Could Use Help for a Conversion

By Castlecruncher, in Star Wars: Edge of the Empire RPG

So, I had the idea to play an RPG set in WWII with magic wielding aliens (long story), but as this system is my favorite, I decided to due a conversion.

I have the alien races down (I just substitute one of the Star Wars races available), as well as guns and magic (at least, they're good enough for now). My idea was that there isn't much stuff available to offer Soak in the game aside from natural Brawn, since not much armor can repel bullets in the time period; by doing this, all weapons become much more deadly, as around three hits will take down even the toughest of PC's, and a single hit will likely take down at least one minion, if not two. For magic, I decided to have the players roll a Force die; white pips are free successes, while black pips need the PC to take two Strain (but not flip a Destiny Point).

This worked well in my trial run, but I feel like some error may present itself in the future. If anyone has any ideas as to how this could be improved, I'd really appreciate it.

Also, if anyone's curious as to what the heck is going on with magic aliens, I'm basing off Apocalypse Prevention, Inc. (which is basically Men in Black, but cooler).

last I checked, getting shot three times would kill just about anyone.

sounds perfect to me.

perhaps offer 'magic' armor of some sort? That way guns stay lethal, and PC (and important NPC) death is avoided without suspension of too much belief.

I'm with Bishop. I'd suggest the availability of magic items like rings and amulets that allow the character to improve Soak or Defense. Assume the standard gear worn by a soldier in the trenches to be Heavy Clothing (+1 Soak), and that anything heavier - like a flak jacket - can increase soak. (Flak jackets were distributed by the US Army Air Corps to members of flight crews, as well as to certain ground troops during WWII.)

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You could use FaD-style response talents like Parry/Deflect, e.g. "Hit the Dirt! Suffer 3 strain to fall prone and reduce an attack's damage by 3+ ranks in Hit the Dirt". Or copy the 40kRPG Only War's Comrade system- pair each character with an NPC who doesn't take actions (just takes an order each round that either adds a Boost to your attacks, or increases your Defense), but can be struck in place of you by an attack if you spend Threat (or maybe flip a destiny point). In Only War, these chumps don't have HP- they're either 'Fine', 'Wounded' or 'Dead' and taking a hit knocks them down a step, which minimises bookkeeping.

Your setting is World War II with magic and aliens. How realistic do you truly want the game time be?

I see no problem with keeping weapons as they are and just describe taking wounds as not getting hit. After all, it's the critical injuries that will kill you. This way you can keep stimpacks in as well.

Or just describe the wounds as superficial, but they'll add up if you don't treat yourself.

In short, you may be other thinking this. Unless you want the game to be deadly, then that's another matter.

Thanks for the input; I was considering the whole magic items thing to account for Soak, with stuff like Kevlar standing in for Padded Armor (although I wasn't sure if it was used during WWII). The Talents would work, but I'm just using the AoR Careers, as they fit perfectly (they're military Careers--can't get much better than that!).

Also, I like the idea of the game being deadly, but I can probably do that with the current system by making enemies more likely to hit; as for how they shrug off a bullet, I'll go with the idea that Wounds are minor scrapes and bruises, while Crits are the actual threats (there was another game that went on that basis). Basically, when a guy is pinned down, I might say that the cover is falling on him and doing harm (brick to the shoulder, bullet scrapes the arm, a solid hit takes 'em down). Further more, I think as long as I can remember to make characters act realistically (get to cover, concentrate fire, shoot the easy target, etc.), the danger ought to increase.

As always with my questions, thanks for the advice. I was already sort of on the same line of thinking, but it's nice to have reassurances now and then (I'm not botching the job! HUZZAH!). I'll probably do some research, just to make sure I get the time period better than I currently think I do.