DEXTERITY 3D
Blaster
Brawling Parry
Dodge
Melee Combat
Melee Parry
Running
Thrown Weapons
KNOWLEDGE 2D
Alien Species
Cultures
Intimidation
Languages
Planetary Systems
Survival
Willpower
MECHANICAL 4D
Archaic Starship Piloting
Astrogation
Communications
Repulsorlift Operation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
Swoop Operation
PERCEPTION 4D
Bargain
Command
Con
Hide
Persuasion
Search
Sneak
STRENGTH 3D
Brawling
Climbing/Jumping
Stamina
Swimming
TECHNICAL 2D
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Repulsorlift Repair
Starfighter Repair
Starship Weapon Repair
Equipment: Blaster pistol (4D), flight suit, gear bag, 500 credits
Background: You've always had an affinity for flying fast machines. When you
were young, you quickly mastered the family landspeeder, pushing it to the limit.
Later you tried speeder bikes, swoops and airspeeders. Each time you pulled wild
stunts, overrode the speed safety parameters, and barely avoided dangerous
obstacles. You had good luck with machines. When you left home, you journeyed
to the largest spaceport on your planet. There you joined the planetary militia's
flight unit, flying airspeeders and ancient snub fighters to protect shipping in your
system. You were an ace, but your brash attitude soon got you in trouble with
authority. When your hot-shot antics cost the life of a fellow pilot, you left your
homeworld. Now you travel the galaxy, trying to prove your flight abilities to
anyone who will let you near a cockpit.
Personality: Speed is everything. If you can't beat them, you can't brag to
them. You're always out to prove yourself, and rarely back down from challenges.
Objectives: You have an egotistical need to outshine everyone else. The best
way to do that is to fly better and faster than everyone else.
A Quote: "I've seen rocks fly better than that. Give me the
controls. Get ready to see some real flying."
Connection With Characters: You might have joined a freighter crew to prove your
flight abilities. Others might follow you if your piloting skills are half as great
as you say they are.
DEXTERITY 3D
Blaster
Dodge
Pick Pocket
Running
Vehicle Blasters
KNOWLEDGE 3D
Alien Species
Languages
Streetwise
Value
MECHANICAL 4D+2
Ground Vehicle Operation
PERCEPTION 2D+1
Bargain
Con
Hide
Persuasion
Search
Sneak
STRENGTH 1D
Climbing/Jumping
TECHNICAL 4D
Blaster Repair
Droid Programming
Droid Repair
Ground Vehicle Repair
Repulsorlift Repair
Space Transports Repair
Technical Aptitude: At the time of character creation only, Jawa characters receive
2D for every 1D they place in repair-oriented Technical skills.
Equipment: Dirty cloak, Jawa ionization gun (3D ionization damage), toolkit, 150
credits
Background: You were separated from the rest of your people when you boarded a
freighter docked at Mos Eisley...which promptly took off. The crew of the freighter
refrained from dropping you out of the airlock when you proved your talents as a mechanic
by rerouting the power flow of their engines (and bypassing those silly safety mechanisms)
to increase their speed. Now all you have to do is watch the system displays to make sure
the blasted thing doesn't blow up...
The galaxy is truly a junk trader's paradise. You have machines to tinker with and species
to trade with you never dreamed possible. (Besides, your new companions have to
keep you around; only you know how to keep the systems you modified functioning.)
Personality: You are highly excitable, particularly where machinery of any kind in
concerned. You are fascinated by other species, particularly traders like the Ithorians
(mostly because they are easy to sell things to). You don't care one bit about the war
between the Empire and the Rebel Alliance, except when there has been a battle; you can
always find salvageable junk left behind on the battleground.
Objectives: To see as much of the galaxy as possible, while trying to salvage all
the junk you can find.
A Quote: "Yo'to, a'wee, chee'm maan'duccer!" (Translation: "Don't
let that paint job fool you...this unit is obviously in prime condition!")
Connection With Characters:
DEXTERITY 3D+1
Blaster
Dodge
Grenade
Melee Combat
Running
Vehicle Blasters
KNOWLEDGE 2D+1
Alien Species
Languages
Planetary Systems
Streetwise
Value
MECHANICAL 3D+2
Astrogation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
Swoop Operation
PERCEPTION 3D
Bargain
Con
Forgery
Gambling
Persuasion
Search
Sneak
STRENGTH 3D
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
TECHNICAL 2D+2
Blaster Repair
First Aid
Repulsorlift Repair
Space Transports Repair
Starship Weapon Repair
Equipment: Stock light freighter, comlink, 2000 credits, 25000 credits in debt to
Imperial Warlord, heavy blaster pistol (5D)
Background: Blast the Rebels and their thrice-cursed New Republic! If it hadn't
been for that troublesome lot, the galaxy would still be a peaceful, well-ordered place,
and you'd still be hauling freight for the Empire, nice and easy.
But the Rebels took over, and the good times came to an end. Fighting broke out everywhere
and you had to keep moving to stay within the bounds of the ever-shrinking Empire.
Things settled down a bit once you entered the service of one of the emerging warlords.
Now you smuggle needed supplies from New Republic space to his various fleets and depots.
Personality: You're bitter that the Rebels and New Republic have destroyed your
easy life. You hope that one day the Imperials will stop fighting each other and wipe out
the Rebels once and for all.
Objectives: To make enough money to pay off your debt to an Imperial warlord, a
debt you incurred by losing one of his cargoes to New Republic customs inspectors.
A Quote: "What, another New Republic inspection? Surely they've got something
better to do!"
Connection With Characters:
DEXTERITY 4D+1
Blaster
Brawling Parry
Dodge
Firearms
Grenade
Melee Combat
Melee Parry
Running
Thrown Weapons
KNOWLEDGE 1D+2
Alien Species
Intimidation
Planetary Systems
Streetwise
Survival
Willpower
MECHANICAL 2D+2
Beast Riding
Powersuit Operation
Repulsorlift Operation
Space Transports
Starship Gunnery
Swoop Operation
PERCEPTION 3D+1
Bargain
Con
Gambling
Hide
Search
Sneak
STRENGTH 4D
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
TECHNICAL 2D
Armor Repair
Blaster Repair
Demolitions
First Aid
Special Abilities: None Equipment: Ammo bandoleer, blast helmet and
vest (+1D Physical, +1 Energy, head and torso only), force pike (STR+2D), heavy blaster
pistol (5D), 5 ("five") credits
Background: You fight well. You like to sneak up on things and blast
them. Somebody noticed this, then sold you to the Hutts as a mercenary. The
Hutts were cool--they let you beat things up, hunt things down and blast them. This
was good. The Hutts were also not so cool--they got angry all the time, yelled at
you, sent you into dangerous battles, and blew up your fellow mercenaries when they messed
up. This made you worried: you might be blown up next. So you decided to run
far, far away. You found a pilot who took you to many planets in exchange for moving
his boxes and blasting people who didn't like him. You liked seeing different
places, so you decided to stay wit the pilot and his friends. Now and then they run
into trouble. You help them by sneaking up on their enemies and blasting them.
They like that.
Personality: You're not too smart, but your friends like you just the same.
You're loyal to them. They help you and you help them. You like it even more
when helping them means blasting things.
Objectives: Avoid the Hutts. Help your friends. Blast things.
A Quote: "Hey, give that crate back or I blast you!"
Connection With Characters: Any freighter captain would be grateful to have such a
powerful friend as you. Especially any smuggler with lots of crates and many
enemies.
DEXTERITY 4D
Blaster
Blaster Artillery
Brawling Parry
Dodge
Grenade
Melee Combat
Melee Parry
Missile Weapons
Running
Thrown Weapons
Vehicle Blasters
KNOWLEDGE 2D+2
Business
Cultures
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Survival
Tactics
MECHANICAL 3D
Astrogation
Communications
Ground Vehicle Operation
Powersuit Operation
Repulsorlift Operation
Sensors
Space Transports
Starship Gunnery
Starship Shields
PERCEPTION 3D
Bargain
Command
Con
Gambling
Hide
Persuasion
Search
Sneak
STRENGTH 3D+1
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
TECHNICAL 2D
Armor Repair
Blaster Repair
Demolitions
First Aid
Repulsorlift Repair
Security
Space Transports Repair
Starship Weapon Repair
Equipment: Blast helmet and vest (+1D Physical, +1 Energy, head and torso only),
blaster rifle (5D), comlink, knife (STR+1D), 500 credits
Background: You used to be a mercenary with an aptitude for piloting
vehicles. When your last contract expired, most of your unit was killed or
captured. You managed to escape, using your piloting skills to commandeer a
transport and fly out of the hot zone. Rather than return to the combat-intense life
of a merc, you decided to move to a different line of work and see if you could make some
credits as a free-trader. With all your contacts, it wasn't a huge leap to go from
shipping legitimate cargoes to illegal ones which paid more. These days you ply the
hyperlanes, shipping the most lucrative cargoes. You're not the greatest pilot, but
you make up for it in knowing how to arm your ship and set up encounters with potentially
not-so-friendly clients. Risk management is the key to your success.
Personality: Your attitudes as a mercenary carry over to your new profession.
You always charge what's fair for the cargo and the amount of risk involved. If a
client cant' pay, he's not flying.
Objectives: To make some good money on hot cargoes while minimizing risks.
A Quote: "Sure, I can squeeze your passengers past the Imperial blockade...but
it'll cost you something extra."
Connection With Characters: Some of your companions might be refugees from your
mercenary unit. You might have been hired by a smuggler crew to provide protection
and tactical advise.