Jump to content

Direach

Members
  • Content Count

    471
  • Joined

  • Last visited

1 Follower

About Direach

  • Rank
    Member
  • Birthday August 20

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Recent Profile Visitors

1,260 profile views
  1. I doubt you'll see any official rules for it, but if your GM is OK with it and it's not outrageous, go for it. The Phantom docking modification is a good example of the kind of creative thing you could do with a starship in this system. An external weapons pod would probably affect handling, especially in atmosphere, but I could see that working.
  2. Our crew is part of the Rebellion, and we're sent on missions frequently. But we're also a bunch of renegades, smugglers, and killers, so we take jobs from our criminal contacts, or we just decide on a job to pull to get money (usually at the Empire's expense). The Rebellion has been paying for ship repairs and refueling, which is great, but all our "walking around money" comes from doing nefarious biz. If you can get your hands on a starship that someone, ahhhhhh, doesn't need anymore, that's a great source of revenue, even if you have to sell it at half price!
  3. This is how I interpret it, as well. Yoda's phrasing is very simplistic, but Luke at that point has a lot to learn, and Yoda appears to be keeping it pretty simple for him (and even that didn't stick, as Luke casually Force Chokes two Gamorreans in RotJ when he could have just handwaved past them).
  4. Perhaps create a Burn (bleed) condition with a duration equal to the wielder's Brawn rating, or weapon skill rating. Even still, I wouldn't make that a standard weapon quality.. that is more of an enchantment, attachment, or a super power ability, rather than something to which anyone should have access.
  5. "The foremost cartographers of the land have prepared this for you. It's a map of the area that you'll be traversing." (The map is completely blank) "They'd be very grateful if you could just fill it in as you go along."
  6. There's no reason you can't let him start with a suit of Mandalorian armour. If you want him to buy it off, you could put him in "XP debt" for a short while: set an XP value you think is fair for the armour (25, 40, 50xp), and he can pay towards that with session XP. He won't be able to add attachments to the armour til the XP debt is paid, but he'll get to use it and be a cool Mandalorian in the meantime.
  7. It's probably more detail than most games require, but still worth noting: speedloaders only work with double-action revolvers, not single-action. The only way to "speedload" a single-action revolver is to have a loaded alternate cylinder for the weapon, and be able to remove the empty cylinder and replace it with a full one, which is essentially dismantling the weapon during combat and putting it back together (call it an average Mechanics check). That level of detail is not necessary for most campaigns, but if you were playing a campaign in which both single- and double-action revolvers were present (Old West for example), it could be worth taking into account.
  8. From what I've read, it's not currently possible, though it could still be illegal (or illegal to even try).
  9. I'll add that Concealment dice should frequently come into play in ambush situations (assuming the ambushers have attempted to conceal themselves). Concealment is a curious multi-purpose mechanic in Genesys: it can be Boost dice for a Stealth check, or Setback dice for an Initiative check (vs. concealed opponents), or on ranged attack rolls against concealed/obscured targets. Unlike defense, there is no stated upper limit for Concealment (although physical invisibility is valued at +4 Concealment in the RoT book, and I'd suggest an upper limit of +6). It's worth reviewing the rules for Concealment on page 110 of the CRB if you want to spice up your sneak attacks.
  10. One thing I created for my DELVE setting was a way to harvest magical essence, or the reagents to make those essences, from defeated foes. It would be very simple to reimagine that for a tech-based game: just change the terminology to minor and major components. In order to create some improved, advanced, or otherwise superior piece of hardware, the future scavengers would have to harvest components either from defeated foes (that use tech), or from scrounging in areas where components may be available (ruins, junkyards, old battlefields, crashed warships, etc). Once they have a sufficient number of major components, either found intact or assembled from minor components, they can use those major components to create the new item or modification they're after. The rules for harvesting essence are in the section for Artifice and Enchanting in my open sharing folder, but the quickie version is: Different types of adversaries drop different types of components. You'll have to decide what suits your setting best, but some possibilities are Offensive, Defensive, and Power components. To harvest an enemy, or a suitable site, you use an appropriate skill. In a tech-based game, that is most likely going to be Mechanics across the board, but you may want to allow Survival, Perception, or Skulduggery as well. The GM sets the difficulty for the scavenging roll. The difficulty for a site can be whatever seems appropriate for the location. For enemies, I typically use: Minions = Average Rivals = Hard Nemeses = Daunting Net successes mean that you recover minor components. Triumph means you acquire a major component. More powerful enemies may yield multiple major components, or even award them just for succeeding (since the roll is harder to make).
  11. Thanks for posting the reply, @Silidus! Every bit of info we get from the authors helps everyone out.
  12. On the first point, I partially agree: it's one roll, but it would be applied against whatever defenses/soak the additional target has (as targeting is meant to take place prior to resolution of a combat check). My interpretation is that you would apply the same roll to the second target, not assign it as an automatic hit. I'm inclined to agree with you on the second point, except that the verbiage is not as clear-cut as in other entries. Most entries for spending Advantage/Threat refer to the "controlling player" when describing who may make the decision on the effect: "The magical energies exhaust the character, and they suffer 2 strain or 1 wound (controlling player's choice). This character and all allied spellcasters in the encounter add Setback to any attempts to cast spells until the end of the controlling player's next turn." However, in the entry for 3 Threat and Despair, it specifically calls out the GM (and only the GM) as the arbiter of the "more powerful" effect. In the following entry for Despair, it again refers to both the GM and the controlling player. That's why I believe there may be an intent for it to be solely a GM call. Nevertheless, that goes against how it's otherwise presented in the rules, so it may just be unclear wording. Personally, I would replace "GM" with "controlling player", as I see no reason for that particular event to be an exception.
  13. Not exactly... the effect of reflection deals out an automatic hit dealing the full damage of the attack, rather than another character being targeted by the spell as well (in which case it could miss, if it was an attack). Also, "One character of the GM's choice" seems to specify that only the GM can pick who is additionally affected by the spell, and they could very well choose another PC, regardless of who cast the spell. I do agree there are better uses for Threat and Despair for a player on the receiving end of an enemy spell attack. Causing an adversary to suffer an additional six strain or three wounds (3 Threat), or negating an adversary's ability to cast for the rest of the encounter (Despair) is way better than tagging them with their own magic missile!
  14. Because Ricochet is not a guided attack; if it misses, it misses, it can't circle back to try again. Heatseeker does track targets though, and can attempt to hit a target again.
  15. My own take on the Lawgiver Mk II (based on the weapon that is current standard issue in the Judge Dredd comics): Name: Lawgiver Mk II Skill: Ranged (Light) Damage: 7 Crit: 3 Range: Medium Encumbrance: 2 Special: Accurate 1, Superior The following ammo types are standard for a Lawgiver Mk II. Once per round, a Judge may switch ammo types as an incidental: Standard Execution (SE): as per the basic profile Armour-Piercing (AP): Damage 6, Pierce 3 Ricochet (R): as SE but Judge may spend 2 Advantage to hit a target within range, but not within direct line of sight, as long as there is a clear path to the target. Incendiary (I): as SE, add Burn 3 High Explosive (HE, Hi-Ex): Damage 10, Breach 1, Blast 8 Heatseeker (HS, Hot Shot): As SE or Incendiary, add Guided 3 Fire Modes: Standard: as per the basic profile Rapid Fire: gains Auto-Fire, loses Accurate 1 Silenced: Costs 1 Maneuver to attach the silencer. While silenced, the Lawgiver makes no sound and emits no muzzle flash while firing; add 2 Setback to attempts to locate the firer. Cannot be used with Rapid Fire or Grenades. Stun Shot: Damage 6, Stun damage. Stun Shot uses an internal battery and does not consume any ammunition. Grenade: Costs 1 Maneuver to attach a grenade. Limited Ammo 1. May fire Fragmentation, Stumm Gas, or Tranq Gas grenades. Other Features: Biometric Lock: Each Lawgiver Mk II is keyed specifically to the Judge to which it was issued. Any attempt by an unauthorized person to use the weapon will cause it to self-destruct (treat as Hi-Ex against the target, the weapon is destroyed). In an emergency, a senior Judge may bypass this with an Average Mechanics check. If the Lawgiver Mk II runs out of ammo due to Threat or Despair, the ammo type in use when the result was generated is not available until the weapon is reloaded.
×
×
  • Create New...