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Jedaii

Jedaii

First, apologies. I can't find a system for running Star Wars among the published games. All of them are very good in their own ways but, just ..... not doing it for me. SO why not hack a system I like and create something atrocious 🥴?!? I really need folks familiar with TSR's Marvel Super Heroes to dissect my SW-MSH Hack below and tell me what does/could/doesn't work. Please be critical because I want to know if this works, or is a disaster in the making. I tried a hack using Mutants & Masterminds 3e but, doing the Force powers was wonky. GURPS and HERO are too wonky in too many areas. Using D&D + Star Wars is a hard "Nope". Savage Worlds has cards lol 😂 The trick is making a Jedi: the system has to have powers (not D&D-like spells) and rules for using spaceships (fairly easy rules, so no Traveller. After many, many years I am just now realizing that word is spelled wrong) 😐 If anyone can suggest a different system to hack and/or give me notes on my hack below, many thanks!

Star Wars the Superhero Game! (not the actual title)

Ability Benchmarks: Amazing is the maximum for Humans and most alien races. Human strength maxes out at Good and aliens max-out at Remarkable. Roll for Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche and Popularity in order. If Strength exceeds the maximum, that result can be swapped with an Ability result that meets the max (i.e., IN is rolled for STR and TY for Fighting; those ranks can be swapped):

 

01-10 = TY

11-30 = GD

31-50 = EX

51-70 = RM

71-90 = IN

91-00 = AM

 

Common Talents: Guns (blasters), Marksman*, Weapon Master*, Weapon Specialization* (Force-users), Tumbling, Acrobatics (Force-users), Pilot, Military (rebels), Crime, Detective, Computers, Electronics, Mystic/Mental (Force-users), Languages, First-Aid, Trivia, Repair/Tinker, Leadership. Players roll to see how many Talents they get, then pick from the list (in the Players’ Book). Talents with a “*” count as two Talents:

 

01-25 = 2

26-50 = 3

51-75 = 4

76-00 = 5

 

Combat: 

  • 1 Round = 3 seconds and each combatant must choose an offensive or defensive action

  • Dodging (the attacker must make an attack FEAT roll vs. the target’s Fighting or Agility rank)

  • Blocking (the attacker must make an attack FEAT roll vs. the target’s Fighting or Lightsaber Talent rank)

  • Charging is based on the higher of Strength or Fighting

  • Grabbing (not Grappling) is based on Agility: White = Miss, Green = Damage/Break, Yellow = Grab, Red = Take

  • SLAM: White = damage rank in yards, Green = damage rank in feet, Yellow = knocked down, Red = No

  • STUN: White = unconscious until revived, Green = 1d10+1 rounds, Yellow = 1 round, Red = No

  • KILL: White = Dead!, Green = all Health lost & -1CS Endurance per round, Yellow = all Health lost & -1CS Endurance per minute, Red = No

 

Weapons: 

  • Blaster: EX Energy damage

  • Blaster Rifle: RM Energy damage

  • Mounted/Spaceship Blaster: AM Energy damage

  • Lightsaber: AM Edged damage (Yellow results count as a Bullseye)

 

Resources: 

01-05 = FB (broke & unemployed)

06-30 = PR (low-paying position)

31-60 = TY (average-paying position)

61-95 = GD (better than average position)

96-00 = EX (high-paying position)

 

Transport:

  • Landcraft: TY cost, GD control, AM speed, GD body, PR defense

  • Spaceships: EX cost, EX control, CL1000 speed, IN body, IN defense (RM w/o deflector shields)

  • Hyper-jump: +1CS Spaceship cost & speed

 

Force Powers: Players of Jedi characters roll for the number of powers, then pick from the list. Powers with a “*” count as two powers:

01-25 = 2

26-50 = 3

51-75 = 4

76-00 = 5

 

  • Danger Sense

  • Cosmic Awareness

  • Combat Sense

  • Emotion Detection

  • Force Detection

  • Tracking Sense

  • Leaping

  • Electrical Manipulation

  • Energy Reflection*

  • Telekinesis

  • Ultimate Skill*

  • Astral Projection*

  • Postcognition

  • Extra Attacks 

  • Energy Generation*

  • Stunning Missile/Attack

  • Recovery


 


 

Jedaii

Jedaii

First, apologies. I can't find a system for running Star Wars among the published games. All of them are very good in their own ways but, just ..... not doing it for me. SO why not hack a system I like and create something atrocious 🥴?!? I really need folks familiar with TSR's Marvel Super Heroes to dissect my SW-MSH Hack below and tell me what does/could/doesn't work. Please be critical because I want to know if this works, or is a disaster in the making. I tried a hack using Mutants & Masterminds 3e but, doing the Force powers was wonky. GURPS and HERO are too wonky in too many areas. Using D&D + Star Wars is a hard "Nope". Savage Worlds has cards lol 😂 The trick is making a Jedi: the system has to have powers (not D&D-like spells) and rules for using spaceships (fairly easy rules, so no Traveller. After many, many years I am just now realizing that word is spelled wrong) 😐 If anyone can suggest a different system to hack and/or give me notes on my hack below, many thanks!

Star Wars the Superhero Game! (not the actual title)

Ability Benchmarks: Amazing is the maximum for Humans and most alien races. Human strength maxes out at Good and aliens max-out at Remarkable. Roll for Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche and Popularity in order. If Strength exceeds the maximum, that result can be swapped with an Ability result that meets the max (i.e., IN is rolled for STR and TY for Fighting; those ranks can be swapped):

 

01-10 = TY

11-30 = GD

31-50 = EX

51-70 = RM

71-90 = IN

91-00 = AM

 

Common Talents: Guns (blasters), Marksman*, Weapon Master*, Weapon Specialization* (Force-users), Tumbling, Acrobatics (Force-users), Pilot, Military (rebels), Crime, Detective, Computers, Electronics, Mystic/Mental (Force-users), Languages, First-Aid, Trivia, Repair/Tinker, Leadership. Players roll to see how many Talents they get, then pick from the list (in the Players’ Book). Talents with a “*” count as two Talents:

 

01-25 = 2

26-50 = 3

51-75 = 4

76-00 = 5

 

Combat: 

  • 1 Round = 3 seconds and each combatant must choose an offensive or defensive action

  • Dodging (the attacker must make an attack FEAT roll vs. the target’s Fighting or Agility rank)

  • Blocking (the attacker must make an attack FEAT roll vs. the target’s Fighting or Lightsaber Talent rank)

  • Charging is based on the higher of Strength or Fighting

  • Grabbing (not Grappling) is based on Agility: White = Miss, Green = Damage/Break, Yellow = Grab, Red = Take

  • SLAM: White = damage rank in yards, Green = damage rank in feet, Yellow = knocked down, Red = No

  • STUN: White = unconscious until revived, Green = 1d10+1 rounds, Yellow = 1 round, Red = No

  • KILL: White = Dead!, Green = all Health lost & -1CS Endurance per round, Yellow = all Health lost & -1CS Endurance per minute, Red = No

 

Weapons: 

  • Blaster: EX Energy damage

  • Blaster Rifle: RM Energy damage

  • Mounted/Spaceship Blaster: AM Energy damage

  • Lightsaber: AM Edged damage (Yellow results count as a Bullseye)

 

Recovery: characters remove one Damaged condition per hour of rest starting with the most severe condition (i.e., Incapacitated then Staggered then Dazed then Toughness penalties). Afflictions are different: checks can be made each round to eliminate first and second degree conditions but third degree conditions normally require medical assistance (Treatment or the Healing effect).

 

Resources: 

01-05 = FB (broke & unemployed)

06-30 = PR (low-paying position)

31-60 = TY (average-paying position)

61-95 = GD (better than average position)

96-00 = EX (high-paying position)

 

Transport:

  • Landcraft: TY cost, GD control, AM speed, GD body, PR defense

  • Spaceships: EX cost, EX control, CL1000 speed, IN body, IN defense (RM w/o deflector shields)

  • Hyper-jump: +1CS Spaceship cost & speed

 

Force Powers: Players of Jedi characters roll for the number of powers, then pick from the list. Powers with a “*” count as two powers:

01-25 = 2

26-50 = 3

51-75 = 4

76-00 = 5

 

  • Danger Sense

  • Cosmic Awareness

  • Combat Sense

  • Emotion Detection

  • Force Detection

  • Tracking Sense

  • Leaping

  • Electrical Manipulation

  • Energy Reflection*

  • Telekinesis

  • Ultimate Skill*

  • Astral Projection*

  • Postcognition

  • Extra Attacks 

  • Energy Generation*

  • Stunning Missile/Attack

  • Recovery


 


 

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