Stars Without Number
A major competitor to using blades-style rules: SWN2.0
I'd like us to discuss whether this makes for a much less violent transition than going full-indie like Blades.
It's far closer to both Trav and DnD than either Fantasy Flight's Star Wars or Blades:
- DnD-standard "STR/DEX..."
- 3 Saves and ascending AC (a la dnd4)
- 17 non-psionic skills (very Trav inspired)
- 6 psionic skills (and they are a very good fit for Star Wars!)
- Skill rolls are Trav-style: 2d6 + stat-mod (-2 to +2) + skill ranks (untrained -1, basic 0... best-in-sector 4)
- Free Edition has 100% of what we need. (I buy all of his books, but the "deluxe" version isn't critical for this campaign.)
- a massive collection of sandbox-filling tools for the GM. (These are in use regardless of which engine we're using.)
- fan support
Downsides:
- Tech levels, gear and minor / major artifacts are tuned for the SWN setting, and would need gradual re-tuning to make a coherent star wars economy -- not that the SW game had one.
- mitigation: author has a small totally-not-star-wars expansion that's a great core for such a re-tuning.
Tech Levels
revised 67
TL | Desc | Power | Significant Unlocks |
---|---|---|---|
0 | Neolithic | Muscle | |
1 | Pre-Gunpowder | Wind/Water | |
2 | Early Industrial | Steam/Fossil | Telegraph |
3 | 21st Century | Basic Fission | Computers, primitive intra-system ships |
4 | Interstellar | Fusion (Building size) | FTL ships are costly |
5 | Golden Age | Zero-Point | |
6 | Clark-Tech |
vs Trav http://wiki.travellerrpg.com/Tech_Level_Comparison_Chart (cached b3998e65b9cc4179afd70aae7bffb6f0 )
http://www.projectrho.com/public_html/rocket/techlevel.php
vsvs gurps tech
Fiction to riff
- urquan
- trav
- dnd bestiary. hacklopedias.
- cytherian wars