Judging

Topics:

Judging:

1) How do I submit a module to be added to Sparks?
Submit to the SF7 Council the book write-up description for the module and when you think the module will be ready for playtesting. The Council will assign an editor for the module. And when the module is complete it will be added to a convention schedule for playtest or premiere. Emails can be sent to the SF7 Council at oi.spuorg|licnuoC-7FS#oi.spuorg|licnuoC-7FS.
Council Approval Date: 6/3/06

2) What are the qualifications for judging a Sparks module?
It is preferred that the judge has played the module previously. There are many small nuances that can only be learned through playing a module. If judges are in short supply for a bigger con, then this requirement can be waived, but only by the module author. In addition, module authors can limit those allowed to judge their modules. Some judges have an inclusive list (only certain people are allowed to judge the module) and others have an exclusive list (only certain people cannot judge the module). The Council keeps a record of the author’s wishes for modules they have written. In any case the judge must have a copy of the module to be run prior to the convention it is to be judged. This allows them time to read and review the module prior to running it, and if necessary, ask the author or editor for tips on running the module. Qualification status and copies of the module can be obtained by the Council.
Council Approval Date: 9/12/09

3) As an author to a module can I limit who judges my module?
Yes. As the author and controller of that piece of intellectual property you can list specific people approved to judge the module or list specific people not approved to judge the module. Also, at all conventions the author has first rights to judging their own modules. You can even limit what conventions your module is run at. Any such limitations should be communicated to the Council to be listed with the module description to aid convention directors in assigning modules and judges.
Council Approval Date: 7/30/06

4) Can I use NPCs created by other authors?
Yes, but only if you get the permission of the creator of that NPC. There are campaign NPCs that can be used by any author or judge. The judge can utilize campaign NPCs or personal NPCs but cannot kill or alter the NPC without permission from the creator of that NPC.
Council Approval Date: 7/30/06

5) Can I run Sparks or Force modules in a home campaign?
No. Sparks and Force modules are part of an ongoing campaign and are not to be used as a home campaign. If you want to use aspects of the campaigns in a home game, this is allowable if any needed NPC or campaign permissions are solicited from the author beforehand.
Council Approval Date: 7/30/06

6) To get campaign credit does the running of a module need to be approved by the Council?
Yes. To be a sanctioned Module, Mission, Seminar, or Interactive the Council will select coordinators to develop the convention or event schedules. Sometimes a playtest prior to a convention is required to qualify judges. These events are open to all club members (usually first come first served) and they still must be approved by the Council.
Council Approval Date: 7/30/06

7) What is the Gamemaster Addendum at the end of some modules?
When the author wants to edit or add to their module, they can simply do so as part of the standard post-edit procedure. When any other judge has comments, suggestions, or write-ups that should be communicated to future judges of a particular module, they can write these notes up under an add-on page called the Gamemaster Addendum. These are optional ideas that future judges can utilize as part of the module. In some cases, they are expanded ideas for the module which can include special equipment. They can also outline how one group may have approached certain module elements and gives some suggestions to future judges if they encounter similar approaches.
Council Approval Date: 12/20/06

8) What is the minimum and maximum number of players allowable at module tables?
The minimum number of players is two, but the judge may require up to three or four depending on the module based on its style and general base difficulty as well as the type of player characters available. The maximum number of players at a table is eight. Usually only six tickets are sold or made available for a table through the convention. The judge must accept these six tickets. The judge must also allow one generic slot for a table size of seven (this generic slot is assigned first to any Spark Force 7 judge in order of number of slots they are working for that convention, then second to any Game Base 7 judge in order of number of slots they are working, and last to first come first serve. The judge has the option of taking an eighth person at the table based solely on their comfortability. The judge cannot take nine or more.
Council Approval Date: 8/11/07

9) When a module is needed to be prerun (as playtest or judge qualification), how are table participants selected?
If the prerun is for judge qualification to allow them to judge this module at the upcoming convention, then that player or players have first priority. Second preference is for judges willing to judge another module in the same slot as the prerun module at the upcoming convention. Third preference is for Council members if this prerun is a playtest (at least one Council member is required). Additional preferences are first come first serve from open invitation to the membership of Spark Force 7 (usually via the io group site).
Council Approval Date: 8/11/07

10) If pre-running (playtesting) a multi-round event, do the characters get the additional character points for round advancement?
Yes and no. All characters are eligible for the bonus character point for the first round. The characters from the top three voted players from the previous round are eligible for the bonus character points for the following round. It is possible then to get the bonus character points from advancement for round #1 and #3, but not round #2.
Council Approval Date: 8/11/07

11) Are droids integrated into module tiering levels? If yes, how?
Yes. Droids are considered one sheet for every 10,000 credits or portion thereof (i.e. 11,000 credit droid is sheet 2; 28,500 credit droid is sheet 3). Players can exclude one droid from this rule if the droid cost is under 2,000 credits. Players must declare to the gamemaster the droids to be considered at the beginning of the module (these droids are available for use during the module even if no situation arises and/or they are not used at some point). Undeclared droids can be present (on ships or with the characters, etc.), but cannot be used in the module.
Council Approval Date: 5/30/08

12) How do you handle the flexible timeline with playing previous module numbers where future details (Force Encounters, equipment, knowledge) will complicate the module?
Ultimately the gamemaster has to dictate certain understandings to the players in this situation. With regards to equipment that may have been obtained from some higher number module (such as a defeated NPC’s lightsaber when they encounter the NPC in a previous module), the gamemaster should instruct the player that the item is ‘not available’ and for all intents and purposes does not exist and they are not aware that it did exist. For any item that is not directly related to the previous module in any fashion it is okay to treat as normal. For player knowledge the gamemaster needs to instruct the players that they need to act as if they simply do not know the information. For overall campaign effects, such as the Force Encounters, they are still in effect with their current level during even older modules (Force Encounters can be triggered by modules 1-13 with their current rules), but the module itself may have specific rules to use in addition. For instance, if a module has a Force Hunter the cap may drop to 20 for the contents of that module, but the cap of 100 also applies. If the in-module situation is triggered, its effects, in most cases, end at the end of that module. But if the 100 cap is busted that would carry on after the module is over. In cases where you specifically meet a Hunter and you are instructed to write down ‘Known by the Hunters’, you would write this down on your sheet as ‘Known by the Hunters in Sparks xx’. But if it was a situation that applied to that module specifically and was then handled or resolved in later modules, its effects end at the end of the module. The character would not be ‘Known by the Hunters’ under the current rules. If in that module the character rolled over 100 though, then that would carry on and the player would retain the ‘Known by the Hunter’ status after the module is over. In effect, eliminate the problems during the module, but the situation returns to normal after the module is done.
Council Approval Date: 5/30/08

13) Do judges have to use the generic tiering on all encounters?
No, it is a tool to assist judges and authors for quick and dirty advancement of the encounter opposition to challenge the players sufficiently. There are many times that tiering should not be implemented or should be reduced. The easy examples are for game balance. You could have a high tier group that is all non-combat and would be overwhelmed with the full tiering effect. Module timing is another reason to limit the tiering values as well as additional character points and Force points. You still want to challenge the players, but sometimes bigger numbers just drag out the confrontation. Judges should weigh their players and the situation and use the tiering for challenge, but eliminate any portion that is unbalancing, inappropriate for the situation, or will cause more problems than it solves. Gamemasters should feel free to adjust the tiering as they see fit even in the middle of an encounter if it is unbalancing, too easy or beyond acceptable challenge. Gamemasters can also utilize the Individual Tiering System if it provides better table balance especially with high and low sheet disparities.
Council Approval Date: 7/26/08
Council Approval Date: 4/1/23

14) Do modules have to be pre-run (playtested) before premiering at a convention?
No, but it is suggested whenever possible (and emphasized more for bigger or tightly scheduled conventions) to prerun modules beforehand as a playtest. This will assist with editing, tiering, and timing for modules. The modules must still be approved for playtesting by the editor.
Council Approval Date: 7/26/08

15) We have previously discussed pre-running (playtesting) modules. Can you clarify the requirements needed to schedule and prerun (playtest) an event?
There are several steps that need to be taken prior to prerunning (playtesting) an event. They do not have to be done in any specific order, but all must be completed or the prerun (playtest) will not count as an update event.
- Author approves the module for playtest.
- Editor approves the module for playtest.
- Communication of the playtest date and time to the entire Council of Elders. This is to ensure that at least one (prefer 2 or more) Council members attend the playtest. If there is anyone on the Council listing that you specifically do NOT want at the playtest (for whatever reason), please note that in the communication email.
- Secured at least one Council member (see #3) to play in the event.
- Open the event up to other non-Council members. You can hand pick these people and/or post an email to the SF7 site to secure 6-8 players. You can limit the playtest table to 6, but you get a better idea of timing and module limitations with 8 people and/or difficult players. You want to test under similar play conditions.
Council Approval Date: 7/11/09

16) Can Force Points and/or Character Points be used for Initiative rolls?
Yes, in the Sparks campaign. The standard Second Edition Revised and Expanded Rulebook does not allow the use of Force Points or Character Points for Initiative. In the Sparks campaign this is allowed utilizing standard rules for Force Points and Character Points.
Council Approval Date: 7/26/08

17) What is required to host a convention, game day, or other event including Sparks events?
First the person must inform the Council of the event details (dates, times, location, etc.). The inquiring person can act as Convention Coordinator or request the Council to appoint a Convention Coordinator for the event. The Convention Coordinator is responsible for requesting judges (usually through an email to the io group site), announcing convention details, and developing an event schedule at least a week prior to the event. Some conventions or events will require additional notice or deadlines for schedules and judges. See Section VII #8 for additional guidelines and requirements for convention coordinators. If a Seminar, Mission, or Interactive event is requested, it must be approved by the Council and posted in the event schedule. The Council has a Judge Allowability Listing to assist with finding qualified judges and module selection for the event.
Council Approval Date: 9/12/09

18) What happens if there is a tie for initiative? And clarify additional effects to initiative?
In the Second Edition Revised and Expanded Rulebook a tie on initiative requires a reroll. This rule has been changed for use in the Sparks campaign. In the Sparks campaign the Council has indicated that players win initiative in the event of a tie. As mentioned previously Force points and characters points can be used on initiative rolls in the Sparks campaign. Also, any wound damage (stun effects and actual wounds) reduces the Perception roll for initiative as per the standard rules.
Council Approval Date: 12/31/09

19) Is Security used when dealing with computer systems?
No. Security is not used when dealing with computer security procedures. Overcoming computer security procedures and the ability to evade effects of computer-based security systems as well as gaining access to restricted data or programs is covered by Computer Programming/Repair. Security is designed on the physical manipulation of security systems and is primarily hardware based. Computer Programming allows a character to know how a security system within a computer may operate and what to watch for in order to prevent these systems from activating.
Council Approval Date: 1/24/10

20) Are there penalties for commitment to Authoring or Editing an event for a specific convention and then failing to fulfill that commitment?
Yes. Since Authoring and Editing is voluntary, it is difficult to discuss penalties for not fulfilling some or all of the listed commitments, but unfortunately it is necessary. Failure to fulfill an Authoring/Editing commitment (as deemed by the Council – Council may request a module to be pulled if deemed inadequate for premiere) means that the Author/Editor will not be able to play in ANY Interactive (Mission, Seminar, or Interactive) events until the commitment is met. Editors can request to be removed from an assignment if they feel the Author is no longer accepting their input or is not making appropriate progress. The Council can assign a new Editor, but the Author must show significant progress or effort, or the Editor will not be subject to the penalty. If the Author feels the Editor is the problem, they can request a new Editor. In either case the Editor cannot play in the event if they were privy to more than a general description of the event (outline, etc.). This penalty is subject to Council review of the specific circumstances to determine if the commitment was missed due to ‘acceptable’ problems or not. The Council can suspend the penalty if due to ‘acceptable’ understanding.
Council Approval Date: 2/28/10

21) Are there penalties for commitment to Convention Coordinating for a specific convention and then failing to fulfill that commitment?
Yes. Since the Convention Coordinator position is voluntary, it is difficult to discuss penalties for not fulfilling some or all of the listed commitments, but unfortunately it is necessary. Failure to fulfill a Convention Coordinator commitment (assumes that convention is not cancelled, convention is willing to support SF7 schedule, there is acceptable membership feedback warranting the event, etc.) means that the coordinator will not be able to play in the next Interactive (Mission, Seminar, or Interactive) event at the next established convention with an Interactive event. This penalty is subject to Council review of the specific circumstances to determine if the commitment was missed due to ‘acceptable’ problems or not. The Council can suspend the penalty if due to ‘acceptable’ understanding.
Council Approval Date: 2/28/10

22) When a character reaches the Master level in any Force path (Jedi Master, etc.) do they still need to be warned about gaining Dark Side Points?
No. Once a character has attained the ‘Master’ level in any Force path, the gamemaster is no longer required to give that player Dark Side Point warnings for their actions. The character has passed several trials and is experienced, so they should recognize these situations without any warning. Gamemasters can, if they choose, still give a warning, but it is not required as per the Dark Side Point rules.
Council Approval Date: 8/19/10

23) What is the Sparks campaign stance on Clones?
There is a lot of confusion about clones and the Clone Wars in Sparks as well as how they incorporate into the campaign. The following is a guideline intended to establish some parameters without being so specific as to stifle creativity of the authors and players. One thing to keep in mind when reading and considering the info presented is that only Episode 4-6 and the material in the West End books are cannon for the Sparks campaign. Anything added is done by means of the player and author base. What that means is anything from Episode 1-3, the Clone Wars TV show, Dark Horse comics, novels, video games, etc. only exist when brought into the campaign by the player and author base as many of these sources contradict themselves (particularly anything produced before the prequels verses produced after.)

  • (1) The Clone Wars took place approximately 20 years before the battle of Yavin (BBY).
  • (2) The Clone War predates the formation of the Empire as we know it, those events happen over the course of the Sparks timeline.
  • (3) To simulate a Player Character clone trooper, use the Human Racial Stats.
  • (4) Cloning in general and all clones (clone troopers during the Clone Wars and any other clones since that time period) by extension are disliked to despised by the galaxy at large.
  • (5) The sides of the clone wars were the Republic and the Separatists.
  • (6) The Republic (foundation of the Empire) won the war.
  • (7) New clones of all kinds are banned by various treaties or acts of legislature after the war.
  • (8) Even the act of vat growing new limbs is heavily regulated (not that this stops medics on the Hope)
  • (9) The clone troopers that are still around are hunted in many systems, but as individuals tend to blend into larger groups.
  • (10) There are no established rules (pro or con) regarding clones of any type by the Rebellion at this time.
  • (11) Most clone troopers were made to age quickly and either died on the battlefield or ‘early’ old age. Most were never intended to live long and enter society. They were only a war effort tool (use them to win and then dispose of them – which is taken care of by natural fast aging). But there are a few cases with genetic abnormalities due to experimentation and testing that aged normally once reaching adulthood or stopped aging altogether. Also, there is evidence that at least one group found a ‘cure’ to the fast-aging process and continued to age at a normal rate. There may also have been some batches that were created for special purposes that required them to age normally once they reached adulthood. Any Player Character clone falls into the group of either intentional or unintentional genetic abnormality that aged normally once reaching adulthood.
  • (12) Clone troopers fought for the Republic which then became the Empire. Clone troopers never fought on the Separatist side of the war.
  • (13) Many clone troopers have a distinctive Mandalorian link as the clone trooper armor was loosely based on Mandalorian concepts and design, and most of the clone troopers for whatever branch were instructed in combat and field techniques by Mandalorians.
  • (14) All clone troopers during the clone war made from the same genetic stock looked very similar, but there were some variations due to various batches, experimentation, and environmental effects (diet, hair style, tattoos, etc.).
  • (15) Cloning was not limited to clone trooper production. Other factions produced clones for reasons not related to the war both before and since.

Council Approval Date: 7/8/12

24) Is the melee weapon maximum damage rule still used in the Sparks campaign?
No. Recently this rule where all melee weapons had a set maximum damage value that could not be exceeded due to exceptional Strength (whether on a Force Point or while Calling on the Dark Side for a Force Point) was removed from the Sparks campaign.
Council Approval Date: 11/11/12

25) What is considered accepted existing background and historical content for Sparks, and what are the approved sources for use by Authors?
It is important for Authors and Editors to be aware that Episode IV: A New Hope, Episode V: The Empire Strikes Back, and Episode VI: Return of the Jedi are the only cannon (cannot be conflicted – i.e. you cannot kill Darth Vader, because he dies in the movie) sources. The Sparks campaign has also established that all West End Game official (not fan or internet releases) sourcebook content exists in Sparks, but some of this material and knowledge may be extremely hard or near impossible to obtain. Subsequently all West End Game stories, NPCs, and locations are considered actual background and facts for use and reference in the Sparks campaign, and everyone should do their best to not contradict them through Sparks storyline usage. Beyond this material there are a lot of additional source materials that can be utilized especially with all of the Expanded Universe video games, books, comics, TV shows, movies, etc., but Authors need to be wary when using these source materials outside of West End Games approved material as well as information that may not be timeline appropriate. Authors and Editors need to be mindful of campaign balance, timeline appropriateness, and story appropriateness. It is recommended to not change any story point that is in any presented printed or other media concerning Star Wars to the 'best of our ability'. Conform to these other stories unless there is some specific contradiction that cannot be avoided. In that event the contradiction should be presented to the Storyline Committee for determining the 'facts' as we want them presented in Sparks. Any story or material conflict is subject to Council approval. Some events or story information may require post-edit modifications for spin to resolve conflicts. With all of the Expanded Universe information there are a lot of contradictory views. Some have been clarified, but many have not. As each becomes relevant to the Sparks campaign they should be clarified and put on record to avoid confusion. It is recommended to not ‘intentionally’ conflict any published information that has not been previously reviewed by the Sparks campaign for inclusion or elimination, because it can put the module or material in jeopardy of requiring post-edit modifications or adjustments to conform if the information is deemed inappropriate. If someone ‘accidentally’ conflicts with published information (and it is identified as a conflict), then post-edit modifications may be required. The conflict should be brought to the Council’s attention for review and clarification. The Sparks material would then need to be edited to conform to the approved result. It is not difficult to make these changes with the application of proper spin or with minor alterations. The addition of information clarifying the resolution of the conflict may need to be added to prevent further misunderstandings. Obviously, conflicts of this nature can be easily avoided by creating your own NPCs, locations, etc.
Council Approval Date: 6/10/13

26) Are there Sparks guidelines or suggestions for determining factors for Throwing items that do not have a throwing range or are improvised thrown weapons? Can a lightsaber be thrown in combat, and if so, what are the guidelines for doing so?
These issues were discussed extensively within the Council with several various possibilities and opinions on the matter of throwing improvised weapons as well as throwing lightsabers in combat. The following guidelines are presented to help the judge with some basic generalizations and estimations on ranges, difficulties, etc. for throwing anything if they do not have a general idea of where they want to set these values. These are not meant to slow down the action or gameplay. If the judge wishes to use these guidelines to help determine the effect and difficulty, they can. If the judge can estimate the range, effect, and difficulty without them, then they do not need to follow these guidelines specifically for those factors. The associated rules for throwing lightsabers does set and clarify skill usage and some effects, but other aspects are guidelines to assist judges like above.

  • Anything can be thrown, but there are many factors to consider (size difference, weight difference, aerodynamic or non-aerodynamic, odd shape or balance, etc.).
  • Base Throwing Range:
    • i. Aerodynamic – If the object is aerodynamic attempt to find an associated similar item with listed ranges. If there is nothing suitable, use the character’s base Strength value and count how many pips they have in the attribute (4D+1 Strength = 13 pips). Use double this value as the limit to long range, then half of this value for medium range, and then half again (quarter base) for short range.
    • ii. Non-aerodynamic – If the object is non-aerodynamic, use half the range listed for a similar associated type of item with a thrown range, or use half of the values (base Strength pips not doubled for long range) determined for aerodynamic objects.
  • Gamemaster Modifications: (all of these are assessed by the Gamemaster on a case-by-case basis)
    • i. Size Deviation – any reasonable modifier to base ranges from reduction down to 0 (i.e. Jawa throwing AT-AT) or increase by double (i.e. Rancor throwing Wookiee) to even triple (i.e. Rancor throwing Jawa). The gamemaster can adjust up or down as they see fit on a case-by-case basis. In addition, the gamemaster can opt to also adjust the Thrown Weapons skill roll by +/-5 based on these similar factors (i.e. Jawa throwing AT-AT range reduced to 1 with -5 skill penalty; Rancor throwing Jawa with range increased only to double with +5 skill bonus). This range adjustment and skill bonus/penalty for size deviation is cumulative with other adjustments.
    • ii. Weight Deviation – any reasonable modifier to base ranges from reduction down to 0 or increase by double to even triple. The gamemaster can adjust up or down as they see fit on a case-by-case basis similar to size deviation but considering weight of thrower to weight of object being thrown. In addition, the gamemaster can opt to also adjust the Thrown Weapons skill roll by +/-5 based on these similar factors same as for size deviation. This range adjustment and skill bonus/penalty for weight deviation is cumulative with other adjustments.
    • iii. Odd Shape or Balance – this typically will not adjust the range but does affect the Thrown Weapon skill roll. The gamemaster can opt to adjust the Thrown Weapon skill roll by +/-10 based on the odd shape or balance of the object where the bonus is for aerodynamic objects and the penalty is for non-aerodynamic objects. This skill bonus/penalty for odd shape or balance is cumulative with other adjustments.
  • Any specific object can be modified utilizing the appropriate (A) Engineering skill to improve the case-by-case ranges and bonus/penalties. The final affect is determined by the gamemaster based on the Engineering skill roll and the overall change to size, weight, and balance (i.e. reducing the size by half can directly change the size and weight adjustments). Once the change is successfully completed, the gamemaster should reevaluate the conditional modifiers.
  • Rules specific to lightsabers:
    • i. Lightsabers can be thrown as an attack utilizing the Thrown Weapons skill.
    • ii. Lightsaber Combat Force Power – If the Lightsaber Combat Force power is being utilized while throwing a lightsaber, the Sense skill is not added to the Lightsaber attack roll, and the Control skill is not added to the damage for this attack. This does not shut down the Lightsaber Combat Force power if it is still being kept up by the player (in fact if the player picks up any lightsaber that is not attuned to someone else, the Lightsaber Combat Force power modifiers are still in effect). The lightsaber only gets bonuses from the Lightsaber Combat Force power when it is being wielded in hand by the player and using the Lightsaber skill. If after throwing, dropping, or losing their lightsaber the character recovers it, then the bonuses for Lightsaber Combat are back in effect. Lightsaber Combat can be activated by the character at any time, but only gains benefits when the lightsaber is being wielded (in hand). The only time the Lightsaber Combat Force power will not function on a lightsaber is if the lightsaber is specifically attuned to someone else. This blocks the character (or NPC using the character’s lightsaber, etc.) from applying the Lightsaber Combat Force power bonuses (it still does not drop the Lightsaber Combat Force power – it just does not work on this lightsaber).
    • iii. Suggested to utilize the base ranges for a non-aerodynamic object (base Strength value in pips is long range, then half that for medium, and half again for short) with limited use of size or weight deviation unless there is a special consideration (a human wielding and throwing a lightsaber sized for a jawa, etc.).
    • iv. Suggested to utilize a -10 penalty to the Thrown Weapon skill due to odd shape and balance with the fact the lightsaber is usually thrown as a twirl instead of straight on at the opponent.
    • v. If the person throwing the Lightsaber fails the base difficulty by 10 or more, then they have hit themselves and must resolve the lightsaber damage against their own Strength resistance. The base difficulty remains the same as if the lightsaber was being wielded in melee, Difficult (20).

Council Approval Date: 9/22/13

27) Can anyone witnessing a Force power used spontaneously attempt to activate that power at a later time even if they are not currently a Force user?
Yes. Any player can make a note about any power witnessed, and then at any point later (after becoming a Force user) attempt to spontaneously activate it as per the rules presented in Section III. Note that as per those rules the player does not learn the Force power, but simply is able to activate it once if they successfully make the higher difficulties listed for the power with spontaneous activation.
Council Approval Date: 7/31/14

28) What are author’s or creator’s rights for created work product and intellectual property?
Authors maintain all rights to their created work product and intellectual property (modules, NPCs, etc.), but if they do not exercise any discretions, then Spark Force 7 has the right to use that work product and intellectual property as they see fit until the creator expresses any limitations (pull, judge restrictions, etc.).
Council Approval Date: 10/31/15

29) Do you get Force points spent resisting unknown attacks back?
The use of Force Points and Character Points to resist any ‘unknown’ affect is allowed but note that they are considered lost and not returned in the case of Force Points. It would be considered protection of self only. If the Player Character wants to burn either, then they can, because there are plenty of times when it may be needed. Note also that authors can write in specific situations to modules to give the Player Characters some degree of advanced warning (Force vision, etc.), if they feel that they should spend a Force Point and believe that it should be returned. This would also be the case at the gamemaster’s discretion at other times. As evidence of this examing the Star Wars Second Edition Revised and Expanded Rulebook p. 84-85 concerning ‘Getting Force Points Back’ we see that there are two specific examples under ‘Being Unheroic’ resulting in the loss of the spent Force point.

  • Avoiding danger in a non-heroic situation.
  • Saving your life in a non-heroic situation.

Council Approval Date: 2/6/16

30) Can a non-Force User, suspected Force User, or someone only seen and not sensed using the Force alter or trigger a Force Encounter and/or the Final Force Encounter?
These situations can potentially alter the Force Hunt for Force Users, but typically has a greater impact on the Bounty Encounter with it triggering the Force version Bounty Encounter. The specific variations are reviewed below with their potential effects. Note that all of these can still be labeled Known to the Emperor/Hunters, etc., but the added description is needed to determine the response level upon future interactions.

  • Suspected Force User: this can be speculation without proof of any sort (i.e. talking about the Force too much, seen wielding a lightsaber, etc.). This should only be used for Bounty Encounters with the effect being that when triggered they send the Force hunter version just to be safe.
  • Spotted Force User: this is they have proof of Force power use in some fashion on video etc., but it could be a trick or someone else influencing the detected player (i.e. Enhanced Coordination or Telekinesis where the Force User is manipulating the spotted person in some fashion). This should bring added scrutiny, but not the full Force Hunt. This would make Bounty Encounters the Force Version, and also reduce the Force Cap some. My suggestion is that this level would reduce the Force Cap to 50 for 1 year (as if they had already done a 1-year period at 20). The Final Encounter can ONLY be triggered by this individual rolling over 50, so if they are NOT the Force User, they cannot trigger the Final Encounter. Note that any future Bounty Encounter no matter how much time has passed should trigger the Force version.
  • Sensed Force User: this is the traditional breaking of the Force Cap of 100. This is the same as always where the Force Cap is reduced to 20 and in any future event for 1-year rolling over the 20 Force Cap will trigger the Final Encounter. After 1 year the Force Cap goes to 50 and then after another year it returns to 100 and the Force User is no longer Known for the purpose of triggering the Final Encounter. Note that any future Bounty Encounter no matter how much time has passed should trigger the Force version.

In addition to the potential change for Force Encounters there are additional modifiers to the Bounty Hunter Modification List for having one of these nomenclatures - Suspected - +2D, Spotted - +4D
Council Approval Date: 7/17/16

31) Can a player skip or sit out part of a Seminar or Interactive?
Currently this decision should be up to the Head Judge to determine if they feel it appropriate for his event. If they come for the Mission portion they get pay, character points, and Mission rewards. If they come for the PI portion, they get a training slot, and whatever they get for their PI (noting that if it is an unscheduled PI it is still only half time as normal - skipping the Mission does not get you more time, but they could get 2nd PIs during the event per normal). Some people may want to spite the event or be late/leave early for other personal reasons, this should not be allowed to hinder the other players and participants. If the Head Judge feels that it would, then they can disallow it on a case-by-case basis.
Council Approval Date: 7/17/16

32) Special Medicine healing option without a medpac.
Any character with (A) Medicine 3D or higher can effectively heal without the use of a medpac at double the required difficulty as if using a medpack.
Council Approval Date: 6/14/15

33) New Ship’s Doctor special ability.
Improved Field Medicine – with a (A) Medicine skill of 1D or higher this character can effectively heal without the use of a medpack at double the required difficulty as if using a medpack.
Council Approval Date: 6/14/15

34) Questions and clarifications on ‘Suspected Force User’ classification for Bounty Encounter:

  • a. Is there a time limit on the effect on your Bounty Encounters, or is that effect "ever-after"?
    • Yes - once the condition is met once it applies the appropriate die modifier and/or effect to the Bounty Encounter roll. Travelling under a different ID, applying disguises, faking your death, etc. are all modifiers that can be utilized to 'offset' this die penalty. The die penalty is to establish that a "good" investigator could make the connection hence increased likelihood of triggering an encounter. If you destroy that ID or are permanently taking measures to avoid discovery that applies a negative die modifier, so that it offsets the penalty dice. But once suspected this lasts for that character as a possibility of being uncovered or linked back in some fashion.
  • b. Would the "Suspected Force User" classification then only count against that particular ID/Persona since they are not using any force signature?
    • No - it applies to the character in question and different IDs or disguises are treated as discussed above.
  • c. Also, on both the "Suspected Force User" and the "Spotted Force User", what happens if that same ID is seen with a suspected force use again (ie wielding a lighsaber, seen using telekinesis, etc)? Does that trip an encounter, or does it just count as along the lines of "yeah, we're still keeping an eye on them"?
    • No additional effect other than if you trigger the Bounty Encounter and are reviewing what measures you have done to avoid detection (disguise, low profile, faked death, etc.), some of those will no longer apply, because you were NOT keeping a low profile and were spotted again. Basically, there is no additional penalty, but some of the benefit bonuses could be lost (less offset).

Council Approval Date: 6/14/15

35) What are the mechanics for Dual Wielding?
Sparks typically assumes that each action is one at a time using a dominant hand without penalty. But this mechanic allows for specifically using two weapons at the same time to hit the same target using two-handed actions (i.e. lightsaber in each hand, pistol in each hand) with simultaneous attacks. The user is allowed two pistols (weapons) from both hands with the -1D MAP applied, but typically assign a second -1D to a single roll that is countered by the 'combined action' bonus of 2 attacks (i.e. -1D to the shot with 2 actions happening at the first action point with a +1D damage). BUT then they miss their next action (i.e. if they declared 4 actions as 2 double shots, then first double shot on action 1 and the second on action 3). This usually washes out by either it being needed (for the damage), or that person becomes a target if effective. This can also be useful if it is a Force User that has become a Battlemaster (instead of normal Master), as they have special dual lightsaber wielding bonuses. The weapons must be able to be used in a single hand to apply this mechanic.
Council Approval Date: 7/7/18

36) With double/triple Special Events (Seminars, Missions, and Shore Leaves) are there any special considerations for judge incentive character points and how do the Personal Initiatives work?
Concerning Character Points: You always get 1 character point for any slot judged as normal (as long as it is half the time of the slot which Assistant Judge is). For Special events the Head Judge gets +1 character point for overseeing the event for the mission and scheduling the PIs. This often lumps in some authoring, but that is not always the case. If you Assistant Judge or play, then you get base for the event. If you then Head Judge at a later double/triple Special Event, you get +1 character point for that event (extra work for PI scheduling and general table wrangling).
Concerning Personal Initiative Time: Your PI time is set off of your first presentation (HJ, AJ, play). The Head Judge gets 10 extra minutes, because they only get the 1 PI no matter how many may run at the event. If you are Assistant Judge or playing, then you might get 1, 2, 3+ PIs, so PI time is covered. Later judging does not gain any additional Personal Initiative time.
If you play/AJ and then become HJ you +1cp, and the general judge slot cp
PI time is covered by your first event, whether play/AJ or HJ.
Council Approval Date: 3/14/20

37) Could a gamemaster instead of taking a module as a gamemaster reward slot take it as a Gamemaster Without Playing for a replay character?
Clarification of the Issue: My general thought is this would be an option for judges with replay characters who don’t want to judge and then replay a module and can be done on a module run by module run basis. It also saves some level of time for GMs who replay so they don’t have to replay a module they have since run.
Example: I’ve played SPARKS 3 with one character, but not a second. Since I ran it at the gameday, could I take that run as a GM Without Playing reward on one of my replay characters rather than for a GM reward?
No. You can never just choose to take 7cp (and rank pay) when judging. If you 'judge only' (first only), you get max base +1cp applied to any character you choose. Any further judging is 1cp applied to any character you choose with update after 10cp. You never have the option to take base cp for some other character when judging. You can replay the module for a chance to earn cp from the module. You can give up the module for some time requirement for any character that has not gained cp from 'judge only' or play of the module. Any future time judging you get 1cp to allocate to any character, no more, no less. And you never gain credits. If you want a shot at 7cp for a replay character, you have to replay it. Now authors and editors since they cannot replay at all ever, they do get author/editor credit for their replay character when the module replays for the first time. But judging (judge only) they can still replay, so there is no second bite at the apple for them. You can judge the module 20 times and apply that 20cp to any character you have (15 and 5, 10 and 10, 20 and 0, etc.). After the first bite, module cp for play or replay is only earned if you play/replay the module.
Council Approval Date: 8/29/20

38) How does the Intimidation skill work against multiple opponents? Are there other suggested guideline for modifiers with the Intimidation skill?
Sparks FAQ General #29 outlines the benefits for using the Intimidation skill. The Sparks Second Edition Revised and Expanded Rulebook on page 42-43 outlines basic modifiers.
Basic Standard Modifiers:

  • +5 or more to intimidator's roll: Intimidator is threatening target with physical violence (and is either armed or has superior strength).
  • +10 or more to intimidator's roll: Intimidator is obviously much more powerful.
  • +15 or more to intimidator's roll: Target is totally at the mercy of intimidator.
  • +5 or more to the difficulty: Target has the advantage.
  • +10 or more to the difficulty: Target is in a position of greater strength.
  • +15 or more to the difficulty: Target cannot conceive of danger from intimidator.

This FAQ will outline some other suggested modifiers, but ultimately the Gamemaster must evaluate every situation on its own merits. Being surrounded by 20 Wookiees is different than being surrounded by 20 Jawas which could be different entirely if the Jawas had mounted heavy repeating blasters, etc.
Additional Suggested Modifiers:

  • +5 or more to intimidator's roll: Intimidator and his allies outnumber the target by a small majority (double).
  • +10 or more to intimidator's roll: Intimidator and his allies outnumber the target by a moderate majority (triple to quadruple).
  • +15 to +40 or more to intimidator's roll: Intimidator and his allies outnumber the target by an immense majority (ten to hundreds of times greater).
  • +5 or more to the difficulty: Target and his allies outnumber the intimidator by a small majority (double).
  • +10 or more to the difficulty: Target and his allies outnumber the intimidator by a moderate majority (triple to quadruple).
  • +15 to +40 or more to the difficulty: Target and his allies outnumber the intimidator by an immense majority (ten to hundreds of times greater).
  • +5 or more to intimidator's roll: Intimidator is rumored or believed to have superior abilities or equipment.
  • +10 or more to intimidator's roll: Intimidator is known by the target to have superior abilities or equipment.
  • +15 to +40 or more to intimidator's roll: Intimidator has actively demonstrated that they have superior abilities or equipment.
  • +5 or more to the difficulty: Target is known by the intimidator to have superior abilities or equipment.
  • +10 or more to the difficulty: Target and his allies outnumber the intimidator by a moderate majority (triple to quadruple).
  • +15 to +40 or more to the difficulty: Target has actively demonstrated that they have superior abilities or equipment.

Council Approval Date: 9/10/22

39) Are judge certificate awards for the judge or the character that receives the update? Specifically, can they be transferred to the new character or for that matter, any character the player plays in the campaign?
These are judge rewards and can be used for any of your current or new characters as you see fit.
Council Approval Date: 1/7/23

40) If I help out at a convention HQ for part of the slot when my judging table is cancelled, do I still gain the 1 character point for the slot?
There are (or used to be) HQ slots, so if you would have stayed and 'worked' on something for the club for the full 4 hours, then yes you could gain the 1cp incentive. Even for Special Events (Shore Leaves, Seminars, PI half of Interactive, etc.) you have to 'work' at least half of the slot (2 hours) for the 1cp slot incentive. Your effort is appreciated, but typically would not be a character point without working the entire slot for HQ.
Council Approval Date: 9/7/24

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