Star Wars: Revised System: Difference between revisions

From The Whereabouts
No edit summary
Line 159: Line 159:
===Species===
===Species===
Each species will have its own unique qualities, this may include altered attributes and possible other traits.
Each species will have its own unique qualities, this may include altered attributes and possible other traits.
There are over 300 species with D6 statistics. They will be converted on an as-needed basis. Feel free to comment on the ones I have worked out.
====Wookiee====
*+2 Strength
*-1 Intelligence
*-1 Composure
*'''Special Abilities'''
**''Berserker Rage:'' A Wookiee who becomes enraged (the character must believe himself or those to whom he has pledged a life debt to be in immediate, deadly danger) receives a +2L bonus to brawling damage. The character suffers a -1 external penalty to all non-Strength attribute and skill checks. The Wookiee must make a Moderate Wits+Composure roll (2 successes) to calm down from berserker rage while enemies are still present. After all enemies have been eliminated, the character must only make an Easy Wits+Composure total (1 success) to calm down. Wookiee player characters must be careful when using Force Points while in berserker rage. Since the rage is clearly based on anger and aggression, using Force Points will almost always lead to the character getting a Dark Side Point. The use of the Force Point must be wholly justified not to incur a Dark Side Point.
**''Climbing Claws:'' Climbing Claws: Wookiees have retractable climbing claws which are used for climbing only. They add +2 dice to their climbing roll while using the claws. Any Wookiee who uses claws in hand-to-hand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down — regardless of circumstances.
*'''Story Factors'''
**''Reputation:'' Wookiees are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookiee.
**''Enslaved:'' Prior to the defeat of the Empire, almost all Wookiees were enslaved by the Empire, and there was a substantial bounty for the capture of "free" Wookiees.
**''Language:'' Wookiees cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them ... though a Wookiee's intent is seldom misunderstood.
**''Honor:'' Wookiees are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel, and unfair — but they have a code of honor. They do not betray their species — individually or as a whole. They do not betray their friends or desert them. They may break the "law," but never their code. The Wookiee code of honor is as stringent as it is ancient. Atonement for a crime against their honor is nearly impossible — it is usually only achieved posthumously. But Wookiees falsely accused can be feed of their dishonor, and there are legends of dishonored Wookiees "coming back." But those are legends ...
*Move: 11/15 (1.1-1.5x faster than a human, we need to work out the conversion...)
*Size: 2-2.3 meters tall


===Class===
===Class===

Revision as of 00:00, 13 August 2008

Revised System

Certainly at this point nothing here is set in stone, I would go so far as to put it as little more than an idea list. Feel free to make suggestions on new content or adding or changing what is currently uploaded. For the moment I think we need to get ideas out, we can go from there.

Classes

Classes will remain broad and they will determine the cost of purchasing different upgrades at level up, they will also dictate, at least to some level what feats or other advantages are available to you.

  • Jedi - The force sensitive class, this generally constitutes being part of the Jedi Order but there may be exceptions. Force attributes and skills will be heavily favored. To start as this class expect to have the Force Potential background at 3 or higher.
  • Noble - This class is the most socially adept, social based attributes and skills will be favored and background will also probably be cheaper to purchase.
  • Solider - This class is generally a physically inclined class, though not always. This class will also generally encompass leading troops. Expect combat abilities and other physical abilities to be favored.
  • Scoundrel - A broad term for rogue, not necessarily a law breaker but someone who lives to survive. The class that is closest to the jack of all trades, this character can make do with any situation he is thrown into. this class will probably have the most freedom when choosing favored abilities and attributes.
  • Savant - This class is for intellectuals, mental based attributes and abilities will be favored. This class will encompass the universes greatest inventors and scholars. A scoundrel can hotwire a ship, a savant can design and build one.

The Force

The force will be governed by several different factors. First a background that will determine if your character is force sensitive. The characters will also have to buy into optional force attributes which will likely include Control, Sense, and Alter. In addition to that, to become truly skilled with the force they will need to train the 5 force abilities: Telepathy, Telekinesis, Energy, Enhancement, and Divination.

Attributes

My thought here was to use a system similar to what whitewolf already has in place, with 3 categories (Physical, Social, Mental) of attributes. Also there would be 3 optional attributes that govern only the force. I started making a list of the attributes that I thought we should probably use, these are the ones we see most often in other RPGs. I went through and mad ethe attributes I think are the best system in italics, some of the descriptions don't exactly fit, I'll try to explain them better. The general system I got them from is from the new WOD system where each attribute can basically be defined as finesse, power, or resistance. I can explain better in person.

Physical

  • Strength - A strict governing of how strong a character is, it will function more like whitewolf's than a D20 system, so strength wont determine accuracy with melee weapons.
  • Dexterity/Agility - The general measure of how coordinated a person is, this normally measures the accuracy of attacks.
  • Stamina/Constitution/Body - How tough a person is, this is a measure of physical toughness and includes things like endurance and resistance to disease or poison.

Social

  • Charisma/Presence - How likable a character is, this can be used for many social interaction but is not good for persuasion or deception.
  • Appearance/Presence - Done how it is in exalted, this represents not how attractive a character is but how well he pulls off his own appearance. If it works well for him than it is of benefit.
  • Manipulation - Manipulation governs how persuasive a character is as well as how deceitful he can be.
  • Composure - How well your character keeps his cool.

Mental

  • Perception/Intuition/Wisdom - Governs how perceptive a character is, how likely he is to notice something through any of his senses.
  • Intelligence/Logic - How mentally sharp the character is, how good is his memory, how fast does he learn, his IQ.
  • Wits/Reaction - How quick witted the character is, this shows how fast a character can come up with a solution as well as how well he performs under pressure.
  • Resolve - The measure of a persons mental toughness.

Force

  • Alter
  • Control
  • Sense

Abilities/Skills

Active Skills

Physical

  • Combat
    • Firearms
    • Exotic Weaponry (examples: Bowcaster, Archaic Weapons, Lightsaber)
    • Heavy Weapons
    • Melee
    • Brawl
  • Operations
    • Pilot: Starship
    • Pilot: Ground
    • Gunnery
  • Agility
    • Stealth
    • Athletics
    • Dodge
    • Larceny

Social

  • Negotiation
  • Persuasion
  • Integrity
  • Performance
  • Socialize
  • Bureaucracy
  • Bluff/Con
  • Intimidate

Mental

  • Technology
    • Repair: Electronics
    • Repair: Ships/Vehicles
    • Repair: Military
    • Engineering: Electronics
    • Engineering: Ships/Vehicles
    • Engineering: Military
    • Computer Use
    • Demolitions
  • Intelligence
    • Awareness
    • Investigation
    • Survival
    • Medicine
  • Starship Operations
    • Pilot: Capital Ship
    • Tactics
    • Astrogation

Force

  • Telepathy
  • Telekinesis
  • Energy
  • Enhancement (now includes healing)
  • Divination

Knowledges

I liked the idea of doing knowledges like they do in shadowrun. points for knowledges would be separate from other skills (perhaps 2xint) so that people don't feel bad taking completely worthless knowledges. Like it or not things like video game knowledge don't get taken to heavily taken in games like exalted, those points can go someplace more useful.

Backgrounds

  • Allies - Personal friends of some reasonable power, this background is not intended to refelct other player characters but people on par with a level 1 character or greater. This provides either 1 person per dot in the background, or possibly a single more powerful ally for multiple dots. It should be noted however that this is not mentor.
  • Contacts - This represents a characters informants, these are people who he can get information or perhaps a favor from, as long as he pays for them. These a acquaintances at best, each dot represents a major contact and a number of minor ones. This background can be taken more than once to reflect different areas, or scopes of contacts.
  • Influence - Influence represents a characters pull in an organization, his overall power and ability to make something happen. This does not necessarily imply rank in the organization though they often go hand in hand. Emperor Palpatine certainly had influence 5 over the galaxy because of his official rank, however, Yoda certainly had a large influence (just not large enough) without an official position in that organization. Jabba the Hutt is another example of a character with a great deal of influence without official position.
  • Resources/Wealth - This is a measure of the overall money that your character has, this money can be gained in any way but this background reflects them all. It should encompass all of a characters money making sources, it also covers his starting assets.
  • Arsenal - This represents a characters access to major military weaponry, this could mean a major stock of small arms (thousands of blasters), artillery fire, droid armies, military ships, or anything else that would be considered military class weaponry. It should be noted that this is either the equipment that the character personally owns (And therefore should be reflected by wealth/resources) or has personal access to. If a army he commands is equipped with such weaponry than it is not technically his, but rather whoever funds the army.
  • Backing - This represents a characters official position within an organization, this normally means a title but not always. Certainly army or navy rank is the most rigid and easily described form of backing but certainly not the only one. A crime lord is backed by his crime syndicate, the jedi are backed by the jedi order (not always according to rank). If a character is officially apart of multiple organizations this background can be taken more than once, though some organizations will discourage this. Backing will encompass command in my eyes, we could change that though if people want.
  • Reputation - Reputation determines how well known your character is around the galaxy, this can be a doubled edged sword if you're trying to do something to not be recognized. Darth Vader is a good example of reputation 5, obviously reputationalso covers notoriety.
  • Mentor - Mentors can be several different things to a character, they can be a boss or an adviser, or even a companion. They are always a source of power, be it knowledge or physical, but the degree of influence in a characters life is rather up the player. not all mentors are found of their students, nor the other way around, but mentors are willing to help their pupils for one reason or another. The most obvious case of mentor-pupil relationship in starwars are Jedi's and their masters.
  • Panoply - This background is pretty optional in my eyes but we can see if people like it or not, it main function is to determine what a character legally has access to. If a character wishes to have a large arsenal legally this sort of background would be advised.
  • Force Potential - This determines both whether a character is force sensitive or not, when the character becomes intune with the force, and how strong of a force user the character is. A 3 in this background will allow a character to start with the force, most jedis will have this rating at 3. Ratings a 2 and 4 are also fairly common as late bloomers and prodigy children. Jedis with 1 are rare because often the character is too old and set in his ways, and 5 only comes along once in a generation at best.

Feats/Merits

This will obviously be a pretty large list, I will probably start at some point pulling different things together from a variety of games to put into here. obviously feats from the currently existing D20 starwars will be the first things to go up, also merits and advantages from World of Darkness and Shadowrun will probably be looked at.

General Merits

  • Ambidexterity: Reduce penalty for fighting with weapon in off-hand. (Character Creation Only)
  • Blind Fight: Reduce the penalty for fighting with impaired vision.
  • Power Attack: With this feat the character becomes skilled at attacking with great ferocity, when making a melee attack the character may sacrifice a die of accuracy in exchange for a die of pre-soak damage. A maximum number of dice can be converted equal to the characters melee ability.
    • Cleave: (Prereq: Power Attack) If an opponent is knocked into incap or killed with a melee attack the attacker may immediately make another action, the attacker cannot take any type of step of movement. (Can only be used 1)
      • Great Cleave: (Prereq: Cleave) This feat functions just like Cleave except it removes the cap on number of times it can be performed per action. The character still cannot move between attacks so the target must be in range.
  • Combat Expertise: Your character knows the ins and outs of fighting, he knows how to fight defensively or offensively. The character may sacrifice offensive capability by subtracting accuracy to increase his DV, or sacrifice his DV for extra accuracy. It requires 2 accuracy to raise your DV by 1, and 1 point of DV raises accuracy by 2 die. (establish a maximum?)
  • Dodge: Your character has received special training at avoiding attacks, add 1 to his dodge DV. (Make scene long effect for price of willpower point?)
    • Mobility: Your characters motions are fluid and when he dodges he is capable of moving some distance. When the character successfully avoids an attack with his dodge DV he may take a movement action. This may allow him to move back and out of range of a melee flurry, or run to cover to hide from incoming blaster shots.
  • Steady Shot: Your character has trained to become steady even when pushing the range of his weapon, the feat makes him an ideal sniper even if his target is out of range. This feat decreases the internal penalty received when firing at a target at a longer range.
  • Heroic Surge: By spending a willpower point the character gains an additional action at the end of the tick that he acts on. At lower levels this can be performed only once per day, at higher levels it can be performed more. This action may never be used multiple times in 1 round.
  • Improved Critical: When purchasing this feat the player chooses a specific weapon such as vibroblade or blaster pistol, when using that weapon 10's are counted as 2 successes on damage rolls. This can be taken multiple times for different weapons, the effect doesn't stack.
  • Lightning Reflexes: With this feat your character becomes almost supernaturally quick on his feet, he is always ready for a fight to break out. A character with this feat receives a bonus to all join battle rolls.
    • Combat Reflexes: The character gains the ability to sense when his time is running out, with the feat the character can rush the timing of his actions. The character can move his reaction count up 1 tick to perform his action early at the expense of a -1 external penalty for that action and on all actions until his DV refreshes again. This can only move the timing up 1 tick. 91once per day?)
    • Danger Sense: A character with this feat is always prepared for combat. The character may spend a willpower point and instead of being the target of a surprise attack the character may apply his full DV to the attack. Join battle is still rolled as normal after the 'surprise' attack round. (Once per day?)
  • Two Weapon Fighting: This feat reduces the penalty of fighting with a weapon in each hand.
  • Quick Draw: With this feat the character can draw his weapon as a reflexive, free action. (Use of this feat allows the character to take a single shot, or attack on join battle?)
  • Quickness: This feat enhances the movement actions of the character, add 1 to the effective dexterity of a character taking a movement action. Also, instead of Dex + 6 yards during a dash action the character can move Dex + 8.
  • Toughness: Your character gains an extra -0 health level. (This feat may only be taken once)
  • Pain Tolerance: Your character can shrug off the effects of pain on his body, the character subtracts 1 from all wound penalties.
  • Blind Fighting: Your character has trained to fight even when he is visually impaired, subtract 1 from any penalties incurred on the character from difficulty seeing.
  • Eidetic Memory: Your character has a near photographic memory, he can remember anything he has seen or heard. normally the character does not need to make a check to remember anything unless he is under pressure, when under pressure (such as combat) the character receives a +2 bonus to his intelligence roll. To represent your characters memory sense birth you also gain extra knowledge points at character creation, take Intelligence x 3 instead of Intelligence x 2. (Available at character creation only)
  • Quick Healer: Your character halves the healing times to recover from damage.
  • Force Resistance: your character naturally, or through extensive training, is more skilled at resisting the mind altering effects of the force. Characters with this feat add 1 to their MDV to resist the mind altering effects of the force.
  • Will to Live: Your character simply refuses to die, even if the wounds he's taken would have killed a normal person. When this feat is purchased the character gains 2 additional dying health levels.
  • Lucky: The character may reroll any failed dice roll. At level 1 the character can use this once per day, and at higher levels more often. A roll can never be rerolled more than once.


Martial Arts


Lightsaber Forms

  • Form I:
  • Form II:
  • Form III:
  • Form IV:
  • Form V:
  • Form VI:
  • Form VII:

Force Powers

Experience

Dan and I talked briefly about some ideas for how to award, spend, and in general work experience. Originally we brought up the thought of keeping with levels, per D20, but I think we both talked our way out of it. At least for the most part. Tracking levels certainly has a certain satisfaction that white wolf games don't match, but we felt the sudden boost of abilities was unrealistic and overall less fun. So we proposed that experience be distributed and spent very similar to the whitewolf games we currently play. We did bring up the possibility of still level tracking, and perhaps making levels prerequisites to certain merits/feats or awarding class only powers by level. And example might be that 20 total exp is level 2, and that a level 2 Scoundrel receives some sort of sneak attack ability. (this is not to imply that we should have a sneak attack ability, simply an example of something that might be class only)

Character Creation

Species

Each species will have its own unique qualities, this may include altered attributes and possible other traits.

There are over 300 species with D6 statistics. They will be converted on an as-needed basis. Feel free to comment on the ones I have worked out.

Wookiee

  • +2 Strength
  • -1 Intelligence
  • -1 Composure
  • Special Abilities
    • Berserker Rage: A Wookiee who becomes enraged (the character must believe himself or those to whom he has pledged a life debt to be in immediate, deadly danger) receives a +2L bonus to brawling damage. The character suffers a -1 external penalty to all non-Strength attribute and skill checks. The Wookiee must make a Moderate Wits+Composure roll (2 successes) to calm down from berserker rage while enemies are still present. After all enemies have been eliminated, the character must only make an Easy Wits+Composure total (1 success) to calm down. Wookiee player characters must be careful when using Force Points while in berserker rage. Since the rage is clearly based on anger and aggression, using Force Points will almost always lead to the character getting a Dark Side Point. The use of the Force Point must be wholly justified not to incur a Dark Side Point.
    • Climbing Claws: Climbing Claws: Wookiees have retractable climbing claws which are used for climbing only. They add +2 dice to their climbing roll while using the claws. Any Wookiee who uses claws in hand-to-hand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down — regardless of circumstances.
  • Story Factors
    • Reputation: Wookiees are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookiee.
    • Enslaved: Prior to the defeat of the Empire, almost all Wookiees were enslaved by the Empire, and there was a substantial bounty for the capture of "free" Wookiees.
    • Language: Wookiees cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them ... though a Wookiee's intent is seldom misunderstood.
    • Honor: Wookiees are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel, and unfair — but they have a code of honor. They do not betray their species — individually or as a whole. They do not betray their friends or desert them. They may break the "law," but never their code. The Wookiee code of honor is as stringent as it is ancient. Atonement for a crime against their honor is nearly impossible — it is usually only achieved posthumously. But Wookiees falsely accused can be feed of their dishonor, and there are legends of dishonored Wookiees "coming back." But those are legends ...
  • Move: 11/15 (1.1-1.5x faster than a human, we need to work out the conversion...)
  • Size: 2-2.3 meters tall

Class

Choose from one of the 5 character class: Noble, Savant, Scoundrel, Soldier, Jedi. Each class has its own set of unique favored attributes, abilities, and feats.

Attributes

Character have already chosen their class, which will help to determine their favored attributes. A character gains 3 favored attributes from his class, these are normally set in stone. The character also gains another favored attribute to pick among the remaining six. After choosing favored attributes pick a primary, secondary, and tertiary category then assign 6/4/3 dots to each respectively. After assigning the dots characters also gain an additional attribute dot which can be assigned to any of the characters 4 favored attributes. Force attributes may never be favored, but Jedi may assign this free dot to a force attribute.

Abilities

Abilities are broken into 4 categories: Physical, Mental, Social, and an optional category for Force Abilities. Each class will have a number of favored abilities that will suit it towards its designed purpose, characters will also have some ability to customize their favored abilities during character creation.

Backgrounds

Feats