Star Wars Smuggler's Campaign (D6)


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Ok.. I have no books or even character sheets, plus I have no idea how to do character generation. If someone is willing to walk me through this, I would appreciative. Plus I have no idea what species make good pilots/engineers. Humans??

Libarius_arcana you might want to look at the species Meris for your gun slinger. From what I remember they are insane with blades and guns.

-Blood
 

Jawas make good Techs, but they're very rare outside of Tattooine.
Sullustans make marginally better pilots than humans, and they have a preternatural gift for the science of astrogation.
Humans, as in D&D, are the baseline race and can excel at everything, although not to the extent of some of the more specialized races.

I'll see to getting a default character sheet posted.
 

Character Sheet

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Sorry for the small text, but photobucket resizes everything.
 

Is it possible for my guy to start out with an R2 unit to help out with repairs and astrogation?

What I have currently build is as follows:
[sblock]
Dexterity: 3D
Blaster +1D
Dodge +1D

Perception: 2D
Knowledge: 3D
Plantery Systems +1D
Survival +1D

Strength: 2D
Mechanical: 4D
Space Transports +1D

Techincal: 4D
Droid Repair +1D
Space Transport Repair +1D[/sblock]

EDIT: I added in skills. Let me know what everyone thinks. I was going to leave all astrogation and some techincal assitance up to the R2 Unit. That is, if it is still ok for my character to own one.

-Blood
 
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Bloodweaver1: Sorry I didn't do this sooner, but I've been operating on precious little sleep this weekend.

Attributes & Skills are explained in the player's handouts. They're general explanations, but they should suffice in giving you an idea of what can be done with what skills.

As far as character creation goes, each race has attributes that look like this:
Dexterity 2d/4d
Knowledge 2d/4d
Mechanical 2d/4d
Perception 2d/4d
Strength 2d/4d
Technical 2d/4d

The number before the slash isthe minimum value for that attrivute, and the number after the slash is the maximum. The above attributes represent humans, and as such, no human will have an attribute below 2d or above 4d, barring character advancement or certain debiitating effects. Each attribute acts as a base score for each skill it governs.
Example: johhny has Dexterity 3d, and no dice in Pick Pocket (A dexterity skill). Essentially, he picks pockets using only natural talent and luck. he has no actual knowledge of how to pick pockets. johhny attempts to swipe a datapad from an Imperial Officer without his knowledge, so he rolls his Deterity score of 3d. If the result meets or beats the DC, johhny is successful. If the result is lower than the DC, Johhny fails, and the officer notices the attempt.

Skills increase the dice pool for a particular skill, and represent training or accumulated knowledge in a given field. he invests 2d in Pick Pocket, bringing his total dice pool up to Pick Pocket 5d (3d dexterity + 2d pick pocket). Now when he tries to swipe that datapad, he rolls 5d, and manages to lift it without the officer noticing.

Starting characters receive 18d worth of attributes, and an additional 7d of skills.

They might allocate it like so

DEX 3d
KNO 3d
MECH 3d
PER 3d
STR 4d
TECH 2d

The same character might have also bought the following skills: Blaster 4d (+1d increase over DEX), Alien Species 4d (+1d increase over KNO), Brawling 5d (+1d increase over STR), Blaster Repair 3d (+1d increase over TECH), and Dodge 5d (+2d increase over DEX). now the character has spent 6d of his inital 7d for skills.

The player then decides he wants to be known as a marksman with heavy blaster pistols. He breaks his remaining 1d into 3 pips. Each pip may be used to advance a skill by +1, or to advance a specialization by +1d. The player uses one for heavy blaster pistols, so his blaster skill becomes Blaster 4d: Heavy Blaster Pistols 5d
Example: After serving several years in the Spice Mines of Kessel for getting caught by the Imperial Officer previously, Johhny has decided to learn how to pick pocket properly.

That's all you really need to know about character creation. If you have any questions, feel free to ask.
 


Well, you can't afford a brand-new R2, but you managed to pick one up from a retired tramp freighter on the cheap a few years back (800 credits cost). He's a bit beligerent on account of not having had a memory wipe in 20-odd years, and he tends to break down a bit more than a normal R2, but he gets the job done.

Normally an R2 unit is around 4500 cred, but since he won't really be of much use outside of the ship, I'll let you have one, but he'll occasionally break for no real reason, and he's a little disgruntled at being "pulled out of retirement," as he puts it. Nothing some new parts and a memory wipe won't fix, but thems da breaks when you buy 3rd or 4th hand goods.

Unless someone wants to play an R2. Then it's a whole different ballgame
 
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Ship ideas

I will be using the Tramp Freighter Captain template from Galaxy Guide 6: Tramp Freighters for my character. I think I might go with a Duros pilot, but if we have no other humans, I can go with that instead (at least one human will make "negotiations" with the Empire a little easier) ;) .

As for a ship, how about a Nova-Drive 3Z Freighter for my ship. I kinda like the layout, and I could make a few modifications to it (the Captain template includes a ship and 10,000 credits worth of mods).

Let me know if all this is OK.
 

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