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Reference Book: Star Wars Saga Edition Scum and Villainy

Affiliations: General Units

Every level of government has at least one law enforcement agency, and virtually all private organizations or individuals with sufficient resources have an independant security force on call. Starports and Space Stations, due to their importance in interstellar commerce, always have a substantial security presence; similarly, all but the smallest private Starships have shipboard security to deter pirates, shipjackers, and mutineers.

Inspectors, including customs inspectors and detectives, represent the top tier of law enforcement. Unlike Security Specialists (who take care of heavy fighting) or Security Officers (whose presence provides a deterrent to criminals), an Inspector has to think like a criminal- be it a smuggler, slaver, pirate, or assassin- to uncover their deceptions and find clues to that lead to their capture. In fact, many customs officers have a shady past, taking inspection positions as a way of maintaining a relatively safe and quiet retirement from more dangerous exploits.

Although honest customs officers certainly exist (particularly those working in larger starports, with coworkers and supervisors working nearby), it hasn't escaped smugglers' attentions that it's often cheaper to bribe a customs officer than to pay the legitimate tax or fine. Similarly, crime syndicates routinely have at least one Inspector "on the take," often a result of blackmail if not simple greed.

Inspector Statistics (CL 7)[]

Species Variations

Medium Human Scoundrel 3/Scout 4

Force Points: 4

Initiative: +10; Senses: Perception +16

Languages: Basic, Bocce, Huttese

Defenses[]

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 20, Will Defense: 20; Cramped Quarters Fighting, Dodge, Mobility

Hit Points: 50, Damage Threshold: 20

Offense[]

Speed: 6 Squares

Melee: Unarmed +4 (1d4+2)

Ranged: Heavy Blaster Pistol +7 (3d8+3)

Base Attack Bonus: +5, Grapple: +7

Attack Options: CorneredH, Point-Blank Shot, Precise Shot, Skirmisher

Special Actions: Quick Draw

H- Human bonus Feat

Base Stats[]

Abilities: Strength 8, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 16, Charisma 10

Talents: Acute Senses, Cramped Quarters Fighting, Improved Initiative, Skirmisher

Feats: CorneredH, Dodge, Mobility, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Gather Information), Skill Focus (Perception), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

Skills: Deception +8, Initiative +10 (may reroll, must take second result), Gather Information +13, Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Perception +16 (may reroll, must take second result), Stealth +10H

Possessions: Heavy Blaster Pistol, Comlink (Short-Range), Credit Chip, Utility Belt with Medpac

H- Human bonus Feat or Trained Skill

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