Star Wars Imperial Power Campaign Home How To Join Our Heroes House Rules New Items -Previous New Items Character Data Galaxy Info Creatures Bounties Antagonists Psycho Syte Links Site Updates Archives

Template: Mercenary Trader

Character Name: The Name Chart can be used
Gender: [M][F]
Species: Human
Age: 25+
Height: m
Weight: kg
Force Sensitive: [Yes][No]
Force Points: 1 or 2
Dark Side Points: 0 or up to 4 (based on background)
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Dark Side Point, 5 per Cyber point)
Cyber Points: 0 or up to 6 (based on background)
Move: 10 (varies if not human)
Place of Birth:
Sample image of a Mercenary Trader

Background: [Sample]: You used to be a mercenary with an aptitude for piloting vehicles. When your last contract expired, most of your unit was killed or captured. You managed to escape, using your piloting skills to commandeer a transport and fly it out the hot zone. Rather than return to the combat-intense life of a merc, you decided to move to a different line of work and see if you could make some credits as a free-trader. With all your contacts, it wasn't a huge leap to go from shipping legitimate cargoes to illegal ones which paid more. These days you ply the hyperlanes, shipping the most lucrative cargoes. You're not the greatest pilot, but you make up for it knowing how to arm your ship and set up encounters with potentially not-so-friendly clients. Risk management is the key to your success.
Physical Description: Required
Personality: [Sample]: Your attitudes as a mercenary carry over to your new profession. You always charge what's fair for the cargo and the amount of risk involved. If a client can't pay, he's not flying.
Objective(s): [Sample]: To make some good money on hot cargoes while minimizing risks.
Quote(s): [Sample]: "Sure, I can squeeze your passengers past the Imperial blockade... but it'll cost you something extra."

Dexterity 4D: Blaster, blaster artillery, dodge, grenade, melee combat, missile weapons, running, thrown weapons
Perception 3D: Bargain, command, con, gambling, hide, persuasion, search, sneak
Strength 3D+1: Brawling combat, climbing/jumping, lifting, stamina, swimming
Knowledge 2D+2: Business, cultures, intimidation, languages, law enforcement, planetary systems, streetwise, survival, tactics
Mechanical 3D: Astrogation, communications, ground vehicle ops, powersuit ops, repulsorlift ops, sensors, space transports, starship gunnery, starship shields, vehicle blasters
Technical 2D: Armor repair, blaster repair, demolitions, first aid, repulsorlift repair, security, space transport repair, starship weapon repair

Blast Helmet and Vest (+1D physical, +1 energy, head and torso only)
Blaster Rifle: Damage: 5D, Range: 3-30/100/300, Ammo: 100
Blaster Pistol: Damage: 4D, Range: 3-10/30/120, Ammo: 100
Hold-Out Blaster: Damage: 3D, Range: 3-4/8/12, Ammo: 6
Knife: STR+1D
Utility Belt: 3 days rations, extra comlink, three containers of water, blaster holster, two extra blaster clips, two extra hold-out blaster clips, 10 meters of syntherope with strd grapple hook and magnetic hook

Credits: 500 or variable if chart is used