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A Crazy Idea: Kitbashing Star Wars, Freeport and Spirit of the Century...
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<blockquote data-quote="Pbartender" data-source="post: 5067544" data-attributes="member: 7533"><p><strong>Spirit of the Force</strong></p><p></p><p>Having taken another look through the <a href="http://www.crackmonkey.org/~nick/loyhargil/fate3/fate3.html" target="_blank"><em>Spirit of the Century</em></a> rules, I think I can do Star Wars with an absolute minimum of house rules, aside from descriptive alterations.</p><p></p><p><strong>The Force, The Sith and The Jedi:</strong></p><p></p><p>The mysteries skill and its related stunts do a pretty good job of covering characters who are simply "Force sensitive". It also covers basic "mind tricks", construction of Force-imbued artifacts, and Force ghosts (Luke's specific connection to Obi-Wan's spirit, for example).</p><p></p><p>For other Force-type skills and tricks, appropriate Stunts from the related skill should be used. If, for example, you want your Jedi to reliably use the Force to leap tall buildings in a single bound, then you should be certain to take the Mighty Leap [Athletics] stunt.</p><p></p><p>Otherwise, any other aspects of Force use can be adequately simulated through Aspects, which, through the expenditure of Fate points, allow for the use of temporary skill bonuses, skill rerolls, and also to make player-driven changes to the immediate plot or circumstances.</p><p></p><p>Additional stunts specifically related to the Force might be useful. For now, though, I'm going to use what's there.</p><p></p><p><strong>Blasters, Spaceships and other Sci-Fi tech:</strong></p><p></p><p>In SotC, unless the weapon is something specific and special gained through a Stunt (Jedi lightsabers might be a good example), the type of weapon you use has no bearing on how much damage you do or how easy it is for you to hit... It's all about your character's skill.</p><p></p><p>That said, blasters are just guns that shoot glowing bullets, and lightsabers are just swords with glowing blades. No special rules are really needed for them or any other Star Wars weapon. If the players want a weapon that does something a little extra, they can take the appropriate stunt and maybe even an Aspect as well.</p><p></p><p>The Drive skill will cover anything the moves in two dimensions (ground vehicles and "land speeders"), while Pilot covers anything that moves in three dimensions ("air speeders" and all spacecraft). Leadership, under the Command action, can be used by the Captain of large spacecraft to enhance the skill checks of his crew.</p><p></p><p>All other advanced technology can be covered by the rules for Weird Science and Mad Science. Only, the assumption will be that both Weird Science and Mad Science are far, far more common, than they are in default Spirit of the Century.</p><p></p><p><strong>Droids and Aliens</strong></p><p></p><p>In a word, they are PCs and NPCs just like anyone else. Significant differences between standard humans can not be taken care of through Skill and Stunt choice, but also through Aspects. A Chewbacca, for example, might have an Aspect called "Wookiee Rage!"</p><p></p><p></p><p>In a general sense, I think that covers most of the major differences in setting. The rest we can address on an ad hoc basis as we go.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 5067544, member: 7533"] [B]Spirit of the Force[/B] Having taken another look through the [url=http://www.crackmonkey.org/~nick/loyhargil/fate3/fate3.html][I]Spirit of the Century[/I][/url] rules, I think I can do Star Wars with an absolute minimum of house rules, aside from descriptive alterations. [B]The Force, The Sith and The Jedi:[/B] The mysteries skill and its related stunts do a pretty good job of covering characters who are simply "Force sensitive". It also covers basic "mind tricks", construction of Force-imbued artifacts, and Force ghosts (Luke's specific connection to Obi-Wan's spirit, for example). For other Force-type skills and tricks, appropriate Stunts from the related skill should be used. If, for example, you want your Jedi to reliably use the Force to leap tall buildings in a single bound, then you should be certain to take the Mighty Leap [Athletics] stunt. Otherwise, any other aspects of Force use can be adequately simulated through Aspects, which, through the expenditure of Fate points, allow for the use of temporary skill bonuses, skill rerolls, and also to make player-driven changes to the immediate plot or circumstances. Additional stunts specifically related to the Force might be useful. For now, though, I'm going to use what's there. [B]Blasters, Spaceships and other Sci-Fi tech:[/B] In SotC, unless the weapon is something specific and special gained through a Stunt (Jedi lightsabers might be a good example), the type of weapon you use has no bearing on how much damage you do or how easy it is for you to hit... It's all about your character's skill. That said, blasters are just guns that shoot glowing bullets, and lightsabers are just swords with glowing blades. No special rules are really needed for them or any other Star Wars weapon. If the players want a weapon that does something a little extra, they can take the appropriate stunt and maybe even an Aspect as well. The Drive skill will cover anything the moves in two dimensions (ground vehicles and "land speeders"), while Pilot covers anything that moves in three dimensions ("air speeders" and all spacecraft). Leadership, under the Command action, can be used by the Captain of large spacecraft to enhance the skill checks of his crew. All other advanced technology can be covered by the rules for Weird Science and Mad Science. Only, the assumption will be that both Weird Science and Mad Science are far, far more common, than they are in default Spirit of the Century. [B]Droids and Aliens[/B] In a word, they are PCs and NPCs just like anyone else. Significant differences between standard humans can not be taken care of through Skill and Stunt choice, but also through Aspects. A Chewbacca, for example, might have an Aspect called "Wookiee Rage!" In a general sense, I think that covers most of the major differences in setting. The rest we can address on an ad hoc basis as we go. [/QUOTE]
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