Star Wars Ghost Squad
Character Creation and Background rules
I am starting you off at First Level
You cannot have been part of the rebellion for longer than three months but no less than a Week and a Half.
Also some background information, you cannot have your character be a full Jedi, a Padawan is possible.. but not a Full Jedi
Off limit characters are as follows Luke, Leia, Han, Lando, Vader, The Emperor, You cannot be friends, Family or any type of relation to these characters. Distance Rivalries are allowed with the caveat that you might think of yourself as XYZ but those characters probably have no knowledge of you.
I will be using Destiny’s so remember to keep that in mind when you create your background, Talk to the GM about your destiny ideas. Destinies are described in the main book on pages 112-15 SECR
Destinies like taking down the empire, or being the Chosen Ones are also not allowed as they are already taken.
Jedi characters can only choose Force abilities from the main book other Force abilities might come around later in the campaign.(also remember Jedi Characters, Intent is everything… be mindful of that throughout the campaign)
Every Character can have an item within reason that makes sense for your character final arbiter on the item is the GM. (Item cannot exceed 3,000 credits or the Restricted Availability, and from The SECR exceptions can be made on a case by case basis Ex. (Smugglers Ship … only One in the group)
Space Combat is a distinct possibility in this campaign (Check out Rebels for an idea of what it could entail.)
Races: The races described below are preferred but other races from the other books are up to the GM.
Humans: SECR pg. 23
Humans Dominate the Core worlds and can be found in virtually every corner of the galaxy. They are the ancestors of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. As a species, Humans are physically, culturally, and politically diverse. Hardy or fine, light-skinned or dark, Humans remain one of the most dominant species through all eras of play.
Bothans: SECR pg. 23-24
Native to Bothawui, these short, fur-covered humanoids have had hyperspace travel for thousands of years.
Cereans: SECR Pg. 24-25
Ceres are sophisticated and cultured humanoid species native to Cera, A world of the fringes of known space. Their Elongated heads distinguish them from most other humanoid species.
Duros: SECR Pg. 25
Tall, Hairless humanoids from the Duro system, Duros were one of the first species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp for the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Durops astogatiors calculating the coordinates for supposedly impossible jumps in their heads. Although not as numberous as Humans, the Duros are almost as omnipresent: all but the smallest settlements in knows space feature Duros populations.
Gungans: SECR Pg. 26-27
The Gungans are omnivorous humanoids native to the swamps of Naboo. Technologically advanced, they rely mostly on biotech, growing instead of building their homes and production facilities. While their culture is peaceful, it evolved from a series of long, bloody clam wars, and Gungans still admire strength and cunning. Most communities are devoted to farming or manufacturing goods that are then traded to other Gungan Settlements, but they will reluctantly trade for with Humans of Naboo.
Ithorians: SECR Pg. 27-28
Ithorians are tall humanoids whose appearance leads many to refer to them colloquially as “Hammerheads” Peaceful and gentle, Ithorians are widely recognized as talented artists, brilliant agricultural engineers, and skilled diplomats.
Ithroians are perhaps the greatest ecologists in the galaxy, devoting their technology to preserving the natural beauty of their homeworld’s jungles. They live in “herds” dwelling in cities that hover above the surface of their planet and striving to maintain the ecological balance in the “Mother Jungle”
Ithorians also travel the galaxy in massive “herd ships,” masterpieces of environmental engineering that carry a perfect replica of their native jungle. Many look forward to trading for the exotic wares the Ithroians bring from distant planets.
Kel Dor: SECR: Pg. 28
The Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common nitrogen/oxygen atmospheres. Conversely, Dorin’s atmosphere is toxic to most nonnative life (see page 253).
On other planets, Kel Dor dwellings provide their native atmosphere (stored in large tanks). When outside, Kel Dor must wear breath masks and goggles. They can neither see nor breathe without these devices. Most Kel Dor breath masks include vocoders that amplify the wearer’s speech; while their vocal cords function normally in their native atmosphere, Kel Dor must shout to produce sound in other environments. Their eyesight, however, is enhanced when they are away from Dorin.
Mon Calamari: SECR: Pg. 28-29
Amphibious land-dwellers, the Mon Calamari share their Outer Rim homeworld with the aquatic Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari suffered under great oppression under the Galactic Empire; thus, it was one of the first worlds to declare support for the Rebel Alliance.
Mon Calamari are widely recognized for their keen analytical and organizational abilities, and they have developed a reputation as being among the foremost ship designers in the galaxy. They see everything they create as a work of art, not just as a tool or weapon.
Quarren: SECR: Pg. 29
The Quarren hail from the distant Outer Rim world of Mon Calamari, sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep
recesses of the oceans.
Offworld, Quarren generally stay clear galactic politics. Instead, they often become involved with shadowy occupations such as pirates, smugglers, and spy networks. Many Quarren blame both the Empire and the Rebels (even more than the Mon Calamari) for their homeworld’s devastation during the Galactic Civil War.
Rodian: SECR: Pg. 29-30
Rodians hail from the Tyrius star system in the Mid Rim, their homeworld humid and choked with heavy rain forests teeming with dangerous life forms. In this hostile environment, the Rodians evolved into brutal hunters and killers to survive. As a result, Rodian culture centers around the concept of “the hunt.” Their art glorifies violence and the act of stalking prey. The more intelligent and dangerous a hunter’s prey, the more honorable the hunt. Rodians have numerous annual festivals that exist solely to honor such activities.
Since joining the rest of the galaxy’s spacefaring species, the Rodians have come to view bounty hunting as the most honorable profession in existence, and many have found great success in this field.
Sullustian: SECR Pg. 30-31
To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet’s numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from allover the galaxy to visit them. Living underground helped the Sullustans to develop acute senses, and they are renowned for
their navigational and piloting skills.
This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest non-Human-owned interstellar corporations in the galaxy. In fact, the company is so powerful that it has become the official government of Sullust, and more than half of the planet’s population is on its payroll.
Trandoshan: SECR Pg. 31
The reptilian Trandoshans are known for their great strength and warlike natures. Many of these beings dedicate themselves to martial training, and some follow the path of the hunter on their native world. A few have even become renowned (or infamous) bounty hunters in galactic society. Trandoshans have a long-standing enmity with Wookiees, and the two species have fought often over the centuries.
Trandoshans (who refer to themselves as ’Tdoshok") have supersensitive eyes that can see into the infrared range. They shed their skin several times in the span of their lives and can even regenerate lost limbs, but their clawed hands have difficulty with fine manipulation of objects.
Twi’lek: SECR Pg. 31-32
From the dry, rocky world of Ryloth, Twi’leks have made a place for themselves along the galactic rim. These tall, thin humanoids include a variety of distinct subraces, but are all instantly recognizable by the tentacular “head-tails” (called lekku) that protrude from the backs of their heads.
Sly, calculating beings, Twi’leks prefer to avoid trouble and stick to the shadows until an opportunity to act without undue danger to themselves present itself. Their entrepreneurial spirit frequently leads them to positions of influence, and Twi’lek corporate executives and ambassadors are no less common than unscrupulous Twi’lek freighter captains and crime lords.
Wookiee SECR: Pg. 32
Wookiees are widely recognized as one of the strongest and fiercest intelligent species in the galaxy. Wookiees have many customs and traditions that revolve around honor and loyalty, including the special bond called the honor family and the sacred pledge called the life debt. A Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness.
Zabrak: SECR: Pg. 32-33
The harshness of Iridonia, their homeworld, forged in the Zabrak an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space flight. When Duros scouts began exploring the Mid Rim Territories, they encountered Zabrak in eight sovereign colonies in five different systems. Though subjugated under the harsh rule of the Empire, the
Zabrak colonies eventually regained their independence. Zabrak possess a great amount of confidence, and they believe that there is nothing they can’t accomplish. While this innate attitude could lead to feelings of superiority, most Zabrak don’t look down on others. They believe in themselves and are proud and strong, but they rarely project any negativity toward those of other species.
Saga Edition Web Enhancement
Devronian SEWE: Pg. 2
Devaronians are among the first species in the galaxy to develop interstellar travel, and the males of the species have been common sights in spaceports throughout the galaxy for thousands of years. After reaching middle age, Devaronian males are driven by an urge to wander. As such, they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, and as such, raise the young and run the
Government of Devaron. The males send as much money as they can back to their families on Devaron, but they seldom return to the homeworld. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.