Editing
StarWars for 5ed
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== Criminals ==== Crime has been a constant plague on the Republic and Empire from the early days. Criminals include organized crime (under a Crime Boss or Leader type) and independents. Every criminal organization has a boss and a number of minions to run the day to day operations for the organization. Thugs and muscle to punish civilians, enforcers to maintain discipline in the group or sent out to take care of those trouble makers the day-to-day minions can take care of and the boss to make sure the money flows.</br></br> [[File:SWD5.Gamble.jpg | 400px | right]] '''GAMBLE''', ''Medium sized humanoid nonheroic 3/Scoundrel 3''</br> '''Destiny Points''' 3 (d4+1), '''Dark Side''' 4</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 27 (HD 3d4/3d6; Second Wind 1d6+4), '''Damage Threshold''' 19 (recovery +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 12 (+1), CON 13 (+1), INT 14 (+2), WIS 12 (+1), CHA 16 (+3)</br> '''Saving Throws''' Intelligence +5</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Deception +6 Gambling +9 (+11), Insight +7, Intimidate +6, Perception +4, Thievery +5</br> '''Feats''' Actor (advantage on Performance & Deception), Point Blank Shot (+1 to hit and damage base range), Skill Expertise (Gambling, Insight)</br> '''Talents''' Gambling (advantage on all games of chance, +2 insight bonus), Knack (can re-roll one d20 check, long rest)</br> '''Senses''' ''passive'' perception 14; Languages basic plus native</br> '''ACTIONS'''</br> '''''Hold-out Blaster Pistol''''' (6 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d4+2 energy, Range 150/300</br> Professional gamblers have to balance their reputations as gamblers with not scaring off their opponents at the table long enough to extract enough creds from their pockets.</br></br> '''SLICER''', ''Medium sized humanoid Scoundrel 5 (criminal)''</br> '''Destiny Points''' 5 (d4+1), '''Dark Side''' 4</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 39 (5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recovery +1)</br> '''Speed''' 30 feet</br> STR 11, DEX 15 (+2), CON 13 (+1), INT 18 (+4), WIS 13 (+1), CHA 11</br> '''Saving Throws''' Dexterity +5, Intelligence +6</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Computer Use +7, Deception +3, Galactic Lore +7, Mechanic +7, Sleight of Hands +5, Stealth +5, Technology +7, Thievery +10 (+12)</br> '''Feats''' Do Science on it! (double proficiency with int or wis based skill w/o Expertise, rest), Freaking Love Science (advantage on int/wis skill, rest), Gimmick (half time to improve computer’s attitude), Skill Expertise (Thievery), Tracer (Computer use instead of Gather Information)</br> '''Talents''' Crafty Action (dash, disengage or hide as bonus action), Fortunes Favor (with a Critical hit can take a free extra action), Knack (can re-roll one d20 check, long rest), Slicer (advantage with slicer kit, +2 insight with Thievery to hack a computer)</br> '''Senses''' ''passive'' perception 11; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d6+4 energy, Range 150/300</br> '''Extra Gear''': Datapad, Repair kit, Slicer kit</br> The Slicer specializes in bypassing computer system security to get to the juicy secret data troves others want to keep hidden.</br></br> '''THUG''', ''Medium sized humanoid nonheroic 4''</br> '''Dark Side''' 4</br> '''Armor Class''' 15 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 19 (HD 4d4), '''Damage Threshold''' 18 (recovery +1)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 12 (+1), CON 13 (+1), INT 10, WIS 10, CHA 11</br> '''Proficiencies''' Simple, Pistols, Rifle; Light Armor</br> '''Skills''' Initiative +3, Intimidate +2</br> '''Feats''' Point Blank Shot (+1 to hit and damage base range), Toughness</br> '''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Heavy Club.''''' Melee weapon attack: +4 to hit, one target, reach 5ft; Hit: 1d6+2 bludgeoning.</br> '''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4+1 energy damage, Range 50/300ft</br> or '''''Sport Blaster Rifle''''' (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+1 energy. Range 200/1,200ft</br> Whether cheap muscle or a local gang thug, this thug is a commonly found throughout the galaxy. Such foes often fill a variety of the roles serving a main enforcer or lieutenant, due to being more capable than many starting in the profession.</br></br> '''MUSCLE''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br> '''Dark Side''' 4</br> '''Armor Class''' 14 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 32 (HD 4d4.1d10, Second Wind 1d10+3), '''Damage Threshold''' 19 (recover +2)</br> '''Speed''' 30 feet</br> STR 17 (+3), DEX 11, CON 15 (+2), INT 10, WIS 10, CHA 11</br> '''Saving Throws''' Strength +6 '''Proficiencies''' Simple, Martial, Pistol; Light Armor</br> '''Skills''' Initiative +3, Intimidate +3</br> '''Feats''' Brawler, Savage (+1 to hit/+2 damage with non-advantage weapons), Toughness</br> '''Telent''' Melee Smash (+2 melee damage)</br> '''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Brawler'''''. Melee attack +6 to hit, one target, reach 5ft; Hit: 1d3+5 bludgeoning damage (bonus action with melee attack action)</br> '''''Maul''''' (2h). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+7 bludgeoning.</br> '''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4 energy damage, Range 50/300ft</br> These are the stronger thugs of crime organization, mostly meant to be big and intimidating and to beat up foes with their fists if need be. Most also carry a heavy maul like clubs (although certain species prefer other weapons, such as Gamorreans and their love of heavy axes).</br></br> '''CRIMINAL ENFORCER''', ''Medium sized humanoid Scoundrel* 5/Soldier 3 (criminal)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 72 (HD 3d10/5d6; Second Wind 2d10+9), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 13 (+1), DEX 18 (+4), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 15 (+2)</br> '''Saving Throws''' Strength +4, Dexterity +7, Constitution +4</br> '''Proficiencies''' Advanced Melee, Pistols, Rifles, Simple Weapons; Light Armor</br> '''Skills''' Deception +5, Initiative +7, Intimidate +5, Insight +5, Pilot +7, Sleight of Hands +7, Stealth +7, Thievery +5</br> '''Feats''' Deadly Aim (penalty up to -3 for +6 to range attack damage), Far Shot, Improved Critical (crit on a 19-20), Improve Mobility (ignore difficult terrain with Dash, if you move at least 15ft opportunity attacks are at disadvantage vs. you), Mobility (if you attack a foe in melee you do not provoke opportunity from them), Point Blank Shot (+1 to hit and damage at base range), Quick Draw, Weapon Focus (pistols)</br> '''Talents''' Deceptive Shot (one target within 30ft, bonus action opposed deception vs. deception or initiative. If you win advantage on all attacks until next turn), Devastating Attack (-5 to target's Threshold vs. its attacks), Skirmisher (if you move at least 20ft away from where you started in the round advantage on next attack), Sneak Attack 2 (+2d8), Weapon Specialization (blaster pistol)</br> '''Senses''' ''passive'' perception 12; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 150/300ft</br> '''''Vibro-dagger''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d4+8 piercing, Thrown (30/100ft).</br> '''Extra Gear''': Security kit, Short range comlink with pocket scrambler.</br> Every criminal organization needs someone to ‘enforce’ the rules of the crime boss. That’s where the enforcer comes in. They carry out the special jobs that the leadership.</br></br> [[File:SWD5.CrimeQueen.jpg | 450px | left]] '''MAJOR CRIME BOSS''', ''Medium sized humanoid Scoundrel* 10/Noble 5 (criminal)''</br> '''Destiny Points''' 12 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 22 (unarmored)</br> '''Hit Points''' 91 (HD 15d6; Second Wind 6d6+16), '''Damage Threshold''' 27 (rec +8)</br> '''Speed''' 30 feet</br> STR 11, DEX 14 (+2), CON 12 (+1), INT 20 (+5), WIS 15 (+2), CHA 18 (+4)</br> '''Saving Throws''' Dexterity +7, Constitution +6, Intelligence +9, Wisdom +7, Charisma +9</br> '''Proficiencies''' Pistols, Simple Weapons</br> '''Skills''' Deception +9, Galactic Lore +10, Gather Information +9, Intimidate +14, Insight +12, Mechanic +10, Pilot +7, Persuasion +9, Sleight of Hands +7, Stealth +7, Thievery +10</br> '''Feats''' Action Surge (extra action/rest), Careful Shot (+2 to hit and damage with aim), Cutting Words, Determined (Con and Wis saves), Double Attack, Improved Damage Threshold, Improved Second Wind, Lucky, Precise Shot (no disadvantage firing into melee), Outwit and Outthink (4/rest, Int instead of Dex for attacks), Point Blank Shot (+1 to hit and damage within base range), Sharper Words (bonus, opposed Intimidate vs. Insight of all foes within 50ft, disadvantage on next attack), Skill Expertise (Intimidate, Insight), Suspicious Mind (advantage vs. Charmed)</br> '''Talents''' Attract Follower, Attractive Minions, Impel Ally I (as a reaction you grant one ally in sight its reaction to move base speed. Or action and give it to one ally), Inspire Fear I & II (others suffer a -5 all checks vs. you), Inspire Fear III (once per round one check against you is at disadvantage), Jack-of-All Trades (+3), Negotiator (advantage on intimidate and persuasion checks with Criminal element), Wealth</br> Senses passive perception 12; Languages basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, take two attacks in the round.</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 50/300ft</br> '''Extra Gear''': Base or hideout, lots of vehicles and tools and supplies. Illegal goods.</br> This is a major criminal boss, known and fear throughout a sector. They command loyalty (through fear or bribes and occasionally respect) and have access to a lot of money and illegal gear. They should also have a nice out of the way secret base that is full of loot and credits.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information