Slightly incomplete, but I think you can get the gist:
Another galaxy, another time....
draft player’s guidelines for an Encounter Critical/Star Wars campaign
1. Forget everything you know about Star Wars from any source published after 1979. The original film is the jumping off point for your adventures.
2. Get out a piece of paper. Preferably ruled ( torn from a spiral notebook), graph, or the back of a take-out menu. Pre-printed character sheets are for wimps!
2. Roll some dice. Specifically 3d6 nine times. Assign them in order to the following stats: ADA, DEX, ESP, INT, LEA, LUC, MAG, ROB, STR. Don’t worry what those are or what they mean just yet.
3. Roll (d100) a race. Adjust stats and note anything else.
01-50 Human, no mods but see step 7.
85-88 Sand People
95 Snaggletooth, tall
96-97 Snaggletooth, short
98-00 Walrus Man
4. Roll (d6) a class. Note special ability.
1. Warrior -
2. Warlock* -
3. Pioneer -
4. Criminal -
5. Psi Witch -
6. Doxy/Rake -
Note that you can add a class later, so you can still become a Jedi even if you didn’t roll a 5.All you need to do is find someone to train you. If there already is a Jedi in the party, you can begin play as their young apprentice.
*If you have a problem with fantasy type spellcasters in a sci-fi setting just remember that Kenobi was a crazy wizard and Vader had sorceror’s ways. Or just get over it. Warlocks are here and they’re queer.
5. Get a gun.
You will need to zap badguys. Everybody gets a starting weapon of some kind. Most folks get a blaster (d10). Wookies start with a crossbow (d12 but ammo is a bigger issue). Sand People receive their choice of a blaster rifle (also d12, longer range, bulkier) or one of those wicked looking beat sticks (d6 melee). Jawas can take a blaster or an ion musket (d12 vs. droids only). Wookies, Hammerheads, Walrus Men and tall Snaggleteeth who are Warriors may opt for a Sigurdian battle-axe (d12 melee) instead of a ranged weapon. Psi-Witches may opt for an lightsabre (2d8 melee) instead of a gun, but fumbling an attack roll with one before 3rd level can be interesting. Droids don't get a gun unless they are self-owned (see part 8 below).
6. Roll some gear (d30). Roll twice if LUC is 12 or higher.
2. Walking stick/pimp cane with silver head
3. Rad detector
4. Righteous hat
5. Cool Jewelry (ring, disco medallion, etc) with secret compartment
6. Thermal Detonator (5d10 damage)
8. Gloves (choice of cool driving gloves or armored gauntlets)
9. Awesome pet (space monkey, dragondog, astro-hawk, etc)
10. Mysterious dark cloak
11. Pack of cards, marked
13. Grappling hook belt
14. Daynight goggles
15. Cool boots (cowboy, swashbuckler, go-go, etc) - roll again if you got crazy alien feet
18. TAS membership
20. Small hookah and 2d6 doses of some semi-legal herb
21. d6 Ninja smokebombs
22. Oxyfilter Mask
23. Fancy change of clothes
25. Hi tech vacc suit (non-bulky, collapsable balloon helmet)
26. Cool vest or jacket
27. Boot knife (d4 damage)
28. Bottle of Corellian Whiskey
29. Medkit (pick race it works best on)
30. Vehicle (van, speeder, motorcycle, etc)
7. Humans roll on the Drama Chart (d12).
1. Lost a parent in the Clone Wars
2. Orphaned by Imperial douchebaggery
3. Loved one lost/missing in space
4. Loved one sold out, joined Imperials
5. Loved one in a Rebel cell on an Imperial world
6. Loved one a smuggler
8. Droid determine owner (d6).
1. Another PC
2. Relative of another PC
3. Other PCs liberated/stole droid from previous owner
4. Rebel contact
5. Unknown, may possess secret data
6. Droid possesses self-ownership papers (not valid in some sectors)