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thedonnie

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  1. I suppose I will need to re-read and re-read the rules. Does anyone have an example of some good ground based vehicle combat?
  2. The RAW vehicle rules do not seem to really allow for things like where cars rub against each other. It also does not seem to allow things like ramming your car through a wall without any effect or else jumping your car so I was wondering if anyone has come up with such stunt rules a la Fast and Furious. Someone recommended a podcast but I do not listen to them and so was wondering if anyone has alternate vehicle rules written down that I can look over and adapt to what I am wanting.
  3. Lowering Crit Ratings...increasing Vicious ratings...giving Adversary to things. It doesn't matter how combat capable the PC's are, it is very easy to take them down while doing very little with the numbers. The social rules are sufficient and the social talents are scarce enough to where those characters are not going to be unstoppable monsters
  4. IMO, combat does not last that long unless it is a huge setpiece that is climactic to a story arc with multiple minions and rivals and maybe a nemesis or two. Also, the idea is good for 7th Sea but not every mechanic works for every game.
  5. Autofire is more of a rule that allows one to inflict multiple strikes in an unlimited version. This does not mean that it is the only rule to allow to hit multiple targets. Think of it like this: You have an automatic rifle and you are fighting a creature that has been animated by alchemy and electricity a la Adam from the novel Frankenstein. You can then aim the rifle right at the monster and then unload all of your rounds on it. This means that you have the ability to let loose a steady stream of bullets on the monster that can cause a LOT of damage based on how many advantages you get. It is in contrast to Linked which says you can only do X amount of "hits" on the target and is limited to one target. By "hits" I am not talking about a specific striking of your weapon against the enemy but the "hit" is the base damage. So with Linked, you get X amount of times of base damage max but with autofire, it is only limited by the amount of advantage you roll. When I am running the game, I always go for the cinematic. When the sniper shoots the minions, this does not mean that they get one shot but that they take out this minion and then get another round off to take out the other minion and then another shot to damage the third minion. Or else the sniper shoots the minion in the head who then drops the grenade they were about to throw which then explodes and takes out the second minion and damages a third one. All of this means that, from a mechanical standpoint, the damage cascades to take out the other minions in the group. I know that this game takes awhile to get adjusted to. You need to shift from thinking like other games where things are spelled out and need to take some creativity and start imagining how to make the rules help you tell the story and not how the rules tell you how to tell the story.
  6. I use Discord. I do not use maps and so I do not need to share any visuals. If I need to show them a picture of the enemy, then I just share it in the channel. I have been doing this for several years now. First with Star Wars and now with Genesys and it works out great for us.
  7. Does anyone have a listing of new Magic Actions? I have seen some but that is only by digging around through some setting books and the like. I am open to links. I belong to the Facebook group. So if you got them? Send them or link me.
  8. If you want a different kind of magic, then go with descriptions. Mage one: "As you focus, your mind reaches out and can almost touch and even taste the cosmos. Your will slips out and spiders itself through it. You then galvanize that grasp and when you close your fist, your mind FORCES the very world itself to do as you command. Fire rips forth from your hand and flies forth to burn your enemies" Mage two: "Your words blend into the song of the very fabric that holds all of reality within it. As your lips utter the words that you have memorized...words that can beckon and compel the spirits...one of them comes to you. It whispers to you 'Command me' and so you do. Your eyes open and you gesture to the foes rushing to you. The spirit knows what you want. It has become you. It is your instrument. It flies forth. Before it strikes, it is briefly visible as a phoenix. That is when the flames engulf your enemy." Two very different interpretations but both of them the same end result: a fireball. Genesys has always been just a framework for you to do whatever you want. If you need an example, look to the many many settings here. Some people have done Ghostbusters. Some have done Cthuluhuesque settins. Me? I am doing a Power Rangers game. We all use the same basic framework but we all interpret it to do different things. You can use the magic system to simulate things like psychic powers. Just because it is called Magic does not mean it has to be. Experiment. That is what this game is all about.
  9. That same line also had some other great ideas. Grimm, I think, would git in well with Genesys. Kids fighting against fairy tales. Mechamorphosis is...well...Transformers the RPG Redline would be great since it was Mad Max but it had some great vehicle rules Spellslinger is a take on the Deadlands setting. Virtual is, as stated, Tron. The games were takes on already established properties so licensing may play a huge part in whether they can get away with doing it or not. However, there is nothing wrong with doing what the rest of the community has done and converting these games to settings for Genesys. You do not have to wait for FFG to do them. Make them yourself or get with others in this community to help you with it.
  10. From the sound of it, it means that you use the Incidental to do a Move Manuever. You still have your one free Manuever and can buy another Manuever for the cost of 2 Strain. Out of those two, only one of them can be Move. The other one can be an Aim or drawing a weapon or anything else but it cannot be a third Move Manuever.
  11. I think of it like a group check. When making a Stealth roll, take the best one to make the roll and then add in boosts for the others. It has worked for me. I never thought of adding in Setbacks for those who are not the stealthiest due to equipment or due to being injured and the like.
  12. That is what I thought too and why I came to this thread. lol
  13. I am currently on season 2 of a Power Rangers game. I have used some Archetypes that I have found for other settings. I let them make their own Careers by picking 8 Career Skills. The Zords are just giant vehicles. I give them a Talent with their Morpher that gives them boost while Morphed such as +1 to Br and Ag and then they also get some extra soak, wounds, strain and some defense. The Zords each have one attack but I made Talents to let them upgrade for more attacks and also a Talent to make the Megazord more powerful. It is not that hard to do. The only boring part is when you fight as the Megazord since there is only one pilot unless they go ahead and get those other Talents I mentioned earlier and use their action to maintain the stuff.
  14. I see that there are plenty of Werewolf talents but not that many for Vampires. Some seem that they could fit both. That is my only real critique.
  15. I did look into those but I would rather have someone focus on learning as exemplified by spending XP rather than just -get- things. That way, if others seem to be better at Kung-Fu rather than the guy who focused in on their music career or else focused on making their car bad ***, then that will show. I know that some players would be the type to throw themselves into it and others would prefer to be middle of the road. Plus, that pigeonholes the players into all taking a Martial Art Style Heroic Abilities. Another thing that I know my players would rail against.
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