War in Hapes
Creating a character in “War in Hapes” is as simple or as complex as the player would like it to be. The steps listed below are a good way to create a fully fleshed out character that is consistent with the campaign’s setting and helps you get exactly what you want out of them. However, you are completely at liberty to skip steps as necessary if you feel they aren’t particularly within your interests to explore further.
Bear in mind that certain aspects of character generation are compulsory and definitely worth investigating. Of course, you’re welcome to go into more detail in those areas with the DM. Simply bear in mind that a great deal of time can be saved by reading up in advance as opposed to having to sit through an hour of rhetoric by the DM (I assure you, reading this stuff is a lot clearer and easier than having it explained.)
Steps considered absolutely necessary are marked by an asterisk.
1. Base Concept
This is simply a starting point for your character. Is your character a soldier? A diplomat? A smuggler? An assassin? A Jedi in hiding? While it’s not necessary to adhere to an archetype, it can help get things started or give you a framework for further refining your character. Bear in mind that this campaign will contain regular combat elements and is occuring during a time of war, which should be considered during character generation.
Within War in Hapes, there are a fairly large number of noble Houses, militaries, and independent organizations. Which one you are either a part of or associated with will factor heavily into what you can play. Aliens, for example, will have a hard time justifying a membership within Hapan nobility. Conversely, you are extremely unlikely to see Hapan members of the Black Sun.
Alternatively, you are welcome to remain independent where possible. The campaign begins in Telkur Station, however, and it is assumed that your character will be working for DUSK for a time – regardless of where their loyalties lie and what their true purpose is.
You are also welcome to design your own separate faction as well, though the size of which and further specifics are subject to DM scrutiny and input.
What species you choose for your character will also determine a great deal about your character. The safest option for those unsure is to go with Hapan or regular Human, but there are additional playable native species within the Hapes Cluster, and alien races are a viable choice for certain factions.
It’s advisable that if you choose an alien race that you first look it up on Wookiepedia for sake of consistency. Certain alien races haven’t entered the galactic community yet (like Ewoks) and hence can’t be played.
War in Hapes uses the Star Wars RPG d20 system, which is based around the concept of character classes and character level. Your class determines a number of things, including health, what weapon and armour proficiencies your character has, what skills they can be trained in, and what additional abilities they can take.
The base classes to choose from include Jedi, Noble, Scoundrel, Scout, and Soldier. Do not feel as if you need to strictly conform to the concept of your class, though. Not all Soldiers are soldiers and not all nobles are literal nobles. It is intended as a statistical framework rather than a requirement for roleplay.
While not significant in its own right to determining the kind of character you’re playing, your preferred choice of weapons will contribute a great deal towards your character’s style in combat and what additional abilities you choose to enhance them.
The different weapon proficiencies include: Simple, Pistol, Rifle, Heavy, Sniper, Lightsaber, Advanced Melee, and Exotic (for specific weapons).
Weapon proficiencies are compulsory for all characters. In Star Wars, packing a blaster pistol is fairly standard, they are easy to use, and many people have handled one at some point. Every class except Jedi can start with the Pistol proficiency. Those less interested in having a combat focus to their character need not be put off by the notion of having to have weapon proficiencies – they’re simply there in case you ever need them.
Skills are as they sound, skills. When performing certain tasks, you may be forced make a d20 roll and match your result against either a Difficulty Class (DC) or an opposing skill roll by another character. What skills and how many you are able to be trained in is almost entirely dependent on the class you choose, though certain races have access to additional skills.
The skills covered by the Star Wars RPG system are: Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Knowledge (Bureaucracy, Galactic Lore, Hapan Lore, Life Sciences, Physical Sciences, Social Sciences, Tactics, The Force, and Technology), Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer, and Use the Force.
7. Feats & Talents*
In simple terms, Feats and Talents are the additional abilities that your character possesses. They go a long way to shape the strengths and specialities of your character both in and out of combat. The main difference between the two are that Feats are universal and can be taken by anybody of any Class, whereas each Class has its own pool of distinct Talents to choose from as they advance in level. Droids and Force Sensitive characters also have additional Talent pools to draw from.
Both Feats and Talents are sometimes part of a larger “chain”, with more advanced abilities possessing prerequisites. As such, if you’re set on taking a particular Feat or Talent, it’s a good idea to plan ahead and map out your character’s progression in advance.
Selection of Feats and Talents can be a fairly intricate process, and it is recommended that you undergo the process with the assistance of your DM.
It isn’t a requirement during the pre-campaign, but once War in Hapes begins it will be highly recommended that you create a background for your character. Doing so allows the DM to create character-specific content, and gives them an approximate idea of how player characters are going to either mesh or come into conflict.
There is no set length or level of depth required for a back-story. It can be anywhere from a paragraph to a page (or longer, for the particularly zealous). You will find that the process of choosing such things as race, weapon proficiencies, class, skills, feats and talents will assist a great deal in writing a character’s history – to an extent, it will write itself. Back-story should cover why your character possesses the abilities and characteristics that they do.
As in all things, you are welcome to ask questions or request the DM’s input when it comes to writing your back-story.