Conversion Guidlines
Ultimately, the best way to start a campaign for the Star Wars Roleplaying Game is by generating new
characters. However, many players will want to transfer characters from previous
iterations of the Star Wars: The Roleplaying Game
(the West End Games version) to conform to the new rules. The guidelines here are designed to help
you convert characters from the West End Games version into characters appropriate for this
game.
Throughout the process, remember that conversion from one game system
to another is by definition an inexact science. Though the guidelines provide a foundation
for conversion, they can't be exhaustive, nor are they perfect. You'll see a lot
of vague references to approximation, estimates, and starting points. You and
your Gamemaster should work together to ensure that the spirit of your character is preserved
during the process, even if the numbers don't always add up the same.
Ability Scores
Start the conversion process by converting your character's
attribute die codes into ability scores. To find the value of an ability score, first
translate the attribute stat into an ability score using the Attribute Values table. For
instance, a die code of 3D+1 becomes an ability score of 15.
| Attribute Values |
| West End Games | Wizards of the Coast |
| Attribute | Ability |
| 1D | 8 |
| 1D+1 | 9 |
| 1D+2 | 10 |
| 2D | 11 |
| 2D+1 | 12 |
| 2D+2 | 13 |
| 3D | 14 |
| 3D+1 | 15 |
| 3D+2 | 16 |
| 4D | 17 |
| 4D+1 | 18 |
| 4D+2 | 19 |
| 5D | 20 |
| 5D+1 | 21 |
| 5D+2 | 22 |
| +1 "pip" | 1 |
Next, find the corresponding attribute for each ability on the
Attribute Equivalents table. For instance, the Strength ability corresponds exactly to the
WEG Strength attribute, while a character's Intelligence is equal to the sum of his
Knowledge and Technical attributes divided by 2.
| Attribute Equivalents |
| Ability | WEG Attribute(s) |
| Strength | Strength |
| Dexterity | Dexterity |
| Constitution | Strength |
| Intelligence | (Knowledge + Technical)/2 |
| Wisdom | (Perception + Technical)/2 |
| Charisma | (Perception + Perception + Knowledge)/3 |
The WEG Attributes of Mechanical and Perception are special cases, in
that high scores in these abilities also translate into skill ranks.
For every pip of
Mechanical above 3D, give the character one rank of Pilot.
For every pip of
Perception above 3D, give the character one rank of Spot or Listen. These ranks should be
evenly divided between the two skills (if this results in a fraction, choose either Spot
or Listen to receive an extra rank).
Species
Work with your GM to determine the species' special abilities.
Class
You'll need to select a class for your character. At this point,
this is only a tentative choice. You may find that after converting your character's
skills into skill points and feats that you change your mind, or even decide that your
character is multiclassed. Don't be afraid to revisit this decision later in the
process.
Skills and Feats
This is the tricky part of the conversion. It requires flexibility on
the part of the player (and assistance from the Gamemaster). Simply put, there is no
hard-and-fast system to convert a character's skill dice into skill ranks and feats.
Most WEG Star Wars skills
have an equivalent skill in the new game. For instance, the astrogation skill becomes
Astrogate. For these skills, assign your character one skill rank for every pip
he or she has in the skill above the base attribute score. (A +1 is one pip; a +2 is two
pips; a skill that is one die higher than the base attribute is worth three pips.)
As noted above, high scores in the Mechanical and Perception
attributes grant the character skill ranks in Pilot, Spot, and/or Listen.
Some WEG skills make up part of a single new skill with a wider
scope. For instance, the Repair skill includes all the various kinds of repair-oriented
skills in the WEG Star Wars game -- armor
repair, droid repair, and so on. In this case, find the character's highest rank in
any of the affiliated skills (using the one pip = one rank method outlined above). For
every additional affiliated skill that is more than half this rank, add one-half of that
skill's ranks to the base skill (rounding fractions down). Diplomacy, Repair, Treat
Injury, and Computer Use all fall into this category.
Example: Yurin Prefect has
3D in his Technical attribute. His skills include droid repair 4D, ground vehicle repair
5D+1, repulsorlift repair 3D+2, and starfighter repair 6D. If each of these were separate
skills, he would have 3 ranks of droid repair, 7 ranks of ground vehicle repair, 2 ranks
of repulsorlift repair, and 9 ranks of starfighter repair. Thus, his highest rank
would come from starfighter repair; only ground vehicle repair is at least half as much.
This character would have 12 ranks of Repair in the new game (9 from starfighter repair
and 3 from ground vehicle repair).
A couple of WEG skills actually encompass more than one new skill.
Climbing/Jumping, for instance, is now broken into two separate skills (Climb and Jump).
In this case, you can either assign the same rank to both skills or you can divide the
total skill ranks between the two skills (evenly or not). Whatever you choose, make sure
your GM agrees.
The languages skill is a special case, since its equivalent (Speak
xml:lang) doesn't actually use ranks. In this case, each pip in languages translates
into 1 skill point you can spend on the Speak xml:lang and Read/Write xml:lang skills.
Depending on your character's class, your hero can speak a xml:lang fluently for
either 1 or 2 skill points.
A number of WEG skills translate more accurately into feats, as shown
on the Skill Equivalents table. In this case, anyone with at
least 1D (3 pips) in the skill should probably have the feat listed. Remember
that some classes will gain some of these feats for free, so some characters without any
ranks in the skill may also end up with the feat. You don't have to take the
recommended feat if you don't want to (or if you don't think it fits your
character).
The combat-related WEG skills (particularly blaster, dodge, and
lightsaber) can also give you a hint about your character's attack or Defense bonus
and, by extension, his level. For instance, find your character's best attack skill
(blaster, bowcaster, lightsaber, brawling, or whatever). For every pip of the skill (above
the base attribute score), you can assume your character has approximately +1 to his
attack bonus. Then, do the same for the dodge skill, converting it into a base Defense
bonus. This isn't exact and almost certainly won't provide a final number -- in
fact, higher-level characters may have a much higher final attack or Defense bonus than is
indicated by their skills -- but it can give you a starting point.
You can either translate skill specializations into particular feats
(such as Weapon Focus for specializations in a particular weapon) or fold them back into
the main skill as skill ranks. (If you take the second option, fold them back at half the
normal rate: two pips equal one rank.) Work with your GM to make sure this maintains the
spirit of your character.
Finally, some skills simply don't work in the new game. Lifting,
melee parry, and emptiness (for example) simply don't have an equivalent function,
and can't be converted into anything in the new game.
It's even possible that you may find one or more skills in the
new game (such as Listen) that don't have equivalents in the WEG game. With your GM's
approval, you might want to put a few ranks in such skills, particularly if you find
yourself with leftover skill points after the next step of the process.
| Skill Equivalents | | |
| WEG Skill | New Skill | Feat |
| Absorb/Dissipate Energy | Dissipate Energy | |
| Accelerate Another's Healing | Heal Another | |
| Accelerate Healing | Heal Self | |
| Affect Mind | Affect Mind | |
| Alien Species | Knowledge (alien species) | |
| Alter | | Alter |
| Archaic Guns | | Weapon Group Proficiency (primitive weapons) |
| Archaic Starship Piloting | Pilot | |
| Armor Repair | Repair | |
| Astrogation | Astrogate | |
| Bargain | Diplomacy | |
| Beast Riding | Ride | |
| Blaster | | Weapon Group Proficiency (blaster pistols) |
| Blaster Artillery | | Weapon Group Proficiency (heavy weapons) |
| Blaster Repair | Repair | |
| Bowcaster | | Exotic Weapon Proficiency (bowcaster) |
| Bows | | Weapon Group Proficiency (primitive weapons) |
| Brawling | | Martial Artist |
| Brawling Parry | n/a | n/a |
| Bureaucracy | Profession (bureaucrat) | |
| Business | Profession (merchant) | |
| Capital Ship Gunnery | | Starship Operation (capital
ships) |
| Capital Ship Repair | Repair | |
| Capital Ship Shields | | Starship Operation (capital
ships) |
| Capital Ship Weapon Repair | Repair | |
| Capital Ship Piloting | Pilot | Starship Operation (capital
ships) |
| Climbing/Jumping | Climb and Jump | |
| Command | | |
| Communications | Computer Use | |
| Computer Programming/Repair | Computer Use and Repair | |
| Con | Bluff | |
| Concentration | n/a | n/a |
| Control | | Control |
| Control Another's Disease | Heal Another | |
| Control Disease | Heal Self | |
| Control Another's Pain | Heal Another | |
| Control Pain | Heal Self | |
| Cultures | Knowledge (cultures) | |
| Demolition | Demolitions | |
| Detoxify Poison | Heal Self | |
| Dodge | | n/a or Lightning Reflexes |
| Droid Programming | Computer Use | |
| Droid Repair | Repair | |
| Emptiness | n/a | n/a |
| Firearms | | Weapon Group Proficiency (slugthrowers) |
| First Aid | Treat Injury | |
| Forgery | Forgery | |
| Gambling | Profession (gambler) | |
| Grenades | | Weapon Group Proficiency (simple weapons) |
| Ground Vehicle Operation | Pilot | |
| Ground Vehicle Repair | | |
| Hibernation Trance | Control | |
| Hide | Hide | |
| Hover Vehicle Operation | Pilot | |
| Hover Vehicle Repair | Repair | |
| Injure/Kill | Force Grip | |
| Intimidation | Intimidate | |
| Investigation | Gather Information | |
| languages | Speak xml:lang | |
| Law Enforcement | Knowledge (law) | |
| Life Detection | See Force | |
| Life Sense | See Force | |
| Lifting | n/a | n/a |
| Lightsaber | | Exotic Weapon Proficiency (lightsaber) |
| Lightsaber Combat | Battlemind | |
| Magnify Senses | Enhance Senses | |
| Medicine | Treat Injury | |
| Melee Combat | | Weapon Group Proficiency (simple weapons) |
| | | Weapon Group Proficiency (vibro weapons) |
| Melee Parry | n/a | n/a |
| Missile Weapons | | Weapon Group Proficiency (primitive weapons) |
| Persuasion | Diplomacy | |
| Pick Pocket | Sleight of Hand | |
| Place Another In Hibernation Trance n/a | n/a | |
| Planetary Systems | Knowledge (systems) | |
| Postcognition | Farseeing | |
| Powersuit Operation | Armor Proficiency (powered) | |
| Projective Telepathy | Telepathy | |
| Receptive Telepathy | Telepathy | |
| Reduce Injury | Heal Self | |
| Remain Conscious | n/a | |
| Repulsorlift Operation | Pilot | |
| Repulsorlift Repair | Repair | |
| Resist Stun | Heal Self | |
| Return Another to Consciousness | Heal Another | |
| Running | | Run |
| Scanning Planets | Computer Use | |
| Search | Search and Spot | |
| Security | Disable Device | |
| Sense | | Sense |
| Sense Force | See Force | |
| Sensors | Computer Use | |
| Sneak | Move Silently | |
| Space Transports | Pilot | Starship Operation (space transports) |
| Space Transports Repair | Repair | |
| Stamina | | Endurance and/or Great Fortitude |
| Starfighter Gunnery | | Starship Operation
(starfighters) |
| Starfighter Piloting | Pilot | Starship Operation
(starfighters) |
| Starfighter Repair | Repair | |
| Starfighter Shields | | Starship Operation
(starfighters) |
| Starfighter Weapon Repair | Repair | |
| Streetwise | Knowledge (streetwise) | |
| Survival | Survival | |
| Swimming | Swim | |
| Telekinesis | Move Object | |
| Thrown Weapons | | Weapon Group Proficiency (simple
weapons) |
| Transfer Force | Heal Another | |
| Value | Appraise | |
| Vehicle Blasters | | Weapon Group Proficiency (vehicle weapons) |
| Walker Operation | Pilot | |
| Walker Repair | Repair | |
| Willpower | | Iron Will |
Level
From the skill ranks and feats you've determined your character
should have, you should be able to calculate your character's approximate level. It
is imperative that you get your Gamemaster's feedback during this process. You'll
want to ensure that characters with a similar amount of experience have similar levels.
First, check skill points. You've already determined what ranks
your character should have: now translate those into skill points. This depends on the
class choice you made earlier (and may end up altering that choice). For instance, every
rank of Pilot costs a scoundrel 1 skill point, though it costs a Jedi consular 2 skill
points (since it's a cross-class skill for Jedi consulars).
After you've determined the total number of skill points your
character needs to recreate his current array of skills, subtract the bonus skill points
he would have gained from a high Intelligence. (If your character's Intelligence is
11 or less, skip this step). The table describing Bonus Skill Points from Intelligence
gives you a shortcut to determine this value. Then consult the proper column of the Skill
Points by Class and Level table. Find the range this number falls into; this indicates
what level your character would need to be to have those skill ranks.
Ultimately, this process can only guide you to potentially
appropriate results. It's entirely possible that two characters who have gone on the
same missions might go through the conversion process and end up with radically different
levels. It's even possible (in fact, it's almost inevitable) that two people
might convert the same character and end up with different results. That's why the GM's
involvement is so critical. In fact, the GM's word should overrule any guideline
found in this section.
| Bonus Skill Points from Intelligence |
Intelligence |
| Level | 12-13 | 14-15 | 16-17 | 18-19 | 20-21 |
| 1 | 4 | 8 | 12 | 16 | 20 |
| 2 | 5 | 10 | 15 | 20 | 25 |
| 3 | 6 | 12 | 18 | 24 | 30 |
| 4 | 7 | 14 | 21 | 28 | 35 |
| 5 | 8 | 16 | 24 | 32 | 40 |
| 6 | 9 | 18 | 27 | 36 | 45 |
| 7 | 10 | 20 | 30 | 40 | 50 |
| 8 | 11 | 22 | 33 | 44 | 55 |
| 9 | 12 | 24 | 36 | 48 | 60 |
| 10 | 13 | 26 | 39 | 52 | 65 |
| 11 | 14 | 28 | 42 | 56 | 70 |
| 12 | 15 | 30 | 45 | 60 | 75 |
| 13 | 16 | 32 | 48 | 64 | 80 |
| 14 | 17 | 34 | 51 | 68 | 85 |
| 15 | 18 | 36 | 54 | 72 | 90 |
| 16 | 19 | 38 | 57 | 76 | 95 |
| 17 | 20 | 40 | 60 | 80 | 100 |
| 18 | 21 | 42 | 63 | 84 | 105 |
| 19 | 22 | 44 | 66 | 88 | 110 |
| 20 | 23 | 46 | 69 | 92 | 115 |
| Skill Points by Class and Level |
| Level | Soldier / Jedi / Guardian | Fringer / Noble / Scout/ Jedi consular / Force adept | Scoundrel |
| 1 | up to 16 | up to 24 | up to 32 |
| 2 | 17-20 | 25-30 | 33-40 |
| 3 | 21-24 | 31-36 | 41-48 |
| 4 | 25-28 | 37-42 | 49-56 |
| 5 | 29-32 | 43-48 | 57-64 |
| 6 | 33-36 | 49-54 | 65-72 |
| 7 | 37-40 | 55-60 | 73-80 |
| 8 | 41-44 | 61-66 | 81-88 |
| 9 | 45-48 | 67-72 | 89-96 |
| 10 | 49-52 | 73-78 | 97-104 |
| 11 | 53-56 | 79-84 | 105-112 |
| 12 | 57-60 | 85-90 | 113-120 |
| 13 | 61-64 | 91-96 | 121-128 |
| 14 | 65-68 | 97-102 | 129-136 |
| 15 | 69-72 | 103-108 | 137-144 |
| 16 | 73-76 | 109-114 | 145-152 |
| 17 | 77-80 | 115-120 | 153-160 |
| 18 | 81-84 | 121-126 | 161-168 |
| 19 | 85-88 | 127-132 | 169-176 |
| 20 | 89-92 | 133-138 | 177-184 |
Other Conversions
In addition to character conversions, you may wish to convert
creatures, weapons, vehicles, and starships to the new system.
Creatures
Use the rules outlined above for characters. Estimate a level for
converted creatures.
Weapons
For personal weapons, divide the weapon's maximum range by 10
(or by 5 for thrown weapons) to get the weapon's range increment. A weapon's
damage depends on its WEG damage code and scale -- see the Converting Weapon Damage table.
Converting Weapon Damage
Untitled
WEG Code | Character | Speeder | Walker | Starfighter | Capital |
| 9D | 6d8 | 9d8 | 9d10 | 9d10 X 2 | 9d10 X 5 |
| 8D | 5d8 | 8d8 | 8d10 | 8d10 X 2 | 8d10 X 5 |
| 7D | 4d8 | 7d8 | 7d10 | 7d10 X 2 | 7d10 X 5 |
| 6D | 3d8 | 6d8 | 6d10 | 6d10 X 2 | 6d10 X 5 |
| 5D | 5d4 | 5d8 | 5d10 | 5d10 X 2 | 5d10 X 5 |
| 4D | 3d6 | 4d8 | 4d10 | 4d10 X 2 | 4d10 X 5 |
| 3D | 2d6 | 3d8 | 3d10 | 3d10 X 2 | 3d10 X 5 |
| 2D | 2d4 | 2d8 | 2d10 | 2d10 X 2 | 2d10 X 5 |
| 1D | 1d4 | 1d8 | 1d10 | 1d10 X 2 | 1d10 X 5 |
Vehicles and Starships
In general, a capital ship's hull and shield points are equal to
its dice rating X 100 (+30 per extra pip). A starfighter's hull and shield points are
equal to its dice X 30 (+10 per extra pip), a walker's are equal to its dice X 20 (+6
per extra pip), and a speeder's are equal to its dice X 10 (+3 per extra pip).
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