"On the Edge RPG" Generic Conversion...

By BrashFink, in Star Wars: Edge of the Empire RPG

Page one of the Character Sheet has been updated.

I updated the preview picture a few posts back to show the completed sheet.

Edited by BrashFink

Here is the first part of what I am now calling the Trait System.

The Trait System will be used instead of Obligation. Characters will be gaining XP from Flaws and Spending XP on Perks. Each of these is seperated into Major and Minors, worth 10xp and 5xp respectivly. Any given character cannot have more than: 1 Major Flaw, 1 Major Perk, 2 Minor Flaws, 2 Minor Perks.

The flaws will all be added to a percentile table in the same way obligation does. A roll on the table may activate a flaw causing certain effects. I will work out more about how this will work later.

This is the first half of the Flaws. Please note, that some of the wording is lifted directly from Savage Worlds. I will be be changing the wording around later. This is mostly for descussing how I have done the rules.

FLAWS -

All Thumbs (Minor)
Characters with this suffer a setback to Repair rolls at all times. In addition, when a hero uses a mechanical or electronic device, a threat on his roll means the device is broken. The damage requires the Repair difficulty to be raised and a setback die added.


Anemic (Minor)
Add a Setback to all Fatigue checks such as those made to resist poison and disease.


Arrogant (Major)
Your hero doesn’t think he’s the best, he knows he is. Whatever it is — swordsmanship, kung fu, running—few compare to his skills and he flaunts it every chance he gets.


Bad Eyes (Minor or Major)
With glasses, there’s no penalty and the Flaw is only Minor. Should he lose his glasses (due to a Dispair of spending 3 Threat), he suffers a Setback to any Trait roll made to shoot or Notice something more than Close Range

In low-tech settings where the hero cannot wear glasses, Bad Eyes is a Major Flaw. He must add a setback to rolls made to attack or notice things farther than Close Range.


Bad Luck (Major)
Once per session, the game master may Upgrade a dice roll against you and add a Setback. A character may not have both Bad Luck and the Luck Traits.


Big Mouth (Minor)
Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.


Blind (Major)
The individual is completely without sight. He suffers two upgrades to all physical tasks that require vision (which is most everything) and a Setback to most social tasks as he can’t “read” those he’s interacting with as well as others.

On the plus side, Blind characters gain their choice of a free Perk to compensate for this particularly difficult Flaw.


Bloodthirsty (Major)
Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers 2 setback to any social roll if his cruel habits are known.


Cautious (Minor)
This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken


Clueless (Major)
He suffers a Setback Common Knowledge rolls.


Code of Honor (Major)
Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or
ladylike behavior.


Curious (Major)
Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.


Death Wish (Minor)
Having a death wish doesn’t mean your adventurer is suicidal, but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his
life away for no reason, but when there’s a chance to complete his goal, he’ll do anything—and take any risk—to achieve it.

This Flaw is usually Minor unless the goal is relatively easily fulfilled (very rare).


Delusional (Minor or Major)
Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc.).

With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m
allergic to armor, zombies are my friends).


Doubting Thomas (Minor)
Doubting Thomases are skeptics who try their best to rationalize supernatural events. Even once a Doubting Thomas realizes the supernatural exists, he still tries to rationalize weird events, following red herrings or ignoring evidence.

Doubting Thomases suffer a Setback to their Fear checks when confronted with undeniable supernatural horror.


Elderly (Major)
Your adventurer is getting on in years, but he’s not quite ready for the nursing home. All Checks involving Brawn and Agility gain a Setback Die.

On the plus side, the wisdom of his years grants the hero a bonus Rank in any Knowledge Skill.


Enemy (Minor or Major)
Someone out there hates the character and wants him dead. The value of the Flaw depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance. A Major Enemy might be a supernatural gunslinger who wants your hero dead.

If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Flaw by paying back its cost with XP.


Greedy (Minor or Major)
Your miserly hero measures his worth in treasure. If a Minor Flaw, he argues bitterly over any loot acquired during play. If a Major Flaw, he fights over anything he considers unfair, and may even kill for his “fair share.”


Habit (Minor or Major)
Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style.

A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a Setback to any Social Rolls.

A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting. A character who doesn’t get his fix must make a Willpower check every day. The difficulty starts at 1 but is upgraded every day. On a failed roll, any remaining uncancelled failures are permanet Strain loss for that day. Unchecked Advantage or Disadvantage can be spent how the GM and Player wish.

At any point a Dispair is rolled, the player then suffers a Downgrade on all Rolls made that day and the difficulty resets to 1.

At any point the Triumph is rolled, the difficulty resets back to 1.


Hard of Hearing (Minor or Major)
Characters who have lost some or all of their hearing have this disadvantage. As a Minor Flaw, it adds a Setback to all Notice rolls made to hear, including awaking due to loud noises. A Major Flaw means the character is deaf. She cannot hear and automatically fails all Notice rolls that depend on hearing.


Heroic (Major)
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.


Illiterate (Minor)
Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him.

Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.


Lame (Major)
A past wound has nearly crippled your hero. His basic movement between Ranges is doubled and all Agility Based Rolls add a Setback Die.


Loyal (Minor)
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.


Mean (Minor)
This fellow is ill-tempered and disagreeable. No one really likes him, and he has trouble doing anything kind for anyone else. He must be paid for his troubles and doesn’t even accept awards graciously. Your character suffers a Setback on Social Checks.


Obese (Minor)
Particularly large people often have great difficulty in dangerous physical situations. Those who carry their weight well have the Brawny Perk. Those who don’t handle it very
well are Obese. A character cannot be both Brawny and Obese.


An Obese hero adds 1 to his Wound Threshold, but removes 2 from his Strain Threshold. Travel between ranges larger than Medium are doubled.

Obese characters may also have difficulty finding armor or clothing that fits, squeezing into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars.


One Arm (Major)
Whether by birth or battle, your hero has lost an arm. Fortunately, his other arm is (now) his “good” one. Tasks that require two hands, such as Climbing, suffer a 2 Setback Dice.


One Eye (Major)
Your hero lost an eye for some unfortunate reason. If he doesn’t wear a patch or buy a glass replacement, he suffers a Setback to social chck for the grotesque wound.

He suffers a Setback to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping a ravine or rooftop, and so on.

Part 2 of Flaws...

One Leg (Major)
With a prosthetic, One Leg acts exactly like the Lame Flaw. Without a prosthetic, He also suffers 2 setback to checks that require mobility, such as Climbing and Fighting.



Outsider (Minor)
In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders.

Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society.

In addition to the roleplaying effects above, your hero adds a setback to all social interactions with anyone other than your own people.


Overconfident (Major)
There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.


Pacifist (Minor or Major)
Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.

Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. Note
that undeniably evil creatures, undead, demons, and the like are fair game.

A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.


Phobia (Minor or Major)
Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he adds a Setback to all checks as Minor Flaw, and Upgrades all checks if the fear is a Major Phobia.


Poverty (Minor)
He starts with half the usual money for your setting and just can’t seem to hang onto funds acquired after play begins.

NOTE: This will tie into money when I sort that out.


Quirk (Minor)
Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before
attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class.


Small (Major)
Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from his Wound Threashold for his reduced stature.


Stubborn (Minor)
This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.


Ugly (Minor)
Unfortunately, this individual hit more than a few ugly sticks on his way down the tree of life. All social interactions gain 1 Setback. He is generally shunned by members of the opposite sex all sexual advances or flirtations have difficulty upgraded twice.


Vengeful (Minor or Major)
Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.

If this is a Major Flaw, your character will kill to rectify his perceived injustice.


Vow (Minor or Major)
The character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might occur determines the level of the Flaw. Whatever the Vow, it’s only a Flaw if it actually comes into play from time to time and causes the character some discomfort.


Wanted (Minor or Major)
Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them.

The level of the Flaw depends on how serious the crime was. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Flaw, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Flaw in almost any setting.


Yellow (Major)
Not everyone has ice water in his veins. Your hero is squeamish at the sight of blood and gore and terrified of

coming to harm. He upgrades the difficulty of all fear-based checks. Further more, the character may have to make more Fear Checks than normal.

Edited by BrashFink

This is awesome. It's something I was wishing for so I am keeping a close watch on it. Thank you for doing this!

No criticism but there is funnily enough already a horror themed RPG called "on the Edge." You can download it's rules for free now, it's called the WaRP system.

No criticism but there is funnily enough already a horror themed RPG called "on the Edge." You can download it's rules for free now, it's called the WaRP system.

Actually, its called OVER the edge.

After much thinking, I have completely changed my mind on this project.

While having a loose understanding of the Savage Worlds rules, I recently actually bought the book and am currently reading it. I have realized that I am making this too hard and what I really what to do is the exact OPPOSITE of what I was doing.

What I want to do now is take elements from Edge (specifically the dice)... and incorporate them into Savage Worlds.

Savage World has some tremendous strengths, and I know there are a ton of fan-made Star Wars hacks on their site, as well as a host of other hacks and reworks. The Pinnacle website might be worth checking out for inspiration or just to see what others have done.

While I liked a lot of Savage Worlds, I never did feel very inspired about their dice mechanics. Not that they were bad, just not that compelling. Porting over NDS for task resolution could have some real potential if you like the FFG dice.

What I want to do now is take elements from Edge (specifically the dice)... and incorporate them into Savage Worlds.

So:

Attributes: d4 = 1, d6 = 2, d8 = 3, d10 = 4, d12 = 5

Skills: d4 = 0, d6 = 1, d8 = 2, d10 = 3, d12 = 4

So your warrior with Strength d6 and Fighting d10 would roll YYG (2 for Attribute, and 3 for skill).

Target number (TN) is usually 4, which is Average difficulty (PP). There are various difficulty mods in Savage Worlds that can be converted to dice numbers on even intervals: -2 is Easy, +2 is Hard, +4 is Daunting. Odd numbers are handled with setback and boost, e.g.: -1 is a setback, +1 is a boost.

Then you need to decide how many Advantages are required for a Raise (4 over the TN). I'd say 2A per Raise, or 1 Triumph = 2 Raises.

For combat I can't recall how the wounding works, but additional successes might make wounds more likely (bypassing Toughness or Spirit).

Just some rambling thoughts...

Is this still a live project? Have you PDFed it up somewhere? I love your work BTW. PM you for more questions? Thanks for giving back to the community.

Is this still a live project? Have you PDFed it up somewhere? I love your work BTW. PM you for more questions? Thanks for giving back to the community.

Same here. Thanks for sharing this, it gave me ideas for my WH conversion.

What I want to do now is take elements from Edge (specifically the dice)... and incorporate them into Savage Worlds.

So:

Attributes: d4 = 1, d6 = 2, d8 = 3, d10 = 4, d12 = 5

Skills: d4 = 0, d6 = 1, d8 = 2, d10 = 3, d12 = 4

So your warrior with Strength d6 and Fighting d10 would roll YYG (2 for Attribute, and 3 for skill).

Target number (TN) is usually 4, which is Average difficulty (PP). There are various difficulty mods in Savage Worlds that can be converted to dice numbers on even intervals: -2 is Easy, +2 is Hard, +4 is Daunting. Odd numbers are handled with setback and boost, e.g.: -1 is a setback, +1 is a boost.

Then you need to decide how many Advantages are required for a Raise (4 over the TN). I'd say 2A per Raise, or 1 Triumph = 2 Raises.

For combat I can't recall how the wounding works, but additional successes might make wounds more likely (bypassing Toughness or Spirit).

Just some rambling thoughts...

This is pretty close to what I am doing... however, I have it start at 2 and buy one for one just like savage worlds.

Is this still a live project? Have you PDFed it up somewhere? I love your work BTW. PM you for more questions? Thanks for giving back to the community.

Is this still a live project? Have you PDFed it up somewhere? I love your work BTW. PM you for more questions? Thanks for giving back to the community.

Same here. Thanks for sharing this, it gave me ideas for my WH conversion.

Sorry, I kind of put this off for a long time and recently started working on it again.

I am in the middle of mashing together character creation. I think when I have this done, I will simply have a quick set of conversion rules for "on the fly" decisions, as opposed to a full set of rules.

Edited by BrashFink

(Sorry I kept editing my post above and decided to put this in a separate post)

Also, combat works nothing like Savage Worlds and completely like SWRPG so raises are not even used. Basically Combat, skills, dice and rolling is SWRPG, but talents from SWRPG are being replaced with Edges. So what I will be sorting out is what elements from Edges mean when thrown into SWRPG.

Wounds and Strain from FFG will be used in favor of Savage Wounds and Shaken.

Careers and Specializations (as well as Trees) are gone. Skills are bought in the way they are in Savage Worlds. The trees have been replaced with Edges and Hindrances... which also allows us to use the Powers section from Savage Worlds as well.

I am also making a more "universal" Obligation system, that just ties to stuff from the characters past... but works like obligation.

Literally imagine the entire "Core Mechanic" section being lifted and replacing the entire core mechanic of Savage Worlds, but using the creation of Savage Worlds.

Also, the skills are a bit different. Vigilance and Cool are tossed out (however, If you want to use them, toss them back in). I will be using an Initiative system that is closer to Savage Worlds with Elements from a FASA one.

This will be the last post in this thread. When this is completed I will post it in a new one.

Here is a teaser showing cover and interior art...

%40sample1.jpg %40sample2.jpg

Edited by BrashFink