star wars herowars
DESCRIPTION
st hwTRANSCRIPT
I'm using the basic heroquest rules, with the following
exceptions:
Followers cost 3 hero points rather than 1 (I want a small band of
rebels rather than a crowd of assorted retainers).
Sidekicks are a keyword rather than a buyable option (but I may
allow buying them for extra hero points later on).
Instead of improving your abilities by 20 points, you get a best
ability at 5m and two second best abilities at 1m (the way it works
in Hero Wars)
Scaling: if hit by something bigger, you lose an additional 'damage
level' for each scale of difference. The scales are roughly:
womp rat : human : vehicles/fighters : freighters/AT-ATs : capital
ships : death star.
Advanced weaponry: the weapons in star wars are deadly. If you are
hit by one, you lose an extra 'damage level'.
Citizens of the Galactic Empire
All characters, whatever their homeworld or race, are a part of the
Galactic Empire (formerly known as the Old Republic). This implies
a certain general understanding of technology, the galaxy, and
common shared languages. All characters therefore automatically
have the following skills at 17:
Common Skills: Basic Tech, Drive Vehicle, Education, Operate
Computer, Read/Write Aurabesh, Speak Basic.
Alderaan
Alderaan was a sophisticated and peaceful planet, known across the
spaceways as 'the bright centre of the universe'. It consisted of
small seas and vast temperate grasslands, inhabited by grazers,
nerfs, and other wildlife. Its people lived in gleaming white
cities of gently curved design, and the famously free-thinking
University of Aldera, located in Crevasse City, was renowned across
the galaxy as a seat of learning. After the devastation of the
Clone Wars, Alderaan outlawed all violence and weapons and began an
unprecedented era of peace. As passionate about exploration as they
were about their culture, vessels from Alderaan plied many trade
routes and settled many colonies on scattered worlds. One of the
Core Worlds, Alderaan was hugely influential in galactic politics
and was one of the earliest supporters of the Alliance and a
staunch opponent of the Empire. Tragically, the planet of Alderaan
is no more. Billions of innocent people died at the hands of the
Empire when the newly operational Death Star was used against them.
None survived. All that now remains of this once great planet is
the desolate asteroid field known as 'The Graveyard of
Alderaan'.
Skills: Agriculture, Alderaan High Culture, Find a Peaceful
Solution, Galactic Politics, Know Alderaan Colonies, Resist the
Imperials.
Common Personality Traits: Grief-stricken, Hate the Empire,
Pacifist, Sophisticated.
Example Relationships: to surviving family, to colonists, to exiled
politician, to the Rebel Alliance.
Bespin
A gas giant in a little-visited sector of the galaxy, Bespin
contains a narrow band of habitable atmosphere (known as the Life
Zone) among its endless clouds. Here floating mining complexes
extract valuable gases such as Tibanna from deeper within the
planets core. The most famous of these settlements, Cloud City, is
currently ruled by the Baron-Administrator, Lando Calrissian (a
former smuggler and ne'er do well). The only life forms native to
Bespin are the thrantas, flying creatures that pose an occasional
hazard to ships in a storm, and various floating plants and
amoebas. Many kinds of people come to Bespin, some to prospect for
gas, others to hide from enemies or the prying eyes of the
authorities. As long as you do not cause trouble or attract undue
attention, and as long as you keep a close eye on your credits, the
visitor will find Bespin a civilised and comfortable haven.
Skills: Avoid Attention of Authorities, Bespin Geography, Gambling,
Gas Mining, Sense Opportunity, Stay Neutral.
Common Personality Traits: Enterprising, Greedy, No Love for the
Empire, Ruthless.
Example Relationships: to business partners, to family, to Mining
Guild, to moneylenders.
Corellia
The Corellians are a proud and independent people, for the most
part choosing to remain outside wider political disputes and taking
no sides in the conflict between the Empire and the Rebel Alliance.
In an effort to limit the urbanisation of their temperate planet,
the Corellians long ago moved their renowned shipbuilding industry
off-planet. The great orbiting shipyards of the Corellian
Engineering Corporation and its competitors are a magnificent
sight, and produce such famous vessels as the Corellian CR90
Corvette and the YT-series freighters. The administrative capital
of the whole sector, Corellia also has a reputation for the many
pirate raids that seem to take place along its local trade routes.
Nearby lie the Double Worlds of Tralus and Talus, between which
floats the immense and ancient artifact known as Centrepoint
Station, believed to be a legacy of some long-dead alien race.
Wealthy enough to support its own fleets and security forces (The
Corellian Security Force, or CorSec for short), Corellia has
nonetheless suffered under the yoke of the Empire. The shipyards
have largely been commandeered to produce Imperial cruisers and
TIE-fighters, while a planet-wide military draft ensures there are
enough troops to crew them. However, many on Corellia sympathise
with the Imperial Doctrine, and have become concerned that aliens
and the Rebel Alliance do indeed pose a threat to their own unique
culture.
Skills: Corellian Traditions, Find a Shortcut, Fly Starship,
Identify Ship, Look Out for Number One, Repair Ship.
Common Personality Traits: Arrogant, Courageous, Proud,
Selfish.
Example Relationships: to corporations, to Engineering Guild, to
family, to Imperial Army.
Coruscant
Formerly the heart of the Old Republic, Coruscant (now officially
called Imperial Centre) is the capital of the great Empire and the
home of the Emperor himself. Thousands of years of civilisation and
expansion have resulted in such urban sprawl that the whole planet
is now one immense city. The glimmering peaks of vast skyscrapers
tower above the clouds as flashing neon and endless repulsorlift
traffic light up the night sky. The Jedi Temple (now destroyed) and
the Galactic Senate (now permanently dissolved) were once a part of
Coruscant's impressive skyline; only the corporations and commerce
guilds now maintain any kind of presence on Coruscant, subservient
as they are to the Empire. The Emperor's eyes are everywhere here,
and insubordination will not be tolerated. Despite Coruscant's vast
wealth there are many no-go places for most civilians, due to gang
activity and general urban decay; it is said that the nearer you
travel to ground level in Galactic City, the nearer you travel to
your grave. Since the coming of the Empire and their xenophobic
policies, many aliens have found themselves persecuted and driven
down into the depths of the Undercity.
Skills: Coruscant Geography, Feign Loyalty to Empire, Keep a Low
Profile, Know Imperial Procedures, Obey Orders, Urban
Survival
Common Personality Traits: Cosmopolitan, Cynical, Paranoid,
Suspicious of Aliens.
Example Relationships: to corporation, to family, to Imperials, to
underworld.
Dionysius
Dionysius is an overcrowded and impoverished urbanised world united
by one thing - religion. The Church of the Messiah plays a central
role in Dionysius's world government, and is a major part of
everyone's life. It dictates the codes of public morality, sets the
law, and punishes those who do not obey. Religious fervour is seen
as proof of holiness and morality, so Dionysians tend toward
extravagant public worship and sacrifice. Worshippers believe that
one day a messiah will come, a Man born not of Man, who will lead
them against their enemies in a holy crusade of extermination.
After the recent Declaration of Godliness by their world goverment,
many Dionysians now believe that that day has come and the Emperor
himself is the supreme being. Those who express dismay at this
development are soon silenced, taken by the authorities in the
middle of the night or publically lynched as a blasphemer by their
neighbours. A garrison of troops and ships from the holy Empire is
now permanently stationed on Dionysius, at the request of the world
government, and the holy war has already begun. The Dionysians have
made a series of savage, merciless attacks on the Sark'Saron,
lizardman raiders of a neighbouring desert world, but this is just
the beginning. The church talks openly of galactic extermination, a
genocidal onslaught on the heathen alien scum one species at a time
until the whole universe belongs to humanity.
Skills: Castigate Sinner, Dionysian Geography, Kill Alien Scum,
Know Church Doctrines, Preach to the Converted, Worship
Loudly.
Common Personality Traits: Fanatical, Stern, Unreasoning,
Xenophobic.
Example Relationships: to congregation, to family, to Imperial
'saviours', to priest.
The Epsilon Nebula
The many small colonies of the Epsilon Nebula are scattered but
constantly at war with each other, competing over the rich mineral
resources of the many moons and asteroids in the system. Alliances
are constantly switching, and betrayal is a fact of life - it is a
well known fact that you cannot trust anyone from the other Epsilon
worlds, so why not betray them before they betray you? Each colony
patrols its own territories and raids its rivals territories in
their high-tech Comet-Screamer fighters. Ancient codes of conduct
limiting civilian casualties and restricting the involvement of
outsiders are strictly adhered to. A kind of equillibrium persists
between the colonies, as fortunes change so quickly that no one
side has been able to get an advantage and keep it for very long.
Recently the Empire has started to take an interest in the Epsilon
Nebula, and is believed to be considering making an alliance with
one or more colonies. In the Empire's mind this would stabilise the
region and allow them to exploit the considerable wealth to be had.
Whichever colony is approached faces a dilemma: can the Empire be
trusted, and if so is victory worth more than honour?
Skills: Asteroid Mining, Betray Ally, Epsilon Traditions, Fight
Honourably, Move in Zero Gravity, Pilot Starfighter.
Common Personality Traits: Competitive, Hot-headed, Loyal to
Comrades, Reckless.
Example Relationships: to colony, to family, to Mining Guild, to
rival colonists.
Hoth
Hoth is a remote and unsettled world of ice and snow, and its
bitterly cold nights prove easily fatal to any unprepared humans.
In addition, it suffers from periodic meteor strikes from the many
asteroid fields that exist nearby. Not all of Hoth is icy plains,
however; several mountain chains penetrate the ice shelves, and
there is a great tempestuous sea to the south of the planet where
various huge and strange beasts swim silently. Along Hoth's equator
there are said to be deep fissures in the ground where exotic fungi
grow in the darkness, may miles below the surface. The few
indigenous life forms of Hoth, such as Taun-tauns or the ferocious
Wampa beasts, face a daily struggle for survival in such harsh
conditions. For all that, there are still some that choose to
settle on Hoth. The extreme temperatures and isolation can prove to
be an advantage for those with something to hide or nothing to
lose, and it is rumoured that there are a few small bases and
settlements scattered across Hoth's arctic surface. Most do not
last more than a year, one way or another, but some are more
permanent. Some of Hoth's 'hidden inhabitants' are exiles or
criminals, some operate mining installations, and some work in
secret military or scientific research bases. Unknown to most, Hoth
is also home to Echo Base, the current centre of the Rebel Alliance
while they plan and regroup after their victory at the Death Star.
Careful to the last, they are ready to pack up and flee on a
moment's notice if the Imperials should track them down.
Skills: Anticipate Weather, Arctic Survival, Endure Cold, Hoth
Geography, Ride Taun-taun, Stay Hidden.
Common Personality Traits: Determined, Quiet, Loner, Patient.
Example Relationships: to colleagues, to family, to Rebellion, to
Taun-taun.
Kessel
Little more than a big lump of barren rock floating in the Outer
Rim, Kessel is famous for its valuable ores and exotic spices. An
oxygen mask is a necessity on Kessel, despite the many air
factories and atmosphere generators, as the air is simply too thin
and polluted to breathe for long periods without harm. Kessel's
spices vary from ordinary stimulants and psychotropics to the
legendary Glitterstim, a very rare and expensive drug said to
temporarily enhance the user's Force sensitivity and allow limited
telepathy. Extremely sensitive to light, this spice can only be
harvested in absolute darkness by the miners who toil in the
extensive tunnels that riddle Kessel. Spice Mining is an extremely
dangerous business; if faulty breathing masks, malfunctioning
heating equipment, cave-ins or poor safety regulations don't kill
you, the energy spiders might. Voraciously hungry and about the
size of a horse, these vampiric monsters produce the spice as a
byproduct of their webs but have proved impossible to control.
Since the Imperials arrived and drove away the underworld gangs who
used to control the miners, political prisoners and simple convicts
have been drafted in as forced labour to increase production. The
Imperials rule Kessel with an iron fist, but the spice is too
valuable to deter smugglers and criminals for long, whatever the
risks. Even despite Imperial patrols, asteroid fields, and the
cluster of black holes known as The Maw, pirate raids and corrupt
officials ensure that spice cargoes still 'disappear' on a regular
basis.
Skills: Bribe Official, Heavy Labour, Move Quietly, See in the
Dark, Spice Mining, Underground Survival.
Common Personality Traits: Addicted to Spice, Brave, Fear Movement
in the Shadows, Stay Calm Under Pressure.
Example Relationships: to corrupt official, to family back home, to
miners, to smugglers.
Kursk
Kursk is an urbanised, industrial world that strongly resisted the
Empire and rose up in open rebellion after the destruction of
Alderaan. In an effort to stop a system wide uprising, and to
provide an example to everyone else, the Imperial army responded
with deadly force. Mass drivers and orbiting Star Destroyers were
used to knock out the planetary defence systems and then target the
main population centres, before Storm Troopers were sent in to take
control on the ground. The population of Kursk, always a fierce and
rebellious people, have been forced into a corner and are fighting
for their lives. The Imperial Occupying Forces are not interested
in securing resources or restoring order; they are interested in
subjugating the planet and extinguishing all dissent. The leaders
of the resistance feel betrayed by the Rebel Alliance for their
distinct lack of intervention, perhaps because of Kursk's distant
location or its relative poverty. However, the people of Kursk are
used to standing on their own. Despite the Imperial decree of 'ten
dead Kurskans for every dead Imperial', the scattered forces have
been radicalised and wage a savage war of terror against their
oppressors.
Skills: Espouse Revolutionary Ideals, Fight Back, Guerilla Tactics,
Kurskan Geography, Remember Kurskan Traditions, Stand Alone.
Common Personality Traits: Demoralised, Hate the Empire,
Passionate, Vengeful
Example Relationships: to black market traders, to family, to
resistance, to wider Rebellion.
Medusa
Medusa is a volcanic world of impressive mountains and vast dusty
plateaus, settled by Corellian scientists many generations ago.
Medusa is home to gigantic automated production facilities that
forever churn out computer parts, weapons, and most especially
robots for the Imperial war effort and anyone else with the credits
to pay for them. The undisputed centre of robot design and
production across the galaxy, Medusa is home to many innovative
thinkers and technicians. Although officially part of the Empire,
many Medusan scientists are becoming increasingly concerned about
the Empire's intentions. Advanced weapons research has been quietly
slowed down, and the results of some more experimental studies have
been hidden or even sabotaged to prevent them getting into the
wrong hands. However, under the watchful gaze of the Empire and
their own impassive robot servants, they have been unable to
provide any significant aid to the Rebellion. The people of Medusa
are only too aware that even their most advanced technologies will
not save them if the Empire comes to see them as anything less than
a sympathetic ally.
Skills: Appease Imperials, Command Droid, Identify Droid, Medusan
Geography, Think Laterally, Understand Advanced Technology.
Common Personality Traits: Creative, Do the Right Thing, Nervous,
Scientific.
Example Relationships: to droid assistant, to family, to Imperial
overseer, to technician.
Naboo
Naboo is a serene and peaceful planet most famous for its conflicts
with the Trade Federation in the golden age of the Republic, before
the Clone Wars and the dark years that came after. Naboo is a
beautiful planet of classical architecture and tranquil grasslands,
ruled by an elected monarch based in the Royal Palace of Theed,
Naboo's capital city. Out in the swamplands live the amphibious
Gungans, once seen as little more than primitives by the Naboo but
now treated as firm friends since the battles with the Trade
Federation a few years ago. The Naboo themselves are prosperous but
few in number, and share a love of art and philosophy with an
appreciation for outre couture and general extravagance. Their
advanced technologies pose an odd contrast to their classical
architecture and humble natures. Now reliant on outside trade to
support their growing economy, Naboo has reluctantly begun to allow
outsiders access to their once quiet world.
Skills: Arts and Philosophy, Formal Etiquette, Know Our Gungan
Allies, Naboo Geography, Speak Cryptically, Stylish Dresser
Common Personality Traits: Humble, Peaceful, Provincial,
Sophisticated
Example Relationships: to family, to Gungans, to servants, to
ruling class.
Nocturnis
Nocturnis, sometimes called the Black Planet, is a barren wasteland
covered in dusty chemical waste and choked with pollution so bad
that very little natural light breaks through the smog clouds.
These 'dead lands' are dominated by the thirteen Hub Cities and the
network of monorail lines that connect them like a steel web.
Nocturnis is an industrial planet, devoted largely to manufacture
and mining, and all its citizens live within these vast domed Hub
Cities. It is a spartan, claustrophobic existence, and depression
and suicide are common. Crime has reached epidemic levels, and the
Cities are under constant siege by the degenerate humans and
mutants that are forced to live out in the wastes. Given these
problems, the rulers of Nocturnis embraced the coming of the Empire
with open arms. Now under Imperial protection, Nocturnis's entire
defence budget has been turned inward, and a brutal policing
program is underway to crush all lawbreakers, rebels, and subhuman
raiders. The purging of Nocturnis has begun.
Skills: Cause Trouble, Endure Pollution, Listen for Enemies,
Nocturnis Geography, Operate Industrial Machinery, Wasteland
Survival.
Common Personality Traits: Depressed, Lawless, Self-reliant,
Tenacious.
Example Relationships: to family, to gang, to scavengers, to
Workers Guild.
Oceania
Almost entirely landless, the corporate colonies of Oceania are
based on man-made islands, rigs, and floating cities in the calmer
waters of the World Sea. Oceania is very strictly heirarchical, and
the corporations play a central role in every citizen's life. Every
adult citizen is an employee, working in the fields of
administration, pharmaceutical research, and investment banking.
All aspects of life on Oceania are strictly controlled by the
corporations in the name of efficiency and uniformity; there is no
room for dissent. The corporation is your friend. Children are
raised in communal academies, where the best and brightest are
identified and selected for preferential treatment right from the
start. As adults, citizens of Oceania wake up to the corporate
motivational song, eat the corporate cereal for breakfast, and go
to work at the corporation offices in their corporate uniforms
every day of their lives. Those who cannot or will not fit in with
this regime are exiled from the artificial cities, to seek their
fortune in the wider galaxy if they can afford passage on a ship,
or to die alone and adrift in the World Sea if they cannot.
Skills: Assess Social Standing, Command Social Inferiors, Corporate
Culture, Navigate the World Sea, Swim, Tolerate Dull Work.
Common Personality Traits: Conformist, Disciplined, Methodical,
Obedient.
Example Relationships: to corporation, to underlings, to family, to
supervisor.
Ord Mantell
There is nothing that cannot be bought or sold on Ord Mantell.
Drugs, weapons, forbidden technologies, slaves, government
officials, human life; everything is for sale. Originally one of
the Republic's military bases and ordnance depots, the expected
funding and population boom never quite materialised. Located in
the Bright Jewel cluster, and in close proximity to several
hyperspace trade routes, Ord Mantell adopted tourism and trading as
its principal industries. This has proved to be extraordinarily
successful, and the planet is now one of the busiest and most
prosperous ports in the galaxy. A smuggler's haven, Ord Mantell's
thriving black market trades in every imaginable commodity to
anyone with a good line of credit. Inside its chrome cities the
only real rules are the law of the gun and the laws of supply and
demand. Away from the prosperous cities, Ord Mantell is a primal
and beautiful wilderness occupied by simple farmers and the vast
fields of solar panels that supply the planet's energy
requirements. Paying lip service (and a substantial tithe) to the
Empire, Ord Mantell has so far been tolerated and left largely to
its own devices by the Imperial War Machine.
Skills: Evaluate Goods, Fool Outsider, Make a Profit, Ord Mantell
Geography, Think Quickly, Understand Outsider.
Common Personality Traits: Ambitious, Friendly, Mercenary,
Untrustworthy.
Example Relationships: to family, to moneylenders, to smugglers, to
traders.
Raxus Prime
Raxus Prime is an example of a Human Occupied Landfill, a once
prosperous world that has been stripped of all useful resources and
forever poisoned by industry. The corporations, having found new
worlds to plunder, have moved on and use Raxus Prime as a dumping
ground for the planetfuls of rubbish created by galactic capitalist
consumption. The surface of Raxus Prime is an industrial wasteland
covered with refuse, piled up over countless generations into a
mountainous landscape of trash and spare parts. Pools of toxic
sludge, waste chemicals, and a steady downpour of acid rain make
Raxus Prime a hot and uncomfortable place to live. Still, many
people do live on Raxus, scratching a living together by salvaging
junk and obsolete machinery, hoping to get enough money together to
buy a ticket to somewhere better. Several alien species also make
Raxus Prime their home; as well as the peaceful Meeknu clan of
Jawas, there are predatory Rakghouls, Diagnosa garbage squids, and
worse to be found amongst the towering ruins.
Skills: Climb, Endure Pollution, Find Something Useful, Go Without
Food, Raxus Prime Geography, Wasteland Survival.
Common Personality Traits: Cunning, Pitiful, Thrifty, Wary.
Example Relationships: to family, to Jawas, to scavengers, to
traders.
The Shurin Armada
The Shurin Armada is an advanced and enigmatic nomadic culture that
roams the spaceways looking for new planets to explore. Possessing
advanced terraforming technologies, the Shurin create liveable
environments in the most inhospitable worlds, strip them of all
available resources, and then depart again as suddenly as they
arrived. They have been this way for many hundreds of years, since
some unnamed disaster destroyed their original home planet. They
are for the most part a peaceful culture and tend to avoid settling
on occupied planets, but they are capable of ruthless ferocity if
attacked. The Shurin philosophy is a deeply spiritual one; they
believe that life itself is a journey, and that complete self
awareness can only be achieved by renouncing the temptations of
material wealth. The Shurin philosophy is a very open one, and many
wanderers and travellers of various species join the Armada in
their journeys, at least for a time. They are an impressive sight
as they move from planet to planet, a great flotilla of ragtag
ships steadily moving across the galaxy towards their next home and
(perhaps) enlightenment.
Skills: Astronavigation, Give Enigmatic Answer, See Deeper Meaning,
Shurin Philosophy, Slash & Burn Agriculture, Strip
Mining.
Common Personality Traits: Ascetic, Free Spirited, Shy, Wise.
Example Relationships: to ancestors, to family, to traders, to wise
elders.
Tatooine
'If there's a bright centre to the universe, this is the planet
it's farthest from', say those who make the barren deserts of
Tatooine their home. Far out in the Outer Rim, Tatooine bakes and
chokes under the intense heat of its twin yellow suns as its
inhabitants eke out a living from its main industries of moisture
farming, slavery, and crime. The vast expanses of the Dune Sea are
broken by rocky mesas and badlands such as the Jundland Wastes,
where the nomadic and savage Sand People (also known as Tusken
Raiders) make their camps. Human settlements such as Anchorhead and
the twin spaceports of Mos Espa and Mos Eisley are relatively
lawless, being largely controlled by Hutt gangsters despite the
presence of a small Imperial Garrison. Tatooine is home to a large
variety of life forms, from womp rats and the diminutive scavengers
known as Jawas to huge Banthas, Dewback lizards and Krayt Dragons.
Despite the heat and poverty, Tatooine is located on a major trade
route and remains a popular stopping place for smugglers,
desperadoes, and low-lives of all kinds.
Skills: Desert Survival, Endure Heat, Keen-sighted, Moisture
Farming, Ride Eeopie, Tatooine Geography.
Common Personality Traits: Hard-working, Hate Sandpeople,
Idealistic, Unsophisticated.
Example Relationships: to family, to moisture farmers, to Hutt
gangsters, to slavers.
Aliens in SW are basically humans in funny costumes, so they
just replace your normal homeworld keyword. If you want your race
to be more important you can select the 'racial paragon' keyword
later on
Bith
The Bith species of humanoid, also known as Craniopods, are
characterized by their large craniums, huge round, lidless eyes,
and tiny mouths under their fleshy face folds. The Bith are so
evolved that their ancestral predecessors are impossible to
determine. They have become totally dependent on technology, having
long since lost all their animalistic traits and instincts. Bith
have atrophied senses of aggression, concentrating their energies
into art, music and technology. Many years ago, however, internal
conflicts on Clak'dor VII escalated into biological warfare and led
to the extermination of the majority of the Bith. Their once
tranquil world became a wasteland, and the survivors were forced to
hermetically seal their cities and rely on outside trade to support
their crippled economy. Some younger Bith find their homeworld
boring and restrictive, and so for a brief time they travel the
wider galaxy in search of adventure and new experiences.
Skills: Acute Senses, Bith Culture, Clak'dor Geography, Don't Need
Sleep, Know Trivia, Play Musical Instrument, Think Like A
Machine
Common Personality Traits: Intuitive, Overanalytical, Passive,
Sophisticated.
Alien Flaw: Helpless Without Technology
Example Relationships: to family, to employer, to band
Gungans
Gungans are a tall and lanky amphibious species native to the
planet Naboo. They are hatched from eggs in water cradles, and are
born as tadpoles. They quickly grow limbs and are able to walk on
land within a standard month of hatching. Their skeletal structure
is extremely flexible, being made of cartilaginous material rather
than hard bone. This makes their faces rather expressive, and makes
their bodies more resistant to damage. Gungans have strong leg
muscles for swimming, and are aided by their long fin-like ears.
Gungan arms end in four-fingered hands, and their feet have three
stubby toes each. The long Gungan face has a tough yet flexible
bill for burrowing and rooting out food. They also have long
muscular tongues with which they scoop molluscs and lesser
amphibians from the Naboo swamps. The Gungans have mastered energy
field technology for a number of uses. Their underwater citites
employ hydrostatic fields to create large bubbles of atmosphere
within which they dwell. Similarly, Gungan ground troops carry
portable frames which generate a protective energy field capable of
deflecting blaster fire. In large-scale combat, giant Gungan shield
generators can create an immense umbrella of protective shield
energy that can stop laser bolts and physical objects with great
kinetic energy. Despite mastering this bizarre technology, Gungans
still employ beasts of burden for transportation, from the wingless
reptilian avian Kaadu to the hulking Fambaa lizards. Since the war
with the Trade Federation, the Gungans have become firm allies of
the Naboo, moved on from their past isolationism, and begun to
explore the wider galaxy.
Skills: Breathe Underwater, Flexible, Gungan Culture, Pilot
Submarine, Prehensile Tongue, Ride Kaadu, Swim, Use Energy
Shield.
Common Personality Traits: Curious, Friendly, Unsophisticated,
Well-meaning
Alien Flaws: Annoying, Clumsy
Example Relationships: to family, to Nubian humans, to Kaadu
mount
Ithorians
The Ithorians are tall, gentle herbivores more commonly known as
"Hammerheads" throughout the galaxy because of their most prominent
feature: a long, curving neck ending in a t-shaped dome of a head.
Ithorians have a mouth on each side of their curling necks, which
creates a disconcerting stereo effect when they speak. They are
curious and gregarious, devoting much time to contemplating their
ecology, and respect all living things. Ithorians worship the
"Mother Jungle," a spiritual entity of Ithor embodying the lush,
tropical ecology of their world. Most Ithorians never set foot on
their own planet, instead they lived in floating cities above their
world. Only three of their continents had been developed, the other
two never having been touched by Ithorian hands. Their floating
"herd" cities also have space-worthy counterparts, traveling the
space-lanes like huge caravans. Each Ithorian herd-ship has a
complex life-support system that replicates the environment of
Ithor, complete with jungles, wildlife, and even weather patterns.
Once every Ithorian season (about five standard years), the herds
gather for "the Meet." A grand site above the surface of their
green world, the herd ships would join each other in a festival and
regal ceremony. So far in the war the Ithorians have maintained a
neutral stance despite the presence of several Imperial garrisons
on Ithor, which monitor all trading activities and patrol the
borders.
Skills: Agriculture, Ithorian Culture, Make Peace, Trading,
Understand Advanced Technology, Ventriloquism, Worship Mother
Jungle
Common Personality Traits: Curious, Gregarious, Peaceful,
Reverent
Alien Flaw: Hideously Ugly
Example Relationships: to spiritual leaders, to family, to trading
associates
Mon Calamari
The Mon Calamari people are humanoid aliens with salmon-colored
skin, webbed hands, big fishy heads, and large, goggle-like eyes.
Theyi are shore-dwellers, land beings with an affinity for water,
and hail from the ocean world of the same name, which they share
with the squid-headed Quarren. Mon Calamari and Quarren are very
different in their outlook on life, as the Mon Calamari tend to be
idealists and dreamers while the Quarren are pragmatic and
realists. After centuries of being raided by their less advanced
neighbours, the Mon Calamari acted. In a bold and controversial
social experiment, they captured nearly one million Quarren and
attempted to 'civilise' them. The young were forcibly removed from
their parents and given the full benefits of a Mon Cal education.
The experiment worked. The younger generation of Quarren made peace
with the Mon Calamari, and a new era of peace and co-operation was
born. It did not last long. When the Empire came to power, it began
seizing property on the Mon Calamari homeworld, and the peaceful
aquatic species countered with passive resistance. The Empire would
stand no defiance, and destroyed three floating Mon Calamari
cities, allegedly with help from Quarren insurgents. Nonetheless,
the two species managed to co-operate enough to drive the Empire
away in a fierce war of resistance that lasted several years. Now,
the Mon Calamari are said to be the heart and soul of the Rebel
Alliance, supplying badly needed warships to the outnumbered
Alliance fleet and departing from their own world to fight the
Empire and explore the islands in the stars.
Skills: Breathe Underwater, Mon Calamari Culture, Oceanography,
Pilot Starship, Resist the Empire, Subjugate Quarren, Swim.
Common Personality Traits: Authoritative, Idealistic, Peaceful,
Sense of Superiority
Alien Flaw: Fish-headed
Example Relationships: to family, to Quarren, to Rebellion
Quarren
Quarren, or "Squid Heads" as they are sometimes rudely called, are
an alien species characterized by the four tentacles that protrude
from their jaws. They have deep turquoise eyes, and each hand is
capped with finned or suction-cup tipped fingers. The Quarren live
beneath the waters of the ocean world they share with the Mon
Calamari. After centuries of raiding their more technologically
advanced neighbours, the Quarren had been driven nearly to
extinction. In a bold and controversial social experiment, the Mon
Calamari captured nearly one million Quarren and attempted to
'civilise' them. The young were forcibly removed from their parents
and given the full benefits of a Mon Cal education. The experiment
worked. The younger generation came to reject their parents as
unthinking savages, while the parents thought of their children as
brainwashed traitors. Within 15 years the younger Quarren had won
the generational struggle, taking control of their people amd
making peace with their neighbours. When the Empire attempted to
subjugate Mon Calamari, many Quarren joined their world-mates to
throw off the invasion. Afterwards, however, most Quarren wanted
nothing to do with Rebellion. Many fled the world, searching for
other ventures and avoiding the Imperial reprisal that was sure to
come.
Skills: Breathe Underwater, Change Skin Colour, Face Tentacles,
Oceanography, Quarren Culture, Swim, Withstand Depth Pressure
Common Personality Traits: Conservative, Distrust Other Generation,
Pragmatic, Resent Mon Calamari
Alien Flaw: Uncivilised [or] Brainwashed
Example Relationships: to older generation, to younger generation,
to Mon Calamari benefactors / oppressors
Rodians
Rodians are a species of green-skinned humanoids found throughout
the galaxy. They have large, black eyes, tapir-like snouts, long
flexible fingers terminating in suction cups, twin saucer-like
sensory organs atop their heads, and a ridge of spines cresting
their skulls. The Rodians evolved as hunters, killing much of the
wildlife and predacious species on their planet to extinction. The
Rodians grew restless with nothing to hunt, and turned to hunting
each other in gladiatorial combat. One of the greatest of the
Rodian Grand Protectors called an end to this self-slaughter around
the time that Republic ships made contact with the species. The
Grand Protector saw the expansion into the galaxy as an opportunity
for the Rodians to hunt new species and targets. Now the Rodians
are spread across the galaxy, for the most part making their living
as criminals, bounty hunters, assassins, and low-lifes of all
kinds.
Skills: Appreciate Rodian Theatre, Be The Best, Fire Blaster, Hunt
Foe, Rodian Geography, See All Around, Suction-Cup Fingers.
Common Personality Traits: Mercenary, Restless, Show-off,
Violent.
Alien Flaw: Regarded as Low-life
Example Relationships: to bounty hunters guild, to family, to
underworld
Sullustans
Sullustans are jowled, mouse-eared humanoids with large, round
eyes, who live in vast subterranean caverns beneath the surface of
their homeworld. Sullust is a volcanic planet, with a harsh
atmosphere. The underground caverns teem with small life-forms that
the Sullustans hunt for sources of food and clothing. The few
predators that wander the planet's surface rarely venture
underground. Sullustans speak a chattering language and are known
throughout the galaxy as capable pilots and navigators. They have
perfect direction sense and memory, allowing them to remember the
paths they have traveled, and maps they may have seen; this sense
is a necessity in the labyrinthine caves of Sullust. Having
recently declared loyalty to the Rebellion, the Sullustan homeworld
has since been taken over by the pro-Empire corporation SoruSuub.
They have disbanded the Sullustan Ruling Council and effectively
rule the planet, enforcing curfews and loyalty among the populace,
and thrusting the Sullustans into a largely cheerless
existence.
Skills: Excellent Hearing, Location Sense, Move Silently, Natural
Pilot, See in the Dark, Sulllustan Culture, Underground
Survival
Common Personality Traits: Easily Amused, Crafty, Possessive,
Talkative
Alien Flaw: Dazzled in Bright Light
Example Relationships: to family, to Rebellion, to SoroSuub
corporation
Twi'Lek
Twi'leks are tall, thin humanoids with skin pigment that spans a
rainbow of colours. Their most distinctive feature is a pair of
shapely prehensile tentacles that grow from the base of their
skulls. The Twi'leks use their head-tails, or lekku, when they
speak their native tongue of Twi'leki. The language is a
combination of physical and linguistic communication, with spoken
word being supplemented by subtle twitches and moves from the
lekku. The Twi'leks have only an industrial-level technology, with
windmills and turbines providing power to their homes and
industries carved into the mountains. Each city complex is
autonomous, and governed by a head-clan. Having no native
space-faring technology, the Twi'leks instead rely upon neighboring
systems, pirates, smugglers, and merchants for their contact with
the galaxy. The planet Ryloth provides the galaxy with ryll, a
powerfully addictive recreational substance and mineral. Twi'leks
have adapted to the criminal attention brought to their world by
selling their own people into slavery. This way, the Twi'leks have
something to give the criminals, and still retain control of the
ryll mines. Unfortunately many Twi'leks, mostly female, bear the
brunt of this despicable trade-off. During the Galactic Civil War,
the Twi'leks have so far remained neutral, not wanting to become
involved in the struggle. They view the Rebel Alliance and the
Empire as two heat storms that will eventually dissipate. After the
storm has cleared, the opportunist Twi'Lek will emerge and
prosper.
Skills: Administer Poison, Ryloth Geography, Negotiate with
Low-life, Speak Twi'leki, Subtle, Twi'Lek Culture
Females Only: Graceful, Highly Desirable.
Males Only: Dagger Fighting.
Common Personality Traits: Adaptable, Corrupt, Devious,
Patient.
Alien Flaw: Widely Distrusted
Example Relationships: to family, to slaves or slavemaster, to
criminals
Weequay
Weequays are a humanoid species with coarse, leathery skin and bald
heads. Hailing from the arid world of Sriluur on the remote Sisar
Run, they are a laconic people deeply rooted in ancient traditions.
Much of their culture is structured around the reverence of a
pantheon of gods, one of the foremost being Quay, the God of the
Moon. The Weequays keep a wide array of trinkets and totems to
facilitate communication with their gods. Swindling off-worlder
entrepreneurs have taken advantage of this cultural trait, and
infested Sriluur with countless useless baubles said to divine the
intentions of the dieties. Weequay society is clan based, and a
Weequay's identity defers to a clan. Often, individuality is so
secondary that Weequays do not take proper names, unless leaving
Sriluur or dealing with off-worlders. Weequays do not need names to
identify one another, as their pheromonic methods of communication
can convey a great deal of information without words. Though some
may view their ways as quaint and primitive, Weequays have built
large cities on Sriluur, such as Dnalvec. These cities enjoy much
trade from the busy Sisar Run. Most Weequay cities are built around
a thal, a religious shrine to which devoted followers leave
offerings of foods or valuables. The close proximity of Sriluur to
Hutt Space means that many Weequays are employed or enslaved by
Hutt crime lords as bodyguards or enforcers. Such underworld
careers have led to Weequays being found throughout the galaxy.
Weequay expatriates are easily identified by their topknots. Custom
dictates that a Weequay grows a braid for each Sriluurian year
off-planet. Upon returning to Sriluur, a Weequay shaves off the
braids in a ritual of spiritual purification.
Skills: Close Combat*, Desert Survival, Endure Heat, Honour
Obligations, Know Weequay Pantheon, Make Sacrifice, Tough.
Common Personality Traits: Enigmatic, Gullible, Loyal, Quiet.
Alien Flaw: Profoundly Superstitious
Example Relationships: to family, to clan, to underworld boss, to
priest
Wookie
Shaggy giants from the arboreal world of Kashyyk, Wookies stand
about two metres tall and often live for several centuries. Despite
their fearsome and savage countenance, Wookiees are intelligent,
sophisticated, loyal and trusting. Loyalty and bravery are
near-sacred tenets in Wookiee society. When peaceful, Wookiees are
tender and gentle. Their tempers, however, are short; when angered,
Wookiees can fly into a berserker rage and will not stop until the
object of their distemper is sufficiently destroyed. Despite their
primitive appearance, Wookies are comfortable with advanced
technology, being able to repair and maintain most modern starships
and weaponry. They live in cities built in the upper canopies of
Kashyyk's tall and dense forests; nearer to the forest floor
Kashyyk is a primeval, unforgiving environment where only the
strongest survive. Though Wookiees can understand Basic, and other
galactic languages, their limited vocal apparatus can only produce
their native tongues. The most common Wookiee language is
Shyriiwook, a dialect of barks, growls, howls and roars. Wookiee
language is very complex and liquid. Wookiees greatly value
morality, courage, compassion and loyalty. A sacred and ancient
Wookiee tradition is that of the honor family. An honor family
comprises a Wookiee's closest friends and companions. These family
members pledge a commitment to lay down their lives for one
another, as well as members of any honor families these individuals
may have. Like the similarly sacred Wookiee life debt, Wookiees
often extend this tradition to members outside their species.
Despite their proven intelligence and sophistication the Wookies
have been treated as little more than primitives by the Empire
since it blockaded their homeworld and sold them into slavery. The
reptilian Trandoshans, long the Wookie's bitterest rivals, have
particularly profited from this turn of events. A free Wookie is
now a very rare sight in the galaxy indeed.
Skills: Climb Trees, Fire Bowcaster, Fix Things, Speak Shyrilwook,
Strong, Tough, Woodland Survival, Wookie Culture
Common Personality Traits: Hates Captivity, Intimidating, Loyal,
Noble.
Alien Flaws: Cannot Speak Basic, Gets Angry
Example Relationships: to wookie family, to honour family, to life
debtor
Occupations
Assassin
Skills: Close Combat*, Conceal Weapons, Disguise, Evaluate Security
Measures, Fire Blaster, Flee the Scene, Hide in Shadows, Move
Quietly, Set Ambush, Use Explosives.
Common Personality Traits: Emotionless, Professional, Ruthless,
Sociopath
Example Relationships: to clients, to suppliers, to agent, to
fellow assassins.
Standard of Living: Prosperous (17)
Starting Equipment: fine clothing, hidden knife, forged identity
papers
Bodyguard
Skills: Close Combat*, Defend the Target, Evade Pursuit, Fire
Blaster, Follow Instructions, Frisk Suspect, Identify Threat,
Intimidate, Perform Security Check, Tough.
Common Personality Traits: Brutal, Dull-witted, Menacing,
Obedient.
Example Relationships: to colleagues, to agent, to employer, to
former employer's relatives.
Standard of Living: Common (13)
Starting Equipment: ill-fitting suit, shades, knuckledusters
Bounty Hunter
Skills: Break In, Close Combat*, Fire Blaster, Follow Prey,
Identify Target, Intimidate, Quick Draw, Set Ambush, Streetwise,
Take Him Alive.
Common Personality Traits: Callous, Fearless, Inventive,
Mercenary.
Example Relationships: to employer, to bounty hunter's guild, to
contacts, to underworld.
Standard of Living: Common (13)
Starting Equipment: warrant papers, durable clothing, knife,
restraints, net
Diplomat
Skills: Calm the Situation, Curry Favour, Emphatic Gesture, Fast
Talk, Know the Proper Etiquette, Negotiate Compromise, Recognise
Lie, Sense Motive, Sound Reasonable, Win Confidence
Common Personality Traits: Cultured, Friendly, Pragmatic,
Snobbish
Example Relationships: to high society, to colleagues, to
assistants, to employer
Standard of Living: Prosperous (17)
Starting Equipment: finest clothing, identity papers, diplomatic
immunity card
Entertainer
Skills: Attract Attention, Charismatic Presence, Compose*,
Distract, Entertain*, Find Employment, Good Memory, Perfect Timing,
Spot Trouble, Unfazed by Hostility.
Common Personality Traits: Emotional, Outgoing, Vain,
Wanderlust
Example Relationships: to fans, to employer/patron, to
assistants
Standard of Living: Common (13)
Starting Equipment: props, musical instrument, books, fancy
clothing
Fighter Pilot
Skills: Astronavigation, Dogfighting Tactics, Fire Ship's Weapons,
Go Faster, Know Ship's Capabilities, Perform Risky Maneuver, Pilot
Starfighter, Read Sensors, Starfighter Maintenance, Think
Quickly.
Common Personality Traits: Boastful, Daredevil, Elitist,
Reckless.
Example Relationships: to other pilots, to support staff, to
commanding officer, to old squadron.
Standard of Living: Common (13)
Starting Equipment: G-suit, signal flares, dress uniform, pilot's
license
Gambler
Skills: Anticipate Move, Avoid Repercussions, Bluff, Calculate the
Odds, Cheat, Fast Talk, Palm Cards, Play Sabacc, Spot Cheating,
Spot Sucker.
Common Personality Traits: Deceitful, Dreamer, Greedy, Lucky [or]
Unlucky.
Example Relationships: to other gamblers, to moneylenders, to
establishment, to assistants.
Standard of Living: Common (13). Option: Flip a coin; win =
Prosperous (17), loss = Minimal (6).
Starting Equipment: cards, marked cards, loaded dice, lucky charm,
fine clothes
Grenadier
Skills: Carry Heavy Load, Combat Engineering, Follow Orders, Fire
Blaster, Fire Heavy Weapon, Give Covering Fire, Take Cover, Throw
Grenade, Use Explosives, Weapons Maintenance.
Common Personality Traits: Brave, Loyal, Obedient, Stoic.
Example Relationships: to commander, to old colleagues, to
unit.
Standard of Living: Common (13)
Starting Equipment: dress uniform, medals, discharge papers, simple
tools
Hacker
Skills: Crack Security, Cryptography, Go Undetected, Override
Programming, Program Computer, Search Database, Spout Technical
Jargon, Understand Programming Language, Work All Night, Wreck
System.
Common Personality Traits: Hate Stupid People, Logical, Methodical,
Unreliable
Example Relationships: to clients, to fellow hackers, to
suppliers
Standard of Living: Prosperous (17)
Starting Equipment: laptop computer, palm sized computer, assorted
programs and data chips
Hotshot Racer
Skills: Bail Out, Customise Vehicle, Dodge & Weave, Drive
Faster, Find the Quickest Route, Perform Risky Maneuver, Shake Off
Pursuer, Think Quickly, Vehicle Combat, Vehicle Maintenance.
Common Personality Traits: Boastful, Impetuous, Reckless,
Show-off
Example Relationships: to mechanic, to sponsors, to agent, to other
racers
Standard of Living: Common (13)
Starting Equipment: simple tools, vehicle
(swoop/pod/speeder/bike)
Infantry Soldier
Skills: Carry Heavy Load, Climb, Close Combat*, Fire Blaster,
Follow Orders, Give Covering Fire, Take Cover, Throw Grenade, Walk
Long Distance, Weapons Maintenance.
Common Personality Traits: Brave, Long Suffering, Loyal,
Obedient.
Example Relationships: to commander, to old comrades, to
unit.
Standard of Living: Common (13)
Starting Equipment: dress uniform, medals, discharge papers,
knife
Jedi Padawan
Skills: Acrobatics, Construct Lightsabre, History of the Jedi
Order, Jedi Philosophy, Lightsabre Combat, Listen, Meditation,
Offer Enigmatic Advice, Resist the Lure of the Dark Side, Unarmed
Combat.
Common Personality Traits: Calm, Idealistic, Inscrutable,
Patient
Example Relationships: to apprentice, to master, member of Jedi
Order
Standard of Living: Minimal (6)
Starting Equipment: simple robes.
NOTE: A Jedi Padawan must select Jedi Training as his Trademark
keyword.
Kid
Skills: Climb, Escape Unscathed, Look Innocent, Perceptive, Pester
Grown-up, Quick Learner, Run Away, Shout, Sneak Around, Squeeze
through Gap.
Common Personality Traits: Adventurous, Curious, High-spirited,
Imaginative, Naive
Example Relationships: to other kids, to parents, to sympathetic
adult, to pet
Standard of Living: Minimal (6)
Starting Equipment: found items, toys, sweets.
Mechanic
Skills: Adapt Technology, Carry Heavy Loads, Identify Fault,
Improve Performance, Jury Rig, Repair Anything, Take Out
Frustration on Object, Understand Function, Use Tools, Vehicle
Maintenance.
Common Personality Traits: Inspired, Methodical, Patient,
Tinkerer
Example Relationships: to employer, to customers, to supplier
Standard of Living: Common (13)
Starting Equipment: assorted tools, arc welder, welding mask, oily
rag, overalls
Medic
Skills: Administer Drugs, Assess Patient, Calm Patient, Carry
Wounded, First Aid, Resuscitate Dying, Treat Disease, Treat Injury,
Treat Poison, Xenobiology.
Common Personality Traits: Caring, Driven, Merciful,
Stressed.
Example Relationships: to colleagues, to employers, to
patients,
Standard of Living: Common (13)
Starting Equipment: medical supplies, oxygen mask, pain relief
drugs, surgical mask
Mercenary
Skills: Climb, Close Combat*, Fight Dirty, Fire Blaster, Give
Covering Fire, Look for Trouble, Swear Profusely, Take Cover, Throw
Grenade, Weapons Maintenance.
Common Personality Traits: Brave, Cynical, Macho, Sadistic
Example Relationships: to employer, to commander, to
colleagues
Standard of Living: Common (13)
Starting Equipment: durable clothing, knife, chewing tobacco,
bottle of cheap spirit
Mobile Infantry
Skills: Close Combat *, Combat Driving, Disembark Quickly, Fire
Blaster, Follow Orders, Give Covering Fire, Operate Vehicle-Mounted
Weapon, Throw Grenade, Vehicle Maintenance, Weapons
Maintenance.
Common Personality Traits: Brave, Impatient, Loyal, Obedient.
Example Relationships: to commander, to unit, to old
comrades.
Standard of Living: Common (13)
Starting Equipment: medals, dress uniform, discharge papers, simple
tools
Navy
Skills: Astronavigation, Close Combat*, Fire Blaster, Fly Starship,
Follow Orders, Move in Zero Gravity, Operate Ships Weaponry, Read
Sensors, Repel Boarders, Stave Off Boredom.
Common Personality Traits: Brave, Elitist, Loyal, Obedient.
Example Relationships: to commander, to unit, to old comrades
Standard of Living: Common (13)
Starting Equipment: G-suit, medals, dress uniform, discharge
papers, pilot's license
Pilot
Skills: Astronavigation, Find the Quickest Route, Fire Ship's
Weapons, Fly Starship, Know Capabilities of Ship, Know Something
About System, Read Sensors, Ship to Ship Tactics, Starship
Maintenance, Stay Awake
Common Personality Traits: Dreamer, Free Spirited, Reliable,
Well-travelled
Example Relationships: to mechanic, to co-pilot, to crew, to
employer
Standard of Living: Common (13)
Starting Equipment: G-suit, simple tools, commercial pilot's
license
Politician
Skills: Accept Bribe, Aura of Authority, Debate, Fast Talk, Find
Weakness in Argument, Know Galactic Politics, Lie Convincingly,
Reach Compromise, Talk for Hours, Twist Meaning of Words.
Common Personality Traits: Amoral, Devious, Self Serving,
Toadying
Example Relationships: to colleagues, to constituents, to leader,
to special interests
Standard of Living: Prosperous (17)
Starting Equipment: Finely tailored clothes, important looking
documents, briefcase.
Scavenger
Skills: Beg, Be Unobtrusive, Cannibalise Technology, Endure Bad
Weather, Fight in Self Defence, Find Something Useful, Go Without
Food, Run For It, Spot Soft Touch, Streetwise.
Common Personality Traits: Bitter, Patient, Pitiful, Resourceful,
Stoic
Example Relationships: to other scavengers, to pet on a string, to
rivals, to traders
Standard of Living: Minimal (6)
Starting Equipment: Several layers of grubby clothes, bits of scrap
metal, broken gadgets, knife.
Scientist
Skills: Argue for Pet Theory, Design Experiment, Mathematics,
Notice Pattern, Research, Remember Details, Scientific Knowledge,
Scientific Speciality*, Use Advanced Technology, Write up
Results.
Common Personality Traits: Absent Minded, Curious, Logical,
Obsessive.
Example Relationships: to assistants, to colleagues, to
sponsors
Standard of Living: Common (13)
Starting Equipment: Scientific instruments, labcoat, pocket full of
pens, palm sized computer, reference books
Scoundrel
Skills: Close Combat*, Fire Blaster, Make a Deal, Never Tell Me The
Odds, Quick Draw, Roguish Charm, Run For It, Sneak Attack, Stay
Cool Under Pressure, Stealthy.
Common Personality Traits: Cynical, Daredevil, Mercenary,
Selfish.
Example Relationships: to cohorts, to employer, to debtors
Standard of Living: Common (13)
Starting Equipment: shades, stylish clothing, hidden knife
Scout
Skills: Climb, Close Combat*, Fire Blaster, Give Covering Fire, Hit
and Run, Move Through Rough Terrain, Scan for Danger, Stealthy,
Throw Grenade, Weapons Maintenance.
Common Personality Traits: Brave, Loner, Loyal, Wily.
Example Relationships: to commander, to unit, to old
colleagues.
Standard of Living: Common (13)
Starting Equipment: light clothing, survival gear, knife
Security Guard
Skills: Chase Suspect, Fill Out Paperwork, Find Help, Fire Blaster,
Interrogate Suspect, Look Busy, Notice Something is Wrong, Patrol
Area, Stay At Your Post, Use Baton
Common Personality Traits: Conservative, Honest, Steadfast,
Suspicious
Example Relationships: to colleagues, to criminals (as adversaries
or contacts), to employers
Standard of Living: Common (13)
Starting Equipment: flashlight, restraints, uniform
Shock Trooper
Skills: Climb, Close Combat*, Esprit de Corps, Fire Blaster, Follow
Orders, Give Covering Fire, Point Blank Shot, Storm the Breach,
Throw Grenade, Weapons Maintenance.
Common Personality Traits: Fearless, Headstrong, Macho,
Loyal.
Example Relationships: to commander, to old colleagues, to
unit.
Standard of Living: Common (13)
Starting Equipment: dress uniform, medals, discharge papers,
knife
Sniper
Skills: Assemble Rifle, Climb, Escape Unnoticed, Find Vantage
Point, Fire Rifle, Hide, Plan Ambush, Shoot to Kill, Stay Still for
Hours, Trick Shot.
Common Personality Traits: Cold Fish, Meticulous, Patient,
Solitary.
Example Relationships: to technical suppliers, to agent, to
employer
Standard of Living: Common (13)
Starting Equipment: small tools, polishing cloth, rifle case
Spy
Skills: Avoid Detection, Break In, Counterintelligence, Disguise,
Eavesdrop on Conversation, Fade Into Background, Keen Observer,
Know Secrets, Piece Together Clues, Remember Details.
Common Personality Traits: Curious, Deceptive, Inscrutable,
Patient.
Example Relationships: to employer, to real employer, to contact,
to man on the inside.
Standard of Living: Common (13)
Starting Equipment: miniature camera, anonymous clothing, false
documents, codebook
Swashbuckler
Skills: Avoid Blow, Close Combat*, Duel Honourably, Dramatic
Entrance, Fight Against Many, Fire Blaster, Flashy Move, Inspire
Others, Jump, Witty Repartee.
Common Personality Traits: Adventurous, Gallant, Idealistic,
Reckless
Example Relationships: to victims of oppression, to followers, to
fans, to enemies
Standard of Living: Common (13)
Starting Equipment: memorable clothing, cape or mysterious
facemask, trademark phrase
Thief
Skills: Bypass Security Measures, Case the Joint, Climb, Evaluate
Victim, Hide in the Shadows, Move Quietly, Run Away, Sleight of
Hand, Streetwise, Value Goods
Common Personality Traits: Cunning, Greedy, Perceptive,
Selfish
Example Relationships: to gang, to fence, to victims, to underworld
boss.
Standard of Living: Common (13)
Starting Equipment: lockpicks, small knife, crowbar, dark clothes,
hood or face mask
Tracker
Skills: Camouflage, Climb, Fire Blaster, Know Something About
Creature, Listen, Move Quietly, Move through Rough Terrain, Sense
Ambush, Tracking, Wilderness Survival.
Common Personality Traits: Adventurous, Respectful of Nature,
Solitary, Uncivilised
Example Relationships: to colleagues, to employers, to
natives
Standard of Living: Common (13)
Starting Equipment: machete, sleeping bag, weather-stained clothes,
survival gear
Trader
Skills: Convince Buyer, Convince Seller, Estimate Value, Fast Talk,
Know Customers, Make a Profit, Pidgin Communication, Recognise
Opportunity, Spot Sucker, Stop Thief
Common Personality Traits: Entrepeneurial, Greedy, Persuasive,
Shrewd
Example Relationships: to customers, to suppliers, to assistants,
to trade guild
Standard of Living: Rich (5m)
Starting Equipment: fine clothes, business cards, sample goods,
calculator
Translator
Skills: Calm the Situation, Communicate Meaning, Fast Talk,
Identify Alien Species, Interpret Spoken Language, Know Alien
Cultures, Multilingual, Recognise Dialect, Translate Document,
Understand Protocol.
Common Personality Traits: Eloquent, Friendly, Unassertive,
Understanding.
Example Relationships: to employer, to tutor, to past clients
Standard of Living: Common (13)
Starting Equipment: smart clothes, identity papers, references,
palm sized computer, dictionary
Underworld Thug
Skills: Close Combat*, Extort Money, Fire Blaster, Hide in Shadows,
Improvise Weapon, Look Cool, Obey Orders, Sneak Attack, Stare Down
Foe, Streetwise.
Common Personality Traits: Bloodthirsty, Loyal to Leader, Sadistic,
Treacherous.
Example Relationships: to gang, to underworld boss, to
neighbourhood victims
Standard of Living: Common (13)
Starting Equipment: knife, gang colours, initiation scars
Xenoarchaeologist
Skills: Evaluate Relics, Excavate, Identify Origin, Operate Alien
Technology, Pack Specimens Safely, Research, Read / Write Alien
Languages, Reconstruct from Parts, Understand Function, Write Up
Results
Common Personality Traits: Inquisitive, Obsessive, Patient,
Well-travelled
Example Relationships: to assistants, to colleagues, to
sponsors
Standard of Living: Common (13)
Starting Equipment: digging equipment, fine brushes, hiking gear,
packing materials, palm sized computer
Trademark Keywords
These are the equivalent of magic keywords / abilities. I offer no
promises about game balance!
Bionics
Select a Bionic Affinity at 5w and 3 Feats. You can improvise feats
at -10. You have the flaw 'More Machine than Man' at 15.
Characters may replace one Feat with a built-in weapon (pop-up
blaster, retractable vibro-claws, one-shot iris laser, etc).
Bionic Arm
Armour Plated, Crushing Grip, EMP Shielding, Lift Heavy Objects,
Lockable Grip, Powerful Punch, Throw Far
Bionic Leg
Armour Plated, EMP Shielding, Grip Any Surface, Impressive Jump,
Keep Balanced, Powerful Kick, Run Quickly
Boosted Reflexes
Act First, Catch Object, Do Two Things At Once, Dodge Blow, Leap
Aside, Run Quickly, Think Quickly
Cyberaudio
Edit Sound, Hear Clearly, Hear Far, Intercept Transmission, Record
Sound, Scramble Transmission, Track Signal
Cyberoptics
Aim Well, Edit Image, Record Images, See Clearly, See Far, See in
Infra-red, See in Low-light, See Microscopically
Cyber-Enhanced Brain
Delete Memory, Edit Feelings, Interface with Computer, Know the
Basics, Learn Quickly, Multi-Task, Save in Memory, Send
Signal
Life Support System
Breathe Independently, Feel No Pain, Heal Injury, Recover Quickly,
Resist Disease, Resist Toxin, Self Diagnose, Stay Alive
Defining Trait
The character's 'best ability' has a rating of 5w2
Force Sensitive
Your character has an innate but untrained sensitivity to the
Force. The character does not have any real control over his gift,
and he is probably too old to receive proper Jedi training now.
Still, the character's unusual aptitude gives him an edge in many
situations, and the character sometimes has sudden flashes of
insight or unexplained aptitudes that come to the fore in crisis
situations.
You have all 3 Force Affinities at 17 and the Flaw 'Tempted by the
Dark Side' at 15. You improvise feats at -10 but can't learn any.
You might improvise feats involuntarily in stressful
situations.
Control
Burst of Speed, Force Resistance, Heal Quickly, Hibernation Trance,
Ignore Pain, Impossible Leap, Lightning Reflexes, Perfect Focus,
Suppress Own Emotions, Walk Unseen
Sense
Anticipate Danger, Magnify Senses, Read Surface Emotions, Read
Surface Thoughts, See Without Sight, Sense Life-forms, Sense
Disturbance in the Force, Vision of the Future, Vision of the Past,
Vision of the Present
Alter
Catch Weapon, Cloud Foe's Memory, Deflect Energy Blast, Force Push,
Force Suggestion, Heal Others, Lift Object, Send Telepathic
Message, Stun Foe, Throw Object
Immune to the Force
Your character is completely immune to the Force. He cannot be
directly affected by it, or sensed by it, in any way. This might be
because of some genetic quirk, a kind of inverted Force
sensitivity, possession of a strange item, or sheer willpower.
Whatever the source, this immunity is always active, and cannot be
'turned off' for any reason.
Jedi Training
Only a Jedi Padawan can select this keyword. You have each Force
affinity at 17 and know 3 feats. You can improvise other feats at
-10. You have Tempted by the Dark Side at 15.
A Jedi Padawan with 5w in each Force Affinity can test to become a
Jedi Knight, while a Jedi Knight with ratings of 5w2 can test to
become a Jedi Master.
Control
Burst of Speed, Force Resistance, Heal Quickly, Hibernation Trance,
Ignore Pain, Impossible Leap, Lightning Reflexes, Perfect Focus,
Suppress Own Emotions, Walk Unseen
Sense
Anticipate Danger, Magnify Senses, Read Surface Emotions, Read
Surface Thoughts, See Without Sight, Sense Life-forms, Sense
Disturbance in the Force, Vision of the Future, Vision of the Past,
Vision of the Present
Alter
Catch Weapon, Cloud Foe's Memory, Deflect Energy Blast, Force Push,
Force Suggestion, Heal Others, Lift Object, Send Telepathic
Message, Stun Foe, Throw Object
Mysterious Past
Your character has had a long and varied history, picking up many
different skills and abilities along the way.
Select an additional ability at 1w and 5 abilities at 13.
Professional
Your character is very skilled at his occupation and would be
considered a seasoned veteran by his peers. You can select your
Occupation keyword to be your best ability (ie 5w)
Racial Paragon
Your character's species is a central part of who he is and what he
does. Only alien characters can select this option. In many ways he
represents all of that race's best and worst qualities. This is
likely to bring him a great deal of respect and admiration from
other members of his race, but may get him into even more trouble
with outsiders. You can select your Alien Race keyword to be your
best ability (ie 5w)
Rebel Leader
Your character has achieved a position of some importance within
the Rebel Alliance and either leads his own cell of resistance
fighters (i.e. the other heroes!) or is some kind of
semi-autonomous agent acting with Alliance support.
The character has the Rebel Leader occupation keyword at 15
Rebel Leader
Skills: Command Rebels, Gather Information, Inspire Loyalty, Know
Rebel Organisation, Make a Plan, Recruit Sympathiser, Request
Resources, Resist Interrogation, See the Big Picture, Speak with
Authority.
Common Personality Traits: Bossy [or] Democratic, Idealistic [or]
Pragmatic.
Standard of Living: raised by one level.
Starting Equipment: maps, plans, rank insignia
Second Profession
Select any other Occupation keyword at a rating of 15
Ship's Captain
Your character owns a starship of some kind.
Select a Starship keyword at 15. You have Captain of (Ship) at 17.
Select 3 additional abilities at 15, and a Flaw at 15. Add +10 to
one ability and +5 to two others.
All starships have basic comm systems, autopilot, life support
systems, artificial gravity, quarters for up to 6 people, and
either a cargo hold or a launch bay that can hold a single
starfighter. All other qualities, including weapons, must be
represented as separate abilities. Choose a Starship keyword from
below or build your own.
Corellian Corvette (Tantive IV)
Armoured Hull, Blockade Runner, Hyperdrive Engine, Life Pod,
Navicomp, Sensor Array, Stabilising Solar Fin, Sublight Engines,
Turbolaser Turret.
Common Flaw: Weak Point in Armour
Firespray-class Interceptor (Slave 1)
Concealed Concussion Missile Tubes, Hidden Sensors, Hyperdrive
Engine, Navicomp, Repulsorlift Maneuver Wings, Stealth Mode,
Sublight Engines, Tracking Scanner, Twin Laser Cannons.
Common Flaw: Obsolete
H-Type Nubian Yacht (Padme's Diplomatic Vessel)
Chrome Finish, Deflector Shields, Escape Capsule, Fast, Hyperdrive
Engine, Scanners, Luxury Quarters, Maneuverable, Navicomp, Sublight
Engines.
Common Flaw: Expensive to Maintain
Thunderous-Roar (Epsilon Mining Ship)
Armoured Hull, Directional Scanner, Expanded Cargo Hold, Hyperdrive
Engine, Navicomp, Rail Gun, Repulsor Field, Sublight Engines,
Tractor Beam.
Common Flaw: Sluggish
YT-1300 Light Freighter (Millenium Falcon)
Cargo-Gripping Mandibles, Deflector Shields, Fast, Hidden Cargo
Hold, Hyperdrive Engine, Navicomp, Quad Laser Cannon, Reinforced
Armour, Sensor Rectenna, Smuggler's Cache, Sublight Engines.
Common Flaw: Unreliable
Sidekick
You have a sidekick. Your sidekick has a homeworld/race keyword at
15 and an occupation keyword at 15. Select 3 other abilities at 13.
Add +10 to one ability and +5 to two others. You gain a
relationship to the sidekick at 15.
Wing Commander
Your character owns a starfighter of some kind.
Select a Starfighter keyword at 15. You have Captain of (Ship) at
17. Select 3 additional abilities at 15, and a Flaw at 15. Add +10
to one ability and +5 to two others.
All starfighters have basic comm systems and a rudimentary
autopilot. All other qualities, including weapons and life support,
must be represented as separate abilities. Choose a Starfighter
keyword below or build your own.
Comet-Screamer (Epsilon fighter-raider)
Chaff Launcher, Collision Detection, Ejector Seat, Fast, Navicomp,
Quick Turn, Sensor Array, Sublight Engines, Turbo Boost, Twin
Thermic Lances.
Common Flaw: Fragile
Delta 7 Aethersprite (Old Republic Jedi fighter)
Agile, Astromech Droid Socket, Fast, Navicomp, Stabiliser Foils,
Stealth Mode, Sublight Engines, Tracking Scanner, Twin Laser
Cannons, Vectored Thrusters.
Common Flaw: Small
Incom T-65 X-Wing (Rebel fighter)
Astromech Droid Socket, Combat Maneuver Wings, Deflector Shields,
Hyperdrive Engine, Navicomp, Proton Torpedoes, Quad Laser Cannon,
Sensor Array, Sublight Engines, Targetting Computer.
Common Flaw: Blind Spot at Rear of Belly
Koensayr Y-Wing (Rebel fighter-bomber)
Astromech Droid Socket [or] Tailgunner Cockpit, Deflector Shields,
Hyperdrive Engine, Navicomp, Proton Torpedoes, Reinforced Armour,
Sensor Array, Sublight Engines, Turret-Mounted Ion Cannon, Twin
Forward-Firing Laser Cannons.
Common Flaw: Sluggish
N-1 Nubian Starfighter (Naboo fighter)
AI Autopilot, Astromech Droid Socket, Concussion Missiles,
Deflector Shields, Fast, Hyperdrive Engine, Navicomp, Spin Out of
Trouble, Sublight Engines, Twin Laser Cannon.
Common Flaw: Prone to Uncontrollable Spins
Droid keywords
Droid retainers are available as followers. Droid retainers must
select a Droid Type keyword. Note that all legal Droids are
programmed not to harm living beings in any way. Droids do not
begin with personality traits but may develop them later.
Astromech Droid
Astronavigation, Communicate in Beeps and Whistles, Computer
Interface Link, Follow Programming, Grasping Arm, Holo-projector,
Obey Orders, Retractable Third Tread, Scanner Antenna, Ship
Maintenance
Hovering Probe Droid
Follow Programming, Follow Target, Hover in Place, Obey Orders,
Record Images, Relay Transmission, Repulsorlift Thruster, Sensor
Array, Silent Running, Stay Out of Sight.
Medical Droid
Administer Drugs, Computer Interface Link, Diagnose Patient, First
Aid, Follow Programming, Obey Orders, Pre-programmed Bedside
Manner, Resuscitate Dying, Speak Basic, Treat Injury
Mining Droid
Armoured Shell, Carry Heavy Loads, Dig Through Anything, Durable,
Follow Programming, Head-Mounted Spotlight, Obey Orders, Operate
Machinery, Strong, Work for Hours
Pit Droid
Climb Up, Fix Thing*, Follow Programming, Get Out of the Way, Jump
Up, Look Busy, Obey Orders, Protective Headplate, Scurry Around,
Work Quickly
Protocol Droid
Chromium Shell, Follow Programming, Interpret Spoken Language, Look
Harmless, Multilingual, Obey Orders, Sound Reasonable, Speak
Basic,Talk for Hours, Understand Protocol
Security Droid
Call for Help, Capture Intruder, Fire Stun Blaster, Follow
Programming, Notice Something is Wrong, Obey Orders, Patrol Area,
Pursue Suspect, Scan for Weapons, Speak Basic
Servant Droid
Anticipate Request, Basic Maintenance, Chromium Shell, Come When
Summoned, Drive Vehicle, Follow Programming, Obey Orders, Perform
Domestic Chores, Speak Basic, Stay in the Background
Unipod Droid
Carry Heavy Load, Communicate in Beeps and Whistles, Drive-Wheel,
Fast, Fetch Something, Follow Programming, Grasping Claws,
Gyro-balancer, Location Transmitter, Obey Orders,
Other Stuff
Armour
Light Armour 13 (eg. Leather jerkin, synthetic armourweave fabric,
furs, heavy robes)
Medium Armour 17 (eg. Flak jacket, rigid leather plates, plasteel)
breastplate, optional helmet)
Heavy Armour 5w (eg. Full suit of enclosed plasteel armour plates
and helmet)
Blasters
Blaster Pistol (Set to Stun 15, Short-ranged 15, Small 15)
Blaster (Set to Stun 15)
Blaster Rifle (Bulky 15, Long-ranged 15, Set to Stun 15)
Heavy Repeating Blaster (Bulky 5w, Full Auto 5w)
Ion Weapons
Ion Pistol (EMP Pulse 5w, Short-ranged 15, Small 15)
Ion Blaster (EMP Pulse 5w)
Ion Rifle (Bulky 15, EMP Pulse 5w, Long-ranged 15)
Other Weapons
Bowcaster (Heavy 5w, Powerful 5w, Slow Loading 15)
Explosives* (Area Effect 15, Destroy Anything 10w, Must Be Set
15)
Flamethrower (Incendiary 15, Limited Fuel 15, Spray Immediate Area
5w)
Grenades** (Area Effect 15, Short-ranged 15, Variable
Effect**)
Grenade Launcher (Bulky 15, Slow Loading 15, Variable
Ammunition**)
Projectile Rifle (Bulky 15, Long-ranged 5w, Slow Loading 15)
Thermal Detonator (Area Effect 10, Intense Heat 5w, Short-ranged
5w)
Melee Weapons
Battleglove (Smash Object 15)
Lightsabre*** (Deflect Energy Blast 10, Parry 15, Quick 10)
Monoknife (Brittle 15, Quick 15, Ultra-sharp 15)
Monokatana (Brittle 15, Parry 15, Ultra-sharp 15)
Neural Mace (Disrupt Nervous System 15)
Vibroknife (Quick 15)
Vibrosword (Parry 15)
Vibropike (Long 20)
Heavy Weapons****
Concussion Missile (Area Effect 15, Concussive Blast 20)
Gatling Blaster (Strafe Area 5)
Ion Cannon (EMP Pulse 5)
Laser Cannon (Long-ranged 15, Powerful 15)
Rail Gun (Powerful 15, Smash Through Shields 15)
Thermic Lance (Intense Heat 5w, Melt Armour 15, Short-ranged
15)
Proton Torpedo (Area Effect 10, Powerful 5w, Short-ranged 10)
Turbolaser (Rapid Fire 15, Shoot Down Fighters 15)
* Multiple 'units' of Explosives augment each other in both the
Destroy Anything and Must Be Set abilities.
** Grenades have a variety of different types and effects:
Anti-plant, EMP Pulse, Frag, Incendiary, Smoke, Stun, etc.
*** Lightsabres can only be used by Jedi characters.
**** Heavy weapons must be mounted on a vehicle, ship, or artillery
placement of some kind.
Vehicles
Airspeeder (Fast 15, Fly High 15, Maneuverable 15)
Cloud Car (Fast 15, Fly High 20, Maneuverable 10)
Combat Speeder (Armoured 15, Fast 10, Fly High 10, Laser
Cannon)
Landspeeder (Fast 15, Maneuverable 15, Sturdy 15)
Podracer (Fast 5w, Fragile 5w, Turbo Booster 5w)
Skyhopper (Fast 20, Fly High 10, Maneuverable 10)
Speeder Bike (Fast 20, Maneuverable 20)
Swoop Bike (Fast 5w, Fragile 5w, Maneuverable 5w)
I made some modifications of my own to the Force;
Force-sensetives do not have access to them all, and I changed the
names of some of the abilities/added new ones/merged some.
------
Force Sensitive
Your character has an innate but untrained sensitivity to the
Force. The character does not have any real control over his gift,
and he is probably too old to receive proper Jedi training now.
Still, the character's unusual aptitude gives him an edge in many
situations, and the character sometimes has sudden flashes of
insight or unexplained aptitudes that come to the fore in crisis
situations.
You have all 3 Force Affinities at 15 and the Flaw 'Tempted by the
Dark Side' at 15. You improvise feats at -10 but can't learn any.
You might improvise feats involuntarily in stressful
situations.
Control
Body Control, Enhance Ability, Force Resistance, Force Stealth,
Heal Self, Rage (D)
Sense
Empathy, Enhance Senses, Farseeing, Instinctive Astrogation,
Psychometry, See Path, Translation
Alter
Affect Mind, Move Object, Lightning (D)
Force Training
Only a Jedi, Sith or other Force Traditions can select this
keyword. You have each Force Affinity at 17 and know 3 feats. You
can improvise other feats at -10. You have Tempted by the Dark Side
at 15.
This assumes someone of a Padawans level of ability. If the
character is a fully-fledged Jedi Knight, each Affinity is at 5W,
with 4 feats, plus another 6 feats to choose from any
Affinity.
Control
Absorb/Dissipate Energy, Body Control, Burst of Speed, Enhance
Ability, Environment Adaptation, Force Resistance, Force Stealth,
Heal Self, Hibernation Trance, Impossible Leap, Rage (D)
Sense
Battlemind, Detect Life, Drain Knowledge (D), Empathy, Enhance
Senses, Farseeing, Instinctive Astrogation, Psychometry, Read
Surface Thoughts, Sense Surroundings, Sense Force Potential, See
Path, Translation
Alter
Affect Mind, Battle Meditation, Control Mind (D), Drain Energy (D),
Force Light, Force Lightning (D), Heal Others, Illusion, Link,
Malacia, Morichro, Move Object, Plant Surge, Sever Force,
Telepathy
Force Training