It is my version of what I want Star Wars to be. It is what I run Star Wars games with for my friends.
It is partially based on Star Wars Galactic Adventures found HERE. I've also dipped my toes into Star Wars with White Star here and here and here.
I enjoyed SWGA immensely. It is a fun, easy system that really does play and feel like a classic era RPG from the late seventies and early eighties. The second edition even more so as it made subtle changes such as rolling hit dice instead of static hit points from the first edition.
The combat system is similar to classic D&D but a bit different with a nice chart and simple math.
It also has some really nice bits such as the Force powers.
But it wasn't quite what I wanted.
What did I want?
⦁ A completely classic D&D compatible game. I want to use the framework of classic D&D with the additions of Star Wars races, classes, tech, and added rules for blaster fights and vehicle/ship combat.
⦁ I wanted more options for players. I and my players would rather use ascending AC and add a hit bonus.
⦁ I wanted expanded classes with more abilities. I wanted the same with playable alien races. I wanted a simple 'skill' system based on attribute rolls with bonuses and penalties.
The rules for vehicles and starships in SWGA are super slim as to be almost non-existent and I wanted a bit more crunch but not pages of it. My solution was to borrow from the D20 Star Wars and Saga material for vehicle and ship stats as well as basic situational rules for travel and combat without relying on a ton of charts and maneuvers. So I stripped it down to basics on stats and vehicle/starship travel and actions. Combat is now a simple initiative roll and an opposed Piloting (Dex) check with modifiers for situation and ship maneuverability between pilots; best roll wins a maneuver, attack, and AC bonus as they out fly the other ship.
More on this in another post. Our first space combat went very well.
FOR THIS POST WE HAVE
- Race
- Class
- Natural Skills/Class Skills (I promise these are easy and not over complex)
RACE
The races are taken from the d20 alien source-books. The attribute mods are mostly taken straight from the source-books and the special abilities slightly modified to fit into my attribute 'skill' system and a few extras such as the occasional natural attack were added. Use your judgement and don't sweat it. Many sources clash with each other. Use what you like.
Here's a basic list.
Arconan
- +1 AC
- Weak Long Distance Vision: -1 ranged attacks
- Talons: 1d4 dmg, +2 climbing checks
- Salt Addiction: if salt is consumed the Arcona must make a Saving Throw at a -6 penalty or become addicted. An addict must consume 25 grams of salt daily or suffer a -2 to all rolls.
Bothan
+2 Dex, -2 Con
- +2 to Wis/Search checks.
- Sharp Eyed: -1 to be surprised.
Cerean
+2 Int, +2 Wis, -2 Dex
- Intuitive: +1 initiative bonus.
Devaronian
+2 Dex. -2 Int, -2 Wis
- +2 Save Toxins/Poisons
- Teeth/Horns: 1d3
Duros
+2 Dex, +2 Int, -2 Con
- +2 to Piloting/Nav checks (no penalty for non-class)
Gamorrean
+2 Str, -2 Int, -2 Wis
- +2 AC (prefers medium and light armor)
- +2 Save Toxins/Poisons
- Primitive: -4 Computer
- Language Restriction: Can understand other languages but only vocalize Gamorrean.
Gotal
+2 to Wis/Search checks to detect energy
- Mood Detection: with a Wisdom check the Gotal can read the mood of all creatures within a 30' radius.
- +2 when tracking living beings or droid whose energy signature they have encountered before.
Ithorian
+2 Wis, +2 Chs, -2 Dex
- +2 to Saves vs Meditation/Force abilities and Saves involving Willpower
- +2 on Survival and nature related checks (no penalty for non-class)
Jawa
+2 Dex, -4 Str, -2 Chs
- +2 AC vs larger than Wookie-sized creatures
- +2 to Repair (no penalty for non-class)
- Dark vision (90')
- Language Restriction: Can understand other languages but only vocalize Jawa.
Kel Dor
+2 Dex, +2 Wis, -2 Con
- +2 Save vs Force abilities
- Atmosphere Restriction: Helium, requires breather
- Low Light Vision (60')
+2 Int, +2 Wis, -2 Con
- Amphibious: can breathe underwater and are fast swimmers
- Low Light Vision (60')
- -1 to Saves vs Willpower in dry/arid environments
+2 Dex, +2 Wis, -2 Con
- Amphibious: can breathe underwater and are fast swimmers
- Low Light Vision (60')
- -1 to Saves vs Willpower in dry/arid environments
Rodian
+2 Dex, -2 Wis, -2 Chs
- +2 to Survival (Track) (no penalty for non-class)
- Low Light Vision (60')
+2 Dex, -2 Con
- +2 Climb
- Dark Vision (90')
- Regeneration: 1 hp/turn
+2 Dex, +2 Wis, -2 Con
- +1 Surprise
- -2 Blinded (instead of -4 penalty)
- +2 Sneak
+2 Str, -2 Dex, +2 Con
- +1 AC
- Claw (1d4)
- Dark Vision (90')
- Regenerate: 1hp/turn
+2 Cha, -2 Wis
- +2 Cha/Seduction
- +2 Save vs Poison
- Low Light Vision (60')
- Lekku (Head tail language)
- +1 AC
- +2 to Wis/Search with vision based checks/ +4 if target within 20'.
- +2 to Repair (no penalty for non-class)
- Telecommunication (Can communicate via antenna radio waves with other verpine and specially frequency comlinks. Range is 1km for an individual. In a hive range is 50km.)
Wookie
+4 Str, -2 Dex, -2 Wis
- +2 AC (prefers medium and light armor)
- +2 to Intimidate, Str or Cha as Bounty Hunter
- +2 to Climb
- Fast Healing: x2 natural healing rate
- Language Restriction: Can understand other languages but only vocalize Shyriiwook the Wookie language.
- Rage: +4 hit and damage melee. -2 penalty to Ac. Last for a number of rounds equal to Con score, can be stopped earlier with a Saving throw. Fatigued for same number of rounds he raged: -2 to Str, Dex, Ac, cannot run)
- +2 bonus to Skill checks involving Con or Wis
- -2 to Cha (Persuasion) checks
CLASS
The Classes are inspired from SWGA but I expanded the number of abilities in most and added the option of multi-classing without punishing the player's hit bonus and saving throws. Named characters in the Star Wars films and other media are usually competent and talented at many things, multi-class helps to reflect this.
I liked the Force powers from SWGA enough that when I revised the Jedi/Sith class I kept the SWGA Force system and powers but allow the Jedi/Sith to gain more Force points per level.
First up is character class basics.
All classes are tracked with the same experience and use the same attack base to hit and saving throw track.
Ability Scores: +1 to +3
Level: 20
Experience: As Fighter
Attack: +1 to hit per two levels.
Saving Throw: 15 at 1st level; min of. If you must use multiple saving throw categories all classes use the Fighter saves. The racial and class modifiers will apply to these as well.
Bounty Hunter
Jedi/SithMedic
Pilot
Scoundrel
Scout
Soldier
Spy
Tech
Thug
Multi-class Rules:
Limited to two classes (Droids can have three)
Attacks and Saves based on total character level.
Class abilities stack.
Class attack bonuses do not. A Jedi/Soldier character does not get a stacked +2 with a lightsaber.
Hd: 1d8, +1 at 10th and higher
Armor: Any
Starting Credits: 1d6 x 500
Backstab
+4 bonus to hit and do x2 damage. This works with ranged attacks until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.
This can come about from carefully planned surprise, Sneak checks, etc. If the character is well hidden the DM may decide to forgo a check at all. Use common sense. The more the character sets up advantages the better the odds of backstabbing.
Anyone can attempt a backstab but the bonus to hit is a +2 in stead of +4 and the damage modifier is x2.
Fast Draw
Bounty Hunters receive a +1 bonus to Fast Draw initiative every three levels and receives no -2 penalty to their attacks for drawing and using a weapon in the same round.
Normal fast draw rules: character declares they are pulling a weapon. -3 penalty to initiative, -2 penalty to hit if they use it in the same round it is pulled.
Intimidate
Str or Cha , +1 per three levels
As a Bounty Hunter gains levels his rep and confidence grows. The Bounty Hunter can make a Strength or Charisma check with his bonuses vs a target's opposed Wisdom check.
If the Bounty Hunter wins the target is intimidated and is at -2 to all combat, saves, and ability roles for a number of rounds equal to the Bounty Hunter's level/HD x2. If the target wins the Bounty Hunter must wait 24 hours to try to intimidate the target again.
Pilot/Nav
Dex/Int, +1 per three levels
Track Bounty
Int, +1 per two levels.
When trying to find a target the Bounty Hunter can make this roll once per day per three levels. Success leads him to a person or clue to help him on the trail to find the bounty. This is in addition to normal role-playing on the Player's part.
Jedi/Sith
Hd: 1d8, +1 at 10th and higher
Armor: Light, Medium (see below)
Starting Credits: 1d4 x 250
Force Resistant
+2 Saves vs Force
Lightsaber Specialist
With a Lightsaber in his possession the Jedi can do the following.
- The Jedi can draw, ignite, and use the lightsaber in the same round with no penalty to initiative or attack.
- +1 to hit with Lightsaber
- AC bonus equal to one half Jedi Level rounded up in light or nor armor. IF in medium armor this bonus is halved again.
- Deflect: No attack is allowed this round. The Jedi gains a x2 AC bonus to his current Lightsaber bonus.
- Follow Through: The Jedi can gain possible extra attacks with his lightsaber at levels 3 and 12. He must make a successful attack to take the extra(s).If the first strike hits he can take the second. If he has a third attack available he can attempt that attack if the first and second both hit.
- Re-Direct: (Gained at level 3): Only usable on personal or speeder scale weapons. No attack is allowed this round by the Jedi. If a ranged energy attack (aimed at the Jedi or an ally within five feet) is missed by five or less the Jedi can make a ranged attack (with the +1 lightsaber hit bonus) and send the energy attack at a target of his choosing. He may do this with all ranged energy attacks in his area for the round. Each deflected attack by the Jedi is at a -1 penalty after the first.
Force Powers
The Jedi gains Force Points equal to 2x his level plus his Wisdom bonus. Once used they can be regained 2 Force Points per ten minutes (1 Turn) of rest (no combat, no physical stess beyond normal walking speed.)
Trained Force Powers: The Jedi can learn a number of powers equal to his level plus his Wisdom bonus. These are considered trained and he can use them normally at normal cost.
Untrained Force Powers: These powers can be attempted but it requires a Wisdom check with a penalty equal to the FP cost of the power. IF successful the power works but costs x2 the normal FP cost. If failed the power is failed and the x2 FP cost is paid anyway.
Medic
Hd: 1d6, +1 at 10th and higher
Armor: Medium
Starting Credits: 1d6 x 500
Anatomy
The Medic can use his knowledge of anatomy to target key damage points on the body. This gives him the Backstab ability of +4 to hit, x2 damage if the target is unaware of the attack.
Diagnose
Int, +1 per two levels
The Medic can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.
The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for success are: +1 hp when rolling a 1d6 on Healing and a +2 on Stabilization checks.
First Aid
Int, +1 per two levels
IF the Medic has no bacta or medpac or kit, he may attempt to heal 1d6 hit points of damage to himself or another with basic first aid. The healing attempt must be rolled each time it is used. He can attempt the healing check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Medic the check has a 2 bonus. If another Medic takes over he also has the accumulated penalties due to failures of the first medic. A natural 20 failure results in 1d4 hp damage.
Within 24 hours, before natural healing begins, bacta/med can be used or another Medic with a higher First Aid score can attempt to heal the wound again. Bacta will always heal more.
Medpac/kits or First Aid works as below:
Medpac/Kit
Healed hit points replace the original First Aid total if a higher number is rolled.
First Aid from a Medic of higher skill:
If he succeeds on the First Aid check he will roll 1d6 and compare it to the original roll. If it is greater the new hit point roll replaces the original roll. If he rolls less it is ignored and the original Medic's healing stands as is. The only way the patient will lose hit points this way is if the new Medic rolls a natural 20 failure on the healing check. If that occurs he loses 1d4 hp.
If a character is wounded again The Medic can attempt bacta/med or First Aid to a new set of wounds, but no matter how good the healing rolls, unless bacta is used) it will not heal the patient of more hit points than were lost in the new set of wounds.
For example: A Soldier has lost ten hit points in a fight. The Medic makes a successful healing check and rolls to heal five hit points. Within 24 hours another Medic of higher skill can attempt a better healing. Later that day the Soldier is damaged again for three more points of damage. The Medic makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.
Resistant
+2 Save vs Poisons and Toxins
Stabilize
Int, +1 per two levels
A Medic can try to control bleeding, apply CPR, etc to attempt to stabilize any character that has reached 0 or fewer hits point, and would otherwise be dead or dying. The Medic must reach the victim within a number of rounds equal to the Medic's level beginning on the round after the patient drops to 0 or below. Once the Medic has reached the patient he must then make a check with a -1 penalty to his score for every hit point below 0. If he succeeds in this the character is stabilized and does not continue to lose hp. He cannot regain more hit points from first aid or medpacs at this point. Only bacta or healing naturally will work.
If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.
Pilot
Hd: 1d8, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500
Ace
Firing from a vehicle and starship or with vehicle or starship mounted weapons the Pilot receives a +2 bonus to hit.
Computers
Int, +1 per two levels
Daring
Steely nerves and fast reflexes. He receives a +2 bonus to Saving Throws/Ability checks involving fear and fast reflexes (avoiding area attacks and unexpected surprises.)
Pilot/Nav
Dex/Int, +1 per two levels
Repair
Int, +1 per three levels
Scoundrel
Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500
Computers
Int, +1 per three levels
Fast Talk
Charisma, +1 per two levels
With a bit of conversation, the Scoundrel is able to attempt to befriend, persuade, charm, or outright con an NPC to his way of thinking. After 2d6 rounds of cajoling, flattering, drinking, etc. the victim of the Fast Talk must make a Wisdom check opposing the Scoundrel's Charisma with fast talk bonuses.
Fast Draw
+1 to Fast Draw initiative every three levels and receives no -2 penalty to their attacks for drawing and using a weapon in the same round.
Gambling
Cha, +1 per two levels
Pilot/Nav
Dex/Int, +1 per three levels
Sleight
Dex, +1 per three levels
Scout
Hd: 1d8, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500
Alert
-1 to be surprised. Adds +1 every three levels to Wisdom/Notice checks.
Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.
Pilot/Nav
Dex/Int, +1 per three levels
Repair
Int, +1 per three levels
Survive/Track:
Int, +1 per two levels
Soldier
Hd: 1d10, +2 at 10th and higher
Armor: Any
Starting Credits: 1d6 x 500
Combatant
Gains a +1 to hit with all attacks (including vehicle/ship weapons.)
Cover Up
The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.
+1 to AC.
Follow Through
The Soldier can gain possible extra attacks at levels 3 and 12. He must make a successful attack to take the extra(s).If the first strike hits he can take the second. If he has a third attack available he can attempt that attack if the first and second both hit.
Spy
Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500
Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.
Computers
Int, +1 per two levels
Contacts
Charisma, +1 per two levels. 1 per adventure +1 per three levels of Spy
As he gains skill and reputation the Spy meets a lot of others in the crime business. With a successful Charisma check the Spy may ask one favor of a criminal or underworld contact such as a bribe-able official or officer, drug dealer, gangster, smuggler, etc.
The favor will be things not generally available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Spy may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.
Hear Noise:
1-3 at first level, 1-4 at fifth level, 1-5 at 12th level. Must concentrate for a full round to listen.
Sleight
Dex, +1 per two levels
Sneak
Dex, +1 per two levels
Tech
Hd: 1d6, +1 at 10th and higher
Armor: Light
Starting Credits: 1d6 x 500
Computers
Dex/Int +1 per two levels of Tech
Pilot/Nav
Dex/Int, +1 per three levels
Repair
Int, +1 per two levels of Tech
Specialties:
2 at first level, 1 extra at every three levels
+4 bonus to rolls to Computer, Navigation, or Repair as appropriate.
Alarms
Armor
Comms
Computers
Cybertech
Droids
Encryption
Hyperdrives
Ion Engines
Locks, Electronic
Locks, Mechanical
Sensors
Shields
Weapons, Personal
Weapons, Starship
Weapons, Vehicle
Thug
Hd: 1d8, +2 at 10th and higher
Armor: Light
Starting Credits: 1d4 x 500
Backstab
As Bounty Hunter.
+4 to hit, x2 damage, works with ranged attack until targets know they are in danger.
At level 4 the damage is x3, at level 8 it is x4, and at 12 it is x5.
Computers
Int, +1 per three levels
Gambling
Cha, +1 per two levels
Intimidate
As Bounty Hunter.
Charisma, +1 per two levels
Sleight
Dex, +1 per three levels
Natural Skills/Class Skills
To succeed on a check roll the appropriate Attribute score or less. Class abilities give a bonus to the Attribute score.
Natural skills have no penalty.
Class skills can be attempted by classes without the skill but at a -4 penalty to the score.
Remember: bonuses to Skill checks add to the Ability score. Penalties subtract from the score.
Once the score is totaled then the dice are rolled trying to meet or roll under the score.
For Example:
A Bounty Hunter, level 7, has a Dex of 12. His piloting Ability is +1 per three levels giving him a +1 bonus for levels 1 - 3 and +1 for levels 4 – 6 and a +1 for level 7 for a total of +3.
His unmodified piloting checks are now at 12+3 = 15 or less on a d20.
A non-pilot class would have a -4 to their roll.
Opposed Rolls:
Sometimes characters will try Ability or Skill rolls in opposition.
Pilot vs Pilot, Computer vs Computer, Sneak vs Wisdom, etc. The characters total their scores, roll, and whomever makes the roll by the most wins. If they succeed with the same amount it is a tie.
Taking 5/10/15/ 20
The character may have the option of taking 5 to 20 times (20 is the maximum) the time necesary to make an Ability/Skill check to gain a bonus to his score. At 5 times the bonus is +2, at 10 times the bonus is a +4, 15 times is +6 and 20 times is +8 to the score. This can help offset penalties to the score, especially non-skilled penalties.
Natural Skills
Do not require training. Can be used as straight Ability score roles (with applicable modifiers.)
Examples include:
Strength
Climbing
Intimidate: making someone fear or be wary of you.
Jumping
Swimming
Dexterity
Balance
Physical maneuvering
Riding a mount.
Constitution
Endurance:during a chase, on a forced march, etc.
Holding one's breath.
Intelligence
Appraise an item's value.
General knowledge of the universe: Alien species, ships, etc.
Wisdom
Listen: using audio detector/ears.
Search: visual detector/eyes. Includes both looking for something purposefully and spotting something you were not actively looking for.
Willpower
Charisma
Bluff: lies and untruths.
Persuade: charm, force of personality to persuade.
Intimidate: making someone fear or be wary of you.
Class Skills
Unlike natural skills, anyone can attempt a class skill check. If they do not have levels in a class that has the class skill there is a -4 penalty to this roll in addition to any ease/difficulty modifiers.
Computers
Includes programming and attempting to get secure information. Also includes bypassing electronic security systems: alarms, locks, camera systems, automatic weaponry, etc. The character must have access to an access panel or be hooked into the system to override it. Complicated systems may impose a penalty. Success bypasses or shuts down the targeted system.
Gambling
Opposed Charisma checks plus or minus bonuses. The player with the best roll wins. Ties are pushed into a second opposed roll between those who tied.
Cheating
Sleight check for a +2 bonus to the Gambling check. If the cheater fails his roll by five or more the other players can make a Wisdom check opposed by the cheater's Sleight to spot the fumbled attempt.
If the cheater rolls a natural 20, he has been spotted by his victim or victims.
Pilot/Nav checks
Pilots add their bonus to any required Dex driving a vehicle or flying a ship. This ability also negates the -4 penalties non-pilots receive. He also adds his Pilot bonus to the vehicle's AC.
With an Intelligence check with Pilot bonus this skill also includes using ship communications and sensors as well as the art of navigating or finding position. It also allows for the calculation of Hyperdrive jumps. Bonuses may be given for good charts, maps, etc
Repair checks
Using and fixing electronic devices such as computers, droids, vehicles, ships, etc. The fixer must have parts, take the time set by the DM, and make a successful check.
- Simple Repair (everyday item, simple weapon) no penalty, 1/5 cost.
- Moderate Repair (tech weaponry, mechanical/electronic component), -4, 1/5 cost.
- Complex (droid, lightsaber, vehicle, computer) -8, 1/5 cost.
- Very Complex (Starship component) -12, 1/10 cost.
- Using improper tools, -4
- Simple repairs take minutes, more in-depth repairs take hour or even days.
- Vehicles and starships have repair rules in their sections.
Anything involving manipulation of small objects: picking pockets, palming weapons or cards, picking mechanical locks.
You can use this skill to attempt to cheat at Gambling.
Sneak
Moving silently or concealing yourself. You must be un-detected before you attempt this skill.
Can be used to sneak up to melee backstab, hide in a locker before a stormtrooper enters a room, etc. You can move at half move and still attempt to Sneak. If there is a chance to hear the sneaker it may be opposed with a Wisdom check.
Survival/Track
Survival in natural environment. Finding food, water, making shelter, tracking, not getting lost and any other requirement. You can guide others and attempt to find adequate food, water, and shelter for the others as well. The character rolls in addition to normal foraging/getting lost rolls.
Penalties can be incurred for weather and other factors against the character.
NEXT TIME
I have a lot prepared and just need to put up. Will be working things up for several upcoming posts. Bear with me.
- Armor, Weapons, and modification rules for both.
- A large list of equipment and prices.
- Starships and combat. (Tinkering a bit almost done.)
- Conversion notes from d20/Saga/and d6 (Working on.)
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