Savage Worlds: Star Wars (Part II overview and the Force)

Continuing my ramblings about how I would run Star Wars in Savage Worlds (SWADE). This covers overall setting assumptions as well as 'The Force'.


Setting Rules:
  • The only Arcane Background available is The Force.
  • Born a Hero: During character creation, heroes may ignore any rank requirements for Edges. All other requirements apply, and this is only during creation.
  • All Force users are Wildcards.
  • Bennies may be spent to turn a Critical Failure into a regular failure.
  • Gritty Damage: Wounds result in rolls on the injury chart. Once the Wound is healed, so is the injury.
  • Wound Cap: Wild Cards never suffer more than 4 Wounds from a single hit.
  • Skill Specialization: Select a specialization for a skill, take a -2 for using a skill without the appropriate specialization.


Arcane Background (The Force)

"The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together." --Ben to Luke

Arcane Skill: Force (Spirit)
Power Points: 10 Light Side Points OR 20 Dark Side Points
Starting Powers:  Force Focus (Boost/Lower Trait, Self Only, )
  • Dark side Force users have twice the power points of Light side users, but they are more limited in scope.
  • Power Points are split into Dark Side Points and Light Side Points. Various powers and power uses will require one or the other, and misusing the Force can lead to Light Side Points permanently switching to Dark Side Points.
  • Many powers will typically have a modification of “self only” as noted below.
  • Using a Light Side Power points to harm a living creature, while not acting in defense of another will cause those points to be converted to double that number in Dark Side Points. (i.e. A Jedi using Blast in the form of Force Lightning to clear the way in a marketplace would immediately have three Light Side Points convert to six Dark Side points going forward.
  • Once all of your Power Points become tainted by the Dark Side, you are Fallen.
  • Dark Side Points may not be used for healing, or to provide defence or aid of any kind to another, even an ally.
  • Using Dark Side Points while not ‘Fallen’, results in one additional Light Side Point converting into two Dark Side Points.
  • Dark Side practitioners have a very rigid hierarchy where the strong dominate the weak. For each dice step in the Force skill that a Dark Side practitioner has over another Dark Side user, they gain +2 to Persuasion and Intimidation Trait rolls directed at that subordinate.
  • A Light Side Force user can use any Dark Side power,  this eases the way to the Dark Side. Once the Force user Falls, they must purchase the powers normally.
  • Trappings for many Force powers may only consist of hand gestures, but in the case of bolt and the like (e.g. Force Lightning) it may consist of a torrent of lightning like energy.


The following powers do not fit within this Arcane Background:
Burrow,Detect/Conceal Arcana,Elemental Manipulation,Growth/Shrink, Intangibility, Invisibility, Light/Darkness, Summon Ally, Zombie, Teleport

The following powers are changed:
Dispel: The Force User may always use Dispel when targeted by an opposing Force User if they so wish. The cost is unchanged.
Divination: Divination in Star Wars is typically communing with the Force. Visions of future events may occur.
Puppet: When used on a Sith Apprentice, by a Sith Master, the Master is at +2.
Smite: Self Only, cost reduced by 1
Warrior’s Gift: Self Only, cost reduced by 1

Force Powers that require Light Side Points:

Relief, Healing, Empathy, Beast Friend

Additionally, any powers or power modifications that would provide assistance , protection or positive impact to others. 

Force Powers that require Dark Side Points:

Blast, Bolt, Burst, Damage Field, Mind Wipe, Puppet*(For violent uses)

  
Backlash (Light Side): When a Jedi rolls a one on his Force die (and fails), or critically fumbles,he takes a point of fatigue. A regular failure can be re-rolled at the cost of a Benny, a critical may not. 
Success with a Raise will recoup a lost point of Fatigue as the force rejuvenates the Jedi.
The Light Side of the Force is primarily to be used defensively, or to assist others. This being the case, the majority of Light Side powers impact or enhance the Jedi directly.

Backlash (Dark Side): A Sith or other practitioner of the Dark Side who rolls a one on her Force dice, and fails the roll, suffers a Wound, as the power of the Dark Side consumes her. The Sith may redirect this backlash to leave a more permanent mark.

If you roll a critical failure, no wound is incurred, but no choice is given either as the Dark Side exacts its toll from you:

Roll the Force skill (explodes as usual)
1-4) Touched by Darkness - A cosmetic change... Perhaps your eyes are now empty and black, or your fingers become somewhat curled and misshapen. 
5-7) Marked by Corruption - Your countenance is marked by decay, rot or corpulence (pick one). However you managed to hide your nature before, you now reek of darkness and any character with Arcane Background: The Force can detect this with a simple Notice roll. 
8-11) Marked by Rage - You are losing your ability to focus on anything but destruction. Step up your Fight skill, but step down your Force skill by one die as the Dark Side begins to use you directly as a direct implement of destruction. (You may not go below a d4 in Force.)
12-14) Marked by Madness - You are now even (more) insane. Pick a minor mental disadvantage, or bump a minor up to a major. 
15+) Consumed by the Dark Side - Your Forceskill is raised one die type, and you take a wound  as the Force eats away at you. If this pushes you past a d12+3, the Dark Side has finally and utterly consumed you. (i.e. you are dead)


II. Additional Edges and HindRances


FORCE EDGES

Sith Specific

PEACE IS A LIE. THERE IS ONLY PASSION

Requirements: Arcane Background (The Force), Force Skill d6+, FALLEN
The mere presence of a SIth is destabilizing. In any social encounter, you may add +4 to the trait rolls of any side, so long as it moves the situation towards greater chaos or violence. Your involvement in this is undetectable to onlookers. Proper use of this ability will allow a Sith Master to appear to be a peacemaker, while brokering war.

THROUGH PASSION, I GAIN STRENGTH

Requirements: Arcane Background (The Force), Force Skill d6+, FALLEN
The Sith operate best when they let their passions control their actions, particularly in combat.  As an action, a Sith may enter into a battle fury, wherein their Fight rolls receive a +2 to hit and +2 to damage inflicted. This state lasts until the end of the current scene or until the Sith ends it. After the battle fury subsides, the Sith incurs one point of Fatigue.

THROUGH Strength, I GAIN power

Requirements: Arcane Background (The Force), Force Skill d6+, FALLEN
The Sith Lord can take the pain of others, or herself, to fuel her vitality. A Sith may replenish her Dark Side Points , one at a time, for each Wound inflicted or taken during a scene. 

THROUGH victory my chains are broken

Requirements: Arcane Background (The Force), Force Skill d6+, FALLEN
By way of training and intense concentration, the Sith may learn to tie her skill to the Force. Pick one trained skill during a scene, this skill must be used to in some form attack or further your own personal interest. Pay one Benny and for the remainder of the encounter all rolls for that skill use the Force die as the wild dice.



Jedi Specific

Emotion, Yet Peace

Requirements: Arcane Background (The Force), Force Skill d6+, Not Fallen
Even in a tempest, the Jedi must remain a safe harbor. In any social encounter, you may add +4 to the trait rolls of any side, so long as it moves the situation towards order or to minimize violence. Your involvement in this is undetectable to onlookers.

Passion, Yet Serenity

Requirements: Arcane Background (The Force), Force Skill d6+, Not Fallen
Once a day, the Jedi may meditate to re-attune himself with the Force. This only takes a few minutes, and will replenish the Jedi’s Light Side Power points.

Ignorance, Yet knowledge

Requirements: Arcane Background (The Force), Force Skill d6+, Not Fallen
By way of training and intense concentration, the Jedi may learn to tie her skill to the Force. Pick one trained skill during a scene. Pay one Benny and for the remainder of the encounter all rolls for that skill use the Force die as the wild dice. While any trained skill may be used, if the skill is used for attack without mitigating circumstances (Fighting the Sith, targeting torpedoes on an exhaust port of the Death Star to save the galaxy… etc.)  the Jedi will convert Light Side Points to Dark Side Points.



Edges for all Force Users

Lightsaber Forms 

Requirements: Arcane Background (The Force)
There are 7 Forms recognized by the Jedi and the Sith for the last thousand generations. Each may incorporate elements of another form, but multiple forms may not be utilized in the same round. (Aside from Shii-Cho, which provides the basic building blocks of the other forms.)
The Practitioner may flow into any form at the start of an encounter, but switiching forms is jarring and requires and action. 
Each form is considered a separate Edge

Form I: Shii-Cho
Shii-Cho is the most elementary of the forms, and the one that every youngling begins with. It is the oldest, and the most basic.
While it is not used by itself unless one is very inexperienced,  or very desperate, the form provides the following fundamentals that are needed for every succeeding form:
Critical failures while wielding a lightsaber no longer result in instant death or maiming.
Use an action to ready a lightsaber that is within Force die yards. (i.e. on the ground, in a snow bank , sitting on the arm rest of the Emperor’s throne etc…)


Form II: Makashi
Requirements: Form I 
Makashi is the first form to focus on lightsaber to lightsaber combat. This is a dueling form, and only suitable for ‘classical’ sabers wielded one-handed. When in this form the practitioner gains the following:
+2 to Fighting (Lightsaber) when facing a single opponent.
+2 to Parry when facing a single opponent.
The Practitioner gains additional Toughness against lightsaber damage equal to Half Spirit die plus 2.

Form III: Soresu
Requirements: Form I
Soresu was developed with blasters and multiple combatants in mind. This is a decidedly defensive style, and arguably the one that is the most in keeping with Jedi tradition.
The target number to hit the wielder of the lightsaber with a ranged weapon becomes the Parry rating of the target, so long as the defender is aware of the attack and the lightsaber is readied. (eg. If you have ‘The Drop’ on a lightsaber wielder, the TN to hit is normal, not Parry.)
The Practitioner gains additional Toughness against lightsaber damage equal to Half Spirit die plus 2.

Form IV: Ataru
Requirements: Form II
Ataru, like Makashi, is focused on duelling, but in a much more aggressive manner. In addition to what Makashi provides, Ataru grants the following:
The Practitioner’s Lightsaber adds Force die damage, not Strength die damage as this form relies much more heavily on Force assisted movements.
The target number to hit the wielder of the lightsaber with a ranged weapon becomes the Parry rating of the target, so long as the defender is aware of the attack and the lightsaber is readied. (eg. If you have ‘The Drop’ on a lightsaber wielder, the TN to hit is normal, not Parry.)

Form V: Shien/Djem-So
Requirements: Form III
Shien and Djem-So are often lumped together as Form V as they focus deflecting an attacker’s energy back at the, Shien focuses on this with melee combatants, and Djem-So focuses on this with ranged combatants. In addition to what is provided with Soresu Form:

When wielding a lightsaber, the Practitioner, in full defense stance, may attempt to reflect back a number of attacks equal to her Fighting die. These are resolved as ranged attacks, using the Fighting die, with no multi-action penalty. These are the only actions the practitioner may take in the round.

When wielding a lightsaber, the Practitioner gains the CounterAttack Edge.

Form VI: Niman
Requirements: More than one form that would benefit.
Niman is not so much an individual style, but an understanding of how to transition and incorporate the benefits of multiple styles. While the Practitioner must still transition forms, this is a free action declared either at the beginning or the ending of a character’s turn. (eg. One could attack with Ataru form to fight a nearby threat, and then flow into the Shien/Djem-So form to be better prepared defensively.) 

Form VII: Juyo or Vaapad
Requirements: Form IV Juyo or Vaapad as it is known in some circles relies on the Practitioner utilizing their internal conflict and chaos. This is a very hard form to master, and some question whether or not it is a stepping stone towards the Dark Side of the Force. In addition to the benefits of Form IV:
The Practitioner now adds the Strength dice to damage as well, now that she has fully integrated the physical and the spiritual nature of saber combat.
The Practitioner now gains First Strike when wielding a Lightsaber. If that Edge is already possessed, it becomes as Improved First Strike.

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