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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

These native scouts are members of the Malvina clan, a territorial group of Nyriaanan natives who consider the land surrounding this copse of Meadlin’s trees to be their territory.

Malvina Clan Scout           (CL 3)

     Galaxy of Intrigue, page 212.

Medium Nyriaanan scout 3 NPC

Force: 3

Initiative: +7; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref 16 (flat-footed 15), Fort 16, Will 16

Hit Points: 39; Damage Threshold: 16

Speed: 6 squares

Melee: machete +3 (1d6+2)

Ranged: sporting blaster rifle +4 (3d6+1)

Base Attack: +2; Grapple: +3

Attack Options: Pin

Special Actions: Shake It Off

Abilities: Str 12, Dex 13, Con 15, Int 12, Wis 16, Cha 6

Talents: Acute Senses, Improved Stealth

Feats: Pin, Shake It Off, Skill Focus (Stealth, Survival), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Climb +7, Endurance +8, Initiative +7, Perception +9 (can reroll), Stealth +12 (can reroll), Survival +14

Possessions: native garb, machete, sporting blaster carbine, rations

Saboteur

Saboteur

Saboteurs are experts in destroying all forms of machinery. They know how to swiftly and silently gain access to their objectives and either destroy them or subtly render them useless. The best saboteurs can damage weapons, vehicles, and other targets so that they appear in perfect condition and then suddenly fail in a catastrophic manner, preferably at the worst possible moment. For example, a sabotaged protective force field might collapse the moment it came under heavy attack, when any repair effort would come far too late.

     Both wars and commercial contests are often won through superior technology, and these conflicts attract saboteurs who aid their side by disabling or destroying their opponents’ technology. Saboteurs are especially useful if their enemy has developed some powerful new secret weapon, such as the clone soldiers that are used in the Clone Wars or the two Death Stars used during the Galactic Civil War. When one side relies exclusively upon a new technology. a single saboteur can decide the course of the conflict.

     A saboteur must be both a skilled technician who specializes in causing devices to fail and a spy or commando trained in stealth and deception. To be successful, he must be able to swiftly disable or destroy a device, either by subtly altering its circu its or planting a thermal detonator in the precise location that does the most damage. Because saboteurs work behind enemy lines and often must go in to the heart of enemy factories and research labs, being a saboteur is exceptionally dangerous. As such, the vast majority either work alone or with no more than a handful of trusted companions.

Saboteur Encounters

Saboteurs are most commonly encountered in factories and research labs that are developing or producing important technologies. These factories and laboratories typically have exceedingly tight security, making sabotage a difficult challenge.

     Most saboteurs choose between two modes of operation. Some are brave and stealthy commandos who sneak or shoot their way into heavily guarded installations, perform their destruction, and rapidly leave. Some of these commando saboteurs are sufficiently skilled that they can perform delicate and difficult-to-detect sabotage in a few minutes, but most either cause obvious, large-scale destruction or swiftly hide a thermal detonator or other explosive that can be triggered later.

     Other saboteurs are more like specialized spies who infiltrate a secure installation using a glib tongue, a talent for disguise, and skill at misdirection to become an employee. Once inside a location, th is kind of saboteur might work there for weeks, discreetly sabotaging various vital pieces of equipment, and taking the time to make certain that each device will fail in precisely the manner she wishes it to. Then, when she has completed her mission, she simply stops coming to work.

Saboteur           (CL 8)

     Threats of the Galaxy, page 72.

Medium scoundrel 4 / soldier 4 NPC

Force: 7

Initiative: +; Senses: Perception +

Languages: Basic, 1 other

Defenses: Ref 22 (flat-footed 20), Fort 21, Will 20

Hit Points: 58; Damage Threshold: 21

Speed: 6 squares

Melee: vibrodagger +8 (2d4+5)

Ranged: blaster pistol +9 (3d6+4) or

Ranged: blaster pistol +7 (4d6+4) with Rapid Shot

Base Attack: +7; Grapple: +9

Attack Options: Combat Reflexes, Deadeye, Point Blank Shot, Precise Shot, Rapid Shot

Special Actions: Knack

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

Talents: Demolitionist, Knack, Gimmick

Feats: Deadeye, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Mechanics, Stealth), Skill Training (Knowledge [technology], Pilot), Weapon Proficiency (pistols, rifles, simple)

Skills: Deception +10, Knowledge [technology] +10, Mechanics +15, Perception +10, Pilot +11, Stealth +16, Use Computer +10

Possessions: blaster pistol, vibrodagger

Spy

Spy

The ultimate job of a spy is to collect information, almost always information that someone else doesn’t want him to have. In his efforts to obtain this information, a spy might need to impersonate someone, steal, bribe informants, seduce important people, discreetly listen at doors, blackmail unwilling clerks and data-handlers, and occasionally fight his way into or (more often) out of a secure installation. Above all, spies must be versatile, and it often helps to also be ruthless. Every mission is different, and man people and organizations are exceedingly skilled at keeping their information out of the hands of their enemies.

     Most spies use one of two primary methods to obtain the information they seek. The first is to infiltrate an organization, either by impersonating someone who works there, by obtaining a false identity and getting a job there, or by sending in an espionage droid to spy on the target from within. Once inside, the spy or his droid is free to listen at doorways, obtain access to secure computers, or simply perform a job and learn what he (or it) can. The second method is for the spy to obtain information by force or threats. He might sneak into a secure facility and blow open a safe, or he might carefully watch someone who has access to the information he wants and either kidnap the person and obtain the needed information through threats or use his observations to blackmail the person into doing his bidding. Individuals and corporations, as well as planetary governments, hire or employ security staff whose job is to uncover spies within their organization and prevent spies from gaining access to their people and information. The battle of wits, and occasionally blaster bolts, between spies and security personnel is one of the primary challenges of this difficult profession, and successful spies must learn ways of outthinking or tricking their target’s security.

Spy Encounters

Whenever corporations, governments, or the wealthy attempt to keep important or potentially valuable information secret, there are spies attmpting to uncover this information. Some spies work for rival governments or corporations and are motivated by loyalty or ideology. Others are private contractors who seek information so they can sell it to the highest bidder—which might be the organization or person they obtained it from.

     The most important quality any spy must have is the abilit to remain unnoticed. As a result, a spy’s presence is almost never obvious. However, sometimes an important official or one of his bodyguards or aides sees an unexpected shadow under a doorway, notices that a particular servant or repair technician seems unfamiliar or unusual1y nervous, or hears a faint noise as a spy breaks into a room down the hall. Such incidents might be the only warning that characters have about the presence of a spy. Sometimes a spy isn’t even present. Instead, a character might notice that someone who has access to sensitive information is acting particularly nervous. If the character follows this person and avoids being noticed, she might discover the person meeting with a spy in a dark alley or dimly lit tavern.

Spy           (CL 7)

     Threats of the Galaxy, page 96.

Medium scoundrel 2 / scout 5 NPC

Force: 3

Initiative: +5; Senses: Perception +9

Languages: Basic, 2 others

Defenses: Ref 21 (flat-footed 19), Fort 18, Will 18; Dodge, Mobility

Hit Points: 50; Damage Threshold: 18

Speed: 6 squares

Melee: vibrodagger +7 (2d5+4)

Ranged: blaster pistol +8 (3d6+3)

Base Attack: +6; Grapple: +8

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

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

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

Feats: Dodge, Improved Disarm, Linguist, Melee Defense, Mobility, Point Blank Shot, Skill Training (Acrobatics), Weapon Proficiency (pistols, rifles, simple)

Skills: Acrobatics +10, Deception +9, Gather Information +9, Perception +9 (can reroll, must take second result), Persuasion +9, Stealth +10 (can reroll, must take second result), Use Computer +9

Possessions: blaster pistol, vibrodagger

Twi’lek Saboteur

Twi’lek saboteurs specialize in infiltration and subtle sabotage. Being a Twi’lek saboteur, like being a spy, demands a mixture of skill, dedication, and a willingness to live in the shadows and to embrace secrecy and deception as a way of life. For a Twi’lek the key to successful sabotage is the same as the key to all other forms of success-understanding and subtly manipulating people. Ultimately, even the best security can be overridden by a sympathetic guard who decides to make an exception for someone who claims to be late for work and is worried about getting fired or who has forgotten his ID badge. After getting past security, the Twi’lek either sneaks off and stealthily finds a way to his objective or continues to bluff his way past every obstacle, perhaps pretending to be a repair technician who has been ordered to “fix” the very device he is intent upon sabotaging. Twi’leks eschew armor and heavy weaponry, rarely carrying more than a hold-out blaster pistol, because they know that having to use heavy weapons or armor means that they have already failed.

Twi’lek Saboteur Encounters

The most skilled Twi’lek saboteurs avoid notice altogether. The other employees in a factory or research lab are unlikely to remember the friendly but easily forgettable Twi’lek technician who worked there for a short while. However, these same people will rarely be able to forget the time when their prized weapon or vehicle failed spectacularly during its first major test. In the case of corporate sabotage, the people involved instead remember the time that a piece of new technology catastrophically backfired when the corporation’s leaders demonstrated it before the Queen of Naboo, in an effort to convince her government to purchase it. The only time the presence of a Twi’lek saboteur becomes obvious is when something goes wrong, such as someone noticing a minor discrepancy between her actions and the person she is impersonating or a security droid hearing a soft noise coming from a hallway or storage room that should be empty. At this point, the Twi’lek will either try to swiftly accomplish her job and flee, or leav quickly and try again another day.

     Hiring a Twi’lek saboteur is often somewhat challenging, since Twi’leks are not inclined to trust others. She attempts to find out all she can about a prospective client before accepting any offer of employment, so tha she can be certain that her employer will not double-cross her.

Twi’lek Saboteur           (CL 6)

     Threats of the Galaxy, page 73.

Medium Twi’lek scoundrel 4 / soldier 2 NPC

Force: 4

Initiative: +6; Senses: low-light vision;Perception +9

Languages: Basic, Ryl, 2 others

Defenses: Ref 19 (flat-footed 18), Fort 20, Will 18

Hit Points: 39; Damage Threshold: 20

Speed: 6 squares

Melee: knife + (1d4+3)

Ranged: hold-out blaster pistol

Base Attack: +5; Grapple: +6

Attack Options: Point Blank Shot

Special Actions: Knack

Abilities: Str 11, Dex 12, Con 10, Int 14, Wis 12, Cha 16

Special Qualities: deceptive, low-light vision

Talents: Demolitionist, Knack, Gimmick

Feats: Point Blank Shot, Linguist, Skill Focus (Deception, Persuasion, Stealth), Skill Training (Knowledge [bureaucracy], Knowledge [technology]), Weapon Proficiency (pistols, rifles, simple)

Skills: Deception +16 (can reroll, must take second result), [[Knowledge [bureaucracy]]] +10, [[Knowledge [technology]]] +10, Mechanics +10, Perception +9, Persuasion +16, Stealth +14, Use Computer +10

Possessions: knife, hold-out blaster pistol

Vagaari Infiltrator

Before the Vagaari launch an assault on another world, they first send out a small number of infiltrators—Vagaari slavers disguised as traders and explorers—to make peaceful contact with the planets that are potential targets. Many civilizations in the Unknown Regions are eager to find trading partners, so these infiltrators often end up being welcomed in ways that are not extended to more official explorers (particularly those of military groups like the Chiss Ascendancy). These infiltrators ingratiate themselves with the locals, engage in limited trade, and build up goodwill, all the while collecting data about the planet’s defenses and customs and about optimal target sites. Eventually, the infiltrators depart, continuing along their supposed trade route. Within a matter of days, the Vagaari slaver fleet arrives at that planet, taking advantage of the scouting done by the infiltrator.

     Should a Vagaari infiltrator’s true plans be revealed, the infiltrator relies on the element of surprise. Although strong and capable of defending themselves, most Vagaari infiltrators are not soldiers and instead have cultivated their social skills and galactic knowledge. Vagaari infiltrators forced into combat will use deceptive feints (made easier by the Combat Trickery feat) to expose their enemies to the bonus damage from their Sneak Attack talents. When it combines these feints with a stun baton or a blaster pistol set on stun, a Vagaari infiltrator can quickly knock an enemy down the condition track in the hopes of making a hasty escape to a waiting space transport.

Vagaari Infiltrator           (CL 5)

     Unknown Regions, page 155.

Medium Vagaari nonheroic 6 / scoundrel 3 NPC

Force: 1; Dark Side: 6

Initiative: +4; Senses: Perception +10

Languages: Basic, Sy Bisti, Vagaari

Defenses: Ref 15 (flat-footed 15), Fort 13, Will 15

Hit Points: 26; Damage Threshold: 13

Speed: 6 squares

Melee: stun baton +9 (2d6+4)

Ranged: blaster pistol +7 (3d6+1) or

Ranged: hold-out blaster pistol +7 (3d4+1)

Base Attack: +6; Grapple: +9

Attack Options: Sneak Attack +2d6

Special Actions: Combat Trickery

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

Talents: Sneak Attack +2d6

Feats: Combat Trickery, Skill Focus (Deception), Skill Focus (Persuasion), Skill Focus (Stealth), Skill Training (Deception, Persuasion, Stealth), Weapon Focus (pistols), Weapon Proficiency (pistols, simple)

Skills: Deception +17, Knowledge [galactic lore] +10, Perception +10, Persuasion +17, Stealth +14

Possessions: blaster pistol, hold-out blaster pistol, stun baton, comlink, datapad, spacer’s clothes

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: