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Extra Modules

YeNov edited this page Sep 26, 2026 · 1 revision

Extra modules

Optional add-ons for this system. None of them are required: the system works fully without any of them, and each can be turned off again without losing the characters you have built. Install them the usual way, from Add-on Modules → Install Module, then enable them per world.


Kelborn's SWFFG Force Presence

github.com/YeNov/kelborns-swffg-force-presence

Replaces Force and Destiny's Morality score with the reSpecialized project's Tranquility and Force Presence optional rules, by Nori.

Instead of a number from 0 to 100, a character has ten Balance Points, each Dark (●), Neutral (◑) or Light (○), and earns Tranquility for selfless or compassionate deeds alongside the Conflict they already earn. At the end of each session you compare the two: more Conflict turns one point Dark, more Tranquility moves one point a step toward the Light, and equal amounts change nothing. Both tallies then reset.

Where you will see it:

  • On a character sheet — a panel on the Obligation / Duty / Morality tab (default theme) or beside the bio-stats (Codex II), showing the scale, Conflict, Tranquility, and any threshold the character has reached. The Morality box goes read-only, because the score no longer means anything.
  • In the Token scene controls — a crossed-circle button opens the GM's window, which lists everyone's scale and runs the end-of-session resolution. Each player is asked to choose for their own character; the GM can answer for anyone who has gone home.

It reports the rules' mechanical effects rather than applying them. At seven Dark Side points it will tell you the character's strain threshold drops by 2 and their wound threshold rises by 2, but it does not edit those numbers — partly because the threshold fields are stored rather than calculated, and quietly editing them goes wrong the next time the character buys Brawn.

Switching an existing campaign over? The GM window has a Convert from Morality button that seeds scales from current Morality scores. It skips anyone who was not really using Morality — a character sitting at 0 with no Emotional Strength or Weakness is untracked, not maximally evil — and it will not overwrite a scale you have already set.

Requires socketlib.

One thing worth knowing: the system's Group Manager still has its Morality tab, and under these rules it means nothing. It may still list characters you converted, because the module does not erase their old score or their old Emotional Strengths and Weaknesses. Ignore that tab and use the module's own window.


SWFFG Dice Stacks

github.com/YeNov/swffg-dice-stacks

Makes a dice status effect last for a number of checks and add more than one die.

The system's dice statuses add a single die to the next check. This lets you say "two setback dice for the next three checks" instead: shift-click a dice status on the token HUD to raise how many dice it adds, and use the counter to say how many checks it survives. Each check the character makes counts down, and the status removes itself when it runs out.

Needs the Status Icon Counters module, which supplies the counter it reads.

Covered in more detail in Status effects: dice for the next check or the whole combat.


FFG Star Wars Enhancements

github.com/YeNov/StarWarsFFG-Enhancements

A long-standing collection of quality-of-life additions for this system, kept going as a fork. Among other things it adds an opening title crawl, a dice-result helper that suggests what to spend advantage and threat on, and assorted automation around tokens and rolls.

It is a grab bag rather than one feature, and most of its parts can be turned on and off individually in its settings — worth reading through those once after installing, rather than taking everything it offers at once.

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