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About Cynthorus

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  • Birthday 07/03/1985

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  1. Perhaps give High Magic Prepare 2? Meaning they can suffer extra strain for a second maneuver or they have to go over 2 rounds as such can be struck or stopped. Or possibly; once you have set the difficulty of the spell upgrade all difficulty dice to challenge dice, you could then do an improved and supreme version of the talent that reduces the number of dice upgraded or adds boost
  2. I have added setback dice for pain / exhaustion levels from low wounds / strain but tbh it sounds like magic is kind of thier main thing and they're making use of it. First thing I would say is to re-read the descriptions on the spells and to remind the player too, Conjure for example is described as "Conjuration magic allows a character to summon allies and create items out of the raw stuff of magic" Narrative flair is cool and I'd let a player summon a wave instead of an elemental however engaged range is at your feet which would flip the boat and unless they've taken the control upgrade its a wave it's not gonna worry about hurting the players. Secondly it's your table, if you think the idea sounds out of the use of the spell, either say it or upgrade to reds for pushing the limits of the spell
  3. Thank you I assumed I missed something
  4. So I remember from playing Descent that Familiars exist within tje Terrinoth world, anyone come up with rules for them? I'm aware that the conjure spell allows a player to create a creature for an encounter but I'm thinking something that is always with the player
  5. My current crew use a YT-2400, previous group used a VCX-100 purely because there was 6 of them and they needed space. Previous groups have have a Firespray and HWK used together, and some fighters but only used a YT-1300 briefly in an escape mission
  6. The reason for both is that Prepare 2 allows you to fire every round still (at the cost of strain for a second manoeuvre). Giving it slow firing means you can only fire every other round, this might mean you use your 2 manoeuvres to prepare or you strain yourself again for an aim action. Btw when you're shooting a player with 2 yellow, 3 green and 2 blue dice with one of these things the damage warrants to the slow firing lol
  7. So I am working on a modern horror / fantasy and an idea i have had is to use tattoos to permanently ink people with magical glyphs as an extension of old world rune magic. Some of the ideas I have had are: - Stylised shields or symbols of defence give the inked the ability to cast Barrier. - Images of appropriate animals can be used for enhance i.e. bull for strength, bird for agility Various effects for utility magic - Key on the hand gives a boost dice to Skullduggery checks to open locks - Anchor gives a boost dice to checks made in the water etc. What are peoples thoughts, what other tattoos would you include?
  8. If you want to make magic rare why not make the user have to flip a story point in order to use it, the idea being that it requires such a force of will to cast a spell that it is a big moment? You could also use a talent for villains that allows them to use magic without flipping a story point but make this rare and only for powerful NPCs
  9. Considering adding the hacking rules from Genesys as I prefer them to the SWFFG Slicing rules
  10. One from a Star Wars game I GM was: Heroes throw grenade into the bridge of the imperial ship; roll ends up being a couple of sucesses double triumph and single despair. Player activates blast and critical with the triumphs killing the minions on the bridge... despair effect they also hit the console controlling the artificial gravity deactivating it. Safe to say chaos ensued.
  11. One simple way around this is not to roll yourself but have the players roll an opposed check. In Star Wars I get my players to roll perception checks and set the difficulty based on the deception (As an example) even if the NPC is telling the truth; it means players don't know if they're rolling to believe them or figure out if their lying.
  12. Seconded, I went looking for this thread but nothing loads
  13. I suspect FFG will move towards timeline books, we already have a force awakens beginner box and a new rebels/rogue one book coming out. I suspect that with the release of "from his nap" (episode 9) we'll see a proper "current" timeline source book. There's also always going to be adventure paths too.
  14. So lots of people have made some great suggestions for FFG IPs that could become theme books and I really hope FFG are taking note; L5R, Android, Runebound all great suggestions but guys I want a Hey That's my Fish book!
  15. ... well anywhere really. So to explain I have a fantastic Age group comprised of a Human, a Droid and a Wookie; to begin with this worked fine as the beginning plot lines when they encountered imperials were usually violent or they talked their way out of it. With the few moments of subterfuge being the Wookie in the pilot seat scanning comms and ready to take off or being able to sneak into a facility from the roof. However as they are heading into wider space I'm struggling to think of ways they're going to get past imperial security without the Wookie becoming a joke. How do you guys handle non-humans in very human environments?
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