Star Wars: A Rebellion Reborn
Creating A Character
Creating a Character can be a little confusing the first time. Described below is an example as to how this is done in Star Wars: A Rebellion Reborn. The example shown is done using the Star Wars Saga Edition Rulebook only, and where a page or specific subject matter is referenced, it is show in bold.
Following each part of the character creation process a working example will be given in italics
At the end of the checklist a copy of the created character will be displayed for reference.
PLEASE NOTE: All SWARR Characters begin play at 4th level. Create them at level 1 then add levels 2, 3 and 4.
This character creation example develops upon the one listed on p13 of the Saga Edition Core Rulebook (SECR). Read through that section to get a rough understanding of how this is done, then use this checklist to help you build a character:
1. GENERATE ABILITY SCORES
A score of 10 or 11 in an ability is average. Higher than 11 grants a bonus, lower than 10 a penalty. In SWARR scores are generated using the either the Planned Generation Method or Standard Score Package, both found on p13 of SECR.
Example: Adam decides to use the Standard Score Package and makes a note of the scores of 15, 14, 13, 12, 10 and 8.
2. CHOOSE SPECIES
Next, choose which species your character is going to come from. There are hundreds of species to choose from, each with their own unique racial abilities which you get for free and add to your character. In SECR the Species can be found between p23 and p32
Make a note of their Racial Traits listed for the species. Unless specifically stated, gender makes no difference to your character from rules perspective.
Example: Adam decides to make his character a Rodian. He notes under their racial traits that Rodians have +2 Dexterity (DEX), -2 Wisdom (WIS) and -2 Charisma (CHA). They are of Medium Size (no modifier), and Move 6 Squares (no modifier), He also jots down that all Rodians have Heightened Awareness (meaning they can re-roll any awareness check, but must take the 2nd roll), Low-Light Vision, and a Conditional Bonus Feat: Survival (meaning if they have Survival as a Trained Skill (see later) they get the Feat “Skill Focus: Survival” for free) . Lastly he makes a note of the fact his character can speak Basic and Rodese.
3. CHOOSE HEROIC CLASS
Next, choose from one of the Heroic Classes that start on p36 of the SECR. These are Jedi, Noble, Scoundrel, Scout and Soldier. NOTE: This game is set in The Rebellion Era – between The Empire Strikes Back and Return of the Jedi – and Force Users of all types are exceptionally rare (The films only depict 5: Darth Sidious and Vader, Master Yoda, Obi-Wan Kenobi and Luke Skywalker) and so if a player wants to play a Jedi they need an EXCEPTIONALLY good reason and are limited to 1 per game group. This doesn’t mean characters can’t necessarily be Force Sensitive (see later) but this is still at the Gamesmasters’ discretion and needs to be handled correctly.)
Make a note of all the abilities listed under the class for level 1, for future use.
Example: Adam decides he wants his Rodian to be a Scoundrel. He makes a note that Scoundrels make use of the Ability Scores DEX and CHA and also WIS (which he will need to remember when assigning his scores), start with a number of Hit Points equal to 18 + their Constitution Modifier (see later), Start with a Base Attack Bonus of + 0, + 2 to Reflex Defense, + 1 Will Defense, and gets free starting feats of Point Blank Shot, Weapon Proficiency (Pistol) and Weapon Proficiency (Simple Weapons). He makes a note of the skills a Scoundrel can start the game being trained in (Acrobatics, Deception, Gather Information, Initiative, Knowledge (any), Mechanics, Perception, Pilot, Stealth and Use Computer). He notes that they are trained in their chose of these equaling 4+ Intelligence modifier.
Lastly, he notes that Scoundrels can pick one Talent from either the Fortune Talent Tree, Misfortune Talent Tree, Slicer Talent Tree or Spacer Talent Tree. Looking them over, he decides to go with “Dastardly Strike”, and makes a note of it.
4. ASSIGN ABILITY SCORES
Next, you need to assign your 6 scores to your abilities. Abilities are Strength (STR), Dexterity (DEX), Constitution (CON), intelligence (INT), Wisdom (WIS) and Charisma (CHA). For guidance, look at your chosen class to see which abilities are important to your class. Once you have done this you will need to modify the Ability Scores by the amounts listed under your Species. Finally, once you have got these scores, go to p18 of the SECR and make a note of the Modifier that goes with each Score (A Score of 16 would give a + 3 Modifier for example)
Example: Adam remembers that DEX, WIS and CHA are important to Scoundrels, so with his ability scores of 15, 14, 13, 12, 10 and 8 (see point 1), he decides to distribute them like this: STR: 10, DEX: 15, CON: 8, INT: 12, WIS: 13, and CHA: 14.
He then adds + 2 to DEX, -2 from WIS and -2 from CHA for being a Rodian, making his scores STR: 10, DEX: 17, CON: 8, INT: 12, WIS: 11 and CHA: 12
Looking on P18 of SECR he notes his modifiers:
STR: + 0, DEX: + 3, CON: – 1, INT: + 1, WIS: + 0 and CHA: + 1
5. DETERMINE COMBAT STATISTICS
All characters have a set of Combat Statistics that are regularly used in play:
- Hit Points: These are your “life Points” – when these reach zero you are taken out of the fight, possibly dead. You start with a number of Hit Points at level 1 determined by your class + your CON Modifier:
Nobles and Scoundrels start with 18 + CON Modifier in Hit Points
Scouts start with 24 + CON Modifier in Hit Points
Jedi and Soldiers start with 30 + CON Modifier in Hit Points
- Defenses: You get 3 defenses: Fortitude (FORT) (your physical toughness), Reflex (REF) (your reactions) and Willpower (WILL) (your mental resistance). These are calculated at level 1 like this:
FORT: 10 + Your Heroic Level (1) + CON modifier + Class Bonus + Equipment Bonus
REF: 10 + Your Heroic Level (1) or Armour Bonus (if higher) + DEX modifier + Class Bonus + Natural Armour Bonus (if applicable) + Size Modifier (if applicable)
WILL: 10 + Your Heroic Level (1) + WIS Modifier + Class Bonus.
- Damage Threshold: This is how much you can damage you can take in a single strike. Your Damage Threshold is identical to your Fortitude Defense.
- Base Attack Bonus: This is your natural, untrained ability to strike an opponent. It is determined by class and is the foundation of the formula you need to strike.
Jedi and Soldiers start with a Base Attack Bonus (BAB) of + 1
Nobles, Scoundrels and Scouts start with a BAB of + 0
- Melee Attack Bonus: This is your trained ability to hit with Melee Weapons. Get your BAB and add your STR modifier to it. Certain Feats and Talents can also increase this.
- Ranged Attack Bonus: This is your trained ability to hit with Ranged Weapons. Get your BAB and add your DEX Modifier to it. Certain Feats and Talents can also increase this.
- Speed: Almost all Species start with 6 Squares of movement per turn, this is the standard. Small creatures (such as Ewoks) start with 4 Squares.
- Force Points: All characters (except Droids) start with 5 Force Points. Droids start with None.
- Destiny Points: (We are not using this in SWARR)
_Example: Adam starts working out his Rodian’s Combat Statistics:
Hit Points: As a Scoundrel, Adam’s Rodian gets 18 + CON Modifier (- 1) Hit Points for a total of 17.
REF: 16 (10 + 1 from level + 3 (DEX), + 2 (Scoundrel Class), + 0 (Natural Armour), + 0 (Size)
FORT: 9 (10 + 1 from level, -1 (CON), + 0 (Scoundrel Class), + 0 (Equipment Bonus)
WILL: 12 (10 + 1 from level, + 0 (WIS), + 1 (Scoundrel Class)
Damage Threshold: 16 (identical to FORT Defense)
Base Attack Bonus: + 0 (From Scoundrel)
Melee Attack Bonus; + 0 (+ 0 BAB, + 0 (STR))
Ranged Attack Bonus: + 3 (+ 0 BAB, + 3 (DEX)
Speed: 6 Squares
Force Points: 5_
6. SELECT SKILLS
Next, select a number of Skills in which your character is trained, chosen from the list shown under their Heroic Class. Use the number listed under your class plus the modifier to work out the total amount of skills you can pick to be trained in. For example, where it says “trained in 4 + Intelligence Modifier” under Scoundrel on p45 of SECR, you would choose a number of skills to be trained in equal to 4 + your INT Modifier (if you had an INT Modifier of + 2 you would choose 6 Skills to be trained in under the once listed under Scoundrel).
Skills are used to make Skill Checks. The GM will give you a Target Number to beat (example 13) and you would Roll 1 twenty-sided dice (1d10) and add your Skill Modifier to it and hope to get over 14, which would be a success.
To work out a Skill Modifier total, you look at the Ability Modifier it is associated with (for example Bluff is associated with CHA). If you had a bonus to it, you would add that to the 1d20 roll. You also add 1/2 your total heroic level to this (minimum of 1). If you are TRAINED in the skill, you get a + 5 bonus.
For Example, a 1st level character with CHA 17 (a + 3 bonus) would roll 1d20 + 1 (level) + 3 (CHA)
If that same character was TRAINED in bluff, they would roll 1d20 + 1 + 3 + 5.
_Example: Adam’s Rodian has an INT Modifier of + 1. Under Scoundrel (p45) it says he gets access to 4 + INT Modifier, so 5 Skills trained in total. From the list he chooses:
Deception, Gather Information, Initiative, Persuasion and Use Computer. When using these skills he gets a + 5 bonus because they are trained.
His Trained Skills look like this:
Deception: + 7 ( +1 from Level, + 1 from CHA, + 5 from Trained)
Gather Information: + 7 ( +1 from Level, + 1 from CHA, + 5 from Trained)
Initiative: + 9 ( +1 from Level, + 3 from DEX, + 5 from Trained)
Persuasion: + 6 ( +1 from Level, + 0 from WIS, + 5 from Trained)
Use Computer: + 7 ( +1 from Level, + 1 from INT, + 5 from Trained)_
7. SELECT FEATS
Each class starts with a selection of feats for free. Jot these down. You get more as you go up levels, but for level 1 you just need to make a note of the starting ones.
Example: As a Scoundrel, Adam’s Rodian starts with the Starting Feats of Point Blank Shot, Weapon Proficiency (Pistol) and Weapon Proficiency (Simple Weapons). He makes a note of these.
8. SELECT A TALENT
At level 1 you get to select a single Talent from any one of the Talent Trees listed under your Heroic Class. You can pick any Talent so long as it doesn’t have a prerequisite Talent that you need to have first.
Example: Looking at the Scoundrel Talents, Adam decides to go with the Misfortune Talent Tree for Scoundrel, and from that Tree chooses the talent ‘Dastardly Strike’ for his character. He make a note of it.
9. DETERMINE STARTING CREDITS & BUY GEAR
Your Heroic Class determines how many Credits you begin play with:
Jedi: Roll three 4-sided dice, add the total and x100 to get starting credits (max 1200c)
Noble: Roll three 4-sided dice, add the total and x400. (max 4800c)
Scoundrel: Roll three 4-side dice, add the total and x250 (max 3000c)
Scout: Roll three 4-side dice, add the total and x250 (max 3000c)
Solider: Roll three 4-side dice, add the total and x250 (max 3000c)
These amounts indicate how much a beginner, level 1 character would have. To work out how much you would have by level 4, consult the following:
Jedi: Take starting funds and double it to get final money for character creation.
Scout, Soldier, Scoundrel: Take starting funds and triple it to get final money for character creation.
Noble: Take starting funds and quadruple it to get final money for character creation.
Once you have your credits, you can buy gear. See p117 onward in the SACR for equipment, check with your GM before purchasing items to ensure they are allowable. Many items can effect your character (Armour can add to your defenses for example) so make sure you read the descriptions and make necessary changes.
10. FINISH YOUR CHARACTER
Choose a gender for your character, and a name (you can find a good star wars random name generator HERE
Determine visual details like age, height, weight, eye-colour, hair-colour, clothing style etc, this generally does not effect the game mechanically, but is worth knowing.
Once that is done it is time to add on 3 more levels.
Look at your class and notice there is a table of abilities, entitled The [Class] (eg: The Scoundrel) and it will have an increase to BAB, Class Features and Feats. You get access to all of these from level 2 to 4. For example, with the Scoundrel, you would get + 1 to BAB at levels 2, 3 and 4 for a total of + 3 at level 4. (you would replace your + 0 BAB with + 3, but remember this will also effect things like Melee Attack Bonus etc).
Still with Scoundrel you would get x2 Bonus Feats (level 2 and 4) and another Talent from the trees available under Scoundrel.
The type of Bonus Feats you can choose from are listed under your class (For example a Scoundrel can choose from Armour Proficiency (Light), Cybernetic Surgery, Exotic Weapon Proficiency, Linguist, Melee Defense, Skill Focus, Skill Training, Surgical Expertise, Weapon Finesse, Weapon Proficiency (advanced melee weapons), and Weapon Proficiency (rifles). A 4th level Scoundrel could pick 2 from this list, so long as they met the pre-requisites.
Skills also increase with levels, the level bonus of “add 1/2 your level” would increase to +2 (half of 4).
Each level, class get extra hit points. For example Scoundrels get to roll 1d6 and add their CON modifier to it each level (so for level 4 they would roll 1d6 + CON modifier three times)
Lastly at level 4 you get + 2 points to add to your Ability Scores. You can add + 2 to a single score, or + 1 to two different ones, but don’t forget that it might effect some skills.
_Example: Adam decides his Rodian will be male, and chooses the name Nils Kor. He increases Nils’ BAB to + 3 (meaning his Melee Attack Bonus goes up to + 3 and his Ranged Attack Bonus goes up to + 6.
From the Bonus Feats selection, he chooses Skill Focus: Perception (adds permanent +5 bonus to Perception) and Armour Proficiency (Light) (allows Nils to use Light Armour without a penalty).
Next he chooses Nil’s next Talent and decides to stick with the Misfortune Tree, giving him “Sneak Attack”.
For hit points, Adam rolls 1d6 three times getting a 3, 4 and 5. Seeing as Nil’s CON modifier is + 0, nothing needs to be added, so the numbers are totaled to 12, which are added to the 18 Hit Points Nils already had. His total Hit Points at level 4 are 30.
Each of Nil’s trained Skills increase by 2 because of level, and perception goes up by another 5 due to Skill Focus feat.
For Nil’s two Ability Points, Adam adds +2 to Nil’s DEX, making it 19 (with a modifier of + 4). This effects many things: Nil’s Ranged Attack Bonus goes up by another + 1, his Reflex Defense also increases by a further + 1(though REF, FORT and WILL would all increase by + 3 as well due to level increase), and all DEX-based Skills (Acrobatics, Initiative, Pilot, Ride, and Stealth would all go up by + 1 as well. Lastly all skills would go up by 1 because “half level” would now be 2 rather than 1.
Final Trained Skills would now look like this:
Deception: + 8 ( +2 from Level, + 1 from CHA, + 5 from Trained)
Gather Information: + 8 ( +2 from Level, + 1 from CHA, + 5 from Trained)
Initiative: + 11 ( +2 from Level, + 4 from DEX, + 5 from Trained)
Persuasion: + 7 ( +2 from Level, + 0 from WIS, + 5 from Trained)
Use Computer: + 8 ( +2 from Level, + 1 from INT, + 5 from Trained)_
Nils is now complete!
Final Character build: