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  1. I don't think Genesys provides any inherent support for non-humanoid characters... By which I mean all of the published player species are essentially humanoid, or treated as such. However, there's nothing preventing you from creating an intelligent wolf species/archetype. There are pretty simple rules for creating your own species, and a few examples of species with natural weapons, like claws, to draw from. So the main hurdle would be evaluating a non-humanoid's inability to wear normal armor and use normal weapons. The value of such a disability would have to be compared to whatever natural weapons they possess and equipment they have access to. For a race with powerful natural weapons, access to magic, and/or specialized weapons and armor, not being humanoid is a negligable disability. Barring those things I'd start by giving such a disability a value of up to +25 starting experience, and adjust that value based on playtesting.
  2. Regarding the revised version: A minimum wound threshold of 15 seems really high. I would drop it a little (to 13 or 14). Four-Armed is vastly overpowered as is, it would be better I think if all that it did was allow you to equip multiple two-handed weapons, or up to four one-handed weapons.
  3. For item appraisal in a fantasy setting, I would be inclined to call for a Knowledge (Adventuring) check, or else couple Intellect with the next most appropriate skill. I expect most objects would fall under alchemy or mechanics, but weapons would fall under their relevent combat skill. So you'd potentially roll Melee (Heavy) coupled with Intellect to appraise a Greatsword or Verse coupled with Intellect to appraise a musical instrument. That being said, I might also waive the check and just tell my players the estimated value of the goods being appraised if they've got enough ranks in the appropriate skills. An experienced Bard appraising a musical instrument for example.
  4. If you are using an alternative initiative system that establishes a fixed acting order, I suggest using the rules for delaying or holding actions that came with whatever system you took your initiative rules from. For example; I might adapt the rules for Delayed and Readied Actions from Pathfinder (since those rules are published online) if I used something like their initiative system.
  5. It is a little odd, but starting equipment is easily adjusted by the GM. Vehicles are expensive though, and in theory a player could sell one back for more credits than they would have otherwise started with. Depending upon the style of the campaign, I don't see a problem with giving the characters access to an appropriate vehicle or hideout. The main concern is ensuring the player's can't/won't just sell them off for bigger guns and better armor.
  6. I asked the FFG about those a while back. The answer is posted in the FAQs thread, but (iirc) Sam gave the following values. Bottled Lightning – Price 75; Rarity 6 Dwarven Firebomb – Price 200; Rarity 8
  7. Dragon Prince would work pretty well with the generic fantasy rules and magic system. Realms of Terrinoth will be a useful supplement. Mind you I've only seen the first season, but I don't think Humans need a focus per say, so much as havimg certain foci made certain spells easier, or obviated an environmental requirement. For example; A mage that knows fire spells should be able to use existing sources of fire to cast spells, and (for the sake of ease) be able to perform tricks like igniting or snuffing candles and torches. A primal stone containing the quintessence of a raging forest fire would obviously allow a mage to produce a vastly greater volume of flames than a mere torch-flame.
  8. I mentioned Passenger Dropships because they have 0 Armor, the other spacecraft in SotB are all better armored. You could probably use light Pistols, but a good enough roll with one could potentially cause hull trauma.
  9. 'Zero Gravity' is treated as Difficult Terrain, which significantly hinders movement. 'In/Decreased Gravity' affect Athletics, Brawl, Coordination, and Melee checks. That's basically it per RAW, and is already pretty severe IMO. Unusual gravity can make it very difficult to engage close-combat. So I wouldn't go so far as to penalize ranged combat too; because it just isn't cinematic to make combat in a given environment a no-win-situation. Most Ranged weapons in SotB are "Smart", and use caseless ammunition. That they're usually smart-guns is a good enough justification (IMO) for these futuristic weapons to work just as well in any gravity. Penetrating the hull would still be a very real danger (especially in an unarmored Passenger Dropship)... As such, security personnel on a spacecraft would be more likely to use Synap Pistols or Masers over any slugthrower or mass driver.
  10. I don't know if I would go so far as to track individual bullets. Given the length of a combat round, a single "attack" could just as easily be one, carefully aimed shot or six quick hip-shots. However, if ammunition is suposed to be a scarce resource (such as in a western setting, or in most modern horror campaigns); than Extra Clips should be relatively plentiful, and Dispair can frequently be spent to force the PCs to use 'em. Tracking how many clips you have left isn't much different than tracking painkillers, so it shouldn't add too much overhead to implement.
  11. I think that's exactly what Extra Clip's are for. Depending on the setting, I'd allow the purchase of Extra Clips (or an item like them) for any weapon that requires ammunition; though you'd generally have to specify which weapon it was for, an Extra Clip for your Assault Rifle isn't the same as an Extra Clip for a Laser Pistol... Mechanically, if the character doesn't have an Extra Clip for their Revolver (defined in this case as a ready speedloader), they simply shouldn't be allowed to reload it during the encounter. Otherwise that defeats the purpose of having spent a Dispair to make them run out of ammo in the first place. The narrative of 'fumbling while trying to load loose ammo one-at-a-time' could be used to justify why the character's revolver remains 'out-of-ammo' for the remainder of the encounter, despite their wasted attempts to reload it. Meanwhile, having 'a box of loose ammo in your pocket' is the narrative justification for why your character is able to reload their Revolver after the encounter ends. However, realistically speaking a minute-long round is enough time to reload almost any weapon if you actually have the munitions to do so. So if reloading that weapon during the encounter is vital to the heroes' success, or if I were inclined to compromise and allow the PC to fail-foreward, I have a few options: First, I could allow them to reload their weapon as an action instead of as a maneuver. The skill used would depend upon the situation, and the player's proposed solution. Using the example above, they might have to perfom an Average Discipline check to 'steadily load one bullet at a time'. With success indicating you've reloaded the weapon. During a hectic battle scene, I might allow someone to perform a Perception check to generate an Extra Clip for their weapon. Second, I could allow them to spend one Triumph on unrelated Perception and Vigilance checks to generate an Extra Clip for their weapon (circumstances allowing).
  12. I consider everything beyond the core rulebook a supplement, including adventures. I also specified "professional" because we can make supplements for genesys, @drainsmith is especially prolific, but we can't publish them for cold-hard monies. Star Wars has decades worth of fan-fiction that can be adapted into plots. It is a well-known universe beloved by multiple generations. Meanwhile fewer people know, or care about the runebound or android settings. They're comparatively obscure settings. There are probably also a fair number of people quietly working on conversions for their favorite settings instead of adventures for them. Which is sort of what genesys was advertised as being for, so that makes sense.
  13. I can't speak for it's current success, but L5R does have more than two-decades worth of brand recognition. Genesys just can't compete with that.
  14. Unlike RoT, SotB does have a rudimentry 'adventure builder'. Though I can't say I've had a chance to use it. In addition, I'm certain FFG will eventually release their convention one-shot (and the pregens) for SotB. FFG doesn't seem to be interested in supporting professional third-party supplements for Genesys. Nor do they seem to be willing to devote more than a miniscule fraction of their resources to the system's development. So unfortunately, I don't think there is ever going to be a reasonable selection of published adventures for genesys (let alone for any given setting).
  15. It strikes me as a technology that the setting takes for granted. Which is probably for the best, because nanotechnology is basically the sci-fi equivalent of "It's Magic!" as far as justification go. The more heavily we lean on it, the more we have to question why everyone doesn't already have an Amorphous Blob Of Problem Solving.
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