I made some changes to ShadowFate, mainly to make the character generation more transparent when it comes to magical archetypes.
Version is now 0.8.2
Find it as usual in the ShadowFate section as usual.
Changelog Version 0.8
Replaced “Spellcasting” with “Sorcery”.
Deleted the Arcana skill as it didn’t add much to the game. Use the Sorcery skill to create formulas and such.
Character generation: moved the Magical Archetypes information into a dedicated table to make it more clear. Small changes to values there. Clarified that Mystic Adepts need to buy their Adept points with RP.
Further edits and additions to ShadowFate are postponed until the next playtest game next week. Feel like I have to get some more feedback in and have the impression that I might have overthought some things. Better to play a bit more and simplify some parts if necessary.
Regarding other systems I’m undecided where to go. I’d love to try Hillfolk. I’d love to take a trip to that creepy island “democracy” Al Amarja again (Got all the Over The Edge stuff in the recent Bundle of Holding). I’ve got half a dozen intriguing indie rpg’s waiting. And there is always Dungeon World or tremulus. Too many games – too little time.
Next game will be another ShadowFate playtest. After that… we’ll see.
Have a nice weekend!
So finally, I took the dive.
After much editing, formatting and hair pulling I’ve finally convinced myself that it’s time to put this up for the larger community of Shadowrun and Fate Core fans.
This is version 0.7 – it isn’t finished, needs some more polish, a ton of playtesting and will annoy the native speakers with my not-quite-perfect English.
Still I hope you enjoy it and give it a try.
You can find it here.