SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Noble

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Noble - Class Progression

"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+

Why Noble = Not-Jedi Talker

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**.

Level Progression

LvlFeaturesTalentFeat
1Noble Presence (Deception/Persuasion/Insight/Galactic Lore are Class Skills, +2), Inspire Competence (+2 skill), Benefit 2 (Wealth + Contacts), Commanding Voice-Feat
2Coordinate (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
4Inspire Confidence (remove Fear/Shaken as Standard, +1 attack 3 rounds), Wealth +1 (now Benefit 3)Talent 2-
5Master Negotiator (Take 10 (treat d20 as 10 when not threatened) Persuasion under fire, reroll 1/day), Demand (Intimidate as Standard = Dazed 1 round, Will)--
6Grand Coordination (Coordinate 2 allies at once), Stellar Reputation (+5 Gather Information anywhere civilized)Talent 3Feat
7Inspire Greatness (+1 Tier worth of temp bonus (+2 Dodge/Parry or +2 Toughness): +2 Toughness saves or +2 Dodge/Parry, 3 rounds)--
8Exccrtional Influence (Mass Persuasion Burst 8m, attitude shift 2 stcrs), Wealth +1 (now Benefit 4)Talent 4-
9Galvanizing Presence (1/scene, allies 20m reroll failed Toughness/Will), Mass Coordination (3 allies)-Feat
10Paragon (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-

Feature Details — No levels Shown To Players

**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 Trees — Pick One per Slot

**Talent 1 (L2):**

  • **Diplomat (Leia):** Connected free, Contacts free, Well-Informed free. +5 Persuasion when negotiating ceasefires/trade. Can change attitude 2 stcrs with one check.
  • **Commander (Thrawn):** Gain Tactical Assessment (like Soldier) but using PRE/AWE: Move, Expertise: Tactics DC 10 + Tier (Tier 4 = DC 14, Tier 8 = DC 18), you+allies within 20m get +2 attack vs target. Stacks with Soldier's but doesn't double.
  • **Scion (Wealthy House):** Benefit +2 more Wealth immediately, can call Favour 1k-5k credits once/adventure no questions, black market license included.
  • **Talent 2 (L4):**

  • **Inspiring Leader:** Inspire Competence now +3 not +2, affects 3 allies base, can Inspire as Move not Standard.
  • **Political Mastermind:** Gather Information as Free in civilized area (you have aides). Expertise: Politics +5, Take 10 on Deception vs bureaucrats. Forgery +5.
  • **Corporate Executive:** Wealth now 4 at L4 (early), can buy Military license without quest, hire Tier 3 Elite Bodyguard (Minion Rank 2, Battle Armor Prot 4, Blaster Rifle Damage 6) permanent. Bodyguard rebuild costs 2,000cr.
  • **Talent 3 (L6):**

  • **Born Leader:** When you Inspire Greatness, allies also get Second Chance vs Fear and +2 Will vs Mind Trick for 3 rounds.
  • **Master Coordinator:** Coordinate can grant ally **extra Move** (once per scene) instead of +2 attack. 2 allies can both get Move.
  • **Information Broker:** Holonet Tracker feat (Investigation in 1 min via Holonet — like Technician but via contacts), can bribe: spend 1k cr for +5 Persuasion or 5k cr for +10.
  • **Talent 4 (L8):**

  • **Legendary Reputation:** You are known sector-wide. +5 Persuasion vs anyone who knows your house/name, auto-success Gather Information vs mooks. Once per scene, minions must Will DC 15+PRE or become Dazed 1 round when you reveal yourself ("Do you know who I am?").
  • **Warlord:** While conscious, allies within 20m get +2 Toughness saves vs Dying (like Medic Trauma Team but via discipline) and you can order Interpose as Reaction 1/round to soak for ally.
  • **Silver Tongue:** When you fail Persuasion/Deception by <5, reroll as Free (Second Chance). Once per scene, you can use Persuasion in place of Mind Trick — Will DC 10+PRE+AWE/2, Entranced 1 round, not mind-affecting (it's just that good).
  • **Talent 5 Capstone (L10):**

  • **Galactic Monarch (Padme/Mon Mothma):** Benefit 5 (5,000cr/monthnth? Actually 50k/month), Contacts galactic, call Tier 6 Noble's Guard (Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+) — 6 troopers) once/adventure, Persuasion +5 permanent. You can buy a *second* ship without Debt.
  • **Supreme Commander (Leia/Thrawn):** Once per adventure, grant all allies within 30m extra Standard action for 1 round (like full Battle Meditation but non-Force), then +2 to all saves for 3 rounds. You shout the order that wins the battle.
  • **Master Manipulator (Palpatine without Force):** Dominate via words: Perception Ranged Affliction 6 (Dazed/Compelled/Controlled) Will DC 10+PRE+5, Requires 1 min conversation, Subtle, victim doesn't remember being manipulated unless you fail by 5+. Feels like Mind Trick but is 100% mundane — Force Detector shows nothing.
  • Starting Package — No levels

    **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

    Why Gritty Matters for Noble

    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.


    SINS V2 — Noble — TOTAL CONVERSION