FUDGE Starwars v2.0 by Jorge Arredondo

(Pulsa aquí para leer este artículo en español)

DISCLAIMER

This article is not authorized or supported by West End Games. This conversion is unofficial and has not been reviewed by anybody at West End Games or Lucasfilm, Ltd. Star Wars (R), TM, & (C) by Lucasfilm, Ltd. All Rights Reserved. Trademarks of Lucasfilm, Ltd., used without authorization, that use isn't intended as a challenge to those trademarks.

ABOUT FUDGE

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER

The following materials based on Fudge, entitled Fudge: Starwars and Starwars by FUDGE, are created by, made available by, and Copyright (C) 2002 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.


Introduction

This article covers the topic of the conversion of the old D6 Starwars system property of West End Games. It only covers the conversion of the basic playing rules to the generic system of FUDGE, and so I'm not adding information about the background of the game nor equipment beyond what is strictly necessary to being able to translate the original game to a new system.

Conversion of Difficulty scale

The difficulty scale to actions in Starwars first edition ran from 5 to 30, with steps of 5, unless you were rolling against another character in whose case those opposed actions could be less accurate. In the next editions the difficult tags became little intervals around the original difficult numbers, but for simplicity we'll work just with the classic scale. Besides, an action difficulty was measured by a tag, not in (usually) a precise number which let much space to the storyteller to fine tuning the game; in the end that will help us a lot to do the conversion.

Starwars difficulty tagStarwars numeric valueFUDGE difficulty
Very Easy5Mediocre
Easy10Fair
Moderate15Good
Hard20Great
-25Superb
Very Hard30Legendary
-35Legendary second level
-40Legendary third level
-45Legendary fourth level
-50Legendary fifth level

Attributes Conversion

We'll use the same attributes (with the same meaning) that were used in the original Starwars, though we'll treat the skills of Willpower (Starwars second edition) and Stamina (Starwars first edition) after the conversion like FUDGE attributes (extra cost to enhance them, etc).

Starwars Attribute ScoreFUDGE Attribute Level
1DTerrible
1D+1Poor
1D+2Mediocre
2D, 2D+1Fair
2D+2, 3DGood
3D+1, 3D+2Great
4D, 4D+1Superb
4D+2, 5DLegendary

6D*Legendary second level (Great, scale +3)
7D*Legendary third level (Great, scale +4)
8D*Legendary fourth level (Great, scale +5)
9D*Legendary fifth level (Great, scale +6)
10D*Legendary sixth level (Great, scale +7)

* Note: only exceptional creatures and droids can have such high attributes, and usually only in their Strength attribute. Thus, having in count that a great part of their strength will be due to a high mass scale, we've supposed a standard Great Strength level, which reduces the mass scale to more reasonable values.

For example: the Rancor, with its awesome Strength of 10D. will have a Great Strength, mass scale +7. If we don't add its Strength to its mass scale to soak damage inflicted to it, the monster "only" has a Defensive Factor of +7. Usual blasters, which have an Ofensive Factor of +4, won't hurt the rancor unless it is hit with a huge relative degree. On the other hand, a character with Superb Strength armed with a vibroaxe (Ofensive Factor +7), before adding relative degrees of success, barely scratches the creature!

Skill Conversion

Though theoretically there is no limit to a skill score in Starwars, almost no player character reached ever skill scores greater than 8D (did you? You munchkin!) ;) Nevertheless, many NPCs in this cinematic game reached epic skill scores, and so the scale of conversion reaches such high levels.

I want also to comment that the three jedi skills (Control, Sense, Alter) are still used as skills, though at first we could use them as attributes. Otherwise, any jedi character who tried to learn about the Force by his/her own, should pay double for an attribute, instead of just double for a skill, which would be excessive, much more expensive than the original idea in West End Games' standard.

Like in the original system, any skill which doesn't have points allocated initially or later through experience, will have the same value that the related attribute. Don't forget that attributes and skills don't use the same scale when converting them to FUDGE!

Starwars Skill ScoreFUDGE Skill Level
1D, 1D+1Terrible
1D+2Poor
2D to 2D+2Mediocre
3D to 4D+1Fair
4D+2 to 5D+1Good
5D+2 to 7D+1Great
7D+2 to 8D+1Superb
8D+2 to 9D+2Legendary
10D, 10D+1, 10D+2Legendary second level
11D, 11D+1, 11D+2Legendary third level
12D, 12D+1, 12D+2Legendary fourth level
......

Scale conversion

In the Starwars rules supplement WEG introduced the concept of scale. Like FUDGE scale, it indicated the difference of mass or power between creatures and vehicles. The conversion is not easy due to the differences between WEG D6 and FUDGE systems, and though the original system covered movement, damage and aiming difficulty, by now we'll only cover the last two subjects, FUDGE style.

In the first case, the scale modifier is added to the damage that the weapons of a vehicle from the bigger scale would make to a target from the smaller scale. Also, if an attacker from the smaller scale attacks a target from the bigger scale, the modifier is added to the damage soaked from that target.

In some cases, the scale modifier is so big that you can't survive such huge amounts of damage, like for example a character trying to survive a direct hit from a turbolaser cannon... death is instantaneous unless s/he burns a big amount of FUDGE points ;)

TargetAttackerScale modifier
Character/CreatureRepulsorlift+3
Character/CreatureWalker+5
Character/CreatureStarfighters+5
Character/CreatureCapital shipsN.A.
Character/CreatureDeathstarN.A.

RepulsorliftWalker+1
RepulsorliftStarfighters+1
RepulsorliftCapital ships+2
RepulsorliftDeathstarN.A.

WalkerStarfighters+0
WalkerCapital ships+1
WalkerDeathstarN.A.

StarfightersWalker+0
StarfightersCapital ships+1
StarfightersDeathstarN.A.

Capital shipsDeathstar+8

Aiming modifiers
TargetAttackerDifficulty modifier
RepulsorliftCharacter/Creature+1

WalkerCharacter/Creature+2

StarfightersCharacter/Creature+3
StarfightersRepulsorlift+2
StarfightersWalker+1

Capital shipsCharacter/Creature+8
Capital shipsRepulsorlift+3
Capital shipsWalker+2
Capital shipsStarfighters+1

DeathstarCapital ships+1

* Note: if any of the combinations attacker/target is missing, it is because there is no modifier in that case, except in the case of the Deathstar, which can't aim to targets smaller than capital ships.

Equipment Conversion

WeaponStarwars DamageFUDGE Ofensive FactorMinimum Roll to use
Holdout blaster3D+1OF +2
Sport blaster3D+1OF +2
Blaster pistol4DOF +3
Heavy blaster pistol5DOF +4
Hunt blaster4DOF +3
Blaster rifle5DOF +4
Blaster carbine5DOF +4
Special light blaster3D+2OF +2
Special medium blaster4D+1OF +3
Special medium blaster4D+2OF +4
Special heavy blaster5D+1OF +4
Special heavy blaster5D+2OF +5

Light repeating blaster6DOF +5
Medium repeating blaster7DOF +6
Heavy repeating blaster8DOF +7

Crossbow2D+2OF +2
Longbow2D+2OF +3
Wheelock2D+2OF +2
Musket3DOF +3
Rifle3D+1OF +3
Submachine gun4DOF +3
Wookie bowcaster4DOF +3

Grenade5DOF +4
Thermal Detonator10DOF +9

ClubSTR +1DSTR + 1Fair
GardefiiSTR +1DSTR + 1Fair
VibroaxeSTR +2DSTR + 4Good
VibrobladeSTR +1DSTR + 3Good
Lightsaber5DCONTROL +4Great

ArmourStarwars Proteccion ScoreFUDGE Defensive FactorArmour penalties
Stormtrooper armor1DDF +2-1
Stormtrooper scout armor+2DF +1-
Seatrooper armor+3DF +21 disadvantage*
Bountyhunter armor1DDF +2-1
Flak vest+1DF +1**-
Blast helmet+1DF +1**-

* Note: a disadvantage is substracting a positive die from the rolls of the character, if he's rolled any, before calculing the total sum of his roll. If he didn't roll any positive die, the disadvantage has no effect.

** Note: wearing both the flak vest and the blast helmet doesn't give us a DF +2; wearing only one of those protects us when the attack that hits us is Good at best, a Great or better attack ignores this light protection. Nevertheless, if you wear both protections we'll only ignore their DF +1 with a successful attack of Superb level or better.

Epic level game

Starwars has always been an heroic game. This means that the character will face often impossible odds, and escape unscathed. SO, I'll try to give this cinematic orientation to the game in two different ways.

One step beyond: gifts and faults

One possibility of the conversion from Starwars to FUDGE is adding Gifts and Faults to the characters. This is an aditional step with no similar feature on WEG's original edition, but with the conversion it seems very interesting.

My proposal is this: as characters don't have initially gifts nor faults, if we wish to add any of them, we should as well add a fault or gift (respectively) to compensate each one.

Example: Dack Zarkov, the well known mercenary, adds to his charsheet the gift "Favors due", from a few senatorial houses he worked with in the past. To compensate the gift he adds the fault "Enemies" with respect to a few criminal gangs he crossed his path with in some of his missions.

You can also buy Gifts and trade them for extra attribute or skill levels. Having in count that a newly converted character is much better than a fair character in other FUDGE settings, my proposal for the trade is this:

It's also possible compensate a Fault by lowering skills or atributes in the appropriate amount:

Other rules

With regard to the use of Force points, and pending a small dose of playtesting, I'd rule to give 4 Fudge points (points which can't be turned on experiences points) everytime a character burns a Force point. In the other hand, some Force powers require expending Force points, so jedi characters won't use them as easily as other characters.

Those extra Fudge points can be used in the same round they're earned. like for example to reduce an injury or make sure a blaster shot hits the target, but we must have in count that we'll follow the original Star Wars rules to see if a character will recover the Force point spent depending on the kind of actions he did with those fudge points.

If a jedi has Dark Side points and she uses a Force power, she has an advantage to such rolls (ignores a negative die). For each two Dark Side points, she has a +1, and so on. Like in the original system, the dark side seduces a jedi with quicker power...

Talking now about about roll modifiers for the Force skills, and in general any modifier you want to use according to the original rules of Star Wars, I've designed this table that simplifies the translation:

Star Wars
modifier
FUDGE
modifier
+20
+5+1
+7+1
+10+2
+12+2
+15+3
+20+4
+30+5

This way, if the base difficulty of a jedi power was Easy, with a Relationship modifier of +7 (approximate total of +17), in Fudge it would become a Fair+1, that is, Good.

The example is more clear when using Force powers, which are almost always modified by Relationship with the target and Proximity with it. Using the same table we have the following two:

Relationship
Close relatives+0
Close friends+0
Friends+1
Acquaintances+1
Slight acquaintances+2
Met once+2
Know each other by reputation+3
Complete strangers+4
Complete strangers and not of the same species+5
Proximity
Touch+0
In line of sight but not touching+0
Not in line of sight, between 1 and 100 meters away+1
101 meters to 10 Kms away+1
11 to 1000 kms away+2
Same planet, more than 1000 Kms away+3
Same star system, not in same planet*+4
Not in the same star system*+5
At these distances the only power you can use is Clairvoyance

For example: a human jedi tries to read the mind of a suspicious alien he's found in the scene of an attack. As the alien resists the attemp using its attribute of Perception, the base difficulty becomes that roll, for example Fair, modified by Proximity (in line of sight, +0) and Relationship (complete strangers and not of the same species, +5), which makes the difficulty become Legendary second level...

Let's notice as we've seen in the example, that some jedi powers generate huge difficulty levels, something which this translation does as well.

Optional rules

After a healthy dose of playtesting I've found some weak points in this conversion, and also problems that arise time and again. I've solved them in the following ways:

Five Point Starwars

In this variant of the conversion, we'll create the characters directly with Fudge rules instead of creating them first with WEG's original system and translating them to Fudge later.

For this goal we'll use a part of the original rules of Five Point Fudge from Steffan O'Sullivan. We'll use the skill groups of WEG as skill groups in Five Point FUDGE, and thus the players will buy skills in those groups as true Fudge skills from the start.

Let's remember that the six skill groups in WEG's system were Dexterity, Perception, Knowledges, Strength, Mechanical and Technical. Those are 6 groups when in Five Point Fudge we have 8. Anyway (and depending in the actual edition of WEG rules you used, the first or the more complete second one), the number of final skills is similar (around 150).

Note: to see the distribution of skills given by Five Point Fudge you can just download that article (which is very useful for many Fudge variants) and see what you can get for how many points.

Likewise we have to keep in count the jedi skills, which will have its own group where we'll include related skills, like Lightsaber, etc.

In this variant the three classic Force skills (Control, Sense, Alter) which were combined in rolls to get some effects or powers, will get simplified in a final skill for each combination of them (only 7), which are included in the following table of jedi skills:

Jedi skills
Control
Sense
Alter

Control+Sense
Control+Alter
Sense+Alter

Control+Sense+Alter

Lightsaber
Parry
Lightsaber repair

When a roll for a Force skill is called, we'll use the higher ease factor of the base Force skills involved (Control, Sense and/or Alter) and we'll modify it with all the modifiers used (Relationship and/or Proximity). This way with a single roll a jedi can check a power success or failure instead of slowing down the pace of the game with two or three.

Nevertheless, to control the new skills in a logical way, a character with Force skills can't have combined skills at a higher level that any of the base skills involved.

Example: if I have Good Control and Fair Sense I can't have a Good or better Control+Sense, only a Fair Control+Sense.

Example characters

Now I'll list a dew example characters ready to use for your games. For now only a few droid foes.

Baktoid Combat Automata B1 Series

Atributes: Strength Mediocre, Dexterity Poor, Knowledge Terrible

Skills: Blasters Poor (ODF +3), Melee Mediocre, Dodge Poor

Health levels: Ok, Damaged, Out of Order.

Special: no armor, Initiative -1.

Baktoid Combat Automata B2 Series

Atributes: Strength Fair, Dexterity Mediocre, Knowledge Poor

Skills: Blasters Mediocre (ODF +3), Melee Mediocre, Dodge Mediocre

Health levels: Ok, Damaged, Out of Order.

Special: light armor DDF +1

Destroyer droid, Droideka series

Atributes: Strength Good, Dexterity Fair, Knowledge Terrible

Skills: Blasters Great/Fair/Mediocre (ODF +4), Melee Great/Fair/Mediocre, Dodge Poor

Health levels: Ok, Damaged, Out of Order.

Special: light armor DDF +1, shields DDF +3 (soaks 30 points of damage until recharging), Initiative -1, Blaster barrage (Blasters: Good / Good / Good / Good / Mediocre / Terrible or Fair / Fair / Fair / Fair / Fair / Poor / Terrible).

Hits since 09/June/2003:


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Jorge Arredondo
Last update: 02/October/2006