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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)
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character
type
Crime
Boss |
loyalty
Himself |
race
Hutt |
GM
ID
Ugavine
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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)
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character
type
Thug |
loyalty
whoever
pays |
race
Weequay |
GM
ID
Ugavine
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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)
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character
type
Crime
Boss |
loyalty
Himself |
race
Hutt |
GM
ID
Ugavine
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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)
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character
type
petty
Bounty Hunter |
loyalty
Himself
or
whoever pays |
race
Trandoshan |
GM
ID
Ugavine
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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)
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character
type
Mercenary |
loyalty
Himself |
race
Gammorean |
GM
ID
Ugavine
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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)
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character
type
Gladiator |
loyalty
Himself |
race
Devronian |
GM
ID
Ugavine
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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)
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character
type
Shock-Boxer |
loyalty
Himself
/ Empire |
race
Barabel |
GM
ID
Ugavine
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