Star Wars (D6):Character Creation and Advancement
With all the new additions, and changes to the old D6 rules for Star Wars the Lost Knights decided it would be a good idea to revise character creation as well. These new rules allow characters to use all the old races published for play, and encourage the use of the old templates as well.
All playable races start with 13 attribute dice, which are divided up amongst the 6 Attributes. Player characters receive an additional 6 attribute dice when making a new character. This means starting player characters should have a total of 19 attribute dice to divide amongst their attributes during character creation. Races still use the listed attribute minimums and maximums for their type, with a few exceptions.
There is no longer a Mechanical attribute. Instead characters have Force, which represents the overall potential of a character with the Force and Force powers. Characters with a Force attribute die code of more than 0D are considered to be Force Sensitive. Most races have a Force min/max of 0D/4D as the standard range for that attribute. This does mean that a character can decline to put any points into this attribute during character creation. In order to be considered Force-Sensitive however, a character must put at least 1D into this attribute during the creation process. A few exceptional races are naturally Force-Sensitive. These races have an attribute min/max of 1D/5D. Whether or not a race is naturally Force-Sensitive can be determined from the description of that race.
The Force attribute is not just a character’s raw potential with the Force, but it also represents the uncanny luck some characters seem to possess. Whenever a circumstance arises in which the storyteller wishes to determine a characters fate due to nothing more that chance, that character should roll his Force attribute die code against a difficulty set by the storyteller. Because of this unique property of Force some characters may have a large Force die code, but absolutely no skills underneath it.
After determining a character’s race, and total attribute dice players need to adjust this total due to racial traits. Any trait that gives a character a benefit subtracts -1 pip from the total number of attribute dice that character receives. Any trait that limits the character in some way adds +1 pip to the total instead. After the new total is determined characters should be ready to distribute their attribute dice amongst the 6 attributes. Keep in mind it costs an attribute die to increase a character’s starting base Move by 1 as well.
After a character has determined his attributes its time to pick skills. Each character gets a total of 25 skills from the revised skill list. A character must choose at least 3 skills under each attribute except Force, and no more than 10 skills under any given attribute. A character isn’t required to choose 25 skills, and for each skill not taken in this way the character receives +1 pip to his total number of starting skill dice. A character may not gain more than +6 pips (or +2D) in this way. Once a character has chosen his skills its time to spend Skill dice. Every character receives 11 skill dice to distribute amongst the skills he has chosen. A single die may be broken down into 3 pips, which can be utilized in one of several ways:
- Add a +1 to a skill die code.
- Gain a specialty in a skill at 1D higher than the base skill’s die code.
- Gain a skill not already on the character sheet at the die code of the attribute governing the skill. A character may not gain more than 6 new skills in this way.
A base skill may not exceed its governing attribute’s die code by more than 2D during character creation. A skill specialty may exceed the base attribute by up to 3D during character creation. There are 3 types of skill in the new system, and each skill type has different costs to buy up. The 3 skill types are Basic, Complex, and Advanced. The cost for each is listed below:
- Basic Skills: These skills are purchased as normal with no additional cost. 1D increases a skill by +1D, and each pip adds +1 to a die code.
- Complex Skills: These skills are purchased at double the normal cost. 2D increases a die code by +1D, and every 2 pips adds +1 to a die code.
- Advanced Skills: These skills cost the same as Basic skills to purchase. The die code of an Advanced skill adds it’s die code to that of the related skill, but Advanced skills start at and thus must be purchased at 1D (instead of adding to the attribute die code). However, an Advanced skill may not increase its related skills die code by more that 2D during character creation. This is in addition to not being able to increase a skill die code more than 2D above its governing attribute’s die code.
- Specialty: These skills cost half the cost the base skill to purchase. So if the base skill is Complex then the specialty is purchased as a Basic Skill, while Basic skills are purchased at half the cost. During character creation each specialty gives a +1D, but during play they are bought in +1 pip increments. Of note specialties ARE increased as their base skill is increased.
At this point the basic character should be done. All characters start with a single Force Point and 5 Character Points, which may not be spent until after the first session. They may however, be used during the course of play to add temporary bonuses to actions. Force Sensitive characters begin play with an additional Force Point.
Most characters will also start the game with around 2,000 credits worth of stuff. In special circumstances a character should be given additional options, such as the smuggler having a ship. Storytellers should use the old character templates as a guide when determining what is appropriate.
Training attributes works a little different than it did before. It still costs 10 times the number before the D an attribute’s die code to increase that attribute by a pip. An attribute still may not be increased more than a pip per session. It still takes a number of weeks equal to the character points spent to increase the attribute to train it up, and without a teacher this time doubles.
However, now the more a character uses his attributes the easier they are to increase, up to a certain point. Each time a character uses a skill he should make a note of the attribute, which governs that skill. Each session, in which an attribute’s skill, or skills get used, reduces the time required to train that attribute by a day. The time needed to train an attribute may not be reduced below a week. This rule only affects attributes that have not reached the character’s racial maximum. Attributes at or above the racial maximum follow the standard rules for increasing an attribute. Other than these changes, attribute training still works the same as written (p.34-35 main rulebook).
Training Force Skills works a bit differently than normal skills does. Simply using them isn’t enough. To improve a Force Skill costs a number of Character Points equal to the number for the D in that skill. The time taken to train the skill up is equal to one day per Character point spent. This time is double without a teacher. However, A character reduces the number of days required to train up his Force Skills by the number of whole dice in his Force Attribute. Minimum time to train a Force Skill is one day. All the other rules for buying up skills apply as normal (p. 34-35, and 140-145 main rule book).
Like other skills however, Force Skills can be bought up ignore these training times, if they are used during the course of play. This works just as though they were normal skills.
In order to learn a Force Skill during play a character must spend 10 character points, and one day in training for each point spent. This time, and cost is doubled without a teacher. This time requirement is reduced by the number of whole dice in a character’s Force Attribute die code (to a minimum of 1 day), and can also be reduced by 1 day per extra Character Point spent. Treat Force Traits as though they were Force Skills using these rules. Force Traits are considered Basic Skills instead of Complex.
Buying a Force Power Specialty works just like buying up a Force Skill, but at half the cost in Character Points (as any other skill specialty). Specialties start at +1 pip higher than the parent skill. However, normally a character must have a teacher in order to learn any Force Power that requires a specialty to use. This represents the rarity of these powers, and allows for more specialized characters within a party.
A Force Power that requires a specialty may be learned without a teacher but the cost is doubled and a character must spend a number of weeks equal to the Characters Points spent in training. Each extra Character Point spent on a specialty reduces the time required to learn it by a day (to a minimum of 1 day).