Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus
Revision as of 23:14, 17 July 2024 by Tenor1411 (talk | contribs) (Created page with "{{DISPLAYTITLE:Brawler Archetypes}} {{npcmenu}} <div id="NPC" class="arch"> <h3 class="headline arch">NPC</h3> thumb|300px|NPC <p class="single nomargin">NPC Text</p> <div id="npcencounters"> <h4 class="headline">NPC Encounters</h4> <p class="single nomargin"></p></div> {{NPC |name=Nonplayer character archetype |challenge=1 |npclevel=nonheroic 4 |playable=NPC |refbook=Saga Edition Core Rulebook...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

NPC

File:Swse nonheroic NPC.jpg
NPC

NPC Text

NPC Encounters

Nonplayer character archetype           (CL 1)

     Saga Edition Core Rulebook, page 284.

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:


Martial Artist

Martial Artist
Martial Arts and Simple Weapons

For the purpose of feats and talents that allow you to select a weapon group for that ability to apply to, unarmed attacks are simple weapons. However, combat gloves provide a martial artist with a damage advantage that lets him make use of talents such as Weapon Specialization (simple weapons), further increasing his aptitude for unarmed attacks. Combat gloves are considered simple weapons, but attacks with combat gloves are still considered to be unarmed attacks.

Martial artists have trained their bodies to become living weapons. Depending on the technique in which one trains, a martial artist can be anything from an aggressive brawler who pummels his foes senseless to a graceful, fluid practitioner who uses his enemies’ strength against them.

     Regardless of the technique each one uses, martial artists excel at close combat—many eschew using ranged weapons of any kind. On worlds where weapons are highly regulated or rare, martial artists are relatively common, since they do not need weapons to protect themselves or fight their foes. There are also Force-using martial arts schools (outside of the Jedi tradition) that train individuals in ways to harness their inner power for combat. Both the Jedi and the Sith monitor martial artists and their schools for potential recruits, knowing that such exceptional ind ividuals who are in tune with their own power and with the Force have the proper qualit ies to make ideal candidates.

Martial Artist Encounters

Martial artists can easily fill the same niche as brutes, but instead of barely trained combatants, the heroes find themselves facing a capable melee warrior. Despite their name, martial artists could serve as bodyguards or even soldiers or commandos who specialize in close combat—they might still carry blasters, but use them only for situations that their furious fists cannot handle.

     Many martial artists can be found in the employ of crime lords or working as gladiators on many worlds, where their skills are used for the entertainment of the masses. Heroes who find themselves in the clutches of such criminals might wake up on the bloodstained floor of a gladiatorial pit or arena, surrounded by martial artists ready to beat them senseless yet again. Weapons might be thrown onto the ground for the combatants to use, or possibly not—the crowd might demand to see each fighter survive using only his or her bare hands.

     Alternatively, martial artists could represent freedom fighters who use their own bodies as weapons to overthrow their oppressors. Such individuals could easily slip past checkpoints and scanners on the lookout for illegal weapons or armor, which martial artists do not need. Then, once they are inside the target area, the intruders spring into action.

Martial Artist           (CL 1)

     Threats of the Galaxy, page 52.

Medium soldier 7 NPC

Force: 2

Initiative: +10; Senses: Perception +8

Languages: Basic, 1 other

Defenses: Ref 23 (flat-footed 18), Fort 21, Will 17

Hit Points: 77; Damage Threshold: 21

Speed: 6 squares

Melee: combat gloves +10 (1d10+8) or

Melee: force pike +10 (2d8+7)

Base Attack: +7; Grapple: +12

Attack Options: Expert Grappler, Melee Defense, Melee Smash, Stunning Strike, Unbalance Opponent

Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 8

Talents: Expert Grappler, Melee Smash, Stunning Strike, Unbalance Opponent

Feats: Armor Proficiency (light, medium), Martial Arts (I, II, III), Melee Defense, Skill Training (Acrobatics), Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Acrobatics +10, Endurance +10, Initiative +10, Jump +11, Perception +8

Possessions: force pike, combat gloves, utility belt with medpac


Master of Teräs Käsi

Teräs Käsi is a powerful and deadly martial arts form that enables its wielder to deal devastating amounts of unarmed damage.

Master of Teräs Käsi           (CL 1)

     Threats of the Galaxy, page 53.

Medium soldier (heroic class) 7 / elite trooper 7 NPC

Force: 2

Initiative: +15; Senses: Perception +12

Languages: Basic, 1 other

Defenses: Ref 32 (flat-footed 26), Fort 30, Will 24

Hit Points: 129; DR: 3; Damage Threshold: 30

Speed: 6 squares

Melee: combat gloves +19 (2d10+13) or

Melee: combat gloves +17 (3d10+13) with Rapid Strike or

Melee: combat gloves +14 (2d10+13) and
combat gloves +14 (2d10+13) with Double Attack

Base Attack: +14; Grapple: +20

Attack Options: Double Attack (simple), Expert Grappler, Melee Smash, Point Blank Shot, Rapid Strike, Stunning Strike, Unbalance Opponent

Abilities: Str 18, Dex 16, Con 14, Int 13, Wis 10, Cha 8

Special Qualities: damage reduction 3, delay damage

Talents: Expert Grappler, Melee Smash, Stunning Strike, Teräs Käsi Basics, Teräs Käsi Mastery, Unarmed Counterstrike, Unarmed Parry, Unbalance Opponent

Feats: Armor Proficiency (light, medium), Double Attack (simple), Martial Arts (I, II, III), Point Blank Shot, Rapid Strike, Weapon Focus (simple), Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Acrobatics +15, Endurance +14, Initiative +15, Perception +12

Possessions: combat gloves, utility belt with medpac