FATE OF THE JEDI
Allies and Droids
“Not on your life. That little droid and I have been through a lot together. "
―Luke Skywalker when asked if he wanted to replace R2-D2
Loyal servants, stalwart defenders, informational contacts, droids, there are many types of allies. Their primary purpose is to serve the PC by adding a teamwork bonus to the PCs actions where the ally can assist them. If you spend a fate point, your ally can act independently for a scene, performing actions as though they were a separate character.
When you spend a refresh to create an ally asset, list an aspect describing who they are and what they do for you, then give them a single skill at Average ( +1 ), one stress box, a mild consequence and two features chosen from the list below.
You can spend more refresh on companion assets, adding either a new companion or two more Advances to an existing one.
One of the main uses for allies, be they wookie copilots or droids, is to improve the effectiveness of their leader. Whenever a named character and a group of allies are attacking the same target, they’re considered to be attached. This has two benefits for the leader—he receives a bonus based on the group size (including him), and damage is applied to allies before it’s applied to him.
Allies provide a +1 for 2–3 allies, +2 for 4–7, +3 for 8–15, +4 for 16–31, and so forth. In a conflict each individual ally has the same number of stress boxes but they usually share consequences. When allies take stress, it’s applied sequentially (i.e., filling all boxes instead of just a single one). Damage that overflows one ally is applied to the next ally. This means a solid enough effort can take out an entire swath of allies.
Joining up with a character has no benefits for the allies, who give up their ability to act independently, but that’s more or less their job. Leaving or attaching to a group is a free action, and a character may detach from a group automatically by moving away from it.
In addition to their function aspect, the companion gains an additional aspect. This does not grant them refresh of their own.
The ally can act on its own without the need for the PC to spend a fate point.
You have a pool of points that you can use to create Allies and between scenes you can change them out for a different Ally for a Fate point. This can represent a military officer’s access to a variety of specialist personnel, a noble’s extensive staff, or a mechanic’s access to a variety of droids. These allies function like any others and are usually limited to a single theme (IE droids or personnel or staff etc).
You must “pre-pay” a number of Advances equal to the maximum total value of the abilities you want to be able to change around at will, plus a surcharge of two Advances (so a pool of 7 points would cost 9 Advances: the base of 7, plus 2). These are called your Form Points. You can spend this pool of points on allies with Advances and Flaws as normal.
For every application of this feature, the PC doubles the number of allies they have. Every ally purchased on the same function aspect share the same features and flaws.
The ally gains an additional stress box and a second mild consequence. A second application of the Resilient feature grants the ally a moderate consequence in place of the extra mild one. No matter how Numerous the Allies the consequences will be shared among them all.
The ally increases their primary skill to Fair ( +2 ) and gains a second skill at Average ( +1 ). Selecting this twice for the same ally gives them a primary skill score of Good ( +3 ), a secondary at Fair ( +2 ) and a tertiary at Average ( +1 ). The same ally can only take this feature twice.
The Ally has equipment of their own. For each application of this feature, the Ally gets one feature’s worth of equipment or may gain a stunt. In other words, if you want to give your Ally a weapon with Damage 1, give them one application of Talented. However, Armor 1 will require two applications of Talented, because each application of Armor counts as two features. Whatever assets and features you give your Ally with Talented, you still have to obey whatever restrictions those assets and features normally have. Numerous allies will require purchase of the Numerous advance.
A consuming ally requires a fate point each time they are used. Consuming always counts as two flaws.
A demanding ally requires that you spend a specific amount of time or effort before they can be used. This can represent giving orders or moving the ally into the proper position to aid the PC. After the requirement has been met, the ally functions for the remainder of the scene.
Demanding allies are worth one flaw if they require a single action or skill roll at Fair ( +2 ) to use. They’re worth two flaws if they require an entire scene, a skill roll at Great ( +4 ) or both a single action and a skill roll at Fair ( +2 ).
A limited ally can only be used once per scene or session. If once per scene, it counts as one flaw; if once per session, it counts as two.
A situational asset is an asset that functions in specific, narrow circumstances. These assets represents things like a companion requiring payment of some kind before helping you or a martial arts technique that is only usable when you succeed with style on a specific type of action. Situational assets are always worth one flaw.
A troubling asset causes the PC some kind of trouble on a recurring basis. This is worth a single flaw and gives the ally a trouble aspect. This trouble aspect must cause trouble for the PC the companion is an asset to, not the companion itself.
NOTE: The above is a slight modification of the rules presented in the excellent Jadepunk game. I highly recommend reading that book for the expanded rules.
B-1 BATTLE DROIDS (8 Droids) (-1 Refresh)
While not particularly intelligent, B1 Battle Droids are inexpensive and numerous. Their cheap construction won’t hold up to severe abuse, but they can get the job done with sheer weight of numbers.
ADVANCES: Numerous x3 (8 allies),
SKILLS: (+3 Teamwork bonus)
- Average (+1):Shoot
0 0 0 0 0 0 0 0
B-1 Battle Droids require the character to give them orders before then can act. Make a Fair +2 Overcome roll with Command to activate them as a Free Action.
ASTROMECH DROID (-1 Refresh)
An astromech droid, sometimes shortened to just an astromech and also referred to as an astro droid, was a type of droid that served as an automated mechanic, performing a variety of repair duties and often serving as an adjunct or substitute for a nav computer on smaller starships. Astromech droids could also use the mainframes of larger ships to their advantage. Many starfighters relied on astromech copilots.
ADVANCES: Skilled x2
SKILLS (+1 Teamwork bonus)
- Good (+3):Mechanic
- Fair (+2): Pilot
- Average (+1): Notice
PROTOCOL DROID (-1 Refresh)
A protocol droid was a type of droid designed to assist sentients in their relations with one another and were programmed mostly for etiquette, and were often used as translators between sentients or between sentients and computers. Protocol droids were generally designed to look like the sentients they would be serving; for example 3PO-series protocol droids were designed to look Humanoid.
ADVANCES: Skilled x2, Talented (Stunt)
FLAWS: Demanding x1
SKILLS: (+1 Teamwork bonus)
- Good (+3): Education
- Fair (+2): Rapport
- Average (+1): Empathy
STUNT: Translator Droid – The protocol droid gets a +2 bonus to Education to speak any language or communicate with another.
Demanding: Translating a language takes an action to accomplish.
SPECIAL FORCES FIRE TEAM (4 members) (-4 Refresh)
This is an elite strike team of special forces soldiers that is highly skilled and highly motivated. It can represent anything from a Republic Army special forces squad to a Veteran Stormtrooper fire team or a group of elite Mandalorian mercenaries.
ADVANCES: Skilled x2, Independent, Resilient x2, Numerous x2, Talented x1
Skills: (+2 Teamwork skill bonus)
- Good (+3): Shoot
- Fair (+2): Athletics
- Average (+1): Stealth
- DAMAGE: 1
00 00 00 00
JEDI PADAWAN (-2 Refresh)
A Padawan, Padawan learner, Jedi Apprentice in Basic, or Jedi in Training, referred to a Force-sensitive adolescent who had begun one-on-one instruction with a Jedi Knight or Master outside of the Jedi academy. Having passed the Initiate Trials and ascended in rank from an Initiate, Padawans were given more responsibilities within the Jedi Order but were subject to the demands of their masters.
ADVANCES: Skilled x2, Independent, Resilient x1
SKILLS: (+1 Teamwork skill bonus)
- Good (+3): Will
- Fair (+2): Athletics
- Average (+1): Fight
A young untrained Padawan. They can use the Force or a lightsaber but only by spending a Fate point and invoking their base Aspect.