First off, you can’t go wrong if you join us in the chat room to discuss! Some of the best characters are tied in with existing characters or themes of the campaign, and we’d love to help you come up with the most awesome character you can.
This page gets you some highlights from the Character Creation section in the Core Rulebook, along with our interpretation. It’s not a full replacement for those rules. We also take the steps in a different order than in the book, so just go with whatever order makes most sense to you. You can also ask to see someone else’s character sheet as a reference. Here’s one to start off with: Sahl’s sheet
If you don’t already have a concrete idea of what you want your character to be, here are a few different ways of thinking about and deciding what you want.
Mechanically: Want to fill a unique role within the party, such as medic, mechanic, recon, linguist, etc? Ask around and see what it is we lack, or at least what we lack an active player for.
Lore-wise: Want to be a Jedi, a Mandalorian, or bounty hunter? How about an astromech or a whiny protocol droid? Picking someone from movies or books that you’d like to emulate is a good starting-place… but don’t be too disappointed if you can’t do everything they can do just yet. This is a Hero’s Journey game, and it’s designed that way.
Story-wise: If you’re playing this game because you’d like to see a certain type of story play out, why not play a character that highlights that theme? Want spy stories and political intrigue? Play a spy, or tie one in to your backstory. Want to set out with a saber to make the galaxy a better place? Well, it just might be your Destiny.
Stats and Mechanics
Generate Ability Scores
Let a GM know what you’d like to do, then head into the dice channel (#SW_Dice) and roll your stats. You can do that with this command:
`roll 6 4d6*
5 6 1 1 <total:13>
3 3 6 5 <total:17>
6 2 5 5 <total:18>
3 6 1 5 <total:15>
6 4 6 4 <total:20>
3 1 1 5 <total:10>
Note the back-tick in the command (`)! For each set of 4 dice, drop the lowest, then keep the sum of the rest. The above roll becomes the (really good) result:
12 14 16 14 16 9
The rules allow you to reroll if your net modifier is non-positive, or if your highest score is a 13. We additionally offer a single re-roll for mediocre-but-passable rolls. If you roll only decently well (multiple stats below 10, or none at 15+, as guidelines), the GM may allow you to reroll once, choosing between the two sets of stats which to keep.
You can assign these as your abilities (Strength, Dexterity, etc) in any order you like.
Select Your Species
Here’s where StarWarsRPGIndex comes in, to show you the list of all the species available to you. Refer to your species’ stat modifiers (if any), and apply those directly to the ability in question – if you assigned a roll of 15 to be your STR, and your species gives a 2) in the Score column. Don’t touch the Mod column, as it updates itself.*
Speed: Also listed in your species. Most of the time, it’s 6.
Note anything else in the Species statblock onto your character sheet, so we can tell why you, for example, get to reroll Perception checks (if you’re Zabrak). The best place for these special features of your species is in the Feats, Talents, and Force Powers section, just make sure to label that column as ‘Species Traits’, or similar.
Please note any Automatic Languages, too. There’s a spot for Languages below Skills and Special Combat Actions. on page one.
Choose Your (Starting) Class
As you look in the StarWarsRPGIndex list of classes, you’ll probably notice most of them are Prestige classes. What’s that mean? It means they’re only available to characters that have progressed to at least level 8 (higher for some), and have met some prerequisites along the way. If you want to be, say, the Bounty Hunter class, you’ll need to be trained in Survival, and have chosen two talents from the Awareness tree (available to Scout-s) along the way.
For levels 1-7, you’ll need to choose from the six basic Heroic classes in the core book. You can even dip back and forth between them for combinations (Noble 1/Soldier 4 is a level 5 character), Just keep your eye out for those prerequisites if you want a Prestige class.
Also note, the ‘Class’ isn’t necessarily your profession. You can be employed collecting bounties without having taken a level in Bounty Hunter, for example.
Put your Defense Bonuses in, and note down all of your Starting Feats. Make sure to group and mark that you got them for <class> level 1. Go ahead and put in your HP, too.
Depending what class you chose and how intelligent your character is (INT score and accompanying modifier), you’ll get to choose a number of skills. Also note that Humans get an extra skill instead of stat bonuses.
Look at the “Class Skills” entry for your class in Chapter III to find out how many skills you can get, and which ones. That entry is normally deceptively hidden at the bottom of the page, below the class advancement table.
A level 1 character cannot become trained skills outside of his/her starting class, but if you multi-class later, you’ll be allowed to trade as many of your skills as you want between your classes. This re-training is a house rule, and can only be used once per class you multi- into. Also note that most skills let you use them, even if untrained.
Please note that just straight Knowledge, despite being on the character sheet, is NOT a skill. You’ll need to select one or more different types of knowledge, depending what’s available for your class. Each knowledge type counts as one of your trained skills. The list of knowledge domains and what they can do is in Chapter IV.
Determine Starting Credits and Buy Gear
Everything else depends at least a bit on what equipment you choose, so we’ll skip ahead here. Hidden at the end of your class entry is the Starting Credits information. Grab the GM again and give it a roll. For example, the Scout rolls this:
After that, have a look at Equipment in Chapter VIII of the Core Rulebook. Start with the smaller things you’d like to give your character, then go ahead and graduate to the StarWarsRPGIndex listings for misc equipment and weapons.
You’ll probably find that you’d like something more expensive than your starting credits will allow, but that’s why other players can spot you a few thousand credits. You get useful gear early, and the whole party benefits – what’s not to like? Take a look at our house-ruled Booster Credits page for the details.
Note that you’ll need a Holster of some kind, no matter what type of weapon you have, if you want to be able to draw it in a single Move action. Similarly, a Bandolier, Utility Belt, or some modifications to your armor can hold items like ammo for that same fast access.
Select Feats & Talent
I’ll group these two together because they’re similar. We skipped them earlier because the type of Feats and Talents you want might well depend on which gear you chose. The options for both of these are much, much broader than the ones detailed in the Core book, so StarWarsRPGIndex is your friend again. And don’t forget the nearly-complete Wikia listing of Feats. Happy hunting!
Once you’ve found them, note them specifically as your <class> 1 Talent and your Level 1 Feat, as appropriate. It makes verifying your sheet at later levels much easier if you notate them like this.
Alladat Other Stuff (Determine Combat Statistics)
Defenses: Don’t forget to replace the “Level/Armor” bonus column’s 0 with a 1 (your level). If you have armor, replace that with the Reflex defense and add Fortitude bonuses of said armor, as appropriate.
Damage Threshold: It’s on the right half of the page, which doesn’t make it obvious that unless you have a Feat or Talent that says otherwise, this is exactly the same as your Fortitude defense you just calculated.
Base Attack Bonus: It’s shown on the sheet as BAB, for short. Look up your class’ progression table in Chapter III to see if you have +1 or +0 at level 1.
Melee/Ranged Bonuses: The math does itself. Once you have them calculated, though, be sure to copy them into the Weapon blocks below. The Attack Bonus for your weapon should match the appropriate Melee/Ranged bonus (+3? put +3), unless you have upgrades, Feats or Talents that say otherwise.
Also, don’t forget that damage rolls for melee weapons add your STR modifier to the roll. For example, if a knife does 1d6 and your STR is + 3, list the damage as 1d6+3.
Force Points: Your character class will say how many, but for first level characters, it’s always 5.
Destiny Points: Yes, we do! Put one on your sheet. You can put the choice off for a little bit, but at least start thinking what you’d like your Destiny to be. Check out chapter VII for some ideas, but talk to the GM if you want something different.
Languages: Thought you were done? You should have Automatic Languages from your species, but you get to learn one more for every positive point of your INT modifier. Noble-s probably also have the Linguist Feat as a starter, which entitles them to still more languages.
Special Combat Actions: Anything your Talents or Feats offer you, really. You can also use it as a reminder of what the normal action requirements are. For example (again, unless you have Feats that change these):
Aim: Two Swift actions to ignore cover with ranged.
Three Swift actions to improve Condition track
A Move action to draw, reload, or pick up
Send in the sheet for GM approval, and you’ll soon be ready to take part in a mission!
Starting Levels – What Level, and Why?
Current starting level: 1,000 XP (Level 2)
The lowest level anyone has (at start, or during play) is a function of the highest character’s level. Currently, we feel that (highest level) – 2 is a decent formula This lets everyone keep pace with the enemies in the story, while still letting the most active players have a slight mechanical edge. Yes, we say slight, as outlined below.
The fact is, new characters are given solo- or small-group-missions quite often, and each new player levels up faster than the last to catch up with the rest of the party. And nobody is useless, no matter their current level.
Have another look at our Community & General Rules, especially the tips on being an awesome player. All of those things are going to get you on the fast-track to more fun and better story. XP follows generously from there.
So, you have a character concept and your stats ready to go, do you? Your character can pop up wherever the party happens to be, so it’s just a matter of thinking on your feet:
“The party is deep behind enemy lines. I’m a pacifist. WHAT AM I DOING HERE!?!?”
Well, that can make for a pretty neat part of your backstory in itself, so just be prepared to work with us on your intro. If you’d rather wait until things quiet down and the party’s back to what you’ve established is your character’s usual haunt, that’s alright, too.