Editing Last Emperor: General conversion

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{|align="right"
 
{|align="right"
 
!D20 Attribute
 
!D20 Attribute
!Primary Attribute
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! ST Attribute(s)
!Secondary Attribute
 
 
|-
 
|-
| Strength  || Strength || Resolve
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| Strength  || Strength
 
|-
 
|-
| Dexterity || Dexterity || Composure
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| Dexterity || Dexterity or Wits
 
|-
 
|-
| Consititution || Stamina || Resolve
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| Consititution || Stamina or Resolve
 
|-
 
|-
| Intelligence || Intelligence || Manipulation
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| Intelligence || Intelligence
 
|-
 
|-
| Wisdom || Wits || Composure
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| Wisdom || Composure or Resolve
 
|-
 
|-
| Charisma || Presence || Manipulation
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| Charisma || Presence or Manipulation
 
|}
 
|}
 
D20 uses six attibutes (Strength, Dexterity, Consitiution, Intelligence, Wisdom, Charisma) where Storytelling uses nine (Strength, Dexterity, Staminia, Intelligence, Wits, Resolve, Presence, Manipulation, and Composure). This means the mapping is uneven, and the player is allowed to decide where the overlapping points go to reflect their character.  
 
D20 uses six attibutes (Strength, Dexterity, Consitiution, Intelligence, Wisdom, Charisma) where Storytelling uses nine (Strength, Dexterity, Staminia, Intelligence, Wits, Resolve, Presence, Manipulation, and Composure). This means the mapping is uneven, and the player is allowed to decide where the overlapping points go to reflect their character.  
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An example:  
 
An example:  
One of the characters has Str: 12, Dex: 10, Con: 14, Int: 16, Wis: 10, Cha: 9. Converting the attributes in order becomes: Str/Res: +2 dots, Dex/Comp: +1 dot, Sta/Res: +2 dots, Int/Manip: +3 dots, Wits/Comp: +1 dot, Pre/Manip: +1 dot. We'll assign these out as Strength: *** (3), Dexterity: ** (2), Stamina: ** (2), Intelligence: **** (4), Wits: 1 (1), Resolve: ** (2), Presence: * (1), Manipulation: ** (2), Composure: ** (1).
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One of the characters has Str: 12, Dex: 10, Con: 14, Int: 16, Wis: 10, Cha: 9. Converting the obvious ones first: Str: 12 becomes Strength: *** (3), and Int:16 becomes Intelligence: **** (4). Dex: 10 is one point, so we keep the Dexterity: ** (2) and Wits: * (1). Con: 14 is 2 points to distribute between Stamina and Resolve, so we create Stamina: ** (2) and Resolve: ** (2). Wis: 10 is 1 point for Composure and Resolve. In this case since we already have points for Resolve we can assign all points to raising Compsure. We are now Resolve: ** (2) and Composure: ** (2). Cha: 9 is one point to add to either Presence or Manipulation, so select Manipulation: Presence: * (1) and Manipulation: ** (2)
  
A modifier for the ST Attributes is the character saving throws. D20 has three saving throws (Fortitude, Reflex, Will), each of which is given a bonus as the character advances. D20 has three categories of save (good, moderate and poor). If the character's base save for one of the three saves equals or exceeds 2/3 of their character level (meaning they've selected a class or classes with moderate or better saves), allow adding one point to either ability reflected in the saving throw. From the [[Last Emperor: Other mechanics|Other mechanics]] page, Fortitude saves are Stamina + Resolve, Relex Saves are Dexterity + Wits, and Will saves are Composure + Resolve.  
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Another modifier for the ST Attributes is the character saving throws. D20 has three saving throws (Fortitude, Reflex, Will), each of which is given a bonus as the character advances. D20 has three categories of save (good, moderate and poor). If the character's base save for one of the three saves equals or exceeds 2/3 of their character level (meaning they've selected a class or classes with moderate or better saves), allow adding one point to either ability reflected in the saving throw. From the [[Last Emperor: Other mechanics|Other mechanics]] page, Fortitude saves are Stamina + Resolve, Relex Saves are Dexterity + Wits, and Will saves are Composure + Resolve.  
  
A modifier for the ST attributes is the characters skill ranks in Listen or Spot skills. ST has no sensory perception skill, instead relying upon a Wits + Composure roll. For every full 5 skill ranks the character has invested in either skill, add 1 dot to either Wits or Composure.
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From our example above, our character has a Will save of 6, and adding a point to either Composure or Resolve. In this case we add a point to Resolve, making it Resolve: *** (3)
 
 
From our example above, our character has a Will save of 6, and adding a point to either Composure or Resolve. In this case we add a point to Resolve, making it Resolve: *** (3). The character has 3 skill ranks in Listen and 4 in Spot, giving an extra dot to either Wits or Composure. We select the extra dot for Wits, giving us a total of Wits: ** (2).
 
  
 
In the Storytelling system the player can assign 5/4/3 extra dots at character creation to their character. Using the above system may not produce exactly that result. If the player rolled well (better than the above) they may well have more attribute points. If they rolled poorly, they will have fewer.  
 
In the Storytelling system the player can assign 5/4/3 extra dots at character creation to their character. Using the above system may not produce exactly that result. If the player rolled well (better than the above) they may well have more attribute points. If they rolled poorly, they will have fewer.  

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