Xii Character Pack Templates

XII. Character Pack Templates Section Last Updated: 7/13/12

Alien Force Adept
Dex: 2D+2; blaster, brawling parry, dodge, grenade, melee combat, melee parry
Kno: 3D; cultures, languages, planetary systems, streetwise, survival
Mec: 2D+2; beast riding, repulsorlift operation, space transports, starship gunnery, starship shields
Per: 3D; bargain, con, gambling, hide, sneak
Str: 2D+1; brawling, climbing/jumping, stamina
Tec: 2D+1; computer prog/rep, droid programming, droid repair, first aid
Force Skills: choose 2 of the Force Skills (CON, SEN, and ALT) to start at 1D.
Species: (Rodian); or choose from allowable alien listing at –1 pip cost (FREE – Abyssin, Adnerem, Advozsec, Anointed People, Anomid, Aqualish, Askajian, Berrite, Bimm, Bothan, Carosite, Chadra-Fan, Chev, Chevin, Chikarri, Devaronian, Drall, Dresselian, Duros, Elomin, Elom, Filvian, Gacerite, Gazaran, Geelan, Gerb, Gorothite, Gran, Ho'Din, Houk, Iotran, Ishi Tib, Issori, Jawa, Jiivahar, Kel Dor, Kerestian, Khil, Kitonak, Klatooinan, Krish, Krytollaks, Kubaz, Lasat, Lurrian, Mon Calamari, M'shinni, Nalroni, Neimoidian, NH-Borneck, NH-Echani, NH-Epicanthix, NH-Etti, NH-Kiffar (without pyschometry), NH-Wroonian, NH-Xa Fel, Nikto, Nimbanese, Orfite, Ortolan, Pa’lowick, Quarren, Qwohog, Ranth, Rellarin, Revwien, Riileb, Rodian, Saurton, Shistavanen, Snivian, Squib, Srrors’tok, Sullustan, Sunesis, Svivreni, Talz, Tarro, Tasari, Tiss'shar, Trunsk, Twi'lek, Ubese-“True”, Ubese-Yraj Pootzck, Vernel, Weequay, Whiphid, Woostoid; 1 Point – Adrarian, Amanin, Arcona, Bith, Cerean, Cha’wen’he, Draedan, Farghul, Human, Ketton, Kian’thar, Kluuzot, Lafrarian, NH-Hapan, NH-Lorrdian, NH-Zelosian, Noehon, Odenji, Pho Ph’eahian, Poss’Nomin, Shashay, Shatras, Skrilling, Teltior, Toydarian, Tunroth, Tynnan, VaathKree, Vodran; 2 Points – Aramandi, Ebranite, Gand, Geonosian - Aristocrat, Gungan, Jenet, NH-Kiffar (with pyschometry), Tarong, Togorian, Togruta, Trianii, Verpine, ZeHethbra).
Special Abilities: (none); or as species
Move: (10); or species minimum
Force Sensitive: Yes
Force Pts: 2
Character Pts: 5
Credits: 500
Equipment: comlink, blaster pistol (4D), taser staff (charged 5D physical or stun; uncharged Str+1D; maximum 6D).
Alien Medic
Dex: 2D+2; blaster, dodge, running
Kno: 3D+2; alien species, bureaucracy, cultures, languages, planetary systems, survival, willpower
Mec: 2D+1; beast riding, repulsorlift operation, sensors, space transports
Per: 3D; command, con, hide, persuasion, search
Str: 2D+1; climbing/jumping, lifting, stamina, swimming
Tec: 4D; computer programming/repair, droid programming, droid repair, first aid
Species: (Mon Calamari); or choose species from allowable alien list at –1 pip cost (Free – Advozsec, Askajian, Bothan, Carosite, Chev, Chevin, Elomin, Flivian, Gacerite, Gazaran, Ishi Tib, Jawa, Kel Dor, Khil, Klatooinan, Krytollak, Kubaz, Lurrian, Mon Calamari, M'shinni, Nalroni, NH-Borneck, NH-Echani, NH-Epicanthix, NH-Etti, NH-Kiffar (without pyschometry), NH-Wroonian, Nimbanese, Ortolan, Pa’lowick, Quarren, Revwien, Saurton, Snivian, Ubese-Yraj Pootzck, Weequay, Woostoid; 1 Point – Adrarian, Bith, Cerean, Cha’wen’he, Given, Human, Lafrarian, NH-Hapan, NH-Lorrdian, NH-Zelosian, Odenji, Pho Ph’eahian, Teltior, Toydarian, Tynnan; 2 Points – Gand, Geonosian - Aristorcrat, Gungan, NH-Kiffar (with psychometry), Togruta, Trianii, ZeHethbra).
Special Abilities: (Moist Environments – receive a +1D to all Dexterity, Perception and Strength attribute and skill checks. Dry Environments – when confined to dry environments, suffer a –1D to all Dexterity, Perception and Strength attribute and skill checks. Aquatic – can breathe both air and water); or as species.
Move: (9); or species minimum
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 300
Equipment: comlink, field-medic kit (contains 3 medpacs and emergency materials like splints, bandages, high-potency painkillers and so forth), medical datapad, medical droid (all stats 2D except First Aid 4D), blaster pistol (4D).
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 5000 credits in unpaid school bills.

Deep Space Scout
Dex 3D; blaster, brawling parry, dodge, melee combat, melee parry
Kno 3D+2; alien species, bureaucracy, cultures, languages, planetary systems, survival, value, willpower
Mec 2D+1; archaic starship piloting, astrogation, beast riding, repulsorlift operation, sensors, space transports, starship gunnery, starship shields
Per 3D+2; bargain, con, hide, search, sneak
Str 3D; brawling, stamina, swimming
Tec 2D+1; computer programming/repair, first aid, repulsorlift repair, security, space transports repair
Equipment: blaster pistol (4D), 2 medpacs, backpack, one week’s concentrated rations, vibroblade (Str+3D), Pathfinder Scoutship.
Species: Human
Move: 10
Force-sensitive: Yes or No
Force Points: 1
Character Points: 5
Credits: 1000
Craft: Vangaard Industries Pathfinder Scoutship.
Type: Small fighter/Scoutship, Scale: Starfighter, Length: 36 meters, Skill: Space transports: Pathfinder Scoutship, Crew: 1, Passengers: 2, Cargo Capacity: 100 metric tons, Consumables: 6 months, Cost: 35,000 (new), maneuverability: 1D, Space: 4, Atmosphere: 350; 950 kmh, Hull: 3D, Shields: 3D, Sensors: (Passive: 30/0D, Scan: 45/1D, Search: 60/2D, Focus: 5/3D), Weapons: Laser Cannon (Fire Arc: Turret, Skill: Starship gunnery, Fire Control: 0D, Space Range: 1-5/15/20, Atmosphere Range: 2-10/30/60 km, Damage: 3D (Special Note:The laser cannon’s special damage is that for each shot absorbed by the shields, the damage of the cannon goes up by +1. When the shields absorb 3 hits, the generator overloads and shuts down for 3 rounds while it recalibrates. Both the +1 and the overload effect reset to zero after ten rounds automatically. The generator can be replaced for 10,000 credits; however, it then loses its additive damage value.)

Eccentric Professor
Dex: 2D+2; blaster, dodge
Kno: 4D; alien species, bureaucracy, cultures, languages, planetary systems, scholar, willpower
Mec: 3D+1; archaic starship piloting, astrogation, sensors, space transports, starship shields
Per: 3D; command, persuasion
Str: 2D; stamina, swimming
Tec: 3D; computer programming/repair, droid programming, droid repair, space transports repair
Species: Quarren
Special Abilities: Aquatic – can breathe both air and water and can withstand extreme pressures found in ocean depths.
Move: 9 (Swim 10)
Force Pts: 1
Character Pts: 5
Force Sensitive: Yes or No
Credits: 2,000
Equipment: comlink, datapad of lessons and required texts, academy uniform, blaster pistol (4D).
Special Note: This template starts with a free Scholar Field of Study (physics, biology, etc.) even with 0D advancement in the skill.

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.
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; max 5D), 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 (max 6D). 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 (max 6D). If powered – Difficulty: Difficult (20); Damage: Str+1D (max 6D) 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 (max 6D). If powered – Difficulty: Difficult (20); Damage: Str+1D (max 6D) 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 (max 6D). If powered – Difficulty: Difficult; Damage: Str+1D (max 6D) and 4D stun.
(e) Cult of Exar Kun – Monomolecular Tip Whip: Availability: 3, X. Range: 6m. Difficulty: Difficult; Damage: Str+2D (max 7D).
(f) Player’s Creation – Bantha Whip: Availability: 2, F. Range: 6m. Difficulty: Moderate; Damage: Str+1D (max 6D).
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.

Ex-Imperial Bounty Hunter
Dex: 4D; blaster, dodge, grenade, melee combat, melee parry
Kno: 2D+2; alien species, languages, streetwise, survival
Mec: 2D+2; astrogation, beast riding, jet pack operation, space transports, starship gunnery, starship shields
Per: 3D; bargain, command, investigation, search, sneak
Str: 3D+2; brawling, climbing/jumping, lifting, stamina
Tec: 2D; armor repair, blaster repair, space transports repair, starship weapon repair
Species: Human
Move: 10
Force Sensitive: Yes or No {If yes, start with 1 Dark Side point and additional Force point}
Force Pts: 1
Dark Side Pts: 0 or 1 {starts with 1 Dark Side point if Force-sensitive}
Character Pts: 5
Credits: 2000
Equipment: jet pack (burst lasts one turn and flies 100 meters horizontally or 30 meters vertically; has 10 bursts), bounty hunter armor (+2D physical/+1D energy/-1D Dexterity), 2 medpacs, heavy blaster pistol (5D), hold-out blaster pistol (3D+2), light repeating blaster (6D), knife (Str+1), Imperial bounty hunting license, Imperial weapon carry permits.
Note: Imperial license and permits are revoked and become invalid if this character gains an Imperial bounty.

Former CorSec Officer
Dex: 3D; blaster, brawling parry, dodge, grenade, melee combat, melee parry, vehicle blasters
Kno: 3D+1; alien species, bureaucracy, intimidation, languages, law enforcement, streetwise, value, willpower
Mec: 2D+2; communications, hover vehicle operation, repulsorlift operation
Per: 3D+2; bargain, command, con, investigation, search, sneak
Str: 3D; brawling, climbing/jumping, lifting, stamina
Tec: 2D+1; blaster repair, computer program/repair, first aid, repulsorlift repair, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 500
Equipment: CorSec ID, 3 CorSec uniforms, blaster rifle (5D), blaster pistol (4D), 2 stun grenades (5D stun), stun baton (5D stun or STR+1D stun), stun cuffs, comlink, SoroSuub V-35 ex-CorSec patrol landspeeder.
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; Special Note: official CorSec markings removed, but faded after images are still visible.

Freelance Bodyguard
Dex: 3D+2; blaster, brawling parry, dodge, melee combat, melee parry, missile weapons, thrown weapons
Kno: 3D+1; alien species, cultures, languages, law enforcement, planetary systems, streetwise, value
Mec: 2D+2; communication, repulsorlift operation, sensors, starship gunnery, starship shields
Per: 3D+1; bargain, command, con, hide, persuasion, search, sneak
Str: 3D; brawling, climbing/jumping, lifting, stamina
Tec: 2D; demolitions, first aid, repulsorlift repair, security
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 750
Equipment: Caelli-Merced series III blaster pistol (4D+2; +5 to difficulty if blaster skill less than 4D; +1D to hit if blaster skill 6D or higher), hidden holster (+1D to Hide), concealed weapon permit, 2 throwing daggers (range: 1/2/3; STR+2; max 5D), 2 armored business suits (+2 energy and physical), earpiece comlink, tinted glasses with flash suppressors, dampener aerosol canister (-1D to blaster fire; 3 charges), dissuasion field belt for protectee (1D-4D stun effect targeting source of kinetic contact to wearer).

Liberated Prisoner
Dex: 2D+2; brawling parry, dodge, melee combat, pick pocket, running
Kno: 3D+2; alien species, languages, planetary systems, streetwise, survival, willpower
Mec: 2D+1; beast riding, ground vehicle operation, repulsorlift operation
Per: 3D+2; animal handling, bargain, con, hide, search, sneak
Str: 3D; brawling, climbing/jumping, lifting, stamina
Tec: 2D+2; droid repair, first aid, repulsorlift repair, space transport repair, security
Species: Twi’lek
Special Abilities: Head Tentacles – Twi'leks can use their tentacles to communicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is, in a sense, a "secret" language that all Twi'leks are fluent in.
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Dark Side Pts: 0 or 1 {starts with 1 Dark Side point if Force-sensitive – due to some negative or desperate action taken as part of the back story.}
Character Pts: 5
Credits: 250
Equipment: Medpac, slave collar (no Director unit), lock breaking kit (+1D to Security), club (Str+1D), ill-fitting combat jumpsuit (+1D physical/+2 energy), camo netting (+2D to Hide)
Special Notes:
Back Story: The player can decide on an appropriate back story whether the character escaped or was rescued, and whether the character was a slave, criminal, or political prisoner.
Bonus Skill: Choose 1 standard (non-Force) skill to add to the template at character creation. It should be appropriately chosen in support of the character's back story.

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
Character Pts: 5
Credits: 100
Special Notes:
1) 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).
2) Starts as a member of the Rebel military as a Recruit (0 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.
choose equipment based on Special Forces training (choose one from those listed with the Rebel Operative template).

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
Character Points: 5
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
Character Pts: 5
Credits: 2000
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.
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 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.

Vehicle Specialist
Dex: 2D+2; blaster, brawling parry, dodge, melee combat, melee parry
Kno: 2D; alien species, bureaucracy, languages, law enforcement, streetwise
Mec: 4D; astrogation, repulsorlift operation, sensors, space transports, starship gunnery, starship shields
Per: 2D+2; bargain, con, gambling, hide, search
Str: 3D+2; brawling, lifting, stamina
Tec: 3D; first aid, space transport repair, starship weapon repair
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 1000
Equipment: blaster pistol (4D), comlink, 2 blaster power packs, belt with holster, 2 flight suits, ship repair kit, and choice of one of ten vehicle/craft options listed.
Special Notes: Add additional skills and any penalty listed below based on vehicle/craft choice:
(a) TL-1800: add Planetary Systems and Value skills; with 4000 credit Hutt Bounty
(b) Y-wing: add Starfighter Piloting and Starfighter Repair skills; with 6000 credit Imperial Bounty
(c) Z-95: and Starfighter Piloting and Starfighter Repair skills; with 5000 credit Imperial Bounty
(d) 93-C: add Hover Vehicle Operation and Hover Vehicle Repair skills; with 3000 credit payment remaining
(e) Astral-8: add Repulsorlift Repair and Survival skills; with 3000 credit payment remaining
(f) MVD-1: add Repulsorlift Repair and Survival skills; with 3000 credit payment remaining
(g) Q-6100: add Ground Vehicle Operation and Ground Vehicle Repair skills; with 3000 credit payment remaining
(h) Nightfalcon: add Repulsorlift Repair and Survival skills
(i) Flare-S: add Swoop Operation and Swoop Repair skills
(j) Pod Racer: add Pod Racer Operation and Pod Racer Repair skills
Vehicle/Craft Options:
(a) TL-1800 Light Freighter: Type: Stock light freighter, Scale: Starfighter, Length: 30 meters, Skill: Space transports: TL-1800 freighter, Crew: 1 to 2, Passengers: 7, Cargo Capacity: 110 metric tons, Consumables: 3 months, Cost: 41,500 (new); 28,000 (used), Hyperdrive Multiplier: x2, Hyperdrive Backup: x10, Nav Computer: Yes, Maneuverability: 1D+2, Space: 4, Atmosphere: 280; 800 km/h, Hull: 4D, Shields: 2D, Sensors: (Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D), Weapons: Two Laser Cannons (fire-linked) (Fire Arc: Front, Skill: Starship gunnery, Fire Control: 2D, Space Range: 1-3/12/25, Atmosphere Range: 100-300/1.2/2.5 km, Damage: 5D)
(b) Koensayr BTL-S3 Y-Wing starfighter: Type: Attack starfighter, Scale: Starfighter, Length: 16 meters, Skill: Starfighter piloting: Y-wing, Crew: 1; gunner: 1; 1 astromech droid (can coordinate), Cargo Capacity: 110 kilograms, Consumables: 1 week, Cost: 135,000 (new); 65,000 (used), Hyperdrive Multiplier: x1, Nav Computer: Uses astromech droid programmed with 10 jumps, Maneuverability: 2D, Space: 7, Atmosphere: 350; 1,000 km/h, Hull: 4D, Shields: 1D+2, Sensors: (Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D), Weapons: Two Laser Cannons (fire-linked) (Fire Arc: Front, Skill: Starship gunnery, Fire Control: 2D, Space Range: 1-3/12/25, Atmosphere Range: 100-300/1.2/2.5 km, Damage: 5D), Two Proton Torpedo Launchers (Fire Arc: Front, Skill: Starship gunnery, Fire Control: 2D, Space Range: 1/3/7, Atmosphere Range: 50-100/300/700 m, Damage: 9D), Two Light Ion Cannons (fire-linked) (Fire Arc: Turret (gun may be fixed to forward to be fired by pilot at only 1D fire control), Crew: 1 (co-pilot), Skill: Starship gunnery, Fire Control: 3D, Space Range: 1-3/7/36, Atmosphere Range: 100-300/700/3.6 km, Damage: 4D)
(c) Modified Z-95 starfighter: Type: Multi-purpose starfighter, Scale: Starfighter, Length: 11.8 meters, Skill: Starfighter piloting: Z-95, Crew: 1, Cargo Capacity: 85 kilograms, Consumables: 1 day, Cost: 45,000 (used), Hyperdrive Multiplier: x2, Nav Computer: Yes, Maneuverability: 1D, Space: 7, Atmosphere: 400; 1,150 km/h, Hull: 4D, Shields: 1D, Sensors: (Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D), Weapons: Two Triple Blasters (fire-linked) (Fire Arc: Front, Skill: Starship gunnery, Fire Control: 1D, Space Range: 1-5/10/17, Atmosphere Range: 100-500/1/1.7 km, Damage: 3D), Concussion Missiles (Fire Arc: Front, Skill: Missile weapons, Fire Control: 1D, Space Range: 1/3/7, Atmosphere Range: 50-100/300/700 m, Damage: 7D)
(d) Aratech 93-C Light Hover: Type: Light hover vehicle, Scale: Speeder, Length: 10 meters, Skill: Hover vehicle operation: 93-C, Crew: 1 or 2, Passengers: 7, Cargo Capacity: 2 metric tons, Cover: Full, Altitude Range: ground level-1 meter, Cost: 25,000 credits (new), Maneuverability: 1D+2, Move: 42; 120 kmh, Body Strength: 3D
(e) 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
(f) Mrlsst Motorworks MVD-1 Aeroflitter: Type: Airspeeder, Scale: Speeder, Length: 14 meters, Skill: Repulsorlift operation: MVD-1 Flitter, Crew: 1, Passengers: 7, Cargo Capacity: 1 metric ton, Cover: Full, Altitude Range: ground level-1,050 meters, Cost: 11,500 (new), Maneuverability: 3D, Move: 225; 650 kmh, Body Strength: 2D
(g) Jadai Motors Q-6100: Type: Ground Vehicle, Scale: Speeder, Length: 8.5 meters, Skill: Ground vehicle operation: Jadai Q-6100, Crew: 1, Passengers: 7, Cargo Capacity: 120 kilograms, Cover: Full, 1/2 when convertible, Cost: 18,500 (new), Maneuverability: 1D, Move: 90; 260 kmh, Body Strength: 3D
(h) Ikas-Adno 22-B Nightfalcon: Type: Speeder bike, Scale: Speeder, Length: 4.87 meters, Skill: Repulsorlift operation: speeder bike, Crew: 1, Passengers: 1, Cargo Capacity: 4 kilograms, Cover: 1/4, Altitude Range: ground level-10 meters, Cost: 6,250 (new); 1,000 (used), Maneuverability: 3D+1, Move: 160; 400 kmh, Body Strength: 1D+2, Weapons: Laser Cannon (Fire Arc: Front, Skill: Vehicle blasters, Fire Control: 2D, Range: 30-50/100/200 m, Damage: 4D)
(i) Mobquet Flare-S Swoop: Type: Swoop, Scale: Speeder, Length: 2.5 meters, Skill: Swoop operation: Flare-S, Crew: 1, Cargo Capacity: 2 kilograms, Cover: 1/4, Altitude Range: ground level-350 meters, Cost: 6,500 (new); 2,000 (used), Maneuverability: 4D+2, Move:225; 650 kmh, Body Strength: 1D+1
(j) Customized Pod Racer: Type: Pod racer, Scale: Speeder, Length: 9.25 meters, Skill: Pod racer operation, Crew: 1, Cargo Capacity: 5 kilograms, Cover:1/2, Altitude Range: ground level-80 meters, Cost: 16,500 (new); 11,500 (used), Maneuverability: 2D+1, Move: 272; 781 kmh, Body Strength: 1D+2

Veteran Spacer
Dex: 3D; blaster, brawling parry, dodge, grenade, melee combat
Kno: 2D+1; alien species, intimidation, languages, streetwise, value
Mec: 3D+2; astrogation, communications, repulsorlift operation, sensors, space transports, starship gunnery, starship shields
Per: 3D; bargain, con, forgery, gambling, persuasion, search, sneak
Str: 2D+2; brawling, lifting, stamina
Tec: 3D+1; first aid, security, space transports repair, starship weapon repair
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 500
Equipment: shipsuit, comlink, vacuum suit, datapad, blaster pistol (4D), starship toolkit, spacer’s chest, mementoes from a dozen worlds.

Wookie Resistance Fighter
Dex: 3D; bowcaster, brawling parry, dodge, melee combat, melee parry, running, thrown weapons
Kno: 2D+1; intimidation, streetwise, survival, willpower
Mec: 2D+1; beast riding, repulsorlift operation, sensors, starship gunnery
Per: 2D+1; hide, search, sneak
Str: 5D; brawling, climbing/jumping, lifting, stamina, swimming
Tec: 3D; bowcaster repair, demolitions, first aid, security
Species: Wookie (If another race is selected replace the following equipment: bowcaster and bandolier with all quarrels with a light repeating blaster (6D), 2 frag grenades (5D), 2 stun grenades (5D), and 2 glop grenades. Also replace bowcaster and bowcaster repair skills with blaster and blaster repair.)
Special Abilities: Berserker Rage – enraged Wookies receive a +2D to Strength for brawling damage; also suffers –2D to all non-Strength attribute and skill checks; to calm down, the character must make a Moderate Perception roll (at only –1D, minimum roll of 1D). Climbing Claws – +2D to climbing rolls, but cannot be used honorably in combat.
Move: 11
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: 500
Equipment: modified Wookie 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), vibro-ax (Str+3D+1; maximum 7D), 3 throwing knives (Str+1D; maximum 6D), comlink.

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