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Let’s Build A Character For Star Wars Saga Edition (Part 2)

May 08, 14 Let’s Build A Character For Star Wars Saga Edition (Part 2)

In continuing with our look at Star Wars in honor of May the Fourth (be with you), we are partially through building our character for the Star Wars Saga Edition Role-playing Game. Our character is taking shape nicely. It is thus far a Twi’lek Scoundrel named Tuu’lan. We have also already determined the character’s starting attributes and made note of all of their racial and class abilities. Now it is time to move on to skills and feats.

Much like the Rogue of most fantasy games, or rather because it is the Rogue of Star Wars, the Scoundrel gets a fair number of starting skills. How skills work in this game is that being Trained in a skill gives you a bonus of +5 to all skill rolls with that skill. In addition to that, your skill rating is equal to the attribute modifier tied to the skill and half of your character’s level. The number of trained skills you start with is based on your class, as are your options. Scoundrels start with four trained skills plus more equal to their Intelligence modifier. Consulting the modifier chart, our Intelligence of 14 gives us a modifier of +2, which means that we can select a total of six trained skills for Tuu’lan.

The Scoundrel’s list of potential skills is pretty good. It includes Acrobatics, Deception, Gather Information, Initiative – as that is a skill in this game – all the Knowledge skills, Mechanics, Perception, Persuasion, Pilot, Stealth, and Use Computer. This is going to be tough.

For this character, let’s opt for Deception, Gather Information, Initiative, Perception, Pilot, and Stealth. There are others that are tempting, such as Acrobatics and Persuasion, but those can be gained later as our character improves.

Next, it is time to select our starting Feat. By default, Scoundrels start with Point Blank Shot and Proficiencies with pistols and simple weapons, so we do not need to worry about those. The list of Feats is very extensive, so I am not going to bother listing out all of the possible options. Needless to say, the choice of this Feat is somewhat important, as it will go a long way to define what is central to this character. Do we choose a Combat Feat in order to improve our changes in battle? Do we make the character Force Sensitive? No. Remember how we were not able to get all the skills we wanted? Let’s take Skill Training for the Persuasion skill. Now we have it as one of our Trained Skills.

Now it is time to determine what languages our character can understand. By default, Twi’lek speak Basic and Ryl – their native language – and because we have a +2 modifier for our 14 Intelligence, we get to pick two more. Well, Twi’lek often have dealings with the Hutts and the mercenaries that work for them, so let’s go with Huttese and Gamorrean.

The character is nearly done. All that is needed now is starting equipment and to determine all of the character’s derived values.

As always, thanks for reading and I wish you all good gaming.

May the Force be with you.

Image Credit: Wizards of the Coast

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About 

Joshua is a freelance writer, aspiring novelist, and avid table-top gamer who has been in love with the hobby ever since it was first introduced to him by a friend in 1996. Currently he acts as the Gamemaster in three separate games and is also a player in a fourth. When he is not busy rolling dice to save the world or destroying the hopes and dreams of his players, he is usually found either with his nose in a book or working on his own. He has degrees in English, Creative Writing, and Economics.