Character Creation Guide

Upon entering the server and getting to character creation, there are going to be some things you need to know that affect both the combat and general gameplay.

In the previous ‘Havoc’ server, there were character classes that offered bonuses to rolls, which was handled and assigned totally OOCly. Here, we have something similar, but it’s integrated right into the schema. Upon character creation you are given 5 ‘trait’ points which allow you to select from a list of traits, located underneath the attributes box in character creation.

Each trait offers different bonuses, be it giving you access to new combat commands, able to speak in different languages, or defining your overall ‘class’ and offering hefty bonuses to certain situations. Essentially, to compare this system to tabletop games, imagine traits in Havoc being like your feats, but your feats include your class and modular abilities too. Here’s a full list of traits below, organized by category, and explanations of each category.

In some instances you will receive an error when attempting to select your traits in Character Creation. If this is the case, deselect all traits and /admin in your desired build and an admin will manually add them to you. Please be honest with your traits and do not select any that you would be unable to take, admins are able to check your traits and can remove illegal selections.

## Traits

### Racial Traits

Racial traits exist in the form of items distributed at character creation. These items, when equipped, offer specialized bonuses to your characters Attributes that will affect your rolls both in combat and general roleplay. Depending on the unique abilities of your species, you may also be allowed to do certain actions.

Racial traits do not count toward your point total as they exist outside of the traits system mechanically.

#### Standard Races

* **Anzat** - *Requires GM approval.* An inherently telepathic and Force-sensitive species, these creatures have been long-feared in the mythos of the galaxy as nightstalkers. Perhaps you will be the one to change their minds... Or only confirm their suspicions. +4 to Strength, Dexterity, Perception, but take a -8 to Willpower, and take the **Force Sensitive** trait for free. Have a lower threshold to pass /force checks involving influencing an NPC's mind. Also, heal from non-fatal wounds faster at GM's discretion.
* **Atoan** - With impressive circulatory systems and otherwise foreign internals, the Atoan people are an extremely close-knit race bred in isolation. Not only did they forgo basic throughout their prime years, but the survival of their race rests solely on lady luck. Gain +4 Strength, Stamina and Dexterity at the cost of -8 Charisma.
* **Chiss** - Ranging from soft blues to heavy violets, the Chiss are a species capable of rivaling all others with their sheer passion alone. Little is known of the Ascendancy and it's importance to the Unknown Regions. The same can be said for their people. Gain +2 to Accuracy and Endurance, but take a -4 to Charisma.
* **Devaronian** - Possessing dual livers and silver-based blood, male Devaronians are driven by wanderlust while the females are content to remain on their homeworld of Devaron. +2 to Willpower and +1 to Charisma.
* **Droid** - A heart of durasteel and a mind of circuits and wires. Chose three attributes to increase by +1. Additionally, take the **Droid** character trait.
* **Echani** - Echani are a warrior culture to the core, and often communicate through ritual combat. +4 to Strength, Willpower and Stamina, but -8 to Charisma.
	+ **Thrysians** - The polar opposite of the Echani in every conceivable way -- Going so far as to worship opposite gods and believe in different ideals. -4 to Strength, Willpower and Stamina, but +8 to Charisma.
* **Epicanthix** - A race of warriors known for their combination of militaristic mindsets and high regard for art and culture, the Epicanthix trained and honed their bodies in preparation for war. Gain a +2 to Strength, Dexterity and Willpower, but -6 to Charisma. Have an increased threshold to resist Force powers.
* **Gand** - A close-knit race of Insectoid nomads, the Gand favour their own above all. Curiosity courses through their veins. Gain +2 Perception and +1 Willpower.
* **Hapan** - Hapans are known for their beauty, but not their eyesight, especially in the night. +4 to Charisma, but take a -2 to Accuracy and Perception, and have a heavily increased threshold to perception checks made at night or in darkness.
* **Human** - The most populous species in the galaxy, Humanity is known for it's resiliency. Choose two attributes and gain a +2 each. Or, select four attributes and gain a +1 each.
* **Ithorian** - Some of the greatest ecologists in the galaxy, the Ithorian people often devote their lives to preserving life. +4 Willpower but -2 Charisma.
* **Kel Dor** - Surviving without a constant supply of Dorin Gas is difficult in the galaxy, yet the Kel-Dor manage. +4 to Stamina, but take a -2 to Accuracy and Perception and suffer a heavily increased threshold to perception checks in oxygen rich environments, due to their effective blindness.
* **Kiffar** - These tattooed, clan-based nomads are occasionally gifted in the Force to view history long-passed without needing to be Force-sensitive. A rare, but desirable trait. +2 to Perception and +1 to Stamina, but -3 Charisma. If gifted in Psychometry (Requires GM approval), once a day you may use the /insight command to try and read the history of an object/location. If **Force-Sensitive**, you may use it three times a day.
* **Miraluka** - You do not use your eyes to see, your vestigial sockets being constant reminders of your race's extensive past. Worry not, the Force grants you sight but it is not without a cost. +2 to Perception and Willpower, but a -2 to both Stamina and Dexterity.
* **Mirialan** - A devoted and skillful people who hold The Force to a religious standard. Their understanding of the force is seldom matched, favoring the belief that destiny is shaped by it's very existence. +1 to Luck, Perception, and Willpower but -2 Accuracy.
* **Rattataki** - Bred by destruction and chaos, these people were shaped in the face of violence. The blood of gladiators flow through you. +2 Strength and Stamina, but -2 Charisma.
* **Togruta** - Thanks to their sensitive montrals and general connection to the world around them, the Togruta are some of the most perceptive people in the galaxy. +4 to Perception, and gain the ability to use /insight checks to detect nearby people/items using ultrasonic waves, but take a -4 in either Stamina, Strength or Dexterity.
* **Twi'lek** - Females of this species are known for their grace, while the men are known for their vigor. Both are known for the seductive arts. +2 to Charisma, and choose between +2 to Dexterity or +2 to Strength.
* **Zabrak (Iridonian)** - Single-minded, carnivorous and possessing dual hearts, the Zabrak are stubborn to the very core. +1 to Dexterity, and choose between +2 to Willpower or +2 to Stamina.
	+ **Zabrak (Dathomirian)** - Born of the dark magicks of the planet Dathomir, this subset of Zabrak is both violent and varied. Choose two attributes and gain a +1 bonus to them, and choose between +2 to Charisma or +2 to Strength. Cannot stack with your two chosen attributes.
* **Zelosian** - A people that are a true enigma in the eyes of the galaxy whose ever-changing fortunes are shrouded in mystery. Their chlorophyllic blood allows for passive healing in direct sunlight even in the midst of combat. If you're standing in a direct, natural light-source, heal 1 HP per combat round or, if outside combat, heal all non-fatal wounds. Also, +2 Charisma and Willpower, but -2 Strength.
* **Zeltron** - Rivaling the Twi'leks and Hapans for their general attractiveness, the Zeltron people produce potent pheromones that enhance their attractiveness and likability regardless of gender. +2 Charisma and a +2 bonus to any other attribute of your choosing, but -3 Strength, and gain the ability to use /insight to attempt to influence an NPC with your pheromones with a DC 5 to succeed.

#### Homebrew Races

* **Dileonacians** - Dileonacians are universally lithe and nimble, a trait shared by both males and females. Their biological disposition leaves them typically resorting to rely upon finesse and dexterous graces to their actions as opposed to brute force or endurance. Gain +2 to Agility and Perception, but -2 to Willpower and Strength.
* **Lorro'kah** - The sons and daughters of Barab II make up for their underdeveloped civilization in brute strength. +2 to Strength and Stamina, but -2 to Charisma.
* **Pentolzi** - A crimson skinned race, Pentolzi are renown for their attentive, borderline obsessive fixations with a select few subjects. Due to their heightened emotional state, many are victim to a variety of narcotic addictions. Gain a +3 to two attributes, but take a -1 to the rest.

#### Hybrids

Sometimes a character may be a 'hybrid' of two different but compatible species, having been born as a result of mixed-species parents. If this is the case, it is at the GM's discretion what the mix of bonuses will look like to reflect your unique background.

### Class Traits

Easily the main event of character traits, Class Traits are broad archetypes that can be taken at character creation that offer big bonuses to combat and grant free acquisition of related traits or forms. **A class trait is mandatory.** **You are only able to select one class trait per character, *no exceptions.***

A class trait costs one point. To offset this immediate point investment, class traits usually provide other traits/your forms at no charge.

#### New Republic Class Traits

These class traits can only be taken by characters within the New Republic faction.

* **Assault** - Fire first, die last. Quick Draw, Akimbo, Revolver Burst, and standard firearms rolls increased by 1.2x. Intimidation checks increased by 1.1x. Take either **Han Shot First** or **Executioner** for free.
* **Support** - Because everyone needs someone to lean on who doesn't have a gun. Melee attacks, Grapple, Parry, Block, and Defends are decreased to 0.8x. Dodge rolls are increased by 1.3x and Initiative rolls are increased by 1.1x. Take a free **language**.
* **Infiltrator** - You're most comfortable working unseen. Slicing checks and aimed target rolls increased by 1.2x, and stealth rolls are increased by 1.3x. Take either **Rapid Stabbing** or **Throwing Specialist** for free.

#### New Jedi Order Class Traits

These class traits can only be taken by characters within the New Jedi Order faction.

* **Guardian** - The saber is an extension of yourself. Melee attacks, Grapple, Block, and Defends are increased to 1.2x. Intimidation checks increased by 1.1x. All Ranged rolls are reduced to 0.7x. Take either the **Shien** or **Makashi** form.
* **Consular** - In the Force, you find peace. All non-Form Melee attacks are decreased by 0.8x. Dodge rolls are increased by 1.3x and Initiative, Grapple, Parry, Block, and Defends rolls are increased by 1.1x. All Ranged rolls are reduced to 0.7x. Take either the **Niman** or **Soresu** form and a free **language** of your choice.
* **Sentinel** - Unconventionality is your specialty. Melee attacks, Slicing checks, and Technology checks are increased by 1.1x, and Stealth rolls are increased by 1.2x. Take either the **Juyo** or **Ataru** form.

### Language Traits

Languages are traits you can take to be able to speak or understand a new language.

Language traits cost one point, but if you are a species with a native language on this list, you may take it for free.

* **Huttese** - You can speak Huttese.
* **Droidspeak** - You can understand Droidspeak1.
* **Mando’a** - You can speak Mando’a.
* **Shyriiwook** - You can understand Shyriiwook1.
* **Rodese** - You can speak Rodese.
* **Durese** - You can speak Durese.
* **High Galactic** - You can speak High Galactic.
* **Twi’leki** - You can speak Twi’leki, also known as Ryl.
* **Togruti** - You can speak Togruti.
* **Jawaese** - You can understand Jawaese.1
* **Gand** - You can speak Gand.
* **Bocce** - You can speak Bocce, a trader dialect.
* **Hapan** - You can speak Hapan.
* **Sy Bisti** - You can speak Sy Bisti, a trader dialect.
* **Ithor** - You can speak Ithor.
* **Kel Dor** - You can speak Kel Dor.
* **Dathomirian** - You can speak Dathomirian, the language of the Nightsisters.
* **Atoan** - You can speak Atoan, the language of the Atoan people.
* **Miralukese** - You can speak Miralukese.
* **Mirialan** - You can speak Mirialan.
* **Zabraki** - You can speak Zabraki.
* **Devaronese** - You can speak Devaronese.
* **Zelosian** - You can speak Zelosian.
* **Kif** - You can speak Kif, the ancient language of the Kiffar.2
* **Lorro'kah** - You can speak Lorro'kah, the language of the people of Barab II.2
* **Celian** - You can speak Celian, the language of the Dileonacians.2
* **Ziemian** - You can speak Ziemian, the language of the Ziemians.2
* **Sign Language** - You can use Sign Language.

### Character Traits

Character traits are traits that offer bonuses to skill checks and further allow you to flesh our your character. Some may also offer Advantage rolls in certain situations. These are typically more inactive bonuses than the ones in other traits, but equally as important.

* **One In A Million** - One time only, forego making a roll on any ability check or combat roll, and instead treat the result as a 100 or a critical success. This trait is removed upon use.
* **Imperial Defector** - You'll never forget all those security protocols… Gain an Advantage roll to checks made involving the Galactic Empire and 1.1x to persuasion checks.
* **Staunch Republican** - Let the stars sing! Let the planets shout! The New Republic is fortunate to have a patriot as zealous as you. Gain an Advantage roll to checks made involving the New Republic and 1.1x to Persuasion checks.
* **Scoundrel** - You know the tricks of the trade. More importantly, you know the Underworld and its greasy residents. Gain an Advantage roll to checks concerning the Underworld/criminals. Take **Huttese** for free. You start with three extra luck. Cannot take with **Politico** or **Nerf Herder**.
* **Politico** - You grew up in high society and received a top-notch education. Gain an Advantage roll to checks where the upper echelons of the galaxy are involved. Take **High Galactic** for free. You start with three extra luck. Cannot take with **Scoundrel** or **Nerf Herder**.
* **Nerf Herder** - You come from humble beginnings, not having anything notable to your name, not born of a great nor tragic legacy, but think of how far you could go with a slate as clean as that! You start with three extra luck and gain a 1.05x bonus to all passive skill checks. Cannot take with **Scoundrel** or **Politico**.
* **I’ll Try Spinning** - That's a good trick! Gain a 1.3x to piloting checks and have a reduced threshold to completing aerial maneuvers.
* **Slicer** - Just bypass the mainframe or something. Gain a 1.2x to slicing checks and 1.1x to general Technology checks, and have a reduced threshold to successfully slice computer systems.
* **Mechanic** - You're not happy unless you're elbow-deep in a droid or a speeder. Gain a 1.3x to Technology checks. Take **Droidspeak** for free.
* **Smuggler** - You could be caught slipping past Imperial lines or doing the Kessel Run with your eyes closed, except you wouldn't get caught. Gain a 1.3x bonus to Piloting and Technology checks and a 1.2x bonus to Stealth, Perception and Slicing checks. Also, gain the ability to utilize your underworld contacts in order to source contraband items, limited at GM's discretion.
* **Bounty Hunter** - Like a vornskr, you're on the trail of whoever's in trouble. Gain a 1.1x to Perception and Intimidation checks, and gain a Advantage roll to checks concerning the Underworld/criminals.
* **Magnetic Personality** - People just can't help but like you. Gain a 1.2x to persuasion checks. Cannot take with **Threatening Presence**.
* **Threatening Presence** - There's something about you that makes people uncomfortable, but that often works out for you. Gain a 1.2x to Intimidation checks. Cannot take with **Magnetic Personality**.
* **Lightning Reflexes** -  First to a fight, but the last one to leave. Gain a 1.3x bonus to Initiative rolls, 1.1x bonus to Dodge rolls and a +1 Dodge Threshold, but Defend and Block rolls are reduced by 0.7x.
* **Droid** - You're not really harder to hit, but you can certainly take a lot more - Bonus of 1 to damage threshold. Immune to toxins and vacuums. Immune to mind-altering powers. Take **Droidspeak** for free.3
* **Force Sensitive** - A higher calling. Allows access to Force checks and gives a 1.2x bonus to them. Gives a 1.3x bonus to Insight checks. Free for New Jedi Order characters. *ONLY AVAILABLE TO NEW JEDI ORDER CHARACTERS UNLESS UNDER SPECIFIC CIRCUMSTANCES.4*

### Ability Traits

Abilities are traits that give you access to all-new commands or optional combat powers which can be used for a massive edge or just a general boon. They also offer more roll modifiers to combat, which could be used to off-set weaknesses or pump up strengths even more. Some of these are provided for free with certain class traits.

* **Defender** - Those who stand with you, stand behind you. You gain the ability to defend others from attacks (/defend). Dodge rolls reduced by 0.95x.
* **Han Shot First** - You may now choose to make an attack before your enemy has a chance to, but with a penalty of 5 to the roll to hit. Initiative and dodge rolls increased by 1.1x, but aimed rolls reduced by 0.8x. Can only use maximum of *3* times in an encounter.
* **Rapid Stabbing** - How violent of you. You gain the ability to stab rapidly (/rapidstab), allowing you to make three melee checks in one action. Unaimed firearm rolls reduced by 0.95x.
* **Throwing Specialist** - Finally your party trick comes in handy. You gain the ability to throw accurately (/throwaimed). Melee rolls reduced by 0.95x.
* **Rogue** - You really like to get behind. You gain the ability to backstab enemies with a melee weapon (/backstab), and enemies have a -2 to threshold if you are backstabbing and you are currently sneaked and surprise attacking. Sneak rolls increased by 1.05x.
* **Executioner** - Some would call an executioner's work violent and cruel, they might be right. You gain the ability to execute enemies with a firearms weapon in certain situations (/execute).
* **Berserker** - Getting angry is absolutely a viable strategy. Intimidation rolls increased by 1.05x. You gain the ability to use /berserk during your turn in combat, adding the result of your Berserk roll onto your subsequent combat roll to hit next round, with a maximum bonus of +5. Does not apply to passive/out-of-combat checks. Can only use maximum of *3* times in an encounter.
* **Aggressive Negotiations** - Some people just speak more clearly when there's hostile intent involved. Gain the ability to use Intimidation checks to try and subdue foes before combat even begins, and gain a 1.05x bonus to Intimidation.
* **The High Ground** - Up up and away. When you have a height advantage compared to your foe, they will take a -1 to their Threshold. Only applies to you. Only lasts as long as you maintain the height advantage.
* **Red Dead** - You've got a plan, damn it, and that plan involves your trusty revolver. You can use /revolverburst to attack, and gain a 1.1x to all unaimed attacks, but take a 0.9x to all aimed attacks.
* **Do No Harm** - You know exactly what's wrong with everyone else. You can diagnose the afflictions of others (/diagnose) and have a lower threshold to succeed in medical checks (/medical) and are capable of stabilizing Characters at 0 HP without a check.

### Specialist Traits

Specialist traits are new to this iteration of Havoc and are available depending on the chosen class at character creation. You can either opt to select your specialization immediately at character creation or, if you do not pick a specialization immediately, you may have the opportunity to earn it later in the story at the GM's discretion. Usually, a class has at least two specialization traits to pick from, with more depending on the class itself and its versatility. You cannot take more than one specialization at character creation but you may be able to earn an additional specialization at the GM's discretion in the story.

Specialist traits cost one point.

#### Assault Specializations

* **Shocktrooper** - Up close and personal is how you operate. Gain a 1.2x bonus to all melee attacks but take a 0.8x to all firearm rolls.
* **Sharpshooter** - Distance is what you most appreciate in a relationship. Gain a 1.3x bonus to all aimed firearms rolls and a 1.1x to Perception checks, but unaimed rolls are decreased by 0.8x. Take **The High Ground** for free if you don't already have it.
* **Vanguard** - You're the harbinger of victory. Initiative rolls are increased by 1.2x and unaimed firearms rolls increased by 1.3x, but aimed rolls are decreased by 0.75x and Dodge rolls are decreased by 0.9x.
* **Hired Gun** - Unlike a bounty hunter, you don't enjoy the thrill of the hunt; just the credits you get at the end, and really, that makes things easier. Quick Draw, Akimbo, Revolver Burst, and regular firearms rolls are increased by 1.2x but aimed firearms rolls and all melee checks are decreased by 0.8x.

#### Support Specializations

* **Medic** - Your knowledge of medicine and healing goes far beyond that of an average individual. Gain a 1.3x bonus to medical checks and be able to treat minor injuries without rolls at GM's discretion. Take the **Do No Harm** trait if you don't already have it.
* **Diplomat** - Democracy in the galaxy is more important than ever now, so it's a good thing you're there to smooth the way. Gain a 1.3x bonus to Persuasion checks and a 1.2x bonus to Insight checks.
* **Logistics** - The issues that nobody thinks about are usually fixed by you. Gain a 1.1x bonus to all passive checks but take a 0.75x to all combat checks.

#### Infiltrator Specializations

* **New Republic Intelligence Operative** - You're the person nobody should know anything about, and that's how you like it. Gain a 1.2x bonus to Stealth and Slicing checks, and an Advantage roll to checks involving the New Republic. Requires GM permission before taking.
* **Assassin** - Killing is an artform -- But don't let anyone else know that. Gain a 1.3x bonus to aimed firearm rolls and a 1.2x bonus to Stealth, Initative and Dodge checks, and gain a bonus of 15 to d100 checks concerning the Underworld/criminals.
* **Information Broker** - You know a person who knows a person who knows... Well, you get it. Gain an Advantage roll to checks involving criminals/the Underworld and a 1.1x to Persuasion and Perception checks. Also, gain the ability to utilize your underworld contacts in order to source information or items, limited at GM's discretion.
* **Squadron Pilot** - You work better together than alone. Gain a 1.2x bonus to Piloting and Technology checks, and have a lower threshold to piloting checks around other characters with the **Squadron Pilot** or **Jedi Ace** specialization.

#### Guardian Specializations

* **Jedi Peacekeeper** - The best offense is a damn good defense. Gain a 1.3x bonus to Parry and Block checks and a 1.2x bonus to Defend checks, and +1 to your Threshold, but take a 0.75x to all ranged attacks. Take the **Defender** trait if you do not already have it.
* **Jedi Vindicator** - Peace can only be forged through war, wrought by your righteous hand. Gain a 1.2x bonus to all offensive melee rolls, including your Form rolls, and a 1.1x bonus to Initiative checks.
* **Jedi Paladin** - The Force guides your every movement. Gain the ability to use /force before combat to serve as Battle Precognition, which may give you insight into the coming fight at the GM's discretion depending on your result. Gain a 1.1x bonus to all melee rolls including your Form rolls.

#### Consular Specializations

* **Jedi Historian** - The sacred texts! A Jedi Historian has dedicated their life to studying, protecting and teaching the millennia-old history of the Jedi Order. Gain a bonus of 30 to any d100 checks involving Jedi lore, and gain two free **languages** immediately.
* **Jedi Healer** - Your connection to the Force in relation to life itself is unmatched. Gain the ability to use /force instead of /medical for healing checks. Take the **Do No Harm** trait for free if you don't already have it.
* **Jedi Negotiator** - You were right about one thing, Master, the negotiations were short -- Because you were there! A Jedi Negotiator is the ultimate diplomat and expression of the Consular class. Persuasion checks are increased by 1.3x and Insight checks are increased by 1.1x.
* **Jedi Seer** - You see the flow of destiny itself, only when you focus... Gain the ability to use /force for premonitions once a day with the result of it at a GM's discretion, and a 1.2x bonus to Force checks and a 1.1x bonus to Insight checks.

#### Sentinel Specializations

* **Jedi Investigator** - A Jedi Investigator is known for their wily ways and passion for justice as a nominal member of Law Enforcement. Bonus of 1.2x to Perception and Persuasion checks and an Advantage roll to checks made involving friendly Law Enforcement.
* **Jedi Shadow** - You walk the fine line between the light and the dark, ensuring that the latter does not win. Bonus of 1.2x to Slicing checks and Initiative, and 1.4x to Stealth.
* **Jedi Ace** - To the skies! Aided by the Force, a Jedi Ace can perform (and survive) even the most daring of aerial maneuvers. Gain a 1.3x to piloting checks and a 1.2x to technology checks, and have a lower threshold to Piloting checks around other characters with the **Jedi Ace** or **Squadron Pilot** specializations. Take the **Mechanic** trait for free if you don't already have it.

### Form Traits

Forms are unique to New Jedi Order characters who have selected one of their three class options. Depending on the class chosen, their options for forms vary. Form traits unlock special combat commands, named after their form, that are similar to the /melee command but are weighed differently from form to form to reflect their effectiveness in combat. This is what is used in Lightsaber combat when rolls are involved.

It is not possible to 'multi-form', or take multiple forms, at character creation. This ability may be unlocked for certain characters down the line depending on story events.

* **Shii-cho** - This is an unofficial Form trait. It is considered default knowledge for every New Jedi Order character and is thus counted under the /melee command for actions. Thusly, it exists 'mechanically', but it is not present on the server.
* **Shien** - An option for a Guardian. Allows for /shien and /shiendual.
* **Makashi** - An option for a Guardian. Allows for /makashi and /makashidual.
* **Niman** - An option for a Consular. Allows for /niman and /nimandual.
* **Soresu** - An option for a Consular. Allows for /sorseu and /soresudual.
* **Juyo** - An option for a Sentinel. Allows for /juyo and /juyodual.
* **Ataru** - An option for a Sentinel. Allows for /ataru and /atarudual.

As lightsaber combat is inherently more freeform and relies more on the creativity of the roleplayer than most instances of combat detailed in the Combat Guide, the specific usage of these commands is detailed within the corresponding chapter of the combat guide.

### Unique Traits

In certain cases, a character may have the option of receiving a unique trait that is not available to others. By the vary nature of these unique traits, they will differ wildly. As characters receive unique traits, they will be listed here.

## Attributes

### Accuracy

Affects most ranged combat rolls. Your character's accuracy with ranged attacks.

### Dexterity

The quickness of your character in various actions.

### Stamina

Your physical endurance and ability to resist physical hardship.

### Willpower

Your character's mental endurance and strength.

### Charisma

Your character's ability to use speechcraft.

### Luck

Your character's mysterious power over random chance.5

### Perception

Your character's skills in detection and observation.

### Strength

Affects most melee combat rolls. A measure of how strong you are.

## Notes

1 - Due to the fact that Droidspeak is binary and Shyriiwook/Jawaese is impossible to pronounce, you are not allowed to speak these languages unless you are a Droid or a Wookie or a Jawa respectively. By taking these languages as any other species, you are **only allowed** to **understand** them.

2 - These languages are fanmade additions, either belonging to homebrew races or filling the void of a species that has a language but it's never named.

3 - If you are playing a droid, you MUST take the Droid trait.

4 - If you are playing a New Jedi Order character, you MUST take the Force Sensitive trait. May need to be reapplied to your character in order to work correctly.

5 - Luck applies to *all* passive/combat checks excluding /force and Form rolls.