For the Greater Good
A new Force Power for West End Games STAR WARS? system
by Carl Sargent
(click on image to enlarge)
The budding Jedi has a major problem at the heart of his being and role
in West End Games STAR WARS? role-playing system. As the rule book says, The Force
is created and sustained by life, and to kill is wrong. But it is often necessary to kill
in self-defense or in protection of others, and for the greater good. This is obviously a
painful and difficult dilemma. Weighing up actions for the greater good is
especially difficult since a Jedi may not always be certain what the greater good is in a
high-pressure situation, and as any undergraduate philosophy student could tell you, using
the greater good as a universal guide to behavior never works anyway. Of course, the Game
Master can help out by giving warnings about possible Dark Side points, but things really
shouldnt get to this stage. The judgments of a Jedi Knight should be governed by
less heavy-handed considerations.
Here, I suggest a new Force power that may help Jedi Knights with this
dilemma (at least a little). Some clarification and, expansion of an existing power is
also given, to help the Jedi know when hes up against a really bad guy.
Control + Sense + Alter Power
Alter Damage
Control Difficulty Number: 10
Sense Difficulty Number: 10
Alter Difficulty Number: 5 for incapacitate = wound, 10 for
mortal wound = incapacitate
Effect: This Power may be used only when the Jedi is fighting
with his lightsaber, since this totemic weapon is one with which the Jedi strongly
identifies and through which Force manipulation is easiest. At the GMs option, this
Power could be used with other hand-held weapons, but modifiers for proximity should be
added, plus an additional + 5 (at least) to the difficulty rating for Control and Alter.
Using this Power, the Jedi may be able to reduce damage
inflicted by the lightsaber, which is a truly lethal weapon in the hands of the Jedi with
a fair Control skill. By Sensing, the Jedi empathically knows how much life energy
(Strength) his opponent has. Control and Alter are used to reduce the damage the
weapon inflicts, so that a murderous wound may be reduced to one that is less likely
to severely damage
the opponent. In almost all cases, it is likely that the Jedi will want to use this Power
to reduce a mortally wounding strike to an incapacitating one, so that he does not kill
his opponent but only renders him incapable of attacking.
If Control and Alter checks are made, the Jedi may alter the damage
inflicted by the following amount: the damage rolled on his control dice for damage, minus
the Alter difficulty number.
Example: A Jedi with Control Skill of 3D strikes a
Stormtrooper with his lightsaber, inflicting a total of 8D damage; 5D are rolled for the
weapon for a total of 16, and 3D for Control, for a total of 15a grand total of 31.
Since the Stormtrooper is a real weakling, even with his armor his effective Strength is
only 10. The damage exceeds Strength by a factor of over 3, so the Stormtrooper is
mortally wounded and will almost certainly die. The Jedi has pity for this unfortunate,
who is only conditioned cannon fodder, and he wishes to avoid inflicting such a dire
wound. His Alter difficulty number is 10, and a check on his Alter skill allows him to use
the Alter Damage power. Since he rolled 15 for his Control when inflicting damage, he can
subtract 5 points (15 - 10) from the damage inflicted, so that total damage is 26 points.
This leaves the Stormtrooper incapacitated, but nowhere as close to death as a 31-point
hit would have left him!
This Power cannot be used to reduce damage from a parrying
defender who cuts himself on a lightsaber, nor to affect the damage from blasters, etc.,
that is reflected from the lightsaber back at the firers. Modifiers for proximity are not
used (obviously, since this power only applies to hand-to-hand combat), nor are
relationship modifiers appliedall the Jedi is sensing is some quality of life
energy, which is a fairly elemental quality to sense. A practical point is that damage
dice for the weapon, and for the Jedis Control skill, must be recorded separately!
A Jedi should be able to use this Power, as befits a power usable only
by those who have shown that they have the purity of intention and heart necessary for
following the Jedi path.
Sense Power
Life Sense
Clarification/Expansion: Finally, lets consider the other end of the spectrum,
after seeing how compassionate Jedi can avoid killing hapless enemies who are really only
cannon fodder. The real enemies in the STAR WARS saga are, as the game book
rightly reminds us, utter swine, and the worst of the lot are Darth Vader and those who
use the Dark Side of the Force. A Jedi should not enjoy killing such swine, of course, but
a Jedi certainly need have little compassion for vile enemies. Here, the Life Sense Power
from the game book needs extra detailing, since recognition of the arch-enemy is something
that a Jedi, as a servant of the Force, should have a good chance of doing.
First, Life Sense should be reflexivethat is, the player should
not need to say that his character is using it in order for it to function. Instead, the
GM should secretly check when a user of the Force is in the vicinity.
Second, if the character being sensed is of the other side
(a servant of the Dark Side for a Jedi), then the Difficulty Number for detection is reduced
by the number of Dark Side points the target has (this could be applied to deliberate
sensing of any character, and not just reflexive detection of Vader types). The Jedi
should not, however, know exactly whom he is detecting unless that person is very well
known to him. The detector simply knows that there is a disturbance in the Force, and that
it is caused by one who is evil. Vader may have known that Obi-Wan caused a disturbance in
the Force in the first Star Wars movie when he got aboard the Death Star, but
this was presumably due to personal familiarity (or logical inference).
Third, the rule book does not say whether a Jedi with Life Sense has
any idea of how far away the person sensed is, or in what direction he is, which are
points that certainly require clearing up. I suggest that direction is unknown to the one
who is sensing unless he is in close proximity to the target100 meters or closer-but
that the Jedi should have a fair idea of the distance involved (give an error of 0-50%
either way, using 1d6 - 1 and multiplying by 10).
This slight expansion of Life Sense may be important for the Jedi.
Knowing that one is physically near and may soon be facing an arch-villain may affect the
Jedis actions considerably. Clearing up matters of direction and location with Life
Sense are important in any event.