starsiege wars
starsiege wars
So I've been thinking. One can easially do a star wars game with starsiege. one would have to add the skill bundles of force control, force sense and force alter for jedi and all jedi powers can easially be built with the trappings rules. Any thoughts?
I've been wondering how easily it would be to do a Star Wars campaign using the StarSiege material myself lately. I haven't picked up the game, but was wondering all the same.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
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cheeplives
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A Star Wars-esque "knock-off" was on my list of possible expansions to work on.
I'm not sure I'd add any Skill Bundles at all. Instead I'd probably just model the Force powers using the Fashioning Trappings system and let Force Users buy them with XP. The only thing I'd do in that case would be to rename "Psi" to Force. I'd also probably try to keep the Drain values down relatively low for most powers.
Force Jump: P2 D2 X8, Athletics. +4 Feats of Agility, Move 3, Personal Scale.
Force Jump allows the user to make an Athletics check (modified by their Feats of Agility) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
I don't see the benefit adding Control/Sense/Alter to the Skill Bundles. If you really felt like you needed them, you could put in a Force Skill Bundle and make each of them Specialties. Then you could build powers that modify the appropriate Specialty.
Force Jump: P2 D2 X8, Force. +4 Control, Move 3, Personal Scale.
Force Jump allows the user to make an Force check (modified by their Control) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
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discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
I'm not sure I'd add any Skill Bundles at all. Instead I'd probably just model the Force powers using the Fashioning Trappings system and let Force Users buy them with XP. The only thing I'd do in that case would be to rename "Psi" to Force. I'd also probably try to keep the Drain values down relatively low for most powers.
Force Jump: P2 D2 X8, Athletics. +4 Feats of Agility, Move 3, Personal Scale.
Force Jump allows the user to make an Athletics check (modified by their Feats of Agility) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
I don't see the benefit adding Control/Sense/Alter to the Skill Bundles. If you really felt like you needed them, you could put in a Force Skill Bundle and make each of them Specialties. Then you could build powers that modify the appropriate Specialty.
Force Jump: P2 D2 X8, Force. +4 Control, Move 3, Personal Scale.
Force Jump allows the user to make an Force check (modified by their Control) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet
Author of StarSIEGE: Event Horizon
Author of StarSIEGE: Event Horizon
cheeplives wrote:
A Star Wars-esque "knock-off" was on my list of possible expansions to work on.
I'm not sure I'd add any Skill Bundles at all. Instead I'd probably just model the Force powers using the Fashioning Trappings system and let Force Users buy them with XP. The only thing I'd do in that case would be to rename "Psi" to Force. I'd also probably try to keep the Drain values down relatively low for most powers.
Force Jump: P2 D2 X8, Athletics. +4 Feats of Agility, Move 3, Personal Scale.
Force Jump allows the user to make an Athletics check (modified by their Feats of Agility) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
I don't see the benefit adding Control/Sense/Alter to the Skill Bundles. If you really felt like you needed them, you could put in a Force Skill Bundle and make each of them Specialties. Then you could build powers that modify the appropriate Specialty.
Force Jump: P2 D2 X8, Force. +4 Control, Move 3, Personal Scale.
Force Jump allows the user to make an Force check (modified by their Control) to quickly move as if their Move was 3. This can allow the user to quickly change range increments or to leap great distances.
I was thinking along the lines of character advancement and how other systems, expecially D6, handled jedi. That way, a new padawon could take the 3 force skil bundles but would be limited in every other way. This way it would be more likely that they would take the combat, spiritual and one of the force bundles. They can spend experience and gain the new skill bundles.
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cheeplives
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mordrene wrote:
I was thinking along the lines of character advancement and how other systems, expecially D6, handled jedi. That way, a new padawon could take the 3 force skil bundles but would be limited in every other way. This way it would be more likely that they would take the combat, spiritual and one of the force bundles. They can spend experience and gain the new skill bundles.
Another option you could do is still just add Force as the "tenth" Skill Bundle and have Control/Sense/Alter as specialties under it (perhaps put Lightsaber Combat under it too?). Then you could limit the powers a character could use off of their Control/Sense/Alter specialty ratings as if it were their Psi Score.
Thus, a character with a Control of 2 would work the same as a Psi 2 Character with Control Based Force powers.
Skill Bundles are expensive from an XP perspective... luke would have had to have amassed 109 XP just to get to "jedi knight" from Ep IV to Ep V... that's a lot of XP in a game that supposed to awared 1 to 3 XP per session.
That said, if you want to do the Control/Sense/Alter Skill Bundle, by all means go for it... I don't see a real problem with it. Another option would be to have Control/Sense/Alter coincide with other Skill Bundles (Control would work well with Athletics, Sense with Awareness, and Alter with Spiritual or Persuasion)... That way you could choose to be "deficient" in one power realm if you wanted to focus on other aspects, like Combat or Handling.
Just a thought. Not sure how I'll end up doing it in my "inspired by" setting whenever I get to it, but this is definitely some food for thought.
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet
Author of StarSIEGE: Event Horizon
Author of StarSIEGE: Event Horizon
Mordrene, did you ever write up your Jedi stuff? I'd be interested in taking a look if you have. Thanks
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007