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  • #2
    Re: Star Wars 3e conversion

    I guess to start I'll give you some of my alien species. I have a bunch but I think I'll add a few at a time so that I can maybe get some feedback and refine them. My goal with these is to be very vague and let the players customize their characters. I want each species to offer a flavor, but not shoehorn the player.

    Here's some fan favorites:

    Species

    Chiss

    Abilities
    Fighting +1; +1 to Dexterity or Intellect (choose one); -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Expertise (choose one), Insight, Investigation, or Technology

    Advantages
    Choose one of the following: Leadership, Precise Attack, Ranged Attack, Set-up, or Teamwork

    Powers
    Select species powers dealing with intelligence or that might result from cybernetic or genetic enhancement

    Complications
    Choose one of the following: Honor, Obsession (choose one), Reputation, or Responsibility

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Cyborg

    Abilities
    +1 Agility; +1 to Intellect or Strength; -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Expertise (choose one), Technology, Treatment or Vehicles

    Advantages
    Choose one of the following: Improved Aim, Improved Initiative, Fearless, Precise Attack, or Uncanny Dodge

    Powers
    Select cybernetic powers such as Enhanced Trait (any ability), Movement (such as Wall Crawling granted by spider-like legs), Quickness, Speed, Senses, Variable (downloadable skill sets), and so on

    Complications
    Choose one of the following: Addiction (to a power supply), Disability (due to awkwardness with a cybernetic limb), Power Loss (after receiving damage, particularly with the electricity descriptor), or Quirk (not being able to use vehicles and gear that work normally for others of your species)

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Human

    Abilities
    +1 to any Ability of your choice

    Skills
    +2 to any one skill of your choice

    Advantages
    Any one advantage of your choice

    Powers
    Select technology, Force, or talent powers

    Complications
    Choose one of the following: Addiction (a drug or risk-based behavior), Disability (perhaps from an injury or botched cybernetic), Hatred (a particular species, all non-humans, droids, the Empire, the Jedi), or Obsession (choose one)

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Hutt

    Abilities
    Presence +1; +1 to Awareness or Strength (choose one); -1 to any other ability (choose one not listed); Stamina +3 (from size), Strength +1 (from size)

    Skills
    2 ranks in your choice of any two of the following: Expertise (Business), Expertise (Streetwise), Insight, or Intimidation

    Advantages
    Choose one of the following: Benefit, Connected, Improved Trip, or Minion

    Powers
    Leathery Skin (species; Protection 2 Extras: Innate +1)
    Size (species; Growth 3 Dodge -2, Intimidation +1, Parry -2, Stamina +3, Stealth -3, Strength +3; Extras: Innate +1, Permanent +0/rank; Flaws: Reduced Speed Rank [-1 to ground speed] -1, Reduced Trait [-2 to Strength] -2)
    Select additional species powers associated with your biology (such as a fading area Affliction from a slime trail)

    Complications
    Disability (related to size and speed); Choose one of the following: Greed, Obsession (criminal enterprises), Reputation (gangsters!), or Temper

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 7 = Total 6

    -----

    Ithorian

    Abilities
    Stamina +1; +1 to Awareness or Strength (choose one); -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Close Combat (choose one), Intimidation, Perception, or Treatment

    Advantages
    Choose one of the following: All-out Attack, Great Endurance, Improved Trip or Tracking

    Powers
    Leatherneck (species; Protection 1 Extras: Innate +1)
    Select additional species powers related to size or toughness such as Enhanced Trait Strength (limited to carrying and lifting), Immunity (limited immunity to pressure or vacuum), or additional ranks of Protection or powers that may result from two mouths such as Communication or sonic Damage

    Complications
    Choose one of the following: Disability, Honor, Prejudice (big, dumb, gentle, or slow), or Quirk (unusual size and body shape even compared to other nonhumans)

    points
    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 2 = Total 6

    -------

    Kel Dor
    Presence +1; +1 to Agility or Fighting (choose one); -1 to any other ability (choose one not listed)

    Abilities

    Skills
    2 ranks in your choice of any two of the following: Athletics, Insight, Intimidation, or Investigation

    Advantages
    Choose one of the following: Favored Environment (space), Fearless, Great Endurance or Startle

    Powers
    Dorin and Helium Immunity (species; Immunity 1 suffocation from atmospheres rich in Dorin gas or Helium; Extras: Innate +1)
    Vacuum Resistance (species; Immunity 2 vacuum and choose one of the following: cold, high pressure, or radiation; Extras: Innate +1; Flaws: Limited to Half Effect -1/rank)
    Select additional species powers based on unusual Senses, intelligence or fortitude

    Complications
    Choose one of the following: Disability (use of breath mask and goggles which may restrict natural senses), Honor, Quirk (difficulty finding gear compatible with breath mask and goggles), Weakness (to oxygen-rich atmospheres)

    points
    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 4 = Total 8

    -------

    Lasat

    Abilities
    Strength +1; +1 to Agility or Dexterity (choose one); -1 to any other ability (choose one not listed); Stamina +1 (from size), Strength +1 (from size)

    Skills
    2 ranks in your choice of any two of the following: Acrobatics, Athletics, Close Combat (choose one), or Perception

    Advantages
    Choose one of the following: Agile Feint, Power Attack, Startle, or Uncanny Dodge

    Powers
    Height (species; Growth 1 Dodge -1, Parry -1, Stamina +1, Stealth -1, Strength +1; Extras: Innate +1, Permanent +0/rank)
    Select additional species powers related to height and physical prowess, heightened auditory or visual Senses, or species adaptations such as special Movement (based on climbing) or Extra Limbs (from your prehensile tail)

    Complications
    Choose one of the following: Honor, Prejudice (slaves of the Empire), Quirk (all but extinct, “aren’t you a wookieee”, or offensive odor to humans), or Temper

    points
    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Mon Calamari

    Abilities
    Intellect +1; +1 to Awareness or Stamina (choose one); -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Athletics, Expertise (choose one), Perception, or Treatment

    Advantages
    Choose one of the following: Assessment, Evasion, Second Chance (choose one hazard such as traps), or Skill Mastery (choose one)

    Powers
    Amphibious (species; Immunity 1 breathe normally underwater; Extras: Innate +1)
    Select additional species powers related to water such as Swimming or Immunity (limited immunity to pressure or vacuum), dealing with heightened mental perceptiveness or visual Senses, or associated with salmonidae

    Complications

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 2 = Total 6

    -------

    Quarren

    Abilities
    Dexterity +1; +1 to Fighting or Presence (choose one); -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Close Combat (choose one), Expertise (choose one), Investigation, or Persuasion

    Advantages
    Choose one of the following: Animal Empathy Evasion, Improved Hold or Well-informed (Investigation or Persuasion)

    Powers
    Amphibious (species; Immunity 1 breathe normally underwater; Extras: Innate +1)
    Select additional species powers related to water such as Swimming or Immunity (limited immunity to pressure or vacuum), or which are consistent with cephalopod biology such as area Concealment limited to underwater environments or an Affliction targeting visual senses (from a defensive ink attack)

    Complications
    Choose one of the following: Honor, Prejudice (squid heads) Rivalry (with Mon Calamari), or Weakness (resulting from time out of the water)

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 2 = Total 6

    -------

    Rodian

    Abilities
    Dexterity +1; +1 to Awareness or Fighting; -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Intimidation, Investigation, Perception, or Ranged Combat (choose one)

    Advantages
    Choose one of the following: Quick Draw, Ranged Attack, Startle, or Tracking

    Powers
    Species powers may include Senses from antennae, ears, eyes, or snout (probably including unique Tracking abilities), while scaly skin may grant Protection or Immunity

    Complications
    Choose one of the following: Obsession (tracking down a particular target), Quirk (speaking in the third person or difficulties using items made for humanlike hands), Reputation (notorious bounty hunter or opportunist), or Temper

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Twi’lek

    Abilities
    Agility +1; +1 to Intellect or Presence; -1 to any other ability (choose one not listed)

    Skills
    2 ranks in your choice of any two of the following: Acrobatics, Athletics, Deception, or Expertise (choose from Art, Criminal, Dance, Demolitions, Etiquette and Protocol, Gambling or Streetwise)

    Advantages
    Choose one of the following: Attractive, Fascinate (Deception or Expertise [such as Dance]), Precise Attack, or Skill Mastery (choose one)

    Powers
    Select species powers related to unusual hearing organs (such as enhanced hearing Senses) or irresistible beauty, charm and litheness (such as Enhanced Trait Presence or an Affliction resulting from a captivating performance) if you are female, or the ability to Communicate subtly with your lekku (limited to members of your species or very familiar outsiders)

    Complications
    Choose one of the following: Addiction (drug), Obsession (with a cause or proclivity), Prejudice (common slave species), or Reputation (corruption, escaped slave, illicit dealings, radical, or terrorist)

    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 0 = Total 4

    -------

    Wookiee

    Abilities
    Strength +1; +1 to Stamina or Presence; -1 to any other ability (choose one not listed); Stamina +1 (from size), Strength +1 (from size)

    Skills
    2 ranks in your choice of any two of the following: Close Combat, Intimidation, Perception, or Ranged Combat

    Advantages
    Choose one of the following: All-out Attack, Fast Grab, Improved Trip, or Takedown

    Powers
    Big Furry Giant (species; Linked Effects: Enhanced Trait 3 +3 to Intimidation; Extras: Innate +1, Permanent +0/rank; Flaws Limited (choose demoralizing or intimidating minions) -1/rank; Growth 1 Dodge -1, Parry -1, Stamina +1, Stealth -1, Strength +1; Extras: Innate +1, Permanent +0/rank; and Protection 1 Extras: Innate +1)
    Select additional species powers related to your physical presence (such as Enhanced Trait Strength (limited to carrying and lifting) or additional ranks of Protection, or species adaptations such as special Movement modes (such as brachiating or climbing) and Senses (like an enhanced olfactory sense and Tracking)
    Select devices based on specialized equipment unique to your species such as a personalized bowcaster

    Complications
    Choose one of the following: Honor, Phobia (scary noise!), Prejudice (big walking carpet, not wise to upset, or where are you taking this thing?), Quirk (you have really poor emotional control, you need companionship and sympathy, or you’re big and nothing in the galaxy was made to work for you), or Responsibility (keep your friends safe)

    points
    Character Points Abilities 2 + Skills 1 + Advantages 1 + Powers 7 = Total 11
    My M&M conversions blog
    http://kanestarkillerd20.blogspot.com/

    My Star Wars M&M setting blog
    http://starwarsmandm3e.blogspot.com/

    Comment


    • #3
      Re: Star Wars 3e conversion

      I shared the full list of species conversions so far on my blog. It like pretty good with pics and formatting and what not....

      see here: http://starwarsmandm3e.blogspot.com/...templates.html
      Last edited by Jedi Consular; 03-10-2016, 02:44 PM.
      My M&M conversions blog
      http://kanestarkillerd20.blogspot.com/

      My Star Wars M&M setting blog
      http://starwarsmandm3e.blogspot.com/

      Comment


      • #4
        Fighter Powers

        Acrobatic Attack

        ◊Descriptors – Acrobatics, skill, talent, training, variable (by weapon)
        ◊Effect – Damage • 1 point per 2 ranks +4

        Acrobatic Attack (close limited split reach Damage)

        ◊Modifiers – check required: -1 flat point, limited: –1/rank, reach: 1 flat point, split: 1 flat point, variable: 1 flat point
        ◊Action – standard
        ◊Requirements – Acrobatics check
        ◊Range – 5-ft reach
        ◊Duration – instant
        ◊Results – damage equal to rank
        ◊Resist –Toughness

        Description

        With a sudden flurry of movement you strike at one or two nearby foes, reaching further than expected.

        You can only attempt to use this power while charging. At the end of your movement, make an Acrobatics check. For every point by which your result exceeds 10, you may use one rank of Acrobatic Attack (up to your effect rank). If your check result is 10 or less, you cannot use your standard action is wasted.

        If you choose to split your attack between two targets, each of which must be within 5 feet of you. Determine how much damage (up to your Acrobatic Attack power rank) you will assign to each and make one close attack check. Compare the result against each target’s defense. Hit target’s take the amount of damage you assigned to them.

        You cannot change the assigned damage after seeing the results of your attack roll.

        ----------

        Armored Defense

        ◊Descriptors – Armor, talent, training
        ◊Effect – Enhanced Protection • 1 point per 2 ranks -1

        Armored Defense (close limited Enhanced Trait)

        ◊Modifiers – affects only objects: +0/rank, affects only others: +0/rank, limited: –1/rank, quirk: -1 flat point
        ◊Action – standard
        ◊Requirements – armor
        ◊Range – close
        ◊Duration –sustained
        ◊Results – Protection +1 per rank to armor you wear

        Description

        Your familiarity with your protective gear affords you greater defense than it does those who lack your expertise.

        By using a standard action, you can add your ranks in Armored Defense to the Protection effect of the armor you are wearing (up to the limits determined by your power level).

        You must use a free action every round to sustain this effect.

        ----------------

        Blanket Protection

        ◊Descriptors – Defense, interaction, skill, tactics, talent, teamwork
        ◊Effect – Enhanced Defenses • 4 points per rank -1

        Blanket Protection (activated selective close area burst Enhanced Trait)

        ◊Modifiers – area: +1/rank, check required: flat -1 point, selective: +1/rank
        ◊Action – standard
        ◊Requirements – Intimidation (or an appropriate Expertise check)
        ◊Area – 30-foot radius sphere
        ◊Duration –sustained
        ◊Results – +1 to active defenses per power rank
        ◊Resist –Dodge (harmless)

        Description

        By providing instruction to your allies, you improve everyone’s defensive posture.

        You can provide enhanced defenses to any allies within 30 feet. Make an Intimidation (or appropriate Expertise skill such as Tactics) check. For every point by which your result exceeds 10, you may use one rank of Blanket Protection (up to your effect rank). If your check result is 10 or less, your standard action is wasted.

        If you succeed, you an all allies within a 30-ft. radius gain a +1 bonus to Dodge and Parry per power rank.

        You must use a free action every round to sustain this effect.

        --------------

        Cautious

        ◊Descriptors – Luck, talent, training
        ◊Effect – Enhanced Defenses • 2 points per rank

        Power Name (personal Enhanced Trait)

        ◊Action – free
        ◊Range – personal
        ◊Duration –sustained
        ◊Results – +1 to active defenses

        Description

        Your training and experience has taught you that recklessness will only get you killed.

        With a free action, you can improve your Dodge and Parry by your power rank (up to the limits determined by your power level).

        You must use a free action every round to sustain this effect.

        ----------

        Combat Sense

        ◊Descriptors – Luck, mental, tactics, talent, training
        ◊Effect – Danger Sense • 1 point

        Combat Sense (personal sustained mental Sense)

        ◊Modifiers – sustained: +0/rank
        ◊Action – free: Perception DC 10 (see text)
        ◊Range – personal
        ◊Duration –sustained
        ◊Results – not surprised (one degree) and able to act (two degrees) during surprise round

        Description

        You have a knack for knowing when trouble is about to go down.

        As a free action, you can activate your Combat Sense.

        While your Combat Sense is active, if you would normally be surprised in combat, make a Perception check (DC 10): One degree of success means you’re not surprised, but can’t act during the surprise round (so you don’t suffer any conditions of being surprised), while two or more degrees of success means you are not surprised and may act during the surprise round (if any).

        Failure means you are surprised. The gamemaster may raise the DC of this Perception check in some circumstances.

        Sensory effects which target mental senses also affect your Combat Sense and may “blind” it.

        You must use a free action every round to sustain this effect.

        -----------

        Controlled Burst

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Ranged Damage • 3 points per rank -2

        Controlled Burst (activated ranged multiattack variable Damage)

        ◊Modifiers – activation [standard action]: -2 flat points, multiattack: +1/rank, quirk: -2 flat points, ranged: +1/rank, variable descriptor: 2 flat points
        ◊Action – standard
        ◊Requirements – activation [standard]; ranged weapon
        ◊Range –S/M/L 25/50/100 feet per rank or by weapon (see text)
        ◊Duration – instant
        ◊Results – damage
        ◊Resist –Toughness

        Description

        After priming your weapon, you unleash a torrent of hostile fire.

        You must be wielding a firearm capable of automatic fire to use this power.

        Priming the weapon requires a standard action and usually causes an audible “whine” or “whirr” sound which persists until you cease fire and cool the weapon down. Once primed, you may make ranged attacks with the weapon using your Controlled Burst power rank to determine damage. The weapon’s autofire ability provides you with the following options:

        •You can fire multiple shots and a single target to increase the effective damage rank of the attack against that target by +2 for two degrees of success, and +5 for three or more. This circumstance bonus does not count against power level limits.
        •You can spray fire against multiple targets across a firing arc. Roll one attack check per target in the arc. You suffer a penalty to each check equal to the total number of targets. If you miss one target, you may still attempt to hit the others.
        •You can choose to provide cover to an ally in your line of sight. Your ally receives the benefits of cover against enemies that are also within your line of sight and in range of your Controlled Burst power or the range of your weapon (whichever is less). You cannot lay down a covering attack for an ally engaged in close combat. An opponent can choose to ignore the cover provided by your covering attack at the cost of being automatically attacked by it; make a normal attack check to hit that opponent.
        Using a weapon to make controlled bursts may cause it to overheat, particularly if you prime the weapon and delay for an extended period before firing.

        The effective range of these effects is the lesser of your Controlled Burst range or the weapon’s range.

        --------------

        Countervail

        ◊Descriptors – Talent, training
        ◊Effect – Weaken Strength • number of points per rank

        Power Name (range/area Effect)

        ◊Modifiers – limited: -1/rank, quirk: -1 flat point
        ◊Action – standard
        ◊Requirement – target no more than one size rank greater than yours
        ◊Range – close
        ◊Duration – instant
        ◊Results – target loses points in Strength
        ◊Resist – Fortitude

        Description

        Your sense of equilibrium offsets your opponent’s strength giving you the upper hand.

        A target you hit with Countervail must make a Fortitude resistance check (DC 10 + your Countervail ranks). If this check fails, target’s effective Strength rank is reduced when attacking you or when resisting your attempts to drag, grab or otherwise grapple with the target. The target’s Strength rank is recalculated as if it had lost one character point from for each point by which their resistance check failed (failure by 1 or 2 equates to a -1 penalty, failure by 3 or 4 equates to a -2 penalty, and so on).

        Additional uses of Countervail are cumulative; however the maximum number of character points lost by the target may not exceed your ranks in Countervail.

        These character points return at a rate of 1 per round.

        Note: Typically 1 rank of Strength costs 2 character points.

        -----------------

        Cover Fire

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Ranged Damage • 5 points per 2 ranks +1

        Power Name (ranged variable Damage)

        ◊Modifiers – limited multiattack: +1/2 rank, quirk: - 1 flat point, ranged: +1/rank, variable: 2 flat points
        ◊Action – standard
        ◊Requirements – ranged weapon
        ◊Area/Range –S/M/L 25/50/100 feet per rank or by weapon (see text)
        ◊Duration – instant
        ◊Results – cover or damage (see text)
        ◊Resist –Toughness

        Description

        You take rapid fire shots over the enemy to give your ally a chance to escape.

        You can use a ranged weapon to provide cover to an ally in your line of sight. Your ally receives the benefits of cover against enemies that are also within your line of sight and within range of your Cover Fire power or your weapon’s range (whichever is less). You cannot lay down a covering attack for an ally engaged in close combat. An opponent can choose to ignore the cover provided by your covering attack at the cost of being automatically attacked by it; make a normal attack check to hit that opponent.

        You may also use your ranks in Cover Fire in place of your weapon’s damage rank to make ranged attacks with that weapon. The effective range of these attacks is the lesser of your Cover Fire range or the weapon’s range.

        ------------

        Deadly Strike

        ◊Descriptors – Lethal, talent, training, variable (by weapon)
        ◊Effect – Deadly Affliction • 1 point per rank +1

        Deadly Strike (close limited cumulative variable Affliction)

        ◊Modifiers – cumulative: +1/rank, limited: -1/rank, quirk: -1 flat point, variable: 2 flat points
        ◊Action – standard
        ◊Requirements – lethal weapon; target is vulnerable or defenseless
        ◊Range – close
        ◊Duration – instant
        ◊Results – target impaired (one degree), stunned (two degrees), or dying (three degrees)
        ◊Resist –Fortitude

        Description

        Your opponent left you an opening. You don’t intend to let him live to regret it.

        You can make a potentially lethal attack against a vulnerable or defenseless target using a melee weapon. If your Deadly Strike hits, the target must make a Fortitude check (DC 10 + your Deadly Strike ranks) or become impaired (failure by one degree), stunned (failure by two degrees), or dying (failure by three or more degrees).

        Furthermore, each time an afflicted target fails to resist a subsequent successful Deadly Strike, their condition worsens by one step. For example, if you succeed in hitting a foe with Deadly Strike a second time while they are already impaired, they become stunned if they fail to resist by one or two degrees. Likewise, a stunned foe that fails to resist your Deadly Strike begins dying regardless of the degree of failure.

        In order to attempt a Deadly Strike, your target must be vulnerable or defenseless and you must be wielding a lethal weapon. Martial artists can spend 1 character point to treat their unarmed attacks as lethal.

        ------------

        Debilitating Shot

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Linked Affliction and Damage • 2 points per rank +3

        Debilitating Shot (ranged limited degree limited variable Affliction extra condition and linked variable Damage)

        ◊Modifiers – extra condition: +1/rank, limited: -1/rank, limited degree: –2/rank, quirk: -1 flat point, ranged: +2/rank, variable: 4 flat points
        ◊Action – standard
        ◊Requirements – aim; ranged weapon
        ◊Range – S/M/L 25/50/100 feet per rank
        ◊Duration – instant
        ◊Results – damage and target impaired
        ◊Resist – Dodge and Toughness
        ◊Overcome – Fortitude

        Description

        You carefully line up a shot to wound your target.

        After taking a standard action to aim, you may attempt to make a Debilitating Shot with a ranged weapon. If you hit, the target takes damage equal to your ranks in Debilitating Shot and must make a Dodge check (DC 10 + your Debilitating Shot ranks) or become hindered and impaired.

        The target makes a Fortitude resistance check at the end of each of his turns to overcome each condition.

        The effective range of your attack is the lesser of your Debilitating Shot range or the weapon’s range.

        ---------

        Decoy

        ◊Descriptors – Interaction, talent, training, skill
        ◊Effect – Enhanced Deception • 1 point per rank -2

        Decoy (personal Enhanced Trait)

        ◊Modifiers – limited: -1/rank, quirks: -2 flat points
        ◊Action – free
        ◊Requirement – familiarity with the subject
        ◊Range – personal
        ◊Duration –sustained
        ◊Results – Deception +3

        Description

        You can disguise yourself to perfectly resemble your charge and duplicate her mannerisms.

        You gain a +3 bonus per Decoy rank to Deception checks made to disguise yourself as or impersonate a particular individual for the purpose of defending them. You must spend at least one hour with the individual you wish to impersonate before you can apply your Decoy bonus. You can maintain your familiarity with a number of individuals equal to your Intellect (minimum of 1). To use this ability on a new subject beyond this limit, you must first ‘lose’ familiarity with another individual.

        Regaining familiarity with a subject after previously ‘losing’ it also requires one hour of study.

        -------------

        Defensive Strike

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Damage • number of 1 point per two ranks +3

        Defensive Strike (close limited accurate variable Damage)

        ◊Modifiers – accurate: 1 flat point, limited: –1/rank, variable: 2 flat points
        ◊Action – standard
        ◊Requirement – the target missed you with an attack
        ◊Range – close
        ◊Duration – instant
        ◊Results – damage
        ◊Resist –Toughness

        Description

        You are prepared to take advantage of your opponent’s failure.

        You can use your Defensive Strike on your turn immediately following a failed attack against you by the target.

        Deflect Attack

        ◊Descriptors – Talent, training
        ◊Effect – Close Deflect • 1 point per 2 ranks

        Deflect Attack (close Deflect)

        ◊Modifiers – reduced range: -1/rank
        ◊Action – standard
        ◊Range – close
        ◊Duration – instant
        ◊Results – use your ranks in Deflect Attack in place of an active defense

        Description

        You stand guard, ready to defend an adjacent ally from harm.

        As a standard action, you can defend yourself or a close ally. Each time the subject of this effect is attacked, you can oppose the attack roll. Make a d20 roll and add +10 to any roll of 10 or less, then add your ranks in Deflect Attack. If the result is higher than the attack roll total, you successfully deflect the attack.

        ---------------

        Delayed Strike

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Close Damage • 1 point per 2 ranks +3

        Power Name (close limited variable Damage)

        ◊Modifiers – accurate: 1 flat point, limited: –1/rank, variable: 2 flat points
        ◊Action – standard
        ◊Requirement – delay action; attacked by the target
        ◊Range – close
        ◊Duration – instant
        ◊Results – damage
        ◊Resist – Toughness

        Description

        You wait for just the right moment before striking a deadly blow.

        You must choose to delay your turn until after you have been attacked to use this effect.

        -----------

        Devastating Attack

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Weaken Toughness • 1 point per rank +2

        Power Name (close variable Weaken)

        ◊Modifiers – variable: 2 flat points
        ◊Action – standard
        ◊ Range – close
        ◊Duration – instant
        ◊Results – target loses points in Toughness
        ◊Resist – Fortitude

        Description

        [i]Your attack quickly wears down your foe. She won’t last much longer.[i]

        A target you hit with your Devastating Attack must make a Fortitude resistance check (DC 10 + your Devastating Attack ranks). The target loses 1 character point from their Toughness trait for each point by which their resistance check failed. These character points return at a rate of 1 per round. Additional uses of Devastating Attack are cumulative; however the maximum number of character points lost by the target may not exceed your ranks in Devastating Attack.

        Note: Typically 1 rank of Toughness costs 1 character point regardless of the source of that rank (for example: a character’s Toughness from Stamina does need to lose 2 character points per Toughness rank). However, impervious Toughness does cost 2 character points per rank and is therefore less seriously affected by this power.

        -------------

        Dodge Blasters

        ◊Descriptors – Luck, talent, training
        ◊Effect – Blaster Immunity • 9 points

        Power Name (personal sustained Immunity)

        ◊Modifiers – check required: –1 flat point per rank, sustained: +0/rank
        ◊Action – free
        ◊Requirement – Acrobatics DC 20
        ◊Range – personal
        ◊Duration –sustained
        ◊Results – immune to effects with the blaster descriptor

        Description

        Somehow, you manage to evade blaster bolts with a timely dodge.


        When you would be subjected to an effect with the blaster descriptor, you may make an Acrobatics check (DC 20). If you succeed, you are immune to the effect.

        Sustaining this effect requires a free action each turn and you must make an Acrobatics check separately against each effect.

        ------------------

        Draw Fire

        ◊Descriptors – Interaction, skill, talent, training
        ◊Effect – Deflect • 1 point per rank -1

        Power Name (close area burst Deflect)

        ◊Modifiers – area: +1/rank, check required: -1 flat point, redirect: -1/rank, reduced range: –1/rank, selective: +1/rank
        ◊Action – standard
        ◊Requirement – Deception or Intimidation (or appropriate Expertise skill) check
        ◊Area – close 30-foot radius sphere
        ◊Duration – instant
        ◊Results – ranged attacks against selected subjects are redirected towards you
        ◊Resist –Dodge (harmless)

        Description

        [i]You convince your enemies that you are a more attractive target than your allies, putting your life on the line to make them safer.

        As a standard action, you can attempt to defend any number of allies within the effect area using your Deception or Intimidation skill. At the gamemaster’s discretion, you may also elect to use an appropriate Expertise skill such as Tactics. Choose one of those options when you gain this ability. If you succeed your skill check, you may be able to convince attackers that you are a more appealing (Deception) or more dangerous (Intimidation) target. Make a roll using your chosen interaction skill or each point by which the result exceeds 10, you may use one rank of Draw Fire (up to your power rank). Each time the subject(s) of the effect is attacked, you oppose the attack roll by making a power check. Add +10 to any roll of 10 or less. If the result is higher than the attack roll total, you successfully redirect the attack to you. Compare the original attack roll total to your Dodge defense to determine whether or not you are hit.

        -----------

        Expert Grappler

        ◊Descriptors – Talent, training
        ◊Effect – Linked Enhanced Advantages, Strength and Unarmed Attack • 4 points per 3 ranks +2

        Expert Grappler (personal sustained linked Enhanced Traits)

        ◊Modifiers – limited: –1/rank, linked: +0/rank, reach: 1 flat point
        ◊Action – free
        ◊Range – personal (see text)
        ◊Duration – sustained
        ◊Results – +1 to Close Attack: Unarmed per rank

        Description

        You lunge at your opponent and hold them fast.

        You gain +1 per rank in Expert Grappler on your Close Attack: Unarmed skill to grab a target or to disarm a target while you are unarmed. You also add +1 per rank to routine Strength checks when a target you have grabbed makes an Athletics or Acrobatics check to escape. Furthermore, your grab and unarmed disarm attempts have a 5 foot reach. Finally, you gain either Enhanced Grabbing Finesse or Enhanced Improved Grab when you acquire this power.

        ---------------

        Guts

        ◊Descriptors – Courage, luck, talent
        ◊Effect – Impervious Protection • 2 points per rank

        Power Name (range/area Effect)

        ◊Modifiers – impervious: +1/rank, sustained: +0/rank
        ◊Action – free
        ◊Range – personal
        ◊Duration – sustained
        ◊Results – Toughness +1/rank

        Description

        You gain +1 to Toughness per rank. Any damage effect equal to or less than half of your ranks in this power have no effect.

        --------------

        Ignore Pain

        ◊Descriptors – Talent, training, willpower
        ◊Effect – Healing • 3 points per rank +1

        Power Name (personal limited temporary persistent Healing)

        ◊Modifiers – limited: –1/rank, persistent: 1 flat point, reaction: +3/rank, temporary: -1/rank
        ◊Action – reaction (to damage)
        ◊Requirement – DC 10 power check
        ◊Range – personal
        ◊Duration – instant
        ◊Results –you remove one Damage condition per degree of success

        Description

        You can fight through pain when you need to.

        Once per turn, you may attempt to heal yourself as a reaction. Make a DC 10 Ignore Pain check. Each degree of success heals one Damage condition, starting with the worst condition, and working down. If the check fails, you must wait one minute or use extra effort in order to try again.

        Damage conditions return one hour after they are healed.

        ----------------

        Indomitable

        ◊Descriptors – Talent, training, willpower
        ◊Effect – Linked Healing and Immunity • 5 points per rank +1

        Power Name (unreliable personal limited restorative resurrection Healing and linked unreliable sustained Immunity)

        ◊Modifiers – activation [move action]: -1 flat point, limited: –1/rank, quirk: -1 flat point, reaction: +3/rank restorative: +1/rank, resurrection: +1/rank, sustained: +0/rank, unreliable: -1/rank
        ◊Action – reaction (when hurt)
        ◊Requirement – move action; DC 10 or DC 20 power check (see text)
        ◊Range – personal
        ◊Duration – instant and sustained (up to 5 rounds; see text)
        ◊Results –you gain immunity to fatigue effects and remove one Damage condition per degree of success when hurt for 5 rounds

        Description

        Through sheer determination you shrug off pain and injury. Even death must wait until your task is done!

        You can activate Indomitable as a move action on your turn. Once activated, Indomitable grants you immunity to fatigue affects and the ability to attempt to heal yourself as a reaction once per turn for 5 rounds. You can use Indomitable in the flowing ways:

        •Heal Damage: Make a DC 10 Indomitable power check. Each degree of success heals one Damage condition, starting with the worst condition, and working down. If the check fails, you must use extra effort in order to try again.
        •Recovery: You restore points equal to your Indomitable rank to any traits affected by a Weaken effect described as disease, injury or poison.
        •Resist Death: If you would die, make a DC 20 Indomitable check. If the check succeeds you are incapacitated, not dead.

        You regain the use of this power after one hour of rest, but only if your condition is normal at the start of that rest.

        ----------------

        Melee Smash

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Close Damage • 1 point per 2 ranks +2

        Melee Smash (close variable distracting strength-based Damage)

        ◊Modifiers – distracting: -1/rank, variable: 2 flat points
        ◊Action – standard
        ◊Range – close
        ◊Duration – instant
        ◊Results – damage
        ◊Resist – Toughness

        Description

        You are equally dangerous with any melee weapon or even your bare hands! Once you find something that works, your enemy is finished.

        You can use Melee Smash to deal damage equal to your power rank with any weapon or with unarmed attacks. The weapon you use determines the damage descriptor. When you make a Melee Smash, you become vulnerable until the start of your next turn.

        Remain Conscious

        ◊Descriptors – Talent, training, willpower
        ◊Effect – Healing • 1 point per rank +2

        Power Name (personal limited triggered persistent Healing)

        ◊Modifiers – limited: –1/rank, triggered: 1 flat point, persistent: 1 flat point
        ◊Action – standard
        ◊Requirement – DC 10 power check
        ◊Range – personal
        ◊Duration – instant
        ◊Results – you recover from being incapacitated

        Description

        You get knocked down but still keep coming.

        If you are incapacitated you may immediately make a DC 10 Remain Conscious check. Each degree of success heals one Damage condition, starting with the worst condition (likely the incapacitated condition), and working down.

        You may not use this power again until you have a few moments to rest and use a standard action to reset it.

        -----------

        Second Skin

        ◊Descriptors – Armor, talent, training
        ◊Effect – Protection • 1 point per rank -1

        Second Skin (personal Protection)

        ◊Modifiers – quirk: -1 flat point
        ◊Action – none
        ◊Requirements – armor
        ◊Range – personal
        ◊Duration – permanent
        ◊Results – Toughness +1 per rank

        Description

        Your armor is like a part of you.

        Your Toughness is determined by your ranks in Second Skin or the Protection effect of the armor you are wearing, whichever is higher (up to the limits determined by your power level).

        --------------

        Shielding Strike

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Close Damage • 1 point per rank +3

        Shielding Strike (close variable strength-based Damage)

        ◊Modifiers – triggered: 1 flat point, variable: 2 flat points
        ◊Action – standard
        ◊Range – close
        ◊Duration – instant
        ◊Results – damage
        ◊Resist – Toughness

        Description

        You are ready to react suddenly and decisively if anyone attempts to harm your ally.

        As a standard action, you may ready a Shielding Strike to trigger when one of your adjacent allies (chosen when you ready this power) becomes the target of an attack. Your Shielding Strike interrupts that attack and is resolved first. You must be aware of the attack and not surprised to make a Shielding Strike. If a triggering attack takes place while you are unaware or unable to act, your Shielding Strike cannot be used but remains ready should another triggering attack take place later.

        Enemies can notice that your Shielding Strike is ready with a Perception check (DC 10 + your Shielding Strike ranks) and can make attempt a feint with a Deception check against the same DC. If the feint succeeds, you are mislead into believing that your foe while take some other action and your Shielding Strike will not trigger (but remains ready).

        You may only have one Shielding Strike ready to trigger at a time but may use a standard action to reset it to protect a different adjacent ally.

        ---------------

        Stunning Strike

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Linked Affliction and Damage • 2 points per 3 ranks +4

        Stunning Strike (close limited degree limited variable Affliction and linked variable Damage)

        ◊Modifiers – limited degree: -1/rank, linked: +0, variable: 4 flat points
        ◊Action – standard
        ◊Range – close
        ◊Duration – instant
        ◊Results – target vulnerable (one degree) or stunned (two degrees)
        ◊Resist – Dodge and Toughness
        ◊Overcome – Fortitude

        Description

        Your resounding strike momentarily stuns your foe.

        You may make a Stunning Strike unarmed or with a melee weapon. If you hit, the target takes damage equal to your ranks in Stunning Strike and must make a Dodge check (DC 10 + your Stunning Strike ranks) or become vulnerable (one degree) or stunned (two degrees).

        The target makes a Fortitude resistance check at the end of each of his turns to overcome the condition.

        ---------------

        Surprising Vigor

        ◊Descriptors – Talent, training
        ◊Effect – Healing • 1 point per rank

        Surprising Vigor (personal Healing)

        ◊Modifiers – action [move]: +1/rank, limited: -1/rank, unreliable: -1/rank
        ◊Action – move
        ◊Range – personal
        ◊Requirement – DC 10 power check
        ◊Duration – instant
        ◊Results – you recover from one damage condition for each degree of success

        Description

        Your fortitude amazes friend and foe alike.

        Once per turn as a move action you may make DC 10 Surprising Vigor check. Each degree of success heals one Damage condition, starting with the worst condition, and working down. If the check fails, you must wait one minute or use extra effort in order to try again.

        You may use this power up to five times. You regain the use of this power after one hour of rest, but only if your condition is normal at the start of that rest.

        -------------

        Trigger Work

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Weapon Multiattack • 1 points per rank +1

        Trigger Work (range/area Multiattack)

        ◊Modifiers – variable: 1 flat point
        ◊Action – standard
        ◊Requirement – personal firearm
        ◊Range – by weapon
        ◊Duration – instant
        ◊Results – damage or by weapon
        ◊Resist –by weapon

        Description

        With some fast trigger work you launch a volley of shots at your foes.

        You are able to hit to hit multiple targets, or a single target multiple times while wielding personal firearms not normally capable of Multiattack fire. You can use any such weapon with a Damage rank equal to or less than your Trigger Work rank.

        Note: Personal firearms exclude anti-vehicle weapons, siege weapons and vehicle mounted weapons.

        -------

        True Strike

        ◊Descriptors – Talent, training, variable (by weapon)
        ◊Effect – Weapon Close Perception • 1 point per 2 ranks +2

        Power Name (range/area distraction limited Perception attack)

        ◊Modifiers – distracting: -1/rank, increased range: +2/rank, limited: -1/rank, variable: 2 flat points
        ◊Action – standard
        ◊Requirement – melee weapon
        ◊Range – close
        ◊Duration – instant concentration sustained permanent
        ◊Results – by weapon
        ◊Resist – by weapon

        Description

        You give all of your focus to your attack and strike true.

        You can make a True Strike with any melee weapon or unarmed attack that has a Damage rank equal to or less than your True Strike rank. Your attack hits automatically; you do not make an attack roll and cannot score a critical hit.

        When you make a True Strike, you become vulnerable until the start of your next turn.
        Last edited by Jedi Consular; 02-18-2016, 11:38 PM.
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        • #5
          Re: Star Wars 3e conversion

          These are some of the powers I've worked up. Basically, it's all in the descriptors since they are talent powers. These power belong to the fighter "class" which just groups some effects based on descriptors and traditional RPG roles. My goal with these is to have a flavorful and bite sized menu of effects so that new players can just pick a few cool sounding abilities and be ready to go.
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          http://kanestarkillerd20.blogspot.com/

          My Star Wars M&M setting blog
          http://starwarsmandm3e.blogspot.com/

          Comment


          • #6
            Re: Star Wars 3e conversion

            Fighter abilities are up on the blog here: http://starwarsmandm3e.blogspot.com/...ter-class.html

            Scoundrels are here: http://starwarsmandm3e.blogspot.com/...rel-class.html
            My M&M conversions blog
            http://kanestarkillerd20.blogspot.com/

            My Star Wars M&M setting blog
            http://starwarsmandm3e.blogspot.com/

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            • #7
              Re: Star Wars 3e conversion

              Agent abilities are up: http://starwarsmandm3e.blogspot.com/...ent-class.html

              Just a few abilities right now. I'll try to post those and the scoundrel abilities so far on the thread.
              My M&M conversions blog
              http://kanestarkillerd20.blogspot.com/

              My Star Wars M&M setting blog
              http://starwarsmandm3e.blogspot.com/

              Comment


              • #8
                Re: Star Wars 3e conversion

                Scoundrel Powers

                Blackmail

                ◊Descriptors – Audacity, interaction, skullduggery, social, talent
                ◊Blackmail – Perception Cumulative Affliction • 4 points per rank -3

                Blackmail (perception cumulative Affliction)

                ◊Modifiers – check required: -1, cumulative: +1/rank, increased range: +2/rank, quirk: -2 flat points
                ◊Action – standard
                ◊Requirement – Deception (innuendo), Intimidation (coercing), or appropriate Expertise check; you must have previously used Investigation to gather information about the target
                ◊ Range – perception
                ◊Duration – instant
                ◊Results – target entranced (one degree), compelled (two degrees), or controlled (three or more degrees)
                ◊Resist –Will

                Description

                If you’ve got something on them, they’ll probably see things your way… and everyone’s got something to hide.

                You can use innuendo and threats to influence the actions of others. Before you can attempt to Blackmail a target, you must have already succeeded at an Investigation check to gather information and found something either potentially compromising or that the target fears losing or seeing harmed.

                Make a Deception check to send hints to the target about what you know or an Intimidation check to convince them that you mean to harm something of value to them as a standard action. At the gamemaster’s discretion, you may use a suitable Expertise check instead. If your check result exceeds 10, the target must succeed a Will resistance check against your check result (up to your ranks in Blackmail). If their resistance check fails, the target becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).

                The target makes another Will resistance check at the end of each turn to recover. Each time this resistance check fails the condition worsens by one step. If the target fails by one or two degrees while already entranced, they become compelled or if they were already compelled they become controlled.

                -------

                Bought Info

                ◊Descriptors – Audacity, skullduggery, social, talent
                ◊Bought Info – Limited Enhanced Investigation • 1 point per rank

                Bought Info (personal limited Enhanced Trait)

                ◊Modifiers – limited: -1 rank, quirk: -1 flat point
                ◊Action – free
                ◊Requirement – Benefit: Wealth
                ◊Range – personal
                ◊Duration –sustained
                ◊Results – Expertise or Investigation +6

                Description

                Your access to information is vast, but it isn’t cheap.

                You gain a +3 bonus to Expertise or Investigation checks made gather information plus an additional +3 bonus per rank of Bought Info. You may not have more ranks in Bought Info than you have ranks in the Benefit: Wealth advantage.

                -------

                Disarming Smile

                ◊Descriptors – Audacity, interaction, social, talent, visual
                ◊Disarming Smile – Limited Area Affliction • 1 points per rank

                Disarming Smile (free action limited area Affliction)

                ◊Modifiers – action: +2/rank, area: +1/rank, instant recovery: -1/rank, limited: -1/rank, limited degree: -1/rank, quirk: -2 flat points, subtle: 2 flat points
                ◊Action – free
                ◊Requirement – Persuasion or appropriate Expertise check; targets must be able to see you; targets must find you attractive
                ◊Area – perception
                ◊Duration – instant
                ◊Results – target vulnerable (one degree) or defenseless (two or more degrees) for one round
                ◊Resist –Will

                Description

                Your smile can put those who find you attractive at ease, much to their peril.

                Make a Persuasion check as a free action. If your check result exceeds 10, all targets in the area who are able to see you and find you attractive are permitted a Dodge resistance check (DC 10 + Disarming Smile rank up to your check result) to glance away and avoid your allure. Those that fail must succeed a Will resistance check against your check result (up to your ranks in Disarming Smile). If this resistance check fails, each affected target becomes vulnerable (failure by one degree) or defenseless (failure by two or more degrees).

                After one round, these conditions end.

                After being affected by your Disarming Smile once, individuals subjected to it again may become resistant or immune to the effect. In particular, if you inflict a damaging or otherwise obviously harmful effect on the subject, they are likely to be immune to your Disarming Smile in the future. At the very least, subjects affected by your Disarming Smile again during the same scene will receive a circumstance modifier on all checks to resist the effect.

                -------

                Just Kidding

                ◊Descriptors – Audacity, interaction, social, talent
                ◊Effect – Limited Luck Control and Enhanced Second Chance • 1 point per rank +3

                Just Kidding (limited Luck Control and linked Enhanced Traits)

                ◊Modifiers – limited: -1/rank, subtle: 1 flat point
                ◊Action – reaction
                ◊Range – perception
                ◊Duration – instant
                ◊Results – target rerolls an opposed interaction check; you reroll a failed interaction check

                Description

                Sometimes you’re not quite as convincing as you’d like, but you’ve become an expert at playing your blunders off.

                You can spend a victory point or use Luck to force someone else to reroll one opposed roll when you make a Deception check to bluff, an Intimidation check to coerce or any Persuasion check. The target takes the worse of the two rolls and may spend a victory point or use Luck to avoid having to reroll.

                For each additional rank in Just Kidding you may choose one of the actions described above. If you fail a check of the chosen type, you can make another immediately and use the better of the two results. You cannot choose the same action more than once and therefore can have no more than 4 ranks in Just Kidding.

                Note: The second effect of Just Kidding is an Enhanced version of the Second Chance feat.

                -------

                Lucky

                ◊Descriptors – Audacity, luck, talent
                ◊Effect – Linked Enhanced Advantage and Limited Luck Control • 1 point per rank +2

                Lucky (Enhanced Advantage and linked limited Luck Control)

                ◊Modifiers – limited: -1/rank
                ◊Action – reaction
                ◊Range – perception
                ◊Duration – instant
                ◊Results – target rerolls a an attack roll against you and takes the worse of the two rolls
                ◊Resist – none

                Description

                Things seem to go your way.

                Once per round, you can choose to reroll a die roll, like spending a Victory point (see Victory points), including adding 10 to rerolls of 10 or less. You can do this a number of times per game session equal to your Lucky rank, with a maximum rank of half the series power level (rounded down). Your Lucky ranks refresh when your Victory points “reset” at the start of an adventure.

                In addition, you can spend a victory point, use Lucky, or ranks in the Luck advantage to force someone else to reroll an attack roll against you and take the worse of the two rolls. The target of this last effect may spend a victory point or use Luck to avoid having to reroll.

                Note: The combined number of ranks you have in Lucky and the Luck advantage (or any similar effect that mimics the use of Victory points) must be equal to or less than the series power level.
                .
                -------

                Narrow Escape

                ◊Descriptors – Audacity, luck, skullduggery, talent
                ◊Effect – Limited Permeate and Sure-Footed • 2 points per rank (1 point per rank at rank 4 and up)

                Narrow Escape (limited Movement)

                ◊Modifiers – check required: -1 flat point, limited: -2/rank (-1/rank at rank 4 and up), subtle: 2 flat points, quirk: -1
                ◊Action – free
                ◊Requirement – Expertise: Streetwise check
                ◊Range – personal
                ◊Duration –sustained
                ◊Results – you move through the streets with ease

                Description

                When the going gets tough, you get going.

                You can move through crowds, traffic and many other urban hazards and obstacles as if they weren’t there. Make an Expertise: Streetwise check as a free action. For each point your check result exceeds 10, you can use one rank of Narrow Escape (up to your maximum ranks). Each rank reduces the speed penalty for moving through or around urban obstacles and obstructions to movement by 1. If you reduce the speed penalty to 0 or less, you are unaffected by that obstacle and move at full normal speed.

                In addition, you can pass through solid objects, characters and even walls in metropolitan areas as if they weren’t there! You move at your speed rank -2 and each additional rank of Narrow Escape adds 1 to your speed rank while moving through objects up to the third rank (at which point you can move this way at full speed). You must end any movement in an open space, so you cannot pass through think solid objects and this ability doesn’t allow you to see through solid objects. If you attempt to move through a solid object and would end your movement inside a solid object, you are “pushed” back to the last open space you occupied.

                Note: This ability represents an uncanny knack for maneuvering through the streets, not the ability to become insubstantial. Your unobstructed movement is the result of windows opening, people ducking out of the way and then back in place, or hidden doors that open and close again the right time to let you through while still blocking pursuers (or allies!). The ability fails if there is no reasonable method of escape and you may be required to explain your method of egress at the gamemaster’s discretion.

                -------

                Sneak Attack

                ◊Descriptors – Audacity, talent, variable (by weapon)
                ◊Effect –Damage • 2 points per rank

                Sneak Attack (Limited Ranged Penetrating Damage)

                ◊Modifiers –diminished range: -2 flat points, limited: -1/rank, penetrating: +1/rank, quirk: -1 flat point, ranged: +1/rank, subtle: 1 flat point
                ◊Action – standard: Ranged Attack (by weapon)
                ◊Requirement – target defenseless or vulnerable; range depends on weapon
                ◊Range – close, or ranged S/M/L 5/10/25 feet per rank, or by weapon (see text)
                ◊Duration – instant
                ◊Results – damage
                ◊Resist – Toughness

                Description

                When you make the first move, your opponent doesn’t get one.

                You can make a Sneak Attack against a defenseless or vulnerable target. Your effective range is the lesser of your Sneak Attack power range or the range of the weapon you wield.

                -------

                Sorry About the Mess

                ◊Descriptors – Audacity, talent, (by weapon)
                ◊Effect – Linked Affliction and Enhanced Improved Critical • 1 point per rank (1 point per 2 ranks at rank 4 and up)

                Sorry About the Mess (range/area Effect)

                ◊Modifiers – increased range: +1/rank, limited: -2/rank, quirk: -1 flat point, subtle: 1 flat point
                ◊Action – standard
                ◊Requirement – linked to Sneak Attack
                ◊Range – close, or ranged S/M/L 5/10/25 feet per rank, or by weapon (see text)
                ◊Duration – instant
                ◊Results – increased critical threat range; target dying (three degrees)
                ◊Resist – Fortitude

                Description

                For you, there’s no reason to stop at mere overkill. Better safe than sorry.

                When you make a Sneak Attack, the target must make a Fortitude resistance check (DC 10 + Sorry About the Mess rank) or become dying.

                In addition, each rank of Sorry About the Mess increases your critical threat range with a Sneak Attack by 1 to a maximum threat range of 16-20 at 4 ranks. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical.

                Note: You cannot have more ranks in Sorry About the Mess than you have in Sneak Attack.

                -------

                Works Like a Charm

                ◊Descriptors – Audacity, luck, talent
                ◊Effect – Ranked Feature • 1 point per rank +1

                Works Like a Charm (personal Ranked Feature)

                ◊Modifiers – subtle: 1 flat point
                ◊Action – none
                ◊Range – personal
                ◊Duration –permanent
                ◊Results – use your Presence modifier instead of another ability modifier when making a skill check

                Description

                Your personal appeal opens doors for you that are often closed to others.

                Once per scene per power rank, you may use your Presence modifier in place of the ability modifier normally applied to a particular skill. You cannot have more than 5 ranks in this power and your effective modifier is subject to the series power level limits.
                Last edited by Jedi Consular; 02-20-2016, 11:31 PM.
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                http://kanestarkillerd20.blogspot.com/

                My Star Wars M&M setting blog
                http://starwarsmandm3e.blogspot.com/

                Comment


                • #9
                  Re: Star Wars 3e conversion

                  Agent Powers

                  Blackmail

                  ◊Descriptors – Discretion, interaction, social, subterfuge, talent
                  ◊Blackmail – Perception Cumulative Affliction • 4 points per rank -3

                  Blackmail (perception cumulative Affliction)

                  ◊Modifiers – check required: -1, cumulative: +1/rank, increased range: +2/rank, quirk: -2 flat points
                  ◊Action – standard
                  ◊Requirement – Deception (innuendo), Intimidation (coercing), or appropriate Expertise check; you must have previously used Investigation to gather information about the target
                  ◊ Range – perception
                  ◊Duration – instant
                  ◊Results – target entranced (one degree), compelled (two degrees), or controlled (three or more degrees)
                  ◊Resist –Will

                  Description

                  A moment’s indiscretion is all you need to make your enemies suitably manageable.

                  You can use innuendo and threats to influence the actions of others. Before you can attempt to Blackmail a target, you must have already succeeded at an Investigation check to gather information and found something either potentially compromising or that the target fears losing or seeing harmed.

                  Make a Deception check to send hints to the target about what you know or an Intimidation check to convince them that you mean to harm something of value to them as a standard action. At the gamemaster’s discretion, you may use a suitable Expertise check instead. If your check result exceeds 10, the target must succeed a Will resistance check against your check result (up to your ranks in Blackmail). If their resistance check fails, the target becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).

                  The target makes another Will resistance check at the end of each turn to recover. Each time this resistance check fails the condition worsens by one step. If the target fails by one or two degrees while already entranced, they become compelled or if they were already compelled they become controlled.

                  --------

                  Bought Info

                  ◊Descriptors – Discretion, social, subterfuge, talent
                  ◊Bought Info – Limited Enhanced Investigation • 1 point per rank

                  Bought Info (personal limited Enhanced Trait)

                  ◊Modifiers – limited: -1 rank, quirk: -1 flat point
                  ◊Action – free
                  ◊Requirement – Benefit: Wealth
                  ◊Range – personal
                  ◊Duration –sustained
                  ◊Results – Expertise or Investigation +6

                  Description

                  Information is the most fluid currency in the galaxy and you are flush.

                  You gain a +3 bonus to Expertise or Investigation checks made gather information plus an additional +3 bonus per rank of Bought Info. You may not have more ranks in Bought Info than you have ranks in the Benefit: Wealth advantage.

                  --------

                  Censure

                  ◊Descriptors – Auditory, discretion, social, talent
                  ◊Effect – Broad Social Nullify • 4 points per rank

                  Censure (broad effortless insidious subtle trigger perception Nullify)

                  ◊Modifiers – broad: +1/rank, effortless: +1/rank, increased range: +1/rank, quirk: -1 flat point, triggered: 1 flat point
                  ◊Action – standard
                  ◊Requirement – able to exert your social influence; language dependent
                  ◊Range – perception
                  ◊Duration – instant
                  ◊Results – counter one social effect
                  ◊Resist – effect rank or Will

                  Description

                  Whether as a matter of law or of opinion, few are beyond reproach.

                  You can counter any one social effect that you can perceive with an accurate sense. Make a power check opposed by either the effect rank or the Will defense of the effect’s controller (whichever is higher). If you win, the effect is suppressed and the user must reactivate it.

                  You can also use Censure to forestall a particular social effect when it occurs at some point in the future. This requires that you reach out to your allies, which requires at least a few minutes (if not longer). For example, you could contact allies your political allies to create a bureaucratic obstacle setting your Censure to take effect the next time an inventor attempts to call on her contacts using her Technological Resource Access. It is possible for a character targeted with your Censure to detect that it has been set to trigger before using the effect by succeeding an appropriate Expertise skill check (such as Business, Current Events, Law, Military, Politics, Popular Culture, etc. depending on the circumstances). If detected, the target can attempt to disable your meddling in a similar way, although the skill check involved may change. For example, an inventor might recognize your involvement in her affairs with a successful Expertise: Business check, but counteract you with a successful Expertise: Law check. In either case the DC is 10 + your Censure rank.

                  This ability is language dependent. Characters interacting with the effect you wish to Censure (although not necessarily the effect wielder) must be able to perceive your intent with an acute sense and understand your language.

                  --------

                  Clever Solution

                  ◊Descriptors – Discretion, talent
                  ◊Effect – Ranked Feature • 1 point per rank

                  Stroke of Genius (personal Ranked Feature)

                  ◊Action – none
                  ◊Range – personal
                  ◊Duration –permanent
                  ◊Results – use your Agility modifier instead of another ability modifier when making a skill check

                  Description

                  You can quickly adapt to address the demands of any mission.

                  Once per scene per power rank, you may use your Agility modifier in place of the ability modifier normally applied to a particular skill. You cannot have more than 5 ranks in this power and your effective modifier is subject to the series power level limits.

                  --------

                  Positive Spin

                  ◊Descriptors – Auditory, discretion, social, talent
                  ◊Effect – Linked Enhanced Advantage and Enhanced Presence • 1 point per rank

                  Positive Spin (limited personal Enhanced Trait and linked area limited Enhanced Trait)

                  ◊Modifiers – area: +1/rank, limited: -2/rank, selective: +1/rank
                  ◊Action – reaction or standard (see text)
                  ◊Area/Range – 30-ft burst or personal (see text)
                  ◊Duration – instant or sustained
                  ◊Results – edit a scene to erase a failed interaction; allies get +1 bonus per power rank Presence to retry the failed interaction

                  Description

                  Your skill at arbitration can compensate for another’s gaffe.

                  Your reassuring demeanor can reset an interaction after a blunder so that you can continue as if it never happened, like spending a Victory point to edit a scene. You can do this a number of times per game session equal to your Positive Spin rank, with a maximum rank of half the series power level (rounded down). Your Positive Spin ranks refresh when your Victory points “reset” at the start of an adventure.

                  In addition, as a standard action you can provide each ally within a 30-foot radius with a +1 bonus per Positive Spin rank to Presence while attempting the same interaction that failed initially.

                  Note: The combined number of ranks you have in Positive Spin and the Luck advantage (or any similar effect that mimics the use of Victory points) must be equal to or less than the series power level.

                  --------

                  Skilled Slicer

                  ◊Descriptors – Computer, subterfuge, technology, talent
                  ◊Effect – Enhanced Technology • 1 point per 3 ranks

                  Skilled Slicer (personal Enhanced Trait)

                  ◊Modifiers – limited: -1/rank
                  ◊Action – free
                  ◊Range – personal
                  ◊Duration – sustained
                  ◊Results – Technology (or an appropriate Expertise skill) +1

                  Description

                  You excel at working within complex computer networks.

                  You gain a +1 bonus per rank to Expertise or Technology checks made to operate computers.

                  --------

                  Stunning Blow

                  ◊Descriptors – Subterfuge, talent, variable (by weapon)
                  ◊Effect – Linked Affliction • 1 point per rank +2

                  Stunning Blow (close variable Affliction)

                  ◊Modifiers – linked: +0, variable: 2 flat points
                  ◊Action – standard
                  ◊Range – close
                  ◊Duration – instant
                  ◊Results – target dazed (one degree), stunned (two degrees), or incapacitated (three or more degrees)
                  ◊Resist – Dodge
                  ◊Overcome – Fortitude

                  Description

                  Your attack quickly staggers your target, neutralizing her.

                  You may make a Stunning Blow unarmed or with a melee weapon. If you hit, the target must make a Dodge check (DC 10 + your Stunning Blow ranks) or become vulnerable (one degree), stunned (two degrees), or incapacitated (three or more degrees).

                  The target makes a Fortitude resistance check at the end of each of her turns to overcome the first two conditions.
                  My M&M conversions blog
                  http://kanestarkillerd20.blogspot.com/

                  My Star Wars M&M setting blog
                  http://starwarsmandm3e.blogspot.com/

                  Comment


                  • #10
                    Re: Star Wars 3e conversion

                    Added a mission statement with links to the Hero SRD:
                    http://starwarsmandm3e.blogspot.com/...this-blog.html
                    My M&M conversions blog
                    http://kanestarkillerd20.blogspot.com/

                    My Star Wars M&M setting blog
                    http://starwarsmandm3e.blogspot.com/

                    Comment


                    • #11
                      Re: Star Wars 3e conversion

                      You think you could write up some PL 4/5 Archetypes for the classes once you've finished them all?

                      Comment


                      • #12
                        Re: Star Wars 3e conversion

                        Thank you for your interest!

                        My intention is to create "class" templates similar to those for species as well as professional templates. I also plan to make complete archetypes for PLs 3-6 which will incorporate elements of all template types. The class templates will have suggested ability modifiers, skill ranks, advantages and either/or choices for powers of the same cost.

                        Stay tuned!
                        My M&M conversions blog
                        http://kanestarkillerd20.blogspot.com/

                        My Star Wars M&M setting blog
                        http://starwarsmandm3e.blogspot.com/

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                        • #13
                          Re: Star Wars 3e conversion

                          Originally posted by Jedi Consular View Post
                          Thank you for your interest!

                          My intention is to create "class" templates similar to those for species as well as professional templates. I also plan to make complete archetypes for PLs 3-6 which will incorporate elements of all template types. The class templates will have suggested ability modifiers, skill ranks, advantages and either/or choices for powers of the same cost.

                          Stay tuned!
                          I recommend the following as archetypes considering you're using WEG d6 2e as your setting basis.

                          -Alien Force Student
                          -Bounty Hunter
                          -Brash Pilot
                          -Curious Explorer
                          -Cyborged Pirate
                          -Cynical Scout
                          -Ewok Warrior
                          -Failed Jedi
                          -Gambler
                          -Kid
                          -New Republic Bureaucrat
                          -Protocol Droid
                          -Smuggler
                          -Sullustan Trader
                          -Wookiee First Mate
                          -Young Jedi

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                          • #14
                            Re: Star Wars 3e conversion

                            I intend to do most of the old WEG templates. In fact some of those are done in draft form, but I wan't a chance to revise them and get more powers set first
                            My M&M conversions blog
                            http://kanestarkillerd20.blogspot.com/

                            My Star Wars M&M setting blog
                            http://starwarsmandm3e.blogspot.com/

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                            • #15
                              Re: Star Wars 3e conversion

                              I did the "Kid" but I renamed it. Here's the draft (I think it's one of my favorites):

                              ENERGETIC YOUNGSTER PL 3

                              “No way I’m staying on the ship! I can be a lookout… come on, what’s the worst that could happen? Then again, maybe I can figure out how the hyperdrive works… maybe I’ll just stay on the ship!”

                              Senses Perception +3

                              DEFENSE

                              Dodge 6/4, Fortitude 0, Parry 6/4, Toughness 0, Will 1
                              Hit Points 15 (PL x 5)
                              Damage Reduction 4/2 (Toughness x 2)

                              OFFENSE

                              Init +2
                              Unarmed +2 (Damage Rank -1: 1d3)

                              STATISTICS

                              Agility 2, Dexterity 2, Stamina 0, Strength -1, Awareness 1, Fighting 2, Intellect 0, Presence 1

                              Skills Acrobatics 2 (+2), Athletics 4 (+3), Insight 2 (+3), Intimidation 0 (-1), Perception 2 (+3), Persuasion 2 (+3), Sleight of Hand 2 (+4), Stealth 2 (+8)

                              Advantages Beginner’s Luck, Evasion 2, Fearless, Luck, Uncanny Dodge

                              Equipment: Bottle of Fizzyglug (2), candy, stone, string

                              Languages Basic

                              Powers: Can’t Hurt a Kid (Enhanced Traits), Little (Shrinking)

                              Missed me! (interaction, luck) Extras: Alternate Effect +1, Innate +1 [6cp]
                              • Linked Effects:
                              o Enhanced Trait +2 Dodge
                              o Enhanced Trait +2 Parry
                               Alternate Effect: Missed ‘em! (interaction, luck; Deflect 3 Extras: Extended Range +1, Innate +1)
                               This alternate effect allows you to use the defend standard action for someone else within range
                               Use your Deflect rank in place of an active defense (Dodge or Parry)
                               Since you can only use either your Enhanced Trait or Deflect, you lose your bonuses to Dodge and Parry until your next turn when you Deflect; make sure you’re safe!
                               Range S/M/L 50 feet/100 feet/200 feet

                              Who are you calling shorty?! (humanoid, origin, physical; Shrinking 4 +2 to active defenses, +4 to Stealth, -2 to Intimidation; Extras: Increased Duration +1/rank, Extras: Innate +1, Flaws: Permanent -1/rank) [9cp]
                              • You are size rank -3; about 3 feet tall
                              • Your ground speed rank is -1; 15 feet

                              Complications You desire the acceptance of the grown-ups; sometimes your size, age and legal status are just as bad as having a disability.

                              Character Points Abilities 14 + Powers 15 + Advantages 6 + Skills 8 + Defenses 0 = Total 43
                              My M&M conversions blog
                              http://kanestarkillerd20.blogspot.com/

                              My Star Wars M&M setting blog
                              http://starwarsmandm3e.blogspot.com/

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