Star Wars WEG d6 To RCR d20 Conversion
Star Wars WEG d6 To RCR d20 Conversion
Star Wars WEG d6 To RCR d20 Conversion
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
Scoun
drel
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 79-84 105-11
2
12 57-60 85-90 113-12
0
13 61-64 91-96 121-12
8
14 65-68 97-102 129-13
6
15 69-72 103-108 137-14
4
16 73-76 109-114 145-15
2
17 77-80 115-120 153-16
0
18 81-84 121-126 161-16
8
19 85-88 127-132 169-17
6
20 89-92 133-138 177-18
4
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
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).