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[SWd20] D&D => Star Wars: The Burning Plague
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<blockquote data-quote="DnDChick" data-source="post: 2322127" data-attributes="member: 54"><p>Anyone who knows me knows I have a thing about game system conversions. I proudly point to my work on the Creature Catalog and the Tome of Horrors by Necromancer Games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here is my latest foray into the world of conversions: Just for fun I've written "conversion notes" in order to run the quickie 1st level D&D adventure "The Burning Plague" as a Star Wars adventure.</p><p></p><p>The original D&D version and its map can be found here:</p><p></p><p><a href="http://www.wizards.com/default.asp?x=dnd/oa/20000801a" target="_blank">http://www.wizards.com/default.asp?x=dnd/oa/20000801a</a></p><p></p><p>And here are my notes. I will probably run this converted version this Saturday as a quickie adventure to introduce my group to the game. I will post the results back here/ <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>The Burning Plague</p><p>Star Wars d20 Conversion Notes</p><p>Make the following changes to the background story, NPCs, and creatures in order to run this adventure in Star Wars d20 instead of D&D.</p><p></p><p>General Conversion Notes</p><p>1. The town of Duvik’s Pass is on Tatooine, in a rocky badland called the Serpentcoil Mountains near the Jundland Wastes. </p><p>2. Instead of a silver mine, the dungeon is a water mine. Brave souls from Duvik’s Pass venture into the Serpentcoil Mountains prospecting for water in rare underground streams.</p><p>3. Change all references to gp (gold pieces) to credits.</p><p>4. Change all references to medieval technology to Star Wars technology (i.e. replace torches with glow sticks, etc.), where appropriate and as it suits your campaign.</p><p>5. Remember to change all distance references from feet to meters. The easiest way to do this is simply divide the feet by 3 and round down to the nearest multiple of 2.</p><p>6. Change the kobolds to 1st level Tusken Raider thugs. A sample stat block is located in the description of Room 3.</p><p>7. Replace Jakk Tornclaw the orc cleric with Jakk Torkaw the human dark Jedi guardian. I used the stat block of the low-level dark Jedi guardian from the Star Wars d20 Revised Core Rulebook (pg 343-344), giving him 7 extra skill points and 1 extra feat to account for his Human species traits. I gave him Improved Initiative (boosting his init to +7), and changed his skills accordingly: Intimidate +3, Tumble +5, Battlemind +6, Enhance Ability +6, Force Stealth +5.</p><p>8. Change the backstory of the adventure to reflect the Star Wars Universe. Here is how I did it: Through his research, a fallen padawan named Jakk Torkaw heard about a cave on Tatooine that is supposedly strong in the Dark Side. He traveled to the desert world, and discovered that the cave had been turned into a water mine and was currently occupied by Tusken Raiders. One night while they were on a hunt, Jakk snuck into the mine and took up residence in the cave. He remains hidden in the cave, terrorizing them with his lightsaber and intimidating them into leaving him alone. Their presence kept the locals at bay while he meditates in relative peace deep in the dark cave. Through his meditations, he unlocked a virulent plague powered by the Dark Side of the Force. This is the origin of the Burning Plague. Jakk Torkaw is acting as a living channel for the Dark Side energy, and with his death so too will pass the plague.</p><p></p><p>Room by Room Conversions</p><p>Room 1. </p><p>Jakk took the bodes and piled them in room 6 to serve as a warning to the Tusken Raiders.</p><p></p><p>Room 2. </p><p>This is a water mine, so remember that there is no “ore” laying around on the floor (or anywhere else for that matter).</p><p>Instead of crossbow bolts, Jacen Tungstan is riddled with slugthrower wounds.</p><p>The “thunderstone trap” sets off a frag grenade set under one edge of the upturned cart. This trap was rigged by Jakk, not the Tusken Raiders. The trap can be found with a DC 10 Search check, or if any player specifically states that they are searching the cart. The grenade goes off if the cart is lifted. Any character within 2 m when it goes off take 4d6+1 damage. A successful DC 10 Reflex save halves the damage. (The high damage is offset because the trap is easier to discover than the original thunderstone trap and the Reflex save and blast radius are reduced because the cart contains the explosion and absorbs most of the damage.)</p><p></p><p>Room 3. </p><p>There are 5 Tusken Raiders here, instead of 9 kobolds. Unlike the kobolds, the Tusken Raiders fight to the death and refuse to talk. It is unlikely that the heroes will be able to glean any information from them (GM’s call).</p><p>The tactics of the Tusken Raiders remains the same as the original kobolds: If they are aware of the heroes they flip up the tables and open fire with their slugthrowers.</p><p>Tusken Raiders: Male Tusken Raider Thug 1; Init +0 (Dex); Defense 11 (+1 class); Spd 10 meters; VP/WP 0/12; Atk +1 melee (1d8/1d6, gaderfii stick) or +1 ranged (2d8, slugthrower rifle); SV Fort +3, Ref +0, Will −1; Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 10. Challenge Code A.</p><p>Skills and Feats: Hide +2, Intimidate +4, Listen −1, Move Silently +2, Spot −1, Survival +2, Weapon Group Proficiency (Primitive), Weapon Group Proficiency (Simple), Weapon Group Proficiency (Slugthrowers), Weapon Proficiency Exotic (Gaderfii stick).</p><p>Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague.</p><p>Possessions: Slugthrower rifle, 30 rounds of ammo, gaderfii stick, personal trinkets and shiny things, desert wrappings.</p><p></p><p>Room 4. </p><p>The flour cloud trap is fun, but it’s unlikely that the Tusken Raiders would bother to construct such a thing. Instead, if combat occurs in room 4 you can randomly have a bag of flour burst if a character misses their target.</p><p>Change the dire weasel to a Jundland Blood Weasel. A version of the dire weasel is located below which has been converted from D&D for use in Star Wars d20.</p><p>Jundland Blood Weasel: Predator 3; Init +4 (Dex); Defense 16 (+2 natural, +4 Dex); Spd 12 m; VP/WP 12/6; Atk +8 melee (1d8+3, bite); SQ: attach, blood drain, scent, contagious; SV: Fort +1, Ref +7, Will +2; SZ M; Str 14, Dex 19, Con 6, Int 2, Wis 12, Cha 11. Challenge Code B.</p><p>Skills and Feats: Hide +8, Listen +5, Move Silently +8, Spot +5, Weapon Finesse, Weapon Focus (Bite)</p><p>Special Attacks: Attach: A Jundland Blood Weasel that hits with its bite attack latches onto its opponent’s body with its powerful jaws. An attached Jundland Blood Weasel loses its Dex bonus to Defense and thus has a Defense of 12. Blood Drain: A Jundland Blood Weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached.</p><p>Special Qualities: Scent: Detects nearby enemies through smell. Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague.</p><p></p><p>Rats (8): Each rat has a Defense of 14 (+2 size, +2 Dex) and VP/WP 0/4. They are so small that they have no applicable Challenge Code. They are meant to be more of a nuisance than a threat to the heroes anyway</p><p>Special Qualities: Scent: Detects nearby enemies through smell. (See DMG for details.) Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague.</p><p></p><p>Room 5. </p><p>The pit trap does not need to be changed. The pit is an abandoned exploratory shaft dug by the miners, which they covered with a sheet of metal when the shaft didn’t pan out. The metal is resting only just on the lip of the pit, and acts as a “pressure plate” if anyone moves across it. The Tusken Raiders are aware of the pit, and avoid it when moving down this hall by staying to one side of the corridor.</p><p>The leader of this band of Tusken Raiders is M’Dok, a 3rd level thug. He has learned the use of blaster rifles, and is a deadly shot. Unlike the other Tusken Raiders, M’Dok is willing to talk, but only if the heroes have some way of understanding Tusken.</p><p>Replace the +1 cloak of resistance found here with a brown Jedi robe. This robe once belonged to Jakk, but in a rare fit of compassion, he gave it to the Tusken children to keep them warm in the cold cave. A Jedi will recognize it as a traditional robe of their order with a successful DC 5 Intelligence check (DC 15 for non-Jedi). That should tip them that something unusual is going on in this mine that goes beyond the Burning Plague. Characters who kill the Tusken children gain a Dark Side point for each child they kill.</p><p>M’Dok Tusken Raider Warband Leader: Male Tusken Raider Thug 3; Init +0 (Dex); Defense 11 (+1 class); Spd 10 meters; VP/WP 0/12; Atk +3 melee (1d8/1d6, gaderfii stick) or +3 ranged (3d8, blaster rifle); SV Fort +4, Ref +1, Will +0; Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 10. Challenge Code B.</p><p>Skills and Feats: Hide +3, Intimidate +5, Listen −1, Move Silently +2, Spot −1, Survival +2, Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Primitive), Weapon Group Proficiency (Simple), Weapon Group Proficiency (Slugthrowers), Weapon Proficiency Exotic (Gaderfii stick).</p><p>Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague.</p><p>Possessions: Slugthrower rifle, 30 rounds of ammo, gaderfii stick, personal trinkets and shiny things, desert wrappings.</p><p></p><p>Room 6. </p><p>There are no undead in Star Wars, so instead of zombies this room contains 4 more Jundland Blood Weasels feasting on the piled-up bodies of dead miners and Tusken Raiders. Challenge Code C for all of them.</p><p></p><p>Room 7. </p><p>This is the meditation chamber of Jakk Torkaw. Any character with the Sense feat that comes within 2 meters of this room immediately feels the presence of the Dark Side. The glyphs on the fountain are in some strange Sith language that no one now knows. It is a lost language not spoken in the galaxy for thousands of years. Replace the tactics listed for Jakk in the module with the following.</p><p></p><p>Although Jakk appears frustrated that the adventurers have found his lair, he views their arrival as a challenge and methodically proceeds to do his best to eliminate them. He enters Battlemind and enhances his Dexterity before they arrive in the cavern (if he hears the party’s skirmish with the Blood Weasels in Area 6).</p><p>When prepared for combat, Jakk shouts a curse of hatred at the adventures and tries to enter melee with any obvious Jedi present. If there are no Jedi or he cannot reach them, he will engage any opponent brave enough to take him on. He uses his Force Skills to the best of his ability. To really threaten the heroes, Jakk might unleash some untrained Force Lightning (+0 bonus) or a Force Strike (+0). If faced with opponents wielding blasters, he uses his lightsaber to defend himself. In this case he takes a 2 meter step every round towards his opponents until any are in range. If they are far away or there are many of them, he takes uses total defense (pg 153) or fights defensively (pg 156) until he is close enough to strike. If the opponents back up, he continues to advance. Jakk truly believes this conflict is a test of resolve sent by a secretive Sith master, so he will not parley or surrender, fighting to the death under most circumstances.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2322127, member: 54"] Anyone who knows me knows I have a thing about game system conversions. I proudly point to my work on the Creature Catalog and the Tome of Horrors by Necromancer Games. :) Here is my latest foray into the world of conversions: Just for fun I've written "conversion notes" in order to run the quickie 1st level D&D adventure "The Burning Plague" as a Star Wars adventure. The original D&D version and its map can be found here: [url]http://www.wizards.com/default.asp?x=dnd/oa/20000801a[/url] And here are my notes. I will probably run this converted version this Saturday as a quickie adventure to introduce my group to the game. I will post the results back here/ :) The Burning Plague Star Wars d20 Conversion Notes Make the following changes to the background story, NPCs, and creatures in order to run this adventure in Star Wars d20 instead of D&D. General Conversion Notes 1. The town of Duvik’s Pass is on Tatooine, in a rocky badland called the Serpentcoil Mountains near the Jundland Wastes. 2. Instead of a silver mine, the dungeon is a water mine. Brave souls from Duvik’s Pass venture into the Serpentcoil Mountains prospecting for water in rare underground streams. 3. Change all references to gp (gold pieces) to credits. 4. Change all references to medieval technology to Star Wars technology (i.e. replace torches with glow sticks, etc.), where appropriate and as it suits your campaign. 5. Remember to change all distance references from feet to meters. The easiest way to do this is simply divide the feet by 3 and round down to the nearest multiple of 2. 6. Change the kobolds to 1st level Tusken Raider thugs. A sample stat block is located in the description of Room 3. 7. Replace Jakk Tornclaw the orc cleric with Jakk Torkaw the human dark Jedi guardian. I used the stat block of the low-level dark Jedi guardian from the Star Wars d20 Revised Core Rulebook (pg 343-344), giving him 7 extra skill points and 1 extra feat to account for his Human species traits. I gave him Improved Initiative (boosting his init to +7), and changed his skills accordingly: Intimidate +3, Tumble +5, Battlemind +6, Enhance Ability +6, Force Stealth +5. 8. Change the backstory of the adventure to reflect the Star Wars Universe. Here is how I did it: Through his research, a fallen padawan named Jakk Torkaw heard about a cave on Tatooine that is supposedly strong in the Dark Side. He traveled to the desert world, and discovered that the cave had been turned into a water mine and was currently occupied by Tusken Raiders. One night while they were on a hunt, Jakk snuck into the mine and took up residence in the cave. He remains hidden in the cave, terrorizing them with his lightsaber and intimidating them into leaving him alone. Their presence kept the locals at bay while he meditates in relative peace deep in the dark cave. Through his meditations, he unlocked a virulent plague powered by the Dark Side of the Force. This is the origin of the Burning Plague. Jakk Torkaw is acting as a living channel for the Dark Side energy, and with his death so too will pass the plague. Room by Room Conversions Room 1. Jakk took the bodes and piled them in room 6 to serve as a warning to the Tusken Raiders. Room 2. This is a water mine, so remember that there is no “ore” laying around on the floor (or anywhere else for that matter). Instead of crossbow bolts, Jacen Tungstan is riddled with slugthrower wounds. The “thunderstone trap” sets off a frag grenade set under one edge of the upturned cart. This trap was rigged by Jakk, not the Tusken Raiders. The trap can be found with a DC 10 Search check, or if any player specifically states that they are searching the cart. The grenade goes off if the cart is lifted. Any character within 2 m when it goes off take 4d6+1 damage. A successful DC 10 Reflex save halves the damage. (The high damage is offset because the trap is easier to discover than the original thunderstone trap and the Reflex save and blast radius are reduced because the cart contains the explosion and absorbs most of the damage.) Room 3. There are 5 Tusken Raiders here, instead of 9 kobolds. Unlike the kobolds, the Tusken Raiders fight to the death and refuse to talk. It is unlikely that the heroes will be able to glean any information from them (GM’s call). The tactics of the Tusken Raiders remains the same as the original kobolds: If they are aware of the heroes they flip up the tables and open fire with their slugthrowers. Tusken Raiders: Male Tusken Raider Thug 1; Init +0 (Dex); Defense 11 (+1 class); Spd 10 meters; VP/WP 0/12; Atk +1 melee (1d8/1d6, gaderfii stick) or +1 ranged (2d8, slugthrower rifle); SV Fort +3, Ref +0, Will −1; Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 10. Challenge Code A. Skills and Feats: Hide +2, Intimidate +4, Listen −1, Move Silently +2, Spot −1, Survival +2, Weapon Group Proficiency (Primitive), Weapon Group Proficiency (Simple), Weapon Group Proficiency (Slugthrowers), Weapon Proficiency Exotic (Gaderfii stick). Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague. Possessions: Slugthrower rifle, 30 rounds of ammo, gaderfii stick, personal trinkets and shiny things, desert wrappings. Room 4. The flour cloud trap is fun, but it’s unlikely that the Tusken Raiders would bother to construct such a thing. Instead, if combat occurs in room 4 you can randomly have a bag of flour burst if a character misses their target. Change the dire weasel to a Jundland Blood Weasel. A version of the dire weasel is located below which has been converted from D&D for use in Star Wars d20. Jundland Blood Weasel: Predator 3; Init +4 (Dex); Defense 16 (+2 natural, +4 Dex); Spd 12 m; VP/WP 12/6; Atk +8 melee (1d8+3, bite); SQ: attach, blood drain, scent, contagious; SV: Fort +1, Ref +7, Will +2; SZ M; Str 14, Dex 19, Con 6, Int 2, Wis 12, Cha 11. Challenge Code B. Skills and Feats: Hide +8, Listen +5, Move Silently +8, Spot +5, Weapon Finesse, Weapon Focus (Bite) Special Attacks: Attach: A Jundland Blood Weasel that hits with its bite attack latches onto its opponent’s body with its powerful jaws. An attached Jundland Blood Weasel loses its Dex bonus to Defense and thus has a Defense of 12. Blood Drain: A Jundland Blood Weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached. Special Qualities: Scent: Detects nearby enemies through smell. Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague. Rats (8): Each rat has a Defense of 14 (+2 size, +2 Dex) and VP/WP 0/4. They are so small that they have no applicable Challenge Code. They are meant to be more of a nuisance than a threat to the heroes anyway Special Qualities: Scent: Detects nearby enemies through smell. (See DMG for details.) Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague. Room 5. The pit trap does not need to be changed. The pit is an abandoned exploratory shaft dug by the miners, which they covered with a sheet of metal when the shaft didn’t pan out. The metal is resting only just on the lip of the pit, and acts as a “pressure plate” if anyone moves across it. The Tusken Raiders are aware of the pit, and avoid it when moving down this hall by staying to one side of the corridor. The leader of this band of Tusken Raiders is M’Dok, a 3rd level thug. He has learned the use of blaster rifles, and is a deadly shot. Unlike the other Tusken Raiders, M’Dok is willing to talk, but only if the heroes have some way of understanding Tusken. Replace the +1 cloak of resistance found here with a brown Jedi robe. This robe once belonged to Jakk, but in a rare fit of compassion, he gave it to the Tusken children to keep them warm in the cold cave. A Jedi will recognize it as a traditional robe of their order with a successful DC 5 Intelligence check (DC 15 for non-Jedi). That should tip them that something unusual is going on in this mine that goes beyond the Burning Plague. Characters who kill the Tusken children gain a Dark Side point for each child they kill. M’Dok Tusken Raider Warband Leader: Male Tusken Raider Thug 3; Init +0 (Dex); Defense 11 (+1 class); Spd 10 meters; VP/WP 0/12; Atk +3 melee (1d8/1d6, gaderfii stick) or +3 ranged (3d8, blaster rifle); SV Fort +4, Ref +1, Will +0; Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 10. Challenge Code B. Skills and Feats: Hide +3, Intimidate +5, Listen −1, Move Silently +2, Spot −1, Survival +2, Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Primitive), Weapon Group Proficiency (Simple), Weapon Group Proficiency (Slugthrowers), Weapon Proficiency Exotic (Gaderfii stick). Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Burning Plague. Possessions: Slugthrower rifle, 30 rounds of ammo, gaderfii stick, personal trinkets and shiny things, desert wrappings. Room 6. There are no undead in Star Wars, so instead of zombies this room contains 4 more Jundland Blood Weasels feasting on the piled-up bodies of dead miners and Tusken Raiders. Challenge Code C for all of them. Room 7. This is the meditation chamber of Jakk Torkaw. Any character with the Sense feat that comes within 2 meters of this room immediately feels the presence of the Dark Side. The glyphs on the fountain are in some strange Sith language that no one now knows. It is a lost language not spoken in the galaxy for thousands of years. Replace the tactics listed for Jakk in the module with the following. Although Jakk appears frustrated that the adventurers have found his lair, he views their arrival as a challenge and methodically proceeds to do his best to eliminate them. He enters Battlemind and enhances his Dexterity before they arrive in the cavern (if he hears the party’s skirmish with the Blood Weasels in Area 6). When prepared for combat, Jakk shouts a curse of hatred at the adventures and tries to enter melee with any obvious Jedi present. If there are no Jedi or he cannot reach them, he will engage any opponent brave enough to take him on. He uses his Force Skills to the best of his ability. To really threaten the heroes, Jakk might unleash some untrained Force Lightning (+0 bonus) or a Force Strike (+0). If faced with opponents wielding blasters, he uses his lightsaber to defend himself. In this case he takes a 2 meter step every round towards his opponents until any are in range. If they are far away or there are many of them, he takes uses total defense (pg 153) or fights defensively (pg 156) until he is close enough to strike. If the opponents back up, he continues to advance. Jakk truly believes this conflict is a test of resolve sent by a secretive Sith master, so he will not parley or surrender, fighting to the death under most circumstances. [/QUOTE]
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[SWd20] D&D => Star Wars: The Burning Plague
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