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Grungyape

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Posts posted by Grungyape


  1. 26 minutes ago, P-47 Thunderbolt said:

    Shooting bolts of energy and creating temporary shields fits the Protect/Unleash power to a T, it's just a matter of narrative description to make it be related to machines. Manipulate is another power that might make sense for the character as it largely pertains to mechanical things and Mechanics checks.

    If not for requiring force rating 3, that works perfectly.


  2. I have a player that has asked if any of the force powers, and suggested career/spec, will give her the ability to create, control, enhance drones (as combat allies).

    In her mind, she's thinking like "summoned creature".

    Also, she's looking for ways to thematically use the force to:

    • pull power from electronics around her to create temp shields (add difficulty to enemy attacks, or add defense).
    • pull power from electronics around her to "shoot" bolts of energy at enemies. 

    I had told her, as an example, that she can thematically use the Push power to says she builds energy and then pushes an enemy away.  So, we can thematically alter a lot of existing powers.

    Is this at all possible in any way for a character with aprox 75 xp (beyond their initial creation and starting xp)?

     


  3. 4 minutes ago, P-47 Thunderbolt said:

    You gain FR beyond the first by buying the talents. There is technically a way to start at 2 (aside from purchasing the talent at CharGen with enough XP), and that's Short Path to Power from Collapse of the Republic, but it is only for when you want to start in the Knight or General spec and from what I've seen and heard, most GMs don't like it.

    OK, so then FR 1 is considered normal and "powerful enough" at start.


  4. OK, crap.  That's part of my issue, I was calling them Force Points and not able to find the info I wanted online, Force Rating.  I'm sorry.  I could have likely found this on my own if I had not been too hasty!

     

    Yes, he is interested in a Force character with influence/emotion powers.  So we were trying to figure out how he gained Force Rating beyond his first and if their was a way to start at 2.


  5. 3 minutes ago, Daeglan said:

    What do mean by gain a 3rd force point? as any character can get a third force point. 

    For mind control. Influence. Discipline. Presences and social skills.

     

    So I see they get one for the Mystic, but I don't see any more except for the top tier of the talent tree giving them 2.

    The only Specialization I see that grants one is the Universal. Am I missing it?


  6. Two connected questions.

    I see that it appears you start with 1 FP (if you pick a career that allows it) and can gain a second in many of the talent trees.

    I saw a post (old) that vaguely talked about being able to gain a 3rd FP, but I see no evidence of it.  Is it possible, and can you point me to some info on why/how?

    Separate from this, I have a player that wants some suggestions on make a force user that focuses on mind control, influence, emotions.  Are their any career/specs that come to mind?  We found the Force Powers for Influence. 

     


  7. I'm sorry, maybe I'm missing something, what the heck does this mean?

    I originally assumed "ice" was the way you would block someone from hacking your system, and therefore the "icebreaker" was your skill at hacking, but the way i see them written its like they are physical things.

    Example, I have an ice rating of 3, so to hack my system you have a difficulty of 3, but you have icebreaker 1, so its now difficulty 2.

    Help please?

     


  8. The FSE has a talent called Sense Emotions, but I'm confused by it.

    In my mind, sense emotions allows me to determine my targets emotional state: happy, sad, scared, etc. It does not read like this at all, and I don't see why I'm picking a social skill to use it on my target.

    Overwhelm Emotion.  I am thinking I use this to flood your mind with an overwhelming emotion such as fear, joy, loss, etc. and in some way debilitate you. It looks like this just gives someone a greater chance to influence them (see charm person comment below). 

    Finally, Charm Person.  My words, not a talent I can find.  Is this a force  power, if so which might I find it under?

    We see plenty of other talents/powers that seem to be "mind" affecting-related, but some are not clear to us in their use.

    What am I missing? Bear in mind I come from d20, so I am use to "charm person", "sense emotion" and "mind control" type spells.


  9. If no one minds me asking this in addition.  I will admit, I come from d20, so leveling has a whole different meaning.

    if I am handing out 10-15xp per week, my players will not become super human compared to my adversaries too quickly?  If I feel they do have a bit of weight to them, can I add a few minions to balance things out?

    Like looking at some of the Nemesis (esp the classics) I wonder, how many xp did it take to get to that point?


  10. I've searched and read a few old topics on this. I hear a lot of x per session, but my issues is... what's a session?

    We play weekly, 3 hrs each.  Some "sessions" are talk and rpg, some are exploration and discovery.  Some are combat.  Are these are considered xp sessions?  My players don't rush, they can easily blow 15 minutes deciding what to do, and carefully planning how to breach a door.  I don't mind this, I'd prefer it over a rushed game.

    My players found a derelict space craft, spent one session connecting to it, getting across and scanning the local area.  They spent time walk mapping a section of the ship, finding a computer terminal and getting access to the logs and holo maps.  They spent time getting engineering online, the ship powered up and environment restored.  That's when something woke up.

    So this is how we play, and I'm really struggling to understand how I award xp.

    Helpful advice??


  11. So I have a group of 4, and one of them is a very strong will character.  As they are now in possession of a ship, we have a clear pilot, engineer, and gunner.

    Is there a role for someone who flat out has none of those skills but rocks with will power?


  12. 3 minutes ago, Lickintoad said:

    I use 5e D&D for my fantasy games. I got it to mine for ideas.  And who knows?  I might try it out eventually.

    If you just want mechanical stuff, the PDF is probably your best bet. I still don't do the PDF-only thing, though. I always want a hardcopy. I prefer reading a book to reading a screen.  Love PDFs to reference at the table, though.

    I am near the same.  I got the PDF first to see if I felt the book was worth it. I could have used a lot more crunch and far less fluff, but everyone's different.  The nice thing is the PDF allowed me to pull out the monster pages and put them into a separate 42 page book for faster reference.  I am die hard D&D fan but... I prefer the character design/progression of Genesys better. 


  13. I'll get flack, I'm sure, but... as one of the people who no longer have time to make their own worlds, monsters, etc.  How is this book in regards to "I have enough spells, monsters, talents and skills" to play a campaign/adventure?

    I love the system (when I got pulled in via Star Wars), but won't pretend I don't still rely heavily on someone else's fantasy setting because it is "complete" and "ready to run".


  14. Just now, Darksyde said:

    You could also give them increases to mental stats while being controlled by a warcaster/jack marshal. It seems like they can be given a routine to just repeat like an automated worker with no controller (in the fluff not the table top game) but I might be recalling that incorrectly. You can also work up to 'war jacks' from general purpose jacks which are arguably common in the grand scheme of things.

    So I had noticed that in many of the books, most folks might have access to a modified laborjack, but the warjacks were still "mostly" in the hands of the military groups or your BBEG.  I also noticed that by the time they went after these folks they were prepped with corrosive grenades, sleep grenades and heavy guns to combat the marshals or jacks.  I'm hoping to keep to this theme, and help limit access by cost.


  15. OK, first pass, reading from the IK book and using the descriptions of how chassis and cortex work... this assumes how they ship from factory, no personal modifications.  Once the cortex is added to the chassis, the stats increase by the cortex values.

    Keep in mind this isn't something every person has, nor can control, you should not be running into these (as an opponent) on a daily basis.  Attached weapons and accessories will vary these stats dramatically.

    https://docs.google.com/spreadsheets/d/1eZwFgDcNB5E1rUeyniCkVqgGJcSBFKNYj0FltZHf51Y/edit?usp=sharing

     

     


  16. 29 minutes ago, Darksyde said:

    I think I would do up a different critical table for them to keep in-theme with robots. Also you need to decide how important hit location is to you. You can either ignore it and just put things in the crit chart or if you think it adds that just right amount of flavor to your game you'll need a hit chart of some sort.

    Yes... because if you hit the boiler that's a problem, not just the battle at hand but long term use... that and things like shield arm (if it has one), attached weapons, etc.

    53 minutes ago, chriscdoa said:

    I would have thought they are just NPCs (or PCs) and statted as such. Since you don't ride them, why have them as a vehichle!?

    And that's why I asked.  While they are not specifically vehicles, they are only semi-autonomous robots, and still require a commander.  Their armor and design could have been easily spec'ed as you might say an AT-ST.  So I wasn't thinking of it as a vehicle per-say, but looking for how to best lay out the stats.


  17. In my mind, they remind me of overgrown Warforged, to reference another system, and I think that's how to best handle them as Kommissar suggested.

    Because this adventure is basically taking a previously published IK adventure, and the 6 characters already released, I'm using them for my base.  If this goes well, fingers crossed, I will continue the development.  The exception being, for our adventure, Pog (gobber jack marshal) has a harness on his jack that allows him to ride it in most situations.  Think Master Blaster.

    Many of the jacks have set purposes, labor jacks are strong, not combat oriented, even if equipped with a weapon.  Warjacks can be equipped with ranged or melee, but are not normally both.  So the nice part is that Jack Marshaling and the cortex upgrades can enhance both jack skills and handling, perhaps even grant (specific) talents to a jack.

     

     

     


  18. Iron Kingdoms, Steamjacks.  Looking for suggestions/example on building them for Genesys.

    While they have all the properties of a vehicle, most (none?) have an onboard pilot, but they do have a control mechanism.

    So, my first thought is make them non-pilot vehicles...

    Iron Kingdoms has a large list of chassis, attachable weapons, and equipment.

    Is there any current game conversion that might have something similar already in production?  (mechs, robots, etc)

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