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  1. Thanks
    Tom Cruise got a reaction from R145 Gamma in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    The third edition (I guess I'm calling it that now) PDF is ready to go! Huge thanks to everyone who has provided feedback, proofreading, etc while I've been working on this overhaul, it's been very helpful!
    I would encourage people to download the PDF, as it is fully bookmarked and has toggle-able layers to facilitate easier printing. Those features don't work in Google Drive's document view.

    - LINK - 
    Unfortunately I haven't kept an exhaustive change log for this one, but I plan to keep more detailed errata for future updates to this. But here's a broad strokes overview of changes made;
    General
    Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.  Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read. Chapter I - Creating an Acolyte
    The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now. Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk. Two new careers added; the Fanatic and the Ace.  Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte. Chapter IV - Elite Advances
     Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly. Added Gland Warriors. Added a set of basic talents for Untouchables to expand their character options. Chapter V - Armoury
    A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.  Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling. Plasma caliver and arc weapons added. Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions. Chapter VI - Narrative Tools
    Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules. Chapter VII - Psychic Powers.
    This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.  Some powers have been tweaked, with some options added. Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5. Chapter VIII - Corruption
    Corruption checks have been changed to be something that occurs at the end of an encounter, not during.  Chapter X - Allies and Adversaries 
    Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.  New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors. Suggested psychic powers are detailed on every psychic NPC's profile. Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.   
  2. Thanks
    Tom Cruise got a reaction from R145 Gamma in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    And here's a Google Drive link to all the individual chapters in a folder, for commenting on with any proofreading feedback/suggestions.
    https://drive.google.com/open?id=1hRJ9KjaBz7PdhF1KhhpGraQ75YW0xPFm
    Keeping it to separate chapters for annotation should make things more manageable I think. Also might be somehow useful for people who want specific chapters on their own?
  3. Like
    Tom Cruise got a reaction from Ruhrpottspieler in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    And here's a Google Drive link to all the individual chapters in a folder, for commenting on with any proofreading feedback/suggestions.
    https://drive.google.com/open?id=1hRJ9KjaBz7PdhF1KhhpGraQ75YW0xPFm
    Keeping it to separate chapters for annotation should make things more manageable I think. Also might be somehow useful for people who want specific chapters on their own?
  4. Thanks
    Tom Cruise got a reaction from rangerfour in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    The third edition (I guess I'm calling it that now) PDF is ready to go! Huge thanks to everyone who has provided feedback, proofreading, etc while I've been working on this overhaul, it's been very helpful!
    I would encourage people to download the PDF, as it is fully bookmarked and has toggle-able layers to facilitate easier printing. Those features don't work in Google Drive's document view.

    - LINK - 
    Unfortunately I haven't kept an exhaustive change log for this one, but I plan to keep more detailed errata for future updates to this. But here's a broad strokes overview of changes made;
    General
    Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.  Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read. Chapter I - Creating an Acolyte
    The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now. Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk. Two new careers added; the Fanatic and the Ace.  Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte. Chapter IV - Elite Advances
     Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly. Added Gland Warriors. Added a set of basic talents for Untouchables to expand their character options. Chapter V - Armoury
    A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.  Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling. Plasma caliver and arc weapons added. Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions. Chapter VI - Narrative Tools
    Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules. Chapter VII - Psychic Powers.
    This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.  Some powers have been tweaked, with some options added. Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5. Chapter VIII - Corruption
    Corruption checks have been changed to be something that occurs at the end of an encounter, not during.  Chapter X - Allies and Adversaries 
    Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.  New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors. Suggested psychic powers are detailed on every psychic NPC's profile. Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.   
  5. Thanks
    Tom Cruise got a reaction from GrumpyBatman in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    The third edition (I guess I'm calling it that now) PDF is ready to go! Huge thanks to everyone who has provided feedback, proofreading, etc while I've been working on this overhaul, it's been very helpful!
    I would encourage people to download the PDF, as it is fully bookmarked and has toggle-able layers to facilitate easier printing. Those features don't work in Google Drive's document view.

    - LINK - 
    Unfortunately I haven't kept an exhaustive change log for this one, but I plan to keep more detailed errata for future updates to this. But here's a broad strokes overview of changes made;
    General
    Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.  Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read. Chapter I - Creating an Acolyte
    The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now. Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk. Two new careers added; the Fanatic and the Ace.  Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte. Chapter IV - Elite Advances
     Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly. Added Gland Warriors. Added a set of basic talents for Untouchables to expand their character options. Chapter V - Armoury
    A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.  Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling. Plasma caliver and arc weapons added. Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions. Chapter VI - Narrative Tools
    Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules. Chapter VII - Psychic Powers.
    This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.  Some powers have been tweaked, with some options added. Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5. Chapter VIII - Corruption
    Corruption checks have been changed to be something that occurs at the end of an encounter, not during.  Chapter X - Allies and Adversaries 
    Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.  New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors. Suggested psychic powers are detailed on every psychic NPC's profile. Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.   
  6. Thanks
    Tom Cruise got a reaction from Veruca in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    The third edition (I guess I'm calling it that now) PDF is ready to go! Huge thanks to everyone who has provided feedback, proofreading, etc while I've been working on this overhaul, it's been very helpful!
    I would encourage people to download the PDF, as it is fully bookmarked and has toggle-able layers to facilitate easier printing. Those features don't work in Google Drive's document view.

    - LINK - 
    Unfortunately I haven't kept an exhaustive change log for this one, but I plan to keep more detailed errata for future updates to this. But here's a broad strokes overview of changes made;
    General
    Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.  Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read. Chapter I - Creating an Acolyte
    The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now. Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk. Two new careers added; the Fanatic and the Ace.  Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte. Chapter IV - Elite Advances
     Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly. Added Gland Warriors. Added a set of basic talents for Untouchables to expand their character options. Chapter V - Armoury
    A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.  Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling. Plasma caliver and arc weapons added. Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions. Chapter VI - Narrative Tools
    Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules. Chapter VII - Psychic Powers.
    This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.  Some powers have been tweaked, with some options added. Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5. Chapter VIII - Corruption
    Corruption checks have been changed to be something that occurs at the end of an encounter, not during.  Chapter X - Allies and Adversaries 
    Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.  New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors. Suggested psychic powers are detailed on every psychic NPC's profile. Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.   
  7. Thanks
    Tom Cruise got a reaction from rangerfour in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright, so I think the book is pretty well finished now. Tomorrow I'm going to fiddle with InDesign's export settings to try to strike a good balance between file size and aesthetics (when working with a fairly plain, black and white document, this isn't so crucial), and then cobble together something resembling a change log.
    I'd love to give Wrath and Glory and EPG a pass to see what ideas I can pilfer from them, but in the interests of getting something out there, I'm going to leave that for a future update. I'd also like to cobble together some custom critical hit tables for different types of weapons to be more in line with classic DH crits (minus the hit location stuff), but that will have to wait, and I might just release it as a little side PDF rather than integrating it into the core book. Dunno yet.
    Anyway, watch this space, book inbound.
  8. Thanks
    Tom Cruise got a reaction from Veruca in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright, so I think the book is pretty well finished now. Tomorrow I'm going to fiddle with InDesign's export settings to try to strike a good balance between file size and aesthetics (when working with a fairly plain, black and white document, this isn't so crucial), and then cobble together something resembling a change log.
    I'd love to give Wrath and Glory and EPG a pass to see what ideas I can pilfer from them, but in the interests of getting something out there, I'm going to leave that for a future update. I'd also like to cobble together some custom critical hit tables for different types of weapons to be more in line with classic DH crits (minus the hit location stuff), but that will have to wait, and I might just release it as a little side PDF rather than integrating it into the core book. Dunno yet.
    Anyway, watch this space, book inbound.
  9. Thanks
    Tom Cruise got a reaction from DarthDude in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright, so I think the book is pretty well finished now. Tomorrow I'm going to fiddle with InDesign's export settings to try to strike a good balance between file size and aesthetics (when working with a fairly plain, black and white document, this isn't so crucial), and then cobble together something resembling a change log.
    I'd love to give Wrath and Glory and EPG a pass to see what ideas I can pilfer from them, but in the interests of getting something out there, I'm going to leave that for a future update. I'd also like to cobble together some custom critical hit tables for different types of weapons to be more in line with classic DH crits (minus the hit location stuff), but that will have to wait, and I might just release it as a little side PDF rather than integrating it into the core book. Dunno yet.
    Anyway, watch this space, book inbound.
  10. Thanks
    Tom Cruise got a reaction from Elden in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright, so I think the book is pretty well finished now. Tomorrow I'm going to fiddle with InDesign's export settings to try to strike a good balance between file size and aesthetics (when working with a fairly plain, black and white document, this isn't so crucial), and then cobble together something resembling a change log.
    I'd love to give Wrath and Glory and EPG a pass to see what ideas I can pilfer from them, but in the interests of getting something out there, I'm going to leave that for a future update. I'd also like to cobble together some custom critical hit tables for different types of weapons to be more in line with classic DH crits (minus the hit location stuff), but that will have to wait, and I might just release it as a little side PDF rather than integrating it into the core book. Dunno yet.
    Anyway, watch this space, book inbound.
  11. Like
    Tom Cruise got a reaction from Sturn in Pierce Tweek   
    I really don't understand the "extra bookeeping" angle at all, the soak provided by armour is detailed on every NPC profile, and there's space for it on the character sheet. FFG already did the work there, you already have the information ready to go. 

    And pierce-type qualities only affecting armour and not touching natural defences is something lots of other RPGs already do (FFG's own 40k RPGs come to mind), so it's not something players would find hard to wrap their head around if they have much experience with other RPGs. And if they don't, it's all new anyway, so not really an issue?
  12. Like
    Tom Cruise reacted to Death Spectre in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Super excited, can’t wait! I’ve been trying the new release of wrath and glory and honestly, while I really like that games initiative system, I’m not a big fan of the game in general. It tries to do narrative combat in a similar way to Genesys but nowhere near as well as this. I’ll be sticking with your supplement
  13. Like
    Tom Cruise reacted to Sturn in Pierce Tweek   
    Moving on to a different weapon example then just ammunition. I've thus far got a Military Pick with +2 damage, CR 3, Pierce 2. Military Picks were designed to pierce through armor. Compare that to a Longsword with +3 damage, CR 2, no Pierce. Against various armors using my house rule for Pierce (only applies to armor soak), you get the base damages as follows with a 1 net success roll:
    No Armor: Pick causes 3 Wounds, Sword causes 4 Wounds.
    Lighter Armor (1 Soak): Pick causes 3 Wounds, Sword causes 3 Wounds.
    Heavier Armor (2 Soak): Pick causes 3 Wounds, Sword causes 2 Wounds.
    The Sword, with CR2, causes less Wounds as armor goes up compared to the Military Pick, which is made to penetrate armor. However, a Sword, with a large blade compared to the smaller pick, will more easily cause a critical, but only when it's able to penetrate the armor (must cause a Wound to activate a Crit).
    I can live with that.
  14. Like
    Tom Cruise got a reaction from Sturn in Pierce Tweek   
    I'm usually in favour of simplifying mechanics if it won't have a detrimental impact on the depth of the game. And you do raise a good point; if you converted all Pierce values into damage in most settings, the effect on combat would be totally unnoticeable. FFG even seem somewhat aware of this themselves, considering the item creation guidelines say "With Pierce, just keep in mind that until you get to ratings of 5 or higher, you can think of your Pierce rating as the equivalent of adding damage to checks."

    Do we actually see Pierce values above 5 in any official material? I think there's a Pierce 4 weapon in Android, that's all that comes to mind for me. Considering most weapons exist in the 1-3 Pierce range, it is effectively extra damage except for pretty specific and uncommon edge cases. If you don't commonly see enemies with less Soak than you have Pierce, Pierce really is just adding an extra bit of mechanical density that does nothing interesting, which kinda sucks. 
    I think your idea works well to address this, in a fairly elegant way that isn't too book-keeping heavy. Adversary profiles already say how much Soak they get from armour so it's not like it requires any extra work from the GM. You could also make Pierce more relevant by re-balancing weapon, armour and adversary profiles so that situations where the Pierce value > Soak are more common in gameplay, but that's not always going to be suitable based on the setting.
     
     
  15. Like
    Tom Cruise reacted to Sturn in Pierce Tweek   
    The later.
    Pierce (in my opinion) is a quality that was intended to negate armor protection. It's given to weapons that should penetrate armor better. It actually does that. But, with the rules as written, in nearly all cases Pierce is just an added damage modifier. You have to go find some extreme examples - an adversary without any Soak at all (I can think of only one, a ghost) or an adversary with Soak less then the Pierce value of the weapon attacking it (extremely rare).  So, in nearly all cases Pierce just becomes added damage. That's not a very fun quality in my opinion when it could be modeled more simply by just increasing the damage of the weapon.
    That sort of thing bugs me.  If you played FFG's rules in the original Warhammer, do you recall the, "Hand Weapon"?  Hand Weapon covered Swords, Maces, Clubs, Picks, Axes, Spiked Clubs, and Hammers. All under the same stats. Really.  A person wielding a Battle Axe used the same stats for his weapon as a peasant with a Club. Yep, I quickly made qualities to differentiate those weapons.
    With a slight tweak, the Pierce weapon becomes better at fighting armored opponents then just better at fighting any opponent.
    An example for why this bugs me. Let's say I wanted to model different kinds of medieval arrowheads to give archers variety because my players love that sort of thing. Broadhead arrows were broad because they caused more tissue damage. But, they weren't the greatest at penetrating armor due to that large, broad head. Bodkin arrows were designed to penetrate armor better by being long and pointy. But their small tips didn't cause as much tissue damage. So, go to the rules as written and attempt to model this for fun because your players like that nitty gritty stuff. A Longbow has a base damage of 8. Let's say Broadheads are probably the default ammo type (they were). So, simple, give Bodkin's Pierce 2 to make them easily slice through higher Soak targets. Yep that works, except now there is no reason to use the Broadheads, which are historically supposed to cause more damage unless they bounce off of armor. The Broadheads end up as base damage 8, while the Bodkin's in nearly all cases now have base damage 10. The Bodkin's are better at damage to any target, not just armored ones. They are supposed to do less damage, but penetrate better. How about lower their damage a point and add Pierce 2? That kinda works, but now the Bodkin still does more damage to unarmored opponents when the Broadhead should be better at that.
    Now, let's try it with the Pierce quality only negating Soak from armor. Again, the Broadhead is the base arrow with the Longbow having 8 damage. Give the smaller headed Bodkin a base damage modifier of -1, but it also adds a Pierce of 2.  Against an unarmored peasant, the larger Broadhead does 8 damage while the smaller Bodkin does 7. When the archer turns towards a plate armored target (Soak 2), realistically he should go for his armor piercing Bodkin. Against the plated target, the Broadhead ends up with 6 damage as a base (-2 Soak), while the Bodkin ends up with a base 7 damage (lower damage rating, but the Pierce 2 negates the soak of the plate). That works for me.
  16. Like
    Tom Cruise got a reaction from DarthDude in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    These rules were originally based on the Corruption mechanics in WHFRP 3e, so that's a pretty appropriate use really! 

    As for the Resilience suggestion, it's a cool idea but I don't think it meshes too well with the fiction of how Chaos corruption works in 40k (would potentially fit better in WH Fantasy based on my limited knowledge of how mutation works there), it's generally portrayed as something that a strong will and discipline gets you through, rather than any trait of your physical body. 
  17. Like
    Tom Cruise reacted to Elden in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Nice work. I'm currently running Warhammer Fantasy with Genesys and will steal from you
    How about to allow Discipline for corruption of the mind and Resilence for corruption of the flesh?
  18. Thanks
    Tom Cruise got a reaction from Elden in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Chapter VIII - Corruption, is now done! Give it a look, let me know what I messed up, etc. The only real mechanical shift here is what I mentioned earlier; shifting Corruption checks to be something done at the end of an encounter, not during. Should hopefully make those spooky Ordo Malleus adventures less clunky. Also general extra context and guidance padded in throughout like with all the other chapters.
    https://drive.google.com/file/d/1FnIIXaIXTqfR_caL8sorimXXpiuRyKtr/view?usp=sharing
    Fear and Trauma is almost done, just bashing my head against annoying formatting problems.
  19. Thanks
    Tom Cruise reacted to Veruca in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Well, I'm all for minimizing flipping through separate books. 😄
    I think the symbols in the header of table 7-1 on page 179 are missing.
     
    I have a question about the difficulty and, subsequently Perils, of the Warp. As the rules are now, every Psychic test automatically upgrades the first difficulty dice to a Challenge dice. I've been looking at the difficulty table you posted in the 1e edition thread. Do you think it would make it 'unfair' if Psychic Powers would only have Challenge dice instead of Difficulty dice? I'm approaching this from the lore point of view. While this would make the tests significally harder, it also ups the danger the more difficult the test becomes (as in higher chances of rolling a Despair).

    Having a look at the Perils of the Warp table, I feel that a +5 increase on the roll for rolling 2 Threat is okay, but I feel it's a bit weak for a Despair. I think having a second Despair should add +10. What do you think? Right now, I'm not really feeling the danger when a Psyker atempts to use a power. (I kinda like the dread that goes hand-in-hand when a Psyker picks up those dice. 😈 )
  20. Like
    Tom Cruise reacted to Mathadar in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Very much appreciated, been keeping up with the updates.   I noticed a few earlier posts, but wanted to clarify that even though FFG is dropping their RPG division, Asmodee is already amping up for continuing the work.   So, expect developments in the coming months from them.  Not sure how the forums are going to be, if they are going to rebrand, or if they are going to shuttle them here, and move to the asmodee forums.   Till then, business as usual on our end at least, but definitely keep backups for anything you don't want to lose.

    Edit: Forgot to say, my bet is that its going to continue here, because Asmodee keeps links to the companies they own on their site and links directly.   So FFG is linked from them, and will likely put money into RPG thus allowing them to either do it IN house, or OUT of house.   Likely there will be a big announcement of their future plans, we shall see.   I hope its more like the Black Industries to FFG jump for Dark Heresy, rather than the Star Wars D20 to FFG jump that wiped out much online content requiring a lot of work to find archives of it.
  21. Like
    Tom Cruise got a reaction from Mathadar in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Here's the next few psychic powers. Chugging along!

    Looking at the EPG magic rules, Predict covers the same kind of ground as Augury, so I might have to look at how I can revise Augury to implement some ideas from Predict. Or wholesale replace it if Predict is better. Mask I think could work as a Telepathy power, but it's kinda already covered by some of the effects of Compel, not sure if I want a whole extra power dedicated to illusions. Transform doesn't really have much application in 40k so I think I'm safe to leave that out entirely. 
    As for the magic talents I'm sure there's some good ideas in there to borrow, will look through at some point and port over the relevant stuff, or even just throw together a quick document summarising what you should and shouldn't use from EPG.

    \

  22. Thanks
    Tom Cruise got a reaction from Mathadar in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright here's the first draft of the completed Psychic Powers chapter overhaul. This is quite a big shift from the current release PDF version; it's entirely self contained now, to minimise flipping between the Genesys CRB and the Dark Heresy book.
    Not a ton of mechanical changes, just expansion on the flavour text and player/GM guidance, and a few little mechanical tweaks here and there. I added a couple of extra effects to Augury, lifted from the Predict power in Genesys EPG.
    https://drive.google.com/open?id=1HdgkjlpgeSAdoHFr1t7_vlgCGfxfMj8z
    Onto Corruption, then Trauma, then we're done!
    I do want to go back to the talents chapter and bulk it out down the track; there's a few good ideas in Wrath and Glory, and EPG probably has some stuff to lift too. But in the interests of releasing a complete PDF this century, I think I'll restrain myself 😛
  23. Like
    Tom Cruise got a reaction from Veruca in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright here's the first draft of the completed Psychic Powers chapter overhaul. This is quite a big shift from the current release PDF version; it's entirely self contained now, to minimise flipping between the Genesys CRB and the Dark Heresy book.
    Not a ton of mechanical changes, just expansion on the flavour text and player/GM guidance, and a few little mechanical tweaks here and there. I added a couple of extra effects to Augury, lifted from the Predict power in Genesys EPG.
    https://drive.google.com/open?id=1HdgkjlpgeSAdoHFr1t7_vlgCGfxfMj8z
    Onto Corruption, then Trauma, then we're done!
    I do want to go back to the talents chapter and bulk it out down the track; there's a few good ideas in Wrath and Glory, and EPG probably has some stuff to lift too. But in the interests of releasing a complete PDF this century, I think I'll restrain myself 😛
  24. Thanks
    Tom Cruise got a reaction from Elden in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright here's the first draft of the completed Psychic Powers chapter overhaul. This is quite a big shift from the current release PDF version; it's entirely self contained now, to minimise flipping between the Genesys CRB and the Dark Heresy book.
    Not a ton of mechanical changes, just expansion on the flavour text and player/GM guidance, and a few little mechanical tweaks here and there. I added a couple of extra effects to Augury, lifted from the Predict power in Genesys EPG.
    https://drive.google.com/open?id=1HdgkjlpgeSAdoHFr1t7_vlgCGfxfMj8z
    Onto Corruption, then Trauma, then we're done!
    I do want to go back to the talents chapter and bulk it out down the track; there's a few good ideas in Wrath and Glory, and EPG probably has some stuff to lift too. But in the interests of releasing a complete PDF this century, I think I'll restrain myself 😛
  25. Thanks
    Tom Cruise got a reaction from DarthDude in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Alright here's the first draft of the completed Psychic Powers chapter overhaul. This is quite a big shift from the current release PDF version; it's entirely self contained now, to minimise flipping between the Genesys CRB and the Dark Heresy book.
    Not a ton of mechanical changes, just expansion on the flavour text and player/GM guidance, and a few little mechanical tweaks here and there. I added a couple of extra effects to Augury, lifted from the Predict power in Genesys EPG.
    https://drive.google.com/open?id=1HdgkjlpgeSAdoHFr1t7_vlgCGfxfMj8z
    Onto Corruption, then Trauma, then we're done!
    I do want to go back to the talents chapter and bulk it out down the track; there's a few good ideas in Wrath and Glory, and EPG probably has some stuff to lift too. But in the interests of releasing a complete PDF this century, I think I'll restrain myself 😛
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