Character Creation

The following outline contains campaign-specific additions or alterations to the standard character creation process detailed on page 13 of the Star Wars Saga Edition Core Rulebook, and should be used alongside that information when making a character for the DANgerous Star Wars 2 campaign. Players should note that materials from the various Saga Edition supplement books will be permitted for use during the campaign – with GM approval. Some material may need minor logical alterations (such as applying the Antiquated template to ships, vehicles, or items from significantly earlier eras), while other material may not fit with the campaign’s intended theme or mood and will be disallowed outright. Additionally, where official errata exists, it will be used.

Players should also note that DANgerous Star Wars 2 will be a two-part campaign, with a new GM taking over control of the game at approximately the midpoint of the overall story. This changeover will coincide with in-game events that will bring about sweeping changes to many aspects of the campaign: theme, mood, and pace being a few such examples. This may also include alterations to the character creation rules going forward or permitted supplement materials, as determined by the incoming GM’s needs. In cases where an existing character is impacted by a rules-change, the player of that character should work with the GM to sort out appropriate substitutions or equivalencies, OR should they wish to do so, make a new character.


For ease of use, the outline follows the Character Creation overview, step by step.


Regarding Character Level
All characters created for the beginning of the campaign will be of 1st level. Those created afterwards will be made at a level equal to the APL or Average Party Level (total level of all characters divided by the number of players – excluding the player making the new character). For those characters created above first level, their experience point total will be set to the midpoint between the current level (the one they were created at) and the next.

1. Generate Ability Scores
Of the three options outlined on page 18 of the Saga Edition Core Rulebook, only the following two will be permitted for the purposes of the DANgerous Star Wars 2 campaign. This is required to ensure a roughly equal distribution of attributes across all characters, and prevents any one character from outshining the rest or lacking behind the others purely based off of luck during character creation.

  • Planned Generation (25 points)
  • Standard Score Package (15, 14, 13, 12, 10, 8)

    2. Select Your Species
    The Star Wars universe is filled with a multitude of sentient beings, from humans and droids to aliens and other near-human species, and this campaign is no exception. However, some species do not fit the intended theme or mood of the campaign, OR will potentially alter the flow of the game (by way of rules mechanics or that species’ position in the storyline). As such, the limitations on species listed below are in effect both at campaign start and afterwards, unless waived by the current GM.
Disallowed: Selected with Caution: Concerning Droid PCs:
Ewok Herglic A maximum of 2 droid PCs will be permitted at any one time.
Felucian Mon Calamari
Fosh Quarren Droid PCs must be owned at campaign start, either by another player or a GM selected NPC.
Gungan Yuuzhan Vong
Jawa The Independent Droid prestige class is allowed, but the player must coordinate their droid’s “program breaking event” with the GM prior to taking it (see Force Unleashed p.46).
Lurmen
Mrlssi

3. Choose Your Class:
Players may choose any of the heroic classes for their characters, and assuming GM approval, may select from any of the prestige classes at higher levels that their characters meet the prerequisites for. Due to the campaign mandating a faction choice on the characters, this may steer some classes toward a specific faction-based “role”, either at character creation, or as the campaign progresses. This is an intentional move to both maintain authenticity within the factions, and set up scenarios for players to explore their own personal moral grey areas as they grapple with what is expected of them versus what they may desire.

4. Assign Ability Scores
No changes here, assign Ability Scores as desired and adjust for any species modifiers.

5. Determine Combat Statistics
There are no changes to this step save for one. Players should not choose a Destiny for their character, or record a Destiny point at this time. While the Destiny system will be utilized in the campaign, it will be something that the characters grow into and discover along the way. For the campaign opening, players will have access to the Background system (Rebellion Era Campaign Guide p. 16) and can choose one here (see #10 for information that will be useful in determining the specifics of their character’s background).

Creation of a Destiny (for those players who wish to do so for their character) will occur after the first few sessions, when players have a better grasp of who their characters are and what is going on in the campaign. At that time, the player can elect to retire their Background advantages and acquire their Destiny, shifting the focus of their character from where they came from to where they will ultimately go.

6. Select Skills
Aside from adding any additional class skills gained via the character’s Background (see step #5), there are no changes here.

7. Select Feats
No changes here.

8. Select a Talent
No changes here.

9. Determine Starting Credits / Buy Gear
Characters receive credits based on their starting class as per normal. However, equipment with an Availability of “Military” may not be purchased at campaign start. Such equipment will become available as the campaign progresses. Players purchasing equipment requiring a license (Availability of either “Licensed” or “Restricted” at campaign start, with “Military” added for characters created afterwards) must pay the required fee and make the Knowledge (Bureaucracy) roll as outlined on table 8.2 in the Core Rulebook (p. 119).

Success on this roll indicates that the license was approved and the character legally possesses both the equipment and the license. Failure on this roll indicates that the license was not approved and the character acquired the equipment in some other manner, along with either a forged license, or none at all. Characters who (through backstory) are active members of a military organization will have already been granted licensing for the standard issue weapon of that organization, thus potentially enabling characters to avoid the above roll – but at a cost of responsibility to their unit and orders from superiors.

10. Finish Your Character
In order to maintain the intended theme and mood of the campaign, and facilitate engaging play, character details are something that the players should take seriously and put special consideration into. This begins with the character’s name. Character names should sound as if they belong in the Star Wars universe. Players are encouraged to browse the “Example Names” section of the species entry for their character’s species, or see if they can find their character’s species included in an online name generator (see this example).

Players should also try to get a good feel for who their character is and what they are like. Species-specific details help to give players an understanding of their character’s physiology and having a strong handle on their personality helps determine how that character will deal with complex and life threatening situations. For species in the Core Rulebook, see page 109 for this information. For other species, players should locate the details section for their character’s species from the relevant book in which that species is described.

It is also crucial that players know what their characters want. While it is true that the campaign inserts many necessary goals for the characters to go after, players should try to also come up with smaller or more personal goals for their characters as well. These should be thing that will motivate them to continue undertaking the risky ventures that the campaign will demand of them.

Finally, it should be noted that at the outset of the campaign, much of each character’s situation is dictated as part of the story. Players should remember that this is by design and is intended to serve as the explanation for how or why the party came together – as well as starting the campaign off in a more focused manner, as the characters are already “on mission” and not coming together for one. When putting together the details of your character’s goal, Background, backstory and the like, please ensure that you read the Campaign Starting Information.

Character Creation

DANgerous Star Wars 2 Kallak