Took a current stab at the Windows rules for this conversion/game setting. I stole parts from the other conversions that I liked, and came up with some of my own methodology. Talents and Feats will be defined as we go.
The Window Conversion
There will be 6 traits as listed below
Force will be an optional 7th trait, gained via the Force Sensitivity Skill Superpower.
Destiny is re flavored Luck. It’s uses will similar to the Force points from SAGA among other things.
Current methodology for Force powers:
Force powers are bought like skills and are super powers (donated by !). The powers are improved with XP and have their own competency rung that is used when the power is activated. They are capped in competency by the Force trait.
There is no Use the Force skill. Rolls that relied on it in SAGA (feel the force, sense surroundings, etc) will use the Force Trait.
Force powers can only be used once per scene. They are refreshed by a successful centering action using the Force trait. During centering, the character cannot act. A natural 1 on a force power roll when not exhaust that power for the scene.
Feats/Qualities: Feats from normal d20 systems are considered super powers and bought just like skills. Some may have competency ladders, while others merely unlock other skills/Talents/etc.
Racial Features are essentially skills and must be bought/selected at character gen.
Some Typical Racial Features:
Vision: only Low-light = d20!, Darkvision & Low-light = d12!
Scent = d12!
Racial Enemy (provides +1 Rung for Attack or Defense) = d20!
Resistance to Something = d20! or d12!
Immunity to something = d10!
Talents: Talents are super powers. The more powerful talents that have pre-requisites would still retain those pre-reqs. Certain talents may be linked to a skill or trait for requirements. Example: Redirect Shot would require Deflect at a certain competency rung and Force Sensitivity.
Current list of example skills.
Acrobatics (includes Jump)
Knowledge Skills (vary)
Pilot (ground craft)
Sleight of Hand
Combat Skills are used to reflect the proficiency for weapons that are normally handled as Feat Proficiency. Other Feats could be treated as Superpowers if not included as competency of a Combat Skill instead. Combat Skills are capped at d8 until unlocked by a special ability.
The list includes, but not limited too:
Armor Proficiency (light, medium, heavy, shields)
Weapon Proficiency (lightsabers, pistol, rifle, simple melee, heavy weapons, exotic weapons are specific, etc)
Gunnery (crew served, vehicle, starship)
Natural Weapons - (Untrained, but requires Natural Weapons first)
Building a Character:
6 Traits: Start them at d30, then use 44XP to improve them according to the cost listed below. Leftover XP can be allocated to traits for future improvement (need to be recorded).
- Force can be taken as a Trait, but it is brought in by the Force Sensitivity superpower. Starts at d20. It is then improved from the Trait XP pool at character gen.
- Traits are capped at d8
12 initial skills/feats/talents at d20. Racial features/Force sensitivity and other feats that make sense must be selected from this pool.
52xp to then improve skills/purchase feats/force powers/talents, etc. No skill greater than d10
No skill can start better than d10 at character generation.
An original Skill from the starting 12 can be dropped to d30 to gain 2XP to spend on a different skill.
More Skills can be purchased than the original 12 by spending 1XP to acquire a the Skill (such as Knowledge skills and Languages) at d30
Leftover XP can be allocated to skills for future improvement (need to be recorded with an * for each XP invested).
The Black Company and Fallout