
ISB Agent
DR 2Humanoid · Medium·Recommended levels: 4-8
Abilities
Saves
- DEX +4
- INT +4
- WIS +4
Skills
- Investigation +4
- Insight +4
- Perception +4
- Intimidation +3
- Deception +3
- Knowledge: Tactics +4
- Use Computer +4
Languages
- Basic
Equipment
Traits
The ISB Agent has Advantage on Investigation, Insight, and Perception checks made to detect disguised creatures, hidden threats, false identities, or deceptive behavior. In addition, creatures have Disadvantage on Deception checks made to mislead the agent.
As a bonus action, the ISB Agent targets one creature it can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become Frightened of the ISB Agent until the end of its next turn.
When the ISB Agent makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to attack rolls and a +1 bonus to damage rolls.
Actions
Lore
Imperial Security Bureau (ISB) agents are the Empire’s internal hunters—trained investigators, interrogators, and counter-insurgency operatives tasked with rooting out dissent before it becomes rebellion. Where stormtroopers enforce Imperial will through visible force, ISB agents enforce it through surveillance, informants, fear, and meticulous control of information. They appear in garrisons, starports, and occupied cities when local commanders suspect sabotage, sedition, or rebel infiltration, and their arrival usually means the Empire is done playing games.
In SWURPG, an ISB agent is a high-value threat who excels at exposing lies, collapsing disguises, and applying pressure when the heroes think they are safe. They are not frontline soldiers, but they are highly competent under fire, carrying compact weapons, personal comms, and the authority to redirect entire squads. An ISB agent works best as a named antagonist or recurring rival—someone who learns the party’s patterns, leverages captured evidence, and returns with tighter security and better intelligence. Even when defeated, an ISB agent can leave consequences behind: compromised safehouses, arrested contacts, and a trail that forces the heroes to stay one step ahead of the Empire.
In Play
ISB agents fight like professionals, not like troopers. They stay close enough to benefit from Point Blank Shot, but they rarely expose themselves without support. They use stormtroopers, droids, and locked-down environments to limit escape routes, then focus fire on the most dangerous or slippery target. Their Interrogator’s Threat is best used early to disrupt a key attacker or to punish a hero who tries to rush them.
In encounters, treat the ISB agent as the brain of an Imperial response: they identify the party’s weakness, call for reinforcements, and attempt to capture targets alive when possible. If the fight turns against them, they retreat behind a defensive line and attempt to escape rather than die needlessly—because an ISB agent who survives is a better villain than one who goes down in a single firefight.
Adventure Hooks
- The Informant Net — An ISB agent arrives on-world and rapidly flips local contacts, squeezing the heroes’ support network. The party must identify the compromised informants and either extract them or eliminate the agent before their safehouse locations are exposed.
- Interrogation at Dawn — A captured ally is scheduled for interrogation by an ISB agent at first light. The heroes must infiltrate the facility, bypass security, and reach the holding cells before the agent extracts critical information.
- A Face in the Crowd — While operating under false identities, the heroes spot an ISB agent in a public spaceport lounge—watching, listening, and calmly waiting. Is the agent alone, or is this the start of a coordinated trap?