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Saga Edition RPG Omnibus
Revision as of 22:46, 3 August 2024 by Tenor1411 (talk | contribs)

Black Sun

     Legacy Era Campaign Guide, page 197.

The legendary criminal syndicate Black Sun has reinvented itself many times over the centuries. For such a powerful criminal empire, Black Sun manages to remain relatively obscure, despite its extensive reach. Throughout most of its history, Black Sun’s secrecy has been integral to its success. However, these days, secrecy is not always of prime concern to some of its leaders. In some Outer Rim systems and other iso lated areas, the syndicate openly displays its logo on ships and vehicles, largely in an effort to intimidate rivals and victims.

     Black Sun’s internal structure remains virtual ly unchanged from previous eras. Powerful crime lords, called Vigos, run the organization in groups largely divided by region or sector. Each Vigo controls the syndicate’s criminal activities in his or her designated territory. However, Vigos in the Legacy era act with far more autonomy than the Vigos of previous eras. They engage in their own schemes, which range from petty extortion to massive fraud against the major governments and extensive smuggling operations between the warring Empires. However, as in the past, the exact reach or extent of resources available to the synd icate is extremely difficult to determine, even by the Vigos themselves, who get along just well enough to benefit from their association.

     Black Sun’s resources include fleets of gunships, squadrons of starfighters, flights of speeder bikes, and the occasional larger warship. The Vigos have individual agents, capable pilots, and considerable muscle at their disposal. The organization’s influence extends into much of the underworld and a fair number of planetary governments, though Black Sun's stranglehold over key worlds has been temporarily diminished by the resurgent Sith Empire.

 

Black Sun Lieutenant           (CL 1)

     Legacy Era Campaign Guide, page 198.

Medium 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:

 

Black Sun Pirate           (CL 1)

     Galaxy at War, page 194.

Medium 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:

 

Black Sun Thug           (CL 1)

     Legacy Era Campaign Guide, page 198.

Medium 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:

Black Sun Vigo

     Threats of the Galaxy, page 26.

The Black Sun is an enormous criminal venture that has incredible power. Its influence pervades almost every aspect of society, with tendrils of corruption seeping into the govern ment. Its two primary sources of income are piracy and smuggling, although the Black Sun has its fingers in every illicit activity possible. A single boss controls the Black Sun, designating power to nine Vigos (an old Tionese term for the word “nephew”), each of whom controls his own sector and region of influence.

     Most Vigos cultivate an air of nobility, taste, and cult ure, which only their immense wealth and power can provide. The Vigo presented here does not fit that category. Brutish, tough, and abso lutely merciless, he controls his criminal empire by breaking heads and using force to take what he wants. Although perfectly capable of negotiating or using persuasion, a Black Sun Vigo prefers the sort of diplomacy that comes out the end of his gun.

Black Sun Vigo Encounters

The Black Sun Vigo represents a perfect “boss” to be confronted at the end of an adventure, after the heroes have faced hordes of thugs and minions. Thanks to his vast wealth, a Black Sun Vigo can arm his enforcers with the best weapons, armor, and vessels to make life miserable for anyone that rubs him the wrong way. Unlike the crime lord described above, this Black Sun Vigo prefers getting into a scrap to “make an example” of his enemies, but is smart enouqh to make a tactical retreat if things go wrong. He rules through fear and intimidation, demanding utter subservience from his minions, and has little compunction about sending them into potentially suicidal situations.

     In addition to dozens or potentially hundreds of thugs at his command, a bodyguard, elite warrior, or martial artist to serve as his “heavy” to intimidate people and break heads could also accompany the Black Sun Vigo. He also makes use of numerous specialists such as medics, pilots, slicers, and technicians to complete various illegal tasks or to help support his immense staff.

     Considering their vast wealth and prestige, Black Sun Vigos often have access to fast ships armed to the teeth, and many keep small fleets of fighters to protect their strongholds or to be used as raiders when piracy is the goal for the day.

Black Sun Vigo           (CL 1)

     Threats of the Galaxy, page 26.

Medium Bith scoundrel 7 / crime lord 5 / gunslinger 2 NPC

Force: 4; Dark Side: 14

Initiative: +14; Senses: Perception +14

Languages: Basic, Bith, Huttense

Defenses: Ref 30 (flat-footed 28), Fort 24, Will 30

Hit Points: 65; Damage Threshold: 24

Speed: 6 squares

Melee: unarmed +10 (1d4+6)

Ranged: blaster pistol +14 (3d8+8)

Base Attack: +11; Grapple: +13

Attack Options: Deceptive Shot, Lucky Shot, Point Blank Shot, Precise Shot, Running Attack, Skirmisher

Special Actions: evolved intellect, Fool’s Luck, Impel Ally I, Impel Ally II

Abilities: Str 9, Dex 15, Con 10, Int 14, Wis 14, Cha 16

Special Qualities: command cover, evolved intellect, heightened awareness, meditative trance, trusty sidearm +1

Talents: Deceptive Shot, Fool’s Luck, Impel Ally (I, II), Inspire Fear (I, II, III), Knack, Lucky Shot, Skirmisher

Feats: Dual Weapon Mastery (I, II, III), Quick Draw, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Deception), Weapon Focus (pistols), Weapon Proficiency (pistols, simple)

Skills: Acrobatics +4, Deception +20, Gather Information +5, Initiative +4, Perception +4 (can re roll, must take second result), Stealth +4

Possessions: 2 heavy blaster pistols, comlink, dark clothing, datapad, 500 credits, various personal belongings

 

Black Sun Vigo           (CL 1)

     Legacy Era Campaign Guide, page 198.

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:

 

Black Sun Vigo           (CL 1)

     Threats of the Galaxy, page 26.

Medium Rodian soldier 6 / scoundrel 1 / crime lord 7 NPC

Force: 3; Dark Side: 10

Initiative: +; Senses: low-light vision;Perception +13

Languages: Basic, Huttese, Rodese, 2 others

Defenses: Ref 29 (flat-footed 26), Fort 26, Will 29

Hit Points: 92; Damage Threshold: 26

Speed: 6 squares

Melee: pistol whip +11 (1d6+7)

Ranged: heavy blaster pistol +14 (3d8+9) or

Ranged: heavy blaster pistol +9 (3d8+9) and
heavy blaster pistol +9 (3d8+9)

Base Attack: +11; Grapple: +14

Attack Options: Acrobatic Strike, Double Attack (pistols), Point Blank Shot, Sneak Attack +1d6

Special Actions: Indomitable, Presence, Weaken Resolve

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

Special Qualities: command cover

Talents: Attract Minion (2), Gun Club, Indomitable, Inspire Fear ((I, II), Notorious, Presence, Sneak Attack +1d6, Weaken Resolve, Weapon Specialization (pistols)

Feats: Acrobatic Strike, Combat Reflexes, Double Attack (pistols), Point Blank Shot, Skill Focus (Deception, Gather Information, Persuasion, Survival), Skill Training (Gather Information), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)

Skills: Acrobatics +15, Deception +18, Gather Information +18, Initiative +15, Knowledge [galactic lore] +15, Perception +13, Persuasion +13 (can reroll when intimidating, must take second result), Survival +18

Possessions: heavy blaster, datapad, encrypted comlink, enforcers (numerous thugs plus 2 11th-level minions), 2,000 credits