Eclipse – Star Wars Base Classes

   The old d20 Star Wars game is currently as out-of-print as the d6 version – so I’m going to take a quick look at building some generic Eclipse classless d20 equivalents to it’s old character classes. Given that the different editions and versions alternated between the wound-and-vitality points systems and regular hit points, these are set up with regular hit points for the maximum possible compatibility.

   Fringer; D8 HD (80 CP), 138 SP (138 CP), Warcraft +15 (90 CP), Saves +27 (81 CP). Proficient with Simple Weapons and Blasters (9 CP), Professional x2 (Survival and Repair, 12 CP), Skill Emphasis/Barter (Corrupted or increased effect (+5)/only to buy and sell equipment) (6 CP), six additional “relevant” skills (18 CP), Karma (6 CP), one Bonus Feat (6 CP), Defense VIII, Corrupted/not compatible with armor (32 CP), and Reputation (6 CP). Total: 484 out of 504 available. Just like the d20 modern classes this class is slightly – 30 CP worth – underpowered compared to most of he classic fantasy-character types. That really isn’t surprising; a somewhat less fantastic setting calls for slightly less fantastic characters. Personally, I’d probably throw in Action Hero and some special tricks and gadgets.

   Noble; D6 HD (40 CP), 138 SP (138 CP), Warcraft +15 (90 cp), Saves +27 (81 CP). Proficient with Simple Weapons and Blasters (9 CP), Karma (6 CP), Defense VIII, Corrupted/not compatible with armor (32 CP), Improved and Superior Reputation (12 CP), Executive with CEO and Tactician (18 CP), Presence/+2 morale bonus to attacks, checks, and will saves, Specialized and Corrupted for triple effect/user must speak in advance for one round per ten minutes the bonus will last, only usable once per day (6 CP), Additional relevant skill (3 CP), and both Major and Enormous Favors (18 CP). Total: 453 CP out of 504 CP available. As usual for a socially-oriented class, this build lags a bit. This is a common feature in d20 systems where – if you let a socially-oriented character focus as much on social abilities as a combatant focuses on fighting – there’d be nothing else for anyone to do in a social situation. Still, as it stands, while it’s handy to have a Noble in the party, it isn’t always that much fun playing one.

   Wouldn’t you know it? The ones that are actually furthest off are – of course – the first two.

   Scoundrel; D6 HD (40 CP), 184 SP (184 CP), Warcraft +15 (90 CP), Saves +24 (72 CP), Proficient with Simple Weapons and Blasters (9 CP), Karma (6 CP), Defense XI, Corrupted/not compatible with armor (44 CP), Improved Reputation (9 CP), Skill Emphasis/Barter, Corrupted for Increased Effect (+5)/only to buy and sell illegal equipment (6 CP), Augment Attack/Sneak Attack Variant (12 CP worth), Luck (6 CP), a Bonus Feat (6 CP), and Skill Emphasis x5 (15 CP). Total: 499 CP out of 504 available. Unsurprisingly, as a skill-based character, this version of the basic Rogue has suffered little in wandering over into a loosely science-fiction universe. In fact, in the conversion, it’s even picked up some points. Of course, anyone multiclassing into a skill-based class will suffer a bit in the basic game, since they’ll lose out on some of those multiplied skill points.

   Scout; D8 HD (80 CP), 138 SP (138 CP), Warcraft +15 (90 CP), Saves +27 (81 CP). Proficient with Simple Weapons, Blasters, and Rifles (12 CP), Karma (6 CP), Defense VIII, Corrupted/not compatible with armor (32 CP), Reputation (6 CP), one Bonus Feat (6 CP), Travel with the Fast Modifier and two additional terrains (15 CP), Awareness with the Flankless Modifier (12 CP), 4x Mastery (24 CP). Total: 502 CP out of 504 available. As a basic combatant and light-duty skill-master, this built hasn’t suffered a bit in conversion.

   Soldier; D10 HD (120 CP), 92 SP (92 CP), Warcraft +20 (120) and Saves +24 (72). Proficient with Light, Medium, and Heavy Armor (15 CP), All Simple and Martial Weapons (in a technical universe these include rifles, pistols, blasters, etc, 15 CP), and Heavy Weapons (6 CP), Karma (6 CP), Defense V, Corrupted/not compatible with armor (20 CP), Reputation (6 CP), ten Bonus Feats (60 CP). Restrictions/has major incompatible abilities – armor use and defense that doesn’t work with armor, which tends to leave high-level soldiers with lower armor classes than anyone else (-20 CP). Total: 502 CP out of 504 CP. While it’s rather silly to have major abilities that don’t work together, and for the supposedly most expert combatants to wind up easier to hit than anyone else, the actual build is straightforward enough. To be fair, the role of individual combat specialists in worlds that feature orbital weapons systems is more limited than it is in most other settings anyway.

   Buying Force Powers is a little awkward: the original d6 and d20 Star Wars games present the “Force” as being relatively weak, principally useful because no one else in the universe had access to any type of supernatural ability whatsoever. Would anything in the movies really have looked like much beside the kind of things a high-level Sorcerer can do?

   On the other hand, many of the works in the expanded Star Wars universe – and some of the sourcebooks – treat the force as being a great deal more powerful. Ergo, I’ll simply provide a power base (drawn from the Starfire Adept build) and let the game master set the difficulties of various force-based skills.

   Ergo: Force Power Base.

  • Body Fuel, Versatile, and Efficient III (10 CP), Specialized/only to use HP to power Thaumaturgy and Dweomer, Corrupted/must buy very narrow Thaumaturgy and Dweomer skills. Thus Trivial effects cost 1 HP, Easy ones 4, Average ones 8, Difficult ones 12, Amazing ones 16, Grandiose ones 20, and Epic ones 24 – subject to the usual character level cost multipliers – and their abilities will only have a few applications each.
  • Immunity/lethal damage from using Body Fuel (Very Common, Major, Minor, Specialized/only converts lethal damage to nonlethal damage, 5 CP). Please note that this does NOT bypass the basic limitation of damage taken from the use of the Body Fuel power: such supernatural damage can only be recovered through natural healing, not through the use of magic, technology, psychic powers, or any other special abilities. I don’t recommend EVER allowing a force-user to buy this power up; as it stands, they can use up to level six effects without taking any real damage, but will have to wield higher-level powers sparingly, since such damage heals on a daily, rather than an hourly, basis. Partial immunity to the rules of the game is already a pretty big warning flag. After all, at level 10, this fifteen character point Body Fuel and Damage Immunity combination can fuel twenty sixth level spells per day. It’s not as bad as allowing a sorcerer to buy “Immunity to having to spend spell slots”, but it’s still extremely potent

   Force Adept; D8 HD (80 CP), 138 SP (138 CP), Warcraft +15 (90 CP), Saves +30 (90 CP), Proficient with Simple and Primitive Weapons and Blasters (12 CP), Resistance/+4 versus Force effects, Corrupted/requires a special talisman (4 CP), Defense VIII, Corrupted/not compatible with armor (32 CP), Reputation (6 CP), Imbuement, Specialized and Corrupted/only provides 2d4 bonus damage, costs energy to activate (2 CP), Mindspeech (6 CP), Force Power Base (15 CP, see below), Karma II (12 CP), Dweomer/Control, Sense, and Alter (18 CP). Total: 505 CP out of 504 CP available. Classically they’d have a Restriction – to follow some sort of code of conduct lest they go crazy – but that really isn’t relevant in settings that feature a much wider variety of supernatural powers and power sources.

   Jedi Consular; D8 HD (80 CP), 138 SP (138 CP), Warcraft +15 (90 CP), Saves +33 (99 CP), Proficient with Simple Weapons, Blasters, and Light Sabers (12 CP), Force Base (15 CP), Dweomer/Control, Sense, and Alter (18 CP), Karma II (12 CP), Defense VIII, Corrupted/not compatible with armor (32 CP), Improved Reputation (9 CP), Immunity/normal restrictions on the Heal skill (Common, Minor, Minor, Specialized/only in treating force-related difficulties, 3 CP), Two Bonus Feats (12 CP), and Restrictions; The Jedi Code (-20 CP). Total: 500 CP out of 504 available. Again, a normal enough build, and pretty well balanced.

   Jedi Guardian; D10 HD (120 CP), 92 SP (92 CP), Warcraft +20 (120 CP), Saves +33 (99 CP), Proficient with Simple Weapons, Blasters, and Light Sabers (12 CP), Force Base (15 CP), Defense XI, Corrupted/not compatible with armor (44 CP), Reputation II (9 CP), Karma (6 CP), Dweomer/Alter, Control, and Sense (18 CP), and Two Bonus Feats (12). Duties/must follow Jedi Code, defend the innocent, be heroic and so on (-40 CP). Total: 507 CP out of 504 CP available. As the paladins of the setting, these characters – of course – have numerous duties to fulfill.

   Since Star Wars d20 wasn’t and isn’t an OGL product, this article relies on “Fair Use” of the eleven – mostly generic – words used to name the original character classes. Ergo it is not technically OGL material itself – although, given that full-scale character generators with all the class information are available online, I doubt that anyone will care. If you want it to be OGL, you’ll need to slap new names on the classes.

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  1. […] Star Wars d20 Base Classes broken down for Eclipse. […]

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