I know, I know, it's been a while since my last update. I haven't forgotten this page exists, but rather keep getting pulled in different directions and rarely have something that I really feel is worth posting here.
Well, that's obviously changed, as I finally got around to doing something I'd been meaning to do for quite some time, that being converting a pair of very memorable characters from a long ago Star Wars Saga Edition campaign over to the FFG system.
The characters in question were by far the two most memorable PCs from a Legacy Era campaign as run by Ben "Cyril" Erickson, and were the brainchildren of Kevin "Rikoshi" Frane and Nateal Falk. I had a couple of different characters in that campaign, starting off with a Corellian near-human ex-cop (nobody but me seemed to remember that he as a near-human, and even I forgot a few times) before he had a very explosive end (something I don't think Nateal has still quite forgiven me for) and I brought in a Jedi PC from an older New Jedi Order campaign that made the transition to the Legacy Era courtesy of a very long carbonite nap (and managed to avert most of the carbon hibernation symptoms by way of Jedi hibernation trance), though sadly the campaign never really got the chance to explore just how young(ish) Alwyn handled the transition between two very different eras. Then again, from his perspective the galaxy was still at war, just the bad guys had changed from Yuuzhan Vong to the One Sith. I think at the end there was a remark about how my PC had a similar name and appearance to a young Jedi from the Skywalker Praxuem that had helped save the Imperial capital of Bastion from a maniacal Dark Jedi's invasion efforts, but again nothing that was explored in any depth due to the campaign wrapping up.
Now, given how very different the two systems approach things, I opted to try and decided to instead aim more for the spirit of what each character was rather than do a straight point-to-point conversion. Once that decision was made however, the characters actually fell into place, more or less, pretty quickly. I did have to take a couple of liberties with each of them, but I think they work out pretty well as low-end player-characters.
For both of these, I opted to grant them an additional 25XP, which was treated as "earned XP" and couldn't be used to increase characteristics, as well as an extra 1000 credits worth of equipment. I considered going full-on Heroic/Knight Level, but found that just that extra 25XP sufficed to get the basics of the character.
The first of these two is Kirikinerry-tovante (Kiri for short), and he remains memorable to me simply for virtue of being a Squib, a meter-high species of blue-furred goofballs with a love of over-complicated negotiations and a notable lack of self-preservation instincts. This character was played by Rikoshi, and to my view, if our campaign had been a TV series, he would have been the fandom favorite of the cast. What really sold the character was the way Rikoshi voiced him as well as the mannerisms; given we were playing through Skype and Roll20, that he was able to convey all that with voice alone is pretty amazing. Heck, I still chuckle at the fact that Rikoshi took the time to draw up a "contract" for the group, denoting who got what amount of any proceeds, with all sorts of adjustments based on some of the most odd factors, such as "non-koovy non-Jedi penalty" for the Caamasi Force adept. I sadly don't have the list anymore, and I'm pretty sure the forum thread for the campaign has long been pruned for inactivity, but it was a piece of demented genius.
When writing up Kiri's stats, I opted to take two bites at the apple. In Saga Edition, he was built using the Smuggler class, so I first opted to go the route of the Smuggler career, and settling on the Thief career. However, that just didn't quite feel right for an "independent busyness being" like Kiri, so I did a second build using Explorer as the career and Trader as his specialization, which I honestly think works a bit better. Obviously, there's no official write-up for the Squib as a species (a major oversight on FFG's part in my estimation), so I used the unofficial stats that I'd created for this blog some time ago instead.
At any rate, here's links to each of the versions. Hopefully Kevin can forgive me for using the stock image of a Squib, as I sadly lack the artistic talent to create an image that suitably captures the koovy majesty of the character.
Kirikinerry-tovante, Squib Smuggler
Kirikinerry-tovante, Squib Explorer
Now, for the second character, this was Niera Kurucz, an Arkanian scientist with a rather abrasive personality when it came to dealing with organics, but had quite the soft spot with regards to droids and cybernetically-augmented creatures. While Kiri was just that right sort of crazy-awesome that makes a character both memorable and enjoyable to have in the group, Niera was in part memorable to me for the fact she was kind of the party face while really not having the personality for it.
Niera's conversion was a lot more difficult, due in large part to her being Force-sensitive, an ability that was always present but was only slowly developed over time. She never became a really potent Force user due to her cybernetic enhancements (Saga Edition operated under the old assumption that cybernetics interfered with one's ability to use the Force, itself based upon Darth Vader no longer having the potential power that he'd had as Anakin Skywalker), but there were some interesting moments with her trying to learn about the Force from the Caamasi Force adept; she never did quite get around to trusting my Jedi character, though she did accept his offer to let her borrow his copy of The Jedi Path: A Manual for Students of the Force (in-setting, that book was a reprint of the tome that Luke had uncovered some time prior to the NJO era, but obviously without the various in-character margin notes from different owners over the decades; said book is now Legends, but it's worth reading if you're looking to play a character trained in the mold of the classic Jedi).
Ultimately, I decided that Niera's core concept would be best served if I deep-sixed the bulk of the "party face" elements and focused on her being a highly intelligent engineering and droid mechanics expert, and settled on Technician for her career and Droid Tech as her starting specialization. I did still give her Force-sensitivity by way of the Force Sensitive Exile specialization, though much like her original character build in Saga Edition she's lacking much in the way of actual Force abilities, though that will change over time. I was sorely tempted to give her the Manipulate power out of Endless Vigil, but all she could really afford was the basic power and that effect didn't really jive with her focus on droids and cyber-technology.
One bit of rule-bending I had to do for Niera was to employ the droid-crafting rules from Special Modifications, and assign a certain number of advantages and triumphs from her Mechanics and Computers checks to build and program her custom personal droid PLUM. I have no idea what sort of stats PLUM had in Saga Edition, so I built the little droid as having proficiency in mechanics and computers, with a small scientific database, with the intent that it pretty much provides Niera with a boost die on her Computers, Mechanics, and Knowledge (Education) checks. She can also send PLUM out to operate independently, with it working a little better while following her directions.
So here's my take on Niera and her droid companion PLUM (which in my head canon at least stands for PersonaL Utility Mechanism):
Niera Kurucz, Arkanian Force-Sensitive Technician
PLUM, Niera's custom droid companion
I do have a few other ideas rattling around in my brain, but we'll see how long it takes before something viable actually shakes out.
Edit: Forgot to note, but the characters were built and the character sheets are from OggDude's excellent character generator program.
No comments:
Post a Comment