USH'S ORIGINAL TRILOGY STAR WARS GAME- Campaign intro and character creation

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Ushgarak
This is the thread for the construction of my Original Trilogy Star Wars game. It tells people more or less what the game is about, and it gives details for character creation. If you are interested in playing or have any questions, ask them here.

Ushgarak
THE GAME

The game is set 15 years after the Battle of Coruscant- that’s five years before the Battle of Yavin (or to put it another way. 15 years after Revenge of the Sith, 5 years before A New Hope).

Following victory in the Clone Wars, Emperor Palpatine has become supreme and unchallenged ruler of the Galaxy in the first Galactic Empire. His political powers are near infinite, the forces at his disposal mightier than anything previously seen.

Using emergency powers to rule over the head of the Imperial Senate, in which authority of the sovereign worlds of the Galaxy is meant to be vested, the Emperor’s mighty battle fleet has scoured the Galaxy, destroying the remnants of all opposition of the Clone Wars. The days of battle droids and such technologies are long gone; the fleet and the mighty armies have destroyed them all. The Corporate concerns that once threatened to rule the Galaxy themselves have either been dissolved, or incorporated into the Empire.

After 15 years of hunting, the Jedi are no more. Those who survived the treachery of Order 66 at the pinnacle of the Clone Wars have been exterminated by the Imperial Inquisition, under the control of the Emperor’s sinister right hand, Darth Vader.

These long years since the end of the war have dragged by. Planets have awaited the time when peace will be fully restored to the Galaxy. Such was their desperation for such an end, that many were willing to gloss over some of the uncomfortable questions surrounded the Emperor’s rise to power. Jedi had defended many of these worlds, often to their deaths- yet all were executed without trial, on the word of the Emperor. Emergency powers, designed to last for the war, have lingered years after any droid opposition has been removed. The Galaxy, a democracy that has lasted longer than most histories record, is becoming a place where ‘freedom’ is a concept decided from Coruscant alone. ‘Empire’ at the time sounded like strength, safety. But to many, it now sounds like slavery.

Yet who can resist? The Imperial Army and Navy grow continually stronger. Very few planets have any armed forces at all, and those that do are on a scale totally inadequate to that the Emperor commands. His political power, voted by the Senate itself, is irreversible. It has long been learned that all those who oppose the Emperor soon disappear, just as the Jedi did.

The Emperor is triumphant on all fronts; he has achieved by a mixture of guile and sudden force what the Sith of old never could- he alone controls the Galaxy. But yet… total victory still eludes him.

A few, a very few, dare to fight back. A combination of disaffected Senators, traditional rulers of the people, traders, sovereign armed forces- and even just principled people who refuse to sit by and let the Galaxy become an eternal dictatorship- have chosen to resist. Many are outcast, having to abandon their friends and family to stay out of the Empire’s reach. Some mask their opposition staying within the political process to fight from there, waiting for the day when they can declare their struggle in the open.

Over the last few years a loose network between these disparate elements has grown. Brave couriers bring secret messages, connecting Senators with some of the scoundrels of the Galaxy, finding common cause in their opposition to the Empire. From across the Empire, these disparate elements have allied together, into one coherent force of Rebels.

They have no equipment, no force, no strength at all. Their opposition is surely hopeless, for how can they possibly oppose such a mighty Empire? Yet somehow, this young Rebel Alliance has GROWN in strength in the five years before this game starts. It has become a Galactic fact- weak and feeble though it is, and as much as the Empire wants to keep it secret, a Rebellion against the Empire has begun.

The Rebellion has little in the way of a physical presence- it exists mostly in the hearts and minds of people. Yet should they ever wish to truly oppose the Empire, there will need to be central administration- a Rebel base. This makes the Rebellion potentially vulnerable.

An irritated Emperor disperses his mighty fleet- now reinforced with the latest version of Star Destroyer, the Imperial class- to hunt and destroy the Rebels wherever they are found, including their base. These unstoppable dreadnoughts crush naval opposition with ease, following the Emperor’s doctrine of concentrated strength. Yet their ponderous nature makes them ill-suited for the hunt. The Rebel base remains elusive, and whilst any opposition the ships find is soon destroyed, far more often the Rebels simply slip away. More and more ships have been sent out for this Galactic hunt.

The Rebellion is all too aware of its pitiful strength. Just one mistake could destroy all of their hopes; their efforts concentrate on survival. They can do little to actively oppose the Empire for now. Meanwhile, in the vastness of the Galaxy, the Emperor still has many problems that need sorting. Once he might simply smashes these problems into nothing. But his fleet is dispersed throughout the Galaxy, and large as it is, the Galaxy is larger still.

In a move that is unusual for the Emperor- for he does not like the possibility of talented servants, save Vader himself- the Emperor has turned to talent to solve these issues. He has constructed small task forces of Star Destroyers- enough to destroy nearly all opposition, but not enough to simply solve all problems just by their presence- and set in their charge some of the finest personnel that serve the Empire. These people will represent the Emperor’s will, and will solve these issues for them in any way they see fit, upon his authority.

But there is a surprise in store- the Rebellion, weak as it is, is not as cowed as the Imperial Forces imagine. They have decided that now is the time to start to make a stand, and to show that the Empire can be opposed. In secret, they are constructing teams of talented personnel of their own. Their mission- to follow these Imperial taskforces, and sabotage their efforts wherever they go.

It is the beginning of the true struggle against the Empire.

Ushgarak
This, then, is the set-up for my Original Trilogy campaign. Players take the role either of Imperial or Rebels. If Imperials, you are part of an elite force of chosen personnel trying to enforce the Imperial will- certainly far more talented than the average Imperial officer.

If one of the Rebels, you are part of the Alliance’s counter-efforts against these taskforces. With the fleet busy trying to annihilate the structure of the Alliance, these task forces are the only way the Emperor has for now of making his wishes become true- if they can be opposed, then the Empire itself can be challenged.

Episodes will follow the Imperial taskforce as it tries to fulfil its objectives- often under very severe pressure from the Emperor who is not patient with his subordinates. The Rebel players shadow the taskforce wherever it goes, and employ whatever tactic they can to undermine its efforts.

The Imperial players work in a position of great strength- almost nothing can stand against their forces. Yet there are always loopholes; their Star Destroyers and AT-ATs can barely be resisted, but they can always be fled, and always have small weak spots. Their stormtroopers are almost numberless, but their general quality is poor. More fundamentally, however, it is normally the Empire that is trying to actually achieve something. It is easier for the Rebels to mess up something than it is for the Imperials to achieve it, and so the imbalance of strengths is countered. Furthermore, the Imperial players are working inside a paranoid organisation of competing interests, where success only applies to the last thing you did right, and conspicuous failure is all too often the last mistake you ever make.

The Rebels have almost no strength- in fact, they have no resources at all other than that they bring with them. At this point, the Alliance is not bothering with ranks, for it has not enough forces to make them worthwhile, and it can supply no equipment- only ideas, and hope. The players will be on their own. But they can find allies- for few bear any love for the Empire- and they can strive to find weak points within the Imperial machine. In counterpoint to the Empire, the Rebels represent a certain comradeship and honour which means that they can work in trust and co-operation, rather than just out of fear.

There are two important things for players to bear in mind that are central to the success of the game

1. Mood. The Prequel Trilogy campaign is quite intricate (for Star Wars, anyway), full of moral question marks in an increasingly oppressive environment- as befits the Prequel Trilogy.

This game is totally different. If it is to work, it has to be played like the Original trilogy was written- as classic, old-fashioned adventure. As well as the relative simplicity of the plots (though don’t worry, if we didn’t think the plots were any good we wouldn’t run the game), the central component of this is in how your characters are played. The Rebels are a rag-tag band of totally unalike people who, lacking any form of central authority, bicker and argue and seem to hate each other- but underneath, they all have hearts of gold, are fine comrades, and pull off amazing bouts of heroism.

The Imperials, however, all have a megalomaniac tendency. They all secretly want to prove they are better than each other, to earn the Emperor’s favour. Failure is something to be blamed on someone else, often a subordinate- because the Empire never micromanages. Squads of stormtroopers are sent to do work, and the Imperial officers fume if they fail- but rarely would they go and do the job themselves.

This feel of mood for your characters must extend to your actions also. For example, whilst it might be interesting in a general sense to do a story about the moral grey area of resistance, the invisible line between resistance fighter and terrorist, and the oral corruption that causes… that’s just not Star Wars. The Rebels are good and the Empire is bad. There are no evil Rebels- there are the Lando and Han types who seem dodgy, but always underneath you will find them to come good. Any attempt to act outside this behaviour is not consistent with the spirit of the game and will be overridden.

By extension of this logic, it might be very tempting for the Imperial players to try and fake evidence to get the Rebel players arrested, or for the Rebels to dress up in stormtrooper uniforms and perform atrocities in order to incite people against the Empire. In real life, these are valid, and historically used, tactics. They have NO place in an Original Trilogy Star Wars game! It simply defies the point of playing such a game to look at this area. This restriction in player motivation, however, should be counter-balanced by the sheer fun of throwing yourselves into the Star Wars ‘vibe’.

2. The second point to bear in mind as a plot element that only makes it into the films very briefly, but will play an important part in this game (in order to broaden available plotlines, which are otherwise few in the Original Trilogy compared to the newer films). At the start of ANH, Vader has clearly ‘illegally’ seized Leia’s ship. This points to a limitation in the power of the Empire, because it is still technically illegal for anything to happen without the will of the Imperial Senate. Vader gives orders to make it look like the Tantive IV was destroyed in an accident, knowing that it would be a very bad idea for the Senate to know he is holding her. Likewise, on board the Death Star, an officer makes comment that the Alliance is dangerous whilst it continues tog ain support in the Senate. Of course, at this point, Tarkin comes with the news that the Senate has been dissolved, and that the power of the Death Star will supplant it (and it is an assumption of this campaign that the subsequent destruction of the Death Star is the beginning of the end for the Empire, for with neither Death Star nor the Imperial Senate, the Emperor cannot fully control the Galaxy any more).

The need for the Senate is reinforced by the end of Revenge of the Sith. So in this game, in a time when the Senate is still there, it is a very important feature. The main limitation on the Imperial players doing anything they want will be the attitude of the Senate, and as much as the military side of the Empire will conflict with whatever the Rebels can field against it, so also is a political war played as the Empire attempts to justify actions to the Senate, and politicians working for the Alliance seek to stop them. A separate thread will explain how the system of ‘Senate Sympathy’ works, and why it is important to the game. The main thing to remember for now is that it is not only combat characters that each side needs.

If you are interested, then climb aboard and continue reading, The Empire and Alliance are both interested in setting new personnel to these teams!

Ushgarak
CHARACTER CREATION

This goes through five steps

1. Imperial or Rebel? I am sure I don’t need to explain the plot-based differences here. However, the style of each game thread is very different indeed. The Imperial thread is all about competing interests inside the hierarchy, and good management of your forces. The Rebel thread is about showing balls of steel by going out there and getting stuff done against immeasurable odds- be that a sabotage mission or a desperate act of persuasive diplomacy. The Rebel thread is more traditional RPing, and closer to the Prequel Trilogy game, where you only, as a general rule, have yourselves to rely on, The Imperial thread is a new experience for these boards with a different style. Also, note that Rebel players are generally better- certainly luckier- but the Imperials get all their vast resources to make up.

2. Name. Harder than you might think. There is plenty of inspiration for Star Wars names around, and many are quite weird, but for the sake of other players try not to make them too obscure! And remember, Star Wars happily uses mundane first names like Luke or Ben. Surnames- like Skywalker and Darklighter- often have a mythological feel to them. As an additional note, if you are a member of the Imperial armed forces, try and make a name that sounds good with a rank in front of it.

3. Template- this is your character ‘class’, defining what sort of person you are, from a hotshot Rebel Ace to an Imperial General. This is dealt with below.

4. Assigning stats and skills- also covered below, this stage determines how good you are at things, and is reliant upon your template.

5. Special skills- likewise covered below, all characters have certain advantages or talents in gunfighting tricks, or background advantages; your final stage is picking these. Players of my Prequel era game will find this easier than they are used to, wit no Force powers to choose from.

Ushgarak
TEMPLATES

There are three broad categories here, each with several templates within.

‘Heroes and Scoundrels’ is a list of golden-hearted types who form the members of the Rebel Alliance It is important to note that these are not members of a centralised military- indeed, the H&S templates existed in the Prequel era. There is no Rebel Admiral or General; such forces don’t exist. It so happens that the Rebel Alliance draws from these people, and in this game you are all playing Rebels, but none of these templates are inherently Rebel in nature- the only thing they have in common is that they are good guys (even though some hide it well).

H&S templates tend to be very lucky, and very competent in their specialisations.


‘Officers and Gentleman’ is definitely a list of Imperial templates, that could only exist in a game with the Empire in, and are very definitely inherently Imperial in nature. Most O&G templates are direct members of either the Imperial Army or Navy, but a couple do not. All are in some way irrevocably linked to the Imperial machine.

Most Imperial templates are less directly competent than their Rebel counterparts, but command vast resources. A few, however, don’t have the resources but are a direct match for their enemies.


‘Scum and Villainy’ is known as the ‘Bounty Hunter’ list, though Bounty Hunter itself is but one template of many designed to handle characters from Boba Fett to Zam Wessel- basically, the evil version of Heroes and Scoundrels. Used often as a source of bad guys in my Prequel Era game, it has a different purpose here. There is an allowance for each side to have ONE- or maybe two, if there are enough players- character taken from this list, to represent a form of hired or impressed help. If Imperial, this means someone has drafted you in to help, much as Vader gets in Boba Fett in ESB. However, if Rebel, taking these templates doesn’t define you, it defines a past you once had, and now reject, because it is important that you have ‘seen the light’- Rebels are unlikely to actually hire evil slavers, you see. In which case, whilst you often moan about these moralising good guys, you keep find yourself agreeing to help them out for some issue or another.

Ushgarak
‘Free’ Trader

You love me because I’m a scoundrel…

The Free Trader has made his life offering what he terms a ‘cut-price’ service to discerning clients, Republic and Empire alike had a simpler name for it- Smuggling.

The Free Trader has rubbed noses with some of the most evil beings in the Galaxy. Being basically a thief, he is hardly standard heroic material. He has a rather adversarial attitude to authority- good or bad, the system is his barrier to profits- and if anything he welcomed the advent of the Empire, because increased security meant that talented people like himself were in more demand.

But the Trader is well travelled, as befits his profession, and he’s seen a lot of stuff. And from the Empire, he’s seen a little too much. They’ve done some terrible things, and he’s seen some. Not his business- he walked away. But why does his conscience trouble him?

One day, a shadowy figure asked for a special contract- a message, perhaps, or a person, with a payment far beyond the value of the cargo- and a warning that the Empire must not find the cargo. Such a mission was foolhardy, but the Trader found himself saying yes. Doing good work, he was asked to go again. He said yes, again. Soon, he was carrying messages for no fee. And then, he was asked if he would help out in other ways. To his utter amazement, the Trader said yes- and became a Rebel.

In case you hadn’t guessed, the Free Trader is based upon Han Solo and is the central H&S class. He’s damn good- he can fight, he can steal, he can talk the pants off a Gundark (having put them ON the Gundark in the first place), and he is totally reckless, and despite his criminal nature, he’s not a bad person… he’s exactly the kind the Rebellion needs.

Make a Han Solo copy, or put whatever spin on the concept you wish, the Free Trader is a very solid class that can manage many things-. Careful though- these people have a past which can catch up with them- and remember, not all of these people are as lucky as Han was…

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 2

Add eight points among either your Physical or Mental stats. Then add seven points amongst any stats. Your Fortune rating cannot exceed 4.

SKILLS

Guns = 14
Combat +4 (Max 13)
Pilot = 14
Languages +1
Savoir-Faire +2
Gambling +1
Fix-it +2
Lying +1
Observation +1
Seduction +0
Persuasion +0
Intimidate +0

Add 12 points amongst these skills; you may not raise them past 11.

Merits: 3. Furthermore, take the Merit ‘Starship’ for free.

Gun Tricks: 5
Pilot Tricks: 5

Charm. The Free Trader gets +2 on all non-aggressive social rolls.

Enmity: The Free Trader is wanted dead by a powerful Galactic organisation- legal or criminal- OTHER than the Empire. Choose such an organisation at creation.

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Ace

Stay on target!

The Ace is a man of incredible talent, one of the finest fighter pilots in the Galaxy. Maybe he was ex-military, maybe he just used to swoop race on his homeworld. Regardless, fact of the matter is that he only feels at home behind the controls of a starfighter.

It is assumed that the Ace is an Outer Rim talent, missed by the Empire. This is good, because the Ace is not a leader of men- he’s a hot shot solo guy, not some dandified formation flyer. In a fight, he’s a first guy to pretend his communicator isn’t working and disobey orders to fly off and do his own thing. Lucky, then, that he is VERY good indeed.

There are dozens of reasons for such people to join the Rebellion- a personal slight, a murdered friend, a destroyed home. Maybe he just hates it and actually signed up on his own initiative- such things happen. He’s quite a lot of trouble for the Alliance, it must be said- but too valuable a resource to discard.

Clearly based on Wedge, it is important to note that the Ace isn’t just a ‘ship-only’ character. He’s a vibrant personality in his own right, and he knows how to handle himself.

PHYSICAL
Strength 5
Agility 5
Dexterity 8
Speed 8

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 6

Add three points among your Physical stats. Then add six points amongst any stats.

SKILLS

Pilot = 15
Guns = 13
Combat +3
Fix-it +2
Observation +2
Leadership +2
Savoir-Faire +2
Seduction + 0

Add 6 points amongst these skills.

Merits: 3. Furthermore, take the Merit ‘Starship’ for free. This free Starship must be a fighter.

Gun Tricks: 2
Pilot Tricks: 8

Combat Awareness: The Ace adds one to his initiative in Starfighter combat, and gets +2 to all non-offensive Pilot rolls.

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Gambler

Never tell me the odds!

The Gambler is not some privileged pleasure seeker. He comes from the same stock as the Free Trader, working ‘between the lines’ of the law. Where the Trader was his own man, the Gambler was more of an organiser, a social guy in the criminal world- and boy, did he love his gambling!

Like the Trader, the Gambler found he had a growing unease with the activities of the Empire, that surprised him. Rather more directly, little operations he runs have been going out of business- unlike the mobile Trader, any enterprise the Gambler has set-up is being nationalised by the Empire. There’s no room for the small businessman any more! That wouldn’t have been enough though- like the Trader, the Gambler’s involvement in the alliance came down to conscience. His organisations have been used as fronts for the Rebel cause. Now he’s staked that much, like any good Gambler he’s willing to stake more- and he has set out to aid the Rebel cause directly.

Based off of Lando, the Gambler is akin to the Trader in many ways, but emphasises the social aspects at the cost of the combat ability. Mind you, that doesn’t mean he’s a slouch in the fight- and undeniably, the Gambler is the luckiest damn bastard you will ever meet. If you want a more sophisticated type of Rebel but don’t actually want to be a politician, this is the template for you.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 9

Add eight points among either Physical or Mental, then add seven points among the other (Fortune cannot be changed).

Guns = 13
Combat +4
Gambling = 14
Savoir-Faire +5 (max 13)
Persuade +3
Lying +3
Observation +2
Languages +2
Pilot +0
Fix-it +0
Seduction +2
.
Add 8 points among these skills.

Merits: 3

Gun Tricks: 3

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Elder Statesman

The debate is not over!

The Elder Statesman is an old and respected member of the Senate. He remembers the days before the Clone Wars- heck, he remembers the days before the Battle of Naboo. He most certainly remembers the days where Democracy was a valid concept in the Galaxy- decaying as it was, the Statesman fought hard to preserve it then, in both the interests of his people, and the Galaxy as a whole. There was nothing more horrible to him than the formation of the Empire, and the Elder Statesman has been with the political opponents who went on to form the Alliance right from the very start. Politics is clearly not going to win this fight alone- the Statesman has reluctantly concluded that there must be armed resistance; he will pledge what he can to aid the Alliance, whilst he continues to try and represent his people.

Bail Organa is the best association for this template- though because if you are going to fight, you will take a fighting template the Elder Statesman has been made older to concentrate purely on the social/political aspect. Aside from his lack of combat capability, the Elder Statesman is very much the ‘Jedi Master’ of the H&S templates; he brings experience and wisdom and is a good choice to ‘lead’ the group. As well as being a social guy, the Elder Statesman brings valuable resources to the group, because he can call upon the covert support his the world he represents- a world that is definitely no friend of the Empire. Oddly enough, though, the Elder Statesman is much more like an Imperial template than a Rebel one!

For those interested in any crossover, the Statesman can easily have been a past associate of one of your Jedi characters.

PHYSICAL
Strength = 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 7
Intelligence 8
Willpower 7
Perception 8

FORTUNE 6

Add five points among all stats. The Statesman’s Physical stats cannot exceed 7.

Guns +4 (max 13)
Savoir Faire = 15
Persuade = 15
Languages +3
Lying +2
Law +4
Observation +2
Leadership +4
Warfare +0

Add 12 points among these skills. Your maximum for skills is 15.

Merits: 3. The Elder Statesman also receives the following Merits:

Ties (Imperial Senate), Ties (Homeworld), and Contacts in two organisations.

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Soldier

This is a dangerous situation

The Solider is actually a man from a dedicated military organisation- however, this is very much NOT the armies of the Empire! This is looking at the area of the Naboo Royal Guard, or Leia’s guard aboard the Tantive IV- in whatever respect, he was a member of an independent, good-guy fighting organisation. Because he is no mook, the Solider is a talented fighter who had rank.

Like the Ace, the Soldier’s reasons for joining the Rebellion would be very personal. Because he is no longer part of his organisation, now a member of the Rebels, it is possible that what he stood for was destroyed by the Empire, him one of the few survivors. You are free to make the connection yourself.

Captain Typho and the like are the best examples for this template, and it is a very straightforward indeed- it is there to fight. Come some point, the Alliance needs to resort to straight out ground combat, even if only as part of a delaying action, and the Soldier is there to do just that.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 6

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 4

Add 11 points among all stats. Fortune cannot exceed 6.

Guns=14
Combat +4 (Max 14)
Fix-it +0
Observation +0
Sabotage +0
Intrusion +0
Leadership +2
Medicine +2
Intimidate +0
Warfare +1

Add ten points among these skills

Gun tricks: 6
Combat tricks: 4

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Idealistic Noble

I call it aggressive negotiations

A large section of the Star Wars Galaxy is given over to traditional ways- ruled, anachronistically, by a nobility. Some of these Nobles are elected (but are nonetheless part of a privileged class), some are landowners, and some are truly hereditary aristocrats. All are Noble, and in Star Wars, there is a sense in which this is acceptable in a way we really would not in real life!

The Idealistic Noble is a young noble from this background who very deeply believes in his/her responsibility to his/her and the principles that the Noble family envisages. The Empire is abhorrent to such people- obvious abuse of power wielded against the people it is meant to prevent. The Emperor is neither democratic NOR is he of noble birth! There is an element of pride in this, none of these nobles wish to bow down to some guile-appointed Emperor. But whilst most just sit and grumble- and continue to make money- the Idealistic Noble won’t stand for it. He fights- and brings the resources of his line to the aid of the Rebellion.

Very much a Princess Leia type template, minus the destroyed homeworld, the Idealistic Noble is along the same lines as the Elder Statesman, bringing social ability and resources to the group. What he lacks in experience, he makes up for in vigorous youth and determination born out of his natural talents.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE 6

Add four points among mental. Then add eight points among any stats.

Guns +4 (max 13)
Savoir-Faire +4
Persuade +5
Languages +2
Observation +2
Law +2
Leadership +4
Lying +1
Medicine +2

Add 10 points on these skills. Your maximum for skills is 15.

Merits: 4. Furthermore, the Noble receives the Merit ‘Ties (Homeworld)’

Gun Tricks: 2

Privileged Position: The Noble receives +2 to all social and political rolls that involve his/her home area of space.

Vast Wealth: The Noble brings great resources to the Rebel cause. One per episode, the Noble can acquire aid otherwise unavailable to the players- large amounts of weaponry, a bribe for the Hutts, transport to any planet in the Galaxy, and so forth.

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Primitive Warrior

Somebody get this walking carpet out of my way!

The Galaxy is full of many obscure cultures, many of whom have a very primitive seeming society. Nonetheless, many of these cultures are primitive by choice, not out of savagery, and many have Senate representation.

The Empire is very human-o-centric, and many of these peoples find themselves oppressed. But many have strong warriors within with very old-fashioned notions of right or wrong. These people need no complicated reason to join the Alliance- they simply sought out the Enemies of their Enemies, and found them. Alternatively, Primitive Warriors can be the associates of criminal types such as the Trader or Gambler, and have joined the Rebellion with them. Regardless- Imperial soldiers have much to fear from this one…

The Primitive Warrior is sheer combat back-up for the group, and is the only access to the Alien Powers. The assumption is made that the Primitive Warrior is the physical killer type of Alien, and with great obviousness is based off Chewbacca.

PHYSICAL
Strength 7
Agility 7
Dexterity 7
Speed 7

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE 3

Set one Physical stat to 9. Set another to 6. Add five points among Mental.

Combat= 14
Guns +4 (max 12)
Intimidation +3
Languages +1

You many spend five points among any skills

Merits: 3

Combat Tricks: 10
Alien Powers: 3. In addition, the Primitive Warrior has the Alien Power ‘Superior Physiology’, which has already been represented by his stat that is set to 9.

Incomprehensible: Your Languages rating can only be used to understand other Languages. No-one else can understand you unless they have Languages also.

Ushgarak
Imperial Navy Captain

Our first catch of the day

Surely by any measure, the glorious pride of the Imperial Templates is the Naval Captain. Command your own Star Destroyer! Be the envy of your friends and families!

No messing around here. The Navy Captain is a very senior member of the Navy. He’s had his time being a crew member, and of commanding lesser frigates and the like. Now he has hit the jackpot- he is command of a Star Destroyer, and its mighty force is entirely under his control. It is difficult to overestimate the authority of a Captain- he is God on his ship.

Whilst all things considered, Captains in this game have the same authority as Generals, they are generally considered to be the senior Military template in the game as far as being in charge of things is concerned. Character wise, the Captain is obviously highly valuable for the ship he brings, but he is also a very social character with a wide skill base. Like all Imperial players, he is considered to be an extremely good Captain.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 5

Add six points amongst either Mental or Physical, then add six points amongst any stats. Fortune may not exceed 7.

Guns =13
Pilot + 3
Savoir-Faire +3
Languages +3
Lying +3
Fix-it +1
Intimidation +1
Leadership + 4 (Max 13)
Observation +2
Warfare +4 (Max 13)

Add 6 points among these skills

Merits: 3. In addition, the Captain receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 1
Pilot Tricks: 1

Star Destroyer- The Captain commands a Star Destroyer

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Imperial Army General

The shield will be down within moments, You may begin your landing

If there is anything to rival the prestige of the Captain, it is the General. In fact, on screen, the Generals had a better time, Veers being the only Imperial to actually defeat the Rebels in a fair fight.

A General commands an entire assault division- the most that can be fitted into a Star Destroyer. The General is a veteran; he started off as a junior Lieutenant and e has made his way up through the ranks until he had his own damn army to throw around- and boy, does he enjoy using it!

Like the Captain, the General is quite widely skilled. However, whilst he has had some experience in personal combat, he’s not really the close fighting type; his main benefit, again, is in the resources he brings, which are many.


PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 5
Add six points amongst either Mental or Physical, then add six points amongst any stats. Fortune may not exceed 7.

Guns =13
Combat + 3 (Max 13)
Savoir-Faire +1
Intimidation +3
Languages +1
Pilot + 1
Fix-it +1
Medicine +1
Leadership + 4 (Max 13)
Observation +2
Warfare +5 (Max 13)

6 points to spend among these skills

Merits: 3. In addition, the General receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 2
Combat Tricks: 2

Combined Arms Division: The General commands a division, consisting of Stromtrooper regiments, and units of AT-STs, Speeders and AT-ATs.

-

Imperial Squadron Leader

I’m on the leader…

This template assumes that good quality Imperial pilots exist, as in the TIE fighter computer games- and so it shall be.

The Squadron Leader commands the entire compliment of a Star Destroyer’s fighter force- less of a Pilot than an Ace, but with auithority over many fighters. Just like the Ace, the Squadron leader is a bit of a jock, and no slouch out the cockpit.

Thjis template has less authority than the Captain or General but is a very useful (and active) one to have.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 8

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 3

Add six points amongst either Mental or Physical, then add five points amongst any stats. Fortune may not exceed 5.

Guns= 13
Pilot= 14
Intimidation +3
Languages +2
Savoir-Faire + 1
Fix-it +3
Observation +3
Leadership + 3 (Max 13)

Add six points among these skills

Merits: 3. In addition, the Squadron Leader receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 2
Pilot Tricks: 6

TIE Forces: The Squadron Leader commands a Star Destroyer’s compliment of Fighters and Bombers

-

Imperial Administrator

You may fire when ready

The merging of politics and military is a dangerous business, and a hallmark of many evil regimes over time. It is true of the Imperial Forces most certainly, where the Grand Moff Tarkin, commander of many space Forces, is also Governor of the Outer Regions- a combined position which ranks him above even Vader. There is only one way to achieve such power- to be one of the Emperor’s Inner Circle.

The Administrator follows Tarkin’s logic on a lower level. His background has been a combination of military and political, and the effective rank he is reached is that of ‘Commissar’. No-one is entirely sure quite what that rank means, but as a representative of the Empire, very few would dare disobey him without fantastically good cause.

The Commissar’s job is to ensure that missions are progressing along the lines that the Emperor wishes. His remit, therefore, is almost infinite- but whilst the Emperor tolerates buffoons in the military, in his representatives he does not. He wants intelligent men who do not wield their authority like a sledgehammer; his Administrators are politicians and diplomats too, with a soft spoken deadliness behind their words that brings terror to many. An Administrator whose interference does more harm than good falls out of Imperial favour very quickly.

Character wise, the Administrator is the only Imperial political template, and he is very social to boot. Obviously, he’s not meant to be getting into front-line action; he is pairing off against the Senators and Nobles of the Rebellion in wars of words. The clash between political and military authority in the taskforce is an interesting part of gameplay…

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 7
Intelligence 7
Willpower 8
Perception 7

FORTUNE 5

Add six points amongst Physical and Fortune. Fortune may not exceed 7.

Guns =13
Law + 3
Intimidation +3
Languages +3
Savoir-Faire + 3
Persuade +3
Observation +3
Leadership + 3
Lying +3

Add six points to these skills

Merits: 3. In addition, the Administrator gains the Merit ’Ties: THE EMPEROR’

Political Terror: The Administrator represents the Emperor and gets a +2 bonus on all social rolls involving members (including citizens) of the Empire. This includes non-aggressive ones; people are anxious to please.

-

Agent Provocateur

Pursued by the Empire’s sinister agents…

The Agent is not really a spy as such, more a tool of disruption. He has no direct equivalent from the films, but represents part of the network of informers that help the Empire (for example, the alien who betrayed the presence of the droids on Tatooine). This makes the Agent an unusual Imperial template- he has no rank, wears no uniform and need not even be human. In fact, this is a huge advantage, because it gives the Imperials the only subtle template they have. Other Imperials stand out a mile; this one can blend.

To be any good at this job, the Agent has to be able to take care of himself, and indeed he can. Lacking directly Imperial resources, this template looks more like a Rebel than Imperial one, but is a useful tool

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 2

Add seven points amongst either Mental or Physical, then add seven points amongst any stats. Fortune may not exceed 4.

Guns= 14
Combat= 13
Sabotage +3
Intrusion= 14
Savoir-Faire + 3
Persuade +1
Observation +3
Lying +4
Fix-it + 1
Languages +3
Intimidation + 0
Pilot + 0
Medicine + 0

Add six points among these skills

Merits: 3

Gun Tricks: 6
Combat Tricks: 4
Devices: 1

-

Imperial Commander

Imperial troops have entered the base!

It’s a hard job and it needs a hard person- someone has to lead the Stormtroopers in.

By the time of the OT, Imperial ground forces are a mix of clones and recruited personnel. A few brave elite men volunteer to lead the front lines of the Imperial forces; the Commander is one of these. He is a assault soldier, who wears the stormtrooper armour (with a coloured shoulder pad to indicate rank) and shows no fear in a fight. He’s the only military Imperial template who is actually designed to be a front line fighter (the Agent can also but is not military), this is one of the few Imperial resources that you can trust to do those dangerous jobs that needs the ‘personal’ touch.

The Commander is a veteran of many combats and is not averse to using non-standard equipment. As he gets results, superiors allow him this flexibility.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 6

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 3

Add 11 points among all stats. Fortune cannot exceed 5.

Guns =14
Combat +4 (Max 14)
Heavy Weapons +1
Fix-it +0
Observation +0
Sabotage +0
Intrusion +0
Leadership +2
Medicine +0
Intimidate +2
Warfare +2

Add eight points among these skills

Merits: 3. In addition the Commander receives the merit ‘Ties: Imperial Army’

Gun Tricks: 4
Combat Tricks: 4
Devices: 2

Stormtrooper Leader: The Commander has a company of Stormtroopers under his personal command at all times, and is the ranking officer of any stormtroopers in the area during a battle unless a General is around.

Ushgarak
Remember- if you take a Scum and Villainy template and work for the Rebels, the descriptions below are of yuor past, not present

Bounty Hunter

He's no good to me dead

The centrepiece of Scum and Villainy, just as the Free Trader is of H&S, the Bounty Hunter is one of Star Wars' centrepieces. Oh, just about anyone can take up a gun and hunt for Bounties- any old mook, in fact. Only a few become legends.

This one is a legend.

What else can I say? The Bounty Hunter is skilled, dependable, tenacious, and deadly. He's also very well equippd. Still, there is always the tradiitional tragedy to the Bounty Hunter- it's an endless life, all your profits going on more equipment to get the next big kill, until you end up living only for the kill itself- until one of your prey kills you.

That day isn't yet, though. Go out there and have a blast.


PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 1

Add seven points to either physical or mental. Then add seven points among all other stats. Fortune may not exceed 3.

Guns= 14
Combat= 13
Heavy Weapons +4
Languages +1
Pilot +2 (max 13)
Intrusion +4
Lying +3
Fix-it +3
Intimidation +4
Savoir-Faire +2
Medicine +2
Observation +2

Add 6 points among these skills. Your maximum in these is 11.

Merits: 3

Combat Tricks: 4
Gun Tricks: 4
Pilot Tricks: 4
Devices: 5

Fearsome Reputation: The Bounty Hunter gets +3 on all interrogation rolls, and +5 on any social roll at all with criminals.

-

Mercenary

I only take orders from one person. ME!

Mercenary is another simple career in the Galaxy, which again only a few people get any good at. Thise who are very good at it are in heavy demand in any time period.

The Mercenary is a combat specialist, lacking the refinement of the Bounty Hunter, but concentrating purely on the fighting.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 6

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE 3

Add ten points among all stats. Fortune may not exceed 5.

Guns= 14
Combat= 13
Heavy Weapons= 13
Languages +0
Intrusion +2
Lying +2
Fix-it +2
Intimidation +2
Savoir-Faire +2
Medicine +0
Observation +0
Sabotage +2
Warfare +0

Add 8 points among these skills

Merits: 3

Gun Tricks: 5
Combat Ticks: 6

-

Slaver

My kind of Scum; fearless and inventive

Slavery is BIG business with heft profits. The successful slaver is rich and influential. Must be said, though, the Empire has severely reduced such slavery (in favour of general servitude to the Empire) so competition between slavers for a dwindling market is intense.

The Slaver is a direct all-rounder like the Bounty Hunter, but not quite as good in a fight. Other than his grunts he has with him at all times, the Slaver is meant to be the smart guy of the S&V list, preferring to outthink foes if he can, but more than willing to engage in a fight if need be.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 5

Add seven points to either physical or mental. Then add seven points among all other stats. Fortune may not exceed 7.

Guns=13
Combat= 13
Languages +3
Pilot= 13
Intrusion +4
Leadership +3
Lying +5
Intimidation +4
Savoir-Faire +2
Medicine +2
Persuasion +0

Add six points among these skills

Merits: 5

Combat tricks: 5
Gun tricks: 3
Pilot tricks: 4
Devices: 1

Associates: The Slaver is always accompanied by two Skill 9 Supermooks. These are replenished each Episode if lost.

-

Pirate

I have the death sentence on twelve systems!

Piracy is another one of those areas which will never stop being big business in the Galaxy. The Empire takes piracy especially seriously, so a player Pirate must have accumulated some favours to be operating as he does.

The Pirate is the flyer of the Scum and Villainy list; not as directly proficient as the Ace, he has wider resources to call on.

PHYSICAL
Strength 5
Agility 5
Dexterity 7
Speed 7

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 5

Add 3 points among Physical. Add seven points among other stats. Fortune may not exceed 7.

Guns=13
Pilot=14
Combat +3
Fix-it +3
Intrusion +3
Languages +1
Lying +3
Intimidate +0

Add 6 points among these skills

Merits: 3. The Pirate also receives the Merits ‘Starship’ and ‘Ties’ (to a pirate clan of his choice)

Gun Tricks: 5
Pilot Tricks: 6

-

Assassin

It was just a job

What is the difference between the Assassin and a Bounty Hunter, you ask?

The conceptual difference is that the latter picks up publically offered bounties, whilst the former gets specific contracts. But yes, there is a lot of overlap between the two.

The template difference is that the Bounty Hunter is a tough, vicious space nut who takes big risks all the time and does not mind facing death. The Assassin is more of a precision killer- he likes to engage at range or use traps, and only fights up close for his life if everything has gone rather wrong. It’s the difference between the assassin Zam Wessel and the Bounty Hunter Jango. It’s certainly a combat template, anyway.

PHYSICAL
Strength 5
Agility 5
Dexterity 7
Speed 7

MENTAL
Charisma 5
Intelligence 5
Willpower 5
Perception 5

FORTUNE 3

Add seven points to either physical or mental. Then add seven points among all other stats. Fortune may not exceed 5.

Guns=14
Combat +3
Heavy Weapons +4
Languages +1
Pilot +2 (max 11)
Intrusion +5
Lying +3
Fix-it +3
Savoir-Faire +2
Medicine +2
Observation +3
Sabotage: +2

Add six points among these skills.

Merits: 3

Gun Tricks: 8
Devices: 3

-

Primitive Warrior

“Raaaaaaaaaaaaaaarrrrrggggh!”

Primitive Warriors can be evil thugs as well as noble good guys. This template is exactly the same as the H&S one, except evil. Obviously, you can’t take this for the Rebels- just use an H&S template instead.

Ushgarak
Assigning Stats and Skills

'Stats' (Statistics) are the measure of the basic physical and mental capacities of your character.

Skills are what your character has aptitudes in- including fighting.

Both are easy to assign to your template.

Stats

Strength is a measure of your physique and toughness; it is used to resist damage, to do damage in close combat, and simply to shift stuff!

Agility is a measure of your character's mobility and athleticism. It helps you fight up close and make acrobatic manoeuvres.

Dexterity is a measure of your character's finesse and handling skills; it is used to pilot ships and fire guns.

Speed is a measure of your character's wits and reaction speed. It is not used in skills but sets how fast you react in a fight.

Charisma is a measure of your character's strength of personality- it enables to to better relate to others, whether that be being friendly or threatening to kill.

Intelligence is a measure, of course, of how smart your character is, which can be quite an asset to the political side of the game.

Willpower is your strength and firmness of mind, used to resist mental effects and keep going in the face of adversity.

Perception is your ability to notice things, from clues at a crime scene to an incoming ambush.

To set your stats, simply add the amount your template allows you to between physical and mental stats. 5 is the average for a being in the Galaxy, 6 a better average for trained people like yourselves, 7 is the exceptionally fit/clever level- and 8 means you are actually at the limit! Impressive.

The attribute maximum is 8; this is the highest a stat can go for a 'human' template (where 'human' is a wide term referring to about 90% of Star Wars races who are pretty much the same as humans in the end- like Twi'leks and Zabraks). The 'Primitive Warrior' template is an exception to this.

If a stat has an '=' sign by it- notably for older characters- then it cannot be increased; it is already as high as it can go.


Skills

All skills are based on a stat. To get your final level in that skill, add the stat and the '+' number relevant to the skill. So someone with a Combat skill of +4 would check his Agility, which Combat is based on. If his Agility is 7, his combat would therefore be 7+4 to make 11.

You may add points to your given skills, or in some cases any skills, as noted on the template (if you do not add to a +0, simply ignore it). Unless stated, the maximum for the final total of the skill (not the + number, the final total with the stat included) is 12.

If a skill has a '=' sign by it- normally for fighting skills, and always for Lightsabre- then it will always equal that final amount, including the stat, no matter what. So if a Guns skill is =13, then it final + number will equal whatever is needed to get it to 13. Guns is based on Dexterity, so if your Dexterity was 7, the + number would become 6 to make 13; if your Dexterity was 8, the + number would be 5. Nothing will change this final amount so don't spend points on an = skill (after all, they are set at a high level for you as it is!)

Here is a summary of skills:

Combat (Agility): The ability to fight up close unarmed or with a melee weapon other than a Lightsabre.

Fix-it (Perception): Technical knack and know-how, always an important skill in Star Wars for little emergency jury-rigs on the job

Gambling (Perception): The ability to either play well in skill-based, or judge well in luck based, gambling games. Gambling is a useful social skill.

Guns (Dexterity): The ability to fight, preferablty at a distance, with the wide variety of handheld arms in the Starwars galaxy, from small pistols to longarms.

Heavy Weapons (Dexterity): The ability to operate very large weapons, including rocket launchers and the like.

Intimidation (Charisma): The ability to compel others, either by threats or general scary presence, to do what you want.

Intrusion (Agility): The ability to break and enter- just as valuable for Imperial agents trying to catch Rebels as it is for Rebels breaking into Imperial bases.

Jedi Lore (Intelligence): Knowledge of the mysteries of the Force, and the secrets of the Jedi and the Sith. The first campaign was a Jedi Lore plot and you can expect to see it being useful again in future. This skill is not available to starting players in this Campaign

Languages (Intelligence): Your general knowledge of other languages. Whilst most aliens speak basic, it is often highly useful to understand others in their native tongue.

Law (Intelligence): Not the knowing of what is and is not illegal, but law as a lawyer or politician would see it- understanding the legal system, how to use it, abuse it, speed it or slow it. This is an obscure and difficult skill and cannot be taken unless it is on on your template.

Leadership (Charisma): The ability to get others to follow your lead by example and direction.

Lying (Charisma): The ability to fool and deceive others. Both sides have equal need for this skill.

Medicine (Intelligence): The ability to treat basic wounds and other mdecial problems, and identify the cause of wounds.

Observation (Perception): The ability to notice things- not just physical things, but also to notice things about the manner of a person, for example

Persuade (Charisma): The ability to get people to help you via means of reasoned argument

Pilot (Dexterity): The ability to fly ships and drive vehicles. Pilot is used as a combat skill in some circumstances.

Sabotage (Dexterity): The generic ability to wreck stuff- from viruses to electro-disruption to big bombs

Savoir-Faire (Charisma): Cultural knowledge of the Galaxy- essential for travellers like yourselves, this helps you blend in to and understand the myriad planets and cultures you will encounter over time.

Seduction (Charisma): The ability to bring others under your thumb via means of personal attraction. Not a common skill for Jedi or even Dark Siders, but it does happen...

Warfare (Intelligence): The ability to organsisde fighting as a General sees it- where you need Leadership to lead squads, you need Warfare to lead armies.

Lightsabre (Special): Just as a note, this skill still technically exists. Obviously, no-one can take it.

Ushgarak
5. ASSIGNING TRICKS

Choosing Devices, Pilot, Combat, Gun or Alien Tricks, this process is very simple, though many put a lot of thought into it. Tricks represent your particular talents in certain areas.

Your template tells how how many, if any, of each Trick you can choose. Look up the Tricks in the Core Rules to see what you want. Feel free to ask other players for help.

At this point, you may also choose your Merits- background advantages your character has, like a starship or ally.

Ushgarak
My word, this stuff takes a while! I'll fill in the missing templates as soon as I have the time, and put in the relevant needed Core Rules as well.

Right now, Rebel players can feel free to start constructing characters.

Tptmanno1
I'm calling an Ace right now...
I'll do my Char when I get more time...

Jazzman_78
Put me down for a Free Trader, Han Solo types were always my favorite, in movies and EU. (Talon Karrde is another fav for me.) I'll try not to copy Han though. I'll get a character up this weekend.

Lana
Imperial bounty hunter = MINE.

I called that ages ago, remember.

2Tidus!
I'll wait for the Imperial Templates.

Bespin Bart
Primitive Warrior is mine!

Ushgarak
I think Lana is ging to be decidedly teerritorial on this one...

Bespin Bart
Ya think? stick out tongue

Lana
Oh, quiet. I wanted to be a bounty hunter back when you said it wouldn't even be a playable template stick out tongue

Ushgarak
Someone else will say they called it before Star Wars was even written, soon...

Bespin Bart
That was me! big grin

Lana
I bet someone will, just to try to piss me off....

And Chris did it while I was posting.

stick out tongue

2Tidus!
Like Lucas Arts? Yeah, good point :P

Jazzman_78
Originally posted by Bespin Bart
Primitive Warrior is mine!

I thought of you as soon as I read that template! Xeth Junior perhaps?

Bespin Bart
laughing out loud

Well, maybe a Geonosian elite? Eh eh?

Bespin Bart
Hey Ush, I wanted to make my Superior Physiology bonus to raise my Dexterity to 9, but Guns says that it can only go to 12. Putting Dext. to 9 with +4 in Guns that comes with the template, it goes to 13. What do I do?

Ushgarak
It means it stays at 12.

Bespin Bart
Alrighty.

Will there be any new Combat Tricks or Merits I should watch out for?

Ushgarak
Combat Tricks still actually need re-tooling, but in general, no.

Merits- yup, there's a new one!

Ushgarak
Put your hand up if you just put the Imperial templates in!

(raises hand)

2Tidus!
YES!! You rock!

Lana
That amused me.......

BTW, my brother has expressed interest in playing an Imperial Captain, so I shall let him know that the templates are up....

Ushgarak
I had to cut it out due to space restraints, but people should know that there can only be tweo each of the Star Destroyer positiions (Captain, General and Squadron Leader) and only one Administrator.

2Tidus!
Name: Jaiden Ra


Imperial Commander

Imperial troops have entered the base!

It’s a hard job and it needs a hard person- someone has to lead the Stormtroopers in.

By the time of the OT, Imperial ground forces are a mix of clones and recruited personnel. A few brave elite men volunteer to lead the front lines of the Imperial forces; the Commander is one of these. He is a assault soldier, who wears the stormtrooper armour (with a coloured shoulder pad to indicate rank) and shows no fear in a fight. He’s the only military Imperial template who is actually designed to be a front line fighter (the Agent can also but is not military), this is one of the few Imperial resources that you can trust to do those dangerous jobs that needs the ‘personal’ touch.

The Commander is a veteran of many combats and is not averse to using non-standard equipment. As he gets results, superiors allow him this flexibility.

PHYSICAL
Strength 6+1=7
Agility 6+1=7
Dexterity 6+1+1=8
Speed 6+1=7

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 5+1=6
Perception 5+1=6

FORTUNE" 3+2= 5

Add 11 points among all stats. Fortune cannot exceed 5.

Guns =14+2=16
Combat +4 (Max 14)
Heavy Weapons +1+2
Fix-it +0
Observation +0+1
Sabotage +0
Intrusion +0
Leadership +2
Medicine +0
Intimidate +2+2
Warfare +2+1

Add eight points among these skills

Merits:
Ties: Imperial Army’

Gun Tricks: 4
Combat Tricks: 4
Devices: 2

Stormtrooper Leader: The Commander has a company of Stormtroopers under his personal command at all times, and is the ranking officer of any stormtroopers in the area during a battle unless a General is around.





Ush, you didn't do the merits or the tricks yet, so this is what I did until then. Is this alright?

Ushgarak
Yup

But '=' means fixed, Tidus, remember?

2Tidus!
Let me re do it simplier, I was doing the +'s and the ='s so you'll have a better time of understanding and checking what I did.



Name: Jaiden Ra


Imperial Commander

Imperial troops have entered the base!

It’s a hard job and it needs a hard person- someone has to lead the Stormtroopers in.

By the time of the OT, Imperial ground forces are a mix of clones and recruited personnel. A few brave elite men volunteer to lead the front lines of the Imperial forces; the Commander is one of these. He is a assault soldier, who wears the stormtrooper armour (with a coloured shoulder pad to indicate rank) and shows no fear in a fight. He’s the only military Imperial template who is actually designed to be a front line fighter (the Agent can also but is not military), this is one of the few Imperial resources that you can trust to do those dangerous jobs that needs the ‘personal’ touch.

The Commander is a veteran of many combats and is not averse to using non-standard equipment. As he gets results, superiors allow him this flexibility.

PHYSICAL
Strength 7
Agility 7
Dexterity 8
Speed 7

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE: 5

Add 11 points among all stats. Fortune cannot exceed 5.

Guns 16
Combat +4 (Max 14)
Heavy Weapons +1+2
Fix-it +0
Observation +0+1
Sabotage +0
Intrusion +0
Leadership +2
Medicine +0
Intimidate +2+2
Warfare +2+1

Add eight points among these skills

Merits:
Ties: Imperial Army’

Gun Tricks: 4
Combat Tricks: 4
Devices: 2

Stormtrooper Leader: The Commander has a company of Stormtroopers under his personal command at all times, and is the ranking officer of any stormtroopers in the area during a battle unless a General is around.

Jazzman_78
Ush means that your Guns IS 14, and can't be increased here. I did the same thing with lightsabers.

Ushgarak
Yup indeedy.

2Tidus!
Name: Jaiden Ra


Imperial Commander

Imperial troops have entered the base!

It’s a hard job and it needs a hard person- someone has to lead the Stormtroopers in.

By the time of the OT, Imperial ground forces are a mix of clones and recruited personnel. A few brave elite men volunteer to lead the front lines of the Imperial forces; the Commander is one of these. He is a assault soldier, who wears the stormtrooper armour (with a coloured shoulder pad to indicate rank) and shows no fear in a fight. He’s the only military Imperial template who is actually designed to be a front line fighter (the Agent can also but is not military), this is one of the few Imperial resources that you can trust to do those dangerous jobs that needs the ‘personal’ touch.

The Commander is a veteran of many combats and is not averse to using non-standard equipment. As he gets results, superiors allow him this flexibility.

PHYSICAL
Strength 7
Agility 7
Dexterity 8
Speed 7

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE: 5

Add 11 points among all stats. Fortune cannot exceed 5.

Guns 14
Combat +4 (Max 14)
Heavy Weapons +1+2
Fix-it +0
Observation +0+1
Sabotage +0
Intrusion +0
Leadership +2
Medicine +0
Intimidate +2+4
Warfare +2+1

Add eight points among these skills

Merits:
Ties: Imperial Army’

Gun Tricks: 4
Combat Tricks: 4
Devices: 2

Stormtrooper Leader: The Commander has a company of Stormtroopers under his personal command at all times, and is the ranking officer of any stormtroopers in the area during a battle unless a General is around.

Jazzman_78
Here's my character. Hope I got it right. I used the gun and pilot tricks as written in the original thread, hope that's what you intended. Will there be a place for the backstory eventually? Or will that go into the current archives? Xeth and I are working on intertwining our stories, kind of like a Han and Chewie thing. Xeth's idea, and I thought it was a good one. Also, do I assume correctly that we are already involved with the rebellion?

Name: Kyle Ragnor, Free Trader from the planet Ela Nobog

Rebel

PHYSICAL
Strength 7
Agility 7
Dexterity 8
Speed 6

MENTAL
Charisma 8
Intelligence 7
Willpower 5
Perception 7

FORTUNE 2

SKILLS
Guns = 14
Combat +4 (Max 13)= 11
Pilot = 14
Languages +1 = 10
Savoir-Faire +2 = 11
Gambling +1= 10
Fix-it +2= 11
Lying +1= 11
Observation +1= 9
Seduction +0= 8
Persuasion +0= 9
Intimidate +0= 9

MERITS
Starship: New YT-1300 Light Freighter, ‘gifted’ to him by his former employers. Renamed ‘Last Laugh’. It was well outfitted by the Nobog Corporation for smuggling and defense.
Lucky

GUN TRICKS: w/ Blastech Light Blaster Pistol
Gun Slinger lvl 4
Eagle Eye

PILOT TRICKS: Light Freighter ’Last Laugh’
Daredevil lvl 3
Tactician lvl 2

CHARM: The Free Trader gets +2 on all non-aggressive social rolls.

ENMITY: Wanted by The Nobog Corporation, actually a front for a criminal organization the planet Ela Nobog. Kyle Ragnar started his smuggling career working for them. Unfortunately, the organization considered him expendable and he disagreed, so he tipped off his last run to the authorities. In exchange for his testimonies, he was exonerated for his crimes on the condition that he leave the planet and never return. He had no problem with that since any appearance by him on that planet would be cut short by The Corp, the reorganized syndicate formed after most of the Nobog Corporation leadership was imprisoned. Kyle feels that he has little to fear from them off-planet, but there’s always the infamous bounty hunter, , to fear.

2Tidus!
Whered you find the new tricks for the Trilogy?

Also, Ush, I'm a bit confused, where it sais +0, or +2, how much does it start out with really?

barbarossa
*Calls Imperial Captain* I'll fill out my stats and post them.

^was just so no one else calls it. :P

Ushgarak
They will comne soon, Tidus. But sorry, can you explain what you mean with the +0/+2 thing?

Looks fine, Jazz, though the new Core Rules will have updated versions of the Tricks in soon, so feel free to alter. How does it feel to have skills this time?

Nice to see you, Barb.

Trickster
Ush, will Elder Statesmen and Idealistic Nobles become redundant once the first episode is over?

I'm putting down a bid for Administrator, if so... (or at least until scum and villany comes through).

I bloody hate having to pick templates!

Ushgarak
Good Lord no, they are always imnportant.

I think you might have to talk that over with Melkor, btw.

Trickster
He called Administrator?

You've got to be kidding...

Ushgarak
'fraid so.

Scum and Villainy has arrived, folks!

Jazzman_78
Thanks Ush, I'll look them over when they're up, and let you know if I want to change. And yes, it'll be interesting to be good at something other than fighting. Although I do like the fighting, it's not really doing me any good right now.

barbarossa
Captain Atillian Trebeis of the Imperial Star Destroyer Deviator.
Captain Trebeis's beginnings in the Imperial Navy were rather modest. No fancy officer's commissions straight from an Academy. Instead, he began as a simple TIE Pilot assigned to a tiny outpost in the Outer Rim. It was here that he served for several years until he was suddenly catapulted from obscurity and into the eye of the high command due to his commendable actions in rallying the defense against a band of Raiding pirates. Due to his efforts, Trebeis was given his first command as a Squadron Leader aboard the Frigate Corsair. While serving aboard the Corsair, Captain Trebeis quickly moved up the ranks until he was command of the Small Frigate himself. Unfortunately, Disaster struck the young and talented man. One eventful day while in orbit above the planet Kasshyyk, the Frigate was ambushed by a motley collection of Rebels. He was exiled to a small fueling base near the Unknown Regions. It was here he remained for over ten years, boiling in his newfound hatred for Wookies and and their rebel friends. However, he finally got the chance to gain back his former place of command when the Imperial Dreadnought Avenger lost it's Captain to a heart attack. He jumped at the offer of command and was quickly installed in the old craft. In this position, he served exceedingly well, and once again caught the attention of the high command. When one of the new Imperial Star Destroyers came out of the Shipyards, he was promoted to the larger ship.

PHYSICAL
Strength 6
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 8
Willpower 6
Perception 6

FORTUNE 6

Guns =13
Pilot + 3
Savoir-Faire +3
Languages +3
Lying +3
Fix-it +1
Intimidation +1
Leadership + 6
Observation +2
Warfare +7



Merits: 3. In addition, the Captain receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 1
Pilot Tricks: 1

Star Destroyer- Deviator

If theres any problems with it, let me know.

Fire
I'm IN

Ushgarak
It all looks good- the only problem is, ten years ago there were no Rebels who could have possibly mounted such an ambush! They can't really do that even now. So you may need to change your assailants.

Oh, and remember that unless specified otherwise, skills are maxed at 12, so Warfare +7 is too high.

Oh, and are you sure about your stats? They look low.

2Tidus!
Okey look Ush, say it went like this

Fix It +0

What does that mean? +0 to what number?

barbarossa
Originally posted by Ushgarak
It all looks good- the only problem is, tne years ago there were no Rebels who could have possibly mounted such an ambush! They can;t really do that even now. So you may need to change your assailant.s

Oh, and remember that unless specified otherwise, skills are maxed at 12, so Warfare +7 is too high.

Oh, and are you sure about your stats? They look low.

Huh, I really cannot think of anyone else to of have attacked. Any suggestions?

As for the stats- I'm pretty sure I used all available points. Are you sure they are low?

Trickster
Pity there's no equivalent of viagra in Star Wars...

Barb, why not some pirates attacking a convoy you were escorting?

barbarossa
Originally posted by Trickster
Pity there's no equivalent of viagra in Star Wars...

Barb, why not some pirates attacking a convoy you were escorting?

That might work... But for the story, I want him to hate Wookies. So they would have to be a bunch of Wookie-Pirates.

Ushgarak
Originally posted by 2Tidus!
Okey look Ush, say it went like this

Fix It +0

What does that mean? +0 to what number?

Look up what Fix-It is based on! You will find it is Perception.

However, if you do not imrpvoe a +0, just leave it off your character. It is only there to show that you can take it if you wish.

-

Barb- suggestions? Pirates? Confederate remnants (still a few left after five years)? The Golden Serpent?

barbarossa
Ush, could you delete the old post please?

Captain Atillian Trebeis of the Imperial Star Destroyer Deviator.
Captain Trebeis's beginnings in the Imperial Navy were rather modest. No fancy officer's commissions straight from an Academy. Instead, he began as a simple TIE Pilot assigned to a tiny outpost in the Outer Rim. It was here that he served for several years until he was suddenly catapulted from obscurity and into the eye of the high command due to his commendable actions in rallying the defense against a band of Raiding pirates. Due to his efforts, Trebeis was given his first command as a Squadron Leader aboard the Frigate Corsair. While serving aboard the Corsair, Captain Trebeis quickly moved up the ranks until he was command of the Small Frigate himself. Unfortunately, Disaster struck the young and talented man. One eventful day while in orbit above the planet Kasshyyk, the Frigate was ambushed and defeated by a motley collection of Confederate Remenant Members. He was exiled to a small fueling base near the Unknown Regions. It was here he remained for over ten years, boiling in his newfound hatred for Wookies and and their friends. However, he finally got the chance to gain back his former place of command when the Imperial Dreadnought Avenger lost it's Captain to a heart attack. He jumped at the offer of command and was quickly installed in the old craft. In this position, he served exceedingly well, and once again caught the attention of the high command. When one of the new Imperial Star Destroyers came out of the Shipyards, he was promoted to the larger ship.

PHYSICAL
Strength 6
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 5
Intelligence 8
Willpower 6
Perception 6

FORTUNE 6

Guns =13
Pilot + 3
Savoir-Faire +3
Languages +3
Lying +3
Fix-it +1
Intimidation +1
Leadership + 6
Observation +2
Warfare +7



Merits: 3. In addition, the Captain receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 1
Pilot Tricks: 1

Star Destroyer- Deviator

If theres any problems with it, let me know. smile

2Tidus!
Oh, okey, got it Ush, thanks.

Ushgarak
Still got the +7 warfare there, Bart, bud!

Lord Melkor
Great the OT game is coming! My administrator shall follow!

barbarossa
Originally posted by Ushgarak
Still got the +7 warfare there, Bart, bud!

I thought we had six points to add to the base skill number. I used 3 points on Warfare and 2 on leadership. Should I add a point to something?

Ushgarak
As I mentioned above, a skill maxes out at 12 unless otherwise stated; your Intelligence makes your Warfare 15!

barbarossa
Originally posted by Ushgarak
As I mentioned above, a skill maxes out at 12 unless otherwise stated; your Intelligence makes your Warfare 15!

Ugh, it's been too long since I've done this. Alright, give me a hand here, what do you think I should do Ush?

Ushgarak
Spread your points elsewhere, is all.

Lord Melkor
Can i have Tarkin as Mentor?

barbarossa
Ush, could you delete the old posts please?

Captain Atillian Trebeis of the Imperial Star Destroyer Deviator.
Captain Trebeis's beginnings in the Imperial Navy were rather modest. No fancy officer's commissions straight from an Academy. Instead, he began as a simple TIE Pilot assigned to a tiny outpost in the Outer Rim. It was here that he served for several years until he was suddenly catapulted from obscurity and into the eye of the high command due to his commendable actions in rallying the defense against a band of Raiding pirates. Due to his efforts, Trebeis was given his first command as a Squadron Leader aboard the Frigate Corsair. While serving aboard the Corsair, Captain Trebeis quickly moved up the ranks until he was command of the Small Frigate himself. Unfortunately, Disaster struck the young and talented man. One eventful day while in orbit above the planet Kasshyyk, the Frigate was ambushed and defeated by a motley collection of Confederate Remenant Members. He was exiled to a small fueling base near the Unknown Regions. It was here he remained for over ten years, boiling in his newfound hatred for Wookies and and their friends. However, he finally got the chance to gain back his former place of command when the Imperial Dreadnought Avenger lost it's Captain to a heart attack. He jumped at the offer of command and was quickly installed in the old craft. In this position, he served exceedingly well, and once again caught the attention of the high command. When one of the new Imperial Star Destroyers came out of the Shipyards, he was promoted to the larger ship.

PHYSICAL
Strength 6
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 6
Intelligence 8
Willpower 6
Perception 6

FORTUNE 6

Guns =13
Pilot + 3
Savoir-Faire +3
Languages +3
Lying +3
Fix-it +1
Intimidation +2
Leadership + 6
Observation +3
Warfare +4



Merits: 3. In addition, the Captain receives the Merit ‘Ties (Imperial Command)’

Gun Tricks: 1
Pilot Tricks: 1

Star Destroyer- Deviator

Rawr. If thats not crrect, I shall beat myself with a very large stick.

Ushgarak
Originally posted by Lord Melkor
Can i have Tarkin as Mentor?

I can't think why not, though Mentor is really envisaged as a Rebel/Light Side merit.

Save the beating, Barb. Looks good.

Jazzman_78
Ush, saw the updated tricks, I'll keep my merits as they are, and change my Pilot tricks as follows:
Daredevil lvl 2
Speed King lvl 2
Favorite Seat
Do you want me to repost the whole character sheet, or will this do?

Ushgarak
Nope, that's fine.

Lord Melkor
Melkor Esgabath, Imperial Administator.

Melkor descends from the Tasker`s Crown Sector, he was born as the 3rd son of minor Boyar. He never came to the terms with the fact that he was not the one to inherit the title, he considered himself the most intelligent and competent of his siblings, and when the Empire was expanding its power upon the entire Galaxy, he decided to go away from his family and join the administative branch of the Imperial Academy. His people always valued order and discipline over freedom, and Melkor believed that the most fit individuals can conduct the governance in a much more efficient way than irrational majority. His great ambition could be fullfilled in the New Order, in which the hereditary positions and old customs were becoming less prominent than before.

Melkor quickly understood that in order to ascend in the Imperial ranks, he has to put away his honor and join the devious dance of backstabbing and betrayal. He became equally capable of charm and ruthlessness, and caught attention of Grand Moff Tarkin himself. Melkor was greatly impressed by Tarkin and learned much from him. Tarkin sent him to resolve few conflicts in Outer Regions he governed, and Melkor was mostly sucessful, his methods flexible- ranging from spreading propaganda, to corrupting influential individuals and using brute force if necessary. Finally, Melkor was introduced to Emperor himself, and became one of his Comissars, answering to no one else- position greatly desired but filled with dangers.....

Melkor is a handsome, tall man in early thirties, with an aristocratic look, wearing short and thin beard, with black hair and focused stare. When trying to make a good impression, he appears as very pleasant and cultural person, but is equally capable of showing cruelty and arrogance when the circumstances allow for it. Those that know him well consider him a man who will use any means to accomplish his task- even at the cost of his associates.


PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 6

MENTAL
Charisma 7
Intelligence 7
Willpower 8
Perception 7

FORTUNE 7

Add six points amongst Physical and Fortune. Fortune may not exceed 7.

Guns =13
Law + 3
Intimidation +4
Languages +3
Savoir-Faire + 4
Persuade +5
Observation +3
Leadership + 3
Lying + 5

Add six points to these skills

Merits: 3. In addition, the Administrator gains the Merit ’Ties: THE EMPEROR’

Merits: Mentor : Tarkin( 2 points?), Contacts: The Senate( few Senators are willing to echange information with him, and the one from his Sector is a relative).

Political Terror: The Administrator represents the Emperor and gets a +2 bonus on all social rolls involving members (including citizens) of the Empire. This includes non-aggressive ones; people are anxious to please

2Tidus!
Name: Jaiden Ra


Imperial Commander

Imperial troops have entered the base!

It’s a hard job and it needs a hard person- someone has to lead the Stormtroopers in.

By the time of the OT, Imperial ground forces are a mix of clones and recruited personnel. A few brave elite men volunteer to lead the front lines of the Imperial forces; the Commander is one of these. He is a assault soldier, who wears the stormtrooper armour (with a coloured shoulder pad to indicate rank) and shows no fear in a fight. He’s the only military Imperial template who is actually designed to be a front line fighter (the Agent can also but is not military), this is one of the few Imperial resources that you can trust to do those dangerous jobs that needs the ‘personal’ touch.

The Commander is a veteran of many combats and is not averse to using non-standard equipment. As he gets results, superiors allow him this flexibility.

PHYSICAL
Strength 7
Agility 7
Dexterity 8
Speed 7

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 6

FORTUNE: 5

Add 11 points among all stats. Fortune cannot exceed 5.

Guns 14
Combat +4 (Max 14)
Heavy Weapons +1+2
Fix-it +0
Observation +0+1
Sabotage +0
Intrusion +0
Leadership +2
Medicine +0
Intimidate +2+4
Warfare +2+1

Add eight points among these skills

Merits:
Ties: Imperial Army’
Lucky

Gun Tricks: 4
Combat Tricks: 4
Devices: 2

Stormtrooper Leader: The Commander has a company of Stormtroopers under his personal command at all times, and is the ranking officer of any stormtroopers in the area during a battle unless a General is around


Gun Tricks: 4
Big Gunes lvl 1
Both Guns Blazing lvl 2
Eagle Eye


Combat Tricks: 4
Twin Attack
Parry
Quick Attack
Cut and Roll


Devices: 2
Survival Belt
Flamer

Lana
Background will come later.

--

Rylis Tavel
Bounty Hunter - Imperial

PHYSICAL
Strength 7
Agility 7
Dexterity 8
Speed 7

MENTAL
Charisma 6
Intelligence 6
Willpower 6
Perception 7

FORTUNE 1

Skills:

Guns= 14
Combat= 13
Heavy Weapons +4 = 11
Languages +3 = 9
Pilot +3 (max 13) = 11
Intrusion +4 = 11
Lying +4 = 10
Fix-it +3 = 10
Intimidation +4 = 10
Savoir-Faire +3 = 9
Medicine +2 = 8
Observation +3 = 10

Merits: 3

STARSHIP - Starfighter-class, Crimson Dawn
CONTACT - Imperial Senate (Senator of Commenor)
ALLY - Makrus (Mercenary)

Combat Tricks: 4

HARD STRIKE
TRIP
KNEE DROP
CHANNEL

Gun Tricks: 4

CARNIVAL OF CARNAGE - lvl 2
EAGLE EYE - lvl 2

Pilot Tricks: 4

DAREDEVIL
KILLER INSTINCT
SPEED KING - lvl 2

Devices: 5

Jet Pack
Spike Gun (forearm)
Hi-tech Armour
Flamer (forearm)
Survival belt

Fearsome Reputation: The Bounty Hunter gets +3 on all interrogation rolls, and +5 on any social roll at all with criminals.

--

All look good?

Bespin Bart
Eerin Chim, played by Bespin Bart

An elite warrior from the hive-minded catacombs of the planet Geonosis, Eerin Chim has known nothing but combat training all of his life. Born two years before the Clone Wars, Eerin was witnessed the Battle of Geonosis tear up his homeworld. When the Clone Wars came to a close, Geonosis was enslaved by the Empire, the vile successor to the Galactic Republic. They were assigned on a massive construction project, though Eerin knew not what. Fed up with the idea of a life of slavery underneath Imperial stormtroopers, Eerin fought his way out and hid on a transport bound for Ela Nobog. The pilot of the ship, Kyle Ragnor, was a smuggler for the Rebellion and, upon finding the hitchhiker, decided to let him tag along and become a member of the Alliance.

Now, Eerin Chim, having learnt how to fly a spacecraft in his time spent with Kyle, is the copilot of the Last Laugh, a YT-13000 light freighter, as well as Kyle’s bodyguard. He wears simple red-brown Geonosian robes over a hardened, thorny exoskeleton. While he can use blasters and heavy weapons, Eerin prefers to defend and attack with his skills in melee combat, wielding a Geonosian electro-pike. When the pike is inappropriate to the situation, however, Eerin resorts to his sonic blaster, and in worst-case scenarios, a large concussion rifle.

The pair usually find themselves on the run from the Empire, or the infamous bounty hunter Rylis Tavel and her fiendish mercenary companion Makrus. When the danger is too great for the pair, they retreat to Epireus, a world in the Outer Rim that, due to a sensor anomaly, does not appear in most star charts. The pair rediscovered the planet during an abandoned smuggling run, as well as a hidden base in the mountains. Another familiar to the pair is a mercenary from Tatooine named Odrus, who dislikes the Empire for his own reasons. He also has contact with Shareth the Hutt on Nar Shaddaa.

PHYSICAL - default Superior Physiology applied to Dexterity
Strength 7
Agility 6
Dexterity 9
Speed 7

MENTAL
Charisma 8
Intelligence 6
Willpower 6
Perception 8

FORTUNE 4

SKILLS
Combat= 14
Guns +4= 12
Pilot +1= 10
Heavy Weapons +1= 10
Intimidation +3= 11
Languages +4= 10

MERITS (3)
1 Merit to Haven (Epireus, mountain base)
1 Merit to Contact (Shareth the Hutt)
1 Merit to Ally (Odrus, Mercenary)

COMBAT TRICKS (10)
Parry
Coup de Grace
Twin Attack
Quick Attack
Cut & Roll
Strike of the Master
Trip
Training Level 3

ALIEN POWERS (3)
Tough Hide Level 1-
+2 natural armor rating
Natural Weaponry Level 2 -
+3 hand damage, +1 natural armor rating

Captain REX
A question about Merits.

If a General wants to drive his own AT-AT, does it require to be taken by Merit?

Also, could Darth Vader be a useful contact?

Jazzman_78
Here's Kyle's backstory, to go with Eerin's:

Kyle Ragnar was born on the planet Ela Nobog, a small planet that has the fortune to sit at the crossing of three major hyperspace routes in the outer rim. That made it the perfect place for smugglers to make their living. Kyle was one of those smugglers. He ran shipments and performed odd tasks for the fledgling Rebellion. On what would be his last run to his homeworld, Kyle ran afoul of his old employers, The Nobog Corporation. He had grown tired of being one of the Corporation’s expendable smugglers, and simply left. With one of their ships.

It was also on this run that Kyle met his partner, friend and bodyguard Eerin Chim. Chim was a Geonosian warrior and a runaway slave from the Empire. He had sneaked aboard the freighter Kyle was piloting. He helped Kyle foil his former employers, entrapping them in their own snare, and getting away with their ship. They were responsible for bringing down The Nobog Corporation, having tipped the authorities to their activities. Kyle invited the Geonosian to join him and the Rebellion, teaching him how to pilot the freighter they renamed ‘Last Laugh’.

The pair spend most of their time transporting goods and sometimes personnel for the Rebellion. They have made a career out of dodging the long arm of the Empire. Also a constant issue is the irritating bounty hunter Rylis Tavel, and her mercenary lackey Makrus. So far Eerin’s martial skills, far flung friends and contacts, Kyle’s piloting skill and uncanny luck have kept them safe. They don’t really worry about how long that will last them…

Alkaselzer
Hey Ush, this looks spectacular!

I'm working on an Elder Statesman. Should be fun! It is going to be a relation of Gallagher's, trying to decide whether it should be his Uncle Scroop, reformed from his drinking ways, or his father, whom I've named Galahad. Also, he's got a bodyguard too, named Zalandos, Zaland's son, since I was unsure whether Zaland would have been killed off with Gallagher during Order 66 for trying to fulfill his duty or something sad like that.

However, I am having some difficulties. A few questions for you...

Can my character have a starship that is piloted by his ally? I'm thinking about having a luxury yacht that has been modified for a bit of action, like Lando's.

For the two free merits of contacts to organizations, what would be good choices for someone like my character?

Also, is Reputation still a Merit, or has that been removed?

bobcrickett
I'm joining! Just need to make a background, but my sheet is done. big grin

Lord Melkor
Ush, I noticed that Imperial Administrator is the only template that can`t increase starting Mental stats, and the only one that can`t have Intelligence or Charisma at 8, despite being the main social template for Empire. Is there any specific reason? And he is no match for Elder Statesman or Individualistic Noble in social skills( they have max of 15 compared to his 12), I assume that he can even it with using Imperial Resources and Military?

Edit-I forgotten about Political Terror. Does it work on those that don`t like Empire but are citizens?

Ushgarak
Oooh! Mighty interest here, I see! Well, I am glad the work was worth it.

Ok, all the templaytes look good, thanks.

Xeth- it does, of course, make more sense for a Geonosian to be handled by the Alien powers. This makes Xeth the odd one out, really; there were some Alien Jedi templates at one point but they didn't seem worth the hassle. Still, if they ever go ahead, you should probably convert Xeth over.

The character is fine, though I cannot in all conscience call you a Primitive Warrior, because Geonosians are a very hi-tech people! Still, maybe you are a big bastard bug, or something...

The Epireus thing is a neat go at continuity (and such links might well occur) but, and not wanting to give anything away:

1. I cannot guarantee Epireus is still safe
2. I cannot guarantee the base is still there
3. I cannot guarantee that anything still lives on Epireus at all

Hope that scares some people. Still may as well stick with it. BTW, by the same logic, I cannot guarantee that Shareth is alive (of course, it could be her daughter Shareth the Second).

Rexy- no worries. Your personal AT-AT comes with the Combined Arms Division- no need to buy it.

However, on no account is anyone allowed to take any kind of contacts, allies or ties with the Sith. The Administrator is the specific, character based exception. The Sith, as ever, remain a plotline in this game and as far the plotline is concerned, only one player (maximum) can have an inkling of that, and that is the Admin. Game doesn't work, else.

Alka- it is indeed a vald tactic to have an Ally pilot your ship. Bear in mind that your Ally is not always available, of course- however, you don't always need your ship, so normally the two needs will coincide.

Organisations to consider for various contacts:

Imperial Army/Navy/Comissiariat
Senatorial Committees (on almosdt any Galactic topic)
Guilds (the Mining Guilds still exist, so do many others)
Planetary militaries (there are a few still around)
Other Governments
Imperial Records department

And so on,

Reputation is indeed gomne for the OT; your fame is determined by your template. Jedi templates were neutral and so this could be altered; here, an Elder Statesman or Bounty Hunter is famous, but no-one has heard of the Primitive Warrior. Yet.

Ushgarak
Incidentally- something for Imperial players to consider.

The general quality of Imperial personnel is not great- as we know, the Empire prefers technology to people. YOU guys are fine, but the only other guys that are going to be any good will be named NPCs who have their own motivations.

Trouble is, you are often having to issue orders or leave things in the hands of a subordinate. That being the case, you have a choice of giving such work to an unnamed underling, who will be crap, or a named person, who you can't trust.

An Ally to consider for the Imperial players- especially the high ranked ones- is a dependable subordinate- a Lieutenant who is both competent and trustworthy.

Trickster
A question, Ush - does the Tie Homeworld come with staff?

For instance, if I want a pilot for my statesman/noble, can I instead use that tie? Or would that have to be an ally?

Edit - another question: Can we use Hair-trigger Neck Hairs as a gun trick?

Lord Melkor
What about my questions in my last post, Ush? I still find it illogical that I have the only Template in game that can`t start with Charisma 8, despite being socially oriented.

So Intelligence Officer as underling is a valid ally? She will be an expert on things like interrogation, data analysis, coding, tracking communication etc.- not a field agent . Maybe even my lover...

Ushgarak
You could almost certainly use Ties to get yourself a pilot, yes.

And I am afraid at this point, HTNH is not considered very Star Wars.

Imperial Intelliegence is a bit cruddy, Mlek, but you can take some sort of General staff guy yes.

The Admin has little to complain about, stat-wise; he is way ahead of his contemporaries. Besides which, he is as much Intelligence and Perception orientated also.

Trickster
Not Star Wars?

Damn.
Well I've got a plethora of characters together, now I have to decide which is best... sad

Lord Melkor
Hmm, doesn`t Administator have some basic staff as part of his status? Doesn`t Commisariat has support personnel as it can`t only rely on what military provides.?( especially that there is some rivalry). How many Merit points to spend for a basic support team: technical assistant( or Droid), interrogator( human or Droid Tarkin used in ANH, Data analysyst etc.?

I would like it if the Imperial side had either Provocateur or Assasin. I am considering taking one as Ally if there is no player character availible.

Ushgarak
The Comissariat itself has plenty of staff, but military commissars get sent out on missions solo. Any Merits you buy to help you are your own; each of what you mention above is an ally.

Lord Melkor
If military Commisar is sent solo, some members of Imperial military might feel an urge to arrange for his death. I need to be careful...

So let`s say Intelligence Assistant as an ally. Somebody very skill oriented, but more towards technological and theoretical than social skills. Specializes in working with computers and Data, has some espionage knowledge, but not as much as field agent, more things like decoding codes . Acts as a Secretary to my character.

Ushgarak
Trust me absolutely- NO-ONE is going to murder a Commissar. The Emperor always knows.

It would make no difference if you had a small staff; if the military wanted you dead, you'd need an army to prevent an accident.

Trickster
I also think it would be good if the Empire had an Agent - just as I am certain it would be good for the rebels to have a statesman.

However, I'm torn between elder statesman and idealistic noble. I don't like the idea of having a character who cannot defend himself, thus I am running the risk of spending my merits solely on defence.

Lord Melkor
Thanks for reassuring. So Emperor is the only one I should fear?

Also, I noticed that Allies are based on Player templates, so they have similar general competence level, though I assume those are a bit weaker than player templates. Okay with my ally being a counterpart to Agent Provocateur that works more under the desk that on the field? Much lesser combat abilities, more technological skills.

Lord Melkor
Trickster, I believe Rebels have a Statesman, so you could try Idealistic Noble or Agent for variety.

ResubianNushi
Bounty Hunter- Rebels
Race- Human
Kai Jiku- Kai was born on the planet of Haruun Kal and was widely known on that planet as being a great warrior, who never stepped down from a fight. His reputation soon caught up with him, and a bounty hunter was soon knocking on his door to see if he was will to join his guild. Kai jumped at the opportunity of leaving his primitive planet, and went with the other bountty hunter to Alderaan, where they both sold their skills of murder to the highest bidder. But soon, Kai grew restless of being tied down and decided to steal his partner's ship, the Shirrka, to find a new place to sell his services. Hev first decided to find his home planet and see how his brother was doing with his restrictions. But, as he tried to land, three stormtroopers started firing on him with a E-web. Kai was only able to get away from his brother's sacrifice. His brother jumped on the stormtroopers and pulled out his vibrosword. He slashed back and forth, distracting them long enough for Kai to get to a safe position. But, he was shot in the back by another stormtrooper who had heard the comotion. Kai's experience was fresh in his mind when two mysterious people came to him for a chance to fight for the Rebel Alliance. Kai said yes almost instantly to this chance to get revenge.


PHYSICAL
Strength 5+2=7
Agility 5+2=7
Dexterity 5+1=6
Speed 5+2=7

MENTAL
Charisma 5+3=8
Intelligence 5+2=7
Willpower 5
Perception 5

FORTUNE 3

Add seven points to either physical or mental. Then add seven points among all other stats. Fortune may not exceed 3.

Guns= 14
Combat= 13
Heavy Weapons +4
Languages +1
Pilot +2 (max 13)+2=4
Intrusion +4
Lying +3
Fix-it +3
Intimidation +4+2=6
Savoir-Faire +2
Medicine +2
Observation +2+2=4

Add 6 points among these skills. Your maximum in these is 11.

Merits: 3

Starship= the Shirrka
Contacts= Alderaan Mercenary Guild


Combat Tricks: 4

Parry
Twin Attack
Quick Attack
Cut and Roll

Gun Tricks: 4

Gunslinger- Level 2
Flurry Fire- Level 2

Pilot Tricks: 4

Dogfighter- Level 2
Bombadier- Level 2

Devices: 5

Not sure what these are.

Fearsome Reputation: The Bounty Hunter gets +3 on all interrogation rolls, and +5 on any social roll at all with criminals.

Trickster
Hum.

I think I am going to be an Elder Statesman. If someone else wants it, I'll back down - and be something else.

Senator Zacharias Caritiran
Elder Statesman
“We can't let a thousand years of democracy disappear without a fight.”

Zacharias Caritiran was born a second son into the ruling house of the planet Culate Prime, in the Rentern system. Destined never to rule, Zacharias instead got huge political and legal training, and often went among the people of his planet. He went to an academy on Alderaan to better his social skills – as the second son, his traditional duty was to represent his people off-planet, whilst his elder brother Tonrae ruled the planet itself.

Zacharias’ first act as diplomat was during a visit to the planet Rentern, an occasion in which the people of Rentern were supposed to meet him. In practice, this meant he met with the leaders of the planet – elder members of the small, but dominant, psychic race who ruled the other shortlived people as Gods. Whilst he was present, a commotion flew up as a mutated and dangerous psychic attempted to capture Zacharias’ ship and escape with it. Although the mutant was then arrested, the potential for a war had grown up between the two planets, as several of Zacharias’ escort had been killed during the fiasco. This was made worse because the killer was a member of the leading family of the planet, and Zacharias had to quickly smooth the situation over.
He did this with the minimum of fuss, the Renterns faking an exile of a younger and less important member of their species and the two dead men being hailed as heroes who fought for the life of their leader. In fact, the youngster wished to leave anyway, and so no friction resulted as a cause of his action. Since then he has contacted the young Geful several times, and has used his criminal organisation on occasion to undertake missions for him.

It was only two years after the Rentern incident when the senator for Culate Prime announced his retirement, and Zacharias flew to Coruscant to take up the position. He quickly climbed to a powerful position, and the entire Rentern system profited from his political skill. No less than thirteen times he was called upon to settle disputes between planets, and once narrowly averted a war between systems by forcing a peace treaty, aided by the Jedi. When Palpatine became chancellor, Zacharias and his acquaintances quickly became alarmed at the gaining power Palpatine’s office had. When a fellow senator was arrested for trying to point the illegality of one of the Empire’s actions on the neutral planet of Cynelline, Zacharias joined the rebel alliance and quickly became a leading figure in the organisation, though few other rebel groups know his identity. His fame as a fair, but hard, man has spread across the empire so that he is often contrasted with the dark Administrators that are the Emperor’s right hand. This contrast has lead to subtle conflict with the Administrators on a number of occasions, and no doubt will again.

PHYSICAL
Strength = 5
Agility 5
Dexterity 5
Speed 5

MENTAL
Charisma 9 (7+2)
Intelligence 9 (8+1)
Willpower 7
Perception 9 (8+1)

FORTUNE 7 (6+1)

Guns +4 (max 13)
Savoir Faire = 15
Persuade = 15
Languages +3
Lying +4 (2+2)
Law +7 (4+3)
Observation +3 (2+1)
Leadership +8 (4+4)
Warfare +2 (0+2)

Merits:
Ties (Imperial Senate), Ties (Homeworld), Contacts (Imperial Commiserat), Contacts (Lord Geful – Empire of Pity), Starship, Ally (Ace – Roan Lower), Haven (orbiting station)

Lord Melkor
Trickster, you can`t have Charisma and Intelligence of 9, I believe.

Interesting character, my character is too young to be his equal.... but who is more determined?

Trickster
I can't?

Is that because skills max out at 12? Actually, thanks for pointing that out - A leadership and law value that high is frankly ludicrous!

I think Zacharias is determined when it comes to his values... Not power-hungry as Melkor!

Lord Melkor
I think that it was always 8 as normal maximum. And yes, your Template has really good skills, you can have some as 15 unlike me, but I represent higher Power than Senate.

Trickster
Originally posted by Ushgarak
As I mentioned above, a skill maxes out at 12 unless otherwise stated; your Intelligence makes your Warfare 15!

So... I may as well change my stats and stuff as well as work on the skills. Bit of twinking to do!

Oh, you are correct about the 8 being maximum too, Melkor.

Thanks a lot!

Trickster
Hey, Ush, is it correct that I can max out all the Elder Statesman skills (as in to 12)?

This includes Guns, even if I don't increase Dexterity.
In fact, if I do increase Dexterity, and have all mental stats on 8, then I have a skill point left over.

EDIT - I have to learn to bloody read! Ignore this post.

Lord Melkor
Trickster, I think your max for skills is 15. Told you your Template is very strong. whistle

Ushgarak
Heh, yup...

But note he has no combat skills he can buy up. Hence he is a very strong support character.

However, Trick, you may notice that someone has already built one.

Trickster
Shhhhhh, Melkor, don't tell anybody!
Hopefull this'll do - it's only the stats, the bio's the same.

Right:

Zacharias Caritiran

PHYSICAL
Strength = 5
Agility 6 (5+1)
Dexterity 5
Speed 5

MENTAL
Charisma 8 (7+1)
Intelligence 8
Willpower 8 (7+1)
Perception 8

FORTUNE 7 (6+2)

Guns +4 (max 13)
Savoir Faire = 15
Persuade = 15
Languages +3
Lying +4 (2+2)
Law +7 (4+3)
Observation +4 (2+2)
Leadership +7 (4+3)
Warfare +2 (0+2)

Merits:
Ties (Imperial Senate), Ties (Homeworld), Contacts (Imperial Commissariat), Contacts (Lord Geful – Empire of Pity), Starship, Ally (Ace – Roan Lower), Haven (orbiting station)

Trickster
Oh, hey Ush.
Just noticed Alkaselzer posted...

Damn.

KingDubya
It'll take a while for me to come up with a bio for him...

Karn Stirge, Agent Provocateur

PHYSICAL
Strength (5 +2=) 7
Agility (5 +1=) 6
Dexterity (5 +3=) 8
Speed (5 +1=) 6

MENTAL
Charisma (5 +3=) 8
Intelligence (5 +1=) 6
Willpower (5 +0=) 5
Perception (5 +2=) 7

FORTUNE (2 +1=) 3

SKILLS
Guns= 14
Combat= 13
Sabotage +4= 12
Intrusion= 14
Savoir-Faire +3= 11
Persuade +3= 11
Observation +3= 10
Lying +4= 12
Fix-it +2= 9
Languages +3= 9
Intimidation +1= 9
Pilot +0= 8
Medicine +1= 7

Merits: Haven(small building hidden on Raxus Prime), Starship(Z-95 Headhunter, "Argent Harrier"wink, Contact(The Hutts)

Gun Tricks: Eagle Eye(1), Gunslinger(2) w/ DL-44 Blaster Pistol, Both Guns Blazing(3)
Combat Tricks: Hard Strike(Pool 1, Frames 3), Head Butt(Pool 1, Frames 1), Trip(Pool 1, Frames 3), Coup de Grace(Pool 1, Frames 3),
Devices: Survival Belt

Trickster
You've got to be joking...
I just finished my Agent! Damn - Gambler here we come!

Nice character, btw, KD.

Oh - what's the limit on skills if it's not mentioned - no limit?

ResubianNushi
Adding my age and last merit

Bounty Hunter- Rebels
Race- Human
Age- 24
Kai Jiku- Kai was born on the planet of Haruun Kal and was widely known on that planet as being a great warrior, who never stepped down from a fight. His reputation soon caught up with him, and a bounty hunter was soon knocking on his door to see if he was will to join his guild. Kai jumped at the opportunity of leaving his primitive planet, and went with the other bountty hunter to Alder