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BringBackForbiddenStars

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  1. Pretty much the same as Aember. You can get it as loot from raiding a villain's lair. You could harvest it as raw materials from warehouses. Your character might have the equivalent of "Stark Industries" where they could have Source synthesized. So narratively?
  2. I use this in my Super Hero setting. Aember is used for tech powers. Iron Man, Antman, Spiderman characters all use Aeffects while Dr. Strange, Human Torch, and Green Lantern use magic. To match the setting and remove the awful "AE", these have been renamed: Aember = Source Aeffects = Wonders I just keep Aembercrafting as Mechanics. Source represents whatever powers your character's Wonders. This could represent Iron Man's arc reactor charge, this could represent Spider-Man's web packs, it could be Ant-Man's Pym Particles. Source is different from Aember in that it's unique to each character. One character can't pass off Source to another. Pym Particle's don't magically transform into Web packs. Mechanically, think about it as an MMO style bind on pickup.
  3. Did you ever run vehicle combat with just heroes in your campaign? As a first pass, I was going to include vehicle combat and have rules for characters like the Flash and Superman following along just as fast. I found a lot of the vehicle rules pretty specific to vehicles. What I was left over with seemed unsatisfying.
  4. Hey everyone! I'm creating superhero rules for Genesys and could use your ideas! If you were making a super hero or villain, what would you want to play as? Tell me your concept. You can find the older version of my rules here: https://drive.google.com/file/d/1dy9ay1yS7nlVHqTPP8-X9QKIc5YOYcax/view With the release of Secrets of the Crucible I'm making massive sweeping changes to this. I'm now confident the next edition can be used to run an Avengers style campaign in Genesys. This is currently being created with GMbinder. I'm having some technical issues and am rebuilding everything from the ground up in Affinity Publisher. This will take some time. I'd love to hear what you'd want out of a Superhero setting in the meantime.
  5. Absolutely. I'm the creator of the Tyrants & Tribunes superhero ruleset. I plan to use Secrets of the Crucible to finish that up. Species look interesting for sure, but I'm really interested in weapon & armor traits.
  6. / _,.------....___,.' ',.-. ,-' _,.--" | ,' _.-' . / , ,' ` . / / ``. | | . \.\ ____ |___._. | __ \ `. .' `---"" ``"-.--"'` \ . \ . , __ ` | . `,' ,-"' . \ | L ,' ' _.' -._ / | ,`-. ,". `--' >. ,' | . .'\' `-' __ , ,-. / `.__.- ,' ||:, . ,' ; / / \ ` `. . .'/ j|:D \ `--' ' ,'_ . . `.__, \ , / / L:_ | . "' :_; `.'.' . ""' """""' V `. . `. _,.. ` `,_ . . _,-'/ .. `,' __ ` ) \`._ ___....----"' ,' .' \ | ' \ . / `. "`-.--"' _,' ,' `---' | `./ | . _ `""'--.._____..--" , ' | | ." `. `-. /-. / , | `._.' `,_ ; / ,' . .' /| `-. . ,' , , '-.__ __ _,',' '`-..___;-...__ ,.'\ ____.___.' `"^--'..' '-`-^-'"-- `-^-'`.''"""""`.,^.`.--' mh
  7. Hey everyone! I'm the creator of a super hero setting in Genesys: Tyrants & Tribunes. Rules are here: https://drive.google.com/file/d/1cXj6C5zQNu2Y9qQ471XmtkNgFp53xbPG/view?fbclid=IwAR3PPpw1wq4YpM7VaYElBvmhsjXPBnPnOpdcC60q-QjCjI31htzUiRveDp4 I'm looking to gather a swell group of individuals to test this. The venue will be Discord. I'm looking at around next Thursday the 2nd at about 8pm eastern time.
  8. New version! It looks like GM binder's printing is fixed. Archetypes have been cleaned up. Some gear has been added. Talents have been adjusted. I can't remember how much techniques were expanded on in the last version. The real key to getting Genesys to feel like a super hero game is on the final page. By adjusting what the characteristic and skill levels actually meant everything feels bigger and more appropriate.
  9. I'll throw in a vote for the discord chart. That seems fair to me.
  10. I've added the latest update. I split up the manual a bit with an additional GM section on the end. I plan on adding more content to this sectionfor running a game of Tyrant & Tribunes and dealing with power inbalances. I've changed how powers work and updated the character sheet to reflect this. The Iron-Man archetype has been reworked to focus on crafting bonuses, so you can create additional equipment throughout gameplay. I've also added a large number of weapons and talents. There's also an update to how power limits work, so you can tailor talents to create the specific hero you have in mind. This setting is still lacking a proper list of gear. Pluck through Shadow of the Beanstalk or reflavor other gear for the time being. GMBinder seems to a bit messed up at the moment. The pages are printing a bit bizarrely. Future versions should hopefully be more readable (currently talents jump between columns half-way through a description).
  11. The base magic system should work well enough. You could just split them based on origin or source. In my setting: I split super powers into three skills. Arcanum (Cun) for all of your different magical actions. Externum (Int) for wonderous technology and any other non-magic power that comes from outside your character. Internum (Will) for abilities that come natural to your character. The reason you'd want to stay close to magic skills is the experience cost. Every new skill you're adding is another penalty. Let's say you have a separate Curse and Attack skill. If you rank up Curse, you might still be terrible at casting attack which wouldn't be the case in a fantasy Genesys setting. You are onto something though. When I started creating sample characters, I realized there were plenty of powers that fall into the category of magic actions but the hero doesn't have access to a whole array of powers. Take Spiderman for example. I can see him with the attack spell (ranged, web sling and flavored as slamming opponents into nearby objects, modifiers for ensnaring or range band movement) and the curse spell. He shouldn't have the whole array of powers. In my setting, I solved this by making powers their own separate experience point dump. When you gain a power skill as a career skill, you gain the first rank free and a free action with four modifiers. Then you can expend experience directly to acquire a new power action at 10 experience (with up to four modifiers) and additional modifiers at 5 xp. This isn't a talent that you have to rank up. It's a new source of XP expenditure completely separate from skills or talents. Now, this is also a contradiction of my original point. This is increasing XP cost over what a base fantasy character would have. Something unique to a super hero setting is power limits and weaknesses. I have different rules built into my setting to grant bonus XP back to heroes. This should balance out the costs while allowing for customization and feeling closer to super powers rather than full arrays of magic. I'll have a full write-up and new character sheets to reflect this in my next update. I hope that gives you at least some ideas to try for your setting.
  12. I think this depends on what you want wealth to do in your setting. I'm opposed to wealth being tied to talents because I believe it should be fluid in nature. It should go up and down based on the narrative. I do however like the idea of tying wealth to starting options. You can start with a big boost at a cost to experience. Something to keep in mind about my system is I'm not attempting to make wealth simpler. I'm attempting to make wealth more concrete and tied to the system. Finding 750 gold means nothing because I have really no context if that is good or not. Tying it to a cost of 4 in a 5 cost system makes a lot more sense. I'm also building this for my super hero setting which has a staple of wealthy characters. Even Android has a difference between Risties and your street hackers. I'd love to have wealth based talents. If you are going to make it simpler I think the best option really is to have a static wealth "class" that you pick at character creation. Use the guidelines you've been discussing in this thread. Reduce starting xp to purchase a higher wealth class and have this represent narrative income. I'd then keep the current bean counting system; however, I'd make it very clear that the money you're tracking and spending is laundered money you can spend on the black market purchases. The reason for this? We're not worrying about anything outside of weapons and ammo. The money players get is ONLY being spent on adventuring gear. Everything else, meals, rent, travel. This is handwaved away to the narrative. I'd then have this narrative power tied to the class you pick at character creation. If you want a bit more mechanical crunch players get a drip of income at the beginning of every session tied to their class. What about fantasy setting where people don't care about if the money you're spending is clean or not? They just want gold. You have to work a bit harder. Plenty of fantasy settings have feudal systems of lords and factions. What if the narrative class and power you have to give to your realm/lord; however, your lord then will just provide you with the narrative items. Or what if your characters are the lords and nobles? Then the narrative money is tied up taking care of there realm; however, they do have this sort of power and can just make demands to have the narrative items provided. They then have their coin purse of gold to spend on adventuring gear. This approach still does have the bean counter approach to it. Anything else you do you're going to have to start messing with the current cost of weapons and items and it will start to get closer to my system. I think leaving the current costs but isolating them to mechanical buying power for weapons/armor/gear and narrative buying power for everything else would be the simplest method with the most minimal rule changes. Edit: Wait, I just reread your write-up and realized I missed the part about acquiring purchases up to a certain amount without interruption. Actually yeah that's not bad at all either. I'd still keep the narrative/mechanical split. I know players. If they put themselves at the 1% they're going to want to push what they can do with those free purchases. Maybe have free mechanical purchases with the talents/starting wealth class and then open up purchases a lot more for narrative purchases.
  13. Hey everyone. I made a post on the Genesys subreddit about tooling around with a wealth system in Genesys. Essentially something where you could roll dice for purchases instead of tracking each individual purchase. Here's a quick write-up on it. I could probably use more testing on it. For a full version, I plan to add a number of wealth based talents for wealthy characters to exploit to their hearts content. https://drive.google.com/open?id=1XvzlvB4moa5rsRct5xb9Gk-FXsicojpP
  14. I'm working on a super hero setting that's meant to replicate Marvel Cinematic level heroes. Check out Tyrants & Tribunes: Note, this product is still in an Alpha stage. I'm running a test game of it and still need to fill out a lot of the details. The next update I'm planning has a lot more gear, changes to the Iron Man archetype to focus on crafting, additional talents and fighting styles. Also take a look at IndianaWalsh's Genesys Super Powers: This is another super power setting that has a different design philosophy then mine. It uses power points and skill trees. Really would recommend to take a look at this as well.
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