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Saga Edition RPG Omnibus
Revision as of 21:38, 20 August 2024 by Tenor1411 (talk | contribs)

Bureaucrat

Bureaucrats are minor officials who represent a government or a political policy. From petty administrators attending backwater spaceports to the more prominent public servants in the Core Worlds, bureaucrats can be found wherever there is at least a semblance of civilization. Bureaucrats might fill a number of different roles, but they are all cogs in the political machine, and through their efforts, they ensure that the engines of society are well lubricated and in perfect working order.

     Ideally, a bureaucrat manages, governs, or oversees some process. but a great many use their political power for less idealistic rea sons. Some bureaucrats see their positions as stepping stones to greater status, and therefore use every trick to climb the ladder. Even bureaucrats who have no designs or ambitions beyond doing a good job tend to be self-important individuals, thinking that their role is far more important than it actually is.

Bureaucrat Encounters

The bureaucrat represents a broad spectrum of characters who perform useful (or not so useful) services. Bureaucrats might be minor desk clerks whose job it is to sort out the arcane and esoteric information stored in mounds of datapads. Or they could be minor officials overseeing the comings and goings at a battle station. Although many encounters with bureaucrats might leave the player characters itching to loose a few well-placed shots somewhere in the direction of a hapless administrator, a meeting with an bureaucrat should rarely end in violence.

     Bureaucrats can range from irritating obstacles to fonts of critical information. Fanatics dedicated to the letter of the law or those who covet a promotion and toady up to their superiors might be an insurmountable barrier, preventing the characters from pursuing a critical line of investigation . Such encounters require the heroes to find creative ways around these characters, since blasting them could have repercussions.

     Of course, bureaucrats can also be useful allies. By dint of their position alone, they have access to information that might pertain to a mission, and if properly massaged, they could become a viable and consistent source of intelligence.

     Bureaucrats are often well protected, with security droids or security personnel never far away. Lesser bureaucrats might have a handful of mercenaries to watch over them, while high-ranking bureaucrats might enjoy the protection of a personal bodyguard in addition to a team of security specialists. When a fight breaks out, the bureaucrat is usually the first to head for the exit, leaving the conflict to the trained professionals.

Bureaucrat           (CL 1)

     threats of the Galaxy, page 21.

Medium nonheroic 34 NPC

Initiative: +1; Senses: Perception +6

Languages: Basic

Defenses: Ref 10 (flat-footed 10), Fort 9, Will 10

Hit Points: 6; Damage Threshold: 3

Speed: 6 squares

Melee: unarmed +1 (1d4−1

Ranged: blaster pistol +2 (3d6)

Base Attack: +2; Grapple: +2

Abilities: Str 9, Dex 10, Con 8, Int 12, Wis 11, Cha 14

Feats: Skill Focus (Knowledge [bureaucracy]), Skill Training (Knowledge [bureaucracy], Perception, Use Computer), Weapon Proficiency (pistols)

Skills: Deception +8, Knowledge [bureaucracy] +12, Perception +6, Persuasion +8, Use Computer +7

Possessions: blaster pistol, comlink, code cylinder, credit chip with 100 credits, datapad

Diplomat

Diplomats are the representatives of the galaxy. They represent the interest of their people in the larger political arena, acting on behalf of a single planet, an entire sector, a corporate interest, or any other geographical, political, or econo ic body. Whether squaring off against a rival organization under the glowering attention of Jedi arbitrators or pleading their case before the august body of the Senate, Diplomats are charged with being the voice of the people they represent and empowered with the ability to forge agreements and negotiate deals.

     Although their principal functions are clear, some diplomats have other ambit ions beyond their responsibilities. It is not uncommon for a diplomat to jockey for a seat on a senate or to maneuver into a greater position within his homeworld’s government. Furthermore, there seems to be at least one diplomat in any group of them who doesn’t keep the best interests of his people in mind, wallowing instead in the payoffs and gifts bestowed by those who would exploit his status. Still, these individuals are the exception; most are conscientious members of their community, driven to do what’s best for their charges.

Diplomat Encounters

Rare is the diplomat who doesn’t travel with a large entourage. A diplomat is the principal connection a group of people has to the larger world, and the loss of this envoy can have dreadful consequences. As a result, security personnel guard these vital agents.

     A diplomat can also expect to have assistants in the form of a personal physician, lesser administrators, and other hangers-on to attend to her needs. In almost every case, one or more of these attendants are bodyguards who keep close to their charge in case an enemy somehow slips past the security detail.

     Since her principal function is negotiation, when on a mission, a diplomat likely cloisters herself away behind heavy blast doors and permacrete walls to broker deals and argue about the future of the galaxy with other diplomats.

Diplomat           (CL 1)

     Threats of the Galaxy, page 35.

Medium nonheroic 6 / noble 1 NPC

Force: 1

Initiative: +3; Senses: Perception +16

Languages: Basic

Defenses: Ref 11 (flat-footed 11), Fort 11, Will 16

Hit Points: 19; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +3 (1d4&#87221)

Ranged: blaster pistol +4 (3d6)

Base Attack: +4; Grapple: +4

Special Actions: Presence

Abilities: Str 8, Dex 10, Con 10, Int 15, Wis 16, Cha 16

Talents: Presence

Feats: Linguist, Skill Focus (Deception, Perception, Persuasion), Skill Training (Perception), Weapon Proficiency (pistols, simple)

Skills: Deception +16, Knowledge [galactic lore] +10, Knowledge [bureaucracy] +10, Perception +16, Persuasion +16

Possessions: blaster pistol, comlink with holo capability, datapad, diplomat’s robes

Jawa

NPC Text

Jawa Encounters

Jawa           (CL 1)

File:Swse nonheroic jawa.jpg

     Force Unleashed Campaign Guide, page 223.

Medium Jawa 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:

Trader

If there’s a constant in the galaxy aside from conflict and war, it’s commerce. Whether they are associated with the Trade Federation or corporate cartels or the trading guilds, traders and merchants are everywhere. From the surly junk dealer on an Outer Rim planet to the slick starship salesman pushing the latest design from Incom, there’s a trader for any and every commodity.
     Most traders operate legitimate businesses, working as dealers, manufacturers, tinkers, or merchants. Traders also include illicit dealers, peddlers of drugs and poisons, and fencers of stolen goods and illegal weaponry. Since every trader’s main interest is turning a profit, many slip back and forth across the line of legality, purchasing goods on the cheap from smugglers or moving black market goods on the side to help offset the expense of their operations.

Trader Encounters

Given the pervasive presence of traders in the galaxy, the heroes are like ly to encounter traders just about anywhere they go. A trader can supply heroes with useful gear, replace damaged or faulty equ ipment, or sell them a starship. Profit is clearly the trader's motivation, and a good trader knows just what to say and what not to say to make sure he comes out ahead in any bargaining situation.

     Most traders run small operations that consist of the trader himself plus a few helpers, including a technician and some common laborers or labor droids to move merchandise around the warehouse. A well-off trader might also have muscle on hand to deal with unruly customers and to collect payments from delinquent clients.

     Larger operations have far more employees and could include several traders who all work for the same guild. Each trader has a staff of employees, security personnel, and droids. The operation also boasts one or more ground vehicles to move goods around as well a transport vessel to canry merchandise to a variety of destinations.

     The largest trading organizations are corporat ions. These are massive cartels with their own laws, representatives, and industries, functioning almost as independent societies. During the Rise of the Empire, the Trade Federation was one of the largest corporate guilds. It had representaties in the Senate and could field massive droid armies replete with assault vehicles, air support, and capital ships to ensure its commercial advantage. Altough the Trade Federation was a sprawling entity that formed a key component in the Separatist Movement whose formation triggered the Clone Wars, fundamentally its membership was made up of common traders who joined together for protection and economic balance.

Trader           (CL 1)

     Threats of the Galaxy, page 101.

Medium nonheroic 4 NPC

Initiative: +2; Senses: Perception +8

Languages: Basic, Bocce

Defenses: Ref 10 (flat-footed 10), Fort 9, Will 11

Hit Points: 7; Damage Threshold: 9

Speed: 6 squares

Melee: unarmed +2 (1d4−1)

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

Base Attack: +3; Grapple: +3

Abilities: Str 8, Dex 10, Con 9, Int 12, Wis 12, Cha 13

Feats: Skill Focus (Deception, Persuasion), Skill Training (Perception), Weapon Proficiency (pistols, simple)

Skills: Deception +13, Perception +8, Persuasion +13

Possessions: hold-out blaster pistol, datapad with inventory disks, trade goods

Ugnaught

NPC Text

Ugnaught Encounters

Ugnaught           (CL 1)

File:Swse nonheroic ugnaught.jpg

     Force Unleashed Campaign Guide, page 223.

Medium Ugnaught 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:

Utai Varactyl Handler

The Utai, sentient natives of Utapau, domesticated varactyls thousands of years ago, and they continue to use the creatures as mounts and beast of burden. Utai make exceptionally good varactyl handlers due to their natural rapport with beasts and their years of experience. Each varactyl handler receives extensive instruction on the best way to train and care for the large beasts, and thanks to their excellent hand with the large animals most domesticated varactyl become loyal, friendly mounts.

     High-backed saddles, especially made for varactyls, are used in order to grant their riders the stability necessary to control the beasts. Varactyls have excellent memories concerning the riders they have served. Individual varactyls can maintain unwavering loyalty for years, if not decades, toward riders who have treated them well.

Utai Varactyl Handler           (CL 0[1])

     Threats of the Galaxy, page 127.

Small Utai nonheroic 2 NPC

Initiative: +2; Senses: low-light vision;Perception +3

Languages: Utapese

Defenses: Ref 12 (flat-footed 11), Fort 11, Will 12

Hit Points: 7; Damage Threshold: 11

Speed: 4 squares

Melee: stun baton +2 (2d6+1 stun)

Base Attack: +1; Grapple: −3

Special Actions: animal handler

Abilities: Str 13, Dex 12, Con 12, Int 8, Wis 14, Cha 13

Special Qualities: animal handler, cooperative, low-light vision

Feats: Skill Focus (Persuasion), Skill Training (Knowledge [life sciences[ , Ride), Weapon  Proficiency (simple)

Skills: Knowledge [life sciences] +5, Persuasion +12 (can change the attitude of undomesticated beasts), Ride +7 (can reroll, must keep second result)

Possessions: stun baton, personal belongings

Veteran Politician

Politicians are some of the most prominent movers and shakers in the galaxy. The veteran politician has spent years honing his craft, mastering the tools of intrigue needed to survive in the halls of power. Veteran politicians represent any number of political figures, including powerful bureaucrats and ambassadors, judges and princes, ministers, and any number of counselors and advisors. Although their titles vary, their talents and abilities are more or less the same.

     Standing out from the rest of the political entities infesting the galaxy are two important groups, representing the government of the Old and New Republics as well as the cold tyranny of the Galactic Empire.

     The first political group, and the most enduring, is the Senators. In each of the major political phases dominating the core of the galaxy-the Galactic Republic, the Galactic Empire, and the New Republic, as well as other key eras-the Senators served their homeworlds, sectors, or even private consortiums. Senators were principally responsible for representing their constituents’ interests in the Senate, but at various times, they would act as heads of state as well. Such power attracted the ambitious and corrupt, but also the noble, creating an interesting tension between self-serving interest and the idealism of those who championed the cause of freedom and justice.

     The Senate has always been a critica l component of the galactic government, but during the dark days leading up to the Clone Wars, the Senate was rife with corruption, so much so that it languished and proved unable to attend to any threat at all. This weakness enabled the charismatic Senator Palpatine to seize the position of Supreme Chancellor, after which he steadily worked to consolidate his power.

     With the outbreak of the Clone Wars and the formation of the Grand Army of the Republic, Palpatine installed regional governors, called Moffs, to oversee the galaxy’s sectors and exert control over unruly populations, nominally to shore up their defenses against the Separatists. This act further weakened the Senate, reducing it to the point of utter uselessness. Through the support of his growing military presence and the authority he vested in the Moffs, the Supreme Chancellor was eventually able to dissolve the Senate and reform the outmoded Republic into the Galactic Empire.

     After the conclusion of the Civil War, and the apparent death of the Emperor, the ways of the Galactic Republic were restored and a new Senate was formed. Although divisiveness, infighting, and the sweeping troubles that plagued the old Senate remain, this body has regained its former power and influence, forging ahead to create a new society founded on the principles of democracy and justice.

Veteran Politician Encounters

Considering their power and influence, veteran politicians are not the sorts of opponents the heroes are likely to face in combat. Politicians are shielded from harm by a network of security personnel and bodyguards, who make sure nothing befalls their charge. One or more of these protectors escort the character out of danger while the rest of the security detail lays down covering fire.
     Veteran politicians are better suited to be potent allies, lending their influence for the benefit of the player characters, or as charges, significant personalities whom the heroes need to protect from assassins and rivals. Veteran politicians can be cooperative, but haughtiness and arrogance are common character traits attributed to these figures.
     As adversaries, veteran politicians make for excellent “faceless villains.” They don't move directly against the PCs; they use mercenaries, assassins, and bounty hunters to attend to their enemies. Taking the fight to a politician is a challenge, since a wise politician conceals his criminal acts and ties up loose ends. A direct assault against this sort of hidden enemy can have sweeping repercussions if the heroes don’t first uncover hard evidence of their opponent’s villainy.

Veteran Politician           (CL 11)

     Threats of the Galaxy, page 71.

Medium nonheroic 6 / noble 9 NPC

Force: 5

Initiative: +7; Senses: Perception +8

Languages: Basic, 5 others

Defenses: Ref 20 (flat-footed 20), Fort 18, Will 22

Hit Points: 12; Damage Threshold: 18

Speed: 6 squares

Melee: unarmed +9 (1d4+4)

Ranged: hold-out blaster pistol +11 (3d4+4)

Base Attack: +10; Grapple: +10

Attack Options: Coordinated Attack, Melee Defense

Special Actions: Born Leader, Presence, Weaken Resolve

Abilities: Str 9, Dex 11, Con 9, Int 12, Wis 12, Cha 14

Talents: Born Leader, Connections, prsence|Presence, Weaken Resolve, Wealth

Feats: Coordinated Attack, Linguist (2), Melee Defense, Skill Focus (Deception, Gather Information, Persuasion), Skill Training (Gather Information, Knowledge [bureaucracy], Persuasion, Use Computer), Weapon Focus (pistols), Weapon Proficiency (pistols, simple)

Skills: Deception +19, Gather Information +19, Knowledge [bureaucracy] +13, Knowledge [galactic lore] +13, Persuasion +19, Use Computer +13

Possessions: hold-out blaster pistol, data pad with data cards, personal holoprojector, holorecorder, fine robes

 
  1. This was listed as CL 1 but per the core rulebook it is 3 nonheroic levels to one heroic or challenge level.