Game Mechanics

Star Wars is fairly over-the-top and is a good match to the Spirit of the Century setting, but I’m going to be making a few tweaks, and using a lot of refinements from The Dresden Files.

Fate eschews excessive detail mechanics by simply using Aspects to describe anything that matters. You can do more than just tag them:

Conversion Notes

Time Increments
Instant
A few moments
½ minute
A minute
A few minutes
¼ hour
½ hour
An hour
A few hours
An afternoon
A day
A few days
A week
A few weeks
A month
A few months
A season
½ year
A year
A few years
A decade
A generation
A human lifetime
Several human lifetimes
 

It’s useful to have terms laid out for the different aspects of the ladder:

Value Ability Scarcity d20 Difficulty DC
–3 Abysmal Omnipresent (Automatic) (–10)
–2 Terrible Ubiquitous (Trivial) (–5)
–1 Poor Abundant Very Easy 0
0 Mediocre Ordinary Easy 5
+1 Average Common Average 10
+2 Fair Uncommon Tough 15
+3 Good Unusual Challenging 20
+4 Great Rare Formidable 25
+5 Superb Obscure Heroic 30
+6 Fantastic Exotic Superheroic 35
+7 Epic Unheard-of Nearly impossible 40
+8 Legendary Nonesuch (Absurd) (45)

Average difficulty is something that anyone with basic training in a skill can do. Fair and Good are the provinces of journeymen, professionals, and people with considerable raw talent. Great and Superb are for master craftsmen, seasoned veterans, and people combining raw talent and training. Fantastic and Epic are the provinces of rare geniuses in the full flower of their talent, or extended works from teams of talented people.

Note that extra shifts past a base difficulty create a margin of success that can be applied in different ways:

One square is 1.5m (SECR p146). The general scale for damage conversion is:

d20 DamageWeapon Rating
1d3, 1d4Weapon:0
1d6Weapon:1
2d4, 1d8, 1d10Weapon:2
3d4, 2d6, 1d12Weapon:3
4d4, 2d8, 3d6, 5d4, 2d10Weapon:4
6d4, 4d6, 3d8, 2d12, 7d4, 5d6, 3d10Weapon:5
8d4, 9d4, 3d12, 6d6, 10d4, 5d8, 4d10Weapon:6
7d6, 11d4, 12d4, 8d6, 6d8, 4d12, 5d10Weapon:7
9d6, 7d8, 5d12, 10d6, 6d10Weapon:8

These details are not perfectly reflected in the actual Damage Rating table because I want there to be a game-mechanical incentive for thugs to use brass knuckles instead of bare fists. Damage Rating is more of a funds matching for shifts on a roll: a nick from a greatsword does no more damage than a nick from a dagger, but a good hit from a greatsword inflicts a lot more damage. You need skill to do a lot of damage, but even Fair skill with a Fair weapon against Mediocre defense and no armor is getting 4 shifts.

Another set of ideas for weapons

Combat

Weapons and armor have more significance than in Spirit of the Century. Instead of having Fists covering unarmed combat and Weapons covering armed combat and thrown weapons, a single Melee skill covers all hand-to-hand combat (and thrown weapons with the right proficiency).

Weapons have a Damage Rating and armor has an Armor Rating; if you make a successful attack, for every shift you achieve, you may add another shift up to the weapon’s Damage Rating. Then subtract the Armor Rating from this; if your shifts are still positive, you inflict physical stress at the appropriate level. An unarmed attack does damage based purely on its shifts, so an attack roll that is precisely matched by defense does no damage; if an armed attack achieves 0 shifts against an unarmored opponent, it still inflicts 1 stress. Some weapons (usually heavy weapons or out-scale ones like starfighter or capital ship guns being used on people) are so potent that they also have a Damage Bonus, which adds to your damage shifts when you hit, or a Damage Multiplier, which may double or triple the matching of their Damage Rating).

Other ways people handle it: in Spirit of the Far Future, bigger weapons inflict more than one box of damage when they hit. Consequences can be used to buy down damage boxes— mild takes it down by one step, moderate by two, severe by four. The only difference between a fist, a pistol, and a rifle is range.

There are also stunts that affect this: the Lethal Weapon stunt adds 1 to your unarmed damage rating; the Fists of Death stunt adds another 1, and Force powers like Force Blow add as well. You may also take the Heavy Hitter stunt if your Might is at least 3, or a Weapon Finesse stunt if your Athletics is at least 3.

Weapon Damage Rating
Unarmed, sling stone Weapon:0
Small melee weapons: blackjack, brass knuckles, combat gloves, knife
hold-out slugthrower, shortbow arrow
Weapon:1
One-handed melee weapons: club, baton, vibroknife, sword, axe, mace
Two-handed middle-grip weapons: quarterstaff, doubleblade, bayonet
Slugthrower pistol, hold-out blaster
Longbow arrow, crossbow bolt
Weapon:2
Two-handed melee weapons and polearms: tetsubo, greatsword, halberd, spear
One-handed vibroweapons: vibroblade, vibrosword, vibrodoubleblade, vibrobayonet
Heavy slugthrower pistols, slugthrower rifles and automatic weapons
Blaster pistol, ion pistol
Stun baton, stun pike
Sith-steel sword or doubleblade
Weapon:3
Two-handed vibroweapons and polearms: vibroaxe, vibrogreatsword
Sith-steel greatsword
Heavy blaster pistols, blaster rifle, ion rifle, blaster carbine, Light repeating blaster
Flamethrower
Weapon:4
Vehicular impact, heavy repeating blaster, Wookiee bowcaster Weapon:5

In combat, it is possible to get inside a being’s guard, making it hard for them to take full advantage of their weapon. This can be done as a maneuver: the defender is penalized by the weapon’s length, at –1 for a billy club, shortsword, quarterstaff or doubleblade; –2 for a longsword or tetsubo; –3 for a greatsword or polearm. Once you are inside their guard, the weapon’s effective damage rating is halved (round down), and you can get a free tag on Inside Their Guard or In Your Face on their next action if they don’t make a maneuver to cancel that. (Though they can also tag that for a head-butt...) Weapons with greater reach have a corresponding advantage when defending against weapons with lesser reach, and, depending on the combat map, may be able to reach across zones.

Anyone can wear unencumbering armor, which is presumed to include some form of hood or light helmet to provide cranial protection. Heavier armor imposes a penalty on sleight of hand, stealth, and many uses of athletics (all gymnastics stunts, jumping, and climbing including the Human Spider stunt) of –1, –2, or –3 for light, medium, or heavy armor respectively; this penalty is negated if you take the Armor Proficiency stunt.

Armor Armor rating
Street clothes Armor:0
Unencumbering armor; spacesuit Armor:1
Light armor Armor:2
Medium armor Armor:3
Heavy armor Armor:4
Powered armor; Sith-steel plate armor Armor:5

Under the standard rules, it’s rather difficult to be a sniper. Sniping requires setup: you roll a Guns maneuver to build up tags on a target, like in my sights, sitting duck, and head shot. Before rolling the attack, specify that these tags are being used for damage, not accuracy; they do not add to your roll to hit, but they do count when calculating damage (including the funds matching from a high-powered weapon). Unlike normal combat, where shifts do not increase the level of consequences, consequences worsen by one level for every two shifts past the amount needed to trigger mild consequences.

A character can burn through ammunition while laying down suppressive fire. Figure out details for this once I have clip sizes determined. This creates a suppressive fire Aspect for the zone, which can be tagged normally; your Guns roll when creating suppressive fire is the number of free tags available for your allies to dodge enemy fire or hit enemies who emerge from cover. Autofire can also be used to make an area effect attack on a 2m×2m area, or as a free tag (full-auto!) to shoot at a single person. (Burst fire gives a +1 to hit, full-auto +2.) This is tentative; look at other full-auto rules.

The Evil Hat wiki has examples of consequences.

Skills

There is no Mysteries skill.

Athletics

Stunts

Combat
[Weapon] Finesse

Requires Athletics 3.

Your skill increases the Damage Rating of an appropriate melee weapon by +1; each weapon is a different stunt. Such weapons include the unarmed strike, combat glove, dagger, shortsword, doubleblade, rapier, and force pike; finesse for a normal weapon also covers the vibroblade version of it as long as you’ve had time to train with one. You may use a bonus from the Heavy Hitter stunt or finesse; they are two different styles of fighting.

Cultures

The understanding of languages, cultures, and etiquette; all the Linguistics stunts from the Academics skill are moved here. It can be complementary to many other social skills.

Stunts

Linguistics
Good Listener

You are good at figuring out languages, even if you don’t speak them so well. You’re one of the many galactic citizens who can easily carry on a conversation where each side is in a different language. This should grant extra languages with lower speaking fluency.

Endurance

Guns

At point blank range, Melee can be used to counter Guns because the combat can interfere with gun wielding. Making a maneuver to close quarters can give a free tag to impair the use of a gun against you; the bigger the gun, the easier it is to get that close. Social maneuvers may also be used, with taunts like Look who brought a gun to a sword fight!

Intimidation

Wearing a helmet that completely covers your face gives you a +1 bonus on intimidating anyone who is not so accoutered, in addition to any bonuses for Threat of Violence (SotC p101), and a +1 on social defense (because they feel secure in their anonymity and they’re hard to read). Having this bonus for your minions far outweighs the occasional threat from upstarts who dress up as your minions to infiltrate your base.

Melee

This covers both Fists and Weapons. Fists-related Stunts only work for unarmed combat; Weapons-related stunts only work for armed combat.

Stunts

✪ Weapon Group Proficiency

Weapon groups:

✪ Exotic Weapon Proficiency
✪ The Art of Arrow-Cutting

Can use Melee to defend against thrown weapons.

Might

Stunts

Melee
Armor Proficiency

This negates dexterity penalties for wearing armor: with Might 1, you can wear light armor; Might 2, medium armor; and Might 4, heavy armor. It does not negate endurance problems (so climbing over a one-story fence isn’t a big problem, but climbing a cliff face is, and your running endurance is reduced).

Heavy Hitter

Requires Might 3.

When you hit, you hit hard. Your damage rating in all weapons that can work with hard hitting increases by 1; this will not work with a weapon that is all about grace, but most have at least one style where sheer power will do well. You only need 1 stunt for all weapons, while [Weapon] Finesse must be learned for each type.

Science

Only members of the Hidden Academy have access to Weird Science and mad Science.

Stunts

✪ Xenomedicine

Requires Medic. You take no penalties for operating on life forms other than your own, as long as you have any plausible reason to know about them.

✪ Seen One, Seen ’Em All

Requires Xenomedicine. Even when confronted by a radically different life form that no one has ever seen before, you can spend a fate point and take no penalties for dealing with this species for one scene.

Security

This replaces the Burglary skill.

Survival

Galactic-quality survival skills integrate the practical results of evolutionary biology; Survival will let you take a good guess at the rough average temperature of an area by looking at the incidence of smooth-edged and rough-edged leaves, but you need Science to do the statistical work to get it within 1–2°. Similarly, Survival will let you take a good guess at the ratio of sizes of a creature’s eyes and head and guess whether it might be nocturnal hunter.

Technician

This replaces the Engineering skill, and moves to cover general competence at methodical, technical tasks; this is a galaxy in which these fields have been overlapping for thousands of years. Anyone with the right background can perform the unspecialized tasks at their skill level, and can pick up the background fairly easily. Gaining a specialization requires formal training; attempting to perform a specialized task without the proper training is a +3 difficulty.

A technician who has a relevant Science specialty matching a Technician specialty has an understanding of the theoretical underpinnings of their field; in the engineering disciplines, they’re called an engineer, and in medicine, a doctor. One with Academics and the Scholar stunt for the field also knows a great deal about the history of their discipline and of numerous solutions to past problems; in software, this person would be termed an architect.

The stunts of Doctor, Medic, and Surgeon apply to both Science and Technician when it comes to medicine. Diagnosis and lab tests are Science; anything from setting a broken limb to brain surgery falls under Technician.

Field Unspecialized Specialized Stunts
Medicine First aid Paramedic Doctor, Medic, Surgeon
Astrogation Navigate a known route Plot a course from scratch
Software (computer, droid) Operate and maintain computers and droids Improve and design software
Hardware (electrical, mechanical, hydraulic) Repair and maintain devices Improve and design devices Grease Monkey, Mister Fix-It, Thump of Restoration
Civil engineering Construction and maintenance Building and city design Demolitions

Stunts

Software
✪ Hacker

As Grease Monkey, but applies to software.

✪ Deadline Pressure

As Mister Fix-It, but applies to software.

✪ Try It Now

As Thump of Restoration, but applies to software.

✪ Slicer

A specialist in breaking computer security.

Medicine

Advancement

Spirit of the Century is designed to be used for a steady state. This campaign is structured for long-term advancement, and there should be many, many more stunts than anyone will ever be able to afford.

Poisons.

Good Ideas I May Use

Diaspora has an interesting rule of scope: in a single roll, you can only use an Aspect from a given level of scope. Levels in this game would be:

This is in addition to any free-taggable aspects that have become available.
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