Powered by Edge of the Empire

By Darian Ocana, in Star Wars: Edge of the Empire RPG

I was trying to figure out how to make a mundane character "balance" with e.g. a dragon hatchling, so I wanted to start the XP a little high. So for example, on the human, he gets 200 XP, but can only spend up to 100 of that on increasing characteristics. The rest would go into talents, skills and equipment. I was going to set up an XP -> Money conversion so that e.g. the Glitter Boy could pay for his power armor, a robot pilot could start with a robot, etc. If you had a character without a powerful piece of equipment, they would get way more starting skills and talents to balance it out, even starting with multiple specializations as a matter of course. For example, if I were trying to build a psi-stalker, I would start him out as Psychic / Psi-tracker and also pick up Psychic / Sensitive, and buy a few powers to start.

I may actually need to increase the starting XP to make the dragon hatchling work (you can see I'm at -20 XP right now, will get back to that later). I think before I go too much further I will write a "behind the scenes" formula that I am using to figure out how much racial features should cost. For example, I gave the Dog Boy a Brawl + 1 damage attack and deducted 0 XP, because in a world where vehicle-scale damage is the norm, +1 damage is just a fluff ability. I also want to make some "design-a-Deebee" rules so that players can just cook up a unique race or make a mutant animal or whatever.

I decided that it would totally not work for a dragon to have Brawn 20, that's why I added the Mega-Strength and Augmented Strength, so they can still have Brawn 2 but if you try to arm-wrestle a dragon with normal Brawn 4 you will still lose. Basically a dragon has vehicle-scale Brawn, and a juicer or borg will have half-of-vehicle-scale Brawn. I might end up just having the vehicle-scale Brawn instead of both; I could just make dragon hatchlings 3 Brawn and make Juicers / Borgs 2 Brawn on the vehicle scale.

Re: exclusive specs, I really like the fact that EotE is so flexible, but I figured you definitely don't want one character that's both a Juicer and a Mind-Melter or something like that. I maybe went a little overboard with them, but I can always tweak that later.

Maybe we should start a new thread for talking about this. :P

yeah if you want to start a new thread that would be cool, I could give you feedback and even help out on stuff since I have been playing around with converting as I am putting some stuff in my campaign(s) since I have created a small sector down by Rakata Prime on the map that I am dedicating that section of the map for my edge games. I am pulling stuff from Phase World Like the Promethians and a the cyborg wolfen and other races as well. I might even play around with the cybernetics as they offer bonuses to stats and additional talents. I am eventually going to play around with the Samas suits since I do have the Empire in my region (since the Coalition was inspired by the Empire). I will be on vacation but still be following this forum, and be texting late at night after a busy day in St. Augustine, Florida for the week. I am thinking of taking a book since I am working on my Age of Rebellion campaign.

After I get back from vacation, I will post my conversions that is based of original system, I have not tried big things like dragons yet as I am hoping that the Dragonstar system is being converted which deals with dragons, actually would not mind seeing Fantasy flight convert their worlds that they have converted to the Edge system.

i have thought that converting EotE, AoR and FaD to the Warhammer setting would be great... i much prefer the SW dice to the WFRP 3ed system.

Spells system will depend on the Setting your moving too, Warhammer is very limiting and the side effects can be catastrophic, some systems let you cast instantly but only a limited number of times, Wheel of Time would differ depending on your sex (and also the time your set in), Lord of the Rings would be different again, with seemingly no side effects to spell use other than exhaustion.

you could make talents for each spell, with skills either just for magic use, or 1 skill for each 'Flavour' of magic

getting stronger would equate to +1 FR

it would seem a whole new selection of Specialisations would be required:

  • different schools/flavours of magic
  • different forms of Hand to Hand weapon users (Paladin vs Trollslayer vs knight) althoug it may be that the FaD trees are more appropriate and easier to re-brand for some things

Also, this seems as good a place as any to ask the obvious question...

mhf2p.jpg

I opened up commenting on the Edge of the Rifts documents above, let's chat about them on there to avoid cluttering up this thread. :)

Yeah I do not see where I can comment but will post some of my stuff when I get back home and maybe even post some new races. I am also going to sit down and think about other stuff to convert. My stuff right now will be coming over from phase world.

I see what you did, but I would have done an actually forum instead, this would have allowed for others to post their stuff as well and this could have been a community project instead and would have taken so burden off of just one person doing the project. I myself would like to help as I would try and keep it mostly within the boundries of the edge system, like the weapons are already converted I would just add more mods to the system. I did start a spreadsheet for Rifts a while back but have not worked on it for sometime but will look at it shortly to see.

I have 4 races/D-bees I converted and would like to see what everyone thinks of them, they are based of 100xp

Promethian: Brawn: 3 Agility: 2 Intellect: 3 Cunning: 2 Willpower: 2 Presense: 2

Experience: 90 points

Wound Threshold: 12 + Brawn

Strain Threshold: 13 + Willpower

Enivironmental Hazards: add a Boost die to all Environmental Conditions

Combat Bonus: For 3 advantages may activate Phase ability to Soak up 1 or 2 additional Points of Damage from next attack on you.

Skill wise I would give bonus 1 free upgrade on Knowledge (education or galactic lore)

Wolfen Quatoria: Brawn: 3 Agility: 2 Intellect: 2 Cunning: 2 Willpower: 2 Presense: 2

Experience: 100 points

Wound threshold: 10 + Brawn

Strain threshold: 10+ Willpower

Cyborg: start off with 2 cybernetics total cost 5,000 credits. Quatorias can have up to 3 + Brawn rating of Cybernetic implants.

starting skill: upgrade 1 ranged (light) but can not go over 2 at creation.

Dwarven Guildmasters: Brawn: 3 Agility: 2 Intellect: 2 Cunning: 2 Willpower: 2 Presense: 1

Experience: 110 points

Wound Threshold: 10 + Brawn

Strain threshold: 11 + Willpower

Special: Free 1 upgrade on Mechanics but can not go over the creation limit of 2

Star Elves: Brawn: 2 Agility: 2 Intellect: 2 Cunning: 2 Willpower: 2 Presense: 3

Experience: 110 points

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting 1 free upgrade to Ranged (light) but can not go over the creation limit of 2

So... some of my players want to do a Mad Max style post-apocalyptic wasteland game, using the EotE rules. I've been playing around with ideas, and it's been pretty fun. Here's the half-done character sheet (which still needs a ton of work!).

Wasteland.png

Wow! That is nice!

Simon - now that's a nice character sheet...

I'd love to see any rules/mods you've written up.

So... some of my players want to do a Mad Max style post-apocalyptic wasteland game, using the EotE rules. I've been playing around with ideas, and it's been pretty fun. Here's the half-done character sheet (which still needs a ton of work!).

I notice your character sheet has riding, driving, and piloting. Obviously mad max needs a lot of driving based things, but what is the difference in your game for driving and piloting? Will you be having space craft?

So... some of my players want to do a Mad Max style post-apocalyptic wasteland game, using the EotE rules. I've been playing around with ideas, and it's been pretty fun. Here's the half-done character sheet (which still needs a ton of work!).

I notice your character sheet has riding, driving, and piloting. Obviously mad max needs a lot of driving based things, but what is the difference in your game for driving and piloting? Will you be having space craft?

I was thinking autogyros or small planes. (I seem to remember an autogyro from Beyond Thunderdome.)

So... some of my players want to do a Mad Max style post-apocalyptic wasteland game, using the EotE rules. I've been playing around with ideas, and it's been pretty fun. Here's the half-done character sheet (which still needs a ton of work!).

I notice your character sheet has riding, driving, and piloting. Obviously mad max needs a lot of driving based things, but what is the difference in your game for driving and piloting? Will you be having space craft?

I was thinking autogyros or small planes. (I seem to remember an autogyro from Beyond Thunderdome.)

Ah. Yes that makes sense.

I'm working on a magic system for use with Edge of the Empire's rules to run a high fantasy style game. I'd appreciate any feedback that the board would be willing to give.

https://docs.google.com/document/d/1DcMvdanF0Og6uxXOgckHXmhwGPDcSs146VLLp-QD4Ls/edit?usp=sharing

Frankly its a bit disorganized at the moment, and is definitely a rough draft.

So... you are right. It's still a bit disorganized. At this point I feel like the best thing you can do is try and simplify the system to it's base components. Get it so it has a solid well thought out core. Then you can expand it later to include more of the options you want. Right now it seems like a quagmire of information to try and understand. Also what kind of spells are people actually going to be using? It seems like you have a setup that allows for a lot of different difficulties based on how familiar someone is with a target presumably allowing you to cast spells on people who aren't around at all. Is this something that is needed? If your players are primarily only going to be interacting with people they are fighting or talking to, then you don't really need much in the way of long-distance casting. Of course, I don't know your scenario. If you do need to be casting spells on people across the world a lot then yeah it makes sense.

Kes -

Not to pimp my own work, but the minor tweaks we made to the existing Force powers were more than adequate to bring things into the realm of 'magic,' particularly in the 'not much magic fantasy world of Conan.'

Mostly, it's all in how you narrate. A spell that does 5 points of damage can be anything you want, from fire to cold to dark magic to summoning a pack of rabid weasels... whatever. Toss in a few qualities if you have to (burn, cold, weasel bites, etc...)

Take a look at the Edge of the Aquilonian Empire, linked above.

Seriously... FFG has done all the hard work, and the existing framework of force powers can handle almost anything. Don't overthink it, add just enough flavor to make it taste right in your world, and call it done.

Just be careful of what happens once players get their hands on 4 or more Force Dice. It can get OP quickly, unless you put some in-world brakes in there.

Kes -

Not to pimp my own work, but the minor tweaks we made to the existing Force powers were more than adequate to bring things into the realm of 'magic,' particularly in the 'not much magic fantasy world of Conan.'

Mostly, it's all in how you narrate. A spell that does 5 points of damage can be anything you want, from fire to cold to dark magic to summoning a pack of rabid weasels... whatever. Toss in a few qualities if you have to (burn, cold, weasel bites, etc...)

Take a look at the Edge of the Aquilonian Empire, linked above.

Seriously... FFG has done all the hard work, and the existing framework of force powers can handle almost anything. Don't overthink it, add just enough flavor to make it taste right in your world, and call it done.

Just be careful of what happens once players get their hands on 4 or more Force Dice. It can get OP quickly, unless you put some in-world brakes in there.

I just took a quick look over the magic section and I believe I have to stand firm on the idea that the force dice aren't the best choice for every/many magic traditions. They'd probably work for something like Shadowrun or your own Conan conversion, but for worlds where magic is more commonplace, more reliable, or less costly, it doesn't make sense for there to be a negative (black pip) result, or have the overall power of the effect be constrained by the total number of pips you roll.

For Generic Fantasy World 1453334, bypassing that and going straight to skills seems more appropriate. Call me unimaginative, but I couldn't come up with a generic use for the force dice with related to magic that didn't feel extremely contrived or world-specific.

They'd probably work for something like Shadowrun or your own Conan conversion, but for worlds where magic is more commonplace, more reliable, or less costly, it doesn't make sense for there to be a negative (black pip) result, or have the overall power of the effect be constrained by the total number of pips you roll.

Not disagreeing with you entirely but black pips don't need to be negative. If you have a system designed where white and black pips are both beneficial but perhaps for different reasons. You use the total number of pips to cast spells, with white ones determining range and black ones determining power for example. SO I cast a fireball and get 3 white pips and 2 black. I can cast that with medium strength up to 6 squares away (2 per white pip). The next guy casts a fireball but he gets 4 black pips and 1 white pip so his can only go as far as 2 squares away but it is much more powerful. Just an example.

They'd probably work for something like Shadowrun or your own Conan conversion, but for worlds where magic is more commonplace, more reliable, or less costly, it doesn't make sense for there to be a negative (black pip) result, or have the overall power of the effect be constrained by the total number of pips you roll.

Not disagreeing with you entirely but black pips don't need to be negative. If you have a system designed where white and black pips are both beneficial but perhaps for different reasons. You use the total number of pips to cast spells, with white ones determining range and black ones determining power for example. SO I cast a fireball and get 3 white pips and 2 black. I can cast that with medium strength up to 6 squares away (2 per white pip). The next guy casts a fireball but he gets 4 black pips and 1 white pip so his can only go as far as 2 squares away but it is much more powerful. Just an example.

That could work, but you would have to make it much easier to get force dice than the Edge default. Something like that isn't really meaningful without 2+ dice. It doesn't answer the 'reliable' aspect of Generic Fantasy World 1453334 Magic System, but that is an idea I hadn't considered.

Color me unimaginative :)

That could work, but you would have to make it much easier to get force dice than the Edge default. Something like that isn't really meaningful without 2+ dice. It doesn't answer the 'reliable' aspect of Generic Fantasy World 1453334 Magic System, but that is an idea I hadn't considered.

Color me unimaginative :)

Don't be too hard on yourself. Pretty much my only talent is being creative. It's a shame that you can't really get a job being an ideas guy because I am literally perfect for that... and absolutely nothing else.

In response to needing more dice to make it work, use more dice. OR reduce the cost of pips for things. Magic doesn't cost anything to begin with. If you have the ability, you can use it. Then when you roll force dice whatever pips you get are used to improve the base spell. OR have players roll force dice at various times outside of combat. Like when they sleep, or when they meditate, or when they are at an Ancient Well of Mana. Then save their pips as a resource. By the time they get into a fight, they might have 10 white pips and 7 black ones saved up. For them to spend or save as they need. Mana potions let them roll force dice to gain pips, etc... Then you can work in a maximum mana they can store using the Willpower characteristic or something.

Okay... so I need some advice. I'm working on the back page of the character sheet for the Edge of the Wasteland game I'm supposed to be starting tomorrow night, and I'm stuck. I just don't know what to use for Motivation, Obligation, and Talents/Abilities. (Motivation is the Post-Itâ„¢ Note and Obligation is the scraped-off twenty dollar bill.) Here's the second page so far, with a little notebook for armor, weapons, and gear, and a X-Mart receipt to keep track of critical hits.

Wasteland2.png

You can see the (mostly) complete front page farther up in the thread. Any ideas would be great!

Edited by Simon Retold

Could talents or abilities be listed as tattoos? That is not a very great idea I know, but nothing else is currently coming to mind. Obligation could maybe be like an IOU sheet of paper or something?

Thank you for the comments, the system is undergoing heavy re-edit and refinement.

Updated the above image. Still trying to figure out what to use for Talents/Abilities...