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Star Wars First Edition WEG - A Love Story
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<blockquote data-quote="Water Bob" data-source="post: 6885559" data-attributes="member: 92305"><p>One of the great things about this game for GMs is that, once the GM has a feel for the game, he can make up NPC stats in a millisecond. This is great for those golden impromptu roleplaying moments.</p><p></p><p>The players are in a cantina on Jakku. For color, and off the top of his head, the GM describes the scene, including this large, four limbed, pink-skinned alien wearing a burnt orange spacer's tunic with a helmet ring, a chest strap with a blaster holster, two stubby legs with no feet, pseudo-pod arms with no fingers, and a featureless bald head with wide eyes and three short pose-able pseudo-pods extending off of it.</p><p></p><p style="text-align: center"><img src="http://vignette3.wikia.nocookie.net/starwars/images/8/85/Unsophisticated_Syndicate_Stooge.jpg/revision/latest?cb=20090910061314" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>It's a visual the GM made up on the spot--not thinking twice about much more about the character. The alien was just part of the atmosphere from the GM's description until...a player says, "I'm going to walk up to that alien with the pink-ish skin that you described."</p><p></p><p>Through the roleplay encounter, the alien gets miffed at the player's character, and a fight breaks out. All of a sudden, you need stats for this character.</p><p></p><p>Well, in this game, it's easy-cheesy. Human average is 2D on stats. Use that as you base. You only need stats that you need immediately in the game. You don't have to create an entire template for this alien. If it's a bar brawl, then you just need this alien's STRENGTH and Brawling skill, if improved. You might also need his DEXTERITY and Brawling Parry skill (reaction skill). If it's a gunfight, then you'll need the alien's STRENGTH and DEXTERITY plus maybe the Blaster and Dodge skill.</p><p></p><p>The alien looks thick and hefty, so let's give him a quick 4D for STRENGTH. We can never improve a skill more than 2D at character creation, so we know his Brawling skill cannot be more than 6D. We'll give him 5D+1 for the heck of it.</p><p></p><p><strong>STRENGTH 4D</strong></p><p><strong>Brawling 5D+1</strong></p><p></p><p>For DEX, I'm thinking those pseudo-pods are pretty dexterous. I imagine them thinning themselves down to the size of a pencil or bloating to the size of a hammer head. The weapon is a normal human weapon, so the pods can easily grip it and use it. That's a high DEX. I'm going 4D+2 as a base. And, let's add 2D for Blaster. But, I don't see the Dodge or Brawling Parry skill being improved for him.</p><p></p><p><strong>DEXTERITY 4D+2</strong></p><p></p><p>Boom. Boom. Boom. What we need is done, done, done. This guy is up and rolling as a character in no time flat. It takes much longer to read this post than it does to stat out what you need with a quickie NPC.</p><p></p><p>And, if its a known Star Wars race, it's even quicker because the templates are already there for you. Just decide on any important skill improvements that you need at that moment, and you're done.</p><p></p><p>Quick and slick.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6885559, member: 92305"] One of the great things about this game for GMs is that, once the GM has a feel for the game, he can make up NPC stats in a millisecond. This is great for those golden impromptu roleplaying moments. The players are in a cantina on Jakku. For color, and off the top of his head, the GM describes the scene, including this large, four limbed, pink-skinned alien wearing a burnt orange spacer's tunic with a helmet ring, a chest strap with a blaster holster, two stubby legs with no feet, pseudo-pod arms with no fingers, and a featureless bald head with wide eyes and three short pose-able pseudo-pods extending off of it. [center][img]http://vignette3.wikia.nocookie.net/starwars/images/8/85/Unsophisticated_Syndicate_Stooge.jpg/revision/latest?cb=20090910061314[/img][/center] It's a visual the GM made up on the spot--not thinking twice about much more about the character. The alien was just part of the atmosphere from the GM's description until...a player says, "I'm going to walk up to that alien with the pink-ish skin that you described." Through the roleplay encounter, the alien gets miffed at the player's character, and a fight breaks out. All of a sudden, you need stats for this character. Well, in this game, it's easy-cheesy. Human average is 2D on stats. Use that as you base. You only need stats that you need immediately in the game. You don't have to create an entire template for this alien. If it's a bar brawl, then you just need this alien's STRENGTH and Brawling skill, if improved. You might also need his DEXTERITY and Brawling Parry skill (reaction skill). If it's a gunfight, then you'll need the alien's STRENGTH and DEXTERITY plus maybe the Blaster and Dodge skill. The alien looks thick and hefty, so let's give him a quick 4D for STRENGTH. We can never improve a skill more than 2D at character creation, so we know his Brawling skill cannot be more than 6D. We'll give him 5D+1 for the heck of it. [b]STRENGTH 4D Brawling 5D+1[/b] For DEX, I'm thinking those pseudo-pods are pretty dexterous. I imagine them thinning themselves down to the size of a pencil or bloating to the size of a hammer head. The weapon is a normal human weapon, so the pods can easily grip it and use it. That's a high DEX. I'm going 4D+2 as a base. And, let's add 2D for Blaster. But, I don't see the Dodge or Brawling Parry skill being improved for him. [b]DEXTERITY 4D+2[/b] Boom. Boom. Boom. What we need is done, done, done. This guy is up and rolling as a character in no time flat. It takes much longer to read this post than it does to stat out what you need with a quickie NPC. And, if its a known Star Wars race, it's even quicker because the templates are already there for you. Just decide on any important skill improvements that you need at that moment, and you're done. Quick and slick. [/QUOTE]
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