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Star Wars RPG hack of TOR, now with space combat! (feedback wanted)
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<blockquote data-quote="Laurefindel" data-source="post: 9704769" data-attributes="member: 67296"><p><span style="font-size: 9px">(Edited 07-27-2025)</span></p><p></p><p>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 <a href="https://www.enworld.org/threads/making-a-star-wars-hack-of-the-one-rings-system.700561/#post-9169181" target="_blank">here</a>.</p><p></p><p>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.</p><p></p><p><a href="https://drive.google.com/file/d/1-Pz-C-Murk8Q5vHqlBShLXvdd-u98juh/view?usp=sharing" target="_blank">Ship Creation and Space Combat (Starship Companion)</a></p><p><a href="https://drive.google.com/file/d/1zEZX_qKre1yXVTdGheRZ2cX3rDST34Sy/view?usp=sharing" target="_blank">Main Star Wars Document (Fallen Empire: Outer Reaches)</a></p><p><a href="https://drive.google.com/file/d/11vjmI5O2RmIwC1lXl73nqUJGt9SvG1HH/view?usp=drive_link" target="_blank">Character Sheet</a></p><p></p><p>In a nutshell, here's what my Star Wars hack looks like...</p><ul> <li data-xf-list-type="ul">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).</li> <li data-xf-list-type="ul">The game uses a regular d12 instead of TOR' special feat die.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Serenity and Passion replace TOR's Hope and Shadow but essentially work the same. Ships use Reliability and Disrepair instead.</li> <li data-xf-list-type="ul">Equipment and ships are generic on purpose. Special equipment and specific weapons work similarly to rewards and magical weapons/items in TOR.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Characters aboard a ship have appointed roles between Pilot, Copilots, Gunners, and Engineers. Each role has their own set of combat tasks.</li> <li data-xf-list-type="ul">The Force mostly relies on TOR's concept of magical successes, and the Force User's archetype virtues.</li> <li data-xf-list-type="ul">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.</li> </ul><p>Our game has been on hiatus for a while but we played intermittently for about a year - enough to playtest the system and refine the rules to a satisfactory level. Space combat has not yet been playtested.</p><p></p><p>'findel</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9704769, member: 67296"] [SIZE=1](Edited 07-27-2025)[/SIZE] 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 [URL='https://www.enworld.org/threads/making-a-star-wars-hack-of-the-one-rings-system.700561/#post-9169181']here[/URL]. 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. [URL='https://drive.google.com/file/d/1-Pz-C-Murk8Q5vHqlBShLXvdd-u98juh/view?usp=sharing']Ship Creation and Space Combat (Starship Companion)[/URL] [URL='https://drive.google.com/file/d/1zEZX_qKre1yXVTdGheRZ2cX3rDST34Sy/view?usp=sharing']Main Star Wars Document (Fallen Empire: Outer Reaches)[/URL] [URL='https://drive.google.com/file/d/11vjmI5O2RmIwC1lXl73nqUJGt9SvG1HH/view?usp=drive_link']Character Sheet[/URL] In a nutshell, here's what my Star Wars hack looks like... [LIST] [*]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. [/LIST] Our game has been on hiatus for a while but we played intermittently for about a year - enough to playtest the system and refine the rules to a satisfactory level. Space combat has not yet been playtested. 'findel [/QUOTE]
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