Starcraft

By jendefer, in Your Settings

I'm just wondering if anyone else out there is using Genesys to play a Starcraft RPG? We've just started one, and mainly the only rule thing we did so far was make some new archetypes (for latent psionic, resocialized, and infested Terrans). We've only played one session so far, just using the gear from Genesys and the Star Wars line. We didn't have to personally fight any Zerg yet, so they're not even statted out. But if other people are also playing in the Starcraft universe, I'd be interested to hear what, if any, adaptations you made.

Edited by jendefer
grammar

This is not GENESYS based. However, it is very complete , such that you could ripe out its game system mechanics and replace them with GENESYS Core Game System.

https://www.stellarrealmsgames.com/starcraft

320px-Capital_Wasteland_Raiders.jpg

Long-overdue follow up on this, just in case anyone else is interested in playing in this setting... We worked up three new archetypes for Terran characters.

Latent Psionic Terran

Gifted with psionic abilities, you should have been registered and indoctrinated into the Confederate or Dominion Ghost program. Your abilities are undeveloped but may grow over time.

Characteristics: Brawn -1 / Will +1

Starting Wound Threshold: 9

Starting Strain Threshold: 11

Starting Experience: 90

Starting Skills: Knowledge (Protoss)

Special Abilities:
Psi Sense – Once per encounter, make an Average Discipline or Psionic check to sense living creatures in Short range. Spend 2 Advantages to increase range one band (may select multiple times). Upgrade difficulty per level of Adversary for Rival/Nemesis characters. (Active/Maneuver)
Psionic Potential – Allowed to purchase Unlocked Psionic Potential talent (Tier 2).

New Talent:
Unlocked Psionic Potential – You unlock your latent psionic potential. Can you control it or will it drive you psychotic? Psionic is now a career skill for your character. Learn one Psionic spell. (Divine spells count as Psionic.) You can only cast one spell using this skill per encounter and it costs 2 strain. (Passive/Tier 2)
Psionic Mastery – Use Psionic spells more than once per encounter. They still cost 2 strain. Requires Unlocked Psionic Potential talent. (Passive/Tier 4)

Resocialized Terran (Resoc)

You used to be a criminal, traitor, or miscreant. But the Confederacy or Dominion gave you a second chance through extensive Resocialization education. You are now a statistically productive citizen who follows the rules. Side effects may include headaches, loss for words, violent outbursts, memory loss, and flashbacks.

Characteristics: Brawn +1 / Agility +1 / Intellect -1 / Presence -1

Starting Wound Threshold: 12

Starting Strain Threshold: 9

Starting Experience: 90

Starting Skills: Knowledge (Terran)

Special Ability:
Flashback – Once per session, flip 1 story point for 2 upgrades. Explain how your character remembers a relevant scene from their forgotten past, working with the GM as necessary to fill in details.

Zerg-Infested Terran

Your genetic sequences have been infected by the Zerg virus. While most people die, and some mutate into horrific beasts, you have retained your humanity. For now.

Characteristics: Agility -1 / Cunning +1

Starting Wound Threshold: 11

Starting Strain Threshold: 9

Starting Experience: 90

Starting Skills: Knowledge (Zerg)

Special Abilities:
Acid Touch – On a Brawl/Melee/Primal attack, spend 3 Advantages to reduce target’s soak by 2 after applying damage. Lasts for remainder of encounter. May affect a target only once per encounter. (Active/Incidental)
Infected Genes – Allowed to purchase Wild Mutation talent (Tier 2).

New Talent:
Wild Mutation – Your DNA has bonded sufficiently with the Zerg virus to give you limited uncanny organic abilities. But are you still human? Primal is now a career skill for your character. Learn one Primal spell. You can only cast one spell using this skill per encounter and it costs 2 strain. (Passive/Tier 2)
Wild Mutation Mastery – Use Primal spells more than once per encounter. They still cost 2 strain. Requires Wild Mutation Talent. (Passive/Tier 4)

In addition to the new talents that were part of the archetypes, we made up a few in the spirit of Well-Traveled from Realms of Terrinoth that grant extra career skills. Coming to Genesys from having just played a bunch of Star Wars, we missed the specializations one could add that would grant more career skills. These are the two we crafted based on what the players were interested in. Our game used only three Knowledge skills: Protoss, Zerg, and Terran, and that's reflected both in the archetypes above and in the talents below.

Outlaw Tech

Tier: 2
Activation: Passive
Ranked : No
You are interested in technology… of an illicit sort. Knowledge (Terran), Mechanics, and Streetwise become career skills.

Pilot Scout

Tier: 2
Activation: Passive
Ranked : No
You are trained in military aerial reconnaissance. Computers, Knowledge (Zerg), and Piloting become career skills.

Have you thought of pulling this all together in a PDF? I love what you've done with the material

On 11/8/2020 at 7:02 AM, Mattysan said:

Have you thought of pulling this all together in a PDF? I love what you've done with the material

I've pulled together the archetypes, talents, skills, and psionics our group used and put them into a PDF. You can find it here: https://diceystories.com/genesys-supplement-for-starcraft/