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Josep Maria reacted to MyriadPro in Adventures in Azeroth: Warcraft Genesys 1.4
Long time Horde Player/Roleplayer, so I can atleast help out a little While there aren't many formal Orc Clans left in Azeroth, many of them have attributes derivative of their former clans, and would have different attributes.
I think, for simplicity-sake, 4 Major Orc Clans could be considered to be unique on Azeroth as of the current timeline, and here are some suggestions just off the top of my head:
Warsong - Probably close to your baseline Orc, now. Free skill ranks in Coercion and maybe even some free weapon skills. Either could be further enhanced by some sort of special ability. Frostwolf - Probably give them some bonuses to Survival/Discipline, and maybe some cold resistance. No access to Battlerage, since they culturally try to fight against it. Blackrock - Bonuses to Smithing/Crafting/Mechanics (whatever skill you think is more prevalent). Resistances to Fire, and maybe even an extra point of Soak. Dragonmaw - Bonuses to Riding/Animal Handling. Some sort of bonuses to breaking in beasts, and attacking from above. You could additionally add the Mag'har, the uncorrupted Orcs from Draenor, since you also have Broken.
Mag'har - Bonuses to Discipline/Lore. Some special bonuses to resisting corruption/charm/etc, to represent their resistance to the Legion, or something to represent them sticking to their roots. Ofcourse, every Clan other than Frostwolf would have access to your original Battlerage ability.
Just a initial shot in the dark, but maybe a useful jumping-off point for you.
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Josep Maria reacted to micheldebruyn in Deflect question
Given the scene in question, and how Vader had set all of it up to his specifications, he was definitely prepared for getting shot at.
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Josep Maria reacted to P-47 Thunderbolt in FFG Developer Answered Questions
This thread is for posting questions you have had answered by the Devs. If you want to submit a question, you need to go through channels on that. I'm not sure if they're still answering though, as I've submitted a couple questions within the last couple months and gotten no response.
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Josep Maria reacted to P-47 Thunderbolt in Deflect question
Not really, unless his cybernetics count as a weapon capable of Reflect. But Protect is the best way to emulate that effect, I would say.
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Josep Maria reacted to thelegend_27 in COMMUNITY POLL: Careers and Specs Survey
Google Form ----> https://forms.gle/qdLUpU4Eg5hBE3qm7
Hi all! I'm interested in collecting some data on what the top Careers and Specializations are across the FFG Star Wars RPG line. This survey asks you to select which of each you have played before (across all characters/campaigns you've been involved with). As a cherry on top, let me know what your favorite builds are,which careers you've played multiple times, and how many characters you have played at the bottom of the form.
I'll share my findings on r/swrpg in a few days after the forms come in!
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Josep Maria reacted to HappyDaze in Cinematic Character Damage
Exceeding the WT always inflicts a Critical Injury. Most of them are quite mild unless you do it with a Vicious weapon (or planetary scale weapon if using the optional +50) or have lots of Lethal Blows. Still, there is always some risk to using "lethal" damage to down an opponent. If you just want them knocked out, use Sun Setting and/or Stun and go for exceeding the ST.
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Josep Maria reacted to micheldebruyn in Cinematic Character Damage
Critical hits are the only way in this game to kill a character. If you want to just knock out a target and not kill it, don't use criticals, and instead just do enough damage to reduce its wounds past the treshold. Criticals normally only happen when someone makes the choice to do a critical.
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Josep Maria reacted to dipicacyx in Are critical hits negated by soak?
Though it's up to GM discretion, I think it's quite reasonable to tell my players that unless they've used an attack or weapon that inflicts strain damage, dead is dead. RPGs are already weighted in favour of the players. If they want to knock someone out, well, you can't just shoot them with a crossbow or railgun and then decide after you roll a 150+ crit "oh actually I just knocked them out". Sorry bud, you needed to make that choice a little earlier. Plus, as Swordbreaker says, there is a precedent in talents that allow you to choose to deal non-lethal damage.
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Josep Maria reacted to Swordbreaker in Are critical hits negated by soak?
Starting at page 132 of the CRB.
For minions (bold from the book):
So, while incapacitation does not automatically mean death, criticals do kill minions.
For rivals (bold from the book):
As this is the GM's chapter of Part I, the "your discretion" would mean the GM's discretion.
For nemeses, it says that they are "identical to PCS in pretty much every respect." So they would suffer critical injuries as normal.
Bottom line, criticals are intended to be lethal. If you don't want to kill, use strain damage and don't trigger critical hits.
Takedown from Shadow of the Beanstalk is the closest talent I can find that allows guaranteed incapacitation, though not with criticals. Star Wars had the Precision Strike talent (Keeping the Peace and No Disintegrations [appropriate]) that did allow the player to always non-lethally incapacitate the target.
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Josep Maria reacted to Tramp Graphics in Cinematic Character Damage
In order to voluntarily choose what kind of crit it is, you need the talents Precision Strike and it’s Improved version.
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Josep Maria reacted to sehlura in Avatar: The Second Age
Just wanted to drop a line and say that version 1.7 is out and contains a lot of changes from this OP. You can find the "in dev" version (currently 1.7) of the rulebook at the dropbox link above!
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Josep Maria reacted to sehlura in Avatar: The Second Age
Hey everyone! Just a bump to say the latest edition (1.6) is out
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Josep Maria reacted to sehlura in Avatar: The Second Age
For some reason, I have no claimed a space on these forums for my creation! It is with great satisfaction that I present to this forum version 1.4 of Avatar: The Second Age. You may download the latest version of the Core Rulebook, Character Sheets, and changelog on Dropbox and MEGA.
While version 1.3 brought about considerable changes to both Character Creation and The Bending Arts, this version adds a boatload of new and familiar content including:
Signature Techniques: A sort of synthesis of Signature Abilities and Heroic Abilities, these special techniques are unique in that they are designed entirely by the player for their character; Skill Challenges: An attempt to capture a dramatic, non-combat action sequence and boil it down into a number of sequential skill checks; Adventuring With the Avatar: This section provides a brief overview of who and what the Avatar is in the series, and how to use the game’s existing mechanics to incorporate the Avatar as a Player Character or NPC. Several new bending forms have be introduced, as well as gameplay balance to existing forms New qualities, items, and of course, Optional Encounters! What is Avatar: The Second Age?
Have you ever wanted to traipse the outer ring of Ba Sing Se? Looking for your chance to ride on your own, personal sky bison? Want to go toe-to-toe with chi blocking Equalist grunts? If you’re looking for a tabletop roleplaying experience which takes place in the world of Avatar: The Last Airbender and The Legend of Korra then you’ve come to the right place!
Avatar: The Second Age is a free conversion for the Fantasy Flight Games tabletop roleplaying game Genesys. Fantasy Flight Games (FFG) created a set of wonderful rules and a Narrative Dice System (NDS) that allow Game Masters and players to create and live out dramatic and imaginative stories in the Star Wars universe; with Genesys, they have opened their rules up to all possibilities — Avatar: The Second Age adapts that system to the setting of the universe from Nickelodeon’s Avatar series, complete with bending, significant combat changes, new classes, and several other new features.
Development
I've been working on The Second Age since September 2016, so a lot of the phrasing and crunch in the rulebook may still refer to syntax from the Star Wars books. In the two years since its inception, much of this has been replaced with Avatar flavor, and the mechanics attuned to Genesys streamlining.
Rather than just a supplement, this book includes chapters on all the core mechanics. The idea was to create not just a conversion, but an entire experience that players and GMs new to both the system and the setting could learn how to play, and use to immerse themselves in the universe.
Book Setting [Spoilers Ahead]
At the end of the Hundred Year War, Fire Lord Zuko and Avatar Aang transformed the Fire Nation colonies, along with land ceded by the Earth Kingdom, into a fifth independent realm: the United Republic of Nations. It's capital, Republic City, is a sprawling metropolis brimming with peoples from all walks of life. In 171 AG (After Genocide), the Harmonic Convergence occurred, and Avatar Korra reopened the gateway between the Spirit World and the material world. However, the Avatar paid the ultimate price: she was severed from her past lives and can no longer rely on their learned wisdom. With the reintroduction of the spirits, and the conflict between them and humanity, Harmonic Convergence also rekindled airbending abilities among countless random individuals throughout the world, bringing the Air Nomads back from the brink of extinction.
Although I authored the book in the context of Korra-specific events, all of the actual content and mechanics can be applied to any timeline you want. In fact, a timeline is included in Chapter X: The Avatar Universe. One fan is already creating an 'Ancient Avatar' supplement for The Second Age which takes place a long time ago, long before the Hundred Year War, long before the feats of Chin the Conqueror. Find us in the official Discord server and he'll happily tell you all about it!
SPOILER ALERT: The [unfinished] three-part adventure included with the rulebook takes place between Seasons 3 and 4 of The Legend of Korra. The book also periodically refers to events that happened in both series.
I'll try to stay active in this thread, but my substantive development updates will be posted to the blog: https://avatar-the-second-age.tumblr.com/
You can also hang out with Avatar fans on our official Discord
Happy rolling, hot-men!
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Josep Maria reacted to HappyDaze in Reflect and Parry
Reflect cannot be use against damage from Blast. It can be used (as you indicated) against the base damage from an attack with a weapon that has the Blast trait, but some GMs don't allow this either based on whether they want to pick that moment to be realistic or not.
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Josep Maria reacted to Swordbreaker in Secrets of the Crucible Spoiler Thread
Tier 3
Æmber Affinity: Cancel a despair the first time using a specific Æmber item. Æmber Dowser: Find sources of Æmber. Anthem (Improved): Enemies add setback when you use Anthem. Bad Breath (Improved): Your breath weapon gains a second weapon quality. Bloodhound: Gain additional success when tracking a target. Born in the Saddle: Gain success on checks when mounted. Breaking Bread: Share a meal to make social encounters easier. Bullseye: Inflict strain on other characters after inflicting a critical injury. Contingency Plan: Once per session salvage a story point from a failed check. Daredevil: Similar to Potent Concoctions without the negative side of the effects. EDIT: If you roll a despair, you add a proficiency die to the check. Not sure if this a misprint or not. Dramatic Entrance: Jump into an encounter. Electrified: Gain Disorient 2 and Stun 3 on unarmed attacks. Add threats to incoming Brawl attacks. Has an Æmber cost, and can deplete. Elusive: The opposite of Bloodhound. Eureka: Potent Concoctions, but for Æmbercraft checks. Hard Headed (Improved): The same as from Star Wars. Recover from being incapacitated due to exceeding strain. Inspiring Cry: Allow allies to reroll boost dice. Power Chord: Make a Charm check to allow allies to recover strain equal to success. Shameless: You don't suffer strain when you fail a social check. Sweeping Blow: Punt a second target, as long as both are kindergartners (or just smaller than you, I guess). Tag and Release: Deal additional strain damage based on Knowledge (Science). Tier 4
Dramatic Entrance (Improved): Allies recover strain or enemies suffer strain when you use Dramatic Entrance. Dramatic Escape: Get out of a situation. Foresight: Gain a temporary story point. Has an Æmber cost. Hard Headed (Supreme): Recover from being incapacitated due to exceeding wounds. Ingenious Solution: Swap in Knowledge when making a skill check. Pain Don't Hurt: Consume Æmber to reduce incoming damage based on Resilience+1. Stunned Silence: Spend advantage/triumph to stagger the target of a social check. Tier 5
Æmber Enhancement: Boost your characteristics by spending Æmber. Has an Æmber cost. Beastmaster: Based off of Animal Companion. Gain an animal pack. Dramatic Entrance (Supreme): Perform an action when using Dramatic Entrance. Sharp Tongue (Improved): During a social encounter, when inflicting a critical remark, you may force the target to capitulate. -
Josep Maria got a reaction from DarthDude in After Padawan and Knight in Rise of the Separatists, what other Jedi specs could we get?
Probably someone asked it before but Lighsaber Forms from FaD count as "outside carieer" from Jedi and have an extra XP cost? I read some posts but I would like to know please if there is any official response.
Thanks people!
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Josep Maria reacted to Swordbreaker in Secrets of the Crucible Spoiler Thread
Finally got my copy today. Would be happy to answer some questions to the best of my ability. I'm not really familiar with the setting (is anyone?), so lore-related questions aren't my strong suit.
Some first impressions:
There are a lot of options for the build-your-own stuff. You can build your own species, weapons, armor, and Aeffects (which are kind of like magic/superpowers). These aren't done in 2-3 steps with a couple options for each step--there are over 30 traits for weapons alone, and a weapon can have up to 3 traits. I'm pretty much 100% convinced that the Æffects rules are the answer to the superheroes question. Lot of neat new (and old) talents. I can see most of them fitting right into a classic fantasy setting, though a really hard setting might not work with all of them. They incorporate an Æmber cost into some talents, though that could be removed relatively easily without much stress, I feel. And some of the names are hilarious, especially in English; my favorite is "Tickets to the Gun Show," which allows you to use Coercion with Brawn. Right below is a picture of a bunch of muscly space ogres flexing. I probably would not include the magic rules and the Æffects rules in the same game. They aren't really the same mechanically, but they are similar in function that having both may be a bit much. -
Josep Maria reacted to IamGazrok in New Foundry Release, "Trades of Terrinoth"
My next Foundry offering is out! Trades of Terrinoth. 32 new career options for Terrinoth. All derived from the classes of Descent (another game set in Terrinoth). A lot of Descent players (like myself) were wondering (when RoT came out)...where is the Battlemage? the Skirmisher? the Crusader, or the Spiritspeaker? Many of these are even mentioned in the book, but never given as career options. Now they are! More than just a collection of skills, each career's role in the party is described, as well as a new, optional special ability based on the starting abilities of each class in Descent, but adapted to fit the Genesys system. A steal at $2. Enjoy! https://www.drivethrurpg.com/product/315975/Trades-of-Terrinoth -
Josep Maria got a reaction from Mathadar in High XP Play
Greetings!
We ported our high level chars from SW too. About 2.650 - 2.800 XP. There isn't a apparent problem at high levels if you consider that there are a lot of challenges.
For example, the main character was a Jedi Master with high Force Powers, Combat and Piloting Skills and some Command and social ones. He's impressive at the first ones, really good at the second ones and not so bad with the rest. With all the other skills he's like a normal person. He always needs to find someone that helps him on other missions apart from piloting or combat, and event on those cases, help is always welcome.
His chances of succes in "primary" skills are above 50 and 80% and 30 - 60% on the "secondaries". So try to open the type of events player can face and emotion stills there. Using Adversaries special rules can be pretty interesting, and critical protection is BASIC to prevent "insta-kills". You also have "Story points" of course.
With the port (we have to analyze it yet) he is a 2.300 - 2.600 XP character... with more than 35 Ability Points XD
We are still loking for good adaptations but in general therms, no problem with high level characters-game.
Hope it helped mate;)
EDIT: We did a bit more accurate calculations and its a 2.330 XP chracter.
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Josep Maria reacted to BluSunrize in [Version 1.0.2] Mass Effect - Genesys Setting
In the year 2148, explorers on Mars discovered the remains of an ancient spacefaring civilization. In the decades that followed, these mysterious artifacts revealed startling new technologies, enabling travel to the furthest stars. The basis for this incredible technology was a force that controlled the very fabric of space and time.
They called it the greatest discovery in human history.
The civilizations of the galaxy call it... MASS EFFECT
This is a fan project and unaffiliated with BioWare or EA International. Please don't sue me, kthx
~ Main Setting Version 1.0.2 Download ~
Hey everyone!
For the past 6 months, I've been composing a Mass Effect setting for the Genesys RPG. I was inspired by a campaign in that very setting that I've been running for a good year and a half. We originally started with another community made setting document, but as our campaign progressed, there were too many things we felt didn't fit entirely or didn't work smoothly rules wise, so I set out in an attempt to give the community a finished and well rounded representation of BioWare's science fiction world for Genesys.
The main goals here was to make things slim and generalized. Rather than provide profiles for every single weapon from the ME franchise, this setting's approach uses generic templates such as "Heavy Pistol", but introduces a weapon making (similar to craftsmanship from Terrinoth) that modifies this profile further. Thus, a Carnifex can still feel different from a Predator!
Apart from an impressive armory and pages full of gear and equipment, this book also features:
14 unique PC species, including the often overlooked Hanar and Elcor, as well as the mysterious Protheans and even Artificial Intelligences 11 different careers to start your characters with A load of talents, some borrowed from existing Genesys material (Terrinoth and Beanstalk), some ported from SWRPG, and some completely custom! Biotics and Tech powers in the form of two different adaptions of Genesys' magic: Biotics function similar to normal magic, spending strain to cast "spells" Tech powers require no strain, but a PC can only "prepare" a limited number of them, based on the capacity of their omni-tool 20 different vehicles, all of them generalized; ranging from Mechs, over Rovers to Corvettes and Dreadnoughts More than 80 adversaries, from all lifestyles and regions of the galaxy And a Game Master chapter which offers insight into running military campaigns, some example plot hooks and a section dedicated to the terrifying Reaper threat.
The PDF is fully bookmarked to all its chapters and sub-sections, so downloading is a lot better than viewing it in GDrive ^^
I hope that the 150 pages I have compiled by now serve as help and inspiration for anyone here who wants to run their own adventures in the Milky Way. (And maybe even Andromeda down the line. I have some plans for that )
And for those of you not satisfied with just one galaxy, why don't you take a trip to
~ Andromeda Expansion Version 1.0.0 Download ~
It's only a small (30 pages) expansion on the setting, but it features Angara as a playable species, some new Talents, more guns, more gear, 4 new factions, and over 20 new adversaries!
Lastly, a massive thanks goes to everyone involved in designing, playtesting, offering advice.
The 4 other nerds that I play this with every week; Thanks guys ❤️ The Genesys discord for all the support and encouragement J. Scott Zumwalt for the wonderful AffinityPublisher template Guillaume Tardif for the awesome front cover
Changelogs
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Josep Maria got a reaction from Von3679 in Adventures in Azeroth: Warcraft Genesys 1.4
Oops you mean talents ok XD There are some good talents that can "emulate" those "classes", but yes,it can be pretty good idea. But remember that in Genesys initial class only means what initial class skills you got.
Hope it helped
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Josep Maria reacted to Johan Marek Phoenix Knight in Adventures in Azeroth: Warcraft Genesys 1.4
In the career section I talk about how you can edit the existing careers to emulate specific types of people you find on Azeroth. A Deathknight is basically a Warrior, but you trade out Leadership and Brawl for Arcane & Knowledge (Forbidden). You would also need the Dark Insight talent to turn that Arcane into necromancy, and if you really wanted, you could talk with your GM about having an edited variant of the Cursed Runeblade (pg 68), since those are the iconic weapons of a Deathknight (or just a sword with Orb of Frost, Orb of Shadow, or Orb of Venom). A Demon Hunter would be similar to Rogue, but you would switch out the Charm, Cool, Streetwise, and Skulduggery with Fel, Knowledge (Forbidden), Perception, and Vigilance, and of course you would be wielding two warglaives.
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Josep Maria reacted to Johan Marek Phoenix Knight in Adventures in Azeroth: Warcraft Genesys 1.4
I've thought about it, but Thorium and Elementium and Mithril and a bunch of other metals are basically the same from a mechanical standpoint. Not much I could do to differentiate them. They are all just nigh-indestructible.
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Josep Maria reacted to Johan Marek Phoenix Knight in Adventures in Azeroth: Warcraft Genesys 1.4
I might be expanding materials and craftsmanship lists if Shadowlands and other future expansions introduce interesting or unique materials for making weapons.
