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The Dresden Files => DFRPG => Topic started by: Edrac on June 10, 2012, 11:49:12 PM

Title: Quick and Dirty Star Wars Hack
Post by: Edrac on June 10, 2012, 11:49:12 PM
So, I've had the idea rattling around my head recently... Dresden could be pretty damned simple to use for a Star Wars Game. Here's what I have so far

Skills

Alertness
Athletics
Infiltration - (Burglary renamed, trappings unchanged)
Contacts
Conviction
Craftsmanship
Deceit
Discipline
Pilot - (Driving renamed, trappings unchanged)
Empathy
Endurance
Fists
Blasters - (Guns renamed, trappings unchanged)
Intimidation
Investigation
Lore
Might
Performance
Prescence
Rapport
Resources
Scholarship
Stealth
Survival
Weapons

All characters start with 7 refresh and 25 skill points with a skill cap at Great (+4) (I generally don't want characters to start out as super badass Jedi, or the best Bounty Hunters in the galaxy)

Force Sensitivity
Force Sensitive characters will need to buy the following Power:

Force Sensitivity [-1]
   You are tapped into the power that binds the Galaxy together.
   You must have an aspect that conveys that you are Force Sensitive.
   You must have this power to buy the Alter, Sense, or Control powers.

Alter [-2]
   See YW181: Ritual [-2]

Control [-2]
   See YW181: Channeling [-2]

Sense [-2]
   Due to your Force Sensitivity you are able to perceive the galaxy in a way normal Sentients are unable to. Gain an additional +1 when you invoke your aspect dealing with your Force Sensitivity.
Additionally you always possess an additional +2 to Alertness and Empathy rolls due to your supernatural perception.


Stunts
Stunt creation is unchanged.

See YW145, Chapter 9.

Species
Races generally do not have much of a mechanical benefit (there are always exceptions to the rule though).

You MUST, however, tie your character’s Species into AT LEAST one Aspect. (maybe replace the Template idea from Dresden with Species)

As for Dark Side corruption, I feel the Lawbreaker aspect/power combo works just fine for it. Rename it to "Dark Side Corruption" and call it a day.


I am, however, looking for a good "general" (as in without the pretty dresdenified accents) Dresden styled Character Sheet. (or a good Sci-Fi sheet that has the 3 stress tracks Dresden has)
Title: Re: Quick and Dirty Star Wars Hack
Post by: AstronaughtAndy on June 11, 2012, 10:49:31 AM
I dig it. You might add a skill specifically for technology though.

For a character sheet you might just want to throw something together in Word with a cool font.

(click to show/hide)
Title: Re: Quick and Dirty Star Wars Hack
Post by: ways and means on June 11, 2012, 10:51:24 AM
I dislike the fact that force sensitivity gives you no advantage its just a stepping stone power.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Tedronai on June 11, 2012, 11:06:05 AM
I would recommend, at the very least, having Sensitivity open up Lore-as-perception in the manner that The Sight does even when The Sight is not active.  If not simply having Sensitivity simply being a renamed The Sight.
Title: Re: Quick and Dirty Star Wars Hack
Post by: admiralducksauce on June 11, 2012, 11:24:06 AM
I dislike the fact that force sensitivity gives you no advantage its just a stepping stone power.

It also means none of your intended starting characters may start with all 3 force powers. Is that intentional?

Some of the edge-case species (like Wookiees) would probably work well with one or two of the Inhuman-level physical powers. I could see Wookiees having Inhuman Strength at least.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Tedronai on June 11, 2012, 11:37:51 AM
Having it as a stepping-stone is fine.
Having it as JUST a stepping stone, ie. dead weight providing no benefit in and of itself, is not so much.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on June 11, 2012, 01:14:11 PM
It also means none of your intended starting characters may start with all 3 force powers. Is that intentional?

Some of the edge-case species (like Wookiees) would probably work well with one or two of the Inhuman-level physical powers. I could see Wookiees having Inhuman Strength at least.

Like I said, it's a quick and dirty converson. I do agree that sensitivity should give some sort of benifit, I just hadn't thought of a good one yet maybe make Sense more powerful and open up Lore as a "force perception" as a benifit of force sensitivity.

Also, yes, my intent is to not let characters start with all force powers (I plan for my game to be a Rebellion era game, where the jedi are all but extinct. So if you invest heavily in force stuff you better have a damned good reason you aren't dead already) also forces the players to make a hard choice, and prevents them from being Jedi Masters at the start and overshadowing the game.

And yeah, some species will get powers Like Wookiee's would likely get Inhuman strength (renamed of course), and Miriluka (spelling?) Would get force sensitivity as they have no eyes and see through the force. But it'd be on a case by case basis largely based on their discription from Wookieepedia.
Title: Re: Quick and Dirty Star Wars Hack
Post by: admiralducksauce on June 11, 2012, 01:16:29 PM
Some common lightsaber stunts would have to be:

- Use Weapons to defend against ranged attacks.
- Riposte, but for blaster shots (and possibly force lighting, as they did in the prequels).

Would these work better rolled into a Power ("Lightsaber Combat"), with a Must of "must be force-sensitive"? They're practically given abilities for Jedi.

EDIT: Ah, I see. I'd probably keep them Powers, then, in a Rebellion-era game. It forces the Must condition and it would remove a Pure Mortal bonus from one who had them, as they're pretty powerful when you're facing nothing but blasters.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on June 11, 2012, 01:35:43 PM
Some common lightsaber stunts would have to be:

- Use Weapons to defend against ranged attacks.
- Riposte, but for blaster shots (and possibly force lighting, as they did in the prequels).

Would these work better rolled into a Power ("Lightsaber Combat"), with a Must of "must be force-sensitive"? They're practically given abilities for Jedi.

EDIT: Ah, I see. I'd probably keep them Powers, then, in a Rebellion-era game. It forces the Must condition and it would remove a Pure Mortal bonus from one who had them, as they're pretty powerful when you're facing nothing but blasters.

I was thinking of making Lightsabers Items of Power. I need to refresh myself on IoP rules but if I'm remembering right it should be a simple conversion.

As for specifics of lightsabers I'd just say make a few stunts like the ones you suggest.

Also, as for "catches" for force given inhuman anything or for any force sensitive, or force power it'll always be Ysalamir (http://starwars.wikia.com/wiki/Ysalamir).
Title: Re: Quick and Dirty Star Wars Hack
Post by: sinker on June 11, 2012, 07:44:04 PM
I'll be flat out honest and tell you that this link is a bit of a rabbit hole, however there is some discussion of the idea here (http://www.jimbutcheronline.com/bb/index.php/topic,24272.0.html) with a number of links to further discussion.

As for Dark Side corruption, I feel the Lawbreaker aspect/power combo works just fine for it. Rename it to "Dark Side Corruption" and call it a day.

As I said in our previous discussion, I always felt that debt is a far better way of modeling the dark side, though debt and Lawbreaker works well too.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on June 11, 2012, 08:28:26 PM
I'll be flat out honest and tell you that this link is a bit of a rabbit hole, however there is some discussion of the idea here (http://www.jimbutcheronline.com/bb/index.php/topic,24272.0.html) with a number of links to further discussion.

As I said in our previous discussion, I always felt that debt is a far better way of modeling the dark side, though debt and Lawbreaker works well too.

Debt? Debt of what? I'm not sure I follow...

For my needs I feel it'd be sort of a moot point as my group seems to be more interested in the more Smugglers and Scoundrels aspects of the setting.
Title: Re: Quick and Dirty Star Wars Hack
Post by: ways and means on June 11, 2012, 08:42:00 PM
Lawbreaker seems wrong for Dark Side corruption as you see the Jedi's killing with the force comparatively often (especially during the clone wars) without immediately becoming evil, what is and a isn't dark side isn't so clear cut and people like Mace Windu can flirt with the dark side without ever succumbing to it.   
Title: Re: Quick and Dirty Star Wars Hack
Post by: sinker on June 11, 2012, 08:47:42 PM
Check out the side bar ("The dark powers are always willing to help") on YS290. It talks about an external sponsor lending power (in the form of a fate point, good for two shifts of effect) in exchange for a future favor (in the form of a compel). In the case of star wars, you would replace the external sponsor with the dark side and the favor with some sort of compel to their darker nature. It works great for a well defined and temporary consequence (occasional slips and the like), while the aspect change and Lawbreaker powers are good for more permanent altering. I always felt the attitude made more sense for the dark side too, giving you more immediate power at a cost (which is always what the dark side is about, right?).
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on June 12, 2012, 12:45:33 PM
Check out the side bar ("The dark powers are always willing to help") on YS290. It talks about an external sponsor lending power (in the form of a fate point, good for two shifts of effect) in exchange for a future favor (in the form of a compel). In the case of star wars, you would replace the external sponsor with the dark side and the favor with some sort of compel to their darker nature. It works great for a well defined and temporary consequence (occasional slips and the like), while the aspect change and Lawbreaker powers are good for more permanent altering. I always felt the attitude made more sense for the dark side too, giving you more immediate power at a cost (which is always what the dark side is about, right?).

Oook. I see what you're getting at. That is definitely the best way to do it I think.
Title: Re: Quick and Dirty Star Wars Hack
Post by: wolff96 on June 14, 2012, 02:52:56 PM
I dislike the fact that force sensitivity gives you no advantage its just a stepping stone power.

I've been working on something similar and my "Force Sensitive" is just a re-arrangement of the 'Guide my Hand' power.

'Faith Manages' becomes 'Feel the Force'.  For a Fate Point, the character can always let their actions be guided by the force -- they can either replace their skill with a Discipline roll for ANY test (including combat, we all remember the torpedoes from the first movie) or use it to modify the skill (to make it useful to non-Jedi that are sensitive).

The second usage 'Spiritual Guidance' becomes 'Guided by the Force' and allows a character to show up when convenient.  This can also be used with meditation (skip a scene + Discipline check) to get hazy visions of possible futures.  NOTE:  I've also used the later for story 'nudges', giving out a FATE point to temporarily take control of the character (as per the exposition trapping of Lore) and give them a vision when I want to nudge them in a direction.  I don't use it often.  :)
Title: Re: Quick and Dirty Star Wars Hack
Post by: admiralducksauce on June 14, 2012, 03:01:16 PM
I've been working on something similar and my "Force Sensitive" is just a re-arrangement of the 'Guide my Hand' power.

'Faith Manages' becomes 'Feel the Force'.  For a Fate Point, the character can always let their actions be guided by the force -- they can either replace their skill with a Discipline roll for ANY test (including combat, we all remember the torpedoes from the first movie) or use it to modify the skill (to make it useful to non-Jedi that are sensitive).

The second usage 'Spiritual Guidance' becomes 'Guided by the Force' and allows a character to show up when convenient.  This can also be used with meditation (skip a scene + Discipline check) to get hazy visions of possible futures.  NOTE:  I've also used the later for story 'nudges', giving out a FATE point to temporarily take control of the character (as per the exposition trapping of Lore) and give them a vision when I want to nudge them in a direction.  I don't use it often.  :)

I like this a lot, especially "Feel the Force". It fits as a stepping-stone power nicely into the movies as well, since Luke accomplishes this before we see him really do anything else with the Force.
Title: Re: Quick and Dirty Star Wars Hack
Post by: wolff96 on June 14, 2012, 06:03:16 PM
I thought I'd just go ahead and publish the rest of my hack, since it's not terribly long.
--------

Alter [2 or 3 refresh] – This is the ranged Incite Emotion ability.  It can be used for distractions (Jedi Mind Trick or Random Noise).  Additionally, it can be used to distract or disorient a bit (as a mental attack) or to make the Jedi uninteresting (as a Manuver).  It can also be used for darker abilities (crushing someone’s mind over time). Though that’s obviously a dark side power…

Since this one seemed a little weak, I also put Jedi Healing Trances here.  The Jedi (or another willing character) can be put into a trance.  This always justifies starting healing.  For an additional refresh, the trance uses the Out of Combat ability of Inhuman Recovery, making all consequences come back one step faster.  Regardless, using a Jedi Healing Trance *always* requires missing at least one scene.

External Control [2 refresh] – This is the external abilities power of the Force.  It covers virtually any telekinetic control, from moving small objects to lifting X-Wings out of swamps.  It functions as Channeling (Spirit).  Any kind of opposed or direct force duel falls here – Discipline vs. Discipline. It hasn’t come up yet, but it’s the power I would use to model Yoda’s absorption of Palpatine’s Force Lightning.  Lightsaber Throwing is a special trapping, allowing a lightsaber to be thrown and pulled back with a Weapons or Lore check. 

Internal Control [Variable, Minimum 2] – This is for the enhancement tricks Jedi get up to in the movies.  It works as per Modular Abilities on YS177, though it always costs a Fate point to activate and lasts for one Scene, so I lowered the +2 initial cost of Modular powers to a +1.  I allow Strength, Toughness, and Speed powers, but not Recovery.  I allow Minor Abilities with justification.  I do not allow any abilities above Supernatural.  These abilities never have a catch refund (Ysalamiri are not well enough known).

Lightsaber [2 refresh]
If the wielder has the “Force Sensitive” Power, it has the following additional properties:


I allow something odd when it comes to the Dark Side…  The Dark Side is fast, easy, seductive.  So not only can you get bonuses to rolls by accepting Compels, you can actually “Give in to your Hatred” and actually get temporary refresh for powers. (This wouldn’t work for just any group, I know, but my players are good about not abusing the rules just because they can.)

So a Jedi could dip into the Dark Side and temporarily get the ability to do Force Lightning.  Or make himself strong enough to overcome a foe.  Or one without external control could Force Choke a foe.  Or could activate their External Control abilities without needing a Fate point.

Such uses not only provide a compel but ALSO push the character towards the Darkside (using the Lawbreaker rules).  It changes one of the characters Aspects in sync with the level of Lawbreaker..  So a character is Touched, Tainted, or Seduced by the Darkside. 
Title: Re: Quick and Dirty Star Wars Hack
Post by: Tedronai on June 14, 2012, 10:00:33 PM
I've been working on something similar and my "Force Sensitive" is just a re-arrangement of the 'Guide my Hand' power.

'Faith Manages' becomes 'Feel the Force'.  For a Fate Point, the character can always let their actions be guided by the force -- they can either replace their skill with a Discipline roll for ANY test (including combat, we all remember the torpedoes from the first movie) or use it to modify the skill (to make it useful to non-Jedi that are sensitive).
Just a note: when Modifying would be beneficial, 'replacing' is never less beneficial.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on June 19, 2012, 02:50:27 PM
I really like what has come up here and for a custom hack it all feels really good.

I have realized though that I want to tryt to use as much "stock" Dresden Rules as possible, as I'll be running this at my FLGS and want to help them move some of their stock (My FLGS primarily sells Shadowrun and D&D and I want to broaden some people's horizons :P).

With that said, I have decided to basically do the following name changes for my Force powers:

Force sensitivity works like Guide My Hand (thanks for pointing out that awesome comparison guys. It never even crossed my mind to look there)

Alter is Incite emotion with the at range option.

Control is Channeling

Sense is The Sight maybe with psychometry or cassandra's tears thrown in.

Lightsabers are an item of power

I'm looking at adapting the Hunger track for force sensitive characters as a "dark side" track. With Lawbreaker modeling more permenent corruption. (Maybe take the renamed lawbreaker as an extreme consequence of the darkside track, but with mechanical benefits?)

Model various Species traits after existing "supernatural" powers (Kiffar gaining Psychometry, or Wookiees gaining inhuman strength for example) and have non special power Species gain the bonus fate points of pure mortals (unless force sensitive)
Title: Re: Quick and Dirty Star Wars Hack
Post by: DFJunkie on June 25, 2012, 03:04:01 PM
I'd strongly recommend adopting the minion rules from SotC.  Storm Troopers drop like flies while being fairly harmless in less than company strength.  The rules should reflect that.
Title: Re: Quick and Dirty Star Wars Hack
Post by: ways and means on June 25, 2012, 03:09:22 PM
Storm Troopers are each expert marksmen who trained at the same place that Han learned to fight (Obi Wan even praised their superior marksmanship in the original film). They just can't fire in once in a group because of the inverse ninjustsu rule.
Title: Re: Quick and Dirty Star Wars Hack
Post by: DFJunkie on June 25, 2012, 03:21:50 PM
Also, all Imperial facilities should probably have aspects like “Terrifying Drops and Guillotine Doors,” or maybe “Unconscionable Lack Of Railings.”
Title: Re: Quick and Dirty Star Wars Hack
Post by: Becq on June 25, 2012, 08:03:41 PM
While I love the invocation of the "Inverse Ninja Law" to explain Stormtroopers, I think that the real answer is this:

Stormtroopers have a reputation for being exceptional soldiers -- but this is only a reputation.

I don't recall any evidence from the movies that leads to the conclusion that they are more than mooks in armor.  In the opening scenes of Ep.4, they finally manage to overcome the crew of a small, barely armed, lightly defended diplomatic vessel, largely through application of the overbearing rule (http://"http://watermark.drivethrustuff.com/pdf_previews/55787-sample.pdf").  Ok, Ben Kenobi makes the comment about the blasts being "too accurate for Sand People", but the Jawa transport looked like Swiss cheese, to me (and I also recall the Sand People snipers hitting a speeding pod racer in Ep.1).

Can anyone point out an occurance in the movies where Storm Troopers achieved any degree of results based on quality rather than quantity?

So my theory is that at one time, the Storm Trooper's predescessors were an extraordinarily elite fighting force.  You might have to go back to the Clone Wars to see that, though, and they've been riding the reputation ever since.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Mr. Death on June 25, 2012, 08:07:03 PM
Well, part of the problem is that two of the biggest sequences we see the Stormtroopers in action are on the Death Star in A New Hope, and in Cloud City in The Empire Strikes Back...sequences where they were letting someone escape or just herding someone to someplace specific.

You want to see the Stormtroopers living up to their reputation, look at the Battle of Hoth. Yes, numbers played a part, but there's a reason that the rebels are running for their lives.
Title: Re: Quick and Dirty Star Wars Hack
Post by: DFJunkie on June 25, 2012, 09:38:00 PM
You want to see the Stormtroopers living up to their reputation, look at the Battle of Hoth. Yes, numbers played a part, but there's a reason that the rebels are running for their lives.

Yep, because the Rebels were minions too, just crappier.

In the Fate games that have minion rules, they're generally rated from Average (+1) to Good (+3,) and have a number of stress boxes equal to their bonus.  Instead of acting as individuals minions form groups with one action, but receive a bonus to that action based on the number in the group; 1-2 get +1, 3-5 get +2, 6-9 get +3, and 10+ get +4.  If you rate Storm Troopers at Good, that means a squad of 10 acts at Epic (+7), which is pretty terrifying.
Title: Re: Quick and Dirty Star Wars Hack
Post by: wolff96 on June 29, 2012, 09:12:26 PM
One of my favorite inside jokes is from "Star Wars: Dark Forces 2: Jedi Knight".  Your character is exactly as good as the player at aiming and shooting...  until you get your hands on a Stormtrooper Rifle.  Great rate of fire, HORRIBLY inaccurate weapon.

I like to think that Stormtrooper weapons are made by the lowest bidder, just like most current military hardware.  :)

Regardless, I use the minion rules from Spirit of the Century, which were already mentioned by DFJunkie.  They work great for Stormtroopers (though I typically use STs at Fair, with Imperial Troops at Average, and Royal Guardsmen and other elite forces at Good).
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on July 02, 2012, 02:53:05 PM
So I finally got to run my hack this past thirsday. Overall it went pretty well.
My players are as follows:
A Rattataki Mandalorian Mercenary
A Trandoshan ex-mandalorian bounty hunter
A Human force sensitive smuggler
A Chiss Assassin
And a Gungan Mercenary

The 2 mandalorian characters ended up missing the first play session

I started them off in a very Firefly fashion, scavanging. Spicifically they were scavanging the dead hulks of clone wars vessels orbiting the site of a major battle.

Everything is going fine untill an Imperial Interdictor cruiser jumps into the system. I compell the smugglar's "wanted by the empire" aspect. I tell him that he needs to cut and run, ASAP. He refused and paid me off, he wanted to attempt to hide in the debris field. He tells the Gungan and the Chiss to man the turrets of their YT-2400 named the Spacer's Wife. The interdictor launches fighters 2 squadrens of TIE/n (base TIE Fighters) and 1 squadron of TIE/b (TIE Bombers) to sweep the field.

The Spacer's Wife blazes to life and looks like it's going to try to escape, I hand out a fate point as the TIE squadrons all converge on the ship and the comm squaks to life with "Corellian Transport Spacer's Wife, this is the Imperial Interdictor Asp. Ower down your engined and prepare to be boarded. Failure to comply will result in the destruction of your vessel." I compell the 2 on the guns to open up by compelling the chiss's trouble of "hot headed", and the Gungan's trouble of "unconceiled hatred for the empire", they both accept and open fire on the fighters.

I now treat the conflict like a cat and mouse game. And I'm rolling the TIE's as 3 swarms at +2 blasters and pilot. The Spacer's Wife takes a big hit from the concussion missiles launched by the bombers and the pilot marks down "rear shield down" as a consequence on his ship's sheet ( I treat the ship almost as a separate character. It has some skils on its own from the rudamentary onboard droid brain that does the hyper jump calculations and diagnostics. It also has a shields, hull, and components stress track. Hull is untouched untill shields are down, and components are for Ion weapon damage. Ion weapons do nopt damage a ship, they simpley overload the systems and disable the vessel)

A few more rolls later and the pilot loses the fighters in the field, he them cuts all power but life support and goes dark while clamped to the side of a derelict ship.

They take this time to inspect what they found on their scavanging. They had brought aboard what they discover are priceless artifacts from various worlds ravaged by the clone wars that ended 16 years ago. As the smugglar goes to open the last crate he gets a vision. (I use the rules for the sight for this vision and him interperating it correctly. He also has basically the sight which I have renamed Sense, it's a force ability.) He sees the spinning disk of the galaxy as a darkness begins to engulf it. One pin prick of light winks out. The drkness spreads until it covers all of the known galaxy. Then a few points of brilliant blue light erupt from the darkness and begin to push back the darkness.

As he opens that last crate they find it's filled with holocrons, both Jedi and Sith. And a single lightsaber. He tries to activate it but it doesn't ignite.

The chiss then rolls contacts to see if he knows someone to offload this stuff on for as many credits as they could get. He brings up an uncle that deals in fine art and I propose he is on Chandrilla a world near the core of the galaxy.

They get there and dock without an issue. As they're making their way through the spaceport bazzar they hear a large spaceship break atmosphere and make its way to the spaceport as a storm begins to roll in.

They meet up with the uncle and they all add an aspect to their sheets "a deal with the art dealer" after they've negotiated an acceptable deal.

On their way back to their ship to begin offloading their cargo they narrowly avoid running into an Imperial patrol questioning shop owners and civilians. They also notice a lot of police speeder traffic over the spaceport.

As they ponder a good way to get back to their ship they are jumped from behind and dragged through a shop atall and into a warehouse. I compelled them each in various ways to either fight the m off of them or go with the flow depending on aspects.

Eventually they come face to face with the beings that jumped them. After some exposition it is revealed that they are a group of resistance fighters, and their leader wants to speek to the 3 players. They agree to follow them through a network of tunnels leading under the spaceport and out of the city into the rural areas surrounding the city.

They come to a small farm with a crop ready for harvest. They are lead to a large rickety looking toolshed as they open the door it is revealed to be reinforced unside and insulated and all around them are viewscreens and computer systems buzzing as a handfull of beings are monitoring the systems. They are introduced to the resistance cell leader, a human female, and the Senator of the Planet. She wished to make a deal. (Some of the players had worked with resistance cells in the past) She wishes to hire the crew as freelance privateers ans smugglars if they accept she will assist in getting their ship off planet and out of impound.

They accept and I tell them all to jot down "on call for the Chandrilla Resistance" as an aspect on their sheets.


Overall they all seem to be having a blast, and the players are grasping the concept of manuvers and aspects pretty well. We play every thursday, so I'll update as our sessions go on.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Manifest on July 03, 2012, 01:49:54 PM
This sounds really fun, NOW I'm gonna have to run it.  On a side note have you looked at Bulldogs!, it's a Fate Sci-fi  RPG (http://galileogames.com/bulldogs-fate/).  I was considering running a Star Wars game by combining Bulldogs! (for the aliens and ship mechanic) and DFRPG (mostly to handle the Force as Spirit). 

I also have a few more questions (sorry to be a bother) but did you give your PCs any Powers to represent their alien heritage or did you handle it with Aspects.  What power levels did you start out as.

I actually just ran an Avatar: The Last Airbender game on Saturday using DFRPG rules.  All the benders took Channeling and a couple of stunts (we started at Feet in the Water).  We played during the 100 year war while Aang was asleep, we had an airbender looking for the Avatar, a firebender guerrilla fighter, an earthbender who was the last survivor of his village, and one Kyoshi warrior who was the airbender's bodyguard.  I pre-made their characters so I balanced all of them out.  We had a blast playing it but I think I essentially made the Fire Nation soldiers into Stormtroopers because they were being slaughter left and right.

Please keep me updated on your game
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on July 05, 2012, 01:21:21 PM
The power level my players started at was whichever one gived 7 refresh and 25 skill points.

As for racials, some had racials. The trandoshan has 1 natural armor due to his thick scaly skin. The gungan is able to breath underwater (no real mechanical benefit, just a statement on his sheet. But he'll never have to roll endurance to swim for long distances.) The Rattataki has an aspect that portrays his race's penchant for fighting and combat, and the Chiss has a stunt that gives a +4to endurance in cold environments and basically low-light vision (the Chiss homeworld is a frozen wastland. Their cities are underground). The Chiss also has as his trouble "rarely seen species" as Chiss are xenophobic of other races in general, and It is rare to find one outside of the Chiss Ascendancy in the Unknown Regions ( a large swathe of space that hasn't been mapped by the galaxy at large)

I would look up that billdogs game, but I'm running this as an event of sorts at my local comic/game store. So I wanted to be as baseline Dresden as possable so people tho like the game system can get the book there.
Title: Re: Quick and Dirty Star Wars Hack
Post by: HumAnnoyd on July 05, 2012, 09:25:22 PM
Quote
I would look up that billdogs game, but I'm running this as an event of sorts at my local comic/game store. So I wanted to be as baseline Dresden as possable so people tho like the game system can get the book there.

I highly recommend giving it a look.  It is an excellent version of FATE tailored for space opera and high action.  Perfect for Star Wars or say Mass Effect (which is what I am working on right now).
Title: Re: Quick and Dirty Star Wars Hack
Post by: ImpishMortal on July 09, 2012, 06:52:04 PM
Would it make more to represent Force-users in tiers? We have canon examples of lesser talents or one trick ponies in the Star Wars galaxy, so could it be better to have:

Use the Force (Alter, Control, Sense) for Force adepts/Jedi/Sith
Force Channeling for lesser Force adepts/minor talents with it costing -1 (pick one: Alter, Control, Sense) or -2 (pick two or pick one and gain a specialization)

The Jedi and Sith characters are going to spend a lot of their refresh on stunts and Refinement. Having their template begin at [-4] (adding in the Force Sensitive power) and requiring them to take at least one stunt and/or 1 Refinement does not seem unreasonable to me.
Title: Re: Quick and Dirty Star Wars Hack
Post by: DFJunkie on July 10, 2012, 01:32:10 PM
I just grabbed Bulldogs at a con this weekend, and I have to say it is a much better base for a Starwars game than Dresden.  The skills are already more "spacey," hi-tech weapons and ships are already statted, and it has a fairly balanced list of alien powers. 

The only real hurdle is inserting the Force.  The game already has a Psychic skill that is largely similar to baseline Force use.  On the one hand I'm tempted to remove it, and create three separate Force skills, Alter, Control, and Sense, then stack the stunts on there.  On the other hand I could just have one Force skill, and three different "trees" of stunts representing the applications of the Force.
Title: Re: Quick and Dirty Star Wars Hack
Post by: HumAnnoyd on July 10, 2012, 10:57:47 PM
Yeah I LOVE Bulldogs!.  It is a great game that can do Star Wars very easily.  Or Mass Effect.  The alien creation and rules for equipment are perfect.  But I have been leaning more and more towards using some DFRPG Evocations and such for the Force like was done here or for Biotics/Tech Talents of ME. 
Title: Re: Quick and Dirty Star Wars Hack
Post by: ImpishMortal on July 11, 2012, 12:19:50 PM
It sounds like I really need to grab that RPG!!
Title: Re: Quick and Dirty Star Wars Hack
Post by: Edrac on August 02, 2012, 03:11:50 PM
So this group has had 4 more sessions now and they all seem to be digging the
system.

The following is a quick rundown of the events of the past few sessions. I plan to do a proper writeup of this campaign as it goes, either in a seperate thread or a blog of some sort.

Session 2:
Having signed on as on call privateers/smugglars the party heads back to the spaceport. As they get closer they see a Victory class Star Destroyer in low orbit over the spaceport, blockading all space traffic. They are told to "wait for their signal" before they make their way into the spaceport concorse.

Their "signal" comes as a flight of Y-wings and Z-95 headhgunters launches a volley of missiles at the Victory class Star Destroyer. Panic erupts in the spaceport and it's surrounding cit. The PC's use the panic to make their way towards their landing pad. As they get there they find a team of imperial engineers and officers casing the ship and documenting the contents. By this point the storm that was brewing begins and rain falls in buckets over the landing pad.

The PC's take out the imperials with a little help (the mandalorian player having been compelled to be on planet looking for recruits for his clan). In the confusion making an escape is easy, and they make for deep space.

Session 3:
The PC's make for Nar Shaadda in Hutt Space as a place to lay low for a while.
In the inerum the smuggler had looked over the datapad lifted from the dead officers listing off their cargo. Noticing that they foind the holocrons and documented and transmitted the data to his superiors the PCdecide to hole up for a few weeks.

The Chiss PC decides he wants to try and clear his name for the bombing of a state building on Corellia (part of his backstorey). What better way to do that than collecting your OWN bounty? So he tracks down another Chiss on planet (chiss are VERY rare in the greater galaxy). This particular chiss is on a slave transport making a pitstop before delivering it's slave cargo to the planet below, Nal Hutta (Nar Shaadda is Nal Hutta's moon). This chiss is to be brought to public auction on the planet, but our PC's have other plans. The Chiss PC decides to buy this person from the slaver then elaboratly stage his death, turning in the slave's corpse as his own. The Smuggler takes some Stormtrooper armor he scavanged from the previous session and modifies it to make it look like a bounty hunter's getup.

The transaction goes off and the PC's spend a few days making the body look "convincing" applying the appropriate bruises and scraps (the poor fellow has to be alive for the bruising to happen right...)

After a few days the smuggler dons his Bounty Hunter getup and marches the poor guy out to a crouded walkway, tells him to run and cuts his bonds. The guy runs, not needing to be told twice, and is promptly shot in the back by our Chiss PC sniping from a rooftop. The "Bounty Hunter" then wades through the crowd brandishing his blaster, and making a fuss out of "only getting to collect for dead now".

The body is turned in at the local Bounty Hunter's Guild office, and credits are transferred. Just before session end they get a call from their Chandrillan contact...

More to come.
Title: Re: Quick and Dirty Star Wars Hack
Post by: Becq on August 02, 2012, 06:02:21 PM
Yesss, feel the Dark Side make you powerful!

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.

Title: Re: Quick and Dirty Star Wars Hack
Post by: Kiero on August 11, 2012, 12:28:27 AM
Probably late into this thread to flag this, but I did a Legends of Anglerre hack of Star Wars (http://forum.rpg.net/showthread.php?538643-FATE-3-0-LoA-A-Saga-Edition-inspired-Star-Wars-adaptation-II/) based on Saga Edition a while back.

I really, really dislike the Control/Sense/Alter paradigm that WEG/D6 gave is all those years ago, it's a millstone around the neck of how to think about the Force in roleplaying games.