SM: House Rules and Window Conversion

A What-If Star Wars universe where the Empire is ruled by the Jedi Council, and the Rebellion is fronted by the Sith. Everything is familiar, yet totally different, as the Sith-led Rebellion battles the Jedi Order for the fate of the Empire.

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SM: House Rules and Window Conversion

Postby Herzog » Mon Jun 13, 2016 9:23 am

The Window Conversion


There will be 6 traits as listed below

Strength
Agility
Perception
Health
Wisdom
Destiny

Force will be an optional 7th trait, gained via the Force Sensitivity Skill Superpower.

Destiny is re flavored Luck. It’s uses will be 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 will 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.
Skills:

Current list of example skills.

Acrobatics (includes Jump)
Climb
Endurance
Escape Artist
Lock Picking
Swim
Deception
Persuasion
Intimidate
Sense Motive
Gather Information
Knowledge Skills (vary)
Craft (vary)
Pilot (ground craft)
Pilot (fighter)
Pilot (starship)
Ride
Stealth
Survival
Sleight of Hand
Treat Injury
Use Computer

Combat Skills are used to reflect the proficiencies for weapons that are normally handled as Feat Proficiencies. 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)
Thrown Weapons
Unarmed Combat

Wealth:
Wealth will be an abstract concept in this conversion. Every character will have a wealth rating that represents their purchase power. It is a competency ladder just like everything else and starts at d30. Xp can be spent to improve it only at character generation. Buying items would be subjective. If the items are simple, common type of stuff, there would be no reduction in the player’s wealth rating. However, uncommon, specialized, restricted or just plain expensive items could be out of reach of the players current wealth rating. If the player can buy it, then those type of items would reduce their wealth a rung. The reverse would be true when selling an item in terms of increasing a character’s Wealth rating.


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 d30. It is then improved from the Trait XP pool at character gen.
- Traits are capped at d8

Purchase Trained skill initially at d30 = 1 point
Improve from d30 to d20 = 2 points (also for initial training in Untrained Skills)
Improve from d20 to d12 = 3 points
Improve from d12 to d10 = 4 points
Improve from d10 to d8 = 5 points
Improve from d8 to d6 = 6 points
Improve from d6 to d4 = 7 points

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.

For each rung below d30 of the wisdom trait, pick 1 knowledge skill at d20 for free. For each xp spent on improving wisdom during character gen, apply that much xp to the free knowledge skill. Knowledge skills would include languages.

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).
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Re: SM: House Rules and Window Conversion

Postby Herzog » Mon Jun 13, 2016 9:24 am

Sample Character:

Samara

Purchase Trained skill initially at d30 = 1 point
Improve from d30 to d20 = 2 points (also for initial training in Untrained Skills)
Improve from d20 to d12 = 3 points
Improve from d12 to d10 = 4 points
Improve from d10 to d8 = 5 points
Improve from d8 to d6 = 6 points
Improve from d6 to d4 = 7 points

Traits: 44xp

Strength d30->d20 (2xp)
Agility d30->d20->d12 ->d10 ->d8 (14xp)
Health d30->d20->d12 (5xp)
Perception d30->d20->d12->d10 (9xp)
Wisdom d30->d20->d12 (5xp)
Destiny d30->d20 (2xp)
Force -------d20->d12->d10(7xp)

Skills: 12 initial plus 52xp
  1. Force Sensitivity - d20!
  2. Weapon Proficiency (lightsabers) d20->d12->d10 (7xp)
  3. Stealth d20->d12 (3xp)
  4. Acrobatic d20->d12 (3xp)
  5. Gather Information d20->d12-d10 (7xp)
  6. Intimidate d20->d12 (3xp)
  7. Deception d20
  8. Knowledge (tactics) d20
  9. Jedi Talent: Block d20!->d12 (3xp)
  10. Jedi Talent: Deflect d20!->d12->d10 (7xp)
  11. Force Power: Force Lightning d20!->d12 (3xp)
  12. Force Power: Move Object d20!->d12(3xp)
    Purchased:
  13. Knowledge (sith lore) d30 (1xp)
  14. Pilot (fighter) d30 (1xp)
  15. Armor Proficiency (light) d20! (3xp)
  16. Weapon Proficiency (pistols) d20 (3xp)
  17. Survival d30 (1xp)
  18. Know (criminal organizations) d30 (1xp)
  19. Force Power: Force Slam d20! (3xp)
    Wisdom Free Knowledge skills (2 free , 5xp)
  20. 1 Language d20**
  21. Knowledge (jedi order) d20 -> d12 (3xp free)

Talent and Force Definitions

Jedi Talent: Block (req Force trait and Weap Prof Lightsaber)
As a reaction, roll to negate an incoming melee attack. Must have lightsaber drawn and ignited and aware of the incoming attack. TN is that of the incoming attack -1 for each successful block that round.

Jedi Talent: Deflect (req Force trait and Weap Prof Lightsaber)
As a reaction, roll to negate an incoming ranged attack. Must have lightsaber drawn, ignited, and aware of the attack. TN is that of the incoming attack -1 for each successful block that round. Success of against a barrage attack like autofire negates part of the damage.

Force Power: Lightning
Classical force lightning attack. Success hits for massive damage. At d10, able to hit multiple targets.

Force Power: Move object
Move object with the force. D20 is up to medium size, d12 large, d10 huge, d8 gargantuan, d6+ colossal

Force Power: Slam
If successful, knocks target prone and minor damage.
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Re: SM: House Rules and Window Conversion

Postby Herzog » Wed Jun 15, 2016 11:16 am

Talents and Force Powers have been defined at the bottom on the ongoing conversion document:
https://docs.google.com/document/d/1_0J ... sp=sharing
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