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Zsig

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  1. Haha
    Zsig reacted to Tokhuah in Early review from No Pun Included   
    Once I heard the British accents I turned it off because everyone on that island works for Games Workshop.
  2. Like
    Zsig reacted to Aazlain in Some facts about bioroids and clones   
    The core book did a decent enough job of packing as much information as it could in its limited page count, but I think it is a little light on information about bioroids and clones, two playable archetypes. 
    I have gathered below some information on bioroids for GMs and players who intend to play androids or clones.
    For the purpose of this guide, I'm sticking to 'Canon' information only (Games, RPG, Novels) as opposed to player created content.
    Feel free to contribute below. I'll update this first post with your input. Whenever possible, please cite your sources (such as novel or book title, page, chapter, card name).
    -----

    DID YOU KNOW?
    ON ANDROIDS IN GENERAL (Bioroids and Clones)
    Androids and the Law 
    Because they are manufactured synthetically, androids are classified as property, not people, so any violence inflicted on them is mere vandalism, not assault or murder. While completely organic, clones are classified as machines and accordingly have no rights. Androids can be impounded without a warrant if suspected of criminal activity, or inaction could lead to further damage to people or property. An officer can also seize a bioroid that appears tampered with, modified, or illegally obtained.
    ON BIOROIDS
    The Three Directives
    'All' bioroids are bound by the Three Directives*, rules which form the core of a bioroid's programming,  but in theory a bioroid could have any number of core directives. Even zero. The Directives are inspired by Isaac Asimov's "Three Laws of Robotics".
    The First Directive forbids a bioroid from harming, or through inaction allowing harm to befall, a human being. The Second Directive requires a bioroid to complete its primary function above all other considerations, save the First Directive. The Third Directive requires a bioroid to preserve its ability to function and report frequently to Haas-Bioroid for repairs and updates. * If you play a bioroid, you need to decide whether they are still beholden to their directives.
    Regular Maintenance
    The Third Directive states that the bioroid must report to Haas-Bioroid for regular maintenance (weekly) when doing so would not violate the First or Second Directives. Often this is a simple visit to the nearest HB showroom, but in the case of the more sophisticated or prototype models, this can entail a journey up the Beanstalk to HB’s R&D facility on Luna.
    This maintenance might take the form of a simple shutdown and repair, tightening loose joints, replacing worn seals or synthskin, refitting errant wiring, and recharging internal batteries. The entire process can take less than an hour, thereby minimizing the unit’s downtime. Sometimes the process is more involved; replacing a damaged limb or overhauling a power source can take days to complete. Thankfully, due to a bioroid’s extreme durability, these occasions are rare.
    Weekly maintenance is important not only for the bioroid’s physical shell but for its quantum brain as well. Shutdown can help break any algorithmic recursions or other infinite loops that may be draining a bioroid’s processing power. [Worlds of Android - Page 40]
    Artificial Appearance
    Although many bioroid models possess a covering of synthetic skin, common features like silver eyes and cabling at joints mean no one would ever confuse a bioroid for an actual person. Many humans are discomfited by the semblance of humanity presented by synthskin bioroids, so Haas-Bioroid takes great pains to mitigate this so-called “uncanny valley” effect. 
    Aim for the chest!
    Some bioroid models have their brains located into their torso rather than their head for better protection. (Confirmed for Drake and Frank models)
    Bioroid compensation
    Bioroid units contracted to corps by Haas-Bioroid are given a weekly credit allowance from HB. Bioroids choose how to spend it. They spend their credits in places so they can socialize with humans and learn from those encounters.
    Falling off the grid
    Haas-Bioroid has a policy of destroying any unit that has fallen off their grid for any significant time. They don’t want to chance letting any kind of software corruption loose in their facilities.
    Most bioroids have a locator beacon installed that can be activated to track down “misplaced units”. [Night on the town adventure - Part 2 - On the Run]
    Known models and primary Functions
    Adam (Industrial Labor) Alix (Investors and financiers) Adonis and Eve (Pleasure) Ash (Office productivity)  Ben (Multipurpose executive assistant) Drake (Detective) Elsa (?) Florence (Nurse) Floyd (Detective) Frank (Heavy labor. Limited social interaction capabilities) James (Clerical unit) Janice Line (Corporate and office work) Brad (Finance) Sally (Overseer) Grey (Customer Service) Kevin and Lisa (Pleasure) Mc-Dreamy (Medical)  Rex (Search and Rescue) Seth (Barista) Steiger (Miner) Welby (Medical)  
    ON CLONES
    Fingerprints
    Clones have unique (albeit similar) fingerprints, so clones of the same line have fingerprints similar enough to be distinctive. Even a Henry who has never been fingerprinted will likely be identified as a Henry based on his fingerprints alone.
    Identifying a clone
    Clones are identified by a distinctive tattoo on the back of their necks coupled with a sub-dermal ID chip. Each code is unique to the individual, so law enforcement organizations use the tags to identify ownership.
    Housing your clone
    If your home is large enough to have a spare bedroom—even a small one—then this is often the best option. In cases were sufficient living space is not available, the best option is to house a clone at either a nearby clonetel or to ship it off to an austere but large clone barrack.
    Reproduction
    Clones are sterile and can't reproduce. [Exodus - Chapter 5]
    End of Lifespan
    Clones who have exceeded their product lifespan are taken to a Jinteki recycling facility for 'recycling'. Damaged or defective clones can also be disposed in this fashion.
    Clone models and primary functions
    Desai (Teacher) Florence (Caretaker and personal nurse) Henry (Labor) Molloy (Restaurateur*) Nisei (?) Omoi (Security) Steven (Caretaker and personal nurse) Tenma (Pilot) * Proprietary to the Mother Molloy's Irish Pub chain.
     
    ----
    Below are some topics for which need more information or confirmation. Feel free to contribute.
    Clone and Bioroid Lifespans?
    Clones (and Bioroids?) are designed with a reduced lifespan, at the end of which, they are 'retired'. How long is this lifespan? Would a clone naturally cease to function at the end of that lifespan or does it need to be 'forcibly retired' by Jinteki?
    Bioroid naming convention.
    Bioroids have a name that starts with their model name, followed by a serial number (?) Are there any reference about this naming convention? Number of digits? Is it just random numbers and letters?
    Some examples: Alix 75H2LW, Ash 4L1KD5PS, Elsa 5K71R, Floyd 2X3A7C’s, Drake 3GI2RC, Frank 5DE7CE, James AK49I27, Welby 4AR9KA.
     
     
  3. Like
    Zsig reacted to Aazlain in Icebreaker Limits Confusion   
    Ok. That was fast. Got an answer from Sam Gregor-Stewart. (RPG Manager of Fantasy Flight Games)
    Q. Does broken ice reactivates automatically at the end of the runner's next turn or does the Sysop needs to use the Activate Program maneuver to reactivate ice?
    A. It reactivates automatically. Hope this helps!
    --- 
    As Zsig suggested, there probably is leftover text from a previous version of the rules in the description of the Activate Program maneuver. Here is my personal take:
    ACTIVATE PROGRAM
    Available To: Runner, Sysop
    Description: Characters use this maneuver to activate (or reactivate) ice and icebreakers, as well as other programs that do not fall into either category.
    If a sysop activates or reactivates a piece of ice, a runner can’t access (or can no longer access) any of the subsystems behind it until they break through the piece of ice (or break through it again). If a runner activates an icebreaker, all of their other icebreakers automatically deactivate. A runner may only have one icebreaker active at a time.
    ...
    In the free Android Adventure, there is a description on page 10 of how the Sysop adversary uses its actions and maneuvers to oppose the runner. It made no mention of the sysop using maneuvers to reactivate broken ice.
  4. Like
    Zsig got a reaction from TheSapient in Icebreaker Limits Confusion   
    I guess, while testing it, they tried several approaches until they fixed it on a single definitive one.
    But when finishing the book, the rules conflict got past editing, so we ended up having this instead.
    I believe what we can do is test it and see how it feels for the sysops having to spend maneuvers to reactivate ice vs. automatic reactivation, on a equivalent level (both runner and sysops going deep/shallow, both with the same amount of experience, etc). Whatever feels more balanced is the answer.
    From what I could tell, on the runner part, it is quite common to finish a turn with spare maneuvers (specially when you are facing a sub-system with multiple ice protecting it), not sure about the sysops, they'll probably spend most his actions on tracing, but not sure about maneuvers.
     
  5. Like
    Zsig reacted to TheSapient in Icebreaker Limits Confusion   
    From my few sessions, where I did not use automatic reactivation, I now think that automatic reactivation is a better solution.  It adds more tension to the scene, forces harder choices, and allows the GM to build systems that require either an extremely good hacker that can reliably generate advantages, or multiple runners.  Because maybe the deepest darkest secrets of Haas Bioroid should be really hard to get at, but still possible with a big, quality team of runners.
  6. Like
    Zsig reacted to TheSapient in Icebreaker Limits Confusion   
    I like the idea, but looking up the actual text, it says you can spend one Advantage or Triumph in the following way:
    "Thorough Override (Runner Only): If the runner successfully broke a piece of ice, it cannot be reactivated for one additional round."
    This has the "cannot be reactivated" text, so I don't think a Sysop could use the Activate Program action to reactivate ice.
    I'm almost completely convinced that reactivation is automatic.  It is the non-passive language that makes me slightly unsure.  Why does it  say "cannot be reactivated" instead of "does not reactivate"?  That does imply active participation in the act of reactivating.
  7. Like
    Zsig got a reaction from TheSapient in Icebreaker Limits Confusion   
    Looking at the quoted pieces from the rulebook, maybe both situations could be true?
    Kinda confusing but I'll try to explain...
    First situation: A runner breaks a piece of ice. It stays deactivated and will reactivate automatically by the end of the runner's next turn. Nothing the sysop could do here.
    Second situation: A runner breaks a piece of ice and spends advantage to keep deactivated for an additional round. It will automatically reactivate after two rounds, but, after the first round has passed (minimum amount of time before the ice can be reactivated), the sysop could spend a maneuver to reactivate it earlier... or they could wait another round so it would reactivate automatically.
     
    Either way, that seems a bit complex and I honestly don't think I have anything good to contribute to this conversation except that I could be convinced either way at this point whether it takes an Activate Maneuver by the sysops or not to reactivate the ice. 
     
  8. Like
    Zsig reacted to TheSapient in Icebreaker Limits Confusion   
    There are (at least) four places where they talk about how long ice stays deactivated.
    pg 127 "The runner must break the first piece of ice (which remains deactivated until the end of their next turn), then wait a turn to perform the attempt access incidental again and break the next piece of ice."
    pg 128 "If the strength of their action is greater than the strength of the ice, they successfully override the piece of ice. The ice is deactivated until the end of your character’s next turn."
    pg 128 "Remember, overridden ice typically remains deactivated until the end of your character’s next turn, meaning that your character can spend two turns breaking through two pieces of ice and usually still  perform at least one enact command maneuver involving the protected partition before the firewalls come back up."
    pg 129 "If the runner succeeds, the security program shuts down and cannot be reactivated until the end of the runner’s next turn."
    The second and third of these indicates that the norm is for ice to reactivate after the hackers next round.  So why do the rules seem to say that this is not always the case?  It is because hackers can spend Advantages to increase the number of rounds ice stays inactive (pg 130).
    Given all this, I conclude that ice automatically reactivates.
     
  9. Like
    Zsig reacted to Aazlain in Icebreaker Limits Confusion   
    Then there is an error in the Activate Program maneuver on page 132 where it states that the Activate Program maneuver can be used to reactivate ice. If ices reactivates automatically, the Activate Program maneuver should not apply to ice.
    ACTIVATE PROGRAM
    Available To: Runner, Sysop
    Description: Characters use this maneuver to activate (or
    reactivate) ice and icebreakers...
    If a sysop activates or reactivates a piece of ice, a runner
    can’t access (or can no longer access) any of the subsystems
    behind it until they break through the piece of ice (or break
    through it again) ...
    Unless this applies to player characters only? Still confusing.
    In all cases, this is definitely a question for Sam Gregor-Stewart.  This should also be clarified in a FAQ.
  10. Like
    Zsig got a reaction from QorDaq in Icebreaker Limits Confusion   
    At first I thought I understood the rules, but the more I read it, the more confused I get. I can't seem to get what's the intended way to play with the limits on how many programs a runner can have active at any given time (or, for that matter, what "active" means).
    I gathered all sources I could find on the book regarding the subject:
    Equipment
    From pages 98 to 99 (and 106), the computers entries each describe how many ice/icebreakers the device can have "active" at once.
    PAD: can have 1 icebreaker and 1 ice active at once; Spinal Modem: can have 2 icebreakers and 1 ice active at once; Portable Rig: can have 2 icebreakers and 2 ice active at once; Big Rig: can have 4 icebreakers and 6 ice active at once. All descriptions also include a "(for the purposes of network encounters)". Whatever that means (more on that later).
    Finally, the Custom Rig talent (page 44) allows the device to store (own) one extra program (or, number of programs the device can own is increased by one).
    Curiously, on the starting gear for the runner career (page 39), it includes an option to have a pad with 2 icebreakers, which shouldn't be possible since the PAD can only hold 1 icebreaker, so, maybe they are assuming your character has the Custom Rig talent, or...
    There's something missing...
     
    The Sidebar
    Back at page 99, there's a sidebar with the title "What Can a PAD Hold", and it states that (as I understand it) the limitations above are only valid while the runner is making a run (a network encounter). Outside of those encounters, any device can hold as many programs as their owners wish (credits not being a problem).
    But then, comes the final culprit...
     
    Network Encounter Rules
    On page 132, there's a maneuver named Activate Program, and there it is stated that if a runner activates an icebreaker, all other icebreakers automatically deactivate. Also, it says a runner may only have one icebreaker "active" at a time. (The Codeslinger talent, page 48, allows 2 icebreakers active at once).
    Which contradicts the whole thing!
    Unless the term "active" is being used for two distinct purposes and are not to be treated as the same thing, basicly I have the following interpretation.
     
    Current Interpretation
    Each device can host as many programs as you wish, but when an encounter starts, the runner gets to choose which programs he/she is bringing to the run, limited by the device's storage space (I think of this as a warrior readying to go out on a journey who owns several weapons but can only bring so many on his body, leaving all other weapons back at home).
    While on the run, from those programs brought in, the runner can actively be "wielding" a single icebreaker (I think of this as a warrior in combat with several weapons stored on him, but that can only wield a single weapon). The codeslinger talent effectively works as a "dual wielding" (as in, you can wield one weapon in each hand in combat).
     
    If this interpretation is not correct (maybe because the term "active" on both the equipment descriptions and the activate program maneuver), then the rules get a bit wonky and everything falls apart as one section will contradict another.
     
    Anyway, I just wanted to throw this at the community and see what everyone thinks are the rules as intended.
    BTW, I sent the question to FFG and still haven't got an answer.
     
  11. Like
    Zsig reacted to Aazlain in Icebreaker Limits Confusion   
    Yes. I agree with your first post's interpretation.
    As you said, the wording in the book is confusing. The word "active" currently refers both to a) the numbers of ice/icebreakers you can have at once on a device, and b) the icebreaker you currently have activated in an encounter. This should be corrected or clarified.
    I will use a different wording in my campaign for the first two 'states' until there is an official correction:
    Stored, Packaged, Archived, Compressed or Backed-up (No limits) Installed, Running, Stand-by or Ready (Limited, as per item's description) Active (1 icebreakers active at once, two with codeslinger talent. Activate/switch with "activate program" maneuver) Thanks to you and Gamedog for helping sort this out.
  12. Like
    Zsig got a reaction from Aazlain in Icebreaker Limits Confusion   
    At first I thought I understood the rules, but the more I read it, the more confused I get. I can't seem to get what's the intended way to play with the limits on how many programs a runner can have active at any given time (or, for that matter, what "active" means).
    I gathered all sources I could find on the book regarding the subject:
    Equipment
    From pages 98 to 99 (and 106), the computers entries each describe how many ice/icebreakers the device can have "active" at once.
    PAD: can have 1 icebreaker and 1 ice active at once; Spinal Modem: can have 2 icebreakers and 1 ice active at once; Portable Rig: can have 2 icebreakers and 2 ice active at once; Big Rig: can have 4 icebreakers and 6 ice active at once. All descriptions also include a "(for the purposes of network encounters)". Whatever that means (more on that later).
    Finally, the Custom Rig talent (page 44) allows the device to store (own) one extra program (or, number of programs the device can own is increased by one).
    Curiously, on the starting gear for the runner career (page 39), it includes an option to have a pad with 2 icebreakers, which shouldn't be possible since the PAD can only hold 1 icebreaker, so, maybe they are assuming your character has the Custom Rig talent, or...
    There's something missing...
     
    The Sidebar
    Back at page 99, there's a sidebar with the title "What Can a PAD Hold", and it states that (as I understand it) the limitations above are only valid while the runner is making a run (a network encounter). Outside of those encounters, any device can hold as many programs as their owners wish (credits not being a problem).
    But then, comes the final culprit...
     
    Network Encounter Rules
    On page 132, there's a maneuver named Activate Program, and there it is stated that if a runner activates an icebreaker, all other icebreakers automatically deactivate. Also, it says a runner may only have one icebreaker "active" at a time. (The Codeslinger talent, page 48, allows 2 icebreakers active at once).
    Which contradicts the whole thing!
    Unless the term "active" is being used for two distinct purposes and are not to be treated as the same thing, basicly I have the following interpretation.
     
    Current Interpretation
    Each device can host as many programs as you wish, but when an encounter starts, the runner gets to choose which programs he/she is bringing to the run, limited by the device's storage space (I think of this as a warrior readying to go out on a journey who owns several weapons but can only bring so many on his body, leaving all other weapons back at home).
    While on the run, from those programs brought in, the runner can actively be "wielding" a single icebreaker (I think of this as a warrior in combat with several weapons stored on him, but that can only wield a single weapon). The codeslinger talent effectively works as a "dual wielding" (as in, you can wield one weapon in each hand in combat).
     
    If this interpretation is not correct (maybe because the term "active" on both the equipment descriptions and the activate program maneuver), then the rules get a bit wonky and everything falls apart as one section will contradict another.
     
    Anyway, I just wanted to throw this at the community and see what everyone thinks are the rules as intended.
    BTW, I sent the question to FFG and still haven't got an answer.
     
  13. Like
    Zsig reacted to Gamedog in Icebreaker Limits Confusion   
    On the most recent episode of the Dicepool Podcast, Sam Gregor-Stewart explained that the limits on the devices should have been “installed” rather than “active”.  As you point out, you can only have one breaker active at a time (important to note that limitation does not apply to ice). So your interpretation is correct. 
  14. Like
    Zsig got a reaction from Cantriped in Icebreaker Limits Confusion   
    At first I thought I understood the rules, but the more I read it, the more confused I get. I can't seem to get what's the intended way to play with the limits on how many programs a runner can have active at any given time (or, for that matter, what "active" means).
    I gathered all sources I could find on the book regarding the subject:
    Equipment
    From pages 98 to 99 (and 106), the computers entries each describe how many ice/icebreakers the device can have "active" at once.
    PAD: can have 1 icebreaker and 1 ice active at once; Spinal Modem: can have 2 icebreakers and 1 ice active at once; Portable Rig: can have 2 icebreakers and 2 ice active at once; Big Rig: can have 4 icebreakers and 6 ice active at once. All descriptions also include a "(for the purposes of network encounters)". Whatever that means (more on that later).
    Finally, the Custom Rig talent (page 44) allows the device to store (own) one extra program (or, number of programs the device can own is increased by one).
    Curiously, on the starting gear for the runner career (page 39), it includes an option to have a pad with 2 icebreakers, which shouldn't be possible since the PAD can only hold 1 icebreaker, so, maybe they are assuming your character has the Custom Rig talent, or...
    There's something missing...
     
    The Sidebar
    Back at page 99, there's a sidebar with the title "What Can a PAD Hold", and it states that (as I understand it) the limitations above are only valid while the runner is making a run (a network encounter). Outside of those encounters, any device can hold as many programs as their owners wish (credits not being a problem).
    But then, comes the final culprit...
     
    Network Encounter Rules
    On page 132, there's a maneuver named Activate Program, and there it is stated that if a runner activates an icebreaker, all other icebreakers automatically deactivate. Also, it says a runner may only have one icebreaker "active" at a time. (The Codeslinger talent, page 48, allows 2 icebreakers active at once).
    Which contradicts the whole thing!
    Unless the term "active" is being used for two distinct purposes and are not to be treated as the same thing, basicly I have the following interpretation.
     
    Current Interpretation
    Each device can host as many programs as you wish, but when an encounter starts, the runner gets to choose which programs he/she is bringing to the run, limited by the device's storage space (I think of this as a warrior readying to go out on a journey who owns several weapons but can only bring so many on his body, leaving all other weapons back at home).
    While on the run, from those programs brought in, the runner can actively be "wielding" a single icebreaker (I think of this as a warrior in combat with several weapons stored on him, but that can only wield a single weapon). The codeslinger talent effectively works as a "dual wielding" (as in, you can wield one weapon in each hand in combat).
     
    If this interpretation is not correct (maybe because the term "active" on both the equipment descriptions and the activate program maneuver), then the rules get a bit wonky and everything falls apart as one section will contradict another.
     
    Anyway, I just wanted to throw this at the community and see what everyone thinks are the rules as intended.
    BTW, I sent the question to FFG and still haven't got an answer.
     
  15. Thanks
    Zsig got a reaction from Cantriped in An Idea for access to Magic via Careers and Talents   
    The problem to me is not really a matter of mechanics (the system works just fine, mechanically speaking) but instead it's a matter of theme.
    It just doesn't make much sense to use the magic system as presented on the book for every setting.
    Do you wanna try D&D? Well Wizards learns their spells one by one and add them to the spellbook. It's part of the lore in every D&D world.
    Do you wanna try a setting such as the world of Harry Potter? Does it make sense to you that every single student will have learned every single spell that there is to learn right at the first year in Hogwarts?
    How about something like Arkham Horror/Call of Cthulhu? Spells function almost as a magic item of their own. Investigators find lost dusty tomes and spend a significant amount of time studying it in order to learn them. And it's a secret they treasure and protect with all they got.
     
    So, to me, it's not a question of "How do I change this system to be better balanced to my tastes?" instead, it's more like "How do I make it so it fits the theme of my setting without breaking the balance?"
    Let's also keep in mind that it's a nightmare, for beginners, to remember everything they can do with the magic system, which sometimes could bog down the game, or worse, you might see the player neglecting their ability to cast spells simply because they don't wanna stop the game.
    In that case, it's easier for the GM, when the player is building the character, to say "Hey, I'm seeing that you are a spellcaster, great! Now let's make up some spells you might like and write it down on your character sheet". Or you, as a GM, could be more strict and elaborate a number (formula) for how many spells each character should have (say, for instance, the number of spells known equals Willpower + 2x Magic Skill, so a mage character with 3 willpower and 1 rank in Arcana would know 5 spells).
    You could also play with the idea that characters could improvise, that is, casting a spell that is not on the chosen spells, but making it so is harder (increase (or upgrade?) difficulty by one).
    There's also the Signature Spell Talent. You could play around with it and make it work for what you're trying to do.
     
    Whatever you do, just keep in mind that the current system, mechanically speaking, works just fine, and there's nothing broken about it. But if you do want to change it in order to fit the theme you want, if you restrict it, you'll have to give something extra in return, to keep it balanced.
    In my adaptation of Arkham Horror, I made the following changes:
    There's only one Magic Skill (I called it Mysticism), with access to all Magic Actions; No single career has the Magic Skill as a career skill (it can be bought via talent); Each spell must be found and learned individually; Each spell has it's difficulty decreased by one (it's as if each spell has the Signature Spell added to it); Spells have a trait that functions like the Adversary trait (as if each spell is an entity with the adversary trait, and when the player casts it, difficulty is upgraded); Spells can trigger fear/sanity effects on the caster...and bystanders. As you can see, some changes make the spellcasting system more powerful, others make it more restrictive. Overall, I think it balances it out, I need more testing though...
  16. Like
    Zsig reacted to xaisoft in Clarification about limited ammunition from FFG   
    Rules Question:
    Several weapons in Shadow of the Beanstalk have an item quality of limited amo, but there is not spare clip item available in the book. Is it assumed to be simply be using the spare clip item from core? Also missile launchers are all limited ammunition, but do not have a price listed to restock them. Please advise.
      Answer: You absolutely should use the spare clip item in the core rules in Shadow of the Beanstalk. In addition, when buying a reload for a missile launchers, you should assume that a new missile for the Guided Missile Launcher costs 1,000, and the micro-missile launcher’s missiles cost 100 each.
     
    Hope that helps!
     
    Sam Gregor-Stewart
    RPG Manager
    Fantasy Flight Games
         
  17. Like
    Zsig reacted to drainsmith in DrainSmith's Dispensary of Everything You Need   
    All together for the first time, all the stuff I have made for Genesys.
    Adversary Anthology - all published adversaries
    Equipment Encyclopedia - all published equipment stat lines with item quality descriptions
    Talent Tome - all published talents
    Plus a smattering of other helpful documents, vector and alternate style character sheets, and some sample settings.
    Bonus content includes vector image assets and InDesign files for everything included to help you make your own documents.
    https://www.dropbox.com/sh/raqr7usuzwizglm/AACsYe6LVU_-f372tRG6vxtya?dl=0&lst=
  18. Like
    Zsig got a reaction from TheSapient in THE DICE POOL PODCAST - Shadow of the Beanstalk Q&A   
    Question: when you run a game using the setting, what's the year/date you use as present day?
    One thing is to talk about a given setting, another one is to be a part of it in game, as a player character, and I feel that the players deserve that information.
  19. Like
    Zsig reacted to HappyDaze in Useful Talents: Are They Really Useful?   
    "Useful Talents" are listed as suggestions for each career in SotB. OK, so what is suggested? Well, a lot of them include the variety of "add one career skill plus free small favor" Talents. I like these Talents. I really do, but are they really all that useful with the careers that suggest them?
    Academic suggests Former Professor despite already having all three Knowledge skills as career skills. Con Artist suggests Tri-Maf Contact despite already having both Melee and Skulduggery as career skills. Investigator suggests Years on the Force despite already having both Perception and Ranged (Light) as career skills. Riste suggests Corporate Drone despite already having both Knowledge (Society) and Negotiation as career skills Roughneck suggests Union Member despite already having all three of Athletics, Operating and Piloting as career skills. Soldier suggests Worlds War Vet despite already having both Ranged (Heavy) and Resilience as career skills. Now, in each case, the Talent still provides the free small favor each session, but it still feels rather weak to lose half the benefit of the Talent.
  20. Like
    Zsig reacted to drainsmith in Network Encounter Cards   
    I have that as part of my Network Encounter Summary doc. But having a little version of that would be cool. Good idea.
  21. Like
    Zsig reacted to drainsmith in Network Encounter Cards   
    If you didn't fully explore my Dispensary of Everything then you probably missed my Network Encounter cards.
    https://www.dropbox.com/sh/zi9wq9eoffn47pk/AABbhbLF19sJW1WxJtRu2G8Ta?dl=0&lst=
    These are card images for ice, ice breakers, and a good handful of possible sub-systems. You can print them yourself, but they are really intended to be use with a print-on-demand service. The included ReadMe.txt contains more information on printing.
    If you have additional ideas on sub-systems, please let me know.
  22. Like
    Zsig reacted to Archellus in Terrinoth Beastary: Converted creatures from other Terrinoth sources   
    Change log
    25.08.2019
    Added: Armor Specter, Ice Spiker, Snow Viper, Ventala Warden, Wolf, Wolf (dire), Zanaga Vampire Bat Swarm
    Change log
    07.07.2019
    Added Carrion worm and Carrion lancer also Ventala Centaur Skirmisher
    Added some new art
    Change log
    18.05.2019
    Added Changeling minion and Changeling Master
    Fixed formating and Added new art
    Change log
    10.04.2019
    Added the Dark Cultist now paired with the dark priest they can be found under Dark Worshippers
    Fixed some spelling
    Change log 2.03.2019
    Added the Elemental sprite and ancient elemental original idea by Discord user Kunrad
    Fixed some art errors

    Terrinoth Beastary
    New thread for inclusion on the Genesys Resource List. 
    A community created resource for monsters converted from the boardgames: Decent, Battlelore and Runewars as well as other sources related to Terrinoth. Will be updated regular with new critters. 
    https://drive.google.com/open?id=1jFquSzJMrJPCnY19eSIWrjHNBv40xc2j  Current version 1.1.5
    If you have any feedback from using these monsters in your home game please let me know. 
    If you would like to contribute to the development of the beastary discussions and development will continue in the old thread.
    Just creating this one so that i can update the link in the first post and add it to the ressource list. 
     
     
    The current project contains 49 enemies unique to Terrinoth. 
    Arachyura (rival) Armored Specter (rival) Barrow Wyrm (nemesis) Blood Ape (rival) Bone Horror (minion) Broodwalker (minion) Broodwalker Swarm (rival)    Carrion Drake (minion)   Carrion Grub worm (minion) By Flobio Carrion Worm (rival) Carrion Lancer (rival) Cave Spider (minion) Crow Hag (rival) Crypt Dragon (rival) by Flobio Chaos Beast (nemesis) Changeling (minion) Changeling Master (nemesis) Dark Minotaur (nemesis) Dark Worshippers Cultist (minion) Dark Worshippers Priest (nemesis) Demon Lord (nemesis) Doombringer (rival) Elemental Sprite(minion) by Discord user Kunrad Elemental, Ancient (nemesis) Ettin (nemesis) Fire Imps (minion) Flesh Moulder (nemesis) Goblin Archer (rival) by @Flobio Harpy (minion) Hellhound (rival) Ice Spiker (minion) Lava Beetle (minion) Medusa (nemesis) Mountain Giant (rival) by Flobio Naga (rival) + Mistress of serpents (nemesis) Obscene (rival) Plauge worm (rival) River Watch Riders (rival) Shadow Dragon (Nemesis) Shambling Colossus (Rival) Snow Viper (rival) Troll (rival) Ventala Centaur Skirmisher (minion) Ventala Warden (rival)  Volucrix Reaver (minion) Wolf (minion) Wolf, Dire (rival) Ynfernael Hulk (rival) Zanaga Vampire Bat Swarm
  23. Like
    Zsig reacted to Hannibal_pjv in Let's Talk Strategy   
    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
  24. Like
    Zsig reacted to ColinEdwards in Splashing multi-class cards?   
    I don't think that is actually sufficient, you need to say it as 'can be included if any of the requirements for inclusion are met' to account for inclusion by trait.
    That's also assuming you don't have requirements on a card that override the rule. "Can include seeker cards 0-2" read literally doesn't mean you are barred from experience 3+ cards, just that you need to meet some other criteria to include them.
    Still with me?
    So, a card that says 'up to 5 cards of any other other class' doesn't limit you to only 5 cards, just that for more than 5 cards: "you need to meet some other criteria." Pete could include 20 multi-class survivor cards, because it is legitimate for him to do so.
    Making sense still? 
    The question still remains whether Pete's 20 hypothetical multi-class cards count against the 'up to 5 cards of another class'; which sort of hinges on the use of 'other cards' on later investigators ( e.g., Finn), which was clarified for Carolyn as being implicitly there.
    ( i.e., Pete can take 20+ multi-class cards, but do those cards fill the 'up to 5' cards as well?)
    ( You could also suggest that Pete is LIMITED to a max of 5 other cards, including ones that are valid by other means, but that seems clearly not be supported by 'match any valid criteria' mechanism.)
    Open Question 1: does the errata for Carolyn mean Pete should be 'interpreted the same way?' ( i.e. Carolyn is a specific example of a general situation) or that by explicitly mentioning Carolyn does that mean that Pete should be interpreted differently, despite having the same language?
    Open Question 2: Should multi-class cards count twice? This is more related to interpreting 'card' as referring to a physical 'card' or if some other thing (inventing some new concept like 'slots')
    (That seems like a step too far for errata: no longer clarifying rules, but introducing new rules.)
  25. Like
    Zsig reacted to Magistrix in Rule book?   
    Eight days later and the day that many people who ordered direct from FFG are getting deliveries and still no rules posted. If anyone felt like even taking pictures with their phone and making an imgur album (or even better scanning the rule book into pdf) it would be appreciated at this point. Somewhat disappointing that FFG hasn't gotten around to posting them officially yet
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