Well, a couple days later than initially intended, but here's the first of the pregen player characters I had available for when I ran the New Jedi Order Traitor's Gambit module this past New Year's Weekend.
First things first, a couple clarifications/explanations.
These characters were built on 28 points as per the old Dawn of Defiance campaign standards, but I typically hovered around half their maximum starting credits for buying weapons and equipment, as these were supposed to be refugees fleeing the Yuuzhan Vong invaders. I didn't use that as a strict guideline, so some characters might be better off with the amount of money available for their starting gear than others.
Also, I allowed these pre-gen characters to make use of Destiny Points and the Background system from the Rebellion Era Campaign Guide, even though the RECG says not to do that. Since none of these characters have active destinies, having the benefits of a Background wasn't about to make these characters overpowered, and if anything added a neat twist or two to the majority of them.
I'm including not only the background snippet I wrote for each character, but also their individual responses to GM Chris' Three Questions, mostly done as a means to help give the players (a couple of whom had never played an RPG before, much less a Star Wars RPG) an idea of who this person was if they wanted to play the character as an actual person rather than a collection of numbers on a sheet of paper. And it worked quite well for the most part, at least from where I was standing as the GM.
While these characters were generally written with the New Jedi Order era in mind, many of them can easily be picked up and dropped into most any other era without much fuss.
So enough explanations, and on with the characters.
Alara Drey, Naboo Handmaiden (CL 2)
Mini Used - Queen Amidala, Champions of the Force 31/60
Alara was born to a middle-class working family, but even then had aspirations of serving her world directly, and was overjoyed to be selected for training as one of the elite corps of Handmaidens, special agents entrusted not only with the safety of the Royal monarch but also various missions on the Queen’s behalf. The training has been difficult, but Alara is determined to persevere, and sees each setback not as a defeat, but as a chance to learn and improve herself.
The Three Questions
What Do You Love?
It may be childish, but the thing you enjoy most is music, particularly that of a cheerful and upbeat sort, and even though you are far from an accomplished musician, you often spends your free time playing various melodies on your wind-flute.
What Do You Hate?
From a young age, your parents instilled a sense of pride in Naboo’s history of democracy, to the point that you cannot stand to see those in a position of influence abuse that power for their own selfish interests.
Why Are You Aboard the Zahn Pulsar?
You were escorting a minor diplomatic functionary that had been tasked by the Queen to set-up a refugee colony to help those who had been displaced by the Vong. In spite of the assurances of the New Republic Senate liasion that the site was secure, Vong sympathizers attacked and your charge was amongst the dead. As much as you want vengeance, you have a duty to your monarch to inform her of the Senate’s treachery, even if you have to travel as a refugee to do it.
Alara Drey, Naboo Handmaiden
Medium Adult Female Human Soldier 2
Destiny 1; Force 6
Init +8; Senses Perception +7
Languages Basic, High Galactic
Defenses Ref 16 (flat-footed 13), Fort 16, Will 13
hp 41; Second Wind 14hp (2/day); Threshold 16
Speed 6 squares
Melee unarmed +3 (1d6+2) or
Ranged blaster pistol +4 (3d6+1)
Base Atk +2; Grp +4
Atk Options Point Blank Shot, Precise Shot
Special Actions Tough as Nails
Abilities Str 13, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Background Occupation – Politics
Talents Tough as Nails
Feats Armor Proficiency (light, medium), Martial Arts I, Point Blank Shot, Precise Shot, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Deception +3, Gather Information +3, Initiative +8, Perception +7, Persuasion +6, Pilot +8, Treat Injury +7
Possessions blaster pistol, comlink (encrypted short-range), credit chip (200 credits), FastFlash medpac, hip holster, liquid cable dispenser (30m) with grappling hook, Handmaiden battle dress