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DarthDude

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Everything posted by DarthDude

  1. DarthDude

    FAQ

    Let more Q&A trickle in, my dear friends!
  2. DarthDude

    FAQ

    This thread is meant to collect every official clarification by FFG to questions from the community. Maybe @FFGDerek can make this one sticky? I'll put every of your contributions into the second post, so you don't have to skim several posts for the appropriate clarification. Here the official form for rules questions directed at FFG: https://www.fantasyflightgames.com/en/contact/rules/ *** Update *** I created a pdf document out of the Q&A so far attached to this post. Enjoy! Genesys FAQ.pdf
  3. DarthDude

    Minion groups and soak

    How does Genesys handle grouped minions soak wise? Is soak only subtracted once from the damage or for each minion, when carried over? For example, there are two minions in a group, with soak 3 and 4 wounds per minion. Now a PC deals 12 damage. soak 3 is substracted, so 9 damage remain, easily taking one minion out. So 5 damage carry over to the next minion. Is soak 3 subtracted again, so just 2 damage go through leaving the second minion with 2 wounds left or does the the second minion suffer the whole 5 damage annihilating it instantly?
  4. DarthDude

    Terrinoth PDF

    Woohoo, so giddy with exitement! Instantly purchased and skimming through, though I should be sleeping now I really hope I will also get my pre-ordered dead tree version soon
  5. DarthDude

    Terrinoth Character Sheet

    Is there a fillable version of that sheet?
  6. DarthDude

    Realms of Terrinoth Shipping!!!!

    And The One Ring
  7. DarthDude

    Realms of Terrinoth Shipping!!!!

    Most of RPG books I buy come from North America anyways, so immigration is a valid option!
  8. DarthDude

    Realms of Terrinoth Shipping!!!!

    Darn. According to my Store, the Terrinoth will be expected in June in Germany!
  9. DarthDude

    Realms of Terrinoth Shipping!!!!

    My hardback is already pre-ordered and the pdf mine as soon as Drivethrugh lists it I ported the gencon adventure into the Space 1889 setting and the first session with my group was a blast. They were new to Genesys but their reception of the system was even better than I hoped for! Will you publish some notes of your Night's Edge setting, btw?
  10. DarthDude

    Realms of Terrinoth Shipping!!!!

    I'm curious if FFG plans to publish Terrinoth or other setting related adventures/campaigns like what they did for Star Wars.
  11. DarthDude

    Realms of Terrinoth Shipping!!!!

    I remember the time, when not skin color in artwork nor skin color of real people did divide players. Simply put, we were all humans. Today it seems everybody is obsessed with what seperates people and not what unites them. After all we are talking about fantastic settings and every group can create or alter new/existing settings as they please. I did play female PCs, a black shaman, arabs in Al Quadim and several asian PCs (among a couple of elves and dwarves) in my long career of roleplaying. RPGs are about playing and imaging to be somebody different anyways. I guess the Genesys community is very relaxed when it comes to this issue and that's how I like it
  12. DarthDude

    Realms of Terrinoth Shipping!!!!

    Are there new talents especially for magic? Does the book elaborate a little bit more on magic in general as well which helps with the magic tone already provided in the Genesys Core Rulebook? What's about rituals (powerful spells needing preperations and time to cast or maybe a circle of mages)? Oh, and out of curiosity. Is the material provided in the book sufficent to recreate existing known fantasy settings like Forgotten Realms/AlQuadim or Lord of the Rings?
  13. DarthDude

    Realms of Terrinoth Shipping!!!!

    Oh my, I feel for you. We received the Core in December. What about the dice, missing as well? At least there is the pdf out there.
  14. DarthDude

    Realms of Terrinoth Shipping!!!!

    Propably one month later in Europe
  15. I renamed this article in Space 1889 meets Jonathan Strange & Mr Norrell meets Cthulhu because I came to the conclusion that a Jonathan Strange & Mr Norrell approach to magic including learning few and selected spells from rare tomes which must be searched or obtained in any matter would better suit the Space 1889 setting and the Cthulhu magic approach which includes rare spells in very rare books better.
  16. As Saturday is closing in and I will gm my first Genesys session, here is my layout for my lovecraftean victorian alchemist steampunk setting i will apply. For this I meshed up the following existing components: the Space 1889 setting, lovecraftean horrors and the transmutation "magic" of Fullmetal Alchemist. The Setting The core of the setting will be Uhrwerk's Space 1889. It is a victorian space setting where travelling the space between the planets was made possible by the invention of the etheral propeller, a propulsion system to conquer the ether. The major players of the victorian age of course immediatly started to colonize the inner planets namely Mercury, Venus an Mars (and Luna of course) with the British Empire being dominant on Mars. And there are of course native people, fauna and flora on all those planets an resources to be exploited. It will also include big chunks of lovecraftian horror lurking unbeknownst to the public. This will include those infamous forbidden "magical" books which intellectual consumption comes with heavy costs. In addition comes the alchemy part of Full Metal Alchemist with all its mechanical aspects, but regarding the impact on the setting rather in a Jonathan Strange and Mr Norell way. There are no "state alchemists" though there will be probably at least one royal alchemist and the royal library will be probably very exquisite. But in general alchemy is rather practriced mostly by the higher classes as a kind of pasttime. Most will lack any real talent like those arcane societies in said Jonathan Strange and Mr Norell. So true alchemists with actual talent are a rare breed. Alchemy is considered a science so an indepth knowledge of physics, chemistry, bilology, geology and engineering is required (in mechanical terms with emphasis on the skills mechanics and knowledge). Archetypes and Classes Actually for starters I am very content with the vanilla human archetypes and classes from the core rulebook. I see no need to convert any Space 1889 classes to Genesys as the choice of skills and talents is what truly defines the capability of every player character. Skills The only adaption I will make is considering alchemy a magic skill, which will be used by alchemists to utilize transmutation "magic". Talents Fine with the vanilla ones. But eager to expand when Terrinoth is published. Equipement As this is a victorian setting there will be steampunk but rather in a subtle way. There might be clockwork automatons and steampunk "wonders" but not that common in public beyond what already belongs to Space 1889. I like it to be an exotic sight. I guess those bits covered in the core rulebook suffice for starters. Magic There will be two kinds of magical sources. The lovecraftian spells from forbidden sources for which I will use the madness mechanics from the core rulebook. Arcana will be the skill to go for those who will meddle with this dark arts. Mostly it will be the domain of NPCs though and arcana will be a skill that has to be purchased separately and only when circumstances makes this sensible. And there is alchemy. Here the official definition of Alchemy the way Fullmetal Alchemist utilizes it: In game terms 1. will be accomplished by primarily either a mechanics or a knowledge skill check to determine the grade of comprehension. Advantages/triumphs/threats/despairs will carry over to the following alchemy skill check which covers step 2. and 3. and will also have a heavy impact on the outcome of the transmutation. At worst, there will be a Rebound, because for example the needed amount of material, its composition and so on was miscalculated. The following magic actions are selectable: Attack, Barrier, Conjure. The desired effects of a transmutation attempt must be narratively sensible. You cannot create a barrier composed of earth and stone in the middle of the sea on a wooden boat. To apply transmutation magic a the usage of a transmutation circle of some kind is necessary. All in all I wanted to find out if roleplaying by the (core rule)book is possible and makes fun without too much effort putting in conversion.
  17. DarthDude

    Realms of Terrinoth Shipping!!!!

    I wants it! I craveS it!
  18. DarthDude

    The Dice Pool Podcast - Episode List

    @GM Hooly i get the error text "https://goo.gl/z6NZ9e – this goo.gl shortlink has been disabled..." when clicking on the link.
  19. Tony, Chris, always a great pleasure to listen to you two! Keep up the good work!
  20. DarthDude

    Terrinoth... still On the boat

    Since TLJ LFL approval is worth nothing! ...unless Dave Filoni has any say in it!
  21. DarthDude

    Terrinoth... still On the boat

    Math-Fu is strong in you!
  22. DarthDude

    Terrinoth... still On the boat

    Row, row, row your boat, Gently down the stream. Merrily, merrily, merrily, merrily, Terrinoth is but a dream.
  23. DarthDude

    My own take on GM sheets

    @HedgeWizard , thank you very much for this excellent sheet! It is most helpful.
  24. DarthDude

    The Dice Pool Podcast - Interview with Sam Stewart

    First time I hoped there would be a jam on my way to work to be able to listen all of it. So I must wait a few hours before commuting back home!
  25. DarthDude

    A Web-Based Character Generator - The Genesys Emporium

    Fantastic work @SkyJedi ! Will be heavily using your CharGen. And donated!
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