The spreadsheet works sort of like this:

The first two headings are easy, type in you name, type, gender etc when prompted for them.  Then type something in the square next to the species you want.  The Species will effect the ability scores, some will effect wound points and vitality points, and some will give bonus skill abilities or damage done in hand to hand combat.

For the Third:
What I have done first off is made the game less random in that the abilities are determined by the species, for example a Hutt has more ability points to spread around his skills then a Mriss, but the Mriss gets bonuses later on.

I am thinking of making people get less ability scores - so about the same number as they would get in D6 (18D = 18) but do not know if that is a good idea?

The names of the abilities are the same as WEG - I liked that part more then the way it was done in WotC, but the scores themselves are laid out in the same way as WotC.

Force sensitive takes a feat point away if chosen.

The most noticeable difference is that I have brought back Control, Sense and Alter as abilities.  They run off the same pool as the normal ability scores and can not be improved latter on unlike in WEG.  Instead, the individual skills have to be improved like in WotC.

Ignore the Vitality points and wound points - I put them in the wrong place, and they are just calculations anyway.

Part four:
The skills section is where I differ a lot from WEG and WotC, I differ from WotC by placing all the skills under an ability and have re-instated most of the old WEG skills.  I have left out all the specialization's and all but one of the advanced skills due to space I will probably add some of them in later on, there are normal skills missing and if someone notices which ones they are please tell me.

When I say I have brought back WEG's skills I mean all of them, including Dodge and all the broken apart the Piloting, Repair and persuasion skills.

A person gets about the same number of skill points as he did character points in WEG per adventure.  At character creation they start with 50

Anyway Skills go up at a rate of 2 points for +1 (for lack of a better word - pip), Specializations go up at 1/1 rate and Advanced skills go up at a 4/1 rate.  I put a limit on the number of skill points that can be spent on any given skill at (G55 on the spreadsheet) the number of skill points you have total/22 + 8.  (Mostly because I was having trouble doing a gradual scale to make them harder to get later on.)

Factored in to the "pips" are the ability modifier, and species modifier... I have not yet done any tinkering with the feats but I intend to.

At the very bottom of the skills, right above the force skills, is a line called vitality.  A person starts out with a set number of Wound points - this does not change.  But the player can increase the vitality he/she has by spending Skill points.

The calculation is rather messed up and if anyone has suggestions, I would take 'em.  (See E143 + E144 for the actual numbers).  I took the STR of the character and divided that by 30 (which is probably about the STR of a Rancor) and added 1.  Then I took the number of skill ranks put into vitality and divided it by the first number.  This is obviously not something that a person wants to do by hand, but I think that buying Vitality better then rolling for it.

This brings me the another big difference, I dissolved levels and classes.  For they are the "work of the Dark Side" to quote a friend.  Instead everything is based on Skill points, which should be awarded like Character points are in D6.

That is about as far as I have gotten in implementing the design changes, what's left on the character side of things is the force skills and feats.

For the force skills I thought that I would set them up so that they would be under the ability that they belong to - the problem is what to do if they belong to more then one skill.

I have not decided yet but what I think I will do with the feats is give a person 4 to begun with plus another one per every 50 skill points (so one at 50, 100, 150, and the like.

I totally removed class skills, as there are no more classes to go with them.
 
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