Character Options

Character Options

Character Options

The following rule systems contain methods of making a player character unique. If your gamemaster is not willing to use the following rules, you’ll have to do without them. You can use a lot of other methods to develop a character’s individuality on your own, but these systems are optional—they only count as long as your gamemaster is willing to use them. If he or she isn’t hot on the idea of players using these, you’re just out of luck.

Advantages & Disadvantages

Aside from determining a character’s physical and mental capabilities, a player may or may not wish to define that character’s personality—his history, his family, his beliefs, his quirks, etc. One option is to allow players to select Advantages and Disadvantages. The gamemaster should skim the list below and determine: Whether they want to use Advantages and Disadvantages, and Which particular entries they want to include or exclude.

Each entry includes: the name of the Advantage or Disadvantage, its description, and a die code (positive or negative).

When you select one of these items, write it on your character template and record the die code on a separate piece of paper. When you’ve finished, add up the die codes (the result may be positive or negative). The resulting die code tells you how many skill dice you must either add to or take away from your character’s starting skill dice: Positive total: add starting skill dice

Negative total: subtract starting skill dice

The gamemaster will tell the player whether any Advantages or Disadvantages listed in this chapter do not apply or are not allowed. Example A player chooses the following Advantages and Disadvantages for his smuggler character template: Debt: +2D Quick Draw: −2D Released Convict: +1D Total: +1D

The smuggler gains an additional 1D (since the total was +1D) in starting skill dice.

Advantages and Disadvantages List

NameStarting Skill Dice Modifier
Addiction+3D
Argumentative+1D
Blackouts+2D
Center of Conversation+1D
Compulsive Tendencies+3D
Debt+1D to +3D
Delusions of Grandeur−1D
Extraordinary Hearing−2D
Extraordinary Memory−1D
Extraordinary Sight−2D
Extremely Competitive+1D
Fallback Plan+2D
Fanatic+3D
Hallucinations+3D
Low Self-esteem+2D
Manic Depressive+3D
Medical Problem+3D
Migraine Headaches+2D
Motion Sickness+1D
Nightmares+1D
Noble Birth−1D
No Self-confidence+2D
Obsessive Tendencies+2D
Paranoia+3D
Pathological Liar+1D
Phobia+1D to +3D
Physically Impaired+3D
Poor Memory+1D
Procrastination+1D
Quick Draw−2D
Released Convict+1D
Skeleton in the Closet+2D or more
Sixth Sense−2D
Sworn Enemy+1D (creature) / +3D (species)
Targeted for Assassination+3D
Wanted for a Crime+2D

Advantage & Disadvantage Descriptions

Addiction (+3D) The character cannot go more than one day without drinking, gambling, etc. (i.e., satisfying the addiction). Failure to do so results in lowered metabolic rates, reducing the character’s attribute scores by 1 for each day the character goes without the addictive activity (on the first day, an attribute of 4D would fall to 3D+1, and so on). After one week (more or less at the gamemaster’s discretion), the character has defeated the addiction. If the character ever partakes of the formerly addictive activity in the future, there is a 50% chance (1–3 on 1D) of becoming addicted again. Argumentative (+1D) This character constantly plays the devil’s advocate. She rejoices when an exploitable situation arises, arguing even when she sometimes agrees with her adversary. The argument becomes a game—a strategic contest of wills. Blackouts (+2D) During high-pressure situations, this character has a tendency to blackout for several minutes and has no recollection of the lost time. In game terms, the character blacks out whenever she rolls a 1 on the Wild Die for 10 minutes. Center of Conversation (+1D) This character feels the need to always be in the middle of every conversation. And why not? He always knows exactly what to say—at least, that’s what he thinks. Compulsive Tendencies (+3D) At any time, the character may decide to do or say something that she would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out: “Your wife is much fatter than I expected.” Debt (+1D to +3D) This character either inherited debt or borrowed a substantial amount of money. She has a time limit for repaying the loan. Delusions of Grandeur (−1D) The best thing to ever happen to the world—that’s how characters with this Disadvantage view themselves. No one can surpass their prowess—they shouldn’t even bother trying. Extraordinary Hearing (−2D) The construction of this character’s sound collectors (usually ears) increases the ability to distinguish between similar sounds, determine direction, and pick up whispers from a distance. Extraordinary Memory (−1D) This character can recall long-ago events or esoteric facts with ease. In game terms, she gains +1D to most Knowledge-based skill rolls (gamemaster discretion is required for exceptions). Extraordinary Sight (−2D) The shape and genetic makeup of this character’s eyes enable her to see three times as far as a normal member of her species. Extremely Competitive (+1D) To this character, everything is a competition. She always wants to race to the battle, put herself in more danger than anyone else, and slosh down the most drinks. She cannot turn down a challenge. Fallback Plan (+2D) This character cannot function unless she has devised a backup plan for every situation she puts herself into. This applies to everything from combat to relationships. Fanatic (+3D) This character holds to a philosophical ideal (from a sect, nation, or person). She will always defend this ideal, even trading her life for its preservation. Hallucinations (+3D) At random times, this character begins having delusions. He cannot tell when something is truly occurring or just a figment of his imagination. The gamemaster has full control over this Disadvantage. Low Self-esteem (+2D) This character has a low opinion of herself and constantly berates herself, harping on her bad qualities. Manic Depressive (+3D) This character slips into deep, long-lasting depressions and doesn’t care about anything during these times. The player may decide when the character falls into depression and when he extricates himself from it. If the player never lets it happen, the gamemaster should take the initiative. Medical Problem (+3D) This character suffers from an ailment requiring daily medicine. The player and gamemaster should work together to develop specifics: the problem, the medicine, and the ramifications of failing to take it. Migraine Headaches (+2D) The character has a 33% chance per day (1–2 on 1D) to suffer a severe migraine. In game terms, the character receives a −1D penalty to all attributes for the remainder of that day. Motion Sickness (+1D) Whenever this character rides a creature or vehicle, she must make an Endurance check against an Easy difficulty or immediately begin to shake and vomit, taking a −1D penalty to all actions undertaken while still riding. Nightmares (+1D) Almost every night, this character suffers horrible nightmares, often related to an unsatisfied issue in his life (though not necessarily). As a result, the character needs 10 hours of sleep per day. Failure to get the required rest results in a −1D penalty to all skill and attribute rolls for that day. Noble Birth (−1D) This character was born into luxury—wealthy (perhaps noble) family, best schools, servants, and everything desired. The character begins play with double the funds given to wealthy starting characters. No Self-confidence (+2D) Whenever this character must perform an important task (accurate shot, negotiation, etc.), he has a 50% chance (1–3 on 1D) of losing confidence. If he fails this roll, he reduces his chance of success in the current endeavor by 2D. Obsessive Tendencies (+2D) Whenever this character decides on a course of action, he becomes totally focused on it, ignoring all other issues. Paranoia (+3D) Everyone wants to destroy this character—at least, that’s what she believes. She constantly looks over her shoulder, checks every inch of her environment, and scrutinizes every acquaintance. She never knows when enemies will strike. Pathological Liar (+1D) This character cannot stop himself from lying. No matter the situation, he is compelled to exaggerate, fib, and outright lie. Phobia (+1D to +3D) The die code varies by intensity (maximum +3D). +1D: avoids the object, but can deal with it when needed +3D: will never willingly face the fear; if forced into the situation, the character freezes until the fear subsides Common fears include heights, water, certain creatures, darkness, open spaces, cramped spaces, thunder, lightning, and so on. Physically Impaired (+3D) The character suffers from a physical impairment (blind, deaf, mute, or another agreed impairment). Poor Memory (+1D) The character has trouble remembering. In game terms, when the character must recall an important piece of information, Knowledge-based rolls are reduced by 2D. Procrastination (+1D) This character puts everything off. Even when something cannot wait, he delays until it’s too late. Quick Draw (−2D) The character may draw a type of weapon (lightsaber, vibroblade, blaster, etc.) immediately—it does not count as an action during a dangerous situation. The gamemaster rolls this check secretly and alerts the player when it is successful. Note: This applies only to a single weapon type. If you want your character to quick draw a sword and a knife, take this factor twice (for a cumulative −4D penalty). Released Convict (+1D) Sometime in this character’s life he was convicted of a crime (which he may or may not have committed). After serving a jail sentence, he was released and must now battle the stigma against ex-convicts. Skeleton in the Closet (+2D or more) This character has elements of his past that he does not want anyone to unearth. The player should choose a specific “skeleton” tied to the character’s history. The character must not reveal the secret—it may bring harm to him or those he loves. Sixth Sense (−2D) This character has an innate danger sense. Fifty percent of the time (1–3 on 1D), an alarm goes off in her head when she comes within a few seconds of danger. Sworn Enemy (+1D or +3D) This character has targeted a specific person or creature (+1D) or an entire species (+3D) as her direct adversary. Whenever she comes in contact with such a being, she attacks. Targeted for Assassination (+3D) Someone has put out a contract on this character’s life. The assassin could be anyone and could strike at any time. Wanted for a Crime (+2D) A system, galactic government, or culture has declared this character a criminal. The character may or may not have committed the crime charged, but authorities have begun the search.

Contacts

Han Solo acquired quite a few friends and contacts in his galactic wanderings—Jessa and Doc, Lando, Roa, Cynabar, Badure, Salla, Bollux and Blue Max, and most of all Chewbacca, Luke, and Leia. There isn’t any reason your character can’t have a bunch of pals too. Just remember: sometimes the pals come to your character for favors…

Friends and Acquaintances

Contacts are characters from your past who may be in a position to help you someday. They might be close friends destined to sacrifice their careers to rescue you from certain death, or merely casual acquaintances who will do one or two minor favors and then vanish. There are two types of contacts: Friends: will risk a great deal for the character Acquaintances: will offer occasional favors if the risk is not too great

Friends are usually more reliable than acquaintances, but there are no guarantees—Lando Calrissian fell into both categories in The Empire Strikes Back. Optional rule of thumb: the gamemaster may allow up to three starting contacts: one friend two acquaintances

After the campaign begins, contacts appear through adventures and gamemaster fiat.

Developing Contacts

You probably have eligible candidates already if you think about it: parents, host families, co-workers, old flames, former students, and so on. Try to stick to appropriate contacts. It is probably unlikely that two-bit grifters will have any Imperial Moffs owing them favors. Any attempt to establish such a relationship will have to pass the scrutiny of a dubious gamemaster (so the reasons had better be good). Rather than list dozens of ideas, contacts can be broken into broad categories:

Family Contacts

Family contacts are members of the character’s family (or close family friends). These might include the people who raised the character or members of an extended family group (wealthy cousins, stepbrothers, clan members, etc.) who may be favorably disposed to help now and then.

Conditional Contacts

Conditional contacts come into play only under certain circumstances: location, timing, situation, and random events. They may be one-shot (“I’ll get you that security pass, but then we’re square!”) or long-term arrangements where the character has leverage (information, blackmail, debt, etc.). Aid may come with a heavy price tag.

Examples: A minor Imperial bureaucrat will falsify a document—but only once, and only for a large amount of credits. A slaver will help locate a missing person—if the character arranges another slaver’s release first. An Academy friend works at Sienar Fleet Systems and helps in a crisis. Two characters from the same hometown run into each other across the galaxy. A “friend of a friend” connection through the character’s parents.

The key is that conditional contacts should be limited help—vital assistance, but the character still has to work to reach the goal. Sometimes conditional contacts are individuals the character would not normally seek out.

Example: The character saves someone from a burning speeder wreck and later learns the victim is the most notorious contract assassin in the star system. The character now has a new “friend” who insists on repaying a debt of honor.

Professional Contacts

Professional contacts are people the character has dealt with through work: trained personnel, specialists, career individuals—or obscure persons with specialized knowledge.

Example: “We need someone who understands the binary language of Verossian computers… I think I know who might help!”

Academicians, scientists, former military comrades, and former coworkers all fit here. Some may be friendly—or resentful—depending on past missions and outcomes.

Influential Contacts

Influential contacts are people in positions of power who (for their own reasons) might help the character: business persons, customs officials secretly sympathetic to the Rebels, and so on. Often, the character may not know their true identity. These contacts have a clearly defined area of authority or power they can use to intervene—but they may be difficult to tap because of visibility and risk.

Example: “I can’t help you today. I’d be exposed in a minute. Maybe next week. Don’t call me again. I’ll contact you when it’s safe.” Example (extended): Selas Ferr is part of the Rebel underground on Jastro III. He is in love with the daughter of the planetary governor. She can’t aid him openly, but she introduces Ferr to a mysterious figure known only as “Alexan,” who is rumored to have influence in the Governor’s hierarchy. During an abortive sabotage operation, two of Ferr’s men are captured. Ferr contacts Alexan, who agrees to help—but only if Ferr takes the governor’s daughter away with him. Alexan delivers Ferr’s battered men and Ferr’s unconscious love, but Imperial troopers arrive before safe passage can be negotiated. A firefight breaks out. Ferr and his companions survive, but Alexan is mortally wounded. Only after reaching safety is it revealed that Alexan was the Governor himself, in disguise.

Enemies and Rivals

Han Solo has almost as many enemies as he does friends and contacts: Greedo, Skorr, Hirken, Gallandro, Jabba, Ploovo Twofar-One, Vader, the Emperor, his own cousin… Enemies are, in many ways, the inverse of contacts. Like contacts, they fall into two types: enemies and rivals. Enemies are actively interested in foiling your character’s goals and interests. They may or may not want you dead, but they will never knowingly assist you. Enemies can be former students who blame you for their failures, jilted lovers, betrayed associates, members of rival Houses, and so on.

Rivals are less serious threats (at first), though they may grow to be. They may even be friends or occasional allies. Rivals are competitors—you’re both after the same limited resource: a lover’s hand, a promotion, recognition, underlings’ loyalty, patronage, or even an office with a door.

Develop enemies and rivals as you did contacts, using the same methods. Families can be a source of opposition as well as support—especially if the character has chosen the “wrong” side of a civil war opposed by parents or relatives.


Source: REUP:28

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