Need Help. Rebuilding Jedi Character from D6/D20 RCRB

By Tramp Graphics, in Star Wars: Force and Destiny RPG

OK. I've mentioned briefly in a couple of other post that I'm looking at trying to convert/rebuild my old D6/D20 RCRB Jedi character to the new system, and I could use some advice as to how to go about doing it and what Carrer and Specializations would be needed to do so to accurately reflect his old stats . I had been playing this character since the WEG system and after converting him to D20 managed to advance a level to Jedi Master, and was about 2100 XP shy of leveling up again before I stopped playing when the Saga Edition came out.

Below is the character write-up--covering his origins as well as rundown of his actual adventures over the years-- with stats for both previous systems. How do I convert him over? I'm thinking Jedi Sentinel for the Career (they didn't have that available under RCRB), and might need all three Specializations, and possibly one or two more from the some of the other careers to get all of the necessary career skills and abilities, but some help and advice is sorely needed since there doesn't appear to be any official conversion rules.

Background: Korath Lorren was born eight years before the Battle of Yavin in an obscure corner of the Outer Rim. His parents, both Jedi, disappeared soon after, leaving the boy in the care of the reclusive Duinuogwuin Jedi Master Oruk. Over the next fifteen years, Master Oruk raised Korath in the traditions of the Jedi, instilling in him the tenets of the Jedi Code. As Korath grew, and learned, it became apparent that he had a keen affinity for the combat arts, especially the lightsaber. When Korath was fifteen, tragedy struck once again. The reborn Emperor, though still hiding away and plotting on the Planet Byss, had sent some of his Dark Jedi out into the galaxy. One of these, a sociopath named Mathis Karr, discovered Master Oruk’s secret retreat and descended upon the planet with his minions. Korath watched from his Hiding position as the Dark Siders murdered the great Star Dragon. Muting his Force presence, he went unnoticed by the bloodthirsty gang. Alone, his training not quite complete, and without a teacher, Korath continued his Martial training as best he could before finding a way off planet. He spent the next several years traveling the galaxy on different starships learning many different skills and gaining a great deal of experience. One thing remained with him throughout that time: a vision, that came to him many times over the years, of himself, fully trained, in a final confrontation with Mathis Karr. It was a vision he knew could not be avoided, though when it would happen, he could not know. One of his travels took him to Endor where he resumed his Force training for a short period of time under the tutelage of an old Ewok Shaman, who was near the end of his time. When the old Ewok died, he left him with a medallion that surprisingly had a Mephite crystal embedded in it. A crystal Korath would add to his lightsaber. He soon found his way to Luke Skywalker’s Jedi Academy on Yavin IV along with an introverted ex Imperial Tie pilot named Kain Mandala, a man tortured by a tragic past, who showed a good deal of Force potential yet had gone unnoticed within the Empire. This wouldn’t last long though. During the next year, Kain and Korath learned and adventured together. Hidden in the shadows though was Mathis Karr who plotted to twist the sullen and tortured man in his attempt to carve out his own empire. Karr captured Kain, while he and Korath were on a quest to locate an ancient Holocron, and quickly brought him under his spell and used Kain to lead his personal army. Korath, along with his remaining companions, spent months thwarting Karr’s evil schemes and trying to save Kain from the Dark Side’s grasp before it was too late. On one occasion, Korath and the half twisted Kain teamed up to stop an even greater threat. On a ship almost as large as the Eclipse, they encountered three Dark Side warriors who claimed to be members of the ancient Sith order, and their minions. Whether this was true or not is unknown. However, they were powerful and it took the combined effort of Korath and Kain’s people to defeat them. To save the life of one of his companions, who was engaged in a duel with the leader of these “Sith” and clearly outmatched while surrounded by the Dark warriors horde, Korath challenged the monster. Entering the room, he ignited his lightsaber holding it over his head. The mob parted, letting him advance on the Dark warrior. The two engaged in a fierce battle that lasted for what seemed forever. Blow upon blow was struck and parried in a never-ending dance. First one gaining ground and then the other; back and forth it went until, in a moment of inspiration, Korath struck in a sideways sweep towards his foe’s right side. As his opponent moved to block it, he deactivated it and then reactivated it in the middle of the dark warrior’s chest. As he died, the Sith warrior attempted one final overhand strike. Korath twisted his body as he moved to parry the blow, ripping his lightsaber up through the dark warrior’s shoulder and parrying the blow as the villain collapsed in a broken heap. Korath would eventually save Kain and retrieve the Holocron though he had yet to face Mathis Karr.

Now, he is training some new students to the Academy including a young teenaged boy named Cable who grew up on a trading ship, and the boy’s girlfriend, a young, somewhat spoiled Senator’s daughter, one Arianna Telan, who had run away from home and ended up in way over her head. In the adventure that followed, they uncovered a plot to murder the noble houses of a small planet, defeated a Dark side wielding Crime Lord, and saved an heiress from the path of Darkness. And in doing so, discovered Arianna’s Force potential. With her father’s permission, Korath has begun Arianna’s training while his other young apprentice courts the girl.

Korath Lorren: Jedi Guardian 6,Fringer1, Scout 6, Jedi Weapon Master 4, Jedi Master1; Init. +7, Defense 26 (+11 Class, +3 Dex, +2 Def MA) or 30 (when using Deflect: Defense and Lightsaber Defense); Speed 10; VP/WP 122/14; Atk: +19/+14/+9* melee (4D4 + 2D8 + 3 lightsaber) or +16/+11/+6 melee (1D6+1 unarmed); SQ Deflect (Defense +1, Attack +1), Evasion, Extreme Effort, Heart +1,Skill Mastery (Repair), Trail Blazing, Uncanny Dodge (Lvl. 4,) Weapon Mastery (Superior Weapon Focus: Lightsaber), Jedi Knight; SV: Fort +15, Ref +15, Will +13; SZ M; FP 5; DSP 0; Rep +6; Str 13, Dex 16, Con 14, Int 14, Wis 15, Cha 15; Challenge Code H.

Equipment : Jedi robes, tri-phase lightsaber*, utility belt with comlink, subspace comlink, breath mask, tool kit, med pack, rations, glow rod, pocket computer/datapad, and rebreather, field kit, 2 R2 Astromech druids, modified YZ-900 freighter (Jedi Star), Jedi Holocron

*Korath Lorren has constructed his own tri-phase lightsaber with lock on switch and Mephite crystals (base Damage 4D4). The blade can go from standard length of 1.5m down to .5m or up to 2m.

Skills : Appraise +3, Astrogate +5, Bluff +6, Climb +5, Computer Use +11, Craft (Lightsaber) +11, Demolitions +6, Diplomacy +4, Disable Device +6, Hide +7, Jump +4, Knowledge (Alien Species) +4, Knowledge (Cultures) +4, Knowledge (Jedi Lore) +3, Knowledge (Streetwise) +4, Knowledge (Systems) +4, Move Silently +7, Pilot +10, Profession (bureaucrat) 4, Gamble +5, Read/Write (Basic, Duinuogwuin), Repair +11, Ride +4, Search +5, Speak (Basic, Duinuogwuin), Spot +5, Tumble +9.

Force Skills : Affect Mind +6, Battle Influence +5, Battle Mind +12, Empathy +5, Enhance Ability +6, Enhance Senses +6, Farseeing +5, Force Defense +7, Force Light +5, Force Strike +5, Heal Another +4, Heal Self +5, Inspire +7, Instinctive Astrogation +4, Move Object +5, See Force +8, Sever Force +6, Telepathy +5

Feats : Endurance, Expertise, Exotic Weapon Proficiency (Lightsaber), Force Sensitive, Improved Initiative, Martial Arts, Defensive Martial Arts, Starship Operation (Transports), Weapon Focus (Lightsaber), Weapon Group Proficiency (Blaster Pistols, Blaster Rifles, Primitive Weapons Simple Weapons)

Force Feats : Alter, Battle Meditation, Burst of Speed, Control, Dissipate Energy, Force Mind, Lightsaber Defense, Mettle. Sense , Deflect (Defense +2, Attack +2, Extend), Force Secret (Battle Influence +1)

D6 Stats:

Type: Jedi Knight

DEXTERITY 3D+2

Blaster 8D, Brawling Parry 3D+2, Dodge 6D+1, Grenade 5D, Heavy Weapons 3D+2, Melee Parry 6D+2, Melee 6D+2, Lightsaber 9D+1,

KNOWLEDGE 3D+1

Alien Species 5D, Bureaucracy 6D, Cultures 5D, Languages 3D+2, Planetary Systems 4D+2, Streetwise 4D+2, Technology 3D+1, Value 5D, Scholar: Jedi Lore 4D

MECHANICAL 2D

Astrogation 4D+2, Beast Riding 4D, Repulsor Operation 6D+1, Starship Gunnery 2D, Space Transports 2D+1, Starship Shields 2D+1

PERCEPTION 3D+1

Bargain 5D, Command 6D, Con 5D+1, Gambling 5D+2, Hide/Sneak 7D, Search 5D+1

STRENGTH 2D+2

Brawling 4D, Climbing/Jumping 5D, Lifting 3D+1, Stamina 6D+2, Swimming 2D+2

TECHNICAL 2D

Computer Program/Repair 5D+2, Demolition 5D, Droid Program/Repair 5D+1, First Aid 2D, Repulsor Repair 4D+2, Security 4D+1, Starship repair 2D, Lightsaber Repair 6D+1

Special Abilities:

Force Skills: Control 6D+1, Sense 6D+2, Alter 5D

Control: Absorb Dissipate Energy, Accelerate Healing, Concentration, Contort/Escape, Control Pain, Detoxify Poison, Enhance Attribute, Emptiness, Force Of Will, Reduce Injury, Remain Conscious

Sense: Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Path, Shift Senses

Alter: Telekinesis

Control & Sense: Lightsaber Combat, Projective Telepathy, Farseeing

Control & Alter: Control Another’s Pain, Accelerate Another’s Healing, Transfer Force,

Control, Sense, & Alter: Affect Mind, Battle Meditation, Enhance Coordination, Force Harmony, Projective Fighting

Sense & Alter: Dim Another’s Senses

Edited by Tramp Graphics

I'm not sure if it should be your first specialization--or even if Seeker should be your career--but Pathfinder should certainly be one specialization to look into.

Looking at your skills (primarily the D6 set), the ones that are substantially improved are:

Melee

Leadership

Lightsaber

Piloting (Planetary)

Ranged (Heavy and/or Light)

Resilience

Stealth

With that in mind, Guardian (Peacekeeper) might be a good basis to start with before adding in Pathfinder and your choice of a Lightsaber specialization. In any event, this is likely to be a very high XP character.

I'm not sure if it should be your first specialization--or even if Seeker should be your career--but Pathfinder should certainly be one specialization to look into.

Looking at your skills (primarily the D6 set), the ones that are substantially improved are:

Melee

Leadership

Lightsaber

Piloting (Planetary)

Ranged (Heavy and/or Light)

Resilience

Stealth

With that in mind, Guardian (Peacekeeper) might be a good basis to start with before adding in Pathfinder and your choice of a Lightsaber specialization. In any event, this is likely to be a very high XP character.

I know for certain that my first specialization would be a lightsaber specialization. The key factor of Korath was that he was highly skilled with the Lightsaber. You'll notice that his Lightsaber skill was his highest skill under D6 (9D+1) and most potent attack under D20 (+19/+14/+9). I did look at the Peackeeper as a possible "later" specialization. But the first specialization would absolutely need to be a lightsaber specialization. As far as careers, It's a bit of a tossup between Sentinel and Seeker, though I'm leaning more towards Sentinel because the Shien style seems closer to Korath's style (more traditional Kendo with strong blaster bolt deflection ability) than the more acrobatic Ateru style, though that is a possibility because (at least under D20) he does have a pretty good Tumbling skill (+9), and Dexterity was definitely his highest stat in both systems, so Ateru might be a better fit, I don't know. What lightsaber style do you think fits best? Granted, he's likely to eventually master all styles.

And, yes, this definitely is a High XP character.

For the record, this is my most recent picture of Korath (granted, it's several years old--2008--and I've gotten a lot more grey in the beard as well as lost some weight since then, but still):

korath_lorren__jedi_master_by_tramp_grap

Edited by Tramp Graphics

I could use some advice as to how to go about doing it and what Carrer and Specializations would be needed to do so to accurately reflect his old stats .

Having toyed around with converting D6 to D a , I can confirm that a 1-1 parity between old stats is nearly impossible. There is no direct 6D+2 = D D D correlation. The best you can hope to is take the theme of the character, figure out what the core concepts are and rebuild it from scratch.

Looking over your capsule write up, yeah Happy nailed it - looks like a Guardian with a hint of Pathfinder.

Edited by Desslok

I could use some advice as to how to go about doing it and what Carrer and Specializations would be needed to do so to accurately reflect his old stats .

Having toyed around with converting D6 to D a , I can confirm that a 1-1 parity between old stats is nearly impossible. There is no direct 6D+2 = D D D correlation. The best you can hope to is take the theme of the character, figure out what the core concepts are and rebuild it from scratch.

Looking over your capsule write up, yeah Happy nailed it - looks like a Guardian with a hint of Pathfinder.

I don't know about "almost impossible". Difficult, yes, but there do look like some pretty good correlations particularly between D6 and FFG; at least with the Ability dice. Looking through my old D6 rule book. The "average" spread for abilities for any given race is between 1D and 6D, with humans starting at 2D. That does fit relatively neatly with the new system if you round the pips to the nearest whole die, at least for the stats that are equivalent, Cunning and Willpower being the exceptions.Or either round all of them up or round them all down. Neither really equates to Mechanical and Technical, but for sijmplicity's sake I could just use their dice values. I agree that the skills might be a little harder to convert, given that some characters (such as Master Thon) have had over 17D in a given skill. However, we do need to account for his D20 stats as well because the D20 system did add some new skills and Force powers that weren't available during the D6 days (such as Sever Force), and Korath did advance in level after I converted him to D20. If we factor in his D20 abilities, then Willpower is equivalent to Wisdom, (a 15 in Korath's case), so perhaps a Willpower of 3 might be more appropriate. What do you guys think? This should conceivably give him these stats:

Agility: 4

Brawn: 3

Intelligence: 3

Presence: 3

Willpower: 2 (3)

Cunning: 2

or

Agility 4

Brawn 3

Intelligence 4

Presence 4

Cunning 2

Willpower 2 (3)

or

Agility 3

Brawn 2

Intelligence 3

Presence 3

Cunning 2

Willpower 2 (3)

Which of those three sets of stats would best reflect Korath's D6 and D20 ability scores?

As far as skills, talents, and Force Powers, even if there aren't any exact correlations in the dice, there has got to be at least a rough guide we can figure out. Whether it's every full die above the base stat equals a die in the skill, or every two dice above the base stat equals a die in the new skills. or something else entirely. For example, Korath's lightsaber skill under D6 was 5 dice over his Dexterity stat, If you went with a 1 to 1 conversion of whole dice, that would equal a 6D in the skill itself. If you went every two D6, it would be a 3D proficiency. No matter what, I think it should be based upon the number of dice and//or D20 ranks above the Ability dice/modifiers.

Though, once again, given his advancement after converting to D20, going back to D6 would add at least two pips to his D6 Lightsaber skill, or even a full die, as well as to other skills, particularly his Force skills and several new powers. I do agree that in most cases, D6 is the closer system for most things.

Okay, here's the thing to keep in mind about the Characteristics; they cannot be raised after character creation except through the Dedication talent, which is a bottom-tier talent in every tree it's in (which I think is all the trees, but don't quote me on that). I haven't run the numbers here, and obviously your character is going to be a high-XP character anyway, but (assuming he's human, which you've implied but not stated), he only had 110 XP to start with. I'm AFB, and I don't remember the exact cost for raising Characteristics, but assuming you want the character to be statted-up as a by-the-book PC, the numbers just may not quite work (of course, if stattign him up as an NPC, none of this matters, but I don't think that's what you're going for...Unless it is, in which case throw out pretty much everything I say beyond this point). What I'm getting at is, at some point some interpretation will need to be made, especially since several of the powers that were in the RCR don't quite exist anymore (Force Light, for instance...If I remember correctly, it burned DSPs out of people? No real equivalent).

What I'd say is, start from the ground-up. Make a starting level PC that gets you close to what he was doing way back when he was a starting level character. Find a Spec that works. Add talents, skill ranks, force powers, and other specs as appropriate. See if you can find ones that mimic abilities that you see as iconic to his character.

Are the RCR skills listing counting his Ability score bonuses, or just ranks? I assume the former, just wanted to be sure. Just shooting from the hip here, maybe a 4 or 5 in Lightsabers, 3 or 4 in Mechanics and Computers, maybe a 1 or 2 in Brawl and Coordination, liek a 1 in Stealth, Skullduggery, etc, maybe Streetwise or Lore. Really, since 2 green dice are enough to succeed quite often against 2 purple dice (the most common difficulty), only take a skill rank if it's something you do all the time or are just very good at. It's been too long since I've played RCR (and never played D6), so I don't remember if Deflect was only against Ranged (which would make it Reflect for Defense, and Improved Reflect for the Attack one), or if it worked on melee too (which would translate to Parry and Improved Parry). I don't remember which ones have which off top my head. Again, if remembering correctly, Deflect (Defense) +2 was a pretty low score, probably only need a rank or 2 to represent all that. There's also a Lightsaber defense talent that you might be interested in. Was the Deflect (Extend) ability the one that let you Deflect for people around you? If so, Bodyguard talent would have that, as well as several talents in Soresu Defender.

Armorer also sounds like a good spec for this character; good Lightsaber abilities, mechanical abilities, I think it has some protector-y stuff (Geez, I should really know this one better, I'm playing an Armorer right now!).

Okay, here's the thing to keep in mind about the Characteristics; they cannot be raised after character creation except through the Dedication talent, which is a bottom-tier talent in every tree it's in (which I think is all the trees, but don't quote me on that). I haven't run the numbers here, and obviously your character is going to be a high-XP character anyway, but (assuming he's human, which you've implied but not stated), he only had 110 XP to start with. I'm AFB, and I don't remember the exact cost for raising Characteristics, but assuming you want the character to be statted-up as a by-the-book PC, the numbers just may not quite work (of course, if stattign him up as an NPC, none of this matters, but I don't think that's what you're going for...Unless it is, in which case throw out pretty much everything I say beyond this point). What I'm getting at is, at some point some interpretation will need to be made, especially since several of the powers that were in the RCR don't quite exist anymore (Force Light, for instance...If I remember correctly, it burned DSPs out of people? No real equivalent).

What I'd say is, start from the ground-up. Make a starting level PC that gets you close to what he was doing way back when he was a starting level character. Find a Spec that works. Add talents, skill ranks, force powers, and other specs as appropriate. See if you can find ones that mimic abilities that you see as iconic to his character.

Are the RCR skills listing counting his Ability score bonuses, or just ranks? I assume the former, just wanted to be sure. Just shooting from the hip here, maybe a 4 or 5 in Lightsabers, 3 or 4 in Mechanics and Computers, maybe a 1 or 2 in Brawl and Coordination, liek a 1 in Stealth, Skullduggery, etc, maybe Streetwise or Lore. Really, since 2 green dice are enough to succeed quite often against 2 purple dice (the most common difficulty), only take a skill rank if it's something you do all the time or are just very good at. It's been too long since I've played RCR (and never played D6), so I don't remember if Deflect was only against Ranged (which would make it Reflect for Defense, and Improved Reflect for the Attack one), or if it worked on melee too (which would translate to Parry and Improved Parry). I don't remember which ones have which off top my head. Again, if remembering correctly, Deflect (Defense) +2 was a pretty low score, probably only need a rank or 2 to represent all that. There's also a Lightsaber defense talent that you might be interested in. Was the Deflect (Extend) ability the one that let you Deflect for people around you? If so, Bodyguard talent would have that, as well as several talents in Soresu Defender.

Armorer also sounds like a good spec for this character; good Lightsaber abilities, mechanical abilities, I think it has some protector-y stuff (Geez, I should really know this one better, I'm playing an Armorer right now!).

Yeah, I do't have the Keeping the Piece SB as of yet, though I do want it, mainly for the advanced lightsaber construction rules and additional attachments (same reason I want the GM's kit too).

Deflect, in D20, was used for deflecting blaster bolts. The Defense part was for the added defense bonuses, while attack was for reflecting the bolts back. Extend, allowed you to extend those benefits to nearby allies as well. Under D6, they were included as part of the Lightsaber Combat Force power, Both are covered by the Reflect/Improved Reflect abilities. So either Shen Expert or Soreu Defender is vital here. And yes, Korath is Human (the photo should make that a dead giveaway). As for the D20 skills, those are the full bonuses. So, yes, to get the base ranks, subtract the Ability modifiers; those being:

Ability Modifier

3 -4

4-5 -3

6-7 -2

8-9 -1

10-11 0

12-13 +1

14-15 +2

16-17 +3

18 +4

Edited by Tramp Graphics

So long as you cling to the stats part I'm not sure you're going to be able to recreate this character in a fashion that you'll find enjoyable. There is just too much of a difference between the systems that at some point you have to give up old aspects in order to make a workable sheet. Focusing on what he had as opposed to who he was is going to end up with something that really isn't as awesome as you remembered it being.

Edited by Kael

Yeah, he's right. For instance, Move; the Move Object power isn't super high, so maybe you only have the base power, but I don't remember the limits on range and size that d20 had for Move Object. You'll have to use best judgment on which upgrades are needed.

To quote the old piece of advice to authors, "be prepared to kill your darlings."

In short, don't get hung up on trying to make a 1-to-1 conversion of your old character over into this new system, simply because the mechanics of each system are so radically different that such a conversion is going to be fundamentally impossible.

Instead, decide what the core elements are of the character's concept, and focus on recreating those. And don't fret if there are smaller elements of the character that simply don't or can't carry over to FFG's system.

I've "converted" a number of old characters from one system to another, and the one constant has been than a 1-to-1 conversion is largely impossible unless the two systems are nearly identical; Star Wars OCR converted to Star Wars RCR is simple because one's just a redress of the other, while going from RCR to Saga Edition takes some fudging given the notable changes, and Saga Edition to FFG's version is more an exercise in frustration and futility. I recently took a stab at converting some old 7th Sea PCs from 1st edition to the recent 2nd edition, and it was generally easier to aim for keeping to the spirit of the character than trying for a direct 1-to-1 conversion.

Honestly, just try rebuilding your character from the ground up using the FFG system, especially if you've got a copy of this PC's D6 stats from when you started playing him, and angle instead for getting as close to the concept as possible rather than hoping for an exact conversion.

I know I won't necessarily get a 1-1 conversion. I think I can get pretty close using mainly the D6 stats with the D20 RCRB stats to fill in the updates from his advancement under that system, particularly with the ability scores. Most of them do seem to correlate between D6 and FFG pretty close except for two, and one of them is pretty close to a D20 OCRB/RCRB stat. I know there's some obstacles.

The one thing I'm not worried about right now is how many XP it's going to cost. The way I figure it, Everything he has, and that gets converted, is from XPs he had previously earned from the many years of playing I did with him, so calculating the XP cost is an afterthought, not really a factor in the rebuilding. He has the XPs, however many they are. Under the RCRB, he was only 2100 away from 19th level. What I don't want to do, however, is build him level by level from starting character on up. The first thing I'm looking to do is get his abilities converted, how we finally determine the ultimate causes for them is secondary. I know he's going to need at least 2-3 Dedications, if not more. I also know that his final XP total is going to be several hundred XPs (Ive calculated that at the bare minimum, from his first two Specializations, I'm looking at about 350 XPs in talents alone). So I'm not worried about that at this point. Calculating how much his total XP cost is is the last step.

I've figured he'll need at least 5 or 6 Specializations. from 3 to 4 different careers. Right now, based partly on some of your recommendations, I'm looking at (in this order) Career: Jedi Guardian; Specializations: Soresu Defender, Peacekeeper, Ateru Striker, Pathfinder, (maybe) Shii-Cho Knight (for the Natural Blademaster and Sum-Djem talents) or Shien Expert, Artisan or Armorer.

Thus, the first thing I need is his abilites. Which of the Ability score sets I posted below, best reflects his old stats?

Agility: 4

Brawn: 3

Intelligence: 3

Presence: 3

Willpower: 2

Cunning: 2

Agility: 4

Brawn: 3

Intelligence: 3

Presence: 3

Willpower: 3

Cunning: 2

Agility 4

Brawn 3

Intelligence 4

Presence 4

Cunning 2

Willpower 2

Agility 4

Brawn 3

Intelligence 4

Presence 4

Cunning 2

Willpower 3

Agility 3

Brawn 2

Intelligence 3

Presence 3

Cunning 2

Willpower 2

Agility 3

Brawn 2

Intelligence 3

Presence 3

Cunning 2

Willpower 3

Yeah, he's right. For instance, Move; the Move Object power isn't super high, so maybe you only have the base power, but I don't remember the limits on range and size that d20 had for Move Object. You'll have to use best judgment on which upgrades are needed.

I didn't bring my RCRB with me, just the OCRB (because it has the D6-D20 conversion tables), But under OCRB, Move Object was limited to a range of ten meters, with the base weight starting at 0-5 kg, at a VP cost of 1 and a DC of 10. For every order of magnitude (50 kg, 500 kg, 5000 kg, 50,000 kg, 500,000 kg, etc.) the VP cost doubled and the DC increased by 5. I'd have to double-check my RCRB when I get home, but they may have changed the range limitations.

OK., I spent much of last night and part of this morning working on the conversion, and this is what I've come up with so far. I'm nowhere near complete and things are certainly subject to change pending your collective recommendations.

This is just his Career and Specializations with abilities, skills talents:

Force and Destiny Stats:

Jedi Seeker:

Ateru Striker, Pathfinder, Soresu Defender, Peacekeeper, Artisan, Shii-Cho Knight

Brawn 3, Agility 4, Intellect 3, Cunning 2, Willpower 3, Presence 3

Skills:

Astrogation* 3, Athletics* 2, Computers* 4, Coordination* 2, Deception 2, (Demolitions 3), Discipline* 3, Gambling 3, Leadership* 3, Mechanics* 4, Negotiation 2, Perception* 2, Piloting Planetary* 4, Piloting Space* 1, Resilience* 4, Skullduggery 2, Stealth 4, Streetwise 2, Vigilance* 2, Brawl 1, Lightsaber* 5, Melee* 3, Ranged light* 4, Ranged Heavy* 4, (Grenade 1), Education* 3, Lore* 2, Xenology* 2,

*Career Skills

Talents:

Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Agility), Parry (4), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (2), Balance, Grit (4), Keen Eyed (2), Animal Empathy, Mental Bond, Force Rating (4), Forager, Toughened (2), Quick Movement, Natural Outdoorsman, Dedication (Presence), Soresu Technique, Reflect (4), Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Brawn), Command (2), Commanding Presence, Enhanced Leader, Field Commander, Improved Field Commander, Solid Reoairs (3), Fine Tuning, Imbue Item, Inventor, Intuitive Improvements, Second Wind, (1), Natural Blademaster, Center of Being (1), Conditioned (1), Multiple Opponents

To clarify a few things: The two skills in Parentheses are skills which don't exist in F&D, but my or may not exist in one of the other two core rule books or supplements, possibly by another name. I know gambling exists in at least EoE or one of its supplements because someone else on this forum has mentioned he had it. Second, the Force Rating in the talent list is the total Force rating including the starting rating, not just the boost from talents. I have not done Force powers yet.

What do you guys think so far, and any suggestions to improve it?

And, Azrael, I double checked my RCRB, The only difference between the OCRB and RCRB in regards to Move Object is that they folded in the "push" part of Force Push into Move Object, and turned that power into Force Strike.

One thing I would like to say is that the stock character sheet definitely does not provide enough slots for talents and Force powers. There's only twelve Talent slots and three Force Power slots? How do you guys handle that? Do you just use a blank sheet of paper, a second character sheet, multiple powers and talents per line?

Edited by Tramp Graphics

Grenades are under the Ranged (Light) umbrella. Explosives are in the Hired Gun book and I THINK use Mechanics. Mines say they use Mechanics, but there is no actual ruling as to how the attack roll is made (if it's rolled when it's placed, when it's triggered, how Perception could be used to avoid it, etc)

Grenades are under the Ranged (Light) umbrella. Explosives are in the Hired Gun book and I THINK use Mechanics. Mines say they use Mechanics, but there is no actual ruling as to how the attack roll is made (if it's rolled when it's placed, when it's triggered, how Perception could be used to avoid it, etc)

Thanks. If you can provide me with some confirmation and details, that'd be great. Right now all I have of the F&D Core rules, (I want Keeping the Peace, Savage Spirits, and F&D Game Master's Kit, at the least, but can't afford them at this time). And, you're correct on the Grenades. That'll save me on XP costs once I start tallying them up; not much, but it's still 5 or 10 XP savings. Question: What book is Gambling in?

Gambling isn't a separate skill. You're probably thinking Gambler, which is a Spec in Fly Casual (The Smuggler book). I think there are rules for gambling, but I don't remember them off top my head; it's folded into several skills, I know Deception is one (for bluffing), I think it depends on the game and what they want to do. I remember the free adventure Under a Black Sun has Sabacc rules, and I think Fly Casual has them too, but it's been too long since I've read it.

Explosives generally use Mechanics, though defusing them often falls under Cool.

I'd honestly drop a lot of those skills down a rank, unless they're either SUPER involved in his core traits, or he has talents that use them. Like, I honestly can't imagine him wanting to have a Astrogation skill of 3 unless he's either the party's main Astrogater, or he has one of the talents that uses it (like One With the Universe or something).

Talents will generally make up for deficiencies in skills, so raising your skills up high is often an inefficient way of building a character.

NOTE: Gambling may actually be an optional skill, like Cybernetics is. Don't remember. If so, it's your GM's call to use it; generally, it can still be done by several skills, but can also use this one skill. I honestly don't use them.

Gambling isn't a separate skill. You're probably thinking Gambler, which is a Spec in Fly Casual (The Smuggler book). I think there are rules for gambling, but I don't remember them off top my head; it's folded into several skills, I know Deception is one (for bluffing), I think it depends on the game and what they want to do. I remember the free adventure Under a Black Sun has Sabacc rules, and I think Fly Casual has them too, but it's been too long since I've read it.

Explosives generally use Mechanics, though defusing them often falls under Cool.

I'd honestly drop a lot of those skills down a rank, unless they're either SUPER involved in his core traits, or he has talents that use them. Like, I honestly can't imagine him wanting to have a Astrogation skill of 3 unless he's either the party's main Astrogater, or he has one of the talents that uses it (like One With the Universe or something).

Talents will generally make up for deficiencies in skills, so raising your skills up high is often an inefficient way of building a character.

NOTE: Gambling may actually be an optional skill, like Cybernetics is. Don't remember. If so, it's your GM's call to use it; generally, it can still be done by several skills, but can also use this one skill. I honestly don't use them.

You're right on Gambler. I misread the guy's post. He does say "Gambler spec". However, the rules and character sheet do allow for custom skills, so I might as well keep it in there.

As for Astrogation, He's the owner of a custom YZ-900 that he's converted into a mobile Jedi training facility. Not only that, but one of his powers under D6 was Instinctive Astrogation . I'm not sure if there is a F&D equivalent to that power, however.And, his Astrogation skill in D6--after rounding to the nearest whole die--was three dice higher than his ability score. So, yes, the skill of 3 is appropriate. Likewise , for the rest of the skills, those are all, for the most part, nearly one for one conversions from D6, with some adjustment for his advancement in D20.

I've updated his stats last night, including figuring out his Force powers, (at least those from the core rule book). adjusted for his advancement in D20, and tallied up his XPs. Still, this is not set in stone.

These are the updated stats thus far:

Force and Destiny Stats:

Jedi Seeker:

Ateru Striker, Pathfinder, Soresu Defender, Peacekeeper, Artisan, Shii-Cho Knight

XP: 240

Brawn 3, Agility 4, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 3, Athletics* 2, Computers* 4, Coordination* 2, Deception 2, (Demolitions 3), Discipline* 3, Gambling 3, Leadership* 3, Mechanics* 4, Negotiation 2, Perception* 2, Piloting Planetary* 4, Piloting Space* 1, Resilience* 4, Skullduggery 2, Stealth 4, Streetwise 2, Vigilance* 2, Brawl 1, Lightsaber* 5, Melee* 3, Ranged light* 4, Ranged Heavy* 4, Core Worlds 2, Education* 3, Lore* 2, Outer Rim 2, (Value/Appraisal 2), Xenology* 2,

*Career Skills

XP :995

Talents:

Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Agility), Parry (4), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (2), Balance, Grit (4), Keen Eyed (2), Animal Empathy, Mental Bond, Force Rating (4), Forager, Toughened (2), Quick Movement, Natural Outdoorsman, Dedication (Presence), Soresu Technique, Reflect (4), Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Brawn), Command (2), Commanding Presence, Enhanced Leader, Field Commander, Improved Field Commander, Solid Reoairs (3), Fine Tuning, Imbue Item, Inventor, Intuitive Improvements, Second Wind, (1), Natural Blademaster, Center of Being (1), Conditioned (1), Multiple Opponents

XP: 835

Force Powers:

Battle Mediation : Magnitude (2), Range (2), Control (1) Strength XP: 65

Bind : Range (2), Magnitude (3), Control (1), Mastery XP: 125

Enhance : Control (10), Range (1) XP: 80

Foresee Control (2), Range (2), Strength (2), Duration (2) XP: 45

Heal/Harm : Control (2) Strength (2); XP:: 85

Influence: Control (2), Range (2), Magnitude (3), Strength, Duration (2) XP: 90

Misdirect : Control (1), Range (1), Duration, Strength (1), Magnitude (1) XP: 50

Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70

Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (2), Magnitude (2) XP: 170

Seek : Control (2), Magnitude (1), Strength (1), Duration XP: 70

Sense : Control (2), Range (2), Magnitude (1), Duration XP: 60

(81 ranks)

XP: 910

Total XP: 3070

A couple of things to mention. There were a couple of skills he has in D6 and D20 I thought fit into Education, which really didn't. Those being Cultures and Planetary Systems . Those both fit into Knowledge Core Worlds and Knowledge Outer Rim . As such, I've added them into the skills list. Secondly, another skill he has in D6/D20 I don't know if there is a F&D equivalent is Value/Appraisal .

The Force Power list was based upon his Force Powers in D6 and D20 at least those with equivalents in the core book. I don't know anything about the new powers in the supplements, and which of those match up to other Force powers he has under the older systems (such as Sever Force ), or their upgrade trees. The number of upgrades is based loosely on the the total number of pips he has in his Force skills in D6, adjusted for his advancement in D20. It's definitely not exact, however. The average came out to be about 8 upgrades per power, some more, some less. To break them down in more detail:

Battle Meditation: I took the top two tiers across the board

Bind : I took the entire second column, including Mastery, as well as two range from the first column along with the Control upgrade.

Enhance : I Maxed out. Given what he's done in the old systems, it's appropriate.

Foresee : I took the top two Control and Range upgrades, as well as maxed out the Strength and Duration upgrades.

Heal/Harm: I took the two right column Control upgrades and the two Strength upgrades.

Influence: I took the top three tiers across the board.

Misdirect: I took the top tier across the board, plus one Magnitude Upgrade.

Move: I took the top two tiers across the board plus the Control upgrade from the third tier.

Protect/Unleash: I maxed out the far left and right columns, and top tier across the board, along with the Magnitude upgrade.

Seek: Took the top tier across the board and maxed out the far left column along with one Magnitude upgrade.

Sense: I took the top two tiers across the board, along with one additional Range upgrade.

This covers almost all of his powers with a couple of exceptions (like Sever Force from D20).

As we all predicted, however, this is an extremely high XP character in this form. But, that is to be expected when you've been playing the same character for several years on and off under two different systems, like I have with Korath.

Wow. 3,070 is a lot of XP. When Keith Kappel, one of the writers for FFG, built the Jedi Council for a one-shot, it took him the most XP to build Yoda and that topped out around 2150.

Tramp,

Other than you, I'm probably the person on these boards that knows both you (who Korath is based off of) and Korath better than anyone but you. So here me out before you reject out of hand what I'm about to suggest

If I were you, I'd start him as sentinel:shien expert, take the consistency/obstinate morality (it's just so accurately describes both you and Korath :D ) and take the extra 10 xp instead of the morality boost which would as a starting character let him have four 3's and two 2's for attributes, put 3's in brawn, agility, willpower, and presence, buy all of the tree except for disruptive strike. use the dedication from shien expert to bump up your intellect to 3 (or will power to 4).

Then take the edge of the empire fringer specialization; it nets you astrogation, coordination, negotiation, and streetwise as career skills

get the talents

Galaxy Mapper(5XP), Street Smarts (5XP), Rapid Recovery (5XP), Street Smarts (5XP)

Skilled Jockey (10XP), Galaxy Mapper (10XP), Grit (10XP), Toughened (10XP)

Master Starhopper (15XP), Defensive Driving (10XP), Rapid Recovery(15XP)

under rapid recovery take Grit for 20XP and move one column left (to the second from the left column) for jump up (20 XP)

coordination is the skill for tumble, and Galaxy mapper and master star hopper let you replicate the instinctive astrogation, and skilled jockey and defensive driving help make you a good pilot even though you don't have either piloting as a career skill.

Then take the Niman Disciple specialization, the whole tree... I get that you think niman is a pissass form from a cannon perspective and you might object to it on that basis, but in FFG star wars it's the force users lightsaber form (gets you a lot of what people think of as jedi, decent move object type abilities, and shien expert gets most of the rest), it also has a boat load of parry's and reflects and also the niman technique lets you use willpower instead of brawn for the lightsaber skill, and no offense but from playing in your game I know that both you and Korath have hard headed/obstinate, i.e. will power, as your defining characteristic. so either bump up intellect to 3 or will power to 4 (whichever you didn't do in shien expert)

take 5 ranks in the lightsaber skill and you'll have a 4 yellow 1 green lightsaber dice pool, it makes Korath the "ginzu" you always claim he was.

niman disciple also gets a +1 force rating talent which would give you your second force die (which you sorely need)

after an appropriate skill selection you come in at around 1200 total XP and I haven't gone through and selected force powers for you.

now I think you may object to not having a 4 agility... but... in FFG star wars you do need to have a high agility to replicate the things that Korath was good at, it might help you slightly with piloting but you can increase the piloting skill by buying ranks at the out of career cost and any dice pool with 3 yellows in it is pretty darn good. The Willpower 4 also gives you 4 green dice for vigilance checks which is one of the two initiative skills, which isn't to shabby.

I'll email you a pdf character sheet I've put together in OggDude's character generator after I finish entering all of the talent etc. descriptions through the data editor. I was figuring on giving you a basic lightsaber with either an illum or mephite crystal with the dual phase modification, concealing robes, and the yz (which is in the dangerous covenants edge of the empire hired gun book).

BTW I think that, considering edge of the empire has the fringer spec in it, it plus the force and destiny GM screen would make a good combined birthday and christmas gift for you this year (I'm glad that you're starting to get some use out of the FaD core book I got you last year). It also has a lot of specs that someone who doesn't want to play a jedi would want to play, if you can ever get a game off the ground.

Wow. 3,070 is a lot of XP. When Keith Kappel, one of the writers for FFG, built the Jedi Council for a one-shot, it took him the most XP to build Yoda and that topped out around 2150.

Edited by Tramp Graphics

OK. I've updated Korath with a more "economical" build (actually two variants), along with the conversion system(s) I've come up with.

Jedi Seeker:

Ateru Striker, Pathfinder, Soresu Defender, Peacekeeper, Artisan,

XP: 170

Brawn 3, Agility 4, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 1, Athletics* 1, Computers* 2, Coordination* 1, Deception 1, Discipline* 1, Leadership* 1, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 2, Resilience* 2, Skullduggery 1, Stealth 1, Streetwise 1, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 1, Ranged light* 2, Ranged Heavy* 2, Core Worlds 1, Education* 1, Lore* 2, Outer Rim 1, Xenology* 1,

*Career Skills

XP :280

Talents:

Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Agility), Parry (3), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (1),, Grit (4), Keen Eyed (2), Animal Empathy, Mental Bond, Force Rating (4), Forager, Toughened (2), Quick Movement, Natural Outdoorsman, Dedication (Presence), Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Brawn), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Reoairs (3), Fine Tuning, Imbue Item, Inventor, Intuitive Improvements, XP: 700

Force Powers:

Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45

Bind : Range (2), Magnitude (2), Control (1), XP: 80

Enhance : Control (9), Range (1) XP: 70

Foresee Control (2), Range (2), Strength (1), Duration (1) XP: 35

Heal/Harm : Control (2); XP:: 55

Influence: Control (2), Range (1), Magnitude (3), Strength, Duration (1) XP: 75

Misdirect : Range (1), Duration, Magnitude (1) XP: 45

Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70

Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130

Seek : Control (1), Magnitude (1), Strength (1) XP: 35

Sense : Control (2), Range (1), Duration XP: 40

(63 ranks)

XP: 680

Total XP: 1920

D6 to FFG attribute and skill conversion formula:

Step One: Convert D6 Attribute to FFG equivalent:

Strength = Brawn,

Dexterity = Agility

Knowledge = Intellect

Perception = Presence

Knowledge + Perception/2 = Willpower

Technical = Cunning

Step Two: Round D6 Attribute up or down to nearest whole dice.

Example: 3D+2 becomes 4; 2D+1 becomes 2.

Step Three: determine how many points from each of those attributes above species base will be from “starting” XP wand which will be from Dedication talents.

Skills:

Step One round Attribute Dice down to Base dice

Sep Two repeat Step One for Skills.

Step Three: Subtract pips of the unadjusted Attribute from pips of the unadjusted Skill.

Step Four: If result from Step Three is positive, add one die to result from Step Two. If negative, add one die to the Result from Step One.

Step Five. Subtract new adjusted Attribute dice from new adjusted Skill dice

Step Six: Divide total from Step Three by three rounding up to the next whole number. This is the new skill level

For example: Master Thon has 3D+2 in Knowledge and 11D+1 in Willpower

Rounding down give a 3D and 11D. 1 pips-2 pips=-1 so 1D gets added to his attribute 4D 11-4=7 7/3=2. 33 rounded up to 3

Example two: Chamma has a Technical of 3D+1 and a Starship Weapons repair skill of 5D+2. 3D+1 rounds to 3D, 5D+2 rounds to 5D. 2 pips-1 pip=+1 a positive number. 5+1=6 6/3=2

Example three: Dace Diath has a Technical skill of 2D and a Droid Programming skill of 2D+1. 2D+1 rounds down to 2D. 1 pip-0 pips=+1 2+1=3 3/3=1.

This formula is based on the fact that the highest base skill level (not including any attribute dice) of any published character in D6 is the Emperor’s 15D in Sense . 15/3=5

Thus, 1-3 dice above attribute = +1, 4-6 Dice =+2, 7-9 dice=+3, 10-12 dice = +4, 13-15 dice = +5

Force Skills and Force Powers:

Step One: add base dice (not including pips) from all three Force Skills together

Step Two Multiply the result from Step One by three

Step Three: Add all +1s and +2s from all three Force Skills.

Step Four: Add the result from Step Three to the result from Step Two: This is how many total upgrades to divide up among all Force powers.

Step Five Convert D6 Force Powers to their FFG equivalents.

Step Six: divide up upgrades among new Force powers.

For example: Ulic Qel-Droma has Control of 3D+1, Sense of 2D+2 and Alter of 3D and eleven Force Powers in his Force Power list., some of which don’t have FFG equivalents, others convert to Force Talents.

Adding 3D=2D=3D= 8D 8x3=24. 1+2=3, 24+3= 27 giving him 27 total upgrades divided among his various Force Powers.

And here's the alternate version (which I'm leaning more towards):

Force and Destiny alternate conversion: Stats:

Jedi Seeker:

Ateru Striker, Pathfinder, Soresu Defender, Peacekeeper, Artisan,

XP: 170

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 60

Skills:

Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth 2, Streetwise 2, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 2, Ranged light* 2, Ranged Heavy* 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim 1, Xenology* 1,

*Career Skills

XP: 305

Talents:

Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Presence), Parry (3), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (1),, Grit (4), Keen Eyed (2), Animal Empathy, Mental Bond, Force Rating (4), Forager, Toughened (2), Quick Movement, Sleight of Mind (1), Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Intellect), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Repairs (3), Fine Tuning, Imbue Item, Inventor, Intuitive Improvements, XP: 665

Force Powers:

Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45

Bind : Range (2), Magnitude (2), Control (1), XP: 80

Enhance : Control (9), Range (1) XP: 70

Foresee Control (2), Range (2), Strength (1), Duration (1) XP: 35

Heal/Harm : Control (2); XP: 55

Influence: Control (2), Range (1), Magnitude (3), Strength, Duration (1) XP: 75

Misdirect : Range (1), Duration, Magnitude (1) XP: 45

Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70

Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130

Seek : Control (1), Magnitude (1), Strength (1) XP: 35

Sense : Control (2), Range (1), Duration XP: 40

(63 ranks)

XP: 680

Total XP: 1880

Alternate D6 to FFG attribute and skill conversion formula:

For Attributes,

Step One: round each result of Step One down to whole dice. For new base Attribute.

Step Two: Convert results from step one to FFG equivalent:

Strength = Brawn,

Dexterity = Agility

Knowledge = Intellect

Perception = Presence

Knowledge + Perception/2 = Willpower

Technical = Cunning

Skills.

Step One subtract pips from each original D6 attribute’s dice

Step Two: add pips from each Attribute to each related skill and round up to next whole die.

Step Three: Subtract result of Step One from Step Two.

Step Four: Divide result from Step Three by three and round up to get new skill value.

Example. A Dexterity of 3D+2 and Lightsaber of 9D+1, add the +2 to the 9D+1 giving you 10D (no further rounding necessary) 10-3=7. 7/3=2.33333 rounded to 3.

Example two: A Strength of 2D+2 and a Stamina of 6D+2, add the +2 pips to the 6D+2 to get 7D+1 rounded to 8D. 8-2=6. 6/3=2.

Example three: A Mechanical of 2D and a Space Transports of 2D+1. 2D+1 rounds up to 3D. 3-2=1. 1/3=.3333 rounded up to 1.

Example four: a Perception of 3D+1 and Command of 6D. 3D+1 rounds to 3D. Add +1 pip to 6D= 6D+1, rounded to 7D. 7-2=5. 5/3=1.666667, rounded to 2.

I ended up scrapping Shii-Cho Knight (for now), in order to save on XP. It's not really "necessary" to the character, though the Natural Blademaster does fit him, but I can always work towards that later. The alternate conversion also saves on "starting" XP. The first conversion pretty much requires investing (nearly) all of a character's XPs into Abilities, as well as requiring multiple Dedications. The alternate conversion system allows you to either use all your "starting" XP for stats without using any Dedications, or save them and only "raise" a couple of "starting" Abilities and use one or two Dedications on the any others.

What do you guys think?

Edited by Tramp Graphics

I can't comment on the conversion too much since I never played WEG, though I will state that maybe you should use normal rounding rules on that, making .33 0 ranks? It seems like a Space Transports skill of 2D+1 and a Mechanical of 2D don't seems like too much of a difference to justify even the one rank. Also, I didn't see anything about skills which might fall under the same skill now with FFG. Might wanna look into that.

As for the build, I think the last one is looking better, though some of the talents did surprise me a little; 8 ranks of Reflect is... a LOT. That's 10 damage, pre-soak, for a cost of 3 strain. Seems really high is all I'm saying.

I can't comment on the conversion too much since I never played WEG, though I will state that maybe you should use normal rounding rules on that, making .33 0 ranks? It seems like a Space Transports skill of 2D+1 and a Mechanical of 2D don't seems like too much of a difference to justify even the one rank. Also, I didn't see anything about skills which might fall under the same skill now with FFG. Might wanna look into that.

As for the build, I think the last one is looking better, though some of the talents did surprise me a little; 8 ranks of Reflect is... a LOT. That's 10 damage, pre-soak, for a cost of 3 strain. Seems really high is all I'm saying.

Nope. The justification is that if a character has taken any ranks in it above his base ability, it should be reflected. He shouldn't lose the skill simply because it wasn't already a full die above his stat. Also, different game systems use different rounding rules, all of which are valid. Some require rounding all fractions down, others require all fractions to be rounded up, some round to nearest whole number, and some require rounding to be either up or down depending upon what's being rounded. For the "alternate" conversion, I chose to round Abilites down and Skills up; essentially transferring the pips from the Ability to the Skill.

As far as multiple WEG skills that fall under a single FFG skill (and vice-versa), that's simple. For the former, just take the highest D6 skill equivalent. and convert it. for the latter, conver t the skill then apply it to both FFG skills. There are some rare skills that fit both categories, and Korath has two of them: Planetary Systems and Cultures. Both skills are combined into both Knowledge Core Worlds, and Knowledge Outer Rim Worlds.

Also, where do you get eight ranks in Reflect . I only gave him four ranks in the Reflect talent. I must have "double posted" them. Fixed.

Edited by Tramp Graphics

Ah, I see. Yeah, at one point I saw 2 Reflect (4) entries, so I thought maybe you were separating them by Spec or something.

And how you want to do skills is your call, I just thought that anything landing at .33 should probably translate to 0. Maybe throw in a rule that when dealing with small fractions, try and find a talent that might replace the rank? For instance, if someone's skill would come down to .33 in Astrogate, maybe they just have a rank of Galaxy mapper? Something like that.

Then again, having no real knowledge of this system, maybe I'm talking completely out of my ass.

Well, under the D6 system. Every pip of advancement cost you a number of improvement points equal to your current full dice level in that skill, so every pip counted.Not only that, but there were some skills, such as Medicine, which required you to have at least some training (no less than one pip above your attribute) to even use it. so every bit of training in those skills counted. Therefore in converting the character, you shouldn't lose the skill simply because it isn't a full die above the attribute. This is why I round all fractions for skills up.