NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Imperial Senator
"I don't govern a planet. I govern the people who think they govern the planet."
Noble is a house. Senator is the **law**. In NGE the Imperial Senate is not the Old Republic's shouting theater — it's where Sector Moffs and hereditary Houses write the budget that builds Star Destroyers. You don't have the most credits. You have **immunity, procedure, and favors owed by people who do**.
**Sources:** Saga Noble / Politician, Atomic TC Mundane Crime Lord / Senator, Noble (V2), Fixer (Backchannel/Reputation Laundering), Imperial Officer (Clearance)
**Primary:** PRE, INT, AWE
**Secondary:** DEX, AGI
**Saves:** Will High (you've been threatened by Sith and survived), Fort Low (you have aides for that), Toughness Low (formal robes)
**Attack:** Poor (0.5/lvl) — +1 at L1, +5 at L10. You don't shoot. You table the motion to have someone else shot.
**Skills:** 6 + INT per level (max Level+3, Class Skills +2 if trained). Class: Persuasion, Deception, Insight, Expertise: Galactic Lore, Expertise: Imperial Law, Expertise: Politics, Gather Information, Perception, Security (procedure)
Mechanics: Noble gives Wealth 2->5 (monthly income). You give **Privilege 3-5** (legal immunity). Noble gives Inspire Competence +2 skill. You give **Filibuster** (make enemies waste actions arguing) and **Senatorial Writ** (make lawful anything borderline). Noble's "You're My Only Hope" calls a rescue. Your "Point of Order" **stops a combat** cold if law exists.
Together: Senator legalizes what Fixer stole, Officer orders troopers to escort it, Technician installs it.
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Senatorial Privilege 2 (Diplomatic Immunity + Benefit Wealth 2 + Clearance Grey-3), Constituency (free Contacts faction), Point of Order (Persuasion vs Will to halt mook action as Reaction) | - | Feat |
| 2 | Backroom (Gather Information as Move via staff), Favor Exchange (+5 Persuasion when cashing old favor) | Talent 1 Path | - |
| 3 | +1 Ability, Legislative Assistant (Expertise +3 or Forgery +2), Filibuster (Weaken Action, Will vs -2 to attack/save) | - | Feat |
| 4 | Indemnity (once/adventure ignore Restricted seizure, re-roll failed Will), Committee Seat (pick Military/Trade/Justice — special action) | Talent 2 | - |
| 5 | Senatorial Writ (1/adventure legal writ — customs pass, detain, requisition as Officer II), Call the Question (remove Filibuster + allies +2 vs target) | - | - |
| 6 | Untouchable (Take 10 (treat d20 as 10 when not threatened) Deception/Persuasion vs arrest, +5 vs Investigation targeting you), Staff Director (gain Chief of Staff 1 Tier below you + 2 junior staff) | Talent 3 | Feat |
| 7 | Broadcast Authority (Mass Persuasion 20m, attitude shift 1 stcr, holo recorded), Privilege 3 (Immunity extends to staff + ship) | - | - |
| 8 | Omnibus (attach rider to any Writ — extra effect), Informal Hearing (Security DC 18 to compel testimony, no Force = no detect) | Talent 4 | - |
| 9 | Privilege 4 (Interstellar immunity, can block Imperial Officer's Requisition), Veto (1/adventure cancel one enemy Order/Command/Noble Inspire) | - | Feat |
| 10 | Apex Politician (Capstone), Emergency Powers (once per campaign become Acting Moff 24h) | Talent 5 Capstone | - |
**Senatorial Privilege 2 (L1):** Not Wealth alone. Per Buying and Selling / Imperial Law:
Lose Privilege if convicted of treason (Trial DC 20 + your Degree of corruption). Until then, it's your armor.
**Constituency (L1):** Pick one: Mid Rim Agricultural (food/land), Corellian Industrial (ships/parts), Core Banking (credits/bribes), Outer Rim Colonial (settlers/militia), A4 Industrial Zone (droid rights + manufacturing). You get **Contacts (faction)** free, and Gather Information in that constituency is at -5 DC, and you know 1 major donor who owes you.
**Point of Order (L1):** As **Reaction** when enemy mook (Tier ≤ you) declares attack or chase, roll Persuasion vs Will DC 10 + target Tier (Tier 4 = DC 14, Tier 8 = DC 18). Success = they hesitate — lose Standard or Move (their choice) arguing procedure ("Do you have a warrant?"). Fail by 5+ = they get +2 next attack vs you ("I've heard of you"). Once per target per scene.
This is your Deflection — you don't deflect bolts, you deflect *decisions*.
**Backroom (L2):** Gather Information as **Move** via staff (you delegate). If you fail by <5, you still get partial.
**Favor Exchange (L2):** When you cash a previously established favor (donor, officer, noble), +5 Persuasion and Take 10 even under fire. Favors are currency — track them like Hero Points (you should have 2 at start).
Example favors: "Colonel Yular gave me a tip," "Moff at Esseles owes me for trade exemption."
**Filibuster (L3):** Standard, single target or committee 10m, Persuasion vs Will DC 10+PRE+2. Success = Target is **Filibustered** — -2 circumstance to attacks and saves vs your allies (they're distracted arguing you), and cannot use Reactions (no AoO) for 1 round. On 2 degrees = also Dazed 1 round (lost track). This is *not* Force nor Mind Trick — it's pure procedure. Mindless droids immune? No — programmed to respect Senators (protocol droids auto-fail).
**Legislative Assistant (L3):** +3 to Expertise: Imperial Law *or* Expertise: Politics, and +2 to Forgery (writing bills) *or* +2 Insight vs lies.
**Indemnity (L4):** Once per adventure, ignore a seizure of Restricted gear ("this is Senatorial consignment, check the seal") — auto-pass first customs check. Also once per adventure reroll failed Will vs Intimidation/Mind Trick/Fear at +5 (you've been threatened before).
**Committee Seat (L4):** Pick one, change each level with 1 week paperwork:
**Senatorial Writ (L5):** Once per adventure, issue a writ on Senate seal (takes 1 hour + Chief of Staff):
Writ is lawful. Forging one is treason (DC25). Issuing against A4 or Empress family auto-fails and triggers review.
**Call the Question (L5):** When you have a target successfully Filibustered, as Move you can end Filibuster to give allies **+2 attack and +2 Will vs Fear** vs that target for 2 rounds ("Enough debate — vote!").
**Untouchable (L6):** Take 10 on Deception/Persuasion when accused of crime by non-Senatorial authority. Investigation vs you is at +10 DC. +5 vs Sense evidence planting.
**Staff Director (L6):** Gain **Chief of Staff** 1 Tier below you (Noble 3 equivalent: Persuasion +8, Expertise: Imperial Law +7, Forgery +6, Well-Connected, Contacts). Plus 2 junior staffers (aides, interns) — Complication but also +2 to Gather Info as they run.
If Chief dies, replacement in 2d6 days + donors get nervous (-1 favor).
**Broadcast Authority (L7):** As Standard, Burst 20m or Holo recording planet-wide (if relay), Persuasion vs Will DC 10+PRE+2. Success = attitude shift **1 stcr** (Hostile->Unfriendly->Indifferent->Friendly->Helpful). Unlike Noble Exccrtional Influence (8m, 2 stcrs, instant), yours is recorded — advantage: lasts 24h, disadvantage: can be used against you in trial. Helpful crowd will hide you.
**Privilege 3-4 (L7/L9):**
**Omnibus (L8):** When you issue Senatorial Writ, attach a Rider — free extra effect: grant allies temporary clearance, impound enemy ship 48h, release prisoner (non-treason), allocate 10kcr from discretionary fund. Costs favor.
**Informal Hearing (L8):** As 10 min hearing + Security DC18, compel target to answer questions (Will DC 10+PRE+2 or be Contempt = Detention). Answers are procedural — target can lie (Deception vs your Insight) but lying to Senate is crime (+10 Intimidation later). No Force, not detectable as Mind Trick.
**Veto (L9):** Once per adventure as Reaction when enemy Officer uses Command/Orders, Noble uses Inspire/Galvanizing, or Senator uses Writ/Filibuster — cancel it outright if you can see/hear and you spend Favor. Declare "I veto that motion." Pure political counter.
**Emergency Powers (L10 flavor):** Once per campaign (not adventure), you can be appointed **Acting Moff** for 24h on a sector in crisis (with 2 other Senators or 1 Moff signature). You gain Officer Requisition III + mass troop command (Company Tier 6 Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+) + can issue Death Mark (illegal >24h). After 24h you face Inquiry (Persuasion DC20 or lose 1 Privilege permanently). Classic Palpatine move — use wisely.
**Talent 1 Path (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Talent 5 Capstone (L10):**
**Abilities:** PRE 3, INT 3, AWE 2, DEX 1, AGI 0, STR 0, STA 0, FGT 0 (3,3,2,1,0,0,0,-1 talker)
**Defenses:** Dodge 3, Parry 2, Toughness 1/2 formal robes (Prot 1, +2 Persuasion formal), Fort 2, Will 6
**Offense:** Hold-Out +3 (Ranged Damage 3 DC18 conceal +4), Vibro-knife +1 (Damage 1)
**Skills:** Persuasion 6 (+9), Deception 4 (+7), Insight 4 (+6), Expertise: Imperial Law 4 (+7), Expertise: Politics 4 (+7), Galactic Lore 3 (+6), Gather Information 4 (+7), Perception 3 (+5)
**Gear:** Senatorial Robes (Prot 1, +2 Persuasion formal), Signet (hidden seal), Encrypted Datapad with donors/black book, Hold-Out blaster (boot), 2 Favor Chits (free +5 uses), Fake credentials? No — real credentials Grey-3, 1,000cr pocket + Wealth 2 discretionary 5kcr/month + office budget 20kcr
**Complication:** Duty (Sector/Constituency), Enemy (Rival Senator/ISB), Obligation (Donor/Corporation)
**Credits:** 1kcr personal + Wealth
You don't have armor. Blaster pistol Damage 4 vs Toughness 1-2 = DC 19, you need 17+ to avoid Injury. You **do not get hit**. Point of Order stops mook's Standard, Filibuster makes his next attack -2 and no Reactions (no Extra Effort to crit you), Broadcast makes crowd Helpful so they hide you. When Soldier goes Dying, you already filed indemnity for his med-evac. When Fixer sells hot cargo, you legalized it with a Writ first.
You don't outfight Noble. Noble buys. You **make legal**.