Character Creation

In this game, you’ll be playing former Imperials who found the destruction of Alderaan to be utterly unconscionable. Fleeing the destruction of the Death Star in a stolen VT-49 Decimator, you do various outlaw work in the Outer Rim. Once there, you were discovered by Zorba the Hutt and, threatening to reveal your presence to the Empire, essentially blackmailed into his employ.

As former Imperials, in general you will be human. The Empire was very human-centric and didn’t care for non-humans. In some instances, a talented nonhuman (such as Thrawn) could attain high status in the Empire, but this is very rare and, even if it happened, it was only possible for so-called Near-Human species.

When thinking of roles to play

I’ve made some slight modifications to the character creation process below.

1. Create your High Concept aspect. This is your character’s defining aspect, summing up who he is and what he does. In general, your High Concept should be related to you time in service of the Empire.

If you’re Force sensitive, you would make mention of that here. Being able to use the Force doesn’t make your character any stronger than non-Force using PCs – it’s primarily descriptive (see the Force section below).

Because Force sensitivity is rare in the Rebellion era, only one (maybe two) characters can begin play as a Force sensitive. That limit may change as the campaign progresses.

2. Pick a Trouble aspect. This is a personality trait or inner struggle that complicates your character’s life. While a Trouble is generally negative, remember that in the Fate RPG that any time the Trouble is compelled you get a Force point.

Because Trouble Aspects are usually compelled, they are major drivers of the game and help keep things interesting. When choosing a Trouble, think of it as being like an assistant GM and helping to create a source of excitement for the game.

3. Give your character a name.

4. Pick 3 more aspects. It can be hard to think up “good” ones, but in general it’s a good idea to have aspects that have both positive and negative qualities – these “double-edged” aspects will generally be more useful. If you can’t think of 3 aspects right now, that’s okay – at the very least, make an aspect that focuses on a character’s goal, ambition, or other motivation. You can think up the other two aspects later.

5. Pick your Skills. Skills are what you do. To see if you succeed at some task, roll 4dF and add that result to your Skill.

At character creation, you have one skill at Great +4, two skills at Good +3, three skills at Fair +2, and four skills at Average +1. The skills used for this game are as follows:


Most of the skills are described in the book. Here are a few of the modifications:

  • Mechanics replaces Craft and represents ability to repair and build equipment.
  • Pilot replaces Drive.
  • Smarts a character’s general knowledge, wits, or preparedness. It’s basically the “smart guy” skill and can be used for medical purposes.
  • Villainy, like Burglary, represents breaking and entering, casing locations, and so on, but it also incorporates knowledge of smuggling, slicing, and other similar illicit activities.

6. Select or make 3 stunts. In general, a stunt can do one of three things:

  • Add a new action to a skill (in general, allowing you to swap a skill for another, in a limited situation)
  • Grant a +2 bonus to a skill used in a limited situation
  • Some other rules exception in a limited situation

Here’s a website for a large list of stunts:
You start with 3 stunts. If you want more, you can take up to 5 (however, this affects Refresh).

7. Set your refresh score to 3. For each Stunt beyond your third, reduce Refresh by 1 (to a minimum of 1). Refresh is the number of Fate points you that you begin a session with.

8. Determine your physical and mental stress tracks and consequences. To do this, look at your Physique and Will skills.

  • Will: Average +1 or Fair +2 give you a 3-point stress box. Good +3 or Great +4 give you a 4-point stress box. Superb +5 or higher give you an additional mild consequence slot (but only for mental harm).
  • Physique: Average +1 or Fair +2 give you a 3-point stress box. Good +3 or Great +4 give you a 4-point stress box. Superb +5 or higher give you an additional mild consequence slot (but only for physical harm).

The Force

The Force and various Forces abilities (including falling to the Dark Side) will be handled using the system descrbed in Ryan M. Danks’s Star Wars Fate Edition. In essence, this system handles the using the Force more or less as descriptions for actions. Force powers can be bought as Stunts.

There are a fair number of Imperial Force traditions you could mine for ideas. Here are a few:

Dark Side Adept: A general name for a Force-user in the Emperor’s service.
Byss Mage: Trained at manipulation of organics and life energy.
Emporer’s Hand: A force-using spy and operative of the Emperor.
Imperial Shadow Guard: Elite bodyguard of the Emperor, also tasked with guarding high value assets.
Inquisitor: Powerful Dark Side users who hunt down rumors of the Jedi and other unauthorized users of the Force.
Sith Acolyte: Clones of Darth Vader’s Force sensitive apprentice.

Character Creation

Star Wars Renegades MOYAH MOYAH