|           | 
        
          
            | Hutt
              Crime Boss |  
            | The
              Hutt rule a vast are of lawless space.  Hutt Clans vie for
              power, controlling their own little Empires through treachery,
              blackmail and piracy.  To a Hutt he is a god, therefore all
              other being should worship him, and obey his commands.  Small
              time Hutts may run a small operation on behalf of the clan, maybe
              managing a racketeering operation in a single spaceport.  The
              more senior Hutts who command the clan may well run many illegal
              operations across a planet, system or even Sector. petty Hutt Crime Boss:
              Adult Male Hutt, Scoundrel 4; Init -2 (-2 Dex); Def 13
              ( -2 Dex, +6 Class, -1 Size); Spd 10m; VP/WP -/14;
              Atk +0 ranged (by weapon), +4 melee (1d3+2, punch); SQ +2
              to Disguise checks when you're being observed and attempting to
              act in character, Better luck than good, Force Resistance (Gains
              +6 bonus on Will saves against force skills and feats.), Illicit
              barter; SV Fort +3, Ref +2, Will +4; SZ L; FP: 0;
              Rep: +2; Str 14 (+2), Dex 7 (-2), Con 14
              (+2), Int 19 (+4), Wis 16 (+3), Cha 16 (+3).
              
                          
              Skills: Appraise +11, Bluff +12, Computer Use +8,
              Diplomacy +6, Forgery +9,
              Intimidate +13, Knowledge
              (Bureaucracy) +11, Knowledge (Planetary
              Systems) +9, Knowledge (Streetwise) +11 (+4 Int,
              +7 ranks), Knowledge (Technology) +9, Listen
              +10, Pilot +0, Read/Write
              Huttese, Sleight of Hand +5, Speak
              Huttese, Spot +10
              
              Feats: Infamy, Persuasive, Skill Emphasis (Gather
              Information, Intimidate), Weapons Group Proficiency (blaster
              pistols, simple weapons) Senior Hutt Crime Boss:
              
              
              Adult Male Hutt, Scoundrel 4/Noble 4/Crimelord 2; Init -2
              (-2 Dex); Def 17 ( -2 Dex, +10 Class, -1 Size); Spd 10m;
              VP/WP -/14; Atk +4/-1 ranged (by weapon), +8/+3
              melee (1d3+2, punch); SQ +2 to Computer Use checks when
              attempting to retrieve news via electronic mediums, +2 to Disguise
              checks when you're being observed and attempting to act in
              character, Better luck than good, Call in a favor (x2), Command
              +2, Contacts (x1), Force Resistance (Gains +6 bonus on Will saves
              against force skills and feats.), Illicit barter, Inspire
              Confidence +1, Resource Access; SV Fort +4, Ref +6, Will
              +13; SZ L; FP: 0; DSPs: 5; Rep: +13;
              Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 19
              (+4), Wis 16 (+3), Cha 17 (+3).
              
                          
              Skills: Appraise +11, Bluff +19, Computer Use +8,
              Diplomacy +13, Forgery +9, Gather Information +14,
              Intimidate +18, Knowledge
              (Bureaucracy) +9, Knowledge (Planetary Systems)
              +9, Knowledge (Streetwise) +11, Knowledge (Technology) +9, Listen +10, Read/Write Huttese, Sense Motive +14, Sleight of Hand +5, Speak
              Huttese, Spot +10
                          
              Feats:
              Infamy, Iron Will, Persuasive, Skill Emphasis (Bluff, Gather
              Information, Intimidate), Weapons Group Proficiency (blaster
              pistols, simple weapons) | 
                
                  
                    |  |  
                    | character
                      type  Crime
                      Boss |  
                    | loyalty  Himself |  
                    | race  Hutt |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                     |  |    
        
          
            | Weequay
              Enforcer |  
            | Often
              encounter throughout Hutt Space and the Outer Rim, the silent
              Weequay are fearsome bloodthirsty fighters.  They compliment
              well outlaw enforcement agencies, or the mercenary bands run by
              Hutts.
               Weequay :
              Adult Male Human, Thug 4; Init +1 (+1 Dex); Def 12 (
              +1 Dex, +1 Class); Spd 10m; VP/WP -/17; Atk +5
              or +1/+1 ranged (3d8, Blaster [Heavy Pistol]), +6 melee (1d3+2,
              punch), +6 melee (2d10+2, Vibro-Ax); SV Fort +6, Ref +2,
              Will +1; SZ M; FP: 0; Rep: +1; Str 15
              (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0),
              Wis 10 (+0), Cha 9 (-1).
              
                          
              Equipment: Blaster [Heavy Pistol], Vibro-Ax
              
                          
              Skills: Climb +4, Intimidate +6, Knowledge (Streetwise) +3,
              Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic
              
              Feats: Armor Proficiency (light), Toughness, Weapons
              Group Proficiency (blaster pistols, simple weapons, vibro weapons) Weequay -
              mid level: Adult Male
              Human, Thug 4/Soldier 2; Init +1 (+1 Dex); Def 12 (
              +1 Dex, +1 Class); Spd 10m; VP/WP -/17; Atk +7/+2
              or +3/+3/-2 ranged (3d8, Blaster [Heavy Pistol]), +8/+3 melee
              (1d3+2, punch), +8/+3 melee (2d10+2, Vibro-Ax); SQ Tainted;
              SV Fort +9, Ref +2, Will +1; SZ M; FP: 0;
              DSPs: 8; Rep: +1; Str 15 (+2), Dex 13
              (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0),
              Cha 9 (-1).
              
                          
              Equipment: Blaster [Heavy Pistol], Vibro-Ax
              
                          
              Skills: Climb +4, Demolitions +4, Intimidate +8, Knowledge
              (Streetwise) +3, Pilot +5,
              Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic
              
              Feats: Armor Proficiency (light, medium), Power
              Attack, Toughness, Two-weapon Fighting, Weapons Group Proficiency
              (blaster pistols, blaster rifles, heavy weapons, simple weapons,
              vibro weapons) Weequay
              - high level: Adult Male
              Human, Thug 2/Soldier 6; Init +1 (+1 Dex); Def 13 (
              +1 Dex, +2 Class); Spd 10m; VP/WP -/18; Atk +10/+5
              melee (1d6+2, crit 20, punch), +10/+5 melee (2d10+2, Vibro-Ax),
              +9/+4 or +5/+5/+0 ranged (3d8, Blaster [Heavy Pistol]); SQ Dark
              Side; SV Fort +10, Ref +3, Will +2; SZ M; FP: 0;
              DSPs: 24; Rep: +2; Str 15 (+2), Dex 13
              (+1), Con 15 (+2), Int 10 (+0), Wis 10 (+0),
              Cha 9 (-1).
              
                          
              Equipment: Blaster [Heavy Pistol], Vibro-Ax
              
                          
              Skills: Climb +4, Intimidate +6, Knowledge (Streetwise) +3,
              Profession (Mercenary) +5, Read/Write Basic, Ride +5, Speak Basic
              
              Feats: Armor Proficiency (heavy, light, medium),
              Cleave, Martial Artist, Power Attack, Toughness, Two-weapon
              Fighting, Weapons Group Proficiency (blaster pistols, blaster
              rifles, heavy weapons, simple weapons, vibro weapons)   | 
                
                  
                    |  |  
                    | character
                      type  Thug |  
                    | loyalty  whoever
                      pays |  
                    | race  Weequay |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                         |  |    
        
          
            | Gand
              Assassin |  
            | Gand
              Findsmen are renown across the galaxy for their exception hunting
              skills, with many of their kind becoming Bounty Hunters.  For
              some, the more cold blooded, the hassle of bringing in a bounty is
              not for them.  Becoming an assassin puts their tracking
              skills to good use allow them to make a killing in this cut-throat
              profession. Gand Assassin:
              Adult Male Gand, Soldier 4/Scoundrel 4; Init +2 (+2 Dex);
              Def 19 ( +2 Dex, +2 Species, +5 class); Spd 10m; VP/WP
              -/13; Atk +10/+5 or +6/+6/+1 ranged (3d6, crit 19-20,
              Blaster [Sporting Rifle]), +7/+2 melee (1d3, punch), +7/+2 melee
              (2d4, Vibrodagger), +9/+4 or +5/+5/+0 ranged (3d4, Blaster
              [Hold-out]); SQ +2 to Computer Use checks when attempting
              to retrieve news via electronic mediums, Amonia breather, Better
              luck than good, Darkvision, Illicit barter; SV Fort +6, Ref
              +7, Will +4; SZ M; FP: 0; Rep: +3; Str 11,
              Dex 14, Con 13, Int 13, Wis 15, Cha 9.
              
                          
              Equipment: Blast vest and Helmet, Blaster
              [Hold-out], Blaster [Sporting Rifle], Vibrodagger
              
                          
              Skills: Astrogate +3, Computer Use +4, Demolitions
              +4, Gather Information +5, Hide +7, Intimidate +4, Knowledge (Gand
              Religion) +4, Knowledge (Streetwise) +7, Listen +8, Pilot +7,
              Profession (Assassin) +7, Read/Write Gand, Repair +3, Search +11,
              Speak Basic, Speak Gand, Spot +10, Tumble +5
              
              Feats: Alertness, Armour Proficiency (heavy, light,
              medium), Blind-fight, Point Blank Shot, Skill Emphasis (Search),
              Starship Operation (space transport), Weapon Focus (Blaster
              [Sporting Rifle]), Weapons Group Proficiency (blaster pistols,
              blaster rifles, heavy weapons, simple weapons, vibro weapons)  
                 | 
                
                  
                    |  |  
                    | character
                      type  Crime
                      Boss |  
                    | loyalty  Himself |  
                    | race  Hutt |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                         |  |    
        
          
            | Trandoshan
              Bounty Hunter |  
            | Renown
              for their hatred of the Wookiee race, the Trandoshans made
              themselves useful to the Empire by selling the Wookiees into
              slavery, then offering their own services as mercenaries and
              Bounty Hunters.  The lust for the kill in the heart of all
              Trandoshans makes them formidable warriors and well suited to this
              hazardous career.  Rarely will a Trandoshan bring in their
              prey undamaged.  The mere hint that a Trandoshan is on their
              trail is often enough for many a petty criminal to hand themselves
              in before they caught. Trandoshan
              Bounty Hunter:
              Adult Male Trandoshan, Soldier 6; Init +3 (-1 Dex, +4
              Bonus); Def 14 ( -1 Dex, +4 Class, +1 Species); Spd 10m;
              VP/WP -/18; Atk +5/+0 or +1/+1/-4 ranged (3d8, crit
              19-20, Blaster [Rifle]), +9/+4 melee (1d6+3, crit 20, punch),
              +9/+4 melee (2d6+3, Vibroblade); SQ Darkvision; SV Fort
              +7, Ref +1, Will +3; SZ M; FP: 0; Rep: +2;
              Str 17, Dex 9, Con 15, Int 13, Wis 12,
              Cha 8.
              
                          
              Equipment: Blaster [Rifle], Vibroblade
              
                          
              Skills: Bluff +2, Gather Information +0, Intimidate
              +8, Knowledge (Streetwise) +6, Pilot +3, Read/Write Dosh, Repair
              +4, Search +5, Speak Basic, Speak Dosh, Swim +7
              
              Feats: Armor Proficiency (heavy, light, medium),
              Improved Initiative, Martial Artist, Quick Draw, Stealthy,
              Toughness, Two-weapon Fighting, Weapons Group Proficiency (blaster
              pistols, blaster rifles, heavy weapons, simple weapons, vibro
              weapons)  
                
                
                
                
                 | 
                
                  
                    |  |  
                    | character
                      type  petty
                      Bounty Hunter |  
                    | loyalty  Himself
                      or
                      whoever pays |  
                    | race  Trandoshan |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                        
                        
                        
                         |  |    
        
          
            | Gammoreran
              Mercenary |  
            | Most
              Gammoreans are seen as mere slaves to the Hutts.  Seen as
              mindless brutes who love nothing more than fighting with little
              reward.  Though this type-cast is true for many of this race,
              no all Gammoreans are stupid.  Seeing the Mercenary
              occupation as a natural way of using their talents, fighting, many
              Gammoreans escape slavery for this more profitable venture. 
              Whereas a Gammorean Guard is a scary tough individual, a
              calculating seasoned mercenary is much more dangerous and cannot
              always be tricked as easily as many would think. Gammorean:
              Adult Male Gamorrean, Thug 2; Init +0 (+0 Dex); Def 10
              ( +0 Dex, +0 Class); Spd 10m; VP/WP -/14; Atk +2
              ranged (by weapon), +6 melee (1d3+3, punch), +6 melee (1d6+3,
              Club/Baton); SQ Tainted; SV Fort +7, Ref +0, Will
              +0; SZ M; FP: 0; DSPs: 8; Rep: +0;
              Str 16 (+3), Dex 11 (+0), Con 14 (+2), Int 12
              (+1), Wis 10 (+0), Cha 10 (+0).
              
                          
              Equipment: Club/Baton
              
                          
              Skills: Climb +6, Intimidate +7, Profession (Mercenary) +5,
              Read/Write Gamorrean, Ride +2, Speak Gamorrean
              
              Feats: Armor Proficiency (light), Power Attack,
              Weapons Group Proficiency (blaster pistols, simple weapons, vibro
              weapons) Gammorean - mid level:
              Adult Male Gamorrean, Thug 2/Soldier 2; Init +0 (+0 Dex);
              Def 10 ( +0 Dex, +0 Class); Spd 10m; VP/WP -/14;
              Atk +4 ranged (by weapon), +8 melee (1d3+3, punch), +8 melee
              (1d6+3, Club/Baton), +9 melee (2d10+3, Vibro-Ax); SQ Dark
              Side; SV Fort +10, Ref +0, Will +0; SZ M; FP: 0;
              DSPs: 12; Rep: +0; Str 17 (+3), Dex 11
              (+0), Con 14 (+2), Int 12 (+1), Wis 10 (+0),
              Cha 10 (+0).
              
                          
              Equipment: Club/Baton, Vibro-Axe
              
                          
              Skills: Climb +6, Intimidate +7, Profession (Mercenary) +5
              Read/Write Gamorrean, Ride +2, Speak Gamorrean
              
              Feats: Armor Proficiency (light, medium), Cleave,
              Power Attack, Weapon Focus (Vibro-Ax), Weapons Group Proficiency
              (blaster pistols, blaster rifles, heavy weapons, simple weapons,
              vibro weapons) Gammorean - high level:
              Adult Male Gamorrean, Thug 2/Soldier 6; Init +0 (+0 Dex);
              Def 12 ( +0 Dex, +2 Class); Spd 10m; VP/WP -/14;
              Atk +13/+8 melee (1d6+4, Club/Baton), +13/+8 melee (1d6+4,
              crit 20, punch), +14/+9 melee (2d10+4, Vibro-Ax), +8/+3 ranged (by
              weapon); SQ Dark Side; SV Fort +12, Ref +2, Will +2;
              SZ M; FP: 0; DSPs: 20; Rep: +2; Str 18
              (+4), Dex 11 (+0), Con 14 (+2), Int 12 (+1),
              Wis 10 (+0), Cha 10 (+0).
              
                          
              Equipment: Club/Baton, Vibro-Axe
              
                          
              Skills: Climb +8, Craft (Vibro
              Weapons) +6, Demolitions +9,
              Intimidate +13, Knowledge (Streetwise) +6, Profession (Mercenary) +5, Read/Write
              Gamorrean, Ride +2, Speak Gamorrean, Survival +2Feats: Armor Proficiency (heavy, light, medium),
              Cleave, Great Cleave, Martial Artist, Power Attack, Two-weapon
              Fighting, Weapon Focus (Vibro-Ax), Weapons Group Proficiency
              (blaster pistols, blaster rifles, heavy weapons, simple weapons,
              vibro weapons) | 
                
                  
                    |  |  
                    | character
                      type  Mercenary |  
                    | loyalty  Himself |  
                    | race  Gammorean |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                        
                         |  |    
        
          
            | Cyborged
              Dool Gladiator |  
            | Outlawed
              on many worlds, Dool is a brutal gladiatorial sport which often
              leaves many an opponent dead.  For the victor however, there
              are many credits to be made, and the prestige of being a
              champion.  Dool fighters are tough and dangerous. Gladiator:
              Adult Male Devaronian [Male], Soldier 6; Init +2 (+2 Dex);
              Def 16 ( +2 Dex, +4 Class); Spd 10m; VP/WP -/16;
              Atk +7/+2 melee (1d6+1, crit 20, punch), +7/+2 melee (2d10+1,
              Vibro-Ax), +7/+2 melee (2d6+1, Vibroblade), +8/+3 ranged (by
              weapon); SV Fort +8, Ref +4, Will +1; SZ M; FP: 0;
              Rep: +2; Str 13, Dex 15, Con 16, Int 10,
              Wis 9, Cha 9.
              
                          
              Equipment: Vibro-Ax,
              Vibroblade
              
                          
              Skills: Craft (Vibro
              Weapons) +9, Intimidate +8, Knowledge (Streetwise) +5, Profession
              (Dool Gladiator) +4, Read/Write Devanronese, Repair +5, Speak
              Basic, Speak Devanronese, Treat Injury +2
              
              Feats:
              Ambidexterity, Armor Proficiency (heavy, light, medium), Dodge,
              Heroic Surge, Martial Artist, Power Attack, Two-weapon Fighting,
              Weapons Group Proficiency (blaster pistols, blaster rifles, heavy
              weapons, simple weapons, vibro weapons)           | 
                
                  
                    |  |  
                    | character
                      type  Gladiator |  
                    | loyalty  Himself |  
                    | race  Devronian |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                         |  |      
        
          
            | Tull
              Raine - Converted D6
              stats from Wretched Hives of Scum & Villainy |  
            | Of
              all the Dool fighters across the galaxy, none are as deadly and
              infamous as the Dool Champion, Tull Raine.  Raine is often
              found at The Broken Tusk on Reuss VIII.  A legend in the
              field of shock-boxing and the most dangerous of foes. Details of Tull
              Rainse can be found in Wretched Hives of Scum and Villainy
              by WEG Tull Raine:
              Adult Male Barabel, Soldier 18; Init +2 (+2 Dex); Def 23
              ( +2 Dex, +8 Class, +3 Species); Spd 10m; VP/WP 226/21;
              Atk +20/+15/+10/+5 ranged (by weapon), +24/+19/+14/+9 melee
              (1d6+6, crit 20, punch), +25/+20/+15/+10 melee (2d8+6,
              Shock-boxing Gloves); SQ Claws, Darkvision, Ferocious
              attack, Primitive, Radiation resistance, Tail; SV Fort +16,
              Ref +8, Will +6; SZ M; FP: 0; Rep: +6; Str
              22, Dex 15, Con 21, Int 11, Wis 10,
              Cha 13.
              
                          
              Equipment:
              Comlink, DataPad (+2 computer bonus on Intelligence checks
              relating to Computer Use checks involving downloading. 
              With related datacards +2 bonus to Knowledge checks.),
              Medpac, Personal Energy Shield, Vibroblade, Shock-boxing Gloves
              
                          
              Skills: Climb
              +12, Intimidate +20, Knowledge (Alien Races) +4, Knowledge
              (Business) +6, Knowledge (Planetary systems) +3, Knowledge
              (Streetwise) +12, Pilot +8, Profession (Shock-Boxing) +8,
              Read/Write Barabel, Repair +6, Search +5, Speak Barabel, Treat
              Injury +2
              
              Feats:
              Ambidexterity, Armor Proficiency (heavy, light, medium),
              Blind-fight, Cleave, Dodge, Exotic Weapon Proficiency
              (Shock-boxing gloves), Great Cleave, Heroic Surge, Improved
              Two-weapon Fighting, Infamy, Martial Artist, Mobility, Power
              Attack, Spring Attack, Two-weapon Fighting, Weapon Focus (Vibroblade),
              Weapons Group Proficiency (blaster pistols, blaster rifles, heavy
              weapons, primitive weapons, simple weapons, vibro weapons)       | 
                
                  
                    |  |  
                    | character
                      type  Shock-Boxer |  
                    | loyalty  Himself
                      / Empire |  
                    | race  Barabel |  
                    | GM
                      ID  Ugavine
                        
                        
                        
                        
                        
                        
                         |  |      
   
        
        
          
            |  GM Info |  Campaigns |  Alien Races |  
            |  Miscellaneous |  Technology |  Planets |  
            |  Characters |  Links |  Homepage |    |