Character Creation (outline)

Welcome to character creation! Here, you'll find (hopefully) everything you need to know to make a character. A lot of things will be put here at first, but a lot may be moved to their own pages in the future. Don't worry, there will be a link. Without further ado, let's get started!

Pick your Race
First things first, you gotta pick a race. In other systems, such as Pathfinder or DND, you usually roll for your stats first. However, in this system, you always start out with your races Attribute Dice + 6D, so choosing your race is basically like choosing your stats. You can find a list of races here. Your race may also give you a few special abilities.

NOTE: Yes, I realize there are some balance issues with some of these, however I haven't had much time to look over them. Thus, every race's stats right now have just been pulled out of the rule book directly with no balance changes. This will change. Please pick a race with that in mind.

I want to make a droid!
Okay. Ignore the rest of this. You and me need to talk later on about what kind of droid you are and how you're going to allocate your 25D across your attributes and skills. Otherwise, keep on going.

Allocating your Attribute Dice
After choosing a race, you'll need to allocate an amount of attribute dice given to you by your race, as well as some extra for being such an amazing hero (yeah, okay). Each race has a minimum and a maximum amount of die you may put into each attribute, shown as Lowest/Highest on the attribute chart on each race page. For example, let's say I wanted to go Bith. That means I'll get 12D + 6D = 18D to split among my attributes. Already, 10D of those are taken up by my attribute minimums, so I've got 8D left to spend on choosing which ones I want to be higher. Remember, you can't go over your maximum dice for each attribute. If you are a force-sensitive character (see below), you will also have the option of spending attribute dice on three force skills.

Splitting up Attribute Dice into Pips
You may choose to split up an Attribute Dice into 3 "pips" if you'd like. A pip is just a +1 modifier to whichever attribute you choose. One attribute dice = 3 pips. For example, if I had 1D left to spend, I could split that into 3 pips, then put 2 pips (+2) into Dexterity and 1 pip (+1) into Knowledge. Putting 3 pips into an attribute simply converts it into a die, so if my Mechanical is at 3D+2 and I give it a pip (+1), it just becomes 4D (as long as that doesn't go over my races maximum).

Advantages and Disadvantages
Advantages are character traits that remove skill dice from your total. A disadvantage is a character trait that adds skill dice to your total. You may have at max one advantage and two disadvantages. A list of them are here.

NOTE: Many of these were RP based and I added some gameplay aspects. A few may still only be RP based; in this case, let it be known that I will force you to RP your disadvantage if you don't.

Are you a force character?
Force characters have to do with family lineage traced back years and years. Only certain races are able to begin the game with force points, however these races are secret. If you pick a force-sensitive race and lock it in, I will privately roll for whether or not you have lineage that gives you access to force powers. If you do, you begin the game with 2 force points, as well as the three force skills. If you don't have such a strong lineage (i.e. you failed the roll), you may choose to simply be a "distant relative" of the force. There must be a background reason for this, which you will have to discuss with the GM about. Once the GM has agreed, you begin the game with 1 force point, as well as the force skills Control and Sense. Otherwise, you start the game with just 1 force point.

There are three force skills: You can use your attribute dice at character creation to put die into these skills as if they were attributes. Afterwards, they are treated like any other skill. You may now use your force points to pick Force Powers (this page isn't made yet; use the book but expect change).
 * Control The Force user’s ability to control the Force within his own self
 * Sense A Jedi’s ability to sense beings or the Force around her.
 * Alter The ability to manipulate the Force around an object or within another person. This Force skill is often taught last, and almost never exceeds the Jedi’s control or sense skill.

Picking skills
At character creation, you have 7D to allocate among different skills, listed here. Each skill has an attribute base + whatever die you put into it. Some skills have specializations, such as Engineering, which has a fucking shit ton. Some skills are advanced, for which you will need a certain amount of die in other skills to get this skill.

Advancing skills after character creation
TBD.

Starting Credits & Equipment
You start the game with a certain amount of credits. You may choose to develop a backstory that puts you into a certain bracket (poor, average, wealthy). If you would rather leave it up to chance, just roll a D100, with 0-20 being poor, 21 - 89 being average, and 90-100 being wealthy. Remember, these are 2D6's.

You can find a list of equipment to buy stuff here. (This hasn't been made yet. Use the rule book for right now, but realize it may change in the future). During character creation, many items are available for purchase, but during the campaign, certain items will be harder to find, or simply not available at all, at certain locations.

Finale
Hopefully this will be a good start to creating a character and give you a good idea of what to expect. The Races give a good bit of background to the universe as well as many broken links to pages I haven't made yet. The lore is still being worked on, but there is a framework in the race descriptions. I will also, soon, compile a list of changes I've made to the base rules so that there's as little confusion as possible regarding what's different. Any questions, just ask me!