Awesome, nice work. Bit behind on keeping up with your annotations but I'll give them a good look soon!
As for the next thing to go through, it's up to you really, I'd appreciate any contribution. Might make most sense to just go on to the next chapter though?
[3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys
Sure thing, chapter 2 it is!
Quick update, armoury chapter now has all armour, weapons, attachments, ammo and etc done. Just the non-combat gear to go now.
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I've added a few new goodies here and there, will prepare a full changelog eventually.
Working on the rest of the gear chapter now. On that note, trying to figure out how to divide up the gear which is currently loosely categorised into either "Tools" or "Clothing and Personal Gear". Here's a current categorisation mock-up I threw together.
Any thoughts? Better ideas? I'm all ears.
Edited by Tom CruiseI'm not sure it's needed, to be honest. I think what you had in the 2.0 update was fine as is. That said, I'm not opposed to the idea either.
One thing I do note, is that medi-kits can be placed both under survival gear and medical gear, which might cause either an overlap, or an ommission (hope I'm using the word correctly here) in one category.
Here's the current list of gear, neatly categorised. Cybernetics and servitors are their own sections, so they aren't included here.
Anything missing here that you'd like to see? I'm gonna do a flip through a few of the 40kRPG books and see if there's anything neat I'd want to port over, but I'm very open to suggestions.
How about adding the Utility Belt from Star Wars? Encumbrance - , Price 25, Rarity 0, Increases encumbrance threshold by 1
In my Star Wars game, one of my players even used it as a bandoleer.
Hmm, I can't seem to comment anymore in the chapter 1 document, so I'll just put it here:
Under the Ace Career:
QuoteI would change this to 'and from', to have that whole sentence read more easily.Quote
I don't think this would make grammatical sense? Might be misunderstanding what you mean though
With that, I meant that the whole sentence is pretty long:
"Such skills are in high demand across the Imperium, from Lightning Strike Fighter pilots of the Imperial Navy, to Imperial Guardsmen racing their Leman Russ tanks into the heart of enemy forces, to bike-mounted gangers in the depths of hive cities, to noble feudal warriors mounted atop reptilian beasts barded in plate."
If you changed the bolded 'to' into 'and from', you would cut up the sentence in two, making it more easy to read. It would become:
"Such skills are in high demand across the Imperium, from Lightning Strike Fighter pilots of the Imperial Navy, to Imperial Guardsmen racing their Leman Russ tanks into the heart of enemy forces, and from bike-mounted gangers in the depths of hive cities, to noble feudal warriors mounted atop reptilian beasts barded in plate."
But, you know, if it works it works.
Chapter 2 is done, onto Chapter 3!
So, 7 or so sessions into our weekly campaign using 2E Beta, and the party is having loads of fun. Last night's combat-oriented session with the cell boarding an Imperial cruise ship to capture a fugitive Governor went all kinds of horrible in terms of party being wrecked, but they managed to get by, only losing a few vital body parts among 6 of them.
However, we've found a tiny rules discrepancy that made our psyker... kinda mad. He's got 5 ranks in Pyromancy now and wanted to use a Barrier power, which, by the description in the book, would give him 5 Defense... However, one of the players pointed out that in Genesys Core, p.104, it's stated that no character can have a defense rating higher than 4.
Question is - should the specific overrule the general in this case? On the spot, I decided that it won't, since no other armor or shield in DH/Genesys gives more than 4 Defense. Would've loved to clarify it a bit still.
I'd say the Genesys rule wins there. The Defense cap is in place for good reason, things get pretty broken pretty fast without a cap in place, as seen in the Star Wars RPGs.
However if for some reason an effect reduced his Defense, I'd rule that the first reduction just eats that excess point. Seems fair enough.
Glad you're enjoying it!
9 hours ago, Tom Cruise said:I'd say the Genesys rule wins there. The Defense cap is in place for good reason, things get pretty broken pretty fast without a cap in place, as seen in the Star Wars RPGs.
However if for some reason an effect reduced his Defense, I'd rule that the first reduction just eats that excess point. Seems fair enough.
Glad you're enjoying it!
Might be worthwhile to add that info to the Barrier option, if you have the space? (As per page 104 of the Genesys Core Rulebook, no character can have a defense rating higher than 4.)
I've started on Chapter 3: Talents. I'm adding some comments about layout as well, if you don't mind.
Yeah, I'm planning to rewrite the psychic powers chapter almost entirely to mitigate the amount of page-flipping you need to do between Genesys CRB and Dark Heresy, so I can probably slide that in.
Update to the Armoury chapter - the Wargear section is now done, featuring all general gear. This means all we've got to go are the following;
- Servitors and cyber-constructs
- Cybernetics
- Services
- LINK -
Keep up the great work!
Alright, newly updated and pretty-fied cybernetics rules are added to the above PDF, along with the text for servitors (the bulk of their actual rules are in the NPC chapter anyway).
Same link, have at it!
Almost through this mammoth chapter.
That's quite the achievement already for what you've done. Be sure you get enough sleep!
Loving every bit of this, can't wait! Also my group who plays Dark Heresy 2 might have input on gear and items.
I see a few firearms missing from that can be found in The Inquisitor's Handbook in Chapter 6 "War Zones" page 177 is the table.
and Warzone Infantry Gear Page 182 of the same PDF.
The Lathe Worlds book has some amazing gear, especially for Tech Priest types, and other cybernetic beneficiaries. Integrated Ranged weapons is on page 60 of The Lathe Worlds
Page 66 of The Lathe Worlds has some Cybernetics I don't see either.
Some servitors on page 68. This book has a lot of stuff, not going to link it all, but figured I would share
AH! Found it! This is the collected Weapon Table from Page 251 from the Index of the Inquisitor's Handbook that has every single weapon from the game up to that pdf's release for your perusal.
I'm well aware! Thanks for sourcing this content but it was intentionally omitted.
My goal here isn't to adapt every single piece of 40kRPG content ever made, that'd turn this book into an unwieldy mess. Plus, half the content in those books are just slight alterations on existing weapons (different lasgun patterns, etc), which is something Genesys' design philosophy leans away from.
I've also tried to represent some weapons using ammo or weapon attachments instead of entirely new weapons. Like the handful of toxic flamer weapons throughout the 40kRPG books are handled by using different custom ammo for regular flamers.
Edited by Tom Cruise
I saw! I looked through armory, and indeed, quite a bit of these are easy enough to modify based on campaign, from the base table. I still need to get started on Only War myself, given I have Only War, Black Crusade and Rogue Trader on the brain.
Edit: I DO love what was done with Wrath and Glory, but some of this was already done in the Rogue Trader - Into the Storm, in terms of sanctioned Xenos, and Ork Freebooters working with the Inquisition and Rogue Traders.
Alrighty, two chapters fresh out of the oven for you.
Firstly, the finished armoury chapter with all content complete.
- LINK -
Secondly, the Narrative Tools chapter. No major rules changes here, but I've renamed Downtime Encounters to Interludes (thanks, Expanse RPG!) and have added Research and Training as interlude options. I'm not really happy with where Training's at mechanically, give it a look and let me know your thoughts, open to suggestions on how it could be tweaked.
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You keep on amazing!
Just had a look at Training. I like the idea, but I think you should add some difficulty. What do you benefit from trivial training? Train hard, or not at all, right? Maybe the difficulty could be set to your ranks in that skill, so it somewhat evens out? And what about giving the player the option to have their character give it their all in training? This could maybe add a red Challenge die on top of the difficulty (so a hard check would become challenging), for some additional bonuses (maybe a reroll on a single check related to training)? Of course, this comes with a risk, and rolling a Despair could mean they strain themselves too much, which could also hinder their next mission?
But I do like the idea of gathering a pool of resources to spend during a mission.
Btw, still planning on going through the rest of the chapters, but I've been a bit busy with another project.
15 hours ago, Tom Cruise said:Alrighty, two chapters fresh out of the oven for you.
You should get an award for all this work you're doing for the community!
On 8/11/2019 at 9:10 PM, Veruca said:You keep on amazing!
Just had a look at Training. I like the idea, but I think you should add some difficulty. What do you benefit from trivial training? Train hard, or not at all, right? Maybe the difficulty could be set to your ranks in that skill, so it somewhat evens out? And what about giving the player the option to have their character give it their all in training? This could maybe add a red Challenge die on top of the difficulty (so a hard check would become challenging), for some additional bonuses (maybe a reroll on a single check related to training)? Of course, this comes with a risk, and rolling a Despair could mean they strain themselves too much, which could also hinder their next mission?
But I do like the idea of gathering a pool of resources to spend during a mission.
Btw, still planning on going through the rest of the chapters, but I've been a bit busy with another project.
I think getting into multiple levels of training is getting a little too granular for what is meant to be a pretty lightweight little gameplay system. It's a neat idea but I'm not looking to get quite that crunchy.
Appreciate your work on the proofreading, no need to apologise!
Another quick update; I've started my rework of the Psychic Powers chapter. This is a more thorough re-do than other chapters have had; goal is to eliminate page-flipping between Genesys and Dark Heresy by reproducing most of the magic rules directly, with some mechanical tweaks to suit psychic powers better. Should hopefully make for a much less clumsy experience for psyker players.
Here's a preview of the first few pages.
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Oh, and here's what I'm currently leaning towards for the book cover. I like the left one more I think, it's much more... evocative?
4 hours ago, Tom Cruise said:I think getting into multiple levels of training is getting a little too granular for what is meant to be a pretty lightweight little gameplay system. It's a neat idea but I'm not looking to get quite that crunchy.
Well, then I would certainly recommend adding at least some sort of difficulty. I did some rolls with 4 proficieny dice (assuming someone has 4 ranks in a skill), and it wasn't that uncommon to either end up with 5+ successes or 5+ advantages (which might be a bit much?). Also, have you considered giving those bonuses a name of sorts? If you have room, you could maybe add a box on the character sheet to indicate how many training points someone has to spend? You could maybe even add a little check box to indicate whether or not they rolled a triumph during training? Of course, this might integrate the training part too much into the system, while it basically is just a nifty little thing to do during downtime... sorry, Interludes. 😛
As for the cover, I'm really digging the left one. The flames make the image pop with that black background.