CODA Conversion to the Unisystem,
part 2
RACES
Attributes:
-1 STR [-1], +1 DEX [1], -1 CON [-1], +2 INT [2]
Qualities: Cathandri
[5]*, Field Sense [2], Sonar [5]
Drawbacks: Addiction
(Anlac’ven) [-1], Emotional Problems (Not a leader)* [-1]
Total: 6/12*
points
Notes: Arkenites are descendant from dolphin-like animals that roamed the
seas of Arken. They have a sonar sense and can perceive electrical flow. This
gives a +2 bonus to Science or Engineering rolls dealing with repairing or studying
electronic equipment. Arkenites are very attuned to the magnetic field of their
home planet. When they leave Arken, they must wear the Anlac’ven, a head
arch that creates a miniature magnetic field. Without then, Arkenites suffer
the same penalties as for lack of a severe drug, like heroin. This addiction
cannot be bought off, but since all Arkenite characters start the game with
an Anlac’ven, it gives costs only 1 point. The vast majority of Arkenites
are incapable of assuming leardership positions. This tends to limit their advancement
in Starfleet -- they can never be Department Heads or Commanding officers. However,
Arkenites from the Sia Cathan, the ruling clan, do not have this Drawback. In
order to play a Cathandri, the player must buy the namesake Quality, increasing
the race’s cost to 12 points (5 from the Quality and 1 from the lack of
the Drawback).
Attributes:
+1 WILL [1]
Drawbacks:
Mental Problems (Cardassian intolerance, Mild) [-1]
Skills:
+1 Wild Card (Bajoran Religion)
Total:
1 point
Qualities:
Telepathy 2 [12]
Drawbacks:
Mental Problems (Uninhibited, Mild) [-1]
Skills:
+2 Wild Card (Telepathy) [2]
Total:
13 points
Notes:
Telepathy works like Mind Sight (WC p.232) and Mind Talk (WC p.233). Betazoids
are very open and often say whatever is on their mind. This is represented by
the Uninhibted Drawback..
Qualities:
Armor Value 2 (Bash only) [1]
Drawbacks:
Mental Problems (Courtesy, Mild) [-1]
Skills:
+1 Crime [1], +1 Influence [1]
Total:
2 points
Qualities:
Acute Senses (Hearing) [2]
Drawbacks:
Covetous (Greedy, Mild) [-1], Covetous (Lecherous, Mild) [-1]
Skills:
+2 Influence [2]
Total:
2 points
Notes:
Ferengi usually take an Influence specialty in Bargain.
Attributes:
+1 STR [1], +2 CON [2], +1 WILL [1]
Life
Points: (STR + CON) x 5 +20 [2]
Qualities:
Hard to Kill +3 [3], Long Life [1]
Drawbacks:
Warrior Culture 1 [-1], Honorable 2 [-2]
Skills:
+1 Melee [1], +1 Ranged Combat [1], +2 Unarmed Combat [2]
Total:
11 points
Attributes:
+3 STR [3], +2 CON [2], -1 INT [-1], -1 WILL [-1]
Life Points:
(STR + CON) x 5 +20 [2]
Qualities: Armor
Value 2 [1]
Skills: +1 Melee
[1], +1 Unarmed Combat [1]
Total: 8 points
Attributes:
+1 STR [1], +1 PER [1]
Qualities: Pheromones
[2]
Drawbacks: Covetous
(Greedy, Mild) [-1]
Skills: +1 Crime
[1], +1 Influence [1]
Total: 5 points
Notes: Pheromones
is the equivalent of Attractiveness +2.
Attributes:
+1 STR [1], +1 CON [1], +1 WILL [1]
Qualities:
Acute Senses (Hearing) [2], Long Life [1]
Drawbacks:
Mental Problems (Racial Intolerance, Serious) [-2]
Total:
4 points
Qualities:
Acute Senses (Taste & Smell) [4], Infrared Vision [3]
Drawbacks:
Covetous (Gluttony, Mild) [-1], Mental Problems (Argumentative, Mild) [-1]
Skills:
+1 Influence [1]
Total:
6 points
Notes:
Although there is no Gluttony type in the Covetous Drawback, I thought it would
be a good way to represent it.
Qualities:
Joined [5/level]
Total:
Varies
Notes:
Joined works like Old Soul (WC p.87), but each level represents only one previous
host. I’ve increased the cost because there’s no Essence cost. Also,
since the Lite skill list is reduced, this Quality should give bonuses to the
appropriate skill, instead of giving the character a new skill. Note that it’s
possible to play a Trill without a symbiont, like Ezri before Jadzia died. Gamewise,
the character would be just like a human, except for the freckles (or ridges,
if you go by TNG’s “The Host”).
Attributes:
+4 STR [4], +2 CON [2], +2 INT [2], +2 WILL [2]
Qualities:
Acute Senses (Hearing) [2], Long Life [1], Mindmeld 1 [3]
Drawbacks:
Controlled Emotions [-2], Honorable 1 [-1], Obsession (Logic) [-2]
Skills:
+2 Wild Card (Trance) [2], +3 Wild Card (Mindmeld) [3]
Total:
16 points
Notes:
Mindmeld works like Mind Sight (WC p.232). Controlled Emotions is a broader
Humorless. Wild Card (Trance) works like the Trance skill (WC p.100). Wild Card
(Mindmeld) is the skill needed to use the power. Nerve pinch could be a bonus
to the Knockout Maneuver or a new Wild Card.
SKILLS
In some cases, a CODA Skill will be broken into two or more Unisystem
Skills, and vice versa.
CODA Skills |
Unisystem Skills |
Acrobatics |
Acrobatics |
Appraise |
Haggling |
Armed Combat |
Hand Weapons (Type) |
Climb |
Climbing |
Conceal |
Not applicable |
Craft |
Craft (Type) |
Debate |
Haggling |
Games |
Gambling |
Guise |
Disguise |
Healing |
First Aid, Medicine, Unconventional Medicine |
Inquire |
Questioning, Streetwise |
Intimidate |
Intimidation |
Jump |
Athletics |
Language |
ULite Language rule |
Legerdemain |
Lock Picking, Pick Pocket, Sleight of Hand |
Lore |
Lore (Type), Magic Theory, Occult Knowledge |
Mimicry |
Singing |
Observe |
Notice, Surveillance |
Perform |
Arts, Play Instrument, Singing |
Persuade |
Seduction, Smooth Talking, Storytelling |
Ranged Combat |
Hand Weapons (Type) |
Ride |
Riding (Type) |
Run |
Running (Type) |
Sea-craft |
Craft (Naval), Piloting (Sailboat) |
Search |
Notice |
Siegecraft |
Siege Weapons (Type)* |
Smithcraft |
Craft (Smith) |
Stealth |
Stealth, Surveillance |
Stonecraft |
Craft (Mason) |
Survival |
Survival (Type) |
Swim |
Swimming |
Teamster |
Driving (Chariot) |
Track |
Tracking |
Unarmed Combat |
Brawling |
Weather Sense |
Weather Sense* |
* New skills
EDGES & FLAWS
Edges and Flaws are a mixed bunch. Some can be converted as Skills,
others can be replaced with normal Qualities and Drawbacks, and others count
as Powers. A few simply arent meaningful in the Unisystem.
CODA Edge |
Unisystem Equivalent |
Accurate |
New Quality |
Ally |
Contacts |
Ambidexterity |
2-point Quality |
Armour of Heroes |
Natural Toughness |
Bold |
Not apllicable |
Charmed Life |
Good Luck |
Command |
Military Rank |
Craftmaster |
New Quality |
Curious |
Not applicable |
Dodge |
Dodge Skill |
Doughty |
New Quality |
Elf-friend |
New Quality |
Eloquent |
Charisma |
Fair |
Attractiveness |
Faithful |
Not applicable |
Favour of Fortune |
Good Luck |
Fell-handed |
New Quality |
Foresighted |
New Quality |
Friends |
Contacts |
Furtive |
New Quality |
Gift of Tongues |
Not applicable |
Hammerhand |
New Quality |
Hardy |
Resistance (Pain) |
Healing Hand |
New Quality |
Hoard |
Resources |
Honey-Tongued |
Charisma |
Honours Insight |
Not applicable |
Incorruptible |
Resistance (Corruption) |
Indomitable |
Resistance (Domination) |
Keen-eared |
Acute Senses (Hearing) |
Keen-eyed |
Acute Senses (Vision) |
Keen-nosed |
Acute Senses (Smell) |
Lion-hearted |
Drama point use |
Night-eyed |
Low-light Vision, 2 points |
Quick Draw |
Skill, DEX 2+, Weapon Skill 1+ |
Rank |
Status |
Resolute |
New Quality |
Stern |
Attractiveness Drawback |
Strong-willed |
Willpower Attribute |
Swift Recovery |
New Quality |
Tireless |
Resistance (Fatigue) |
Travel-sense |
New Quality |
Two-handed fighting |
Skill; cannot exceed Weapon Skill in question. |
Valiant |
Drama point use |
Valour |
Nerves of Steel |
Wakefulness |
New Quality |
Warriors Heart |
Not applicable |
Warwise |
Not applicable |
Wary |
Fast Reaction Time |
Weapon Mastery |
New Quality |
CODA Flaw |
Unisystem Equivalent |
Arrogant |
Delusions |
Battle-fury |
New Drawback |
Code of Honour |
Honorable |
Craven |
Cowardly |
Crippling Wound |
Physical Disability |
Dark Secret |
Secret |
Dullard |
Not applicable |
Dull-eared |
Impaird Senses (Hearing) |
Dull-eyed |
Impaired Senses (Vision) |
Duty |
Obligation |
Enemy |
Adversaries |
Fealty |
Obligation |
Fey |
Emotional Problems |
Grasping |
Covetous (Greedy) |
Hatred |
Delusion |
Oath |
Obligation |
Proud |
Delusions |
Reckless |
Reckless |
Rival |
Adversary |
Slow Recovery |
See Swift Recovery |
Stiff-necked |
New Drawback |
Weak |
Not applicable |
Weak-willed |
Willpower Attribute |
NEW QUALITIES AND DRAWBACKS
ACCURATE
2-point Quality
Prerequisite: Weapon Skill 4+
See LotR, p. 143.
BATTLE-FURY
1-point/level Drawback
See
LotR, p. 154.
DOUGHTY
1-point Quality
Prerequisite: Str 4+
See
LotR, p. 145.
ELF-FRIEND
1-point Quality
See LotR,
p. 145.
FAVOURED WEAPON
2-point Quality
This ability
adds a +2 bonus to Tasks involving an specific weapon. Example: broadsword,
long bow, hadn axe etc..
FELL-HANDED
1-point Quality
Prerequisite: Weapon skill 6+
Each level of
this ability adds a +1 bonus to attacks against an enemy group, which is determined
as per LotR, p.146. A character can have as many levels as his weapon skill.
FORE-SIGHTED
2-point Quality
Prerequisite: INT 5+
See LotR, p.146.
HAMMERHAND
2-point/level Quality
Prerequisite: STR 4+
Each
level of this ability adds a +1 bonus to Brawling damage (not Multiplier). A
character can have as many levels as his Strength attribute.
HEALING HANDS
1-pointQuality
The character
can heal 1 Life/Endurance/Essence point per Willpower Level. This healing can
be spread in any way, and can be used to heal the character as well as others.
Repeated uses of this ability incur the same fatiguing rules as the Sorcery
Quality.
RESOLUTE
2-point Quality
See LotR,
p. 150.
STIFF-NECKED
1-point Drawback
See LotR,
p. 157.
SWIFT RECOVERY
1-point Quality
Prerequisite: CON 4+
Your
natural healing rates are doubled. The reverse version of this Quality is the
Drawback Slow Recovery.
SWIFT STRIKE
5- or 10-point Quality
This ability
grants an extra attack or defense action to the character. It can be bough twice
TRAVEL-SENSE
2-point Quality
See LotR,
p. 151.
WAKEFULNESS
1-point Quality
You only suffer half the normal fatiguing penalties for not sleeping: -1
for every two nights without sleep, instead of the normal -1 for every night.
WEAPON MASTERY
2-point/level Quality
Prerequisite: Weapon Skill 4+
You are supernaturally
proficient with a weapon. Each level adds to the Multiplier of the attack. This
Power cannot exceed the characters Skill Level.
Converting Orders
Generally, classes are reflected on the skills the characters take.
I thought of converting the Order abilities, but that seemed like importing
the worst aspects of the system's micro-management.
MAGIC
In order to better simulate the Middle Earth feel, use the Sorcery (well be calling it Spellcasting from now on, since Sorcery has a negative connotation in this setting) rules from the Buffy RPG (p.161). Keep the fatiguing and repeated use rules, although you might want to reduce the time period from day to minute. There are a couple more tweaks:
Spellcasting
Qualities
Users
of Magic have access to three different spellcasting methods:
SPELLCASTING
5 points/level
Exactly
like the Sorcery Quality, esxcept it doesnt include the Telekinesis ability.
RUNE
3 points/level
Limited
for of magic that uses the engraving of symbols.
SONGS OF POWER
5 points/level
Spells take
longer, but are more powerful.
WRITE-UPS
ARAGORN
Race: Dúnadain
Birth: TA 2931
STR |
5
|
INT |
5
|
DEX |
5
|
PER |
6
|
CON |
6
|
WIL |
7
|
Life Points: 54
Speed: 22
Courage: 7
Qualities: Elf-friend,
Fell-handed (Orcs), Fore-sighted, Healing Hands, Natural Toughness, Nerves of
Steel, Renown 3, Resistance (Corruption) 2, Resolute, Status 2 (Chieftain of
the Dúnadain), Swift Recovery, Swift Strike, Wakefulness
Drawbacks: Adversaries
(The servants of the Shadow) -8, Love (Arwen), Obligation (Defat Sauron and
claim throne): Total -3
Skills: Arts (Poetry)
6, Athletics 6, Climbing 6, Disguise 5, Dodge 5, Hand Weapons (Bow 6, Sword
10, Thrown 4), Intimidation 12, Questioning 9, Quick Draw 8, Lore (History:
Dúnadain 7, Moria 2, Realm 4, Race: Dúnedain & Orcs 6), Notice
10, Piloting (Sailboat) 5, Riding (Horse) 8, Running (Marathon) 7, Siegecraft
(Catapult) 8, Stealth 10, Storytelling 8, Streetwise 9, Surveillance 8, Survival
(Forest, Mountain, Plain) 12, Swimming 4, Tracking (Orcs) 12, Unconventional
Medicine (Herbal remedies) 10, Weathersense 5
Languages: Adúnaic,
Black Speech, Orkish (dialect), Orkish (another dialect), Quenya, Rohiric, Sindarin,
Westron (Common)
Possessions: Andúril
[+2 to Sword, +3 to inspire]
Maneuvers:
ORC
Race: Orc
STR |
4
|
INT |
1
|
DEX |
3
|
PER |
4
|
CON |
4
|
WIL |
2
|
Life Points: 42
Speed: 14
Courage: 0
Qualities: Acute
Senss (Smell), Favoured Weapon (Scimitar), Low-light Vision
Drawbacks: Cowardly,
Delusion (Prejudice: Dwarves, Elves) -3
Skills: Hand Weapons
(Sword 4, Bow 2), Intimidation 4, Lore (Race: Orc) 4, Notice 4, Riding (Wolf)
3, Running (Marathon) 3, Siegecraft (Type) 2, Stealth 4, Tracking 1
Languages: Black
Speech, Orkish (dialect), Westron (Common)
Abilities: AV 1,
Claws
Possessions: Scimitar
Maneuvers:
URUK
Race: Uruk
STR |
5 |
INT |
3 |
DEX |
4 |
PER |
4 |
CON |
5 |
WIL |
4 |
Life Points: 50
Speed: 18
Courage: 0
Qualities: Favoured
Weapon (Scimitar), Low-light Vision
Drawbacks: Delusion
(Prejudice: Dwarves, Elves) -3, Obligation (Sauron, Saruman or other master)
-3
Skills: Hand Weapons
(Sword 7, Bow 5), Intimidation 6, Lore (Race: Orc) 4, Notice 6, Riding (Wolf)
3, Running (Marathon) 5, Siegecraft (Type) 5, Stealth 4, Tracking 1
Languages: Black
Speech, Orkish (dialect), Westron (Common)
Abilities: AV 1,
Claws
Possessions: Scimitar
Maneuvers:
Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.
Last Update: 26-Sep-03