web space | free hosting | Business WebSite Hosting | Free Website Submission | shopping cart | php hosting

Standard NPCs


Bounty Hunter Gamorrean Guard New Republic Trooper Mercenary

Renowned Bounty Hunter

Stormtrooper

New Republic SpecOps Trooper

Veteran Mercenary

Smuggler

Storm Commando

New Republic Pilot

Jedi/Shadow/Dark Jedi Initate

Gunrunner

Royal Guard

Veteran New Republic Pilot

Jedi/Shadow/Dark Jedi Apprentice

Henchman

Imperial Pilot

Pirate

Jedi/Shadow/Dark Jedi Knight

Hit Man

Veteran Imperial Pilot

Dread Pirate

Jedi/Shadow/Dark Jedi Master
Medic Slave Labor Entertainer

Mechanic/Technician


 

NPCs

Non Player Characters or NPCs for short, are the people who inhabit the game that are not controlled by a real person. They are all the beings in the Star Wars universe that are not our characters. The moderators or administrators control the NPCs for most roleplays. You can control NPCs you make up or as background, but the admins or mods will control them if you battle them or if they are big bad guys or what not. The Administrators/Moderators will also play the NPCs that give you missions if you are in a faction, like the Empire or Jedi or New Republic. But you can always suggest story lines and possible missions for your character. You can basically give your character missions for the faction, but if you are out of ideas or want to use big equipment the admins will help you.

 

The Maximum number of NPCs a character may employ is limited to 3 unless modified by a facility or additional NPCs from organizations.

FORCE USER NPCS

These NPCs are only purchasable by a Knight or Master level force user. The limit is 1 NPC per PC and 1 per Faction. If the PC has access to a Temple, then the PC may purchase an Apprentice level NPC instead of the Initate. This Apprentice will have the 4 basic force powers learned. These NPCs may revolt at any time. This is at the discression of the PC or the Staff. EX: If the PC is a Sith Warrior and the NPC reaches Sith Lord, the NPC will revolt.

These NPC may learn force powers as if they were a Force User PC. They may stumble upon a force power weekly but can only be taught a sinlge power a month by a teacher. Once they learn enough powers to reach the next level, the NPC is upgraded to the next NPC form.

 


 

Stormtrooper

Imperials Only

Initial Cost: 500 Credits

50 Credits Weekly

 

The military soldiers unswervingly loyal to the Emperor, stormtroopers represented the most visible extension of Imperial might. They were shock troopers meant to strike with speed and accuracy, putting down insurrections and maintaining order on the farflung worlds of the Empire. Stormtroopers served both the ground-based armies of Palpatine's forces, and the space-based Imperial starfleet.

 

Stormtrooper training stressed complete indoctrination in the tenets of the New Order, and individuals would obey their officers without question, without regard to the rights of others or even to their own safety.

Stormtroopers abandoned individuality in exchange for their loyalty. They are completely encased in a white armored spacesuit shell, and are armed with blaster pistols or blaster rifles. Their helmets contain comlinks for long-range communications. Officers were denoted with colored shoulder pauldrons. Specific environments called for specially trained and equipped stormtroopers, such as the snowtroopers that besieged the ice world of Hoth and the lightly-armored scout troopers that patrolled the forests of Endor.

Back to Top

100 XP

All Other Skills

145 XP

Ranged Combat

120 XP

Melee Combat

130 XP

Ground Vehicle

 

E-11 Blaster Rifle and Stormtrooper Armor

 


 

Storm Commando

Imperials Only

Initial Cost: 1000 Credits

100 Credits Weekly

 

The dreaded storm commando was the Empire's answer to the increasing victories won by Rebel Alliance guerilla tactics. Rebel successes early in the Galactic Civil War forced the Imperial military to re-examine some of their methodology. While overwhelming numbers and brute force sufficed in many applications, the Empire identified a need for a leaner, more focused fighting force.

 

Crix Madine, an Imperial Army officer, developed the storm commandos to that end. Though Madine would eventually defect to the Alliance, the storm commando training program continued after his departure. Only the best of the stormtroopers received this intensive training, and storm commandos remained a rare sight by the end of the war. Nonetheless, Rebel SpecForces grew to respect their skills and abilities.

 

While standard stormtrooper operations are broad in scope, storm commandos are specifically trained for anti-Rebel operations, siege-breaking, extractions and sabotage. A unit of storm commandos can range from four to 40 troopers. Typically, one quarter of these are standard commandos, while a second quarter is an assault team trained for vehicle combat and artillery. Another quarter are experts at sabotage, demolitions and stealth, while the last quarter is tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.

The black storm commando armor is based on the lightweight armor of the stormtrooper scout, but is coated with an advanced polymer called reflec which bends light and sensor energy away from the trooper.

Back to Top

120 XP

All Other Skills

245 XP

Ranged Combat

220 XP

Melee Combat

230 XP

Ground Vehicle

 

E-11 Blaster Rifle, DH-17 Blaster Pistol, Concussion Grenade, and Stormtrooper Armor

 


 

Royal Guard

Imperials Only

Initial Cost: 2000 Credits

200 Credits Weekly

Only purchaseable by Imperial Army Colonel or Navy Captain and up

Can only purchase 1 starting at above ranks and then again at each above rank

 

Elegance and deadliness --- these are the hallmarks of the crimson-clad Royal Guard that accompanied the galaxy's sovereign at all times. While the guards can trace their origins to the cerulean-clad Senate Guards of the Republic, Palpatine crafted an order of protectors that stood apart from the rest of his forces.

 

Only the most promising of the Imperial ranks were selected for Royal Guard duty, based on stringent requirements of size, strength, intelligence, and loyalty. A Royal Guard was completely covered in flowing red robes and a sleek, featureless scarlet mask obscures their faces.

 

Back to Top

140 XP

All Other Skills

340 XP

Ranged Combat

325 XP

Melee Combat

330 XP

Ground Vehicle

 

E-11 Blaster Rifle, Force Pike, and a Felenar Armor equivalent

 


 

Imperial Pilot

Imperials Only

Initial Cost: 500 Credits

50 Credits Weekly

 

It takes a dedicated warrior with unending loyalty to strap in behind the control yoke of a TIE fighter and pilot the fragile, speedy craft into battle. Imperial combat pilots are well trained to overcome the inherent design flaws of the TIE fighter, and turn it into a formidable and deadly vessel.

TIE fighter pilots wear a flight helmet reminiscent of the stormtrooper design, with breather tubes affixed to provide necessary life support in the cramped quarters of their starfighters.

Back to Top

100 XP

All Other Skills

120 XP

Pilot Light

140 XP Pilot Capital

 

DH-17 Blaster Pistol

 


 

Veteran Imperial Pilot

Imperials Only

Initial Cost: 1000 Credits

100 Credits Weekly

 

Back to Top

120 XP

All Other Skills

200 XP

Pilot Light

240 XP Pilot Capital

 

DH-17 Blaster Pistol

 


 

New Republic Trooper

New Republic Only

Initial Cost: 500 Credits

50 Credits Weekly

 

The men and women of the Rebel Alliance were fiercely dedicated to the principle of freedom, and would lay down their lives to win their objectives. Some were Imperials disillusioned with their government's tyranny. Some were from worlds subjugated by the Empire. In stark contrast to the faceless anonymity of the stormtrooper ranks or the precision drilling of Imperial Academy training, Alliance troops were aggressively individualistic and much more rag-tag.

 

Back to Top

 

100 XP

All Other Skills

135 XP

Ranged Combat

130 XP

Melee Combat

130 XP

Ground Vehicle

 

A280, DH-17 Blaster Pistol, and an Armorply armor equivalent

 


 

New Republic SpecOps Trooper

New Republic Only

Initial Cost: 1000 Credits

100 Credits Weekly

 

Back to Top

 

120 XP

All Other Skills

245 XP

Ranged Combat

230 XP

Melee Combat

230 XP

Ground Vehicle

 

A280, DH-17 Blaster Pistol, Stun Grenade, and an Armorply armor equivalent

 


 

New Republic Pilot

New Republic Only

Initial Cost: 500 Credits

50 Credits Weekly

 

Back to Top

 

100 XP

All Other Skills

140 XP

Pilot Light

120 XP Pilot Capital

 

DH-17 Blaster Pistol and an Astromech

 


 

Veteran New Republic Pilot

New Republic Only

Initial Cost: 1000 Credits

100 Credits Weekly

 

Back to Top

120 XP

All Other Skills

240 XP

Pilot Light

200 XP Pilot Capital

 

DH-17 Blaster Pistol

 


 

Smuggler

Initial Cost: 650 Credits

65 Credits Weekly

 

Back to Top

 

100 XP

All Other Skills

130 XP

Pilot Light

120 XP

Ranged Combat

150 XP

Gaming/Bargain

 

A smuggler can be hired to purchase rare items (using his gaming/bargain for the check) for an additional 10% the cost of the item.

 

DL-44 Blaster Pistol and TYI Flex Armor

 


 

Gunrunner

Initial Cost: 1300 Credits

150 Credits Weekly

 

Back to Top

130 XP

All Other Skills

230 XP

Pilot Light

160 XP

Ranged Combat

250 XP

Gaming/Bargain

 

A Gunrunner can be hired to purchase rare items (using his gaming/bargain for the check) for an additional 20% the cost of the item.

 

DL-44 Blaster Pistol and TYI Flex Armor

 


 

Henchman

Initial Cost: 670 Credits

50 Credits Weekly

 

Back to Top

100 XP

All Other Skills

120 XP

Ranged Combat

120 XP

Melee Combat

130 XP

Gaming/Bargain

 

DL-44 Blaster, Vibro-Blade, and TYI Flex Armor

 


 

Hit Man

Initial Cost: 1340 Credits

130 Credits Weekly

 

Back to Top

 

120 XP

All Other Skills

220 XP

Ranged Combat

220 XP

Melee Combat

230 XP

Gaming/Bargain

 

E-11 Blaster Rifle, Vibro-Blade, and Armorply

 


 

Gamorrean Guard

Initial Cost: 750 Credits

70 Credits Weekly

 

Back to Top

75 XP

All Other Skills

110 XP

Ranged Combat

160 XP

Melee Combat

 

Vibro-Axe and a Dragon Battle Armor Equivalent

 


 

Pirate

Initial Cost: 750 Credits

70 Credits Weekly

 

Back to Top

 

100 XP

All Other Skills

130 XP

Ranged Combat

130 XP

Melee Combat

130 XP

Pilot Capital

140 XP

Pilot Light

 

DL-44 Blaster Pistol, Vibro-Blade, and Armoply

 


 

Dread Pirate

Initial Cost: 1460 Credits

140 Credits Weekly

 

Back to Top

 

 

120 XP

All Other Skills

190 XP

Ranged Combat

190 XP

Melee Combat

230 XP

Pilot Capital

240 XP

Pilot Light

 

E-11 Blaster Rifle, Vibro-Blade, and Armorply

 


 

Mercenary

Initial Cost: 720 Credits

70 Credits Weekly

 

Back to Top

100 XP

All Other Skills

140 XP

Ranged Combat

140 XP

Melee Combat

140 XP

Ground Vehicles

 

E-11 Blaster Rifle, DL-44 Blaster Pistol, and Dragon Battle Armor

 


 

Veteran Mercenary

Initial Cost: 1440 Credits

140 Credits Weekly

 

Back to Top

120 XP

All Other Skills

200 XP

Ranged Combat

200 XP

Melee Combat

200 XP

Ground Vehicles

 

E-11 Blaster Rifle, DL-44 Blaster Pistol, and Dragon Battle Armor

 


 

Bounty Hunter

Initial Cost: 1000 Credits

150 Credits Weekly

 

Back to Top

120 XP

All Other Skills

180 XP

Ranged Combat

160 XP

Melee Combat

160 XP

Pilot Light

160 XP

Ground Vehicle

 

Thermal Detonator, DL-44 Blaster, E-11 Blaster Rifle, Hold-Out Blaster, Arelik Armor (With Random Upgrades)

 


 

Renowned Bounty Hunter

Initial Cost: 2000 Credits

300 Credits Weekly

Max 2 purchaseable

 

Back to Top

140 XP

All Other Skills

280 XP

Ranged Combat

260 XP

Melee Combat

260 XP

Pilot Light

260 XP

Ground Vehicle

 

Thermal Detonator, DL-44 Blaster, E-11 Blaster Rifle, Hold-Out Blaster, Arelik Armor (With Random Upgrades - min of 10 Energy and 10 Physical)

 


 

Mechanic/Technician

Initial Cost: 1500 Credits

150 Credits Weekly

Choose speciality: Ground Vehicle, Pilot Light, Pilot Capital (chosen will receive 150XP)

 

Back to Top

 

120 XP

All Other Skills

120 - 150 XP

Pilot Capital

120 - 150 XP

Pilot Light

120 - 150 XP

Ground Vehicle

 

TYI Flex Armor, DL-44 Blaster

 

+5 Repair points in addition to area of specialty

 


 

Medic

Initial Cost: 1200 Credits

130 Credits Weekly

 

Back to Top

 

100 XP

All Skills

 

TYI Flex Armor, DL-44 Blaster, Level 3 Antidote Kit

 

+5 healing per day


Entertainer

Initial Cost: 1000 Credits

100 Credits Weekly

 

Back to Top

 

Income: 0-250 credits per week

Max of two per Cantina, Restaurant, Luxury Liner, Resort Station, or Casino.
Gangsters get 20% off costs.

 


 

Slave Labor

Initial Cost: 2500 Credits

No weekly upkeep

 

Back to Top

 

75 XP

All Skills

 

+50 credits per facility (Max of +200 per slave)

 

1000 credit bounty on owner's head for each slave bought

 


Jedi/Shadow/Dark Jedi Initate

Initial Cost: 2000 Credits, 200 Force Check required with RP

Weekly upkeep: 200

 

Back to Top

50 XP

All Other Skills

100 XP

Ranged Combat

120 XP

Melee Combat

50 XP

Force Strength

 

DL-44 Blaster Pistol and TYI Flex Armor

 

Jedi/Shadow/Dark Jedi Apprentice

Temple Required for Purchase

Initial Cost: 3000 Credits, 200 Force Check required with RP

Weekly upkeep: 300

 

Back to Top

120 XP

All Other Skills

120 XP

Ranged Combat

160 XP

Melee Combat

120 XP

Force Strength

 

Vibroblade, DL-44 Blaster Pistol and TYI Flex Armor

 


 

Jedi/Shadow/Dark Jedi Knight

NOT FOR HIRE

Weekly upkeep: 600

Back to Top

140 XP

All Other Skills

220 XP

Ranged Combat

260 XP

Melee Combat

220 XP

Force Strength

 

Lightsaber and an Armorply equivalent

 


 

Jedi/Shadow/Dark Jedi Master

NOT FOR HIRE

Weekly upkeep: 1000

Back to Top

160 XP

All Other Skills

320 XP

Ranged Combat

360 XP

Melee Combat

320 XP

Force Strength

 

Lightsaber and an Armorply equivalent