Jump to content


  • Content Count

  • Joined

  • Last visited

About Xalendar

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Caen, 0, France
  1. Hi everyone, Here I propose some Conjure magic oriented talent I created for my fantasy (Terrinoth) campaign, but that can be use everywhere magic can create from thin air or summon from other places. I would like to know your opinion on these. Rank 2 Lingering conjuration: Every creature or object resulting from the Conjure magic action last a number of round equal to the character rank in Knowledge after the last round the character stoped spending a maneuver to maintain it. Rank 3 Small miracle: Ranked talent. Prerequisite Lingering conjuration. Items, with a maximum silhouette of 0 and a maximum rarity equal to the character range in knowledge, created by the character last forever. The maximum silhouette increase by 1 for every additional rank in this talent. True name: Ranked talent. For every rank in this talent the character can choose a silhouette 1 rival creature. When conjuring the creature, the character count as having the ally increment for free and the creature will stay until the end of the encounter. The creature is summoned with no wounds every time. The character summon exactly the same creature every time, so it can develop feeling for the character (bad or good) depending on how it is treated and behave accordingly. Should the creature be definitively destroyed, the GM should impose to the character a period of time during which the character cannot use this talent. A special course of action can also be necessary to get another true name. Rank 4 Familiar: Prerequisite True name. One of the creature the character know the true name becomes a familiar and is permanently bound to the character. It gain a strain threshold appropriate to its kind and characteristics, can stay as long as the character want at his/her side and do not need a maneuver to be directed during combat. The creature heal strains and wounds as normal or can be sent back to its plane for at least a scene/an encounter to recover completely. The character and the familiar always know the relative position of each other and can exchange thoughts when in sight. As for True name, the creature behave accordingly to how it is treated. Should the creature be definitively destroyed, the character should suffer 3 setback dices to everything for at least a session, as the loss of a familiar is very traumatic event. The GM is encouraged to create an elaborate quest for the character to get a new familiar.
  2. Hi everyone, Will a game master screen for Genesys (or/and Terrinoth) appear in the future ? I currently use my Star Wars screens, but having something closer to the Genesys "look" on the player side and less blasters on the GM side could be useful ?.
  3. Exactly drainsmith, but my concern is about copyright and legal stuff (as Doomgrin75). An official support document from FFG would be better, but thanks for the jpeg ?
  4. I am starting to GM in the Realm of Terrinoth and I think we lack a very useful resource: a nice map we can print. Does FFG intend to release the map in the book as a support/player resource ?
  5. If that matter, in my games, I use mechanics for my players, but they can add their Force dices to the roll (to add / modify lightsaber crystals and only them). Each pip can be traded for a success or an advantage, light and dark pips are managed the same way they are managed for any Force power. The player can do that only if he or she has at least one lightsaber form talent. Basically, I consider that the lightsaber form talent imply that the character developed the Force inspired intuitive knowledge of lightsaber crystals. It works fine. It matchs the description of lightsabers being some kind of "Force soul weapon" of its wielders (the Force guide them). The lightsaber user doesn't have to heavily invest in mechanic to improve his/her crystal, but doing so improve the chance of success.
  6. I personally use the Move power with the fine manipulation upgrade to simulate a Force choke. It is more or less a telekinesis grapple, so I just manage it like a close combat / hand to hand roll. Except that the Force user roll discipline and the base damage are modified by the number of strength upgrade activated (0 silhouette = +0, 1 silhouette = +1, etc.). I tested it in game, it works well.
  7. The mind trick can be use for many many things. And is not necessary language related. From my point of view the "These are not the droids you are looking for" is as important for Obi-wan to "shape" is trick as it is to "force" the assumption to enter the stormtrooper mind. When the language is relevant and the player role-play it well, then I give boost dices. When it is relevant and badly role-played (or there is a language barrier) I give set-back dices. When the language is irrelevant I don't give any boost or set-back dices for language interactions. Simple. A few non language related mind tricks examples: The "I am not here" trick, basically a psychic invisibility. The "You are hearing a strange noise from the other side of the corridor" trick, minor psychic illusions. The "I am an opponent far out of your league" trick, psychic fear / awe. Etc.
  8. I don't think there is an opposed discipline check to throw something at another Force user. There should be one if you try to throw someone (force sensitive or not), and not necessary a discipline check (athletics to grab something and not move, coordination to land like a cat, discipline to cancel if you are a force user <- that is how I manage it in my game). But, when you throw a projectile at a target you should solve it like any blaster shot, Force user or not. We can expect some special Force talent / defense / maneuver from F&D, like Yoda seems to use quite often, but guys he is YODA ! The "I absorb blaster shot with my hand" or "I deflect big falling rocks with the Force" are Force feat of a Yoda, Darth Vader lvl of Force skill. Considering the beginner lvl of Force character in EotE and AoR, it is not something characters should be able to do, for the time being.
  9. Disruptor weapon are ultra lethal and very illegal. But they have many other drawback, among them: Disintegrating potential loot (it has been mentioned) No bounty if you are in the bounty trade (do you have a proof that he is dead ? No body ? Head ? Ear ? Something ?) Your players probably work as a team, considering friendly fire is always wise (as a GM I love to trigger friendly fire on despair and such) The moral problem of using a weapon that is considered as fragmentation ammunition are considered nowadays, even soldiers and other people in the "killing" business can have moral standard I don't think disruptor weapons are a problem at the meta game level. They are more a problem at the game level, and so should be managed in game by the GM and the players.
  10. As a weapon, a lightsaber can be used by anyone. Force user just can draw the best of it (like parrying stuff that travel more or less at the speed of light). I agree that we should expect the classic format 6 careers with 3 specializations each. Probably not Jedi careers, but Jedi specializations. We can imagine the "tanking" career (Hired Gun in EotE) with a Jedi Guardian specialization and a Sith Marauder specialization. I think we will have a light side specialization, a dark side specialization and a specialization that can be either light or dark for each career. Something like: Career: Force sensitive warrior -> Jedi Guardian, Sith Marauder and Jensaarai Fencer. Of course this is purely speculation.
  11. In my games a basic search will be perception, computer if the character use a scanning device and skullduggery if the player has a good roleplay to justify it ("If I had to put a bug hear, where should I put it ?" for example).
  12. In my games, PC know Basic, their planet / specie language and one language per point in Intelligence. They choose at character creation which one.
  13. I would like to use the European resistance movements as a reference, but I know quite well these movements and sadly: They never had a major / impacting victory / action against the nazi occupation. They were never able to unite, there were many different political sensitivity and they never agreed on... anything (except kicking nazi out). Except for Yugoslavia, no national resistance movement had been able to free his country without the help of either the Russian army or the US / British army. Historically speaking, WWII cannot be used as a reference for the Alliance.
  14. My way of playing the Alliance to Restore the Republic (aka the Rebellion) is similar (sorry for the sad parallel) to the way Al-Qaïda evolved in the terrorist nebula in our world. Before Yavin, it was a powerful group with good backup and political support, but it was not alone. After Yavin (the 9/11 for Al-Qaïda) and the great victory the destruction of the first Death Star represented, it become far more popular and every rebel faction wanted to be part of it. I know that my parallel can unease some people, but let's face it the Rebellion operate as a terrorist faction (and is designated as such by the Empire), following the sames tactics (hit and run, guerrilla, etc.) and using the same "codes". The difference here is that they use them for a good cause and mostly against military target. I say mostly, because I am pretty sure that civilian targets were hit by the Rebellion during the Galactic Civil War. War is always ugly, and it get uglier when both sides are unbalanced.
  15. I would ask the players to roll computer to analyse the sensor log (if the hyperspace jump was in range) and then roll astrogation to determine where the ship is heading. The second roll should be a pretty difficult and probably can, at best, only give multiple possible locations.
  • Create New...