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The Grand Falloon

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  1. The Grand Falloon

    Stealing mechanics from L5R

    My good man, I am counting on it!
  2. The Grand Falloon

    Stealing mechanics from L5R

    Except I really don't think it should be random, or even up to anyone other than the player. The idea is to push a difficult choice. If you choose for your character to Panic, you will probably survive, at least for the time being. If you Soldier On, you're accepting rough penalties to continue fighting alongside your friends. If you Give In To Anger, hopefully you're willing to lose your character rather than admit defeat. I suppose Collapse is also a viable option, and would be treated the same as exceeding your Strain in RAW. Another problem I hadn't considered is Stun Damage. A simple option is to have Stun Damage deal Wounds, but it won't cause a critical injury if it incapacitates the target. Another is just to say that any Stun damage that puts the target over his Threshold immediately knocks him out.
  3. The Grand Falloon

    Stealing mechanics from L5R

    Well, the intent is to make each option sort of a last-ditch effort. In L5R, most of the Unmask options are relatively minor setbacks, depending how they're played. In this case, I think all the options should be bad news. These are characters with nothing left to give. A character who chooses to Soldier On (I'm coming up with the names on the fly here) can basically act normally, but should suffer pretty unpleasant penalties, and of course, can't willingly suffer any more Strain. A character who Gives in to his Anger is basically betting his life on his next action or two. If it goes well, he might save the day. If it doesn't, he's probably going to die. I guess the sweet spot is that place where a character over his Strain threshold is very nervous, but still feels like he has options.
  4. The Grand Falloon

    Stealing mechanics from L5R

    Oh, right. Stimpacks. I was discussing this idea with one of my players, and he suggested that, rather than eliminating Stimpacks (as i was leaning towards), Stimpacks could convert Wounds into Strain. Combined with the new consequences for exceeding your Strain Threshold, this suggests an entire subculture of Stim Junkies. Roving street gangs that get in brawls, and then Stim themselves over their thresholds, going into a drug-induced rage. Now that's what I call fun!
  5. The Grand Falloon

    Stealing mechanics from L5R

    First off, I recognize that a lot of people in the L5R Beta hated these mechanics. Some hated the ideas entirely, some felt the implementation was clunky. Well, I liked 'em (in principle), and I wanna steal 'em, so I'm looking for thoughts on the matter. I'll actually be using these for my Force and Destiny game, but I figure the Genesys crowd is a little more open to knocking the rules around just for the fun of it. We have two mechanics in question. The first is using an action to heal Wounds (or Fatigue in L5R) in the middle of combat. The second is Outbursts, or as it was later called, Unmasking. Basically I wanna kick this ball around and figure out how to make the ideas work in Genesys/Star Wars. So let's talk healing. The basic mechanic would be that a character could use an action to make a Resilience roll, recovering a number of Wounds equal to rolled successes. You can't reduce your Wounds to below half your Threshold. Anyone who's played a lot of high-contact sport (American Football, Rugby, Soccer when there's no referee) has probably taken a nasty hit that almost took them out. You're not exactly injured (no Crit roll), but you're gonna have a nasty bruise, and you need to take a moment to remember how breathing works, check your face to make sure it's all there, that sort of thing. This represents taking that moment. Of course, you're pretty vulnerable if you're using your action to recover instead of attack, so hopefully you have some buddies to cover you. I'm tempted to have the initial difficulty set at Simple, and each time you use the action (per encounter? Day? Session?), it increases by 1. It would significantly boost the value of the Resilience skill (which sees very little use at my table), and probably require that Stimpacks or Painkillers would need to be either eliminated or highly modified (one of my players had an interesting suggestion, which I'll get to later). Still with me? On to Strain! As it stands, if you exceed your Strain threshold, you basically pass out. How boring. Let's take another page from L5R, this time with the Unmask mechanic. When you exceed your Strain threshold, you can respond in several ways. Each will have some drawbacks, because it really shouldn't be a good thing, but in some cases it might actually save your bacon. I don't have mechanics worked out for any of these, they're just ideas. First, you can retreat. In a social situation, this would basically mean you head to the punch bowl and sulk. In a combat situation, you probably turn and run. In any case, you're pretty much done contributing to the scene. In Force and Destiny, ou'll probably suffer Conflict for abandoning your friends and allies. You may also decide to stand firm. This is gonna be a tough choice, and it may well mean you die taking a last stand. Your actions will not be dictated, but you'll have some fat penalties. Finally, we pull ourselves a scene from Return of the Jedi, as Vader taunts Luke: "So, you have a twin sister. Your feelings have now betrayed her, too. Obi-Wan was wise to hide her from me. Now his failure is complete. If you will not turn to the Dark Side... then perhaps she will!" I think it's safe to say that Vader rolled enough successes on his Coercion roll to push Luke over his threshold. Luke's player decides to Give in to Your Anger and lays a healthy beat-down. Taking this option will cause a lot of Conflict, and and any Crits (incoming or outgoing) will be much more severe. This is a dangerous option. You may kill your enemy, but you may also get slaughtered. I realize that the whole Outburst thing is, in its current form, a mess. Other than Give in to your Anger, none of those ideas are set in stone, and I really don't know how the mechanics for such things should work. I do think it should be much more of a punishment than L5R, because Unmasking in L5R is assumed to happen occasionally, and it's intended to drive Roleplay opportunities. Here, it's an alternative to "You're knocked unconscious."
  6. The Grand Falloon

    Genesys Custom Cards

    I don't imagine you have those available? Reckon I could take a crack at it myself if Korlall doesn't mind me posting the result...
  7. The Grand Falloon

    New Minion Cards

    Thanks. In particular I want to make sure that the dice boxes are easy enough to read any numbers written in them. I felt like the cards looked pretty cool (because they're just hacked together from elements of the Living Card Game), but function is more important.
  8. The Grand Falloon

    Beginner Game

    I think it might actually be easier to get new players into the L5R mindset by excluding the clans that don't quite play by the rules. I certainly hope they're offered as downloadable options, but I'm thinking of a lot of the folks I've gamed with. One of my guys would absolutely grab the Crab Bushi, and he would play him exactly like his Half-Orc Barbarian. Another would grab the Scorpion Ninja, and he would play him exactly like his Halfling Rogue. From there, I pretty much guarantee we end up with a Lion Paladin and a Phoenix Wizard. Once you slide into that D&D mindset, it's going to be hard to crawl out. A starter set is supposed to bring in completely new folks (including new GMs), so the handouts need to reflect the culture the players are diving into.
  9. The Grand Falloon

    Beginner Game

    The base mechanic is pretty simple. There was a lot more crunch that could be hand-waved, and it was made worse by the horrible, horrible organization of the beta rulebook. Understanding all your options for a given roll involved flipping back and forth between tables scattered all over the book. My hope is that they consolidated all these options into one page of concise tables, as with most options for Advantage and Threat from Genesys. Once you have the general idea firm in your mind, it's pretty easy to make a quick ruling and move on.
  10. The Grand Falloon

    New Minion Cards

    So, uh, anyone use these in their game over the weekend? Any thoughts?
  11. The Grand Falloon

    New Minion Cards

    Some time ago I put together some Minion Cards, and posted the results here. Since then, I've been tinkering at it, and have made a new version. These ones are designed to be cut out and put into CCG card sleeves, so then you can write on them with dry-erase markers. Here's a couple examples, first of a blank, 5-wound minion group, and then one that's been "written" on, for a group of four Stormtroopers: You can download a sheet of 9 cards from my Google Drive, feel free to print and use them, and hit me up with any feedback. When I printed them, they did come out just ever so slightly too large for some of my card sleeves, so you may need to trim just a little extra from the sides.
  12. The Grand Falloon

    Attacking with move

    True enough. There's also the upgrade that causes the target to suffer Strain in order to take any actions. Awesome upgrade, but I'm not entirely sure how to narrate it.
  13. The Grand Falloon

    Attacking with move

    Building on what Tramp Graphics has said, I would say there are even three powers that can emulate a telekinetic attack. Move can be used to hurl objects at the target, with a fairly standard Ranged Attack. You can also slam the target into walls and such, but I would always require an opposed roll to move a sentient. I also include some sort of insurance against being tossed off a cliff. Not a big fan of Save-or-Die effects. Bind is usually in the "crushing and squeezing your enemy's lungs" department, but there's no reason you can't say that you just slammed your target into the wall and held him there. Unleash is also good at representing an extremely aggressive slam attack. It doesn't have to be lightning and such. About 5:15 in this video, the Jedi uses such a power. Really, you could narrate it as any one of them, but to me it feels like a pretty solid Unleash. Short answer: multiple powers in this game could look exactly the same to describe them. And that's okay.
  14. The Grand Falloon

    What youre charaters theme song?

    One of my PCs, Ara'Sul Mithran, is a former Imperial Officer, from a proud Naval family, now learning the ways of the Jedi. Some time ago, I introduced his younger brother, now serving in the same position he once held. The PC's former captain had tracked him down on Nar Shaddaa, and they had a tense confrontation before things exploded into violence. The two brothers were generally unharmed, but the possibility of reconciliation was pretty much shot when another PC scored a pair of nasty crits on the captain with his vibroknife. The captain was left blinded and hideously scarred, and is now determined to track down the traitor and his compatriots. The younger brother is pretty conflicted, but he's pretty well indoctrinated. I've used a number of introductory cutscenes with the younger Mithran brother, including a "letter from the front," like you've heard in every Civil War documentary you ever saw. For the cutscenes, I use one of two pieces of music, both instrumentals of the same song. It helps that the player is maybe 20 and, near as i can tell, not one for old folk songs. Which is good, because it's getting an awful lot of playtime lately. If the game runs long enough, obviously the younger brother is doomed. The PC may be able to sway his sibling to the Rebellion, or he may have to kill him, but somehow he's gonna bite the big one (possibly unless the PC dies and the brother is there to mourn him). That will be when the lyrics come out. Weissenborn Piano A Capella
  15. The Grand Falloon

    non-lightsaber options for reflect?

    Honestly, I would be fine with using almost anything to deflect a blaster bolt to some extent, but a lightsaber is usually the only thing that won't be destroyed by the blast. In my mind, it's not the quickness of a lightsaber that makes it possible, it's the user's precognitive abilities to sense incoming danger. Even without Foresee or Sense, he's got some kind of "spidey-sense." I imagine some long-ago mystic swordsman parried a blaster bolt with his blade, leaving everyone in awe. His engineer buddy looked at his now-shattered and smoking weapon and said, "Ya know, there's this theoretical energy beam that we been workin' on. Pretty good as a cuttin' tool, but I think we just found a **** of a use for it." So yeah, I would probably allow a player to use other objects for Reflect, with the caveat that it's going to suck, and that object is gonna be toast real quick. A lightsaber basically redirects the whole burst of energy. A sword, on the other hand, is going to cause the shot to burst about a foot from the wielder. It will certainly suffer at least one damage level. A wooden staff, on the other hand, is going to explode in a shower of hot splinters, and the shot might continue right through it. Perhaps allow Reflect, but it generally only reduces the damage by Ranks in Reflect (not +2). Sturdy items might last a couple shots, but most others are immediately destroyed. Cortosis weapons might not suffer from the blaster fire, but they're usually not designed for such a purpose.