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Author Topic: [Setting Conversion] Star Wars to Master Craft  (Read 7473 times)
Mister Andersen
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« on: October 26, 2009, 10:09:47 PM »

Origins
[Blah]


Classes
The Fantasy Craft classes can more or less be used as is. Alterations noted below.

Converting
     Assassin
     Expertise: Add Astrogation & Technology (See Skills).

     Burglar
     Expertise: Add Astrogation & Technology.

     Courtier
     Expertise: Add Astrogation & Technology.

     Keeper
     Trade Secrets: Add Astrogation & Technology.
     Expertise: Add Astrogation & Technology.

     Lancer
     You can use it as written — it models Mandalorians with their basilisk war droids quite nicely. However, also see the Harrier below.

     Mage
     Removed.

     Priest
     Removed. See the Force Adept below.

     Scout
     Expertise: Add Astrogation & Technology.

     Soldier
     No change.

New
     Force Adept
     As per Priest, except:
     Requirement: Force Sensitive feat.
     Caster Level: This class does not increase caster level.
     Acolyte: As for Priest. Your base caster level for any given path is equal to the number of steps you possess for that path.
     Path of the Devoted: You may take a step along any path provided by your Alignment for which you do not possess the First Step feat.

     Way of the Force: As per Masks of God, except:
     Apprentice: Grants Personal Lieutenant (utilizing Force feats as per Right Hand Man’s use of Basic Combat feats but still suffering Rep damage for loss).
     Fellowship: Renamed from High Priest.
     Congregation: Removed.
     Larger Universe: You gain a number of extra Interests equal to your Alignment ability modifier.
     Rebuke: Removed.
     Strong in the Force: Increase caster level by Alignment ability modifier.
     Visitation: Removed.
     Level-based Bonuses: Switch progression for Reflex & Lifestyle

     Harrier
     As per Lancer, except:
     Vitality: 9 + Con mod.
     Skills: Add Search & Technology to class list.
     Skill Points: 6 + Int mod.
     Proficiencies: 5.
     Lifetime Companion: Replace Animal Companion with Extra Holding, apply 20% to vehicle & Rep upgrades for that holding only.
     Mettle: Replace Armour chain with Favoured Gear chain.


Skills
     The extant skill list — Acrobatics, Athletics, Blend, Bluff, Crafting, Disguise, Haggle, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sense Motive, Sneak, Survival & Tactics — covers the vast array of subjects and situations you need for a game set in the galaxy far, far away.

Converting
     Crafting picks up the foci Advanced Tech (any implement needing a power pack to work), Advanced Weapons (any martial item needing a power pack to work), Lightsabers (restricted), Media (holograms, stage spectaculars, music, etc), Sith Alchemy (restricted) &  Vehicles (any transport needing a power pack to work).

     Ride becomes Handle and picks up the new foci Fighter Craft & Space Vehicles, covering snub fighters / drop ships & anything requiring a crew of 3-4+ respectively. Repulsorlift may well get its own focus.

New
    Astrogation is a new skill, dealing with space stuff like orbital physics, stellar hazards, mass-shadow dynamics, re-entry trajectories, docking procedures. A lot of the territory this covers tends to be esoteric and specialized beyond the domain of an ordinary Knowledge check, things that most folks leave to computers to work out or wouldn’t casually know.
     Technology is a new skill, dealing with the applied use of Computers, Electronics & Mechanics. Think of it as the scientific equivalent of Spellcasting but unrestricted.

     These two form the Spacer pair for the Skill Mastery Basics feat.

     Rather than the hassle of trying to integrate our two new skills into class lists, I think we can instead probably just start off characters with an extra Origin skill or two.



Feats
Though I liked the idea of the virtual Force feat tree from the SC 2.0 conversion, it’s really an extra step of complexity MC doesn’t warrant.

Converting
     Gear
     Alchemy, Charm, Essence: These chains could probably all do with a name change but nothing really springs to mind. With proper GM control — such as enforcing the requirement for appropriate Crafting foci — these feats will allow players to produce the more high tech sort fo toys like the Implants from the KotOR games.
     Scribing: Chain removed.
     Scroll Casting: Removed.

     Spellcasting
     Tree renamed to Force Use
     Blessed: Removed. See First Step, below.
     Casting: Chain renamed Force Use.
     Hidden Spells: Renamed to Hidden Gestures, applies to somatic instead of vocal invocation. Gains prerequisite of Prestidigitation 3+ ranks & Sneak 3+ ranks.
     Spell Conversion: Renamed to Power Conversion.
     Spell Library: Renamed to Force Training.
     Spell Power: Renamed to Power of the Force.

New
     Force Use

     First Step
     It's how every journey begins
     Prerequisites: Force Sensitive, Alignment.
     Benefit: You may take the first step of one of your Alignment paths. Your base caster level for any given path is equal to the number of steps you possess for that path.
     Special: This feat may be taken multiple times.


     Force Sensitive
     You are able to touch that which binds the universe together.
     Prerequisites: Non-construct, Wisdom 13+, Charisma 13+.
     Benefit: You gain Force Manipulation as an Origin skill. Once per scene as a free action you may spend an action die to gain Edge equal to the number of your starting action dice minus 1 (minimum 1).
     Special: If purchased at career level 1, you may reduce an attribute by 2 to purchase a career level 1 only feat.

     Next Step
     The journey continues.
     Prerequisites: First Step.
     Benefit: You may take the second and subsequent steps for a path for which you have the First Step feat.
     Special: This feat may be taken multiple times.



The Force
     Pretty much going the Spellcasting route here (and thus “spells” as Force powers, fueled by Force points).

Force Manipulation (Special)
     All Force using traditions such as the Jedi and the Sith will be done as Alignments. Every alignment gains Path of the Force, which is how the actual stereotypical powers are gained. Instead of Avatar an alignment denotes the attribute you use when making Force Manipulation checks; here we have Jedi (Wis) and Sith (Cha).
     Force Manipulation (Varies): As per Spellcasting.
     Search Your Feelings (Full Action): Make a DC 15 check to gain a Free Hint at the cost of 2 Edge; each subsequent use per session increases the cost of the Hint by 1 Edge (max 5). Critical Success regains Edge spent to make the check. Critical Failure purges remaining Edge or sacrifice 1 AD (player choice).

Force Powers
     There’s some 40+ extant spells that correspond to observed force powers. Powers known are calculated in a manner identical to spells -- Wisdom for Light Side, Charisma for Dark. Powers will be divided into 3 schools — Alter, Control, Sense — with access to them likely controlled via Interests.
« Last Edit: June 27, 2011, 05:53:30 AM by Mister Andersen » Logged

samsimilian
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« Reply #1 on: October 27, 2009, 03:07:10 AM »

Nice work ! i hope someday i'll find a group that will play an NJO game with me.
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« Reply #2 on: October 27, 2009, 06:27:01 AM »

    Path of the Devoted: As per the Priest ability but you may not use consecutive iterations of this ability to progress along a single path.


Force Adept’s Path of the Devoted — grants “Circle of Power” I - V. While this puts the Adept at a distinct advantage in that they can easily pick up another 2 complete paths over their career it also means you don’t need a distinct Jedi class, which was one of the design philosophies of the SC2.0 conversion.

I'm almost certain I'm not parsing these sections correctly, that or your intent is going over my head.  On one hand it seems that the "priest" can't progress on a path with his paths class ability, but later you seem to be suggesting he can.

Just as an aside, I'm covering computers and technology in my industrial game as craft foci.  Astro-navigation won't come up, but I'd still leave it as a Knowledge check with survival / studies revelance, as it is in mastercraft.  My reasoning is that if you live in space, you'd probably pick up the necessary knowledge to live in space, like a perspective thing.
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Mister Andersen
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« Reply #3 on: October 27, 2009, 07:28:32 AM »

You can take multiple paths. You can't take steps consecutively along any 1 path using the class ability, otherwise you pick up Steps way too quickly -- you can be at Step 4 of a given Path by third level once you introduce the Next Step feat into the equation; by 19th you're taking potentially the 1st step on your 4th path. Need to figure out a good way to keep Path of the Devoted (which can top out Path of the Force at 10th level) with standard feat progression (topping out at level 12)
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Khaalis
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« Reply #4 on: October 27, 2009, 07:36:45 AM »

Where is the "Next Step" feat from?
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Sletchman
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« Reply #5 on: October 27, 2009, 07:45:47 AM »

You can take multiple paths. You can't take steps consecutively along any 1 path using the class ability, otherwise you pick up Steps way too quickly -- you can be at Step 4 of a given Path by third level once you introduce the Next Step feat into the equation; by 19th you're taking potentially the 1st step on your 4th path. Need to figure out a good way to keep Path of the Devoted (which can top out Path of the Force at 10th level) with standard feat progression (topping out at level 12)

You know theres a much simpler solution:

Next Step
Prereqs: Blessed [equilivent]
Benefits: You take the next step in the path granted by your blessed feat.  You may take this multiple times.

Edit: Modify the wording of Acolyte to say "first step" on a path.  Probably change path of the devoted to say "first step, or next step on a path granted by your priest levels."  Otherwise players can only advance via feats, which seems silly for a jedi class.  Not to mention that a priest would need access to something like 10 seperate paths available as you've modified it.  Which is alot.
« Last Edit: October 27, 2009, 07:48:53 AM by Turnip666 » Logged
Mister Andersen
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« Reply #6 on: October 27, 2009, 08:15:20 PM »

See the alterations in red to the first post. The Force Adept is now prevented from augmenting its Path of the Devoted progression with the New Step feats.
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Mister Andersen
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« Reply #7 on: October 27, 2009, 08:42:10 PM »

Quote from: Turnip666
Just as an aside, I'm covering computers and technology in my industrial game as craft foci.  Astro-navigation won't come up, but I'd still leave it as a Knowledge check with survival / studies revelance, as it is in mastercraft.  My reasoning is that if you live in space, you'd probably pick up the necessary knowledge to live in space, like a perspective thing.

I tossed in Astronavigation mostly to give Technology a skill pair for the Basic Skill Mastery feat. The source material paints the ability to manually astrogate as something more than just mundane knowledge, so it sounds worthy of a skill.

The problem with making computers and technology into crafting foci is that Crafting deals only with actually making the things, not using them.
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« Reply #8 on: October 27, 2009, 08:53:51 PM »

Quote from: Turnip666
Just as an aside, I'm covering computers and technology in my industrial game as craft foci.  Astro-navigation won't come up, but I'd still leave it as a Knowledge check with survival / studies revelance, as it is in mastercraft.  My reasoning is that if you live in space, you'd probably pick up the necessary knowledge to live in space, like a perspective thing.

I tossed in Astronavigation mostly to give Technology a skill pair for the Basic Skill Mastery feat. The source material paints the ability to manually astrogate as something more than just mundane knowledge, so it sounds worthy of a skill.

The problem with making computers and technology into crafting foci is that Crafting deals only with actually making the things, not using them.

On the first point I just figured it'd be something done of a day to day basis, like driving a car.  Chalk that up to not knowing the setting [which I don't].

My reasoning on the second point was mainly that I don't see simply using something needing a skill check, just building, modification, and other creation aspects [craft: program].  But again, this could be a setting thing, where the training to use technological devices isn't a standard thing.

I also get the wanting a new dedicated skill feat.
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Mister Andersen
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« Reply #9 on: October 27, 2009, 09:03:42 PM »

Just riding from town A to town B doesn't need a Ride check, but it does if you run into complications. Same basic principle.
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« Reply #10 on: October 28, 2009, 04:02:52 AM »

I would simply make Astronav a Ride focus. Since in this case "Air Vehicle" would cover smaller on-world crafts while Astronav is the skill for larger interstellar vehicles. JMHO.
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« Reply #11 on: October 28, 2009, 08:04:44 AM »

Indeed, I'd go with Astronavigation as part of the Ride (Spacecraft) focus. Either let Spacer give you Tech by its lonesome or double up on another skill. I can't really think of any other skills you might want to add...
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Mister Andersen
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« Reply #12 on: October 28, 2009, 12:16:10 PM »

Again, astrogation as a focus for Ride makes no sense because its not a lot to do with how either skill works. Astrogation is a strategic level thing, dealing with interplanetary and interstellar distances and travel. Ride (space vehicles) is scaled tactically and deals with transorbital manuevers and ship-to-ship engagements.
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« Reply #13 on: October 28, 2009, 01:05:37 PM »

In a somewhat different direction, are you treating droids as "unborn" or equipment or personal lt's?
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« Reply #14 on: October 28, 2009, 02:37:13 PM »

If anything, I'd say Astrogation would be a focus under Technology. The way I envision it is that astrogation is really friggin' difficult, like say DC 20 for an easy run. Astrogation computers would act like skill use gadgets in 2.0, with a massive bonus (like +25).
With a working astrogation computer, most normal lanes would be so easy you don't need to roll for them, while the more obscure and difficult routes you'll have to either roll, or let the astrogation computer effectively take 10 or take 20.
If the main astrogation computer is fried, then you've got the backup one, which gives a much smaller bonus, say +10, which cannot take 10 or 20 and must be rolled on.
Astrogation calculations without any suitable equipment (as in, do it in your head) would be much like people doing superstring theory in their heads  instead of writing it down on a dozen chalkboards. Of course, you could have a feat like 'natural astrogator' with a heavy requirement that basically gives you an innate gear bonus to astrogation rolls. Or I'm just rambling and overcomplicating things.
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