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Star Wars: Iron Heroes

Started by Cyberzombie, April 16, 2006, 06:17:19 PM

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Cyberzombie

Since this site is the Unofficial Iron Heroes Pimping Site (tm), I figure I should actually post my house rules for converting the Iron Heroes skill system to Star Wars d20.

For those of you who HAVEN'T bought your copy of Iron Heroes yet, in their skill system, all of their classes get more skill points and access to certian skill groups.  For example, you might have the Perception skill group, which covers Listen, Search, Sense Motive, and Spot.  If you put 4 points into Perception, you are treated as if you 4 ranks in all four of those skills.

It makes for a much more skill-centered game.  And the funniest thing is my players were *still* picking and choosing which skills they got!

Due to an oversight, the Linguist skill group (below) includes Decipher Script, which was not a Star Wars skill.  Well, it fucking is one now!  :p  Also, I have not extended the concept to Force skills yet.  If anyone shows any interest in this, though, I can take a swing at that.  :)

The crunch follows in the next two posts!
 

Cyberzombie

Here are the skill point changes for each class, the skill groups for Star Wars, and which class gets which skill groups.

Star Wars Classes and Skill Points
  • Fringer: 8 skill points/level.
  •    Noble: 8 skill points/level.
  •    Scoundrel: 10 skill points/level.
  •    Scout: 8 skill points/level.
  •    Soldier: 6 skill points/level.
  •    Tech Specialist: 6 skill points/level.
  •    Force Adept: 8 skill points/level.
  •    Jedi Consular: 8 skill points/level.
  •    Jedi Guardian: 6 skill points/level.
Star Wars Skill Groups
Whenever you put a skill point into a skill group, it counts as if you had put a skill point into every skill within that group.  So, for example, a fringer who puts 4 skill points into Athletics at 1st level has 4 ranks each in Climb, Jump, and Swim.

If a skill group includes a cascade skill (Craft, Entertain, Knowledge, or Profession), you choose any 3 subskills when you take the skill group.  For example, a noble taking the Academia skill group might choose K/alien species, K/biology, and K/genetics.  You can only take a skill group once – if the same noble wanted additional Knowledge skills (such as K/bureaucracy), she would have to purchase each one separately.

  • Academia: Computer Use (Int), Knowledge (Int; pick any 3 skills), and Treat Injury (Wis).
  •    Agility: Balance (Dex), Escape Artist (Dex), and Tumble (Dex).
  •    Astronaut: Astrogate (Int), Computer Use (Int), and Pilot (Dex).
  •    Athletics: Climb (Str), Jump (Str), and Swim (Str).
  •    Bureaucracy: Diplomacy (Cha), Forgery (Int), and Profession (Wis; pick any 3 skills).
  •    Engineer: Craft (Int; pick any 3 skills), Demolitions (Int), and Repair (Int).
  •    Gambler: Bluff (Cha), Gamble (Wis), Sense Motive (Cha), and Sleight of Hand (Dex).
  •    Linguist: Decipher Script (Int), Read/Write Language (none), and Speak Language (none).
  •    Perception: Listen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
  •    Robbery: Appraise (Int), Climb (Str), Disable Device (Int), and Sleight of Hand (Dex).
  •    Social: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Intimidate (Cha).
  •    Stealth: Hide (Dex) and Move Silently (Dex).
  •    Theatrics: Bluff (Cha), Disguise (Cha), and Entertain (Cha; pick any 3 skills).
  •    Wilderness Lore: Handle Animal (Cha), Ride (Dex), and Survival (Wis).
Star Wars Classes and Skill Groups
  • Fringer: Athletics, Engineer, Gambler, and Wilderness Lore.
  •    Noble: Academia, Linguist, Social, and Theatrics.
  •    Scoundrel: Agility, Astronaut, Engineer, Gambler, Perception, Robbery, Stealth, and Theatrics.
  •    Scout: Astronaut, Athletics, Engineer, Linguist, Stealth, and Wilderness Lore.
  •    Soldier: Pick any 3 skill groups.
  •    Tech Specialist: Academia, Astronaut, Bureaucracy, and Engineer.
  •    Force Adept: Academia, Athletics, Perception, and Wilderness Lore.
  •    Jedi Consular: Academia, Bureaucracy, Linguist, and Social.
  •    Jedi Guardian: Agility, Astronaut, Athletics, and Perception.
 

Cyberzombie

Since Star Wars was already a skill-centered game (just not one with enough skill points!), a lot of the class abilities are also skill-centered.  So I've included modifications for such abilities, as well as the Skill Emphasis feat.

Fringer
   Skill Expertise: Instead of the Bonus Class Skill ability, the fringer gains the Skill Expertise ability at 1st, 4th, 8th, 12th, and 16th level.  The fringer picks a single skill (or fringer skill group); her maximum ranks in that skill are now character level+5, rather than character level+3.

   Jury-Rig: This ability provides a bonus to all Engineering checks (the Fringer's chosen Craft skills, Demolitions, and Repair), not just Repair checks.  The Fringer is an expert at making dubious machinery work.

   Survival: This ability provides a bonus to all Wilderness Lore checks (Handle Animal, Ride, and Survival), not just Survival checks.

Noble
   Skill Expertise: Instead of the Bonus Class Skill ability, the Noble gains the Skill Expertise ability at 1st level.  The noble picks a single skill (or noble skill group); her maximum ranks in that skill are now character level +5, rather than character level +3.

Scoundrel
   Skill Emphasis: At 4th, 8th, 12th, 16th, and 20th level, the scoundrel gains the bonus skill Skill Emphasis.  This feat may be applied to any skill or to any scoundrel skill group.  The scoundrel may not select the same skill twice.

Tech Specialist
   Skill Emphasis: At 1st level, the tech specialist gains the Skill Emphasis feat in Engineering for free.

Force Adept
   Skill Emphasis: At 6th, 12th, and 18th level, the Force adept gains a Skill Emphasis bonus feat.  Each time the Force adept gains this bonus feat, it may be applied to a different skill (or skill group) that the Force adept already has ranks in, including Force skills.

Jedi Consular
   Skill Emphasis: At 9th, 14th, and 19th level, the Jedi consular gains a Skill Emphasis bonus feat.  Each time the Jedi consular gains this bonus feat, it must be applied to a different skill that the Jedi consular already has ranks in, including Force skills.

Skill Emphasis
Choose a skill, such as Repair, or a skill group your class has access to, such as Athletics.  You have a special knack with that skill.
   Benefit: You gain a +2 competence bonus on all skill checks with that skill.  Additionally, your maximum skill ranks for that skill are equal to your character level +5, rather than your character level +3.
   Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a different skill.  If you take a skill emphasis for a trained-only skill, you are treated as if you are trained in the skill, even if you have no ranks in it.
 

bondetamp

Looks good and makes me interested in Iron Heroes. :)

I assume that you know that you're going to be Stannis new best friend now.
 

Cyberzombie

No, he's already OK'd this one.  Stealing d20 rules for other d20 games doesn't violate the Stannis rule.  :)
 

bondetamp

Quote from: CyberzombieNo, he's already OK'd this one.  Stealing d20 rules for other d20 games doesn't violate the Stannis rule.  :)
Oh, so you're not converting from d6 Star Wars?
 

Cyberzombie

Quote from: bondetampOh, so you're not converting from d6 Star Wars?
Nope.  Nor am I using any rules from FATAL.  :p
 

bondetamp

Quote from: CyberzombieNope.  Nor am I using any rules from FATAL.  :p
Pitty. It would have added new dimensions to the stories. :5416: