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saethone

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  1. Like
    saethone got a reaction from TheSapient in GM Binder and Genesys   
    Hey! I finished putting together this theme after another reddit user got too busy to work on it. It uses the Eote and genesys dice fonts that were posted here from . It also uses Bebas Neue for most of the formatted stuff. All of these fonts are free - Bebas Neue is open license and skyjedi and ak_aramis gave permission to use the dice/symbol fonts for this. I *think* iveld may have uploaded those to the site and should be working as webfonts, but i'm not sure about that. 
    the minion pro font is not free and thus can't be used as a webfont unless the site coughs up hundreds of dollars, so for now you'd need to purchase that one yourself if you wanted it to look extra authentic, but that font is only used in this document for the regular text, so not having it shouldn't change much as far as formatting goes
  2. Thanks
    saethone got a reaction from Foghorn in GM Binder and Genesys   
    Hey! I finished putting together this theme after another reddit user got too busy to work on it. It uses the Eote and genesys dice fonts that were posted here from . It also uses Bebas Neue for most of the formatted stuff. All of these fonts are free - Bebas Neue is open license and skyjedi and ak_aramis gave permission to use the dice/symbol fonts for this. I *think* iveld may have uploaded those to the site and should be working as webfonts, but i'm not sure about that. 
    the minion pro font is not free and thus can't be used as a webfont unless the site coughs up hundreds of dollars, so for now you'd need to purchase that one yourself if you wanted it to look extra authentic, but that font is only used in this document for the regular text, so not having it shouldn't change much as far as formatting goes
  3. Thanks
    saethone got a reaction from CitizenKeen in GM Binder and Genesys   
    Hey! I finished putting together this theme after another reddit user got too busy to work on it. It uses the Eote and genesys dice fonts that were posted here from . It also uses Bebas Neue for most of the formatted stuff. All of these fonts are free - Bebas Neue is open license and skyjedi and ak_aramis gave permission to use the dice/symbol fonts for this. I *think* iveld may have uploaded those to the site and should be working as webfonts, but i'm not sure about that. 
    the minion pro font is not free and thus can't be used as a webfont unless the site coughs up hundreds of dollars, so for now you'd need to purchase that one yourself if you wanted it to look extra authentic, but that font is only used in this document for the regular text, so not having it shouldn't change much as far as formatting goes
  4. Thanks
    saethone got a reaction from Watercolour Dragon in GM Binder and Genesys   
    Hey! I finished putting together this theme after another reddit user got too busy to work on it. It uses the Eote and genesys dice fonts that were posted here from . It also uses Bebas Neue for most of the formatted stuff. All of these fonts are free - Bebas Neue is open license and skyjedi and ak_aramis gave permission to use the dice/symbol fonts for this. I *think* iveld may have uploaded those to the site and should be working as webfonts, but i'm not sure about that. 
    the minion pro font is not free and thus can't be used as a webfont unless the site coughs up hundreds of dollars, so for now you'd need to purchase that one yourself if you wanted it to look extra authentic, but that font is only used in this document for the regular text, so not having it shouldn't change much as far as formatting goes
  5. Like
    saethone reacted to drainsmith in Vector Character Sheet   
    Just finished it
    https://1drv.ms/b/s!Am2tG8-iIXGdgb1QwujCHM3CQjHosg
  6. Like
    saethone got a reaction from DarthGM in Realms of Terrinoth Official Sourcebook   
    check out matt colville's youtube channel, he has some great tips. its geared towards D&D but easily adaptable to another setting
  7. Like
    saethone got a reaction from Schmiegel in Realms of Terrinoth Official Sourcebook   
    check out matt colville's youtube channel, he has some great tips. its geared towards D&D but easily adaptable to another setting
  8. Like
    saethone got a reaction from Tom Cruise in Social Status and Wealth   
    I created a wealth system for my game, as its set in 80s miami and i wanted to differentiate those people driving around in lambos from the normal rabble without having to track monthly payments and crap like that.
     

    Points Home Vehicle Cash/Game     1 **** Beater $50     2 Decent Worn $100     3 Nice Reliable $150     4 Rich Luxury $200     5 Luxury Supercar $250                             Each player starts with a Wealth Limit of 4. You must choose an option from each column of the Wealth Chart, adding the point value of that item to your total until you reach your Wealth Limit. The limit can be increased by purchasing the "Wealthy" talent. Your choices can never span more than 3 rows. For example, you cannot earn 50 Cash/Game, live in a **** home, but drive a Supercar. The exception to this is anything earned through the narritive of the game. You can steal a Luxury car in game and its yours, however you could not upgrade it to a Supercar until your home was "Nice" and you earn 150 Cash/Game.             Home represents the cleanliness, repair, age, and overall appearance of your home. It also includes decor, furniture, location and security. **** A home in **** condition is likely to be dirty, roach infested, and in obvious disrepair. Holes in walls, lights and even appliances that don't work. It is outdated in it's decor. It may be a motel room or a studio apartment. It's really nothing more than a roof over your head. You have 2 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 2 Boost checks on their Skullduggery checks. Decent A home in Decent condition is likely to be more or less clean and operable. You have working appliances and lights. Your decor is likely outdated, but at least any wall damage is patched up. It is likely a small apartment. You have 1 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 1 Boost die on their Skullduggery checks. Nice A Nice home is modern in appearance and well maintained. It may be a large apartment or a small home. There are no modifiers to Charm or Skullduggery checks related to the home. Rich A Rich home is modern and well maintained. It may have ammenities like its own pool, nice furniture, and some good art. It may be a large home or a condo You gain 1 Boost to Charm checks made inside the home, and Skullduggery checks to break into the home have 1 Setback. Luxury A luxury home is a lavish display of wealth. It may be a mansion or a penthouse. It is filled with modern ammenities, luxurious furniture, fine art, and the like. You have 2 Boost die on Charm checks inside your home and Skullduggery checks to break into the home have 2 setback.             Vehicle represents the condition of your car. It considers the age, type, repair, and prestige of your vehicle. A base vehicle is listed on page 231 of Geneys core rulebook (and above to the right). Any vehicle can be changed to a pickup by lowering passenger count to 2 (3 uncomfortably) and increasing encumberance capacity to 35. A vehicle can be changed to an SUV or Van by increasing its Passengers to 7 (6 comfortably) and reducing its Handling by 1. Beater All Driving and Mechanics checks add 2 setback. Worn All Driving and Mechanics checks add 1 setback. Reliable As Base Vehicle. Luxury Increase Speed, Handling, or HT and SS Thresholds by 1. Supercar Increase Speed, Handling, Armor, by 1 or HT and SS Thresholds by 2. You may choose instead gain access to a Limousine with an accompanying driver. It uses the statistics of the Standard Vehicle, except that it's handling is -2, and has a Passenger Capacity of 10 (6 comfortably). Additionally, it adds 2 Boost to Charm and Negotiation checks in it's presence. The driver has an Average driving skill.             Cash/Game is how much money you receive at the beginning of each game session. Note, due to circumstances you may not have access to the cash right away. For example, if you are trapped in the Dreaming Dark. In these cases, keep track of the amount earned this way separately, and you gain it all when you would have access to it again.
  9. Like
    saethone got a reaction from Vestij Jai Galaar in Social Status and Wealth   
    I created a wealth system for my game, as its set in 80s miami and i wanted to differentiate those people driving around in lambos from the normal rabble without having to track monthly payments and crap like that.
     

    Points Home Vehicle Cash/Game     1 **** Beater $50     2 Decent Worn $100     3 Nice Reliable $150     4 Rich Luxury $200     5 Luxury Supercar $250                             Each player starts with a Wealth Limit of 4. You must choose an option from each column of the Wealth Chart, adding the point value of that item to your total until you reach your Wealth Limit. The limit can be increased by purchasing the "Wealthy" talent. Your choices can never span more than 3 rows. For example, you cannot earn 50 Cash/Game, live in a **** home, but drive a Supercar. The exception to this is anything earned through the narritive of the game. You can steal a Luxury car in game and its yours, however you could not upgrade it to a Supercar until your home was "Nice" and you earn 150 Cash/Game.             Home represents the cleanliness, repair, age, and overall appearance of your home. It also includes decor, furniture, location and security. **** A home in **** condition is likely to be dirty, roach infested, and in obvious disrepair. Holes in walls, lights and even appliances that don't work. It is outdated in it's decor. It may be a motel room or a studio apartment. It's really nothing more than a roof over your head. You have 2 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 2 Boost checks on their Skullduggery checks. Decent A home in Decent condition is likely to be more or less clean and operable. You have working appliances and lights. Your decor is likely outdated, but at least any wall damage is patched up. It is likely a small apartment. You have 1 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 1 Boost die on their Skullduggery checks. Nice A Nice home is modern in appearance and well maintained. It may be a large apartment or a small home. There are no modifiers to Charm or Skullduggery checks related to the home. Rich A Rich home is modern and well maintained. It may have ammenities like its own pool, nice furniture, and some good art. It may be a large home or a condo You gain 1 Boost to Charm checks made inside the home, and Skullduggery checks to break into the home have 1 Setback. Luxury A luxury home is a lavish display of wealth. It may be a mansion or a penthouse. It is filled with modern ammenities, luxurious furniture, fine art, and the like. You have 2 Boost die on Charm checks inside your home and Skullduggery checks to break into the home have 2 setback.             Vehicle represents the condition of your car. It considers the age, type, repair, and prestige of your vehicle. A base vehicle is listed on page 231 of Geneys core rulebook (and above to the right). Any vehicle can be changed to a pickup by lowering passenger count to 2 (3 uncomfortably) and increasing encumberance capacity to 35. A vehicle can be changed to an SUV or Van by increasing its Passengers to 7 (6 comfortably) and reducing its Handling by 1. Beater All Driving and Mechanics checks add 2 setback. Worn All Driving and Mechanics checks add 1 setback. Reliable As Base Vehicle. Luxury Increase Speed, Handling, or HT and SS Thresholds by 1. Supercar Increase Speed, Handling, Armor, by 1 or HT and SS Thresholds by 2. You may choose instead gain access to a Limousine with an accompanying driver. It uses the statistics of the Standard Vehicle, except that it's handling is -2, and has a Passenger Capacity of 10 (6 comfortably). Additionally, it adds 2 Boost to Charm and Negotiation checks in it's presence. The driver has an Average driving skill.             Cash/Game is how much money you receive at the beginning of each game session. Note, due to circumstances you may not have access to the cash right away. For example, if you are trapped in the Dreaming Dark. In these cases, keep track of the amount earned this way separately, and you gain it all when you would have access to it again.
  10. Like
    saethone got a reaction from StanTheMan in Social Status and Wealth   
    I created a wealth system for my game, as its set in 80s miami and i wanted to differentiate those people driving around in lambos from the normal rabble without having to track monthly payments and crap like that.
     

    Points Home Vehicle Cash/Game     1 **** Beater $50     2 Decent Worn $100     3 Nice Reliable $150     4 Rich Luxury $200     5 Luxury Supercar $250                             Each player starts with a Wealth Limit of 4. You must choose an option from each column of the Wealth Chart, adding the point value of that item to your total until you reach your Wealth Limit. The limit can be increased by purchasing the "Wealthy" talent. Your choices can never span more than 3 rows. For example, you cannot earn 50 Cash/Game, live in a **** home, but drive a Supercar. The exception to this is anything earned through the narritive of the game. You can steal a Luxury car in game and its yours, however you could not upgrade it to a Supercar until your home was "Nice" and you earn 150 Cash/Game.             Home represents the cleanliness, repair, age, and overall appearance of your home. It also includes decor, furniture, location and security. **** A home in **** condition is likely to be dirty, roach infested, and in obvious disrepair. Holes in walls, lights and even appliances that don't work. It is outdated in it's decor. It may be a motel room or a studio apartment. It's really nothing more than a roof over your head. You have 2 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 2 Boost checks on their Skullduggery checks. Decent A home in Decent condition is likely to be more or less clean and operable. You have working appliances and lights. Your decor is likely outdated, but at least any wall damage is patched up. It is likely a small apartment. You have 1 Setback on all Charm checks inside your home. Anybody attempting to break into the home gets 1 Boost die on their Skullduggery checks. Nice A Nice home is modern in appearance and well maintained. It may be a large apartment or a small home. There are no modifiers to Charm or Skullduggery checks related to the home. Rich A Rich home is modern and well maintained. It may have ammenities like its own pool, nice furniture, and some good art. It may be a large home or a condo You gain 1 Boost to Charm checks made inside the home, and Skullduggery checks to break into the home have 1 Setback. Luxury A luxury home is a lavish display of wealth. It may be a mansion or a penthouse. It is filled with modern ammenities, luxurious furniture, fine art, and the like. You have 2 Boost die on Charm checks inside your home and Skullduggery checks to break into the home have 2 setback.             Vehicle represents the condition of your car. It considers the age, type, repair, and prestige of your vehicle. A base vehicle is listed on page 231 of Geneys core rulebook (and above to the right). Any vehicle can be changed to a pickup by lowering passenger count to 2 (3 uncomfortably) and increasing encumberance capacity to 35. A vehicle can be changed to an SUV or Van by increasing its Passengers to 7 (6 comfortably) and reducing its Handling by 1. Beater All Driving and Mechanics checks add 2 setback. Worn All Driving and Mechanics checks add 1 setback. Reliable As Base Vehicle. Luxury Increase Speed, Handling, or HT and SS Thresholds by 1. Supercar Increase Speed, Handling, Armor, by 1 or HT and SS Thresholds by 2. You may choose instead gain access to a Limousine with an accompanying driver. It uses the statistics of the Standard Vehicle, except that it's handling is -2, and has a Passenger Capacity of 10 (6 comfortably). Additionally, it adds 2 Boost to Charm and Negotiation checks in it's presence. The driver has an Average driving skill.             Cash/Game is how much money you receive at the beginning of each game session. Note, due to circumstances you may not have access to the cash right away. For example, if you are trapped in the Dreaming Dark. In these cases, keep track of the amount earned this way separately, and you gain it all when you would have access to it again.
  11. Like
    saethone got a reaction from drainsmith in Vector Character Sheet   
    hey these look great! since you have the vectors, have you considered making additional sheet types? (vehicles, setting sheets, etc)
  12. Like
    saethone got a reaction from GM Hooly in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  13. Like
    saethone got a reaction from siabrac in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  14. Like
    saethone got a reaction from Dragonshadow in Chases?   
    I think it'd be just a set of skill checks that evolve naturally. Narratively, you'd say something like "hes a good distance ahead of you, running through the park. You see him bound over a fence". the player could chase over the fence if they wanted, and youd have them roll an athletics check. failure could mean they still get over the fence, but can't see him anymore. threat and advantage could be losing or gaining ground, etc.
    Car chases would be the same, just with the "Dangerous Driving" action
  15. Like
    saethone got a reaction from Direach in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  16. Like
    saethone got a reaction from Richardbuxton in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  17. Like
    saethone got a reaction from DarthDude in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  18. Like
    saethone got a reaction from JohnChildermass in Potions   
    I ended up going a similar route as well, porting over poisons and drugs from edge of the empire. side note, i haven't renamed the poisons yet
     

    Alchemal Compounds   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal Compounds due to their underground nature. Name Encum Price Rarity Illegal Notes Potion of Healing 1 25 2 No Functions as Painkillers Truth Potion 1 25 4 No A character who has consumed this potion feels lethargic, and can only upgrade a single Ability to a Proficiency on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one Difficulty in the dice pool into a Challenge. The potion's effects last for one scene or combat encounter. Booster Potion 1 10 3 No A character who drinks this potion goes into a hyperactive mind state and may upgrade the ability of any Agility, Intellect, or Cunning related check he undertakes once. The effects last for one scene or encounter. However, this takes a toll on the mind - a character under the effects of this potion may not remove strain at the end of any scenes or encounters for the remainder of the session. Glitterdust 1 100 5 No Glitterdust is a highly addictive sweet powder with hallucinogenic properties the user must eat. Using it adds three Boost to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion. Waking Potion 1 500 7 No Rubbing this solution on an area of skin about the size of a baseball administers the dose. A character who takes a dose of this at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if he had slept a full night after any period of eight or more hours in which he did not engaged in any stressful activities. It's only noticable side effect is that it leaves odd purple stains where applied. If a character under effects of this potion goes 24 hours without a dose, he finds it increasingly difficult to stay awake until he gets more or falls alseep. Some say that prolonged use erodes the users feelings, morals, and compassion. Potion of Bravery 1 350 3 No For one scene, a character under the effects of this potion is not required to make any Fear checks - he counts as succeeding automatically. After this encounter, the user also adds One Setback to any Willpower or Presence related checks for the remainder of the session. Draught of Ignore Pain 1 50 2 No Allows the character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore a Hard Critical Injury result instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 setback on all checks he makes until the end of the game session. Jackspice 1 75 3 No Snorting this brown dust Increases user's Brawn characteristic by 1 (to a maximum of 6) until end of scene or encounter. Additionally, each dose a character consumes upgrades the difficulty of his Agility, Intellect, and Cunning checks once until the end of the game session. Pixie Potion 1 100 4 No Drinking the Pixie Potion grants the user an automtic 2 Advantage on Agility and Willpower related-checks until the end of the encounter. Once its effects end, the character suffers an automatic 1 Threat on all Brawn, Intellect, and Cunning related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor. Sharp Stick 0 125 3 No Stored in a toothpick, which the user must suck on, Sharp Stick allows the user to upgrade the ability of any Agility based checks until the end of the encounter. After the effects of impact wear off, the character suffers 1 Setback to any Agility, Cunning, or Intellect based checks for remainder of game session. Muon Gold 0 50 1 No The user must inhale these gold-like flakes through their throat. The user can then add 1 Boost to all Cunning and Presence based checks until the end of the encounter. At the GM's discretion, repeated use can lead to cognitive empairment, imposing temporary or lasting Setback to a character's Intellect and Cunning based checks. Potion of Focus 1 200 4 No After a character drinks this sour syrup they may upgrade the ability of any Intellegence or Cunning related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects last for about an hour. Firebreath 1 200 1 No When the character uncorks this bottle, the gas inside escapes. If the character inhales these hot fumes, they suffer 2 strain and add 1 Boost to any Brawn or Agility checks they make until the end of the encounter. Multiple uses continue to inflict strain but do not grant Boosts. Numspice 0 80 2 No Eating this spicy powder removes 3 setback added to checks from pain or illness for twelve hours, but imposes an automatic 1 threat on all checks for 25 hours as it slows down thought and reflexes. Mind Slime 1 500 4 No Drinking this slimy green liquid confers the benefits of this potion for one encounter. When the character suffers strain, they suffer 3 less strain. This does not apply to voluntary strain loss.                     Alchemal Poisons   Special: Though not Illegal, it still requires a Streetwise check to find Alchemal poisons due to their underground nature. Name Encum Price Rarity Illegal Notes Dendriton Toxin 0 125 7 No Exceedingly lethal neurotoxin. Must make contact inside the mouth or an open wound (ie, coated blades). Target must make Daunting Resilience check, if fails poison inflicts 1 strain next turn, 3 strain the next, and 5 strain the next (end of turns, ignores soak). In addition, suffer 1 setback to any check they make while under effects, and each threat he generates inflicts 1 additional strain (ignores soak) as they are wracked with pain and muscle spasms. GM may spend despair on the initial resilience check to make the target make another check against the poison at the end of his third turn, or suffer an additional 5 strain (ignores soak) as the poison torments him. Dioxis Gas 0 100 6 No Contained in a glass vial, when exposed to oxygen converts to a gas. A single dose has a Hard difficulty, and two or more doses makes a Daunting difficulty Resilience check. The poison inflicts 5 wounds if the target fails a check (ignores soak). In addition, each threat generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelemed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the area for up to 3 rounds unless dissipated by high winds. Raquor Venom 0 150 7 No Target has a Daunting Resilience check. If fails, Staggers target for 2 rounds. Additionally, each Threat generated on the check inflicts 2 strain on the target (ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds. While normally ingestied, it can be aerosolized for gas grenades, though this reduces resilience check to Hard. Sleep Gas 0 250 3 No Target makes a Hard Resilience check, and failure inflicts 10 strain. Must be inhaled.
    Name Skill Dam Crit Ranged Encum Price Rarity Illegal Special
    Alchemical Fire Ranged (Light) 6 3 Short 1 40 6 No Blast 4, Burn 1, Limited Ammo 1  

    Name Material Price/Rarity Check Time Examples Simple Brew $10/0 Easy Alchemy check 4 hours Rarity 0-2 Average Brew $50/3 Average Alchemy check 8 hours Rarity 3-4 Advanced Brew $100/5 Hard Alchemy check 12 hours Rarity 5-6 Epic Brew $300/7 Daunting Alchemy check 24 hours Rarity 7-8 Legendary Brew $500/8 Formidable Alchemy check 48 hours Rarity 9-10                 Symbol Effect 1 Advantage or 1 Triumph Refreshing Drink When the potion is drank it restores 1 strain. If it is a poison, inflict 1 strain instead. Each time this is purchased increase the strain by 1. Practice Makes Perfect The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session 2 Advantage or 1 Triumph Lasting Draught The duration of the effects is doubled. This does not affect drawback effects. Lessons Learned Reduce the difficulty of the character's next crafting check by 1. 3 Advantage or 1 Triumph Efficient Construction A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft this item (can only be selected once). Strong Poison Increase the difficulty of the Resilience Check to resist this poison by 1 (to a maximum of Formidable) 4 Advantage or 1 Triumph Duplicate Create one additional, identical potion (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost 2 Triumph Perfect Mixture Ignore all of the drawbacks (can only be selected once). 1 Threat or 1 Despair Exhausting Effort Upon completing Step 3: Construction, the character suffers 3 strain. Unrefreshing Drink When this potion is drank inflict 1 strain. If it is a poison, restore 1 strain instead. Each time this is purchased, increase the strain by 1. 2 Threat or 1 Despair Quick Burn Reduce the duration of the effect by one step (days to hours, hours or session to an encounter, minutes or an encounter to a round). This does not affect drawback effects. Side Effect The character suffers the effect of one does of Alcohol, Cocaine, Marijuana, Heroin, or LSD. (can only be selected once) 3 Threat or 1 Despair Weak Poison Reduce the difficulty of the Resilience Check to resist this poison by 1 (to a minimum of easy) 4 Threat or 1 Despair Supply Shortage The character runs out of supplies midway through the alchemy. The crafter cannot finish it until he has a chance to acquire more supplies and spends dollars equal to 25% of the Material Price on these additional supplies (this can only be selected once). 2 Despair Wrong Mixture Double the effect of all drawbacks (can only be selected once).
  19. Like
    saethone got a reaction from SavageBob in Balancing flying species.   
    Species Abilities
    Wound Threshold: 8 + Brawn
    Strain Threshold: 12 + Willpower
    Starting XP: 90
    Special Abilities: Toydarians begin the game with one free rank in Deceit or Negotiation. They still may not train Deceit or Negotiation above Rank 2 during character creation.
    Talent Bonus: Toydarians start play with one rank in Wheel and Deal.
    Flight: Toydarians may ignore the effects of difficult terrain.
    Force Resistance: Attempts by a Force-user to alter the emotions or thoughts of a Toydarian have the difficulty increased by one.
    Size: Toydarians have a Silhouette of 0. 
    Characteristic Rating Brawn 1 Cunning 3 Presence 2 Agility 2 Intellect 2 Willpower 2
     
    That's an unnoficial Toydarian from Star wars (watto from phantom menace), its a pretty well balanced one
     
     
  20. Like
    saethone got a reaction from c__beck in Knowledge skills for a Fantasy campaign?   
    I think the goal with Genesys was really to pare down the knowledge skills. I would go with 
    Knowledge (education things, like heraldry and math)
    Lore (non-forbidden knowledge of magic, fae, religion and such)
    Forbidden Lore (undead, demons and such)
     
    And that is it... knowledge of other areas would just be "Knowledge" with setbacks if the character is not from that area. Knowledge of the underworld is baked in to streetwise. Knowledge of the hinterlands is baked into survival. 
  21. Like
    saethone got a reaction from BrashFink in Knowledge skills for a Fantasy campaign?   
    I think the goal with Genesys was really to pare down the knowledge skills. I would go with 
    Knowledge (education things, like heraldry and math)
    Lore (non-forbidden knowledge of magic, fae, religion and such)
    Forbidden Lore (undead, demons and such)
     
    And that is it... knowledge of other areas would just be "Knowledge" with setbacks if the character is not from that area. Knowledge of the underworld is baked in to streetwise. Knowledge of the hinterlands is baked into survival. 
  22. Like
    saethone got a reaction from TheSapient in Genesys Talents Expanded   
    Be careful with this, a lot of things require the character to be able to breach the soak of the target, and this would effectively bypass that.
  23. Like
    saethone reacted to DarthGM in Language/grammar   
    "They" in this case is singular.
    It is being used as a gender-neutral pronoun, instead of "he" or "she".
  24. Like
    saethone reacted to yeti1069 in Let's make "spells"   
    New feedback after some consideration. I would rename Invisibility as Camouflage, granting the same effects, if only to allow for more flexibility in describing what the spell does. I do still want to find a way to make Invisibility available to Arcana casters, however... I was intending to add a new talent that grants a character access to one of the Magic skills, but specifies that they may only cast one spell using that skill per encounter. This seems like it would be perfect for those characters who care about such things...
    I think the Illusion effect for Skinwalker is inappropriate as a -D. Functionally, both the illusion and the standard effect do the same exact thing--make the character look like someone else. I suppose the illusion can be breached through certain sorts of interaction, but I'm not sure it's enough of a difference to essentially make the ability free.
    I am sold on adding this tech to Conjure to change your summons to illusions!
  25. Like
    saethone got a reaction from ZorinIchiona in Magic Weapons   
    I'm porting over the crafting system from star wars, and enchanting is just another type of crafting. Going to make magic items require attunement so that someone can't just load up. crafting it requires the base item + materials cost based on the type of item. then advantages/triumph can be spent on any number of "enhancements", like giving it the Burn quality or increasing damage or defense, giving boosts to skills, etc, spending 2 strain to activate "invisibility", etc.
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