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D20 Tutorial
Overview
The main things you need to know are Class, Species, Age, and Time Period being played in. Other details can be filled in later, as they don't affect the creation process. Tell your GM these things and they will be able to make a sheet for you.
Species
The first step in creating a D20 character is figuring out which Species you wish to play. Humans are most common, but just about any species from the movies or books can be found.
Classes
The second step in creating a D20 character is figuring out which class you wish to play. Classes determine what kind of lifestyle you have had. In most cases, a character can be of any class and fit into a game. The biggest restriction is the Force Adept, Jedi Guardian, and Jedi Consular. Make sure you have permission from your GM before making one of these.
There are 9 classes to choose from. Later on in your character's career, there are more options, but that's not why were here. The Classes, and a brief description of each, are below. Click on the link to get a character sheet for that class. Just cut and paste the sheet into word pad or your email program and fill it in.
Fringer - Fringers come from outside society. They have an understanding of primitive and simple things, but do well with technology. Bartering and Jury-Rig repairs are common as well as a knack for surviving at later levels. Dexterity, Wisdom and Strength are the basis for many of the Fringer's skills.
Noble - Nobles are everything from royalty and senators, to entertainers and merchants. They deal with people on a regular basis. Calling in favors and inspiring others are their strengths as well as Coordinating actions as they become more experienced. Charisma is very important, as well as Intelligence and Wisdom.
Scoundrel - Scoundrels are rogues. Not necessarily bad people, but people who live outside the law for whatever reason. Illicit dealings and precise shots round out this character as well as their lucky nature. Dexterity and Intelligence are paramount, but Charisma can get you out of many scrapes.
Scout - Scouts are explorers and adventurers. With decent combat abilities and many skills at their disposal, scouts are welcome in most groups. Their knack for finding the best route and their self-confidence give them an edge. Dexterity, Intelligence, and Wisdom are useful.
Soldier - Soldiers are the warriors, experts at combat; starfighter pilots and ground pounders. Strong combat abilities and the ability to use almost any weapon make the soldier a front line trooper. Dexterity is the soldier’s greatest skill, but Constitution and Strength are also useful in combat.
Tech Specialist - Tech Specialists are the experts in their field, weather it's computers, crafting, or medicine. With their chosen specialty and their ability to research, a tech specialist can be very valuable member of a group. Intelligence is very important, but Wisdom and Dexterity are also useful.
There are 3 Force User Classes, but you need special permission to use them. Therefore they are not included in this tutorial.
Attributes
Next thing we look at is Attributes. There are 6 Attributes.
Strength - Physical Strength. Effects Melee attacks, Melee damage, and Strength based skills like Climb and Jump.
Dexterity - Hand-eye coordination and agility. Affects Ranged attack rolls, Defense, Initiative, and Dexterity based skills like Move Silently, Balance, Hide, and Tumble.
Constitution - Health and Stamina. Effects vitality points, wound points, and Constitution based skills like Battlemind and Enhance Ability.
Intelligence - What you know and how well you learn. Effects the number of Languages you know, the number of skill points you get, and Intelligence based skills like Knowledge, Search, and Move Object.
Wisdom - Common Sense and Perception. Effects Will saving throws, Sense Skills, and Wisdom based skills like Spot, Survival, and Listen.
Charisma - Personality. Effects Charisma based skills like Diplomacy, Bluff, and Affect Mind.
All tributes start at 8. You have 36 points to spend to increase them. Point costs are as follows:
8=0
9=1
10=2
11=3
12=4
13=5
14=6
15=8
16=10
17=13
18=16
No ability can be over 18.
Age
The Next step in creating a D20 character is figuring out what age category your character fits in. Ages vary, but the categories are:
Child
Young Adult
Adult
Middle Age
Old
Venerable
Each Age Category except Adult changes your Attributes.
Skills
Now you need to pick skills. The easiest way to do this is to pick 10 skills from the following list and put them in order of importance to you. The GM will then figure out how many skills you get and put ranks in them starting at the top.
Complete Skills List
Feats
Next is Feats. Everyone gets one feat at first level. Humans get a second feat. Otherwise, it depends on your class. Here is a list of the most common starting feats and what effect they have on your character. Some of them have requirements; so make sure you qualify to get that feat.
Complete Feats List
Equipment
Equipment: List some reasonable equipment; weapons, armor, and other items reasonable for beginning characters. Remember, Armor will give you penalties to attack rolls if you’re not proficient (have the required Armor Proficiency feat.)
Timeline
It has been 4 years since the battle of Endor; the newly christened Republic forces are making large advances against the forces of the former Empire. The war is slowly being won, but it is by no means over, rumors persist of a fresh Imperial force gaining support within the little known of Kathol Priority Sector which has the military might to turn the war back in the New Order's favor. Unfortunately for them a Civil war has broken out driving a wedge between their ranks thinning their numbers once more. For more information on this, check out the "Kathol War" link to the left.
One other thing you need to know is that we play in the Kathol Sector; a Sector of space far out in the rim. The Empire is strong, but is also in two factions. Empire and Imperial Commonwealth. The New Republic has a good presence as well as the CSA and a Previously Imperial Warlord named Sarne. Many other independent groups exist including a small Jedi Academy known as the Jedi Alliance. Take all this into account when making your character, especially your background. For more information on the specifics of the Kathol Sector, examine the link to the left.
Backgrounds
On pasts: BE ORIGINAL, no cookie cutters pasts, emphasize character development of who they are not what they do. I've noticed a lot of players seem to be writing to get as long of a past as possible: this is BAD really bad... the content and quality of the past are much more important than the length.
On relations with other star wars characters: Things to avoid: Love children/clones/etc of major characters. Your character may have had brushes with them, but that doesn't mean necessarily the people involved are the best of buds etc..... use common sense and BE ORIGINAL. I doubt many of the major Characters have spent much time in the Kathol Sector.
Be original with names, i.e. if someone can tell your character Class just by your name you might want to reconsider using it. You may think a slight twist is original but believe me I’ve seen almost every version of the Jedi characters from the books, movies comics etc On equipment: Lightsaber, plutonium, holocrons, starships, etc. are not available in every corner drugstore if you want one you'd better have a VERY good reason for it written in your past. (And I do mean more than just, "he was given 40 million + an ISD") everything has a cost whether hidden or not and if you take excessive equipment any GM worth their salt will make sure you pay the hidden costs plus interest at the very least.
Combat Example
Here is a short idea on how combat works:
slots oasis machinesGM: You hear a noise down the alley.
Forlorn: I draw my blaster rifle off my shoulder and move carefully into the alley.
GM: As you eyes adjust to the relative darkness of the alley, you see an Ewok Bounty Hunter (Scout 6) 5 meters away. Roll initiative.
Forlorn: 15+ initiative modifier 2=17
GM: The Ewok won initiative (18+ initiative modifier 2=20). He draws a Heavy Blaster Pistol and fires off a shot.
Forlorn: Can I use my Dodge Feat?
GM: Only during your action. Ewok's Attack roll 9+ Ranged Attack Modifier 6=15. He misses. (Your Defense is 16)
Forlorn (Level 4 Soldier): The Ewok's hastily fired shot misses me, but not by much. I line up a shot with my rifle and fire back, and then move behind cover. Roll 18+ Range Attack Modifier 6=24
GM: Hit, roll damage. Rifles do 3D8.
Forlorn: 6+2+2=10
GM: The Ewok barely ducks the blaster bolt as it burns past his ear. (-10 vitality points). The Ewok takes cover behind a garbage can and fires back. 14+ 6=20 A hit even with your Dodge feat (Your Defense is now 17) You take 8+3+2=13 vitality points. You have 17 left. (30-13=17)
Forlorn: I Fire again at the Ewok, wondering why it attacked me in the first place.
Basically that is how combat rounds are. But it goes slower on the boards of course. Most GM's like to roll themselves, while others would want you to roll and post your stats. Basically a normal post will be something like this, this is a post from my Bounty Hunter's Guild.
Posting Style
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OOC: Mike, I'm assuming the droid was asking Jace for his name?
IC: The human offers his hand in a peaceful offering, and I grip it in my strong hand, careful to keep my claws retracted. If he listens closely he'll notice that my "R"'s are heavily rolled, due to my felinoid physiology. "Well met, Jace. I am called Frodhul Franh, and I have my own small 'business' herre on Narrr Shaddaa."
As the droid endeavors to resume our business discussion, I resume my seat, motioning for Jace to sit as well, since the droid seems to have taken an interest in him also. "I have one question about the rroom and boarrd. Is that in a location of my choosing orr is it at a designated location chosen by Mr. D? I have much computerr equipment essential to my business at my flat herre on Narr Shaddaa."
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Make sure any comments you wish to make that are from you and not your character are listed as Out of Character (OOC) If you switch back and forth often, then also mark your In Character (IC) remarks also. I use Actions: as a kind of OOC marker at the end of my post before placing my desired actions.
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