Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Sunday, June 19, 2022

Star Wars: Darth Maul for Stars Without Number [Updated]

            



Darth Maul

for Stars Without Number


HD: 6

AC: 18

Atk: +7 

Dmg: 1d10+6

Shock: 5/AC 20

Move: 15m

ML: 12

Skills: +2

Save: 12+

Force: 4

  • When Maul would be hit by a ranged weapon attack roll a Force check and if the number rolled is less than or equal to his Force score the attack is deflected and if the number rolled is a 1 the attack is reflected back to the attacker.
  • Maul's Evasion saving throw is 10 or better.
  • When Maul uses his lightsaber for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even on a successful save.

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Monday, June 6, 2022

Star Wars: Darth Vader for Stars Without Number [Updated]

           

Darth Vader

for Stars Without Number


HD: 10

AC: 20

Atk: +12 x 2

Dmg: 1d10+4

Shock: 5/AC 20

Move: 10m

ML: 12

Skills: +5

Save: 10+

Force: 6



  • As a Move action Lord Vader targets a sentient creature that can hear him and they must make a Mental save or gain a -2 to attack him for the rest of the scene as he uses the Force to taunt them about their own anger and fear. If they are a Force user they gain a -2 to the save. Once he targets a sentient creature this way he cannot do so again for the rest of the day.
  • When Lord Vader would be hit by a ranged weapon attack roll a Force check and if the number rolled is less than or equal to his Force score the attack is deflected and if the number rolled is a 1 or 2 the attack is reflected back to the attacker.
  • Lord Vader's Physical saving throw is 8 or better.
  • When Lord Vader uses his lightsaber for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even on a successful save.


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Sunday, May 22, 2022

Star Wars: IG-100 for Stars Without Number

          




IG-100 MagnaGuard  for Stars Without Number

HD: 5

AC: 16

Atk: +7 x 2 

Dmg: 2d8

Move: 15m

ML: 12

Skills: +1

Save: 13+


• Melee attacks deal Shock 2/AC 15

• For Initiative roll 2d8 and keep the highest die


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Wednesday, February 9, 2022

Star Wars: IG-100 MagnaGuard Droid for the Cypher System and the Stars Are Fire

         






Motive: Bodyguard
Environment: A Long Time Ago in a Galaxy Far, Far away
Health: 12
Damage Inflicted: 4 points
Armor: 3
Movement: Short
Modifications: Initiative 5, Speed Defense 6
Combat: IG-100s are designed to protect and serve a client and will follow the directions of their client completely and utterly.
Interactions: An Underboss of the Crimson Dawn has two MagnaGuards protecting her and the characters need information she has.


"IG-100 MagnaGuards, or Magna Guards, were fearsome bodyguard droids and a type of battle droid created by Holowan Mechanicals."

Tuesday, February 8, 2022

Star Wars: Rebel Shock Troopers for the Cypher System

I worked up this regenerated characters for a Star Wars One-Shot I'm preparing the next time we are missing members of our group.






Zane (Tier 2) a Mechanical Speaker Who Leads

Effort: 2

Might:           14     Edge:  0

Speed:           14    Edge:  0

Intellect:       14    Edge:  2

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light Weapons, Medium Melee Weapons

Trained: Computers, Identifying and Understanding Machines, Medium Ranged Attacks, Repairing Machines, Social Interactions  

Specialized: Deception, Persuasion, Seeing Through Deception

Inability: Heavy Weapons, People Never Know Where They Stand With You

Special Abilities: Babel, Confounding, Demeanor of Command, Fast Talk, Interaction Skills, Practiced With Armor, Practiced With Medium Weapons, Speedy Recovery, Tech Skills 

Leads: Natural Charisma, Good Advice, Enhanced Potential, Skilled With Attack

Equipment: Medium Blaster (4 damage), Medium Armor (2 armor)


Kern (Tier 2) a Strong Warrior Who Is Licensed To Carry

Effort: 2

Might:           21     Edge:  1

Speed:           12    Edge:  1

Intellect:        12    Edge:  1

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: All Weapons

Trained: Climbing, Heavy Ranged Attacks, Jumping, Running, Sneaking, Swimming  

Specialized: Persuasion, Seeing Through Deception

Special Abilities: Bash, Combat Prowess (Ranged Weapons), Improved Edge (Intellect), Overwatch, Physical Skills, Practiced With Armor, Skill With Attacks, Successive Attack 

Is Licensed To Carry: Gunner, Enhanced Potential, Careful Shot

Equipment: Heavy Blaster (7 damage), Medium blaster (5 damage), Medium Armor (2 armor)


Eloy (Tier 2) a Lucky Explorer Who Shoots With Deadly Accuracy

Effort: 2

Might:           10     Edge:  1

Speed:            15     Edge:  1

Intellect:         13     Edge:  0

Luck:              3

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light and Medium Weapons

Trained: History, Knowledge of the Outer Rim, Perception

Inability: Heavy Weapons

Special Abilities: Advantage, Combat Prowess (Ranged Weapons), Danger Instinct, Danger Sense, Fleet of Foot, Knowledge Skills, Luck Pool, Practiced With Armor, Range Increase

Shoots With Deadly Accuracy*: Careful Aim, Precision

Equipment: Heavy Medium blaster (5 damage), Medium Armor (2 armor)

*It is really Throws with Deadly Accuracy adjusted to blasters


Thun (Tier 2) a Swift Warrior Who Wields Two Weapons at Once

Effort: 2

Might:           10     Edge:  1

Speed:            20     Edge:  2

Intellect:        12     Edge:  1

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: All Weapons

Trained: 

Inability: Balance

Special Abilities: Combat Prowess (Ranged Weapon), Improved Edge (Intellect), Improved Edge (Might), Practiced With Armor, Skill With Attacks (Light Ranged), Skill With Defense (Speed), Stealth Skills

Wields Two Weapons At Once: Dual Light Wield, Double Strike*, Infiltrator

Equipment: Light Blaster x2 (3 damage), Medium Armor (2 armor)


Arin (Tier 2) a Intuitive Explorer Who Wields Two Weapons at Once

Effort: 2

Might:           14     Edge:  1

Speed:           15     Edge:  1

Intellect:         14     Edge:  0

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light and Medium Weapons

Trained: Acrobatics, Perception

Inability: Heavy Weapons

Special Abilities: Combat Prowess (Ranged Weapons), Escape, Find the Way, Improved Edge (Speed), Know What to Do, Practiced With Armor, Quick Recovery, Surging Confidence

Masters Weapons: Weapon Defense, Weapon Master, Enhanced Potential, 

Equipment: Medium Blaster (6 damage), Medium Armor (2 armor)




Sunday, February 6, 2022

Star Wars: Cad Bane for the Cypher System & Numenera

        



Cad Bane 6 (18) for the Cypher System


Motive: The Hunt
Environment: A Long Time Ago in a Galaxy Far, Far away
Health: 18
Damage Inflicted: 6 points
Armor: 3
Movement: Short
Modifications: Initiative 8, Intellect Defense 7, Intimidation 7, Speed Defense 7, Tracking 7
Combat: He is ruthless in battle and possibly the quickest draw in the Galaxy and can attack 3 times on his turn.
Interactions: All Bane cares about is getting his quarry and making sure that his name strikes fear in the hearts of anyone who comes across him.

"Born on the planet Duro,[1] Cad Bane eventually became a bounty hunter. During the early stages of his career, Bane was briefly mentored by fellow bounty hunter Jango Fett.[15] In time, he would gain a reputation as a famous bounty hunter."

Saturday, December 25, 2021

Star Wars: IG Series Droid for Cypher System & Numenera

 Happy Life Day!





IG-Series Droid  5 (15) for the Cypher System


Motive: Eliminate targets
Environment: Mostly on the Outer fringe
Health: 15
Damage Inflicted: 5 points
Armor: 3
Movement: Near
Modifications: Initiative 7, Speed Defense 6
Combat: IG series droids are 100% committed to the elimination of their target and any one that tries to stop them in that mission. The can attack three time each round.
Interactions: The characters have crossed a Moff who hires IG-55 to eliminate them.

"The IG-series was a series of droids. The InterGalactic Banking Clan maintained an army of IG lancer droids. One model of IG was a set of five identical assassin droids manufactured by Holowan Laboratoriesduring the final decades of the Galactic Republic. Only moments after their activation, those robots slaughtered their constructors and escaped their laboratories to roam the galaxy.
One of them was IG-88, who functioned as a bounty hunter during the Galactic Civil War."
IG-series droids can detect life forms at a range of up to 60 feet. Because of this they cannot be surprised by living creatures. They are also capable of seeing in total darkness at a range of 60 feet.

   

Sunday, August 8, 2021

Star Wars: Zabrak Origin for Stars Without Number

    

Zabrak Species COMPLETE Breakdown (Iridonian & Dathomirian) - YouTube

Zabrak
They were a species of near-humans that had evolved to be tough due to the nature of their homeworld Iridonia. The species was carnivorous and had two hearts, which allowed them to pump oxygenated blood around their systems more quickly than other species meaning they could go faster for longer. Some Zabraks possessed a ring of small, vestigial horns that ran from high on their brow round to the back of their head. The horns of males were generally more developed than those of females, although horn placement, length, and thickness varied enormously across the species. Zabraks could be Force-sensitive. 

Level 1
A Zabrak gains a +1 bonus to their Constitution modifier, up to a maximum of +3 and Sneak or Survive as a bonus skill.

Level 2
They gain Cast Magic or Sunblade as a bonus skill and they can split their Move action, such as taking part of it before using their Main Action and the rest afterwards

Thursday, July 22, 2021

Star Wars: Jawa Origin for Stars Without Number

    



Jawas
What Jawas hid underneath their heavy robes was subject to much speculation with rumors claiming they were giant rodents or devolved humans. Although Jawas were typically small, measuring only one meter, some of them were significantly taller than that. 

When Jawas began to walk, they were given moisture-regulated and insulated robes that they would wear their whole life. Their robes were originally hemmed to the armpit. As they mature, the hem is lowered to cover their height. Most Jawas measured their height by the amount of hems their robes had had. An average adult Jawa had usually had five or six hems in their robes.


Level 1
A Jawa gains Survive and either Fix or Trade as a bonus skill.

Tuesday, July 13, 2021

Star Wars: Wookiee Origin for Stars Without Number

   



Wookiee
They were a species of tall, hairy humanoids that were native to the planet Kashyyyk. They were quite strong and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal, and trusting. When angered, Wookiees were known to descend into a berserker rage.
Wookiees had a long lifespan, appearing not to age over a span of fifty years. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. 

Level 1
A wookiee gains Punch as a bonus skill and they gain a +1 bonus to their Strength modifier, up to a maximum of +3.

Level 2
They deal +1 Shock with melee weapons and they gain Exert as a bonus skill.

Monday, July 5, 2021

Star Wars: Trandoshans for Stars Without Number

   



Trandoshan
They were sentient humanoids with smooth, scaly skin. Trandoshans ranged from being tall and fairly gaunt to being short and more rotund. Trandoshans were powerful beings and had long thin arms that ended in either three thick digits, or four thin digits, including a thumb. Trandoshans had a pair of eyes set back on a pointed skull, and a jaw filled with pointed teeth. They hatched from eggs, with individuals who shared a hatch of eggs calling each other clutchmates.
Trandoshans often walked barefooted and had feet with three digits each. A Trandoshan's skin color could vary wildly, and Trandoshans could be found with green, red, orange, brown, or yellow skin. Some Trandoshans had brownish-orange skin with red stripes on their face. They were able to regrow their limbs if they were severed. Trandoshans used their sharp claws to climb tall trees in the forest or jungles they naturally inhabited.


They regrow lost arms or legs in 1d6+1 weeks. Gain a +1 bonus to their Strength modifier and when attempting to climb roll 3d6 on the Exert skill check and drop the lowest die.

Saturday, June 26, 2021

Star Wars: Togruta Origin for Stars Without Number

  



Togruta
They were a species of humanoids whose skin spanned a vast array of colors, including, but not limited to, orange, green, red, white, and yellow. These characteristics were a result of evolution; Togruta coloration was helpful as a method of camouflage from predators. Unlike most humanoids, Togrutas were known to have multiple stomachs, however, their most notable features were the large organic head formations upon their heads; two large cone-like horns called montrals atop their skull, and three lekku, also known as headtails, that sprouted downward. Both a Togruta's lekku and montrals tended to grow longer as they aged, with females having longer lekku than the males. A Togruta's montrals allowed them to sense the movement of objects around them through echolocation, and could sense up to 85 feet.

Gain Notice and Stealth as bonus skills. When rolling Notice skill checks roll 3d6 and drop the lowest die.

Monday, June 21, 2021

Star Wars: Rodian Origin for Stars Without Number

 


Rodian
Rodians were a species of reptilian humanoids. They possessed large pupilless eyes that could see in infrared spectrum, slender snouts, pointed ears, twin saucer-like antennae that detected vibrations atop their heads, and a ridge of spines cresting their skulls. Their snouts were said to resemble those of tapirs. Green (sometimes yellow or turquoise) scales covered their bodies, and their skin had a rough, pebbly texture, except on the snout and hands. Their blood was of green color. Females were physically distinguished by their mammary glands, and some of them, like Greeata Jendowanian, were capable of growing long tresses. The Rodian hand featured five long, dexterous fingers with suction cups at the ends. The pads helped them cope with the variety of conditions associated with living in a swamp and could be used to help them climb aquatic vegetation. The shape of the Rodian hand, however, was as such that if an object was designed for their species, it would be uncomfortable for a human to use. Their toes were a lot like their fingers: long and tipped by suction cups. Although they were oxygen breathers, Rodians could breathe an air saturated with Clouzon-36 without the assistance of a respirator.

They gain Infravision out to 25m, and gain Exert and Notice as bonus skills.

Tuesday, November 17, 2020

Death Stars & Krayt Dragons: Ice Spiders of of Maldo Kreis for Dungeon Crawl Classics




The spiders ranged in size from very small to starship-sized, and unlike most spiders, their head was in the center of their body, hanging downward and ending in a circular mouth comprised of outer, grasping teeth and inner rows of smaller teeth, presumably to grind up their prey. They could produce and shoot webbing from their mouths and they had green blood. The species laid soft-shelled eggs in which their young would hatch. While larger members of the species were likely immune to blaster fire due to their tough, leathery skin, their young could be killed with most common weapons or even by hand. The larger, mature ice spider had eight legs, while the smaller, younger creatures had only six legs.
Init +0; Atk bite +0 melee (1d3); AC 8; HD 1d2;
MV 10’; Act 1d16; SV Fort -2, Ref +0, Will -2; AL N.

Medium Ice Spider for Dungeon Crawl Classics
Init +2; Atk bite +2 melee (1d4); AC 12; HD 1d8; 
MV 30’; Act 1d20; SV Fort +0, Ref +1, Will -2; AL N.

Large Ice Spider for Dungeon Crawl Classics
Init +3; Atk bite +5 melee (1d6); AC 14; HD 3d8; 
MV 30’; Act 1d20; SP wallcrawler; SV Fort +1, Ref +3, Will -1;
AL N.

Giant Ice Spider for Dungeon Crawl Classics
Init +4; Atk bite +7 melee (2d6); AC 15; HD 6d8; 
MV 35’; Act 1d20; SP shoot web (victim must make a DC 14 Ref save or be caught), wallcrawler SV Fort +3, Ref +5, Will +0; AL N.

Init +6; Atk bite +9 melee (4d6); AC 19; HD 11d8; 
MV 50’; Act 1d20; SP shoot web (victim must make a DC 14 Ref save or be caught), wallcrawler SV Fort +5, Ref +2, Will +0; AL N.




Sunday, October 18, 2020

Star Wars: Storm Trooper Pre-Gens for Colonial Troopers

Our DM will be out on Halloween Weekend so I'm going to resurrect our Star Wars Storm Trooper One-Shots, but I've decided to use Colonial Troopers a DnD 0e SF RPG by Thomas Denmark and his Nite Owl Workshop. I'm pretty darn excited.





LEVEL 4 SNIPER (AGENT)

Strength -1

Intelligence +0

Wisdom +0

Dexterity +2

Constitution +0

Charisma -1

Hit Points 18

Melee Attack Bonus +1

Ranged Attack Bonus +4

AC 17 (15+2)

Saving Throw 13+

Skill Bonus +3

Sneak Attack: An Agent who successfully sneaks up on, surprises, or distracts an enemy receives a bonus of +4 to-hit, and does double the normal melee or ranged weapon damage. This bonus to damage increases to x3 at 5th level.

Skill: Agents have a knack for achieving unlikely results when it comes to things like picking pockets, picking locks, sneaking past or distracting guards, disarming small or intricate traps, bluffing at gambling, and so on. They have a bonus to their normal Saving Throw to achieve favorable results as indicated in the Agent Skill Bonus column, these are only applied at the Game Master’s discretion.

Sniper Rifle: 3d6+2; Rate of Fire 1


LEVEL 4 NEGOTIATOR (DIPLOMAT)

Strength +0

Intelligence +1

Wisdom +0

Dexterity +0

Constitution +0

Charisma +2

Hit Points 14

Melee Attack Bonus +2

Ranged Attack Bonus +2

AC 15

Saving Throw 13+

Persuade 11+

Diplomat Special Abilities: Because Diplomats are frequently called on to use their talents intense situations they have no weapon or armor restrictions.
   Diplomats can persuade using their ST modified by their Charisma Bonus to gain the assistance of a basically neutral crowd that is intelligent and understands the Diplomat. The ST the Diplomat has to make is modified based on the general likelihood of cooperation by the crowd being addressed as determined by the Game Master.
   Diplomats have the ability to talk a hostile group into negotiation. The hostile group must understand the Diplomat and not have obvious overwhelming force. The Diplomat then rolls based on her ST plus Charisma Bonus vs the leader(s) of the opposing force Charisma Bonus +ST (or some higher or lower value depending on the GM’s idea of the degree of hostility). Compare how well each side made the negotiation roll on Table 5 (see pg 17).

Blaster Pistol: 1d8; Rate of Fire 2

Blaster Rifle: 2d8; Rate of Fire 2


LEVEL 4 SCOUT (HUNTER)

Strength +0

Intelligence +0

Wisdom +1

Dexterity +0

Constitution +0

Charisma +0

Hit Points 23

Melee Attack Bonus +2 

Ranged Attack Bonus +2

AC 13

Saving Throw 11+ (9+ on Wisdom Saves)

Healing: +2

Detect Ambush: +2 

Tracking: +1

Blaster Rifle: 2d8; Rate of Fire 2


LEVEL 4 VANGUARD (MERCENARY)

Strength +0

Intelligence -1

Wisdom +0

Dexterity +1

Constitution +1

Charisma +0

Hit Points 32

Melee Attack Bonus +4 

Ranged Attack Bonus +5 (+6 with Assault Blaster)

AC 15

Saving Throw 12+

Unstoppable: A Mercenary, upon killing an enemy, receives an immediate free attack with the same probability against any other enemy within reach.

Assault Blaster: 2d6+1; Rate of Fire 2; Burst; Full



LEVEL 4 TANK (TROOPER)

Strength -1 (+3 in Battle Suit)

Intelligence +1

Wisdom -1

Dexterity +0

Constitution +0

Charisma +0

Hit Points 23

Melee Attack Bonus +2

Ranged Attack Bonus +2 (+3 in Battle Suit)

AC 14; Damage Reduction 6

Saving Throw 9+

Blaster Rifle: 2d8; Rate of Fire 2

Battle Suit Features

Auto Railgun: 2d6; Roll 3d20 to Attack; Usage Die d8; -1 to Hit for each additional Range Bracket

Large Flamer: 4d6; Cone; Usage Die d6

Light: Out to 100'; Usage Die d12

Smoke Bombs: These fire and discard bombs and have a range of 300’. 60’ before the intended end of the shot, smoke issues out, creating a line of dense smoke about 3’ wide. The smoke blocks normal and ultraviolet frequencies and is hot enough to block Infrared. It also contains minuscule chaff that expands to block radar and it distorts sound waves.







Thursday, May 28, 2020

Percentile Systems

For the record, I loathe the Zocchihedron.


I'm not sure if the first time I encountered a Percentile system was FASA's Star Trek or Call of Cthulhu. I do know that when I saw how clear my odds of success were I was kind of gobsmacked (I was equally transformed upon learning Cyberpunk 2.0.2.0.'s mechanics). No probabilities to work out on a d20, 2d6, or 3d6 -- just a flat percentage.

Sadly, for many years, I avoided them because I felt many Percentile systems had a fairly low chance of success even though analysis of other games like D&D shared similar probabilities that were merely camouflaged. Additionally, you shouldn't have to roll your Drive of 40% skill whenever your character gets behind the wheel, but you have to learn that as a player and game master.

I will say that Chaosium's Magic World and Call of Cthulhu 7th Edition's option of assigning a certain number of percentages to skills in a similar fashion to FATE's skill pyramid helped me look past that flaw. I'd always enjoyed assigning points to skills but I often would only assign a 40 or 50% chance of success in my most important skills so I literally ignored the probabilities even as naked as they were.

Over the last few years, I've also been working out my own twist to Percentage systems. Its basically a riff on the D20 system in that the GM assigns a Difficulty (generally 30, 50, or 70%) and the Character's skill (say between +10 & +30%) alters the Difficulty. E.G. Earl wants to climb a wall at night to get past some armed sentries to steal some important data for ESCHELON. Earl's Climb is +15% and the GM sets the difficulty at 40% so Earl has an adjusted Difficulty of 55%.

I'd like to do something with this but so far haven't mustered the gumption to get it done.

If my group needs a One-Shot in the next few months, I'm thinking about running the Storm Trooper game with this system.

I've often been torn over wether I like a game system with some neat dice tricks like 13th Age, Unknown Armies, and Fantas AGE or ones that just get out of the way like D20, Unisystem, or Basic Role Play. My answer changes depending on the hour, but I find myself looking for simpler options as I get older. Additionally, with such a large number of newer and younger players in my stores I feel that teaching a Percentile system is pretty straightforward and can let you get into the action fairly quickly. Especially, if you play around with a

Shadowdark: The Citadel on the Borderlands

I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...