Difference between revisions of "Tiarynn/StarwarsExalted"

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Heroes don't have Charms, they have Knacks - things they're exceedingly good at.
 
Heroes don't have Charms, they have Knacks - things they're exceedingly good at.
  
A Knack is a Solar Charm (or a Dragonblooded/Terrestrial Martial Arts Charm) that has no obvious magical or elemental effects. Effortless balance is fine, but filling the air with a hail of grenades is less so. Normal charm and ability pre-requisites must be followed (except at the STs discretion). While no Knack can be a Charm that requires an essence rating of over three, the Essence rating required should be ignored.
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A Knack is a Solar Charm (or a [[DragonbloodedTiarynn/Terrestrial]] Martial Arts Charm) that has no obvious magical or elemental effects. Effortless balance is fine, but filling the air with a hail of grenades is less so. Normal charm and ability pre-requisites must be followed (except at the STs discretion). While no Knack can be a Charm that requires an essence rating of over three, the Essence rating required should be ignored.
  
 
Heroes can purchase one Knack per dot of ability in Favored Abilities(including Specialties), though in unfavored Abilities they can only purchase one Knack when they reach 4 dots in the ability and a further knack when they have 5.  
 
Heroes can purchase one Knack per dot of ability in Favored Abilities(including Specialties), though in unfavored Abilities they can only purchase one Knack when they reach 4 dots in the ability and a further knack when they have 5.  
Line 309: Line 309:
  
 
'''Lightsaber'''<br>
 
'''Lightsaber'''<br>
Speed +4 Accuracy +3 Damage 14L/4(P) Defense +3 Rate 3
+
Speed +5 Accuracy +6 Damage 10L/4(P) Defense +3 Rate 3
  
'''Short Lightsaber'''<br>
+
'''Short'''<br>
Speed +8 Accuracy +4 Damage 10L/2(P) Defense +2 Rate 4
+
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +6 Rate 3
  
'''Dual-Bladed Lightsaber'''<br>
+
'''Dual-[[BladedTiarynn/Dual]] normal'''<br>
Speed +1 Accuracy +2 Damage 14L/4(P) Defense +4 Rate 6
+
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +3 Rate 6
 +
 
 +
'''Dual short-normal'''<br>
 +
Speed +5 Accuracy +5 Damage 10L/4(P) Defense +5 Rate 3
 +
 
 +
'''Dual short'''<br>
 +
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +5 Rate 4
  
 
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Latest revision as of 04:11, 9 June 2010

Star Wars

With thanks to Kraken, Morrigu, Selina and GoldenCat!

Simple Systems

Simple changes!

  • Exalted Second Edition Rules... mostly.
  • The Force Score substitutes the Essence Score for all but Droids (they have Complexity instead).
  • The Mote pool is Skill Points for non-Force sensitives, and a Force Pool for Force-Sensitives.
  • Droids possess a Complexity Score, and a Power Supply instead of Skill or Force points.
  • All characters may use Reflexive Charms freely.
  • Combos may be purchased, but they are instead ‘signature’ maneuvers, without flare or shine to them.
  • All human characters have no lethal soak.
  • Extra rules are mandatory. If you failed to kill a Stormtrooper in one shot, either you rolled lousy or the ST is lame.

Character Creation

Non-Force Users

Heroic Characters

  • 7/5/4 for attributes
  • 25 points for abilities
    • 4 Favoured abilities
  • 10 points for backgrounds
  • 5 points for Virtues
  • 4 Knacks
  • 25 bonus points.

Their Force Score is 1, not to be raised under any circumstances.

Their Skill Pools is: 10 + Willpower + the sum of their two highest virtues.

They may buy Ox-Body Technique to receive two extra -2 Health Levels.

Non-Heroic Characters are made like a Heroic Mortal in Exalted.

They use the Dragon-Blooded table for Bonus Points.

Knacks

Heroes don't have Charms, they have Knacks - things they're exceedingly good at.

A Knack is a Solar Charm (or a DragonbloodedTiarynn/Terrestrial Martial Arts Charm) that has no obvious magical or elemental effects. Effortless balance is fine, but filling the air with a hail of grenades is less so. Normal charm and ability pre-requisites must be followed (except at the STs discretion). While no Knack can be a Charm that requires an essence rating of over three, the Essence rating required should be ignored.

Heroes can purchase one Knack per dot of ability in Favored Abilities(including Specialties), though in unfavored Abilities they can only purchase one Knack when they reach 4 dots in the ability and a further knack when they have 5.

In addition, each Hero can purchase the First and Third Solar Excellencies as Knacks for any ability. A Heroic character may add up to his Attribute+Ability in dice to his pool.


Experience Costs

Same as Mortals in all things, but Knacks cost 15 Experience Points apiece, 20 in unfavored abilities.

Force Sensitives

Force Sensitives are built as Heroic Mortals, though they must pay 8bp to become a Force Sensitive. They retain their Force of 1, but may pay a further 8bp to raise it to 2.

They no longer have Knacks, and do not possess a Skill Pool. Instead they gain the power of Precognition, may purchase Force Powers and the Essence Auspicious Excellency.

Their Force Pool is (Force x8) + Willpower + (The sum of the virtues)

Jedi

  • 8/6/4 for attributes
  • 35 points for abilities
    • 4 Favoured abilities
  • 5 points for backgrounds
  • 5 points for Virtues
  • 10 Force Powers
  • 20 bonus points.

Their Force Score is 2, and may be raised up to 6.

  • 1-2 is the range of the Padawan
  • 3-4 is the range of the Knight
  • 5-6 is the range of the Master

Their Force Pool is: (Force x8) + Willpower x2 + (Temperance+Conviction)

They use Solar table for Bonus Points.

Sith

  • 8/6/4 for attributes
  • 35 points for abilities
    • 4 Favoured abilities
  • 7 points for backgrounds
  • 7 points for Virtues
  • 10 Force Powers
  • 15 bonus points.

Their Force Score is 2, and may be raised up to 6.

  • 1-2 is the range of the Apprentice
  • 3-4 is the range of the Warrior
  • 5-6 is the range of the Lord

Their Force Pool is: (Force x8) + Willpower x2 + (Valor+Conviction)

They use Solar table for Bonus Points.


Droids

  • 7/6/4 for attributes
  • 30 points for abilities
  • 3 points for backgrounds
  • 5 points for Virtues
  • 8 Upgrades
  • 15 bonus points.

Their Complexity is 1.

Their Force Pool is: (Complexity x10) + (Stamina+Wits x2)

They use Solar table for Bonus Points.

They use Alchemical table for Bonus Points.


Artificial Bodies

Droids do not posses a Force Score, they posses a Complexity Score, ranging from 1 to 6.

Droids do not eat and do not sleep. They do not heal from injuries without repair rolls being made on them. They cannot channel Virtues or Willpower. Droids all possess Lethal and Bashing Soak equal to their stamina. They cannot buy Ox-Body Technique, but receive an extra -0 Health Level every two dots of Stamina they possess, and an extra -2 health level per every two dots of Strength.

Droids possess attribute maximums of 5 + their complexity score.

Upgrades

Droids don't have Charms, they have Upgrades - installed in their bodies to increase their performance.

Droids can install Alchemical Charms, as if they were Alchemicals. Those are Upgrades. They must be Charms that fit the mechanical criteria, however, and stay far away from the magic of the Exalted.


Alien Races

The racial attribute bonuses allow the races to go past 5 in a score, at or after character creation.

Wookie ( 14 Bonus Points )

  • Wookies receive +2 to their Strength and Stamina, -1 to their Dexterity and Manipulation and Temperance.
  • Wookies receive one extra -1 and two extra -2 health levels. They can soak lethal with half their stamina.
  • Wookies can always buy Ox-Body technique for three -2 health levels.
  • Wookies have claws that allow them to deal lethal damage unarmed, and add +2 bonus to most Craft rolls, and othe rolls that can benefit of sharp, small precision tools.
  • The Wookie’s Fur adds +1L/+1B soak, and +2 to all Survival rolls.
  • Wookies can always buy the Battle-Fury Focus and Bloodthirsty Sword-Dancer Spirit Charms.

Twi’lek ( 6 Bonus Points )

  • Twi’lek receive +1 Appearance and +1 Dexterity

Zeltron ( 10 Bonus Points )

  • Zeltron receive +1 Appearance and +1 Dexterity
  • Zeltron can release pheromones that add +3 to all their social rolls when face-to-face with any living being of vaguely compatible physiology.
  • Zeltron can read another's emotional state with the same willpower expenditure and a successful Perception+Socialize roll.
  • Zeltron may always buy Heart-Compelling Method and Husband-Seducing Devil Dance.

Abilities

Soldier

  • Gunnery
  • Handguns
  • Lightsaber
  • Melee
  • Martial Arts
  • Thrown
  • War
  • Resistance
  • Athletics
  • Presence

Fringer

  • Demolitions
  • Ride
  • Pilot
  • Survival
  • Awareness
  • Dodge
  • Larceny
  • Stealth
  • Investigation
  • Communications
  • Craft
    • One per dot, can buy new ones for Specialty costs. Used for Repair.

Noble

  • Bureaucracy
  • Linguistics
    • One Language per Dot. Force-Sensitives get Two.
  • Integrity
  • Socialize
  • Lore
  • Medicine
  • Jedi Lore
  • Computer
  • Performance


Backgrounds

The following backgrounds are unchanged from their previous incarnations:

  • Allies
  • Backing
  • Connections
  • Contacts
  • Henchmen
  • Followers
  • Influence
  • Mentor
  • Resources

New Backgrounds

Memento

A special item or items, be it tricked-out blaster, a small cache of tools, or a unique ship


Force-Sensitives

Force-Sensitive Characters may not buy and use Solar Charms, but they may buy the many styles of Lightsaber Combat(They do not strain their abilities, they use the flow of the force) plus a wide variety of Force Powers to choose from. They possess many innate advantages, and may also buy the Essence Auspicious Excellency for their Abilities – the cost to create a perfect success is the same as in Exalted First Edition, for when they draw heavily upon the Force, they can do the impossible.

Precognition

All Force Sensitive characters posses the ability to see into the immediate future, seeing everything around them before it happens. The way this translates into the game is this – the Force Sensitive can spend Force Points to boost his abilities. For every 3 Force Points spent, the Force Sensitive adds a dot to his pool for a number of turns equal to his Force Score. An untrained Force-Sensitive may only do so in his Favored Abilities, but a trained one may do so with all abilities that fall in the purview of his Class, plus his Favored Abilities.

A Force-Sensitive may not add more dice to his pool than his Highest Virtue + his Force Score.

Jedi Classes

Guardian

  • The Guardian may spend 1 willpower to link two charms without the need for a combo.
  • The Guardian ignores one damage success rolled after Soak.
  • The Guardian’s Abilities are :
    • Gunnery
    • Handguns
    • Lightsaber
    • Melee
    • Martial Arts
    • Thrown
    • War
    • Resistance
    • Athletics
    • Presence

They may buy Ox-Body Technique to receive an extra -1 and two extra -2 Health Levels.


Sentinel

  • The Sentinel ignores all Valor and Conviction rolls forced by any source.
  • The Sentinels adds his Conviction in dice to resist any force manipulation, giving that as a difficulty for enemy rolls as well.
  • The Sentinel’s Abilities are :
    • Demolitions
    • Ride
    • Pilot
    • Performance
    • Survival
    • Awareness
    • Dodge
    • Larceny
    • Stealth
    • Investigation
    • Communications

They may buy Ox-Body Technique to receive an extra -1 and one extra -2 Health Levels.


Consular

  • The Consular uses his Force Abilities as if his force as if its score was 50% higher.
  • The Consular adds twice his Temperance to his Force Pool.
  • The Consular’s Abilities are :
    • Bureaucracy
    • Linguistics (Two Languages per Dot)
    • Integrity
    • Socialize
    • Lore
    • Medicine
    • Jedi Lore
    • Computer
    • Craft (One per dot, can buy new ones for Specialty costs. Used for Repair)

They may buy Ox-Body Technique to receive an extra -0 Health Level.


The Lure of the Dark Side

Force-Sensitive Characters should not give in to powerful emotion – to do so, channeling virtues, brings on the Dark Side. Channeling a virtue gives a Dark Side point. Botching a virtue roll – or receiving more successes in a virtue roll than the virtue’s rating – do the same.

The scale to the Dark Side and the Light Side has 9 dots – every point towards the Dark Side makes Light Powers cost 1 extra Force Point, and the same occurs with Light Side leanings and Dark Side powers. The dot in the middle is Neutral Territory.

Untrained Force-Sensitive start on the middle dot. Jedi start with 1 dot into the Light Side, and Sith with 1 dots into the Dark Side.

Each dot towards the Dark Side or the Light Side requires more points to be earned to be traversed - it takes only one point to walk from the neutral to the other side, two for the second dot, four for the third, and eight for the fourth and last one.

Each dot towards the Light Side adds 1 to the difficulty to of corrupting influences on the Jedim and +2 to the Jedi's Force pool. Each dot towards the Dark Side adds +5 to the Sith's Force Pool, and the experience cost to improve traits.

Equipment

Lightsaber

"Then listen to me. There is much weight, much craving attached to such a tiny thing of light." - Kreia

Lightsabers appear as unassuming, crystal-tipped cilinders of metal... but none in the Galaxy would not be alarmed by their very sight. A Force-Sensitive needs to commit 3 Force Points to it to properly handle such a weightless, deadly weapon(those that do not suffer a penalty for their speed, accuracy and defense equal to 10-their lightsaber ability). Active Lightsabers have several powers in addition to their already impressive statistics. If one is used to parry, and the parry achieves at least one success(even if the successes are not enough to deflect the attack) the weapon it parries is destroyed by its contact with the heat and focused energy of the saber. Natural weapons such as fists, claws and feet are immediately severed. Important characters, however, only take 3 automatic levels of damage. The same applies to others trying to parry the lightsaber.

When a lightsaber strikes an armored foe, the raw damage of the attack is permanently subtracted from its Bashing and Lethal soak values. If both soak values are reduced to zero, the armor is permanently destroyed. Inanimate objects lose soak in the same way, but the Saber must still deal all the nessessary damage to destroy it. All Lightsabers deal piercing damage. Lightsabers do not add the user's strength to their damage.

Lightsaber
Speed +5 Accuracy +6 Damage 10L/4(P) Defense +3 Rate 3

Short
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +6 Rate 3

Dual-BladedTiarynn/Dual normal
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +3 Rate 6

Dual short-normal
Speed +5 Accuracy +5 Damage 10L/4(P) Defense +5 Rate 3

Dual short
Speed +5 Accuracy +4 Damage 10L/4(P) Defense +5 Rate 4