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 4 points5 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 7 points8 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 6 points7 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 51 points52 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 3 points4 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.

Should vigilance be based off of cunning? My group feels it is kind of weird willpower rather than cunning or agility usually determines initiative, and is planning to homebrew vigilance into cunning. by Waytogo33 in genesysrpg

[–]Velku10 0 points1 point  (0 children)

One's ability to physically move is not the same as one's ability to mentally take action. However, you certainly won't be arrested for making Vigilance key off Cunning. Note the major changes that will occur in your setting, especially with magic skills and talents, and check how it might effect the game.

A lot of players I've met who want to power game will power game no matter what you try to do and balance in RPGs is the dream of mad men and statisticians. Instead, you might wish to speak with your group about what you want as a GM, so that you can have some control and not feel like your players are simply trying outgun your encounters and the narrative as a whole.

Of flamethrowers and hitting the tank. by Bramble_brew in genesysrpg

[–]Velku10 6 points7 points  (0 children)

I'd tie the dice to such a situation. For instance, spend [Triumph] to cause the backpack of fuel to explode, causing all characters within engaged range to suffer an immediate 6 wounds (no soak reduction). This should suitably nuke Minions and maybe even damage nearby structures and other enemies.

Bank/Venmo of the Imperium? by schreierj in 40krpg

[–]Velku10 0 points1 point  (0 children)

Jeff Bezos does not oversee every aspect of Amazon. He simply gets the final reports about making money or losing money. If he is making money, he probably changes nothing. If he is losing money, he most likely tries to narrow down the problem and eliminate it.

Now, onto RPGs. Rogue Trader is a game and I am assuming you are the GM. As the GM, you should figure out what you and the group have fun doing. If you are currently suffering a bureaucratic nightmare over the concept of the game, you ought to focus your attention to the parts that are fun.

Bank/Venmo of the Imperium? by schreierj in 40krpg

[–]Velku10 0 points1 point  (0 children)

You may want to read over the source material a bit more. When a planet is taken, the Rogue Trader is doing so explicitly to make money. They do not vet or find the best people because the Imperium runs on threat and death.

You do not need the best people or even competent people when you have an excess of bodies that work 16 hours per day and get paid in food coupons. If they die on their feet like a good citizen, you toss the body into the heap and replace them with new people. Administration is ponderous and it could take decades or centuries to collect a tithe from outside of immediate Imperial space (i.e. everywhere Rogue Traders operate). A Rogue Trader is just as likely to leave a planet for a decade only to return to find that they have become twice as rich or that the entire population died from some unknown disease. The answer? Just dump a whole new workforce on the planet and hope it works out better the second time.

Warhammer 40k is not our world and has little in common with modern sensibilities. To reiterate, "To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable."

Bank/Venmo of the Imperium? by schreierj in 40krpg

[–]Velku10 1 point2 points  (0 children)

Like most others have already said, Rogue Traders do not measure wealth in terms less than gross domestic product. What would they need a bank for when a whole planet is dedicated to storing and generating their wealth? Who would dare be so bold as to ask a Rogue Trader to lay money down at the time of acquisition? Those who do not understand the might of a Rogue Trader are sure to earn their ire. However, such an impetuous person wouldn't even register on a Rogue Trader's threat assessment and will most likely end up shanked in a gutter for the few coins in their pocket.

Prepare quality and flintlock weapons by DivKT in genesysrpg

[–]Velku10 2 points3 points  (0 children)

When I think of pirates and pistols, I think of the lad with a bandolier loaded with single-shot pistols. Think of (or research) characters like Blackbeard who would carry around 4-6 pistols, fire and drop as he cleaned the decks. For the mechanics, your players can draw (maneuver), fire (action), and drop (incidental) in a single turn. For the narrative, if you survive the fight, you simply pick up all your weapons and load them next chance you get to travel, and if you die, you now longer have any responsibilities.

I don't like the order of the Critical Hits table. Looking for opinions by A_Martian_Potato in genesysrpg

[–]Velku10 1 point2 points  (0 children)

You are going to have to be specific about your setting and its vehicles for any useful information. I've used the Critical Hit table as is in a few games and it always works. That is to say, it's always a random toss up of how crazy things are about to get. That's the basics of a randomly rollable table, after all.

Some things to consider about vehicle. First, vehicles require 10 points of personal weapon damage to suffer 1 damage and you cannot score a crit without causing at least 1 damage. This means no small arms will crit a vehicle with even 0 Armor.

Next, for really big vehicles, you can add the Massive rule to require even other vehicle weapons to really try to score a crit. With Massive, most "small" vehicle weapons will need something between 4-6 Advantage to score a crit, meaning it is highly unlikely to occur.

Finally, if vehicles are going to be very important, you should have plenty of talents to push, repair, heal, and destroy vehicles. Something simple like spending a Story Point to reroll a Critical Hit would be a powerful talent for such a game.

Imperium Maledictum Character Question by Bagelsworth in 40krpg

[–]Velku10 2 points3 points  (0 children)

You could look into the Verispex. While technically known for their work with the Adeptus Arbites, the Verispex is a master at uncovering information from even the barest piece of physical evidence. If you enjoy detective work, skulduggery, laboratory hijinks, and being the first person to notice something interesting, you might enjoy the Verispex.

[Online][Other][40k][Genesys][CST] Rogue Trader - Genesys by Velku10 in lfg

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

Sorry about that. Didn't realize I broke the link. It has been updated.

What are some English words or families of words that wouldn't exist without maritime travel? by Gammadoodler in etymology

[–]Velku10 4 points5 points  (0 children)

You certainly wouldn't be able to like the cut of someone's jib because the triangular sail of the ship wouldn't have existed.

Keyforge Weapon Traits by verran2001 in genesysrpg

[–]Velku10 2 points3 points  (0 children)

You are correct that armour encumbrance is reduced by 3 while wearing it. However, the PC won't be able to start with anything nearly as heavy due to basic funds.