Fate of the Old Republic
You can now choose your character’s extras. Extras represent things external to your character, which are nevertheless crucial parts of your character. There are many types of extra, including special weapons and armor, organisations your character belongs to, starships he owns or has access to, and so on. In game terms, an extra is a collection of one or more skills, stunts, or aspects, or a combination of all three.
An extra therefore has a cost, measured in stunts, aspects, or skill levels. Your character begins with an extras budget which he may use to “buy” extras, as follows:
• 1 aspect
• 2 stunts
• 6 skill levels
This means your character may buy extras costing up to the above total. These might be up to 9 separate extras, or even just 1 large extra (like a starship) with 1 aspect, 2 stunts, and 6 skill levels.
You may also spend your character’s refresh and skill levels to buy extras, but you may not use your extras budget to buy your own aspects, skills and stunts.
Damage to Extras
Extras like starships, organisations, and cultures have independent existences, and can take damage and consequences in their own right. However, you may always take the stress and consequences yourself instead of applying it to your extra; this can be a great way of preventing your starship from being destroyed, for example.
Max’s starship extra, the Rosemary Princess, is hit in construct combat for 4 stress. Max can either describe this as null cannon damage to his starship’s hull, requiring repair, or mark off a 2-point stress box and a mild consequence on his own character sheet, representing perhaps burn damage he suffers when a console explodes in a shower of sparks.
PCs often belong to the same organisation, culture, or starship crew, creating a shared extra. The skills, stunts, and aspects which a single character purchases for that extra exist both on his character sheet, and on a notional “extra sheet”. If characters sharing an extra each contribute to the same skill, they can both take advantage of the total skill level.
If, say, Lyra took an Average (+ 1) Manoeuvre skill as an extra skill for the Rosemary Princess, this would be written as Fair (+ 2) Manoeuvre on the starship’s construct sheet. Max would still only get a + 1 teamwork bonus when using his Starship Pilot stunt, but Lyra could also make starship manoeuvres using the combined Fair (+ 2) Manoeuvre skill.
Supporting NPCs are a great source of interpersonal drama. They’re usually the people the PCs have relationships with — friends, sidekicks, family, contacts, and noteworthy opponents. They may never be central to a scenario, but are a significant part of the journey, providing aid, presenting problems, or figuring in subplots.
Supporting NPCs have a few more character elements than minor NPCs, including a high concept, a trouble, one or more additional aspects, one stunt, and the standard two stress tracks with two boxes each.
They also have a handful of skills (say four or five), and maybe a small extras budget— perhaps 1 stunt and up to 3 skill points.
They have one mild consequence and, if you want them to be tough, one moderate consequence.
Skills for supporting NPCs usually follow a column distribution. Because you’re only defining four or five skills, treat this as one column; if your NPC has a skill at Great (+ 4), fill in one skill at each positive step below it —one Good (+ 3), one Fair (+ 2), and one Average (+1) skill.