Sky Wars: Edge of the Kingdom - A free, 120 page Fantasy Conversion

By Blue Dog, in Star Wars: Edge of the Empire RPG

As my little christmas present to all the other awesome Star Wars RPG gamers out there, I'm really pumped to be able to announce the release of the Beta book for Sky Wars: Edge of the Kingdom, a 100% free, fan-made fantasy conversion for Fantasy Flight Games Star Wars RPG. Much like what FFG did with the core star wars rulebooks (Edge of the Empire, Age of Rebellion, Force & Destiny), I'm releasing the Sky Wars Beta to get feedback on everything from ability trees, XP, and gameplay to grammar and design issues.
I would love to get some feedback on this 100% free, fan-made conversion that I created.
Explore Osfilia, a loose collection of realms still working to recover more than thirty years after the devastation caused by the Sky Wars. Players may choose from eight races, able to become powerful mages, devout paladins, shapeshifting druids or follow any combination of eighteen different career paths.
Using the rules from any of FFG's Star Wars core rulebooks (Edge of the Empire, Age of Rebellion, Force & Destiny), GMs and players will be able to create new adventures in what we hope will be an exciting fantasy sandbox.
Sky Wars: Edge of the Kingdom features:
  • New and updated rules to convert Sci-Fi to Fantasy
  • 8 Races, including Gnomes, Half Orcs, Dark Elves and Golems
  • Pages and pages of gorgeous artwork, donated by over 45 artists from Deviantart.com
  • 19 Career trees including Monks, Dragoons, Warlocks, Diplomats and more
  • Brand new ability and spell trees granting fantastic powers and magic to each career
  • Fantasy-based gear including weapons, armor and equipment
  • Sky Wars-era mounts and airships
  • Complete templates for NPCs and Adversaries
  • Custom Character Sheet
The World of Sky Wars:

Over thirty years have passed since the world of Osfilia was swept into a war that raged across its entire surface. Armies of demons and the undead swept across every continent, led by the Storm King and his massive, ferocious dragons. Thousands of desperate, pitched battles raged across the surface of the world for years, destroying villages and towns, swallowing up cities and blackening fields.
Millions died in fire.
Finally, the races of Osfilia united together; elves, humans and dwarves joined the ‘Covenant of All’, a pact that llied the so-called ‘lower’ races of centaurs, orcs and giants - any who had yet to fall under the Storm King’s thrall. The alliance was successful in driving back the dark armies of the dread lords - the Storm King and his dread lords perished in the battle. An uneasy peace feel across the land for many years - but recently there have been increased reports of missing people, brazen attacks by previously cowardly creatures, and stories too disturbing to be related here.
No one has seen a dragon in 30 years...
Until now.

I'm going to be actively monitoring and collecting any and all feedback around rule changes and balance, feedback on abilities and talents - what worked and what didn’t, etc. Please feel free to share your criticism, support and most importantly gaming stories here and on r/skywarsrpg
I've also created a github repository to track beta progress and changes: https://github.com/redshirtdown/skywars
The final draft of Edge of the Kingdom, with expanded world content, game mechanic rules and an introductory adventure, is scheduled for release online in 2017.
(I'm aware that FFG put out a fantasy game years ago using an early version of their narrative dice system but I think you'll see this is a much different book and RPG, it's also very challenging to get ahold of that game now).
I'm also more than happy to take on contributors and support - writing, editing, art, design work or even web help would be much appreciated!
Edited by Blue Dog

I started something similar to this a year or so ago, going with the name "Edge of the Realm." Here's the character sheet I came up with.

PDFIcon.png - Edge of the Realm Character Sheet (1.21MB Download)

But just so that this isn't without feedback...

There are quite a few people who feel that Droids get the shaft in FFG's Star Wars RPG, but it seems like you've done worse by your Golems in EotK. For instance, Droids start out with 65XP more than Humans, but with all their base characteristics at 1. To make up for the 55XP deficit (that is, 20XP per characteristic to get each to 2, minus the 65XP bonus they start with), they are immune to mental force powers, get extra skill points at start, don't need to eat, sleep, or breathe, are immune to toxins, and can have a higher number of cybernetics. Your Golems, on the other hand, only get 50XP more than humans, still start with all characteristics at 1, and lack any immunity to magic (your system's equivalent to the Force) or some sort of analog to increased cybernetics (at least as far as I can tell at first blush). In other words, they start with a 70XP deficit to humans (that is, 20XP per characteristic to get each to 2, minus the 50 bonus XP they start with), and less to justify it.

Looks fantastic have to agree about the golem though, I think one of best potential balancing between races is to have them with the potential to start with the same starting stats that a human could but to make it easier for them to go further with the stat they excel in. The droid and golem are exceptions to this because of other bonuses , but the golem seems to lose out big time.

Eg a human can get to 3 in everything with 160 starting XP with 10 left over. So if you have a race with 3 in 1 and 1 they should have 150 starting XP meaning they could start with 3 in everything with 10 left over

So a human throwing everything on one stat you could get 5 with 40 XP left over, the other race could get 6 with nothing left over. So with a potential bonus 10 XP from obligation humans have 150 starting XP, and say an elf has 140 DP the elf can have agility 6 a human can only get 5, but they could both start with 3 in everything, if they choose, as long ad the elf leaves the one stat at 1)

So far so good. The other issue I have is that the half orc has 4 1 1 2 2 2 which means that if you had to jack everything up from 1 for both races , a human has 120 XP spent to get from 1 to 2s prior to character creation, the half orc has 150 XP TO jack the starting stats from a base 1, meaning that when combined with starting XP gets a 20 XP bonus on the human and the other races, so should either have 4 1 1 1 2 2 and 140 starting XP or just have 120 starting XP to be balanced.

Edited by syrath

The Bard's Improved Scathing Tirade is titled Improved Soothing Song, by the way, and the Warlock can't get Soul Siphon until they take Improved Soul Siphon. The latter may be intentional, I don't know, but the former I'm sure isn't.

Also, the way Ability trees are set up confused me somewhat, with some things apparently having no connections but actually just being buyable from start but being on lower rows. I didn't expect them to be several tiny talent trees as opposed to one large one.

And the stats for the two elf types confuse me a little. For classic elves, I'd expect the dump stat to be Brawn—I guess that could result in too many low-Brawn races, but there are a lot of low-Brawn races in the base game too. For dark elves, I'm confused by both their stat choices—I'd have expected the same dump as the elves and a Cunning boost, but instead they just get a dump in the regular elves' boost stat and vice versa.

Other than that... I'm seriously impressed. This looks great. (And do you need playtesters? Because I would totally participate in a playtest PbP.)

Edited by The Shy Ion

Quick notes:

I'd be wary of giving any species a 4 to start with. For one thing, even Wookiees only have a 3 in Brawn, and they would tower over a half-orc. For another, it doesn't give the PC anything to grow into. For a third, all half-orcs are pretty much locked into one role.

I'm not a fan of the elves' attribute spread, but then, I like elves :)

The starting XP is pretty high, it really doesn't need to be any higher than the defaults.

I do like the idea of the extra Ability trees, nifty idea.

Still digging into the rest of it, but the layout and art choices are fantastic.

I agree with the above notes, but this is awesome work! I'll be keeping an eye on this, for sure!

In the Wizard Spell tree the second Ice Storm should be renamed Wall of Ice and the connecting lines is missing.

The Warlock and Wizard Spell trees lack check boxes.

I love a lot of what you are doing. I am still digging into it, but it looks like you give all non-humans a kick in the shorts.

In EOTE, most races get a skill rank, a talent (or setback reduction, etc), +1 and -1 in a stat, +1 and -1 in Strain/Wounds, and are plus or minus 10 XP (as compared to humans).

Your races seem to skip the extra talent, but not get compensated in XP. Gnomes especially get shorted (pun intended). They get 1 skill, +1/-1 stat, +1/-1 wounds/strain, size 0 (which doesn't do much in EOTE, and usually isn't counted), and -10 XP.

Did you list race abilities somewhere else? Or why would I pick a gnome when they are mechanically inferior to humans?

Haven't read through it yet, but I jumped to the magical careers and took a look. Glancing at these I'm confused. It may just be because I'm glancing. :) I notice Talent, Ability, and Spell pages for the mage type careers. But, some have all of these (Warlock), while others only have 2 of the 3. Sorcerer, for example, only has a Talent and Ability page without Spell page? But, some of the abilities/talents due seem more like spells then the mages which do have Spell pages.

On the Sorcerer talent page (I think) "Meteor Swarm" has a description for a Detect Magic sort of spell.

Looks great. Downloaded.

Thanks everyone, lots of great feedback so far - I'll be trying to answer everyone's questions over the next couple days!

I'll try to dig into this today, and provide some constructive feedback.

Feel free to loot my conversion for ideas... see below in my signature. We found that pretty subtle changes could have a huge impact, so tread carefully...

Feel free to loot my conversion for ideas... see below in my signature.

Just to second this...it's well worth reviewing.

Thanks, 'frog.

OK... I'll be digging in more later, but at first blush -

  • It *looks* amazing. Super well done, and I know how much work that takes first hand.
  • I'm glad to see that you've seen what we did with our little supplement - again, feel free to loot, and thanks for the shout out in the credits.
  • I'd suggest thinking about something that we came up with in terms of Armor - we added the Bulky quality, as we found that otherwise armor quickly became unbalanced, as per the core rules encumbrance is less important once the armor is put on... or, you just can't carry *anything* (including a sword) but the armor, which doesn't feel very Fantasy. Just something to think about and address during the Beta.
  • Since you have Air Ships (awesome!) you might want to take a look at the ship combat rules we added, specifically the bit about ramming.
  • Pole weapons (Pikes, Halberds, etc...) need some love - again, we added two weapon qualities just to address them. Take a look, and again - just something to think about in your Beta.
  • Remember - subtle rules changes can have huge effects.
  • Lastly, use this community. The feedback here will be priceless.

I'm definitely going to be following this... and don't be surprised if I mine yours for input on the final version of ours.

Cheers!

downloaded your pdf and looked over quickly, usually like to have it printed out first before giving comments but does look to be a very solid file. Was wondering if there was going to be expansions to this after your beta run. am into projects that are always growing with new information, or new continents that would expand what you have been working on.

so is the adventurer class a universal set as there is no class skills for the adventurer class but specializations have bonus skills

found an error in the cleric talents in the row of 15 points, you have two talents marked as 5 points "Healer" and "defensive stance"

I like this a lot, and I can see myself using it as I already had a Fantasy RPG planned that used a lot of airships. I've only skimmed through it so far but my initial reaction would be that the range of Specs is very D&D, to the point where it comes off as pretty much just a D&D conversion. I was most interested in the Adventure career as something a bit more unique and interesting, and would love to see more non-D&D specs.

Whilst I'm happy to use your ideas as a basis and add my own careers and specs for my game, you might consider adding some more yourself. As the primary difference between D&D and your setting is Airships, you could definately work on that side. Airship Pirate seems like a good choice for a Captain, but what about the Helmsman to fly the ship and the Engineer to keep her in the air? What about an Artificer to make and improve the ships weapons and a Gunner to fire them?

To be honest, and this is a personal choice thing, if you're looking to make something more unique and less like a D&D clone then I'm tempted to say you've taken the wrong approach for Specs in making them direct clones. Instead they could be more like componants to mix and match to make the character you like. So if you want to make a Ranger take a Archer spec and combine with a Outdoorsman spec. Combine the Outdoorsman spec with Divine Magic for Druid. Combine Divine Magic with Healer for Cleric and Healer and Knight for a Paladin... It's more of a building blocks approach to character building than D&D, because where D&D you mostly pick one class and stick with it for your entire campaign, in EotE you are expected to mix up several and make different combinations to create your own unique character.

As I said, I like what you've done and even if you don't change it at all I'll be interested to see the finished product and will probably use what you've done and make my own changes as I see fit.

I also like the Fantasy Fett artwork at the end. ;)

Blue Dog,

This is incredibly ambitious and very beautiful. I just finished my first read-through and I'm impressed with the completeness of it--the way you made sure to cover every conceivable aspect of the game that might come up in a pure fantasy (versus "space fantasy") context.

But if I were your editor--and I just finished a job editing an original RPG for a successfully-funded Kickstarter--I would have one huge question:

Why did you think this needed to be made?

What does SKY WARS do that EDGE OF THE EMPIRE doesn't? What "fantasy" campaign elements could you NOT make by reskinning the original FFG rules/stats? What _original_ game design spaces are being explored here? What mechanics improved upon? What character types made available that weren't before? What stories now able to be told that couldn't be before? (And are you truly avoiding porting over the problematic, outdated, inconvenient, incoherent, or otherwise broken elements of typical fantasy gaming?)

I'm currently running a reskinned Pathfinder campaign (their Serpent's Skull Adventure Path) using the Star Wars/FFG Narrative Dice System, with literally 2 rules changes. It works absolutely brilliantly, and takes precisely the same amount of prep time as the EDGE OF THE EMPIRE game I am also running.

If SKY WARS is an exercise in layout design or homage, then I have virtually nothing to offer beyond my kudos. And if your personal satisfaction comes from having completed the project _for yourself_, then clearly it's a success. But as an original game, it seems to be neither fish nor fowl.

I'm currently running a reskinned Pathfinder campaign (their Serpent's Skull Adventure Path) using the Star Wars/FFG Narrative Dice System, with literally 2 rules changes.

Well, don't leave us hanging...what are those two rule changes? :)

My meagre criticisms are small. Starting xo is to high, half-orcs are OP, bring that 4 brawn down to 3. I don't like the specialisations variance in the careers, I feel like they should symmergise better, ie have knight, paladin and diplomat in one career, they way I see it career should be the dnd class and specialisations should be variations of the playstyle.

Otherwise I really liked what I read of it. Really nice layout and art.

Edited by TheBalzan

I'm currently running a reskinned Pathfinder campaign (their Serpent's Skull Adventure Path) using the Star Wars/FFG Narrative Dice System, with literally 2 rules changes.

Well, don't leave us hanging...what are those two rule changes? :)

This is Blue Dog's thread to get constructive criticism, so I'm not trying to derail here, but since you asked:

1) Since the Force is magic and magic is much more pervasive in Pathfinder than in Star Wars, Force Powers activate with either black OR white pips and there is no Morality cost/benefit to using them.

2) Everything else--skill use, item appearance, implementation of talents--is reskinned or modified by common sense and conversation between GM and Players.

Purely a semantic quibble here, but I'm a military history enthusiast and we thrive on such. ;)

" Dragoon " is a term that may denote conventional cavalry, but which often refers to mounted infantry, i.e. troops which utilize infantry tactics and usually dismount to fight, relying on their mounts for increased mobility and flexibility. Since your dragoons are designed to fight mounted almost exclusively, I'd like to suggest that you rename the class (and order) to something different. If you wish to stick to historical inspiration, there are any number of historical cavalry units that could lend their name.

Personally, I'd come up with a fantasy proper name or place-name to lend them their title.

The Polish Winged Hussars would make for a pretty good fantasy cavalry...

I detect the presence of a lot of different inspirations. DragonLance, for one; the draconians, err... "dragonlings" were a dead giveaway. :lol:

Unfortunately, I don't have the time or manpower to give this a thorough playtest, but I'm happy to share some thoughts.

  • The odd arrangement of some of the talent trees has already been called out
  • Mechanically, it seems sound though combat seems rather brutal
  • The magic system is pretty interesting, but separating all of the "traditional" magic abilities into several classes & trees doesn't really sit well with me. Given the focus on combat, it seems like sorcerers & bards stink and wizards are auto-include
  • Conceptually, it's interesting, but it seems to be blending a lot of different and disparate elements. You've got DragonLance, Eberron, Spelljammer, Warcraft, and a little Dark Sun mixed in with generic high fantasy elements. With so many threads or themes, there doesn't really seem to be a unique, unifying element to tie it all together
  • I might pillage some of the elements and creatures if I can ever get a campaign set on Weik

Ultimately, I applaud what you've done. Yes, there are typos and some issues yet to be resolved, but the artwork is excellent and your production value looks high, especially for a beta. Nothing about your setting, classes, or mechanics really inspires me, though. I like FFG SWRPG because there's so much you can do outside of combat while still making combat awesome. By your own admission, your game will play more like D&D wrapped in the FFG dice system and that's not for me. Best of luck!