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About BlamedCat

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  • Birthday 08/16/1979

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    Princeton, Texas, United States

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  1. I'd like to submit my Genesys Companion Character Sheet v1 for listing.
  2. I have a new player that is coming into our home brew campaign with an animal companion. After a bit of discussion with my players, and the guys over at Finding The Narrative Podcast, I decided to whip up a companion character sheet. I've seen sheets for adversaries, but figured we could use one for our favorite friends/pets. Genesys Companion Character Sheet V1 https://docs.google.com/drawings/d/161MokZfoyZRtIxQpWy2kGjZdLIvZgIZkJGYVxhLeiJ4/edit?usp=sharing While I'm treating my player's companion as a rival level adversary, I included the strain stat just in case someone had need for it. I hope you guys enjoy it.
  3. I would personally think that would clutter up the forums, but it would get new people's attention. Hmm... I vote for keeping it here, that way when you do make a new thread, it's for something apart from the norm, like the Q&A question request, etc.
  4. That's also why I stopped trying to stat out the cost on the particle grenade lol
  5. Fair points guys, thanks for your input
  6. Howdy folks! I'm back again with another weapon crafting related question that I hope you can help me figure out. I was warming up to make some new types of grenades, smoke bombs, etc. In doing so, I decided to look at the examples in the CRB. (You can already see where I'm going with this) Weapon Skill Dam Crit Range Encum HP Price Rarity Special Particle Grenade Ranged (light) 6 4 Short 1 200 5 Blast 3, Concussive 1, Disorient 3, Limited Ammo 1, stun damage Clockwork Grenade Ranged (light) 8 3 Short 1 50 6 Blast 5, Burn 1, Limited Ammo 1 I'm trying to figure out how they got the costs so low. If I stat out the Clockwork Grenade, even messing with the numbers, I get a breakdown like this: Clockwork Grenade 200 Damage 8 500 Blast 5 100 Burn 1 200 Limited Ammo 1 -500 Crit 3 150 Blows up in face on despair -250 That's even with me guessing on the narrative point cited in the book about these things blowing up in your face and tweaking the Limited Ammo cost. Does anyone have any suggestions? Has anyone else stated out their own grenades/bombs? I'd love to make a variety of explosives for my players, but I don't want to over charge them (without narrative reason), or make the items too powerful.
  7. I love this! You guys did another fantastic job with the podcast. Here I was, beginning to think I was the only one who remembered Dream Park (I got hooked on the book before I found out there was an RPG for it.) Great implementation and lovely sheet!
  8. Upon seeing OP's post, I couldn't help but think about Because Science with Kyle Hill's episode on this subject How Long Could Star-Lord Survive in Space Unprotected? (Because Science w/ Kyle Hill) Enjoy.
  9. Brian: "Just... F OFF!!!" Random Follower: "How shall we F off, m'lord?"
  10. That's a really smart idea with the symbols for filling in. I love it
  11. I'd like to hear Sam's thoughts on how to price scaling weapon negative qualities in item creation, such as Limited Ammo where it works in reverse. I.E. Limited Ammo 5 is almost never an issue in most combat situations. However, Limited Ammo 1 or 2 is going to be an issue. In addition, a throwing dagger is usually going to do less damage than a double-barreled shotgun, so should the costs per rank be different depending on the damage, range, etc? I know he's answered my question via email already, but I think it would be good for discussion, especially with GM Huzz @KingNova3000 around.
  12. You're welcome. It's working now
  13. Looks like the link is broken
  14. I actually asked a question about the melee weapons costs and got an answer for that part at least. They said that they accidentally omitted a line that says that all melee weapon costs should be halved after final creation, to compensate for the major disadvantage of the range. I posted their answer over at the FAQ page. Though I'll admit there are still some weapon prices that don't quite add up....
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