I am using a modified version of the d6 Star Wars RPG. It also has some adaptations that I have added from the latest d6 versions by West End Games. I have further tweaked other items from there.
Character creation has seen a large update in my modified d6 game. Player characters are created based on 15 dice in attributes. They get 30 points for advantages and skills (where each point is equal to 1 pip of improvement). Plus they get 3 specializations which start at 1d each.
No character may start with more than 3 points in a single skill at creation. Note it is much better to start the game knowing a number of skills versus a couple really well. See untrained skills below.
No more than 10 points in disadvantages and 20 points in advantages may be taken. This is in addition to any racial advantages / disadvantages which have been figured into the cost of the race. It does not include any that you gain due to a class template.
Do to the dominant nature, and ability for Human's in the Star Wars galaxy to learn quickly and efficiently, at creation Humans get to specialize in 3 additional skills. This is free and does not cost the Human any extra skill points, nor does this count towards the starting limit of specialization's a player may start with.
A player who has even a single pip of improvement in a skill has a big advantage over someone relying on raw talent. The average difficulty on a task is increased by one difficulty level if you have no training in its skill.
Just about any dice roll in d6 Star Wars will require one of your dice be another color. This dice is the wild die. When it comes up as a 1 or a 6, it modifies the total of the roll by adding or subtracting another d6 roll. You can "open end" a roll by rolling more than one 6 on the wild dice. Negative values will open end on a value of 1 being rolled consecutively.
Note if the initial Wild Die is a 6 followed by a 1 you simply add the 1 and stop. If the initial roll is a 1 followed by a 6 you stop and subtract 6.
The Wild Die grants the ability for the meek to be a hero and a hero to blunder in a high pressure situation. There is a special critical failure that occurs when ever you roll all ones, and you rolled 3 or more dice (If you rolled 1 or 2 dice, the GM will roll the missing dice in secret to see if it was a massive blunder).
When this happens, what ever skill you were attempting, goes so complete south it will make everyone at the table cringe. As you character gain experience, and dice in a skill, the change of a critical failure become much harder to achieve.
Some things are just so mundane it really is not worth rolling. It is assumed that on any none pressured task that you can take the "Average" roll, that you would have been assumed to make if you rolled. Taking "Average" on a dice roll is calculated as 3 times the number before the "Dice" plus Pips. (i.e. 2d+1 = 7)
If you are trying something under pressure (during combat for example) you will normally still need to roll to see if the pressures of your current situation would cause you some delays. Your GM will let you know if you can not take an average roll on a task. The advantage to taking "Average" is that you will not fumble, but you can also not pull of any heroic actions that will make you infamous.
I have updated and tweaked the combat and damage system for d6 Star Wars, based on d6 Space and my own sick mind. The most notable addition to this is the use of Body Points. A player starts with a number of Body Points equal to 3 times the number before there "Strength: Stamina" skill, plus pips, plus 10 points. (i.e. 3d+2 = 21, 2d = 16, 6d+1 = 29)
This replaces the old damage levels Stunned, Wounded, Incapacitated and so forth. However as you take damage, your attributes and skills still suffer. If you have taken 50% of your total Body Points you are considered wounded and suffer a minus 1d to all tasks. If you have taken 75% of your total Body Points you are considered to be Seriously Wounded and are at a minus 2d to all tasks. At 100% (i.e. 0) Body Points you are considered Incapacitated.
An Incapacitated character is normally unconscious from the trauma. If a PC is at 0 but not negative or negative and revived from use of drugs or other means you are at minus 3d on all tasks.
No player may go past Negative their Knowledge: Willpower. This is the negative average value based on Will Power (i.e. Willpower 2d+2 = -8). If you sustain damage that takes you past this value you are mortally wounded and will die if not able to get immediate medical aid.
Each round spent below this value roll 2 dice if the value is greater than the number of rounds you have been Mortally Wounded, your PC dies.
If a player wants to gain more Body Points, they will need to hit the gym and build up there Strength: Stamina.
There are 3 types of Damage and each type will affect you in a slightly different way.
The first damage type is Stun Damage. Stun Damage is caused from falling being punched, weapons set on stun etc. Even excessive physical exertion can cause stun damage.
The nice thing about Stun Damage is that you can recover from it quite easily. Each minute you spend catching your breath you recover your stamina dice in stun points. In other words drop the pips and d from your stamina (i.e. 3d+1 Stamina = 3).
You can take a number of points of Stun Damage equal to your Body Points minus any Damage you have currently taken. This is most easily shown by starting a 0 and counting up Stun Damage and starting at BP and counting down Normal Damage. If these two damages meet you will fall unconscious until your have rested enough to wake up.
Thus if you have 2d Stamina which is equal to 16 Body Points, and you have taken 10 normal damage points, and just got hit by a blaster set to stun for 12 stun points, you would pass out for 4 minutes. Each minute you're passed out you would regain 2 stun points. After the third minute you would be down the 10 points of normal damage, and have a stun of 6, which is not quite enough to be fully awake as you're at 0. After four minutes you would be at 10 and 4 and wake up.
Most damage that is not Stun Damage is Lethal Damage. You can take a number of hits equal to your Body Points before passing out. You will feel the damage much sooner than that however. When you reach 50% you are at -1d to all actions and are considered Wounded. At 75% you will be at -2d on all actions and be considered Severely Wounded.
Very few weapons cause Aggravated Damage directly, the Light saber is the most common, and it is rare. Any weapon can however cause Aggravated Damage. Any time you are hit and take more than 10 or more points of damage, 1 point out of each 10 will be an Aggravated Hit.
An Aggravated Damage Point acts like a normal lethal damage point for the purposes of wounds and knock outs. It is however much harder to heal without trained medical aid. This represents very traumatic hits, and long term health issues that come about when you subject your body to such unnatural things as blaster bolts.
Armor will help reduce damage being taken based on its rating. It's not much when you're talking about energy weapons, but every little bit helps. Most armor is rated for its physical and energy based damage types. Most often Energy protection is about 50% of Physical protection. Storm Trooper Armor (some of the best in the galaxy) is rated 2d physical / 1d energy. The average value for the armor is subtracted from damage before it is applied. (i.e. It stops 6 points of physical, and 3 points of energy damage.)
Armor can not stop all the force of a hit and a minimum of 1 point of stun will be applied after any hit that does not penetrate.
Hits to vial areas can cause extra damage. For every 5 points over the target number an attack is there is a bonus +1 point of lethal damage to the target. Note this means a blaster set to stun could still cause lethal damage, some people don't take to well to that much energy bouncing around there bodies. It also just represents very well placed hits.
Hits to the targets head, will also double the amount of damage after armor reduction is taken off.
The combat medic is everyone's friend, but when you don't have one make sure to carry a MedPack with you. If administered within 2 minutes of most wounds you can stop the wound from getting worse, they make a great way of stabilizing a friend before getting him to a doctor.
Medpacks are designed to help, not cure all injures a character gains in the field, this is first aid. Once a wounded character has been successfully treated by a medpack, additional medpack applications will not help. Future wounds may be treated, however a character can not get better from the treatment of new wounds, then before that wound was taken. Doctors, Bacta Tanks, Medications and TIME are needed to completely heal a character. Remember over use of medpack has been linked to the forming of addictions.
Medpacks have a limited number of charges before they become exhausted. Most Medpacks have 4 only 4 uses.
| Task | Uses | Effect |
| Recovering From Stun | 1 | 6 stun points |
| Stabilizing a Wound | 2 | 2 body points |
| Stabilizing a Sever Wound | 3 | 1d body points |
| Stabilizing a Mortal Wound | 4 | 1d+3 body points |
Natural Healing rolls are made daily. If the required time to heal has not yet passed then the patient is not able to improve their health situation. A negative result (failing the check) is always applied; this means a severely wounded character could worsen and die in a few days if not taken to the proper medial facilities.
Once the required time has passed a PC may recover 1 point for every 2 dice they have in Knowledge: Willpower minimum 1 point. After which they will need to wait until more time passes equal to the time required in the table below.
| Current Damage | Difficulty | Time Required | Bacta Tank Time |
| Less than 25% BP | VE | 1 Day | 6 hours |
| Less than 50% BP | E | 4 Days | 1 Day |
| Less than 75% BP | M | 1 Week | 3 Days |
| Less than 100% BP | D | 2 Weeks | 5 Days |
| More than 100% BP | VD | 1 Month | 10 Days |
Having a Doctor of Medical Droid care for the patient allows them to take average on any roll thus limit the chance of a critical failure or other negative roll that would cause them delayed healing times.
A medic who is caring for a patient can roll a Moderate First Aid roll to give a user a +2 to there healing roll. For every 5 points they beat that roll by they give an additional +1. Failing the roll will cost the patient a -1 on there roll, with an additional -1 per 5 points they missed the roll by.
A doctor with an easy medical check can give a PC a +1D bonus to there healing roll. For every 5 points they exceed the difficulty by they grant a +1 to that roll. A doctor with a separate moderate medical check at the end of each time band can allow the PC to double there natural healing rate. Medical is an Advanced Skill, this is not a First Aid check.
A doctor or medic can take care of a number of patients at one time equal to there First Aid Skill Dice + 3 times there Medical Dice value. (i.e. a Medic has 4d+2 First Aid can keep track of 4 patients at once. A Doctor with 5d+2 First Aid and 3d Medical could take care of 14 patients.) Exceeding this number will cost them 1d per 2 people they are watching, just like multiple action penalties for 2 or more actions in a single round.
Aggravated Damage must be healed last. If the PC has more than 25% damage in aggravated damage there difficulty level is increased by 3 points. At 50% it increased to 7 points, 75% or more increases the difficulty by 10 points. This increase is for all healing rolls until Aggravated Damage is reduced to less than 25% of there total. Further a point of Aggravated Damage takes twice as long to heal as a normal point.