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Lead and Steel Edition

>What is Genesys?
Released in November 2017, Genesys is a pen-and-paper generic RPG system and toolkit by Fantasy Flight Games and EDGE Studio, using a refined version of the system presented by their Star Wars RPGs (Edge of the Empire, Age of Rebellion, Force and Destiny). Its central mechanic is the Narrative Dice System, using pools made of specialized dice to create narrative results. The intention is for the system to be a highly flexible narrative system, adaptable to most any conceivable setting and premise.
https://www.fantasyflightgames.com/en/products/genesys/
https://edge-studio.net/

((LATEST NEWS))
>Twilight Imerpium: Embers of the Imperium, a new space opera splat based on Twilight Imperium, is set for launch this summer
https://images-cdn.fantasyflightgames.com/filer_public/fc/c2/fcc2f4d3-8817-4936-a371-1417327fa5fa/ti_codex_2_rules_compressed.pdf
https://images-cdn.fantasyflightgames.com/filer_public/b6/d9/b6d969a2-21c2-4b1e-8d6f-ac6fec456b88/guide_to_the_imperium_10_web.pdf
>Sam Stewart goes into detail on EDGE Studio plans
https://youtu.be/7ksynkdwzQY

>Where can I find the books?
Check the Online Extras pastebin below for something useless. The core book is the only mandatory book.

>Player-made Genesys settings
https://pastebin.com/7knE7KSv

>A quick and dirty primer on how the dice in Genesys work
https://pastebin.com/GLgMUNPD

>Online Extras (fillable sheets, dice rollers, quick reference sheets, generators, PDFs, etc.)
https://pastebin.com/SJP3yuT8

>Official Discord Server (unaffiliated with /gengen/)
Link unavailable

Previous Thread:
>>78921469
>>
>>78939683
https://cannibalhalflinggaming.com/2021/04/16/mechasys-review-mecha-sized-adventures-in-genesys/
https://www.reddit.com/r/genesysrpg/comments/ms2w8y/mechasys_review_mechasized_adventures_in_genesys/
Cannibal Halfling, the guys who brainstormed their own Genesys mecha hack, review Mechasys. They're pretty happy with it and what it provides to the table, and interviewed the lead dev for insights.
>Central conceit is that mechas have their own 6-characteristic spread, and when making a skill check, use the higher of either the pilot's or mecha's characteristic
>In fact, mechas are built almost the same as PCs, along with the vehicle stats:
>Build Points (BP) = XP; are separate from player XP
>Chassis = Archetype
>Locations (limbs), movement system, weapons = Equipment
>Upgrades = talents, pyramid and all
>"A mecha’s ‘character sheet’ might end up looking a little busy, but actually getting there is intuitive because all of the math is the same – if you can build a Genesys character, you can build a Mechasys mecha. That’s huge, because put plainly, nothing makes an additional subsystem gum up a game system like introducing different math."
>New archetypes, careers, skills and talents for players, featuring the new Mecha Operation (Agility) and splitting Gunnery into Gunnery (Cannons) (Agility) and Gunnery (Missiles) (Intellect)
>On the whole, Mechasys offers some crunch but is much lighter than many alternatives, allowing for "pick a chassis+guns and go" playstyles or more granular choices if you so choose
>Comments mention Mechasys is considerably less crunchy than Lancer
>Supplement planned for the future that expands the armory, including drones and the like
>>
>>78939855
Is this anon also DHAnon? It's a promising read.
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>>78941081
To my knowledge, no. "GM Phil" is someone else.
>>
Any ideas how to handle solo games in Genesys? I'd like to run a game with a PC as the leader of a group of NPCs - an inquisitor and their cell of specialists for example - without having to juggle a bunch of DMPC sheets or it turning into tabletop fire emblem.
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>>78941129
Ah yes, that is a different person. DHAnon went by Tom Cruise on the FFG forums. I ask because he'd said he was looking to do a mecha book before he went dark here.
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>>78941378
The dice should provide plenty of velocity for story beats on their own. Handling NPCs under their control will depend on how much info and control you want to give the player. If the player is fighting by themselves, you might want to consider giving them a player version of the "nemesis multiple activation" rule, which says that to help counteract getting action economy'd, a nemesis rolls Initiative twice and uses both slots.
>>
>>78941748
Multiple activations are a good call.
>>78941378
Assuming you're talking about 40k, it might also be worth considering that an Inquisitor isn't necessarily always a combat-character. They have to manage spy rings, engage in a lot of social interaction and conduct their own investigations.
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>>78941423
Still hoping that he'll return to update that DH conversion. Back in Feb he posted some talents that he was going to add, but after that everything went silent.
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>>78948397
He'll return to grace the thread with quality content, fear not.
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I've got so many ideas buzzing around in my head that I can't focus on my SotB campaign and premise. Svery bit of media I see has me going "oh that'd be awesome in a campaign".
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>>78953923
Using this as a jumping off point,what are good ways to handle fights with huge entities such as dragons? What could you spend two threat on, or one advantage that's different when fighting some regular minion-fodder?
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aspiring gurpsfag here, how does genesys compare to GURPS?
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>>78955699
It's more cinematic in its focus. GURPS casts the net incredibly wide, and while it can succeed if you build it right, by default it lacks a bit of flavour. Genesys has that flavour from the get-go, but it's (Generally speaking) all that the ruleset offers. A medium-crunch game with an emphasis on cinematic gameplay rather than one focussed on minutae and granularity. If that's how you like to run your games, you'll fine a good bit to like.
>>
>>78955565
I'd treat something that big as more of an environmental hazard than a monster. Maybe with some vehicle rules depending on how the PCs actually try to fight it.
>>
>>78955699
>>78956541
Genesys is a system that doesn't like to split hairs if it doesn't have to. This is exemplified by the default rules for ammo management, which essentially boils down to the GM saying "don't worry about until you roll a Despair and I tell you to worry about it." That said, it is extremely flexible, with the dice providing a unique wrinkle in narrative progression. People around here have yet to find a setting that Genesys can't handle.
>>
>>78957157
Will genesys give me stress-relsted hairloss if my players are a little bit on the lazy side? I feel like it'd be hard to keep coming up with advantages/setbacks for a group of walking nothingburgers
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>>78958268
Your players being active participants in the dice and guiding the narrative is a major source of fun and excitement for the group when it comes to mechanics.
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>>78958268
I think it's a case of "lead by example". The book gives you tables you can use to spend advantage/threat on to get you all started, but once you get a feel for it you can start to improvise a bit more. There's nothing wrong with defaulting to recovering/inflicting strain or even ignoring the result wholesale if you're all drawing a blank also. Advantage and threat are incidental things, they're not success or failure.
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How would you stat the Predators shoulder-mounted plasmacaster? I feel like it would definitely have Prepare and a good Vicious rating, not sure about its Pierce though. It's pretty much a one-hit kill weapon in the films, but those aren't much fun in a game. I think there could be a fun thing of avoiding the laser-sight?
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>>78965777
That all sounds about right.
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>>78966060
Guided yay or nay? I recall if seemed to be target-seeking.
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>>78966988
Was it? I don't recall.
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>>78968325
Not sure if it's AvP or not, but the shots seem to arc to follow targets?
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Since predators are being discussed, how would you guys do the Aliens acid blood? It's not used as an offensive weapon (outside of AvP and Resurrection), but I'd say that something like "X threat on a combat skill check against a creature with Acid Blood inflicts Y Burn damage and/or Sunder".
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>>78971921
The Keyforge book features the "Poisonous" species feature, which covers exactly what you're looking for.
>This species secretes poison, exudes toxic fumes, bleeds acid, or is otherwise dangerous to be around. While another character is engaged with a member of the species, 1 threat can be spent from that other character's checks to make them suffer 1 wound.
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>>78972029
Neat, I didn't think to check Keyforge. Thanks anon.
>>
Hypothetical question. I've been going through my old books recently and found some batman comics, and I gave them a read. We all know the prep-time meme, but I forgot how much is seeps into the rest of the writing. So it got me thinking, in a similar vein to the Moffat-Sherlock BBC series. How can you play a character who looks smart but relies on the writers making them right? Genesys is a narrative RPG, and talents like SotBs "Master Plan" lean into that notion of faux-preparedness very strongly. What else can a player and a GM do to help bring this fantasy to the table without it becoming even more obnoxious?
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>>78974569
Story Points will be your best friend. They let you hijack the story, even marginally, to give you a bit of an edge going forward.
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>>78972394
It should be your new port of call when looking for species abilities.
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What would be the best characteristic for animal handling
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>>78977687
Cunning?
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>>78977687
Animal handling would fall under Survival.
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>>78951064
I've only been in that zone once or twice but it's an amazing place to be, massive fun.
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>>78978753
It has its moments, but it's frustrating at the moment unfortunately.
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>>78986689
I love these sorts of vistas but I struggle to convey them ingame. "Mighty walls of pale stone, statues conveying but a fraction of the glory of this empire", it all feels so flat when it comes out, even if the picture in my mind is lovely. Any tips to get this across?
>>
>>78987290
Try and engage as many of the five senses as you can in your description, not just sight, along with any sixth sense feelings.

What does the place sound like, smell like? Can you feel something on your tongue? What does the skin feel as they walk around (e.g. humid, clammy, dry)? What sensation pervades the atmosphere (e.g. malaise, despair, electric with activity)?
>>
>>78958268
It'll really take the burden off your shoulders, even if your players have absolutely no creative bone in their bodies, if you force them to describe their character's actions/intent BEFORE A SKILL CHECK.

My advice? Never, EVER let a player just say "yeah I want to make a Perception check."

A brief description of the action...
>"Aragorn scans the room with his eyes"
gives you literally everything you need to know before the check is made.

If they succeed, you already know what happens because the player just told you. If they fail, well, that didn't happen. The adv. and threat from the scenario will flow naturally from that brief narrative description of the action related to the skill check.
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>>78987411
This is how I think about it! I usually try to describe at least 3 of the 5 major senses in the context of the scene being set.

It also helps to think of fantastic locations in advance; try to think of evocative names that, at a quick glance, will remind you what makes the place special. 3 brief sentences describing the place, and each sentence should be something a PC could interact with (even if its just something to look at). For the pic related (>>78986689)...

>EMPIRE OF THE GORGE
>Rivers and runoff from the plains above pour into the ravine, saturating the edifice of monoliths all around. The sound of rushing water drowns out all but nearby conversation.
>Innumerable Aqueducts and bridges cross from one side of the ravine to the other like a labyrinth of crossroads.
>Buskers and vendors fill the streets at every corner, on every level of the complex, looking to make some coin.
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>>78955565
It depends on the setting.

One time I was playing a short Clone Wars campaing GM by my friend. He make us fight a Geonoshian hydra (one of the bigest beast in Star wars universe).
We was on LAAT/C assault carrier and he mostly used vehicles rules in this encounter.
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>>78983565
I had the issue of ideas all piling up and losing a sense of coherence. Don't know how it's going for you? But hope whatever the frustration is it doesn't stand too much in the way of your SotB play.
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>>78983565
Just write that shit down and save it for a rainy day. It'll let you vent those ideas, at least a little.
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>>78999161
Well, I had the same problem onece and I think I have a solution. It is not perfect but it works for me.
Idea is to make a campain with well defined gool. You try to focuse on the path your PC will go and helps you defines the thems of you campaing.
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>>79000536
He's already in the middle of a campaign he's planning. These are supplementary ideas coming to him separate from the original.
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>>78991093
Had no idea that existed, that sounds awesome.
>>79000536
>>79000987
Yeah, unfortunately the premise is settled. After their tenement block is bulldozed and swept under the rug by an HB subsidiary, the PCs decide to strike back rather than fall between the cracks into the undercity. Simple "man vs corpo" story, they're building something in the old tenement, but what could it be? No room for dragons, maybe room for a lone cowboy-style NPC.
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>>79001253
To elaborate on this a bit further (and now that i'm at a computer), there's a few little bits I'd love some help with.
I figure a good "fight the power" premise is a decent enough reason to unite the group. The players will know the campaign premise so they can model their characters accordingly. I figure I'll say to players that they can use the favour economy to also possibly be working for a rival corp (or have an incentive to do so). Is this a bad idea, or should it be reviewed case by case?
I'm thinking Haas Bioroid as the antagonist corp simply because they're so simple. They make bioroids, which means I can tie in Humanity First/Labour as sideshows, and their whole dynamic is very to the point. They make bioroids. Bioroids bioroids. Weyland feels a bit nebulous, Jinteki are someone I feel like I'd misrepresent, or have it be too easy to get sidetracked with office politics. NBN are a bit too nebulous and intangible (at least currently) for me to wrap a campaign around. HB are by the book all the way, straight to the point.
But, what would HB want with a tenement block? They're not short on cash, they have arcologies and such in NA, but I really feel like the premise being that the PCs are being evicted fits the bill. It shows the power HB wields, and it can distinguish the PCs because most other residents will likely take some small settlement cheque from HB (how much would this be, just in case?), but the PCs are cut from a different cloth. But again, what's with the tenement? Is it being bulldozed to build a new lab? Are they doing live-fire drone tests inside? What would you guys want to see?
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>>79009301
Corpo plans run long and deep. They want the land for something, and that's all that matters. When you have access to zoning permits, you have a special type of bullying available to you.
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>>79009371
I completely agree, but that doesn't feel very satisfying narratively? If I was a player I'd want a target, something to do or stop. If we had Humanity First PCs, the tenement could well be a new bioroid production facility and that's reason enough to go to town on the place. But if the PCs aren't HF, there's not really an incentive, that ticking clock element? Maybe I'm overthinking.
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>>79009455
If they don't like you, they can zone you out, even if they don't need the land.
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>>79009609
True that. So let's explore that then, who don't they like? It feels like there's something apt in fucking up Haas Bioroid, only to learn that they were trying to score points over another Corp, one that might actually be worse for the residents of the old tenement? Jinteki are arguably the better fit, if only because they produce the other Android type?
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>>79009855
Clones and bioroids fill certain niches on their own. Competition might happen, but only in rather particular sectors.
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>>79010051
True, so who could stand to gain the most from what's currently an unremarkable tract of plaza-level land? Ultimately, the PCs likely won't really interact with this end-goal, but I'd like for it to be something nonetheless. There's a nihilistic quality to "two megacorps fight over who can evict some residents first" that might work for a story, but it doesn't sound too fun for a game.
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>>79010327
"We're about to bulldoze your house" is still as personal as a story gets.
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>>79010465
When you put it like that...
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>>78978753
That is a comfy pic
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>>78974569
>prep-time meme

what is the prep-time meme?
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>>79016751
A comic book meme that says that in the whole of the DC universe, nothing is more powerful than Batman with time to prepare for whatever he's running into. Being the world's greatest detective with infinite money at his disposal, and being a character known to think several steps ahead, prep-time Batman is unstoppable.
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>>79016804
The basic idea of it is fine and fits the character, bug they rely on it far too much.
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>>78939855
Sounds fun, especially how they try to integrate the mechanics into existing rules, instead of bolting on new rules arbitrarily. In fact it makes me wonder if a similar system could be used for complete-transformation style super-heroes (a lá super sentai, kamen rider, etc). I know I had tinkered a tiny bit with having PCs use their mental or social stats (Int/Cun and Wil/Pre, respectively) instead of their physical stats when in a Cuberworld or astral plane, but I hadn’t done too much with the idea.
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>>79021587
Well, don't get too far ahead of yourself, because a fellow in /mechm/ wasn't as impressed and offered their own alternative mecha rules.
>Cannibal Halfling already has a much better system on their blog, and personally vehicles with a brawn score that can take actions as a large silhouette creature has worked fantastically for me.
>It’s just the vehicle rules, plus a brawn score for punching (which also let’s you do some cool shit with the cumbersome weapon quality), and you can use the Manage Gear or interact with the environment maneuvers with your vehicle (basically take character actions with a vehicle), also allow one to use that vehicle maneuver that lets you adjust what range band you’re sitting in from Speed 0 instead of 1+. Also note what weapons are mounted vs hand held.
>Simple and easy, uses already existing mechanics, still allows for all kinds of customization with weapon and vehicle mods, meshes with combined arms combats.
>>
>>79021772
I think we don"t even need to give mechs Brawn rating. We can just adjust damage rating of weapon.
As a base line we can use Mech-fist from Mech vehicle profile (You can find it in page 66 of EPG).
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Have any of you run a Social Encounter with RAW? Having PCs and NPCs targeting each other's strain and such?

If so, what did you like about it? What would you have changed?
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>>79025071
What do you mean by RAW? I never met with such term before.
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>>79025397

RAW stands for Rules As Written :)

So yeah! Just curious about peoples' experiences using the Social Encounters (with the rules as written) because I rarely see any anecdotes and I've not really dabbled in them myself.
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>>79025435
OK. Onece I try it, but I have a little problem. I try to conect tests with narrative. After 4 turns I get to a point when narratively encouner end. Nobody have exceed their strain threshold. I just feel that from narrative standpoint it should end in that moment.

From that point on I mostly limit social encounter to few social checks. It works fine.
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>>79025071
I've honestly never used the system, even though I keep meaning to. Would be curious to read how other people have done it, I just end up settling everything with either one check or roleplay.
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Was introduced to this system via the Dark Heresy game and I gotta say, I thoroughly enjoy it.
So much even, that I now started trying to fumble together a Trudvang setting for it. First time trying my hands on something like this, so its gonna be wonky, but I'm having fun.

Just one thing I think I need some help on, especially from some Trudvang experts (if there are any here), how should I stat the different species?`Like if humans are 2's all around, what would be the appropriate statlines for dwarves, elves and half trolls?
>>
>>79027994
Both core and Realms of Terrinoth feature archetypes for dwarves, elves and other races that you can consider for a baseline.
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>>79028283
Yeah, those seem like a good start.
Just for elves....I don't know why they go with low willpower? I would have picked low brawn to make them be more fragile, but what is the reasoning behind low willpower?
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>>79028585
They probably reasoned elves aren't very imposing. Then again, that's nothing some XP spent in chargen can't fix.
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>>79027994
Take this. It will give you some guidlines in creating custom species.
Reams of Terrinoth will by good place to get inspiration. You can allways modify stats to better fit it to your setting.
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>>79028962
Note that this predates the Keyforge book, which provided official expanded archetype creation guidelines.
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>>79028585
Probably nestled away as the elves fatal flaw or something. I don't know anyone who cares enough about the runebound setting to offer up such an answer, but I'd bet it's that.
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>>79025071
I do as often as I can because it really was something I found most interesting about Genesys. It typically happens when my players are trying to change outcomes or perceived outcomes. I a game of Terrinoth, the players wanted to divert the church of Kellos somewhere more important, but they had little proof of what they knew because they saw it in a prediction haze.

Some things to be absolutely clear with players about is how many turns the social encounter will last. I've noticed players are more apt to engage in larger conflicts if they have at least 4 turns. Explain at the beginning of the game before or during character creation that social skills are something that can be used. Make sure to explain to non-social characters that they can learn enemy Motivations without actually making social checks and how best to take advantage of this info. I also suggest using the additional rule Major Revelation as this can allow characters not geared towards social encounters to add more to the group. Finally, this one is extremely important, make sure players realize half their talents work in both social and combat encounters.

I think the core rulebook and the EPG really nail social encounters and give the GM lots of tools. If you have players from GUMSHOE or who like Intrigue conflicts in L5R 5e, they should have no trouble. If you are afraid your aloof/social reject players might have trouble getting into a social encounter, simply explain how they can help without having to say a word.
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>>79032833
>Explain at the beginning of the game before or during character creation that social skills are something that can be used.
Being a fully generic system, Genesys places equal weight on social encouters as it does on combat as it does on general skill encounters. It should be made clear that talking your way out is a valid encounter and solution, not merely a way to sidestep combat.
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>>79033188
I understand this point as the GM, but many players may not. I've had a lot of DnD players want to try out Genesys and they have unusual habits. Regardless of where the player is from, a GM ought to make their group aware of what is expected at the table. I've seen plenty of Genesys games now that we're straight dungeon crawls and games without combat at all, so it helps to set the stage for the players.
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>>79033305
Expectations are super important to get across as soon as possible.
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>>79039843
Vampire?
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>>79041381
Looks the part, fuck daeva.
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I just had a lovely idea that i'll definitely use in SotB. Inspired heavily by Alien: Isolation and Mass Effect, the cheapest known Bioroid model known to man. It looks like a working joe, but it talks like an elcor. Its entire face is inanimate, but it has the software for people skills.
With pride and enthusiasm - Welcome to Bulk Buy. Wholesale quantity for every shopper. How can I help you?
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>>79041819
I'd buy it and make it play Genesys with me, I'd buy a party.
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>>78972029
Is there a PDF with all those extra things put together?
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>>79042428
It's in the OP if you look closely.
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>>79052158
I like this pic whenever I see it
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>>79041819
so is that something like low presence, high skills?
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>>79062493
Maybe? It has the skill to interpret social situations and respond accordingly, but it's ugly and scary to look at. I'm thinking:
Not quite right:
For every die that would be upgraded when thus character makes a Social skill check, add a setback die to the pool.
So maybe this fella has 1 Presence but 2 in Charm. He'd roll YGS on any Charm check as he says the right things, but children cry all the same.
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>>79062730
>For every die that would be upgraded when thus character makes a Social skill check, add a setback die to the pool.

That's a really neat mechanic I never thought about! Cool idea :D

Also, shameless self-promotion, but my group's 40th episode is out today! It's episode 8 of our second season ("Book Two") for Avatar: The Second Age... a Genesys actual play!

You can listen here, if you like: anchor.fm/avatar-rpg
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>>79068794
It'd be neat if it works out, will let you know in a good few weeks if it works out. But I feel like it's a good idea.
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>>79068794
slick will give it a listen
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What's some good media to consume to get in the mood for SotB? I don't really feel like watching Bladerunner or buying CP2077. I've read Neuromancer again but it's so definitive that it's almost quaint now?
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My players are pretty keen vidya enthusiasts, so I've been wracking my brain for the most important vidya elements that can fit in a campaign regardless of setting. The big ones I've got so far are grappling hooks (which I believe are already covered), but also a lasso. Would this just be a whip? What are the other things that elevate any game they're in?
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>>79084095
I'm sure there's an omnibus of cyberpunk greatest hits somewhere.

>>79086739
Depends on the game.
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>>79086739
Not to make assumptions, but if they’re big on video-game style gaming perhaps it’d be a good idea to make some career/specialization charts for them? Especially if they’re not experienced in tabletop gaming it might be easier to mentally digest than how open-ended the talent pyramid is. Also what you have so far is very Zeldaesque, so boomerangs, as well as magical items with well-defined abilities are classic, as well as masks, instruments and giant fairies hidden in caves.
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>>79101376
My players are frustratingly vague in what they want to play, and are happy to go with anything as long as it's within their comfort zone (ie, established tropes, nothing too whacky). They've played Genesys before so I'm not worried about them not understanding the talent pyramid or anything, I'm just trying to find the most common/popular items that can be put into various umbrella groups that can be given a new coat of paint (nano-grappling hook gogogo) and fit in any setting I decide on. Boomerangs are a great idea, I'd completely overlooked them.
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>>79086739
>but also a lasso. Would this just be a whip?
Whip with Ensnare of whatever value. Maybe even Stun Damage if you don't want it to hurt too much. Though, it might need a special rule to Ensnare without dealing damage. On that note, here's some whip talents if you'd like.
Tier 1:
Whip n' Trip
Activation: Active (Maneuver)
Ranked: No
As a maneuver, your character may activate the Knockdown quality on a character they've Ensnared with a Whip.

Tier 2:
Lashing Disarm
Activation: Active (Incidental)
Ranked: No
On a successful combat check while wielding a Whip, your character may spend 2 Advantage or a Triumph to disarm the opponent. They may spend an additional advantage to move the weapon to their hand, otherwise, it is dropped within short range of the opponent.

Repeated Lashings
Activation: Incidental
Ranked: No
While using a Whip, your character may suffer 2 Strain to add the Linked 1 quality to their attack.

Whip Mastery
Activation: Active (Maneuver)
Ranked: Yes
Add +1 base damage to your next attack with a Whip per rank of Whip Mastery.

Tier 3:
Exploitative Crack
Activation: Active (Incidental)
Ranked: No
Once per encounter, when your character attacks a prone target with a whip, spend a Story Point to double the amount of Boost involved in the attack(if any).
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>>79106190
Naturally, some of these talents take into account a more non-traditional (or, I guess, traditional, if you count Edge of the Empire) way of spending Story Points. I don't recall if the Core Rules described whether or not Story Points disappear after a player spends them, because it's been such a long time since I've consulted the Core Rules on anything outside of my admittedly slim knowledge of Vehicle rules that I have to open up every time. Anyways, more talents!

Also Tier 3:
Prehensile Lash
Activation: Passive
Ranked: No
While wielding a Whip, your character may operate certain simple machinery(such as a lever, button or switch) so long as it is within range of their whip. Additionally, the character may flick their whip so that the far end wraps securely around an anchor point(railing, hook, branch, peg and so on) within range. It remains secure and allows your character to swing across chasms and other perilous gaps. To unhook the whip, the character must roll an Easy Coordination check.

Tier 4:
Crack of Fate
Activation: Active (Incidental)
Ranked: No
When your character makes a successful attack with a Whip and inflicts a Critical Injury, they may suffer 2 Strain to force the GM to spend a Story Point on an appropriate effect.

Cruel Taskmaster
Activation: Active (Incidental)
Ranked: No
While wielding a Whip, spend 1 Story Point to add damage equal to ranks in Coercion to one hit of a successful attack.

Tier 5:
Four Corners
Activation: Active (Action)
Ranked: No
While your character is dual wielding two Whips, they may take a Four Corners action. Until the beginning of their next turn, the character increases their current Melee and Ranged defense by two. Additionally, they may spend 2 Threat or a Despair on an incoming attack to hit the active character with both of their whip's base damage plus any applicable damage from other sources, they may additionally activate any whip-related talents with spare Threat.
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>>79106190
>>79106298
Better not see these talents pop up in some Foundry shit, always said I'd never put anything up there for the chump change you get. OGL or die.
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>>79104368
Has anyone else tried using Blades in the Dark-style clocks in their game?

Some scenes felt kinda cheap when resolved in a single dice roll, so I introduced the mechanic a few sessions ago, and I regret not having done it sooner. Chases, travels, infiltrations, ... it works so well in so many situations.

We had a session a few weeks back where the PCs were trying to set up explosives to blow up a tunnel before a dark elf ship could go through it. I made two clocks, visible to the players; one for the ship traversing the tunnel, the other for placing all the booby traps. They both ticked up neck in neck due to a few bad rolls from the PCs, which really racked up the tension until a player just clutched a roll at the last minute. It was pretty great.
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>>79106190
>>79106298
Damn anon, this is the good shit. Did you just make all of this spur of the moment?
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>>79108217
No, this is something one of my co-DMs came up with awhile back. We have a ton of custom content just sort of sitting in our own ruleset that we've never shared outside of our immediate group, but seeing someone mention a whip made me think it'd be nice to see people make use of these ones.
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>>79109411
Well they're bloody good, pass my thanks along will you?
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>>79109477
Sure thing. One day I'll compile all of our stuff together to share. Eventually. It's an undertaking to organize considering all of our stolen content from the Foundry sitting side by side our own content.
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>>79106298
>I don't recall if the Core Rules described whether or not Story Points disappear after a player spends them
By default, when the PC group spend a Story Point, they go straight to the GM. They may only spend one point at a time, unless there is a specific ability or talent that says otherwise, but that's rare.
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>>79106298
>Four Corners
>Makes no mention of performing a check
That's a maneuver. If there's no skill check, it's not an action.
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>>79107682
I understand Clocks to be a broader PbtA mechanic (I've seen them in the Sprawl), and that's more an abstraction of the timetables or position of any given object or objective you're tracking. It just makes the presentation of such more obvious to the players and a bit more dramatic. I'm not saying that's a bad thing, more that it's a particular storytelling/abstraction technique.
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>>79110038
Not strictly true. A maneuver would imply you can still take an action. Four Corners is an action precisely because of that reason. Your action is setting up the Four Corners, which requires no check. Non-standard as far as most Actions go. The trade-off is that it is only dealing the base damage of the whips on what is slightly larger than Parry (Improved) range-- combined with other talents it can be pretty nasty. As stated though, the conditions mean that they can't target anyone specifically and need to be attacked for it to work. Could work well with certain taunting talents too.
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>>79109968
Right. For some reason I remember an earlier homebrew back when Genesys first came out that removed Story Points from play. Either way, I've never changed from flipping back and forth-- though back when we made the transition from edge, the story point pool not fluctuating wildly was an adjustment for all of us. It got pretty insane in our last few sessions of a long running FaD where we would regularly have 14-ish Destiny Points in play.
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>>79111640
An action is a complex activity with a risk of failure that warrants a skill check. You cannot fail setting up the Four Corners. It takes time, hence the maneuver cost. Also, generally speaking, spending your action to get a passive defensive super-buff for a turn feels like a waste. I get the desire to control the action economy like that, but by the rules, it must have a skill check to count as an action.
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>>79111913
An Action can be damn well whatever it wants to be. The talent obviously does not follow the framework of the rules to the letter. And it's a bit more than a defensive bonus. Four Corners is not a maneuver, but there is no standard by which it can succeed or fail. It targets nothing, and does nothing until touched. Tier Fives should generally break the framework just a smidge to be worth the cost investment.

I could probably delve a lot deeper into the theory and synergies of it but like, if the hang-up here is that you don't roll a skill check for it, thereby not making it an action, I don't think you're going to budge by any further explanation.
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>>79112172
>It targets nothing, and does nothing until touched.
That's part of my concern. Spending a tier 5 talent and an action on something that might not even be engaged is a tougher sell than usual.
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>>79110038
>>79111913
There's nothing implying an action has to be something involving a skill check, and even in the core rulebook where it talks about spending an action to activate a talent or ability it specifies that the talent or ability may not require a skill check or even any actual activity of the character. The question of if the talent is strong enough to warrant taking your action is valid but thats a different question entirely
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Has anyone else toyed with the idea of using talent trees for the Dark Heresy conversion? My group and I come from the Star Wars RPG background and they prefer the simplicity and focus of trees over the many choices that a pyramid offers. I've done a bit of tinkering, and coming up with the general concept of each tree so far is straightforward enough to come up with 3-4 for each career.

The headache/roadblock shows up when I tried to figure out how trees for various psykers would work, as well as the elite advances. Anyone have suggestions for integrating those aspects into a specialization tree system?
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>>79076600
Nice, hope you enjoy! DESU there are some rough episodes (quality wise) within the first 8 or so. But after that, the audio gets better in my humble opinion.
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>>79114903
Is it the talents you should put in them or the general theme of each specialization that you're having a hard time coming up with?
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>>79116934

Well I've got the general theme of each specialization already (3 or so for each career) as well as a decent idea of talents to put in them, minus the Mystic (Psyker). My big issue is that as someone coming from SWRPG, it's hard for me to create specializations for the "psyker" career, given that each psychic power uses a different characteristic, and doesn't use the same kind of "force power" structure as in SWRPG. So I guess to answer your question, I'm having trouble with both of those aspects.

Not to mention the separate issue of how the various elite advances (astropath, untouchable, mutant, etc) would work with specialization trees.
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>>79114903
I'm working on a Rogue Trader conversion, which will hopefully include talent trees for most character backgrounds.

For psykers, I'm thinking about doing different, mutually exclusive talent trees for each power type, with flavourful talents to match; and a generic tree with more advanced warp fuckery, once you've completed the base one.

For elite advances, something on the model of universal talent trees would probably work for astropaths and untouchables, and maybe something like race traits for mutants?

How did you handle grouping together the specialization? FFG SW does it by function (soldier / engineer / diplomat / ... careers), but I'm afraid it will end up being a bit too flat and generic for 40k. So instead I grouped them by Adeptus, but then I end with careers that feel all over the place, like an Adepta Sororita career with combat (SoB), healer (Hospitalier), diplomat (Famulous) and erudite (Dialogous) specializations, that don't really synergize together.



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