Character conversion thread

Feb 12, 2024 12:02 am
Procedure that I am using for the character conversion to the new rules (minimizing changes but using the new character creation process)

- If there is any attribute above 18, reduce it to 18. Then, for Strength and Constitution, use the previous Strength value. For Intelligence and Wisdom, use the previous Wits value. For Dexterity and Charisma, use the attributes with the same names. The new Gamersplane character sheet will automatically calculate the new modifiers.
- Based on the previous character skill levels, note the 3-4 highest and/or most important skills and look for the equivalent ones from the new skill list. Note that down but don't write their levels yet.
- Choose the new character class based on previous game careers. Full psychics are not allowed, but Adventurer with partial psychic is a (new) possibility for this game. Military carrers are usualy Warriors and civilian are usually Experts.
- Look for the background and foci from the new rules that will give you some of those skills or related habilities. Get your initial focus plus your bonus foci based on your chosen class (usually combat-related for warriors, non-combat for experts, but we can ignore that and choose freely for this conversion).
- Next, choose 4 skills (2 from your background Learning tables + 2 Any Skill) based on your previous character experience and skills. If you pick the same skill as you received from your foci, they start at level-1. Nobody can start with a level-2 skill.
- Receive 3XP and advance to level 2, as usual. See the rules for more details.
- Roll you hit points for level 1, then for level 2. If the level 1 hit points were higher, receive a +1 + Constitution modifier for the level 1 roll and ignore the level 2 roll.
- Write your Attack Bonus. The character sheet will automatically calculate your saving throws.
- Get armor and weapons from the new equipment list, similar to what your previous character had.
- The Celestial Voyager will have a Ship’s Locker, so regular gear won't be an issue. Choose some equipment (except armor and weapons) as you wish, using the equipment packages from the rulebook as a reference.
- Write the same credits that your previous PC had.
- Fill Goals and notes
Feb 12, 2024 12:06 am
OOC:
An initial suggestion for Douklan as well as a template for the other PCs
[ +- ] Douklan Paravides

Rolls

Hit points level 1 - (1d6+2)

(3) + 2 = 5

Hit points level 2 - (2d6+4)

(45) + 4 = 13

Feb 12, 2024 12:16 am
OOC:
spaceseeker19, see if you agree, creating a character with the button above. You're free to change those foci and skills, as you wish, before submitting it for approval. If you don't wanna change anything, the sheet is almost done, just missing the optional sections of goals and notes. Equipment we can do later, the Sentinel has a Ship’s Locker and Armory.

I will be suggesting conversions for the remaining PCs tomorrow or the day after. If Daryen,Esidrix,PhoenixScientist want, you can do that before I do and send a converted character for approval using Douklan as a template .

I have enabled 2 sheets per player in this game, in the meantime.
Feb 12, 2024 1:14 am
One thought is I think my wits scores, at least my Int, should be converted to 18. To synthesize the benefit that the +4 modifier they had before.
I'm looking at a Expert with a Healer and Specialist(Notice) Focus for how much of an investigator they are (and because of those crazy rolls). I think Notice is the closest we have to investigate.
If I understand correctly Healer, givese a rank training in Heal?
Last edited February 12, 2024 1:46 am
Feb 12, 2024 1:49 am
Adding in psionics is a pretty big change. You sure you wanna do that? Because I have no idea if I can resist that. (I always go for the magic angle, and psionics is the SF magic.)

Also, on the classes, I have a question. If I take Expert, then I get one focus and one restricted reroll per session. However, if I take Adventurer Expert/Warrior, I still get the exact same focus, but instead of the single reroll, I get a whole second focus AND I get more hit points and can fight better. Am I reading that correctly.

And if you are now including psionics, I have to go back and read that part because I had pretty much just skipped it all.

Regardless, using Expert still seems like a very poor choice to Adventurer. What am I missing?

Oh, one more thing. The base character generation rules say you should get one 14. Can I have my one 14? (It already is a 14. Never mind on this ...)
Last edited February 12, 2024 6:49 am
Feb 12, 2024 2:03 am
If I interpret what you're saying. This is my answer.
Expert gives: a general reroll, An extra non-combat Focus, and extra skill points/ level
An Adventurer Partial Warrior Partial Expert gives: An extra non-combat Focus, an extra skill pint a level, another(?)extra combat focus, bonus attack and hitpoints

So yeah, the loss of a single reroll seems minimal, especially if you take a focus that would give that reroll.

I thought of doing something similar, but don't know if I can justify it character wise.
Last edited February 12, 2024 2:04 am
Feb 12, 2024 2:47 am
If we're allowed to be a partial psion, I figure we can be a partial warrior, too. For Slaine, this should be a no-brainer.

EDIT: I don't see why Slaine can't be Adventurer with Expert/Warrior. Then, your combat focus is Gunslinger, so it covers your gun combat ability. Warrior doesn't have to mean you were a soldier. It just means you know how to fight. That's all it means. And Slaine is supposed to know how to use a gun.
Last edited February 12, 2024 7:04 am
Feb 12, 2024 7:00 am
For Hank his primary skills are going to be Administrate and Program. His main secondary skills are Trade and Know. His background is Scholar. His class is Adventurer, with half being Expert. The other half is undecided and I'm on the fence. I'm probably leaning Psychic, but I'm not sure. Fitting in Warrior as the other half doesn't fit as well, but the Expert class leaves me cold, so I refuse to take it. If I take psychic, I have to figure out my one skill for it, but I dunno yet.

Aside from my four main skills above, I'm not sure which others to get. Talk? Connect? I dunno. I'm also not sure on my focus. Probably Specialist, but potentially Diplomat. Just not sure on it all.
Feb 12, 2024 9:43 am
Quote:
One thought is I think my wits scores, at least my Int, should be converted to 18. To synthesize the benefit that the +4 modifier they had before.
Ok. To balance that out, I guess Slaine could have Wisdom 16 and Intelligence 18 (average 17 = their Wits). Would that make sense for you?

The old +4 is actually covered by foci now: Healer and Specialist (Notice) as you said ;)
Quote:
Regardless, using Expert still seems like a very poor choice to Adventurer. What am I missing?
A full Expert or full Warrior have a full reroll per scene. It's a pretty frequent hability and it stacks with the focus. You roll 3d6h2, see the results, and if you failed and want to, you roll 3d6h2 again
Quote:
Warrior doesn't have to mean you were a soldier. It just means you know how to fight. That's all it means. And Slaine is supposed to know how to use a gun.
Yup. But that reroll for Heal / Notice wil make a difference. I would suggest an Expert based on their skills, but if @PhoenixScientist want, I don't see much of a problem with Slaine as an Adventurer.
Quote:
Adding in psionics is a pretty big change. You sure you wanna do that? Because I have no idea if I can resist that. (I always go for the magic angle, and psionics is the SF magic.)
Yup. I was afraid of game balance and the extra work of homebrewing Psionics. With SWN that's solved. A full psychic wouldn't fit our story so far, but maybe Hank could be a partial psychic. We would have to justify his new powers story wise though, so you may have to take it slow as he discovers them.
Quote:
Aside from my four main skills above, I'm not sure which others to get.
Exactly those 4 skills, probably at level-1, would be my suggestion for Hank. =) For foci, Hacker and Specialist (Administrate), based on your University and previous job.

Maybe the procedure above was not clear but you can choose the same skill twice to upgrade them to level-1, and have that level even if you don't get a bonus to them from your foci.

I will try to write my full suggestion for Hank today. But before that, a key decision is if you wanna be a full Expert (with the reroll once per scene) or try Psionics and if so, which power. Precog? Telekinesis?
Feb 12, 2024 1:22 pm
OOC:
Here is a suggestion for Corbin.
[ +- ] Corbin

Rolls

Hit points level 1 - (1d6+4)

(5) + 4 = 9

Hit points level 2 - (2d6+6)

(45) + 6 = 15

Feb 12, 2024 1:26 pm
@htech - I like it. Feels like the same guy.
Feb 12, 2024 1:30 pm
OOC:
@PhoenixScientist I approved Slaine charsheet, but you missed the hit points roll. They roll 1d6+3, 2d6+2 and keep the higher of those 2 results.
Feb 12, 2024 1:32 pm
Esidrix says:
@htech - I like it. Feels like the same guy.
Great! Please click on the "create character" button and submit the new sheet so you will be good to go =)

Edit: The correct hit points are 19, I fixed it now. I forgot to multiply the die hard bonus
Feb 12, 2024 3:49 pm
htech says:
Quote:
Regardless, using Expert still seems like a very poor choice to Adventurer. What am I missing?
A full Expert or full Warrior have a full reroll per scene. It's a pretty frequent ability and it stacks with the focus. You roll 3d6h2, see the results, and if you failed and want to, you roll 3d6h2 again.
OK, I am still not following what is meant by a "scene", then. So, in one case, it would likely be "once per combat", correct? How about not in combat? How many times can it be used?
Quote:
Quote:
Adding in psionics is a pretty big change. You sure you wanna do that? Because I have no idea if I can resist that. (I always go for the magic angle, and psionics is the SF magic.)
Yup. I was afraid of game balance and the extra work of homebrewing Psionics. With SWN that's solved. A full psychic wouldn't fit our story so far, but maybe Hank could be a partial psychic. We would have to justify his new powers story wise though, so you may have to take it slow as he discovers them.
I dunno. I guess it depends on if anyone else takes it, too. Worst case, he it could have been discovered in university and just not really advanced until the high-stress environment now. So, he takes the initial focus in the beginning, but doesn't advance it until now.
Quote:
Exactly those 4 skills, probably at level-1, would be my suggestion for Hank. =) For foci, Hacker and Specialist (Administrate), based on your University and previous job.

Maybe the procedure above was not clear but you can choose the same skill twice to upgrade them to level-1, and have that level even if you don't get a bonus to them from your foci.

I will try to write my full suggestion for Hank today. But before that, a key decision is if you wanna be a full Expert (with the reroll once per scene) or try Psionics and if so, which power. Precog? Telekinesis?
Well, focus gives you skill-1 instantly, so I don't need to take those skills prior to getting them in focus. In that case, I'd likely take three completely different level-0 skills for my background. So, uh, Know-0 (for the Elder knowledge), Notice-0 (for the Investigate), and Fix-0 (too early, but it has to be here). The Foci add in Program-1 (Hacker) from university and Administrate-1 (Specialist) from his first job. Then for his free extra skill, he'll take Trade-0.

Since Notice isn't really Investigate, I suppose I could swap it out for Connect or Talk instead. That might be a good idea. I don't know which is the better plan.

That means he loses Pilot, Deception, whatever Will should be, whatever Zero-G translates to, and the ability to shoot a gun. In particular losing Pilot hurts, as he was actually doing it some, but it's way less important than Trade. Ooo. Wait. Since we start off at level-2, I get three extra skill points to spend, correct? That means I can either bump something to level-1 or get three new level-0 skills. Correct?

But he can gain a psionic power if he wants. Speaking of that psionic power, I will always tend toward telekinesis. That stuff is just *so* useful out of combat. It is so useful it can literally break many pieces of the game. It's great! But, I worry it is too overt. I don't want telepathy because that's too creepy for what I am going for. Biopsionics is cool and highly useful, but I think it is too big of a change to Hank to justify. That leaves Metapsionics and Precognition as things that would make sense as to things that could have been left long dormant until finally needed. Metapsionics is very close to what I kinda want, but it isn't. So, yes, I guess that leaves me Precognition. But telekinesis is still tempting ...

EDIT: Oooo. Let's go with Precog. Basically, he sucked at using it at first, so he didn't develop it. When he got into a relationship with Lily, he didn't want it to poison or ruin anything, so he actively suppressed it. When she betrayed him, however, he decided it was time to no longer ignore his gift and start developing it. So, that was the impetus for him to start working on it. As a result, for the entire time he has been on the Celestial Voyager, he has been practicing and trying to figure it out. However, with no trainer, his progress has been very slow. He has told no one that he has this power because, at this point, it's mostly useless. It has, however, helped him a little with Trade, allowing him to perform a little better than expected.
Last edited February 12, 2024 4:14 pm
Feb 12, 2024 4:20 pm
Quote:
Well, focus gives you skill-1 instantly, so I don't need to take those skills prior to getting them in focus.
Nope. It gives skill 0, unlike Travellers, there are no skipped levels. =) That was the issue with your math/balance, I understand it now. =)

Here is my suggestion:
[ +- ] Hank
Edit: For the level 2 upgrade, I am spending 2 skill points in improving Precog to level-1, 1 point in Trade-0 and 1 in Pilot-0 as those were used during chapter 2A. But you can choose other skills, of course.
Feb 12, 2024 4:23 pm
Quote:
OK, I am still not following what is meant by a "scene", then. So, in one case, it would likely be "once per combat", correct? How about not in combat? How many times can it be used?
A single combat encounter is a scene, as is the infiltration of a building, the ascent of a radioactive mountainside, or a tense meeting with an alien overlord’s cybernetic representative.

In essence, if it was a movie, whenever the location changes and/or there is a cut. I usually put headers in those situations.

Edit: For chapter 2A, we had the following scenes:
1. Departure + space travel conversation
2. The shuttle arrival / near crash
3. Customs
4. The Inhotep Emporium
5. Hauling the equipment+platinum to the shuttle (Ironsides)
6. Spritely Sprockets
7. Reinstall the software (shuttle)
8. Customs
9. Space travel
Feb 12, 2024 5:20 pm
I am concerned about the small number of skills, but then the non-proficiency penalty is just -1, so I guess it isn't *that* bad.

That's probably as good as I was going to come up with, so I guess it works for me. I was going to ask to split Know-1 into Know-0 and Fix-0, but I guess I'll just stick with what you came up with. I am not exactly sure how to reverse engineer it, so I'm just gonna trust you did it correctly and call it a day.

EDIT:
I clicked the "create character" button, so it is there for you to switch around.

I do have a couple questions, though:
1) Why are there different numbers of dice between Administrate and Program? I would have thought they'd be the same. Figured it out. It's just how Specialist works.
2) Why does Pilot have a bonus? I have no Dex bonus, so shouldn't it just be pure 2d6? Figured it out, too. It's based on Int, not Dex. Odd, but since it helps me, I'll take it.

Finally, here are my hit point rolls. Honestly, I wish you'd give the standard OSR conceit of giving max hit points for first level, just to set a reasonable floor. That way no one can accidentally be killed by a house cat in one shot. Anyway, here's the rolls, such as they are ...

And ... he's got 6 HP. So, for me, the request is a moot point.
Last edited February 12, 2024 7:35 pm

Rolls

Level one hit points - (1d6)

(5) = 5

Level two hit points - (2d6)

(32) = 5

Feb 12, 2024 6:00 pm
I updated the new character sheet to include the backstory info. Hope that's OK. I also put the last two pieces of your new page into two columns to save space.
Feb 12, 2024 6:19 pm
Quote:
I clicked the "create character" button, so it is there for you to switch around.
You have to submit the character to the game ;)
Feb 12, 2024 6:40 pm
htech says:
OOC:
@PhoenixScientist I approved Slaine charsheet, but you missed the hit points roll. They roll 1d6+3, 2d6+2 and keep the higher of those 2 results.
I just hadn't finished yet.
I haven't decided between their lv 2 foci and skills

Rolls

1D6+3

(1) + 3 = 4

2d6+2

(45) + 2 = 11

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