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<p class="single nomargin">The ''Star Wars'' universe is home to a dizzying array of sapient species. Despite the fact that [[Human (species)|Human]]s have been travelling the stars for tens of thousands of years and many aliens have been doing the same for an equal amount of time, scouts discover new inhabited worlds all the time.{{ | <p class="single nomargin">The ''Star Wars'' universe is home to a dizzying array of sapient species. Despite the fact that [[Human (species)|Human]]s have been travelling the stars for tens of thousands of years and many aliens have been doing the same for an equal amount of time, scouts discover new inhabited worlds all the time.</p><p class="single nomargin">{{indent}}This chapter presents various creatures and characters that GMs can use as potential allies or adversaries for the heroes, from rampaging rancors to clone troopers. Each ally or opponent comes with ready-to-play statistics to make the GM’s job a little easier.</p></div> | ||
<div id="beasts" style="padding-top: 2em;"> | <div id="beasts" style="padding-top: 2em;"> | ||
<h2 class="headline">'''Beasts'''</h2> | <h2 class="headline">'''Beasts'''</h2> | ||
<p class="single nomargin">All animals and other non-sentient life forms have levels in the beast class (a non-heroic class). In the ''Star Wars'' universe, beasts are usually encountered as threats (such as acklays, rancors, and wampas) or as mounts (such as dewbacks and tauntauns).{{ | <p class="single nomargin">All animals and other non-sentient life forms have levels in the beast class (a non-heroic class). In the ''Star Wars'' universe, beasts are usually encountered as threats (such as acklays, rancors, and wampas) or as mounts (such as dewbacks and tauntauns).</p><p class="single nomargin">{{indent}}Beasts have an [[Intelligence]] of 1 or 2. They roll their other five [[Abilities|ability scores]] normally. Beasts that show above average cunning usually have a good [[Wisdom]] score.</p><p class="single nomargin">{{indent}}Beasts increase only one ability score by one point every fourth level (instead of increasing two scores by one point each). However, they gain [[feats]] normally as they advance in level. A beast that gains an Intelligence of 3 or higher as a result of an ability increase is eligible to multiclass.</p><p class="single nomargin">{{indent}}Beasts do not gain [[Talent_Trees|talents]] or starting feats, do not add their beast class level to their defense scores, and do not gain [[Force point]]s or [[Destiny Point]]s.</p></div> | ||
<div id="beastexamples" style="margin-top: 1.5em;"> | <div id="beastexamples" style="margin-top: 1.5em;"> | ||
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<div id="beastweapons" style="margin-top: 1em;"> | <div id="beastweapons" style="margin-top: 1em;"> | ||
<h4 class="headline">Beast Natural Weapons</h4> | <h4 class="headline">Beast Natural Weapons</h4> | ||
<p class="single nomargin">A beast has one or more natural weapon attacks (see below). It applies its [[Strength]] bonus on melee attack rolls made with natural weapons and its [[Dexterity]] bonus on ranged attack rolls made with natural weapons. If a beast has two or more natural weapons, it may make attacks with all of them at no penalty when using the full attack action.{{ | <p class="single nomargin">A beast has one or more natural weapon attacks (see below). It applies its [[Strength]] bonus on melee attack rolls made with natural weapons and its [[Dexterity]] bonus on ranged attack rolls made with natural weapons. If a beast has two or more natural weapons, it may make attacks with all of them at no penalty when using the full attack action.</p><p class="single nomargin">{{indent}}A beast gains a bonus on damage rolls made with its natural weapons equal to one-half its beast class level, rounded down. A beast is proficient with its own natural weapons, but not with any other weapon group.</p><p class="single nomargin">{{indent}}The most common natural weapon attacks for beasts are summarized here:</p><p class="single nomargin">{{indent}}'''Bite:''' A bite attack deals an amount of piercing damage determined by the beast’s size: Fine,1; Diminutive,1d2; Tiny,1d3; Small,1d4; Medium, 1d6; Large, 1d8; Huge, 2d6; Gargantuan, 3d6; Colossal, 4d6.</p><p class="single nomargin">{{indent}}'''Claw:''' A claw attack deals an amount of slashing damage determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.</p><p class="single nomargin">{{indent}}'''Gore:''' The creature impales opponents with a horn or antler: dealing an amount of piercing damage determined by the beast’s size. Fine,1; Diminutive,1d2; Tiny,1d3; Small,1d4; Medium, 1d6; Large, 1d8; Huge, 2d6; Gargantuan, 3d6; Colossal, 4d6.</p><p class="single nomargin">{{indent}}'''Slam:''' The creature batters opponents with an appendage, dealing an amount bludgeoning damage determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.</p><p class="single nomargin">{{indent}}'''Sting:''' A sting deals piercing damage and may also inject a [[Hazards#Poison|poison]]. Sting damage is determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.</p></div> | ||
<div id="beasttraits" style="margin-top: 1em;"> | <div id="beasttraits" style="margin-top: 1em;"> | ||
<h4 class="headline">Beast Species Traits</h4> | <h4 class="headline">Beast Species Traits</h4> | ||
<p class="single nomargin">Some beasts have adapted to living in extreme environments and gain special bonuses and traits, as summarized below:{{ | <p class="single nomargin">Some beasts have adapted to living in extreme environments and gain special bonuses and traits, as summarized below:</p><p id="airborne" class="single nomargin">{{indent}}'''Airborne:''' May reroll Initiative checks but must keep the second result. even if it’s worse.</p><p id="aquatic" class="single nomargin">{{indent}}'''Aquatic:''' Can’t drown in water and doesn’t need to make Swim checks; low-light vision.</p><p id="arctic" class="single nomargin">{{indent}}'''Arctic:''' May reroll Survival checks made to endure extreme cold, keeping the better result.</p><p id="desert" class="single nomargin">{{indent}}'''Desert:''' May reroll Survival checks made to endure extreme heat, keeping the better result.</p><p id="subterranean" class="single nomargin">{{indent}}'''Subterranean:''' May reroll Perception checks but must keep the second result, even if it’s worse, darkvision.</p></div> | ||
<div id="beastmulticlass" style="margin-top: 1.5em;"> | <div id="beastmulticlass" style="margin-top: 1.5em;"> | ||
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<div id="nonheroics" style="padding-top: 2em;"> | <div id="nonheroics" style="padding-top: 2em;"> | ||
<h2 class="headline">'''Nonheroic Characters'''</h2> | <h2 class="headline">'''Nonheroic Characters'''</h2> | ||
<p class="single nomargin">Nonheroic characters include everything from professional workers to petty criminals, police officers to common thugs. They lack the inclination or training to be heroes, but are capable in their own fields. Skilled engineers, educated professors. and master architects are all nonheroic characters, as is the local governor, the self-serving spice merchant, and the baseline Imperial stormtrooper.{{ | <p class="single nomargin">Nonheroic characters include everything from professional workers to petty criminals, police officers to common thugs. They lack the inclination or training to be heroes, but are capable in their own fields. Skilled engineers, educated professors. and master architects are all nonheroic characters, as is the local governor, the self-serving spice merchant, and the baseline Imperial stormtrooper.</p><p class="single nomargin">{{indent}}Nonheroic characters do not gain talents, do not add their nonheroic class level to their defense scores, and do not gain Force Points or Destiny Points. In addition, they only get to increase one ability score by one point every fourth level (instead of increasing two scores by one point each). However, they gain feats normally as they advance in level, as shown in ''Table: Experience and Level-Dependent Benefits'' below.</p> | ||
{{table-xplevelbenefits}}</div> | {{table-xplevelbenefits}}</div> | ||
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<div id="npcclassfeatures" style="margin-top: 1.5em;"> | <div id="npcclassfeatures" style="margin-top: 1.5em;"> | ||
<h3 class="headline">Nonheroic Class Features</h3> | <h3 class="headline">Nonheroic Class Features</h3> | ||
<p class="single nomargin">Nonheroic characters receive three starting [[feats]] at 1st level from the following list:{{ | <p class="single nomargin">Nonheroic characters receive three starting [[feats]] at 1st level from the following list:</p><p class="single nomargin">{{indent}}[[Armor Proficiency (feat)|Armor Proficiency]] (light & medium, taken separately), [[Skill Focus (feat)|Skill Focus]] (trained skill, taken separately), [[Skill Training (feat)|Skill Training]] (class skill, taken separately), [[Weapon Proficiency (feat)|Weapon Proficiency]] (adv. melee, heavy, pistols, rifles, simple; taken separately).</p></div> | ||
<div id="npcmulticlass" style="margin-top: 1.5em;"> | <div id="npcmulticlass" style="margin-top: 1.5em;"> | ||
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! colspan="5" |Galactic Empire | ! colspan="5" |Galactic Empire | ||
|- valign="top" | |- valign="top" | ||
| colspan="5"|The Galactic Empire is a vast and highly organized government ruled over by Emperor Palpatine. The Galactic Empire seized power at the end pf the Clone Wars following an unprecedented military build-up and the destruction of the Jedi Order.{{ | | colspan="5"|The Galactic Empire is a vast and highly organized government ruled over by Emperor Palpatine. The Galactic Empire seized power at the end pf the Clone Wars following an unprecedented military build-up and the destruction of the Jedi Order.</p><p class="single nomargin">{{indent}}The Empire is divided into sectors, each of which is governed by a Moff and guarded by military forces. The Empire’s authority on any given world can range from a single garrison (found mostly on backwater planets like [[Tatooine (location)|Tatooine]]) to an intense presence with a stormtrooper on every street corner (as in the Deep Core and important Core worlds). | ||
|- valign="top" | |- valign="top" | ||
| width="20%" |[[Stormtrooper_(archetypes)#heavy|Heavy Stormtrooper]] | | width="20%" |[[Stormtrooper_(archetypes)#heavy|Heavy Stormtrooper]] | ||
Line 204: | Line 204: | ||
! colspan="5" | <br/>Rebel Alliance | ! colspan="5" | <br/>Rebel Alliance | ||
|- valign="top" | |- valign="top" | ||
| colspan="5" |The Rebel Alliance fights against the tyranny of the Empire in order to restore justice and freedom to the galaxy. Formed by loyalists such as Mon Mothma and Senator Bail Organa, the Rebel Alliance struggles against the Empire at every turn. It uses guerilla warefare and undercover violence to weaken the Imperial machine and help free the oppressed people of the galaxy. Though the Alliance sometimes engages in direct military action against the Empire, as seen at the Battle of Yavin or the Battle of Endor, most of the efforts of the Alliance take place under the guise of legitimate activity. For this reason, the Alliance has attracted not only freedom fighters but also outlaws, smugglers, and even pirates.{{ | | colspan="5" |The Rebel Alliance fights against the tyranny of the Empire in order to restore justice and freedom to the galaxy. Formed by loyalists such as Mon Mothma and Senator Bail Organa, the Rebel Alliance struggles against the Empire at every turn. It uses guerilla warefare and undercover violence to weaken the Imperial machine and help free the oppressed people of the galaxy. Though the Alliance sometimes engages in direct military action against the Empire, as seen at the Battle of Yavin or the Battle of Endor, most of the efforts of the Alliance take place under the guise of legitimate activity. For this reason, the Alliance has attracted not only freedom fighters but also outlaws, smugglers, and even pirates.</p><p class="single nomargin">{{indent}}The Rebel Alliance is loosely organized into cells that can operate relatively independently of Alliance command. Each cell operates on Imperial worlds or out of hidden bases, such as the base on [[Hoth (location)|Hoth]]. Any worlds that sympathize with the Alliance find themselves the targets of Imperial wrath. Alliance agents are always on the run from the Empire, and Rebels that are captured are dealt with swiftly and harshly. | ||
|- valign="top" | |- valign="top" | ||
|[[Rebel_(archetypes)#elitenavy|Elite Rebel Trooper]] | |[[Rebel_(archetypes)#elitenavy|Elite Rebel Trooper]] | ||
Line 213: | Line 213: | ||
! colspan="5" | <br/>Galactic Republic | ! colspan="5" | <br/>Galactic Republic | ||
|- valign="top" | |- valign="top" | ||
| colspan="5" |Consisting of thousands of civilized worlds, the Galactic Republic is the oldes governing body in history. Senators from its constituent worlds determine policy and enact laws, ensuring that peace and prosperity reign throughout the galaxy.{{ | | colspan="5" |Consisting of thousands of civilized worlds, the Galactic Republic is the oldes governing body in history. Senators from its constituent worlds determine policy and enact laws, ensuring that peace and prosperity reign throughout the galaxy.</p><p class="single nomargin">{{indent}}The greatest threat to the Galactic Republic is the Confederacy of Independent Systems, a coalition of worlds that believes the Republic has become corrupt. The Senate authorizes the deployment of a vast clone army to quell the Separatist threat, leading to the Clone Wars and ending with the destruction of the Separatist leadership and the dissolution of the Republic in favor of a new Empire. | ||
|- valign="top" | |- valign="top" | ||
|[[Clone_Trooper_(archetypes)#arc|ARC Trooper]] | |[[Clone_Trooper_(archetypes)#arc|ARC Trooper]] |
Revision as of 02:00, 23 August 2024
The Star Wars universe is home to a dizzying array of sapient species. Despite the fact that Humans have been travelling the stars for tens of thousands of years and many aliens have been doing the same for an equal amount of time, scouts discover new inhabited worlds all the time.
This chapter presents various creatures and characters that GMs can use as potential allies or adversaries for the heroes, from rampaging rancors to clone troopers. Each ally or opponent comes with ready-to-play statistics to make the GM’s job a little easier.
Beasts
All animals and other non-sentient life forms have levels in the beast class (a non-heroic class). In the Star Wars universe, beasts are usually encountered as threats (such as acklays, rancors, and wampas) or as mounts (such as dewbacks and tauntauns).
Beasts have an Intelligence of 1 or 2. They roll their other five ability scores normally. Beasts that show above average cunning usually have a good Wisdom score.
Beasts increase only one ability score by one point every fourth level (instead of increasing two scores by one point each). However, they gain feats normally as they advance in level. A beast that gains an Intelligence of 3 or higher as a result of an ability increase is eligible to multiclass.
Beasts do not gain talents or starting feats, do not add their beast class level to their defense scores, and do not gain Force points or Destiny Points.
Examples of Beasts in Star Wars
Acklay, dewback, nexu, rancor, reek, tauntaun, wampa.
Beast Game Rule Information
The Beast | ||
---|---|---|
Level | BAB | |
1st | +0 | |
2nd | +1 | |
3rd | +2 | |
4th | +3 | |
5th | +3 | |
6th | +4 | |
7th | +5 | |
8th | +6 | |
9th | +6 | |
10th | +7 | |
11th | +8 | |
12th | +9 | |
13th | +9 | |
14th | +10 | |
15th | +11 | |
16th | +12 | |
17th | +12 | |
18th | +13 | |
19th | +14 | |
20th | +15 |
Beasts have the following statistics:
Beast Hit Points
At each level, beasts gain 1d8 hit points + their Constitution modifier.
Beast Force Points
Beasts do not gain Force Points or Destiny Points.
Beast Skills
Beasts start with 1 + their Intelligence modifier (minimum 1) in trained skills chosen from the following class skills: Acrobatics, Climb, Endurance, Initiative, Jump, Perception, Stealth, Survival, Swim.
Beast Class Features
Beasts gain the following class features at 1st level:
Beast Natural Armor
Many beasts have thick hides or scales that grant a natural armor bonus to their Reflex Defense. The amount of natural armor varies from creature to creature. A beast’s natural armor bonus is never higher than its beast class level.
Beast Natural Weapons
A beast has one or more natural weapon attacks (see below). It applies its Strength bonus on melee attack rolls made with natural weapons and its Dexterity bonus on ranged attack rolls made with natural weapons. If a beast has two or more natural weapons, it may make attacks with all of them at no penalty when using the full attack action.
A beast gains a bonus on damage rolls made with its natural weapons equal to one-half its beast class level, rounded down. A beast is proficient with its own natural weapons, but not with any other weapon group.
The most common natural weapon attacks for beasts are summarized here:
Bite: A bite attack deals an amount of piercing damage determined by the beast’s size: Fine,1; Diminutive,1d2; Tiny,1d3; Small,1d4; Medium, 1d6; Large, 1d8; Huge, 2d6; Gargantuan, 3d6; Colossal, 4d6.
Claw: A claw attack deals an amount of slashing damage determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.
Gore: The creature impales opponents with a horn or antler: dealing an amount of piercing damage determined by the beast’s size. Fine,1; Diminutive,1d2; Tiny,1d3; Small,1d4; Medium, 1d6; Large, 1d8; Huge, 2d6; Gargantuan, 3d6; Colossal, 4d6.
Slam: The creature batters opponents with an appendage, dealing an amount bludgeoning damage determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.
Sting: A sting deals piercing damage and may also inject a poison. Sting damage is determined by the beast’s size: Fine or Diminutive,1; Tiny,1d2; Small,1d3; Medium,1d4; Large, 1d6; Huge, 1d8; Gargantuan, 2d6; Colossal, 3d6.
Beast Species Traits
Some beasts have adapted to living in extreme environments and gain special bonuses and traits, as summarized below:
Airborne: May reroll Initiative checks but must keep the second result. even if it’s worse.
Aquatic: Can’t drown in water and doesn’t need to make Swim checks; low-light vision.
Arctic: May reroll Survival checks made to endure extreme cold, keeping the better result.
Desert: May reroll Survival checks made to endure extreme heat, keeping the better result.
Subterranean: May reroll Perception checks but must keep the second result, even if it’s worse, darkvision.
Beast Multiclassing
A beast with an Intelligence of 3 or higher can multiclass into any heroic class. Beasts with an Intelligence of 1 or 2 cannot multiclass.
Beast Size Modifier
A beast applies a size modifier to its Reflex Defense and Stealth checks based on its size. A beast of Large size or bigger also gains a size bonus to its damage threshold. Table: Beast Size Modifiers below summarizes this information.
Beast Size Modifiers | ||||||
---|---|---|---|---|---|---|
Beast Size | Ability Modifiers(1) | Size Modifier to Reflex Defense | Size Modifier to Stealth | Size Bonus to Damage Threshold | Carrying Capacity(2) | Height or Length |
Colossal |
+32 Con −4 Dex +32 Str |
−10 | −20 | +50 | ×20 | 19.3 meters or more |
Gargantuan |
+24 Con −4 Dex +24 Str |
−5 | −15 | +20 | ×10 | 9.7 to 19.2 m |
Huge |
+16 Con −4 Dex +16 Str |
−2 | −10 | +10 | ×5 | 4.9 to 9.6 m |
Large |
+8 Con −2 Dex +8 Str |
−1 | −5 | +5 | ×2 | 2.5 to 4.8 m |
Medium |
None | +0 | +0 | — | ×1 | 1.3 to 2.4 m |
Small |
+2 Dex −2 Str |
+1 | +5 | — | ×0.75 | 0.75 to 1.2 m |
Tiny |
+4 Dex −4 Str |
+2 | +10 | — | ×0.5 | 0.4 to 0.6 m |
Diminutive |
+6 Dex −6 Str |
+5 | +15 | — | ×0.25 | 0.2 to 0.3 m |
Fine |
+8 Dex −8 Str |
+10 | +20 | — | ×0.01 | 0.1 m or less |
1 An ability score can never be lower than 1. 2 Beasts with four or more legs double their carrying capacity. |
Beast Descriptions
The list below contains sample beasts from the Star Wars feature films. Each description includes statistics for a typical member of the species. For a more comprehensive list, see the Beast Codex.
Acklay | Nexu | Reek | Wampa |
Dewback | Rancor | Tauntaun |
Nonheroic Characters
Nonheroic characters include everything from professional workers to petty criminals, police officers to common thugs. They lack the inclination or training to be heroes, but are capable in their own fields. Skilled engineers, educated professors. and master architects are all nonheroic characters, as is the local governor, the self-serving spice merchant, and the baseline Imperial stormtrooper.
Nonheroic characters do not gain talents, do not add their nonheroic class level to their defense scores, and do not gain Force Points or Destiny Points. In addition, they only get to increase one ability score by one point every fourth level (instead of increasing two scores by one point each). However, they gain feats normally as they advance in level, as shown in Table: Experience and Level-Dependent Benefits below.
Experience and Level-Dependent Benefits | |||||||
---|---|---|---|---|---|---|---|
Character Level |
XP | Feats | Ability Increases |
Character Level |
XP | Feats | Ability Increases |
1st | 0 | 1st | 11th | 55,000 | |||
2nd | 1,000 | 12th | 66,000 | 5th | 5th, 6th | ||
3rd | 3,000 | 2nd | 13th | 78,000 | |||
4th | 6,000 | 1st, 2nd | 14th | 91,000 | |||
5th | 10,000 | 15th | 105,000 | 6th | |||
6th | 15,000 | 3rd | 16th | 120,000 | 7th, 8th | ||
7th | 21,000 | 17th | 136,000 | ||||
8th | 28,000 | 3rd, 4th | 18th | 153,000 | 7th | ||
9th | 36,000 | 4th | 19th | 171,000 | |||
10th | 45,000 | 20th | 190,000 | 9th, 10th |
Examples of Nonheroic Characters in Star Wars
Battle Droids, clone troopers, ordinary civilians, Rebel troopers, stormtroopers.
Nonheroic Game Rule Information
The Nonheroic Character | ||
---|---|---|
Level | BAB | |
1st | +0 | |
2nd | +1 | |
3rd | +2 | |
4th | +3 | |
5th | +3 | |
6th | +4 | |
7th | +5 | |
8th | +6 | |
9th | +6 | |
10th | +7 | |
11th | +8 | |
12th | +9 | |
13th | +9 | |
14th | +10 | |
15th | +11 | |
16th | +12 | |
17th | +12 | |
18th | +13 | |
19th | +14 | |
20th | +15 |
Nonheroic characters have the following game statistics:
Nonheroic Hit Points
At each level, nonheroic characters gain 1d4 hit points + their Constitution modifier.
Nonheroic Force Points
Nonheroic characters do not gain Force Points or Destiny Points.
Nonheroic Skills
Nonheroic characters start with 1 + their Intelligence modifier (minimum 1) in trained skills chosen from the following class skills: Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer.
Nonheroic Class Features
Nonheroic characters receive three starting feats at 1st level from the following list:
Armor Proficiency (light & medium, taken separately), Skill Focus (trained skill, taken separately), Skill Training (class skill, taken separately), Weapon Proficiency (adv. melee, heavy, pistols, rifles, simple; taken separately).
Nonheroic Multiclassing
A nonheroic character can multiclass into a heroic class. The normal multiclassing rules apply.
Character Archetypes
The list below contains pregenerated characters that are examples of typical allies and opponents that you can throw into an adventure or campaign. They are organized by faction and represent some of the more common characters seen across the various Star Wars eras. Add personalities and histories to these archetypal characters as you see fit. For a complete list of NPCs, see the Nonheroic Codex.
Galactic Empire | ||||
---|---|---|---|---|
The Galactic Empire is a vast and highly organized government ruled over by Emperor Palpatine. The Galactic Empire seized power at the end pf the Clone Wars following an unprecedented military build-up and the destruction of the Jedi Order. The Empire is divided into sectors, each of which is governed by a Moff and guarded by military forces. The Empire’s authority on any given world can range from a single garrison (found mostly on backwater planets like Tatooine) to an intense presence with a stormtrooper on every street corner (as in the Deep Core and important Core worlds). | ||||
Heavy Stormtrooper | Imperial Officer | Scout Trooper | Stormtrooper | |
Rebel Alliance | ||||
The Rebel Alliance fights against the tyranny of the Empire in order to restore justice and freedom to the galaxy. Formed by loyalists such as Mon Mothma and Senator Bail Organa, the Rebel Alliance struggles against the Empire at every turn. It uses guerilla warefare and undercover violence to weaken the Imperial machine and help free the oppressed people of the galaxy. Though the Alliance sometimes engages in direct military action against the Empire, as seen at the Battle of Yavin or the Battle of Endor, most of the efforts of the Alliance take place under the guise of legitimate activity. For this reason, the Alliance has attracted not only freedom fighters but also outlaws, smugglers, and even pirates. The Rebel Alliance is loosely organized into cells that can operate relatively independently of Alliance command. Each cell operates on Imperial worlds or out of hidden bases, such as the base on Hoth. Any worlds that sympathize with the Alliance find themselves the targets of Imperial wrath. Alliance agents are always on the run from the Empire, and Rebels that are captured are dealt with swiftly and harshly. | ||||
Elite Rebel Trooper | Rebel Trooper | |||
Galactic Republic | ||||
Consisting of thousands of civilized worlds, the Galactic Republic is the oldes governing body in history. Senators from its constituent worlds determine policy and enact laws, ensuring that peace and prosperity reign throughout the galaxy. The greatest threat to the Galactic Republic is the Confederacy of Independent Systems, a coalition of worlds that believes the Republic has become corrupt. The Senate authorizes the deployment of a vast clone army to quell the Separatist threat, leading to the Clone Wars and ending with the destruction of the Separatist leadership and the dissolution of the Republic in favor of a new Empire. | ||||
ARC Trooper | Clone Trooper | Clone Trooper Commander | ||
The Fringe | ||||
Fringers live at the edges of society. Criminals, idependents, traders, and emrcenaries of all kinds consider themselves fringers. While not all members of the fring are criminals (certainly, many are hard-working and honest folk), anyone who operates far from the seat of galactic power or outside the bounds of the law can be considerd part of the fringe. | ||||
Assassin | Bounty Hunter | Crime Lord | Dark Side Marauder | Thug |
Creating Non-Human Characters
The statistics provided in the archetypes use the Human species as a baseline. If you wish to change the character’s species, follow these simple rules:
- Remove one of the character’s feats. (Human characters gain a bonus feat.)
- Remove one of the character’s trained skills. (Human characters gain a bonus trained skill.)
- Add the relevant species traits for the selected species.