"Fistful of Dice:" Edge of the Union RPG

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

It is ready for download. If anyone has questions or see issues, just post here and I will answer.

If there is a lot of typos and things I need to fix, I will update the link below and post in main thread that there is an update.

DOWNLOAD: Fistful of Dice - Edge of the Union RPG

NEW LINK: http://dossier.brashfink.com/web_links/Fistful_of_Dice-Edge_of_the_Union_RPG.pdf

Fistful of Dice Character Sheet

(thanks RustamShamshiri)

ERRATA:

If this has enough errors, I will probably make an update. For now, here is a list:

Page 4, the skill "Knowledge Union" is listed as its Original Skill as "Piloting (Space)". This obviously a Cut and Paste typo. The real skill this replaces is "Knowledge Core Worlds"

Original Post:

Howdy folks, I am starting this thread as a discussion while I write out various pieces of my conversion of Edge of the Empire to an Old West setting in the vein of "Spaghetti Westerns" from the 1960s.

I will be posting each piece I am working on and welcome thoughts and comments on each part.

Eventually this first part will have a link to a downloadable PDF. This PDF will not so much contain rules as pointers to pages in the CoreBook and explaination of rule changes.

As many of you have said here and other threads going all the way back to beta... this game really easily lends itself to other genres. I actually feel you could use it for anything. I am planning no less than 4 of these conversions. The first 3 are going to be pretty simple and will be done pretty quickly. The last one (which will be a fantasy one for my old Pathfinder campaign) will not happen until the Force book comes out. I need to see everything the force can do to get magic up and running the way I want. This last conversion will also be quite a bit more detailed. In a way, these first 3 are betas for the last one.

Edited by BrashFink
Broken Links

First Topic: Skills, Careers and Professions:

SKILL CHANGES:

Astrogation = Navigation
Knowledge Core Worlds = Knowledge Union
Knowledge Outer Rim = Knowledge Frontier
Knowlege Xenology = Knowledge Foreign
Knowledge Lore = Knowledge Customs
Knowledge Underworld = Knowledge Outlaw
Pilot Space = Ride Team
Pilot Planetary = Ride Horse
Gunnery = Artilery
Ranged Light = Pistols
Ranged Heavy = Rifles
Streetwise = Canny

Computers (removed completely)

I think most of these are obvious, a couple like Gunnery and Streetwise are really just renamed for flavor.

CAREERS & OCCUPATIONS

At this point I have broken down 3 Careers, each with 4 Processions: Pioneer, Desperado and Renegade.

Pioneer Sawbones
Pioneer Merchant
Pioneer Orator
Pioneer Gambler

Desperado Rifleman

Desperado Gunfighter
Desperado Veteran
Desperado Pugilist

Renegade Bandit
Renegade Frontiersman
Renegade Tracker
Renegade Outrider

Each of these will be discussed in detail in upcoming posts.

EDIT: for the record, I think Ride Team... will be changed to "Drive Team". just a better wording.

Edited by BrashFink

Yes, this set of rules is well suited to old west for sure.

I would suggest changing Pilot Space to Steam Engine (Trains/Steam Ships etc.) and either just add Drive Team or place it in the talent tree.

Yes, this set of rules is well suited to old west for sure.

I would suggest changing Pilot Space to Steam Engine (Trains/Steam Ships etc.) and either just add Drive Team or place it in the talent tree.

That would make more sense.

Computers: Literacy. The ability to read and write was not common knowledge, something like that would definately set people apart, (folks with book learnin') from the rabble.

Allow the Drive Team to be conducted using the Pilot:Planet with an extra difficulty die, or make it it's own thing.

E

Edited by ejacobs

Computers: Literacy. The ability to read and write was not common knowledge, something like that would definately set people apart, (folks with book learnin') from the rabble.

Allow the Drive Team to be conducted using the Pilot:Planet with an extra difficulty die, or make it it's own thing.

E

I dunno, wouldn't the Education skill already cover that there book learnin?

Seriously though, this is a worthwhile project and I hope you keep at it.

I've determined that this system would work well for anything you want to be quick and cinematic. An Indiana Jones RPG using this mechanic would be super fun (but everyone in the group would want to be Indy... or maybe his dad).

SG-1 anyone?

:)

I'd also consider a fourth Profession, with four Specializations.

Profession: Lawkeeper. (I was going to say "Lawman", but that sounded sexist.)

Specializations:

  • Lawkeeper Sheriff
  • Lawkeeper Marshal
  • Lawkeeper Ranger
  • Lawkeeper Pinkerton

For those inclined toward such jobs.

Edited by Simon Fix

Yes, this set of rules is well suited to old west for sure.

I would suggest changing Pilot Space to Steam Engine (Trains/Steam Ships etc.) and either just add Drive Team or place it in the talent tree.

I disagree. Riding a team of horses with some kind of buggy or carrage is a whole different skill then just one animal. They have very little to do with each other. Also certain professions lean toward having more skill in one rather than other.

Engineer might have a place though... perhaps as a replacement for computers. The real issue is running a train back then or now, is not really a skill anyone has outside the industry. It seems a waste of a slot on a skill sheet for something that will almost never come up... and as for stopping a train in an emergency, etc... why not just use Intellect or Education?

I'd also consider a fourth Profession, with four Specializations.

Profession: Lawkeeper. (I was going to say "Lawman", but that sounded sexist.)

Specializations:

  • Lawkeeper Sheriff
  • Lawkeeper Marshal
  • Lawkeeper Ranger
  • Lawkeeper Pinkerton

For those inclined toward such jobs.

Yeah but I am actually trying to keep "Professions" actually out of it. These are more like "Backgrounds". For example Wyatt Erp would probably be Desperado Gunfighter... but his job would be lawman.

I want to try to keep from having Sheriff as a "class" you really get into the "Paladin" idea at that point. It kind of says "I am supposed to do good. Most people in the old west were way more gray than that (and even moreso in Spaghetti Westerns.)

There is another good reason these Professions have been chosen by me. They are closly following ones in the game already. Some are obvious, some not as much. There will be more on this when I delve into each one. I have Pioneer Started, should be able to upload soon.

Computers: Literacy. The ability to read and write was not common knowledge, something like that would definately set people apart, (folks with book learnin') from the rabble.

Allow the Drive Team to be conducted using the Pilot:Planet with an extra difficulty die, or make it it's own thing.

E

I dunno, wouldn't the Education skill already cover that there book learnin?

Seriously though, this is a worthwhile project and I hope you keep at it.

Both of these are great. Actually...ACTUAL learning is still different than reading and writing. Education to me sparks ideas of Doc Holiday speaking Latin. Where someone rather uneducated might have learned enough to read and write.

This is a distinct possibitly. I really wanted one of the goals to have exactly the same number of skills that are in the book.

Edited by BrashFink

Actually In regards to Steam Engines... that is why I kept "Mechanics" in the game.

I would also like to explain my thoughts on choices for the 3 main "Careers" (which I may call Backgrounds).

Pioneer: These have a town or city life in the past, possibly more education.

Desperado: These have some background in combat and weapons.

Renegade: These are all outsiders to society in some way.

Edited by BrashFink

Sorry for all these multiple posts, I am trying to get ideas down. If they get too annoying let me know.

Here is some thoughts on how the Professions. All of them are based on ones in the game, some just copied completely, some with minor changes and a few with complete revisions. All of the Careers have ones taken from at least 2 careers in the real game. These will be analyzed for similar skills and some changes for flavor. The most drastic of these will be Renegade with takes from 3 Careers.

Pioneer Sawbones: Colonist Doctor - Some revisions will be needed, I am planning on some "Salve" and "Snake Oile Elixir" replacing Stimpacks and Bacta.

Pioneer Merchant: Explorer Trader - Have not really looked over this one yet.
Pioneer Orator: Colonist Politico - I wanted this to be more generic. This could be a politician, but also a preacher or some other public figure. Opens the way for the Gunfighter/Preacher type thing
Pioneer Gambler: Smuggler Scoundrel - This might need a few changes, but those gamblers in the movies are always doing sneaky stuff. I see some heavy Charm involved here also.

Desperado Rifleman: Bounty Hunter Assassin - Pretty straight forward I think

Desperado Gunfighter: Hired Gun Bodyguard - Need to look over it more, want this to be the default "I shoot people with Pistols" Class.
Desperado Veteran: Hired Gun Soldier Merc - Also pretty straight forward. Points to military background.
Desperado Pugilist: Hired Gun Marauder - This one will probably be heavily tweaked. I want it to actually be more gun focused (no one pulls out a saber in these movies in a gunfight - lol). But I might take some of the Melee stuff to beef up some brawling things the class can do. This class should be a badass in a bar fight and have some fun talents.

Renegade Bandit: Scoundrel Thief - have not looked at this one yet, but seems it pretty good fit.
Renegade Frontiersman: Bounty Hunter Survivalist - This is the canon Mountain Man... he knows how to survive on his own.
Renegade Tracker: Colonist Scout - This could be anything from Buffalo Bill Cody, to an Indian Scout.
Renegade Outrider: Colonist Finger - This is the trailblaizers who scout new areas like Louis and Clark. Have not reviewed this yet.

EDIT: Oops... Merchant is explorer trader... and Outrider is Colonist Fringer. I need to review these closer, but I think that is what I meant.

Edited by BrashFink

Computers= Telegraph maybe?

Computers= Telegraph maybe?

Yeah, I thought about that too. Again I go back to not wanting less than necessary skills. What I am toying with is "Electricity" perhaps? I need a better old sounding name (Electronics does not work either, it sounds more 1940s). Again I keep thinking this could just be covered in Education though.

The telegraph was not a common item like the telephone 50 years later for example. It is pretty specialized knowledge like the Steam Engine. It is almost better served as just being in the character's background and just going with it "on the fly" with Intellect or something and adjusting with difficulty. Regular person trying to figure it out hard... this person, easy.

This goes in line with Mechanics which I am keeping. It really points to everything from steam engines to farm equipment, bicycles or a printing press... but i believe NO class will have it as a class skill. It was very specialized knowledge back then. I also want to keep the whole Steampunk idea out of this... however, I will be mentioning Steampunk in my rules and mentioning... as with any piece of this conversion, I am NOT breaking any piece of the normal game. You want Steampunk? You want magic Throwing Shamans? No problem, grab some other stuff from the book.

Edited by BrashFink

I'd also consider a fourth Profession, with four Specializations.

Profession: Lawkeeper. (I was going to say "Lawman", but that sounded sexist.)

Specializations:

  • Lawkeeper Sheriff
  • Lawkeeper Marshal
  • Lawkeeper Ranger
  • Lawkeeper Pinkerton

For those inclined toward such jobs.

Yeah but I am actually trying to keep "Professions" actually out of it. These are more like "Backgrounds". For example Wyatt Erp would probably be Desperado Gunfighter... but his job would be lawman.

I want to try to keep from having Sheriff as a "class" you really get into the "Paladin" idea at that point. It kind of says "I am supposed to do good. Most people in the old west were way more gray than that (and even moreso in Spaghetti Westerns.)

There is another good reason these Professions have been chosen by me. They are closly following ones in the game already. Some are obvious, some not as much. There will be more on this when I delve into each one. I have Pioneer Started, should be able to upload soon.

Interesting line of thought, but I doubt Wyatt Earp would have ever been thought of as a Desperado, despite some of his shadier job choices. Maybe a Pioneer, but then you don't get the benefit of some of the trees you're looking for. Understand, of course, that if Earp had any thread of a "career" that wound through his life, it was Lawman, no matter what else he might have done. However, this is your conversion, and I am intrigued to see where it goes.

Interesting line of thought, but I doubt Wyatt Earp would have ever been thought of as a Desperado, despite some of his shadier job choices. Maybe a Pioneer, but then you don't get the benefit of some of the trees you're looking for. Understand, of course, that if Earp had any thread of a "career" that wound through his life, it was Lawman, no matter what else he might have done. However, this is your conversion, and I am intrigued to see where it goes.

I see your thinking, but really Desperado is just a flavorable word for someone who is a "fighter". I would not get caught up on these names. For example, I have a Bounty Hunter Gadgeteer in my campaign who has never bounty hunted in his life. The Skill set just favored his idea: some kind of Ranged/Pilot/Mechanic, a tinkerer of things with some fighting skills.

I completely agree Earp would probably be cross classed with some kind of pioneer.

Edited by BrashFink

Lets look now at Pioneer:

Pioneer
Skills: Deception, Knowledge (Union), Perception, Knowledge (Education), Drive Team, Canny, Vigilance

Pioneer Sawbones
Bonus Skills: Cool, Knowledge (Education), Medicine, Resilience
Talent Tree: Use Colonist Doctor - Changes: Bacta Specialist becomes Salve Application, Various Stim Application talents become Administer Elixir.

Pioneer Merchant
Bonus Skills: Navigation, Knowledge (Union), Knowledge (Frontier), Negotiation,
Talent Tree: Use Explorer Trader

Pioneer Orator
Bonus Skills: Charm, Coercion, Deception, Knowledge (Union)
Talent Tree: Use Colonist Politico

Pioneer Gambler
Bonus Skills: Cool, Deception, Pistols, Skullduggery
Talent Tree: Use Smuggler Scoundrel: change all Black Market Contacts to "Fast Talker" This works same as Stalker Talent but uses Charm and Deception.

EDIT: hmmm only 7 Skills. Will need to go back and review my notes... Update later.

Edited by BrashFink

I am liking your ideas, regarding skills here are a few thoughts:

For Computers (Electricity) - maybe Electrical Science, Electrics, Electrical Engineering ( http://en.wikipedia.org/wiki/Electrical_engineer )

more general electric history ( http://seaus.free.fr/spip.php?article964 )

For Xenology (Foreign) - I'd probably say Foreign Culture or Culture since this is the closest to what Xenology is I can't think of much foreign other than culture that wouldn't be out of place in this setting. Chinese, various Native Americans, Spanish, etc.This could include languages possibly or another skill.

For Gunnery (Artillery) - you might want to try going a bit more broad including dynamite and other explosive goodies with Munitions or Artillery/Munitions or throw it in as another skill.

Possibility of trapping as a skill might be hard to handle with the mechanics as it is not too similar

Possibility of a thrown weapon skill - tomahawk throw, knife thrower (similar to the nasty guy in Desperado)

Possibility of Knowledge Chemistry - might be overlapping a little with Munitions, since I would imagine that to be a primary use for it

Regarding class issues just a brief thought for now - I can see why someone pointed out lawman types because the name desperado, while cool does have some not so lawful connotations it is a synonym to bandit - it is Spanish essentially for desperate or "without hope" and it links to Outlaw on Wikipedia as an example. Maybe Gunfighter is a more neutral term that would cover both the "good" and "bad" but not as much for the pugilist.

Edited by LewSmoyd

I am liking your ideas, regarding skills here are a few thoughts:

For Computers (Electricity) - maybe Electrical Science, Electrics, Electrical Engineering ( http://en.wikipedia.org/wiki/Electrical_engineer )

more general electric history ( http://seaus.free.fr/spip.php?article964 )

For Xenology (Foreign) - I'd probably say Foreign Culture or Culture since this is the closest to what Xenology is I can't think of much foreign other than culture that wouldn't be out of place in this setting. Chinese, various Native Americans, Spanish, etc.This could include languages possibly or another skill.

For Gunnery (Artillery) - you might want to try going a bit more broad including dynamite and other explosive goodies with Munitions or Artillery/Munitions or throw it in as another skill.

Possibility of trapping as a skill might be hard to handle with the mechanics as it is not too similar

Possibility of a thrown weapon skill - tomahawk throw, knife thrower (similar to the nasty guy in Desperado)

Possibility of Knowledge Chemistry - might be overlapping a little with Munitions, since I would imagine that to be a primary use for it

Welcome to the thread Lew (FYI everyone, this gentleman is from my campaign and functions as co-gamemaster a lot). Lew here is the other main author of this project.

Culture/Foreign: I have both already (from Lore and Xeno). I am really more paying attention to the class and what they would eventually get... for example a trader or mountain man would be more likely to have Culture. I almost think no class will have Foreign by default. US was kind of isolated in this era on the world stage.

Electricity just does not have the sound flair either. Was wanting a term like Hypothicary. Old and not used anymore. I am just not sure That or chemistry are important enough to have their own skill. Education might suit better. Thoughts?

Artillary... I love this idea of using Munitions.

Yeah Throwing has been bouncing around in my head too. We should discuss this in detail this weekend.

Got to have some sort of shaman/faith healer or wandering oriental type with force type powers surely :)

Got to have some sort of shaman/faith healer or wandering oriental type with force type powers surely :)

As stated in an earlier post. There will be no magic of any kind... however, as I also said in same post, I am not breaking anything in the regular rules so you can add stuff easily back in if you want some mystical bits.

...and by the way Lew... nice Moustachio Man for your avatar. I knew whatever you picked would have one.

These conversions are pretty interesting. I look forward to see more of your work. I was considering a fantasy conversion, but I also am waiting for more force stuff before I tackle that. I am hoping that an official fantasy system using this system is announced by then.