TEXT:  
   
  1
  New Player’s Guide 
  New Player’s Guide 
  New Player’s Guide 
  New Player’s Guide 
  To the Star Wars 
  To the Star Wars 
  To the Star Wars 
  To the Star Wars 
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game    
   
  This is your guide to creating a new 
  character for the D6 Star Wars Roleplaying 
  Game for the Second Edition Revised and 
  Expanded rule set.  It covers creation and 
  guidelines for character development.  
  Though it serves as a basic aid, it cannot 
  replace the main rulebook, but will help 
  newcomers to the system get their start: 
   
  Attributes
  Attributes
  Attributes
  Attributes    
  There are six attributes: 
  Dexterity – General hand-eye 
  coordination. 
   
  This attribute governs how well you 
  fire a blaster, evade being hit, and other 
  such abilities. 
  Knowledge – Your understanding of the 
  galaxy. 
   
  Includes your willpower, languages, 
  and understanding of planets. 
  Mechanical – How well your character 
  operates mechanical devices 
   
  This does not include repair, but 
  does include how well you can fly an 
  airspeeder, pilot a starship, or operate 
  shields and sensors. 
   
  Perception – How observant your 
  character is. 
   
  The skills under this attribute 
  determine your character’s ability to 
  sneak, hide objects, con, bargain, and 
  forge documents.  This attribute is also 
  used for general awareness or “spot 
  checks”. 
  Strength – How physically strong and 
  tough your character is. 
   
  Strength includes the ability to lift 
  objects, engage in hand-to-hand 
  combat, and physical endurance.  Since 
  there are no hit points, this attribute roll 
  is also used for damage resistance.   
  Technical – Your character’s ability to 
  fix mechanical objects. 
   
  The skills under Technical 
  determine how well you can fix 
  walkers, speeders, or starships.  This 
  also allows for your first aid rolls, or 
  your ability to improve blasters or build 
  a lightsaber. 
   
   
   
  Each attribute has a die code that may 
  be represented as 1D, 2D+1, 4D+2 and so 
  on.  The number before the D indicates 
  how many six sided die you may roll, and 
  the number after the + is a simple modifier.  
  2D+2 means that you would roll two die, 
  and then add two to the result.  (If you need 
  an understanding of how well versed your 
  character might be in any given attribute, 
  consult the chart on page five.  It shows a 
  die code and how that compares with the 
  general level of competency of other beings 
  in the galaxy.)  
   
  Before choosing attribute die codes for 
  your character, you must first choose a 
  species.  The species statistics has a few 
  vital pieces of information.  First is the 
  attribute dice (which shows how many dice 
  the average member of the species has in 
  their attributes), and then the species 
  minimums and maximums (showing how 
  weak or strong a character is allowed to be 
  in their attributes).  It also features a “Move” 
  value, which indicates how fast the species 
  can move on foot.  (Beginning characters 
  start with the minimum “Move” value.)  
  We’ll be using humans for our example.   
   
   
  Humans: 
   
  Attribute dice:  
  12D 
   
  Dexterity   
  2D/4D 
   
  Knowledge  
  2D/4D 
   
  Mechanical  
  2D/4D 
   
  Perceptions 
  2D/4D 
   
  Strength 
   
  2D/4D 
   
  Technical   
  2D/4D 
   
  Move 10/12 
   
   
  Though the attribute dice tells how 
  many dice the average human has (the 
  moisture farmers, scouts, barkeepers, and 
  menial laborers), you’re not going to be 
  playing any of those types of characters.  
  You’re playing a hero!  As such, your 
  character is going to be a bit above average.  
  Take your species attribute dice, and add 
  +6D, and use that number for your 
  character creation.  If you are human, you 
  begin with 18D. 
   
  Now you must decide if your character 
  is Force sensitive, or if they have Force 
  
   
   
  2
  skills.  Obviously, in order to have Force 
  skills you must be Force sensitive.  To make 
  thing simple, we’ll be creating a character 
  without Force skills first. 
   
  Creating a Character 
  Creating a Character 
  Creating a Character 
  Creating a Character 
  Without Forc
  Without Forc
  Without Forc
  Without Force Skills
  e Skills
  e Skills
  e Skills    
   
  In the D6 system we do not literally “roll 
  up” new characters.  All attribute values are 
  assigned.  It makes for quick, easy, and 
  customizable characters.  Since we’re using 
  humans as an example, we have a pool of 
  18D to assign to our character’s attributers.  
  (12D for the species and 6D just to give your 
  character that added extra edge.)  We may 
  break those dice up as we wish and assign 
  them to our attributes.  Note that you 
  cannot assign more dice than the species 
  maximum allows, and you may not assign 
  any fewer dice than the species minimum 
  allows.  Observe the following example: 
   
  Attribute 
  Dice 
  Current 
  total: 
  DEX 
  3D 
  3D 
  KNOW 
  4D 
  7D 
  MECH 
  2D 
  9D 
  PER 
  3D 
  12D 
  STR 
  4D 
  16D 
  TECH 
  2D 
  18D 
   
  You may also split up a single die into three 
  “pips.”  A pip is a  +1 modifier added onto a 
  die value.  You may split up as many die as 
  you wish to provide the desired modifier.  
  You may have a +1 or a +2, but never a +3, 
  as three pips equals another whole die.  
  Please consider the following example: 
   
  Attribute 
  Dice 
  Current 
  total: 
  DEX 
  2D+1 
  2D+1 
  KNOW 
  2D+2 
  5D 
  MECH 
  4D 
  9D 
  PER 
  3D+2 
  12D+2 
  STR 
  3D+1 
  16D 
  TECH 
  2D 
  18D 
   
  If you are deciding on attributes and have 
  decided not to purchase any Force skills 
  right away, use the chart below.  
  Remember that 2D is about average for the 
  normal human being in the galaxy, so plan 
  your attributes around what sort of 
  character you want.  A rough and tumble 
  fighter is going to want a high Dexterity and 
  high Strength score.  A con man or diplomat 
  will want a high Perception attribute 
  followed by a reasonable Knowledge level.  
  Mechanical and Technical attributes are 
  good for pilots and technology specialists.  
  However, attributes aren’t everything.  If you 
  attribute level is relatively low, you can still 
  boost skills under those attributes.  But pick 
  your attributes first either on the table 
  below, or on your character sheet: 
   
  Attribute 
  Dice 
  Current 
  total: 
  DEX 
   
   
  KNOW 
   
   
  MECH 
   
   
  PER 
   
   
  STR 
   
   
  TECH 
   
   
   
  Creating a Character 
  Creating a Character 
  Creating a Character 
  Creating a Character 
  With Force Skills
  With Force Skills
  With Force Skills
  With Force Skills    
   
  If you have permission from your GM to 
  begin the game with Force skills, you need 
  to follow a similar method of creation.  
  Beginning Force skills are treated as 
  attributes at the time of character creation 
  only!  Later you will advance them as 
  normal skills.  Also, you do not need to 
  purchase your Force skills immediately.  It 
  is possible to learn a new Force skill later 
  on in your game even if your character has 
  had no prior training. 
   
  There are three Force skills: control, 
  sense, and alter. 
   
  Control – The Force user’s ability to 
  control the Force within his own self. 
   
  Sense – A Jedi’s ability to sense beings 
  or the Force around her. 
   
  Alter – The ability to manipulate the 
  Force around an object or within another 
  person.  This Force skill is often taught last, 
  and almost never exceeds the Jedi’s control 
  or sense skill.  
   
  If you begin with a Force skill, the 
  minimum starting point is 1D.  You may not 
  have 0D+2 or 0D+1.   
   
  Consider basing your character off of 
  the following examples:  
   
  
   
   
  3
   
  Attribute 
  / Force 
  skill 
  Dice 
  Current 
  total: 
  DEX 
  2D 
  2D 
  KNOW 
  3D 
  5D 
  MECH 
  2D 
  7D 
  PER 
  3D+1 
  10D+1 
  STR 
  3D+2 
  14D 
  TECH 
  2D 
  16D 
  Control 
  1D 
  17D 
  Sense 
  1D 
  18D 
  Alter 
    X 
  18D 
   
   
  Attribute 
  / Force 
  skill 
  Dice 
  Current 
  total: 
  DEX 
  2D+1 
  2D+1 
  KNOW 
  2D 
  4D+1 
  MECH 
  2D 
  6D+1 
  PER 
  3D 
  9D+1 
  STR 
  2D+2 
  13D 
  TECH 
  2D 
  15D 
  control 
  1D 
  16D 
  sense 
  1D 
  17D 
  alter 
  1D 
  18D 
   
   
   
  Notice how beginning with Force skills 
  greatly weakens your character’s attributes.  
  This balances out Jedi character, who, if are 
  able to develop too quickly, will dominate 
  the game. 
   
  You should now create your character 
  either in the chart provided below or on 
  your character sheet. 
   
  Attribute 
  / Force 
  skill 
  Dice 
  Current 
  total: 
  DEX 
   
   
  KNOW 
   
   
  MECH 
   
   
  PER 
   
   
  STR 
   
   
  TECH 
   
   
  control 
   
   
  sense 
   
   
  alter 
   
   
   
      
      
  Choosing Skills:  
  Choosing Skills:  
  Choosing Skills:  
  Choosing Skills:      
   
  Your character may now spend 7D on 
  beginning skill dice.  Each attribute has a 
  number of skills listed under it.  The 
  following chart allows you to see the 
  distribution of skills under each attribute 
  plus specializations.  Specializations are 
  focused talents and training in one small 
  part of a broader skill.  For example rather 
  than your character being trained to fly 
  starfighters in general, he may be skilled at 
  flying an X-Wing exclusively. 
   
  To help you decide on skills, please 
  consult the following chart: 
   
  DEXTERITY 
  DEXTERITY 
  DEXTERITY 
  DEXTERITY 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Archaic Guns 
  Black powder pistol, 
  matchlock, musket, 
  wheelock, etc. 
  Blaster 
  Blaster pistol, heavy 
  blaster pistol, blaster 
  rifle, hold-out blaster, 
  repeating blaster, etc. 
  Blaster Artillery 
  Anti-infantry, anti-
  vehicle, surface to air 
  defense, surface to 
  space defense, 
  surface to surface, etc. 
  Bowcaster 
   
  Bows 
  Crossbows, long bow, 
  short bow, etc. 
  Brawling Parry 
  versus boxing, martial 
  arts, etc. 
  Dodge 
  versus energy 
  weapons, 
  slugthrowers, missile 
  weapons, etc 
  Firearms 
  pistols, rifles, 
  machineguns, etc. 
  Grenade 
   
  Lightsaber 
   
  Melee Combat 
  swords, knives, axes, 
  vibroblades, 
  vibroaxes, etc. 
  Melee Parry 
  versus lightsabers, 
  knives, clubs, etc. 
  Missle Weapons 
  Concussion missile, 
  grenade launcher, 
  power harpoons, etc 
  Pick Pocket 
   
  Running 
  long distance, short 
  sprint 
  
   
   
  4
  Thrown Weapons 
  knife, spear, sling, etc. 
  Vehicle Blasters 
  heavy blaster cannon, 
  heavy laser cannon, 
  light blaster cannon, 
  light laser cannon, 
  medium blaster 
  cannon,  medium, 
  laser cannon 
   
  KNOWLEDGE 
  KNOWLEDGE 
  KNOWLEDGE 
  KNOWLEDGE 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Alien Species 
  Wookies, 
  Gamorreans, Ewoks, 
  Sullustans, etc. 
  Bureaucracy 
  specific planetary or 
  administrative 
  government –
  Tatooine, Celanon, 
  Bureau of Commerce, 
  etc. 
  Business 
  Specific field or 
  company - starships, 
  weapons, droids, 
  Sienar Fleet Systems, 
  etc. 
  Cultures 
  Specific species or 
  culture – Corellians, 
  Alderaan royal family, 
  etc. 
  Intimidation 
  Interrogation, bullying, 
  etc. 
  Languages 
  Wookie, Huttese, 
  Bocce, etc. 
  Law Enforcement 
  Alderaan, Tatooine, 
  the empire, the Rebel 
  Alliance, etc. 
  Planetary Systems 
  Tatooine, Endor, Hoth, 
  Kessel, etc. 
  Streetwise 
  Specific planet or 
  criminal organization 
  – Celanon, Corellia, 
  Jabba the Hutt's 
  organization, Talon 
  Karrde's organization, 
  etc. 
  Survival 
  Volcano, jungle, 
  desert, poisonous 
  atmosphere, etc. 
  Value 
  Specific planet's 
  markets or type of 
  good – Kessel, 
  Coruscant, starships, 
  droids, etc. 
  Willpower. 
  versus persuasion, 
  intimidation, etc 
   
  MECHANICAL 
  MECHANICAL 
  MECHANICAL 
  MECHANICAL 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Archaic Starship 
  Piloting 
  Specific ship type 
  Astrogation 
  Kessel run, Tatooine 
  to Corsucant, etc. 
  Beast Riding 
  Banthas, cracian 
  thumpers, dewbacks, 
  tauntauns, etc. 
  Capital Ship 
  Gunnery 
  Concussion missiles, 
  gravity well projectors, 
  ion cannons laser 
  cannon, proton 
  torpedoes, tractor 
  beams,  turbolaser, 
  etc. 
  Capital Ship 
  Piloting 
  Imperial star 
  destroyer, victory star 
  destroyer,  Nebulon-B 
  frigate, etc. 
  Capital Ship 
  Shields 
   
  Communications 
   
  Ground Vehicle 
  Operation 
  Specific vehicle 
  Hover Vehicle 
  Operation 
  Specific vehicle 
  Powersuit 
  Operation 
  Spacetrooper armor, 
  etc. 
  Repulsorlift 
  Operation 
  Xp-38 landspeeder, 
  snowspeeder, etc. 
  Sensors 
   
  Space Transports 
  YT-1300 transport, 
  Gallofree medium 
  transports,  Corellian 
  transports, etc. 
  Starfighter Piloting  
  X-wing, TIE-Fighter, 
  TIE-Interceptor, Z-95 
  headhunter, etc. 
  Starship Gunnery 
  Concussion missiles, 
  ion cannons, laser 
  cannon, proton 
  torpedoes, turbolaser, 
  etc. 
  Starship Shields 
   
  Swoop Operation 
   
  Walker Operation 
  AT-AT, AT-ST, AT-PT, 
  etc. 
   
   
  
   
   
  5
  PERCEPTION 
  PERCEPTION 
  PERCEPTION 
  PERCEPTION 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Bargain 
  Spice, weapons, 
  droids, datapads, etc. 
  Command 
  Rogue squadron, 
  Imperial 
  Stormtroopers, etc. 
  Con 
  Specific type of con 
  Forgery 
  Specific type of 
  document 
  Gambling 
  Sabacc, etc. 
  Hide 
   
  Investigation 
  Mos Eisley, imperial 
  city, etc. 
  Persuasion 
  Specific subject 
  Search 
  Tracking 
  Sneak 
  Specific type of terrain 
   
  STRENGTH 
  STRENGTH 
  STRENGTH 
  STRENGTH 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Brawling 
  Boxing, martial arts, 
  etc. 
  Climbing/Jumping 
  Climbing, jumping 
  Lifting 
   
  Stamina 
   
  Swimming 
   
   
  TECHNICAL 
  TECHNICAL 
  TECHNICAL 
  TECHNICAL 
  SKILLS
  SKILLS
  SKILLS
  SKILLS    
  Specializations
  Specializations
  Specializations
  Specializations    
  Armor Repair 
  Stormtrooper armor, 
  bounty hunter armor, 
  etc. 
  Blaster Repair 
  Specific blaster type 
  Capital Starship 
  Repair 
  Specific capital ship 
  Capital Starship 
  Weapon Repair 
  Specific capital ship 
  weapon 
  Computer 
  Programming/Rep
  air 
  Computer type 
  Demolition 
  Bridges, walls, 
  vehicles, etc. 
  Droid 
  Programming 
  Specific droid type 
  Droid Repair 
  Specific droid type 
  First Aid 
  Specific race 
  Ground Vehicle 
  Repair 
  Specific type of 
  vehicle 
  Hover Vehicle 
  Repair 
  Specific type of 
  vehicle 
  (A) Medicine 
  Medicines, cyborging, 
  surgery [requires 5D 
  in First Aid] 
  in First Aid] 
  Repulsorlift Repair 
  Specific vehicle 
  Security 
  type of lock or device 
  Space Transports 
  Repair 
  YT-1300 transports, 
  Ghtroc freighter, etc. 
  Starfighter Repair 
  X-wing, Y-wing, etc. 
  Starship Weapon 
  Repair 
  Specific weapon type 
  Walker Repair 
  AT-AT, AT-ST, AT-PT, 
  etc.  
   
   
   
  At first, your attribute levels may seem 
  very abstract.  Sure, you know that 2D is 
  about average, but how well will your 
  character stand up in a fight next to a 
  Stormtrooper?  Can you outsmart a clever 
  smuggler?  To give you a basic 
  understanding of how you rank up to others 
  in the galaxy, consult the following chart: 
   
  1D 
  Below human average for an 
  attribute or skill. 
  2D 
  Untrained human average for an 
  attribute and many skills 
  3D 
  Average level of training for a 
  human 
  4D 
  Professional level of training for a 
  human 
  5D 
  Above average expertise 
  6D 
  Considered about the best in a city 
  or geographic area. About 1 in 
  100,000 people will have training to 
  this skill level. 
  7D 
  Among the best on a continent. 
  About 1 in 10,000,000 people will 
  have training to this skill level. 
  8D 
  Among the best on a world. About 1 
  in 100,000,000 people will have 
  training to this skill level. 
  9D 
  One of the best in several systems. 
  About 1 in a billion will have training 
  to this skill level. 
  10D 
  One of the best in a sector. 
  11D 
  One of the best in a region. 
  12D 
  One of the best in the galaxy. 
   
   
  
   
   
  6
  Assigning Skill Dice
  Assigning Skill Dice
  Assigning Skill Dice
  Assigning Skill Dice    
   
  Now that you have an idea of the skills 
  that are out there, you have 7D to break up 
  and distribute among the skills you want to 
  improve.  Note that this is 7D overall, not 7D 
  per attribute.  If you cannot afford to 
  improve a particular skill at this time, don’t 
  worry.  You may always use normal skills 
  and specializations untrained at your 
  attribute level. 
   
  For the sake of example, we’ll examine 
  improving a few Dexterity skills. 
   
  If your character has a Dexterity of 3D, 
  he will have all Dexterity skills at 3D.  If you 
  spend 1D of your skill dice to improve your 
  blasters skill, then you now have a blaster 
  of 4D, and only 6D left to spend.  If, in 
  addition, he wishes to improve dodge by 
  2D, then he has a dodge skill of 6D, and 
  now only has 4D left to spend on other 
  skills. 
   
  You may not spend any more than 2D 
  of your starting 7D of beginning skills 
   
  Just like with attributes, if you wish to 
  break up a die into three pips, you may do 
  so. 
   
  If you have already purchased Force 
  skills, you may use your beginning skill dice 
  to improve them.  If you have not already 
  purchased Force skills, you may not do so 
  at this time (though you may after character 
  creation). 
   
  NOTE: Many new players are tempted 
  to express their skill dice in terms of 
  modifiers.  For example, if someone has a 
  Dexerity of 3D+1, and then spend an 
  additional 1D+1 on dodge, they may write 
  the following on their character sheet: 
   
   
   
  Dexterity 3D+1 
   
   
        Dodge +1D+1 
   
   
  Please resist this temptation, as this 
  format tends to create confusion later on as 
  your character develops.  Express your skills 
  as such:   
   
   
  .  
   
  Dexterity 3D+1 
   
   
        Dodge 4D+2 
   
   
  The latter format will reduce confusion 
  when it comes to character advancement. 
      
  Assigning Specialization 
  Assigning Specialization 
  Assigning Specialization 
  Assigning Specialization 
  Dice
  Dice
  Dice
  Dice 
   
  You may choose to put some of your 
  beginning skill dice into a specialization.  A 
  specialization is a special focus in one area 
  of a skill.  Rather than improving how your 
  character flies all space transports, she may 
  focus on learning about YT-1300s.  
  However, they are separate from their 
  associated skills.  Like skills, they begin at 
  the associated skill’s die code. 
   
  If you choose to improve a 
  specialization, you must use a single 
  beginning skill die.  That die now becomes 
  three separate +1D to three different 
  specializations.  You may not improve a 
  single specialization more than 1D, and you 
  must choose three specializations.   
   
  Character Advancement
  Character Advancement
  Character Advancement
  Character Advancement    
   
  In the D6 system there are no character 
  levels.  Character advancement may be 
  done in terms of individual skills, individual 
  specializations, or as a matter of advancing 
  entire attributes.  When you improve your 
  character’s stats, it always costs Character 
  Points.  Character Points are awarded by 
  the gamemaster after every adventure.   
   
  Any time that you advance a skill, 
  attribute or specialization, you may only 
  increase it one pip at a time after an 
  adventure.  For example, you may improve 
  from 2D+1 to 2D+2.  Or you may improve 
  from 3D+2 to 4D (which is still an 
  improvement of only one pip, because a 
  single D is composed of three pips).  You 
  may not, after a single adventure, move 
  from 2D to 2D+2. 
   
  Though this rule is true with skills, 
  specializations, and attributes, the time it 
  takes to train varies.  
   
  Improving Skills
  Improving Skills
  Improving Skills
  Improving Skills    
   
  Cost: Character Point cost is equal to 
  the number before the D of your skill.  If 
  your skill is 3D+1 then it costs three 
  Character Points to move it to 3D+2.  Also, 
  it would be three character points to move 
  it from 3D+2 to 4D.  However, once the skill 
  
   
   
  7
  is at 4D, it costs four Character Points to 
  advance the skill any farther. 
   
  Training time: If you have used the skill 
  during your adventure, then you may 
  advance the skill immediately after the 
  adventure ends.  Your character learned 
  through experience. 
   
  If you have not used the skill, then you 
  must train.  It takes two days for every 
  Character Point spent.  If your character has 
  a melee weapons skill of 3D+1, and he 
  studies melee weapons, he must study for 
  six days to move up to 3D+2.  You may only 
  train one skill at a time. 
   
  If you have not used the skill and 
  decide to train, you may train with a 
  teacher.  Training with a teacher cuts the 
  time in half.  If trying to improve the same 
  melee weapons skill of 3D+1, it would 
  require only three days instead of six. 
   
  Force skills: Force skills are advanced 
  by the same rules, with one exception.  
  When training without a teacher, the 
  Character Point cost is doubled.  If your 
  character does not have a Force skill, yet, 
  then they must train for one week and 
  spend 10 character points to receive the 
  Force skill at 1D. 
   
  Rushing training: A character can rush 
  the training by spending Character Points.  
  The training time is reduced one day for 
  each character point spent.  This is true for 
  any skill or specialization.   
   
  Advanced skills: If you train an 
  advanced skill, such as (A) Medicine, or (A) 
  Engineering, the point cost and training 
  times are doubled.  If you do not yet have 
  an advanced skill, you must meet the 
  prerequisites, pay two character points, and 
  then you will receive the skill at 1D.  The 
  minimum training time for an advanced 
  skill is always one week. 
   
  Imp
  Imp
  Imp
  Improving 
  roving 
  roving 
  roving 
  Specializations
  Specializations
  Specializations
  Specializations    
   
  Remember, a specialization is a special 
  focus in one area of a skill.  Rather than 
  improving how your character flies all 
  space transports, she may focus on learning 
  about YT-1300s.  However, they are 
  separate from their associated skills.  They 
  begin at the level of the associated skill, but 
  they do not improve when the associated 
  skill improves.   
   
  Cost: The Character Point cost of 
  specializations is one-half of the number 
  before the D, rounded up.  If improving a 
  specialization from 5D+2 to 6D, the cost is 3 
  Character Points (five divided by two is 2.5, 
  which rounds up to three). 
   
  Training time: The training time for 
  specializations is the same for training time 
  for skills. 
   
  Improving Attributes
  Improving Attributes
  Improving Attributes
  Improving Attributes    
   
  Improving attributes is not as easy as 
  improving skills and specializations.  It 
  requires much more time, cost, and even 
  requires a bit of risk.  The benefit of 
  improving an attribute is that all skills and 
  specializations under that attribute raise 
  one pip as well. 
   
  Cost: Attempting to improve an attribute 
  costs 10 times the number of D before the 
  attribute.  So, to attempt to increase an 
  attribute from 2D+2 to 3D, you must first 
  spend 20 Character Points. 
   
  Training time:  If your character has a 
  teacher, the time is one week for every 
  Character Point spent.  Without a teacher, 
  the time is increased to two weeks for every 
  Character Point spent   You may reduce the 
  time by one day for every additional 
  Character Point spent (with a minimum 
  training time of one week). 
   
  The risk: Because characters can only 
  become so strong or so dexterous, there is 
  a limit imposed on attributes.  After 
  spending the training time and Character 
  Point cost, you must roll to determine 
  whether or not you actually improve.  You 
  roll your current attribute die code (2D+1 
  for example).  The gamemaster rolls your 
  species maximum for the attribute (4D for 
  humans).  If your result is equal to or less 
  than the gamemaster’s result, your attribute 
  increases.  If your result is greater, your 
  character does not improve, and you 
  receive half of the Character Points back. 
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/_SWD6_New_Player's_Handout.pdf