Post by cassusaevum on Dec 5, 2019 11:01:17 GMT -5
Force Users will be allowed (it's Star Wars after all). The game will work fine if no one is a Force User or if everyone is a Force User or any combination thereof. There are a lot of adaptations of the Force out there for Savage Worlds, but I prefer to keep it as simple as possible for a short game. Below is an adaptation of someone else's work that I think will suit our needs:
The Force for SWADE
By John Meyers (The Savage Frankenstein)
with some tweaks by me
“The Force surrounds us and penetrates us. It binds the galaxy together.”
Bennies: Whether or not a person realizes it, the Force is already working in their life. In Game terms, whenever a Bennie is used, and a failure is turned into a success, the Force has acted in their favor. Sometimes, however, the intentions of the Force include the failure. Use all the rules for Bennies, including the rule where a failure can be turned into a critical failure should somebody spend a Bennie and roll 1s on both their Skill Die and their Wild Die.
“The Force is strong in this one.”
Force Points: Extraordinary feats are possible through the Force, and sometimes the force shines extra strong through the deeds of individuals.
EDIT: Dave had a good idea on using the Action Deck to represent Light and Dark Side Force Points. We're going to give it a shot. For a longer game, I'd probably want to do some playtesting first, but we're going to embrace Fast, Furious Fun.
The Dark Side
Characters all have a Dark Side score. This score begins at 0 and counts upwards. Your maximum Dark Side score to remain a player character is equal to your Spirit die. At a Dark Side score equal to half your Spirit Die, you start to show signs of corruption (these may be easy or difficult to spot, but they are there).
Your Dark Side score increases in the following ways:
Atonement
You can lower your Dark Side score by atoning. To atone for the wrongs you've done, you must spend at least 3 hours in quiet contemplation and meditation and spend 1 Light Side Force Point. This will remove 1 point of Dark Side score. Note that this means you have to have said Light Side point, which means you've done something heroic (or are sworn to the Light Side) and are sacrificing that point. Also note that this must happen at a narratively appropriate moment. You can't just "cash in" a card at the end of the night for atonement.
New Edges:
Arcane Background: The Force
Arcane Skill: The Force (Spirit)
Starting Powers: 2
The character has either spontaneously developed Force Powers or received training for their development. Those with AB: The Force may take the Telekinesis power at Novice. A complete list of available powers can be found below.
In addition to the powers, you may use a Mind Trick to roll your Force skill for Persuasion rolls. This is opposed by the target's Spirit. If successful, the Target acquiesces to your requests. Mind Trick can only be used to give relatively simple commands: "These aren't the droids you're looking for. Move along." Some species may be naturally resistant to Mind Tricks.
You also posses a minor version of the Telekinesis power. By making a successful Force check, you can move objects weighing less than 5 pounds. The range of this ability is Smarts x 2. You cannot use the "Telekinetic Tools" ability without the actual power.
Powers List: Arcane (Force) Protection, Beast Friend, Blast, Bolt, Boost Trait (Self Only), Burst, Confusion, Damage Field, Detect / Conceal (Force Ability), Darksight, Deflection (Self Only), Divination, Empathy, Fear, Havoc, Healing, Mind Link, Mind Reading, Mind Wipe, Object Reading, Quickness, Relief, Speed (Self Only), Stun, Succor, Telekinesis, Warrior's Gift
A Note on Specific Powers:
Force Choke: Telekinesis may be used as a direct attack. The Force User makes the roll normally (and the target gets their resist roll). If successful, the Force User may immediately roll a normal damage roll of 2d6 ignoring any armor the target has. Each round, the Force User may maintain the choke by making the opposed roll again. If the Force User loses the roll, no damage is inflicted. The target must succeed with a raise to break the hold.
Sworn the Light-Side:
Requires the one of the following Hindrances: Code of Honor, Heroic, or Loyal Hindrances.
Either through exposure to the teachings of the Jedi, personal convictions, or natural strangely heroic disposition, the character is given to tipping the Balance of the Force to the Light.
The character begins each session with a Light Side Force Point, and any Force Points that they gain become Light Side Force Points. Light Side characters also gain +1 to attack or opposed rolls against those Given to the Dark Side.
Given to the Dark-Side
The Dark Side is a powerful side of the force, and tempts many down its path, because it’s an easy path that grants easy power. Unlike most other Hindrances, this one can be gained at any time. However, if sworn to the Light-Side, the
character immediately loses that Hindrance upon Giving themselves over to the Dark Side.
Upon giving themselves to the Dark Side, the character also gains one of the following Hindrances: Arrogant, Bloodthirsty, Delusional, Impulsive, Greedy, or Overconfident. Part of the extra power comes from the extra bennies gained from the Hindrance.
The character begins each session with a Dark Side Force Point, and any Force Points that they gain become Dark Side Force Points. Dark Side characters also gain +1 to attack or opposed rolls against those Sworn to the Light Side.
“Don’t underestimate the Force.”
Lightsaber Defense:
Prerequisites: Fighting d6; The Force d4
If you have an ignited lightsaber in hand, enemies using non-blast ranged weapons must hit your Parry in order to succeed on their roll.
Lightsaber Deflect:
Prerequisites: Seasoned; Lightsaber Defense
Once per round as a reaction, when you are missed by a blaster attack roll, you may immediately make a melee attack roll to redirect the blaster fire at another target. Your attack roll is treated as if it were a ranged attack for purposes of defense, cover, and bystander rules. If you have already deflected a shot, you may spend a benny to deflect another shot in the same round. You may repeat this action so long as you have bennies.
The Force for SWADE
By John Meyers (The Savage Frankenstein)
with some tweaks by me
“The Force surrounds us and penetrates us. It binds the galaxy together.”
Bennies: Whether or not a person realizes it, the Force is already working in their life. In Game terms, whenever a Bennie is used, and a failure is turned into a success, the Force has acted in their favor. Sometimes, however, the intentions of the Force include the failure. Use all the rules for Bennies, including the rule where a failure can be turned into a critical failure should somebody spend a Bennie and roll 1s on both their Skill Die and their Wild Die.
“The Force is strong in this one.”
Force Points: Extraordinary feats are possible through the Force, and sometimes the force shines extra strong through the deeds of individuals.
EDIT: Dave had a good idea on using the Action Deck to represent Light and Dark Side Force Points. We're going to give it a shot. For a longer game, I'd probably want to do some playtesting first, but we're going to embrace Fast, Furious Fun.
- Award a Force Point whenever character performs an extraordinarily Heroic feat, something endangers himself to help somebody else, or a cause that seeks to help others. This is a Light Side Force Point. Note that "normal" combat doesn't exactly count as a Heroic deed. We're talking above and beyond here.
- Award a Force Point to anybody who performs an act ruthless self-promotion. This is a Dark Side Force Point. You can also call upon the Dark Side as outlined below.
The Dark Side
Characters all have a Dark Side score. This score begins at 0 and counts upwards. Your maximum Dark Side score to remain a player character is equal to your Spirit die. At a Dark Side score equal to half your Spirit Die, you start to show signs of corruption (these may be easy or difficult to spot, but they are there).
Your Dark Side score increases in the following ways:
- Directly harming a living being with the Force. For our purposes, if the Force itself is inflicting Wounds, then it counts. If you're hurling someone off a cliff with Telekinesis, it doesn't, but if you're Force Choking them with the same power, then it is of the Dark Side. This is an arbitrary distinction and relatively absurd, but it seems in keeping with the cannon.
- Giving in to your Anger, Fear, or Hatred. When it's narratively appropriate, you may choose to give in to your Anger, your Fear, or Hatred. This will allow you to re-roll any roll you just made (as if you had spent a Benny) AND earn you a Dark Side Force Point. If you currently have a Light Side Force Point, you must surrender that card and draw a card from the Dark Side.
- Calling on the Dark Side. Any time you make a Force roll, you may call on the Dark Side of the Force to ignore any penalties you have to the roll (including those that come from the power point cost of the power). Calling on the Dark Side of the Force also earns you a Dark Side Force Point. Note that unlike giving into your Anger, Fear, or Hatred, this applies to Force rolls only. Mechanically, there's no real difference in outcomes, but the flavor might be important.
Atonement
You can lower your Dark Side score by atoning. To atone for the wrongs you've done, you must spend at least 3 hours in quiet contemplation and meditation and spend 1 Light Side Force Point. This will remove 1 point of Dark Side score. Note that this means you have to have said Light Side point, which means you've done something heroic (or are sworn to the Light Side) and are sacrificing that point. Also note that this must happen at a narratively appropriate moment. You can't just "cash in" a card at the end of the night for atonement.
New Edges:
Arcane Background: The Force
Arcane Skill: The Force (Spirit)
Starting Powers: 2
The character has either spontaneously developed Force Powers or received training for their development. Those with AB: The Force may take the Telekinesis power at Novice. A complete list of available powers can be found below.
In addition to the powers, you may use a Mind Trick to roll your Force skill for Persuasion rolls. This is opposed by the target's Spirit. If successful, the Target acquiesces to your requests. Mind Trick can only be used to give relatively simple commands: "These aren't the droids you're looking for. Move along." Some species may be naturally resistant to Mind Tricks.
You also posses a minor version of the Telekinesis power. By making a successful Force check, you can move objects weighing less than 5 pounds. The range of this ability is Smarts x 2. You cannot use the "Telekinetic Tools" ability without the actual power.
Powers List: Arcane (Force) Protection, Beast Friend, Blast, Bolt, Boost Trait (Self Only), Burst, Confusion, Damage Field, Detect / Conceal (Force Ability), Darksight, Deflection (Self Only), Divination, Empathy, Fear, Havoc, Healing, Mind Link, Mind Reading, Mind Wipe, Object Reading, Quickness, Relief, Speed (Self Only), Stun, Succor, Telekinesis, Warrior's Gift
A Note on Specific Powers:
Force Choke: Telekinesis may be used as a direct attack. The Force User makes the roll normally (and the target gets their resist roll). If successful, the Force User may immediately roll a normal damage roll of 2d6 ignoring any armor the target has. Each round, the Force User may maintain the choke by making the opposed roll again. If the Force User loses the roll, no damage is inflicted. The target must succeed with a raise to break the hold.
Sworn the Light-Side:
Requires the one of the following Hindrances: Code of Honor, Heroic, or Loyal Hindrances.
Either through exposure to the teachings of the Jedi, personal convictions, or natural strangely heroic disposition, the character is given to tipping the Balance of the Force to the Light.
The character begins each session with a Light Side Force Point, and any Force Points that they gain become Light Side Force Points. Light Side characters also gain +1 to attack or opposed rolls against those Given to the Dark Side.
Given to the Dark-Side
The Dark Side is a powerful side of the force, and tempts many down its path, because it’s an easy path that grants easy power. Unlike most other Hindrances, this one can be gained at any time. However, if sworn to the Light-Side, the
character immediately loses that Hindrance upon Giving themselves over to the Dark Side.
Upon giving themselves to the Dark Side, the character also gains one of the following Hindrances: Arrogant, Bloodthirsty, Delusional, Impulsive, Greedy, or Overconfident. Part of the extra power comes from the extra bennies gained from the Hindrance.
The character begins each session with a Dark Side Force Point, and any Force Points that they gain become Dark Side Force Points. Dark Side characters also gain +1 to attack or opposed rolls against those Sworn to the Light Side.
“Don’t underestimate the Force.”
Lightsaber Defense:
Prerequisites: Fighting d6; The Force d4
If you have an ignited lightsaber in hand, enemies using non-blast ranged weapons must hit your Parry in order to succeed on their roll.
Lightsaber Deflect:
Prerequisites: Seasoned; Lightsaber Defense
Once per round as a reaction, when you are missed by a blaster attack roll, you may immediately make a melee attack roll to redirect the blaster fire at another target. Your attack roll is treated as if it were a ranged attack for purposes of defense, cover, and bystander rules. If you have already deflected a shot, you may spend a benny to deflect another shot in the same round. You may repeat this action so long as you have bennies.