Star Wars: Threats of the Galaxy – Roleplaying Game by Rodney Thompson, Eric Cagle by Rodney Thompson

4658b0424536f26-261x361.jpeg Author Rodney Thompson
Isbn 9780786947812
File size 81.2MB
Year 2008
Pages 160
Language English
File format PDF
Category games


THREATS OF THE GALAXY GARY ASTLEFORD, ERIC CAGLE, ROBERT J. SCHWALB, JOHN SNEAD, PATRICK STUTZMAN, RODNEY THOMPSON ©~§[Q)OY§ DESIONERS DEVELOPER Gary Astleford, Eric Cagle, John Sn ead, Robert J. Schwalb, Patrick Stutzman , Rodney Thom pson PRODUCTION MANAOERS Shari Overbay. Cynda Calaway Rodney Th ompson ART DIRECTOR Ryan Sansaver COVER DESIONER Ryan Sansaver, Emi Ta ORAPHIC DESIONER Keven Smith PRE-PRE S S Jefferson Dunlap ====::!"u Kim Mohan EDITOR ,U -====:Y LUCAS LICENSINO EDITORS Frank Parisi ==~'U Christopher Perkins DESION MANAOER MANAOER _ _~"""U ORAPHIC PRODUCTION SPECIALIST Kim Mohan MANAOINO EDITOR Christopher Tarditf ____- ==­_ _ _--====~'u ~ l-) ~ lY­ ~ [ DIRECTOR OF RPORAD ) Drew Baker. FraJ1(is Tsai. Franz Voh... .e!. Gonzalo Ftofes. Jeffrey Carlisle. Marl. TI Tomas Giorell o, UDON Comics, WalrelO' Warren Mahy INTERIOR ARTISTS Bill Siavicsek ==~"// CARTOORAPHER Christopher West Travis Adams [ IMAOINO TECHNICIAN ~~==~--------~==~'// @ ~ i ) ( SPECIAL THANK S Leland Chee @ ~ » ag_ P.u!~ mlfCi':lnio '" rnb boot: ¥lrt' bontd on the Srar WOri Rolcpfaying Galtl't' 'EdlllOn Rut~book by Cl'uis,opt'itr Perk ms. Owtn K.C. Str ph t rlS, and Ro-dney Thomp500tl, th~ OolVf: "'n~o", ilOd tnt' n~ w DUNGEONS R DRAGONS gilmt (1e5ig t~ t d by Jgntllhan TweCI, MOfH t Coo\; , Skip WilhirflS, Richard 8aker. .Jnd Pe ttr AdkiSon Tne! WlllrdS of thll1: Cout· g.m~ pmdutt cO'H(1ins no Optn Gomc Conl cnt , No port.o,. of this work may be '~p r{)d u ted In Qrlyinai DUNGEONS U DRAGONS' f"'~N CIUltd arty rorm withou t wllHer. p-rrm isslo n To It.,rn man: aboul rhe- OPf"1'1I G.lmlfI.Q It<<:nst Ind t"~ alO5' www"IUrd( ,coJ1'l'/d'O, u..s..c-.......... GREAT BRijAI~ EU~PE 1'wt,,-&IAIJo_u H..bro U~ Ud 'NIzanh at the eGa>'. 6eiglUm 'II.,.... of Ill< COO ~ (Ii) Abilities Str 15, Dex 17, Con 14, Int 12, Wis 12, Cha 8 Special Qualities familiar foe +2 Talents Acute Senses, Expert Tracker, Hunter's Mark, Hunter's Target , Nowhere to Hide Feats Armor Proficiency (light), Skill Training (Climb), Skill Training {Endurance}, Skill Training {Knowledge [galactic lorell, Skill Tr aining {Percept ion}, Pin, Trip, Weapon Proficienc y (advanced melee weapons, pistols, rifles, simple weapons) Skills Climb +13, Endurance + 13, Gather Information + 10 {can reroll when checking to lo cate a specific individual, must take sec ond result}, Know ledge (galactic lore) + 12, Percepti on + 12 {can reroll, mu st take second result}, Survival + 12 Possessions vibrobl ade, blaster carbine, blaster pist ol, 4 st un grenades, encrypted comlink, credit chip with 50 credits, electrobinoculars, glow rod, flight suit, field kit, binder cuffs, utility belt Bounty hunters occupy th e ambi guous gray area betwe en heroes and villains. For the most part, they are neither good nor evil; they just have a job to do. In some ways, bounty hunters perform a useful service, since they hun t down crim inals and other fugitives, bringing them in dead or alive. However, bounty hunters rarel y consider the ramifications of what they do or even care about wh om they serve. To a bounty hu nter, it almost never matters what a target is accused of or why there's a bounty on his or her head. Bounty hunters are often employed by some of the most despicable villains in the galaxy. They can be found haunting the courts of Hutts, scouring the Outer Rim worlds for fugitive slaves, or toiling in the service of the Emperor. HUNTER ENCOUNTERS Although some bounty hunters prefer to go it alone, many form small Crl!W with the most notorious member leading a small team of ordinary hunters. Th ese groups form up for short times, usually unti l a job is done. but some­ times they co llapse when greed or grudges get in th e wa y. Hunters are no reluctant to betray even those closest to them, making their alliances tenuous at best. Should a job turn sour, they might turn against one anothe-r. perhaps giving their prey the chance it needs to sl ip away. A typical bounty hunter encounter usually involves a skille d bounty hunter of note, supported by a crew of two to three minions. If you use any of the unique bounty hunters described below, you can also use the generic bounty hunter (above) as a tough minion and the bounty hunter in the Saga Edition core rulebook as lesser minions. Bounty hunters who are intent on bringing back their marks dead rather than alive might pair up with an assassin to ensure that the job's done right. AURRA SINO If cold detachment is a rule for bounty hunters, Aurra Sing is the excep ­ tion. Born to a spice addi ct on Nar Shaddaa, she had Force potential. a tra it a mysterious Jedi known only as the Dark Woman discovered. Freed from the horrors of her birth world, she spent severa l years studyi ng at the Jedi T(~mp!e in Coruscant, but her life would take another turn. While she was on a missio n to Ord Namurt, star pirates captured young Sing, telling their prisoner that the Dark Woman had sold her to them. Sing was enraged and clung to the hate filling her heart, giving her the resolve to spend the rest of her life hu nting Jedi. Sh e learned much from the pirates. She became a pilot, a navigator, a killer, and a f ighter- Her expertise worried the cutthroats and they thought she migh t turn against them, so at the first opportunity, they sold her to a HuH nam ed Wallanooga, who soon after turned her over to the Anzati, a breed of ali en vampires, to settle an old debt. These new masters saw in Sing a useful tool, and trained and altered her body to suit their purposes. When their modifications were complete, they set her loose on the galaxy, at which point sh e promptly returned to the Hutt and killed him in cold blood. Free for the first time, Aurra Sing did what she could to survive. She became a ruthless killer and bounty hunter, specializing in Jedi, whom she blam ed for all of the ills in her life. With her training, talents with the Force, and au gmentations given to her by her former Masters, she scoured count­ less worlds in her search for her former mistress to get the revenge she so desperately craved . Aurra Sing CL 12 Medium near-Human scoundrel 3/Jedi 2/scout 4/bounty hunter 3 Destiny 1; Force 6; Dark Side 12 Init + 14; Senses Perception + 13; Force Perception Languages Ba si c, Bocce Defenses Ref 29 (flat-footed 26), Fort 27, Will 25; Elusive Target hp S4; Threshol'd 27 Speed 6 squa res Melee lightsaber + 11 (2d8+7) or Melee lightsaber +9 (3d8+7) with Rapid Strike Ranged slugthrower rifle +13 (2d8+6) or Ranged blaster pistol + 13 (3d6+6) or Ranged blaster pistol +8 (3d6+6) and blaster pistol +8 (3d6+6) Base Atk +10; Grp +13 Atk Options autofire (slugthrower rifle), Careful Shot, familiar foe +', Melee Defense, Point Blank Shot, Rapid Strike, Running Attack, Skirm isher, Sneak Attack + 1d6 Special Actions Gauge Force Potential Force Powers Known (Use the Force + 13): battle strike, Force slam, move object Abilities Str 13, Dex 16, Con 14, Int 13, Wis 14, Cha 14 Special Qualities familiar foe + 1 Talents Acute Senses, Elusive Target, Improved Initiative, Force Perception, Gauge Force Potential, Skirmisher, Sneak Attack + 1d6 Feats Careful Shot, Dual Weapon Mastery I, Force SensltivityH, Force Training, Melee Defense, Point Blank Shot, Rapid Strike, Running Attack, Skill Training (Pilot), Skill Training (Survival), Skill Training (Use the Force), Weapon Proficiency (Iightsabers, pistols, rifles, simple weapons) Skills Acrobatics + 14, Gather Information + 13, Initiative + 14 (can reroll, must take second result), Knowledge (galactic lore) + 12, Perception +13 (can reroll, must take second result), Persuasion +13 H, Pilot + 14, Stealth + 14, Survival + 12, Use the Force +13 (can reroll, must take second result) Possessions 5 lightsabers , slugthrower rifle with 4 clips, 2 blaster pistols, utility belt, flight suit, Rhen-Orm Biocomputer, ion-repulsorlift swoop, Corell ian blockade runner (as Corellian corvette) H Human bonus feat or trained skill. RI-I E N-ORM BIOCO M PUTER The Anzati surgically implanted a biocompl.lter in Aurra Sing's skull to expand her range of awarrn~ and sense those who have uncom­ mon "luck." The computer processes information received from a long antenna that protrudes from her forehead. The result of this implant is that when Aurra Sing makes a Sl.Irvival check to track an opponent, she adds her quarry's Force Point total as an equipment bonus to her checks. A Rhen-Orm Biocomputer must be installed by a cltaracter who has the Cybernetic Surgery feat, and is counted as a cybernetic prostheSIS. c:J, lID B OSSK Born to the cruel Cradossk, leader of the Bounty Hunters Guild on Trandosha, Bossk made a name for himself hunting escaped Wookiee slaves, a danger­ ous profession for just about any species aside from the Trandoshans. Bossil expanded his targets to include non-Wookiees, giving him fame and cr ed ­ ibility as a skilled bounty hunter. It was during these early years that Bossk had his first encounter with Han Solo and his partner Chewbacca. After cornering the pair on a planet that served as a refuge for escaped Wookiees, he tried to take Solo's partner ali ve, a deed that would certainly improve his standing among his peers. He failed, and Solo destroyed his ship, stranding the bounty hunter on the wretched planet and leading to the grudge that Bossk would carry for the rest of his days. When he finally escaped on the newly purchased Hound's Tooth , Bossk returned to his homeworld to find the Bounty Hunters Guild in tatters . Bossk murdered his father and devoured his remains, just as the guild collapsed into two warring factions. The savagery of Bossk's act catapulted him to head of the Guild Reform Committee-those younger bounty hunters committed to the destruction of their rivals, the true guild, which they believed had long outlived its usefulness. ~ ~ /] @ As the guild disintegrated, Darth Va de r han dpi cked Bossk and other hunt­ ers to hunt down the Millennium Fa/can. Alt hough Bossk's fellows saw this as a great opportunity to bring in Han Solo-the bounty on his head was quite steep-Bossk wanted Chewbacca. His efforts ultimately failed as setback after setback, most of which were orchestrated by Boba Fett, brought him to the brink of ruin, culminating with a stint in prison . Bossk Medium Tra ndoshan scout 5/soldier 3/bounty hunter 4 Force 4; Dark Side 3 Init +9; Senses darkvision; Perception + 12 Languages Basic, Dosh, Shyriiwook CL 12 Defenses Ref 30 (flat-footed 30), Fort 28, Will 23; Dodge, Unca"nny Dodge I hp 128 ; Threshold 28 ~ ,~ ~ » ~ m ® Speed 6 squares Melee unarmed +14 (ld4+10) Ranged blaster rifle + 13 (3d8+6) or Ranged blaster rifle + 11 (4d8+6) with Rapid Shot or Ranged flamethrower +13 (3d6+6, 6-square cone) or Ranged stun grenade + 13 (4d6+6 stun, 2-square burst) or Ranged sporting blaster pistol +13 (2d4+6) or Ranged sporting blaster pistol + 11 (3d4+6) with Rapid Shot Base Atk + 10; Grp +14 Atk Options autofire (blaster rifle), familiar foe +2, Hunter's Mark, Point Blank Shot, Rapid Shot Special Actions Demolitionist, Hunter's Target , Shake It Off Abilities Str 18, Dex 17, Con 16, Int 12, Wis 12, Cha 13 Special Qualities familiar foe +2, limb regeneration (Sf 31) Talents Acute Senses, Armored Defense, Demolitionist, Hunter's Mark, Hunter's Target , Imp roved Init iative, Uncanny Dodge I Feats Armor Proficien cy (light), Dodg e, Exotic Weapon Proficiency (flamethrower), Point Blank Shot, Rapid Shot, Shake It Off, Skill Training (Endurance), Toughness, Vehicular Combat, Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons) Skills Endurance + 14, Initiati ve +9 (can reroll, must take second result), Knowledge (galactic lore) +12, Mechanics + 12, Perception +12 (can reroll, must take second result), Pilot +14, Stealth +14, Survival +12 Possessions blaster rifle, flamethrower with 2 chemical cartridges, grenade launcher with 10 st un grenades, sporting blaster pistol, padded flight suit (+3 armor), binder cuffs, utility belt, Hound's Tooth Hound's Tooth Bossk flies a modified YV-666 light freighter. Its hangar holds a small scout shi p called the Noshtoh Pup, a modified Z-95 Headhunter (SG 160). Hound's Tooth Colossal' space transport Init -1; Senses Perception +12 CL 12 Defenses Ref 12 (flat-footed 12), Fort 30; +10 armor hp 180; DR 15; SR 60; Threshold 80 [rule] Speed fly 16 squares (ma x. velocity 1,190 km/h), fly 4 squares (starship scale) Ranged quad la ser cannon + 12 (see below) or Ranged medium concussion missile + 12 (see below) Ranged ion cannon + 12 (see below) Fighting Space 12x12 or 1 sq uare (starship scale); Cover to ta l Base Atk +10; Grp +55 Abilities Str 50, Dex 10, Con -, Int 14 Skills In itiative -1, Mechanics + 12, Perception + 12, Pilot +4, Use Computer +7 Crew 1 (Bossk); Passengers 4 prisoners Cargo 20 tons; Consumables 6 months; Carried Craft 1 small scout ship Payload 6 medium concussion missiles Hyperdrive xl.5 (backup x6), navicomputer Availability Licensed; Cost not for sale , This ship is treated as a Gargantuan starfighter for the purpose of being targeted by capital ship weapons, dogfighting, and using starship maneuvers. Quad laser cannons (pilot) Atk +12 (+7 autofire), Dmg 6dlOx2 Medium concussion missile (pilot) Atk +12, Dmg 8dlOx2 Ion cannon (pilot) Atk +12, Dmg 6dl0x2 ion UI'M~ueT SIMPL IE MA 'N TRYINO TO MAKE MY WAY I THE UNIVERSE. -..IANGO FETT ..J AN OCJ FETT Jango FeU Bou nty hunter, assassin, and mercenary, in his day Jango Felt was one of th~ mo st feared individuals in the galaxy. After the death of his parents, Manda lorian warriors adopted, trained, and raised him, a debt he would repay when he led them during the Mandalorian Civil War. Perh aps the most important event in Jango Felt's long career was meeting Darth Tyranus. After chasing Komari Vosa, the former apprentice of Count Dooku, across the galaxy, Jango Fett finally caught up with her and killed her; this was no small feat, considering that the fallen Jedi was a skilled lightsaber duelist and a master of the Force. It turned out the entire enter­ Ilri se had been a test to see if Jango Fett would be a worthy candidate to become a template for a new clone army. Tyranus offered an incredible sum of money, but Fett's t.rue desire was an unmodified clone to raise himself, a clon e he would name Boba. Jango Fett spent the next decade devising training regimens for the dones, instructing them in Mandalorian culture and fighting techniques while ~eei ng to t he education and training of his "son ." During this time, Jango also undertook a variety of missions on behalf of Tyranus and occasionally othcrs , includ ing bounty hunting. Medium Human scout 3/scoundrel 3/soldier 3/gunslinger 3/bounty hunter 2/elite trooper 1 Destiny 1; Force 8 ; Dark Side 8 Init + 16; Senses low-light vision; Perception + 16 ~A NC3CJ FE TT' B S P ECIAL. EQU IP ME NT Jango Fctt is a walking arsenal, armed with a staggering amount of firepower. Although much of his gear is self-explanatory, functioning as described in the Saga Edition core rulebook or in his statistics block, a few items deRrvc speCial mention, Saberdart launcher: Jango FeU is armed with a Kamino saberdart launcher. The darts themselves deal little damage, but the poison they carry is lethal. When a living creature is damaged by a Kamino saberdart, the poison'in the dart makes an attack roll (ld20+ 15) against the target's Fortitude.Defense. Ifthe attack succeeds, the poison deals 2d6 points of damage and t~e target moves -2 steps along the condition trade If the attack fails, the target takes half damage and moves -1 str~p along the condition track. If the target reaches the end of the condition trade, it dies instead of falling unconscious. The poison attacks tach round until the target is cured With a successful DC 25 Treat Injury check. Jet Pack: Jango Fett's jet pack integratcs a missile launcl1cr and a magnetic grappling hook that functions as a liquid cable dispenser. Antisecurity Blades: These electronic devices allow Jango Fett to bypass force ficlds and jam security devices with bursts of high­ ~quency harmonic interference waves. They function as a security kit and grant a +2 equipment bonus to Mecnanics checks made to disable devices. CL 15 languages Basic, Bocce, Huttese Defenses Ref 37 (flat-footed 33), Fort 33, Will 29 hp 104; Threshold 33 Speed 6 squares, fly 6 squares (jetpackj Melee combat gloves +15 (ld6+3) Ranged blaster pistol + 17 (4d6+8) with Rapid Shot or Ranged blaster pistol + 14 (4d6+8) and blaster pistol + 14 (4d6+8j or Ranged flamethrower gauntlet + 17 (3d6+7, 6-square cone) or Ranged rocket dart + 17 (3d6+7) with Rapid Shot or Ranged saberdart +17 (ld4+7 plus poison) or Ranged whipcord +17 (grab) or Ranged missile launcher + 17 (6d6+7) Base Atk +13; Grp +17 Atk Options Careful Shot. Deadeye, familiar foe + 1, Lucky Shot, Point Blank Shot. Precise Shot, Rapid Shot, Trigger Work, Triple Crit (blaster pistol), trusty sidearm + 1 Special Actions Improved Quick Draw, Knack, Quick Draw, Shake It Off Abilities Str 15, Dex 18, Con 15, Int 14, Wis 14, Cha 13 Special Qualities delay damage, familiar foe + 1, trusty sidearm + 1 Talents Acute Senses, Armored Defense, Exo tic Weapon Master y, Improved Armored Defense, Improved Initiative, Improve d Quick Draw, Knack, Lucky Shot, Notorious, Trigger Work Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Dual Weapon Mastery I, Martial Arts I, Point Blank Shot, Precise Shot, Qu ick Draw, Rapid Shot, Shake It Off, Triple Crit (bl aster pistol), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple weapons) Skills Endurance + 14, Initiative + 16 (can reroll, must take second resu lt!. Knowledge (tactics) + 14, Mechanics + 14, Percept ion + 16 (can reroll, must take second result), Persuasion +8 (can reroll when intimidating, must take second resultJ, ' Pilot + 16, Stealth + 16, Survival + 14 Possessions combat gloves, 2 blaster pistols, flamethrower gauntlet w ith chemical cartridge, rocket dart launcher, saberdart launcher, whipcord. Mandalorian armor (+8 armor, +3 equipment; as 'battle armor with helmet package; 4 weapon attachments), flight suit, jet pack (w ith integrated missile launcher), antisecurity blades, Slave I (SG 85) ~ ~ m T'

Author Rodney Thompson Isbn 9780786947812 File size 81.2MB Year 2008 Pages 160 Language English File format PDF Category Games Book Description: FacebookTwitterGoogle+TumblrDiggMySpaceShare Ready-to-play characters, creatures, and droids for your Star Wars campaign. This supplement gives Gamemasters an assortment of galactic denizens to populate their Star Wars Roleplaying Game adventures. Nowhere will you find a more useful hive of scum and villainy! This book presents scores of nefarious characters, fearsome creatures, and droids of various levels and across all Star Wars eras. Each character, creature, and droid entry includes game statistics, tactics, and encounter tips.     Download (81.2MB) Star Wars: Galaxy at War – Roleplaying Game Star Wars: Tempest Feud – Roleplaying Game Star Wars: Knights of the Old Republic Campaign Guide – Roleplaying Game Star Wars: Scavenger’s Guide to Droids – Roleplaying Game “Star Wars” Ultimate Alien Anthology by Eric Cagle Load more posts

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