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gorthano got a reaction from Jimmifett in Firearms
Great job!! Thanks for the resource! I will definitely be using this.
WWII: Axis- Shouldn't the StG 44 have autofire? To balance it maybe cause it to be out of ammo on 3 threats.
I'd maybe provide a distinction between the Karabiner 98k and the Karabiner 98k used for sniping. I'd suggest using the entry you have for the sniper variant but increase damage to 9 (and note that it comes with a telescopic scope that is machined on), and then have the standard K98 a little weaker than the one you have on the spreadsheet [e.g. maybe just give it accurate (1) and Pierce (1)].
I'd also adjust the encumbrance values a bit for a few of the WW2 guns. I'm not really knowledgeable enough to go through it with suggestions, but I get the feeling that the 2 encumbrance they suggested for the SMG in the book is more for a Mac10, Mini-Uzi, or MP7. I picked up Thompson SMG once and was shocked at it's weight. It weighs a little more than the M1 Garand, but the weight is more concentrated. I'd probably give it encumbrance 4. I haven't looked into it, but I wouldn't be too surprised if the other hand held autofire guns warrant similar increases.
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gorthano reacted to Lord_Lele in Superpowers as talents and skill check
Hi,
this is my first try for a Four-Color Superpowers in Genesys.
As noted previously, superpowers are not like magic that can be erratic; in most case superpowers always works.
So I've created superpowers by taking examples from Mutants and Masterminds (less) and Marvel Heroic RPG (more); all of them are talents, generally starting from Tier 2.
Moreover, they works a little different in range/size/power if used in combat encounters or in narrative.
As an example, this is the Teleport power:
TELEPORT
The character travel from one point to another instantaneously; no check required unless something can go wrong or otherwise specified. Coordination is the skill used by Teleport; you have to make a check anytime you try to teleport on narrative range if you're in combat (this can take you out of combat).
Tier 2 - Basic Teleport
You can teleport up to short range in combat encounter or up to line of sight but only outside combat encounters.
Tier 3 - Enhanced Teleport
Combat: up to medium range; narrative: across the city in one jump or to another city with multiple jumps.
Tier 3 - Teleport Switch
With a successful Coordination check you can change position with another ally character who is aware and agree with your teleportation (the ally perceive your intentions telepathically); you can also swap places with a non-allied character (for example, a hostage) but in this case it becomes an opposite check with the enemy's Vigilance (since he does not expect it). The switch action has a cost of 2 strain.
Tier 4 - Great Teleport
Combat: up to long range; narrative: across the world in one jump.
Tier 4 - Teleport Turnabout
You can teleport up to medium range, take an action and then teleport again up to medium range. The turnabout action has a cost of 2 strain.
Tier 5 - Supreme Teleport
Combat: up to extreme range; narrative: distant planets or galaxies (up to your GM).
Tell me what you think, if in your opinion this can be right (please forgive my english, it's not my native language).
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gorthano reacted to Terefang in Firearms
just to contribute my knowledge, maybe someone will use it:
Contemporary Revolver and Pistol Ammo
Genesys Damage and Crit Ratings
Cartridge Type Damage Crit. Revolver Ammo .22 Short 3 5 .22 Long 4 5 .22 Long Rifle 5 4 .25 ACP (6.35mm) 3 5 .32 ACP (7.65mm) 4 4 .32 Long (7.65mm) 4 3 .38 Special 5 3 .38 Power 6 3 .357 Magnum 7 3 .45 ACP 7 3 .45 Long 7 2 .41 Magnum 7 2 .44 Magnum 8 2 Automatic Pistol Ammo 5.45 mm 3 5 7.62mm Nagant 4 5 7.63mm Mauser 4 4 7.62mm Parabellum 5 4 7.65mm Long 5 3 9mm Short 4 3 9mm Standard/Parabellum 5 3 9mm Police 5 2 9mm Makarov 5 3 10mm Colt 6 2
these are the raw figures
range is based on the actual weapon being used
some ammo may have additional armor-piercing or trauma effects
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gorthano reacted to Doctor Xerox in The Hamstring Shot talent
Immobilize is not that strong. Especially not in a game with lots of ranged weapons like in your example. If you're at range to shoot someone, they're at range to shoot you.
And you say the poorer shots in the group will abuse this, but you still need to hit for it to work, so you don't want to be that poor of a shot. So you're trading damage for a situationally-useful condition.
Good encounter design makes this weaker as well. The PCs should usually be outnumbered, which makes sacrificing damage to inconvenience one enemy a poor decision. Encounters should include minion groups, against which you should pretty much always choose damage over this. The targets you'd want to use this on are rivals and nemeses, which will often (or always at higher xp levels) have adversary ranks, so the poor shots will have trouble hitting them.
I don't see many situations where this talent is good, frankly. It's more useful in a fantasy setting where ranged is less common than melee. I'm having trouble imagining a time to use it besides when a dangerous beast or a rampaging orc with a battleaxe can be kept out of the battle temporarily.
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gorthano reacted to Dragonshadow in The Problem with the Magic Attack Action
The first time the party gets hit by a blast that applies the burn effect to everyone, presumably with a fairly high base damage (does each round's burn test against soak?) they'll understand why this effect should be difficult to produce.
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gorthano reacted to Endersai in Races
If they did races for Earth-based games, people would complain. Not because of the racial connotations around trying to stat people from different countries; everyone would be a base 2 for every stat, except Australians.
We'd be a 4 in everything with rules allowing you to buy up to 6 in BRA.
Whilst this is a factually accurate representation of the real world, everyone would just play Australians and non-Australians would complain out of bitter jealousy.
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gorthano reacted to Tom Cruise in [OLD THREAD] Dark Heresy in Genesys (Almost finished!)
@player1303422 Thanks! A necromunda game would be pretty interesting, let me know how you find the rules if you do use any of them, feedback helps a lot.
@Hugh Salamando Filth It's looking good, although I'm a little wary that there seems to be a bit of work in working out perils; I'd prefer something a bit faster, although I haven't really given much thought to the specifics of how I'd do that.
Update time! I've done all cybernetics except for Mechadendrites now. The pricing and rarity in here isn't final, so don't pay it much attention. I ended up going with a hyrbid of the Genesys and Edge of the Empire rules for cybernetics. Characters can install a number of cybernetics equal to Brawn without penalty. Beyond that, each one reduces strain threshold by one.
LINK
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gorthano reacted to Tom Cruise in [OLD THREAD] Dark Heresy in Genesys (Almost finished!)
I've had a couple of people elsewhere comment on the flat damage, and in hindsight it probably wasn't a smart move; someone at Brawn 4 or 5 (not uncommon for melee specced characters) would be much better with a regular sword than with a chainsword, which feels wrong.
I've reverted chain weapons and power weapons to brawn based damage. Also took a look at your rules @gorthano and decided to put the Dangerous quality onto the Eviscerator like you had. Mine's a little more simplified (and less nasty), but still likely to kill a careless player.
Won't update the PDF just yet, I'll wait until I've got something more substantial, but the Google Doc is up to date.
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gorthano got a reaction from Hugh Salamando Filth in [OLD THREAD] Dark Heresy in Genesys (Almost finished!)
Great Job so far, man!
However, I'm not sure I am on board with melee weapons that do set damage.
Here's what I came up with if you want to take a look.
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gorthano reacted to ThenDoctor in Replacing Adeptus Ministorum background feature
I think the first three ideas are reasonable, but the last one is a bit too powerful.
I don't think it's worth changing. I can't get my players to spend fate points as is so I don't even bother with the idea of their abilities not being good enough.
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gorthano reacted to AxeSpanna in Assail + Forboding vs. Molten Beam Subtypes
Think you'll find that it's meant to be one action of attack subtype, and one of concentration.
A power that uses both means that, apart from foreboding, you can't then use another power that has either subtype.
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gorthano reacted to TheWorldSmith in Assail + Forboding vs. Molten Beam Subtypes
Because... They are?
What it means is that you can do a Molten Beam, Hallucination, and a Foreboding in the same round. It's how the game is designed.
All the player needs to remember is that you can only do a single action with the Attack and Concentration subtypes per turn, unless there's something that indicates otherwise. Likewise, you may only use one Reaction per round, and never in your own turn.
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gorthano reacted to eltom13 in Some musings on Fate
In my opinion my players have already too many Fate Points. The two psykers both went very lucky on Emperor's Blessing and started with 4 each. The priest 3 and the poor assassin only 2. Most sessions (about 3-5 hours game time) if there are no big encounters the players have some or even all Fate Points left at the end.
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gorthano reacted to alemander in Some musings on Fate
Just for reference:
Question: Can an ability that allows a result to be re-rolled ever
be itself re-rolled (page 22)? What if this is the result of using two
different abilities, such as a background special rule and a Fate
point (page 293)?
Answer: No. A re-roll cannot be re-rolled, and the second result
must always be accepted. Note that a player cannot spend multiple
Fate points to re-roll the same test multiple times. He can though
can spend a Fate point before rolling to gain a bonus on a test, and
if needed spend another to re-roll that test (and even spend a third
to gain an extra degree of success on that test, if desired).
~ alemander
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gorthano reacted to TheWorldSmith in Some musings on Fate
The Errata specifically addresses whether or not you can re-roll a re-roll. The answer is no. A re-roll is always final, no matter how many chances you might think you have.
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gorthano reacted to eltom13 in Crafting High Tech Weaponry
Thanks for sharing MorbidDon. While this is certainly very helpful I think the rules in DH2 (cf. DH2 core rule book page 97) are somewhat different (and not at all that detailed).
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gorthano reacted to MorbidDon in Crafting High Tech Weaponry
From Dark Heresy 1st Edition > Inquisitor's Handbook
I find many of our forum questions were answered in 1st edition > they had many facets of play not tied to character development directly aka MISC stuff per say...
Check this bunk out... LOL
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gorthano reacted to Covered in Weasels in Crafting High Tech Weaponry
For a quick-and-dirty house rule, I'd start by saying that any equipment of Very Rare or higher rarity will be very difficult to craft from scratch and require access to specialized tools and the proper schematics to attempt the test. This category includes bolt, melta, plasma, power and most exotic weapons, as well as mesh cloaks, Militarum Tempestus carapace and power armor. Basically, even a skilled armorer is unlikely to have handled this equipment frequently enough to really understand how it works, and the Mechanicus jealously guards the secrets to manufacturing these precious relics. The Very Rare stipulation is the cleanest delineation I could think of and avoids lots of individual rulings from the GM.
This still leaves your player with many options for crafting new gear. Hellguns (hot-shot lasguns), Enforcer carapace, non-Eviscerator chain weapons, flamers and launchers are all craftable under this rule, so he can flex his technomat muscles and build strong equipment without allowing wildly powerful gear into the hands of the party. These items are all mass-produced by enough forges and used widely enough that the designs for some patterns of weapon will be available to the public. They might not be as finely designed as Mechanicus-crafted forge world patterns, but within the context of the game they should be functionally identical.
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gorthano reacted to ViperMagnum357 in Crafting High Tech Weaponry
Chain weapons and average quality carapace armor are in regular production everywhere, though the Guard and PDF make do with Lasguns, stamped steel melee blades, and flak armor because of the economics. Guard units end up far flung and frequently have to make do with locally sourced equipment, so chain weapons are usually for officers and carapace for a few veterans. A typical Civilized World-not even a Hive World-will frequently have several million to tens of millions of PDF under arms; wholly impractical even with locally produced equipment more complicated than a Lasgun. And, quite simply, better tech is wasted in the hands of glorified militia. Few worlds besides Fortress Worlds with have the training regimen and discipline to make full use of it, and those worlds have economic pressures of their own replacing losses. Same reason carapace is not standard; a waste for PDF who might go centuries without serious action, and no guarantee of steady replacements for guard units deployed across the Galaxy. For you, having someone on hand to repair it or forge replacement parts alleviates most of those concerns.
Hotshot weapons are interesting. Most of them are produced of Forge Worlds because of the higher difficulty, but other planets like Cadia can still produce their own. That seems like a good investment for your character; it won't put a Magos' proprietary inclinations in a twist, and a skilled artisan with the right tools can make them in a reasonable time frame. Mesh armor, on the other hand, is murkier. It does not seem to fall within standard Imperial tech, so most of the examples are salvaged Xenotech or based on alien designs. That could present a problem, though a character with the inclination could probably produce it with a large enough investment of time and resources. The question is why-apart from the light weight and lack of obtrusiveness, there is little to recommend it over a specialized bodyglove or more standard heavy armor. For the same outlay of resources, you could get pretty far down the road towards Power Armor.
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gorthano reacted to TheWorldSmith in Crafting High Tech Weaponry
I would straight-up ask him how he would justify it.
How are you getting the blueprints and plans? Okay - Make X test! Awesome, you got it!
etc. etc.
Ultimately it's GM discretion, and I don't think that you were unfair, especially if the player didn't explain how he was going to do such a thing. Crafting a Power/Plasma weapon is no easy feat, and from what I know it's also arguably lethal, and should rightfully demand way more than an Influence-Test + Trade (Armourer)-Test.
In my eyes, the exampled-times in the crafting table assume that you have all the materials required, tools, workspace, and etc. - as any forge in the 40k universe would. If he's trying to forge a plasma weapon in a bedroom though... I can see a great number of difficulties in trying to make that work. He may even need to requisition already-completed components of the plasma weapon and assemble it himself, as oppose to just gaining the raw materials to build the components with.
It just depends what kind of game you want to run, and what kind of precedent you want to set for your players. If you feel something is appropriate, I'd say go with it, and of course provide alternatives and recommendations if something is inappropriate.
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gorthano reacted to ViperMagnum357 in Crafting High Tech Weaponry
Well, by and large, the Mechanicus is extremely territorial regarding any technology advanced enough to require a solid foundation of the underlying principles. They have no problem with lasguns and the like because they can be reliably replicated by rote with only moderate technical skill and knowledge; what you are talking about is a step beyond that. While there are skilled, non-heretic artisans outside the Mechanicus, they are not common and tend to be specialists; such as shipwrights, demolition experts, or crafters of assassination tools. One of the maxims of the Mechanicus is "Knowledge is Power: guard it well." Dealing with them is usually about striking a deal for equipment, rather than blueprints. There are several stories in the fluff of Forge Worlds spending millennia trying and failing to trade for STC designs, and eventually settling for hodgepodge variants or lesser designs; that is how you get the proliferation of equipment like the Macharius heavy tank, replacing the Baneblades that cannot be constructed by most Forge Worlds.
As for your character...remember there are some things beyond even the Mechanicus: most archaeotech cannot be replicated anywhere, and many more technologies are known to very few of the highest level Techpriests. Volkite, Grav, and Plasma weapon production is at a virtual standstill, losing almost as many weapons each year than are fabricated. Some, like Inferno pistols and certain combiweapons, may be beyond all but a handful of artisans, most of them on Mars. Crafting them with anyone besides a skilled Magos with the resources of a full Forge World is simply not going to happen. In terms of fluff, you can forget about Grav, Volkite, and Plasma weapons, along with Inferno Pistols. That said, the biggest draw of being an artisan is being able to customize your equipment and crafting custom munitions on tap, instead of spending several fruitless sessions trying to scrounge up your next load of specialty bolt shells and grenades. Obtaining blueprints should be a major undertaking involving a great service to the Machine God, and tacit approval of your work by a high ranking Techpriest before disseminating the plans.
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gorthano got a reaction from SCKoNi in Necron as BBEG
Agreed. This isn't a fight starting characters have realistic chance of winning outside of GM handwaving the creature's intelligence and having it fall for some plan to have it jump into a volcano. A regular necron would likewise defeat them easily. It's like the movie The Terminator. Remember how the t-100 wrecks the entire police force?
