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Sketchpad got a reaction from Dash Crossfield in What would you like to see from Edge Studios?
Oh and some vehicle cards would be super handy.
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Sketchpad got a reaction from angelman2 in What would you like to see from Edge Studios?
Oh and some vehicle cards would be super handy.
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Sketchpad got a reaction from DangerShine Designs in What would you like to see from Edge Studios?
I would love to see some books like Dawn of the Rebellion and Rise of the Separatists covering other eras of play, including KOTOR, High Republic, and the sequel trilogy. In addition, I think there's potential to have a few campaign sets that feature into the time between Jedi and Force Awakens. Maybe a nice box set that covers a New Republic campaign, and another covering a more scum and villainy sort of game. Having setting books like the Corporate Sector would also be pretty nice, as would books that feature specific locales, like Canto Blight or Mos Eisley. How about a book that covers some of the ideas and story in Jedi Fallen Order? Or a tie in to the upcoming Star Wars: Squadrons?
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Sketchpad reacted to Kainrath in Environmental Set Pieces is back!
Environmental Set Pieces
Finally got around to updating this (better late than never)!
Updated 12/6/18 (Fixed some spelling errors)
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Sketchpad got a reaction from sedgetone in Genesys GM Screen ?
I think a generic GM Screen would be great, with each setting released getting "GM Cards" that enhance the screen for that particular setting. That way you can have your screen up with the basics, but also have some nice durable cards to use behind the screen.
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Sketchpad got a reaction from Sturn in Genesys GM Screen ?
I think a generic GM Screen would be great, with each setting released getting "GM Cards" that enhance the screen for that particular setting. That way you can have your screen up with the basics, but also have some nice durable cards to use behind the screen.
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Sketchpad got a reaction from alphacentaurus in Genesys GM Screen ?
I think a generic GM Screen would be great, with each setting released getting "GM Cards" that enhance the screen for that particular setting. That way you can have your screen up with the basics, but also have some nice durable cards to use behind the screen.
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Sketchpad reacted to OggDude in Another Character Generator
Thanks everyone! What I'm going to do is a pre-release of 2.3, just in ZIP format. Go ahead and play around with it a bit and let me know what you find wrong with it. In particular, please look at the vehicle crafting (vehicle pane, "Craft Vehicle" button), as Crafting has the most changes for this release.
Pre-Release 2.3
You can download the pre-release here. Once I get all the kinks out of it, I'll put it up as an official release.
New/Changed Data:
Added all new information from "Fully Operational", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, attachments, etc. Added all new droids from "Fully Operational", both as adversaries and as gear, which can be used to create companions. Added new vehicle attachments explicitly for use with vehicle crafting. Added Forged in Battle as a source for the Heavy specialization. Added Age of Rebellion as a source for the Forager talent. The Raquor'Daan Beastmaster adversary has been added to the Lords of Nal Hutta Import folder. Removed "Sealable" from the combat armor template in the Crafting dialog, since "Sealable" can be purchased as an option. Fixed formatting and spelling issue with BR-219 Heavy Blaster Pistol. Modified Integrated Holsters attachment to use the new storage item feature. New Features/Enhancements:
Added support for vehicle crafting from "Fully Operational". A vehicle is made up of four templates: frame, engine, hull, and assembly. Each can be selected from the drop-downs on page 1 and 2. Due to the errata of 11/17, the default defense calculation and alternate have been swapped. So, the old way of doing it is now the default. The only difference is that there is now a defense limit of 4. Defense limit may be changed in GM Grants. When purchasing attachments, the number of HP the attachment takes up is now displayed in the grid. If you have a talent such as Resolve that allows you to suffer less strain, you are now reminded of this on the character sheet under the "Strain" box. In the weapon editor, added support for vehicle weapons that may not be used to upgrade existing weapons. This is to accomodate the new vehicle weapons in "Fully Operational". Added support for weapon scale. Non-vehicle gunnery weapons displayed in vehicles will say that they're personal scale. Scale can also be specified explicitly for weapons and weapon modifiers as personal, planetary, personal damage/planetary range, or planetary damage/personal range, as well as not-specified. Any weapon with an explicit scale value not the norm for the weapon type will include the scale description near the name or in the description. Bug Fixes:
A new feature in item attachments was causing a crash in the Data Editor when a new attachment was added. This has been fixed. The Talent Item Change feature was incorrectly applying UnarmedOnly item changes (such as from the Iron Body talent) to all weapons, instead of just unarmed. This has been fixed. In cases where a pre-existing unranked talent becomes available in a talent tree, and the selection of that talent causes another pre-existing unranked talent to become available, only the first unranked talent was automatically selected. Now, all such talents should be automatically selected, as each selection will now check to see if other talents become available for selection. Also, in cases where auto-selection causes a talent to become available that has already been checked (and, therefore, won't be checked again), the entire tree is now re-scanned whenever a talent is auto-selected. The Overwhelm Emotion talent was not adding Force dice to the Charm, Coercion, or Deception skills. It now does this. The Stun Pulse attachment was set to work with all melee weapons. It now only works with weapons in the Bludgeoning Brawl and Bludgeoning Melee categories. In the vehicle editor, when non-vehicle Gunnery weapons were selected for the vehicle (such as repeating blasters), you'd get a warning that the silhouette was out of range if either value was 0. It now checks for 0 limits and does not display the dialog.
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Sketchpad reacted to SkyJedi in A Web-Based Character Generator - The Genesys Emporium
The Genesys Emporium!
https://genesysemporium.com/
I've been working on this for since launch and I'm super excited. Create your character, track talents, skills, equipment and XP!
The project is also open source. Feel free to fork and pull and all the other suggestive git terms.
https://github.com/SkyJedi/RPG-Web-Character-Creator
If you have questions the best place to talk to me and ask questions is the Genesys Discord
http://discord.gg/3vNJa6t
Todo list at the moment.
print block for vehicles NPC blocker Magic thingy Heroic abilities item durability setting export settings filter better export tree add to google drive button gear printBlock favors
DONE
Bulk import/export Custom datasets import/export datasets equipmemt database custom Archetype Talents Custom Motivations better print layout custom tab Craftsmanship Settings toggle RoT themes compact layout vehicles
Item durability tracker
I hope you enjoy!
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Sketchpad reacted to HedgeWizard in My own take on GM sheets
Friends! I finally got around to adding the critical injury chart. As always, you can find the file here.
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Sketchpad reacted to Simon Retold in Genesys Master Resources List
Here are the symbols I use when I'm posting game mechanics stuff on the boards here. They're currently (and permanently) hosted at the Genesys Realms Wiki (which is pretty barren at the moment... don't be shocked! It just went up a couple days ago). You can just cut and paste these from this post and into other posts you make.
They're not the best dice symbols out there, but they'll do the trick in a pinch.
Ability/Proficiency Dice: | | | | | | | | | | | | | | | | | | | |
Difficulty/Challenge Dice: | | | | | | | | | | | | | | | | | |
Boost Dice: | | |
Setback Dice: | | |
Successes: | | | |
Advantages: | | | |
Triumphs: |
Failures: | | | |
Threats: | | | |
Despairs: |
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Sketchpad reacted to Bashere in Super Hero thinktank
I've been working on my own super hero stuff. We switch from one system that we really didn't like much so the focus has been recreating the powers the characters have. The game is based off the old City of Heroes MMO so the set up reflects that. No idea how well any of this might work, mind you.
Each Power is a skill of its own with several sub-abilities the user can choose from.
Elemental Manipulation; spend 2 Strain per activation
Shift Material
Diff 2 check Active (Action) Base range: Short (+1 Diff per additional rank) Volume: Silhouette 1 (+1 Diff per additional +1 SIL) Elemental Attack
Diff 1 check Active (Action) Base range: Short (+1 Diff per additional rank) Add Blast: +1 Diff Add Effect: +1 Diff (Ensnare, Knockdown, disorient) (stat)+Manipulation base damage, Crit 4 Protective Cloud
Diff 1 check Active (Action) Base range: Engaged (+1 Diff per additional rank) Volume: Silhouette 1 (+1 Diff per additional +1 SIL) Stops 1 point of damage per success.
Damaging Aura
Diff 2 check Active (Action) Base range: Engaged (+1 Diff per additional rank) Volume: Silhouette 1 (+1 Diff per additional +1 SIL) (stat)+Manipulation base damage Elemental Manipulation Talents
T1
Elemental Melee
Activation: Active (Incidental) Ranked: No Requires Elemental Manipulation With this talent you can create a melee weapon from the element you have chosen as your base. The base damage of the weapon is 1 per rank of Elemental Manipulation plus Brawn or (?) (Caster’s choice) and costs 2 Strain when used. Focused Effort
Activation: Active (Incidental) Ranked: No Requires Elemental Manipulation May spend 1 Strain per effect added (Ensnare, Knockdown, disorient, etc) rather than increase the difficulty. T2
Additional Material
Activation: Passive Ranked: Yes Requires Elemental Manipulation Each rank of this Talent increases the base Silhouette affected by 1.
Elemental Sense
Activation: Active (Maneuver) Ranked: No Requires Elemental Manipulation Allows the user to perceive through their chosen element. Make a Perception check using Elemental Manipulation + Cunning to sense things through your element. T3
Deflection
Activation: Active (Incidental) Ranked: No Requires Elemental Manipulation When using the Protective Cloud or Damaging Aura effect, can spend 2 additional strain to add Defense equal to ranks in Elemental Manipulation. Signature Ability
Activation: Passive Ranked: No When purchased choose one ability the character is able to use. Whenever using this ability reduce the difficulty by one. Vicious Hit
Activation: Passive Ranked: No Requires Elemental Manipulation This upgrades the Critical rating to 3. T4
Adept
Activation: Active (Incidental) Ranked: No Requires Elemental Manipulation Once per encounter may spend 1 Story Point to activate an ability rather than Strain. Deflection (Improved)
Activation: Active (Incidental) Ranked: No Requires Elemental Manipulation When using the Protective Cloud or Damaging Aura effect, can spend 1 additional strain to add Defense equal to ranks in Elemental Manipulation. Vicious Hit (Improved)
Activation: Passive Ranked: No Requires Elemental Manipulation, Vicious Hit This upgrades the Critical rating to 2. T5
Vicious Hit (Supreme)
Activation: Passive Ranked: No Requires Elemental Manipulation, Vicious Hit This upgrades the Critical rating to 1.
Regeneration; spend 2 Strain per activation
Diff 1 Active (Action) Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage. Regeneration talents
T1
Dull Pain
Activation: Passive Ranked: Yes Requires Regeneration Each rank of this Talent increases the character’s Wound threshold by 1. Stacks with Toughened. T2
Reconstruction
Activation: Active (Maneuver) Ranked: No. Requires Regeneration Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage.
T3
Continuous heal
Activation: Passive Ranked: Yes Requires Regeneration Once per turn on their action the character the character automatically heals 1 Wound as an incidental. Reconstruction (Improved)
Activation: Active (Incidental) Ranked: No. Requires Regeneration, Reconstruction talent Once per turn on their action the character the character can suffer 2 Strain to make an average Difficulty (2) to remove any status effect. Also, all Reconstruction checks are now Incidental actions. T4
Reconstruction (Superior)
Activation: Active (Incidental) Ranked: No. Requires Regeneration, Reconstruction (Improved) talent Once per turn on their action the character the character can suffer 2 Strain to make a Regeneration check to heal 1 Critical Injury. The difficulty of the check is equal to the severity of the Critical Injury.
T5
Revive
Activation: Active (Action) Ranked: No. Requires Regeneration Once per encounter on their action the character the character can make a Formidable (5) difficulty to revive themselves if incapacitated or killed. They gain 1 Wound per Success and 1 Strain per Advantage, and heal 1 Critical Injury for each Triumph.
Surge; spend 2 Strain per activation
Pain Tolerance
Diff 2 check Active (Action) Each success gives 1 additional Wound per success, every two Advantage adds 1 Strain. Any damage is removed from these bonuses first. At the end of the encounter, any remaining bonuses are lost. Combat Surge
Diff 3 check Active (Maneuver) Add in melee and unarmed damage equal to rank of power. Enhance Muscle
Diff 2 check Active (Action) Every 2 successes adds +1 Boost die to Brawn or Agility based actions (user’s choice). Triumph adds +1 Ability die. Surge Talents
T1
Enhanced Brawn
Activation: Passive Ranked: No Requires Surge Every 1 success when Surge is activated adds +1 Boost for Brawn actions while active.
Enhanced Agility
Activation: Passive Ranked: No Requires Surge Every 1 success when Surge is activated adds +1 Boost for Agility actions while active.
T2
Hardy
Activation: Passive Ranked: No Requires Surge Adds 1 Boost per rank of Surge to resist or recover from poisons, venoms, or toxins. Reduce the duration by 1 round per rank of Surge.
T3
Enhanced Brawn (Improved)
Activation: Passive Ranked: No Requires Surge Every 2 successes when Surge is activated adds +1 Ability while active.
Enhanced Agility (Improved)
Activation: Passive Ranked: No Requires Surge Every 2 successes when Surge is activated adds +1 Ability while active.
T4
Overpower
Activation: Active (Action) Ranked: No Requires Surge Once per encounter you may make a Hard (3) Resilience check to add +2 to Brawn or Agility, and can exceed the normal limit of 5 to a maximum of 7. Any Threat generated inflicts Strain. Despair results in the character unable to recover strain until they have had a full night’s rest.
T5
Overpower (Improved)
Activation: Passive Ranked: No Requires Surge When using the Overpower talent, the character may spend 2 Advantage or 1 Triumph to perform one immediate maneuver action. This can only be activated once per check. -
Sketchpad reacted to Cykes in Super Hero thinktank
Good morning fellow super heroes.
I'm creating a super hero campaign and was thinking of talents and powers for it. I figured this would be the perfect spot for input on em. Some of are re-skinned talent and others are new. If you see anything that seems over powered or in the wrong tier bracket, please let me know.
Uncanny Strength
Uncanny Stamina
Thanks.
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Sketchpad reacted to glewis2317 in The Dice Pool Podcast - SPECIAL ANNOUNCEMENT
Since you can’t comment on unannounced products, I’m just going to leave this short list here of things I want.
I really need a GM screen. Even better would be a playmat like you did for Star Wars but put all of the tables and charts from the GM screen on the mat.
Cards. I’d like a lot of cards like you did with Star Wars.
Thanks.
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Sketchpad got a reaction from DarthDude in The Dice Pool Podcast - SPECIAL ANNOUNCEMENT
What would be his advice beyond the CRB on creating superpowers in a comic book world?
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Sketchpad reacted to Korlall in Pathfinder System [Project is dead]
Project is dead.
Wish the post could be deleted...
Have a nice day
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Sketchpad reacted to Korlall in Genesys Custom Cards
Hi all,
I made a template some time ago to design quick references cards. I was encouraged to make a Threat out of it so there it is!
The files are located in my personal Google Drive : https://drive.google.com/drive/folders/1fxGLdBvwsThk-Qxb21gJxBm11GSBn4ZH
There are actually 2 templates. One is for making fantasy-style card, with scroll texture, and the other one is more generic, in the colors of the Rulebook.
The drive also contains a tutorial on How-to create your own cards.
I made these using Photoshop but I provided PNGs files for those using other photo-editing software.
Hope you guys enjoy it and can make great cards out of it
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Sketchpad got a reaction from ZorinIchiona in Let's make "spells"
If it's the latter, how does one determine how many spells a character gets? Does a mage get INT number of spells at start? How do they gain additional spells? Particularly if there's no XP cost.
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Sketchpad got a reaction from ZorinIchiona in Let's make "spells"
So correct me if I'm wrong. The way I've been reading spells/magic is that you take the Arcana skill (or one of the other skills), and you can perform the actions listed in the magic section? Thereby being able to cast anything so long as you roll properly? Or is the Magic section a toolkit to create individual spells? So if I'm playing a mage with Fire Blast, it's 2 difficulty to cast that spell within close range. But that spell is recorded as one of my spells on my sheet?
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Sketchpad reacted to Dragonshadow in Will we see PDF's?
I truly hope so, but it's now been 1 day shy of 2 weeks and there's not been a definitive word one way or the other. I'm still cautiously optimistic, because they were pretty bad about releasing preview articles and the actual book was still pretty **** marvellous.
Pretty electrons by choice. Dead trees purely out of necessity. My book will be at the table. My PDF will be on my GMing laptop, my iPad, my phone, my workstation...
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Sketchpad reacted to Sproy923 in Sam Stewart interview Tuesday night on therpgbrewery
One interesting note from the interview was that Genesys was printed in the US, which is why it went from ‘On The Boat’ to ‘Shipping’ so I quickly. I hope they print the setting books in the US.
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Sketchpad reacted to Endersai in Vehicles in Genesys - a player resource
So controversially, I um... well, I love Genesys. So far massively impressed with everything I've seen.
On page 231 there are three sample vehicles - a three-masted frigate; a four door sedan, and an air superiority fighter. The idea being that these would be enough of a baseline for you to extrapolate other vehicle stats.
Taking the car as an example, they suggest upping or lowering the stats provides the basis for other types such as sports cars, SUVs etc.
So, I'm going to do just that, and assume others will too so we have a firm resource for players to grab a vehicle by type.
Feedback is always welcome:
Sports Car
SIL: 2 Max Speed: 5 Handling: +2
Def 0 Armour 0 HT 4 SS 8
Control skill: Driving
Complement: 1
Passengers: 1
Consumables: None
Encumberance capacity: 8
Price/rarity: 50,000 - 100,000/5
Weapons: None
Examples: McLaren 650s; Porsche 911; Ferrari 488; Mercedes-Benz AMG GT; Audi R8; Chevrolet Corvette
Variants:
The Grand Tourer - drop handling to +1, Encumberance up to 10, and Passengers: 1 (3 uncomfortably). HT is 5. Examples include: Aston Martin DB11
Hypercar - Handling goes to +3, Encumberance drops to 5, and price/rarity goes to 350,000-500,000/7. System strain goes up to 10. Examples: Ferrari LaFerrari; McLaren 720s; Porsche 918; Bugatti Chiron
The sportscar represents the accessory no modern gentleman/lady spy should be without; and, what no self-respecting, cashed up villain could pass up as a status symbol. The speed 5 accounts for these cars having top speeds of around 300km/h, and acceleration from 0-100km/h in around 3-4 seconds. At that kinds of speeds the damage from collision would be severe, as per the earlier table in the book.
The higher system strain represents that with their on-board computer controlled traction control, racing brakes, racing suspension, and performance engines designed to produce high revs, they can be pushed further than your average sedan.
Muscle Car
SIL: 2 Max Speed: 5 Handling: -2
Def 0 Armour 0 HT 8 SS 5
Control skill: Driving
Complement: 1
Passengers: 4
Consumables: None
Encumberance capacity: 20
Price/rarity: 3,000 - 20,000/3
Weapons: None
Examples: Ford Mustang; Dodge Charger; Dodge Challenger; Chevrolet Camaro
The American staple of the 1960s and 70s, the muscle car took the concept of performance as understood in Europe at the time (speed, since they had very little downforce and thin tyres) and gave it mass market, blue collar appeal. The result was a chassic as gainly and manoeuverable as a refridgerator powered by a rocket engine.
Using only the most antiquated brakes and suspension mechanisms, the muscle car is all about going forward quickly (sometimes, applying more torque than the wheels can handle - sup, Dodge?) and has the higher hull threshold to reflect its robust construction. Best suited to police chases through San Francisco.
Four-wheel drive/sports utility vehicle
SIL: 2 Max Speed: 3 Handling: +0
Def 0 Armour 0 HT 6 SS 8
Control skill: Driving
Complement: 1
Passengers: 4 (6 uncomfortably)
Consumables: 1 week
Encumberance capacity: 40
Price/rarity: 15,000 - 25,000/3
Weapons: None
Special: When driving through any difficult terrain such as bush, jungle, or desert, apply no negative handling modifiers.
Examples: Land Rover Defender, Range Rover, Toyota Landcruiser
Variants
Sports soft-roader - speed goes to 5, HT goes to 4, SS to 6, passengers to 4 only, consumables are none, encumberance to 30 and price/rarity to 50,000-70,000/4. Examples: Porsche Cayenne Turbo, Porsche Macan Turbo; BMW X5M. No special ability.
The SUV is a solid workhorse vehicle for any modern campaign as it's equipped to go offroad; it can carry a large quantity of people and goods internally and externally, and even can fit provisions for an extended period. Its top speed and average handling make it a poor choice for car chases, but its stronger than average hull and system strain reflect a sturdy build quality designed to be pushed a bit as you navigate steep inclines.
The soft-roader represents that curious phenomenon where people of means try to present themselves as weekend outdoor adventurers. The most offroading a Porsche Cayenne will do is usually the carpark at the local shops, or the driveway at the golf club, but that's ok. You're getting this for your group/players because they want to present an image of luxury and refinement, and because it can carry their drones, tactical gear, and a chilled bottle of Bollinger Grand Anee with ease.
The modern motorcycle
SIL: 1 Max Speed: 5 Handling: +1
Def 0 Armour 0 HT 2 SS 5
Control skill: Driving
Complement: 1
Passengers: 0
Consumables: None
Encumberance capacity: 5
Price/rarity: 2,000-8,000 /3
Weapons: None
Examples: Ducati 848 Evo; Triumph Speed Triple; Honda CBR
With no chassis canopy to protect you, the bike is a very vulnerable and exposed means of transport that nonetheless has given us exciting and iconic chases and imagery (the Bride in Kill Bill springs to mind). Affordable performance, too.
And of course...
Aston Martin DB5 (BMT 216A)
SIL: 2 Max Speed: 3 Handling: -1
Def 0 Armour 2 HT 10 SS 10
Control skill: Driving
Complement: 1
Passengers: 1 (3 uncomfortably)
Consumables: None
Encumberance capacity: 15
Price/rarity: Not for sale/10
Weapons:
Twin forward mounted .30cal machine guns (fire arc forward; damage: 1; Critical: 5; Range: [Short]; auto-fire)
Tyre shredding blades (fire arc sides only; damage 1; critical 4; range [engaged]; Pierce 1)
Gadgets:
Oil slick emitter - add +2 setback dice to all handling checks for pursuing vehicles
Smoke screen emitter - add +2 setback dice to all driving checks for pursuing vehicles
Passenger ejector seat
Rotating number plates - Only applicable to 1960s settings. Upgrades the difficulty of any checks made to postively identify the car. Does not apply for modern day (1999 onwards) settings given car's advanced rarity.
Aston Martin DB10 (DB10-AGB)
SIL: 2 Max Speed: 5 Handling: +2
Def 0 Armour 4 HT 10 SS 10
Control skill: Driving
Complement: 1
Passengers: 1
Consumables: None
Encumberance capacity: 10
Price/rarity: Not for sale/10
Weapons:
Twin machine guns (fire arc rear; damage 1; critical 5; range [short]; auto fire; accurate)
Twin flame throwers (fire arc rear; damage 2; critical 5; range [short]; Burn)
Gadgets:
Ejector seat - Allows the driver to eject from the vehicle in the event of an impending crash. The ejection process blows the roof from the car, and equips the driver with a parachute.
Body armour - the advanced composite armour plating withstands small arms fire with ease, displaying no evidence of a round making contact. It is also strong enough to with stand some minor contact damage, such as ramming an Fiat 500 out of the way
HUD - Heads up display assists with targetting the machine guns. Adds the accurate quality to the weapons.
Phone holder - not just for ease of access to 009's iTunes library, it also allows your smart phone to interface with the car's computers and provide real time information to your colleagues.
(For what it's worth, I hated Spectre but I liked the look of the DB10)
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Sketchpad reacted to 2P51 in Let's make "spells"
No, but you can make custom trees and Talents in his.
