The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Mutants in SPPPAAACCCEEE!
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Gamemasters -> Mutants in SPPPAAACCCEEE!
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14215
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Jun 01, 2015 4:11 pm    Post subject: Mutants in SPPPAAACCCEEE! Reply with quote

I was day dreaming about making a module featuring the Xmen and other like mutants somehow shifting into a SW game, and was wondering how to run their powers.

Jean Gray and Prof X would be relatively easy, just high C/S/A and TK and Telepathy as powers.

But how would you handle the powers of say
Cyclops's eye beam, or Havoc's energy blast, or Wolverine's accelerated healing factor?
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Sat Jun 06, 2015 1:56 am    Post subject: Reply with quote

Might have to make up some new force poowers... Wolverine would have high control with all the healing/pain resisting powers... plus some others. Reduce injury seems like it is exactly Wolverine's healing power. Perhaps hia could be a variation which uses up his character points instead of Foece poimts.

The eye blast seems like a control/alter power, not unlike Force lightning. Perhaps that power could serve as a starting point. Other energy blast characters like Jubilee could follow something similar.

Rogue might have a variation on Sever Force, except that she gets a bonus depending on how much she drains her target.

Psylocke (my favorite character) would simply have affect mind and telepathy powers, and the basic sense powers like life detection, etc. And perhaps dim other's senses.

Some other characters to think about would be Beast, Colossus, Storm (should be easy for her), Forge, Nightcrawler, Gambit, and perhaps Iceman...
Back to top
View user's profile Send private message
Bobmalooga
Commander
Commander


Joined: 13 Sep 2010
Posts: 367
Location: The south...

PostPosted: Sun Jun 07, 2015 7:44 am    Post subject: Reply with quote

A long time ago, on a Star Wars RPG email list...far, far away someone posted stats for the some of the X-Men, Daredevil, TMNT and Spider-man.

As a matter of fact...

>hmm Wolverine, X-men stats would be pretty cool to see if anyone has the
time.

Right... here you go...

SOME X-MEN CONVERSIONS TO STAR WARS THE RPG, SECOND EDITION

Note: All mutant characters use Stamina to resist damage. That is used to
explain how characters like these can take direct hits from Sentinel
weapons and get right back up uninjured.

WOLVERINE (Logan)
Type: Mutant
DEXTERITY 4D+2
Dodge 9D, Firearms 6D, Melee Combat 8D, Running 9D, Thrown Weapons 7D
KNOWLEDGE 3D
Intimidation 7D, Law Enforcement 5D, Streetwise 6D, Survival 9D, Survival:
Woodlands 10D+2, Willpower 8D+2
MECHANICAL 2D+2
Atmospheric Craft Piloting: Blackbird 4D+2, Beast Riding 4D, Ground
Vehicle Operation 5D
PERCEPTION 4D+2
Command 5D, Con 6D+2, Hide 9D, Hide: Woodlands 11D, Search 8D, Search:
Scent Tracking 12D, Sneak 9D+2, Sneak: Woodlands 11D
STRENGTH 5D
Brawling 10D, Brawling: Grappling 12D, Brawling: Claws 13D+1,
Climbing/Jumping 7D+2, Lifting 7D, Stamina 7D
TECHNICAL 2D+1
Ground Vehicle Repair 3D+1, First Aid 6D
Special Abilities and Equipment:
Unbreakable Adamantium Skeleton (effective +3D Stamina against damage),
Acute Sense of Smell (reduce any Perception roll involving scent by two
difficulty levels; can't forget anyone's scent once he's caught it),
Adamantium Claws (STR+5D Damage, Difficulty 10), Accelerated Healing
(heals one wound level per hour, takes a day to heal from "Killed" level)
Force Points: 3
Character Points: 22
Move: 12 (normal), 14 (woodlands)

CYCLOPS (Scott Summers)
Type: Mutant
DEXTERITY 4D
Dodge 7D+1, Firearms 5D+1, Melee Combat 5D+1, Running 4D+1
KNOWLEDGE 4D
Bureaucracy 5D, Intimidation 6D, Law Enforcement 4D+2, Willpower 7D
MECHANICAL 3D+2
Atmospheric Craft Piloting: Blackbird 7D, Ground Vehicle Operation 6D
PERCEPTION 4D+1
Command 8D, Command: X-Men 10D, Hide 6D+2, Investigation 8D+2, Optic Blast
10D, Persuasion 7D, Persuasion: Jean Gray 10D, Search 6D
STRENGTH 3D+2
Brawling 6D+2, Climbing/Jumping 5D+2, Stamina 7D+2
TECHNICAL 3D+2
Computer Programming/Repair 5D, First Aid 5D, Ground Vehicle Repair 6D,
Security 5D+2
Special Abilities and Equipment:
Optic Blast (4D-9D Stun or Normal) 3-20/50/150 (Note: Cyclops must be
outdoors for at least two hours a day, or he suffers a -4D penalty to
damage from his optic blast.), Ruby-Quartz Visor (prevents continuous
stream of solar energy from his eyes, targeting scanner: +1D to hit with
optic blast), Ruby-Quartz Shades
Force Points: 4
Character Points: 17
Move: 10

GAMBIT (Remy LeBeau)
Type: Mutant
DEXTERITY 4D+2
Dodge 9D+2, Firearms 5D+1, Melee Combat 8D, Melee Combat: Bo Staff 10D+2,
Pick Pocket 7D, Thrown Weapons: Cards 12D
KNOWLEDGE 3D
Intimidation 6D, Streetwise 9D+2, Survival: Swamp 10D, Willpower 8D
MECHANICAL 2D+2
Atmospheric Craft Piloting: Blackbird 4D+2, Ground Vehicle Operation 5D+2
PERCEPTION 4D
Bargain 7D, Command 5D, Con 10D, Gambling 8D+1, Hide 7D+2, Hide: Swamp
11D, Search 5D+2, Search: Swamp 8D, Sneak 7D+2, Sneak: Swamp 11D
STRENGTH 3D+1
Brawling 6D+1, Climbing/Jumping 10D+1, Lifting 5D, Stamina 7D
TECHNICAL 2D+1
Computer Programming/Repair 4D, Ground Vehicle Repair 3D+1, Demolition 5D,
Security 7D+1
Special Abilities and Equipment:
Kinetic Energy Charge (can charge objects to explode up to 10D damage,
every die charged above 7D costs him -1D of temporary Stamina loss for an
hour), Bo Staff (STR+2D) Diff: 5, Body Armor (+2D Stamina physical and
energy)
Force Points: 3
Character Points: 14
Move: 11

BEAST (Dr. Henry McCoy)
Type: Mutant
DEXTERITY 4D+2
Dodge 8D+2, Melee Combat 5D, Running 5D
KNOWLEDGE 3D+2
Bureaucracy 7D+2, Languages 8D, Law Enforcement 5D, Scholar 9D, Scholar:
Literature 12D+2, Survival 6D, Willpower 8D
MECHANICAL 2D+2
Atmospheric Craft Piloting 6D, Communications 8D, Ground Vehicle Operation
5D, Sensors 6D
PERCEPTION 4D
Bargain 6D, Command 8D, Hide 7D+2, (A) Injury/Ailment Diagnostics 9D+2,
Investigation 8D+1, Investigation: Medical 12D, Persuasion: Oration 9D,
Search 6D+2, Sneak 8D
STRENGTH 5D
Brawling 8D, Climbing/Jumping 10D+2, Lifting 7D, Stamina 8D+1
TECHNICAL 3D
Atmospheric Craft Repair 7D, Computer Programming/Repair 10D, Computer
Programming/Repair: Medical 12D+2, First Aid 9D, Ground Vehicle Repair 6D,
(A) Medicine 10D, Security 6D
Special Abilities and Equipment:
Superhuman Reflexes (+4D to Dodge and Climbing/Jumping), A Random Book of
Classic Literature
Force Points: 3
Character Points: 20
Move: 12

DAREDEVIL
Real Name: Matthew Murdock
Type: Superhero, Lawyer
Race: Altered Human
Homeworld: Earth
Sex: Male Age: mid 30s
Hair: Red-blond Eyes: very rareley seen (I believe blue)
Height: 6'0" Weight: 190 lbs.
Description: Well built and lithe. He wears a dark red costume with a DD
on the chest. The suit's mask has devil-like horns on the forehead. In
his secret ID he wears nice suits, carries a cane, and wears sunglasses.
Objectives: He is the self-proclaimed protector of the Hell's Kitchen area
of New York. He will also try to protect the weak or innocent anywhere.
He will attempt not to kill anyone at all costs.
DEX: 5D
Bows 9D, Brawling Parry 10D, Dodge 10D, Firearms 6D, Melee Combat
10D (Staff 11D) (Billy Club 13D), Melee Parry 10D, Missile Weapons
(Swing Line 8D), Pick Pocket 6D, Thrown Weapons 10D (Billy Club
13D)
KNO: 3D+2
Bureaucracy 8D (New York Judicial System 10D), Business (Law
Practice 6D), Intimidation 4D+2, Law Enforcement 5D, Scholar (Law
11D) (Chemistry 5D), Streetwise 5D (New York City 10D) (Hell's
Kitchen 12D), Survival 5D, Willpower 7D (Fear Gas 10D)
MECH: 2D+2
Beast Riding (Horse 4D), Ground Vehicle Operation 3D+2
PER: 4D+2
Bargain 5D+2, Command 6D, Con 5D+2, Hide 6D+2, Investigation 10D,
Persuasion 9D (Debate 13D), Search 8D (Shapes 10D: Motion 11D*)
(Tracking 13D*), Sneak 11D.
STR: 3D+1
Brawling 9D, Climbing 10D, Jumping 12D, Lifting 5D, Stamina 8D,
Swimming 6D
TECH: 2D+2
First Aid 6D, Security 8D, Weapon Repair (Billy Club 7D),
(A)Weapon Engineering (Billy Club 3D)
Special Abilities:
Immune to Light Changes: Daredevil is blind, so is not affected by
bright lights and suffers no penalties for darkness.
*Radar Sense: 10D He has 360 degree radar which aids him at all
times, letting him "see" 3D shapes and distances, but no colors.
He can use this power instead of PER to notice things or to
search. +1D to detect movement. It's very accurate and can let
him dodge very small projectiles or sense someone behind or above
him. Daredevil can perform a Full Defensive Skill Use and still
attack or use another skill. (He cannot do a Full Dodge and Full
Parry at the same time though). Limitation: His radar sense can
be overworked by lots of moving objects and extreme weather. He
gets -2D when in rain, snow or a crowd, -5D in heavy rain, snow or
a big crowd.
Enhanced Hearing: Daredevil can detect sounds at 10D. Daredevil
has the 5D ability to detect if someone is lying by listening to
their heart beat. Limitation: Sound-based attacks are +2D
against him.
Enhanced Smell: 8D He has the best sniffer there is (OK,
Wolverine's is as good). He can track by smell and can detect
certain odors. He is very good at recognizing people and
chemicals by smell (successful KNO roll). Gasses and toxins are
+2D against him.
Enhanced Touch: 8D His sense of touch is so sensitive he can read
newsprint with his fingers (so much for Braille!)
*Hyper-Tracking: Daredevil gains +5D to Search or Track when he
employs all his enhanced senses.
Blindness: Daredevil cannot make a PER roll that involves sight.
Force Sensitive: No
Force Points: 6
Character Points: 40
Darkside Points: 0
Move: 12
Equipment: Billy Club (STR+2D; throwing range: 0-6/12/30; 30 meter swing
line).

There ya go, friends!!
_________________
No matter where you go, there you are...
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jun 07, 2015 10:35 am    Post subject: Reply with quote

There is a D6 book that deals with making superhero characters. I forget where I found it, but it is called D6 Powers.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Sun Jun 07, 2015 4:08 pm    Post subject: Reply with quote

Cyclopse has higher Knowledge than Beast and more stamina than Wolverine.... methinks something is amiss here. Razz
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14215
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Jun 07, 2015 11:56 pm    Post subject: Reply with quote

I was actually looking to make their powers, NOT related to the force/comparable to or using the force..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Mon Jun 08, 2015 4:18 pm    Post subject: Reply with quote

So like aa species special rule or something?

Wolverine's healing factor would make him an absolute tank. You could tone it down a little bit by saying that he recovers one point of "damage" per round (i.e. if 4 points of damage equals wounded then next round, he is at 3 points of damage, stunned and thhree rounds later he is fine). Wolverine woulx probably also have a high perception attribute because he is generally alert and ready, and nowhere near the typical "brute" that his berserk rampages would suggest. But on top of that, any roll that is based on sensory perception ought to receive a bonus to account for his heightened senses.

With regard to his stamina, his healing factor provides for virtually limitless stamina. Perhaps he just never needs to roll the skill or we could say that he gets a racial bonus to stamina or perhaps it only costs half the CPs to raise stamina...

His claws are adamantium... and apre portrayed more or less like lightsabers: regardless of the effort exetrd, they cut through anything (the quality of the metal ensures that the cutting edge never degrades). Perhaps non-living matter (such as armor) is simply ignored.

Cyclops seems pretty easy: he shoots a blasts from his eyes. Make it a skill, and choose how much damage you think is appropriate. He shouldd probably be able to vary the damage within a certain range.

Beast would have a dex and strength beyond human maximum.... perhaps each at 6D. He might additionally get a bonus to climbing/jumping and acrobatics and perhaps to dodge as well. Of course the bonus is a species bonus and doesnt apply directly to the skills, but is added on when skill is rolled. That is, if Beast has 8D in acroatics, his bonus of, say, 2D will allow him to roll 10D. So when he spends character points, the species bonus does not drive up the cost.

Gambit would also have a higher than human maximum Dexterity. He would also be skilled with thrown weapons, with his cards being a specialization. Charging up a card would be a free action, or he could spend a certain number of actions to add extra charge to a card, increasing its damage. As for the free action version perhaps 5D is appropriate damage.

Rogue's touch could perhaps deal damage. Against a hostile target, she would of course need to roll brawling and make skin contact. As for the amount of damage, perhaps first contact could be something loke 4D, and each round of contact reduces the target's Str (or all attributes) by one pip, and increases all of Rogue's attributes by a pip (not to exceed the attribute die code of her target). Of course any special powers they have become hers as well for a time.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14215
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Jun 08, 2015 6:03 pm    Post subject: Reply with quote

For wolverine's healing, i was thinking of making it

Healing factor. Make a stamina check (moderate) and improve one damage category. Can be done in one round if no other actions are done that round. Otherwise takes 2 rounds to perform. Sort of takes over for natural healing.

Cyclopse's eye beams i was going to grade at 4d-6d (with the visor on), scalable up to speeder with an action.. If the visor is removed, he can't control where it shoots out to, and it causes 8d damage.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 13, 2015 11:20 pm    Post subject: Reply with quote

Personally, I'd like to see rules for specifically designed human mutations, such as tailoring a human to adapt to specific environments, like heavy gravity or aquatic environments. The existence of something like Wolverine in the SWU could be the result of some super-soldier project by the Empire, which would track well with Wolverine's actual background. Some of the more exotic mutant powers could be explained as failed attempts by the Empire to artificially induce Force sensitivity, with unpredictable and highly specific abilities as the result. Successful subjects might be analogous to Professor X or Jean Grey...

With that in mind, I wonder how the Empire would react to something like a heavy worlder or a aquatic-adapted human. Would they be accepted as other humans, as examples of the adaptability and superiority of humanity? What they be treated as no better than aliens, as sub-humans bred for a specific task? Or something somewhere in between, like a stereo-typical slow cousin who needs the help of their "normal" human family members to get by in the world?
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14215
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Jun 13, 2015 11:49 pm    Post subject: Reply with quote

IMO they would be treated as less than. Just like Costner's character in Water world.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 13, 2015 11:55 pm    Post subject: Reply with quote

garhkal wrote:
IMO they would be treated as less than. Just like Costner's character in Water world.

Which would certainly open the door for mutants of all types to show up in Alliance service.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jun 14, 2015 3:40 am    Post subject: Reply with quote

crmcneill wrote:
There is a D6 book that deals with making superhero characters. I forget where I found it, but it is called D6 Powers.

Update on this: D6 Powers is available for $8 on RPGNow and Drive-Thru RPG, and it seems to have everything you need to make a stereo-typical super hero, including a variety of different powers and templates. Up to you whether or not pursuing this idea is worth the $8...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Teazia
Sub-Lieutenant
Sub-Lieutenant


Joined: 10 Sep 2014
Posts: 54

PostPosted: Tue Jun 16, 2015 4:25 am    Post subject: Reply with quote

There is also the MiniSix based The Mighty Six:

http://mightysixenterprises.com/
Back to top
View user's profile Send private message
KageRyu
Commodore
Commodore


Joined: 06 Jul 2005
Posts: 1391
Location: Lost in the cracks

PostPosted: Fri Jul 03, 2015 5:48 am    Post subject: Reply with quote

The D6 books you want to look up for making Mutant and Superhero type beings are:
Godsend Agenda
D6 Powers
Both were by Kephera Publishing and may be still available at Drive Through RPG. I had found them very useful when I still played.

http://www.godsendagenda.com/
_________________
"There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra
Back to top
View user's profile Send private message Yahoo Messenger
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10438
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Jul 03, 2015 10:08 am    Post subject: Reply with quote

KageRyu wrote:
The D6 books you want to look up for making Mutant and Superhero type beings are:
Godsend Agenda
D6 Powers
Both were by Kephera Publishing and may be still available at Drive Through RPG. I had found them very useful when I still played.

http://www.godsendagenda.com/

I just talked to the author Jerry Grayson at Origins for the first time in years. He's a cool guy. Now I'm going to have to get out my D6 Powers book and take a look at it again.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Gamemasters All times are GMT - 4 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0