DEXTERITY 2D
Blaster
Brawling
Parry
Dodge
Melee Combat
Melee Parry
Pick Pocket
Running
KNOWLEDGE 3D+2
Alien Species
Bureaucracy
Cultures
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
MECHANICAL 3D+1
Astrogation
Communications
Repulsorlift Operation
Sensors
Space Transports
Starship Shields
PERCEPTION 4D
Bargain
Command
Con
Forgery
Gambling
Hide
Persuasion
Search
Sneak
STRENGTH 2D+2
Brawling
Climbing/Jumping
Swimming
TECHNICAL 2D+1
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Security
Equipment: Comlink, datapad, hold-out blaster (3D), 500 credits
Background: You have a gift. Open you mouth and you can convince almost
anyone of almost anything. Most of the time. Whether you're face-to-face or
yacking over the ship's comm, you make an honest impression no matter what kind of scam
you're trying to pull off. At first, you used this gift to bilk people on your
homeworld. When they caught on, you decided it was best to take your act on the
road. You tagged along with a not-so-legitimate transport crew. At first they
thought you were just annoying. But when you got the hang of the ship's
communications equipment and started bluffing your way past Imperial Customs, they decided
you had some worth after all. Now you're working a much more lucrative scam than
you ever could have managed on your homeworld. You can work the comm and sensors
boards like nobody's business. Given half the chance you could convince Coruscant
traffic control you're flying the Emperor's personal shuttle (or so you believe).
Personality: You're confidant and mouthy. If you're no snowing some guy over
the comm, you're blabbing to your mates.
Objectives: You try to get deeper into trouble, then fast-talk your way out of
it. It's fun to con other people, especially when you and your smuggling crew can
make more credits off it.
A Quote: "Sure, we'll let you come aboard for an inspection. But let me
warn you, it'll take some time to get that vohis mold stink out of your
airscrubbers. Whew! I've been on here so long I think the odor has rotted out my
nasal cavity."
Connection With Characters: You might have hired on with any smuggler type.
With your attitude, you'd certainly fit in well with a hot-shot pilot, classy smuggler or
Wroonian captain.
DEXTERITY 2D
Blaster
Brawling Parry
Dodge
Firearms
Grenade
Melee Combat
Melee Parry
KNOWLEDGE 4D
Alien Species
Bureaucracy
Business
Cultures
Languages
Law Enforcement
Planetary Systems
Streetwise
Survival
Value
MECHANICAL 3D+2
Astrogation
Capital Ship Gunnery
Capital Ship Piloting
Capital Ship Shields
Communications
Repulsorlift Operation
Sensors
Space Transports
Starship Gunnery
Starship Shields
PERCEPTION 3D+1
Bargain
Command
Con
Forgery
Hide
Search
Sneak
STRENGTH 3D
Brawling
Climbing/Jumping
Lifting
TECHNICAL 2D
Capital Ship Repair
Capital Ship Weapon Repair
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Security
Space Transports Repair
Starfighter Repair
Starship Weapon Repair
Equipment: Breath mask, heavy blaster pistol (5D), threadbare flight suit, 500
credits
Background: You've been running this free-trader business way too long.
Smuggling has been your way of life for so long you've forgotten why you started.
Fame, wealth, adventure...it all doesn't matter now. You've always been a decent
smuggler. When you made some credits, you improved your ship and invested in more
lucrative cargoes. It never paid off. No matter how hard you tried, you've
always hovered on the edge of debt. Your travels took you from one end of the
galaxy to the other--several times over--and it all wore you down. To much Imperial
oppression. Slavers subjugating entire primitive species. Trade guilds
cheating their clients and their members. Corporations polluting entire
worlds. The poor and downtrodden overflowing the streets like forgotten trash.
Yet you know there's little one person can do about it but pitch handouts to the needy.
Personality: You're tired of seeing injustice and poverty, but you know there's
little you can do about it but toss credit chits at beggars and orphans. Right now
your own survival is more important...and you feel guilty about that.
Objectives: To make enough credits to get out of smuggling. That might not be
so easy, since you tend to help out others in need every time you have a few spare
credits.
A Quote: "More stormtroopers. Is there any place in the galaxy where one
can escape this constant oppression?"
Connection With Characters: You've joined up with this crew hoping to make enough
credits to get out of the business. They'll need your experience.
DEXTERITY 2D+2
Blaster
Brawling Parry
Dodge
Firearms
Grenade
Melee Combat
Melee Parry
Missile Weapons
Pick Pocket
Running
KNOWLEDGE 2D+1
Alien Species
Bureaucracy
Business
Cultures
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise Value
MECHANICAL 4D+2
Astrogation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
PERCEPTION 2D+1
Bargain
Command
Con
Hide
Investigation
Persuasion
Search
Sneak
STRENGTH 2D+1
Brawling
Climbing/Jumping
Lifting
Stamina
TECHNICAL 3D+2
Capital Ship Repair
Capital Ship Weapon Repair
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Security
Space Transports Repair
Starfighter Repair
Starship Weapon Repair
Skill Bonus: +2D for every 1D placed in any Mechanical skill
listed on this template (with the 7D in skill dice at character creation).
Equipment: Blaster pistol (4D), datapad, vacuum suit, 1,000 credits
Background: Growing up on Duro, you heard plenty of stories about your great
grand-uncle, a famous spacer who flew illegal cargoes for the Hutts. You never met
him, but he always seemed to be with you because you remembered the exciting tales of his
smuggling adventures. Now you've begun your own saga, sneaking cargoes past
Imperial Customs and starport security. You've just started to tell tales of your
own exploits. The legends about you will only grow with every smuggling run you make
and every adversary you skillfully evade or defeat.
Personality: You're cool, calm and collected, especially when in the comforting
confines of a starship. The only time your really get excited is when you're
regaling your comrades with stories of your past exploits.
Objectives: Nobody's going to remember you unless you forge some legends of your
own. You want to keep running on the edge of the law, blasting your way from one
smuggling job to another. Anything that'll make a good story.
A Quote: "So I'm dodging these TIE fighters, zooming though the orbital
shipyards, when a massive container ship pulls out right into my flight path..."
Connection With Characters: Any smuggler crew might have accepted you for your
piloting abilities, or to prove some of the tales you've been bragging about.
DEXTERITY 2D
Blaster
Brawling Parry
Dodge
Grenade
Vehicle Blasters
KNOWLEDGE 2D+2
Alien Species
Bureaucracy
Cultures
Languages
Planetary
Systems
Streetwise
Value
MECHANICAL 4D
Astrogation
Repulsorlift Operation
Sensors
Space Transports
Starship Gunnery
Starship Shields
PERCEPTION 2D+1
Bargain
Con
Gambling
Persuasion
Search
STRENGTH 4D
Brawling
Lifting
Stamina
Swimming
TECHNICAL 3D
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Security
Space Transports Repair
Natural Armor: A thick layer of blubber give a Herglic +1D to resist physical damage.
Gambling Frenzy: A Herglic who passes by a game of chance must make a Moderate Willpower
roll to resist joining in.
Equipment: Heavy Blaster Pistol (5D), stock YT-1300 light freighter (with
Herglic-sized features), comlink, 1000 credits
Background: You were among those who resisted when the Empire invaded your
homeworld of Giju. As a result, you lost everything--your family, business, and your
homeworld.
You managed to escape with your life and freedom, but not much else. After a few years
serving on a Sullustan merchant ship, you cam to the Tapani Freeworlds Region, where you
could live among Herglics who were still free.
Today you have a well-established cargo run among the Freeworlds, and even take
occasion trips into the Expanse and other sectors. But your are growing bored with your
predictable life, and as you watch the Empire grow ever more influential in the
Freeworlds, you think maybe it's time you got back into the anti-Empire business. Maybe
with the Rebels, maybe with the JAN.
Personality: Most people expect Herglics to be docile and peaceful--there is nothing
meek or passive about you. There never has been. You have learned to be more devious and
subtle in recent decades to suit the stereotype, but only to achieve surprise at the
appropriate tactical moment.
Objectives: To challenge the Empire and its anti-Herglic minions, and preserve
Tapani Sector as a safe refuge for Herglics. To keep your life interesting.
A Quote: "Hauum. Life gets a little dull if you can't crack a few Imperial
heads now and again."
Connection With Characters: You might have met just about anyone in your wanderings
as a merchant.
DEXTERITY 2D+2
Archaic Guns
Blaster
Brawling Parry
Dodge
Firearms
Grenade
Melee Combat
Melee Parry
Missile Weapons
Pick Pockets
Running
KNOWLEDGE 4D
Alien Species
Bureaucracy
Business
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Value
MECHANICAL 4D
Astrogation
Communications
Repulsorlift Operation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
PERCEPTION 3D
Bargain
Con
Forgery
Gambling
Hide
Persuasion
Search
Sneak
STRENGTH 2D+1
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
TECHNICAL 2D
Blaster Repair
Demolitions
First Aid
Repulsorlift Repair
Security
Space Transports Repair
Starship Weapon Repair
Equipment: Blast vest (+1D Physical, +1 energy, torso only), hold-out blaster (3D),
modified Blas-Tech DL-44 heavy blaster pistol (5D+2), 1,000 credits
Background: You grew up on a world filled with strife: gang wars, skirmishes with
starport security, and finally Imperial occupation. Surviving wasn't easy. If
you didn't have credits and sharp senses, you didn't last long. You managed to
survive by staying out of the fights, and made enough credits supplying factions with
equipment. At first you dealt in foodstuffs and medicine, but you soon discovered
weapons commanded a higher price. Eventually you saved enough to flee your homeworld
and pursue your trade in other star systems. Now you thrive in other's wars.
Where there's a conflict, there are credits to be made. You're careful of the many
risks. As a successful gunrunner, you maintain trusted contacts, fly your ship into
the heat of battle, and always have extra firepower on their side.
Personality: You're somewhat cold and uncaring--you have to be. You deal in
death. The more involved you get, the less focused you are on the job at hand.
If you have a soft spot, you become vulnerable.
Objectives: Gunrunning is an increasingly dangerous business. You need to
make enough credits to pay off bribes, invest in more powerful weapons, and keep your ship
maintained.
A Quote: "I don't care about your cause or your politics. Just fork over
the credits and you can have your blaster rifles."
Connection With Characters: You may be working with another smuggler who relies on
your contacts and experience. If you own a freighter, you might have hired others to
help your gun-running business.