Star Wars: Rebirth
Making a Character for Star Wars Rebirth Era
When you make a character for Star Wars: Rebirth Era, there are a few things you should consider before you make one:
1: The campaign will start on the planet of Coruscant, which is a planet that is covered completely in city, and is the capital world of the Empire (And the capital world of the Imperials in Star Wars Episodes IV, V, and VI). Your backstories must converge somehow in the Niad Spaceways Starport, which is near to the main hub of Coruscant, where the Senate Building is, the Triumvirate’s Headquarters, and the Jedi Temple is. Its about a 45 minute public shuttle ride from those buildings in Coruscant. You could have come in on a starship into the Niad Spaceways Starport, or you could have taken a shuttle to get there, or you could have walked. Whatever the case, you’re heading towards the Niad Spaceways Starport.
The reason you guys are at the Niad Spaceways Starport was due to a message your characters received from an S3V-8 series Personal Assistance Droid named “Arbet”, be it by a personal message, or by speaking to you in person, telling you that his master needs your help, but that he will pay you well if you help him, and Arbet tells you that he cannot tell you anything more than that, but that his master can tell you more when you get there. Whatever happened, you at least agreed to see Arbet’s proposal through, though for what reason is up to you to decide.
How Arbet found you out is up to you, but it has to be approved of by me before it becomes official.
2: I will allow most any sort of background that fits with the Star Wars universe and with whatever canon I make and put into the Star Wars universe, but it must of course end with you being at least on your way to the Niad Spaceways Starport in Coruscant.
3: I will roll up your Ability Scores and give the scores to you on request. I am very generous with the scores I give out. On the other hand, I’m also generous with the scores I give to your foes too.
4: I will allow most any race from the Star Wars universe that is sentient, except for Hutts and Killiks.
You can also play as a Droid if you like that is of Large, Medium, or Small Size. The droid will have a heuristic processor if it didn’t have one beforehand, but is otherwise customizable so long as if I approve of those customizations.
There will also be new races that will come in in Star Wars: Rebirth, and those new races, as well as a guide to how to make your own Droid are in the link below:
Also, I will not allow Flesh Golems either.
5: All character classes are allowed, but the Starting Feats for those classes are customizable for the most part. Each class gets 6 Feat Points. It costs 1 Feat Point to obtain a Proficiency Feat that is not Lightsabers, Exotic Weapons, Heavy Weapons, or Heavy Armor. It costs 2 Feat Points to get any other feat, including the proficiency feats for Lightsabers, Exotic Weapons, Heavy Weapons, and Heavy Armor. The feat points can only be spent on Bonus Feats for their class. Some classes have less Feat Points due to having some feats that are already required, such as with the Jedi class. Also, Weapon Proficiency (Simple Weapons) is free of charge. Below, I will list the amount of Feat Points that each class gets, and which feats a class needs to start out with.
Also, those feat points do NOT factor in the feat all characters gain at level 1, so the feat you get by making a new character comes separately from Feat Points.
For example, Baro is a level 1 Bothan Jedi, and after he spends the 2 Feat Points he gained on Weapon Focus (Lightsabers), Baro is able to spend the 1 feat he starts out with on another feat, which he chooses Dodge.
The following classes start out with the following feats:
Jedi: Weapon Proficiency (Simple Weapons), Force Sensitivity, Weapon Proficiency (Lightsabers), 2 Feat Points worth of Feats from their class feat list.
Noble: Weapon Proficiency (Simple Weapons), 6 Feat Points worth of Feats from their class feat list (Nobles also have Weapon Proficiency (Pistols) as a bonus Noble feat)
Scoundrel: Weapon Proficiency (Simple Weapons), 6 Feat Points worth of Feats from their class feat list (Point Blank Shot and Weapon Proficiency (Pistols) are now considered bonus Scoundrel feats)
Scout: Weapon Proficiency (Simple Weapons), 6 Feat Points worth of Feats from their class feat list (Shake It Off, Weapon Proficiency (Pistols) and Weapon Proficiency (Rifles) are now considered bonus Scout feats)
Soldier: Weapon Proficiency (Simple Weapons), 6 Feat Points worth of Feats from their class feat list (Armor Proficiency (Light), Armor Proficiency (Medium), Weapon Proficiency (Pistols) and Weapon Proficiency (Rifles) are now considered bonus Soldier feats)
6: All character classes start out with the following amount of credits worth of goods. Any extra credits are the amount of credits the character starts out with:
Jedi: 1200 Credits (But they can pick one Lightsaber type of weapon of their choosing at level 1 for free)
Noble: 4800 Credits
Scoundrel: 3000 Credits
Scout: 3000 Credits
Soldier: 3000 Credits
7: Force Point Changes: All players will start out with 5 Force Points, and those Force Points can be used for a wide variety of things listed in the Core Rulebook, except for what I have written to be different here:
- When you level up, you no longer lose your existing Force Points, and nor do you gain any more. To get more Force Points, you need to buy them from the Experience Store.
- Force Points use Exploding Dice. Force Point Dice are always “exploding” dice. If you roll the maximum result on the die (for example, a “6” on a d6), you get to keep rolling the die, and adding the next result to your previous total. Count the total as one less than the maximum (for example, count a ‘6’ on a d6 as ‘5’, count a ‘10’ on a d10 as a 9, etc.) and roll again, adding the next roll to the prior total. You can continue this as long as you keep rolling the maximum result.
Note: If you roll more than one die per action point (for example, when you are permitted to roll multiple dice and choose the highest result) only one die can explode, even if more than one die shows the maximum result.
- There is a chart in the Core Rulebook that states the amount of d6’s you roll at particular levels when you spend a Force Point, so at 1st-7th, you roll one d6, then at 8th-14th, you roll two d6’s but keep only the best result of the two, then at 15th-Above, you roll three d6’s, and keep the best result of the three rolled. This chart is no longer valid. Instead, there will be more abilities that will give this effect in the Experience Store.
- Feats that improve your Force and Destiny Points such as Strong in the Force, and the Unleashed Feats from The Force Unleashed Campaign Guide, are no longer extant as feats. Instead, those effects will be converted to the Experience Store.
- I want to note that Force Techniques that improve your Force Points will remain, as it only makes sense for the Jedi and other force using traditions should be able to use their Force Points in a wide variety of more ways than those who don’t swing the force about like they do.
- To see what is in the Experience Store, just click this link: The Experience Point Store
8: There is still plenty more to tell about the world, but I will save it for when the world needs to be explained in such a way. Anything else that will come will be explained in the wiki when the time comes.
Step By Step Guide On How To Make A Star Wars Saga Edition Character In the Rebirth Era:
Below, I hope to explain the steps in how one can go about making a Star Wars Rebirth Era character in my game. This is by no means the only way to make a character, but this is the way I would go about making one.
Also, if you guys don’t have the Star Wars Saga Edition Core Rulebook, you should at least obtain a copy and read it through. Fortunately, someone was nice enough to have it on display as a .pdf on the internet free of charge:
Just copy and paste the link in your browser, and then give the rules in there a good read. If you have questions about the rules, you can ask me and I will answer them.
But below is how I will go about making a character.
1. Get your Attributes, and distribute them however you wish.
To get your Attribute Scores, ask me, and I will give you your Attributes. You get 6 numbers, and you have 6 Attributes. Those attributes are:
Strength: Your Strength Score represents how physically strong your character is. Strength is especially important for characters who want to hit better in melee, deal more damage in melee, and use a lot of physical skills too.
Dexterity: Your Dexterity Score represents how flexible your character is. Dexterity is especially important for hitting people with ranged weapons, avoiding deadly blows, and utilizing skills that require finesse.
Constitution: Your Constitution Score represents how resilient your character is. Constitution is great for getting more Hitpoints, avoiding debilitating effects, and maintaining your abilities under stress.
Intelligence: Your Intelligence Score represents how smart your character is, and how well they learn and reason. Intelligence is great for getting yourself more in the way of skills, knowledge, languages, and more complex maneuvers.
Wisdom: Your Wisdom Score represents how intuitive your character is, as well as their willpower. Wisdom is great for resisting mental effects, improving your senses, and increasing the number of Force Powers you might learn.
Charisma: Your Charisma Score represents your personal magnetism and ability to lead. Charisma is great for using the Force, persuading others, and just in general being likeable.
An attribute of 10 is average for a Human, and if you are playing as a Droid, then you don’t need to worry about rolling up a Constitution Score, because non-living things don’t have a Constitution Score.
How do those Attributes add anything to your characters you might ask? The higher the attribute’s number, the better you excel at functions associated with that attribute. To get mathematical on you, I want to show you the measurements:
You have an Attribute Score, which is the number you get when you distribute one of your 6 Attribute Numbers into any one score. Lets say you put a 14 into Dexterity. This means that your Attribute Score in Dexterity, being your Dexterity Score, is 14.
The next number is a little weirder, and this number is called your Attribute Modifier. The Attribute Modifier is the number you add to your rolls due to having a High or Low Attribute Score.
So lets take that 14 in Dexterity. With a 14 in Dexterity, you gain a +2 Dexterity Modifier. This means that if you ever make a Dexterity check, or make any other roll that has your Dexterity Score tied to it, you add your Dexterity Modifier to the check. For example, you attack a foe with a Blaster Pistol, which is a Ranged Attack, and so it involves your Dexterity Score. When you roll to hit with your Blaster Pistol, you add +2 to the roll you made with the Blaster Pistol in addition to all the other rolls and modifiers involved.
Once you get those 6 numbers, you can feel free to put them anywhere in any of your attributes in their whole form.
2. Select your Species/Race:
Each Species has a number of bonuses and penalties, but most importantly, each species in the Star Wars universe sees the world around themselves a little differently than others, and others might perceive them as being different too. In the long run, the bonuses and penalties aren’t extremely substantial, so choose a race based on what you want to play as.
As I said above, any Sentient Species from the Star Wars universe is fine except for Hutts and Killiks, though I would choose a race that is either presented in any of the Star Wars Saga Edition Rulebooks, or whichever Race I presented as being an option to take up.
Again, no Flesh Golems allowed.
For some more Racial Options, you can look here: New Races and Droid Heroes
3. Choose your Class:
Choose one of the 5 Classes: Jedi, Noble, Scoundrel, Scout, or Soldier. When you take up this class, you get a few abilities associated with that class.
Also, you are level 1 in that chosen class.
When you take up a class, you would normally gain access to their Starting Feats, except that I have house-ruled that out. Instead of Starting Feats, each class gets 6 Feat Points worth of Feats, except for the Jedi who gets 2 Feat Points worth. To describe the worth of a Feat Point, 1 Feat Point can be used to get any Proficiency Feat of any kind, except for Lightsabers, Exotic Weapons, Heavy Weapons, or Heavy Armor. Otherwise, you need 2 Feat Points to obtain any other Feat on the Feat List.
Also, Weapon Proficiency (Simple Weapons) is free of charge, and everybody gets that weapon proficiency for free.
The Jedi Class starts with the following feats, in addition to 2 Feat Points: Weapon Proficiency (Lightsabers), Force Sensitivity, and Weapon Proficiency (Simple Weapons).
All other classes have Weapon Proficiency (Simple Weapons), and 6 Feat Points worth of feats. The starting feats those classes would have normally gotten are now considered Class Feats.
Once you have figured out how you want to allocate your Feat Points (And you have to allocate them all), then you can move on to this next step:
4. Pick your Skills:
Each class starts out with a number of Skills you can choose. How many skills you gain depends on your class:
Jedi: 2 + Intelligence Modifier worth of Skills.
Noble: 6 + Intelligence Modifier worth of Skills.
Scoundrel: 4 + Intelligence Modifier worth of Skills.
Scout: 5 + Intelligence Modifier worth of Skills.
Soldier: 3 + Intelligence Modifier worth of Skills.
You can choose those skills from the Class List. If there is a skill you want, but is not on your Class List, you can spend 2 Skills to get that 1 Skill that is not on your Class List.
If you want any more Skills, you have to take up the Skill Training feat, and with the Skill Training feat, you can pick any one skill, Class Skill or Non-Class Skill, to be Trained in.
5. Choose a Bonus Feat:
This Bonus Feat you gain is in addition to the Feat Points you gain for choosing your class. This Bonus Feat can be allocated wherever you like. This Bonus Feat, nor any other feat you gain past your Starting Feats are written in terms of Feat Points.
Once you have found the Bonus Feat you like, you can move on to the next step.
6. Choose a Talent:
Every Class has a Talent listing. Once you find a Talent that suits you, move on to the next step.
7. Determine Combat Statistics:
Here is where you write out the following:
Hitpoints: Each character class has a different set of Starting Hitpoints:
Jedi’s and Soldier’s Starting Hitpoints: 30 + Constitution Modifier.
Scout’s Starting Hitpoints: 24 + Constitution Modifier.
Scoundrel’s and Noble’s Starting Hitpoints: 18 + Constitution Modifier.
Defenses: Each Character class starts out with a bonus to their Defenses.
Jedi: +1 Bonus to all Defenses.
Noble: +2 Bonus to Will Defense, and +1 Bonus to Reflex Defense.
Scoundrel: +2 Bonus to Reflex Defense, +1 Bonus to Will Defense.
Scout: +2 Bonus to Reflex Defense, +1 Bonus to Fortitude Defense.
Soldier: +2 Bonus to Fortitude Defense, +1 Bonus to Reflex Defense.
From there, calculate your defenses.
Damage Threshold: Damage Threshold is how much damage a character can take in one blow without dropping down the Condition Track. So a character with 17 for their Damage Threshold can withstand 17 Damage or less without dropping down the Condition Track.
Damage Threshold is your Fortitude Defense, but your Size and other odd modifiers can change your Damage Threshold.
Base Attack Bonus:
Jedi and Soldiers start with +1 for their Base Attack Bonus. All others start with +0 for their Base Attack Bonus.
Melee Attack Bonus: Add your Base Attack Bonus to your Strength Modifier, and that is most commonly your Melee Attack Bonus, but if you have Weapon Focus, or some other feat, the formula may change a number or two.
Ranged Attack Bonus: Like the melee attack bonus, only add Dexterity Modifier instead of Strength Modifier.
Speed: Most Medium Sized races can move 6 Squares or 12 Meters in one Round. Small ones often move at 4 Squares or 8 Meters in one Round.
Force Points: All characters start out with 5 Force Points that they can use to modify their rolls.
Destiny Points: Destiny Points are like Force Points on Death Sticks. You don’t start out with any Destiny Points at all.
9: Determine Starting Gear:
Depending on your Class, you’ll have a different amount of Credits worth of Starting Gear. Don’t forget to factor in the licensing costs! The license you buy for your money is only valid within the boundries of the Galactic Federation/Galactic Republic.
Jedi: Jedi start out with 1200 Credits worth of Starting Gear. They also get 1 Lightsaber type of weapon for free.
Scoundrels, Scouts, and Soldiers: 3000 Credits worth of Starting Gear.
Nobles: 4800 Credits worth of Starting Gear.
Any credits you don’t spend you keep on your character.
10. Backstory and Character Name:
Some people ask for Backstory first, but you can go either way. Once you have a character laid out in front of you on your character sheet, you can figure out how to make this character sheet into a character.
Ultimately, you are not playing a set of statistics on a sheet- you are playing a character. As that character, you interact with the world around you, and the world reacts to you too. The backstory you write is the history of your character, and what makes your character what they are today.
Some questions you should ask about your character to get yourself thinking are:
- Why is your character away from home? Did something happen?
- Why is your character out going to other places around the galaxy? Isn’t home a good enough place?
- Where did your character come from? What did they like about it? What didn’t they like about it? Details please!
- (Only in the case of this game) When did your character encounter Arbet the Personal Assistance Droid? What did you do to attract the attention of a rich man all the way in Coruscant if you’re not from Coruscant? Or if you are from Coruscant, how do you think Arbet found you in the crowd of billions on Coruscant alone? It must have been something dynamic.
I also want to reccommend you talk to me about your character’s backstories. I can ask you questions, and see how you answer them, and I will do what I can to make your character fit into the setting at hand.
11. Physical Description: Describe what your character looks like as well. Just go over basics like Height, eye color, hair color, etc. Only mention more specific details about your character’s physical appearance if its an important part of who your character is (For example, if your character is insecure about having an enormous nose, then mention your character’s enormous nose).