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Gudmo

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  1. Thank you, sometimes it's hard to notice the details in the wording.
  2. Good day After searching far and wide through the books my next thought was to ask here so I hope the questions make sense. Do you automatically wake up after you recover from exceeding wounds and/or strain thresholds ? If not what skill/action is required to wake up ? If you wake up automatically when you recover from excceding your wound/strain threshold by going to the positive side that is the purpose of the "Revive Incapacitated" action in the Heal magic. If the PC is still in negative wound/strain and a healer would cast this option on his, wouldn't he just go right back to incapacitated? My assumption is that once you are back to positive wound/strain thresholds you are no longer incapacitated. By my confusion starts when I read the Magic Heal and the revivive incapacitated option there and why you would need it if you can just use regular heal and bring the PC back to positive wounds? best regards Confused GM Gudmo
  3. As suggested I'm posting this here for anyone to enjoy. Although you can create weapons that have the following qualities built in this list is more to take any appropriate weapon and update it. You can take a Winchester ´73 and make it electromagnetic if you like. Or put a shoulder stock and electrothermal mods on your Desert Eagle. Shoulder Stock Shoulder stock attachment for pistol grip weapons. Helps with accuracy. Use with: Any pistol-grip weapon Modifiers: Accurate 1, Encumbrance 1 HP: 1 Cost: 350 Rarity: 3 Electromagnetic Called gauss guns, railguns, coil guns, or mass-drivers, use electromagnetic rails or rings in the barrel to accelerate a ferrous or conductor-sheathed projectile to very high velocities. Ammunition is very light, as it does not require propellant and is caseless. Available in near future for sidearms or for large artillery in modern times. Use with: Any Slugthrower weapon Modifiers: Range +1, Pierce +2, Damage +1, Encumbrance +1 HP: 2 Cost: 2,000 Rarity: 7 Electrothermal Guns that use an electric charge to vaporize a propellant into steam or plasma, which expands and smoothly accelerates the round down the barrel at high velocity. Near future technology Use with: Any Slugthrower weapon Modifiers: Damage +1, Accurate 1 HP: 1 Cost: 500 Rarity: 5 X-ray Laser modulation Advanced laser modulation that allows a laser to fire in the x-ray frequency. Use with: Any laser weapon Modifiers: Pierce +2, Damage +1 HP: 1 Cost: 1,250 Rarity: 8R Graser modulation Advanced laser modulation that allows a laser to fire in the gamma-ray frequency. Use with: Any laser weapon Modifiers: Pierce 5, Burn 1 HP: 1 Cost: 2,000 Rarity: 9R Rainbow Laser This modification can switch between different modes/modulation of an energy weapon. Using a maneuver you can switch between a normal laser, x-ray or graser setting. Use with: Any energy weapon Modifiers: As per Laser, X-Ray and Graser, Prepare 1 (To switch modes) HP: 2 Cost: 7,500 Rarity: 10R Gravity Beam Ultra high tech gravguns. Damage is low but can penetrate all but the most reinforced armor. Use with: Any energy weapon Modifiers: Damage -1, Breach 1 HP: 1 Cost: 2,500 Rarity: 9R Antiparticle Beam High-energy particle accelerator that produces kinetic damage and explosive effects with radioactive damage as well. Also known as "pulsars". Use with: Any energy weapon Modifiers: Blast 3 HP: 2 Cost: 950 Rarity: 7R Neutral Particle Beam These weapons use a more complex accelerator arrangement to generate beams of neutral particles. A neutral particle beam can be used in vacuum or trace atmosphere without degrading. As a maneuver you can switch the weapon to function as a normal "blaster". Use with: Any energy weapon Modifiers: Encumbrance +1, Prepare 1 (To switch modes) HP: 1 Cost: 300 Rarity: 4 Monowire Edge Apply a monowire (one atom in width, also known as molecular wire) edge to any bladed weapon Use with: Any bladed weapon Modifiers: Pierce +3, Crit -1, Vicious 1 HP: 1 Cost: 2,000 Rarity: 6R Ammunition/Loadout as Modifications Pondering on how to tackle ammunition in Genesys and giving advantages/disadvantages in their use I have come to the following conclusion. 1. Prepare 1 is default to switch clips/reload new ammunition types. 2. Limited Ammo n is also default where n represents the clip/loadout size of the given weapon. This is usually dealt with narratively and should be though of as rounds of ammunition and not number of bullets. 3. To keep in line with other modifications one can assume that it requires no hard points. 4. Alot of the more complex effects of the advanced ammunition types needs to be handled narratively. There either is no game mechanic to cover the effects or, and this is more likely, there is no need for a game mechanic since you can resolve the effects with a good narrative. 5. Cost is the cost of any ammunition multiplied. This is dependent on setting. So with these two things as a default we go on to the various ammunition types available. These statistics are in no-way the finalized version. I welcome comments and suggestions. Kinetic Solid The default bullet Weapon use: Any Game statistics: None Cost: x1 Chainshot Two balls linked by chain or wire. Weapon use: Minimum bore size 20mm Game statistics: Linked 1 (Wire/Chain is represented narratively), Range -1, Damage -2 Cost: x1.5 AP The original AP round. Weapon use: Minimum bore size 2mm Game statistics: Pierce +1 Cost: x3 API An AP round with added incendiary material. Weapon use: Minimum bore size 6mm Game statistics: Pierce +1, Burn 1 Cost: x4 APCR Superior AP cannon round with a rigid tungsten core. Weapon use: Minimum bore size 20mm Game statistics: Pierce +1, Damage +1 Cost: x5 HP A bullet designed to expand in flesh. Weapon use: Minimum bore size 2mm Game statistics: Pierce -1, Vicious +1, Critical -1 Cost: x1,5 Plastic A plastic or rubber bullet. Weapon use: Minimum bore size 2mm Game statistics: Pierce -1, Damage -2 Cost: x1 Baton A non-lethal anti-riot round. Weapon use: Minimum bore size 2mm Game statistics: Pierce -1, Damage -1 Cost: x1 APDS Improved APCR cannon round with discarding sabot. Weapon use: Minimum bore size 20mm Game statistics: Pierce +1, Damage +2 Cost: x5 APS An armor-piercing, saboted bullet. Weapon use: Minimum bore size 6mm Game statistics: Pierce +1, Damage +2 Cost: x5 APDU Improved APCR with depleted uranium core. Weapon use: Minimum bore size 8mm Game statistics: Pierce +2, Damage +1 Cost: x6 APDSDU Improved APDS with dense, depleted uranium core. Weapon use: Minimum bore size 8mm Game statistics: Pierce +3, Damage +2 Cost: x10 APFSDS Hypervelocity, fin-stabilized APDSDU dart Weapon use: Minimum bore size 8mm Game statistics: Pierce +2, Damage +3 Cost: x8 APFSDSDU Hypervelocity, fin-stabilized APDSDU dart Weapon use: Minimum bore size 8mm Game statistics: Pierce +3, Damage +3 Cost: x12 Needle A sliver-like projectile. Weapon use: Maximum bore size 2mm Game statistics: Damage -1, Vicious 1 Cost: x2 Superwire A superconducting monowire projectile. Weapon use: Maximum bore size 2mm, Electromagnetic weapons only Game statistics: Breach 1, Damage -3 Cost: x100 APSHD An advanced, hyperdense, saboted bullet. Weapon use: Minimum bore size 2mm Game statistics: Pierce +5, Damage +1 Cost: x20 APDSHD Ultra-tech APDS with hyper-dense core. Weapon use: Minimum bore size 20mm Game statistics: Pierce +5, Damage +2 Cost: x20 APFSDSHD Hypervelocity, fin-stabilized APDSHD dart. Weapon use: Minimum bore size 20mm Game statistics: Pierce +5, Damage +3 Cost: x30 Explosive LE Low Explosive, a fused round filled with black powder. Weapon use: Minimum bore size 10mm Game statistics: Blast 1, Vicious 1 Cost: x2 HE High Explosive, a modern explosive, fragmenting round. Weapon use: Minimum bore size 10mm Game statistics: Blast 2, Vicious 1 Cost: x2 HEC HE Concussion, with big blast, little fragmentation. Weapon use: Minimum bore size 10mm Game statistics: Blast 1, Concussive Cost: x2 HEDC HE Depth Charge round for attacking submarines. Weapon use: Minimum bore size 60mm Game statistics: Blast 2, Concussive 2 Cost: x3 HEPF HE Proximity-Fused round for anti-aircraft fire. Weapon use: Minimum bore size 10mm Game statistics: Blast 2, Vicious 1 Cost: x5 HESH HE Squash-Head, plastic explosive built to defeat armor. Weapon use: Minimum bore size 20mm Game statistics: Blast 2, Breach 1 Cost: x4 Kinetic/Explosive SAPLE LE fused to go off after piercing armor. Weapon use: Minimum bore size 10mm Game statistics: Pierce -1, Critical -1, Vicious 1 Cost: x2 SAPHE HE fused to go off after piercing armor. Weapon use: Minimum bore size 10mm Game statistics: Blast 1, Pierce -1, Critical -1, Vicious 1 Cost: x2 APEX Armor piercing explosive cannon round. Weapon use: Minimum bore size 10mm Game statistics: Blast 1, Pierce 2 Cost: x5 Shaped-Charge HEAT A shaped-charge, armor-piercing “anti-tank” round. Weapon use: Minimum bore size 20mm Game statistics: Blast 2, Breach 1 Cost: x3 HEDP HE Dual Purpose, a fragmentation and HEAT round. Weapon use: Minimum bore size 20mm Game statistics: Blast 2, Pierce 5, Vicious 1 Cost: x3 Multiple Projectile Shotshell Multiple shotgun pellets. Weapon use: Minimum bore size 10mm Game statistics: Damage -1, Range -1, Inaccurate 1, Vicious 2 Cost: x1 Canister A spray of pellets, grapeshot or scrap. Weapon use: Minimum bore size 10mm Game statistics: Auto-Fire, Vicious 2, Inaccurate 2 Cost: x1 Shrapnel A bursting shell filled with bullets. Weapon use: Minimum bore size 20mm Game statistics: Vicious 3 Cost: x3 Beehive High-tech shrapnel using anti-personnel darts. Weapon use: Minimum bore size 20mm Game statistics: Vicious 3, Pierce 1 Cost: x4 Bursting CHEM Chemical, a gas or smoke-filled round. Weapon use: Minimum bore size 10mm Game statistics: Special Cost: x2 FASCAM Drops a field of scattered anti-armor mines. Weapon use: Minimum bore size 120mm Game statistics: Special Cost: x10 ICM Cluster munitions that scatter grenades over an area. Weapon use: Minimum bore size 120mm Game statistics: Blast 3, Auto-Fire, Vicious 2 Cost: x10
  4. Hi Drainsmith I was wondering if you are planning to add the Realms of Terrinoth attachments/qualities into your Equipment Encyclopedia file? It's missing types like Ancient, Elven, magic weapons etc. Also I'm wondering if magic implements belong as well. Finally (Hate to mention too many things in one post) do you have plans to add generic equipment as well? Awesome work btw.
  5. I think I would rule that any criticals would only apply to the attack, i.e. the primary weapon. The linked hit is just that, a separate hit. So Vicious 1 and second crit for a total of one critical hit roll at +20. I understand the argument for seperate rolls but still think it's not in the general atmosphere of the system and also think that linked attacks as well as auto-fire were not intended for this as it would be OP for specialized adversaries.
  6. Want to share the code? I'd love to incorporate this into my own sheet
  7. Interesting, I'd love to hear more opinions.. I'd seething to create a six armed monster with link 5 and vicious 2 :D
  8. A question was raised in our group when a PC activated two crits on a dual strike. So he activated linked and then 2 criticals. Each axe has vicious 1 He wants to represent vicious as a total of 2 instead of a non-cumulative 1 I said critical hit with a +20 (for vicious 1 and the second crit) He said critical hit with a +30 (for vicious 2 and the second crit) What do you rule gurus out there have to say?
  9. In a recent encounter a GM upgraed our daunting fear checks by 3 red dice because we encountered 4 wraiths at the same time. He was going to make us throw a seperate daunting check for each one but then decided to upgrade the one check instead. We argued that only one normal daunting check was needed since it was all the same source but the GM is the authorative. Is this really how it should be done or is someone not understanding the rules fully? In a later encounter we face a vampire, 2 death knights and more wraith. Needless to say one of our players rolled a despair. What is the appropriate dice pool for these fear checks?
  10. aww, wouldn't mind a one-time template document compatible for CS6 with the major vector graphics you use. But I understand
  11. Any chance to get you to save a copy of your inDesign files as backward compatible for CS6?
  12. Don't know how many if any or all have been posted before but this is what I though of while watching my kid play football. TALENTS TIER 1 POWER BLOW Tier: 1 Ranked: Yes You strain yourself to strike a heavier blow. For each rank of Power Blow take one strain to add one extra damage to your attack. TIER 2 POWER THROUGH Tier: 2 Ranked: No On your next attack only, take one strain to add the sunder quality to your weapon. You still need to activate it. TWIST OF THE BLADE Tier: 2 Ranked: No On your next attack only, take one strain to add the vicious 2 quality to your weapon. You still need to activate it. AIM WITH YOUR TONGUE Tier: 2 Ranked: No You stick out your tongue “metaphorically” and take a careful aim. On your next attack add a to your attack roll, but because you are so focused you also add to the same roll. HIT THEM WHERE IT HURT Tier: 2 Ranked: No On your next attack add a to your attack roll as you try your best to hit a vulnerable spot on your foe, on the same roll you also add one because the area is hard to hit. TIER 3 FLURRY OF BLOWS Tier: 3 Ranked: No On your next attack only, take two strain to add the auto fire quality to your weapon. You still need to activate it. PRESSURE POINTS Tier: 3 Ranked: No Using unarmed brawl only, spend one strain to strike at an enemy with the paralyzing condition. You still need to activate it. PRESSURE SECRETS Tier: 3 Ranked: No Using unarmed brawl only, spend one strain to strike at an enemy with the pierce 2 and vicious 2 qualities. You still need to activate the vicious quality.
  13. One point worth making is that Rival spellcasters that use bone implements to cast attack and curse spells can heal 1 wound, so the spellcost is actually only 1 wound instead of 2 while using that implement.
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