ABOUT THE SW RPG



     If you would like to see a list of all the SW RPG source books and etc that I know of, CLICK HERE.


     The Star Wars Role Playing Game was created by West Ebd Games (WEG) in, I think 1987. People really liked the idea of being able to play their favorite movie in a pencil and paper game. After the first book came up, there was a demand for add on books with more info and more stats. Soon came the second edition, with all the second edition books also. The second edition is what we use now in the game. I guess I'll just do a little run through of how to start a game, and all that good stuff.

    The first thing you do is to have someone be chosen as the GM (Game Master). That person will make the story work, and add all the adventures into gameplay. Everyone else fills out character creation sheet, which you see below. This is how it works: First, you choose your name and vital statistics and everything. Second you take 18D (D=Dice) and allocate them to the main attributes (which are Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical) you can have no less then 2D in each and no more then 4D. Then after that you pick from the skills list (below the character creation sheet) skills that go under each attribute, you have 7D to allocate to your skills. The way the allocation for skills works is that you choose a skill (say blaster under dexterity) and then you decide if you want to add 1D or 2D to the existing number (which will be that of the base attribute). About the skills list, for each type of thing (like blasters) you can choose to do a specialization. That means that you will take 1D from your 7D to add to skills and you split it into 3D for specializations. This means that you will have 3 extra dice to add a special thing off of each skill, like with blaster, you would say I have blaster 4D: heavy blaster pistol 5D if you added a specialization. A specialization is basically a specific type of thing for relating to each skills. Once you have done that, you do a few other things I'll cover later like assign character points and find out how many force points you get.


Name:
Gender/Species:
Type:
Age/Weight/Height:

Physical Description:


Dexterity:



Knowledge:



Mechanical:



Perception:



Strength:



Technical:



Special Advantages:


Character Points:

Force Sensitive:

Force Points:

Dark Side Points:

Equipment:




DEXTERITY SKILLS

Archaic Gun
Blaster
Blaster Artillery
Bowcaster
Bows
Brawling Parry
Dodge
Firearms
Grenade
Lightsaber
Melee Combat
Melee Parry
Missle Weapons
Pick Pocket
Running
Thrown Weapons
Vehicle Blasters

KNOWLEDGE SKILLS

Alien Species
Bureaucracy
Business
Cultures
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Survival
Value
Willpower

MECHANICAL SKILLS

Archaic Starship Piloting
Astrogation
Beast Riding
Capital Ship Gunnery
Capital Ship Piloting
Capital Ship Shields
Communications
Ground Vehicle Operation
Hover Vehicle Operation
Powersuit Operation
Repulsorlift Operation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
Swoop Operation
Walker Operation

PERCEPTION SKILLS

Bargain
Command
Con
Forgery
Gambling
Hide
Investigation
Persuasion
Search
Sneak

STRENGTH SKILLS

Brawling
Climbing/Jumping
Lifting
Stamina
Swimming

TECHNICAL SKILLS

Armor Repair
Blaster Repair
Capital Starship Repair
Capital Starship Weapon Repair
Computer Programming/Repair
Demolition
Droid Programming
Droid Repair
First Aid
Ground Vehicle Repair
Hover Vehicle Repair
(A) Medicine
Repulsorlift Repair
Security
Space Transports Repair
Starfighter Repair
Starship Weapon Repair
Walker Repair


     So after all of that crap, you go over the basic rules. The way almost everything works is that you pick a difficulty number and then have the player roll. You are going to need a lot of dice in this game and you are also going to want to have some kind of handy reference chart to all the basic rules, maybe I'll make one. Here are just a few of the real important things.

     The first thing you need is a wild die, find a die that looks different from the others. Whenever someone rolls a wild die there are chances to make or break an action. First, if you roll 2-5 you add the number normally to the total. If you roll a 6 then add it and keep rolling until you don't get a 6 again. If you roll a 1, you can do 3 things. First you can add it normally, second you can subtract the highest roll, and third you can let it pass but make their be an after effect for it.

     When rolling difficulties there is a basic set of difficulties that we use. They go like this:

Very Easy = 1-5
Easy = 6-10
Moderate =11-15
Difficult = 16-20
Very Difficult =21-30
Herioc =31+

     Now usually when someone rolls a herioc roll, if they do it for a good cause or something, you give them force points, which I'll cover later. Now, what you can do when you roll is to make actions. Actions are anything from picking up a rock, to shooting a stormtrooper with a blaster. Everyone can react to an action, say a Stormtrooper shoots at you, you react by using your Dodge skill to dodge. The way you would do this is to roll your Dodge dice against the Stormtrooper's blaster dice. If he beats your roll then you are hit and you start figuring damage, but if you beat his roll then you jumped out of the way. I don't want to get to involved with combat, I figure you can figure it out most of the way. But just so you know, each weapons will have a Damage: rating like 4D, that comes into play when you make a successful hit. You will roll your weapon's damage against your target's strength. Now if you beat their roll then you figure out the amount of damage they are done by looking at this chart, and note that the numbers along the side are the difference between your roll and your opponents.

0-3 = Stunned
4-8 = Wounded
9-12 = Incapacitated
13-15 = Mortally Wounded
16 + =Killed

     You really need the main book to understand how the damages work. But basically, if you are stunned you are out cold for a few minutes or seconds. If you are wounded you fall down and can't move for the rest of that "round" and then when you get up you get a -1D penatly to all skills and attributes until you rest or are healed. If you are wounded again then you fall down and can't get up for the rest of the round, and then when you get up you get a -2D penalty to all skills and attributes until you get healed. Each time after being wounded twice, you increase one level of damage (just so you know). Then if you are incapacitated you fall down and can't get up for 10dice worth of minutes, you cannot do anything until you are healed. A mortally wounded character can't do anything and runs the chance of dying. For every round that they are not healed successfully roll 2D and if the number of rounds that he has not been healed for is more then his roll, he dies.

     That's all the rules I'm going to go over now. If you would like to know more about how to play, e-mail me.

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Commander Skywalker's Star Wars RPG Post © 1998
http://home.earthlink.net/~tedcushman/lucas/
Lucas Meyers
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