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  1. To add to Bricksteel there is two more: Edge of the Empires: Far Horizons page 81~85 have Homestead (similar to rebel base) and Business (more merchant oriented). You can use obligation as well as credits in these rules. Age of Rebellion: Fully Operational page 74~75 have Converting Civilian Facility to make a more concealed base that uses a legit institution to hide the rebel agenda. There is also Force and Destiny: Knights of Fate 92~95 which allows you to use xp to make a Jedi school and rules for followers and NPC helpers. Not really a base but useful maybe for some ideas.
  2. HelloRPG

    Arkham Horror Files

    Wow that sucks. Oh well, time to go to my study and start writing then!
  3. Thanks, going to check it up on Maptool!
  4. HelloRPG

    High XP Play

    Generally the base rule of thumb for effective encounters are the combined arms tactics, so in encounters should have several damage types than one. In other words, a challenging encounter is where the players have to manage all 3 strain, wound, and critical hits; plus any status effects that they might get such as those on page 114. This doesn't have to be from the enemies per say, but can be done also by the environment (which should be epic and awe-inspiring in narration) and it should be for the benefit of the enemies over that of the players. Genesys is quite good in using the environment as advantages, threats, and manuevers can effect them easily. For example, the giant can move bigger objects to effect the terrain (i.e. moving rubble to make a path impassible, flooding the area by breaking a dam, etc), and isn't effected by some things as much as PCs (i.e. he can jump over big ledges, he is knee deep in water that might drown the PCs, etc.) Also you can pace the game in a way so that players are at the disadvantage. Maybe they just got abruptly ambushed when they just had a social encounter, so they are quite stressed out on strain. Or, like a classic comic book villain don't fight the PCs, but take their loved ones hostage.
  5. My guess is in the neighbourhood 40~60k Credits for the basic models (a property cost equivalent to vehicles) and more for advanced/specialized models; basically equivalent to owing vehicle. Its not too expensive for a small business or an independent family to own, but still rare enough. Interestingly, according to "World of Android", Clones are cheaper than Bioroids, but require living space and greater maintenance. In addition, Bioroids can function for years longer and is able to be reconfigured for other tasks if needed. Therefore, in Andorid's world Bioroids are considered better and long-term investment for non-interacting roles and professions. Both Jinteki and Haas apparently also have a lease program, like cars, so that could also cheapen the expenses (as well as provide some hooks for scenarios or ideas for characters).
  6. Not really, most of us are playing Cyber-punk with Android as of moment by the official release. Unfortunately modern warfare/spycraft isn't that popular of a genre compared to others, and vehicles it self is underdeveloped as pilot talents in Genesys is limited in numbers (although one can find tons in Star Wars). For example, there is only 5 (?) talents in Android Setting that connects with vehicles, so players who want to be main driver is severely limited in his choice/style (although possible). You can probably convert SW to modern context, but the question is how specific you want the stats to be in what way. For example, is the vehicle going to be the main thing of the campaign/scenario (i.e the movie Fury). and if so how so (i.e. used in a chase, battles against other vehicles, a campaign to make the best design, etc.)? If its just one scene of the scenario where the PCs need to use their vehicles you could just probably mod the car/plane in page 231, core for most things (add a silhouette, subtract handling, etc.)
  7. Basically by narrating the dice result. If they get a lot of advantages it was a quick and lucky find and they get more (in quantity/quality; increase rarity) or have enough time to search more (generally trade ^^ or ^^^ for another search); even if they fail they can trade the advantages for more searching. If they get a lot of disadvantages they might get lower than average loot, took too long for the downtime, or alerted some enemies/wounded themselves (strain or wound) on their search. I also made situation for the players to choose to rest up (normal strain/wound healing) or search for loot, so they had consequences on the scenario. Also adding boost dice for light-sources, or something like a crowbar, etc.
  8. My group just used the same rules provided for rarity on page 82-83 of the core, only instead of negotiation/street-wise we used perception or survival. Most fully intact weapons were rarity 5-ish modified by the location to scavenge (copy of the table I.5-2), plus GM upgrading difficulty dice on defined dangerous locations (like a battlefield or raider territory). Most of the time we got one to two scenes of downtime to scavenge per session, basically the shopping/resupply scene that we can get if we are in the middle of nowhere or out of cash.
  9. Surprise no one posted Ace Combat 7 pics yet
  10. Partially it also has to do with the narrative/background of your PCs; I mean, unless you are (were) a incompetent and/or an anti-social mess at work, you should have some connections in your field/organization that you can call some help. Although the favour talents seems to be more than the usual connection at the work place, as you can call them up for free every session; some implication that you were an "above the crowd" with your connections. Game Design-wise the class skills are a bonus, while the free favour is the meat of the talent I believe.; the skills are there to mostly make narrative sense why would an "outsider" have these contacts.
  11. Probably they'll put a pdf, as they did it for the other books. It usually takes a week or so, as the devs seem to fix any obvious typos in the hardcopy when transferring to pdf format...also some shenanigans between FFG and Drivethru often occur, as with any inter-corporate relations. One thing weird is that FFG hasn't posted SotB's release in their main page yet, although they did announce the live stream. Maybe they're busy with something else?
  12. I do find that both rule-sets are more streamlined than their SW counterparts, although I might add some attachments from SW if it makes the session interesting. Also they aren't really supporting customization of vehicles as of now in Genesys (although that might change), as none of the vehicles published are without hard points.
  13. One thing that kinda bothered me was that there isn't a price & rarity guideline on clones, bioroids, pets, or drones. They are the main critical commodity in the setting, so I thought you can buy them. For now I'll just use Star Wars Droid prices as guidelines, but I wish there was something official. Also, just in case I have missed it in fine text or big, if anyone find the price in the book a citation would be grateful!😀
  14. So yeah read the book. I love the graceful favour system, really streamlined form of obligation from EotE with room for dynamic interactions. Really glad that they upgraded the social mechanics in the core.
  15. I don't know if the special ability is appropriate for an archtype. It seems bit weak and somewhat conflicting in design of the archetypes as a whole to have both a benefit and a penalty in use. All other archtypes have ability that's only giving you a positive benefit, designed to be used as a silver bullet in the climax or in a pinch. The ability presented here isn't really a silver bullet, and kinda makes you think twice about using it especially in the climax or in a pinch; it might make the situation worse. In addition due to the dynamic results of the dice, in personal opinion, there isn't much use for "rerolls" in Genesys compared to other games. Finally, I'm not too sure if it fits the design of a "drifter," a person who is moving constantly without a fixed home or occupation. I would rather suggest an ability fitting in the theme of movement (as per drifter) with pure mechanical benefits. I was thinking something along the lines of a story point once per session to have a free incidental manoeuvre not limited by the max two you have, so you can do something out of turn or a have 3 manoeuvre in your turn.
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