PROTOCOL DROID [RIVAL]
With hundreds or thousands of intelligent races scat-
tered across millions of planets throughout the galaxy,
communication can be a significant problem when di-
plomacy is required. Protocol droids are designed to
solve this problem, with the advanced computer brains
of these automatons retaining literally millions of lan-
guages at a time. As the name indicates, the droids are
not only translators but also serve to prevent misun-
derstandings by ensuring cultural problems do not
arise. It is for this reason that, if these droids are left
without a memory wipe and begin to develop a person-
ality, they tend to be highly anxious and nervous.
Skills: Charm 2, Knowledge (Education) 3, Knowledge
(Xenology) 3, Negotiation 2, Perception 1.
Talents: None.
Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum or underwater. Im-
mune to poisons or toxins.), etiquette and protocol
(protocol droids allow allies to add • to any Nego-
tiation checks or other checks made to negotiate
or mediate).
Equipment: None.
SECURITY DROID [RIVAL]
A more civilized and restricted version of assassin
droids, security droids are not illegal but are carefully
regulated because of the potential for abuse. Security
droids are typically programmed with significant
knowledge of law enforcement protocols and often
update using local databases when traveling to ensure
that their actions are in accordance with planetary,
system, and sector law. Typically, security droids are
assigned to protect specific locations or individuals
and will respond to any threat against their charge
with appropriate, sometimes lethal, force.
Skills: Ranged (Light) 3, Vigilance 3.
Talents: None.
Abilities: Droid (does not need to breathe, eat, or
drink, and can survive in vacuum or underwater. Im-
mune to poisons or toxins.).
Equipment: Built-in blaster pistol (Ranged [Light];
Damage 6; Critical 3; Range [Medium]; Stun Setting),
snare launcher (Ranged [Light]; Damage -; Critical -;
Range [Short]; Ensnare 5, Limited Ammo 1).
GALACTIC ODDITIES AND
FRINGE DWELLERS
There is no end to the variety of races and individuals
that can be found if one travels far enough from home
throughout the various sectors of the Galactic Empire
and beyond. Although cataloging all of the potential
allies and enemies that an adventurer might encoun-
ter is impossible, a few of the more exotic varieties
can be found below.
FORSAKEN JEDI [NEMESIS]
The Jedi are an ancient order whose light has essentially
disappeared from the galaxy. As far as the vast majority
of the galaxy is concerned, the Jedi are extinct and their
ancient ways were prone to treachery and failure. This is
what the Empire has told the people of the galaxy and
many believe it. The truth, while not far from the story, is
not entirely the same. A handful of Jedi survived the
purge that accompanied the birth of the Empire. Most
died in subsequent years, but a few remain in hiding.
And there are a few whom the Empire never bothered to
hunt. Those who fall into this last category are haunted
by their failures and by the fact that they are not even
enough of a threat to warrant the Empire's attention.
Most have succumbed to self-pity and vice of one form
or another. If they do not already embrace the dark side,
they are not far from doing so.
Skills: Coercion 2, Cool 2, Deception 3, Knowledge
(Lore) 4, Lightsaber 4, Melee 2, Perception 4, Piloting
(Space) 2, Streetwise 3, Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all com-
bat checks against this target twice), Force Rating 3,
Sense Danger (once per session, remove •• from any
check), Sense Emotions (add • to all Charm, Coercion,
and Deception checks), Uncanny Senses 2 (add (••
to all Perception checks).
Abilities: Force power Move (Q Move up to two ob-
jects Silhouette 1 at medium range; may make ranged
attacks with this power [see page 283]), Force power
Sense (Q Sense all living things within medium range.
O: Sense the emotional state of one target within me-
dium range. Ongoing effect [O]: Upgrade difficulty of at-
tacks targeting Forsaken Jedi twice), On the edge (once
per Force check, may suffer 1 strain to use # result to
generate O)
Equipment: Lightsaber (Lightsaber; Damage 10;
Critical 1; Range [Engaged]; Breach 1, Defensive 1,
Deflection 2, Sunder, Vicious 2).
ADVERSARIES
EDGE OF THE EMPIRE