Star Wars features many different ancestries you can choose to play as. These ancestries have special abilities that differentiate them from others. Some of these abilities replicate an Edge, boost a Trait, or are completely unique to that ancestry.
Hindrances are flaws, drawbacks, or other secrets that the character has. You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is with 1 point. You may take more Hindrances, however, you may not benefit from more than 4 points. These points can be used for the following:
For 2 points you can raise an attribute one die type, or choose an Edge.
For 1 point you can gain another skill point or gain additional starting funds equal to twice the starting amount.
Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better.
Every character starts with a d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to increase your attributes. Raising a die type costs 1 point (for example a d4 to a d6, or a d8 to a d10). No attribute may be raised above a d12 unless an ancestry ability says otherwise. If it does, each increase beyond d12 adds a +1 modifier (for example a d12 to a d12+1).
Skills are broad to keep the action simple and straightforward. There are five core skills that are innate abilities most characters have. Unless an ancestry ability, Edge, or Hindrance says otherwise, your characters starts with a d4 in these core skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
After core skills are assigned, you have 15 additional points to raise core skills or buy and raise new skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to. If you exceed the linked attribute, the cost becomes 2 points per die type. Skills may not be increased above d12 during character creation unless the ancestry starts with the skill at d6. If a skill starts with d6, it may be increased to d12+1.
Pace is how fast your character moves in combat. Standard Pace is 6, which represents six inches on a board.
Parry is equal to 2 plus half your character’s Fighting die type (total of 2 if you don’t have Fighting). This is the Target Number (TN) to hit your character in melee combat. If your Fighting is higher than d12, such as d12+1, add half the modifier, rounded down (for example, d12 +1 would grant Parry 8, while d12+2 would grant Parry 9).
Size defaults to 0, unless altered by ancestry abilities, Edges, or Hindrances. It cannot be less than -1 or more than +3.
Toughness is your character’s damage threshold. Damage rolls that equal or exceed your Toughness cause harm. Toughness is 2 plus half your character’s Vigor plus Armor. Vigor over a d12 is calculated just like Parry.
Characters get Edges by taking Hindrances, from ancestral abilities, or Advances.
Most every character should have a home, clothes, appliances, and mundane items. Equipment listed on your character sheet is your “adventuring gear” rather than an exhaustive list of everything the character owns. Starting funds to purchase gear is 500 credits (cr).
Additional history or background information to flesh out your character.