1 Your ability to improve blasters or build New Player's Guide a lightsaber. To the star wars Each attribute has a die code that may be represented as 1D, 2D+1, 4D+2 and so Roleplaying Game on. The number before the D indicates how many six sided die you may roll, and This is your Guide to creating a new the number after the + is a simple modifier. character for the D6 star wars Roleplaying 2D+2 means that you would roll two die, Game for the Second Edition Revised and and then add two to the result. (If you need Expanded rule set. It covers creation and an understanding of how well versed your guidelines for character development. character might be in any given attribute, Though it serves as a basic aid, it cannot consult the chart on page five. It shows a replace the main rulebook, but will help die code and how that compares with the newcomers to the system get their start: general level of competency of other beings in the galaxy.)
2 Attributes Before choosing attribute die codes for There are six attributes: your character, you must first choose a Dexterity General hand-eye species. The species statistics has a few coordination. vital pieces of information. First is the This attribute governs how well you attribute dice (which shows how many dice fire a blaster, evade being hit, and other the average member of the species has in such abilities. their attributes), and then the species Knowledge Your understanding of the minimums and maximums (showing how galaxy. weak or strong a character is allowed to be Includes your willpower, languages, in their attributes). It also features a Move . and understanding of planets. value, which indicates how fast the species Mechanical How well your character can move on foot. (Beginning characters operates mechanical devices start with the minimum Move value.). This does not include repair, but We'll be using humans for our example.
3 Does include how well you can fly an airspeeder, pilot a starship, or operate Humans: shields and sensors. Attribute dice: 12D. Perception How observant your Dexterity 2D/4D. character is. Knowledge 2D/4D. The skills under this attribute Mechanical 2D/4D. determine your character's ability to Perceptions 2D/4D. sneak, hide objects, con, bargain, and Strength 2D/4D. forge documents. This attribute is also Technical 2D/4D. used for general awareness or spot Move 10/12. checks . Strength How physically strong and Though the attribute dice tells how tough your character is. many dice the average human has (the Strength includes the ability to lift moisture farmers, scouts, barkeepers, and objects, engage in hand-to-hand menial laborers), you're not going to be combat, and physical endurance. Since playing any of those types of characters. there are no hit points, this attribute roll You're playing a hero! As such, your is also used for damage resistance.
4 Character is going to be a bit above average. Technical Your character's ability to Take your species attribute dice, and add fix mechanical objects. +6D, and use that number for your The skills under Technical character creation. If you are human, you determine how well you can fix begin with 18D. walkers, speeders, or starships. This Now you must decide if your character also allows for your first aid rolls, or is Force sensitive, or if they have Force 1. skills. Obviously, in order to have Force your attributes around what sort of skills you must be Force sensitive. To make character you want. A rough and tumble thing simple, we'll be creating a character fighter is going to want a high Dexterity and without Force skills first. high Strength score. A con man or diplomat will want a high Perception attribute Creating a Character followed by a reasonable Knowledge level. Mechanical and Technical attributes are Without Force Force Skills good for pilots and technology specialists.
5 In the D6 system we do not literally roll However, attributes aren't everything. If you up new characters. All attribute values are attribute level is relatively low, you can still assigned. It makes for quick, easy, and boost skills under those attributes. But pick customizable characters. Since we're using your attributes first either on the table humans as an example, we have a pool of below, or on your character sheet: 18D to assign to our character's attributers. (12D for the species and 6D just to give your Attribute Dice Current character that added extra edge.) We may total: break those dice up as we wish and assign DEX. them to our attributes. Note that you KNOW. cannot assign more dice than the species MECH. maximum allows, and you may not assign PER. any fewer dice than the species minimum STR. allows. Observe the following example: TECH. Attribute Dice Current total: Creating a Character DEX 3D 3D With Force Skills KNOW 4D 7D If you have permission from your GM to MECH 2D 9D begin the game with Force skills, you need PER 3D 12D to follow a similar method of creation.
6 STR 4D 16D Beginning Force skills are treated as TECH 2D 18D attributes at the time of character creation only! Later you will advance them as You may also split up a single die into three normal skills. Also, you do not need to pips. A pip is a +1 modifier added onto a purchase your Force skills immediately. It die value. You may split up as many die as is possible to learn a new Force skill later you wish to provide the desired modifier. on in your game even if your character has You may have a +1 or a +2, but never a +3, had no prior training. as three pips equals another whole die. There are three Force skills: control, Please consider the following example: sense, and alter. Control The Force user's ability to Attribute Dice Current control the Force within his own self. total: Sense A Jedi's ability to sense beings DEX 2D+1 2D+1 or the Force around her. KNOW 2D+2 5D Alter The ability to manipulate the MECH 4D 9D Force around an object or within another PER 3D+2 12D+2 person.
7 This Force skill is often taught last, STR 3D+1 16D and almost never exceeds the Jedi's control TECH 2D 18D or sense skill. If you begin with a Force skill, the If you are deciding on attributes and have minimum starting point is 1D. You may not decided not to purchase any Force skills have 0D+2 or 0D+1. right away, use the chart below. Consider basing your character off of Remember that 2D is about average for the the following examples: normal human being in the galaxy, so plan 2. Attribute Dice Current Choosing Skills: Your character may now spend 7D on / Force total: beginning skill dice. Each attribute has a skill number of skills listed under it. The DEX 2D 2D. following chart allows you to see the KNOW 3D 5D. distribution of skills under each attribute MECH 2D 7D plus specializations. Specializations are PER 3D+1 10D+1 focused talents and training in one small STR 3D+2 14D part of a broader skill.
8 For example rather TECH 2D 16D than your character being trained to fly Control 1D 17D starfighters in general, he may be skilled at Sense 1D 18D flying an X-Wing exclusively. Alter X 18D To help you decide on skills, please consult the following chart: Attribute Dice Current DEXTERITY Specializations / Force total: SKILLS. skill Archaic Guns Black powder pistol, DEX 2D+1 2D+1 matchlock, musket, KNOW 2D 4D+1 wheelock, etc. MECH 2D 6D+1 Blaster Blaster pistol, heavy PER 3D 9D+1 blaster pistol, blaster STR 2D+2 13D rifle, hold-out blaster, TECH 2D 15D repeating blaster, etc. control 1D 16D Blaster Artillery Anti-infantry, anti- sense 1D 17D vehicle, surface to air alter 1D 18D defense, surface to space defense, Notice how beginning with Force skills surface to surface, etc. greatly weakens your character's attributes. Bowcaster This balances out Jedi character, who, if are Bows Crossbows, long bow, able to develop too quickly, will dominate short bow, etc.
9 The game. Brawling Parry versus boxing, martial You should now create your character arts, etc. either in the chart provided below or on Dodge versus energy your character sheet. weapons, slugthrowers, missile Attribute Dice Current weapons, etc / Force total: Firearms pistols, rifles, skill machineguns, etc. DEX Grenade KNOW Lightsaber MECH Melee Combat swords, knives, axes, PER vibroblades, STR vibroaxes, etc. TECH Melee Parry versus lightsabers, control knives, clubs, etc. Missle Weapons Concussion missile, sense grenade launcher, alter power harpoons, etc Pick Pocket Running long distance, short sprint 3. Thrown Weapons knife, spear, sling, etc. Willpower. versus persuasion, Vehicle Blasters heavy blaster cannon, intimidation, etc heavy laser cannon, light blaster cannon, light laser cannon, MECHANICAL Specializations medium blaster SKILLS. cannon, medium, Archaic Starship Specific ship type laser cannon Piloting Astrogation Kessel run, Tatooine to Corsucant, etc.
10 KNOWLEDGE Specializations Beast Riding Banthas, cracian SKILLS thumpers, dewbacks, Alien Species Wookies, tauntauns, etc. Gamorreans, Ewoks, Capital Ship Concussion missiles, Sullustans, etc. Gunnery gravity well projectors, Bureaucracy specific planetary or ion cannons laser administrative cannon, proton government torpedoes, tractor Tatooine, Celanon, beams, turbolaser, Bureau of Commerce, etc. etc. Capital Ship Imperial star Business Specific field or Piloting destroyer, victory star company - starships, destroyer, Nebulon-B. weapons, droids, frigate, etc. Sienar Fleet Systems, Capital Ship etc. Shields Cultures Specific species or Communications culture Corellians, Ground Vehicle Specific vehicle Alderaan royal family, Operation etc. Hover Vehicle Specific vehicle Intimidation Interrogation, bullying, Operation etc. Powersuit Spacetrooper armor, Languages Wookie, Huttese, Operation etc. Bocce, etc. Repulsorlift Xp-38 landspeeder, Law Enforcement Alderaan, Tatooine, Operation snowspeeder, etc.