Character Creation

Determine Background

Determine a background for your character.

Example Backgrounds ⇒

Example Backgrounds ⇒

  • Social Background
    • The Down and Out
    • Middle Class Struggles
    • The High and Mighty
    • The Outsider
  • Sample Background Hooks
    • Opportunity Knocks
    • A High Calling
    • Enemies and Antagonists
    • A Failure of Character
    • Wrong Place, Wrong Time
  • Relationship with the Empire
    • Comfortable Beneficiaries
    • Visionary Opportunists
    • Justified Avengers
  • Status with The Rebellion
    • The New Recruit
    • The Searching Insurgent
    • The Accidental Rebel

Determine Obligation or Duty

Choose whether to play with an obligation, a duty, or both.

Obligation

A character starts with at least 1 Obligation.

Each player should start with a value of Obligation depending on the number of players. The target starting Obligation for the entire party should be around 40 to 60 after taking extra points.

# of PCs Starting Default Obligation per Player
2 20
3 15
4 10
5 10
6+ 5

Players can add additional Obligation but:

  • Can only choose each option once
  • Cannot gain more than their initial starting Obligation
Additional Bonus Cost
+5 XP +5 Obligation
+10 XP +10 Obligation
+1000 creds +5 Obligation
+ 2500 creds +10 Obligation

Duty

Each player starts with a moderate Duty score.

Each player should start with a value of Duty depending on the number of players. The target starting Duty for the entire party should be around 30 to 50 after taking any reductions.

# of PCs Starting Duty per Player
2 20
3 15
4 10
5 10
6 5

Players can reduce their Duty but:

  • Can only choose each option once
  • Cannot spend more Duty than their original amount
Additional Bonus Cost
+5 XP -5 Duty
+10 XP -10 Duty
+1000 creds -5 Duty
+2500 creds -10 Duty

Morality

Every player starts with a base Morality score of 50. Players can choose one of the following options:

Morality Benefit
+10 XP
+2500 credits
+5 XP and +1000 credits

The character must also choose an Emotional Strength balanced by an Emotional Weakness. (Or multiple).

Example Emotional Strengths and Weaknesses

Example Emotional Strengths and Weaknesses

Emotional Strength Emotional Weakness
Bravery Anger
Love Jealousy
Caution Fear
Enthusiam Recklessness
Compassion Hatred
Mercy Apathy
Curiosity Obsession
Pride Arrogance
Independence Coldness
Ambition Greed
Justice Cruelty
Discipline Obstinateness

Select Species

Select a species for your character. Take note of the following information:

  • Characteristics: Brawn, Agility, Intellect, Cunning, Willpower, Presence
  • Wound and Strain thresholds
  • Starting XP
  • Special Abilities

Select Career and Specializations

Characters start with a Career and one of the Specializations in that Career. You may also add additional career, non-career or universal specializations.

Modification XP Cost
+ Career specialization 10 times # of specializations including this new one
+ Non-Career specialization 10 times # of specializations including this new one PLUS 10
+ Universal specialization 10 times # of specializations including this new one

Career

A character only has one career and does not change during the course of the game. Select one from the Careers & Specializations page.

Note the career skills associated with the chosen career.

Sample careers for styles of play ⇒

Sample careers for styles of play ⇒

  • Combat
    • Hire Gun
    • Bounty Hunter
    • Soldier
    • Commander
  • Pilot a Starship
    • Smugglers
    • Explorers
    • Bounty Hunter
    • Ace
  • Social
    • Colonist
    • Explorer
    • Smuggler
    • Diplomat
    • Spy
  • Knowledge
    • Colonist
    • Explorer
  • Sneaky & Covert
    • Smuggler
    • Bounty Hunter
    • Spy
    • Engineer
    • Soldier
  • Support
    • Colonist
    • Technician
    • Diplomat
    • Engineer
    • Commander
    • Soldier

Specialization

A specialization is chosen by answering:

  • How did the character get into this line of work?
  • What kind of work does the character typically do?

Choose one specialization for the Career chosen previously. Additional specializations can be purchased using the table above.

Note the specialization talent tree page and the bonus career skills. Two of the bonus career skills may be chosen for the characters first specialization.

Force Powers

Force Powers are like additional Talent trees for Force users. They can be purchased for 10 XP each for the first level.

The Force powers are:

  • Sense
  • Influence
  • Move
  • Enhance
  • Forsee

Invest XP

  • Improve Characteristic
    • Costs 10 times the value it's being raised to. ie. From 3 to 4 requires 40 XP.
    • During creation, no characteristic can be increased higher than 5.
    • During play, no characteristic can be increased higher than 6.
  • Skill Training
    • During creation, no skill can be raised higher than 2.
    • A career skill costs 5 times the rank it's being raised to. ie. From 1 to 2 requires 10 XP.
    • A non-career skill costs 5 times the rank it's being raised to PLUS 5 additional XP. ie. From 1 to 2 requires 15 XP.
  • Acquire Talents
    • Pay the XP cost noted on the talent.
    • Follow the talent hierarchy when upgrading talents.
    • Some talents are ranked and are added together but still must be purchased separately.

Determine Derived Attributes

  • Wound Threshold - Add the species wound threshold to the Brawn rating.
  • Strain Threshold - Add the species strain threshold to the Willpower rating.
  • Melee/Ranged Defense - Initially 0. Can be modified by wearing armor, changing stance in combat, or certain talents.
  • Soak - Equal to the Brawn rating.

Determine Motivation

This section needs to be completed.

Choose Gear and Appearance

  • The base budget each character begins with is 500 credits.
  • It can be increased by taking additional Obligation.
  • Restricted items may usually not be purchased.
  • After character creation, the player rolls a 1d100 and gains this many additional credits as pocket money.

Acquire Resources

This section needs to be completed.