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HaphazardNinja

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  1. Meanwhile, at the FFG Genesys Offices Developer 1: "I'm freaking out! IamGazrok almost has it figured out! We haven't even figured it out!" Developer A: "Okay...okay. I have an idea." 6 Month later in FFG News Announcing the first supplement to Realms of Terrinoth: Horses Could Fly the Whole Time! Also the Ru Steppes & Al-Kalim (or Whatever) Developer A: "They mostly fly just a few inches of the ground in modern times. They used to be the apex airborne predator, eating flocks of migratory fowl and the occasional floating wizard. Then the Dragons attacked and their majesty was washed away by generations of carrying adventuring parties. Our goal is to make Terrinoth a fun, diverse, and immeasurable experience accessible to all types of role-player." Developer 1 gives double thumbs-up
  2. Cool! Thanks for the find. Also: Pushes up glasses "Ackchyually, we don't know the average travel speed of a Mennaran equine beast. We could assume that it is similar to a North American horse. *Snicker* However, that ignores the obviously magical origin of Mennara as a whole. Since their beasts of burden didn't substantially evolve, comparing the two would be like comparing apples and oranges. Except the oranges come from a tree that levitates through the air."
  3. Cool Black-or-White and Straw Man logical fallacies, respectively.
  4. The challenges of a small group is understandable. Finding a way to allow for a diversity of skills for a diversity of plot solution is great. However, don't label any in game element Multiple Personalities, Suppressed Memories, Dissociative Identity Disorder, or any other real-world condition. There are other names for these mechanics you can use that reflect the setting if your game. Your players may be the most respectful people on the planet. However, when one of them makes reference to a condition on thier sheet to someone with that condition, what is and is not offensive is up to the other person, not your player. Regardless if intent, that person felt hurt, it is beyond your opinion to argue otherwise. Call it something else that conveys mechanically controlling 2 toons, based on setting, species, or talents Android or cyborg? Modular Protocols Shapeshifter? Mind of the Hunter G-Mod? Theta State (see Superman powers) Magic User? Will of [Diety, Nature], Arcane Syncopy, etc Setting with undead? Possession Cyberpunk setting with designer pharmaceuticals? SyNeSys Cocktail (short for sympathetic nervous system) Additionally, you could just give each player roster of 2 or 3 characters, and allows a switch once per session, between scenes. If after this, anyone still finds that idea of Dissociative Identity Disorder, or any other similar condition, appealing as a character trait, especially after not researching it and learning they are using an outdated name, I can't imagine anyone thinking that player is treating that condition respectifully. This expanded to any other traumatic event, situation, or condition as part of a character or backstory. This is why asking what are every players "no-go topics" at session 0 is essential. Do it enough and many common ones will arise. Violence against children, torture, mental disorders, drug abuse, graphic physical intimacy, anything non consensual. Villains can be believably evil without these things. Players can be interesting, fun, and even edgy without them, too. Apologies for errors. On mobile.
  5. I don’t believe we will see any large-scale additions to cyberware or g-mods, outside of one or two included in a mini adventure. FFG’s approach to those in Star Wars RPG resulted in many house rules. Pursuing upgrades via cyberware was more reasonable than pursing that game’s Dedication equivalent. Too much gear also changes the story’s focus on what the player can do to what they can buy or steal. Additionally, loss of resources is a possible, and maybe even eventual, consequence of playing Shadow of the Beanstalk. One of the included Twists is the player’s home base equivalent erupting in a scorching flash of light. Losing gear was less impactful when a back-up blaster is already installed in the PC’s arm. FYI, if anyone plans on using this twist, be sure to inform the players of this possibility at the start of the campaign. Otherwise it just looks like vengeful GM-ing, despite being setting-appropriate. Finally, balancing more cyberware and g-mods is a great deal of work. So much that some, including myself, believing the crafting rules in Star Wars did not successfully do so. As for adventures, the mini ones that come with novellas seem like what they will be doing. Making a balanced adventure may seem easy. However, once the PDF is released for sale, it will become available for just a Buck-an-Ear, if you know what I mean. The effort invested in that becomes far less valuable. Also, if you are going to reskin Star Wars cyberware, I would suggest making another thread and working with others to balance it. The tech in Star Wars is way above what exists in Android and will need to be scaled back or flat-out eliminated.
  6. Here are a few guidelines thank have worked well in our game. Anything clearly on one's person that could reasonably be used for self-defense is okay in the plaza, which is the equivalent of walking the streets. The character may get some odd looks depending on the caliber or customization, but most won’t care. This also applies to heavier duty computer equipment that someone might suspect is for hacking. Heavy ranged weapons will likely get you a couple of questions from the local NAPD beat cops. A successful Charm, Deception, Bribe, or Small Favor will make them move along. Increase the difficulty based on how many are outfitted like this. Restricted items and things that are clearly explosive or hacking gear will attract the attention of the police. Get caught and they will be confiscated and earn you a trip to the nearest precinct for questioning. Using a skill check to weasel out of this should have a Challenge die, and some setback depending on what is actually said. Public transportation also applies to these guidelines. Most people on the train don’t want a fire fight or scrap in such closed quarters. Same goes for any cops that want to learn more about your hardware. Taxi drivers just want their money and have learned the questions lead to ditched fares. Privet institutions and specific neighborhoods at and above plaza level have their own rules, but are usually more restrictive. The Undercity doesn’t care. However, any Disenfrancisto will tell not to head down at all unless you are strapped. Some gangs have their own rules regarding passage through their turf, but a reasonable social check will have them returned on the other side. However, they may be empty of ammo when returned. Hope this was helpful.
  7. Hi all. Trying come up with a basic rule set for stating an animal companion. Currently the size 0 variety to be a bit of melee combat presence for a druid who mostly casts ranged magic. Could you share some of the animal champions from your games? Thanks.
  8. I got some shady pop-ups if you are looking for natural spell enhancement. 😁
  9. You are correct on the first count. It causes another friendly creature to take the fight action. However, any use limitations on creatures such as Xanthyx Harvester or Giant Sloth still prevent it from fighting is they have not been fulfilled. This also applies to situations like a Groggins against only 3 creatures and the middle one has Taunt.
  10. Correct. Archimedes is not a new template for when many things die at once. FFG are still holding that all creatures die at the same time to sweeper effects and no order is chosen (nerfing tolas and similar effects). Archimedes grants an ability that triggers before anything are destroyed. That creature gets archived before anything is destroyed, the battleline shifts, and a new creature becomes the Owl's neighbor. We check to see if there are any more Before triggers, and yes, there are. The new neighbor gets archived, the battleline is shifted, and this is repeated until Archimedes has no more neighbors. Once all Before effects are resolved, every remaining creature dies at the same time to whatever just killed them. Might Makes Right only checks Power when creatures is destroyed. Only the two creature on the flanks when it was played get the +2 Power bonus, assuming more than 2 creatures.
  11. There are a few weapon relics, in addition to crafting mechanics, and runic weapon modifications. This quite a limitation.
  12. Our "dumb fighter" took Shapeshifter at creation and we haven't occurred any problems. I have formatted combat to utilze the role of the Shapeshifter and the lowered stats to balance the encounter and puzzles: If you make a "clearly best" melee fighter enemy, they will always go for it. Assuming positive real-world dynamics, if the fragile member gets attacks, they will save them. The occasional Vigilance, Discipline (Fear), or Adventuring check during combat to avoid something harmful utilizes the stat stats lowered while transformed. Vigilance vs Stealth to avoid getting a surprise attack. Smarter enemies would seek this route rather then feed themselves to a frothing wood-chipper Fear versus a horrific/terrifying discovery mid-combat. I avoid surprise attacks the combo into fear checks as it always feels like ganging up on the player. Adventuring when encountering a mechanism or lesser rune that they might figure out is part of a trap or upcoming obstacle in the scene or encounter Additional +1 or +2 Melee Defense to the close combat Rivals and Nemeses NPCs to reduce getting felled in a single hit While every group is different, and each player may enjoy something unique in their role play. There are some drawbacks to some of the solutions proposed here. In short, in the quest to balance Shapeshifter, it is important never to prevent or hinder the ability for someone to transform or dictate what happens after. This also punishes the party as a whole for being associated with someone who transforms into a monster, kills innocents, etc. Losing Control to the Beast While losing to the "animal nature" is thematic, you are removing a player's agency over the character. The is definitely not fun for the character and will eventually become not fun for the rest of the group. I wouldn't enjoy it if my NPC beatstick fled combat or killed an ally for failing a roll the generated themselves. Can't Use their Weapons/Must use Unarmed This is a harsh limit in a game where relic weapons can be a reward. I am imagining a world where my NPC spellcasters can only every use one Attack+Deadly type of spell action. I don't like that place. Drops Everything After Transforming This has the same negatives as the previous one, with the caveat of being able to "cancel it" by spending a round or two picking up you things assuming no talents. If the response is "they can just take talents to alleviate" then controlling where a player must spend XP to enjoy their character is an entirely different set of problems. Attack Allies/Civilians There is noting in the Shapeshifter rules that suggests attacking non-enemies is part of the cost. That Talent is Berserk. While an occasional result of a Despair is fine, making it boilerplate on Shapeshifter is just punishing. Have constant out-of-combat penalties for in-combat decisions will reduce the gumption to make said decisions. This also punishes the party as a whole for being associated with someone who kills innocents. Can Only or Must Attack Limiting a player's agency over the character is still a bad thing. It also removes the amount of minds you have available to solve your interesting puzzles that may pop up in combat encounters. Similar to Can't Use Weapons/Must use Unarmed. Randomly Transforming the Character While this was not suggested here at the time of this posting, it has been suggested in other game systems. Unless there is an in-game reason tied to a dedicated arc, never do this. The robs agency and also expands their transformation until they rest. Sources of strain that threaten a transformation are fine and a part of everyday life. Chugging terrible mead, an off-tune bard that never quits, forced into a boring guild meeting, etc. However, the player must be able to see it coming and have a chance to consider and roleplay a solution. If there is n in-game reason (god of wolves is near, weird magic is about) ensure that the collateral damage is localized. Set it in a small town or village. Do not ruin a character's reputation for the sake of story. Their reputation in-game is their choice and responsibility. This also punishes the party as a whole for being associated with someone who transforms into a monster, kills innocents, etc. The Goal of Balance Assuming no Min/Maxing, Shapeshifting is a core part of their character. Yes, have the discussion of the full social repercussions of their choice. Yes, discuss any house rules you think may be needed. However, always consider the real-world social choices said house rules will have. If everyone, including the rest of the group, is onboard for the house rules, go for it. If not, consider some adjustments that can be mad on your side of the screen.
  13. They have addressed the "official map" before. The reason an official map with measurements of unit does not exist because they wanted Terrinoth to be adaptable to the needs of a particular play group. Those from Runebound will note that Menarra looks a bit different than was visually depicted in their lore supplements. As for no plot point campaign, I can understand. Any GM out there knows what an tremendous amount of work goes into making a Starting to Epic level campaign for any system. The amount of time and people power needed for something like that would take away from getting other projects done on time. I am disappointed in a lack of an adventure generator, which exists in the later-released Shadow of the Beanstalk. However, making a large campaign that everyone will experience once or be able to reasonably predict if played again seem like a poor investment of Genesys folks.
  14. I have found that staying with the Lesser Shard template and keeping the named shards rare prevents the game from becoming "just use a shard" for each character. It seems to be a big hit with the group as the runes retain a special and treasured property. As for the activations, I think of odd utilities to diversify their problem and puzzle-solving toolbox. Here are some of the one my group has found: Stone of Sickness Implement: Add the Enervate modifier once without increase the difficulty of a Curse spell. Activation: One target within short range adds +2 Setback die to their next Resilience check this scene or encounter. Cannot be used on the same target more than once per encounter or scene. Shard of Needles Implement: Add the Deadly modifier once without increasing the difficulty of a Attack spell. Activation: May pierce a hole the size of a small nail in a surface of soft leather or weaker within short range (GM's decision). Aegis Rune Implement: Add the Additional Target modifier once without increasing the difficulty of a Barrier spell. Activation: One target within engaged range gains either +1 Ranged Defense or +1 Melee Defense until the end of their next turn (users choice). Liars Spiral Implement: When using the Utility spell to disguise oneself as someone else they have seen within the last day, add +2 Boost die to the Deception check. Disguise lasts a number minutes equal to 5 times the user's ranks in Lore. Activation: Gain +2 Boost and +1 Setback to your next Deception check Hope this was helpful.
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