The skill system in FFG’s Star Wars role-playing games are designed for a science fiction universe, but are fairly easily adapted into a modern setting. The following skills are intended to be used in the Shadowgates chronicle setting. A brief description of all the new skills are presented after the alphabetical skill listing.
Shadowgates is a series of articles that take the Star Wars Role-playing game made by Fantasy Flight Games and modifies it into a modern urban fantasy setting. It is a conjunction of the Foundations series, which first showcased the sorcery rules. While the setting will be intended for a modern (2014) setting, it will be fairly easy to adapt to any setting based after the 1900’s.
You will need the various game lines such as Edge of the Empire, Age of Rebellion, and Force and Destiny to get the most utility and enjoyment out of this series. Since this is a fan-made endeavor, I will be trying to limit the amount of copyrighted material from FFG that I reprint here. All rights are reserved by Fantasy Flight Games for the original system, and this series of articles is in no way attempting to usurp those rights. All information about the setting, and the sorcery system, are my own creations.
Sorcery & magic is the backbone of most exciting role playing systems. While it isn’t fitting for the default Star Wars universe, there are several very good re-skins of Edge of the Empire that could benefit from a true system of sorcery. This system draws concepts from narrative games such as Mage: The Ascension and the Dresden Files version of FATE core to better complement Edge of the Empire.
The Classic World of Darkness is a great game, but with so many editions, stand-alone games, and differing points of view it can be a little difficult to get all of the players and characters on the same page. My primary playing group is having this very issue with a short cWOD game right now, so I thought I would help with some skill clarification. This article refers to a variety of previously published rule books, and is not intended to be used without them.
This series of articles will offer detailed new sub-systems that will expand various game systems. Unlike my Quick & Dirty series of articles, Foundations will include character building, new comprehensive systems, and more complexity. Some of these systems may be invalidated later by in-house developments and supplements.
If anyone has a request for a needed system, please leave a comment below. I can’t promise to write up every system, but it will give me a great idea of what is desired by other gamers. Please keep system requests to FATE, EotE, AoR, and Alpha Chronicles. I may entertain other systems, but I don’t work in d20 systems.
While Fantasy Flight Games’ Star Wars RPGs (Edge of the Empire, Age of Rebellion, and Force and Destiny) are quite comprehensive, character creation can occasionally seem generic from a systems mechanic stand point. While many options exist to help tailor a character, the one system that seems to be missing is one to purchase advantages and disadvantages for individual player characters.
These Merits & Flaws are common in other game systems, and are partially reflected in Talents and Obligations in Edge of the Empire. This article is intended to help groups customize their characters just that extra little bit more. Some Merits and Flaws may not be appropriate for all groups and their play styles.
Terr and Kel are a pair of shady operators who work together on the Edge of the Empire. They often broker deals between parties interested in acquiring goods and services that are not commonly available on the open market. While they are not thieves or thugs themselves, they hire those who can get the job done quickly, quietly, and with the maximum of personal profit.