Last Update: February 3, 2002
Using the main character creation rules, as modified by Sodorfo, the
character is permitted bonus abilities. The following modifications or
- The character may also use his points to buy feats. Feats cost four
Characters are encouraged to use ordinary 20th century names for their
characters. Certain regions and events may cause them to adopt names more
suited to their 'Changed origins' but until them, they should use their
real names. Montreal is one such region. Very few people use their pre-Change
Players are encouraged to envision who would play the part of their character
were there to be a movie based on the stories of their characters. Voice,
mannerism and appearance should influence this choice.
Regardless of which actual game system is used to generate the PCs, all
characters must still choose an alignment under D&D rules.
Defense: D&D characters do not gain class bonuses to defense. Note
however that there are penalties for using armor to characters with Defense
Reputation: As noted under Other D20 Systems, Reputation is not normally
used. However, for characters wishing to keep track of that score, classes
should be compared and Reputation and assigned logically. For instance,
Fighters and Soldiers for instance are a good comparison.
Clerics: Beginning at 5th level, Clerics gain bonus feats as a wizard
of equal level.
Sorcerer: Sorcerers likewise gain bonus feats as a wizard. However, at
first level, their bonus feat is Force Sensitive. Further, they can only
select metamagic feats. Item Creation feats must be purchased as level
STAR WARS RPG
All Star Wars classes are acceptable. Reputation is not generally used,
although the character may keep track if she wishes. Followers are determined
using the Leadership feat.
Certain classes may require the player to justify his decision. Players
are encouraged to use classes as templates for their character concepts
rather than definitions of abilities and statistics.
Lightsabers and blasters have not yet made it into widespread us. Plans
and schematics for their discovery and creation are the domain of the
DM. Therefore, the following modifications apply to all Star Wars classes
Defense: Multiclassing rules for Defense Bonuses are ignored.
Weapon Group Proficiency - Blasters: Applies to handguns
Weapon Group Proficiency - Blaster Rifles: Applies to rifles and assault
weapons but not to heavy ordinance such as tanks and the like.
Exotic Weapon Proficiency - Lightsaber: Unless the DM permits the character
a lightsaber and the opportunity to learn how to use it, the character
may opt for the following rule. The Jedi character may choose any one-handed
bladed weapon to use fill the slot. However, since the character is likely
proficient in the weapon already (and swords are not exotic weapons
the player may substitute Weapon Finesse or another suitable feat at the
Soldier: A character that takes the soldier class must have a military
CORRUPTED JEDI: As stated on page 31 of the Dark Side Sourcebook, a Jedi
may trade in levels of his Jedi class when he takes on levels of a Sith
Prestige Class on a one for one basis. At the DMs discretion, this may
also apply to any Force User taking on a Dark Side Prestige Class. The
following House Rules apply to the game mechanics of the trade in:
- As stated in the rulebook, the character may only trade levels to obtain
levels in a single PrC. Mixing and matching is not permitted.
The Force and other Magics
As with all practitioners of magic, Force Users often believe that their
interpretation is the true interpretation of how magic works. For purposes
of these rules, the origins of magic are irrelevant. However, any Jedi
wishing to multi-class with another magic using class (including Psionic
classes) must adhere to certain guidelines.
- A Jedi will rarely multi-class with Cleric or Paladin. Those who do
use the Force as their 'patron deity.' Clerics may choose two Domains,
often Knowledge and Law for lightsiders and Destruction and Evil for darksiders.
The character may choose other Domains as appropriate to their character
concept. These can be changed if the character turns to the Dark Side
(and vice versa).
The One Power should be unique. Other magic (read; Arcane, divine, Force
and Psionic) should be kept separate. Multiclass sorcerer/ wilder (and
all other variants) are not permitted.
Notes: Karista is an exception to the above rule. After obtaining the
Wheel of Time, we determined that Wilder fit more than Athar. Therefore,
the following readjustment was done. Ghost Owl found Karista between the
last session and the level-upped finale. She used Restore Power to grant
Karista levels as a Wilder. This essentially rendered her a 3rd level
cleric (no powers/ spells) and 10th level Wilder with all benefits. Feats
were not a problem as Karista had no item creation or metamagic feats.