As a reference point, these are the characters in my upcoming campaign.
House Rules for CharGen:
- Each character gets 160xp to spend.
- No Obligation.
- If the character selects a Specialization that gives a starting Force rating of 1, Force rating may be bought up from that 160xp pool. Cost is double that of Characteristics, so 40xp for Force 2, or 100xp total for Force 3.
- Each character gets 160 additional xp to spend, but may not spend any of it on characteristics nor Force.
- Each character gets 5,000 Credits starting out.
Theme behind Campaign:
Each player was spoken with individually and told that I wanted one of the new classes of Force user in the game, and I thought I'd give them a chance to play it. They didn't have to play it, but if they didn't pick a Force career, and wanted to play a Force character later, their only option was the Exile. They would be permanently limited to a single Force specialization and a single Power (A House rule from the last campaign where I limited Exiles to a single power), and were then handed a printout of the Force and Destiny classes and powers.
The key is that they have to keep it a secret from the rest of the group because it's quite probable that the bounty for a Force user would be worth the treachery of turning in a team mate.
However, the real goal is for them to discover that the Force has drawn them together, and the story will have them conducting missions to counter the encroachment of the Empire further into the galaxy. I'm hoping to set up a method which will allow them to build a underground school for Force students, a much weaker version of the Jedi. At some point I want them to square off against Darth Vader (I'll make sure incidents prevent him from destroying them, unless of course they decide to go all-out attack on him, but I'm betting they do a Solo and run... but he will at that point be aware of their existence).
Bartholemew Kor'onus - Guardian Protector/Pilot (Human)
A recently stolen ship, the Imperials are searching for the now missing VT-49 Decimator which bears the same markings as the one Bartholemew recently acquired. Following his gut, he bears the ship down to a remote planet in the Outer Rim in search of crew. As for a Force user, he has no idea that he has Force potential.
- Agility: 3, Brawn: 3, Cunning: 2, Intellect: 2, Presence: 3, Willpower: 3, Force: 2
- Resilience: 2, Astrogation, Athletics, Brawl, Cool, Discipline, Gunnery, Leadership, Medicine, Melee, Pilot (P), Pilot (S), Ranged (L), Survival, Vigilence: 1
- Toughened x2, Skilled Jockey x2, Galaxy Mapper x2, Full Throttle, Improved Full Throttle, Dead to Rights, Improved Dead to Rights.
- Power: Unchosen
- Blaster Pistol with Multi-Optic, Telescopic Sights, Padded Armor, Misc Gear.
Khaustan Bright - Shii-Cho Knight (Human)
An ex-youngling, Khaustan was pushed to this planet as the last action of his Master before he was gunned down. He's been stranded on this planet for years now, trying to maintain his weapons training and one day fight back. Although he doesn't carry a Light Saber, he has some nice weapons at his disposal.
- Agility: 4, Brawn: 4, Cunning: 2, Intellect: 2, Presence: 2, Willpower: 2, Force: 1.
- Athletics, Brawl, Cool, Melee, Coordination, Stealth, Vigilance: 2, Perception, Survival: 1.
- Parry x3, Toughened, Multiple Opponents, Durable, Second Wind.
- Enhanced Basic Power upgraded to Commit for Agility and Commit for Brawn.
- Bolas x5, Shock Gloves, Armored Clothing, VibroSword with Balanced Hilt (Accuracy +2, Encumb -1) and MonoMolecular Edge (+2 Pierce, Crit 1).
- House Rule: 25pt Parry in Tree replaced with Force Rating +1.
Syl - Shadow (Human)
The youngest of the group, this boy learned to survive in the rural areas through refinement of his telekinetic talents. Unfortunately, he's not been the smartest about hiding his abilities, and those around know there's someone using mystic power, and are looking intently for their potential reward by nabbing whomever is responsible. Syl is looking for a way off planet to start anew, and tries to hire himself out as a mechanic's apprentice to whomever's ear he can grab.
- Agility: 3, Brawn: 2, Cunning: 3, Intellect: 2, Presence: 2, Willpower: 2, Force 3.
- Computers, Coordination, Deception, Mechanics, Skulduggery, Stealth: 2, Core Worlds, Perception, Streewise: 1
- Sleight of Mind x2, Well Rounded (Coord, Mech), Code Breaker, Grit, Indistinguishable.
- Move Basic Power: Silhouette 1, Range: Long, Control: Full.
- Misc Tech Gear, donated 2,500 to the party to help.
Phoenix Firewalker - Pathfinder (Bothan)
As if being non-human on this human backwater planet wasn't bothersome enough, she is joined by a reptilian bird-like creature with a bad disposition. Tolerated due to her healing skills, but not accepted, she jumps at the offer from Bartholemew to join him on his ship as ship's doctor. Still, truth be told, she prefers the company of animals to that of people. Her nature in the Force was put to use in the Council, and her survival was only due to the remoteness of her location when the Jedis were hunted.
- Agility: 3, Brawn: 1, Cunning: 3, Intellect: 3, Presence: 3, Willpower: 3, Force: 3
- Medicine, Survival: 2, Pilot (P), Pilot (S), Ranged (L), Ranged (H), Resilience, Streetwise, Vigilance, Xenology: 1
- Grit, Keen Eyed, Animal Empathy, Animal Bond, Force Rating, Mental Bond, Convincing Demeanor
- Heal Basic Power: Add Medicine value, remove Strain
- Blaster Pistol, Blaster Rifle, Armoured Clothing, Misc Medicinal gear and chemicals.
Rhu'Dahgg - Advisor (Twi'lek)
The partner of Bartholemew, and first officer aboard the newly acquired ship. Together they not only escaped the prison cells that held them, but hit pure luck when commandeering this vessel from the reparation shop at the space station. Now Rhu seeks to regain his fortunes and hit back at the Empire that not only decimated his holdings but killed his family. Although he is obviously aware of his Force aptitude, he has had no formal training in refining them, but rather has trained himself to the best of his ability.
- Agility: 2, Brawn: 1, Cunning: 3, Intellect: 3, Presence: 4, Willpower: 2, Force: 2
- Charm, Coercion, Deception, Leadership, Lore, Negotiations, Outer Rim: 2, Cool, Leadership, Perception, Vigilance: 1
- Plausible Deniability, Kill with Kindness, Nobody's Fool, Sense Emotions
- Misdirect Basic Power: Medium Range, Control (Disguise, Illusion)
- 5,000 Credits
Marv Ryans - Hunter (Human)
Marv was born and raised on this desolate excuse for a planet, and is practiced in the survival and hunting required to flourish on this planet. He is second to none with a rifle, and now seeks bigger game. He does not believe in "The Force", and doesn't seek it out, believing his superior senses to be a result of good genetics and training.
- Agility: 3, Brawn: 3, Cunning: 3, Intellect: 3, Presence: 2, Willpower: 3, Force: 1
- Coordination, Perception, Pilot (P), Pilot ®, Ranged (H), Stealth, Survival, Vigilance: 2, Planetary, Ranged (L), Xenology: 1
- Hunter x2, Expert Tracker x2, Toughened, Uncanny Senses, Keen Eyed, Rapid Recovery
- Powers: Undecided
- Heavy Blaster Rifle with Bipod Mount, Marksman Barrel (+2 Accuracy, Innate Talent), MultiOptic Sight (+2 Perception, -1 Diff Long/Extreme), Blaster Pistol, Heavy Clothing, Misc gear.
I'm working on the stats and layout of the Decimator, a stolen Imperial ship which is rare enough to not be identified as such by anyone without a Daunting skill check using Core Worlds.




