Genesys Rules

Rule changes and additions for this game.
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SavageBob
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Genesys Rules

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Post by SavageBob » Wed Aug 29, 2018 2:29 am

Genesys made several tweaks to the Star Wars ruleset. I'll be adopting several of these for Hyperlight Echoes:

Core Rules
  • Characteristics can only be raised to 5 rather than 6.
  • Motivations are now divided into four parts: Desire, Fear, Strength, and Weakness. The expanded rules for Social Encounters use these four attributes to determine dice pools.
  • Deception is resisted by Vigilance.
  • Perception is an active skill, while Vigilance is a passive one. For instance, you roll Vigilance to notice a trap at the last second, but Perception to actively search for traps.
  • Certain conditions and armor grant Defense, others add to it. Defense is capped at 4.
  • During plot-important social encounters, characters roll various influence skills against one another with bonuses or penalties for working with or against their opponents' four Motivations. "Damage" is death to Strain until one side capitulates.
Vehicle Rules
  • The Fly/Drive maneuver is gone. Vehicles move automatically a number or range bands depending on current speed.
  • Speed makes Piloting checks more difficult and collisions more dangerous.
  • Rather than defense zones, vehicles have a single defense attribute for the whole vehicle. Angle Deflector Shields is no longer a maneuver.
  • Emergency repairs work differently.
  • Range Bands are now the same as in personal combat. A sixth band, strategic, is added for ballistic, long-range attacks.
  • Pilots or drivers can now take two pilot-only maneuvers per turn.
  • Punch It has been rolled into Accelerate/Decelerate. Vehicles may change speed more than one point at a time at the cost of System Strain.
  • Stay on Target is gone.
  • A new maneuver, Brace for Impact, allows the pilot to mitigate damage.
  • Dangerous Driving is a new pilot-only action that the pilot needs to use when doing heroic stunts.
  • Gain the Advantage now gives two upgrades in offense and defense when the user has the advantage.
  • Vehicle Attacks vary by distance. Silhouette only affects the difficulty as it does in Personal Combat.
  • The Vehicle Critical Hit table is different.
  • Repairing a point of Hull Trauma now costs 100 currency, rather than the previous 500.

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