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Larry Ho-Teep

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  1. Haha
    Larry Ho-Teep reacted to Endersai in Android: Official Genesys System   
    Just scrolling through this thread again and saw this; ironically that's a 1978 Porsche 911 SC!
  2. Like
    Larry Ho-Teep got a reaction from Deathseed in Android: Official Genesys System   
    Listening to this, I want to play/run a cyberpunk game soo baddd!
     
  3. Like
    Larry Ho-Teep got a reaction from SavageBob in Android: Official Genesys System   
    Listening to this, I want to play/run a cyberpunk game soo baddd!
     
  4. Thanks
    Larry Ho-Teep reacted to SkyJedi in A Web-Based Character Generator - The Genesys Emporium   
    You can now login with google, phone, or a user created user/pass.  you can also just anon login to look around.
     
    All accounts are separate and do not share any data, export and import if you want to move data.

  5. Like
    Larry Ho-Teep got a reaction from Richardbuxton in Mace needs to be a bit more special   
    Ok, great comments. Based on the feedback, I think I’ll have those weapons for my Genesys campaigns:
     
    Name
    Skill
    Dam
    Cit
    Range
    Encum
    Hp
    Price
    Rarity
    Special
    Club
    Melee (Light)
    +3
    4
    Engaged
    2
    1
    75
    1
     
    Mace
    Melee (Light)
    +3
    4
    Engaged
    2
    1
    150
    1
    Disorient 2
     
     Thoughts?
  6. Like
    Larry Ho-Teep got a reaction from SavageBob in Mace needs to be a bit more special   
    Ok, great comments. Based on the feedback, I think I’ll have those weapons for my Genesys campaigns:
     
    Name
    Skill
    Dam
    Cit
    Range
    Encum
    Hp
    Price
    Rarity
    Special
    Club
    Melee (Light)
    +3
    4
    Engaged
    2
    1
    75
    1
     
    Mace
    Melee (Light)
    +3
    4
    Engaged
    2
    1
    150
    1
    Disorient 2
     
     Thoughts?
  7. Like
    Larry Ho-Teep reacted to Hutchback in I made a thing...   
    I’ve been messing around with my wife’s embroidery machine, and made this patch. I’m always looking for unique geek-gear so I decided to make my own.

  8. Like
    Larry Ho-Teep reacted to TheSapient in Genesys Talents Expanded   
    TheSapient, ESP77, Swordbreaker, Richardbuxton, and drainsmith proudly present
    Genesys Talents Expanded
    Over 300 talents from Edge of the Empire, Age of Resistance, Force and Destiny, and Genesys collected, vetted, and adapted to the Genesys system.
     
    Version 5.0 (PDF) is Here
     
    But maybe you want to make some changes.  You can do so in THIS WORD FILE! (To make this format correctly, PAGE LAYOUT->COLUMNS->2)
    You need it in spreadsheet form?  HERE IT IS IN EXCEL!
    You really will need to download and install these TTF Genesys Fonts, which were posted HERE.  
    Changelog from Version 1.0 is HERE.
    Drainsmith's beautiful take on Version 4.2 is still available here.
     
  9. Thanks
    Larry Ho-Teep reacted to GM Hooly in The Dice Pool Podcast - SPECIAL ANNOUNCEMENT   
    We have EXCITING news!!!
    In March (next month) we are going to be doing a special Q&A episode with Sam Stewart, the mastermind and product manager behind the Genesys RPG by Fantasy Flight Games. We know you have questions (as do we) and we want to include them in the show!
    So, if you have a question that you would love to get Sam's thoughts on, please let us know via commenting on this post, sending us a message or emailing info@thedicepoolpodcast.com.
    Questions must be submitted by 5.00pm on the 3rd March 2018 EAST (Eastern Australian Standard Time) to be included.
     
     
  10. Like
    Larry Ho-Teep got a reaction from GM Hooly in The Dice Pool Podcast - Episode List   
    Great podcast! Keep up the good work. I like the way you explain the rules with example. I am looking forward into more liveplay, but, maybe, in other setting then medieval fantasy (maybe the Necromunda?).
  11. Like
    Larry Ho-Teep reacted to Crowag in Muskets and Lock guns for a Fantasy Musketeers setting   
    Bow and crossbows take a long time to learn how to fire effectively at range
    useing a musket takes much less time to learn.
  12. Like
    Larry Ho-Teep reacted to Grimmerling in Muskets and Lock guns for a Fantasy Musketeers setting   
    The damage does look somewhat low for a .5 to .75 cal ball.
    Range seems fine to me. 
    I'd increase Encumbrance by 1 relative to the modern equivalent. 
    I wouldn't deem a smooth-bore  "Accurate", rather the opposite.
    In fact, there is. But, is it wise making attacking each round strenuous? I do like Prepare 1; I would change it to Limmited Ammo 1, only if the acquistion of ammunition were arduous.
  13. Like
    Larry Ho-Teep reacted to KeithDEdinburgh in Questions for my (future) Arkham Horror game   
    Yes, I'd be keeping the Fear checks to a relatively infrequent level, rather than having everyone develop paranoid delusions every time someone pops a balloon. I do have one concern about the soft cap of 5 for the Mythos skill, which means 'awarding' ranks in it will have to be quite a rare event, rather than the creeping realisation of CoC's Mythos skill. I'm toying with the idea of having them make a Cool or Discipline check when faced with undeniable proof of the horror, which only if they fail gives them a rank in the Mythos skill.
    FOr the effects of madness, I'm going with a failure provoking a 'bout' of GM-controlled short-term insanity (duration being one turn plus an extra turn per Threat), with a Despair inflicting a longer-term phobia or mania, success on a Discipline check at the end of each session being required to shake it off. Which, of course, the Mythos skill will add setback dice to as normal.
    My setting is a little less bleak and fatalistic than Lovecraft's, so there are a couple of Talents that allow my characters to nullify the setback dice under certain circumstances. 
    I still fully expect them to go bonkers every two or three sessions though...
  14. Like
    Larry Ho-Teep reacted to mowsk in Very Detailed GM Screen (probably overboard)   
    Hey, so, part of learning a system for me is creating a hyper detailed GM screen. 
    Not sure if anyone else will find this huge chunk of data useful, but it's here if you want it: 
    Genesys Hyperdetailed GM Screen
  15. Like
    Larry Ho-Teep reacted to SavageBob in Questions for my (future) Arkham Horror game   
    We have had very similar ideas! My approach is indeed to treat Sanity like Morality from F&D. Borrowing an idea from Trail of Cthulhu, each PC has a "pillar of sanity" that keeps him or her hanging on, holding fast to the idea that there something worth living for. I haven't worked the particulars out, but failing fear checks will cause the character to accrue Instability (in addition to any short-term effects), and at the end of the session, the player rolls a d10; if the number exceeds the session's Instability, Sanity drops by the amount of excess. Then, if the character's Sanity triggers for an adventure (like Morality triggering in F&D), that pillar of sanity will be directly challenged, and all Sanity loss is doubled for that session. I still need to work out the kinks, but I think it should be pretty serviceable.
  16. Thanks
    Larry Ho-Teep reacted to VictorTugglebend in Questions for my (future) Arkham Horror game   
    This is a really good idea. I really like the idea of the more you know the worse your Fear checks get. In an Arkham Horror game I'd probably limit the setback dice to Mythos specific Fear tests; seeing monsters, witnessing rituals etc. Just so I don't have characters going mad every time they see a corpse.
    I like the concept of a Sanity Mechanic like @Larry Ho-Teep is suggesting but I worry about tying it to Willpower. No other stat makes sense but I think it starts to weight Willpower a little too heavily as it's already tied to Strain Threshold. Perhaps just having a set value of 10 and introducing a ranked talent to increase it like Grit? Or doing something like the Morality Mechanic from F&D where it's a totally divorced stat and characters accumulate instability from exposure to the Mythos and failed Fear tests. At the end of each story the you test against instability and your Sanity drops if you fail. Once Sanity reaches a certain threshold you make a roll on Madness table similar to the Critical hit table? Although it probably needs to be a bit more elegant than that as it's quite a lot of bookkeeping.
  17. Thanks
    Larry Ho-Teep reacted to Richardbuxton in 5 Homemade Archetype for Arkham Horror LCG   
    I would just pick one of these two things, probably the setback option.
    Rogue seems the wrong archetype to have a Willpower of 1, Intellect or even Brawn would perhaps be better.
     
     
     
    This seems powerfull, Two Threat and no Despair option would perhaps be better, or have the Despair removal cost 2 Strain.
    I assume Arcane uses Willpower in this setting? Having an archetype that starts with a magic skill rank should be fine.
     
     
    I’ll second that you need a Leader type and a Sneak too, characters with a 3 in Presence and Cunning.
  18. Thanks
    Larry Ho-Teep reacted to VictorTugglebend in 5 Homemade Archetype for Arkham Horror LCG   
    They look pretty good so far.
    As a purely personal opinion I'd maybe swap the rank in Brawl on the Guardian archetype to a rank in Resilience. Brawl pushes the character towards a close up melee role early on and I think Resilience is more in keeping with your ideas that this character is a bodyguard, taking hits but staying upright.
    The Mystic, and starting with magic is a question of tone really. In the various Arkham Horror games the players often start with a spell or two, but the scope of the game is more limited so they need that extra boost to stay competitive. In an RPG you can stretch the game out more allowing the characters to come across Arcane lore at a more sedate pace. If your looking to run one-shots or short campaigns I'd say its fine, otherwise maybe rethink it. Or, as an alternative, have the mystic start with a reduced Sanity, or a penalty to whatever Sanity mechanic you end up with, as the price for dabbling in the unknown. It also depends on how badass you're going to make magic and how much of it you have access to just by having the Arcane skill. Are you using the magic system straight out of the Core rules?
    Opportunist seems strong. Maybe limit it to either Boost or Setback dice rather than both, or reduce the number of dice moved to one if your sticking with both. The limit of once per session and the cost of a Story Point are both good ways of keeping the abuse level low. Give it a playtest and see how it works in practice.
    Finally, just as a matter of completeness, you don't have a Socialite archetype yet. I would definitely think about putting one in.
    Hoe that helps
     
  19. Like
    Larry Ho-Teep got a reaction from VictorTugglebend in 5 Homemade Archetype for Arkham Horror LCG   
    Genesys Archetype 
      
    I am asking for your opinion for those 5 homemade Archetype. I am a huge fan of The Arkham Horror Card Game LCG. I want to convert the flavor/wording of the game to my Genesys game as best as possible.  Be generous with your comments. 
     (source)
    https://www.fantasyflightgames.com/en/news/2016/9/23/talents-and-talismans/
     
    Guardians
    Guardians like feel compelled to defend humanity, and thus go out of their way to combat the forces of the Mythos. They have a strong sense of duty and selflessness that drives them to protect others, and to hunt monsters down. However, because they do so much to protect others, Guardians often put themselves in danger, and don't particularly focus on evading enemies.
    Although Arkham's police won't necessarily accept the darker truths about the events transpiring around them, the fact that they are sworn to protect and to serve means that many of their efforts are represented within the Guardian class, and you will find their efforts depicted through cards like Police Badge (Core Set, 27) and Beat Cop (Core Set, 28).
     
    Brawn: 3
    Agility: 2
    Intellect: 2
    Cunning: 2
    Willpower: 1
    Presence: 2
     
    Starting Wound Threshold: 12 + Brawn Starting Strain Threshold: 8 + Willpower Starting Experience: 100 Starting Skills: A Guardian starts with one rank in Brawl during character creation. They obtain this rank before spending experience points, and may not increase Brawl above rank 2 during character creation.  True Grit: Once per session, your character may spend a Story Point as an out-of-action incidental immediately after suffering, or another character in a medium or closer range, a Critical Injury and determining the result. If they do so, they count the result rolled as “01”.     
    Note: This is a little variation from The Labourer archetype.   
     
    Seeker
    Seekers are primarily concerned—if not obsessed—with learning more about the world's mysteries and about the Mythos. They wish to research forgotten lore, map out uncharted areas, and study strange creatures.
    Seekers are likely to regard books and librarians as their guides along their journeys of discovery. These, in turn, better equip you for whatever challenges lie ahead.
    However, you'll also find that Seekers tend to focus so much on matters of the mind that they often neglect the body, frequently leaving them frail and poor in combat.
     
    Brawn: 1
    Agility: 2
    Intellect: 3
    Cunning: 2
    Willpower: 2
    Presence: 2
     
    Starting Wound Threshold: 8 + Brawn Starting Strain Threshold: 12 + Willpower Starting Experience: 100 Starting Skills: A Seeker starts with one rank in Perception during character creation. They obtain this rank before spending experience points, and may not increase Perception above rank 2 during character creation.  Inquiring Mind: Once per session, your character may spend a Story Point as an out-of-action incidental. If they do so, during the next check they make during that turn, you count their rank in the skill being used as equal to their Intellect.     
    Note: This is a little variation from The Intellectual archetype. I wonder if it would be better to have the Knowledge : Mythos Lore skill instead of Perception skill? 
     
    Rogue
     
    Rogues are typically self-serving individuals who make sure, above all, that they're looking out for themselves. Wily and opportunistic, they are always eager to find new ways to exploit the situations in which they find themselves.
    While Rogue characters are typically good at evading enemies and conflict, they often struggle when forced into conflict. Accordingly, most Rogues like to have an escape plan as a back-up for their escape plan, and only take the time to Backstab an enemy if they can properly arm themselves first.
     
    Brawn: 2
    Agility: 3
    Intellect: 2
    Cunning: 2
    Willpower: 1
    Presence: 2
     
    Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 100 Starting Skills: A Seeker starts with one rank in Coordination during character creation. They obtain this rank before spending experience points, and may not increase Coordination above rank 2 during character creation.  Opportunist: Once per session, your character may spend a Story Point as an out-of-action incidental. If they do so, A- during the next check they make during that turn, you can remove up to two Setback Dice from your dice pool and add them to another character’s dice pool for his next check or opposed check or B- during the next check another character makes during that turn, you can remove up to two Boost Dice from their dice pool and add them to your dice pool for your next check or opposed check.  
    Note: I made up Opportunist Special ability. It is long, but is it good, overpowered or underpowered?  
     
    Mystic
     
    Mystic characters are frequently drawn to and influenced by the arcane forces of the Mythos. Some have even delved into forbidden knowledge, developing spellcasting abilities that allow them to manipulate the universe through magic.
    Notably, the deeper these Mystics pursue their extraordinary powers, the more they risk corruption or madness. This means the class best suits those investigators willing to accept a high measure of risk to gain potentially great rewards.
     
    Brawn: 2
    Agility: 1
    Intellect: 2
    Cunning: 2
    Willpower: 3
    Presence: 2
     
    Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 100 Starting Skills: A Mystic starts with one rank in Arcane during character creation. They obtain this rank before spending experience points, and may not increase Arcane above rank 2 during character creation.  Grounded: Once per session, your character may spend a Story Point as an out-of-action incidental immediately after making a Arcane check. If they do so, they cancel up to three Threat or one Despair results.      
    Note: I made up Grounded Special ability. I wonder if it is good, overpowered or underpowered? Also, I wonder if it is ok to have a Archetype that starts with a spellcasting skill?   
     
    Survivor
    Survivors aren't quite like the other investigators. They're not particularly inspired to protect humanity from the horrors they uncover, nor are they driven by their curiosity. They don't begin their investigations after years of dabbling in strange magics, and they aren't constantly looking for ways to exploit the events transpiring about them.
    Instead, the characters that belong to the Survivor class are just everyday people who get caught in the wrong place at the wrong time, and their primary objective is simply to survive. Ill-prepared and ill-equipped, Survivors are the perpetual underdogs, and they rise to the occasion when their lives are threatened.
     
    Brawn: 2
    Agility: 2
    Intellect: 2
    Cunning: 2
    Willpower: 2
    Presence: 2
     
    Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting Experience: 110 Starting Skills: A Survivor starts with one rank in two different non-career skills during character creation. They obtain this rank before spending experience points, and theses skills may not increase Arcane above rank 2 during character creation.  Dig Deep: Once per session as an out-of-action incidental, you may move one Story Point from the Game Master’s pool to the player’s pool.      
    Note: This is about the same as The Average Human archetype.   
  20. Like
    Larry Ho-Teep got a reaction from VictorTugglebend in Questions for my (future) Arkham Horror game   
    Same here as for spellcasting.
     
    I intend to use a sanity derived attribute, like wound and strain. The threshold would be 10 + Willpower - Mythos Lore skill. This gives a dangerous feel to knowing too much, a percistant  danger to balance out in game, not just being scared on occasion. 
     
    It will also be useful for recognizing the presence of Old One's influence in reality like what @VictorTugglebendsaid. 
  21. Like
    Larry Ho-Teep reacted to KeithDEdinburgh in Questions for my (future) Arkham Horror game   
    I have a Mythos-like knowledge skill in my urban horror setting, which players cannot buy ranks in but instead gain after discovering major secrets and truths about the universe they live in. The skill is used to identify or notice signs of the hidden horrors they face, with Advantages and Triumphs giving tactical advantages when facing such horrors in combat or magic-based encounters.
    i am using the Fear mechanic from the horror tone in the core rulebook, with setback dice being added to a Fear check based on the character's ranks in the Mythos-like skill. I've also adapted the mania, phobia and madness tables from CoC which are applied with various levels of severity / duration based on the number of Threat or Despair generated on a Fear check roll.
    That said, I really like @Larry Ho-Teep's derived Sanity mechanic...
     
     
  22. Like
    Larry Ho-Teep got a reaction from KeithDEdinburgh in Questions for my (future) Arkham Horror game   
    Same here as for spellcasting.
     
    I intend to use a sanity derived attribute, like wound and strain. The threshold would be 10 + Willpower - Mythos Lore skill. This gives a dangerous feel to knowing too much, a percistant  danger to balance out in game, not just being scared on occasion. 
     
    It will also be useful for recognizing the presence of Old One's influence in reality like what @VictorTugglebendsaid. 
  23. Like
    Larry Ho-Teep got a reaction from SavageBob in Questions for my (future) Arkham Horror game   
    Same here as for spellcasting.
     
    I intend to use a sanity derived attribute, like wound and strain. The threshold would be 10 + Willpower - Mythos Lore skill. This gives a dangerous feel to knowing too much, a percistant  danger to balance out in game, not just being scared on occasion. 
     
    It will also be useful for recognizing the presence of Old One's influence in reality like what @VictorTugglebendsaid. 
  24. Like
    Larry Ho-Teep got a reaction from player966703 in Questions for my (future) Arkham Horror game   
    Same here as for spellcasting.
     
    I intend to use a sanity derived attribute, like wound and strain. The threshold would be 10 + Willpower - Mythos Lore skill. This gives a dangerous feel to knowing too much, a percistant  danger to balance out in game, not just being scared on occasion. 
     
    It will also be useful for recognizing the presence of Old One's influence in reality like what @VictorTugglebendsaid. 
  25. Like
    Larry Ho-Teep reacted to SavageBob in Questions for my (future) Arkham Horror game   
    My own thinking is that Perception stays as is and is used for finding clues at a crime scene. Base the difficulty on the complexity of the area being searched, so a typical living room where a monster was allegedly spotted might be P or PP, or a cluttered storage shed might be PPP or PPPP.
    Using one skill for both forensics-style investigating and library-based investigating (research) is too powerful, in my view. Library usage (via a Research skill or Knowledge skills) would be for finding useful background information, lost tomes, (acquisitioned) diaries and ship logs, that sort of thing. Perception would be for crime-scene investigation type rolls. In other words, academics and police investigators use different skills, and I'd want to reflect that. Survival would also be useful for tracking, and Stealth for shadowing someone, so there's utility for outdoorsy and underworldy characters.
    Sorry if I'm talking too much; I've been thinking of running this type of game, too, so I have lots of ideas.
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