razzi was a Theelin bounty hunter who operated in


the years leading up to and during the Clone Wars. She 3 4 2 4 2 2
was part of a syndicate of bounty hunters that includ- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

ed the Boba Fett, Bossk, C-21 Highsinger, and Dengar. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

This crew, headed by the young Fett, called themselves 4 15 14 0 0


the Krayt’s Claw.
Latts was highly skilled in many types of weaponry. Skills: Athletics 3 (HHH
HHH), Brawl 4 (HHH
HHHF F ), Charm
She was said to have pinpoint accuracy with a blaster 4 (HH
HHFF FF), Cool 2 (HH HH), Coordination 3 (HHH
HHHF F ),
pistol, as well as being an expert in several forms of Deception 2 (HHHHFF FF), Melee 4 (HHH
HHHF F ), Perception
exotic unarmed combat. Her weapon of choice was a 2 (HH
HHFF FF), Ranged (Light) 3 (HHH
HHHF F ), Skulduggery
grappling boa, which she used as a whip and a lariat 3 (HHH
HHHF F ), Stealth 2 (HHHHFF FF), Streetwise 3
against her many opponents. She saw the weapon as (HHH
HHHF F ), Vigilance 3 (HH
HHF F ).
stylish and practical, and when not in use the grappling Talents: Adversary 1 (upgrade difficulty of all combat
boa was draped around her shoulders like a scarf. checks against this target once), Dodge 2 (may perform
a Dodge incidental to suffer up to 2 strain to upgrade
USING THIS CHARACTER the difficulty of an incoming combat check by the same
As a respected bounty hunter, Latts Razzi earns a com- number), Grapple (once per round, may perform the
fortable living taking up mid-to-high tier bounties for Grapple maneuver; until the beginning of Latt’s next
wealthy clients up and down the galaxy. Therefore a turn, enemies must spend two maneuvers instead of
party could feasibly run into her almost anywhere if that one maneuver to move from engaged range to short
is where the work takes her, though when not on a job range of her), Martial Grace (once per round as an in-
she is most commonly found propping up the bar in the cidental, may suffer 2 strain to add +3 damage to one
nearest seedy-looking cantina or crime lord’s court. hit of a successful Brawl combat check), Unarmed Parry
(may perform the Parry incidental when unarmed; re-
duce the strain cost when unarmed by 1, to a minimum
ADVENTURE AND ENCOUNTER IDEAS
of 1).
• After stealing a valuable item from under a crime Abilities: None.
lord’s nose, the PCs are pursued by Latts Razzi and Equipment: Modified blaster pistol (Ranged [Light];
her partners in the Krayt’s Claw syndicate, who (HHH
HHHF F ) Damage 6; Critical 3; Range [Medium]; Stun
have been hired to get it back at any cost.
setting, Vicious 2), grappling boa (Melee; (HHHHHHF F)
• During some downtime in a run-down cantina or Damage 5; Critical 4; Range [Short]; Ensnare 2, Linked
fringer-friendly space station, the PCs encounter 1, Pierce 2; may spend e or www on a successful
Latts Razzi and are challenged by the Theelin to combat check to force a target at short range to become
a game of sabacc she is running with a couple of engaged with Latts), 2 stun grenades (Ranged [Light];
other local shady types. (HHH
HHHF F ) Damage --; Critical --; Range [Short]; cre-
ates a thick black smoke that engulfs the target and
anyone in short range, adding sss to all Perception
and Vigilance checks), light clothing (+1 soak).

HEROES ON BOTH SIDES


130
Star Wars Roleplaying
MORALO EVAL ADVENTURE AND ENCOUNTER IDEAS

Moralo Eval was a Phindian criminal and mercenary who • The party has gained a reputation for not paying
much heed to the laws of the galaxy. They are head-
favored grand schemes and complex strategies in his
hunted by Eval, who wishes to recruit them for an
approach to breaking the law. Eval developed his loath- upcoming criminal operation. However before they
some reputation at an early age. He heartlessly killed can sign up they will have to prove themselves by
his mother, and when apprehended by authorities, he surviving the Box - a deadly death-trap of Eval’s
told them he did it because he was “bored”. own design.
Eval spent the rest of his early life as a criminal and
fugitive. This gave him a sharp survival instinct, as well • The PCs have been told by a trusted ally that the
information they need for an upcoming assignment
as technical and engineering skills. During his time on is known only to Moralo Eval. However the criminal
the run, Eval became deranged and developed many mastermind is currently being held in a secure
odd mannerisms, such as referring to himself in the Republic prison. Unless the PCs have the clearance
third person. to visit him, they will have to find another way to
infiltrate the facility.
USING THIS CHARACTER
As deranged as he is dangerous, Moralo Eval is an in- MORALO EVAL [NEMESIS]
credibly cunning but highly unreliable asset to any crim-
inal enterprise. Although he might be willing to serve as
a patron to more morally flexible PCs, no party should 4 3 3 4 3 2
feel like they can trust Eval any further than they can BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

throw him. The Phindian’s interests always lie with him- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
self first, a fact he makes little secret of. 6 18 16 1 1
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ),
Coercion 3 (HHH
HHH), Computers 2 (HH HHF F ), Gunnery
2 (HH
HHF F ), Knowledge (Underworld) 5 (HHHHHHHHF F ),
Mechanics 2 (HH HHF F ), Negotiation 4 (HHHH
HHHH),
Perception 3 (HHH
HHHF F ), Piloting (Space) 2 (HH
HHF F ),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 2 (HH HHF F ),
Resilience 2 (HHHHFFFF), Skulduggery 4 (HHHH HHHH),
Vigilance 2 (HH
HHF F ).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Nobody’s Fool 1
(upgrade difficulty of all Charm, Coercion and De-
ception checks against this target once).
Abilities: Criminal Mastermind (Moralo Eval
uses Cunning when making Knowledge [Under-
world] and Negotiation checks rather than the
normal characteristics for those skills).
Equipment: Heavy blaster rifle (Ranged
[Heavy]; (HHH
HHH) Damage 10; Critical
3; Range [Long]; Auto-fire, Cum-
bersome 3), heavy blaster pistol
(Ranged [Light]; (HH
HHF F ) Damage
7; Critical 3; Range [Medium];
Stun setting), 2 frag grenades
(Ranged [Light]; (HH HHF F)
Damage 8; Critical 4;
Range [Short]; Blast 6,
Limited Ammo 1),
modified armor (+2
soak, defense 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
131
PYKE SYNDICATE Abilities: Ride The High (once per session as an action,
the Pyke Leader may use a single dose of Kessel Boost
The Pyke Syndicate, also known as the Pyke Family, or adrenaline to upgrade all combat checks once for the
simply as the Pykes, was a spice dealership that oper- remainder of the encounter).
ated in the criminal underworld from their homeworld Equipment: Pyke blaster (Ranged [Light]; (HHHHF F)
of Oba Diah. The production, smuggling and selling of Damage 7; Critical 3; Range [Medium]; Stun setting),
illegal spice was their area of expertise and such was the Pyke armored robes (+2 soak), Kessel Boost spice (4
Pykes’ control over the industry that even the Hutts and doses).
Black Sun envied them in that field.
Despite their history and traditional prominence with PYKE SYNDICATE INTERROGATOR
the spice market, during the Clone Wars the Pykes [RIVAL]
began to look outwards to further expansion. This led
them into several brushes with other criminal syndicates
- particularly the Black Sun - which threatened to boil 3 2 3 3 2 3
over into a criminal war in the underworld separate to BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

the conflict between clone troopers and battle droids. SOAK VALUE W. THRESHOLD M/R DEFENSE

3 13 0 0
USING THESE CHARACTERS
If the PCs find themselves involved in the spice trade - Skills: Brawl 1 (H FF), Coercion 3 (HH
H FF HHFF ), Discipline
whether willingly or otherwise - they will inevitably run 2 (HH
HH), Knowledge (Xenology) 3 (HHH HHH), Medicine
into the Pykes or one of their intermediaries. No spice 3 (HHH
HHH), Ranged (Light) 2 (HH HH), Resilience 2
operation worth its cost in credits takes place without (HH
HHF F ).
the Pyke Syndicate getting its cut somewhere along the Talents: None.
line, and any attempts to start up a rival trade in the Abilities: None.
illegal substances are always met with a disproportion-
ately violent response. Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
vibroknife (Melee; (FFF
FFF) Damage 4; Critical 2;
ADVENTURE AND ENCOUNTER IDEAS Range [Engaged]; Pierce 2, Vicious 1), custom medkit
containing tools for minor surgery, various toxins and
• The PCs find themselves caught up in an ongoing types of spice, blades in an array of sizes.
feud between a high-ranking Pyke and a Black
Sun Vigo. They have the opportunity to help one
outmaneuver the other - or play both sides. PYKE SYNDICATE SOLDIER [MINION]

• When trying to track down an underworld contact,


the PCs must enter one of the infamous Pyke spice 2 2 2 3 2 2
dens, where drug-infused vapors threaten to cloud BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
their minds and senses.
SOAK VALUE W. THRESHOLD M/R DEFENSE

PYKE LEADER [NEMESIS] 4 5 0 0


Skills (group only): Melee (FF
FF), Piloting (Planetary)
2 3 3 4 4 3 (FF
FF), Ranged (Light) (FF
FF), Skulduggery (FFF
FFF).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Talents: None.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE Abilities: None.
4 15 14 0 0 Equipment: Pyke blaster (Ranged [Light]; (FFFF) Dam-
age 7; Critical 3; Range [Medium]; Stun setting), vi-
Skills: Charm 3 (HHH
HHH), Coercion 2 (HH HHFF
FF), broknife (Melee; (FF
FF) Damage 3; Critical 2; Range
Cool 3 (HHH
HHH), Deception 4 (HHHHHHHH), Discipline [Engaged]; Pierce 2, Vicious 1), stun grenade (Ranged
2 (HH
HHFFFF), Knowledge (Underworld) 4 (HHH F ),
HHHF [Light]; (FF
FF) Damage 8; Critical --; Range [Short];
Leadership 3 (HHH
HHH), Negotiation 4 (HHH F ),
HHHF Blast 8, Disorient 3, Limited Ammo 1, Stun Damage),
Ranged (Light) 2 (HH
HHF F ), Skulduggery 4 (HHHH
HHHH), blast vest (+2 soak).
Streetwise 3 (HHH
HHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Nobody’s Fool 2 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target twice), Plausible Deniabili-
ty 1 (may remove s from all Coercion and Deception
checks).

HEROES ON BOTH SIDES


132
Star Wars Roleplaying
HEROES ON BOTH SIDES
Star Wars Roleplaying
133
RAKO HARDEEN
Known as “the Marksman of Concord Dawn”, Rako
Hardeen was a Mandalorian bounty hunter who
gained a reputation for himself as a skilled sniper.
Following the death of Jango Fett at the Battle of Ge-
onosis, Hardeen was considered one of the top-tier
bounty hunters to have emerged from Mandalorian
Space.
Capitalizing on the death of Fett to step out of the
more renowned hunter’s shadow, Hardeen used the
erupting Clone Wars as an opportunity to take on
risky jobs for both sides of the conflict. Although he
had aspirations of outshining the likes of Cad Bane
or Aurra Sing, he struggled to achieve the most pres-
tigious trophy a bounty hunter could claim in the war
- the death of a Jedi Knight.
Over time, this desire to kill a Jedi would turn into
an obsession, and he began to only select jobs that
had a likely chance of encounter a member of the Or-
der. With a Jedi kill on his record, Hardeen reasoned,
there would be no way for anyone to doubt that he was
just as worthy of renown as Jango Fett himself.

USING THIS CHARACTER


Rako Hardeen is ambitious and deadly, but also prone
to the weaknesses of an overactive ego and the blind
pursuit of glory. He is unlikely to take a job against the
PCs unless capturing or killing them would bring him
significant renown in the criminal underworld, though
he will have a particular interest in any Jedi members
of the party. RAKO HARDEEN [NEMESIS]
Should the PCs encounter him in a shady cantina
however, he will happily bore them for hours with long, 3 4 2 3 3 2
often exaggerated, stories of great hunts he has carried BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
out in the past.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

ADVENTURE AND ENCOUNTER IDEAS


4 17 13 1 1
Skills: Athletics 3 (HHH
HHH), Brawl 2 (HH F ), Coercion
• The PCs have been informed that Hardeen may
2 (HH
HHF F ), Perception 2 (HH
HHF
HHF
F ), Piloting (Planetary)
have some valuable information concerning the
movements of a powerful Jedi they are trying to 3 (HHH
HHHF F ), Ranged (Heavy) 3 (HHH HHHF F ), Ranged
locate. Hardeen jealously guards the information as (Light) 3 (HHH
HHHF F ), Stealth 2 (HH
HHFF FF), Streetwise
he has plans to hunt the Jedi himself, but might be 2 (HH
HHF F ), Survival 3 (HHH
HHH), Vigilance 2 (HH HHF F ).
convinced to either accept the PCs’ assistance or to Talents: Adversary 2 (upgrade difficulty of all combat
gamble the information in a card game. checks against this target twice), Lethal Bows 2 (add
• Hardeen has got it into his head that hunting down +20 to any Critical Injury results inflicted on oppo-
any Jedi members of the party will help him inflate nents).
his reputation amongst his fellow bounty hunters. Abilities: None.
He arranges an ambush at the next spaceport the
Equipment: IQA-11 long range rifle (Ranged [Heavy];
PCs stop at.
(HHH
HHHF F s ) Damage 10; Critical 3; Range [Extreme];
Accurate 1, Cumbersome 3, Pierce 2, Slow Firing 1),
heavy blaster pistol (Ranged [Light]; (HHH
HHHF F ) Dam-
age 7; Critical 3; Range [Medium]; Stun setting), 2
stun grenades (Ranged [Light]; (HHHHHHF F ) Damage 8;
Critical --; Range [Short]; Blast 8, Disorient 3, Limited
Ammo 1, Stun Damage), modified heavy armor (+2
soak, defense 1).

HEROES ON BOTH SIDES


134
Star Wars Roleplaying
ROBONINO ADVENTURE AND ENCOUNTER IDEAS

Robonino was a diminutive Patrolian bounty hunter who • After the party has captured a wanted character
and locked them up, the prisoner mysteriously dis-
specialized in technological solutions to tracking and
appears overnight. All signs point to someone with
capturing his targets. Active during the Clone Wars, very impressive slicing skills bypassing their way
Robonino often teamed up with other bounty hunters through the PCs’ security systems to swipe the tar-
due his physical limitations often requiring extra muscle. get from under them.
Despite these apparent shortcomings, the Patrolian’s
unmatched skill for slicing meant he was tolerated by • When the PCs cross an influential crime lord, Ro-
his more combative colleagues. bonino is amongst the group of bounty hunters that
is hired to track the party down and bring them in
Much of his career was spent taking jobs on Corus- alive to face the crime lord’s wrath.
cant, but he would travel to the Outer Rim for the right
price. In addition to being an accomplished slicer, Ro-
ROBONINO [NEMESIS]
bonino was an expert saboteur, and skilled at handling
explosives. This made him capable of overcoming even
the most dangerous opponents through unorthodox 1 3 4 4 2 2
means. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

USING THIS CHARACTER SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

Robonino is not a typical bounty hunter. Instead of be-


3 14 14 0 0
ing an expert marksman or cladding himself in modified
Skills: Astrogation 2 (HH HHFFFF), Computers 5
battle armor, the small Patrolian plies his trade through
(HHHH
HHHHF F ), Coordination 2 (HHHHF F ), Deception 3
an array of self-created technological gadgets that can
(HHH
HHHF F ), Mechanics 4 (HHHH HHHH), Perception 2
provide an answer for almost any problem - though he
(HH
HHFF FF), Piloting (Planetary) 2 (HH HHF F ), Ranged
often still brings along hired muscle as insurance.
(Light) 2 (HH
HHF F ), Stealth 2 (HH
HHF F ), Streetwise 3
This can make Robonino an unorthodox opponent for (HHH
HHHF F ), Vigilance 2 (HH
HH).
a party or a valuable asset that they can hire if they lack
Talents: Adversary 1 (upgrade difficulty of all combat
a PC with the same level of technical knowledge.
checks against this target once), Bypass Security 2 (re-
move ss from any Computers or Skulduggery checks
to bypass security), Codebreaker 2 (remove ss from
checks made to decrypt codes or encrypted comms; re-
duce the difficulty of Computers checks made to break
codes or decrypt comms by one), Skilled Slicer (may
spend e on Computers checks to gain some measure of
control over the target system; any further Computers
checks within this system can be made as maneuvers).
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties when
swimming), Silhouette 0.
Equipment: Blaster pistol (Ranged [Light]; (HH HHF F)
Damage 6; Critical 3; Range [Medium]; Stun setting),
2 stun grenades (Ranged [Light]; (HH HHF F ) Damage 8;
Critical --; Range [Short]; Blast 8, Disorient 3, Limited
Ammo 1, Stun Damage), utility armor (+2 soak), dat-
apad, slicer’s tools.

HEROES ON BOTH SIDES


Star Wars Roleplaying
135
SERIPAS
Seripas was a diminutive Ssori bounty hunter who wore
a large suit of customized battle armor to give him the
appearance of a powerful, physically intimidating mer-
cenary. Seripas utilized his large mechanical suit as a
weapon and a tool to make others take him seriously,
given his rather small stature. Few people outside of
Sugi’s crew knew about the pint-sized alien piloting the
suit from within. A friend and colleague of fellow bounty
hunter Sugi, Seripas most often took jobs as part of the
Zabrak’s crew.

USING THIS CHARACTER


Seripas’s role in any encounter can vary dramatically
depending on whether or not he is in his armored suit.
While suited up, the tiny bounty hunter suddenly be-
comes a powerful and dangerous opponent to any ene-
mies in the vicinity, but as his normal self Seripas is one
of the friendlier bounty hunters on the circuit. He puts
up a tough front from behind his suit’s visor to strangers
or those he is unfamiliar with.

ADVENTURE AND ENCOUNTER IDEAS

• Sugi and her crew, including Seripas, have been


hired alongside the PCs to escort a convoy of refu-
gees through dangerous pirate-held territory. Serip-
as helps the PCs hold the line against the inevitable
pirate assault. SERIPAS (ARMORED) [NEMESIS]
• The PCs discover Seripas’ true identity when his suit
is damaged following a combat encounter. They can
choose to help him keep his secret, convince him to 5 2 3 3 3 2
no longer hide his true self or even blackmail him BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

for credits in order to keep quiet. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 18 15 1 1
SERIPAS [RIVAL]
Skills: Astrogation 2 (HHHHF F ), Brawl 4 (HHHH
HHHHF F ),
Coercion 3 (HHH
HHH), Mechanics 3 (HHH HHH), Melee 3
1 2 3 3 2 1 (HHH
HHHFF FF), Perception 2 (HH
HHF F ), Piloting (Planetary)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 (HH
HHF F ), Piloting (Space) 3 (HH
HHF F ), Ranged (Heavy
SOAK VALUE W. THRESHOLD M/R DEFENSE 3 (HH
HHF F ), Resilience 4 (HHHH
HHHHF F ), Vigilance 2
2 11 0 0 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
Skills: Astrogation 2 (HH
HHF F ), Mechanics 3 (HHH
HHH), checks against this target once), Point Blank 2 (add
Perception 2 (HH
HHF F ), Piloting (Planetary) 3 (HH
HHFF ), +2 damage to one hit of successful Ranged [Heavy]
Piloting (Space) 3 (HH
HHF F ), Skulduggery 2 (HHHHFF ), or Ranged [Light] attacks made while at short range or
Stealth 2 (HH
HH). engaged).
Talents: Skilled Jockey 1 (may remove s from all Pilot- Abilities: Power Suit (once per session as an inciden-
ing (Planetary) and Piloting (Space) checks). tal, Seripas may spend e or www on a successful
Abilities: Silhouette 1. Ranged [Heavy] combat check to add the Breach 1
Equipment: Flightsuit (+1 soak), repair tools. quality to the attack).
Equipment: Integrated repeating blasters (Ranged
[Heavy]; (HH
HHFF ) Damage 11; Critical 3; Range [Long];
Auto-fire, Cumbersome 4, Pierce 1), built-in power saw
(Melee; (HHH
HHHFFFF) Damage 7; Critical 2; Range [En-
gaged]; Pierce 2, Vicious 3), armored suit (+2 soak,
defense 1).

HEROES ON BOTH SIDES


136
Star Wars Roleplaying
SUGI Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Quick Strike 1 (when
Sugi was a Zabrak who worked as a bounty hunter and making a combat check, may add s to checks against
mercenary in the waning days of the Republic. A native any target that has not yet acted in the encounter),
of the planet Iridonia, Sugi developed a strong sense of Unarmed Parry (may perform the Parry incidental when
honor and duty over the course of her career, despite unarmed; reduce the strain cost when unarmed by 1, to
the murky morality of her chosen profession. She be- a minimum of 1).
lieved in honoring contracts and defending her clients Abilities: Knife Master (Sugi is a master of throwing
even when presented with a significant risk to her own her vibroknife, and gains the Accurate 2 item quality
life. when doing so [see below weapon profile]).
An able tactician and a proficient marksman, she was Equipment: Sugi’s EE-3 blaster carbine (Ranged
confident in her abilities but knew better than to turn [Heavy]; (HHH
HHHF F w) Damage 9; Critical 3; Range
down an offer of assistance when faced with a difficult [Medium]; Superior, Stun setting), vibroknife (Melee;
job. This led to her tending to work as part of a crew (HHH
HHH) Damage 4; Critical 2; Range [Engaged];
instead of taking on solo jobs, and over the years she Pierce 2, Vicious 2), vibroknife (thrown) (Ranged
earned the friendship and respect of fellow hunters such [Light]; (HHH
HHHF ss) Damage 4; Critical 2; Range
F ss
as Seripas and Embo. [Short]; Limited Ammo 1, Pierce 2, Vicious 2), 2 stun
grenades (Ranged [Light]; (HHH
HHHF F ) Damage 8; Crit-
USING THIS CHARACTER ical --; Range [Short]; Blast 8, Disorient 3, Limited
A rare example of a bounty hunter that is guided by Ammo 1, Stun Damage), heavy clothing (+1 soak).
principles as much as profit, Sugi can be an effective
character for showing PCs that not everyone who bears
the title ‘bounty hunter’ is out to get them. So long
as they do nothing to provoke her, Sugi is likely to
be friendly enough to any party that encounters her,
though if they should find themselves on opposite sides
of a conflict then there is little they can do to convince
her to turn on a contract.

ADVENTURE AND ENCOUNTER IDEAS

• A party of fringer PCs that have developed a rep-


utation for honoring their contracts or not being
needlessly violent will likely find a friend and ally
in Sugi. She may even go so far as to extend an
invitation for the party to join her crew.
• Sugi and her crew have been hired to help rescue
enslaved Republic citizens from a Separatist pris-
on camp. When the number of enslaved citizens
is far greater than she realized, she attempts to
hire the PCs to help with the job.

SUGI [NEMESIS]

3 4 3 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 18 15 0 0
Skills: Athletics 3 (HHH
HHH), Brawl 4 (HHH HHHF F ),
Charm 2 (HH HHF F ), Cool 3 (HHH
HHH), Discipline
2 (HH
HHF F ), Knowledge (Underworld) 3 (HHHHHH),
Leadership 3 (HHH HHH), Melee 3 (HHH HHH),
Piloting (Space) 3 (HHHHHHF F ), Ranged (Heavy)
3 (HHH
HHHF F ), Ranged (Light) 3 (HHH HHHF F ),
Skulduggery 2 (HHHHF F ), Vigilance 2 (HH
HHF F ).

HEROES ON BOTH SIDES


Star Wars Roleplaying
137
SY SNOOTLES USING THIS CHARACTER
Few would expect the charismatic singer of the Hutt
Sy Snootles, sometimes known by the stage name Miss Grand Council’s court to also be a spy and part-time
Snooty, was a female Pa’lowick singer. Originally from bounty hunter for Jabba the Hutt, and it is unlikely that
Lowick, Sy Snootles was a successful singer who dated any PCs would be an exception.
Ziro, a Hutt crime lord who represented the Hutt Car-
Upon first encountering Snootles, a party may consid-
tel’s business interests on the planet Coruscant.
er her nothing more than window dressing in the army
However, according to Ziro, his nephew Jabba Desilijic of singers and performers that inhabit the palaces and
Tiure forced him to send Snootles away from Coruscant, villas of the heads the various Hutt clans. But under-
and while he promised to come back for her, he never neath lies a dangerous individual who is still capable
did. A broken-hearted Snootles then became a spy for of firing a blaster with deadly accuracy when required.
Jabba and part-time bounty hunter, in addition to her
day job performing for the Hutt Grand Council.
ADVENTURE AND ENCOUNTER IDEAS

• When the PCs come to Nal Hutta to treat with the


Hutts, they notice that the streets and markets are
filled with holo-posters promoting an upcoming
performance by Sy Snootles. It is rumored that
members of the Hutt Grand Council themselves will
be emerging from their palaces to attend, providing
the PCs with the perfect opportunity to approach
them.
• The PCs are hired by Jabba to infiltrate another
crime lord’s base of operations by accompanying
Sy Snootles and posing as her band. But when
the enemy crime lord demands an impromptu
performance, can they stop their cover being
blown?

SY SNOOTLES [RIVAL]

2 2 3 4 2 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 12 0 0
Skills: Charm 4 (HHHH
HHHH), Deception 3 (HHHHHHFF ),
Negotiation 2 (HH FF), Perception 3 (HHH
HHFF HHHFF ),
Ranged (Light) 1 (H
H F ), Skulduggery 3 (HHH
HHHFF ),
Streetwise 3 (HHH
HHHFF ).
Talents: Kill With Kindness 2 (remove ss from all
Charm and Leadership checks), Nobody’s Fool 1 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target once).
Abilities: The Show Goes On (whenever Sy Snootles
is performing a song, allies gain sss on Stealth and
Skulduggery checks against audience members).
Equipment: Holdout blaster pistol (Ranged [Light];
(H
H F ) Damage 5; Critical 4; Range [Short]; Stun
setting), make-up bag.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
TODO 360 TODO 360 [RIVAL]

Todo 360, often known as Todo for short, was a tech-


no-service droid in the employ of the Duros bounty 1 2 3 3 1 1
hunter Cad Bane. Designed to provide technical sup- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

port, Todo grew stubborn and defensive when ordered SOAK VALUE W. THRESHOLD M/R DEFENSE

to carry out what he considered to be menial tasks - 2 10 0 0


such as fetching his master’s hat or answering the door.
Nevertheless, the small techno-service droid had an Skills: Astrogation 2 (HH
HHF F ), Computers 4 (HHH
HHHFF ),
unwavering loyalty to his master, and assisted Bane in Deception 3 (HHH HHH), Mechanics 4 (HHH HHHFF ),
a number of high-profile jobs. Unbeknown to Todo how- Skulduggery 4 (HHH
HHHF F ), Stealth 3 (HH
HHF F ).
ever, his master had regularly sacrificed him to achieve Talents: Bypass Security 2 (remove ss from any Com-
his objectives through an implanted explosive device in puters or Skulduggery checks to bypass security), No-
the droid’s chassis. Each time Todo had been rebuilt and body’s Fool 1 (upgrade difficulty of all Charm, Coercion
returned to Bane with no memory of the incident. and Deception checks against this target once), Techni-
cal Aptitude 2 (reduces the amount of time needed to
USING THIS CHARACTER complete Computer-related tasks by 50%).
Todo 360 is loyal only to Cad Bane, and is rarely found Abilities: Techno Service Droid (once per session as an
away from his master’s side. If Todo is ever encountered incidental, Todo 360 may upgrade his next Computers
on his own, then he is almost certainly working on a check once).
task that Bane has given him. With his small size and Equipment: Droid chassis (+1 soak), integrated
specialized programming, Todo has the tools to serve as slicer’s tools, built-in encrypted communication device.
both a proficient slicer and a useful spy for the Duros
bounty hunter. However, should Bane have need of it,
the droid can also be used as a handy explosive device
to cover an escape or take out an important target.

ADVENTURE AND ENCOUNTER IDEAS

• Cad Bane has been hired to infiltrate an extremely


high-security facility, and with Todo by his side, the
bounty hunter is able to bypass many of the facility’s
defensive measures. However, when he realizes the
PCs are onto him he dispatches the techno-service
droid to distract them and lead them away from his
true objective.
• When the PCs are away from their ship, Todo sneaks
on board to try and extract valuable information
from their navicomputer that will help Bane on an
upcoming job. But when the party returns earlier
than expected, the droid tries to sneak past them
with his stolen data.

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139
A lthough the Clone Wars would be remembered as a
galactic conflict between armies of Republic clone
troopers and hordes of Separatist battle droids, in
Perhaps the most infamous of these factions were
the Nightsisters of Dathomir, a group of self-pro-
claimed witches who utilized their own variant of the
truth it was also a spiritual war between the Jedi Order Dark Side to obtain mysterious powers beyond those
and the Dark Lords of the Sith - between the light and practiced by the Jedi or Sith. According to some, the
dark sides of the Force itself. witches could even master death itself, and raise their
fallen sisters in times of need.
But the Jedi and Sith were far from the only orga-
nizations in the galaxy to practice reverence or dom- With the advent of the Clone Wars, the Nightsisters
ination of the Force and the powers it could bestow. of Dathomir have been presented with an opportunity
Though many concerned themselves only with the to take to the galactic stage once more. Led by the
wisdom and insight that study of the Force could grant enigmatic Mother Talzin, they and other Force users
- such as the mystics of Bardotta or the sages of Dorin may choose to take advantage of the Jedi Order’s
- there were also clans and covens of Force users that diverted attention to pursue their own agendas and
sought to bend the mystical energy field to their own bring long overdue glory to their clans...
will and use.

HEROES ON BOTH SIDES


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MAUL MAUL [NEMESIS]

Maul was a dark side warrior who served as the Sith


apprentice to Darth Sidious ten years prior to the Clone 4 5 3 4 4 3
Wars. Through his Sith training, Maul grew strong in the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

dark side of the Force, becoming an expert lightsaber SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

duelist and assassin who yearned to reveal the Sith’s 5 18 21 1 0


continued survival to the Jedi Order. However, during
the Invasion of Naboo, Maul was defeated and maimed Skills: Athletics 4 (HHHH
HHHH), Brawl 4 (HHHH HHHH),
by a young Obi-Wan Kenobi, who left him for dead. Coercion 3 (HHH
HHHF F ww), Coordination 4
Fueled by his hatred for Kenobi, Maul survived and (HHHH
HHHHF F ), Deception 3 (HHHHHHF F ), Knowledge
reconstructed himself as a cyborg, although the expe- (Lore) 3 (HHH
HHH), Lightsaber 5 (HHHHH
HHHHH), Piloting
rience of his defeat also drove him insane. He was pre- (Space) 3 (HHH
HHHFF FF), Survival 1 (H FFF), Vigilance
H FFF
sumed dead for over a decade until his brother, Savage 3 (HHH
HHHF F ).
Opress, found Maul and re-stabilized his mind with the Talents: Adversary 3 (upgrade difficulty of all combat
help of Mother Talzin. Replaced and cheated out of his checks against this target three times), Ataru Technique
place in galactic history, Maul embarked on a personal
(may use Agility instead of Brawn when making Lightsa-
quest for revenge against Kenobi.
ber skill checks), Fear Is My Ally (may spend t on an
USING THIS CHARACTER opposed social skill check against Maul for him to
heal 1 strain), Force Rating 4, Hawkbat Swoop (as an
Maul is one of the deadliest warriors in the galaxy, how- action, may make a Lightsaber combat check against
ever since his “resurrection” he has proven he is equal- a target within short range, adding up to hhhhhhhh;
ly skilled in schemes and plots. No longer concerned may spend o to engage target; may spend o to add
purely with a lust for enemy blood, Maul is now capable w to the check), Improved Parry 4 (when struck by a
of showing the same level of strategy in his pursuit for melee attack but before applying soak, as an out-of-
revenge as that espoused by his former master. turn incidental, may suffer 3 strain to reduce damage
by 6; if used then after attack is resolved may spend
ADVENTURE AND ENCOUNTER IDEAS y or ttt to automatically hit one target with wield-
ed lightsaber, inflicting base damage plus any damage
• The PCs encounter Maul on the junkyard planet from applicable talents or abilities), Jump Up (once per
Lotho Minor prior to his rescue by Savage. Insane round, may stand from seated or prone as an inciden-
and dangerous, Maul hallucinates that the party are tal), Reflect 4 (when struck by a ranged attack but be-
a group of Jedi assassins sent by Kenobi to kill him. fore apply­ing soak, may suffer 3 strain to reduce dam-
• The party investigate rumors of a new crime lord age by 6).
taking over criminal organizations across the galaxy. Abilities: Dark Side Force User (uses dark side results
Black Sun, the Pykes, even the Hutts are rumored instead of light side results), Intimidating Countenance
to have been recruited into this new faction calling (add ww to all Coercion checks Maul makes), Force
itself the ‘Shadow Collective’. Powers (Bind, Enhance, Move, Sense).
Bind: Force Power. Maul may spend o to immobi-
lize a target within short range until the end of his next
turn; if Maul spends i to generate o, the target also
suffers 1 wound per o spent on the check, ignoring
soak. May spend oo to add up to 2 additional targets.
Enhance: Force Power. Maul may use this power
when making Coordination and Resilience checks. He
may also spend o to make a Force Leap maneuver and
jump horizontally or vertically to any location within
short range.
Equipment: Maul’s lightsaber (Lightsaber;
(HHHHH
HHHHH) Damage 9; Critical 2; Range [Engaged];
Breach 1, Defensive 1, Linked 1, Sunder) or the
Darksaber (Lightsaber; (HHHHH
HHHHHs s ) Damage 6;
Critical 2; Range [Engaged]; Accurate 1, Breach 1,
Defensive 1, Sunder), cybernetic leg attack (Brawl;
(HHHH
HHHH) Damage 6; Critical 3; Range [Engaged];
Knockdown, Pierce 3, Vicious 3), Nightbrother
heavy clothing (+1 soak).

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141
MOTHER TALZIN
Mother Talzin was the Dathomirian leader of the Night-
sisters before and during the Clone Wars, and became
a formidable figure of power during the conflict. Talzin’s
expertise in magicks was significant enough to attract
the attention of the Dark Lord of the Sith, Darth Sid-
ious, who came to Dathomir ostensibly to trade dark
side Force teachings with Talzin and take her as his
own Sith apprentice. Instead, the Sith Lord abduct-
ed Talzin’s son Maul and took him as an apprentice
in her place.
From that day, Talzin resolved to exact revenge on
the Sith, though she was willing to wait many years
before choosing to strike. In service to these grand-
er aims she was duplicitous and manipulative, able to
control various different factions in a puppetmaster-like
fashion to achieve her goals, all while maintaining a fa-
cade of loyalty to her various underlings who were none
the wiser to her true intentions.

USING THIS CHARACTER


One should always be careful when dealing with witch-
es, and Mother Talzin is no exception. PCs that encoun-
ter her will find her helpful only as far as it benefits her
own agenda and that of her coven. She might be willing
to assist a party that is working against her own ene-
mies, such as Count Dooku or Darth Sidious, but they
should never make the mistake of trusting her fully. The Talents: Adversary 3 (upgrade difficulty of all combat
moment they let their guard down is the moment they checks against this target three times), Force Rating 5.
become puppets on her strings. Abilities: Incorporeal (may perform a maneuver to be-
come incorporeal; while incorporeal, gains melee and
ranged defense 4, can fly [see the Flying sidebar in
ADVENTURE AND ENCOUNTER IDEAS
Chapter VI: Conflict and Combat of any core rule-
• When the PCs find themselves in possession of book] and can move through solid objects), Poppet Doll
a powerful Force artifact, an underworld contact (if Talzin has a target’s personal item, she can spend
suggests that the mysterious witches on Dathomir one hour to create a poppet doll of the target; as an
might be able to identify the object and any powers action, may harm the doll, forcing the target to make
it might have. Though willing to render assistance, a Daunting (FFFF FFFF) Resilience check or suffer 4
Mother Talzin always wants something in return. wounds and 4 strain; may spend ttt to immobilize
the target until the end of their next turn or y to stag-
• Members of the party that are Force Sensitive
ger the target until the end of their next turn; target
may see Talzin and the Nightsisters as a source of
knowledge and training - particularly if they have may spend e to render the doll permanently power-
reason to mistrust the Jedi and are unaware of the less after this action is resolve), Force Powers (Enhance,
existence of the Sith. Misdirect, Move, Sense).
Misdirect: Force Power. Talzin may spend o to
MOTHER TALZIN [NEMESIS] make a target at up to short range unable to perceive
a chosen person or object of silhouette 1 or smaller, or
see a person or object of silhouette 1 or smaller that
2 2 5 4 5 3 isn’t there, or otherwise change their appearance. May
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE spend oo to increase the silhouette up to silhouette
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4, or spend o to increase the range to extreme or to
2 15 22 1 1 increase the number of targets affected by five.
Equipment: Ichor energy (Discipline; (HHHH HHHHF F)
Skills: Cool 4 (HHH
HHHF F ), Deception 4 (HHHH
HHHH), Damage 6; Critical 4; Range [Short]; Auto-fire, Burn
Discipline 4 (HHHH
HHHHF F ), Knowledge (Lore) 4 2, Ensnare 2, Disorient 3), ichor sword (Melee;
(HHHH
HHHHF F ), Melee 4 (HH
HHFFFF), Negotiation 3 (HH
HHFF FFw) Damage 8; Critical 1; Range [Engaged];
(HHH
HHH), Vigilance 3 (HHH
HHHFF FF). Cortosis, Pierce 2, Superior), crystal ball, Dooku poppet
doll, ichor cauldron.

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NIGHTSISTERS ADVENTURE AND ENCOUNTER IDEAS

The Nightsisters, also known as the “Witches of Dath- • When the PCs need to have dealings with the
Nightsisters, the coven insist they prove themselves
omir”, were a clan of magick-wielding females who
first by facing off against warriors from the nearby
lived on Dathomir, a planet bathed in dark energies. Nightbrother village for the witches’ amusement.
These Dark Side users were able to perform their arcane
magicks by tapping into the magical ichor that flowed • Whether as aggressors or defenders, the PCs
from the depths of their planet. The most powerful of witness an ancient witch named Old Daka calling
the Nightsisters could use that ichor to create objects upon the ichor to reanimate the corpses of long-
out of thin air, transform people into ghostly versions of dead Nightsisters to defend the coven when it is
their true forms, or even reanimate the dead. attacked.
A matriarchal society, the coven of sisters lived apart
NIGHTSISTER [RIVAL]
from the men of Dathomir, known as the Nightbrothers,
whose only use was to serve the sisters as servants,
breeders and occasionally warriors. 2 3 3 3 3 2
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE


The Nightsisters are loyal only to their coven and them-
selves, and have no moral qualms about betraying the
2 13 2 1
trust of outsiders. Any party that has dealings with the
Skills: Athletics 3 (HH
HHFF ), Cool 2 (HH
HH), Discipline
witches of Dathomir must be cautious, and never allow
2 (HH
HHF F ), Melee 3 (HH
HHF F ), Perception 1 (H H FF
FF),
themselves to think that they are true allies, lest it cost
Ranged (Heavy) 2 (HHHHFF ), Resilience 1 (H
H F ), Stealth
them dearly.
3 (HHH
HHH), Vigilance 2 (HH
HHF F ).
The males of the planet, the Nightbrothers, might not
Talents: None.
be as devious as their female brethren but are no less
dangerous. Trained as warriors, they can prove daunting Abilities: Mother’s Blessing (a character who targets a
foes for anyone who crosses blades with them, and are Nightsister with a combat check must reroll all s show-
utterly loyal to the commands of the witches who rule ing a blank face).
over them. Equipment: Enchanted Nightsister blade (Melee;
(HH
HHF F ) Damage 5; Critical 2; Range [Engaged];
Defensive 1, Disorient 3, Vicious 2), Nightsister energy
bow (Ranged [Heavy]; (HHHHF F ) Damage 8; Critical 2;
Range [Medium]; Pierce 4, Vicious 2), Nightsister robes
(defense 1).

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143
BROTHER VISCUS [NEMESIS] NIGHTBROTHER WARRIOR [RIVAL]

3 3 3 2 3 2 3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

4 16 14 1 0 3 14 0 0
Skills: Athletics 2 (HHHHFF ), Brawl 2 (HH HHF F ), Cool Skills: Athletics 1 (H FF), Discipline 2 (HH
H FF HH), Melee
2 (HH
HH), Discipline 2 (HH HHF F ), Knowledge (Lore) 2 3 (HHH
HHH), Perception 1 (H H F ), Resilience 1 (H
H FF
FF),
(HH
HHF F ), Leadership 3 (HH
HHF F ), Melee 3 (HHH
HHH), Survival 1 (H
H F ), Vigilance 1 (H
H F ).
Perception 2 (HH HH), Resilience 1 (H FF), Survival 3
H FF Talents: None.
(HH
HHF F ), Vigilance 2 (HH
HHF F ).
Abilities: Witches’ Servant (when given an order by a
Talents: Adversary 1 (upgrade difficulty of all combat Nightsister, a Nightbrother Warrior gains automatic w
checks against this target once), Lethal Blows 2 (add on all checks they make to carry out that command).
+20 to any Critical Injury results inflicted on oppo-
nents). Equipment: Enchanted spear (Melee; (HHH HHH)
Damage 5; Critical 3; Range [Engaged]; Disorient 2).
Abilities: Rain Of Blows (Viscus may spend ww to
activate the Linked 2 item quality on unarmed Brawl
combat checks).
Equipment: Enchanted staff (Melee; (HHH
HHH) Damage
5; Critical 3; Range [Engaged]; Defensive 1, Disorient
2, Linked 1), Nightbrother robes (+1 soak).

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OLD DAKA [NEMESIS]

1 1 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 10 20 0 0
Skills: Deception 3 (HHH F ), Discipline 4
HHHF
(HHHH
HHHH), Knowledge (Lore) 4 (HHH HHHF F ),
Perception 3 (HHH
HHHFF ).
Talents: Force Rating 3.
Abilities: Rise Sisters (as an action, Old Daka enters
a meditative state that leaves her unable to move or
defend herself. She may then make a Hard (FFF FFF)
Discipline check with hhh to summon a single
Undead Nightsister minion group, with the number of
minions in the group equal to i generated. Old Daka
may spend an action on subsequent turns to repeat
this check and summon additional Undead Nightsister
minion groups), Force Powers (Sense).
Equipment: Ichor cauldron, heavy Nightsister robes
(+1 soak).

UNDEAD NIGHTSISTER [MINION]

2 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 4 0 0
Skills (group only): Brawl (FF
FF), Coordination
(FFF
FFF).
Talents: Fearsome 3 (when an adversary
becomes engaged with an Undead Night-
sister, they may force the adversary to
make a Hard (FFF
FFF) fear check).
Abilities: Horde (an Undead Nightsis-
ter minion group gains the Linked item
quality on attacks with their grasping
claws equal to half the number of Un-
dead Nightsisters in the group, rounded
down. They must still spend ww to acti-
vate the quality as normal), On A String (if
the witch who summoned them is killed,
the entire Undead Nightsister minion
group immediately drops lifeless to the
ground), Undead (at the end of each
combat round, the minion group regen-
erates a single Undead Nightsister, up
to a maximum of the group’s original
number).
Equipment: Grasping claws (Brawl;
(FF
FF) Damage 3; Critical 3; Range
[Engaged]; Ensnare 1, Vicious 2, see
‘Horde’ ability).

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145
SAVAGE OPRESS ADVENTURE AND ENCOUNTER IDEAS

Originally a tribal leader on Dathomir, Savage Opress • In the days when Savage still served Count Dooku,
he is sent by his Sith master to reinforce a Separatist
was handpicked by the Nightsister Asajj Ventress to
assault on a Republic-held world. The PCs find
become her servant as part of her bid for revenge on themselves caught up in the attack and must face
her former Master, the Sith Lord Count Dooku. As part off against this mysterious new enemy.
of the plot, Mother Talzin employed her dark magic to
grant Opress fearsome abilities, placing him under Ven- • Savage is dispatched by his brother Maul to seek
tress’ control. Opress then entered the Clone Wars as out ancient Sith artifacts on a long-forgotten world.
a dark acolyte, serving as an enforcer in Dooku’s Sep- The brothers hope to unlock some secret knowledge
aratist Alliance. to help them in their quest for revenge against their
enemies. There Savage encounters the PCs, who
However, Opress would soon see he was being used have taken shelter on the isolated planet, unaware
by Ventress, and betrayed both her and Dooku and of its significance as a hub of ancient wisdom and
fled, being guided on a quest by Talzin to seek out his power.
lost brother, Maul. This led him to the junkyard world
of Lotho Minor, where he found his brother half mad. SAVAGE OPRESS [NEMESIS]
He brought Maul back to Talzin, who restored both his
mind and body. Maul and Savage then embarked on a
quest of death and chaos, seeking vengeance on Jedi 5 3 2 2 3 2
and Sith alike. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

USING THIS CHARACTER SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

9 25 15 1 1
Loyal to his brother and master Maul, Savage Opress
faithfully serves as his brother’s right hand as the two Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH
HHHHFF ),
siblings seek to establish themselves as true Sith Lords. Coercion 4 (HHH HHHF F ww), Deception 1 (HH F ),
A fearsome warrior, Savage is at his deadliest when en- Discipline 3 (HHH
HHH), Lightsaber 4 (HHHH HHHHFF ),
raged, and his temper is easy to provoke. Any PCs who Melee 4 (HHHH
HHHHF F ), Resilience 5 (HHHHH
HHHHH),
encounter him will find him quick to choose violence as Vigilance 3 (HHH
HHH).
a first resort - particularly if the party appears to have
Republic or Jedi allegiances. Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 2, Parry
4 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 6), Reflect 3 (when struck by a
ranged attack but before apply­ing soak, may suffer 3
strain to reduce damage by 5).
Abilities: Anger Is Strength (while Savage is crit-
ically injured, he gains +2 Force Rating and +2
damage to combat checks), Dark Side Force User
(uses dark side results instead of light side re-
sults), Intimidating Countenance (add ww to all
Coercion checks Savage makes), Force Powers
(Bind, Enhance, Move, Sense).
Bind: Force Power. Savage may spend o
to immobilize a target within short range until
the end of his next turn; if Savage spends
i to generate o, the target also suffers 1
wound per o spent on the check, ignoring
soak.
Equipment: Ichor pike (Melee;
(HHHH
HHHHF F ) Damage 9; Critical 1; Range
[Engaged]; Cortosis, Pierce 2) or double-
bladed lightsaber (Lightsaber; (HHHH
HHHHF F)
Damage 8; Critical 2; Range [Engaged];
Breach 1, Linked 1, Sunder), heavy battle
armor (+2 soak, defense 1).

HEROES ON BOTH SIDES


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Star Wars Roleplaying
T he history of the galaxy has unraveled for untold
millennia. The development of civilizations in all of
its regions was not only influenced by physical geog-
The Clone Wars engulfed much of the galaxy for the
next three years. Republic, Jedi, and Separatist forces
fought on multiple worlds and fronts. Very few worlds
raphy, but also by urban geography and architecture, were spared from the violence and suffering that the
as inhabitants sought to put their own stamp on the war brought to every corner of the galaxy. From Fe-
worlds in which they inhabited. lucia to Kamino, Onderon to Umbara, it seemed ev-
ery system would bear some scars before the fighting
A thousand years before the outbreak of the Clone would end.
Wars, several star systems united to form the Galactic
Republic, which was based on the planet Coruscant. But the people of the galaxy did their best to con-
As the home of the Galactic Senate, Coruscant would tinue life as normally as possible. Monarchs and gov-
become the political capital of the galaxy. The Repub- ernments still ruled over their worlds, traders still ran
lic would become the dominant galactic government goods from sector to sector, and law and order was
until the Separatist Crisis, when political turmoil trans- still maintained by the determined bands of planetary
formed into open warfare. militias and private militaries.

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147
ALDERAAN
Astrogation Data: Alderaan system,
Alderaan sector, Core region.

Orbital Metrics: 364 days per


year / 18 hours per day.

Government: Monarchy.

Population: 2 billion (Humans


95%, others 5%).

Language: Basic.

Terrain: Forests, plains.

Major Cities: Aldera (capital),


Crevasse City.

Areas of Interest: Cloud-


shape Falls, Isatabith rain forest,
Mountain Palace, Crevasse City.

Major Exports: Wine, art and


other luxury goods.

Major Imports: Assorted manufac-


tured goods, electronics.

Trade Routes: Commenor Run.

Special Conditions: None.

Background: From space, the planet of Alderaan, lo-


cated in the star system of the same name, appears as REFUGEE RELIEF MOVEMENT
a blue-green orb enveloped in a white web of clouds.

D
Considered the “Shining Star” of the Core Worlds, its uring the Separatist Crisis, the Refugee Relief
surface has vast bodies of water and is covered in Movement oversaw the temporary settlement
snow-capped mountains, with patches of green grassy of those displaced by the closure of worlds
hills. Famous natural landmarks of Alderaan include joining the Separatist Alliance. When war broke
the Cloudshape Falls and the Isatabith rain forest.
out, the number of affected refugees multiplied
The cities on Alderaan are carefully designed to dramatically.
respect the natural beauty of their environment. For The Alderaan Refugee Conference was a
example, the palace of the royal family and the city diplomatic conference held by members of the
around it blend into the local snow-capped peaks with Galactic Senate to better coordinate relief efforts
their trademark white synthstone structures. during the Clone Wars. The conference was led
by representatives of Alderaan, Chandrila and
At the advent of the Clone Wars, Alderaan was rep- Naboo.
resented in the Senate by Bail Organa, the prince
consort of the planet’s ruler, Queen Breha. Through During the conference, bounty hunter Aurra Sing
Organa, Alderaan was a member of Chancellor Palpa- - under contract from the crime lord Ziro the
tine’s Loyalist Committee, which concerned itself with Hutt - attempted to assassinate Senator Padmé
the stability of the Republic during the conflict and Amidala in revenge for the Hutt’s imprisonment
would later strive to limit Palpatine’s increasing exec- on Coruscant. The bounty hunter was stopped
utive authority. by Padawan Ahsoka Tano and arrested before
she could kill the Senator.

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THE SHINING STAR CAPTAIN RAYMUS ANTILLES [RIVAL]

USING THESE CHARACTERS 2 3 3 2 2 2


Alderaan is a world of artists and academics, and even BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

in a galaxy at war its citizens avoid the fighting in favor SOAK VALUE W. THRESHOLD M/R DEFENSE

of helping in other ways. The housing and resettling of 4 14 0 0


refugees from the war is considered a priority of the
planetary government, and it is a cause that the ruling Skills: Astrogation 2 (HH
HHF F ), Cool 2 (HH
HH), Discipline
queen Breha Organa considers a personal mission. Any 2 (HH
HH), Leadership 1 (H H F ), Piloting (Space) 2
PCs seeking to assist with humanitarian efforts will be (HH
HHF F ), Ranged (Light) 2 (HH
HHF F ), Vigilance 2 (HH
HH).
welcome at her court in Aldera. Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar-
ADVENTURE AND ENCOUNTER IDEAS get once), Starship Adversary 1 (upgrade difficulty of
all combat checks against a ship this character is com-
• When House Organa sponsors a mission to run manding once).
relief supplies to a besieged neutral world in the
Outer Rim, the PCs are enlisted to help escort Abilities: Tactical Direction (may perform a maneuver
Senator Organa’s personal starship, the Tantive IV, to direct one Alderaan consular guard minion group
through the Separatist fleet that has blockaded the within medium range; the group may perform an imme-
planet. diate free maneuver or add s to its next check).
Equipment: Blaster pistol (Ranged [Light]; (HH HHF F)
• A meeting of the Alderaan Refugee Conference
Damage 6; Critical 3; Range [Medium]; Stun setting),
is threatened by the appearance of Separatist
agitators disguised as Alderaanian citizens consular security uniform and captain’s cloak (+2 soak).
protesting their world’s involvement in the relief
movement. At the urging of Queen Breha, the PCs
team up with Captain Raymus Antilles to uncover
proof of the Separatists’ involvement and publicly
expose the agitators.

BREHA ORGANA [NEMESIS]

2 2 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 12 15 0 0
Skills: Charm 4 (HHHH
HHHH), Cool 2 (HH HHFF
FF),
Discipline 3 (HHH
HHH), Knowledge (Core Worlds)
3 (HHH
HHH), Knowledge (Education) 4 (HHH F ),
HHHF
Leadership 4 (HHHH
HHHH), Negotiation 2 (HH HHFF
FF),
Perception 4 (HH FF), Survival 1 (H
HHFF H F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Inspiring Rhetoric (as
an action, may make an Average (FF FF) Leadership
check; each q causes one ally in short range to recover
1 strain; spend w to cause one affected ally to recover
1 additional strain), Kill With Kindness 2 (remove ss
from all Charm and Leadership checks), Nobody’s Fool
2 (upgrade difficulty of all Charm, Coercion and Decep-
tion checks against this target twice).
Abilities: Get Down Your Majesty (when Queen Breha
is engaged with an Alderaan consular guard, all ranged
attacks from unhidden opponents targeting the Queen
hit the guard instead).
Equipment: Servants and bodyguards, encrypted
comlink, robes of state (+1 soak).

HEROES ON BOTH SIDES


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149
CONSULAR GUARD [MINION] Abilities: Nightvision (remove all s added to checks
due to low-light conditions or darkness), Ornery (add
ss to all checks made to handle, domesticate or oth-
2 2 2 2 2 2 erwise work with a nerf).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Horns (Brawl; (FFF
FFF) Damage 4; Critical
SOAK VALUE W. THRESHOLD M/R DEFENSE 5; Range [Engaged]; Disorient 1), thick hide (+2 soak)
3 5 0 0
THRANTA [RIVAL]
Skills (group only): Melee (FF
FF), Ranged (Light)
(FF
FF), Vigilance (FF
FF).
Talents: None. 4 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Covering Fire (may spend a maneuver to add
+1 ranged defense to up to three allied characters or SOAK VALUE W. THRESHOLD M/R DEFENSE

minion groups within short range until the end of the 5 15 0 0


next round; this does not stack with multiple uses).
Skills: Cool 1 (H
H ), Coordination 1 (H
H F ).
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
age 6; Critical 3; Range [Medium]; Stun setting), con- Talents: None.
sular security uniform (+1 soak). Abilities: Domesticated (difficulty for training this beast
is not upgraded), Flyer (can fly; see the Flying sidebar
NERF [MINION] in Chapter VI: Conflict and Combat of any core rule-
book), Hover (may reduce speed to 0 and remain aloft),
Silhouette 2, Unstable 4 (when thrantas suffer a Critical
3 2 1 1 1 1 Injury, they add +40 to the Critical Injury roll).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Beak (Brawl; (FFFF
FFFF) Damage 5; Critical
SOAK VALUE W. THRESHOLD M/R DEFENSE 5; Range [Engaged]), hide (+1 soak).
5 12 0 0
Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF),
Perception (F
F ).
Talents: None.

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ALEEN
Astrogation Data: Aleen system,
Bright Jewel sector, Mid Rim region.

Orbital Metrics: 399 days per


year / 31 hours per day.

Government: Monarchy (Alee-


na), anarchical consensus (Kin-
dalo).

Population: Surface: 18 mil-


lion (Aleena 99%, other 1%);
Underworld: unknown.

Language: Surface: Aleena;


Underworld: Kindalo, Basic.

Terrain: Surface: rocky mesas,


desert plains, shallow seas, isolat-
ed forests; Underworld: geological
and arboreal root caverns.

Major Cities: None.

Areas of Interest: Underworld, aban-


doned Jedi chapter house, Aleena monu-
ments, Great Seal, arbozoic trees.

Major Exports: None.

Major Imports: None.

Trade Routes: Celanon Spur, Entralla Route.


ORPHNE
Special Conditions: Dual atmosphere (breathable
above ground; respirators required in the Underworld
for most beings). G alactic records regarding Aleen are scant,
but those that exist contain several mentions
of a sentient creature dwelling in the Aleen
Background: Aleen is a rocky, arid planet located Underworld that calls itself “Orphne”. Variously
within the Bright Jewel sector of the galaxy’s Mid Rim.
described as “sylphlike” and “magical”, Orphne
It is home to the diminutive, surface-dwelling Aleena
has periodic encounters with visitors to the
species, as well as a bioluminescent tree-like species,
the Kindalo, who live deep underground. Also living in planet dating from the time of first contact, but
Aleen’s “underworld” is a unique being known only as reports of these are frustratingly vague.
Orphne, a mysterious entity who seems to hold power From a few scarce records of explorers who
over the world’s plant life and speaks in riddles. have braved the Underworld, it is believed that
the Kindalo at least defer to the riddle-speak-
Aleen is unique in that it contains a series of com-
ing creature and may follow or even worship it.
plex caverns in the upper crust that are viewed as a
These same records also claim that Orphne can
second biosphere with its own unique atmosphere.
dematerialize at will, taking the form of a show-
Maintaining a unique climate and an atmosphere dan-
er of lights, and so the data may be corrupt or
gerous to the surface-dwelling Aleena, the planet’s two
otherwise unreliable.
sentient species long ago made the conscious decision
to recognize the divide between the two environs and What is known, however, is that those bold
remain separated. enough to seek Orphne out will find a creature
who is as mysterious and unreadable as the
myths that surround her.

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151
A TALE OF TWO WORLDS ALEENA TRIBAL KING [RIVAL]

USING THESE CHARACTERS 1 3 2 2 2 3


Aleen is a primitive world by most galactic standards. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

The Aleena live in small, closely-knit tribes and hold SOAK VALUE W. THRESHOLD M/R DEFENSE

the concepts of family and clan loyalty above all others. 2 10 0 0


They are governed by a king whose main duty is to
oversee religious rituals and represent the species to Skills: Charm 2 (HH
HHF F ), Knowledge (Lore) 3 (HH
HHFF ),
rare off-world visitors. The Kindalo, meanwhile, are Leadership 2 (HH
HHF F ), Survival 2 (HH
HH).
satisfied with their subterranean existence and seek Talents: Durable 1 (reduce Critical Injury results by 10,
only to remain undisturbed by those on the surface. to a minimum of 1).
Abilities: Native Language (the Aleena Tribal King does
ADVENTURE AND ENCOUNTER IDEAS not speak or understand Basic, and speaks only native
Aleena), Silhouette 0.
• The party is sent to deliver relief supplies to the
Aleena following another earthquake, only to Equipment: Ceremonial staff (Melee; (FF ) Damage 2;
discover one of the seals between the surface Critical 5; Range [Engaged]; Disorient 1), thick skin
and the underworld has been breached. With the (+1 soak).
surface air deadly to the Kindalo and the fumes
from below poisonous to the Aleena, it is up to the ALEENA VILLAGER [MINION]
PCs to venture forth and seal the breach.
• Poachers have come to Aleen to kidnap rare
1 3 2 2 1 2
specimens from the Kindalo. The ponderous, tree-
like Kindalo are too slow-moving and peaceful in BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

their ways to stop them, so a message from the SOAK VALUE W. THRESHOLD M/R DEFENSE
mysterious Orphne is sent to the Aleena on the 2 4 0 0
surface to find a group of champions who can
help stop the hunters before they drive the small Skills (group only): Charm (FF
FF), Survival (FF
FF).
population of Kindalo to extinction.
Talents: None.
Abilities: Native Language (an Aleena villager does
not speak or understand Basic, and speaks only native
Aleena), Silhouette 0.
Equipment: Sticks and stones (Ranged [Light]; (FFF
FFF)
Damage 2; Critical 5; Range [Short]; Disorient 1), thick
skin (+1 soak).

HEROES ON BOTH SIDES


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Star Wars Roleplaying
CAN-CELL [RIVAL] Abilities: Flow Like Water (Orphne’s natural light-
ning-fast reflexes grant her +1 defense), Orphne’s Do-
main (while in her underworld home, Orphne’s Force
2 3 1 2 1 1 Rating increases to 3), Force Powers (Sense).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: None.
SOAK VALUE W. THRESHOLD M/R DEFENSE

5 13 0 1
Skills: Coordination 2 (HH
HHFF ), Survival 3 (HH
HHFF ),
Vigilance 3 (H
H FF
FF).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book), Infravision (remove all s added to checks due
to lighting conditions), Trained Mount 1 (add s to a
rider’s Survival checks while mounted on a can-cell).
Equipment: Mandibles (Brawl; (FF
FF) Damage 6; Criti-
cal 3; Range [Engaged]; Knockdown).

KINDALO GUARDIAN [RIVAL]

4 2 3 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

7 17 0 0
Skills: Brawl 3 (HHH
HHHFF ), Resilience 2 (HH
HHFF
FF),
Vigilance 2 (HH
HHFF ).
Talents: Natural Brawler (once per session may reroll
any one Brawl or Melee check).
Abilities: Nightvision (remove all s added to checks
due to low-light conditions or darkness), Ponderous
(can never spend more than one maneuver moving per
turn).
Equipment: Massive woody fists (Brawl; (HHH
HHHF F)
Damage 9; Critical 4; Range [Engaged]; Concussive 1,
Knockdown).

ORPHNE [NEMESIS]

2 3 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 12 18 1 1
Skills: Charm 3 (HHH
HHH), Cool 2 (HH F ), Deception
HHF
3 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHH), Perception
3 (HHH
HHHF F ), Survival 2 (HH
HHFF ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Force Rating 1, Kill
With Kindness 1 (remove s from all Charm and Lead-
ership checks), Nobody’s Fool 1 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
target once).

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153
ANAXES
Astrogation Data: Azure system, Azure
sector, Core region.

Orbital Metrics: 352 days per year


/ 26 hours per day.

Government: Democracy.

Population: 512 million (Hu-


mans 94%, others 6%).

Language: Basic.

Terrain: Forests, mountains,


plains.

Major Cities: Pols Anaxes


(capital).

Areas of Interest: Fort Anaxes,


Republic Navy War College, Sir-
par Hills.

Major Exports: Starships.

Major Imports: Raw materials, con-


sumer goods, processed foods.

Trade Routes: Perlemian Trade Route.

Special Conditions: None.

Background: Anaxes is a rocky planet located in the


Azure sector of the galaxy’s Core Worlds region. A ma- BATTLE FOR THE SHIPYARDS
jority of its surface is covered with tall, red plant-like

T
life and hosts a variety of fauna such as the domesti- he Battle of Anaxes was a prolonged
cated quadrupedal keffi and the nocturnal but deadly engagement that took place on the planet
fyrnocks. during the third year of the Clone Wars, and was
considered part of the Outer Rim Sieges despite
Historically, Anaxes has served as one of the Repub-
Anaxes’ location in the Core Worlds. The Harch
lic’s primary military installations. The Republic Navy
Separatist Admiral Trench led an attack on the
War College is widely-regarded as one of the galaxy’s
planet’s shipyards, instrumental to the Republic
most prestigious military academies, able to rival sim-
war effort, whilst the Republic counteroffensive
ilar institutions on Carida and Corulag.
was spearheaded by Jedi Generals Mace Windu
Its location at a key point along the Perlemian Trade and Anakin Skywalker.
Route also makes Anaxes a vital strategic target for The battle took place over many different battle-
any enemy attempting to penetrate the Core Worlds. fields all over the planet. During the early stages
During the Clone Wars, the planet was home to one of the Republic seemed to be in control of the bat-
the Republic’s largest shipyards, making the system tle, containing the droid armies on the ground
even more essential to the war effort. and in the air, but after weeks of perilous fight-
ing the Republic’s grip on the planet started to
As a result of this strategic importance, a significant
slip away.
military presence is kept in the Anaxes system at all
times to deter any Separatist assaults. It was soon discovered that Admiral Trench had
access to a stolen Republic algorithm being
extracted from a captured clone trooper. This
prompted the Jedi commanders to turn to less
orthodox methods of defending the vital ship-
yards from Separatist conquest.

HEROES ON BOTH SIDES


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DEFENDER OF THE CORE FYRNOCK [MINION]

USING THESE CHARACTERS 2 3 1 2 1 1


Despite its strategic importance, or perhaps because BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

of it, Anaxes is sparsely populated compared to other SOAK VALUE W. THRESHOLD M/R DEFENSE

Core Worlds of its size. Almost its entire economy and 2 10 0 0


workforce is centered around its military industries,
meaning much of the planet is still ruled by the native Skills (group only): Brawl (FF FF), Perception (FF
FF),
fauna, such as the dreaded fyrnocks. Survival (FF
FF), Vigilance (F
F ).
Talents: None.
ADVENTURE AND ENCOUNTER IDEAS Abilities: Energy Drain (on a successful bite attack,
may spend ww to instead deal Stun damage, and heal
• A fleet of Separatist warships has laid siege to a number of wounds equal to the damage it deals), Sun-
Anaxes in an attempt to secure a gateway into
the Core. The PCs are ordered to find a way onto light Aversion (compelled to remain out of direct sun-
the enemy flagship and destroy or sabotage the light; must make an Average (FF FF) Discipline check
supercomputer being used to coordinate the to resist fleeing from sunlight towards shadows).
Separatist attack. Equipment: Claws (Brawl; (FFFF) Damage 6; Critical 4;
Range [Engaged]; Pierce 3), teeth (Brawl; (FF
FF) Dam-
• After crash-landing on the far side of the planet,
age 4; Critical 2; Range [Engaged]; Pierce 1).
the party find themselves stranded until help can
arrive the next day. As night falls, the PCs find
themselves drawing the attention of a pack of
fearsome fyrnocks, the nocturnal predators that
stalk the wildlands of Anaxes.

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155
BARDOTTA
Astrogation Data: Bardottan system,
Shasos sector, Colonies region.

Orbital Metrics: 608 days per


year / 25 hours per day.

Government: Theocratic monar-


chy.

Population: 900 million (Bar-


dottans 95%, others 5%).

Language: Bardottan, Basic.

Terrain: Mountains, highlands,


plains, oceans, ice caps.

Major Cities: Nan-gau, Shun-


go, Jour-un, Feng-gau.

Areas of Interest: Bardottan Roy-


al Palace, Frangawl Cave, Jour-un
Port, Halsoun Dagoyan Monastery.

Major Exports: Bardottan silk, art,


sculpture, music.

Major Imports: Medicines, technology.

Trade Routes: Giju Run.

Special Conditions: None.

Background: Located along the Giju Run, Bardotta is DAGOYAN MASTERS AND FRANGAWL
a quiet world, home to the Bardottan people. Covered CULTISTS
in dramatic landscapes, the planet’s mountain rang-

T
es, warm seas, and lush forests, draw some visitors to he Dagoyan Order, also referred to as the
the small world. It possesses a cold climate due to the Dagoyan Masters, are an order of Force-users
distance from its sun, and has a slightly lower gravity that focus on knowledge and harmony with the
than average.
universe. Through the Bahk-tov Council, they
The planet’s laws are few, though punishment for vi- also serve as part of the planetary government
olation of those that do exist is a swift banishment. of Bardotta, taking the role of advisors to the
Those visitors that do seek out the world find its mar- monarchy.
kets filled with art of every type, including textiles and The monastic arm of the Order is comprised
tapestries made of Bardottan silk. Organized crime is of mystics, who practice strict asceticism and
non-existent on Bardotta, with the exception of smug- live off of alms and donations within the lofty
glers of antiquities. Smugglers of these ancient arti- monasteries of the planet. Those mystics who
facts are dealt with harshly when caught, receiving a practice a lifetime of meditation achieve the
facial brand and exile as enemies of the planet. honorific of Master. The Dagoyan Masters are
the strongest and the wisest of the Order.
Peaceful and contemplative, Bardottans are aloof
and inwardly focused, keeping to their mountain-side Standing in stark opposition to the peaceful
monasteries and temples. While every Bardottan ways of the Dagoyans, the Frangawl Cult is a
trains under a Dagoyan education system, not every cult dedicated to the worship of Malmourral,
Bardottan is a member of the Order. Meditation is an the Bardottan demon of war. The Frangawl Cult
important part of every Bardottan’s life, even if they ruled Bardotta for much of its early history until
leave their homeworld. Despite the majority of Bar- they were banished by the Dagoyans. Modern
dottans continuing on the traditions and teachings of acolytes conceal their by identity wearing wood-
the Dagoyan, participation is not a mandatory func- en masks carved to resemble fantastic creatures
tion of society. designed to instill fear in all who see them.

HEROES ON BOTH SIDES


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HOME OF THE MYSTICS
USING THESE CHARACTERS
Bardotta is home to one of the many non-Jedi Force
traditions in the galaxy - the Dagoyan Masters. Though
not warriors, the Dagoyans favor meditation and
contemplation to unlock knowledge and insight from
their connection with the Force. However, even the
peaceful Bardottans are not free of the Dark Side. A
cult of extremists, known as the Frangawl, worship an
ancient demon god and seek to undermine the Dagoyan
Masters and overthrow Queen Julia.

ADVENTURE AND ENCOUNTER IDEAS

• If the party has one of more Force Sensitive


members, they may wish to visit Bardotta to speak
with the Dagoyan Masters and learn valuable
teachings on the nature of the Force from them.
If they show promise, the Dagoyans may call upon
them to pass some manner of trial to prove what
they have learned.
• The Frangawl Cult has been growing in strength
since the outbreak of the Clone Wars. Rumors grow
that Queen Julia’s court is being targeted by these
religious extremists, and the Palace Guard must
face the reality that outside help may be required.

BARDOTTAN PALACE GUARD [MINION]

3 2 2 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 8 2 0
Skills (group only): Cool (FF
FF), Melee (FFF
FFF).
Talents: None.
Abilities: None.
Equipment: Bardottan electrolance (Melee; (FFF
FFF)
Damage 5; Critical 3; Range [Engaged]; Defensive 2,
Stun setting).

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157
DAGOYAN MASTER [NEMESIS] QUEEN JULIA [NEMESIS]

2 3 4 1 5 3 2 2 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 14 21 0 0 3 14 16 0 0
Skills: Coercion 3 (HHH HHHFFFF), Cool 2 (HH HHF F ), Skills: Charm 2 (HH
HHFF FF), Coercion 3 (HHH
HHHF F ),
Discipline 3 (HHH
HHHFF FF), Knowledge (Education) 3 Cool 2 (HH
HHFF FF), Discipline 3 (HHH
HHHF F ), Knowledge
(HHH
HHHF F ), Leadership 2 (HH
HHFF ), Perception 2 (H
H F ), (Education) 3 (HHH
HHH), Leadership 4 (HHHH HHHH),
Vigilance 3 (HHH
HHHFF FF). Negotiation 2 (HH FF), Perception 4 (HHH
HHFF HHHF F ).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target twice), Force Rating 3. checks against this target once), Commanding Presence
Abilities: Force Powers (Bind, Sense). 2 (remove ss from all Leadership and Cool checks),
Force Rating 2, Nobody’s Fool 1 (upgrade difficulty of
Bind: Force Power. As an action, the Dagoyan Mas-
all Charm, Coercion and Deception checks against this
ter may make a Bind power check. They may spend o
target once).
to immobilize a target within short range until the end of
their next turn; they may also spend oo to affect one Abilities: Dagoyan Meditation (once per day, Queen
additional target and o to inflict 5 strain whenever an Julia may spend two hours in deep moving meditation;
affected target takes an action. once complete, her Force Rating increases to 3 for the
remainder of the day), Force Powers (Foresee, Sense).
Sense: Force Power. As an action, the Dagoyan Mas-
ter may make a Sense power check. They may spend o Foresee: Force Power. Queen Julia may spend o to
to sense any living creature within short range or the gain vague hints of events to come up to 3 days in her
emotional state of any creature within engaged range. own personal future.
As an action, they may commit h . Once per round, Equipment: Servants and bodyguards, encrypted com-
when an attack targets the Dagoyan Master, upgrade link, stately dress (+1 soak).
the difficulty of that check once. Once per round, when
the Dagoyan Master makes a combat check, upgrade
the ability of that check once.
Equipment: Walking stick (Melee; (FF FF) Damage 4;
Critical 5; Range [Engaged]; Disorient 1), robes.

FRANGAWL CULTIST [RIVAL]

3 3 3 3 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 12 0 0
Skills: Coercion 2 (H
H F ), Melee 2 (HH
HHFF ), Perception
1 (H FF), Vigilance 2 (H
H FF H F ).
Talents: None.
Abilities: None.
Equipment: Spear (Melee; (HH HHF F ) Damage 6; Critical
3; Range [Engaged]), thrown spear (Ranged [Light];
(FFF
FFF) Damage 6; Critical 3; Range [Short]), bag of
sleeping powder (Ranged [Light]; (FFF FFF) Damage --;
Critical --; Range [Short]; Limited Ammo 1; if a target is
hit by this attack, it must make a Hard (FFF FFF) Resil-
ience check; if it fails, the target suffers 10 strain, plus
1 strain per t).

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CATO NEIMOIDIA
Astrogation Data: Cato Neimoidia
system, Quellor sector, Colonies re-
gion.

Orbital Metrics: 278 days per


year / 25 hours per day.

Government: Federation.

Population: 8.5 million (Nei-


moidians 99.9%, others
0.1%).

Language: Basic, Neimoidian.

Terrain: Acidic oceans, can-


yons, cliffs, grasslands, rock
arches.

Major Cities: Zarra (capital), Jor-


ra, At-la’o, Tarko-se.

Areas of Interest: Bridge cities, Lott


Dod’s palace.

Major Exports: Droids, foodstuff, technol-


ogy.

Major Imports: Labor, ore, luxury goods.

Trade Routes: Quellor Run.

Special Conditions: None.


CORPORATE INTERESTS
Background: A wealthy Neimoidian colony world,

T
Cato Neimoidia’s jeweled palaces and opulent he Trade Federation is an interstellar shipping
bridge-cities are the pride and joy of Trade Federation and trade conglomerate, one so powerful that
barons, who seek to constantly one-up each other and it has its own representatives in the Galactic
dazzle guests with displays of ostentatious hospitality Senate. Ruled from Cato Neimoidia by a close-
and luxury living. Only the richest of the Neimoidians
knit group of Neimoidian oligarchs known for
are allowed to live on the planet, hoarding their trea-
their business skills and cutthroat dealings, the
sures in vaults located in difficult landscape and pro-
tected by B1 battle droids. Federation has come to possess a stranglehold
over the shipping lanes of many Outer Rim
Much of the world is covered in a persistent fog, worlds.
while the cities of the Neimoidian elite are suspend- Shortly before the outbreak of the Clone Wars,
ed above the planet’s acidic ocean surface on bridges Viceroy Nute Gunray of the Trade Federation
anchored on massive giant rock arches, upon which privately pledged support to the Confederacy of
thrive forests and grasslands. Independent Systems, becoming a major mili-
tary benefactor to Count Dooku’s movement.
Cato Neimoidia is home to the headquarters of the
Trade Federation, one of the wealthiest corporate or- Publicly, however, the Federation has denied all
ganizations in the galaxy, and has been developed to links to the Separatists, maintaining a seat in
the point that it is considered to be a more desirable the Republic Senate under Senator Lott Dod,
and hospitable destination than the actual Neimoidian and officially taking a neutral stance in the con-
homeworld. flict.
The Federation is often used by the Separat-
ists as a puppet to drive more systems to their
cause, though this is staunchly denied by the
Federation’s representatives.

HEROES ON BOTH SIDES


Star Wars Roleplaying
159
CORPORATE HOMEWORLD
USING THESE CHARACTERS
Although the Neimoidian leadership are enthusiastic
supporters of the Separatists, the profits to be made by
doing business with both sides has led them to adopt
a policy of neutrality via the Trade Federation. This has
allowed them to retain their seat in the Galactic Senate -
held by the silver-tongued Lott Dod - and to undermine
Republic efforts to begin a peaceful settlement.
Normal Neimoidian citizens, however, take their neu-
trality seriously, and do not see why “the Jedi’s war”
should interfere with their right to practice commerce
throughout the galaxy.

ADVENTURE AND ENCOUNTER IDEAS

• As an “officially” neutral world, Cato Neimoidia


can serve as the backdrop to any meeting the PCs
might need to hold between them and characters
on the opposite side of the war. Of course, the
Neimoidians will expect a small consideration for
their efforts.
• The PCs are enlisted by the Republic to obtain proof
that members of the Trade Federation are secretly
supporting the Separatists by spying on a covert
meeting on Cato Neimoidia.

LOTT DOD [NEMESIS]

1 2 4 5 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 11 15 0 0
Skills: Charm 2 (HH HHF F ), Coercion 2 (HH
HHF F ),
Deception 4 (HHHH
HHHHF F ), Knowledge (Education)
2 (HH
HHFFFF), Leadership 1 (H FF), Negotiation 4
H FF
(HHH
HHHF F ), Perception 2 (HH FFF), Skulduggery 2
HHFFF
(HH
HHFFFFFF). NEIMOIDIAN BUREAUCRAT [RIVAL]
Talents: Discredit (once per encounter, may take the
Discredit action by making a Hard (FFFFFF) Deception 2 2 3 4 1 2
check; on a success, one chosen character upgrades BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the difficulty of social checks once, and one addition-
al time for every ww on the Deception check, until SOAK VALUE W. THRESHOLD M/R DEFENSE

the end of the encounter), Nobody’s Fool 2 (upgrade 3 10 0 0


difficulty of all Charm, Coercion and Deception checks
against this target twice), Plausible Deniability 2 (re- Skills: Coercion 2 (HH F ), Computers 1 (H
H FF
FF),
move ss from all Coercion and Deception checks). Deception 2 (HH HHFF FF), Knowledge (Education)
2 (HH
HHF F ), Knowledge (Outer Rim) 2 (HH
HHF F ),
Abilities: Diplomatic Neutrality (once per session as Negotiation 3 (HH
HHFF ).
an action, Dod may make a Hard (FFF FFF) Deception
check. On a success, he cannot be a target of combat Talents: Plausible Deniability 1 (remove s from all Co-
checks until the end of the encounter or until making a ercion and Deception checks).
combat check himself). Abilities: None.
Equipment: Servants and bodyguards, encrypted com- Equipment: Datapad, comlink, robes (+1 soak).
link, datapad, senator’s robes (+1 soak).

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NEIMOIDIAN SHIP CAPTAIN [NEMESIS] NEIMOIDIAN SOLDIER [MINION]

2 2 4 4 2 3 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 14 14 0 0 4 5 0 0
Skills: Astrogation 2 (HH
HHFF FF), Coercion 2 (HH
HH), Skills (group only): Melee (FF
FF), Piloting (Planetary)
Deception 3 (HHH HHHF F ), Knowledge (Warfare) 3 (FF
FF), Ranged (Heavy) (FF
FF), Ranged (Light) (FFFF).
(HHH
HHHF F ), Leadership 2 (HHHHF F ), Negotiation 3 Talents: None.
(HHH
HHH), Perception 2 (HH HHFFFF), Skulduggery 2
Abilities: None.
(HH
HHFF FF).
Equipment: Blaster rifle (Ranged [Heavy]; (FF FF) Dam-
Talents: Fire Control (as a maneuver the Neimoidian
age 9; Critical 3; Range [Long]; Stun setting), truncheon
Ship Captain may make all combat checks made from
(Melee; (FF
FF) Damage 4; Critical 5; Range [Engaged];
their current starship or vehicle count their target’s sil-
Disorient 2), Neimoidian security armor (+2 soak).
houette as 1 higher than normal until the beginning of
the captain’s next turn [this does not stack]), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and LEP SERVANT DROID [RIVAL]
Deception checks against this target twice), Starship
Adversary 1 (upgrade difficulty of all combat checks
against a ship this character is commanding once).
1 2 2 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Neimoidian Courage (when all allied NPCs
protecting the Neimoidian Ship Captain have been de- SOAK VALUE W. THRESHOLD M/R DEFENSE

feated, the captain must make a Hard (FFF FFF) Disci- 2 3 0 0


pline check. If they fail, they surrender unconditional-
ly). Skills: Charm 3 (H FF), Computers 1 (H
H FF H F ),
Mechanics 2 (HH
HH), Stealth 2 (HH
HH).
Equipment: Holdout blaster pistol (Ranged [Light];
(FF
FF) Damage 5; Critical 4; Range [Short]; Stun set- Talents: None.
ting), robes (+1 soak). Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: Drinks tray, integrated camera and audio
recorder.

HEROES ON BOTH SIDES


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161
CHRISTOPHSIS
.
Astrogation Data: Christoph system,
Savareen sector, Outer Rim territories.

Orbital Metrics: 369 days per


year / 26 hours per day.

Government: Mercantile oligar-


chy.

Population: 35 billion (Humans


68%, Rodians 13%, Kerkoidens
11%, others 8%).

Language: Basic, Rodese.

Terrain: Crystalline formations.

Major Cities: Chaleydonia (cap-


ital), Tophen.

Areas of Interest: Crystal forest.

Major Exports: Raw materials, art-


work, industrial goods.

Major Imports: Foodstuffs.

Trade Routes: Corellian Run.

Special Conditions: None.

Background: A beautiful jewel of a world with im-


mense crystalline formations, Christophsis is famous
for the beauty of its nearby asteroid belts - named the PLANET UNDER SIEGE
Barren, the Hammers, and the Halo - but its location

A
close to the asteroids often makes it a target for stray tempting target for both sides due to its vast
rocks. natural resources, Christophsis was the site
of repeated and heated battles in the Clone
In the millennia prior to its colonization by human
Wars. A blockade of Separatist vessels under
and Rodian explorers, the planet was frequently bom-
the command of Admiral Trench trapped a relief
barded by asteroids from the three belts, which many
mission led by Senator Bail Organa behind enemy
scientists believe contributed to the widespread crys-
lines. The dire situation of Senator Organa and
talline forests that now cover the world’s surface.
his expedition necessitated a special Republic
The early inhabitants of Christophsis took advantage task force with experimental starship technology
of the natural spires, building cities into and around to scatter the blockade.
the crystalline formations and using the crystals’ solid This precipitated a full scale Separatist invasion
structures for foundation and support. The size of the of the planet by forces under General Whorm
world’s buildings often vary with the size of their sup- Loathsom. The invasion was only made possible
porting crystals. The greatest of these cities is the cap- by a traitor within the clone trooper ranks. In the
ital Chaleydonia - commonly referred to by outsiders end, thanks to the combined efforts of Generals
as simply Crystal City. Obi-Wan Kenobi and Anakin Skywalker, the Re-
public was able to turn the Separatist invasion,
By the time of the Clone Wars, Christophsis is ruled
and guard the planet from future incursions.
by a powerful minority of merchants and industrial
magnates. This cabal of oligarchs, with their mining
expertise and manipulation of mineral markets have,
albeit grudgingly, won admiration from the rest of
the galaxy. However, the Christophsian rulers are also
viewed with suspicion for their secrecy and self-ab-
sorption.

HEROES ON BOTH SIDES


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THE CRYSTAL CITY CHRISTOPHSIAN OLIGARCH [NEMESIS]

USING THESE CHARACTERS 2 2 3 4 3 4


A commercially-concerned oligarchy rules Christophsis, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

and the world’s leaders display their prowess in both SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

manipulating the mineral markets and mining. Although 3 12 16 0 0


the majority of the popular workers looking to make an
honest living, this small elite of Christophsian oligarchs Skills: Charm 2 (HH
HHFFFF), Coercion 3 (HHH
HHHF F ),
has given their world a reputation for seedy business Cool 2 (HH
HHFF FF), Deception 3 (HHH
HHHF F ), Knowledge
practices and broken promises. (Outer Rim) 3 (HHH
HHH), Leadership 3 (HHH HHHF F ),
Although much of the planet is civilized, some of the Negotiation 4 (HHHH
HHHH), Skulduggery 3 (HHHHHHF F) ,
wild crystal forests still house deadly predators - such as Streetwise 2 (HH FF), Vigilance 2 (HH
HHFF HHFF ).
the many-armed insectoid kyaddaks. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Greased Palms (as a
ADVENTURE AND ENCOUNTER IDEAS maneuver, may spend 50 credits to upgrade the ability
of a social interaction check once).
• Christophsis finds itself under siege by a Separatist Abilities: Paymaster (all subordinates within medium
fleet, cutting off a Republic relief mission from range add s to all Discipline and Vigilance checks).
their reinforcements and trapping them planetside.
Desperate to escape before the enemy can Equipment: Holdout blaster pistol (Ranged [Light];
consolidate their position, the relief workers enlist (FF
FF) Damage 5; Critical 4; Range [Short]; Stun set-
the PCs to help them get off-world. ting), robes (+1 soak)

• The planetary militia is fighting a desperate defense KYADDAK [RIVAL]


against invasion, and the party has learned that
one of the Christophsians’ own rulers is selling
military secrets to the enemy. Can they expose this 4 4 1 2 2 1
self-serving oligarch before their greed dooms the
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
entire planet to defeat?
SOAK VALUE W. THRESHOLD M/R DEFENSE

5 18 0 0
Skills: Athletics 2 (HH
HHFF FF), Brawl 1 (H H FFF
FFF),
Perception 3 (HH
HHF F ), Vigilance 3 (HH
HHFF ).
Talents: None.
Abilities: Additional Limbs (gains an additional free
maneuver per turn, but still may not perform more than
two maneuvers per turn), Silhouette 2.
Equipment: Claws (Brawl; (H FFF) Damage 6;
H FFF
Critical 4; Range [Engaged]; Linked 2, Pierce 2).

HEROES ON BOTH SIDES


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163
CORUSCANT
Astrogation Data: Coruscant system,
Corusca sector, Core region.

Orbital Metrics: 368 days per year /


24 hours per day.

Government: Representative repub-


lic.

Population: 1 trillion (Humans 78%,


others 22%).

Language: Basic.

Terrain: Dense, planetwide multilevel


urban city.

Major Cities: Galactic City.

Areas of Interest: Galactic Senate, Jedi


Temple, Coruscant underworld.

Major Exports: Culture.

Major Imports: Foodstuffs, medicinal goods.

Trade Routes: Corellian Trade Spine, Perlemian Trade


Route, Namadii Corridor.

Special Conditions: None.

Background: As home to both the Galactic Senate


and the Jedi Temple, Coruscant is the heart of the
Republic. Noted for its cosmopolitan culture and tow- CORUSCANT UNDERWORLD
ering skyscrapers, Coruscant’s population consists of
approximately one trillion citizens hailing from a vast
array of both humanoid and alien species. In addition,
Coruscant’s strategic location at the end of several
A lthough Coruscant is historically believed to
be the homeworld of the human species, the
Coruscanti are as varied as the galaxy itself,
major trade routes has enabled it to grow in power especially as one journeys below the surface of
and influence, causing the city-planet to surpass its the skyscrapers and into the underworld.
early rivals and become the hub of galactic culture,
education, finance, fine arts, politics and technology. Skyscrapers tower above the highest level on
Coruscant, Level 5127, upon which lies the Ga-
By the time of the Clone Wars, political intrigue lactic City, but under the surface structures the
wrought by corruption and secession has transformed levels of Coruscant descend down all the way to
Coruscant into a dangerous environment. Between as- Level 1, which is deemed uninhabitable. Cov-
sassination plots and terrorist bombings, the Senate ered by the surface structures, sunlight does
turns to the leadership of Supreme Chancellor Palpa- not reach the lower levels, leaving them in a
tine. As Palpatine’s authority increases exponentially, perpetual state of darkness illuminated only by
the presence of the Grand Army of the Republic on artificial lights.
Coruscant also continues to grow at a steady rate, Influential crime families operate in the lower
from the establishment of the Coruscant Guard to levels of Coruscant, making it a haven for boun-
building the Republic Center for Military Operations in ty hunters, pirates and criminal gangs, but also
the Federal District. harboring war refugees and poor immigrants
Throughout the Clone Wars, Palpatine has remained just trying to make a pitiful living.
a popular leader, remaining in office at the will of the
Senate for far longer than his term technically allows.
During this period, Palpatine continues to consolidate
and centralize his own power.

HEROES ON BOTH SIDES


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GALACTIC CAPITAL ANTI-WAR PROTESTER [MINION]

USING THESE CHARACTERS 2 2 2 2 3 2


Almost any type of character can be found on Coruscant. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

High in the skyscrapers is where the politicians and SOAK VALUE W. THRESHOLD M/R DEFENSE

bureaucrats who govern the Republic make their homes, 2 3 0 0


and even those who have fallen from grace like former
Supreme Chancellor Valorum live out a comfortable Skills (group only): Coercion (FFF
FFF), Melee (FF
FF),
existence in the clouds. But down below, life is a Ranged (Light) (FF
FF).
struggle, with honest workers trying to survive side-by- Talents: None.
side with opportunistic criminals such as the Terellian
Jango Jumper, Cassie Cryar. Abilities: Protest Chant (as a maneuver, a group of 5
or more anti-war protesters may upgrade their next Co-
ercion check once).
ADVENTURE AND ENCOUNTER IDEAS
Equipment: Stick or pole (Melee; (FFFF) Damage 4;
• When the PCs are tasked with tracking down an Critical 5; Range [Engaged]; Knockdown), thrown bot-
assassin who has been targeting Republic officials, tle (Ranged [Light]; (FF
FF) Damage 4; Critical 5; Range
Obi-Wan Kenobi suggests they talk to his friend [Short]; Disorient 1).
Dex for help in identifying the killer based on the
flimsy evidence they have. Dex helps the PCs realize CASSIE CRYAR [NEMESIS]
that the killer is not a Separatist, but a Coruscanti
citizen opposed to the war.
• The criminal Cassie Cryar is encountered in the
2 4 2 3 2 2
Coruscant underworld, trying to sell rare and BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

valuable goods that she recently stole from the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
home of former chancellor Finis Valorum. 3 14 14 1 1
Skills: Athletics 4 (HH FF), Brawl 2 (HH
HHFF HH),
Coordination 4 (HHHH
HHHH), Deception 2 (HH HHF F ),
Melee 2 (HHHH), Skulduggery 2 (HH
HHF F ), Stealth
2 (HH
HHFF FF), Streetwise 4 (HHH
HHHFF ), Vigilance 3
(HH
HHF F ).
Talents: Conditioned 2 (remove s from all Athletics
and Coordination checks; reduce the damage and strain
suffered from falling by 2), Improved Dodge 2 (may
perform a Dodge incidental to suffer up to 2 strain to
upgrade the difficulty of an incoming combat check by
the same number; may immediately make a move ma-
neuver afterwards as an out-of-turn incidental), Swift
(do not suffer normal penalties for moving through dif-
ficult terrain).
Abilities: Terellian Jango Jumper (as a maneuver, Cas-
sie may suffer 1 strain to leap to any location within
short range. In addition, her natural reflexes grant her
+1 defense).
Equipment: Stunstick (Melee; (HH HH) Damage 4; Crit-
ical --; Range [Engaged]; Disorient 3, Stun Damage),
light blaster pistol (Ranged [Light]; (FFFF
FFFF) Damage
5; Critical 4; Range [Medium]; Stun setting), clothing
(+1 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
165
Abilities: Additional Limbs (gains an additional free
maneuver per turn, but still may not perform more than
two maneuvers per turn), Good Grub (a meal cooked by
Dex allows any character that consumes it to immedi-
ately recover 5 strain), The Difference Between Knowl-
edge And Wisdom (Dex may use Cunning instead of
Intellect when making Knowledge skill checks).
Equipment: Spatula (Melee; (FFFF
FFFF) Damage 5; Crit-
ical 6; Range [Engaged]).

FINIS VALORUM [NEMESIS]

2 2 4 2 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 16 0 0
Skills: Charm 1 (H FFF), Cool 2 (HH
H FFF HHFF FF), Discipline
3 (HHH
HHHF F ), Knowledge (Core Worlds) 4 (HHHH
HHHH),
Knowledge (Education) 4 (HHHH HHHH), Knowledge
(Xenology) 2 (HH HHFF FF), Leadership 3 (HHH
HHHF F ),
Perception 2 (HHHH).
CORUSCANTI CITIZEN [MINION] Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Commanding Presence
2 (remove ss from Leadership and Cool checks), No-
2 2 2 2 2 2 body’s Fool 1 (upgrade difficulty of all Charm, Coercion
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE and Deception checks against this target once).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Old Contacts (once per session, Valorum may
2 3 0 0 spend 1 Destiny Point to immediately recall a fact or
individual from his time in office that can help resolve
Skills (group only): Knowledge (Core Worlds) (FF
FF), the current problem).
Negotiation (FF
FF), Perception (FF
FF). Equipment: Encrypted comlink, datapad, formal cloth-
Talents: None. ing (+1 soak).
Abilities: None. MAINTENANCE DROID [MINION]
Equipment: Comlink, datapad, between 20 and 100
credits.
1 1 1 1 1 1
DEXTER JETTSTER [NEMESIS] BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 2 3 4 2 4 3 3 0 0
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills (group only): Mechanics (F
F ).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Talents: None.
4 16 12 0 0
Abilities: Droid (does not need to breathe, eat, or drink
Skills: Astrogation 2 (HH
HHF F ), Charm 2 (HH
HHFF
FF), and can survive in vacuum or underwater; immune to
Knowledge (Core Worlds) 4 (HHHH
HHHH), Knowledge poisons and toxins).
(Lore) 3 (HHHHHHF F ), Knowledge (Outer Rim) 4 Equipment: Arc welder (Melee; (F
F ) Damage 3; Critical
(HHHH
HHHH), Knowledge (Underworld) 5 (HHHHHHHHF F ), --; Range [Engaged]; Stun Damage).
Knowledge (Xenology) 4 (HHHH
HHHH), Skulduggery 2
(HH
HHFF FF), Streetwise 5 (HHHH
HHHHF F ).
Talents: Congenial 2 (may suffer up to 2 strain to down-
grade the difficulty of Charm and Negotiation checks, or
to upgrade the difficulty of Charm or Negotiation checks
targeting this character, a number of times equal to the
amount of strain suffered).

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RAFA MARTEZ [RIVAL] TRACE MARTEZ [RIVAL]

2 2 2 3 3 3 2 3 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 13 0 0 3 13 0 0
Skills: Charm 2 (HHHHF F ), Cool 2 (HH
HHF F ), Deception Skills: Charm 2 (HH HH), Computers 2 (HH HHF F ),
2 (HH
HHF F ), Negotiation 2 (HHHHF F ), Skulduggery 2 Mechanics 3 (HHH
HHH), Piloting (Planetary) 2 (HH
HHF F ),
(HH
HHF F ), Streetwise 3 (HHH
HHH). Piloting (Space) 2 (HH
HHFF ), Streetwise 3 (HH
HHFF ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Convincing Demean- checks against this target once), Fine Tuning 2 (when
or 1 (remove s from all Deception and Skulduggery reducing the amount of system strain a starship or ve-
checks), Nobody’s Fool 1 (upgrade difficulty of all hicle suffers, reduce 2 additional system strain), Gear-
Charm, Coercion and Deception checks against this tar- head 2 (remove ss from Mechanics checks).
get once). Abilities: None.
Abilities: None. Equipment: Light blaster pistol (Ranged [Light]; (FF
FF)
Equipment: Light blaster pistol (Ranged [Light]; (FF
FF) Damage 5; Critical 4; Range [Medium]; Stun setting),
Damage 5; Critical 4; Range [Medium]; Stun setting), repair tools, mechanic’s overalls (+1 soak).
datapad, forger’s kit, heavy fur coat (+1 soak).

HEROES ON BOTH SIDES


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167
FELUCIA
Astrogation Data: Felucia system, Tha-
nium sector, Outer Rim territories.

Orbital Metrics: 231 days per year


/ 34 hours per day.

Government: Corporate.

Population: 425 million (Felu-


cians 50%, Gossams 40%, oth-
ers 10%).

Language: Basic, Felucian, Gos-


sam.

Terrain: Jungles, swamps and


wasteland.

Major Cities: Kway Teow, Har Gau,


Jiaozi, Niango.

Areas of Interest: Commerce Guild


headquarters, Nigkoe Detention Facility.

Major Exports: Medicinal herbs, especial-


ly nysillim.

Major Imports: Fuel, foodstuffs and farming


equipment.

Trade Routes: Perlemian Trade Route.

Special Conditions: None.


HAVEN-CLASS MEDICAL STATION
Background: Felucia is a remote world overrun with

T
thick, colorful, and humid jungle made up of a unique he Haven-class medical station, also known
combination of fungi species. Although it dominates as the Republic medical station, is a model
most of the planet’s landmasses, the jungle is punc- of space station used by the Galactic Republic
tuated with small farming villages populated by the as a space-bound medcenter during the Clone
planet’s native Felucians, as well as occasional cities
Wars. The stations are designed so that from
such as the capital, Kway Teow.
above, they look like the Republic crest, and are
The world is a hotbed of life, with several non-sen- intended as medcenters for the treatment of
tient species also inhabiting it, including Gelagrubs, wounded Galactic Republic military personnel,
jungle rancors, and tee-muss. Most plants and animals particularly clone troopers.
of Felucia have adapted special defenses to protect These Haven-class stations serve as a lifeline for
them from each other, which makes them particularly clone troopers, being placed near battlefields
hostile to off-worlders. to service groups of medical frigates bringing
in the wounded. As the medcenters have little
Despite Felucia’s perceived insignificance, its import-
defenses, they are frequently targeted by Sepa-
ant location and resources (which include the healing
ratist attacks, so their locations are usually kept
plant nysillim) have led to several conflicts both in or-
bit and on the surface. The world is governed by the secret.
Commerce Guild, who represents the planet’s corpo- One such stations sits in orbit above Felucia,
rate interests on the galactic stage. and is one of the reasons why the Republic con-
tinues to fight so doggedly to defend the sys-
As a result of these strong links with a founding tem despite Felucia’s apparent lack of strategic
member of the Separatist Alliance, the planet has be- value.
come a frequent battleground during the course of the
Clone Wars. The constant battles have left their mark
on large swaths of the planet’s ecosystem, with entire
jungles and farms burned or otherwise destroyed.

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JUNGLE WORLD JUNGLE FELUCIAN WARRIOR [MINION]

USING THESE CHARACTERS 3 2 1 2 2 1


The peaceful Felucians live out a quiet existence farming BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

their planet’s rich soil, and have no interest in being SOAK VALUE W. THRESHOLD M/R DEFENSE

dragged into a galactic war. The Jungle Felucians are 4 5 0 0


much more fierce and protective of their territory, and
any PCs who wander into their domain may expect Skills (group only): Melee (FFF
FFF), Survival (FF
FF),
to have to face down a small horde of Rancor-riding Vigilance (FF
FF).
warriors. Talents: None.
Abilities: None.
ADVENTURE AND ENCOUNTER IDEAS
Equipment: Poisoned spears (Melee; (FFF
FFF) Damage
• A Separatist transport has crash-landed on Felucia. 4; Critical 4; Range [Engaged]; Stun 4), rancor bone
Pursued by the Republic, the surviving droids have armor (+1 soak).
taken a village of native Felucians hostage in order
to buy time until their reinforcements arrive. JUNGLE RANCOR [NEMESIS]
• A tribe of Jungle Felucians has declared war on their
peaceful farming neighbors. Can the PCs intervene
and prevent the warriors from raiding the Felucian
6 2 1 3 3 2
villages and killing the inhabitants? BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

FELUCIAN VILLAGER [MINION] 12 40 20 1 1


Skills: Brawl 2 (HH FFFF), Perception 2 (HH
HHFFFF F ),
HHF
1 1 2 2 1 2 Survival 4 (HHH
HHHF F ), Vigilance 2 (HH
HHFF ).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents: Durable 2 (reduce Critical Injury results by 20,
SOAK VALUE W. THRESHOLD M/R DEFENSE to a minimum of 1).
2 4 0 0 Abilities: Silhouette 3, Sweep Attack (may spend e
on a successful Brawl check to hit the target as well as
Skills (group only): Survival (FF
FF). anyone engaged with the target).
Talents: None. Equipment: Massive rending claws (Brawl;
Abilities: Silhouette 0. (HH FFFF) Damage 15; Critical 3; Range [Short];
HHFFFF
Equipment: Farming tools (Melee; (F F ) Damage 3; Knockdown, Sunder).
Critical 6; Range [Engaged]; Disorient 1).

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169
FLORRUM
Astrogation Data: Florrum sys-
tem, Sertar sector, Outer Rim ter-
ritories.

Orbital Metrics: 212 days


per year / 22 hours per day.

Government: Criminal
gangs.

Population: 800,000 (We-


equay 60%, others 40%).

Language: Basic, Huttese.

Terrain: Desert, canyons,


geysers.

Major Cities: None.

Areas of Interest: Doshar


Fields, Ohnaka Gang Complex.

Major Exports: Black market


goods, illegal weapons.

Major Imports: Criminal opportunities,


foodstuffs.

Trade Routes: None.

Special Conditions: None.

Background: A harsh, arid desert world in the Outer LIVING THE PIRATE LIFE
Rim Territories, Florrum is off the beaten path of any

T
major galactic hyperspace routes, making it the per- he Ohnaka Gang is a large band of pirates
fect haven for hunted criminals or lawless thugs. Many based on Florrum and united under the
syndicates and cartels have used the isolated world as leadership of the Weequay swindler Hondo
a base of operations over the years, but at the time of Ohnaka. Although his fellow Weequay make
the Clone Wars the planet serves as the primary head-
up a large portion of the gang’s membership,
quarters of the infamous Ohnaka Gang.
Hondo’s crew consists of a wide variety of
Florrum itself offers little in the way of any natural different species - from Bith to Nikto to even
resources that would make it worthwhile for corporate Jawas.
exploitation, so its real value lies in its location. Tucked Any beings looking to do business on Florrum
away in its own little corner of the galaxy, the planet is would do well to get on the right side of Hondo,
an easy place for a sentient being to lose themselves who is notorious for sniffing out profit in any un-
when trying to shake off unwanted pursuers. dertaking. Armed with a fleet of Flarestar-class
attack shuttles, the gang makes its living during
A flourishing black market also allows the planet to
the Clone Wars by raiding starships and holding
serve as a minor trading hub of sorts for various small-
travelers for ransom.
time criminal enterprises. From unrefined spice to
banned weaponry, practically anything can be bought Operating under a policy that “no job is too
and sold in the bazaars of Florrum - so long as every- big, no score is too small”, Hondo and his crew
one ensures the Ohnaka Gang gets its cut. have found themselves encountering some of
the galaxy’s most dangerous beings - from Jedi
Knights to Sith Lords. These experiences have
left them with a dangerous reputation for sur-
viving against even the most daunting odds.

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PIRATE HAVEN OHNAKA GANG PIRATE [MINION]

USING THESE CHARACTERS 2 3 1 2 1 2


Florrum is a sparsely populated planet, and its few BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

inhabitants are almost universally pirates, mercenaries SOAK VALUE W. THRESHOLD M/R DEFENSE

and other criminals, with the Ohnaka Gang as the 4 5 0 0


dominant force of scum and villainy in the region.
Adventurers usually only find themselves on Florrum Skills (group only): Piloting (Planetary) (FFF
FFF),
when they have no other choice, or when they have a Ranged (Heavy) (FFF
FFF), Ranged (Light) (FFF
FFF).
need to make contact with some of the seedier elements Talents: None.
of galactic society.
Abilities: None.
ADVENTURE AND ENCOUNTER IDEAS Equipment: Heavy blaster pistol (Ranged [Light];
(FFF
FFF) Damage 7; Critical 3; Range [Medium]; Stun
• After an ambush by pirates ends badly for the PCs, setting) or blaster carbine (Ranged [Heavy]; (FFF
FFF)
they are taken prisoner and brought to Florrum, Damage 9; Critical 3; Range [Medium]; Stun setting),
where their captors hope to turn a profit by selling vibroknife (Melee; (FF
FF) Damage 3; Critical 2; Range
them to the fearsome Ohnaka Gang. [Engaged]; Pierce 2, Vicious 1), padded armor (+2
soak), swoop bike.
• When the party find themselves in possession of a
valuable but highly illegal artifact, they are advised
to visit Florrum to try selling it on the black market.

OHNAKA GANG LIEUTENANT [RIVAL]

3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 0 0
Skills: Coercion 3 (HHHHF F ), Leadership 1 (HH F ),
Melee 2 (HHHHF F ), Piloting (Planetary) 2 (HHHHFF ),
Ranged (Heavy) 2 (HHHHF F ), Ranged (Light) 2 (HH
HHFF ),
Skulduggery 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: Gang Lieutenant (may perform a maneuver
to direct one Ohnaka Gang minion group within medium
range; the group may perform an immediate free ma-
neuver or add s to its next check).
Equipment: Heavy blaster pistol (Ranged [Light];
(HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun
setting) or blaster carbine (Ranged [Heavy]; (HHHHF F)
Damage 9; Critical 3; Range [Medium]; Stun setting),
vibroknife (Melee; (HH
HHF F ) Damage 4; Critical 2; Range
[Engaged]; Pierce 2, Vicious 1), padded armor (+2
soak), swoop bike.

HEROES ON BOTH SIDES


Star Wars Roleplaying
171
GEONOSIS
Astrogation Data: Geonosis sys-
tem, Arkanis sector, Outer Rim ter-
ritories.

Orbital Metrics: 256 days per


year / 30 hours per day.

Government: Monarchy / hives.

Population: 100 billion (Geono-


sians 99%, others 1%).

Language: Geonosian.

Terrain: Mesas, buttes, deserts.

Major Cities: Stalgasin Hive (capital),


Gehenbar Hive, Golbah Hive.

Areas of Interest: Baktoid Armor Work-


shop, Petranaki Arena.

Major Exports: Technology, droids.

Major Imports: Raw materials.

Trade Routes: Triellus Trade Route.

Special Conditions: None. WEAPONSMITHS TO THE CONFEDERACY


Background: Geonosis, referred to as Geonosia by
some natives, is the desert home planet of the Geono-
sians. Situated in the Arkanis sector in the Outer Rim
W hen the Galactic Republic made first contact
with the Geonosians, it was successful and
beneficial to both groups. Due to this, the
Territories, the planet is 43,000 light years from the Geonosians became interested with Republic
Galactic Core. It has a breathable atmosphere, but a technology and became skilled in adapting
hot and arid climate. and improving advanced technology. As
such, Geonosians exported droids and other
Its irradiated surface is covered in harsh, rocky des- technology to the rest of the galaxy, although
erts, marked by mesas and buttes. Both its rocks and this didn’t last long.
sky are tinted in shades of red and surface water is
scarce, amounting to only 5% of the entire total plane- Geonosis suffered from its distance from the
tary surface. From space, it can be seen that Geonosis Core Worlds as visitors to the planet grew small-
has awe-inspiring rocky rings. er and smaller until visitors stopped traveling to
Geonosis altogether. Geonosians became split
At some point in the ancient history of Geonosis, a over the idea of working with offworlders, and
comet crashed into one of the planet’s many moons. with the planet’s economy in ruins, wars erupt-
The collision debris not only formed the famous rings ed throughout the planet for millennia, while the
of Geonosis, but also formed a field of small asteroids rest of the galaxy largely forgot the planet and
which would sometimes rain down on the planet’s sur- left it to its endless wars.
face.
A few hundred years prior to the Separatist Cri-
As the first capital of the Separatist Alliance, Geono- sis, the world was rediscovered by the Galactic
sis was the site of the first battle of the Clone Wars. It Republic and manufacturing deals were made
would be the first major combat of the Grand Army of to sell and distribute their advanced technology
the Republic, as well as the first major battle the Jedi and droids. These deals would form the basis for
had fought in years. the planet’s heavy involvement in the Separatist
arms production when war finally broke out.

HEROES ON BOTH SIDES


172
Star Wars Roleplaying
SEPARATIST WAR FORGE GEONOSIAN QUEEN [NEMESIS]

USING THESE CHARACTERS 4 1 3 3 4 3


The Geonosians are stalwart members of the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Confederacy of Independent Systems, with their leader SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

Poggle the Lesser serving on the Separatist Council. 6 22 18 0 0


Their industrious nature means they can often be found
manning droid factories, even those based off-world. Skills: Coercion 3 (HHH
HHHFF ), Discipline 4 (HHHH
HHHH),
A Geonosian queen is one of the few members of the Leadership 5 (HHHHHHFFFF), Perception 3 (HHHHHH),
species capable of independent thought, and directs her Resilience 6 (HHHH
HHHHFF FF).
hive with ruthless efficiency. Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Fearsome 2 (when
ADVENTURE AND ENCOUNTER IDEAS an adversary becomes engaged with the queen, she
may force the adversary to make an Average (FF FF)
• After the Republic invasion, a hive of Geonosians fear check), Nobody’s Fool 2 (upgrade difficulty of all
attempts to build a new droid factory to produce an Charm, Coercion and Deception checks against this tar-
army and retake their world. Can the PCs get word get twice).
of this new foundry back to the Republic in time?
Abilities: Brain Worms (as an action, a Geonosian
• Rumors of a Geonosian queen stirring up rebellion queen may implant a brain worm into a target she is
lead the PCs to risk venturing deep into the engaged with. The target must make a Formidable
underground catacombs, which are infested with (FFFFF
FFFFF) Discipline check; on a success, they resist
Geonosian warriors. the worm’s influence and suffer no effects; on a failure,
they immediately fall under the queen’s control. Once
per round the queen may give each controlled target a
command as an out-of-turn incidental, which the target
must obey to the best of their ability. At the GM’s dis-
cretion, a controlled target may repeat the Formidable
(FFFFF
FFFFF) Discipline check to end the effect at the
end of each of their subsequent turns; Player Charac-
ters always repeat this check. A target can also be freed
from the queen’s control if they are exposed to sub-zero
conditions or the queen herself is incapacitated), Pon-
derous (can never spend more than one maneuver mov-
ing per turn), Silhouette 2.
Equipment: Guards and drones, Geonosian brain
worms.

GEONOSIAN WARRIOR [MINION]

3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0
Skills (group only): Brawl (FFF
FFF), Ranged
(Heavy) (FFF
FFF).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar
in Chapter VI: Conflict and Combat of any
core rulebook).
Equipment: Sonic blaster (Ranged [Heavy];
(FFF
FFF) Damage 9; Critical 3; Range [Medi-
um]; Disorient 3, Knockdown).

HEROES ON BOTH SIDES


Star Wars Roleplaying
173
KAMINO
Astrogation Data: Kamino system, Com-
panion Aurek (dwarf satellite galaxy above
the Outer Rim region).

Orbital Metrics: 463 days per year /


27 hours per day.

Government: Ruling council.

Population: 1 billion (Kaminoans


100%).

Language: Kaminoan.

Terrain: Aquatic.

Major Cities: Tipoca City (capital).

Areas of Interest: Cloning facilities,


military training complexes.

Major Exports: Clones, covert technol-


ogy, military hardware.

Major Imports: Foodstuffs.

Trade Routes: None (Manda Merchant Run is


closest to the Rishi Maze).

Special Conditions: None.

Background: Kamino is an aquatic planet located in


an extragalactic star system that straggles south of ENIGMATIC CLONERS
the Rishi Maze satellite galaxy and beyond the larger
galaxy. It is inhabited by the Kaminoans, a race of tall,
elegant beings with long necks who are regarded as a
mysterious species that tends to keep to themselves.
L iving in large stilted domed cities that rise
high above the ocean surface, Kaminoan
scientists are known to specialize in cloning
They are also known for their cloning technology which technology and genetic engineering. They
ultimately led to the creation of the clone army for the consider the clone troopers of the Grand Army
Galactic Republic. of the Republic to be their finest achievement.

Being somewhat secluded from the rest of the gal- Kaminoans generally display few signs of out-
axy, little is known about the origin of the Kaminoans. ward exuberance or personality. They are also
At some point the planet was not covered in water, isolationists, only concerning themselves with
and the Kaminoans built a large land-based civiliza- offworlders if it is profitable. However, Kamino-
tion. However, the water level rose, forcing the Kami- ans do not necessarily think they are superior
noans to build their structures on stilts. to other species, they instead simply see other
planets as a distraction. Many Kaminoans even
The Kaminoans are generally isolationists, staying think that everything they could ever need is
out of contact with the nearby galaxy until the day already on Kamino.
they accepted the contract to create the clone arm.
Since the outbreak of the Clone Wars and the
This behavior can be traced back to the great flood
need for Kamino to protect itself from Sepa-
that changed their homeworld, as they decided it was
ratist reprisals, there have been some notable
less risky to adapt their genetic code and planet than
exceptions to their isolationist tendencies. The
to ask for aid from the Galactic Republic.
Republic now maintains a permanent presence
Following the outbreak of the Clone Wars, Kamino is in many of the planet’s major cities, and Ka-
one of the main operational areas of the Galactic Re- mino has even taken up a seat in the Galactic
public. It serves as the main training grounds for clone Senate where it is represented by the elderly but
cadets, and is under constant protection from a fleet strong-minded Halle Burtoni.
of Republic Navy warships.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
BIRTHPLACE OF CLONES ADVENTURE AND ENCOUNTER IDEAS

• A Kaminoan scientist has been kidnapped by


USING THESE CHARACTERS mercenaries during an incredibly rare off-world trip.
Fearing the kidnappers plan to sell the scientist and
Kaminoans can occupy a strange niche in any Clone their invaluable knowledge to the Separatists, the
Wars campaign. Although they are ostensibly on the PCs are sent on a desperate rescue mission to bring
side of the Republic, the biggest client their planet has them back safely to Kamino.
ever had, the Kaminoans themselves do not see the
clone troopers they produce as individuals - but rather • The PCs learn that an entire batch of slightly
as a product to be marketed and sold. rebellious clone cadets have been deemed “terminal
failures” by the Kaminoans despite having nothing
As such, clone PCs could potentially have a very an- physically wrong with them. Upon learning what
tagonistic relationship with their creators. Likewise, Jedi Kaminoans do with such ‘failed’ projects, they must
PCs may find it difficult to reconcile Kaminoan detach- race to stop the termination from going ahead.
ment with the Jedi values of compassion and individu-
alism. AIWHA [RIVAL]

5 1 1 1 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

8 20 0 0
Skills: Athletics 1 (H FFFF), Coordination 1 (H
H FFFF H ).
Talents: None.
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties when
swimming), Creature Of The Sea (Aiwhas are not capa-
ble of operating on land), Flyer (can fly; see the Flying
sidebar in Chapter VI: Conflict and Combat of any
core rulebook), Silhouette 3.
Equipment: None.

AZ-SERIES SURGICAL DROID [RIVAL]

1 1 2 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 10 0 0
Skills: Discipline 1 (H
H ), Medicine 3 (HH
HHFF ), Perception
2 (H
H F ).
Talents: Bacta Specialist 2 (patients heal 2 additional
Wounds when they heal wounds from bacta tanks or
long-term care), Surgeon 1 (when making a Medicine
check to help a character heal wounds, the target heals
1 additional wound).
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins), Hoverer (floats up to several me-
ters in the air and may move through difficult terrain
without spending additional maneuvers), Silhouette 0.
Equipment: Built-in diagnostic and surgical tools
(counts as medpac as well as stimpack that can be used
once per session).

HEROES ON BOTH SIDES


Star Wars Roleplaying
175
KAMINOAN SCIENTIST [RIVAL] OMEGA [RIVAL]

1 2 4 2 2 2 1 2 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

2 11 0 0 2 10 0 0
Skills: Computers 2 (HH
HHFF FF), Cool 2 (HH
HH), Discipline Skills: Charm 1 (HH F ), Knowledge (Education) 1
2 (HHHH), Knowledge (Education) 3 (HHH HHHF F ), (H FF), Medicine 1 (H
H FF FF Perception 1 (H
H FF), H F ).
Knowledge (Xenology) 3 (HHH HHHF F ), Medicine 3 Talents: None.
(HHH
HHHF F ), Perception 2 (HH
HH).
Abilities: Fast Friends (when meeting another charac-
Talents: Researcher 2 (remove ss from all Knowledge ter for the first time Omega may, at the GM’s discretion,
checks, and researching a subject takes half the time). make an Average (FF FF) Charm check; on a success,
Abilities: Expressionless (Kaminoans add s to all she gains s on all future social checks targeting that
Charm checks they make. Other characters add s to character), Silhouette 0.
all social skill checks they make when targeting Kami- Equipment: None.
noans).
Equipment: Body suit (+1 soak), datapad, medical
tools.

HEROES ON BOTH SIDES


176
Star Wars Roleplaying
TRAINING DROID (B2 VARIANT) [MINION]

WELCOME TO THE BAD BATCH


4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
The profile presented for Omega on page 176
is based on the young clone’s time growing up SOAK VALUE W. THRESHOLD M/R DEFENSE

as a medical assistant on Kamino. If encounter- 6 7 0 0


ing Omega during her time with the Bad Batch
(see page 54) in the immediate aftermath Skills (group only): Brawl (FFFF
FFFF), Gunnery (FFF
FFF),
of the war, you can use the alternative profile Melee (FFFF
FFFF), Ranged (Heavy) (FFFFFF), Ranged
below. (Light) (FFF
FFF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
1 2 3 2 2 2 and can survive in vacuum or underwater; immune to
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
poisons and toxins).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Equipment: Integrated wrist blaster (training model)
2 10 0 0 (Ranged [Light]; (FFF
FFF) Damage 8; Critical 3; Range
[Medium]; Linked 1, Stun Damage), integrated com-
Skills: Charm 1 (HH F ), Knowledge (Education)
link.
1 (H FF), Medicine 1 (H
H FF FF), Ranged (Light)
H FF
1 (H
H F ), Perception 2 (HH
HH).
TRAINING DROID (BX VARIANT) [MINION]
Talents: Adversary 1 (upgrade difficulty of all
combat checks against this target once).
Abilities: Fast Friends (when meeting anoth- 3 3 1 2 1 1
er character for the first time Omega may, at BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

the GM’s discretion, make an Average (FF FF) SOAK VALUE W. THRESHOLD M/R DEFENSE
Charm check; on a success, she gains s on 5 5 0 0
all future social checks targeting that character),
Silhouette 0. Skills (group only): Cool (F
F ), Melee (FFF
FFF), Ranged
Equipment: Wrist-mounted Zygerrian energy (Heavy) (FFF
FFF), Ranged (Light) (FFF FFF), Stealth
bow (Ranged [Light]; (H
H F ) Damage 5; Critical (FFF
FFF).
4; Range [Medium]; Pierce 1, Stun setting). Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
TRAINING DROID (B1 VARIANT) [MINION] poisons and toxins).
Equipment: E-5 blaster rifle (training model) (Ranged
[Heavy]; (FFF
FFF) Damage 7; Critical 3; Range [Long];
2 2 1 1 1 1 Stun Damage), vibrosword (training model) (Melee;
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE (FFF
FFF) Damage 5; Critical 2; Range [Engaged]; Pierce
SOAK VALUE W. THRESHOLD M/R DEFENSE
2, Stun Damage, Vicious 1), stun grenade (Ranged
4 5 0 0 [Light]; (FFF
FFF) Damage 8; Critical --; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage),
Skills (group only): Gunnery (FF
FF), Ranged (Heavy) integrated comlink.
(FF
FF), Ranged (Light) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (training model) (Ranged
[Heavy]; (FF
FF) Damage 7; Critical 3; Range [Long];
Stun Damage), integrated comlink.

HEROES ON BOTH SIDES


Star Wars Roleplaying
177
KASHYYYK
Astrogation Data: Kashyyyk system,
Mytaranor sector, Mid Rim region.

Orbital Metrics: 381 days per year


/ 26 hours per day.

Government: Wookiee Council.

Population: 56 million (Wook-


iees 100%).

Language: Shyriiwook.

Terrain: Forests, seas.

Major Cities: Rwookrrorro, Aw-


rathakka, Kachirho, Thikkiiana.

Areas of Interest: Mount Aray-


akyak.

Major Exports: Electronic compo-


nents.

Major Imports: Processed metals.

Trade Routes: Durkteel Loop, Great Kashy-


yyk Branch, Nightroad, Randon Run.

Special Conditions: None.

Background: A Kashyyyk is a wroshyr tree-covered


forest planet located in the southwestern quadrant of
the galaxy and the homeworld of the Wookiee species. HOME OF THE WROSHYR TREE
It is a member of the Galactic Republic and has a com-

T
plement of three moons. he wroshyr tree is a species of giant, long-
lived, cone-bearing trees found only on
The Kashyyykian wilds can be dangerous to many,
Kashyyyk. The wroshyr dominates the landscape
thanks to dangerous animals such as wyyyschokk
and environment of Kashyyyk. They form the
spiders and carnivorous plants like the jaw plant and
backbone of a complex, multilayered vertical
saava. Native fauna influences the design of starships
ecosystem, extending from their roots to their
by the Wookiee inhabitants, while great cities such as
crown. Many animals, parasites, and other
Kachirho are be built into the planet’s trees.
plants grow on, or live within, wroshyrs.
A race of arboreal mammals, the Wookiees live in Wroshyr trees are an integral part of the lives
treehouses nestled in the canopy of the towering wro- of Kashyyyk’s native sentients, the Wookiees,
shyr trees. Despite their fearsome appearance, they who refer to themselves as “The People of the
are usually gentle, although they are prone to dev- Trees”. Wroshyr trees are so immense that en-
astating fits of rage when provoked. However, they tire communities can live within their trunks.
do harbor a fierce rivalry with the neighboring Tran- In the deep forests, Wookiee towns and cities
doshans, and both species have come to despise each expand outside the wroshyr trunks by building
other over the years. platforms resting upon the interlocked branches
of close-growing trees.
Due to its status as a major navigational point,
Kashyyyk is of prime strategic importance to both The wood of the trees can be harvested for
sides in the war, and the Wookiees have quickly found many things such as water, food and building
themselves caught up in the fighting. materials. Unfortunately, their abundance and
colossal size has made them a ripe target for
exploitation by off-world influences such as the
Trade Federation.

HEROES ON BOTH SIDES


178
Star Wars Roleplaying
PEOPLE OF THE TREES CHEWBACCA [NEMESIS]

USING THESE CHARACTERS 5 3 3 3 2 2


Despite their peaceful nature, war and conflict have BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

a way of singling out the resilient Wookiees in times SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

of crisis. Whether it be for the rich resources of their 5 24 10 0 0


planet, their utility as slave labor or simply to satisfy
Trandoshan bloodlust, the Wookiees never lack for Skills: Astrogation 5 (HHH HHHFF FF), Athletics 3
enemies and as such there is a host of possible reasons (HHH
HHHFF FF), Brawl 4 (HHHH HHHHF F ), Coercion 4
why a party might themselves on Kashyyyk. One of the (HH
HHFF FF), Computers 3 (HHH HHH), Discipline 1
PCs themselves might be a Wookiee and receive word (H
H F ), Gunnery 2 (HH HHF F ), Knowledge (Outer Rim)
from friends or family that the war has come to their 3 (HHH
HHH), Knowledge (Underworld) 2 (HH HHF F ),
homeworld. Mechanics 5 (HHH HHHFF FF), Perception 3 (HHH HHH),
Piloting (Planetary) 2 (HH HHF F ), Piloting (Space) 3
ADVENTURE AND ENCOUNTER IDEAS (HHH
HHH), Ranged (Heavy) 4 (HHH HHHF F ), Resilience 4
(HHHH
HHHHF F ), Stealth 2 (HH
HHF F ), Streetwise 2 (HH
HHF F ),
• With the Jedi and Republic too distracted by the Vigilance 2 (HH
HH).
war to intervene, Trandoshan hunters have begun a Talents: Adversary 3 (upgrade difficulty of all combat
prosperous slave trade by capturing live Wookiees checks against this target three times).
to sell for labor or hunt for sport. The PCs stumble
on the slavery ring, but can they stop it and rescue Abilities: Master Of Repairs (when Chewbacca repairs
the Wookiees? system strain or hull trauma on a starship or vehicle, he
repairs 3 additional system strain or hull trauma), The
• The party agree to help clear out a nest of Wookiee Wins (Chewbacca may spend e from Brawl
webweavers for a Wookiee chieftain in return for checks to inflict the Maimed Critical Injury), Wookiee
access to secret hyperspace routes. Roar (once per encounter, as an action Chewbacca may
inflict 5 strain on all enemies with medium range).
Equipment: Chewbacca’s bowcaster (Ranged [Heavy];
(HHH
HHHF F ) Damage 10; Critical 3; Range [Medium];
Cumbersome 3, Knockdown; Chewbacca may spend a
maneuver to load a specialized quarrel that adds either
Blast 5, Breach 1, Concussive 1, Disorient 2, Ion or
Vicious 4 to the next attack using his bowcaster), fists
(Brawl; (HHHH
HHHHF F ) Damage 7;
Critical 4; Range [Engaged]; Dis-
orient 2, Knockdown), bandolier
with satchel.

HEROES ON BOTH SIDES


Star Wars Roleplaying
179
TARFFUL [NEMESIS] WEBWEAVER [MINION]

5 3 2 2 3 3 3 3 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 25 12 1 0 3 10 0 0
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH HHHHF F ), Skills (group only): Brawl (FFF
FFF), Cool (FF ), Ranged
Coercion 4 (HHH
HHHF F ), Discipline 1 (H FF), Knowledge
H FF (Light) (FFF
FFF), Stealth (FFF
FFF), Survival (FFF
FFF).
(Warfare) 2 (HHHH), Leadership 3 (HHH HHH), Melee 3 Talents: None.
(HHH
HHHFF FF), Perception 3 (HHHHF F ), Piloting (Planetary)
Abilities: None.
1 (H FF), Ranged (Heavy) 3 (HHH
H FF HHH), Resilience 4
(HHHH
HHHHF F ), Vigilance 2 (HH
HHF F ). Equipment: Spider fangs (Brawl; (FFF FFF) Damage
5; Critical 2; Range [Engaged]; Stun 4), spider hairs
Talents: Adversary 2 (upgrade difficulty of all combat
(Ranged [Light]; (FFF
FFF) Damage 3; Critical 2; Range
checks against this target twice), Durable 2 (reduce
[Short]; Disorient 3).
Critical Injury results by 20, to a minimum of 1).
Abilities: Wookiee Rage (Tarfful deals +1 damage on WOOKIEE WARRIOR [RIVAL]
Brawl and Melee attacks when suffering any wounds;
when suffering a Critical Injury, he deals +2 damage on
Brawl and Melee attacks instead). 5 3 2 2 2 1
Equipment: Bowcaster (Ranged [Heavy]; (HHH HHH) BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Damage 10; Critical 3; Range [Medium]; Cumbersome SOAK VALUE W. THRESHOLD M/R DEFENSE
3, Knockdown; requires the user to spend a maneu- 5 16 1 0
ver cocking the weapon before each shot), ryyk blade
(Melee; (HHH
HHHFF FFw) Damage 7; Critical 2; Range Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFFFF),
[Engaged]; Cumbersome 3, Defensive 1, Superior), Coercion 4 (HH HHFFFF), Melee 3 (HHH HHHFFFF),
fists (Brawl; (HHHH
HHHHF F ) Damage 7; Critical 4; Range Perception 2 (HHHH), Piloting (Planetary) 1 (H
H FF
FF),
[Engaged]; Disorient 2, Knockdown). Ranged (Heavy) 2 (HHHHFF ), Resilience 4 (HHHH
HHHHF F ),
Vigilance 2 (HH
HH).
TERENTATEK [NEMESIS]
Talents: Durable 2 (reduce Critical Injury results by 20,
to a minimum of 1).
6 3 1 3 3 1 Abilities: Wookiee Rage (a Wookiee Warrior deals +1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE damage on Brawl and Melee attacks when suffering any
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
wounds; when suffering a Critical Injury, they deal +2
damage on Brawl and Melee attacks instead).
15 25 15 1 0
Equipment: Bowcaster (Ranged [Heavy]; (HH HHF F)
Skills: Brawl 2 (HH FFFF), Perception 2 (HH
HHFFFF HHFF ), Damage 10; Critical 3; Range [Medium]; Cumbersome
Survival 3 (HHH
HHH), Vigilance 2 (HH
HHFF ). 3, Knockdown; requires the user to spend a maneuver
cocking the weapon before each shot), ryyk blade
Talents: Adversary 1 (upgrade difficulty of all combat
(Melee; (HHH
HHHFF FFw) Damage 7; Critical 2; Range
checks against this target once).
[Engaged]; Cumbersome 3, Defensive 1, Superior),
Abilities: Force Sense (may make an Average (FF FF) fists (Brawl; (HHH
HHHFFFF) Damage 7; Critical 4; Range
Perception check to become aware of all characters [Engaged]; Disorient 2, Knockdown).
with a Force rating within extreme range), Silhouette 2.
Equipment: Poisonous tusks and claws (Brawl;
(HH FFFF) Damage 8; Critical 3; Range [Engaged];
HHFFFF
Pierce 4, Stun 5, Vicious 4).

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LOLA SAYU
Astrogation Data: Lola Sayu system,
Belderone sector, Outer Rim territo-
ries.

Orbital Metrics: 298 days per


year / 18 hours per day.

Government: Overseer.

Population: 134 (Citadel staff


100%).

Language: Basic.

Terrain: Volcanic canyons.

Major Cities: None.

Areas of Interest: The Citadel,


Sulfur Sea.

Major Exports: None.

Major Imports: Prisoners.

Trade Routes: None.

Special Conditions: None.

Background: The volcanic planet of Lola Sayu ap- HOME TO THE CITADEL
pears as a beautiful glowing purple from orbit, though

T
an ancient cataclysmic event has led to almost half of he Citadel, also known as Citadel Station,
the planet being hollowed out, exposing the world’s is a prison constructed on Lola Sayu five
golden core to the vacuum of space. Although the centuries before the Clone Wars by the Jedi
cause of the disaster is unknown, it has helped shaped Order. Its original purpose was simple - to hold
Lola Sayu into an uninviting and hostile world.
rogue Jedi. However, with the advent of war the
In large part due to its inhospitable nature, Lola facility has been captured by the Confederacy
Sayu is the site of an ancient prison known as the Cita- of Independent Systems and the sadistic Osi
del. One of the most secure penal facilities of its time, Sobeck has become its warden.
it was not intended to simply hold common criminals. Under Sobeck’s oversight, the Citadel has be-
Built five hundred years before the Clone Wars, the come known as the Confederacy’s most isolat-
Citadel was originally designed by the Galactic Repub- ed holding facility that holds their highest value
lic to hold rogue Jedi Knights who had turned against detainees. The prison is heavily guarded by a
the principles of their Order and embraced the dark number of droids including BX-series droid com-
side of the Force. mandos, and it has hundreds of electromines.
Sobeck has also furnished the facility with his
Although the Republic has had control of the plan-
personal pack of hunting anoobas, should the
et for most of its history, it switched hands early on
automated defenses ever fail.
during the Clone Wars and the Separatists have used
the planet as a prisoner of war camp under the control The prison has gained such a vicious reputation
of the Phindian overseer Osi Sobeck. In his short time that the clone trooper training facilities on Ka-
in charge of the Citadel, Sobeck has imported a num- mino use an obstacle training course simulating
ber of fierce anoobas to serve as trackers and hunters an attack on the Citadel as part of their pro-
for the prison. grams.

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181
PRISON PLANET ANOOBA [RIVAL]

USING THESE CHARACTERS 3 4 1 4 2 1


Due to the cataclysmic event in Lola Sayu’s ancient past BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

that left the world a hollowed out husk, there are few SOAK VALUE W. THRESHOLD M/R DEFENSE

lifeforms capable of thriving in its harsh environment. 4 15 0 0


Some off-world creatures have proven to be resilient to
the planet’s unforgiving nature, however. Osi Sobeck, Skills: Brawl 2 (HH
HHF F ), Coordination 2 (HHHHFF
FF),
the overseer of the Citadel, has succeeded in introducing Perception 3 (HHH
HHHF F s ), Stealth 2 (HH HHFF
FF),
fearsome anoobas to the system. Lola Sayu’s thick Survival 2 (HH
HHFF
FFss ), Vigilance 3 (HH
HHFF ).
acidic fogs and dense volcanic atmosphere have proven Talents: None.
no match for the creatures’ keen senses and ruthless
hunting instincts. Abilities: Keen Senses (add s to all Perception and
Survival checks), Pack Instincts (when performing the
assist maneuver, Anoobas grant s s instead of s ).
ADVENTURE AND ENCOUNTER IDEAS
Equipment: Teeth and claws (Brawl; (HH HHF F ) Damage
• Having carried out a daring escape from the 5; Critical 3; Range [Engaged]; Pierce 2).
infamous Citadel, the PCs face a grueling journey
across Lola Sayu’s harsh, unforgiving landscape
if they hope to make the rendezvous with their
getaway starship.
• A pack of ferocious anoobas considered too
stubborn to be tamed by Overseer Sobeck have
been released into the wild to fend for themselves.
Unfortunately, their hunt for food has led them right
to the PCs!

HEROES ON BOTH SIDES


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Star Wars Roleplaying
LOTHO MINOR
Astrogation Data: Lotho Minor sys-
tem, Wazta sector, Outer Rim territo-
ries.

Orbital Metrics: 188 days per


year / 16 hours per day.

Government: None.

Population: 4 million (Junkers


95%, others 5%).

Language: Basic, Junker.

Terrain: Junkyard.

Major Cities: None.

Areas of Interest: Junker Village.

Major Exports: Salvage.

Major Imports: Refuse.

Trade Routes: None.

Special Conditions: Frequent acid rainstorms


make the atmosphere deadly to most species
without specialized protective equipment.

Background: Also known simply as the Junk World,


Lotho Minor is a planet located in the galaxy’s Out-
er Rim Territories that is used as a dumping ground
for waste and unwanted scrap from across the galaxy. THE ULTIMATE SALVAGERS
A terrestrial planet, its surface is covered with refuse,

S
piled over countless generations so that enormous cratching out a miserable existence beneath
heaps of trash stand as tall as mountains. the feet of the colossal fire-breathers, Lotho
Minor is apparently the homeworld of the
The gutted and rotting hulls of ancient starships
Junkers, a species of mysterious humanoids
poke through the more recent garbage, giving the
who roam the toxic surface. Living in tribes,
landscape the eerie feel of an industrial graveyard.
the mysterious Junkers appear to be a strange
Huge pools of toxic sludge and the periodic bursts of
hybrid of organic life and mechanical debris,
acid rain make its ruined ecosystem one of the most
and no one was quite sure of their origin.
dangerous in the galaxy. The planet’s atmosphere is
still barely breathable for most species, though hot Lotho Minor’s role as a galactic dumping
and caustic, while foul-smelling fog limits visibility. ground has not encouraged any deep explora-
tion of Junker culture or biology, nor has their
Cargo ships routinely drop holds of refuse onto the violent territoriality. All that is known is that the
planet, caring little as to what becomes of it. Immense Junkers live off the scrap found on their home-
refuse incinerator droids are programmed to inciner- world’s surface, augmenting their strange and
ate the garbage on an industrial scale, though nobody
twisted bodies with cybernetic enhancements.
seems to know who constructed them or where they
They have lived on Lotho Minor for so long that
came from. By the time of the Clone Wars, they contin-
it is impossible to tell where their bodies end
ue to labor amid the mountains of refuse.
and where the refuse begins.
Those unfortunate to live on Lotho Minor do
not know the origins of these titanic and seemingly
timeless monstrosities and refer to them simply as
“fire-breathers.”

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183
THE JUNK WORLD
USING THESE CHARACTERS
Lotho Minor is the homeworld of the mysterious
Junkers. These tribal denizens appear to be a strange
hybrid of organic life and mechanical debris, and no one
is quite sure of their origin. What is known, however,
is their preference for attacking off-worlders on sight,
particularly those in possession of equipment that can
be stripped down for spare parts.

ADVENTURE AND ENCOUNTER IDEAS

• After a grueling encounter that leaves their ship


heavily damaged, the party find themselves
stranded on Lotho Minor in search for enough
scrap to be able to fix the ship and get back to
a more civilized part of the galaxy. However their
search is complicated by the presence of a huge ANACONDAN [RIVAL]
‘fire-breather’ droid that stands between them and
the parts they need.
1 4 2 4 2 3
• Captured by members of an organized crime BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
syndicate, the PCs are unceremoniously dumped
on Lotho Minor and left to fend for themselves SOAK VALUE W. THRESHOLD M/R DEFENSE

against all the dangers the junk world has to offer. 2 10 0 0


Their captors observe their efforts from their ship,
making bets on which of the PCs will survive the Skills: Brawl 3 (H FF), Coordination 3 (HHH
H FF HHHFF ),
longest. Deception 2 (HHHHFFFF), Perception 2 (HHHHFF
FF),
Skulduggery 2 (HH
HHFFFF), Stealth 2 (HH
HHFF
FF).
“FIRE BREATHER” DROID [NEMESIS] Talents: Swift (do not suffer normal penalties for mov-
ing through difficult terrain).
6 3 1 1 1 1 Abilities: None.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Equipment: Constricting tail (Brawl; (H FF) Damage
H FF
3; Critical 4; Range [Engaged]; Ensnare 3).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

10 50 30 0 0 JUNKER [MINION]
Skills: Brawl 3 (HHH FFF), Gunnery 2 (HH
HHHFFF HHF F ),
Resilience 6 (HHHHHH
HHHHHH), Vigilance 3 (H
H FF
FF). 2 2 2 3 2 2
Talents: Adversary 2 (upgrade difficulty of all combat BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks against this target twice), Durable 4 (reduce
SOAK VALUE W. THRESHOLD M/R DEFENSE
Critical Injury results by 40, to a minimum of 1).
4 5 0 0
Abilities: Junk Trawler (does not treat the junk-infested
landscape of Lotho Minor as difficult terrain), Silhouette Skills (group only): Mechanics (FF
FF), Melee (FF
FF),
5, Supremely Terrifying (upon first seeing a Fire Breath- Ranged (Light) (FF
FF).
er, an individual must make a Daunting (H FFF) fear
H FFF
check to reflect the sheer dread the behemoth invokes). Talents: None.
Equipment: Molten fire breath (Gunnery; (HH HHFF) Abilities: Junk Trawler (does not treat the junk-infested
Damage 12; Critical 2; Range [Medium]; Burn 3, Vi- landscape of Lotho Minor as difficult terrain).
cious 2), colossal stomping feet (Brawl; (HHH
HHHFFF
FFF) Equipment: Scrap iron (Melee; (FF FF) Damage 4; Crit-
Damage 20; Critical 4; Range [Short]; Concussive 2, ical 5; Range [Engaged]; Disorient 2, Knockdown), ret-
Knockdown). rofitted blaster pistol (Ranged [Light]; (FF
FF) Damage
5; Critical 4; Range [Medium]; Vicious 1), scrap armor
chassis (+2 soak).

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Star Wars Roleplaying
MALASTARE
Astrogation Data: Malastare system,
Dustig sector, Mid Rim region.

Orbital Metrics: 201 days per year /


26 hours per day.

Government: Council.

Population: 2 billion (Gran 51%,


Dugs 44%, Humans 4%, others
5%).

Language: Basic, Dug, Gran.

Terrain: Forests, rock canyons.

Major Cities: Pixelito (capital).

Areas of Interest: Doge’s Palace,


Malastare Narrows, Methane Wastes.

Major Exports: Malastarian fuel.

Major Imports: Technology.

Trade Routes: Biox Detour, Dustig Trace, Hy-


dian Way.

Special Conditions: None.

Background: Located in the galaxy’s Mid Rim,


Malastare is the homeworld of the irascible Dugs
who, along with the Gran colonists who call Malastare
home, have proven to be loyal but difficult members MALASTARIAN FUEL
of the Galactic Republic. An important trading hub,

M
Malastare acts as a junction between the Hydian Way alastarian fuel is a type of fuel mined
hyperspace route and the Biox Detour, which links directly from the core of the planet. Exuding
Malastare to the Ring of Kafrene mining colony. poisonous fumes and identified by its fluorescent
The surface of the planet is heavily forested, and green hue, the fuel is highly valued throughout
its core is home to large reserves of a toxic but highly the galaxy for its capacity to power some of the
valuable fuel that is unique to Malastare. As a result, largest starships for extended periods of time.
the native Dugs have cleared large portions of forested In a time of galactic war, this makes it particular-
land, constructing huge refineries to extract the fuel ly well-suited for fueling the warships of the Re-
vital to its economy. public Navy, granting the Dugs a considerable
amount of political influence. The Dug Council
These extensive fuel reserves make Malastare vital are not above driving a hard bargain when it
to the Republic war machine, and have given the Dug
comes to supplying their precious fuel to a des-
Council that oversees them a great deal of leverage in
perate Galactic Senate.
dealing with the central galactic government on Corus-
cant. The Dugs concern themselves primarily with the This increased demand for the fuel has also
internal affairs of Malastare, however, and are happy prompted the Dugs to expand their mining
to allow the planet to be represented in the Galactic operations, delving deeper into their planet’s
Senate by members of the Gran population, though depths with what some might deem reckless
relations between the two species frequently grow abandon.
frosty.

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185
FUELING THE WAR EFFORT DOGE NAKHA URUS [NEMESIS]

USING THESE CHARACTERS 2 3 3 4 4 2


Although Malastare is nominally loyal to the Republic, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

the Dugs are well aware of the importance of their SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

planet’s fuel supplies and are more than willing to 2 14 14 0 1


leverage it in their favor. Negotiation is a highly valued
aspect of Dug culture, and members of the species Skills: Coercion 2 (HH
HHFF FF), Deception 2 (HH
HHFFFF),
are always willing to cut a deal. However their sense Discipline 2 (HHHHFF FF), Knowledge (Education) 2
of honor is equally prized, and once a bargain is struck (HH
HHF F ), Knowledge (Lore) 2 (HH HHF F ), Knowledge
they stick to it religiously. This makes agreement with a (Warfare) 1 (H FF), Leadership 3 (HH
H FF HHF F ), Negotiation
Dug hard to win but worthwhile all the same. 4 (HH
HHFF FF), Resilience 2 (HH
HH), Survival 2 (HH
HHFFFF).
Talents: Adversary 1 (upgrade difficulty of all combat
ADVENTURE AND ENCOUNTER IDEAS checks against this target once), Nobody’s Fool 2 (up-
grade difficulty of all Charm, Coercion and Deception
• Lacking patience for the Dugs’ drawn-out checks against this target twice).
negotiations, the Separatists launch an invasion
of Malastare. A party of Republic-aligned PCs is Abilities: Altered Deal (once per session, Doge Urus
enlisted to assist the Dugs in delaying the enemy may make a Hard (FFFFFF) Coercion check to radically
and defending the fuel supplies until a full fleet can change a previously made deal or bargain to his ad-
be sent to reinforce them. vantage), Dug Agility (gains +1 ranged defense due to
Dugs’ natural mobility).
• A Republic operation has inadvertently awakened
Equipment: Bodyguards, insectomorph mount.
an ancient Zillo Beast from its slumber. Can the PCs
lead the gigantic creature away from the cities and
out to where the Republic stun tanks are waiting to DUG CAVALIER [RIVAL]
take it down?

3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 10 1 1
Skills: Athletics 2 (HH HHFF ), Melee 2
(HH
HHF F ), Survival 3 (HH
HHFF ), Vigilance 2
(HH
HHF F ).
Talents: Expert Handler 2 (remove
ss from Survival checks made to ride
beasts), Let’s Ride (once per round, may
mount or dismount from a vehicle or beast,
or slide into the cockpit or weapon station
aboard a starship, as an incidental instead of
a maneuver).
Abilities: Dug Agility (gains +1 ranged de-
fense due to Dugs’ natural mobility).
Equipment: Electropole (Melee;
(HH
HHF F ) Damage 5; Critical 4; Range
[Engaged]; Defensive 1, Stun 3, Stun
setting), cavalier armor (+1 soak),
insectomorph mount.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
INSECTOMORPH [RIVAL] ZILLO BEAST [NEMESIS]

3 4 1 1 1 1 6 2 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 15 0 0 20 80 65 0 0
Skills: Athletics 2 (HH
HHFF ), Resilience 3 (HHH
HHH). Skills: Athletics 3 (HHH FFF), Brawl 3 (HH​
HHHFFF HH​
Talents: None. FFF), Perception 4 (HH
H FFF FF), Resilience 6 (HH​
HHFF HH​
HHHH), Survival 3 (HH
HHHH F ), Vigilance 3 (HH
HHF HHFF ).
Abilities: Leap (adds s s to all Athletics checks made
to perform vertical or horizontal jumps), Silhouette 2, Talents: Adversary 3 (upgrade difficulty of all combat
Trained Mount 1 (add s to a rider’s Survival checks checks against this target three times), Durable 3 (re-
while mounted on an insectomorph). duce Critical Injury results by 30, to a minimum of 1).
Equipment: Mandibles (Brawl; (FFF
FFF) Damage 5; Abilities: Additional Limbs (gains an additional free
Critical 6; Range [Engaged]; Pierce 2, Vicious 1), maneuver per turn, but still may not perform more than
toughened insectomorph hide (+2 soak). two maneuvers per turn), Impenetrable Armor (the Zillo
Beast’s hide has the Cortosis quality and all damage
taken after soak is halved, rounded down), Silhouette
5, Supremely Terrifying (upon first seeing a Zillo Beast,
an individual must make a Daunting (H FFF) fear
H FFF
check to reflect the sheer dread the beast invokes),
Sweep Attack (the Zillo Beast can spend e on a suc-
cessful Brawl check to hit the target as well as anyone
engaged with the target).
Equipment: Massive bite (Brawl; (HHHHHHFFFFFF) Dam-
age 16; Critical 2; Range [Short]; Breach 1, Vicious 4),
large claws (Brawl; (HHH
HHHFFF FFF) Damage 10; Criti-
cal 3; Range [Medium]; Pierce 4, Vicious 1), tail spikes
(Brawl; (HHH
HHHFFF FFF) Damage 12; Critical 2; Range
[Medium]; Breach 1, Vicious 5).

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187
MANDALORE
Astrogation Data: Mandalore system,
Mandalore sector, Outer Rim territories.

Orbital Metrics: 366 days per year /


19 hours per day.

Government: Monarchy.

Population: 4 million (Humans


81%, others 19%).

Language: Mando’a, Basic.

Terrain: Jungle, desert, sea.

Major Cities: Sundari.

Areas of Interest: Sundari Roy-


al Palace, Concordia (moon), Peace
Park.

Major Exports: Mercenaries, starships.

Major Imports: Raw materials.

Trade Routes: No major galactic routes.

Special Conditions: Extensive.

Background: Mandalore is a hot and arid world,


though is was originally hospitable enough to hold life
and let a race of people thrive - the famous Mandal-
orians. However, generations of war have taken their
toll and left large swathes of the planet impossible to THE DEATH WATCH
inhabit, forcing the Mandalorians to live within domed
cities that protect them from the most dangerous ele-
ments of their war-scorched homeworld. F ollowing the end of the last Mandalorian
Civil War, the remaining Mandalorian martial
traditionalists, who believed in the old warrior
The ancient Mandalorians fought in many conflicts, ways of Mandalore, were exiled to the moon of
often against the Jedi Order, but the ecological dev- Concordia, where most of them were thought
astation would cause many to turn their back on vio- by the pacifistic New Mandalorians to have
lence, giving rise to the New Mandalorians. Led by the died out. However, the survivors eventually
Duchess Satine Kryze, the New Mandalorians are the regrouped and began calling themselves the
dominant political power on Mandalore, at least at the Death Watch.
dawn of the Clone Wars. Nevertheless, there are still
many remnants scattered across Mandalorian space The Death Watch intend to overthrow the paci-
that still look to the old ways and hold a fervent belief fist government and restore the traditional war-
in respecting Mandalore’s warrior past. rior ways of their people. They are led in secret
by Concordia’s governor, Pre Vizsla of Clan Vizs-
The New Mandalorians place great importance on la, who wields the Darksaber, an ancient weapon
the virtues of pacifism, neutrality, and nonviolence that identifies its wielders as a the “true” lead-
rather than martial prowess and military strength as er of the Mandalorian people. One of Vizsla’s
their ancestors did. While nominally associated with principal lieutenants is none other than Duchess
the Republic and holding a seat in the Galactic Senate, Satine Kryze’s sister, Bo-Katan Kryze.
the Clone Wars have seen Mandalore declare neutrali-
ty between the Republic and the Confederacy of Inde-
pendent Systems.

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Star Wars Roleplaying
WAR AND PEACE BO-KATAN KRYZE [NEMESIS]

USING THESE CHARACTERS 3 4 3 4 4 3


Mandalore has a long and complex history, and a BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

population divided on their place in the galaxy. Are they SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

warriors or peacemakers? Every individual Mandalorian 5 17 16 1 3


must make this decision for themselves, but at the dawn
of the Clone Wars the majority are happy to support the Skills: Athletics 4 (HHH
HHHF F ), Brawl 3 (HHH
HHH),
Duchess Satine in her efforts to create an influential but Coercion 2 (HH
HHFF FF), Cool 4 (HHHHHHF F ), Deception
pacifist society. 2 (HH
HHFF FF), Discipline 3 (HHH
HHHF F ), Leadership 3
The extremist Death Watch lingers ever-present in the (HHH
HHH), Piloting (Planetary) 4 (HHHHHHHH), Ranged
shadows however, waiting for the moment to strike. If (Heavy) 2 (HH
HHFF FF), Ranged (Light) 4 (HHHHHHHH),
a party decides to visit Mandalore for any significant Stealth 3 (HHH
HHHF F ), Survival 2 (HH
HHFF FF), Vigilance
length of time, it will not be long before they are called 3 (HHH
HHHF F ).
upon to choose sides. Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Death From Above
ADVENTURE AND ENCOUNTER IDEAS (once per encounter while using a jetpack, may take
the Death From Above action to inflict 1 system strain
• A flourishing black market has sprung up in the on their jetpack and make a Hard (FFF FFF) Piloting
docks of Mandalore’s domed cities, including the [Planetary] check; for each q, one adversary of sil-
capital Sundari. With corruption seeming to reach houette 0 or 1 within short range is knocked prone;
the highest levels of her government, the Duchess may spend e to stagger one affected adversary until
looks for outsiders to help her in rooting out the the end of the adversary’s next turn), Guns Blazing (as
criminals and their collaborators. an incidental, may suffer 2 strain to avoid increasing
• Eager to make a move against the New Mandalorians the difficulty of a Ranged [Light] check to attack with
but lacking in numbers, the Death Watch employ two weapons), Improved Quick Draw (twice per round,
the PCs to carry out attacks on targets important may draw or holster a weapon or accessible item as
to the Duchess’s government. Unless the PCs are in an incidental), Jetpack Expertise (may spend w from
full support of their cause, the Death Watch deceive checks to remove 1 system strain from a jetpack they
the party and claim the targets belong to criminal are equipped with; may do this multiple times), Point
organizations. Blank 2 (may add 2 damage to one hit of a successful
Ranged [Heavy] or Ranged [Light] attack made while at
short range or engaged).
Abilities: Nite Owl (once per session, Bo-Katan may
spend a Destiny Point to take her turn first in the first
round of a combat encounter, regardless of Initiative or-
der).
Equipment: Dual WESTAR-35 blaster pistols (Ranged
[Light]; (HHHH
HHHHs s ) Damage 6; Critical 2; Range [Me-
dium]; Accurate 1, Stun setting),
wrist-bound flame projector
(Ranged [Light]; (HHHH
HHHH)
Damage 5; Critical 2; Range
[Short]; Blast 2, Burn 2,
Pierce 2, Vicious 3), whipcord
(Ranged [Light]; (HHHH
HHHH)
Damage 1; Critical --; Range
[Short]; Ensnare 3, Limited
Ammo 1), shield gauntlet (Brawl;
(HHH
HHH) Damage 5; Critical 5;
Range [Engaged]; Deflection 2, Stun
Damage), Z-6 jetpack missile launcher
(Ranged [Heavy]; (HHHHFF FFs) Damage
15; Critical 3; Range [Long]; Blast 10,
Breach 1, Inaccurate 1, Limited Ammo 1,
Prepare 1), Mandalorian armor (+2 soak,
defense 1), Z-6 jetpack.

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189
DEATH WATCH COMMANDO [RIVAL] DUCHESS SATINE KRYZE [NEMESIS]

3 3 2 2 3 2 2 2 4 3 4 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 15 1 1 3 14 16 0 0
Skills: Discipline 1 (H FF), Melee 2 (HH
H FF HHFF ), Piloting Skills: Charm 4 (HHHH
HHHHF F ), Cool 2 (HH
HHFFFFFF),
(Planetary) 3 (HHH
HHH), Ranged (Heavy) 2 (HH HHF F ), Deception 2 (HH HHF F ), Discipline 3 (HHHHHHF F ),
Ranged (Light) 2 (HH HHFF ), Resilience 2 (HH
HHF F ), Knowledge (Education) 3 (HHH HHHF F ), Leadership 5
Vigilance 1 (H
H FF
FF). (HHHHH
HHHHH), Negotiation 3 (HHH HHHFF FF), Perception
Talents: Hit And Run (after completing an attack tar- 4 (HHH
HHHF F ), Piloting (Planetary) 2 (HH
HH), Ranged
geting an opponent they are engaged with, a Death (Light) 1 (H
H F ).
Watch commando may immediately use their jetpack to Talents: Adversary 2 (upgrade difficulty of all combat
disengage as an incidental). checks against this target twice), Commanding Pres-
Abilities: None. ence 2 (remove ss from Leadership and Cool checks),
Confidence 2 (may decrease the difficulty of any Dis-
Equipment: GALAAR-15 blaster carbine (Ranged
cipline check to avoid the effects of fear twice; if she
[Heavy]; (HHHHF F s ) Damage 9; Critical 2; Range
decreases the difficulty to zero, then she does not have
[Long]; Accurate 1, Stun setting) or WESTAR-35 blaster
to make a Discipline check), Improved Inspiring Rhetoric
pistol (Ranged [Light]; (HH
HHF F s ) Damage 6; Critical
(as an action, may make an Average (FF FF) Leader-
2; Range [Medium]; Accurate 1, Stun setting), flame
ship check; each q causes one ally in short range to
projector (Ranged [Heavy]; (HH
HHF F ) Damage 8; Critical
recover 1 strain; spend w to cause one affected ally to
2; Range [Short]; Blast 8, Burn 3), vibroknife (Melee;
recover 1 additional strain; each ally affected gains s
(HH
HHF F ) Damage 4; Critical 2; Range [Engaged]; Pierce
to all checks for four rounds), Nobody’s Fool 2 (upgrade
2, Vicious 1), Z-6 jetpack missile launcher (Ranged
difficulty of all Charm, Coercion and Deception checks
[Heavy]; (HH
HHF F s) Damage 15; Critical 3; Range
against this target twice).
[Long]; Blast 10, Breach 1, Inaccurate 1, Limited
Ammo 1, Prepare 1), Mandalorian armor (+2 soak, Abilities: Divisive Figure (when present during an en-
defense 1), Z-6 jetpack. counter, Duchess Satine grants s to all social checks
made by allies, unless the target is associated with the
Death Watch, in which case she grants ss instead).
Equipment: Concealed ion stunner (Ranged [Light];
(H
H F ) Damage 7; Critical --; Range [Medium]; Ion, Stun
Damage), stately robes (+1 soak).

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FENN RAU [NEMESIS]

4 4 3 2 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 19 16 1 1
Skills: Athletics 2 (HHHHFFFF), Brawl 2 (HH HHFFFF),
Coercion 2 (HHHHF F ), Cool 2 (HHHHF F ), Knowledge
(Warfare) 2 (HH
HHF F ), Leadership 2 (HH
HHF F ), Melee 1
(H FFF), Piloting (Planetary) 2 (HH
H FFF HHFF FF), Piloting
(Space) 3 (HHH
HHHF F ), Ranged (Light) 2 (HH HHFFFF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Deadly Results (as an
incidental, may spend 2 Destiny Points to reduce the
critical rating of his pistols to 1 for the next attack he
makes), Lethal Blows 2 (add +20 to any Critical Injury
results inflicted on opponents).
Abilities: Mandalorian Commander (as an action, may
make an Average (FF FF) Leadership check; each q
allows one Mandalorian ally within short range to make
an immediate maneuver as an out-of-turn incidental).
Equipment: Dual WESTAR-35 blaster pistols (Ranged
[Light]; (HH
HHFF FFss ) Damage 6; Critical 2; Range [Me-
dium]; Accurate 1, Stun setting), wrist-bound flame
projector (Ranged [Light]; (HHHHFFFF) Damage 5; Criti-
cal 2; Range [Short]; Blast 2, Burn 2, Pierce 2, Vicious
3), whipcord (Ranged [Light]; (HH HHFF FF) Damage 1;
Critical --; Range [Short]; Ensnare 3, Limited Ammo 1),
Mandalorian armor (+2 soak, defense 1), jetpack.

GAR SAXON [NEMESIS]

4 4 2 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 19 17 1 3
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ),
Coercion 2 (HH HHFFFF), Cool 2 (HHHHF F ), Discipline 2 Abilities: This Is The Way (may perform a maneuver to
(HH
HHFF FF), Leadership 2 (HH
HHF F ), Melee 3 (HHH
HHHF F ), direct one Mandalorian ally within medium range; the
Piloting (Planetary) 3 (HHH
HHHF F ), Ranged (Heavy) 3 target may perform an immediate free maneuver or add
(HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ), Resilience 2 s to their next check).
(HH
HHFF FF), Vigilance 3 (HHH
HHHF F ).
Equipment: GALAAR-15 blaster carbine (Ranged
Talents: Adversary 2 (upgrade difficulty of all com- [Heavy]; (HHH
HHHF F s ) Damage 9; Critical 2; Range
bat checks against this target twice), Formation Tactics [Long]; Accurate 1, Stun setting), wrist-bound flame
(as an action, may make a Hard (FFF FFF) Leadership projector (Ranged [Light]; (HHH
HHHF F ) Damage 5; Criti-
check to choose a number of allies within short range cal 2; Range [Short]; Blast 2, Burn 2, Pierce 2, Vicious
equal to q. The difficulty of attacks against the cho- 3), shield gauntlet (Brawl; (HHH
HHHF F ) Damage 5; Crit-
sen allies are upgraded once until the end of Saxon’s ical 5; Range [Engaged]; Deflection 2, Stun Damage),
next round), Jetpack Expertise (may spend w from Z-6 jetpack missile launcher (Ranged [Heavy]; (HH-HH-
checks to remove 1 system strain from a jetpack they H F s) Damage 15; Critical 3; Range [Long]; Blast 10,
are equipped with; may do this multiple times), Reflect Breach 1, Inaccurate 1, Limited Ammo 1, Prepare 1),
2 (when struck by a ranged attack but before apply­ing Mandalorian armor (+2 soak, defense 1), Z-6 jetpack.
soak, may suffer 2 strain to reduce damage by 4).

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191
MANDALORIAN ROYAL GUARD [RIVAL] NEW MANDALORIAN CAPTAIN [RIVAL]

3 3 2 2 3 2 3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 16 1 2 5 14 2 2
Skills: Athletics 2 (HH
HHF F ), Cool 3 (HH
HHF F ), Discipline Skills: Cool 2 (HH
HH), Discipline 2 (HH
HHF F ), Leadership
3 (HHH
HHH), Melee 4 (HHH HHHF F ), Perception 2 (HH
HH), 3 (HH
HHF F ), Melee 2 (HH
HHF F ), Piloting (Planetary)
Piloting (Planetary) 1 (H FF), Ranged (Light) 2
H FF 1 (H FF), Ranged (Light) 2 (HH
H FF HHF F ), Vigilance 2
(HH
HHF F ), Vigilance 3 (HHH
HHH). (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Parry 3 (when struck checks against this target once).
by a melee attack but before applying soak, as an out- Abilities: Tactical Direction (may perform a maneuver
of-turn incidental, may suffer 3 strain to reduce damage to direct one New Mandalorian minion group within me-
by 5). dium range; the group may perform an immediate free
Abilities: Loyal To The Last (once per round when an maneuver or add s to its next check).
enemy makes a successful combat check against the Equipment: WESTAR-35 blaster pistol (Ranged [Light];
Duchess Satine, a Mandalorian Royal Guard may, as an (HH
HHF F s ) Damage 6; Critical 2; Range [Medium];
out-of-turn incidental, redirect the first hit from the at- Accurate 1, Stun setting), stun baton (Melee; (HH
HHFF)
tack to themselves instead; they must be engaged with Damage 5; Critical 4; Range [Engaged]; Concussive 1,
the Duchess to activate this ability). Stun Damage), riot shield (Melee; (HH
HHF F ) Damage 4;
Equipment: Mandalorian electrostaff (Melee; Critical 6; Range [Engaged]; Cumbersome 3, Defensive
(HHH
HHHF F ) Damage 7; Critical 3; Range [Engaged]; 2, Deflection 2), police armor (+2 soak).
Cumbersome 2, Deflection 1, Linked 1, Unwieldy
3, Stun setting), WESTAR-35 blaster pistol (Ranged NEW MANDALORIAN POLICE [MINION]
[Light]; (HH
HHF F s ) Damage 6; Critical 2; Range
[Medium]; Accurate 1, Stun setting), Mandalorian royal
guard armor (+2 soak, defense 1). 2 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

NEW MANDALORIAN CADET [RIVAL] SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 2 2
2 2 2 2 2 2 Skills (group only): Melee (FF
FF), Ranged (Light)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
(FF
FF), Vigilance (FF
FF).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Talents: None.
3 12 0 0 Abilities: None.
Skills: Computers 2 (HHHH), Knowledge (Education) 2 Equipment: WESTAR-35 blaster pistol (Ranged [Light];
(HH
HH), Piloting (Planetary) 1 (H
H F ), Ranged (Light) 1 (FF
FFs s ) Damage 6; Critical 2; Range [Medium]; Accu-
(H
H F ), Streetwise 1 (H
H F ). rate 1, Stun setting), stun baton (Melee; (FF
FF) Dam-
age 4; Critical 4; Range [Engaged]; Concussive 1, Stun
Talents: None.
Damage), riot shield (Melee; (FFFF) Damage 3; Critical
Abilities: None. 6; Range [Engaged]; Cumbersome 3, Defensive 2, De-
Equipment: WESTAR-35 blaster pistol (training variant) flection 2), police armor (+2 soak).
(Ranged [Light]; (H
H F s ) Damage 6; Critical 2; Range
[Medium]; Accurate 1, Stun Damage), Mandalorian
cadet uniform (+1 soak), comlink, datapad.

HEROES ON BOTH SIDES


192
Star Wars Roleplaying
PRE VIZSLA [NEMESIS] from a jetpack they are equipped with; may do this mul-
tiple times), Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
4 4 2 3 4 3 suffer 3 strain to reduce damage by 5).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: For Mandalore! (once per session, when Vizs-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE la exceeds his wound threshold but before he is inca-
6 18 16 2 1 pacitated, he may make one out-of-turn attack against
a target he is engaged with), The Darksaber (gains qw
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ), on all social checks against Mandalorians).
Coercion 2 (HH HHFFFF), Cool 3 (HHHHHH), Deception Equipment: The Darksaber (Lightsaber; (HHH HHHF F s)
4 (HHH
HHHF F ), Discipline 3 (HHH
HHHF F ), Leadership Damage 6; Critical 2; Range [Engaged]; Accurate 1,
4 (HHH
HHHF F ), Lightsaber 3 (HHHHHHF F ), Melee 2 Breach 1, Defensive 1, Sunder), dual WESTAR-35
(HH
HHFF FF), Piloting (Planetary) 3 (HHH
HHHF F ), Ranged blaster pistols (Ranged [Light]; (HHHH
HHHHs s ) Dam-
(Heavy) 3 (HHH
HHHF F ), Ranged (Light) 4 (HHHH
HHHH), age 6; Critical 2; Range [Medium]; Accurate 1, Stun
Vigilance 2 (HH
HHFF FF). setting), wrist-bound flame projector (Ranged [Light];
Talents: Adversary 3 (upgrade difficulty of all combat (HHHH
HHHH) Damage 5; Critical 2; Range [Short]; Blast 2,
checks against this target three times), Hit And Run Burn 2, Pierce 2, Vicious 3), whipcord (Ranged [Light];
(after completing an attack targeting an opponent they (HHHH
HHHH) Damage 1; Critical --; Range [Short]; En-
are engaged with, Vizsla may immediately use his jet- snare 3, Limited Ammo 1), Z-6 jetpack missile launcher
pack to disengage as an incidental), Improved Quick (Ranged [Heavy]; (HHH
HHHF F s) Damage 15; Critical 3;
Draw (twice per round, may draw or holster a weapon Range [Long]; Blast 10, Breach 1, Inaccurate 1, Limit-
or accessible item as an incidental), Jetpack Expertise ed Ammo 1, Prepare 1), Mandalorian armor (+2 soak,
(may spend w from checks to remove 1 system strain defense 1), Z-6 jetpack.

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193
PRIME MINISTER ALMEC [NEMESIS] ROOK KAST [NEMESIS]

2 2 3 4 3 4 3 4 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 14 14 1 1 5 16 16 1 3
Skills: Brawl 2 (HH
HH), Charm 3 (HHHHHHF F ), Cool Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH HHHF F ),
2 (HH
HHFF FF), Deception 3 (HHH
HHHF F ), Knowledge Coercion 3 (HHH
HHHF F ), Cool 4 (HH
HHFF FF), Coordination
(Education) 3 (HHH
HHH), Knowledge (Underworld) 3 3 (HHH
HHHF F ), Discipline 2 (HHHHFF FF), Melee 2
(HHH
HHH), Leadership 3 (HHH
HHHF F ), Ranged (Light) 2 (HH
HHFF FF), Piloting (Planetary) 3 (HHH
HHHF F ), Piloting
(HH
HH), Skulduggery 2 (HH
HHFFFF). (Space) 2 (HHHHFFFF), Ranged (Heavy) 2 (HH HHFF FF),
Talents: Adversary 1 (upgrade difficulty of all combat Ranged (Light) 3 (HHH
HHHF F ), Stealth 3 (HHH
HHHF F ),
checks against this target once), Kill With Kindness 2 Vigilance 3 (HHH
HHHF F ).
(remove ss from all Charm and Leadership checks), Talents: Adversary 2 (upgrade difficulty of all com-
Nobody’s Fool 1 (upgrade difficulty of all Charm, Co- bat checks against this target twice), Finesse (may use
ercion and Deception checks against this target once). Agility instead of Brawn when making Brawl and Me-
Abilities: Mandalorian Valor (may perform a maneuver lee checks), Improved Quick Draw (twice per round,
to cause all ranged attacks targeting Almec to instead may draw or holster a weapon or accessible item as
hit one ally or helpless enemy in engaged range, until an incidental), Jetpack Expertise (may spend w from
the beginning of his next turn), Playing Politics (once checks to remove 1 system strain from a jetpack they
per encounter, Almec may reverse the result of anoth- are equipped with; may do this multiple times), Lethal
er character’s successful social check as an out-of-turn Blows 2 (add +20 to any Critical Injury results inflicted
incidental). on opponents).
Equipment: WESTAR-35 blaster pistol (Ranged [Light]; Abilities: Acrobatic Fighter (once per encounter as an
(HH
HHs s ) Damage 6; Critical 2; Range [Medium]; Ac- action, Kast may make a Hard (FFF FFF) Coordination
curate 1, Stun setting), ceremonial Mandalorian armor check. If successful, she may select one enemy within
(+2 soak, defense 1). short range, plus one additional target per q, to suffer
4 wounds. After resolving this, she may perform a move
maneuver as an incidental).
Equipment: Dual WESTAR-35 blaster pistols (Ranged
[Light]; (HHH
HHHF F s ) Damage 6; Critical 2; Range [Me-
dium]; Accurate 1, Stun setting), wrist-bound flame
projector (Ranged [Light]; (HHHHHHF F ) Damage 5;
Critical 2; Range [Short]; Blast 2, Burn 2, Pierce
2, Vicious 3), vibroknife (Melee; (HH HHFFFF)
Damage 4; Critical 2; Range [Engaged];
Pierce 2, Vicious 1), shield gauntlet
(Brawl; (HHH
HHHF F ) Damage 5; Crit-
ical 5; Range [Engaged]; Deflec-
tion 2, Stun Damage), Z-6 jet-
pack missile launcher (Ranged
[Heavy]; (HH
HHFF FFs) Dam-
age 15; Critical 3; Range
[Long]; Blast 10, Breach
1, Inaccurate 1, Limited
Ammo 1, Prepare 1),
Mandalorian armor
(+2 soak, defense 1),
Z-6 jetpack.

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URSA WREN [NEMESIS]

3 4 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 16 1 1
Skills: Brawl 2 (HH
HHF F ), Cool 3 (HHH
HHHF F ), Discipline
3 (HHH
HHHF F ), Leadership 3 (HHH
HHHF F ), Perception 2
(HH
HHF F ), Piloting (Planetary) 3 (HHH
HHHF F ), Ranged
(Heavy) 2 (HH
HHFF FF), Ranged (Light) 3 (HHHHHHF F ),
Stealth 2 (HH
HHFF FF), Vigilance 2 (HHHHFFFF).
Talents: Adversary 2 (upgrade difficulty of all
combat checks against this target twice), Im-
proved Quick Draw (twice per round, may draw or
holster a weapon or accessible item as an inciden-
tal), Jetpack Expertise (may spend w from checks
to remove 1 system strain from a jetpack they are
equipped with; may do this multiple times), Quick
Strike 2 (when making a combat check, may add
s s to checks against any target that has not yet
acted in the encounter).
Abilities: Clan Leader (as an action, may make
an Average (FF FF) Leadership check; each q
allows one Mandalorian ally within short range
to make an immediate maneuver as an out-of-
turn incidental), Reliable Lieutenant (once per
encounter, when an ally within short range suf-
fers strain, Ursa can choose to suffer the strain
instead; any other effects are still applied to the
original target).
Equipment: Dual WESTAR-35 blaster pistols
(Ranged [Light]; (HHH
HHHF F s ) Damage 6; Critical
2; Range [Medium]; Accurate 1, Stun setting),
wrist-bound flame projector (Ranged [Light];
(HHH
HHHF F ) Damage 5; Critical 2; Range [Short];
Blast 2, Burn 2, Pierce 2, Vicious 3), whipcord
(Ranged [Light]; (HHH
HHHF F ) Damage 1; Critical
--; Range [Short]; Ensnare 3, Limited Ammo
1), shield gauntlet (Brawl; (HH
HHF F ) Damage 5;
Critical 5; Range [Engaged]; Deflection 2, Stun
Damage), Z-6 jetpack missile launcher (Ranged
[Heavy]; (HHHHFFFFs) Damage 15; Critical 3;
Range [Long]; Blast 10, Breach 1, Inaccurate 1,
Limited Ammo 1, Prepare 1), Mandalorian armor
(+2 soak, defense 1), Z-6 jetpack.

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195
MON CALA
Astrogation Data: Mon Calamari system,
Calamari sector, Outer Rim territories.

Orbital Metrics: 398 days per year /


21 hours per day.

Government: Monarchy.

Population: 27 billion (Quarren


60%, Mon Calamari 39%, others
1%).

Language: Basic, Mon Calamarian,


Quarrenese.

Terrain: Oceans, reefs.

Major Cities: Coral City (capital),


Bel City, Dac City.

Areas of Interest: Great Ungeness


Trench, Mon Cala Royal Palace, Mourn-
ing Shrines.

Major Exports: Seafood, starships.

Major Imports: Foodstuffs, medicine, technolo-


gy.

Trade Routes: Overic Griplink, Minntooine Spur.

Special Conditions: None.

Background: Also known as Mon Calamari or Dac, OCEANS RICH WITH LIFE
Mon Cala is a beautiful aquatic world filled with lush

A
coral reefs and kelp forests bathed by the light of twin lthough the Mon Calamari and the Quarren
suns. Although some cities on Mon Cala are built un- are the most prominent of Mon Cala’s native
derwater, there also exist cities built on the surface of species, there are numerous other fauna in
the ocean. the aquatic world’s ocean depths that are
These cities are home to the Mon Calamari and considered to meet the galactic standard for
Quarren people, two cultures that have clashed over sentience.
their differences throughout the planet’s history, but Whaladons are large sentient mammals that in-
who are both ruled by a single monarch. At the begin- habit the deepest of Mon Cala’s oceans. With
ning of the Clone Wars, this monarch is the wise Mon a civilization totally separate to that of their
Calamari King Yos Kolina, though there are murmurs Mon Calamari and Quarren neighbors, the
in the court about the suitability of his heir, the young Whaladons communicate using a unique form
Prince Lee-Char. of song, and live relatively peaceful lives. The
Moappa, on the other hand, are small glowing
Although King Yos Kolina has ruled both Mon Cal- jellyfish-like creatures which only earn their sen-
amari and Quarren for many years prior to the out-
tience when they gather in huge numbers to
break of war, the new galactic conflict has brought
form a single, collective intelligence.
to light many of the historical grievances and resent-
ments between the two major populations. Some fear With the onset of the Clone Wars, other species
it may take only a small nudge by outside influences to have invaded Mon Cala as part of the Separat-
tip this animosity into full-blown civil war. ist war effort - shark-like Karkarodons and the
dread Hydroid Medusas are now an increasingly
common sight on the underwater battlefields.

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UNDERWATER CONFLICT HYDROID MEDUSA [RIVAL]

USING THESE CHARACTERS 5 2 1 1 1 1


At the height of the Clone Wars, few planets are as heavily BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

divided as Mon Cala. The Mon Calamari themselves SOAK VALUE W. THRESHOLD M/R DEFENSE

support the Republic, whilst the Quarren have fallen 15 40 2 2


under the influence of the Separatists in the form of
Riff Tamson. However, unknown to either side, Tamson’s Skills: Brawl 3 (HHH FF), Resilience 5 (HHHHH
HHHFF HHHHH),
intentions are not just to overthrow Prince Lee-Char, Survival 3 (H
H FF
FF).
but to take his throne for himself in the name of Count Talents: Adversary 2 (upgrade difficulty of all combat
Dooku. To help realize these ambitions, Tamson has checks against this target twice).
summoned Karkarodon hunters and Hydroid Medusas
from his own homeworld to bring terror to the seas of Abilities: Aquatic Creature (suffers no penalties for
Mon Cala. moving through water and can breathe underwater,
but cannot move or survive on land), Bio-Cybernetic
Enhancements (a Hydroid Medusa is immune to the
ADVENTURE AND ENCOUNTER IDEAS effects of the Breach and Pierce item qualities, but is
susceptible to the Ion quality. When targeted by weap-
• In order to exert pressure on Lee-Char to abdicate, ons with the Ion quality, the Medusa’s soak is reduced
Riff Tamson has deployed his Hydroid Medusae to
stop supplies in and out of Mon Cala’s underwater to 8), Ponderous (can never spend more than one ma-
capital. The PCs are hired to smuggle vital food and neuver moving per turn), Silhouette 3, Terrifying (upon
medical supplies past the Karkarodon blockade. first seeing a Hydroid Medusa, an individual must make
a Hard (FFF
FFF) fear check).
• When a Separatist-backed Quarren attack drives
Equipment: Bio-tentacles (Brawl; (HHH HHHFF FF)
the Mon Cala out of their underwater cities, Captain
Ackbar entrusts the PCs with escorting the young Damage 15; Critical 2; Range [Engaged]; Ensnare 2,
prince to safety in order to provide the people with Pierce 2, Vicious 5).
a figure to rally around.
KARKARODON HUNTER [RIVAL]
CAPTAIN GIAL ACKBAR [NEMESIS]
4 3 2 3 2 2
2 2 4 3 4 4 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD M/R DEFENSE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE 6 17 1 1


3 13 16 0 0
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ),
Skills: Astrogation 2 (HH
HHFF FF), Cool 4 (HHHH
HHHH), Coercion 4 (HH
HHFF FF), Perception 3 (HHH
HHH), Ranged
Discipline 3 (HHH
HHHF F ), Knowledge (Education) 4 (Light) 2 (HH
HHF F ), Survival 3 (HHH
HHH), Vigilance 3
(HHHH
HHHH), Knowledge (Warfare) 4 (HHHH HHHH), (HH
HHF F ).
Leadership 3 (HHHHHHF F ), Perception 3 (HHHHHH), Talents: Adversary 1 (upgrade difficulty of all combat
Piloting (Space) 3 (HH
HHFF ), Ranged (Light) 2 (HH
HH). checks against this target once), Fearsome 2 (when an
Talents: Adversary 1 (upgrade difficulty of all combat adversary becomes engaged with a Karkarodon hunt-
checks against this target once). er, they may force the adversary to make an Average
(FF
FF) fear check).
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties when Abilities: Amphibious (may breathe underwater with-
swimming), Confident Command (allies affected by a out penalty and never suffer movement penalties when
Leadership check made by Ackbar heal 2 strain). swimming).
Equipment: Mon Calamari battle baton (Ranged Equipment: Karkarodon bite (Brawl; (HHH HHHF F)
[Light]; (HH
HH) Damage 5; Critical 4; Range [Medium]; Damage 7; Critical 3; Range [Engaged]; Pierce 2,
Stun setting), captain’s uniform (+1 soak), comlink. Vicious 3), heavy blaster pistol (Ranged [Light];
(HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun
setting), 2 Karkarodon grenades (Ranged [Light];
(HH
HHF F ) Damage 13; Critical 3; Range [Short]; Blast 4,
Limited Ammo 1, Pierce 3, Vicious 2), aquatic assault
suit (+2 soak, defense 1).

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197
MON CALAMARI GUARD [MINION] NOSSOR RI [RIVAL]

2 3 2 2 2 2 2 2 4 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0 3 12 0 0
Skills (group only): Discipline (FF
FF), Melee (FF
FF), Skills: Charm 1 (H FF), Coercion 2 (HH
H FF HH), Cool 1
Ranged (Heavy) (FFF
FFF), Vigilance (FF
FF). (H FF), Deception 2 (HH
H FF HHF F ), Discipline 1 (H
H F ),
Talents: None. Knowledge (Education) 2 (HH HHFFFF), Leadership
3 (HHH
HHH), Negotiation 2 (HH HHF F ), Perception 2
Abilities: Amphibious (may breathe underwater with-
(HH
HHF F ), Survival 3 (HHH
HHH).
out penalty and never suffer movement penalties when
swimming). Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar-
Equipment: Mon Cala spear blaster (Ranged [Heavy];
get once).
(FFF
FFF) Damage 8; Critical 3; Range [Long]; Stun set-
ting), Mon Cala spear blaster (spear) (Melee; (FF FF) Abilities: Amphibious (may breathe underwater with-
Damage 4; Critical 3; Range [Engaged]; Pierce 1), Mon out penalty and never suffer movement penalties when
Calamari guard armor (+2 soak). swimming), Ink Spray (once per encounter, as an out-
of-turn incidental, may spray ink from their gills, suf-
MON CALAMARI KNIGHT [RIVAL] fering 2 strain to add s to a combat check made by a
character within short range, or sss if the check is
underwater).
3 3 2 3 3 2 Equipment: Comlink, clothing (+1 soak).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE


PRINCE LEE-CHAR [NEMESIS]
5 15 2 2
Skills: Athletics 2 (HH
HHFF ), Cool 2 (HH
HH), Discipline
2 2 3 3 3 3
3 (HHH
HHH), Melee 3 (HHH HHH), Perception 2 (HH
HHF F ), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Ranged (Heavy) 2 (HH HHF F ), Survival 4 (HH


HHF F ), SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

Vigilance 2 (HH
HHF F ). 3 13 13 0 0
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once). Skills: Charm 3 (HHH
HHH), Cool 2 (HH
HHF F ), Discipline 1
(H FF), Knowledge (Education) 2 (HH
H FF HHF F ), Leadership
Abilities: Amphibious (may breathe underwater with-
3 (HHH
HHH), Melee 1 (H H F ), Ranged (Heavy) 1 (HH F ).
out penalty and never suffer movement penalties when
swimming). Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Inspiring Leadership
Equipment: Mon Cala energy lance (Melee; (HHHHHH)
(as an action, may make an Average (FFFF) Leadership
Damage 6; Critical 2; Range [Engaged]; Cumbersome
check to grant up to 3 allies within short range an au-
3, Pierce 3), Mon Cala energy lance (ranged) (Ranged
tomatic q on their next skill check).
[Heavy]; (HH
HHF F ) Damage 8; Critical 3; Range
[Medium]; Cumbersome 3, Pierce 2), Mon Cala coral Abilities: Amphibious (may breathe underwater with-
shield (Melee; (HHH
HHH) Damage 4; Critical 6; Range out penalty and never suffer movement penalties when
[Engaged]; Cumbersome 3, Defensive 2, Deflection 2), swimming), Incite Uprising (once per session as an ac-
Mon Calamari knight armor (+2 soak). tion, Lee-Char may make a Hard (FFF FFF) Leadership
check to cause all Mon Calamari present to become
rebellious until the end of the encounter).
Equipment: Mon Cala spear blaster (Ranged [Heavy];
(H
H F ) Damage 8; Critical 3; Range [Long]; Stun set-
ting), Mon Cala spear blaster (spear) (Melee; (H HF)
Damage 4; Critical 3; Range [Engaged]; Pierce 1), royal
uniform (+1 soak).

HEROES ON BOTH SIDES


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QUARREN SOLDIER [MINION] TRAINED KEELKANA [RIVAL]

3 2 2 2 2 2 5 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0 8 30 1 1
Skills (group only): Discipline (FF
FF), Melee (FFF
FFF), Skills: Athletics 3 (HHH
HHHFFFF), Brawl 2 (HH
HHFFF
FFF),
Ranged (Heavy) (FF
FF), Vigilance (FF
FF). Survival 2 (HH
HH), Vigilance 2 (H
H F ).
Talents: None. Talents: None.
Abilities: Amphibious (may breathe underwater with- Abilities: Aquatic Creature (suffers no penalties for
out penalty and never suffer movement penalties when moving through water and can breathe underwater,
swimming), Ink Spray (once per encounter, as an out- but cannot move or survive on land), Lightning Charge
of-turn incidental, may spray ink from their gills, suf- (once per encounter, a keelkana can use a maneuver
fering 2 strain to add s to a combat check made by a to move to engaged with a target at medium range;
character within short range, or sss if the check is any melee attacks made by the keelkana or its rider
underwater). against that target this turn add 2 damage), Silhou-
Equipment: Quarren spear blaster (Ranged [Heavy]; ette 3, Trained Mount 2 (add s s to a rider’s Survival
(FF
FF) Damage 8; Critical 3; Range [Long]; Stun set- checks while mounted on a keelkana).
ting), Quarren spear blaster (spear) (Melee; (FFF
FFF) Equipment: Jaws (Brawl; (HH HHFFFFFF) Damage 8;
Damage 5; Critical 3; Range [Engaged]; Pierce 1), Critical 3; Range [Engaged]; Pierce 3, Vicious 3).
Quarren armor (+2 soak).

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199
MORABAND
Astrogation Data: Horuset system, Es-
stran sector, Outer Rim territories.

Orbital Metrics: 780 days per year /


28 hours per day.

Government: None.

Population: 4,000 (varied species).

Language: Basic.

Terrain: Desert, canyons, ruins.

Major Cities: Dreshdae (capital).

Areas of Interest: Valley of the


Dark Lords.

Major Exports: Sith artifacts.

Major Imports: Foodstuffs, medicine.

Trade Routes: Kamat Krote.

Special Conditions: None.

Background: Moraband, also known by the name


Korriban in ancient times, is the desolate and inhos-
pitable homeworld of the Sith. A world of mountains
and red sands, Moraband was mostly deserted after
widespread devastation during numerous wars. It was HOMEWORLD OF THE SITH
left an abandoned wasteland, though its existence has
never been forgotten by the Sith or those who worship
them. Even now, many acolytes from countless fanat- A t least six thousand years before the Clone
Wars, a schism in the Jedi Order led to a civil
war where the Jedi and the newly founded Sith
ic cults make regular pilgrimages to pay their respect
to the Sith of old; most visitors are harmless in their Order, once brothers and sisters in the Force,
delusions. fought one another for power. The war ended
in the defeat of the Sith, who fled from known
By the time of the Clone Wars however, Moraband space. Unbeknown to the Jedi, however, the
is the permanent home to only a handful of sentient Sith settled on Moraband, where they rebuilt in
beings, often settlers brought to the world by trickery secret to wait for another chance to strike.
or desperation. Lacking fertile land to grow their own
food, these lost souls often turn to the dangerous work As the Sith Order grew, they constructed mas-
of raiding ancient Sith tombs for artifacts to sell to off- sive temples and tombs on Moraband in a loca-
world collectors or the aforementioned pilgrims in or- tion known as the Valley of the Dark Lords. The
der to buy basic food and medicine supplies; some largest monument in the valley houses the tomb
dream of bartering their way off-world, but such op- of Darth Bane, the founder of the Rule of Two.
portunities are few and far between. Although the tombs of countless Sith Lords have
been lost to the desert over the years, Darth
Due to the planet’s harsh terrain, and the power of Bane’s monument still stands visible - though
the dark side, Korriban’s native fauna is both vicious even the most desperate of scavengers do not
and cunning, such as the fierce terentateks. The bat- dare to approach it.
like shyracks live in great numbers in caves on the
It is not unheard of for offworlders with a fasci-
planet and Tuk’ata, sometimes called Sith hounds, are
also still fairly common, particularly in the Valley of nation for the Sith to come to the Valley, acting
the Dark Lords. as pilgrims to pay their respects at the feet of
the greatest of the Dark Lords.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
SITH RESTING PLACE ADVENTURE AND ENCOUNTER IDEAS

• The party is hired by a mysterious, hooded client to


USING THESE CHARACTERS venture into the tomb of an ancient Sith Lord and
recover a dangerous Dark Side artifact.
Moraband is a desolate world, long since devoid
of civilized life. The few permanent inhabitants • Force Sensitive PCs might find themselves
are mistrustful of outsiders, preferring to keep to inexplicably called to Moraband. Unaware of its
themselves. Other than the serpents and reptiles that history, they are greeted by Sith apparitions who
make up the native fauna, PCs that are brave enough promise them great knowledge and power. They
to delve into the abandoned tombs risk encountering may even take the form of ancient Jedi or other
a number of apparitions and terrors summoned by the light practitioners to complete the deception.
Dark Side.
DARTH BANE (APPARITION) [NEMESIS]
Although many scholars and sages may disagree on
whether or not they are the actual lost souls of Sith
Lords long dead, these specters are nevertheless terrify- 4 4 5 5 5 4
ing to behold and resisting them can be a grueling test BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
of will for even the hardiest characters.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 25 25 2 2
Skills: Coercion 5 (HHHHH
HHHHH), Deception 5
(HHHHH
HHHHH), Discipline 5 (HHHHH
HHHHH), Knowledge
(Lore) 4 (HHHH
HHHHF F ), Lightsaber 5 (HHHH
HHHHFF ),
Perception 5 (HHHHH
HHHHH), Vigilance 4 (HHHH
HHHHFF ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Nobody’s Fool
3 (upgrade difficulty of all Charm, Coercion and De-
ception checks against this target three times),
Supreme Scathing Tirade (as an action, may
make an Average (FF FF) Coercion check;
may suffer 1 strain to perform check as a
maneuver instead of an action; each q
inflicts 1 strain on a target within short
range; each w inflicts 1 additional strain
on one affected target; all affected
targets suffer s to all checks for five
rounds).
Abilities: Creature Of Illusion (combat
checks targeting the apparition always
use Willpower in place of the character-
istic normally associated with that skill;
the Pierce and Breach item qualities have
no effect), Specter Of The Dark Side (all
attacks made by the apparition ignore
the target’s soak value. Instead, the
damage is reduced by the target’s
Willpower plus their ranks in Disci-
pline; all damage is dealt as strain),
Supremely Terrifying (upon first
encountering the apparition, an
individual must make a Daunting
(H FFF) fear check).
H FFF
Equipment: Spectral lightsaber pike
(Lightsaber; (HHHH
HHHHF F ) Damage
10; Critical 1; Range [Engaged]; Dis-
orient 3, Stun Damage).

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201
MUSTAFAR
Astrogation Data: Mustafar system, Atra-
vis sector, Outer Rim territories.

Orbital Metrics: 412 days per year /


36 hours per day.

Government: Corporate.

Population: 20,000 (Mustafarians


95%, Skakoans 3%, others 2 %).

Language: Mustafarian.

Terrain: Volcanoes, lava rivers,


mountains.

Major Cities: Fralideja (capital).

Areas of Interest: Black Sun For-


tress, Burning Plains, Mustafarian Min-
ing Complex.

Major Exports: Processed ore.

Major Imports: Foodstuffs, technology, wa-


ter.

Trade Routes: Tosste Spur.

Special Conditions: None.

Background: Mustafar is a very young and volatile


world, torn apart by opposing gravitational forces of
the nearby gas giants Jestefad and Lefrani, with the
former being the closer of the two. Mustafar owes its
hellish volcanic landscape to this battle as it causes
massive tidal disruption that heats the planet’s inte-
rior.

The intense geological activity creates natural scan-


ning interference that has kept prying eyes away from UNDER THE BLACK SUN
Mustafar for most of its short history. This has made
it an alluring location for those who do not want to
have their activities noticed. As a result, although the
planet is technically owned by the Techno Union, in
D uring the Clone Wars, a faction of the
Black Sun criminal organization maintains
a fortress on Mustafar, exploiting the volcanic
recent years Mustafar has hosted a number of illicit planet’s natural disruption of sensor equipment
organizations - such as the infamous Black Sun. to hide their criminal activities. Despite their
isolation, the Falleen leader of the faction, Xomit
The planet’s native species live in underground caves Grunseit, maintains a battalion of guards led by
created by lava fleas as they eat through the planet’s his ambitious captain Ziton Moj to ward off any
crust. Only venturing up to the surface in order to col-
unwelcome visitors.
lect valuable minerals from the lava flows, the short
and strong southern Mustafarian subspecies carry out In the midst of a galactic war, Black Sun holds a
the heavy labor involved, while the tall and slender massive amount of reach and influence, extend-
northern Mustafarian subspecies act as guards and ing its tendrils of corruption deep in the gov-
expert lava flea riders. Centuries ago, a cataclysmic ernments of both the Republic and Separatists
eruption destroyed all Mustafarian settlements except alike. It is infamous for its involvement in piracy
for Fralideja, the small cave city that serves as the na- and smuggling, though these are just the tip
tives’ de-facto capital. of the iceberg for this galaxy-wide organization.

HEROES ON BOTH SIDES


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LAVA WORLD
USING THESE CHARACTERS
Natives of Mustafar are tough but tend to keep
to themselves, unless outsiders encroach on their
territories. With its hostile landscape, there is little
reason for PCs to be caught out in the Mustafarian
lava plains by choice. Instead, encounters will most
likely involve interacting with the off-world factions that
maintain a presence there, like the Black Sun.

ADVENTURE AND ENCOUNTER IDEAS

• Volcanic interference jams the PCs’ communications


as they enter the atmosphere, resulting in the local
Black Sun facility attempting to shoot their ship
down over the nearby lava plains.
• A tribe of Mustafarian natives plan to attack a
nearby mining facility, whose owners have expanded
their operations into land the natives hold sacred.

MUSTAFARIAN LAVA FLEA [RIVAL]

3 4 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

8 16 0 0
Skills: Athletics 2 (HH
HHFF ), Resilience 3 (HHH
HHH).
Talents: None.
Abilities: Domesticable 1 (downgrade the difficulty of
checks to train this creature once), Leap (add s s to all
Athletics checks made to perform vertical or horizontal
jumps), Silhouette 3, Suited To The Heat (is immune to
the effects of heat and hot environments).
Equipment: Proboscis (Brawl; (FFF
FFF) Damage 5; Crit-
ical 6; Range [Engaged]).

NORTHERN MUSTAFARIAN [RIVAL] SOUTHERN MUSTAFARIAN [RIVAL]

2 2 2 3 2 2 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 13 0 0 4 14 0 0
Skills: Cool 2 (HH
HH), Melee 1 (H H F ), Resilience 2 Skills: Athletics 2 (HH
HHFF ), Brawl 3 (HHH
HHH), Melee 1
(HH
HH), Survival 2 (HH
HHFF ), Vigilance 1 (H
H F ). (H FF), Resilience 2 (HH
H FF HHF F ), Vigilance 1 (H
H F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once). checks against this target once).
Abilities: Heat Resistance (remove up to s from any Abilities: Heat Resistance (remove up to s from any
checks due to hot or arid environmental conditions). checks due to hot or arid environmental conditions).
Equipment: Vibro-ax (Melee; (HH F ) Damage 6; Critical Equipment: Vibro-ax (Melee; (H FF) Damage 6;
H FF
2; Range [Engaged]; Pierce 2, Sunder, Vicious 3), Critical 2; Range [Engaged]; Pierce 2, Sunder, Vicious
padded heat-resistant armor (+1 soak). 3), padded heat-resistant armor (+1 soak).

HEROES ON BOTH SIDES


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203
MYGEETO
Astrogation Data: Mygeeto system,
Albarrio sector, Outer Rim territories.

Orbital Metrics: 167 days per year


/ 12 hours per day.

Government: Corporate.

Population: 19 million (Muuns


96%, others 4%).

Language: Muun, Basic.

Terrain: Ice canyons, mountains,


glaciers.

Major Cities: Jygat.

Areas of Interest: Dressian Kiolsh


Merchant Bank, Southern Mesas.

Major Exports: Crystals.

Major Imports: Foodstuffs, technology.

Trade Routes: Mygeeto Pass.

Special Conditions: None.

Background: A frigid Outer Rim planet marked by


jagged crystalline landscapes, Mygeeto is one of the
InterGalactic Banking Clan’s wealthiest colony worlds.
Since Mygeeto is locked in an ice age, giant crystal-
lized glaciation and ice cover its surface, as well as
huge crystal spurs. It is these unique crystal forma-
tions that give the planet its name - Mygeeto meant
“gem” in the ancient trade language of the Muuns.

Despite the planet’s ownership by the Banking Clan A WORLD OF EXPLOITATION


and that the off-world Muuns now make up the vast
majority of its population, Mygeeto’s native species is
actually the small, peace-loving Lurmen. Easy to trust T he sentient lemur-like Lurmens are indigenous
to Mygeeto, but until the planet’s discovery
by outsiders they lived a peaceful existence
and quick to back down in the face of conflict, the Lur-
men have been largely sidelined since the Muuns first free of natural predators or other dangers. This
colonized the world. isolation and safety made them quick to trust -
a trait that the first Muun colonists to the world
Few cities exist on Mygeeto’s sunken surface. These were quick to exploit.
cities draw power from synthesized crystals which are
constructed in large capacitor towers that store and When the Muun-controlled InterGalactic Bank-
distribute the valuable energy drawn from the crys- ing Clan settled on Mygeeto and began to har-
tal. These cities are used mainly for administering the vest its natural resources, the native Lurmens
surrounding crystal mines, though they also contain were reduced to a status little better than slaves.
vaults which are used by Banking Clan executives. Unable or unwilling to fight back, the majority of
the Lurmen have resigned themselves to their
Nearly all of the planet’s surface is covered in thick new reality - though occasionally a tribe will es-
ice, and the polar climate causes massive snow storms cape from the planet to try and build new life
that batter the frigid surface almost continuously. elsewhere in the galaxy.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
CRYSTAL COLONY MYGEETAN WHITEWORM [RIVAL]

USING THESE CHARACTERS 5 3 1 1 1 1


Like many of the planets that exist under the thumb BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

of the InterGalactic Banking Clan, Mygeeto is a world SOAK VALUE W. THRESHOLD M/R DEFENSE

where money talks. From the most senior executives 7 30 2 2


to the indentured servants working down in the mines,
every life on Mygeeto is intrinsically interwoven with the Skills: Athletics 2 (HH FFF), Brawl 2 (HH
HHFFF HHFFF
FFF),
planet’s vital crystal-mining economy. Stealth 3 (HHH
HHH), Vigilance 2 (H
H F ).
As a general rule, the dominant Muun class are sus- Talents: Adversary 2 (upgrade difficulty of all combat
picious of outsiders who have not been specifically hired checks against this target twice).
to come to the planet. Such caution serves them well in Abilities: Silhouette 3, Swallow (as an action, may
their efforts to protect their hoarded wealth. In contrast, make an opposed Brawl check to swallow a target;
the native Lurmen are a warm and hospitable species, swallowed characters are immobilized and suffer 6 dam-
welcoming of strangers to this day, even after genera- age at the start of each round but can escape if the
tions of exploitation and enslavement. whiteworm is killed or by making a successful Hard
(FFF
FFF) Athletics check), Tunnel (can travel under-
ADVENTURE AND ENCOUNTER IDEAS ground, treating terrain as normal).
Equipment: Toothy maw (Brawl; (HH HHFFFFFF) Damage
• Rumors abound that a crystal large enough to
5; Critical 2; Range [Engaged]; Ensnare 2), hardened
power a superweapon has been unearthed deep in
the mines of Mygeeto. Now the race is on for the crystallized carapace (+2 soak, defense 2).
PCs to grab this priceless artifact and sell it to the
highest bidder because one of their rivals can do
the same.
• The PCs come across a native Lurmen village
being threatened with destruction by a particularly
ambitious Muun industrialist. Unable to defend
themselves, the Lurmen look to the PCs for
assistance.

LURMEN VILLAGER [MINION]

1 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 5 0 0
Skills (group only): Charm (FF
FF), Coordination
(FFF
FFF), Survival (FF
FF).
Talents: Pacifist (add ss to any check made to try
and convince the Lurmen to engage in aggressive
or violent action), Swift (do not suffer normal pen-
alties for moving through difficult terrain).
Abilities: Silhouette 0.
Equipment: None.

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205
NABOO
Astrogation Data: Naboo system, Chom-
mell sector, Mid Rim region.

Orbital Metrics: 312 days per year /


26 hours per day.

Government: Elected monarchy.

Population: 4.5 billion (Gungans


72%, humans 27%, others 1%).

Language: Basic, Gungan.

Terrain: Rolling plains, wetlands, hill


country, forests, mountains, lakes,
shallow seas, extensive cavern sys-
tems.

Major Cities: Theed (human capital),


Otoh Gunga (Gungan capital) Spinnaker.

Areas of Interest: Gallo mountains, Great


Grass Plains, Lake Country, Solleu River, Th-
eed Royal Palace.

Major Exports: Art, cultural items, grain, plasma,


wine.

Major Imports: Technology, processed foods.

Trade Routes: Enarc Run, Old Trade Federation


Route.

Special Conditions: None. THE INVASION OF NABOO

A
Background: Naboo is a bountiful planet in the bout ten years before the Clone Wars, Naboo
Chommell sector of the Mid Rim, close to the bor- was blockaded and invaded by the Trade
der of the Outer Rim Territories. It is the home of the Federation. The 14-year-old Padmé Amidala,
Gungan species and to a population of humans known who had recently been elected Queen of Naboo,
as the Naboo. Unlike most other worlds, the ancient
guided her home planet through the invasion
planet lacks a molten core, and instead comprises a
and sealed a new friendship with the Gungans.
conglomerate of large, rocky bodies that make up a
network of tunnels and flooded caves. The native Gun- Finally united after generations of adversity,
gans, who build their homes in the waters of Naboo, both cultures were able to work together and
rarely venture into the core, fearing the ravenous sea defeat the invading droid army of the Trade
beasts which reside in the depths. Federation.
In an upsurge of sympathy and solidarity toward
Naboo culture fosters the artist in every citizen, en-
the invaded planet, the queen’s emissary in the
couraging children to become musicians, performers,
Galactic Senate, the seemingly unassuming Sen-
painters, and similar professions. There are several
ator Palpatine, was made Supreme Chancellor
schools on the planet where students can advance
of the Republic.
their knowledge of various art subjects.
Both the Naboo and the Gungans remained loyal
In the distant past, a cultural misunderstanding re- to the Republic during the Clone Wars, though
sulted in a serious quarrel between the Gungan and many on Naboo were in despair at the idea of
the human colonists who would later call themselves a galaxy-wide war. Senator Padmé Amidala and
the Naboo. Both sides refused to acknowledge their Representative Jar Jar Binks worked together to
responsibilities in the rift, and the two groups ostra-
represent the interests of the Naboo and Gun-
cized each other for the longest time. That situation
gans respectively in the Galactic Senate.
lasted until the Invasion of Naboo by the Trade Feder-
ation forced the humans and Gungans to join forces.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
PEACE AND POLITICS COLO CLAW FISH [RIVAL]

USING THESE CHARACTERS 5 4 1 2 1 1


Naboo is home to two distinct societies, and PCs’ BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

experience of the planet can differ greatly depending SOAK VALUE W. THRESHOLD M/R DEFENSE

on whether they are visiting the large cultural hubs 6 45 0 0


of the Naboo or the underwater sanctuaries of the
Gungans. Both species are peaceful by nature, though Skills: Athletics 3 (HHH
HHHFFFF), Brawl 1 (H
H FFFF
FFFF),
the Gungans possess a standing military and maintain Cool 3 (H FF), Coordination 2 (HH
H FF HHFFFF), Stealth 2
their ancestors’ warrior traditions whereas the Naboo (HH
HHFF FF), Survival 2 (HH
HH).
focus more on academic or scholarly pursuits. As the Talents: Adversary 2 (upgrade difficulty of all combat
homeworld of such galactic luminaries as Supreme checks against this target twice).
Chancellor Palpatine and Padmé Amidala, the planet
is both a symbol of Republic values and a target for Abilities: Aquatic Creature (suffers no penalties for
Separatist reprisals. moving through water and can breathe underwater, but
cannot move or survive on land), Cunning Ambusher 1
(opponents add s to Initiative checks using Vigilance),
ADVENTURE AND ENCOUNTER IDEAS Silhouette 4, Terrifying (upon first encountering the
creature, an individual must make a Hard (FFF
FFF) fear
• Separatist agitators have conspired to sow fresh
check).
discord between the Naboo and the Gungans. The
party is enlisted to attend a summit and convince Equipment: Massive maw and mandibles (Brawl;
both sides that they are being manipulated by (H FFFF) Damage 12; Critical 3; Range [Engaged];
H FFFF
agents of Count Dooku. Will words be enough to Ensnare 3, Pierce 4, Vicious 2).
persuade them?
FAMBAA [RIVAL]
• Seeking vengeance for his defeat on the planet
more than a decade ago, Viceroy Nute Gunray has
returned to Naboo at the head of a Separatist droid
army. With the droids no longer susceptible to a 7 1 1 1 2 1
single control ship, the PCs must help the Naboo BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

find a way to defeat this renewed threat. SOAK VALUE W. THRESHOLD M/R DEFENSE

16 55 1 1
Skills: Brawl 1 (H FFFFFF), Cool 2 (H
H FFFFFF H F ), Resilience
3 (HHH
HHHFFFF FFFF).
Talents: None.
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties
when swimming), Beast Of Burden 20 (add 20 to
the creature’s encumbrance threshold), Fearless
(immune to the effects of fear), Silhouette 4.
Equipment: Massive Teeth (Brawl;
(H FFFFFF) Damage 12; Critical 4;
H FFFFFF
Range [Engaged]; Breach 2, Slow-Firing 1).

HEROES ON BOTH SIDES


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207
GUNGAN CAPTAIN [RIVAL]

3 3 2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 16 2 2
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHFF ),
Coordination 2 (HHHHF F ), Discipline 3 (HH
HHFF ),
Knowledge (Warfare) 2 (HH
HH), Leadership 2 (HH
HHFF ),
Melee 3 (HHHHHH), Ranged (Light) 2 (HH HHFF ),
Survival 3 (HHH
HHH), Vigilance 2 (HH
HH).
Talents: Adversary 1 (upgrade difficulty of all com-
bat checks against this target once).
Abilities: Amphibious (may breathe underwater
without penalty and never suffer movement penalties
when swimming), Tactical Direction (may perform a
maneuver to direct one Gungan minion group within
medium range; the group may perform an immediate
free maneuver or add s to its next check).
Equipment: Electropole (Melee; (HHH HHH) Damage
5; Critical 4; Range [Engaged]; Stun 3, Stun Setting),
electropole (thrown) (Ranged [Light]; (HH
HHF F ) Damage
5; Critical 4; Range [Short]; Stun 3, Stun Setting),
energy shield (Melee; (HHH
HHH) Damage 2; Critical 5;
Range [Engaged]; Defensive 2, Deflection 2; Defensive
quality is reduced to 0 while the wielder is suffering
from the staggered or disoriented condition), 2 plasma
GUNGAN BOSS [NEMESIS] balls (Ranged [Light]; (HH
HHF F ) Damage 5; Critical 3;
Range [Short]; Burn 1, Ion, Limited Ammo 1), armor
(+1 soak), kaadu.
2 2 2 3 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
GUNGAN WARRIOR [MINION]
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 15 13 0 0
3 3 1 2 2 2
Skills: Charm 3 (HHH
HHHF F ), Coercion 2 (HH HHFF ), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Knowledge (Lore) 3 (HH


HHFF ), Knowledge (Warfare) 2 SOAK VALUE W. THRESHOLD M/R DEFENSE
(HH
HH), Leadership 3 (HHH
HHHF F ), Perception 2 (HH
HHFF ), 4 5 2 2
Survival 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat Skills (group only): Athletics (FFF
FFF), Melee (FFF
FFF),
checks against this target once), Congenial 2 (may suf- Ranged (Light) (FFF
FFF), Survival (FF
FF).
fer up to 2 strain to downgrade the difficulty of Charm Talents: None.
and Negotiation checks, or to upgrade the difficulty of
Abilities: Amphibious (may breathe underwater with-
Charm or Negotiation checks targeting this character, a
out penalty and never suffer movement penalties when
number of times equal to the amount of strain suffered).
swimming).
Abilities: Amphibious (may breathe underwater with-
Equipment: Electropole (Melee; (FFF FFF) Damage 5;
out penalty and never suffer movement penalties when
Critical 4; Range [Engaged]; Stun 3, Stun Setting), elec-
swimming), Bombastic Personality (once per session,
tropole (thrown) (Ranged [Light]; (FFF FFF) Damage 5;
when targeted by a successful social check from anoth-
Critical 4; Range [Short]; Stun 3, Stun Setting), energy
er character, the Gungan Boss may force the character
shield (Melee; (FFF
FFF) Damage 2; Critical 5; Range [En-
to re-roll the check; they must use the results of the
gaged]; Defensive 2, Deflection 2; Defensive quality is
second roll).
reduced to 0 while the wielder is suffering from the stag-
Equipment: Bombad robes (+1 soak). gered or disoriented condition), 2 plasma balls (Ranged
[Light]; (FFF
FFF) Damage 5; Critical 3; Range [Short];
Burn 1, Ion, Limited Ammo 1), armor (+1 soak).

HEROES ON BOTH SIDES


208
Star Wars Roleplaying
KAADU [RIVAL] NABOO QUEEN [NEMESIS]

3 4 1 2 1 1 2 2 3 2 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 15 0 0 3 12 15 0 0
Skills: Athletics 2 (HH
HHFF ), Vigilance 2 (H
H F ). Skills: Charm 4 (HHHH
HHHH), Cool 3 (HHH HHHF F ),
Talents: None. Discipline 2 (HH
HHFF FF), Knowledge (Education)
3 (HHH
HHH), Knowledge (Outer Rim) 3 (HHH HHH),
Abilities: Amphibious (may breathe underwater with-
Leadership 5 (HHHH
HHHHF F ), Negotiation 2 (HH
HHFFFF),
out penalty and never suffer movement penalties when
Perception 3 (HH
HHFF ), Ranged (Light) 1 (H
H F ).
swimming), Domesticable 1 (downgrade the difficulty of
checks to train this creature once), Silhouette 2. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Inspiring
Equipment: Legs (Brawl; (FFF
FFF) Damage 7; Critical 4;
Rhetoric (as an action, may make an Average (FF FF)
Range [Engaged]).
Leadership check; each q causes one ally in short
range to recover 1 strain; may spend w to cause one
NABOO PALACE GUARD [MINION] affected ally to recover 1 additional strain; each ally af-
fected gains s to all checks for five rounds), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and
2 2 2 2 2 2 Deception checks against this target twice).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Decoy (once per session, the Naboo Queen
SOAK VALUE W. THRESHOLD M/R DEFENSE
may spend a Destiny Point to reveal that she is in fact a
4 5 0 0 Naboo Royal Handmaiden who has swapped places with
the real monarch).
Skills (group only): Discipline (FF
FF), Piloting
(Planetary) (FF
FF), Ranged (Light) (FF
FF), Vigilance Equipment: ELG-3A blaster pistol (Ranged [Light];
(FF
FF). (H
H F ) Damage 6; Critical 4; Range [Short]; Stun set-
ting; add ss to Perception checks made to find this
Talents: None. weapon on a person’s body), stately robes (+1 soak),
Abilities: Covering Fire (may spend a maneuver to add handmaidens and bodyguards.
+1 ranged defense to up to three allied characters or
minion groups within short range until the end of the
next round; this does not stack with multiple uses).
Equipment: Security S-5 heavy blaster pistol
(Ranged [Light]; (FF FF) Damage 7; Critical 3;
Range [Medium]; Stun setting; as an action,
may make an Average (FF FF) Ranged [Light]
check to secure the grappling hook to an
object within medium range. On a success,
as an action, may reel in the cord, pulling
the character to the object; if the object is
unsecured and lighter than the character,
they may pull the object to them instead.
A character may use the grappling hook
to pull another character aloft with
them; if they do, they must make an
Average (FF FF) Athletics check to
avoid losing their grip on either their
partner or the gun), padded uniform
(+2 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
209
NABOO ROYAL CAPTAIN [RIVAL] NABOO ROYAL HANDMAIDEN [RIVAL]

2 3 3 2 3 2 2 2 2 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

4 16 0 0 3 14 0 0
Skills: Cool 3 (HHHHF F ), Discipline 3 (HHH
HHH), Skills: Brawl 1 (H H F ), Charm 2 (HH
HHF F ), Cool 2
Leadership 3 (HH
HHF F ), Perception 2 (HH
HH), Piloting (HH
HHF F ), Deception 3 (HHH
HHH), Discipline 2 (HH
HHF F ),
(Planetary) 1 (H FF), Ranged (Light) 2 (HH
H FF HHF F ), Knowledge (Education) 2 (HH HH), Ranged (Light) 2
Vigilance 3 (HHH
HHH). (HH
HH), Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Body Guard 2 (once per round, may perform
checks against this target once), Improved Body Guard the Body Guard maneuver to guard an engaged charac-
2 (once per round, may perform the Body Guard ma- ter; suffer up to 2 strain to upgrade the difficulty of all
neuver to guard an engaged character; suffer up to 2 combat checks against the specified target a number of
strain to upgrade the difficulty of all combat checks times equal to strain suffered).
against the specified target a number of times equal to Abilities: None.
strain suffered; once per session, when an ally protected
Equipment: ELG-3A blaster pistol (Ranged [Light];
by the Body Guard maneuver would suffer a hit from a
(HH
HH) Damage 6; Critical 4; Range [Short]; Stun set-
combat check, may choose to suffer the hit instead).
ting; add ss to Perception checks made to find this
Abilities: Improved Covering Fire (when allied minion weapon on a person’s body), handmaiden robes (+1
groups within short range perform the Covering Fire ma- soak).
neuver, they add +2 ranged defense instead), Tactical
Direction (may perform a maneuver to direct one Naboo NABOO STARFIGHTER PILOT [MINION]
palace guard minion group within medium range; the
group may perform an immediate free maneuver or add
s to its next check). 2 3 2 2 2 2
Equipment: Security S-5 heavy blaster pistol (Ranged BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

[Light]; (HH
HHF F ) Damage 7; Critical 3; Range [Medi- SOAK VALUE W. THRESHOLD M/R DEFENSE
um]; Stun setting; as an action, may make an Average 2 5 0 0
(FF
FF) Ranged [Light] check to secure the grappling
hook to an object within medium range. On a success, Skills (group only): Cool (FF
FF), Gunnery (FFF
FFF),
as an action, may reel in the cord, pulling the character Piloting (Space) (FFF
FFF).
to the object; if the object is unsecured and lighter than
the character, they may pull the object to them instead. Talents: None.
A character may use the grappling hook to pull another Abilities: None.
character aloft with them; if they do, they must make Equipment: ELG-3A blaster pistol (Ranged [Light];
an Average (FFFF) Athletics check to avoid losing their (FFF
FFF) Damage 6; Critical 4; Range [Short]; Stun set-
grip on either their partner or the gun), padded uniform ting; add ss to Perception checks made to find this
(+2 soak). weapon on a person’s body), flight suit, N-1 starfighter.

HEROES ON BOTH SIDES


210
Star Wars Roleplaying
OPEE SEA KILLER [RIVAL] SANDO AQUA MONSTER [NEMESIS]

5 4 1 2 1 1 6 2 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 35 0 0 15 64 42 0 0
Skills: Athletics 3 (HHH FF), Brawl 2 (HH
HHHFF HHFFF
FFF), Skills: Athletics 2 (HH FFFF), Brawl 2 (HH
HHFFFF HHFFFF
FFFF),
Cool 3 (H FF), Perception 2 (HH
H FF HH), Stealth 2 Resilience 4 (HH H FF), Survival 2 (HH
HH​H HFF HH).
(HH
HHFF FF), Survival 2 (HH
HH). Talents: Adversary 2 (upgrade difficulty of all combat
Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice).
checks against this target twice). Abilities: Amphibious (may breathe underwater with-
Abilities: Aquatic Creature (suffers no penalties for out penalty and never suffer movement penalties when
moving through water and can breathe underwater, but swimming), Silhouette 5, Supremely Terrifying (upon
cannot move or survive on land), Cunning Ambusher 1 first seeing a sando aqua monster, an individual must
(opponents add s to Initiative checks using Vigilance), make a Daunting (H FFF) fear check to reflect the
H FFF
Silhouette 3, Terrifying (upon first encountering the sheer dread the beast invokes), Sweep Attack (the san-
creature, an individual must make a Hard (FFF
FFF) fear do aqua monster can spend e on a successful Brawl
check). check to hit the target as well as anyone engaged with
Equipment: Massive jaw (Brawl; (HH FFF) Damage
HHFFF the target).
10; Critical 3; Range [Engaged]; Ensnare 2, Pierce 4, Equipment: Large claws (Brawl; (HH FFFF) Dam-
HHFFFF
Vicious 2), long tongue (Brawl; (HH FFF) Damage
HHFFF age 20; Critical 4; Range [Short]; Concussive 2, Ensnare
6; Critical 4; Range [Short]; Ensnare 4, Vicious 2; if a 2), massive toothy maw (Brawl; (HH FFFF) Damage
HHFFFF
target is successfully ensnared, the opee sea killer may 15; Critical 2; Range [Engaged]; Breach 4, Vicious 4).
reel them into engaged range as an action).

HEROES ON BOTH SIDES


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211
NAL HUTTA
Astrogation Data: Y’toub system, Hutt Space,
Outer Rim territories.

Orbital Metrics: 413 days per year / 87


hours per day.

Government: Hutt Council.

Population: 7 billion (Hutts 43%, hu-


mans 29%, others 28%).

Language: Huttese, Basic.

Terrain: Swamps, marshlands.

Major Cities: Bilbousa (capital), Jiguu-


na.

Areas of Interest: Grand Council Palace,


Eastern Grime.

Major Exports: Tourism, contraband.

Major Imports: Foodstuffs, luxury goods, spice,


slaves.

Trade Routes: Pabol Hutta, Ootmian Pabol, Shag


Pabol.

Special Conditions: Breath masks for the sensitive.

Background: Nal Hutta is a hot, swampy planet locat-


ed in the depths of Hutt Space in the galaxy’s Outer
Rim Territories. It is the homeworld of the Hutt species, HUTT NEUTRALITY
a mist-covered swamp world with a warm and fetid cli-

W
mate maintained by thick marsh rain that falls almost ith the onset of the Clone Wars, the Hutts’
perpetually. What little solid land there is was claimed influence and power over the Outer Rim,
by the Hutts and used to support their homes long specifically its hyperspace lanes, has been
ago. sought by both the Galactic Republic and the
As befitting the home of the Hutts, the planet is a Confederacy of Independent Systems. As both
haven for the criminal elements of the galaxy, locat- factions curry favor with the ruling members
ed far from galactic authorities. The Hutts built only of the Hutt Clans, the chaos of the war allows
a handful of spaceports on the surface of Nal Hutta the Hutts to seize opportunities to expand their
itself in order to connect their towns, settlements, influence to the far reaches of the galaxy.
and palaces, as the planet receives few visitors due With Republic forces busy engaging Separatist
to most business with offworlders being conducted on
forces elsewhere, it has been left to inadequate
the planet’s largest moon, Nar Shaddaa.
local system governments to defend themselves
Under the Hutts’ control, the planet shares a reputa- against encroaching Hutt influences. However,
tion with Nar Shaddaa for being polluted and danger- much of the Hutts territorial expansion is itself
ous, but playing a leading role in the galaxy’s shadow contained by large swatches of Separatist space.
economy. Due to the inherently corrupt nature of the Though keen to make full use of Nal Hutta’s po-
Huttese culture, visitors to the planet are advised to sition of power, the Hutt Clans know that sooner
ensure they have plenty of credits for the customary or later they will have to choose a side. For now,
bribes and gifts necessary to conduct business on Nal however, they are content to wait out the war
Hutta in peace. until they are confident of who the victor will be.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
HOME OF THE HUTTS
USING THESE CHARACTERS
As a consequence of the Hutt Cartel’s influence in the
criminal underworld, Nal Hutta plays host to a horde of
bounty hunters, mercenaries and assassins from across
the galaxy looking to sell their skills to the highest bidder.
Most can be found waiting for work in the palaces and
cantinas where the Hutts hold court, if one can stomach
the company (and the smell).

ADVENTURE AND ENCOUNTER IDEAS

• In need of information they cannot obtain through


legal channels, the PCs are forced to visit Nal Hutta
and barter with a Hutt - but first they must negotiate
HUTT MAJORDOMO [RIVAL]
with his majordomo to secure the meeting.
• Upon first arriving on Nal Hutta, the PCs are
immediately set upon by some Gamorreans and 2 2 3 3 3 3
their tamed chemilizard. The thugs try to shake BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
them down for credits under the guise of a routine
SOAK VALUE W. THRESHOLD M/R DEFENSE
customs inspection.
2 14 0 0
CHEMILIZARD [RIVAL]
Skills: Charm 2 (HH HHF F ), Coercion 3 (HHH
HHH),
Cool 2 (HH
HHF F ), Deception 3 (HHH
HHH), Knowledge
4 4 1 2 2 1 (Underworld) 3 (HHHHHH), Leadership 2 (HH F ),
HHF
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Negotiation 2 (HH HHF F ), Perception 2 (HH F ),
HHF
Streetwise 3 (HHH
HHH), Vigilance 2 (HHHHF F ).
SOAK VALUE W. THRESHOLD M/R DEFENSE

4 20 0 0 Talents: Intimidating 2 (may suffer up to 2 strain to


downgrade the difficulty of Coercion checks a number
Skills: Brawl 3 (HHH
HHHFF ), Resilience 2 (HH
HHFF
FF), of times equal to the strain suffered; when targeted by
Vigilance 2 (HH
HH). Coercion checks, may suffer up to 2 strain to upgrade
the difficulty of the opponent’s check a number of times
Talents: None. equal to the strain suffered), Nobody’s Fool 1 (upgrade
Abilities: Acidic Drool (as an incidental, may spend a difficulty of all Charm, Coercion and Deception checks
dark side Destiny Point to give the toothy bite weapon against this target once), Plausible Deniability 1 (may
the Burn 2 quality until the end of the chemilizard’s remove s from all Coercion and Deception checks).
turn; this is a chemical burn), Silhouette 3. Abilities: None.
Equipment: Toothy bite (Brawl; (HHH
HHHF F ) Damage 6; Equipment: Fine robes, encrypted datapad.
Critical 3; Range [Engaged]; Pierce 3).
HUTTLET [MINION]
GAMORREAN GUARD [RIVAL]

4 2 1 1 1 1 2 1 1 1 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
SOAK VALUE W. THRESHOLD M/R DEFENSE
3 15 0 0
5 14 0 0
Skills (group only): Brawl (FF
FF), Resilience (FF
FF).
Skills: Brawl 3 (HHH
HHHFF ), Melee 3 (HHH
HHHFF ).
Talents: Durable 1 (reduce Critical Injury results by 10,
Talents: Knockdown (after hitting with a Melee attack, to a minimum of 1).
may spend e to knock the target prone).
Abilities: Awkward (the size of the Huttlet’s body adds
Abilities: None. s to Brawl, Melee and Coordination checks), Stinky
Equipment: Crude Gamorrean vibro-ax (Melee; (while within short range of a Huttlet, non-Hutt charac-
(HHH
HHHF F ) Damage 7; Critical 4; Range [Engaged]; ters reduce their strain thresholds by 2).
Pierce 2, Vicious 3). Equipment: None.

HEROES ON BOTH SIDES


Star Wars Roleplaying
213
OBA DIAH
Astrogation Data: Kessel system, Kessel
sector, Outer Rim territories.

Orbital Metrics: 342 days per year /


16 hours per day.

Government: Criminal syndicate.

Population: 34 million (Pykes 70%,


others 30%).

Language: Basic, Pyke, Huttese.

Terrain: Obsidian cliffs, mountains.

Major Cities: Oba Diah City.

Areas of Interest: Pyke Palace.

Major Exports: Refined spice, black


market goods.

Major Imports: Unrefined spice.

Trade Routes: Kessel Run.

Special Conditions: None.

Background: Located on the end of the Kessel Run,


Oba Diah is the homeworld of the Pykes - a species
of spice dealers that have grown to become one of
the most prominent criminal syndicates in the galaxy.
Low-lying mists swarm around its huge obsidian cliffs
and mountains, granting the planet the same ambi- THE SPICE OF LIFE
ence as the smoke-filled spice dens that make up the

M
cities and palaces of its Pyke overlords. asters of their craft, the Pykes have
manufactured several different varieties for
The Pyke Syndicate almost completely controls the
their signature product, all of which are available
production of raw spice in the galaxy, making full use
in the spice dens of Oba Diah. These include:
of their homeworld’s proximity to the mining world of
Kessel where much of the substance is produced. The Sansanna: Arguably the most popular brand,
Pykes are responsible for ensuring the flow of spice sansanna spice is rumored to be the personal
from Kessel to worlds such as Coruscant, utilizing favorite of many of the Pyke leaders and over-
smugglers and freighter captains to carry out danger- lords.
ous Kessel Runs to ensure spice deliveries.
Ryll: Unusual in that this strain is sourced from
Given its role in the galactic spice trade, Oba Diah Ryloth rather than the mines of Kessel. Though
has become a hub of criminal activity to rival the likes considered weak by spice standards, ryll is sold
of Tatooine or Nal Hutta. Its few cities, often built in cheaply to entice users onto the Pykes’ more
the shadow of the Pykes’ decadent palaces, host vi- expensive offerings.
brant bustling black markets where anything illegal
Polstine: One of the strongest and most ex-
can be bought or sold, if you have the credits. Weap-
ons and other illicit goods are traded as freely as the pensive varieties on offer. Most civilized systems
spice itself, ensuring Oba Diah’s (and therefore, the offer a life sentence in prison for possession of
Pyke Syndicate’s) continuing prosperity even in a time even a pinch of polstine. Naturally, this makes
of galactic war. it one of Oba Diah’s most sought-after exports.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
SPICE CENTRAL SPICE DEN OVERSEER [RIVAL]

USING THESE CHARACTERS 2 2 3 3 2 3


Despite undisputed rule of Oba Diah belonging to the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Pyke Syndicate, many other denizens of the galactic SOAK VALUE W. THRESHOLD M/R DEFENSE

underworld call the Outer Rim world their home. Some 2 12 0 0


are guns-for-hire looking to sell their services to the
Pykes; others are thrill-seeking tourists looking to get Skills: Coercion 2 (HH
HH), Cool 2 (HH
HHF F ), Deception
a close-up view of one of the galaxy’s most infamous 3 (HHH
HHH), Ranged (Light) 1 (H H F ), Skulduggery 2
criminal hubs. Most, however, are simply souls that (HH
HHF F ), Streetwise 3 (HHH
HHH), Vigilance 1 (H
H F ).
have found themselves hooked on the various spices Talents: Adversary 1 (upgrade difficulty of all combat
and substances of ill repute that the Pyke Syndicate is checks against this target once).
all too happy to sell them. Though harmless enough
when left to indulge their addictions, these ‘spice Abilities: Looking Out For Number One (may perform
fiends’ can prove dangerous when confronted with the a maneuver to cause all ranged attacks targeting the
reality of their situation - or worse, when someone tries overseer to instead hit one ally or helpless enemy they
to separate them from their beloved spice. are engaged with until the beginning of their next turn).
Equipment: Holdout blaster (Ranged [Light]; (H
HF)
ADVENTURE AND ENCOUNTER IDEAS Damage 5; Critical 4; Range [Short]; Stun setting),
encrypted datapad, comlink.
• The PCs learn that a bottom-feeding spice smuggler
holds the key to unraveling their latest mission. With SCORPONEK DROID [NEMESIS]
no other leads on the smuggler’s whereabouts,
they go to the one place every spice trafficker ends
up eventually - Oba Diah. 6 2 1 1 1 1
• A Republic senator’s son has fallen in with the wrong
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

crowd, and ended up as the latest addicted denizen SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

of one of Oba Diah’s more exclusive spice dens. In 10 25 20 0 0


exchange for their support in future endeavors, the
senator enlists the PCs to travel to Oba Diah and Skills: Brawl 1 (H FFFFF), Gunnery 3 (​H HF
H FFFFF H F ), Per-
rescue their son from his plight. ception 2 (H
H F ), Resilience 3 (HH FFF), Vigilance
HH​H FFF
3 (H
H FF
FF).
SPICE ADDICT [MINION]
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times).
2 2 1 2 1 1 Abilities: Advanced Shield Projector (may spend a ma-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE neuver to activate or deactivate; while active, gains de-
SOAK VALUE W. THRESHOLD M/R DEFENSE
fense 3 and upgrades the difficulty of all combat attacks
targeting the scorponek droid once, but the scorponek
2 3 0 0
droid cannot use more than one move maneuver per
round), Droid (does not need to breathe, eat, or drink
Skills (group only): Brawl (FF
FF), Melee (FF
FF),
and can survive in vacuum or underwater; immune to
Skulduggery(FF
FF).
poisons and toxins), Silhouette 3.
Talents: None.
Equipment: Stomp (Brawl; (H FFFFF) Damage 15;
H FFFFF
Abilities: Spicehead (if an addict has ingested or in- Critical 3; Range [Engaged]; Knockdown), dual built-in
haled spice in the last hour, any social checks targeting heavy laser cannons (Gunnery; (HH
HHF F ) Damage 12;
the addict gain s ; if they have not consumed spice in Critical 3; Range [Engaged]; Breach 1, Linked 2, Vi-
the last twelve hours, social checks targeting the addict cious 1).
add s; this increases to ss after twenty four hours).
Equipment: Vibroknife (Melee; (FF
FF) Damage 3; Criti-
cal 2; Range [Engaged]; Pierce 2, Vicious 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
215
ONDERON
Astrogation Data: Japrael system, Japrael
sector, Inner Rim region.

Orbital Metrics: 405 days per year /


28 hours per day.

Government: Monarchy.

Population: 4 million (Humans 92%,


others 8%).

Language: Basic.

Terrain: Mesas, plains, jungles.

Major Cities: Iziz (capital).

Areas of Interest: Iziz Royal Palace,


Maigan Market, Onderon Highlands.

Major Exports: Exotic beasts.

Major Imports: High technology, weap-


ons.

Trade Routes: Lesser Lantillian Route.

Special Conditions: None.

Background: A vibrant jungle world in the Inner Rim,


Onderon stands as one of the galaxy’s most successful
stories in settlers conquering a hazardous and unwel-
coming environment.

In its earliest ages of civilization, Onderon was a


BEAST RIDERS OF ONDERON
world marked with savage jungles that were filled with
dangerous creatures. To survive, the primitive human
inhabitants of the planet protected themselves behind
O wing to their ancestors’ desperate and
continuous fight against the numerous deadly
fauna that make up Onderon’s wildlife, even
the walls of fortified settlements. Over time, these modern-day Onderonians have a natural affinity
settlements grew to become enormous walled cities, for understanding and taming wild beasts.
including the planet’s capital, Iziz, and the settlers Much of Onderonian society is centered around
learned how to tame the wild beasts that infested the the domestication of wild animals as a result,
surrounding jungle. often eschewing the more convenient methods
offered by modern technology.
In later centuries, over-hunting and an outbreak
of mange led to a decline in wildlife, finally reducing It is more common to see farmers using huge
the dangers of Onderon. Flat plains were developed fambaas to carry their goods to market than car-
around the city of Iziz, and were considered quite go speeders, while their children favor strong-
safe, though offworlders were warned not to venture winged rupings for racing each other instead
beyond the tree-line. Attempts were made to protect of the latest swoop model. Even the military
the natural wildlife from extinction; despite the dan- of Onderon is no exception - the Royal Militia
ger presented by the beasts of the world, the Ondero- breed and train native dalgos as their preferred
nians had developed a healthy respect for the fauna mount of choice.
they shared their world with.
With the planet’s membership into the Confed-
Although historically a member of the Galactic Re- eracy of Independent Systems prompting wide-
public, during the Clone Wars Onderon joined the spread dissent amongst the population, many
Confederacy of Independent Systems after a coup by disgruntled citizens look to their trusty beasts to
the current ruler, King Sanjay Rash. It is represented in form the backbone of any potential rebel army.
the Separatist Parliament on Raxus by Senator Mina
Bonteri.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
INSURGENT WORLD DALGO [RIVAL]

USING THESE CHARACTERS 4 3 1 1 2 2


The government of Sanjay Rash is propped up by the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Separatists, so other than the Royal Onderon Militia SOAK VALUE W. THRESHOLD M/R DEFENSE

(who are of dubious loyalty to the king) most of the 7 16 0 0


royalist forces come in the form of battle droids and
other Separatist automata. The insurgents, on the other Skills: Athletics 2 (HH FF), Brawl 1 (H
HHFF H FFF
FFF).
hand, are made up exclusively of native Onderonians Talents: None.
and rely on unorthodox tactics to even the balance
of numbers. Due to the illicit nature of the Republic’s Abilities: Silhouette 2, Trained Mount 2 (add s s to a
support for the rebels, there are plentiful opportunities rider’s Survival checks while mounted on a dalgo).
for smugglers or other mercenary-type PCs to make Equipment: Trampling hooves (Brawl; (H FFF) Dam-
H FFF
some easy credits. age 7; Critical 4; Range [Engaged]; Knockdown).

ADVENTURE AND ENCOUNTER IDEAS GENERAL TANDIN [NEMESIS]

• Whether on the order of their superiors or for the 3 2 3 3 3 3


promise of credits, the PCs attempt to smuggle
blasters and equipment to the Onderon insurgents, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

but must contend with patrols by the Royal Onderon SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Militia and the Separatist garrison.
5 16 15 1 1
• Steela and Saw Gerrera enlist the party’s help in
training up their rebel cell. The Onderonians have Skills: Cool 2 (HHHHFF ), Discipline 3 (HHH
HHH),
spirit, but lack real combat experience. Knowledge (Warfare) 3 (HHHHHH), Leadership 3
(HHH
HHH), Melee 3 (HHHHHH), Ranged (Heavy) 2 (HH
HH),
Vigilance 1 (H
H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Expert Handler 1 (re-
move s from Survival checks made to ride beasts), For-
mation Tactics (as an action, may make a Hard (FFF FFF)
Leadership check to choose a number of allies within
short range equal to q. The difficulty of attacks against
the chosen allies are upgraded once until the end of
General Tandin’s next round), Nobody’s Fool 1 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target once).
Abilities: Royal Guard Commander (may perform a
maneuver to direct one Royal Onderon Militia within
medium range; the target may perform an immediate
free maneuver or add s to their next check).
Equipment: Onderonian laser lance (Melee; (HHH
HHH)
Damage 4; Critical 3; Range [Engaged]; Cum-
bersome 3, Pierce 2), Onderonian laser lance
(blaster) (Ranged [Heavy]; (HHHHs) Damage
9; Critical 3; Range [Medium]; Cumbersome 3,
Inaccurate 1, Stun setting), royal militia armor
(+2 soak, defense 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
217
KING SANJAY RASH [NEMESIS] ONDERON REBEL FIGHTER [MINION]

2 2 3 4 3 3 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 14 15 1 1 4 5 0 0
Skills: Charm 2 (HH HHF F ), Coercion 3 (HHH
HHH), Skills (group only): Cool (FF
FF), Melee (FF
FF), Ranged
Deception 3 (HHHHHHF F ), Knowledge (Education) 2 (Heavy) (FF
FF), Survival (FF
FF).
(HH
HHF F ), Knowledge (Warfare) 1 (H FF), Leadership
H FF Talents: None.
2 (HH
HHF F ), Negotiation 2 (HH
HHF F ).
Abilities: None.
Talents: Adversary 1 (upgrade difficulty of all combat
Equipment: Blaster rifle (Ranged [Heavy]; (FF FF) Dam-
checks against this target once), Scathing Tirade (as an
age 9; Critical 3; Range [Long]; Stun setting), vibroknife
action, make an Average (FF FF) Coercion check; for
(Melee; (FF
FF) Damage 3; Critical 2; Range [Engaged];
each q, 1 enemy within short range suffers 1 strain;
Pierce 2, Vicious 1), ion grenade (Ranged [Light]; (FF
FF)
spend w to inflict additional strain).
Damage 10; Critical 5; Range [Short]; Blast 7, Disorient
Abilities: Undermining Dissent (once per session, King 5, Ion, Limited Ammo 1), insurgent combat armor (+2
Rash may choose an organization and make a Hard soak).
(FFF
FFF) Deception check; on a success, organization
members have their strain thresholds reduced by 1,
plus 1 per qq until the end of the session).
Equipment: Holdout blaster (Ranged [Light]; (FF FF)
Damage 5; Critical 4; Range [Short]; Stun setting), roy-
al chest-plate (+1 soak, defense 1).

HEROES ON BOTH SIDES


218
Star Wars Roleplaying
ONDERON REBEL VETERAN [RIVAL] ROYAL ONDERON MILITIA [RIVAL]

2 3 2 3 2 2 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

4 13 0 0 5 14 1 1
Skills: Cool 2 (HHHH), Leadership 1 (HH F ), Melee 1 Skills: Discipline 3 (HH
HHFF ), Melee 3 (HHH
HHH), Ranged
(H
H F ), Ranged (Heavy) 2 (HH
HHF F ), Ranged (Light) 2 (Heavy) 2 (HH HH), Survival 3 (HH HHF F ), Vigilance 2
(HH
HHF F ), Survival 3 (HHH
HHH), Vigilance 2 (HH
HH). (HH
HH).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Body Guard 1 (once per round, may perform
checks against this target once), Expert Handler 1 (re- the Body Guard maneuver to guard an engaged charac-
move s from Survival checks made to ride beasts). ter; suffer 1 strain to upgrade the difficulty of all com-
Abilities: None. bat checks against the specified target once), Expert
Handler 1 (remove s from Survival checks made to ride
Equipment: Blaster rifle (Ranged [Heavy]; (HH HHF F)
beasts).
Damage 9; Critical 3; Range [Long]; Stun setting),
vibroknife (Melee; (H
H F ) Damage 3; Critical 2; Range Abilities: None.
[Engaged]; Pierce 2, Vicious 1), ion grenade (Ranged Equipment: Onderonian laser lance (Melee; (HHH HHH)
[Light]; (HH
HHF F ) Damage 10; Critical 5; Range [Short]; Damage 4; Critical 3; Range [Engaged]; Cumbersome
Blast 7, Disorient 5, Ion, Limited Ammo 1), insurgent 3, Pierce 2), Onderonian laser lance (blaster) (Ranged
combat armor (+2 soak). [Heavy]; (HH HHs) Damage 9; Critical 3; Range
[Medium]; Cumbersome 3, Inaccurate 1, Stun setting),
royal militia armor (+2 soak, defense 1).

RUPING [RIVAL]

3 3 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 18 0 1
Skills: Coordination 2 (HH
HHFF ), Survival 3 (HHH
HHH),
Vigilance 3 (H
H FF
FF).
Talents: None.
Abilities: Flyer (can fly; see the Flying side-
bar in Chapter VI: Conflict and Combat
of any core rulebook), Silhouette 2, Trained
Mount 1 (add s to a rider’s Survival checks
while mounted on a ruping).
Equipment: Claws (Brawl; (FFFFFF) Dam-
age 7; Critical 3; Range [Engaged]).

HEROES ON BOTH SIDES


Star Wars Roleplaying
219
SAW GERRERA [NEMESIS] STEELA GERRERA [NEMESIS]

3 3 3 3 4 3 2 3 3 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 15 0 0 5 18 15 0 0
Skills: Athletics 3 (HHH
HHH), Charm 1 (H FF), Coercion
H FF Skills: Athletics 3 (HH
HHF F ), Charm 2 (HH
HHFFFF), Cool
2 (HH
HHFF FF), Cool 2 (HHHHF F ), Discipline 2 (HH
HHFF FF), 3 (HHH
HHHF F ), Discipline 2 (HHHHFF FF), Knowledge
Gunnery 2 (HH HHF F ), Leadership 3 (HHH
HHH), Ranged (Warfare) 2 (HH
HHF F ), Leadership 4 (HHHH
HHHH), Melee
(Heavy) 3 (HHH HHH), Ranged (Light) 3 (HHH HHH), 1 (H
H F ), Ranged (Heavy) 4 (HHHHHHF F ), Ranged (Light)
Stealth 2 (HH
HHF F ), Survival 4 (HHH
HHHF F ), Vigilance 2 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Survival 3 (HHH
HHHF F ),
(HH
HHFF FF). Vigilance 2 (HH
HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Burly 1 (reduce the checks against this target twice), Inspiring Rhetoric (as
Cumbersome quality and encumbrance rating of any an action, may make an Average (FF FF) Leadership
wielded weapon by 1), Expert Handler 2 (remove ss check; each q causes one ally in short range to recover
from Survival checks made to ride beasts), Natural Out- 1 strain; spend w to cause one affected ally to recover
doorsman (once per session, may reroll any one Resil- 1 additional strain), Natural Leader (once per session,
ience or Survival check). may reroll any one Cool or Leadership check), Nobody’s
Abilities: Guerrilla Tactics (may perform a maneuver Fool 1 (upgrade difficulty of all Charm, Coercion and
to direct one Onderon rebel fighter minion group within Deception checks against this target once).
medium range; the group may perform an immediate Abilities: Guerrilla Tactics (may perform a maneuver
free maneuver or add s to its next check), Insurgent to direct one Onderon rebel fighter minion group within
Commander (members of the Onderon resistance gain medium range; the group may perform an immediate
s to Discipline and Vigilance checks made in Saw’s free maneuver or add s to its next check), Insurgent
presence). Leader (members of the Onderon resistance gain s to
Equipment: Blaster rifle (Ranged [Heavy]; (HHH HHH) Cool and Stealth checks made in Steela’s presence).
Damage 9; Critical 3; Range [Long]; Stun setting), RPS- Equipment: Steela’s marksman rifle (Ranged [Heavy];
6 rocket launcher (Gunnery; (HH
HHF F ) Damage 22; Crit- (HHH
HHHF F s ) Damage 10; Critical 3; Range [Extreme];
ical 2; Range [Extreme]; Blast 14, Breach 1, Cumber- Accurate 1, Pierce 3), ion grenade (Ranged [Light];
some 4, Guided 2, Limited Ammo 7; add s if attacking (HH
HHF F ) Damage 10; Critical 5; Range [Short]; Blast 7,
a target of silhouette 2 or greater with an aim maneu- Disorient 5, Ion, Limited Ammo 1), insurgent combat
ver), ion grenade (Ranged [Light]; (HHHHHH) Damage armor (+2 soak).
10; Critical 5; Range [Short]; Blast 7, Disorient 5, Ion,
Limited Ammo 1), insurgent combat armor (+2 soak).

HEROES ON BOTH SIDES


220
Star Wars Roleplaying
ORD MANTELL
Astrogation Data: Bright Jewel system,
Bright Jewel sector, Mid Rim region.

Orbital Metrics: 394 days per year /


26 hours per day.

Government: Republic with elected


governor.

Population: 4 billion (varied spe-


cies).

Language: Basic.

Terrain: Mesas, plains, mountains,


islands.

Major Cities: Worlport (capital),


Freelonn, Ord Mantell City, Savroia.

Areas of Interest: Ten Mile Plateau,


Lady Fate Casino.

Major Exports: Entertainment, tourism,


manufactured goods.

Major Imports: Consumables, raw materials.

Trade Routes: Celanon Spur, Entralla Route.

Special Conditions: None.

Background: When a down-on-their-luck space wants


to quietly slip off the radar, they go to Ord Mantell. INFORMATION BROKERING
Home to smugglers, mercenaries and bounty hunters

I
alike, the world known as the ‘Heart of the Bright Jew- n addition to its strategic importance as a vital
el’ is a haven for those living on the fringes of galactic supply and reinforcement hub for the Grand
society. A planet of temperate climate, Ord Mantell Army of the Republic, Ord Mantell’s main
maintains a breathable atmosphere that can sustain mark on the galactic stage is its reputation as a
a vast majority of the galaxy’s sentient species. This
gateway into the galactic underworld.
has helped it flourish as a cultural melting pot, with no
single species having a demographic advantage over With a strong Black Sun presence, as well as be-
the others. ing a favored home away from home for many a
lone bounty hunter or mercenary, the planet has
On the surface, every landmass on Ord Mantell is long been a breeding ground for rumors and
dotted with mountain chains, but its population of four intel from the seedier elements of galactic soci-
billion lives on its arid equatorial continents amid the
ety. Naturally, such valuable information can be
foothills of its mountains and plains. The planet’s open
freely bought, sold and trader so long as an in-
markets sell nearly everything and nothing is ever tru-
dividual has the right connections (and credits).
ly illegal on Ord Mantell. Its cities are constantly invit-
ing and seducing visitors to spend their credits in the Following the outbreak of the Clone Wars, Ord
abundant casinos and gambling dens. Mantell’s information brokering market has
grown exponentially, with both Republic and
By the time of the Clone Wars, Ord Mantell has be- Separatist agents eager to tap into this rich
come home to a large base for the Black Sun crime source of intelligence. Some intel merchants,
syndicate. The organization’s criminal activities are such as the shrewd Trandoshan Cid, are even
largely overlooked, however, as Ord Mantell also rumored to have cultivated members of the Jedi
serves as a critical headquarters for the Galactic Re- Order as clients.
public military. Storage facilities, barracks and a fleet
support base all make the planet far too important to
risk upsetting the vicious crime syndicate.

HEROES ON BOTH SIDES


Star Wars Roleplaying
221
UNDERWORLD MARKET INFORMATION BROKER [RIVAL]

USING THESE CHARACTERS 2 2 4 3 3 3


The citizens of Ord Mantell, often referred to simply as BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

‘Mantellians’, come in all shapes and sizes. Each has SOAK VALUE W. THRESHOLD M/R DEFENSE

their own story to tell, emotional baggage to deal with 2 12 0 0


it, and although most didn’t have Ord Mantell as their
first choice of home, few would abandon it once settled. Skills: Deception 2 (HH
HHFF ), Knowledge (Core Worlds)
Everything is business to a Mantellian; anything can be 2 (HH
HHFF FF), Knowledge (Education) 2 (HH HHFFFF),
bought and sold, so long as one conducts themselves in Knowledge (Lore) 2 (HH FF), Knowledge (Outer Rim)
HHFF
a professional, no-nonsense way. 2 (HH
HHFF FF), Knowledge (Underworld) 2 (HHHHFFFF),
Knowledge (Warfare) 2 (HH HHFFFF), Knowledge
ADVENTURE AND ENCOUNTER IDEAS (Xenology) 2 (HH HHFF FF), Perception 2 (HH HHF F ),
Vigilance 1 (H
H FF
FF).
• An information broker offers to sell the PCs some Talents: None.
important intel on the presence of a Separatist spy
operating at the local Republic military storage Abilities: None.
facility. Equipment: Holdout blaster (Ranged [Light]; (FF
FF)
Damage 5; Critical 4; Range [Short]; Stun setting),
• While enjoying some well-earned downtime in the encrypted datapad, comlink.
various casinos and cantinas of one of Ord Mantell’s
cities, the PCs are targeted by a rookie bounty
hunter looking to make a name for themselves. MANTELLIAN FLUTTERPLUME [MINION]

CID [RIVAL]
1 3 1 4 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

2 2 3 4 3 3 SOAK VALUE W. THRESHOLD M/R DEFENSE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 2 3 0 0


SOAK VALUE W. THRESHOLD M/R DEFENSE

2 12 0 0 Skills (group only): Brawl (F


F ), Coordination (FFF
FFF),
Survival (FFFF
FFFF).
Skills: Deception 2 (HH FF), Knowledge (Core
HHFF Talents: None.
Worlds) 2 (HH
HHF F ), Knowledge (Outer Rim) 3 (HHH
HHH), Abilities: Flyer (can fly; see the Flying sidebar in Chap-
Knowledge (Underworld) 3 (HHH HHH), Knowledge ter VI: Conflict and Combat of any core rulebook).
(Xenology) 2 (HHHHF F ), Skulduggery 1 (H H FFF
FFF),
Equipment: Beak and talons (Brawl; (F
F ) Damage 2;
Streetwise 3 (HHH
HHHF F ).
Critical 3; Range [Engaged]).
Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar- MANTELLIAN SAVRIP [RIVAL]
get once).
Abilities: I Know A Guy Who Knows A Guy (whenev-
er Cid fails a Knowledge check, she may instead reveal 5 2 1 3 2 1
a contact who knows the required information instead; BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

this other contact may be difficult to locate, unwilling SOAK VALUE W. THRESHOLD M/R DEFENSE
to co-operate or present another challenge or obstacle 5 24 0 0
at the GM’s discretion), Regeneration (recover 1 addi-
tional would from natural rest or bacta tank, regrow lost Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFF FF),
limb in 1 month). Discipline 2 (HH
HH), Melee 2 (HH FFF), Perception 2
HHFFF
Equipment: Encrypted datapad, comlink. (HH
HHF F ), Resilience 3 (HHH FF), Vigilance 2 (HH
HHHFF HH).
Talents: None.
Abilities: Poisonous Bite (anyone bitten by a Savrip
must succeed at an Average Resilience check or lose
their free maneuver for five rounds), Silhouette 2.
Equipment: Large club (Melee; (HH HHFFFFFF) Damage
8; Critical 3; Range [Engaged]; Disorient 3).

HEROES ON BOTH SIDES


222
Star Wars Roleplaying
ORTO PLUTONIA
Astrogation Data: Pantora system, Sujimis
sector, Outer Rim territories.

Orbital Metrics: 307 days per year /


22 hours per day.

Government: Protectorate.

Population: 30 million (Talz 99.9%,


others 0.1%).

Language: Talz.

Terrain: Ice tundra, mountains.

Major Cities: None.


PANTORA
Areas of Interest: Talz Village.
Astrogation Data: Pantora system, Sujimis sector,
Major Exports: None. Outer Rim territories.

Major Imports: None. Orbital Metrics: 307 days per year / 28 hours per
day.
Trade Routes: None.
Government: Democracy.
Special Conditions: None.
Population: 1 billion (Pantorans 79%, others 21%).
Background: Few planets contrast so starkly with
their moons than Orto Plutonia does with its orbital Language: Basic.
satellite Pantora. A huge planet of desolate icy waste-
lands, Orto Plutonia is scarcely capable of supporting Terrain: Marshland, urban sprawls.
life in its unforgiving tundras. On the other hand, the
urban sprawls of Pantora are home to no less than a Major Cities: Pantora City (capital), Ro Station.
billion inhabitants enjoying a standard of life compara-
Areas of Interest: Pantoran Assembly.
ble with most Core Worlds.
Major Exports: Clothing, luxury goods.
For centuries the Pantorans took Orto Plutonia for
nothing more than a lifeless rock, and declared the Major Imports: Foodstuffs, medicine.
planet a protectorate under the authority of their own
government. This was little more than a shrewd politi- Trade Routes: None.
cal maneuver designed to ensure any mining guilds or
corporations looking to set up operations on the icy Special Conditions: None.
world could only do so by seek permission from (and
paying the appropriate dues to) the Pantoran Assem-
bly.
MEET THE NEIGHBORS
However, throughout the centuries rumors have
been whispered that Orto Plutonia is in fact home to
a sparse population of natives. The Pantorans them-
selves seem in no rush to confirm the existence of any
T he relationship between the Talz and the
Pantorans can be best described as one of
mutual avoidance. A primitive species, the Talz
native neighbors - let alone officially recognize any have no desire to involve themselves in the
species that might have a claim to their rights on the affairs of the wider galaxy, whereas the Pantoran
planet. Nevertheless, explorers and adventurers have government - though almost certainly aware of
spoken of tribes of furry warriors calling themselves the Talz’s existence - does not wish to have to
Talz wandering the tundra atop the backs of giant fe- recognize that they can no longer lay claim to
line beasts. Orto Plutonia (and its potential resources).

HEROES ON BOTH SIDES


Star Wars Roleplaying
223
STAR-CROSSED SOCIETIES CHAIRMAN PAPANOIDA [NEMESIS]

USING THESE CHARACTERS 2 3 4 3 4 4


To most outsiders, Orto Plutonia seems like a desolate BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

wasteland, and its Talz inhabitants little more than SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

violent savages. In truth, the Talz are an intelligent 3 16 18 0 0


and spiritual people, but are fiercely protective of their
territory and will respond aggressively to any attempt Skills: Charm 2 (HH FF), Coercion 2 (HH
HHFF HHFF FF),
to undermine their sovereignty. The Pantorans, for their Cool 3 (HHHHHHF F ), Deception 2 (HH
HHF F ), Discipline
part, are mostly happy to leave the Talz alone and focus 3 (HHH
HHHF F ), Knowledge (Core Worlds) 3 (HHH
HHHF F ),
on promoting their moon as a cultural and economic Knowledge (Underworld) 2 (HH HHFFFF), Leadership 3
hub. However, the prevalence of galactic war means PCs (HHH
HHHF F ), Negotiation 3 (HHH
HHHF F ), Perception 2
visiting the system are likely to find themselves dragged (HH
HHF F ), Ranged (Light) 4 (HHHHHHF F ), Vigilance 2
into one of many brewing disputes between the two (HH
HHF F ).
species. Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Improved Quick Draw
ADVENTURE AND ENCOUNTER IDEAS (twice per round, may draw or holster a weapon or ac-
cessible item as an incidental), Nobody’s Fool 2 (up-
• A high-ranking Republic officer in the sector is grade difficulty of all Charm, Coercion and Deception
insistent on the need for a military outpost on Orto checks against this target twice), Spitfire (after making
Plutonia, despite an agreement not to violate Talz a successful combined combat check with two Ranged
territory. The PCs are asked to approach the local
[Light] weapons, each additional hit generated as part
tribe nearest to the proposed site and negotiate
of the attack can be allocated to any other target within
their approval.
range of the weapon).
• The Separatists, via agents in the ostensibly neutral Abilities: None.
Trade Federation, are exerting huge economic
pressure on Pantora to secede from the Republic. Equipment: Dual modified blaster pistols (Ranged
Needing leverage against the Neimoidians, [Light]; (HHH
HHHF F s ) Damage 6; Critical 3; Range [Me-
Chairman Papanoida employs the PCs to uncover dium]; Accurate 1, Stun setting), expensive clothing
some dirt on the Trade Federation official handling (+1 soak).
the “negotiations”.

HEROES ON BOTH SIDES


224
Star Wars Roleplaying
NARGLATCH [RIVAL]

4 4 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 17 0 0
Skills: Athletics 3 (HHH
HHHF F ), Brawl 2 (HH
HHFF FF),
Discipline 2 (HH
HH), Perception 1 (H FF), Resilience 2
H FF
(HH
HHFF FF), Stealth 2 (HH
HHFF
FF).
Talents: None.
Abilities: Fearless (a Narglatch is immune to the effects
of fear), Fierce Pounce (if the Narglatch uses the aim
maneuver, it also gains the Knockdown quality on its
next attack), Silhouette 2, Suited To The Cold (a Nar-
glatch is immune to the effects of freezing and cold en-
vironments).
Equipment: Claws (Brawl; (HH HHFFFF) Damage 9;
Critical 2; Range [Engaged]; Linked 1, Vicious 3).

PANTORAN GUARDSMAN [MINION]

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 5 1 0
Skills (group only): Discipline (FF
FF), Melee (FF
FF), Abilities: Native Language (the Talz Chieftain does not
Ranged (Heavy) (FF
FF), Vigilance (FF
FF). speak or understand Basic, and speaks only native Talz).
Talents: Body Guard 1 (once per round, may perform Equipment: Ceremonial spear (Melee; (HHH HHHF F)
the Body Guard maneuver to guard an engaged charac- Damage 8; Critical 2; Range [Engaged]), ceremonial
ter; suffer 1 strain to upgrade the difficulty of all combat spear (thrown) (Ranged [Light]; (HH HHFF ) Damage
checks against the specified target once). 9; Critical 3; Range [Short]; Limited Ammo 1), knife
Abilities: None. (Melee; (HHH
HHHF F ) Damage 5; Critical 3; Range
[Engaged]).
Equipment: Pantoran ceremonial sword (Melee; (FFFF)
Damage 4; Critical 2; Range [Engaged]; Defensive 1, TALZ WARRIOR [MINION]
Pierce 2), Pantoran ceremonial rifle (Ranged [Heavy];
(FF
FF) Damage 7; Critical 3; Range [Long]; Stun set-
ting), military uniform (+1 soak). 4 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
TALZ CHIEFTAIN [RIVAL]
SOAK VALUE W. THRESHOLD M/R DEFENSE

4 12 0 0
4 2 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills (group only): Brawl (FFFF
FFFF), Coercion (FF
FF),
Melee (FFFF
FFFF), Ranged (Light) (FFFF), Resilience
SOAK VALUE W. THRESHOLD M/R DEFENSE
(FFFF
FFFF), Survival (FF
FF).
4 18 0 0
Talents: None.
Skills: Brawl 3 (HH HHFFFF), Coercion 3 (HHH HHH), Abilities: Native Language (the Talz do not speak or
Leadership 3 (HHH
HHH), Melee 3 (HHHHHHF F ), Perception understand Basic, and speaks only native Talz).
2 (HH
HHFF FF), Ranged (Light) 3 (HH HHF F ), Resilience 3 Equipment: Hunting spear (Melee; (FFFFFFFF) Damage
(HHH
HHHF F ), Stealth 3 (HH
HHFF ), Survival 3 (HHH
HHHF F ). 7; Critical 2; Range [Engaged]), hunting spear (thrown)
Talents: Adversary 1 (upgrade difficulty of all combat (Ranged [Light]; (FFFF) Damage 9; Critical 3; Range
checks against this target once). [Short]; Limited Ammo 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
225
QUARZITE
Astrogation Data: Quarzite system, Quar-
zite sector, Inner Rim region.

Orbital Metrics: 314 days per year /


14 hours per day.

Government: Dictatorship.

Population: 1.5 billion (Belugans


48%, Kage 32%, others 20%).

Language: Basic.

Terrain: Crystalline caverns, pres-


surized atmosphere.

Major Cities: Quarz City (capital).

Areas of Interest: Otua Blank’s For-


tress, Quarzite Space Station.

Major Exports: Crystals.

Major Imports: Foodstuffs, technology.

Trade Routes: None.

Special Conditions: Transport to the surface by or-


bital turbo-lift only.

Background: Quarzite is a small, dense world ham-


pered by its inhospitable nature preventing it from
truly flourishing as part of the galactic community. De-
spite the resources at its disposal, the planet’s surface
is strained by incredibly strong atmospheric pressure
that can crush starships and flatten beings. This makes
the prospect of setting up business on the planet a SUBTERRANEAN CIVIL WAR
daunting one for the galaxy’s largest corporate inter-
ests, who for the most part are happy to leave the
risks to smaller competitors. L ord Blank’s regime is tied down with an
internal conflict on Quarzite between the
Belugan populace and the planet’s other native
Underneath the surface, though, are immense crys- species, the Kage. Despite being equipped with
talline cave networks of equalized pressure, where life advanced technology, the Belugans nonetheless
can exist - and vast wealth can be accumulated. For find themselves struggling to stave off
transit to and from the planet, an immense turbo-lift encounters with the elite-trained Kage Warriors
speeds people to an orbital space station. For travel during the latter’s’ ambushes on the formers’
beneath the surface, the locals rely on a sub-tram net- sub-trams.
work, though some favor training the giant millipedal
milodons as mounts. The ongoing conflict has led Lord Blank to con-
sider alternative methods than open warfare to
With the onset of the Clone Wars, the planet has re- bring the Kage Warriors to heel. Putting his vast
mained neutral largely as a result of its lack of strate- wealth to good use, the dictator has sent out
gic importance. Instead the world lives under the rule word across the criminal underworld that he is
of the tyrannical Belugan Otua Blank, who occupies willing to pay top credit to any band of mer-
himself with fighting internal resistance to his rule - cenaries or bounty hunters that can help him
most notably in the form of the elite Kage Warriors, led defeat the Kage, and end their rebellion once
by the freedom fighter Krismo Sodi. and for all.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
WORLD UNDER PRESSURE KAGE MASTER ASSASSIN [NEMESIS]

USING THESE CHARACTERS 4 4 3 3 3 2


The elite Kage Warriors are a small sect, but are high in BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

demand. Their skills at stealth and infiltration - as well SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

as their martial prowess - make them desirable assassins 6 20 18 2 0


for clients across the galaxy. A powerful crime lord or
corporate official might have a Kage or two in their Skills: Athletics 3 (HHH
HHHF F ), Brawl 4 (HHHH
HHHH), Cool
service, and unleash them on any party that crosses 3 (HH
HHF F ), Coordination 3 (HHH
HHHF ss), Discipline
F ss
them. Even unarmed, a Kage is a deadly opponent and 3 (HHH
HHH), Melee 4 (HHHH HHHH), Skulduggery 4
should not be underestimated. (HHH
HHHF F ), Stealth 4 (HHHH
HHHHss ss), Vigilance 2
(HH
HHF F ).
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Parry 3 (when
• The PCs find themselves being tracked by a lone struck by a melee attack but before applying soak, as
Kage assassin who has been hired by one of their an out-of-turn incidental, may suffer 3 strain to reduce
more powerful enemies. Can they turn the tables damage by 5), Stalker 2 (add s s to Coordination and
and become the hunters, or will they remain the
Stealth checks), Unarmed Parry (may perform the Parry
prey?
incidental when unarmed; reduce the strain cost when
• When the party is hired to deliver a sensitive cargo to unarmed by 1, to a minimum of 1).
Quarzite, they discover they have been unwittingly Abilities: Martial Training (Kage assassins use a unique
transporting Kage slaves for the Belugans who weapon profile for unarmed combat, see below), Sleep
control the planet. Before they can decide whether Dust (may spend e or www from any combat check
to complete the delivery, they are ambushed by
to inflict the Disorient 3 quality on an opponent they are
Kage warriors looking to rescue their kin.
engaged with).
KAGE ASSASSIN [RIVAL] Equipment: Paired electroswords (Melee; (HHHH
HHHHs s)
Damage 7; Critical 2; Range [Engaged]; Accurate 1,
Defensive 1, Pierce 3; when two-weapon fighting,
3 4 2 3 2 2 reduces w required to hit with second weapon by 1),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE unarmed martial attack (Brawl; (HHHH
HHHH) Damage 5;
Critical 3; Range [Engaged]; Disorient 1, Knockdown,
Linked 1), padded armor (+2 soak).
SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 2 0
Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH
HHH), Cool
3 (HH
HHF F ), Coordination 3 (HHH
HHHF F s ), Melee
3 (HHH
HHH), Skulduggery 3 (HHH HHH), Stealth 3
(HHH
HHHF F s ), Vigilance 2 (HH
HH).
Talents: Adversary 1 (upgrade difficulty of
all combat checks against this target once),
Stalker 1 (add s to Coordination and Stealth
checks).
Abilities: Martial Training (Kage assassins
use a unique weapon profile for unarmed
combat, see below), Sleep Dust (may spend
e or www from any combat check to inflict
the Disorient 3 quality on an opponent they
are engaged with).
Equipment: Paired electroswords (Melee;
(HHH
HHHs s ) Damage 6; Critical 2; Range
[Engaged]; Accurate 1, Defensive 1, Pierce 3;
when two-weapon fighting, reduces w required
to hit with second weapon by 1), unarmed martial
attack (Brawl; (HHH
HHH) Damage 4; Critical 3; Range
[Engaged]; Disorient 1, Knockdown, Linked 1), padded
armor (+2 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
227
RAXUS
Astrogation Data: Raxus system, Tion He-
gemony, Outer Rime territories.

Orbital Metrics: 352 days per year /


24 hours per day.

Government: Democracy.

Population: 10 billion (Humans


30%, Gossam 18%, Siniteen 12%,
others 40%).

Language: Basic, Huttese.

Terrain: Hills, plains, oceans.

Major Cities: Raxulon (capital).

Areas of Interest: Separatist Parlia-


ment, Tamwith Bay.

Major Exports: Foodstuffs, technology.

Major Imports: Manufactured goods.

Trade Routes: Tion Trade Route.

Special Conditions: None.

Background: Officially named Raxus Secundus, Rax-


us is a lush world in the sector of the Outer Rim known
as the Tion Hegemony. Renowned for its beauty, Rax-
us has a temperate climate and is covered with oceans
and landmasses, which themselves are enveloped by
forests, plains, and hills. Although there are several
large urban sprawls to house the majority of its pop- BIRTH OF THE CONFEDERACY
ulation, these are concentrated in specific regions of
the planet in order to maintain the vast rural regions
that serve as both the planet’s food supply and prima-
ry export.
T wo years prior to the outbreak of the Clone
Wars, Raxus attained galactic prominence
when Count Dooku, a former Jedi Master who
had mostly receded from the galactic spotlight,
As the capital world of the Confederacy of Indepen-
returned to the public eye by commandeering a
dent Systems, Raxus hosts a wide range of species,
HoloNet station in the system.
among them humans, Gossams, and Siniteen. The
planet is also home to an array of Separatist sena- Delivering a fiery rhetoric, he condemned the
tors, who gather in the great Parliament building in the rampant corruption within the Galactic Republic
capital city of Raxulon to determine the course of the and established a separatist state known as the
Separatist movement; or so they believe. There are Confederacy of Independent Systems, effective-
constant rumors that the Parliament is little more than ly sparking a Separatist Crisis that led a host
a front for decisions made by Count Dooku and the of worlds, including Raxus, to flock to his new
Separatist Council, though these are often dismissed government.
as little more than Republic propaganda.
At the start of the Clone Wars, the Confeder-
Numerous travelers of various backgrounds visit acy selected Raxus as its new base of opera-
Raxus, though they have to provide the appropriate tions. The capital city, Raxulon, thus became
clearance code in order for the Separatist blockade to the headquarters of the Separatist Parliament, a
grant them access to the to the world. Security patrols civilian legislature comprised of delegates from
of battle droids require further identification from vis- the Confederacy’s member worlds..
itors once they arrive at one of the spaceports on the
surface.

HEROES ON BOTH SIDES


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Star Wars Roleplaying
SEPARATIST CAPITAL LUX BONTERI [NEMESIS]

USING THESE CHARACTERS 2 3 4 3 3 3


A group of PCs might be forgiven for thinking the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Separatists are nothing more than a band of fallen Jedi, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

cyborg generals and deadly assassins. The likes of Mina 3 12 13 0 0


Bonteri and her son Lux, however, prove that many
grassroots Separatists hold sincere concerns about Skills: Charm 3 (HHH HHH), Deception 2 (HH HHF F ),
the corruption of the Republic and wish to see positive Knowledge (Education) 3 (HHH HHHF F ), Leadership 1
transformative change in the galaxy. (H FF), Negotiation 2 (HH
H FF HHF F ), Piloting (Planetary) 2
(HH
HHF F ), Ranged (Light) 1 (H FF), Survival 1 (H
H FF H FF
FF).
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Encouraging Words
• The PCs learn that Count Dooku is planning to (after an engaged ally fails a check, may suffer 1 strain
remove the outspoken Senator Bonteri once and for to assist that ally’s next check this encounter as an out-
all. They must try to persuade the senator to defect of-turn incidental), Inspiring Rhetoric (as an action, may
back to the Republic for her own protection.
make an Average (FF FF) Leadership check; each q
• A student debate on the war is being held at one causes one ally in short range to recover 1 strain; spend
of Raxulon’s many colleges. Recognizing the PCs w to cause one affected ally to recover 1 additional
in the crowd as strangers to Raxus, Lux challenges strain).
them to share their views in front of everyone. Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; (H
H FF
FF)
REBEL WITH A CAUSE Damage 6; Critical 3; Range [Medium]; Stun setting),
upper-class clothing (+1 soak).
In the later years of the war, an enlightened Lux
would take up a blaster and become one of the
many revolutionaries fighting Separatist rule on MINA BONTERI [NEMESIS]
Onderon. If encountering Lux during this stage of
his life, use the following alternative profile.
2 2 4 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 3 4 3 3 3 SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 14 16 0 0
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 14 15 0 0 Skills: Charm 4 (HHHH


HHHH), Cool 2 (HH HHFF FF),
Deception 2 (HH
HHF F ), Knowledge (Core Worlds) 3
Skills: Charm 3 (HHH HHH), Deception 2 (HH HHF F ), (HHH
HHHF F ), Knowledge (Education) 3 (HHHHHHF F ),
Knowledge (Education) 3 (HHH HHHF F ), Leadership Knowledge (Outer Rim) 3 (HHH
HHHF F ), Leadership 4
2 (HH
HHF F ), Negotiation 2 (HH HHF F ), Piloting (Plan- (HHHH
HHHH), Negotiation 3 (HHH HHHF F ), Perception 3
etary) 2 (HH HHF F ), Ranged (Heavy) 2 (HH HHF F ), (HHH
HHH).
Ranged (Light) 2 (HH HHF F ), Stealth 1 (H FF), Sur-
H FF
Talents: Congenial 2 (may suffer up to 2 strain to down-
vival 2 (HH
HHF F ), Vigilance 1 (HH FF
FF).
grade the difficulty of Charm and Negotiation checks, or
Talents: Adversary 1 (upgrade difficulty of all to upgrade the difficulty of Charm or Negotiation checks
combat checks against this target once), Encour- targeting this character, a number of times equal to the
aging Words (after an engaged ally fails a check, amount of strain suffered), Encouraging Words (after
may suffer 1 strain to assist that ally’s next check an engaged ally fails a check, may suffer 1 strain to
this encounter as an out-of-turn incidental), Inspir- assist that ally’s next check this encounter as an out-of-
ing Rhetoric (as an action, may make an Average turn incidental), Nobody’s Fool 2 (upgrade difficulty of
(FF
FF) Leadership check; each q causes one ally all Charm, Coercion and Deception checks against this
in short range to recover 1 strain; spend w to target twice).
cause one affected ally to recover 1 additional
Abilities: Diplomatic Solution (once per session, at the
strain).
GM’s discretion, when a combat encounter against one
Abilities: None. or more sentient creatures is about to begin, Mina Bon-
Equipment: Blaster rifle (Ranged [Heavy]; teri may spend 1 Destiny Point and make a Daunting
(HH
HHF F ) Damage 9; Critical 3; Range [Long]; Stun (FFFF
FFFF) Charm check; on a success, the encounter
setting), padded armor (+2 soak). becomes a social encounter instead).
Equipment: Encrypted comlink, datapad.

HEROES ON BOTH SIDES


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229
RYLOTH
Astrogation Data: Ryloth system, Gaulus
sector, Outer Rim territories.

Orbital Metrics: 305 days per year /


30 hours per day.

Government: Feudal meritocracy.

Population: 1.5 billion (Twi’leks


76%, others 24%).

Language: Twi’leki, Basic, Lekku.

Terrain: Desert, canyons, mesas.

Major Cities: Lessu (capital), Ka-


la’uun, Nabat.

Areas of Interest: Jixuan Desert,


Tann Province, Floating Rock Gardens
of Ryloth.

Major Exports: Ryll, slaves.

Major Imports: Foodstuffs, medicine.

Trade Routes: Corellian Run.

Special Conditions: None.

Background: The homeworld of the Twi’lek species,


Ryloth is a world of varied terrain, filled with jungles,
mesas, valleys, and volcanoes, and has an atmosphere
breathable for Twi’leks and humans alike. A forest cov- PLANET OF RESISTANCE
ers its equator, filled with dangerous predators. Given
this varied and dangerous terrain, most Twi’leks out-
side of the main cities live in caves underground. F or centuries, Ryloth and its people have
been exploited by the Hutts and other
criminal enterprises. This has led to the Twi’leks
Situated near the Corellian Run hyperspace route, developing a history of hard-fought resistance
far beyond the planets Tatooine and Geonosis, Ryloth against outside influences, to varying degrees
sits towards the boundaries of Wild Space. Despite of success.
its isolated location, it has always been an important
Sadly, not all members of the species are as
world due to the prominence of the native Twi’leks in
loyal to the idea of Ryloth’s independence as
galactic affairs. Their representative in the Galactic
others. Too often some Twi’leks choose to sell
Senate, Orn Free Taa, is one of the most influentials
out their brothers and sisters in the pursuit of
members of that governing body.
profit, making mistrust and paranoia the tools of
In addition to the Twi’leks, Ryloth has several native survival for many on Ryloth.
non-sentient species, most of which are fierce and With the outbreak of the Clone Wars, the Con-
predatory by nature in order to survive on a planet federacy of Independent Systems invaded Ry-
with such a harsh environment. The lylek is easily the loth in pursuit of a source of cheap labor. In
most dangerous predator native to Ryloth, with their response to the occupying droid legions, a re-
hard shelled insectoid bodies and sharp limbs and ex- sistance movement was formed and led by the
tremely strong tentacles. Likewise, the smaller gutkurr political radical Cham Syndulla.
are fast, two-legged creatures with hard-shelled car-
apaces with spines protruding from their backs. One Though unable to meet the droid army in open
of the few exceptions are the blurggs. Though highly battle, Syndulla’s guerrilla fighters continue to
territorial, these two-legged beasts have been domes- provide a vital beacon of hope for the wider
ticated by the Twi’leks, serving as loyal and depend- Twi’lek population - a promise that one day, Ry-
able mounts. loth will be free again.

HEROES ON BOTH SIDES


230
Star Wars Roleplaying
RESISTANCE STRONGHOLD • The PCs come across information suggesting that
the Separatists have a mole in Cham Syndulla’s
insurgent cell. The only problem is Syndulla himself
USING THESE CHARACTERS seems reluctant to believe them. Can they convince
him before the traitor sells out the entire resistance?
The Twi’leks are a proud people, and none more-so than
the leader of the resistance, Cham Syndulla. Although
they are waging a desperate war for freedom from the
BLURRG [RIVAL]
droid armies of the Separatists, they are wary of the
support offered by the Republic.
4 4 1 2 1 1
Syndulla himself has little faith in the Galactic Senate, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and believes the clone troopers could change from liber-
ators to occupiers in the blink of an eye. This caution for SOAK VALUE W. THRESHOLD M/R DEFENSE

his people’s future governs much of the rebel leader’s 4 15 0 0


actions, and it will take considerable effort for Repub-
lic-aligned PCs to earn his trust. Skills: Athletics 2 (HH FF), Brawl 1 (H
HHFF H FFF
FFF),
Survival 2 (HH
HH).
ADVENTURE AND ENCOUNTER IDEAS Talents: Swift (do not suffer normal penalties for mov-
ing through difficult terrain).
• With a strong Separatist blockade in place over the Abilities: Silhouette 2, Trained Mount 1 (add s to a
planet, both fringer and Republic-aligned PCs can rider’s Survival checks while mounted on a blurrg).
find ample opportunities to earn credits or glory
Equipment: Jaws (Brawl; (H FFF) Damage 7; Critical
H FFF
running vital supplies to the resistance movement
4; Range [Engaged]; Ensnare 1).
on the planet’s surface.
CHAM SYNDULLA [NEMESIS]

2 3 4 3 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 15 18 0 0
Skills: Cool 4 (HHHH
HHHH), Deception 2 (HH HHF F ),
Knowledge (Warfare) 5 (HHHHHHHHF F ), Leadership
2 (HH
HHFF FFss ss), Mechanics 3 (HHH HHHF F ),
Negotiation 3 (HHHHHHF F ), Ranged (Heavy) 2
(HH
HHF F ), Resilience 4 (HH
HHFF FF), Survival 2
(HH
HHF F ), Vigilance 3 (HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all
combat checks against this target twice), Com-
mand 2 (add ss to Leadership checks; affected
targets gain ss on Discipline checks for the next
24 hours), Field Commander (as an action, may
make an Average (FF FF) Leadership check; 4
allies may immediately suffer 1 strain to perform
a free maneuver), Inspiring Rhetoric (as an ac-
tion, may make an Average (FF FF) Leadership
check; each q causes one ally in short range to
recover 1 strain; spend w to cause one affected
ally to recover 1 additional strain).
Abilities: For Ryloth! (once per session, may
reroll a failed Leadership check when leading
Twi’leks), Twi’lek (may remove s imposed by
hot and arid environmental conditions).
Equipment: Blaster rifle (Ranged [Heavy];
(HH
HHF F ) Damage 9; Critical 3; Range [Long];
Stun setting), Ryloth combat uniform (+1 soak).

HEROES ON BOTH SIDES


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231
LYLEK DRONE [RIVAL]

5 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

8 25 2 0
Skills: Athletics 2 (HH FFF), Brawl
HHFFF 4
(HHHH
HHHHF F ), Coordination 4 (HHH
HHHFF ).
Talents: Adversary 1 (upgrade difficulty of all
combat checks against this target once).
Abilities: Multi-Limbed (the lylek drone gains
s on all Brawl checks and may spend ww
on a successful melee attack to hit a second
target engaged with the lylek, dealing the
same damage as dealt to the original target),
Silhouette 2, Tunneler (can travel under-
ground, treating terrain as normal).
Equipment: Massive mandibles (Brawl; (HH-
HH-
HH F ) Damage 10; Critical 3; Range [Engaged];
HHF
Ensnare 2, Pierce 2, Vicious 1), tentacles (Brawl;
(HHHH
HHHHF F ) Damage 6; Critical 4; Range [Short];
Ensnare 4, Vicious 2; if a target is successfully en-
snared, the lylek may reel them into engaged range as
an action).

LYLEK QUEEN [NEMESIS]

5 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

GUTKURR [RIVAL] SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

10 40 25 2 0
5 4 1 1 1 1 Skills: Athletics 2 (HH FFF), Brawl 4 (HHHH
HHFFF HHHHFF ),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Coordination 4 (HHH
HHHF F ).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Talents: Adversary 3 (upgrade difficulty of all combat
8 18 0 0 checks against this target three times).
Abilities: Multi-Limbed (the lylek queen gains s on
Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFF
FF),
all Brawl checks and may spend ww on a successful
Resilience 3 (HHH
HHHFF FF), Vigilance 2 (H
H F ).
melee attack to hit a second target engaged with the
Talents: Fearsome 2 (when an adversary becomes en- lylek, dealing the same damage as dealt to the original
gaged with a gutkurr, the gutkurr may force the adver- target), Silhouette 3, Tunneler (can travel underground,
sary to make an Average (FFFF) fear check). treating terrain as normal).
Abilities: Native Fauna (may remove ss imposed by Equipment: Massive mandibles (Brawl; (HHHH HHHHF F)
hot and arid environmental conditions), Silhouette 2. Damage 12; Critical 3; Range [Engaged]; Ensnare 2,
Equipment: Jaws (Brawl; (HHH HHHFF FF) Damage 8; Pierce 2, Vicious 1), tentacles (Brawl; (HHHH HHHHF F)
Critical 3; Range [Engaged]; Vicious 3). Damage 7; Critical 4; Range [Short]; Ensnare 4, Vicious
2; if a target is successfully ensnared, the lylek may reel
them into engaged range as an action).

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Star Wars Roleplaying
TWI’LEK BLURRG RIDER [RIVAL] TWI’LEK FREEDOM FIGHTER [MINION]

2 3 2 3 2 2 2 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 12 0 0 3 5 0 0
Skills: Athletics 2 (HH
HH), Cool 2 (HH
HH), Perception 2 Skills (group only): Cool (FF
FF), Melee (FF
FF), Ranged
(HH
HHF F ), Ranged (Light) 2 (HH
HHFF ), Stealth 2 (HH
HHFF ), (Heavy) (FF
FF), Survival (FF
FF).
Survival 3 (HHH
HHH), Vigilance 2 (HH
HH). Talents: None.
Talents: Expert Handler 1 (remove s from Survival Abilities: Twi’lek (may remove s imposed by hot and
checks made to ride beasts). arid environmental conditions).
Abilities: Twi’lek (may remove s imposed by hot and Equipment: Blaster rifle (Ranged [Heavy]; (FFFF) Dam-
arid environmental conditions). age 9; Critical 3; Range [Long]; Stun setting), ion gre-
Equipment: Heavy blaster pistol (Ranged [Light]; nade (Ranged [Light]; (FFFF) Damage 10; Critical 5;
(HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun Range [Short]; Blast 7, Disorient 5, Ion, Limited Ammo
setting), ion grenade (Ranged [Light]; (HH
HHF F ) Damage 1), insurgent combat armor (+2 soak).
10; Critical 5; Range [Short]; Blast 7, Disorient 5, Ion,
Limited Ammo 1), Ryloth combat uniform (+1 soak).

HEROES ON BOTH SIDES


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233
SALEUCAMI
Astrogation Data: Saleucami system, Suol-
riep sector, Outer Rim territories.

Orbital Metrics: 392 days per year /


26 hours per day.

Government: Corporate.

Population: 1.4 billion (Pantoran


36%, Weequay 8%, Gran 8%, Hu-
mans 6%, Twi’leks 4%, others 38%).

Language: Basic, Wroonian.

Terrain: Desert, swamps.

Major Cities: Taleucema (capital).

Areas of Interest: Blackwind Crater,


Magma Caverns.

Major Exports: Botannicals, medicine,


technology.

Major Imports: Foodstuffs, raw materials.

Trade Routes: Talcene Transit.

Special Conditions: Frequent meteor showers.

Background: Located in a far-flung corner of the Out-


er Rim, Saleucami is a dim, arid world settled by Pan-
toran colonists many centuries ago. The name Saleu-
cami means ‘oasis’ in the Pantoran language, though THE SHADOW ARMY
not all of the planet’s visitors would agree with such
a comparison. In recent years the planet has fallen
under the influence of galactic corporations like the T he Shadow Army was the name given to
the secret army of Morgukai clones created
on Saleucami to oppose the Jedi Order during
Techno Union and Commerce Guild, slowly transform-
ing it into just another corporate purse-world. the Clone Wars. Seeking to establish a viable
counter-measure to the Republic’s clone army,
Ranging from desert to wetlands, the terrain on Sa- the Confederacy of Independent Systems
leucami is as diverse as its colonists. Saleucami has no recruited one of the last remaining Morgukai,
indigenous sentient species, but with its pleasant cli- Bok, using him as the template for a new clone
mate for most of the year outside of the scorching hot army. These new warriors were trained by Anzati
equatorial regions, many settlers come to find their assassins and wielded deadly cortosis alloy
own oasis on the quiet, isolated world. staffs.
Among the most prominent species to settle on the Unfortunately for the Confederacy cause, the
world are the Pantorans, Weequay, Gran, and Twi’leks. Shadow Army was prevented from leaving Sa-
These colonists live in tiny townships within the min- leucami when its existence was discovered by
eral-rich, fertile craters of the world, and many earn a the Jedi spymaster Tholme. When Tholme re-
simple living through farming. This quiet, content ex- ported his discovery to the Jedi Council, it led
istence has not allowed the citizens of Saleucami to to a prolonged siege by a Galactic Republic task
escape the ever-expanding battlefronts of the Clone force under the command of Jedi Master Oppo
Wars, however. As the frontlines shift in response to Rancisis.
victories and defeats on both sides, Saleucami edges
ever closer to being dragged into a war its people want
no part of.

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Star Wars Roleplaying
SHADOW UPRISING ANZATI ASSASSIN [NEMESIS]

USING THESE CHARACTERS 4 4 4 4 4 3


Although most inhabitants of Saleucami want nothing BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

more than to be left alone to enjoy quiet lives, the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

planet is home to one of the Separatists deadliest secret 5 20 20 1 1


projects - the Morgukai Shadow Army. These cloned
fighters, grown from the last survivor of the ancient Skills: Athletics 2 (HH
HHFF FF), Brawl 3 (HHH HHHF F ),
Morgukai cult, are subjected to tortuous training at the Cool 3 (HHH
HHH), Coordination 4 (HHHH HHHHss ss),
hands of Anzati assassins in order to prepare them for Deception 3 (HHH
HHHF F ), Discipline 3 (HHH
HHHF F ), Melee
their deadly purpose - to confront and defeat the Jedi 3 (HHH
HHHF F ), Perception 3 (HHHHHHF F ), Skulduggery
Knights and their clone army. 3 (HHH
HHHF F ), Stealth 4 (HHHH
HHHHss ss), Survival 2
(HH
HHFF FF), Vigilance 3 (HHH
HHHF F ).
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Stalker 2 (add s s to
• On the trail of a Republic spy who has disappeared Coordination and Stealth checks).
without a trace on Saleucami, the PCs uncover
clues pointing to the presence of a large Separatist Abilities: Energy Drain (when an Anzati inflicts wounds
installation on the planet - the cloning center from on a target as part of a Brawl combat check, the Anzati
which the Morgukai Shadow Army is being grown. heals 4 strain and 4 wounds), Soup Drinker (as an ac-
tion, an Anzati may feed on the essence of one incapac-
• Serving in Master Oppo Rancisis’s task force to itated target in engaged range; the target’s Willpower is
take Saleucami, the PCs must protect the venerable permanently reduced by 1, to a minimum of 1).
Jedi Master from the threat of Anzati assassins
seeking to eliminate him before he can bring his Equipment: Reinforced vibrosword (Melee; (HHHHHHF F)
Battle Meditation to bear on the ongoing siege. Damage 7; Critical 2; Range [Engaged]; Cortosis,
Pierce 2, Vicious 1), face tendrils (Brawl; (HHH
HHHF F)
Damage 5; Critical 3; Range [Engaged]; Disorient 1,
Stun Damage), assassin’s robes (+1 soak, defense 1).

MORGUKAI SHADOW WARRIOR [NEMESIS]

4 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 18 15 2 1
Skills: Athletics 2 (HHHHFF FF), Brawl 2
(HH
HHFF FF), Coercion 2 (HH HHF F ), Cool
1 (HH F ), Discipline 1 (H FF), Melee 3
H FF
(HHH
HHHF F ), Resilience 1 (HH FFF
FFF),
Stealth 2 (HH
HHF F ), Survival 2 (HH
HH),
Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficul-
ty of all combat checks against this target
once), Lethal Blows 2 (add +20 to any
Critical Injury results inflicted on oppo-
nents), Parry 2 (when struck by a me-
lee attack but before applying soak, as an
out-of-turn incidental, may suffer 2 strain to
reduce damage by 4).
Abilities: Kajain’sa’Nikto (may remove s im-
posed by hot and arid environmental conditions).
Equipment: Modded cortosis staff (Melee;
(HHH
HHHF F ) Damage 8; Critical 1; Range [Engaged];
Breach 1, Cortosis, Defensive 1), cortosis armor (+2
soak, defense 1; Cortosis).

HEROES ON BOTH SIDES


Star Wars Roleplaying
235
SCIPIO
Astrogation Data: Albarrio system, Albar-
rio sector, Outer Rim territories.

Orbital Metrics: 311 days per year /


22 hours per day.

Government: Plutocracy.

Population: 1.2 billion (Muuns 80%,


Humans 8%, others 12%).

Language: Muun, Basic.

Terrain: Snowy mountains, hills.

Major Cities: Vault Fortress (capi-


tal).

Areas of Interest: Frigia Mountains.

Major Exports: Finance, loans.

Major Imports: Foodstuffs, investments


opportunities.

Trade Routes: Mygeeto Pass.

Special Conditions: No weapons permitted on


Banking Clan territory.

Background: Even before the outbreak of the Clone


Wars, the snow-capped Outer Rim world of Scipio has
been an important world for the Galactic Republic,
being one of the center worlds of the InterGalactic FINANCING A GALAXY AT WAR
Banking Clan. This commerce guild built its massive
vaults on the planet, where the Bank profits are safely
held under the oversight of the ruling plutocratic body T he InterGalactic Banking Clan, often simply
known as the Banking Clan, is one of the most
influential commerce guilds in the galaxy, and
known as the Core Five.
arguably the single most important organization
Scipio is the homeworld of the Muun species, but in the Outer Rim. It is from the coffers of
because the planet lacked natural resources of any the Banking Clan’s vaults that Republic and
note, the early Muuns colonized the nearby world Separatists alike are able to keep their war
of Muunilinst and founded the InterGalactic Banking machines operational.
Clan. This has led to a common misconception that
During the Clone Wars, the upper echelons of
Muunilinst is the homeworld of the species - a mistake
the organization have joined the Confederacy
that any Scipio-dwelling Muun is quick to rectify when-
of Independent Systems, and its chairman, San
ever the opportunity presents itself.
Hill, has been given a place on the Separatist
Following the lead of the Banking Clan, numerous Council. As with many corporate entities, how-
other outside agencies, power brokers, and represen- ever, the Banking Clan is careful to insist in pub-
tatives of various cartels make their home on Scipio, lic that it has no overt loyalties, and is a neutral
hoping to ensure their place in the galactic market. party in the conflict.
With the outbreak of galactic war, the planet has be-
However, as a result of their secret alliance with
come one of the few unassailable havens of neutrality,
the Separatists, the members of the Core Five -
as neither side is willing to risk the uninterrupted flow
the corrupt ruling body that oversees the Clan’s
of loans and resources that the banking system can
finances - have had to work hard to conceal the
provide.
fact that their unchecked funding of the Sepa-
ratist cause is threatening to spiral the entire
Banking Clan into financial ruin.

HEROES ON BOTH SIDES


236
Star Wars Roleplaying
GALACTIC BANKING HUB MUUN BANKER [NEMESIS]

USING THESE CHARACTERS 2 2 5 4 3 2


As the founders and executive officers of the InterGalactic BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Banking Clan, the Muuns are an intelligent and highly SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

influential people in galactic politics. In matters of 3 12 17 0 0


finance and negotiation they have a reputation for
being aloof or even arrogant, but in truth these are Skills: Charm 2 (HH HH), Coercion 3 (HHH HHH),
traits generally espoused only by the corrupt elites who Computers 2 (HH FFF), Cool 3 (HH
HHFFF HHF F ), Deception
make up the Muun upper class. Most Muuns are proud 3 (HHH
HHHF F ), Knowledge (Education) 3 (HHH
HHHFF FF),
of their financial institutions, but believe they have a Leadership 1 (H H F ), Negotiation 4 (HHHH
HHHHF F ),
solemn duty to uphold and protect them for the sake of Perception 3 (HHH
HHHF F ).
economic stability throughout the galaxy. Talents: Nobody’s Fool 2 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar-
ADVENTURE AND ENCOUNTER IDEAS get twice).
Abilities: Pragmatic Negotiator (may use Intellect in-
• The party has been given a job that could bring
stead of Presence when making Negotiation checks).
in a huge sum of credits, but to have the best
chance of success they need to buy some expensive Equipment: Encrypted datapad, expenses card.
new equipment. An NPC ally suggests trying to
negotiate with the Banking Clan for a loan, if they MUUN SECURITY OFFICER [MINION]
can navigate the labyrinth of bureaucrats.
• A Muun banker hires the PCs as security for a
2 2 2 2 2 1
journey to a distant world, but when local pirates
hear of it they become convinced the banker’s ship BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

is filled with untold riches. SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0
Skills (group only): Coercion (FFFF), Melee (FF
FF),
Ranged (Light) (FF
FF), Vigilance (FF
FF).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
age 6; Critical 4; Range [Medium]; Stun setting), trun-
cheon (Melee; (FFFF) Damage 4; Critical 5; Range [En-
gaged]; Disorient 2), padded uniform (+2 soak).

HEROES ON BOTH SIDES


Star Wars Roleplaying
237
SERENNO
Astrogation Data: Serenno system, D’As-
tan sector, Outer Rim territories.

Orbital Metrics: 361 days per year /


24 hours per day.

Government: Aristocracy.

Population: 4 billion (Humans 88%,


others 12%).

Language: Basic.

Terrain: Rainforests, mountains.

Major Cities: Carannia (capital), Fi-


yarro, Saffia.

Areas of Interest: Castle Serenno,


Carannia Spaceport.

Major Exports: Art, foodstuffs, luxury


goods.

Major Imports: Technology, medicine.

Trade Routes: Hydian Way, Spurs of Celanon.

Special Conditions: None.

Background: According to the legends of the noble


houses of the planet, the lush and vibrant world of
Serenno was once a planet under the control of the
Sith Empire. The eight great houses were mobilized THE EIGHT GREAT HOUSES
by the Serenno family and, the legends say, expelled
the Sith forces without Jedi assistance. As a result the
planet was subsequently renamed after the Serenno S erenno is a world ruled by the aristocrats, the
most powerful of which come from the eight
“Great Houses”. As of the time of the Clone
Family, who would go on to rule the world as counts
and countesses for centuries. Wars, the eight families consist of the Houses
Borgin, Demici, Dooku, Hakka, Malvern, Nalju,
A world of considerable wealth and influence, Seren- Palerma and Vemec.
no capital backed many projects of the Galactic Re-
public, particularly those intended to develop other A ruler of Serenno - the being who holds the se-
worlds in the Outer Rim. The planet was a valued nior title of Count or Countess of Serenno - can
member of the Galactic Senate, despite being a fre- only be selected from one of these eight clans.
quent hotbed of sedition. This tendency towards dis- As each house has its own strengths and weak-
sent has survived into the era of the Clone Wars, with nesses, alliances are often negotiated to ensure
the world now serving as the homeworld and base of mutual prosperity and to undermine rivals. Such
operations for none other than Count Dooku, leader deals are often sealed in marriage to ensure
of the Confederacy of Independent Systems, himself. they continue on into the next generation - al-
though in the cutthroat business of aristocratic
Being a high-value target of symbolic as well as stra- politics, this is rarely a guarantee.
tegic significance, the planet is kept under the con-
The current Count of Serenno is the former Jedi
stant protection of an entire Separatist battle group,
Master Dooku, who - thanks to his position as
which orbits their master’s homeworld to keep it safe
head of the Confederacy of Independent Sys-
from Republic assault.
tems and his abilities as a Sith Lord - is able to
keep an iron grip on the other houses without
lowering himself to such petty politics.

HEROES ON BOTH SIDES


238
Star Wars Roleplaying
BASTION OF NOBILITY SPIKEBAT [MINION]

USING THESE CHARACTERS 1 3 1 1 1 1


Serennian society is dominated by the elite ruling BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

nobility, epitomized in the small cabal of aristocratic SOAK VALUE W. THRESHOLD M/R DEFENSE

families known as the Eight Great Houses. Nothing of 2 5 0 0


significance takes place on Serenno without the sanction
of at least one of these great houses, and the nobles that Skills (group only): Brawl (F
F ), Coordination (FFF
FFF).
make up their ranks are quick to poke their nose into Talents: None.
any unusual business that takes place on their world.
Honor is a prized currency amongst these nobles, and Abilities: Flyer.
it is not uncommon for disputes to be settled in duels Equipment: Spiked maw (Brawl; (F F ) Damage 3; Criti-
with ceremonial swords. Most such ‘honor duels’ are cal 4; Range [Engaged]; Pierce 3).
only fought to first blood, though in matters of grave
disrespect a Serennian might challenge their opponent
to a fight to the death.

ADVENTURE AND ENCOUNTER IDEAS

• A group of nobles from some of the Eight


Great Houses seek to stir up dissent among
the Serennian population, with the aim of
forcing Count Dooku to make peace with the
Republic. The PCs must find and protect
these would-be rebels before Dooku can
eliminate the challenge to his authority.
• The PCs have uncovered an opportunity to
infiltrate Dooku’s palace while the Count is
away on Separatist business. If they can pass
undetected through spikebat-infested forests,
they may be able to sneak into the castle and
make off with valuable military intelligence.

SERENNIAN NOBLE [NEMESIS]

2 3 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 16 2 1
Skills: Charm 2 (HH
HHFFFF), Cool 2 (HHHHFF FF),
Deception 3 (HHH
HHH), Discipline 2 (HHHHFFFF),
Knowledge (Education) 4 (HHH
HHHF F ), Leadership
3 (HHH
HHHF F ), Melee 3 (HH
HHFF ), Perception 3
(HHH
HHH).
Talents: Nobody’s Fool 1 (upgrade difficulty of
all Charm, Coercion and Deception checks against
this target once), Parry 2 (when struck by a melee
attack but before applying soak, as an out-of-turn
incidental, may suffer 2 strain to reduce damage
by 4).
Abilities: None.
Equipment: Ceremonial blade (Melee; (HH HHF F)
Damage 4; Critical 3; Range [Engaged]; Defensive
1), armorweave clothing (+1 soak, defense 1).

HEROES ON BOTH SIDES


Star Wars Roleplaying
239
SKAKO MINOR
Astrogation Data: Skako system, Skako
sector, Core region.

Orbital Metrics: 384 days per year /


27 hours per day.

Government: Corporate.

Population: 6 billion (Skakoan 62%,


Poletecs 28%, others 10%).

Language: Basic, Skakoverbal, Po-


letec.

Terrain: Canyons, fungal forests.

Major Cities: Purkoll (capital).

Areas of Interest: Poletec Village,


Techno Union droid foundries.

Major Exports: Technology, weapons.

Major Imports: Foodstuffs, raw materials.

Trade Routes: Hydian Way.

Special Conditions: None.

Background: Any trip to Skako Minor is punctuated


by the planet’s inscrutable elements, with ships im-
mediately rattled and jostled by the unforgiving at-
mospheric disturbances upon arrival. In the murky,
gaseous atmosphere, blustering winds and occasional THE TECHNO UNION
electrical storms are hidden among the blinding yel-
low-hued fog.

But rising above this gas layer stands the city of Pur-
T he Techno Union, under the leadership of
the Skakoan emir Wat Tambor, was one of
several corporate titans that quietly aligned
koll, the spiral-towered headquarters of the Techno itself with Count Dooku’s Separatist movement
Union from which Skakoan overseers can look down in the days leading up to the outbreak of the
on the world they rule beneath them. Cloistered in Clone Wars. During a summit with Dooku on
their cities, the Skakoans operate a vast network of the planet Geonosis, the Techno Union’s leader,
droid foundries for the Techno Union, capable of pro- Foreman Wat Tambor, pledged to supply the
ducing unique droid models not found anywhere else conglomerate’s droid army to the Separatist
in the galaxy. Alliance.

Similar such settlements dot the landmasses of Ska- Despite its actions on Geonosis, the Techno
ko Minor, but in their shadows sit the villages of the Union currently claims neutrality in the conflict,
primitive natives known as the Poletecs. These tall, and retains their representation in the Galactic
spindly-limbed beings do their best to avoid the atten- Senate under Senator Gume Saam. Many of
tion of the Skakoans above, as they are a favored test the Union’s subsidiaries continue to produce
subject for whatever new weapons of war the Techno starships and weapons for the Republic. How-
Union engineers have designed for the Separatist war ever, for every warship created for the Republic,
effort. the Union’s member corporations manufacture
a million Separatist battle droids, as the Union’s
The planet is highly militarized and, in this time of only true loyalty is to war, and the profits it can
war, closed to outsiders. D-wing air support droids and generate for them.
octuptarra magna tri-droids patrol the skies and sur-
face of the planet with standing orders to open fire on
any unauthorized presence.

HEROES ON BOTH SIDES


240
Star Wars Roleplaying
EXPLOITED WORLD KEERADAK [RIVAL]

USING THESE CHARACTERS 3 3 1 3 1 1


The corporate overlords of the Techno Union may rule BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Skako Minor from their floating cities, but they do so SOAK VALUE W. THRESHOLD M/R DEFENSE

only by oppressing the native Poletecs down on the 5 18 0 0


surface. Seeing their land and resources exploited to
fuel the Techno Union’s commercial interests, the Skills: Brawl 1 (H FF), Coordination 3 (HHH
H FF HHH),
Poletecs despise the Skakoans and might only require Survival 2 (HH
HHFF ), Vigilance 3 (H
H FF
FF).
a small push from some enterprising PCs to take the Talents: None.
fight to the customized droid legions that serve as the
Union’s security force. Abilities: Flyer (can fly; see the Flying sidebar in Chap-
ter VI: Conflict and Combat of any core rulebook),
Silhouette 2, Trained Mount 1 (add s to a rider’s Sur-
ADVENTURE AND ENCOUNTER IDEAS vival checks while mounted on a keeradak).
• The PCs are enlisted to steal incriminating evidence Equipment: Winged claws (Brawl; (H FF) Damage 7;
H FF
of the Techno Union’s Separatist sympathies. With Critical 3; Range [Engaged]).
the Republic unable to violate the Union’s supposed
neutrality, they must convince the native Poletecs POLETEC WARRIOR [MINION]
to let them to use one of their villages as a base of
operations.
2 3 2 2 2 2
• The Techno Union is in the process of developing a
new model of battle droid to sell to the Separatist BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Alliance. The PCs are tasked with sabotaging the SOAK VALUE W. THRESHOLD M/R DEFENSE

development process by any means necessary. 3 7 0 0


D1 AERIAL BATTLE DROID [MINION] Skills (group only): Melee (FF
FF), Ranged (Light)
(FFF
FFF), Survival (FF
FF).
Talents: None.
2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Native Language (a Poletec does not speak
or understand Basic, and speaks only native Poletec).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Equipment: Primitive spear (Melee; (FFFF) Damage 5;
4 5 0 0 Critical 3; Range [Engaged]), primitive spear (thrown)
(Ranged [Light]; (FFF
FFF) Damage 7; Critical 3; Range
Skills (group only): Gunnery (FF
FF), Ranged (Heavy)
[Short]; Limited Ammo 1), hide armor (+1 soak).
(FF
FF), Ranged (Light) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins), Flyer (can fly; see the Flying
sidebar in Chapter VI: Conflict and Combat of
any core rulebook).
Equipment: Integrated hand blaster
(Ranged [Heavy]; (FF FF) Damage 9;
Critical 3; Range [Long]; Stun setting).

HEROES ON BOTH SIDES


Star Wars Roleplaying
241
TOYDARIA
Astrogation Data: Toydaria system, Hutt
Space, Mid Rim region.

Orbital Metrics: 184 days per year /


21 hours per day.

Government: Feudal monarchy.

Population: 11 million (Toydarians


79%, Hutts 18%, others 3%).

Language: Toydarian, Huttese, Ba-


sic.

Terrain: Swamps, lakes.

Major Cities: Toydor (capital).

Areas of Interest: Toydor Merchant


District, Royal Palace, Church of Toy-
daria.

Major Exports: Consumables, labor.

Major Imports: Consumables, technology.

Trade Routes: Shag Pabol.

Special Conditions: Atmospheric flight restrictions.

Background: Toydaria is a temperate world of for-


ests and swamps, with mats of algae covering large
portions of the planet’s surface. The atmosphere is MISSION TO RUGOSA
typically foggy, and carries a greenish hue. It is the
homeworld of the native Toydarians, who create muck
nests and live in the atmosphere of muck lakes in large
E arly in the Clone Wars, the strategic value of
Toydaria’s moon Rugosa was quickly identified
by both sides of the conflict. Fully aware of King
floating cities - some of which are large enough to be
Katuunko’s preference for remaining neutral in
visible from orbit. So pungent is the atmosphere of
the war, the Republic and Separatists both sent
their homeworld, Toydarians consider other planets to
senior members of their leadership to try and
be bland and odorless.
persuade the king to reconsider his support;
Toydaria’s main moon is Rugosa, also known as Count Dooku sent his personal assassin Asajj
the Coral Moon. Many eons before the Clone Wars, Ventress, while the Jedi Council dispatched
a large calamity boiled Rugosa’s oceans away, leaving Master Yoda.
the large skeletons of the coral behind. Its size and To convince the king that the Jedi were too weak
location in the local system gives it a certain strate- to protect his system, Dooku had two frigates
gic value however, and both Republic and Separatist ambush the Republic cruiser carrying Yoda and
commanders have made securing access to the moon his clone escort. Yoda, however, made it to the
a military priority for the region. moon’s surface in an escape pod, so instead,
the Separatists turned the meeting into a con-
The current king of Toydaria, Katuunko, is a popu-
test of strength.
lar figure who serves the interests of his own people
above wider galactic politics. At the onset of the Clone Ventress would send her best troops to capture
Wars, Katuunko declared Toydaria to be a neutral the Jedi, with their success or failure deciding
planet, though he was later persuaded by Jedi Mas- who Katuunko would join. Despite the king’s
ter Yoda that Toydaria’s interests lay in siding with the misgivings, Yoda accepted the challenge and
Republic to combat the encroaching tyranny of the would go on to outfight Ventress’ troops - and
Separatist Alliance. It remains to be seen what con- even overpower Ventress herself, earning Katu-
sequences King Katuunko’s decision may have for the unko’s support for the Republic and his disdain
people of Toydaria. for Separatist treachery.

HEROES ON BOTH SIDES


242
Star Wars Roleplaying
KINGS OF CAUTION
USING THESE CHARACTERS
Toydarians are hagglers by nature, and most natives who
venture off-world do so to make the most of their shrewd
business sense. This has given the species a reputation
for being slimy or duplicitous in their dealings, but in
truth it is a rare Toydarian who breaks their word once a
deal has been struck.
Despite their location in Hutt Space, the Toydarians
enjoy a great deal of autonomy under their king. Under
Katuunko, Toydarian culture has come to place great
value on charity and helping the unfortunate, which
makes them a willing sponsor of several humanitarian
schemes.

ADVENTURE AND ENCOUNTER IDEAS

• The PCs must convince King Katuunko and his court


to sponsor their efforts to secure aid and supplies
for a group of Republic refugees, even though
doing so would risk violating Toydaria’s carefully-
maintained neutrality.
• An old enemy of the PCs frames the party by faking
evidence to the Toydarian Royal Guard that they are
on Toydaria to carry out an assassination of King
Katuunko himself. Fooled by the deception, the
Royal Guard attempt to arrest the PCs.

KING KATUUNKO [NEMESIS]

2 2 3 3 4 4 TOYDARIAN ROYAL GUARD [RIVAL]


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

2 4 2 2 3 3
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 12 15 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Skills: Charm 3 (HHH


HHHF F ), Coercion 2 (HH
HHFFFF), SOAK VALUE W. THRESHOLD M/R DEFENSE

Discipline 3 (HHHHHHF F ), Knowledge (Education) 4 12 0 0


2 (HH
HHF F ), Knowledge (Outer Rim) 3 (HHH HHH),
Leadership 4 (HHHH
HHHH), Melee 2 (HH HH), Negotiation Skills: Discipline 4 (HHH
HHHF F ), Melee 2 (HH
HH),
2 (HH
HHFF FF), Perception 2 (HH
HHF F ). Perception 2 (HHHH), Ranged (Light) 2 (HHHHFF
FF),
Talents: Adversary 1 (upgrade difficulty of all combat Ranged (Heavy) 2 (HH FF), Vigilance 3 (HHH
HHFF HHH).
checks against this target once), Congenial 1 (may suffer Talents: Body Guard 1 (once per round, may perform
1 strain to downgrade the difficulty of Charm and Nego- the Body Guard maneuver to guard an engaged charac-
tiation checks, or to upgrade the difficulty of Charm or ter; suffer 1 strain to upgrade the difficulty of all combat
Negotiation checks targeting this character, once), No- checks against the specified target once).
body’s Fool 2 (upgrade difficulty of all Charm, Coercion Abilities: Hoverer (floats up to several meters in the air
and Deception checks against this target twice). and may move through difficult terrain without spend-
Abilities: Hoverer (floats up to several meters in the air ing additional maneuvers), Silhouette 0.
and may move through difficult terrain without spend- Equipment: Blaster rifle (Ranged [Heavy]; (HH
HHFFFF)
ing additional maneuvers), Silhouette 0. Damage 9; Critical 3; Range [Long]; Stun setting),
Equipment: Ceremonial sword (Melee; (HH HH) Dam- ceremonial sword (Melee; (HH
HH) Damage 3; Critical 3;
age 3; Critical 3; Range [Engaged]; Pierce 2), armored Range [Engaged]; Pierce 2), padded armor (+2 soak).
clothing (+1 soak, defense 1).

HEROES ON BOTH SIDES


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243
TRANDOSHA
Astrogation Data: Kashyyyk system, My-
taranor sector, Mid Rim region.

Orbital Metrics: 371 days per year /


25 hours per day.

Government: Tribal.

Population: 42 million (Trandoshans


99%, others 1%).

Language: Dosh.

Terrain: Deserts, grasslands, jungle.

Major Cities: Hsskhor (capital), For-


ak.

Areas of Interest: The Scorch.

Major Exports: Mercenaries, slaves.

Major Imports: Technology.

Trade Routes: Durkteel Loop, Great Kashy-


yyk Branch, Nightroad, Randon Run.

Special Conditions: None.

Background: Trandosha, also known simply as Dosh,


is a vibrant, arboreal planet located in the galaxy’s Mid
Rim and the homeworld of the Trandoshan species. It
is orbited by Wasskah, a verdant moon popular as a
KEEPING SCORE
hunting ground for the numerous Trandoshan hunters’
guilds. The planet is positioned in the same star sys-
tem as Kashyyyk, the homeworld of the Trandoshans’
T randoshans worship their goddess, the
Scorekeeper, whom they appease through
acts which increase their jagannath points -
fierce rivals, the Wookiees.
the divine currency of their hunters’ culture.
The Trandoshans themselves are renowned for pro- Jagannath points are earned by hunters for
ducing some of the galaxy’s best trackers and hunters. each kill, and when they die, it is believed the
With the Clone Wars providing no shortage of poten- Scorekeeper tallies the points to determine
tial clients, the hunting guilds of Trandosha have seen the hunter’s place in the afterlife. Therefore,
a resurgence on the black markets. Led by their spe- earning jagannath points is done by living a
cies’ fiercest killers, these guilds scour the galaxy look- lifestyle which is, by non-Trandoshan standards,
ing for the most dangerous opponents they can find to overtly aggressive.
kidnap and bring back to their homeworld’s isolated
gaming reserves. There, apprentice hunters compete This leads to many Trandoshans becoming
with one another to see who can track and kill the bounty hunters, mercenaries, or slavers. Tran-
deadliest prey. doshans especially prize Wookiee pelts, which
consequently play a large part in earning jagan-
Though never committing to the Separatist cause in nath points; capturing the pelts of rare Wookiee
a public forum, a number of independent Trandoshan breeds (such as silverbacks) or particularly in-
organizations have joined forces with the Confedera- famous Wookiees grant the hunter a large in-
cy of Independent Systems. Pirate bands, slavers, and crease in jagganath points.
pro-Trandoshan terrorist groups participate in many
Separatist actions, particularly those that take place To be shamed or captured during a hunt ze-
on the Wookiee homeworld nearby. In truth many of roes one’s jagganath points - effectively making
these groups have indirect financial backing from Tran- their life forfeit in the eyes of the Scorekeeper. A
dosha itself, as the planetary government is only too shamed Trandoshan can, however, win all those
happy to direct its own attacks upon Wookiees from points back by killing the one who zeroed their
the shadows. score.

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SUPREME HUNTERS TRANDOSHAN GUILD MASTER [NEMESIS]

USING THESE CHARACTERS 5 2 3 4 3 2


Trandoshans are avid hunting enthusiasts, with all BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

aspects of the hunt being prized elements of their SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

culture. Members of the renowned hunting guilds are 7 20 16 0 0


fiercely competitive, and once they have set their sights
on a target they would rather die than face the disgrace Skills: Brawl 3 (HHH
HHHFF FF), Coercion 3 (HHH HHH),
of letting their chosen prey escape. Any PCs who find Cool 3 (HH
HHF F ), Deception 2 (HH HHFFFF), Discipline 2
themselves on one of their isolated gaming reserves (HH
HHF F ), Leadership 3 (HH
HHF F ), Melee 3 (HHH
HHHFF FF),
must move fast if they are to survive for long. Perception 3 (HHH
HHHF F ), Ranged (Heavy) 4 (HHHHFFFF),
Survival 3 (HHH
HHHF F ), Vigilance 2 (HH
HHF F ).
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Lethal Blows 2 (add
• Having earned a reputation as dangerous foes, +20 to any Critical Injury results inflicted on oppo-
the party are targeted by a Trandoshan hunting nents).
guild looking to prove itself. Can the PCs stay one
step ahead of their pursuers or will they end up Abilities: Regeneration (recover 1 additional wound
kidnapped and hunted down for sport? from natural rest or bacta tank, regrow a lost limb in
one month).
• One of the PCs’ recurring enemies enlists some
Equipment: Blaster rifle (Ranged [Heavy]; (HH HHFF FF)
Trandoshan hunters to track down the party and
lay an ambush for them in a location previously Damage 9; Critical 3; Range [Long]; Stun setting), mod-
thought to be safe, such as one of their homeworlds ified net launcher (Ranged [Heavy]; (HHHHFF FF) Dam-
or an ally’s safehouse. age 3; Critical --; Range [Medium]; Ensnare 5, Limited
Ammo 1), vibro-ax (Melee; (HHH HHHFF FF) Damage 8;
Critical 2; Range [Engaged]; Pierce 2, Sunder, Vicious
3), claws (Brawl; (HHH
HHHFF FF) Damage 6; Critical 3;
Range [Engaged]; Disorient 1, Knockdown), hunter’s
armor (+2 soak).

TRANDOSHAN HUNTER [RIVAL]

4 2 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 18 0 0
Skills: Brawl 2 (HHHHFF FF), Cool 2 (H H F ),
Discipline 1 (H
H F ), Perception 2 (HH
HHF F ),
Ranged (Heavy) 3 (HHHHF F ), Survival 3
(HHH
HHH), Vigilance 3 (HH
HH).
Talents: None.
Abilities: Regeneration (recover
1 additional wound from natural
rest or bacta tank, regrow a lost
limb in one month).
Equipment: Blaster rifle
(Ranged [Heavy]; (HH HHF F)
Damage 9; Critical 3; Range
[Long]; Stun setting), claws
(Brawl; (HH
HHFFFF) Damage
5; Critical 3; Range [En-
gaged]; Disorient 1, Knock-
down), hunter’s armor (+2
soak).

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245
UMBARA
Astrogation Data: Umbara system, Ghost
Nebula, Expansion region.

Orbital Metrics: 513 days per year /


24 hours per day (no sunlight).

Government: Caste system.

Population: 3 billion (Umbarans


93%, others 7%).

Language: Umbaran, Basic.

Terrain: Exotic plantlife, shadowed


canyons, rolling hills.

Major Cities: Capital City (capital).

Areas of Interest: Central Umbaran


Airbase, the Shadow Plains.

Major Exports: Doonium ore.

Major Imports: Luxury goods, water.

Trade Routes: Great Kashyyyk Branch.

Special Conditions: Entire planet is kept in perpet-


ual darkness.

Background: Umbara is a planet in the Expansion Re-


gion that experiences no sunlight on its surface, earn-
ing it the daunting name of the “Shadow World”. Sit- SHIFTING LOYALTIES
uated within the occluding Ghost Nebula, Umbara is
effectively cut off from the rest of the galaxy. Most of
the population are of the opinion that this suits them T he Umbarans have been members of the
Galactic Republic since the government’s
founding, but, despite their long history of
just fine, however.
taking part in the galaxy’s politics, they have
This isolation has resulted in the development of always prioritized their homeworld over the
advanced technologies that far exceeds the galactic galactic government.
standard by the native Umbarans, though it is difficult
Despite this and the Umbaran’s reputation of
for non-Umbarans to use the technology and the na-
being deceitful and employing self-serving
tives stubbornly refuse to sell it to offworlders. Among
schemes, Umbara displayed faultless loyalty to
these breakthroughs is a gas that stimulates soldiers
the Republic during the Separatist Crisis. When
to fight longer and harder. This gas, pumped directly
the Clone Wars broke out between the Republic
into the veins of their troops, has given the Umbarans
and Separatists, Umbara remained a staunchly
a strong planetary military capable of going toe-to-toe
loyalist world.
with much larger armies, like the Grand Army of the
Republic. This steadfast loyalty was broken, however, fol-
lowing the assassination of the Umbaran Sen-
The eternal darkness on the planet has also ator Mee Deechi. When news of the senator’s
spawned a particularly vicious assortment of deadly death reached his homeworld, the Umbarans
fauna. From the huge, tentacled vixus to the bat-like were quick to defect to the Confederacy, seeing
banshees, Umbara’s wildlife serves as an acute re- the assassination as a failure on the part of the
minder to outsiders that there might be a reason the Republic to return the same loyalty that the Um-
Shadow World has remained so cut off from the rest of
barans had offered it over the centuries.
the wider galaxy.

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Star Wars Roleplaying
SHADOW WORLD SCUTIGER-100 STEALTH DROID [RIVAL]

USING THESE CHARACTERS 1 4 1 1 1 1


Located in an isolated corner of the galaxy, the Umbarans BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

are an enigmatic species, though that seems to be the SOAK VALUE W. THRESHOLD M/R DEFENSE

way they like it. Typically gaunt and pale-skinned, they 1 10 0 2


have a reputation for being manipulative and cunning -
traits that no doubt helped them achieve considerable Skills: Brawl 3 (H FF), Coordination 2 (HH
H FF HHFF
FF),
influence in the Galactic Senate prior to their defection Stealth 3 (HHH
HHHF F ).
to the Separatists. Their historical isolation also makes Talents: None.
them fiercely protective of their homeworld and, refusing
to rely solely on the droid armies of the Separatists, Abilities: Droid (does not need to breathe, eat, or drink
thousands of Umbarans are willing to take up arms and can survive in vacuum or underwater; immune to
against Republic invaders. poisons and toxins), Scuttler (the Scutiger-100’s small
size and millipedal design gives it +2 ranged defense),
Silhouette 0.
ADVENTURE AND ENCOUNTER IDEAS
Equipment: Electrified tail (Brawl; (H FF) Damage
H FF
• Following the planet’s defection, a party of Republic- 10; Critical 2; Range [Engaged]; Burn 2, Disorient 3,
aligned PCs are assigned to serve in the large scale Stun Damage).
invasion of Umbara. They are ordered to land ahead
of the main force and secure an Umbaran anti-air UMBARAN COMMANDER [NEMESIS]
tower to prevent the native militia from shooting
down the incoming troop ships.
4 4 4 3 4 2
• An Umbaran commander has been captured
by Republic forces, but the party only has a few BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

hours to get them to reveal vital information about SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

the defenses in the area before a major attack is 6 18 16 0 0


launched, risking huge casualties.
Skills: Coercion 3 (HHH
HHHF F ), Cool 2 (HH
HH), Deception
BANSHEE [RIVAL] 4 (HHH
HHHF F ), Discipline 3 (HHH HHHF F ), Knowledge
(Warfare) 3 (HHHHHHF F ), Leadership 4 (HH HHFFFF),
Perception 3 (HHH
HHH), Ranged (Heavy) 3 (HHH HHHF F ),
4 3 1 2 1 1 Ranged (Light) 2 (HH HHFF FF), Stealth 2 (HH HHFFFF),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Survival 2 (HH
HHF F ), Vigilance 2 (HH
HHFF FF).
SOAK VALUE W. THRESHOLD M/R DEFENSE Talents: Adversary 2 (upgrade difficulty of all combat
4 15 0 1 checks against this target twice), Field Commander (as
an action, may make an Average (FF FF) Leadership
Skills: Brawl 3 (HHH
HHHFF ), Stealth 3 (HHH
HHH), Survival check; 2 allies may immediately suffer 1 strain to per-
2 (HH
HH), Vigilance 2 (H
H F ). form a free maneuver).
Talents: None. Abilities: Shadow Commander (when using the Field
Abilities: Flyer (can fly; see the Flying sidebar in Commander talent to direct Umbarans, the targeted al-
Chapter VI: Conflict and Combat of any core rule- lies do not suffer strain), Umbaran Bio-Gas (when wear-
book), Silhouette 2. ing an Umbara bio-suit, the wearer’s Brawn and Agility
are both increased by 1; this is already incorporated
Equipment: Jaws (Brawl; (HHH
HHHF F ) Damage 5; Crit-
into the above profile).
ical 5; Range [Engaged]; Pierce 1), dive bomb (Brawl;
(HHH
HHHF F ) Damage 10; Critical 3; Range [Medium]; Equipment: Umbaran blaster rifle (Ranged [Heavy];
Prepare 2). (HHH
HHHF F ) Damage 10; Critical 3; Range [Long]; Burn
2, Stun setting), Umbaran bio-suit (+2 soak).

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247
UMBARAN MILITIA [MINION] UMBARAN STARFIGHTER PILOT [MINION]

3 3 2 2 3 2 3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 0 5 5 0 0
Skills (group only): Discipline (FFF
FFF), Ranged (Heavy) Skills (group only): Discipline (FFF
FFF), Gunnery
(FFF
FFF), Stealth (FFF
FFF), Vigilance (FFF
FFF). (FFF
FFF), Piloting (Space) (FFF
FFF), Vigilance (FFF
FFF).
Talents: None. Talents: None.
Abilities: Umbaran Bio-Gas (when wearing an Umbara Abilities: Umbaran Bio-Gas (when wearing an Umbara
bio-suit, the wearer’s Brawn and Agility are both in- bio-suit, the wearer’s Brawn and Agility are both in-
creased by 1; this is already incorporated into the above creased by 1; this is already incorporated into the above
profile). profile).
Equipment: Umbaran blaster rifle (Ranged [Heavy]; Equipment: Umbaran blaster pistol (Ranged [Light];
(FFF
FFF) Damage 10; Critical 3; Range [Long]; Burn 2, (FFF
FFF) Damage 6; Critical 3; Range [Medium]; Burn 2,
Stun setting), Umbaran bio-suit (+2 soak). Stun setting), Umbaran bio-suit (+2 soak).

HEROES ON BOTH SIDES


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Star Wars Roleplaying
UMBARAN TANK CREW [RIVAL] VIXUS [NEMESIS]

3 3 2 2 3 2 4 1 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 12 0 0 8 45 25 1 1
Skills: Discipline 2 (HH HHFF ), Gunnery 3 (HHH
HHH), Skills: Brawl 3 (HHH
HHHF F ), Cool 3 (H FF), Resilience 3
H FF
Piloting (Planetary) 3 (HHH
HHH), Ranged (Light) 2 (HHH
HHHF F ), Stealth 4 (HHH
HHHF F ), Vigilance 3 (H
H FF
FF).
(HH
HHF F ), Vigilance 2 (HH
HHFF ). Talents: Adversary 2 (upgrade difficulty of all combat
Talents: All-Terrain Driver (do not suffer normal penal- checks against this target twice), Durable 3 (reduce
ties for moving through difficult terrain when piloting a Critical Injury results by 30, to a minimum of 1).
vehicle using Piloting [Planetary]). Abilities: Drawn In (targets ensnared by a Vixus add
Abilities: Umbaran Bio-Gas (when wearing an Umbara ss to their checks to break free; a target that remains
bio-suit, the wearer’s Brawn and Agility are both in- ensnared at the end of their turn is pulled one range
creased by 1; this is already incorporated into the above band closer to the Vixus; if they end their turn at en-
profile). gaged range of the Vixus, they are swallowed alive and
Equipment: Umbaran blaster pistol (Ranged [Light]; immobilized until released, suffering 4 wounds at the
(HH
HHF F ) Damage 6; Critical 3; Range [Medium]; Burn end of each of their subsequent turns; a Vixus that is
2, Stun setting), Umbaran bio-suit (+2 soak). killed, incapacitated or suffers a Critical Injury of
Hard (FFF
FFF) or worse severity, immediately
releases all captives), Immobile (cannot
spend maneuvers to move), Shadow
Fauna (the Vixus uses Cunning for
Stealth checks instead of Agility), Sil-
houette 3.
Equipment: Tentacles (Brawl;
(HHH
HHHF F ) Damage 6; Critical 4;
Range [Short]; Ensnare 3).

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249
UMBARAN WAR MACHINE UMBARAN MOBILE HEAVY CANNON
DEF. FORE/PORT/STARBOARD/AFT ARMOR
The Umbarans’ advanced technology has equipped them 4 1 -2
with a highly-sophisticated military made up of several
1 - - 1 4
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
unique classes of vehicle and starship. Despite the
complex systems needed to control such unconventional
45 30
craft, Umbaran military doctrine dictates that most
Vehicle Type/Model: Heavy Artillery/MHC.
of their vehicles are designed to only require a single
crewman; this allows the smaller Umbaran military to Manufacturer: Ghost Armaments.
stand firm against much larger armies in the field. Sensor Range: Short.
Crew: One pilot.
UMBARAN HOVER TANK Encumbrance Capacity: 150.
DEF. FORE/PORT/STARBOARD/AFT ARMOR Passenger Capacity: None.
3 2 +1 1 - - 1 3 Price/Rarity: 250,000 (R)/8.
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Customization Hard Points: 2.
15 20
Weapons: Dorsal-mounted articulated electromagen-
tic plasma cannon (Fire Arc All; Damage 10; Critical 3;
Vehicle Type/Model: Armored Fighting Vehicle/Hover
Range [Short]; Breach 2, Slow-Firing 1).
Tank.
Twin forward-mounted antipersonnel laser cannons
Manufacturer: Ghost Armaments.
- this weapon uses personal scale, not planetary scale
Sensor Range: Short. (Fire Arc Forward; Damage 10; Critical 3; Range [Long];
Crew: One pilot. Auto-fire, Pierce 2).
Encumbrance Capacity: 40.
Passenger Capacity: None.
UMBARAN ZENUAS 33 STARFIGHTER
Price/Rarity: 165,000 (R)/8. DEF. FORE/PORT/STARBOARD/AFT ARMOR

Customization Hard Points: 1. 3 4 +2 2 - - 1 4


SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Weapons: Port and starboard mounted twin electro-
magnetic plasma cannons (Fire Arc Forward; Damage 6;
16 10
Critical 3; Range [Close]; Breach 1, Linked 1).
Vehicle Type/Model: Starfighter/Zenuas 33.
UMBARAN IMPEDING ASSAULT TANK Manufacturer: Ghost Armaments.
Sensor Range: Close.
DEF. FORE/PORT/STARBOARD/AFT ARMOR

4 3 +2 2 - - 2 3 Crew: One pilot.


SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Encumbrance Capacity: 15.
30 25 Passenger Capacity: None.
Consumables: One month.
Vehicle Type/Model: Crawler Tank/Impeding Assault
Price/Rarity: 135,000 (R)/8.
Tank.
Customization Hard Points: 2.
Manufacturer: Ghost Armaments.
Weapons: Forward-mounted electromagentic plasma
Sensor Range: Short.
cannon (Fire Arc Forward; Damage 6; Critical 3; Range
Crew: One pilot. [Close]; Pierce 1).
Encumbrance Capacity: 75. Two wing-mounted missile pods (Fire Arc Forward;
Passenger Capacity: None. Damage 8; Critical 2; Range [Short]; Blast 6, Breach 5,
Price/Rarity: 225,000 (R)/8. Guided 2, Limited Ammo 2, Slow-Firing 1).
Customization Hard Points: 2. ADDITIONAL RULES
Weapons: Ten double-ended hull-mounted blaster can-
Umbaran Tech: Any non-Umbaran attempting to pilot
nons (Fire Arc All; Damage 5; Critical 3; Range [Close];
a Zenuas 33 must first make a Hard (FFF FFF) Piloting
Auto-fire).
(Space) check. If they fail, they gain ss on all Pi-
Four articulated turret-mounted guns (Fire Arc For- loting and Gunnery checks made while flying the ship
ward and Port or Forward and Starboard; Damage 6; for the rest of the encounter. The first time a character
Critical 3; Range [Close]; Linked 1, Pierce 1). succeeds on this check, the penalty for failing it in the
Two tail-mounted blaster cannons (Fire Arc Aft; Dam- future is reduced to s ; a character may spend e from
age 4; Critical 3; Range [Close]; Linked 1). this check to not have to repeat it in future encounters.

HEROES ON BOTH SIDES


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UTAPAU
Astrogation Data: Utapau system, Tarab-
ba sector, Outer Rim territories.

Orbital Metrics: 351 days per year /


17 hours per day.

Government: Corporate.

Population: 95 million (Utai 65%,


Pau’ans 30%, others 5%).

Language: Pau’an, Utai, Amani,


Basic.

Terrain: Dusty wastelands, deep


sinkholes.

Major Cities: Pau City, Leewau Clus-


ter.

Areas of Interest: Tacqual racing pit,


Amani deep and surface villages.

Major Exports: Ore, starships.

Major Imports: Foodstuffs, technology.

Trade Routes: None.

Special Conditions: Powerful hyperwind storms regu-


larly sweep the surface.

Background: An Outer Rim world located in the


system that shares its name, Utapau has a temper- THE AMANI
ate climate (though one prone to devastating hyper-

T
wind storms) and a rocky terrain of desert plains and he Amani are a sentient yet primitive species
large sinkholes. Below Utapau’s surface is the massive from the planet of Maridun. They are tall,
“world-ocean,” a huge subterranean body of water. flat-bodied aliens with long, gangly arms, and
This water contains many powerful currents created wrinkly hides covered in slime. They have a
by the tidal forces of Utapau’s moons. tribal organization, and although they dwell in
simple tents, they’re regarded as dangerous by
Over the eons, these currents eroded the under-
most other species.
side of the planet’s crust and caused the formation
of Utapau’s many sinkholes and chasms, which, when By the time of the Clone Wars, the Amani have
combined with numerous storms, serve to make the recently established settlements on Utapau,
planet’s surface largely inhospitable. One of Utapau’s where they co-exist with the native Pau’ans and
“continents” is more stable than the rest; for that rea- Utai. These Amani make their living as immi-
son, most Utapauns live on that stabilized continent. grant hunter-gatherers, living mostly in villages
hidden deep underground. Some tribes, how-
Because of the lack of timber on the planet, Uta- ever, have established small settlements on the
paun architecture is primarily constructed out of the surface of Utapau, despite the conditions that
bones of deceased animals. The bones of nearly all make such a prospect impossible for many other
of the planet’s fauna are used in construction, which species.
has developed into a unique form of cultural design
known as ossic architecture. The skeletons of the huge These surface-dwelling Amani are considered
animals that roam the lower sinkholes and ocean have to be even more dangerous than their under-
large enough bones to be used as beams; other fossil ground brethren by the Pau’an authorities, and
bones are mined in caves. have been known to hire out their services as
hunters and musclemen to local criminals.

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251
SINKHOLE SOCIETY ADVENTURE AND ENCOUNTER IDEAS

• Low on supplies, the PCs are forced to land on


USING THESE CHARACTERS Utapau to restock on fuel and rations. Whilst there,
they discover signs that a secret Separatist facility
There is much the Pau’ans and Utai disagree on, even is being constructed in the lower levels of one of the
though they live in peace and harmony with one another. sinkhole cities.
However one idea that unites them both is the desire to
be left out of galactic politics - and in particular the • The party is sent to Utapau on behalf of a client who
war currently ravaging its way across the stars. Their wants them to seek out and purchase a prize racing
customs surrounding hospitality mean they will treat varactyl for them. They find the perfect steed, but
PCs visiting the world well, but should they give the the Utai owner will only let them buy it if one of the
notion that they are there on war-related business then PCs prove they are capable of handling the beast.
a party is likely to quickly find its presence unwelcome.
AMANI TRIBAL WARRIOR [MINION]

4 2 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 7 0 0
Skills (group only): Coercion (FF
FF), Melee (FFFF
FFFF),
Ranged (Light) (FF
FF), Survival (FF
FF).
Talents: None.
Abilities: None.
Equipment: Hunting spear (Melee; (FFFF FFFF)
Damage 5; Critical 4; Range [Engaged]; Pierce
1), hunting spear (thrown) (Ranged [Light]; (FF
FF)
Damage 5; Critical 4; Range [Short]; Pierce 2).

DACTILLION [RIVAL]

3 3 1 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 20 0 1
Skills: Athletics 1 (H FF), Brawl 2 (HH
H FF HHF F ), Coordi-
nation 2 (HHHHF F ), Perception 2 (HH
HHFF ), Vigilance 3
(HH
HHF F ).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core
rulebook), Silhouette 2, Trained Mount 2 (add s
s to a rider’s Survival checks while mounted on
a dactillion).
Equipment: Beak (Brawl; (HH HHF F ) Damage 9;
Critical 3; Range [Engaged]; Vicious 3), claws
(Brawl; (HH
HHF F ) Damage 10; Critical 3; Range
[Engaged]).

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PAU’AN ADMINISTRATOR [NEMESIS] UTAI MECHANIC [MINION]

2 2 4 3 4 3 2 2 3 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

3 13 16 0 0 3 3 0 0
Skills: Charm 2 (HHHHF F ), Coercion 2 (HH
HHFF FF), Skills (group only): Mechanics (FFF
FFF), Survival (FF
FF).
Computers 2 (HHHHFF FF), Knowledge (Education) 3 Talents: Gearhead 1 (remove s from Mechanics
(HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHHF F ), checks).
Leadership 2 (HHHHF F ), Negotiation 4 (HHH
HHHF F ),
Abilities: Silhouette 0.
Perception 2 (HH
HHF F s ), Vigilance 1 (H
H FFF
FFFss ).
Equipment: Hydrospanner (Melee; (FF FF) Damage
Talents: Nobody’s Fool 1 (upgrade difficulty of all
3; Critical 4; Range [Engaged]; Disorient 1), utility
Charm, Coercion and Deception checks against this tar-
clothing (+1 soak).
get once).
Abilities: Sensitive Hearing (Pau’ans add s to all Per- VARACTYL [RIVAL]
ception and Vigilance checks as long as they are wearing
their protective earpieces; if not wearing the earpieces,
they add t instead). 4 5 1 2 1 2
Equipment: Trading ledgers, datapad, heavy robes BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

(+1 soak). SOAK VALUE W. THRESHOLD M/R DEFENSE

5 22 0 0
PAU’AN WARRIOR [MINION]
Skills: Athletics 2 (HH
HHFF FF), Brawl 2 (HH
HHFF
FF),
Perception 1 (H
H F ), Vigilance 1 (H
H ).
3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents: None.
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Glider (can fly, but cannot gain altitude under
their own power; see the Flying sidebar in Chapter VI:
5 4 2 2 Conflict and Combat of any core rulebook), Silhou-
ette 2, Trained Mount 2 (add s s to a rider’s Survival
Skills (group only): Melee (FFF
FFF), Survival (FF
FF),
checks while mounted on a varactyl).
Vigilance (FF
FFss ).
Equipment: Beak (Brawl; (HH
HHF F ) Damage 9; Critical
Talents: Expert Handler 1 (remove s from Survival
3; Range [Engaged]; Vicious 3), claws (Brawl; (HH
HHF F)
checks made to ride beasts).
Damage 10; Critical 3; Range [Engaged]).
Abilities: Sensitive Hearing (Pau’ans add s to all Per-
ception and Vigilance checks as long as they are wearing
their protective earpieces; if not wearing the earpieces,
they add t instead).
Equipment: Pau’an pike-ax (Melee; (FFFFFF) Damage
6; Critical 3; Range [Engaged]; Pierce 2, Vicious 1),
Pau’an shield (Melee; (FFF
FFF) Damage 4; Critical
3; Range [Engaged]; Cumbersome 3, Defensive 2,
Deflection 2, Disorient 1), Pau’an ceremonial armor
(+2 soak).

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253
ZYGERRIA
Astrogation Data: Zygerria system, Chor-
lian sector, Outer Rim territories.

Orbital Metrics: 325 days per year /


25 hours per day (no sunlight).

Government: Monarchy.

Population: 500 million (Zygerrians


20%, slave species 60%, others
20%).

Language: Basic, Huttese.

Terrain: Plains, mesas, highlands.

Major Cities: Zyger City (capital).

Areas of Interest: Drukarg High-


lands, Eastern Province, Zygerrian Roy-
al Palace.

Major Exports: Slaves.

Major Imports: Sentient beings.

Trade Routes: Listehol Run, Shaltin Tunnels.

Special Conditions: None.

Background: Zygerria is a picturesque world with


fortress-capped mesas that extend above windswept
plains. Graceful brezak creatures catch the wind cur-
rents and soar effortlessly from butte to butte. Yet de- ZYGERRIAN SLAVERS GUILD
spite its tranquil appearance, the beauty of the planet
hides the cold, harsh reality that Zygerria’s cities were
all built upon the backs of slaves. Z ygerria sold slave labor throughout the galaxy
for thousands of years before the Jedi Order
destroyed the Empire in a bitter, drawn-out
For thousands of years, Zygerria supplied slave la- conflict. Nevertheless, despite their empire
bor to the galaxy. Ruled over by a long line of kings being shattered, the Zygerrian trade continued
and queens, the Zygerrian Slave Empire became both in the form of the Zygerrian Slavers Guild.
wealthy and powerful, as did those who exploited
their chained subjects. But for all their success, the Though a shadow of the Empire that preceded
Zygerrians’ prosperity eventually caught the attention it, the Slavers Guild has helped to bring back
of both the Galactic Senate and the Jedi Order. After some of the wealth and prosperity that the
the Jedi Knights cracked down on the slave trade in a Zygerrians of old enjoyed. Among their more
long and difficult, but ultimate successful, campaign, prominent clients are powerful crime syndicates
Zygerria diminished. such as the Black Sun and the Hutt crime fami-
lies of Nal Hutta.
Its old fortresses and slave markets are still impres-
sive edifices, though their luster has faded from time. During the Clone Wars, the Zygerrians plot with
Some Zygerrians are actively plotting a return to the Count Dooku and the Confederacy of Indepen-
old ways, and are finding eager allies in the Clone Wars. dent Systems to bring back the Royal Slave Auc-
Huge numbers of confused and lost refugees make tion, a tradition of the old Empire. To this end,
easily-exploited targets for a resurgent Zygerrian Slave they have begun to kidnap innocent beings from
Empire, and this time the Jedi are too thinly-stretched countless worlds - including peaceful Togruta
fighting the Separatist droid legions to stop them. colonists from the planet Kiros.

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GALACTIC SLAVERS BREZAK [RIVAL]

USING THESE CHARACTERS 4 3 1 2 1 1


Growing up in a society where the weak are openly BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

oppressed and enslaved by the strong means many SOAK VALUE W. THRESHOLD M/R DEFENSE

Zygerrians find it difficult acclimatizing to a wider 6 22 0 1


galaxy that does not always conform to that view. Most
Zygerrians see slavery as the lifeblood of their people’s Skills: Athletics 2 (HH
HHFFFF), Brawl 2 (HH
HHFF
FF),
prosperity, and there is a deep-seated hatred for the Perception 2 (HH
HH), Vigilance 2 (H
H F ).
Republic and its anti-slavery laws as a result. Although Talents: None.
as a species they have joined the Separatists, most
Zygerrians are more concerned with the profits to be Abilities: Flyer (can fly; see the Flying sidebar in Chap-
made from legalized slavery than they are with the ter VI: Conflict and Combat of any core rulebook),
political cause. Silhouette 2, Trained Mount 1 (add s to a rider’s Sur-
vival checks while mounted on a brezak).
ADVENTURE AND ENCOUNTER IDEAS Equipment: Jaws (Brawl; (HHHHFF FF) Damage 6; Criti-
cal 4; Range [Engaged]; Vicious 2).
• When one of the party’s close allies is kidnapped,
they discover that they have been taken to be sold QUEEN MIRAJ SCINTEL [NEMESIS]
in the slave markets of Zygerria. The PCs must
disguise themselves as potential buyers, go to
Zygerria and attempt to rescue their friend. 2 2 3 5 4 4
• Representatives from a number of the galaxy’s most
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

powerful criminal syndicates gather for an auction SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

on Zygerria when rumors circulate that Queen 3 12 15 0 0


Miraj has managed to capture a Jedi Knight and
successfully bend them to her will - and now she Skills: Charm 2 (HHHHFF FF), Coercion 4 (HHHH
HHHH),
plans to sell them to the highest bidder. Deception 2 (HHHHHHFF FF), Knowledge (Underworld)
4 (HHH
HHHF F ), Knowledge (Xenology) 2 (HH HHF F ),
Leadership 3 (HHH
HHHF F ), Melee 2 (HH
HH), Negotiation
3 (HHH
HHHF F ), Perception 2 (HH
HHFFF
FFF).
Talents: Adversary 2 (upgrade difficulty of all com-
bat checks against this target twice), Improved Scath-
ing Tirade (as an action, may make an Average (FF FF)
Coercion check; each q inflicts 1 strain on a target
within short range; each w inflicts 1 additional strain
on one affected target; all affected targets suffer s
to all checks for four rounds), Nobody’s Fool 2 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target twice).
Abilities: Life And Death (once per encounter, the
queen can order any ally to immediately execute a slave
NPC that is present as an out-of-turn incidental; she can
then choose any number of targets who saw the execu-
tion and force them to make an immediate Daunting
(H FFF) fear check), Slave Authority (may use Coer-
H FFF
cion instead of Leadership when commanding slaves),
Volatile Temper (when a social check targeting Queen
Miraj generates y, she rolls h ; if the roll generates i
then the queen immediately attacks the character who
failed the check with her shock whip. Unless a character
other than the target makes a successful social check
to calm her down, she will continue attacking the same
target for a number of rounds equal to i generated).
Equipment: Shock whip (Melee; (HH HH) Damage 4;
Critical 4; Range [Engaged]; Ensnare 3, Stun Damage),
exquisite clothing (+1 soak).

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255
ZYGERRIAN SLAVE MASTER [NEMESIS]

3 2 3 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 14 15 0 0
Skills: Coercion 4 (HHHHHHF F ), Cool 2 (HH
HH),
Deception 3 (HHH
HHHF F ), Discipline 2 (HH
HHFF ),
Knowledge (Xenology) 3 (HHH HHH), Leadership
3 (HHHHF F ), Melee 3 (HHH HHH), Negotiation
3 (HHH
HHHF F ), Ranged (Light) 3 (HH HHFF ),
Skulduggery 2 (HH HHFF FF), Streetwise 3
(HHH
HHHF F ), Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficul-
ty of all combat checks against this target
once), Nobody’s Fool 1 (upgrade difficulty
of all Charm, Coercion and Deception checks
against this target once).
Abilities: Hard Bargain (uses Cunning for
Negotiation checks), Slave Authority (may
use Coercion instead of Leadership when
commanding slaves).
Equipment: Shock whip (Melee; (HHH HHH) Dam-
age 5; Critical 4; Range [Engaged]; Ensnare 3, Stun
Damage), blaster pistol (Ranged [Light]; (HHHHF F)
Damage 6; Critical 3; Range [Medium]; Stun setting),
expensive clothing (+1 soak), trading ledgers and en-
slaved attendants.

ZYGERRIAN ROYAL GUARD [RIVAL] ZYGERRIAN SLAVER [MINION]

3 2 2 3 2 2 3 2 1 3 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE

5 12 0 0 4 5 0 0
Skills: Coercion 3 (HH
HHFF ), Melee 3 (HHH
HHH), Ranged Skills (group only): Coercion (F
F ), Melee (FFF
FFF),
(Heavy) 2 (HH
HH), Vigilance 3 (HHH
HHH). Ranged (Light) (FF
FF).
Talents: Body Guard 1 (once per round, may perform Talents: None.
the Body Guard maneuver to guard an engaged charac- Abilities: Slave Authority (may use Coercion instead of
ter; suffer 1 strain to upgrade the difficulty of all combat Leadership when commanding slaves).
checks against the specified target once).
Equipment: Shock whip (Melee; (FFF FFF) Damage 5;
Abilities: Slave Authority (may use Coercion instead of Critical 4; Range [Engaged]; Ensnare 3, Stun Damage),
Leadership when commanding slaves). blaster pistol (Ranged [Light]; (FF
FF) Damage 6; Critical
Equipment: Shock whip (Melee; (HHH HHH) Damage 5; 3; Range [Medium]; Stun setting), basic armor (+1
Critical 4; Range [Engaged]; Ensnare 3, Stun Damage), soak), slave collar.
blaster carbine (Ranged [Heavy]; (HH HH) Damage 9;
Critical 3; Range [Medium]; Stun setting), padded
armor (+2 soak), comlink, utility belt.

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T he Clone Wars brought chaos and destruction to
the galaxy on a scale not seen for centuries, but
the conflict did not come into being overnight. It was
Yet the Sith’s scheming did not go entirely unnoticed.
Prior to the Invasion of Naboo, the Jedi High Council
dismissed one of its members, Master Sifo-Dyas, due
designed and implemented by a small group of archi- to his unorthodox belief that the Republic would need
tects over the course of many long years, with count- to raise an army for a full-scale conflict that he had
less individuals serving as ignorant or unwitting pawns foreseen. Undeterred, Sifo-Dyas contacted the Kami-
in its execution. noans, a species reputed for its cloning industry, and
ordered the production of a clone army on behalf of
Prior to the conflict, Darth Sidious, under his alter the Republic.
ego Sheev Palpatine, had spent years amassing polit-
ical power, eventually rising to become the Republic’s The conflict on Naboo would go on to rob Sidious of
Supreme Chancellor. Through his Sith apprentice, the his then-apprentice, Darth Maul. Though Dooku would
former Jedi Master Dooku, he sparked the Separatist serve as a suitable temporary replacement, the battle
Crisis, causing thousands of Republic star systems to on Naboo brought a new candidate to Sidious’s atten-
secede and form a new government as the Confedera- tion; a young slave boy from the Outer Rim world of
cy, with Dooku as its Head of State. Tatooine, with a touch of destiny about him...

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TALES FROM THE PAST
USING THESE CHARACTERS
Although the focus of Heroes On Both Sides is on the
era when the Clone Wars ravaged the galaxy, some
campaigns may wish to delve deeper into the years
preceding this period of galactic conflict.
This section includes a number of profiles for addi-
tional characters who were not as prominent (or alive)
during the Clone Wars themselves, but who were nev-
ertheless still important figures during the waning years
of the Republic. These include characters such as the
wise Jedi Master Qui-Gon Jinn or the enigmatic Darth
Plagueis.
Also included are a number of “variant” profiles for
characters included in the main chapters. These repre-
sent the characters at different points in their lives, such
as Anakin Skywalker when he was an enslaved child and
podracing prodigy.

ANAKIN SKYWALKER (CHILD) [NEMESIS]


Believed to have been conceived by the midi-chlorians,
Anakin Skywalker was born to the slave Shmi Skywalker.
The pair were originally owned by Gardulla the Hutt until
she lost them to the Toydarian Watto in a podracing
bet when Anakin was three years old. Even at a young
age, the young Skywalker exhibited exceptional piloting
skills, and secretly began to build his own podracer from
junk skimmed from his master’s shop.

1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 12 12 0 0
ANAKIN SKYWALKER’S PODRACER
Skills: Charm 2 (HHHH), Cool 2 (HH
HH), Mechanics 3
(HH
HHF F ), Perception 2 (HH
HH), Piloting (Planetary) 4 DEF. FORE/PORT/STARBOARD/AFT ARMOR

(HHHH
HHHH), Streetwise 3 (HH HHF F ), Vigilance 1 (H
H FF
FF). 2 6 0 0 - - 0 0
Talents: Adversary 1 (upgrade difficulty of all combat SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

checks against this target once), Force Rating 1, Full 3 4


Throttle (take a Full Throttle action and make a Hard
(FFF
FFF) Piloting (Planetary or Space) check to in-
Vehicle Type/Model: Podracer / Custom.
crease vehicle’s top speed by one for three rounds),
Natural Pilot (once per session, may reroll any one Pi- Manufacturer: Radon-Ulzer.
loting [Space] or Gunnery check). Maximum Altitude: 50 meters.
Abilities: Now This Is Podracing! (when making Piloting Sensor Range: Close.
[Planetary] checks, Anakin’s Agility counts as 4), Force Crew: One pilot.
Powers (Enhance).
Encumbrance Capacity: 1.
Enhance: Force Power. Anakin may use this power
when making Piloting (Planetary) checks only. When de- Passenger Capacity: None.
scribing his use of the power, it should be clear that he Price/Rarity: 14,000/9.
is not consciously calling on the Face, but rather acting Customization Hard Points: 2.
on instinct.
Weapons: None.
Equipment: Toolkit, customized podracer.

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DARTH PLAGUEIS [NEMESIS] (as an action, Plagueis may target an opponent within
short range and commit h to reduce one of their base
Darth Plagueis was a Dark Lord of the Sith and heir to characteristics by 1 [to a minimum of 1] for the rest of
the lineage of Darth Bane. Trained by Darth Tenebrous the encounter; this may be used by multiple times and
and obsessed with eternal life, Plagueis experimented across multiple targets, so long as Plagueis has enough
with ways to cheat death and create new life from the h to commit; he may remove this effect from a target
midi-chlorians. as an incidental), Force Powers (Bind, Enhance, Far-
One of Plagueis’ greatest contributions to the history sight, Foresee, Influence, Move, Seek, Sense, Unleash).
of the galaxy was training Darth Sidious in the ways of Bind: Force Power. Plagueis may spend o to immo-
the Sith and the dark side of the Force. Together, they bilize a target within short range until the end of his next
plotted to take control of the galaxy and bring about a turn; if Plagueis used i to generate o, the target also
new age of the Sith. suffers 1 wound per o spent on the check; may spend
But his apprentice had other plans. Sidious, convinced oo to add up to two additional targets.
that his master had outlived his usefulness, eventually Farsight: Force Power. Plagueis may spend o to
killed Plagueis in his sleep and assumed the mantle of ignore the effects of darkness or blindness and see nor-
master for himself. mally up to extreme range for 3 rounds (or 3 minutes).
Foresee: Force Power. Plagueis may spend o to
2 3 5 4 5 4 gain vague hints of events to come, up to three days
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
into his own personal future; may also spend o to in-
crease the number of days seen into the future by 2.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 18 25 1 1 Influence: Force Power. Plagueis may make an op-


posed Discipline vs. Discipline check combined with
Skills: Coercion 5 (HHHHH
HHHHH), Cool 4 (HHHH HHHH), an Influence power check. If he spends o and succeeds
Deception 5 (HHHH
HHHHF F ), Discipline 5 (HHHHH
HHHHH), on the check, he can force the target to adopt an emo-
Knowledge (Core Worlds) 4 (HHHH HHHHF F ), Knowledge tional state or believe something untrue for 5 rounds
(Education) 5 (HHHHH
HHHHH), Knowledge (Lore) 5 or 25 minutes. He may also spend o on the check to
(HHHHH
HHHHH), Knowledge (Outer Rim) 4 (HHHH HHHHF F ), stress the mind of 1 living target within short range,
Knowledge (Underworld) 4 (HHHH HHHHF F ), Knowledge inflicting 2 strain.
(Xenology) 5 (HHHHH
HHHHH), Leadership 4 (HHHH HHHH), Protect: Force Power. Plagueis may make an Aver-
Lightsaber 4 (HHHH
HHHHF F ), Medicine 5 (HHHHH
HHHHH), age (FF
FF) Discipline check as part of a Protect power
Negotiation 5 (HHHH
HHHHF F ), Perception 5 (HHHH
HHHHF F ), check; he may spend oo to reduce damage from an
Resilience 4 (HH
HHFF FF), Skulduggery 3 (HHH HHHF F ), energy weapon that hits Plagueis by 4 plus 1 per net q.
Stealth 2 (HH
HHF F ), Vigilance 4 (HHHH
HHHHF F ). Seek: Force Power. Plagueis may spend oo to gain
Talents: Adversary 4 (upgrade difficulty of all com- insight into the general location or direction of a person
bat checks against this target four times), Fearsome 3 or object that he knows about, regardless of current
(when an adversary becomes engaged with Plagueis, he distance; he may also spend o to eliminate up to 2
may force the adversary to make a Hard (FFF FFF) fear Force-based illusions.
check), Force Rating 6, Improved Parry 4 (when struck Sense: Force Power. Plagueis may spend o to sense
by a melee attack but before applying soak, as an out- all living things within extreme range of himself (includ-
of-turn incidental, may suffer 3 strain to reduce damage ing animals and sentient beings). He may spend o to
by 6; if used then after attack is resolved may spend y sense the current emotional state of 1 living target or
or ttt to automatically hit one target with wielded spend o to sense the current thoughts of up to 4 living
lightsaber, inflicting base damage plus any damage from targets with whom he is engaged. He may not activate
applicable talents or abilities), Improved Reflect 4 (when either ability multiple times.
struck by a ranged attack but before apply­ing soak, may Unleash: Force Power. Plagueis may make an Un-
suffer 3 strain to reduce damage by 6; if used, then leash power check as a ranged attack and roll an Aver-
after attack is resolved, may spend y or ttt to au- age (FF
FF) Discipline check. If the check succeeds and
tomatically hit one target within medium range, deal- Plagueis spends oo, the attack hits with the following
ing the same damage as the hit from the initial ranged profile: Range (Extreme); Damage 8; Critical 4 (he may
attack), Niman Technique (may use Willpower instead spend o to reduce Critical rating to 1). Plagueis may
of Brawn when making Lightsaber skill checks), Shroud spend o to affect up to two additional targets within
(may spend 1 Destiny Point to make himself undetect- range. He may spend o to give the attack Ensnare 2.
able via Force powers and make his own powers go un- He may spend o to give the attack Burn 2.
noticed for the remainder of the encounter), The Force
Is My Ally (once per session, Plagueis may suffer 2 Equipment: Plagueis’s lightsaber (Lightsaber;
strain to perform a Force power action as a maneuver). (HHHH
HHHHF F w) Damage 9; Critical 1; Range [Engaged];
Breach 1, Sunder, Superior, Vicious 2), reinforced Sith
Abilities: Dark Side Force User (uses dark side results robes (+2 soak, defense 1).
instead of light side results), Midi-Chlorian Manipulation

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HEROES ON BOTH SIDES
260
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DOOKU (JEDI MASTER) [NEMESIS] Congenial 3 (may suffer up to 3 strain to downgrade
the difficulty of Charm and Negotiation checks, or to
Long before he took up the titles of Darth Tyranus or upgrade the difficulty of Charm or Negotiation checks
Count of Serenno, Dooku was a renowned and respect- targeting this character, a number of times equal to the
ed member of the Jedi Order - even serving on the amount of strain suffered), Force Rating 5, Improved
High Council for a time. A master of both diplomacy Parry 4 (when struck by a melee attack but before ap-
and combat, he was nevertheless an infamously stern plying soak, as an out-of-turn incidental, may suffer 3
teacher. strain to reduce damage by 6; if used then after attack
is resolved may spend y or ttt to automatically hit
one target with wielded lightsaber, inflicting base dam-
3 3 5 5 4 5 age plus any damage from applicable talents or abili-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ties), Makashi Technique (may use Presence instead
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE of Brawn when making Lightsaber skill checks), Reflect
4 18 20 2 1 4 (when struck by a ranged attack but before apply­ing
soak, may suffer 3 strain to reduce damage by 6).
Skills: Charm 4 (HHHH
HHHHF F ), Coercion 3 (HHH
HHHF F ), Abilities: Hard Taskmaster (as an incidental, Dooku
Cool 4 (HHHH
HHHHF F ), Deception 4 (HHHH
HHHHF F ), may commit h to increase an ally’s existing Force
Discipline 4 (HHHH
HHHH), Knowledge (Lore) 4 Rating by 1 for as long as they remain within medium
(HHHH
HHHHF F ), Lightsaber 5 (HHHHH
HHHHH), range; the targeted ally suffers 1 strain at the end of
Negotiation 2 (HH
HHFFFFFF), Perception 2 each round that this remains in effect), Force Powers
(HH FFF), Vigilance 3 (HHH
HHFFF HHHF F ). (Bind, Enhance, Move, Protect, Sense).
Talents: Adversary 4 (upgrade Bind: Force Power. Dooku may spend o to immobi-
difficulty of all combat checks lize a target within short range until the end of his next
against this target four turn; may spend oo to add up to 2 additional targets.
times),
Protect: Force Power. Dooku may make an Aver-
age (FF
FF) Discipline check as part of a Protect power
check. May spend oo to reduce damage from an en-
ergy weapon that hits Dooku by 4 plus 1 per net q.
Equipment: Dooku’s lightsaber (Lightsaber;
(HHHHH
HHHHH) Damage 8; Critical 1;
Range [Engaged]; Breach 1,
Defensive 1, Sunder, Vicious
3; add i to Force power
checks), Jedi cloak (+1
soak, defense 1).

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JANGO FETT [NEMESIS] Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Improved Quick
Jango Fett was a legendary bounty hunter who lived Draw (twice per round, may draw or holster a weap-
during the final years of the Republic. Although Fett on or accessible item as an incidental), Lethal Blows
wore Mandalorian armor, the government of Mandalore 3 (add +30 to any Critical Injury results inflicted on
disavowed him as nothing more than a common merce- opponents).
nary. Nevertheless, his reputation attracted the atten-
tion of the Sith as they plotted their return to galactic Abilities: Dead Shot (as an incidental, immediately
power. before making a combat check with a ranged weapon,
Jango may suffer 2 strain to reduce the weapon’s criti-
cal rating to 1 for that check).
4 5 3 5 4 3 Equipment: Twin WESTAR-34 blaster pistols (Ranged
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE [Light]; (HHHH
HHHHF F s ) Damage 7; Critical 3; Range
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
[Medium]; Accurate 1, Stun setting), flamethrower
7 18 21 2 2 (Ranged [Light]; (HHHH
HHHHF F ) Damage 5; Critical 2;
Range [Short]; Blast 2, Burn 2, Pierce 2, Vicious 3),
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ), whipcord (Ranged [Light]; (HHHHHHHHF F ) Damage 1;
Coercion 4 (HHHH
HHHH), Cool 5 (HHH
HHHFF FF), Deception Critical --; Range [Short]; Ensnare 3, Limited Ammo 1),
2 (HH
HHFFFFFF), Discipline 4 (HHHH
HHHH), Gunnery 3 longcoat (+1 soak, defense 1), jetpack missile launch-
(HHH
HHHFF FF), Knowledge (Underworld) 4 (HHH HHHF F ), er (Ranged [Heavy]; (HHHHHHFF FF) Damage 20; Critical
Piloting (Planetary) 2 (HH FFF), Piloting (Space)
HHFFF 2; Range [Extreme]; Blast 10, Breach 1, Cumbersome
3 (HHH
HHHFF FF), Ranged (Heavy) 3 (HHH HHHFF FF), 3, Guided 3, Limited Ammo 1, Prepare 1), customized
Ranged (Light) 4 (HHHH
HHHHF F ), Stealth 2 (HH
HHFFF
FFF), Mandalorian armor (+3 soak, defense 1), integrated
Streetwise 3 (HHH
HHHFF FF), Survival 2 (HH HHFFF
FFF), jetpack.
Vigilance 4 (HHHH
HHHH).

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OBI-WAN KENOBI (PADAWAN) [NEMESIS] Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Congenial 2 (may suf-
As a Padawan, Obi-Wan Kenobi was an attentive and fer up to 2 strain to downgrade the difficulty of Charm
studious apprentice to his master, Qui-Gon Jinn. The and Negotiation checks, or to upgrade the difficulty of
two fought side-by-side in many conflicts, most notably Charm or Negotiation checks targeting this character, a
at the Battle of Naboo, where Master Qui-Gon lost his number of times equal to the amount of strain suffered),
life at the hands of the Sith Lord, Darth Maul. Coura- Force Rating 3, Improved Reflect 3 (when struck by a
geous and cautious in equal measure, the young Kenobi ranged attack but before apply­ing soak, may suffer 3
was considered the model example of what a Jedi learn- strain to reduce damage by 5; if used, then after attack
er should be. is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Parry
3 3 4 4 4 4 3 (when struck by a melee attack but before applying
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
soak, as an out-of-turn incidental, may suffer 3 strain to
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE reduce damage by 5).
4 16 18 1 1 Abilities: Unbeatable Team (whenever Obi-Wan re-
mains within engaged range of Qui-Gon Jinn, both
Skills: Charm 3 (HHH HHHF F ), Cool 3 (HHH
HHHFF ), characters gain +1 defense), Force Powers (Enhance,
Deception 2 (HHHHFF FF), Discipline 4 (HHHH
HHHH), Influence, Move, Sense).
Knowledge (Lore) 2 (HH
HHFF FF), Lightsaber 4 (HHH
HHHFF ),
Negotiation 2 (HH
HHFF FF), Perception 2 (HH HHFF
FF), Equipment: Obi-Wan’s lightsaber (Lightsaber;
Survival 3 (HHH
HHHF F ), Vigilance 2 (HH
HHFF
FF). (HHH
HHHF F ) Damage 8; Critical 2; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
encrypted comlink.

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263
Lightsaber 4 (HHHH
HHHH),
Negotiation 4 (HHHH
HHHHF F ),
Perception 4 (HHHH
HHHHF F ),
Streetwise 3 (HHH
HHHFF
FF),
Survival 3 (HHH
HHHFF
FF),
Vigilance 3 (HHH
HHHFF ).
Talents: Adversary 3 (upgrade
difficulty of all combat checks
against this target three times),
Force Rating 5, Improved Reflect
3 (when struck by a ranged attack
but before apply­ ing soak, may
suffer 3 strain to reduce damage
by 5; if used, then after attack is
resolved, may spend y or ttt
to automatically hit one target
within medium range, dealing
the same damage as the hit
from the initial ranged attack),
Parry 4 (when struck by a me-
lee attack but before applying
soak, as an out-of-turn inci-
dental, may suffer 3 strain to
reduce damage by 6), Sense
Advantage (once per ses-
sion, may add ss to the
skill check of one NPC within
extreme range), The Force
Is My Ally (once per session,
Qui-Gon may suffer 2 strain to
perform a Force power action as a
maneuver).
Abilities: Trust In The Living Force
(may use this ability as an action; once
per session, each ally with at least Force
Rating 1 within short range of Qui-Gon
counts their Force Rating as one higher until
the end of the encounter), Force Powers (Enhance,
Foresee, Influence, Move, Sense).
Foresee: Force Power. When making a skill check to
QUI-GON JINN [NEMESIS] determine Initiative, Qui-Gon may roll a Foresee power
A venerable if maverick Jedi Master, Qui-Gon Jinn was check as part of the pool. He may spend o to gain q
a student of the living Force. He was a wise and well-re- per point on the check.
spected member of the Jedi Order, and was even of- Influence: Force Power. May spend up to oo to
fered a seat on the Jedi Council, but chose to follow his stress the mind of one target at short range per o,
own path adhering to a philosophy centered around the inflicting 1 strain on each; make an opposed Disci-
Living Force. pline vs. Discipline check combined with an Influence
power check and spend o to force the target to adopt
an emotional state or believe something untrue for 4
4 3 4 5 4 5 rounds or 20 minutes.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Qui-Gon’s lightsaber (Lightsaber;
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE (HHHH
HHHH) Damage 10; Critical 1; Range [Engaged];
5 18 20 1 1 Breach 1, Sunder), Jedi robes (+1 soak, defense 1),
encrypted comlink.
Skills: Charm 3 (HHH
HHHFF FF), Cool 4 (HHHH
HHHHF F ),
Deception 3 (HHH
HHHFF FF), Discipline 4 (HHHH
HHHH),
Knowledge (Lore) 4 (HHHH
HHHH), Knowledge (Outer
Rim) 3 (HHHHHHF F ), Leadership 2 (HH HHFFF
FFF),

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SAVAGE OPRESS (NATURAL) [NEMESIS] SEBULBA [NEMESIS]
Before being transformed into an abnormal monstros- A crafty, vicious Dug, Sebulba became one of the Out-
ity through the dark magicks of Mother Talzin, Savage er Rim’s most successful podracers. He was not above
Opress was once a common Nightbrother whose fight- cheating to win a race, and would even resort to illegal
ing prowess impressed Asajj Ventress. weapons in an attempt to defeat his opponents.

3 3 2 2 3 2 2 4 2 4 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 18 18 0 0 3 12 15 0 0
Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH
HHH), Coercion Skills: Brawl 2 (HH
HH), Cool 2 (HH HHF F ), Deception
4 (HHH
HHHF F ww), Cool 2 (HH
HH), Deception 1 (H
H F ), 2 (HHHHFF FF), Mechanics 3 (HH HHF F ), Perception
Discipline 3 (HHH
HHH), Melee 3 (HHH
HHH), Perception 2 2 (HHHHFF FF), Piloting (Planetary) 4 (HHHH
HHHH),
(HH
HHs s ), Resilience 3 (HHH
HHH), Survival 3 (HH
HHFF ), Skulduggery 3 (HHH
HHHF F ), Streetwise 2 (HH
HHFFFF),
Vigilance 3 (HHH
HHHs s ). Vigilance 2 (HH
HH).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target twice), Force Rating 1, Parry checks against this target once), Full Throttle (take a
4 (when struck by a melee attack but before applying Full Throttle action and make a Hard (FFF
FFF) Piloting
soak, as an out-of-turn incidental, may suffer 3 strain (Planetary or Space) check to increase vehicle’s top
to reduce damage by 6), Uncanny Reactions 1 (add s speed by one for three rounds), Natural Driver (once
to all Vigilance checks), Uncanny Senses 1 (add s to all per session, may reroll any one Piloting [Planetary] or
Perception checks). Gunnery check), Skilled Jockey 2 (remove ss from all
Abilities: Dark Side Force User (uses dark side results Piloting checks)
instead of light side results), Intimidating Countenance Abilities: Cheater (as an action, during a race or chase
(add ww to all Coercion checks Savage makes), Force encounter, Sebulba can make a Hard (FFFFFF) Skuldug-
Powers (Enhance). gery check to immediately inflict 2 system strain on
Equipment: Enchanted ax (Melee; (HHHHHH) Damage any vehicle in the encounter; he may do this up to three
6; Critical 2; Range [Engaged]; Pierce 2, Vicious 3), times per encounter).
Nightbrother tunic (+1 soak). Equipment: Toolkit, Collar Pondrat Plug-F Mammoth
podracer, reinforced piloting gear (+1 soak).

SEBULBA’S PODRACER

DEF. FORE/PORT/STARBOARD/AFT ARMOR

3 5 -1 0 - - 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

6 9

Vehicle Type/Model: Podracer / Plug-F


Mammoth.
Manufacturer: Collar Pondrat.
Maximum Altitude: 60 meters.
Sensor Range: Close.
Crew: One pilot.
Encumbrance Capacity: 1.
Passenger Capacity: None.
Price/Rarity: 15,600/8.
Customization Hard Points: 3.
Weapons: None.

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SHMI SKYWALKER [RIVAL] SIFO-DYAS [NEMESIS]
Shmi Skywalker was the kind-hearted mother of Anakin A member of the Jedi Council before the blockade of
and a slave on Tatooine. After Anakin left Tatooine to Naboo, Sifo-Dyas believed the galaxy would soon be
begin his Jedi training, Shmi married Cliegg Lars, a plunged into war, and agitated for the Republic to cre-
moisture farmer who freed her from slavery. Sadly, she ate an army for its defense. After the other Jedi re-
would be kidnapped by Tusken Raiders and died in her jected his ideas, he secretly contacted the Kaminoans
son’s arms from injuries sustained in captivity. and commissioned a clone army. In doing so, Sifo-Dyas
became an unwitting pawn of the Sith, who took over
the project and hired the Pyke Syndicate to murder him.
2 2 3 2 3 3 A decade after Sifo-Dyas’s death, Obi-Wan Kenobi
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
discovered the army he had commissioned, now ready
SOAK VALUE W. THRESHOLD M/R DEFENSE for duty. The Jedi took control of this army on Chancel-
2 12 0 0 lor Palpatine’s orders, setting the Clone Wars in motion.

Skills: Charm 2 (HH


HHF F ), Knowledge (Outer Rim) 2
(HH
HHF F ), Mechanics 1 (H FF), Perception 1 (H
H FF H FF
FF), 3 3 4 3 4 4
Streetwise 2 (HH
HH), Survival 2 (HH
HH). BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Talents: Inspiring Rhetoric (as an action, may make SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

an Average (FF FF) Leadership check; each q causes 4 17 18 1 1


one ally in short range to recover 1 strain; spend w to
cause one affected ally to recover 1 additional strain), Skills: Charm 2 (HH
HHFF FF), Cool 3 (HHH
HHHF F ), Deception
Kill With Kindness 2 (remove ss from all Charm and 3 (HHH
HHH), Discipline 4 (HHHHHHHH), Knowledge (Lore)
Leadership checks), Nobody’s Fool 2 (upgrade difficulty 4 (HHHH
HHHH), Lightsaber 4 (HHH HHHF F ), Negotiation 3
of all Charm, Coercion and Deception checks against (HHH
HHHF F ), Perception 4 (HHH
HHHF F ), Piloting (Space)
this target twice). 2 (HH
HHF F ), Stealth 2 (HH
HHFF ), Survival 3 (HHHHHH),
Abilities: Love Conquers All (when using the Inspiring Vigilance 3 (HHH
HHHF F ).
Rhetoric talent, Shmi makes a Charm check instead of Talents: Adversary 3 (upgrade difficulty of all combat
Leadership). checks against this target three times), Forewarning (as
Equipment: None. an action, may allow all allies within medium range to
increase their melee and ranged defense by 4 until they
take their first turn during an encounter), Force Rating
4, Improved Reflect 3 (when struck by a ranged attack
but before apply­ing soak, may suffer 3 strain to reduce
damage by 5; if used, then after attack is resolved,
may spend y or ttt to automatically hit one tar-
get within medium range, dealing the same dam-
age as the hit from the initial ranged attack), Parry
3 (when struck by a melee attack but before apply-
ing soak, as an out-of-turn incidental, may suffer 3
strain to reduce damage by 5), The Force Is My Ally
(once per session, Sifo-Dyas may suffer 2 strain to
perform a Force power action as a maneuver).
Abilities: Force Powers (Enhance, Foresee, Influ-
ence, Move, Seek, Sense).
Foresee: Force Power. Sifo-Dyas may spend o
to gain vague hints of events to come, up to three
days into his own personal future; may also spend
o to increase the number of days seen into the
future by 2.
Seek: Force Power. Sifo-Dyas may spend oo
to gain insight into the general location or direction
of a person or object that he knows about, regard-
less of current distance.
Equipment: Sifo-Dyas’s lightsaber (Lightsaber;
(HHH
HHHF F ) Damage 9; Critical 2; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1 soak, defense
1), Jedi utility belt.

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WATTO [RIVAL]
Watto was a Toydarian junk dealer in Mos Espa
who bought Shmi Skywalker and her son Anakin
from Gardulla the Hutt. An inveterate gambler,
he sponsored Anakin in several podraces, but
often bet against his own slave, who was talent-
ed but inexperienced. Watto lost Anakin to Qui-
Gon Jinn in a wager on the Boonta Eve race.

1 1 2 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 12 0 0
Skills: Charm 2 (HH HHF F ), Cool 2 (HH
HHF F ),
Deception 3 (HHH
HHHF F ), Knowledge (Outer Rim)
3 (HH
HHF F ), Knowledge (Underworld) 2 (HH
HHF F ),
Mechanics 1 (H H F ), Negotiation 3 (HHH
HHH),
Skulduggery 2 (HH
HHFFFF), Streetwise 3 (HHH
HHHF F ).
Talents: Natural Negotiator (once per session, may
reroll any one Cool or Negotiation check), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and
Deception checks against this target twice).
Abilities: Hoverer (floats up to several meters in the air
and may move through difficult terrain without spend-
ing additional maneuvers), Silhouette 0, Skilled Cheater
(once per session when gambling, Watto may cancel y
he rolls on a skill check, or add y to another character’s
check).
Equipment: Datapad, loaded chance cube, utility belt.

ZAM WESELL [NEMESIS]


A shape-shifting Clawdite, Zam Wesell could assume Talents: Adversary 2 (upgrade difficulty of all combat
any humanoid form. Jango Fett hired her to kill Padmé checks against this target twice), Lethal Blows 2 (add
Amidala on Coruscant, but the Senator eluded both hid- +20 to any Critical Injury results inflicted on oppo-
den explosives and poisonous kouhuns. Anakin Skywalk- nents).
er and Obi-Wan Kenobi pursued Zam across Coruscant,
Abilities: Shape Shift (as an action, may suffer 3 strain
catching her in the Outlander Club. Before she could
and make an Average (FF FF) Resilience check to
talk, Jango shot her dead with a Kaminoan saberdart.
change appearance to a previously observed Silhouette
1 character. Observers must make an opposed Per-
3 4 3 4 2 2 ception vs. Deception check to detect something is
amiss).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Model 38 sharpshooter’s rifle (Ranged
[Heavy]; (HHH ss) Damage 8; Critical 3; Range
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
HHHFF ss
5 15 16 1 1 [Extreme]; Accurate 2, Pierce 3), light blaster pis-
tol (Ranged [Light]; (HH FF) Damage 5; Critical 4;
HHFF
Skills: Athletics 2 (HH F ), Brawl 2 (HH
HHF HHF F ), Cool Range [Medium]; Stun setting), reinforced combat
4 (HH
HHFF FF), Coordination 3 (HHH HHHF F ), Deception armor (+2 soak, defense 1), caged pair of kouhuns,
4 (HHHH
HHHH), Knowledge (Underworld) 3 (HHH HHH), utility belt.
Piloting (Space) 2 (HH FF), Ranged (Heavy) 3
HHFF
(HHH
HHHF F ), Ranged (Light) 2 (HH
HHFF FF), Resilience 2
(HH
HHF F ), Stealth 3 (HHH
HHHF F ), Streetwise 3 (HHH
HHHF F ),
Vigilance 3 (HHHHF F ).

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T he main focus of Heroes On Both Sides is to provide
GMs and players with as many Clone Wars-era allies
and adversaries as possible to utilize in their games.
Also included in this chapter is a section on custom-
izing clone trooper characters (or NPCs) by enlisting
them in a specific regiment in the Grand Army of the
However, there are a number of other aspects from the Republic. Each unit has its own unique benefit, allow-
Clone Wars period that can help bring your campaigns ing GMs and players to diversify their clone trooper
to life. characters further. These benefits are chosen to reflect
the result of each regiment’s training, battlefield expe-
In this section you will find a collection of additional rience and Jedi leadership.
options that a group can choose to include in their
games. These include new playable species such as As with all content presented in Heroes On Both
the Kaleesh, Pykes and Zygerrians, as well as a new Sides, these additional player options are purely sub-
specialization tree for the Jedi career; the Temple jective and GMs should feel free to pick and choose
Guardian. This tree is focused on utilizing a charac- which elements given in this chapter are most suitable
ter’s Jedi training in a way that protects and assists for their games.
their allies.

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NEW SPECIES

HUMAN (ONDERONIAN) KAGE


In its earliest ages of civilization, Onderon was a world The Kage are pale-skinned humanoids native to Quar-
marked with savage jungles filled with dangerous crea- zite. Because much of their homeworld’s surface is un-
tures. To survive in this harsh environment, the primi- inhabitable, the Kage are almost always in conflict with
tive inhabitants of the planet had to master the art of their fellow natives, the Belugans. The frequent wars
not only hunting the world’s deadly beasts, but taming have led to the Kage developing a strong warrior culture
them as well. focused on unarmed combat and martial prowess.

SPECIES ABILITIES SPECIES ABILITIES

2 2 2 2 2 2 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 10 + Brawn. • Wound Threshold: 11 + Brawn.


• Strain Threshold: 10 + Willpower. • Strain Threshold: 10 + Willpower.
• Starting Experience: 110 XP • Starting Experience: 90 XP
• Special Abilities: Onderonians begin the game • Special Abilities: Kage begin the game with one
with one rank in Survival. rank in either Brawl or Coordination. They still may
not train these skills above rank 2 during character
• Natural Animal Handlers: Due to their
creation.
homeworld’s strong beast-riding traditions,
Onderonian Humans may train Survival up to rank • Martial Tradition: Kage begin the game with one
3 during character creation. rank in the Iron Body talent.

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KALEESH PATROLIAN
A fierce species, the Kaleesh have long been feared by An amphibious people, most Patrolians prefer the
other worlds. Their culture revolves around war, as they aquatic comforts of their homeworld Patrolia to travel-
compete to perform great deeds in battle. This devotion ing the galaxy. This has given them an unfair reputation
to war even extends to their appearance, as Kaleesh are as criminals and thugs, as the only Patrolians desper-
rarely seen without the tribal masks that identify their ate enough to leave their home’s oceans are those who
clan, bloodline and historical victories. have fallen on the wrong side of the law.

SPECIES ABILITIES SPECIES ABILITIES

3 2 2 2 2 1 1 2 3 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 12 + Brawn. • Wound Threshold: 9 + Brawn.


• Strain Threshold: 9 + Willpower. • Strain Threshold: 11 + Willpower.
• Starting Experience: 90 XP • Starting Experience: 90 XP
• Special Abilities: Kaleesh begin the game with • Special Abilities: Patrolians are smaller than
one rank in either Coercion or Melee. They still may average and count as Silhouette 0. Patrolians begin
not train these skills above rank 2 during character the game with one rank in either Computers or
creation. Skulduggery. They still may not train these skills
above rank 2 during character creation.
• War Mask: Because of their fierce appearance,
Kaleesh suffer s on all Charm and Negotiation • Amphibious: Patrolians can breathe underwater
checks. without penalty and never suffer movement
penalties for traveling through water.
• Slicer By Nature: Patrolians begin the game with
one rank in the Bypass Security talent.

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PYKE SELKATH
Infamous across the galaxy for their association with Hailing from the ocean planet Manaan, the Selkath are
the illegal spice trade, the Pykes as a species consider a peaceful people with a keen proclivity for the sciences.
themselves to be one large extended family; unfortu- In centuries past the Selkath wielded considerable influ-
nately for the rest of the galaxy, that family happens to ence as the producers of the healing substance known
be one of the biggest criminal syndicates of the Clone as kolto, but since the rise of bacta their impact on the
Wars era. galactic stage has lessened considerably.

SPECIES ABILITIES SPECIES ABILITIES

1 2 2 3 2 2 2 2 3 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 10 + Brawn. • Wound Threshold: 11 + Brawn.


• Strain Threshold: 10 + Willpower. • Strain Threshold: 9 + Willpower.
• Starting Experience: 90 XP • Starting Experience: 100 XP
• Special Abilities: Pykes begin the game with one • Special Abilities: Selkath begin the game with one
rank in Streetwise. They still may not train this skill rank in Medicine. They still may not train this skill
above rank 2 during character creation. above rank 2 during character creation.

• Family Business: Pykes begin the game with one • Amphibious: Selkath can breathe underwater
rank in the Black Market Contacts talent and add without penalty and never suffer movement
s to any Knowledge checks relating to the illegal penalties for traveling through water.
spice trade.

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TALZ ZYGERRIAN
The Talz are a primitive civilization that live a simple life A proud species that once ran a galactic slaving em-
in the harsh tundras of Orto Plutonia. Their existence pire, the entirety of Zygerrian society revolves around
was known to only a few prior to a skirmish with the the restoration of the slave trade and their rightful place
neighboring Pantorans in the early stages of the Clone at its head, though some members of the species spurn
Wars, but since their introduction to the wider galaxy a this view. These rogues often find themselves exiled, in
small handful of pioneers have dared to travel the stars. line with the Zygerrian principle of survival of the fittest.

SPECIES ABILITIES SPECIES ABILITIES

3 2 2 2 2 1 2 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 13 + Brawn. • Wound Threshold: 10 + Brawn.


• Strain Threshold: 9 + Willpower. • Strain Threshold: 10 + Willpower.
• Starting Experience: 100 XP • Starting Experience: 90 XP
• Special Abilities: Talz begin the game with one • Special Abilities: Zygerrians begin the game with
rank in Resilience. They still may not train this skill one rank in Coercion. They still may not train this
above rank 2 during character creation. skill above rank 2 during character creation.
• Tundra Dwellers: When making skill checks, Talz • Long Live Zygerria: Zygerrians begin the game
may remove s imposed due to cold environmental with one rank in the Confidence talent.
conditions.
• Always Alert: Zygerrians add s to hearing-based
• Primitive: Talz upgrade the difficulty of any checks Perception and Vigilance checks.
involving advanced technology once. This counts
as any technology not available on the Talz’s home
planet, though individual pieces of technology they
become familiar with over an extended period of
time can become exempt from this at the GM’s dis-
cretion. Talz can spend 10 XP at character creation
to remove this penalty permanently.

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CLONE REGIMENTS
The Grand Army of the Republic is divided into a num- 21ST NOVA CORPS
ber of battle groups, legions and regiments. Although
the clone troopers making up these units go through
the same level of rigorous training on Kamino, their ex-
periences on the battlefield can differ greatly, and turn
them into very different soldiers as a result.
The longer the Clone Wars rage on, the more these
regiments develop individual areas of expertise. Wheth-
er it be growing accustomed to fighting in a certain en-
vironment, maximizing effectiveness with specific equip-
ment or developing a closer combat cohesion with their
Jedi Generals, the different units of the Grand Army
strive to be the best at what they do.
Commonly referred to as the Galactic Marines, the 21st
The following regiment profiles list unique benefits Nova Corps are always ready to fight at any time, in any
for members of these units. These are best used with environment.
the profile for a Rival-level on page 64, but GMs are
encouraged to apply them to any characters that are • Commanding Officer(s): Jedi General Ki-Adi-
members of each respective regiment. Membership of Mundi, Clone Commander Bacara.
a clone regiment and its subsequent benefit can also
serve as a mid-level Duty reward for player characters. • Armor Markings: Purple and white.
• Regiment Ability: Members of the 21st remove
REGIMENT PROFILES s on Perception and Vigilance checks imposed
due to environmental hazards.

13TH “IRON” BATTALION 41ST ELITE CORPS

Working under the command of Jedi Master Jaro Serving under the distinguished Jedi Master Luminara
Tapal, the 13th “Iron” Battalion operates as a quick- Unduli, the 41st has gained a reputation for being
deployment response unit, defending Republic worlds stubborn in their pursuit of victory.
against surprise Separatist strikes.
• Commanding Officer(s): Jedi General Luminara
• Commanding Officer(s): Jedi General Jaro Tapal, Unduli, Clone Commander Gree.
Jedi Commander Cal Kestis.
• Armor Markings: Green and white / mottled
• Armor Markings: Yellow and white. green (forest camouflage).
• Regiment Ability: Members of the 13th gain one • Regiment Ability: Members of the 41st add
rank in the Rapid Reaction talent. automatic qw to Stealth and Survival checks
made in forest and jungle environments.

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66TH ENFORCER CORPS 87TH SENTINEL CORPS

A black-ops unit shrouded in secrecy. Its very existence The 87th Sentinel Corps specialize in fighting in the
is denied by Republic High Command, but rumors say it narrow streets of towns and cities, using the urban
exists to deal with rogue Jedi. jungle to their advantage.

• Commanding Officer(s): Clone Commander • Commanding Officer(s): Jedi General Tsui Choi,
Stryker. Clone Commander Ryyk.
• Armor Markings: Black and white. • Armor Markings: Maroon and white.
• Regiment Ability: Members of the 66th can • Regiment Ability: Members of the 87th gain an
negate 1 rank of the Reflect talent when used additional +1 ranged defense when taking cover
against an attack they have made. in urban environments.

78TH RECOVERY AND RESCUE UNIT 91ST RECON CORPS

Under the command of the Togruta Jedi healer Talahara With a focus on fast deployment at a moment’s notice,
Osey, the 78th head into the deadliest battlefronts to members of the 91st are trained to operate a vast array
recover lost or wounded troopers. of Republic ground vehicles.

• Commanding Officer(s): Jedi General Talahara • Commanding Officer(s): Jedi General Mace
Osey, Clone Commander Mercury. Windu, Jedi General Adi Gallia, Clone Commander
Neyo.
• Armor Markings: Teal and white.
• Regiment Ability: Members of the 78th gain one • Armor Markings: Dark red and white.
rank in the Stimpack Specialization talent. • Regiment Ability: Members of the 91st gain one
rank in the Piloting (Planetary) skill. Minion groups
add this to their group skills instead.

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95TH RIFLE REGIMENT 131ST “HORN” COMPANY

One of the few clone units not under the direct command “Horn” Company distinguished itself as a crack company
of a Jedi, this group of sharpshooters is tasked with for ship-to-ship boarding actions.
targeting enemy officers from afar.
• Commanding Officer(s): Jedi General Eeth Koth,
• Commanding Officer(s): Clone Major Sharp, Clone Captain Lock.
Clone Captain Falco.
• Armor Markings: Green, yellow and white.
• Armor Markings: Dark green and white. • Regiment Ability: When taking cover, members
• Regiment Ability: Members of the 95th gain one of the 131st add automatic tt to enemy attacks
rank in the True Aim talent. against them.

104TH “WOLFPACK” BATTALION 177TH ELITE BATTALION

The “Wolfpack” are known for their utilization of shock- The 177th is so renowned amongst the Grand Army
and-awe tactics to take the fight to the droid armies, that the presence of Kiffar Jedi Kledas Sul and his men
often with devastating effect. is said to be worth three regiments.

• Commanding Officer(s): Jedi General Plo Koon, • Commanding Officer(s): Jedi General Kledas Sul,
Clone Commander Wolffe. Clone Commander Doyen.
• Armor Markings: Gray-blue and white. • Armor Markings: Blue, bronze and white.
• Regiment Ability: Members of the 104th gain • Regiment Ability: Members of the 177th
one rank in the Clanker Killer talent. increase the strength rating of their force by one
for the purpose of Mass Combat checks.

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181ST SHOCK BATTALION 212TH ATTACK BATTALION

Led by Jedi Council member Coleman Kcaj, the 181st Under the command of Obi-Wan Kenobi, the 212th has
specialize in lightning attacks against unprepared fought on some of the war’s most deadly battlefronts.
targets.
• Commanding Officer(s): Jedi General Obi-Wan
• Commanding Officer(s): Jedi General Coleman Kenobi, Clone Commander Cody.
Kcaj, Clone Commander Dumas.
• Armor Markings: Orange and white.
• Armor Markings: Dark brown and white. • Regiment Ability: Members of the 212th do
• Regiment Ability: Members of the 181st gain not suffer strain when targeted by the Field
one rank in the Quick Strike talent. Commander talent.

187TH AIRBORNE LEGION 284TH ASSAULT BATTALION

Specializing in assault drops, the 187th are often called Led by the dour Klatooinian Jedi General Ragnar Tuvok,
upon to carry out airborne ambushes of enemy ground the 284th spurn defensive deployments in favor of
forces. aggressively attacking the enemy at close range.

• Commanding Officer(s): Jedi General Mace • Commanding Officer(s): Jedi General Ragnar
Windu, Clone Commander Rawls. Tuvok, Clone Commander Rust.

• Armor Markings: Purple and white. • Armor Markings: Brown, pale green and white.
• Regiment Ability: Members of the 187th gain • Regiment Ability: Members of the 284th gain
the Let’s Ride talent. one rank in the Point Blank talent.

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327TH STAR CORPS 349TH MECHANIZED REGIMENT

Under the command of Jedi General Aayla Secura, the The Pantoran Jedi General Dag Rola oversees this
327th follow the principle of taking their time to make regiment of hard-nosed walker pilots and stubborn
sure every shot counts. artillerists.

• Commanding Officer(s): Jedi General Aayla • Commanding Officer(s): Jedi General Dag Rola,
Secura, Clone Commander Bly. Clone Commander Trig.
• Armor Markings: Yellow and white. • Armor Markings: Pale green and white.
• Regiment Ability: Members of the 327th add • Regiment Ability: Members of the 349th
the Vicious 2 item quality to attacks made with upgrade Gunnery checks once when piloting
blasters. ground vehicles.

332ND COMPANY 442ND SIEGE BATTALION

Formed from detachments in the 501st, the 332nd When Republic High Command need something blown
serves under Ahsoka Tano’s command. up, they call the 442nd and their fiery Iakaru Jedi
General, Umber Tokk.
• Commanding Officer(s): Ahsoka Tano, Clone
Commander Rex. • Commanding Officer(s): Jedi General Umber
Tokk, Clone Commander Ash.
• Armor Markings: Orange, blue and white.
• Regiment Ability: Members of the 332nd gain • Armor Markings: Green and white.
automatic w on checks when in medium range of • Regiment Ability: Members of the 442nd
an allied Jedi. upgrade Gunnery checks once when targeting
vehicles or buildings.

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492ND “HEAVY HITTERS” DIVISION 556TH DESERT REGIMENT

Known as the “Heavy Hitters”, the 492nd are a division The first unit to break the enemy lines at Geonosis, the
of some of the toughest clones in the Grand Army. True 556th now serve as the Republic’s first resort for desert
to their name, they are often the first into battle - and warfare.
the last out of it.
• Commanding Officer(s): Jedi General Uri Mado,
• Commanding Officer(s): Jedi General Mekla Clone Commander Jet.
Hath, Clone Commander Stak.
• Armor Markings: Brown and yellow.
• Armor Markings: Red, black and white. • Regiment Ability: Members of the 556th add
• Regiment Ability: Members of the 492nd gain automatic qw to Resilience and Survival checks
one rank in the Toughened talent. made in arid or desert environments.

501ST LEGION 615TH ASSAULT LEGION

One of the most celebrated units in the Grand Army, With two Jedi Generals in joint command, the 615th
the 501st are the clone troopers under the personal often favor a hard-hitting offensive as the best strategy
command of Republic hero Anakin Skywalker. in battle.

• Commanding Officer(s): Jedi General Anakin • Commanding Officer(s): Jedi Generals Tiplee
Skywalker, Clone Captain Rex. and Tiplar, Clone Commander Doom.
• Armor Markings: Blue and white. • Armor Markings: Green, yellow and white.
• Regiment Ability: Members of the 501st gain • Regiment Ability: Members of the 615th gain
ww when targeted by the Coordinated Assault one rank in the Suppressing Fire talent.
talent instead of w.

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784TH ADVANCE RECON BATTALION CORUSCANT GUARD

The Nikto Jedi Drok Rhom commands this elite recon Charged with the duty of keeping the peace in the
unit as the eyes and ears of many major Republic Republic capital, some argue the Coruscant Guard are
operations. more akin to police than soldiers.

• Commanding Officer(s): Jedi General Drok • Commanding Officer(s): Clone Commander Fox,
Rhom, Clone Commander Rakghoul. Clone Commander Thorn.
• Armor Markings: Red and white. • Armor Markings: Red and white.
• Regiment Ability: Members of the 784th gain • Regiment Ability: Members of the Coruscant
one rank in the Stalker talent. Guard gain one rank in the Coercion skill. Minion
groups add this to their group skills instead.

789TH “HUNTER” LEGION

Enemy scouts can be the death of any Republic operation;


Givin Jedi General Saff Jelcho and his “Hunter” battalion
are tasked with rooting out and eliminating Separatist
recon forces.

• Commanding Officer(s): Jedi General Saff


Jelcho, Clone Commander Styx.
• Armor Markings: Pale brown and white.
• Regiment Ability: Members of the 789th gain
one rank in the Expert Tracker talent.

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