What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Wednesday, December 13, 2017

Starfinder Conversion: Voltron - Legendary Defender, Part 02

Hey folks, so I'm back with the next part of my Voltron Conversion.  Now this just took me a little longer than it should have because of school and various family obligations.  Well that and I've kind of been enjoying some Destiny 2 (I play solo).  But anyway, this part of the conversion won't contain any starship mockups.  Simply put, any of the ship's existing in the book could easily be used as the base for Zarkon's ships.  So please enjoy, and I'll try and figure out the next conversion I'll write up.


Voltron - Legendary Defender, Part 02

Robeasts

Creatures that have been magically and technologically altered into massive creatures that tower well beyond any creature that is of colossal size.  Robeasts are walking warships.  They possess not only the ability to destroy cities, but they can just as easily face down starships.  Each requires a massive amount of effort to create and is not a task one takes lightly.  Typically, if a culture has the proper resources in place, a Robeast can be created from a chosen subject with in a day, or at most a week.

The steps to creating a Roboast are simple.
·         First a proper subject is chosen to undergo the process.  They are placed with in a specially prepared holding container that is very much a coffin.
·         Second a new body is constructed using both machine and organic components.  The body is made to resemble how the creature looked when they were normal, to a degree.
·         Magics are used to release the spirit and essence of the being.  This, along with magical energies are then channeled into the new body.  This process cannot be reversed.
·         The Robeast awakens shortly thereafter, and is sealed into a special coffin like delivery ship is used to transport the creature to its destination.  This pod is like a huge sized drone and is nothing more than an armored shell and thrusters.  The use of this assumes that the Robeast will be deployed abroad of course, otherwise if deployed locally then such a pod is not needed.
·         Robeasts are also completely loyal to the one that made them.


-Creature Enhancements-
Robeasts take a base creature of any sort, and adds the following:
·         Size Class:  Size is now that of a huge sized starship.
·         Natural Weapons:  If the creature had any sort of natural weapons in its life, they are adapted into the robeast form typically (but not always).  Damage is simply changed to work at starship levels.
·         Physical Stats:  Say goodbye to DEX & CON.  STR of a Robeast can vary, but typically add a +5 to the existing STR bonus that the Robeast may have originally had.  This however does not really alter the base stats of the chosen creature too much.  BAB, & AC still factor normally with DEX applied.  Armor that may be a part of the creature’s build is also accounted for in its Robeast form.  Damage Threshold is present on Robeasts, being equal to a quarter of their AC.  Crit Thresholds are not present on Robeasts since they are treated more as living creatures than ships.
·         Superior Weaponry/Attacks:  Robeasts often have a single powerful attack.  This cannot always be used every time, or in some cases it replaces their natural weapons for the ability to use starship grade weapons.  If a Robeast has no natural weapons then this how they are outfitted.
o   Strike:  This is a simple strike of some sort, a kick, punch or similar attack.  Strength determines the number of dice rolled.  This is 1d4 per +2 in damage they have.
o   Melee Weapon:  Some Robeasts are outfitted with a held weapon.  This weapon does damage akin to a normal held weapon, though its damage is increased in the same manner as the Robeasts strike.  Note that if this weapon is built in, it costs one of the below mentioned augment slots, and thus the Robeast cannot be disarmed of the weapon.
o   Ranged Weapon:  Some Robeasts have powerful ranged attacks in either the form of built in energy weapons, or held weapons.  If these are spell-like abilities then they transfer over with their damage simply scaling to starship levels.  If it’s more akin to a held weapon, then an appropriate starship grade weapon is used to replace the attack.  A held weapon costs, at a minimum, 1 augment slot as it draws power from the Robeast, but it can be disarmed of the weapon, (capital weapons cost 2 slots due to the energy drain cost).
§  Robeasts have 4 augment slots for built in weapons.  Light weapons use only 1 augment slot.  Heavy weapons use 2 augment slots. And capital weapons use 3 slots.  Shields can also be taken to replace a slot option.  Shields take up one slot, but you can choose a shield with a BP cost equal to the STR modifier of the Robeast.  For more powerful shields, add another augment slot to up shields by the same amount (thus if you have +7 STR, then you can get Light Shields 50, but for 2 slots you could have +14 to get medium shields 90).  Also ammunition based weapons don’t change the augment slot costs.
§  Special Weapons:  It’s possible that a Robeast could have a weapon that is unusual or exotic in nature, not working like others.  The best thing you can do for these weapons is to base them on an existing weapon, or apply limiting rules.  For example, the first Robeast Voltron fights makes use of an unusual mace like weapon that can launch its weighted orb and make ranged attacks with it.   The limit was that 3 attacks could be made before the orb needed recharging at the base.  This works out that 3 ranged attacks can be made before a round must be spent with it back on the base for it to charge.
§  Other Augments:  It’s possible to augment a Robeast in other ways.  Adding flight capabilities would be an augment (the BP cost and the Robeasts STR mod all apply again for seeing of the augment is appropriate).  A +1 to AC &/or attack rolls would also be an augment.  Upping its STR by +2 would take an augment as well.
§  More Augment Slots:  Increasing the Robeasts CR by 1 will allow it to have 2 more augment slots.


-Stacking up to Voltron-
Robeasts are meant to pose a challenge to Voltron, and their overall CR should be determined upon the groups level like you would with any creature that would pose as a single challenge for a group.  This can be a bit tough to figure since Voltron poses as a significant powerup to a group.  If you think the Robeast isn’t a big enough of a challenge then upping its CR is best.  Voltron’s level is essentially equal to all 5 lions added together, then divided by 5…though its damage output is not what you often see at a lot of levels.  You could essentially treat Voltron as a +2 level bonus for the PC’s when setting up their opponent (thus if the group level were 7, you would treat them as 9 for determining the CR of the Robeast).  Adding 2 to the CR of the Robeast is also helpful for upping the challenge of an encounter, while a +5 would definitely make the CR much more challenging.


-Zarkon’s Forces-
Zarkon’s forces are quite numerous, made up of not only starships, but robotic soldiers and actual Galra troops as well.  In general, the starships of the Galra empire are nothing overtly special, their just numerous.

The fighters of the Galra should be treated as normal fighters.  Their fast, short range fighters designed to harry the enemy or act as bombers.  They also possess some shuttles, and freighters as well.  Their main type of starship type is the Battleship.  Some battleships however are outfitted differently, eschewing some armaments for powerful long ranged planetary cannons that take time to charge up, but can turn a planet’s surface to glass.

No specific stats need to be set up for Galra ships as they are mass produced and crewed by their machines and commanded by the Galra themselves.


-GALRAN-
As a species, the Galra are highly advanced and militaristic in nature.  Most Galra are 9-10ft tall, though some have been known to be shorter, especially in the case of half-breeds.  Galra also tend to have long limbs that help give them a slight edge in combat.  Their fighting style is one that typically relies on physical agility more than out right strength, though the Galra are often seen as being physically superior to many other races.  Galra have markings that vary widely from some having white fur in places, or having red markings, or dark spines and scales.
·         +2 STR, +2 DEX, -2 WIS, 5HP
·         Size & Type:  Galra are Medium humanoids with Galra subtype.
·         Fluid Fighting:  The Galra are militaristic and have long had the members of their species train to fight with fluidity instead of brute strength.  When making melee attack rolls, the Galra may either use STR or DEX for their attack/damage rolls, which ever they prefer.
·         Combat Analysis:  Galra are trained to think with a military mind.  You can take a move action to analyze your opponent’s actions.  On the next action you take against the opponent you gain either a +1 to your attack roll, or you may instead gain a +1 to bother your AC’s against the opponent.  As long as you keep fighting the same opponent you may retain the bonus from one round to the next.
·         Military Piloting:  The Galra are typically quite skilled in piloting/operating vehicles.  When operating any vehicle, the Galra gains a +2 to their Piloting skill rolls.


-ALTEANS-
The Altean people are nearly human looking in appearance, save that they have pointed ears and facial markings (usually a sickle like shape under each eye, but additional makings besides this can be present).  The facial markings often vary in color, as do hair eye and skin color.  (Those of the Royal Family have the traits of silver hair and brown skin.)  The most interesting thing about the Altean people is that they can alter their appearance, gaining in height by several inches, and turning their skin a different color.  Some Alteans possess an inherent knack for magic and many take up pursuits in alchemy as well.
·         +2 DEX, +2CHA, -2 CON
·         Social Chameleon:  Alteans can alter their appearance in minor ways, such as increasing height, or decreasing height, and altering their skin color.  This allows the Altean to blend in better with other species of beings by assuming subtle appearance changes that the other species would find more pleasant.  Their skin can only change one color at a time.  This change is enough to also fool genetic scanners as well.  To effect the change, the Altean must have met a member of the species that they are seeking to resemble.  This ability takes a move action to use, and gives the Altean a +2 bonus to Diplomacy and/or Disguise skill rolls made when interacting with other species (or attempts to impersonate them).  Additionally, when transformed the Altean can change their +2 DEX to STR or CON instead when they take on the aspects of another species.  Note that this does not allow the Altean to mimic the exact appearance of a species, just very general aspects, so some additional steps would need to be taken to perfectly mimic a species appearance.
·         Altean Swordsmanship:  All Alteans, from a young age, are taught how to fight in close quarters.  As such, Alteans are all proficient in the use of swords, and gain a +1 to attack rolls with swords.
·         Altean Heritage:  Choose one of the options below to be the unique heritage that the Altean gains.
o   Magic User:  The Altean gains a +2 to their caster level to overcome spell resistance.  They also gain a +2 bonus to Mysticism rolls.
o   Craftsmen:  The Altean is highly skilled in crafting things.  You reduce the time it takes to craft your own item (pg 235 in the PHB) by ¼ the time needed (or by ½ if you already can reduce the time needed).
o   Engineer:  You gain a +1 to computers and Engineering skill checks.
o   Diplomat:  The Altean is skilled in the arts of diplomacy, as such they gain a +2 bonus to their Diplomacy skill rolls.
o   Warrior:  The Altean is more versed in the fighting arts than others. You gain the Weapon Specialization feat as a bonus feat.
o   Jack of Trades: The Altean is skilled in everything they do, or seem to know a lot, but is not a master of all that they can do or know.  When using a skill that you have no ranks in, you can apply a +2 to the skill roll. If you gain any ranks in one of those skills, then you lose this bonus to its rolls.



Saturday, November 11, 2017

Starfinder Conversion: Voltron - Legendary Defender

Alright folks, I'm sorry that it's taken me awhile to get this done, but I did.  School has taken up a bit of time, and I've become a bit obsessed with Destiny 2 of late.  Heck I've even run into some issues with YouTube and trying to get a video edited.

But I digress, let's get to the reason you're here.

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The Castle of Lions (Castle-Ship, Cruiser Class - Special)

Size:  Huge          Tier:  13 (The castle of lions was originally created by high level NPC’s but inherited by a PC.  As such it is a more powerful ship than what is common for a normal PC group to have.  However, to compensate for the higher tier, the PC’s are often vastly outnumbered.)
Length: Around 2,000ft (609.6 meters)

SPEED:  8 (H8 thrusters)          MANEUVERABILITY:  +0 Piloting, Turn 2
SENSORS:  Advanced Long-Range (long range, mod +4)

AC:  Total [16] = 10 + Pilot Ranks [+__] + Armor [+8] + Size [-2] + Misc. [+__]
TL:  Total [15] = 10 + Pilot Ranks [+__] + Armor [+8/-1] + Size [-2] + Misc. [+__]
HULL POINTS:  Total [255]     Regen [5/hour]     Current [_____]
DAMAGE THRESHOLD:  5
CRITICAL THRESHOLD:  36
SHIELDS:  Particle Barrier = SP [200]     Regen [8/min]     PCU [40]
DEF. COUNTER MEASURES:  Mk8 Defenses – TL [+8]     PCU [9]

POWER CORE:  Energy Arch Generator w/Balmorian Crystal = PCU [350]
DRIFT ENGINE:  Teludav Jump System = Rating [3]     Min PCU [100]
THRUSTER:  H8 thrusters - SPEED 8     Piloting Mod +0     PCU [140]
CCOMPUTER:  Mk 3 trinode, +3/+3/+3 bonus, Nodes 3, PCU 20
CREW:  Min (1-2)     Max (100)     Quarters (Good)

WEAPON SYSTEMS
Energy Blaster:  Emitted from the Particle Barrier.  The weapon acts as a weapon array with full 360-degree firing arch, this replaces the port/starboard, and turret weapon systems.  This is considered a heavy weapon, but its energy drain is less than normal.
     Damage [7d6]     Range [Long]     PCU [20]     Special [Array]
Super Blaster:  A single concentrated blast of energy from the Particle Barrier.  This has full 360-degree firing capability, but is not a firing array, in fact for its concentrated power it loses in range.
     Damage [3d6x10]          Range [Medium]     PCU [40]     Special [360-Degree Arc]

EXPANSION BAYS
The ship is not a typical Cruiser type ship.  It pushes the boundaries of its size and makes use of unique technologies.  This is done to accommodate the castle-like inner structure, as well as house the Voltron Lions.  As such it has more expansion bays than normally allowed.
Ballroom          Medical/Cryo-Replenisher (Stasis) Bay (PCU [10])          Shuttle Bay (PCU [10])
Synthesis Bay (PCU [2])           Tech Workshop (PCU [3])
Lion Bays (PCU [10])           Recreation/Training suite (PCU [3])
Swimming Pool (PCU [1])           Sleep Chamber (PCU 10, cost 4)           Escape Pods (PCU [2])
Autonomous systems:  While the castle would normally require many a larger minimum staff to operate, the castle is largely autonomous.  As such it can function with one or two crew members.  This is an integrated feature of the castle, and uses almost no energy.
Cryo-Replenisher:  This functions in a few different ways.  The first function is that it provides perfected stasis lock on a person, allowing a person to remain healthy and alive years from when the person was put in.  This can easily sustain a person up to 10,000 years or longer.  Secondly it also accelerates the patients natural healing, allowing a person who was put in who had suffered lethal injuries, to recover from them.  This system allows for 6 people to be stored, and is a more efficient version of the Medical Lab (treated as if taking 20 on its skill rolls, and effectively has a +13 to its roll).


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RED & GREEN LIONS
Slightly smaller than the Blue and Yellow lions, the Red and Green lions form Voltrons arms.  The red lion is fast and agile, while the green lion possesses stealth capabilities.  All lions of Voltron also possess a high degree of intelligence, and decide who will pilot them, additionally, the lions can also function autonomously when their chosen pilot is in danger.  Each lion has an effective INT, & WIS score of 15.  If an opponent tried to take control of the lion, the lion adds their tier to their WILL save, and may reroll their roll should they fail the first (but must keep the new roll).  

Additionally, the Lion’s tier is treated as a character level, and as the pilot levels up the lion’s tier also increases (+1 tier per 2 character levels).  Certain weapons of the lion benefit from this increase.  The lions are also magical constructs, and are extremely more resilient to damage than other ships of their size.  The lions also do not have shields like normal starships and instead boast an extremely durable body that not only repairs itself, but is tougher than normal.  The lions also, when inactive, channel energy to create a powerful particle barrier.
Size:  Medium         Tier:  5
Length: Around 165ft (50 meters)

SPEED:  RED – 12          GREEN - 8
MANEUVERABILITY:  RED – Good, -1 Piloting, Turn 1
                                       GREEN – Good, +0 Piloting, Turn 1
SENSORS:  Advanced Long-Range (long range, mod +4)

INT: 18 (+4)          WIS:  16 (+3)
AC:  Total [18] = 10 + Pilot Ranks [+__] + Armor [+8] + Size [+0] + Misc. [+2 Back Shield (Green Lion Only)]
TL:  Total [17] = 10 + Pilot Ranks [+__] + Armor [+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS:  Total [65]     Regen [5/min]     Current [_____]
DAMAGE THRESHOLD:  10
CRITICAL THRESHOLD:  20
SHIELDS:  N/A
DEF. COUNTER MEASURES:  Mk8 Defenses – TL [+8]     PCU [9]

POWER CORE:  Unknown Energy Source/Pure Quintessence = PCU [150]
DRIFT ENGINE:  N/A
THRUSTER:  RED LION – SPEED [12]     Piloting Mod [-1]     PCU [80]
                      GREEN LION – SPEED [8]     Piloting Mod [+0]     PCU [60]
CCOMPUTER:  N/A, Lion has its own INT & WIS scores, the bonuses from these can be applied to necessary skill rolls.
CREW:  Min (1)     Max (6, but 5 only as passengers)     No Crew Quarters.

SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a number of powers and abilities that make them different from many others.
·         Self-Replicating Energy:  The Voltron lions essentially have no end of energy.  They are limited, however, in that they can only shunt so much energy around at a time.  Also, if the lion ever suffers a loss of power from being damaged, it can recover from the condition by making its own appropriate skill roll and applying its WIS mod to the roll.
·         They Choose Their Pilot:  The lions are able to choose who pilots them.  One cannot simply climb in and try to use it.  Thus the lion cannot be stolen if someone were to manage to bypass its resting barrier.
·         Resting Barrier:  This is a powerful particle shield that snaps up around the lion when not in use and it detects danger to itself, or anyone attempting to board it that is not its Paladin.  When active it is treated as a particle barrier with an SP score of 50 with regen 5/min.
·         AI:  The lions are capable to acting on their own, as well as perceiving danger, or sensing the intention of people.  The lions can make appropriate skill rolls as if they are trained in the skill, and apply their Tier to the roll in addition to applying either their INT, or WIS modifier to the roll.  For piloting rolls the Red Lion uses its WIS modifier, while the Green Lion uses its INT.
·         Bayard Link:  Paladins of Voltron each have a special bayard that is linked to their lion.  When used with the lion, a powerful special weapon can be activated in the lion’s form, as well as when the lions are combined to form Voltron.  If someone takes a bayard from the paladin the lion can forcefully call it away from the thief and give it back to the paladin.  Likewise, if a paladin is found to be unworthy of piloting the lion then the lion can take back the bayard to give to another.  Bayards can also take on the form of a weapon that the pilot finds comfortable wielding.  These weapons gain levels along with the lion, and initially are treated as a level 5 weapon of the type that the paladin would wield.  When Voltron is formed the bayards form different weapons that are used.
·         Run/Walk/Swim:  Each lion is capable of running on the ground instead of flying.  However, their ground speed is treated as being only 3 points lower in speed.  The Lions cannot technically swim, but can move underwater with the same ground movement speed (except for the blue lion, which can add 3 to its flight speed when in water).
·         Green Lion Cloaking:  The Green lion possesses a cloaking system that renders it invisible.  This is treated like the invisibility spell, except that it uses PCU [40], and can fly & move while the field is active.  If there is any roll to avoid detection then the Lion’s WIS modifier is applied as a bonus to such rolls.
·         Red Lion Heat Resistance:  The Red lion is extremely resistant to heat damage.  Against any environmentally related sources of damage the lion takes no damage.  Against direct damage weapons that are heat based (lasers & plasma weapons) the lion’s Damage Threshold is increased by 5.


WEAPON SYSTEMS
Laser Tail:  The tail laser is capable of firing a full 360deg arc.
     Damage [3d6]     Range [Long]     PCU [10]     Special [Turret]

Roaring Laser:  A powerful laser that is fired from the lion’s mouth.
     Damage [8d6]          Range [Long]     PCU [40]     Special [Forward Firing Arc]
·         Heat Ray (Red Lion):  This is a special variation of the Roaring Laser.  This fires a powerful beam of intense heat that can cut through almost anything.  This ups the PCU of the Roaring Laser by +20.  When used the Roaring Laser treats the Damage Threshold of a target as 5pts less than it is.

Claws/Bite:  The lions all have claws that they can use to tear into armor and dig into things.  They also can use their claws to dig into the ground for stability when resisting being pushed.  Likewise, the lion can grab hold of some things with their jaws and crush down on it in a bite.
     Damage [6d6]          Range [Adjacent]     PCU [---]     Special [If on the ground the lion can use ]

Jaw Blade:  Each lion can create a unique blade in their jaws that they can used to essentially cut at enemy ships with that they are adjacent too.
     Damage [3d8]          Range [Adjacent]     PCU [---]     Special [Forward Firing Arc, Reduce Damage Threshold by 5]

Bayard Special Systems:  Both Red and Green lions have a special elemental cannon that the pilot can call on using their bayard.
·         Red Lion – Plasma Cannon:  The red lions powerful elemental weapon.
Damage [5d12]          Range [Medium]     Special [Forward Firing Arc, Line, Ignores all of a targets Damage Threshold]
·         Green Lion – Vine Cannon:  The green lions powerful elemental weapon.
Damage [3d12, special]          Range [Medium]     Special [Forward Firing Arc, Entangle (When the target is entangled it cannot move, and takes damage every round they are entangled.  The target can escape the entangle if they inflict damage on the entangle equal to, or greater than the damage the entangle deals.  This can mean that a ship will have to fire on itself, if possible. The entangle only effects ships that are the same size as the lion or smaller.  If it targets a larger ship it simply deals damage to the ship and can disable weapons arrays where it it’s, although repeated shots can disable the ships ability to move as well.)]
  
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BLUE & YELLOW LIONS
Slightly larger than the Red and Blue lions, the Blue and Yellow lions form Voltrons legs.  The Blue lion is durable and can withstand intense pressures (such as being underwater), while the Yellow lion is vastly more durable than the other lions.  All lions of Voltron also possess a high degree of intelligence, and decide who will pilot them, additionally, the lions can also function autonomously when their chosen pilot is in danger.  Each lion has an effective INT, & WIS score of 15.  If an opponent tried to take control of the lion, the lion adds their tier to their WILL save, and may reroll their roll should they fail the first (but must keep the new roll).

Additionally, the Lion’s tier is treated as a character level, and as the pilot levels up the lion’s tier also increases (+1 tier per 2 character levels).  Certain weapons of the lion benefit from this increase.  The lions are also magical constructs, and are extremely more resilient to damage than other ships of their size.  The lions also do not have shields like normal starships and instead boast an extremely durable body that not only repairs itself, but is tougher than normal.  The lions also, when inactive, channel energy to create a powerful particle barrier.
Size:  Medium         Tier:  5
Length: Around 165ft (50 meters)

SPEED:  BLUE – 8          YELLOW - 8
MANEUVERABILITY:  BLUE – Good, +0 Piloting, Turn 1
                                       YELLOW – Good, +0 Piloting, Turn 1
SENSORS:  Advanced Long-Range (long range, mod +4)

INT: 18 (+4)          WIS:  16 (+3)
AC:  Total [20] = 10 + Pilot Ranks [+__] + Armor [+10] + Size [+0] + Misc. [+__]
TL:  Total [17] = 10 + Pilot Ranks [+__] + Armor [+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS:  Total [65]     Regen [5/min]     Current [_____]
DAMAGE THRESHOLD:  10
CRITICAL THRESHOLD:  20
SHIELDS:  N/A
DEF. COUNTER MEASURES:  Mk8 Defenses – TL [+8]     PCU [9]

POWER CORE:  Unknown Energy Source/Pure Quintessence = PCU [150]
DRIFT ENGINE:  N/A
THRUSTER:  BLUE LION – SPEED [8]     Piloting Mod [+0]     PCU [60]
                      YELLOW LION – SPEED [8]     Piloting Mod [+0]     PCU [60]
CCOMPUTER:  N/A, Lion has its own INT & WIS scores, the bonuses from these can be applied to necessary skill rolls.
CREW:  Min (1)     Max (6, but 5 only as passengers)     No Crew Quarters.

SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a number of powers and abilities that make them different from many others.
·         Self-Replicating Energy:  The Voltron lions essentially have no end of energy.  They are limited, however, in that they can only shunt so much energy around at a time.  Also, if the lion ever suffers a loss of power from being damaged, it can recover from the condition by making its own appropriate skill roll and applying its WIS mod to the roll.
·         They Choose Their Pilot:  The lions are able to choose who pilots them.  One cannot simply climb in and try to use it.  Thus the lion cannot be stolen if someone were to manage to bypass its resting barrier.
·         Resting Barrier:  This is a powerful particle shield that snaps up around the lion when not in use and it detects danger to itself, or anyone attempting to board it that is not its Paladin.  When active it is treated as a particle barrier with an SP score of 50 with regen 5/min.
·         AI:  The lions are capable to acting on their own, as well as perceiving danger, or sensing the intention of people.  The lions can make appropriate skill rolls as if they are trained in the skill, and apply their Tier to the roll in addition to applying either their INT, or WIS modifier to the roll.  For piloting rolls the Blue Lion uses its WIS modifier, while the Yellow Lion uses its INT.
·         Bayard Link:  Paladins of Voltron each have a special bayard that is linked to their lion.  When used with the lion, a powerful special weapon can be activated in the lion’s form, as well as when the lions are combined to form Voltron.  If someone takes a bayard from the paladin the lion can forcefully call it away from the thief and give it back to the paladin.  Likewise, if a paladin is found to be unworthy of piloting the lion then the lion can take back the bayard to give to another.  Bayards can also take on the form of a weapon that the pilot finds comfortable wielding.  These weapons gain levels along with the lion, and initially are treated as a level 5 weapon of the type that the paladin would wield.  When Voltron is formed the bayards form different weapons that are used.
·         Run/Walk/Swim:  Each lion is capable of running on the ground instead of flying.  However, their ground speed is treated as being only 3 points lower in speed.  The Lions cannot technically swim, but can move underwater with the same ground movement speed (except for the blue lion, which can add 3 to its flight speed when in water).
·         Blue Lion Pressure Resistance:  The Blue lion is not affected by high pressure environments, or high gravity environments as much as other vehicles would be.  In the circumstances where the lion would be exposed to such environmental conditions and take damage they instead take no damage.
·         Yellow Lion Magnetic Resistance:  The Yellow lions is highly resistant to magnetic atmospheres and EMP based attacks.  As such the lion suffers no penalties when operating in magnetic environments, and can apply a +5 to its Damage Threshold vs. the damage from EMP based weapons/attacks.


WEAPON SYSTEMS
Laser Tail:  The tail laser is capable of firing a full 360deg arc.
     Damage [3d6]     Range [Long]     PCU [10]     Special [Turret]

Roaring Laser:  A powerful laser that is fired from the lion’s mouth.
     Damage [8d6]          Range [Long]     PCU [40]     Special [Forward Firing Arc]

Claws/Bite:  The lions all have claws that they can use to tear into armor and dig into things.  They also can use their claws to dig into the ground for stability when resisting being pushed.  Likewise, the lion can grab hold of some things with their jaws and crush down on it in a bite.
     Damage [6d6]          Range [Adjacent]     PCU [---]     Special [If on the ground the lion can use ]
·         Note:  The Yellow lion is able to ignore the Damage Threshold of stone/earth/dirt, and can dig, or tunnel through such substances at half its normal ground movement rate.

Jaw Blade:  Each lion can create a unique blade in their jaws that they can used to essentially cut at enemy ships with that they are adjacent too.
     Damage [3d8]          Range [Adjacent]     PCU [---]     Special [Forward Firing Arc, Reduce Damage Threshold by 5]

Bayard Special Systems:  Both Blue and Yellow lions have a special elemental cannon that the pilot can call on using their bayard.
·         Blue Lion – Sonic Cannon:  The Blue lions powerful elemental weapon.
Damage [5d12]          Range [Medium]     Special [Forward Firing Arc, Cone]
o   Super Sonar:  Instead of doing damage, the weapon can be used to act as a powerful sonar mapping device.  This allows the lion to generate navigational data for itself and others that the data is transmitted to.  Basically this allows the pilot of the lion to pilot the lion when their visual sensors would normally be blinded by any number of environmental effects.
·         Yellow Lion – Lion Armor:  Unlike the other lions, the Yellow lion does not have a special cannon it uses when as a lion.  Instead it is able to generate heavier armor, stronger claws, and booster jects that give it an increased ability to resist damage, and to brace against ground based impacts, as well as resisting being pushed or pulled.
o   +4 AC bonus while active.
o   Damage Threshold is +5 greater.
o   Add’s its INT modifier to rolls to resist being pushed/pulled.


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BLACK LION
The core of Voltron, the Black Lion is slightly larger than all the other lions and is piloted by the leader of the paladins.  All lions of Voltron also possess a high degree of intelligence, and decide who will pilot them, additionally, the lions can also function autonomously when their chosen pilot is in danger.  Each lion has an effective INT, & WIS score of 15.  If an opponent tried to take control of the lion, the lion adds their tier to their WILL save, and may reroll their roll should they fail the first (but must keep the new roll).  

Additionally, the Lion’s tier is treated as a character level, and as the pilot levels up the lion’s tier also increases (+1 tier per 2 character levels).  Certain weapons of the lion benefit from this increase.  The lions are also magical constructs, and are extremely more resilient to damage than other ships of their size.  The lions also do not have shields like normal starships and instead boast an extremely durable body that not only repairs itself, but is tougher than normal.  The lions also, when inactive, channel energy to create a powerful particle barrier.
Size:  Medium         Tier:  5
Length: Around 165ft (50 meters)

SPEED:  SPEED - 12
MANEUVERABILITY:  Good, -1 Piloting, Turn 1
SENSORS:  Advanced Long-Range (long range, mod +4)

INT: 18 (+4)          WIS:  16 (+3)
AC:  Total [20] = 10 + Pilot Ranks [+__] + Armor [+10] + Size [+0] + Misc. [+__]
TL:  Total [17] = 10 + Pilot Ranks [+__] + Armor [+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS:  Total [65]     Regen [5/min]     Current [_____]
DAMAGE THRESHOLD:  10
CRITICAL THRESHOLD:  20
SHIELDS:  N/A
DEF. COUNTER MEASURES:  Mk8 Defenses – TL [+8]     PCU [9]

POWER CORE:  Unknown Energy Source/Pure Quintessence = PCU [150]
DRIFT ENGINE:  N/A
THRUSTER:  SPEED [10]     Piloting Mod [+0]     PCU [70]
CCOMPUTER:  N/A, Lion has its own INT & WIS scores, the bonuses from these can be applied to necessary skill rolls.
CREW:  Min (1)     Max (6, but 5 only as passengers)     No Crew Quarters.

SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a number of powers and abilities that make them different from many others.
·         Self-Replicating Energy:  The Voltron lions essentially have no end of energy.  They are limited, however, in that they can only shunt so much energy around at a time.  Also, if the lion ever suffers a loss of power from being damaged, it can recover from the condition by making its own appropriate skill roll and applying its WIS mod to the roll.
·         They Choose Their Pilot:  The lions are able to choose who pilots them.  One cannot simply climb in and try to use it.  Thus the lion cannot be stolen if someone were to manage to bypass its resting barrier.
·         Resting Barrier:  This is a powerful particle shield that snaps up around the lion when not in use and it detects danger to itself, or anyone attempting to board it that is not its Paladin.  When active it is treated as a particle barrier with an SP score of 50 with regen 5/min.
·         AI:  The lions are capable to acting on their own, as well as perceiving danger, or sensing the intention of people.  The lions can make appropriate skill rolls as if they are trained in the skill, and apply their Tier to the roll in addition to applying either their INT, or WIS modifier to the roll.  For piloting rolls the Blue Lion uses its WIS modifier, while the Yellow Lion uses its INT.
·         Bayard Link:  Paladins of Voltron each have a special bayard that is linked to their lion.  When used with the lion, a powerful special weapon can be activated in the lion’s form, as well as when the lions are combined to form Voltron.  If someone takes a bayard from the paladin the lion can forcefully call it away from the thief and give it back to the paladin.  Likewise, if a paladin is found to be unworthy of piloting the lion then the lion can take back the bayard to give to another.  Bayards can also take on the form of a weapon that the pilot finds comfortable wielding.  These weapons gain levels along with the lion, and initially are treated as a level 5 weapon of the type that the paladin would wield.  When Voltron is formed the bayards form different weapons that are used.
·         Run/Walk/Swim:  Each lion is capable of running on the ground instead of flying.  However, their ground speed is treated as being only 3 points lower in speed.  The Lions cannot technically swim, but can move underwater with the same ground movement speed (except for the blue lion, which can add 3 to its flight speed when in water).
·         Wing Thrusters:  The Black lion has a pair of wings with thrusters built into it.  This grants it better maneuverability than any of the other lions, giving the pilot a bonus to their piloting rolls equal to the lion’s WIS modifier.  Instead of attacking, the thrusters can also be employed to increase speed of the Black lion by 2.


WEAPON SYSTEMS
Laser Tail:  The tail laser is capable of firing a full 360deg arc.
     Damage [3d6]     Range [Long]     PCU [10]     Special [Turret]

Roaring Laser:  A powerful laser that is fired from the lion’s mouth.
     Damage [8d6]          Range [Long]     PCU [40]     Special [Forward Firing Arc]

Claws/Bite:  The lions all have claws that they can use to tear into armor and dig into things.  They also can use their claws to dig into the ground for stability when resisting being pushed.  Likewise, the lion can grab hold of some things with their jaws and crush down on it in a bite.
     Damage [6d6]          Range [Adjacent]     PCU [---]     Special [If on the ground the lion can use ]

Jaw Blade:  Each lion can create a unique blade in their jaws that they can used to essentially cut at enemy ships with that they are adjacent too.
     Damage [3d8]          Range [Adjacent]     PCU [---]     Special [Forward Firing Arc, Reduce Damage Threshold by 5]

Bayard Special Systems:  The Black lion has a special elemental that the pilot can call on using their bayard.
·         Ephemeral Blades/Combat:  This is a weapon system unique to the Black Lion.  This system, when active, allows the lion to phase through enemies, dealing damage just to them.  While phased the Black lion cannot be harmed, and deals 3d8x10 damage when passing through a space that an enemy occupies.


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Using the Bayard Special Systems
These systems don’t pull energy from the lions, in fact they energy use is effectively unlimited.  However, the lion is the one to decide when these are employed.  To use the system, the pilot must synchronize with their lion.  This takes little to no time, and is done with a WILL save vs. a DC set by the lion’s own WILL, which is WIS mod + their Tier.  If the lion is particularly amicable to the use of the bayard system, then the Difficulty is reduced by 5.

However, if the lion is not particularly amicable to the bayards use at the time (such as when a pilot is mentally unstable, or suffered a severe change in alignment due to an action), then the DC can increase by 5 or 10.  Once synced with the lion, the system can be generated instantly and used during the same turn.  In some cases, however, the lion may be extremely opposed to the bayards use.  In this case the lion can completely refused the pilot it's used, and thus refused being synchronized.

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Lion Strength Ratings
The Voltron lions are more ships than actual creatures, but in some cases the GM may feel it’s needed to know just how strong the lion is.  To figure what the STR bonus would be for the lions, take their WIS & INT bonuses and add them together (+7), then add the following adjustments for each lion:
·         Red Lion:  +2
·         Green Lion: +3
·         Blue Lion: +3
·         Yellow Lion:  +4
·         Black Lion: +5

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Forming Voltron
Forming Voltron is a full-action that requires all members of the group to delay their actions to all act at the same time.  Once Voltron is formed, the physical form of Voltron is over 100 meters tall and combines the various stats of the lions.
·         If there is a numerical value for the lions, they all add together.
·         AC is added together, but then divided by 5 to get the total score.  This also applied to TL.
·         Different aspects of Voltron are typically handled by different pilots.  These aspects are: Movement, Sensors, Diagnostics, Combat, and Coordination.  In some cases a pilot can deal with multiple aspects on Voltron’s turn of actions.
o   Movement:  Often handled by the Blue lion pilot.  The pilot makes Voltron’s movement actions.
o   Sensors:  Often handled by the Green lion pilot, sensors allow Voltron to detect enemies, incoming attacks, and so form.  Communication and other things are also handled here.
o   Diagnostics:  Often handled by the Yellow lion pilot.  The pilot here deals with an system problems, malfunctions, or loss of power from Voltron.
o   Combat:  Often handled by the Red lion pilot.  The pilot here deals with Voltron’s combat capabilities.  In many cases this roll is also shared as different lions have better angles of attack, or there is a need to deploy a bayard system.  However, Voltron’s attacks happen in much the same manner as a normal character would make theirs.  Thus, if the player making the attack can make more than one attack, then so can Voltron.
o   Coordination:  Handled by the Black lion pilot.  It is the job of this pilot to coordinate everything between the other pilots.  If necessary they can completely take over the roll for all aspects if each pilot is wanting to act independently.  The Black Lion pilot can essentially grant an aid bonus to one pilot of their choice each turn when coordinating.
·         Size:  Voltron is a huge sized vehicle when combined, and is thus larger than a Colossal sized creature.
·         Hull Points:  You do add these all together as Voltron is stronger together than apart.
·         Regen:  The regen value of the lions all add together.
·         Weapon Systems:  As Voltron, the weapon systems that are available become limited.
o   Roaring Laser:  The power output of these is increased.  A shot from these deals +1 die of damage.  The red and green lions primarily are used for this, though the Blue and Yellow lions likely can as well if needed.
o   Punch/Kick:  The damage for this is similar to the Claws/Bite, and a bite can still be used to grab hold of things.  Punching does an additional +10 damage.  A kick will push an opponent back 1 space.
o   Wing Shield:  Deployed by the Green Lion.  The shield can block a lot of damage when an action is used to use it to defend.  When an attack hits Voltron while the Shield is in use, (and it can be deployed by the Green lion as a reaction upon a successful REF save), the shield can absorb a limited amount of punishment before it needs time to recharge.  The shield can absorb 100pts of damage.  When the points are gone the shield is knocked free of Voltron's grasp (but the wings can be called back to Voltron by the Green lion on their action).  The shield can be dropped to return the wings back, allowing the shield to recharge.  Each turn that the wings are on Voltron’s back they recover 10points.
o   Shoulder Cannon:  Deployed by the Yellow Lion, this weapon allows for two different types of long range fire.  The first is a beam weapon can obliterate targets in its path.  The second is as a tracking energy missile system to target multiple targets at one time.
§  Beam:  2d10x10, Long Range, Line Area of Effect
§  Energy Missiles:  1d10x10, Long Range, Tracking, Speed 12, 5 missiles are fired at a time.
o   Saber:  Voltron’s primary weapon.  The saber is an energy sword that can cut through almost anything.  Deployed by either the Red or Black lion.  If the paladins of the other three lions also input their bayards, the saber’s length will double to allow it to cleave through an enemy starship.  Finally, if all lions use their bayards then the Blazing Sword can be used.  Saber strikes can only damage adjacent opponents.
§  Saber Mode:  2d4x10 damage
§  Enlarged Cutlass Mode:  3d4x10 damage, Can strike targets 1 space away, or can cleave through a starship (reducing its Damage Threshold by 5).  The oversized blade is impractical for using on targets smaller than Voltron (suffering a -1 to attack rolls per size class below Voltron’s).  Against targets the same size or bigger than Voltron the attack roll gains a +1 to attack rolls per size class.
§  Blazing Sword:  3d8x10 damage, Damage Threshold is completely ignored, but after landing 1 hit the blazing sword cannot be used again until it has had time to recharge (needing at least 3 rounds to do so).

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Alright folks that is it.  Now like always this is ever a work in progress, and may change as time goes on.  Remember that this conversion is quite a powerful asset for a group of characters to have access to.  Its up to the GM to create methods to help balance the level of power.  As always your GM has final say if Voltron will actually be apart of your game.

Keep in mind that this conversion is - in no way - an official adaptation, and is only a fan based creation.  Please enjoy and I'll be back again once I figure out something else to convert.