13 for 13th: Star Wars

dc42732ca94c1105cf5ecbc5c7fb0ad1--boris-vallejo-star-wars-posterOn the 13th day of each of the 13 months, we will bring you some content and ideas for 13th Age, our absolute favorite D&Derivative game.

This month, we are presenting to you an idea, so that come May, you can run a Star Wars game!

Is it Space Opera, or is Fantasy in Space?

Does it matter?

I know there is a current, licensed Star Wars game out there.

But, I think a fun, engaging, Star Wars flavored game could be had using 13th Age with minimal alterations.

Keep magic to a minimum, unless force users. Use the monk or psion for jedi/ force users.

Use the Force:

One thing 13th Age does not have is Hero Points, luck points, etc.

Call it the Force.

The Force is an energy field generated by all living things.

Characters begin with 1 Force Point, and gain 1 Force Point at each level.

Force Points can be shared between characters, if one character has none left, and if they have not used a Force Point on a particular action.

Force Points refresh every session.

(I do not like systems that reward certain types of play, as the game sessions can break down to arguing about whether a particular action qualifies as heroic or in-character, etc. One Force Point per level solves this.)

Force Points allow a character to add to an action (d20) roll.

Non-Force Users add 1d6 for every two levels. 1d6 for levels 1-2, 2d6 for levels 3-4, etc.

Force Users use points in a different way: they must decide to tap into the Light or Dark Side.

If they tap into the Light Side, they roll an additional d20(s), and keep the best result.

If they tap into the Dark Side, they can add 1d6 to a roll as Non-Force Users.

Force Points may be spent after a roll.

And, Dark Side points may be spent after a Light Side point.

Example: The Young Padawan (2nd level) Blaba Nopec is attempting an action. Their first d20 roll is an 8. They spend a Force Point and roll another d20: 11, which is still not good enough for a success. They can tap into the Dark Side and add 1d6 to the roll.

If a GM is feeling truly sinister, and wants a Star Wars game that is about the Fall of Jedi, they can offer another dark Side Point to continue adding dice. In the above example, Blaba only rolled a 2 on the d6, which was still not a success. He has accumulated 1 dark Side Point, the GM offers him another d6 for a second Dark Side point…

Additionally, they must track their expenditure of Dark Side points. A character can accumulate as many Dark Sides points as their Wis+Cha modifiers. Once they have accumulated as many, they are lost to the Dark Side? Can they be redeemed? Of course, but it is not an easy path.

What about Icons:

  • Jabba
  • Darth Vader
  • Obi-Wan
  • Lando
  • Boba-Fett
  • Imperial Senate
  • Han Solo
  • Admiral Ackbar
  • Grand Moff Tarkin
  • R2-D2
  • Emperor Palpatine
  • Princess Leia
  • Wicket

 

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