Corp Board Director
A seat-holder on one of the Nine's governing boards.
A Corp Board Director is one of the handful of people who sit at the top of one of the Nine megacorps. They are not executives -- those are implementers. Directors set policy, approve major contracts, and decide which sectors live or starve. They are older, colder, and more insulated than any Executive: decades of board-level politics have stripped away everything except the ability to make a decision that moves billions of rek and costs thousands of lives without losing sleep.
A Director is a boss-tier encounter that should never appear in a straight fight. They are surrounded by layers of security, legal protection, and political insulation. The lever is not combat -- it is leverage. A Director who is cornered, exposed, or stripped of their apparatus is a frightened old person in expensive clothes.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 20 |
| Abilities / Con | 12 |
| Abilities / Dex | 12 |
| Abilities / Int | 18 |
| Abilities / Str | 8 |
| Abilities / Wis | 16 |
| Armor Class | 18 |
| Base Attack Bonus | 6 |
| Creature Type | Humanoid |
| Flat Ac | 16 |
| Hd Count | 9 |
| Hd Sides | 8 |
| Hit Dice | 9d8+18 |
| Hit Points | 58 |
| Hp Bonus | 18 |
| Initiative | 2 |
| Languages | Trade Cant (fluent); Core Standard (formal); two major Family trade dialects; Confederation legal code; corporate cipher |
| Morale | Elite (14); flees when security is broken and HP drops below 25; will negotiate from any position if cornered |
| Psionics | None |
| Role Tags | Boss, Face, Leader, Political |
| Saves / Fort | 6 |
| Saves / Ref | 5 |
| Saves / Will | 12 |
| Size | M |
| Skills / Bureaucracy | 16 |
| Skills / Deception | 15 |
| Skills / Intimidation | 17 |
| Skills / Knowledge Corporate | 16 |
| Skills / Notice | 10 |
| Skills / Persuasion | 17 |
| Skills / Sense Motive | 14 |
| Skills / Streetwise | 10 |
| Speed | 30 |
| Threat Rating | 8 |
| Touch Ac | 13 |
| Xp | 3200 |
| Dialogue Path | game/dialogue/npc-corp-board-director.yaml |
Notes
Full Attack: Ceremonial Sidearm ranged +7 (1d6+1 energy; range 30 ft; concealed) or Nerve-Link Override ranged +9 (2d6 electric; range 20 ft; DC 17 Fort half; 1/encounter)
Habitat: Core worlds, orbital boardrooms, private stations, and the secure upper tiers of corporate arcologies. A Director is never found outside a controlled environment unless in transit with heavy security. Roll 1d6: 1-2 = Director in a boardroom with full security (political, untouchable), 3-4 = Director in transit with a Captain and 4 Troopers (vulnerable window), 5-6 = Director at a private function with reduced security (the one chance).
Resistances: Armourweave executive suit (included in AC; 10 points damage absorption per hit), Kadiss neural link (immune to surprise from corporate/intelligence sources), Legal shield (+4 to all saves against Confederation legal actions)
Senses: Normal human vision; Kadiss neural link grants real-time intelligence feeds and +6 to Notice for political threats; passive Perception 18
Tactics: The Director does not fight. They delegate. The security handles violence; the Director handles leverage. They open with Board Authority to establish dominance, use Financial Domination to cripple the most dangerous target, and call The Vote to change the entire playing field. If the detail falls, the Director uses Exit Protocol and vanishes. A Director who fights personally has already lost.
Treasure: Platinum rek-chip (10,000 rek), Kadiss neural link (priceless to a ghost; 15,000 rek stripped), ceremonial sidearm (500 rek), armourweave executive suit (2,000 rek), encrypted board-level datapad (trade secrets, policy decisions, blackmail material; 10,000-50,000 rek to the right buyer), writ of corporate authority (forging one is death; selling the real one is a fortune), personal effects (signet ring, 1,000 rek).
Vulnerabilities: Isolated (without security the Director is a non-combatant; corner them alone and the authority is just words), Political exposure (a Director killed or publicly humiliated triggers a corporate crisis; the Director will over-capitulate to avoid exposure), The Vote costs (each use of The Vote weakens the Director's political position; repeated use makes them expendable to the board)
Attacks
Ceremonial Sidearm
| Field | Value |
|---|---|
bonus | 7 |
category | ranged |
damage | 1d6+1 |
damageType | energy |
name | Ceremonial Sidearm |
notes | Platinum-plated holdout; status symbol that has not been fired in years; concealed |
rangeFt | 30 |
Nerve-Link Override
| Field | Value |
|---|---|
bonus | 9 |
category | ranged |
damage | 2d6 |
damageType | electric |
name | Nerve-Link Override |
rangeFt | 20 |
notes: Targets one creature with a Kadiss implant within 20 ft; the Director triggers a pain-feedback loop via neural link; DC 17 Fort half; 1/encounter
Special Abilities
Board Authority
| Field | Value |
|---|---|
actionCost | passive |
name | Board Authority |
description: The Director carries the full weight of one of the Nine. All Charisma-based checks gain +6 against anyone in the Core economy, Confederation bureaucracy, or corporate structure. The Director can freeze accounts, revoke licences, and issue writs with a word. Player-visible: the Director does not argue. They inform you that your accounts, your ship registration, and your Confederation clearance are already under review.
Layered Security
| Field | Value |
|---|---|
actionCost | passive |
name | Layered Security |
description: The Director is protected by 2 Corp Security Captains and 4 Troopers at all times (see NPC-CORP-SECURITY-CAPTAIN, NPC-CORP-SECURITY-TROOPER). Once per encounter the Director can call a rapid-response team of 1d6 additional Troopers who arrive in 1d4 rounds. Player-visible: the Director is never alone. The security is not a wall -- it is a system.
Financial Domination
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Financial Domination |
description: The Director initiates a targeted economic attack on one visible target. The target must make a DC 18 Will save or be financially crippled: their rek accounts are frozen, their ship is impounded, and their Confederation ID is flagged. This effect lasts until the Director lifts it or a DC 20 Bureaucracy check overturns it (takes 1d4 days). Player-visible: the Director speaks into a comms unit, pauses, and tells you to check your balance.
The Vote
| Field | Value |
|---|---|
actionCost | Standard (1/encounter) |
name | The Vote |
description: The Director calls in a political favour. Choose one: a Legion detachment arrives in 1d6 hours to secure the area, an Asset-Realisation team is dispatched to seize property, or a Confederation injunction freezes all hostilities for 1d4 hours (legal ceasefire). The Director can only call one Vote per encounter and it costs them political capital (future encounters with the same Director will have reduced options). Player-visible: the Director makes one call. The call changes everything.
Exit Protocol
| Field | Value |
|---|---|
actionCost | Immediate (1/encounter) |
name | Exit Protocol |
description: When reduced below 25 HP or when the security detail is broken, the Director activates a pre-planned extraction: a shuttle, a body-double, or a private evacuation corridor. The Director makes a DC 15 Deception check; success means they vanish; failure leaves them exposed. Player-visible: the Director stops being important and starts being afraid.