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A couple of ideas for adapting the SAGA rules

JPL

Adventurer
I loves me some Star Wars SAGA rules. I've had a couple of thoughts lately about rejiggering the rules for some other genres...

1. I'd like to adapt the Jedi class and make it a Martial Artist class for a chop-socky one-shot, borrowing generously from "Blood and Fists" and "Martial Arts Mayhem". Work out a bunch of talents based either on broad techniques [Striking, Weapons, Grappling], or on general styles [Southern Leg, Northern Fist, etc., like Martial Arts Mayhem] or even based on specific styles.

2. I have a notion that with minimal tweaks, this system could work for general modern action movie kinda stuff. "Noble" and "Scoundrel" and "Scout" maybe don't have quite the flavor I'm looking for...maybe break it down like Alternity into Combat Spec, Tech Op, Free Agent, and Diplomat, and shuffle the existing talents around as appropriate?

And give that Diplomat something to mimic the Alternity class's ability to designate one of the other classes as a sort of secondary class. Maybe they have a talent where they can designate one class as their secondary field of expertise and take bonus feats or skill training from that other class's list?
 
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JPL

Adventurer
Yeah, I think that four class approach might be the ticket. Maybe mix in occupations from d20 Modern so the list of class skills doesn't become too restrictive.


Tech Op
The Tech Op would get all the Renegade Tech talents (from the SW web supplement), and Jury Rig, and probably Educated (from the Noble). Maybe a talent where you could pick a Craft or Knowledge skill and get a free reroll. And some Medical Specialist talents, too. Yoink some stuff from d20 Modern's Smart Hero and Field Scientist.

Use the Craft and Knowledge categories from d20 Modern (consolidating chemical and pharmaceutical into one skill, and maybe even mechanical/electrical).

Free Agent
Some of the Scoundrel talents, some of the Scout talents.

Combat Spec
Same as Soldier, more or less.

Diplomat
Like the Noble, with the aforementioned talent (or maybe an automatic class feature?) where they can pick one additional class and add those class skills and bonus feats to their list.
 

arscott

First Post
Wow. I've actually just started working on something like this (Going for Dark•Matter Specifically, rather than Alternity in general).

I've mucked about with the skills list, re-arraged and added some talents, and made characters a bit less sturdy--going for "Conspiracy Thriller" rather than "Pulp Action":

COMBAT SPEC:
Brawler
Commando
Survivor
Weapon Specialist

DIPLOMAT
Inspiration
Interaction (New: boosts to non-combat uses of deception and persuasion)
Leadership
Learning (Modified Lineage: Replaced wealth related talents with more knowledge focused)

FREE AGENT
Awareness
Camoflage
Fortune
Misfortune

TECH OP
Forensics (Unsurprisingly lacking in a SW game, but a must in Dark•Matter)
Gadgeteer (Mostly new, but a few Fringer/Spacer talents)
Healer (Still working on this one--I plan to tweak treat injury more)
Slicer

I'll be back with some sample characters soon.
 

arscott

First Post
Jane McDermott
Medium Human Combat Spec 1
Luck 5
Init +5*; Senses Perception +7
Language English

Defenses Ref 15 (flat-footed 13), Fort 13, Will 13
hp 20; Threshold 9

Speed 6 squares
Melee unarmed +3 (1d6+2)
Ranged 9mm pistol +2 (3d6)
Ranged Shotgun +2 (3d10)
Base Atk +1; Grp +2*
Special Actions Battle Analysis

Abilities Str 14, Dex 12, Con 11, Int 10, Wis 15, Cha 10
Talents Battle Analysis
Feats Armor Proficiency I, Martial Arts I, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Athletics +6*, Initiative +5*, Knowledge (streetwise) +5, Perception +7
Possessions Kevlar vest, 9mm pistol with 15 rounds, flashlight, handcuffs (two sets), personal radio, police cruiser with 12 gauge shotgun and 20 shells, police radio, toolkit

*Includes Armor Check Penalty


Donna Truitt
Medium Human Free Agent 1
Luck 8
Init +7; Senses Darkvision, Perception +1
Language English, Japanese, Russian

Defenses Ref 15 (flat-footed 13), Fort 10, Will 12; Dodge
hp 15; Threshold 5

Speed 6 squares
Melee unarmed +0 (1d4)
Ranged .32 pistol +2 (3d4)
Base Atk +0; Grp +2

Abilities Str 10, Dex 15, Con 9, Int 15, Wis 11, Cha 12
Talents Improved Stealth
Feats Dodge, Lucky, Skill Focus (Deception), Weapon Proficiency (pistols, simple weapons)
Skills Acrobatics +7, Athletics +5, Deception +11, Initiative +7, Mechanics +7, Persuasion +6, Stealth +7 (may reroll)
Possessions Break-in bag with lockpicks, grapnel pistol (30 meters of nylon rope), night-vision giggles, magnetic card for door locks, black jumpsuit, .32 caliber revolver with 5 rounds in purse, cell phone, 2001 Chevrolet Corvette (fire engine red)


Dr. Phillip Akens
Medium Human Diplomat 1
Luck 5
Init +3; Senses Perception +7
Language English, Greek (ancient), Hebrew (ancient), Latin, Nahuatl

Defenses Ref 10 (flat-footed 10), Fort 10, Will 15
hp 11; Threshold 5

Speed 6 squares
Melee unarmed +0 (1d4)
Ranged by weapon -2
Base Atk +0; Grp +0

Abilities Str 10, Dex 6, Con 9, Int 18, Wis 15, Cha 14
Talents Translator
Feats Contacts, Skill Focus (Knowledge [occult]), Quick Research, Weapon Proficiency (pistols, simple weapons)
Skills Gather Information +7, Initiative +3, Knowledge (bureaucracy) +9, Knowledge (conspiracy theory) +9, Knowledge (occult) +14, Knowledge (social sciences) +9, Perception +7, Persuasion +7, Research +9, Treat Injury +7
Contacts Dr. Hanover, Marquette Anthropology Department (resource), 2 unassigned.
Possessions Tape recorder, camera, specimen collection kit, laptop computer with cellular modem, database of paranormal activity patterns, blessed silver crucifix, luggage, VW Microbus with 150,000 miles on it.
 

JPL

Adventurer
Suggested rule --- the bonus skill at 1st level for being human can be ANY skill, not limited to your class skills, and your level feats (at 1st, 3rd, 6th, etc) can also be Skill Training for ANY skill.

Just a quick way to keep the skills lists flexible without requiring multiclassing.
 

Tarek

Explorer
Instead of going solely along the Talents route, why not have the Martial Arts Manuvers feat;

Every time you take the Martial Arts manuvers feat, you gain access to specialized Martial Arts Manuvers. These manuvers give you options not available in the basic combat system, like Throw or Cripple Limb. You get a number of these new manuvers equal to your wisdom bonus modifier + 1, minimum of 1 each time you take this feat. This feat is not a bonus feat for any class.

Then you can use Form Talents like Saga uses Lightsaber Forms.

This, I think, more closely simulates the way martial arts developed in real life. Most martial arts have moves that accomplish the same goal, though they each approach them differently. As an example, Northern Praying Mantis Kung-Fu and Tai Chi Chu'an have trapping, striking, throwing, and breaking moves, but Northern Praying Mantis is a more aggressive form than Tai Chi Chu'an, where Tai Chi focuses more on avoiding attacks, and that would be reflected in the Martial Arts Form talents.
 

Peterson

First Post
Tarek said:
Instead of going solely along the Talents route, why not have the Martial Arts Manuvers feat;

Every time you take the Martial Arts manuvers feat, you gain access to specialized Martial Arts Manuvers. These manuvers give you options not available in the basic combat system, like Throw or Cripple Limb. You get a number of these new manuvers equal to your wisdom bonus modifier + 1, minimum of 1 each time you take this feat. This feat is not a bonus feat for any class.

Then you can use Form Talents like Saga uses Lightsaber Forms.

This, I think, more closely simulates the way martial arts developed in real life. Most martial arts have moves that accomplish the same goal, though they each approach them differently. As an example, Northern Praying Mantis Kung-Fu and Tai Chi Chu'an have trapping, striking, throwing, and breaking moves, but Northern Praying Mantis is a more aggressive form than Tai Chi Chu'an, where Tai Chi focuses more on avoiding attacks, and that would be reflected in the Martial Arts Form talents.

Hrm. I think this has some serious merit.
 

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