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  1. In the full game, Hired Gun and Bounty Hunter are separate Careers. At that level, they can't be mixed. But each Career has six Specializations under it (where the real character distinctions come into play). You can certainly buy a Specialization from a different Career, provided you have one from your home Career already. (I.e., it would be a second or third specialization.) So, if you wanted to make a character who is good at shooting big weapons and guarding clients, you might go Hired Gun: Heavy to start, and then buy a secondary specialization, the Bodyguard, which is in the Bounty Hunter Career. Your home Career would be Hired Gun, but you would have one Specialization from Hired Gun and a second one from Bounty Hunter. You could just as easily take a second Specialization from the Colonist Career, the Smuggler Career, etc.
  2. SavageBob

    Silhouette pros and cons

    I second c_beck. Silhouette is not a measure of strength, hitting power, damage resistance, or any of that. It's a measure of size pure and simple. It doesn't account for weight or density, just, literally, silhouette. It's used for hitting or not hitting something (something big is easier to hit), sure. But any other effects you want to simulate, like higher damage output, need to be simulated with other stats or abilities.
  3. SavageBob

    Silhouette pros and cons

    Per RAW, the only mechanical effect is the change to difficulties to hit larger or smaller targets, as you noted. Any other benefits or drawbacks for silhouette are entirely up to the GM and players to handle. Some may simply be narrative, like a silhouette-0 intelligent mouse being able to scurry into a house through a drainpipe, but not being able to use human-sized weapons. Or like a silhouette-2 centaur being able to reach a tall button, but not being able to easily navigate a typical inn. Other benefits and drawbacks might grant boosts or setbacks, but, again, it'd be up to the GM and players to figure out how. For instance, that same mouse might get +2 boots on a Stealth check to hide from an enemy, but the centaur might get -1 or -2 on the same roll. I'd also upgrade any attempts the mouse made to use equipment intended for humans (especially weapons), and I might give the centaur some social penalties to Charm when dealing with smaller creatures, but bonuses to Coercion for the same reason. TL;DR: Only real game effect is when attacking +/-2 silhouette creatures. All the rest is narrative, situational, and up to the GM and players to figure out.
  4. SavageBob

    Axes and Sunder

    Ah, yes! The table on p.104. Thanks! I knew there was a general, non-Sunder version of destroying enemy gear. If it's two Triumphs to destroy something outright, all the more reason that one Triumph should be able to damage the gear one step if the player chooses. Realistically, I'd probably use this as an option against PCs more than they'd use it on NPCs.
  5. SavageBob

    Axes and Sunder

    Thanks! Yeah, I don't see why it would be overpowered to allow a weapon to damage an enemy's piece of gear one step on a Triumph if Sunder costs 1 Advantage for an item with that quality. You'd need four Triumphs to completely destroy the gear, and by choosing to damage it, you're opting not to cause critical hits or other effects.
  6. SavageBob

    Axes and Sunder

    So I can see why they didn't give axes (or hammers) Sunder. But I'm having trouble finding the rule in the book for how weapons and armor can be damaged. Is it only possible to damage enemy gear if you attack with something that does have Sunder? Or could you achieve the effect with a Triumph and a warhammer?
  7. SavageBob

    Axes and Sunder

    I'm currently compiling a master list of weapons in Genesys, and I noticed something that struck me as odd: Axes don't get the Sunder quality. This is true in both the Genesys Core Rulebook and in Realms of Terrinoth. But wouldn't it make sense for axes to get Sunder? Of all weapons, the axe seems specifically designed to break other things apart. Or am I overlooking something? Is Sunder much more powerful than I'm considering?
  8. SavageBob

    GM Pace is too slow

    I think you and the group just need to talk to him or her. Maybe say you'd like a slightly faster-paced game, and suggest ways you might convey to the GM when you all feel it's time to move on. In play-by-post games, I and other players sometimes say things like, "I'm cool to screen wipe to the ship now, unless anyone else has something they want to do here." Maybe your group and the GM could work out short phrases like that that could work at the table. "I'm ready to move on. How 'bout y'all?" can be effective.
  9. Yeah, it was just an off-the-top-of-my head idea, but it would need to be thought through for the full impacts. If you went with this as the default for all characters, it would represent how going light is actually quite a struggle, since characters would have to actively try to do good deeds to go LS Paragon. It would reverse the tide and make going dark much, much easier, I think, which would in a way vindicate the Jedi in their emphasis on the idea that Force-sensitives need to be brought in to the Order as children to avoid them turning dark. A version that flips once someone gets to LS or DS paragon status would work as well. It would, as you suggest, make it so that you have to actively try to be LS or DS once you get past the neutral gray zone. In other words, leaving it default seems to imply that most people are generally good and will generally tend toward the light. Flipping it makes for a much tougher experience for folks who want to be LS (and arguably might fit Lucas's vision better). A version where the effects are flipped at LS or DS paragon would split the difference. The question in that case, though, would be what's the d10 indicate for someone in between the two extremes?
  10. What if you flipped things on their head? In other words, you get "conflict" for doing good deeds and for using light side pips, and the end-of-session d10 roll decides how many Morality you lose rather than gain. That way, it'd be a slow movement toward the dark side by default.
  11. SavageBob


    Looks pretty good for introducing psionics to a fantasy-type game that also has magic. I'm thinking that for a campaign where psionics are the only type of paranormal powers available, there might be several psionics skills, similar to the different magic skills. The various "magic" actions could be divided among them. For instance, it would make sense to tie something like Telepathy to Intellect, but Tele-empathy would more likely be Presence, and Telekinesis could be Willpower. Just some thoughts. I like your solution for a simple way to inject psionics into a sword-and-sorcery setting.
  12. SavageBob

    save or fail

    Ah, interesting. I was misremembering that there was a section. Instead, I was thinking of the "Fire, Acid, and Corrosive Atmospheres" section on pp. 111–12. There are several poisons listed in the book, though, like Van Ryn's Potion of Parlyzation on p. 156. There's also a "poisonous" modifier for magic on p. 215. Looks like a Hard (PPP) Resilience check is the way to resist most poisons. The page reference in Realms of Terrinoth is pp. 102–03.
  13. SavageBob

    save or fail

    That sounds really complicated, though. Review the part of the CRB on poisons, as 2P51 suggested. There are already mechanics in the game if you want to treat petrification as a slow-acting illness.
  14. SavageBob

    save or fail

    In general, I'd say it shouldn't occur in Genesys at all. The design philosophies of D&D and Genesys are different. If you have a monster that can turn people into stone, it's probably better to have the effect act gradually, at least over a few hours if not days or weeks. That way you can make an adventure out of curing the affected PC(s), and you don't end up with a bored player at the table who can't play anymore because they're waiting for the other PCs to drag their PC's stone body to a magician to fix it. That said, whether you want an insta-stone monster or a gradual-stone one, it's probably the monster's Discipline or appropriate magic skill opposed by the PC's Discipline, Resilience, or perhaps one of their magic skills. Just roll an opposed check with any appropriate setbacks and boosts added in, etc.
  15. SavageBob

    A complete noob's questions about Genesys

    Welcome to the system! Although it sounds like you have familiarity with Star Wars, which will be a huge help. I just wanted to comment on your Cthulhu question. It's one that's been debated and hashed over at least two or three times on these forums, so rather than rehashing everything here, I'll just suggest that you search this particular forum for "Cthulhu," "insanity," and "mythos." You should find the relevant threads. Sorry if this comes off as a curmudgeonly "Search the forum!" That's not my intent; rather I just wanted to point you to some really interesting and helpful discussions that are there for the reading already. Good luck!