With Fantasy Flight phasing out tabletop RPGs, I thought I’d post the notes for a Fate Core campaign I ran a few years ago – Fate Wars: The Requel. This was before The Force Awakens came out, and we were basically reworking the prequel storylines with new main characters and stories that weren’t awful nonsense. This being a tabletop RPG, they were instead delightful nonsense.
- High concept: as usual in Fate Core
- Trouble: also as usual. Following Order 66, could include Force Sensitive
- Species: not just your species but the kind of example you are of that species
- Connection: this can be a connection to an organization, a movement like the Rebellion, or another individual. This Aspect can be left blank until play begins
- Obligation: this Aspect can also be left blank until play begins. Your Obligation might be an outstanding debt or a bounty-hunter marker, a life-debt, etc. Something that connects you to someone or something else whether you want it to or not.
“Force Sensitive” can be a Connection Aspect, or included in another aspect like Species or even Trouble depending on when in the Star Wars timeline you are playing. But in order to Use the Force via Extras listed below, you have to have Force Sensitive somewhere in your Aspects list.
- 3 Refresh, and Fate points are of course Destiny points in this
- 3 Stunts
- 1 Extra
- Max Skill +4, and Skills are in a pyramid
- Base of 2 physical stress boxes, 2 mental stress boxes, and 3 consequence boxes
Custom Skill List
Athletics, Blaster, Contacts, Deceive (includes Stealth), Empathy, Fight, Investigate, Knowledge, Mechanic (replaces Repair), Notice, Physique, Pilot, Provoke, Rapport, Resources, Scoundrel (replaces Burglar), Will
These are eample Stunts that I handed out to the players. Of course they could take them directly from the Fate Core book, or come up with their own according to basic Stunt parameters.
Athletics (run, jump, swim, balance)
- Acrobatic: You can roll Athletics to overcome an obstacle that would normally require Physique.
- Aquatic: You are a member of an aquatic species, and this grants you a +2 to Athletics rolls used to swim or maneuver in water. Ex: Aqualish, Mon Calamari, Nautlan, Rakatan, Selkath.
Blaster (shoot things)
- Covering Fire: You spend a Destiny Point and can use your Blaster skill to create a passive obstacle to everyone in an adjacent zone. They must roll Athletics or Notice and exceed your Blaster skill to enter your zone. Until you’re out of ammo.
- Gunner: You gain a +2 to use your Blaster skill when acting as gunner on a starship or using another type of large, fixed-point weapon.
- Shoot First: You gain a +2 to your Blast roll if it is the first attack in the conflict
Contacts (locate NPCs that the player gets to name and create)
- Power Player: You receive a +2 to Contacts rolls made to find someone among the aristocracy
- Scum and Villainy: You receive a +2 to a Contacts roll made in a location frequented by the dangerous and the desperate.
- Your People: +2 to Contacts rolled to find an NPC who is of the same species. Humans can only take this Stunt if the game takes place in the Outer Rim.
- Pull up Your Hood: You gain a +2 when rolling Deceive to avoid notice.
- Uh, We’re Fine Here…How Are You?: You gain a +2 to Deceive when attempting to impersonate someone.
- Your Feelings Betray You: You can roll Empathy to create an advantage by placing a condition on your target describing emotions they are trying to hide. They can resist with either Deceive or Will.
Fight (assumes you are fighting unarmed or have a simple weapon handy)
- Deflection: A Jedi or Sith can use Fight to defend against most kinds of blaster bolts as long as they are wielding a lightsaber.
- Good Against Remotes is One Thing: You receive a +2 to Fight when fighting droids.
- Jedi/Sith: You must also have a Force-sensitive Aspect. This Stunt allows you to wield a lightsaber as an Extra.
- Madclaw: You possess a natural weapon that is taboo to use, but if you do, it functions as a weapon with a rating of 2 (Selkath, Trandoshan, Wookie)
Investigate (track fugitives down, read tracks of your prey, discover clues at a crime scene)
- Bounty Hunter: You receive a +2 to track your prey in an urban environment.
- Slicer: you gain a +2 to use Investigation to crack computer codes and slice computer systems.
- Tracker: You receive a +2 to track your prey in a natural environment.
Knowledge (history, culture, worlds)
- I’ve Seen A Lot of Strange Stuff: You can use Knowledge in place of Rapport when dealing with obscure aliens and cultures
- Jedi Archives: You can roll Knowledge instead of Contacts to make contact with another Jedi (or Sith in some time periods).
- System Chart: You get a +2 to Knowledge rolls regarding a specific star system.
Mechanic (build things and fix things and sabotage things)
- Override: You can use Mechanic to make an attack against a droid in order to temporarily take control of it (instead of deactivating or taking it out). Normally the droid has one stress box and a core skill at +2. Once the stress box is filled, the droid is either taken out or reverts back to its previous programming.
- Repair on the Fly: You can make a Mechanic roll to repair damage or malfunction even if you do not have the proper tools or time to prepare.
- I’ve Got a Bad Feeling About This: you receive a +2 bonus to Notice rolls to detect an ambush.
- Only Stormtroopers are So Precise: You can use Notice instead of Investigate when analyzing a crime scene.
Physique (strength and endurance – shrug off blows, lift heavy things)
- Gut it Out: When you would normally take mental stress, you can spend a Destiny Point and instead take physical stress.
- Let the Wookie Win: You can roll Physique in place of Provoke in order to intimidate.
Pilot (used for all types of vehicles – unfamiliar craft have the aspect “unfamiliar controls”)
- Astrogation: You can use your Pilot skill, instead of Lore, to plot a course through hyperspace.
- I’ve Made a Few Modifications: Anyone but you who tries to pilot your ship is at a -2 disadvantage. Anyone who tries to sabotage your ship must roll against a passive resistance equal to your Pilot skill.
Provoke (intimidate, seduce, taunt – get the emotional reaction you want out of someone)
- Nerf-herder!: When you use Provoke to taunt someone, you gain a +2 to your roll if you add in a colorful insult.
- Your Reputation Precedes You: When you first enter a social situation, you can spend a Destiny point to place an aspect on the scene: My Reputation Precedes Me.
Rapport (get along with people and get them to trust you, performance)
- Another Round: +2 to Rapport when drinking with others.
- Nice Guy/Nice Girl: You use Rapport rather than Provoke to seduce someone.
- Veteran: You gain a +2 to Rapport rolls with other soldiers, even if they are on the other side.
- Virtuoso: You can use Rapport through art to make friends and influence people.
Resources (money solves a lot of problems, but not all)
- Hiring: Instead of Contacts, you roll Resources to find an NPC who can help you.
- I Don’t Know, I Can Imagine Quite A Bit: You get a +2 to Resources rolls to buy big ticket items, +5 or higher
- Money Talks: You can use Resources in place of Investigate when making bribes to get information.
- Noble Title: You can roll your Resources in place of your Rapport when among other nobles, powerful politicians, generals, etc.
Scoundrel (covers larceny, stealth, and general law-breaking)
- Kessel Run: You can use your Scoundrel skill instead of Pilot for the purpose of evading other ships
- Real Quiet-Like: You gain a +2 bonus on Scoundrel rolls to sneak up on someone.
- Smuggler: Your Scoundrel skill counts as passive resistance to any roll to locate hidden compartments or contraband on your ship.
- There Aren’t Enough Scoundrels in Your life: You can use Scoundrel in place of Provoke for the purpose of seduction.
- Set in My Ways: +2 to Will rolls made to resist changing your mind or being convinced of a new course of action.
- Strong-Minded: You gain a +2 to Will rolls to resist (choose one of) Force-based attacks, Deceive, Provoke.
- Unyielding: When you would take physical stress, you can spend a Destiny Point and instead take mental stress.
- Light armor, like basic stormtrooper armor subtracts 1 from damage dealt by Blaster, Fight and Physique. (Cost 1)
- Heavy armor, like Mandalorian armor or elite stormtrooper armor, subtracts 2 from damage dealt by Blaster, Fight and Physique, but it also has the aspect “Cumbersome.” (Cost 2)
- A basic lightsaber constructed by a new Jedi Knight adds 2 to the damage rolled using Fight. It also enables a Jedi to use Fight instead of Athletics to defend against blaster fire (with the Stunt). (Cost 2)
- An advanced lightsaber, like a double-bladed model or with special focusing crystals, adds 3 to the damage rolled using Fight. (Cost 3)
Use the Force
Use the Force is essentially a list of special Stunts for Force-sensitive characters. All of the following Cost 1 each.
- Force Defense: adds +2 to Will rolls to defend against Force attacks
- Fore Leap: spend a Destiny point to leap from one zone to another
- Force Sense: enables you to use Empathy to detect other Force-sensitive characters, even at a distance
- Force Sight: spend a Destiny point and add an aspect to a scene in the future or see and hear a distant location
- Lightning: spend a Destiny point to use Will to deal damage for a scene (must have a Dark Side aspect)
- Meditation: spend a Destiny point to erase one negative consequence or clear your mental stress track
- Mind Trick: enables you to use Will in place of Deceive against the weak-minded
- Suffocate: enables a Force-user to roll Will to damage from a distance, as well as impose the condition “suffocating” (must have a Dark Side aspect)
- Telekinesis: spend a Destiny Point to use Will to lift or throw objects rather than Physique, including more than one at a time with a simple push or pull
- Telepathy: spend a Destiny Point to speak to someone’s mind directly for a scene
- Terrestrial Vehicle: like a swoop bike, speeder, or similar vehicle, seats one to three and hovers over the ground but cannot rise more than a meter or two. May also get around by other means, like on mechanical legs or underwater. (Cost 1)
- Individual Starship: most starfighters are in this category, like X-wings and Tie-fighters. Has shields, a weapon system, but no hyperspace capability. (Cost 2)
- Freighter: more modest weapons than a star-fighter, but has hyperspace capability. Can hold cargo, or a crew of up to a dozen. (Cost 3)
- Blaster Rifle: adds 1 to any damage rolled using Blaster (Cost 1)
- Bowcaster: adds 2 to any damage rolled using Blaster (Cost 2)
- Grenades: either add +3 to damage dealt with Athletics, with boosts spent to hit more than one nearby target, or impose a condition on everyone in a zone, such as “deafened”, “stunned”, “blinded”, etc. (Cost 2 to carry 1 or 2 grenades on your person)
- Repeating Blaster: Requires a Physique of +3 or a tripod to wield effectively, adds 2 to any damage rolled with Blaster. Boosts can be spent to hit additional targets (Cost 2)
- Thermal Detonator: adds +5 to damage dealt with Athletics, with boosts spent to hit more than one nearby target. (Cost 3 to carry a thermal detonator on your person)
- Vibroblade: adds 1 to any damage dealt with Fight