Converting Star Wars Force Powers

By GroggyGolem, in Genesys

TL;DR at the bottom

Forgive me if this has come up before, I couldn't find anything. For those of you familiar with the FFG Star Wars rules, I have been slowly converting the powers into "spells" much akin to the magic spells in Genesys. The intent is to play Star Wars but within the Genesys rules. So far my plan has been to remove the Force Die entirely, make the cost 2 strain exactly like the Genesys magic cost and separate the Force Powers into three categories, based off of the three areas of Force ability categories from Legends (Control, Sense, Alter).

The majority of this is easily done, what takes the longest is converting each individual power into a magic spell with the upgrades becoming additional effects. Most of them can be converted without much at all being altered drastically. When an effect required a Force Point to be spent, I have altered it to needing a difficulty die instead. For instance, powers with multiple "range" upgrades, you could just spend a single point to activate all of your upgrades. With this conversion it requires an added difficulty die for each range band increase. Limiting in the sense that you won't activate as many additions to the base power as in Star Wars but freeing in that you aren't beholden to the amount of Force Points on the dice or the amount of upgrades you have purchased. (Also you could technically still add in as many effects as possible but make an "Impossible" difficulty check per the GM's discretion).

An example: the base power of Sense needs an Easy (1) difficulty check, using the appropriate skill. Conversely, moving a silhouette 2 object to medium range with the Move power would be a Hard (3) difficulty check.

What I am stuck on is how to appropriately convert the effects that require you to commit Force Dice to sustain them. I have come up with a few options thusfar and would like input.

1. The concentrate maneuver can sustain effects. Going off the Genesys rules, it only sustains a single effect, so that would have to be altered to allow the maneuver to sustain as many effects as you activate (activation would still cost an action).

2. Committing dice is still a thing but instead of Force Dice, you downgrade your ability to use that specific Force skill once for each effect you sustain. This puts a cap of 5 commit effects for each of the three Force skills, if you had 5 ranks in each skill.

TL;DR

converting Force Powers from Star Wars into Genesys spells, unsure how to convert the duration upgrades and commit effects.

Edited by GroggyGolem

I have to admit, I am curious on what you come up with in the end. I am thinking of running a game that combines Stargate with elements from Star Wars (including force users). As I do not own any of the Star Wars books, I would be interested in a Genesys method for force powers. Unfortunately, I haven't had time to think about this (running two other games...and wishing I could get Genesys to the table!).

Thanks for putting in thought to make this happen! I wish I could contribute, but know that your work is appreciated :-D.

Have you seen this on reddit ? someone has already done something similar and it seem pretty good IMHO.

8 hours ago, lyinggod said:

Have you seen this on reddit ? someone has already done something similar and it seem pretty good IMHO.

How have I never seen this before!? This is really good. I love how it makes the Dark Side more tempting to use, too!

On 12/19/2018 at 10:15 PM, lyinggod said:

Have you seen this on reddit ? someone has already done something similar and it seem pretty good IMHO.

I had not! That's pretty awesome! Well, since that has been done, I'm going to go with a suggestion I was given and try to make an even more simpler version. The attack spell is already a thing in Genesys, so I'll just give additional effects to modify it to fit choke/lightning/push/pull and such.