[Closed] (FKR) Star Wars Order 66 Survivor

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May 5, 2025 6:49 pm
vagueGM says:
As a 'casual Star Wars fan', I also plan to look for some books (novels) from this era (right after Episode III), to become familiar with the general tone. I welcome any suggestions on good ones worth reading.
I have mostly been reading the High Republic series
May 5, 2025 7:02 pm
I have zero knowledge of the game system, but the premise of the setting sounds awesome.

My Star Wars fan-level is on the side that I have seen all movies multiple times. And some of the shows on Disney+ is they were good
(I totally love Skeleton Crew, I admit!)
May 6, 2025 6:44 am
Balthazar says:
... using Saga Edition to just give a guideline for species, abilities, force powers etc, while discarding actual game mechanics, ... Star Wars Saga Efition Wikia
...
We can look at that wiki as a resource for examples of species, and skills, and force powers, though they seem to call them 'Force Techniques'.

We will probably want to settle on one source as the primary tool, as they all tend to have their own opinions on things and, just from glancing at that swse wiki I can see contradictory 'facts'.

We would not use those to 'make characters', our characters will be mainly narrative, this is not a mechanical game. We still need to find how much mechanics we need to sprinkle on, but we will play most of it by ear when we need to resort to dice.
runekyndig says:
... I have mostly been reading the High Republic series
Looks like the wrong era for direct inspiration for this game, but I will add them to my list to take a look at.
May 6, 2025 6:45 am
Owlbeer says:
... I have zero knowledge of the game system ...
"There is no system." :)

Welcome to the site.

Have you played Monster of the Week, and Masks? They are a lot more mechanical than what we are doing here, but experience in those sort of 'more story focused' (compared to DnD) games is a help. No worries if you haven't, their mere interest is a good sign.
Owlbeer says:
... (I totally love Skeleton Crew, I admit!) ...
This will not be that. I hear it gets better, but those kids irritated me, so I have not watched much.
Owlbeer says:
... I have seen all movies multiple times ...
I think we should stick to mainly the movies as our 'canon'.
May 6, 2025 7:58 am
Don’t know if it’s been mentioned yet but the Starwars d6 Reup game is both free and robust, as an idea of where to get a frame for dice mechanics out of.
May 6, 2025 1:34 pm
Delta says:
Don’t know if it’s been mentioned yet but the Starwars d6 Reup game is both free and robust, as an idea of where to get a frame for dice mechanics out of.
Agreed. That is probably going to be the main source I draw from for examples and such. (Strong) Rumor has it George Lucas used this West End Games RPG to get names and such for the Species when he needed them for later movies, there were very few official names in the original movies.

But we won't be using those rules. They are not bad at all, and not just 'for a game of that age', and are what I reach for 'first' when recommending a 'Star Wars RPG' to people. Honestly, though, as mentioned earlier, when I want a full system I usually use these resources as a reference, but play with the unofficial Star Wars World (Omega) mod for Apocalypse World (mostly gone with the demise of G+): or Impulse Drive, or maybe Scum & Villainy (FitD) and treat them as Star Wars. But we are not using any system for this, or maybe a little 2400 as a dice mechanic.
May 6, 2025 1:36 pm
I must put together a blurb about how I envision this working, then I will want everyone to contribute and help form a light structure we can work with. For instance: We will need to 'decide' how granular we want the Force Powers to be:

We can go with very broad 'Abilities' like Control, Sense, Alter.

We can go with more fine-grained like 'Control' consisting of: Speed, Jump, Wall-Run, Hibernate; and 'Sense' having: Sense Life, Sense Force, Sense Direction; and so forth.

I might recommend something in the middle.

There is also the question of how do we want to handle 'The Dark Side'?

We are probably not the most 'responsible' people around. We have some discipline from our Jedi training, but the temptation of the Dark Side is always there. Without the 'absolutes' of the Jedi Order, what is our (player) stance on The Dark Side, and will it be a factor in our characters' decisions?

Do we want to play with balancing (or not balancing) this 'duality'?
May 6, 2025 2:00 pm
If this is to take place right after Order 66 was issued I don't think any padawan's would have access to dark side powers... not sure if this system has any kind of leveling mechanic but dark side powers would be accessible after a time without Jedi influence but would need to have been played out prior; that the character had been flirting with dark thoughts, actions, or an NPC's council or actions influenced them towards the Dark Side, etc...
Last edited May 6, 2025 2:00 pm
May 6, 2025 2:08 pm
Do agree, but even for just force powers in general. Outside of the chosen one, the movies seem to imply for force sensitives in their nascence that it takes years of tutelage for a youngling to be able to move all but the most small of objects with the force. On some level it may make sense for force actions to be heavily influenced by luck.
May 6, 2025 2:12 pm
are we to be younglings or Padawans... teenagers who have had a master and had some training in the force?
May 6, 2025 2:14 pm
The idea is older padawans, right? Late, mature teens. I think they have some decent control of a few force powers. I think they've learned a reliable trick or two. But those tricks are small in scope and few in number. They been trained by the Jedi, so I don't think they know any darkside powers. Yet.
May 6, 2025 2:27 pm
Balthazar says:
... I don't think any padawan's would have access to dark side powers ...
Agreed. Not at the start, but how you use the Powers you have may drive you that way later?

How do you feel? Are you angry? Who knows where that leads... :)
Balthazar says:
... leveling mechanic ...
Yes, the fiction. If it makes sense for you to learn new things, or improve things you know, that will happen. This will be reflected on your sheet.
Balthazar says:
... dark side powers would be accessible after a time without Jedi influence ...
That's what I am thinking.
Balthazar says:
... would need to have been played out prior ...
Yes. Fiction First.
Balthazar says:
... are we to be younglings or Padawans... teenagers who have had a master and had some training in the force? ...
Not younglings, no. Padawans with a little training. We can work out the specifics for each character. Being 'human' makes this a lot easier, but we can look at other species if we have to.
May 6, 2025 2:28 pm
Delta says:
... force sensitives in their nascence that it takes years of tutelage ...
Yeah, but 'necessity' and all that. Schools are really not the fastest way for people to learn things. Shove them out into the world and make them need to use their skills to survive and people learn real fast... those who survive, that is, but those are the types we are telling stories about, right? :)
Delta says:
... it may make sense for force actions to be heavily influenced by luck. ...
You mean learning them? Sure, could be, we will base this on the fictional circumstance in which we are trying to learn.

If you mean to use, then yes, we will use dice. Let me write that up.
May 6, 2025 2:29 pm
Owlbeer says:
... The idea is older padawans, right? ...
Yep.
Owlbeer says:
... Late, mature teens. ...
I don't know how 'mature' you are, that is an opinion. :) But teen, sure. We can work out the details as a group.

It may be easiest if we are all similar age. The difference between 15 and 17 is huge. But we can chat about those specifics and preferences.
Owlbeer says:
... learned a reliable trick or two. But those tricks are small in scope and few in number. ...
Sounds about right.
Owlbeer says:
... They been trained by the Jedi, so I don't think they know any darkside powers. Yet. ...
Yet... three little letters with so much ... potential. :)
May 6, 2025 2:53 pm
Species
The Star Wars world is dominated (possibly literally) by 'humans'. Sure, this is probably mainly to help the SFX budget, but it is still what we see.

Humans are also the easiest to play, since we have some understanding of how they work. I usually want my 'aliens' to be alien, not just people with different coloured skin or pointy ears, but I am not sure how feasible that is in Star Wars.

I suggest we lean towards human, or humanoid or humanish characters, but we can talk about trying to make anything you want work. We can use the books and wikis for guidance about what they are like, but this is mainly about the narrative, so tell your story with that character rather than statting them out mechanically. Support that story with the mechanics, as needed. See Below.

Dice
Here is how the dice might work (these are the rules for 2400):

Skills (and these probably include 'Force Powers') are a d6, if you are trained in that skill it is a d8, or, later, maybe even a d10 or a d12.

If you can't reasonably do a thing without training, you can't do it. Maybe, based on the fiction, you might be able to try it, but you might roll a d4 because you are Hindered by lack of familiarity. Do it enough and you could become 'familiar' and can roll a d6 (or get even better).

If you are Hindered —by circumstance, by injury, by exhaustion, or anything else that makes sense in the fiction— you roll a d4 for your Skill die (no matter what value that die has, it does not step down (we can chat if we don't like this, but it actually works, so I stick with it)). A sprained ankle, for example, will Hinder your Running, but won't Hinder your Typing.

If you are Helped —by circumstances, preparation, or the perfect tool, maybe— you roll an extra d6 (always a d6).

If you are Helped by another player, they roll their relevant Skill die and share in the risk.

If you are Helped by a Force Power, roll that die in addition to the Skill die you are using (either of which may be Hindered).
In addition to any already existing Risks, add the Risk of being found out (or tick a 'Hunter Clock', maybe, as appropriate).

Use the single highest die, if it is a:
1–2 Disaster. Suffer the full risk. GM decides if you succeed at all. If risking death, you die.
3–4 Setback. A lesser consequence or partial success. If risking death, you're injured.
5​+ Success. The higher the roll, the better.
• If success can't get you what you want (maybe you make the shot, but they're bulletproof!), you'll at least get useful info or set up an advantage.
Defense: Say how one of your items breaks to turn a hit into a brief hindrance. Broken gear is useless until repaired.
Harm: Injuries require time and/or treatment to heal.

Skills
It is not required, but I suggest reading the 2400 RPGs, various ones have things that can guide us.

Take, for example, their handling of 'Skills':

Choose or invent Skills. For example: Climbing, Connections, Deception, Hacking, Electronics, Engines, Explosives, Forgery, Hand-to-hand, Intimidation, Labor, Machinery, Persuasion, Piloting, Reading People, Running, Sailing, Shooting, Singing, Sleight of Hand, Spacewalking, Stealth, Swimming, Tracking, ...

Specifically note the 'choose or invent', and then some examples. We don't need to use this list, think about what sort of 'skills' you would like to see in Star Wars and we can try make that happen.

Or we might use more general ones like: Biology, Psychology, Technology, Physics, ...

We can decide how granular we want to go, or how broad each skill should be. We could adjust later, if needed.


I also propose a 'smell test' when something needs to be done. Let's say, for instance, you need to 'pick a lock', but you don't have the Pick-Locks Skill:

If all you have is Diplomacy and Shooting, even though you are really good at both, you simply can not try picking a lock (or you can't roll dice for it, you can always narrate trying as much as you like if that is what your character would do:).

If, on the other hand, you have both Mechanic, and Watchmaker... well, we can assume you can work out how to pick a lock (and probably even manufacture suitable tools). The exact dice will depend on many things.

If, on the other hand (wait, how many hands do you have!!?), you have high Mechanic, but that is 'diesel engine mechanic' (might be Engines... who knows), that probably does not translate well to delicate actions like picking locks, maybe you can try roll, but you are Hindered by your 'big, dumb hands'.

In the cases where you can roll, you might be Helped by your Force Sense die, or other factors based on the fiction.

The Force
I am inclined towards making 'The Force' be just another set of Skills. You would buy them the same as you buy/upgrade any other skill. Bear the fiction in mind for how you can explain learning new things, and remember that time spent honing your Force Skills is time not spent honing your regular Skills.

The Force is meant to be cool, so it may overshadow other Skills, but it comes with higher risks. We will do what we need to 'balance' this to keep it fun.

I invite you all to suggest Force Skills that you would like to see, even if you don't have them at the start. We can slowly build a list. Please don't copy/paste a list from another RPG. Let's focus on the ones we care about at the start.

You were still learning when you were separated from your teachers and the temple. So you may only know the basics and need to find out how to learn more. We can decide together how much you know.

Starting Characters
Maybe we will start with 3 points to allocate to Skills (including Force Powers). Maybe 4 points? We can see how the characters shape up and adjust.

You can use a 'point' to raise a Skill from nothing to a d8, or to raise a d8 to a d10, or a d10 to a d12. d12 is as high as it goes, and it seems foolish to focus that high at the start.

Most Skills are d6 if you have not invested points in them, but some things need training/experience before you can even try them. Raising a Skill to d8 implies such training, tell us how.
May 6, 2025 2:54 pm
No Hard to type names, please! :)
This is Star Wars, but it is also PbP. Let's be kind to each other and not make us type impossible names. :)
May 6, 2025 2:57 pm
Owlbeer says:
... Late, mature teens. ...
Being 'old enough to get a job' might make things easier, but I am sure there a lots of places that don't have strict child-labor laws, so needing to contend with being considered 'too young' can also be fun and complicate your lives.

The group can decide on an age range they like.
May 6, 2025 4:51 pm
Lines and Veils
We can talk about it more in the game, but a common hard line that people lay down is 'no violence against children'. I think we may need to forego that, for this game. Though, 'children' is relative to us, and we are talking about only the bad guys doing it, and (mostly) off-screen.

I don't think this will be R-Rated. Probably in line with Star Wars movies.
We are teenagers, though, so there may be some 'romance' but it will fade to black when needed.

This game is LGBTQA+ friendly. It feels like we need to start saying that again.
May 6, 2025 5:30 pm
No violence against kids

Is not the same as

No violence against a teen with a lightsaber


But either way I would be fine
Last edited May 6, 2025 5:31 pm
May 6, 2025 5:46 pm
For the record, I am happy to use the rules from 2400 or another lightweight game, but then are we doing FKR? Myself, I am most interested in the FKR experience. I'll play a Star Wars themed game of 2400, sure, but I'd prefer it be FKR, myself.
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