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Selecting A Template

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Revision as of 07:30, 4 October 2012 by Vader (talk | contribs) (Detailing a Character)
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If you've already picked a template to play, skip ahead to "Finishing the Template." If you're still trying to pick one or want a few tips on how to make your character different, keep on reading this page.


Think about what kind of person you want to play. Do you want to play a dashing smuggler like Han Solo? A brash young pilot like Wedge Antilles? An impressionable Jedi-in-training, like Luke Skywalker at the beginning of A New Hope? A headstrong diplomat like Leia Organa Solo? A seedy con artist? An engineer who is more at home with droids than people? There are many, many different types of people in the galaxy and you can play almost anyone.

Before you pick a template, ask the gamemaster what type of adventure is being run. If the adventure features a group of Rebel freedom-fighters, almost anyone fits in as long as they're moral and decent at heart: the Rebels are the "good guys" after all.

However, if the adventure is for a bunch of ruthless bounty hunters, being a Wookiee or a failed Jedi probably isn't going to work. Some gamemasters even run adventures for Imperial player characters.

It's not a bad idea to ask the other players what kind of characters they will be playing. Normally, your game should have a diverse group of characters with a mix of skills---not everyone can be a pilot, a smuggler or a failed Jedi.



Detailing a Character

A character template is a good starting point, but it's only a description of a type of character. There are thousands of smugglers in the galaxy---how do you make yourself different?

Physical Description

What does your character look like? Appearance can say a lot about your character, so spend some time thinking about this.

Figure out hair color, eye color, and other physical qualities. Is your character in shape or overweight? Attractive or plain? List anything unusual about your character's appearance, like bright blue hair, tattoos, facial scars or anything else that springs to mind.

Think about your character's presence, body language and mannerisms. Is he menacing? Shy? Outgoing and popular? Does he walk with a limp, or have a strange accent? Does he have a nervous twitch when he lies? What kind of impression does your character give people?

Write down how your character dresses: a smuggler dresses very differently that a soldier or a wealthy business leader. For example, most of the time Han Solo wears a vest, boots, and a white tunic, and he always wears his heavy blaster pistol.


Background

This tells you a little about what your character did up until you started playing him or her. The background is for you and the gamemaster only---you only have to tell the other players as much about your character as you want to. (One of the most interesting things things about Han Solo is that you don't really know what he did before he joined up with Luke Skywalker or Princess Leia.)

Your character may want to hide things about his past, and perhaps there's even an old foe or two lurking in the background. Your character can even lie about his past! If your character is bitter and cynical, there's probably a good reason he's that way---so what happened to him?

You can develop a much more detailed background if you want to. What kind of odd jobs did your character hold? Where has he traveled and who does he know? What was his home planet like? Who were his parents, siblings, relatives and friends---and how does he get along with them?

A well-developed background can give the gamemaster plenty of ideas for adventures, while allowing for new developments during play. The gamemaster may "remind" you of things your character knows or introduce other people that "knew" your character in the past.


Personality

This is how your character generally acts---he won't always act this way, but it's a good summary. You should spend a few minutes creating a personality that is interesting and fun for you to play.

Characters should have both good points and bad points. For example, Luke in A New Hope is a good pilot, has a strong sense of right and wrong, and is a pretty likable person---but he's also impatient, tends to rush into things without realizing what he's getting himself into, and is driven by revenge because of the deaths of Uncle Owen and Aunt Beru.

Detail you character's personality: Is he perpetually worried? Too eager to fight? Does he have an almost neurotic need to assert authority?

Think about your character's sense of morality. Some characters have very strong codes of behavior while others tend to "adapt" their ethics to fit the current situation. You can play heroes, like Luke Skywalker, or rogues and other "shady" characters, like Han Solo and Lando Calrissian. Would your character be willing to betray his friends for the sake of a few credits, or would he refuse to betray them no matter the cost?


Objectives

This is what your character hopes to accomplish. What motivates your character? Greed (for money, power or something else)? Love? A sense of honor? A desire for adventure and excitement?

Objectives can be immediate, short-term, or long-term. Some characters don't care much about anything past their next paycheck, while others have long-term goals, like starting a shipping company or becoming a top officer in the Rebel Alliance. Goals can be noble or selfish, grandiose or modest...or whatever else you come up with.

Character objectives can also change during play---this is just what your character is interested in now.


Connection With Other Characters

How did your character get involved with the other characters in the group? "Connections" give the characters a reason to risk their necks for each other.

Here are a few possible connections that can be fleshed out with the other players and the gamemaster...


  • Friends. The most obvious (and the most often overlooked) connection. Friends will do a lot to help each other even if they've been out of touch for years.
"I told you I'd make it someday, Biggs."
"You did, all right. It's going to be like old times, Luke. We're a couple of shooting stars that'll never be stopped!"
--- Luke Skywalker and Biggs Darklighter
  • Relatives. No one gets to choose who they're related to, but most people feel obligated to help out their relatives (even if they don't like them all that much). This can be particularly interesting if the characters would tend to be at odds---how does the egalitarian young Senatorial react to the seedy smuggler who happens to be her step-brother?
  • Employees. One character may hire another for any number of reasons. Maybe the characters have worked together for a long time...or the adventure revolves around a one-time deal that gets more complicated along the way.
"Seventeen thousand! Those guys must be really desperate. This could really save my neck."
--- Han Solo
  • Joint Ownership of a Ship. Starships are expensive. Two or more characters could jointly own a ship (and have to deal with the debts that go with it).
  • Traveling Companions. Even the most unlikely pair might have traveled together for months or years before the game begins. "Fringe" characters might be buddies or partners in crime. Wealthy characters might be friends who have decided to "see the galaxy" in style.
  • Mentors. Any older character can take a younger character under his or her wing. The younger character has a teacher or mentor while getting a chance to explore distant worlds.
"I want to come with you to Alderaan. There's nothing here for me now. I want to learn the ways of the Force and become a Jedi like my father."
--- Luke Skywalker
  • Rivals. Friendly competition can add a lot to an adventure (as long as it doesn't get out of hand). Han Solo and Lando Calrissian are rivals who continually strive to out-do each other.
"Your ship? Hey, remember, you lost her to me fair and square."
--- Han Solo
  • Same Homeworld. Characters from the same planet share a few things in common even if they're very different types of people. Two characters from Corellia will invariably swap stories about home even if they have nothing else in common.
  • Classmates. Characters of the same age could have attended the Imperial Academy or a university together. For example, Han Solo's old Academy friend Shug Ninx shows up when Han returns to Nar Shadaa in Dark Empire.
  • Known by Reputation. Even if characters have never met before, they may know of each other by reputation. A smuggler might have heard of other smugglers, pirates or bounty hunters. Senators might be well-known public figures.
"He claims to be the property of an Obi-Wan Kenobi. Is he a relative of yours?"
--- Luke Skywalker
  • Love. A romantic interest can be difficult to play, but some players are comfortable with the idea. Let the players choose this kind of tie; gamemasters should never force this connection.


Making Changes

What if you want to play a happy-go-lucky scout instead of a cynical old grump? Or a quiet and shy pilot instead of a brash one? That's no problem.

You can change the background and personality to create the character you want to play, but be sure to clear all your changes with the gamemaster.

Some things---like debts owed to crime lords---are adventure hooks and are supposed to make the character's life tougher. And not everyone can be a noble princess or the long-lost child of a famous Jedi...


Also in this section

  • Finishing the Template - Picking skills, deciding if the character is Force-sensitive, spending credits on equipment, and, if the character is Force-sensitive, picking Force powers.
  • Creating A New Template - Can't find a premade template that suits your needs? Come up with your own!
  • Character Advancement - Improving skills, learning new skills, and improving your character's other game statistics.


Back to Characters