…still waiting for a clever title…


[Lost Works] Star Wars: BESM — Part 7
July 10, 2009, 5:09 am
Filed under: Games, thoughts | Tags: , , , , ,

Planet Based Vehicles

Land Speeder (9 Vehicle Points)
Vehicle Sub Attributes

Flight – 1 (skimmer, 3 VP), Ground Speed – 4 (4VP), Light Armor – 3 (3 VP), Maneuver Bonus – 1 (1VP)

Vehicle Defects

Exposed Occupants (1 VBP), Mutual Damage (1 VBP)

Derived Values

Health 40

Air Speeder (10 Vehicle Points)
Vehicle Sub Attributes

Flight – 3 (9 VP), Heavy Armor – 1 (4VP), Maneuver Bonus – 1 (1VP)

Vehicle Defects

Mutual Damage (1 VBP)

Derived Values

Health 40

Speeder Bike (21 Vehicle Points)
Vehicle Sub Attributes

Flight – 3 (skimmer, 12 VP), Light Armor – 1 (1 VP), Maneuver Bonus – 3 (3VP), Toughness – 2 (4 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Exposed Occupants (1 VBP), Mutual Damage (2 VBP)

Derived Values

Health 60

AT ST Walker (24 Vehicle Points)
Vehicle Sub Attributes

Ground Speed – 2 (4 VP), Life Support – 1 (1 VP), Light Armor – 4 (5 VP), Maneuver Bonus – 1 (1 VP), Sensors – 1 (1 VP), Toughness – 2 (6 VP), Weapon Attack “Twin Blaster Cannon” – 1 (15 points damage, spreading, 4 VP), Weapon Attack “Twin Light Blaster Cannon” – 1 (15 points damage, melee, 4 VP), Weapon Attack “Concussion Grenade Launcher” – 1 (15 points damage, area effect, melee, 4 VP)

Vehicle Defects

Awkward Size (2 VBP), Conditional Ownership (2 VBP), Crew Requirement (1 VBP), Noisy (1 VBP)

Derived Values

Health 80

AT AT Walker (37 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 4 (4 VP), Heavy Armor – 4 (16 VP), Life Support – 2 (2 VP), Sensors – 1 (1 VP), Toughness – 3 (12 VP), Weapon Attack “Two Heavy Laser Cannon” – 2 (30 points of damage, 8 VP), Weapon Attack “Two Medium Blasters” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Conditional Ownership (2 VBP), Crew Requirements (2 VBP), Noisy (2 VBP), Poor Maneuverability (1 VBP)

Derived Values

Health 120

Space Fighters

A-wing Fighter (55 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 1 (comm jamming, sensor jamming, 2 VP), Flight – 5 (20 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Sensor Level – 1 (1 VP), Shields – 2 (2 VP), Space Flight – 5 (10 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area effect, 8 VP)

Vehicle Defects
Conditional Ownership (2 VBP), Noisy (2 VBP), Reduced Capacity (1 VBP)
Derived Values
Health 60

B-wing Fighter (63 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 2 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “3 linked Ion Cannons” – 2 (30 points of damage, stun, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (6), 12 VP), Weapon Attack “2 Auto Blasters” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Hanger Queen (2 BP), Reduced Capacity (1 VBP), Start-up Time (1 BP)

Derived Values

Health 60

Y-Wing Fighter (70 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP), Weapon Attack “2 Ion Cannons” -2 (30 points of damage, stun, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

X-Wing Fighter (70 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 4 (4 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 4 (16 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

Tie Fighter (37 Vehicle Points)
Vehicle Sub Attributes

Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Maneuver Bonus – 3 (3 VP), Space Flight – 4 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 60

TIE Bomber (48 Vehicle Points)
Vehicle Sub Attributes

Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Space Flight – 3 (6 VP), Sensor – 3 (3 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area of effect, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

TIE Interceptor (58 Vehicle Points)
Vehicle Sub Attributes

Flight – 5 (20 VP), Heavy Armor – 2 (8 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Space Flight – 5 (10 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

Large Ships

Corellian Light Freighter (45 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 3 (3 VP), Extra Endurance – 1 (1 VP), Flight – 4 (16 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Poor Maneuverability (1 VBP)

Derived Values

Health 80

Corellian Corvettes (151 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 6 (6 attacks, 60 VP), Sensors – 3 (3 VP), Shields – 4 (16 VP), Space Flight – 3 (6 VP), Toughness – 4 (12 VP), Weapon Attack “6 Turbolaser Batteries” – 2 (30 points of damage each, 48 VP)

Vehicle Defects

Awkward Size (4 VBP), Crew (4 VBP), Poor Maneuverability (1 VBP), Start-up Time (1 VBP)

Derived Values

Health 140

Escort Frigate (266 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 3 (comm jamming, missile jamming, sensor jamming, 9 VP), Extra Capacity – 4 (4 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 24 (24 attacks, 120 VP), Sensors – 4 (4 VP), Shields – 5 (15 VP), Space Flight – 2 (4 VP), Toughness – 5 (16 VP), Weapon Attack “12 Turbolaser Batteries” – 2 (30 points of damage each, 144 VP), Weapon Attack “12 Laser Cannons” – 1 (15 points of damage each, 48 VP), Weapon Attack “2 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 8 VP)

Vehicle Defects

Awkward Size (4 VBP), Crew (5 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 160

Mon Calamari Star Cruiser (1127 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 24 VP), Extra Capacity – 6 (6 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 48 (48 attacks, 480 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “48 Turbolaser Batteries” – 2 (30 points of damage each, 384 VP), Weapon Attack “20 Ion Cannon Batteries” – 2 (30 points of damage each, stun, 160 VP), Weapon Attack “6 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 24 VP)

Vehicle Defects

Awkward Size (6 VBP), Crew (10 VBP), Poor Maneuverability (1 VBP), Start-up Time (2 VBP)

Derived Values

Health 160

Imperator-class Star Destroyer (1234 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 12 VP), Extra Capacity – 8 (8 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 60 (60 attacks, 600 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “60 Turbolaser Batteries” – 2 (30 each, 480 VP), Weapon Attack “60 Ion Cannon Batteries” – 2 (30 each, stun, 480 VP), Weapon Attack “10 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 40 VP)

Vehicle Defects

Awkward Size (8 VBP), Crew (10 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 180

Executor-class Commandship (14408 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 5 (comm jamming, sensor jamming, 10 VP), Extra Capacity – 10 (10 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 500 (500 attacks, 5000 VP), Sensors – 6 (6 VP), Shields – 8 (32 VP), Space Flight – 4 (8 VP), Toughness – 8 (32 VP), Weapon Attack “250 Turbolaser Batteries” – 2 (30 damage each, 2000 VP), Weapon Attack “250 Heavy Turbolaser Batteries” – 3 (45 damage each, 3000 VP), Weapon Attack “250 Ion Cannon Batteries” – 2 (30 damage each, stun, 2000 VP), Weapon Attack “250 Concussion Missile Tubes” – 2 (30 damage each, area effect, 2000 VP), Weapon Attack “40 Tractor Beam Emplacements” – 2 (no damage, target captured if hit, 320 VP)

Vehicle Defects

Awkward Size (10 VBP), Crew (11 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 200



[Lost Works] Star Wars: BESM — Part 6
July 8, 2009, 5:05 am
Filed under: Games, thoughts | Tags: , , , ,

Equipment

The following can be added to the weapons already listed in BESM.

Table 9—Blasters

Weapon Damage Abilities Disabilities Skill Item
Light Blaster 10 Concealable None Gun Combat (Blaster) Minor
Blaster 15 None None Gun Combat (Blaster) Minor
Heavy Blaster 20 None None Gun Combat (Heavy Blaster) Major
Stunner Special Stun Non Lethal Gun Combat (Stunner) Minor
Wookie Bowcaster 20 Penetrating Limited Shots (20) Gun Combat (Bow Caster) Major*
* Minor for Wookies

Table 10—Melee Weapons

Weapon Damage Abilities Disabilities Skill Item
Force Pike 20 None Melee (need 2 hands) Melee (force pike) Major
Gaderffi 10 None Inaccurate, Melee Melee (gaderffi) Major*
Lightsaber 20 None Melee Melee (lightsaber) Major**
* Minor for Tatoonie natives
** See Attributes

Table 11—Explosives

Weapon Damage Abilities Disabilities Skill Item
Explosive Charge 15 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Charges) Minor
Grenade 25 Area Effect, Concealable Limited Shots (1), Short Range Thrown Weapon (Grenade) Minor
Personal Mine 25 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Mine) Minor
Thermal Detonator 50 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Thermal Detonator) Major


Table 12—Armor

Type Protection
Protective Vest Light Armor Level 2 (partial, hidden, stops 2 points of damage)
Storm Trooper Armor Light Armor Level 5 (stops 12 points of damage)
Combat Suit Light Armor Level 4 (stops 10 points of damage

Table 13—Miscellaneous Gear

Type Protection Item
Breath Mask Life Support Level 1 Minor
Macrobinoculars Heightened Senses (sight) Level 1 Minor

Droids

Astromech Droid
Body 4 Mind 6 Soul 3
Attributes

Features – 3, Life Support – 1, Mechanical Genius – 2, Sensors – 2

Defects

Attack Restriction – 2 BP, Can not Talk – 2 BP, No Arms – 1 BP, Restricted Ground Movement – 1 BP

Skills

Computers – 1, Electronics – 1, Hyperspace Navigation – 1, Mechanics – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 35, Energy Points 45

Military Droid
Body 6 Mind 3 Soul 3
Attributes

Combat Mastery – 1, Focus Damage – 2, Heavy Armor – 2, Heightened Senses – 2, Sensors – 2, Weapon Attack “Blaster” – 1 (15 points of damage), Weapon Attack “Grenade Launcher” – 2 (30 points of damage)

Defects

Conditional Ownership – 2 BP, Volatile – 1 BP

Skills

Computers – 1

Derived Values

Attack Value 5, Defensive Value 2, Health Points 45, Energy Points 30

Protocol Droid
Body 3 Mind 7 Soul 3
Attributes

Alien Cultures – 3, Alien Species – 3, Languages – 3

Defects

Conditional Ownership – 2 BP, Volatile – 1 BP

Skills

Cultural Arts – 1, Social Science – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 30, Energy Points 50

Repair Droid
Body 2 Mind 4 Soul 2
Attributes

Extra Arms – 1, Features – 1, Mechanical Genius – 2

Defects

Attack Restriction – 2 BP, Can not Talk – 1 BP, Not so Fast – 1 BP, Not so Strong – 1 BP, Not so Tough – 1 BP

Skills

Computers – 1, Electronics – 1, Mechanics – 1

Derived Values

Attack Value 2, Defensive Value 1, Health Points 20, Energy Points 30



[Lost Works] Star Wars: BESM — Part 5
July 6, 2009, 4:00 am
Filed under: Games, thoughts | Tags: , , , ,

New Rules

Hyperspace

The amount of time it takes for a ship to enter hyperspace depends on the level the ship has in the Hyperspace Attribute. The lower the attribute is the longer it takes for the engines to warm up, and for the navigation computer to calculate the jump.

For a ship to make a jump the PC or astromech droid needs to make a Hyperspace.

Navigation check with an Average Difficulty, with success indicating the jump happens with no mishap. A pilot or droid can make the jump faster if they make the check with a Quite Difficult modifier. The results of an unsuccessful Hyperspace Navigation check can range from being off course to hitting a planet.

Jump to Hyperspace

Level 1 – 6 Minutes
Level 2 – 5 Minutes
Level 3 – 4 Minutes
Level 4 – 3 Minutes
Level 5 – 2 Minutes
Level 6 – 1 Minute

Ship to Ship Combat

Like everything in Star Wars, combat between starships is cinematic. Facing and ranges are not important for a fast paced dogfight between an X-Wing fighter and a Tie Fighter. A GM is encouraged to make starship battles fast and cinematic. Describe barrel rolls, and make the descriptions as colorful as possible.

There are times when the ship’s shields are fading and the pilot needs to increase power to them. A pilot or astromech droid can divert power from weapons and direct them to the shields. To do this requires a successful Easy Piloting skill check.

Diverted power drops energy based weapon one level and refreshes the shields. For every one level reduced from an energy weapon, the shields are raised by one. Weapons that have been diverted take one round to charge before they can fire. Diverting power to the shields does not work if the shields have been destroyed. Shields can also not be raised above their listed level. Thus if a ship has Shields at Level 3, weapon power can not be diverted to raise the shields to Level 4.

Vehicle Creation

One of the major attractions of Star Wars is the wide variety of ships, droids and equipment that are found in the movies. It is this display of technology that makes the Star Wars universe come alive. The BESM rules are flexible enough to handle this variety of vehicles. From land speeders, to the planet destroying Death Star, the rules can handle the differences and not get in the way of the action.

Though players can now build ships with Star Wars: BESM, GMs must think of the ramifications of this. If the campaign has the PCs as members of the Rebel Alliance then ships are typically assigned to them for missions. If a PC is a smuggler or a trader, they own their own ship, but have to deal with the problems of keeping it maintained. The larger ships, such as frigates, should not be available to the players. They can be used as a means to transport players to their missions, or as a foe in a space battle, not as the player’s own personal ship.

Characters who have purchased levels of Own Ship/Vehicle can create or buy their own vehicles. Vehicle creation is easy, and all vehicles are created the same, and Vehicle Points are used to purchase Vehicle Sub-Attributes. Vehicles do not have any statistics nor do they possess any form of Artificial Intelligence. Also vehicles such as transformable mecha are not allowed to be created, since they do not have the Star Wars feel. A vehicle is assumed to have 40 Health Points and can gain extra Health Points by purchasing levels of the Toughness Attribute.

Vehicle Attributes

Vehicles can have Extra Capacity and is essential if the vehicle will carry cargo, passengers or extra crew. Meanwhile Extra Endurance allows a vehicle to be able to travel years between refueling. For starships and fighters Flight, Life Support and Space Flight are required. In addition all starships and some fighter have levels of Hyperspace and it allows for interstellar travel.

All fighters have combat capabilities and both Heavy Armor and Toughness makes ships harder to destroy. In addition Shields are a necessity if a pilot hopes to last at least a few minutes in a fight. It is one thing to be able to withstand damage, but a ship needs to fight back. Weapon Attack takes in account torpedoes and turbolasers, and all ships have some type of offensive capability. Sensors are also a key feature, while fighters have Maneuver Bonus to aid them in a fight.

Planet based vehicles are not ignores and many have Groundspeed or Water Speed. Most vehicles also have Light Armor to protect the driver, but Heavy Armor is not uncommon for larger vehicles like the Empire’s AT AT Walkers.

Table 7 – Vehicle Attributes Available

Attributes Available
Extra Capacity
Extra Endurance
Features or Accessories
Flight
Ground Speed
Heavy Armor
Hyperspace (same as Star Flight)
Life Support
Light Armor
Maneuver Bonus
Sensors
Shields (same as Force Field, 3 Points/Level no customization)
Space Flight
Special Equipment
Toughness
Water Speed
Weapon Attack

Vehicle Defects

Whether is a flaw in the vehicles construction, or the age of the vehicle, a vehicle will have flaws. The most common Defects among older vehicles are Hanger Queen, Noisy and Start-Up Time. Some vehicles because of their size have Poor Maneuverability and at least one level of Awkward Size. These ships also have Crew Requirements and are typical the large capital ships systems have. For planet based vehicles Exposed Occupants and Reduced Capacity is very common. Even star fighters are known to have the reduced capacity Defect as well.

Table 8—Defects Available

Defects Available
Awkward Size
Conditional Ownership
Crew Requirement
Exposed Occupants
Hanger Queen
Limited Damage
Noisy
Poor Maneuverability
Reduced Capacity
Startup Time
Unique Special Defect

Example of Vehicle Creation

Vehicle creation is easy, and is similar to how it is presented in the BESM rulebook. An example of this process follows.

Paul wants to design his own Millennium Falcon for his smuggler Character. Knowing that the Falcon is a modified version of a Corellian Light Freighter, Paul starts with that ship as a base. Then after reading about the Falcon and watching the movies he adds to that profile. Since Han brags about how fast the ship is, Paul increases the Flight Attribute to level 5 and Space Flight to level 4. He also increases the Toughness to Level 3 because he remembers reading that the Falcon has some type of special plating. He buys Shields at Level 4 for the same reason.

Paul then buys Sensors at Level 2 because of the large dish that is mounted on top of the Falcon. For weapons, Paul reads that the Falcon has two Quad Laser Cannons, and he buys Weapon Attack at Level 2 to represent them. According to the sources he has read, the Falcon also had two concussion missile tubes, and to represent them Paul buys Weapon Attack at level 2.

He remembers seeing in The Empire Strikes Back that a small laser cannon was mounted on the underside of the cockpit. Since this laser cannon was only used in melee, Paul reasons that it was weak and ineffective against other ships. He purchases one more Weapon Attack, this time at level 1, and he gives it the defect of low penetration.

Paul keeps most of the defects that are listed under the Corellian Light Freighter, but drops Poor Maneuverability. His reasoning behind this is that in the movies Han always refers to how well his ship handles. Paul also adds Hanger Queen since in the movies the Falcon always seems to be suffering from some type of mechanical problem, and he buys Crew Requirements. Finally he picks up Noisy since the Flacon’s engines always announce the ship’s presence.

This is what the finished Millennium Falcon looks like:

Millennium Falcon (88 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 3 (3 VP), Extra Endurance – 2 (2 VP), Flight – 5 (20 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Shields – 4 (12 VP), Space Flight – 4 (8 VP), Toughness – 3 (12 VP), Weapon Attack “2 Quad Laser Cannons” – 2 (30 points of damage each, 16 VP), Weapon Attack “2 Concussion Missile Tubes” – 2 (30 points of damage, area of effect, 8 VP), Weapon Attack “Light Laser Cannon” – 1 (15 points of damage, low penetration, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Crew Requirements (1 VBP), Hanger Queen (2 VBP), Noisy (2 VBP)

Derived Values

Health 100



[Lost Works] Star Wars: BESM — Part 3
July 2, 2009, 7:50 am
Filed under: Games, thoughts | Tags: , , , , ,

New Attributes

Force Sensitive
Cost: 4 Points/Level
Relevant Stat: Soul

This attribute gives the character the ability to sense the Force. Disturbances and Force use can be sensed in a limited area. Characters with this attribute can only sense the Force; they do not have any training with using the Force.

Level 1 – Sense disturbances in the Force within a city.
Level 2 – Sense disturbances in the Force within a country.
Level 3 – Sense disturbances in the Force on a land mass.
Level 4 – Sense disturbances in the Force on a planet.
Level 5 – Sense disturbances in the Force within a solar system.
Level 6 – Sense disturbances in the Force within a galaxy.

Force Sub-Attribute
Cost: 4 Points/Level
Relevant Stat: none

A character with the Force Sub-Attribute has been trained in the ways of the Force. Characters with this attribute receive 10 Force Points (FP) per level, which are used to acquire Force Powers. Every time the character wishes to use the Force, they must expend Energy Points. Each use of the Force drains EP equal to the points spent to acquire that level in the Force Power. A character can choose to use a power as if it was acquired at a lower level to conserve EP.

A character needs to buy the Force Sensitive Attribute before buying the Force Sub-Attribute. The reason behind this is that you must be able to sense the Force before you can use it.

Level 1 – Character receives 10 Force Points for Powers.
Level 2 – Character receives 20 Force Points for Powers.
Level 3 – Character receives 30 Force Points for Powers.
Level 4 – Character receives 40 Force Points for Powers.
Level 5 – Character receives 50 Force Points for Powers.
Level 6 – Character receives 60 Force Points for Powers.

Jedi Combat Training
Cost: 1 Point/Level
Relevant Stat: none (Combat Value)

Only characters that have the Lightsaber Combat skill can buy this attribute. Each level that is bought in this attribute allows the character to perform feats with the lightsaber.

Blind Fighting - The Jedi suffers no penalties while attacking or defending in darkness or blindfolded. Jedi’s who have been blinded can use this feat to help them sense objects around them.

Build Lightsaber - The Jedi knows how to build and repair lightsabers.

Judge Opponent - The Jedi can spend one round studying his opponent, and during this round can only defend himself. The next round the Jedi knows his opponent’s approximate Combat Value and Weapon Skill level.

Lightning Draw - The Jedi can draw and attack with his lightsaber in the same round with no penalty. Typically it takes one round to ready a lightsaber.

Precise Strike - The Jedi suffers reduced dice penalties when attempting a precise attack. Examples of this are striking at a weak point or cutting someone’s hand off. Each penalty is reduced by 3 to a minimum of 0.

Two Weapons - Jedi’s are able to fight with two lightsabers. See BESM page 223 for rules, but the penalty is only reduced by 3.

Level 1 – 1 Jedi Combat Training Feat.
Level 2 – 2 Jedi Combat Training Feats.
Level 3 – 3 Jedi Combat Training Feats.
Level 4 – 4 Jedi Combat Training Feats.
Level 5 – 5 Jedi Combat Training Feats.
Level 6 – 6 Jedi Combat Training Feats

Lightsaber
Cost: 2 or 4 Points
Relevant Stat: none

Purchasing this attribute the character possesses a lightsaber. Jedi’s, or those sensitive in the Force, can purchase this attribute for 2 points. All other characters can purchase this attribute for 4 points.


Own Ship/Vehicle (OSV)
Cost: 4 Points/Level
Relevant Stat: None

Each level of Own Ship/Vehicle gives the character 20 Vehicle Points (VP) which are used to build a vehicle. VP’s are spent on Vehicle Sub Attributes and Ship Defects, or to acquire a pre-designed vehicle of the equivalent point value.


Resistant to Jedi Mind Tricks
Cost: 5 Points
Relevant Stat: Mind

Purchasing this attribute gives the character immunity to any Force Power that effects the Mind. All attempts do not work, and the character knows when the power is being used on them.

Droid Only Attributes

The following are new attributes that can be purchased only by droids. These attributes represent programming features that aid droid characters in fulfilling their primary functions.

Alien Cultures
Cost: 2 points/Level
Relevant Stat: Mind

The droid is programmed with information on the customs and culture of various alien species. This is a very useful attribute for protocol droids which aids them in their diplomacy and translation tasks. When coming into contact with alien species the character must make a Mind Stat Check with a difficulty penalty of +1. Failing the test means the droid does not have any information on the species in question. The number of species that the droid has information on depends on the level in the attribute.

Level 1 – Information on 5000 different alien species.
Level 2 – Information on 10,000 different alien species.
Level 3 – Information on 50,000 different alien species.
Level 4 – Information on 100,000 different alien species.
Level 5 – Information on 250,000 different alien species.
Level 6 – Information on 500,000 different alien species.

Alien Species
Cost: 2 points/Level
Relevant Stat: Mind

This attribute gives the droid knowledge on the biology, anatomy and physiology of numerous alien species. With this knowledge, medical droids know the best way to treat and heal injured aliens. Coming into contact with an alien species the droid must make a Mind Stat Check when a droid comes into contact with an alien species they must make a Difficult test with a +2 penalty. The number of species a droid knows depends on their level in the attribute.

Level 1 – Information on 50 different alien species.
Level 2 – Information on 100 different alien species.
Level 3 – Information on 175 different alien species.
Level 4 – Information on 225 different alien species.
Level 5 – Information on 300 different alien species.
Level 6 – Information on 400 different alien species.

Languages
Cost: 2 points/Level
Relevant Stat: Mind

This attribute gives the droid knowledge on a number of languages equal to their level in the attribute. The droid is fluent in that language, and can read and write it as if they were a native speaker. Coming into contact with a language the droid must make a Mind State Check with a difficulty penalty of +2. To learn a new language that a droid comes into contact with requires a Mind Stat Check with a +3 penalty.

Level 1 – The droid knows 50,000 different languages and dialects.
Level 2 – The droid knows 100,000 different languages and dialects.
Level 3 – The droid knows 250,000 different languages and dialects.
Level 4 – The droid knows 500,000 different languages and dialects.
Level 5 – The droid knows 1 Million different languages and dialects.
Level 6 – The droid knows 10 Million different languages and dialects.

Planetary Systems
Cost: 2 points/Level
Relevant Stat: Mind

This attribute gives the droid knowledge of a number on planetary systems. This knowledge includes such information as number of planets, inhabitants, type of government and other features of the system. To see if the droid has information on a system requires a successful Mind Stat Check. The number of systems the droid knows depends on their level in the attribute.

Level 1 – The droid has information on 5 systems.
Level 2 – The droid has information on 15 systems.
Level 3 – The droid has information on 35 systems.
Level 4 – The droid has information on 50 systems.
Level 5 – The droid has information on 75 systems.
Level 6 – The droid has information on 100 systems.

Power Cell
Cost: 3 points/Level
Relevant Stat: Body

This attribute gives the droid the ability to generate power, essentially acting like a generator. The droid can charge vehicles, as well as supply power for a limited amount of time. The length of time the droid can do this depends on the level in the attribute.

Level 1 – The droid can provide power for 1 hour.
Level 2 – The droid can provide power for 2 hour.
Level 3 – The droid can provide power for 3 hour.
Level 4 – The droid can provide power for 4 hour.
Level 5 – The droid can provide power for 5 hour.
Level 6 – The droid can provide power for 6 hour.

Force Attributes

Choke
Cost: 4 points/Level
Relevant Stat: none (Combat Value)

This power allows the Jedi to choke one target, and generally is used only by Dark Jedi’s. The choke can not be broken by the victim, and if not released the victim will die. The Jedi can only choke a victim that he can see, even if communicating via holotransmission. As long as the Jedi has visual contact this specialty can be used. Damage is based on the level the character has in the power. In addition, for every 15 points of damage the attack delivers it drains 1 point of Body from the opponent. When the victim is reduced to Body 0 the victim dies.

Level 1 – Choke delivers 15 points of damage.
Level 2 – Choke delivers 30 points of damage.
Level 3 – Choke delivers 45 points of damage.
Level 4 – Choke delivers 60 points of damage.
Level 5 – Choke delivers 75 points of damage.
Level 6 – Choke delivers 90 points of damage.

Grab
Point Cost: 2 points/Level
Relevant Stat: Soul

This specialty gives the Jedi the ability to use the Force to grab one object larger than a blaster. The distance the Jedi can reach is dependent on the level the Jedi has in telekinesis. The Jedi must be able to see the object he wants to grab. This specialty is used on levers, switches, and other types of stationary objects.

Level 1 – Grab an object 1M away.
Level 2 – Grab an object 10M away.
Level 3 – Grab an object 100M away.
Level 4 – Grab an object 1000M away.
Level 5 – Grab an object 10,000M away.
Level 6 – Grab an object 100,000M away.

Jedi Precognition
Cost: 5 Points/Level
Relevant Stat: Soul

Through mediation the Jedi can see into the future and be forewarned of an approaching threat. Typically the future that is glimpsed is brief, and is but one of many possibilities. All attempts to use this power are made in secret by the GM, and it is up to the GM to decide how useful or vague the glimpse into the future is.

Level 1 – Occasional precognitive visions (every few game sessions).
Level 2 – Often has precognitive visions (once or twice a game session).

Jumping
Cost: 2 Points/Level
Relevant Stat: Body

The Jedi can use the Force to make very high vertical jumps or very long horizontal jumps.

Level 1 – x5 normal distance
Level 2 – x10 normal distance
Level 3 – x25 normal distance
Level 4 – x50 normal distance
Level 5 – x100 normal distance
Level 6 – x500 normal distance

Life Support
Cost: 2 Points/Level
Relevant Stat: Body

The intensive training that Jedi’s endure conditions their bodies to go beyond their normal limits. By focusing their thoughts, and using the Force, a Jedi can go without air for long periods of time. This power does not grant the Jedi the ability to survive a vacuum or other hazardous environments. While using this power the Jedi can do nothing but sit or stand. Any physical activity that is done causes the Jedi to be unable to use this power. In addition, the Jedi is unable to communicate verbally while using this power.

Level 1 – Hold breath x2 Body = minutes.
Level 2 – Hold breath x3 Body = minutes.
Level 3 – Hold breath x4 Body = minutes.
Level 4 – Hold breath x5 Body = minutes.
Level 5 – Hold breath x6 Body = minutes.
Level 6 – Hold breath x7 Body = minutes.

Lift Object
Point Cost: 4 points/Level
Relevant Stat: Soul

This power allows the Jedi to use the Force to lift objects. The total weight the Jedi can lift depends on the level he has in Lift Object. The total number of objects a Jedi can lift is equal to the Soul Stat.

Level 1 – The Jedi can lift up to 1 kg.
Level 2 – The Jedi can lift up to 10 kg.
Level 3 – The Jedi can lift up to 100 kg.
Level 4 – The Jedi can lift up to 1,000 kg.
Level 5 – The Jedi can lift up to 10 ton.
Level 6 – The Jedi can lift up to 100 ton.

Lightsaber Shield
Cost: 3 Points/Level
Relevant Stat: Body

This power allows the Jedi to deflect blaster shots, and redirect them back at the shooter. To deflect blaster shot a Jedi needs to make a Lightsaber Shield check with a +2 modifier. Jedi’s can deflect a blaster shot back to who fired it, and this requires a successful Light Saber Shield check with a +4 modifier. If the check is successful the shooter and not the Jedi take damage. Deflecting blaster shots counts as the Jedi’s action and he can take no other actions.

Level 1 – Jedi can block 2 blaster shots.
Level 2 – Jedi can block 3 blaster shots.
Level 3 – Jedi can block 4 blaster shots.
Level 4 – Jedi can block 5 blaster shots.
Level 5 – Jedi can block 6 blaster shots.
Level 6 – Jedi can block 7 blaster shots.

Mind Control
Cost: 4 Points/Level
Relevant Stat: Mind

This power is similar to the Special Attribute described on page 118 in BESM.


Move Object
Point Cost: 4 points/Level
Relevant Stat: Soul

Move Object allows the Jedi to move objects. The distance the object can move depends on the level the Jedi has in this power. The number of objects a Jedi can move is equal to his Soul Stat.

Level 1 – The Jedi can move objects 1M.
Level 2 – The Jedi can move objects 10M.
Level 3 – The Jedi can move objects 100M.
Level 4 – The Jedi can move objects 1000M.
Level 5 – The Jedi can move objects 10,000M.
Level 6 – The Jedi can move objects 100,000M.

Push
Point Cost: 4 points/Level
Relevant Stat: Soul

This power allows the Jedi to knock over a number of opponents. A knocked over opponent losses all actions, and can not do anything but get up in the next round. The Jedi can only knock over human sized opponents, and can not be used on any type of vehicles. A knocked down opponent suffers no damage, but is knocked back a distance equal to the level in the power.

Level 1 – The Jedi can knock over 2 opponents 1M away.
Level 2 – The Jedi can knock over 4 opponents 2M away.
Level 3 – The Jedi can knock over 6 opponents 3M away.
Level 4 – The Jedi can knock over 8 opponents 4M away.
Level 5 – The Jedi can knock over 10 opponents 5M away.
Level 6 – The Jedi can knock over 12 opponents 6M away.

Rapid Running
Cost: 2 Points/Level
Relevant Stat: Body

By using the Force, the Jedi can run very fast. The Jedi’s level in this power dictates how fast he can run.

Level 1 – Top-running speed is Body x7 kph.
Level 2 – Top-running speed is Body x10 kph.
Level 3 – Top-running speed is Body x15 kph.
Level 4 – Top-running speed is Body x20 kph, and +2 to Initiative.
Level 5 – Top-running speed is Body x25 kph, and +3 to Initiative.
Level 6 – Top-running speed is Body x30 kph, and +4 to Initiative.

Throw Objects
Point Cost: 4 points/Level
Relevant Stat: Soul

This power allows the Jedi to toss a number of objects at an opponent. Each object causes 5 points of damage and has a range of 10M. The number of objects that can be thrown depends on the level the Jedi has in the power.

Level 1 – The Jedi can throw 2 objects.
Level 2 – The Jedi can throw 5 objects.
Level 3 – The Jedi can throw 8 objects.
Level 4 – The Jedi can throw 11 objects.
Level 5 – The Jedi can throw 13 objects.
Level 6 – The Jedi can throw 16 objects.


[Lost Works] Star Wars: BESM — Part 1
June 28, 2009, 7:09 am
Filed under: Games, thoughts | Tags: , , , , ,

There are not many changes you need to make to BESM if you want to use it with Star Wars. The rules stress a more cinematic approach to gaming and they are flexible enough so they can be used with all genres. The rules can easily capture the various races and technologies that populate the Star Wars Universe.

Star Wars is about larger then life action that set against larger then life backgrounds. It is a universe that has planets covered by forests, and giant space slugs living deep within asteroids.  It is a universe that has seen one government representing all races, replaced with a government headed by the Emperor who is a master of the Dark Side. Palpatine has built a well-equipped and trained military machine.  It is a government that has built a space station the size of a small moon; that packs enough firepower to destroy a planet. The military is supported by Star Destroyers equipped with waves of TIE Fighters, and legions of storm troopers.

Like any oppressive government, the Empire is faced with a group of people who are dedicated to overthrowing it. The Rebel Alliance is a collection of individuals who are opposed to the Emperor’s plans, and want nothing more than to end the tyranny. It is a group who wants to protect the rights of all races, and restore the laws that the Emperor abolished. Though the Rebel Alliance is not as well equipped as the Empire, they will never give their fight for justice.

Lurking in the background of this is the underworld criminal elements such as the Huts.  These groups see profit in the conflict and play both ends against the middle. They are loyal to only one thing, money. It does not matter to them who wins in this conflict, the smugglers and the mobsters will still make a profit off the winners and losers.

Though the Jedi Knights were destroyed by one of their own, but there are still those who follow the teachings of the Jedi and use the Force to fight against the evil that has gripped the galaxy. They may not refer to themselves as Jedi’s but they will soon be seen as New Hope to restore the Jedi order to greatness.

The Dark Side has its master in the form of the Emperor, but it has its champion in the form of Darth Vader, Lord of the Sith. Like those who came before him, Vader has devoted his life to the ways of the Sith and uses the Force as a weapon. It was by his hand that the Jedi Knights were destroyed. Vader now leads the armies of the Emperor, and in the Emperor’s name Vader protects the interests of the Empire. There are other students of the Dark Side, and though they may not be as powerful as Vader, they are still a threat.



[Lost Works] Star Wars: BESM — Introduction
June 28, 2009, 7:04 am
Filed under: Games, Technology | Tags: , , , , ,

Ok. I was not going to do this, but what the hell. For the next few weeks — not every day — I am going to do a large Lost Works series. Star Wars: BESM.

The history behind this work is simple. One of my favorite rule sets of all time is the long out of print Big Eyes, Small Mouth 2E put out by the now gone Guardians of Order.

I have always liked Star Wars (the Holy Trilogy of the original three I refuse to acknowledge the new movies or the tweaked versions of the original one). When I saw the movie for the first time in 1979

I was in third grade. Star Wars is one of the major influences that got me into writing. I remember sitting in the theater in Alexandria, Virginia with my mother and father. I remember being blown away when Leia’s ship flew across the screen. I sat mesmerized in a new world and I did not want to leave. When the movie was over I remember asking my father who made the movie. He told me a writer wrote the story and that if it was not for him there would have been no Star Wars. It was then that I knew I wanted to tell stories.

Like most kids my age I caught the Star Wars bug. I would spend hours playing with my action figures, reading the Star Wars comic books, along with anything else I could find. As I grew older the toys have been put away, but my love for the three movies, or as Kevin Smith refers to them in his movie Chasing AmyThe Holy Trilogy,” is still strong with me.

When West End Games released the Star Wars RPG I bought it in hopes of finally being able to play in the world I loved. My previous attempts at playing Star Wars inspired games had been failures. I tried using Star Frontiers and even Dungeons & Dragons to duplicate Lucas’ vision. It was my hope that each of these attempts rules would capture what I wanted to play and run. Sadly it didn’t.

D6 did not capture the cinematic scope and feel of the three movies. I found the rules too detailed and lacking that “wow” feel that the movies had. Combat was not quick, and for me the scale and scope of the game did not jive. Then I had a brainstorm, what if I used the rules of Advanced Marvel Superheroes? This was a success, and soon I was kit bashing my own Star Wars game using AMSH and WEG’s sourcebooks. However, in the end, this did not satisfy me, since I still failed to capture the feeling of the movies. So after two years of play, I shelved the campaign.

I remained a fan of Star Wars, but I grew tired of the endless novels and comic books that were being churned out in the 90’s. The stories all seemed the same, and I could never enjoy them. For me Star Wars is more interesting when the Rebels are fighting to overthrow the Empire. Book after book, comic after comic, the world seemed more bloated and soon I ignored it. I had the three movies and that was all I needed.

When Phantom Menace was released, I remember the excitement I had waiting to see it. I had that nervous energy that I did when I was younger, and all I could think about was how I was going to be blown away by the new movie. I was blown away, blown away with how bad it was. Wooden characters, the annoying Jar Jar, and kick ass CGI were used to distract you from a badly written script.

All of this leads me to a conversation I had with my good friend Anthony Ragan back in early 2001. As we usually do when we do not feel like working, we chat nonstop on e-mail. One of our discussions dealt with what game system is the best universal one. As always, Anthony was talking about how Basic Role-Playing is the best system and that every game should be based on it. It was then that my cinematic gaming came out, and I stated that for me Big Eyes Small Mouth is the perfect game and can be used for any setting. Then in an offhand comment, Anthony stated that BESM would be perfect for Star Wars.

BAM! I was hit with inspiration.

BESM was perfect for Star Wars because the rules clearly capture the cinematic approach that I like. The mechanics are simple, and they do not clutter up the story. In addition BESM is very adaptable and open so that you can add to it what you want. Star Wars is pure action, and the problem with WEG’s D6 system was that the rules got in the way of this action.

Finally with Star Wars I had a rule system that can do what I wanted for Star Wars.

The following posts appeared first in A&E, were later reedited and then posted on a long gone personal website. Here they are again. Enjoy.



I hate Star Wars
June 17, 2009, 3:53 pm
Filed under: entertainment, thoughts | Tags: , ,

Time to come clean, I hate Star Wars. I once loved it, but the new movies Lucas released this decade, and his endless rwqeaking with the films killed the love I had for it. After watching Attack of the Clones in the theatre, I swore off the movies and have not watched them sense. This changed recently, becasue of my love of the orginal three, as well as Thousand Suns. So I decided to pop in Attack of the Clones (Ariana still loves Star Wars and had bought the movies when they came out).

So I did it again, I watched a Star Wars movie and once again I feel cheated. After being under whelmed by A Phantom Menace and realizing that the real menace was Lucas’ insistence that he could direct and write, I thought I was done. Sadly the sweet seductive siren call of nostalgia lured me back in. We were told by the Star Wars spin-doctors that Lucas made a better movie. We were promised to see the much-rumored Clone Wars. We were told that Jar Jar Binks would only be seen briefly. After hearing all of this, I went into the movie not wanting to see a “great movie,” but an entertaining movie. If it was not for the last 30-minutes I would have probably gouged my ears and eyes out so that the pain I endured could be over.

First off, Lucas cannot write.

Let me state that agin.

Lucas cannot write.

Oh he can plot a story and he can visualize a story, but he does not have the ability to write a story that Attack of the Clones demanded. That story is about love, betrayal and failing. The love affair between Anakin and Padme is central to this movie, and it is also central to the mythology of Star Wars. It is this affair that brings about Luke and Leia and is the starting point of Anakin’s fall to the Dark Side. Yet after sitting through the movie I do not buy the love story. Why? Because Lucas is unable to write a love story. Padme does not strike me as a woman who sits around talking about love and how it feels to be in love. She reminds me of Leia, who falls in love and does not question it. Here we have a woman, who in one scene is unwilling to have Jedi guard her, and in another sits around talking about her feelings.

Keep in mind that both Anakin and Padme are not capable of expressing anything but the basic romantic clichés. These clichés become mind-numbingly boring after this “hot couple” spends their first three minutes together. The Lucas vision of love is something to be endured, rather than something that should be cherished. Surprisingly there is never a romantic word exchanged between them. Well there is one if you count Anakin stating:

“I don’t like the sand. It’s coarse and rough and irritating—not like you. You’re soft and smooth.”

Soft and smooth may be a great way to describe a desert, but not a women you are considering having a secret affair with.

Even more astounding is the fact that Padme has no problem loving someone who partakes in genocide. At the important moment in the film Anakin gives into his hate and slaughters an entire tribe of Tuskan Raiders. This is important because it shows that Anakin has crossed the line and is now slowly shifting to the Dark Side. In a scene that should have been emotional, Anakin confesses to Padme about what he did. Does she show shock? Does she show fear? No. Cue John William’s tired brassy musical arrangements, have Lucas pull in tight, and then watch as Lucas destroys a strong female character by having her melt for the killer.

The sad thing is that none of this fits into the current view of Star Wars. Hell, the entire Ben/Anakin relationship does not jive with what we have been told in the original movies. As you recall in A New Hope Ben tells Luke about his father and states: “Your father was a great pilot. I flew with him in the Clone Wars. I sensed that the Force was strong in him and I introduced him to the ways of the Force.”

It was this, which for me set Ben up as a tragic figure. He realized that it was his failure in training Anakin that led to the creation of Vader and the death of the Jedi. Now this is not the case, Ben trained Anakin because he was told to. Not because Ben thought he was better than Yoda, and that in his arrogance he could train Anakin.

Speaking of Yoda, why is it that Vader has no knowledge of Yoda, even though he interacted with him? Hell, after watching the green midget going Medieval with a lightsaber, you would think that would be something that would stick in your mind? Once again look at the original movies. When Vader and Luke confront each other for the first time in Bespen, what did Vader say? “Obi-Won trained you well.” Not, “So the ass-kicking green midget Yoda taught you how to fight.” None of this adds up to what we have already seen.

I have other problems with how Anakin’s portrayed in the movie. If he has studied with the Jedi for 10 years and that his formative years have been with the Jedi, why would he still be reckless? I could buy the rashness and reckless nature of Anakin if he had met Ben in this movie, but since the age of 10 Anakin has been with Ben so the rashness would have been gone. I was waiting for Ben to finally snap and yell: “Listen you twit, shut your mouth. If it wasn’t for me you would still be sucking sand on that dust ball of a planet you called home.”

One could argue that Emperor has been influencing Anakin, and that is the reason he is arrogant and rash. However, you have only one scene with the two, and you must read between the lines.

Don’t even get me started with Boba Fett. I have never been a member of the Cult of Fett. For me, he is just a bounty hunter, and one who ends up dying due to equipment failure. Yet now, we see Boba as a kid and the mystery of who is behind the mask is now ruined. We see the young Boba witness a Jedi kill his father. Compare this to the Boba of Empire Strikes Back and Return of the Jedi; here is a man who got paid twice for catching Solo. Here is a Boba who worked for the Hutts. Here is a Boba Fett that gets taken down by a blind smuggler and cries like a baby when his jet pack flies him into the mouth of the Sarlacc. If Boba was angry because the Jedi killed his dad, why is this not addressed when Boba confronts Luke during Return of the Jedi? Oh it will be, thanks to the Lucas Digital Eraser™!

Lucas is on record as saying that when he finally releases the original trilogy on DVD he plans on adding scenes and changing things so that they fit with the new movies. This is a terrible idea and an insult to the original movies. Now all of the problems and mistakes that cropped up in Attack of the Clones can be “digitally” erased, sorry in Lucas Speak™ the correct word is digitally enhanced, in the original movies. Lucas will perform his Jedi Mind Trick and smash the original trilogy into conforming to his new vision. Instead of Anakin the great pilot, we will have Anakin the annoying 10-year-old munchkin pod racer.

Still there were parts of this movie that were very good, and for me the last 30 minutes were worth the two-hours of butt numbing boredom I sat through. I love the computer and CGI, but Lucas’s total dependence on it creates lifeless acting. Of course it does not help that the dialogue was bad as well as lifeless. With Attack of the Clones I was left wanting—wanting to see Irvin Kershner who directed Empire Strikes Back brought back.