recursal/Fanatic-Fandom huggingface dataset:
Biggs Darklighter

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*Affiliations: The Rebel Alliance*

A close friend of Luke Skywalker, Biggs Darklighter grows up in a relatively affluent family on Tatooine. Though Skywalker and Darklighter dream of joining the Academy together, only Biggs is able to go. He returns to Tatooine to tell Luke that he is joining the Rebellion through contacts at the Academy, and he tries to convince Luke of the dangers of the Empire. The two are surprised to see each other soon after they prepare to defend the main Rebel base from the menacing Death Star.

Darth Vader kills Biggs in the Death Star trench, as Biggs protects Luke during his attack run on the Death Star's thermal exhaust port. However, Biggs' legacy lives on as a Rebel hero and through the exploits of his younger cousin, Gavin Darklighter, who joins Rogue Squadron after the fall of the Emperor and goes on to have a long career with The New Republic and The Galactic Alliance.

## Biggs Darklighter Statistics (CL 4)

Medium Human Scout 1/Soldier 3

**Destiny Points:** 1; **Force Points:** 3

**Initiative:** +9; **Senses:** Perception +8

**Languages:** Basic

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 17, Will Defense: 15; Vehicular Combat

Hit Points: 41, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d4+4)

**Ranged:** Blaster Pistol +5 (3d6+2)

**Ranged:** Weapon System +6

**Base Attack Bonus:** +3, **Grapple:** +5

**Attack Options:** **Penetrating Attack (Heavy Weapons)**

**Special Actions:** **Harm's Way**

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution 10, Intelligence 11, Wisdom 12, Charisma 10

**Talents:** **Acute Senses**, **Harm's Way**, **Penetrating Attack (Heavy Weapons)**

**Feats:** Armor Proficiency (Light), Skill Training (Use Computer), Vehicular Combat, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +9, Knowledge (Galactic Lore) +7, Mechanics +7, Perception +8 (may reroll, must take second result), Pilot +9, Survival +8, Use Computer +7

**Possessions:** Flight Suit (+1 Fortitude), Blaster Pistol, Comlink (Short-Range)
Bipod

*Reference Book: Star Wars Saga Edition Scum and Villainy*

**Upgrade Type:** Weapon Upgrade

**Cost:** 100

**Upgrade Point Cost:** 0

**Availability:** Common

A Bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again.

A Bipod counts as a mount for any Weapon that requires it (such as a Heavy Repeating Blaster or an E-Web Repeating Blaster). For other Weapons, a Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. (Under these circumstances, a character with the **Sniping Master** Talent can Aim as a Free Action once per round.) This benefit is lost if you attack or Aim at any other target.

A Bipod adds 20% to the weight of the Weapon (minimum 1 kilogram).
Beru Whitesun

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Locals*

*Affiliations: White Suns*

A hardy woman born to a family in the moisture farming business, the family of Beru Whitesun is rivaled only by the Darklighter moisture farm. During a trip to Anchorhead, Beru met young moisture farmer Owen Lars, and the two quickly fell in love. It wasn't long before Beru moved to the Lars Moisture Farm, owned by Owen's father, Cliegg Lars. Beru worked alongside Cliegg's wife, Shmi Skywalker, doing a variety of chores around the house.

A month prior to the start of the Clone Wars, Shmi was kidnapped by Tusken Raiders. Beru defended the farm for days while Cliegg and Owen rounded up fellow farmers to make a rescue attempt, but Beru's future father-in-law lost his leg during the attack, and the motley band was forced to flee.

Three years later, just after the end of the Clone Wars and the declaration of The Galactic Empire, the Lars' are visited by Jedi Master Obi-Wan Kenobi. The Order 66 escapee had Anakin Skywalker's son, Luke, in tow, and Beru happily raised the boy as if he were her own. Eighteen years after Luke's birth, Beru and Owen are slaughtered by Stormtroopers at the order of Darth Vader.

## Beru Whitesun Statistics (CL 0)

Medium Human Nonheroic 2

**Initiative:** +1; **Senses:** Perception +7

**Languages:** Basic, Huttese, Jawa Trade Language

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 11

Hit Points: 8, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +1 (1d4)

**Ranged:** By Weapon +1

**Base Attack Bonus:** +1, **Grapple:** +1

### Base Stats

**Abilities:** Strength 11, Dexterity 11, Constitution 13, Intelligence 12, Wisdom 13, Charisma 13

**Feats:** Skill Training (Mechanics), Skill Training (Perception), Skill Training (Ride), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +7, Mechanics +7, Perception +7, Persuasion +7, Ride +6, Survival +7

**Possessions:** Comlink (Short-Range), Datapad, Tool Kit

### Heroic Traits

**Planet of Origin (Tatooine Origin):** Beru is born and raised on Tatooine. As such, she gains Jawa Trade Language as a bonus language.
Bio-Stabilizer Implant

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

**Equipment Type:** Implants

**Cost:** 1750

The Bio-Stabilizer Implant stores and transmits basic knowledge of various Poisons and Toxins into the mind of it's user, teaching the brain to synthesize antidotes. The user of a Bio-Stabilizer Implant is immune to Poison.
Babu Frik

*Babu Frik character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Fringe*

A tiny droidsmith working among the Spice Runners of Kijimi, the well-regarded Babu Frik can reprogram or modify virtually any Droid, regardless of the security measures protecting its systems.

## Babu Frik Statistics (CL 6)

Diminutive Anzellan Technician 6

**Force Points:** 3

**Initiative:** +7; **Senses:** Perception +8

**Languages:** Anzellan, Basic, 4 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 20), Fortitude Defense: 18, Will Defense: 18; Tunnel Vision

Hit Points: 44, Damage Threshold: 17

### Offense

**Speed:** 2 Squares

**Melee:** Unarmed +3 (1)

**Ranged:** By Weapon +3

**Base Attack Bonus:** +4; **Grapple:** -12

**Special Actions:** **Critical Skill Success**, Droidcraft, **Electronic Sabotage**, Expert Droid Repair, Gearhead, Tech Specialist, **Virus**

**Species Traits (Anzellan):** Tinkerer, Tunnel Vision

### Base Stats

**Abilities:** Strength 8, Dexterity 9, Constitution 13, Intelligence 18, Wisdom 10, Charisma 12

**Talents:** **Critical Skill Success**, **Electronic Sabotage**, **Virus**

**Feats:** Droidcraft, Droid Focus (1st-Degree), Droid Focus (2nd-Degree), Droid Focus (3rd-Degree), Expert Droid Repair, Gearhead, Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +8, Initiative +7, Knowledge (Galactic Lore) +12, Knowledge (Physical Sciences) +12, Knowledge (Social Sciences) +12, Knowledge (Tactics) +12, Knowledge (Technology) +12, Mechanics +12, Perception +8, Pilot +7, Use Computer +17

**Possessions:** Datapad (Mastercraft), Lectroticker (+6), Security Kit
Belbullab Heavy Starfighter

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

Feethan Ottraw Scalable Assemblies, developers of the Self-Constructing Armament Factory, develop the Belbullab-22 Heavy Starfighter to fill a gap in the Confederacy's Starfighter fleets: an Assault Starfighter that, unlike "Vulture" Droid Starfighters and Droid Tri-Fighters, can go head-to-head with the Republic's ARC-170 Starfighters.

The Belbullab-22 also comes in Heavy Assault Craft and Strike Bomber models (the Belbullab-23 and Belbullab-24, respectively).

## Belbullab Heavy Starfighter Statistics (CL 13)

Gargantuan Starfighter

**Initiative:** +3; **Senses:** Perception +6

### Defenses

Reflex Defense: 17 (Flat-Footed: 17), Fortitude Defense: 28; +10 Armor, Vehicular Combat

Hit Points: 160; Damage Reduction: 10; Shield Rating: 25; Damage Threshold: 48

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,100 km/h)

**Belbullab-22 Ranged:** Laser Cannons, Triple (2) +6 (See Below)

**Belbullab-23/Belbullab-24 Ranged:** Heavy Laser Cannons, Triple (2) +6 (See Below)

**Belbullab-24 Ranged:** Concussion Missiles (2) +6 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +35

**Attack Options:** Autofire (Laser Cannons, Triple)

### Abilities

Strength: 47, Dexterity: 14, Constitution: -, Intelligence: 14

**Skills:** Initiative +3, Mechanics +6, Perception +6, Pilot +3, Use Computer +6

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 140 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Payload:** 12 Concussion Missiles (Belbullab-24)

**Hyperdrive:** Class 6 (Backup Class 15), Navicomputer

**Availability:** Military; **Cost:** 168,000 (125,000 Used)

### Weapon Systems

#### **Belbullab-22: Laser Cannons, Triple (Pilot)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 5d10x2

#### **Belbullab-24: Concussion Missiles (Pilot)**

**Attack Bonus:** +6, **Damage:** 9d10x2, 4-Square Splash
Bando Gora Lieutenant

*Bando Gora Lieutenant character data created by wizards forum user RobShanti.*

*Affiliations: The Bando Gora*

In addition to conquering uncivilized worlds and driving companies under their heel, The Bando Gora supplements its income through the production and sale of a highly potent strain of Death Stick that is sometimes used as a brainwashing agent. The narcotic sells all across the galaxy and is particularly popular with those who have ties to the underworld.

After joining the cult, members of The Bando Gora must undergo a ritual that transforms their appearance, giving them dark, mottled skin and glowing eyes. Leaders of the organization are known to don frightening masks and carry staffs that shoot green balls of fire.

## Bando Gora Lieutenant Statistics (CL 7)

Medium Human Soldier 1/Scout 5/Noble 1

**Force Points:** 3; **Dark Side Score:** 12

**Initiative:** +10; **Senses:** Perception +7

**Languages:** Basic, 3 Unassigned

### Defenses

Reflex Defense: 18 (Flat-Footed: 18), Fortitude Defense: 15, Will Defense: 18

Hit Points: 63, Damage Threshold: 20; **Force Fighter**, Shake It Off

### Offense

**Speed:** 6 Squares; **Hidden Movement**

**Melee:** Unarmed +7 (1d4+6)

**Melee:** Greenfire Staff +8 (2d8+9)

**Melee:** Greenfire Staff +6 (3d8+9) with Rapid Strike

**Ranged:** By Weapon +5

**Base Attack Bonus:** +5, **Grapple:** +7

**Attack Options:** Power AttackH, Rapid Strike

**Special Actions:** **Born Leader**

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 16, Dexterity 10, Constitution 10, Intelligence 13, Wisdom 14, Charisma 8

**Talents:** **Born Leader**, **Force Fighter**, **Improved Stealth**, **Hidden Movement**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Linguist, Power AttackH, Rapid Strike, Shake It Off, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +10, Jump +10H, Perception +7, Use the Force +4

**Possessions:** Greenfire Staff (as Force Pike), Skull Helmet

*H- Human bonus Feat or Trained Skill*
Bestine IV Origin

*Bestine IV Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on one of the island spires of Bestine IV. You may have been one of the many Bestinians displaced by the construction of Imperial naval yards in the early years of the Empire.

**Relevant Skills:** Climb, Mechanics, Swim

**Bonus Language:** H'Kig
Ballistakinesis

*Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide*

*See also: Force Powers*

You use The Force to spray an area with dangerous debris.

**[*Telekinetic*]**

**Time:** Standard Action

**Targets:** All targets within a 2x2 square area (the entire area must be within 12 squares of you and in your line of sight).

**Make a Use the Force check.** Compare the result to the Reflex Defense of each target in the affected area. If the check result equals or exceeds a target's Reflex Defense, the target takes 3d8 points of Bludgeoning, Piercing, or Slashing damage (your choice) and takes a -2 penalty on all attack rolls until the start of your next turn. This is an Area Attack.

**Special:** You may spend a Force Point when you activate this Force Power, in which case targets whose Reflex Defense you fail to exceed with your Use the Force check take half damage.
Biotech Tool Kit

*Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide*

**Equipment Type:** Tools

**Cost:** 450

**Weight:**1 Kilogram

You need a Biotech Tool Kit to modify Yuuzhan Vong Biotech, install a Bio-Implant, or otherwise alter biological devices and Living Vehicles. A standard Biotech Tool Kit consists of a variety of implements and tools that look more at home in a Medical Kit than in a Tool Kit, and unlike a normal Tool Kit, items in a Biotech Tool Kit cannot be doubled as Improvised Weapons.
Battle Strike

*See also: Force Powers*

You use The Force to enhance your battle prowess.

**Time:** Swift Action

**Targets:** Self

**Make a Use the Force check.** The result of the check determines the effect, if any:

 20
 25

**Special:** You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.
BioTech Borg Construct AJ-6

*Reference Book: Star Wars Saga Edition Galaxy at War*

**Equipment Type:** Advanced Cybernetics

**Rejection Attack Bonus:** +14

**Cost:** 80000

**Installation Cost:** 70000

**Availability:** Restricted

The BioTech Borg Construct AJ-6 provides a direct cabled or wireless link to computers and networks within a 10-meter range. It allows a cyborg to remotely program and access on-board data through thought alone. The standard model has a built-in cybord/droid interface and up to four BioTech Knowledge Cartridges or standard Datacard ports (at 500 credits per port beyond the first). Knowledge Cartridges use proprietary technology to achieve Intelligence 4 (instead of Intelligence 2 for a standard Datacard), cost 100 credits each, and are not widely available. BioTech Borg Construct AJ-6s cannot be self-installed.

Characters wearing a BioTech Borg Construct AJ-6 gain a +2 beneficial circumstance bonus to Use Computer, Knowledge, and other Skills at the discretion of the Gamemaster. They can also use Issue Routine Commands as a Swift Action (or as a Free Action if they have the **Gimmick** Talent). Wearers become more computerlike and less able to relate to people, causing them to take a -5 penalty to all Persuasion checks. They also speak less frequently as they grow accustomed to the speed of communicating through electronic networks.
Bayonet

When mounted on a Rifle, a Bayonet allows you to use the weapon as a melee weapon much like a Spear.

When wielding a weapon with a mounted Bayonet, you Threaten squares within your Reach (even if you used the Rifle to make a ranged attack on your last turn), and you can use it to make Attacks of Opportunity. A Bayonet requires two hands to use when mounted on a Rifle.

A Bayonet cannot be used on a Rifle with a folded Retractable Stock. A Bayonet detached from a Rifle is treated as a Knife; a mounted Bayonet deals more damage because of the added leverage and bulk.

**Weapon Type:** Simple Weapons (Melee)

**Size:** Medium

**Cost:** 50

**Damage:** 1d8

**Weight:** 1 Kilogram

**Type:** Piercing

**Availability:** Licensed
Bespin Origin

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*See also: Backgrounds*

**Background Planet of Origin**

You hail from the gas giant Bespin and were raised in the mining colony of Cloud City. You spent plenty of time in the casinos and hotels of the city and are familiar with the finest luxuries The Outer Rim has to offer.

**Relevant Skills:** Deception, Knowledge (Bureaucracy), Persuasion

**Bonus Language:** Bocce
Ban-yaro

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Masters (Part 1)*

*Affiliations: The Jedi, The Galactic Republic*

During the Clone Wars, Ban-yaro serves as the communications chief in the Jedi Temple on Coruscant. With the help of former apprentice and aide T'Seely, Ban-yaro administers all manner of Jedi and military comm traffic throughout the course of the war. Ban-yaro's discretion regarding sensitive information is essential to protect those in the field, and he has the utmost confidence of even Jedi Master Yoda. Eight months into the galactic conflict, Ban-yaro manages to lock in on a weak transmission sent by Anakin Skywalker during his mission to Lanteeb with Obi-Wan Kenobi.

## Ban-yaro Statistics (CL 14)

Medium Human Jedi 2/Scoundrel 7/Noble 5

**Force Points:** 8, **Reliable Boon**

**Initiative:** +9; **Senses:** Perception +15

**Languages:** Basic, Binary, Bocce, Givin, High Galactic, Neimoidian

### Defenses

Reflex Defense: 28 (Flat-Footed: 26), Fortitude Defense: 26, Will Defense: 29

Hit Points: 113, Damage Threshold: 26

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+7)

**Melee:** Lightsaber +11 (2d8+7)

**Ranged:** By Weapon +12

**Base Attack Bonus:** +10, **Grapple:** +12

**Attack Options:** Point-Blank Shot

**Special Actions:** Gearhead (Recurring Success), **Gimmick**, **Knack**, Quick Skill, Recall, **Skilled Advisor**, Signature Device, Superior Tech (Devices), Tech Specialist

**Force Power Suite (Use the Force +14):** *Drain Energy*, *Farseeing*, *Force Thrust*, *Ionize*, *Mind Trick*, *Move Object*, *Surge*, *Technometry*

### Base Stats

**Abilities:** Strength 10, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 16, Charisma 14

**Talents:** **Exceptional Skill (Use Computer)**, **Gimmick**, **Knack**, **Master Slicer**, **Reliable Boon**, **Skill Boon (Use Computer)**, **Skilled Advisor**, **Trace**

**Feats:** Force Sensitivity, Force Training (2), Gearhead, Linguist, Point-Blank Shot, Quick Skill, Recall, Recurring Success (Gearhead), Signature Device, Skill Focus (Knowledge (Technology)), Skill Focus (Use Computer), Slicer Team, Superior Tech (Devices), Tech Specialist, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Technology) +19, Mechanics +14, Perception +15, Use Computer +19 (may substitute for Gather Information checks; may reroll to Improve Access, may keep better result), Use the Force +14

**Possessions:** Lightsaber (Self-Built), Comlink (Encrypted, Short-Range), Utility Belt, Jedi Robes
Binder Chair

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Equipment*

**Equipment Type:** Tools

**Cost:** 3000

**Weight:** 25 Kilograms

This specialized chair is equipped with restraints to hold a prisoner’s arms, legs and torso. Once secured in the chair, a successful DC 35 Acrobatics check (the individual must be Trained) is required to break free. The chair has Damage Reduction 10, 30 Hit Points, a Damage Threshold of 35, a Strength score of 50, and a DC 40 Break DC. This chair is commonly used by law enforcement and on military prisoners during interrogations.
Blackhole Stormtrooper

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*Affiliations: The Galactic Empire, Imperial Intelligence*

When an Imperial Intelligence operative codenamed Agent Blackhole proves particularly effective at intelligence operations, the Emperor appoints him as one of the infamous Emperor's Hands and grants him a wide array of resources, including his own Star Destroyer, *Singularity*. Blackhole orders all the Star Destroyer's Stormtroopers outfitted with Stygian-Triprismatic Polymer Armor.

 Blackhole Stormtrooper Statistics (CL 1)

Medium Human Nonheroic 5

**Dark Side Score:** 1

**Initiative:** +2; **Senses:** Low-Light Vision, Perception +9

**Languages:** Basic

### Defenses

Reflex Defense: 17 (Flat-Footed: 17), Fortitude Defense: 12, Will Defense: 10

Hit Points: 12, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+1)

**Ranged:** Blaster Rifle +4 (3d8)

**Ranged:** Frag Grenade (1) +3 (4d6, 2-Square Burst)

**Base Attack Bonus:** +3, **Grapple:** +4

**Attack Options:** Autofire (Blaster Rifle), Coordinated Attack

### Base Stats

**Abilities:** Strength 12, Dexterity 11, Constitution 11, Intelligence 10, Wisdom 10, Charisma 10

**Feats:** Armor Proficiency (Light), Coordinated Attack, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +9, Stealth +7 (+9 vs Electronic Sensors)

**Possessions:** Stormtrooper Armor (+7 Reflex, +2 Fortitude; Stygian-Triprismatic Polymer Armor Template), Blaster Rifle, Frag Grenade (1), Utility Belt with Medpac
Black Sun Organization Data

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

*See also: Black Sun, Organizations*

Playing a member of Black Sun, especially in a heroic party, can present a number of challenges. Though Black Sun agents are often called upon to perform illegal and unethical actions, desperate times often call for desperate measures. The Black Sun syndicate feels the pressure of the Empire just as anyone else does, and a Black Sun character might ally himself with a group of heroes in the hope of dealing enough damage to the Empire to weaken its grasp on the galaxy.

Black Sun agents also mix well with smugglers, bounty hunters, and anyone else who isn't afraid to shoot first and scoop up the credits later.

**Type:** Crime Syndicate

**Enemies and Allies:** The chief enemy of Black Sun is the law. Any law enforcement agency, from CorSec all the way up to The Sector Rangers, would be thrilled to bring down a part (or all) of Black Sun. Additionally, any criminal organization that doesn't fall under Black Sun's umbrella is usually a rival, if not an outright enemy, of Black Sun. Though the Black Sun crime syndicate certainly has its fair share of enemies, most Vigos and their underlings are not without their sense of opportunity, and many times Black Sun agents will make alliances (however temporary) with other groups and individuals as benefits their needs.

**Scale:** 16 (Multiple Galactic Regions)

**Criteria Tables:** In order to become a member of Black Sun, typically one must rise through the ranks of the criminal underworld high enough to attract the attention of an existing Black Sun agent. A character cannot begin using Organization Criteria or gaining the benefits of a Black Sun Organization Score unless they have successfully undergone initiation into the syndicate, which usually involves performing some difficult and dangerous criminal act.

**Titles, Benefits, and Duties:** Black Sun doesn't concern itself overly with specific titles, except for its highest-ranking members (the Vigos and the underlord). Most new initiates never advance beyond the rank of Operative, simply because competition is so fierce that anyone who tries to ascend through the syndicate's hierarchy has to eliminate those above him first. Black Sun teaches its members how to take advantage of the weak, the innocent, and the corrupt for their own benefit. Black Sun demands that its agents be stronger, faster, smarter, and more perceptive than the agents of other criminal organizations, and failure usually results in severe punishment. All Black Sun agents are required to do what their superiors demand, a fact that has led some particularly cowardly Vigos to send ambitious underlings on suicide missions.

 Operative
 Enforcer
 Vigo
 Underlord
* An Underlord can have one Minion that has Heroic Levels instead of Nonheroic Levels (as dictated by the **Attract Minion** Talent).
Bimm (Near-Human)

*Homebrew Reference Book: New Republic Campaign Guide*

*See also: Bimm*

The planet Bimmisaari is home to two distinct sapient Species. They each refer to themselves as Bimms, and so do the rest of the peoples of the galaxy. Although they are not cross-fertile, the two Species are both mild-tempered and peaceful, and have coexisted for nearly all their recorded history.

Xenobiologists believe that the Near-Human Bimm landed on Bimmisaari millenia ago under unknown circumstances and adopted Bimm society as their own- as they have no genetic relationship to any other fauna on the planet. Bimms dwell side-by-side in picturesque cities that dot their homeworld, surrounded by thick forests. Alien visitors to these towns (or Bimm enclaves on other worlds) are always treated as honored guests.

### Bimm Characteristics

**Personality:** Both Species of Bimm are mild-mannered and cordial. The Near-Human Bimms greatly value storytelling, particularly tales of heroic adventures. For all their love of heroics, they favor scholarly and artistic pursuits, preferring to record or invent tales and ballads of heroic deeds rather than perform them. Nonetheless, it is not unheard of for a Bimm to join a group of adventurers to witness true-to-life heroics for use in creative works. All Bimms hold The Jedi in especially high regard.

**Physical Description:** The Near-Human Bimms are of short stature that roughly resemble Human children in physical build, although males can grow (and take pride in) thick, full beards. Males and females both stand 1 to 1.5 meters tall.

**Age Groups:** Bimms age at the following stages:

**Homeworld:** Bimmisaari, a temperate and densely forested planet located in the outer reaches of The Mid Rim.

**Languages:** The two Species of Bimms share the same language, spoken as a harmonious singsong that sounds more like a collection of ballads than a standard form of communication.

**Example Names:** Vasnish Kay, Rayc Ryjerd, Rycar Ryjerd, Glah Ubooki, Rajah Ubooki.

**Adventurers:** Bimm adventurers are typically Scoundrels who work their way into the wealthy lives of Nobles. Bimms of both types became Jedi in the days of The Old Republic.

### Bimm Species Traits

Bimm share the following Species Traits:

* **Ability Modifiers:** All Bimm receive a +2 bonus to their Charisma; but they suffer a -2 penalty to their Strength. Bimm are friendly and personable, but not very strong.
* **Small Size:** As Small creatures, Bimm gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Bimm have a base speed of 4 squares.
* **Inspired:** Whenever a Bimm receives a morale or insight bonus from any source, the bonus increases by +1.
* **Soothing Voice:** A Bimm may choose to reroll any Persuasion check, but the result of the reroll must be accepted, even if it is worse.
* **Automatic Languages:** All Bimm can speak, read, and write both Basic and Bimm.
Besadii Legacy

*Besadii Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

One of the more powerful Hutt Kajidics, the Besadii are infamous slavers and gangsters that help maintain operations within Hutt Space. As part of the Hutt Ruling Council, your family has taught you how to best represent the interests of The Hutt Kajidics, as well as your own ambitions.

**Prerequisite:** Hutt

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically remove any Mind-Affecting effects currently affecting you and gain a +5 Destiny bonus to your Will Defense against Mind-Affecting effects until the end of the encounter.
Bartokk Engineer

*Bartokk Engineer character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Bartokk*

Part of a specific caste of the Bartokk, Engineers create and maintain the gear and equipment of their most martial members. While Bartokk Engineers rarely leave the safety of their homeworld, where the greater Hive Mind provides a greater sense of insight and creativity, sometimes these beings may be part of a more elaborate assassination, such as performing sabotage and espionage. In those cases, Bartokk Engineers are methodical and precise, lacking any remorse for collateral damage or morality.

## Bartokk Engineer Statistics (CL 4)

Medium Bartokk Nonheroic 6/Technician 2

**Force Points:** 2; **Dark Side Score:** 5

**Initiative:** +4; **Senses:** Perception +9

**Languages:** Basic, Binary; Hive Mind

### Defenses

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 14, Will Defense: 14

Hit Points: 35, Damage Threshold: 14; Regeneration

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+2)

**Ranged:** Blaster Pistol +6 (3d6+1)

**Base Attack Bonus:** +5, **Grapple:** +6

**Special Actions:** Compartmentalized Biology, Starship Designer, Tech Specialist

**Species Traits (Bartokk):** Extra Arms, Hive Mind, Regeneration, Compartmentalized Biology

### Base Stats

**Abilities:** Strength 12, Dexterity 10, Constitution 12, Intelligence 14, Wisdom 11, Charisma 8

**Talents:** **Trace**

**Feats:** Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Knowledge (Galactic Lore)), Skill Training (Knowledge (Technology)), Skill Training (Perception), Starship Designer, Tech Specialist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Bureaucracy) +11, Knowledge (Galactic Lore) +11, Knowledge (Technology) +11, Mechanics +16, Perception +9, Use Computer +16 (may substitute for Gather Information checks)

**Possessions:** Blaster Pistol (Improved Accuracy), Datapad (Mastercraft), Tool Kit (Mastercraft)
Black-Powder Pistol

*Reference Book: Star Wars Saga Edition Unknown Regions*

The Black-Powder Pistol's usage or possession is rarely regulated, because it is considered antique on most worlds. Although reloading the weapon is slow and the weapon has a limited Range, its main benefit is that knowledgeable explorers can usually scrounge together the materials to produce ammunition no matter where in the galaxy they might be.

Black-Powder Pistols are notoriously finicky and require frequent maintenance. Many a spacer forced to use an ill-kept Black Powder Pistol has had it literally fizzle on him or her.

A Black-Powder Pistol must be reloaded after each shot and requires a Full-Round Action to reload, preventing the use of any Feats or Talents that allow multiple shots. Ammunition can be purchased in sets of 50 shots and costs 5 credits per set.

A character Trained in Mechanics can attempt to forage for supplies to make his or her own ammunition, requiring a DC 20 Perception check to search the area for the necessary materials. One hour and a DC 15 Mechanics check can produce enough ammunition for 5 shots, and an extra 5 shots are produced for every 5 points by which the check result exceeds the DC.

**Weapon Type:** Pistols

**Size:** Small

**Cost:** 200

**Damage:** 2d4

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 1.4 Kilograms

**Type:** Piercing

**Availability:** Rare

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Black Sun Agent

*Homebrew Reference Book: DMF's Big List of SWSE NPCs*

*Affiliations: Black Sun*

The ruthless enforcers of the will of the Black Sun Vigos, the Black Sun Agent has begun to make a name for themselves within the organization's ranks. Used to make any inconvenient loose ends vanish, the Black Sun Agent is not the least bit squeamish about their work, although most try to keep things at a professional level and not make a scene unless given direct orders to the contrary.

### Use in Play

The Black Sun Agent can crop up in any place that Black Sun has a vested interest, which is to say just about anywhere. They can make for deadly foes if they manage to get in close and get the drop on an unlucky hero or an unaware NPC ally that claims to have damaging information on a Black Sun Vigo.

### Build Options

* Replace **Cheap Trick** with either **Dastardly Strike** to make the Black Sun Agent's attacks against a Flat-Footed target both debilitating than outright deadly, or with **Advantageous Opening** to take advantage of a larger number of participants in a fight.
* Switch both Lightning Draw and Zero Range for Cunning Attack and Rapid Shot to make the Black Sun Agent less of a covert assassin and more of a general-purpose hitman.
* Give the Black Sun Agent's Heavy Blaster Pistol the Quick Draw Weapon Template and trade Lightning Draw for Combat Trickery to let the agent get the drop on their target that much quicker.
* For a truly sadistic agent, replace the Heavy Blaster Pistol with a Disruptor Pistol with the Extra Power Source upgrade.

## Black Sun Agent Statistics (CL 4)

Medium Scoundrel 4

**Force Points:** 1; **Dark Side Score:** 6

**Initiative:** +9; **Senses:** Perception +7

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 15

Hit Points: 30, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +4 (1d4+4)

**Melee:** Heavy Knife +4 (1d6+3)

**Ranged:** Heavy Blaster Pistol +5 (3d8+2)

**Base Attack Bonus:** +3, **Grapple:** +5

**Attack Options:** Lightning Draw, Point-Blank Shot, **Sneak Attack** (+1d6), Zero Range

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 11, Charisma 13

**Talents:** **Cheap Trick**, **Sneak Attack** (+1d6)

**Feats:** Lightning Draw, Point-Blank Shot, Quick Draw, Skill Training (Deception), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons), Zero Range

**Skills:** Deception +8 (may reroll to Feint, may keep better result), Initiative +9, Knowledge (Social Sciences) +8, Perception +7, Persuasion +8, Stealth +9

**Possessions:** Combat Gloves, Heavy Blaster Pistol, Heavy Knife (As Short Sword), Comlink (Short-Range), Holster (2; Concealed), Nondescript Clothing
Basilisk War Droid

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

The ancient Basiliskan race yielded up many technological advances to their Mandalorian conquerors. Chief among them is the Basilisk War Droid, heavily armed electronic quadrupeds. Operating both in atmosphere and in space, they are deadly enough on their own, their artificial intelligence operating a variety of Weapon Systems within their Mandalorian steel shells.

But the Basilisk War Droids are seldom on their own. Mandalorians use them as their personnel mounts, saving wear and tear on their Jet Packs. The Basilisk War Droid is capable of melee action with its huge claws, as Ulic Qel-Droma finds when the mounted Mandalore the Indomitable meets him for their fateful duel.

## Basilisk War Droid Statistics (CL 6)

Huge Air Vehicle (Airspeeder)

**Initiative:** +6; **Senses:** Perception +11

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 19; +3 Armor, Vehicular Combat

Hit Points: 70; Damage Reduction: 5; Damage Threshold: 29

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 550 km/h)

**Melee:** Claws +11 (1d8+9)

**Ranged:** Pulse-Wave Cannons +4\* (As Pulse-Wave Rifle; 3d8)

**Ranged:** Light Laser Cannons +4\* (See below)

**Ranged:** Light Concussion Missiles +4\* (See below)

**Ranged:** Space Mines +4\* (See below)

**Fighting Space:** 3x3 squares (Character Scale), 1 square (Starship Scale); +5 **Cover** bonus

**Base Attack Bonus:** +2; **Grapple:** +21

**Attack Options:** Autofire (Light Laser Cannons)

**Special Actions:** Battlefield Effects

*\*If the Basilisk War Droid has a passenger, the passenger may use its attack bonus instead of those of the Droid brain. Basilisk War Droids always obey the commands of authorized passengers.*

### Abilities

Strength: 28, Dexterity: 15, Constitution: -, Intelligence: 14

**Skills\*:** Initiative +6, Mechanics +6, Perception +11, Pilot +6, Use Computer +11

*\*If the Basilisk War Droid has a passenger, the passenger may use its skill check bonuses instead of those of the Droid Brain. Basilisk War Droids always obey the commands of authorized passengers.*

### Ship Statistics

**Crew:** 0 (Skilled Crew Quality); **Passengers:** 1

**Cargo:** 100 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 4 Concussion Missiles, 2 Space Mines

**Availability:** Military, Rare; **Cost:** Not available for sale (Estimated value 70,000)

###  Weapon Systems\*

#### **Light Laser Cannons (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 3d10x2

#### **Light Concussion Missiles (Pilot)**

**Attack Bonus:** +4, **Damage:** 7d10x2, 4-Square Splash

#### **Space Mines (Pilot)**

**Attack Bonus:** +5, **Damage:** 7d10x2

*\*If the Basilisk War Droid has a passenger, the passenger may use its attack bonus instead of those of the Droid Brain. Basilisk War Droids always obey the commands of authorized passengers.*
Battle Droid

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*See also: Droid Chassis*

All Battle Droids have the following Chassis Traits:

* **Ability Modifiers:** All Battle Droids receive a +2 bonus to Dexterity, but suffer a -2 penalty to Intelligence. Battle Droids are designed for combat, incorporating systems to improve their reflexes.
	+ Like other Droids, Battle Droids have no Constitution score.
* **Size:** Battle Droids are typically of Medium size, gaining no bonuses or penalties for their size.
* **Speed:** Battle Droids have a base speed of 6 squares and use Walking Locomotion.
* **Droid Traits:** Battle Droids are 4th-Degree Droids and have all Droid immunities and typical Droid Traits.
* **Bonus Equipment:** Battle Droids are constructed with the following Droid Systems installed in each:
	+ Walking Locomotion
	+ Basic Processor
	+ 2 Hand Appendages
	+ Plasteel Shell (+2 Reflex), Internal Comlink, Locked Access, and Vocabulator
* **Bonus Feats:** At 1st level, a Battle Droid can select one Armor Proficiency (Light, Medium, or Heavy) Feat and one Weapon Proficiency Feat for which it meets the prerequisites.
* **Automatic Languages:** All Battle Droids can speak, read, and write both Basic and Binary.
Black Krrsantan

*Black Krrsantan character data created by Facebook user Jeffrey Mueller.*

*Affiliations: The Fringe*

A former gladiator turned deadly bounty hunter, Black Krrsantan is a towering black-furred Wookiee. During the Empire's rule, he made a name for himself in the criminal underworld with his intimidating presence and unstoppable raw strength.

## Black Krrsantan Statistics (CL 11)

Medium Wookiee Soldier 6/Scoundrel 2/Gladiator 3

**Force Points:** 4; **Dark Side Score:** 7

**Initiative:** +7; **Senses:** Perception +5

**Languages:** Basic (understand only), Shyriiwook

### Defenses

Reflex Defense: 29 (Flat-Footed: 25), Fortitude Defense: 28, Will Defense: 22; Unflinching (1/Encounter)

Hit Points: 130, Damage Threshold: 33; Extraordinary Recuperation, **Unstoppable**

### Offense

**Speed:** 6 Squares

**Melee:** Vibroknucklers +15 (1d8+11)

**Melee:** Vibroknucklers +15 (2d8+11) with Mighty Swing

**Ranged:** Bowcaster +12 (3d10+5)

**Ranged:** Frag Grenade (3) +13 (4d6+5, 2-Square Burst)

**Base Attack Bonus:** +10, **Grapple:** +17; Trip

**Attack Options:** **Brutal Attack (Simple Weapons)**, **Cantina Brawler**, **Dastardly Strike**, Mighty Swing, Point-Blank Shot

**Special Actions:** Dreadful Rage (1/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (1/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 20, Dexterity 14, Constitution 20, Intelligence 9, Wisdom 11, Charisma 8

**Talents:** **Brutal Attack (Simple Weapons)**, **Cantina Brawler**, **Dastardly Strike**, **Expert Grappler**, **Melee Smash**, **Unstoppable**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dreadful Rage, Improved Damage Threshold, Martial Arts I, Martial Arts II, Mighty Swing, Point-Blank Shot, Trip, Weapon Focus (Simple Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +15 (May Take 10 when distracted), Endurance +15

**Possessions:** Bowcaster, Vibroknucklers, Frag Grenade (3)
Blackguard Minion

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

*Affiliations: The Blackguard*

San'ssi the Kursk, the most recent leader of The Blackguard, feels the need for more people under his command to help the cult survive. He adopts the practice of recruiting non-Force-sensitive people into the cults ranks. Donning black armor and bearing Blaster Rifles, these Minions act as soldier and become the most visible members of the faction, leading many to believe that The Blackguard is a paramilitary organization.

### Blackguard Minion Encounters

The Blackguard is found almost exclusively on Mustafar in or near the Southern Jedi Ruins, but a few are occasionally located wandering between the ruins and the planet's only remaining city of Fralideja. Blackguard Minions and Blackguard Wilders exist and act more as squad leaders, giving evidence that The Blackguard might be better organization than most people think possible of a Dark Side cult.

## Blackguard Minion Statistics (CL 1)

Medium Human Nonheroic 3

**Dark Side Score:** 4

**Initiative:** +2; **Senses:** Perception +7

**Languages:** Basic

### Defenses

Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 12, Will Defense: 11

Hit Points: 7, Damage Threshold: 12

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +3 (1d4+1)

**Ranged:** Blaster Rifle +3 (3d8)

**Base Attack Bonus:** +2, **Grapple:** +3

**Attack Options:** Autofire (Blaster Rifle)

### Base Stats

**Abilities:** Strength 13, Dexterity 12, Constitution 10, Intelligence 11, Wisdom 13, Charisma 12

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Skill Training (Endurance), Weapon Proficiency (Pistols)H, Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +6, Perception +7, Survival +7H

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Blaster Rifle

*H- Human bonus Feat or Trained Skill*
Black Sun

*Reference: Star Wars Saga Edition Scum and Villainy*

*See also: Black Sun by Era*

The Black Sun crime syndicate is one of the foremost criminal organizations in the galaxy. Black Sun has its hands in nearly every possible criminal venture, from petty theft to assassination, all arranged to bring more power and wealth to the crime syndicate. Black Sun is one of the most iconic criminal organizations in the *Star Wars* saga, and the organization reached such heights of power that its leader, Prince Xizor, was nearly powerful enough to challenge Darth Vader himself.

Black Sun is found in nearly every corner of the galaxy, though typically it is headquartered on Coruscant. Black Sun agents operate from The Deep Core to The Outer Rim, and significant Black Sun cells operate on every Core world. Black Sun operates under the leadership of a single Underlord, who controls the Vigos. The Vigos are the chief crime bosses of Black Sun, and they wield nearly as much power (and sometimes more) as the head of a Hutt Kajidic. Black Sun's influence is so great that its leaders are able to clandestinely commission a fleet of Starships from companies like TransGalMeg and Joraan Drive Systems, giving the organization the military might to challenge and overwhelm planetary and even sector defense forces.

Working for Black Sun certainly has its advantages. With the power to challenge local governments, Black Sun agents have a great deal of clout, and many weaker worlds think twice before bringing charges against a Black Sun agent. Joining Black Sun requires that the interested person prove their value, which typically needs to be more than just an extra bit of hired muscle. Once a member of Black Sun, an individual is required to follow the orders of their superiors strictly, and work above all else for the betterment of the crime syndicate.

Most people who are aware of the crime syndicate learned long ago to avoid any entanglements with Black Sun. The organization can be a powerful enemy, rivaling even the Empire for ruthlessness and resources. Angering a Vigo means making an enemy for life, and a conflict with Black Sun can be messy. With its own space fleet, Black Sun is able to send ships to wipe out smuggling operations, destroy pirate fleets, and bomb the homes of those that oppose them.

## Black Sun Units

Below is a list of directories to different Black Sun Units:

* Black Sun Heroic Units
* Black Sun Nonheroic Units
* Black Sun Vehicles
* Black Sun Organization Data
Blade Scorpion

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

The Blade Scorpion is one of the most dangerous creature to prowl the badlands of Nizon. Combining the worst traits of a crab and a scorpion, these huge armored creatures take their name from the blade-like structure on the tips of their tails. The Nazren fear these beasts and never travel alone in regions where they are common.

 Blade Scorpion Statistics (CL 10)

Huge Desert Beast 11

**Initiative:** +12; **Senses:** Perception +10

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 19, Will Defense: 10

Hit Points: 170, Damage Threshold: 29

### Offense

**Speed:** 6 Squares

**Melee:** Pincers (2) +12\* (1d8+13)

**Melee:** Sting +12\* (1d8+13) plus Poison

**Fighting Space:** 3x3 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +8, **Grapple:** +24

**Attack Options:** Cleave, Power Attack

**Species Traits:** Desert, Natural Armor (+8), Poison

*\*Includes 2 points of Power Attack*

### Base Stats

**Abilities:** Strength 22, Dexterity 14, Constitution 29, Intelligence 2, Wisdom 11, Charisma 11

**Feats:** Cleave, Power Attack, Skill Training (Initiative), Skill Training (Perception)

**Skills:** Initiative +12, Perception +10, Stealth +2

### Abilities

**Poison:** If the Sting attack of a Blade Scorpion deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+19) against the target's Fortitude Defense, the target moves -1 step along the Condition Track. A target moved to the end of the Condition Track by the poison is Immobilized, but not unconscious. The Poison attacks each round until cured with a successful DC 20 Treat Injury check.
Bidlo Kwerve

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Criminals*

*Affiliations: Jabba the Hutt, Gangster*

Loyal **Minion** of Jabba the Hutt, Gangster, faithfully serving their master.

Medium Human (**Minion**) Nonheroic 9

**Dark Side Score:** 9

**Initiative:** +17; **Senses:** Perception +9

**Languages:** Basic, Bocce

Hit Points: 54, Damage Threshold: 12

**Melee:** Unarmed +7 (1d4+1)

**Ranged:** Heavy Blaster Pistol +9 (3d8)

**Ranged:** Heavy Blaster Pistol +7 (4d8) with Rapid Shot

**Base Attack Bonus:** +6, **Grapple:** +9

**Attack Options:** Point-Blank Shot, Rapid Shot

**Special Actions:** Quick Draw

### Base Stats

**Abilities:** Strength 13, Dexterity 16, Constitution 14, Intelligence 12, Wisdom 11, Charisma 11

**Feats:** Point-Blank Shot, Rapid Shot, Quick Draw, Skill Focus (Initiative), Skill Training (Persuasion), Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Initiative +17, Perception +9, Persuasion +9

**Possessions:** Heavy Blaster Pistol