YZE PC Creation

Last 3 Edits

4th May, 2017. Changed refs to Skills Endure & Manipulate to the nouns.
2nd May, 2017. Added the Primitive Upbringing.

  • Added full list of Skills.

28th Apr, 2017. In process of adding ALL steps for PC creation.

  • Also, a few minor adjustments - mainly just going with all Skills = General.

In general, PCs are created using all the steps in the Coriolis core book p15, summarised and expanded upon here.

The Group

The players need to decide upon the intentions of their group. You start with 1 group talent based upon your choice. All groups are described in Coriolis p16 with some Star Wars specific added. Descriptions also include some advice on character choices. Choose your group talent from:

Group Concept

Group Concept Also Used For Group Talents
Free Traders Smugglers, Bulk Haulers, Couriers A Nose for Birr/Credits (p70); Everything Is For Sale (p70); Quickest Route (P70)
Mercenaries Corsairs/Pirates, Rebels, Tactical Teams, Bounty Hunters Assault; Charge; Situational Awareness
Explorers Prospectors, Colonists, Correspondents Seasoned Travellers; Survivors; Truth Seekers
Agents Judicators/Security, Assassins, Detectives, Bounty Hunters A Friend in Every Port; Assassin's/Hunter's Guild; Dancers of Ahlam/Performers
Pilgrims "Hands"/Workers, Travelling Circuses/Entertainers, Space Nomads Last Laugh; Mercy of the Icons/Force; One Last Birr/Credit


Your group can choose to start with a ship, but will be in debt. Coriolis chapter 7 outlines how to build your ship and which ones will suit your group concept.


Coriolis p19. If you choose to start with a ship, you start with debt equal to 50% of your ship's value. (Birr & Credits can be used interchangeably between Coriolis and Star Wars: Saga Edition. Their values are similar enough to use either source.)

Group Talent

Choose 1 of the talents listed above associated with your group. Group Talents are detailed in Coriolis p70.

Patron & Nemesis

Obviously these will need to be tailored to the Star Wars setting, but still a good idea to choose one of these, or just roll and think of an equivalent in the setting.

The Player Character (PC)


Home Planet & Species (replaces Origin & Human/Humanites from Coriolis). Choose from one of the many species available in Star Wars, which will also narrow down your home planet. See Species Page for stats (though you could choose one from any source - and we will convert).


This has a very big impact on your PC and determines the number of Attribute Points, Skill Points you have as well as your starting Reputation and Credits. See Coriolis p21 for a description of the different Upbringings, though Primitive is a new one added below.

Upbringing Primitive Plebeian Stationary Privileged
Attribute Points 14 15 14 13
Skill Points 12 8 10 12
Reputation 0 2 4 6
Starting Capital 500 Credits* 500 Credits 1,000 Credits 5,000 Credits

Primitive. You are from a planet only recently discovered and your people have a tribal, uncomplicated life. Whilst you may not be an expert with technological devices that does not mean you cannot learn about them. (Many species from primitive planets have natural curiosity with devices). However, you start the game with very limited equipment (as the Primitive flaw from our 'All-Systems Drawbacks'). Being more reliant on survival, you have more skills than Plebians, but these should be tailored to survival- based choices.

Character Concept

(Most concepts fit Star Wars but a few don't and some might need modifying. Jedi to be added?)

Name & Appearance

Species will determine this, though concepts written up in Coriolis include ideas (for human PCs mainly).


Determines your social status and influence in the galaxy. Determined by Upbringing (above) and modified by your concept.


Distribute Attribute Points (from above). Remember: only Attributes designated as 'Key Attributes' by you concept (and possibly species) can be raised to 5 (or above for some species). Only one such attribute can be raised to 5 or higher, no matter how many 'Key Attributes' you may have. Before species penalties, you must assign at least 2 points to each attribute.

The Attributes are (Coriolis p24): Strength, Agility, Wits & Empathy.

Hit Points & Mind Points

These are reduced by trauma (damage and stress).
Hit Points: Strength + Agility.
Mind Points: Wits + Empathy.


There is no division between Advanced and General skills in Star Wars to reflect a more heroic game and the fact that things like piloting are known to practically everyone. Also, a few new skills have been added and some have different names to avoid confusion with the Force and to change from Coriolis-specific terms.

Assign Skill Points (from Upbringing above).
Concept Skills can be raised to 3: all other skills can only be raised to 1. (However, unlike Attributes, Skills are able to be raised through advancements later on in play).

Also note the Starting Skills under each species must be paid for from starting skills you normally get to choose. But they also count as 'concept skills', so can be raised to 3 at creation.

Star Wars Skill List

Skill Attribute Reference & Notes
Command Empathy Coriolis p63.
Computer Use Wits As Data Djinn, Coriolis p63.
Culture Empathy Coriolis p63.
Dexterity Agility Coriolis p60.
Endurance Strength Mutant: year Zero p49.
Force Use Empathy As Mystic Powers, Coriolis p64 but see the Force Page here for more specific uses. This skill is unique in that you must have the appropriate species or concept, or the Force Sensitive talent before you can put skill dice into it. You can't make Force Use checks unless you have skill dice in it. Effectively, this is the only Advanced skill.
Infiltration Agility Coriolis p60.
Manipulation Empathy Coriolis p61.
Melee Combat Strength Coriolis p61.
Medicine Wits As Medicurgy, Coriolis p63.
Muscle Strength As Force, Coriolis p60. Changed name so it is not confused with 'The Force'.
Observation Wits Coriolis p61.
Pilot Agility Coriolis p64.
Ranged Combat Agility Coriolis p62.
Science Wits Coriolis p65.
Sense Emotion Empathy Mutant: year Zero 52.
Survival Wits Coriolis p62.
Technology Wits Coriolis p60.


Starting talents are the biggest change in the game. In Star Wars you start with the following talents (this replaces the information in Coriolis p68):

  • A group talent, that you choose as a group depending on your group concept (p16).
  • A concept talent chosen from among the Talent Trees you gain access to.
  • Your species may also grant extra talents and access to Talent Trees. Some also gran entry edges, further increasing the Talent Trees you have access to. (See the Species Page).
  • 1 free talent (from the Talent Trees you have access to) or an entry edge (which is like a lesser talent, but also gets you access to another Talent Tree).


In order to start with XP and possibly even start with advances, players can choose flaws for their PCs. See our Drawbacks for all systems page to select any appropriate flaws. (Note that many alien species are assigned flaws for which you gain no extra XP). This is a new House Rule that does not appear in Coriolis.

(Information relating to Icons is not relevant to a Star Wars game.

Personal Problem & Relationships

These are role-playing factors (and we have a lot more on the PC Sheets you may wish to fill in). None of these are compulsory - just ideas to help define your character. Coriolis concepts list ideas for personal problem and relationships.

Characters should also distribute their 3 Renown points all characters in our games start with. (See our Renown & Relationships page for details).

Crew Position

It is a good idea to decide ahead of time what your position is on the ship. Coriolis has Crew Cards that quickly identify what you can do.

Positions are: Captain, Engineer, Pilot, Sensor Operator, Gunner.


Your Concept gives you a few choices for gear, then you can spend any of your Staring Capital (from Upbringing above).

Encumbrance is outlined in Coriolis p27, but generally you can carry a number of normal-sized items equal to twice your Strength score.

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