Character Creation Step 1: Ability Scores Step 2: Choose Species Step 3: Choose Class Step 4: Assign and Adjust Ability Scores Step 5: Record Species and Class Features Step 6: Select Skills Step 7: Select Feats Step 8: Select Equipment Step 9: Record Combat and Skill Numbers
Roll your character's six ability scores. Determine each one by rolling four six-sided dice. Ignore the lowest die and total the other three. Record your six results on scratch paper.
If you roll poorly and get low scores, you can roll again. Your scores are considered too low if your total modifiers (before changes according to species) are zero or less, or if your highest score if 13 or lower. (See Table 1-1: Ability Modifiers for ability score modifiers)
What kind of character do you want to play? Start by deciding which species you want the character to belong to. The description of each species is listed in the Species section. Some species aren't available in all eras of play. After you've selected a species, record it on your character sheet.
Species available for play are currently limited to: Human, Rodian, Sullustan, and Trandoshan. (In the future more will available; Ewok, Ithorian, Mon Calamari, Twi'lek, and Wookiee will be added sometime soon. Others will eventually follow.)
A class represents a way of life that a character has fully embraced. It serves as a starting point to help you define your character, a hook on which you can hang the character's personality, skills, and other traits. Each class is described in the Classes section. (Note that some classes have certain restriction, depending on what era the campaign is set in.)
The eight classes are: fringer, noble, scoundrel, scout, solider, Force adept, Jedi Consular, and Jedi Gaurdian.
Now that you know your character's species and class, assign the scores your rolled in Step 1 to your character's six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores according to the character's species, as indicated on Table 2-1 Species Ability Adjustments.
You want to put high scores in abilities that accentuate your character's class. Each class description explains which abilities are important for that class. You also want to assign scores based on your concept of what sort of person your character is, helping to further highlight the character's strengths and weaknesses.
For each ability, record the modifier, as shown on Table 1-1: Ability Modifiers. This number tells you how far above (or blow) average your character is in that ability.
Your character's species and class grant certain features. Most are automatic, but some involve making choices. Look ahead if you need to when making these choices, and don't be afraid to backtrack and do something over if a better idea strikes you.
You get a certain number of skill points depending on you character's class and Intelligence modifier. Spend these points to buy skills.
Skills are measured in ranks. Each rank adds +1 to checks (rolls) you make to use a skill. At 1st level, you can buy up to 4 ranks in a class skill or up to 2 ranks in across-class skill (a skill from another class's list of skills). See the Classes section for a list of each class's skills. All skills can be found in the Skills section.
Buying skills goes faster if you spend 4 skill points (your maximum) on every skill that you buy.
Feats are special features that provide a character with new capabilities or improvements. All 1st-level characters start with at least one feat (certain classes and species provide an additional feat). See Table 5-1: Feats and Table 5-2: Force Feats for a list of available feats.
Note that if you want your character to have more of a connection to the Force than the average person does in the Star Wars universe, you need to select the Force-Sensitive feat.
Under each class you'll find a formula to determine your character's starting credits. Roll the appropriate dice it says and add the bonus next to the die code; once you have the sum of the two numbers, multiple that number by 100 = then you have your starting credits.
Use those credits to purchase your character's starting gear and weapons as you see fit, you get to keep any left over credits as "cash on hand."
Based on your species, class, ability modifiers, feats, and equipment, the following numbers can be determine: Saving throws, Defense, vitality and wound points, Force Points, initiative modifier, melee attack bonus, ranged attack bonus, weapon statistics, and skill modifiers. (Note from GM: If you have a copy of the Star Wars Roleplaying Game Core Book, and don't know how to determine the above numbers, don't worry about it because I will record the above information for you.)
Now, invent a name for your character - if your having trouble thinking of a name, I can refer you to a Star Wars name generator. Any other details can be added later, as you get a better feel for your character.