Gaming with the Kids: Let Me Tell You About My Character

Next week my oldest friend (who is also named Andrew),  Monica, and I will sit down with our kids and play Pathfinder. Now Monica and I have played with the kids a number of times but we haven’t really played Pathfinder so this will  be a little new for our kids. Andrew’s kids have played a little Pathfinder so they’ll have a better handle on the rules as we start but they’ve never played with more than one adult (who was the GM). So while this won’t be an entirely new experience for any of us it will be interesting and hopefully a lot of fun.

Having played with my children on a number of occasions I know it can be hard for them to feel like they have the authority to make decisions.  In the past we’ve handled this a number of ways this time I decided I wanted to try something different. In the past we’ve played games where no one really talked about their PCs age and everyone was just treated as if they were generally equal on other occasions the PC’s including my wife’s were all children. Now Andrew had suggested maybe I should play something unusual such as a faerie dragon. He also offered to let me play a little higher level if need be. I took his advice but a little more mundanely.

I’ll be playing an awakened cat (slayer), who thinks of himself as some sort of knight…

I call him Ser Fidelius Felix, aka Shadow. Shadow is the name on his collar but he knows his name is Fidelius and is almost as certain he is a knight.  Not a human sort of knight he is first and foremost a cat just a supernatural one. Now from a story perspective I like Fidelius because, he can offer advice but he has no thumbs and largely won’t be taken very seriously by any NPCs we should meet which means the other character’s will have to take up some of the cat’s slack.

While I’m sure we’ll still have to coach the kids a little I’m hoping this approach encourages them to take center stage  and lead us into (and out of) whatever trouble Andrew has in store for us.

  • The party right now:
  • Human Sorcerer (Katie)
  • ??? Sorcerer (Andrew’s eldest)
  • ??? Fighter (Andrew’s second child)
  • Human Monk with a little Captain America flair (Thomas)
  • a Cat Slayer (me).
  • And a total unknown probably some sort of cleric. (Monica)

If you’re interested in the build I used to make my awakened cat PC here he is:

Ser Fidelias (aka Shadow)

Male cat slayer 2 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 131)

N Tiny magical beast

Init +5; Senses low-light vision, scent; Perception +8


AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size)

hp 17 (3 HD; 1d8+2d10+3)

Fort +6, Ref +10, Will +2


Speed 30 ft.

Melee bite +9 (1d3–2), 2 claws +9 (1d2–2)

Space 2 ft.; Reach 0 ft.

Special Attacks studied target +1 (1st, move action)


Str 7, Dex 20, Con 12, Int 14, Wis 15, Cha 8

Base Atk +2; CMB +5; CMD 14 (18 vs. trip)

Feats Dodge, Weapon Finesse[B]

Traits dirty fighter, self-taught scholar, student of philosophy

Skills Acrobatics +11, Appraise +4, Bluff +3, Climb +15, Diplomacy –1 (–6 to improve other creatures’ attitudes towards you), Disable Device +10, Escape Artist +7, Intimidate –1 (–6 to improve other creatures’ attitudes towards you), Linguistics +6 (+7 to decipher unfamiliar language), Perception +8 (+9 to locate traps), Stealth +22, Survival +7 (+8 to track); Racial Modifiers +4 Climb, +4 Stealth

Languages Catfolk, Common, Skald

SQ condescending, slayer talent (trapfinding[ACG]), track +1, trapfinding +1

Other Gear collar with name tag marked “Shadow”

Special Abilities

Condescending  You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward you.

Dirty Fighter When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Studied Target +1 (move action, 1 at a time) (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track +1 A ranger or slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding +1 A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Campaign Seed: Ravenstone

When last I blogged I apologised for the long delay in the release of a blog series detailing a campaign setting from a village out. No sooner than I hit post I knew the setting I wanted to detail. I won’t promise I’ll be back to this project soon but I hope there is something here you find inspiring.


Village of Orphans and Nightmares

The black, slightly avian, crystal monolith that towers eighteen feet over the center of Ravenstone’s town square once drew scholars wizards and sages from across the world. These experts in occult and ancient history sought to unravel the mysteries surrounding the Ravenstone but instead helped to found one of the region’s most prestigious academies of higher learning and a thriving town surrounding the university.

The Terrors began suddenly with a lunar eclipse but have continued for five long years. That night every child became trapped in a terrible nightmare until the first faint light of dawn touched the town. Unfortunately, waking did not end the children’s nightmare. The children found they were alone every adult fifteen and older had vanished.

Around the village’s perimeter a dense mist shrouded forest appeared overnight. As the older children ventured into new forest they discovered the fate of the adults. Every tree nearest the village had grown around some neighbor or loved one so that the corpses partially trapped within the trees. Even now five years later the trapped skeletons are still visible. Bleached white skulls stare silently out of the dark bark into the menacing depths of the forest now known as the Blightwood.

Since the start of the Terrors the orphans of Ravenstone have been unable to sleep without suffering deep ensnaring nightmares. As time has passed the nightmare curse has grown stronger. Sleepers are unable to waken from their dreams unless touched by sunlight. Many of the orphans try to remain awake as long as possible while others surrender to the nightly horrors. Only fools or madmen wander into the dark of the Blightwood for any length of time that would require sleep.

That is until recently. A few townsfolk (including the PCs) have been receiving dream messages attributed to the Ravenstone itself. These messages seem to be encouraging them to explore the Blightwood and find a way back to the normal world. But first they’ll need equipment, resources and answers that may only be found in the ruins of the university. Unfortunately, not every member of the community wants an expedition into the wilds. Many fear the monsters such an expedition may rile up others fear the loss of personal prestige.

Over the last five years the orphans of Ravenstone have tried to preserve some sense of normalcy and society. They have had some success although it is a fragile arrangement with numerous factions vying to influence the direction of the village.  This balance is further complicated by the loss of every member of the local clergy and nearly everyone trained in arcane magic.

Ravenstone is a village setting intended to be the starting point for a human centric horror themed campaign. Isolated from the rest of the world, Ravenstone is home to the three-hundred some orphans of the university town’s twelve hundred original residents after magical tragedy claimed the lives village’s adults. While the campaign is intended to occur about five years after the start of the Terrors. A GM could run a horror survival campaign that begins when the children first awaken from their first nightmares.

The principle themes of a Ravenstone campaign include isolation and impotence. The heroes are children and young adults who have been effectively abandoned by every authority they knew: adults, gods, and even the natural world. In time the PCs will discover what caused the Terrors and what role the Ravenstone played in it. Ultimately in order to get home the PC’s will have to face not only the power that caused the Terrors but also the forces of darkness that threaten both the village of Ravenstone and the whole world.

Ravenstone For Pathfinder

A Ravenstone campaign can be run with human PCs and standard heroic classes or for a more horrific feel you could opt to run it with NPC classes only at least to start. My recommendation is for the later and allowing the adept class to cast spells from the adept class list as psychic spells.

PCs younger than 16 are viable character options in this setting. You should at least apply the ability score modifiers from Ultimate Campaign. [Detailed here.]

I also suggest you use the Sanity and Madness rules from the Game Mastery Guide. [Detailed here.]

Low-level Adventure Ideas

  • [A Prelude or Day After Adventure] The town needs to secure new food supplies. An expedition is mounted to head into the Blightwood to see if the nearby Adler’s farm survived the disaster. Either to find help or to bring back needed food stores. Along the way the PCs encounter a number of threats stalking the Blightwood.
  • The PCs nightmares reveal a secret from before the time of the Terrors that may unlock a secure vault beneath the university. What secrets and dangers lurk in the sealed tunnels?
  • A young boy has wandered into the Blightwood at the behest of voices only he can hear. His older brother and sister beg the PC’s aid in finding him. The PCs soon discover his route through the thick underbrush and it leads to an ancient ruins and a small tribe of goblins.
  • The skeletons in the trees around the village begin screaming. Despite the lack of sun every sleeper in the village wakes.

An Apology

Okay so confession time. Sometimes I’m a terrible human being.

While I try not to…Like everyone I make bad choices and commit to things I shouldn’t like a regular blog. Back in January I said I’d start trying to build a campaign here on my blog. I indicated I’d start with a small community and build out.  It was a great plan and I could visualize where things might go and I was swept up in the moment and I committed here to my readers a new campaign. It was a bold and exciting plan except that I’m not a very good blogger.

I’m bad about scheduling it for one. And I’m noit the kind of person who should commit to a single ongoing theme. I had thought it would force me to blog more often…but if it were that simple I’d be blogging more often without it. Once I realized I had overstepped my abilities and over-promised I began to feel guilty about not writing which ironically made me less interested in blogging. Almost immediately I fell into bad habits of avoidance I had thought I’d broken years ago.

Because you my (admittedly very small) readership are not a specific person I was worried I would let down by not meeting a deadline obligation, it was all too easy to ignore this blog and by extension you. That was more unfair than admitting maybe the campaign plan was a little a lot overblown.

So let me sincerely apologize for failing to deliver the promised campaign and for being the terrible human being who let this go on for nine months without a word or apology. Just because I can’t see you doesn’t mean I should have treated you with less respect.

–Andrew Marlowe

Trying to be a better person today than I was yesterday.

Recursion Notes

I know in my last post I promised a campaign setting…I’m still working on some of the basics before I settle in and start building. In the meantime, I thought I’d share a first (and somewhat incomplete) draft of a recursion I’ve been working on for The Strange.

There of course is a reason I’m posting it today. While it’s not set in Punxsutawney or in February it is based on the same basic trope as the Bill Murray movie Groundhog Day…which is of course today.

So in case you have somehow missed this modern comedy classic Bill Murray is a weatherman reporting on Punxsutawney Phil and becomes trapped in a recurring loop where everyday is exactly the same as the one before. That’s the basic premise of this recursion: Everyday is Saturday August 8, 1998. Now the PCs can make changes and discoveries but, for good or ill, ultimately every new day erases any changes.

So without further ado…

Saturday, August 8, 1998

Level: 4

Laws: Standard Physics, Exotic

Playable Races: Human

Foci: [earth foci]

Skills: none

Connection to the Strange: No direct connection to The Strange.

Connection to Earth: A few gates

Size: Developed Recursion

Spark: 0%

Trait: Tough

What a Recursor Knows About Saturday, August 8, 1998

  • Saturday, August 8, 1998 seems to operate under the law of Standard Physics.
  • The geography of Saturday, August 8, 1998 aligns with a small portion of Millscroft, a small town in the American Midwest.
  • Despite the bright and cheerful summer day, a recursor visiting Saturday immediately senses something is off and can see menacing, smoky shapes lurking in the shadows.
  • The Fireman’s Festival began last night and runs through the end of the weekend.
  • Mabel’s Diner has been in business for 75 years and still serves the best pie in the county. Everybody says so.
  • You are checked into room [xx] at the Gables.

The bright, warm sun shines over the quaint antique stores and restaurants lining the Norman Rockwell-esque town square that is the center of life in Millscroft. People bustle about the business of the day. Children can be seen biking and playing in the tree-lined green space between Main Street and Lincoln Avenue. Somewhere in the distance a dog barks and a horn honks.

The town is abuzz with excitement for the evening’s festivities, most notably the softball game at Wilshire Field between the teams of High School Faculty and Emergency Services. Even as residents jostle past one another, warm smiles and friendly wagers are exchanged.

Despite the nostalgic glow of better times, for some, a menacing presence can be felt on the fringes. In the too-dark shadows, one can almost catch a glimpse of too-tall humanoid creatures made of oily smoke watching and waiting.

Every Day is the Same

By and large, the recursion follows the laws of standard physics except in one significant manner: Every day is Saturday, August 8. The events of the day endlessly loop with no lasting repercussions from the day prior, for good or ill. No one dies (permanently), new wounds vanish and old injuries that needed tending upon arrival will require fresh attention with each reset.

A PC who arrives in Saturday, August 9, 1998 with reduced pools should note the reduced values somewhere so that each of the pools can be returned to that state during the recursion’s reset.

This doesn’t mean time passes differently here. Every repeated day is still a day passing elsewhere. It just means that something or someone is setting the recursion each day.

The Town

MIllscroft is appears to be the stereotypical small, midwestern community with a kitschy mainstreet full of antique shops, a small post office and the locally famous Mabel’s Family Restaurant.

  • Filigree: An upscale restaurant near the Gables.
  • The Gables: Two blocks south of Main Street, within easy walking distance of the antique shops, sits the grand old Victorian house that now functions as Millscroft’s foremost bed and breakfast. Run by a lovely couple of recent retirees (Chris and Abigail Pope) who have joyfully discovered just how much work even a small hotel is. Most recursors translating into Saturday discover they have a room here.
  • Glen’s Barbershop: Located on Lincoln Avenue. Glen’s has four chairs and a 45 minute wait for most of the day. Ten dollar haircuts and lively discussions on movies, sports, politics and local gossip occur all day until 5pm when the doors close.
  • Mabel’s Family Restaurant: At the eastern end of Main is Mabel’s Family Restaurant. It’s warm, inviting atmosphere and delicious from-scratch taste make this local eatery a hub of activity in town.
  • O’Malley’s Pub: Ostensibly an authentic Irish pub, this bar is about as Irish as baseball.  Nevertheless, it is a favorite off-duty hangout for the local fire and police. O’Malley’s can be found on Willshire Avenue near the baseball diamonds.
  • Peachy Keen: This beauty parlor off Willshire has seven stylists who work by appointment only so waiting is kept to a minimum. Today the shop closes at 2 p.m., but until then several of the local women can be found chatting inside while the owner Annie and her other three on-duty stylists work.
  • The Village Ice Cream Parlor: Squeezed between two large shops on a side street just off Lincoln sits the Village Ice Cream Parlor, an old-style soda shop. A long line stretches out onto the sidewalk, an indication of how good the homestyle ice cream and craft fudge inside are.
  • Vinyl Addiction: As the name implies, this seedy looking music store specializes in actual vinyl records rather than CD’s or cassettes, although it does sell all of those formats, including a sizable rack of 8-track cassettes.
  • Wilshire Field: This small park has two baseball diamonds, but most of the remaining space has been given over to a host of festival game tents, beer stands, and rented carnival rides, all a part of the annual fire department’s fundraising festival. Parking is tight; most people walk in or park at the nearby elementary school.

Other locations: Awesome Comics, Greene’s Corner Pharmacy, Millscroft Fire House, Millscroft High School, the public library, the town hall, Wilshire Elementary


Since every day in the recursion is exactly the same unless someone with the spark interacts the residents, here is a timeline of several of the day’s significant events.

6:06 a.m. Day begins. Jesse Charleston Mabel’s morning cook wakes up late for work.

7:00 a.m. Mabel’s opens on time for breakfast but the kitchen isn’t quite ready for guests. Luckily, the early morning crowd is sparse.

10:15 a.m. A crew of movers drops an antique player piano trying to lift it into a second-story apartment over the Red Barn. Most likely no one was injured (see GM Intrusions below.) Very few of the creepy, smoky-shadow creatures seem to be about.

8:00 p.m. Fletcher Brooks is mugged at knifepoint crossing through an alley to get to the festival. He attempts to resist his assailant and receives a nasty cut, but still manages to lose his wallet. Characters with the spark may notice a large number of the smoky-shadow creatures hovering close by.

9:02 p.m. Fireworks begin down at Wilshire Field.

1:15 a.m. Despite not seeming to be affected by the Reset, the smoky-shadow creatures always head towards the circle highway about this time.

1:30 a.m.  Emergency helicopter roars overhead towards the highway.

1:36 a.m. Day ends. 4 ½ hours until Reset completes.

The Reset

Despite every day being the same, time still flows in this recursion. Each day begins at 6:06 a.m. Saturday morning, and continues until 1:36 a.m. on Sunday with a reset period of about four and a half hours in which everyone in the recursion is unconscious.

It is theorized that if a recursor could remain conscious past 1:36 a.m. (a difficulty 8 task) they would actually witness the recursion reset itself. People and all moving matter would simply stop in place until such a time as they were relocated to whatever location and condition they were in prior. The theory continues to suppose that a recursor who was active during this period would not only not be reset but could also be killed. There are no reported occurrences of recursors attempting this successfully and so the theories remain purely conjecture.

A Note on Cyphers: The reset affects most things but it cannot touch cyphers. Once a cypher is used it is expended and any new cyphers gained are retained with a new reset.

Bestiary Note

The smoky-shadow creatures are a variant of Boogeymen (The Strange Bestiary) who feed on pain and death and are drawn towards certain events in this recursion. Unless one of these creatures chooses to be seen only characters with the spark can see them at all. PCs who pay attention will likely notice these creatures (unlike the other denizens) do not seem to follow the rules of the Reset or a pre-ordained path.

Using this Recursion

It is important to remember that unlike most iterations of the “every day is the same” trope PC’s are not trapped in this recursion and there is probably no way to “fix” the loop. So your stories here should use the format as a backdrop not the primary conflict. Maybe they must find a particular cypher or artifact believed to be hidden in one of Millscroft’s many antique shops. Or perhaps, an agent of the estate with an inoperable tumor has retired to Millscroft to add a few years of life but hasn’t checked in for sometime.

GM Tip: Mood Music. Make a medium to long playlist of music of from 1997-1998 and play it during your game. Don’t put it on shuffle. Whenever the recursion resets restart the playlist.

GM Intrusions Suggestions:

  • (Arrival) Two characters who either don’t get along or are experiencing friction right now discover they are roommates at the Gables.
  • (First Reset) The character in question resets awkwardly: Falling out of bed, or stumbling down the bed and breakfast’s stairs. Whatever the inconvenience, it repeats at every reset.
  • (Anytime after the first reset) Untimely death. A fluke accident like the falling piano (above) or an out of control car kills a PC. If you are running a time-sensitive adventure and want to award an XP to each PC, you can narrate a jump to a fresh reset.

New Year, Resolutions, and a Campaign Setting

So if you follow this blog you may have noticed I don’t post much. Certainly not as much as should and definitely not as much as I would like. As a result you might expect that the first blog entry of the new year would be a resolution post saying “I will write more in the coming year.”

Nope. Not gonna happen.

I am notoriously bad at keeping New Years resolutions. I will say that I will try to post more frequently here not because it’s the first of January but because I’ve been dissatisfied with the amount of content I published to this blog last year. So I’ve been thinking about how I might fix this and how I might add content. So over the next 12 months I’m planning to lay the groundwork for a new fantasy campaign world. Starting with a town or other home base for the PC and building out from there. In addition to the setting material I plan to have new class options and feats for players and new monsters and templates for GMs.

If there is something you’d like to see included leave me a note in the comments, I may just find a way to work it in.

So I guess I did just promise to write more…whoops.

Sci-fi Relics in Your Fantasy Game

Earlier this month Rogue Genius Games published my second sci-fi inspired Relic File, a strange little item known as The Breath of the Heavens. The Breath of the Heavens is a twinkling cloud of nano machines which inhabit a host’s lungs and does some pretty weird and cool things. Before that we released Quicksilver Mail a glob of liquid metal armor that engulf’s the bearer’s body, and provides an environmental readout on its HUD, features a built in buckler and more.

This subset of my Relic Files line is largely inspired by my experiences with The Expedition to the Barrier Peaks when I was eleven or twelve. Possibly the most memorable aspect of The Expedition to the Barrier Peaks was the presence of discovery flowcharts. These helped determine if your PC could make sense of the technological devices you might find.

I did not originally include any sort of activation rules in my relic files but if you enjoyed that part of the old module I present a pair of simple, similar rules for the Pathfinder Roleplaying Game. Now it can also be hazardous to activate a relic from beyond the stars much like it was to activate a technological device in 1980.

Optional Rule: Daily Activation

This option is a modification of the Relics As Feats rules (see Relics of the Godlings I or II). You may attempt to use any ability you meet the level requirement for however if you do not have the necessary Relic Attunement feat you must make a Use Magic Device check each day. If you are successful you have access to all of the relic’s special abilities you meet the level requirements for, however if you fail the roll by 10 or more you suffer a minor mishap and take the damage listed on the table below. A successful Reflex save reduces this damage by half.

Optional Rule: Initial Activation

Slightly modifying the Daily Activation rule it also works for games using the Relics As Assumed Treasure option but instead of requiring access to the feat you simply gain its benefits with a single successful activation role.




Use Magic Device DC Minor Mishap Damage
Relic Attunement I 15 2d6
Relic Attunement II 20 6d6
Relic Attunement III 25 9d6
Relic Attunement IV 30 12d6
Relic Attunement V 35 15d6

May the Fourth Be With You

A little more than a year ago a friend of mine moved across the country and we planned a HouseCon event. We would invite a bunch of our friends over open house style and play RPGs and board games all weekend. We set aside a few hours for a Fate Accelerated Star Wars game to kick off the weekend’s gaming. We spent about 20-30 minutes making characters defining our setting and explaining the rules (most of the group had never played any sort of Fate) we then played the game for rest of the night adding and subtracting players as needed. It was so popular we continued to play for a few more hours the next morning before we broke out the board games.

What follows is the guide we now use for Fate Star Wars and a story pitch. Defiance is a good starting point for discussing where everyone might want a rebellion era game to go. Particularly if players are unaccustomed to the open nature of a Fate campaign.

Fate of the Galaxy

Establish Your Era / Setting Basics

Star Wars stories cover thousands of years and several distinct eras. While technology is largely unchanged through all of these eras (blasters, lightsabers, and faster than light starships are all commonplace) other details change from era to era, such as who the villains are, whether Jedi/Sith are common or all but extinct, even what worlds still exist. It is therefore important that your group is mindful of the differences and agree on a particular era.

You should also decide how much you are willing to deviate from film and EU cannon.  There is no right answer except the one that works best for your group. Maybe one of your PCs blows up the first Deathstar or what if the first Deathstar wasn’t blown up at all. What worlds are now in jeopardy?

Character Creation is Basic FAE

Choose a high concept, trouble, and one to three additional aspects.

Rate your six approaches (+3, +2, +2, +1, +1, 0).

Begin with 3 stunts,

and 3 refresh.

Playing Droids and Aliens

This is a no sweat very easy option simply use your aspects and stunts to simulate a non human.

About the Force

You may choose to have surviving Jedi and force adepts in your game. You do not need to charge those players a penalty but they will need to include this Force connection in their high concept. Furthermore they may want to purchase stunts to represent some of their prefered force techniques.

Example: Because I am a Jedi, I get a +2 when I forcefully  overcome an obstacle,  when Jumping.

Example: Because I am trained in the Jedi Mind Trick, I get a +2 when I sneakily create an advantage while I am talking to someone.

Spaceships, Specialized Gear and Droid Companions

Like the force these should be included in a character’s aspects and stunts however most characters are not defined by their gear and need not use their high concept to establish it.

Example:  Because I wield a Lightsaber, I get a +2 when I flashily defend, against ranged attacks.

Example: Because I know a few maneuvers, I get a +2 when I flashily overcome an obstacle, when piloting the Millennium Falcon.

If your gear cannot be summed up in a stunt you might choose to use the “Extra” rules options from Fate Core.


A Sample Setting


Opening Crawl

These are dark times. The Jedi are hunted outlaws facing total destruction at the hands of the Galactic Empire. The Emperor continues to expand his reign of terror and the Galactic Senate is powerless to stop him.

A faction within the Senate, led by Bail Organa, has begun to plot rebellion diverting funds and material to hidden Jedi and the fledgling rebel fleet.  

Aboard the newly commissioned (but aging) rebel venator class star destroyer The Defiance the PC’s will begin their adventures in the Star Wars Universe.



It has been about 10 years since the Emperor issued Executive Order 66 (and the events of Episode III). Despite the attempted purge not all Jedi were caught and killed a small number of survivors (beyond Yoda and Obi Wan Kenobi) are in hiding. Players who wish to play Jedi may want to incorporate this hunted status in their trouble.

Similarly players who wish to play rebel clones have a couple of options. A truly fortunate individual clone may have been strong enough to resist imperial programming and disregard Order 66. Or more likely the clone may have escaped the slaughter on Kamino about a year ago. The Cloners dissatisfied with Imperial interference in their operations began to breed an army of their own one without the flaws requested by the Empire. When Imperial forces became aware of the army Imperial Commandos were dispatched to eliminate all rogue Kamino clones. While fairly thorough some clones may have escaped to join the fledgling rebellion.

Bail Organa and other influential individuals have begun to lay the groundwork for rebellion but there is no Rebel Alliance yet (by cannon that is another seven years into the future but might happen sooner depending on how the campaign proceeds). What these politicians, military and civilians have managed to pull together so far only amounts to a small fleet. The most recent addition to the fleet is the officially decommissioned star destroyer Patriot recently recommissioned by the rebels as the Defiance.

The Defiance will serve the campaign as a mobile home base for the PCs frequent missions against the Empire’s interests.

This is a Lightside Campaign model. PCs should not be Imperial sympathisers or dark force users although they could for a time at least operate as spies inside the imperial command structure.