Character Generation

Character choice is open. Below is a brief overview of common groups, followed by changes to the character generation process. Make sure you address "Connection With Other Characters" (p25)—you don’t need to be best buds, but it'll help to have some familiarity with one another.

Smugglers

Used to be, making money as a pilot (legit or otherwise) was a lot of work for a meager reward (keeping a freighter functional isn't cheap). Now, business is booming—and highly competitive. Everyone's looking for ways around the Empire. Savvy crews with good ships are needed to make routes to avoid interdiction patrols, sneak contraband, connect with markets that aren’t under the Empire’s thumb, and the like.

Bounty Hunters

The Exchange oversees all criminal activities across the Elder Run. Bounty hunters don’t take a job without prior approval and the Exchange always gets a cut. It never approves solo hunters without a proven record. So most bounty hunters join a kind of farm program. Work your way through the ranks, getting a bigger cut and better jobs as you prove your worth.

Rebels

On the one hand, it sucks that Tarkin looms over Elrood sector. On the other hand, this is a golden opportunity to strike a blow against the Empire.

Imperials

Not everyone in the Empire is a jack-booted thug. If you want to play an Imperial, assume some kind of relationship with at least one other PC and be sympathetic to whatever they’re up to. Your concept must have freedom to go off on adventures (scout, courier or some mid-rank type who can get lost in the shuffle).

Sure, why not? Just know that you have a target on your back. Propaganda has painted the Jedi as traitors, so the populace isn't a fan of them these days (if they ever were to begin with…). Even if you keep it on the down low, using the Force will put you on the radar of Vader and his Inquisitors sooner or later.

Jedi/Force-sensitive

Absolutely NO…

Ewoks, kids, intentionally goofy/stupid concepts, or inter-party backstabbing types.

Character Generation

The information here replaces what's in the rulebook, where relevant. Also, make sure to check "Additional Notes" at the bottom of this page.

Human, Alien

Attributes

Allocate 18D to attributes (if using an existing template, you can allocate an additional 3D).

  • Human attributes can range from 2D to 4D.

  • Alien attributes can range from 1D to 5D. Only one attribute may be 1D or 5D (so, a Wookiee can have 1D Knowledge and 5D Strength, but cannot also have 5D in Dexterity or 1D in Perception). The 1D attribute can be increased to a maximum of 3D.

  • Force is a new attribute (see Force Powers) and starts at 0D in all characters. Buying it up makes your character Force-sensitive.

Skills

Allocate 13D to skills. Use the list in Skills rather than what's in the book.

Force User

If you play a Force user (Jedi or Force-sensitive character), use the Force Powers rules instead of what's in the book. Force powers are considered skills, so bear that in mind when spending your skill dice.

Droid

Attributes

Allocate 14D to attributes.

  • Droid attributes can range from 1D to 5D. A droid may have more than one attribute at 1D or at 5D.

  • A droid’s Force attribute is 0D and cannot be increased.

Skills

Allocate 17D to skills. Use the list in Skills rather than what's in the book.

Additional Notes

Attributes

As the regular rulebook notes, during character generation, you can split an attribute die: 1 die = 3 pips. This offers a bit more flexibility in determining your attributes.

Skills

During character generation, you can add between 1D and 3D to a single skill. You cannot split skill dice into pips (that's only for attribute dice).

Dice Pool Size

A total (attribute + skill) dice pool of 4D is the equivalent of a professional level. With a total of 7D or more, you're truly badass.

Specialization

Purchasing specializations during character generation is the same as in the rulebook: spend 1D to get 3 different specializations (at advancement, you can get a single specialty by spending half the number before the “D” rounded up).

You can have only one specialization per skill. Specializations must be, well, specific (e.g., no “martial arts” spec for brawling; it must be more focused—punching, kicking, grappling, etc). Also, specialization works differently than in the rulebook: instead of adding 1D, you automatically set one of your dice in that specialty to a "6" prior to rolling. See Rules for more info.