Hi everyone!
I am a long time lurker on these forums. Please forgive me for not introducing myself years ago. I was a scaredy-pants.
But no more!
I’m actually a regular poster on the BW G+ community. If you frequent over there, my name is John Love
Here, I would like to introduce you to a project I have been noodling on: Burning Star Wheel Wars! (Nevermind the name, call it what you will!)
I need your help in fleshing this thing out! Actually, any advice/commentary given would help tremendously.
There are a couple things I want to mention before you read it:
Be advised, we have’t had the chance yet to play-test a good deal of these rules
I am hoping to put the feeling of A New Hope, Empire Strikes Back, and Return of the Jedi in to this hack. Therefor, most critique involving things that were not a part of those three movies I am less interested in. Basically, I want mysterious monks of an “ancient religion” and swashbuckling, semi-light-hearted adventure (As far as you can go with Star Wars and Burning Wheel, you know?).
Be gentle! I’m a snail without a shell when it comes to Burning Wheel and Star Wars! I trust you guys not to be mean with your critiques.
A lot of things in brackets () are my own commentary, in case you are wondering.
Without further ado, I hope you like some of it.
THE DARK SIDE
Emotional Attribute: Anger
Fear is the first step on the path to the Dark side
Choose a category from below and write a 4th, special instinct. Your character may fear all three categories, but try to determine what really terrifies them; something subconscious that paralyzes them with fear. Determine the true cause of it.
Each category is given three examples.
Loss
[ul]
“I fear the loss of my brother”
“I fear the loss of my home”
“I fear the loss of my power”
[/ul]
Failure
[LIST=|INDENT=1]
[li]“I fear failure in the eyes of the Council”[/li][li]“I fear failing to become a Jedi Knight”[/li][li]“I fear failing my friends”[/li][/LIST]
Annihilation(Still working on a better name for this)
[ul]
[li]“I fear death.”[/li][li]“I fear the extinction of my race”[/li][li]“I fear the dark side”[/li][/ul]
As with all instincts, this may be rewritten in play, likely after some event has fundamentally changed the character…
Fear Leads to Anger
A single Persona point may be spent to tap a character’s Anger. It can be spent on any test where the majority of the group deems the character is acting out of Fear, hatred, or goes directly against the Jedi Code.
Doing so allows the player to add any amount of dice from his Anger exponent to an ability test. For the purposes of advancement for the augmented ability, the dice act like a Persona point spent on the test.
Anger Leads to Hate
Fear can make a force-user lash out using their Anger. When something triggers a character’s Fear—Threatening their loved ones, their ego, their life, etc.—, and the player wishes to act counter to his Fear instinct, the GM (or player themselves) can call for a Steel test. If the Anger exponent is higher than the character’s hesitation, use that as the obstacle for the Steel test instead of the character’s hesitation. If the test is passed, the character remains balanced with the force, and restrains their feelings.
The test may be voluntarily failed. In this case, the character hesitates for a number of actions equal to his Anger exponent.
If the Anger Leads to Hate test is failed, Anger advances immediately. The player chooses one of two reactions: Either Fall Prone and Beg for Mercy (“No. That’s not true! That’s Impossible!”) or spend a deeds point to invoke the Hate Leads to Suffering rule (“Never!”).
Hate Leads to Suffering: Rage
This new reaction requires a deeds point to be spent in order to invoke it. The force user flies in to a bloody rage. They must attempt to destroy everything that is causing them their pain. Strike them down with all of your hatred! They must choose the most violent and destructive of options available to them. During this time, and until the scene is over (or they are killed), the force user must add their full Anger dice to every physical test—Including Lightsaber—that they make. This does not cost them extra artha, however they may use artha as per usual.
Additional successes from attacking with a weapon must be spent to increase the damage as much as possible before any successes may be spent elsewhere, such as aiming, or otherwise.
He may not make any test that would require concentration, and he may not test any social skill, even intimidation. His goal is only to kill his enemies. Any social skill used against him at this time is at an additional obstacle equal to his Anger exponent.
In either case, whether the character Falls Prone or flies into a Rage, the cause of the failed test becomes the focus of their attention—always lingering somewhere in the back of their mind.
Beliefs and Anger
Beliefs can mitigate Fear. If a character has a Belief that directly contradicts a situation in which the character’s fear is realized, and the Anger Leads to Hate test is called for, Hesitation is reduced by one.
Injury and Anger
Injury does not reduce a character’s Anger attribute.
Anger and Advancement
Tests for advancement of Anger are earned when a player spends a Persona point on Fear Leads to Anger, when the special Steel test is made for Anger Leads to Hate, when Rage is chosen as a steel result, and when situational conditions in the list below are met.
Situational Anger Test Obstacles
The following are examples of anger inducing situations.
[b]Obstacle 1—
Obstacle 2—
Obstacle 3—
Obstacle 4—
Obstacle 5—
Obstacle 6—
Obstacle 7—
Obstacle 8—
Obstacle 9—
Obstacle 10—[/b]
Anger and Routine Tests
Routine tests always count for advancement for Anger. When the attribute is exponent 5 or higher, filling up any two of the three test requirements counts toward advancement.
Any time dice are added from Anger to another ability, it counts as a test for Anger as well as the augmented ability. Compare the dice added to your current Anger exponent. The dice used count as the obstacle of the Anger test for advancement.
The Limits of Anger
Once Anger reaches exponent 10, the Force User goes insane with rage, until they are put out of their misery or die from exhaustion.
Becoming Twisted and Evil
If your Anger exponent ever exceeds your Will exponent, you must immediately make a Meditation test to stave off the Dark Side. If this comes up during a Jedi’s Fear, make the test after the scene is ended. The obstacle is your current Anger exponent, and therefore a challenging test. Better use Artha!
If you succeed, reduce your Anger by one, and erase advancement pips. The Dark Side is forever near, now. You must make this test once more should your Anger exceed your Will again.
If you fail, you have given in to your Anger and hatred; You have fallen to the Dark Side. The only way back is to bring your Will exponent back to equal to or above Anger.
Fending off the Dark Side
A Jedi may reduce their advancement on their current Anger exponent by Meditating. They may not reduce their exponent ever, only advancement. To remove advancement, test Meditation at Ob 0 with these modifiers. To save on precious time, a Jedi may remove more tests at the cost of a higher Ob. Add all that apply:
[ul]
+1 Ob for each Routine Anger test
+2 Ob for each Difficult Anger test
+3 Ob for each Challenging Anger test
[/ul]
[ul]
+1 Ob for having an Anger exponent of 5 or 6
+2 Ob for having an Anger exponent of 7, 8 or 9
[/ul]