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FinarinPanjoro

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Everything posted by FinarinPanjoro

  1. I feel like this might have made Telekinesis (which operates similar to the Move power in Star Wars) significantly more confusing. So to clarify my revision suggestion: Telekinesis uses Willpower in any place that Brawn would normally be referenced. It does not apply the Cumbersome quality to an object being used. The Difficulty of the attack is based on range, not silhouette of the object being used.
  2. Also I highly suggest using TheSapient's expanded Talent list which you can find here: This will give your players more options and this list is very well crafted and balanced. Also you could consider creating other systems that your players can spend XP on. I'm currently running a Super Hero campaign and the PCs can also spend XP on powers, but you could add a system of favors (ala Shadow of the Beanstalk), Special Abilities (ala Terrinoth), a system of ranks (social, political, military, etc) which conveys advantages within your setting, or larger scale gear benefits like vehicles, buildings, that aren't available through cash (or maybe higher tech than is available through cash).
  3. I suspect it won't be as bad as you're thinking once you actually experience it. Most of my experience is with Star Wars (which has a slightly different system for talents- they're in skill trees rather than open talents), but I generally find that advancement is not bad. The trick is that attributes are hard to advance after character creation (usually only through the Dedication talent) which requires investing 175 xp in talents to purchase the first time. That's about 9 sessions if they focus on just doing that- which means they're not spending xp on skills. It helps if you encourage your players to be well rounded and not to have a specialist character in every area that handles everything in that specialty. You can do this organically by putting them in situations where the whole group needs to succeed at something (stealth, athletics, survival) and the expert can only aid them at it, not do it for them, or by creating situations where they have to operate outside their specialty. So get the archer into melee combat, force the hacker to climb a building, make the mechanic sneak into somewhere, and so on. This will encourage them to spread out their xp spending to some non-specialist choices (everyone needs at least a little skill at stealth, athletics, deception, or whatever). My Star Wars campaign held up to about 1200 xp and was still fun to play at that point, but I could see where it was getting tougher to challenge them. I haven't taken a Genesys game that far yet but I have confidence it will work just as well.
  4. Oops. I made a mistake in my rules there. I was thinking Cumbersome and Unwieldy upgraded not increased difficulty. So I'll have to revise to rebalance that. Base difficulty would be Average (PP) as it's still a melee attack and it would upgrade/increase from there. But given my mistake above I've probably made it too hard to be worth trying. Especially with the increase in difficulty due to silhouette versus the target already included. I'm thinking I'll probably drop the Unwieldy and just use Cumbersome. Cumbersome 6 was intentional as it should be really hard to swing an object of that size effectively if you're that much smaller than the object (note the size change and strength rules create an effective Brawn above 6- Brawn 4 with 2 strength upgrades spent and you're there, or Brawn 4 at Silhouette 3 for Giant-Man types).
  5. Hey, I posted some proposed house rules on using massive objects as weapons in another thread, but they specifically reference IndianaWalsh's Superpowers supplement so I'm posting a link here. Using Silhouette 2+ Objects as Weapons
  6. Please excuse the Star Wars symbols (as opposed to the official Genesys ones). My computer is all set up to use the SW symbols. Since it requires Triumph to activate a special quality I'm considering allowing any qualities that are activated to affect everyone affected by the attack without spending advantage. So you activate Blast and then Knockdown and everyone hit by Blast is also knocked down. Thoughts?
  7. Thanks all! By combining several of your suggestions here's what I've come up with. Caveat: This is very specific to the excellent Superpowers rules created by IndianaWalsh, but I believe easily adapted to be less so (it specifically references several relevant superpower trees in his supplement). Using Improvised and Massive Objects as weapons Whether by super-strength, telekinesis, size manipulation or any other means that results in a Silhouette 2+ object being used to attack in combat the following rules will be utilized. These rules replace the standard Improvised Weapon rules (all non-massive Improvised weapons are Silhouette 0 or 1). Damage is added to the Attribute associated with the attack (typically Brawn, but others are possible, such as Willpower for Telekinesis). Size Dam Crit Range Special 0 +1 5 Engaged Cumbersome 2, Disorient, Knockdown, Inferior 1 1 +2 5 Engaged Cumbersome 4, Disorient, Knockdown, Inferior 1 2 +4 4 Engaged Cumbersome 5, Disorient, Knockdown, Inferior 1, Special* 3 +6 4 Short Cumbersome 5, Disorient, Knockdown, Inferior 1, Special* 4 +8 3 Short Cumbersome 6, Disorient, Knockdown, Inferior 1, Special* 5 +10 3 Medium Cumbersome 6, Disorient, Knockdown, Inferior 1, Special* · Attacks with objects uses the Melee Skill (Telekinesis utilizes Discipline). Telekinesis utilizes Willpower to determine base damage. · The Cumbersome quality does not apply to powers that move objects without using the wielder's body (such as telekinesis). · If the object is 2+ sizes larger than the target the difficulty is increased by +1 Difficulty. · If the object is 2+ sizes larger than the attacker upgrade the difficulty once. · If the object is used in a confined space (ie- indoors) it gains Inaccurate equal to its silhouette (add Setback equal to silhouette). · Characters that are larger than silhouette 1 or that have spent strain to use the Strength upgrade to lift a larger object treat their Brawn as 1 higher per silhouette above 1 or Strength upgrade used for purposes of applying penalties from the Cumbersome quality. Example: A character with Brawn 3 who has grown to silhouette 3 or used 2 strength upgrades treats their Brawn as 5 for determining penalties from the Cumbersome quality. · Characters that are larger than silhouette 1 only add damage to their attacks for each silhouette the object is equal to theirs and above. Example a silhouette 3 character using a silhouette 3 object as a weapon adds only +2 damage, not +6. They would add +4 for a silhouette 4 object, and so on. · Special: With Triumph or 3 advantage the attacker may add and activate special qualities to the attack from the following list. With Despair or 3 Threat the GM may add them and have them affect the attacker or his allies. Anyone damaged by the attack may be targeted by a quality. Once a quality has been applied to one affected target additional affected targets may be added for 1 advantage. Additionally, the attacker may flip one Story Point to activate one quality on a successful hit regardless of die results. o Blast- equal to the base damage of the attack. If the object is size 4 or larger it affects targets at short range of the original target, not just engaged range. This quality must be activated to affect more than a single target with the attack or apply an additional quality to an additional target. This quality may be activated on a miss by spending 2xTriumph, Triumph and 3 advantages, or a story point. o Ensnare- equal to silhouette as debris and rubble pin people. o Stun- equal to silhouette. o Burn- equal to silhouette if it has a fuel tank, explosives, or flammable materials. o Concussive 1- Disorient must have also been activated against affected targets. o Rubble- it creates difficult terrain out to the range of the attack. o Critical- critical hits may be activated against multiple targets that are affected by Blast. Additional crits cost advantage equal to the objects crit rating.
  8. Sorry for the confusion. I meant for a sniper that wants to take 2 aim maneuvers in addition to his 2 prepare maneuvers. So prepare in advance, spend strain to aim twice in the first round, if slow firing 2 is an issue than you can prepare in the off turn so that you don't have to spend maneuvers in the firing round (or can use maneuvers to aim, move, take cover instead).
  9. Those are some great suggestions c_beck! Perhaps the effects scale with silhouette less than the damage. Brawn +2 would mean +10 damage at silhouette 5 which is definitely survivable, but still very dangerous plus you add additional weapon qualities as you go which makes the attack more interesting, but not necessarily more deadly. Drainsmith, I agree the problem is that defense does not adequately scale with anything that crosses into the planetary scale which is effectively what the 10x silo rule is. It's basically 1 vehicle damage per silhouette level. As I'm running a super hero game there are plenty of characters with some level of invulnerability, super-speed, magical barriers, super-agility, etc that could all reasonably explain how they survive an attack with a silo 2+ object even if mechanically it was a direct hit. The problem is even with those powers, using the existing rules, they mathematically can't survive it.
  10. Hey all, I'm running some superhero adventures using Genesys and have encountered a problem that I also ran into in the Star Wars RPG (via the Move Power). The use of silhouette 2+ objects as weapons. This is an extremely powerful ability which super powered individuals frequently have (through super strength, telekinesis, becoming giant sized, etc). The amount of damage inflicted (10x silhouette plus successes) makes this a virtual one shot kill option. In the Superpowers thread here, I've been suggesting some alternative rules or mitigations and wanted to open the discussion to a wider audience. One suggestion put forth by GroggyGolem (thank you!) was to change the damage increment to 5, but I feel that just pushes the problem up one tier. A size 3 object still does 20+successes, is still pretty much an instant kill, and still only affects one target despite being the size of a Mack Truck. So here are some options I've proposed: One set of options: You must upgrade the difficulty of the attack once for each silhouette the object is greater than yours (it's unwieldy, likely to collapse under its own weight, easy to see coming, etc). If you are in an interior space you add one setback die for each silhouette the object is larger than the intended occupants (reduce by one if in an appropriately large room). You may elect to eliminate both of these penalties by having the attack inflict Blast on a successful hit doing damage equal to your Brawn plus the object's silhouette plus uncancelled successes instead of the normal 10x silhouette damage. If the object is silhouette 4 or more blast effects all within short range. You may activate blast with this attack with a triumph or 3 advantage even on a failed check. Most objects are destroyed by this attack method. Alternative Thought: What if large objects were treated as doing Brawn plus Silhouette damage, but also have linked equal to silhouette? This would require more advantage to make devastating and allow soak to apply to each activation of linked. Or it could be treated as Auto-fire and even increase the difficulty once (which would also allow the damage to be spread to multiple targets instead of using Blast to do this) and make it comparable to what a Super-being with energy projection/auto-fire upgrade can accomplish in one round. I've also thought about allowing a defensive roll like the Coordination check that allows you to mitigate falling damage. Any thoughts on any of these ideas? Does anyone have any other suggestions, ideas they've tried in SWRPG, or new ideas? Thanks!
  11. But thermal detonators are one use, expensive, and rare. The problem is buildings, trucks, etc are everywhere. My problem isn't the heroes. It's the villains which I'm running. My players expect to be able to fight someone who can do what Superman can do but due to the scale conversion the fight would be too one sided- even if they should have comparable power levels through energy projection, magic, or the like. I'm trying to come up with a consistent set of rules so that the iconic "throw a train at someone" moments can happen and be fun for the players. I've also thought about allowing a defensive roll like the Coordination check that allows you to mitigate falling damage.
  12. Thanks for the feedback. I considered that already the problem is this only solves the problem up to silhouette 2. 3 and above are still instant win hits with almost any hero you can create with the rules who don't have the Durability power that gives them armor 2 versus physical attacks. It seems to me that if someone tried to hit a target with a silo 3 Mack Truck and Trailer, it would likely hit all their friends standing nearby as well. Blast is really more appropriate than only being able to hit a single person with an object that large. It should be an area attack because the object is likely larger than the area occupied by the target and everyone in engaged range of them. Note: My original Blast suggestion is instead of the normal damage inflicted on a successful hit. Alternative Thought: What if large objects were treated as doing Brawn plus Silhouette damage, but also have linked equal to silhouette? This would require more advantage to make devastating and allow soak to apply to each activation of linked. Or it could be treated as Auto-fire and even increase the difficulty once (which would also allow the damage to be spread to multiple targets instead of using Blast to do this) and make it comparable to what a super with energy projection/auto-fire upgrade can accomplish in one round.
  13. I just ran my first supers game using your rule set. It was awesome! Thank you so much! I am having one difficulty though (and I had this with the Star Wars Move Power as well). Hitting someone with a large object (via Telekinesis, Strength, or Size Manipulation) is the most damaging attack available in the game. It trumps everything else at personal scale and has no drawbacks that I can see. I'm trying to come up with some modified rules that don't make hitting someone with a silo 3+ object an instant win. Here's what I'm considering: You must upgrade the difficulty of the attack once for each silhouette the object is greater than yours (it's unwieldy, likely to collapse under its own weight, easy to see coming, etc). If you are in an interior space you add one setback die for each silhouette the object is larger than the intended occupants (reduce by one if in an appropriately large room). You may elect to eliminate both of these penalties by having the attack inflict Blast on a successful hit doing damage equal to your Brawn plus the object's silhouette plus uncancelled successes. If the object is silhouette 4 or more blast effects all within short range. You may activate blast with this attack with a triumph or 3 advantage even on a failed check. Most objects are destroyed by this attack method. What do you all think?
  14. Nice job! Interesting premise, nice twists, and lots of directions the ending can go in. An excellent offering! Thank you!
  15. This is really useful for campaigns with custom talents that allow skills to be used with different attributes (or even official ones like Finesse). Bravo!
  16. I might use this in a future adventure arc in my ongoing campaign. I've been contemplating having the PCs discover a lost world of dinosaurs. It could be fun to have it be a lost Western world of dinosaurs. Thanks for putting this together. It's very cool!
  17. Do I remember correctly that nothing in the text of the Prepare Quality says that you have to spend the maneuvers in the same round as you fire? So with a sniper rifle the first shot could be aimed as the Prepare maneuvers could be done preemptively. Then both prepare maneuvers could be done during the off turn if it's got Slow Firing one which means you could use two maneuvers to aim again on the firing round.
  18. I like the idea of setting a Perception difficulty to spot the ambush based on range, circumstances, and skill combined. So maybe the ambusher(s) have their base dice set by range (an ambush at long range is PPP), upgraded by the leaders ranks in Stealth/Cool/Warfare etc, Setback applied for cover, darkness, elevation etc. Maybe players get boost dice based on the numbers of enemies (+B if more than the players, +BB if significantly more) or if they have no cover etc (I'd actually probably have boost and setback dice cancel out here to reduce the die pool involved). The nice thing about this is that it does simulate how much easier it is to spot a threat that is close to you or when there are multiple threats they could notice.
  19. For Stealth, I have allowed them to aid each other by sharing successes. I have also used this for something like Athletics if they're climbing a cliff as a group. I use this anytime they are in a situation where if one of them fails, all of them fail. They all make the check against the difficulty and then they can share successes. So as long as there is one success left for each player at the end, they pass the check. For example, using Stealth. If the sneak rolls 3 successes, the intellectual rolls 1 failure, and the average guy gets 1 success, the group succeeds at the Stealth check. This is because the sneak can give two successes to the Intellectual, cancel their failure, and leave them with 1 success (while retaining one success for himself). In some cases, if appropriate I allow them to use skilled assistance for these checks as well (so maybe the sneak shares his two skill ranks with the Intellectual to shore up their weakest link). This allows you to apply setback and boost dice normally to each person (and account for talents that remove setbacks for those who have them). They can also use advantage etc to boost each other on the checks and so on, but threat can also penalize their allies. I've used it for Athletics and Stealth for sure, I can envision using it for Coordination in some cases (they all have to walk a narrow ledge). In harsh environments I could see doing Survival to forage for food this way (if they don't succeed enough for everyone then they don't have enough to eat).
  20. Yes! I have done this one time. It was a chase between a pick up truck (the PCs: 1 driving, two in the bed, and an npc in the passenger seat), 3 cars (3 minion bad guys each) and 3 motorcycles (1 rival each). My setting was 1938- Think Indiana Jones. The PCs did remarkably little shooting at vehicles (all had armor 0). I ruled that any bullet hit could inflict a crit on a vehicle with triumph or enough advantage. But to inflict actual hull trauma it had to do 10 points of damage or they could spend a Triumph to have it inflict 1 point of Hull Trauma instead of the crit. But they all chose to shoot the bad guys instead of the vehicles so we never used this. With one exception, one of the cars closed to engaged range and one of the PCs wanted to shoot out its tire. So I had him use an aim maneuver adding two setbacks. He succeeded and I dropped the car out of the chase.
  21. <facepalm> Can't believe I didn't read that as they get rank 1 AND rank 2 in two skills. I was thinking they had to pick a rank 1 skill as a career skill then could take the next as rank 2. Didn't realize they could get 2 ranks in any two skills (plus all career picks). Now it makes sense. Thanks for the clarity HappyDaze.
  22. I just logged on specifically to ask this same question. I don't see how getting 2 rank 2 skills (a 20 point expenditure in career, 40 out including the +10 for rank 1 in two non-career skills) is worth the 35 xp difference between them and one less strain and one less wound point. I can only guess that they're expecting Underestimated to come up very frequently by having the clone choose a specialty that leans towards opposed checks (social, hacker, etc).
  23. Initiative is inherently a competitive check (the highest roller wins). I have allowed ambushers to use their Stealth skill to determine initiative versus the player's Vigilance. Part of the reason that I do this is that I often run into situations where the die pool totals don't well reflect the situation. For example, if their Perception is lower than their Vigilance there is no advantage to looking for and spotting an ambush in advance- which is counter to common sense. Same issue with Cool and Vigilance- my players hate to be surprised so they often take ranks in Vigilance, but then they want to use Vigilance all the time because they're at a disadvantage when they're aware that a dangerous situation may arise (using Cool). So my solution has been to allow a Perception check when they're actively looking for an ambush and then give them a choice. Anyone who succeeds on the Perception check may take a maneuver before Initiative is rolled and if anyone succeeds on the Perception check then the ambushers may not use Stealth for their initiative (which cancels out boost dice that apply to having a good ambush spot, cover, etc -they have to use Cool). The choice is they may use their Perception check in place of their Vigilance check for initiative. So if they rolled well they can keep it. If not they roll Vigilance as normal and have a shot at a better result.
  24. Ah! So soak is actually irrelevant to these wounds. So if they had a soak of 4 took 3 damage from the actual hit (no wounds inflicted as soak was not exceeded) with enough advantage to activate knockdown and inflicted 3 wounds (from a Skullduggery of 3) then the end result would be the target suffering 3 wounds (despite the remaining unused 1 point of soak). Excellent! Thanks!
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