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  1. Like
    MisterCram reacted to Swordbreaker in Keyforge - Poisonous Species Feature   
    Typically, if the book says they 'suffer wounds', it ignores soak. If the book says they take or suffer damage, it does not ignore soak.
  2. Like
    MisterCram reacted to lbwoodard in Difficulty of the Heal Spell   
    To quote the next sentence: "When making the check, the character selects one target they are engaged with who is not incapacitated. The default difficulty of the check is Easy (D)." - GCRB pg. 217.
    My reading has always been that the Heal spell action defines the difficulty to heal Wounds. The additional effect "Heal Critical" allows you to heal a Critical Injury with a +2 increase in difficulty. So a Heal spell with no additional effects is an Easy (D) check, and Heal spell made to heal a crit is Hard (DDD).
  3. Like
    MisterCram reacted to IamGazrok in Spellcasting in Terrinoth   
    By the rules, no. If a Utility spell should have an increased difficulty, then it ceases to be a utility spell, and would fall under the other types.
  4. Like
    MisterCram reacted to Daeglan in Techno-Mage ideas   
    So now that I have seen the Crucible I think Aember Crafting fits Technomage stuff pretty well.  I think it would work for tattoos as well. 
  5. Like
    MisterCram got a reaction from DarthDude in Folenn — A Fantasy Setting   
    How are you creating your NPC cards? I really like how clean yours looks. I've been making mine in OneNote initially to get stats down but now want to move them into a more presentable format. I'd like to eventually make my own "Monster Manual" and have been looking for an easy to use template. 
  6. Haha
    MisterCram reacted to Swordbreaker in Secrets of the Crucible Spoiler Thread   
    Finally got my copy today. Would be happy to answer some questions to the best of my ability. I'm not really familiar with the setting (is anyone?), so lore-related questions aren't my strong suit.
    Some first impressions:
    There are a lot of options for the build-your-own stuff. You can build your own species, weapons, armor, and Aeffects (which are kind of like magic/superpowers). These aren't done in 2-3 steps with a couple options for each step--there are over 30 traits for weapons alone, and a weapon can have up to 3 traits. I'm pretty much 100% convinced that the Æffects rules are the answer to the superheroes question. Lot of neat new (and old) talents. I can see most of them fitting right into a classic fantasy setting, though a really hard setting might not work with all of them. They incorporate an Æmber cost into some talents, though that could be removed relatively easily without much stress, I feel. And some of the names are hilarious, especially in English; my favorite is "Tickets to the Gun Show," which allows you to use Coercion with Brawn. Right below is a picture of a bunch of muscly space ogres flexing. I probably would not include the magic rules and the Æffects rules in the same game. They aren't really the same mechanically, but they are similar in function that having both may be a bit much.
  7. Like
    MisterCram reacted to geki in Vampire the Masquerade Genesys Conversion   
    Just an update on where things stand. As we come to the close of a 18 months, and around 45 session, campaign, we have plans to completely revise the discipline structure, making into a heroic-ability like affair (to stabilize the progression and get rid of excessive checks). 
    While our focus will probably be on our other campaigns (a Terrinoth, a D&D conversion, and a steampunk one), a friend of mine and I are planning to work on this, so stay tuned.
    Quite honestly, I wish I had the writing stamina to write a VTM inspired setting, with completely different clans and without some of the burdensome stratified lore. This would free creative space rule wise (and make this shareable without copyright problems), but I feel this is beyond me right now, so we will keep the VampireTM basic structure in place.
  8. Thanks
    MisterCram reacted to GM Hooly in [THE FORGE PODCAST]: EPISODE 18 - Talents Also Grow on Trees   
    Specialization Tree - Druid
    Eager to look at the Druid Specialization that GM Chris, GM Hooly, and Special Guest, Sam Gregor-Stewart, created live on Episode 18 of the Podcast entitled, "Talents Do Grow on Trees"? Then look no further that the link below.
    And remember the challenge Sam set for our listeners: Create Specialization Roles for a Cleric, Fighter, Rogue, and Wizard.
    We'll highlight our favourites on a future episode of the podcast.
  9. Sad
    MisterCram reacted to Maelora in What roles are necessary in Edge?   
    I've always detested games that hardwire a 'role' into the concept. Yes, it was possible to play 4E with different characters, but the game tries to pigeonhole you into a 'leader/striker/defender/controller' role from the start, it was built in to the system.  It's an ugly concept that comes from things like MMOs and shouldn't have a place in RPGs.
    EoE doesn't really have that, as a GM can build a game around the players.  They chose to play a Pilot, Mechanic and a Fringer? They're telling you they want to spend a lot of time on a ship.  They chose a Trader, Politico and a Slicer? They're saying they don't want lots of combats.
    That said, there's already a good summation of this on p54 of the EoE rules.   It breaks down what each career is good at in an EoE game. 
    Personally, I especially dislike having a party 'Face', where one character specialises in diplomacy skills and when it's time to interact with NPCs, the rest of the party just stands around doing nothing, having dumped their Charisma stat. I punish this pretty hard personally.  I always get all the players involved in an interactive scene, so they'd best have some kind of diplomacy/negociate/coerce/leadership skill if they want to do well. The 'skill challenges' in 4E were actually a good concept, even if the execution and the maths were abysmal.  The idea was sound - get everyone involved rather than having PCs standing around doing nothing.      
  10. Like
    MisterCram got a reaction from GM Hooly in [THE FORGE PODCAST]: EPISODE 18 - Talents Also Grow on Trees   
    Thanks, sir! I just kept rewinding and relistening to the episode until I finished making my own and I think it's right. I still look forward to the real deal though. 
  11. Thanks
    MisterCram reacted to GM Hooly in [THE FORGE PODCAST]: EPISODE 18 - Talents Also Grow on Trees   
    Not blind. I realised that I can’t find an InDesign File of a blank tree so I’m having to create it from scratch. I’m not a wizz on InDesign so it might take me a couple more days.
  12. Like
    MisterCram got a reaction from Armoks in [THE FORGE PODCAST]: EPISODE 18 - Talents Also Grow on Trees   
    Was there a plan to put up the Druid specialization tree the group created during the show somewhere? Or am I just blind and unable to find it on the forgegenesys site? 😣
  13. Like
    MisterCram reacted to Simon Retold in Keyforge is shipping? Keyforge is shipping!   
    How long after a product moves to Shipping Now does it take before people who preordered get the message that theirs is going out?
  14. Like
    MisterCram reacted to Joress in RPG Sessions App   
    Thanks for the feedback!
    Yeah, we've tried to keep characters and games theme specific. With the edits coming up, we may be addressing some of those issues to help with smoother game play.
  15. Like
    MisterCram reacted to Swordbreaker in Does a Word Font for the dice and symbols exist   
    There is an EotE dice shape font that's floating around somewhere that I use as well, but I couldn't find it. Though I'm sure there are others that give you the three basic shapes you need.
  16. Thanks
    MisterCram reacted to HedgeWizard in Folenn — A Fantasy Setting   
    I use something that makes zero sense, but it's been part of my design workflow for years.  I use Curio on OS X.  it's essentially a whiteboarding/brainstorming app for Mac. But it allows you to layer and create shapes, etc. I've been using it so long, I can quickly work these things up, rather that learn Photoshop or some specific art program. 
  17. Like
    MisterCram reacted to Swordbreaker in Wall of Bones spell question   
    The answer to this question is that NPCs can have abilities that PCs can't normally have. In this case, this NPC has a spell that works somewhat differently than a normally cast spell.
  18. Like
    MisterCram reacted to Cyvaris in Recovering Strain   
    The Strain system is really great and is a much better approximation of how books/movies usually handle spellcasting. Reading books set in D&D realms has always amused me because the authors bend over backwards to include the utterly asinine Vancian system. 
  19. Like
    MisterCram got a reaction from DarthDude in Keyforge   
    Thanks so much for this, DarthDude. Now I really need to get my hands on this book!
  20. Like
    MisterCram reacted to DarthDude in Keyforge   
    To spill some info, I start with Species Creation, I absolutely love that part of the book which is subjected in 20 pages.
    I try to be somewhat vague to prevent the post being removed. You start with 110 XP and go through a couple of tables with choices about the appearance and racial benefits/disadvantages. You can either customize your species or generate it randomly, which sounds like fun as well. On each table depending on your choice you add or subtract XP from your starting 110 XP (in case you customize, doesn't apply to random generation). You are allowed to go as low as 65 XP in this process.
    1. You start with the form, which is rather cosmetic, like Bodiless, Humanoid, amorphous, etc. You do not spend/receive XP on this.
    2. Next you choose the physiology, with choices like Floral, Gaseous, Insectoid, etc, they all come with mechanical impact on the species. For instance, incorporeal increases the difficulty od Brawn and Agility checks by 2, but also grants Willwpoer in addition to Brawn to Soak. And you can pass through solid material as long as your move does not end inside them. This may cost XP.
    3. Silhoutte with ranges from 0 to 3 with an impact on woulnd threshholds and encumberance. This may cost XP.
    4. Locomotion method, Ambulation, Flight, Rolling etc. Rolling for instance grants a free second maneuver without strain cost, as long as this maneuver is a move. This may cost XP.
    5. Manipulation method, like Mental, Hands, Tentacles, etc.  Tentacles, for instance, grant the ensnare 1 item quality on brawl/melee attacks. This may cost XP.
    6. Dominant sense, like Thelepathy, Thermal, Visual, etc. For instance, themal deducts one black die due to darkness, smoke, etc. but adds one if the surrounding temperature is exceptionally high or low. This may cost XP.
    7. Species features, well this is the longest table in the creation process (up to two features). It goes from Amphibuous, Digger to Luminescent, fast metabolism, fiery aura and the likes. It's a kind of general store of abilities which doesn't fit into the previous tables. Fiery aura grants a fire source rating 3 as in p. 111 of the CRB. This may cost XP.
    8. Culture, like Spiritual, Competetive, Warlike, etc. For instance, competetive grants +1 to Cunning. This may cost XP.
    9. Tech level, like Sophisticarted, Advanced, etc. which does not cost XP but basically grants you a rank in one skill (you can choose from 2). For instance, advance grants 1 rank in either charm or streetwise.
    10. Starting experience, ranged from 70 to 100 XP, which is though only valid if you generated the species randomly.
    11. The final table lists the Aspect of the creature, like Elegant, Begnin, Friendly, Nightmarish. This does not cost XP and is rather descriptive for narrative purposes.
    Overall, this species creation method covers a lot aspects, I love it.
    I gave the random generation a shot and this is what I came up with:
    1. Humanoid
    2. Mineral (+1 Brawn, -1 Agility)
    3. Silhouette 1
    4. Locomotion method: Ambulation (walking)
    5. Manipulation Method: Pincers (1 setback die when fine manipulation is required but item quality vicious 1 on unarmed attacks)
    6. Dominant sense: Auditory (hearing or echolocation, no setback die in darkness, etc but 1 setback die if in environment hampering soundwaves)
    7. Species feature (I chose to roll 2): tireless (does not need to rest and does not get setback dice from exhaustion); desert dwelle (adapted to arid/hot environments, removes 1 setback die in such environments)
    8. Culture: Scholary (+1 to intellect)
    9. Tech level: advanced 1 rank in charm or streetwise
    10. Starting XP: 90
    11. Aspect: Monstrous
    Meet the new species Crystal Cleaver:
    Species Abilities:
    Brawn Agility Intellect Cunning Willpower Presence
        3           1            3              2               2                2
    Starting wound Threshhold: 10 + Brawn
    Starting strain Threshold: 10 + Willpower
    Starting Experience: 90 XP
    Starting Sklill: 1 rank in Charm
    Tireless:  does not need to rest and does not get setback dice from exhaustion
    Desert Dweller: adapted to arid/hot environments, removes 1 setback die in such environments
    Auditory: hearing or echolation, no setback die in darkness, etc but 1 setback die if in environment hampering soundwaves
    Pincers (1 setback die when fine manipulation is required but item quality vicious 1 on unarmed attacks)
    Vaguely looking like unshaply eyeless humanoids, composed of minerals in colors repulsive to most other species sights, these scholarly and resilient creatures radiate a serene charm nonetheless. Blind by nature, they perceive their surroundings by echolocation, emitting sound produced by vibrations not audible by most other creatures. Usually peaceful, these highly intelligent creatures can deal a nasty sting with its pincers if cornered. Living in an advanced society on the desert planet of Tootaine, this species of academics strives to gather new knowledge.
  21. Like
    MisterCram reacted to emsquared in Best Practices? - Veteran Genesys GM, Creating A New Setting   
    As someone who started fiddling around with, like, half a dozen settings after the core first came out, and then stopped because there was just too much to do (and has since started fiddling again): I would recommend using as much of the material that is out there (both official and community) as is possible.
    Don't recreate Archetypes/Species if you don't absolutely HAVE to. Don't create a bunch of new Skills if you don't absolutely HAVE to. Definitely don't start creating a bunch of Talents.
    Gear (weapons, armor, and general equipment), IMO, is the worst (requires the most work) of it all, but is potentially where you will need to spend the most time. Or at least I do, as I rarely find myself liking the things that are out there.
    Basically: there are A LOT of materials out there now. Save yourself a lot of time and effort and use whatever is available to you that you can.
  22. Confused
    MisterCram reacted to DarthDude in Keyforge   
    Was able to order it in my neighbouring country Denmark. It is expected to arrive tomorrow. 😊
    Beats me how scandinavia managed to have it in stock at this time, when no one else has. 😁
  23. Like
    MisterCram reacted to mouthymerc in Magic & Genesys   
    Aren't the guidelines already in the core book?
    As to expanding magic it does that. Adding two new casting skills, magic based talents, implement materials, and a whole new magic system. 
    Again I ask why the list of spells? Is it difficult to cast spells without them. Or do you feel it is a lack of flavour?
  24. Like
    MisterCram reacted to Richardbuxton in Magic & Genesys   
    And some others:
    Fireball (choose one target at short or medium range and make a Hard (DDD) Arcana check; if successful, this magic attack inflicts 8 damage +1 damage per Success, with the Blast 4 and Burn 4 qualities).
    Magic Shield (make a Hard [DDD] Arcana check; if successful, until the end of the wizard’s next turn, reduce the damage of all hits against them by one, plus one for every 2 Success, and the wizard gains +3 defense. The wizard can maintain these effects with the concentrate maneuver).
  25. Like
    MisterCram reacted to Richardbuxton in Magic & Genesys   
    Here’s an example 
    Tremor (the Dimora chooses one target at short range and makes an Average (DD) Arcana check. If the check is suc- cessful, this magic attack inflicts 7 damage, +1 damage per Success and the target and all characters engaged with the target are knocked prone. The Dimora can spend A on the check to move the target up to one range band in any direction).
    Prison of Stone (the Dimora chooses one target at short range and makes an Average (DD) Arcana check. If the check is successful, this magic attack inflicts 7 damage, +1 damage per Success, with the Blast 3 and Ensnare 3 qualities).
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