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Allies and Contacts

Whenever a hero adventures, he often meets people along the way: bartenders, thugs, scholars,
politicians, crime lords, thieves, etc. Every once in a while, heroes run into situations that they can’t
accomplish without help. Whether it’s expertise, information, or resources, heroes turn back to these
individuals for assistance, calling in favors to settle old debts. The difference between allies and contacts
is that allies aid the heroes out of common interest (be it a cause, profit or what have you), taking minor or
major risks to help you (and the aid is free as long as the PCs reciprocate and maintain good relations),
while contacts are more like business relationships, lending aid on their own terms and expect something
of the heroes in return, but occasionally willing to pitch the heroes a bone or two. A hero may have a
number of associates equal to his Charisma modifier (minimum 1). In a highly social or political
campaign, a GM may consider increasing this number by up to three. Additionally, if a hero is a member
of an organization, he may have an organization associate in addition to his other associates.

There’s an inverse relationship between the associate’s importance in the ongoing campaign and the
amount of help they can provide. A bartender can give you weekly updates on the news and rumors
coming through his pub, but there’s little else he can do. A crime lord, on the other hand, can provide you
with a wide variety of equipment and people, but he’s also managing an underworld empire and might not
be able to see you at a moment’s notice.

There are three main types of aid provided by associates: expertise, information, and resources.

Experts have abilities or skills that the heroes don’t (usually, the hero brings a situation to the NPC’s
attention and asks him to address it). Regardless of what the expert specializes in, they all have the
same things in common: they are always trained in their relevant skill, their highest ability modifier is in
the key ability for the skill in question, and they always have the Skill Focus feat related to their field of
specialty. Additionally, they might have unusual abilities acquired through talents that they can use on
behalf of the heroes (for example, a bounty hunter with Notorious, or a Jedi with Psychometry).

Informants can discover things the heroes normally can’t, either through their own senses or an
information network. They might have an uncanny understanding of what’s going on in their
neighborhood (like a bartender), or they might have a highly focused interest (like the fence who is privy
to every major theft in town). More than any other contact, informants can act as a mouthpiece for the
GM, either when he needs to get the heroes plot information or the heroes feel stalled in the adventure
and ask for help. They tend to be trained in Gather Information, Perception, and Use Computer.

Resource contacts can provide the heroes with things they need or desire, like equipment, money,
personnel, transportation, or influence. Heroes should keep in mind that time and effort were spent
cultivating these resources, so although the heroes are allowed to use the resources, the contact may be
annoyed if the heroes are careless or indiscreet with them. When creating a resource contact, determine
the sort of resources the contact has and the maximum value of those resources: money, equipment and
commodities (NPC’s level x 1000); transportation (starship with a used value of NPC’s level x 10,000);
personnel (troops and people with a combination of heroic levels equal to contact’s level, or nonheroic
levels equal to NPC’s level x 3); influence (improve a superior’s attitude by one step with regards to the
heroes; take 10 on social skill check for hero; aid hero on a social skill check).

A hero may only call upon his associate every once in a while, and the bigger the favor, the longer it is
before the associate will do another favor. If a favor is big enough, he’ll only offer to do it once. If the
hero is willing to trade a favor of equal value, he may call upon the associate again after he completes the
associate’s favor. Some guidelines for determining frequency use of an associate and what type of aid
he will provide are detailed below.

Frequency Possible Favor


1/week Provide a meal for up to four people
Gather news and rumors from the patrons of a bar
Translate an ancient or foreign text
Appraise a gem, jewelry, or piece of art
Help researching a specific topic (GM chooses)
Free passage on a trader’s ship along his normal route
Getting docking fees waived or mechanics assigned for repairs
Identify the source of any item – region, culture, or even creator if it’s distinctive

1/two weeks Info on past or pending suits between city merchants and tradespeople
Info in an ongoing investigation to which the associate is privy as long as it doesn’t come
back to hurt him or the city watch
Aid a hero in haggling for a good deal on a particular item

1/month Forge a document


Help research a topic (PC’s choice)
Read the thoughts of a captive via Use the Force (telepathy subskill)
Provide first aid or treat poison
Spy/provide information on a lower class person
Provide a basic rundown on current happenings in the criminal underworld
Identify an object with mythical powers (whether real or not)
Info on who owes the city money (or vice versa)
Provide all the garbage found on the property of a politically unimportant person, no
questions asked
Use Farseeing Force power for the hero
Provide 100 credits worth of material to create a piece of art

1/two months Arrange a performance as a distraction to cover the hero’s activities


Provide current information on the activities of local authorities
Find out if a famous person is in town
‘Face time’ with the mayor
Arrange for a labor crew to perform simple physical tasks for 1d3 days
Aid in tracking slaves sold by the guild, or where slaves might have come from
Use a Force power (GM’s choice) to assist the heroes

1/three months Perform surgery, treat disease, treat radiation


Spy/provide information on a middle class person
Provide details on what is happening at the capital (new laws, political situation, etc)
Help the hero dispose of a body or otherwise clean up after an incident
Bring up a topic when parliament is in session
Assist in the creation of a Force artifact

1/four months Create an airtight alibi using lies, forgeries, and “witnesses”
Use a Force power of the hero’s choosing (if possible) to assist the heroes

1/six months Offer food and lodging for up to four people for a week
Offer access to high society functions, balls, and gatherings
Arrange for a meeting with an official not normally available to the public
Teach a rare Force power

1/year Help a hero out of minor legal trouble


Create a tool or weapon of masterwork quality or modify a device, at cost
Exempt the hero from a specific fee (fines or taxes)
Free legal advice and representation in court if needed
Provide a small mercenary company of six soldiers (CL = ½ hero’s CL) to aid in one
specific battle
Accompany the hero as a minion on an adventure (more often if he is paid well)
Provide performers and entertainment for a special occasion
Communes with higher-ups to provide decision-making info for the heroes

Once Provide asylum for heroes sought by powerful enemies (including the authorities)
Help a hero out of major legal trouble
Spy/provide information on an upper class person
Smooth over trouble with local authorities
Accompany the heroes on an adventure for up to one day
Cremate a body before it is examined, as long as it won’t be missed
Help train a beast for a purpose
Accompany the hero on an adventure, as long as it hurts an enemy of the associate’s
choice
Officially sanction an adventure, allowing the heroes to freely travel to locations where
the contact’s organization is dominant
Provide a supernatural ally to assist the hero
Assassinate a lower level NPC, as long as he is not well protected
Risk ship and crew to capture an infamous pirate
Release a suspected Rebel spy from an Imperial prison

Droid names

BU-T3 (Beauty)
K8-T (Katie)
QT- (Cutie)
The followng stat blocks include the following information: name, species, level, and profession, starting
attitude, Will Defense (15 + contact’s level), type of skill check the associate is willing to make, frequency
of favor provided (if the heroes call on him regularly), and a brief biography of the character, including
information that the heroes can use to make the character an ally, if they pursue the right course of
action.

Information

Kasui Tytus, male Aleena, level 2 spy, Will Defense 17, information (Perception +7), indifferent, drunkard,
Spy/provide information on a lower class person 1/month

Duahas, male Trianii, level 5 spy, Will Defense 20, information (Perception +11), indifferent (but friendly to
Corvis), well mannered, Spy/provide information on a middle class person 1/3 months

Frayl, female Feeorin, level 2 shopkeeper (antiques), Will Defense 17, information, (Gather Information
+6), indifferent, speaks loudly, Identify the source of any item – region, culture, or even creator if it’s
distinctive enough1/week,

Strashara, female Cathar, level 3 bartender, Will Defense 18, information, (Gather Information +11),
unfriendly, jealous, Gather news and rumors from the patrons of her bar 1/week, -2 (not sympathetic to
Rebellion)

Kumen lai Ronlal, male Kaleesh, level 3 gambler, Will Defense 18, information, (Gather Information +5),
unfriendly, flips a coin, Offer access to parties and social gatherings 1/three months

Jarada, male Klatooinian, level 3 law enforcer, Will Defense 18, information, (Perception +9), indifferent,
distinctive nose, Info in an ongoing investigation to which the associate is privy as long as it doesn’t come
back to hurt him or the city watch 1/two weeks

Teris Norath, male Dashade, level 3 street tough, Will Defense 18, information, (Perception +7), friendly,
curious, Help the hero dispose of a body or otherwise clean up after an incident 1/three months

Clarata, female Ryn, level 5 spacer, Will Defense 20, information, (Perception +8), unfriendly,
overdressed, Arrange for transportation and delivery of a licensed or restricted item 1/two months

Droid (feminine personality, designation QT-94 aka Cutie, blue chassis with orange highlights), level 5
smuggler, Will Defense 20, information, (Gather Information+9), unfriendly, frequently chewing
something, Arrange for transportation and delivery of a military or illegal item 1/six months

Fortak Vodama, male Talz, level 5 entertainer, Will Defense 20, information, (Perception +9), indifferent,
pessimist, Arrange a performance as a distraction to cover the hero’s activities 1/two months

Aith Ylott, male Gotal, level 6 peace officer, Will Defense 21, information, (Perception +11), indifferent,
unusual hair color, Provide current information on the activities of local authorities 1/two months

Mirdala, male Taung, level 6 bum, Will Defense 21, information, (Perception +3), hostile, Neurotic,
Provide all the garbage found on the property of a politically unimportant person with no questions asked
1/month

Klekit, male Jawa, level 6 cook, Will Defense 21, information, (Perception +7), indifferent, lazy, Provide a
meal for up to four people 1/week,
Elenic Sulrin, male Caamasi, level 8 reporter, Will Defense 23, information, (Persuasion +8), indifferent,
not very observant, Provide details on what is happening at the capital (new laws, political situation, etc)
1/three months, very sympathetic to the Rebellion

Expert

Wat Koo, male Lurmen, level 3 master architect, Will Defense 18, expert, (Knowledge [physical sciences]
+16), indifferent, liar, Arrange for a labor crew to perform simple physical tasks for 1d3 days 1/two
months,

Kadar, male Chadra-Fan, level 3 barrister, Will Defense 18, expert, (Knowledge [bureaucracy +14]),
indifferent, no sense of humor, Free legal advice and representation in court if needed 1/year,

Jiec Shakas, male Thakwaash, level 3 historian, Will Defense 18, expert, (Knowledge [galactic lore] +14),
indifferent, careless, Translate an ancient or foreign text 1/week,

Zlati, male Toydarian, level 4 starfighter pilot, Will Defense 19, expert, (Pilot +14), friendly, prefers
members of one class over another, Accompany the hero on an adventure as long as it hurts an enemy
of the associate’s choice (he’ll bring his own starfighter) once

Nesh-Valan, male Yarkora, level 4 spacehand, Will Defense 19, expert, (Pilot +15), indifferent, nervous
eye twitch, Free passage on his employer’s ship along normal routes 1/week,

Labamorg, male Weequay, level 5 clerk, Will Defense 20, expert, (Knowledge [bureaucracy +14]),
indifferent, tall, Info on past or pending suits between city merchants and tradespeople 1/two weeks

Kay Me’fev, female Bothan, level 5 scientist, Will Defense 20, expert, (Knowledge [multiple] +9),
unfriendly, prejudiced (sexist, racist, or otherwise), Help research a topic (PC’s choice) 1/month

1 – Sexist
2 – Racist
3 – Religious
4 – Social standing
5 – Beauty
6 – Something specific to the heroes

Keth Aok, male Zabrak, level 5 doctor, Will Defense 20, expert, (Treat Injury +15), indifferent, enunciates
very clearly, Provides medical aid 1/three months (Perform surgery, treat disease, treat radiation)

Mauve, female Zeltron, level 6 technician, Will Defense 21, expert, (Mechanics +9), unfriendly, good
posture, Modify a device (but not a starship) using the Tech Specialist feat at cost 1/year,

Sasar, male Barabel, level 8 engineer, Will Defense 23, expert, (Mechanics +12), friendly, cruel, Will use
the Engineer talent or the Starship Designer feat to install a new system or modify the heroes’ ship once,

Kelmor, male Quarren, level 10 fence, Will Defense 25, expert, (Persuasion +13), indifferent, selfish,
Willing to buy stolen goods from the heroes at 25% 1/week,

Tomol-Zuu, male Draethos, level 10 mechanic, Will Defense 25, expert, (Mechanics +14), friendly,
missing finger, Repairs droids or starships at cost 1/three months
Dahhks, male Ubese, level 10 medic, Will Defense 25, expert, (Treat Injury +13), unfriendly, particularly
high voice, Provide first aid or treat poison 1/month, (Threats 54)

Resources

Dral Cashren, male Kerkoiden, level 2 bureaucrat, Will Defense 17, resources (influence), (Knowledge
[bureaucracy] +6), indifferent, obsequious, Arrange for a meeting with an official not normally available to
the public 1/six months

Gok, male Yuzzem, level 4 corporate executive, Will Defense 19, resources (credits, equipment, or
commodities worth 4000 credits), (Knowledge [bureaucracy +5]), indifferent, spendthrift, Provide asylum
for heroes sought by powerful enemies (including the authorities) once,

Minyx, female Zygerrian, level 4 ship captain, Will Defense 19, resources (transportation aboard a 40000
credit space transport), (Pilot +9), hostile, proud, Risk ship and crew to capture an infamous pirate once,

Hepor Jaray, male Mrlssi, level 5 officer, Will Defense 20, resources (5000 credits worth of money,
equipment, or commodities), (Knowledge [tactics]+9), indifferent, sweaty, Provide a small company of six
soldiers (CL = ½ hero’s CL) to aid in one specific battle 1/year,

Baro, male Mon Calamari, level 6 politician, Will Defense 21, resources (influence), (Knowledge
[bureaucracy +11]), indifferent, walks with a limp, Offer access to high society functions, balls, and
gatherings 1/six months

Ch’Woop, male Whiphid, level 8 shipyard administrator, Will Defense 23, resources (access to ships
totaling 80000 credits), (Knowledge [bureaucracy]+11), indifferent, distinctive scar, Getting docking fees
waived or mechanics assigned for repairs 1/week,

Lial, male Bith, level 10 government official, Will Defense 25, resources (money, equipment, or
commodities worth 10000 credits), (Knowledge [bureaucracy]+5, indifferent, reverent or pious, Help a
hero out of minor legal trouble 1/year,
Vaabahn, male Gand, level 2 thief, Will Defense 17, information/expert/resources, (Stealth +6),
indifferent, squints, Provide a basic rundown on current happenings in the criminal underworld 1/month

Bosgar Moxe, male Gran, level 2 thug, Will Defense 17, information/expert, (Perception +7), indifferent,
uses the same phrase repeatedly, Create an airtight alibi using lies, forgeries, and “witnesses” 1/four
months

Kurrg, male Trandoshan, level 3 bounty hunter, Will Defense 18, information/expert (Gather Information
+8, Survival +8), indifferent, moody, Aid in tracking someone the heroes wish to find 1/three months,

Aturhas, male Trianii, level 3 mercenary, Will Defense 18, information/expert, (Knowledge [tactics] +8),
indifferent, energetic, Accompany the heroes on an adventure for up to one day per NPC level once,

To Gaiv, male Blood Carver, level 4 pirate, information/resources, Will Defense 19, (Pilot +11), indifferent,
truthful, Help train a beast for a purpose once

Kyfoo, male Verpine, level 4 elite trooper, Will Defense 19, information/expert/resources, (Knowledge
[tactics] +5), indifferent, bookish, Accompany the hero as a minion on an adventure (more often if he is
paid well) 1/year,

Droid, level 5 crime lord, Will Defense 20, information/expert, (Persuasion +10), indifferent, collector of
books, Spy/provide information on an upper class person once

Rowkin, male Togorian, level 5 computer slicer, Will Defense 20, information/expert, (Use Computer +7),
friendly, jokester, Spy/provide information on a middle class person 1/three months

Miran Tassda, Chagrian, level 5 administrator, Will Defense 20, information/resources, (Knowledge
[bureaucracy]+10), hostile, hard of hearing, Smooth over trouble with local authorities once

Droid, level 5 con artist, Will Defense 20, information/expert, (Deception +5), unfriendly, passionate art
lover, Forge a document 1/month, (Threats 24)

Dlo Kol, male Kel Dor, level 6 pilot, Will Defense 21, information/expert, (Pilot +7), indifferent, fat,
Communes with higher-ups to provide decision-making info for the heroes 1/year

Prinkettle, male Snivvian, level 6 Jedi investigator, Will Defense 21, information/expert, (Perception +6),
unfriendly, distrustful of the Force, Use Farseeing to assist the heroes 1/month

Nisia Larth, female Givin, level 6 outlaw, Will Defense 21, information/resources, (Pilot +5), indifferent, hot
tempered, Provide an unusual ally or item to assist the hero once

Joranna, female Codru-Ji, level 8 trader, Will Defense 23, information/resources, (Persuasion +9), 8000
credits of material, indifferent attitude, aloof, Aid a hero in haggling for a good deal on a particular item
1/two weeks

Saros, female Falleen, level 8 assassin, Will Defense 23, information/expert, (Deception +9), indifferent,
passionate hobbyist, Assassinate a lower level NPC as long as he is not well protected once
Menrei Riva, male Nagai, level 10 military officer, Will Defense 25, information/resources, (Knowledge
[tactics], +5, 10000 credits of material), indifferent, hacking cough, Officially sanction an adventure,
allowing the heroes to freely travel to locations where the contact’s organization is dominant

Asha Keiko, female Anzati, level 10 failed Jedi, Will Defense 25, information/expert, (Perception +5),
indifferent, bald, Teach a rare Force power to a hero 1/six months

55 Words to Describe Someone’s Voice


I was sitting on the computer last night trying to be productive and actually write something. My first sentence
included the character listening to a voice through an intercom and my first thought was, “What kind of voice is
it?”

So, naturally, I found myself googling the different ways to describe a voice. I present to you my findings! I hope
you all find it useful.

 adenoidal (adj): if someone’s voice is adenoidal, some of the sound seems to come through their nose
 appealing (adj): an appealing look/voice shows that you want help, approval, or agreement
 breathy (adj): with loud breathing noises
 brittle (adj): if you speak in a brittle voice, you sound as if you are about to cry
 croaky (adj): if someone’s voice sounds croaky, they speak in a low, rough voice that sounds as if they
have a sore throat
 dead (adj): if someone’s eyes or voice are dead, they feel or show no emotion
 disembodied (adj): a disembodied voice comes from someone who you cannot see
 flat (adj): spoken in a voice that does not go up and down; this word is often used for describing the
speech of people from a particular region

 fruity (adj): a fruity voice or laugh is deep and strong in a pleasant way
 grating (adj): a grating voice, laugh, or sound is unpleasant and annoying
 gravelly (adj): a gravelly voice sounds low and rough
 gruff (adj): this voice has a rough, low sound
 guttural (adj): a guttural sound is deep and made at the back of your throat
 high-pitched (adj): true to its name, a high-pitched voice or sound is very high
 hoarse (adj): someone who is hoarse, or has a hoarse voice, speaks in a low, rough voice, usually because
their throat is sore
 honeyed (adj): honeyed words or a honeyed voice sound very nice, but you cannot trust the person who
is speaking
 husky (adj): a husky voice is deep and sounds hoarse (as if you have a sore throat), often in an attractive
way
 low (adj): a low voice is quiet and difficult to hear; also used for describing a deep voice that has a long
wavelength
 matter-of-fact (adj): usually used if the person speaking knows what they are talking about (or
absolutely think they know what they are talking about)
 modulated (adj): a modulated voice is controlled and pleasant to listen to
 monotonous (adj): this kind of voice is boring and unpleasant due to the fact that it does not change in
loudness or become higher/lower
 nasal (adj): someone with a nasal voice sounds as if they are speaking through their nose
 orotund (adj): an orotund voice is loud and clear
 penetrating (adj): a penetrating voice is so high or loud that it makes you slightly uncomfortable
 plummy (adj): a plummy voice or way of speaking is considered to be typical of an English person of a high
social class; this word shows that you dislike people who speak like this
 quietly (adj): in a soft, quiet voice
 raucous (adj): a raucous voice or noise is loud and sounds rough
 ringing (adj): a ringing voice is very loud and clear
 rough (adj): a rough voice is not soft and is unpleasant to listen to
 shrill (adj): a shrill voice is very loud, high, and unpleasant
 silvery (adj): this voice is clear, light, and pleasant
 singsong (adj): if you speak in a singsong voice, your voice rises and falls in a musical way
 small (adj): a small voice is quiet
 smoky (adj): a smoky voice is sexually attractive in a slightly mysterious way
 softly spoken (adj): someone who is softly spoken has a quiet, gentle voice
 soft-spoken (adj): speaking or said in a quiet, gentle voice
 sotto voce (adj, adv): in a very quiet voice
 stentorian (adj): a stentorian voice sounds very loud and severe
 strangled (adj): a strangled sound is one that someone stops before they finish making it
 strident (adj): this voice is loud and unpleasant
 taut (adj): used about something such as a voice that shows someone is nervous or angry
 thick (adj): if your voice is thick with an emotion, it sounds less clear than usual because of the emotion
 thickly (adv): with a low voice that comes mostly from your throat
 thin (adj): a thin voice or sound is high and unpleasant to listen to
 throaty (adj): a throaty sound is low and seems to come from deep in your throat
 tight (adj): shows that you are nervous or annoyed
 toneless (adj): does not express any emotion
 tremulous (adj): if your voice is tremulous, it is not steady; for example, because you are afraid or excited
 wheezy (adj): a wheezy noise sounds as if it is made by someone who has difficulty breathing
 wobbly (adj): if your voice is wobbly, it goes up and down, usually because you are frightened, not
confident, or are going to cry
 booming (adj): very loud and attention-getting
 quavering (adv): if your voice quavers, it is not steady because you are feeling nervous or afraid
 a voice like a foghorn: very loud voice
 in an undertone: using a quiet voice so that someone cannot hear you
 someone’s dulcet tones: the sound of someone’s voice as they speak

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