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About IndianaWalsh

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  1. When there's a force power that corresponds or is fairly similar, I use that as a guideline. Otherwise, I *try* to price things based on what talents can do, or price them in relation to one-another. For example, Teleport was priced out based on what it would cost to take a few powers from the flight and phasing trees that could have replicated the effect of teleportation (i. e., the ability to get from point A to point B and ignore obstacles). That said, a lot of these things were priced out fairly haphazardly; I post stuff in the Discord but there's such a large volume of abilities that it's difficult to get feedback on every single one. Things I'm still trying to puzzle out (although I haven't had as much time since the school year started and more of my time is going towards actually *running* my game) Gear: Superheroes don't really acquire wealth through adventuring, and while the Wealth power has allowed me to abstract this somewhat, I'd eventually like to develop a wealth-level system for gear acquisition like exists in, for example, Rogue Trader. Shapeshifting: shapeshifting can be accomplished somewhat clumsily with Limitations ("I only have access to this power when in a certain form") and talents (such as the shapeshifter talent from Terrinoth or my own "Henshin Hero" talent), but I'd prefer to figure out a more intuitive means of integrating shapeshifting, as well as pricing out the disguise aspect. Combat: Genesys combat is weird; most fights take only a couple rounds, especially since superpowers give characters a lot of ways to deal more damage, bypass Soak, etc. In addition, since these rules tip the scales towards melee combat, Brawn-focused characters have a pretty huge advantage, since Brawn applies to combat checks twice (once through success from skill rolls, and again since Brawn is added to melee/brawl weapon damage) and it applies to soak as well. One of the PCs in the game I'm running is an immortal knight with 5 brawn who's invested extremely heavily in Durability powers, and it's created a bit of an imbalance since any adversary that can get past his Soak is incredibly dangerous to the other three characters. I'm puzzling over a few solutions to these issues, including giving all starting PCs +5 or +10 Wounds, de-coupling Brawn from Soak, or even (and this would be the most radical) doing away with the soak-wounds-crits system altogether in favor of a combat momentum system like in Adeptus Evangelion. Vehicles: My supers rules interact with the vehicle rules (Wealth lets you get easy access to them) but I haven't really figured out how certain powers (speed, for example) should interact with the vehicle rules, or whether it's really appropriate for vehicle-scale weapons to be as dangerous as they are in this setting. Investigation: A big part of superhero-ing is investigating crimes and supervillainous plots. In the future, I'd like to try my hand at integrating some of the concepts from GUMSHOE into Genesys. Ease of Use: at the moment, fully utilizing this ruleset requires having the core rulebook, the Terrinoth rulebook (for heroic abilities, magic gear, and talents), and this PDF, and switching between the three documents as well as any additional homebrew material you might want to integrate; especially for players new to Genesys, this can get pretty confusing. I did up a character creation guide with links for my home game, but pretty much all of my players ended up missing something. I'm not sure there's an easy solution to this that doesn't involve integrating all the relevant material into a single document, which is somewhat sketchy IP-wise, but I'm aware that it's a problem.
  2. I dig this. I especially like the inclusion of some specific non-combat-oriented abilities, which I felt were lacking in the original magic rules (I'm not a huge fan of the "mother may I" approach to magic in unstructured time). These rules are a bit math-ier, but they're "Advanced" so that's fine. I dig the alternate take on concentration (reducing your casting characteristic instead of costing a maneuver) as well. It's hard to evaluate balance-wise, since picking up magic abilities is so expensive, but there's also potential to become incredibly powerful. It looks like the incentive exists to hyper-specialize, since 20 xp per basic ability (and then 10 xp per upgrade) is pretty punishing. You might want to give the basic abilities individual costs, since the ability to make the world's worst ranged attack is probably overvalued at 20 xp and the ability to teleport is probably under-valued at 20 xp.
  3. In true comic book fashion, I've decided to introduce cover variants (thanks again to JustinKase): FASERIP Yellow and Grey Passion. Taking some feedback I've gotten here and on Reddit, I've re-named the Teleportation power to "Phasing" and have introduced Teleportation as its own major power. I've also introduced Invisibility. Teleportation Camouflage Would love some feedback on the ability costs.
  4. VERSION 2.8 NOW AVAILABLE Another smallish update. I have some fixes I want to get done re: suggestions about Teleportation, but what I'm most excited about right now is the NEW COVER! JustinCase messaged me last month with a beautiful new cover design, which really nicely fuses the old Marvel FASERIP style with the Genesys lineart-and-blueprints style. Other updates include a few spelling fixes and a few extra paragraphs on the subject of limitations. I've also added a few new example limitations based on what players and NPCs in the game I'm now running are starting to do. Another new thing is a small change to the "No Mere Mortal" rule. Having actually playtested the rules, it's clear to me that Brawn becomes kind of a god-stat, and so I've replaced the rule that gives you twice your Brawn to unarmed attacks with one that just gives you Brawn +3. That way there isn't such an overwhelming difference between a bruiser-character and a character that chooses to be a technical fighter (using the talents from RoT that let you replace Brawn with Agility or Cunning). When I have some time and I've run some more sessions, I'd like to add an example adversaries section. A question that's hanging over me is whether to include my Simplified Adversaries or to convert the adversaries I'm creating for the game over to the standard Genesys statblocks.
  5. Take a look at the Wealth and Intelligence trees. With Intelligence, you can use Mechanics to build gear from the Science Fiction and Space Opera settings, which gives you access to sophisticated items nobody but other super-intelligent gadgeteers have (I also let my super-intelligent player buy approved items from the Edge of the Empire corebook). Confronted by sharks? Use Careful Planning to declare that you brought your bat-shark-repellent with you. Wealth gives you a Batcave (complete with crime lab), an Alfred, and eventual access to batmobiles, batwings, and batboats, all charged to your bat-credit-card.
  6. Por que no los dos? It would be pretty straightforward to convert the item creation rules (p. 197) to a list of attributes for building a special attack. Then just use those rules to build maybe 5 "example" attacks for players who don't want to bother with building their own.
  7. I sort of just eyeballed it. Here's the Cypher statblock for reference. Soak in Genesys is usually a few points higher than in Cypher, whereas Wounds are usually a little lower than Cypher's HP ratings. I don't think there should be a hard-and-fast rule for converting, since Cypher NPCs have a much wider variance in armor/hp/damage (as well as to-hit target numbers, which Genesys usually doesn't modify at all) than Genesys adversaries do.
  8. A couple more converted adversaries, this time a Nemesis and a Minion: Enthraller (Nemesis) ⬢⬢◆ Soak: 4 Wounds: 12 Strain: 20 Attack: Damage 5, Crit 4; see Combat Modifications: Perception and detecting falsehoods ⬢⬢◆◆◆ Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can make a psychic attack on a creature within short range as an action. On a failed Discipline roll, the target acts as the enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time within a minute, the enthraller’s mental control lasts until the enthraller’s concentration is broken. Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short range. Each victim makes a Discipline roll; on a failure, they suffer 4 points of damage, ignoring Soak, and are unable to take actions on their subsequent turn and grant ■■ to any attack rolls against them. The enthraller’s attack is a form of mental feeding. If it brings a PC above their Wound Threshold, the enthraller regains 4 points of health. Interaction: An enthraller can communicate telepathically with characters within short range. It tries to mentally dominate whoever it runs across and will negotiate only with characters who are strong enough to harm it. Even if an enthraller makes a deal, it eventually reneges if it senses any advantage for doing so because it implicitly believes that other creatures are cattle. Goblin (Minion) ◆◆ Soak: 2 Wounds: 3 Attack: Damage 4, Crit 2; see Combat Modifications: Tasks related to perception, stealth, and setting traps ◆◆◆ Combat: Goblins attack from the shadows with ambushes and hit-and-run tactics. In the first round of a successful ambush, goblins attack as ◆◆ creatures and deal 2 additional points of damage, and they attempt to draw larger prey into traps they’ve previously set. They often flee in the face of real danger. Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.
  9. Simplified Adversaries Assigning characteristics and skill ranks to adversaries can sometimes be time-consuming. In the Cypher system, adversaries are defined by a single target number that PCs must roll to succeed at any skill check against that adversary. That target number is then modified when the adversary has some special ability or weakness. This approach makes NPC creation very quick and focused(I find it cuts the process in about half), and minimizes bookkeeping. For a typical adversary, you only need to record a small amount of information: the adversary's difficulty pool, its soak, and its wounds. You can give the adversary gear, which I recommend keeping to a minimum. You can also include "modifications," circumstances under which the adversary's difficulty pool changes. An example statblock for a simple adversary: The two purple dice next to the merchant's name indicate his difficulty pool -- this is the difficulty PCs roll against for any tasks relating to the merchant. Invert it (change purples to greens and reds to yellows), and you have the pool the merchant rolls for any of his skill checks. Modifications indicate the merchant's difficulty pool for merchanty things -- the merchant is an average human overall, but is quite skilled at tasks related to his profession. More complex adversaries also make for easier bookkeeping. This is the Blitzer (adapted directly from Numenera): Rather than having to track six characteristics and as many skills, you just worry about the one difficulty/skill pool. If you expect the Blitzer to be around for more than one scene, you can include additional Modifications as you see fit, and there's nothing wrong with changing the difficulty pool on the fly for certain tasks when it makes sense (if, for some reason, the Blitzer had to make a Computers check, it probably wouldn't make sense to roll ⬢◆◆).
  10. I think this advancement system works well for horror games but might not translate so well to other genres. As other users noted, characters invariably roll more combat checks than other skill checks -- even if a game is not combat-heavy, even if you only have combat once every couple sessions, the combat rules have players rolling checks every single round. So, whereas most individual skills will only get rolled once or twice per session, whenever you have a combat scene *every* character is rolling a check *every* round for at least three or four rounds. The reason it's not a problem for Call of Cthulhu is that you're supposed to be actively avoiding combat.
  11. Phasing as an ability would actually be identical to teleportation -- it lets you bypass physical obstacles with your movement. There are some accuracy-related things under super-speed, but I'm very hesitant to allow people to just auto-hit with ranged weapons. I'd consider an ability that gives thrown weapons auto-fire, though. To increase the range you can teleport, you can combine it with super-speed, with a Limitation on your speed indicating that it can only be activated while Teleport is active. Currently I have my sights set on -- permanently being larger than sil 1 (if you want your character to be a t-rex or something), having extra arms, and invisibility.
  12. You absolutely could divide the XP by 5 but doing so would not save you any time or mental effort since everything is printed in 5s. It would have been better if the system had been printed the way you say, but introducing it as a houserule would pointlessly confuse your players.
  13. I'd also give it a couple ranks of Primal magic and Signature Spell with an attack spell (different depending on which game's Behemoth you're using).
  14. So you'd want a different power table for every different kind of minion? I might be missing something here, because it looks like Gash and Swoop are the same ability but with a different cost? I'm very hesitant to give one player access to the action economy of six minions, but thinking about that character-type did give me an idea for an adversary: MANY-MAN (RIVAL) Mild-mannered mailman Manuel “Manny” Mann moonlights as the malicious mobster, Many-Man! BR AG INT WP CUN PR 2 3 3 2 4 3 Soak: 3 Wounds: 12 Defense: 0/0 Attacks: Unarmed (Brawl): 4 damage, Crit 5 Machete (ag-Melee): 5 damage, Crit 2 Skills: Brawl 1, Melee 2, Coercion 2, Coordination 1, Cool 1, Driving 2, Piloting 1, Superpower (Cun) 3 Abilities: Adversary 1, Signature Spell (improved) [Conjure+Medium+Additional], Finesse Self-Duplication: Many-Man may manifest copies of himself with an Easy Superpower check. His copies have all the same abilities and equipment, including self-duplication, but they disappear when the copy that manifested them is knocked out. Equipment: Assault rifle (Ranged; Damage 8; Critical 3; Range [Long]; Auto-fire), heavy clothing (+1 soak), power-regulating headband (see Druid’s Circlet, but applies to Many-Men instead of animals. Free “summon ally” plus concentration per encounter)
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