Jump to content

jendefer

Members
  • Content Count

    101
  • Joined

  • Last visited


Reputation Activity

  1. Thanks
    jendefer reacted to emsquared in Google Docs Foundry Template   
    Hey everybody, here's something that probably no one asked for!
    For some time I'd been having problems with my hybrid laptop/tablet device, and I found out that it was basically having any significant portion of it's hard-drive taken up that was causing the problem (super convenient, really good device, I know). Well, because of that I migrated all my rpg stuff to Google Drive and it's other services so that I could delete everything non-essential from the device.
    This became a real hindrance to my ability to work on Genesys settings though, so I made this Foundry-compliant Google Doc template for myself. But then I figured that possibly others might be able to get some use out of it too.
    So here ya go!
    Google docs-compatible Foundry template!
    Enjoy!
  2. Thanks
    jendefer got a reaction from Josep Maria in Long term game, full talent sheet?   
    Good point. That Heroic Abilities mechanic is in Realms of Terrinoth, starting on page 74.
  3. Like
    jendefer got a reaction from SavageBob in Skill Familiarities (House Rule Thoughts)   
    In our games, we add setback dice for unfamiliar conditions (that would cover your flying mount situation or building a boat when you're used to carts). After the character has tried it out, it is no longer unfamiliar, and they do not have the setback dice on future rolls. If I want to emphasize that something could really go wrong, I spent a story point to upgrade the difficulty.
    If you truly believe that way too many things are covered under one skill in your campaign setting, then break them out into separate skills. This is already modeled by the many types of Knowledge in Terrinoth, or the different ways combat skills are handled in the Core Rulebook. I've played games with Melee, Ranged-Light, Ranged-Heavy, and Gunnery. I've played ones with Melee-Light, Melee-Heavy and just Ranged. I've heard of other people including Powdered weapons as a separate skill or Artillery weapons that are based on Intellect. In your situation, maybe you want Crafting (Mechanical) and Crafting (Steam)... or some such division.
  4. Like
    jendefer reacted to Josep Maria in Long term game, full talent sheet?   
    In our 15 years game from SW we made a conversion to Genesys, about a 2.455 XP PC. As Sturn said is just a "guide" to get an easy-view access to your talents, but there is no real need of that sheet. Remember that main campaigns (based on peoples answers) go from 400 to 700 XP aproximatelly, and a few ones achieve 1000 XP (info from SW not Genesys).
    In one Genesys supplements exists the "Heroic Abilities" (?) that is a initial skill that evolves for every 50 XP obtained. Is the most aproximated to Signature Ability. This Heroic skill, considering upgrade caps, stops evolving above 400 XP, so feel free to create new ones based on signature or create more "heroic skills".
    SW/Genesys progression is more a trapezoid than a pyramid itself. A character advance uses to be top in a pair or three skills and goes lower on the rest. In our games tha main PC have 3 maxed skills (with maxed talents) and the rest are a lot of diverse talents and skills achieved not at max level.
    Hope it helped
     
     
  5. Like
    jendefer got a reaction from Josep Maria in Long term game, full talent sheet?   
    We played a year-long campaign that clocked in at 625 XP earned. I completed the full pyramid, and then had another column of Talents from Tier 1 up to Tier 5, plus an additional Tier 1 and 2 Talent beyond those. You can keep adding 5-high columns of Talents. If there are not enough Tier 4 or 5 Talents of interest for your players, consider what sorts of "super-powers" might fit their character concepts and develop new Talents to fill them. Or encourage them to develop more of their skills.
  6. Like
    jendefer got a reaction from Sturn in Long term game, full talent sheet?   
    We played a year-long campaign that clocked in at 625 XP earned. I completed the full pyramid, and then had another column of Talents from Tier 1 up to Tier 5, plus an additional Tier 1 and 2 Talent beyond those. You can keep adding 5-high columns of Talents. If there are not enough Tier 4 or 5 Talents of interest for your players, consider what sorts of "super-powers" might fit their character concepts and develop new Talents to fill them. Or encourage them to develop more of their skills.
  7. Like
    jendefer got a reaction from Sturn in Skill Familiarities (House Rule Thoughts)   
    No problem. When people present new mechanics, I always wonder whether something already exists to handle their need. But if what exists doesn't suit your purposes, making something new to fit with the rest of the existing rules and trying to balance it is a worthy effort. Plus, you can only do so much planning... eventually, you have to try your system out with players in an ongoing game to see if it stands the test of time and really addresses all your concerns. Good luck when that time comes!
  8. Thanks
    jendefer reacted to drainsmith in EPB's new spells and Terrinoth's new skills   
    A while ago we did a poll in the Discord server and came up with this:


  9. Thanks
    jendefer reacted to Direach in Genesys Creature Catalogue (formerly Bestiary)   
    I thought folks might like having a few more critters to play with, so I started a bestiary. I plan to add more to this as I add more creatures. Nothing here is very mechanically complex, but I'll get around to those eventually! Most creatures are adapted from creatures in the SW rules, but some were created from scratch.
    EDIT: I added a number of new creatures, and added some short descriptive text to each entry. Also cleaned up some minor mistakes. I deliberately chose to make these kobolds like EverQuest/JRPG type kobolds, rather than reptilian.
    EDIT: I won't update this first post anymore, because it's getting too big. Here is the link to the open folder where the most current version of the Bestiary will be: Creature Catalogue and Other Resources
    EDIT: I removed the creatures from the OP because the entire document has been extensively modified from the original post, to the point where the original post no longer accurately reflects the current content. The most current version of the Bestiary (now called the Creature Catalogue) is available from the link above.
     
     
     
  10. Thanks
    jendefer reacted to Ricky Olie in Gunpowder Weapons   
    The stats for a musket depend a lot on the firing mechanism. A wheelock is different from a matchlock which is different from a flintlock and which is different from a 19th century musket that uses cartridges.
    Either way, a musket is going to have high damage. As in 10 or so. I can't think of a musket with a caliber lower than .50, if you got hit by a musket, you're dead or losing an arm, if you're lucky.
    A wheellock should have a prepare of 2, this means if you want to fire it once a turn you need to spend strain to be able to do that. Any more than two and no one will use it, what's the point if you're not doing anything on your turn?
    The reason I'd go for prepare over limited ammo is that a turn is not one shot, it's multiple. RAW generally describes it as a minute, so being able to fire off a few shots would be better represented with prepare, not limited ammo. This would show that you're firing the musket and reloading it, during your action, several times. Especially for more later muskets.
    A flintlock will have a prepare of 1, a skilled musketman can fire off a shot every 15 seconds or so. Meaning it's perfectly feasible in the narrative to take out a minion group, especially when you consider how high caliber muskets are, sure the ball going through two people might seem pulpy if you want more realism, but a musket is a pretty deadly weapon.
    A musket also would have a low crit rating, maybe even vicious. As noted before if you got hit by a musket, you were out. If on the off chance you survived, it was because hit took off your arm.
    Now, to offset this, a musket should have inaccurate, maybe 2 to 3 even. Makes it hard to shoot with, but powerful. You might not hit every turn, but when you do it's sure to kill something. Don't be afraid of adding inferior as well, especially for earlier muskets.
    As for range, I'd stick to medium for rifles, short for pistols. Muskets can have a farther maximum range than that, but that's not exactly the effective range of a musket.
    Generally, if I were stating out a flintlock musket, think American Revolutionary War, i'd do this:
    Damage 10, Crit 2, range of medium, then have the qualities of prepare 1, inaccurate 3, vicious 2, inferior
    I also wouldn't give it pierce or anything, a breastplate can still stop a musket ball.
    The general idea of a musket that I would want to get across is that it's deadly, could take off your arm, but is inaccurate and doesn't have a great range
  11. Like
    jendefer reacted to the BaldBarian in Gunpowder Weapons   
    "as your opponents charge, you raise your rifle and fire! you hit one straight in the chest! as he jerks back from the impact he discharges his weapon, shooting he's own ally!"
    "your enemy hides behind a boulder, firing pot shots behind cover, you notice a loose branch hanging above them, you take aim and fire! the bullet rips through the branch causing it to fall! it lands on your enemys and crushes them!"
    another thing to take notice of is strain gets turned into wounds with minions.
    "as your opponents head explodes, his friend, seeing the gore, decides this fight isn't worth it and flees!"
    there's a couple of ideas.
  12. Like
    jendefer reacted to Richardbuxton in Scrolls and single use magic items   
    If a Rune Shard had Limited Ammo 1 then it would be mechanically the same as a scroll. A non magic character could spend the Manoeuvre to “prepare the scroll” just like activating a Rune, then an Action to unleash the spell effect just like with a Rune Shard. But because of the limited Ammo 1 quality it only gets used once.
    A magic user using a scroll would have a second choice, to add upgrades to a spell as a one time bonus, but it would count as your Implement for that spell so you couldn’t also use your staff.
    Therefore I would recommend starting with the Rune Shards; Rune of Immolation becomes Scroll of Immolation.
  13. Like
    jendefer reacted to c__beck in I need a hand stating something out   
    If the child soldiers are the protagonists, then you just make characters normally. A characteristic of 2 is average for your campaign world. If kids are the norm the Brawn 2 is the average brawniness of a child soldier.
    Adversaries will have 3s if they're "better" than then average child soldier and a 1 if they're worse than the average child soldier.
  14. Thanks
    jendefer reacted to Direach in Expanded Fantasy Weapons   
    As an introduction to Genesys for my players who aren't familiar with the FFG SW system, I'm starting off with a short campaign set in my swords and sorcery setting, Swords of Blackwater. I'm working on adding some new weapons to fill out the selection a bit, I wanted to share my progress here. Please let me know if you have any suggestions, and feel free to use or adapt any/all of this for your own games.
    I've included the weapons from the rulebook for completeness and convenience. I renamed "Axe" to "Battleaxe" to differentiate from a basic handaxe, "Bow" to "Hunting Bow", and renamed "Light Spear" to "Spear".
    EDIT: Rarity has been added (highly subjective, your world may vary). I've made a number of changes based on suggestions offered by the community. Also added the lance and tower shield.
    Notes:
    Lance: While mounted, a character wielding a lance may use his mount's Brawn rating instead of his own for determining damage. Using a lance while dismounted requires the Melee (Heavy) skill, and it gains the Cumbersome 3 quality.
    Tower Shield: This shield cannot be used while mounted.
    NAME
    SKILL
    DAM
    CRIT
    RANGE
    ENCUM
    PRICE
    RARITY
    SPECIAL
    MELEE WEAPONS
    Axe
    Melee (Light)
    +2
    4
    Engaged
    2
    25
    1
     
    Battleaxe
    Melee (Light)
    +3
    3
    Engaged
    2
    150
    2
    Vicious 1
    Blackjack
    Melee (Light)
    +1
    5
    Engaged
    1
    5
    1
    Disorient 2, Stun 3
    Brass Knuckles/Cestus
    Brawl
    +1
    4
    Engaged
    1
     
    2
    Disorient 3
    Buckler
    Melee (Light
    +0
    6
    Engaged
    1
    60
    2
    Defensive 1, Inaccurate 1
    Dagger
    Melee (Light)
    +1
    3
    Engaged
    1
    20
    1
     
    Greataxe
    Melee (Heavy)
    +4
    3
    Engaged
    4
    300
    4
    Cumbersome 3, Pierce 2, Vicious 1
    Greathammer
    Melee (Heavy)
    +5
    4
    Engaged
    4
    700
    6
    Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1, Sunder
    Greatsword
    Melee (Heavy)
    +4
    2
    Engaged
    3
    300
    4
    Defensive 1, Pierce 1, Unwieldy 3
    Halberd
    Melee (Heavy)
    +3
    3
    Engaged
    5
    250
    3
    Defensive 1, Pierce 3
    Lance
    Melee (Light)
    +3
    2
    Engaged
    4
    200
    4
    Cumbersome 3 (dismounted), Pierce 3, Special
    Mace
    Melee (Light)
    +3
    4
    Engaged
    2
    75
    1
     
    Parrying Dirk
    Melee (Light)
    +1
    4
    Engaged
    1
    75
    3
    Defensive 1
    Rapier
    Melee (Light)
    +2
    2
    Engaged
    1
    600
    6
    Accurate 1, Defensive 1, Pierce 1
    Scimitar
    Melee (Light)
    +3
    2
    Engaged
    1
    250
     
    Vicious 1
    Shield
    Melee (Light)
    +0
    6
    Engaged
    2
    80
    1
    Defensive 1, Deflection 1, Inaccurate 1, Knockdown
    Short Sword
    Melee (Light)
    +2
    3
    Engaged
    1
    150
    2
    Accurate 1
    Spear
    Melee (Light)
    +2
    4
    Engaged
    2
    90
    1
    Accurate 1, Defensive 1
    Sword
    Melee (Light)
    +3
    2
    Engaged
    1
    200
    2
    Defensive 1
    Tower Shield
    Melee (Light)
    +0
    6
    Engaged
    3
    120
    4
    Cumbersome 3, Defensive 2, Deflection 2, Inaccurate 2, Special
    Warhammer
    Melee (Light)
    +3
    3
    Engaged
    2
    300
    2
    Pierce 1, Sunder
    War Spear
    Melee (Heavy)
    +3
    2
    Engaged
    3
    300
    3
    Defensive 2, Pierce 2
    Staff
    Melee (Heavy)
    +2
    5
    Engaged
    2
    80
    1
    Defensive 1
    RANGED WEAPONS
    Axe (Thrown)
    Ranged
    +2
    4
    Short
    2
    25
    1
    Limited Ammo 1
    Dagger (Thrown)
    Ranged
    +1
    4
    Short
    1
    20
    1
    Limited Ammo 1
    Crossbow
    Ranged
    7
    2
    Medium
    4
    600
    4
    Pierce 2, Prepare 1
    Hand Crossbow
    Ranged
    6
    3
    Short
    2
    800
    7
    Pierce 1, Accurate 1
    Hunting Bow
    Ranged
    7
    3
    Medium
    4
    275
    4
    Unwieldy 2
    Javelin
    Ranged
    +2
    3
    Short
    1
    60
    3
    Accurate 1, Limited Ammo 1
    Longbow
    Ranged
    8
    3
    Long
    4
    450
    6
    Unwieldy 3
    Spear (Thrown)
    Ranged
    +3
    4
    Short
    2
    90
    1
    Pierce 1, Limited Ammo 1
  15. Like
    jendefer reacted to Swordbreaker in Approach-Based System instead of Characteristics   
    FYI, the CRB does have a section talking about uncoupling characteristics and skills in the optional rules section. On that note, Brawn influences wound threshold, soak, encumbrance (both value and capacity), and added damage to brawl and melee attacks. Willpower influences strain threshold.
    The elemental rings in L5R are tied to the lore, and represent physical aspects of a character as much as their life philosophy, i.e., their approach to things. You're suggestion captures the philosophical aspects of rings, but not the physical aspects.
    A system like this could work, but I would do two things: replace the characteristics with a less defined concept (like the elements) that fit well into the setting, and then use the aforementioned rules for uncoupling skills. For example, a game set in an Age of Myth setting could replace the characteristics with aspects of a pantheon of gods, which would allow for both the physical aspects (strong as Ares, lusty as Zeus, etc.) with the philosophical/spiritual (wise as Athena, observant as Artemis, etc.).
    I guess an argument could be made for games where you have no physical combat or danger whatsoever, like some game that exclusively attempts to mimic the works of Jane Austin, but I'm sure there are games better suited for that elsewhere.
  16. Like
    jendefer reacted to roy.altman.7 in [BLOG] 12 Published World Settings for the Genesys RPG   
    How many times did you hear this: "But Genesys doesn't have an official world setting..."?
    Well, that couldn't be further from the truth! Next time you hear someone say that -- just send them to the link below, detailing TWELVE published world settings for Genesys!

    12 Published World Settings for the Genesys RPG on RPGNarco.com


     
    Roy Altman
    RPGNarco.com
  17. Thanks
    jendefer reacted to Swordbreaker in Plant (as in vegetation) Adversaries   
    There's the carnivorous plant from RoT in the jungle area at the end of the book, FYI. Secrets of the Crucible also has two plant enemies in the Creatures section, and there is a mushroom men adversary in there as well.
    Giant Venus flytraps or treants/ents are common, but if you're looking at more variety and options, you could base some on Pokemon, which has a variety of plant monsters.
  18. Like
    jendefer reacted to Richardbuxton in "Encouraging Song" & "Active (Action)" Talent Question   
    A common way to deal with this is for GM’s to say “you have time for one action before the story moves forward, wdyd?”
  19. Like
    jendefer reacted to HedgeWizard in Folenn — A Fantasy Setting   
    Hey gaming friends! 
     
    Creating this as ground zero for sharing my content for my home brew setting—Folenn.  It's a relatively generic fantasy setting. The genesis (ha!) is I started my kids with D&D 5e some time ago, but I've always preferred the narrative dice system, and after playing some Star Wars, they agreed it would be fun to switch.  Anyway, this world is a cobbled together mish-mash of D&D tropes and peppered liberally with content and characters from some of their favorite fantasy books/stories. 
    Anyway, I'll start adding links here to content that could be useful to other fantasy folks.  Feedback is welcome!
    Note: All the art in screenshots I share are inspirational/springboards for my kids, and will not be part of the documents I share as I obviously don't own the rights
    General NPC sheet Continent of Folenn (North part of the Continent)  NEW! Environmental Encounter Table cards NEW! Bestiary - Part 1
  20. Haha
    jendefer reacted to HaphazardNinja in Disembodied Characters   
    After all this is said and done, please share the final product. If using the SotC rules, I don't see why consumer-level electronics could be used to physical interaction in a pinch.
    "Hey, you the crew the fixer sent? Aren't there supposed to be five of you?"
    Cuddly tank holds up a fancy toaster.
    Toast pops up, displaying "Hi!" burned in a gluten-free greeting.
  21. Thanks
    jendefer got a reaction from ProfessorTerrible in Disembodied Characters   
    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. 
  22. Like
    jendefer got a reaction from DarthDude in [PODCAST] Dicey Stories: Genesys + Starcraft   
    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
  23. Like
    jendefer got a reaction from DarthDude in [PODCAST] Dicey Stories: Genesys + Starcraft   
    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
  24. Like
    jendefer got a reaction from Stacie_GmrGrl in [PODCAST] Dicey Stories: Genesys + Starcraft   
    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. 
  25. Like
    jendefer reacted to SavageBob in Question on Assist maneuver combined with boost advantage (and how it can create the "blue wave")   
    To my mind, the only reason to cap passed boosts is to encourage the players to be more creative with rolled advantage. Otherwise, you just get "I heal strain and pass a boost" every time. That said, even those options can be fun if you encourage (or require) the players to justify how their check is setting up their ally for greater success, especially if it's more than one blue being passed.
    I also don't have a problem with large numbers of boosts on a check for multiple reasons. I mean, you could conceivably have two passed boosts from a previous check, the PC could use the Aim maneuver twice, they could have the Accurate quality on their weapon, they may have some talent, and they may have done some legwork to get even more advantages. All of those can stack up boost dice.
    In short, you might cap passed boosts if they're proving a block to player narrative creativity. But there's nothing game-breaking about allowing them to stack up, either; it's just how the game represents what other systems might call momentum or advantage or whatever.
×
×
  • Create New...