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Saga Edition RPG Omnibus
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Bothan Spy

The Bothan Spynet

Legendary in its influence, the Bothan spynet is one of the most farreaching intelligence organizations in the galaxy. Obtam1ng information from the Bothan spynet is no simple matter, since it will not just give information out to anyone with credits. Making contact with an agent of the spynet requires a DC 25 Gather Information check to locate a hidden individual. Once contact has been made with the spynet, a hero can request information that might normally be out of his or her reach. A hero who has made contact with the spynet can put in a request for information, and the spynet makes a Gather Information check on his or her behalf. Depending on how much money an individual is willing to spend, spynet agents will put more effort into discovering the sought-after information. A spynet agent then makes a Gather Information check at a bonus that varies based on how many credit the hero paid for the agent’s time and efforts.

     For every 350 credits the hero spends, the spynet agent's Gather Information bonus increases by 1. Thus, for a Gather Information check at +5, a hero must pay 1,750 credits. For a Gather Information check at +20, a hero must pay 7,000 credits. These credits go toward the expenses associated with discovering the information, as well as to the spynet agent’s personal funds. Unlike most Gather Information checks, a spynet agent’s skill checks are not lmited to the local vicinity or even to information available on a computer network, and the information can be about almost anything in the galaxy. Normal rules for Gather Information checks still apply (though credits paid to a spynet agent count as bribe money).

Bothans are widely acclaimed as the best spies in the galaxy. In large part, this reputation is due to the excellent quality of the Bothan Spy Network {also known as the Bothan spynet). This mysterious and widespread organization was formed centuries ago to protect and serve the interests of the Bothan people. However, it also se lls information and services to the highest bidder and often gives discounts or even freely offers valuable information to organizations whose interests also serve the needs of the Bothan people. Bothan spies were instrumental in uncovering information about both Death Stars during the Galactic Civil War. They freely gave this information to the Rebels because the leaders of the spynet feared that the Empire might soon subjugate or enslave the Bothan people.

     Bothan spies are typically fiercely loyal to their own people and especially to their comrades in the spynet. The combination of paranoia and fierce loyalty that is so common among Bothans is especially widespread among Bothan spies, many of whom have difficulty trusting others, especially individuals outside the spynet. However, once he gives his trust to someone, a Bothan spy is usually willing to defend that person to the death.

Bothan Spy Encounters

As some of the galaxy’s premier spies, Bothans are often charged with missions deemed impossible by other spies and intelligence agencies. As a result, many Bothan spies regularly risk their lives breaking into the most secure facilities in the galaxy or attempting to impersonate someone in a situation when discovery means torture followed by execution. However. every Bothan spy knows he can rely upon the other members of the spynet to aid him. Bothan spies are sometimes forced to work alone, but when possible they work in small teams, with each team member complementing the others’ abilities.

     Bothan spies usually avoid taking a direct path to their goal, such as attempting to shoot their way into a secure installation. They generally do not attempt to break into a secure installation unless there is no other way to accomplish their mission. Even more than other spies, they are most fond of bribing or blackmailing people who have the information they are seeking or using their talents of impersonation to walk in the front door of the facility they want to enter.

Bothan Spy           (CL 8)

     Threats of the Galaxy, page 96.

Medium Bothan scoundrel 2 / scout 6 NPC

Force: 5

Initiative: +5; Senses: Perception +10

Languages: Basic, Bothese, 2 others

Defenses: Ref 23 (flat-footed 20), Fort 19, Will 20

Hit Points: 48; Damage Threshold: 19

Speed: 6 squares

Melee: vibrodagger +7 (2d4+5)

Ranged: blaster pistol +9 (3d6+4)

Base Attack: +6; Grapple: +9

Attack Options: Combat Reflexes, Improved Disarm, Melee Defense, Point Blank Shot

Special Actions: Quick Draw

Abilities: Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha 13

Talents: Acute Senses, Hidden Movement, Improved Stealth, Gimmick

Feats: Combat Reflexes, Improved Disarm, Linguist, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (Deception, Gather InformationB), Skill Training (Use Computer), Weapon Proficiency (pistols, rifles, simple)

Skills: Acrobatics +12, Deception +15, Gather Information +15, Perception +10 (can reroll, must take second result). Persuasion]] +10, Stealth +12 (can reroll, must take second result), Use Computer +11

Possessions: vibrodagger, blaster pistol

B Bothans with Gather Information as a trained skill get Skill focus (Gather Information) as a bonus feat.

Infiltrator

Infiltrator

Infiltrators are experts at breaking into secured areas. The motivation behind this illegal act varies depending on the individual. The most common sort of infiltrator is self-employed—someone who breaks into homes and businesses to commit burglary. Other infiltrators could be “bag men” for spy organizations, criminal interests, or corporations. Security firms often employ infiltrators to test out a building’s security measures, locating weak spots that could be exploited by criminals and competitors.

     Infiltrators must be strong, dexterous, and acrobatic, since they often find themselves crawling through air ducts, scaling sheer walls, and leaping from impressive heights to get to their intended target. In addition, infiltrators are good at bypassing alarms and detectors of all kinds. Most infiltrators shy away from combat, considering their current job a failure if they are spotted in the first place. They rarely carry anything more than a hold-out blaster pistol or a knife, to be used only as a last resort.

Infiltrator Encounters

Because of an infiltrator’s skill at getting into places unnoticed, heroes are unlikely to be aware of his presence unless he wants to be found. An infiltrator could be hired by the heroes’ enemies to sneak into their ship or headquarters in order to steal important plans, sabotage their computers. or plant incriminating evidence. If everything goes accordingly to plan, the heroes will find out that something is wrong only when their computers malfunction or they find their precious goods missing. Some infiltrators like to flaunt their success by leaving behind some kind of “calling card” to let their victims know who did the deed.

     Although some infiltrators operate alone, others are part of specialized teams, typically including slicers, technicians, and commandos, who serve as the infiltrator’s eyes and ears or as support to help the infiltrator get in and out of the target area. Infiltrators sometimes use droids (such as the ASN‑121 assassin droid or the |Mark VII “Inquisitor” seeker droid) in their work in order to scout ahead, deactivate security measures, and provide some protection if things get violent. These droids are sometimes Small or smaller in size and have the ability to hover so they can get into hard-to-reach places.

Infiltrator           (CL 9)

     Threats of the Galaxy, page 40.

Medium scoundrel 4 / scout 5 NPC

Force: 2; Dark Side: 2

Initiative: +7; Senses: Perception +10

Languages: Basic, 2 others

Defenses: Ref 25 (flat-footed 21), Fort 20, Will 21

Hit Points: 56; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +8 (1d6+6)

Ranged: hold-out blaster pistol +9 (3d4+4)

Base Attack: +6; Grapple: +9

Attack Options: Point Blank Shot, Precise Shot

Special Actions: Fool’s Luck, Hidden Movement, Knack

Abilities: Str 15, Dex 17, Con 10, Int 12, Wis 12, Cha 8

Talents: Fool’s Luck, Hidden Movement, Improved Stealth, Knack, Total Concealment

Feats: Martial Arts (I), Point Blank Shot, Precise Shot, Skill Focus (Acrobatics, Stealth, Use Computer), Skill Training (Acrobatics, Deception, Use Computer), Weapon Proficiency (pistols, rifles, simple)

Skills: Acrobatics +17, Climb +11, Deception +8, Initiative +7, Jump +16, Mechanics +10, Perception +10, Stealth +17 (can reroll, must take second result), Use Computer +15

Possessions: hold-out blaster pistol, concealed holster, security kit, encrypted comlink, utility belt (miniaturized), syntherope, droid caller

Malvina Clan Scout

File:Swse nonheroic NPC.jpg
Malvina Clan Scout

NPC Text

Malvina Clan Scout Encounters

Malvina Clan Scout           (CL 1)

     Galaxy of Intrigue, page 212.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Saboteur

Saboteur

NPC Text

Saboteur Encounters

Saboteur           (CL 1)

     Threats of the Galaxy, page 72.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Spy

Spy

NPC Text

Spy Encounters

Spy           (CL 1)

     Threats of the Galaxy, page 96.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Twi’lek Saboteur

File:Swse nonheroic twilek saboteur.jpg
Twi’lek Saboteur

NPC Text

Twi’lek Saboteur Encounters

Twi’lek Saboteur           (CL 1)

     Threats of the Galaxy, page 73.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Vagaari Infiltrator

File:Swse nonheroic vagaari infiltrator.jpg
Vagaari Infiltrator

NPC Text

Vagaari Infiltrator Encounters

Vagaari Infiltrator           (CL 1)

     Unknown Regions, page 155.

Medium Vagaari nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Zann Consortium Defiler

Zann Consortium Defiler

NPC Text

Zann Consortium Defiler Encounters

Zann Consortium Defiler           (CL 1)

     Rebellion Era Campaign Guide, page 153.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills: