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Wam Stazi grew up amid the Duros starship industry, and served the Republic as a junior naval officer in the Clone Wars. After the declaration of the Galactic Empire, Stazi grew disillusioned as he watched less capable human officers being promoted ahead of him. He resigned his commission and became a navigator on a spice freighter, and then began to see first hand how the Empire was brutally suppressing freedom, especially in the outer rim far from the eyes of the Imperial Senate. Stazi's conscience finally prompted him to join the fledgling Rebel Alliance, and he was soon made captain of a Rebel blockade runner.Plot hooks:1) Captain Stazi has been sent to evaluate the strategic situation in a star system that's considering joining the Rebellion. Rebel PCs may be assigned to aid him in this task, provide clandestine transport and/or serve as bodyguards.2) A prototype vessel is nearing completion at the Duros shipyards, and the Rebel Alliance wants to steal the ship if possible, or at least steal the plans and sabotage the Imperial fleet's newest weapon. Due to his familiarity with Duros and with Imperial bureaucracy and procedures, Captain Stazi has been assigned to go uncover and help a team of Rebel PCs accomplish the mission.3) After receiving a message that a former smuggling comrade needed help, Captain Stazi took a leave of absence from the Rebel fleet, and has not been heard from since. Alliance command fears that he may have been lured into a trap by a criminal gang who hope to ransom him to the Empire. His detailed knowledge of Rebel operations cannot be allowed to fall into the Empire's hands. Rebel PCs must track down Stazi and either rescue him... or make sure he doesn't talk.Wam Stazi CL 8Medium Duros (middle-aged) nonheroic 6/Noble 1/Officer 5Force 6Init +8; Senses Perception +8Languages Basic, Durese, High Galactic, Huttese, Shyriiwook------------------------------------------------------------------Defenses Ref 20 (flat-footed 18), Fort 16, Will 22hp 31; Threshold 16------------------------------------------------------------------Speed 6 squaresMelee unarmed +8 (1d4+3)Ranged by weapon +10Base Atk +8; Grp +10Special Actions Assault Tactics, Battle Analysis, Born Leader, Fleet Deployment, Share Talent (Assault Tactics, Battle Analysis)------------------------------------------------------------------Abilities Str 10, Dex 15, Con 10, Int 16, Wis 14, Cha 16Special Qualities command cover +2, expert pilotTalents Assault Tactics, Battle Analysis, Born Leader, Fleet DeploymentSotGFeats Adaptable Talent (Fleet TacticsSotG), Adaptable Talent (Legendary CommanderSotG), Armor Proficiency (light), Skill Focus (Knowledge [tactics], Pilot), Skill Training (Persuasion), Weapon Proficiency (heavy weapons, pistols, simple weapons)Skills Knowledge (bureaucracy) +14, Knowledge (tactics) +19, Persuasion +14, Pilot +18 (may reroll), Use Computer +14Possessions Rebel captain's uniform and code cylinder, Imperial lieutenant's uniform
Admiral Baron Cedric ConlarMedium Duros Noble 1/Scoundrel 3/Scout 3/Ace Pilot 7/Officer 1Destiny 8; Force 13; Dark Side 2Initiative +15Senses Perception +15Languages Basic, Binary, Shryiwook, Yuuzhan Vong, Huttese, Ubese, Cheuhn, Huttese----------------------------------------------------------------------------Defenses Ref 32 (flat-footed 29), Fort 27, Will 32hp 124; Threshold 29----------------------------------------------------------------------------Speed 6 squaresMelee Knife +12 (1d4+7, slashing or piercing) Ranged Bryar Rifle +12 (3d8+7, energy) Ranged Ascension Gun +12 (3d8+7, energy, stun setting) Base Atk +9; Grp +12Starship Manoeuvres Known (Pilot +20): Ackbar Slash (2), Attack Formation Zeta Nine (3), Devastating Hit (2), I Have You Now, Intercept (2), Overwhelming Assault (2), Shield Hit (3), Snap Roll (2), Target Lock (3) Special Qualities Admiral in Galactic Alliance Navy, Baron of Duro, Vehicle Dodge +3----------------------------------------------------------------------------Abilities Str 10, Dex 16, Con 10, Int 16, Wis 16, Cha 16Talent Born Leader, Spacehound, Starship Raider, Evasion, Deep Space Gambit, Wingman, Squadron Manoeuvres, Squadron Tactics, Begin Attack Run, Legendary Commander Feats Flawless Pilot, Linguist, Point Blank Shot, Skill Focus (Pilot), Starship Tactics (5), Weapon Proficiency (Rifles + Pistols + Simple)Trained Skills Deception +15, Gather Information +15, Initiative +15, Knowledge (Military Tactics) +15, Perception +15, Persuasion +15, Pilot +20, Treat Injury +15, Use Computer +15Possessions Admiral’s Uniform, Admiral’s Dress Uniform, Ascension Gun, Bryar Rifle, Knife, Communications InterfaceNotes This is a 28-point build, assuming max HP every level. Baron Cedric Conlar is a Duros Admiral in the Galactic Alliance Navy, having risen up the ranks during the Sith-Imperial Wars and even becoming a landed Aristocrat, becoming a Baron of Duro. He was drafted into the Alliance Navy as a pilot for larger starships, but quickly was able to prove himself as having leadership potential (Noble Talent Born Leader), and was promoted to a non-commissioned Officer very quickly. He gained much experience in Space combat, despite flying Freighter-sized craft and above, and soon became a Wing Leader (Ace Pilot Talents Squadron Manoeuvres and Squadron Tactics). Finally, he was promoted to Admiral, in the process moving from Enlisted Man to Officer, and was given command of entire Fleets, in recognition of his status as a Legendary Commander (Officer Talent Legendary Commander) (gaining a Level in Officer automatically makes a Heroic Character an Officer according to the Rank and Privilege System, Galaxy at War pg75).Now that the war has ended, he has chosen to stay in the military, despite being drafted and eligible to leave early with full Pension, along with the comfortable resources available to him as a Baron of Duro. The military life has chosen him, and he feels that he must stay in the Navy to safeguard the Galaxy from the One Sith’s possible return, and train the next generation of Officers. Baron Cedic Conlar is a space-based Officer who doesn’t see much combat himself; instead, he commands an entire Capital Ship and its crews, as well as other Starships in his Squadron. He can share Ace Pilot Talents (most notably Wingman) and Starship Manoeuvres (most notably Shield Hit), and can buff troops further with the Ace Pilot Talent Begin Attack Run. Legendary Commander is a really good Officer Talent for Naval Commanders; Capital Ship's he commands gain Reflex Defence, the gunners do more damage, and the generic crew are better.The build also represents him at earlier levels; Evasion, Deep Space Gambit and Starship Raider were more useful when he piloted ships himself, before he had become an Admiral. As an Admiral, he is able to make 3 Minor, 3 Major, and 2 Command Special Orders per game session, as well as call up a Capital Starship for a week, as per the Rank and Privilege System in Galaxy at War pg77.Potential plot hooks could beThe party are crew on his ship, or are Starfighter pilots who are in his squadronThe party are transported to a Warzone by Conlar's shipsThe party in a Sith Campaign might have to brave his ship's defences and board it to steal a valuable prize, or even assassinate the Baron
Krome, Droid WarlordMedium 4th-Degree Droid Soldier 5/Scoundrel 2/Officer 1/Droid Commander 4/Independent Droid 1/Elite Trooper 1/Gunslinger 1Destiny 10; Force 13; Dark Side 1Initiative +15Senses Perception +10, Low-light VisionLanguages Basic, Binary, Geonosian----------------------------------------------------------------------------Defenses Ref 36 (flat-footed 33), Fort 29, Will 30; Delay Damagehp 164; Threshold 28----------------------------------------------------------------------------Speed 6 squaresMelee Sith Tremor Sword +13 (2d6+9, slashing or piercing) (one handed)Melee Sith Tremor Sword +13 (2d6+11, slashing or piercing) (one handed with Droid Smash OR both hands)Melee Knife +13 (1d4+6, slashing or piercing) Ranged Heavy Assault Blaster Rifle +14 (3d10+7, energy, autofire setting) Ranged Heavy Assault Blaster Rifle +14 (4d10+7, energy, autofire setting), with Rapid Strike and Trigger Work (d12 if Critical hit)Ranged Ascension Gun +14 (3d8+7, energy, stun setting) Ranged Ascension Gun +14 (4d8+7, energy, stun setting), with Rapid Strike and Trigger WorkBase Atk +11; Grp +14Special Qualities General of Droid Armies, Rebel Leader, Sapience, Networked Allies x2, Delay Damage----------------------------------------------------------------------------Abilities Str 14, Dex 16, Con –, Int 14, Wis 12, Cha 16Talent Armoured Defence, Improved Armoured Defence, Droid Smash, Just a Scratch, Assault Tactics, Droid Defence, Droid Mettle, Power Surge, Full Advance, Trigger WorkFeats Armour Proficiency (Light, Medium), Martial Arts I, Natural Leader, Precise Shot, Point Blank Shot, Quick Draw, Rapid Shot, Sensor Link, Separatist Military Training, Skill Focus (Knowledge Tactics), Weapon Proficiency (Advanced Melee, Rifles, Pistols, Simple)Trained Skills Initiative +15, Knowledge (Galactic Lore) +14, Knowledge (Military Tactics) +19, Mechanics +14, Use Computer +14 Skills Acrobatics +10, Climb +9, Deception +8, Endurance +7, Gather Information +8, Jump +9, Knowledge +9, Perception +10, Persuasion +8, Pilot +10, Ride +10, Stealth +10, Survival +8, Swim +9, Treat Injury +9Possessions 2 hands, Ascension Gun, Darkvision, Gyroscopic Stabilisers, Heavy Assault Blaster Rifle, Heuristic Processor, Hidden Core, Internal Comlink, Knife, Magnetic Feet, Medium Durasteel Droid Armour, Micro Shield, Sensor booster, Specialised Subprocessor, Sith Tremor Sword, Tactician Battle Computer, Vocabulator, walking locomotionNotes This is a 24-point build, assuming max HP every level. Destiny Bonuses have increased Charisma by 4, due to fulfilling Champion and Destruction Destinies in becoming a Droid Warlord against the Empire, and also for destroying a notable Imperial Target in a notable raid. BackstoryKrome is the Leader of Krome’s Faction, a resistance cell against the Galactic Empire who seeks to defeat them and fulfill their programming, which was to destroy the Galactic Republic and secure victory for the Separatist Alliance. It founded this Faction out of Droid Holdouts that survived the destruction of the Separatist Leadership by Darth Vader, and the resultant shut-off signal. It was constructed during the Clone Wars to lead Droid Troops on the ground, but in the many years since the end of the Clone Wars, it has adapted well to serving as a Droid Warlord. In the nearly 2 decades since its construction, it has been modified and repaired countless times, leaving little of its original construction left. It joined the nascent Rebel Alliance, with its forces providing a useful role in various campaigns against the Empire. Unfortunately, the Rebellion lacked the resources and means to acquire more droids, meaning that his forces grow slimmer and slimmer. Even with the occasional discovery of surviving Separatist Battle Droids, his faction is dangerously small and close to being snuffed out forever… The BuildKrome is my effort to make a badass Droid Warlord. Droids are something I haven’t quite gotten the hang of in this game, and the bewildering number of options available to them was quite daunting. Krome uses multiple Prestige Classes and Talents to gain what I judge as needed for the character, as well as Gunslinger, Elite Trooper and Officer for some sweet +4 Reflex, Fortitude and Will Defence action. And yes, I was inspired by the Super Tactical Droid Kalani. Separatist Droid Training grants it +1 atk when there’s an adjacent ally. It has 2 Networked Allies; Networked Droid Allies can receive mind-altering benefits from it, and if they have comlink communications, then its treated as if they’re in Line of Sight. With Assault Tactics, allies gain +1d6 damage against a selected target, after it clears a DC15 Knowledge (Military Tactics) check. Droid Defence grants its INT mod (+2) to any Defence of its Droid Allies, and with Droid Mettle, can grant them 10 + CL HP (in this case 25 HP) to a Droid Ally. Full Advance lets him grant +2 damage to itself and 3 allies. Its Sensor Link Feat lets it communicate completely with a receiver up to 24 squares away as if it’s right next to it. It was designed to Lead Droids into combat as well, not just sit back at a Command Post. This would mean conflict with Jedi. To help it hold back Jedi opponents, it was given a Sith Tremor Sword, which despite dating back to the days of the Old Sith Wars, was in perfect condition, and Lightsaber-proof due to its Cortosis Weave. It has skill with Pistols and Rifles, using Rapid Shot, Trigger Work, Point Blank Shot and Precise Shot. Improved Armour Defence also grants it extra toughness when wearing its Durasteel Armour, which since it’s a part of the Droid, doesn’t impose speed and weight penalties. With 25,000 credits to spend on gear and droid systems, I couldn’t just get it everything, so I got it Droid systems that I felt complimented the build. Its Specialised Subprocessor gives it an extra swift action per turn to use on Knowledge (Tactics) checks. Hidden Core keeps it safe from mind wipes. Its Tactical Battle Computer lets it survey a scene as a standard action, and for the next turn, a number of Droid Allies = to its INT mod (2) gain +2 atk. Its Gyroscopic Stabilisers give it a +5 to attempts to knock it prone, and its Magnetic Feet allow it to cling to metal surfaces, most notably the hull of a starship. Finally, with Sensor Booster, its sense have a range of 2km. Player HooksKrome is active from the Clone Wars until the Rebellion Era and potentially even into the Sequel Trilogy Era. Players who seek to aide the rebellion may have to help it take part in guerrilla operations. Imperial Players may come into conflict with its Droids and may even have to assassinate it as an enemy of the Empire.Droid Players may have been constructed or acquired by Krome’s Faction in order to wage their war against the Empire, or potentially seek to join its organisation willingly. Krome’s FactionKrome’s Faction is a Rank 10 Organisation, with influence and a presence on multiple planets. PositivesExperience; + 1/2 Heroic LevelDroid; +1Has levels of Droid Commander; +1 if above score 20, if score under 20, then treat as if your score adds up to 20 for the purposes of gaining benefitsHas levels of Independent Droid; +1Separatist Armies Veteran; +1Opposed to the Galactic Empire; +1Has aided Krome’s Faction in a notable mission; +2Has helped Krome’s Faction recruit new Droids; +2Defeat a CL 10 or higher enemy of the organisation; +1 per enemyIs a member of the Rebel Alliance +1The organisation has no negatives, since Krome is a Droid driven by Logic, and therefore views applicants under a case-by-case basis and not under a strict guideline. The strange positive gained by taking levels of Droid Commander is replicate the optional rule for Officers in the Rank and Privilege system, where a character with a level of Officer can be treated as if they're a Commissioned Officer regardless of their actual Organisation Score. Here, having a level of Droid Commander means that even if the character isn't actually experienced, their qualifications to lead automatically give them a Leadership role in Krome's Faction, and the benefits of a Droid Follower to act as an adjutant or non-commissioned Officer. Krome’s score is 30, due to fulfilling every positive Criteria, founding the organisation, and having slain an additional 2 notable enemies. Benefits Score 0-9Strength in NumbersYou gain +1 ref def per adjacent Droid Ally (max of half your Heroic Level).Benefits Score 10-19Droid RecruitmentOnce per encounter, if you reduce a Droid’s HP to 0, you can disable it, then reprogram it and salvage it for half the cost it would otherwise cost.Benefits Score 20-29Droid AdjutantYou have a Droid Follower, as if you had taken any of the following talents; Inspire Loyalty, Reconnaissance Team Leader, or Commanding Officer. Rules for Followers can be found in the Clone Wars Campaign Guide pg33.Benefits Score 30 +Droid BodyguardYou have Droid Bodyguard. This is a minion that takes heroic levels, but this can’t exceed half of your heroic level, as if you have taken the Attract Superior Minion Talent.
Daonos, Revolutionary Leader CL 18Medium Umbaran noble 3/scout 2/scoundrel 2/improviser 2/corporate agent 3/military engineer 3/saboteur 3Init +17; Senses low-light vision; Perception +17Languages Basic, Umbarese, 7 unassignedDefenses Ref 33 (flat-footed 30), Fort 30, Will 37hp 79; second wind +19/39; Threshold 37Speed 6 squaresMelee by weapon +11Ranged rail detonator gun +14 (3d8+14, 1-square splash) orRanged microgrenade launcher +14 (6d6+9, 2-square burst)Base Atk +11; Grp +14Atk Options Artillery Shot [CWCG p.28], Breach Cover [CWCG p.45], Flash and Clear [CWCG p.29], Forceful Blast [GAW p.23], Point Blank Shot [Core p.87]Special Actions field-created weapon +1, Impose Confusion [KOTOR p.43], Impose Hesitation [KOTOR p.43], Revolutionary Rhetoric [GOI p.22], Sabotage Device [CWCG p.46], Silver Tongue [GOI p.29]Abilities Str 10, Dex 16, Con 10, Int 16, Wis 16, Cha 20Special Qualities contraband (2000 credits), Executive Leadership (1/encounter), light sensitivity, Natural Leader (organization scale 14), persuasiveTalents Adapt and Survive [LECG p.30], Black Market Buyer [RECG p.43], Breach Cover [CWCG p.45], Exceptional Skill (Persuasion) [GOI p.21], Impose Confusion [KOTOR p.43], Impose Hesitation [KOTOR p.43], Revolutionary Rhetoric [GOI p.22], Sabotage Device [CWCG p.46], Shaped Explosion [TFU p.57], Skilled Demolitionist [TFU p.57], Wealth [Core p.44]Feats Artillery Shot [CWCG p.28], Fight Through Pain [GAW p.23], Flash and Clear [CWCG p.29], Force of Personality [GAW p.23], Forceful Blast [GAW p.23], Linguist [Core p.86], Natural Leader [TFU p.34], Point Blank Shot [Core p.87], Silver Tongue [GOI p.29], Skill Focus (Knowledge [bureaucracy], Mechanics, Persuasion) [Core p.88], Skill Training (Knowledge [bureaucracy]) [Core p.88], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]Primary Skills Deception +19, Gather Information +19 (automatically succeed at finding a black market merchant), Initiative +17, Knowledge (bureaucracy) +22, Mechanics +22, Perception +17, Persuasion +24 (can intimidate or change attitude as a standard action; may reroll but must keep the result of the reroll even if worse; treat die rolls of 2-7 as , Pilot +17, Treat Injury +17, Use Computer +17Secondary Skills Acrobatics +12, Climb +9, Endurance +9, Jump +9, Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (physical sciences) +12, Knowledge (social sciences) +12, Knowledge (tactics) +12, Knowledge (technology) +12, Ride +12, Stealth +12, Survival +12, Swim +9Possessions comlink (miniaturized) with holo capability, detonite cord, 20 energy cells, laser trip mine, lectroticker, microgrenade launcher with 9 spare gas canisters, rail detonator gun, security kitSpoiler: story (hover to show)Daonos’ story:Daonos is the middle son of his family. Born into the highly dangerous culture of Umbara politics his family started out as upper-mid-caste security. However, his father was a smart man and by the time Daonos was six his father had risen up many caste to now be so close to the top 10. During the Clone wars Daonos was trained like a scout so that he could one day take his father’s place. Durning the early years of the Empire Daonos inherited his father position. Form his posting as an upper level security agent he saw firsthand how corrupt the empire was and what it was doing to his people. Immediately Daonos began working hard to climb the social ranks of his people, knowing the only way to change the direction his people were going is if he was at the top. Daonos transitioned to military intelligence and in a daring move outed his superior and was promoted to the 10th tier. Now able to leave the planet Daonos used his skill as an intelligence agent to contact dissident elements near his world, Daonos’ Rebellion had begun. Now Daonos is a middle-aged man secretly running the Rebellion while continuing to climb the ranks of Umbara society. Once he can reach the 1st tier he will be able to make a play to remove the Empire form his planet and make Umbara the first world to openly rebel against the Empire. With the help of his secret rebellion Umbara might stand a chance.Plot hooks:1. Players are sent from the early Rebel Alliance to seek relations with Daonos’ Rebellion.2. A mission of the Daonos’ Rebellion somehow interferes with the PCs and they must now work with or against Daonos’ men to accomplish their goal3. In the early days of his rebellion Daonos could approach PCs to help him create the insurrection. 4. If playing evil dismantling the rebellion or assassinating Daonos could be missions the PCs have. 5. not really a plot hook but imagine that this would be a great NPC and organization to use in a Dawn of Defiance game.Faction Daonos’ Rebellion: Natural Leader (organization scale 14 (multiple sectors)) Goal: To overthrow the galaxy so that no world is ruled over without consent. Members: The leadership is comprised of induvial who are masters of misdirection and manipulation, people who can run asymmetric warfare. The grunts of the ranks are fanatics or zealots whose raw power the leaders mold into an effective force against the Empire. The people who genuinely believe in the cause yet aren’t the directionless fanatics of the ranks form the elite squads (these tend to be ex-Republic military or disillusioned imperial forces), who accompany Daonos himself when he enters the field. Leader: Daonos, a middle age military intelligence officer form Umbara. Umbara culture is dominated by a desire to gain more power, and Daonos wants to free his world (and to a lesser extent the galaxy) form the power which the Empire holds over it. Daonos is intelligent, wise, and most importantly charismatic, capable of turning an enemy to an ally with a few choice words. In the rare cases when his silver tongue fails Daonos’ training included extensive explosive work, making sabotage, assassination, or simply blowing up a target with his rail gun easy for Daonos. Area of Operation: Daonos’ Rebellion operates across multiple sectors though only has a strong presence in some systems all the time, though with the chaos that Daonos sowed before beginning the rebellion, his influence can be felt over the entire region. The Rebellion has operations in the Lantillian, Dona Laza, Biivren, Annecy, Terr’skiar, Trax, Axion, Couronne, Noori, Ghost Nebula, Oeiros, Belasco, Kossa sectors as well as parts of the Inner Rim, Terabb, and Mytaranor sectors, with power centers in Ghost Nebula, and the Hapes cluster. Rebellion Operations: The Rebellion focuses on creating chaos within the Empire while securing a power base from which to launch an open Rebellion. Daonos’ Rebellion accomplishes this by manipulating independent organizations (criminals, revolutionary cells, corrupt officials) into doing Daonos’ will, taking out value targets or hurting the Empires Economy. For missions, which require more direct control the Rebellion has serval fighting forces, from fanatic bombers to highly trained military defectors, and even a navy. The leaders of the Rebellion mostly use others as proxies to fight their war and rarely use their own men. The Rebellion relies mostly on others to do the fighting and thus could never grow large enough to overthrow the empire, it also makes the Rebellion incredibly hard to counteract as it is mostly numbers in a data stream with very few solid assets which can be attacked. The Leaders of the Rebellion are waiting for a larger scale Rebellion before shifting their paradigm form shadow operations to open warfare. Allies: Other rebels, some criminal and corporate interests. The Rebellion receives substantial funding from nobles and business men who wish to see the Empire fall. Enemies: The Empire and its allies are Daonos’ Rebellions primary enemies. Also, rival rebel factions, and criminals which Daonos isn’t manipulating can come into conflict with the Rebellion. Organization criteria Positive: Negative: Organization ranks: Fanatic: Fanatics are those people whose blind fury or will for destruction makes them only useful when directed by the Spy Masters. Benefits- +1 to attacks with weapons that deal burst or splash. +2 to mechanics check to set explosives. Duties- to carry out missions given by the Spy Master, minimize civilian deaths. Special Operator: Special Operators are mostly ex-military, either republic or imperial, who joined the Rebellion because they believed in its goals. Possessing the direction and control which differs them form the Fanatics, Special Operators can be counted on to complete missions simply beyond the lower ranks. Benefits- +2 to Stealth checks, equipment valued at 40,000 credits or less provided each year. Duties- to carry out missions given by Spy Master, if SM is deployed on mission to act as bodyguard, to eliminate civilian deaths. To plan and carry out missions for Daonos’ Rebellion. Patron: Not everyone has the disposition or ability to fight the Empire with blasters and bombs, some prefer to pay for others to do so. Patrons are business men, government officials, and high ranking members of the galaxies militaries who support Daonos and his Rebellion with a constant flow of credits and information. Benefits- Aid from Rebellion if captured or discovered. Use of the Rebellions underground connections (monitored by Daonos). Automatically succeed on Gather Information checks lower than DC 26 and 30,000 credits in bribes. Duities- To give credits, equipment, recruits, or information valued at 1,000,000 credits annually to the Rebellion. If information is critical in the carrying out of a mission it counts for credits equal to Imperial property damaged or destroyed. Equipment captured in an operation planed by the Patron counts at credit value. Recruits are valued at ¼ the credits captured or destroyed on missions they participated in after 6 months of service. Spy Master: Spy Masters run the Rebellion in the Shadows. More committed than Patrons they actively seek the destruction of the Empire, even going as far as personally going into the field. Spy Masters are usually people with substantial intelligence connections who use that knowledge to sow chaos in the Empire while securing a power base for the Rebellion. Benefits- Team of special operators to act as body guards. Automatically succeed on Gather Information checks lower than DC 31 and 60,000 credits in bribes. Duties- Expand the Rebellions influence. Planning and carrying out missions for the Rebellion. Produce credits, equipment, recruits, or information valued at 1,500,000 credits annually for the Rebellion.
Hiemsaurae, Darthsbane CL 18Medium near-Human soldier 2/Jedi 6/Imperial Knight 5/Jedi Knight 3/Jedi Master 2Destiny 9; Force 16Init +18; Senses Perception +17Languages Basic, BinaryDefenses Ref 35 (flat-footed 31), Fort 34, Will 34; Block [Core p.41]hp 184; second wind +46/92; DR 3; Threshold 34Immune fear effectsSpeed 6 squaresMelee long-handle lightsaber +23 (2d8+16) orMelee long-handle lightsaber +23 (2d10+16) with both handsRanged by weapon +22Base Atk +18; Grp +22Atk Options Cleave [Core p.83], Follow Through [JATM p.23], Frightening Cleave [TUR p.24], Great Cleave [Core p.85], Power Attack [Core p.87], Praetoria Vonil [LECG p.45], Strength of the Empire [LECG p.45]Special Actions Battle Meditation [Core p.40], Improved Battle Meditation [KOTOR p.25], Jedi Battle Commander [KOTOR p.39], serenity, Victorious Force Mastery [CWCG p.56]Force Powers Known (Use The Force +23) battle strike [Core p.96] (2), inspire [JATM p.27], malacia [CWCG p.51], mind trick [Core p.98], move object [Core p.98], negate energy [Core p.99], rebuke [Core p.100], surge [Core p.100], thought bomb [JATM p.28], vital transfer [Core p.100], circle of shelter [JATM p.29] (2), fluid riposte [JATM p.31], Shien deflection [JATM p.34] (2)Force Techniques Force Point Recovery [Core p.102], Improved Force Trance [Core p.102], Improved Vital Transfer [KOTOR p.54]Force Secrets Holocron Loremaster [JATM p.37]Abilities Str 13, Dex 19, Con 12, Int 12, Wis 16, Cha 18Special Qualities build lightsaber, Knight's Morale [LECG p.45]Talents Armored Defense [Core p.52], Ataru [Core p.218], Battle Meditation [Core p.40], Block [Core p.41], Improved Battle Meditation [KOTOR p.25], Jedi Battle Commander [KOTOR p.39], Knight's Morale [LECG p.45], Praetoria Vonil [LECG p.45], Strength of the Empire [LECG p.45], Victorious Force Mastery [CWCG p.56]Feats Armor Proficiency (light, medium) [Core p.82], Cleave [Core p.83], Follow Through [JATM p.23], Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Frightening Cleave [TUR p.24], Great Cleave [Core p.85], Power Attack [Core p.87], Weapon Finesse [Core p.89], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) [Core p.89]Primary Skills Initiative +18, Perception +17, Pilot +18, Use the Force +23Secondary Skills Acrobatics +13, Climb +10, Deception +13, Endurance +10, Gather Information +13, Jump +10, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Persuasion +13, Ride +13, Stealth +13, Survival +12, Swim +10, Treat Injury +12, Use Computer +10Possessions comlink (miniaturized) with holo capability, Durasteel Cast light Jedi battle armor (+3 armor, +2 equipment) with weapon mount, concealed, long-handle lightsaberNotes:-Champion: Hiemsaurae's Line +2 ChaEducation Destiny: Members of Hiemsaurae's Line. +5 UtFIm not sure if Victorious Force Mastery is an allowed talent. It was taken with the level of Jedi Master. Normally to join the tradition you have to have a darkside score (thus implying you must have a DDS to take the talent) but Im not sure if because it was taken with Jedi Master that the condition can be ignored as it does not specifically state that a DDS is necessary as it does with other talents. I also ignored the special condition of the entry to Imperial Knight and Jedi Knight classes, Im not entirely sure if that is allowed as RAW is being followed.Spoiler: story (hover to show) Hiemsaurae was born on a backwater world with conscription requirements for its defense force. While serving his time Hiemsaurae’s unit was called on to assist in an anti-pirate patrol. The Jedi leader of the mission recognized Hiemsaurae’s connection to the Force and took him on as his padawan. Hiemasaurae had an ordinary apprenticeship though his Master was a Jedi who preferred field work to academic study. While studying as a padawan his Master’s intuition was confirmed when Hiemasaurae discovered he had the power of battle meditation. When Hiemasaurae became a Jedi Knight he began to specialize in an acrobatic lightsaber form with his unique long handle style bringing an elegance to the normally brutish weapon. Hiemasaurae had just finished his training as a battle commander when he was called to support troops in an armed uprising. When he arrived the Republic line was about to collapse, its support area was in chaos and the Jedi already on site were having problems simply covering the armies escape. Though orders had not been given Hiemasaurae sensed the critical point of the battle and lead the Knights who had come with him into the fray. The 20 Knights slammed into the enemy lines. For hours, the Jedi under Hiemasaurae held the line until the army could regroup. Now with support Hiemasaurae could lead the Jedi with him onto victory saving the brigade, which hours earlier had been about to collapse. The Jedi Council recognized Hiemasaurae’s extraordinary ability to lead on the battle field and made the so called Hiemasaurae’s Line official, expanding the Knights it contained and allowing Hiemasaurae to train the unit in group combat tactics. Now Hiemasaurae’s Line is a shock troop of Jedi trained in magnifying their presence on the battle field, capabale of turning tides with the mere mention of their arrival. Spoiler: orginaztion (hover to show)Hiemsaurae's Line: Operational Unit of the Jedi Order Goal: To achieve operational success as defined by the Jedi Council or render aid to the Republic Military. Members: The Line is comprised of only Jedi Knights and Masters, it is rare for a padawan to be a part of the Line and only if their master is a well. Leader: A near human named Hiemasurae. Hiemasurae favors a bold fighting style on the front lines using an oversized lightsaber to sweep his opponents away. Hiemasurae dominates the battle field using his battle mediation and force abilities to aid allies while using his fighting style to dishearten his enemies. This causes Hiemasurae to intensify the combat around him, making the Jedi with him feel like a hundred times their number. Though powerful in combat Hiemasurae is a wise Jedi Master, strong in the force. If Hiemasurae cannot bring peace with diplomacy, he can bring it with his Line. Composition: At any given time the Line consists of 64 Line Recruits, 8 Knights of the Line, 6 Captains of the Line, and 2 Line Commanders with one Commander in overall command (currently Hiemsaurae). Hiemsaurae's Line is divide into two platoons each of 40 Jedi Knights and Masters. Each platoon is lead by a Line Commander, each platoon has 4 squads (lines) lead by Captains of the Line, each line has 2 teams of 5 Jedi. A Knight of the Line leads each 5 Knight Team, while every higher rank acts as lower ranks for their position in the Line (so a Line Commander is also a Captain of the Line, a Knight of the Line, and a Line Recruit)Area of operation: Hiemasurae’s Line is deployed as part of a larger operational force, though it can act independently. The Line is meant to be on the front line (hence the name) of a battle using their specialized group combat tactics to greatly magnify their presence. Though the Line has no armor or vehicle support it is highly effective at creating openings in the enemy line, holding an area, or (if vehicle support is provided) being a divesting shock force. The Line could independently hold a small city with vehicle support, or a battle field without. Hiemasurae’s Line operations: The Line is deployed by order of the Jedi Council (or the Republic military if lent by the Council) and conducts operations as directed. However, the Line is still comprised solely of Jedi with Hiemasurae ultimately in command, and thus cannot be ordered to take actions (or inaction) which breaks the Jedi code. Because of the nature of the Line and the normal duties of Jedi it is not normal for the Line to be assembled unless the Order is at war or some other event occurs which warrants gathering an elite shock troop of the Order’s best warriors (as it is seen as aggressive to have 80 of the Order’s best warriors on constant stand by for operational deployment). Allies: The Jedi Order (of which they are a small part), the Republic (unless things have gone terribly wrong), others who align with the Jedi’s goals of peace and justice, Antarian Rangers. Enemies: agents of the darkside, anyone in conflict with their allies, evildoers. Organization Criteria Positive: Negative: Organization ranks: Line Recruits: Line Recruits are not actually members of Hiemasurae’s Line but those Jedi seeking to become a part of the Line. This rank is comprised mostly of Knights and Padawans who wish to enter the Line upon completion of their trails. Benefits: +1 all DEF scores while within 6 squares of another member of the Line (not other Line Recruits)Duties: Counite training in group combat tactics. Line Solider: Line Recruits are the rank and file of Hiemasurae’s Line. Though the lowest rank it is comprised solely of Jedi Knights (with few padawan’s and masters) who have completed the basic training of the group combat tactics. Benefits- Immune fear effects if within 6 squares of a fellow member of the Line. If deployed as part of a military operation equivalent rank of Lieutenant. Retain benefits of lower ranks.Duties- to fight as a member of Hiemasurae’s Line, uphold the highest ideals of the Jedi, and above all else aid fellow Line members. Retain duties of lower ranks. Knight of the Line: Knights of the Line command 5 Jedi (including themselves) teams while the Line is deployed. Benefits- While the Line is deployed command 4 Jedi with at most one 7th level heroic padawan, the rest must be Knights or Masters. If deplo1yed as part of a military unit equivalent rank of Captain. +2 force bonus to all skill checks while within 6 squares of another member of the Line. Retain benefits of lower ranksDuties- as the smallest unit it is the Knight of the Line’s job to make sure all Jedi in his unit behave properly, and that the unit achieves its goal. In addition, Knights of the Line are expected to recruit among the Jedi for new members. Retain duties of lower ranks. Captain of the Line: Captains command the 10 Jedi lines. These are almost always Masters with extensive combat experience. Captains of the Line tend to specialize more in battlefield auras than combat, though they are still formidable combatants. Benefits- While the Line is deployed command 9 other Jedi (1 of which is a Knight of the Line, at most 1 7th level heroic padawan). +1 attack, +1 die damage if within 6 squares of a fellow member of the Line. If deployed as part of a military unit equivalent rank of Major. Retain all benefits of lower ranks. Duties- assure that line completes mission. Keep members of the line alive and to ensure to the best of their ability to no undo casualties are taken. If necessary, cover retreat of command line unit at all cost. Train padawan to become a member of the Line. Retain all duties of lower ranks. Line Commander: Usually one of the most skilled warriors of the Order. These are Jedi who excel not only in personal combat, battlefield auras, but strategy as well. The Line Commanders command a great deal of respect form those they work with, a respect well earned on the battle field. Benefits: Command of 4 lines composition of which is detailed (max 2 7th level heroic Padawans, 3 Captains of the Line, 4 Knights of the Line, 32 Line Soldiers). If deployed as part of a military operation equivalent rank of General. Once a day when you would be killed instead fall to 1 HP and unconscious. Retain benefits of lower ranks. Duties- Administration of the Line. Working to improve relations between the Line and other organizations. Strategic command of the Line during deployment. Retain all duties of lower ranks. Plot Hooks: 1. Heroes are Jedi seeking to join the Line2. Heroes are in trouble and the Line saves them, working relationship develops. (good way to avoid TPK)3. Heroes must help the Line or complete a mission for the Line Commander 4. If playing evil, Heroes can fight the Line, try to assassinate members, or discredit the Line.