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7/29/2019 New Players Guide To the Star Wars Roleplaying Game
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New Players GuideNew Players GuideNew Players GuideNew Players Guide
To the Star WarsTo the Star WarsTo the Star WarsTo the Star Wars
Roleplaying GameRoleplaying GameRoleplaying GameRoleplaying Game
This is your guide to creating a newcharacter for the D6 Star Wars RoleplayingGame for the Second Edition Revised andExpanded rule set. It covers creation andguidelines for character development.Though it serves as a basic aid, it cannotreplace the main rulebook, but will helpnewcomers to the system get their start:
AttributesAttributesAttributesAttributesThere are six attributes:
Dexterity General hand-eye
coordination.This attribute governs how well you
fire a blaster, evade being hit, and othersuch abilities.Knowledge Your understanding of thegalaxy.
Includes your willpower, languages,and understanding of planets.Mechanical How well your characteroperates mechanical devices
This does not include repair, butdoes include how well you can fly anairspeeder, pilot a starship, or operate
shields and sensors.Perception How observant yourcharacter is.
The skills under this attributedetermine your characters ability tosneak, hide objects, con, bargain, andforge documents. This attribute is alsoused for general awareness or spotchecks.Strength How physically strong andtough your character is.
Strength includes the ability to liftobjects, engage in hand-to-handcombat, and physical endurance. Sincethere are no hit points, this attribute rollis also used for damage resistance.Technical Your characters ability tofix mechanical objects.
The skills under Technicaldetermine how well you can fixwalkers, speeders, or starships. Thisalso allows for your first aid rolls, or
your ability to improve blasters or builda lightsaber.
Each attribute has a die code that maybe represented as 1D, 2D+1, 4D+2 and soon. The number before the D indicateshow many six sided die you may roll, and
the number after the + is a simple modifier.2D+2 means that you would roll two die,and then add two to the result. (If you needan understanding of how well versed yourcharacter might be in any given attribute,consult the chart on page five. It shows adie code and how that compares with thegeneral level of competency of other beingsin the galaxy.)
Before choosing attribute die codes foryour character, you must first choose aspecies. The species statistics has a few
vital pieces of information. First is theattribute dice (which shows how many dicethe average member of the species has intheir attributes), and then the speciesminimums and maximums (showing howweak or strong a character is allowed to bein their attributes). It also features a Movevalue, which indicates how fast the speciescan move on foot. (Beginning charactersstart with the minimum Move value.)Well be using humans for our example.
Humans:
Attribute dice: 12DDexterity 2D/4DKnowledge 2D/4D
Mechanical 2D/4D
Perceptions 2D/4D
Strength 2D/4D
Technical 2D/4D
Move 10/12
Though the attribute dice tells howmany dice the average human has (themoisture farmers, scouts, barkeepers, andmenial laborers), youre not going to beplaying any of those types of characters.Youre playing a hero! As such, yourcharacter is going to be a bit above average.Take your species attribute dice, and add+6D, and use that number for yourcharacter creation. If you are human, youbegin with 18D.
Now you must decide if your characteris Force sensitive, or if they have Force
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skills. Obviously, in order to have Forceskills you must be Force sensitive. To makething simple, well be creating a characterwithout Force skills first.
Creating a CharacterCreating a CharacterCreating a CharacterCreating a Character
Without ForcWithout ForcWithout ForcWithout Force Skillse Skillse Skillse SkillsIn the D6 system we do not literally roll
up new characters. All attribute values areassigned. It makes for quick, easy, andcustomizable characters. Since were usinghumans as an example, we have a pool of18D to assign to our characters attributers.(12D for the species and 6D just to give yourcharacter that added extra edge.) We maybreak those dice up as we wish and assignthem to our attributes. Note that youcannot assign more dice than the species
maximum allows, and you may not assignany fewer dice than the species minimumallows. Observe the following example:
Attribute Dice Currenttotal:
DEX 3D 3D
KNOW 4D 7D
MECH 2D 9D
PER 3D 12D
STR 4D 16DTECH 2D 18D
You may also split up a single die into threepips. A pip is a +1 modifier added onto adie value. You may split up as many die asyou wish to provide the desired modifier.You may have a +1 or a +2, but never a +3,as three pips equals another whole die.Please consider the following example:
Attribute Dice Currenttotal:
DEX 2D+1 2D+1
KNOW 2D+2 5D
MECH 4D 9DPER 3D+2 12D+2
STR 3D+1 16D
TECH 2D 18D
If you are deciding on attributes and havedecided not to purchase any Force skillsright away, use the chart below.Remember that 2D is about average for thenormal human being in the galaxy, so plan
your attributes around what sort ofcharacter you want. A rough and tumblefighter is going to want a highDexterity andhighStrength score. A con man or diplomatwill want a highPerception attributefollowed by a reasonableKnowledge level.Mechanical and Technical attributes are
good for pilots and technology specialists.However, attributes arent everything. If youattribute level is relatively low, you can stillboost skills under those attributes. But pickyour attributes first either on the tablebelow, or on your character sheet:
Attribute Dice Currenttotal:
DEX
KNOW
MECH
PERSTR
TECH
Creating a CharacterCreating a CharacterCreating a CharacterCreating a Character
With Force SkillsWith Force SkillsWith Force SkillsWith Force SkillsIf you have permission from your GM to
begin the game with Force skills, you needto follow a similar method of creation.Beginning Force skills are treated asattributes at the time of character creationonly! Later you will advance them asnormal skills. Also, you do not need topurchase your Force skills immediately. Itis possible to learn a new Force skill lateron in your game even if your character hashad no prior training.
There are three Force skills: control,sense, and alter.
Control The Force users ability tocontrol the Force within his own self.
Sense A Jedis ability to sense beingsor the Force around her.
Alter The ability to manipulate the
Force around an object or within anotherperson. This Force skill is often taught last,and almost never exceeds the Jedis controlorsense skill.
If you begin with a Force skill, theminimum starting point is 1D. You may nothave 0D+2 or 0D+1.
Consider basing your character off ofthe following examples:
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Attribute/ Forceskill
Dice Currenttotal:
DEX 2D 2D
KNOW 3D 5D
MECH 2D 7D
PER 3D+1 10D+1
STR 3D+2 14D
TECH 2D 16DControl 1D 17DSense 1D 18DAlter X 18D
Attribute/ Forceskill
Dice Currenttotal:
DEX 2D+1 2D+1
KNOW 2D 4D+1MECH 2D 6D+1PER 3D 9D+1
STR 2D+2 13D
TECH 2D 15Dcontrol 1D 16Dsense 1D 17Dalter 1D 18D
Notice how beginning with Force skillsgreatly weakens your characters attributes.This balances out Jedi character, who, if are
able to develop too quickly, will dominatethe game.
You should now create your charactereither in the chart provided below or onyour character sheet.
Attribute/ Forceskill
Dice Currenttotal:
DEX
KNOW
MECHPER
STR
TECHcontrol
sense
alter
Choosing Skills:Choosing Skills:Choosing Skills:Choosing Skills:Your character may now spend 7D on
beginning skill dice. Each attribute has anumber of skills listed under it. Thefollowing chart allows you to see thedistribution of skills under each attribute
plus specializations. Specializations arefocused talents and training in one smallpart of a broader skill. For example ratherthan your character being trained to flystarfighters in general, he may be skilled atflying an X-Wing exclusively.
To help you decide on skills, pleaseconsult the following chart:
DEXTERITYDEXTERITYDEXTERITYDEXTERITY
SKILLSSKILLSSKILLSSKILLS
SpecializationsSpecializationsSpecializationsSpecializations
Archaic Guns Black powder pistol,matchlock, musket,wheelock, etc.
Blaster Blaster pistol, heavyblaster pistol, blasterrifle, hold-out blaster,repeating blaster, etc.
Blaster Artillery Anti-infantry, anti-vehicle, surface to airdefense, surface tospace defense,surface to surface, etc.
BowcasterBows Crossbows, long bow,
short bow, etc.Brawling Parry versus boxing, martial
arts, etc.Dodge versus energy
weapons,slugthrowers, missileweapons, etc
Firearms pistols, rifles,machineguns, etc.
GrenadeLightsaberMelee Combat swords, knives, axes,
vibroblades,
vibroaxes, etc.Melee Parry versus lightsabers,
knives, clubs, etc.Missle Weapons Concussion missile,
grenade launcher,power harpoons, etc
Pick PocketRunning long distance, short
sprint
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Thrown Weapons knife, spear, sling, etc.Vehicle Blasters heavy blaster cannon,
heavy laser cannon,light blaster cannon,light laser cannon,medium blastercannon, medium,
laser cannon
KNOWLEDGEKNOWLEDGEKNOWLEDGEKNOWLEDGESKILLSSKILLSSKILLSSKILLS
SpecializationsSpecializationsSpecializationsSpecializations
Alien Species Wookies,Gamorreans, Ewoks,Sullustans, etc.
Bureaucracy specific planetary oradministrativegovernment Tatooine, Celanon,Bureau of Commerce,etc.
Business Specific field orcompany - starships,weapons, droids,Sienar Fleet Systems,etc.
Cultures Specific species orculture Corellians,Alderaan royal family,etc.
Intimidation Interrogation, bullying,etc.
Languages Wookie, Huttese,Bocce, etc.
Law Enforcement Alderaan, Tatooine,the empire, the RebelAlliance, etc.
PlanetarySystems Tatooine, Endor, Hoth,Kessel, etc.
Streetwise Specific planet orcriminal organization Celanon, Corellia,Jabba the Hutt'sorganization, TalonKarrde's organization,
etc.Survival Volcano, jungle,
desert, poisonousatmosphere, etc.
Value Specific planet'smarkets or type ofgood Kessel,Coruscant, starships,droids, etc.
Willpower. versus persuasion,intimidation, etc
MECHANICALMECHANICALMECHANICALMECHANICALSKILLSSKILLSSKILLSSKILLS
SpecializationsSpecializationsSpecializationsSpecializations
Archaic Starship
Piloting
Specific ship type
Astrogation Kessel run, Tatooineto Corsucant, etc.
Beast Riding Banthas, cracianthumpers, dewbacks,tauntauns, etc.
Capital ShipGunnery
Concussion missiles,gravity well projectors,ion cannons lasercannon, protontorpedoes, tractorbeams, turbolaser,etc.
Capital ShipPiloting
Imperial stardestroyer, victory stardestroyer, Nebulon-Bfrigate, etc.
Capital ShipShieldsCommunicationsGround VehicleOperation
Specific vehicle
Hover VehicleOperation
Specific vehicle
Powersuit
Operation
Spacetrooper armor,
etc.RepulsorliftOperation
Xp-38 landspeeder,snowspeeder, etc.
SensorsSpace Transports YT-1300 transport,
Gallofree mediumtransports, Corelliantransports, etc.
Starfighter Piloting X-wing, TIE-Fighter,TIE-Interceptor, Z-95headhunter, etc.
Starship Gunnery Concussion missiles,ion cannons, laser
cannon, protontorpedoes, turbolaser,etc.
Starship ShieldsSwoop OperationWalker Operation AT-AT, AT-ST, AT-PT,
etc.
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PERCEPTIONPERCEPTIONPERCEPTIONPERCEPTIONSKILLSSKILLSSKILLSSKILLS
SpecializationsSpecializationsSpecializationsSpecializations
Bargain Spice, weapons,droids, datapads, etc.
Command Rogue squadron,ImperialStormtroopers, etc.
Con Specific type of conForgery Specific type of
documentGambling Sabacc, etc.HideInvestigation Mos Eisley, imperial
city, etc.Persuasion Specific subjectSearch TrackingSneak Specific type of terrain
STRENGTHSTRENGTHSTRENGTHSTRENGTHSKILLSSKILLSSKILLSSKILLS SpecializationsSpecializationsSpecializationsSpecializations
Brawling Boxing, martial arts,etc.
Climbing/Jumping Climbing, jumpingLiftingStaminaSwimming
TECHNICALTECHNICALTECHNICALTECHNICAL
SKILLSSKILLSSKILLSSKILLS
SpecializationsSpecializationsSpecializationsSpecializations
Armor Repair Stormtrooper armor,
bounty hunter armor,etc.
Blaster Repair Specific blaster typeCapital StarshipRepair
Specific capital ship
Capital StarshipWeapon Repair
Specific capital shipweapon
ComputerProgramming/Repair
Computer type
Demolition Bridges, walls,vehicles, etc.
Droid
Programming
Specific droid type
Droid Repair Specific droid typeFirst Aid Specific raceGround VehicleRepair
Specific type ofvehicle
Hover VehicleRepair
Specific type ofvehicle
(A) Medicine Medicines, cyborging,surgery [requires 5D
in First Aid]Repulsorlift Repair Specific vehicleSecurity type of lock or deviceSpace TransportsRepair
YT-1300 transports,Ghtroc freighter, etc.
Starfighter Repair X-wing, Y-wing, etc.Starship Weapon
Repair
Specific weapon type
Walker Repair AT-AT, AT-ST, AT-PT,etc.
At first, your attribute levels may seemvery abstract. Sure, you know that 2D isabout average, but how well will yourcharacter stand up in a fight next to aStormtrooper? Can you outsmart a cleversmuggler? To give you a basicunderstanding of how you rank up to othersin the galaxy, consult the following chart:
1D Below human average for anattribute or skill.
2D Untrained human average for anattribute and many skills
3D Average level of training for ahuman
4D Professional level of training for ahuman
5D Above average expertise
6D Considered about the best in a cityor geographic area. About 1 in100,000 people will have training tothis skill level.
7D Among the best on a continent.About 1 in 10,000,000 people willhave training to this skill level.
8D Among the best on a world. About 1in 100,000,000 people will havetraining to this skill level.
9D One of the best in several systems.
About 1 in a billion will have trainingto this skill level.
10D One of the best in a sector.
11D One of the best in a region.
12D One of the best in the galaxy.
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Assigning Skill DiceAssigning Skill DiceAssigning Skill DiceAssigning Skill DiceNow that you have an idea of the skills
that are out there, you have 7D to break upand distribute among the skills you want toimprove. Note that this is 7D overall,not 7Dper attribute. If you cannot afford to
improve a particular skill at this time, dontworry. You may always use normal skillsand specializations untrained at yourattribute level.
For the sake of example, well examineimproving a fewDexterity skills.
If your character has aDexterity of 3D,he will have allDexterity skills at 3D. If youspend 1D of your skill dice to improve yourblasters skill, then you now have ablasterof 4D, and only 6D left to spend. If, inaddition, he wishes to improvedodge by2D, then he has adodge skill of 6D, and
now only has 4D left to spend on otherskills.
You maynot spend any more than 2Dof your starting 7D of beginning skills
Just like with attributes, if you wish tobreak up a die into three pips, you may doso.
If you have already purchased Forceskills, you may use your beginning skill diceto improve them. If you have not alreadypurchased Force skills, you may not do soat this time (though you may after charactercreation).
NOTE: Many new players are temptedto express their skill dice in terms ofmodifiers. For example, if someone has aDexerity of 3D+1, and then spend anadditional 1D+1 ondodge, they may writethe following on their character sheet:
Dexterity 3D+1Dodge +1D+1
Please resist this temptation, as thisformat tends to create confusion later on as
your character develops. Express your skillsas such:
. Dexterity 3D+1Dodge 4D+2
The latter format will reduce confusionwhen it comes to character advancement.
Assigning SpecializationAssigning SpecializationAssigning SpecializationAssigning Specialization
DiceDiceDiceDiceYou may choose to put some of your
beginning skill dice into a specialization. Aspecialization is a special focus in one areaof a skill. Rather than improving how yourcharacter flies all space transports, she mayfocus on learning about YT-1300s.However, they are separate from theirassociated skills. Like skills, they begin atthe associated skills die code.
If you choose to improve aspecialization, you must use a singlebeginning skill die. That die now becomesthree separate +1D to three different
specializations. You may not improve asingle specialization more than 1D, and youmust choose three specializations.
Character AdvancementCharacter AdvancementCharacter AdvancementCharacter AdvancementIn the D6 system there are no character
levels. Character advancement may bedone in terms of individual skills, individualspecializations, or as a matter of advancingentire attributes. When you improve yourcharacters stats, it always costs CharacterPoints. Character Points are awarded by
the gamemaster after every adventure.Any time that you advance a skill,attribute or specialization,you may onlyincrease it one pip at a time after anadventure. For example, you may improvefrom 2D+1 to 2D+2. Or you may improvefrom 3D+2 to 4D (which is still animprovement of only one pip, because asingle D is composed of three pips). Youmay not, after a single adventure, movefrom 2D to 2D+2.
Though this rule is true with skills,specializations, and attributes, the time it
takes to train varies.
Improving SkillsImproving SkillsImproving SkillsImproving SkillsCost: Character Point cost is equal to
the number before the D of your skill. Ifyour skill is 3D+1 then it costs threeCharacter Points to move it to 3D+2. Also,it would be three character points to moveit from 3D+2 to 4D. However, once the skill
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is at 4D, it costs four Character Points toadvance the skill any farther.
Training time: If you have used the skillduring your adventure, then you mayadvance the skill immediately after theadventure ends. Your character learnedthrough experience.
If you have not used the skill, then youmust train. It takes two days for everyCharacter Point spent. If your character hasamelee weapons skill of 3D+1, and hestudies melee weapons, he must study forsix days to move up to 3D+2. You may onlytrain one skill at a time.
If you have not used the skill anddecide to train, you may train with ateacher. Training with a teacher cuts thetime in half. If trying to improve the samemelee weapons skill of 3D+1, it would
require only three days instead of six.Force skills: Force skills are advancedby the same rules, with one exception.When training without a teacher, theCharacter Point cost is doubled. If yourcharacter does not have a Force skill, yet,then they must train for one week andspend 10 character points to receive theForce skill at 1D.
Rushing training:A character can rushthe training by spending Character Points.The training time is reduced one day foreach character point spent. This is true for
any skill or specialization.Advanced skills: If you train an
advanced skill, such as (A) Medicine, or (A)Engineering, the point cost and trainingtimes are doubled. If you do not yet havean advanced skill, you must meet theprerequisites, pay two character points, andthen you will receive the skill at 1D. Theminimum training time for an advancedskill is always one week.
ImpImpImpImprovingrovingrovingroving
SpecializationsSpecializationsSpecializationsSpecializationsRemember, a specialization is a special
focus in one area of a skill. Rather thanimproving how your character flies allspace transports, she may focus on learningabout YT-1300s. However, they areseparate from their associated skills. Theybegin at the level of the associated skill, but
they do not improve when the associatedskill improves.
Cost: The Character Point cost ofspecializations is one-halfof the numberbefore the D, rounded up. If improving aspecialization from 5D+2 to 6D, the cost is 3Character Points (five divided by two is 2.5,
which rounds up to three).Training time: The training time for
specializations is the same for training timefor skills.
Improving AttributesImproving AttributesImproving AttributesImproving AttributesImproving attributes is not as easy as
improving skills and specializations. Itrequires much more time, cost, and evenrequires a bit of risk. The benefit ofimproving an attribute is that all skills andspecializations under that attribute raise
one pip as well.Cost:Attempting to improve an attribute
costs 10 times the number of D before theattribute. So, to attempt to increase anattribute from 2D+2 to 3D, you must firstspend 20 Character Points.
Training time: If your character has ateacher, the time is one week for everyCharacter Point spent. Without a teacher,the time is increased to two weeks for everyCharacter Point spent You may reduce thetime by one day for every additionalCharacter Point spent (with a minimumtraining time of one week).
The risk: Because characters can onlybecome so strong or so dexterous, there isa limit imposed on attributes. Afterspending the training time and CharacterPoint cost, you must roll to determinewhether or not you actually improve. Youroll your current attribute die code (2D+1for example). The gamemaster rolls yourspecies maximum for the attribute (4D forhumans). If your result isequal to orlessthan the gamemasters result, your attribute
increases. If your result is greater, yourcharacter does not improve, and youreceivehalfof the Character Points back.