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Conversions - Knights of the Old Republic Campaign Guide
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sun Sep 14, 2008 6:29 am    Post subject: Reply with quote

Quote:
Inexpugnable Tactical Command Vessel
Craft: Rendili Hyperworks Inexpugnable-class Tactical Command Vessel
Affiliation: Old Republic
Era: Old Republic
Source: Knights of the Old Republic Campaign Guide (pages 184-185)
Type: Coordination warship
Scale: Capital
Length: 3,100 meters diameter
Skill: Capital ship piloting: Inexpugnable Vessel
Crew: 4,300, gunners: 299
Crew Skill: All skills 3D
Passengers: 2,000
Cargo Capacity: 50,000 metric tons
Consumables: 2 years
Cost: Not available for sale (estimated 70 million)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Space: 3
Atmosphere: 260; 750 kmh
Maneuverability: +2
Hull: 6D+2
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 75/2D
Search: 150/3D
Focus: 4/4D+2
Weapons:
20 Double Turbolaser Cannons

Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
25 Light Turbolaser Cannons
Fire Arc: 7 front, 6 left, 6 right, 6 back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 3D
10 Light Laser Cannons
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 5
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D
8 Tractor Beam Projectors
Fire Arc: 1 front, 3 left, 3 right, 1 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
Carried Craft: 144 Aurek tactical strikefighters, 24 Chela-class starfighters, 24 Conductor-class short-haul landing craft, 6 Ministry¬-class orbital shuttles, various support craft
Note: The Inexpugnable improves the fire control of all capital ships within a 5 Space units radius by +1D with a successful Moderate sensors check.

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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sun Sep 14, 2008 6:30 am    Post subject: Reply with quote

Quote:
T3-M4
Type: Modified T3-series Astromech Droid
DEXTERITY 2D+2
Blasters 4D
KNOWLEDGE 2D
Alien species 3D, scholar: chemistry 4D, scholar: engineering 4D
MECHANICAL 3D
Astrogation 6D, space transports 5D
PERCEPTION 2D
Forgery 4D+1, hide 2D+2, search 4D, sneak 2D
STRENGTH 2D
TECHNICAL 3D
Computer programming/repair 7D, demolitions 6D+2, droid programming 4D, droid repair 4D, security 5D+1, space transport repair 6D
Equipped With:
-Integrated blaster pistol (4D+2 damage, stun option)
-Electroshock probe (2D ion damage)
-Electric arc welder
-Fire extinguisher
-Video and auditory sensors (+2D to search, negates darkness penalties)
-Holorecorder/projector
-Internal storage space (2 Kg)
-5 tool appendages
-4 wheeled magnetic feet
Move: 8
Size: 1 meter tall
Source: Knights of the Old Republic Campaign Guide (page 216)

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cheshire
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Posts: 4834

PostPosted: Sun Sep 14, 2008 3:04 pm    Post subject: Reply with quote

Wow. You've been busy. I was holding off for a while so I could work on the RotS book. But if this project is pressing on, I should probably get to work on it too. I'll see if I have time to post a stat or two later on today.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sun Sep 14, 2008 3:35 pm    Post subject: Reply with quote

Nah, those conversions were done a while ago. When Wizards released a preview I would convert it right away, so it wasn't that much work. And please don's feel pressed to do these conversions.

If you ask me, I would rather you kept on working on the Ep3 book, and I'll try to turn out some conversions for this book as I'm able to.
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cheshire
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PostPosted: Sun Sep 14, 2008 5:47 pm    Post subject: Reply with quote

Of course, the two aren't mutually exclusive. Currently, I'm working on a few different versions of the Anakin write up, which is a lot different than doing the biographical details from the minor characters.

Anyway, I've noticed that there are a few stats that we've already got. For example, we've already converted the Selkath and the Cathar stats for the Aliens book, as they've been in some previous WotC supplements. The conversions are so close that I see no reason to revise what we've already done. (At least they are for the Cathar, I haven't confirmed the Selkath yet.) If that is the case, I think it would be wise to just cut and paste the stats from the Aliens book.
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cheshire
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PostPosted: Mon Sep 15, 2008 11:42 am    Post subject: Reply with quote

Arkanians are covered in the Aliens D6 book, but the Arkanian offshoot isn't.

Quote:

Arkanian Offshoot
Attribute dice 12D
Dex 2D/4D+2
Kno 1D+1/4D
Mec 2D+1/4D+1
Per 1D+1/4D
Str 1D+1/4D
Tec 1D+1/4D

Special abilities:
Condition Bonus: Most offshoots are genetically engineered for a specific purpose. At character creation, and Arkanian Offshoot may add an additional 1D+2 to any one Technical or Mechanical skill.

Determination: Once per adventure, an Arkanian Offshoot may re-roll a single roll in any trained skill.

Move: 10/12
Size: 1.6 to 2.2 meters tall.
Source: Knights of the Old Republic Campaign Guide (pages 10,11)



Check my work, because this is my first time working on a species.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Mon Sep 15, 2008 11:47 am    Post subject: Reply with quote

I don't think the Selkath was ever officially published before, was it? You're right about the Cathar, though.

I'm doing some conversions today, and I'm quite upset with a few omissions on confused stats in this book. For example:

- The Selkath's text explains all about their poisonous retractable claws, however the stats don't mention them at all.
- It says the Urban Navigator Speeder Bike is fast, but cannot compare to the Lhosan AeroChaser for maxium velocity. However, in the stats, the Urban Navigator's max speed is 500 kmh, while the AeroChaser's is 400 kmh.
- The PL-90 Luxury Speeder is described time and again as a "Landspeeder", a "ground vehicle", however, the picture shows it soaring in the high altitude traffic lanes of Taris.
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Last edited by Gry Sarth on Tue Sep 16, 2008 2:33 am; edited 1 time in total
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Mon Sep 15, 2008 11:51 am    Post subject: Reply with quote

This is my take on the Offshoot:

Quote:
Arkanian Offshoot
Home Planet: Arkania
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D+2/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/3D+2
STRENGTH 1D+2/4D+1
TECHNICAL 1D+2/4D
Special Abilities:
Engineered: Arkanian Offshoots are typically engineered for specific industrial tasks. At character creation they get an extra 2D to place in either lifting, repair skills, piloting skills, survival or first aid.
Story Factors:
Sub-race: Pureblood Arkanians consider the Offshoot to be no more than tools or slaves.
Move: 10/12
Size: 1.6 to 2.2 meters tall.
Source: Knights of the Old Republic Campaign Guide (pages 10-11)


I just don't think the whole "re-roll" mechanic should be translated directly to the D6 system, it feels a bit out of place.
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Gry Sarth
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Location: Sao Paulo - Brazil

PostPosted: Mon Sep 15, 2008 11:54 am    Post subject: Reply with quote

Quote:
Rakata
Home Planet: Rakata Prime
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D+1
PERCEPTION 1D+1/3D+2
STRENGTH 1D+2/3D+2
TECHNICAL 2D+1/4D+2
Special Abilities:
Force Blind: For reasons unknown, they have lost their connection to the Force. Rakata characters can’t be Force Sensitive, though they can still gain Dark Side Points and be affected by Force Powers.
Rage: Once per day, a Rakata can fly into a rage, gaining a +1D bonus to melee attacks and damage, but cannot use skills that require patience and concentration. A fit of rage lasts for a number of rounds equal to 5+ the character’s number of full Strength dice. At the end of its rage, the character is tired, suffering a -1 penalty to all actions until he rests for at least 10 minutes.
Move: 10/12
Size: 2 meters tall on average
Source: Knights of the Old Republic Campaign Guide (pages 17-18 )


Quote:
Selkath
Home Planet: Manaan
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D+1/4D+1
STRENGTH 1D+2/4D
TECHNICAL 2D/4D
Special Abilities:
Amphibious: Selkath can breathe underwater and get a +2D bonus to swimming.
Poison: Selkath retractable claws can inject venom into an enemy that does 3D damage on a successful attack and another 2D after 5 rounds. Using poison in a fight is considered unseemly by many Selkath and was outlawed on ancient Manaan.
Able Healers: Selkath get a +1D bonus to first aid when healing another.
Move: 10/12 (walking), 6/8 (swimming)
Size: 1.5 meters tall on average
Source: Knights of the Old Republic Campaign Guide (pages 18-19)

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cheshire
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PostPosted: Mon Sep 15, 2008 8:56 pm    Post subject: Reply with quote

How do you do your calculations, Gry? I'm wondering if there's something that I'm doing wrong, or if I'm just using a different standard. (Aside from the special abilities, a lot of times I know you just have to eyeball it.)

Granted, the re-roll factor isn't very D6'ish. It seems like something we can leave out without it doing any detriment to the species.
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Ankhanu
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PostPosted: Mon Sep 15, 2008 11:37 pm    Post subject: Reply with quote

cheshire wrote:
Granted, the re-roll factor isn't very D6'ish. It seems like something we can leave out without it doing any detriment to the species.

I'd be inclined to disagree; it works just fine taking it out as a mechanic and using it as perhaps a Story Factor.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Tue Sep 16, 2008 2:42 am    Post subject: Reply with quote

I don't think you're doing anything wrong in your calculations, Chesh. It's just that I feel converting needs a lot of interpretation, not just math. According to the "rules", the Offshoot would have DEX 4D+2 and STR 4D as you wrote it. But, first, as a species engineered for labor, I don't think they would be so agile and should be a tad stronger. I tried to keep them as close to the Purebloods as possible, since they're just a variation. Second, I try to have the maximums add up to 24D (add or take a pip), so the species is balanced.
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schnarre
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PostPosted: Tue Sep 16, 2008 3:56 am    Post subject: Reply with quote

The Basilisk looks pretty good Gry!

There's probably 'story element' in a good deal of such game mechanics (whether it fits or not is another thing, however)...
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cheshire
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PostPosted: Thu Sep 18, 2008 8:54 am    Post subject: Reply with quote

The more I keep thinking about the rakghoul disease, the more I wonder if it's WEG'ish. The mechanic works fine, I guess if you're looking for someone to make a quick transition to a beastie... but if an heroic character gets hit, shouldn't there be more time in the transition? It didn't seem like people changed immediately in the game. Maybe it would be better if the disease did 3D damage, and then you had to roll to resist the damage twice a day, except every successive roll increase one pip? So, by the end of the second day you're resisting 4D+1 damage?

Alternatively, maybe it has a standard difficulty to resist, but you get to roll one pip less STR to resist every roll?

The way it's set up now, I guess could take a while, but it winds up being an attrition of CPs.

I guess another aspect that I'm not aware of is how long it really would take a character to transition in SAGA edition? I suppose that depend on their level.

What do you guys think?
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Xynar
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PostPosted: Thu Sep 18, 2008 12:57 pm    Post subject: Reply with quote

The Rakghouls were created by the Sith, therefore the disease could be different in that the person would need to resist with Willpower or Control. In the comics, several Mandies were infected quite easily.
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