Hey everyone so I am back
and with something to help folks out.
Now recently someone asked for some help figuring out the Fantasy Flgiht
Games version of the Star Wars RPG. And
the rules in the book can be a bit confusing at first until you get used to
using it.
First off I will always
recommend to everyone OggDude’s character generator. It’s a fantastic piece of work and worth
picking up.
https://community.fantasyflightgames.com/topic/89135-another-character-generator/
PART 1: Read
the Book
This goes with out saying
but take time and read the book, spending extra time on the character creation
parts of it…though if you’re the GM you should read all of the book. Now for the purposes of things we will be
using the first book Edge of the Empire
and I will go over stuff from Age of
Rebellion, and Force & Destiny
(I have just the Beta book though). Just
keep in mind that everything I am going over is in the books.
PART 2:
Character Creation
Now ignore how the dice
work and such for now, that is a bridge to pass later. Now the book has you go through a 10 step
process for creating characters and we are going to go over that process in
detail here.
STEP 1:
Character Backgrounds (page 36)
Now apparently the game
writers want you to build your character’s background or history first. This would be who they are, where they come
from and what has brought them to where they join the game. The game book goes over what these options
are as they act as a general guideline for building a character.
Ignore this step. Most veteran
tabletop gamers save their background for last.
Simply put, when we make our characters we often get all the logistical
parts done first, namely all the math.
We roll our attributes, spend our points, choose our classes, pick our
skills, and set up the powers we have.
Once we have gotten all of
the logistical parts done we then move on to the background, the story behind
the character because we now know what we are playing and how we have an idea
of how we want them to progress.
STEP 2:
Obligation (page 38)
Again this is a step you
don’t want to do first. Instead you want
to go to this step when you reach Step 8.
You see this figures a bit into the character’s background and helps to
determine what can stress them out.
There are two ways of
picking an Obligation. You can roll 2d10
(as a percentile roll) and consult the table that is there (Table 2-1, page 39)
Now what an obligation is
is something that you are obligated to deal with. For example it can be an addiction to a
substance, or maybe its that you have a bounty on your head, or perhaps you owe
credits to some criminals or someone else.
An obligation is a means
of the GM creating adventure hooks, or causing stress for the players.
DUTY (page 46): Now in Age of Rebellion you instead have Duty
but it works much the same. Now Duty is
more of a drive that the character has.
Examples include Combat Victory, Intelligence, and Political Support.
So a character who has the
Duty, Combat Victory, will seek out missions or take actions that will put them
into conflict with the Empire where they will want to take on the best of their
enemies whenever possible, as well as using good tactics and the best firepower
they can get.
MORALITY (page 32 Beta book): Now this is
something a bit different than Obligations and Duty. Here the character has two emotions that they
waver between that they choose (a Strength and a Weakness). For example a character with the strength of
“Bravery” has a weakness of “Anger”.
This is a morality scale that the Skywalkers typically have.
There is a scale here as
well ranging from 1 to 100. Characters
start with a score of 50. Also the benefits for increasing/decreasing
Morality is different than taking extra Obligations/Duties.
Here you have only a few
choices of what you can take if you choose to augment your Morality score by
20tps.
Now triggering Morality is
different than triggering Obligation or Duty.
What the GM should do is roll percentiles (2d10) first for those who
have Obligation or Duty. If none of those
come up on the roll the GM should then roll 1d10 for Morality. And if you have been reading the book you
know what happens when you do this.
Additionally there are the
problems of Conflict that a character can run into as the game progresses,
increasing or decreasing based upon things.
There are also thresholds for Light and Dark Side Morality for a
character. Once your Morality drops to a
certain mark you are a Dark Side Force user.
But if morality improves to a certain mark then you are redemmed back
into the Light Side.
However Obligations can be
optional if the GM does not wish to use them for the sake of ease or if you
just don’t want the hassle of dealing with them.
STEP 3:
Selecting a Species (page 43)
This is the step you
should start at instead. Selecting a
species is fairly easy and the way how this system works is that the species
gives you your base ability scores, how your Wound & Strain Threshold are
figured, starting XP, and any special abilities that they may possess.
All the books offer a
different array of races/species to choose from though they may have some
commonalities (like all have Humans).
Now don’t go spending that
XP there right away. You may want to
improve one or two of the character’s attributes right away, but save some of
that XP to buy up skills and/or talents.
STEP 4 & 5:
Choosing a Career and Specializations (page 53)
Each book offers a
different array of Careers which essentially work like Classes. You can only choose 1 career and you cannot
change it. Once you select a career you
get access to its class skills. After
that you can choose 1 specialization that is apart of that class.
The chosen specialization
also grants an extra selection of skills that are added to your career
list. Now you do get an array of free
ranks for your skills. All careers allow
for 4 ranks in 4 career skills of your choice (that’s just 1 per skill). After that you get 2 free ranks in your
specialization’s skills.
So with these free ranks,
plus the possibility of free ranks from your species then you don’t have to
spend xp on skills if you don’t want to.
Now aside from the free
specialization you can also spend XP on getting another specialization. Now this second or third specialization (you
can only have three, unless the GM allows for more) can be from your chosen
career at a low cost…or you can pick a specialization from another career if
you want but at a higher cost. And in
some cases there is a Universal Specialization you can take as well. This is typically a Force user one. Now they offer no skills, but give the
character a Force Rating.
A Force Rating determines
how many Force Dice a Force using character can roll. For the Edge of the Empire and Age of
Rebellion games this rating will typically always be 1. You can also choose to take this universal
specialization in the place of your free specialization from yoru class, but
you loose out on the free extra skill advances.
Force Exile: This is the specialization found in the Edge
of the Empire book.
Force-Sensitive Emergent: This is the
specialization found in the Age of Rebellion book.
No such universal
specializations are present in the Force & Destiny Beta book.
STEP 6: Invest
Experience Points (page 92)
Here we have the rules for
how to spend not only your starting XP, but XP that you gain as the game
progresses. While the book goes into
detail about stuff, Table 2-4 gives you an easy to read chart on how to spend
stuff.
STEP 7:
Determining Derived Attributes (page 94)
Ok so by this point you
have spent all of your XP on Ability scores, skills and talents. Now you go to the point were you deal with
your derived stats: Wound Threshold,
Strain Threshold, Defense, and Soak value.
The book does a good job
of outlining what these attributes do.
·
Wounds: Any damage your character takes is taken out
of the character’s Wound Threshold.
·
Strain: This is basically a measure of the
character’s mental strength or ability to sustain psychological or mental
stress. When a character’s obligation comes
up it reduces Strain for example.
·
Defense: In all likely hood no starting character will
have a Defense score. Body armor,
shields, using cover and so on all grant defense. This adds to the character’s Soak value.
·
Soak: Now here we have the score that is used to
reduce damage. So when you take damage
you apply your Soak against it unless the attack has an ability that negates or
bypasses soak.
STEP 8:
Determine Motivations (page 94)
Now the book does outline
what motivations are but to sum it up a character’s motivation is “why do you
do what you do”. Motivations exist in
all of the books. The GM shouldn’t feel
like they need keep characters focused on motivations from one book or
another. If a player has a good reason
to use a motivation from another book, let them use it.
But when do you use
motivation? You use them if you’re at a
loss on a course of action. You look at
your motivation and how it applies to a situation. Generally a character who stays true to their
motivations will often get rewarded at the end of a game session.
STEP 9: Gear
and Appearance (page 97)
So there isn’t a lot too
this. You have “X” amount of credits to
buy your starting gear with. Then there
is of course your character’s physical description. Its all very straight forward at this point.
STEP 10:
Selecting a Ship (page 99)
This isn’t a ship per
person, but rather it’s a ship for the group to use. Now the GM doesn’t have to give the group a
ship right out the gate. A good starting
adventure can involve getting a ship.
PART 3: Lets
make a Character
But this is not making a
character. And the best way to learn is
to actually do it. So let’s go through
the steps as I would do it and make a character. We will be using the Edge of the Empire book
for this.
Ok so to start lets be
Human (page 48).
Our stats are:
2
|
2
|
2
|
2
|
2
|
2
|
|||||
Brawn
|
Agility
|
Intellect
|
Cunning
|
Willpower
|
Presence
|
Now let’s jump over to
careers.
Our options are Bounty
Hunter, Colonist, Explorer, Hired Gun, Smuggler, and Technician.
Well let’s say that I like
the idea of a Boba Fett type character, someone who wears armor and is the
shoot first ask questions later. Now
looking that over and having a basic idea in mind after looking over the
various careers I decide that the character’s starting specialization will be
Gadgeteer.
Now that we have settled
on this we have to pick out what career skills will each get a +1 increase,
including our bonus career skills.
Now on a character sheet
you will want all of your skills listed since you can roll any of your skills,
you will just be really good at some over others. But lets say that I chose the follow:
·
Athletics
·
Perception
·
Ranged Heavy
·
Streetwise
And then I choose these
two for the bonus skills:
·
Mechanics
·
Ranged Light
So what gaining a rank does
is clarified in the book, but I will just clarify it right now.
So your dice pool for your
skills is based upon the attribute for the skill. So Athletics uses Brawn. Right now Brawn is at 2. So with that in mind it improves a single
die.
Thus a green ability die t
becomes a yellow proficiency die À.
Now with these out of the
way I get to choose 2 skills (as a human) that are non-class skills to apply 1
increase to.
·
Stealth
·
Underworld
Next up is the 110xp that
humans have to spend.
·
Brawn is
increased from 2 to 3 = 30xp
·
Agility is
increased to 3 as well = 30xp
·
Cunning is
increased to 3 too = 30xp
Total spent so far is 90xp
Our stats now are:
3
|
3
|
2
|
3
|
2
|
2
|
|||||
Brawn
|
Agility
|
Intellect
|
Cunning
|
Willpower
|
Presence
|
Our skills are sitting at:
Athletics (Brawn)
|
Àtt
|
|
Mechanics (Intellect)
|
Àt
|
|
Perception (Cunning)
|
Àtt
|
|
Ranged (Heavy) (Agility)
|
Àtt
|
|
Ranged (Light) (Agility)
|
Àtt
|
|
Streetwise (Cunning)
|
Àtt
|
|
Stealth (Agility)
|
Àtt
|
|
Underworld (Intellect)
|
Àt
|
So far for all of these
skills I get to roll 1 À proficiency die, and then 1-2 ability dice t.
Now after all this I have
20xp left. I can either improve other
skills or buy some talents. How about we
buy some talents.
·
Toughened
·
Jury Rigged
And with 5pts left we can
buy 1 class skill up. Now I’d like my
character be good at intimidating opponents too so that will mean 5xp goes to
buying 1 À proficiency die in Coercion.
Our Stats now stand at:
Our stats now are:
3
|
3
|
2
|
3
|
2
|
2
|
|||||
Brawn
|
Agility
|
Intellect
|
Cunning
|
Willpower
|
Presence
|
Our skills are sitting at:
Athletics (Brawn)
|
Àtt
|
|
Coercion (Cunning)
|
Àtt
|
|
Mechanics (Intellect)
|
Àt
|
|
Perception (Cunning)
|
Àtt
|
|
Ranged (Heavy) (Agility)
|
Àtt
|
|
Ranged (Light) (Agility)
|
Àtt
|
|
Streetwise (Cunning)
|
Àtt
|
|
Stealth (Agility)
|
Àtt
|
|
Underworld (Intellect)
|
Àt
|
And out Talents are:
·
Toughened
·
Jury Rigged
With this done we now go
back to Backgrounds. Now I’ve been
thinking of this character as a Mandalorian, but what background would suit
him?
·
The Outsider
After this we have to
figure out what brought him to this place.
·
Opportunity
Knocks.
Now Force & Destiny
adds in something new, Attitude Toward the Force. So for purposes of covering things our
character will look at it as an “Ancient Religion”.
So at this stage we will
now choose our obligation. After a bit
of thought I settled on Betrayal. And
this will play into the characters overall background/history.
But I also want some extra
points by which I can deck him out in some gear and to that end 2,500 extra
credits is a good amount to go with, and to get that I choose to take Oath.
We will now move onto
Motivations.
·
Ambition -
Freedom
And that about does
it. What’s left to do is pick out the
character’s equipment.
In the end here is what we got, now keep in mind that the pic below is made using OggDude's character generator, with a character sheet saved as a PDF, then selecting all of the PDF and copying it, and then opening up paint and pasting it there...then saving what was done. Yes its a long explanation, but that's how I did it in case anyone wants to know. Now if the pic is too small for you to read stuff just save the picture and open it up and it should open up in its proper size.
Hopefully you all found this helpful in getting going in playing Star Wars.