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Star Wars Roleplaying Rules Sega editon
Ok since some of you don't have the Star Wars roleplaying guide I have decided to post a summery of the Roleplaying Guide this will be just enough to be able to create your Character sheet and the basics to play the game. This will not include the Gamemasters section and other sections that go into great detail this is just so you have enough info to play the game.
STAR WARS ROLEPLAYING GAME
The Star wars Films depict an amazing galaxy of strange aliens, wondrous machinery, mystical powers, epic struggles, great heroes, and terrible villains. From the moment the first Star Destroyer blazed across the screen, the story of Star Wars captivated the world. With this game, you can recreate the story of the films or craft your own adventures in the Star Wars universe. All you need is some dice, a few friends, and your imagination.
This is Star Wars
Blasters: X-wing starfighters; lightsabers; clone troopers; the force?.
Star Wars is space fantasy at its best, full of action, adventure, and a sense of wonder. The heroes are larger than life. The villains are utterly evil. The universe has a lived-in, well used look and feel to it. It?s a familiar story. But it?s never been told quite this way before. It has mythic elements that speak to the heart of the audience. It?s epic in scope; everything appears on a grand scale. And it?s fun. Vehichles move very fast. Things blow up. We want to cheer for the good guys and boo the bad guys. And, sometimes, we want to be a part of that faraway galaxy.
This is a Roleplaying Game
It?s a game of your imagination, where you get to tell stories by taking on roles of the main characters?Characters you create. It?s a game that offers a multitude of choices to those characters?more choices than even the most sophisticated computer game, because the only limit to what you can do is what you can imagine. The story is like a movie, except all of the action takes place in your imagination. There?s no script to the movie (other than a rough outline used by the Gamemaster); you decide what your character says and does. The Gamemasters is the director and special effects designer, deciding what the story is about and taking on the roles of all the other characters?the villaians, the extras, the special guest stars. The Gamemaster also keeps track of the rules, interprets the outcome of actions, and describes what happens. Together, players and Gamemaster create a story, and everybody has a great time.
This is the Star Wars Roleplaying Game
Combine the fabulous elements of the Star Wars universe with the imagination-powered engine of a roleplaying game and the faraway galaxy draws nearer. Everything you need is in this book except the dice. Check out the Basics, staring on page 8, to get an idea of the fundamentals of the game.
When you?re ready, flep through the rest of this book. It offers a wealth of options, allowing you to play in any Star Wars era. It lets you play the good guys, the bad guys, or the guys in between if you want to add a little ambiguity to an otherwise black-and-white universe.
When you play the Star Wars Roleplaying Game, you create a unique fictional character that lives in the imaginations of you and your friends. One person in the game, the Gamemaster (GM), controles the villains and other people who live in the Star Wars univers. Through your characters, you and your friends face the dangers and explore the mysteries that your Gamemaster sets before you.
Anything is possible in the Star Wars Roleplaying Game. You can have your character try anything you can think of. If is shoulds good and the dice fall in your favor, the action succeds. The Basics section has more details.
Now, get ready. It?s a long time agao in a galaxy far, far away. And the Force is with you. Enjoy!
Characters
Your characters are the star of the movie, the main characters in the game. We sometimes refer to them as ?heroes,? not in the ?Good guy? sense per se, but in the sense of the main protagonist of the story. Each character?s imaginary life is different. Your character might be?.
*A tough blaster-for-hire.
*A padawan lerner seeking to gain powers in the force.
*A Brash starfighter pilot.
*a gambler looking to make his next big score.
*A grizzled spacer making a living on the space lanes.
*A smuggler with a heart of gold.
*Ayoung senator from a prosperous world.
*A rebel or an Imperial.
A Jedi Knight wielding a lightsaber in the defense of the Republic.
*A Force-user flirting with the power offered by the dark side.
*A glactic scout exploring the hyperspace lanes.
*A soldier trained for war in the Outer Rim.
*A technician who?s more comfortable with machines than with other people.
*Or any other kind of Character you can imagine.
What you need to Play
Here?s what you need to star playing the Star Wars Roleplaying Game:
*This Book, wich tells you how to create and play your character.
*A copy of the Character sheet.
*A pencil and scratch paper; graph paper might be useful, too.
*One or two four-sided dice(d4), four or more six-sided dice(d6), an eight-sided die(d8), two ten-sided dice (d10) a twelve-sided die(d12), and a twenty-sided die (d20).
Dice
The rules abbreviate dice rools with phrases such as ?4d6+2? which means ?four six-sided dice plus 2? (generating a number between 6 and 26). The first number tells you how many dice to roll(all of which are added together), the number after the ?d? tells you what type of dice to use, and any number after that indicates a quanitity that is added to or subtracted from the result.
Some examples;
3d6: Three six-sided dice, generating a number from 3 to 18. This is the amount of damage that a blaster pistol deals.
2d8: Two eaght-sided dice, generating a number from 2 to 16. This is the amount of damage that lightsabeer deals in the hands of a 1st-level jedi.
D%: The ?%? (percentile dice) is a special case. You generate a number between 1 and 100 by rolling two different-colored ten-sided dice. One color ten-sided dice. One color (designated before you roll) is the tens digit. The other is the ones digit. A roll of 8 and 5, for example, gives you a result of 85. A O and 3 equals 3. Rolling O and O represents 100.
The Three Eras of Play
The Star Wars Roleplaying Game supports adventures and campaigns set in three distinct eras, each described in detail in this book. You can set your campaign in the time of the prequel movies as seen in Episode II: Attack of the Clones. Known as the Rise of the Empire era, this a period when the Republic?s power is waning, war threatens the galaxy, and the Jedi Council still holds sway over ten thousand Jedi Knights.
Or, you can forward in time to the classic period of the galactic civil war and play in the Rebellion era, when the power of the Empire is supreme and those capable of using the Force are few and far between. This is the time described in the orginal Star wars films.
Or, jup to a time twenty years after the Battle of Endor and participate in the events surrounding the invasion of the galaxy. Aliens from beyond the edge of known space have begun an incursion into the New Republic as fources conspire to threaten the hard-won peace in the era of the New Jedi Order (as described in the Del Rey Books novel series).
The Core Mechanic
The Star Wars Roleplaying Game uses a core mechanic to resolve all actions. This central game rule keeps play fast and intuitive. Whenever you want to attept an action that has some chance of failure, you roll a twenty-sided die (or ?d20?). To determine whether your character succeds at a task (such as a attack, the use of a skill or ability, or an attempt to save your character from harm), you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.
If the result equals or exceeds the target number (set by the GM or given in the rules). Your character succeds at the task at hand. If the result is lower than the target number, you fail.
The Gamemaster
When you play the Star Wars Roleplaying Game, you?re participating in an interactive story. Players take on the roles of unique characters, called heroes. One player serves as the Gamemaster, a combination director, narrator, and referee.
The GM describes situations, ask the players what their characters want to do, and resolves these actions according to the rules of the game. The GM sets each scene, keeps the story moving, and takes on the roles of the opponents and other characters that the players? heroes encounter in each adventure. As of this time I will be the only GM. However if anyone else becomes interested in becoming a GM They should contact me and I will help provide all the information that would be needed.
Heroes
If you?re a player, you take on the role of a hero-one of the ?stars? of the Star Wars saga that you, the other players and the GM all help you develop. You create your character with the help of the game rules that follow, according to your own vision for the type of hero you want to play. As your character participates in adventures, he or she gains experience points (XP) that help him or her improve and become more powerful.
Next is the 10 steps to Creating your Character.
Character Creation (Step One)
Print a copy of a Character sheet. You can get one at this link.
http://www.wizards.com/starwars/downloads/SW_charsheet.pdf
Generate Ability Scores
Every Charcter has six abilities that represent the character?s basic strenghts and weaknesses. These abilities-Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma-affect everything a hero does, from fighting to using skills.
A score of 10 or 11 in an ability is average, High scores grant bonuses, and lower scores give penalties. Put higher scores in abilities more closely associated with your characters class.
Your Ability Scores
To create an ability score for your character, roll four six-sided dice (4d6), Disregard the lowest die and total the three highest dice.
This roll gives you a number between 3 (horrible) and 18(tremendous). It is ok to do rolls over again till you have scores above 10 or 11. Remember your Characters are not average their Heroes!
Make this roll six times, recording the result each time on a piece of paper. Once you have all six scores, asign each score to one of your six abilities. At this step, you need to know what kind of person your character is going to be, including his species and class, in order to know where best to place your character?s ability scores. Remember that choosing a species other than Human causes some of these ability scores to change.
Ability Modifiers
Each ability, after changes made because of species, has a -5 to +5 modifier
Table 1-1
Ability Modifiers
Score Modifier
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
Etc?. Etc?.
The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. For instance, you add or subtract your strenght modifier to your roll when you try to hit someone with a vibroblade. You also apply the modifier to some numbers that aren?t die rolls, such as when you add or subtract your dexterity modifier to your reflex defense.
The Abilities
Strenth (Str) : measures your character?s muscle and pysica power. This is especially important for soldiers because it helps them prevail in physical combat.
You apply your Character?s Strength modifier to:
-Melee attack rolls.
-Damage rolls for melee and thrown weapons. (exceptions: Grenades don?t have their damage modified by Strength.)
-Climb, Jump, and Swim checks (the skills with Strength as the key ability).
DEXTERITY (DEX): measures hand - eye coordination, agility, refleses, and balance. This ability is the most important ability for scoundrels, but it?s also high on the list for characters who want to be good shots with ranged weapons (such as blaster pistols) or who want to handle the controls of a starship or speeder fairly well.
You apply your character?s Dexterity modifier to:
-Ranged attack rolls, such as with blasters.
-Reflex defense, provided the character can react to the attack.
-Acrobatics, Pilot, Ride, and Stealth checks (the skills where Dexterity is the key ability).
CONSTITUTION (CON): represents your character?s health and stamina. Constitution adds to your hero?s hit points, so it?s important for everyone, but most important for soldiers and Jedi.
You apply your constitution modifier to:
-Each die roll for gaining additional hit points (though a penalty can never drop a hit point roll below 1; a character always gains at least 1 hit point each time he or she goes up a level).
-Fortitude Defense, for resisting poison, radiation, and similar threats.
-The Endurance skill.
If a character?s Constitution changes, his or her hit points should also increase or decrease accordingly.
INTELLIGENCE (INT): Determines how well your character learns and reasons, Intelligence is important for scout, nobles, and any character who wants to have a wide assortment of skills.
You apply your character?s Intelligence modifier to:
-The number of languages your character knows at the start of the game.
-Knowledge, Mechanics, and Use Computer checks (the skills with Intelligence as the key ability).
Beast have Intelligence scores of 1 or 2. Sentient creatures have scores of at least 3.
When a character?s Intelligence score permanently increases or decreases, it?s number of trained skills and known languages also changes.
WISDOM (WIS) : describes a charcter?s willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one?s surroundings. Wisdom is the most important ability for scouts, but it?s also important to characters wishing to be in-tune with their environment or characters who like to gamble. If you want your character to have keen senses, put a high score in Wisdom.
You apply your character?s Wisdom modifier to:
-Will Defense, generally for resisting certain Force attacks.
-Perception, Survival, and Treat injury checks (the skills with Wisdom as the key ability).
-The number of force power you learn when you take the force training feat.
When a force-using character?s Wisdom score permanently increases or decreases, his number of known Force powers also changes. For every instance of the Force training Feat that you have, you gain one force power (or an additional use of an already-known force power) for every point by which your wisdom modifier increases. I you instead suffer a permanent reduction in your Wisdom modifier, you lose access to the same number of Force powers; you must choose which Force powers (or extra uses of the same Force power) you lose.
CHARISMA (CHA): Measures a character?s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting. Charisma is most important for nobles and Jedi.
You apply your Charisma modifier to:
-Deception, Gather information. Persuasion, and User the Force checks (skills with Charisma as the key ability).
Changing Ability Scores
Over time your character?s ability scores can change. Ability scores can increase without limit.
* At 4th, 8th, 12th, 16th, and 20th level, a heroic character increases two ability scores by 1 point each.
* As a character ages, some ability scores go up and others go down.
When an ability score changes, all attributes associated with that score change accordingly. For example, when Sia-Lan becomes a 4th level Jedi, she increases her Dexterity from 15 to 16 and increases her Charisma from 13 to 14. Now she?s harder to hit, better at using ranged weapons, and all of her Dexterity-based and Charisma-based skills improve as well.
SELECT YOUR SPECIES (STEP TWO )
As a Star Wars character, you aren?t limited to simply being human. There are a variety of species available, from Mon Calamari to Wookiee. Select the species you to play . Each
Each species has it?s ownset of special abilities and modifiers. Record these traits on your character sheet.
Ability Adjustments
Find your character?s species on Table 2-1: Species ability Adjustments and apply the adjustments that you see there to your character?s ability scores. If the changes raise a score above 18 or lower it below 3 that?s okay.
For example, a Rodian gets a +2 species bonus on his Dexterity score and a -2 penalty on his Wisdom and charisma scores. Knowing this, the player puts her best score rolled (15) in Dexterity and sees it increase to 17. She doesn?t want a Wisdome or Charisma penalty for her character, so she puts above-average scores (13 and 12) in Wisdom and Charisma. These drop to 11 and 10. For neither a bonus nor a penalty.
TABLE 2-1:
SPECIES ABILITY ADJUSTMENTS
Species Ability Adjustments
Human None
Bothan +2Dex, -2Con
Cerean +2Int, +2Wis, -2 Dex
Duros +2 Dex, +2 Int, -2Con
Ewok +2 Dex, -2 Str
Gamorrean +2 Str, -2Dex, -2Int
Gungan +2 Dex, -2Int, -2Cha
Ithorian +2 Wis, +2 Cha, -2 Dex
Kel Dor +2 Dex, +2 Wis, -2 Con
Mon Calamari +2 Int, +2 Wis, -2 Con
Quarren +2 Con, -2 Wis, -2 Cha
Rodian +2 Dex, -2 Wis, -2 Cha
Sullustan +2Dex, -2 Con
Trandoshan +2 Str, -2 Dex
Twi?lek +2 Cha, -2 Wis
Wookiee +2 Str, +2 Con, -2Dex, -2 Wis,
-2 Cha
Zabrak None
(comming soon Steps 3 thru 10)
STAR WARS ROLEPLAYING GAME
The Star wars Films depict an amazing galaxy of strange aliens, wondrous machinery, mystical powers, epic struggles, great heroes, and terrible villains. From the moment the first Star Destroyer blazed across the screen, the story of Star Wars captivated the world. With this game, you can recreate the story of the films or craft your own adventures in the Star Wars universe. All you need is some dice, a few friends, and your imagination.
This is Star Wars
Blasters: X-wing starfighters; lightsabers; clone troopers; the force?.
Star Wars is space fantasy at its best, full of action, adventure, and a sense of wonder. The heroes are larger than life. The villains are utterly evil. The universe has a lived-in, well used look and feel to it. It?s a familiar story. But it?s never been told quite this way before. It has mythic elements that speak to the heart of the audience. It?s epic in scope; everything appears on a grand scale. And it?s fun. Vehichles move very fast. Things blow up. We want to cheer for the good guys and boo the bad guys. And, sometimes, we want to be a part of that faraway galaxy.
This is a Roleplaying Game
It?s a game of your imagination, where you get to tell stories by taking on roles of the main characters?Characters you create. It?s a game that offers a multitude of choices to those characters?more choices than even the most sophisticated computer game, because the only limit to what you can do is what you can imagine. The story is like a movie, except all of the action takes place in your imagination. There?s no script to the movie (other than a rough outline used by the Gamemaster); you decide what your character says and does. The Gamemasters is the director and special effects designer, deciding what the story is about and taking on the roles of all the other characters?the villaians, the extras, the special guest stars. The Gamemaster also keeps track of the rules, interprets the outcome of actions, and describes what happens. Together, players and Gamemaster create a story, and everybody has a great time.
This is the Star Wars Roleplaying Game
Combine the fabulous elements of the Star Wars universe with the imagination-powered engine of a roleplaying game and the faraway galaxy draws nearer. Everything you need is in this book except the dice. Check out the Basics, staring on page 8, to get an idea of the fundamentals of the game.
When you?re ready, flep through the rest of this book. It offers a wealth of options, allowing you to play in any Star Wars era. It lets you play the good guys, the bad guys, or the guys in between if you want to add a little ambiguity to an otherwise black-and-white universe.
When you play the Star Wars Roleplaying Game, you create a unique fictional character that lives in the imaginations of you and your friends. One person in the game, the Gamemaster (GM), controles the villains and other people who live in the Star Wars univers. Through your characters, you and your friends face the dangers and explore the mysteries that your Gamemaster sets before you.
Anything is possible in the Star Wars Roleplaying Game. You can have your character try anything you can think of. If is shoulds good and the dice fall in your favor, the action succeds. The Basics section has more details.
Now, get ready. It?s a long time agao in a galaxy far, far away. And the Force is with you. Enjoy!
Characters
Your characters are the star of the movie, the main characters in the game. We sometimes refer to them as ?heroes,? not in the ?Good guy? sense per se, but in the sense of the main protagonist of the story. Each character?s imaginary life is different. Your character might be?.
*A tough blaster-for-hire.
*A padawan lerner seeking to gain powers in the force.
*A Brash starfighter pilot.
*a gambler looking to make his next big score.
*A grizzled spacer making a living on the space lanes.
*A smuggler with a heart of gold.
*Ayoung senator from a prosperous world.
*A rebel or an Imperial.
A Jedi Knight wielding a lightsaber in the defense of the Republic.
*A Force-user flirting with the power offered by the dark side.
*A glactic scout exploring the hyperspace lanes.
*A soldier trained for war in the Outer Rim.
*A technician who?s more comfortable with machines than with other people.
*Or any other kind of Character you can imagine.
What you need to Play
Here?s what you need to star playing the Star Wars Roleplaying Game:
*This Book, wich tells you how to create and play your character.
*A copy of the Character sheet.
*A pencil and scratch paper; graph paper might be useful, too.
*One or two four-sided dice(d4), four or more six-sided dice(d6), an eight-sided die(d8), two ten-sided dice (d10) a twelve-sided die(d12), and a twenty-sided die (d20).
Dice
The rules abbreviate dice rools with phrases such as ?4d6+2? which means ?four six-sided dice plus 2? (generating a number between 6 and 26). The first number tells you how many dice to roll(all of which are added together), the number after the ?d? tells you what type of dice to use, and any number after that indicates a quanitity that is added to or subtracted from the result.
Some examples;
3d6: Three six-sided dice, generating a number from 3 to 18. This is the amount of damage that a blaster pistol deals.
2d8: Two eaght-sided dice, generating a number from 2 to 16. This is the amount of damage that lightsabeer deals in the hands of a 1st-level jedi.
D%: The ?%? (percentile dice) is a special case. You generate a number between 1 and 100 by rolling two different-colored ten-sided dice. One color ten-sided dice. One color (designated before you roll) is the tens digit. The other is the ones digit. A roll of 8 and 5, for example, gives you a result of 85. A O and 3 equals 3. Rolling O and O represents 100.
The Three Eras of Play
The Star Wars Roleplaying Game supports adventures and campaigns set in three distinct eras, each described in detail in this book. You can set your campaign in the time of the prequel movies as seen in Episode II: Attack of the Clones. Known as the Rise of the Empire era, this a period when the Republic?s power is waning, war threatens the galaxy, and the Jedi Council still holds sway over ten thousand Jedi Knights.
Or, you can forward in time to the classic period of the galactic civil war and play in the Rebellion era, when the power of the Empire is supreme and those capable of using the Force are few and far between. This is the time described in the orginal Star wars films.
Or, jup to a time twenty years after the Battle of Endor and participate in the events surrounding the invasion of the galaxy. Aliens from beyond the edge of known space have begun an incursion into the New Republic as fources conspire to threaten the hard-won peace in the era of the New Jedi Order (as described in the Del Rey Books novel series).
The Core Mechanic
The Star Wars Roleplaying Game uses a core mechanic to resolve all actions. This central game rule keeps play fast and intuitive. Whenever you want to attept an action that has some chance of failure, you roll a twenty-sided die (or ?d20?). To determine whether your character succeds at a task (such as a attack, the use of a skill or ability, or an attempt to save your character from harm), you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.
If the result equals or exceeds the target number (set by the GM or given in the rules). Your character succeds at the task at hand. If the result is lower than the target number, you fail.
The Gamemaster
When you play the Star Wars Roleplaying Game, you?re participating in an interactive story. Players take on the roles of unique characters, called heroes. One player serves as the Gamemaster, a combination director, narrator, and referee.
The GM describes situations, ask the players what their characters want to do, and resolves these actions according to the rules of the game. The GM sets each scene, keeps the story moving, and takes on the roles of the opponents and other characters that the players? heroes encounter in each adventure. As of this time I will be the only GM. However if anyone else becomes interested in becoming a GM They should contact me and I will help provide all the information that would be needed.
Heroes
If you?re a player, you take on the role of a hero-one of the ?stars? of the Star Wars saga that you, the other players and the GM all help you develop. You create your character with the help of the game rules that follow, according to your own vision for the type of hero you want to play. As your character participates in adventures, he or she gains experience points (XP) that help him or her improve and become more powerful.
Next is the 10 steps to Creating your Character.
Character Creation (Step One)
Print a copy of a Character sheet. You can get one at this link.
http://www.wizards.com/starwars/downloads/SW_charsheet.pdf
Generate Ability Scores
Every Charcter has six abilities that represent the character?s basic strenghts and weaknesses. These abilities-Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma-affect everything a hero does, from fighting to using skills.
A score of 10 or 11 in an ability is average, High scores grant bonuses, and lower scores give penalties. Put higher scores in abilities more closely associated with your characters class.
Your Ability Scores
To create an ability score for your character, roll four six-sided dice (4d6), Disregard the lowest die and total the three highest dice.
This roll gives you a number between 3 (horrible) and 18(tremendous). It is ok to do rolls over again till you have scores above 10 or 11. Remember your Characters are not average their Heroes!
Make this roll six times, recording the result each time on a piece of paper. Once you have all six scores, asign each score to one of your six abilities. At this step, you need to know what kind of person your character is going to be, including his species and class, in order to know where best to place your character?s ability scores. Remember that choosing a species other than Human causes some of these ability scores to change.
Ability Modifiers
Each ability, after changes made because of species, has a -5 to +5 modifier
Table 1-1
Ability Modifiers
Score Modifier
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
Etc?. Etc?.
The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. For instance, you add or subtract your strenght modifier to your roll when you try to hit someone with a vibroblade. You also apply the modifier to some numbers that aren?t die rolls, such as when you add or subtract your dexterity modifier to your reflex defense.
The Abilities
Strenth (Str) : measures your character?s muscle and pysica power. This is especially important for soldiers because it helps them prevail in physical combat.
You apply your Character?s Strength modifier to:
-Melee attack rolls.
-Damage rolls for melee and thrown weapons. (exceptions: Grenades don?t have their damage modified by Strength.)
-Climb, Jump, and Swim checks (the skills with Strength as the key ability).
DEXTERITY (DEX): measures hand - eye coordination, agility, refleses, and balance. This ability is the most important ability for scoundrels, but it?s also high on the list for characters who want to be good shots with ranged weapons (such as blaster pistols) or who want to handle the controls of a starship or speeder fairly well.
You apply your character?s Dexterity modifier to:
-Ranged attack rolls, such as with blasters.
-Reflex defense, provided the character can react to the attack.
-Acrobatics, Pilot, Ride, and Stealth checks (the skills where Dexterity is the key ability).
CONSTITUTION (CON): represents your character?s health and stamina. Constitution adds to your hero?s hit points, so it?s important for everyone, but most important for soldiers and Jedi.
You apply your constitution modifier to:
-Each die roll for gaining additional hit points (though a penalty can never drop a hit point roll below 1; a character always gains at least 1 hit point each time he or she goes up a level).
-Fortitude Defense, for resisting poison, radiation, and similar threats.
-The Endurance skill.
If a character?s Constitution changes, his or her hit points should also increase or decrease accordingly.
INTELLIGENCE (INT): Determines how well your character learns and reasons, Intelligence is important for scout, nobles, and any character who wants to have a wide assortment of skills.
You apply your character?s Intelligence modifier to:
-The number of languages your character knows at the start of the game.
-Knowledge, Mechanics, and Use Computer checks (the skills with Intelligence as the key ability).
Beast have Intelligence scores of 1 or 2. Sentient creatures have scores of at least 3.
When a character?s Intelligence score permanently increases or decreases, it?s number of trained skills and known languages also changes.
WISDOM (WIS) : describes a charcter?s willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one?s surroundings. Wisdom is the most important ability for scouts, but it?s also important to characters wishing to be in-tune with their environment or characters who like to gamble. If you want your character to have keen senses, put a high score in Wisdom.
You apply your character?s Wisdom modifier to:
-Will Defense, generally for resisting certain Force attacks.
-Perception, Survival, and Treat injury checks (the skills with Wisdom as the key ability).
-The number of force power you learn when you take the force training feat.
When a force-using character?s Wisdom score permanently increases or decreases, his number of known Force powers also changes. For every instance of the Force training Feat that you have, you gain one force power (or an additional use of an already-known force power) for every point by which your wisdom modifier increases. I you instead suffer a permanent reduction in your Wisdom modifier, you lose access to the same number of Force powers; you must choose which Force powers (or extra uses of the same Force power) you lose.
CHARISMA (CHA): Measures a character?s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting. Charisma is most important for nobles and Jedi.
You apply your Charisma modifier to:
-Deception, Gather information. Persuasion, and User the Force checks (skills with Charisma as the key ability).
Changing Ability Scores
Over time your character?s ability scores can change. Ability scores can increase without limit.
* At 4th, 8th, 12th, 16th, and 20th level, a heroic character increases two ability scores by 1 point each.
* As a character ages, some ability scores go up and others go down.
When an ability score changes, all attributes associated with that score change accordingly. For example, when Sia-Lan becomes a 4th level Jedi, she increases her Dexterity from 15 to 16 and increases her Charisma from 13 to 14. Now she?s harder to hit, better at using ranged weapons, and all of her Dexterity-based and Charisma-based skills improve as well.
SELECT YOUR SPECIES (STEP TWO )
As a Star Wars character, you aren?t limited to simply being human. There are a variety of species available, from Mon Calamari to Wookiee. Select the species you to play . Each
Each species has it?s ownset of special abilities and modifiers. Record these traits on your character sheet.
Ability Adjustments
Find your character?s species on Table 2-1: Species ability Adjustments and apply the adjustments that you see there to your character?s ability scores. If the changes raise a score above 18 or lower it below 3 that?s okay.
For example, a Rodian gets a +2 species bonus on his Dexterity score and a -2 penalty on his Wisdom and charisma scores. Knowing this, the player puts her best score rolled (15) in Dexterity and sees it increase to 17. She doesn?t want a Wisdome or Charisma penalty for her character, so she puts above-average scores (13 and 12) in Wisdom and Charisma. These drop to 11 and 10. For neither a bonus nor a penalty.
TABLE 2-1:
SPECIES ABILITY ADJUSTMENTS
Species Ability Adjustments
Human None
Bothan +2Dex, -2Con
Cerean +2Int, +2Wis, -2 Dex
Duros +2 Dex, +2 Int, -2Con
Ewok +2 Dex, -2 Str
Gamorrean +2 Str, -2Dex, -2Int
Gungan +2 Dex, -2Int, -2Cha
Ithorian +2 Wis, +2 Cha, -2 Dex
Kel Dor +2 Dex, +2 Wis, -2 Con
Mon Calamari +2 Int, +2 Wis, -2 Con
Quarren +2 Con, -2 Wis, -2 Cha
Rodian +2 Dex, -2 Wis, -2 Cha
Sullustan +2Dex, -2 Con
Trandoshan +2 Str, -2 Dex
Twi?lek +2 Cha, -2 Wis
Wookiee +2 Str, +2 Con, -2Dex, -2 Wis,
-2 Cha
Zabrak None
(comming soon Steps 3 thru 10)
















