Character Creation and House Rules (READ FIRST)   Posted by Arbiter.Group: public
 GM, 2 posts
 The whispering winds
 of Fate...
Tue 22 Sep 2009
at 16:35
Character Creation and House Rules
I'll pad this section out more when I've got some time.  For now, here's a brief note on the timeframe and what's allowed (and not allowed).

The game is set approximately 4 BBY (Before the Battle of Yavin).  The Rebellion is in full swing but not yet at full strength.  The Empire is at the height of its power and the Purge has essentially eliminated every last Jedi in existence.  Yes, there are a couple still lurking around the fringes, but they won't be showing their faces on any civilized worlds.

Most of the "action" is to be found outside the immediate sphere of Imperial influence.  The Outer Rim is a haven for lawless types ("lawless" being defined as people who don't want to submit to Imperial law).  Semi-autonomous civilizations like the Corporate Sector are also a fairly safe refuge for those looking to avoid Imperial entanglements as long as they keep their heads down.

Characters should ideally be one of these "lawless" individuals.  This does not, however, mean you are necessarily a criminal.  Note you will be starting the game in prison (well, a penal factory).  This also doesn't mean you are a criminal, simply that you ran afoul of the tax collector and couldn't pay your debts.

What I'm trying to say is, that while you're free to play characters who are rough around the edges, no outright bad guys, okay?

Most races are all right (ask first) as long as they're from before the New Republic era.  No asking to play a Yuuzahn Vong or Killik or anything like that.  I'll be adding a list of character templates available for those who want to fast-track character creation.  But if you're inclined to make something from scratch, that's perfectly fine.  Droids are available as player characters.  ADDENDUM: No obviously post-BBY races like, say, Ewoks, either.

NO JEDI.  Don't even ask.

It's all right if your character is force sensitive (ask first), but there are no Jedi allowed in this game.  Vader's done a pretty good job of clearing them out over the last 15 years or so and there certainly aren't any 1st level knights-in-training hanging out in a Corporate Sector prison.  Anyone with any sort of ability in the Force would've been turned over to the Empire long ago.


The game has now advanced to 2 BBY.  The Rebel Alliance has officially declared itself and the Galactic Civil War has started in earnest.  Still, for now, these events are mostly in the background and will only tangentially affect the characters.

Also, the prison has long since been left behind.  Oh, I'm not saying you might not end up back in prison, but for now it's not a consideration for character creation or gameplay.


It's 1 BBY, the Galactic Civil War is in full swing (and going badly for the ragtag Rebellion).  But who cares?  That's a long way away and of little concern to the people trying to make a living in the Corporate Sector.

It's now feasible for characters to begin acquiring contacts within the Rebellion if desired.

This message was last edited by the GM at 14:51, Wed 07 Aug 2013.

 GM, 3 posts
 The whispering winds
 of Fate...
Wed 23 Sep 2009
at 05:46
Re: Character Creation and House Rules
Sample Templates
Annoying Squib
Armchair Historian
Arms Merchant
Arrogant Noble
Bimm Bard
Bith Musician
Bounty Hunter
Brash Pilot
Classy Smuggler
Comm Slicker (aka Snake-Oil Salesman)
Con Artist
Curious Explorer
Cyborged Pirate
Cynical Free-Trader
Ex-Imperial Commando
Flamboyant Entertainer
Galactic Big Game Hunter
Hot-Shot Pilot
Imperial Double Agent (secret kept from other characters)
Industrial Espionage Agent
Interstellar Transient
Ithorian Storyteller
Jawa Trader
Laconic Scout
Mercenary Trader
Ordnance Procuror
Outlaw Tech
Professional Bodyguard
Protocol Droid
Rebel Saboteur
Ship's Gunner
Speeder Racer
Spoiled Debutante
Squib Trader
Tongue-Tied Engineer
Tramp Freighter Captain
Unemployed Imperial Bureaucrat

This is by no means an exhaustive list, just a sampling of interesting Templates I jotted down to help give players ideas.  If there's something specific you'd like to play, ask and I'll help you figure something out.
 GM, 6 posts
 The whispering winds
 of Fate...
Wed 30 Sep 2009
at 03:49
Re: Character Creation and House Rules
How I Roll (role?)
Every GM has a preferred style as does every player.  I figure I might as well get this out in the open now to keep misunderstandings to a minimum.

First off, while I have been an avid roleplayer for most of my 34 years on this planet (OMG, was I really 34 when I started this?  37 now...  So old...), it's been a dog's age since I last ran a game.  Long story short: I am rusty.  Please bear with me as I shake off the cobwebs.

Second, I am a firm believer in the use of the GM Fiat.  Sometimes I just need stuff to happen, rules be damned.  I don't care if you rolled three natural 20's in a row to dodge, you're still gonna get knocked out. ;)

Third, If a rule gets in my way, I'll chuck it.  If it's temporary, I'll make mention of it.  If it's permanent, I'll make an official house rule out of it.

My style of GMing is fairly loose and I'm more interested in telling a cooperative story that everyone enjoys and can be a part of than ensuring that all rules of etiquette and protocol are stringently adhered to.

Also, I'm evil.  I'm sorry, but it's just a fact of nature.  But hopefully, my evil will be perceived as the "You magnificent bastard! XD" sort rather than the "I hate you and your game and I quit! >:(" sort.

This message was last edited by the GM at 18:34, Sun 04 Mar 2012.

 GM, 7 posts
 The whispering winds
 of Fate...
Wed 30 Sep 2009
at 04:42
Re: Character Creation and House Rules
Character Creation (Finally!)
I'm assuming everyone has at least a general familiarity with how D6 works.  If I need to post more descriptive rules, let me know and I'll expand on what I've put here.

Assuming you picked a template, I'll be giving you a preformatted character sheet with your stats and skills in place.  Feel free to tweak the attributes as you see fit, keeping in mind your race's minimums and maximums (if you're not sure, ask).

You start with 7D to spend on your skills.  If you don't allocate any points to a given skill, it has the same die code as your stat.

Sacrificing 1D from your starting points gives you 3 specializations you can assign (and 6D to spend on skills).

Everyone has 5 Character Points and a single Force point to start out with.

Force Sensitivity: If you want to be Force Sensitive, roll a d00 and PM me the result.  I'll let you know if you made the cut.

Languages: I'm going to go ahead and give everyone a freebie.  You all speak your native language and Basic (levels of comprehension and grammatical skill are a role-playing consideration and up to you).  Additional languages must be learned like normal.  Huttese is the second most prominent language out on the Rim after Basic and the lingua franca of the underworld, so if you're so inclined, it might be a good language to pick up.

Don't worry about purchasing starting gear.  You'll have the clothes on your back and not much else.

Addendum: Huttese, Duros, and Sullustan as such common languages spoken amongst spacers that I'm allowing everyone to at least understand the general gist of anything spoken in those languages with an Easy Languages (or KNO if you don't have the skill) roll.  Speaking these languages will still require learning them, though.

This message was last edited by the GM at 16:12, Mon 21 May 2012.

 GM, 8 posts
 The whispering winds
 of Fate...
Thu 1 Oct 2009
at 15:54
Re: Character Creation and House Rules
Here's how skills are going to work for now.  This is an experimental system and if doesn't work, I reserve the right to scrap it at any time. ;)

I've always been bugged by the "You can do anything" notion of defaulting to a stat in the absence of a skill.  Even with the -2D penalty that gives characters with high stats the ability to do things they should have no logical way of knowing how to do (calculating hyperspace jumps without the Astrogation skill, for instance).

As you spend your skill points, be aware that you don't have to put a point on every skill on your sheet.  If you leave them blank, they'll have the same D code as your stat and represent passing or amateur knowledge in a skill.

If you don't have a skill at all, whether or not you can fake it will depend on the skill in question.

Some skills just cannot be faked.  You need training to be able to pull it off.  That being said, even a chimp can write Shakespeare by sheer chance.

I'm going to use difficulty modifiers to reflect these modifications to the skills rules.  This way, you guys don't have to keep track of penalties and what-not.  I'll do the math and free you guys from excessive book keeping.

Skills you have no way of faking:
Alien species
Languages (special case, see below)
Planetary systems


Computer programming/repair
Droid programming

Level of knowledge     Difficulty Mod (all approximate)
Trained in a skill (put    No penalty
points in it)

Amateur (no points but     +5 Difficulty
possess skill)

Unskilled (don't possess   +15 Difficulty
the skill)

DO NOT TRY THIS AT HOME!   +25 Difficulty
(no skill and no way you
should be able to do it)

Languages are a special exception to the "no way of faking it" rule.  Even if you can't communicate directly with another being, it's possible to get your point across with gestures, pantomime, etc.  So, while there's no way an untrained person could speak Huttese, they can at least get across the information that they're sorry and would rather not be fed to the Rancor...

Knowledge rolls to attempt to compensate for lack of the Language skill will have a reduced difficulty to reflect this.  There's almost always going to be some way for you to get your point across to another being.

However, attempts to understand a language being spoken by a being who isn't flapping its arms and pretending to walk against the wind to make you comprehend will be subject to the full difficulty penalty.  So, make it a point to learn "I don't speak your language" in as many languages as possible. ;)

This message was last edited by the GM at 05:17, Mon 05 Oct 2009.

 GM, 28 posts
 The whispering winds
 of Fate...
Fri 9 Oct 2009
at 15:10
Re: Character Creation and House Rules
The Wild Die
There are two schools of thought in D6 on what to do when you roll a 1 on the wild die.  One notion is that the 1 invalidates itself and your highest roll, leaving the rest. This is the system that the dice roller uses, so it'll report numbers that subtract the 1 and your highest roll.

The other idea is to allow the 1 and add it to your total, but have a complication of some sort increase the difficulty of the action.

This is the system I'll be using.  With RPoL's roller as sketchy as it usually is and you guys being starting characters I don't want to handicap you by having your rolls get screwed every time a 1 pops up.

So, your total, whatever it may be, will stand, meaning you can still quite possibly succeed at an action if you roll a 1.  But I reserve the right to have something arbitrarily evil happen if it's convenient.


We have since switched to a different system of rolling to get around the fact that RPoL's dice roller sucks.

When you roll, the roller spits out a string of numbers relating to each die as well as your total.  The first number in the string will be your wild die.  If it's a 6, roll 1D6 and add it to your total (keep doing so as long as you roll 6's).  If it's a 1, your total stands as-is, but I reserve the right to add a complication.

Example: 14:37, Fri 24 Feb: Garret Haskel rolled 16 using 4d6 with rolls of 5,5,5,1. first aid. (the number in bold is the wild die)

I don't always use complications--sometimes flubbing the roll is bad enough--but I like having the option to torment my players available to me.

This message was last edited by the GM at 18:40, Sun 04 Mar 2012.

 GM, 45 posts
 The whispering winds
 of Fate...
Tue 20 Oct 2009
at 12:41
Re: Character Creation and House Rules
Non-Rulebook Weapons
Club: +1D Difficulty: 5

This message was last edited by the GM at 03:33, Wed 21 Oct 2009.

 GM, 284 posts
 The whispering winds
 of Fate...
Fri 28 May 2010
at 16:40
Re: Character Creation and House Rules
Learning/Teaching New Skills
Training Time: If the character used a skill or specialization in the last adventure, there is no "training time" requirement. The character can just spend the Character Points and the skill improves one pip. If the character didn't use the skill or specialization in the last adventure, the character must spend time training. If the character has a "teacher" (see below), the training time is one day for every Character Point spent to improve the skill. If the character doesn't have a teacher and is training on his own, the training time is two days for every Character Point spent to improve the skill.

When training, a character must concentrate on improving the skill. A character cannot train in more than one skill at a time, nor can a character train while off adventuring.  Only through dedicated study and practice can a character
train to improve a skill.

The character's skill does not improve until training is completed.

Characters can reduce their training time by spending one additional Character Point per day cut from the training time. (The minimum training time is always
one day.)

Teachers: A teacher makes it much easier for a character to improve a skill. A "teacher's" skill must be at least equal to what the character's skill will be after completing training. (If a character is improving a specialization, the teacher's skill or the specific specialization must be equal to what the character's specialization will be after completing training.) Many teachers will be gamemaster characters. Sometimes a student will have to search for a teacher — the gamemaster is under no obligation to provide a teacher just because the player wants his character to be taught something.  This is especially true for rare skills, those known only on primitive worlds, very unusual specializations, or advanced skills. Teachers may demand service, special favors, missions, or payment in exchange for their instruction.

Learning New Skills
Skills and Specializations: Characters can learn a new skill or  specialization by paying enough Character Points to advance it one pip above the attribute.  There is no training time if the character "used the skill" in the last adventure (i.e., used the attribute when doing something that would be covered by the skill). Otherwise, use the normal rules for training

Improving Specializations
For specializations, the Character Point cost is one-half the number before the "D" (rounded up).

Example: Thannik wants to improve his space transports: Ghtroc freighter specialization from 5D+2 to 6D. The cost is three Character Points.
(Five divided by two is 2.5; that rounds up to three.)

This message was last edited by the GM at 21:40, Mon 07 Mar 2011.

 GM, 618 posts
 The whispering winds
 of Fate...
Tue 22 Mar 2011
at 21:34
Re: Character Creation and House Rules
D6 Rules for Sabacc

In order to simulate a game of sabacc, players will have to make a series of die roles using the gambling skill.  At the beginning of each round, players must make two antes.  The first ante is for the hand pot, the second is for the sabacc pot.  The dealer establishes the antes.

All players involved in the game then make gambling rolls and keep the results secret.  The highest die roll will eventually win the hand.  In the mean time, the players (and non-player characters) begin betting for the hand.  Once all the players have folded or called, then all players reveal their die rolls.  The hand pot goes to the highest die roll.  If there is a tie between two characters, they will re-roll the Wild Die.  The roll is added to their score and the winner takes the hand.  If the re-rolled die results in a tie, then the pot is split.

In order to win the sabacc pot, a player must have a six on the Wild Die and have the highest die roll.  (A player does not win the sabacc pot if he or she rolls a six on a re-rolled die for a tie- breaker.)  Any player rolling a one on the Wild Die bombs out the hand.

“I suggest a new strategy…”
The galaxy is filled with scoundrels and scum of every sort imaginable, and cheating is nothing new in the galaxy.  Some of these miscreants make their way by scamming, conning and making use of skifters.  Players may not be able to beat ‘em, but they sure can join ‘em!

After a player has found and purchased a skifter, it takes great finesse and timing to use one in a game.  Characters wishing to use this sort of “advantage” must use a new Dexterity skill: sleight of hand.

Dexterity: sleight of hand
Time taken: One round
Specializations: Specific kinds of actions – poisoning drinks, magic tricks, etc.

Sleight of hand is a blanket term for a range of deceitful actions or conjuring tricks requiring manual dexterity.  A character may decide to switch datapads or comlinks without someone’s notice.  These actions are most often done in plain view, and must be made against an opposed Perception or search roll.

Example: Dex Starlancer is involved in a high stakes game of Pazaac, and is trying to cheat is way into an easy victory.  He attempts to pull a winning card out of his sleeve to turn the tide of the game.  He uses his sleight of hand skill of 4D against an unwary opponent.  Dex makes his slight of hand roll of 14.  The gamemaster roles the opponent’s perception skill of 3D and gets an 11.  Since Dex’s roll is higher than his opponent’s, Dex successfully slips the card out of his sleeve and into his hand.

+5 to the target’s roll: quiet environment and with few distractions.
+10 to the target’s roll: the character is well known for such acts of deception and the target(s) are particularly wary.
+5 to the character’s roll: the character has conned the targets into thinking he or she is a trustworthy or incapable person
+10 or more to the character’s roll: congested and loud atmosphere with many visual and audio distractions.

          “Your eyes can deceive you.  Don’t trust them.”
                                                      - Obi Wan Kenobi

The character must make a sleight of hand roll for each skifter he or she plans to use (multiple action penalties apply).  Each skifter increases the character’s roll by +1 and increases the chances that he or she will win the sabaac pot.  If a player is using a single skifter, the player may roll a five or a six on the Wild Die and have the highest roll to win the sabaac pot.  With two skifters, the player receives a +2 bonus and may win the sabaac pot on a four, five, or six roll with the Wild Die.

The use of additional three or more skifters will add an additional +2 bonus each, but will not reduce the necessary roll of a Wild Die below a four.

Remember to use skifters carefully! Anyone caught with a skifter is likely to loose more than just a hand of sabacc. Many would-be winners have found themselves on the wrong side of an airlock for their cheating ways.
 GM, 1179 posts
 The whispering winds
 of Fate...
Tue 14 Feb 2012
at 16:34
Re: Character Creation and House Rules
Something to look forward to:
It's an old House Rule I picked up from Roice and have decided to implement.  Any time you get all 6's on a skill roll, you get a bonus +1 pip immediately added to that skill, no CP expenditure required.

Roice's old rule only applied to skills of 4D or higher, but I'm gonna go ahead and apply it to any skill, regardless of rank, even if you haven't invested points in it.

So, not that you can count on the dice roller to ever produce, but on the off chance it happens, you get a nice present. ;)
 GM, 1276 posts
 The whispering winds
 of Fate...
Wed 7 Mar 2012
at 15:35
Re: Character Creation and House Rules
Every skill EVAR!!!  We're going to use this from here on out because it means I don't have to flip through all the books to find things.

Errata: They don't list Space Transport Engineering as an Advanced skill.  It totally is.