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Showing posts with the label Star Wars

Spirit of the Force Part 5: The Dark Side

I wanted the dark side of the force to be tempting and the struggle to remain true to the light side to be ongoing. I'm not a fan of GM fiat being used to determine when the dark side of The Force dominates a character's destiny. Also I did not want to use yet another dark side point system. FATE 3.x's composure track becomes The Force track: Resolve lengthens the track as normal. Gain a free FATE point or +3 shifts per tick. If a character takes a dark side consequence they get two free FATE points per tick for the scene. Taken Out equals full and total conversion to the dark side. May only carry three consequences at a time. Consequences may be compelled! Dark side consequences do not just go away after a conflict. They are a burden to the Jedi and must be atoned by ritual or through conversation with a master. It's interesting to see Jedi characters being challenged by Sith who jeer and taunt their very way of life causing stress to the Jedi's composure track....

Spirit of the Force Part 4: Force Stunts

One of the easiest ways to model the force is by coupling an aspect (Force Sensitive) with a series of stunts. Force Stunts One With The Force : Requires Force Sensitive  aspect.  For a FATE point, can substitute The Force  for most any other skill as Theory In Practice from Spirit of the Century.  The character should have an aspect related to the task. The Tree, The Rock : Requires Force Sensitive  aspect.  Use The Force  as ranged Might. Force Strike : Requires The Tree, The Rock .  Use The Force  as Guns but of course requires no tools. Jedi Mindtrick : Requires One With The Force .  Use as per Hypnotic Speech from Spirit of the Century. Transfer Force : Requires The Tree, The Rock .  Use as per Medic from Spirit of the Century.  Also allows the use of The Force  skill as Science on medicine rolls. Negate Energy : Requires One With The Force .  For a FATE point a Force user may attempt to absorb an energy attack, i.e. Blasters with The Force  skill. An Elegant weapon (for a more ci...

Spirit of the Force Part 3: Aspects

Aspects in FATE not only are used  in the definition of characters but they also help define a game's vocabulary.  Of course Star Wars already has so much to draw from... Core Aspect: Force Sensitive Specialty Aspects: Force Surge : Available only if a trained Force user. Lightsaber Aspects: I Shii-Cho II Makashi III Soresu : Defensive.  Best for deflecting blaster fire IV Ataru : Strong and powerful.  Best against single opponents V - a Shien : Best for redirecting blaster fire V - b Djem So : Focus on domination, strength, power. Required Aspects If a Jedi: Padawan : Maximum Force skill level: Average Jedi Knight : Maximum Force skill level: Good Jedi Master : Maximum Force skill level: Superb Everything else related to aspects is full wide open and is handled exactly as in Spirit of the Century. Up next: Force Stunts

Spirit of the Force Part 2: Skills

The skill list isn't terribly different from the one presented in Spirit of the Century though there are a few tweaks. Skills: Academics Alertness Art Athletics Blasters Burglary Close Combat Contacting Deceit Empathy Endurance Gambling Intimidation Investigation Leadership Medicine : This new skill includes the medical trapping that used to be in Science .  The Lab Work and Science! trappings can also be used, but only for medical, biological and cybernetic purposes. Might Mysteries : The Arcane Lore trapping can be used by anyone. Pilot Rapport Resolve Resources Science : This skill no longer includes medicine, so the Medical Attention trapping is removed and purely medical knowledge is now part of the skill Medicine.  However, it can still be used for academic/non-medical biological and cybernetic knowledge, so there is still some overlap. Sleight of Hand Stealth Survival There is one skill that stands out a bit: The Force : Requires the Core Aspect: Force Sensitive .  Specific...

Spirit of the Force Part 1: Health & Composure

This is the conversion that got me to thinking about starting a blog.  I've been sitting on it for about a year so it's about time... Right after I finished reading Spirit of the Century I immediately realized that it would make for running an outstanding Star Wars game for a number of reasons including the free-wheeling ability to narrate both direct character interactions as well as vehicle chases that are so much part of the setting.  So, I jumped on RPG.net and saw that others were thinking the same thing.  This is the start of what I cobbled together from conversations there and independent work done tinkering at the gaming table. The first thing that needed tweaked to fit the SW universe was Health & Composure .  Even though 30s pulp movies were big influences for the movie series I didn't feel as though the default damage track system quite fit.  Here's what we came up with: Physical Stress 5 boxes Treat as hit points Composure Stress 5 boxes Treat as hit poi...