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Conversions - Knights of the Old Republic Campaign Guide
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cheshire
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PostPosted: Thu Sep 18, 2008 2:26 pm    Post subject: Reply with quote

Was it created by the sith?
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Xynar
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PostPosted: Thu Sep 18, 2008 10:55 pm    Post subject: Reply with quote

They are controlled and created with the Miir (sp?) Talisman which is a Sith Atrifact. There is a story arc going on right now called Vector in the comic lines that cover this artifact.
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Gry Sarth
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PostPosted: Fri Sep 19, 2008 11:33 am    Post subject: Reply with quote

Wizards had already released stats for the Rakghoul in their website before, this is how I had converted it back then:

Quote:
Rakghoul
Type: Infected predator
Planet of Origin: Taris
DEXTERITY 4D
PERCEPTION 2D
Search 4D+1
STRENGTH 4D
Climbing/jumping 6D+2
Special Abilities:
Rakghoul Disease: A Human bitten by a rakghoul must succeed at a Very Difficult stamina roll or contract rakghoul disease. If a Human contracts the disease, he or she must make a Very Difficult stamina roll every hour or suffer -1 penalty to Strength. This disease cannot be healed normally. The damage can be healed only by application of a serum or other agent specifically designed to combat rakghoul disease. When a target infected with the disease is reduced to Strength of 0, it dies and immediately becomes a rakghoul, powerful characters become rakghoul fiends.
Exceptional Reflexes: Gain a +1D bonus to all Perception rolls made to determine initiative.
Move: 10
Size: Varies widely
Source: Wizards Website, Knights of the Old Republic Campaign Guide (page 223)


Also, I already moved on an converted all the starships and vehicles from the book. I'll be posting them here later on. So as far as I know what's still missing is equipment, weapons, droids and generic NPCs.
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cheshire
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PostPosted: Fri Sep 19, 2008 12:25 pm    Post subject: Reply with quote

Equipment is really a matter of eyeballing and comparison to similar items, as there's no real conversion calculation paradigm. But I think that the shields are going to take some discussion. I've been mulling a few ideas around in my head to try to get things balanced on those.
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Gry Sarth
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PostPosted: Fri Sep 19, 2008 6:57 pm    Post subject: Reply with quote

There are a couple of examples of WEG shields:

Quote:
Magnaforce Security Shield
Model: Simcronics MagnaForce Personal Energy Shield
Type: Personal defensive field generator
Skill: Melee parry
Cost: 25,000 pair, 2,500 (custom power cells)
Availability: 4, F, R or X
Game Notes: This unit is used much like starship shields, except that it is character scale. Initial activation requires an Easy melee parry roll, which generates a round shield 50 centimeters in diameter. A character my make a melee parry round – if the roll is higher than the firer’s blaster roll (as per normal shield rolls), the wearer has placed the force shield in the way. If the roll is lower than the attacker’s blaster roll, the character didn’t get the shield in place in time and was hit by the blast. If the defender got the shield in place, the blaster bolt must roll against the shield’s defensive field of 4D to see if it penetrates the field (use the protection rules). Any further damage affects the target as indicated in the chart “Cover Modifiers”. The power cell will work for two minutes before being drained.
Source: Galladinium’s Fantastic Technology (page 92), Adventure Journal 16 (page 187)

Shield Belt
Type: Wearable energy blast shield
Scale: Character
Effect: Adds +4D to character’s Strength to resist damage from energy attacks. If wearer suffers any damage, belt is overloaded and shorts out. This shield completely drains a power pack in ten seconds (two rounds).
Source: The Politics of Contraband (page 26)

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cheshire
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PostPosted: Fri Sep 19, 2008 8:23 pm    Post subject: Reply with quote

Hrm... it's too bad that the cost isn't listed on the wearable shield belt. The Kotor belts seems to last for the "entirety of the encounter" rather than the short duration described in Politics of Contraband.

Ion pg. 72 of the Kotor book they have a chart for points of shield resistance and cost.
SR..........cost
5 ..........500
10..........2,500
15..........4,500
20..........8,000
35.........12,500
30.........18,000

I wouldn't mind extending the duration on some of these as the cost is the prohibitive factor. You can buy a decommissioned military sub for 18,500. There should be a reason why a character would want to buy the shield over the submarine. Also, for comparison, a Rebel Speeder truck costs 13,600 new, a sniper blaster rifle (high end) is costing about 1,500, a light repeating blaster is only 300. However, in GG 10, you can find a body glove that can help absorb up to 1D of damage for 4,000.

I think the Star Wars economy is really screwed up.
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cheshire
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PostPosted: Fri Sep 19, 2008 8:46 pm    Post subject: Reply with quote

If we use the reflect glove (page 16 of Gry's equipment PDF) as a starting point, then we can work something like this:
Quote:

Personal Shields
Model: Czerka 351-K personal shield
Type: Protective energy-dispersing shield
Cost: See chart below
Availability: 1
Game Notes:
Energy shields may be activated once a day, for a full day's worth of limited protection from energy attacks. Personal shields are unaffected by physical attacks. Once the wearer has taken damage of Wounded or greater, the energy shield shuts down to prevent a critical overload. The shield may be activated again the following day. However, the shield can only be activated a total of five times.

The Strength bonus to resist determines the cost of the shield.

Bonus......Cost
+1...........500
+2..........2,500
1D..........4,000
1D+1......8,000
1D+2....12,000
2D........18,000


I mean, the math works. And it seems pretty proportional, there's a big difference between rolling 3D to resist a blaster, and rolling 5D to resist a blaster. On the other hand, you only get to activate the thing five times, so you don't have a permanently bulletproof character.

Also, the thing about energy and not physical damage is WotC's deal, not mine. It also helps explain why there are so darn many vibroblades and physical damage objects out there in this day and age.

Also, dex penalties on these things, or are they fine as they are?
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Luwingo_Spince
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PostPosted: Fri Oct 10, 2008 6:38 pm    Post subject: Reply with quote

Hi Guys I was wondering how it was going with this project?

I love the stuff you've done so far. It will help those who are running a KOTOR Campaign like myself.

Oh and Gry Sarth love your books, quality work have printed about half of them and working on the other half
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Gry Sarth
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PostPosted: Sat Oct 11, 2008 5:18 am    Post subject: Reply with quote

Thanks,

With this project, I think we're done with aliens, creatures, starships and vehicles. So what's missing is weapons, equipment and NPCs.

I have just started a Master course, so my free time has dramatically decreased...
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cheshire
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PostPosted: Wed Oct 15, 2008 11:50 am    Post subject: Reply with quote

That's good info to have. I'll see if I can have two minutes to rub together to start to work on some weapons. The pulse weapons are already done in the TOTJC. Some of the projectile weapons look interesting, though. It's kind of hard for a Jedi to block a shotgun. Smile
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Luwingo_Spince
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PostPosted: Thu Oct 16, 2008 7:20 pm    Post subject: Reply with quote

I found this somewhere I hope it helps...

Sorry long post

Knights of the Old Republic d6 Accessories


Accessories are an essential part of any successful mercenary, bounty hunter, even Jedi.


Adrenaline Amplifier
Type: Belt
Effect: Dexterity +2
Description: This belt gives the user an adrenaline rush, increasing his reflexes.

Advanced Adrenaline Amplifier
Type: Belt
Effect: Dexterity +1D
Description: This belt gives the user an adrenaline rush, increasing his reflexes.

Advanced Stealth Unit
Type: Belt
Effect: Sneak +1D, Hide +1D
Description: This belt creates a camouflaging shield around the user, making it harder to detect them.

Advanced Aural Amplifier
Type: Head Gear
Effect: Perception +1D when involving sound, Search +1D when searching for sound
Description: This earpiece selectively magnifies quiet noises, making it easier for the user to track sounds, while at the same time dampening louder sounds to prevent deafness.

Advanced Stabilizer Gloves
Type: Gloves
Effect: Dexterity +2, Lightsaber +1D (when used to deflect blasters)
Description: These gloves make dexterous, fluid actions easier for the user, and are particularly effective in magnifying the deflecting capabilities of a lightsaber-wielding user.

Bothan Perception Visor
Type: Visor
Effect: Perception +2, Explosives +1, Security +1
Description: This heads up display visor makes noticing slight details that would otherwise go unnoticed noticeable.

Breath Mask
Type: Mask
Effect: Immunity to air-born poison ingested through breathing
Description: This mask effectively protects the user against many air-born poisons.

Cardio Regulator
Type: Belt
Effect: Stamina +1
Description: This belt helps to regulate the bodily system, making the user stronger.

Circlet of Saresh
Type: Head Gear
Effect: +1D+2 to Force Power rolls
Description: This famous circlet is an artifact of great Light Side power, and is only useable by Light Side Force adepts.

CNS Strength Enhancer
Type: Belt
Effect: Strength +1, Dexterity +1, Stamina +1
Description: This belt is often used by guards and security forces.

Demolition Sensor
Type: Head Gear
Effect: Perception +2D, Explosives +1D
Description: This heads up display was originally intended to aid demolitionists in manipulating their gear, but also has the side effect of increasing the user’s awareness of his surroundings.

Electrical Capacitance Shield
Type: Belt
Effect: 100% Immunity vs. electricity
Description: This belt creates a defensive shield around the body which absorbs harmful electrical energy before it comes into contact with the user.

Eriadu Strength Amplifier
Type: Gauntlets
Effect: Strength +2 (does not affect defense)
Description: These gauntlets aid the user in forearm-related Strength checks such as Brawling or Damage. The bonus does not extend to the entire body.

Interface Visor
Type: Visor
Effect: +2 Strength when rolled for defense against sounds, Computer Programming/Repair +1D, Explosives +1D (when used with electronic systems), Security +1D (when used with electronic systems)
Description: This visor links up with electronic systems, allowing the user to more fully understand the device he is working on.

Light Scan Visor
Type: Visor
Effect: Perception +1D in low light conditions
Description: This device magnifies available light to allow the user to see more effectively in low light conditions.

Marka Ragnos’ Gauntlets
Type: Gauntlets
Effect: +1D+2 Lightsaber
Description: These legendary gauntlets once belonged to the Sith Lord, Marka Ragnos. They are a great artifact of Dark Side power, and only useable by Dark Force users.

Nerve Amplifier Belt
Type: Belt
Effect: Immunity to most stuns
Description: This belt increases the resistance of the user’s nervous system to stuns.

Power Belt
Type: Belt
Effect: Strength +1
Description: This belt increases the user’s strength.

Sith Power Gauntlets
Type: Gauntlets
Effect: Strength +1D
Description: These gauntlets aid the user in forearm-related Strength checks such as Brawling or Damage. The bonus does not extend to the entire body.

Sonic Nullifiers
Type: Ear Protection
Effect: +5 Strength when rolled for defense against sounds
Description: Loud noises can often be very damaging, this gear helps to cancel out that effect by blocking dangerously loud or high-pitched sounds.

Stealth Field Reinforcement
Type: Head Gear
Effect: Sneak +2D, Hide +2D
Description: When used in conjunction with an Advanced Stealth Unit, this device greatly magnifies the camouflaging shield.

Strength Gauntlets
Type: Gauntlets
Effect: Strength +1
Description: These gauntlets aid the user in forearm-related Strength checks such as Brawling or Damage. The bonus does not extend to the entire body.

Thermal Shield Generator
Type: Belt
Effect: 100% Immunity vs. fire (not heat)
Description: This belt creates a defensive shield around the user’s body which absorbs flames before they come into contact with the user.

Vacuum Mask
Type: Helmet
Effect: Seals for up to 1 hour.
Description: This mask is used to protect ones self from dangerous poisons or gasses that are breathable.

Verpine Cardio-Regulator
Type: Belt
Effect: Stamina +2
Description: This belt helps to regulate the system, making the body stronger.

Verpine Headband
Type: Headband
Effect: Willpower +1, Perception +1
Description: This headband increases activity in certain areas of the brain.

Knights of the Old Republic d6 Equipment.



The era is 3,900 BBY. Weapons, armor and devices are generally not as effective as their later-era counterparts. Unlike in the Rise of the Empire era, weapons in the Jedi Civil War era do not generally have a stun setting. At times, some weapons in the Jedi Civil War era will be more powerful than their counterparts, since under the Empire heavy weapon limitations were in effect.

Some items, however, are of a suitable grade to be upgraded. All weapons and armor are upgradeable unless otherwise stated.

Armor
(Armor in the days of the Old Republic was not as effective as later armor, and proved to be much more bulky. Many custom pieces of armor were modified to help the user survive in extreme environments, protecting them from heat or cold. Some armor was even made of sound-absorbent materiel to help avoid sonic damage. More often than not, armor users sacrificed physical protection for more energy protection in a galaxy filled with blasters.)

Baran Do Novice Robe
Protection: Full body except head
Physical Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Special: +2D Force resistance rolls
Upgrade: Armor unerlays only

Echani Heavy Armor
Protection: Full body except head
Physical Defense: 2D
Energy Defense: 2D
Bulk: -1D+2

Echani Shield Suit
Protection: Full body except head
Physical Defense: 1D+1
Energy Defense: 2D
Bulk: -1D

Electromesh Armor
Protection: Full body except head
Physical Defense: 1D+1
Energy Defense: 2D+1
Bulk: -2

Felenar Armor
Protection: Full body except head
Physical Defense: 2D
Energy Defense: 2D
Bulk: -1D

Heavy Cinnagar War Suit
Protection: Full body except head
Physical Defense: 1D+2
Energy Defense: 1D+2
Sonic Defense: 3D+2
Bulk: -1D

Iotran Braceman Armor
Protection: Full body except head
Physical Defense: 2D
Energy Defense: 2D
Bulk: -1D+1

Jal Shey Neophyte Armor
Protection: Full body except head
Physical Defense: 0D+2
Energy Defense: 0D+2
Bulk: -1D
Special: Persuasion +2

Jamoh Hogra's Battle Armor
Protection: Full body except head
Physical Defense: 2D
Energy Defense: 2D
Bulk: -1D+1
Special: +1 Strength (does not effect defense)
Note: Characters attacking a target wearing Jamoh Hogra's Battle Armor must roll a regular dice instead of their wild dice when rolling damage.

Jedi/Dark Jedi Knight Robe
Protection: Full body except head
Physical Defense: 0D+2
Energy Defense: 0D+2
Bulk: 0D
Upgrade: Armor underlays only

Jedi/Dark Jedi Master Robe
Protection: Full body except head
Physical Defense: 0D+2
Energy Defense: 0D+2
Bulk: 0D
Special: +1 Force Power use
Upgrade: Armor underlays only

Jedi/Dark Jedi Robe
Protection: Full body except head
Physical Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Upgrade: Armor underlays only

Krath Holy Battle Suit
Protection: Full body except head
Physical Defense: 1D+2
Energy Defense: 1D+2
Cold Defense: 2D+2
Fire Defense: 2D+2
Sonic Defense: 2D+2
Bulk: -1D+1

Mandalorian Battle Armor
Protection: Full body except head
Physical Defense: 2D
Energy Defense: 2D
Electrical Defense: 4D+1
Bulk: -1D+2

Mandalorian Combat Suit
Protection: Torso
Physical Defense: 0D+2
Energy Defense: 0D+2
Bulk: -2

Mandalorian Heavy Armor
Protection: Full body except head
Physical Defense: 2D+1
Energy Defense: 2D+1
Bulk: -1D+2
Special: Immunity to most stuns

Mandalorian Heavy Suit
Protection: Torso and Legs
Physical Defense: 2D
Energy Defense: 1D
Bulk: -2

Matrix Armor
Protection: Full body except head
Physical Defense: 2D+1
Energy Defense: 3D+1
Bulk: -1D+2

Matukai Adept Robe
Protection: Full body except head
Phyiscal Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Upgrade: Armor underlays only

Matukai Apprentice Robe
Protection: Full body except head
Physical Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Special: Stamina +1, Dexterity +1, Strength +1 (does not effect defense)

Massassi Ceremonial Armor
Protection: Torso
Physical Defense: 1D
Energy Defense: 1D
Bulk: -2
Note: Characters attacking a target wearing Massassi Ceremonial Armor must roll a regular dice instead of their wild dice when rolling damage.

M'Whk'Gfa
Protection: Full body except head
Physical Defense: 2D+2
Energy Defense: 2D+2
Bulk: -1D+2

Norris Robe
Protection: Full body except head
Physical Defense: 0D+2
Energy Defense: 1D
Bulk: 0D
Upgrade: Armor underlay only

Ossus Keeper Robe
Protection: Full body except head
Physical Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Special: Persuasion +2, Knowledge +1D
Upgrade: Armor underlay only

Padawan Robe
Protection: Full body except head
Physical Defense: 0D+1
Energy Defense: 0D+1
Bulk: 0D
Upgrade: Armor underlays only

Ulic Qel-Droma's Mesh Suit
Protection: Full body except head
Physical Defense: 1D+2
Energy Defense: 1D+2
Fire Defense: 3D+2
Cold Defense: 3D+2
Bulk: -1D

Sith Battle Suit
Protection: Full body except head
Physical Defense: 1D+1
Energy Defense: 1D+1
Bulk: -0D+1

Verpine Fiber Mesh
Protection: Full body except head
Physical Defense: 1D+2
Energy Defense: 1D+2
Bulk: -1D

Zabrak Field Armor
Protection: Full body except head
Physical Defense: 1D+1
Energy Defense: 1D+1
Cold Defense: 5D+1
Bulk: -1D

Zeison Sha Initiate Armor
Protection: Full body except head
Physical Defense: 1D
Energy Defense: 1D
Bulk: -1D
Special: Stamina +1


Ranged Weapons
(Ranged weapons use Energy damage unless otherwise stated)

Elite Watchman Blaster
Scale: Character
Skill: Blaster: Heavy Blaster Pistol
Ranges: 3-9, 16, 23
Damage: 5D+2
Ammo: 25
Special: Stun for 1 round on hit. Roll 1D: If the number is 5-6, the target is stunned. Target must make a successful Stamina (Moderate) check to resist stun.

Charric
Scale: Character
Skill: Disruptor: Disruptor Rifle
Ranges: 5-10, 16, 28
Damage: 5D
Ammo: 100
Special: Attack +4
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.

Dashade Sonic Disruptor
Scale: Character
Skill: Disruptor: Disruptor Pistol
Ranges: 4-8, 13, 17
Damage: 6D
Ammo: 20
Special: Attack +1
Upgrade: Scope only
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.
Note: When used against a target that has Sonic resistance of any sort, this weapon does 4D+1 damage.

Disruptor Carbine
Scale: Character
Skill: Disruptor: Disruptor Carbine
Ranges: 3-10, 19, 28*
Damage: 5D
Ammo: 100
Upgrade: Not Upgradeable
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.
* At long range, increase difficulty by +5

Disruptor Rifle
Scale: Character
Skill: Disruptor: Disruptor Rifle
Ranges: 3-9, 17, 28
Damage: 5D
Ammo: 100
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.

Freedon Nadd's Blaster
Scale: Character
Skill: Blaster: Blaster Pistol
Ranges: 3-5, 14, 23
Damage: 5D+1
Ammo: 45
Special: +3D+2 Dark Side damage when used against a Light Side Force Adept
Special: Attack +2
Upgrade: Scope only
Note: Useable only by Dark Side characters.

Heavy Blaster
Scale: Character
Skill: Blaster: Heavy Blaster Pistol
Ranges: 3-9, 16, 23
Damage: 5D
Ammo: 25
Upgrade: Not Upgradeable

Heavy Repeating Carbine
Scale: Character
Skill: Blaster: Blaster Carbine
Ranges: 3-5, 15, 28*
Damage: 7D
Ammo: 60
Upgrade: Not Upgradeable
* At long range, increase difficulty by +5

Mining Laser
Scale: Character
Skill: Blaster: Mining Laser
Ranges: 3-5, 15, 23
Damage: 4D+2
Ammo: 50
Upgrade: Not Upgradeable

Mandalorian Blaster
Scale: Character
Skill: Blaster: Blaster Pistol
Ranges: 3-8, 14, 23
Damage: 4D+2
Ammo: 110
Special: Attack +1

Mandalorian Disintegrator
Scale: Character
Skill: Disruptor: Disruptor Pistol
Ranges: 4-9, 14, 23
Damage: 6D
Ammo: 15
Special: Attack +2
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.

Mandalorian Heavy Blaster
Scale: Character
Skill: Blaster: Heavy Blaster Pistol
Ranges: 4-9, 16, 23
Damage: 5D
Ammo: 35
Special: Attack +1

Mandalorian Ripper
Scale: Character
Skill: Disruptor: Disruptor Pistol
Ranges: 4-9, 14, 23
Damage: 4D+2
Ammo: 30
Special: Attack +2
Note: Disruptor weapons attack using Physical damage. Armor and/or shield defenses should be adjusted appropriately.

Micro-Pulse Blaster
Scale: Character
Skill: Blaster: Blaster Pistol
Ranges: 3-9, 15, 23
Damage: 6D+1
Ammo: 15
Special: Attack +2

Onderon Repeating Carbine
Scale: Character
Skill: Blaster: Blaster Carbine
Ranges: 3-9, 19, 28*
Damage: 7D+1
Ammo: 115
Special: Attack +1
Upgrade: Not Upgradeable
* At long range, increase difficulty by +5

Repeating Blaster Carbine
Scale: Character
Skill: Blaster: Blaster Carbine
Ranges: 3-8, 17, 28*
Damage: 5D+1
Ammo: 110
Upgrade: Not Upgradeable
* At long range, increase difficulty by +5

Repeating Blaster Rifle
Scale: Character
Skill: Blaster: Blaster Rifle
Ranges: 3-9, 16, 28
Damage: 5D+1
Ammo: 110

Republic Blaster
Scale: Character
Skill: Blaster: Blaster Pistol
Ranges: 3-9, 15, 23
Damage: 4D+2
Ammo: 70

Slavemaster Stun Carbine
Scale: Character
Skill: Blaster: Blaster Carbine
Ranges: 3-8, 17, 25*
Damage: 0D
Ammo: 130
Special: Stun 1 round on hit. Roll 1D: if the number rolled is 5-6, the target is stunned. Target must make a successful Stamina (Very Difficult) check to resist stun.
Upgrade: Not Upgradeable
* At long range, increase difficulty by +5.

Systech Electric Blaster
Scale: Character
Skill: Blaster: Blaster Pistol
Ranges: 3-5, 14, 23
Damage: 6D+1
Ammo: 15
Special: Attack +1
Upgrade: Scope only

Verpine Droid Disintegrator
Scale: Character
Skill: Blaster: Blaster Rifle
Ranges: 2-9, 18, 28
Damage: 7D
Ammo: 5
Special: Attack +2
Upgrade: Scope and Chamber only
Note: When used against mechanical targets this weapon does 12D+1 damage.

Verpine Droid Disruptor
Scale: Character
Skill: Blaster: Blaster Rifle
Ranges: 2-10, 17, 28
Damage: 5D+1
Ammo: 25
Special: Attack +2
Upgrade: Scope and Chamber only
Note: When used against mechanical targets, this weapon does 8D+3 damage.

Watchman Blaster
Scale: Character
Skill: Blaster: Hold-out Blaster
Ranges: 3-4, 15, 23
Damage: 4D+2
Ammo: 10
Special: Stun 1 round on hit. Roll 1D: if the number rolled is 5-6, the target is stunned. Target must make a successful Stamina (Moderate) check to resist stun.

Melee Weapons
(Melee weapons use Physical damage unless otherwise stated)
(In a galaxy where Cortosis is still relatively common and Jedi and Sith are common across the galaxy, Cortosis weaves are built into melee weapons in an attempt to level the playing field. When a Lightsaber clashes with a melee weapon listed below (in other words, successful block roll), roll the lightsaber damage vs. a roll of 5D for the melee weapon. If the melee weapon wins the roll, it merely takes no damage, but if it loses, it takes damage. The weapons have a health of 16. Decrease weapon damage the same as with a person (who takes damage).)

Energy Baton
Scale: Character
Skill: Melee Combat: Stun Baton
Difficulty: Very Easy
Damage: STR+0D+2
Special: Stun 3 rounds on hit. Roll 1D: if the number rolled is 5-6, the target is stunned. Target must make a successful Stamina (Moderate) check to resist stun.
Upgrade: Not Upgradeable

Exchange Negotiator
Scale: Character
Skill: Melee Combat: Stun Baton
Difficulty: Very Easy
Damage: STR+1D+1 (Maximum 4D)
Special: Stun 1 round on hit. Roll 1D: if the number rolled is 5-6, the target is stunned. Target must make a successful Stamina (Difficult) check to resist stun.
Upgrade: Not Upgradeable

Force Pike
Scale: Character
Skill: Melee Combat: Force Pike
Difficulty: Difficult
Damage: STR+2D+1 (Maximum 6D+2)
Special: Stun 1 round on hit. Roll 1D: if the number rolled is 5-6, the target is stunned. Target must make a successful Stamina (Moderate) check to resist stun.
Upgrade: Not Upgradeable

Gand Discharger
Scale: Character
Skill: Melee Combat: Stun Baton
Difficulty: Very Easy
Damage: STR+1D (Maximum 3D)
Special: Stun 1 round on hit. Roll 1D: if the number rolled is 4-6, the target is stunned. Target must make a successful Stamina (Very Difficult) check to resist stun.
Upgrade: Not Upgradeable

Handmaiden's Staff
Scale: Character
Skill: Melee Combat: Quarterstaff
Difficulty: Difficult
Damage: STR+2D+1 (Maximum 6D+1)
Special: +2 Attack, +1 Block/parry
Upgrade: Not Upgradeable

Ludo Kressh's War Sword
Scale: Character
Skill: Melee Combat: Long blade
Difficulty: Moderate
Damage: STR+3D (Maximum 6D+2)
Special: +1 Attack, +2 Dark Side Force use
Upgrade: Edge and Grip only

Rodian Death Blade
Scale: Character
Skill: Melee Combat: Long blade
Difficulty: Moderate
Damage: STR+1D+1 (Maximum 5D+1)
Special: Attack +1
Upgrade: Not Upgradeable

Sith Tremor Sword
Scale: Character
Skill: Melee Combat: Vibrosword
Difficulty: Moderate
Damage: STR+2D+2 (Maximum 6D)
Special: Attack +2

Twi'Lek Spinning Blade
Scale: Character
Skill: Melee Combat: Long blade
Difficulty: Moderate
Damage: STR+1D+1 (Maximum 5D+2)
Upgrade: Not Upgradeable

Vibro Double-blade
Scale: Character
Skill: Melee Combat: Double-Bladed Vibrosword
Difficulty: Difficult
Damage: STR+3D (Maximum 7D)

Vibroblade
Scale: Character
Skill: Melee Combat: Vibroblade
Difficulty: Moderate
Damage: STR+ 2D (Maximum 6D)

Vibrosword
Scale: Character
Skill: Melee Combat: Vibroblade
Difficulty: Moderate
Damage: STR+2D+1 (Maximum 6D+1)

Quarterstaff
Scale: Character
Skill: Melee Combat: Staff
Difficulty: Difficult
Damage: STR+1D+1 (Maximum 5D)
Upgrade: Not Upgradeable

Zhaboka
Scale: Character
Skill: Melee Combat: Double-Bladed Sword
Difficulty: Difficult
Damage: STR+4D+1 (Maximum 9D)
Upgrade: Edge and Grip only
Note: Character must make a successful Moderate Strength check at the beginning of each round in order to use this weapon. If a Strength check is failed, it may not be attempted again until the next round.

Knights of the Old Republic II: The Sith Lords d6 Accessories

Accessories are an essential part of any successful mercenary, bounty hunter, even Jedi.

Absorption Visor
Type: Visor
Effect: +1 defense (front head only), +2D+2 defense vs. electrical and energy attacks (front head only), +5D defense vs. Ion attacks (front head only), +5D+2 defense vs. sonic attacks (front head only)
Description: This visor absorbs energy of multiple kinds, protecting the users face from nearly any sort of harmful energy.

Adrenaline Stimulator
Type: Belt
Effect: +2 Dexterity
Description: This belt improves the adrenal glands, making the wearer slightly faster.

Advanced Adrenaline Amplifier
Type: Belt
Effect: +2 Dexterity, +2 Dodge
Description: This belt stimulates the Adrenal Glands, making the user faster than normal.

Aratech Cardio Regulator
Type: Belt
Effect: +1 Stamina, +2 Defense, +1 Strength (does not effect defense)
Description: This belt monitors and regulates the cardio-vascular system, improving physical performance and strength.

Aratech Echo Belt
Type: Belt
Effect: +2D Sneak, Hide, +1D Dexterity
Effect: This belt greatly improves the users dexterity and aids him in remaining undetected.

Arkanian Blinders
Type: Mask
Effect: +1 Defense, Immunity to visually induced Stuns
Description: The Arkanians developed these masks to protect their sensitive infra-red eyes while off of their homeworld.

Bindo's Band
Type: Headband
Effect: +2 Persuasion, +2D for resisting the effects of mind-based Force powers (this defense does not extend to abilities such as Force Lightning or Telekinetic Kill, only powers that effect the wearers mind)
Description: It is unknown if this headband actually belonged to Jolee Bindo, but it carries a strong aura of neutral Force energy.

Breath Mask
Type: Mask
Effect: Immunity to air-born poison ingested through breathing
Description: This mask effectively protects the user against many air-born poisons.

Circlet of Saresh
Type: Circlet
Effect: +1D on all Force Power rolls except for offensive powers like Stun Enemy or Force Lightning, +1D Force Power resistance (does not apply to powers that affect the physical self unless a Force Power is being used to counter them, otherwise it only applies to mind-affecting Force Powers like Affect Mind or Receptive Telepathy)
Description: This circlet is an artifact of immense Force Strength, and enhances the wearer's ability to use the power of the Force.

Das’skar Hunting Mask
Type: Mask
Effect: +1 Attack, +2 Perception, +2 Sneak, Hide, +1 Dexterity
Description: These hunting masks enhance abilities essential to any hunter.

Disruption Gloves
Type: Gloves
Effect: +2D Disruptor damage for hand-to-hand combat (penetrates shields, classed as physical vs. armor, adjust defenses accordingly)
Description: These gloves feature built in circuits that discharge a blast of Disruptor energy into the target upon a successful hit during hand-to-hand combat.

Dominator Gauntlets
Type: Gauntlets
Effect: +1D Strength for forearm related checks, (does not affect defense)
Description: These Gauntlets stabilize and stimulate the forearms of the wearer, making them stronger.

Echani Accuracy Gloves
Type: Gloves
Effect: +1D Physical defense (for hand-related Strength checks only), +1 Attack
Description: These armored gloves provide decent protection for the wearer, allowing him to focus more on attacking than defending his hands.

Eriadu Stealth Unit
Type: Belt
Effect: +1D+1 Sneak, Hide, +2 Dexterity
Description: This is an improved Stealth Field Generator designed by the Eriadu.

Eriadu Strength Amplifier
Type: Gauntlets
Effect: +2 Strength (does not affect defense, only applies fore-arm related Strength checks, which includes melee damage)
Description: These gauntlets reinforce and support the wearer's forearms, making them stronger.

Exchange Utility Belt
Type: Belt
Effect: +1 Strength (does not affect defense), +1 Dexterity, +2 Computer Programming & Repair, Demolition and Security
Description: This computerized belt does wonders for the wearer by both enhancing their physical abilities and stimulating the problem-solving and analyzing regions of the brain, making some complicated tasks easier.

Exchange Work Gloves
Type: Gloves
Effect: +1 Computer Programming/Repair, +1 Droid Programming, +2 Demolition, +2 Security, +1 Dexterity (this does not extend to the entire body)
Description: These gloves were designed to aid the wearer in potentially hazardous operations when placing explosives.

Force Focusing Visor
Type: Visor
Effect: +1 Persuasion, +1D to Force Power rolls
Description: This visor is imbued with Force strengthening abilities.

Force Shield
Type: Mask
Effect: +1D Willpower, -1D+1 Persuasion, -1D+1 Force Power rolls, +4D+1 Force Power resistance (only applies to powers that affect the mind such as Mind Trick or Confusion)
Description: This rather ugly mask has the strange property of "repelling" the Force, creating a slightly protective shield around the wearer's mind that dampens the affect of Force abilities on their mind.

Frozian Scout Belt
Type: Belt
Effect: +1 Defense (lower torso-related rolls only), +2 Sneak, Hide, Dexterity
Description: This larger-than-average belt is highly useful for scouts and others who’s agenda is to remain hidden.

GNS Strength Enhancer
Type: Belt
Effect: +1D Strength (does not effect defense)
Description: This new device is an improvement off of the CNS Strength Enhancer.

Immortality Belt
Type: Belt
Effect: -2 Attack, +2D+1 defense (physical and energy)
Description: While not actually making the wearer immortal, this belt greatly improves the bodies defense using a complicated system of force fields.

Improved Automation Gloves
Type: Gloves
Effect: +1D+1 Demolition, +1D Repair skills, +1D Dexterity (for hand-related checks only)
Description: These gloves were the inspiration of powered armor, a series of motors that aid the wearer in motion.

Infiltrator Gloves
Type: Gloves
Effect: +1D Computer Programming & Repair, +1D Security, +2 Dexterity (for hand-related checks only)
Description: These gloves are designed to aid the wearer in various tasks essential to an undercover operative. They are unassuming in appearance, but contain computerized circuits that aid the wearer.

Jal Shey Belt
Type: Belt
Effect: +1 Force Power use, +2D+2 Force Power Resistance (applies to mind affecting Force Powers only)
Description: This belt has been imbued with a light Force aura through a Jal Shey process vageuly reminiscent of Sith Alchemy.

Jal Shey Mentor Belt
Type: Belt
Effect: +2 Force Power use, +3D+2 Force Power Resistance (applies to mind affecting Force Powers only)
Description: This belt has been imbued with a light Force aura through a Jal Shey process vageuly reminiscent of Sith Alchemy.

Jal Shey Perception Glvoes
Type: Gloves
Effect: Perception +1, Dexterity +1, Force Power rolls +1
Description: These gloves are imbued with a light Force aura through a Jal Shey process vaguely reminiscent of Sith Alchemy.

Lightning Gloves
Type: Gauntlets
Effect: S + 2D+1 energy damage (hand-to-hand attacks only)
Description: These gauntlets discharge electrical energy into the opponent during hand-to-hand combat.

Ludo Kressh’s Armband
Type: Armband
Effect: +1 Defense, +1 Strength for forearm related checks (does not affect defense)
Description: This armband was built and used by the Sith Lord, Ludo Kressh. It is an artifact of Dark Side power and only useable by Dark Force users.

Multi-Spectral Target Assessor
Type: Head Gear
Effect: +2 Attack, +1D Perception
Description: This Heads-Up Display uses multi-spectral phase frequencies to scan and display the environment, greatly increasing the wearers awareness of their surroundings.

Nagai Combat Gloves
Type: Gloves
Effect: +1D Energy defense (for hand-related Strength checks only)
Description: These gloves are made of a material that is highly absorbent of energy, and create an effective protection against mild sources that would otherwise burn the flesh.

Nikto Soldier Gloves
Type: Gloves
Effect: +2 Dexterity (applies to hand related Dexterity checks only), +2 Strength (does not affect defense, applies to hand related Strength checks only)
Description: These gloves are used by Nikto Combat Troops, and are designed to aid them in combat.

Ossluk's Gloves
Type: Gloves
Effect: +1 Stamina, +1 Dexterity (applies to hand related Dexterity checks only), +2 Strength (does not affect defense, applies to hand related Strength checks only)
Description: These gloves were made by the Gand, Ossluk. The fact that he had two names is a poignant reminder of how truly skilled he was at his chosen art.

Safety Harness
Type: Belt
Effect: +1 Demolition
Description: This belt contains an early warning system that aids the user slightly in disarming and planting explosives.

Sith Mask
Type: Mask
Effect: Immunity to most Stuns
Description: This mask of ancient Sith design uses the Dark Side to boost the wearers resistance to stuns, creating a near immunity to stun weapons.

Sith Power Gauntlets
Type: Gauntlets
Effect: +2 Strength for forearm related Strength checks (does not affect defense)
Description: These Sith Gauntlets function off of a stolen Echani design.

Stealth Field Enhancer
Type: Head Gear
Effect: +1D Sneak, Hide
Description: This device effectively improves the stealth abilities of a Stealth Field Generator.

Stabilizer Mask
Type: Mask
Effect: Immunity to most stuns,
Description: This mask stabilizes the brain of the wearer, improving their ability to remain conscious in an otherwise stunning situation.

Stealth Field Generator
Type: Belt
Effect: +1 Sneak, Hide
Description: This belt creates a field of energy around the user, making it easier to remain undetected.

Survey Gear
Type: Head Gear
Effect: +1D defense vs. Sonic, Perception +1
Description: This head gear is designed for surveying locations. The ear protection provides extra defense against sonic attacks.

Target Assessor
Type: Visor
Effect: +2 Dexterity, +2 attack
Description: This HUD, or Heads-up Display, contains sensors that pinpoint and track targets, however it loses lock on the target if they leave visual range.

Targeting Visor
Type: Visor
Effect: Attack +1 (with ranged attacks), Perception +1 (for visual checks only)
Description: This visor features a Heads-Up Display that aids the targeting abilities of the wearer.

Qel-Droma Belt
Type: Belt
Effect: +3D+2 Force Resistance (applies to mind affecting Force powers only), +1 Persuasion, +1 Force Use
Description: Rumor has it that this belt once belonged to Ulic Qel-Droma, and that he created it to try and resist the Dark Side.

Zieson Sha Gloves
Type: Gloves
Effect: +2 Stamina, Health Regeneration* +1
Description: These gloves have been enhanced by the Force to aid the wearer in physical longevity.

*Health Regeneration is an automatic restoration of ___ points of health every other user's turn. This effect is negated by any damage greater than Wounded level and will cease to function until the wearer is at Wounded level or below.
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Luwingo_Spince
Commander
Commander


Joined: 10 Oct 2008
Posts: 357
Location: California

PostPosted: Thu Oct 16, 2008 7:41 pm    Post subject: Reply with quote

On looking at these again, some of these maybe overpowered, but could form a foundation to work on...
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Gry Sarth
Jedi


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

PostPosted: Fri Oct 17, 2008 5:27 am    Post subject: Reply with quote

Yikes. That's a lot. Is this taken from the d20 book or is it purely fan-made?
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Orgaloth
Vice Admiral
Vice Admiral


Joined: 23 Sep 2003
Posts: 3754
Location: Melbourne, Australia

PostPosted: Fri Oct 17, 2008 7:35 am    Post subject: Reply with quote

Having just finished the game, the descriptions come from the game, but the stats represent what they do, just in d6. Looks accurate to me. Would have taken a hell of a long time.
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cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4834

PostPosted: Fri Oct 17, 2008 8:05 am    Post subject: Reply with quote

It looks fan-made. I'm not saying that it's invalid or anything, but I don't think that they're conversions from the book... just conversions from the game.

Yes, some of those things would be overpowered if you did a strict game to D6 conversion.
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