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Characters
[Back to Characters]
PCs
[Ellhus Goordo] [Fable Elsin] [Kooth Odak] [Vangar] [Xorzin]
NPCs
[Natasha Adderly] [Zerek Squad]
[Deacon Mortua] [Eckard Lorre] [Fynn Dravvad] [Jun Cole] [Pedric Vortegern] [Po'me'nuk]



ELLHUS GOORDO
Ellhus Goordo     Ellhus (El) Goordo was born to a Rodian couple living in exile on Nar Shadaa. El’s father was a rare aberration, a pacifist Rodian, and was named an outlaw for it. Only days after El was born, his father was gunned down by a group of Rodian Hunters eager to collect the bounty on his head. El’s mother took him and fled to Nar Kritten, a planet on the edge of Hutt Space, and pleaded for sanctuary at the Jedi temple there. While on Nar Kritten, the Jedi of the temple recognized El’s innate Force talent. Deciding to give her son a better life than what she could provide, El’s mother gave him up to the Order.
    Unlike most other Jedi children, El was not sent to the Great Temple on Coruscant. Instead the Jedi of Nar Kritten trained him themselves. Determined to keep his Rodian heritage in check, the Jedi trained El as a consular and diplomat. After a couple years of training, it became apparent that El’s Rodian nature combined with the Force gave him an intuitive ability to get to the bottom of things. For this reason the Jedi instructed El in the ways of an Investigator.
    Due to his specialization in information gathering and diplomacy, Ellhus did not bother to learn an additional Form of lightsaber combat. Instead he concentrated on the basics and quick disarming practice of Form I, feeling that if he was ever in a situation where he would need to use his lightsaber he would be served by disarming his opponent as quickly as possible. However, he has recently begun looking at the highly defensive Form III as a way to augment his Form I style.
El's Lightsaber     Because of his unorthodox training, El has developed his own views on the Jedi Code, as well as his own Jedi ideals. He is very charismatic and likeable, rare traits in a Rodian. He enjoys interacting with all kinds of people and is usually found in local cantinas drinking with the blue-collared citizens. His love of life has developed into a strong connection to the Living Force, though his role as an Investigator links him to the Unifying Force.

Ellhus (El) Goordo: Male Rodian Jedi Consular 4/Jedi Investigator 3; Age: 26; Height: 1.6m; Weight: 70kg; Eyes: Purple; Hair: None; Skin: Brown-Green; Init +2 (+2 Dex); Defense 16 (+4 class, +2 Dex); Spd 10m; VP/WP 40/12; Atk +7 melee (1d3+2, unarmed) or +8 melee (3d8+2/19-20, lightsaber) or +7 ranged; SQ Deflect (defense +2), Deflect (attack –4), Profile, Target Bonus +2, Contact, Favor +1; SV Fort +7, Ref +6, Will +7; SZ M; FP 7; DSP 0; Rep +3; Str 15, Dex 15, Con 12, Int 14, Wis 14, Cha 14.
    Equipment: Lightsaber*, Jedi robes, comlink.
*Ellhus has constructed his own lightsaber (green blade).
    Skills: Bluff +10, Craft (lightsaber) +4, Diplomacy +12, Gather Information +13, Knowledge (Jedi lore) +4, Knowledge (streetwise) +7, Listen +4, Read/Write Basic, Read/Write Huttese, Read/Write Rodese, Read/Write Shyriiwook, Search +7, Sense Motive +9, Speak Basic, Speak Huttese, Speak Rodese, Speak Shyriiwook, Spot +4.
    Force Skills: Affect Mind +8, Enhance Ability +10, Enhance Senses +7, Heal Self +9, Move Object +6, See Force +6.
    Feats: Combat Expertise, Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitve, Track, Trustworthy, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).
    Force Feats: Alter, Attuned, Control, Knight Defense, Lightsaber Defense, Sense.


FABLE ELSIN
Fable Elsin     Fable Elsin was an orphan child from Alderaan who was taken into the Jedi Order at a very young age. Her first master, a Kel Dor by the name of Dorn Dol, was slain at the hands of one of his corrupted apprentices. After the death of her Master, a Twi'lek named Val Kaft took her as his Padawan.
    Fable is a devout Jedi who believes strongly in the Will of the Force. For her, the Jedi Code and the philosophical teachings of Jedi Master Odan-Urr are manifestations of the Will of the Force and, therefore, must be followed strictly. In this sense of devotion to the Force, the Jedi Order, while it stands to represent the Will of the Force, is still second to the Force itself.
    Fable Elsin has chosen the to be a Jedi Guardian rather than being in a position as a diplomat for the Jedi Order and the Galactic Republic because she believes in a system of non-interference between politics and the Jedi Order, and that such a conglomeration of the two can lead to corruption within the Order itself. Instead, she positions the Jedi Order to act as a pillar of pure peace and justice within the galaxy.
    With her philosophy in mind, she chose to study Form III for her Lightsaber Mastery. This is largely due to the fact that almost all criminals and armies in the galaxy use blaster technology. Her choice to use Form III also illustrates that she is devoted to the Jedi's restriction on the use of the Force to be solely for knowledge and defense.
Fable's Lightsaber     With what appeared to be the return of a Sith Lord at the Battle of Naboo, Fable fears that the Sith were not wiped out at the Battle of Ruusan, and that they may take advantage of the corruption in the Senate to create a front for another war.
    Fable's primary goal is to graduate from Padawan to Knighthood. She believes that she can help to change the structure of the Jedi Order which will help protect the galaxy from threats of another Sith War, but in order to gain the ability to do this she must first sit on the Jedi Council.
    Fable strictly follows the Jedi Code and the philosophical teachings of Jedi Masters Odan-Urr and Yoda. This largely defines her disposition as a Jedi. She is emotionless and yet she is still kind and generous to strangers. She is disciplined and honest, and honors life while still realizing that death is only the transition from matter to the Force. She is a model Padawan and Jedi.

Fable Elsin: Female Human Jedi Guardian 7; Age: 22; Height: 1.7m; Weight: 69kg; Eyes: Blue; Hair: Brown; Skin: Fair; Init +2 (+2 Dex); Defense 18 (+6 class, +2 Dex); Spd 10m; VP/WP 60/16; Atk +9/+4 melee (1d3+2, unarmed) or +11/+6 melee (3d8+2/19-20, lightsaber) or +9/+4 ranged; SQ Deflect (defense +1), Deflect (attack –4), Deflect (extend defense and attack); SV Fort +8, Ref +6, Will +5; SZ M; FP 7; DSP 0; Rep +2; Str 14, Dex 14, Con 16, Int 12, Wis 13, Cha 11.
    Equipment: Lightsaber*, Jedi robes, comlink.
*Fable has constructed her own lightsaber (green blade).
    Skills: Balance +9, Craft (lightsaber) +5, Jump +3, Knowledge (Jedi lore) +5, Knowledge (the Force) +5, Read/Write Basic, Read/Write Ryl, Speak Basic, Speak Ryl, Tumble +9.
    Force Skills: Affect Mind +5, Battlemind +9, Enhance Ability +6, Enhance Senses +5, Force Defense +5, Heal Self +5, Move Object +5, See Force +2.
    Feats: Combat Reflexes, Dodge, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).
    Force Feats: Alter, Burst of Speed, Control, Knight Defense, Lightsaber Defense, Sense.


KOOTH ODAK
    Kooth Odak is a male Zabrak from the harsh Zabrak homeworld of Iridonia. He was discovered by the Rodian Jedi Master Navik on his homeworld during a Jedi aided evacuation of a city threatened by a massive acid swirl. Navik, sensing that Kooth was strong in the Force, took the young boy to Coruscant where he immediately took Kooth on as his Padawan learner.
    Kooth Odak is generally a snob, and his ability with the Force has made him rather arrogant --- a trait not uncommon to younger Jedi. Because of this, he feels generally superior to lesser or more primitive species found throughout the galaxy.
    Kooth has chosen to become a Jedi Guardian rather than a diplomat because he prides himself on the Jedi mandate of actively serving the Republic as an agent of peace and justice. He also prides himself on his fighting prowess and technique, and awaits the day that he will be able to prove himself in battle.
    Kooth Odak is studying Form III for his Lightsaber Mastery dues to the wide use of blaster technology throughout the galaxy. Kooth feels that being able to defend against blaster weapons is a vital aspect of serving the Jedi Order as a Guardian, as almost all criminals and armies (even primitive ones) use blasters.
    Kooth Odak's primary goal is to graduate from Padawan to Knighthood, and fulfill his duty to the Jedi Order and the Republic.
    Padawan Odak, as a result of his very young childhood, is afraid of circumstances which he cannot control or alter to the point of partial control. Catastrophic weather conditions fit this description.

Kooth Odak: Male Zabrak Jedi Guardian 7; Age: 23; Height: 1.9m; Weight: 72kg; Eyes: Black; Hair: Red; Skin: Tan; Init +5 (+1 Dex, +4 Improved Initiative); Defense 17 (+6 class, +1 Dex); Spd 10m; VP/WP 61/16; Atk +11/+6 melee (1d3+4, unarmed) or +13/+8 melee (3d8+4/19-20, lightsaber) or +8/+3 ranged; SQ Deflect (defense +1), Deflect (attack –4), Deflect (extend defense and attack); SV Fort +10, Ref +6, Will +7; SZ M; FP 7; DSP 0; Rep +2; Str 18, Dex 13, Con 16, Int 13, Wis 13, Cha 11.
    Equipment: Lightsaber*, Jedi robes, comlink.
*Kooth has constructed his own lightsaber (blue blade).
    Skills: Balance +4, Craft (lightsaber) +11, Read/Write Basic, Read/Write Rodese, Read/Write Zabrak, Speak Basic, Speak Rodese, Speak Zabrak, Tumble +6.
    Force Skills: Battlemind +10, Force Defense +6, Force Strike +5, Heal Another +5, Heal Self +8, Move Object +4.
    Feats: Exotic Weapon Proficiency (lightsaber), Force-Sensitve, Improved Initiative, Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).
    Force Feats: Alter, Burst of Speed, Control, Dissipate Energy, Lightsaber Defense, Sense.


VANGAR
Vangar     One of the few Barabel Jedi in the history of the Order, Vangar was identified early and brought to the Jedi Temple on Coruscant. Because of his aggressive nature there was some doubt as to whether he could be a Jedi. The council debated this but eventually decided that they should give him a chance.
    Vangar struggled to suppress his natural rage and aggressiveness. The Jedi Council knew they could not make his aggressiveness disappear so they needed to give him a master that could help him control those tendencies. They decided on a Wookiee Jedi Master named Rorworr, because he had had to learn to control natural rage, and had become a powerful Jedi that could use his aggressiveness but in a controlled manner. His master had been well trained in the art of the lightsaber, so he soon followed suit and began to train heavily in lightsaber combat, when it came time to choose a Form he decided on one that could let him be aggressive without totally abandoning defense, so he chose Form V. As he began to go on missions with his master, word spread to Barab I and most other Barabels, began to hear about his exploits and soon he become one of the most popular and respected Barabels. For this reason, he worked extra hard, because he knew that he was being watched by everyone back home and he became so afraid that he might let them down and disappoint them. He knew that a few Barabels had given his species a bad name and he wanted to change all that.
Vangar's Lightsaber

Vangar: Male Barabel Jedi Guardian 5/Jedi Weapon Master 2; Age: 23; Height: 2.2m; Weight: 102kg; Eyes: Orange; Hair: None; Skin: Black; Init +3 (+3 Dex); Defense 22 (+7 class, +3 Dex, +2 natural armor); Spd 10m; VP/WP 47/11; Atk +10/+5 melee (1d6+3/20, unarmed; claws, tail, or bite) or +11/+6 melee (3d8+3/19-20, lightsaber) or +10/+5 ranged; SQ Darkvision 20m, Low-light Vision, Deflect (defense +2), Deflect (attack –4); SV Fort +6, Ref +9, Will +5; SZ M; FP 7; DSP 0; Rep +3; Str 16, Dex 16, Con 11, Int 13, Wis 10, Cha 11.
    Equipment: Lightsaber*, Jedi robes, comlink.
*Vangar has constructed his own lightsaber (green blade).
    Skills: Balance +8, Intimidate +10, Jump +7, Knowledge (Outer Rim) +4, Read/Write Barabel, Read/Write Basic, Read/Write Shyriiwook, Speak Barabel, Speak Basic, Speak Shyriiwook, Tumble +9.
    Force Skills: Affect Mind +5, Battlemind +8, Force Stealth +5, Move Object +8.
    Feats: Cleave, Combat Expertise, Exotic Weapon Proficiency (lightsaber), Force-Sensitve, Power Attack, Weapon Focus (lightsaber), Weapon Group Proficiency (primitive weapons), Weapon Group Proficiency (simple weapons).
    Force Feats: Alter, Control, Lightsaber Defense, Sense.


XORZIN
Xorzin     One of the few Falleen Jedi in the history of the Order, Xorzin (pronounced SHOR’zin) was identified early and brought to the Jedi Temple on Coruscant. Due to his unique stature as a Falleen he stood out from his peers. Despite this, Xorzin got along with his peer group, owing to the legendary charisma of the Falleen people. Because of his heritage, the Jedi Council looked to train him in diplomacy and negotiation feeling that his innate ability to charm people would aide in these matters. However, while training in the basics of the Force with Master Yoda, Xorzin latched onto one tenant of the Jedi philosophy; the lightsaber is a Jedi’s life. Taking this belief and combining it with his considerable agility, Xorzin began to train extensively in lightsaber combat. When the time came for him to be assigned to a Master, the young Falleen was overjoyed when the diminutive Lannik Master Even Piell selected him as his Padawan. The legendary Jedi Master was revered for his fighting skills and Xorzin held him in high esteem for his sense of honour. Master Piell instructed Xorzin in Ataru; the Force infused, acrobatic Lightsaber Combat Form IV. Master Piell also instructed his Padawan in the construction of various lightsaber designs.
    Xorzin is calm and soft spoken. He prefers to stay in the background and observe the goings-on of others. When he does speak he rarely raises his voice and is quite good at ingratiating himself to people. He carries about him an air of confidence and serenity (common to most Jedi), although he can be brash and headstrong at times. However, due to his Falleen heritage, he can come across as arrogant and condescending toward others, specifically non-Jedi. He follows the Jedi Code but will stray from it when he feels it would best serve the situation.
Xorzin's Lightsaber     Xorzin’s lightsaber design focuses on balance. The hilt follows a simple design with no overly ornate decorations. It was designed with combat in mind, especially lightsaber dueling. With the reemergence of the Sith around the same time as Xorzin’s apprenticeship, the young Jedi thought he should prepare in case he ever had to face a warrior of the same caliber that killed Master Qui-Gon Jinn, a legendary duelist. Xorzin’s lightsaber is multi-phasic, able to be set at three different lengths (0.7m, 1.3m, 3m) by twisting the hilt. Also, at the touch of a button, Xorzin is able to cut the power from his blade reducing the blade to no more than a shaft of light that causes a mild tingle. In this power level, the blade is no longer tangible and will allow anything to pass through it. With these modifications, Xorzin is able to surprise opponents with feints and gambits that are designed to confuse and disorient. In its standard 1.3m configuration, the lightsaber’s blade is blue, while at the other two the blade becomes green (lighter at 3m and darker at 0.7m).


Xorzin: Male Falleen Jedi Guardian 6/Jedi Weapon Master 1; Age: 23; Height: 2.2m; Weight: 104kg; Eyes: Yellow; Hair: Black; Skin: Deep Green; Init +4 (+4 Dex); Defense 20 (+6 class, +4 Dex); Spd 10m; VP/WP 68/16; Atk +9/+4 melee (1d3+2, unarmed) or +12/+7 melee (3d8+2/19-20, lightsaber) or +11/+6 ranged; SQ Pheromones (+1 to Cha skills/hr, max +4), Hold Breath (40 rounds), Deflect (defense +2), Deflect (attack –4), Deflect (extend defense and attack); SV Fort +9, Ref +10, Will +5; SZ M; FP 7; DSP 0; Rep +2; Str 15, Dex 18, Con 16, Int 13, Wis 13, Cha 14.
    Equipment: Lightsaber*, Jedi robes, comlink.
*Xorzin has constructed his own lightsaber (blue blade).
    Skills: Balance +9, Bluff +3, Craft (lightsaber) +5, Diplomacy +4, Gather Information +3, Intimidate +3, Jump +7, Read/Write Basic, Read/Write Falleen, Speak Basic, Speak Falleen, Tumble +10.
    Force Skills: Affect Mind +5, Battlemind +11, Enhance Ability +9, Force Strike +5, Heal Self +7, Move Object +5.
    Feats: Cleave, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Force-Sensitve, Power Attack, Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).
    Force Feats: Alter, Control, Sense.


NATASHA ADDERLY
    Born to a well-off family on Kuat, Natasha Adderly was bred to lead. At the age of 19, Natasha enlisted in the System Defense Force and applied to the officer program. While in the academy, she excelled in battlefield tactics as well as in politics and diplomacy.
    Natasha graduated the academy among the top of her class and was given a position as a bridge officer aboard Star of the Galaxy, a picket ship that patrolled Kuat’s inner system and protected its shipyards. Natasha made a serious and dedicated officer. She routinely received good reviews from her commanders and rose steadily up the ranks.
    At the start of the Clone Wars, Natasha was a commander serving planetside. However, the call came out that the Republic was in need of good officers to command the ships of the newly formed Grand Army of the Republic. Natasha was recommended by the Kuat SDF board of review and was given her first command of the Acclamator II-class Assault Ship Arca Jeth.
    Captain Adderly is a by-the-book commander who takes her job seriously. She respects the Jedi, but where her ship is concerned, she has the last word.

Captain Natasha Adderly: Female Human Noble 3/Soldier 2/Officer 2; Age: 40; Height: 1.6m; Weight: 59kg; Eyes: Blue; Hair: Auburn; Skin: Tan; Female Human Noble 3/Soldier 2/Officer 2; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); Spd 10m; VP/WP 41/12; Atk +5 melee (1d3, unarmed) or +6 ranged (3d6 or DC 15 stun, blaster pistol); SQ Bonus Class Skill (Astrogate), Favor +2, Inspire Confidence, Resource Access, Leadership; SV Fort +7, Ref +5, Will +7; SZ M; FP 2; DSP 0; Rep +3; Str 10, Dex 12, Con 12, Int 13, Wis 14, Cha 15.
    Equipment: Blaster pistol, Arca Jeth [Acclamator II-class Assault Ship], crew and clone troopers.
    Skills: Astrogate +6, Computer Use +9, Diplomacy +13, Gather Information +6, Knowledge (bureaucracy) +8, Knowledge (tactics) +11, Pilot +6, Read/Write Basic, Sense Motive +13, Speak Basic, Speak Shyriiwook (understand only).
    Feats: Armor Proficiency (light), Bureaucratic Flare, Point Blank Shot, Precise Shot, Skill Emphasis (Sense Motive), Starship Operation (capital ship), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (simple weapons).



DEACON MORTUA
    Deacon Mortua was once a member of the Mandalorian Supercommandoes, serving alongside Jango Fett in Jaster Mereel’s company. After the Mandalorians were smashed as a military power by the Jedi and scattered to the cosmic winds, however, Deacon became just another mercenary for hire.
    Deacon was born on the small world of Danpiious on the fringe of Wild Space. Danpiious is a typical frontier world; a dusty little backwater full of outlaws and other lowlifes. Deacon’s father, Tailen, was a member the Danpiious Sheriff’s Department; his mother had died giving birth to Deacon. Tailen Mortua was a by-the-book Sheriff’s Deputy and served with distinction on the force. His father’s devotion to the force and to keeping the citizens of Danpiious safe from the various outlaws of the frontier inspired a young Deacon to join the Sheriff’s Department when he was old enough.
    After completing training at the Academy, Deacon was assigned to work with his father out in the wastes of Danpiious. Tailen and Deacon were tasked with bringing a gang of bantha rustlers to justice, which seemed like an easy enough job. However, while pursuing a pair of the thieves into a gorge, father and son were ambushed by the gang. Out numbered and out gunned, the pair readied themselves for their last stand. In the ensuing firefight, Tailen was clipped in the shoulder by a stray blaster bolt and spun around out from the rocky outcropping, behind which they had taken cover. Deacon reached out to pull his father back to safety when another blast caught Tailen in the head. Deacon watched in horror as his father collapsed in front of him.
    Burning with vengeance now, young Deacon surged from his hiding spot to the wall of the gorge. With the agility of a spider, he bound up the cliff face and into the midst of the gang. In less than a minute the rustlers were no more than piles of burnt flesh.
    Deacon was awarded a number of commendations for his actions but nothing ever helped salve his pain. He carried on for years as a Deputy, always volunteering for the most dangerous assignments. That is what brought him to the attention of a Mandalorian commander by the name of Jaster Mereel.
    One day, Mereel approached Deacon and offered him a position in his company. The young man accepted with little contemplation, after all, there was nothing keeping him on Danpiious anymore.
    As a Mandalorian Supercommando, Deacon retained his willingness to put himself in harms way in order to get a job done. He was rebelling against life and would have met his end in no time had Mereel not given him command of a tactical squad.
    Life as a squad leader sobered Deacon to the realities of life. He ceased living his life devil-may-care and began living for the men directly under him. Dubbing his squad the Womp Rats, he created an elite infiltration team that boasted the ability to break into any instillation in the galaxy. Not only did the team become a force to be reckoned with, but they also became fast friends, going so far as tattooing the squad’s insignia on their right shoulders to show their commitment to each other.
    Unfortunately, this new life of his was not to last.
    The first tragedy to strike Deacon was the death of Jaster Mereel on Korda 6 by the man named Vizsla, who lead the Mandalorians rival company, the Death Watch. After Mereel's death, a young Jango Fett took leadership of the Manadalorians. However, the final decisive blow to Deacon came when the Mandalorians were lured into battle on Galidraan. Orchestrated by Vizsla, the Mandalorians were brought into conflict with the Jedi Knights. In the conflict, the Womp Rats were separated from the main company. Pulling back into a mountainous area where they could put their backs against something solid an begin a counter offensive, the Womp Rats were caught with nowhere left to go. Seeing an uncanny similarity between his current situation and the life-altering ambush years before, Deacon pushed the attack, only to be tossed aside by a Jedi’s Force push. Slamming into the rocky wall, Deacon was rendered unconscious and left for dead. When he awoke hours later he saw that his entire squad had been wiped out.
    Revenge once again fueled Deacon’s existence as he scoured the universe for those he knew were responsible the doublecross; the Death Watch. As fate would have it, however, Deacon always found himself catching up with the Death Watch only after they had tangled with his old compatriot, Jango Fett. Doing his part, Deacon would slay any survivors and continue on to his next destination.
    Unlike his former commander, Deacon didn’t fall into a life of bounty hunting; instead he became a gun-for-hire, fighting other people’s wars for them. He had no interest in bringing people to justice, he cared only for destruction. Wearing his Mandalorian armor as a means to intimidate both employers and adversaries, Deacon became a sought after mercenary. He never strayed too far Coreward, though; he never wanted to flaunt his existence at the Jedi.
    After fighting dozens of local disputes and gang wars Deacon noticed a growing trend for conflict with the Republic and sensed that something monumental was about to happen.
    One day Deacon received two bits of news that left him staggered; Jango Fett was dead and the Republic was going to war. This news was followed shortly by an encounter with a creature who claimed to be a sworn enemy of all Mandalorians; a being who called itself Durge. Deacon was attacked by the juggernaut and was beaten severely in a battle that cost him his right eye. Beaten and bloody, Deacon managed to escape the crazed creature and return to his ship.
    His encounter with Durge and the escalating war between the Republic and the Confederacy of Independent Systems convinced Deacon that it was time to hang up his armor and don something new. Now equipped with a light padded flight suit and a new cybernetic eye, Deacon can be found just about anywhere there is a battle.

    Deacon Mortua is built like a brick wall. Standing 1.9m tall and weighing 100kg, the man is massive with broad shoulders and powerful arms and legs. His head is topped by short, black hair and his face is typically framed by a few days worth of stubble. A thick scar stretches from his hairline across his right eye to just above his lip, a remembrance of his fight with Durge. In his damaged eye socket sits a metallic cybernetic replacement with a glowing red pupil. His other eye shows the normal deep brown that was once the color shared by both. On his right shoulder is the Womp Rats tattoo that he displays with pride to show respect for his fallen comrades-in-arms.

Deacon Mortua: Male Human Soldier 6/Elite Trooper 7/Scoundrel 1; Age: 42; Height: 1.9m; Weight: 100kg; Eyes: Brown; Hair: Black; Skin: Medium; Init +7 (+3 Dex, +4 Improved Initiative); Defense 20 (+7 class, +3 Dex); DR 5; Spd 10m; VP/WP 125/14; Atk +15/+10/+5 melee (1d4+2/20, unarmed) or +15/+10/+5 melee (1d4+2/20, knife) or +11/+6/+1 melee (1d6+2/20, vibroblade) or +11/+6/+1 melee (1d6+2, garrote wire) or +13/+8/+3 ranged (2d4/20, laser gauntlet) or +13 ranged (2d6/20, flamethrower gauntlet) or +11 ranged (2d6/20, rocket darts) or +13 ranged (5d6/3d6, missile) or +13 ranged (special, whipcord) or +18/+13/+8 ranged (3d8+2/19-20, blaster carbine) or +17 ranged (DC 15/12, stun grenade) or +17/+12/+7 ranged (3d6/20 or DC 15 stun, blaster pistol); SQ Uncanny Dodge (Dex bonus), Uncanny Dodge (can’t be flanked), Illicit Barter; SV Fort +12, Ref +11, Will +7; SZ M; FP 2; DSP 2; Rep +5; Str 14, Dex 16, Con 14, Int 13, Wis 12, Cha 11.
    Equipment: Modified medium battle armor, flight suit, padded flight suit, jet pack (with integrated missile launcher), blaster carbine equipped with stun grenade launcher, blaster pistol, laser gauntlet, flamethrower gauntlet, whipcord, rocket darts, garrote wire, retractable vibroblades, magnetic grappling hook, survival knife, ammo belt, antisecurity blades, security belt, MandalMotors Striker-class scout ship (Mandalore’s Fist), cybernetic eye (+1 equipment bonus to all ranged attack rolls).
    Skills: Astrogate +7, Bluff +3, Climb +6, Computer Use +8, Demolitions +6, Disable Device +5, Gather Information +3, Hide +7, Intimidate +7, Jump +6, Knowledge (tactics) +6, Knowledge (Mandalorian history) +6, Listen +10, Move Silently +11, Pilot +8, Read/Write Basic, Read/Write Mandalorian, Repair +7, Sense Motive +6, Speak Basic, Speak Mandalorian, Spot +10, Treat Injury +7.
    Feats: Armor Familiarity (medium battle armor), Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Dodge, Improved Initiative, Martial Arts, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Shot on the Run, Starship Operation (space transport), Weapon Focus (blaster rifle), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons), Weapon Specialization (blaster rifle).

Equipment
    Armor: Deacon’s armor is basic Mandalorian armor similar to that used by Jango Fett, although Deacon has changed the weapons configuration to suit his own needs. Deacon’s armor also has more solid plates than most Mandalorians tend to use. His suit is composed of the standard three-piece breastplate, gorget (collar plate), pauldrons (shoulder plates), vambraces (wrist plates), cod, falds (thigh plates), kneepads, jambs (shin plates), and plated boots, but it also has rerebraces (upper arm plates), and plates on the backs of the gloves. Deacon’s helmet is identical to other Mandalorians and includes macrobinoculars, motion sensors (+2 equipment bonus on Spot checks), sound sensors (+2 equipment bonus on Listen checks), infrared sensors (enabling Deacon to see black-and-white images up to 20 meters away in complete darkness), a comlink, and a broadband antenna/signal interceptor (allowing the wearer to both multiply a comlink’s range by 10, and to eavesdrop on electronic communications with a successful Computer Use check against DC 15). The helmet also features a rangefinder that reduces range penalties by half.
    The armor plates of Deacon’s suit are a deep gray in color while he changes his flight suit to fit the environment his mission will take place in (green for forest, light brown for desert, white for snow, etc.)
    Deacon recently wears a black and blue padded flight suit instead of his Mandalorian armor, though he still wears his weapon gauntlets.
Armor Cost Damage Reduction Maximum Dex Bonus Armor Check Penalty Speed (10m) Weight
Medium battle armor (modified) 13,500 5 +2* -5* 8m 25kg
Padded flight suit 800 2 +4 -2 10m 5kg
*Armor Familiarity increases Max Dex Bonus to +3 and decreases ACP to –4 for Deacon while he is wearing his armor.

    Mitrinomon Z-6 Jet Pack: Allows flights of up to 500 meters on a full tank of fuel. The jet pack and flamethrower gauntlet draw from the same fuel source; every point of damage dealt by the flamethrower reduces the maximum distance of the jet pack by 1 meter, and when fuel runs out, the flamethrower becomes inoperative.
    Mitrinomon Missile Launcher: Integrated into the jet pack, it fires an explosive warhead or a magnetic grappling hook and 30-meter line.
    Antisecurity Blades: These electronic devices bypass force fields and jam security devices with bursts of high-frequency harmonic interference waves. They can also be used to defeat electronic locks. The blades provide a +2 equipment bonus on Disable Device checks.
    Security Jack: A retractable terminal jack that plugs directly into computers or other electronic devices (such as locks) to aid in by passing security. The jack provides a +4 on Disable Device and Computer Use checks.
    Czerka CZ-28 Flamethrower Gauntlet: The left wrist gauntlet contains a miniature flame projector, which shoots a gout of flame up to 6 meters. A target struck by the flame makes a Reflex save (DC 15) to take only half damage; a second Reflex save (DC 15) must succeed to avoid catching on fire. The flamethrower uses the same fuel source as the jet pack, as noted above.
    Whipcord: The whipcord mounted in the right wrist gauntlet deals only vitality point damage, even on a critical hit. It deals no damage to targets wearing armor or creatures with natural damage reduction. The whipcord can only be used against a target within 6 meters of Deacon. On a successful hit, the target must make a Reflex save (DC 20). If the roll fails, the whipcord entangles the target.
    Locris Syndicates RDP Rocket Darts: The kneepads are equipped with rocket dart launchers, one per knee. In melee combat, Deacon can choose to attack with a knee strike at a –2 penalty. If the attack succeeds, it deals normal damage, and the impact launches the dart, which deals additional damage. The darts can be activated by hand, but their limited range drastically reduces their effectiveness in this mode.
    Prax Arms LG-5 Laser Gauntlet: The right wrist gauntlet can fire an intense laser beam.
    Garrote Wire: The left wrist gauntlet contains a retractable garrote wire. The garrote can only be used with a successful grapple check. For each round after the first that it remains around the target’s throat, the garrote deals an additional 1d6 damage, and in the round after the garrote was attached, the target begins to suffocate.
    Czerka Retractable Vibroblade: The right wrist gauntlet is equipped with a single retractable, broad bladed vibroblade that springs from the gauntlet to a length of just over 20 centimeters.
    Merr-Sonn BC7 Blaster Carbine: A high-end blaster carbine produced by Merr-Sonn fitted with the optional stun grenade launcher.
    Merr-Sonn Stun Grenade Launcher: Deacon’s blaster carbine is fitted with a launcher that fires stun grenades up to 20 meters.
    Merr-Sonn Hawkbat: A tactical blaster produced by Merr-Sonn, it is favoured by mercenaries due to its rugged durability and reliability under fire.
    Mandalorian Hunting Knife: A traditional weapon carried by Mandalorian warriors that can be used in hand-to-hand combat or as a bayonet.
Weapon Damage Critical Range Increment Weight Type Cost
Missile launcher 5d6 - 50m (6m) 10kg Energy 2,000
Flamethrower gauntlet 2d6 20 2m - Energy 800
Whipcord 1d2* - * 2kg Slashing 750
Rocket darts 2d6 20 2m 0.1kg Piercing 500
Laser gauntlet 2d4 20 10m - Energy 1,500
Garrote wire 1d6* - * 0.1kg Slashing 500
Retractable vibroblade 1d6 20 - 1kg Energy 200
Blaster carbine 3d8+2 19-20 20m 2.2kg Energy 1,000
Stun grenade launcher * - * 5kg Energy 2,000
Blaster pistol 3d6 20 10m 1kg Energy 500
Survival knife 1d4 20 2m 1kg Piercing 25
*See weapon descriptions above.


ECKARD LORRE
    The failed Jedi Eckard Lorre was born on the Republic Capitol world of Coruscant to unknown parents, inhabitants of the lower levels. He was identified early by the Jedi Council and taken to the Temple to be trained. However, despite years of training in the ways of the Jedi, Lorre showed a lack in Force attunement, manifesting mostly in an inability to use the more physical aspects, and dedication to the Jedi Code. For this reason, he was relegated to the Agri-Corps. Feeling that he didn’t deserve such a low position, Lorre became bitter and angry at the Order. He left the Order soon after his 21st birthday.
    For the next few years Lorre wandered the galaxy, exploring the vast number of planetary systems and spatial anomalies. Through the years of exploring, Lorre sank deeper into his hatred for the Jedi, slipping further and further toward the Dark Side. Finally he found himself on the planet Corelsha somewhere on the fringe of Known Space. Corelsha is a small planet made up of a mostly barren surface with only one large sea. However, it does have a large tropical rainforest growing at its equator near the shores of the sea. This rainforest is home to a number of rare and very deadly plants. The planet’s inhabitants care little for the goings-on of the galaxy at large, content to fight amongst themselves for control of their planetary government (a complex system of ruling houses ruled over by a reigning emperor who obtains power by outmaneuvering and assassinating his rivals. The planet and its government are sheltered from any outside interference by a vast asteroid field that surrounds the system.
    It is on Corelsha that Lorre began his tutelage in the art of assassination by some of the Corelshian masters. He learned to not only use deadly poisons and sinister instruments of death, but also to use his body as a weapon should he need to. Despite his failure as a Jedi, Lorre excelled in his physical training, learning a number of martial arts. He also was instructed in military tactics and became a master tactician; his shrewd mind was able to read the battle plans of others and guide them to where he wanted them to go without them having the slightest idea that it was not they who were in control. Soon Lorre outgrew his teachers and killed them. Knowing that his shrewd mind would be able to handle the rigors of ruling Corelsha, but preferring rather to stay in the background and control the throne that way, Lorre set up a puppet in his place and ruled Corelsha for almost a decade before his puppet was assassinated. Feeling ambition pulling him off world, Lorre left soon after to see where else his special talents and growing ambition would take him.
    Finally, Lorre gained employ with Count Dooku, the leader of the Confederacy and a man after Lorre’s own heart. Although unable to influence the powerful Jedi’s mind, Lorre proved his value to Dooku who gave him an advisory position on his own council shortly before the Battle of Geonosis and the start of the Clone Wars.
    Eckard Lorre is a cunning and sinister man, who has lost any shred of Jedi nobility he may have possessed. Despite being a one-time Jedi, he has become corrupted by the Dark Side and feels no compulsion to display any compassion for his fellow sentients; the other beings in the galaxy are his pawns to be used as he sees fit. Lorre is extremely intelligent and observant. He is a master tactician and is capable of understanding the mindsets of others just by observing them. He is also very ambitious and will let nothing stand between him and his goals.
    Despite his finely tuned mental and physical powers, Lorre has taken to using various spices to enhance his abilities. He is especially fond of glitterstim since it attunes his already perceptive mind and allows him to peer into the minds of others more easily. Unfortunately, Lorre has recently become addicted to these narcotics and has squandered quite a fortune in obtaining them.
    Physically, Lorre is a short, rail thin, fair-skinned man with closely set, pale blue eyes, unwieldy salt and pepper hair, a narrow, clean-shaven face with a thin, aquiline nose and weak chin. He stands no more then 1.5 meters tall and is deceptively sickly looking. However, his cable-like muscles allow him to move with incredible speed when needed and give him surprising strength. Overall, his appearance tends to put people off their guard, thinking him no more than a weak advisor, all the while hiding a deadly killing machine.
    At all times Lorre wears his old lightsaber on his belt to intimidate others and to show that he was once a Jedi and is capable of calling on the Force. He rarely uses his old Jedi weapon, though, preferring to use more subtle methods. He always has an assortment of poisoned darts and knives at his disposal, as well as a holdout blaster hidden on his person.

Eckard Lorre: Male Human Jedi Consular 3/Scoundrel 3/Soldier 6/Martial Arts Master 3; Age: 40; Height: 1.5m; Weight: 75kg; Eyes: Pale Blue; Hair: Gray & Black; Skin: Fair; Init +7 (+3 Dex, +4 Improved Initiative); Defense 25 (+10 class, +3 Dex, +2 Defensive Martial Arts); Spd 10m; VP/WP 105/14; Atk +16/+11/+6 melee (3d4+3/17-20, unarmed) or +16/+11/+6 melee (2d8+3/19-20, lightsaber) or +16/+11/+6 ranged (3d4 or DC 10 stun, holdout blaster); SQ Deflect (Defense +1), Deflect (Attack –4), Illicit Barter, Lucky (1/day), Precise Attack +1, Uncanny Dodge (retain Dex bonus); SV Fort +13, Ref +13, Will +10; SZ M; FP 2; DSP 15; Rep +5; Str 16, Dex 16, Con 14, Int 16, Wis 14, Cha 18.
    Equipment: Lightsaber (blue blade), holdout blaster, various knives, darts, and poisons.
    Skills: Balance +9, Bluff +11, Diplomacy +10, Gather Information +10, Hide +9, Intimidate +13, Knowledge (Jedi lore) +4, Knowledge (military tactics) +7, Knowledge (poisons) +6, Move Silently +10, Read/Write Basic, Read/Write Huttese, Read/Write Rodese, Sense Motive +8, Sleight of Hand +10, Speak Basic, Speak Huttese, Speak Rodese, Spot +8, Tumble +10.
    Force Skills: Affect Mind +12, Enhance Ability +10, Far Seeing +6, Telepathy +8.
    Feats: Advanced Martial Arts, Armor Proficiency (light), Combat Expertise, Combat Reflexes, Defensive Martial Arts, Echani, Echani Expertise, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Martial Arts, K’tara, K’tara Expertise, Martial Arts, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).
    Force Feats: Alter, Sense.



FYNN DRAVVAD
    Born to a wealthy family on the Outer Rim world of Adumar, Fynn Dravvad was a child of privilege. At a young age he began training with blades and was considered a protégé by his teachers. His family was extremely proud of his abilities and saw great things for him.
    When he was of age he entered into service with the Royal Military. It was while he was serving his tour that he first saw a Jedi in action. His unit had pursued an Adumari terrorist cell to an area just outside the Capital. Before they could move in, a Jedi approached his unit and told them to stand down and took it upon himself to bring the terrorists out. Fynn couldn’t believe that one man would be able to take on, much less defeat, five Adumari terrorists so he secretly followed the Jedi. As the Jedi confronted the terrorists, they rushed him with vibro sabers. The Jedi acted immediately and was able to vanquish all the terrorists quickly. Fynn was amazed. He had always been told that he was an exceptional duelist and yet this Jedi dispatched five skilled swordsmen within a matter of moments. From that point on Fynn was consumed by a desire to test himself against a Jedi in an open duel.
    To this end, Fynn intensified his training after he left the military and began designing a weapon that stand against a Jedi’s lightsaber on equal ground. An acquaintance from the military aided Fynn with the technical aspects of the construction and soon he completed his static field plasma cutlass, an extremely powerful melee weapon that can be just as tricky to wield as a lightsaber.
    Fynn taught himself to wield the plasma cutlass as if it were an extension of his own arm. Soon he believed himself ready to test his abilities but never found an opportunity to face a Jedi.
    Just before the outbreak of the Clone Wars, the eminent Admiral Pedric Vortegern came to Adumar to speak on behalf of the Separatist ideals in a bid for Adumari support. While he was on world, Vortegern witnessed one of Fynn’s duels. The Confederate admiral offered the youth a position on his staff as a bodyguard and aide de camp. Fynn readily accepted.
    Fynn Dravvad has a highly developed sense of honor stemming from his training in the art of the duel. However, he can be arrogant at times. Although skilled in matters of statecraft, Fynn is still a little naïve in galactic politics. While he respects the Jedi and their abilities, he believes that they are only blindly following the Republic.
    Fynn is a tall, attractive young man who always has a dashing smile on his face. He tends to dress with a flare that marks him in a crowd. His shoulder length blond hair is left loose to frame his face, though he does wear a headband to keep his hair out of his eyes while he duels.

Fynn Dravvad: Male Human Soldier 6/Noble 1/Master Duelist 8; Age: 29; Height: 1.9m; Weight: 90kg; Eyes: Green; Hair: Blond; Skin: Medium; Init +3 (+3 Dex); Defense 24 (+11 class, +3 Dex); Spd 10m; VP/WP 114/14; Atk +15/+12/+5 melee (1d3+3, unarmed) or +16/+11/+6 melee (1d8+5 or 2d6+9/18-20, plasma cutlass) or +15/+12/+5 ranged (3d6 or DC 15 stun, blaster pistol); SQ Bonus Class Skill (Balance), Favor +1, Canny Defense (Def + Int in melee), Showmanship (+1 on attack and damage with successful Entertain check [DC 15] in presence of 6 or more spectators), True Strike +2d6 (4/day), Elaborate Parry (+2 to fight defensively or total defense), Acrobatic Attack (+2 on attack and damage after 2m jump); SV Fort +9, Ref +12, Will +9; SZ M; FP 2; DSP 0; Rep +7; Str 16, Dex 16, Con 14, Int 14, Wis 12, Cha 13.
    Equipment: Static field plasma cutlass (orange blade), blaster pistol, a collection of blades (swords, knives, and daggers).
    Skills: Balance +13, Craft (plasma cutlass) +7, Diplomacy +5, Entertain (dance) +11, Intimidate +11, Jump +13, Knowledge (Jedi lore) +6, Read/Write Basic, Repair +7, Sense Motive +12, Speak Basic, Treat Injury +6, Tumble +14.
    Feats: Agile Riposte, Armor Proficiency (light), Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (plasma cutlass), Improved Critical (plasma cutlass), Improved Feint, Mobility, Power Attack, Weapon Finesse (plasma cutlass), Weapon Focus (plasma cutlass), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifle), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons), Weapon Specialization (plasma cutlass).

Equipment
    Custom Built Static Field Plasma Cutlass: The Plasma Cutlass looks like a normal vibroblade when not active. It's about 70 cm long from pommel to blade tip and weighs 1.5 kg. Within the grip of the cutlass is a specially designed energy cell that produces a blade of pure plasma that envelops the exiting blade and extends 1 m from the hilt. In order to control this raw plasma and prevent it from damaging the weapon itself, the hilt uses a small energy cell of its own to generate a static force-field around the blade. This holds the plasma in a blade shape while keeping it off the weapon. Due to its static field, the plasma cutlass is able to block lightsabers, while its plasma core allows it to inflict a great amount of damage. The static field also enables the cutlass to deflect blaster bolts if wielded by an individual capable of doing so. The plasma cutlass can only remain active for 5 minutes before draining its energy cell. The plasma cutlass ignores the DR or hardness of an object in the same way a lightsaber would.
Weapon Damage Critical Range Increment Weight Type Cost
Plasma Cutlass 1d8 or 2d6+4 19-20 - 1.5kg Energy -



JUN COLE
    Not much is known about the man who calls himself Cole. What is known is that the man is deadly with a blaster and twice as deadly when he uses two, which is most of the time.
    Cole is a freelance bounty hunter/mercenary working outside of any established guilds whose past is steeped in mystery and rumor. It is believed that he was once a member of a highly classified Special Forces platoon based out of the Mid Rim. Some say that he may have once been a Mandalorian, although Cole neither confirms nor denies this assertion and shows no apparent affiliation with the supercommandos. His military background is, however, more than evident. Cole carries himself like a true soldier and professional.
    For years Cole was known only as the Drifter and then only by high-level members of the Criminal Underworld. He was so efficient and lethal that he became a spook story told to low-level thugs and two-cred criminals to keep them in line; “Be good or the Drifter will take you.” There have been few witnesses to any of Cole’s hits, and what can be gathered by those accounts is that any fight involving Cole tended not to last more than a few seconds and usually ended with his smoking opponent lying in the street.
    If all rumors of Cole’s exploits are to be believed, he has infiltrated Black Sun and killed a vigo without anyone noticing their security had been breached, and he has also single-handedly killed his fair share of Death Watch Mandalorians and even a few Jedi.

    The truth behind the man is just as fantastic as the rumors. Cole was born on the world of Concord Dawn, the homeworld of the bounty hunter Jango Fett. When he was of age, he joined the planetary police force known as the Journeyman Protectors. As a Journeyman, Cole was trained extensively combat procedures and maneuvers. He also became a marksman with blaster pistols of all kinds.
    Cole was soon recruited by a special Republic anti-terrorist unit where he was trained for a number deep-cover operations. While in this unit, Cole’s morality began to slip. He was frequently called upon to eliminate close contacts and other marks. Unable to reconcile the killing of people close to him, Cole began to see all people as potential targets. Soon after, Cole was released from official duty in favor of carrying out wetworks for many unscrupulous planetary governments throughout the Republic. It was during this time that Cole entered the company of an old Rodian Hunter named Jundark. The Rodian introduced Cole to the world of the Hunter.
    On a mission for the governor of Eriadu, Cole disappeared. He secretly made his way to Rodia to study with Jundark. Honing his skill with a blaster, Cole became one of the deadliest blasterslingers in the galaxy.
    After a few years on Rodia Cole was approached by a being who said he represented a vigo in the Black Sun Organization. The being, an Ubese, told Cole that the vigo had an old debt to settle with Jundark and that Cole would be paid handsomely if he were to take the old Rodian out. Cole agreed, Jundark’s usefulness to him being expended.
    Cole met up with his old mentor in Jundark’s home. Realizing something was wrong, Jundark pulled a blaster on Cole. Cole proved faster and shot the Rodian down.
    Cole then had the Ubese bring him to the vigo to get his reward. The vigo claimed that the deal was that Jundark was to be taken alive and refused to pay. Cole managed to draw a hold-out blaster he had smuggled past security and killed the vigo, the Ubese contact, and two of the vigo’s guards before making a clean getaway.
    After the Black Sun incident, Cole went to ground only to resurface a few years later in an altercation on Bespin. Cole had been on Bespin’s Cloud City trying to lay low when a couple of Mandalorian Death Watch commandos decided that a casino had cheated them and that the only way to rectify the injustice was to tear the place apart. The two Mandalorians, armed with blaster carbines and numerous hidden weapons in their armor were shocked when one of the casino patrons refused to be intimidated by them. When they called him out, Cole shot them both with blasts from disruptors, disintegrating them. One eyewitness described a blur as the man sitting at the sabacc table kicked his stool over, rolled and came up with two weapons in his hands that no one had seen on him when he came in, two flashes and then no more Mandalorians.
    Cole then had the Ubese bring him to the vigo to get his reward. The vigo claimed that the deal was that Jundark was to be taken alive and refused to pay. Cole managed to draw a hold-out blaster he had smuggled past security and killed the vigo, the Ubese contact, and two of the vigo’s guards before making a clean getaway.
    Only days before the onset of the Clone Wars, Cole surfaced again on Corellia. It was there Cole was confronted by a Jedi Knight tasked with bringing him in for interrogation. Undaunted, Cole used his recently acquired sonic pistol to dispatch the Jedi.
    Since Corellia, Cole has yet to resurface, though he is believed to be somewhere in the Outer Rim.

    Cole is a man with no fear and little scruples; he is a stone-cold killer. Quiet and reserved, he prefers to let his guns do the talking. When he does speak, his voice is little more than a hoarse whisper, although he never has difficulty being heard; people tend to listen when Cole speaks.
    Cole typically wears a padded flight suit with a light duster and some sort of mask or helmet to conceal his face. A walking arsenal, Cole packs a number of blasters, both openly and concealed. On each hip is slung a heavy blaster, concealed within his duster is a pair of blaster pistols in shoulder holsters, up his sleeves is a pair of hold-out blasters on ratchets, in an ankle holster on his right boot is a sonic disruptor, and on his left ankle is a survival knife. Cole is also known to carry a disruptor at times.

Jun Cole: Male Human Soldier 8/Scoundrel 4; Age: Unknown, presumed to be in mid 30’s; Height: 1.8m; Weight: 85kg; Eyes: Unknown; Hair: Unknown; Skin: Unknown; Init +9 (+5 Dex, +4 Improved Initiative); Defense 21 (+7 class, +4 Dex); DR 2; Spd 10m; VP /WP 64/13; Atk +12/+7/+2 melee (1d3+1, unarmed) or +12/+7/+2 melee (1d4+1/20, knife) or +8/+3/-2 melee (1d4+1/20, Rodian throwing-razor) or +6/+1/-4 +6/+1 melee (1d4+1/20, paired throwing-razors) or +16/+11/+6 ranged (3d4+1/19-20, holdout blaster) or +14/+9/+4 +14/+9 ranged (3d4+1/19-20, paired holdout blasters) or +16/+11/+6 ranged (3d6+1/19-20, blaster pistol) or +11/+11/+11/+6/+1 ranged (3d6+1/19-20, blaster pistol) or +14/+9/+4 +14/+9 ranged (3d6+1/19-20, paired blaster pistols) or +9/+9/+9/+4/-1 +9/+4 ranged (3d6+1/19-20, paired blaster pistols) or +16/+11/+6 ranged (3d8/19-20, heavy blaster pistol) or +11/+11/+11/+6/+1 ranged (3d8/19-20, heavy blaster pistol) or +14/+9/+6 +14/+9 ranged (3d8/19-20, paired heavy blaster pistols) or +8/+8/+8/+3/-2 +8/+3 ranged (3d8/19-20, paired heavy blaster pistols) or +16 ranged (2d8/Ref save vs. critical hit DC 10, disruptor pistol) or +14 +14 ranged (2d8/Ref save vs. critical hit DC 10, paired disruptor pistols) or +12/+7/+2 ranged (2d6/20, sonic pistol) or +12 ranged (2d6/19-20, Rodian throwing-razor); SQ Illicit Barter, Lucky (1/day), Precise attack +1, Skill Emphasis (Sleight of Hand); SV Fort +8, Ref +11, Will +5; SZ M; FP 2; DSP 5; Rep +3; Str 13, Dex 20, Con 13, Int 12, Wis 14, Cha 11.
    Equipment: Padded flight suit and duster (+2 on Fort saves vs. weather), utility belt, electrobinoculars, breath mask, comlink, three extra power packs for each weapon, a pair of combat boots, a mask/neckerchief, survival knife in boot sheath, two hold-out blasters in spring-loaded ratchets, two disruptor pistols in belt-clip holsters (2d8/Ref save vs. critical hit DC 10, 2m, 2.5kg), two heavy blaster pistols in hip holsters, two blaster pistols in shoulder holsters, a sonic pistol in ankle holster, two Rodian throwing-razors in duster pockets.
    Skills: Computer Use +8, Gather Information +8, Intimidate +11, Knowledge (streetwise) +8, Knowledge (tactics) +4, Listen +9, Move Silently +12, Pilot +14, Read/Write Basic, Read/Write Rodese, Repair +8, Sleight of Hand +15, Speak Basic, Speak Rodese, Spot +9, Treat Injury +10, Tumble +11.
    Feats: Ambidexterity, Armor Proficiency (light), Blasterslinger, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Quick Draw, Rapid Shot, Shot on the Run, Two Weapon Fighting, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).

Equipment
    Armor: Cole wears unorthodox armor. Designed by Ayelixe/Krongbing Textiles, the padded flight suit is typical of its kind; a simple flight suit with added armor padding in vital area such as the shoulders and chest. However, the duster is unique. Taking the basic principles of the flight suit combined with blast dampening material, the duster adds protection while allowing for extreme freedom of movement and protection against environmental conditions. The duster itself has padded shoulders, arms, and back.
Armor Cost Damage Reduction Maximum Dex Bonus Armor Check Penalty Speed (10m) Weight
Padded flight suit and duster 1,000 3 +4 -2 10m 7kg

    BlasTech HSB-100 Hold-Out Blasters: A somewhat larger than average hold-out blaster, the HSB-100 utilizes custom-made power packs and has more stopping power than other weapons of its kind. Cole wears a pair of them in spring-loaded ratchets up the sleeves of his duster. Cole’s HSB-100s have been modified for a greater critical threat range and lighter weight.
    BlasTech DL-22 Blaster Pistols: A sturdy blaster pistol produced by the BlasTech Corporation. Cole carries two DL-22s concealed under his duster in shoulder holsters. Cole’s DL-22s have been personalized to afford him a great critical threat range and a smaller Rapid Shot penalty.
    BlasTech DL-44 Heavy Blaster Pistols: BlasTech’s famous heavy blaster pistol, Cole openly carries a pair of them in hip holsters. Cole has removed the scopes from his DL-44s for ease of draw. Cole’s DL-44s have been modified to afford him a great critical threat range and to lighten the weapons.
    Tenloss DX-2 Disruptor Pistols: Deadly and highly illegal, Tenloss disruptors are capable of reducing solid matter to its constituent molecules. Disruptors have an extremely slow rate of fire and can only be fired once per round. Any target struck by a disruptor must make a Reflex saving throw versus critical hit (DC 10) or be disintegrated. Cole carries two of these illegal weapons under his duster at the small of his back in clipped holsters.
    Pacnorval Defense Systems, Ltd. Sd-63 Sonic Pistol: Looking more like a diagnostic tool than a weapon, the Sd-63 has an oversized flared muzzle that prevents high-intensity blasts of sound from affecting the wielder. A target hit by the sonic weapon must make a Fortitude saving throw (DC 10) or become dazed for 1d4+1 rounds. Cole wears his Sd-63 on his right ankle.
    Rheshalva Interstellar Armaments Rodian Throwing-Razors: A wickedly-sharp blade used by Rodian bounty hunters. It has an aerodynamic shape, allowing it to be thrown at a target with great accuracy. Equipped with a tiny repulsorlift engine, which enhanced the razor's range and accuracy, the throwing-razor is able to return to the person who through it through a locator beacon worn on the belt. Cole carries two throwing-razors in the pockets of his duster.
    Survival Knife: A standard, military issue utility knife, Cole wears one on his left boot.
Weapon Damage Critical Range Increment Weight Type Cost
Hold-out blasters 3d4+1 19-20* 4m 0.5kg* Energy 350
Blaster pistols 3d6+1 19-20* 10m 1kg Energy 550
Heavy blaster pistols 3d8 19-20* 8m 0.65kg* Energy 750
Disruptor pistols 2d8 * 2m 2.5kg Energy 2,250
Sonic pistol 2d6* 20 2m 1kg Special (sonic) 1,000
Rodian throwing-razors 1d4/2d6 19-20 10m 1kg Slashing 3,000
Survival knife 1d4 20 2m 1kg Piercing 25
*See weapon descriptions above.


PEDRIC VORTEGERN
    The Confederate Admiral Pedric Vortegern is an officer respect by both sides of the Clone Wars. The man has more than thirty years of naval experience with the Republic Security Fleet and continues to be an exceptional military mind.
    Pedric was born on Ord Mantell in squalor. As a child, he had none of the luxuries enjoyed by his present peers, often going hungry for days at a time. At sixteen, he lied about his age and entered the Republic military. It was in the navy that Pedric found his calling. After his first tour he opted to become a lifer and quickly rose up the ranks. When he received his first commission as first mate on a picket ship patrolling the Outer Rim for pirates and smugglers, he made a name for himself with his compassion for the men under him. When his ship was attacked by a large pirate force and his captain killed, it was the crew’s loyalty to Vortegern that allowed him to take command quickly and save the remaining hands.
    As his years of service wore on, Vortegern was called on more and more self-serving missions by senators and regional governors. Slowly, he lost confidence in the Republic’s ability to look after the best interests of its citizens. About five years before the outbreak of the Clone Wars, amid the growing dissatisfaction with the Republic many systems were feeling, Vortegern came into possession of Separatist literature. He found himself agreeing many of the points raised and soon after resigned from active service for the Republic.
    Vortegern personally submitted his request to join Count Dooku’s Confederate military, a request the former Jedi was all too happy to grant. Vortegern was given the commission of Admiral and was place in command of an entire sector task force.
    Vortegern cares about all the beings under his command. He is the textbook officer, always looking after the welfare of his crew and never giving an order he himself would not follow. Because of his compassion for living beings, he has insisted that all his crews for every ship in his fleet be a sentient being and not a droid. Vortegern will use droids in extremely dangerous combat situations, but believes they are inferior to flesh-and-blood soldiers.
    Extremely well read and intelligent, Vortegern carries himself as a statesman; both an officer and gentleman. He has extensive knowledge of art and literature, with a special love for dramatic productions; often quoting a few of the greatest plays as a means to convey himself.
    Though disheartened with the Republic, he still respects those who serve it. He affords his adversaries every courtesy while engaged in battle and never presses his advantages into all out slaughters. He respects the Jedi, but feels they are misguided.
    Physically, Vortegern is a man of average height and slight build. His gray hair is always impeccably styled and his face if set with aristocratic features; a sharp nose, high cheekbones, a small sharp chin, thin lips, and two intelligent brown eyes.

Admiral Pedric Vortegern: Male Human Noble 5/Soldier 1/Officer 9; Age: 59; Height: 1.7m; Weight: 80kg; Eyes: Brown; Hair: Gray; Skin: Fair; Init +2 (+2 Dex); Defense 21 (+9 class, +2 Dex); Spd 10m; VP/WP 86/12; Atk +12/+7/+2 melee (1d3, unarmed) or +14/+9/+4 ranged (3d6 or DC 15 stun, blaster pistol); SQ Bonus Class Skill (Astrogate), Favor +2, Inspire Confidence, Resource Access, Coordinate +1, Leadership, Requisition Supplies, Tactics, Uncanny Survival, Improved; SV Fort +8, Ref +9, Will +11; SZ M; FP 2; DSP 0; Rep +11; Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 18.
    Equipment: Blaster pistol, Confederate task force.
    Skills: Astrogate +12, Bluff +17, Computer Use +13, Diplomacy +19, Entertain (drama) +10, Gather Information +19, Intimidate +17, Knowledge (bureaucracy) +15, Knowledge (literature) +13, Knowledge (politics) +13, Knowledge (tactics) +13, Read/Write Basic, Read/Write Bothese, Search +4, Sense Motive +18, Speak Basic, Speak Bothese, Speak Shyriiwook (understand only), Treat Injury +13.
    Feats: Aristocrat’s Honor, Bureaucratic Flair, Combat Expertise, Fame, Influence, Persuasive, Sharp-Eyed, Skeptical, Trustworthy, Weapon Group Proficiency (blaster pistol), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (simple weapons).



PO'ME'NUK
    A Kajain’sa’Nikto, or “Red Nikto”, from the desert wastes of Kintan, Po’me’nuk distinguished herself in the service of Baedon the Hutt as an enforcer. So impressed with her work, Baedon released her from the hardships of his guard pool and made her into his personal “debt collector”. She was given extensive training in heavy weapons, such as repeaters and riot guns, as well as her own starship (a beat up CEC JumpMaster 500).
    While on a collection run for Baedon (some greedy Twi’lek underling had been skimming from the Hutt’s profits), Po’me’nuk had her first encounter with a Jedi. She had just “convinced” the Twi’lek that it was a bad idea to cheat a Hutt and was on her way out of the building when she ran into a Jedi who had been coming to arrest the Twi’lek. Not sure what to do, she unloaded the clip of her heavy blaster before running. The Jedi chased her throughout the city before she was finally able to lose him. Unfortunately, the Jedi had her ship impounded.
    Using her connections, Po’me’nuk slunk her way back to Baedon. The Hutt was furious that she had lost her ship, but he was too fond of the young Nikto to do away with her. Instead Baedon released her from his service, provided that she could liberate her ship from impound.
    Po’me’nuk was eventually able to steal her ship back, but the incident had made her bitter. She had lost a job she actually enjoyed because the Jedi interfered.
    Driven by a hatred of Jedi, Po’me’nuk began to study them, learning their weaknesses and developing tactics to use against them.
    Po’me’nuk is a tall, heavy set Nikto with black eyes and a flat face ringed with horns. Physically she is typical of her species. She is quiet and driven. She’s not particularly hateful or malicious, only when it comes to Jedi.

Po’me’nuk: Female Kajain'sa'Nikto Soldier 6/Scoundrel 1/Bounty Hunter 2; Age: 30; Height: 1.8m; Weight: 100kg; Eyes: Black; Hair: None; Skin: Red; Init +8 (+4 Improved Initiative, +4 Dex); Defense 23 (+7 class, +4 Dex, +2 natural armor); DR 3; Spd 10m; VP/WP 80/12; Atk +10/+5 melee (1d3, unarmed) or +12/+7 or +2/+2/+2/-3 ranged (3d8/20 or DC 20 stun, modified heavy blaster pistol) or +12/+7 or +4/+4/+4/-1 or +0/+0/+0/+0/-5 ranged (3d8+3/19-20, modified light repeating blaster) or +8/+3 ranged (3d8/20, flechette launcher) or +8/+3 (2d6/20, sonic pistol) or +12/+7 ranged (DC 15/12, stun grenade); SQ Desert Dweller, Illicit Barter, Target +1, Sneak Attack +1d6; SV Fort +9, Ref +10, Will +7; SZ M; FP 2; DSP 3; Rep +4; Str 13, Dex 18, Con 13, Int 13, Wis 15, Cha 13.
    Equipment: Modified heavy blaster pistol, modified riot blaster rifle, flechette launcher, sonic pistol, stun grenades (Fort SV DC15/12, 4m/4m), a CEC JumpMaster 500 (Stalker).
    Skills: Astrogate +9, Bluff +10, Computer Use +9, Gather Information +9, Intimidate +9, Knowledge (Jedi lore) +8, Move Silently +10, Pilot +11, Read/Write Basic, Read/Write Huttese, Read/Write Nikto, Search +6, Survival +7, Speak Basic, Speak Huttese, Speak Nikto, Treat Injury +10.
    Feats: Armor Proficiency (light), Blasterslinger, Improved Initiative, Jedi Hunter, Point-Blank Shot, Quick Draw, Rapid Shot, Starship Operation (space transport), Track, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).

Equipment
    Armor: Po’me’nuk wears a standard gray combat jump suit.
Armor Cost Damage Reduction Maximum Dex Bonus Armor Check Penalty Speed (10m) Weight
Combat jump suit 1,500 3 +4 -3 10m 8kg

    Merr-Sonn “Flash” 4 Heavy Blaster Pistol: Po’me’nuk’s Flash 4 has been modified to increase the effectiveness of its stun setting.
    Merr-Sonn Underslung Rotary Blaster Carbine: A uniquely designed light repeating blaster that allows for a steady stream of fire without overheating the weapon. Po’me’nuk has modified her carbine to make it lighter.
    Baktoid Armor Workshop Personal Flechette Launcher: A lightweight flechette launcher designed BAW for its battle droids. The flechette launcher can only fire once per round and launches a shell that explodes at a predetermined distance from the target, sending sharpened flechettes into the blast area.
    Pacnorval Defense Systems, Ltd. Sd-63 Sonic Pistol: Looking more like a diagnostic tool than a weapon, the Sd-63 has an oversized flared muzzle that prevents high-intensity blasts of sound from affecting the wielder. A target hit by the sonic weapon must make a Fortitude saving throw (DC 10) or become dazed for 1d4+1 rounds.
    Merr-Sonn C-10 Stun Grenades: Po’me’nuk always carries a number of stun grenades.
Weapon Damage Critical Range Increment Weight Type Cost
Heavy blaster pistol 3d8 20 8m 1.3kg Energy 750
Light repeating blaster 3d8+3 19-20 30m 1.65kg* Energy 2,400
Flechette launcher 3d8 20 10m (2m)* 1.3kg Slashing 900
Sonic pistol 2d6 20 2m 1kg Special (sonic)* 1,000
Stun grenades * - 4m (4m) 0.5kg Energy 600
*See weapon descriptions above.