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Castlecruncher

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  1. You know it's funny, I was just thinking about how much I liked these characters and how cool it would be to use 'em in Imperial Assault, and here you've gone and written up rules for 'em. Excellent work!
  2. Fragged Empire is one of my favorite settings, and I've wanted to play it for years, but darned if I can make sense of its mechanics. Recently, my brother told me he was starting up a game in the setting, and when I suggested we use Genesys, he tasked me with writing the rules. My biggest hold up with writing these rules is that I'm going to be a player in this rule set (as opposed to the GM, as I'm used to), so I'm wary of accidentally making things too favorable for my or my allies' characters. So, I figured I'd pop in here and see if any of you fine folks might offer some assistance. At the moment I'm none too worried about Talents (the Core set ought to work well enough, and if we want more later we can deal with it then), and wanted to first focus on the four species of Fragged Empire. My general philosophy when designing races for a game is to give them each a minor passive ability and a major once-per-session power. I didn't bother to choose EXP or Wound/Strain Thresholds yet, but I'll get to them soon enough. Here's what I got so far: Corporate Brawn Agility Intellect Cunning Willpower Presence 1 2 2 2 2 3 Starting Skills: +1 to any Social Skill of your choice Well Off: Begin the game with +500 starting Credits Make Your Own Luck: Once per session, after rolling for a check, you may choose to reroll the entire check, keeping the new result (even if it’s worse than before) Kaltoran Brawn Agility Intellect Cunning Willpower Presence 2 2 2 3 1 2 Starting Skills: +1 to Perception, Vigilance, or Cool Lowlight Vision: Remove up to 2 Setbacks caused by darkness Vision from the Ancestors: Once per session, you may flip a Destiny Point from Dark to Light Optional - Blind: You are incapable of sight; reduce the difficulty of Perception and Vigilance Checks based on hearing by 1. Perception and Vigilance Checks that rely on sight are now impossible. You may otherwise perform as normal (no effect to combat or Initiative checks, and your character can navigate the same as other characters). Legion Brawn Agility Intellect Cunning Willpower Presence 3 2 2 1 2 2 Starting Skills: +1 to any Combat Skill Cold Resilient: Never receive Setback due to cold; exceptional cold may still harm a Legion by GM discretion (such as near-0 Kelvin). Tough as Nails: Once per session, spend a Destiny Point to reduce the effect of a Critical Injury to 01 Nephilim - Emissary Brawn Agility Intellect Cunning Willpower Presence 2 2 3 2 2 1 Starting Skills: +1 to Medicine, Mechanics, or Brawl Fast Healing: Whenever you received healing, you may take 1 Strain to recover 1 additional Wound Mind of Eden: Once per session, spend a Destiny Point to use your Intellect as the Skill rating for a check The next thing I need to work on is the money system--using Credits (a la the vanilla money system) would be the simplest way, but doesn't fit the theme of the game, and I much prefer the mechanics of Fragged Empire where you allocate Resources rather than spend money (one of the few things I enjoyed about the system). I'm considering jury-rigging the GM's Weapon Creation toolkit into a Resource-based Build-a-Gun-Workshop (with Corporates getting double starting Resources), but that's a bit off so far. Ships will likely just be ported over from EotE, for ease of access. What do y'all think? Any suggestions, recommendations, concerns, criticisms? I'll be passing this along to my GM soon, so of course he gets the final word, but anything is appreciated. Best Wishes, --CastleCruncher
  3. Hear, hear! Maybe it's different with other groups, but my players have usually maxed out at around eight or so Stimpacks/Health Potions/Ambiguous-Wound-Reducers on any given character at a time, and even then combat can come very close as their stims start healing less and less and the criticals keep getting worse and worse (at which point they start babbling about some mer-sea concept I can't fathom). Really though, I agree with the others--either stick to good ol' "10 Enc. 0 Items = 1 Enc." or increase price to make them more scarce. Alternatively, increase their rarity. In a previous game, I made healing items practically non-existent, and only available at great expense from extraordinary locations. It made them feel very much like a treasured resource, and added some genuine wonder to locations where magical "Healing Salve" was widely available.
  4. Lots of good responses, though it seems some people may have misunderstood what I was getting at a bit (perhaps I presented it poorly, oh well). As far as actually playing the game, I've traditionally gone without any miniatures or terrain. When we get to combat, I usually grab a sheet of paper and draw the general lay of the land with little x's and o's to represent the PCs and other characters, and just say "roughly this much is a range band." As far as using miniatures in a game would go, I think I would still just stick to very general range bands, probably in roughly a consistent measurement (like perhaps 6"). I agree that, as far as playing an actual game of Genesys/SWRPG is concerned, a grid system is less than optimal, though is sometimes necessary depending on your setup (for example, using grid-based tiles to build a scene). In that case you can either ignore the grid (which in my experience is visually difficult--"I just want them to stay in the little boxes, dang it!"), or work with it, which is where I would defer to the little rules I outlined above. So basically, I agree with just about all of you--the main reason I came up with the little rules I put above was so that I could create more regulated, non-RPG battles with miniatures using the dice and basic rules of Genesys (a bit silly, perhaps, but I like it), which I posted here in case anyone else ever felt the need to use similar such rules in their campaign, or to see if anyone had any ideas on how to come up with some non-RPG-based rules on how to arrange such miniatures battles with the Genesys system. Basically I was trying to take a beautiful narrative roleplaying system and butcher it into a mildly tactical miniatures skirmish game, and apparently I thought it best to present it as a way to run the RPG portion (I'm certain it could be done, but looking back I really can't imagine trying it myself with such specific rules). That said, I do appreciate the points made so far--thank you all for your input, and don't feel shy if you have any other thoughts.
  5. Hello folks, So I've been thinking for a while about using the basic Genesys system in conjunction with miniatures on a grid or terrain-field. The idea first formed when I planned on doing a Lord of the Rings game with a friend of mine using my collection of LotR miniatures, and it's only grown since. The easy part is figuring out how to play Genesys using miniatures, while the trickier part is finding some way to do almost a mini-wargame that uses the basic Genesys mechanics (Skills, the Dice, Advantage/Disadvantage, etc.). As it stands I've mostly figured out the former, while the latter could perhaps use some work--which is why I figured I'd stop by the forums and see what others think on the idea. So, here's what I have so far: Using Miniatures in Genesys Using miniatures as character tokens, a la the Star Wars beginner sets, is rather straight forward--distances are designed arbitrarily and the models are only vague representations of where characters are. They can easily be used without any rules. Taking things a step further, we can tune Genesys to suit miniatures by converting range-bands into measurements. Each bands represents an equal measurement, somewhere between 4" and 6" (for reference, let's assume out measurement is 6"). So, Engaged would be adjacent/base-to-base, Short is 6", Medium is 12", Long is 18", and Extreme is 24". Anything past Extreme is generally still just Extreme, but if it starts getting absurd the GM can rule that it's just too far. The two basic types of tabletop you can use are terrain-based boards and grid-maps. Grids are fairly easy to work with, since everything is all pre-measured and such--there's not much room for argument as to where you can move and such, except maybe the whole 'diagonal move' question (either it costs 1" or every other diagonal costs 2"). A regular tabletop, with a ruler and such, requires a bit more finesse, and likely lends itself more to arbitrary decisions, preferably in favor of the players. I'll write mostly for terrain-based boards rather than grids, as grids are far more regular. When a character moves, they get to move 6" wherever they please. Generally, if a model can get about 1/2" aways from another model, they're close enough to count as Engaged (on a grid, they just need to be adjacent). To account for Engagement with multiple characters (like a Minion group or several PCs), a model is considered engaged with any model it is adjacent/base-to-base with, as well as any models adjacent/base-to-base with that model. For example, if models A and B are both touching model C, but not each other, they are considered Engaged. Conversely, if model A is touching B, B is touching C, and C is touching D, then A and D are not Engaged (no Conga-lines of Engagement, basically). For combat purposes, if ever you're up against a 'mob' (like a big cluster of Minions), then you can re-position about 1-inch with any attack you make, remaining in contact with the engagement. This is usually used when you kill an enemy, as you "pile in" to fill the gaps and remain Engaged. As usual, you may leave an Engagement at any time with a Movement, free of penalty. Models are also free to pass through any other model, including enemy models in an Engagement, unless the GM specifically declares otherwise--the sort of comparison to this in RPG terms would be whether or not you're free to dash down a corridor filled with six enemies. Some GMs will just let you barrel through, while others will require a Skill Check of some sort, while other (less fun) GMs will just prohibit it entirely. Other than that, it's all mostly just visual story-telling. The rest of the rules work exactly as in the game, and Advantages and Disadvantages and the like are used as to narrative effect. You can use tokens to represent dropped weapons or markers to show environmental effects that arise, but overall it's just a lot of basic intuition. Cover and line-of-sight are generally pretty straight forward, and of course the GM is there to give the final word on what counts as what (e.g. "That's heavy cover, that's dangerous terrain and requires a check to cross, eh, I'll let you move an extra couple of inches, it's close enough"). The end-word here is "Fun," and the models are just here to help out. Doing Battles with Genesys So I've basically got the whole "Using miniatures in Genesys" idea down, as it's mostly just a visual aid with some little rules that can be fudged as necessary to fit the game. My other idea, essentially creating a mini-wargame with Genesys, is a bit trickier. All of the rules above apply the same, except that the players should agree before hand on anything that might call for a GM call. Ranges are more hard-set--the range-bands are used only to determine how many inches a weapon can shoot or a person can move, and from there you rely on the inches rather than any sense of bands. The players might agree to allow for a character to pile-in to Engaged with a model if they're less than an inch away or some such, but it should be made clear at the get-go. Essentially just take all of the rules above and make them set in stone rather than loose guidelines. The harder part is deciding the cost of characters, as well as deciding which Skills and Characteristics and such to use. As far as cost is concerned, giving each player a limit of XP and Credits to spend seems straight-forward, though there's the question of base-cost (maybe 100 XP? 150? 200? Maybe just require both teams have equal numbers?). Skills can probably be limited to Combat Skills, Leadership, Medicine and Mechanics (for healing), Athletics, maybe Cool and Vigilance for Initiative, and any others that seem sensible. Characteristics would be limited to what makes sense, likely Brawn, Agility, and Intelligence (to cover all non-physical Skills). Alternatively you could play with a full set of Skills, and just use far more narrative missions and the like that will call for Skill checks--maybe use a random chart to determine which Skills can be used to activate a given Objective, or have a GM design missions for the Players to run through with their parties to try and compete for. This would probably be the most fun (in my mind, at least), but also the least regular, and would be less like a skirmish game and more like a particularly combat-oriented RPG with players having multiple characters. Closing Thoughts So that's where I'm at with my silly little idea. Still messy, but I only really need to understand it well enough to explain to other players or do little battles against myself (I've never been much for competitive games against others, so these rules are mostly for personal use when I want to have my models duke it out on my desk but can't be bothered with other rules systems out there). Let me know if you have any thought, criticisms, or ideas. I can't imagine there are overly many people interested in making a full on wargame out of Genesys, but maybe some folks might find this all useful for using models in their own games, such as for introducing new players with pretty boards and models or using your old models from before you switched systems.
  6. Guess my sci-fi Western is gonna have some Dinos thrown in... I absolutely love it. Like @Noahjam325 said, the artwork really sells it--I'm actually gonna see if I can't get that book for myself (what self respecting human being wouldn't buy that book?). That said, while as a veteran of the game I can understand just about all of the rules you give, there are probably a couple of places that could use a smidge of improvement. First off, the Background tid-bits could use some better examples and specifics. Right now, they're mostly vague and open to interpretation. I'd suggest imposing some stricter limitations on what the Backgrounds entail, such as saying a Handicap always affects a given Skill (perhaps under a specific circumstance, like Setback to Perception for sight, or to Athletics for running/traveling, etc.). I'd also definitely make Bigotry and Prejudice far more mechanical (such as taking a Setback on all checks dealing with an opposing group), and keep them as one modifier, saying that you don't get along with a certain group, with the general reasoning being "We have bad blood in the past," making current interactions uncomfortable/dangerous/downright awkward. I know that bigotry and prejudice were unfortunately rather prevalent in the time period, but we're riding dinosaurs here--I feel like keeping prejudice to around the level of blood-feud would be the most comfortable for most players (of course, some people are okay with exploring such serious topics in their games, so that's your call). Another thing: It looks like the dinosaurs need some finishing up (some of them are missing prices and Minion/Rival/Nemesis status). Again, I really like the concept and where it's going--all of the basic ideas are there, and are understandable enough as to be easily playable for someone who knows what they're doing. That said, there's always room for improvement, and I feel like that extra polish would help bring this to the next level. Great job on what you have, and I look forward to see how it progresses.
  7. These days, my response to these kinds of situations is: roll with it. Players think the random hobo I mentioned offhandedly is somehow important? Well maybe he just so happens to be the town coot that keeps tabs on everyone and knows EXACTLY what happened that night in the farm house, but is too afraid for his life to come forward and will make a break for it the moment he thinks the PCs are on to him. I throw in a neat random encounter with a crashed spaceship in our fantasy setting and the players decide it's a threat to the world and must be stopped? Guess I need to have some magic-robots start raiding the countryside and present a serious threat to the adventure I had originally planned. I agree, these moments are great, but always remember to roll with them. Few things are as satisfying as being rewarded for two hours of obsessing over a random hobo and cracking the case thanks to your good eye and keen wit; few things are as frustrating as realizing that hobo was pointless and you just wasted a session on him. You might laugh ruefully over the latter, but you'll smile like a lark for the former (especially years later when the GM says "Remember Jim the Deceiver, head of the Eldritch Cult of Doom and bringer of the last days? Yeah, he was entirely unplanned."). Just something to consider if you don't employ it already. Of course, I play very by the hip these days (I don't even prepare notes most times), which lends itself to letting he PCs create the adventure hooks, but it can still lead to some very rewarding sessions and stories if you let it.
  8. So this is a thing. I've only glanced over it so far, so it might need fiddling with to fit your play style, but at around 78 pages it seems pretty comprehensive. For the Ranged debate: I've always played Ranged (Light) and Ranged (Heavy) as separate--in a Western, that would be basically Sidearms (revolvers, pistols, throwing knives, tomahawks, etc.) vs. Longarms (repeaters, rifles, bows, etc.). If you want to show the difference between Primitive and Modern weapons, just give the Primitive weapons some sort of modifier, and then include Talents that let users negate that debuff. Realistically, a thrown weapon or bow isn't as accurate as a half-decent firearm, but in the hands of a trained professional (with some rule-of-cool spitshine to boot) it can handle as well, if not better. As far as separating Ranged into two skills, it just feels more narrative to me. I like to give my players a reason to specialize in more thematic pistols and the like rather than just lugging around the more powerful rifles and all that. That said, I feel like primitive weapons are niche enough that they should either be hand-waved as "close enough" or given a modifier to show that they're inferior to modern weapons. Some examples: Give bows Inferior 1 and Silent (allows weapon to be fired without noise, negated by three Threats or a Despair) Give bows Primitive (gives the user one or two Setback Dice, but certain Talents either negate the Setbacks or give Boost Dice in their place) Just my two cents.
  9. If you don't like the Genesys dice, you can always shoot for the original Star Wars RPG dice. Personally I prefer the SW dice, partially because I already have five sets of them and I'm more used to their symbols than the Genesys symbols, but also because they have a brighter color than what the Genesys dice appear to have. I haven't handled any Genesys dice so can't say much about how the quality compares, but with the exeption of some awkwardly printed symbols, they have a good enough heft and quality for my liking. If cost is an issue, you can see about digging for used dice offered online, or just go to someplace that offers good discounts (most LGS's have a discount, and at a quick glance Amazon seems to offer them for about $12-$13 for either Genesys or SWRPG dice).
  10. Just saw that you updated this and gave it a read through. I'm not certain how much of the additions might have been inspired by Realms of Terrinoth (haven't read that one yet), but regardless all the new parts are very nice additions to an already very good resource. In particular, I think the Trek/Hunger system and inclusion of Oaths were very nice. I know I've seen at least one other RPG for LotR make a big emphasis for the travel aspect, and it's indeed a very important part of Tolkien's stories (even in the First Age, to a degree)--the way you set it up feels very natural to the flow of Genesys, and seems like it would be rather comfortable to drive into the game. Also the Oaths are great, just for the inclusion of a central theme of Middle Earth as well as a nice way to slip in a sort of Obligation to the game. Of these parts, I did notice they both seemed just a tad generic and open to interpretation (e.g. How many checks for a journey, what constitutes a Curse, etc.), but these are relatively easy for the GM to figure out and I think you definitely succeed at setting the groundwork for the GM to build on. I think the Hope/Shadow rules are still throwing me a bit, but looking at how slowly they're likely to progress I think they'll probably work better than I expect (I'm probably thinking too much about Morality and how quickly it moves compared to how this only moves with choices and checks and such--I'm interested to see how that all plays out). Other than that, I have a couple nitpicky things I noticed (GM spelt Gm on pg40, 5th paragraph about mounted combat; a note about adding Black Death ability to the Nazgul on pg59, end of their Ability block), as well as a really pedantic correction (pg38, under Vehicles, you say there aren't really any carriages or the like, but technically there was an invasion of wainriders, i.e. charioteers, from the east into what is now Rohan, wherein the Rohirrim rode down from the north and saved Gondor, thus being granted the land of Rohan to live in--though of course that's a little thing and chariots would be specific enough to Rhun that I'm certain a GM interested in that region could write his/her own), but overall the resource retains remarkably good layout and craftsmanship. Bravo and many thanks once again.
  11. My campaign in Genesys takes place in a world I've been slowly building for well around five years now (having spent the last year or two working on it quite diligently). The whole concept is to present a vast and highly diverse world of many nations and peoples, which contains upwards of eighteen human races (no stock fantasy races like elves, dwarves, or orcs, though there are a couple custom built non-human races), a vast landscape filled to the brim with differing landscapes, and a wide array of problems that need solving and that I've been stringing the players along to choose between. Lengthy Campaign Explanation Our group is comprised of a distant warrior from the northern deserts named Shamar (running from lost loved ones and seeking to crush the dark forces that took them while fearing letting anyone draw close again), a probably crazy Duke/Knight Errant named Thibault (who is on the most dangerous midlife crisis as he abandoned his family and lands to seek a glorious death and become a legend), and a friendly merchant from the trade imbued Lakelands named Theodore (the glue that keeps our madness from falling to pieces). The game has so far been: A long and arduous journey on ship that has involved the Lord they were working for being killed first session (which I didn't expect at all, but which has driven the entire game); Tthe PCs arriving at an isolated island and killing a bone creature that was totally peaceful until its baby got killed (because of the PCs in part); Resting briefly in a town before saving it as it got sacked from raiders (with one player losing an arm in a low-magic setting); A player missing from the town action (due to IRL things) to go on a vision quest to discover he has access to Mythica (mythical powers and such); The group finally getting a breath of fresh air as they rest in an idyllic town (protected by a jealous spirit-like creature), learn about the state of the world (from a very educated woman of untold age), and finally decide where they want to go next: Go to the homeland of Thibault to "amass an army" (but we all know he's just going back to encounter his family and get royally served for ditching them), Go to the mystical Sylvan Forests (which several characters have had important dreams about) and try to unlock a power to Save the World, Maybe get around to being merchants someday. And all of this has been tied together by the plotpoint of a magical Staff of Life the PCs have been lugging around, a wondrous artifact of immense value and power that they're trying to figure out what the heck to do with (part of their current plan is to take it to the above mentioned Sylvan Forest for the above mentioned World Saving). My Thoughts on Our Game So all of that lengthy explanation is to say that my game has been going quite splendidly (having lasted to about the seventh session now), and has been loads of fun. I've always loved the Star Wars RPG from FFG, and have always lamented that I couldn't play it with other settings--then Genesys came along and made it all easy as pie. We've done a few house rules (making combat harder and more dangerous, making Talents a smidge easier to get, using Force Dice for Story Points because the light/dark dichotomy works for my setting), but overall the base rules have carried themselves as always. I'm excited as this campaign goes forward, as well as for trying out other genres with my favorite system.
  12. Lovely! I've been awaiting this with bated breath ever since you mentioned you'd be making it over in your Elf Stats thread. Some things that stood out to me: 1. Your updated version seems to be a tad broken (the background and images don't load). This might just be something wrong on my end (my internet can be a bit dodgy at times), but I thought I'd just let you know in case something's gone awry. From what I saw of the first version, though, very well done and rather intuitively laid out. 2. Athelas Extract is listed as an item in the Gear table, but doesn't have a description (Athelas is listed at 50 cost and described as adding 1 Success and 1 Advantage to a Medicine check, Athelas Extract is listed at 100 cost but not described). Presumably, this seems like it would just be Stimpacks/Pain Killers (Heal 5 Wounds, then 4, then 3, etc.), but it isn't confirmed in the text. 3. This may just be a preference thing, but the benefits from Hope/Shadow seem a bit steep. I really like the concept of using Hope and Shadow, but I can't help but think of FaD's Morality, where the thresholds are at 30 and 70 rather than 40 and 60 (roughly) and the effects are basically modifying the Destiny/Story Points and affecting Strain and Wounds a bit. Not saying there's anything wrong with how you have it, I'm just curious what your thoughts are on how quickly a PC gains Boost/Setback dice to Fear and bonuses to Magic. 3a. Related to Hope and Shadow, and this is far more preference, but I would think Magic wouldn't have all that much place in a PC group for LotR. Maybe I'm missing something, but as I recall really only the Istari (Wizards, of whom there were five) and other Maiar did any magic (except maybe some elves, but they mostly used it for arts and crafts, like little Feanor with his macaroni Silmarils). So how would you see magic in the game? I could definitely see a GM hand-waving it and allowing trained wizards, maybe akin to some of the magical characters seen in Games Workshop's Lord of the Rings line (they have some shamans and such, mostly for orcs), but I'm not certain how well it would fit into a more strictly canon-based game (but then that might just come down to a GM's choice). Nothing else off the top of my head right now--when I get down to planning a game with this, I'll be sure to keep notes of any other thoughts, questions, or concerns. Overall, though, this is a great resource, and I'm excited to use it to run some games in Middle Earth.
  13. That's some pretty fair reasoning, though I will mention that, while most weren't corrupted to become servants of Morgoth or Sauron (exception: the orcs, depending on which of Tolkien's theories you follow), many of them were corrupted in their own ways. Though then again, I guess since it was mostly pride and arrogance, it would argue for more rather than less Willpower (like the sons of Feanor sticking to their oath even in the face of all folly). Still, this only matters if you want to give elves a low stat, which you certainly don't have to. I feel like the whole "take a Threat to all checks" penalty is good enough on its own, and is probably more effective than just lowering it to 1 (though it also makes it more permanent).
  14. Elves? And they're being properly distinguished? Color me intrigued. I've been thinking about Tolkien's Elves for Genesys recently (planning a game to introduce a friend to roleplaying and we both love Middle Earth). In my own little notes, my solution to elves being "perfect" is that, in all reality, they're just flawed in other ways. The best example is Feanor (source of the very Doom of Mandos you mention in your stats, as it happens): he was, by far, the greatest craftsman of all the Noldor, forging the beautiful Silmarils concerning which most of the strife of the first age is wrought. However, he was terribly proud, refusing to help any of the Valar or other Elves when the trees of light died, and even leading the Noldor to their doom in search of his precious Silmarils. In other words, Feanor was rocking a 1 Willpower. Similar reasonings could be made to lower other Elven races' stats. It is worth noting, as someone else did, that not all Elves were such mighty heroes. Most of them will probably be prone to the most prominent Elven flaws, which I would really just stick to Willpower, blaming it on pride, flightiness (many Elves just don't seem to care about what's happening in the world), or what have you. Of course, this is based mostly on my old fashioned and stubborn ways of saying "Ya need to match each 3 with a 1" from all the races in Star Wars, so I could definitely understand the reasoning behind making Elves all 2s and a 3. The idea of them fading and dealing with the fall of the elves is a really cool one (I really like how it works with the Noldori), and I think you're going somewhere with your abilities and debuffs for the Elves. I'd go a step further in separating the Elves by giving them separate Characteristic ranks--Noldori get 3 Intellect, Sindari get 3 Presence, and Silvan Elves get the 3 Agility. Anywho, that's just my two cents. Now don't mind me as I just borrow some or all of your ideas for my own plans...
  15. I tend to do both, though for specific dice. The Ability, Proficiency, Difficulty, and Challenge Dice (and Force, from Star Wars) are all always their colors ("You're rolling Athletics at Dif. 3, Upgraded twice, so take two Red one Purple; you have four Brawn and one Athletics, so that's three Green one Yellow;" etc.), but I generally call the Boost and Setback dice by their proper names. If I'm applying it, I say "Take a Boost/Setback," but if I'm changing a dicepool that's already in hand, I sometimes call a Setback a Black Die. I never thought of it, but I suppose I use Boost and Setback because it feels like an effect, while the main dice are all just points on the sheet. Though I think that when I add a whole die, I sometimes use the full name (I vaguely recall saying "Add a Challenge Die" at some point, and definitely tell them to add Difficulty Dice from time to time). On a vaguely related note, I generally don't use the proper names for difficulties--every now and again I might say Easy, Average, and Hard, and whenever it comes up I find great pleasure in calling a task Formidable, but I tend to just say Dif. 2 or whatever.
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