\documentclass{article}
\usepackage{fullpage}
\title{Conversion of Star Wars to Adventure!}
\author{Funksaw}
\date{December 2002}
\usepackage{hyperref}
\begin{document}
\maketitle

\begin{abstract}
This is my partial conversion of Star Wars to Adventure. I 
also have a fuller conversion of Star Wars to a system extremely similar  
to Adventure, but since I don't own the rights to Star Wars, nor is the  
house system dissimilar enough to Adventure to completely distinguish it  
in the eyes of the law. In other words: Not quite yet, and only to my 
close friends.
\end{abstract}


\section{The Force and Inspiration---one and the same.}

Mechanically, the Force is extremely similar to Inspiration, yet subtly 
different. For Star Wars, there are two force bars of Permanent and 
Temporary marks---``Light Side'' and ``Dark Side.'' Light side governs the 
Reflective and Intuitive facets---Dark Side covers the Destructive 
facet. As a general rule, Daredevils tend to have higher Intuitive 
facets than Reflective facets, and Jedi tend to have higher Reflective 
facets than Intuitive facets. Characters cannot start with a Destructive  
Facet rating, as they should not start off with any permanent Dark Side 
points.

Characters receive 1 dot in Reflective or Intuitive facets for every 
light side force point they have.

\begin{quote}
  ``The Force is what gives a Jedi his power. It's  an 
  energy field created by all living things. It binds the galaxy
  together.''\\ \hspace*\fill Obi-Wan Kenobi
\end{quote}


A main character (PC or significant NPC) can use the Force, as it flows 
through all living things. Only Jedi, however, can use the Force in a 
conscious manner. However, even normal people can be pushed to their 
limits, and even beyond it. That is when the unconsciously use the Force. 

The Force can be used for a number of things, as a game mechanic. First 
off, it is the fuel for most Jedi powers. However, it can be used to 
increase someone's chances at succeeding at an action, or even to save  
the characters neck via a ``deus ex Force'' when it really matters. In  
short, you may spend force points on the following:

\begin{itemize}
\item Activating a Jedi Power (``Impressive. Most Impressive.'')
\item Dramatic Editing (``I keep these panels for smuggling. I never thought 
  I'd be smuggling myself in them!'')
\item Cliffhanger (``Threepio! Tell Artoo to shut down all the garbage 
smashers on the detention level!'')
\item Double a dicepool (``Great shot kid! That was one in a million!'')
\item Get a hint about how to proceed. (``Chewbacca here is first mate on a  
vessel that may suit our purposes.'')
\end{itemize}

Force points may be regained in the following ways:

\begin{itemize}
\item Meditation. A character that relaxes for at least 2 days will
  replenish a force point.  A Jedi that meditates can accomplish the
  same in 8 hours.
\item Life-Affirming Heroism. Since the Force is the energy of all
  living things, a heroic action which results in the saving of life
  typically results in some sort of Force replenishment for all
  involved.
\item Wild Success. If a character receives more than 5 successes on a
  roll (but gets no benefit from such an amazing result) the character
  receives a force point from self confidence.
\end{itemize}

\subsection{The Dark Side}

\begin{quotation}
  Yoda: ``A Jedi's strength flows from the Force. But beware of the  
  Dark Side. Anger. Fear. Agression. The Dark Side of the Force are they. 
  Easily they flow, quick to join you in a fight. If once you start down 
  the Dark path, forever will it dominate your destiny, consume you it 
  will, as it did Obi-Wan's apprentice.''\\
  Luke: ``Vader. Is the Dark Side stronger?''\\
  Yoda: ``No\dots no\dots no. Quicker, easier, more seductive.''\\
  Luke: ``But how amd I to know the good side from the bad?''\\
  Yoda: ``You will know. When you are calm, at peace. Passive. A Jedi  
  uses the Force for knowledge and defense, never for attack.''
\end{quotation}

That is the rub, of course. Unlike ``normal'' force points, Dark Side
points accumulate, rather than subtract. Whenever the character spends
Force points, as he normally would to accomplish a task counter to the
Force, (such as murder in cold blood, eating a kitten, or something
along those lines,) or uses the Force out of Anger, the character does
not lose force points. Rather, they gain temporary dark force points
equal to the amount of Force that they would have spent. When this
pool surpasses the current Dark Side permanent rating, a Permanent
Dark Side Point is added, and the temporary points are reset. (In
other words, the first dark side point is gained when the character
uses 1 dark point, the second at 2, the third at 3, etc.)

It is possible to use your Dark Force as a ``bottomless pool'' of
Force points. Any character can get angry enough to resolve his way
out of a situation through blind rage. This, however, is a good way to
rack up a goodly sized pool of Dark points.

For each Dark Side Point, the character gains a dot in the Destructive
Facet---this is a benefit of using the Dark Side to achieve your
ends---these points do not go away if the Dark Side points are bought
off via experience points. Secondly, the character gains a ``dark
vice'' determined by the GM: Greed, paranoia, avarice, Impatience,
etc. that in some way relates to the way the Force was used.
Whenever the character comes across a situation that relates to the
Dark Force flaw, the character must spend a Willpower point to avoid
taking that action.

Dark Side points may be bought off with experience points---and with 
roleplaying---at a rate equal to what it would cost to gain that dot if  
it were a Light Side point. The deeper you dig yourself into the pit, 
the harder it is to get out.

A character with more permanent Dark Side points than permanent Light 
Side points has fallen to the Dark Side. It is up to individual GMs to 
determine if the character can still be played, or if it becomes an NPC.

Redemption: Characters with less than 10 Dark Side points can 
potentially be redeemed through roleplay and experience. It is a tough 
road though, and most do not have the strength of will to redeem fully.

\subsection{Knacks, Jedi Powers, and Racial Skills}

As a general rule, Knacks (Heroic Knacks) belong to Daredevils, Jedi 
Powers (Psychic Knacks) belong to Jedi, and Racial Skills (Dynamic 
Knacks) belong to Aliens. But there are some exceptions to the rules 
presented in Adventure which will be listed here:

\begin{enumerate}
\item Any character may take Daredevil Knacks, including Jedi and Aliens.
  Obi-Wan's a good pilot, for example.  This means Daredevils need to
  struggle to protect their schtick.
\item Fists of Stone and Lighting Reflexes may be bought as a Racial Skills
\item Telluric Resonance is known as ``Force Sensitivity'' for the purpose s 
  of the setting.
\item Flame/Frost conjuration can also be used to throw lighting from your 
  hands.
\item Psychic Synergy may also be used to communicate ``tele-empathically''  
  with another character. Exact words are not possible, but the person 
  will automatically know where you are and what you need as an emotional 
  feeling. The target must be willing and at least nominally allied with 
  you, however. (This is the Jedi power Luke uses when contacting Leia 
  while she's driving the Millenium Falcon with Lando and Chewie as he' s 
  dangling from Cloud City.)
\item A Single Bound can be purchased as a Jedi Power.
\end{enumerate}

\section{New Backgrounds:}

\subsection{Droids}

Droids are the number of mechanical servants you have. Droids 
never have dicepools, and are not creatures of the force---they are NPC s 
that are mechanically perfect in one or a number of areas, but usually 
incompetent in most others. For example, a protocol droid may know 
nothing about combat, while a combat droid may not even have the ability  
to speak. Droids can also help out on certain types of rolls---an 
Astromech droid, for example, may be able to boost the reliability of a 
fighter or other ship. The major types of droids are:
\begin{itemize}
\item Repair Astromech (R)
\item Conversation \& Protocol (C)
\item Battle Droids (B)
\item Medical Droids (Me)
\item Imperial Droids (I)
\item Maintenance Droids (Ma)
\item Power Droids (P)
\end{itemize}

Several droids can perform the function of other droids, but are usually  
not as adept at it---the general rule is that the background rating 
equals the number of functions your droids, in total, have. A rating of 
4 could represent 4 specialized droids, a single droid with four 
functions, or two dual-function droids, for example.

\subsection{Fleet}

Fleet determines how good your ship is: For every dot in Fleet, 
you receive 5 points to place into the ship's statistics (See Space 
Combat) To upgrade the class of your ship, 10 points must be spent. The 
fleet background can exceed 6, and can be bought many times.

\subsubsection{Space Combat}

Ships come in three main classes: Fighter (Small), Cruiser (Medium), and  
Flagship (Large.) Mechanically, this has a number of effects.

When fighting against ships of different classes, the successes achieved  
on rolls are modified. Larger ships have more battery power---thus more  
powerful lazers, smaller ships are deft and maneuverable.

When a smaller ship fights a bigger ship, the following happens:

The smaller ship doubles it's successes on maneuver rolls related to 
dodging fire---smaller targets are harder to hit.
The smaller ship halves it's successes on firepower damage, and the 
larger ship doubles it's firepower damage.

A ship fighting a class two sizes larger than itself finds these effects  
doubled.

Ships have 7 main statistics, outlined below, and a number of secondary 
statistics. Each point placed into these statistics costs one of the 
``fleet'' background points as above, and are usually paired with a skill.

\begin{description}
  \item[Speed:] Speed is how fast the ship can travel in sublight speeds. Useful 
    for outrunning slow and bulky pursuers. Usually used in conjuction with 
    ``Pilot.'' A ship without speed travels very slowly indeed, and cannot  
    hope to outrun pursuers or dodge attacks.
    
  \item[Shielding:] Shielding determines a number of things. First off, it acts 
    as a ``soak'' for your craft. Secondly, a number of ``Shields'' healt h 
    levels are added to your craft equal to your Shielding rating. As these 
    health levels are destroyed, the shield score also goes down for 
    ``soaking.'' However, shield levels replenish at a rate of 1 level per  round.
    
  \item[Maneuver:] Maneuver is how quick and agile the ship is---as opposed to 
    it's raw speed. Maneuver is usually used in conjunction with Pilot to 
    dodge asteroids and lazerbolts.

   \item[Firepower:] Firepower determines the number of dice added to a successful  
    damage roll's damage result. A ship that is unmanueverable must come to  
a full stop before turning.

\item[Hyperdrive:] Hyperdrive is a measure of how quickly the ship can travel 
in hyperspace. Useful mostly for long-range pursuits, as well as 
determining how much lead time you have in evading a persistent pursuer.

\item[Navacomputer:] Navacomputer is a measure of how quickly the Navacomputer 
can calculate the nessessary equations to posit a path through 
hyperspace that doesn't involve you materializing near a black hole or  
in the middle of a supernova. And that'd end your trip real quick, kid.  
The Navacomputer score is rolled, once per turn. 5 successes are needed 
(cumulative) before the Navacomputer is finished with it's calculations.

\item[Reliability:] When an attack gets through the ships shields, and the ship  
begins to take actual damage, the reliability score is rolled. If no 
successes are rolled on the reliability roll (or the ship has no 
reliability) a malfunction occurs. Secondly, reliability adds a number 
of health levels onto your craft equal to the reliability score. 
However, each one of those health levels has a penalty, -1 to all 
actions for the first one, -2 for the second one, etc. Once a 
reliability level has been damaged, the damage remains until the ship 
can be repaired.
\end{description}

\subsubsection{Malfunctions}
When a ship fails a reliability check, roll 2d10 and 
take the lowest of the two numbers and consult this chart:
\begin{enumerate}
\item Your hyperdrive is knocked out.
\item If you have an astromech droid, the shot damaged the droid to
  the point where it will need significant repair at a dock.
\item The blast caught an engine on the left or right, and you're
  spinning You may only turn in one direction. Basic: Maneuverability
  is $-2$
\item The blast caught a weapons battery, and your weapons aren't as
  effective, your damage rating is halved.
\item The blast has sent you into a tailspin---you continue on your
  course for three rounds, unable to turn. You cannot use
  Maneuverability to dodge
\item Your shields go completely down until they can be fixed by hand
  or by an astromech droid. It usually takes about 3 rounds---less a
  round for each droid or person assisting in the repair, and at least
  one round.
\item The blast has set parts of your ship on fire. Don't ask me how
  thing s burn in space---what am I? Einstein? Anyway, if you can't
  find a way to put it out in three rounds, you will take another
  level of damage as the fuel tanks explode---which also places your
  speed rating at a maximum o f 1.
\item The blast sent something flying in the cockpit---anyone within
  the ship takes a level of lethal damage.
\item Life support begins to fail. You've got about 4 minutes of
  oxygen before you being to get dizzy, and about 10 minutes of oxygen
  before you suffocate.
\item The blast went through your ship like sh*t through a
  bantha---barring the miracles of the force, you've got about 30
  seconds as the ship explodes and whoever isn't incinerated is
  exposed to hard vacuum.
\end{enumerate}

\section{Weapons and Armor and Other Goodies}

\begin{table}
  \centering
  \begin{tabular}{l|lllllll}
    Name & Acc & Dam & Str Min & Rng & RoF & Conc & Cost\\
    Blaster & 0 & 3L & * & 50 & 3 & P & *\\
    Blaster Rifle & +2 & 7L & ** & 200 & 1 & P & **\\
    Stun Weapon & -1 & 9B & * & 20 & 1 & J & **\\
  \end{tabular}
  \caption{Ranged Weapons}
  \label{tab:ranged}
\end{table}

Thermal Detonator: Damage 9L, Full damage to all targets within 10
meters, half damage to targets within 20 meters.

Lightsaber: Gadget Rating 1, Dam Str+5A, Melee, Conceal J, Cost ***

Blast Padding: 2L, 4B Cost *

Flight Helmet: 5L, (called shots to head) Cost*

Stormtrooper Armor: 3L, 5B Cost **

Exoskeleton, like Darth Vader's: 6L, 9B Cost ****

\appendix
\section{Quotes to show you how applicable\\ certain knacks are to \emph{Star Wars}}

Dramatic Entrance: ``Search the vessel and bring me those plans''\hfill ---Vader

Eagle Eyes: ``That's not a moon. That's a space station.''\hfill ---Ben Kenobi.

Fists of Stone: ``A droid don't tear your arms off when they lose. 
Wookies have been known to do that.''\hfill ---Han Solo

Gadgeteer: ``But I was going over to Toshi Station to pick up some power 
converters!''\hfill ---Luke

Indomintable Will: ``You weak minded fool! He's using an old Jedi Mind 
Trick!''

Instant Expert: ``Your father wanted me to give this to you when you came 
of age\dots \emph{newwomm\dots bwwwoomm\dots}''\hfill ---Ben Kenobi

Jack of all Tounges: ``Uta Greeba Solo?''\hfill ---Greedo. (WHO NEVER FIRED!)

Lightning Reflexes: ``That was too close''\hfill ---Lando.

Master of Dissimulation: ``Negative, we've got a\dots um\dots reactor leak, 
very dangerous, just give us a few minutes to log it down.''\hfill ---Han Solo.

One Man Army: ``Bring 'em on, I prefer a straight fight to all this 
sneaking around!''\hfill ---Han Solo.

Trick Shot: ``Shoot the door, Kid!''\hfill ---Han Solo

Marked Man: ``Skywalker is on that planet. I can sense it.''\hfill ---Vader

Force Sensitivity: ``I have felt the presence of my old master. He is 
here.''\hfill ---Vader

Inspirational Aura: ``I'm not sure, sir. they seem to believe that I am 
thier God.'' ---Threepio

Psychic Control: ``You don't need to see his identification. These aren't  
the droids you're looking for.''\hfill ---Ben Kenobi.
\end{document}
