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Conversion - Dawn of Defiance
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cheshire
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Joined: 04 Jan 2004
Posts: 4833

PostPosted: Sun May 10, 2009 11:54 pm    Post subject: Conversion - Dawn of Defiance Reply with quote

Is there any real interest in getting this converted over to D6? I've got all of them downloaded, but I haven't done anything to convert any stats.

This would, of course, come after the Jedi Academy Training Manual, and I would prefer for it to wait until after adventure 10 is out, but I still thought I'd ask if anyone wants to see this.
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Forceally
Commodore
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Joined: 20 Feb 2007
Posts: 1046

PostPosted: Mon May 11, 2009 12:04 am    Post subject: Reply with quote

I'm indifferent about it. But I do agree that you should wait until the finale comes out before any conversions are made.
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MA-3PO
Lieutenant Commander
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Joined: 17 Apr 2005
Posts: 236
Location: Olathe, Kansas

PostPosted: Mon May 11, 2009 12:43 am    Post subject: Reply with quote

I read through the outline and this campaign seems really familiar somehow. I just can't put my finger on it. Was it adapted from an old Rebellion era campaign?

As long as we are talking about converting WotC campaigns, I much rather see a converted Living Force campaign guide. I understand WotC doesn't have the adventures posted anymore so this may be difficult.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Mon May 11, 2009 3:33 am    Post subject: Reply with quote

I'm pretty sure I've converted all the few normal stats found in these PDFs, though maybe they haven't made their way to any of my books yet. Frankly, I don't think there's enough here to get worked up about...
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ccatkins
Lieutenant Commander
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Joined: 08 Dec 2007
Posts: 107

PostPosted: Thu Jul 09, 2009 11:36 am    Post subject: Reply with quote

I could do with having the stats converted, if anyone isn't busy? Very Happy
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cheshire
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PostPosted: Thu Jul 09, 2009 12:34 pm    Post subject: Reply with quote

I've also got a friend who is doing a D6 DoD Campaign. I'll see what I can do about putting it into the schedule for the both of you.
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Fri Jul 10, 2009 6:10 am    Post subject: Reply with quote

I believe I said that before, but I have got pretty much all of the DoF stats converted (apart from the last issue). If you post what you need I can try to throw it together in one file.
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Last edited by Gry Sarth on Sun Jul 12, 2009 6:20 am; edited 1 time in total
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ccatkins
Lieutenant Commander
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Joined: 08 Dec 2007
Posts: 107

PostPosted: Sun Jul 12, 2009 6:14 am    Post subject: Reply with quote

Gry Sarth wrote:
I believe I said that before, but I have got pretty much all of the DoF stats converted (apart from the last issue). If you post what you need and can try to throw it together in one file.


I'm just about to start the second adventure, so stats from there would be great.

But apart from that I could do with pretty much everything!
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cheshire
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PostPosted: Fri Oct 30, 2009 8:12 am    Post subject: Reply with quote

The last one is up!

I can't help converting this one since I'm currently working on my GRE studies. However, there aren't very many stats at all in the adventure.
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BreederofPuppets
Ensign
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Joined: 23 Aug 2009
Posts: 27

PostPosted: Fri Oct 30, 2009 7:17 pm    Post subject: Reply with quote

I read somewhere- I forget where- of a group who did a Dawn of Defiance from the Imperial Point of view. Kind of an anti-Dawn of Defiance.
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cheshire
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PostPosted: Mon Mar 08, 2010 10:15 pm    Post subject: Reply with quote

With the whole of the d20 stuff moving towards it's termination (and a strange consequential renewed energy to finish the conversion guides on my part), my mind keeps wandering back to DoD. Now, Gry, you've mentioned that you have most of the stats for that. Does that include the NPCs that you have along the way?

I've only sort of picked through a couple of the adventures, butI was thinking of looking through the campaign and even making suggestion notes to GMs as to how to transition over to appropriate D6 difficulty levels with D6 skills. However, I've been thinking that to have NPCs, difficulty levels, and whatnot requires a bit more than our theoretical conversions, but would actually require play testing.

What are some other thoughts?
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atgxtg
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Joined: 22 Mar 2009
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PostPosted: Tue Mar 09, 2010 2:05 am    Post subject: Reply with quote

I suspect the best approach might be to look at characters who are "statted" out for both systems and see how they match up. Then use that as the basis for a conversion sheet.

I've found that the old d6-d20 conversion from d20 SW 1st edition works reasonably well for converting from d20 to d6. In fact, probably better than it handles the task it was designed for, since there is no "level fiddling" in d6 to make the skill points match.

Obviously no conversion method is going to be perfect, as the game systems are different, but as all the stuff you guys have converted in the past shows, it's not too hard to get a decent "ballpark" figure.
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cmdrcody
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Joined: 20 May 2007
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Location: Tucson

PostPosted: Sun Mar 28, 2010 11:18 am    Post subject: Reply with quote

I would be happy to assemble all of the DoD stuff into one "sourcebook".

I have not developed any stat conversion ability as of yet, but I have appropriate software and could assist in putting it all together.

LMK?
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cheshire
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PostPosted: Sun Mar 28, 2010 12:01 pm    Post subject: Reply with quote

Well... I've Gry has most of the stats, I wouldn't mind doing the rest of the conversion (even the NPCs). I think that this is a good idea, though I think that this will probably be something that we do either in between his work on Scavenger's or after the Unknown Regions is completed.
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hazardchris
Commander
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Joined: 01 Nov 2005
Posts: 358
Location: Lexington, KY

PostPosted: Wed Apr 21, 2010 10:19 pm    Post subject: Reply with quote

Cheshire, you mentioned wanting to see the work I've done so here you go:

The biggest challenge that I had was Valin Draco, I couldn't figure out what to do with him...then I found Tremayne's d20 stats and realized that Valin is a slightly more melee-oriented clone him. So I just ditched a lot of Tremayne's "culture", switched around some Force Powers, and gave him and extra 2 pips in Lightsabers. Thanks to you and Gry, most of the hard stuff (the creatures) are already taken care of. Here's what I have for the fourth adventure "Echoes of the Jedi". A lot of the more esoteric features of some of the creatures I'm playing by ear.

Note: I'm taking over this game from another GM (with the condition that we change from Saga to D6), he preferred playing and I've always been more comfortable behind the screen in Star Wars. I gave the players 50 CPs to get them at roughly the same power level that their level 6 characters had, so I tried to balance it with those skill levels in mind.



Squib Scavengers (2)
DEX 3D
Blaster 3D+2
KNO 3D
Technology 4D
MEC 2D
PER 3D
Con 4D, Bargain 4D+2, Search 4D+1
STR 1D
TEC 1D
Computer Program/Repair 3D
Cannot use Character or Force Points.

Z-A39 (SevenAy)
Type: Jedi Protocol Droid
DEXTERITY 1D
KNOWLEDGE 3D
Beauracracy 5D, Cultures 6D, languages 10D*
MECHANICAL 1D
PERCEPTION 1D
Con 3D+2
STRENGTH 1D
TECHNICAL 1D
* The droid’s vocabulator speech/sound system makes the
droid capable of reproducing virtually any sound it hears or
is programmed to reproduce.
Equipped With:
-Humanoid body (two arms, two legs, head)
-Two visual and audial sensors – human range
-Vocabulator speech/sound system
-AA-1 VerboBrain
-TransLang III Communications module with over seven
million languages
Move: 8

Urgo Forager (2)
Urgors have no skills, but have 16D attributes that can be shifted as needed. This ability includes being able to form weapons and tools such as knives, umbrellas, bags, ect.

SEEING RED
Red Fury Pirates (4)
Dexterity 3D+2
blaster 5D, dodge 4D, melee weapons 4D
Knowledge 2D+2
intimidation 6D, streetwise 3D+2
Mechanical 3D+1
any starship pilot skill (pick one) 4D+1, capital ship OR starship gunnery (pick one) 5D, starship OR capital ship shields (pick one) 4D
Perception 2D+2
Strength 2D
brawl 3D+2, climbing/jumping 4D
Technical 3D
Any repair skill (pick one) 4D+1

Reddjak, Pirate Leader
Dexterity 3D+2
blaster 5D+2, dodge 4D+2, melee weapons 4D+2, melee weapons: vibrorapier 6D
Knowledge 2D+2
intimidation 6D+2, streetwise 5D
Mechanical 3D+1
Starfighter Pilot 4D, Capital Ship Pilot 4D+2, capital ship gunnery 5D, starship gunnery 5D, capital ship shields 4D
Perception 3
Strength 3D
brawl 4D+1, climbing/jumping 4D
Technical 3D
Any repair skill (pick one) 4D+1
Equipment: Heavy Blaster Pistol (5D), Vibrorapier (STR+3D)

Dark Lizards (4)
Type: Ferocious dark-side reptile
DEXTERITY 3D+2
Dodge 4D
PERCEPTION 2D+1
STRENGTH 5D+2
Brawling 4D+1, swimming 5D
Special Abilities:
Light-side Disruption: Any being using the Force without
spending a Dark Side Point suffers a –2D penalty from all
Force skills during that attempt (those Force-wielders with
2D or less in any skill cannot use any power that relies on
that skill, i.e., they may not spend a Force or Character
Point to use the power).
Move: 8
Size: 1.75-2 meters long

CRAZED BELIEVERS
Believers Cultists (3)
DEXTERITY 2D+1
Melee combat 4D, Dodge 2D+2
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 2D
Con 3D, Notice 3D
STRENGTH 3D
Brawling 3D+2
TECHNICAL 2D
Equipment: Spear (STR+1D+1 [max 5D]), tattered clothing.

Believers Zealot (2)
DEXTERITY 2D+1
Melee combat 5D+2, Dodge 4D
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 2D
Con 3D, Notice 3D
STRENGTH 3D
Brawling 4D
TECHNICAL 2D
Equipment: Spear (STR+1D+1 [max 5D]), tattered clothing.

Believers Cult Leader
DEXTERITY 3D
Melee Combat 4D+1, Dodge 4D+2
KNOWLEDGE 2D+2
Cultures 3D+2, Planetary Systems 3D+2, Willpower 4D
MECHANICAL 3D
Space Transports 4D, Repulsorlift Operation 4D
PERCEPTION 3D
Sneak 4D, Hide 4D, Con 4D, Command 4D
STRENGTH 2D+2
Brawling 3D
TECHNICAL 2D
Dark Side Points 5
Character Points 5
Force Points 1
Equipment: Knife (STR+1D), Electrostaff (STR+3D, max 6D), tattered clothing.

DRACO’S BEST FRIEND
Nighthunter
DEXTERITY 3D+1
PERCEPTION 4D+1
Hide 5D+1, search 6D+1, sneak 5D+1
STRENGTH 4D
Climbing/jumping 5D+2
Control 2D
Sense 2D+2
Force Powers: Combat Sense, Enhance Attribute (used to
enhance the creature’s Perception).
Special Abilities:
Bite: Does STR+1D damage.
Claws: Do STR+2 damage.
Energy Resistance: The nighthunter adds +3D to all
Strength rolls made to resist damage from fire and
blaster weapons.
Force-Sensitive: Nighthunters are Force-sensitive.
Keen Senses: Incredibly sharp hearing grants the
nighthunter a +2D bonus to Search skill checks
that involve sound.
Scent: Nighthunters can track by following the
scent of their prey.
Move: 10

JACEN AND THE STALFONAUTS
Guardian Spirit (2)
DEXTERITY 3D
Melee combat 4D+2
PERCEPTION 1D
Body swap 2D, search 3D+1
STRENGTH 2D+2
brawling 4D+1
Special Abilities:
Control 2D, Alter 3D
Force Powers Known: Telekinesis, Force Lighting
Body Swap: If a guardian spirit is destroyed, it will attempt
to inhabit any other corpse in the vicinity, no matter how
fresh. The guardian spirit must succeed in an Easy Body
Swap skill check to possess the nearest corpse. If it fails, or
no other body is available, the spirit is destroyed. Otherwise,
the flesh is stripped from the bones of the guardian’s new
body, and it rises to fight.
Walking Dead: As they are animated corpses, and immune
to disease, cold, and vacuum, as well as being resistant to
mind-based Force powers. Any weapon that does piercing
or slashing damage has its damage reduced by half against
guardian spirits.
Weapons & Armor: Guardian spirits are usually equipped
with primitive weapons and armor. The armor provides
them with a 1D bonus to Strength rolls to resist physical
damage, and a +1 pip bonus to resist energy damage. The
weapons are typically archaic, such a swords, axes, and the
like.
Immune to Stun
Move: 6
Size: Varies
Source: The Dark Side Sourcebook (page 125)
Equipment: Blaster Pistol (4D)

Animated Corpse (4)
DEXTERITY 2D+2
Melee Combat 3D+1
PERCEPTION 1D
STRENGTH 2D+2
Brawling 3D+2
Immune to Stun

OOZING MADNESS
T’salak
DEXTERITY 3D
PERCEPTION 3D
Sneak 5D, Hide 5D
STRENGTH 3D
Brawling 5D
Natural Armor: +1D to resist damage
Natural Weapons: Deal STR+2 damage
Induce Ranging Madness: Whenever a target of a melee attack takes damage, the target must succeed on a Willpower test equal to the damage roll + 4. If the target fails the test, the target must include the nearest ally in his attack. This effect continues with each round, an Moderate (11) roll allows the target to act normally, while a Difficult (15) roll makes the target immune to the effects of this attack.
Regenerate: It regenerates it’s health, loosing injuries at a rate of 1 per every min. The t’salak does not die and cannot regenerate only when placed in a vaccum or contained inside a Force-blocking item.
This creature is Force-Sensitive and can call upon the Power of the Darkside.


T’salak Spawn (3)
DEXTERITY 2D
PERCEPTION 3D
Sneak 5D, Hide 5D
STRENGTH 2D+1
Brawling 3D+2
Natural Armor: +2 to resist damage
Natural Weapons: Deal STR+2 damage
Spike of Anger: Character must succeed a Willpower roll vs. the damage of the attack. If the roll fails, the target must make an immediate attack against the nearest ally.

K’kayeh Dreambeast
DEXTERITY 1D
PERCEPTION 1D+1
Search: tracking 2D
STRENGTH 7D+1
Bite: Does Strength +2D
Claws: Does Strength +1D+1
Sensor Immunity
Surface Camouflage
Move: 15
Alter 4D, Control 2D
Knows: Force Lighting

Living Nightmare (4)
DEXTERITY 4D
PERCEPTION 2D
Notice 5D+2
STRENGTH 2D+2
Brawling 4D+2
Slam: STR+1D Damage
Attack the Mind: Targets roll Willpower or Knowledge to resist damage for all attacks made by a living nightmare.
Semi-Corporeal: Non-energy based attacks deal only half damage.

Noghri Death Commando (5)
DEXTERITY 4D
Blaster 5D, dodge 6D+1, melee combat 6D,
KNOWLEDGE 2D+1
Intimidation 5D, survival 6D+1
MECHANICAL 2D
Repulsorlift operation 3D, space transports 3D
PERCEPTION 4D
Con 6D, hide 7D, search 6D, search: tracking 8D, sneak 7D
STRENGTH 4D+2
Brawling 7D+2, brawling: Noghri martial arts 7D+2*, climbing/
jumping 6D, lifting 6D, stamina 6D+2
TECHNICAL 4D
* does STR+1D+2 damage.
Special Abilities:
Claws: STR+lD
Teeth: STR+2D
Stealth: +2D when using hide or sneak
Enhanced Senses: +2D when using search
Character Points: 3
Move: 13
Equipment: Blaster pistol (4D), Knife (STR+1D) comlink, Stokhli Spray Stick (6D Stun).


Noghri Strike Team Leader
DEXTERITY 4D
Blaster 7D+2, dodge 8D+2, melee combat 6D
KNOWLEDGE 2D+1
Intimidation 7D, languages 3D+1, streetwise 6D+1, survival 5D+1
MECHANICAL 2D
Repulsorlift operation 3D+2, space transports 5D
PERCEPTION 4D
Bargain 4D+2, command 7D+2, con 6D, hide 8D, search 6D+2,
sneak 9D
STRENGTH 5D
Brawling 7D+2, brawling: Noghri martial arts 8D+2*, climbing/
jumping 6D+2, lifting 6D+2, stamina 6D+2
TECHNICAL 4D
Security 6D
* Receive +2D when used against someone without this specializa-
tion, does STR+1D+2 damage.
Special Abilities:
Claws: STR+1D
Teeth: STR+2D
Stealth: +2D when using hide or sneak
Enhanced Senses: +2D when using search
Force Points: 1
Character Points: 3
Move: 15
Equipment: Heavy blaster pistol (5D), knife (STR+1D damage),
Comlink

Shadow Clone Trooper (4)
DEXTERITY 2D+2
Blaster 6D, dodge 4D+2, melee combat 4D+2
KNOWLEDGE 2D+2
MECHANICAL 3D
Repulsorlift Operation 4D, Space Transports 4D
PERCEPTION 3D
Sneak 4D+1, Hide 4D+1
STRENGTH 2D+2
Brawling 5D
TECHNICAL 3D
Character Points: 2
Move: 10
Equipment: DC-15s blaster pistol (4D), Xerrol Nightstinger (5D), shadow clone trooper armor (+2D physical, +1D energy, darkvision, +1D ranged attack, +1D Perception rolls).

Raik Munn, Dark Jedi
DEXTERITY 3D+1
Dodge 4D+1, Lightsaber 5D+2, Melee Combat 4D+1
KNOWLEDGE 2D+2
Scholar: Dark Side Lore 3D+2, Scholar Jedi Lore 3D, Willpower 3D+2
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 2D+2
Brawling 4D, Stamina 3D, Acrobatics 6D
TECHNICAL 2D+2
Lightsaber Repair 4D
Control 3D, Sense 2D+2, Alter 2D+2
Control: Concentration, Enhance Attribute, Control Pain, Rage
Sense: Combat Sense, Life Sense, Life Detection, Magnify Senses, Sense Force, Receptive Telepathy
Alter: Telekinesis, Injure/Kill
Control and Sense: Lightsaber Combat, Projective Telepathy
Control, Sense, and Alter: Affect Mind
Equipment: Lightsaber (5D)

Valin Draco
DEXTERITY 3D+2
Dodge 6D+2, lightsaber 8D, melee combat 6D+2
KNOWLEDGE 4D
Bureaucracy 6D+2, cultures 6D, intimidation: interrogation 6D+1, intimidation: torture 6D+2, planetary systems 4D+2, tactics: fleets 5D
MECHANICAL 2D+1
PERCEPTION 3D+1
Command 6D, con 5D, investigation 7D, search 5D
STRENGTH 2D+2
Brawling 4D+1, stamina 6D
TECHNICAL 2D
Control 4D, Sense 4D, Alter 5D
Control: Absorb/dissipate energy, accelerate healing, control pain, hibernation trance, reduce injury, resist stun
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Injure/Kill, Telekinesis
Control and Alter: Inflict Pain, Force Lightning
Control and Sense: Lightsaber Combat, projective telepathy
Control, Sense and Alter: Affect mind, telekinetic kill.
Force Points 3
Dark Side Points 12
Character Points 15
Move: 10
Equipment: Red Lightsaber (5D), Red Inquisitor robes, datapad, comlink.


PIRATE CORVETTE
The Blood Brother
Craft: Corellian Engineering Corporation
Consular-class Space Cruiser
Affiliation: Red Fury Brotherhood Pirates
Era: Old Republic
Source: Starships of the Galaxy (pages 91-92)
Type: Diplomatic transport
Scale: Capital
Length: 115 meters
Skill: Capital ship piloting: Corellian space cruiser
Crew: 8
Crew Skill: Typically 6D in applicable skills
Passengers: 16
Cargo Capacity: 1,000 metric tons
Consumables: 6 months
Cost: 1.25 million
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 0D+2
Space: 6
Atmosphere: 330; 950 kmh
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D
Turbolaser Battery
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 3D
Tractor Beam Projector
Fire Arc: Front
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 5D
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