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Star Wars Fate

Character creation happens exactly as usual for Fate Core (one skill at Great, two at Good, three at Fair, four at Average, three stunts, three refresh, high concept, trouble, three free aspects), then, you just need to add an extra to the character.

Each character can start with only one Extra, and they must start with one. This extra starts with 6 skill points (respecting the skill pyramid). Each of the Extras can also have a series of stunts tied to them, which you can buy as regular stunts. Your starting extra should probably be tied to your High Concept or Trouble, since it's the core of the character. Extras can really be anything at all, but there are a few standard kinds. A list of standard extras used for Star Wars below.

Starships:

Due to the character's past, they have a starship, probably not the nicest one, but something that they can get from place to place with. Likely you are a smuggler, fighter pilot, or trader. Having a ship is a fairly useful tool, because it means you aren't beholden to others for interplanetary travel, and also are able to hold your own in space battles. Without it, you either need to find a ship through creating an aspect, or use someone else's ship. In order to keep this valuable, the GM should never make a ship the PCs have access to stick round, or be better than a ship would be if a player bought it.

This is designed for playing characters like Han Solo or Boba Fett. You can also buy a smaller version of this extra to buy a signature X-Wing like Luke Skywalker ends up with.

Ships have the following skills:

Speed: Overcome Obstacles, Create Advantage - mostly speed advantages, and can be used to deal with distance and speed obstacles.

Maneouver: Defend, Overcome Obstacles - mostly used for defending in combat, as well as creating advantages to do with maneouvering

Shields: Create Advantages - used for Stress on the ship, and for creating advantages related to the ship's stability.

Guns: Attack, create advatage - Obviously

Sensors: Create Advantage, Overcome Obstacles - Sensors are used for seeing what's coming, getting informaton about nearby things, people not sneaking up you, and generally the perception stat

Stealth: Create Advantage - Mostly used for staying unnoticed and sneaking. A favourite of smugglers

Ships start with two stress, and get their third and one shields, and a fourth at three shields. After that, every other point in shields (5th, 7th) gets the ship an additonal minor consequence.

Ship guns automatically deal consequences to players, bypassing stress entirely. Unless they have a stunt, or invoke an aspect in order to turn the damage into stress.

In order to go from system to system, you need to have a distance between the two planets. Ships move their speed rating in a day, so, that is the speed to get from one location to another. Only a lightspeed capable ship can do this.

Example Stunts:

She'll hold together: While this ship might look like crap, it's still functional. The ship gains one additional minor consequence. It's easily damaged, but hard to ruin.

Extra Guns: This ship has the "Guns" skill twice, and therefore gets two turns in the rotation.

Sample Ships

Tie Fighter:

Maneuver 2

Guns 1 Speed 1

Stress OO

X-Wing:

Speed 2

Guns 1 Meneuver 1

Stress OO

YT-100 Freighter:

Speed 2

Stealth 1 Shields 1 Sensors 1

Stress OOO

Star Destroyer:

Shields 4

Sensors 3 Guns 3

Guns 2 Speed 2

Guns 1 Guns 1

Stress OOOO

Stunts:

Extra Guns, Extra Guns, Extra Guns, Extra Guns

Scale

Ships and other large scale item have a stat called "Scale".

Armies

Many characters will have access to armies, squads, and groups in order to fight actual Wars, rather than only the simple engagements. Typically - this character will not directly be using this army on their own - often they will simply be a powerful member of the organization, but not directly in charge. Typically - the character will be a General, Princess, Gang leader, or Crime Lord. You're someone with enough pull that your personality dictates the actions of a enough people to affect the fates of planets.

Armies act on a far larger stage than the player characters most of the time - and are operating en mass. These armies mostly exist for backdrop when the players can't sneak up on the villains. It's one thing to infiltrate the Deathstar on its own, however, destroying the Deathstar without a cunning plan is probably going to require a fleet. Sure - you can probably take on a series of Rancor riding Force Witches, but it's another thing to take on the village of them, you'll probably get crushed under the weight. This is where the Armies come into play.

This extra is mostly for playing characters like Princess Leia or Mon Montha. Due to the fact that the Star Wars often involve wars, most players will probably invest a few points into this somewhere.

The skills associated with this extra are:

Generals: Create Advantage, Overcome Obstacle - Generals are the people who run your armies most of the time. Regularly, they run your day to day operations. Some of the time, these people will outrank you, other times, this skill will be your own. This is mostly used for creating advantages at the beginning of a conflict.

Fleets: Attack, Defend - This is the skill that is used by your Capital Ship and Fighter tokens in order to engage in a fight. This is the primary skill.

Troops: Attack, Defend - This is the skill used by your Armour and Infiltry tokens during the same conflicts.

Numbers: - This is the skill used for generating stress on your different tokens. Instead of gaining consequences, simply add another token to the battlefield on that side.

Morale: Defend - Used only to resist Fear.

Fear: Attack - Moff Tarkin believed in the doctrine of Fear. The best way to defeat someone is to make them afraid. Whenever a token is damaged, make a fear roll opposed by a Morale roll. This can cause additional Stress with the attack, not from destroying ships or killing personnelle, but from terrifying them.

Mass Combat actions:

During a mass combat - the players and GM will draw out the map of the area. Create the zone barriers, and add aspects to each of the zones. Then lay out the different forces that each side has. By default, a fleet has a token for Capital Ships, Fighters, Armour, and Infantry. Most of the time, the table will decide that only some of these are allowed. Declarations and Skills will add more tokens to the board.

Once the board has been drawn, everyone makes a Generals roll in order to dictate their battle plan. Each shift will allow the generals to ignore one aspect on a zone, or or create a single aspect on the conflict (without any free tags). This will dramatically shift the battlefield. After that, the players begin the combat. This is a normal combat in most respects, using your skills from this Extra rather than your personal ones.

Tokens in Mass Combat cannot take consequences, instead they are routed when they are taken out.

Stunts:

Additional Forces: You gain an additional token of one kind of the four.

Know the people, know their weaknesses: If you have access to Art or Literature of a race, you get a +2 to your Generals rolls.

Unshakable: Your forces are, somehow, unable to feel fear - meaning that they cannot take Fear damage.

Fighter Support: Whenever you have a fighter token in the same zone as a Capital ship token, the Capital ships get a +2 to defend against other fighters.

The Force

Obviously, a huge number of player characters will have The Force. Most of the people in the galaxy with Force sensitivity have the opprotunity to be player characters, or significant GMCs. Characters with this trait are trained enough to use their powers, and to do mighty actions with the Force. If you want to simply be sensitive and have minor effects due to that, add it to an aspect and use compels and declarations to do the minor things. Use this extra if you want to be a Jedi or a Sith or the like.

Force users have two different ways of using their powers.

When the Force user attempts the power, they first give themselves a difficulty and then, the Force user will need to make a Will roll against the difficulty they set. If the character sets a difficulty of 3 on a Alter roll in order to Force push someone, they will be making a Weapon:3 attack. So - step 1 would be roll Will, if they successfully meet a 3 on that Will roll, then they will roll Telekinesis against the target's defence. The Force Push will hit with Weapon: 3, likely hurting the target a lot.

The difficulty is a mix of these:

-Weapon:Value - your attack increases in weapon value for every shift you increase your difficulty by (so if you choose to make a Difficulty 3 Force Push - that force push is Weapon:3).

-Movement - you can move yourself or another by 1 zone for every two points of difficulty you set (this is Force jumping/running, or force pushing or moving). This can be combined with weapon value.

-Create an aspect - You can give yourself an aspect with difficulty 3. For example, you can roll Will with a difficulty 3 to get the aspect Focused Defense. Then you make a Control roll - one a 0-2 you get the aspect with a single free tag. On a 3-4 you get two free tags, on a 5-6 you get three free tags, and so on.

-Duration - Sticky aspects automatically last until they are no longer relevant - other effects need to be made to last. Add one to the difficulty for each additional round. For example - you decide you need to become a living weapon. Therefore you give yourself 3 points of Duration and two points of Weapon. If you succeed on the will roll - you can then make the Control roll (at the same difficulty) - and then have Weapon:2 fists for the next three rounds (not including this one).

-Defense - As per Fate Core - the same as Aspect - except it doesn't get Free Tags - it insteads increases the difficulty to hit the target by 2 per free tag. This is also for mental defenses, and to hide from being sensed.

-Overcome block - You can make a difficulty 1 roll to try to sense something that is being clouded (you still need to use Sense to get past the blocks (as above).

-Prophesy - You can see the future - you can make Campaign Aspects like "Create an Aspect" above

If the player fails their Will roll, they may pick one of two choices. The first, is to gain the aspect Drained or Tired (with a free tag being placed on it every time they fail). Otherwise, they can choose to take Dark Side stress, equal to the difficulty set. So - if the player failed their Will roll against a 3, they will then take 3 stress.

When the player takes this Extra they automatically gain two Dark Side stress boxes. Unlike ordinary stress, this does not clear at the end of the scene. It only clears when the character has time to reflect and meditate on their actions.

Dark Side Stress and Fallen Force Adepts - if someone has fallen to the Dark Side - instead of getting taken out by Dark Side stress - the damage rolls over into their Physical or Mental stress boxes. So - if a Nightsister (Resolve 2, Will 1, Physique 0) was attempting to fry a group of Force Witches with lightning using Unleashed and attempting a Difficulty 4 Lightning Storm (Weapon:2, 1 Zone), and rolled a -1 on her roll (total of 0) she would take 4 Dark Side stress. Since she has OOO in Dark Side stress, she will take 1 phyiscal stress, and her third box of Dark Side stress, leaving her with OOX in Dark Side and XO in Physical stress.

If someone wants to be Force Sensetive but untrained - they can simply reflect that with an aspect. The immediately gain two Dark Side stress, and all the Force skills at Medicore.

Obviously, this is the extra for playing characters like Luke Skywalker, Anakin Skywalker, Mace Windu, or any other Jedi. Characters like Leia will likely put a few points into this to represent the tail end of their training.

The skills associated with this extra are:

Alter: Attack, Defend, Create Advantage, Overcome Obstacles - Used for moving things, hitting people, and stopping someone from hittig you. At higher difficulties this power is often used for Battle Meditation (coordinating conflicts), Force Pushes, Lighting, and Spirit Transferrance. This is the most aggressive and violent power, that of the Jedi Guardians, the deadly Night Witches, and the Sith Alchemists, and Sorcerers.

Control: Create Advantage, Overcome Obstacles, Defend - This is one of the powers most often used alongside Lightsaber combat. Often used for centering the Force User, giving them physical advantages. Used for allowing movement, healing, and granting physical strength. This is the primary power used by Duelists and others who dominate the battlefield.

Lightsaber: Attack, Defend - This is basically the same as the Fight skill, but Lightsaber proficiency is gated behind the extra. Non-Force users using lightsabers can use their fight skill to wield one. However, if any one person has this skill in the fight, then the rest of the combatants must use this skill (it starts at Mediocre for non-Force users).

Resolve: - This skill is ONLY used to raise the number of Dark Side stress a character has.

Sense: Create Advantage, Overcome Obstacle, Defend - This can be used to defend against suprise attacks, avoid surprises, and create advantages where they can see things. This skill is mostly used for bypassing stealth, and discovering things like that others are force sentitive. This can be used for seeing visions of the present, past, and the future. And even when you know the future, it might change, for it is always in motion.

Stunts:

Unleashed: You can do things that are beyond the normal. Mostly larger areas, and groups of people. The most common aspect of this form is the Sith use of Lighting and Storms. You can basically just add two to the difficulty to affect a zone rather than a single target. Every two you add to the difficulty is another zone.

Sorcery: You can split your difficulty over multiple rolls. You define how much you want to do per turn - and then roll will against the smaller difficulty. If you fail the will roll, you simply don't make progress. This allows you to perform Force affects larger and more potent than anything else seen in the galaxy. Using this stunt requires a site of power.

Distant Power: You need only be able to picture an area to affect it. The picture must be up to date - typically using Sense or some sort of video camera.

Spies

Not all people with organizations hire soliders. Not everyone has fleets of ships at their disposal. Not everyone has access to armour and craft. However, you can still control the galaxy without every firing a single shot. Some people have spies.

Your network has managed to push outward from yourself, with smugglers, bounty hunters, contacts, and infomation sources. A character can buy the Contacts skill and know a lot of people, but that is not the contents of the skill. Contacting will let you know people in the area - Spies will let you control what infomation they seek on your behalf, and shape the character of the galaxy.

If this is an important Extra for the game, make sure to make a list of planets, and give them some basic stats. Each planet will need to have an Intelligence rating, and likely at least one aspect. This rating should probably be 0 or 1 for a planet where most of the information is spread through a free press, or gossip. Higher ratings will reflect the press being more heavily monitored, or governmental agencies being able create their own narrative to cover up or control the mood of the planet.

If, for whatever reason, the planet has more than one government, give each government its own Intelligence rating.

Use this Extra to play Lando Calrissian and run a small semi-criminal organization, or Talon Karrde with his organization. You can also use this to play a different Princess Leia with less direct conflict, or an Imperial agent with a focus on Intelligence rather than direct force.

Skills:

Internal Affairs: Overcome Obstacle - Your organization is able to police itself. By keeping your own network organized, separated, and policed, you are able to stay one step ahead. Use this skill in order to overcome from consequences and aspects related to infiltration. This also determines your organizational stress.

Slicers: Attack, Defend, Create Advantage - Your organization has digital resources that others might not. You can get a lot of information without even leaving home.

Resources: Defend, Create Advantage, Overcome Obstable - This is the judicious application of money. This is not the same skill as the resources skill on your character sheet. For the most part, this is resouurces that spend most of their time on a balance sheet keeping an organization afloat, and not always your to spend as you will. However - you can use it to cover things on the scale of Infiltration. The most common use of this skill is placing a bounty. But it's also good for placing other rewards for learning about a situation, as well as making problems simply go away. An example of this skill in use is if someone else else used Slicers to plant listening devices on one of your planets - you can simply spend money to replace your equipment. Also - if you want, you can increase your Resources rolls by taking Infiltration Stress at a 1:1 basis.

Infiltrators: Attack, Defend - These are your actual people who infiltrate. For, example, the bothans who discovered the Imperial Deathstar plans. This is the people who enter and find secrets, or plan bombs. They are much more likely to be working a desk job than James Bond - if they were the James Bond type of spy - they'd be a character worthy of their own character sheet.

Network: Defend, Overcome Obstacle - Primarily, this is the skill where you have access to personnel that don't work for you. Contacts, allies, and other human intelligence is covered under this. Often, Infiltrators will be used to create an Asset (as an aspect or GMC) and then, once the Asset is created, it can be leveraged with Network, and Network can then be used to attack. However - you can also to use it to see problems coming, or get rid of issues before they become problems.

Stunts:

Specialists: Pick a group (Bounty Hunters, Rebel Alliance, Jedi, Banking Clan etc) and a Planet (Tatooine, Courescant, etc) you get a +1 to Network if either of those things are involved. If both are involved you get a +2 to Network.

Police State: You organization is particulay paranoid - whenever you get an organizational consequence, your can replace it with the Aspect "Ongoing Purge". This aspect lasts for the rest of the session, and then is replaced with "Demoralized" or "Depopulated" for the next session. You may only have one of these aspects at a time.

Backup Base: You have a second set of organizational stress boxes which you can fill. However, if anyone discovers this location, you immediately lose the backup base. If the primary base is destroyed - the secondary base gets an automatic promotion to primary - and it will take a Great roll on Network or Resources to establish a new backup. Make sure to only allow these rolls after some action has been taken toward setting up a base.