Character Creation Guide for RPGs
Character Creation Guide for RPGs
Spend starting XP
Background 6. Determine Derived
2. Starting Obligation Attributes
3. Species 7. Starting motivations
4. Career and Specialization 8. Gear and description
How was your character’s life growing up? Did they start with humble beginnings (a moisture farmer,) grew up
around the underbelly of the universe? Were they from the Middle Class? Did they enjoy a life of luxury hailing
from the richer side of the galaxy? Or is the character an outsider, growing up in the outskirts on an isolated
planet?
Why is your character living on the Edge? What has thrust this character into the adventuring life? Did they see
a better potential for profit being further away from the Inner Rim? Are they out to be a hero and fight the
injustices found in the Outer Rim? Have they made friends or enemies? Are they down and out and owe
someone money or suffer an addiction? Or were they simply in the wrong place at the wrong time and were
swept up into things?
Everyone in the Outer Rim owes a debt. But debts aren’t always just credits, it could be something binding like
a contract or the feeling of responsibility for a friend or ally’s wellbeing, or duty to one’s family.
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You can also opt to take an additional Obligation for an added bonus during the character creation stage:
Bonus Cost
+5 XP +5 additional Obligation
+ 10 XP +10 additional Obligation
+ 1000 Credits +5 additional Obligation
+ 2500 Credits +10 additional Obligation
You may opt to choose one Obligation below and to then increase it if taking a bonus, or alternatively choose a
starting Obligation and take a second one to represent the increase:
Obligation types:
Addiction: The character has a strong addiction they must feed. It could be Betrayal: This can work in one of two ways. Was the character deeply
a physical addiction such as stims, dust or alcohol or mental such as betrayed by a former friend? Or are they someone who inevitably betrays
gambling, thieving. others by putting themselves first?
Blackmail: Someone has dirt on the character and uses it to leverage Bounty: The character has a price on their head and is constantly looking
“favours” off of the character. They must do as their told or risk their secret over their shoulder. What was the reason for the bounty being placed on
being made public. them? If the Obligation value is higher, perhaps they did something terrible
to earn someone’s ire.
Criminal: The character has a criminal record or was perhaps accused of Debt: The character owes a great debt to someone. It would be a gambling
committing a crime. debt to a Hutt, or a loan they took with a shady corporation.
Dutybound: The character has a deep sense of duty to a particular Family: The character has deep ties with their family. This could be a need
organisation. Unlike the Oath Obligation, the character has some kind of to provide care to a family member or close friend, or the management of an
legal or other binding to the organisation which makes it difficult to not live inheritance or dispute between siblings.
up to their commitment.
Favour: The character owes someone big time. Did this other character save Oath: The character has sworn some kind of oath that dictates their thoughts
their life, looked the other way when caught committing a crime or help and actions. The oath could be one to a particular deity or a way of living
them get out of prison? Either way, sooner or later those “favours” are going (such as the Jedi Code.)
to be called in.
Obsession: The character has an unhealthy obsession. This could be with a Responsibility: The character feels a strong sense of accountability to a
particular celebrity, a religion or political movement. person, place or thing. This could be a strong connection to a mentor or a
desire to care for certain minority groups (droids, orphans, aliens, etc.)
Life in the Galaxy is diverse and comes in all shapes and sizes. Your choice of species will determine your
Characters starting Attributes, the amount of base XP they have to spend initially, their starting Wound and
Strain values. Finally, the choice in Species may grant bonus Skill Ranks or a Talent and provide a Racial
Ability:
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In addition, players can opt to play a droid:
A character’s choice in Career is a choice that remains with them throughout the game. It’s the heart of what the
Character is, for example no matter how interested in politics or mechanics he might get, someone like Han Solo
is first and foremost a Smuggler.
A character’s Specialization however represents their area(s) of interest, choice of education or what they do to
pay the bills.
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Each Career/Specialization also determines what skills the character can learn easier, which they start with
bonus ranks in during creation and each comes with a Talent tree with abilities the character can learn:
EDGE OF THE EMPIRE
Career Career Skills Specialisations Spec Skills
Melee, Ranged (Heavy),
Assassin
Skulduggery, Stealth
Brawl, Coercion, Mechanics,
Gadgeteer
Ranged (Light)
Athletics, Brawl, Perception, Xenology, Perception, Resilience,
Survivalist
Piloting (Planetary), Piloting Survival
The Bounty Hunter
(Space), Ranged (Heavy), Athletics, Coordination, Discipline,
Streetwise, Vigilance Martial Artist
Brawl
Astrogation, Piloting (Planetary),
Operator
Piloting (Space), Gunnery
Cool, Negotiation, Skulduggery,
Skip Tracer
Underworld
Cool, Education, Medicine,
Doctor
Resilience
Charm, Coercion, Deception, Core
Politico
Worlds
Charm, Deception, Core Outer Rim, Underworld, Xenology,
Scholar
Worlds, Education, Lore, Perception
The Colonist
Leadership, Negotiation, Discipline, Negotiation, Education,
Streetwise. Entrepreneur
Underworld
Coercion, Vigilance, Underworld,
Marshal
Ranged (Light)
Charm, Coordination, Deception,
Performer
Melee
Astrogation, Coordination,
Fringer
Negotiation, Streetwise
Athletics, Medicine, Piloting
Scout
(Planetary), Survival
Astrogation, Cool, Lore, Deception, Core Worlds,
Trader
Outer Rim, Xenology, Underworld, Negotiation
The Explorer
Perception, Piloting (Space), Athletics, Discipline, Education,
Survival. Archaeologist
Lore
Stealth, Survival, Xenology,
Big-Game Hunter
Ranged (Heavy)
Cool, Mechanics, Piloting
Driver
(Planetary), Gunnery
Gunnery, Perception, Piloting
Bodyguard
(Planetary), Ranged (Heavy)
Coercion, Melee, Resilience,
Marauder
Survival
Athletics, Brawl, Discipline, : Discipline, Gunnery, Leadership,
Mercenary Soldier
Melee, Piloting (Planetary), Ranged (Heavy)
The Hired Gun
Ranged (Light), Resilience, Computers, Cool, Mechanics,
Vigilance. Demolitionist
Skulduggery
Coercion, Streetwise, Underworld,
Enforcer
Brawl
Perception, Resilience, Gunnery,
Heavy
Ranged (Heavy)
Astrogation, Gunnery, Piloting
Pilot
(Planetary), Piloting (Space)
Charm, Cool, Deception, Ranged
Scoundrel
(Light)
Coordination, Deception, Computers, Skulduggery, Stealth,
Underworld, Perception, Thief
Vigilance
The Smuggler Piloting (Space),
Skulduggery, Streetwise, Charm, Cool, Leadership,
Charmer
Vigilance. Negotiation
Computers, Cool, Deception,
Gambler
Skulduggery
Coercion, Cool, Outer Rim,
Gunslinger
Ranged (Light)
Brawl, Mechanics, Piloting
Mechanic
(Space), Skulduggery
Education, Underworld,
Outlaw Tech
Mechanics, Streetwise
Astrogation, Computers, Computers, Education,
Coordination, Discipline, Slicer
Underworld, Stealth
The Technician Outer Rim, Mechanics,
Perception, Piloting Athletics, Mechanics, Medicine,
Cyber Tech
(Planetary). Vigilance
Computers, Cool, Leadership,
Droid Tech
Mechanics
Mechanics, Piloting (Space),
Modder
Streetwise, Gunnery
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The above Careers/Specializations encompass the skills/roles most Outer Rim denizens would cover. There are
additional Careers and Specialisations for if your Character more leans to a military background:
Rebellion focused:
AGE OF REBELLION
Career Career Skills Specialisations Spec Skills
Cool, Gunnery, Mechanics,
Driver
Piloting (Planetary)
Discipline, Gunnery, Ranged
Gunner
(Heavy), Resilience
Astrogation, Cool, Astrogation, Gunnery,
Gunnery, Mechanics, Pilot Piloting (Planetary), Piloting
Perception, Piloting (Space)
The Ace
(Planetary),
Piloting (Space), Ranged Athletics, Perception, Survival,
Beast Rider
(Light) Xenology
Cool, Coordination, Piloting
Hotshot
(Planetary), Piloting (Space)
Mechanics, Resilience,
Rigger
Underworld, Gunnery
Astrogation, Computers,
Commodore
Education, Outer Rim
Gunnery, Mechanics, Piloting
Squadron Leader
(Planetary), Piloting (Space)
Coercion, Cool, Brawl, Discipline, Leadership,
Tactician
Discipline, Warfare, Ranged (Heavy)
The Commander
Leadership, Perception, Cool, Leadership, Negotiation,
Ranged (Light), Vigilance Figurehead
Core Worlds
Discipline, Medicine,
Instructor
Education, Ranged (Heavy)
Computers, Cool, Vigilance,
Strategist
Warfare
Charm, Discipline, Core
Ambassador
Worlds, Negotiation
Coercion, Deception,
Agitator
Underworld, Streetwise
Charm, Deception, Core Computers, Negotiation,
Quartermaster
Worlds, Lore, Outer Rim, Skulduggery, Vigilance
The Diplomat
Xenology, Leadership, Coercion, Deception,
Negotiation Advocate
Negotiation, Vigilance
Computers, Perception,
Analyst
Education, Warfare
Charm, Deception,
Propagandist
Perception, Warfare
Brawl, Mechanics, Piloting
Mechanic
(Space), Skulduggery
Coordination, Mechanics,
Saboteur
Skulduggery, Stealth
Athletics, Computers, Computers, Education, Lore,
Education, Mechanics, Scientist
Medicine
The Engineer Perception, Piloting
(Space), Ranged (Light), Computers, Cool, Mechanics,
Droid Specialist
Vigilance Melee
Athletics, Mechanics, Survival,
Sapper
Warfare
Mechanics, Piloting (Space),
Shipwright
Education, Gunnery
Brawl, Melee, Resilience,
Commando
Survival
Xenology, Medicine,
Medic
Resilience, Vigilance
Cool, Perception, Ranged
Athletics, Brawl, Warfare, Sharpshooter
(Light), Ranged (Heavy)
The Soldier Medicine, Melee, Ranged
(Light), Ranged (Heavy) Perception, Resilience,
Heavy
Gunnery, Ranged (Heavy)
Perception, Stealth, Survival,
Trailblazer
Outer Rim
Athletics, Cool, Resilience,
Vanguard
Vigilance
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Deception, Melee,
Infiltrator
Skulduggery, Streetwise
Athletics, Medicine, Piloting
Scout
(Planetary), Survival
Computers, Cool, Computers, Education,
Slicer
Coordination, Deception, Underworld, Stealth
The Spy
Warfare, Perception, Athletics, Deception,
Skulduggery, Stealth Courier
Streetwise, Vigilance
Charm, Coercion, Medicine,
Interrogator
Perception
Charm, Cool, Discipline,
Sleeper Agent
Education
Once a Career and Specialization is chosen, select 4 of the Career skills and add a free rank in each. Next, select
2 from the Specialization’s bonus skills and add an additional free rank. If a skill is in both the Career and
Specialization, then the free rank can be used twice. If playing a droid, remember they gain 6 free ranks in
Career skills and 3 in their Specialization.
Additionally, there are also Careers/Specialisations if your Character is in-tune with the force:
Force focused:
FORCE AND DESTINY
Career Career Skills Specialisations Spec Skills
Discipline, Education,
Healer
Xenology, Medicine
Discipline, Leadership,
Niman Disciple
Lightsaber, Negotiation
Astrogation, Charm, Cool,
Cool, Discipline, Sage
Lore
The Consular Education, Lore,
Leadership, Negotiation Negotiation, Perception,
Arbiter
Xenology, Lightsaber
Athletics, Discipline,
Ascetic
Resilience, Vigilance
Leadership, Perception,
Teacher
Education, Lore
Discipline, Leadership,
Peacekeeper Perception, Piloting
(Planetary)
Athletics, Medicine, Ranged
Protector
Light, Resilience
Brawl, Cool, Discipline, Discipline, Lore, Lightsaber,
Soresu Defender
The Guardian Melee, Resilience, Vigilance
Vigilance Mechanics, Resilience, Outer
Armorer
Rim, Lightsaber
Coercion, Discipline,
Warden
Underworld, Brawl
Leadership, Perception,
Warleader
Survival, Ranged (Light)
Charm, Deception,
Advisor
Negotiation, Streetwise
Charm, Cool, Coordination,
Makashi Duellist
Lightsaber
Discipline, Lore, Survival,
Charm, Coercion, Lore, Seer
Vigilance
The Mystic Outer Rim, Perception,
Vigilance Medicine, Resilience,
Alchemist
Education, Xenology
Coercion, Discipline,
Magus
Medicine, Lore
Charm, Coercion, Deception,
Prophet
Leadership
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Athletics, Coordination,
Ataru Striker
Lightsaber, Perception
Coordination, Ranged
Hunter
(Heavy), Stealth, Vigilance
Xenology, Piloting Medicine, Ranged Light,
(Planetary), Piloting Pathfinder
Resilience, Survival
The Seeker (Space), Ranged
(Heavy), Survival, Discipline, Perception, Melee,
Executioner
Vigilance. Ranged (Heavy)
Discipline, Stealth, Survival,
Hermit
Xenology
Astrogation, Perception,
Navigator
Survival, Outer Rim
Astrogation, Computers,
Artisan
Education, Mechanics
Underworld, Skulduggery,
Shadow
Stealth, Streetwise
Athletics, Lightsaber,
Computers, Deception, Shien Expert
Resilience, Skulduggery
The Sentinel Core Worlds, Perception,
Skulduggery, Stealth Perception, Streetwise,
Investigator
Education, Underworld
Cool, Perception, Piloting
Racer
(Planetary), Piloting (Space)
Coordination, Stealth,
Sentry
Vigilance, Lightsaber
Coercion, Underworld,
Aggressor
Ranged Light, Streetwise
Athletics, Coordination,
Shii-Cho Knight
Lightsaber, Melee
Astrogation, Gunnery,
Athletics, Brawl, Cool, Starfighter Ace
Mechanics, Piloting (Space)
The Warrior Melee, Perception,
Survival Discipline, Resilience, Brawl,
Colossus
Melee
Coercion, Discipline,
Juyo Berserker
Lightsaber, Melee
Coordination, Discipline,
Steel Hand Adept
Vigilance, Brawl
If taking a Force & Destiny Career/Specialization: only take 3 free ranks in the Career skills and 2 in the
Specialization skills. Additionally, a Force and Destiny Career also unlocks Force Rating 1 for the character.
Note: At this stage, a Skill Rank cannot be exceed 2 Ranks. If the character’s species provides any innate free
ranks in skills, then only 1 additional rank can be applied.
There are also Universal Specializations that don’t tie to any particular Career. These can be taken using the
default 10 time the number of Specializations the character will then have.
Your character begins with a starting budget of XP based on their species and whether they took the bonus XP
option when taking Obligation. Using that pool of initial XP can be used to increase a number of options:
Option Cost Limit
Cannot increase a Characteristic
Spend XP to increase a Characteristic (ie. 10 times the number the Characteristic is
above 5 during initial Character
Brawn, Agility, etc) being increased to
Creation stage
- 5 times the number of ranks being
increased to (if a Career/Specialization skill)
Spend XP to purchase ranks in skills (ie. or; May not increase any skills beyond
Brawl, Melee, Education, etc) - 10 times the number of ranks being rank 2 during Character Creation
increased to (if a non- Career/Specialization
skill)
Spend XP to purchase Talents from No limit beyond XP amount being left
Cost as per outlined on Talent
Specialization tree to spend
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- 10 times the number of Specializations the
character will have in addition to the new
Spend XP to purchase an additional No limit beyond XP amount being left
one (if the Specialization is within the same
Specialization to spend
Career.) If in a different Career, cost is an
additional 10 XP
Increasing Characteristics:
Beyond taking the “Dedication” Talent or investing in Cybernetics, a Character cannot increase their base
Characteristics once after Character Creation. It is highly recommended some – if not most – of the starting pool
of XP is spent increasing the character’s Characteristic values. If the character is macho, consider investing in
increasing their Brawn. Or if they’re particularly craft, perhaps increase their Cunning. It costs 10 times the
number being taken to, for example if the current value was 3 and is being increased to 4, it would cost 40 XP.
Taking it to 5 from there would then cost an additional 50 XP.
Talents:
Talents are special abilities the character can utilise to do certain actions or upgrade/downgrade certain checks.
Each Talent lists a cost, the only limitation is that Talents are taken from the top down, following the lines that
join them.
New Specializations:
The character might be a Doctor by trade, but moonlights as an Assassin or has an interest in slicing. Taking a
new Specialization unlocks its Talent Tree giving more options for abilities. If the Specialization falls in the
same career, it is cheaper to learn as it is closer to what the character already knows. It costs 10 times the
number of specializations the character will have including the new one, for example taking a new
Specialization on top of the starting one (two total) would cost 20 XP. If the Specialization is outside their main
career, if costs an additional 10 XP cost, for example a character who is currently only a Doctor learning to also
be an Assassin would cost 30 XP (two Specializations plus the additional 10 XP cost.)
Derived Attributes are initially determined by the Character’s species plus some choices when they spend XP:
Wound Threshold:
This value represents the amount of damage the character can suffer while still remaining upright. Starting at
zero and counting up, once the character exceeds this value they fall unconscious and suffer a Critical Injury.
Each species has a base Wound Threshold value, to which they add their Brawn to determine their initial Wound
value.
Strain Threshold:
This value represents the amount of strain – psychological and mental – fatigue the character can withstand.
Starting at zero and counting up, once the character exceeds this value they fall unconscious and are completely
exhausted. Each species has a base Strain Threshold value, to which they add their Willpower to determine their
initial Strain value.
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Defence:
Defence falls into two categories, Ranged and Melee. This is typically increased by certain closing, wielding
certain weapons or simply finding cover while under fire. A character’s initial starting value is zero for both
Ranged and Melee.
Soak:
Soak is the amount of damage the character can shrug off. That blaster bolt might have just grazed off their
shoulder and no wounds apply. Whenever an attack hits and damage is calculated, the characters Soak Value is
then used to reduce the damage. For example, if their Soak Value is 2 and 3 damage is suffered, only 1 wound
would apply. If 2 damage was, then no damage made it through. Soak is equal to the Characters Brawn value
initially, and increased by certain clothing or Talents.
A motivation adds extra flavour to a character, helping to define what makes them tick. Two characters might
have the same Career, Specialization and be of the same species, but might be motivated in different ways. While
Obligation provides the characters tangible goals, Motivation is for the roleplay side of things.
While you can chose a motivation of your own, a number of suggestions/ideas are:
AMBITION
Friendship: The character seeks to be liked by others. They might not be Status: The character wants to increase their social standing. They might
naturally gregarious and instead rely on their actions and deeds to make have come from humble beginnings or otherwise strive for a higher position
friends. in life.
Love: The character is driven by love or intimacy. They might already have Expertise: The character wants to learn and excel in their chosen
found their true love, or are searching the galaxy for them. professions. The character might have a skill or two they seek to increase to
their maximum.
Freedom: The character desires freedom to do what they want. This could Wanderlust: The character wants to explore the galaxy and rarely stays in
tie into their Obligation and wanting to be free from whomever they owe one place for too long. They are motivated by the idea of discovering
debts to. unexplored planets or experience new sensations/activities.
Fame: The character seeks to be in the limelight and wants to be famous. Power: The character craves power and authority over others. Their rule
They might want their deeds to make the HoloNet for all to see and revels in might not be despotic, but they want control over their life and others.
attention from fans.
Greed: Money is the characters primary motivator. They might have an Religion: The character is drawn to and follows a particular religion or
active business they have or are pursuing or resort to the tried and true spiritual calling. This could be the tenants of the Jedi Order, Sith or some
method of thievery. other belief.
CAUSE
Crime: The character might revel in illegal activity and supports the idea of
Religion: The character supports some religion or spiritual organisation. black markets and mercenaries. The character might not be a criminal
themselves, but has family/friends who are.
Charity: The character fights for the underdog and dislikes bullies and those Emancipation: The character sees slavery and indentured servitude as an
that prey on the weak. abomination that must be undone.
Non-Human Rights: The character fights for the rights of Non-Humans Droid Rights: The character believes droids should be accepted as equal
during the Xenophobic rule of the Empire. members of the galaxy and not merely used as tools.
Local Politics: The character supports a particular political cause, usually Capitalism: The character is a capitalist who fights for the rights or
within a single planet or system. merchants and trade.
Overthrow the Empire: The character despises the Empire and what it stands Support the Empire: The character supports the Empires goals or benefits
for. They may or may not be an active member of the Rebellion. enough to want to see them remain in power. They may or may not actively
get involved in taking up arms.
RELATIONSHIP
Place of Origin: The character is deeply prideful of where they grew up. Mentor: The character is particularly close to a mentor or teacher or other
That could be their home town, the planet or system. figure that provided support to them in the past.
Pet: The character has a pet who is dependent on them. Parents: The character has close ties to their parents (or single parents) and
seeks their constant approval.
Childhood Friend: The character maintains ties with a friend from their Extended family or clan: The character has a large extended family, clan or
childhood. While they may be a galaxy apart, they still desire the best for tribe they deeply love and seek the best for.
their friend.
Comrades: The character shows loyalty to those they serve alongside. Droid Companion: The character possesses a fondness for a particular droid.
Sibling(s): The character has one or more siblings whom they maintain Former Nemesis: The character formed a close bond with a former rival.
constant contact with. While the two may be on the same terms now, their old competitive ways
may still shine through.
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At this stage, the character is essentially done and now it’s time to arm them with starting gear and flesh out
their description.
When determining their description, think of things like their height, weight and build, what is their hair and eye
colour? Their skin, scale or fur colour? Do they have any particular identifying scars, marks or tattoos? What
about their personality? Do they have any particular traits or quirks? Likes or dislikes?
For starting equipment, the character initially starts with a pool of 500 credits, plus any additional bonuses from
their Obligation choice that they have to spend to purchase their initial set of gear. While there is a wealth of
items out there in the Galaxy, the below is a small pool that can help even the most modest of adventurers get a
head start.
Ranged Weapons:
1
0
Melee weapons:
Armour:
1
1
Now that your character is armed, it’s time to give them some pocket money! After all, nothing in
the Galaxy is free.
Roll a D100 and jot down the result, this will be the credit amount your character has on them (plus
any leftover from buying gear of course.)
And with that - they’re ready to face the galaxy! Have fun and…
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