Star Wars RPG Introduction


Greetings Aliens and other spacefarers of our galaxy.  I have enjoyed playing RPG's (role playing games) for some time now and with all the buzz surrounding Star Wars.  I broke out some old books to try my hand at this form of entertainment.  While I found it mostly useful and enjoyable I felt that the game need to be tweaked a little.  Once again I am roaming the galaxy with my friends role playing an adventure inspired by the universe of Star Wars created by George Lucas.

I am going to start out very simply so for those of you used to a d20 (twenty sided dice) system you may feel free to skim the first parts of this as I go over old basics and set up the system we will be using.

For acknowledgement I based much of the game off of "Star Wars" created by George Lucas.  I take many of the role playing ideas from the "Star Wars Roleplaying game Saga Edition" from Wizards of the Coast as well as the many different publishers using the d20 system.

To create a character in a d20 system we have rules governing how a character is able to act, respond and get things done.  To start with you must decide what age, sex and species they are.  This is Star Wars and aliens are everywhere, it stands to reason that you can imagine what it might be like to have been a lizard bounty hunter or tentacled Jedi as they traveled the Universe.  Next we determine the physical and psychological make up of your character, this is done with 6 different attributes.  Then your character needs to have specific skills, and powers that allow them to be the hero's we imagine.  Finely they are given equipment to finish up to fully flesh them out to whatever we imagine them to be.

Starting



Before everything we start with a blank slate or in our case a blank character sheet.  This is where you record and keep track of all the amazing things that your character is and will do on their adventures.  After we have our sheet we can then begin to flesh them out so to speak.

Species


First we have 29 different species that have been seen within the Star Wars galaxy.  This is defiantly not all that are found but it is all that have fleshed out for this particular game.  If you have a desire for one not listed I suggest you talk to your friends and see if you can find a way to add the species.

Human Aqualish Bith Bothan Cerean Chiss Devaronian Duros
Ewok Gamorrean Gand Gran Gungan Ithorian Jawa Kel Dor
Mon Calamari Nautolan Nikto Quarren Rodian Sullustan Talz Togruta
Trandoshan Twi'lek Weequay Wookie Zabrak

There is a lot more detail to be found on the page dealing with the races, so I encourage you to go there, see, explorer and enjoy.

Attributes


The attributes most often found in a d20 system are Strength (Str) Dexterity (Dex) Constitution (Con) Intelligence (Int) Wisdom (Wis) and Charisma (Cha).  Each attribute covers a specific area of their physical and psychological profile.
  • Strength measures character's physical prowess and power.
  • Dexterity is about agility, reflexes, balance and hand-eye coordination.
  • Constitution represents your character's health, stamina and fortitude.
  • Intelligence measures how much logic, learning, and reason a character has. 
    • To be considered sentient you must be higher than 3 in this field
  • Wisdom describes a character's willpower, common sense, intuition and situational awareness
    • Intelligence and wisdom while similar are considered very different. 
    • As the saying goes a intelligent man knows how the rain is made, a wise one knows to use an umbrella. 
  • Charisma is about the charm, physical attractiveness, strength of personality, and personal magnetism of a character 
You will be assigning the attribute scores of your character.  There are multiple ways to get these scores and below are 5 of the most common ways to determine what your scores are.
  1. Each Attribute is Given a base of 10 the player may then add 15 points to the attributes (Max of 18 to any one)
  2. Roll 3d6 for an attribute, assigning them after you have rolled
  3. Roll 4d6 for an attribute, remove 1 of the dice and add the remaining three
  4. Roll 2d6 add 6 to the 2 dice and assign the value to an attribute
  5. Roll 20d6 and then pick 3 dice for each attribute, you will have a few extra dice left over after all are assigned
When a hero reaches their 4th, 8th, 12th, 16th, and 20th level they can increases two ability scores by 1 point each.

Professions


Now your character is ready to choose a profession.
The profession is a starting point for your character as most people don't wish to role play the childhood, education and job experience they have.
What I and most people wish is to start out when your character first becomes a hero.
To provide those skills we have six different professions that your future hero can start life as.
The Scoundrel Scout Soldier Noble Tech Specialist Force User

You will gain skills, powers, talents and feats from these professions that will allow you to flesh out your characters background from their early years that led them to the point where they can become the hero you desire.

The Force


The Force is an important part of the universe in Star Wars and it surrounds us and penetrates us; it binds the galaxy together.  It provides help when you need it most to that end it affects everyone not just force users.  Every Character starts out with 5 points of The Force. These points allows the character to change fate as it were. You may reroll an important die cast. You can strengthen an act to save the day, but be careful these points do not regenerate. You must earn them back by doing more than the average and being the hero you are supposed to be. GM's can reward a player for good RP or innovative thinking and grant "The Force" a point to any character. These points are meant to be used so no character can have more than 5 points available at any time.


Equipment


Last but not least is equipping your character with basic clothing to weapons and perhaps even a star ship to fly off and save the galaxy in.

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