XII. Character Pack Templates Section Last Updated: 7/22/25
Alien Mystic
Dex: 3D; acrobatics, brawling parry, dodge, lightsaber, melee combat, melee parry
Kno: 2D+2; cultures, languages, planetary systems, streetwise, survival, willpower
Mec: 2D+2; beast riding, repulsorlift operation, space transports
Per: 3D; bargain, con, hide, investigation, search, sneak
Str: 2D+1; brawling, climbing/jumping, stamina, swimming
Tec: 2D; first aid, lightsaber repair
Force Skills: Choose 2 of the Force Skills (CON, SEN, and ALT) to start at 1D. Choose 1 Force power in each Force Skill chosen or 1 Force power combining both Force skills. [Starting Force power selection list is at the beginning of Section IV of the Sparks Judges Handbook]
Species: (Abyssin); or choose from allowable alien listing at –1 pip cost
- FREE – Abyssin, Adnerem, Advozsec, Anointed People, Anomid, Aqualish, Berrite, Bimm, Bothan, Carosite, Chadra-Fan, Chev, Chevin, Chikarri, Devaronian, Drall, Dresselian, Duros, Eklaad, Elomin, Elom, Filvian, Gacerite, Gazaran, Geelan, Gerb, Gorothite, Gran, Herglic, Ho'Din, Houk, Iotran, Ishi Tib, Issori, Jawa, Jiivahar, Kel Dor, Kerestian, Khil, Kitonak, Klatooinan, Krish, Krytollaks, Kubaz, Lasat, Lurrian, Mon Calamari, Nalroni, Neimoidian, NH-Borneck, NH-Echani, NH-Epicanthix, NH-Etti, NH-Kiffar (without pyschometry), NH-Wroonian, Nikto, Nimbanese, Nosaurian, Orfite, Ortolan, Pa’lowick, Quarren, Qwohog, Ranth, Rellarin, Revwien, Ri’Dar, Riileb, Rodian, Sarkan, Saurton, Shistavanen, Sludir, Snivian, Squib, Srrors’tok, Sullustan, Sunesis, Svivreni, Talz, Tarro, Tasari, Tiss'shar, Trunsk, Twi'lek, Ubese-“True”, Ubese-Yraj Pootzck, Ukian, Vernel, Weequay, Whiphid;
- 1 Point – Adrarian, Amanin, Arcona, Balinaka, Baragwin, Brubb, Cerean, Cha’wen’he, Codru-Ji, Draedan, Farghul, Human, Ketton, Kian’thar, Kushiban, Lafrarian, NH-Hapan, NH-Lorrdian, NH-Zelosian, Noehon, Odenji, Pacithhip, Pho Ph’eahian, Poss’Nomin, Rybet (female), Rybet (male), Shatras, Skrilling, Teltior, Toydarian, Trandoshan, Tunroth, Tynnan, VaathKree, Vodran, Ysanna Nomads;
- 2 Points – Aramandi, Barabel, Ebranite, Gand, Geonosian - Aristocrat, Gungan, Jenet, *NH-Carentan, NH-Kiffar (with pyschometry), Tarong, Togorian, Togruta, Trianii, Verpine, ZeHethbra.
- *NH- Carentan is a SPARKS specific meta-plot race. They are near humans with human racial min/max attributes.
- Special Ability:
- Cybernetic Acuity (Carentan): This race ignores their first cyber point in all cyber point calculations.
- Free Cybernetic (Carentan): This race begins with one simple cybernetic worth 1 cyber point that raises any single attribute of the player's choice by 1D
- *NH- Carentan is a SPARKS specific meta-plot race. They are near humans with human racial min/max attributes.
Special Abilities (Abyssin): (Regeneration – Abyssin have this special ability at 2D. They may spend beginning dice to improve this ability as if it were a normal skill. Abyssin roll to regenerate after being wounded using these skill dice instead of their Strength attribute - but turn "days" into "hours." So, an Abyssin who has been wounded rolls after three standard hours instead of three standard days to see if he or she heals. In addition, the character's condition cannot worsen (and mortally wounded characters cannot die by rolling low.); or as species
Move: (8); or species minimum
Force Sensitive: Yes
Force Pts: 2
Dark Side Pts: 0
Character Pts: 5
Credits: 500
Equipment: comlink, padded mystic robes (+1D physical/+1D energy), lightsaber (5D; color of choice), Force Talisman (+1D to resist hostile Force powers).
Brute Mercenary
Dex: 3D+1; blaster, brawling parry, dodge, melee combat, melee parry, thrown weapons, vehicle blasters
Kno: 2D+1; intimidation, streetwise, survival, willpower
Mec: 2D+1; beast riding, repulsorlift operation, sensors, space transports, starship gunnery
Per: 2D+1; bargain, hide, search, sneak
Str: 4D+2; brawling, climbing/jumping, lifting, stamina, swimming
Tec: 3D; blaster repair, demolitions, first aid, security
Species: Whiphid
Special Abilities: Claws – STR+1D damage.
Move: 9
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1000
Equipment: Prax “Blast and Smash” blaster rifle (5D blaster rifle with fire rate 7, range 3-25/50/75; micro-grenade launcher with fire rate 1, range 5-25/100/200, blast radius 0-2/4/6; Game Notes: This micro-grenade launcher has a computerized fire control system. If the character can make a Moderate Perception roll (this is a free action and doesn’t count as a skill use, so there are no penalties), the character can add +1D to hit when the weapon is fired; if the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots.), blaster pistol (4D), field armor (+1D physical/+1D energy; torso only), 10 frag micro-grenades (4D/3D/2D), 10 stun micro-grenades (4D/3D/2D), 5 glop micro-grenades (4D/3D/2D; radius 0-1/3/5) ), vibro-ax (Str+3D+1), 3 throwing knives (Str+1D), comlink.
Character Creation Note: If race is changed to Wookiee replace the following equipment: Prax “Blast and Smash” blaster rifle and all micro-grenades with modified Wookiee bowcaster (5D; damage has been increased by +1D), bandolier with 50 standard quarrels, 10 explosive quarrels (+1D damage), 10 stun quarrels (stun damage only), and 5 glop quarrels (radius 0-1/3/5; damage 6D/5D/3D; opposed strength roll to break free). Also replace blaster and blaster repair skills with bowcaster and bowcaster repair).
Decommissioned 501-Z Police Droid
Dex: 4D; blaster, brawling parry, dodge, melee combat, melee parry, running, vehicle blasters
Kno: 3D; alien species, intimidation, languages, law enforcement, streetwise, willpower
Mec: 1D; communications, repulsorlift operation, sensors
Per: 2D; command, con, investigation, search, sneak
Str: 3D; brawling, climbing/jumping, lifting, stamina
Tec: 2D; blaster repair, droid programming, droid repair, first aid, security
Species: Sentient Droid
Move: 10
Force Sensitive: No
Force Pts: 1
Character Pts: 5
Credits: 500
Racial Abilities: Use PC Droid Template Rules
Equipment: Vocabulator, basic limbs, Human-range visual and auditory sensors, locked access (internal shut down switch), broken restraining bolt socket, heuristic processor (can use skills even if untrained), blaster rifle (5D dmg), Merr-Sonn stun grenade (6D stun), internal Merr-Sonn grenade recharge plug (1 minute/grenade), comlink, SoroSuub V-35 ex-Agency patrol landspeeder (purchased at auction).
Vehicle: SoroSuub V-35
Type: Military landspeeder, Scale: Speeder, Length: 3.8 meters, Skill: Repulsorlift operation: landspeeder, Crew: 1, Passengers: 3, Cargo Capacity: 100 kilograms, Cover: 1/2, Altitude Range: Ground level-1.5 meters, Cost: 28,000 (new), Maneuverability: 1D, Move: 20; 60 kmh, Body Strength: 3D+2, Weapons: removed Light Repeating Blaster and added Tow Tractor Beam (FC: 0D, Damage: 2D, Range: 2-6m, Fire Arc: rear); Special Note: official Agency markings removed, but faded after images are still visible.
Creation Notes:
- CHOOSE - Locomotion: Treads or Legs
- CHOOSE - Life Preservation Programming: Active or Deactivated
- SPECIAL - Spend 11D starting dice to advance skills instead of standard 7D - One skill may be +4D. Two other skills may be +3D, others limited to +2D
- CHOOSE - One Gear Package
- Espionage Package –
Internal Comlink, Hologram Projectors (action to activate, +1D Sneak, projectors match nearby terrain onto self), Emotion Emulation Software (+1D Con), Internal Retractable Holocamera with Recorder, Hentik/Harris AVX-1 Holographic Storage System, Improved Sensor Package (+1D Search), Hidden Internal Hold-out Blaster Pistol (3D dam; +1D Hide), Small (20cm x 8cm) Internal “Cargo” Area, and Shielded Self-Destruct System (8D dam to adjacent targets) {player option to have enabled/disabled, trigger sequence, or even known about} - Combat Package –
Internal Comlink, Integrated Medium Body Armor (+2D physical/+1D energy), Built-in Retractable Vibroblade (STR+3D dam; +1D Hide), Built-in Retractable Ranged Weapon (Heavy Blaster Pistol (5D dam) OR Light Repeating Blaster (6D dam); +1D Hide), Arm Mounted Mini Flamethrower (3D dam; range 10 meters, flame does 3D damage each round until extinguished), and Integrated Targeting Computer (+1D Fire Control for any built-in ranged weapon). {Built-in retractable weapons can be located in the chassis and function as player wishes} - Tech Package –
Internal Comlink, Built-in Retractable Repair Tools (+1D to All Repair skills; various locations on chassis; player’s choice), Expanded Function Tool (+2D instead of +1D to one Repair skill; player’s choice), Extendible I/O Interface Jack, Fine Manipulator Arm, Heavy Manipulator Arm, Built-in Plasma Cutter (3D dam; Starfighter scale – 1m range – uses Blaster skill), Small (20cm x 8cm) Internal “Cargo” Area, and Built-in Generator (can recharge 1 Speeder scale item per day).
- Espionage Package –
- Notes on Character Advancement and Improvement:
- Sentient Droid Attributes can be increased the same as organic races with a maximum of 5D for all of them.
- Sentient Droid Moves can be increased using standard campaign rules with a maximum of 15 for all droid models.
- Cybernetics are considered modifications to Sentient Droids and follow all of the same rules used for organic races (cost with additions for affected skills, +1D limit, location and space used, extra Dark Side Points when a Dark Side Point is gained, etc.). The cybernetics can be removed and replaced with ‘standard’ parts to eliminate their bonuses and penalties (similar to an organic cloning replacements).
- Most purchased equipment can be bought as integrated or built-in variants at a 10% cost markup (i.e. buy armor and pay +10% and the armor is new or add on plating, the blaster is modified to fit in a limb, etc.)
- Special Sentient Droid Rules:
- Sentient - Free willed and may not be reprogrammed unless willing. See Brainwashing rules but use Droid Engineering vs Willpower
- PC droids do not improve via Droid Engineering. Character Points are spent like normal to represent Traitware and Skillware upgrades
- No Biology - No need to sleep, breathe, or eat. Not subject to poisons, diseases, etc.
- Immune to Stun Damage
- Ionization Damage affects the PC droid as per the stun damage chart
- First Aid has no effect
- "Healed" via Droid Repair and Droid Engineering with rules that mirror First Aid and Medicine
Disowned Noble
Dex: 3D; blaster, dodge, melee combat, melee parry
Kno: 3D+2; alien species, bureaucracy, cultures, languages, planetary systems, *profession: (see character creation note), willpower
Mec: 3D; archaic vehicle piloting, astrogation, beast riding, repulsorlift operation
Per: 3D; bargain, command, gambling, persuasion, search
Str: 3D; brawling, climbing/jumping, stamina, swimming
Tec: 2D+1; computer programming/repair, droid programming, first aid, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 2500
Equipment: 3 sets of fine clothing, hold-out blaster pistol (3D), vibro-rapier (STR+3D), Robo-Bartender (see below), zZip Motor Concepts Astral-8 luxury speeder (see below), comlink.
Character Creation Note: Choose a Profession skill (i.e. dancer, gambler, painter, poet, politician, sculptor, etc.)
Droid: Robo-Bartender
Type: Cybot Galactica MixRMastR Robo-Bartender; DEX 1D, KNO 4D, Alien species: favorite drinks 6D, drink mixology 7D, MEC 1D, PER 2D, STR 1D, TEC 1D; Equipped With: chemical/liquor drum siphons, photoreceptor/audio receiver (Human range), two fine manipulator arms, retractable drink/credit tray; Move: 12; Size: 0.5 meters; Cost: 1,000 credits
Vehicle: zZip Motor Concepts Astral-8
Type: Luxury speeder, Scale: Speeder, Length: 12meters, Skill: Repulsorlift operation: Astral-8, Crew: 1, Passengers: 8, Cargo Capacity: 250 kilograms, Cover: Full, Altitude Range: ground level-1 meter, Cost: 28,000 (new), Maneuverability: 1D+2, Move: 85; 245 kmh, Body Strength: 4D, Shields: 1D.
Ex-Cultist
Dex: 3D; blaster, brawling parry, dodge, melee combat, melee parry, running
Kno: 2D+2; alien species, intimidation, languages, planetary systems, scholar, willpower
Mec: 2D+2; astrogation, beast riding, repulsorlift operation, space transports, starship gunnery
Per: 3D; bargain, command, con, investigation, search, sneak
Str: 3D; brawling, climbing/jumping, stamina, swimming
Tec: 2D+2; computer prog/rep, droid programming, droid repair, first aid, security
Force Skills: choose 1 of the Force Skills (CON, SEN, and ALT) to start at 1D. [Starting Force power selection list is at the beginning of Section IV of the Sparks Judges Handbook]
Species: Human
Move: 10
Force Sensitive: Yes
Force Pts: 2
Dark Side Pts: 1
Character Pts: 5
Credits: 500
Equipment: comlink, blaster pistol (4D), faded and worn robes (appropriate to cult choice), knife (Str+2), and choice of whip variation based on cult choice.
Special Note: Choose from one of the listed cults – sets whip equipment variant and 5,000 credit associated bounty from the chosen cult (unless choosing a player created cult). If the whip has charges, you start with 10 of the appropriate type.
- a. Expurgium – Neuronic Whip: Availability: 4, X. Range: 6m. If used un-powered – Difficulty: Moderate (15); Damage: Str+1D. If powered – Difficulty: Difficult (20); Damage: 6D stun.
- b. Bando Gora – Poison Whip: Availability: 4, X. Range: 6m. If used un-powered – Difficulty: Moderate (15); Damage: Str+1D. If powered – Difficulty: Difficult (20); Damage: Str+1D and by poison effects. Poison effects – if the target takes damage (wound or greater), the target must make a Difficult (20) Stamina roll or suffer a -1D to Strength and related skills until healed (this effect is cumulative with multiple strikes). Ammo: 10 charges of poison. This variation of poison costs 500 credits per 5 charges.
- c. M’dweshuu (Nikto Blood Cult) – Blood Whip: Availability: 4, X. Range: 6m. If used un-powered – Difficulty: Moderate (15); Damage: Str+1D. If powered – Difficulty: Difficult (20); Damage: Str+1D and by blood effects. Blood effects – if the target takes damage (wound or greater), then on the next round the target must make a Moderate (20) Stamina roll or suffer an additional wound effect. Ammo: 10 charges of blood. Blood Ritual: the player can perform this ritual with 500 credits spent on easily obtainable supplies and 2 hours of work to make 5 charges of blood.
- d. The Cult of Those Who Redeem – Cryonic Whip: Availability: 4, X. Range: 6m. If used un-powered – Difficulty: Moderate; Damage: Str+1D. If powered – Difficulty: Difficult; Damage: Str+1D and 4D stun.
- e. Cult of Exar Kun – Monomolecular Tip Whip: Availability: 3, X. Range: 6m. Difficulty: Difficult; Damage: Str+2D.
- f. Player’s Creation – Bantha Whip: Availability: 2, F. Range: 6m. Difficulty: Moderate; Damage: Str+1D.
Cult Descriptions:
- The Cult of Expurgium rose up in the Crucible Sector approximately 7 years before the battle of Yavin. Their leader, the Senior Speaker, and his chief operatives, the Junior Speakers, were all powerful Force Users. They started small by recruiting members from poor battle worn planets. They secretly worked at hunting down other Force Users, especially Jedi of any make, to convert them into cult members. Those that could not be converted were killed. After the Crucible Sector rebellion uncovered a secret connection and backing from the Empire the cult went into hiding. It is rumored that the Senior Speaker was killed, possibly by Rebels or the Empire. Current word throughout the Sector is that they are reforming their leadership and powerbase to return strong in the Crucible Sector.
- The Bando Gora Cult was a deadly Force-worshipping criminal organization that operated around the time of the Invasion of Naboo. The cult ruled through fear on Outer Rim Territories and uncivilized worlds in the galaxy, often killing those who stood in their way or refused to convert. Their ruthless assassination attacks began crippling the galaxy's most powerful industries. Shortly after the Battle of Galidraan, the cult attacked the planet Baltizaar. The Galactic Republic requested Jedi intervention, but the Jedi were under-prepared to face the power of the Bando Gora. The Jedi were almost overwhelmed and many died, but the cult was eventually driven off, but some say they were just in hiding until now.
- The Cult of M'dweshuu was a brutal religious sect originating on the Nikto homeworld of Kintan. This Cult, which predated the Republic, worshiped the nearby star M'dweshuu, whose radiation caused a high Nikto mutation rate. Followers of the Cult sought to appease the star through blood sacrifices. As such, its followers were common among violent or dangerous professions. The Hutts put down the M'dweshuu Cult "on numerous occasions", but never quite succeeded in eradicating it. The Cult once ruled Kintan, which necessitated the planet's brutal annexation by the Hutts centuries before the Clone Wars. During the Great Sith War, the Cult briefly gained a resurgence as they attempted to kill Churabba the Hutt. Shortly before the Clone Wars commenced there was an outbreak of increased M'dweshuu Cult violence when adherents found their way off Kintan and plagued the Sisar Run area of the Periphery. As of 13:2:28, they had killed and ritually mutilated 27 travelers. At this point in time, the Cult was estimated to number less than 100 individuals. Dorosii the Hutt, Appointed Intermediate to the Galactic Senate, assured Republic officials that the Hutts did not require their intervention to resolve the situation. However the Jedi Council was reportedly looking into the matter.
- After the Jedi defeated the Loag, many Meris and Teltiors began worhipping them and their code. They formed the Cult of Those Who Redeem, and they are commonly called the Cult by Merisee residents. This organization took on quasi-mystic status on the planet. Prospective members had to go through an exhaustive schedule of tests to join, and those within the organization had to swear to keep their affiliation secret. Members of the Cult also swore to try to uphold the Jedi Code to the best of their ability. They also attempted to unlock the secrets of the Force, but this was less important than maintaining the purity of spirit and thought necessary to be a Jedi. Many of Merisee's most popular and influential personalities were members of the cult. They acted in a variety of ways to preserve peace, protect the weak and innocent, and improve the quality of life on their world. Some took direct action, acting as vigilantes, while others worked within their government or in the business community to support enlightened government policies or provide help and assistance to those who needed it. The Cult had to remain secret during the Imperial era so as not to trigger a "cleansing" by the Empire. Since Emperor Palpatine realized that the greatest threat to his rule was the Jedi Knights, he could not allow a cult worshipping their ideals and spreading their myths to exist. Any Jedi who visited Merisee would attract the attention of the Cult.
- The Cult of Exar Kun was a Sith cult that was devoted to the worship of the Dark Lord of the Sith, Exar Kun. It was formed in 1 ABY, when a University of Corellia expedition carried out an archaeological expedition to the Temple of Exar Kun on Yavin 4. They accidentally uncovered the catacombs beneath the temple, which reawakened the spirit of Exar Kun. The spirit enslaved them to it, making them into fanatical cultists that were devoted to its worship. A number of the cultists traveled to a Corellia University research outpost on Talus and recruited some new members to their ranks from among the students and researchers there. One researcher resisted, because he claimed that people were being compelled by an unknown force to join the cult against their wills, so he was killed.
Field Medic Droid
Dex: 2D; brawling parry, dodge, melee combat, melee parry
Kno: 3D; alien species, bureaucracy, cultures, languages, scholar
Mec: 1D; communications, machinery operation, repulsorlift operation, sensors
Per: 2D; con, investigation, search, sneak
Str: 3D; brawling, lifting, stamina
Tec: 5D; computer program/repair, droid programming, droid repair, first aid, (A)medicine, security
Species: Sentient 2-1B Droid
Move: 8
Force Sensitive: No
Force Pts: 1
Character Pts: 5
Credits: 500 (added)
Racial Abilities: Use PC Droid Template Rules
Equipment: Internal comlink, BioTech RFX/K medical sensor supplement (+1D to First Aid rolls, when the character is patched into a medbay computer, bonus increases to +2D), medical database (+1D to (s)Scholar: Medicine rolls), extendible I/O interface jack, fine manipulator arm, heavy manipulator arm, built-in laser scalpel (2D damage; ignores 1D of armor protection), integrated medical scanner, collapsible extendible gurney integrated into back (+2D Lifting), Cyduct Chemical Booster hidden in fingertip (Skill: First Aid {or Melee Combat requires Wounded result to apply chemical effect}; STR+1D damage; ignores 2D of armor protection; holds 5 ampules for injection), 5 anesthetic ampules for CCD (if Wounded or not resisting, Heroic Stamina or target takes 1 Stun result and falls asleep for 1 hour), BioTech medikit (can be used 10 times before out of charges).
Creation Notes:
- Spend 11D starting dice to advance skills (with one skill allowed to be +4D, two other skills allowed to be +3D, then any remaining skill limited to standard +2D)
- (A)Medicine advanced skill can only be increased by +1D at character creation
- If you add +1D to Scholar skill the first Field of Study chosen must be Medicine
- Considered 2 pip option for droid chassis conversion at character creation
- Life Preservation Program can be selected as Active or Deactivated (if chosen at character creation, starts with 1 Dark Side Point)
- Notes on Character Advancement and Improvement:
- Sentient Droid Attributes can be increased the same as organic races with a maximum of 5D for all of them.
- Sentient Droid Moves can be increased using standard campaign rules with a maximum of 15 for all droid models.
- Cybernetics are considered modifications to Sentient Droids and follow all of the same rules used for organic races (cost with additions for affected skills, +1D limit, location and space used, extra Dark Side Points when a Dark Side Point is gained, etc.). The cybernetics can be removed and replaced with ‘standard’ parts to eliminate their bonuses and penalties (similar to an organic cloning replacements).
- Most purchased equipment can be bought as integrated or built-in variants at a 10% cost markup (i.e. buy armor and pay +10% and the armor is new or add on plating, the blaster is modified to fit in a limb, etc.)
- Special Sentient Droid Rules:
- Sentient - Free willed and may not be reprogrammed unless willing. See Brainwashing rules but use Droid Engineering vs Willpower
- PC droids do not improve via Droid Engineering. Character Points are spent like normal to represent Traitware and Skillware upgrades
- No Biology - No need to sleep, breathe, or eat. Not subject to poisons, diseases, etc.
- Immune to Stun Damage
- Ionization Damage affects the PC droid as per the stun damage chart
- First Aid has no effect
- "Healed" via Droid Repair and Droid Engineering with rules that mirror First Aid and Medicine
Former Hutt Bounty Hunter
Dex: 4D; blaster, brawling parry, dodge, melee combat, melee parry, vehicle blasters
Kno: 3D; alien species, animal training, intimidation, languages, streetwise, survival, value
Mec: 2D+1; beast riding, communications, sensors
Per: 3D; animal handling, bargain, command, investigation, search, sneak
Str: 3D+2; brawling, climbing/jumping, lifting, stamina
Tec: 2D; armor repair, blaster repair, security
Species: Human
Move: 10
Force Sensitive: Yes or No {If yes, start with 1 Dark Side point and additional Force point}
Force Pts: 1 or 2
Dark Side Pts: 0 or 1 {starts with 1 Dark Side point if Force-sensitive}
Character Pts: 5
Credits: 1000
Bounties: 5000 credit Hutt
Equipment: bounty hunter armor (+2D physical/+1D energy/-1D Dexterity), 2 medpacs, heavy blaster pistol (5D), light repeating blaster (6D), knife (Str+1), Guild bounty hunting license, animal collar (+1D to Animal Handling and +1D to Animal Training skills), remote for animal collar, datapad with information on all Hutt Bounties (as of Sparks 255; Note: your name was added with the latest update).
Animal Companion: choose one of the following –
- (a) Shredder Bat
- Type: Flying predator
- Planet of Origin: Atrisia
- DEXTERITY 1D+2
- PERCEPTION 5D
- Search: tracking 7D, sneak 6D+2
- STRENGTH 2D+2
- Brawling 3D+2, flight 4D
- Special Abilities:
- Hearing: Shredder bats have incredibly sophisticated senses of hearing, allowing them to build composite images of the world around them and detect prey up to 15 kilometers away. This is reflected in their Perception and related die codes.
- Fangs: Cause STR+1D damage; dive-bombing attack causes STR+2D+2 damage.
- Move: 18 (flying)
- Size: Up to 1-meter long, up to 1-meter wingspan
- Source: Creatures of the Galaxy (pages 64-65)
- (b) Nek Battle Dog
- Type: Trained Attack Animal
- DEXTERITY 2D
- PERCEPTION 3D
- STRENGTH 2D+2
- Brawling 4D+2
- Special Abilities:
- Body Armor: Add +2D to Strength
- Teeth: Do STR+2D+1 damage
- Claws: Do STR+1D damage
- Move: 12
- Size: 0.9-1.3 meters long
- Source: Alien Anthology (page 38), Dark Empire Sourcebook (page 60)
- (c) Binarian Sabercat
- Type: Jungle predator
- Planet of Origin: Binaros
- DEXTERITY 3D
- Brawling parry 4D
- PERCEPTION 3D+1
- Search 4D+1, sneak 5D
- STRENGTH 3D+2
- Brawling 4D
- Special Abilities:
- Claws: Can attack with two claw attacks a round without penalty. Additional attacks cause penalties (i.e., using a third paw means -1D to all actions, fourth is -2D, etc.). Claws do STR+2D damage.
- Bite: Huge teeth do STR+2D damage.
- Move: 12
- Size: 1 meter at the shoulder, 2-3 meters long
- Source: The DarkStryder Campaign – The Kathol Outback (page 26)
Guerilla Resistance Survivor
Dex: 3D; blaster, brawling parry, (s)brawling parry: SpecForce martial arts parry, dodge, grenade, melee combat, melee parry, missile weapons
Kno: 3D; intimidation, survival
Mec: 2D; communications, repulsorlift ops, starship gunnery
Per: 3D; con, hide, search, sneak
Str: 3D; brawling, (s)brawling: SpecForce martial arts, climbing/jumping, lifting, stamina
Tec: 3D+1; demolitions, first aid, security
Species: Human
Move: 10
Force Sensitive: Yes or No; Black Ops optional add-on: No (see character creation notes)
Force Pts: 1 or 2
Character Pts: 5
Credits: 1,000
Equipment: comlink, hold-out blaster (3D), disruptor pistol (6D+2; Range: 0-3/5/7), 2 frag grenades (5D), 1 stun grenade (5D), Raider armor (+2D physical/+1D energy torso and head only; with sealed Enviro-filter {filter system maintains Type II atmospheres within helmet and filters out harmful molecules and odors}, with flash guard visor {nullifies all stun damage from visual sources such as flash canisters or grenades}), Alliance Infiltrator multi-weapon (dagger {STR+1D+2}, club {STR+1D}, garrote {STR+1D}).
Character Creation Notes:
- Choose to add +1D to either Strength or Dexterity attribute
- Black Ops Add-On (optional choice at creation only): This is a Black Ops squad composed of planetary survivors known for their unusually brutal tactics against Imperial targets. They must begin play with 1 Dark Side point, a never-removeable 10,000 credit bounty from the Empire, and any additional Imperial Bounty that the player may receive in the future is increased by 5,000 credits each. They may not at any point become a member of the Rebel Alliance Military and cannot start as Forces-sensitive. Change the name of SpecForce Martial Arts to Black Ops Martial Arts (functions identically but you didn't learn it from us!).
- Favored Enemy: +1D to all skill rolls against Imperial targets (not damage or soak). Also, if Intimidation skill is raised to 5D at creation character may add (A)Torture at 1D.
Infochant
Dex: 2D+1; blaster, brawling parry, dodge, melee combat, melee parry
Kno: 3D+2; alien species, bureaucracy, business, cultures, languages, law enforcement, streetwise, value
Mec: 2D+2; communications, machinery ops, repulsorlift ops, sensors
Per: 3D+1; bargain, con, hide, investigation, persuasion, sneak
Str: 2D+2; brawling, lifting, stamina
Tec: 3D+1; communications repair, computer/programming repair, machinery repair, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1,500
Equipment: comlink, hold-out blaster (3D), blaster pistol (4D), armored business suit (+1D physical/+2 energy), transliterator, 5 datapads with various acquired information.
Special Notes:
Specialization – The player chooses one of the specializations listed below gaining the listed benefits/penalties and then MUST add 1D to any specialization of one of the listed skills as if spending a pip (+1) at character creation (free mandatory specialization).
- (1) Corporate: Skills – bureaucracy, business, cultures
- Bonus Contact – start with a bonus contact.
- (2) Criminal: Skills – law enforcement, streetwise, value
- Bonus Vehicle – start with a stolen Mobquet Corona (Craft: Mobquet Corona Limited; Type: Luxury speeder; Scale: Speeder; Length: 10 meters; Skill: Repulsorlift operation: luxury speeder; Crew: 1; Passengers: 6; Cargo Capacity: 225 kilograms; Cover: Full; Altitude Range: Ground level-0.5 meters; Cost: 27,599 (new); Maneuverability: 1D; Move: 80; 230 kmh; Body Strength: 3D; Source: Han Solo and the Corporate Sector Sourcebook (pages 106-107))
- Increased Bounty – starting Burned Contact bounty is 5,000 credits higher.
- (3) Underground Reporter: Skills – cultures, streetwise, investigation
- Bonus Equipment – start with 2 PS-xqt9s pocket scramblers.
Contact – During character creation or to a limited number of modules after, this template selects (created or determined by the player with recommendations and input from the GM) a contact known to the character. Determine the name, planet location, occupation for this contact and mark it on your update sheet notes section. See Building Contacts below.
Burned Contact – Detail a burned contact (using the same guidelines as the above Contact) who has issued a 10,000-credit capture bounty on this character (no disintegrations). Contact can be a corporate, criminal, business, or Imperial contact. See Building Contacts below.
Automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with the burned contact.
Building Contacts –
- Select one association and occupation using the guides below. Contact does not need to be named or located in a specific location until the contact is used in play. The player may select or determine the contact with recommendations and input from the GM up until the end of the 7th event played. After the 7th event the GM will determine one for you.
- Using a contact can add up to +2D to a related roll, but their availability and ease of reach is up to GM approval. Remember, while they may be friendly contacts, their services aren't always for free. They way want something in return if you wish to keep them as contacts (Up to GM).
- Contact's Association: Pick an association for the contact. This will be either Imperial (Government or Military), Rebel, Corporate (Corporate Sector, or by industry), Criminal (Choose from Black Sun, Gang (Brains, Ghost, etc.), Hutt (Cormba, Durga, Jabba, or Ogus), or unaffiliated), Bounty Hunter, or other.
- Contact's Occupation: Pick an occupation for your contact. Examples include Secretary, Lieutenant, Customs Agent, Fence, Pirate, Bounty Hunter, Smuggler, Doctor, etc. Contacts can provide information or services in their area and association of expertise.
Outer Rim Explorer
Dex: 3D; blaster, brawling parry, dodge, melee combat, melee parry
Kno: 2D+2; alien species, bureaucracy, cultures, languages, planetary systems, survival, value, willpower
Mec: 3D+2; astrogation, beast riding, repulsorlift operation, sensors, space transports, starship gunnery, starship shields
Per: 3D; bargain, con, search, sneak
Str: 2D+2; brawling, stamina, swimming
Tec: 3D; computer programming/repair, first aid, repulsorlift repair, space transports repair
Equipment: heavy blaster pistol (5D), 2 medpacs, survival pack (contains two week’s rations, 3 medpacs, a glow rod, 2 thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator), one week’s concentrated rations, vibroblade (Str+3D), Sorosuub Nella 330 Heavy Scout, comlink.
Species: Duros
Move: 10
Force-sensitive: Yes or No
Force Points: 1 or 2
Character Points: 5
Credits: 1000
Craft: Sorosuub Nella 330 Heavy Scout.
Type: Scout ship, Scale: Starfighter, Length: 26 meters, Skill: Space transports: Nella 330, Crew: 1; gunners: 1, Passengers: 4, Cargo Capacity: 30 metric tons, Consumables: 3 months, Cost: 122,000 (new); 30,500 (used), Hyperdrive Multiplier: x2, Hyperdrive Backup: x10, Maneuverability: 1D+1, Space: 4, Atmosphere: 280; 800 kmh, Hull: 4D+1, Shields: 1D, Sensors: (Passive: 15/1D+1, Scan: 30/2D, Search: 45/2D, Focus: 2/3D), Weapons: Heavy Blaster Cannon (Fire Arc: Turret, Skill: Starship gunnery, Fire Control: 2D, Space Range: 1-5/10/17, Atmosphere Range: 100-500/1/1.7 km, Damage: 5D
Rebel Privateer
Dex: 3D; blaster, brawling parry, dodge, grenade, melee combat, melee parry
Kno: 2D+1; intimidation, languages, law enforcement, streetwise, survival, value
Mec: 3D+2; astrogation, communications, repulsorlift operation, sensors, space transports, starship gunnery, starship shields
Per: 3D; bargain, con, gambling, search, sneak
Str: 3D; brawling, lifting, stamina
Tec: 3D; first aid, security, space transports repair, starship weapon repair
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1500
Equipment: shipsuit, comlink, vacuum suit, datapad, blaster pistol (4D), DL-6H heavy blaster pistol (5D; Range: 3-10/30/120), Renegade heavy blaster pistol (5D+2), vibro-cutlass (Str+2D), starship toolkit (+1D to Space Transport Repair), spacer’s chest, mementoes from a dozen worlds, eyepatch, Rebellion Letter of Marque (with impounded ship's name).
Special Notes:
Impounded Ship – The character's personal ship was impounded by the Empire for illegal weaponry. If the character pays the 50,000-credit fine, they can get their ship back. When this happens, the player has 75,000 credits to purchase (used price) any campaign approved ship and modify/upgrade it (excess credits cannot be saved). The only stipulation is that all of the modifications must be legal (i.e. no illegal weapons).
Rebel Special Forces
Dex: 4D; blaster, brawling parry, (s)brawling parry: SpecForce martial arts parry, dodge, firearms, grenade, melee combat, melee parry
Kno: 2D; alien species, streetwise, survival
Mec: 3D; repulsorlift operation, capital ship gunnery, starship gunnery
Per: 3D; command, hide, search, sneak
Str: 3D; brawling, (s)brawling: SpecForce martial arts, climbing/jumping, stamina
Tec: 3D; armor repair, blaster repair, demolitions, first aid, ground vehicle repair, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 100
Special Notes:
Rebel – Can play modules 1-11 but is considered a mercenary because this is prior to the formation of the Rebel Alliance (still collect rank points).
Rank – Starts as a member of the Rebel military as a Private (20 rank points).
Equipment: choose equipment based on Special Forces training (choose one from below).
- SpaceOps – blaster pistol (4D), blaster carbine (5D), 2 grenades (5D), space suit (+1D P/+2 E), vibroknife (Str+1D), comlink.
- Pathfinder – blaster rifle (5D), 2 grenades (5D), camouflage poncho (+1D Sneak), survival pack, comlink.
- Urban Combat Specialist – blaster pistol (4D), 2 grenades (5D), vibroknife (Str+1D), comlink.
- Wilderness Fighter – blaster pistol (4D), speeder bike, survival pack, vibroknife (Str+1D), comlink.
- Infiltrator – silenced slugthrower pistol (3D), garrote (Str+1D), vibroknife (Str+1D), headset comlink.
- Heavy Weapon Specialist – blaster pistol (4D), comlink, vibroknife (Str+1D), light repeating blaster (6D).
- Technician – heavy blaster pistol (5D), technical tool kit, 1 cube of detonite (10D), 2 medpacs, comlink.
- Driver/Pilot – blaster pistol (4D), speeder bike, comlink.
- Scanner/Communications Operator – blaster pistol (4D), comset, scanner, comlink.
- Interrogator – datapad, blaster pistol (4D), recording rod, portable uniform refresher, wash-up kit, language software datacard (+1D Language), comlink.
- Procurement Specialist – datapad, blaster pistol (4D), lock-breaking kit (+1D Security to pick locks), comlink.
Rogue Technician
Dex 2D+1; blaster, dodge, pick pocket
Kno 3D; business, streetwise, value
Mec 3D; communications, repulsorlift operation, sensors, starship gunnery, starship shields
Per 3D; bargain, con, search, sneak
Str 2D+2; brawling, climbing/jumping, lifting
Tec 4D; computer programming/repair, first aid, repulsorlift repair
*Additional Skills to be added determined by specialist choice
Equipment: determined by specialist choice
Species: Human
Move: 10
Force-sensitive: Yes or No
Force Points: 1 or 2
Character Points: 5
Credits: determined by specialist choice
Specialist Choices:
- Grease Monkey: Additional Skills – ground vehicle repair, hover vehicle repair, pod racer repair, swoop repair, and choice of (ground vehicle operation, hover vehicle operation, pod racer operation, and swoop operation). Equipment – blaster pistol (4D), comlink, datapad with vehicle repair manuals, power prybar (adjustable +1D to +3D to STR to pry), servodriver (+1 to +1D to repair skill, GM discretion), zZip Motor Concepts Astral-8 (non-operational; requires 2000 credits worth of parts to repair), 100 credits.
- Slicer: Additional Skills – hide, investigation, communications repair, droid programming, and security. Equipment – comlink, datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), hold-out blaster pistol (3D), mem-stik (holds 1D of data), scomp spiker (destroys computer components or terminals), Piercer II computer spike (+2D one use to computer programming/repair), 500 credits. Bounty – 7500 credits to Criminal Organization (capture only, no disintegrations; criminal organization to be determined at character creation – Black Sun, Brains, Ghost, Hutt (Cormba, Durga, Jabba, or Ogus) automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with a criminal organization member).
- Spacer Tech: Additional Skills – archaic starship repair, capital ship repair, space transport repair, starfighter repair, and starship weapon repair. Equipment – blaster pistol (4D), comlink, datapad with starship repair manuals, starship tool kit (+1D to starship repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), tech vacuum suit (not heated), 250 credits.
- Droid Tech: Additional Skills – armor repair, droid programming, droid repair, machinery repair, security. Equipment – comlink, blaster pistol (4D), droid caller, 2 sets of restraining bolts and callers, MK-11 Droid Diagnostic (+1D to droid repair), 500 credits.
- Demolitionist: Additional Skills –blaster repair, grenade, thrown weapons, demolitions, and security. Equipment – comlink, blaster pistol (4D), 1kg cube of detonite (10D), 2 frag grenades (5D), 2 Merr-Sonn stun grenades (6D), 10m detonite tape, 2 remote triggers, 2 timers, 250 credits.
- Tinkerer: Additional Skills – armor repair, blaster repair, droid repair, machinery repair, security. Equipment – comlink, blaster pistol (4D), datapad, tech scanner (+1D to repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), 250 credits.
- Weapon Designer: Additional Skills – blaster repair, blaster artillery repair, firearms repair, melee weapons repair, and choice of (bowcaster repair, fire lance repair, flamethrower repair, pulse-wave weapon repair, tensor weapon repair). Equipment – comlink, blaster pistol (4D), datapad with weapon schematics, servodriver (+1 to +1D to repair skill, GM discretion), 500 credits.
Scoundrel
Dex: 3D+1; blaster, brawling parry, dodge, melee combat, melee parry, running, pick pockets
Kno: 2D+2; intimidation, streetwise, survival, willpower
Mec: 2D+1; communications, repulsorlift operation, sensors, starship gunnery
Per: 4D; con, forgery, gambling, hide, search, sneak
Str: 2D+2; brawling, climbing/jumping, stamina, swimming
Tec: 3D; computer programming/repair, droid programming, first aid, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 2000
Equipment: hold-out blaster pistol (3D), knife (STR+1), deck of Sabacc cards, comlink, security kit (+1D to security skill use), 1 pair restraints (no key).
Special Rules: Contact – During character creation this template selects (created or determined by the player) a contact known to the character. Determine the name, planet location, occupation for this contact and mark it on your update sheet notes section.
Special Note: Criminal organization capture bounty of 10,000 credits – no disintegrations (criminal organization to be determined at character creation – Black Sun, Brains, Ghost, Hutt (Cormba, Durga, Jabba, or Ogus)) automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with a criminal organization member.
Ship’s Doctor
Dex: 2D; brawling parry, dodge, melee combat, melee parry, running
Kno: 4D; alien species, bureaucracy, cultures, languages, planetary systems, scholar, willpower
Mec: 2D+2; communications, sensors, starship shields
Per: 3D+1; bargain, command, investigation, persuasion, search
Str: 2D; brawling, lifting, stamina
Tec: 4D; computer programming/repair, droid programming, droid repair, first aid, machinery repair.
Species: Human
Special Abilities:
Medical Training – receive +1D bonus on any First Aid or (A) Medicine skill roll; this bonus is lost if the character ever personally causes a Wound.
Improved Field Medicine – with a (A) Medicine skill of 1D or higher this character can effectively heal without the use of a medpack at double the required difficulty as if using a medpack.
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1000
Equipment: 3 datapads (containing notes on first aid and medicine), medical bag with various medical implements and tools, backpack containing 10 medpacks, comlink, medical scanner, stun baton (STR+1D dmg physical; 5D dmg stun), collapsible repulsor gurney (+2D to Lifting skill),
Special Note: If during character creation the First Aid skill is raised to a minimum of 5D, you have the option to add the (A)Medicine skill at 1D to the template, but this will also give the character a debt of 7000 credits in unpaid school bills.
Spynet Field Agent
Dex: 3D; blaster, brawling parry, (s)brawling parry: Bothan martial arts parry, dodge
Kno: 3D; alien species, law enforcement, streetwise, (s)streetwise: Bothan Spynet, survival, tactics
Mec: 2D; communication, repulsorlift ops, sensors
Per: 4D+1; bargain, con, investigation, persuasion, search, sneak
Str: 2D+2; brawling, (s)brawling: Bothan martial arts, stamina
Tec: 3D; blaster repair, computer programming/repair, security
Species: Bothan
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1,000
Equipment: based on Clan choice (see Creation Notes).
Racial Abilities: n/a (note that you can still opt to change to another race and have membership in a Bothan Spynet Clan)
Creation Notes:
Loyalty – The character is loyal to a Bothan Spynet Clan (see choices below).
Clan – add additional skills, equipment, credits, and any special notes from one of the following:
- (a) Alya: Diplomats. Additional Skills – bureaucracy, languages, willpower, forgery. Equipment – combat jumpsuit (+1D physical/+2 energy), business suit, hold-out blaster pistol (3D), comlink, 2 fake IDs (name of choice; Forgery = 30), disguise kit (+1D to Con skill when in disguise), Bothan diplomatic credentials, additional 1,000 credits.
- (b) Askar: Combat Brutes. Additional Skills – grenade, missile weapons, intimidation, demolitions. Equipment – modified combat jumpsuit (+1D+1 physical/+1D energy), FC1 flechette launcher (6D/5D/3D {anti-personnel}, 5D/4D/3D {speeder scale, anti-vehicle}; fire rate: 1; range: 5-25/100/250; ammo: 6 shots per canister; loaded with anti-personnel canister), 2 anti-personnel canisters for FC1, 1 anti-vehicle canister for FC1 {Gundark's Fantastic Technology}, heavy blaster pistol (5D), 2 frag grenades (5D), 1 stun grenade (5D), comlink.
- (c) Ilya: Kidnap, Blackmail and Infiltration. Additional Skills – melee combat, cultures, intimidation, willpower. Equipment – heavy blaster pistol (5D), vibroknuckler (STR+1D+1 {powered}, STR+1 {unpowered}; Difficulty: Very Easy), buzz-knuck (STR+1D or 6D stun damage; Difficulty: Difficult), modified combat jumpsuit with shadowsilk weave (+1D+1 physical/+1D energy; +1D to Sneak), 1 fake ID (name of choice; Forgery = 30), comlink.
- (d) Onel: Hacking and Technical. Additional Skills – communication repair, droid programming, droid repair, choice of any 1 additional repair skill or (A) Engineering skill at 1D if base repair skill raised to 5D at character creation {if choosing an Engineering skill start with 7,000 credit debt}. Equipment – combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), MK-11 Droid Diagnostic (+1D to droid repair), datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), lock breaking kit (+2D to Security skill when opening electronic locks).
- (e) Ojia: Smugglers and Transporters. Additional Skills – forgery, hide, space transports, space transports repair. Equipment – combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), forgery kit (+1D to Forgery skill), 3 fake IDs (name of choice; Forgery =30), Ecls Industries R-Roll Crate sleight box (Game Notes: These cargo containers have a low-powered repulsorlift coil matrix and power supply cleverly concealed in the bottom casing. A small compensator c-board helps the repulsorfield neutralize the weight of anything inside, making the box feel like it’s empty. Scans detect a sleight box’s energy source on a Difficult sensor roll; increase the difficulty one level if the container is stowed near another power source.), additional 500 credits.





