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Need help converting to second edition


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Strength 5 Agility 6 Fighting 10 Awareness 4

Stamina 6 Dexterity 6 Intellect 1 Presence 1

Agile Feint, All-out Attack, Favored Environment (Closed Quarters), Fearless, Improved Critical (unarmed), Power Attack, Skill Mastery (Perception), Takedown, Tracking

Acrobatics 6 (+12), Athletics 6 (+11), Insight 10 (+14), Perception 6 (+10), Persuasion 6 (+7)

Healing Factor: Enhanced Stamina 2, Immunity 2 (disease, poison), Regeneration 10

Living Weapon: Strength-based Damage 2, Multiattack 7, Selective 7

Dodge 4 (+10), Parry 2 (+12), Fortitude 2 (+8/+10), Toughness 0 (+6/+8), Will 6 (+10)

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Here's a second one if the first doesn't work out

 

Strength 7 Agility 6 Fighting 8 Awareness 2

Stamina 8 Dexterity 4 Intellect 1 Presence 3

Accurate Attack, Agile Feint, Defensive Attack, Inspire, Leadership, Power Attack, Precise Attack (Close; Concealment), Takedown, Teamwork

Acrobatics 6 (+12), Athletics 6 (+13), Expertise: Tactics 6 (+7), Insight 4 (+6/+7), Intimidation 6 (+9), Perception 6 (+8/+9)

Exemplar: Enhanced Stamina 1, Enhanced Awareness 1, Enhanced Defenses 2 (Dodge 1, Parry 1), Immunity 2 (aging, disease), Quickness 4, Speed 4 (30MPH)

Brawler: Enhanced Strength 3, Enhanced Advantages 2 (Close Attack 2)

Vambraces: Impervious Toughness 9, Enhanced Advantages 1 (Ultimate Effort [Toughness Checks]), Removeable (-2 points)

Dodge 4 (+10/+11), Parry 2 (+10/+11), Fortitude 2 (+10/+11), Toughness 0 (+8/+9), Will 6 (+8/+9)

Edited by Blüdhaven Bystander
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Alright, it’s been a while since I’ve played 3E so some of these may be incorrect, but:

Abilities: 10 + 12 + 12 + 2 + 8 + 2 = 46PP
Strength: 20 (+5)
Dexterity: 22 (+6)
Constitution: 22 (+6)
Intelligence: 12 (+2)
Wisdom: 18 (+4)
Charisma: 12 (+1)

2E still is on the d20 system, which means that attributes raise 1 every 2 ranks, so this should be about the same mechanically. 3E added some more attributes that aren’t in 2E.

 

Combat: 12 + 16 = 28PP
Initiative: +6
Attack: +10 Melee, +6 Ranged
Grapple: +11
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -4

 

The two attributes that affect combat instead are inside the combat section here, as attack. This way you have a slightly lower ranged attacks, with the melee attacks at 10, which is the usual rank for starting PCs.

Defenses work a bit different too. From what I can tell the 3E character’s fairly balanced, so this carries over fairly well, when looking at the next section too:

 

Saving Throws: 0 + 3 + 3 = 6PP
Toughness: +8 (6 Con, +0)
Fortitude: +6 (+6 Con, +0)
Reflex: +9 (+6 Dex, +3)
Will: +7 (+4 Wis, +3)

This is an alright split, with the character being somewhat on the dodgy side, not the tank-y one. Since I’m not entirely sure what the concept is, the different saves are fairly average, this will probably need some altering to your preferences

 

Skills:  28 R = 7 PP

Acrobatics 6 (+12)
Diplomacy 6 (+7)
Notice 6 (+10)
Sense Motive 10 (+14)

This is ported over pretty much 1:1, but it’s a low amount of skills, so my recommendation would be to invest some more points into this

 

Feats: 12PP

Acrobatic Bluff [Same thing as Agile Feint, judging by the name]
All-Out Attack
Attack Focus (Melee) 2
Dodge Focus 4
Fearless
Improved Critical (Unarmed)
Power Attack
Takedown Attack

You will notice I left out 3 here. Reasons are as follows:
-I’m not sure Favored Environment (Closed Quarters would be allowed, this would have to be discussed between the refs I feel)
-Skill Mastery applies to 4 different skills at once in 2E, and getting it on all 4 seems a bit over-the-top
-Track requires the survival skill, which the character, as it stands, doesn’t get much (+4) out of

I added the two Focuses, which apply to your Combat section, but are listed here

 

Powers: Y + 11 +  = YYPP

 

Healing Factor Container (Y PP Container)

                Protection 2 [2/YPP] (descriptor here)
                Immunity 2 (disease, poison) [2/YPP] (descriptor here)
                Regeneration Y

 

Damage 5 (Extras: Autoattack; Feats: Mighty [to 10]) [11PP] (descriptor here)

 

Whenever you see a Y, that means I didn’t know a number. In this case that’s because Regeneration is a bit complicated to set up, especially when I don’t know what you’re going for exactly. The same goes for the descriptors.

 

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT

Totals: Abilities (46) + Combat (28) + Saving Throws (6) + Skills (7) + Feats (12) + Powers (0) - Drawbacks (0) = 99/150 Power Points

 

So, that would leave you with 51 PP to customize, which would probably get you a pretty alright character.

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