The SWR skills system is based loosely on the 'D6 Classic System' by West End Games. Anyone interested in learning more about the D6 System in general or about West End Games should visit their website at: http://www.westendgames.com/. This version is designed to run on RhostMUSH, to be easily (not) configured by without much coding knowledge.

WEG D6 Rules

The full D6 ruleset from WEG will be posted here. Stay tuned!


A section for chargen will be going here. Also remind Fantom to add a tab for races. Stay tuned.


Dexterity is a measure of your character's eye-hand coordination and balance. Characters with a high Dexterity are good shots, can dodge blaster bolts, can walk balance beams with ease and even make good pick-pockets. Characters with a low Dexterity are clumsy.

Knowledge skills generally reflect how much a character knows about a given subject, whether it's aliens, languages or laws.

Knowledge is a measure of your character's "common sense" and academic knowledge. Characters with a high Knowledge have a good memory for details, and have learned a lot about different aliens and planets. They often have a flair for languages, and they know how to get things done in bureaucracies.

Knowledge is used whenever a player wants to find out how much his character knows about a certain field. The difficulty depends upon how obscure the information is and how much the character knows about the general subject. Use the following guidelines to pick a difficulty, but remember that they should be modified based on the circumstances.

See the chapter on "The Rules" for more information:

Very Easy: General, common knowledge that almost anyone would know.
Easy: Most people would know this much.
Moderate: Professional level of knowledge. The average person who has an interest in the subject would know this much.
Difficult: Professionals would know this much about a given subject; the average person would be hard-pressed to give much information.
Very Difficult: This represents detailed, comprehensive knowledge of the subject. Professionals and scholars would probably have to research a subject to gain this amount of knowledge.
Heroic: Only a very small number of people would know this much information.

Gamemasters should modify difficulties — and how much information characters get — to suit the particular situation. Easily found knowledge probably won't have a modifier; very obscure information could have a difficulty modifier of +10, +20 or much more.

Modifiers might also be made for particular situations under which knowledge must be recalled — trying to remember the right Rodian custom for signalling cease-fire would be easier in the calm comfort of one's starship, and much more difficult in a confusing firefight with several very angry Rodian bounty hunters.

Knowledge skill roll represents what a character can recall at the time the roll is made, or the extent to which the character remembers certain general information. It's not reasonable to say that a character is an expert on the subject simply because he rolls well once when looking for information. A high roll might reveal one specific bit of information sought, and a few hints for finding the rest of the knowledge the character is looking for.

Mechanical stands for "mechanical aptitude" and represents how well a character can pilot vehicles and starships and operate the various systems on board. It also reflects how well the character handles live mounts, like banthas and tauntauns. A character with a high Mechanical attribute is going to take naturally to driving landspeeders, flying cloud cars and piloting X-wings and ships like the Millennium Falcon. A character with a low Mechanical attribute has a lot of minor accidents.

Most Mechanical skills are used to drive vehicles or pilot starships. Most of the time, characters should be able to negotiate clear terrain (Very Easy or Easy) without too much trouble. It's when a driver goes too fast, tries risky maneuvers or gets involved in a chase that things get tricky.

Movement, chase and vehicle combat rules are explained in the chapter on "Movement and Chases." Movement and chases with starships is explained in the chapter on "Space Travel and Combat."

Perception is the character's ability to notice things about his surroundings and other characters. Those with a high Perception are quick to spot concealed objects or people hiding behind a corner. They're also good at convincing other people to do favors for them, tricking or conning others, and bargaining to get a good price for goods or services. Characters with a low Perception get lost a lot.

Gamemasters often ask players to make search or Perception rolls to see how much their characters notice about their surroundings. The higher the roll, the more the character notices. Here are some sample difficulties for search or Perception rolls:

Very Easy: Noticing something very obvious. A character is walking down a crowded starport avenue.
Easy: Making an obvious finding. The starport street crowd consists of spacers and aliens (a few Rodians, Duros and Sullustans).
Moderate: Finding something interesting. One of the aliens is a Wookiee, and one Sullustan is carrying an oversized duffel.
Difficult: Spotting something very specific. The Wookiee seems to be walking along with another spacer. The duffel bears SoroSuub markings.
Very Difficult: Observing something requiring more than just casual glance. The spacer and the Wookiee are arguing about starship repairs. Somebody's tailing you.
Heroic: You really have to look to notice this. The Wookiee has blue eyes, and his spacer friend's trousers have a Corellian Bloodstripe running down the side. The guy following you is trying to conceal an Imperial Security Bureau badge under his vest.

Strength represents a character's physical strength, endurance and health. Characters with a high Strength can lift heavy objects, push themselves for days without rest and are good at resisting disease and injury. A character with a low Strength gets winded very easily.

Technical stands for "technical aptitude" and represents a character's innate knowledge of how to take apart, repair and modify things. A character with a high Technical attribute can take apart a droid to repair a malfunction, fix a busted drive system on a landspeeder, and modify a blaster to have a longer range.

Technical also reflects a character's knowledge of healing and medicine, his skill at setting explosives, and his ability to figure out electronic security systems. Characters with a low Technical have trouble changing a power pack on a blaster pistol.


Characters have different strengths and weaknesses. As well, characters gain experience over time and their skills improve. Star Wars MUSH: New Worlds uses a a system based on six-sided dice (d6) to model this.

The attributes and skills used in the chargen process are based off of a system of 'dice' and 'pips.' Dice are denoted with a "D" after a numeric value; pips are included after the Die value with a "plus" sign.

Example: 3D+2 denotes 3 dice, and 2 pips.

Dice are the amount of 6-sided dice rolled when a skill check is performed. The pips are then added to the dice roll. If your value for a skill is 3D+2, and you rolled a 14 on your 3 dice, the 2 pips would then be added to your roll, giving you a total result of 16.

In this system, 3 pips are the equal of one die, therefore you will never see a pip value greater than 2.

The amount of attribute points allocated depends on the race selected; see the attribute points for each race at their respective page at Races. Humans, for example, start with 12D attribute points. All player characters get 6D extra, for a total of 18D. 12D are automatically spent at the very beginning to account for the bare minimum; 2D in each attribute for humans, leaving the player with 6D attribute points at the beginning of CharGen. The amount of attribute points widely vary depending on race, and each race has a different minimum/maximum for each attribute; you may not go above or below the minimums or maximums during CharGen.

Additionally, all characters receive 7D in skill points to allocate; these can be spent on skills. A skill may not go 2D above its attribute while in chargen; if you have 3D Dexterity, you may not go above 5D Blaster.

7D is the current soft cap for a skill. If you wish to train a skill above 7D, you must speak to a wiz.

Dexterity: Acrobatics, Archaic Guns, Blaster, Blaster Artillery, Bows, Brawling Parry, Dodge, Firearms, Grenade, Melee Combat, Melee Parry, Missile Weapons, Pickpocket, Running, Thrown Weapons, and Vehicle Blasters.

Knowledge: Alien Cultures, Art, Bureaucracy, Business, Cultures, Home Economics, Intimidation, Languages, Law Enforcement, Planetary Systems, Scholar, Streetwise, Survival, Tactics, Value, and Willpower.

Mechanical: Archaic Starship Piloting, Astrogation, Beast Riding, Capital Ship Gunnery, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Hover Vehicle Operation, Jet Pack Operation, Powersuit Operation, Repulsorlift Operation, Rocket Pack Operation, Sensors, Space Transports,

Starfighter Piloting, Starship Gunnery, Starship Shields, Swoop Operation, and Walker Operation.

Perception: Bargain, Command, Con, Forgery, Gambling, Hide, Investigation, Persuasion, Search, and Sneak.

Strength: Brawling, Climbing/Jumping, Lifting, Stamina, and Swimming.

Technical: Armor Repair, Blaster Repair, Capital Ship Repair, Capital Ship Weapon Repair, Computer Programming/Repair, Demolitions, Droid Programming, Droid Repair, First Aid, Ground Vehicle Repair, Hover Vehicle Repair, Medicine, Repulsorlift Repair, Security, Space Transports Repair, Starfighter Repair, Starship

Weapon Repair, and Walker Repair.

In play, characters will periodically receive Character Points. These are awarded through the nomination system and by GameMasters for exceptional RP.

To improve a skill one pip costs character points equal to the current die value of the skill. Skills raised to the next highest die level cost the same as buying three pips.

Example: To raise 3D+0 skill to 3D+1 it would cost 3 character points. To raise it again to 3D+2 would cost another 3 points for a total of 6 points. Raising it again to 3D+3 would cost a total of 9 points and as the pip total is +3 it would be raised to 4D+0.

Attributes can also be raised via character points, but this costs ten times the amount.

Also see the news information on noms.


A specialization is to a skill as a skill is to an attribute, more of less. All untrained specializations have the same number of dice as their parent skill.

While specializations do NOT go up when their parent skill is improved, they will disappear should they have the same die code or less.

Specializations represents a character's ability in a particular subset of a skill. For example, let us say there was a Music skill which represented one's ability to make music, whether it be by singing, drums, or the trumpet. A specialization might be Music:trumpet, which would be used when playing the trumpet but not when playing the drums.

CP cost to improve 1 pip: half the # of dice, rounded up. Time to improve 1 pip: 1 day per CP.

Example: To raise Music:trumpet from 5D+2 to 6D will take 3 CPs & 3 days.


The common language of the Known Galaxy is Basic. Most people speak it — if not as their main language, they are at least fluent in it — and virtually everyone can understand it. However, some areas of the galaxy are so isolated that Basic is rarely spoken. Some aliens can't or refuse to speak Basic. For example, Wookiees can understand Basic, but, because of the structure of their mouths, usually cannot speak it. Ewoks do not normally understand Basic, but can learn it fairly easily.

The languages skill is used to determine whether or not a character understands something in another language.

If the character wants to say something in a language in which he isn't fluent (see "specialization" below) increase the difficulty by two levels.

NOTE: The Languages skill primary function is to determine the number of languages your character can learn.


A list of weapons and their stats will appear here soon. Stay tuned.


Characters can heal in a variety of ways, but the three most common methods of healing are natural healing, medpacs, and bacta tanks (also known as rejuvenation tanks).

Natural Healing

A character can heal naturally, but this process is both slower and much riskier than bacta healing. The character must rest a specified amount of time and then can make a healing roll: roll the character's full Strength to see if the character heals. Healing characters can do virtually nothing but rest. A character who tries to work, exercise, or adventure must subtract -1D from his Strength when he makes a healing roll. Any character who opts to take it easy and do virtually nothing for twice the necessary time may add +1D to his Strength roll to heal.

A wounded character must rest for three standard days before rolling to heal.

2-4Character worsens to wounded twice
5-6Character remains wounded
7+Character is fully healed

A character who is wounded twice must rest for three days before rolling to heal.

2-4Character worsens to incapacitated
5-6Character remains wounded twice
7+Character improves to wounded

Incapacitated characters must rest for two weeks before making a healing roll.

2-6Character worsens to mortally wounded
7-8Character remains incapacitated
9+Character improves to wounded twice

Mortally wounded characters must rest for one month (35 standard days) before making a healing roll.

2-6Character dies
7-8Character remains mortally wounded
9+Character improves to incapacitated


A standard medpac contains a combination of healing medicines, syntheflesh, coagulants, body chemistry boosters, adrenaline drugs, and computer diagnostic hardware to treat seriously injured individuals. Medpacs are very common around the galaxy and can be found aboard most starships, in most buildings and homes...and anyone who thinks he might get into a battle is advised to carry a couple, too.

A first aid (or Technical) roll is needed to use a medpac. The difficulty depends upon the severity of the patient's injury.

Stunned, UnconciousVery Easy
Wounded, Wounded TwiceEasy
Mortally Wounded.Difficult

If the first aid roll is successful, the patient heals one level: stunned and wounded characters are fully healed; unconscious characters are revived; wounded twice characters improve to wounded; incapacitated characters improve to wounded twice; mortally wounded characters improve to incapacitated.

If the first aid roll is unsuccessful, the character's condition remains the same. If the first aid roll misses the difficulty by more than 10 points, the medpac has pushed the injured character's bod to its limit, and no more medpacs can be used on him fora full standard day.

Multiple medpacs can be used on a character within a single day, but increase the difficulty one level for each additional use.

A medpac is fully expended when it's used - someone who expects to heal several people must carry multiple medpacs.

A character can use a medpac on himself, but he suffers an extra -1D penalty (in addition to any other penalties, such as being injured).

Bacta Tanks

Bacta is a specially formulated treatment liquid which promotes rapid healing and acts as a disinfectant. The attending physician can use the bacta tank's computers to add skin-contact medicines to the bacta fluid, inject medicines into the patient's bloodstream, or dispense medicines orally. Characters must have the Medicine skill to use a bacta tank. On most planets, only licensed doctors can administer bacta treatments.

A Very Easy medicine skill is necessary to use a bacta tank - regardless of the wound level. If the roll is made, the character will heal - it's just a matter of time. A character attempting to use a bacta tank without the medicine skill must make a Heroic first aid or Technical roll. If the roll fails, the patient's injury worsens two levels.

The character's healing time depends on the severity of the injuries.

  • Wounded: 1D hours
  • Incapacitated: 4D hours
  • Mortally wounded: 1D days


There are many different medicines in the galaxy, ranging from mass-produced Pharmaceuticals to "local cures" known only on remote planets. Each medicine has different game effects. Some may add a bonus to a character's first aid or Medicine skill; others may allow a patient to heal faster; still others may only affect certain injuries or diseases and provide no help for others. You can create new medicines (and describe game terms) as needed for your games.


For d6 rules, to advance a skill by 1 "pip", you would need the amount of character points equal to your current skill dice (e.g.: 5d Starship Gunnery would cost 5 character points to make it 5d+1)

to advance a skill by 1 die, you need the amount of character points equal to your current skill dice, multiplied by 3 (e.g.: 5d Blaster would cost 15 character points to make it 6d)

to advance a attribute by 1 "pip" you would need the amount of character points equal to 3 times your current dice (e.g.: 3d Strength would cost 9 character points to make it 3d+1)

to advance a attribute by 1 die, you would need the amount of character points equal to 3 times your current dice, multiplied by 3 again (e.g.: 3d Strength would cost 28 character points to make it 4d)

Let's use the force!