Dalkon's Star Wars Saga System Archive

Where in all of your character write ups will go.
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DalkonCledwin
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Dalkon's Star Wars Saga System Archive

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So I got tired of trying to convert Star Wars characters into Mutants & Masterminds when the Saga System is totally up to the task, and then I found an interesting attempt at converting D&D-esque rules into the Star Wars Saga System that was produced by the folks over at d20 Radio. While I don't intend to crosspost their rulebooks, I do plan on using those rules to help me replicate Potterverse characters within the Star Wars Universe. This is therefore the start of my archive of Star Wars Saga System Stat Blocks.

This will actually take longer than I usually do between each stat block being posted as I have to build the forum posts completely by hand and also need time to build the characters too. I also plan on returning to a more traditional table of contents, as the one I had been using in my last couple of threads wasn't working out for me.

Other Threads
- The Original Potterverse Archive
- Dalkon's Expanded Potterverse Archive
- The Narutoverse Archive
- The General d20 System Archive
- Dalkon's Star Wars Archive
- Dalkon's Devils, Angels & Dragons Archive
- Dalkon's DCAU Builds
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Re: Dalkon's Star Wars Saga System Archive

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Re: Dalkon's Star Wars Saga System Archive

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Re: Dalkon's Star Wars Saga System Archive

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Across the Stars Brainstorm & Notes

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Across the Stars
Harry has beaten Voldemort and joined the Auror corps. During accident (writer’s discretion) he is transported to the Star Wars universe.
Requirements:
- Harry must use magic instead of Force (although in this universe the Jedi & Sith will see it as the same thing)
- Order 66 has just been given when Harry arrives in the SW universe
- Harry must help the first Jedi he encounters defeat the Clone Troopers with his Magic
- Harry must then be taken as a hostage by the Jedi, but only at first
- The Jedi who captures Harry must wind up working with Harry as his partner.
- The Jedi in question must be Aayla Secura.
- Harry does NOT want to return to his world. The reasoning for this is up to the author.
Powers:
- Harry must be an Animagus (the form he can assume is up to the author, but it must be a creature from Potterverse, and it must be helpful in some way)
- Harry is also a master at Occlumency so he will not be affected by the Jedi Mind Trick
- Harry is proficient in Wandless Magic (but not godly at it)
- Harry can use both his original Phoenix wand and the Elder wand, and is ambidextrous, but only uses the Elder Wand when he is absolutely overwhelmed.
Romance:
- Harry and Aayla must develop romantic feelings for one another, but it must not be something that happens immediately.
- This is not to be a soul bound fic, so there shouldn't be a Bond of any sort.
Other:
- The writer is allowed to bring in a single witch from the Potterverse if they want. If you do bring in the other witch they must have the same power set as Harry (good with wandless magic, two wands, and an Animagus transformation)
- Harry has gray alignment so his mannerisms MUST reflect that. If his alignment affects his partner that’s ok, but not a must.
Not Allowed:
- No OP Harry
- No OP Jedi/Sith
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Re: Dalkon's Star Wars Saga System Archive

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Harry James Potter
Medium Near-Human
Mage 7 / Master Mage 5 / Archmage 2
Destiny: Champion (4) / Background: Servant
Spirit: 14 (1d6) / Dark Arts: 1
Initiative: 14 / Senses: Perception 16
Languages: Basic (English), Old Sith (Parseltongue)

Defenses:
Reflex: 29 (Flat-Footed 27) / Fortitude: 28
Willpower: 31 / Hit Points: 96 / 96
CT Penalty: 0 / Threshold: 28

Combat:
Speed: 6 Squares
Holly Wand: +10 to Hit (2d8+7 Dmg, Pistol Range, Stun 1d8)
Elder Wand: +10 to Hit (3d10+7 Dmg, Rifle Range, Stun 2d10)
Base Atk: 8 / Grapple: 7
Attack Options: Harry is allowed to Dual-Wield his wands, but suffers a -5 penalty to Hit with each when he does so.
Special Actions: Don Invisibility Cloak (Turn Invisible), Trigger Resurrection Stone (Speak with Dead)
Spells Known (Use Magic +20): Combustion (Incendio [Fire]) x2, Energy Slam (Depulso [Telekinetic]) x2, Intercept (Accio [Telekinetic]) x2, Mage Armor (Protego [Telekinetic]), Magical Disarm (Expelliarmus) x3, Magical Light (Expecto Patronum [Taxing])
Magic Techniques: Spell Mastery (Magic Disarm), Spirit Point Recovery
Magical Secrets: Non-Taxing Spell

General:
Abilities: Str 8 (-1), Dex 14 (2), Con 12 (1), Int 12 (1), Wis 18 (4), Cha 16 (3)
Racial Qualities: Near-Human (Hawk Animagus, Skilled, Untamable Hair, Curse Scar)
Special Qualities: Destiny Complete (Destruction [+2 Wis])
Talents: Battle Magic, Focus Mind, Magical Resistance, Elusive Target, Powerful Spirit, Practiced Mage, Expanded Spell Knowledge, Adept Negotiator
Feats: Magical Spirit, Weapon Proficiency (Simple), Potioncraft, Skill Training 2, Spell Training 2, Quickdraw, Skill Focus (Use Magic), Dual Weapon Mastery I
Trained Skills: Initiative 14, Perception 16, Persuasion 15, Pilot 14, Use Magic 20
Untrained Skills: Acrobatics 9, Climb 6, Deception 10, Endurance 8, Gather Info 10, Jump 6, Know (Bureaucracy) 8, Know (Geography) 8, Know (Lore) 8, Know (Magic) 8, Know (Nature) 8, Know (Science) 8, Know (Tactics) 8, Mechanics 8, Ride 9, Stealth 9, Survival 10, Swim 6, Treat Injury 11, Use Computer 8

Talents Explained:
Battle Magic: Once per encounter, as a full round action, Harry can grant himself and all allies a +1 insight bonus on attack rolls until the end of the encounter.
Focus Mind: Harry may reroll any opposed Use Magic check made to detect other Force or Magic users. He must take the result of this roll, even if it is worse.
Magical Resistance: +2 to all defenses against Magic or Force Powers
Elusive Target: Other characters attempting to target Harry with ranged attacks are fooled by the fleeting nature of his spirit and suffer a -5 penalty to their Attack Rolls. This is in addition to the normal penalties applied for firing into melee.
Powerful Spirit: When spending a Spirit Point to modify an Attack Roll, Harry may roll 2d6 and take the better of the two results
Practiced Mage: Once per day, Harry may reroll a Use Magic check when casting a spell from his spell suite. He must take the result of the reroll even if it is worse.
Expanded Spell Knowledge: Harry gains a single additional spell known above and beyond those he acquires from the Spell Training advantage.
Adept Negotiator: As a standard action, Harry can use the magical power of his voice to weaken the resolve of others. The target must have an Intelligence score of at least 3, and must be capable of seeing, hearing and understanding Harry. If those are true, then Harry can make a Persuasion Check and if the result equals or exceeds the target's Will Defense, they move -1 step down the Condition track. The target gets a +5 circumstance bonus to their Will Defense if they are a higher level than Harry. If the target reaches the end of their condition track, they do not fall unconscious, instead it can't attack Harry or his allies unless they do so first. This is a mind affecting effect.
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Re: Dalkon's Star Wars Saga System Archive

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Aayla Secura
Medium Female Twi'lek
Scoundrel 3 / Jedi 6 / Jedi Knight 5
Destiny: Education (4) / Background: Servant
Force: 13 (1d6) / Dark Side: 1
Initiative: 9 / Senses: Perception 9; Low-Light Vision
Languages: Basic (English), Ryl, Huttese, Bocce

Defenses:
Reflexes: 28 (Flat-Footed 26) / Fortitude: 28
Willpower: 28 / Hit Points: 92 / 92
CT Penalty: 0 / Threshold: 28

Combat:
Speed: 6 Squares
Lightsabers x2 (Self-Built): +16 to Hit (2d8+9 Dmg, Melee Range)
Base Atk: 13 / Grapple: 13
Attack Options: Aayla may dual wield her lightsabers, but is at a -5 penalty to hit with each blade.
Special Actions: Deceptive (May reroll Deception, but must keep result), Rapid Strike, Twin Weapon Style.
Force Powers Known (Use the Force +20): Mind Trick, Move Object, Surge
Force Techniques: Force Point Recovery, Improved Sense Force

General:
Abilities: Str 10 (0), Dex 14 (2), Con 10 (0), Int 14 (2), Wis 14 (2), Cha 16 (3)
Racial Qualities: Twi'lek (Deceptive, Great Fortitude, Low-Light Vision)
Special Qualities: Destiny Fulfilled (Redemption [Quinlan Vos])
Talents: Spacehound, Befuddle, Block, Deflect, Redirect Shot, Ataru, Twin Weapon Style, Twin Weapon Mastery
Feats: Point Blank Shot, Weapon Prof (Pistols, Simple, Lightsabers), Force Sensitive, Skill Focus (Use the Force), Melee Defense, Rapid Strike, Weapon Focus (Lightsabers), Force Training x1, Weapon Finesse, Dual Weapon Mastery I
Trained Skills: Acrobatics 14, Deception 15, Pilot 14, Stealth 14, Use the Force 20
Untrained Skills: Climb 7, Endurance 7, Gather Info 10, Initiative 9, Jump 7, Know (Bureaucracy) 9, Know (Galactic Lore) 9, Know (Life Sciences) 9, Know (Physical Sciences) 9, Know (Social Sciences) 9, Know (Tactics) 9, Know (Tech) 9, Mechanics 9, Perception 9, Persuasion 10, Ride 9, Survival 9, Swim 7, Treat Injury 9, Use Computer 9

Noteworthy Equipment:
Starship: Gymsnor-3 Light Freighter

Talents Explained:
Spacehound: Aayla takes no penalties for attack rolls in low-gravity or zero-gravity environments and ignores the debilitating effects of space sickness. In addition, she is considered proficient with starship weapons.
Befuddle: If Aayla succeeds on a Deception check against a target's Will defense as a Swift Action, until the start of her next turn she can move through the threatened area of that target as part of her move action without provoking attacks of opportunity. Each threatened square that she moves through counts as 2 squares of movement.
Block: As a reaction, Aayla may negate a melee attack by making a successful Use the Force check. The DC for this check is equal to the result of the attack check she wishes to negate, and she takes a cumulative -5 penalty for each time she has used Block since the start of her last turn. This talent requires an active Lightsaber and that Aayla not be flat-footed.
Deflect: This does the same thing as Block, except it focuses on Ranged Attacks instead of Melee Attacks. The main difference is that it can be used against a weapon set to autofire as though it were a single attack, and if the attempt succeeds Aayla will take half damage, while if it fails she'll take normal damage.
Redirect Shot: Allows Aayla to redirect a deflected Blaster Bolt along a specific trajectory, so that it damages another creature or object in its path. Once per round,when she successfully deflects a blaster bolt, she can make an immediate ranged attack against another target with which she has line of sight. Apply normal range penalties to the attack roll, not counting distance the bolt initially traveled. If the attack succeeds, it deals normal weapon damage to its new target. Only single blaster bolts can be redirected in this manner.
Ataru: Aayla may add her Dexterity Bonus (instead of her Strength bonus) on damage rolls when wielding a Lightsaber. When she wields a Lightsaber two-handed,she may apply double her Dexterity bonus (instead of double her Strength bonus) to the damage.
Twin Weapon Style: As a standard action and when she is wielding two weapons, Aayla may make a single attack with each weapon against differing opponents.
Twin Weapon Mastery: Whenever Aayla utilizes the Twin Weapon Style talent, she may move 2 squares between each attack. This movement does not provoke attacks of opportunity.
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