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Author Topic: [Setting Conversion] Star Wars to Master Craft  (Read 7453 times)
Morgenstern
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« Reply #75 on: May 27, 2011, 02:32:47 PM »

Having been watching both Clone Wars and The Clone Wars, it strikes me that one of the problems with basing Force use on Edge is the time it takes to build up a head of steam

I would approach that through class abilites/character options rather than make it universal. I have no problem with knights and masters comming off the starting blocks with the mid-to-high mojo, but the padawans seemed like they had to work up to it. "You gain 2 edge at the start of each combat" would be a fine facet of a "knighthood"/"Completed the trials" benefit. Maybe as a reward for gaining renown ranks in a force-oriented group?
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« Reply #76 on: May 27, 2011, 05:10:42 PM »

The MTFBW quality doesn't prevent that, it just makes it easier to build up the momentum and keep going. It also lets non-force sensitives do their cool stuff on a regular basis. Progressing through training would lift your Edge cap
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« Reply #77 on: June 06, 2011, 11:13:23 PM »

Which races would get a full species talent, which would only be a feat?
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glimmerrat
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« Reply #78 on: June 07, 2011, 12:46:41 AM »

I guess major races would be a talent, and stuff like near humans, e.g. Chiss, would be a level 1 only species feat. Much like a Duros could take a feat to play a Nemoidian.
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« Reply #79 on: June 10, 2011, 12:12:50 AM »

    This is a distillation of the base class of the same name from the revised d20 core book, with a little conceptual tinker (odd jobs & linguist replaced a second origin skill + natural survivor)

Fringer. You come from the outskirts of society, replacing formal education with skills and knowledge gained from experience.
  • Bonus Feat: Any Terrain
  • Linguist: You gain 2 additional languages.
  • Natural Persuasiveness: You gain 1 rank in Haggle and a +1 morale bonus to all Haggle checks. Apply this bonus rank before spending skill points.
  • Odd Jobs: You gain a +5 morale bonus with Downtime checks made to earn income.
  • Origin Skill: Choose 1 additional Origin skill.
  • Paired Skills: Each time you gain 1 or more ranks in the Survival skill, you also gain an equal number of ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
     
Subsequent to Morg's discussion on the subject, this is the first shot at putting a near-human species into a feat.

Zeltron
With skin tones ranging from pink to brilliant crimson, these highly attractive near-humans are regarded as the party animals of the galaxy.
     Prerequisites: Any human talent, level 1 only
     Benefit: Your appearance modifier increases by +1, the DC of all Bluff checks targeting you increases by 3, and once per session you may improve the disposition of any single non-adversary NPC by 5. Further, if your specialty is Acrobat, Aristocrat, Artisan, Bard, Divina, Peacekeeper, Swindler or Vagabond, your appearance modifier increases by an additional +1. However, the cost for non-Zeltrons to activate critical successes when opposing your Bluff and Resolve checks is reduced by 1 die.


Because putting attribute modifiers into feats can be tricky to balance, I went with a different approach to modeling the "gregarious, charming and gorgeous but somewhat rash" nature the fluff gives the species. Those unfamiliar specialties come from my Aeon conversion, which is lurking about this board.
« Last Edit: June 17, 2011, 07:16:34 PM by Mister Andersen » Logged

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« Reply #80 on: June 12, 2011, 11:06:00 PM »

Force Adept [Base]
The Force Adept marries insight with personal discipline, allowing her to grasp the threads that bind the universe together. Her singular focus and lifelong dedication awaken unique abilities that can manifest is a surprising variety of ways, giving her a marked edge over the competition.

Depending on the campaign, a Force Adept could be...
·    A padawan learner, walking the galaxy to solve problems and assist the innocent
·    A cocky swordsman, eager to test his blade against all comers
·    A scoundrel reading people and events with uncanny accuracy in order to turn a profit
·    An apprentice to the Dark Side with a natural talent for mayhem
·    An ancient master whose great wisdom grants supreme discipline
·    A noble who uncannily always does know what is best for her people

     Party Role: Wildcard.

CLASS FEATURES
     Favoured Attributes: Charisma, Dexterity, Wisdom
     Caster: Each level in this class increases your Casting Level by 1.
     Class Skills: Acrobatics, Athletics, Crafting, Handle, Impress, Intimidate, Notice, Resolve, Search, Sense Motive
     Skill Points: 6 + Int modifier per level
     Vitality: 9 + Con modifier per level
     Starting Proficiencies: 4

CORE ABILITY
     Force Sensitive: You gain the Force Sensitive feat.

CLASS ABILITIES
     Acolyte: At Level 1, you take the first Step along any 1 of your Alignment Paths and gain your Alignment's ritual weapon at no cost. This weapon may not be sold and when it's lost or destroyed it's replaced at no cost at the end of the next Downtime lasting 1 day or more.
     Force Guidance I: You have learned to let the Force guide your course in times of need. At Level 2, as a 1-minute action, you may request a hint from the GC. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per adventure equal to your starting action dice.
     Force Guidance II: At Level 11, if the GC refuses, you gain 2 action dice.
     Force Guidance III: At Level 19, if the GC refuses, you gain 3 action dice.
Path of the Devoted: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you take a Step along any 1 of your Alignment Paths.
     Cross-Training: Your connection to the Force provides you with a knack for adapting. At Levels 4, 8, 12, 16, and 20, you may choose a single ability from the 1st 4 levels of any other Base Class. You may choose most abilities only once but when 2 or more grades follow an ability name you may take it multiple times, gaining 1 grade each time it's taken. Alternatively, you may always choose to instead gain a grade of Uncanny Dodge
     The Way Of The Force: At Levels 6, 9, 12, 15, and 18, you may choose one of the following abilities. Each of these abilities may be chosen only once.
·    Always Ready: You may always act during surprise rounds, and may spend 1 Edge to ready a single weapon as a free action while doing so.
·    Balanced: Your two lowest attribute scores each increase by 1. You may not choose this ability if you've already chosen Focused.
·    Benediction: Your harmonious connection to a lighter aspect of the Force can be felt by your friends. The error ranges of checks made by allies within Close Quarters decrease by 1 (minimum 1).
·    Depth of Study: Your attunement to the Force has opened your mind to a great many things. You gain the Depth of Study feat (see Adventure Companion, pg 129).
·    Expertise: Choose one of your Force Adept class skills. Taking 10 with this skill doesn't take twice as long and taking 20 takes only 10 times as long.
·    Fell Hand: You've learned to channel a more aggressive aspect of the Force. When attacking with your ritual weapon, you benefit from the All-Out Attack and Cleave Basics feats.
·    Focused: Your highest attribute score increases by 1. You may not choose this ability if you have already chosen Balanced.
·    Keen Senses: Your visual, hearing, and scent ranges increase by 20 ft.
·    Strong In The Force: You begin each scene with 1 additional Edge, and your maximum Edge cap increases by 1.
     Listen To The Force: By shutting out external distractions, you become receptive to the helpful guidance of the Force. At Level 10, you may once per session spend an hour meditating to gain 2 feats that grant a means of either generating or spending Edge as temporary feats that last until the end of the following scene.
     At Level 20, you may ignore all prerequisites when selecting these feats.
     There Is No Try: Your connection to the Force can make anything happen, if you believe in it strongly enough. At level 14, unless you roll an error the minimum die roll result when making checks with your Alignment skills during non-dramatic scenes is considered equal to your Will Save bonus. If this minimum value results in a threat, it may be activated at the additional cost of Edge equal to the Menace of the adventure.

BAB: Medium
Fort: Medium
Ref: Medium
Will: High
Def: High
Init: Medium
Life: Low
Lgnd: Low

« Last Edit: June 13, 2011, 12:00:31 AM by Mister Andersen » Logged

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« Reply #81 on: June 13, 2011, 04:29:25 AM »

I particularly like how you have encouraged use beyond the Star Wars universe, just as the classes in the Core book are not setting specific.
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« Reply #82 on: June 13, 2011, 06:40:03 AM »

It's essentially just the bastard love child of the Priest and Sage, but it does its job of being the gateway class to a plethora of Force using traditions or simply modeling folks who are Force sensitive but aren't particularly trained to use it
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Mister Andersen
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« Reply #83 on: June 18, 2011, 05:23:03 AM »

These Are The Droids I'm Looking For [Style]
You are not amongst the weak minded.
     Benefit: You gain a morale bonus equal to your Charisma modifier when making Will saves and Resolve checks (minimum +1), and once per session you may spend an action die to set the result of a Will save to your Resolve bonus.

Falleen
For those unfamiliar with them, the Falleen are a reptillian race introduced in the Shadows of the Empire multimedia adventure that took place between Empire and Jedi. They're kinda like elves, and their party trick is messing with your head via pheromone control.
     Common Personality Traits: Beautiful, determined, graceful, measured, mysterious
     Common Physical Traits: Fine blue-green scales, dark hair, cranial and spinal ridges, elegant clothes
     Example Names: Savan, Xad, Xist, Xizor, Xora, Zule, Zurros
     Splinter Race Feats: None
     Type: Medium Folk (1x1, Reach 1). Your maximum wounds are equal your Constitution score.
·    Attributes: No modifiers
·    Speed: 9m (30 ft.)
·    Aquatic I: You may hold your breath for a number of minutes equal to 15 × yours Constitution score.
·    Beguiling: When you succeed with a Taunt action against a standard character, you may cause the opponent to become fixated on you for a number of rounds equal to your Charisma score instead of the standard result. If you gain this benefit from 2 or more sources you may also inflict damage on that opponent a single time without interrupting his fixation. If the target possess the Falleen study or the Bloodhound ability, the error range of this check increases by the Menace of the adventure.
·    Cold-Blooded: You require only one-quarter of the amount of food that a warm-blooded character your size does to survive. However, you suffer 1 additional point of damage per die from cold and are sickened for a number of rounds equal to one-half the cold damage taken. If you are suffering continuous cold damage – such as from the environment – you are sickened until escaping the source of the damage.
·    Engaging Diversion: You may Distract up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately. If the target possess the Falleen study or the Bloodhound ability, the error range of this check increases by the Menace of the adventure.
·    Favoured Specialties: If your specialty is Aristocrat, Bard, Executive, Handler, Officer, Suit, Swindler, or Troublemaker, once per session, you may improve the disposition of any single non-adversary NPC by 5.
·    Iconic Classes: If you have more levels in any base class than your highest level in either the Courtier or Emissary classes, your starting action dice decrease by 1.
·    Inscrutable: The DC of all Sense Motive checks targeting you increases by 3.
·    Natural Elegance: Your appearance modifier increases by +2.


« Last Edit: June 18, 2011, 05:55:35 AM by Mister Andersen » Logged

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« Reply #84 on: June 20, 2011, 07:02:02 AM »

I just don't see astrogation as much of a plot point. You either can get where you are going or you can't in most cases, and I don't know that I'd want an element of the story that can so UTTERLY derail the tale hanging on the whim of the dice.

Basically it's like jumping across a bottomless chasm. Bad dice and the campaign is over.

If you are going to use it, the check really needs to represent partial failures - you get there later than expected or run afoul of blockading destroyer or something.

While trying to transfer the Cerean from WotC to Master Craft -- the two have ended up being quite different -- it's struck me that Astrogation is essentially a Puzzle check.

I guess major races would be a talent, and stuff like near humans, e.g. Chiss, would be a level 1 only species feat. Much like a Duros could take a feat to play a Nemoidian.

Duros and Nemoidians aren't that similar outside gross physical similarities, at least in game mechanics terms; the latter certainly aren't worth a species+feat. In a lot of cases these species are falling in between the value of a feat and a talent.
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« Reply #85 on: June 24, 2011, 05:33:11 AM »

Mandalorian [Organisation Talent]
You come from a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common warrior culture that is in many ways defined through the use of armour.
    Requirement: Allegiance (Mandalore)
·   Attributes: +2 Constitution, –2 Charisma
·   Armoured Assurance: You gain the Armoured Assurance trick.
·   Basic Training: You gain Study (Military).
·   Favoured Specialties: If your specialty is Fighter, Freebooter, Investigator, Officer, Soldier of Fortune, Special Forces, Trooper, or Vanguard, your Legend increases by 2 but the starting Disposition of non-Mandalorians decreases by 10.
·   Iconic Classes: If you possess more levels in any base class than your Captain, Lancer, and Soldier levels combined, your starting action dice decrease by 1.
·   Indoctrination: You gain Language (Mando'a) and Study (Mandalorian) instead of those  defined by your species.
·   Iron-skin: You gain a set of hard moderate armour with a total value no greater than 800c including any combination of upgrade and fittings. This armour may include 1 or 2 essences of your choice with a combined value not to exceed 12 Reputation. You may increase the credit value of this armour by paying 5 times the normal cost for the changes. This armour is a prize and if lost or destroyed may be replaced at the end of any adventure or downtime greater than 1 month by paying the current silver value of the armour (the Essences are considered the result of your own personal modifications). This armour takes up a prize slot; if sold, traded or abandoned, it can only be replaced by paying both the credit and Reputation value.
·   Pull Together: You automatically succeed on cooperative checks where you are the helper if you have at least 4 ranks in the skill being used and the leader is a team-mate or shares your alignment.
·   Undaunted: Any morale penalties to your attributes, attack checks, skill checks, or saves are reduced by 2.



I was originally going to give them Armour Basics, but I like the Ironskin/Undaunted/Iconic classes substitution better. Lancer also strikes me as a better iconic class than scout specifically because of that feat being part of its structure but also because it ties in to the Basilisk war droids they used to ride in the Old Republic era.
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« Reply #86 on: June 30, 2011, 07:57:47 AM »

I feel like I missed the answer to my question somewhere in this thread:

Jedi spend edge on combat tricks, Force Pushes, lightsaber tricks and such.  What about non-combat tricks like "these aren't the droid you're looking for"?

Or did Obi-Wan have edge at the beginning of the scene as a perk of being a Jedi Master?
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #87 on: June 30, 2011, 08:20:33 AM »

Lemme think about it
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MilitiaJim
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« Reply #88 on: June 30, 2011, 08:55:01 AM »

Also, check out item #1:  Star Wars: Obi-Wan Kenobi is OB-1, Clone Warrior.  I certainly like that idea better than Lucas'.
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #89 on: June 30, 2011, 10:29:15 AM »

Yeah, that's a really old fan theory. I remember hearing that when I was a kid buying the original Kenner action figures.
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