Star Wars – Adversary Data File
Nemesis – Imperial Advisor
The Galactic Empire
Imperial Empire – Bureaucracy – While the military of the Empire is often the more present threat for the Alliance, as well as various other groups who have attracted the Emperor’s ire, most citizens have far more to fear from the different branches of Imperial bureaucracy. Filled with individuals who revel in power and protocol, each individual section of the Imperial bureaucracy presents a never-ending maze for anyone who finds himself in need of navigating it. When not in combat situations, members of the Alliance often find their endeavors hopelessly complicated by Imperials who have no knowledge of who they are, but who make life difficult simply because it is their job.
From Age of Rebellion
One of the most insidious methods the Emperor employs to maintain control of his Empire is constantly pitting his minions against one another. These mind games allow such individuals to gain favor by proving their ultimate loyalty to him. Historically, this has prevented Palpatine’s subordinates from allying against him, and nowhere has this policy been more ruthlessly embodied than in the ranks of his Imperial advisors. Typically, there have been around one hundred such extremely powerful and influential bureaucrats at any given time. Each is tasked not only with overseeing details of the Empire’s administration, including such important decisions as appointing governors and Moffs, and also with conducting covert surveillance on the home systems of other advisors and high-ranking Imperial officials.
Fantasy Flight Games Rules – Imperial Advisor [Nemesis]
Source: Age of Rebellion Core Rules (sw-ffg-ar-cr 414)
Imperial Advisor [Nemesis]
Brawn 2 – Agility 2 – Intellect 3 – Cunning 4 – Willpower 3 – Presence 4
Soak Value 2 – Wound Threshold 12 – Strain Threshold 13
Melee/Ranged Defence 0/0
- Skills: Charm 4 (Pr), Coercion 4 (Will), Deception 4 (Cun), Knowledge – Core Worlds 3 (Int), Knowledge – Education 2 (Int), Negotiation 3 (Pr), Perception 4 (Cun) Skulduggery 3 (Cun), Vigilance 3 (Will)
- Natural Charmer – Once per session, may re-roll any 1 Charm or Deception check.
- Nobody’s Fool 2 – Upgrade difficulty of all Charm, Coercion, and Deception checks targeting character twice.
- Plausible Deniability 2 – remove two Setback (Black) dice from all Coercion and Deception checks.
- Lavishly adorned robes, extensive credentials, sundry personal staff
Game Master Notes
Imperial Forces: Emperor’s Hand, Imperial (Army (Officer, Trooper), Gunnery Corps, Naval (Officer, Trooper), Stormtroopers (Cavetrooper, Commander (Ironarm), Sandtrooper, Scout Trooper, Sergeant, Snowtrooper), Vehicle Corps), Imperial Informant, Naval Engineer, TIE (Ace, Pilot)
Underworld: Arms Dealer, Assassin (Defel), Black Marketeer (Twi-lek), Black Sun Vigo, Enforcer (Barabel), Forger, Hutt (Agent Jora, Crime Lord), Impact, Infochant, Loan Shark, Pilot-For-Hire (Sullustan), Pirate (Captain, Crew), Shadowport Mechanic, Shipjacker, Slaver, Slicer, Slow-Witted Tough, Smuggler (Baron, Gang Leader), Street Tough, Swoop Ganger, Thug (Aqualish, Gamorrean)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)
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