Understanding Star Wars RPG Characters
The Star Wars RPG (the narrative dice system originally published by Fantasy Flight Games and carried on today by Edge Studio — you will see either logo depending on the printing) creates characters through a unique combination of Species, Career, and Specializations. Instead of classes and levels, you build and advance characters by spending experience points (XP), which allows for incredible flexibility while maintaining the iconic archetypes that make the galaxy far, far away so compelling.
graph TD
A[Species] --> D[Base Characteristics]
B[Career] --> E[Career Skills]
C[Specialization] --> F[Talent Trees]
D --> G[Character Foundation]
E --> G
F --> G
G --> H[Motivation & Obligation]
H --> I[Complete Character]
I --> J[Force Sensitivity]
I --> K[Equipment & Relationships]
The Three Pillars of Character Creation
Every Star Wars character is built on three core elements:
- Species: Your biological heritage - Human, Twi'lek, Wookiee, etc.
- Career: Your background and general profession - Smuggler, Diplomat, Bounty Hunter
- Specialization: Your specific focus within that career - Pilot, Ambassador, Assassin
Real-World Analogy
Think of Star Wars character creation like choosing a profession in our world. Your species is like your cultural background - it influences how you see the world and what advantages you might have. Your career is your general field - like "military" or "entertainment." Your specialization is your specific job within that field - like "fighter pilot" or "musician." Just as a military communications specialist and a military medic have different skills despite the same career background, Star Wars specializations provide focused abilities within broader career paths.
The Role of the Force
Force sensitivity is not a characteristic. In Force and Destiny every career starts with a Force rating of 1; in the other two books a character buys a universal Force-sensitive specialization (Force Sensitive Exile or Force Sensitive Emergent) to gain one. Force-sensitive characters have access to Force powers and can develop along Jedi or Sith paths, but they can also be smugglers, diplomats, or any other career who happen to have a connection to the Force.
Load them into your sheets. Every entry on this page (all 75 characters, the major NPCs, adversaries and mercenaries, and the six vehicles), plus each team as a group sheet, can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import.
Each character sheet is built to the rules: the card's own values stay as given (except a few rules corrections, each explained in the sheet's Notes and shown on the card), and the rest is filled from the species, career, specialization and talent-tree rules, with the XP spent on every characteristic, skill rank, talent and Force power added up on the sheet. Every hero also gets real weapon and armor profiles (a suggested kit bought with the 500 starting credits where the card lists no gear), wound and strain thresholds, soak and defense, and a Notes field that explains each choice and labels the GM calls. The numbers under each character card below come from the same sheet.
Character Creation Process
Creating a Star Wars character involves balancing mechanical effectiveness with compelling narrative hooks that fit the space opera genre.
flowchart TD
A[Choose Species] --> B[Select Career]
B --> C[Pick Specialization]
C --> H[Obligation / Duty / Morality]
H --> D[Spend Starting XP on<br/>Characteristics, Skills, Talents]
D --> G[Determine Motivation]
G --> I[Select Equipment]
I --> K[Final Character]
When to Use These Sample Characters
- New Players: Jump into the Star Wars universe without overwhelming character creation
- One-Shots: Quick character selection for convention games or movie marathons
- Campaign Starters: Pre-made groups with built-in relationships and motivations
- NPCs: Ready-made supporting characters and antagonists
- Inspiration: Templates for creating custom characters with similar themes
Era Considerations
These characters are designed for flexibility across different Star Wars eras:
- Prequel Era: Republic at its height, Jedi Order active, Clone Wars
- Original Trilogy Era: Imperial oppression, Rebellion, hidden Jedi
- Sequel Era: New Republic, First Order, emerging Force users
- High Republic: Jedi at their peak, exploration and discovery
Solo Characters (Individual Heroes)
These characters work well as lone protagonists or can be combined to form larger groups. Each represents a complete character concept that embodies classic Star Wars archetypes.
-
Motivation: Freedom - "I fly where I want, when I want"
- Brawn2
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 3, Astrogation 2, Gunnery 2, Mechanics 2, Streetwise 2, Deception 2, Cool 1, Coordination 1
- Talents
- Skilled Jockey, Full Throttle, Galaxy Mapper
- Force Powers
- Sense (Basic)
- Obligation
- 15 - Bounty (Imperial remnants want her alive)
- Equipment
- Modified YT-1300 freighter, heavy blaster pistol, pilot outfit, 500 credits
- On the sheet
- Heavy Blaster Pistol (Ranged (Light), Damage 7, Crit 3, Medium) · XP 230 · 500 credits
- Background
- A former Imperial Academy washout who discovered her Force sensitivity during a near-fatal crash. Now she smuggles refugees and supplies for the growing Resistance while trying to understand her emerging abilities.
-
Motivation: Justice - "The strong must protect the weak"
- Brawn3
- Agility2
- Intellect2
- Cunning2
- Willpower3
- Presence3
- Soak3
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 3, Athletics 2, Discipline 2, Leadership 2, Lore 2, Vigilance 2, Cool 1, Charm 1
- Talents
- Parry, Parry (Improved), Natural Blademaster
- Force Powers
- Enhance (Basic + Control), Move (Basic)
- Obligation
- 10 - Oath (Sworn to protect a refugee community)
- Equipment
- Lightsaber (blue crystal), Jedi robes, comlink, 200 credits
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 350 · 200 credits
- Background
- A survivor of Order 66 who spent decades in hiding before emerging to train a new generation of Force users. He carries the weight of the old Jedi Order's failures and seeks to do better.
-
Motivation: Ambition - "I'll be the most famous smuggler in the galaxy"
- Brawn2
- Agility3
- Intellect2
- Cunning3
- Willpower2
- Presence3
- Soak2
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Charm 3, Deception 3, Ranged (Light) 2, Streetwise 2, Skulduggery 2, Cool 2, Coordination 1, Piloting (Planetary) 1
- Talents
- Natural Charmer, Black Market Contacts, Convincing Demeanor
- Obligation
- 20 - Debt (Owes credits to Hutt cartel)
- Equipment
- Heavy blaster pistol, stylish clothes, sabacc deck, 1000 credits
- On the sheet
- Heavy Blaster Pistol (Ranged (Light), Damage 7, Crit 3, Medium) · XP 325 · 1000 credits
- Background
- A smooth-talking con artist who talks his way out of trouble almost as often as he talks his way into it. His debts keep growing, but so does his reputation.
-
Motivation: Knowledge - "Understanding how things work"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower2
- Presence2
- Soak4
- Wounds11
- Strain12
- Defense1 | 1ranged | melee
- Skills
- Mechanics 4, Computers 3, Piloting (Space) 2, Gunnery 2, Knowledge (Education) 2, Astrogation 1, Cool 1, Vigilance 1
- Talents
- Gearhead, Solid Repairs, Fine Tuning
- Obligation
- 15 - Responsibility (Protecting her droid partner)
- Equipment
- Mandalorian armor, heavy blaster pistol, tool kit, R4 astromech droid, 750 credits
- On the sheet
- Heavy Blaster Pistol (Ranged (Light), Damage 7, Crit 3, Medium) · XP 365 · 750 credits
- Background
- A young Mandalorian engineer who partners with her inherited astromech droid. Together they can fix, slice, or modify almost anything mechanical.
-
Motivation: Justice - "Peace through understanding"
- Brawn1
- Agility2
- Intellect3
- Cunning2
- Willpower3
- Presence4
- Soak1
- Wounds11
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Charm 3, Negotiation 3, Knowledge (Core Worlds) 2, Knowledge (Outer Rim) 2, Deception 2, Cool 2, Leadership 1, Vigilance 1
- Talents
- Kill With Kindness, Nobody's Fool, Inspiring Rhetoric
- Obligation
- 10 - Favor (Owes political debt to Twi'lek resistance)
- Equipment
- Formal diplomatic attire, comlink, datapad, 1500 credits
- On the sheet
- No weapon · XP 285 · 1500 credits
- Background
- A skilled negotiator working to rebuild galactic civilization after the Empire's fall. She believes words can accomplish what weapons cannot.
-
Motivation: Relationship - "Honor my mentor's memory"
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence2
- Soak4
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Stealth 3, Skulduggery 2, Streetwise 2, Cool 2, Coordination 2, Vigilance 1, Survival 1
- Talents
- Lethal Blows, Precise Aim, Stalker
- Obligation
- 15 - Rivalry (Competing with former partner)
- Equipment
- Blaster rifle, vibroknife, stun grenades, bounty hunter armor, 800 credits
- On the sheet
- Blaster Rifle (Ranged (Heavy), Damage 9, Crit 3, Long); Vibroknife (Melee, Damage 3, Crit 2, Engaged); Stun Grenade (×2) (Ranged (Light), Damage 8, Crit -, Short) · XP 245 · 800 credits
- Background
- A methodical hunter who prefers patience and precision over flashy showdowns. He hunts criminals to honor his dead mentor's code of ethics.
-
The Medical Professional
Dr. Kala Senn
Bith · Colonist / Doctor
Motivation: Morality - "First, do no harm"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence3
- Soak1
- Wounds11
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Medicine 4, Knowledge (Education) 3, Knowledge (Xenology) 2, Computers 2, Cool 2, Vigilance 1, Charm 1, Leadership 1
- Talents
- Surgeon, Stim Application, Bacta Specialist
- Obligation
- 10 - Oath (Hippocratic oath to heal all beings)
- Equipment
- Medical kit, portable scanner, medpacs (5), 600 credits
- On the sheet
- No weapon · XP 295 · 600 credits
- Background
- A brilliant physician who travels the galaxy providing medical aid to those who need it most, regardless of their ability to pay or political affiliation.
-
The Explorer
Scout Captain Zara Voss
Human · Explorer / Scout
Motivation: Discovery - "There's always something new beyond the next hyperspace jump"
- Brawn2
- Agility3
- Intellect3
- Cunning3
- Willpower2
- Presence2
- Soak4
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Survival 3, Perception 3, Piloting (Planetary) 2, Athletics 2, Knowledge (Outer Rim) 2, Ranged (Light) 2, Cool 1, Vigilance 1
- Talents
- Shortcut, Forager, Heightened Awareness
- Obligation
- 15 - Responsibility (Must report findings to New Republic)
- Equipment
- Scout armor, blaster carbine, survival gear, macrobinoculars, 400 credits
- On the sheet
- Blaster Carbine (Ranged (Heavy), Damage 9, Crit 3, Medium) · XP 255 · 400 credits
- Background
- A former Imperial scout who defected and now maps unknown regions for the New Republic, always seeking new worlds and civilizations.
-
Motivation: Fame - "I want to be the galaxy's biggest star"
- Brawn2
- Agility2
- Intellect2
- Cunning3
- Willpower2
- Presence5
- Soak2
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Charm 4, Cool 3, Deception 2, Knowledge (Core Worlds) 2, Streetwise 2, Coordination 1, Leadership 1, Vigilance 1
- Talents
- Kill with Kindness, Distracting Behavior, Intense Presence
- Obligation
- 15 - Addiction (Spice dependency from entertainment industry)
- Equipment
- Performance outfit, musical instruments, comlink, 1200 credits
- On the sheet
- No weapon · XP 305 · 1200 credits
- Background
- A rising entertainment star whose natural Zeltron empathy makes her performances incredibly moving, but the pressure of fame is taking its toll.
-
Motivation: Knowledge - "Preserving galactic history for future generations"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence2
- Soak1
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Knowledge (Lore) 4, Knowledge (Education) 3, Perception 2, Computers 2, Athletics 2, Cool 1, Vigilance 1, Charm 1
- Talents
- Researcher, Well Rounded, Respected Scholar
- Obligation
- 10 - Academic Rivalry (Competing for tenure with rival professor)
- Equipment
- Archaeology tools, portable scanner, ancient artifacts, 500 credits
- On the sheet
- No weapon · XP 295 · 500 credits
- Background
- A dedicated archaeologist studying pre-Republic civilizations, particularly interested in Force-related artifacts and their historical significance.
Dynamic Duos (Two-Character Teams)
These paired characters have built-in relationships and complementary skills, perfect for campaigns focusing on partnership dynamics.
-
The Master and Padawan
Team of 2
-
Master Jorin Kess
Human · Mystic / Advisor
Force2
Motivation: Morality - "Rebuild the Jedi Order properly"
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Discipline 4, Lore 3, Leadership 3, Cool 2, Charm 2, Lightsaber 2, Perception 1, Vigilance 1
- Talents
- Force Rating
- Force Powers
- Foresee (Basic + Duration), Sense (Basic + Control), Influence (Basic), Seek (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 490 · 275 credits
- Background
- A wise former Jedi who survived Order 66 and now carefully trains select students in the Force, emphasizing wisdom over combat prowess.
-
Motivation: Justice - "Prove worthy of Master Kess's teachings"
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 3, Athletics 3, Coordination 2, Discipline 2, Cool 2, Piloting (Planetary) 1, Perception 1, Stealth 1
- Talents
- Hawk Bat Swoop, Saber Swarm
- Force Powers
- Enhance (Basic + Control: Coordination)
- On the sheet
- Training Lightsaber (Lightsaber, Damage 6, Crit -, Engaged) · XP 355 · 25 credits
- Background
- An eager young Togruta learning to balance her natural agility and combat instincts with the patience and wisdom her master teaches.
-
The Smuggling Partners
Team of 2
-
Captain Zara "Lucky" Thorne
Human · Smuggler / Pilot
Motivation: Freedom - "The stars are my highway"
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence3
- Soak3
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 3, Astrogation 2, Cool 2, Ranged (Light) 2, Streetwise 2, Mechanics 1, Charm 1
- Talents
- Skilled Jockey, Full Throttle, Dead to Rights
- Obligation
- 20 - Criminal record with multiple systems
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 295 · 0 credits
- Background
- A hotshot pilot whose reputation for impossible runs is matched only by her ability to find trouble in every spaceport.
-
Motivation: Relationship - "Protect Lucky, she saved my life"
- Brawn4
- Agility2
- Intellect2
- Cunning2
- Willpower3
- Presence2
- Soak6
- Wounds16
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Brawl 3, Athletics 2, Coercion 2, Mechanics 2, Vigilance 2, Cool 1, Survival 1
- Talents
- Armor Master, Barrage, Heavy Hitter
- Obligation
- 15 - Life debt to Captain Thorne
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 360 · 25 credits
- Background
- A former bounty hunter who now serves as ship's muscle and engineer. His life debt to Lucky runs deeper than mere obligation.
-
-
Motivation: Duty - "Gather intelligence for the Rebellion"
- Brawn2
- Agility3
- Intellect3
- Cunning4
- Willpower2
- Presence3
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Stealth 4, Deception 3, Skulduggery 3, Computers 2, Cool 2, Charm 2, Coordination 1, Vigilance 1
- Talents
- Dodge, Grit, Master of Shadows
- Duty
- 20 - Intelligence
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 400 · 0 credits
- Background
- A master of infiltration who can become anyone, anywhere. Her ability to disappear into crowds and assume false identities is legendary.
-
Motivation: Knowledge - "Information should be free"
- Brawn2
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain16
- Defense0 | 0ranged | melee
- Skills
- Computers 4, Knowledge (Education) 3, Mechanics 2, Cool 2, Perception 2, Stealth 2, Vigilance 1, Discipline 1
- Talents
- Codebreaker, Defensive Slicing, Natural Programmer
- Duty
- 15 - Tech Support
- On the sheet
- No weapon · XP 280 · 0 credits
- Background
- A brilliant slicer whose binary brain can crack any code or slice any system. He provides remote support for Agent Starsend's missions.
-
The Diplomatic Mission
Team of 2
-
Motivation: Justice - "Unite the galaxy through diplomacy"
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower3
- Presence4
- Soak3
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Negotiation 4, Leadership 3, Knowledge (Core Worlds) 2, Cool 2, Charm 2, Coercion 2, Vigilance 1, Deception 1
- Talents
- Nobody's Fool, Kill With Kindness, Natural Charmer
- Duty
- 25 - Political Support
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 425 · 0 credits
- Background
- A charismatic Mandalorian senator working to bring her warrior culture into the galactic political mainstream through peaceful means.
-
Motivation: Honor - "Protect the Senator with my life"
- Brawn3
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence2
- Soak5
- Wounds14
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Vigilance 3, Brawl 2, Athletics 2, Cool 2, Discipline 2, Perception 1, Survival 1
- Talents
- Bodyguard, Enduring, Barrage
- Duty
- 20 - Personnel
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 265 · 25 credits
- Background
- A traditional Mandalorian warrior who serves as both protector and cultural advisor to Senator Tal'vek, representing the old ways while she forges new paths.
-
The Medical Team
Team of 2
-
Motivation: Morality - "Heal the wounded, regardless of faction"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence3
- Soak1
- Wounds11
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Medicine 4, Knowledge (Xenology) 3, Charm 2, Leadership 2, Cool 2, Computers 2, Vigilance 1, Deception 1
- Talents
- Surgeon, Bacta Specialist, Stim Application
- Obligation
- 15 - Favor (Owes medical supplies to underground clinic)
- On the sheet
- No weapon · XP 305 · 25 credits
- Background
- A brilliant trauma surgeon who runs mobile medical units in war zones, treating anyone who needs help regardless of their allegiances.
-
Motivation: Relationship - "Protect Dr. Raan and her mission"
- Brawn3
- Agility3
- Intellect3
- Cunning2
- Willpower3
- Presence2
- Soak3
- Wounds16
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Medicine 3, Ranged (Heavy) 3, Athletics 2, Discipline 2, Cool 2, Leadership 2, Survival 1, Vigilance 1
- Talents
- Bacta Specialist, Stim Application, Toughened
- Obligation
- 10 - Desertion (Left Imperial service)
- On the sheet
- No weapon · XP 310 · 25 credits
- Background
- A former clone trooper medic who refused to follow Order 66 and now provides security and field medical support for Dr. Raan's humanitarian missions.
Three-Character Teams
These trios represent balanced teams with complementary skills and strong group dynamics typical of Star Wars stories.
-
-
Motivation: Justice - "Free the galaxy from tyranny"
- Brawn3
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak4
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Leadership 3, Stealth 2, Athletics 2, Cool 2, Survival 2, Vigilance 1, Discipline 1
- Talents
- Durable, Physical Training, Point Blank
- Duty
- 25 - Combat Victory
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 295 · 25 credits
- Background
- A former Imperial officer who defected after witnessing Imperial atrocities. Now leads a Rebel cell with tactical precision and unshakeable moral conviction.
-
Senna Taan
Twi'lek · Spy / Slicer
Motivation: Freedom - "Information wants to be free"
- Brawn1
- Agility3
- Intellect4
- Cunning3
- Willpower2
- Presence3
- Soak1
- Wounds11
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Computers 4, Stealth 3, Deception 2, Skulduggery 2, Knowledge (Warfare) 2, Cool 2, Charm 1, Vigilance 1
- Talents
- Codebreaker, Defensive Slicing, Natural Programmer
- Duty
- 20 - Intelligence
- On the sheet
- No weapon · XP 290 · 0 credits
- Background
- A brilliant slicer who escaped Twi'lek slavery and now uses her skills to steal Imperial data and disrupt their communications networks.
-
Motivation: Knowledge - "Understand my Force abilities"
- Brawn2
- Agility3
- Intellect2
- Cunning2
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Discipline 3, Lightsaber 3, Cool 2, Vigilance 2, Athletics 2, Survival 2, Perception 1, Stealth 1
- Talents
- Uncanny Reactions, Uncanny Senses
- Force Powers
- Sense (Basic), Move (Basic)
- Duty
- 15 - Personnel
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 360 · 275 credits
- Background
- A self-taught Force user who discovered his abilities during the Purge. He provides mystical guidance and lightsaber combat skills to the cell.
-
The Exploration Team
Team of 3
-
Motivation: Discovery - "Chart the unknown regions"
- Brawn2
- Agility3
- Intellect3
- Cunning3
- Willpower2
- Presence3
- Soak2
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Leadership 3, Astrogation 2, Cool 2, Gunnery 2, Knowledge (Outer Rim) 2, Charm 1, Vigilance 1
- Talents
- Galaxy Mapper, Master Starhopper, Skilled Jockey
- Obligation
- 15 - Responsibility (Report discoveries to Republic)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 295 · 0 credits
- Background
- A veteran explorer tasked with mapping new hyperspace routes and investigating anomalous readings in the Unknown Regions.
-
Motivation: Knowledge - "Uncover lost civilizations"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence2
- Soak1
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Knowledge (Lore) 4, Knowledge (Xenology) 3, Computers 2, Perception 2, Cool 2, Athletics 2, Vigilance 1, Survival 1
- Talents
- Researcher, Well Rounded, Respected Scholar
- Obligation
- 10 - Academic Rivalry
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 320 · 90 credits
- Background
- A xenoarchaeologist specializing in pre-Republic civilizations, particularly those with connections to the Force or ancient technologies.
-
Motivation: Freedom - "Explore where no one has gone"
- Brawn3
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence2
- Soak4
- Wounds13
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Survival 4, Perception 3, Athletics 2, Stealth 2, Ranged (Light) 2, Cool 2, Brawl 1, Vigilance 1
- Talents
- Shortcut, Forager, Stalker
- Obligation
- 15 - Bounty (Wanted by poachers)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 305 · 0 credits
- Background
- A natural tracker and survivalist who guides the team through dangerous terrain and hostile environments on newly discovered worlds.
-
The Smuggling Crew
Team of 3
-
Captain Dash Korren
Human · Smuggler / Pilot
Motivation: Freedom - "No government tells me where to fly"
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence3
- Soak3
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 3, Astrogation 2, Cool 2, Charm 2, Streetwise 2, Deception 1, Mechanics 1
- Talents
- Skilled Jockey, Galaxy Mapper, Full Throttle
- Obligation
- 25 - Debt (Multiple creditors)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 280 · 25 credits
- Background
- A charismatic pilot whose ship is his life. He takes dangerous jobs to pay off mounting debts and stay ahead of bounty hunters.
-
Motivation: Relationship - "Life debt to Captain Korren"
- Brawn4
- Agility2
- Intellect3
- Cunning2
- Willpower3
- Presence2
- Soak5
- Wounds18
- Strain11
- Defense0 | 0ranged | melee
- Skills
- Mechanics 4, Brawl 3, Athletics 2, Coercion 2, Cool 2, Piloting (Space) 1, Vigilance 1, Computers 1
- Talents
- Gearhead, Solid Repairs, Contraption
- Obligation
- 15 - Life Debt
- On the sheet
- No weapon · XP 330 · 15 credits
- Background
- A skilled engineer who keeps the ship running despite Dash's habit of pushing it beyond safe limits. His life debt runs deep, but so does his friendship.
-
Motivation: Ambition - "Steal from the rich, keep for myself"
- Brawn1
- Agility4
- Intellect2
- Cunning4
- Willpower2
- Presence3
- Soak2
- Wounds11
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Skulduggery 4, Stealth 3, Coordination 2, Deception 2, Streetwise 2, Cool 2, Charm 1, Vigilance 1
- Talents
- Bypass Security, Indistinguishable, Hidden Storage
- Obligation
- 20 - Criminal record
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 295 · 0 credits
- Background
- A master thief whose nimble fingers and silver tongue get the crew into places they shouldn't be and out of trouble they shouldn't have found.
-
The Imperial Defectors
Team of 3
-
Motivation: Justice - "Atone for Imperial service"
- Brawn2
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence3
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Leadership 4, Knowledge (Warfare) 3, Cool 3, Discipline 2, Gunnery 2, Vigilance 2, Computers 1, Charm 1
- Talents
- Command, Commanding Presence, Fire Control
- Obligation
- 25 - Bounty (Empire wants her captured alive)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 370 · 175 credits
- Background
- A brilliant naval strategist who defected after learning about the Death Star project. She now provides tactical expertise to Rebel operations.
-
Motivation: Redemption - "Make up for Imperial crimes"
- Brawn2
- Agility3
- Intellect3
- Cunning4
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Deception 4, Stealth 3, Computers 3, Cool 2, Skulduggery 2, Knowledge (Warfare) 2, Vigilance 1, Charm 1
- Talents
- Dodge, Grit, Master of Shadows
- Obligation
- 20 - Betrayal (Former ISB colleagues hunt him)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 395 · 0 credits
- Background
- A former Imperial Intelligence agent whose conscience finally overcame his training. He provides insider knowledge of Imperial operations and security.
-
Motivation: Morality - "Do what's right, not what's ordered"
- Brawn3
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence3
- Soak5
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Discipline 3, Athletics 2, Cool 2, Vigilance 2, Brawl 2, Leadership 1, Survival 1
- Talents
- Armor Master, Point Blank, Physical Training
- Obligation
- 15 - Desertion
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 300 · 25 credits
- Background
- A former stormtrooper who broke his conditioning and joined the defector team. His knowledge of Imperial ground tactics and training is invaluable.
Four-Character Teams
Classic Star Wars crews with diverse specializations and strong team dynamics.
-
The Jedi Strike Team
Team of 4
-
Master Kira Andros
Human · Mystic / Advisor
Force2
Motivation: Morality - "Guide the team with wisdom"
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 3, Discipline 4, Leadership 3, Lore 3, Cool 2, Perception 2, Charm 1, Vigilance 1
- Talents
- Force Rating
- Force Powers
- Sense (Basic + Duration + Magnitude), Foresee (Basic + Control), Influence (Basic + Control)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 535 · 275 credits
- Background
- A wise Jedi Master who leads through example and foresight, serving as the team's strategic mind and moral compass.
-
Motivation: Justice - "Protect the innocent at all costs"
- Brawn3
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence3
- Soak4
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 4, Discipline 3, Athletics 2, Cool 2, Leadership 2, Vigilance 2, Perception 1, Survival 1
- Talents
- Reflect, Improved Reflect, Defensive Stance
- Force Powers
- Enhance (Basic + Control: Brawn), Sense (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 405 · 275 credits
- Background
- A dedicated guardian who specializes in defense and protection, always placing himself between danger and those he's sworn to protect.
-
Motivation: Morality - "Preserve life in all its forms"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower4
- Presence2
- Soak2
- Wounds11
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Medicine 4, Discipline 3, Lore 3, Cool 2, Charm 2, Lightsaber 2, Knowledge (Xenology) 1, Vigilance 1
- Talents
- Surgeon, Healing Trance
- Force Powers
- Heal (Basic + Control + Magnitude), Sense (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 370 · 275 credits
- Background
- A compassionate healer whose Force abilities focus on preserving and restoring life, serving as the team's medic and emotional anchor.
-
Motivation: Knowledge - "Prove myself worthy of the Jedi path"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower2
- Presence2
- Soak2
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Survival 3, Lightsaber 3, Athletics 3, Stealth 2, Perception 2, Cool 2, Coordination 1, Vigilance 1
- Talents
- Forager, Outdoorsman, Swift
- Force Powers
- Enhance (Basic + Control: Agility), Move (Basic)
- On the sheet
- Training Lightsaber (Lightsaber, Damage 6, Crit -, Engaged) · XP 380 · 25 credits
- Background
- An eager young Padawan whose natural agility and survival instincts make her the team's scout and reconnaissance specialist.
-
The Bounty Hunter Syndicate
Team of 4
-
Motivation: Ambition - "Build the most feared hunter crew"
- Brawn3
- Agility3
- Intellect3
- Cunning3
- Willpower2
- Presence2
- Soak5
- Wounds16
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 3, Mechanics 3, Leadership 3, Cool 2, Coercion 2, Vigilance 2, Athletics 1, Survival 1
- Talents
- Armor Master, Spare Clip, Jury Rigged
- Obligation
- 20 - Rivalry (Competing syndicate)
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 310 · 25 credits
- Background
- A veteran Mandalorian hunter who leads through technical expertise and tactical planning, always having the right tool for the job.
-
Motivation: Credits - "Best tracker in the Outer Rim"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Survival 4, Perception 3, Stealth 3, Ranged (Light) 2, Athletics 2, Cool 2, Vigilance 1, Computers 1
- Talents
- Outdoorsman, Stalker, Expert Tracker
- Obligation
- 15 - Addiction (Stims to stay alert)
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium) · XP 340 · 50 credits
- Background
- A relentless tracker who can follow any trail across any terrain, specializing in long-term hunts and quarry who try to disappear.
-
Motivation: Relationship - "Prove worth to hunting pack"
- Brawn4
- Agility2
- Intellect2
- Cunning2
- Willpower3
- Presence3
- Soak5
- Wounds16
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Brawl 4, Coercion 3, Ranged (Heavy) 2, Athletics 2, Survival 2, Vigilance 2, Cool 1, Discipline 1
- Talents
- Feral Strength, Frenzied Attack, Lethal Blows
- Obligation
- 15 - Bounty (Blood feud with rival clan)
- On the sheet
- Brass Knuckles (Brawl, Damage 5, Crit 4, Engaged); Vibroknife (Melee, Damage 5, Crit 2, Engaged) · XP 270 · 100 credits
- Background
- A fierce Trandoshan warrior who handles captures that require brute force and intimidation, collecting Jagannath points through successful hunts.
-
Motivation: Freedom - "Information is power"
- Brawn1
- Agility3
- Intellect4
- Cunning3
- Willpower2
- Presence3
- Soak1
- Wounds11
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Computers 4, Skulduggery 3, Knowledge (Underworld) 2, Deception 2, Cool 2, Stealth 2, Charm 1, Vigilance 1
- Talents
- Codebreaker, Defensive Slicing, Natural Programmer
- Obligation
- 15 - Criminal record
- On the sheet
- No weapon · XP 335 · 0 credits
- Background
- A brilliant slicer who provides electronic surveillance, data theft, and security bypassing for the hunting team's more sophisticated quarries.
-
The Diplomatic Mission
Team of 4
-
Motivation: Justice - "Bring peace to the galaxy"
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower4
- Presence4
- Soak2
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Negotiation 4, Leadership 4, Cool 3, Charm 2, Deception 2, Knowledge (Core Worlds) 2, Vigilance 1, Discipline 1
- Talents
- Nobody's Fool, Natural Charmer, Inspiring Rhetoric
- Duty
- 25 - Political Support
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 470 · 175 credits
- Background
- A charismatic diplomat working to build alliances against authoritarian regimes, using her political skills to unite disparate factions.
-
Motivation: Relationship - "Protect Ambassador Aravos"
- Brawn3
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence3
- Soak4
- Wounds13
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Ranged (Light) 4, Vigilance 3, Cool 3, Athletics 2, Coordination 2, Charm 2, Piloting (Space) 1, Streetwise 1
- Talents
- Bodyguard, Side Step, Barrage
- Duty
- 20 - Personnel
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 375 · 0 credits
- Background
- A former smuggler turned security chief whose quick reflexes and street smarts keep the diplomatic team safe in dangerous situations.
-
Motivation: Programming - "Facilitate diplomatic protocols"
- Brawn1
- Agility1
- Intellect4
- Cunning2
- Willpower3
- Presence3
- Soak2
- Wounds11
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Knowledge (Core Worlds) 4, Knowledge (Outer Rim) 3, Negotiation 3, Charm 2, Computers 2, Leadership 2, Cool 1, Vigilance 1
- Talents
- Researcher, Valuable Facts, Knowledge Specialization
- Duty
- 15 - Intelligence
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 375 · 90 credits
- Background
- An advanced protocol droid programmed with the customs and languages of thousands of languages and forms of etiquette, essential for complex negotiations.
-
Pilot Commander Dace Merrow
Human · Ace / Pilot
Motivation: Duty - "Get the diplomatic team where they need to go"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 4, Cool 3, Mechanics 2, Astrogation 2, Athletics 2, Vigilance 1, Leadership 1
- Talents
- Natural Pilot, Full Throttle, Skilled Jockey
- Duty
- 20 - Space Superiority
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 360 · 25 credits
- Background
- An elite starfighter pilot who provides transportation and escort duties for diplomatic missions, ensuring safe passage through hostile space.
-
The Corporate Espionage Team
Team of 4
-
Motivation: Ambition - "Build a galactic business empire"
- Brawn1
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence4
- Soak1
- Wounds11
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Leadership 4, Negotiation 4, Knowledge (Core Worlds) 3, Computers 2, Deception 2, Cool 2, Charm 1, Vigilance 1
- Talents
- Natural Merchant, Wheel and Deal, Sound Investments
- Obligation
- 20 - Rivalry (Competing corporations)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 440 · 175 credits
- Background
- A brilliant corporate executive who uses legitimate business as cover for intelligence gathering and political maneuvering across the galaxy.
-
Motivation: Justice - "Expose corporate corruption"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower2
- Presence2
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Skulduggery 4, Stealth 3, Mechanics 3, Athletics 2, Cool 2, Ranged (Light) 2, Coordination 1, Computers 1
- Talents
- Selective Detonation, Powerful Blast, Time to Go
- Obligation
- 15 - Criminal record (Corporate espionage charges)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 365 · 0 credits
- Background
- A skilled infiltrator who specializes in penetrating corporate facilities and gathering evidence of illegal activities and corruption.
-
Motivation: Knowledge - "Information is the ultimate weapon"
- Brawn2
- Agility2
- Intellect4
- Cunning4
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Computers 4, Knowledge (Education) 3, Skulduggery 3, Cool 2, Perception 2, Deception 2, Vigilance 1, Stealth 1
- Talents
- Codebreaker, Natural Programmer, Defensive Slicing
- Obligation
- 10 - Favor (Owes data to information broker)
- On the sheet
- No weapon · XP 370 · 0 credits
- Background
- A brilliant data analyst who can slice through corporate security systems and decrypt sensitive information with surgical precision.
-
Motivation: Credits - "Professional muscle for hire"
- Brawn4
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence2
- Soak6
- Wounds15
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 4, Athletics 3, Coercion 2, Discipline 2, Vigilance 2, Cool 2, Brawl 1, Mechanics 1
- Talents
- Armor Master, Barrage, Heavy Hitter
- Obligation
- 15 - Bounty (Wanted by former employer)
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 410 · 25 credits
- Background
- A former corporate security chief turned freelance enforcer who provides heavy firepower and tactical expertise for high-stakes operations.
Five-Character Teams
Larger crews with specialized roles perfect for epic Star Wars campaigns.
-
The Rebel Starfighter Squadron
Team of 5
-
Motivation: Justice - "Destroy the Empire's superweapons"
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain15
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 4, Leadership 3, Cool 3, Discipline 2, Mechanics 2, Athletics 1, Vigilance 1
- Talents
- Master Pilot, Full Throttle, Natural Pilot
- Force Powers
- Enhance (Basic + Control: Piloting)
- Duty
- 20 - Combat Victory
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 555 · 25 credits
- Background
- A gifted pilot with emerging Force abilities who leads Ember Squadron through impossible missions against overwhelming Imperial forces.
-
Ember Two - Jory Varrin
Human · Ace / Gunner
Motivation: Friendship - "Watch Coran's back in combat"
- Brawn3
- Agility3
- Intellect3
- Cunning2
- Willpower3
- Presence2
- Soak4
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Gunnery 4, Piloting (Space) 3, Cool 3, Mechanics 2, Athletics 2, Discipline 2, Leadership 1, Vigilance 1
- Talents
- True Aim, Overwhelm Defenses, Debilitating Shot
- Duty
- 20 - Combat Victory
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 280 · 25 credits
- Background
- Coran's childhood friend and wingman, an expert marksman who specializes in precision strikes against critical Imperial targets.
-
Ember Three - Dara Quell
Human · Ace / Pilot
Motivation: Duty - "Be the best pilot the Rebellion has"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 3, Cool 3, Astrogation 2, Mechanics 2, Leadership 2, Athletics 1, Vigilance 1
- Talents
- Skilled Jockey, Natural Pilot, Brilliant Evasion
- Duty
- 20 - Space Superiority
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 380 · 25 credits
- Background
- A veteran pilot known for his exceptional flying skills and ability to survive missions that claim other pilots' lives.
-
Motivation: Expertise - "Keep everyone's ship flying"
- Brawn3
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence2
- Soak4
- Wounds13
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Mechanics 4, Piloting (Space) 3, Gunnery 2, Computers 2, Cool 2, Knowledge (Education) 2, Athletics 1, Vigilance 1
- Talents
- Gearhead, Solid Repairs, Fine Tuning
- Duty
- 15 - Resource Acquisition
- On the sheet
- No weapon · XP 330 · 15 credits
- Background
- The squadron's technical expert who can repair battle damage mid-flight and modify fighters for specific mission requirements.
-
Motivation: Duty - "Bring everyone home alive"
- Brawn2
- Agility3
- Intellect3
- Cunning3
- Willpower3
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Leadership 4, Piloting (Space) 3, Gunnery 3, Cool 3, Discipline 2, Knowledge (Warfare) 2, Vigilance 1, Charm 1
- Talents
- Command, Field Commander, Master Leader
- Duty
- 20 - Personnel
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 440 · 25 credits
- Background
- An experienced commander who provides tactical coordination and ensures squadron cohesion during complex multi-fighter operations.
-
The Smuggling Ring
Team of 5
-
Motivation: Ambition - "Build a smuggling empire"
- Brawn2
- Agility3
- Intellect3
- Cunning4
- Willpower2
- Presence4
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Charm 4, Deception 4, Cool 3, Skulduggery 3, Leadership 2, Piloting (Space) 2, Negotiation 1, Streetwise 1
- Talents
- Smooth Talker, Up the Ante, Convincing Demeanor
- Obligation
- 25 - Debt (Multiple gambling debts)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 490 · 175 credits
- Background
- A charismatic gambler and businessman who coordinates a network of smugglers across the galaxy, always looking for the next big score.
-
Pilot Rhen Talvo
Human · Smuggler / Pilot
Motivation: Freedom - "I make my own destiny"
- Brawn2
- Agility4
- Intellect2
- Cunning4
- Willpower2
- Presence3
- Soak3
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Ranged (Light) 3, Cool 3, Charm 3, Astrogation 2, Mechanics 2, Streetwise 1, Deception 1
- Talents
- Skilled Jockey, Dead to Rights, Galaxy Mapper
- Obligation
- 20 - Bounty (A Hutt crime lord he shorted on a cargo run)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 385 · 0 credits
- Background
- A hotshot pilot with the fastest ship in the galaxy, known for making impossible runs and talking his way out of trouble.
-
Motivation: Relationship - "Life debt to Rhen Talvo"
- Brawn5
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence2
- Soak6
- Wounds21
- Strain11
- Defense0 | 0ranged | melee
- Skills
- Brawl 4, Mechanics 4, Piloting (Space) 2, Athletics 2, Coercion 2, Ranged (Heavy) 2, Cool 1, Survival 1
- Talents
- Feral Strength, Toughened, Heroic Fortitude
- Obligation
- 15 - Life Debt
- On the sheet
- Brass Knuckles (Brawl, Damage 6, Crit 4, Engaged); Vibroknife (Melee, Damage 6, Crit 2, Engaged) · XP 385 · 100 credits
- Background
- A loyal Wookiee warrior and skilled mechanic who serves as Rhen's co-pilot, engineer, and muscle when negotiations go bad.
-
Motivation: Freedom - "Stay ahead of Imperial Intelligence"
- Brawn2
- Agility3
- Intellect4
- Cunning4
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Computers 4, Skulduggery 3, Stealth 3, Deception 2, Cool 2, Ranged (Light) 2, Coordination 1, Vigilance 1
- Talents
- Codebreaker, Natural Programmer, Defensive Slicing
- Force Powers
- Sense (Basic)
- Obligation
- 20 - Betrayal (Former Imperial agent)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 400 · 125 credits
- Background
- A former Imperial operative turned freelance slicer who provides electronic warfare capabilities and intelligence gathering for the ring.
-
Motivation: Credits - "Find buyers for anything"
- Brawn2
- Agility3
- Intellect3
- Cunning4
- Willpower2
- Presence3
- Soak2
- Wounds12
- Strain12
- Defense0 | 0ranged | melee
- Skills
- Negotiation 4, Streetwise 4, Knowledge (Underworld) 3, Charm 2, Deception 2, Cool 2, Skulduggery 1, Piloting (Space) 1
- Talents
- Black Market Contacts, Smooth Talker, Know Somebody
- Obligation
- 15 - Criminal record
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 435 · 175 credits
- Background
- A well-connected fence who can find buyers for stolen goods and sellers for hard-to-acquire items across the galaxy's criminal underworld.
-
The Archaeological Expedition
Team of 5
-
Motivation: Knowledge - "Uncover the galaxy's lost history"
- Brawn2
- Agility3
- Intellect4
- Cunning3
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Knowledge (Lore) 4, Athletics 3, Survival 3, Perception 2, Cool 2, Ranged (Light) 2, Computers 1, Vigilance 1
- Talents
- Researcher, Well Rounded, Respected Scholar
- Obligation
- 15 - Academic Rivalry (Competing for discoveries)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 400 · 90 credits
- Background
- A renowned archaeologist specializing in ancient civilizations and Force-related artifacts, leading expeditions to dangerous archaeological sites.
-
Motivation: Duty - "Protect the expedition team"
- Brawn4
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak5
- Wounds16
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 4, Athletics 3, Brawl 3, Survival 2, Cool 2, Leadership 2, Discipline 1, Vigilance 1
- Talents
- Point Blank, Physical Training, Toughened
- Obligation
- 10 - Oath (Sworn to protect civilians)
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 330 · 25 credits
- Background
- A former Rebel shock trooper who provides security for archaeological expeditions into dangerous territories and hostile environments.
-
Pilot Hesha Ral'tir
Twi'lek · Ace / Pilot
Motivation: Freedom - "Explore the unknown reaches"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower3
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 4, Gunnery 3, Astrogation 3, Mechanics 2, Cool 2, Leadership 2, Athletics 1, Vigilance 1
- Talents
- Natural Pilot, Full Throttle, Galaxy Mapper
- Obligation
- 15 - Responsibility (Transport team safely)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 380 · 25 credits
- Background
- An expert pilot who navigates the expedition to remote archaeological sites, often in uncharted or dangerous regions of space.
-
Motivation: Knowledge - "Understand ancient technology"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower2
- Presence3
- Soak3
- Wounds15
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Mechanics 4, Skulduggery 3, Athletics 3, Computers 2, Cool 2, Ranged (Light) 2, Coordination 1, Stealth 1
- Talents
- Selective Detonation, Powerful Blast, Hard Headed
- Obligation
- 10 - Family Honor (Prove worth to Mandalorian clan)
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 430 · 0 credits
- Background
- A young Mandalorian engineer and explosives expert who specializes in bypassing ancient security systems and safely excavating dangerous artifacts.
-
Motivation: Morality - "Preserve life and ancient knowledge"
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak2
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Medicine 4, Discipline 3, Cool 2, Charm 2, Knowledge (Xenology) 2, Lightsaber 2, Perception 1, Vigilance 1
- Talents
- Surgeon, Stim Application, Natural Doctor
- Force Powers
- Heal (Basic), Sense (Basic)
- Obligation
- 15 - Secret (Hidden Force sensitivity)
- On the sheet
- No weapon · XP 495 · 25 credits
- Background
- A Force-sensitive medic who hides his abilities while providing medical support for the expedition, secretly using the Force to enhance his healing.
Six-Character Teams
Epic-scale teams perfect for major Star Wars campaigns with multiple storylines and character arcs.
-
The Jedi Council Survivors
Team of 6
-
Motivation: Morality - "Guide the galaxy back to the Light"
- Brawn1
- Agility3
- Intellect4
- Cunning4
- Willpower6
- Presence4
- Soak2
- Wounds11
- Strain16
- Defense0 | 0ranged | melee
- Skills
- Discipline 5, Lightsaber 5, Lore 5, Leadership 4, Cool 4, Perception 4, Charm 3, Vigilance 3
- Talents
- Force Rating (taken three times), Dedication
- Force Powers
- Sense, Foresee, Influence, Move and more, most with several upgrades
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 1290 · 275 credits
- Background
- The ancient Jedi Master who leads the surviving Council members in rebuilding the Jedi Order and training a new generation of Force users.
-
Motivation: Justice - "Destroy the Sith once and for all"
- Brawn3
- Agility3
- Intellect3
- Cunning3
- Willpower4
- Presence4
- Soak4
- Wounds13
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 5, Discipline 4, Leadership 4, Cool 3, Athletics 3, Coercion 3, Vigilance 2, Perception 2
- Talents
- Force Rating, Parry, Intimidating, Lethal Blows
- Force Powers
- Enhance (Full Tree), Move (Basic + Magnitude), Sense (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 800 · 275 credits
- Background
- A master of combat who survived Order 66 and now serves as the Council's military strategist and combat instructor.
-
Master Ti-Varo-Kesh
Cerean · Consular / Sage
Force3
Motivation: Knowledge - "Preserve Jedi wisdom for future generations"
- Brawn2
- Agility2
- Intellect5
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain18
- Defense0 | 0ranged | melee
- Skills
- Lore 5, Knowledge (Education) 4, Discipline 4, Lightsaber 3, Cool 3, Leadership 3, Computers 2, Medicine 2
- Talents
- Force Rating (taken twice), Researcher, Valuable Facts, Knowledge Specialization
- Force Powers
- Foresee (Full Tree), Sense (Basic + Duration), Influence (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 840 · 275 credits
- Background
- The Council's keeper of knowledge who maintains the Jedi archives and trains new Padawans in the ways of the Force.
-
Motivation: Morality - "Protect the innocent and defenseless"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Lightsaber 4, Athletics 4, Discipline 4, Cool 3, Vigilance 3, Leadership 3, Perception 2, Stealth 2
- Talents
- Force Rating, Reflect, Center of Being, Body Guard
- Force Powers
- Sense (Basic + Strength), Enhance (Basic + Control), Heal (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 710 · 275 credits
- Background
- A guardian master who specializes in protecting civilians and training Jedi in defensive combat techniques.
-
Motivation: Duty - "Lead from the front in starfighter combat"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak3
- Wounds12
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 5, Gunnery 4, Lightsaber 4, Discipline 3, Cool 3, Astrogation 3, Mechanics 2, Leadership 2
- Talents
- Force Rating, Intuitive Evasion, Full Throttle, Skilled Jockey
- Force Powers
- Enhance (Basic + Control: Piloting), Sense (Basic + Control), Move (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 720 · 275 credits
- Background
- A master pilot who leads the Council's starfighter operations and trains Force-sensitive pilots in aerial combat.
-
Motivation: Discovery - "Explore the Living Force in nature"
- Brawn3
- Agility3
- Intellect3
- Cunning4
- Willpower4
- Presence3
- Soak4
- Wounds14
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Survival 4, Lightsaber 4, Athletics 4, Perception 3, Stealth 3, Cool 3, Vigilance 2, Coordination 2
- Talents
- Force Rating, Forager, Outdoorsman, Keen Eyed
- Force Powers
- Sense (Basic + Duration), Enhance (Basic + Control), Move (Basic)
- On the sheet
- Lightsaber (Lightsaber, Damage 10, Crit 1, Engaged) · XP 730 · 275 credits
- Background
- A master scout who leads missions into dangerous environments and teaches Jedi to connect with the Living Force in all its forms.
-
The Imperial Intelligence Cell
Team of 6
-
Motivation: Ambition - "Rise to ultimate power within the Empire"
- Brawn2
- Agility2
- Intellect4
- Cunning4
- Willpower3
- Presence4
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Leadership 5, Knowledge (Warfare) 4, Cool 4, Coercion 3, Deception 3, Computers 3, Discipline 2, Vigilance 2
- Talents
- Command, Commanding Presence, Fire Control
- Duty
- 20 - Intelligence (Imperial)
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 590 · 175 credits
- Background
- A brilliant but ruthless Imperial Director who coordinates intelligence operations across multiple sectors to maintain Imperial control.
-
Motivation: Duty - "Serve the Empire's intelligence needs"
- Brawn3
- Agility3
- Intellect4
- Cunning4
- Willpower3
- Presence3
- Soak4
- Wounds13
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Deception 4, Stealth 4, Knowledge (Warfare) 3, Cool 3, Ranged (Light) 3, Brawl 3, Vigilance 2, Athletics 2
- Talents
- Dodge, Grit, Master of Shadows
- Duty
- 15 - Intelligence
- On the sheet
- Blaster Pistol (Ranged (Light), Damage 6, Crit 3, Medium) · XP 630 · 0 credits
- Background
- A skilled ISB agent specializing in infiltrating Rebel cells and gathering intelligence on anti-Imperial activities.
-
Motivation: Knowledge - "Know the enemy better than they know themselves"
- Brawn2
- Agility2
- Intellect5
- Cunning4
- Willpower4
- Presence3
- Soak3
- Wounds14
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Knowledge (Warfare) 5, Leadership 4, Cool 4, Perception 4, Knowledge (Xenology) 3, Gunnery 3, Discipline 2, Vigilance 2
- Talents
- Commanding Presence, Coordinated Assault, Natural Leader
- Duty
- 15 - Combat Victory
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 695 · 25 credits
- Background
- A brilliant Chiss strategist who serves as the cell's tactical analyst, studying an opponent's history and habits until their next move is obvious.
-
Motivation: Duty - "Maintain Imperial data security"
- Brawn2
- Agility2
- Intellect5
- Cunning4
- Willpower3
- Presence2
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Computers 5, Knowledge (Education) 4, Skulduggery 3, Cool 3, Perception 3, Mechanics 3, Vigilance 2, Stealth 2
- Talents
- Codebreaker, Natural Programmer, Defensive Slicing
- Duty
- 15 - Tech Support
- On the sheet
- No weapon · XP 525 · 0 credits
- Background
- An elite Imperial slicer who maintains communication security and conducts electronic warfare against Rebel computer systems.
-
Death Trooper DT-5537
Human · Soldier / Heavy
Motivation: Duty - "Eliminate threats to Imperial security"
- Brawn4
- Agility3
- Intellect2
- Cunning3
- Willpower4
- Presence2
- Soak6
- Wounds14
- Strain14
- Defense0 | 0ranged | melee
- Skills
- Ranged (Heavy) 5, Athletics 4, Discipline 4, Cool 3, Brawl 3, Survival 3, Vigilance 2, Stealth 2
- Talents
- Armor Master, Heavy Hitter, Brace
- Duty
- 15 - Combat Victory
- On the sheet
- Slugthrower Rifle (Ranged (Heavy), Damage 7, Crit 5, Medium); Frag Grenade (×2) (Ranged (Light), Damage 8, Crit 4, Short) · XP 640 · 25 credits
- Background
- An elite Death Trooper who serves as the cell's heavy weapons specialist and close protection for high-value Imperial assets.
-
TIE Pilot Baron Corvin Ashlar
Human · Ace / Pilot
Motivation: Glory - "Prove Imperial superiority in space combat"
- Brawn2
- Agility4
- Intellect3
- Cunning3
- Willpower3
- Presence3
- Soak3
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Skills
- Piloting (Space) 5, Gunnery 4, Cool 4, Astrogation 3, Mechanics 3, Discipline 3, Athletics 2, Vigilance 2
- Talents
- Natural Pilot, Full Throttle, Skilled Jockey
- Duty
- 15 - Space Superiority
- On the sheet
- Holdout Blaster (Ranged (Light), Damage 5, Crit 4, Short) · XP 515 · 25 credits
- Background
- An elite TIE pilot who provides air support for Imperial operations and hunts down Rebel starfighter squadrons.
Major NPCs
Six characters big enough to build an arc around: four villains and two powerful allies. All are nemeses in the rules, built like player characters with both a wound and a strain threshold, so a fight with one of them is an event rather than a speed bump. Each lists how its thresholds were worked out, so you can adjust them with confidence.
The two allies work as patrons and mentors first. Statting them as nemeses simply means that, if the heroes ever need them in a fight, they hold their own.
-
Tactics: Opens by isolating the strongest hero with Move, then duels them while her troops pin the rest.
- Brawn3
- Agility3
- Intellect3
- Cunning3
- Willpower4
- Presence3
- Soak4
- Wounds15
- Strain15
- Defense1 | 1ranged | melee
- Allegiance
- Galactic Empire (answers to the throne alone)
- Skills
- Lightsaber 4, Coercion 3, Discipline 3, Vigilance 3, Athletics 2, Deception 2, Perception 2, Lore 2
- Thresholds
- Wounds 10 + Brawn 3, +2 Toughened; strain 10 + Willpower 4, +1 Grit
- Talents
- Adversary 2, Parry 3, Reflect 3, Saber Throw, Toughened 1, Grit 1
- Abilities
- Force Rating 3. Force powers: Move (Basic, Strength 1, Range 1); Influence (Basic, Control: instil terror); Sense (Basic, Control).
- Weapons
- Crimson-bladed lightsaber Lightsaber · Damage 10 · Crit 1 · Engaged · Breach 1, Sunder, Vicious 2
- Equipment
- Armored robes (Defense 1, Soak +1), imperial writ, encrypted comlink
- Background
- Taken from a frontier world as a child and trained in a dark tradition the Empire never admits exists, Vessa now hunts relics and rogue Force users wherever the throne points her. She is courteous, patient and utterly convinced that mercy is a lie the weak tell themselves.
-
Tactics: Never fights in person: he moves fleets, closes hyperlanes and makes the heroes come to him.
- Brawn2
- Agility2
- Intellect4
- Cunning4
- Willpower3
- Presence4
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Allegiance
- Galactic Empire, sector fleet
- Skills
- Leadership 4, Warfare 4, Coercion 3, Cool 3, Discipline 3, Vigilance 3, Astrogation 2, Perception 2, Ranged (Light) 2
- Thresholds
- Wounds 10 + Brawn 2; strain 10 + Willpower 3
- Talents
- Adversary 2, Commanding Presence 2, Field Commander, Natural Leader
- Abilities
- Fleet assets: in a space encounter he may add one Setback die to the heroes' Piloting checks each round while his flagship is in range.
- Weapons
- Ornate holdout blaster Ranged (Light) · Damage 5 · Crit 4 · Short · Stun setting
- Equipment
- Admiral's dress uniform, code cylinders, command datapad, a Star Destroyer he treats as an extension of his will
- Background
- A careful, methodical officer who rose by never once being surprised. Strell keeps a file on every crew that has escaped him and studies them the way other men study sabacc hands; the heroes are about to become his favourite problem.
-
Tactics: Talks first, bargains second and has his enforcers start shooting only once the deal has visibly failed.
- Brawn3
- Agility1
- Intellect3
- Cunning4
- Willpower4
- Presence4
- Soak3
- Wounds16
- Strain15
- Defense0 | 0ranged | melee
- Allegiance
- Hutt cartels (his own kajidic)
- Skills
- Coercion 4, Negotiation 4, Knowledge (Underworld) 4, Cool 3, Deception 3, Discipline 3, Streetwise 3, Perception 2
- Thresholds
- Wounds 13 + Brawn 3; strain 11 + Willpower 4
- Talents
- Adversary 2, Nobody's Fool 2, Black Market Contacts 2, Know Somebody
- Abilities
- Ponderous: never takes more than one move maneuver a turn. Surrounded: never met without at least one group of Hutt Cartel Enforcers.
- Weapons
- Tail sweep Brawl · Damage 5 · Crit 5 · Engaged · Knockdown
- Equipment
- Gilded repulsor throne, encrypted ledger of debts, 40,000 credits in bribes and favours
- Background
- Hessimo owns a string of refuelling stations on a hyperlane spur nobody else bothered to claim, which means sooner or later everyone owes him. He collects debts in favours rather than credits, and the heroes are exactly the kind of favour he likes to own.
-
Tactics: Lands in the middle of the fight by jetpack, burns the cover, and dares the best fighter to face him.
- Brawn4
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence3
- Soak6
- Wounds16
- Strain13
- Defense1 | 1ranged | melee
- Allegiance
- His own raider clan
- Skills
- Athletics 3, Coercion 3, Melee 3, Ranged (Heavy) 3, Ranged (Light) 3, Vigilance 3, Leadership 2, Piloting (Planetary) 2
- Thresholds
- Wounds 10 + Brawn 4, +2 Toughened; strain 10 + Willpower 3
- Talents
- Adversary 2, Barrage 2, Durable 1, Jump Up, Toughened 1
- Abilities
- Jetpack: as a maneuver, fly to anywhere within medium range.
- Weapons
- Heavy blaster pistol Ranged (Light) · Damage 7 · Crit 3 · Medium · Stun setting
- Flame projector Ranged (Heavy) · Damage 8 · Crit 2 · Short · Burn 3, Blast 8
- Vibrosword Melee · Damage 6 · Crit 2 · Engaged · Pierce 2, Vicious 1, Defensive 1
- Equipment
- Battered Mandalorian armor (Defense 1, Soak +2), jetpack, trophy belt of enemy helmet crests
- Background
- Cast out of his clan for refusing to stop a raid on a settlement under its protection, Draal decided that if he had no clan he would make one from anyone hungry enough. His raiders strip outlying colonies bare, and he respects only those who stand and fight him face to face.
-
Tactics: As an ally, she gives orders rather than taking them: once a session she can grant the heroes a Boost die on a check made to carry out her plan.
- Brawn2
- Agility2
- Intellect4
- Cunning3
- Willpower3
- Presence4
- Soak2
- Wounds12
- Strain13
- Defense0 | 0ranged | melee
- Allegiance
- Rebel Alliance (powerful ally)
- Skills
- Leadership 4, Astrogation 3, Cool 3, Knowledge (Warfare) 3, Gunnery 2, Mechanics 2, Negotiation 2, Piloting (Space) 2
- Thresholds
- Wounds 10 + Brawn 2; strain 10 + Willpower 3
- Talents
- Commanding Presence 2, Field Commander, Master Starhopper 1, Known Schematic
- Abilities
- Amphibious: breathes underwater and suffers no movement penalties in water.
- Weapons
- Blaster pistol Ranged (Light) · Damage 6 · Crit 3 · Medium · Stun setting
- Equipment
- Fleet uniform, encrypted comlink keyed to her flagship, the escort corvette Quiet Tide (see Vehicles)
- Background
- Ressa commands a scratch flotilla of refitted escorts that has survived three years by never fighting a battle it could lose. She hires crews like the heroes for the jobs her fleet cannot be seen doing, and she always pays, eventually.
-
Tactics: Avoids violence entirely if she can; when cornered she defends, disarms and heals whoever falls, friend or foe.
- Brawn2
- Agility3
- Intellect3
- Cunning2
- Willpower5
- Presence3
- Soak2
- Wounds12
- Strain15
- Defense0 | 0ranged | melee
- Allegiance
- None; quietly aids the Rebellion (powerful ally)
- Skills
- Discipline 4, Lore 4, Lightsaber 3, Medicine 3, Perception 3, Vigilance 3, Charm 2, Cool 2
- Thresholds
- Wounds 10 + Brawn 2; strain 10 + Willpower 5
- Talents
- Parry 2, Reflect 2, Sense Danger, Healing Trance 1
- Abilities
- Force Rating 3. Force powers: Heal (Basic, Strength, Control: Revive); Sense (Basic, Control, Duration); Seek (Basic, Insight).
- Weapons
- Green-bladed lightsaber Lightsaber · Damage 10 · Crit 1 · Engaged · Breach 1, Sunder, Vicious 2
- Equipment
- Plain healer's robes, field medkit, lightsaber hidden in a walking staff, holocron of medical lore
- Background
- Seylin was a healer in the Jedi Temple and survived the purge because she was elbow-deep in a plague ward on a world nobody remembered. She runs a free clinic under a false name and will teach a Force-sensitive hero only once she is sure they would rather mend than fight.
Adversaries: Minion Groups and Rivals
The everyday opposition. Minion groups share one pooled wound threshold (each minion's threshold times the group size), have no strain threshold, and roll their group skills at one rank per minion after the first, so they weaken as the heroes thin them out. A single Critical Injury takes one minion out. Rivals are named individuals with a wound threshold but no strain threshold: strain they would suffer is taken as wounds instead.
As NPCs & Villains suggests, give every nemesis a rival lieutenant and a group or two of minions, so there is always someone to lose before the villain does.
-
Tactics: Advance in pairs from cover to cover, and always call for reinforcements before the shooting starts.
- Brawn3
- Agility3
- Intellect2
- Cunning2
- Willpower3
- Presence1
- Soak5
- Wounds205 each ×4
- Strain—none
- Defense0 | 0ranged | melee
- Allegiance
- Galactic Empire
- Group Skills
- Athletics, Discipline, Melee, Ranged (Heavy) (rank 3 with all 4 standing: one rank per minion after the first)
- Talents
- None
- Abilities
- Disciplined: as long as an officer is within short range, the squad automatically passes its first fear check each encounter.
- Weapons
- Blaster rifle Ranged (Heavy) · Damage 9 · Crit 3 · Long · Stun setting
- Vibroknife Melee · Damage 4 · Crit 2 · Engaged · Pierce 2, Vicious 1
- Equipment
- Stormtrooper armor (Soak +2), utility belt, comlink, two frag grenades
- Background
- The squad garrisoning a small Imperial outpost: bored, well drilled and convinced nobody would dare attack them. Use one squad per two heroes, plus one more if they are veterans.
-
Tactics: Surround the target and threaten first; they are paid to collect, not to die.
- Brawn3
- Agility2
- Intellect1
- Cunning2
- Willpower2
- Presence1
- Soak4
- Wounds155 each ×3
- Strain—none
- Defense0 | 0ranged | melee
- Allegiance
- Hutt cartels
- Group Skills
- Brawl, Coercion, Ranged (Light) (rank 2 with all 3 standing: one rank per minion after the first)
- Talents
- None
- Abilities
- Paid by the hour: if half the group is defeated, the rest flee unless their boss is watching.
- Weapons
- Blaster pistol Ranged (Light) · Damage 6 · Crit 3 · Medium · Stun setting
- Vibro-knucklers Brawl · Damage 4 · Crit 4 · Engaged · Pierce 1, Vicious 1
- Equipment
- Heavy clothing (Soak +1), comlink, a datapad of names that owe money
- Background
- Hired muscle from any cartel-owned cantina: the ones who show up to remind a hero about a debt. Pairs naturally with Hessimo the Hutt or Customs Prefect Ondo Haskel.
-
Tactics: Blow the airlock, flood the corridor, and grab anything that is not nailed down. They retreat to their ship the moment the cargo is aboard.
- Brawn2
- Agility3
- Intellect2
- Cunning2
- Willpower2
- Presence1
- Soak3
- Wounds204 each ×5
- Strain—none
- Defense1 | 1ranged | melee
- Allegiance
- Void Jackals pirate band
- Group Skills
- Athletics, Coordination, Melee, Ranged (Heavy) (rank 4 with all 5 standing: one rank per minion after the first)
- Talents
- None
- Abilities
- Zero-g raiders: no penalties for fighting in low or zero gravity.
- Weapons
- Blaster carbine Ranged (Heavy) · Damage 9 · Crit 3 · Medium · Stun setting
- Vibro-ax Melee · Damage 5 · Crit 2 · Engaged · Pierce 2, Sunder, Vicious 3
- Equipment
- Armored clothing (Defense 1, Soak +1), magnetic boots, breaching charges, breath masks
- Background
- Five desperate pirates who have done this a hundred times. Drop a group into any ship encounter that ends with the two hulls clamped together.
-
Tactics: Hold a perimeter, sound the alarm on first contact, and shoot anything without a valid transponder code.
- Brawn3
- Agility2
- Intellect1
- Cunning1
- Willpower1
- Presence1
- Soak5
- Wounds186 each ×3
- Strain—none
- Defense0 | 0ranged | melee
- Allegiance
- Whoever owns the facility
- Group Skills
- Perception, Ranged (Heavy), Vigilance (rank 2 with all 3 standing: one rank per minion after the first)
- Talents
- None
- Abilities
- Droid: does not need to breathe, eat or drink, and is immune to poisons and toxins. Ion-vulnerable: ion weapons deal full damage to them.
- Weapons
- Integrated blaster rifle Ranged (Heavy) · Damage 9 · Crit 3 · Long · Stun setting
- Equipment
- Armor plating (Soak +2), integrated scanner, alarm uplink to the facility
- Background
- Cheap, tireless and very literal. Clever heroes can slice their command frequency (a Hard Computers check) to turn them around, or simply walk past while carrying a crate marked with the right code.
-
Tactics: Fights with paperwork: impounds ships, freezes accounts and "loses" permits until someone pays him.
- Brawn2
- Agility2
- Intellect3
- Cunning3
- Willpower2
- Presence3
- Soak2
- Wounds12
- Strain—as wounds
- Defense0 | 0ranged | melee
- Allegiance
- Starport authority (and whoever pays most)
- Skills
- Deception 3, Negotiation 3, Coercion 2, Perception 2, Streetwise 2, Knowledge (Underworld) 2, Ranged (Light) 1
- Talents
- Convincing Demeanor 1, Nobody's Fool 1
- Abilities
- Authority: while in his starport, he can call a group of Hutt Cartel Enforcers or port guards in one round.
- Weapons
- Holdout blaster Ranged (Light) · Damage 5 · Crit 4 · Short · Stun setting
- Equipment
- Customs authority badge, datapad of every manifest filed this month, a drawer of confiscated contraband
- Background
- Ondo has run customs at the same starport for twenty years and has never once filed an honest report. He is a perfect recurring rival: never worth killing, always worth bribing, and always remembering who embarrassed him.
-
Tactics: Fights from the saddle: makes passes at speed, shoots, and never stops moving.
- Brawn3
- Agility4
- Intellect2
- Cunning3
- Willpower2
- Presence2
- Soak4
- Wounds14
- Strain—as wounds
- Defense0 | 0ranged | melee
- Allegiance
- Red Dust swoop gang
- Skills
- Piloting (Planetary) 3, Brawl 2, Coercion 2, Coordination 2, Ranged (Light) 2, Streetwise 2, Mechanics 1
- Talents
- Adversary 1, Full Throttle, Skilled Jockey 1
- Abilities
- Pack leader: usually rides with a group of three gang members (use the Hutt Cartel Enforcer profile on swoops).
- Weapons
- Heavy blaster pistol Ranged (Light) · Damage 7 · Crit 3 · Medium · Stun setting
- Shock gloves Brawl · Damage 3 · Crit 5 · Engaged · Stun 3
- Equipment
- Armored riding leathers (Soak +1), goggles, a Razorback swoop (see Vehicles)
- Background
- Kyx won the Red Dust in a race nobody else survived and has been trying to live up to the legend ever since. Beat him in a race and he becomes a loyal contact; beat him in a fight and he becomes a lifelong enemy.
-
Tactics: Prefers to watch, record and arrest later; if forced into a fight he shoots first and calls for stormtroopers.
- Brawn2
- Agility3
- Intellect3
- Cunning4
- Willpower3
- Presence2
- Soak3
- Wounds12
- Strain—as wounds
- Defense1 | 1ranged | melee
- Allegiance
- Imperial Security Bureau
- Skills
- Deception 3, Perception 3, Coercion 2, Computers 2, Ranged (Light) 2, Skulduggery 2, Stealth 2, Vigilance 2
- Talents
- Adversary 1, Nobody's Fool 1, Quick Draw
- Abilities
- Informants: once a session he knows one thing about the heroes they thought was secret.
- Weapons
- Blaster pistol Ranged (Light) · Damage 6 · Crit 3 · Medium · Stun setting
- Equipment
- Armored clothing (Defense 1, Soak +1), forged identity papers, interrogation droid on call
- Background
- Sythe is ambitious, clever and one promotion away from becoming a nemesis. Every time the heroes slip away from him, add a talent; the day he finally corners them, he should feel earned.
Mercenaries & Bounty Hunters
Guns for hire, findsmen and hunters: the people who come after the heroes because someone paid them to, and who might just as easily be hired by the heroes next week. Four are rivals and two are nemeses, ready to promote whenever one of them keeps coming back.
-
Tactics: Tracks the quarry for days, then waits for them to be alone; prefers stun and binders to a corpse.
- Brawn2
- Agility3
- Intellect2
- Cunning4
- Willpower3
- Presence2
- Soak3
- Wounds13
- Strain—as wounds
- Defense1 | 1ranged | melee
- Allegiance
- Independent (Bounty Hunters' Guild licence)
- Skills
- Perception 3, Survival 3, Discipline 2, Ranged (Heavy) 2, Stealth 2, Streetwise 2, Vigilance 2
- Talents
- Expert Tracker 1, Stalker 1
- Abilities
- Findsman rituals: before a hunt he reads the omens; once a session he adds an automatic Success to a check to locate his quarry.
- Weapons
- Blaster rifle Ranged (Heavy) · Damage 9 · Crit 3 · Long · Stun setting
- Equipment
- Armored clothing (Defense 1, Soak +1), ammonia breather, binders, mesh tape, a tracking fob
- Background
- Brask speaks of himself in the third person and has never lost a quarry he chose to follow. He is honourable in his way: offer him a better story than his contract and he may let a hero go.
-
The Long Rifle
Kesh Varonne
Human · Mercenary sniper
Rival
Tactics: Sets up at extreme range, takes one aimed shot per round, and moves the moment anyone gets close.
- Brawn2
- Agility4
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak3
- Wounds13
- Strain—as wounds
- Defense0 | 0ranged | melee
- Allegiance
- Highest bidder
- Skills
- Ranged (Heavy) 4, Stealth 3, Cool 2, Perception 2, Survival 2, Vigilance 2, Athletics 1
- Talents
- Sniper Shot, True Aim 1, Lethal Blows 1
- Abilities
- Hide and shoot: if no hero has spotted her, her first shot in an encounter upgrades its ability once.
- Weapons
- Long-barrel blaster rifle Ranged (Heavy) · Damage 9 · Crit 3 · Extreme · Accurate 1, Cumbersome 3
- Holdout blaster Ranged (Light) · Damage 5 · Crit 4 · Short · Stun setting
- Equipment
- Camouflage cloak (+1 Boost to Stealth), padded undersuit (Soak +1), macrobinoculars
- Background
- A former planetary guard marksman who discovered she was paid better for the same work in private. Kesh is calm, professional and never personal; she will happily work for the heroes next week.
-
Tactics: Leads from the second rank, sends his Lancers (use the Void Jackal Boarders profile) in first, and surrenders the moment a fight stops being profitable.
- Brawn3
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence3
- Soak5
- Wounds15
- Strain—as wounds
- Defense0 | 0ranged | melee
- Allegiance
- Vaank's Lancers mercenary company
- Skills
- Leadership 3, Ranged (Heavy) 3, Coercion 2, Cool 2, Melee 2, Vigilance 2, Knowledge (Warfare) 2
- Talents
- Adversary 1, Field Commander, Toughened 1
- Abilities
- Company commander: always accompanied by one or two minion groups of Lancers.
- Weapons
- Heavy blaster rifle Ranged (Heavy) · Damage 10 · Crit 3 · Long · Auto-fire, Cumbersome 3
- Vibro-ax Melee · Damage 6 · Crit 2 · Engaged · Pierce 2, Sunder, Vicious 3
- Equipment
- Laminate armor (Soak +2), command comlink, company contract (always read the fine print)
- Background
- Sorrel has fought on both sides of a dozen wars and will tell you about all of them. His Lancers are loyal because he pays on time and never wastes lives, which makes him a good employer and a frustrating enemy.
-
The Silent Assassin
IX-4 "Hush"
Droid · Assassin droid
Rival
Tactics: Strikes from ambush, withdraws when damaged, and returns days later with a better plan.
- Brawn3
- Agility4
- Intellect3
- Cunning3
- Willpower2
- Presence1
- Soak5
- Wounds15
- Strain—as wounds
- Defense1 | 1ranged | melee
- Allegiance
- Contract killer (owner unknown)
- Skills
- Ranged (Heavy) 3, Stealth 3, Melee 2, Perception 2, Skulduggery 2, Vigilance 2, Computers 1
- Talents
- Adversary 1, Lethal Blows 2, Stalker 1
- Abilities
- Droid: does not need to breathe, eat or drink, and is immune to poisons and toxins. Silent running: adds a Setback die to checks to hear or detect it.
- Weapons
- Integrated blaster carbine Ranged (Heavy) · Damage 9 · Crit 3 · Medium · Stun setting
- Retractable vibroblades Melee · Damage 5 · Crit 2 · Engaged · Pierce 2, Vicious 1
- Equipment
- Armor plating (Defense 1, Soak +2), sound dampeners, encrypted contract memory
- Background
- Nobody knows who built Hush or who holds its contract; its memory wipes itself if it is captured. It is a good rival for heroes who think they have finally escaped their past.
-
Tactics: Herds the quarry into terrain he has already prepared, then nets the strongest and shoots the rest.
- Brawn4
- Agility3
- Intellect2
- Cunning3
- Willpower3
- Presence2
- Soak6
- Wounds18
- Strain12
- Defense0 | 0ranged | melee
- Allegiance
- Independent; scores points for the Scorekeeper
- Skills
- Survival 4, Athletics 3, Perception 3, Ranged (Heavy) 3, Brawl 2, Coercion 2, Stealth 2, Vigilance 2
- Thresholds
- Wounds 12 + Brawn 4, +2 Toughened; strain 9 + Willpower 3
- Talents
- Adversary 2, Expert Tracker 2, Lethal Blows 1, Toughened 1
- Abilities
- Regeneration: heals 1 extra wound when he recovers; can regrow lost limbs over weeks. Claws: +1 Brawl damage, Crit 3.
- Weapons
- Blaster rifle Ranged (Heavy) · Damage 9 · Crit 3 · Long · Stun setting
- Net launcher Ranged (Heavy) · Short · Ensnare 3, Limited Ammo 1
- Claws Brawl · Damage 5 · Crit 3 · Engaged
- Equipment
- Laminate armor (Soak +2), trophy rack of Wookiee and Jedi trinkets, tracking kit, hunting skiff
- Background
- Jaro hunts for points in a tradition older than the Republic, and the heroes are worth a great many of them. He is honest about what he is, keeps his word, and will hunt a hero across a dozen worlds for the sheer glory of it.
-
Tactics: Plans the fight before it starts: gunship overhead, two squads on the flanks, and a negotiated surrender offered at exactly the right moment.
- Brawn3
- Agility3
- Intellect3
- Cunning3
- Willpower3
- Presence4
- Soak5
- Wounds13
- Strain14
- Defense0 | 0ranged | melee
- Allegiance
- Andrade's Ironhands mercenary company
- Skills
- Leadership 4, Cool 3, Negotiation 3, Ranged (Heavy) 3, Knowledge (Warfare) 3, Gunnery 2, Ranged (Light) 2, Vigilance 2
- Thresholds
- Wounds 10 + Brawn 3; strain 10 + Willpower 3, +1 Grit
- Talents
- Adversary 2, Commanding Presence 2, Field Commander, Grit 1
- Abilities
- Air support: once per encounter, if her gunship Ironhand One is overhead, she calls a strafing run (a Gunnery attack from the gunship).
- Weapons
- Blaster carbine Ranged (Heavy) · Damage 9 · Crit 3 · Medium · Stun setting
- Heavy blaster pistol Ranged (Light) · Damage 7 · Crit 3 · Medium · Stun setting
- Equipment
- Padded armor (Soak +2), command helmet with squad comlink, the patrol gunship Ironhand One (see Vehicles)
- Background
- Liss built the Ironhands from deserters of three armies and runs them better than any of those armies ran her. She makes a superb employer, a terrifying enemy and, if the heroes are lucky, the rival who one day becomes their most valuable ally.
Vehicles
Six original vehicles from a speeder bike to a corvette, each with a full profile. Defense is rated by zone, and each point adds a Setback die to attacks against that zone; vehicles of Silhouette 4 and smaller have only fore and aft zones, while Silhouette 5 and up adds port and starboard. Weapon damage is on the vehicle scale, and ranges use the vehicle range bands from Close to Extreme. See Starships & Vehicles for how each number plays at the table.
-
Owner: Kyx Rellin (Red Dust swoop gang)
- Silhouette2
- Speed5
- Handling+2
- Armor1
- Hull Trauma4
- System Strain3
- Sensor Range
- Close
- Crew
- 1 pilot
- Passengers
- 1 (clinging on)
- Encumbrance
- 3
- Consumables
- None
- Hyperdrive
- None
- Navicomputer
- None
- Hard Points
- 2
- Cost / Rarity
- 4,500 / 3
- Weapons
- Light blaster cannon Forward · Damage 4 · Crit 4 · Close
- Notes
- A racing swoop with a cannon bolted under the nose. Fast, twitchy and unforgiving: a pilot who fails a Piloting check with Despair is thrown clear.
-
Owner: Planetary security forces
- Silhouette3
- Speed4
- Handling+1
- Armor2
- Hull Trauma12
- System Strain10
- Sensor Range
- Short
- Crew
- 1 pilot, 1 gunner
- Passengers
- 2
- Encumbrance
- 10
- Consumables
- 1 day
- Hyperdrive
- None
- Navicomputer
- None
- Hard Points
- 2
- Cost / Rarity
- 38,000 / 5
- Weapons
- Twin light blaster cannons Forward · Damage 5 · Crit 4 · Close · Linked 1
- Tow-cable harpoon Aft · Close · Ensnare 1, Limited Ammo 1
- Notes
- The workhorse of a city or planetary patrol. Low ceiling (cannot leave atmosphere), but in canyons and streets it is the fastest thing the heroes will meet.
-
Owner: Rebel and independent squadrons
- Silhouette3
- Speed5
- Handling+2
- Armor3
- Hull Trauma10
- System Strain10
- Sensor Range
- Short
- Crew
- 1 pilot, 1 astromech droid
- Passengers
- 0
- Encumbrance
- 6
- Consumables
- 1 week
- Hyperdrive
- Class 2
- Navicomputer
- None (astromech stores 10 jumps)
- Hard Points
- 2
- Cost / Rarity
- 120,000 (R) / 6
- Weapons
- Twin laser cannons Forward · Damage 6 · Crit 3 · Close · Linked 1
- Concussion missile launcher Forward · Damage 6 · Crit 3 · Short · Breach 4, Guided 3, Limited Ammo 6, Slow-Firing 1
- Notes
- A swept-wing interceptor from a small independent yard: faster than most fighters it meets, but its light hull does not forgive mistakes.
-
Owner: Any crew that needs a home
- Silhouette4
- Speed3
- Handling-1
- Armor3
- Hull Trauma24
- System Strain16
- Sensor Range
- Short
- Crew
- 1 pilot, 1 co-pilot, 1 engineer
- Passengers
- 6
- Encumbrance
- 140
- Consumables
- 2 months
- Hyperdrive
- Class 2 (backup Class 12)
- Navicomputer
- Yes
- Hard Points
- 5
- Cost / Rarity
- 95,000 / 4
- Weapons
- Dorsal medium laser cannon All (turret) · Damage 6 · Crit 3 · Close
- Ventral light laser cannon All (turret) · Damage 5 · Crit 3 · Close
- Notes
- A boxy, dependable freighter with a cockpit pod, two turrets and a cargo hold just large enough for trouble. Ready-made as the party ship: add smuggling compartments (1 hard point) and it is everything a crew needs.
-
Owner: Commander Liss Andrade (Andrade's Ironhands)
- Silhouette4
- Speed4
- Handling0
- Armor4
- Hull Trauma28
- System Strain20
- Sensor Range
- Medium
- Crew
- 1 pilot, 1 co-pilot, 2 gunners
- Passengers
- 8 troops
- Encumbrance
- 40
- Consumables
- 1 month
- Hyperdrive
- Class 2 (backup Class 15)
- Navicomputer
- Yes
- Hard Points
- 3
- Cost / Rarity
- 240,000 (R) / 7
- Weapons
- Twin medium laser cannons All (turret) · Damage 6 · Crit 3 · Close · Linked 1
- Light ion cannon Forward · Damage 5 · Crit 4 · Close · Ion
- Tractor beam projector Forward · Close · Tractor 3
- Notes
- A heavily armored troop gunship that can land a squad, cover them from the air, and drag a fleeing freighter back with its tractor beam.
-
Owner: Commodore Ressa Tolvane (Rebel Alliance)
- Silhouette5
- Speed3
- Handling-1
- Armor5
- Hull Trauma45
- System Strain38
- Sensor Range
- Long
- Crew
- 40 officers, pilots and crew
- Passengers
- 60 troops or evacuees
- Encumbrance
- 1,000
- Consumables
- 1 year
- Hyperdrive
- Class 2 (backup Class 12)
- Navicomputer
- Yes
- Hard Points
- 5
- Cost / Rarity
- 2,800,000 (R) / 7
- Weapons
- Two twin medium turbolaser turrets All (turret) · Damage 10 · Crit 3 · Medium · Breach 2, Linked 1, Slow-Firing 1
- Four light laser point-defense turrets All (turret) · Damage 5 · Crit 3 · Close
- Notes
- A slim escort corvette refitted as a fleet command ship. At Silhouette 5 it has four defense zones and gets only one pilot-only maneuver per round, so the heroes' fighters run rings around it while its turbolasers handle anything larger.
Before You Run One: The Missing Numbers
The 75 characters above give you characteristics, skills, talents and gear — everything that is chosen. (The major NPCs, adversaries and mercenaries already list theirs, and the vehicles carry full profiles.) What none of the 75 list are the numbers that get derived, and those are exactly the ones you need the moment someone takes a hit. Work them out once, pencil them onto the entry, and the character is table-ready.
- Wound Threshold = species base + Brawn. This is how much physical punishment they absorb before falling over.
- Strain Threshold = species base + Willpower. Strain is fatigue, fear and mental strain — spent voluntarily for extra manoeuvres, and inflicted by social attacks.
- Soak = Brawn + armour. Subtracted from every hit before it touches the Wound Threshold.
- Defence = from armour, cover or a ship's shields. Usually 0 for an unarmoured character standing in the open.
Humans use 10 and 10 as their two species bases, which makes them the useful baseline. Other species trade one against the other — tough species buy a higher wound base by accepting a lower strain base — so check the species entry rather than assuming. Taking Kira Nexu from the top of the list: Brawn 2, Willpower 3, human, so Wound Threshold 12, Strain Threshold 13, Soak 2. That took ten seconds and she is now runnable.
Turning a Character Sheet Into an Opponent
Most of these entries are written as player characters, but a GM raiding this list usually wants an adversary. Adversaries come in three tiers, and picking the right one matters more than adjusting any statistic:
| Tier | How it works | Use it for |
| Minion | Operates as a group sharing one wound threshold. No strain. The group's skill is driven by how many are still standing, so they get worse as you thin them out. | Stormtroopers, dock guards, hired muscle — anyone whose job is to lose impressively |
| Rival | An individual with a wound threshold but no strain threshold (strain it would suffer is taken as wounds instead). Dangerous, and it can suffer Critical Injuries, but going past its wound threshold simply takes it out of the fight. | The bounty hunter who keeps turning up, a lieutenant, a recurring nuisance |
| Nemesis | Built exactly like a player character — both thresholds, critical injuries, the lot. Treat any entry above as a nemesis with no conversion at all. | The villain of the arc. Use sparingly; a nemesis should be an event |
The practical shortcut: any of the 75 characters on this page is already a nemesis. To demote one to a rival, drop the strain threshold and apply any strain it suffers as wounds. To make minions, keep the two or three skills that define them and discard everything else — nobody at the table will ever ask what a stormtrooper's Willpower is.
Scaling to Your Party
Most of these builds are seasoned characters rather than fresh ones (a brand-new character cannot start with any skill above rank 2), so treat them as having already earned a good deal of XP. Two adjustments come up constantly:
- If your party is experienced, do not inflate an opponent's characteristics — that makes the maths swingy without making the fight interesting. Add minions, add terrain, or add a second objective competing for the party's attention.
- If you are short a player, running one of these as an NPC ally works, but hand it to a player rather than yourself. A GM voicing an ally in combat slows every round and quietly steers the party.
NPCs & Villains goes further into making an antagonist memorable rather than merely statted, and Combat & Conflict covers how these thresholds behave under fire.
How to Use These Characters in Your Games
For Game Masters
These Star Wars characters serve multiple purposes in your campaigns:
graph TD
A[Sample Characters] --> B[Player Characters]
A --> C[NPCs]
A --> D[Antagonists]
B --> E[Quick Start Campaigns]
B --> F[Character Templates]
C --> G[Supporting Cast]
C --> H[Mission Contacts]
D --> I[Imperial Agents]
D --> J[Rival Groups]
- Era Flexibility: Most characters can be adapted across different Star Wars time periods
- Faction Dynamics: Built-in conflicts between Imperial, Rebel, and Independent characters
- Force Balance: Mix of Force-sensitive and mundane characters for varied gameplay
- Team Synergy: Pre-balanced groups with complementary skills and motivations
- Campaign Seeds: Character obligations and duties provide ready-made plot hooks
Campaign Integration
Star Wars campaigns thrive on the intersection of personal stories with galactic events:
- Obligation as Plot Driver: Use character obligations to create personal stakes in larger conflicts
- Duty and Purpose: Character duties connect personal goals to faction objectives
- Force Destiny: Force-sensitive characters can influence major galactic events
- Relationship Webs: Cross-team relationships create complex alliance and betrayal opportunities
Scaling for Different Play Styles
These characters support various Star Wars campaign styles:
- Heroic Adventures: Focus on Jedi, Rebels, and righteous smugglers
- Edge of the Empire: Emphasize criminals, bounty hunters, and survival on the Rim
- Military Campaigns: Use soldiers, commanders, and ace pilots for war stories
- Political Intrigue: Diplomats, spies, and corporate characters for courtly drama
Force Usage and Character Development
The Force is central to Star Wars storytelling, even for characters who aren't Force-sensitive. Understanding how Force mechanics integrate with character development enhances gameplay for everyone.
Force-Sensitive Character Growth
Force users develop along multiple paths simultaneously:
- Power Development: Learning new Force powers and upgrading existing ones
- Lightsaber Mastery: Advancing through different lightsaber forms and techniques
- Moral Growth: Navigating the conflict between Light and Dark sides
- Mentorship: Teaching other characters enhances your own understanding
graph LR
A[Force Rating] --> B[Available Force Dice]
B --> C[Power Activation]
C --> D[Light/Dark Conflict]
D --> E[Morality Adjustment]
E --> F[Character Growth]
F --> G[New Opportunities]
Non-Force Character Integration
Characters without Force sensitivity remain crucial to Star Wars stories:
- Technological Solutions: Tech skills that complement Force abilities
- Social Networks: Contacts and resources Force users cannot access
- Practical Skills: Piloting, mechanics, and combat expertise
- Moral Anchors: Providing ethical guidance without mystical complications
Adapting Characters Across Star Wars Eras
The galaxy far, far away spans thousands of years. These characters can be adapted to different time periods with minimal modifications.
Prequel Era (32-19 BBY)
Adapt characters for the height of the Republic and the Clone Wars:
- Jedi Characters: Full Jedi Order support, temple resources, structured training
- Military Characters: Clone Wars context, Republic vs Separatist conflicts
- Political Characters: Senatorial intrigue, Palpatine's rise to power
- Criminal Characters: War profiteering, black market opportunities
Original Trilogy Era (0-4 ABY)
The classic Rebellion vs Empire timeframe:
- Rebel Characters: Fighting against overwhelming Imperial oppression
- Imperial Characters: Maintaining order through strength and fear
- Independent Characters: Trying to survive between galactic superpowers
- Force Users: Hidden abilities, secret training, rediscovering lost knowledge
New Republic Era (4-34 ABY)
Rebuilding civilization after the Empire's fall:
- New Republic Characters: Building democratic institutions
- Imperial Remnant Characters: Holding onto the old ways
- Jedi Characters: Rebuilding the Jedi Order from scratch
- Explorer Characters: Mapping unknown regions, first contact situations
timeline
title Star Wars Timeline
1000 BBY : Old Republic
32 BBY : Prequel Era Begins
19 BBY : Empire Founded
0 BBY : Original Trilogy Era
4 ABY : Empire Falls
34 ABY : First Order Rises
Star Wars Storytelling Techniques
The Hero's Journey in Star Wars
Star Wars follows classic mythological patterns that these characters embody:
- Call to Adventure: Characters' obligations and duties pull them into larger conflicts
- Mentor Figures: Older, wiser characters guide younger ones
- Trials and Tests: Personal growth through facing fears and challenges
- Return Transformed: Characters emerge changed by their experiences
Destiny and the Force
Even non-Force characters participate in the galaxy's destiny:
- Destiny Points: Flip them to represent the Force flowing through events
- Meaningful Coincidences: "Chance" encounters that drive the story forward
- Moral Choices: Decisions that tip the balance between Light and Dark
- Legacy Building: Actions that influence future generations
Faction Dynamics
Star Wars thrives on the tension between competing factions:
- Ideological Conflicts: Freedom vs Order, Republic vs Empire
- Resource Competition: Control of hyperspace routes, planets, technology
- Personal Betrayals: Characters switching sides for personal reasons
- Unlikely Alliances: Former enemies working together against greater threats
Practical Applications
Starting a Campaign
Use these characters to launch different types of Star Wars campaigns:
- Rebellion Campaigns: Start with Rebel cell characters fighting Imperial oppression
- Exploration Campaigns: Use explorer teams to discover new worlds and civilizations
- Criminal Campaigns: Follow smuggling crews and their dangerous cargo runs
- Force Campaigns: Focus on Jedi training and the struggle between Light and Dark
Convention and One-Shot Games
These pre-generated characters excel in short-form play:
- Immediate Recognition: Players quickly understand familiar Star Wars archetypes
- Built-in Motivation: Clear goals and relationships drive action from scene one
- Balanced Teams: Each character contributes unique capabilities to the group
- Scalable Complexity: Use simpler characters for new players, complex ones for veterans
Teaching the System
Help new players learn Star Wars RPG mechanics:
- Career Examples: Show how different careers approach similar challenges
- Force Demonstration: Include both Force-sensitive and mundane characters
- Obligation Showcase: Demonstrate how personal complications drive stories
- Skill Synergy: Show how different characters' skills complement each other
Further Resources and Exploration
Related Topics to Explore
- Lightsaber Combat: Different forms and their tactical applications
- Force Philosophy: Jedi vs Sith vs Grey philosophies
- Galactic Politics: Senate dynamics, planetary governments, trade disputes
- Technology: Hyperspace travel, droids, communications, weapons
- Species Relations: Inter-species politics, prejudice, and cooperation
- Economic Systems: Trade routes, currencies, resource distribution
Character Interaction Possibilities
Consider how characters from different factions might interact:
- Defection Stories: Imperial characters joining the Rebellion
- Redemption Arcs: Criminal characters finding higher purposes
- Mentorship Relationships: Experienced characters training newcomers
- Faction Conflicts: Characters torn between personal loyalty and duty
Campaign Development
Build long-term campaigns around character backgrounds:
- Obligation Resolution: Help characters overcome their personal debts and problems
- Duty Advancement: Characters rising in rank and responsibility within their factions
- Force Development: The long journey from untrained sensitive to Jedi Master
- Legacy Creation: Establishing institutions, training others, leaving lasting marks
Conclusion
These 75 Star Wars RPG characters, and the villains, hirelings and vehicles that follow them, represent the rich diversity of a galaxy far, far away. From Force-sensitive Jedi to pragmatic smugglers, from Imperial loyalists to Rebel freedom fighters, each character embodies the themes and archetypes that make Star Wars storytelling so compelling.
The magic of Star Wars lies not just in lightsaber duels and space battles, but in the personal journeys of characters struggling with destiny, choice, and the consequences of their actions. These pre-generated characters provide the foundation for exploring those themes while delivering the excitement and adventure that defines the Star Wars experience.
graph TD
A[Character Concepts] --> B[Personal Stories]
B --> C[Galactic Events]
B --> D[Relationship Drama]
B --> E[Moral Choices]
C --> F[Epic Adventures]
D --> F
E --> F
F --> G[Memorable Campaigns]
G --> H[Lasting Friendships]
G --> I[Shared Stories]
G --> J[Character Growth]
Whether you're a Game Master looking for quick NPCs, a player seeking inspiration, or a group wanting to dive immediately into Star Wars action, these characters provide everything you need to begin your own galactic adventure. Take them, modify them, combine them across factions and eras, and most importantly—use them to create the Star Wars stories you've always wanted to tell.
Remember: in the Star Wars universe, even the smallest character can change the fate of the galaxy. The Force flows through all living things, connecting everyone to the grand tapestry of galactic destiny. Your characters—and your stories—are part of that endless adventure among the stars.
May the Force be with you, always.
Where to Go Next
A hundred characters and vehicles is a resource, not a reading list. Put them to work: