Star Wars (D6):Attributes and Skills
OVERVIEW OF CHANGES
In modifying the Skills and Attributes for D6 Star Wars, our primary goals were to simplify the system, and expand character options.
For Attributes, we eliminated Mechanical entirely, as its abilities could be represented far better as facets of Technical and Coordination (previously referred to as Dexterity; name change was to better reflect the skills covered). We replaced Mechanical with the Force attribute; this pulled the Force and its power system into the primary system (and shifted it away from its status as a subsystem within the game), while still remaining true to the game's character creation model (though in the original system Control, Sense, and Alter were considered Skills, characters were required to give up Attributes points to take them at character creation). Integrating the force into the system in this manner gave a boost to force powers, making them usable from the start, but also increased the cost of raising them, thus preventing them from overpowering the system.
For Skills, we felt that the system was inconsistent in the way it made skill divisions (Scholar was a single skill, yet Repair broke down into more than half a dozen other skills), and that it severely limited skill use and encouraged skill specialization in ways unbecoming of a cinematic style game (for just one example, piloting a simple terrestrial vehicle in a chase was spread out over 4 skills in the original system).
With the new system we have constructed, we have rolled many of the old skills together in what is hopefully a more rational and consistent manner. The system also divides skills into more categories than the original system.
These skills are purchased as normal according to the standard rules. They represent a baseline level of utility and/or complexity
These skills cover a variety of different functions, and are often difficult to master. Complex skills cost double the cost of Basic skills to learn, and increase. They count as 2D for every 1D placed in them at character creation.
These skills work pretty much as they did before as per the standard rules, but there are several more of them now available. As before Advanced skills add their die code back into the die code of the skill governing them. They cost double the amount to increase that increasing the skill they are based upon would cost (in the case of an advanced skill based upon a complex skill, that means that they cost 4x that of a basic skill to improve). Advanced skills purchased at character creation count as only a single die (or 2, if based upon a complex skill) per die placed in the skill.
These skills also work pretty much the same as they did before, representing a narrow area of mastery in a given skill, though not all the revised skills have specialties available. These skills cost half the amount of the parent skill to purchase, and increase. The important change to Specialties is that a Specialty die's codes now increase whenever a character increases the die code of the parent skill (formerly, they were counted as an entirely separate skill, while they are now treated more as a sub-skill). Each die placed in a specialty at character creation counts as only a single pip spent.
ATTRIBUTES AND SKILLS
Coordination covers dexterity, hand-eye coordination, fluidity of motion, and precision.
Physique governs a characters physical fitness, strength, and both the speed and power of their physical blows. While some of the skills under Physique have elements that involve coordination, the skills are most dependent upon the fitness of the user rather than upon raw coordination.
Knowledge covers purely intellectual skills, and the academic understanding of characters.
Technical covers characters' ability to manipulate complex technology. It is distinct from Knowledge in that it deals with hands-on application, whereas Knowledge is generally more theoretical.
Savvy governs a character's perception, intuition, understanding of others, and general charisma.
Force reflects a character's attunement to, and raw potential with, well, the Force. A character with a high Force attribute finds it easier to learn, use, and maintain Force powers. This attribute also reflects a character's luck, and gives storytellers a way to determine a characters fate when chance is involved. Characters with out Force skills may not even know they are affecting or being affected by the Force in this way. Finally a character with even 1D in Force is considered to be Force Sensitive, and is thus able to learn Force skills.