Spectral Knight wrote:I haven't tried a full-blown conversion (darned busy work schedule), but it seems like most of the class abilities would work just fine as feats and feat trees. Magic... I've never been too good at converting that. Best of luck with it. Ship combat might be a problem. The system for converting and using vehicles just doesn't seem that impressive. Currently working on something else, but it's taking a while.
Skull & Bones is well worth having for the piracy angle and its information on the subject of Voodoun. Another good RPG book on the subject (for the information, anyway) is Avalanche's Black Flags, which is good for filling in the holes that are inevitable in any RPG book. Mostly general information, though, and nothing that a good book on piracy couldn't tell you.
And ...
papaholdy wrote:I started converting the Skull & Bones rules last night. It is not quite as easy as I thought it was going to be. The cool things are, they both have Backgrounds, and a virtue and vice type system.
I am worried about magic. But we will see. The more I go to change true 20 powers, the less I think I need to. I may just strike some powers that don't fit, and then add Voodoo Rituals. But I know more this weekend.
The True 20 campaign planner has been a God send in this process.
I also haven't decided if how or if I will convert the roll the bones rules to a 20 sided. I may just keep the two d6 just to keep that feeling (even if it's not quite True20).
I have a feeling after I put all this effort into it, it will end up as one of the True20 campagin setting in the core book, or the worlds of adventure supplement.
I don't have the Skull and Bones book yet, but I will be getting it this weekend.
Could I see some of what you guys did?
You can email it to me at countrygrrlhere (at) aol (dot) com.
Thanks!