Laurefindel
Legend
Two years ago, I started working on a Star Wars RPG using the rules of The One Ring 2e. To avoid necromancy, I'm making a new thread but you can find the original discussions on these forums here.
I finally sat down to complete the Starship Creation and Space Combat rules that were missing. If you have a head for rules and a time to spare, i would appreciate feedback and critique. This is still a second draft so things are still pretty fluid at this point.
Space Combat Addendum
Starship Creation Document
Main Star Wars Document
Character Sheet
In a nutshell, here's what my Star Wars hack looks like...
'findel
I finally sat down to complete the Starship Creation and Space Combat rules that were missing. If you have a head for rules and a time to spare, i would appreciate feedback and critique. This is still a second draft so things are still pretty fluid at this point.
Space Combat Addendum
Starship Creation Document
Main Star Wars Document
Character Sheet
In a nutshell, here's what my Star Wars hack looks like...
- It's a Star Wars RPG using the core mechanics of The One Ring RPG (mostly 2e, with a few elements of the first edition that leaked here and there).
- The game uses a regular d12 instead of TOR' special feat die.
- There are six characters archetypes: Commander, Drifter, Heavy, Technician, Scoundrel, and Force User. These replace TOR's heroic cultures. As in TOR, each offer 6 archetype-specific virtues.
- There are six starship classifications: Bombers, Corvettes, Gunships, Interceptors, Light Freighters, and Starfighter. These are meant to mirror the characters archetypes, including a few class-specific virtues and rewards.
- Species are mostly cosmetic, giving a choice of a favoured skill, a trait, and a starting standard virtue. Ship have their equivalent with manufacturers. Species and manufacturers replace TOR's callings.
- Serenity and Passion replace TOR's Hope and Shadow but essentially work the same. Ships use Reliability and Disrepair instead.
- Equipment and ships are generic on purpose. Special equipment and specific weapons work similarly to rewards and magical weapons/items in TOR.
- Combat is shifted from melee-focused in TOR to something more ranged-combat oriented. Forward/Open/Defensive stances are engaged combat stances, allowing attacks at range and in melee. The Rearward stance is a disengaged stance, allowing for interaction with environment in combat (like using a medkit to stabilise a dying ally). Ships use the same stances.
- Characters aboard a ship have appointed roles between Pilot, Copilots, Gunners, and Engineers. Each role has their own set of combat tasks.
- The Force mostly relies on TOR's concept of magical successes, and the Force User's archetype virtues.
- The game is meant to be played more like a "mini-series" than a "movie", with frequent "offscreen" phases between "aired" episodes. Rest, healing, repairing, acquisition of new equipment and abilities etc. mostly happens offscreen.
'findel
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