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Archadian

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About Archadian

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    , Michigan, United States
  1. My group and I did exactly this! I really like End of the World but the system was a bit rigid sometimes and Genesys has been perfect for us! In fact, we did the Zombie thing in our first campaign. CONSIDERATIONS: End of the World is designed to be played in shorter (even one-shot) campaigns. Characters are supposed to die, or go crazy, or give up on the world. Genesys doesn't quite work that way so the first thing I'd consider if you like the feel of the End of the World system is to adjust the critical table. Instead of a 151+ table, reduce it to 100 so every critical has a chance, albeit small, of taking a character out. Suddenly vicious weapons are extremely dangerous, so be careful with this. I suggest keeping all of the results on the current critical table, but simply reducing the ranges. Also consider reducing the amount of "painkiller" items you give to your players. Painkillers are very effective at keeping a character standing so reducing how much you give makes them a literal lifesaver and extremely valuable. Where End of the World allows you to add additional positive dice to a pool for a variety of reasons (environmental factors, tools at your disposal, features), Genesys' boost dice can be used largely in the same way. End of the World has physical, mental, and social traumas (basically critical hits), whereas Genesys only has physical. I love the trauma system in End of the World and I'm considering trying to make a system like that for our second campaign. Maybe a brand new critical chart for when a character drops below strain threshold? There is a lot to figure out here. Here are some of the stat blocks I used for Zombies: ZOMBIE STATISTICS: Infected Human [Minion] Brawn 2, Agility 1, Cunning -, Intellect 1, Willpower 2, Presence 1 Soak 2, Wounds 4 Skills Brawl, Resilience Cumbrous Reaction: Infected Human has one Action, but no Maneuvers. Infectious Bite: Infected Human may spend Triumph results during Brawl attacks to inflict the Infectious Bite critical. Infected Human [Rival] Brawn 3, Agility 1, Cunning -, Intellect 1, Willpower 2, Presence 1 Soak 3, Wounds 13 Skills Brawl 2, Resilience 2, Vigilance 1 Infectious Bite: Infected Human may spend Triumph results during Brawl attacks to inflict the Infectious Bite critical. Infected Gorilla [Nemesis] Brawn 4, Agility 3, Cunning -, Intellect 2, Willpower 1, Presence 1 Soak 6, Wounds 20, Strain 12 Skills Athletics 3, Brawl 2, Melee 3, Resilience 3, Vigilance 1 Adversary 2: Upgrade the difficulty of all combat checks by 2. Nemesis: Roll twice when determining initiative and acts on both rolls. Vicious 2: Add +20 when determining the result of a critical hit. INFECTION RULES: We used the following infection rule for when a character was bit. It worked well: Infectious Bite Severity 2 Infection Bite cannot be healed. At the end of each day, check Resilience vs. the severity of Infectious Bite. Failure increases the severity by 1 (advantages and threats should be used narratively). If the severity of Infectious Bite ever equals or exceeds 5, the character dies. Modify as necessary. If rolling at the end of each day is too frequent for you and your group, roll instead at the end of each week, as is standard for healing from critical wounds. Infectious Bite makes single zombies fairly harmless but means that when they group up they represent a very real threat, because minion groups upgrade their attacks which can result in Triumphs. This makes for some extremely fun moments at the table. The fear rules also work pretty well. If you are interested in hearing how this played out for my group, we recorded our campaign for the first season of our podcast, called Melting Plot. You can find it on iTunes, Google Play, Stitcher, or wherever else you get your podcasts.
  2. Glad to see that there will be events in the area, I look forward to the BKG tournaments! Additionally, group of us are currently playing weekly every Tuesday at 6 p.m. at Out of the Box in Kentwood. There are currently 4-5 regulars and I'm hoping to see more people show up as the game continues to grow. This is a great way to get some consistent practice and to meet some awesome people. Anyone is welcome! Hope to see you there!
  3. Hello, I just picked up the Core Rulebook, read most of it, and am excited to start a group. However, I have a couple of questions about the function of certain game mechanics that I'd like a little clarification on before I start a group. 1. Strain can be recovered after an encounter. The book also suggests that strain can go away with relaxation or rest. However, PCs cannot simply "rest" after every encounter and recover strain, correct? If that's the case, it seems like (other than by sleep) the only way to reliably recover strain is by fighting. Isn't this counter intuitive? My character cannot just take a seat for five minutes and recover strain, but my character can recover strain by engaging in a 60 second, high intensity gun fight? Is there a reason for the game to function this way? 2. Starship combat against a ship wtih silhouette 4 or lower. When attacking a starship with silhouette 4 or lower, the defending ship decides which direction you're attacking from. Am I understanding this correctly? Is there a reason why PCs in a light freighter wouldn't just adjust their shields to the aft and leave them that way? Every time an enemy attacks the ship, the group just decides that the attack is coming from the aft? Mechanically and thematically, I'm having a hard time with this one. How does a frieghter that is attempting to flee from a pair of pursuing ships get to suddenly turn to face them so their attacks hit the fore shield, then realign and continue to flee their pursuit? What if those two ships are on either side of the frieghter, mechanically can the PCs decide that both attacks coming from both flanking ships hit the same shield? Am I understanding this correctly? 3. Vigilance vs. Cool. So vigilance is used when characters aren't prepared for combat, cool is used when they are prepared. So essentially a character who has put a ton of points into vigilance is really good at reacting when they aren't aware of combat beforehand, but that same character would react more slowly if they were actually prepared for the fight? (assuming they didn't level cool). Again, I'm having a hard time with this thematically. Could that character simply always pretend that they are unaware of combat to always roll vigilance? "Okay Jim, watch that door and shoot any stormtroopers that come through." "Na, man. I'll be quicker if I stare at this wall and they take me by surprise." By the way, I think this game looks awesome. These are just some mechanically and thematic implements that I anticipating being difficult to explain to new PCs that I need some clarity on. Thanks for your answers! -Arch
  4. Another neat solution would be to include cards from the expansions in encounter decks, but also providing substitution cards from the core set that can be used in case the player doesn't own the expansion set. The deck list would include the "recommended" card list, but for each card not included in the core set, there would be another card listed that can be used in its place. This way, players would be rewarded for owning the expansions, yet it does not hinder players who do not.
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