Character Creation

  1. Select Species
  2. Choose Fighting Style
  3. Choose Ship Stations
  4. Choose Field Work Roles
  5. Choose Social Roles
  6. Determine Attributes
  7. Select Virtues and Vices
  8. Pick Your starting Class
  9. Finishing Touches

1. Select Species

The first step is for players to select their Species. Obviously a character can only have 1 Species.  The Species provides the Starting Attributes for the character, as well as a Skill based on that Species' background. Finally each Species has a handful of Special Features which set that Species apart from others in the galaxy.

Arkanian

Arkanian 

Description

Arkanian society and history are among the most complex in the Old Republic. At different times in its history, Arkania has belonged to both the Republic and the Sith Empire, and played important roles in each. Knowledge and research are extremely important to the Arkanians, and they are highly skilled academicians and scientists. It is therefore not surprising that Arkania would become a main repository of the history of the Sith Empire, as well as home to vast libraries of information from across the galaxy.

Arkanians are not afraid to profit from their research and high intelligence. Arkanian corporations amass wealth by bringing key medical treatments and technology to the market at opportune times. Many in the galaxy find the Arkanians arrogant and aloof. They are horrified by the direction of some Arkanian research, particularly their work in genetic engineering. Indeed, the Arkanians are known to have transformed entire Species over the course of generations, often to the detriment of the Species.

Even the Arkanian Species itself had not been off-limits to research and genetic engineering. Specific subspecies, such as the Arkanian Offshoots, were engineered for specific tasks. However, the Arkanian Offshoots are less hardy and shorter lived than the original Arkanians- a trait not helped by occasional attempts by racist Purebloods to wipe them out. They also differ in physical appearance, typically in skin tone, eyes, and ears. Reactions to Arkanian Offshoots vary widely within Arkanian society. Much to the horror of the occasional outsiders who visit Arkanian Offshoot communities, some Arkanian regard them as merely tools or as a slave Species. However, such feelings are not universal. Many regard the Arkanian Offshoots as an example of the cruel consequences of Arkanian corporate greed.

Personality: Arkanians are arrogant and regard themselves superior to all other Species. Even those with a more moderate viewpoint still believe themselves to be among the more intelligent Species in the galaxy. As such, they prefer the company of fellow Arkanians.

Physical Description: Arkanians are bipedal humanoids with a near-Human appearance. Arkanian eyes have no visible iris or pupil, and are typically stark white in color. They possess four clawed digits, three fingers and a thumb.

Average Height/Weight: A typical Arkanian stands 1.8 meters tall and weighs 75 kilograms.

Homeworld: The frigid and inhospitable world of Arkania, in the Perave System of The Colonies region.

Languages: Arkanians speak their native tongue of Arkanian, as well as Basic.

Example Names: Arkoh Adasca, Dolvan Genarik, Jaro Salaban, Kalor Nelprin, Marael Kortva, Sulan Bek.

Adventures: Arkanian heroes are typically Diplomats, Engineers, Explorers, Scholars or Slicers. Many attempt to counter the reputation that all Arkanians are greedy, out-of-control scientists out to change the galaxy to benefit Arkanian corporations. Even Jedi Arkanians are met with skepticism and distrust, despite their position.

Medium Size: As Medium creatures, Arkanians have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

As a highly advanced species, Arkanians can pick any Spacefarer Skill and add 1 point to it.

Low-light Vision

Arkanians ignore Shadow Concealment from darkness. However, they cannot perceive colors in total darkness.

Flash of Genius

Arkanians are brilliant with technology. Whenever an Arkanian is attempting to use the Mechanics skill, they can reroll up to 2 dice.

Intellectual Reputation

Arkanian prominence in the galaxy makes many individuals more willing to go along with their ideas. Whenever an Arkanian is trying to use Logic to convince someone of something, they can reroll up to 2 dice.

Starting Attributes

Attribute

Starting Score

Strength

1

Toughness

1

Deftness

2

Agility

2

Intelligence

3

Perception

3

Charisma

2

Confidence

2

Bothan

 

Description

Native to Bothawui, these short, fur-covered humanoids have had hyperspace travel for thousands of years. Bothans use information as a measure of wealth and power, even wielding it as a weapon when necessary. The Bothan SpyNet, one of the largest intelligence agencies during most eras, plays an important role in the Galactic Civil War.

Culturally, Bothans don't believe in direct conflict because it destroys people, material, and even information. They prefer behind-the-scenes manipulation, watching and waiting for information that they can use to gain status and influence. This attitude makes espionage a natural part of their culture. While others often find Bothans to be manipulative and irritating, no one wants to lose access to their SpyNet. As a result, nearly all groups have at least some contact with the Bothans.

Personality: Bothans are curious, manipulative, crafty, suspicious, and even a bit paranoid. They can be irritating, but they are also loyal and brave.

Physical Description: Bothans are covered with fur that ripples in response to their emotional state. They have tapered ears, and both male and female Bothans sport beards. They average about 1.6 meters tall and have a maturity rate and life span slightly greater than Humans.

Average Height/Weight: The typical Bothan stands at 1.6 meters in height, and averages at 55 kilograms in weight.

Homeworld: The industrial world of Bothawui is the birthplace of the Bothans, along with various colony worlds throughout The Mid Rim territories.

Languages: Bothans speak, read, and write both Bothese and Basic.

Example Names: Borsk Fey'lya, Karka Kre'fey, Koth Melan, Tav Breil'lya, Tereb Ab'lon.

Adventurers: Bothan adventures, often SpyNet operatives, engage in daring Spu missions at great personal risk. In addition, many Bothan heroes serve as Soldiers, Scoundrels, and Diplomats. Their curiosity leads some to be Explorers.

Medium Size: As Medium creatures, Bothans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Bothans are extremely socially adept. During character creation, a Bothan can add 1 point to any Social Skill.

Bothan Will

When using the Emotional Control skill with Confidence, Bothans can reroll up to 2 dice when they are resisting the Social Attacks of others.

Deceptive

Bothans are experts with verbal indirection and deception. They can reroll up to 2 dice when they attempt to use the Deception skill.

Irritating

Bothans know how to push the buttons of other races. They can reroll up to 2 dice when they attempt to use the Insults skill.

Starting Attributes

Starting Score

Strength

1

Toughness

1

Deftness

2

Agility

2

Intelligence

2

Perception

2

Charisma

3

Confidence

3

Cerean

 

Description

Cereans are a sophisticated and cultured humanoid Species native to Cerea, a world on the fringes of known space. Their elongated heads distinguish them from most other humanoid Species.

Cereans established contact with the rest of the galaxy shortly before the Galactic Republic was transformed into the Empire, swiftly gaining fame as expert astrogators, cryptographers, and economists. Few patterns or trends escape the notice of a Cerean.

Cerean society is matriarchal, and the Cerean culture's traditional values emphasize living in harmony with nature and minimizing any impact on the environment from technology. The peaceful philosophies of The Jedi appeal to Cereans, and many join the Order.

Personality: Cereans tend to be calm, rational, and extremely logical.

Physical Description: Cereans average about 2 meters tall, with elongated craniums housing binary brains. They have a maturity rate and life span similar to those of Humans.

Average Height/Weight: A typical Cerean male stands at 2.0 meters tall and weighs 78 kilograms, while a typical Cerean female stands at 1.8 meters tall and weighs 58 kilograms.

Homeworld: The blissful planet Cerea.

Languages: Cereans speak, read, and write both Cerean and Basic.

Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.

Adventurers: Cereans who become adventurers do so in spite of their peaceful traditions. Still, when a cause or situation leads down this path, a Cerean tries to keep these traditions intact, avoiding aggression when possible. The binary brain allows a Cerean to constantly weigh both sides in any disagreement and give two points of view equal consideration. This ability extends even to issues surrounding The Force, and a Cerean Jedi often contemplates The Light Side and The Dark Side simultaneously.

Medium Size: As Medium creatures, Cereans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Cereans come from a just and fair world, and so gain 1 point in either Negotiation or Logic.

Binary Mind

Cerean can reroll up to 2 dice if they are attempting to use Logic.

Mind of Reason

A Cerean can reroll up to 2 dice to resist an Emotional Social Attack using Emotional Control.

Perfect Intuition

Cerean can reroll up to 2 dice if they are attempting to use the Insight skill.

Starting Attributes

Strength

2

Toughness

2

Deftness

1

Agility

1

Intelligence

3

Perception

3

Charisma

2

Confidence

2

Chiss

 

Description

Originating on the cold world of Csilla in The Unknown Regions, the Chiss were largely unknown to the greater galactic community until five years after the Battle of Yavin, when a Chiss known as Grand Admiral Thrawn rallied the Imperial remnant and went to war against the New Republic. Even then, the Chiss remained an enigmatic, secretive Species. Their origins were largely unknown, even to the Chiss themselves, though some scientists believe they were descended from an isolated Human colony lost to time.

The Chiss were technologically advanced, keenly interested in art and science, and skilled at mathematics. Though logical in their mindset, they were also appreciative of philosophy, and interested in other cultures. Given their xenophobic tendencies, it comes as no surprise that the Chiss used their understanding of non-Chiss cultures to gain a tactical advantage over potential adversaries.

Chiss society was highly ordered and structured. Rule of law was controlled and enforced by a small number of ruling "Families." These ruling families, also known as clans or houses, were more akin to different branches of government than to actual familial units. As a rule, a Chiss would never knowingly do anything to bring shame upon his or her family, for entire lines have been exiled for the actions of a single family member.

The culture of the Chiss was based on a strict code of conduct. As a rule, they do not attack an opponent unless they are attacked first. Although most Chiss were peaceful, once embroiled in military conflict, they did not relent until their opponents were either totally destroyed, or completely subjugated.

Personality: Many of the galaxy's perceptions of the Chiss and how they behave is initially based on the personality of Grand Admiral Thrawn. As the years passed, it became increasingly obvious that all Chiss are individuals, and that Thrawn was an exceptional member of his Species in a number of ways. As such, the impression of the Chiss held by the galaxy at large is that they are arrogant, aloof, and calculating individuals. While this may be true in some instances, Chiss personalities are as varied as those of any other Species. In general, they tend to be well-educated, artistic, and cautious in their dealings with strangers.

Physical Description: Chiss have deep blue skin and red glowing eyes. The shade of their skin and the crimson of their eyes deepens with the amount of oxygen in the atmosphere that they breathe. They tend to have black hair, though some individuals, especially female Chiss, develop grey hair as they age.

Average Height/Weight: A typical Chiss male stands at 1.85 meters tall and weighs 85 kilograms, while a typical Chiss female stands at 1.7 meters tall and weighs 65 kilograms.

Homeworld: The frigid world of Csilla, in The Unknown Regions.

Languages: Cheunh is the complex and nuance-laden language of the Chiss. Most non-Chiss have difficulty learning the intricacies of Cheunh. Chiss on the other hand, have little difficulty mastering Basic, though most of them are unfamiliar with it.

Example Names: Chiss traditionally have long, tripartite names. When dealing with non-Chiss, these names are abbreviated. Examples of abbreviated Chiss names include Deel, Prakk, Karyce, Lev, Sorn, Szardra, Thrawn, Voss, and Zilvad.

Adventurers: Their keen mental acuity allows the Chiss to excel at nearly any occupation they choose to pursue. While there are no known Chiss Jedi, Force-sensitive Chiss children help navigate the complex Hyperlanes of The Unknown Regions.

Medium Size: As Medium creatures, Chiss have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

The Chiss are very clever and can come to correct conclusions with less data than other species. They can add a skill point to Alertness, Searching or Deduction.

Low-Light Vision

Chiss ignore Concealment (but not Cover Concealment) from darkness.

Infranoid Senses

Chiss can perceive subtle changes in another creature's heat signatures and body language, giving them an edge in social encounters. Whenever a Chiss is attempting to use Insight to gauge another creature it is within 3 meters of, the Chiss can reroll up to 2 dice.

Calm

Chiss are a calm people. Whenever a Chiss is using Emotional Control, they can reroll up to 2 dice.

Calculating

Chiss are clever thinkers and capable of thinking through complex scenarios. Whenever a Chiss is making a Deduction skill check, they can reroll up to 2 dice.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

2

Intelligence

3

Perception

3

Charisma

1

Confidence

1

Duros

 

Description

Tall, hairless humanoids from the Duro System, Duros were one of the first Species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known space feature Duros populations.

The Duros Species has existed on other worlds in isolation from the rest of their kind, evolving in slightly different directions from the baseline Species. The most populous and well-known near-Duros Species are the Neimoidians, a people rarely encountered during The Rebellion Era.

Personality: A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.

Physical Description: Duros average about 1.8 meters tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure.

Average Height/Weight: A typical Duros stands at 1.8 meters tall and weighs 70 kilograms.

Homeworld: The orbiting cities of Duro.

Languages: Duros speak, read, and write both Durese and Basic.

Example Names: Baniss Keeg, Elior, Kadlo, Kir Vantai, Lai Nootka, Monnda Tebbo.

Adventurers: Duros adventurers include hyperspace explorers, star charters, and spacers of all descriptions as Explorers. Some Duros shun exploration in favor of smuggling and trading as Scoundrels, and a small number go into diplomatic professions as Diplomats. They also tend to gravitate toward the sciences, including engineering and astrogation as Engineers.

Medium Size: As medium creatures, Duros have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Duros are highly advanced and can add a point to any Spacefarer skill.

Flawless Pilot

A Duros can reroll up to 2 dice when they are using the Piloting skill.

Spacer's Legs

Duros are light footed and agile and can reroll up to 2 dice when using Acrobatics.

Galactic Mapper

A Duros can reroll up to 2 dice when they are attempting to use Navigation.

Starting Attributes

Strength

2

Toughness

2

Deftness

3

Agility

2

Intelligence

3

Perception

2

Charisma

1

Confidence

1

Droid

 

Description

A Droid is a kind of intelligent robot, a mechanical automaton electronically programmed to act, think, and behave in a certain way.

Droids facilitate various tasks that organic beings find tedious, difficult, or hazardous. They are typically fashioned in the likeness of their creators or in a utilitarian design that stresses function. Their usefulness makes them a common sight on nearly every inhabited world in the galaxy. They provide assistance, advice, and sometimes even friendship to trillions of sentient beings on a daily basis.

Droids are usually property, bought and sold like any other piece of equipment. Although some Droid owners come to think of their Droids as friends, the fact remains that Droids are programmed to serve whoever is designated as their master. To the vast majority of Droids, the concept of Droid independence is unthinkable. Without someone to command them, what would they do?

Even so, ownership and control are two very different things. Droids must do what they are commanded to do to the best of their ability, but their programming dictates how they accomplish their orders. Ordered to find a replacement part for an X-wing, a Droid might commence a systematic search of the repair bay, then the docking facility, then the neighborhood, then the countryside, and so on- all while thinking its actions are perfectly logical. Droids often need very specific instructions to do what their masters command, in a manner meeting their master's expectations.

Occasionally, events conspire to lead a Droid to independence. These so-called "self-owned" Droids are few, but not as rare as many believe. One might hear stories of Droids that escape their masters after years of abuse, or of an entire line of Droids that manifest violent personalities as the result of a programming glitch. However, independent Droids are rarely haywire, rampaging killers. Independent Droids often enter into partnerships with organic beings, particularly on worlds where a lone Droid without a master draws a lot of unwanted attention. Independent Droids sometimes even seek each other out, hoping to find strength and security in numbers. Some independent Droids are thrust into the unlikely role of hero, helping to defend the galaxy from the depredations of evil as personified by the likes of the Empire and the Yuuzhan Vong.

As inorganic mechanical beings, all Droids have certain attributes that affect how they interact with their environment and other beings.

Special Features

Feature Name

Description

Bonus Skill

Most Droids are not capable of wielding weapons of any type due to their programming. 4th-Degree Droids do not have this limitation, however, and are typically equipped with, or are capable of holding weapons. This means that 4th-Degree Droids get a Weapons proficiency. Any other Degree Droid instead gains 1 additional Skill point from the other skill categories (Operations, Ship Stations or Social skills).

Behavioral Inhibitors

Droids (except 4th-Degree Droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed. Furthermore, all Droids must follow orders given to them by their rightful owners, as long as those orders don't require the Droid to harm a sentient living being.

Electric Damage Vulnerability

As electronic constructs, Droids are vulnerable to damage from Ion Weapons (electrical damage). Generally, Ion Damage has the same effects on Droids that Stress has on living beings.

Maintenance

Droids do not sleep, eat, or breathe. However, they do need to enter shutdown mode and recharge for 4 hours after 48 hours of operation. If a Droid fails to do so, it must make a Toughness check each hour Starting at Easy(1), +1 difficulty per additional hour after the first) or suffer 1 Stress.

Reprogrammable

Droids are able to change their Skills, given time and access to the Holonet. A Droid can swap any Skills up to rank 3 for another skill at the same rank. To do so takes 1 hour per skill replaced.

Nonliving

A Droid is immune to Poison, Disease, Radiation, non-corrosive Atmospheric Hazards, Vacuum, Mind-Affecting effects, Stunning effects, and any other effect that only works on living targets. Droids have no connection to The Force and can't allocate points to Force Rating, or learn Force Powers.

Repair

Droids can regain lost Hit Points only through the use of the Repair and Mechanics skills. A Droid can use these skills to repair itself, but it is at a +2 difficulty on its skill check. For Repair and Hit Points, this means that they heal 2 fewer Hit Points than what they rolled. For fixing Injuries, it means that they must roll the Mechanical challenge die 2 more times than they would if they were working on a different droid.

Upgradable

Droids can have various subsystems added to themselves as they have a modular design and are easy to upgrade and repair.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

2

Intelligence

2

Perception

2

Charisma

2

Confidence

2

Ewok

 

Description

Intelligent omnivores native to one of the moons orbiting Endor, Ewoks are almost unknown prior to the battle of Endor. Ewoks live in tree-dwelling tribes with gender-based division of labor; males hunt, forage, and make weapons, while females raise young and handle other domestic tasks. Ewok culture revolves around complex animistic beliefs involving the giant trees of the forest moon.

Although technologically primitive, Ewoks are clever, inquisitive, and inventive. Skittish and wary when first introduced to machines, their curiosity soon overcomes fear.

Personality: Ewoks tend to be curious, superstitious, and courageous, though they can be fearful around things that are strange or new.

Physical Description: Ewoks average about 1 meter tall. Their fur color and pattern varies widely.

Average Height/Weight: A typical Ewok stands at 1.0 meters tall and weighs 30 kilograms.

Homeworld: The Forest Moon of Endor.

Languages: Ewoks speak Ewokese. They have no written form of their language. They can learn to speak Basic.

Example Names: Asha, Chirpa, Deej, Kneesaa, Latara, Logray, Malani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley.

Adventurers: An Ewok adventurer may be motivated by a love of excitement, a natural inquisitiveness, or a warrior's quest. Collecting powerful "Magic" items from fallen opponents is a sure way to earn the respect of the tribe.

Small Size: As Small creatures, Ewoks gain a +1 size bonus to their Reflex Defense and a +2 size bonus on Stealth skill checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.

Special Features

Feature Name

Description

Bonus Skill

Ewoks come from the low tech world of Endor, and so can add 1 point to their Survival or Animal Handling skills.

Ample Foraging

An Ewok is able to gather twice the amount of food, water and shelter materials than others over the same time period. This effectively means that they can reroll up to 2 dice when they use the Survival skill.

Forest Stalker

An Ewok can reroll up to 2 dice if they are using the Stealth skill.

Keen Scent

Ewoks can smell trouble coming from up to 10 meters away. An Ewok can reroll up to 2 dice when using their Perception and the Alertness skill.

Starting Attributes

Strength

1

Toughness

2

Deftness

3

Agility

3

Intelligence

2

Perception

2

Charisma

2

Confidence

1

Gand

 

Description

A strange Species of insect creatures, the Gand have evolved in response to the toxic atmosphere of their homeworld. In fact, two distinct types of Gand exist. The more common has features typical of other Species- lungs and the usual assortment of internal organs. The other type- rarely found outside Gand- has no lungs, and takes in the nutrients it needs through the materials it consumes.

Since the Gand cannot tolerate other atmospheres, and outsiders cannot breathe Gand's atmosphere, the Species of this far-flung world developed without outside interference, resulting in a rich culture with particularities. The most notable aspect of the Gand is their lack of individual identity. A Gand must earn their name, their place, and their uniqueness through personal accomplishments. As such, the lowliest Gand see themselves as nothing more than aspects of the same whole.

The Gand rarely permit non-Gand onto their world. Insular to the point of xenophobia, Gand have learned what can happen to the delicate balance of their society when they allow offworlders to pollute their people with ideas of independence and self-worth. The closest most ever come to the planet's surface are orbiting Space Stations, the principle hubs of Gand trade and commerce.

Personality: Gand seem humble, soft-spoken, and self-deprecating. Until a Gand has achieved something of importance, a Gand refers to itself as simply "Gand." As the Gand achieves more accomplishments, it earns its identity, moving from the third person to the first person and eventually gaining a name. If a Gand missteps or fails, it will likely demote itself until it repairs the damage to its character.

Physical Description: Short, stocky, and fleshy in appearance, Gand have three fingers on each hand, and their faces are lumpy and unsettling. Gand have large, multifaceted eyes that betray little emotion. All Gand encountered off-world use a special breathing apparatus that fits snugly into their facial orifice.

Average Height/Weight: A typical Gand male stands at 1.6 meters tall and weighs 80 kilograms, while a typical Gand female stands at 1.4 meters tall and weighs 70 kilograms.

Homeworld: Gand come from the poisonous world of Gand.

Languages: Gand lack the organs to speak any language other than Gand and, therefore, rely on Transliterators to communicate in other tongues (see below).

Example Names: Muulish, Ooryl, Shoolush, Vaabesh, Zaabahn, Zuckuss.

Adventurers: Gand leave their homeworld for a variety of reasons, usually as exiles, driven forth from their worlds and condemned to wander. Others occupy a singularly unique role as mystic hunters called the Findsmen. Walking the path of truth, as they see it, they explore the galaxy, taking work as guardians, Soldiers, and more commonly, as Bounty Hunters.

Medium Size: As Medium creatures, Gand have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

The Gand are adept at surviving in harsh environments, as well as with tracking other creatures through them. During character creation, a Gand character can gain a point in either Survival or Searching.

Low-light Vision

Gand ignore Shadow Concealment from darkness. However, they cannot perceive colors in total darkness.

Hardy

Gand are a tough species. Whenever a Gand is attempting to resist damage or toxins using Toughness and the Resistance, they can reroll up to 2 dice.

Limb Regeneration

A Gand can regrow a lost limb in 1d10 days. At the end of this time, all Persistent penalties associated with the loss of the limb are removed.

Starting Attributes

Strength

2

Toughness

3

Deftness

2

Agility

2

Intelligence

1

Perception

2

Charisma

1

Confidence

3

Gungan

 

Description

The Gungans are omnivorous humanoids native to the swamps of Naboo. Technologically advanced, they rely mostly on biotech, growing instead of building their homes and production facilities.

While their culture is peaceful, it evolved from a series of long, bloody clan wars, and Gungans still admire strength and Intelligence. Most communities are devoted to farming or manufacturing goods that are then traded to other Gungan settlements, but they will reluctantly trade with the Humans of Naboo.

Personality: Gungans tend to be inquisitive, cautious, and suspicious.

Physical Description: Gungans range from 1.6 to 2 meters tall, with two eyestalks, floppy ears, and long tongues.

Average Height/Weight: A typical Gungan stands at 1.8 meters tall and weighs 70 kilograms.

Homeworld: The serene world of Naboo.

Languages: Gungans speak, read, and write both Gunganese and Basic.

Example Names: Fassa, Jar Jar, Rugor, Tarpals, Toba, Tobler Ceel, Yoss.

Adventurers: Many Gungans leave their underwater cities to explore as Explorers. Since the treaty with the Humans of Naboo, some Gungans- perhaps driven by an impulse to regain the warrior spirit of old as Soldiers- have taken a larger step into galactic society.

Medium Size: As Medium creatures, Gungans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Gungans are excellent swimmers and physically very coordinated (some members notwithstanding). They can choose a point of Athletics or Acrobatics.

Expert Swimmers

Gungans can reroll up to 2 dice, and adds +2 dice to their dice pool if they are using the Athletics skill for swimming.

Lung Capacity

Gungans can hold their breath for up to 10 minutes.

Lightning Reflexes

Gungans can reroll up to 2 dice if they are rolling their Alertness skill.

Low-Light Vision

Gungans ignore Concealment (But not Cover Concealment) from darkness.

Starting Attributes

Strength

2

Toughness

2

Deftness

3

Agility

2

Intelligence

1

Perception

2

Charisma

3

Confidence

1

Gran

 

Description

Gran originally came from the world and system of Kinyen in The Expansion Region. They are longtime members of galactic society, with numerous colonies. Although most of these colonies are peaceful, their colony on Malastare quickly became embroiled in a bitter conflict with the native Dugs, forcing the Gran to act aggressively to protect themselves.

Gran

Gran place society over self, and they receive training that complements both their personal talents and society's needs. The desire to maintain balance within society caused the Gran to establish alien-only areas of Kinyen. This was intended to restrict alien influence and avoid trouble between Species, such as what happened on Malastare. During The Dark Times, the Empire has pushed the Gran leadership to grant access to all areas. When the Gran refused, Kinyen was subjected to orbital bombardment. The Kinyen Gran relented, but the incident inspired many Gran to resist the new Empire.

Personality: Gran are highly social and unable to stand solitude, or isolation from other Gran, for any length of time. Most are talkative, friendly, and hospitable. They are slow to anger. Gran friendships are for life. Gran from Malastare and other colonies follow looser social codes than those from the homeworld .

Physical Description: The beige-skinned Gran have three distinctive eye stalks with pitch-black eyes, ahead of small horns and large, triangular ears. Males and females have similar builds.

Average Height/Weight: A typical Gran stands 1.6 meters tall and weighs 80 kilograms.

Homeworld: Kinyen, with colonies on many other worlds, including Hok and Malastare.

Languages: Gran speak, read, and write their own language of Gran, as well as Basic.

Example Names: Ainlee Teem, Aks Moe, Ask Aak, Baskol Yeesrim, Cera Vixe, Cruegar, Kea R- Lan, Mawhonic, Nadin Paal, Ree-Yees, Vee Naaq.

Adventurers: Heroic Gran are often Nobles, Scoundrels, Scouts, and bounty hunters. Prior to The Dark Times, Gran Jedi were common, and it is possible that some survived the initial Jedi Purge. After the bombardment of Kinyen, individualistic Gran find themselves open to other methods of serving society, looking for new ways to resist the Empire.

Medium Size: As medium creatures, Gran have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

The Gran are very good with ranged weapons. They gain a Ranged Weapon Proficiency.

Low-light Vision

Gran ignore Shadow Concealment from darkness. However, they cannot perceive colors in total darkness.

Innate Accuracy

Gran can reroll up to 2 dice if they are making a Ranged Weapon or Thrown Weapon attack.

Target Awareness

Gran can ignore penalties from distance when using a Ranged Weapon.

Starting Attributes

Strength

2

Toughness

2

Deftness

3

Agility

1

Intelligence

2

Perception

3

Charisma

1

Confidence

2

Human

 

Description

Humans dominate the Core Worlds and can be found in virtually every corner of the galaxy. They are the ancestors of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. As a Species, Humans are physically, culturally, and politically diverse. Hardy or fine, light-skinned or dark, Humans remain one of the most dominant Species throughout all eras of play.

Personality: Human personality runs the gamut of possibilities, though members of this Species tend to be highly adaptable, tenacious, and willing to keep striving no matter the odds. They are flexible and ambitious, diverse in their tastes, morals, customs, and habits.

Average Height/Weight: A typical Human male stands at 1.8 meters tall and weighs 75 kilograms, while a typical Human female stands at 1.6 meters tall and weighs 55 kilograms.

Homeworlds: Various, including Coruscant, Corellia, Naboo, Tatooine, and Alderaan.

Languages: Humans speak, read, and write Basic. They often learn other languages as well, including obscure ones.

Example Names: Anakin, Arani, Bail, Ben, Biggs, Boba, Corran, Dack, Dané, Galak, Garm, Han, Jango, Jodo, Lando, Leia, Luke, Mace, Mara, Obi-Wan, Owen, Padmé, Qui-Gon, Sia-Lan, Rann, Talon, Vor'en, Wedge, Winter.

Adventurers: Humans aren't afraid to try anything, and Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious Species. A Human can earn glory by amassing power, wealth, and fame. More than any other Species, Humans champion causes rather than territories or groups.

Medium Size: As Medium creatures, Humans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus (Weapon) Proficiency

Humans come from a wide variety of worlds, and as such can pick any of the weapon proficiencies.

Highly Flexible

You can allocate a total of 2 bonus points to your Attributes, instead of the normal 1, however you cannot raise an Attribute above 3 during character creation.

Highly Skilled

You can allocate 4 extra Skill Points. Each extra point must be to a different one of the four sections, this can be to a new skill or an existing skill:

  • Social Skills
  • Ship Stations
  • Operator Skills

* However you cannot raise a skill above rank 3 during character creation.

Highly Motivated

Humans are "Team Players" and as such they gain 1 additional point of Motivation whenever their group receives Motivation.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

2

Intelligence

2

Perception

2

Charisma

2

Confidence

2

Human Replica Droid (HRD)

 

Description

Human Replica Droids, or HRDs, are sophisticated synthskin and biofiber-covered Droids designed to be nearly indistinguishable from Humans. Their design was similar enough to Human anatomy that even high-quality medical scanners were not always able to identify them as inorganic, although they were able to discern some differences from the typical Human. They were sometimes referred to as "Meatdroids" or "Droid Clones." Unlike true clones, a droid clone could be created in under three months.

These Replica Droids were originally designed by the Alliance to Restore the Republic to infiltrate and replace Imperial personnel, but their funding ultimately ran out, causing them to abandon the project. Ironically enough, The Empire completed and perfected the Replica Droid's design, though they were never put into any major use.

Personality: Replica Droids are loyal firstly to their creators, though those that become self-aware often attempt to escape that life, setting out on their own in a quest of self-discovery. Self-aware Replica Droids prize freedom and individualism above their own lives, as their creation has given them unique insight into the value of life.

Physical Description: Replica Droids are identical in appearance towards the Species they are replicating (typically Human, though there are rare exceptions). While it is possible to alter its appearance in any way they wish, a Replica Droid rarely does so as it removes their ability to blend in.

Average Height/Weight: Replica Droids height is based completely on the size of the Species they are replicating, and their metal bodies cause them to be double the weight of the replicated Species.

Homeworld: None, though most Replica Droids consider the planet of their creation their homeworld.

Languages: All Replica Droids can understand and speak Binary (one of the few Species that can), and additionally learn the native tongue of their replicated Species (typically Basic).

Example Names: Varies, typically dependent on the Species being replicated.

Adventurers: Replica Droids bound to their creators will perform their masters' bidding; and those that escape typically live a life of peace, or go on an adventure of self-discovery. Most Replica Droids fit into the roles of Spies, although as Droids they are incapable of becoming Jedi.

Special Features

Feature Name

Description

Bonus Skill

Replica Droids gain a point in whatever Skill that the creator wishes them to be proficient in so as to complete the deception.

Deceptive

Replica Droids are designed for deception, and as such they are really good at it. Whenever a Replica Droid is using Deception to pass themselves off as someone else, they can reroll up to 2 dice.

Self-Repairing

Replica Droids have simulated biological systems, including a self-healing system. This allows them to restore 1 Hit Point per hour of rest, as if they were biological.

Reprogrammable

Replica Droids are able to change their Skills, given time and access to the Holonet. A Replica Droid can swap any Skills up to rank 3 for another skill at the same rank. This takes 1 hour per Skill changed.

Restraining Bolt Resistant

Replica Droids are not subject to the effects of Restraining Bolts, and are able to move regardless of their application.

Resistant to Electricity

Replica Droids do not share the Droid weakness to the Ionic / Electrical damage type.

Hard to Repair

A Replica Droid cannot be repaired easily like a regular Droid, due to their complex and non-modular simulated biological systems. Any attempt to use the Repair and Mechanics skills on a Replica Droid is at +1 difficulty. This means that the Repair skill heals 1 less, and the Mechanics skill requires 1 extra progress on the dice roll.

Maintenance

Replica Droids do not sleep, eat, or breathe. However, they do need to enter shutdown mode and recharge for 4 hours after 48 hours of operation. If a Replica Droid fails to do so, it must make a Resistance check each hour starting at Very Easy (0), +1 per additional hour after the first) or suffer 1 Stress.

Nonliving

A Replica Droid is immune to Poison, Disease, Radiation, non-corrosive Atmospheric Hazards, Vacuum, Mind-Affecting effects, Stunning effects, and any other effect that only works on living targets. Droids have no connection to The Force and can't allocate points to Force Rating, or learn Force Powers.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

2

Intelligence

2

Perception

2

Charisma

2

Confidence

2

Ithorian

 

Description

Ithorians are tall humanoids whose appearance leads many to refer to them colloquially as "Hammerheads." Peaceful and gentle, Ithorians are widely recognized as talented artists, brilliant agricultural engineers, and skilled diplomats.

Ithorians are perhaps the greatest ecologists in the galaxy, devoting their technology to preserving the natural beauty of their homeworld's jungles. They live in "Herds," dwelling in cities that hover above the surface of their planet and striving to maintain the ecological balance in the "Mother Jungle."

Ithorians also travel the galaxy in massive "Herd Ships," masterpieces of environmental engineering that carry a perfect replica of their native jungle. Many look forward to trading for the exotic wares the Ithorians bring from distant planets.

Personality: Ithorians tend to be calm, peaceful, tranquil, and gentile.

Physical Description: Ithorians are humanoid, ranging in height from 1.8 to 2.3 meters tall, with long necks that curl forward and end in dome-shaped heads. They have two mouths, one on each side of their neck, producing a stereo effect when they talk.

Average Height/Weight: A typical Ithorian stands at 2.0 meters tall and weighs 90 kilograms.

Homeworld: The jungle world of Ithor, or a specific Herd Ship.

Language: Ithorians can read and write both Basic and Ithor. When they speak the languages, they speak in a stereophonic voice.

Example Names: Fandomar, Momaw, Oraltor, Tomia, Trangle, Umwaw.

Adventurers: Ithorians tend to concentrate on peaceful professions. They love to meet new beings and see new places. Often, wanderlust leads them to explore the greater galaxy as Explorers, before they eventually return home.

Medium Size: As Medium creatures, Ithorians have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Ithorians are often trained in the medical sciences, and can select First Aid or Medicine and add 1 Skill Point to that skill.

Devastating Bellow

As an Action, an Ithorian can open all four of its throats and emit a terrible subsonic Bellow. All creatures that can hear within a 30 foot cone must make a Toughness + Resistance check against an attack value of 5 Sonic Damage. The Ithorian suffers 1 Stress each time they use this move.

Nature Specialist

Whenever an Ithorian is making a Scanner check they can reroll up to 2 dice.

Survival Instinct

Whenever an Ithorian is making a Survival check, they can reroll up to 2 dice.

Starting Attributes

Strength

2

Toughness

1

Deftness

2

Agility

1

Intelligence

3

Perception

2

Charisma

2

Confidence

3

Kel Dor

 

Description

The Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common nitrogen/oxygen atmospheres. Conversely, Dorin's atmosphere is toxic to most non-native life.

On other planets, Kel Dor dwellings provide their native atmosphere (stored in large tanks). When outside, Kel Dor must wear breath masks and goggles. They can neither see nor breathe without these devices. Most Kel Dor breath masks include vocoders that amplify the wearer's speech; while their vocal cords function normally in their native atmosphere, Kel Dor must shout to provide sound in other environments. Their eyesight however, is enhanced when they are away from Dorin.

Personality: Calm and kind, the Kel Dor never turn away a being in need. Still, most believe in quick, simple justice (even engaging in vigilantism).

Physical Description: The average Kel Dor stands between 1.6 and 2 meters tall. Their skin ranges from peach to deep red, and most have black eyes.

Average Height/Weight: A typical Kel Dor stands 1.8 meters tall and weighs 70 kilograms.

Homeworld: The technological planet of Dorin.

Languages: The Kel Dor can speak, read, and write both Basic and Kel Dor.

Example Names: Dorn Tlo, Plo Koon, Torin Dol.

Adventurers: Kel Dor commonly become Diplomats , Bounty Hunters, and Jedi (Force Users). Given their altruism and sense of justice, many enter law enforcement.

Medium Size: As Medium creatures, Kel Dor have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

The highly aware Kel Dor gain a point in either Alertness, Searching or Insight.

Justice Seeker

A Kel Dor can add +2 dice to their dice pool when standing up to a bully or attempting to rescue someone in need.

Read the Winds

A Kel Dor can add +2 dice to their dice pool when trying to detect a creature within 10 squares.

Environmental Resistance

A Kel Dor can add +2 dice to their dice pool when trying to resist the effects of environmental hazards or temperatures.

Starting Attributes

Strength

1

Toughness

2

Deftness

2

Agility

2

Intelligence

2

Perception

3

Charisma

2

Confidence

3

Miraluka

 

Description

Miraluka are remarkably similar to Humans, except for two important and distinctive differences. Miraluka have no eyes, but they have a natural ability to "see" by using The Force. Since they appear Human- including their speech and mannerisms- Miraluka attempt to blend with Humans when traveling throughout the galaxy.

Thus, estimating how often they travel or how many live off their home planet of Alpheridies is difficult, but the number is relatively low. To make matters worse, the Sith Lord Darth Nihilus consumed the colony of Katarr after The Jedi Civil War. Currently, no major centers of Miraluka life exist outside of their homeworld and colonies, though individuals might be encountered anywhere in the galaxy.

It is highly unusual for an entire sapient Species to be Force-sensitive. Given their connection to The Force, it is common for Miraluka to join The Jedi Order. In fact, several Miraluka became central figures in shaping the Jedi traditions after The Jedi Civil War. The strength of a Miraluka's connection to The Force varies by individual. Miraluka who are not powerful enough to become full-fledged Jedi serve the Order in supporting roles. Most live lives similar to that of a normal Human.

Miraluka and Humans tend not to intermarry, given the unpredictable and often unhappy genetic results. A rare exception is Krynda, daughter of a Miraluka father and a Human mother. She was born with both Force Sight and functioning Human eyes.

Personality: Miraluka are a thoughtful, cautious, and deliberate Species. They have little interest in personal gain or glory. Some have a strong desire to follow their own path, due to their connection to The Force. They remain committed once a course of action is selected.

Physical Description: Miraluka are similar to Humans. They cover their featureless eye sockets with cloth or visors, especially when training.

Average Height/Weight: A typical Miraluka stands 1.8 meters tall and weighs 75 kilograms.

Homeworld: The terrestrial world of Alpheridies in the Abron System, in The Expansion Region.

Languages: Miraluka speak Miralukese and Basic. They can read and write by "Seeing" through The Force.

Example Names: Damaya Guru, Embrul Joff, Jerec, Q'Anilia, Shoaneb Culu, Visas Marr, Zebron Tadro.

Adventurers: Miraluka adventurers are almost always Force-sensitive. They can be of any Class, but are often Jedi.

Medium Size: As Medium creatures, Miraluka have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Since Mira Luka don't rely on sight, they are not limited by it and gain 1 point in either Alertness or Searching.

Force Sight

Although blind, Miraluka can "see" by using The Force. They act normally, without taking any penalties for blindness when in the presence of living creatures, or life of any kind. This trait enables them to make Perception checks, and read and write as a sighted person.

Effective Low-light vision & Echolocation

They can ignore the effect of darkness as if they had Low-light vision. Miraluka cannot, however, detect creatures that are "invisible" to The Force such as the Yuuzhan Vong and the Ysalamiri. These creatures have Cover Concealment from Miraluka, as do creatures in areas that dampen or suppress The Force.

Additionally, Miraluka ignore all penalties to Perception checks from Cover and Shadow Concealment. Miraluka do not increase the DC of Use the Force checks made to Sense Surroundings against targets with Total Cover.

Force Rating Bonus

Miraluka all begin the game with 1 point in Force Rating, which they use in place of their Perception for vision-based checks.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

2

Intelligence

2

Perception

1

Charisma

2

Confidence

3

Force Rating

1

Mirialan

 

Description

Mirialans are a Species of Near-Humans native to the planet Mirial. They are devoted and skillful people who have long practiced a religion centering on an understanding of The Force through individual actions shaping destinies.

Mirialans are easily spotted by their traditional geometric pattern tattoos which indicate when a Mirialan has completed a specific task or achieved a significant goal.

Personality: Mirialans are a focused race, spending their time perfecting whatever path they choose to pursue. Mirialans also tend to be determined individuals, rarely backing down from their decisions once they have made them.

Physical Description: Mirialans are humanoids with skin color ranging from yellow-green to a pale blue-green. Their eyes are usually blue or green, with orange more rarely; and their hair is typically black or brown. They average the same heights as Humans, though they tend to be slightly lighter.

Homeworld: The planet of Mirial, a frigid desert world in The Outer Rim. Mirial has repeatedly left The Republic throughout history, notably joining The Sith Empire during the Jedi Civil War and The Confederacy of Independent Systems during the Clone Wars.

Languages: Mirialans practice their own intricate language of Mirialan.

Example Names: Arwen Cohl, Bariss Offee, Fortris Gall, Hylo Visz, Luminara Unduli, Teela Kaarz, Vernestra Rwoh.

Adventurers: Mirialans adventure for the same reasons as most humanoid races, though they do so with a tenacity not found in most Species. Mirialans are often Explorers or Bounty Hunters, though some do become Soldiers. Mirialans have long practiced a primitive Force-based religion, and some have taken the mantle of Jedi. Mirialan Force-users are often renowned for their skill and their dangerous agility in combat.

Medium Size: As Medium creatures, Mirialans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Mirialans are well trained by their culture's schools. They can choose one Field Operations skill to add 1 Skill Point.

Extra Bonus Skill

Mirialans get an extra skill point, they can use it on any of the three categories of skills (Shipstation, Field Operations, or Social).

Cool Under Pressure

Mirialans are calm and collected, whenever they are using the Emotional Control skill, they can reroll up to 2 dice.

Enhanced Agility

Mirialans are faster and more agile than other races. When a Mirialan is making an Acrobatics check they can reroll up to 2 dice.

Starting Attributes

Strength

2

Toughness

1

Deftness

3

Agility

3

Intelligence

1

Perception

2

Charisma

2

Confidence

2

Mon Calamari

 

Description

Amphibious land-dwellers, the Mon Calamari share their Outer Rim homeworld with the aquatic Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari suffered under great oppression under The Galactic Empire; thus, it was one of the first worlds to declare support for The Rebel Alliance.

Mon Calamari are widely recognized for their keen analytical and organizational abilities, and they have developed a reputation as being among the foremost ship designers in the galaxy. They see everything they create as a work of art, not just a tool or weapon.

Personality: Creative, quiet, and inquisitive, the Mon Calamari are dreamers who cherish peace, but aren't afraid to fight for the causes they believe in.

Physical Description: The average Mon Calamari stands 1.8 meters tall. They have high-domed heads, large eyes, and smooth, mottled skin.

Average Height/Weight: A typical Mon Calamari stands at 1.8 meters tall and weighs 72 kilograms.

Homeworld: The watery world of Mon Calamari.

Languages: The Mon Calamari can speak, read, and write both Mon Calamarian and Basic. Most tend to also learn Quarrenese as well.

Example Names: Ackbar, Bant, Cilhal, Ibtisam, Jesmin, Oro, Perit, Rekara.

Adventurers: Mon Calamari seek their dreams among the stars. They are idealistic and daring, often attaching themselves to causes that seem hopeless or lost right from the start. They strive to prove that even thinkers and dreamers can be brave and daring when the need arises.

Medium Size: As Medium creatures, Mon Calamari have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Mon Calamari are born engineers, and as such can gain a point in either the Mechanics or Repair skills.

Fast Swimmer

Mon Calamari are great swimmers. Whenever a Mon Calamari is using their Athletics for swimming, they can add +2 dice to their dice pool.

Amphibious

As amphibious creatures, Mon Calamari can't drown in water.

Shipwright

Mon Calamari are born shipwrights, and can squeeze more power out of a system than others. If a Mon Calamari is at a ship's Engineering Station, they can allocate 1 additional Power Point to any station, in excess of the ship's normal power supply.

Scientific Senses

Mon Calamari have sharp senses. Whenever a Mon Calamari is using Perception for Searching, they can reroll up to 2 dice.

Starting Attributes

Strength

2

Toughness

1

Deftness

3

Agility

2

Intelligence

3

Perception

1

Charisma

2

Confidence

2

Nagai

 

Description

Honorable, mysterious, violent, and sinister. All these words and more describe the Nagai people. They first appeared to be galactic invaders, until it was revealed that the Nagai were escaping their long-time enemies, the Tofs. Initially hostile to The New Republic, the Nagai eventually formed an alliance of convenience with The New Republic in an attempt to achieve victory in their war against the Tofs.

The Nagai are charismatic- a quality that is, by and large, a product of their enhanced vocal range, which allows them to tailor their speech to be more soothing. They are driven by a strong sense of personal honor, which is tempered by their own individualities. The Nagai fear nothing aside from a loss of freedom, symbolized by the return of the enemy that once enslaved their people. They have little concern for individuals outside of their own families, and they only endeavor to aid others if it serves their purposes or if they are bound by honor to do so.

Melee combat, especially the use of edged weapons, is highly integrated into Nagai culture. It is a rare Nagai who does not display an expert's hand in the use of blades of all sizes.

Personality: Nagai tend to be disciplined, focused, and passionate. They kill without hesitation if honor would be served by the act, and they take great pride in hard-fought victories. They possess a grim wit that, when combined with their soothing voices, can often set enemies off-balance.

Physical Description: Nagai possess straight black hair, dark eyes, porcelain-white skin, and slender builds. No two Nagai dress the same, and they take great pains to express their own individual sense of style.

Average Height/Weight: A typical Nagai male stands at 1.8 meters tall and weighs 60 kilograms, while a typical Nagai female stands at 1.6 meters tall and weighs 45 kilograms.

Homeworld: Nagi, a world in The Unknown Regions. Few non-Nagai know its exact location.

Languages: Nagaian, a musical and lilting speech riddled with slight variations of pitch and tone that blend easily with the natural soothing voice of the Nagai. Other Species can learn the language but rarely master it.

Example Names: Den Siva, Harmon Sho, Hol B'shaki, Krai H'voc, Lusubrin T'shkali, Mendo, Nir Kento, Ozrei, Rei, Sin Shai, Tai, Taru.

Adventurers: Nagai freely pursue any vocation that pleases them, and Nobles, Scoundrels, Scouts, and Soldiers are common. A number of Nagai have become Jedi, although there are no known Force Traditions among the Nagai people.

Medium Size: As Medium creatures, Nagai have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Nagai learn all types of weapons, but tend to prefer vibro-blades, and as such gain the Blades Weapon Proficiency.

Lightning Reflexes

Nagai are fast on their feet and can react quickly. Whenever a Nagai is in a dangerous situation, they can reroll up to 2 dice for an Alertness or Initiative roll.

Soothing Voice

A Nagai may add +2 dice to their dice pool when they are attempting to Flatter or Negotiate, so long as the target can hear their voice.

Blade Mastery

Nagai can reroll up to 2 dice with any bladed weapon, which does not include Lightsabers.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

3

Intelligence

1

Perception

2

Charisma

3

Confidence

1

Nautolan

 

Description

Nautolans are one of the sentient Species native to the planet Glee Anselm. Their language, Nautila, evolved underwater and is heavily tied to pheromones. Out of water, Nautila loses much of its meaning. As a result, Nautolans learn another language, typically either Basic or Anselmian, the language of the Anselmi people, who are native to Glee Anselm's land masses.

Even though they are aquatic, Nautolans have little difficulty living in climates that would be uncomfortable for other amphibians. They are a hardy Species, due in part to the extra cartilage that supports their skeletal structures. Given their aquatic origins, they are excellent swimmers.

Personality: Nautolans are loyal and steadfast companions. They wear their moods on their proverbial sleeves, expressing both joy and despair with equal zeal. Though polite and civilized under most circumstances, Nautolans tend to reflect the moods of others around them. The tendrils on their heads sense the pheromones released by others. This can inadvertently affect a Nautolan's disposition- for better or for worse. Despite their peaceful nature, Nautolans are not above defending themselves.

Physical Description: Nautolans have thick green skin that is covered in dark, mottled spots. Their large, black eyes allow them to see well in dim light. Each Nautolan's head is crowned by long, tentacle-like tendrils, which the Nautolan decorates with leather bands, metal rings, or beaded ties.

Average Height/Weight: A typical Nautolan stands at 1.8 meters tall and weighs 75 kilograms.

Homeworld: The oceanic world of Glee Anselm, located in The Mid Rim.

Languages: Nautolans speak their native language of Nautila, an underwater language reliant on pheromones as much as sound. Out of water, most Nautolans speak Basic or Anselmian.

Example Names: Hiskar Dorset, Kit Fisto, Ploss Niklos, Renko Losa, Pin Mako, Setel Yast.

Adventurers: Nautolans crave adventure and are as likely to be Nobles or Scoundrels as they are to be Scouts or Soldiers. There have also been several notable Nautolan Jedi.

Medium Size: As Medium creatures, Nautolans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Durable

Nautolan are physically tough due to their time spent under intense pressures near the bottoms of their homeworld's oceans. Because of this a Nautolan gains a +2 Armor difficulty whether or not they are wearing armor.

Fast Swimmer

Nautolans are great swimmers. Whenever a Nautolan is using their Athletics for swimming, they can add +2 dice to their dice pool.

Amphibious

As amphibious creatures, Nautolans can't drown in water.

Low-Light Vision

Nautolans ignore Concealment (but not Cover Concealment) from darkness.

Pheromonal Sensor

Nautolans have special sensory organs which allow them to detect changes in heat and smell, often allowing them to detect deceptions. A Nautolan can reroll up to 2 dice if they are using an Insight check.

Starting Attributes

Strength

3

Toughness

3

Deftness

1

Agility

2

Intelligence

2

Perception

2

Charisma

1

Confidence

2

Quarren

 

Description

The Quarren hail from the distant Outer Rim planet of Mon Calamari, sharing the world with the sentient humanoid Species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep recesses of the oceans.

Offworld, Quarren generally stay clear of galactic politics. Instead, they often become involved with shadowy occupations such as pirates, smugglers, and spy networks. Many Quarren blame both the Empire and the Rebels (even more than the Mon Calamari) for their homeworld's devastation during the Galactic Civil War.

Personality: Practical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism.

Physical Description: The average Quarren stands 1.8 meters tall. They have leathery skin and heads that resemble four-tentacled squids, hence the name "Squid Head" sometimes used by others.

Average Height/Weight: A typical Quarren stands at 1.8 meters tall and weighs 72 kilograms.

Homeworld: The watery planet Mon Calamari.

Languages: Quarren speak, read, and write Quarrenese and Basic. They tend to also learn Mon Calamarian as well.

Example Names: Kelmut, Seggor, Tessek, Tsillin, Vekker, Vuhlg.

Adventurers: Quarren leave their homeworld to escape their dependency on the Mon Calamari. They tend to seek out the fringes of society, operating as Smugglers or Diplomats in criminal organizations.

Medium Size: As Medium creatures, Quarren have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

As an aggressive species, Quarren learn how to dominate others. A Quarren character can gain a point in either the Insults or Intimidation skills.

Fast Swimmer

Quarren are great swimmers. Whenever a Quarren is using their Athletics for swimming, they can add +2 dice to their dice pool.

Amphibious

As amphibious creatures, Quarren can't drown in water.

Low-Light Vision

Quarren ignore Shadow Concealment from darkness.

Persuasive

A highly persuasive species, Quarren can reroll up to 2 dice if they are using their Charisma for Negotiation.

Starting Attributes

Strength

2

Toughness

2

Deftness

3

Agility

1

Intelligence

1

Perception

2

Charisma

2

Confidence

3

Rodian

 

Description

Rodians hail from the Tyrius System of The Mid Rim, their homeworld humid and choked with heavy rain forests teeming with dangerous life forms. In this hostile environment, the Rodians evolved into brutal hunters and killers to survive. As a result, Rodian culture centers around the concept of "The Hunt." Their art glorifies violence and the art of stalking prey. The more intelligent and dangerous a hunter's prey, the more honorable the hunt. Rodians have numerous annual festivals that exist solely to honor such activities.

Since joining the rest of the galaxy's space faring Species, the Rodians have come to view bounty hunting as the most honorable profession in existence, and many have found great success in this field.

Personality: Rodians tend to be violent, tenacious, and dedicated.

Physical Description: Rodians are humanoid, with multifaceted eyes, a tapered snout, and deep green skin, the average Rodian stands 1.6 meters tall.

Average Height/Weight: A typical Rodian stands at 1.6 meters tall and weighs 60 kilograms.

Homeworld: The industrial world of Rodia.

Languages: Rodians speak, read, and write both Rodese and Basic, and many learn to speak Huttese as well.

Example Names: Andoorni, Beedo, Chido, Doda, Greedo, Greeata, Kelko, Navik, Neela, Neesh, Wald.

Adventurers: Rodian adventurers leave their homeworld to improve their skills, hoping to one day return and claim the title of Hunt Master. To this end, they take on roles that allow them to flex their hunting skills and increase their battle prowess, most commonly working as Bounty Hunters or Mercenaries as Soldiers.

Medium Size: As Medium creatures, Rodians have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Because Rodia is such a dangerous homeworld, most Rodians begin the game with 1 point in either the Survival or Navigation skills.

Survival Instincts

Rodians are taught wilderness survival from a young age. Whenever a Rodian is using the Survival skill, they can reroll up to 2 dice.

Master Tracker

Whenever a Rodian is in Stealth, they can reroll up to 2 dice for Alertness and Searching skill rolls.

Low-Light Vision

Rodians ignore Concealment (but not Cover Concealment) from darkness.

Fringe Benefits

Reduce the cost of goods bought on the Black Market by 50%.

Starting Attributes

Strength

1

Toughness

1

Deftness

3

Agility

3

Intelligence

2

Perception

2

Charisma

2

Confidence

2

Sullustan

 

Description

To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet's numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from all over the galaxy to visit them. Living underground helped the Sullustans to develop acute senses, and they are renowned for their navigational and piloting skills.

This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest non-Human-owned interstellar corporations in the galaxy. In fact, the company was so powerful that it has become the official government of Sullust, and more than half the plant's population is on its payroll.

Personality: Sullustans tend to be pragmatic, pleasant, and fond of practical jokes.

Physical Description: Sullustans are humanoid with large eyes, big ears, and jowls. The average Sullustan stands 1.5 meters tall.

Average Height/Weight: A typical Sullustan stands at 1.5 meters tall and weighs 55 kilograms.

Homeworld: The volcanic, technological world of Sullust.

Languages: Sullustans speak, read, and write Sullustese and Basic.

Example Names: Aril Nunb, Dllr Nep, Nien Nunb, Sian Tevv, Syub Snunb.

Adventurers: Sullustan adventurers enjoy exploring the galaxy as Explorers, conducting business as Diplomats, and pulling pranks as Scoundrels to see how others react. They are inquisitive and love to discover things through personal experience, sometimes being a bit reckless.

Medium Size: As Medium creatures, Sullustans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Because of the harshness of their homeworld, Sullustans gain 1 point in Athletics.

Darkvision

Sullustans ignore Shadow Concealment from darkness. However, they cannot perceive colors in total darkness.

Expert Climber

Sullustans are experts at climbing in their underground homes. A Sullustan can reroll up to 2 dice whenever they use the Athletics skill for climbing.

Disarming Charm

Sullustans are friendly and gregarious. Whenever a Sullustan is trying to make friends, they can reroll up to 2 dice, when they are attempting to Flatter or are Carousing.

Starting Attributes

Strength

2

Toughness

2

Deftness

2

Agility

1

Intelligence

3

Perception

1

Charisma

3

Confidence

2

Togruta

 

Description

Togruta are natives of the planet Shili, a world of dense forests, wild scrublands, and ever-growing urban areas. The most striking features of Togruta are their brightly colored horns, head, head-tails, and skin. These patterns serve as a sort of camouflage that helps them stalk prey through the red and white, meter-tall turu-grass of the scrublands.

Togruta are natural pack hunters and work effectively in large groups. Individualism is generally discouraged, but despite this fact, most Togruta leaders gain power and prestige through expressions of individuality.

Outsiders often believe that Togruta are venomous. Although no one knows how the rumor was started, Togruta do use their sharp incisors to kill one of their favorite meals, the small, rodent like Thimiars.

Personality: Togruta are social, outspoken, perceptive, and attentive. They prefer to work in groups and are adept at complex social interaction within a known group.

Physical Description: A Togruta has an oval face flanked by striped, curved horns and a long head tail. Elaborate red and white patterns adorn the face, while a Togruta's body and limbs display red and white stripes.

Average Height/Weight: A typical Togruta stands 1.7 meters tall and weighs 75 kilograms.

Homeworld: Shili in The Expansion Region, a planet featuring small communities within dense forests and hidden valleys.

Languages: Togruta are taught their Species language of Togruti, and most later learn Basic.

Example Names: Ahsoka Tano, Ashla, Codi Ty, Creev Zrgaat, Dyani Zaan, Jir Taalan, Qusak Laal, Raana Tey, Shaak Ti, Vika Saaris.

Adventurers: Strong-willed, highly independent Togruta leave their homeworld to "Hunt among the stars." Togruta are often Diplomats, Explorers or Soldiers, or may become Jedi, but can belong to any Class.

Medium Size: As Medium creatures, Togruta have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Togruta are all taught to hunt as part of their world's initiation rites. As such all Togruta get a point in Survival or Animal Handling.

Stealthy

Togruta are naturally stealthy. When a Togruta is using Stealth they can reroll up to 2 dice for Stealth or Observation.

Spatial Awareness

Togruta can sense their surroundings using passive echolocation. Togruta reroll up to 2 dice when making Perception checks for Searching.

Pack Hunter

Togruta deal an additional 2 damage dice on melee attacks against opponents they Flank.

Starting Attributes

Strength

1

Toughness

1

Deftness

3

Agility

2

Intelligence

2

Perception

3

Charisma

2

Confidence

2

Trandoshan

 

Description

The reptilian Trandoshans are known for their great strength, and warlike natures. Many of these beings dedicate themselves to martial training, and some follow the path of the hunter on their native world. A few have even become renowned (or infamous) bounty hunters in galactic society. Trandoshans have a long-standing enmity with Wookiees, and the two Species have fought often over the centuries.

Trandoshans (who refer to themselves as "T'doshok") have super sensitive eyes that can see into the infrared range. They shed their skin several times in the span of their lives and can even regenerate lost limbs, but their clawed hands have difficulty with fine manipulation of objects.

Personality: Violent, brutal, and driven, Trandoshans love to compete but can show compassion and mercy as the situation warrants.

Physical Description: Trandoshans range from 1.8 to 2.1 meters tall. Their scaly hides offer additional defense against attacks.

Average Height/Weight: A typical Trandoshan stands at 2.0 meters tall and weighs 80 kilograms.

Homeworld: The jungle world of Trandosha.

Languages: Trandoshans speak, read, and write both Dosh and Basic.

Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk.

Adventurers: A Trandoshan adventurer craves the thrill of battle. Some leave Trandosha to become bodyguards or Mercenaries. Others set out to find new places to hunt and explore as Explorers. A few use their warrior traditions to become Soldiers, some even developing into Bounty Hunters as time goes by.

Medium Size: As Medium creatures, Trandoshans have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Low-Light Vision

Trandoshans can see in near darkness and ignore Concealment from Shadow.

Pitiless Warrior

If a Trandoshan has an advantage over a target (Surprise Attack, Back Attack, High Ground) they are even more deadly, gaining +2 damage dice on their attack.

Regenerative Healing

Trandoshans heal much more quickly than most. A Trandoshan heals 2 Hit Points per hour of rest. In addition, they heal 2 additional Hit Points whenever being treated with First Aid or using a Bacta Vial.

Thick Skin

Trandoshans have thick, leathery hides that protect them. They gain a +2 Armor Defense even when wearing no armor. In addition they gain +2 to their Resistance.

Limb Regeneration

A Trandoshan regrows a lost limb in 1d10 days. At the end of that time, all Persistent Conditions associated with the loss of the limb are removed.

Starting Attributes

Strength

3

Toughness

3

Deftness

2

Agility

1

Intelligence

1

Perception

2

Charisma

2

Confidence

2

Twi'lek

 

Description

From the dry, rocky world of Ryloth, Twi'leks have made a place for themselves along the Galaxy. These tall, thin humanoids include a variety of distinct subraces, but all are instantly recognizable by the tentacular "Head-Tails" (called Lekku) that protrude from the backs of their heads.

Sly, calculating beings, Twi'leks prefer to avoid trouble and stick to the shadows until an opportunity to act without undue danger to themselves presents itself. Their entrepreneurial spirit frequently leads them to positions of influence, and Twi'lek corporate executives and ambassadors are no less common than unscrupulous Twi'lek freighter captains and crime lords.

Personality: Twi'leks are calculating, pragmatic, and charismatic people. Generally, they try to avoid being swept up in open conflict, preferring instead to duck into the shadows where they can observe, plan, and prepare to profit from the outcome.

Physical Description: Twi'leks are humanoids with long head-tails. The average Twi'lek stands between 1.6 and 2 meters tall, with skin tones ranging between white, green, blue, red, and orange, as well as a variety of others.

Average Height/Weight: A typical Twi'lek male stands at 1.8 meters tall and weighs 55 kilograms, while a typical Twi'lek female stands at 1.6 meters tall and weighs 55 kilograms.

Homeworld: The rocky world of Ryloth.

Languages: Twi'leks speak, read, and write Ryl and Basic. They can also communicate with one another using their Lekku (a form of sign language). Many others also learn Huttese.

Example Names: Bib Fortuna, Deel Surool, Firith Olan, Koyi Komad, Lyn Me, Oola, Tott Doneeta.

Adventurers: Twi'lek adventurers generally prefer to work behind the scenes as Scoundrels and Spies, letting others stand in the full light of day. Many wind up in businesses (whether legal or illegal), performing as entertainers, Gamblers, or even serving as Diplomats.

Medium Size: As Medium creatures, Twi'leks have no special modifiers due to their size.

Special Features

Feature Name

Description

Bonus Skill

Twi'leks are tougher than normal and learn how to resist environmental hazards. This means that they gain 1 point in the Resistance skill.

Imperceptible Liar

Naturally gifted at manipulation, a Twi'lek can reroll up to 2 dice whenever they use the Deception skill.

Low-Light Vision

Twi'leks ignore Concealment (but not Cover Concealment) from darkness.

Survivor of Ryloth

Whenever a Twi'lek is trying to resist extreme heat or cold, they can add +2 dice to their dice pool.

Great Fortitude

Even though Twi'leks have a low Toughness score, they are surprisingly durable, gaining +2 to their Resistance, Hit Points and Stun Points.

Starting Attributes

Strength

1

Toughness

1

Deftness

3

Agility

2

Intelligence

2

Perception

2

Charisma

3

Confidence

2

Wookiee

 

Description

Wookiees are widely recognized as one of the strongest and fiercest intelligent Species in the galaxy. Wookiees have many customs and traditions that revolve around honor and loyalty, including the special bond called the honor family and the sacred pledge called the Life Debt. A Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness.

Personality: Wookiees tend to be honorable, rash, loyal, and short-tempered.

Physical Description: Wookiees are large furry bipeds, ranging in height from 2 to 2.3 meters.

Average Height/Weight: A typical Wookiee male stands at 2.2 meters tall and weighs 125 kilograms, while a typical Wookiee female stands at 2.0 meters tall and weighs 100 kilograms.

Homeworld: The forest world of Kashyyyk.

Languages: Wookiees speak Shyriiwook, consisting of complex grunts and growls. They understand Basic but lack the ability to speak it.

Example Names: Chewbacca, Gorwooken, Groznik, Lowbacca, Ralrra, Rorworr, Salporin.

Adventurers: Wookiee adventurers usually start out as wanderers or Explorers, but some find this path by forming an honor family with (or owning a Life Debt to) other adventurers.

Medium Size: As Medium creatures, Wookiees have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Wookiees gain one melee weapon proficiency, as all Wookiees are taught to use melee weapons.

Extraordinary Recuperation

Wookiees heal twice as quickly as most. A Wookiee heals 2 Hit Points per hour of rest, compared to 1 that most species heal. In addition they heal an extra 2 Hit Points whenever medical care is applied to them (or use a Bacta vial).

Intimidating Presence

Known to pull off the ears of Gundarks, Wookiees may reroll up to 2 dice when using the Intimidation skill without speaking.

Expert Climber

Wookiees are great climbers and may add +2 dice to their dice pool whenever they are using the Athletics skill for climbing.

Wookiee Rage

Once per day, a Wookiee can fly into a Rage as a Free Action. While Raging, the Wookiee temporarily gains a +2 Rage bonus on melee attack rolls, but cannot use Skills that require patience and concentration, such as Repair, Hiding, or Emotional Control. A fit of Rage lasts for a number of rounds equal to 5 + the Wookiee's Toughness Rating.

At the end of its Rage, the Wookiee suffers 1 Stress. The penalties imposed by this Condition persist until the Wookiee takes at least 10 minutes to recuperate, during which time the Wookiee can't engage in any strenuous activity.

Hard to Understand

Shyriiwook is extremely hard for non-Wookies to understand. This coupled with the fact that Wookies cannot speak Basic makes it difficult for them to communicate.* *Players of Wookiee characters should limit themselves to simple phrases when attempting to communicate with other species, unless they have specifically taken the Languages skill.

Starting Attributes

Strength

3

Toughness

3

Deftness

2

Agility

1

Intelligence

2

Perception

2

Charisma

1

Confidence

2

Zabrak

 

Description

The Zabrak are an early spacefaring race distinguished by patterns of vestigial horns on their heads. Zabrak hail from many worlds and have been spacefarers for so long that they define themselves and each other according to their colony of origin.

The harshness of Iridonia, their homeworld, forged in the Zabrak an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space flight. When Duros scouts began exploring The Mid Rim, they encountered Zabrak in eight sovereign colonies in five different systems. Though subjugated under the harsh rule of the Empire, the Zabrak colonies eventually regained their independence.

Zabrak posses a great amount of confidence, and they believe that there is nothing they can't accomplish. While this innate attribute could lead to feelings of superiority, most Zabrak don't look down on others. They believe in themselves and are proud and strong, but they rarely project any negativity toward those of other Species.

Personality: Zabrak tend to be dedicated, intense, and focused, sometimes appearing obsessive and single-minded to other Species.

Physical Description: Zabrak are humanoid, distinguished by patterns of vestigial horns atop their heads. The average Zabrak stands 1.8 meters tall.

Average Height/Weight: A typical Zabrak stands at 1.8 meters tall and weighs 75 kilograms.

Homeworld: The barren world of Iridonia, or one of the eight colonies in The Mid Rim region of space.

Languages: Zabrak speak, read, and write both Zabrak and Basic.

Example Names: Aagh Odok, Eeth Koth, Kooth Aan, Bao Dur.

Adventurers: Zabrak adventurers love to explore the galaxy. No challenge is too big to deter a Zabrak. They range from Scoundrels on distant colony worlds, to Diplomats and Gamblers, to Explorers, Soldiers, and even Jedi.

Medium Size: As Medium creatures, Zabrak have no special bonuses or penalties due to their size.

Special Features

Feature Name

Description

Bonus Skill

Extremely confident, Zabrak gain 1 point in either the Insults, Rallying or Intimidation skills.

Inborn Resilience

Zabrak gain a +2 Armor Defense when wearing armor or using shields, they are naturally good at protecting themselves from damage if they have a shield or its like.

Instinctive Reactions

Zabrak have keen perceptions and focused minds, which allow them to react more quickly than others in times of danger. Whenever a Zabrak is in a dangerous situation, they can reroll up to 2 dice for an Initiative roll.

Unwavering Focus

Zabrak have incredible concentration and can reroll up to 2 dice whenever they are using Emotional Control to resist another's will.

Starting Attributes

Strength

2

Toughness

3

Deftness

1

Agility

2

Intelligence

2

Perception

2

Charisma

1

Confidence

3

2. Choose Fighting Style

The player selects one Fighting Style for their character. They should pay attention to the recommended Attribute Levels (Agility, Deftness, Intelligence or Strength) for that Fighting Style as these styles work better with higher levels in those Attributes.

Each Fighting Style grants two Special Moves and can select two Weapon Proficiencies.  Weapon Proficiencies can be gained from multiple Classes, but additional Special Moves are harder to gain after character creation, so it often makes sense to prioritize the Special Moves over the Weapon Proficiencies.

Assassin

 

A close range fighter that sneaks up on enemies to execute surprise attacks using melee weapons.  Assassins have the unique ability to reduce a target's Block for the rest of the Round (via Backstab) which can greatly aid the rest of the party against a tough enemy.  Assassin special moves also grant them greater mobility than some of the other Fighting Styles, which can allow them to spring an attack from Stealth and then retreat to regain Concealment.

Agility & Deftness >= 2 is recommended for this fighting style.

Special Moves
Ambush

A Quick Attack that does extra damage from stealth and provides bonus movement.

Backstab

A Quick Attack that reduces the target's Armor Defense for an entire Round of combat.

Weapon Proficiencies

Class Interactions

The Assassin role is enhanced by Spy and Scoundrel classes.

The Spy gets "Improved Ambush" that gets 2 bonus damage dice per Stealth Token instead of 1.

The Scoundrel gets "Improved Backstab" that reduces the target's Armor Defense by 4 for the rest of the Round.

Brawler

 

A close-up fighter that's good with melee and unarmed combat.  They have the potential to do double damage via their Haymaker ability, though it is a risk for them to use it. The Brawler can also hit up to 3 adjacent targets, which can provide a tactical advantage against swarming Extras.

Strength >= 2 is recommended for this fighting style.

Special Moves
Haymaker

A Powerful Attack that does 2x damage to a single target but causes the user to fall Prone.

Wild Swing

A Powerful Attack that potentially hits 3 adjacent targets with a bonus damage die.

Weapon Proficiencies

Class Interactions

The Martial Artist and Explorer enhance Brawler.

The Martial Artist gains the "Improved Haymaker" ability, which does 3x damage but causes them to immediately fall Prone.

The Explorer gains "Improved Wild Swing", doubling the Damage Bonus (+4).

Gunslinger

 

A mid-range fighter that uses light ranged weapons. The Gunslinger has a fast reaction time, allowing them to often take the first action in combat. In addition the class is highly mobile, allowing the Gunslinger to get into position for a clean shot, or get to cover. The Pistol Whip move also allows the Gunslinger to perform a Melee attack with a Ranged Weapon and inflict Stress if they choose (Stress is never lethal).

Agility, Deftness >= 2 is recommended for this fighting style.

Special Moves
Pistol Whip

A Quick Attack that allows the Gunslinger to effectively strike a melee target with any ranged weapon. Also provides bonus movement.

Quickdraw

A Quick Attack that allows the Gunslinger to draw a weapon and fire in a single motion, gaining a bonus To-Hit.

Weapon Proficiencies

Class Interactions

The Gunslinger is improved by the Bounty Hunter and Officer classes.

The Officer gains "Improved Pistol Whip", where they are able to strike 1 additional adjacent target with this move (2 total).

The Bounty Hunter gains "Improved Quick Draw", where they gain +4 damage die bonus and a total of +2 to their Initiative Rolls.

Heavy

 

A mid range fighter that uses heavy ranged weapons. Their ability to use Heavy Weapons offers greater fire power and damage, and their Suppressive Fire ability allows them to support their allies by pinning down enemies behind cover.  A higher level of Strength is required to use these Heavy Weapons without penalty, but Deftness is also required so that the Heavy can actually hit their target.

Deftness >= 2 and Strength >= 2 is recommended for this fighting style.

Special Moves
Rapid Fire

A Powerful move that allows the Heavy to attack a line of 3 squares more easily.

Suppressive Fire

A Powerful attack that allows the Heavy to cover an area with fire, preventing enemies from moving through those spaces without potentially taking damage on their turns.

Weapon Proficiencies

Class Interactions

The Soldier and the Mercenary gain improvements to the Heavy role.

The Soldier gains "Improved Suppressive Fire", gaining +2 bonus damage dice for each target that could be hit by this.

The Mercenary gains "Improved Rapid Fire", gaining a +5 total damage die bonus.

Medic

 

A mid range defensive support fighter. The Medic has the critical Emergency First Aid ability, which is the only way, other than Force User powers, and a few items, to restore the Hit Points of a character during combat. The Medic also has two combat abilities which focus on disabling an opponent rather than injuring or killing them.

Intelligence >= 2 and Deftness >= 2 are recommended for this fighting style.

Special Moves
Stabilizing Shot

A Ranged Support Action which restores a small number of Hit Points to the target.

Disabling Shot

A Finesse attack that does increased Stress if the user is wielding a Stun Weapon or a Weapon with a Stun Setting (and is in that setting).

Weapon Proficiencies / Skills

Class Interactions

The Diplomat and Doctor improve this role.

The Doctor gains "Improved Stabilizing Shot", which adds +2 bonus healing and increases the range to Medium.

The Diplomat gains "Improved Stun Shot", which gains +3 Damage bonus and Stunning 3.

Sniper

 

A long range fighter that uses precision weapons. The Sniper specializes in doing Damage from long range. In addition, their ability to inflict Injuries is more effective, allowing them to more consistently Injure a target. This lets them weaken powerful opponents and bypasses their normal Hit Points entirely.

Deftness >= 2 is recommended for this fighting style.

Special Moves
Piercing Shot

A Finesse Attack which reduces the target's Armor Soak and gains a damage bonus.

Crippling Shot

A Finesse Attack that becomes Vicious, potentially causing a semi-permanent Injury to the target.

Weapon Proficiencies

Class Interactions

The Sniper role is improved by the Mercenary and Soldier classes.

The Mercenary gains "Improved Crippling Shot", which grants +3 damage dice.

The Soldier gains "Improved Piercing Shot", which reduces the target's Armor Soak by 4 and doubles the damage bonus to +4.

3. Choose Ship Station Roles

The player selects two Ship Stations for their character to be trained in. Though called Shipstation skills, all of the skills for these sections are highly transferable to other situations.  Training in each Ship Station provides 1 point in each of its 2 skills.

Helm

The person at the Helm is ostensibly the pilot of the ship. Though some ships have an autopilot, this is one of the single most important roles on board, as the ship can't get anywhere if no one is piloting it.

Skills
Navigation
Main Attribute
Intelligence

The Navigation skill is used to plot routes through hyperspace, across a local system, and from one place to another on a planetoid. A character at the Helm must roll this even if there is also a navi-computer or maps.  

Astrogation: The difficulty of this roll is based on the difficulty of the jump. Jumps far away from gravitational sources along well-mapped hyperspace lanes are a low difficulty, while those jumps closer to gravitation or along poorly or uncharted areas are more difficult.  A ship's navi-computer can add additional bonus dice or potentially reduce the difficulty for some jumps.

Ground Orienteering: The difficulty for this is based on the terrain, weather and time of day. Things that obscure where the characters have gone and where they want to go.

Piloting
Main Attribute
Deftness

The Helm uses the Piloting skill to maneuver a vehicle through normal space. This skill can be used for land, water, air or space vehicles.  Each vehicle may have a Maneuverability Modifier. This modifier adds to, or in rare cases subtracts from, the overall Piloting difficulty.  Most piloting actions are Easy (2), while the Special Maneuvers of the Ace have higher difficulties (until those Maneuvers are mastered). This combination can sometimes generate very difficult, or even Impossible maneuvers.

Tactical

The Tactical role tries to see the big picture, focusing on the overall strategy or tactics of a conflict, rather than the individual exchanges. Those in Tactical can attempt to gauge how dangerous each opponent is and the opposing side overall. This allows them to focus on whether to advance or retreat while others are engaged in individual conflicts.

Skills
Assessment
Main Attribute
Perception

The Assessment skill is used to gauge how powerful an individual opponent is, as well as the entire side of a conflict.

The difficulty for this roll is based on the highest opposing Stealth or Deception skill total.

In addition the Tactician can gauge their own side to tell which side has an advantage in the conflict.

The difficulty for these rolls depends on how intense the conflict is and if there are other distractions.

Assessment can also be used to tell how good an ally is at a certain skill, which can be used to properly assign those allies to roles.

A proper Assessment of a crew makes it easier to use Coordination to achive bonuses for them (see below). The difficulty for ally Assessment is a standard Intermediate(3) difficulty.

Coordination
Main Attribute
Intelligence

The Coordination skill allows the Tactician to give their allies Focus Tokens if they listen to their tactical advice.

To give another character a Focus Token, the Tactician uses an Action to give the target ally a suggestion or salient piece of intel. That ally gains a Focus Token to use on the associated Action.

The difficulty of the Tactician's roll is based on how poor the communication conditions are and how hectic the battle is (typically a number between 1 and 5). The number of allies that they are trying to grant Focus Tokens to is also a factor. Each additional Ally adds +1 to the difficulty roll.

For each ally that has already had a recent (within this session) Assessment, the difficulty is reduced by 1.

The Tactician cannot include themselves in the roll, unfortunately.

Engineering

Most ships benefit from having someone in the Engineering role. Additionally, there is often an Engineering section of the ship, which gives the Engineer access to the power controls and some automated repair systems. If a ship doesn't have an onboard Engineer, its other stations may end up functioning poorly or not at all until the ship can be worked on at a space station or planet-side spacedock.

Skills
Mechanics
Main Attribute
Intelligence

Constructing new devices, understanding complex machinery or routing power around a spaceship requires the Mechanics skill. This skill is rolled when the engineer is attempting to build a new device, when they are trying to reroute power during a tense situation (such as space combat).

Repair
Main Attribute
Deftness

The Repair skill gives the character in the Engineering station the ability to repair damaged systems. This is critical on a spaceship, but quite handy for any type of vehicle or device. Some devices have a binary "working / broken" dichotomy, however things like spaceships have Hull Points which can be restored, one per Success rolled.

Sensors

A ship's Sensors station is its "eyes and ears" of space. Without someone in the Sensors role, a ship may find itself in trouble with little time to react.  A ship's Scanners can be used to locate threats or targets in space, and its Targeting System can provide the ability to selectively reroll attack dice during a pitched space combat session. Other vehicles and even body armor can have Scanners and targeting systems as well, allowing these skills to be utilized in other places.

Skills
Scanners
Main Attribute
Perception

There are various kinds of Scanners and scans that can be performed by them. The main distinction is whether a Scanner is used in Active Mode (sending out harmless radiation that bounces off of things to provide data) or Passive Mode (an antenna that receives the radiation that is already in the environment).  Active Mode additionally can be Directed to extend the range at the cost of a narrow focus. The skill with Scanners is almost as much interpreting the data as it is directing the scan.  Scans can be filtered for Power Systems, Life Forms, or other Active Scans.  Medical scanners are a subset of Scanner that can provide bonuses to a Diagnosis roll. Scanners can also be used during Starship Combat to initiate a Target Lock on an enemy ship.

Science
Main Attribute
Intelligence

The Science skill is rolled when the character wishes to understand the results of a strange scan, or when the character is trying to understand physical phenomena. Dealing with black holes, hyperspace, wormholes, or quantum phenomena is the domain of the Science skill. Science is often used in conjunction with Mechanics to build a device that exploits a new domain or paradigm. On a personal level, Science can be used to build devices that change energy, create force fields or bend light.

Medical

A ship's Medical Bay may be outfitted with the latest Bacta tanks and 3D skin printing tech. Or it could just be a bunk in the corner next to a blood transfusion machine.  Whatever the case, the Medical skills are usable in any conceivable environment and can also come in handy during an investigation.

Skills
First Aid
Main Attribute
Intelligence

The FIrst Aid skill restores Hit Points to a character during combat. As an Action, the medic can roll a dice pool equal to their Intelligence + First Aid skill. Each Hit restores 1 Hit Point. Critical Hits count as two Hits. Restoring Hit Points is very important to keep combatants from suffering more serious injuries.

Medicine
Main Attribute
Intelligence

The Medicine skill is used to help an Injured character recover more quickly. Treating an Injury outside of a damatic event requires a simple roll of the medic's Medicine skill. However, during combat or other dramatic events, the medic must roll the Medical Challenge die to come up with an amount of progress equal to the number of Injuries that the character has. If the results are anything but "progress", this will likely require special medicines, machines or treatments that can take a long time (several hours or even days).

Communications

While anyone can answer a hail, the Communications officer has been specially trained in understanding both the Language and the Etiquette of hundreds of alien species. Even with that training, there are thousands of different dialects in the galaxy, and so a ship's Communications Station may be augmented with a Protocol Droid or a Language database.

Skills
Etiquette
Main Attribute
Perception

The Etiquette skill is rolled when it's not clear what the right way to interact with a creature is. This skill represents training in detecting body language, facial expression, tone of voice, and perceived differences in social status when addressing one of an alien culture. The difficulty is often based on how remote the species is from the mainstream, how far the creature is from humans, or how subtle the interaction is.

Languages
Main Attribute
Intelligence

The Languages skill is rolled when a character needs to speak to another creature in an alien language or dialect.  The difficulty is often similar to the Etiquette roll, but can be augmented more easily through technology. Often both Etiquette and Language will need to be rolled for a new encounter.

If a character passes their Etiquette roll but fails their Language roll, they did the right things, but they failed to communicate. The target's Disposition and Mood have likely not been damaged by the interchange, but one or both parties doesn't fully understand what each other said.

If a character passes their Language roll but fails their Etiquette roll, then both parties understand what each other said, but the Communications officer may have made a subtle faux paus, which may alter the alien's Mood or Deposition in a negative way.

4. Choose Field Operator Roles

Planetside there are six fairly critical roles that player characters can choose from.  Each player chooses 2 Roles to be trained in to start.  Each Role selection provides 1 Skill point in each of its two Skills.  Field Operations encompasses planetside missions and often involves Investigation, Infiltration, Planetary Travel or just general adventuring on a planet.

Athlete

An Athlete has honed their body to be in peak physical condition. They are able to move across various types of terrain and leap over some obstacles. Athletes handle the "adventurous" portions of Field Operations and often save other members of the party from hazards.

Skills
Acrobatics
Main Attribute
Agility

Characters use Acrobatics for dodging, running, tumbling and zero-g maneuvering.

Athletics
Main Attribute
Strength

Characters roll their Athletics for jumping, climbing, swimming and feats of strength.

Scout

When a character is in the Scout role, it's their job to move ahead of the main party (or in some cases behind or to the side) and look out for danger. Scouts should be stealthy, so that they spot the enemy first, and should have good Perception, because they need to be able to spot good hiding places or details about an enemy force.

The Scouting Skills are key for a Reconnaissance, Infiltration or Exfiltration mission.

Skills
Observation
Main Attribute
Perception

The Scout uses their Observation of the environment to spot good hiding places. The Scout rolls Observation to find a spot with Concealment (see the Stealth System). They use their Observation of enemy forces to gauge the type and number. They can use Observation on a single guard to guess at that guard's Alertness and other qualities, as well as that guard's movement patterns. Observation is critical to give the Scout as much information as possible.

Stealth
Main Attribute
Agility

The other critical skill for a Scout is their Stealth skill. This determines how well the Scout can hide and move quietly and without attracting notice. Note that this skill is for physically moving through places where you don't want anyone to see you. For following someone through a crowded urban space without being detected, see the Bounty Hunter's Shadowing skill.

Guard

The Guard role is for the character that is trying to protect the main party from danger. Guards can also be protecting specific characters or items. Guards are trained to be alert to incursions and to be able to quickly respond physically. If the party is set upon by an enemy, the Guard gets one free Standard Action they can use before Initiative is even rolled. This can be critical to hide or protect a single character or item.

If there is no one in the Guard role, the party just rolls Initiative upon an enemy incursion.

Skills
Alertness
Main Attribute
Perception

Characters roll their Alertness to attempt to notice something sneaking around or something suddenly coming into view. It is also used to determine Combat Initiative and to see who goes first in a duel. Alertness is the basis for the Initiative roll, which determines who goes first in a dangerous situation (Combat, Stealth, etc.)

Resistance
Main Attribute
Toughness

A Guard's Resistance skill is used to resist sleep, intoxication and drugs, poisons and environmental extremes. It is also used to resist Force Powers and monster abilities.

Investigator

The Investigator is the role that is either critical or unnecessary, depending on the specific Operation the team is on. If the team is Investigating or Tracking a mark, the Investigator is able to find clues using their Searching, and put together all the clues with their Deduction to determine where to go next. If there is an Investigator, they are allowed to roll to find clues even if their Passive Search would cause them to miss them.

If there is no Investigator, the party will ignore any clues in the area that are hard to find (e.g. have a difficulty higher than any character's Passive Search).

Skills
Deduction
Main Attribute
Intelligence

The Deduction skill is rolled to determine if the party has likely found all the clues in the area and is safe to move on to the next area. Deduction is also rolled when the Investigator has collected many clues and is trying to solve the mystery. They say their theory and then roll their Deduction against a difficulty. The difficulty for this mystery solving roll is based on the number of clues found. Fewer clues found increase the difficulty. If the Investigator gets at least 1 success, they gain a binary response from the Gamemaster whether their theory is right or not-right. Additional successes will provide hints from the GM to point the Investigator in the right direction.

If there is no one in the Investigator role, then the mystery will simply be unmanaged and the PCs may not solve it. The Gamemaster should let players know when having a dedicated Investigator would be very valuable.

Searching
Main Attribute
Perception

The Searching skill is used to directly find clues in an area. This skill encompasses standard Searching, genetic evidence (blood, hair, skin left at the scene), ballistics (direction of incoming shots, type of wounds, bullet tracing, blaster burn patterns, etc), and general clue finding. Each clue has a difficulty to be found. The Investigator can roll against this difficulty to see if they find a clue. If there is a character in the Investigator Role, then they at least know that there is a clue in the area, even if they can't find it on the first roll, which can prompt them to change the parameters of their search. Searching is added to Perception to create the Passive Search score.

Survivalist

The Survivalist has the knowledge and skill to survive in the harsh conditions of a planet's wilderness.  They know how to navigate through dark woods, dense jungles or baking desserts. They also know how to forage for food and water and avoid dangerous encounters.  Finally the Survivalist has skill in dealing with wild, alien animals, which may allow for diffusing dangerous situations, taming and even training these beasts.

Skills
Animal Handling
Main Attribute
Perception

The Animal Handling skill is used when a character wishes to interact with a wild animal, to prevent it from attacking. It is also used to tame and train a wild animal to domesticate it. Finally the skill is used to command a domesticated, trained animal. The difficulty for these rolls is based on the disposition of the animal.

Survival
Main Attribute
Intelligence

The Survival skill is rolled for multiple purposes:

On a harsh alien world having an expert in Survival can mean the difference between life and death.

If there is no one in the Survivalist role, the party will have to make due with their packed rations, water canteens and tents, and may stumble into dangerous animals and plants without warning or facility.

Technician

The counterpoint to the Survivalist, the Technician is at home on a highly technological planet. They know how to navigate the planet's Holonet, how to get information quickly, and how to interact with an alien computer or device. Technicians can reprogram Droids and computers to an extent. Technicians can use and understand various Gadgets, even if they are alien in design or function. Finally the Technician can bypass or disable some electronic locks and other security measures.

If there is no one in the Technician role, the party will be at the mercy of alien computers and Droids, and will not be able to breach locked doors quietly and will almost certainly set off multiple alarms.

Skills
Computers
Main Attribute
Intelligence

The Computers skill allows the Technician to access a local computer to try to extract information out of it. They can use this to get information out of the Holonet or the local network as well. Though this is not as sophisticated as the Slicer's Slicing abilities, it can be enough to access non-restricted information or functions. The difficulty for these depends on the level of security in place in that network or computer.

The Use Computer skill is also required to access a Droid's brain to reprogram it (either with, or without its consent). The difficulty for this is the Droids Confidence + Disposition (+- Mood).

Lock Picking
Main Attribute
Deftness

The Lock Picking skill is used to bypass physical locks, either electronic locks which are common to spaceships and other high-tech installations, or tumbler locks which are used extensively in lower-tech worlds. The character rolls against a difficulty the Gamemaster picks for the lock. For computer security, the Computers skill is used instead.

5. Choose Social Styles

Next a character chooses 2 Social Styles. The character will get additional Social Skills from any Classes they master.

Networker

The Networker likes to make friends and connections. They are good at having fun and pulling others into the party. They are also good at knowing who the right person is to talk to in order to accomplish a task within a bureaucracy.

Skills
Bureaucracy
Main Attribute
Intelligence

The Bureaucracy skill allows the Networker to know who's palm to grease, when to go by the book, and who to absolutely avoid when it comes to getting through a complex bureaucratic system. The difficulty for a bureaucracy skill check is based on how far up the hierarchy the task requires a change. The bottom levels are easier to slip through than the higher levels.

Carousing
Main Attribute
Charisma

Carousing is the skill to have fun and engage with others in a casual social setting. Using Carousing can improve the Dispositions of several characters simultaneously. This may also provide further information such as gossip and rumors.

Con Artist

The Con Artist always has an angle. They may have elaborate plans and confidence games involving several days, weeks, months or even years of preparation, or they may do everything "off the cuff", spontaneously. In either case, the Con Artist prefers targets with a lot of Pride that they can exploit. Failing that, a Naive dupe is almost as good.

Skills
Deception
Main Attribute
Charisma

The Deception skill is used to deceive or trick other characters into believing something that isn't true. This specific skill is specifically for spoken deceptions, such as acting and fast-talk, not for elaborate stage magic or illusion. For physical trickery, see Stealth (Field Operative: Scout).

Charm
Main Attribute
Charisma

Charm is the skill of saying nice things about someone in a way that seems sincere. It also helps with knowing the right things to say, and having a sense when Charm is working. Charm works better against creatures with Pride.

Instigator

The Instigator knows the kinds of things that really bug other people. They know how to push their buttons to rile them up. They know anger. They can use this ability on those prone to Wrath to enrage them. Or they can focus on the righteous anger of the oppressed and downtrodden. In either case they can whip up a frenzy in someone else.

Skills
Insults
Main Attribute
Confidence

An Instigator that's good at Insults is able to find just the right insult to make their target very angry. This can be exactly what the Instigator wants, since the angry character may be more prone to making a mistake. Insults work especially well against those with Wrath in their personality.

Rallying
Main Attribute
Confidence

An Instigator uses the Rallying skill to focus the righteous anger of a group of NPCs to psych them up for something dangerous, such as assaulting a strong enemy. The difficulty is increased if the enemy is very strong, and reduced for each wrong the enemy has committed against the NPC group.

Rallying can grant NPC Extras bonuses to their Offensive or Defensive statistics.

Leader

A Leader can use their body language and tone of voice to present themselves as someone powerful and imposing. They can use this to lead others, or to frighten them. Those with a lot of fear, or Cowardice are weak to the Leader.

Skills
Inspiration
Main Attribute
Charisma

A Leader uses the Inspiration skill to bolster the confidence of a subordinate or bystander. This is opposed to that character's Logic, if this is greater, the target becomes Inspired and their Confidence increases. This also can allow them to resist emotional attacks that they otherwise would have failed at..

Intimidation
Main Attribute
Confidence

The Intimidation skill can be used to instill fear in one or more targets. The targets that fail their Confidence check will become Frightened and suffer penalties from that.  A character with Cowardice is weak to Intimidation.

Negotiator

The Negotiator is looking to make a deal. This can be a financial arrangement or a diplomatic treatise. They use their Insight to get a sense for what the other side wants, which can give them an edge in Negotiation.

Skills
Insight
Main Attribute
Perception

The Negotiator uses the Insight skill to get a sense for what the target character's motivation and goals are, based on the conversations they've had with them or overheard.  The Insight skill can also be used to see through a Deception.

Negotiation
Main Attribute
Charisma

The Negotiation skill is used to make a deal with an NPC. The difficulty is based on how much the NPC wants what you've got, as well as their Confidence and Emotional Control. A success indicates that a deal was made, additional successes can increase the degree of success, potentially getting the Negotiator better terms or more profit. Those who are ruled by Greed are weak to the right kind of Negotiation.

Calculator

The Calculator uses Logic and reason to attempt to convince others to take a course of action. They also have greater Emotional Control and are able to resist the Emotional or Social Attack.

Emotional Control
Main Attribute
Confidence

The Emotional Control skill is used by the Calculator to resist Emotional states, such as Fear and Anger, and Social Attacks that target those emotions, Intimidation and Insults respectively. The character has their Confidence + Emotional Control rolled against the difficulty based on how strong the Fear or Anger inflicted was. Successes prevent the Stress the character would suffer, and allows the character to maintain their composure.

Logic
Main Attribute
Intelligence

The Logic skill is used to attempt to convince another character to do something based on logic and reason instead of emotion. It can be particularly strong against Droids and anyone with a Literal mind. It can also work better on those that are naturally wary of emotional manipulation or deception. The major flaw with using Logic is that the argument must actually be logical.

6. Make Attribute Selections

At this point the player will be able to allocate 1-2 Attribute Points, depending on their Species (Humans, Droids and HRD get 2, all other Species get 1). They should know by this point what they want their character to be good at, so allocating points at this stage should be easy.

Main Attributes

The following nine Attributes are the main ones that are rolled when a character is Doing Something (Attribute Check, Skill Check) or having something Done to Them (Attribute Check). The player will compose a dice pool with these Attributes most of the time.

Strength

Strength is the Active aspect of brawn, and it indicates physical strength. The ability to lift, throw, jump (for height or distance), crush or smash things. Strength is used directly in melee combat for both the To-Hit and Damage rolls.

Toughness

The ability to resist toxins, diseases, environmental hardships and special damage. This Toughness forms the creature's Block difficulty and is the base for the derived attribute Hit Points.

Deftness

The more Deftness a character has, the better they are with their hands. This can be the hand-eye coordination needed to accurately fire a ranged weapon, or it could be the kind of precision needed to disarm a mechanical trap or construct an intricate device.

Agility

A fast character is able to move and act quickly. This can be to dodge an incoming attack, to race across the rooftops in pursuit of a cutpurse, or to quickly slam the lid down on a trap that's accidentally been triggered.

Intelligence

An Intelligent character can be highly knowledgeable and learned, or tricky and good at creating deceptions. Intelligence is rolled for understanding alien technology, comprehending alien languages or customs, and plotting a hyperspace route. It is also used for coming up with clever lies to beguile a diplomat or a bluff to deceive a planetary governor.

Perception

A character's Perception is used for their physical senses, sight, hearing, touch, taste and smell (and others if they are alien). Perception is also used for mystical senses, and to see through deceptions. Perception is used to spot stealthed characters and incoming danger. Finally Perception is the base attribute for Initiative.

Charisma

A Charismatic character can get others to like them and convince them to do things for them. Their Charisma might be based on physical attractiveness, force of personality, an inherent likability, or a strength of character. Whatever it is, it's a kind of magnetism that makes others respond to the character in social situations.

Confidence

A high level of Confidence can prevent a character from being beguiled by someone with a lot of Charisma. This Confidence can be a manifestation of stubbornness, a lack of interest, or a strong feeling of self-worth. It allows the character to resist the charms and wiles of others. Confidence is also used for intimidating others and for types of leadership.

Force Rating

The ability for the character to sense, use and manipulate The Force. Each point of Force Rating allows the player to flip 1 Force Point. Any non-Droid character can choose to allocate their bonus Attribute points to Force Rating.

Derived Attributes

These Attributes are calculated from other values, but are just as important as the main 9 Attributes.

Stealth Pool

The Stealth Pool is a measure of how Stealthy the character can be when sneaking around and trying to avoid detection (see Stealth System).

A character's starting Stealth Pool is based on their Size Category.

Size Category to Stealth Pool

Creature Size

Stealth Pool Base

Tiny

7

Small

6

Medium

5

Large

4

Huge

3

Gargantuan

2

Colossal

1

Characters can increase their Stealth Pool using Talents for various Classes (Bounty Hunter, Martial Artist, Scoundrel and Spy).

Hit Points

A character's Hit Points is an indicator of how many Hits or Damage a character can take before they are knocked unconscious and Injured.

This begins as a Derived Attribute, but can be increased by leveling.

Hit Points
5 + Toughness + 1 per Class Level up to 20

Hit Points can be restored with medicine and rest.

A character that sleeps for eight hours restores 1 hit point per hour while asleep.

If a character is reduced to zero Hit Points, they suffer an Injury and fall unconscious.

If a character suffers more damage after they have been KO'ed, each additional Hit is treated as a Critical Hit and can inflict an additional Injury.

Stun Points

If a character is being attacked using non-lethal force, they can take a number of Hits before they fall unconscous.

This number is their Stun Points. Most characters have fewer Stun Points than Hit Points, but they recover from all Stun Damage done to their Stun Points after a 10 minute rest.

Whenever a character levels up in a Class and would receive a bonus Hit Point, they can instead decide to allocate it as a Stun Point.

Stun Points
2 + Intelligence + 1 per Class Level (instead of Hit Point) up to 20

When a character loses all of their Stun Points due to Stress, they do not suffer from an Injury. This means that it's wise for most characters to choose to gain an additional Hit Point over a Stun Point.

Life Points

Player Characters can suffer up to six Injuries before their lives are in danger. If they sustain one more Injury before they are healed, they will die.

Therefor characters have seven "Life Points".

Life Points
7
Passive Defense

The standard difficulty for an opposing character's Attack, the Passive Defense determines how well the character can avoid being hit even when they are not dedicating an ACtion to defending.

The basic Passive Defense is based on a character's Agility and/or Armor. This is the default difficulty for whenever the character is not actively trying to avoid damage. This difficulty also has no other requirements (see the defenses below, which all have requirements).

Passive Defense
Agility + Armor Deflection Bonus - Armor Agility Penalty

This Passive Defense can also be modified by a character's Size Category.

Creature Size To-Hit Bonus or Penalty

Creature Size

Passive Defense Modifier

Tiny

+2

Small

+1

Medium

0

Large

-1

Huge

-2

Gargantuan

-4

Colossal

-8

A character's Passive Defense is rolled as a Dice Pool against most forms of Attack Dice Pools with each Evade (and Focus Result if the character is using Concentrate) canceling one Hit or Critical Hit on an incoming Attack Roll.

There are also three Active Defenses. These are higher than the standard Passive Defense, but that's because the defender must use a Standard Action to activate them. In addition, each one has a limitation and a weakness to a specific type of attack.

Block

A character must be equipped with and wielding a shield to be able to Block. Blocked attacks cause the shield being used to take the damage instead of the character. For an energy shield, the "Hit Points" of the shield are reduced with the damage of each attack. With a physical shield it suffers durability damage whenever the attack's total number of hits exceeds its threshold (going down by the excess points).

The player character has their Block Dice Pool rolled against the incoming Attack Dice Pool.

Block
Toughness + Strength + Shield Bonuses
Dodge

A character must be able to move to an adjacent square to be able to Dodge. This doesn't mean that the character does move to the adjacent square, just that they must be able to (they move partially into the square and then move back to their original position).

The player character has their Dodge Dice Pool rolled against the incoming Attack Dice Pool.

Dodge
Agility + Perception - Armor Agility Penalty
Parry

A character must have a Melee Weapon or Bracers to be able to Parry lethal attacks without being Injured (the Steel Hands Martial Artist Talent). Most characters can only use Parry against Melee attacks.  Force Users can learn Talents that let them Parry against Thrown Weapon and Ranged Weapon attacks.

The player character has their Parry Dice Pool rolled against the incoming Attack Dice Pool.

Parry
Deftness + Agility + Parry Bonuses
Movement Speed

A character's Movement distance per Action is based on their Agility attribute. This value is used during Combat, Stealth and some other game modes to determine how far the character can move in squares on a map. This is also used to determine how many Range Bands they can move in a single Turn (see Combat System).

Agility to Movement

Agility

Movement (in Squares)

1

4

2

5

3

6

4

7

5

8

However, the size of the creature also contributes to its movement. The default Movement = Agility + 3 is only for Medium Creatures.

For creatures smaller than Medium, there is a 1 square Movement Penalty.

For creatures larger than Medium, there is a 1 square Movement Bonus.

Initiative

A player character has a dice pool they roll to determine the order in which they get to act or react.

This Initiative score is a combination of Perception and the Alertness skill. The Initiative can also be increased by the Quick Draw Special Move, talents and player character actions during challenges.

Initiative
Perception + Alertness + Bonuses
Motivation

A character's Motivation represents how excited, angry or determined they are to accomlpish things and win out over opposition.

Motivation is used to activate Special Abilities for Combat or Classes.

Characters (usually) do not begin a session with Motivation, and there are several ways that they can earn it. In the rare case that a character needs to carry Motivation over from session to session, there is a place on the standard character sheet to record this carry-over.

7. Pick 2 Virtues and 1 Flaw

The player can now choose their characters Virtues and Flaws.  A character can have 2 Virtues and 1 Flaw.  The Virtues provide bonuses against some types of Emotional or Social manipulations.  The Flaws conversely represent weaknesses.

Virtues

Virtues provide Resistance to specific types of Social or Emotional attacks. This means that the difficulty to resist a Social or Emotional attack is effectively halved.

Courage

The character is strong against Intimidation and Fear effects.

Generosity

The character is strong against Negotiation and Avarice.

Humility

The character is strong against Charm and manipulation of Pride.

Patience

The character is strong against Insults and Enraged effects

Poetical

The character is strong against Logic and reprogramming.

Prudence

The character is strong against Deception and Illusion effects.

Temperance

The character is strong against Carousing and Seduction effects.

Flaws

Flaws represent weaknesses in the character. They double the difficulty (or half the defense) to resist specific types of Social or Emotional attacks.  Flaws also provide 1 of the character's default Motivators, though they don't have to "allocate" it as one of their three Motivators.

Avarice

The character is weak to Negotiation, especially to the specific thing that they want (see below).

Envy

Specifically the character desires something someone else has.

Motivator: Whenever the character spends 10 minutes trying to Negotiate for something cool that someone else has, they gain 1 Motivation. This is regardless of whether the character succeeds in their Negotiation.

Greed

The character desires more money or valuables.

Motivator: Whenever the character spends at least 10 minutes looting corpses / unconscious bodies, they gain 1 Motivation.

Gluttony

The character wants to satiate themselves hedonistically.

Motivator: Whenever the character spends at least 10 minutes eating or foraging for food, they gain 1 Motivation.

Cowardice

The character is weak to Intimidation and Fear effects.

Motivator: Whenever the character performs the Hide Action during Combat, they gain 1 Motivation.

Literal

The character is weak to Logic, reasoned arguments and reprogramming (if it's a Droid).

Motivator: Whenever the character spends at least 10 minutes literally following a character's directions when a liberal interpretation would make more sense, they gain 1 Motivation.

Loneliness

The character is weak to Carousing and Seduction effects.

Motivator: Whenever the character spends at least 10 minutes chatting with an unimportant character in an attempt to use Seduction or Carousing to improve the target's Disposition towards them, they gain 1 Motivation.

Naivety

The character is weak to Deception and Illusion effects.

Motivator: Whenever the character spends at least 10 minutes talking to, and attempting to befriend an NPC that is clearly dangerous, they gain 1 Motivation.

Pride

The character is weak to Charm.

Motivator: Whenever the character spends at least 10 minutes improving their Appearance (gaining temporary Equipment Bonus Dice) via makeup, wardrobe or hair styling, they gain 1 Motivation.

Wrath

The character is weak to Insults.

Motivator: Whenever the character attacks a target in combat while it is fleeing, they gain 1 Motivation.

8. Pick Starting Class

Player Characters begin at level zero in a single starting class. They then mark Experience Points against this class as they adventure, finally raising it to level 1 when they have enough Experience. At level zero the character has access to the Base Abilities and Motivators for the class.

Classes

  1. Ace
  2. Bounty Hunter
  3. Diplomat
  4. Doctor
  5. Engineer
  6. Explorer
  7. Lightsaber Duelist
  8. Martial Artist
  9. Mercenary
  10. Scholar
  11. Scoundrel
  12. Slicer
  13. Soldier
  14. Spy

Mini-Classes

  1. Augmentor
  2. Dazzler
  3. Elementalist
  4. Esper
  5. Telekinetic
  6. Telepath

Ace

The Ace Pilot is to Vehicle combat what the Soldier and Mercenary are to personal weapons combat. Her arms and armor are the weapons and shields of a sleek starship roaring through space, or an airspeeder shrieking through the atmosphere. A veteran of countless engagements, the Ace has proven her skill again and again by virtue of facing the enemy and surviving- and making sure the enemy did not. She has several kills to her credit, and her combat maneuvers are occasionally studied and discussed in training academies for their ingenuity and effectiveness.

Base Abilities
Motivators

Bounty Hunter

The Bounty Hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best Bounty Hunters are the ones who can stay emotionally detached from either their employers or their quarry.

Whether working alone or in groups, Bounty Hunters revel in the thrill of the hunt. Given the nature of their work, it goes without saying that few Bounty Hunters die of boredom.

Base Abilities
Motivators

Diplomat

The Diplomat dedicates their time to trying to solve problems with words and treaties instead of force and violence. The Diplomat ties the galaxy together using Promises and Favors. They seek to create Deals that are beneficial to both parties. The Diplomat is not against using underhanded means, as long as they keep their reputation squeaky clean, because a Diplomat's promises are nothing if their reputation is poor.

Base Abilities
Motivators

Doctor

Doctors are highly trained healers, able to function in the worst of conditions and circumstances. They possess great knowledge of the healing arts and sciences. They know quick and effective treatment methods and use them to perform near-miracles to save injured and dying creatures.

Base Abilities
Motivators

Engineer

The platoon's transport has broken down. The radio is not working. Two of the soldiers' rifles have jammed. The enemy is closing in. Who is going to fix everything in time? This is when the Engineer steps in. Engineers are tech specialists who focus their energy on making repairs in the field and keeping the group's hardware running until they make it back to base.

Base Abilities
Motivators

Explorer

Explorers are natural adventurers, full of curiosity and trained to handle the out-of-the-way locations where they often operate. Explorers tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Explorers understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic necessities for survival. The Explorer seeks knowledge, tries to solve mysteries, and to find a path through the wild regions, often becoming a decent pilot along the way, and usually learns how to protect himself from whatever hides over the next hill or beyond the most distant nebula.

Base Abilities
Motivators

Lightsaber Duelist

The Lightsaber Duelist studies fighting with the titular powerful energy blade. This is quite tricky as lightsabers are very light, repel each other and are repelled by shields, and cut and burn like lasers. Many Lightsaber techniques can be used without The Force, and mastery of the lightsaber can often even the odds against a powerful force user.

Base Abilities
Motivators

Martial Artist

The Martial Artist is a master at fighting unarmed. They learn multiple techniques to increase their damage output even without weapons. They also learn how to master exotic weapons and can fight with some proficiency even with a weapon they have just picked up.

Base Abilities
Motivators

Mercenary

Mercenaries combine discipline with martial skills to become some of the best pure warriors in the galaxy. Mercenaries can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.

Base Abilities

Motivators

Scholar

The Scholar studies the mysteries of the galaxy. They compile vast tomes of information, either in data banks or holocrons. If esoteric information is needed to solve a mystery, the Scholar likely knows it. Many Scholars enjoy doing their research from behind a comfortable desk, but some feel that it's field work that brings the most valuable information. Scholars in the field use their knowledge to their advantage, and try to avoid trouble whenever possible.

The real power of the Scholar comes in their knowledge of and ability to utilize the Ancient Artifacts of Lost Civilizations. These priceless Artifacts have abilities not replicated in the galaxy at large, and as such the Scholar has access to unique abilities.

Base Abilities
Motivators

Scoundrel

Scoundrels are rogues- good, bad, and neutral- who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. The Scoundrel gets by with bravado, Intelligence, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.

Base Abilities
Motivators

Slicer

The Slicer, also known as a net runner, is an expert at finding, stealing and using information. Mastering computer systems, an Slicer is just as deadly with a datapad as a Soldier is with a rifle. The Slicer is also a master of scanners, and knows how to get the most out of the scanning systems on a starship.

The Slicer specializes in the Technician and Sensors roles, and has a lot of abilities involving Droids and Computer Systems. They are more of a specialist than a Generalist.

Base Abilities
Motivators

Soldier

A Soldier is a disciplined and focused fighter. They take their job seriously and perform it with vigor and thoroughness. Soldiers learn combat from the defensive and protective side first, mastering moves that are meant to keep them alive.

Base Abilities
Motivators

Spy

The Spy spends most of their time in an assumed identity, and when they are done with it they abandon it to become someone new. Spies rarely make deep connections, since one misspoken word could mean their doom. Spies are masters of stealth and disguise, which both contribute to their ability to work behind enemy lines.

Base Abilities
Motivators

Augmentor (Mini-Class)

An Augmentor is a Force User that can use The Force to heal or increase the attributes of themselves or another target. Some Augmentors have learned the reverse and can use The Force to weaken targets by reducing their Attributes.

Base Abilities
Powers
Motivators

The Augmentor uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Dazzler (Mini-Class)

A Dazzler uses The Force to alter light and sound. They can create dazzling flashes, colorful displays or just light the way through the darkness. They can also make themselves invisible and hide things from detection. A Dazzler also masters the manipulation of sound, being able to alter the sound of their own voice, throw their voice, blast out like a megaphone, or be completely silent.

Base Abilities
Powers
Motivators

The Dazzler uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Elementalist (Mini-Class)

An Elementalist is a Force User that can generate and control energies and forces of nature using The Force. They can change the temperature of things, create heat and even fire. They can condense the moisture in the air into ice. They can create electrical attacks and even magnetize metal objects.

Base Abilities
Powers
Motivators

The Elementalist uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Esper (Mini-Class)

An Esper uses The Force to feel the world around them. They can also witness powerful and impactful future events, or similarly emotionally charged events from the past. As a non-combatative power, this Force Power works best to enhance other martial abilities.

Base Abilities
Powers
Motivators

The Esper uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Telekinetic (Mini-Class)

A Telekinetic is a Force User that can move and affect physical objects with their mind and The Force. They can push and pull objects, grip them tightly or even crush them, or create a telekinetic shield that surrounds them and deflects attacks.

Base Abilities
Powers
Motivators

The Telekinetic uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Telepath (Mini-Class)

A Telepath can sense the emotions and thoughts of other biological creatures around them through The Force. They can also control a creature's behavior temporarily.

Base Abilities
Powers
Motivators

The Telepath uses the Motivators from the Light Side, Dark Side or Grey Side. It also has these Motivators:

9. Finishing Touches