Warrior Thugs

Beyond the Blood Drift
Alien Races
Planetary Systems
Vehicles & Technology
GM Section
Foundations
Tales of the Jedi
Rebel Alliance
The Empire
Bounty Hunters
Ravenloft/Buffy
Tapani Sector
Pirates & Scoundrels
Secret Societies
INDEX

 

 

 

 

 
 Hutt Crime Boss
The Hutt rule a vast are of lawless space.  Hutt Clans vie for power, controlling their own little Empires through treachery, blackmail and piracy.  To a Hutt he is a god, therefore all other being should worship him, and obey his commands.  Small time Hutts may run a small operation on behalf of the clan, maybe managing a racketeering operation in a single spaceport.  The more senior Hutts who command the clan may well run many illegal operations across a planet, system or even Sector.

petty Hutt Crime Boss: Adult Male Hutt, Scoundrel 4; Init -2 (-2 Dex); Def 13 ( -2 Dex, +6 Class, -1 Size); Spd 10m; VP/WP -/14; Atk +0 ranged (by weapon), +4 melee (1d3+2, punch); SQ +2 to Disguise checks when you're being observed and attempting to act in character, Better luck than good, Force Resistance (Gains +6 bonus on Will saves against force skills and feats.), Illicit barter; SV Fort +3, Ref +2, Will +4; SZ L; FP: 0; Rep: +2; Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 19 (+4), Wis 16 (+3), Cha 16 (+3).

            Skills: Appraise +11, Bluff +12, Computer Use +8, Diplomacy +6, Forgery +9, Intimidate +13, Knowledge (Bureaucracy) +11, Knowledge (Planetary Systems) +9, Knowledge (Streetwise) +11 (+4 Int, +7 ranks), Knowledge (Technology) +9, Listen +10, Pilot +0, Read/Write Huttese, Sleight of Hand +5, Speak Huttese, Spot +10

            Feats: Infamy, Persuasive, Skill Emphasis (Gather Information, Intimidate), Weapons Group Proficiency (blaster pistols, simple weapons)

Senior Hutt Crime Boss: Adult Male Hutt, Scoundrel 4/Noble 4/Crimelord 2; Init -2 (-2 Dex); Def 17 ( -2 Dex, +10 Class, -1 Size); Spd 10m; VP/WP -/14; Atk +4/-1 ranged (by weapon), +8/+3 melee (1d3+2, punch); SQ +2 to Computer Use checks when attempting to retrieve news via electronic mediums, +2 to Disguise checks when you're being observed and attempting to act in character, Better luck than good, Call in a favor (x2), Command +2, Contacts (x1), Force Resistance (Gains +6 bonus on Will saves against force skills and feats.), Illicit barter, Inspire Confidence +1, Resource Access; SV Fort +4, Ref +6, Will +13; SZ L; FP: 0; DSPs: 5; Rep: +13; Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 19 (+4), Wis 16 (+3), Cha 17 (+3).

            Skills: Appraise +11, Bluff +19, Computer Use +8, Diplomacy +13, Forgery +9, Gather Information +14, Intimidate +18, Knowledge (Bureaucracy) +9, Knowledge (Planetary Systems) +9, Knowledge (Streetwise) +11, Knowledge (Technology) +9, Listen +10, Read/Write Huttese, Sense Motive +14, Sleight of Hand +5, Speak Huttese, Spot +10

            Feats: Infamy, Iron Will, Persuasive, Skill Emphasis (Bluff, Gather Information, Intimidate), Weapons Group Proficiency (blaster pistols, simple weapons)

 character type

 Crime Boss

 loyalty 

 Himself

 race

 Hutt

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

 

 

 

 Weequay Enforcer

Often encounter throughout Hutt Space and the Outer Rim, the silent Weequay are fearsome bloodthirsty fighters.  They compliment well outlaw enforcement agencies, or the mercenary bands run by Hutts.

Weequay : Adult Male Human, Thug 4; Init +1 (+1 Dex); Def 12 ( +1 Dex, +1 Class); Spd 10m; VP/WP -/17; Atk +5 or +1/+1 ranged (3d8, Blaster [Heavy Pistol]), +6 melee (1d3+2, punch), +6 melee (2d10+2, Vibro-Ax); SV Fort +6, Ref +2, Will +1; SZ M; FP: 0; Rep: +1; Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 9 (-1).

            Equipment: Blaster [Heavy Pistol], Vibro-Ax

            Skills: Climb +4, Intimidate +6, Knowledge (Streetwise) +3, Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic

            Feats: Armor Proficiency (light), Toughness, Weapons Group Proficiency (blaster pistols, simple weapons, vibro weapons)

Weequay - mid level: Adult Male Human, Thug 4/Soldier 2; Init +1 (+1 Dex); Def 12 ( +1 Dex, +1 Class); Spd 10m; VP/WP -/17; Atk +7/+2 or +3/+3/-2 ranged (3d8, Blaster [Heavy Pistol]), +8/+3 melee (1d3+2, punch), +8/+3 melee (2d10+2, Vibro-Ax); SQ Tainted; SV Fort +9, Ref +2, Will +1; SZ M; FP: 0; DSPs: 8; Rep: +1; Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 9 (-1).

            Equipment: Blaster [Heavy Pistol], Vibro-Ax

            Skills: Climb +4, Demolitions +4, Intimidate +8, Knowledge (Streetwise) +3, Pilot +5, Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic

            Feats: Armor Proficiency (light, medium), Power Attack, Toughness, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

Weequay - high level: Adult Male Human, Thug 2/Soldier 6; Init +1 (+1 Dex); Def 13 ( +1 Dex, +2 Class); Spd 10m; VP/WP -/18; Atk +10/+5 melee (1d6+2, crit 20, punch), +10/+5 melee (2d10+2, Vibro-Ax), +9/+4 or +5/+5/+0 ranged (3d8, Blaster [Heavy Pistol]); SQ Dark Side; SV Fort +10, Ref +3, Will +2; SZ M; FP: 0; DSPs: 24; Rep: +2; Str 15 (+2), Dex 13 (+1), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 9 (-1).

            Equipment: Blaster [Heavy Pistol], Vibro-Ax

            Skills: Climb +4, Intimidate +6, Knowledge (Streetwise) +3, Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic

            Feats: Armor Proficiency (heavy, light, medium), Cleave, Martial Artist, Power Attack, Toughness, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 character type

 Thug

 loyalty 

 whoever pays

 race

 Weequay

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Gand Assassin
Gand Findsmen are renown across the galaxy for their exception hunting skills, with many of their kind becoming Bounty Hunters.  For some, the more cold blooded, the hassle of bringing in a bounty is not for them.  Becoming an assassin puts their tracking skills to good use allow them to make a killing in this cut-throat profession.

Gand Assassin: Adult Male Gand, Soldier 4/Scoundrel 4; Init +2 (+2 Dex); Def 19 ( +2 Dex, +2 Species, +5 class); Spd 10m; VP/WP -/13; Atk +10/+5 or +6/+6/+1 ranged (3d6, crit 19-20, Blaster [Sporting Rifle]), +7/+2 melee (1d3, punch), +7/+2 melee (2d4, Vibrodagger), +9/+4 or +5/+5/+0 ranged (3d4, Blaster [Hold-out]); SQ +2 to Computer Use checks when attempting to retrieve news via electronic mediums, Amonia breather, Better luck than good, Darkvision, Illicit barter; SV Fort +6, Ref +7, Will +4; SZ M; FP: 0; Rep: +3; Str 11, Dex 14, Con 13, Int 13, Wis 15, Cha 9.

            Equipment: Blast vest and Helmet, Blaster [Hold-out], Blaster [Sporting Rifle], Vibrodagger

            Skills: Astrogate +3, Computer Use +4, Demolitions +4, Gather Information +5, Hide +7, Intimidate +4, Knowledge (Gand Religion) +4, Knowledge (Streetwise) +7, Listen +8, Pilot +7, Profession (Assassin) +7, Read/Write Gand, Repair +3, Search +11, Speak Basic, Speak Gand, Spot +10, Tumble +5

            Feats: Alertness, Armour Proficiency (heavy, light, medium), Blind-fight, Point Blank Shot, Skill Emphasis (Search), Starship Operation (space transport), Weapon Focus (Blaster [Sporting Rifle]), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 

 character type

 Crime Boss

 loyalty 

 Himself

 race

 Hutt

 GM ID

 Ugavine

 

 

 

 

 

 

 Trandoshan Bounty Hunter
Renown for their hatred of the Wookiee race, the Trandoshans made themselves useful to the Empire by selling the Wookiees into slavery, then offering their own services as mercenaries and Bounty Hunters.  The lust for the kill in the heart of all Trandoshans makes them formidable warriors and well suited to this hazardous career.  Rarely will a Trandoshan bring in their prey undamaged.  The mere hint that a Trandoshan is on their trail is often enough for many a petty criminal to hand themselves in before they caught.

Trandoshan Bounty Hunter: Adult Male Trandoshan, Soldier 6; Init +3 (-1 Dex, +4 Bonus); Def 14 ( -1 Dex, +4 Class, +1 Species); Spd 10m; VP/WP -/18; Atk +5/+0 or +1/+1/-4 ranged (3d8, crit 19-20, Blaster [Rifle]), +9/+4 melee (1d6+3, crit 20, punch), +9/+4 melee (2d6+3, Vibroblade); SQ Darkvision; SV Fort +7, Ref +1, Will +3; SZ M; FP: 0; Rep: +2; Str 17, Dex 9, Con 15, Int 13, Wis 12, Cha 8.

            Equipment: Blaster [Rifle], Vibroblade

            Skills: Bluff +2, Gather Information +0, Intimidate +8, Knowledge (Streetwise) +6, Pilot +3, Read/Write Dosh, Repair +4, Search +5, Speak Basic, Speak Dosh, Swim +7

            Feats: Armor Proficiency (heavy, light, medium), Improved Initiative, Martial Artist, Quick Draw, Stealthy, Toughness, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 

 

 

 

 

 character type

 petty Bounty Hunter

 loyalty 

 Himself or whoever pays

 race

 Trandoshan

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 Gammoreran Mercenary
Most Gammoreans are seen as mere slaves to the Hutts.  Seen as mindless brutes who love nothing more than fighting with little reward.  Though this type-cast is true for many of this race, no all Gammoreans are stupid.  Seeing the Mercenary occupation as a natural way of using their talents, fighting, many Gammoreans escape slavery for this more profitable venture.  Whereas a Gammorean Guard is a scary tough individual, a calculating seasoned mercenary is much more dangerous and cannot always be tricked as easily as many would think. 

Gammorean: Adult Male Gamorrean, Thug 2; Init +0 (+0 Dex); Def 10 ( +0 Dex, +0 Class); Spd 10m; VP/WP -/14; Atk +2 ranged (by weapon), +6 melee (1d3+3, punch), +6 melee (1d6+3, Club/Baton); SQ Tainted; SV Fort +7, Ref +0, Will +0; SZ M; FP: 0; DSPs: 8; Rep: +0; Str 16 (+3), Dex 11 (+0), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0).

            Equipment: Club/Baton

            Skills: Climb +6, Intimidate +7, Profession (Mercenary) +5, Read/Write Gamorrean, Ride +2, Speak Gamorrean

            Feats: Armor Proficiency (light), Power Attack, Weapons Group Proficiency (blaster pistols, simple weapons, vibro weapons)

Gammorean - mid level: Adult Male Gamorrean, Thug 2/Soldier 2; Init +0 (+0 Dex); Def 10 ( +0 Dex, +0 Class); Spd 10m; VP/WP -/14; Atk +4 ranged (by weapon), +8 melee (1d3+3, punch), +8 melee (1d6+3, Club/Baton), +9 melee (2d10+3, Vibro-Ax); SQ Dark Side; SV Fort +10, Ref +0, Will +0; SZ M; FP: 0; DSPs: 12; Rep: +0; Str 17 (+3), Dex 11 (+0), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0).

            Equipment: Club/Baton, Vibro-Axe

            Skills: Climb +6, Intimidate +7, Profession (Mercenary) +5 Read/Write Gamorrean, Ride +2, Speak Gamorrean

            Feats: Armor Proficiency (light, medium), Cleave, Power Attack, Weapon Focus (Vibro-Ax), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

Gammorean - high level: Adult Male Gamorrean, Thug 2/Soldier 6; Init +0 (+0 Dex); Def 12 ( +0 Dex, +2 Class); Spd 10m; VP/WP -/14; Atk +13/+8 melee (1d6+4, Club/Baton), +13/+8 melee (1d6+4, crit 20, punch), +14/+9 melee (2d10+4, Vibro-Ax), +8/+3 ranged (by weapon); SQ Dark Side; SV Fort +12, Ref +2, Will +2; SZ M; FP: 0; DSPs: 20; Rep: +2; Str 18 (+4), Dex 11 (+0), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0).

            Equipment: Club/Baton, Vibro-Axe

            Skills: Climb +8, Craft (Vibro Weapons) +6, Demolitions +9, Intimidate +13, Knowledge (Streetwise) +6, Profession (Mercenary) +5, Read/Write Gamorrean, Ride +2, Speak Gamorrean, Survival +2

            Feats: Armor Proficiency (heavy, light, medium), Cleave, Great Cleave, Martial Artist, Power Attack, Two-weapon Fighting, Weapon Focus (Vibro-Ax), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)
 character type

 Mercenary

 loyalty 

 Himself

 race

 Gammorean

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Cyborged Dool Gladiator
Outlawed on many worlds, Dool is a brutal gladiatorial sport which often leaves many an opponent dead.  For the victor however, there are many credits to be made, and the prestige of being a champion.  Dool fighters are tough and dangerous.

Gladiator: Adult Male Devaronian [Male], Soldier 6; Init +2 (+2 Dex); Def 16 ( +2 Dex, +4 Class); Spd 10m; VP/WP -/16; Atk +7/+2 melee (1d6+1, crit 20, punch), +7/+2 melee (2d10+1, Vibro-Ax), +7/+2 melee (2d6+1, Vibroblade), +8/+3 ranged (by weapon); SV Fort +8, Ref +4, Will +1; SZ M; FP: 0; Rep: +2; Str 13, Dex 15, Con 16, Int 10, Wis 9, Cha 9.

            Equipment: Vibro-Ax, Vibroblade

            Skills: Craft (Vibro Weapons) +9, Intimidate +8, Knowledge (Streetwise) +5, Profession (Dool Gladiator) +4, Read/Write Devanronese, Repair +5, Speak Basic, Speak Devanronese, Treat Injury +2

            Feats: Ambidexterity, Armor Proficiency (heavy, light, medium), Dodge, Heroic Surge, Martial Artist, Power Attack, Two-weapon Fighting, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

 

 

 

 

 

 character type

 Gladiator

 loyalty 

 Himself

 race

 Devronian

 GM ID

 Ugavine

 

 

 

 

 

 

 

 Tull Raine - Converted D6 stats from Wretched Hives of Scum & Villainy
Of all the Dool fighters across the galaxy, none are as deadly and infamous as the Dool Champion, Tull Raine.  Raine is often found at The Broken Tusk on Reuss VIII.  A legend in the field of shock-boxing and the most dangerous of foes.

Details of Tull Rainse can be found in Wretched Hives of Scum and Villainy by WEG

Tull Raine: Adult Male Barabel, Soldier 18; Init +2 (+2 Dex); Def 23 ( +2 Dex, +8 Class, +3 Species); Spd 10m; VP/WP 226/21; Atk +20/+15/+10/+5 ranged (by weapon), +24/+19/+14/+9 melee (1d6+6, crit 20, punch), +25/+20/+15/+10 melee (2d8+6, Shock-boxing Gloves); SQ Claws, Darkvision, Ferocious attack, Primitive, Radiation resistance, Tail; SV Fort +16, Ref +8, Will +6; SZ M; FP: 0; Rep: +6; Str 22, Dex 15, Con 21, Int 11, Wis 10, Cha 13.

            Equipment: Comlink, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading.  With related datacards +2 bonus to Knowledge checks.), Medpac, Personal Energy Shield, Vibroblade, Shock-boxing Gloves

            Skills: Climb +12, Intimidate +20, Knowledge (Alien Races) +4, Knowledge (Business) +6, Knowledge (Planetary systems) +3, Knowledge (Streetwise) +12, Pilot +8, Profession (Shock-Boxing) +8, Read/Write Barabel, Repair +6, Search +5, Speak Barabel, Treat Injury +2

            Feats: Ambidexterity, Armor Proficiency (heavy, light, medium), Blind-fight, Cleave, Dodge, Exotic Weapon Proficiency (Shock-boxing gloves), Great Cleave, Heroic Surge, Improved Two-weapon Fighting, Infamy, Martial Artist, Mobility, Power Attack, Spring Attack, Two-weapon Fighting, Weapon Focus (Vibroblade), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons)

 

 

 

 character type

 Shock-Boxer

 loyalty 

 Himself / Empire

 race

 Barabel

 GM ID

 Ugavine

 

 

 

 

 

 

 

 

 

 

GM Info Campaigns Alien Races
Miscellaneous Technology Planets
Characters Links Homepage

 

Associates Links   Special Features  
Darkhammer's Kingdom Star Wars RPG Holonet   Doctor Who  
Club Squirrel starwars-rpg.net   Blakes 7  
Dreadtech's Page Star Wars Artists Guild      
Shadowspawn's Lair Star Wars Online Journal   Sithspawns Forums