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  1. How about if he used his force powers to effect the senses of people around him? He might be able to "go invisible" by altering their visual perception, confuse people by causing them to hear phantom sounds, see phantom images, go temporarily blind or deaf, cause them to attack their allies -- basically any use of the force that would benefit a "sneaky-spy" character? I can see him now, weaving his way through the chaos of combat, completely unscathed, adjusting peoples' aim so that he is never actually the one to cause harm to others. No blood on his hands, just on the hands of those unfortunate enough to cross him.
  2. Does anyone know if FFG is going to make the added setting material in the hardcover novellas available anywhere else? The marketing-text for these seems to indicate that this material is not part of the Worlds of Android book.
  3. I think there's still a copy on the shelf at my local FLGs -- I'm in Kingston, Ontario, if that helps.
  4. Does anyone know why they seem to have skipped some product numbers in the three lines? SWA 52 SWE 15, 17, 18 and 19 SWF 04, 25, 26, 27, 28 and 51 Or am I just not finding them?
  5. Here's one I've been considering (you can overlay a hex grid within the software): https://otherworldmapper.com/index.html It's not free, but looks really simple to use. (The Demo is free, but you can't save your work in any way.)
  6. What about just adding categories as Tags to each entry? That would allow us to search the pdf for a Tag/Category. Also, this way each Talent could have multiple Tags if it could fall under multiple Categories. I don't know what software you're using to compile the pdf, but would there then also be a way to automatically add an Index by Tag?
  7. admutt

    save or fail

    How about utilizing the Critical Injury mechanic? Create a Petrification Injury Table similar to the Critical Injury Table, then, on the Basilisk's attack, spend a Triumph to inflict a Petrification Injury. Maybe have the effected character roll on the Petrification Table once a day (or some other time period of your choice), adding 10 to the roll for each Petrification Injury already suffered. If all Petrification Injuries have been healed, then the character no longer needs to make these rolls. But how do you "heal" Petrification? Maybe it's still a Medicine check (or Magic Healing), but without a Talent for healing Petrification, add some Setback to the roll to make it more tense?
  8. @GM Hooly - I do appreciate your experience and advice, and I could have phrased option 1 better to reflect the idea of creating PCs in a group. This is exactly what we did for the first session. Going forward, this is not going to be a traditional "campaign" experience as I won't have the same players week-to-week (although there will likely be some overlap). Also, our session length is limited to 4 hours as we're playing at a restaurant that closes at 10pm. That's just it, this is not intended to be a traditional "one-shot" experience either. Some of the players intend to show up to 80% or more of the sessions. I am considering having pre-built PCs for new players, but if I want to encourage them to return, it's usually better to have them take more ownership of the PC from the ground up. That being said, I'd like to find a way around taking an hour out of a 4 hour session to help someone build a new PC. I will be running the game almost every week in a continuing-campaign-style, with the intent to allow new and curious players to drop-in (or drop-out) and get some experience with RPGs. I am hoping to build interest in Genesys in my community and at the same time build interest in RPGs in general. One-shots are great tools in a convention or learn-to-play setting, but there's nothing like ending on a cliffhanger to encourage interested parties to return for more. So, I'm thinking I need a GM's log-sheet to keep track of how much XP each new player has spent while we play, with character creation decided by leading questions when a player describes their character's actions; GM: "The river is murky and slow-moving, approximately twenty yards across. You can see your quarry scramble up the far bank and into the low brush beyond. What do you do?" NewPlayer: "I take careful aim with my bow and try to shoot him in the leg before he gets out of sight." GM: "Okay. How's your character's Agility? Is it below average? Average? Above average?" NewPlayer: "I don't think she's all that agile, maybe average." GM: "Great! Write a 2 in the Agility box on your charactersheet." Gm records XP spent. "Now, has she been formally trained to use a bow, or did she train herself?" NewPlayer: "Well, she grew up hunting in her father's woods. I think she's had a lot of practice at least." GM: "Okay. Put a check mark beside the combat skill Ranged, under the career column." GM also makes a note of this. "Now, how good is she with a bow? Unskilled? Some skill? Average skill?" NewPlayer: "I think she's better than that! Definitely better than most people!" GM: "Absolutely! Most people wouldn't be able to hit the broad side of a barn at any distance, but you've also got to leave some room for future character growth. So, for now, how about just marking off two of the boxes beside Ranged? That'll make her really quite good with a bow." GM takes another note of XP spent. Something along those lines, maybe. It's still character creation, but at least it would be spread out throughout the session. I've seen similar ideas in other RPGs over the years, but I wondered if anyone here had tried something similar with Genesys yet?
  9. I'm running a drop-in game tonight and was wondering how other GM's handle new players to an existing game. Not in terms of story or introducing the PCs to one another, but in terms of building those PCs. I can think of a few options here; 1) Spend time with each new player creating a new PC, 2) Prefab some PCs for new players to pick from, 3) Remove ownership of PCs so new players can play existing PCs that have no current player (i.e.: the player is away), 4) Have new players create their PCs "on the go". I'm mostly leaning toward trying out option 4 and having the new players build their PCs as we play. Has anyone tried this yet? Does anyone have any advice? The session will run for no more than 4 hours, so I'm reluctant to use up the first hour or so guiding new-to-RPGs players through character creation while other players sit around. Last week it took almost 2 hours to talk 4 new RPGers through character creation - 3 of them had near to zero experience with TTRPGs, and none of the 4 had seen Genesys before.
  10. I think it's a spelling mistake - RoT should say "On the Boar"
  11. We need GPS tracking for shipping containers!
  12. For anyone who might be wondering, the above magic system was tested and met with lukewarm success. The current iteration relies on a variation of the Critical Injury rules for consequences. Weeks of co-operative design have been followed with only a single session of testing so far, but testing with a character with a Rank 2 magic attribute has had promising results. More testing to come, of course, before I can declare this "finalized!" House Rule - Free-Form Magic for Genesys v3.0.pdf House Rule - Free-Form Magic for Genesys v3.0 - Summary.pdf
  13. I agree that index cards can be a great tool in this way too. For the right GM, anyway -- I generally find them too fiddly, in a physical-interaction sense. Every GM is going to have different requirements for their game. Index cards require a degree of dexterity that some of us might be lacking; flipping through a binder with some pages of tables (or not-tables; lists, related images or phrases, for instance) can be much easier. Also, a single page with a bunch of related ideas on it can itself be a springboard to more ideas when looked at as a whole. As far as the original idea of this thread goes, there's something appealing about finding more ways to use the narrative dice. Maybe this one's a bit complicated, but there's a germ here somewhere ...
  14. I don't think any of that precludes having a random encounter table to draw from as well. Players rolled excess Threat? Consult your list of Market Threats (or City Threats; whatever you've prepared). I agree that thinking about this as a table might be too daunting though. Maybe laying both dice out on a grid and filling in the resultant boxes would make it easier to visualize? Or maybe use the Genesys Dice with a Die Drop Table -- those are always fun to make. Either way, I think there's something in this idea that would make for another good GMing tool in this system. No issues - I'm all for polite discussion. I don't really think of tables like this as restrictions, just as additional prompts for the GM. I know I've run sessions where I've been too tired to easily come up with something on the fly. Having some cool tables to roll on would have been a nice bonus -- not a crutch to use all the time, but just something to use off and on when the ideas aren't quite flowing. Or to build off of -- just because you've written something in the table, doesn't mean you have to stick with it word-for-word. Or to use as a phrase to prompt ideas from the players -- that's always more fun!
  15. Early morning shopping in the market? What's going on? Random Encounter tables are a traditional way to introduce new plots and story elements into a campaign. YMMV. While a d100 table is easy enough to set up, I think that using the narrative dice symbols might add a level of thought to that creation.
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