TEXT: By JD Wiker and Rodney Thompson
  Hero’s Guide
  Web Enhancement
  Character Templates and Prestige Classes
  
  HERO’S GUIDE WEB ENHANCEMENT
  002
  DESIGN
  JD WIKER AND RODNEY THOMPSON
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  MICHELLE VUCKOVICH
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  Character Templates
  While most characters fall under the descriptions provided by
  most classes and species, some have a special quality about
  them that sets them apart from normal sentient beings. These
  changes, which differentiate a character from even other
  members of his species, can be illustrated through the use of
  a template.
  A template is a set of changes made to a standard char-
  acter to make that character reﬂect those differences more
  accurately in game terms. The character continues to use all
  statistics and special abilities from his existing class, except
  as noted in the text of the template.
  Clone
  The Kaminoans, known to the galaxy as master cloners,
  created the perfect soldiers when they cloned Jango Fett and
  altered his genetic material to create the clone troopers.
  After the success of the Republic military forces during the
  Clone Wars, the art of cloning faded into relative obscurity. It
  wasn’t until several years after the Emperor’s death that
  widespread use of clones made a resurgence under the
  banner of Grand Admiral Thrawn. From time to time, clones
  were created to act as “backup bodies” in case of an impor-
  tant individual’s death (as in the case of both the Emperor
  and Thrawn himself), but this technique was rarely used due
  to the unavailability of cloning technology and the difﬁcul-
  ties involved in growing clones too quickly.
  The clones created by the Kaminoans had their genetic
  structure altered to make them more efﬁcient in combat and
  more willing to follow orders and take commands. This was
  the perfect combination for the clone troopers, who needed
  to be totally obedient to Supreme Chancellor Palpatine while
  at the same time effective and durable soldiers. Other clones
  might be genetically altered or exact replicas of their hosts.
  The Kaminoans and a few others knew how to create clones
  that did not suffer from mental instability, but those who
  lacked such knowledge often saw their results tainted with
  everything from paranoia to complete insanity.
  Vitality: Same as the character.
  Speed: Same as the character.
  Defense: Same as the character.
  Damage: Same as the character.
  Special Qualities: Same as the character.
  Saves: +2 bonus on Fortitude saves, –2 penalty on Will
  saves.
  Abilities: A clone created from an unaltered genetic speci-
  men must have Strength, Dexterity, and Constitution scores
  equal to or greater than the character it is cloned from. A
  clone created from an altered genetic specimen can have any
  set of attributes normally allowed.
  Skills: Same as the character.
  Feats: Same as the character.
  Shaped
  One of the most insidious achievements of the Yuuzhan Vong
  is their ability to genetically transform members of other
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  HERO’S GUIDE WEB ENHANCEMENT
  species using aspects of their own biology and society. The
  Shapers, a caste of biological tinkerers who create the major-
  ity of Yuuzhan Vong biotech, began experimenting on
  Humans and other beings as soon as they ﬁrst ventured into
  New Republic space. While some victims were completely
  transformed into horribly mutated creatures almost unrecog-
  nizable as a known species (as was the case with the
  Rodians), others found themselves subject to the slow torture
  of having their bodies transformed one piece at a time. Those
  who escaped or were rescued are permanently scarred by the
  experience and retain many of the modiﬁcations.
  The Shapers use native inhabitants of the galaxy in
  attempts to add the new species to their forces in the same
  way they must have used the Chazrach in their own galaxy.
  They implant knowledge of the Yuuzhan Vong language to
  make the brainwashing easier, allowing them to communi-
  cate with the subject in their native tongue. They tamper
  with the subject’s genetic structure, making the being more
  robust and durable so that it can survive longer as an
  expendable soldier in the ongoing war. Additionally, they
  break down the will to resist Yuuzhan Vong brainwashing,
  meaning that a subject will be more likely to comply with
  orders and commands. These changes are nearly permanent,
  and New Republic medical experts have yet to discover a way
  to counteract the effects of the shaping process.
  Vitality: Same as the character.
  Speed: Same as the character.
  Defense: Same as the character.
  Damage: Same as the character.
  Special Qualities: Same as the character.
  Saves: -2 penalty on Will saves.
  Abilities: +2 Constitution.
  Skills: Add Read/Write Yuuzhan Vong and Speak Yuuzhan
  Vong.
  Feats: Same as the character.
  Special: Some beings modiﬁed by the Yuuzhan Vong
  have had limbs replaced with biological enhancements. Use
  the cybernetics rules presented in the equipment chapter of
  the Hero’s Guide, but consider the replacement to be biologi-
  cal rather than mechanical.
  Spice-Addicted
  If there is one substance that is more harmful to the health
  of beings throughout the galaxy than any other, it is the drug
  known as spice. Spice is found in the mines of Kessel and
  spreads throughout the galaxy thanks to the underhanded
  dealings of drug lords (chief among them, the Hutts, whose
  drug reﬁneries on Ylesia produce massive amounts of spice).
  Citizens of the galaxy use several different kinds of spice,
  including varieties of medicinal spice, but the illegal varieties
  such as glitterstim and tempest are highly addictive and
  dangerous. Some forms of spice have visible side effects
  when used frequently, while others are almost impossible to
  detect without blood testing.
  A being that is addicted to spice will frequently do anything to
  get more of it. Despite providing some low-level telepathic abili-
  ties, the negative effects of long-term spice use are far worse
  than the quick ﬁx it provides. Spice addicts are usually paranoid
  and have little to no control over their telepathic abilities; they
  frequently believe they can hear the thoughts of those around
  them, and that everyone is plotting against them. Spice-addicted
  beings usually suffer physical and mental breakdown if they do
  not get their daily dose of the drug, which simply increases their
  paranoia as well as desperation.
  Losing one’s addiction to spice is no easy matter and
  requires extensive rehabilitation. The process is often best
  done at special medical facilities designed to wean a user
  from the drug rather than remove it completely.
  Vitality: Same as the character.
  Speed: Same as the character.
  Defense: Same as the character.
  Damage: Same as the character.
  Special Qualities: Same as the character.
  Saves: Same as the character.
  Abilities: Every day that a spice-addicted character does
  not consume some spice, he suffers a -1 penalty to all ability
  scores.
  Skills: The character gains a +1 bonus to the Telepathy
  skill if he has no ranks in it, or a +2 bonus if he does.
  Additionally, the character gains a +2 bonus to the Empathy
  Force skill and may use this skill untrained and even without
  having the Force-sensitive feat.
  Feats: Same as the character.
  Prestige Classes
  Four new prestige classes are ready to be used in your Star
  Wars game—holovid star, spirit master, Corporate Viceprex,
  and Imperial Moff.
  Holovid Star
  Holovids rank among the most popular forms of entertain-
  ment in the galaxy, and the holovid industry hauls in
  quintillions of credits every year. Holovid stars enjoy a kind of
  celebrity usually afforded only to royalty (and indeed, many
  go into politics when their acting careers start to ﬂag). From
  action-adventures to dramas to comedies to documentaries,
  holovid stars in any segment of the industry are recognized
  almost immediately wherever they go, and treated with cour-
  tesy, respect, and even awe. At the heights of their careers,
  some even rub shoulders with the galaxy’s movers and shak-
  ers, dining with heads of state, chatting with ambassadors,
  and acting as spokespersons for political causes.
  But holovid stars, despite their detractors’ claims, do not
  exist in a vacuum of glamour and glitz. Some perform only
  when they aren’t busy with more important concerns, and
  these celebrities have various ties to the Rebel Alliance, the
  Galactic Empire, the Corporate Sector Authority, the Jedi
  Temple, smuggling rings, terrorist cells, and a variety of crimi-
  nal activities. The experience an actor gains from making
  holovids can come in handy when she is ﬁghting for a cause
  she believes in (or simply trying to make a few extra credits
  on the side).
  Nobles make the best holovid stars, though they can come
  from nearly any background, depending on the kind of roles
  the star generally plays. Holovid stars need not have been
  heavily involved in the industry before becoming stars (in
  003
  
  fact, some of them are taken by surprise when strangers
  recognize them on the street), and the change in employ-
  ment status has very little bearing on their adventuring aims.
  (Gamemasters and players should note, however, that a
  holovid star who becomes too busy to actually star in
  holovids anymore will swiftly earn the ire of the studios. See
  Ex-Stars, below.)
  Requirements
  To qualify to become a holovid star, a character must fulﬁll
  all the following criteria.
  Skills: Entertain 6 ranks, Profession (actor) 4 ranks.
  Feats: Fame.
  Special: The character must have had a major role in a
  holovid of some kind. Obviously, only persons from cultures
  with access to the HoloNet can become holovid stars.
  Game Rule Information
  Vitality: Holovid stars gain 1d6 vitality points per level.
  The character’s Constitution modiﬁer applies.
  Class Skills
  The holovid star’s class skills, and the key ability for each skill,
  are as follows (see Chapter Four of the Star Wars Roleplaying
  Game for skill descriptions):
  Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy
  (Cha), Disguise (Cha), Entertain (Cha), Knowledge* (Int),
  Profession* (Wis), Sense Motive (Wis), and Speak Language.
  * This skill actually encompasses a number of unrelated
  skills. Each time this skill is learned, a speciﬁc category
  must also be chosen. Examples include Craft (holoart),
  Knowledge (politics), and Profession (entertainer).
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  The following are class features of the holovid star prestige
  class.
  Celebrity
  The holovid star is almost immediately recognized wherever
  she goes unless she travels in disguise. This can cause her a
  few problems because of the excessive amount of attention
  she receives, but it also has its advantages. She can add her
  holovid star class levels to her Reputation bonus when deal-
  ing with commoners and nonprofessional classes (diplomats,
  experts, and thugs).
  A holovid star’s celebrity also grants her access to certain
  privileges otherwise denied to ordinary people. A holovid star
  may substitute her levels from the holovid star prestige class
  for her Sympathy rating for a given faction when determining
  whether she meets the prerequisites for faction-associated
  feats. This rule does not apply if the holovid star has declared
  for a given faction. (See Chapter Five for more information on
  factions, Sympathy, and declaring.)
  Bonus Class Skill
  At 1st level, the holovid star may designate a cross-class skill
  (except Force skills) as a class skill. Once designated, the skill
  is considered a class skill every time the character adds a new
  level of holovid star. The skill must be one relatively common
  to the campaign. (Astrogate would be inappropriate in a
  campaign set entirely on Endor, for example.) The GM is free
  to rule that a speciﬁc skill is off limits as a bonus class skill.
  Bonus Feat
  At 2nd level and again at 5th level, the holovid star gets a
  bonus feat, reﬂecting her ongoing training in the ﬁeld of
  holovid acting. This bonus feat must be drawn from the
  following list, provided she meets the prerequisites:
  Acrobatic, Athletic, Charm, Connections, Cosmopolitan,
  Dodge, Headstrong, Impersonator, Inﬂuence, Low Proﬁle,
  Martial Arts, Mimic, Nimble, Persuasive, Rugged, Trick,
  Trustworthy, Weapon Group Proﬁciency.
  Favor
  As a renowned celebrity and media darling, the holovid star
  can ask and usually receive favors from the media, in exchange
  for minor considerations such as exclusive interviews and
  public appearances. By making a favor check, the holovid star
  can call upon contacts and resources that most heroes don’t
  have. This allows the holovid star to gain important informa-
  tion without going through the time and trouble of a Gather
  Information check, or to requisition resources without paying
  for them. Favors also can be used to acquire the loan of equip-
  ment or documents from inﬂuential acquaintances.
  To use this ability, the holovid star makes a favor check. Roll a
  d20 and add the holovid star’s favor bonus. The GM sets the DC
  of the check. Simple, low-cost, low-risk favors are DC 10, while
  expensive, illegal, or extremely risky favors could be DC 20 or
  higher. The holovid star cannot take 10 or 20 on this check, nor
  can she make multiple attempts at the same (or virtually the
  same) favor. Truly extreme favors, such as eliminating a major
  foe or rival, are generally beyond the capabilities of the holovid
  star’s media contacts. Such tasks should be the basis of an
  adventure—not the outcome of a single roll.
  A holovid star can try to call in a favor a number of times
  per week of game time equal to one-half her holovid star
  level, rounded up. This is cumulative with the noble’s ability
  to call in favors.
  The GM should carefully monitor the use of favors to
  ensure that this ability isn’t abused. The success or failure of a
  mission shouldn’t hinge on the use of a favor, and calling in
  HERO’S GUIDE WEB ENHANCEMENT
  004
  Table 1: The Holovid Star
  Base
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +1
  +2
  Celebrity, bonus class skill
  +1
  +2
  2nd
  +1
  +0
  +2
  +3
  Bonus feat
  +1
  +2
  3rd
  +1
  +1
  +2
  +3
  Favor +2
  +2
  +2
  4th
  +2
  +1
  +2
  +4
  Look-a-likes
  +2
  +3
  5th
  +2
  +1
  +3
  +4
  Major celebrity, bonus feat
  +3
  +3
  
  favors shouldn’t replace good roleplaying or the use of other
  skills or abilities. The GM can disallow any favor deemed to
  be disruptive to the game. See the Favors and Contacts side-
  bar in Chapter Twelve of the Star Wars Roleplaying Game for
  additional information.
  Look-a-likes
  At 4th level, the holovid star is so universally recognized that
  she has inspired numerous impersonators. Whenever the
  holovid star appears somewhere “out of context” (that is, not
  doing something related to her holovid career), the average
  person naturally assumes that the holovid star is actually a
  look-a-like. After all, what would a big star be doing in a
  place like this? The holovid star’s Reputation bonus is no
  longer applied as a penalty on Bluff checks to deny or hide
  her identity, though it doesn’t apply as a bonus, either.
  Major Celebrity
  The holovid star is such a major player that nearly everyone
  bends over backward to accommodate her wishes. She can
  add her holovid star class levels to her Reputation bonus.
  Ex-Stars
  A holovid star who does not actively participate in at least one
  holovid production each level loses all special abilities derived
  from this prestige class. This situation lasts until such time as
  the holovid star appears in another holovid production.
  Spirit Master
  Even on worlds where no one has ever heard of the Force, its
  power nevertheless exists. The natives may be completely
  unaware of it, or they may dream up fanciful tales to explain
  the phenomena associated with it. Some few with the gift of
  Force sensitivity may even learn to channel its power, though,
  to them, it is not so much an energy ﬁeld as a kind of “magic.”
  Spirit masters hail from a variety of worlds, but all learned
  of the Force through a tradition that considers it a kind of
  “ghost magic.” They believe that the manifestations of the
  Force are the work of nature spirits, the ghosts of their ances-
  tors, or even the will of primitive “gods.” Their perception of
  the Force is forever colored by this belief, and while they may
  become as powerful as the greatest Jedi, they do not have the
  same understanding of it as the Jedi or even other Force users.
  Because spirit masters learn a completely different tradi-
  tion of the Force, the powers they derive from it also take a
  different form. Their focus is on commanding the “spirit
  world” to accomplish many of their goals, and as such, they
  have an understanding of the Force that actually surpasses
  that of most Jedi Knights. They can almost effortlessly
  accomplish a number of small “tricks” that would drain the
  vitality from a Jedi, because (as a Jedi often ﬁnds difﬁcult to
  grasp) the spirits—that is, the Force—work the trick, not the
  Force-user. Conversely, though, they cannot easily compre-
  hend how Jedi manage to perform their own tricks without
  the attendant rituals the spirit master routinely employs.
  Only Force adepts can become spirit masters. A character
  with even one Jedi level cannot unlearn her Jedi training to
  embrace the way of the spirits. Force adepts who become
  spirit masters should only come from worlds without a Jedi
  tradition, which usually means a primitive world located
  somewhere in the Outer Rim territories.
  Requirements
  To qualify to become a spirit master, a character must fulﬁll
  all the following criteria.
  Base Save Bonuses: Will +4.
  Skills: Diplomacy or Intimidate 6 ranks, See Force 6 ranks,
  Telepathy 4 ranks.
  Feats: Force-Sensitive, Sense, Spellcaster.
  Region: Any noncivilized sector of space.
  Special: Jedi characters cannot become spirit masters.
  Game Rule Information
  Vitality: Spirit masters gain 1d6 vitality points per level.
  The character’s Constitution modiﬁer applies.
  Class Skills
  The spirit master’s class skills, and the key ability for each
  skill, are as follows (see Chapter Four of the Star Wars
  Roleplaying Game for skill descriptions):
  Bluff (Cha), Craft* (Int), Diplomacy (Cha), Gather
  Information (Cha), Handle Animal (Cha), Intimidate (Cha),
  Knowledge* (Int), Listen (Wis), Profession* (Wis), Ride (Dex),
  Sense Motive (Wis), Spot (Wis), Survival (Wis), Treat Injury
  (Wis). All Force skills for which the spirit master meets the
  prerequisites are considered class skills.
  * This skill actually encompasses a number of unrelated
  skills. Each time this skill is learned, a speciﬁc category
  must also be chosen. Examples include Craft (exotic
  weapon [gaderfﬁi]), Knowledge (history), and Profession
  (moisture farmer).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Table 2: The Spirit Master
  Base
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +1
  +0
  +2
  Spirit totem
  +0
  +1
  2nd
  +1
  +2
  +0
  +3
  Spirit lore
  +1
  +1
  3rd
  +1
  +2
  +1
  +3
  Spirit totem
  +1
  +1
  4th
  +2
  +2
  +1
  +4
  +1
  +2
  5th
  +2
  +3
  +1
  +4
  Spirit focus
  +2
  +2
  6th
  +3
  +3
  +2
  +5
  Unseen defender
  +2
  +2
  7th
  +3
  +4
  +2
  +5
  Spirit totem
  +2
  +3
  8th
  +4
  +4
  +2
  +6
  +3
  +3
  9th
  +4
  +4
  +3
  +6
  Spirit totem
  +3
  +3
  10th
  +5
  +5
  +3
  +7
  Spirit form
  +3
  +4
  HERO’S GUIDE WEB ENHANCEMENT
  005
  
  Class Features
  The following are class features of the spirit master prestige
  class.
  Starting Feats
  Spirit masters gain the following feats:
  Weapon Group Proﬁciency (primitive weapons)
  Weapon Group Proﬁciency (simple weapons)
  Spirit Totem
  The spirit master gains a spirit totem that only she can see or
  hear (in actuality, simply a manifestation of her own self-
  image, made “real” by the Force). At 1st level, the totem
  grants the spirit master a +2 Force bonus on Listen and Spot
  checks, since its “extra eyes and ears” make the spirit master
  more alert.
  Furthermore, at 3rd, 7th, and 9th level, the spirit totem
  becomes more potent, and the spirit master can choose one
  of the following abilities for it to confer.
  • +1 Force bonus on Fortitude saves
  • +1 Force bonus on Reﬂex saves
  • +1 Force bonus on Will saves
  • +2 Force bonus on Hide and Move Silently checks
  • +2 Force bonus on Bluff and Intimidate checks
  • +3 Force bonus on Drain Energy checks
  • +3 Force bonus on Farseeing checks
  • +3 Force bonus on Fear checks
  • +3 Force bonus on Force Grip checks
  • +3 Force bonus on Force Strike checks
  • +3 Force bonus on Gamble checks
  • +3 Force bonus on Handle Animal checks
  • +3 Force bonus on Illusion checks
  • +3 Force bonus on Move Object checks
  • +3 Force bonus on Sense Motive checks
  • +3 Force bonus on Sleight of Hand checks
  Spirit Lore
  Beginning at 2nd level, the spirit master can commune with
  the spirits (or rather, meditate on the Force) to ask questions
  that can be answered by a simple yes or no. The character
  may ask one such question per day for every two levels she
  has attained in the spirit master prestige class. The answers
  are correct, as long as they involve information about the
  past or present. Information about the future is always
  “unclear,” since the future is always in motion. In cases where
  a one-word answer would be misleading, the GM should give
  a short phrase (ﬁve words or less) as an answer instead. Spirit
  lore acts only as an information resource for the spirit master,
  providing information to aid character decisions. This ability
  requires an hour of meditation per question. The spirit master
  can undertake other activities between questions if she
  desires, provided that each question is preceded by this
  period of meditation.
  Spirit Focus
  At 5th level, the spirit master is able to “call upon the power
  of the spirits” to vex her foes in battle. As an attack action,
  the spirit master can focus the attention of the spirits on a
  target individual. The target then receives a –2 penalty on
  attack rolls, damage rolls, saving throws, and skill checks. This
  penalty lasts for as long as the spirit master continues to use
  an attack action each round to maintain it; that is, it lasts
  each round from the beginning of the spirit master’s turn
  until right before his turn in the next round.
  Unseen Defender
  At 6th level, the spirits begin to protect the spirit master
  from physical harm. Small objects within a few meters of the
  spirit master lift into the air and surround her (in reality, a
  subconscious manifestation of the spirit master’s Alter feat),
  absorbing some of the incoming damage. As a full-round
  action, the spirit master may expend a number of vitality
  points equal to half her spirit master level to receive an
  equivalent amount of damage reduction (which is applicable
  only to wound damage). The DR stacks with DR from armor
  or other sources, and lasts for 1 round per the spirit master’s
  class level.
  This ability does not function if no loose objects are pres-
  ent within 4 meters of the spirit master.
  Spirit Form
  The spirit master can enter the spirit world for brief periods,
  projecting her presence a short distance away—in effect,
  creating a Force duplicate of herself. The duplicate looks,
  sounds, and smells just like the spirit master but is intangible.
  It mimics the spirit master’s actions (including speech) unless
  the spirit master concentrates on making it act differently.
  The spirit master can see through the spirit form’s eyes and
  hear through its ears as if she were standing where the spirit
  form stands. During the spirit master’s turn in a round, she
  can switch her perspective from seeing through the spirit
  form’s eyes to seeing normally and back again as a free
  action.
  The spirit master can use Force skills and feats through the
  spirit form, and they originate from the spirit form’s location.
  Force abilities that affect the Force-user, however, affect the
  Force-user rather than the spirit form. Thus, Enhance Ability
  and Enhance Senses, for example, would not grant any
  bonuses to the spirit form.
  Creating a spirit form is a full-round action. The spirit form
  appears anywhere within 60 meters of the spirit master, and
  can travel anywhere in this area, though it does not travel
  any differently than the spirit master. (That is, if the spirit
  master does not have the ability to ﬂy, neither does the spirit
  form.) The initial act of manifesting the spirit form costs the
  spirit master 10 vitality points, and maintaining the spirit
  form costs 4 vitality points per round.
  Those who encounter a spirit form can detect that it is not
  truly the spirit master with a successful Will save (DC 20 +
  the spirit master’s Charisma modiﬁer). In order to attempt
  this Will save, however, a character must study the spirit form
  carefully (taking no other actions), or interact with it in a
  signiﬁcant faction. Characters who attempt to touch the
  spirit form, or who successfully attack it, gain a +4 circum-
  stance bonus on their Will saves. Force spirits, including dark
  side spirits, also gain a +4 circumstance bonus on their Will
  saves to detect that the spirit form is only a duplicate of the
  spirit master.
  Force-users who encounter a spirit form can use Force
  skills and feats on it as though the spirit master herself were
  physically present. The Force ability affects the spirit master,
  rather than the spirit form. If a Force ability damages the
  HERO’S GUIDE WEB ENHANCEMENT
  006
  
  spirit form, the spirit master suffers the damage. If a Force-
  based attack deals wound damage, the spirit form is
  dispelled, and the spirit master must attempt a Will save (DC
  10 + wound damage dealt) or be stunned for 1d4+1 rounds.
  If at any point the spirit master loses the ability to act (such
  as through the result of a daze or stun effect, or being
  rendered unconscious), the spirit form is dispelled.
  Corporate Viceprex
  A Viceprex oversees an entire division of the Corporate Sector
  Authority, making the day-to-day decisions and ensuring that
  operations run smoothly. The Viceprexes have the authority
  to make things happen, without the responsibility of setting
  policy. This gives them a great deal of independence and lati-
  tude to do as they see ﬁt in order to further the Corporate
  Sector’s proﬁts. A Viceprex can reorganize his division, allo-
  cate budgetary resources to new programs, and even hire
  troubleshooters and bounty hunters to clean up small prob-
  lems. Even a Viceprex who experiences occasional lapses of
  judgment can be forgiven, provided his division maintains
  proﬁtability.
  Requirements
  To qualify to become a Corporate Viceprex, a character must
  fulﬁll the following criteria.
  Skills: Appraise 8 ranks, Diplomacy 6 ranks, Knowledge
  (business) 8 ranks.
  Feats: Corporate Credit Line, Premier Credit Line.
  Reputation: +3.
  Corporate Sympathy: +4.
  Special: Only characters who have joined the Corporate
  Sector can become Corporate Viceprexes.
  Game Rule Information
  Vitality: Corporate Viceprexes gain 1d6 vitality points per
  level. The character’s Constitution modiﬁer applies.
  Class Skills
  The Corporate Viceprex’s class skills (and the key ability for
  each skill) are Appraise (Int), Bluff (Cha), Computer Use (Int),
  Craft* (Int), Diplomacy (Cha), Forgery (Int), Gamble (Wis),
  Intimidate (Cha), Knowledge* (Int), Listen (Wis), Profession*
  (Wis), Read/Write Language, Sense Motive (Wis), Speak
  Language, and Spot (Wis).
  * This skill actually encompasses a number of unrelated
  skills. Each time this skill is learned, a speciﬁc category must
  also be chosen. Examples include Craft (droids), Knowledge
  (politics), and Profession (droid programmer).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following are class features of the Corporate Viceprex
  prestige class.
  Starting Feats
  The Corporate Viceprex gains the following feats:
  Weapon Group Proﬁciencies (blaster pistols)
  Weapon Group Proﬁciencies (simple weapons)
  Resource Access
  The Corporate Viceprex has access to a wide array of
  resources. Once per day, the Corporate Viceprex can make a
  Charisma check to use those resources.
  The value of resources gained equals the Corporate
  Viceprex’s class level x the result of the Charisma check x 50.
  Thus, a 4th-level Corporate Viceprex who gets a result of 13
  on his Charisma check would gain 2,600 credits’ worth of
  resources. These resources can take virtually any form the
  Corporate Viceprex desires (within reason) and are his to do
  with as he pleases. The resources gained arrive in his posses-
  sion 1d6 hours after he makes the check. Note that these
  resources must be reasonably (though not necessarily
  commonly) available when and where the Corporate Viceprex
  chooses to make the check.
  This class feature can only be used within the bounds of
  the Corporate Sector.
  Personal Transport
  At 2nd level, the Corporate Viceprex is provided with a star-
  ship for his personal use. This ship is always a space transport,
  and is most commonly the Corporate Sector equivalent of a
  stock Guardian-class light cruiser (though the GM can assign
  the character any space transport, at her discretion).
  The ship belongs to the Corporate Viceprex and is his to do
  with as he pleases. If it is ever destroyed, lost, sold, or other-
  wise disposed of, the Corporate Viceprex can attempt to
  replace it. Doing so requires a Diplomacy check (DC 20; if
  failed it may be retried in 1 week), costs 1 point of Corporate
  Sector Authority Sympathy, and takes 2d8 days.
  Favor
  Her powerful ﬁnancial clout allows a Corporate Viceprex to
  ask and usually receive favors from those she knows. By
  making a Favor check, the Corporate Viceprex can call upon
  contacts to gain important information without going
  through the time and trouble of research. Favors can also be
  used to acquire the loan of equipment or documents from
  inﬂuential acquaintances.
  To call in a favor, the Corporate Viceprex makes a Favor
  check. Roll a d20 and add the Corporate Viceprex’s Favor
  bonus (+1 at 2nd level, +2 at 5th level). The GM sets the DC
  Table 3: The Corporate Viceprex
  Base
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +1
  +1
  +1
  Starting feats, resource access
  +1
  +1
  2nd
  +1
  +2
  +2
  +2
  Personal transport
  +2
  +2
  3rd
  +2
  +2
  +2
  +2
  Favor +1
  +2
  +2
  4th
  +3
  +2
  +2
  +2
  Minions
  +2
  +3
  5th
  +3
  +3
  +3
  +3
  Favor +2, signing authority
  +3
  +4
  HERO’S GUIDE WEB ENHANCEMENT
  007
  
  based on the scope of the favor being requested. The DC
  ranges from 10 for a simple favor to as high as 25 for highly
  dangerous, expensive, or illegal favors. The Corporate
  Viceprex can’t take 10 or take 20 on this check, nor can she
  retry the check for the same (or virtually the same) favor.
  The Corporate Viceprex can try to call in a favor a number
  of times in a week of game time that’s equal to half her
  Corporate Viceprex levels, rounded down (minimum one).
  If the Corporate Viceprex has levels in noble, she may add
  her Favor bonus from that class when making a favor check.
  In addition, she may add her noble class levels to her
  Corporate Viceprex class levels when determining the number
  of times per week she can use this ability.
  The GM should carefully monitor the use of favors to ensure
  that this ability isn’t abused. The success or failure of a mission
  shouldn’t hinge on the use of a favor, and calling in favors
  shouldn’t replace good roleplaying or the use of other skills.
  The GM can disallow any favor deemed disruptive to the game.
  See the Favors and Contacts sidebar in Chapter Twelve of the
  Star Wars Roleplaying Game for additional information.
  Minions
  Beginning at 4th level, a Corporate Viceprex can add his
  Corporate Viceprex class level to any Reputation checks made
  to attract followers. (See Followers in Chapter Six of the Star
  Wars Roleplaying Game.)
  Signing Authority
  The Corporate Viceprex has moved so far up in the Corporate
  Sector Authority bureaucracy that he has much more access
  to the CSA’s funds than the average Corporate ofﬁcer. Once
  per adventure, the Corporate Viceprex may expend 1 point of
  Corporate Sympathy to achieve one of the following effects:
  • The Viceprex may multiply a resource access roll by 100,
  rather than 50.
  • The Viceprex may upgrade his personal transport to the
  Corporate Sector equivalent of a Corellian corvette for the
  duration of the adventure.
  • The Viceprex may double his total Favor bonus for one
  favor check.
  • The Viceprex may hire additional help, raising the maxi-
  mum total levels of his minions to twice his Reputation
  bonus. The additional help remains in the Viceprex’s service
  until the adventure ends or until they are killed, whichever
  comes ﬁrst.
  Ex-Corporate
  A Corporate Viceprex who abandons the Corporate Sector
  Authority (for example, by joining another faction), or whose
  Corporate Sympathy drops below the required minimum,
  loses all special abilities derived from this prestige class. In
  the latter case, the Corporate Viceprex can regain his former
  power by building up his Corporate Sympathy again.
  Imperial Moff
  Almost at the top of the Imperial hierarchy is the Moff.
  Drawn from the upper crust of the Imperial military, the
  Moffs are appointed by the Emperor to oversee entire sectors,
  as once the Republic Senators did. Each Moff rules over his
  sector and reports to a Grand Moff, who oversees groups of
  sectors, and who in turn reports to the Emperor.
  The job is not an easy one. Even if Rebel forces don’t try to
  eliminate the Imperial Moff, he still must survive the political
  battleﬁeld: the Emperor’s court. For the shrewdest and most
  ambitious ofﬁcers, though, the rewards are well worth the risks.
  A Moff commands a sector army, incorporating hundreds
  of thousands of troops, thousands of ground vehicles,
  hundreds of ground installations and space stations, dozens
  of capital ships, and sometimes even a personal Star
  Destroyer. In return, the Moff is reasonably expected to keep
  order and enforce the Empire’s military policy. All of this
  power can be taken away at a moment’s notice, with the
  Moff transported to Imperial Center to explain himself to the
  Emperor. But if the Imperial Moff does his job well and
  furthers the aims of the Emperor’s New Order, he may live
  long enough to attain the position of Grand Moff and over-
  see several sectors in the Emperor’s name.
  Requirements
  To qualify to become an Imperial Moff, a character must
  fulﬁll the following criteria.
  Base Attack Bonus: +6.
  Skills: Diplomacy 10 ranks, Knowledge (bureaucracy) 8
  ranks, Knowledge (tactics) 8 ranks.
  Feats: Imperial Command Training, Iron Will.
  Reputation Bonus: +4.
  Imperial Sympathy: +4.
  Special: To become an Imperial Moff, a character must
  have acquired the Leadership and Requisition Supplies special
  abilities.
  The Emperor personally selects who will become a Moff
  and hands down that appointment through a Grand Moff.
  Only characters who have joined the Empire can become
  Imperial Moffs.
  Game Rule Information
  Vitality: Imperial Moffs gain 1d6 vitality points per level.
  The character’s Constitution modiﬁer applies.
  Class Skills
  The Imperial Moff’s class skills, and the key ability for each
  skill, are as follows (see Chapter Four of the Star Wars
  HERO’S GUIDE WEB ENHANCEMENT
  008
  Table 4: The Imperial Moff
  Base
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +1
  +2
  Starting feat, backup, resource access
  +1
  +1
  2nd
  +1
  +0
  +2
  +3
  Bonus feat
  +2
  +2
  3rd
  +1
  +1
  +2
  +3
  Overlord
  +2
  +2
  4th
  +2
  +1
  +2
  +4
  Bonus feat
  +2
  +3
  5th
  +2
  +1
  +3
  +4
  Personal Transport
  +3
  +3
  
  Roleplaying Game for skill descriptions): Appraise (Int), Bluff
  (Cha), Computer Use (Int), Diplomacy (Cha), Gather
  Information (Cha), Intimidate (Cha), Knowledge* (Int),
  Profession* (Wis), Read/Write Language (none), Sense Motive
  (Wis), and Speak Language (none).
  * This skill actually encompasses a number of unrelated
  skills. Each time this skill is learned, a speciﬁc category
  must also be chosen. Examples include Craft (droids),
  Knowledge (politics), and Profession (droid programmer).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following are features of the Imperial Moff prestige class.
  Starting Feat
  The Imperial Moff gains the following feat:
  Weapon Group Proﬁciency (blaster pistols)
  Backup
  An Imperial Moff can call upon the Imperial military to
  provide troops or an honor guard, in the form of Imperial
  stormtroopers. The Imperial Moff can call for such troops
  once per week.
  To call stormtroopers, the Imperial Moff must have contact
  with an Imperial facility at which such troops are stationed.
  The stormtroopers arrive in 125% of the fastest reasonable
  travel time to the Imperial Moff’s location. For example, if
  the Imperial Moff is just down the hall from the stormtroop-
  ers’ location—four rounds away—the stormtroopers arrive in
  ﬁve rounds. Alternatively, if the Imperial Moff is in a nearby
  system requiring 12 hours to reach, the stormtroopers arrive
  in 15 hours. The stormtroopers remain with the Imperial
  Moff, following all orders to the best of their ability, until
  dismissed or to a maximum of one day per Imperial Moff
  level.
  The number of stormtroopers that arrive is equal to twice
  the Imperial Moff’s class level. The stormtroopers are low-
  level stormtroopers.
  Resource Access
  At 1st level, the Imperial Moff has access to a wide array of
  resources. Once per day, the Imperial Moff can make a
  Charisma check to use those resources.
  The value of resources gained equals the Imperial Moff’s
  class level x the result of the Charisma check x 50. Thus, a
  4th-level Imperial Moff who gets a result of 13 on his
  Charisma check would gain 2,600 credits’ worth of resources.
  These resources can take virtually any form the Imperial
  Moff desires (within reason) and are his to do with as he
  pleases. The resources gained arrive in his possession 1d6
  hours after he makes the check. Note that these resources
  must be reasonably (though not necessarily commonly)
  available when and where the Imperial Moff chooses to
  make the check.
  This class feature can only be used within the bounds of
  the Empire.
  Bonus Feat
  At 2nd level, and again at 4th, the Imperial Moff gets a bonus
  feat. This feat must be drawn from the following list, and the
  Imperial Moff must meet any prerequisites.
  Contact*, Deceptive, Diplomatic Immunity*, Fame, Frightful
  Presence, Headstrong, Inﬂuence, Persuasive, Sharp-Eyed,
  Trick, Trustworthy.
  * This feat is described in Chapter Three: Skills and Feats of
  the Hero’s Guide.
  Overlord
  The Imperial Moff’s power bolsters his intimidating persona.
  The Imperial Moff gains a bonus on all Intimidate checks
  equal to his levels in this prestige class. However, if he uses
  this bonus and fails the check by 5 or more, the Imperial
  Moff loses one point of Imperial Sympathy.
  Flagship
  In addition to the other ships in his ﬂeet, the Imperial Moff is
  given an Imperial I-class Star Destroyer to use at his discretion.
  The Moff is expected to use this ship to police his sector but
  not to pursue frivolous personal missions. If the ﬂagship is
  destroyed, the Imperial Moff is allowed to attempt a
  Diplomacy check (DC 25) once each month to have it replaced.
  Personal Transport
  At 5th level, the Imperial Moff is provided with a starship for
  his personal use. This ship is most commonly an Imperial I-
  class Star Destroyer (though the GM can assign the character
  any appropriate ship, at her discretion).
  The ship belongs to the Imperial Moff and is his to do with
  as he pleases. If it is ever destroyed, lost, sold, or otherwise
  disposed of, the Imperial Moff can attempt to replace it.
  Doing so requires a Diplomacy check (DC 20; if failed it may
  be retried in 1 week), costs 1 point of Imperial Sympathy, and
  takes 2d8 days.
  Former Moffs
  An Imperial Moff who abandons the Empire (for example, by
  joining another faction) becomes the focus of the Emperor’s
  wrath. At the GM’s discretion, the Imperial military attempts
  to capture or even kill the former Moff. In cases where the
  former Moff is particularly well defended, the Emperor may
  even send one of his personal assassins to eliminate the Moff
  and ensure that any resources or personnel the Moff appro-
  priated are returned to the Emperor’s control.
  About the Authors
  JD Wiker worked in Wizards of the Coast’s RPG R&D
  department on the ALTERNITY line, including the DARK*MATTER
  campaign setting, before joining the ﬂedgling Star Wars
  Roleplaying Game design team. Some of JD’s Star Wars titles
  include the core rulebook, The Dark Side Sourcebook, The
  New Jedi Order Sourcebook, and the Power of the Jedi
  Sourcebook. JD is currently freelancing, while also working as
  president of The Game Mechanics, a d20 design studio.
  Rodney Thompson is a freelance writer and developer
  from Chattanooga, TN. In addition to working on the Star
  Wars Roleplaying Game line, he is a member of the
  Spycraft/Shadowforce Archer Design Team for Alderac
  Entertainment Group and full-time webmaster of the
  SWRPGNetwork website. Rodney’s work also appears in the
  pages of DUNGEON/POLYHEDRON Magazine for both the Star
  Wars and d20 MODERN games.
  HERO’S GUIDE WEB ENHANCEMENT
  009
  
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