Storm Hawks: d20? [Archive] - Wizards Community

Post/Author/DateTimePost
Barnwellknight

06-19-07, 10:24 PM
Okay, I've seen a few of the episodes, and I began to think: What about converting the show to d20? Anybody want to give me a hand with this one?
Neutral_Jin

06-22-07, 02:41 PM
What did you have in mind?
dr0wwarr10r

06-23-07, 03:38 AM
Well that didn't take long.
It's an interesting prospect.

i would assume a cross between the elemental plane of air and d20 modern.

the crystals are a simpler matter, ya know.
Barnwellknight

06-23-07, 01:11 PM
I was thinking the same thing about the setting. A cross between the Air Elemental Plane and d20 Modern. However, I'm still unsure about the classes. There seems to be a mixture between the D&D core classes and the d20 classes. I haven't seen a lot of magic, with only Aerrow, Dark Ace, and Master Cyclonis being the ones who've I saw using magic. The races in the world of Storm Hawks don't seem to need a lot of work.

Wallops: Probably a much nicer looking version of the orcs
Merbs: Not sure about them, maybe tinker with the dark elves some
Humans: Use the ones from the D&D PHB
Raptors: I think the lizardfolk stats will do nicely

I'm trying to decide between the D&D classes and the d20 classes. Which ones do you think will work? Or should I create my own classes?
Neutral_Jin

06-23-07, 11:51 PM
A few points:
1. Aerrow's attack is a special moves not magic, and may be caused by the same thing as my next point.
2. the others attacks are caused by the crystal they use.
3. My Idea for the weapons would to have them use the standard weapon stats and just have the crystal modify it. Ex: a Sky Knight longsword does 1d8 damage and has a crit range of 19-20/x2, add a striker crystal and it becomes a 2d8 damage weapon with a 19-20/x3 weapon and colored energy around it when engaged.
Open to comments on my Idea.
Barnwellknight

06-24-07, 08:57 AM
Very great ideas. Now if I could figure out the racial and class stats...any suggestions?
Neutral_Jin

06-29-07, 07:17 PM
I would use a modified version of the base classes like a Sky-Ranger or a Sky-Knight (sorry for the pun.)
Barnwellknight

06-29-07, 08:20 PM
I was thinking of using the Tech class from Star Wars d20 for Stork to represent his skills in technology and mechanics. I was thinking of making Master Cyclonis a Warlock or Sorcerer.
Neutral_Jin

06-29-07, 10:34 PM
I like it. Also armor is is much lighter in Storm Hawks. I would modify Ranger though, maybe add new skills to some classes, like Craft (Crystal)
Barnwellknight

07-01-07, 01:38 AM
Yeah, I was thinking something along those lines as well.

I've been trying to decide on the characters' alignments, and this is what I got:

Aerrow: Neutral Good
Radarr: Neutral Good
Finn: Neutral Good (with some Chaotic Good tendencies)
Junko: Neutral Good
Stork: Chaotic Good
Piper: Lawful Good

Master Cyclonis: Neutral Evil
Ravess: Lawful Evil (Ranger)
Dark Ace: Chaotic Evil?--> I'm not entirely sure about him. He appears to be chaotic evil, but he has a lot of lawful evil tendencies.
Snipe: Chaotic Evil (Barbarian class)
Reptor: Chaotic Evil
Barnwellknight

07-07-07, 12:33 AM
The classes for the characters:
Aerrow: Fighter/Sky-Knight
Finn: Ranger/Rogue
Junko: Barbarian/Fighter
Piper: Rogue/Monk/Tech
Stork: Tech/Rogue/Carrier Pilot
Radarr: Umm...Rogue?

Master Cyclonis: Warlock/Sorcerer/Tech
Dark Ace: Fighter/Cyclonian Talon Knight
Snipe: Barbarian
Repton: Barbarian/Fighter
Ravess: Ranger
ArgulFraster

07-07-07, 03:44 PM
Also, what about Radarr? Or the Radarr-like humanoid you see for a second in the Assault on Cyclonis in the first episode? As for the Sky Rides, are they Animated Objects? How expensive are they? How do you work the Crystals?

I think it's likely that Stork is Lawful Neutral, if you will remember, he says "Oh, I'm just waiting for something /better/ to come along." And yeah, I agree on the Lizardfolk.

The Crystals are a bit of a problem. You could use part of the Crystal Caster class system from Green Ronin's Hammer&Helm sourcebook, but the ideal thing would be to set up an entire system.

Master Cyclonis (Shouldn't it be Mistress?) is the only spellcaster I've seen, and she looks more like a low-level Psion/high-level Crystal Caster to me. I think the spellcasting classes are not going to be an easy thing here. You're going to have to have the Ranger, Barbarian, Fighter, Rogue, and Knight classes, but no Cleric, Wizard, or Sorcerers, which is annoying. Plus, you'll have to have Crystal Caster classes for those who are skilled at making, mining, and using crystals (like Piper.) An Archer class might not be a bad idea, for Finn and Ravess. I agree on the Tech class, those Transports and Air Rides are going to need repair sooner or later. It might be a good idea to make a Crystal Tech class, someone who doesn't specialize in mechanics or crystals, but can make Crystal Drives and Crystal Weapons.

I'm a major fan of the show, and I carefully watch all the episodes I have recorded. Storm Hawks would make an excellent world for the d20 system, and I've been thinking it from the first few minutes.
dr0wwarr10r

07-08-07, 02:46 AM
actually i think radar would act as a familiar.
Barnwellknight

07-10-07, 12:14 AM
Radarr might be better suited as an animal companion, thus giving Aerrow some levels in the Ranger class.

I'm not sure about Stork being Lawful Neutral. He seems to be more Chaotic Neutral with some Chaotic Good tendencies thrown into the mix.

I've never really done that much with Psions, so I don't know that much about them. I do agree that the spellcasting classes might have trouble in the world of Atmos.
ArgulFraster

07-10-07, 09:39 PM
I think we're going to have to apply most of the usual spells to crystals here. Oblivion Crystals are disintegrate with a special proviso (doesn't work on friends or ex-friends), Phoenix Crystals are equivalent to a high-level burning hands, but it also causes an Atmos Phoenix to follow you. You might be able to reuse the rules for a Moonbeast's attachment to its moonstone for the Phoenix's attachment to its crystal.

Different Weapon Crystals could act like the various enchant weapon spells.

Vehicle Crystals are a bit of a problem. We don't know much about them save that the Black Gorge affects them much like non-solar crystals. They appear to be the same as Weapon Crystals, but we really don't know.

The creatures of the Black Gorge might be fun to stat. For example, the Spiny-Tooth Gorge Sloth is a pseudo-lycanthrope; it changes in the prescence of sunlight. The man-eating plants (don't remember their names) are just Greenvises, and the metal-bats can be Nycter or Desmodu bats with a special ability.

Storm Hawks' story leaves a bit to be desired, as does the combat, but the world more than makes up for it...
Barnwellknight

07-13-07, 12:21 AM
That's true.
Barnwellknight

07-18-07, 11:17 PM
Okay, after seeing the Blizzarians, I've decided to do them as well. However, I'm having trouble statting them. Any help?
ArgulFraster

07-28-07, 08:26 PM
I've little to no clue, but here's my ideas. EDIT: Wikipedia now states that they're rabbit/coyote hybrids. Ok.

-Penalty to Wisdom. They ain't too smart, as they think turning in your seat on your ride on a dangerous course is a good idea. They also think that checking a Terra for life is "yelling real loud."
-Bonus to Con. They can survive it though.
-Bonus to Listen checks. They can hear much higher-pitched sounds than most races.
Bonus to Craft-Ice Structures. Blizzarans know their way around a Blizzard Crystal.
Racial Feat: Icecunning. Start from Dwarven Stonecunning and mod as needed.

Incidentals-If Suzy Lou is any indication, Blizzarans are matriarchal. When the intelligence was handed out, the ladies got the lot-the guys...not so much.
Favored Class: Monk-analog

Also, I meant to post these earlier.

Crystal Converters allow any crystal to power a vehicle-and they're must-have equipment. A Ride or Carrier is useless without its Converter.

Crystals gain differing powers based on their inherent qualities and the way in which they are knapped or cut. A Wind crystal can become a Cyclone Crystal through careful modification.

EDIT: Wikipedia now has a ton more info to work from. I have other boards to scour-I'll link though.
http://en.wikipedia.org/wiki/List_of_characters_in_Storm_Hawks
ArgulFraster

07-29-07, 05:25 PM
By the power that rests in my heart...by the postcount that ranks my power...I invoke thee...:bump:!!
ArgulFraster

07-30-07, 10:28 PM
And everytime we touch, I feel the-Oh bugger this, :bump:
Barnwellknight

08-01-07, 12:27 AM
Thank you.
The Great Deceiver

08-02-07, 03:01 PM
Have you thought about using the new Star Wars Saga Edition d20 rules for this? Seeing as the show shamelessly uses Star Wars as inspiration, its got to be of use for the RPG conversion too ;)

The Speederbike is a good model for the Air Skimmer III- create a layout on the map with plenty of space for those all important mid air duels, then we're away!

Add in Weapon and Shield Augmentation Crystals (maybe even allowing more than one slot on a weapon) along with Classes and Maneuvers from ToB:Bo9S and most of the important elements are covered. :)

Your thoughts?
ArgulFraster

08-03-07, 04:51 PM
I have no clue; I'm using what little I can glean from the Boards, the base D&D sourcebooks, MMIII, DMG 3.5, and recordings on my DVR.

We really don't know much about the world to work from. I've been toying with a world origin similar to the Dragonriders of Pern for Storm Hawks-Atmos was discovered centuries in the past, and its origins have been forgotten, leaving behind technology that has mixed with the Crystals of Atmos to create the Sky Knights.

Perhaps the reason Cyclonians are always so...evil...is because they are descendants of a prison colony. For years they were imprisoned, fighting and killing amongst themselves until they rose up against their wardens, taking over Terra Cyclonia. Their leader, the original Master Cyclonis, installed an iron-fisted eugenics policy, breeding for qualities he desired. Some became slight and highly agile (Ravess), while others became brutish and dumb (Snipe.) After time, things deteriorated, and now the Cyclonians are uniformly dull and slight (Talons) with occasional "sports" (Ravess, Snipe, and Master Cyclonis, perhaps Dark Ace.)

Perhaps Merbs and Raptors are offshoots of the same specie.
The Great Deceiver

08-03-07, 06:37 PM
I think there are many ways this project can move foreward, and many good ideas have already been put foreward. I will explain and expand upon my thoughts outlined above.

We can use the show as inspiration for a game, or we can attempt to create a game with the kind of action and encounters seen in the show. Aside from it's graphical style, for me the strongest element of the series are the action scenes - frenetic, almost Wusia like, mid-air leaps and swordplay along the wings of their Air Skimmers - so I think action and the swashbuckling feel of the show needs to be present within our rules, probably along with something of it's sense of humour - im thinking high drama and low PC lethality .

The series seems like it would make for a fun campaign, and unless we expand on the setting on the setting as you suggest we can only stat it as best we can. With only the core books capturingthe shows essence might be tough - or at least a high-PC-level affair, which for me doesnt sit well with the fact our protagonists are teenagers!

For some more useful d20 rules try
http://srd.plush.org/ and www.crystalkeep.com

Arcane Unearthed gave some useful mechanics to the SRD, many tweak aspects of the game and can create a different feel. Some of these ideas were incorporated in some form within the new saga edition of star wars and they can make combats feel more action-packed and exciting.

If you search on the Star Wars pages there are a few explaining most of these concepts and changes to D&D. Other than these free sources im sure another book or two would help.

For me the Tome of Battle makes approaching a conversion of the show a much simpler prospect. The leaping and tumbling combat styles and powers of Aerrow and Dark Ace are easily modelled with ToB and even from a low level. I statted out Aerrow as a Swordsage 4 and for me it seems like a good match. Rename and revisualise the books maneuvers in terms of Aerrows Lightning Claw Maneuver - job done.

Eberron proves useful too as Piper for me would be an Artificer/Monk with the artificer abilities linked, as with much else in the game, to the crystals. Radarr i would probably stat using a halfling rogue (with the racial substitution levels) to make him a great thrower as well as a small-sized skill-monkey. Action points would be a must for PCs.

True20 would also likely model the series/characters well, although i havent looked closely into it myself.

While we can accurately replicate most story elements in d20, some can mechanically be hand waived by GM - Air Skimmers are regularly wiped out (chopped in half) but the characters always get new rides - i wouldnt try to cover Skimmer costs with PC wealth - PCs are granted them and are only without them when story dictates or they lose them in battle and only then until the next scene, if they should need their ride for it.

Im sorry if this post is a bit of a ramble - i have a few ideas but we dont have a focus for the conversion yet - more to follow...:)
Barnwellknight

08-05-07, 02:03 AM
These are some great ideas y'all got. Thanks!
ArgulFraster

08-06-07, 06:31 PM
Sweet. Now we're getting somewhere.

Now, what I've been considering since the first episode is this: rivals, to both the 'Hawks and Cyclonia. I think Storm Hawks isn't going to provide us with anywhere near the info we want, so we'll just have to make it up and retcon as needed.

If anyone wants to hear some of my ideas for a trike-based assault helicopter or a Ride mixing the qualities of a Penny Farthing and one of those dexaplanes from the early age of flight, just ask.
Barnwellknight

08-06-07, 08:40 PM
Yeah, I was thinking the same thing about having to retconned what we get done.
The Great Deceiver

08-07-07, 02:15 PM
Id be interested in seeing any ideas you have for what we might call
Storm Hawks: Expanded Universe

I was hoping that the official site http://stormhawks.ytv.com/ would have more background info, at least when their community went live, but having seen that it has no forums, i think we may only have the episodes themselves to go on. So again we have to the fan collected wikis, and carefully look ourselves through the episodes for clues...

My personal imaginings so far are based upon the statement Master Cyclonis makes in the opening episode:

"Once upon a time Cyclonia controlled the entire Atmos - then along came the Sky Knights, and all that got messed up..."

So how did Cyclonia come into this position of power?

Given the actual surface of Atmos is a Wasteland, civilized communities on isolated Terras - The Cyclonians are the most industrialised nation and the only nation capable of living so close to the Wasteland, and indeed to some extent capable of living off the Wasteland, as they are able to harness some of its energy. Otherwise crystals are the main form of energy utilized - life
as people know it on Atmos would not be possible without crystals. Possibly the fact Atmos is largely a wasteland with little livable land mass could have something to do with this desperate need for crystals, mining running out of control causing ecological disaster...

While the Cyclonians are reprehensable they are technologically adept, maybe they showed the rest of Atmos the possiblity of alternative fuel sources? Their ordered and industrious nature may have appealed to people made desperate by the loss of their homes, as their Terras shrank due to the rampant mining. Only when the Cyclonians had gained this power over the Terras did their evil nature reveal itself - civilians forced into work-camps, dissenters put to the sword - by then it was too late, or it would have been.
A group of rebels naming themselves the Sky Kights stole some Air Skimmers from a bunch of Talons who had been hassling them, they we not going to take it any more...

Hmm just my musings upon that quote, i will have to look for more hints and see what else i come up with , i guess.
------
Im thinking of focusing my conversion on the opening double episode `Age of Heroes' as the villains and setting are introduced and encapsulated well, and it's structure should lend itself to a memorable adventure! :)
I would put our junior heroes at level 3 or 4, i statted them up at 4 and they look good and would match the power level of the show well, but most would work at 3 if you wanted a slightly tougher feel.
Heres what i did for the heroes
Aerrow Swordsage 4 (or Psionic Warrior 4 if no ToB)
Piper Monk 2/Wizard 2 (or Psion 2 if you wanna use psionics)
Finn Rogue 2/Ranger 2 (with an autofire heavy crossbow)
Junko Expert 2/Fighter 3 (expert levels show his non combat training/bookish youth)
Radarr Rogue2/Monk 2 (Throw Anything feat and a ranged sneak attack)

I had a couple ideas for skills - Finns animal affinity from ranger 2 would become Wisecrack - add your ranger level to diplomacy (and other cha skills?) as long as u roleplay a Wisecrack to get yourself out of the situation...
Aerrow also needs an Inspire skill, any suggestions?
The Great Deceiver

08-07-07, 02:21 PM
Remembered the idea i had for a malfunctioning bag of holding for Radarr which randomly hands him spanners, wrenches, chickens and crystals as he reaches inside...a roll on a table including chicken damage etc.

Just an idea to add to the fun level which has got to be high!
ArgulFraster

08-07-07, 09:16 PM
Id be interested in seeing any ideas you have for what we might call
Storm Hawks: Expanded Universe

I was hoping that the official site http://stormhawks.ytv.com/ would have more background info, at least when their community went live, but having seen that it has no forums, i think we may only have the episodes themselves to go on. So again we have to the fan collected wikis, and carefully look ourselves through the episodes for clues...

My personal imaginings so far are based upon the statement Master Cyclonis makes in the opening episode:

"Once upon a time Cyclonia controlled the entire Atmos - then along came the Sky Knights, and all that got messed up..."

So how did Cyclonia come into this position of power?

Given the actual surface of Atmos is a Wasteland, civilized communities on isolated Terras - The Cyclonians are the most industrialised nation and the only nation capable of living so close to the Wasteland, and indeed to some extent capable of living off the Wasteland, as they are able to harness some of its energy. Otherwise crystals are the main form of energy utilized - life
as people know it on Atmos would not be possible without crystals. Possibly the fact Atmos is largely a wasteland with little livable land mass could have something to do with this desperate need for crystals, mining running out of control causing ecological disaster...

While the Cyclonians are reprehensable they are technologically adept, maybe they showed the rest of Atmos the possiblity of alternative fuel sources? Their ordered and industrious nature may have appealed to people made desperate by the loss of their homes, as their Terras shrank due to the rampant mining. Only when the Cyclonians had gained this power over the Terras did their evil nature reveal itself - civilians forced into work-camps, dissenters put to the sword - by then it was too late, or it would have been.
A group of rebels naming themselves the Sky Kights stole some Air Skimmers from a bunch of Talons who had been hassling them, they we not going to take it any more...

Hmm just my musings upon that quote, i will have to look for more hints and see what else i come up with , i guess.
------
Im thinking of focusing my conversion on the opening double episode `Age of Heroes' as the villains and setting are introduced and encapsulated well, and it's structure should lend itself to a memorable adventure! :)
I would put our junior heroes at level 3 or 4, i statted them up at 4 and they look good and would match the power level of the show well, but most would work at 3 if you wanted a slightly tougher feel.
Heres what i did for the heroes
Aerrow Swordsage 4 (or Psionic Warrior 4 if no ToB)
Piper Monk 2/Wizard 2 (or Psion 2 if you wanna use psionics)
Finn Rogue 2/Ranger 2 (with an autofire heavy crossbow)
Junko Expert 2/Fighter 3 (expert levels show his non combat training/bookish youth)
Radarr Rogue2/Monk 2 (Throw Anything feat and a ranged sneak attack)

I had a couple ideas for skills - Finns animal affinity from ranger 2 would become Wisecrack - add your ranger level to diplomacy (and other cha skills?) as long as u roleplay a Wisecrack to get yourself out of the situation...
Aerrow also needs an Inspire skill, any suggestions?

Interesting idea for the story-I must say I like mine, but of course I would...why don't we present them as two alternate histories; they started out in mine and continued to yours, or that mine is the "true" history, but that yours is the one everyone remembers? (I apologize if this sounds pretentious, I just want to use both.)

We can't be sure about Finn's crossbow; it's never really worked for him. And yes, I do think Radarr has the Throw Anything feat.
The Great Deceiver

08-09-07, 12:31 PM
Cool, I'm glad you like the idea...feel free to use anything i come up with, in any way you like. Im happy to bounce ideas around all you like, although personally i would either run a Storm hawks game like the shows (following them closely as my players wont have seen them) or I would run a homebrew incorporating elements of it and the ideas we work on here.

As for rivals - the shows i've seen and their webpage suggest the Cyclonia and the various 'squadrons' of Sky Knights would be the main antagonists. While inter-squadron conflicts will be unlikely to end in many (if any) fatalities, there is plenty of roleplaying scope there, i feel. If you wanted to play along the lines of the series you could set up the rivalry of the seperate terras and their squadrons and the party quest to become the new Storm Hawks the introduction of Cyclonia to the story should be a lot of, possibly deadly, fun. :D

One alternative option could be to have another group keen to prove themselves worthy to be the replacement Storm Hawks. This would help if you wanted to play some lower level games.

ArgulFraster I would be very interested to see your copter-trike and anything else youve worked on vehicle-wise. What d20 references have you found most useful in that work?
Wavewaltzer

08-09-07, 01:52 PM
This is just my two cents, or rather my two pennies, but I think that you should use the D20 Modern system rather than trying to mix and match classes from the DND system. Instead of figuring out what class combination better reflects each character I’d suggest building an advanced class (perhaps named Air Riders after the bike/planes?) for the bog standard rider and then the Sky Knight prestige class which requires you take a certain number of levels in the advanced class first.

To make things a little more different for each person you could divide the advanced class up or write a couple of different ones for specialties with heavy artillery and sharpshooter just two of the things that pop into my head. With different classes you could make different requirements for example developing a feat for proficiency with the Air Skimmers, create three different builds (light, medium & heavy) each with weakness and strengths like higher speeds and maneuverability for the light type while the heavy has more weapon slots.

Crystals, as has already been said, would be pretty easy to factor into equipment such as weapons by having each weapon have a slot for crystals to be inserted or removed. Different crystals could handle different elements, ice, fire and electricity being the most obvious ones with each dealing different damage types and having different effects on critical hits such as fire igniting flammable objects nearby, ice forcing people to make a fortitude save else be frozen or something less severe and electricity stunning an opponent.

And special moves we see characters doing… well, I’m in the U.K and episode four is only on today for the first time so I can’t say this with certainty but it seems to be a Sky Knight thing; something the best of the best can do. Make this a part of the prestige class requiring perhaps Weapon Focus with a specific weapon and dealing extra damage x times per day depending on the levels the character has taken in the prestige class much like sneak attack damage.

As you may be able to tell I’m definitely interested in something like this and I think I’ll sit down in a bit and work on roughly sketching out an advanced class or two to put up for comments. I do think D20 Modern is the way to go though, magic doesn’t seem to be a factor as even Master Cyclonis is said to be; “Diabolically intelligent and a master of crystal transformations” suggesting that what she is doing is a result of the power of the crystals rather than an inner power.
Wavewaltzer

08-09-07, 04:24 PM
Air Rider
Requirements
To qualify to become an Air Rider, a character must fulfill the following criteria.
Skills: Drive 6 ranks, Pilot 6 ranks.
Feats: Either Light Air Skimmer Proficiency, Medium Air Skimmer Proficiency or Heavy Air Skimmer Proficiency and Archaic Weapon Proficiency.
Class Information
The following information pertains to the Air Rider advanced class.
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the Air Rider attains a new level in this class.
Class Skills
The Air Rider's class skills (and the key ability for each skill) are:
Balance (Dex), Craft (Electronic, Mechanical) (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Physical Sciences, Tactics) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int), Spot (Int), Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Air Rider
http://img.photobucket.com/albums/v59/zer0cool/AirRiderTable.jpg

Class Features
The following features pertain to the Air Rider advanced class.

Skill Path
At 1st, 4th, 7th and 10th level, the Air Rider gains the benefits from his chosen Skill Path.
Meat Tank: Drive-By Attack, Frightful Presence, Second Wind
Mechanic: Skill Focus (Craft Mechanical), Skill Focus (Repair), Jury-Rig
Sharpshooter: Weapon Focus, Far Shot, Weapon Specialization

Bonus Feats
At 3rd, 6th, and 9th level, the Air Rider gets a bonus feat. The bonus feat must be selected from the following list, and the Air Rider must meet all the prerequisites of the feat to select it.
Acrobatic, Armor Proficiency (light), Armor Proficiency (medium), Force Stop, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert.

Adrenaline Spike
At 5th level, an Air Rider can temporarily increase one of his Dexterity score. The Air Rider spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Air Rider is fatigued for 1d4+1 rounds.


Alright, as you can see the class isn't quite finished and definitely needs going over though as this is only my second attempt at an advanced class it's looking alright in my opinion. Opinions?
ArgulFraster

08-09-07, 05:43 PM
Cool, but I must insist we use D&D classes-they're more common, and nearly everyone has 'em.
Wavewaltzer

08-09-07, 05:59 PM
Cool, but I must insist we use D&D classes-they're more common, and nearly everyone has 'em.Under that logic nearly everyone has (or has access) to all ofthe Modern basic classes as well thanks to the SRD which is not something that can be said about DND. If everyone thinks DND classes is the way to go then that's fine but I think you're going to end up wasting a lot of time on writing feats.
ArgulFraster

08-09-07, 06:09 PM
I'm fine with that, in all honesty.
The Great Deceiver

08-10-07, 01:34 PM
Welcome aboard Wavewaltzer!

I'm not so sure about using Modern classes here, maybe my concerns can be quelled though. I'm no expert on the Modern system but wouldn't the charcter need to be at prestige class level (as you suggest) and/or have a bunch of feats to get such a power? Level 5/6 just seems a little too high for me, although im willing to rethink that.

My problem with having to start PCs at that level is that the nascent Storm Hawks are all teens, with experience of the wastelands but much to learn still, powers still to be mastered, skills they are still lacking in. By level 6 in D&D at least, characters are capable - the gritty trials of the first 5 levels are over and they take their first steps as truly heroic individuals.
If you could outline builds that match the heroes power level in the first episode, using Modern, i could be convinced. :)
What would you use from Modern as a basis for Aerrow's Lightning Claw maneuver?

As for access to D&D classes and other stuff not in the SRD, have you looked at Crystalkeep.com? It seems very thorough :)
I've looked at D&D builds for quite a few characters and haven't needed to make any new feats/classes up yet, just track down whats out there and tweak it a lil...

As i stated in my first post in this thread i think Star Wars: Saga Edition could probably the best system for Storm Hawks - Jedi becomes Sky Knight (just need to alter the lightsaber into Dual Energy Blades for Aerrow) add in the crystals and everything is there, so i would recommend you guys check it out if you can...with that said i'm happy to work with you guys on this no matter what rules variation is chosen! :D
Wavewaltzer

08-11-07, 05:47 PM
Welcome aboard Wavewaltzer!

I'm not so sure about using Modern classes here, maybe my concerns can be quelled though. I'm no expert on the Modern system but wouldn't the charcter need to be at prestige class level (as you suggest) and/or have a bunch of feats to get such a power? Level 5/6 just seems a little too high for me, although im willing to rethink that.

My problem with having to start PCs at that level is that the nascent Storm Hawks are all teens, with experience of the wastelands but much to learn still, powers still to be mastered, skills they are still lacking in. By level 6 in D&D at least, characters are capable - the gritty trials of the first 5 levels are over and they take their first steps as truly heroic individuals.
If you could outline builds that match the heroes power level in the first episode, using Modern, i could be convinced. :)
What would you use from Modern as a basis for Aerrow's Lightning Claw maneuver?

As for access to D&D classes and other stuff not in the SRD, have you looked at Crystalkeep.com? It seems very thorough :)
I've looked at D&D builds for quite a few characters and haven't needed to make any new feats/classes up yet, just track down whats out there and tweak it a lil...

As i stated in my first post in this thread i think Star Wars: Saga Edition could probably the best system for Storm Hawks - Jedi becomes Sky Knight (just need to alter the lightsaber into Dual Energy Blades for Aerrow) add in the crystals and everything is there, so i would recommend you guys check it out if you can...with that said i'm happy to work with you guys on this no matter what rules variation is chosen! :D
Thanks, love the show so far and a system built around/for it seems like a fun project to be involved with to me!

I'm not one hundred percent sure if I've understood you right so please forgive me if this doesn't answer your question. The simple weapons proficiency for D20 Modern sucks. People will probably argue with me, especially as it's free, but in my opinion this is true. For the game, considering what weapons I've seen (swords, daggers, crossbows...) I'd switch out Simple Weapons Prof. for Archaic and customize the equipment slightly so that crossbows were archaic.

Now the easiest way in to the Air Rider advanced class is Fast Hero requiring three levels before they can take their first in the Air Rider class. But, if your character isn't too bothered about their former profession, picking up the Adventurer occupation and the Drive and Pilot skills now means that ANY class can reach the Air Rider advanced class as quickly as the Fast Hero.

Aah, yes, the teen Storm Hawks. Now, I may be wrong but this is how combat seems to go for them; Everyone but Aerrow gets taken down while fighting grunts. This could be because of the penalty to attributes from being children or it could be because of a lack of levels in the class. As I don't know anything about the characters past it's hard to say but I'm assuming Aerrow had some kind of training if he had to pass a test, training that the others wouldn't of received, which could be considered a side quest in DND/D20 terms meaning he would be at a higher level.

For his maneuver I refer to my first post and quote it out of laziness;And special moves we see characters doing… well, I’m in the U.K and episode four is only on today for the first time so I can’t say this with certainty but it seems to be a Sky Knight thing; something the best of the best can do. Make this a part of the prestige class requiring perhaps Weapon Focus with a specific weapon and dealing extra damage x times per day depending on the levels the character has taken in the prestige class much like sneak attack damage. This could even be a cumulative thing, adding extra dice of damage every uneven level (1,3,5) with an added requirement that the Sky Knight HAS to have a purer or more powerful crystal than normal (dealing an extra +1 damage of the appropriate energy type). The player can then name their technique whatever they want to and add the same basic description of the attack every time with the same outcome.

What I'm trying to say I guess is that there is nothing really that can be compared to the special abilities the Knights use, it's something that would be better off built because of rather than edited to fit in to the scenario. Not sure about using the Star Wars system but I wouldn't mind looking at anything you have built for it.

Oh yeah, character builds. These are just quick off the top of my heads so...;

Aerrow: Dedicated 3 (Skill Emphasis, Aware)/Air Rider (Sharpshooter for Weapon Focus) 4/Sky Knight (needs building)
Piper: Smart 5 (Savant Craft with something related to crystals, Plan, Linguist)/Air Rider 2 Mechanic (she seems less capable in the air to me)
Radarr: No idea... some sort of creature I guess with levels in Fast Hero geared towards martial arts, he does a lot of 'kungfu' poses after all...
Finn: Charismatic Hero 3 (Charm, Fast Talk)/Air Rider (Sharpshooter) 4
Junko: Strong 5 (Melee Smash, Improved Melee Smash, Advanced Melee Smash)/Air Rider 2 Meat Tank (Same with Piper, Junko doesn't seem to belong in the air as much as he does in a boxing ring.
Stork: 7 Smart (Savant Craft, Savant Craft, Savant Navigate, Savant Repair) I've yet to see Stork fly a skimmer or copter but he seems to know his way around and from what I've read loves crafting things both useful and useless...
Barnwellknight

08-20-07, 11:43 PM
Here's my take on the races:

Wallops: A race of humanoid rhinos who, although slightly dimwitted, are renowned for their amazing strength and combat prowess.

+2 Strength, -2 Intelligence: Wallops, although strong in body, are not so strong in mind.
Racial Feat: Endurance: Wallops are capable of enduring much stress and pressure.
Mechanical Genius: Despite their not being so smart, Wallops are skilled mechanics and builders. +2 bonus to all Repair and Craft (Mechanical) checks
Favored Class: Barbarian (or Strong Hero): Wallops are seen as a very warlike race.

Merbs: A race of paranoid humanoid mammals, Merbs are known for their strong dislike towards risk-taking. They are famous for staying out of trouble and being extremely prepared for everything. However, their groomly view on life can get on one's nerves.
+2 Dexterity, -2 Strength: Merbs are not very strong, but because of their desire to stay away from danger, they are known for being agile and quick.
Darkvision
Stonecunning: Same as the dwarven stonecunning
Racial Feat: Improved Initiative: Merbs, when they encounter danger, like to act fast, usually by getting the heck out of the battlezone.
Vulnerable to Fear: Fear spells or Intimidation checks have a greater chance of affecting a Merb than others. -2 to all checks against fear effects and Intimidation checks.
Craftsmaster: Merbs are known for building things to keep themselves safe: +2 bonus to all checks involving Craft (Mechanical and Electronic)
Acute Senses: Merbs have acute hearing and sight. +2 bonus to Listen and Spot skills and checks.
Favored Class: Technician/Rogue (or Smart Hero): Merbs are known for their cunning and mechanical skills. If a character has both Tech and Rogue, then only count one as the favored class, not both.

Raptors: Raptors are a lizardlike race that is renowned for being excellent hunters and mercenaries. However, their intelligence can be lacking at times. They live for the hunt.
+2 Strength, +2 Constitution, -2 Intelligence: Raptors, although not very smart, are tough and strong.
Racial Skill Bonus: Raptors are skilled hunters and trackers, and know how to catch prey. +4 racial bonus to Balance, Jump, and Swim checks.
Natural Weapons: 2 claws (1d4) and bite (1d4)
Favored Class: Ranger (or Tough Hero): Raptors are skilled in fighting in the wilderness and are hunters with no peers.

I'm probably going to do a prestige class called Wastelander to represent those who live in the Wastelands, to add some favor to their campaign.
ArgulFraster

08-21-07, 12:01 PM
Here's my take on the races:

Wallops: A race of humanoid rhinos who, although slightly dimwitted, are renowned for their amazing strength and combat prowess.

<snip>



Funny, I always saw the Wallops as humanoid triceratops. I definitely think they're some form of reptilian or saurian. Their skin, for one thing.
Barnwellknight

08-21-07, 10:45 PM
Thanks, love the show so far and a system built around/for it seems like a fun project to be involved with to me!

I'm not one hundred percent sure if I've understood you right so please forgive me if this doesn't answer your question. The simple weapons proficiency for D20 Modern sucks. People will probably argue with me, especially as it's free, but in my opinion this is true. For the game, considering what weapons I've seen (swords, daggers, crossbows...) I'd switch out Simple Weapons Prof. for Archaic and customize the equipment slightly so that crossbows were archaic.

Now the easiest way in to the Air Rider advanced class is Fast Hero requiring three levels before they can take their first in the Air Rider class. But, if your character isn't too bothered about their former profession, picking up the Adventurer occupation and the Drive and Pilot skills now means that ANY class can reach the Air Rider advanced class as quickly as the Fast Hero.

Aah, yes, the teen Storm Hawks. Now, I may be wrong but this is how combat seems to go for them; Everyone but Aerrow gets taken down while fighting grunts. This could be because of the penalty to attributes from being children or it could be because of a lack of levels in the class. As I don't know anything about the characters past it's hard to say but I'm assuming Aerrow had some kind of training if he had to pass a test, training that the others wouldn't of received, which could be considered a side quest in DND/D20 terms meaning he would be at a higher level.

For his maneuver I refer to my first post and quote it out of laziness; This could even be a cumulative thing, adding extra dice of damage every uneven level (1,3,5) with an added requirement that the Sky Knight HAS to have a purer or more powerful crystal than normal (dealing an extra +1 damage of the appropriate energy type). The player can then name their technique whatever they want to and add the same basic description of the attack every time with the same outcome.

What I'm trying to say I guess is that there is nothing really that can be compared to the special abilities the Knights use, it's something that would be better off built because of rather than edited to fit in to the scenario. Not sure about using the Star Wars system but I wouldn't mind looking at anything you have built for it.

Oh yeah, character builds. These are just quick off the top of my heads so...;

Aerrow: Dedicated 3 (Skill Emphasis, Aware)/Air Rider (Sharpshooter for Weapon Focus) 4/Sky Knight (needs building)
Piper: Smart 5 (Savant Craft with something related to crystals, Plan, Linguist)/Air Rider 2 Mechanic (she seems less capable in the air to me)
Radarr: No idea... some sort of creature I guess with levels in Fast Hero geared towards martial arts, he does a lot of 'kungfu' poses after all...
Finn: Charismatic Hero 3 (Charm, Fast Talk)/Air Rider (Sharpshooter) 4
Junko: Strong 5 (Melee Smash, Improved Melee Smash, Advanced Melee Smash)/Air Rider 2 Meat Tank (Same with Piper, Junko doesn't seem to belong in the air as much as he does in a boxing ring.
Stork: 7 Smart (Savant Craft, Savant Craft, Savant Navigate, Savant Repair) I've yet to see Stork fly a skimmer or copter but he seems to know his way around and from what I've read loves crafting things both useful and useless...

I like your idea for the Air Rider class. I'm not entirely sure about the d20 Modern classes as I don't have much experience with d20 Modern. I don't have the Eberron book yet, but the Crystal Caster class might be useful. Here's the characters using what I read:

Aerrow: Neutral Good Ranger 3/Fighter 3/Air Rider 4/Sky Knight 4 (I was originally going to make him a Paladin, but I went with Fighter instead as he doesn't seem to be the Lawful Good type; he's more of the Neutral Good type)
Radarr: Aerrow Animal Companion (Chaotic Good)
Piper: Lawful Good Crystal Caster 4/Air Rider 3/Sky-Fu Monk 4 (Sky-Fu Monk is the same as the D&D monk, but without the multiclass restrictions)
Finn: Chaotic Good Rogue 4/Ranger 4/Air Rider 4 (He seems to be the Chaotic Good type as he hates planning and enjoys doing things without thinking, but he has a good heart)
Junko: Neutral Good Expert 3/Fighter 3/Air Rider 4 (I'm trying to decide if I should give him the Barbarian class; what do y'all think?)
Stork: Chaotic Good Technician 3/Rogue 2/Carrier Pilot 4

Master Cyclonis: Neutral Evil Warlock 4/Crystal Caster 8/Air Rider 2 (I gave her the warlock class as I remembered in one episode, she teleported without using a crystal.)
Dark Ace: Lawful Evil Fighter 5/Air Rider 5/Cyclonian Talon Knight 5 (The Talon Knight is the Blackguard version of the Sky Knight class)
Ravess: Lawful Evil Ranger 5/Air Rider 5 (I was going to give her the bard class as she can play the violin, but she is perfectionist and strict, signs of a Lawful alignment)
Snipe: Chaotic Evil Barbarian 5/Air Rider 5
Repton: Chaotic Evil Barbarian 4/Ranger 4/Air Rider 4

Starling: Lawful Good Paladin 5/Air Rider 5/Sky Knight 6

Starling's Paladin class doesn't have the multiclass restriction, but I'm unsure if I sure give her the Paladin class, as I'm not sure if she's Lawful Good. What do y'all think?
ceiling90

08-26-07, 12:38 AM
I would probably think Storm Hawks is in Modern more than DnD... even though Eberron is close, I think modern does a better job at representing the setting more... But about your Air Rider Advanced class, personally, I think it should have the full progression, or at least 3/4 progression, it should have weapon focus, and specialization, and bits and pieces from the Speed demon adv class too... I don't particularly want to take what you've done and do what I think it should be... but good job over all.

This is what I think a Sky Knight Advance Class should be, versus a prestige class. It seemed that most of the Sky Knights really only used the Skimmers, and mainly fought with melee and few ranged weapons. While those who heavily used Crystals as weapons, like Cyclonis and Piper have a different style, so different levels in another advanced class...

Sky Knight

Level Base Attack Bonus Fort Ref Will Special Defense Rep
1 0 0 2 0 Drive by Attack 1 1
2 1 0 3 0 Sky’s the Limit! 1 1
3 2 1 3 1 Bonus Feat 2 2
4 3 1 4 1 Ready to Ride? 2 2
5 3 1 4 1 Weak Point 3 3
6 4 2 5 2 Auto-Pilot 3 3
7 5 2 5 2 Bonus Feat 4 4
8 6 2 6 2 Lightning Leap 4 4
9 6 3 6 3 Me and My Ride 5 5
10 7 3 7 3 Storm Strike 5 5



Requirements
BAB: +2
Skills: Drive (Dex) 6 ranks, Pilot (Dex) 6 ranks
Feats: Archaic Weapons Proficiency, Vehicle Expert
Best Path: Fast
Class Information
Hit Die: d8
Action Points: 6 + half the characters level
Class Skills: Balance (Dex), Concentration (Con), Craft (Electronic, Mechanical) (Int), Disable Device (Dex), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Physical Sciences, Tactics, Earth and Life Sciences) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (None), Repair (Int), Speak Language (None), Spot (Int), Tumble (Dex)
Skill Points at Each Level: 5 + Int modifier

Class features

Sky’s the Limit!
A Sky Knight is adept with their Air Skimmer or Heliscooter, either as it flies or if it’s a land vehicle, being able to attack and pilot in either mode without any penalties; instead they get a bonus to Pilot and Drive checks equal to their levels in Sky Knight.

Drive by Attack
As the feat, a Sky Knight does not suffer any speed penalties for attacking while on a moving vehicle nor, does the pilot have to make an attack before or after their vehicular Movement.

Ready to Ride?
A Sky Knight should know their “Ride” in and out, being able to repair, rebuild, and modify their rides for all uses and situations. They receive a bonus equal to their Class level in Sky Knight to Craft (Mechanical) and Repair checks used on their Air Skimmers or Heliscooters.

Weak Point
Since a Sky Knight knows his Ride in and out, he knows well enough about other’s rides, the best way to disable and destroy them. When attacking any version of an Air Skimmer or Heliscooter, they may ignore hardness equal to their Sky Knight level.

Auto-Pilot
A Sky Knight can always pilot his Ride, no matter the situation, so they can always take 10 on the piloting check, even when in battle, and piloting checks become free actions.

Me and My Ride
A Sky Knight is so “in tune” with their Rides, that they may add their defense bonus to their Ride’s Defense.

Lightning Leap
Since a lot of fighting in the air does not quite include straight lines of attack, a Sky Knight may make a charge against an opponent as a jump. If they make the successful jump check, they get additional +2 bonus to their attack in addition to the +2 from the Charge; while also incurring an additionally -2 to their defense, in addition to the -2 from the Charge.

Storm Strike
As a full round action, a Sky Knight may charge their weapon and make a ranged attack against one opponent adding 5d6 to their weapon/crystal damage.

Bonus Feats
A Sky Knight gains bonus feats at 3rd level and 7th level, they may choose these feats from this list, as long as they fulfill their requirements: Acrobatic, Armor Proficiency (light), Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Initiative, Point Blank Shot, Quick Draw, Two Weapon Fighting, Weapon Focus, Force Stop, and Vehicle Dodge
Barnwellknight

08-28-07, 12:00 PM
When I looked at it closer, it does make sense that d20 Modern would be a better choice for a Storm Hawks conversion. I also wondering if we should create a Sky-Fu Monk prestige class. I'm considering of just using the monk basic class and turning it into a prestige class. What do the rest of y'all think? In addition, I like your Sky Knight Advance Class, Ceiling90. Great job.
ceiling90

09-01-07, 12:11 AM
Thanks, Sky-fu... maybe... if you have the core modern book, you can sort of base it off the Martial Artist; note that a lot of the core classes are pretty generic, embodying one concept pretty much, like the Gunslinger... though, if you made a more monk like version of the Martial Artist...
ArgulFraster

09-10-07, 08:16 PM
Bumpity bumpity bump bump bump!

C'mon people, post.
ArgulFraster

09-27-07, 11:40 PM
ARIIIIIIIZE FROM THE DEPTHS, LONG DEAD THREAD! I, ARGUL FRASTER, DO INVOKE THEE! RIIIIIZE!
wolf_fighter

10-16-07, 06:40 PM
I sorta promised I would not do this but TREAD NECROMANCY
wolf_fighter

02-10-08, 05:59 PM
Sky-Fu Bump

I think it would actually be easier to do the classic D&D system as in D20 modern you have to spend a feat to use the most common weapons in the series.
evil_jester

02-20-08, 01:57 AM
for the weapons u could all ways change them so most ppl can use them. Now i just want to know how to get the crystals into d20 modern. i agree modern makes it easyer to convert. its just the whole crystal thing thats buggin me should they be psi or some other thing? and should we convert the psi artificer for the crystals.