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jendefer

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Everything posted by jendefer

  1. Dicey Stories: Episode 13 StarCraft FRAWD Investigators: Rendezvous on Redstone Part 5 of 5 Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way. This episode: Abandoned in Dead Man's Port, Lilly and Imogen pursue new opportunities. Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  2. Dicey Stories: Episode 12 StarCraft FRAWD Investigators: Rendezvous on Redstone Part 4 of 5 Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way. This episode: A couple people get very angry, and it’s not Lilly and Imogen. Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  3. Another really good point! Of course animals can be reskinned as plants! I've been mostly playing a PC rather than GMing for the past year, so I need to get my head back into the right space.
  4. jendefer

    Starcraft

    In addition to the new talents that were part of the archetypes, we made up a few in the spirit of Well-Traveled from Realms of Terrinoth that grant extra career skills. Coming to Genesys from having just played a bunch of Star Wars, we missed the specializations one could add that would grant more career skills. These are the two we crafted based on what the players were interested in. Our game used only three Knowledge skills: Protoss, Zerg, and Terran, and that's reflected both in the archetypes above and in the talents below. Outlaw Tech Tier: 2Activation: PassiveRanked: No You are interested in technology… of an illicit sort. Knowledge (Terran), Mechanics, and Streetwise become career skills. Pilot Scout Tier: 2Activation: PassiveRanked: No You are trained in military aerial reconnaissance. Computers, Knowledge (Zerg), and Piloting become career skills.
  5. jendefer

    Starcraft

    Long-overdue follow up on this, just in case anyone else is interested in playing in this setting... We worked up three new archetypes for Terran characters. Latent Psionic Terran Gifted with psionic abilities, you should have been registered and indoctrinated into the Confederate or Dominion Ghost program. Your abilities are undeveloped but may grow over time. Characteristics: Brawn -1 / Will +1 Starting Wound Threshold: 9 Starting Strain Threshold: 11 Starting Experience: 90 Starting Skills: Knowledge (Protoss) Special Abilities:Psi Sense – Once per encounter, make an Average Discipline or Psionic check to sense living creatures in Short range. Spend 2 Advantages to increase range one band (may select multiple times). Upgrade difficulty per level of Adversary for Rival/Nemesis characters. (Active/Maneuver)Psionic Potential – Allowed to purchase Unlocked Psionic Potential talent (Tier 2). New Talent:Unlocked Psionic Potential – You unlock your latent psionic potential. Can you control it or will it drive you psychotic? Psionic is now a career skill for your character. Learn one Psionic spell. (Divine spells count as Psionic.) You can only cast one spell using this skill per encounter and it costs 2 strain. (Passive/Tier 2)Psionic Mastery – Use Psionic spells more than once per encounter. They still cost 2 strain. Requires Unlocked Psionic Potential talent. (Passive/Tier 4) Resocialized Terran (Resoc) You used to be a criminal, traitor, or miscreant. But the Confederacy or Dominion gave you a second chance through extensive Resocialization education. You are now a statistically productive citizen who follows the rules. Side effects may include headaches, loss for words, violent outbursts, memory loss, and flashbacks. Characteristics: Brawn +1 / Agility +1 / Intellect -1 / Presence -1 Starting Wound Threshold: 12 Starting Strain Threshold: 9 Starting Experience: 90 Starting Skills: Knowledge (Terran) Special Ability:Flashback – Once per session, flip 1 story point for 2 upgrades. Explain how your character remembers a relevant scene from their forgotten past, working with the GM as necessary to fill in details. Zerg-Infested Terran Your genetic sequences have been infected by the Zerg virus. While most people die, and some mutate into horrific beasts, you have retained your humanity. For now. Characteristics: Agility -1 / Cunning +1 Starting Wound Threshold: 11 Starting Strain Threshold: 9 Starting Experience: 90 Starting Skills: Knowledge (Zerg) Special Abilities:Acid Touch – On a Brawl/Melee/Primal attack, spend 3 Advantages to reduce target’s soak by 2 after applying damage. Lasts for remainder of encounter. May affect a target only once per encounter. (Active/Incidental)Infected Genes – Allowed to purchase Wild Mutation talent (Tier 2). New Talent:Wild Mutation – Your DNA has bonded sufficiently with the Zerg virus to give you limited uncanny organic abilities. But are you still human? Primal is now a career skill for your character. Learn one Primal spell. You can only cast one spell using this skill per encounter and it costs 2 strain. (Passive/Tier 2)Wild Mutation Mastery – Use Primal spells more than once per encounter. They still cost 2 strain. Requires Wild Mutation Talent. (Passive/Tier 4)
  6. Thanks! I was so focused on forests, it slipped my mind that I could find applicable stuff in swamp/jungle material too.
  7. Dicey Stories: Episode 11 StarCraft FRAWD Investigators: Rendezvous on Redstone Part 3 of 5 Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way. This episode: Lilly and Imogen repurpose an old mining platform. Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  8. Does anyone have any interesting plant adversaries? I've got the Forest Guardian and the Aymhelin Scion from the Denizens of Terrinoth deck, but I'm looking around for other ideas. I'm about to start GMing a fantasy setting, but not specifically Terrinoth, so I'm open to any suggestions.
  9. I'm curious how you are thinking of handling exceeding the strain threshold for QIs (if at all) in addition to a crit. For example, a regular character who exceeds the Wound Threshold gets a crit and loses consciousness. So, would exceeding strain essentially kick the QI out of whatever they are possessing, and back to their "home system"? Also, what skill would be used to "possess" technology? I could see using an existing skill like Computers, but that might be overloading it. Maybe essentially having a "magic" type skill for that purpose would apply. I don't own Keyforge... maybe @Archellus can comment on if the spirit species they mentioned or their energy beings have to make a check of some kind for possession.
  10. Dicey Stories: Episode 10 StarCraft FRAWD Investigators: Rendezvous on Redstone Part 2 of 5 Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way. This episode: Lilly and Imogen spend some quality time with the crew of the Smashing Star, which maybe should’ve been named the Crashing Star. Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  11. Dicey Stories: Episode 9 StarCraft FRAWD Investigators: Rendezvous on Redstone Part 1 of 5 Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way. This episode: Lilly and Imogen prepare for their next job, then remember to check in with their actual employer. Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  12. I have not seen gnolls as an archetype anywhere, but there is a minion and a rival version in the Genesys Adversaries site (http://genesysadversaries.dylanpetrusma.com) that @dipicacyx put together. Looking at that, the Weequay's rise in Brawn and drop in Int and Presence seem inline with expectations for the species. There's no bite attack, but there is Dark Vision and Rampage.
  13. Thanks, everyone, for your responses. My version of Chrome seemed unhappy about loading the frame. I had to look at the page source and go directly to the link there, but now I've got it working. Hooray!
  14. This is a super-useful tool! The equivalent site for SWRPG was a constant go-to when I was GMing that. I'm so happy to have something similar as I prep for GMing a fantasy setting with Genesys. Just one question... am I the only one having trouble getting the page to load from Chrome? It comes up fine in Firefox, but in Chrome the launch page just sits there with "Loading" spinning. A hard refresh does not help.
  15. Dicey Stories: Episode 8 StarCraft FRAWD Investigators: Mayhem on Mar Sara Part 8 of 8 Mayhem on Mar Sara: Lilly and Imogen investigate reduced vespene delivery from Mar Sara and find more than they bargained for. This episode: Once again, Lilly and Imogen are denied health coverage. Start of arc: audio | serialized write-up Current episode: audio | serialized write-up Character profiles: Lilly | Imogen RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  16. Introducing... Dicey Stories - stories shaped by dice - a tabletop RPG actual-play podcast with emphasis on storytelling - listen to us play or read the serialized narrative. My gaming group has recently started up Dicey Stories. We share our table-top RPG experiences in two formats: the actual-play audio and the serialized narrative write-up. If you're interested in reading adventures as they occurred in the lives of the characters, those are at our website, diceystories.com. If you like listening to real people laughing their way through telling a story together, you can listen at our website or find episodes on Google Podcasts, Stitcher, Spotify, and Apple Podcasts. Here's the RSS feed, too. Our first series on the podcast is StarCraft: FRAWD Investigators, played using Genesys. “The Fraud, Retaliation, Abuse, and Waste Division (FRAWD) needs hardworking terrans like you to inspect facilities and gather evidence. Satisfy your service obligation and earn steady pay with FRAWD today!” — Dominion recruiting pamphlet, 2503 This game is set in Blizzard’s StarCraft universe at the beginning of Starcraft II. The characters are Dominion investigators within the chronically underfunded, under-equipped, understaffed, and possibly underhanded FRAWD. Their first assignment together is to gather evidence of an allegedly illegal jorium crystal mining operation nestled between zerg hive clusters on the remote planet Brontes IV in the Koprulu Sector. If you know nothing about StarCraft, that’s fine! Neither did the players prior to starting this game. But if you do know StarCraft, don’t worry; our GM Dan is quite familiar with the universe from playing the video game. This campaign began as a beta test of Dan’s module for the 2019 Rincon Gaming Convention, an adaptation of Leovaunt’s module The Raid on Installation Delta Rose using Genesys rules. Players Lex and Jenn did a trial run of the module using two of Dan’s pre-generated characters, and he included a third as an NPC to round out the skill set of the party. That made the party Lilly, a resocialized soldier (a resoc); Imogen, a latent psionic from the Umojan Protectorate; and Ted, a zerg-infested researcher. Enough fun was had by all that we decided to continue with the characters. Following a few tweaks to the PCs to make them our own, we began regular play. That is where the actual-play podcast series begins, picking up the story after the mining adventure (which, while not recorded, is available in narrative form at Dicey Stories). We release a new episode at the start of each week and the audio is accompanied by a serialized write-up of the adventure on our website. The podcasts themselves are edited to cut down on digressions (as well as "uhs" and "ums"), so they generally clock in around 30-90 minutes. Episodes 1-7 are out already. The first story arc will conclude with episode 8.
  17. I think the FFG system is flexible enough that any species can develop into an interesting, competent character. But I've never been one to look for race/career synergies. Way back in my d20 days, my party had a Rodian, a Cerean, a Zabrak, and a human. In the first session, the Rodian got killed and was replaced with another human. With EotE, our main crew started as a Wookiee, a Togruta, and two humans (one raised by B1s). When the Wookiee left, that character was replaced by a human (raised by a Gand). The players had a B crew they would sometimes run, and that was a Twi'lek, a Nautolan, a Squib, and a Yuuzhan Vong (an advance scout who had deserted). I made a beginner game to introduce the system to people that included pre-gens (astromech, Twi'lek, Wookiee, Rodian, and Force-Sensitive human). I ran the game three times, and every time, the astromech, human, and Rodian were chosen to be played. As a GM, I try to have NPCs of a wide variety of species. The only one that I feel I really succeeded at making feel alien were the Vratix. During our adventure set on Thyferra, they really weirded-out some of the PCs.
  18. Oh, nice! That does look like it will be helpful.
  19. I have looked over the work @Desslok did on that here.
  20. I'm going to be running an adventure set on a cruise ship (in space!). The main "adventure" part will be the mutiny that takes place and endangers the passengers and PCs. We had a lot of fun in a previous game set at a ski resort (inspired by Cold Comfort) and I'm looking to do another sort of Agatha Christie-like mystery while trapped in a fancy location. I have never been on a cruise ship myself, but a quick search online indicates the types of entertainments that might be available, from game rooms to theaters to bars to lecture halls to pools, and so on. I'm posting here to see if anyone has some interesting ideas to share on Star Wars-y things to include on this luxury (space) cruise liner. There is definitely going to be a charity fundraiser event for orphans of the Clone Wars and Galactic Civil War, as that is the hook to get the PCs in place. To emulate the way real cruise ships take people to remote locations with a few ports of call, like in the Caribbean or the Pacific Islands, I was considering making this a cruise through the edge of Wild Space or some area that might have populated asteroids. If anyone has good actual Star Wars locations to suggest, I'd love to hear them. The main thing is, just getting off the cruise ship is not going to be a viable way to avoid the troubles caused by the mutiny. I would also like to make the mutineers a diverse group. Why are they taking over the ship? Some might want to hold the rich passengers hostage for ransom. Some might be participating as cover for an Imperial sting or a Rebel action. What other ideas do you all have? Also, any suggestions on wacky socialites or celebrities to be aboard are welcome! Thanks for any help you can provide!
  21. This page has a drug section on it about three quarters of the way down, so that can give you a starting point.
  22. We had very hand-wavy explanations for why ships had to come out of hyperspace at the junctions. Mainly, we did it because in real life, lots of super highways (at least where I'm from) have tolls compared to smaller local roads and some even have more heavily tolled express lanes. So we wanted something like that, to make there be a cost to balance out the speed advantage. I think we justified it with something along the lines of hyperspace congestion in those areas requiring recalculations by the navicomputer, and there being space stations set up for customs checks and toll collection at those points. We didn't focus much on space travel in our game, so it wasn't as well thought out as your system.
  23. So, how do the hyperlanes/trade routes factor into travel speed then? Do they matter at all in your game? In the last campaign I ran, we made travel along the main routes faster, but imposed tolls at the major junctions. I'm curious how they fit into your scheme.
  24. Enjoy the show! And a little bit of post-game advice... make note of what the players responded to and took and an interest in. It will be good fuel for the next time. Good luck!
  25. I primarily play Edge, with some Rebel and Force-y components tossed in. The two essential books for me are the Edge of the Empire Core Rulebook and the Genesys Core Rulebook (for social combat and motivations). The adversary decks are also always at hand when I GM. Now that Allies and Adversaries is out, it is working its way into the must-have pile at play time, since it contains some good prompts for rich on-the-spot NPCs. I have run Jewel of Yavin and heavily modified Beyond the Rim and Ghosts of Dathomir, so during those session, those books were crucial. I have derived a lot of value from Lords of Nal Hutta, Strongholds of Resistance, Nexus of Power, and Age of Rebellion, primarily for their planets and creatures. Those books are more important in the planning stages than at the table itself. I don't have any of the career books at all.
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