‘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.
-
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.
-
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
-
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.
-
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
-
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.
-
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.