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About dresdinseven

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  1. dresdinseven

    [Input Request] Players "Push it to the limit" Rule

    I think you miss the idea behind the rule setup. The idea is to give the players an extra lever to pull in a situation, the do-or-die situations where they accept a higher chance of Despairs hitting them for a higher chance of passing the check. So yes, it does mean they will have a higher chance of success, but there's a major risk in it. Critical Injuries, plot twists, loosing equipment/NPCs, things that make a story move forward. Also, I choose the driving one as a quick example. But I'm not touching the Star Wars drive/flight rules with a ten foot pole, and the example you posted is an illustrative reason why, it's a total mess when a single dice roll is all that's needed to move a scene to completion. And I don't want to have to go "no no no, you need X talent to do this thing you describe". The talent would let them do it without making the whole situation a gamble. I run things pretty fast and loose when it comes to vehicle chases (because for me, they just get in the way) so I would just peg the difficulty at how many cop cars are in the chase (just reduce it to a 'threat level' abstraction). This whole idea is copped out of Don't Rest Your Head and its idea of Madness dice, which straight up add more dice to your roll but have the chance of triggering Bad Things. So I'm trying to figure out a way to do that. My original idea was that players could add Boost to their pool but had to add an equal number of dX with 1's being naked Despairs (so no additional misses, just the Despair), with the size of the dice depending on how risky I decided to make the gamble. A d12 would be like adding Reds with just the despair symbol on it, but a d6 would be a total landmine. I might still go with that in order to keep the math simple and not have to figure out which boost sufficiently overcomes upgrading Purple>Red, it would just be a matter of determining the appropriate standard dice to throw in. I'm thinking a d10, since they get used for crits and players 'should' have them, and it makes them a little more punchy than Red dice (but just for Despair). Also, @arMedBeta thanks for doing the dice math!
  2. I've been trying to figure out how to handle the situation where a player looks at a check and says "I'm going to do something crazy, because I don't think I'll make that check normally" and describes some risky "pushing it to the limit" addition to the description of their action. Here's an example: The player is being pursued by the police while he is on a motorcycle, ducking and weaving to try and escape. The challenge [one red, two purples] looks a bit intimidating so the player says "Actually, I'm not just going to go fast, I'm going to go really fast, and cut into the oncoming traffic lane a few times to shake them." I say sure, and upgrade the check twice, now it's [three reds]. Here's the question: What kind of reward should that player get for taking a "riskier but higher chance of success" initiative? Blue dice? Check upgrades? Additional greens? Too low of a bump and it just washes out (and this discourages fun, creative solutions) but too high and it breaks the game. If I were to guess, it would be [blues] equal to the number of [purples]>[reds] that the player voluntarily takes.
  3. dresdinseven

    Genesys OGL?

    I'm surprised that Apocalypse World is not on that list! That game spawned an entire genre of roleplay games (The Sprawl, Dungeon World, ect ect). The system, format, and general structure are all open for use (just not the word-for-word text of the original book), and there's been alot of great projects that came from it. I hope Genesys goes the middle rout, allowing third party publishing of setting books, so scope and CRB dependency of RoT. What makes you say that?
  4. dresdinseven

    Genesys OGL?

    Exactly! While a few source books will be interesting, I don't think it can sustain a brand, and with the Star Wars rpg line (probably) coming to a conclusion*, other avenues of growth will be needed. Hmmm... HMMMMMM...... Stay tuned, I guess? * Saying this because all the million careers have their own books, there can always be a few additional splat books and adventure modules, but it seems to be ramping down, although there's always the outside chance that a New Trilogy set of core books come out, which would be pretty nutty.
  5. dresdinseven

    D&D 5e Styled Terrinoth Character sheet

    I thought up a reason to keep the stat bubbles. You can only increase each attribute one via Dedication, correct? Use the bubble to mark off what you've upgraded so far.
  6. dresdinseven

    When Android book?

  7. dresdinseven

    D&D 5e Styled Terrinoth Character sheet

    That looks both fresh and sharp. The skills list is nice and compact, I like the proficiency dots now represent career dots.
  8. dresdinseven

    When Android book?

    ༼ つ ◕_ ◕ ༽つ GIVE BOOK SOURCE NETRUNNER ANDROID ༼ つ ◕_ ◕ ༽つ
  9. dresdinseven

    Vacuum Rules: No, no, no, no, no!

    I'm going to say from this a proposed "realistic vacuum rule change". In the event of being exposed to a vacuum, make a Cool check in order to partially hold you breath (since as @AK_Aramis stated you can hold your breath up to half an atmosphere of pressure, so basically only half full or mostly exhaled) and have Brawn rounds of useful consciousness, otherwise it's 1 round. If you are expecting it (like you are throwing the airlock switch yourself) the difficulty should be downgraded twice, or something. There should definitely be a spacer talent that give a buff to this and zero g maneuvering. Then you take a "Vacuum Crit" which functions like a normal level 1 critical injury except only "instant death" are counted. Each round you take another. If you are brought back into a breathable atmosphere then you can roll a resilience check every fifteen minute to naturally heal it. I don't think that's too cumbersome and also is pretty spot on to real life, or enough for tabletop! Edit: Unless we really want to push for the "15 seconds" rule, then it's a successful Cool check is the end of your next turn, and a fail is the end of the current initiative track.
  10. dresdinseven

    Terrinoth PDF

    I know I was REALLY grumpy about a plethora of things when this book was first announced... But... Oh now that it's an actual product I could buy... And one I could possibly get at half price as a digital....... (like I ever buy things other than physical books...) Tell me how this book is, and possibly what seasoning is best for a plateful of eating crow. I'm really starting to feel my resolve waiver. Judgement says I should save up for the eventual Netrunner book (and ever single splatbook that comes with it), but the temptation is starting to grow.
  11. dresdinseven

    Skills weirdness in Genesys

    Instead of adding to the skill list my suggestion is a talent set that has the player pick a specialization or subset of Mechanics. Each rank would add a boost dice and a benefit. This let's characters have a "deep dive" into a specialty while still allowing a the character to become a Swiss army knife if desired. Also it allows characters without Mechanics as a career skill to get some boost or cheaper faux ranks related to their character concept (like hackers getting computer hardware or pilots/captains getting the appropriate vehicle class). Unsure of the Disciplined version. Any feedback is aplreciated. I feel strongly about these talents because they keep skill bloat down while helping to define character concepts.
  12. dresdinseven

    Skills weirdness in Genesys

    100% agree with the Mechanics Skill, it's an absolute mess of "do anything with objects" while some of the other skills are oddly granular. As someone who plays the "tech" character I found it was actually taxing because I had to do -everything- that wasn't interacting with another character. Open a door? Me. Disable a bomb? Me. Fix the ship? Me. Mess with upgrading gear? Me. On and on and on, I suddenly was the expert of every technical field and type of engineering imaginable. And I could never sit in one spot and do my "thing" because I had to be the swiss army knife in five different places. It was exhausting. And it's awful for character concept. As the skill goes up, there's no real difference between a ship engineer, a cybernetics expert, demolitions dude, or any type of tech. Because everyone could just do everyone else's job. Sure there were Talents to spice it up, but no way to dive deep into a particular 'specialty'. But eventually the car mechanic or security systems expert turns to mush because you're the only one who can do the task at the moment even if it's completely alien to your core character concept. That's just my rant on the Mechanics skill. I understand why it's like that, but it really rustles my jimmies.. I did think of a few talents to alleviate the problem, if anyone is interested.
  13. dresdinseven

    Genesys Talents Expanded

    Oh, I was unaware, I didn't buy Special Modifications. With that said I'd prefer loading features into Talents instead of Gear. As for the rank, I can see where you're coming from, since it turns the talent into "low cost Grit" for cybernetic centered builds. One of the things I had in mind when I thought of this was how some cybernetics (such as replacement organs or a second arm or how you need two legs to get the benefits) don't confer any in game modifiers but still take up a "cybernetics slot". That's a good suggestion as well. Perhaps this would be a better talent chain. This could theoretically mean a person could have a fully cybernetic/prosthetic body, but if the "crunch" remains the same as baseline for the character I'm okay with that.
  14. dresdinseven

    Genesys Talents Expanded

    Question, what rank would be appropriate for this stat? For a saving of 3-5 Strain I'm thinking 15XP Alternatively, to decouple it from a characteristic here is a ranked talent starting at 5XP This version gives 4 Strain back at a total investment of 5+10XP, with a total of 10 Strain if a person is willing to spend the ever increasing cost of higher tier talents
  15. dresdinseven

    Sci Fi Character Creation Bonus Options (Feedback Requested)

    Thanks for the suggestion @Foghorn! This is the latest revision, incorporated your suggestion and some others (mostly clarity suggestions). Instead of giving a cost, I'm putting a starting XP adjustment. This nests it within Archetypes and also makes the bookwork a little bit easier. I'm not concerned if my players get 5 more XP in chargen than vanilla rules. The current task is editing a few of the longer ones to more concise language. Void Lineage (0XP) Deep Space Adaptation: Advanced development of the brain’s spatial awareness centers and heightened efficiency of dissolved oxygen within the blood. Zero gravity conditions are not counted as difficult terrain and suffocation incurs 2 points of damage or strain per turn instead of 3. Physical Features: The character’s blood has a darker almost black coloration which causes pronounced visible veins. Mercury (0XP) Cellular Regeneration: Rapid healing at the cellular and genetic level results increased resistance to radiation and accelerated tissue regeneration. Recover 1 additional would from natural rest, add 1 automatic [[Success]] to Medicine checks to cure wounds or critical injuries and to Resilience checks to naturally heal from critical injuries. Physical Features: The character’s iris color is a shiny metallic color (gold, silver, bronze, nickel, ect). Venus (0XP) Tapetum lucidum: A reflective layer upon the retina in the back of the eye which allows enhanced vision in low light conditions. This enables characters to remove up to 2 [Setback dice] added to checks by lighting conditions. Physical Features: The character’s pupils to ‘glow’ a particular color when light is shined at their eyes. Earth (-5XP) Heart and Soul: Adaptation and self mastery has guided humanity from the first flames to the stars in the heavens. Choose 2 career skills, once per session after you have made a check with a chosen skill but before the GM describes the outcome you may reroll a number of dice in the pool equal to the Attribute linked to the skill. An individual die may only be rerolled once and any with a Despair result cannot be rerolled. Physical Feature: Baseline appearance and air of importance. Mars (0XP) Survival of the Fittest: A heightened endocrine system and improved blood clotting factor allows the body to endure through injuries. As an incidental once per turn, suffer Strain equal to twice the Severity rating of any one Critical Injury to ignore its effects for the remainder of the turn. This does not remove the Critical Injury or the associated +10 to Critical Injury rolls and ongoing effects are delayed until next turn. Physical Features: Slightly pointed ears and pronounced canine teeth. Jovian (0XP) Shibboleth: Through the use of a closely guarded Jovian language and cultural in-references, Jovians may communicate with each other in a way that hides the true meaning or intent of their conversation from outsiders. Jovians can hide simple hidden messages into seemingly commonplace conversations and add 2 [Setback dice] to the Vigilance check of a non-Jovian to notice and understand the hidden message, which is checked against a combined Deception of the Jovians. Only Jovians have access to the Jovlech folk language (for starting languages and the Polyglot talent), and all translation software or equipment adds 2 [Setback dice] when trying to decipher it. Physical Features: Violet or lilac eyes and slightly gaunt, sallow features. Rich Lineage (+5XP) Heterosis: With the Great Migration a mixing and remixing of people groups has resulted in hybrid vigor and new emergent cultures. During character creation up to one Skill may be trained up to rank 3 during character creation (all other skills cannot be raised above rank 2 during character creation). Physical Feature: Earth baseline or slight variance (such as a unique eye or hair color, distinguishing physical characteristic, or blood characteristic)