Star Wars_ Edge of the Empire Rule Book

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CORRUPT BUREAUCRAT [RIVAL]

Politics is a deadly game and often those who play it
have a wide variety of plots and machinations in mo-
tion at any one time. Many of these depend upon the
extensive use of ignorant, expendable pawns. Crimi-
nals, and those who society would prefer to ignore, are
ideally suited for this manner of operation. A cunning
politico knows how to make use of such vassals, prom-
ising them enough cash to ensure they are interested
without asking too many questions. Those who can get
the job done and keep their mouths shut can find lu-
crative, long-term employment, while those who cause
too much of a spectacle can quietly be diverted into
situations that allow the problem to resolve itself, usu-
ally in a violent manner.


Skills: Charm 2, Coercion 1, Cool 2, Deception 3,
Negotiation 4.
Talents: Plausible Deniability 1 (When making a
Coercion or Deception check, remove • from the
check), Nobody's Fool 2 (When targeted by a Co-
ercion or Deception check, upgrade the difficulty
by 2).
Abilities: None.
Equipment: Light blaster pistol (Ranged (Light); Dam-
age 5; Critical 4; Range [Medium); Stun setting).


REBEL ALLIANCE LIAISON [RIVAL]

The Alliance to Restore the Republic is a vast organi-
zation that would be a serious threat if it didn't stand
in opposition to perhaps the most extensive military
organization ever created: the Galactic Empire. As a
result, the Alliance must operate in the shadows,
working with small groups to achieve minor objectives
in hopes of building toward a much larger victory one
day in the distant future. Most Rebels have no objec-
tion to working with criminals and other "scum," even
if some among their leadership object to such sullying
alliances. Smugglers in particular are popular agents
for the Alliance because the credits are good and the
work is exciting, if dangerous.


Skills: Coordination 1, Cool 1, Discipline 2, Melee 1,
Negotiation 3, Ranged (Heavy) 2, Vigilance 2.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: None.

Equipment: Blaster rifle (Ranged [Heavy]; Damage 9;
Critical 3; Range [Long]; Stun setting), molecular sti-
letto (Melee; Damage 2; Critical 2; Range [Engaged];
Pierce 2), padded armor ( + 2 soak)

CORE WORLDERS


The glittering and wealthy Core Worlds stand apart
from the rest of the galaxy. Those who live there seem
to believe that the Core Worlds are the entire galaxy,
or at least the only part of the galaxy that matters.
Core Worlders seldom leave the Core Worlds, and
those from poorer planets may spend their whole
lives dreaming of someday visiting the Core.

ARROGANT HEIR [RIVAL]

Wealthy citizens of the Core Worlds are usually blind to
the privilege and arrogance that are the hallmarks of
their lives. Since birth, they have been taught that they
are the leaders of the galaxy—economically, politically,
spiritually, and in all other ways. Inevitably, there are
those amongst the people who have everything who
want more, and these arrogant heirs may well come into
conflict or contact with the galactic underworld. The in-
dependent operators of the fringe must tread carefully
around these individuals, for fear of drawing the atten-
tion of more powerful Core World interests.

Skills: Charm 1, Coercion 2, Cool 1, Knowledge (Core
Worlds) 2, Knowledge (Education) 2.
Talents: None.
Abilities: None.
Equipment: Duelist blaster pistol (Ranged [Light];
Damage 5; Critical 4; Range [Short]; Accurate 2, Stun
setting), servants, credit stick with 200-400 credits.

PHILANTHROPIC SENATOR [RIVAL]

Imperial Senators have a great deal of influence
throughout the galaxy, even after the dissolution of
the Senate by the Emperor's decree. Since the Sen-
ate's dissolution, the Senators have a great deal of
time on their hands and significant resources. Many
choose to travel the galaxy, looking for ways to al-
leviate the suffering of the people who have been
oppressed under the new totalitarian doctrines of
the Empire. Although it is not particularly common
for these individuals to come into contact with the
criminal underworld, it certainly is not out of the
realm of possibility, particularly if the criminals
in question have some resource that the Senator
thinks can be of use to the poor and downtrodden.

ADVERSARIES
'EDGE OF THE EMPIRE
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