Keep in mind that in Star Wars: Age of Rebellion, the Magic ability has been replaced by Force. Once you make this choice, you cannot go back and change it. Finally, determine if you are force sensitive or not. Develop a personality and help answer Why is this group together? 9. Both these numbers will help keep you alive. What do you do? You can be a soldier, a scoundrel or a diplomat. Where are you from? Are you human or alien? 4. These are your physical, mental, and force attributes. Who would you like to be? Perhaps like someone from the movies? 2. Making a Star Wars: Age of Rebellion character is very easy:1. The rules for AGE character creation can be found on page 17 of the Dragon Age Players Guide Set 1. I feel that WEGs old artwork captures the perfect feel for what I want from a Star Wars RPG. The artwork in this document has been taken from long out of print West End Games books. And finally, much like Dragon Age, I think this conversion would work best with four players and a GM, as more than that may slow down the pace of the game. Artists like Mike Vilardi, Rob Caswell, David Deitrick, Karl Matrin, Allen Nunis and many others helped create the Star Wars Expanded Universe through their artwork for the d6 RPG, and Id be remiss if I didnt mention them and thank them for it. When possible, Ive left the credit on the artwork as it was in the WEG books. Having said that, I didnt ask for permission from any of the artists to use their work. I plan to add duel maneuvers and stunts that characters can pull off while dueling, but again, that hasnt been written, so it didnt make it unto the playtest document. The movies take the time to make duels stand out and I feel that no Star Wars RPG has tried to replicate that feel. My intention is to make lightsaber duels special, and not just like if it any other combat in the game. Im going to add maneuvers to spice it up a bit, but I felt I could put the playtest out there without having to have them in it. Each hex being 3 dimensional, so ships can cross over each others hexes no problem. There is no melee, for obvious reasons, and I envision it being played out on a hex grid. In simple terms, run starship combat just like character-tocharacter combat. Its the part of the game with which Im struggling a little bit and still refining. The Lightning Attack stunt also ignores the loaded missile weapon requirement as well.Īs currently written, the section on starfighters isnt exactly how I wish to present it. It works in the same exact way as in the Dragon Age RPG.Īll of the stunts in the game apply, except Rapid Reload, as blasters do not need reloading. The Dragon Die has been renamed Force Die for this conversion. Weapons have all of their ranges and damages listed in the Weapons Group Chart. For this conversion, a Medium range has been added to the game, which imposes a -1 to the attack roll. Dragon Age has two ranges, Long and Short. Just like in Dragon Age, all ranged weapons in the game add Perception to damage, while the melee weapons like a Vibroblade add Strength. While Dragon Age combat is mostly a swords and melee weapons affair, the Galaxy Far, Far Away is ruled by blasters, which are obviously ranged weapons. Feel free to come up with other languages that you may feel are necessary for your game. You can find the languages in the game by species, or under the Linguistics talent. The only time reloading would apply is if a power pack runs out on a blaster, but those situations are few and far between and are often handled outside of combat.įor the purposes of simplicity, the language list in the game is limited. This conversion also assumes familiarity with the AGE rules, and terms like Stunts, TN, Advanced Tests, Armor, Defense, and other AGE mechanical terms are used throughout the document without an explanation as to how they work. Star Wars: Age of Rebellion follows the same release format as Green Ronins Dragon Age RPG did, in that the first two sets only take characters up to level 10.
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