Allies and Adversaries

This is start of what I hope becomes an ongoing series. I had a few guidelines in mind while making NPCS:

  • 10-Point Buy: Distribute value across all the different abilities starting at 0, emphasizing what you want the NPC to focus on. Generally, this means one ability is at 3 or 4.
  • 6 Foci: NPCs should not contend with the PCs in the combat department and are often sought out for their knowledge or skills. This is also a good place to add any quirks.
  • Personality over numbers: Giving a NPC character at the table goes much further than any bonus or ability value. A distinctive personality can be difficult to cultivate, but toward movies, games, and comics for ideas.
  • Rules are meant to be broken: Have fun with design and do what you feel will work. Breaking the “10-Point Buy” for example made the Gamorran Brute quite the meat brick and a lot of fun to GM.

R2 ASTROMECH
“That little droid and I have been through a lot together.”

R2 Astromech

Abilities (Focuses)
2 Accuracy
0 Communication
1 Constitution
2 Dexterity (Disable Device)
0 Fighting
Force
4 Intelligence (Astrogation, Computers, Engineering)
1 Perception (Searching)
0 Strength
2 Willpower (Courage)
Speed Health Defense Armor Rating
5 45 13 5
Weapon Attack Damage Range
Electroshock Probe +2 1d6 ion Melee
Special Qualities
Fire Extinguisher: An R2’s fire extinguisher serves as a smoke screen that provides light cover within a 4 spaces x 4 spaces area. –2

Ion Vulnerability: A R2 astromech takes penetrating damage from ion attacks.

Talents: Your choice of talent between either Medicine (Novice) or Slicer (Novice).

Equipment: Electric welder, circular saw, fire extinguisher, computer interface probe, holo recorder and projector. It speaks binary, but understands Basic.

ALLEY DOC
“Ya’ know what the best thing about Bazz is? He doesn’t say much and will never ask how you got that blaster burn (I guess that’s two things…).”

Bazz the Alley Doc
Abilities (Focuses)
1 Accuracy (Blasters)
0 Communication
1 Constitution
2 Dexterity
–1 Fighting
0 Force
4 Intelligence (Healing, Natural Lore)
2 Perception (Smelling, Touching)
0 Strength
1 Willpower (Self-Discipline)
Speed Health Defense Armor Rating
6 20 12 0
Weapon Attack Damage Range
Blaster Pistol +3 1d6+3 Short
Fist +1 1d3 Melee
Special Qualities
Services: Bazz has the following services for sale.

·      Emergency Care (100 credits): You restore 10 Health.

·      Overnight (250 credits): By spending the night in one of Bazz’s bacta tanks, you are restored to your maximum Health.

Talents: Medicine (Master).

Equipment: Medpacs (8), stimpacks (2).

BARTENDER
“The Thirsty Rancor is good place to get information and a good drink. You may even get the latter in a clean glass.”

Rill the Bartender
Abilities (Focuses)
0 Accuracy
3 Communication (Etiquette, Investigation)
0 Constitution
2 Dexterity
0 Fighting
–1 Force
2 Intelligence (Evaluation, Galactic Lore)
3 Perception (Empathy, Tasting)
1 Strength
0 Willpower
Speed Health Defense Armor Rating
6 20 12 0
Weapon Attack Damage Range
Fist +1 1d3+1 Melee
Improvised Weapon +1 1d6 Melee
Special Qualities
Services: Rill has the following services for sale.

·      Brool (5 credits): Your basic swill, cheap and refreshing.

·      Ebla (6 credits): A light beer that is a favorite among Imperial Stormtroopers.

·      Red Cloud (13 credits): Although it is served in shots, you would be a fool to drink it in one pull. If you do so, you must make a TN 15 Constitution (Drinking) ability test or be knocked unconscious for 5 minutes. This is especially potent to Twi’leks, who suffer a –2 penalty and generally avoid ordering it.

·      Frothy Wampa (250 credits): The “house special,” Rill will ask you, “how do you take it?” Depending on your response, Rill will pass you a glass of water of the corresponding color along the last message she received from the Empire (Blue), Hutts (Green), or Rebels (Red).

Talents: Contacts (Journeyman), Intrigue (Novice).

Equipment: Bartender’s apron.

DIANOGA
“Something just moved passed by my leg?!”

Dianoga
Abilities (Focuses)
2 Accuracy (Bite)
–1 Communication
5 Constitution (Stamina, Swimming)
2 Dexterity (Stealth*)
1 Fighting (Tentacles)
0 Force
–1 Intelligence
2 Perception (Seeing, Smelling)
6 Strength
–1 Willpower
Speed Health Defense Armor Rating
3 (8*) 70 8 (14*) 3
Weapon Attack Damage Range
Bite +4 1d6+7 Melee
Tentacle +3 2d6+6 Melee
Special Qualities
*When submerged

Favored Stunts: Dual Strike, Mighty Blow

Far Reach: A dianoga can reach up to 2 spaces (3 meters).

Flurry of Tentacles: A dianoga makes two tentacle attacks on its turn.

Voracious Hunger: When a dianoga hits with both its tentacles against the same enemy, it can make an attack with its bite as a Free action.

Threat: Moderate

HIRED GUN
“To call them ‘mercenaries’ would be way too generous.”

Hired Gun
Abilities (Focuses)
2 Accuracy (Blasters, Brawling, Rifles)
0 Communication (Gambling)
3 Constitution (Drinking)
1 Dexterity
2 Fighting
0 Force
0 Intelligence
1 Perception
2 Strength (Intimidation)
0 Willpower
Speed Health Defense Armor Rating
5 15 11 4
Weapon Attack Damage Range
Blaster Pistol +4 1d6+4 Short
Blaster Rifle +4 2d6+3 Long
Fist +4 1d3+2 Melee
Special Qualities
Favored Stunts: Mighty Blow, Skirmish

Talents: Armor Training (Novice)

Equipment: Blaster pistol or a blaster rifle, mercenary armor, a set of playing cards, and a credstick with 14 credits.

Threat: Minor

GAMORRAN BRUTE
“A vibroaxe between two cyber arms at the end of a Gamorran is just Bad Sandwich we best steer clear from.”

Gamorran Brute
Abilities (Focuses)
0 Accuracy (Brawling)
–1 Communication
6 Constitution (Drinking)
0 Dexterity
1 Fighting (Vibroblades)
0 Force
–1 Intelligence
1 Perception (Smelling)
4 Strength (Intimidation)
0 Willpower
Speed Health Defense Armor Rating
4 40 10 4
Weapon Attack Damage Range
Blaster Pistol +0 1d6+3 Short
Fist +2 1d3+6 Melee
Vibroaxe +3 3d6+6 Melee
Special Qualities
Favored Stunts: Mighty Blow, Knock Prone

Talents: Armor Training (Novice), Two-Hander Style (Novice)

Ion Vulnerability (TN 17): A gamorran brute must make a TN 17 Constitution (Stamina) test whenever it takes ion damage. If it fails, it takes penetrating damage from the attack.

Equipment: Blaster pistol, x2 cybernetic arms, mercenary armor, vibroaxe and a credstick with 47 credits.

Threat: Moderate

TRANDOSHAN HUNTER
“Anything that hunts Wookiees for fun is bound to be bad news.”

Trandoshan Hunter
Abilities (Focuses)
2 Accuracy (Blasters, Rifles)
1 Communication
3 Constitution (Running)
2 Dexterity
1 Fighting (Vibroblades)
0 Force
0 Intelligence
2 Perception (Seeing, Tracking)
1 Strength
0 Willpower
Speed Health Defense Armor Rating
6 40 12 4
Weapon Attack Damage Range
Blaster Pistol +4 1d6+4 Short
Heavy Rifle +4 3d6+2 Long
Vibroblade +3 2d6+1 Melee
Special Qualities
Favored Stunts: Pierce Armor, Regeneration (2 SP)

Talents: Armor Training (Novice), Rifleman Style (Novice)

Regeneration (2 SP): A trandoshan hunter regains health equal to the Stunt Die x 2 + 3.

Equipment: Blaster pistol, flashbang heavy rifle, mercenary armor, vibroblade and a credstick with 63 credits.

Threat: Moderate

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