Now, I know that there is no real way to convert West End Games material to the FFG engine, at least in a structured, regimented process. However, that doesn't seem to stop people from occasionally asking about it - and it does seem a shame to throw all that material out. Since I do use the D6 stuff from time to time, both color text and stats, I decided to compile and crystallize my method of adapting West End Games characters to the Fantasy Flight engine.
Obviously not everything syncs up from one system to another, so the most important thing here is to try and capture the flavor of the character and not get caught up in the mechanics of the process. The old character is merely a suggestion, not a rule. Try and do that and you'll make yourself crazy. . . .
STEP ONE - DECIDE ON AN ARCHETYPE
Sometimes this will an easy step. Converting the protagonists from Tatooine Manhunt - Jodo Kast, Zardra and so on - will be Bounty Hunter(s). Someone like Sister Domina Tagge? FFG doesn't have a priestess archetype, so I wound up going with Scholar. It seemed the best match for her character's portrayal. Basically, go with the class that best suits the rough character concept.
STEP TWO - CONVERT ATTRIBUTES
First, lets figure out which attributes match up with which attribute.
Dexterity = Agility
Knowledge = Intellect
Mechanical = Agility
Perception = N/A
Strength = Brawn
Technical = Intellect
It's not a perfect fit, but it should give you - more or less - a good baseline to start from. A character with a good TECH and KNOW is going to have a pretty solid INT and so on. As for the attributes that don't have a D6 Correlation, like Cunning, Willpower and Presence? Best guess based on the concept of the character (or at least in Willpower's case, consult the D6 character and see if they have the skill Willpower. Raising a skill is much easier in D6, so don't go with a 1-1, but let it color how much you assign).
While there were D6 rules for raising attributes, generally you didn't see them get past 5D (that was usually strength on Wookiees). So, a 1-to-1 ratio is not a bad rough guideline.
STEP THREE - DECIDING ON SKILLS
Next, we just have to figure out what skills the character has, a matter of matching up the D6 skills to their equivalent in FFG. You'll notice that this list has a whole lot of overlap - several D6 skills compress down to just one FFG skill. The entire skill set under Technical turns into two skills: Medicine and Mechanics. In this instance, use your best judgment. If a character has several lower complimentary skills, bump up the FFG skill by one
DEXTERITY
Archaic Guns = Ranged (Light)
Blaster = Ranged (Light)
Blaster Artillery = Gunnery
Bowcaster = Ranged (Heavy)
Bows = Ranged (Light)
Brawling Parry = N/A
Dodge = N/A
Firearms = Ranged (Light)
Grenade = Ranged (Light)
Lightsaber = Lightsaber
Melee Combat = Melee
Melee Parry = N/A
Missile Weapons = Ranged (Heavy)
Pickpocket = Skullduggery
Running = Athletics
Thrown Weapons = Ranged (Light)
Vehicle Blasters = Gunnery
KNOWLEDGE
Alien Species = Xenology
Bureaucracy = Education
Business = Education
Cultures = Core Worlds or Outer Rim Worlds
Intimidation = Coercion
Languages = N/A
Law Enforcement = Education
Planetary Systems = Core Worlds or Outer Rim Worlds
Streetwise = Streetwise
Survival = Survival
Value = Negotiation
Willpower = Discipline
MECHANICAL
Archaic Starship Piloting = Piloting (Space)
Astrogation = Astrogation
Beast Riding = Survival (or create a new skill if it's reoccurring usage in your game)
Capital Ship Gunnery = Gunnery
Capital Ship Piloting = Piloting (Space)
Capital Ship Shields = N/A
Communications = Computers
Ground Vehicle Operation = Piloting (Planetary)
Hover Vehicle Operation = Piloting (Planetary)
Repulsorsuit Operation = Piloting (Planetary)
Sensors = Computers
Space Transports = Piloting (Space)
Starfighhter Piloting = Piloting (Space)
Starship Gunnery = Gunnery
Starship Shields = N/A
Swoop Operation = Piloting (Planetary)
Walker Operation = Piloting (Planetary)
PERCEPTION
Bargain = Negotiation
Command = Leadership
Con = Deception
Forgery = Skullduggery
Gambling = Cool or Deception
Hide = Stealth
Investigation = Education? Otherwise N/A
Persuasion = Charm
Search = Perception
Sneak = Stealth
STRENGTH
Brawling = Brawl
Climbing/Jumping = Athletics
Lifting = N/A
Stamina = Resilience
Swimming = Survival (or create a new skill if it's reoccurring usage in your game)
TECHNICAL
Armor Repair = Mechanics
Blaster Repair = Mechanics
Capital Ship Repair = Mechanics
Capital Ship Weapons Repair = Mechanics
Computer Programming/Repair = Computers
Demolition = Mechanics
Droid Programming = Computers
Droid Repair = Mechanics
First Aid = Medicine
Ground Vehicle Repair = Mechanics
Hover Vehicle Repair = Mechanics
(A) Medicine = Medicine
Repulsor Repair = Mechanics
Security = Skullduggery or Computers
Space Transports Repair = Mechanics
Starfighter Repair = Mechanics
Starship Weapons Repair = Mechanics
Walker Repair = Mechanics
STEP FOUR - HOW MANY RANKS?
Now that you know what skills the character possesses, the next step is figuring out how many dice each skill has. FFG has a ceiling of 6, the maximum a character can achieve while the D6 has no such cap (beyond the sheer magnitude of points necessary to get from 99D+2 to 100D). However, in the Game Masters Handbook, WEG was kind enough to provide us with the Universal Standard chart:
1D - Below Human Standard for an attribute
2D - Human average for attributes and many skills
3D - Average level of training
4D - Professional level of training
5D - Above average expertise
6D - Considered the best in the city
7D - Amongst the best on the continent
8D - Amongst the best on a planet
9D - One of the best in that immediate region, about 1 in a billion people have this level of skill
10D - One of the best in a sector
12D - One of the best in a region
14D - Amongst the best in the galaxy
So if 1D is the lowest end and 14D is the pinnacle of human skill, I break the FFG skill rankings down like this:
1D-2D - All green dice
3D-4D - 1 Yellow die
5D-6D - 2 Yellow dice
7D-8D - 3 Yellow dice
9D-10D - 4 Yellow dice
11D-12D - 5 Yellow dice
13D-14D - 6 Yellow dice
STEP FIVE - THE TALENT TREE
Since there's no corollary between the talent tree and the D6 engine, just use your best judgment and/or go nuts and get all the cool stuff. Use the overall skill ranks as an estimate of how far down the tree you should go. Someone with 1 and 2 ranks across the board probably wont get past the Third Tier on the tree. Someone with lots of 5+ ranks? They'll be towards the bottom.
STEP SIX - THE FORCE
Good luck with that one. The two systems REALLY don't synch up here, so you are pretty much on your own.
STEP SEVEN - THE FINISHING TOUCH
You don't really have to worry about Force Points and Dark Side points (although excessive Dark Side Points might lend itself to some Obligation). Since FFG doesn't has as extensive a equipment list to draw upon, you'll have to guesstimate numbers (or just assign the closest approximation - a Heavy Blaster is a Heavy Blaster, regardless of the brand name). Same with Cybernetics - best guess what they were trying to say with FFG's more limited list.
STEP EIGHT - ENJOY YOUR NEW CHARACTER
There you go. Hit save on your spreadsheet and bask in the glow of a job well done!
Edited by Desslok