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Saga Edition RPG Omnibus
(Redirected from Category:NPCs)

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.

     Space‑Dwelling: Can exist in a vacuum without taking damage, can manuever through space with no penalty, darkvision.

     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.