CC Baseline
Three: Attributes
Start by reviewing the species' range of Minimum and Maximum Attributes.
In most cases -- Humans, Togruta, and so on -- a nearby note after those listed Mins and Maxes will say that the species gets 12 Attribute Dice for character creation. Potential adventurers (such as Player Characters) top that off with +6d+0 to form their total starting Attribute Dice pool.
Attributes? Attributes?? Where?!
The Attributes are those six! big headers at the top of short lists of a character's Skills. In most character sheet designs, they will be written in a larger (and, possibly, darker) font than related nearby content. Some non-sapient NPCs might not have all six -- Doggo Hayc has no dice at all in the Mechanical Attribute, as mentioned in the Personal Growth Tutorial -- but people always have something in each of these Attributes.
At this time, these dice do not go into:
Dexterity
This Attribute is about the ability to coordinate movement of body parts to achieve a given task. Firing (or dodging) a blaster involves coordination of sensory organs, manipulator digits, limbs, core muscles, and possibly the respiratory system. Sneaking something out of someone else's pocket is a different coordination of body parts, but in a similar way.
Perception
Perception is all about awareness and comprehension of one's relation to reality. Sneaking through a place where one is not authorized to be, or noticing a detail that others might prefer to keep to themselves, are determined by whether a character is good at perceiving facts and patterns -- not just at observing them, but at interpreting meaning from them.
Perception also affects who acts soonest in an urgent moment such as combat.
Knowledge
Knowledge reflects how much information the character has accumulated, and whether they can make use of this conglomerated information. Tactics are the application of current and past information; languages are huge bodies of information, not just words with meanings but also how to connect them together.
Strength
Strength is about the body's inherent power. To act in opposition to gravity, to endure, to keep the whole character functioning in less-than-ideal environmental conditions, are all Strength-based skills.
Mechanical
Mechanical aptitude is the Attribute that represents a character's ability to make machines, devices, and other physical systems go. Most skills for using a device to get from one place to another are Mechanical skills. Astrogation is a Mechanical skill because it involves the use of machine sensors and propulsion systems. Shipboard sensors and shield projectors must be actively modulated to be effective; that requires a Mechanical-based skill.
Technical
Technical aptitude is the ability of a character to understand, manipulate, and revise the component systems within a whole. Medicine is a Technical skill: the medic can identify components of a living body that are not working as the medic wishes, and has learned how to change or improve these components. Repair skills for vehicles, devices, and gizmos all similarly come from the Technical Attribute.
So does the Demolitions skill. The most effective way to cause rapid dismantling of a target is to understand the components of an explosion.
Additional definitions for the Force-Sensitive types
During the "character creation" process only, these three are also Attributes!
Control
Control is a Force user's ability to manage the flow of the Force, whether that controls the functions of their own body and mind or another's.
Sense
Sense is a Force user's ability to perceive the universe in ways not reliant on biological sensory organs.
Alter
Alter is a Force user's ability to change how the natural laws of the Universe are currently operating in a localized area.
After this point, they will be normal Skills for Personal Growth.
Good so far?
Great!
Momentum in Character Creation
The easiest method to get started is to assign the Species Minimum to each Attribute, subtract that subtotal from the pool of Attribute Dice, then see which Attribute would be most important to the character concept.
Each die can be broken up into three pips: three boosts of "+1" added after the dice are rolled. Two pips could be combined to make "+2". Pips always stick to a Base 3, or ternary, counting system:
?d+0
⇣
?d+1
⇣
?d+2
⇣
??d+0
For balance-checking, a Mechanical 2d+2 and a Knowledge 3d+1 total up to the use of six dice from the starting Attribute Dice pool. A Human adventuring character has twelve dice left to allocate!
All of the Attribute Dice absolutely must be assigned to Attributes before moving on to the next step.
Subdirectory
Return to Prologue
The Attribute Dice pool
The Attribute Dice pool starts with the number listed as Attribute Dice in the species writeup, often just below the "Average (species member)" summary and just above the Attribute Minimums/Maximums. Potential adventurers add +6d+0, regardless of their species. Adventuring characters are more effective than everyday people!
!
If Force Sensitive = "Yes", then the three Force Skills temporarily bring this total up to 9. The starting Attribute Dice pool does not go up!
M
Move falls under the "Special Ability" rules for character advancement.
F
Character advancement will never directly affect a character's Funds.
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