Tempest Spice (Tempest Feud Spoilers)

By Davido1000, in Game Masters

Hi guys, im running my group through the d20 star wars Tempest feud adventure but using the ffg system, i was just wondering how i should translate the effects of tempest spice into this system as i need to add its effects to several npcs such as zonnos and mika. Any ideas would be great!

For those who may not have the adventure, describe what the effects are in that game so we have more to work with.

+6 to will saves and a Barbarian Like rage so +4 str, +2 hp per level, -2 ac, +2 fort with a con+5 length

So, in general without translating every single thing, upgrade all Willpower and Brawn checks while active, then add an effect similar to the Wookiee Rage ability. Does 'ac' mean accuracy or agility? If so, downgrade Agility and/or Cunning checks.

Then add something like suffers 4 strain after the effects end, suffers setback on all checks.

AC stands for armor class. This could translate to a boost die to enemies attacks vs you.

I believe AC would best translate as Defense, and the -2 would actually be a bonus (positive modifier) .

2nd edition, huh? Apparently my d&d mechanics are a few decades out-of-date...

Carry on.

Edited by Edgehawk
dated

HP, or hit points, would be Wound Threshold.

A -2 AC, I would represent this by giving enemies a free BOOST die when targeting some one who is under the effects of the spice. The other suggestion to upgrade sounds like a good way to go. I would say while being under the effects being an utterly mad rage, that players suffer some confusion and awareness issues, they are taking a "TRIP" per say. Adding two SETBACK dice to checks that are perceptive in nature.

KSW

6 hours ago, doktor grym said:

A -2 AC, I would represent this by giving enemies a free BOOST die when targeting some one who is under the effects of the spice. The other suggestion to upgrade sounds like a good way to go. I would say while being under the effects being an utterly mad rage, that players suffer some confusion and awareness issues, they are taking a "TRIP" per say. Adding two SETBACK dice to checks that are perceptive in nature.

KSW

For D&D, the lower the AC, the better.

So, a -2AC benefit would be equivalent to giving someone an additional setback or two to hit you.

Lower AC being better hasn't been a thing since 2nd Edition. These days, higher AC is better.