Search found 47 matches

by ConnorsRPG
Sat 22 Apr 2017, 01:34
Forum: Coriolis - Rules (ENGLISH)
Topic: Star Wars Conversion - Force Powers
Replies: 12
Views: 912

Re: Star Wars Conversion - Force Powers

(Post copied from our own Star Wars forums). I have read a couple of //Savage Worlds// conversions, and looking at //Saga// again. I think I will go with both. ie. Force Powers are powered by FPs that you still make a skill roll for (not auto like Mutant & Animal powers). HOWEVER, can have Talents t...
by ConnorsRPG
Fri 21 Apr 2017, 11:30
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

@Kaeam. I am keeping the Skills as they are very definitive/inherent to the species. Duros are know for their minds and natural piloting ability. So yeah, that courtesan can still spend the rest of the skill points on skills that make them a great courtesan, but inherently, they still have Duros fea...
by ConnorsRPG
Fri 21 Apr 2017, 11:14
Forum: Coriolis - Rules (ENGLISH)
Topic: Star Wars Conversion - Force Powers
Replies: 12
Views: 912

Star Wars Conversion - Force Powers

OK, so I have hit a little hurdle in conversion. Force Powers. Here are the 2 options: **1. Talents requiring a Force Use Skill Check to succeed.** Initially, I was just going to do them as talents, as in //Coriolis//. Simply roll a Skill check for success. However Force/Mystic powers are pretty goo...
by ConnorsRPG
Fri 21 Apr 2017, 06:22
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

@Kaeam. Stuff on droids looks great. Funny, I was just thinking of droids today (and how I wish I had backed the Mech version of M;YZ - I am sure the KS has finished now. If possible (and it looks like you are interested to help), let's start a new thread for each part of this Star Wars conversion o...
by ConnorsRPG
Fri 21 Apr 2017, 06:17
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

I scrapped the whole idea of gear bonuses etc. Certain talents seemed to be the way to go in the end anyway. I changed Skills from being bonus to being ones that you had to spend your initial skills on (but they then become like 'concept' skills and can be raised to 3 Instead of a bunch of unique sp...
by ConnorsRPG
Thu 20 Apr 2017, 02:15
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

Thanks Kaeam for the ideas on Force Talents. I will post stuff like that in other forums. (I am going to run a Star Wars game using this system and will discuss diff parts in diff threads). For species I basically have this: Humans choose 2 talents to start the game. (In place of Icon, and an extra ...
by ConnorsRPG
Mon 10 Apr 2017, 06:35
Forum: Coriolis - Rules (ENGLISH)
Topic: Two-weapon fighting
Replies: 10
Views: 1157

Re: Two-weapon fighting

Or, as I just made up for Mutant Year Zero, you make it a talent which grants you access to a new stunt and for 1 stunt point you get to make a 2nd attack with a different weapon you are wielding ;) Seemed pretty easy. Of course extra talents could unlock extra features such as a defensive aspect. I...
by ConnorsRPG
Wed 29 Mar 2017, 02:13
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

Thanks, Tomas! I am happy if someone finds the suggestions useful. :D The next step would be coming up with a list of natural weapons, armours and abilities that people could use when creating their races. Yeah, and thanks from me too. Sorry. Off the net for some time - out of our house whilst floo...
by ConnorsRPG
Wed 29 Mar 2017, 02:05
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

How would others handle Attributes and species. (Obviously in other games it is very common for species/race to modify starting atributes). 1. Set new minimums & maximums (outside human norms of 5). (Like Kaeam did in eg above). 2. Simply grant bonuses and penalties that are applied. eg: +1 Strength...
by ConnorsRPG
Wed 29 Mar 2017, 01:58
Forum: Coriolis - Rules (ENGLISH)
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 1535

Re: Aliens - Semi-Intelligences

Nice conversion of a species Kaeam, thanks for that. That is the sort of thing I am looking for for conversions :) I would love to runs Star Wars etc using this cool ruleset. But the corebook also says to play other unintelligents go to Ch10, but there is nothing on actually playing them there? Othe...
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