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Yet another Savage Star Wars The Force Translation . . .

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  • Yet another Savage Star Wars The Force Translation . . .

    . . . but this one is different: I did it in one page! You will need SWADE to use it, and possibly the Science Fiction Companion. I leaned on a slightly different approach to Hindrances, and the Conviction mechanic. Note that I have not had a chance to play-test them, and probably may not get to for some time.

    As can be expected from a one-page micro setting; it leaves a lot of room for the GM to maneuver. I've also adopted a Nome de Plume ... your thoughts, impressions, and experiences are welcome.

    Thank you!

    John Meyers (The Savage Frankenstein)

  • #2
    Hey! That's pretty neat! I might play around with this a bit.
    Check out my Savage Worlds adventures and gaming tools over at -


    • #3
      Sworn the Light Side comes across as more an edge than a hindrance to me (as did the similar hindrance in the Reign of the Ring (IIRC the title)


      • John Meyers
        John Meyers commented
        Editing a comment
        It's actually intended to play very similarly to the the Vow Hindrance. I should probably word it as "Vow (Sworn the Light)." As long as the character upholds the Vow, they get the bonus.

        Edit: I changed the titles to include (Minor Vow). I would have made it a Major Vow, but I prefer that those characters can also be characterized by the required Hindrances for the Light in both campaigns. I know, I could have made the Hindrances serve as requirements (if they were Edges), but I also wanted it to be easier to switch from Light to Dark in the face of temptation, and giving up a Hindrance is a lot less painful than giving up an Edge. Additionally, part of the dynamic that I was going for was that the player/character can receive Bennies by actively pursuing their side of the conflict, in addition to gaining the benefit. This twist on the Hindrance mechanic seemed to serve the narrative best. In both the campaigns, both the Light and Dark/Shadow are powerful forces seeking to influence the narrative. It's a new twist on the Hindrances; it gives a benefit while making demands on the character.
        Last edited by John Meyers; 06-08-2019, 03:39 PM.

    • #4
      Cool Concept!
      Questions and pedantic nit-picking to follow.

      ...and roll 1s on both their Skill Die and their Wild Die.
      Should probably read Trait Die and Wild Die so as not to unintentially exclude attribute rolls.

      Award a Force Point to anybody who performs an act ruthless self-promotion.
      " act of ruthless self-promotion."

      A character may use a Force Point to turn a Critical Failure into a failure or possibly a success!
      Maybe just reword this to say that Conviction (Force Points) can be spent to reroll a Crit Failure, as I think that's what the intent is. Also, does the reroll still get to add +1d6 to the total? Or is the intent not to be a complete reroll, but to simply roll 1d6 and add that to the original result (of 1) to either negate the CF or possibly achieve success?

      Note that Light Side Points and Dark Side Points can be sensed anybody using the Detect Magic power, unless they are concealed by the character using the Obscure Magic Power.
      "...can be sensed by anyone using..."

      Detect magic and obscure magic are not actual powers, but it's obvious you mean detect/conceal arcana.

      Also, this rule needs clarifying. Does it mean that if a player character possesses a Force Point (as in the physical token), then that can be sensed by another Force user?
      Or does it mean (as I suspect it does) that when a Force Point is spent, anyone with an active detect arcana power knows the Force is being used? Can they then attempt to dispel the attempt, or otherwise thwart it?

      Sworn the Light-Side (Minor Vow):
      Requires the one of the following Hindrances: Code of Honor, Heroic, or Loyal Hindrances.
      Other than the need to remove the word "the" after "requires", I have trouble seeing this as a Hindrance. First, it requires the character to take a Hindrance in the first place (which is odd in its own right), but then it does nothing but reward the character... with a free Conviction (Force) Token at the beginning of each session and a +1 bonus against any character with the counterpart "Hindrance".

      Maybe being restricted to Light Side Tokens only is some kind of drawback, but the problem there is the difference between a Light Side, Dark Side, or Balanced Token are not clearly defined. Still, receiving a free Conviction Token and gaining a conditional bonus to attacks/opposed rolls is at least an Edge's worth of benefit; which means for SttLS to be a Minor Hindrance, it needs to amount to -3 points of drawback, and I simply don't see that.

      This ability, by all appearances, looks like a Edge that has a Hindrance as a requirement.

      Given to the Dark-Side (Minor Vow).
      Unlike most other Hindrances, this one can be gained at any time. However, if sworn to the Light-Side, the character immediately loses that Hindrance upon Giving themselves over to the Dark Side. Given to the Dark Side does not grant Character Points, however it also comes with an additional Hindrance.
      I take umbrage with the notion that "most Hindrances" can't be acquired through player choice or circumstance, and this "Hindrance" illustrates exactly why. Other than the obvious fact that a character can lose a limb or become blinded, they certainly can develop a mean streak, or a complex of some sort, and bestowed a Hindrance by the GM (with the full Benny-factory that entails... they just don't get the bonus build points).

      Upon giving themselves to the Dark Side, the character also gains one of the following Hindrances: Arrogant, Bloodthirsty, Delusional, Impulsive, Greedy, or Overconfident. Part of the extra power comes from the extra bennies gained from the Hindrance.
      That might make sense from a lore standpoint, but taking a Hindrance is still a general setback from the game's perspective. The character only earns the Benny by being inconvenienced in some way... and only once per session per Hindrance. As with SttLS, the only downside provided by this "Hindrance" comes from the other Hindrances you are mandated to take. The rest is clearly a net benefit (free Force Token and circumstancial bonus). Nothing else, explicit nor implied, reads like a drawback.

      Your reasoning for why they are Hindrances (given above) does little to convince me these actually are Hindrances, worthy of earning Bennies in their own right. The character fighting on the side of Light shouldn't be rewarded for something they do intrinsically. It's like giving the fighter a Benny for fighting with his trademarked weapon.

      While I think you've got a neat concept going here, I think the approach is backwards. If the idea is for characters to maintain a "Balanced" use of the Force, then the way in which they use the Conviction Token should dictate which side they lean toward. Use Conviction to aid an ally: maybe gain Loyal. Use it to kill an injured foe: pickup Bloodthirsty. In exchange, you could increase the Conviction Die to +d8 for the side of the Force the character is swayed to, while decreasing it to +d4 for the opposite side. Characters can remove these Hindrances through actions, again, using Conviction. Backstabbing a friend can make you lose your Loyal Hindrance, but your Conviction Die bonus drops back too.

      Just a thought.

      Those with AB: The Force may take the Telekinesis power at Novice, and are considered to have both the AB: Magic and AB: Miracles Edges when qualifying for other Edges.
      The only core Edges specific to these ABs are Wizard and Holy/Unholy Warrior, respectively. While I can agree with H/UW, I don't understand how Wizard is supposed to work. Isn't the only Trapping "The Force"? I'd be more inclined to let them take Extra Effort instead.


      • John Meyers
        John Meyers commented
        Editing a comment
        Thank you for the extensive feedback! Since it seems that most people feel that those HIndrances should be Edges, I'll be re-writing those sections. The changes will be coming soon! For a preview of what they may look like, you can take a look at my latest iteration of the Reign of the Ring, where I've made those changes already (Selfishly, that's the one I'm more likely to run sooner).

      • Deskepticon
        Deskepticon commented
        Editing a comment
        John Meyers Not a problem!

        As I mentioned above, I think more of a distinction needs to be made between Light, Dark, and Balanced Force Points if they are going to be used as limiting factor.

        I haven't read any of your Reign of the Ring stuff yet; I'll do so later today.

    • #5
      An idea I had for "mid-level" super powers was to use SPC2 to build a number of 2-PP Edges that characters can take as Advancements. I think such an idea can be a good fit for a Star Wars game.

      For example, an Edge called Force Sensitive can be Novice Rank and might offer Mind Reading (3pp) with a Limitation: Emotions only (-1pp).
      Force Jump would be the 2pp version of Leaping. Telekinesis could be taken multiple times, adding one level each time. And so on.

      For Star Wars it'd be a fairly short list, because, let's face it, The Force is pretty subtle and not given to flashiness... except for Force Lightning.


      • #6
        One way to do force points is to hand out light side bennies, but leave a pool of dark side bennies in the middle of the table free for players to dip into. They suddenly become an ever present temptation.

        Its up to you to figure out the repercussions of giving into the temptation of the dark side.


        • Deskepticon
          Deskepticon commented
          Editing a comment
          The thing is, they aren't Bennies; the Force Points are based off of SWADE's Conviction Setting Rule.

      • #7
        I've updated to the thought-experiment to a much simpler version: