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{{ | {{DISPLAYTITLE:Character Creation}}<!-- | ||
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<div id=" | --><div id="intro" class="topdiv"><!-- | ||
--><p class="single nomargin">Make sure you review all the sections in the [[:Category:Character|Character Creation]] category before using this overview when creating a ''Star Wars'' character. Print a copy of the [[character sheet]] to use as a record of your character.</p><!-- | |||
< | |||
--><p class="single nomargin">{{indent}}Characters generally begin play at 1st level and attain additional levels as they complete adventures.</p><!-- | |||
< | |||
--></div><!-- end h3 intro | |||
< | |||
<div | --><div id="generateabilities" style="spacer"><!-- | ||
--><h3 class="headline">'''1. Generate Ability Scores'''</h3><!-- | |||
< | |||
--><p class="single nomargin">Every character has six abilities that represent the charactr’s strengths and weaknesses. These abilities—[[Strength]], [[Dexterity]], [[Constitution]], [[Intelligence]], [[Wisdom]], and [[Charisma]]—affect everything a hero does, from fighting to using [[skills]].</p><!-- | |||
< | |||
--><p class="single nomargin">{{indent}}A score of 10 or 11 in an ability is average. Higher scores grant bonuses, and lower scores give penalites. When you create your character, you’ll want to put your higher scores into the abilities most closely associated with your character’s class.</p><!-- | |||
< | |||
--><p class="single nomargin">{{indent}}Use one of the methods described in '''[[Abilities]]''' to generate your six ability scores. Record the scores on a piece of scrap paper (or preferred medium) and put them aside for the moment.</p><!-- | |||
< | |||
--></div><!-- end h3 generate abilities | |||
< | |||
<div id=" | --><div id="species" class="spacer"><!-- | ||
--><h3 class="headline">'''2. Select Your Species'''</h3><!-- | |||
<h3 class="headline">''' | |||
--><p class="single nomargin">As a ''Star Wars'' character, you aren’t limited to simply being [[Human (species)|Human]]. There are a variety of species available, from [[Mon Calamari (species)|Mon Calamari]] to [[Wookiee (species)|Wookiee]]. Select the species you want to play from those listed in '''[[Species]]'''.</p><!-- | |||
< | |||
< | --><p class="single nomargin">{{indent}}Each species has its own set of special abilities and modifiers. Record these traits on your character sheet.</p><!-- | ||
--></div><!-- end h3 species | |||
--><div id="class" class="spacer"><!-- | |||
--><h3 class="headline">'''3. Choose Your Class'''</h3><!-- | |||
--><p class="single nomargin">A class provides you with a starting point for your character, a frame upon which you can hang skills, feats and various story elements. Choose a class from those presented in '''[[Heroic Classes]]''' and write it on your character sheet.</p><!-- | |||
--></div><!-- end h3 class | |||
--><div id="assignabilities" class="spacer"><!-- | |||
--><h3 class="headline">'''4. Assign Ability Scores'''</h3><!-- | |||
--><p class="single nomargin">Now that you know what species and class you want your character to be, take the scores you generated earlier and assign each one to one of the six abilities: Strenght, Dexterity, Constitution, Intelligence, Wisodm, and Charisma. then make any adjustments to these scores according to the species you selected.</p><!-- | |||
--><p class="single nomargin">{{indent}}For guidance, each class description indicates which abilities are most important for that class. You might want to put your highest scores in the abilities that accentuate the natural benefits of the class.</p><!-- | |||
--><p class="single nomargin">{{indent}}Record your ability scores on your character sheet. Record your ability modifiers as well.</p><!-- | |||
--></div><!-- end h3 assign abilities | |||
--><div id="combatstats" class="spacer"><!-- | |||
--><h3 class="headline">'''5. Determine Combat Statistics'''</h3><!-- | |||
--><p class="single nomargin">In combat, you need to know your character’s hit points, defenses, damag threshold, attack bonuses, and speed, as well as how many [[the_Force#forcepoints|Force points]] they have available to spend.</p><!-- | |||
--><div id="hp" class="spacer"><!-- | |||
--><h4 class="headline">Hit Points</h4><!-- | |||
--><p class="single nomargin">Each character can withstand a certain amount of damage before falling unconscious or dying. This ability to take damage and keep on functioning is represented by the character’s [[hit point]]s.</p><!-- | |||
--><p class="single nomargin">{{indent}}Your class determines how many hit points you have at 1st level, as shown below:</p><!-- | |||
--> | |||
{{table-classhpstart}}<!-- | |||
--><p class="single nomargin">{{indent}}For example, if your character belongs to the scoundrel class and you have a 12 Constitution, you start with 19 hit points (18 plus 1 for your Constitution bonus).</p><!-- | |||
--><p class="single nomargin">{{indent}}Your hit points increase as you gain levels, as described in '''[[Heroic Classes]]'''.</p><!-- | |||
--></div><!-- end h4 hit points | |||
--><div id="defenses" class="spacer"><!-- | |||
--><h4 class="headline">Defenses</h4><!-- | |||
--><p class="single nomargin">Determine your character’s defenses as follows:</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Reflex Defense:''' 10 + your heroic level or armor bonus + Dexterity modifier + class bonus + natural armor bonus + size modifier.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Fortitude Defense:''' 10 + your heroic level + Constitution modifier + class bonus + equipment bonus.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Will Defense:''' 10 + your heroic level + Wisdom modifier + class bonus.</p><!-- | |||
--><p class="single nomargin">{{indent}}When you take your first level in an heroic class, you gain bonuses on two or more defenses, as shown in [[Heroic Classes]].</p><!-- | |||
--><p class="single nomargin">{{indent}}If you wear armor, you must substitute your armor bonus for your heroic level when calculating your Reflex Defense. For example, a 1st-level soldier with a Dexterity of 12 wearing a blast helmet and vest (+2 armor bonus) has a Reflex Defense of 14 (10 + 2 armor + 1 Dex + 1 class). Some types of armor also provide an equipment bonus to your Fortitude Defense in addition to an armor bonus to your Reflex Defense (as noted in '''[[Armor]]''').</p><!-- | |||
--></div><!-- end h4 defenses | |||
--><div id="threshold" class="spacer"><!-- | |||
--><h4 class="headline">Damage Threshold</h4><!-- | |||
--><p class="single nomargin">Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many hit points you have remaining. Your damage threshold determines how much damage a single attack must deal to reduce your combat effectiveness or, in some cases, kill you.</p><!-- | |||
--><p class="single nomargin">{{indent}}A Small or Medium character’s damage threshold is equal to their Fortitude Defense. Record this number on your character sheet.</p><!-- | |||
--></div><!-- end h4 threshold | |||
--><div id="bab" class="spacer"><!-- | |||
--><h4 class="headline">Base Attack Bonus</h4><!-- | |||
--><p class="single nomargin">Your character’s class determines your base attack bonus. Record this number on the character sheet.</p><!-- | |||
--><p class="single nomargin">{{indent}}Jedi and soldiers have a base attack bonus of +1 at 1st level; nobles, scoundrels, and scouts have a base attack bonus of +0 at 1st level.</p><!-- | |||
--></div><!-- end h4 bab | |||
--><div id="melee" class="spacer"><!-- | |||
--><h4 class="headline">Melee Attack Bonus</h4><!-- | |||
--><p class="single nomargin">To determine your melee attack bonus, add your Strength modifier to your base attack bonus. Certain feats and talents might provide additional modifiers, so make adjustments as necessary.</p><!-- | |||
--></div><!-- end h4 melee | |||
--><div id="ranged" class="spacer"><!-- | |||
--><h4 class="headline">Ranged Attack Bonus</h4><!-- | |||
--><p class="single nomargin">To determine your ranged attack bonus, add your Dexterity modifier to your base attack bonus. Certain feats and talents might provide additional modifiers, so make adjustments as necessary.</p><!-- | |||
--></div><!--end h4 ranged | |||
--><div ig="speed" class="spacer"><!-- | |||
--><h4 class="headline">Speed</h4><!-- | |||
--><p class="single nomargin">Your character’s species determines their speed. Most species have a speed of 6 squares. Ewoks have a speed of 4 squares because they are Small.</p><!-- | |||
--></div><!-- end h4 speed | |||
--><div id="fp" class="spacer"><!-- | |||
--><h4 class="headline">Force Points</h4><!-- | |||
--><p class="single nomargin">Your character begins play with 5 Force points. Indicate this in the space provided on the character sheet.</p><p class="single nomargin">{{indent}}If you end up taking the [[Force Boon (feat)|Force Boon]] feat, you gain an additional 3 Force Points.</p><!-- | |||
--></div><!--end h4 force points | |||
--><div id="dp" class="spacer"><!-- | |||
--><h4 class="headline">Destiny Point</h4><!-- | |||
--><p class="single nomargin">If your GM uses the optional destiny rules described in '''[[Heroic Traits]]''', your character begins play with 1 [[Destiny Point]]. Indicate this in the space provided on the character sheet.</p><!-- | |||
--></div><!-- end h4 dp | |||
--></div><!-- end h3 combat stats | |||
--><div id="skills" class="spacer"><!-- | |||
--><h3 class="headline">'''6. Select Skills'''</h3><!-- | |||
--><p class="single nomargin">Skills represent how well a character accomplishes dramatic tasks other than combat, such as disabling a tractor beam generator or climbing a sheer surface.</p><!-- | |||
--><p class="single nomargin">{{indent}}Each class comes with a list of class skills. From this list, you get to pick a number of trained skills in which your character is considered trained. The number of skills your character gets depends on the class you’ve selected and your character’s Intelligence modifier. Once you’ve selected your character’s trained skills, determine the skill check modifier for each skill.</p><!-- | |||
--><p class="single nomargin">{{indent}}The skill check modifier for trained skills is one-half your character level (rounded down) + the relevant ability modifier + 5. If you are untrained in a skill, the skill check modifier is one-half you character level (rounded down) + the relevant ability modifier. (In other words, you get a +5 bonus on skill checks made using trained skills.)</p><!-- | |||
--><p class="single nomargin">{{indent}}Some skills cannot be used untrained. See '''[[Skills]]''' for more information.</p><!-- | |||
--></div><!-- end h3 skills | |||
--><div id="feats" class="spacer"><!-- | |||
--><h3 class="headline">'''7. Select Feats'''</h3><!-- | |||
--><p class="single nomargin">Feats are special features that provide a character with new capabilities or improvements.</p><!-- | |||
--><p class="single nomargin">{{indent}}Your caracter begins play with at least one feat. If you are playing a Human, you get a bonus feat. In addition, your class also gives you several starting feats that you get for free.</p><!-- | |||
--><p class="single nomargin">{{indent}}Select your feats from '''[[Feats]]''' and record them on the character sheet. Some feats may affect the information you’ve already recorded, so make adjustments as necessary.</p><!-- | |||
--></div><!-- end h3 feats | |||
--><div id="talent" class="spacer"><!-- | |||
--><h3 class="headline">'''8. Select a Talent'''</h3><!-- | |||
--><p class="single nomargin">At 1st level, your character gets a talent (a special class feature). Choose a talent from any of the [[Talent_Trees|talent trees]] presented in your character’s class description. Some talents have prerequisites that must be met before they can be selected.</p><!-- | |||
--></div><!-- end h3 talent | |||
--><div id="credits" class="spacer"><!-- | |||
--><h3 class="headline">'''9. Determine Starting Credits and Buy Gear'''</h3><!-- | |||
--><p class="single nomargin">Your character’s class determines how many credits you stat play with. Use your credits to purchase equipment for your character. '''[[Equipment]]''' describes [[Equipment#weapons|weapons]], [[Armor#list|armor]], and [[General_Equipment|gear]] you can select from.</p><!-- | |||
--></div><!-- end h3 credits | |||
--><div id="finish" class="spacer"><!-- | |||
--><h3 class="headline">'''10. Finish Your Character'''</h3><!-- | |||
--><p class="single nomargin">The last details you need to add to your character sheet help you visualize and roleplay your character. You need a name, of course—something that fits your class, secies, and the ''Star Wars'' galaxy. You should also determine your character’s age, gender, height, weight, eye and hair color, skin color, and any relevant background information you want to provide. (Make sure to run your ideas past your Gamemaster so that they can fit them into the campaign.)</p><!-- | |||
--><p class="single nomargin">{{indent}}'''[[Heroic Traits]]''' provides guidlines that can help you with these details and characteristics.</p><!-- | |||
--></div><!-- | |||
-->{{endbar}} | |||
__NOEDITSECTION__ | __NOEDITSECTION__ | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||
[[Category:Character]] | [[Category:Character]] | ||
[[Category:Saga Edition Core Rulebook]] | [[Category:Saga Edition Core Rulebook]] |
Latest revision as of 21:30, 19 September 2025
Make sure you review all the sections in the Character Creation category before using this overview when creating a Star Wars character. Print a copy of the character sheet to use as a record of your character.
Characters generally begin play at 1st level and attain additional levels as they complete adventures.
1. Generate Ability Scores
Every character has six abilities that represent the charactr’s strengths 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. Higher scores grant bonuses, and lower scores give penalites. When you create your character, you’ll want to put your higher scores into the abilities most closely associated with your character’s class.
Use one of the methods described in Abilities to generate your six ability scores. Record the scores on a piece of scrap paper (or preferred medium) and put them aside for the moment.
2. Select Your Species
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 want to play from those listed in Species.
Each species has its own set of special abilities and modifiers. Record these traits on your character sheet.
3. Choose Your Class
A class provides you with a starting point for your character, a frame upon which you can hang skills, feats and various story elements. Choose a class from those presented in Heroic Classes and write it on your character sheet.
4. Assign Ability Scores
Now that you know what species and class you want your character to be, take the scores you generated earlier and assign each one to one of the six abilities: Strenght, Dexterity, Constitution, Intelligence, Wisodm, and Charisma. then make any adjustments to these scores according to the species you selected.
For guidance, each class description indicates which abilities are most important for that class. You might want to put your highest scores in the abilities that accentuate the natural benefits of the class.
Record your ability scores on your character sheet. Record your ability modifiers as well.
5. Determine Combat Statistics
In combat, you need to know your character’s hit points, defenses, damag threshold, attack bonuses, and speed, as well as how many Force points they have available to spend.
Hit Points
Each character can withstand a certain amount of damage before falling unconscious or dying. This ability to take damage and keep on functioning is represented by the character’s hit points.
Your class determines how many hit points you have at 1st level, as shown below:
Class | Starting Hit Points |
---|---|
Noble, Scoundrel | 18 + Constitution modifier |
Scout | 24+ Constitution modifier |
Jedi, Soldier | 30 + Constitution modifier |
For example, if your character belongs to the scoundrel class and you have a 12 Constitution, you start with 19 hit points (18 plus 1 for your Constitution bonus).
Your hit points increase as you gain levels, as described in Heroic Classes.
Defenses
Determine your character’s defenses as follows:
Reflex Defense: 10 + your heroic level or armor bonus + Dexterity modifier + class bonus + natural armor bonus + size modifier.
Fortitude Defense: 10 + your heroic level + Constitution modifier + class bonus + equipment bonus.
Will Defense: 10 + your heroic level + Wisdom modifier + class bonus.
When you take your first level in an heroic class, you gain bonuses on two or more defenses, as shown in Heroic Classes.
If you wear armor, you must substitute your armor bonus for your heroic level when calculating your Reflex Defense. For example, a 1st-level soldier with a Dexterity of 12 wearing a blast helmet and vest (+2 armor bonus) has a Reflex Defense of 14 (10 + 2 armor + 1 Dex + 1 class). Some types of armor also provide an equipment bonus to your Fortitude Defense in addition to an armor bonus to your Reflex Defense (as noted in Armor).
Damage Threshold
Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many hit points you have remaining. Your damage threshold determines how much damage a single attack must deal to reduce your combat effectiveness or, in some cases, kill you.
A Small or Medium character’s damage threshold is equal to their Fortitude Defense. Record this number on your character sheet.
Base Attack Bonus
Your character’s class determines your base attack bonus. Record this number on the character sheet.
Jedi and soldiers have a base attack bonus of +1 at 1st level; nobles, scoundrels, and scouts have a base attack bonus of +0 at 1st level.
Melee Attack Bonus
To determine your melee attack bonus, add your Strength modifier to your base attack bonus. Certain feats and talents might provide additional modifiers, so make adjustments as necessary.
Ranged Attack Bonus
To determine your ranged attack bonus, add your Dexterity modifier to your base attack bonus. Certain feats and talents might provide additional modifiers, so make adjustments as necessary.
Speed
Your character’s species determines their speed. Most species have a speed of 6 squares. Ewoks have a speed of 4 squares because they are Small.
Force Points
Your character begins play with 5 Force points. Indicate this in the space provided on the character sheet.
If you end up taking the Force Boon feat, you gain an additional 3 Force Points.
Destiny Point
If your GM uses the optional destiny rules described in Heroic Traits, your character begins play with 1 Destiny Point. Indicate this in the space provided on the character sheet.
6. Select Skills
Skills represent how well a character accomplishes dramatic tasks other than combat, such as disabling a tractor beam generator or climbing a sheer surface.
Each class comes with a list of class skills. From this list, you get to pick a number of trained skills in which your character is considered trained. The number of skills your character gets depends on the class you’ve selected and your character’s Intelligence modifier. Once you’ve selected your character’s trained skills, determine the skill check modifier for each skill.
The skill check modifier for trained skills is one-half your character level (rounded down) + the relevant ability modifier + 5. If you are untrained in a skill, the skill check modifier is one-half you character level (rounded down) + the relevant ability modifier. (In other words, you get a +5 bonus on skill checks made using trained skills.)
Some skills cannot be used untrained. See Skills for more information.
7. Select Feats
Feats are special features that provide a character with new capabilities or improvements.
Your caracter begins play with at least one feat. If you are playing a Human, you get a bonus feat. In addition, your class also gives you several starting feats that you get for free.
Select your feats from Feats and record them on the character sheet. Some feats may affect the information you’ve already recorded, so make adjustments as necessary.
8. Select a Talent
At 1st level, your character gets a talent (a special class feature). Choose a talent from any of the talent trees presented in your character’s class description. Some talents have prerequisites that must be met before they can be selected.
9. Determine Starting Credits and Buy Gear
Your character’s class determines how many credits you stat play with. Use your credits to purchase equipment for your character. Equipment describes weapons, armor, and gear you can select from.
10. Finish Your Character
The last details you need to add to your character sheet help you visualize and roleplay your character. You need a name, of course—something that fits your class, secies, and the Star Wars galaxy. You should also determine your character’s age, gender, height, weight, eye and hair color, skin color, and any relevant background information you want to provide. (Make sure to run your ideas past your Gamemaster so that they can fit them into the campaign.)
Heroic Traits provides guidlines that can help you with these details and characteristics.