Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Friday, June 18, 2021

Star Wars: Tokens

 I like to use miniatures for RPGs.  They are handy for keeping a clear idea of where characters are, particularly in some systems.  They also give something tactile for the player's to engage with.  For fantasy games I have had years to build up a collection to cover most situations.  However for sci-fi games, there are less options in general and they tend to be more expensive.  Also, while fantasy has collapsed into a general aesthetic, sci-fi has lost of different looks (space marines, flash gordon, etc.).  The issue is even further compounded for my Star Wars games.  Since the look is so closely tied to licensed works, it adds to cost and availability (especially when existing options are tied to a collectible game)

So, I opted to make paper tokens.  This is something I had done before, so I had supplies on hand.

-I opted to swap out all the minis from the Castle Ravenloft board game to tokens so I could keep the minis with my D&D supplies and leave the game playable, but that is another discussion

The art for the tokens was easily obtained with an internet search, though some species/class combinations are trickier than others (looking at you Female Wookie Jedi).  A quick trip to photoshop, and the color printer game me nice token art on come cover stock paper.  I use cover stock because it will stand up to the glue better.

To give the tokens some heft, I put them on card stock.  The card stock came from a large stack of advertising cards that were piled up with the junk mail in the lobby of my building.

I use a 1 inch circle punch from the craft store (50% coupon) and cut out piles and piles of circles, as well as the printed art.  A dot of glue on 3 circles, and a little wiggle, and let dry.  Once dry a glue stick or small dab of glue puts the art on the token.  One time I used printer paper with adhesive built in, but found it did not hold the printer ink well and led to scuffing/chipping.  

Once once you get the process down, you can have a ton of tokens in no time:

Here is a sample of the final product.  Not show are ship token (done in the same size ranges as characters) and the backs which carry generic faction logos to cover creatures/ships that I don't have representations for.


 


Sunday, May 30, 2021

Character Sheets

This week I decided to put up a collection of the custom character sheets and generators I have made for various systems.  These were originally made in excel, but should function fine in most spreadsheet programs.  Some of these were made with specific fonts/typefaces and so make need to be cleaned up if you don't posses them.


Star Wars (Original d20 edition with house rules)

Ten Dead Rats (Character Generator rules version 1.4)

AD&D 2nd Edition (with Target20 and House Rules)

Call of Cthulhu (d20 Simplified)

Astonishing Swordsmen and Sorcerers of Hyperbora (Character Generator + Demihumans)

Mutants and Masterminds 2e (Simplified House Rules "2.5")

Tuesday, February 2, 2021

Force User Home Brew

 Not much on my mind this past week so how about some Game Content.

This is my rewrite of the Force User classes for the original and revised edition of d20 Star Wars (not the Saga version)

In this version, all Force Users start as force adepts, whether they are Jedi/Padawans or not.  Jedi Classes are now prestige classes.  Why? because it fits my notion of how the world works, and is appropriate for all eras of play.

Force Adept

Force Adept (d8, 6 skill) Att Fort (M) Ref (M) Will (H) Def Rep Special
1 0 1 1 2 3 0 Primitive Weapons, Simple Weapons; Force Sensitive or Sense
2 1 2 2 3 4 0 Force Training (Choose: Alter, Control, Sense)
3 2 2 2 3 4 0
4 3 2 2 4 4 0 Force Training (Choose: Alter, Control, Sense)
5 3 3 3 4 5 1 Force Weapon +1d6
6 4 3 3 5 5 1
7 5 4 4 5 6 1 Comprehend Speech
8 6 4 4 6 6 1 Force Talisman +2 to Saves vs Force
9 6 4 4 6 6 2
10 7 5 5 7 7 2
11 8 5 5 7 7 2
12 9 6 6 8 8 2
13 9 6 6 8 8 3 Force Weapon +2d6
14 10 6 6 9 8 3
15 11 7 7 9 9 3 Force Talisman +4 to Save vs Force
16 12 7 7 10 9 3
17 12 8 8 10 10 4
18 13 8 8 11 10 4
19 14 8 8 11 10 4
20 15 9 9 12 11 4 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Another or Heal Self)

Jedi Classes

Jedi Consular

Requirements:  BAB+3, Treat Injury 4 Ranks, Force Sensitive, Sense, Exotic Weapon (Lightsaber)

Jedi Consular (d8, 6) Att Fort (H) Ref (M) Will (H) Def Rep Special
1 0 1 1 1 3 0 Bonus "Knight" Feat
2 1 2 1 2 4 1 Healing
3 2 2 2 2 4 1
4 3 3 2 3 4 1
5 3 3 2 3 5 1 Force Weapon +1d6
6 4 4 3 4 5 2
7 5 4 3 4 6 2 Bonus "Master" Feat
8 6 5 4 5 6 2
9 6 5 4 5 6 2
10 7 6 4 6 7 3 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Another or Heal Self)

Jedi Guardian

Requirements:  BAB+5, Battlemind 4 Ranks, Force Sensitive, Control, Exotic Weapon (Lightsaber)

Jedi Guardian (d10, 4) Att Fort (H) Ref (H) Will (M) Def Rep Special
1 1 1 1 1 2 0 Bonus "Knight" Feat
2 2 2 2 1 3 1
3 3 2 2 2 3 1 Force Weapon +1d6
4 4 3 3 2 4 1
5 5 3 3 2 4 1 Deflect Blaster Bonus Feat
6 6 4 4 3 5 2
7 7 4 4 3 5 2 Bonus "Master" Feat
8 8 5 5 4 6 2 Force Weapon +2d6
9 9 5 5 4 6 2
10 10 6 6 4 7 3 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Another or Heal Self)

Jedi Master

Requirements:  BAB+10, See Force 6 Ranks, Any Jedi "Master" feat, Must have built a Lightsaber

Jedi Master (d8, 6) Att Fort (H) Ref (M) Will (H) Def Rep Special
1 1 1 1 1 1 1 Padawan (Follower)
2 2 2 1 2 2 1 Force Weapon +1d6
3 3 2 2 2 2 2 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Another or Heal Self)
4 4 3 2 3 3 2 Force Talisman +2 to Saves vs Force
5 5 3 2 3 3 3 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Anotehr or Heal Self)

 Sith Maurader

 Requirements:  BAB+1, Intimidate 4 Ranks, Force Sensitive, Power Attack, Dark Side Points 4

Sith Maurader (d10, 4) Att Fort (H) Ref (H) Will (H) Def Rep Special
1 1 1 1 0 1 0 Dark Side Talisman +2
2 2 2 2 1 2 0
3 3 2 2 1 2 1 Force Weapon +1d6
4 4 3 3 1 2 1
5 5 3 3 2 3 2 Darkside Training (Choose: Dark Side Skill Emphasis, Alter, Control, Sense, or "Knight" Feat
6 6 4 4 2 3 2
7 7 4 4 2 4 3 Dark Side Talisman +4
8 8 5 5 3 4 3 Force Weapon +1d6
9 9 5 5 3 4 4
10 10 6 6 3 5 4 Force Secret (+1 Battlemind or Force Defense or Force Strike or Heal Another or Heal Self)