DEXTERITY 3D+1
Blaster
Brawling parry
Dodge
Grenade
Vehicle blasters
KNOWLEDGE 2D+1
Alien species
Languages
Planetary systems
Streetwise
Value
MECHANICAL 3D+2
Astrogation
Repulsorlift operation
Space transports
Starship gunnery
Starship shields
PERCEPTION 3D
Bargain
Con
Gambling
Hide
Search
Sneak
STRENGTH 3D
Brawling
Stamina
Swimming
TECHNICAL 2D+2
Computer programming/repair
First aid
Repulsorlift repair
Security
Space Transports repair
Equipment: Stock YT-1300 light freighter, heavy blaster pistol(5D), comlink, 2,000
credits, 25,000 credits owed to a crime boss
Background: Your parents called it "gallivanting around the galaxy," but
as far as you're concerned there's no better life than a free-trader's. Travelling as your
fancy takes you, trading a little here and a little there, looking for a sharp deal,
bargaining and selling... new worlds to see, always a planet at the end of a journey.
That's how it's supposed to be, anyway. But... the Empire is more and more restrictive by
the day. Goods that used to be legal are now contraband. Even contraband is harder and
harder to come by. Customs inspectors are like bloodhounds. Bribes have become your major
expense. You keep dreaming of making one big killing and getting out... but you don't want
to get out. To you, your ship is home, transportation, and freedom, all in one package.
The idea of losing it kills you.
But you may very well lose it. To keep on operating, you had to borrow money from a
mobster, a real slimeball crime king. You're pretty deep in debt now, and they keep on
making nasty jokes about breaking your knee caps. Curse the Empire, anyway! It's their
laws and their corruption that brought this all about.
Personality: You're tough, smart, good-looking, and cynical. You're a fine pilot,
and a good businessman. Mostly you want to hit it big and be left alone by scum, both
criminal and official.
Objectives: To pay off your ship... then you can take on the cargoes you
want to.
A Quote: "I don't have the money with me."
Connection With Characters: You need at least one other person to run your ship, a
partner. This could be an alien student of the Force, brash pilot, gambler, merci, minor
Jedi, Mon Calamari, Wookie, or anyone with decent mechanical skills. You could have
encountered virtually any of the other characters in the course of your frequently shady
business dealings.
DEXTERITY 4D
Blaster
Dodge
Pick Pocket
Running
KNOWLEDGE 2D+1
Alien Species
Business
Cultures
Languages
Planetary Systems
Streetwise
Value
MECHANICAL 3D+1
Astrogation
Sensors
Space Transports
Starship Shields
Swoop Operation
PERCEPTION 4D
Bargain
Con
Hide
Persuasion
Search
Sneak
STRENGTH 2D+1
Brawling
Climbing/Jumping
Stamina
TECHNICAL 2D
Blaster Repair
Computer Programming/Repair
Droid Programming
Droid Repair
Space Transports Repair
Special Abilities: None Equipment: Hold-out blaster (3D), datapad,
tool belt, Squib scout ship (armed only with a single tractor beam).
Background: Not long ago, you decided to leave Skorr II in pursuit of the "One
Good Deal." After getting your bearings, you're ready to make some decisions.
You've heard that the Empire sometimes hires Squibs to dispose of the refuse and junk on
board their ships. That may be a way to go, because what the Empire considers junk, you
consider treasure. Or you could follow after this Rebellion. There's a lot of salvage
after a battle, after all, and the Rebels get involved in quite a lot of those.
You're not really concerned with which side to work for as long as you get the better end
of the deal.
Personality: Overconfident and overbearing, and too curious for your own good. You
examine everything you can regardless of the possibility of danger, because you'd hate to
miss something of value.
Objectives: To find the "One Good Deal," and make as much profit as
possible.
A Quote: "Got nice go-go vehicle here, pal, still work good, sorta, but it's a
classic. Trade for new talkie-talk shiny man. Good deal. Wanna trade?"
Connection With Characters:
DEXTERITY 2D+2 Blaster Brawling Parry Dodge
Melee Combat Melee Parry Pick Pocket Running
KNOWLEDGE 2D Alien Species Bureaucracy Cultures Planetary Systems Streetwise
Value Willpower
MECHANICAL 4D+1 Astrogation Beast Riding Communications Powersuit Operations
Repulsorlift Operations Sensors
PERCEPTION 2D+1 Bargain Con Forgery Hide Persuasion Search Sneak
STRENGTH 3D Brawling Climbing/Jumping Lifting Stamina
TECHNICAL 3D+2 Capital Ship Repair Capital Ship Weapon Repair Computer
Programming/Repair Droid Repair Repulsorlift Repair Security Space Transports Repair
Starfighter Repair Starship Weapon Repair
Enhanced Senses: +2D to Search and Perception in low-light
conditions. Location Sense: +1D to Astrogation when jumping to a
location the Sullustan has visited before. A Sullustan can always remember how to
get back to someplace he has visited. Equipment: Gear bag, headset comlink,
sporting blaster (3D+1), 500 credits
Background: Life on Sullust was getting pretty boring. You used to have a job
in the SoroSuub Corporation as a technical advisor--your job consisted of puttering around
the company offices, fixing computers, repairing comm lines, and maintaining vital office
equipment. Your life needed more excitement. When SoruSuub announced its
intention to side with the Empire, you fled the planet. You thought about joining
the Rebel Alliance, but you weren't about to die for any cause. You wanted a life of
thrills which paid a little dividend. So you joined up with a free-trader and put
your technical skills to work maintaining the crummy bucket of scrap he called a
freighter. Now and then the captain ran into some difficulties with the Empire,
rival smugglers, crime lords and bounty hunters. This often meant the ship became
more damaged, and you got more frustrated trying to fix everything before it all blew
up. Still, you have your life of adventure, plus a few extra credits from the
captain's lucrative smuggling runs.
Personality: Usually you're easy-going, but when things heat up in the engineering
bay, you get flustered and anxious. You feel you have to fix everything all at once.
Objectives: To keep the freighter in tip-top condition with as little work as
possible. You need to find some excitement, too.
A Quote: "How can I keep this ship flying when you keep damaging it?"
Connection With Characters: Any starship captain might have hired you to work the
engineering spaces. You'd probably join up with any spacer type whom you think has
an aptitude for getting into adventures.
DEXTERITY 2D+1
Blaster
Dodge
Running
Vehicle Blasters
KNOWLEDGE 2D+2
Alien Species
Bureaucracy
Languages
Planetary Systems
Streetwise
Survival
MECHANICAL 4D+1
Astrogation
Repulsorlift Operation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
PERCEPTION 3D
Bargain
Con
Hide
Persuasion
Search
Sneak
STRENGTH 2D
Brawling
Climbing/Jumping
Lifting
Stamina
TECHNICAL 3D+2
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Space Transports Repair
Enhanced Senses: +2D to Search and Perception in low-light conditions.
Location Sense: +1D to Astrogation when jumping to a location the Sullustan has
visited before. A Sullustan can always remember how to get back to someplace he has
visited.
Equipment: Stock Ghtroc 720 light freighter which you owe 6000 credits on, datapad,
comlink, blaster pistol (4D)
Background: You bought a ship and headed for the stars to see if you could make a
living. You've nearly gone broke, had to fight your way out of a few tight spots, and, oh
yeah, you're wanted by the Empire. It's only a simple misunderstanding that you can't seem
to get straightened out...
Personality: You are a very good pilot. When it comes to bargaining...you try. You
are quiet, resourceful and true to your word. Your ideas are always carefully considered,
and most of the time, pretty good.
Objectives: To make money as a cargo hauler.
A Quote: "I'll give you 300 credits for a ton of those, but only if I can get
them by sundown. Deal!"
Connection With Characters: You may have agreed to supplement your meager income by
carrying passengers, and if the passengers happen to be wanted Rebels, well...you can
always triple your asking price.
DEXTERITY 2D+2
Blaster
Brawling parry
Dodge
Grenade
Melee combat
Melee parry
Vehicle blasters
KNOWLEDGE 3D+1
Alien species
Bureaucracy
Cultures
Languages
Planetary systems
Streetwise
Survival
MECHANICAL 3D
Astrogation
Beast Riding
Repulsorlift operation
Sensors
Space transports
Starship gunnery
Starship shields
PERCEPTION 3D+2
Bargain
Command
Con
Gambling
Hide
Search
Sneak
STRENGTH 3D
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
TECHNICAL 3D+1
Computer programming/repair
Demolitions
Droid Programming
Droid Repair
First aid
Repulsorlift repair
Security
Space Transports repair
Equipment: Comlink, hold-out blaster(3D), modified stock YT-1300 freighter(with
10,000 credits worth of modifications), 4,000 credits, 40,000 credit debt to loan shark.
Background: Ever since childhood you showed above average skill in piloting
spacecraft; your business savvy wasn't too shabby either. The Empire tried to recruit you,
but wary of any institution which could mandate your daily activity, you declined and kept
your freedom. Sure, you know the Rebellion is out there but - like any shrewd entrepreneur
- you realize that facing down the Empire is the weak position in the deal.
So you decided to live by your own skills.
Personality: You're tough, smart, good-looking, and cynical. You're a fine pilot,
and a good businessman. Mostly you want to hit it big and be left alone by scum, both
criminal and official.
Objectives: To pay off your ship... then you can take on the cargoes you
want to.
A Quote: "I don't have the money with me."
Connection With Characters: You need at least one other person to run your ship, a
partner. This could be an alien student of the Force, brash pilot, gambler, merc, minor
Jedi, Mon Calamari, Wookie, or anyone with decent mechanical skills. You could have
encountered virtually any of the other characters in the course of your frequently shady
business dealings.