Meet the Party: Star Wars: Dawn of Rebellion

A spy and scout for the Rebellion who has picked up a number of strays with his ship. An old soldier who had found a living as a doctor, returning to the fight to atone for past deeds. A survivor from an extinguished Order, stealing to survive. A former star of an Imperial Academy, forced to flee because of a secret she did not even know she possessed. Meet the Party brings you ready-to-play characters, complete with backgrounds and relationships, for use both in your own games and as inspiration for creating characters of your own. This time we’re destined for the dark times between the death of the Republic and the rise of the Alliance, as we create Star Wars Roleplaying characters using Dawn of Rebellion!

When it comes to player options the single biggest thing that Dawn of Rebellion offered up were the new Universal Specializations. Six in number, each offered what was essentially a background that characters could use to better define themselves while also gaining new skills and unique abilities. They’re all ripe for new and interesting character ideas, and we’ve got more than one plan for them here at CHG, but for now we’re going to meet a crew living on the edge in an age of rebellion while trying to follow the Force to their destiny: a Ship Captain, a Retired Clone Trooper, a Padawan Survivor, and an Imperial Academy Cadet that draw their base Careers from all three games!

Zedesk Lai’livo, Bothan Spy/Scout/Ship Captain

Duty: Intelligence 0 (+10XP)

Motivation: Freedom

Characteristics: Brawn 1, Agility 3, Intellect 2, Cunning 3,  Willpower 2, Presence 3

Wound Threshold: 11

Strain Threshold: 13

Soak: 2

Defense: 1 Melee/1 Ranged

Abilities: Free Rank in Streetwise, Free Rank in Convincing Demeanor

Talents: Convincing Demeanor

  • Scout: Stalker, Quick Strike, Let’s Ride, Natural Hunter, Heightened Awareness
  • Ship Captain: Pride and Joy, Improved Pride and Joy, Field Commander, Seen A Lot Of Things, Encouraging Words, Trust the Captain

Skills: Streetwise 1, Cool 1, Deception 1, Perception 1, Stealth 1, Piloting (Planetary) 1, Survival 1, Charm 1, Leadership 2, Negotiation 1, Piloting (Space) 2, Skullduggery 1

Equipment: Heavy Blaster Pistol, Armored Clothing, Blackops Data Breaker, Advanced Flesh Camouflage Kit, Comm Scrambler, Comm Jammer, Commlink (Handheld), Commlink (Long-Distance), Electrobinoculars, Crash Survival Kit, Backpack, Load-Bearing Gear, Utility Belt, Disguise Kit, Datapad, 2725 Credits

Zedesk Lai’livo is a well-traveled soul with a lot of help to offer to his crew. Both Scout and Ship Captain make him a capable pilot, with Ship Captain even making him more capable in social encounters near his ship. He’s able to make even a clunk freighter dance, and he has a good spread of skills, but the Talents that really shine are those that help his allies. Whether it’s extra boost die from Heightened Awareness or improved rolls after failing thanks to Encouraging Words, Zedesk is above all else a leader. His copious amount of illegal gear certainly doesn’t hurt his mission.

CT-2362 “Patcher”, Human Colonist/Doctor/Retired Clone Trooper

Duty: Personnel 0 (+10 XP)

Motivation: Redemption

Characteristics: Brawn 2, Agility 3, Intellect 3, Cunning 2,  Willpower 3, Presence 2

Wound Threshold: 14

Strain Threshold: 14

Soak: 4

Defense: 1 Melee/1 Ranged

Abilities: Free Rank in Brawl, Free Rank in Knowledge (Outer Rim)


  • Doctor: Bacta Specialist, Grit, Surgeon x2, Resolve, Pressure Point
  • Retired Clone Trooper: Grit, Familiar Suns, Swift, Toughened, Stimpack Specialization, Combat Veteran, Comrades in Arms

Skills: Brawl 2, Knowledge (Outer Rim) 1, Knowledge (Core Worlds) 1, Knowledge (Education) 1, Knowledge (Lore) 1, Leadership 1, Cool 1, Medicine 2, Discipline 2, Knowledge (Warfare) 1, Ranged (Heavy) 2, Vigilance 1

Equipment: Blaster Rifle (Under-Barrel Grenade Launcher), Armor-Piercing Grenade x5, Heavy Battle Armor, Medpac, Crash Survival Kit, Backpack, Load-Bearing Gear, Utility Belt, Stimpack x5, Commlink (Handheld), 1175 Credits

CT-2362, more commonly referred to as Patcher, is an exception to the rule that there are no old, bold soldiers. Of course, that’s not all he is. As a Doctor he excels at healing, and that’s actually boosted by the Stimpack Specialization of Retired Clone Trooper. Pressure Point and Combat Veteran come together to make him surprisingly adept at non-lethal Brawling. The amount of Grit and Toughened sprinkled across both trees makes him the hardiest crewmember of the Convor. Along with all of that he’s a skilled combatant and a respectable combat leader, with a wide breadth of knowledge backing him up.

Kriel Sorotai, Togruta Smuggler/Thief/Padawan Survivor

Obligation: Bounty 20 (+10 XP)

Motivation: Survival

Characteristics: Brawn 3, Agility 2, Intellect 2, Cunning 3,  Willpower 2, Presence 2

Force Rating: 1

Wound Threshold: 13

Strain Threshold: 12

Soak: 4

Defense: 0 Melee/0 Ranged

Abilities: Free Rank in Perception, Pack Instincts


  • Thief: Black Market Contacts, Indistinguishable, Bypass Security, Hidden Storage
  • Padawan Survivor: Street Smarts, Sleight of Mind, Secrets of the Jedi, Constant Vigilance, Reflect, Parry

Skills: Perception 2, Knowledge (Underworld) 2, Skullduggery 2, Streetwise 2, Vigilance 2, Stealth 2, Lightsaber 2, Deception 2, Computers 2

Force Powers

  • Misdirect (Base Power, Control)

Equipment: Lightsaber, Light Blaster Pistol, Heavy Clothing, Commlink (Handheld), Datapad, 50 Credits

Kriel Sorotai is a slippery little loth-rat with far more bite than may seem apparent. Only gaining Career Skills from Thief actually allows him to be a bit more focused, and several of the Padawan Survivor’s Talents team up with well with the Thief’s to make him sneaky and savvy, further boosted by his Misdirect Force Power. Anyone hoping for an easy fight against a thief is going to be harshly surprised, however, because Secrets of the Jedi makes Lightsaber a Career Skill – as well as making it easier for Kriel to create sabers. That skill, plus Reflect and Parry, make him an unexpectedly dangerous combatant.

Aeshi Sekel, Human Sentinel/Artisan/Imperial Academy Cadet

Morality: Curiosity and Obsession 50 (+10 XP)

Motivation: Knowledge

Characteristics: Brawn 2, Agility 3, Intellect 4, Cunning 2,  Willpower 2, Presence 2

Force Rating: 1

Wound Threshold: 12

Strain Threshold: 13

Soak: 3

Defense: 1 Melee/1 Ranged

Abilities: Free Rank in Knowledge (Education), Free Rank in Knowledge (Lore)


  • Artisan: Mental Tools, Fine Tuning, Solid Repairs, Imbue Item
  • Imperial Academy Cadet: Grit, Know the Enemy, Formation Tactics, Knowledge Specialization (Lore)

Skills: Knowledge (Education) 1, Knowledge (Lore) 1, Computers 1, Knowledge (Core Worlds) 1, Perception 2, Astrogation 2, Mechanics 2, Knowledge (Warfare) 1, Leadership 2, Piloting (Space) 1, Ranged (Light) 2, Vigilance 1

Force Powers

  • Manipulate (Basic Power, Control [Damaged Items], Control [Mechanics Checks])

Equipment: Heavy Blaster Pistol, Armored Clothing, Commlink (Handheld), Cybernetic Eyes, 275 Credits

Aeshi Sekel excels with machines, gear, and vehicles thanks to the Talents from her Artisan tree and her Manipulate Force Power, able to work with, repair, or enhance them far better than most, without the need for tools. That, plus her Astrogation skill, would make her invaluable enough to a ship trying to make its way along the edge. Imperial Academy Cadet also gives her a broad range of other abilities, however. She’s a decent pilot, shot, tactical leader, and knowledge provider, with some unique Talents that nobody who hasn’t survived the Academy can provide.

These characters were built using Dawn of Rebellion and the core books for Edge of the Empire, Age of Rebellion, and Force and Destiny; the only additional resource was F&D’s Endless Vigil, as Manipulate was just too perfect a Force Power for Aeshi.

Zedesk, Patcher, Kriel, and Aeshi were all built at ‘Knight Level’, giving them 150 extra XP to spend, so that they could better embody both of their specializations (the Universal ones cost 20, after all). Each also gained an additional 10 XP from Obligation, Duty, or Morality.

This is the first time Meet the Party has split the Obligation/Duty/Morality mechanic within a group of characters, but I thought it fit. They’re all traveling on the Convor together, but they’ve got some pretty drastically different priorities and problems.

Some observations from creating the characters: the Dawn of Rebellion Universal Specializations are pretty heavy on certain skills: Leadership pops up in most of them, for instance, and several make capable pilots. They all do different things with those skills, though, so I think they’ll more complement than conflict with one another. What do you think?

Also: kark, spending the extra 9,000 credits from Knight Level really can get tedious for some characters. Kriel getting a lightsaber was a relief, and Aeshi’s cybernetic eyes were just as good of an idea that also gave her some more character.

Who They Are

Zedesk Lai’livo is an agent in good standing of the Bothan Spynet, while also acting as an agent for the nascent Rebel Alliance. For some time he wandered the galaxy in his light freighter, the Convor, ostensibly as a scout for the Bureau of Ships and Services while actually feeding any scrap of useful information he could find back to the rebels. He always planned to pick up a few crewmembers along the way; the idea was never to become a sort of refugee ship, but keeping the Empire’s targets alive is certainly another way to fight the good fight.

Patcher was born as CT-2362, a soldier and combat medic cloned for the Grand Army of the Republic. Like most of his brothers Patcher served honorably alongside the Jedi Order as they fought together against the droid armies of the Separatists. Of course, that came to an end when Order 66 was issued. Patcher was a good soldier.

And good soldiers follow orders.

When the haze of 66 cleared Patcher was haunted by what had happened, compounded by the rest of his experiences during the war, and he accepted being phased out of the new Stormtrooper Corp to flee to the Outer Rim. He became a frontier doctor, helping others and trying to atone on his own, but as the Empire’s reach expanded he realized that he had to rejoin the fight properly.

Kriel Sorotai was lucky, that’s what he always told himself. His master and most of their clone battalion had already been wiped out not more than a day before Order 66 by Separatist droids. Kriel had already been on the run, hiding his Jedi nature and trying to smuggle himself off-world, when the Jedi Order died. When the signal from the Temple turned into a run-and-hide command, he listened, and he’s never really stopped running. He hasn’t quite thrown away every part of being a Jedi – he’s always kept his lightsaber close, and more than a few stolen credits have ended up in the pockets of the more needy – but the dark times are for survivors, not heroes. He’s not entirely sure how he’s started getting turned back into the latter.

Aeshi Sekel was on the path to success at her homeworld’s Imperial Academy, quickly rising through the rankings to the top of her class in the engineering track. She dreamed of designing and building new vehicles and ships for the Empire, but it turned out there was something more to her natural talents, and that something was noticed. She managed to escape the Academy and the Inquisitorius who had come for her, although not without taking wounds that required cybernetics to repair. Her dreams have changed, now: what is the Force that has apparently guided and been controlled by her hands, and what does it mean for her fate?

How They Interact

Zedesk came across Patcher on a bad day: ship full of holes, the Bothan not much better, having to hide from an Imperial patrol on some backwater planet. The old clone nursed him back to health, and Zedesk took a chance on making a recruitment pitch. Patcher’s the only one he considers truly crew. He caught Kriel trying to steal from the Convor, and later found him stowed away. That started a few months of encounters, the Togruta vanishing now and again, until a fateful encounter at a checkpoint revealed Kriel’s true nature. Zedesk is trying to encourage the former Padawan to take a stand, believing that a genuine Jedi could be just what the rebellion needs. Zedesk was the one who warned Aeshi of her fate with the Empire, and was also the one who led her extraction from the Academy. He thinks of her as the ship’s kid, is extremely grateful to have someone around who can treat his ship right, and deeply worries about the red blades coming after her.

Patcher views Zedesk as his commanding officer, the routine of having a Captain again soothing to the old soldier. He’s grateful to the Bothan for convincing him to get back into the fight, but hasn’t really approved of his further recruitment efforts. He can’t shake the feeling that one day Kriel is going to put a lightsaber through his back. The former padawan offers him a chance to atone, however, so it’s a risk he’s willing to take. Maybe he deserves it, anyways. Aeshi is about the same age as the Padawans were back during the old war, and it irks him that she got caught up in the new one. He’s more protective of her than he really needs to be and he knows it, but he can’t help himself.

Kriel thinks that Zedesk is thoroughly annoying, always prattling on about fighting the Empire and getting all of them into trouble for the sake of some intel, but the spy has given him a home and, yes, a bit of a purpose again. Sticking it to the Empire feels good, at least. He doesn’t have the twitchiness around Patcher that some might expect of him; while he heard of the results, he never witnessed Order 66 being carried out in person. If anything he finds the presence of a clone actually comforting: he was friends with several in his battalion, and never had those relationships soured by 66. Aeshi is . . . something new. Not Jedi, definitely not, but strong in the Force and willing to learn more about it. Kriel’s been largely recalcitrant about it so far, but he has offered a few words of advice here and there.

Aeshi is grateful to Zedesk, although in darker moments she has resented him, for intercepting the Inquisitorius transmissions that led to her escape and recruitment. She’s grown fond of his ship; the Convor ‘talks’ to her, and has been a great learning partner. Patcher reminds her of some of the older instructors at the Academy, the ones who had held on from the Republic days; not clones in her case, but still old soldiers who cared in their own way. He’s a little overbearing, and sometimes she deliberately slips away, but mostly she tolerates it. Kriel is an enigma, both a user of the very same Force that she wishes to learn more of and a piece of criminal scum who she probably would have hunted as an Imperial. He is frustrating, but a potentially irreplaceable resource, and he is perhaps not entirely irredeemable.

The Future

Now, there are two of Dawn of Rebellion’s Universal Specializations not featured among the crew of the Convor. Want to see some examples of what our two missing specs can do? Well a pair of Tognath egg mates known as the Terix Brothers, a Hired Gun Mercenary Soldier/Pirate and a Bounty Hunter Assassin/Force Adherent, are available for all of our Patrons!

Will Zedesk, Patcher, Kriel, and Aeshi live to see the true Dawn of Rebellion, or will they join all the others lost during the dark times? What’s their relationship with the peculiar Terix Brothers they keep running into? What sort of Dawn of Rebellion characters will you make yourself? As always that’s for you (and your dice) to determine!

Like what Meet the Party has to offer? Want to see ready-to-play characters for a system and/or setting of your choice? Let us know @HungryHalfling, at, or here in the comments!

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