Sabers and Sith
A nascent hack of Blades in the Dark and some Scum and Villainy to be my star wars engine.
Free Rules Ref - Buy PDF - Why not Scum and Villainy?
house clarification
Armor
- Special armor resets at the end of a job. (like in blades, not like in scum.)
- When the book says "When an armor box is marked, it can't be used again until it's restored" that means you can't use it as an automatic success twice in one mission, but you can base a devil's bargain off of it, such as ticking a "ruined armor" clock.
- You can only roll resistance once for each consequence, but stacking any number of armor-like effects and/or one roll is legal.
Perception checks
Aha! It's not an Action on the list because it's not an action. Actions are never passive things. A Perception/Notice check would be a fortune roll or sometimes an Insight Resist Roll.
Pushing a Special Ability
In case it's not clear from the ability desc, if you have a power that says "when you push..." this is on top of the standard push mechanic.
Traumas don't kick you out of the mission
I misread it; you're out of this conflict.
Axioms
- Fiction-First The rules are tools to be applied as the fiction needs; they are not there to prescribe the fiction. (see blades-8.2 p161 or scum p197)
- Star Wars is personal, epic, space opera, war.
- Personal: The deciding element is never troop logistics or economic output -- those may stack the odds against the protagonists, but in the end, the deciding moment is between you and your nemesis.
- Epic: Heroes and villains are larger than life. If you haven't been swept into a grand adventure yet, the next storm is bigger.
- Space Opera: Realism is overridden by drama, frantic dogfights, big ships and bigger explosions.
- War: The only thing necessary for the triumph of evil is for good men to do nothing.
- Our PCs are the heroes of this story. And it'd be a weak story if bigger heroes swept in and saved the day. Mentors? check. PCs setting up the dramatic arrival of cavalry? good idea. Deus ex Machina? nada.
- Fail-Forward -- Even on a "miss" in combat, the next moment is incapable of being identical to the last.
Credits
(An early copy of this table; I think the chapters below now have a proper copy of this)
the Coin scale:
- 1 coin: A full purse of credit chits. A week's wages.
- 2 coin: A fine weapon. A weekly income for a small business. A fine piece of art. A set of luxury clothes.
- 6 coin: An exquisite jewel. A heavy burden of silver pieces.
- 8 coin: A small safe full of coins and valuables. A very rare luxury commodity.
- 10 coin: Liquidating a significant asset -- an airspeeder, a deed to a small property.