Character Trait Modifier: +6 Ambidextrous Fighting (+2) – during combat, the character can perform equally well with either hand without incurring Off-Hand penalties.
Authority (+3) - the character has influence in areas of Law Enforcement, Bureaucracy, and other leadership roles. This is from having had prior experience in commanding a group of troops, being in charge of a company or put as a head of a special project. Whatever the case may be, depending on his area of expertise, the character gains +2 to Command (general), +2 to Leadership (general) and +1 to Law Enforcement when dealing with authority figures.
Endurance (+2) - The character has great endurance, and gains a +1D to stamina rolls when performing taxing physical tasks (i.e., holding one's breath underwater for a long period, running a long distance, etc.).
Environmental Resistance (+3) - The character is resistant to extremes of heat, cold, and pressure (within reason) and gains a +3D to stamina checks to resist ill effects from these environmental condition.
Favored (+4) - The character is exceptionally lucky. Whenever the player rolls 6 as the first number in the roll, he or she suffers instant Critical Success to whatever action he is taking, further resulting in a beneficial outcome as determined by the GM.
Gifted Learner (SENSE) (+3) - The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute at any given time. S/he always learns new skills as if s/he had a teacher (even if s/he does not), and s/he can improve skills s/he already knows at a cost of one Character Point less than normal. This Special Ability applies to specializations.
Heroism (+2) – the heroic character can tolerate more pain than the average person. Add 1D+2 to any Willpower rolls that involve staving off pain or attempting to stay conscious during combat.
Silence (+3) - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind.
Trademark Specialization (ADV LIGHTSABER: Form II ) (+1) - The character is very good at one very specific thing, and they are known for it. Choose any specialization that the character has (or would like to have in the future), and gain +2 to the roll when it is used. (+1)
Wealth (+1) - You start off with +10,000 credits (at character creation). The character should hold an attitude of a privileged individual, with according tastes and attitudes.
NEGATIVE TRAITS (-30)
Bigotry - The character has "something against" a particular race of people, a particular religion, or some other aspect of life that a minority of people "fit into." While this bigotry should not be overt and rule the character, it is something that should be role-played. The character will discriminate against other characters who are of the minority, or, at best, accept them as "exceptions to the rule." The character will make insensitive comments and generally be annoying in regards to those people. The character takes -1D penalties to all interaction rolls (Con, Persuasion, Bargain, Value, etc.) except Intimidation against (Race) but gains +1D to Intimidation against (Race).
Anzati (-2)Any creature that uses the Force to prey on others MUST be…skewed.
Sith (-2)This group annihilated the Jedi, and left Cal alone, and hunted.
Rakata (-2)This misguided race aligned themselves with Nereus Vorn, to reunite their people with the Force. Do they not realize they are already part of the Living Force, and need not align with an evil madman?
Gamorreans (-2)This race of unintelligents plays around in the sentient world. 'Nuff said.
Hutts (-2)The Hutts prey upon the rest of the galaxy, interested only in furthering their own ends, even at the expense of others of their own race. Diseased, worm-ridden filth.
Tusken Raiders (-2)These beings make war on innocent moisture farmers, without provocation. What kind of uneducated savages would do that?
Bonded Allegiance – Choose a target person or organization at character creation. The character has sworn a blood oath to the target, and is bound by it to assist them. If the character wishes to avoid assisting them, they must roll Willpower against a DC of 21. If the player succeeds, roll 1d100. Any roll below 66 results in the blood oath being broken, and Blood Oath is then converted to Vendetta from the target.