BASICName: Jib Phean
Refresh: 3
(Notes: The default refresh is three. It can be higher by one if you choose not to use all your extras budget. This affects the minimum fate points that you start a session with. Can also be spent at milestones to gain a new stunt.)
Current FP: 3
(Notes: Fate points are used to invoke aspects. Doing so allows you to get either a +2 to a roll or do a complete re-roll. Multiple invokes can be used for a single role, but a single aspect can only be invoked once per roll.)
ASPECTSHigh Concept:
Gran Ex-Pro Podracer
(Notes: The high concept must include your species and a few words establishing a basic character type.)
Trouble: I owe the Hutts so many Credits
(Notes: Due to a lifetime of gambling, Jib owes a substantial amount of Credits to a Hutt crime lord. This is a trouble that works as it can come up as a recurring thing, with the threat of the Hutts always looming and can be invoked for when Jib can’t stop himself from gambling.)
Origin: I just need to go fast
(Notes: Growing up on Malastare, Jib always loved podracers. From a young age he piloted them, quickly rising in the ranks. Jib then became something of a celebrity in the podracing scene.)
Spark of Rebellion: They banned my sport!
(Notes: Wishing to crack down on the black market, the Empire banned podracing as it fueled organized crime. Jib had his podracer impounded by Imperial Forces, and the podracer league shut down. Now with nothing else to live for and a hatred for the Empire, Jib decided to fight back.)
Bond: Nos Tuu always has what I need
(Notes: Another example character is Nos Tuu, a smuggler. Back when Jib was still a podracer, he knew Nos Tuu, who would always smuggle him goods, mostly paid for with gambling wins. Now that they’re both in the rebellion, Jib relies on Nos Tuu to help him out.)
SKILLSSuperb +5:
Great +4: Transport
Good +3: Mechanics, Deception
Fair +2: Blast, Will, Notice
Average +1: Athletics, Vigor, Lore, Investigation
Basic +0: Everything Else
(Notes: This is the array of skills you start with. You can increase skills as you play, but it takes a long time to do so. Also when increasing skill levels, it must maintain a pyramid shape, meaning that the skill rank below another must have equal or more skills in it.)
EXTRASDRN-71
Aspects: Customized, Loyal Pit Droid
Skills: +4 Mechanics, +2 Transport
Stunts: Built in Toolkit: You may declare that you have the right tool for a repair. When you do an overcome roll using said tool, if you succeed with style, you can add a bonus boost.
(Notes: This is a basic example of a companion. He uses one aspect, one stunt, and all six skill points. Also I’m capping a companion’s skill rating a +4, same as a starting character.)
Podracer Toolkit
Aspects: High Quality Corellian made Toolkit
Stunts: Just About Every Tool I could ever need: Once per scene, you make declare that you have the right tool for a repair. Gain +2 to a Mechanics to Overcome a repair.
(Notes: This is an example special item. It uses one aspect and one stunt.)
STUNTSFocus: Gain a +2 Bonus to Will roles to create an advantage on yourself.
(Notes: This is a stunt listed in the Star Wars hack. Using pre-made stunts is definitely fine, especially if you are new to Fate.)
Customization Expert: You may use Transport instead of Mechanics to Create an Advantage of customizing a vehicle.
(Notes: This is a simple, use a skill for another skill role stunt. They’re a good way of sharpening your character’s focus.)
Dangerous Driving: If in a vehicle, you may roll Transport to make an attack roll on another vehicle.
(Notes: Another skill for a skill stunt. This one fits thematically as Jib was a dangerous driver back when he piloted podracers.)
STRESSPhysical: (1) (2) (3)
[Notes: Jib gets a bonus stress box for having a +1 in Vigor, the equivalent skill of Physique in the core book.]
Mental: (1) (2) (3)
(Notes: Jib also gets a bonus stress box for having a +2 in Will.)
CONSEQUENCES2:
4:
6:
(Notes: Unlike stress boxes, consequences aren’t separated by physical and mental.)