Hird Dition Oncepts: Fading Suns Third Edition (Fs3) Redbrick Limited. We Outline Proposed Changes To The Rules
Hird Dition Oncepts: Fading Suns Third Edition (Fs3) Redbrick Limited. We Outline Proposed Changes To The Rules
Hird Dition Oncepts: Fading Suns Third Edition (Fs3) Redbrick Limited. We Outline Proposed Changes To The Rules
C oncepts
F game system expanded with rules for better narrative play. To that end, well
add more examples to explain how the game works and define the roles of the
players and the gamemaster better. Wed like to keep the old-school feeling
of the mechanics, but will include tested and tried concepts of modern game design.
We do not start from scratch, of course, and Fading Suns Third Edition will indeed
become a revision of the Second Editiona major overhaul, but still a revision. We
intend to include more in-game quotes, comments, and rumors throughout the book to
make the background more accessible. A completely new layout and lots of new artwork
will help optimize the general organization and usability of the book.
Opposed to previous editions, and due to the fact that a lot of the old publications
are out of print, we will design FS3 to be self-containing; assuming that the reader
has no knowlegdge of previous books. While the old books are rules-light and
therefore remain useable for those who are interested in them, we intend to revise
all previously published material and compile it into several large supplements for
the Third Edition linealongside new material, of course.
The First Edition of the game focused on the aftermath of the Emperor Wars, and the
early years of Alexius reign. The Second Edition expanded the games horizon beyond
the Known Worlds borders with Star Crusade and War in the Heavens, highlighting the
deeds of the Questing Knights. For Fading Suns Third Edition, wed like to focus on
the political struggles of the Known Worlds. While we wont ignore the extended setting
beyond the borders, we intend to re-focus on the Known Worlds as the centre of the
Fading Suns universe. In addition, well highlight alternate campaign types beyond
the standard Questing Knight troupe, such as Inquisitors, Traveling Circuses, Bounty
Hunters, or Alien Rights Activists to encourage players to take full advantage of the
rich background. Besides adding the Etyri and Gannok races as playable options in the
core rules, we also intend to introduce a new guild, the Town Criers, to allow for new
character types (journalists, information gatherers, and spies).
As with the previous edition, well continue the timeline and advance it to 5008 or
beyond and intend to introduce Grail as the standard or starting setting offered
by the core rulebook, replacing Pandemonium for the reason that Grail serves as a
2 better representation of the Fading Suns universe. All the main aspects of the game
come together on Grail: the presence of the alien Etyri, a newly opened jumproad to
Rimpoche and the still hidden night road to Swans Way, and the complementary
political developments. As House Keddah makes its gamble to reclaim its royal heritage,
Grail moves towards the center of the political stage, emphasizing the politics/intrigue
aspects of the setting.
S hinted at in the previous editions are coming to a head. With the following
developments, well move the setting focus more strongly on the core of the
Known Worlds, and show how these political conflicts threaten to imbalance
Emperor Alexius carefully sustained equilibrium of the major powers.
3
Resurgence of House Chauki
House Chauki is caught between a rock and hard place; the Emperor will not
side with them or offer them protection. House Decados claims Iver by right of
gate and the Hazat claim Iver by right of blood. A protracted legal argument rages
over who has the right to govern Iver. The Chauki are forced to settle the matter
by direct negotiation with their two claimants. The Hazat agree to support House
FA DING SUNS
Chaukis petition for Imperial recognition in return for vassalage and support in
the call for a Kurgan crusade, an ironic reversal of fortunes, making the former
masters into vassals of the Hazat. Iver remains Chauki property, but is in fact
governed by a Hazat advisor.
Then the Keddah play their trump card, revealing the existence of Rimpoche and
claim it by right of gate. In an instant House Keddah now controls two planets. However,
the Emperor has yet to confirm Keddahs new Royal status or to uphold their claim to
Rimpoche.
New Fronts
With the exception of Cadavus, the Symbiots
have gone very quiet. The battle for Stigmata
has actually been won. While the humans fought
against mindless Symbiot drones to take and
hold surface territory, the Symbiots conspired to
access the World Egg by subterfuge. They simply
burrowed to the World Egg deep though it was
in human territory. With its awakening, the
planet has suddenly bloomed. The wild places are
expanding and the Hives are ascendant through
peaceful means. They are content to let the humans
have what they hold, though no one has told the
Garrison this.
F
ading Suns Third Edition will no longer support the d20 game mechanics.
Instead, we will update and streamline the original rules, based on the core
mechanics of the Victory Point System. Some of these you will be familiar with
already, as we included some of your earlier suggestions.
Core Mechanics
Characteristics and Natural Skills: these will start with an initial value of 3 (or
possibly even 4; this equals a 30-40% chance of success for utter novices). Learned
Skills still start with 1, but we will apply an increasing XP cost for learning skillsto
make it easy and cheap to learn the basics, but more expensive to master a skill).
During Character Creation, we will ensure that the core skill package of a character has
enough skill points to make a difference.
Successes and Failures: we will remove automatic failures and successes on 19 and
1, respectively. Normal failures and automatic successes (formerly 19 and 1) will be
moved to 20 and the Goal Number, respectively. Critical successes and failures will be
moved into a secondary roll with the same goal number. If the player rolled a 20 and
the second roll is a failure, the result will be a critical failure. If the player rolled the
goal number and the second roll is also a success, he scores a Critical Success. However,
rather than doubling the number of successes, a critical success allows the character to
add the VP of his second roll to the VP of the first roll.
6 Six-sided Dice: these will be removed from the game entirely. Instead of effect dice,
there will be effect points, which work just the same (just assume each Effect die is
automatically successful). The same goes for armor, which will also use points rather
than dice.
Victory Chart: For increased simplicity and less table-lookups, we alter the chart to give
a VP with every 2 successes, rather than 3. Since this has rather high rates of success, we
will encourage more contested rolls, so the GM (and players) can counter an attackers VP
(and maybe reduce his success to nothing). The VP table will look like this: