Imperial Scientist
DR 0.25Humanoid · Medium·Recommended levels: 1-4
Abilities
Saves
- INT +4
- WIS +3
Skills
- Knowledge: Sciences +5
- Investigation +4
- Use Computer +4
- Treat Injury +3
Languages
- Basic
Equipment
Traits
The scientist has Advantage on Knowledge: Sciences checks related to biology, chemistry, physics, cybernetics, and exotic materials, as well as on Treat Injury checks made to stabilize or evaluate a creature.
When the scientist has at least 1 round to observe a creature, device, or phenomenon, it gains Advantage on its next Investigation or Use Computer check directly related to what it observed.
Actions
Lore
Imperial scientists are the architects of some of the darkest projects in the galaxy, working in hidden laboratories, remote research stations, and restricted wings of Imperial facilities. They design experimental weapons, augment troopers with cybernetics, test chemical agents, and study alien biology to weaponize it for Imperial dominance. Many are true believers in order through control and fear; others are pragmatic opportunists using the Empire’s resources to pursue their research without moral oversight.
In SWURPG campaigns, Imperial scientists are story drivers more than frontline combatants. They can be the masterminds behind a new bioweapon, the lead researcher on a terrifying droid prototype, or the custodian of forbidden knowledge the heroes desperately need. Their laboratories make excellent set pieces: containment tanks, unstable power cores, specimen cages, security droids, and shelves of ominous devices waiting to be knocked over during a firefight. While physically weak, their importance to the Imperial war machine makes them high-priority targets, valuable prisoners, or uneasy informants.
In Play
Imperial scientists do not seek out combat and rarely stand their ground once the blaster bolts start flying. If surprised, they duck behind consoles, cry for nearby guards, and fire a few panicked shots with a blaster pistol before looking for an exit route. In encounters, they should be positioned behind layers of protection—locked doors, security fields, or loyal stormtroopers—and their presence should heighten the stakes: a scientist might be seconds away from purging data, activating a failsafe, or releasing something terrifying from containment.
When captured or cornered, a scientist may bargain with information, access codes, or specialized medical knowledge in exchange for their life. Some will remain defiant, convinced the Empire will eventually reclaim them, while others may crack under pressure, revealing project details that drive future adventures. Use Imperial scientists to expose the moral cost of the Empire’s technological power, forcing the heroes to decide what to do with the people who built its worst weapons.
Adventure Hooks
- Project Black Prism — The heroes learn that an Imperial scientist is testing a prototype energy weapon that can destabilize starship shields at long range. Infiltrating the research facility to capture or eliminate the scientist—and secure the research data—becomes critical before the project reaches deployment.
- Weapons of Cure and Harm — A deadly pathogen is spreading on a frontier world, and only the Imperial scientist who engineered it knows the correct treatment sequence. The heroes must track down the scientist, who is now under heavy guard, and decide whether to coerce, rescue, or strike a deal to obtain the cure.
- The Defector’s Dilemma — An Imperial scientist secretly reaches out to the heroes, offering to defect with a trove of research on experimental droids and cybernetics. However, the extraction mission pits the party against loyalist stormtroopers, suspicious ISB agents, and the scientist’s own guilt over what they have created.