NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Noble
"I don't need to pull a blaster. I have people for that."
Leia, Padme, Bail, Mon Mothma, Thrawn in white uniform. You are the voice, the money, the name, the threat behind a smile. In a gritty game where a blaster bolt kills, **you stop the fight before it starts** — or you make sure the *other* guy is the one who brought a knife to a gunfight.
**Sources:** Star Wars Saga Noble, Atomic TC Mundane Crime Lord / Noble / Politician, Skill split House Rules, Councilor Battle Meditation (non-Force mirror)
**Primary:** PRE, INT, AWE
**Secondary:** DEX, AGI
**Saves:** Fort Low, Will High (you resist Intimidation/Mind Trick with sheer ego), Toughness Low
**Attack:** Poor (0.5/lvl) — you don't shoot, your people do
**Skills:** 6 + INT mod per level — but you get huge talent bonuses so you feel like 8+
Jedi Councilor talks with the Force (Mind Trick, Battle Meditation, Farseeing). You talk with **rank, money, and leverage**. Same DCs, no Dark Side points, no Force Detector counter. You stack with Councilor — Councilor gives 3 allies Luck rerolls, you give 3 allies +2 attack + free Moves. Together the party is terrifying.
You also fix the wealth gap: Technician and Soldier are broke, Scoundrel is in debt, **you pay the bills**.
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Noble Presence (Deception/Persuasion/Insight/Galactic Lore are Class Skills, +2), Inspire Competence (+2 skill), Benefit 2 (Wealth + Contacts), Commanding Voice | - | Feat |
| 2 | Coordinate (Aid as Move +5 to ally attack or skill), Natural Leader (Second Chance Persuasion) | Talent 1 | - |
| 3 | +1 Ability, Quick Orders (Persuasion/Deception as Move), Well-Connected | - | Feat |
| 4 | Inspire Confidence (remove Fear/Shaken as Standard, +1 attack 3 rounds), Wealth +1 (now Benefit 3) | Talent 2 | - |
| 5 | Master Negotiator (Take 10 (treat d20 as 10 when not threatened) Persuasion under fire, reroll 1/day), Demand (Intimidate as Standard = Dazed 1 round, Will) | - | - |
| 6 | Grand Coordination (Coordinate 2 allies at once), Stellar Reputation (+5 Gather Information anywhere civilized) | Talent 3 | Feat |
| 7 | Inspire Greatness (+1 Tier worth of temp bonus (+2 Dodge/Parry or +2 Toughness): +2 Toughness saves or +2 Dodge/Parry, 3 rounds) | - | - |
| 8 | Exccrtional Influence (Mass Persuasion Burst 8m, attitude shift 2 stcrs), Wealth +1 (now Benefit 4) | Talent 4 | - |
| 9 | Galvanizing Presence (1/scene, allies 20m reroll failed Toughness/Will), Mass Coordination (3 allies) | - | Feat |
| 10 | Paragon (Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted) Persuasion/Deception for Hero Point), You're My Only Hope (call rescue) | Talent 5 Capstone | - |
**Noble Presence (L1):** Deception, Persuasion, Insight, Expertise: Galactic Lore, Expertise: Current Events are Class Skills. If trained, +2 circumstance. You can use PRE instead of STR for Intimidation if you have rank/reputation.
**Inspire Competence (L1):** As **Standard**, pick 3 allies in 10m who can see/hear you. They get +2 circumstance to next skill check or +1 to attack next round (your choice). Lasts 1 round. At L4 Inspire Confidence adds attack, at L7 Greatness adds defense. This is your Battle Meditation-but-mundane — deliberately weaker than Councilor's Luck version, but spammable.
**Benefit — Wealth (L1, L4, L8):** You start with Benefit 2 (Wealth 2 = 5,000cr/month income, 10k line of credit) + Contacts local. L4 -> Benefit 3 (10k/month), L8 -> Benefit 4 (25k/month + favors). You pay ship fuel, droid parts, bribes. This keeps Technician/Scoundrel loop alive without bookkecring pain. Per Buying and Selling, Wealth pays licenses.
**Commanding Voice (L1):** Once per scene, you can use Persuasion vs Will DC 10 + target Tier (Tier 4 = DC 14, Tier 8 = DC 18) to give a mook (Tier ≤ you) a *reasonable* order as Move: "Drop the gun," "Get us clearance." Fail by 5+ = they get +5 vs your Persuasion for rest of scene.
**Coordinate (L2):** The key talker mechanic. As Move, grant one ally who can see/hear you +5 to their next Check Required or Aid attempt, OR +2 to attack (circumstance) if they follow your plan. At L6 you affect 2 allies, L9 affects 3. No levels, no check — just you being useful.
**Natural Leader (L2):** Second Chance (reroll) on Persuasion. If you fail a Persuasion check by <5, you can reroll as Free once per round.
**Quick Orders (L3):** Persuasion (Inspire) and Deception (Feint via words) can be done as Move, not Standard. Combine with Coordinate for move+move leadership.
**Well-Connected (L3):** Contacts becomes global Contacts. Gather Information DCs reduced by 5 in civilized areas.
**Inspire Confidence (L4):** As Standard, Burst 8m, allies get +2 Will vs Fear/Mind Trick and can immediately shake off Shaken/Frightened (Will DC 15). Also grants +1 attack for 3 rounds (circumstance, stacks with Coordinate's +2 = +3 total).
**Master Negotiator (L5):** Take 10 on Persuasion and Expertise: Politics even under fire (normally no Take 10 in combat). Once per day, reroll a failed Persuasion at +5 (you remembered a name, a debt, a spouse).
**Demand (L5):** Standard, single target 10m, Intimidation vs Will. Success = Dazed 1 round + Impaired (-2 attacks) 1 round. Every 5 over = +1 round. 2 degrees = Stunned 1 round. This is how you "stun" without Force.
**Grand Coordination (L6):** Coordinate now affects 2 allies with one Move.
**Stellar Reputation (L6):** Your name travels. +5 Persuasion/Gather Information in NGE space and Mid Rim. Once per adventure, you are recognized as "someone important" — guards let you past without check unless hostile.
**Inspire Greatness (L7):** Once per scene as Standard, 3 allies in 10m get +2 Dodge *and* +2 Parry *or* +2 Toughness saves (your choice) for 3 rounds. This is about +1 Tier worth of defense but temporary and limited. Does NOT stack with Councilor's Battle Meditation Luck — you choose which buff the party needs.
**Exccrtional Influence (L8):** As Full Round, Burst 8m, Will DC 10+PRE+2 vs audience. Success = attitude shifts 2 stcrs (Hostile->Indifferent, Indifferent->Helpful). Helpful crowd will hide you, lie for you, give you ship codes. Does not work on strong-willed (INT 3+ or PRE 3+) without Hero Point.
**Galvanizing Presence (L9):** 1/scene as Reaction when ally within 20m fails a Toughness save vs lethal or Will save vs Fear/Mind Trick, they can reroll and take better. You shout "Hold the line!"
**Mass Coordination (L9):** Coordinate affects 3 allies now.
**Paragon (L10):** Once per scene, spend Hero Point to Take 20 on Deception, Persuasion, Insight, Galactic Lore, or Current Events. You said the perfect thing.
**You're My Only Hope (L10 flavor):** Once per adventure, you can call in a favor big enough to extract you: NGE customs clearance, planetary senator shuttle, Company security platoon Tier 5 (Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+). GM decides exact favor, but it arrives in 1d6+1 rounds.
**Talent 1 (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Talent 5 Capstone (L10):**
**Abilities:** PRE 3, INT 2, AWE 2, DEX 1, AGI 1, STA 0, STR 0, FGT 0 (8 ranks total, Noble array)
**Defenses:** Dodge 3, Parry 3, Toughness 1/3 elegant armored robes (Prot 2, Conceal +2), Fort 2, Will 6 (PRE + Noble Presence)
**Offense:** Holdout Blaster +2 (Ranged Damage 3, DC18, Easily Concealable), Vibro-knife +0 (Damage 1)
**Skills:** Deception 4 (+7), Persuasion 6 (+9), Insight 4 (+6), Expertise: Galactic Lore 4 (+6), Expertise: Politics 4 (+6), Current Events 3 (+5), Perception 3 (+5), Legerdemain 2 (+3)
**Gear:** Formal Robes (Prot 2, +2 Persuasion in formal settings), Signet Ring (hidden compartment), Encrypted Comlink, Datapad with contact list, Fake Credentials (diplomatic), 3,000cr pocket money + Benefit Wealth 2 = 5,000cr/month income
**Complication:** Responsibility (House/Planet), Enemy (Rival House), Fame (Recognized)
**Credits:** 3,000cr + Wealth income
You don't take blaster bolts. You have Talking Armor. When the Soldier goes Dying, you already convinced the medic to be here. When the Sith interdicts the ship, you are the one who knows a smuggler with a blind jump lane. Your Hero Point economy is social — you give allies rerolls via Galvanizing Presence and +2-3 attack via Coordination, matching Councilor's Battle Meditation but all day long, no Force check.