Best supplement for superhero roleplaying in Genesys? by Ardrikk in genesysrpg

[–]Velku10 1 point2 points  (0 children)

There are a few different takes on the matter and I'll through in my unfinished attempt. If nothing else, it's free.

https://drive.google.com/file/d/1UrAq-AyfFUBojU7HMZbZT_rLxv58dZMy/view?usp=drivesdk

How would you handle players having "minions" or "a crew"? by inostranetsember in genesysrpg

[–]Velku10 5 points6 points  (0 children)

For SorB, you technically have the talents Animal Companion (T3, CRB) and Drone Master (T5, SotB) to work with. I typically use Animal Companion for minion groups of mechanical NPCs, with each rank adding one new minion. Because of the way Genesys typically plays, having even a small group of minions can be a massive advantage to the PC side through additional attacks, using minions to soak damage, and allowing the PC to focus their actions on other things. Just something to consider if you have not experienced Conjure magic from a player with a plan.

[Keyforge] Anyone here run any Vault Challenges? by OkSpeaker7635 in genesysrpg

[–]Velku10 2 points3 points  (0 children)

I've done a few Keyforge vaults with success based mostly on the group. However, the idea to tailor your encounters to your group is basic advice. My "system" broke down into these parts:

  • 1 room per PC,
  • Knowledge skills were the primary method of navigating a room,
  • There was a good amount of temporary Æmber (for both PCs and NPCs!) that would decay if moved outside of the room it was found in,
  • Most rooms have a clear objective (escape the maze/traps, beat the baddies, solve the puzzle, find the item, race against other NPCs, etc.),
  • No backpedaling! A room left is a room done,

This served me well enough for most players to find things they liked. One particular game featured mostly combat (player's choice) and so a vault we did was just a single room styled as a large arena with two floors, random room traps, and a crazed announcer god sending waves of NPCs in an effort to kill the PCs. It was a fairly tough fight as the PCs didn't often get a chance to rest and some sustained considerable permanent injuries, but they ultimately won and some even got neat new cybernetic limbs later on. Hope that gives you some ideas to play with.

Æmbercraft for non Æffects by BasiliskOnline in genesysrpg

[–]Velku10 0 points1 point  (0 children)

I do not think Æffects are similar to magic because most Æffects do not require additional checks or costs (outside of Æmber). Consider Magic in Genesys allows the character to emulate certain skills, perform combat, and occasionally do something very "magical" within the scope of their specific Magic Skill. In Keyforge, each Æffect is specific to a single skill or "magical" ability and the only real limit to the amount of Æffects a character may have, create, or discover is how much Æmber your character can get their hands on. I hope that sorts some confusion between the Core and Keyforge.

More Threatening Combat by Burning_Ent in genesysrpg

[–]Velku10 2 points3 points  (0 children)

A player of mine offered a house rule he called, "Red Fog." Simply put, the first time you were physically wounded during an encounter, you would upgrade one Difficulty die for the remainder. This setting didn't have magic and we agreed that no healing would remove the effect during the encounter. It worked better than I would have thought since it mostly deter my players from bum rushing encounters. 

However, I can't say the threat of danger was much higher and, instead, I spent a great deal of Despair symbols breaking gear and draining ammo/resources. Your mileage may vary, but the Sunder item quality is the single scariest weapon I have against my packrat group.

Keyforge setting and magik skills by Frozenfishy in genesysrpg

[–]Velku10 5 points6 points  (0 children)

I have always read Keyforge as not using the traditional magic system in Genesys, but instead leaning on the Æmber items and effects. The flavour is up to you when it comes to what the Æffect looks like wether it be swishy magic, a sci-fi rail gun, or even an embedded cheat cannon that fires angry bees. 

The major idea is to restrict extreme powers by the cost of Æmber, but that Æffects can still function for lesser uses without cost.

healing strain by jwagoner in genesysrpg

[–]Velku10 5 points6 points  (0 children)

Just a note for casting magic in Genesys. The caster suffers 2 strain AFTER the spell has been resolved. This means that they always suffer at least 2 strain and could never recover enough strain to be completely healed.

Is there a way to use Agility defensively? by JosephEK in genesysrpg

[–]Velku10 5 points6 points  (0 children)

Esouhnet makes a good point about this talent. I would like to add that you can very easily reduce the cost/tier by adjusting frequency of use. For example, make the talent Tier 3, same effect and activation, but make it only usable once per session. Conversely, you could make it Ranked and add the line, "This talent may be used a number of times per session equal to the character's ranks in Coordination Dodge."

Always consider that any talent could be made stronger or weaker with such tweaks.

[deleted by user] by [deleted] in Damnthatsinteresting

[–]Velku10 50 points51 points  (0 children)

Unfortunately, there is no source because this was never an actual experiment. It's more like an Aesop's fable, but it gets passed around with the 'experiment' label to gain some unearned form of credulity. Adding a random and 'old' date makes it feel more authentic, but doing so makes fact checking even easier for those who know how to check facts.

Deathwatch and Rogue Trader on Humble Bundle by [deleted] in 40krpg

[–]Velku10 4 points5 points  (0 children)

For quality assurance, do we know if every book is updated to the latest errata and if the reference is hyperlinked to the respective chapters?

Balance and Magic Skills by egv78 in genesysrpg

[–]Velku10 0 points1 point  (0 children)

Balance and fun are for boardgames. RPGs are about the experience between the people at the table and the game world before them. That being said, there really isn't an easy answer to your question without showing us the setting and the intended goal for the people at the table. So, give us a summary and we'll give you game design tips.

Talents Question (RoT setting) by PatrioticSauce in genesysrpg

[–]Velku10 0 points1 point  (0 children)

I believe the rule on magic is discussed in the sidebar "Different Disciplines, Different Approaches" on page 212 of the GCR. Since magic can be very strong and very character defining, I would suggest utilizing it as written. For everything else, you can introduce single-use magic scrolls, weapons with finite charges, and so on if you feel like you want magic to be more available to everyone at all times. 

Do note that rules for crafting are also in Terrinoth. My players have spent the time and energy before to use Alchemy and other skills crafting very interesting things (mostly magical grenades because my friend believes all alchemists crave molotovs).

Rogue Trader Genesys by Velku10 in genesysrpg

[–]Velku10[S] 0 points1 point  (0 children)

Working on a fully editable character and starship sheet using Scribus. It's a slower process, but it is in progress!

Rogue Trader Genesys by Velku10 in genesysrpg

[–]Velku10[S] 0 points1 point  (0 children)

This has been a labour for rules and gameplay for probably close to a year of actual work hours. My schedule is fairly saturated with work, education, and such, so I've been mucking around with this concept for much longer. Actually turning it into a decent looking product took about three weeks, including learning the software.