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D20 to D6 Conversion request: Plif (DONE)
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hanker
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Joined: 15 Oct 2008
Posts: 36
Location: Germany

PostPosted: Thu Oct 23, 2008 2:24 pm    Post subject: D20 to D6 Conversion request: Plif (DONE) Reply with quote

Hi!

As you perhaps know, I'm working an that "Marvel Netbook".

Since Mark F. Hudson didn't make any stats for Plif, the Hoojib, I would need a D20 to D6 conversion of that character.

The official stats form http://www.wizards.com/default.asp?x=starwars/article/sw20030612arbra2 are the following:

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Plif: Male Hoojib Diplomat 10/Noble 2; Init +0 (Dex); Def 18 (+4 class,+4 size); Spd 4 m; VP/WP 4/4; Attack +7/+2 melee (1 pt, bite) or +10/+5 ranged; SQ Bonus class skill (Bluff), energy drain, favor +1, inspire confidence, telepathy; SV Fort +0, Ref +5, Will +14; SZ D; FP 4; DSP 0; Rep +3; Str 4, Dex 10, Con 4, Int 18, Wis 18, Cha 20; Challenge Code C.

Equipment: None.

Skills: Bluff +22, Diplomacy +25, Gather Information +21, Intimidate +15, Knowledge (Arbra) +17, Listen +10, Search +8, Sense Motive +22, Spot +9, Survival +10.

Feats: Heroic Surge, Persuasive, Skill Emphasis (Diplomacy), Skill Emphasis (Intimidate), Skill Emphasis (Sense Motive), Trustworthy, Weapon Group Proficiencies (blaster pistols, simple weapons).

Special Qualities
Energy Drain -- By being in physical contact with a piece of equipment or living being that contains energy of any sort, a Hoojib can absorb that energy as food. A Hoojib can also attempt to drain an object within 4 meters by making a successful DC 10 Con check. Every round, a Hoojib can drain 1d3 shots, hours of use, or Vitality points (in the case of a droid with heroic levels) from weapon power packs, droids, or other mechanical devices.

Telepathy -- A Hoojib can communicate telepathically with any number of living or mechanical beings within 500 meters. A being that wishes to resist telepathic contact with a Hoojib must make a Will saving throw against DC 12 plus the Hoojib's Wisdom bonus. The resistant being must also be aware that the Hoojib is attempting to make such contact, meaning that the Hoojib has probably already "said" something. A successful save denies the Hoojib telepathic contact for that round; the Hoojib may try again the next round. Those communicating with Hoojibs "hear" the words in their own primary language.

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Don't bother about the Energy Drain and Telepathy, as the race itself has already been converted by Gary Astleford (The Rebellion) :

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Hoojib
Home Planet: Arbra
Attribute Dice: 12D
DEXTERITY 1D+2/4D+1
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D/4D+2
STRENGTH 0D+1/2D+2
TECHNICAL 1D+1/4D
Special Abilities:
Energy Drain: Hoojibs can drain energy from any piece of equipment, or any being that contains energy of any sort. If the Hoojib is in contact with the energy source, the effects are automatic. A Hoojib can attempt to drain energy from an object or being within 4 meters, but must make a Strength check in order to do so depending on the distance (range: 1-2/3/4). Treat this just like a ranged attack. A Hoojib can drain 1D3 shots or hours of use from equipment, droids, power packs, or other inanimate objects per round.
Telepathy: Hoojibs can communicate telepathically with any number of beings within a 500 meter distance. Anyone wishing to resist the communication can resist by rolling Willpower or Control against the Hoojib's Perception attribute. Telepathic communication from a Hoojib is "heard" by the target being in his own language.
Move: 3/5
Size: 20 to 30 centimeters long.
Notes: The average Hoojib has Dexterity 2D+1, Knowledge 2D+1, Mechanical 2D, Perception 2D+2, Strength 0D+2, Technical 2D.
Source: Gary Astleford (The Rebellion) based on Star Wars Gamer #6, (pages 80-81), Alien Anthology (pages 79-80)

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Would be great if someone could help me.


René
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Editor of the Jedi Handbook 1.3ap and Unofficial TPM Sourcebook


Last edited by hanker on Sun Oct 26, 2008 1:08 pm; edited 1 time in total
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hanker
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PostPosted: Fri Oct 24, 2008 8:14 pm    Post subject: Reply with quote

Hi!

Well, I've tried it myself with the help of http://www.verminary.com/rebellion/notes.html .

I've done two versions, one based on the Hoojib race from the Rebellion site, one based on Mark F. Hudson's race.


Version based on the Rebellion:

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DEXTERITY 2D
Dodge 6D+2
KNOWLEDGE 4D+1
Intimidation 9D+1
Scholar (Arbra) 10D
Survival 7D+2
Willpower 11D+2
MECHANICAL 3D+1
PERCEPTION 4D+2
Con 12D
Investigation 11D+2
Persuasion 13D
Search 8D+2
STRENGTH 1D
Brawling 3D+1
TECHNICAL 2D+2

Move: 4

Special Abilities:
Energy Drain: Hoojibs can drain energy from any piece of equipment, or any being that contains energy of any sort. If the Hoojib is in contact with the energy source, the effects are automatic. A Hoojib can attempt to drain energy from an object or being within 4 meters, but must make a Strength check in order to do so depending on the distance (range: 1-2/3/4). Treat this just like a ranged attack. A Hoojib can drain 1D3 shots or hours of use from equipment, droids, power packs, or other inanimate objects per round.
Telepathy: Hoojibs can communicate telepathically with any number of beings within a 500 meter distance. Anyone wishing to resist the communication can resist by rolling Willpower or Control against the Hoojib's Perception attribute. Telepathic communication from a Hoojib is "heard" by the target being in his own language.

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Version based on Mark F. Hudson's race:

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DEXTERITY 3D
Dodge 7D+2
KNOWLEDGE 4D
Intimidation 9D
Scholar (Arbra) 9D+2
Survival 7D+1
Willpower 11D+1
MECHANICAL 3D
PERCEPTION 6D
Con 13D+1
Investigation 13D
Persuasion 14D+1
Search 10D
STRENGTH 1D
Brawling 3D+1
TECHNICAL 1D

Move: 4

Special Abilities:
Force Sensitive: All Hoojibs are Force Sensitive and begin with 1D in Sense and Control (both dice come out of their base attribute dice). In addition, Hoojibs have telepathic skills that they use to communicate among themselves and with others. All Hoojibs have these Force Powers: Receptive Telepathy and Projective Telepathy. Whether they are able to teach non-Hoojibs these abilities or learn others themselves is up to the GM's discretion.

Story Factors:
Energy Eaters: Hoojibs take energy directly rather than metabolize it from food. They are able to absorb energy from direct contact with storage devices including batteries and power packs.
Non-technological: Hoojibs are simple, arboreal creatures who have not developed any kind of technology since their needs have traditionally been provided by geothermal energy source found in Arbra's crystal caves. With their discovery by a Rebel Alliance survey team, some Hoojibs have ventured out to explore the galaxy.

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As you can see, I haven't converted / done any Force-Powers / stats for the Mark F. Hudson - version, as I've quite some problems with that.

Any MAJOR errors? Here are my conversion notes:

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after „Rebellion“

Dex 10 -> DEXTERITY 2D (2D)
Intelligence + Wisdom/2 18 -> Knowledge 4D+1 (4D+2)
Dexterity + Intelligence/2 14 -> MECHANICAL 3D+1 (3D+1)
Intelligence + Charisma + Wisdom/3 19 -> PERCEPTION 4D+2 (5D)
Strength + Constitution/2 7 -> Strength 1D (1D)
Intelligence 18 -> Technical 2D+2 (4D+2)

Sum 18D (20D+2)


or after Mark F. Hudson:

Dex 10 -> DEXTERITY 3D (2D)
Intelligence + Wisdom/2 18 -> Knowledge 4D (4D+2)
Dexterity + Intelligence/2 14 -> MECHANICAL 3D (3D+1)
Intelligence + Charisma + Wisdom/3 19 -> PERCEPTION 6D (5D)
Strength + Constitution/2 7 -> Strength 1D (1D)
Intelligence 18 -> Technical 1D (4D+2)

Sum 18D (20D+2)


Skills:
Bluff +22 -> Perception: Con
Diplomacy +25 -> Perception: Persuasion
Gather Information +21 -> Perception: Investigation
Intimidate +15 -> Knowledge: Intimidation
Knowledge (Arbra) +17 -> Knowledge: Scholar (Arbra)
Listen +10 -> n/a, though points might be applied to Perception: Search +1 (partial overlap)
Search +8 -> Perception: Search +2(overlap)
Sense Motive +22 -> Knowledge: Willpower
Spot +9 -> Perception: Search
Survival +10 -> Knowledge: Survival
Def +14 (without size) -> Dexterity: Dodge
Attack +7 -> Strength: Brawling


In the case of most d20 characters, the bonuses that feats add to d20 skills are already included in their skill totals. This means that you don't generally have to worry about skills-related feats adding to D6 pip totals.

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René
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hanker
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PostPosted: Sun Oct 26, 2008 1:11 pm    Post subject: Reply with quote

Great noone is interested in Plif. Wink Wink Wink

I think I've done my(!) final version, combining the "Hudson"- and the "Astleford"-stats:

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Plif
Type: Curious Diplomat
Size: about 25 cm in length
Species: Hoojib
Sex: Male
DEXTERITY 3D
Dodge 6D+2
KNOWLEDGE 4D
Intimidation 9D+1
Scholar (Arbra) 10D
Survival 7D+2
Willpower 11D+2
MECHANICAL 3D
PERCEPTION 6D
Con 12D
Investigation 11D+2
Persuasion 13D
Search 8D+2
STRENGTH 1D
Brawling 3D+1
TECHNICAL 1D
Special Abilities:
Force Sensitive: All Hoojibs are Force Sensitive. They use the Force to communicate telepathically without actually using Force Powers, similar to the Miraluka using the Force to “see”.
Telepathy: Hoojibs can communicate telepathically with any number of beings within a 500 meter distance. Anyone wishing to resist the communication can resist by rolling Willpower or Control against the Hoojib's Perception attribute. Telepathic communication from a Hoojib is "heard" by the target being in his own language.
Energy Drain: Hoojibs can drain energy from any piece of equipment, or any being that contains energy of any sort. If the Hoojib is in contact with the energy source, the effects are automatic. A Hoojib can attempt to drain energy from an object or being within 4 meters, but must make a Strength check in order to do so depending on the distance (range: 1-2/3/4). Treat this just like a ranged attack. A Hoojib can drain 1D3 shots or hours of use from equipment, droids, power packs, or other inanimate objects per round.
Story Factors:
Non-technological: Hoojibs are simple, arboreal creatures who have not developed any kind of technology since their needs have traditionally been provided by geothermal energy source found in Arbra's crystal caves. With their discovery by a Rebel Alliance survey team, some Hoojibs have ventured out to explore the galaxy.
This character is Force Sensitive.
Force Points: 2
Move: 4
Equipment: none
Description: Plif is a cute and curious telepathic bunny.
A Quote: "XXX"
Source: R. Hanke based on Mark F. Hudson’s Hoojib stats and the Planet Hoppers article online.

Notes from Mark F. Hudson: Hoojibs, those lovable telepathic bunnies, first appeared in issue 55 of the Marvel series when a Rebel survey team lead by Princess Leia visited their homeworld or Arbra. In issue 67, Artoo, Threepio, Chewbacca and a party of Hoojibs encountered the Darker, an ancient evil living in a ruined city hidden beneath the surface of the planet. The most prominent Hoojib featured in the comics, Plif became a recurring character throughout the remainder of the series and played a notable role in issue 87, "Still Active After All These Years", and Plif helped ward off the Tof invasion of Zeltros in issues 104-106.
Plif's first appearance was also adapted as the illustrated children's storybook, Planet of the Hoojibs.
The first appearances and early adventures of Plif and the Hoojibs have been reprinted in "Screams in the Void", volume 4 of Star Wars: A Long Time Ago..., Dark Horse Comics' trade paperback series reprinting the entire Marvel run. Plif and the Hoojibs participate in many of the adventures reprinted in subsequent volumes as well.
Full D20 stats for Hoojibs appear in the Alien Anthology supplement. For more information about Plif and his homeworld of Arbra, check out the Planet Hoppers article online at Wizards of the Coast (http://www.wizards.com/default.asp?x=starwars/article/sw20030605arbra).
Plif and the Hoojibs were created by David Michelinie and Walt Simonson.

Note from the Editor: These stats are based on my version of the Hoojib race (see “Alien Races” for more info). If you prefer Mark’s version give Plif Control 2D, Sense 10D+2 and the Force Powers Projective Telepathy and Receptive Telepathy to reflect his ability to communicate with complete strangers of another species.

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I would be happy if you could give it a look, espacially at my english. Embarassed

René
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