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Tkalamov got a reaction from Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
Have you by any chance compiled the different chapters for the Adeptus Astartes? That's some really solid work overall.
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Tkalamov got a reaction from Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
The preview looks fantastic and we've started a game using DH 3.0, so we'll be definitely utilizing this.
I have a question - since we will have a lot of dealings with voidships and cruisers and whatnot, would you be able to give some tips on creating your own vehicles for 40k? I have a bunch of old Rogue Trader splats and I'm not sure if you're basing your vehicle conversions off of DH 2e, and whether you can give me some pointers? Would be cool if we could give the option for non-military, more transport/voidship type stuff for this.
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Tkalamov reacted to Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
One thing I'm contemplating is redoing the formatting to be a 2-column layout, like how most RPG books are designed. Not totally sure why I didn't do this in the first place?
Quick comparison;
Thoughts on this? The two column layout feels a bit nicer I think.
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Tkalamov reacted to Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
Hey there! I've recently started to get back into Genesys homebrew. Currently cooking up a little bit of an armoury expansion for Shadow of the Beanstalk (mostly focusing on Cybernetics but I feel like I'm inevitably going to end up doing a whole lot more), but once I'm done with that little project I wanted to start working on Dark Heresy again in earnest.
There's three tasks I've laid out for myself, curious which one people would prefer to see first.
A) Integrating the contents of the core book and Liber Heresius into one Second Edition book, with some general rules updates and tighter integration of the mechanics across both books.
B) Finishing off the Chambers Militant book, including full rules for playing as Deathwatch, Grey Knights and Sisters of Battle, with appropriate new talents, wargear, Faith Powers, etc.
C) Finishing off the Catalogue Armorum, the vehicle expansion. Would include stat lines for a lot of typical vehicles, both air and land (Starships would be an expansion of their own I think) along with some special rules and an armoury of vehicle scale weapons.
Also open to ideas for what else people would like to see. I also had ideas for a Radical's Handbook type release focusing on some more heretical options for PCs, but that's only a concept in my head for now, all of the above options have concrete work already done, I just need to finish them.
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Tkalamov got a reaction from Mathadar in Rogue Trader for Genesys
Thank you very much! I'll admit, between moving house and finding work, I haven't done much (if any) progress on this, but I will be resuming very soon. Also, thank you for the Excel sheet, I'll try and make good use of it.
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Tkalamov got a reaction from Sturn in Rogue Trader for Genesys
This is where I will compile all my notes for my upcoming Rogue Trader conversion. It is not a a 'standalone' expansion for Genesys, however.
The base 'game', if you will, is @Tom Cruise's Dark Heresy conversion (found here), so that is a must if you are looking to create a character for this (looking at the Home Worlds in particular), find the relevant equipment for your character, psyker and malignancy rules, adversaries, etc.
Here are the links to the PDFs for each completed section so far. Eventually they will be compiled into a larger, more cohesive unit.
Explorer Careers and Skill List
Explorer Origin Path
Rogue Trader Profit Factor and Acquisition system
There is a lot more that can be added - maybe additional talents, skills, and, most importantly, SHIPS and rules for Combat in Space. Those are, pardon the pun, are larger endeavour than what I have jotted down here, so hopefully I will have whipped up something soon-ish.
Do not hesitate to leave suggestions, discuss, criticize, and whatnot. I am unsure of the balance of some of the bits here and there, and I am sure that more can be added to adequately convert Rogue Trader to Genesys, in the name of the God-Emperor, of course!
Below are the links to the original Google Docs files where you can leave comments and suggestions.
Explorer Careers and Skill List
Origin Path
Profit Factor and Acquisition system
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Tkalamov got a reaction from Dreary_Angel in How would you do a Warhammer 40k-type Ascension system?
I've recently been reading the new Wrath and Glory RPG and in my own efforts to convert Rogue Trader, I've become more and more convinced that large piles of XP aren't really the answer if you want to play a higher power level in the WH40k universe, it is more a matter of narrative and scaling up/down enemies to suit the challenge. But it is important to have more 'toys' for your character to play with to make them feel like they have accomplished a fair amount.
Here's how I've done the Tier separation, but bear in mind that it is very rough and may require tweaking:
Tier 1 (Your Acolytes, Imperial Guard, Gangers): +0XP to the starting from their Home World archetype; max skill rank: 2 (see @Tom Cruise's Dark Heresy conversion)
Tier 2 (Veterans of the above, crew of a Rogue Trader ship): +100XP for career skills; +50XP for non-career skills; +30XP for talents; max skill rank: 3
Tier 3 (Interrogators, Rogue Traders, Explorers of a Rogue Trader ship, Commissars): +150XP for career skills; +100 for non-career; +50XP for talents; max skill rank: 4
Tier 4 (Inquisitors, Space Marines): +300XP for career skills; +200XP for non-career; +50XP for Talents; max skill rank: 5
Space Marines (there is also a Space Marine booklet in the forum post for the DH conversion, check it out) have an XP balance just below Tier 3, though with all their equipment and modified stats they'd more than make up for that. Characters besides Space Marines would be skill monkeys, basically.
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Tkalamov reacted to geki in An Alternative to the standard Genesys way of Character Advancement
I really like this idea for groups who are familiar enough with the system to want to spice it up a bit (that’s definitely not me, not yet). It reminds me quite closely of the Burning Wheel system.
i am way more skeptical on the matter of talents, since it would make it very tough to get some of them. Nonetheless an interesting optio
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Tkalamov got a reaction from Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
Wrath and Glory looks solid, though I will stick to Genesys personally. I really dig the Wrath/Glory/Ruin mechanic, though, and will be reworking Story Points to be split into those three.
Also, the Tier/Rank/Framework system and explanations are really great for those who don't understand power levels in Genesys and just think that adding +300XP to a Ganger suddenly makes him on par with a Space Marine, which, to be fair, is an easy mistake to make.
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Tkalamov got a reaction from Tom Cruise in Rogue Trader for Genesys
This is where I will compile all my notes for my upcoming Rogue Trader conversion. It is not a a 'standalone' expansion for Genesys, however.
The base 'game', if you will, is @Tom Cruise's Dark Heresy conversion (found here), so that is a must if you are looking to create a character for this (looking at the Home Worlds in particular), find the relevant equipment for your character, psyker and malignancy rules, adversaries, etc.
Here are the links to the PDFs for each completed section so far. Eventually they will be compiled into a larger, more cohesive unit.
Explorer Careers and Skill List
Explorer Origin Path
Rogue Trader Profit Factor and Acquisition system
There is a lot more that can be added - maybe additional talents, skills, and, most importantly, SHIPS and rules for Combat in Space. Those are, pardon the pun, are larger endeavour than what I have jotted down here, so hopefully I will have whipped up something soon-ish.
Do not hesitate to leave suggestions, discuss, criticize, and whatnot. I am unsure of the balance of some of the bits here and there, and I am sure that more can be added to adequately convert Rogue Trader to Genesys, in the name of the God-Emperor, of course!
Below are the links to the original Google Docs files where you can leave comments and suggestions.
Explorer Careers and Skill List
Origin Path
Profit Factor and Acquisition system
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Tkalamov got a reaction from Direach in Genesys Creature Catalogue (formerly Bestiary)
Man, what you're doing is absolutely fantastic! Keep up the good work, it is highly appreciated.
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Tkalamov got a reaction from kaosoe in Halflings in Terrinoth
TBH, considering Hobbits are very much based on Brits, and Brits are well-known for their "stiff upper lip", I'd say Willpower would be the stat to go for. Samwise mustering the Willpower to carry Frodo. Frodo mustering the Willpower to carry the ring. Bilbo mustering the Willpower during the entire Hobbit book. These examples alone would warrant the attribute being the main one for the race, in my opinion, and everything else shown by the aforementioned protagonists would just be a part of their skill set.
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Tkalamov got a reaction from GM Hooly in The Dice Pool Podcast - Night's Edge Setting
In regards to the magic system, are you going to heavily modify it in order to suit the needs of the setting, or is it going to be more or less by the book?
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Tkalamov got a reaction from GM Hooly in The Dice Pool Podcast - Night's Edge Setting
It is fairly tricky to play a blind character, I must say. Sometimes you even forget they are blind. I remember in an old Warhammer Fantasy campaign how whenever I described how some city looked to this blind PC, I'd add "you know it from your common knowledge, of course", though he was a wizard. Dunno how I missed the magic sight.
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Tkalamov reacted to Lord_Lele in How are your campaigns going so far?
I came from a three days of demo at Modena Play (Italy), for Star Wars and Genesys.
Every single game group had a great time and no one had difficulty with the dice symbols; after a couple of shots they had already figured out which symbols cancel each other and how to use them to boost the story.
Moreover, I'm GM of two year long campaign (one EotE, one AoR+FaD).
What I can say is that me and my players are absolutely in love with this system. It's narrative and light, but the combat is deep enough and there are several tactical decisions that make each encounter satisfactory.
I'm waiting for Realms of Terrinoth to switch my other group from 13th Age to Genesys (they play in a fantasy settings).
What I like? All.
What I dislike? Nothing.
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Tkalamov got a reaction from lyinggod in How well would Genesys handle D&D-like dungeon crawls?
Question in the title.
Being a generic system, Genesys is supposed to theoretically handle all sorts of genres, but the general vibe I get is more of a pulpy, action-style gameplay, and that sufficient tweaks are necessary to mold the system to be similar to D&D. Has anyone already started a campaign that is D&D inspired, and if yes, what are your experiences?
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Tkalamov got a reaction from Flobio in Warcraft conversion - Compiled
So I started this thread on a Warcraft conversion, but it was more than an inquiry than anything else. Now that I've actually started working on it, I decided to have an easy to access spot where I can post the homebrew rules without it being all messy. Please feel free to leave feedback, suggestions and criticism on anything that you think needs tweaking.
PROGRESS SO FAR:
- Races (DONE for both factions, replaced mine with those suggested by Bellyon as they are SO much better and flavorful. Reduced the starting XP on some of them by 5, because they are a bit stronger than they usually would be, but otherwise - fully replaced)
- Classes and their starting skills (still needs tweaking)
- Rogue-specific talents (I've done away with spec talents as they can really shoehorn a class into a specific direction, so instead I'll just write-up a few class-specific talents relating to each spec, which would be free to purchase or leave)
TO DO:
- Other class-specific talents
- Death Knight, Monk, and Demon Hunter (Not sure whether to make DK and DH separate classes or talents at later tiers)
- More races (Allied races that are coming with Battle for Azeroth)
- Spells (not sure whether to design it as a Vancian-type system, make it talent based or skill based)
- Bestiary
- Uncommon/Rare/Epic weapons and gear
WARCRAFT RACES FOR GENESYS v. 2.docx
Rogue talents.docx
WARCRAFT GENESYS CLASSES v. 1.docx
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Tkalamov got a reaction from Bellyon in Warcraft conversion - Compiled
That's perfectly fine, SW and Genesys are interchangable mostly anyway. It's good stuff, I also use SW as reference for races and talents.
I don't think Draenei are necessarily more brawny, even though they are presented as such when you create a Draenei character. They are more spiritual in nature, and really only the Vindicators and such are the more militant ones, which would justify them being brawnier or, tankier, if you'd like.
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Tkalamov got a reaction from Bellyon in Warcraft conversion - Compiled
Just updated the main post with revisions on the races (basically shamelessly copied and paster everything that Bellyon posted and tweaked some XP values) AND added the class skills. Don't hesitate to leave suggestions or your ideas. As already proven - they can be much better and flavorful, which would contribute greatly to the project...
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Tkalamov got a reaction from Bellyon in Warcraft conversion - Compiled
Absolutely love all of this. Much, much more flavorful than the ones I came up with. Safe to say, I think these races will replace the original ones as they are much better idea-wise.
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Tkalamov got a reaction from Direach in Warcraft conversion?
I've started brainstorming some Holy-type spells, please let me know what you think and whether any ability would be really overpowered if coupled with any of the additional effects tables.
Holy Light
Requirement: Light (Magic) rank 1
Cost: 2 strain.
Restores Wounds = successes earned. +1 wound healed per rank.
Consecration
Requirement: Light (Magic) rank 2
Cost: 2 strain.
The area around the caster deals 1 wound dmg, regardless of ANY soak, every round for the number of SUCC + caster’s Int.
Smite
Requirement: Light (Magic) rank 1
Cost: 2 strain.
Deals Holy damage = No. SUCC regardless of ARMOR soak, doubled vs. Demons/Undead. +1 dmg per rank.
Seal of Righteousness
Requirement: Light (Magic) rank 2
Cost: 2 strain
Grants the caster’s melee attacks an additional 2 damage for the duration of the encounter.
Cleanse
Req: Light (Magic) rank 1
Cost: 2 strain
Removes either 1 poison, disease, or magic effect from the target. 1 extra for each additional rank in skill.
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Tkalamov got a reaction from TheSapient in Genesys Talents Expanded
I've been working on some talents for different specs from my Warcraft conversion, let me know what you think (The T3/T5 thing means that the talent can be taken multiple time at the respective tier):
Rogue specific talents:
ASSASSINATION specialization:
Master Poisoner (T1): May apply/re-apply poison to a weapon as a maneuver.
Nightstalker (T2): While undetected, may move up to twice the range that you normally would.
Toxic Blade (T3/T5): Whenever you hit with a blade that has poison of any type applied, deal +1 additional dmg, regardless of soak.
Elaborate Planning (T4): You may spend an entire turn planning your next attack/action, but you must be uninterrupted while doing so. If you’re left alone for the duration, add +2 SUCCESS to the result of your next action that you roll for.
Marked for Death (T5): Spend an entire turn planning your victim’s demise, must be uninterrupted. If successful, you or a designated character will deal twice the damage on the first successful attack.
SUBTLETY:
Ambush (T1/T3/T5): Whenever breaking out of Stealth/being undetected to attack/take action against a specific target , add +1 Boost dice to roll.
Soothing Darkness (T2/T4): Whenever fighting in darkness or the opponent’s vision is obscured, you count as having +1 soak.
Subterfuge (T3): Whenever detected, may spend a Story Point to insert a detail which would divert your opponent’s attention, and be safely back in Stealth without making any rolls.
Cheap Shot (T4): On a successful attack, you may decide not to deal damage and instead disorient the enemy, giving them +2 Setback dice to any rolls for rounds = your AGI.
Master of Shadows (T5): Once per round, may suffer 2 strain to decrease Diff of next Stealth/Skulduggery check by one.
OUTLAW
Iron Stomach (T1/T4): +1 restored wounds after natural rest or after any type of healing.
Grappling Hook (T2): May move up to twice the normal range as a single maneuver, but must spend a maneuver before that preparing the Grappling Hook itself.
Parley (T3): Count as having +2 SUCCESS to Negotiation results.
Prey on the Weak (T4): Any targets that are impaired, prone, blinded, etc. receive +2 damage from your attacks, or an added +1 SUCCESS to any non-combat results concerning those targets.
Adrenaline Rush (T5): Once per encounter. Any strain suffered is instead ignored. Lasts rounds = AGI.
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Tkalamov got a reaction from kaosoe in Warcraft conversion?
I have this idea hovering in my head that Genesys and Warcraft are more or less a perfect fit for each other.
There are a few main reasons as to why:
1) Races and their unique traits, which is really a no-brainer parallel between Genesys/WoW
2) Classes and the different specs and talent trees, something which would require a decent amount of work, but fitting nonetheless
3) The general action/pulpy feel that is just about perfect considering how WoW plays, as well as the themes of the game and such
I might start working on a conversion, but time is limited enough as is. Anyone with thoughts on this? What would you add in particular to make Warcraft for Genesys stand out from Generic Fantasy No. 5?
