I realize I boffed this up, I think I got a little too excited and then didn't put enough work into my launch. So, consider this my relaunch.
On that note, if youÔÇÖre interested, hereÔÇÖs how to build a character.
If you've ever played in any of the D&D campaigns, you know 99% of what you need to know to play this.
Character Creation
Pick a Species:
The list of species below can also be found at the above link which also has pictures of the species.
Typical Species List
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SPECIES ABILITY MODIFIERS
Human None
Bothan +2 Dex, -2 Con
Cerean +2 Int, +2 Wis, -2 Dex
Appearances: Ki-Adi-Mundi was a Jedi Master and member of the Jedi High Council
Duros +2 Dex, +2 Int, -2 Con
Appearances: Cad Bane was a male Duros bounty hunter during the Clone Wars.
Ewok +2 Dex, -2 Str
Appearances: Wicket Wystri Warrick, battle for endor, ewok village
Gamorrean +2 Str, -2 Dex, -2 Int
Appearances: Hutt's henchmen
Gungan +2 Dex, -2 Int, -2 Cha
Appearances: Aka, Jar Jar Binks
Ithorian +2 Wis, +2 Cha, -2 Dex
Kel Dor +2 Dex, +2 Wis, -2 Con
Appearances: Jedi Master Plo Koon, who served on the Jedi Council prior to the fall of the Jedi Order
Mon Calamari +2 Int, +2 Wis, -2 Con
Appearances: Admiral Ackbar
Quarren +2 Con, -2 Wis, -2 Cha
Rodian +2 Dex, -2 Wis, -2 Cha
Appearances: Greedo, killed by Han Solo
Sullustan +2 Dex, -2 Con
Appearances: Nien Nunb fought for The Rebel Alliance
Trandoshan +2 Str, -2 Dex
Twi'lek +2 Cha, -2 Wis
Appearances: Bib Fortuna served as the majordomo to the crime lord Jabba the Hutt for decades
Wookiee +4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha
Appearances: Chewie
Zabrak None
Expanded Species List
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Aleena +2 Dex, -2 Cha
Arkanian +2 Int, -2 Cha
Arkanian Offshoot +2 Str; or +2 Dex, -2 Con
Barabel +2 Str, -2 Dex, -2 Wis
Bith +2 Int, +2 Cha, -2 Con
Appearances: Band members in the Cantina
Blood Carver +2 Dex, -2 Wis, -2 Cha
Caamasi +4 Wis, -2 Str, -2 Con
Cathar +2 Dex, -2 Int
Chagrian +2 Str, -2 Dex
Chiss +2 Int
Chistori +2 Str, -2 Dex
Clawdite +2 Cha, -2 Str
Codru-Ji None
Dashade +2 Dex, -2 Wis, -2 Cha
Defel +2 Int, -2 Str
Dug +2 Dex, -2 Cha
Draethos +2 Con, -2 Cha
Falleen +2 Cha, -2 Wis
Feeorin +2 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha
Felucian +2 Con, -2 Int
Fosh +2 Dex, +2 Cha, -2 Con
Gand +2 Wis, -2 Cha
Gen'Dai +4 Con, -2 Wis, -2 Cha
Givin +2 Int, -2 Str
Gotal None
Gran +2 Cha, -2 Int
Herglic +4 Str, -4 Dex
Iktotchi +2 Con, -2 Cha
Jawa +2 Dex, -2 Str
Appearances: One band of Jawas was responsible for locating and reuniting C-3PO and R2-D2 after their escape pod crash-landed on Tatooine.
Kaleesh +2 Cha, +2 Con, -2 Int, -2 Dex
Kaminoan +2 Int, -2 Wis
Kerkoiden +2 Wis, -2 Con
Khil +2 Int, +2 Cha, -2 Con
Kissai +2 Cha, -2 Wis
Klatooinian +2 Con, -2 Int, -2 Wis
Lurmen +2 Wis, -2 Str
Massassi +4 Str, -2 Int, -2 Wis, -2 Cha
Miraluka +2 Int, -2 Dex
Mrlssi +2 Int, +2 Cha, -2 Str
Nagai +2 Dex, +2 Cha, -2 Con
Nautolan +2 Con, -2 Int, -2 Wis
Nelvaanian +2 Wis, -2 Int
Nosaurian +2 Dex, -2 Cha
Rakata +2 Int, -2 Wis
Replica Droid +2 Str, +2 Dex, -2 Cha
Ryn +2 Cha
Selkath +2 Cha
Shard +2 Wis, -2 Dex
Snivvian +2 Wis
Talz +2 Con, -2 Int
Taung +2 Con, -2 Cha
Thakwaash +4 Str, -2 Dex, -2 Cha
Togorian +4 Str, -2 Int, -2 Wis
Togruta +2 Dex, -2 Con
Toydarian +2 Wis, -2 Str
Appearances: The flying bug in Episode 1
Trianii +2 Wis
Ubese +2 Dex, -2 Con
Umbaran +2 Dex, +2 Wis, -2 Con
Utai +2 Con, -2 Cha
Vurk +2 Con, +2 Cha, -2 Dex
Weequay +2 Con, -2 Int, -2 Cha
Whiphid +4 Str, -2 Int, -2 Wis
Yarkora +2 Wis, +2 Cha, -2 Dex
Yevetha +2 Str, -2 Cha
Yuzzem +4 Str, -2 Wis, -2 Cha
Zeltron +2 Cha, -2 Wis
Zygerrian +2 Con, -2 Wis
Rolling your stats:
4d6(6x), remove the lowest, assign to your stats
Or
5d6(6x), drop two, but rolling in order of stats and can only switch 1 of them.
Ex:
STR = 5d6 less 2, DEX = 5d6 less 2, CON = 5d6 less 2, INT = 5d6 less 2, WIS = 5d6 less 2, CHA = 5d6 less 2
Or
Use the standard set: 15,14,13,12,10,8.
Picking a Class:
JEDI
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A Jedi should be gifted in all abilities, but Wisdom and Charisma are the most important. Strength and Dexterity are also useful.
NOBLE
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Charisma is undoubtedly the Noble's most important Ability Score, as the Noble's skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important Skills, so these Ability Scores are also significant.
SCOUNDREL
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Dexterity and Intelligence are the Scoundrel's most important Ability Scores, because they must have quick reflexes and a sharp wit to survive. Charisma is important for talking one's way out of trouble, and Wisdom is useful for spotting trouble before it finds the Scoundrel.
SCOUT
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Most of the Scout's key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the Scout Trained in athletic skills.
SOLDIER
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Since most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the soldier's most important ability score, followed closely by Constitution and Strength. Don't underestimate the importance of Intelligence and Wisdom, however, since many of a soldier's useful skills are based on these abilities.
Please note: I don't expect you to go through and build a character all on your own, when it comes to skills, abilities and Feats I am willing to help you through the process. If you have stats, species and class picked out, just tell me the kind of character you want to be and I'll help you put together the rest.
Choose your Destiny: (This is similar to 5e having you choose your background, except in this case, fulfilling your destiny grants you bonuses.)
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Betrayal
Your character is destined to betray the person or cause he cares the most deeply about.
Destiny Bonus: You gain a +1 bonus on attack rolls for 24 hours
Destiny Penalty: You take a -1 penalty to all defenses for 24 hours
Destiny Fulfilled: Increase two ability scores by +1 each.
Creation
You are destined to create something that will have an impact on the future of the Galaxy. It could be a weapon, a relic such as a holocron, or even a person. Examples include Qwi Xux and Tol Sivron building the Death Star, or Padme Amidala giving birth to Luke and Leia.
Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +1 destiny bonus to all defenses (Reflex, Fortitude, and Will).
Destiny Penalty: For 24 hours, you take a -1 destiny penalty to your defenses (Reflex, Fortitude, and Will).
Destiny Fufilled: Increase two ability scores of your choice by +1 each.
Founder
Your destiny is to create a new society; this could be a force tradition, a new criminal organization, or even colonize a newly discovered planet.
Destiny Bonus: For the next 24 hours, you and any allies within 10 squares of you gain an extra +2 bonus when using the Aid Another maneuver, for a total of +4 when successfully aiding.
Destiny Penalty: You take a -2 penalty on all skill checks and ability checks for 24 hours.
Destiny Fulfilled: You gain the benefit of Skill Training or Skill Focus in one skill related to the society you have founded, or a +5 destiny bonus if the skill is already focused. Further, with the GM's approval, you can design a prestige class or talent tree related to your new society.
Heroic Self-Sacrifice
Your destiny is to stand in harms way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their destiny.
Destiny Bonus: For 24 hours, you gain DR2. This stacks with DR from other sources
Destiny Penalty: For 24 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.
Destiny fulfilled: Your surviving allies each recieve a +2 bonus to their fortitude and will defense scores.
Heroic Self-Sacrifice (alternate version)
Your destiny is to stand in harms way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their destiny.
Destiny Bonus: For 48 hours, you gain DR2. This stacks with DR from other sources.
Destiny Penalty: For 12 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.
Destiny fulfilled: The ally for whom you sacrificed yourself gains the benefit of the force Technique "Force Renewal." If they allready have access to the technique, they may gain another force point through it just as if they had selected it again. They do not need to meet any prerequisites or even be Force Sensitive in order to recieve this benefit.
Leadership
Your destiny is to become the leader of an organization. It could be anything from a criminal syndicate to the Jedi Order to the Imperial Navy. Examples of this destiny include Princess Leia becoming the New Republic Chief of State and the rise of Darth Bane as the master of the Sith Order.
Destiny Bonus: For 24 hours, all allies within 10 squares of you get a +1 destiny bonus to all skill and ability checks and attack rolls. You do not get this bonus.
Destiny Penalty: You take a -2 destiny penalty to all skill and ability checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
Revelation
You are destined to expose previously some unknown or hidden truth to the galaxy at large. The nature of this truth is fundamental and profound - it does not require rigorous dedication or tutelage. An example from a non-SW source would be Malcolm Reynolds letting the galaxy know what happened on Miranda, and the dark secret behind the Alliance and the Reaver's origin.
Destiny Bonus: For 24 hours, you and any allies involved or sympathetic to this desire for revelation gain a +1 bonus to all defense scores.
Destiny Penalty: You take a penalty of -1 to all defense scores for 24 hours.
Destiny Fulfilled: You immediately gain +1 extra Force point and the Skill Focus feat for the Knowledge skill that is most appropriate to the subject at hand. If you already have this bonus, you gain a permanent additional +5 destiny bonus to that Knowledge skill. In roleplaying terms, you will be recognized widely as the harbinger of this information
Romance
Your character's star is destined to be crossed with another's. Your destiny is to fall hopelessly, passionately, and possibly tragically in love with another person.
Destiny Bonus: You gain a +1 bonus on skill and ability checks for 24 hours
Destiny Penalty: You take a -2 penalty to your Will defense for 24 hours
Destiny Fulfilled: Increase all three defenses by +1. Additionally, you gain the benefit of the Harm's Way talent if you don't already have it, but it applies to your lover only.
Self Awareness
After a long search, you discover that there's more to your real identity than you were aware of... either you are either the inheritor some great fate, or your own past is not what it seems. You may have your memory restored, or you may learn that you have come from a more exalted heritage than you imagined. Examples from the canon include Corran Horn discovering his Jedi heritage, Darth Revan discovering the truth about himself, or the Exile learning of his own nature.
Destiny Bonus: For 24 hours, you and your allies gain a +1 bonus to all skill checks and ability checks.
Destiny Penalty: For 24 hours, you take a -2 penalty to your Will defense.
Destiny Fulfilled: You immediately gain +1 extra Force point, a permanent +1 to an ability score, and a permanent +1 to your Will defense.
Shatterpoint
Your destiny is to be the point around which galatic events turn. Your decisions will shape the universe one way or another. Examples include: Anakin's role in "bringing balance to the Force," Grand Moff Tarkin's decision to destroy Alderaan (and thus shifting several star systems onto the side of the Rebellion), Talon Karrde's decision to choose a side in the conflict between the New Republic and Grand Admiral Thrawn.
Destiny Bonus: For the next 24 hours, you and any allies around you roll 1d8 when spending Force Points vs. the standard 1d6.
Destiny Penalty: You receive one fewer die when spending a Force Point. If you only have one die to spend, you do not gain any benefit from spending a Force Point for 24 hours.
Destiny Fulfilled: You gain a permanent +1 bonus to any one attribute as well as the 'Strong in the Force' or 'Force Boon' feat.
Alternate House Rules for Destinies
When choosing a destiny, you can come up with whatever you want, subject to GM approval. You are NOT limited to picking something that matches the list in the book.
If you have a destiny, you can spend a destiny point at any time to do one of the following: Automatically score a critical hit; Cause an attack to miss that would have hit you; Automatically succeed on a skill check; Cause someone else to fail a skill check that would have succeeded; Take damage that from an attack for another character in your reach; Gain 3 force points
Whenever you take steps to fulfill your destiny, you can choose one of the following benefits: You and all allies gain a +1 desiny bonus on skill and ability checks for 24 hours; You and all allies gain a +1 desiny bonus on attack rolls for 24 hours; You and all allies gain a +2 desiny bonus on damage rolls for 24 hours; You and all allies gain a +1 desiny bonus to all defense for 24 hours; You gain a force point
Whenever you move away fom your destiny, you will suffer one of the following penalties: You take a -2 penalty on skill and ability checks for 24 hours; You take a -1 penalty on attack rolls for 24 hours; You take a -2 penalty on damage rolls for 24 hours; You take a -1 penalty to all defense for 24 hours; You lose a force point
When you have fulfilled your destiny, you can choose one of the following permanent benefits: Increase two ability scores by +1, or one ability score by +2; Gain a permanent +1 destiny bonus to all defenses; Gain a permanent +5 destiny bonus to one skill of your choice; Gain 3 force points now, and 1 additional force point each level
Note that destiny bonuses do not stack.
Building a character Sheet:
Once you have your species picked, your stats rolled and youÔÇÖve chosen the class you want to play, you just have to mash them all together.
I would recommend downloading the spreadsheet:
And use it to build your character.
Each class is assigned their own amount of money to start the game.
Wealth = Class + 6000
Jedi = 1,200
Noble = 4,800
All the rest = 3,000
With wealth in hand, youÔÇÖll need to choose armor and weapons according to the feats you start weapon proficiency you begin with based on your class.
Please use the following links to find lists of Armor, weapons and general equipment that are available to be purchased. Keep in mind that some armor, weapons and things has restrictions based on who has access to them.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
Restricted: Only specifically qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
Use the following link to find your way to all possible equipment you can buy.
Equipment
The Story:
http://tokata.fr/star-words/?id=0hatu2c
A New Order has risen from the ashes of the Empire intent on reclaiming its former glory and conquering the rest of the known Galaxy.
The last remaining forces of the resistance are deep in hiding, barely able to withstand the encroaching darkness.
Far from the front lines, a secret plan is nearing completion. A plan that will hopefully put an end to the Empire and New order, before they even had a chance to begin...