House Rules: Difference between revisions
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===Automatic Success=== | ===Automatic Success=== | ||
:A player may move a number of [Image:SP.png] equal to the difficulty of a check in order to automatically succeed on that check. This method provides no additional [[Image:S.png]], [[Image:V.png]], [[Image:TR.png]], [[Image:F.png]], [[Image:H.png]], or [[Image:DE.png]], to the roll, succeeding the check marginally with no ill effects. | :A player may move a number of [Image:SP.png] equal to the difficulty of a check in order to automatically succeed on that check. This method provides no additional [[Image:S.png]], [[Image:V.png]], [[Image:TR.png]], [[Image:F.png]], [[Image:H.png]], or [[Image:DE.png]], to the roll, succeeding the check marginally with no ill effects. | ||
===Catastrophe!=== | |||
:If, at any time, all Story Points are in the game master’s pool, the game master can move all points to the players’ pool, then may bring about a devastating catastrophic event. | |||
:*The catastrophe may cause all player characters to suffer up to 10 points divided between wounds and strain, as determined by the game master. | |||
:*The game master can choose to make the catastrophe purely narrative. For instance, the player characters could be captured or a beloved NPC could be killed or betray them. | |||
:*The catastrophe can (and, in many instances, probably should) be scene-ending. |
Revision as of 21:01, 21 October 2023
Genesys is an amazing RPG toolkit, designed to allow players (and gamemasters) to fiddle with the rules to make it their own. This page contains house rules and general tinkerings either created by Triumph or found elsewhere on the internet. (If a house rule is yoinked from somewhere else, its origin will be noted.)
Combat
Thrown Weapons
- In the default rules, thrown weapons use Ranged (Light) for building a pool. Instead, Athletics seems to make more sense. Thus everything from grenades to throwing knives, from splash bombs to spears, will use Athletics to build a pool.
- Alternately, a GM might rule an a player trained in Alchemy might use that skill coupled with the Brawn characteristic to build their dice pool.
Items
New Item Trait: Bonded
- Bonded. In order to benefit from this item’s supernatural properties, you must bond to the item.
- You may bond to a number of magic items equal to your Willpower plus one. Magically enhancing your Willpower (by the Augment spell or a temporary item-based effect) does not increase the number of items with which you can bond, but permanently raising Willpower (for instance, with the Dedication talent or the addition of a permanent magical prosthetic) does.
Story Points
Automatic Success
- A player may move a number of [Image:SP.png] equal to the difficulty of a check in order to automatically succeed on that check. This method provides no additional , , , , , or , to the roll, succeeding the check marginally with no ill effects.
Catastrophe!
- If, at any time, all Story Points are in the game master’s pool, the game master can move all points to the players’ pool, then may bring about a devastating catastrophic event.
- The catastrophe may cause all player characters to suffer up to 10 points divided between wounds and strain, as determined by the game master.
- The game master can choose to make the catastrophe purely narrative. For instance, the player characters could be captured or a beloved NPC could be killed or betray them.
- The catastrophe can (and, in many instances, probably should) be scene-ending.