d20 to D6 Conversion Notes (or "Bring me the hydrospanner!")
by Gary Astleford (firstname.lastname@example.org)
first posted to The Rebellion, http://www.verminary.com/rebellion/
Current as of 4.28.02
- Concerning Existing Material -
I don't intend to convert material unless it has never before existed in D6 format. In my opinion, the original statistics as printed in the WEG products will have precedence over the newer d20 incarnations. I will, however, attempt to let you know where the original D6 material can be found, or I may (in some cases) list the original D6 stats all by themselves. If you require stats for a specific entry that I have referenced to an existing WEG product that you do not own or cannot lay your hands on, drop me a line.
Sometimes, there will be plenty of information on the web for certain topics (like the Yuuzhan Vong, for example), and I'll be sure to give links to them if I don't feel like doing the conversions personally.
- Abbreviations -
Each entry will list its source, as to where further information can be found within the new Star Wars products. In addition, I will occasionally list the locations of information within the WEG material, either for comparison or so that it can be easily located.
AA: Alien Anthology (WTC 12663).
AE: Alien Encounters (WEG 40166).
CFTD: Cynabar's Fantastic Technology: Droids (WEG 40116).
CTD: Cracken's Threat Dossier (WEG 40139).
DES: Dark Empire Sourcebook (WEG 40071).
DSS: Dark Side Sourcebook (WTC 11849).
FTPG: Gundark's Fantastic Technology: Personal Fear (WEG 40158).
GG#X: Star Wars Galaxy Guide, where "X" is the issue number.
HSCS: Han Solo and the Corporate Sector Sourcebook (WEG 40042).
IS: Star Wars Imperial Sourcebook, 2nd Edition (WEG 40096).
JAS: Jedi Academy Sourcebook (WEG 40114).
LOE: Lords of the Expanse boxed set (WEG 40215).
P&P: Pirates & Privateers (WEG 40143).
PSG: Platt's Smuggler's Guide (WEG 40141).
PSPG: Platt's Starport Guide (WEG 40107).
RAS: Rebel Alliance Sourcebook, 2nd Edition (WEG 40091).
RoE: Rules of Engagement (WEG 40113).
SOE: Shadows of the Empire Sourcebook (WEG 40123).
SOG: Starships of the Galaxy (WTC 11859).
SON: Secrets of Naboo (WTC 11794).
SOT: Secrets of Tatooine (WTC11839).
SS: Stock Ships (WEG 40150).
SWAJ#X: Star Wars Adventure Journal, where "X" is the issue number.
SWD6: Star Wars Role Playing Game, Revised and Expanded (WEG 40120).
SWd20: Star Wars Role Playing Game (TSR11793).
SWG#X: Star Wars Gamer magazine, where "X" is the issue number.
SWS: Star Wars Sourcebook, 2nd edition (WEG 40093).
SWTSE: Star Wars Trilogy Sourcebook, Special Edition (WEG 40089).
TABS: The Truce at Bakura Sourcebook (WEG 40085).
ToJC: Tales of the Jedi Companion (WEG 40082).
TTS: The Thrawn Trilogy Sourcebook (WEG 40131).
- Conversion Guidelines -
What follows are the guidelines that I, personally, use when converting from d20 to D6. I'm listing them so that those of you who want to do this yourself have a resource to fall back on. Please be aware that these are not hard and fast rules, and that I only use them as a guide. They may not work in all instances. Be prepared to fill in some gaps yourself. If, while converting something, you feel that something about it is unbalanced or too powerful, you are probably right. Use your conscience as your guide.
- DC Conversion Chart -
In d20 adventures, the difficulty of a task is determined by its DC (Difficulty Class). As a general rule of thumb, take the d20 DC and add 5 to it to gain a similar difficulty level in D6. You can also use the following chart:
|0 (Very Easy)
||1-5 (Very Easy)
||21-30 (Very Difficult)
|35 (Super Heroic)|
|40 (Nearly Impossible)|
- Starship Conversions -
What follows is a piece-by-piece method of converting ships from d20 to D6. You don't really have to go in any particular order, just do things as they pop up.
Figure out the base dice pool for the skill(s) in question by converting the listed rating (which, in d20, is generally a Crew Quality description). "Untrained" gives a base of 2D, "Normal" gives a base of 4D, "Skilled" gives a base of 6D, and "Expert" gives a base of 8D. Modify this number as you see fit.
Converts right across.
Generally "Yes" in the case of larger ships. In the case of small fighters, they're only good for one or two jumps worth of coordinates, unless they have an astromech, in which case they can store 10 jumps.
This is tough, since d20 doesn't use a parallel. Using common sense and the existing ships as an example, choose a rating that fits the concept of the vessel (examples: A-Wing: 4D, TIE Interceptor: 3D+2, X-Wing: 3D, Y-Wing or TIE/In: 2D, B-Wing: 1D+1, Z-95: 1D, YT-1300: 0D).
This is tricky, too. D20 has only five speed ratings, and they don't seem to correspond with D6's speeds. Again, you need to compare the ships to the old ones (examples: A-Wing: 12, TIE Interceptor: 11, TIE/In: 10, X-Wing: 8, Y-Wing or Z-95: 7, B-Wing: 6). Atmospheric speed can be found on the chart on page 129 of the SWD6. You might also consult the following:
|Star Wars d20 Ship Speed
||Star Wars D6 Ship Speed
||8 or more
Note that the previous chart is for guestimation purposes, more than anything else. In several cases, the maximum speeds listed for ships in the d20 rules do not coincide with the speeds in the D6 rules. For example, in D6, both the Z-95 and the Y-Wing are listed as having speed ratings of 7. In d20, however, the maximum speed listed for the Z-95 is "Ramming," whereas the maximum speed for the Y-Wing is "Attack."
Concerning the changes made after the inclusion of the d20 "Starships of the Galaxy" conversion, I'm considering adding the engine quality rating of spacecraft to the base speed given on the above chart.
For starfighter-scale ships, take the d20 hull points and divide by 30. Extra points can be changed to pips at a 10:1 ratio. For capital ships, take the d20 hull points and divide by 100, with extra points being changed to pips on a 30:1 ratio.
A ship's armor in d20 is typically rated for 10 points. "Starships of the Galaxy" introduces the option of giving ships extra armor, which is reflected in the Hull rating. For each 5 points of armor past the original 10, add 1D to the ship's Hull.
Same as for hull points.
Star Wars d20 doesn't have a detailed system for sensors, so you'll have to improvise. Try looking at equivalent ships in the existing D6 material ("Pirates and Privateers" is a wonderful supplement for this purpose).
Fire control is generally equal to the d20 rating listed for Fire Control (check the d20 Attack Bonus calculation), divided by 2. For example, a d20 weapon system with +4 fire control would equate to a 2D fire control rating in D6. Weapon damage can be converted right across, but switch out d10s for d6s and drop all multipliers (6d10x2 becomes 6d). If a weapon is listed as having 5d10x5, the "x5" indicates that the damage is capital scale. In the case of capital ships, leave it as is, but if the ship is starfighter scale, you can optionally add 6D to the total to bring the damage in scale with the ship. Weapons ranges will have to be improvised based on existing entries in published material. Use existing D6 material as a guide whenever possible. I tend to use existing examples to gauge proper values for damage and range.
- Vehicle Conversions -
This is pretty much the same as starship conversions, only on a smaller scale.
Compare the d20 ground speed (in km/h) to the chart on page 113 of SWD6 to find its new movement score.
The individual listings I've seen thus far generally include a rating as to how much cover the vehicle provides to its occupants, so this is pretty simple to determine.
This is listed in the d20 entries much as it is in D6 entries.
As much a pain to determine as it is for starships. Your best bet is to check other, similar vehicles, and make an educated guess.
For every 10 hull points in d20 for speeder-scale vehicles, add 1D to the vehicle's Body Strength. For every 3 hull points left over, add +1 pips to the vehicle's Body Strength. When determining pips, round up to the nearest multiple of 3. For example, the Flash Speeder has 18 hull points in d20, and this converts to a Body Strength of 2D in D6 (1D for the first 10, and +3 more for the 8 left over hull points after rounding them up to 9). For every 20 hull points in d20 for walker-scale vehicles, add 1D to the vehicle's Body Strength. For every 6 hull points left over, add +1 pips to the vehicle's Body Strength.
Speeder scale weapons in d20 have their damages listed in amounts of d8s. Merely swap the d8s for d6s and you've got it licked. Remember, however, that these are speeder-scale damages.
- Character Conversions -
What follows here is a way to convert existing NPCs and d20 characters into a readily-usable D6 format.
Obviously, this is the most important aspect of characters. The transition isn't perfect, but it's mostly just a guideline, in order to keep the spirit of the written NPC in-line with the final product. Total the statistic(s) listed and cross-index on the conversion chart (d20 pg. 309) to find the D6 equivalent. For convenience:
Stats convert as follows:
|Intelligence + Wisdom/2||Knowledge|
|Dexterity + Intelligence/2||Mechanical|
|Intelligence + Charisma + Wisdom/3||Perception|
|Strength + Constitution/2||Strength|
Go ahead and bump fractions up to the nearest whole number. Total the dice of the converted statistics. If they exceed 18 dice, reduce stats by a single pip each until you meet that limit. If they add up to less than 18, increased them all by a single pip each until the total equals 18. In some cases, you might want to assign or subtract these points arbitrarily in order to get a desired result. Keep in mind that stat totals should not exceed racial maximums or minimums. If they do, juggle points until you get the desired result.
Low and High Powered Characters
Some NPCs (it's usually obvious which ones) are generally used for cannon fodder. In D6, these characters rarely have attribute levels that exceed a total of 12 dice (or, in some cases, 11 dice).
These are somewhat easier. If a d20 skill doesn't have a D6 parallel (check the chart in the Skill Conversions section), either drop it completely or make one up. Some skills overlap (ie, Search and Spot in d20 both equate to Search in D6), so just take the highest skill total and use it. Optionally, add a bonus of +2 pips for each additional overlapping skill.
As far as most skills are concerned, the given skill rank is equal to the number of pips the character will get to that skill, in addition to his base attribute. Since there aren't any weapon skills in d20 Star Wars, locate the character's to-hit bonus and use it in lieu of pips added to the appropriate skill(s) (which you can base on the character's weapon proficiency feats). In addition, give each character a number of pips in his Dodge skill equal to his class-based defense modifier (you can also apply this to Melee Parry and Brawling Parry, if it seems appropriate), as well as a number of pips in his Languages skill that is equal to the number of non-native languages he speaks and/or reads.
If the character being converted is a pilot, you might optionally use his ranged attack bonus as his Starship Gunnery skill. Divide the number of ranks he has in his d20 Pilot skill between appropriate skills, such as Starfighter Piloting, Starship Shields, etc.
If a character has a skill focus feat (or other applicable feat, like Starship Combat), apply a +2 pip bonus to the skill in question to reflect it. If, in your opinion, the character should have a skill that is not listed in his d20 stats (either due to oversight, or because that skill does not exist in d20), give the NPC a number of pips in the skill equal to his total levels.
See "Feat Conversions" below.
- Creature Conversions -
These are pretty much the same as for characters. Creatures rarely get any sort of combat skills (ie, don't translate d20 to-hit bonuses into skills, unless it results from a feat, ie "Power Attack"). If an attack must have a skill increase, use the creature's to-hit bonus (minus d20 Strength bonus) or the creature's "level" as the number of pips to add to the base attribute. Use standard guidelines for converting skills, though creatures won't have skills that they don't have attributes for. In general, creatures with natural armor gain +1 pip of protection for every 2 points (or fraction thereof) of natural armor they have. D6 creatures have three statistics: Dexterity, Perception, and Strength. These stats convert as follows:
|(Strength + Consitution)/2||Strength|
To determine creature attack damages, average the SWd20 damage from the creature's attack, dropping fractions, and do not include bonuses for Strength. Cross index the total on the chart below to find the amount added to the creature's strength to determine damage.
|d20 Damage||D6 Damage||d20 Damage||D6 Damage||d20 Damage||D6 Damage
Creatures that are ridden have an orneriness rating in D6. This rating is an amount of dice that is rolled to generate a difficulty number for the rider of the beast. The more dice, the harder the beast is to manage. To determine the orneriness rating of a beast, add the creature's d20 Wisdom and Charisma together, and index it on the following chart:
|Wisdom + Charisma||Creature's Orneriness|
- Alien Species Conversions -
These notes concern converting d20 species/races into species templates usable with D6 Star Wars.
I generally assume that each species has 12D allocated for attribute dice. It's safer that way. In the case of weaker species, you can drop this to 11D, and in the case of a stronger species, bump it to 13D.
Take a look at the stats for a "commoner" of the species (usually listed with the species' notes in a d20 supplement). If there aren't any commoner stats, assign each d20 stat a value of 10, and then modify those values with the attribute modifiers listed for the species in question. Convert these stats to their D6 equivalents using the chart above, and total the dice. If the total is less than 12D (or the listed Attribute Dice for the species), bump each stat up a pip at a time until you reach that total. This is the "average" range for the species' attributes. Take these figures and subtract 2 pips from each to gain the "low" range, but be sure not to go below a rating of 1D in any stat. Next, add 2D to each attribute's "average" range to get the "high" range.
Special Abilities/Story Factors
These you'll have to work out on a case-by-case basis. Try using the existing species templates as examples.
The listed move in d20 should convert straight across. Add 2 to the move to determine its high range.
- Skill Conversions -
Below is a list of d20 skills, and the appropriate parallels in D6. Those without parallels are listed as n/a, but I've tried to give alternatives when possible.
|Star Wars d20||Star Wars D6|
|Appraise (Int)||Knowledge: Value|
|Astrogate (Int)||Mechanical: Astrogation|
|Bluff (Cha)||Perception: Con|
|Climb (Str)||Strength: Climbing/Jumping|
|Computer Use (Int)||Technical: Computer Programming/Repair, and/or Mechanical: Communications, and/or Sensors. |
|Craft (Int)||n/a, should be reflected in chosen skills|
|Demolitions (Int)||Technical: Demolitions|
|Diplomacy (Cha)||Perception: Persuasion|
|Disable Device (Int)||Technical: Security|
|Disguise (Cha)||Perception: Con: Disguise|
|Entertain (Cha)||n/a, or create a new skill (ie, Perception: Musical Instrument)|
|Escape Artist (Dex)||n/a, or apply to Technical: Security|
|Forgery (Int)||Perception: Forgery|
|Gather Information (Cha)||Perception: Investigation|
|Handle Animal (Cha)||Mechanical: Beast Riding|
|Hide (Dex)||Perception: Hide|
|Intimidate (Cha)||Knowledge: Intimidation|
|Jump (Str)||Strength: Climbing/Jumping|
|Knowledge (Int)||Knowledge: Scholar, or any other applicable Knowledge skill|
|Knowledge (Int) (Sith Lore)||Knowledge: Scholar: Sith Lore|
|Listen (Wis)||n/a, though points might be applied to Perception: Search|
|Move Silently (Dex)||Perception: Sneak|
|Pilot (Dex)||Mechanical: Piloting, Gunnery, Shield, and Vehicle Operation|
|Profession (Wis)||n/a, should be reflected in chosen skills|
|Read/Write Language (n/a) ||Knowledge: Languages|
|Repair (Int)||Technical: all Repair skills|
|Ride (Dex)||Mechanical: Beast Riding|
|Search (Int)||Perception: Search|
|Sense Motive (Wis)||Knowledge: Willpower|
|Sleight of Hand (Dex)||Dexterity: Pick Pocket|
|Speak Language (Int)||Knowledge: Languages|
|Spot (Wis)||Perception: Search|
|Survival (Wis)||Knowledge: Survival|
|Swim (Str)||Strength: Swimming|
|Treat Injury (Wis)||Technical: First Aid or Technical: Medicine (A)|
|Tumble (Dex)||Dexterity: Dodge|
- Feat Conversions -
Most feats translate into extra pips for other skills quite easily. The ones that do not are usually related to game mechanics that are unique to SWd20. Below is a list of feats from the SWd20 core rules, and the bonus points they add to a character's skills in D6. Note that these numbers are added directly to the character's D6 skill totals. In the case of most d20 characters, the bonuses that feats add to d20 skills are already included in their skill totals. This means that you don't generally have to worry about skills-related feats adding to D6 pip totals.
Weapon Group Proficiencies do not provide bonuses. Instead, they give starting totals for individual weapon skills (noted under the Weapon Group Proficiencies heading, below). The starting total is equal to the character's Dexterity plus a number of pips equal to either his Melee or Ranged Attack Bonus.
|SWd20 Feat||D6 Equivalent|
|Acrobatic||+1 each to Climbing/Jumping and Dodge skills.|
|Alertness||+2 to Search skill.|
|Ambidexterity||n/p Optionally make the character ambidextrous.|
|Animal Affinity||+2 to Beast Riding skill.|
|Armor Proficiency (light)||n/p|
| Armor Proficiency (med)||n/p|
| Armor Proficiency (hvy)||n/p|
| Armor Proficiency (pwrd)||+2 to Powersuit Operation skill.|
|Athletic||+1 each to Climbing/Jumping and Swimming skills.|
|Cautious||+1 each to Demolitions and Security skills.|
|Dodge||+2 to Dodge skill.|
| Mobility||+1 to Dodge skill.|
| Spring Attack||+1 to Dodge skill.|
| Whirlwind Attack||+2 Melee Weapons skill.|
|Endurance||+2 to Stamina skill.|
|Exotic Weapon Proficiency||+2 to specified weapon skill (ie, Lightsaber).|
|Expertise||+1 each to Melee Weapons and +1 to Melee Parry skills.|
|Fame||No game bonus, should be reflected in character's background.|
|Force Sensitive||Make character Force Sensitive.|
|Frightful Presence||+2 to Intimidation skill.|
|Gearhead||+2 to any Technical skill (pick one).|
|Gunner||+2 to either Starship or Capital Ship Gunnery skill.|
| Expert Gunner||+1 to either Starship or Capital Ship Gunnery skill.|
|Infamy||No game bonus, should be reflected in character's background.|
|Iron Will||+2 to Willpower skill.|
|Low Profile||No game bonus, should be reflected in character's background.|
|Maneuver Expertise||+2 to any one Piloting skill.|
|Martial Artist||+1 each to Brawl and Brawling Parry skills.|
|Mimic||+2 to Con: Disguise skill.|
|Nimble||+2 to Pick Pockets skill.|
|Persuasive||+2 to Persuasion skill.|
|Pinpoint Accuracy||+2 to either Starship or Capital Ship Gunnery skill.|
|Point Blank Shot||+2 to any ranged weapon skill (pick one).|
| Far Shot||+1 to any ranged weapon skill (pick one).|
| Precise Shot||+1 to any ranged weapon skill (pick one).|
| Rapid Shot||+1 to any ranged weapon skill (pick one).|
| Multishot||+1 to any ranged weapon skill (pick one).|
| Shot on the Run||+1 to any ranged weapon skill (pick one).|
|Power Attack||+2 to Melee Weapons OR Lightsaber skill (pick one).|
| Cleave||+1 to Melee Weapons OR Lightsaber skill (pick one).|
| Great Cleave||+1 to Melee Weapons OR Lightsaber skill (pick one).|
|Quick Draw||n/p Optionally, may use quick draw rules in HSCS.|
|Quickness||+2 to Brawling Parry OR Melee Parry skills (pick one).|
|Rapid Gunner||+1 each to any Piloting and Gunnery skills.|
|Run||+2 to Running Skill.|
|Skill Emphasis||+2 to specified skill or equivalent.|
|Sharp-Eyed||+2 to Search skill.|
|Spacer||+1 each to Astrogation and any one Piloting skill.|
|Starship Dodge||+2 to any one Piloting skill.|
|Starship Operation||+2 to any one Piloting skill.|
|Stealthy||+2 to Sneak skill.|
|Toughness||n/p D6 does not use wound or hit points.|
|Track||+2 to Search: Tracking skill specialization.|
|Trustworthy||+1 each to Persuasion and Investigation skills.|
|Two-Weapon Fighting||+1 each to Melee Weapons and Melee Parry skills.|
| Improved TW Fighting||+1 to Melee Weapons OR Melee Parry skills (pick one).|
|Vehicle Dodge||+2 to any non-space vehicle skill.|
|Weapon Finesse||+2 to Melee Weap., Lightsaber OR Brawling skills (pick one).|
|Weapon Focus||+2 to any weapon skill specialization.|
|Weapon Group Prof.||Apply the appropriate attack bonus to the following skills:|
| Blaster Pistols||Blaster|
| Blaster Rifles||Blaster|
| Heavy Weapons||Blaster Artillery OR Missile Weapons (pick one or divide score).|
| Primitive Weapons||Bows OR Thrown Weapons (pick one or divide score).|
| Simple Weapons||Melee Weapons|
| Vehicle Weapons||Vehicle Blasters|
| Vibro Weapons||Melee Weapons|
- Force Skills/Feats -
Converting Force skills and feats into D6 isn't too difficult. By and large, Force skills in d20 are quite similar to the Force powers used in D6. Feats, on the other hand, are somewhat different, in that some Force feats represent learned powers (Control, Sense, Alter, and Force Lightning, for example), while others merely affect the way that Force users in d20 operate (ie, Force Mastery and Prolong Force).
The feats that affect the way Force users operate in d20 aren't compatible, though they might grant a bonus of a pip or two to one or more Force skills (if converting a character from d20 to D6). The rest of them, however, are more than easily translated over to D6, and the majority of them are standard powers.
To determine the levels of a D6 character's Force skills, start them out with 1D each in Control, Sense, and/or Alter (whichever ones that the d20 version of the character has). Increase these by 1 pip each for every 2 ranks they have in an associated Force skill. Divide these pips evenly between Control, Sense, and/or Alter if the Force skill in question converts to a power that uses more than one, and round fractions up. For example, Force Grip converts to Telekinetic Kill, which uses all three Force skills in D6. If a d20 character has Force Grip at +6, his D6 counterpart would gain the Telekinetic Kill power, as well as +1 to each of his Force powers (6 ranks = 3 pips, divided three ways). If the number doesn't divide evenly, assign the remaining points in the following order: Control, Sense, and Alter. For example, if, in the previous example, Force Grip was rated at 7 ranks (7 ranks = 3.5 pips, rounded up to 4 pips total), the bonus to the D6 character's skills would be Control +2, Sense +1, and Alter +1.
In the case of Force feats, award a +2 bonus to each related D6 Force skill for each Force feat possessed (with the exception of the Control, Sense, or Alter feats, which actually give the D6 character those Force skills at 1D apiece). For example, Dissipate Energy (d20 feat) translates to the Absorb/Dissipate Energy power in D6. Absorb/Dissipate energy uses Control, so apply a +2 bonus to the D6 counterpart's Control skill. If the feat's corresponding Force Power uses more than one D6 Force skill, apply a +1 bonus to each.
In a few instances, I've found that d20 characters will possess Force powers that require a D6 Force skill that they would not possess. For example, in d20 the Enhance Ability Force Skill does not require the Control feat, while it's corresponding power in D6, Enhance Attribute, does. In such a case, go ahead and give the D6 version of the character the Control skill at 1D. It's sloppy, but it gets the job done.
Though it's probably a big pain in the butt, try to ensure that a converted character has all the required prerequisites for his new Force powers. If the character doesn't have them, you can choose to either not worry about it, or you can give him the required powers with no further bonuses to his Force skill totals.
Below is a list of d20 Force skills and feats, and (as near as I can tell) the WEG equivalents. Note that not all d20 feats/skills will have equivalents, and these are listed as n/p (no parallel). Some of those without parallels have been converted, and should be made available here. In one or two cases, a Force power that I've created for my own campaigns fits the bill for a cross-over, and these should also be available.
|Force Skills||D6 Force Power, Type (C/S/A = Control/Sense/Alter)|
|Affect Mind (Cha)||Affect Mind, C/S/A|
|Alchemy (Int)||Alchemy (converted from DSS), C/S/A|
|Battlemind (Con)||Combat Sense, S|
|Control Mind (Cha)||Enhanced Coordination, C/S/A|
|Drain Energy (Con)||Drain Energy (converted from DSS), C/A|
|Drain Knowledge (Int)||Memory Wipe (Sith power, ToJC page 88), C/S/A|
|Empathy (Wis)||Receptive Telepathy, S|
|Enhance Ability (Con)||Enhance Attribute, C|
|Enhance Senses (Wis)||Magnify Senses, S|
|Farseeing (Wis)||Farseeing, C/S|
|Fear (Wis) ||Waves of Darkness (Sith power, ToJC page 87), C/A|
|Force Defense (Con)||Force of Will, C|
|Force Grip (Int)||Telekinetic Kill, C/S/A|
|Force Push (Int)||Force Push (converted from SWd20), A|
|Force Stealth (Con)||Enhance Attribute (Perception), C|
|Friendship (Cha)||Friendship (converted from SWd20), S/A|
|Heal Another (Wis)||Accelerate Another's Healing, C/A|
|Heal Self (Con)||Accelerate Healing, C|
|Illusion (Cha)||Illusion (converted from DSS), C/S/A|
|Move Object (Int)||Telekinesis, A|
|See Force (Wis)||Sense Force Potential, Life Detection, Sense Force, all S|
|Telepathy (Wis)||Projective Telepathy, C/S|
|Transfer Essence (Cha)||Transfer Life, C/S/A|
|Force Feats||D6 Force Power
|Burst of Speed||Burst of Speed (converted from SWd20), C|
| Knight Speed|| or Enhance Attribute (Strength), C|
| Master Speed|
|Control||Emptiness, Hibernation Trance, both C|
|Deflect Blasters||Lightsaber Combat, C/S|
|Dissipate Energy||Absorb/Dissipate Energy, C|
|Drain Force||Drain Life Essence, C/S/A|
|Force Lightning||Force Lightning, C/A|
|Force Mastery||n/p Skill/Ability-enhancing feat, +2 pips to any Force skill|
| High Force Mastery||''|
|Force Mind||Enhance Another's Attribute, C/A|
| Knight Mind||''|
| Master Mind||''|
|Force Pilot||Concentration or Enhance Attribute (Mechanical), both C|
|Force Whirlwind||Force Wind (Sith power, ToJC page 88)|
|Hatred||Hatred (converted from DSS), C/A|
|Lightsaber Defense||Lightsaber Combat, C/S|
| Knight Defense||''|
| Master Defense||''|
|Prolong Force||n/p D6 uses no points to power Force abilities|
|Sense||Sense Force, S|
|Sith Sorcery||Sith Sorcery (converted from DSS), C/S|
|Sith Sword Defense||Sith Sword Combat (converted from DSS), C/S
| Expert Defense||''|
|Summon Storm||Create Force Storms, C/S/A
|Throw Lightsaber||n/p Perhaps a new specialization for Lightsaber skill|
- Droid Conversions -
Droids convert in a manner similar to characters, with some exceptions.
This can be tricky. Convert attributes just like you do for characters, but be aware of the final point totals. Droids don't translate right across really well, at least not in a way that I'm completely comfortable with. As a rule, I round pips on the final stats up or down 2D+1 becomes 2D, and 2D+2 become 3D. Also, consider the droid's function when converting stats. A droid designed for combat is unlikely to have a high Technical attribute, even if its d20 Intelligence score is 18.
Just like for humans, except that stock droids get +1D to each skill for every 2 ranks the d20 version has. As an option, use any unspent points (listed with the d20 stats) to buy extra pips and place them into necessary skills. Optionally, convert them as you would any character.
If the droid is not a "stock" model (ie, it is an experienced character), convert it just like you would any other NPC, with each rank in a d20 skill equating to +1 pips in D6.
Just like for humans.
Determine effects on a case by case basis.
|360 Degree Vision||The droid can see in all directions at once, making it difficult to surprise.|
|Armor||Grants a bonus to Strength for resisting damage (rating varies).|
|Comlink||The droid has an integrated comlink system.|
|Diagnostics Package||+2D to one repair skill, or +1D to two of them.|
|Droid Caller||Calls a droid to its owner.|
|Environmental Comp.||The droid is adapted for an unusual environment.|
|Heuristic Processor||The droid is able to learn by experience.|
|Improved Sensor Pkg.||The droid has a +2 bonus to all Search skill checks.|
|Infrared Vision||The droid can see in the dark up to 30 meters.|
|Internal Storage||The droid has extra space available for storage or upgrades.|
|Locked Access||The droid's shut-down switch is secured or internally located.|
|Low-Light Vision||The droid can see twice as far as a human in dim light.|
|Magnetic Feet||The droid's feet are equipped with electromagnetic grippers.|
|Motion Sensors||The droid can sense motion, and gains a +2 bonus to Search checks against moving targets.|
|Recording Unit||The droid can record and play back up to 5 minutes of footage.|
|Remote Processor||The droid has no processor of its own, and is instead controlled remotely.|
|Restraining Bolt||Shuts off the droid's motor impulses without shutting down the droid.|
|Rust Inhibitor||The droid's metal components are resistant to rust and corrosion.|
|Self-Destruct System||The droid will self-destruct/explode under predetermined circumstances.|
|Shields||+1D to the droid's Strength rolls to resist damage for every 5 DR.|
|Sonic Sensors||The droid gains a +2 bonus to Search checks that involve sound.|
|Telescopic Vison||The droid's visual sensors include a long-range capability.|
|Telescopic Appendage ||A telescopic appendage can reach up to 2 meters away from the droid.|
|Tool Mount||The droid has one or more appendages that have tools attached to them.|
|Translator Unit||Grants Languages skill rating based on the unit's listed DC: DC30: +2D; DC25: +3D; DC20: +4D; DC15: +5D; DC10: +6D; DC5: +7D.|
|Vocabulator||The droid has a speaker that allows it to replicate organic speech.|
|Weapon Mount||The droid has one or more appendages that have weapons attached to them.|
Final Word On Droid Conversions
Let current D6 examples be your guide. There are lots and lots of examples of droids in the existing D6 literature, and it's hard to quantify them all. In fact, many droids presented are not "stock" models at all, but actual droid "characters" who have a lot of experience under their belts. As always, these notes are just bare-bones guidelines.