eyebeams: (Default)
So I'm running SW Saga to take a bit of a break from the World of Darkness, which was a bit too consuming of my time and creative energies (The Mage/Vampire Dominion of Upper Canada game's been going for a while, now). I like the system, but I'm so used to 3eD&D that the little differences sometimes get me. The group's been great for reminding me of little rules bits.

I'm going to change a couple of things:

K-Bacta: Stolen straight from Republic Commando. Each K-Bacta station weighs 100 kilos and needs to be connected to a power source. K-Bacta was invented by the Kaminoans as a spinoff of rapid-cloning technology and was deployed with the first clone forces, though the Separatists somehow acquired the technology around the same time. K-Bacta is an artificial single-celled organism. When charged with artificial bioelectricity*, it multiplies extremely rapidly and replaces damaged body fluid and tissue. This is a fast, temporary fix; the subject needs real medical treatment shortly afterwards.

In game terms a shot of K-Bacta temporarily heals 2d6 hit points after a full round session at a station. A single station can hold up to 10 shots, but most hold 5 or fewer for budgetary reasons. After 24 hours, K-Bacta cells die (and the healed hit points are lost) unless they're stabilized with conventional medical treatment.

* I know, I know.

Lightsabers: A proficient character with a lightsaber gains a attack of opportunity against any opponent using a weapon that cannot deflect it unless the opponent has Weapon Finesse that applies to the weapon in his hand.

Wookiees: Wookiees don't have friggin' climbing claws, okay? Otherwise:

* A Wookiee's player can spend a Force point to rage for 1 round.

* All Wookiees begin with Martial Arts I. They don't know kung fu, but they're excellent natural combatants.

Kel Dor: Kel Dor have the following ability:

Swift and Flowing Judgment: Kel Dor can enter a state of detached objectivity where emotional and physical conditions do not affect them. For (1 + Wis Mod, min. 1) rounds, once per day, the character can ignore his state on the condition track and adds 5 to his Will Defense. The player can also spend a Force point to gain this benefit for 1 additional round.

Military Clones: Clones are treated as humans, except:

* No scores except for Wisdom and Charisma may be below 10; simply discard characters with these flaws.

* Clones select their species bonus feat from the Soldier class' bonus feats.

* All clones gain an additional Soldier class talent at 1st level, even if they aren't Soldiers.

Humans (Near Humans):

* At 1st level, humans may select an additional class talent from any core class, as long as it has no prerequisites and doesn't presuppose Force sensitivity if the character isn't Force sensitive.

* Triumph and Disaster: Once per game day, a human's player may take 20 on any roll -- but the GM must replace a successful roll with a 1 during the same session. The player can declare the desire to excel beforehand, giving the GM a chance to fail him in an important task. This costs a Force point.

General Class Info:

* Heroes round fractions *up,* not down.

* Reroll below average hit dice.

. . . and there's more, but that's all for now.
eyebeams: (Default)
So I'm running SW Saga to take a bit of a break from the World of Darkness, which was a bit too consuming of my time and creative energies (The Mage/Vampire Dominion of Upper Canada game's been going for a while, now). I like the system, but I'm so used to 3eD&D that the little differences sometimes get me. The group's been great for reminding me of little rules bits.

I'm going to change a couple of things:

K-Bacta: Stolen straight from Republic Commando. Each K-Bacta station weighs 100 kilos and needs to be connected to a power source. K-Bacta was invented by the Kaminoans as a spinoff of rapid-cloning technology and was deployed with the first clone forces, though the Separatists somehow acquired the technology around the same time. K-Bacta is an artificial single-celled organism. When charged with artificial bioelectricity*, it multiplies extremely rapidly and replaces damaged body fluid and tissue. This is a fast, temporary fix; the subject needs real medical treatment shortly afterwards.

In game terms a shot of K-Bacta temporarily heals 2d6 hit points after a full round session at a station. A single station can hold up to 10 shots, but most hold 5 or fewer for budgetary reasons. After 24 hours, K-Bacta cells die (and the healed hit points are lost) unless they're stabilized with conventional medical treatment.

* I know, I know.

Lightsabers: A proficient character with a lightsaber gains a attack of opportunity against any opponent using a weapon that cannot deflect it unless the opponent has Weapon Finesse that applies to the weapon in his hand.

Wookiees: Wookiees don't have friggin' climbing claws, okay? Otherwise:

* A Wookiee's player can spend a Force point to rage for 1 round.

* All Wookiees begin with Martial Arts I. They don't know kung fu, but they're excellent natural combatants.

Kel Dor: Kel Dor have the following ability:

Swift and Flowing Judgment: Kel Dor can enter a state of detached objectivity where emotional and physical conditions do not affect them. For (1 + Wis Mod, min. 1) rounds, once per day, the character can ignore his state on the condition track and adds 5 to his Will Defense. The player can also spend a Force point to gain this benefit for 1 additional round.

Military Clones: Clones are treated as humans, except:

* No scores except for Wisdom and Charisma may be below 10; simply discard characters with these flaws.

* Clones select their species bonus feat from the Soldier class' bonus feats.

* All clones gain an additional Soldier class talent at 1st level, even if they aren't Soldiers.

Humans (Near Humans):

* At 1st level, humans may select an additional class talent from any core class, as long as it has no prerequisites and doesn't presuppose Force sensitivity if the character isn't Force sensitive.

* Triumph and Disaster: Once per game day, a human's player may take 20 on any roll -- but the GM must replace a successful roll with a 1 during the same session. The player can declare the desire to excel beforehand, giving the GM a chance to fail him in an important task. This costs a Force point.

General Class Info:

* Heroes round fractions *up,* not down.

* Reroll below average hit dice.

. . . and there's more, but that's all for now.

October 2011

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