Star Wars Quest Mechanics
This Quest will be based, with some changes, and plenty of homebrewing, as well as using the Homebrewing of others, on Fate Core. Fate is a system with many intricacies, only some of which you need to understand. Dice rolls will be behind the screen, as it were, but your actions can affect when, how, and to what ends the dice are rolled.
So here's a run-through. This is all subject to change.
The Many Uses of Aspects
Aspects are everywhere in Fate. A room on fire has an Aspect, weapons have an Aspect (a Lightsaber is an Aspect), and people have Aspects. These Aspects define things. For instance, say you have a Jedi Knight who has Knight In Shining Armor. He is brave, loyal, honest and true: he fights for truth, justice, and the Republican way. He might also be a Sullustan, and that's another Aspect, and perhaps he likes to dance, and for some reason this matters. So you combine all these Aspects, and these are the tools both for… and against, a character. Each character has a High Concept, which defines what their character is overall, and a Trouble, a problem which also defines their character and while will be used to help push the story along. Han Solo, for example, is a Cocky Smuggler, but he also Owes A Big Debt to Jabba.
The player has a Fate pool: this represents, in some ways, luck: but also the Agency of a PC. This Fate Pool refills at special times and places, and its size will vary, but by spending one Fate Point, you can Invoke an Aspect.
That is to say, you're a Knight In Shining Armor. So when it comes time to endure great hardship to save the life of an innocent child, you declare that your Will Skill roll that you've made or are going to make… is especially blessed. This this Invocation adds either a +2 to the dice pool, or lets you reroll the whole thing. We will obviously be deciding which to do when you use an Aspect, which you can do via votes. An example vote might be.
[] (Knight In Shining Armor, Persuasion) Try to convince the slaver of the errors of his ways, playing to his moral compass, buried and ossified as it is.
[] (Knight In Shining Armor, Athletics) Run past the slaver, grabbing the slave and trying to escape with her.
Etc, etc. We'll talk about challenges, but even when your Athletics is higher than your Persuasion… there's still cause to think about it.
So, to reiterate: everything has Aspects. You, your enemies… a building you lit on fire with your mind, and Consequences, which are the long-term result of paying a price. Anakin Skywalker gets chopped up by Count Dooku and takes the Serious Consequence: "He's 'Armless, Duke." Or something like that.
Sometimes, invoking an Aspect can be free. If you create an "Advantage" by your actions, you can then invoke it for free. For instance, if you use your Lightsaber to kick up dust, and succeed on the roll, you create an Aspect in the area: "Choked With Dust." And then you invoke that Aspect when trying to flee from the enemy. Or so on.
But, then, what about the other half of it? Because an Aspect you have can be compelled. You're a Knight and Shining Armor, in this hypothetical example: that means as the QM, I'm going to throw situations at you that make you pay for that Aspect and its gain. As a Knight In Shining Armor, you can't step aside and say, "It's not my problem" when a woman screams in pain and fear when she's attacked. This is a "Compel." You're made to do something. Accept it and you get a Fate point. Don't accept it and you have to spend a Fate point to fight against your very nature to stop it.
Thus, yes, you'll both be able to use Who your character is to aid you, and it'll also hopefully work just as well, if not better, than the sort of weighted vote, which always had the problem of how to keep the voters up and active in working with it.
Each character, along those lines, has a High Concept that defines them. "Gentleman and a Thief" or, "Grandmaster of the Jedi Order."
The Skilled and the Dead
Besides Aspects, Skills are the largest part of the Quest's mechanics. There's a list of Skills that I'm provisionally going with, and you can find that list in the "Additional Links" section. But what you should note, is what Skills do?
You add them to your roll. That is to say, a +3 means that you add three to the result of the dice roll… which I, the QM, will handle.
You attack and defend with Skills, you can Overcome challenges or try to create Advantages, and these skills themselves range from +0 to +8, though results can range a little lower:
-2: Terrible
-1: Poor. Again, this is a result, not a skill-level you can normally have.
0: Mediocre. This is the skill level of a skill you don't have points in.
+1: Average. A Stormtrooper might have this in Blast, a thug in Fight, etc.
+2: Fair: In this warlike age, many Jedi all but expect new Padawans to be at this level in Fighting, because otherwise they'll certainly have trouble. A skilled clone trooper on his own can Blast at this level as well.
+3: Good
+4: Great--A Jedi is thought of as more than adequately skilled in the blade if they have a Fighting of +4.
+5 Superb--A Jedi with this in Fighting is reckoned to be a Master Swordsman. Anakin was this, until he grew even better during the war.
+6 Fantastic--Both Obi-Wan, Dooku, Anakin, Mace Windu, and Palpatine are examples of fantastic Lightsaber-wielders. This is seemingly the peak of what most people can do. A person with even one Skill at Fantastic is doing well.
+7: Epic--Yoda's Fighting is Epic, as is Palpatine's skill at Persuasion.
+8: Legendary--The highest a person can get, period. Yoda's Lore, Palpatine's Blast. A skill at this level lives up to its name: people have heard of it, people have celebrated the skill, and it's even hard to find examples which aren't so far over the top as to awe
You aren't going to ever have a skill at Legendary, this isn't that sort of Quest.
Dice rolls themselves can range from -4 to +4, so you add the skill, like let's say +3, to it. Most rolls, however, fall between -2 and +2. They're somewhat bad (and you'd better hope your skill lets you try to muddle through) to somewhat good. Fate uses four fudge dice, with +s and -s, which add to the roll, rather than a typical six-sided dice. If all four dice land up +, that's a +4, if all four land on a minus, it's a -4, and of course most results are between the two extremes.
Look At What I Can Do: Stunts
The skills, as you'll notice when you look at the link, are both diverse… and yet also very, very broad. Stunts are what helps to make it specific. They're what makes a character special, even if two characters have the same Skills.
Stunts are a definite puzzler, and making tons of good Stunts is one of the jobs I have as a QM. Stunts, if you're wondering, can work several ways. Some require the spending of a Fate point, but many are rather more inherent. They create an exception to the rules, strengthen a particular application to them, or allow a new type of action.
As an example, Empathy is a great skill, and with the Force you can understand people more deeply. But you cannot apply Empathy to objects.
But if you have the Psychometry Stunt, you can, and if you succeed you can get special outcomes that you couldn't otherwise. But to be more specific to non-Force examples, consider acting first. Notice is what allows you to determine order, but let's say you're a quick-draw blaster slinger, than you could have this Stunt:
Quick on the Draw. You can use Blast instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
Similarly, on top of what the link lists as Stunts, there are far more, including a 'Novice' and "Grandmaster" version of each of the Lightsaber Styles that will be done in time to eventually apply.
The Force
The Force manifests most of all as a combination of Stunts and Aspects. You can apply the Aspect related to using the Force (such as "Hot-shot Jedi Knight") to any roll that would be relevant (for the usual choice of rerolling or adding +2). This builds on what is already there. The empathic person finds, with the Force, that they can understand people deeply Of course, you have to spend a Fate point unless you get a Free Invocation. You Invoke the Force and become one with it while piloting, you push an object further by adding it to Blast, etc, etc.
The Force is also a set of Stunts. These Stunts, like the Psychometry idea above, allow you to do the impossible, but these two are tied, rightfully I think, into Skills. The Force makes you more, it cannot make the foolish wise, it cannot make the weak-willed powerful.
And of course, you need the Force in order to be able to purchase a Lightsaber, that most special of weapons. Much more will be explained about the Force and how to use it later on, and I might create a list of Stunts you've seen, or the like.
A Bad Feeling… Combat, Challenges, and so on!
When you roll all this, what are you rolling against? Well, it depends! A Challenge is a set of rolls (a single roll is just a basic "Overcome" roll of the dice against a passive difficult, which you must roll over) to do an action. For instance, you crash down on a deserted planet after a battle. There's no water, and you need to find that, there are wild beasts attacking you, at the same time as you're hunting for water and avoiding beasts, you have to repair your ship to escape, while Hiding from the enemy droids looking for you.
Thus, it becomes a series of rolls that you then combine to see the outcome. This will be especially common, since this is a Quest. You'll set a course of action, I'll do rolling, and then use that to describe just how everything goes wrong… or right, that can happen too.
A Contest involves two people going up against each other, often rolling different things: can someone shoot down the ship using Blast before its pilot escapes using Transport?
And a Conflict, well, that's when fight scenes begin… though conflicts can in fact be shouting matches, or other such things. Each character has a turn-order, they have Zones to occupy, they attack (whether physically or otherwise) and in fact they do damage.
So what is damage? First, it can cause "Stress." Stress is those lucky shaves. Stress is ducking just before a laser blows your head off, Stress is managing to keep from blowing your lid at an insult.
The average PC, and some NPCs, have separate boxes for physical and mental stress. They have a "one shift" box, and a "two-shift box." That means they can take up to 3 shifts (or pips, or whatnot) of Stress in that area before it has to roll over to Consequences, explained below. If you don't have room to take Consequences, and you take a stress beyond those three… then congratulations, you've lost.
Consequences are a nasty thing. There are three levels of Consequences: mild, moderate, and severe, with 2, 4, and 6 boxes respectively: you subtract the boxes from the attack. As in: if you have a full stress box and someone attacks you again for 1, you can take one box of Mild Consequences. Unlike Stress, Consequences don't go away after the end of a conflict. You gain a negative Aspect, such as, "Missing Arm" that can be invoked for free by your opponent, and doesn't go away after the fight. Obviously, mild is for far less than "Missing Arm" and Severe can be game-changing.
Final question, then: what does it mean to succeed? When you roll, you have four outcomes.
If you fail to roll as high as them, or below a target, you just plain Fail.
If you Tie, then you get a lesser version of it, or it at a minor cost. You're trying to fix the ship, and you get it working, but the shields are flickering, or you get all of it working… but only on repulsorlifts.
If you succeed, getting one or two points above, well. You do it!
And if you beat the roll/target by 3 or more points, you get a Success with Style, and that means that I, the QM, will throw good things your way. You fix the ship almost better than new, and for a little while, it'll run, "Straight Out of the Factory" because you fixed some minor problem you'd missed before. As an example.
Milestones
This is a Quest. The character will grow and change. Some of this will just be straight up being offered (or effectively offered) choices of skills, Stunts, and etc, but when?
I think in some ways that Milestones are still a good concept to use, and if it turns out they're not quite working, I can eliminate them and replace them with something else. Your advancement in the narrative means your advancement otherwise: you can fight a dozen foes and win, but if it doesn't advance the story (though it'd be likely it would), then, well, nope.
Milestones come in three different forms. First, a Minor Milestone should happen, on average, every 3-5 updates. It's the end of a Session, and anytime you could imagine it being the end of a chapter if it was a work of fiction, that's where. During a Minor Milestone, you may rename character aspects, switch the order of Skills, replace a Stunt (though all three will be guided via votes), and more importantly, you can change Moderate Consequences to more neutral Aspects.
The burn heals, the enraged feeling sinks back down to relative calm: it's not gone, it's not forgotten (at least not yet), but it's reduced.
Significant Milestones occur only when something major happens. The end of a plot-line, etc, etc. You learn something and grow, and thus you may add one skill point either to a skill you have, or bring up a non-existent skill to Average (+1), and of course you can do anything you can do with a Mild Milestone involving Aspects… except you can also rename a Severe Consequence.
A major milestone, on the other hand, is big. It's the end of a Star Wars movie, honestly, is how to describe it. On top of everything you gain from the previous two, you can make even an Extreme Consequence (the level beyond even Severe) be altered. As in, Anakin Skywalker loses an arm, and at the end of Attack of the Clones he can spend his Major Milestone to get a robot arm, among other things.
You can also take another point of Fate… or buy another Stunt on top of the ones you already know, and if you've majorly changed, you can even rename your High Concept. Anakin Skywalker slaughtered a vast number of innocent people in Revenge of the Sith, and his High-Concept changes to represent that he is in fact now a Sith.
Thus will you advance, hopefully, on the road to becoming a Padawan!
Additional Links:
https://libskia.so/pub/Star-Wars-Fate-Edition.pdf
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