New Year, New Character
Star Wars (D20)
I'm not sure how well D20 actually served Star Wars. On the surface, it seems like a natural fit. Star Wars was always more "fantasy in space" than "science-fiction" and D20 was built for Dungeons & Dragons and fantasy adventures. But it could also get bogged down in minutiae--do we really care about five-foot steps in a running blaster fight to escape the villains lair? That's not to say it wasn't a good game. In fact, it was fun as hell. Some of the tweaks they made to the rules really helped to keep the drama and danger present in the game, and I even find myself guilty of comparing this to Starfinder, often to the latter's detriment.
While the West End and Fantasy Flight version of Star Wars focused on the classic era of the Original Trilogy, the Wizards version came out roughly the same time as the Prequel's, and so the focus is different. While there is some support for the various Era's, the game defaults to being in the "Rise of the Empire," when the Republic was still the dominant force in the Galaxy. Other than that, the classic tropes are all present--Jedi, smugglers, wookies, beaten up space ships, nobles, fast travel to distant and exotic worlds, the whole thing.
Befitting its D&D origins, Star Wars (D20) has the classic 6 Abilities--Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. It also has a number of Classes that determine your niche in the game--wily Scoundrel, tough Soldier, wise Jedi, etc. The Classes define not only what Skills the character is naturally good at, but each also has unique features. For example, Scoundrels get Precise Attack where that they can increase the damage on certain attacks. As befitting the name D20, pretty much everything is resolved through the roll of a twenty-sided die and adding modifiers from Abilities, Skills, and other bonuses.
The first step in creating a character in Star Wars is to determine Abilities. By default, these are determined by rolling 4d6 and dropping the lowest. However, you don't roll in order; instead players get to assign them to the Ability they wish. Which means choice does matter a great deal in Star Wars. Two ways to come up with a concept occur to me. The first is using my old standby of the Universal NPC Emulator, while the second is creating a version of the Moff Hunter I made for the WEG version. But, its Star Wars, and if I don't at some point get around to making a dang Jedi I feel like I would have failed my childhood self. So, Jedi it is.
There are two possible Jedi Classes, the Consular and the Guardian. I want to play one in the mold of Obi-Wan Kenobi, so I decide to go with Guardian. I do a coin flip and figure out this character will be female. Using donjon's Star Wars Name Generator, I get Nella Dara.
As per the standard rules for this series, I'm going with the random rolling of attributes. I need to roll 4d6 six times and drop the lowest, which will give me a value between 3 and 18.
- Set 1: 5, 4, 2, 2. Drop a 2 for 11
- Set 2: 1, 2, 5, 2. Drop the 1 for 9
- Set 3: 6, 2, 6, 6. Drop the 2 for 18
- Set 4: 1, 6, 4, 3. Drop 1 for 13
- Set 5: 4, 4, 5, 4. Drop a 4 for 13
- Set 6: 1, 3, 3, 4. Drop the 1 for 10
- Age. Guardians begin at Young Adult + 1d4 years. I roll a 1, so Nella is 16. Which I think gives her the title "youngest character in the series."
- Height. Human females begin at 1 meter + 2d4 decimeters. I roll a 7, so she is 1.7 meters tall. Or roughly 5'6" (thank you American education system).
- Weight. She starts at 39 kg + ((1d4+1) x 10). I roll a 2, so she is 69 kg, or about 152 pounds (see above).
- Eye/Hair/Skin color. These are purely a choice, and I decide she has golden eyes, black hair, and brownish skin.