CC from Species Physical / Metaphysical Law in Star Wars: Shards | World Anvil

CC from Species

Character Creation: Moderate Mode

 
If premade Templates did not closely fit the concept, it is time to start with Species. Each species has notes on guidelines for adventure character creation. Get that information ready for Step Three, where it will be time to allocate some Attribute Dice.
 

The Research Phase

Each species has its own Minimum and Maximum benchmarks for all of their Attributes. Starting character creation requires that we keep track of this range: exceptions are not possible before the character's adventuring career is properly underway.
Each species also has its own Attribute Dice rating for character creation of adventure-worthy concepts. Make a note of that alongside the note about the species Minimum and Maximum ratings for Attributes. Also check whether the Species has any special limitations or abilities. Jawas have a lower starting Move; Togrutans have Togrutan Stealth and Spatial Awareness.
 
d6Holocron has a well-designed overview and tutorial for character creation. Start off by reading the Player Handout for its definitions of
  • the six canon Attributes
  • Move
  • Force Sensitivity
    (Note: For the sake of circulatory health, choose "not Force Sensitive" for the first character creation in the WEG system. Save all the expanded House Rules affecting the Mystic Mob of the Shards Galaxy until this character creation process feels as though it has earned at least a couple of pips.
  • pip
but do not let it draw you too quickly into the parts about Skills and then Character Advancement. Those will come in later steps!
 

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Examples of finishing Attribute Dice allocation

Lady Acantha Vordrii

Acantha settled on the "Alliance Liaison" Template, or anyway the third one on the page. Her player has gone to plug those Attribute values into a new WEG/D6 character sheet on the Statblock page.

Inyak Ennada

Inyak starts off with an empty sheet. He is Human, so he knows what his starting points will be: all Attributes have to be at least 2d+0 except for Move which is going to be at the species minimum of 10 (whatever that means!).
His height will be at least 1.5 meters tall, he'll figure that out much much later.
He has no Special Abilities from his species. He does not plan to be Force Sensitive, so he will skip over the bit about Control, Sense, and Alter.
He is not allowed to have any of the six core Attributes start at a rating above 4d+0. His Move is not supposed to ever rise above 12, which is information he will likely forget for the time being -- he and the GM will look that up after several adventures, if he ever decides he wants to be able to run faster.
His Funds Attribute is tentatively marked as 3d+0 in accordance with the House Rule article, but he and the GM may decide to alter that to better fit his concept.
Human minimum attributes:
Dexterity
2d+0
Perception
2d+0
Knowledge
2d+0
Strength
2d+0
Mechanical
2d+0
Technical
2d+0
Move
10
No
Funds
3d+0
 


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