Chapter 1: Character Creation
The character is the most important aspect of the SW universe, so having the ability to customize your character in every way was my number one goal.
General Data:
Character name. This is one of the often over looked parts of character creation, the name should be a reflection of what you want as a pc.
Type. Instead of classes I reverted back to D6’s template type. This is a customizable form of the class that can change over time of better reflect your character. Since there are no defined types of pcs there are no bonuses for choosing one over the other. It should be a description of what the character is, from an Addlebrained Aqualish to a Wandering Wroonian anything is workable.
Gender, height, weight and age are all up to the character, and a very well covered in both of the above systems.
The characters history. Is something that was totally overlooked in D20 core rulebook, and somewhat overlooked in the D6 ones. I find that a well created history helps the campaign out by suppling opportunities for adventures, but also helps the character out where they will place their stats as well as where their character is headed. Again this is something that is dependent on the players and GM to figure out.
Species: The alien species other then human all are a joy to play, they can be a “walking carpet” like the Wookies or a “slimy piece of...worm-ridden filth” like the Hutts. They can have the cunning of the Twi’leks or the intelligence of a Givin. The species are well described in other books, so there is only the modifications or special abilities listed after them here. As examples I have included a handful of the species in the galexy.
Aqualish: Receive a +2 bonus to Strength but a -1 to both Technical
and Knowledge.
Aquilish receive 24 attribute points.
Base move is 9m
Barbel: Receive a +3 to Strength, +1 to Perception, but have
a -2 to Knowledge, -2 to Technical, and -1 to Mechanical.
Barbel receive 24 attribute points
Base Move is 11m
Barbells receive + 10 Vitality points to start with due to their natural
body armor.
The can see infrared so they can see in the darkness as long as there
are different heat sources.
When taking Radiation damage they have an additional (above the body
armor) +10 to Vitality points.
Givin: Receive a +2 to Mechanical and a +3 to Technical, but
a -2 to perception, -2 to Dexterity, as well as -1 to Strength.
Givin receive 24 attribute points
Base Move is 8
Givins receive +4 to the astrogation skill.
Givins can survive in Vacuum of space for 24 hours before they begun
to have any problems.
Givins use an immense amount of energy at the cellular level to afford
this vacuum protection so they must eat roughly 3 times the amount of food
a human does to keep up their bodies. (-1 to Str or Dex for every
24 hours without eating this amount of food)
Hutts: Receive +3 to knowledge, +3 to perception and +3 to strength,
but they have -6 to dexterity and -4 to mechanical.
Hutts receive 28 attribute points
Base Move 1
size -1
Due to the massive amount of Fat that is between their skin and the
vital parts of their body they receive + 15 vitality points to start with.
The Hutts are next to immune to force based mind manipulation, they
receive a + 20 to resist any invasion of their minds by the force.
Squib: Receive +2 to Dexterity and +2 to technical, but -2 to
knowledge and strength.
Squibs receive 23 attribute points
Base move 8
size +1
Twi’lek: Receive +3 to perception, and +1 to knowledge, but -1
to Dexterity, -1 to Strength, and -3 to mechanical.
Twi’leks receive 23 attribute points
Base move 10
Twi’leks can communicate with their head-tails.
Twi’leks gain +2 to bargain and +4 to persuasion skills.
Wookie: Receive +6 to strength, but -3 dexterity, -3 knowledge,
and - 1 to perception.
Wookies receive 25 attribute points
Base move 11
The Wookies great strength gives them +5 vitality points at character
creation.
When using the Bowcaster, a Wookie gains +3 to his skill.
A Wookie also receives +3 to both his climb and his intimidate skills.
Attributes/Ability Scores: Humans receive 24 attribute points to allocate to the six attributes Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical. Some of the number other species gain are listed above, as a general rule it is close to 24 (There are some exceptions like the Hutts and Ranants.
Each attribute starts out at a base of ten (10), this is modified by species but no more then eight (8) may be placed or removed from any skill. The ability modifiers are the same os those listed on table 1-1 of the WotC rulebook.
For example Bob, playing Salemback the Givin, wants to be a Givin pirate. Before he places his 24 ability points his ability scores look like this:
Dexterity: 8 (-1)
Knowledge: 10 (0)
Mechanical: 12 (+1)
Perception: 8 (-1)
Strength: 9 (-1)
Technical: 13 (+1)
He decides to add 5 to Dexterity, 0 to Knowledge, the maximum of 8 to Mechanical, 2 to perception, 6 to strength, and 3 to technical. His ending ability scores are:
Dexterity: 13 (+1)
Knowledge: 10 (0)
Mechanical: 20 (+5)
Perception: 10 (0)
Strength: 15 (-2)
Technical: 16 (+3)