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geki

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  1. Like
    geki got a reaction from DarthDude in Vampire the Masquerade Genesys Conversion   
    No problem, we were in the same situation: we really wanted to play in the setting again (three of us had dabbled in the early 2000, and two of our players had only played Bloodlines the videogame) but had no intention of tackling that system again. 5th edition is better, but only marginally.
    As I said, I am sorry that I still haven't gotten around to version 2.0, which will feature disciplines as heroic abilities (e.g. activate-able without a check, spending SP, with lower levels becoming free as they improve), but there is so much to do between another setting and my university having not decided whether classes will be online or not... But anyhow...
     
    This is quite frankly a residual from an idea (indeed from 5th) that I wanted to incorporate. In synthesis, it's the reason the vampire has not succumbed to the beast or destroyed themselves. In rules terms, you could quite easily skip it. I find it very powerful narratively, but failed to describe it further in the ruleset.
    We handled humanity fluctuations exclusively narratively (after significant events, I discussed with the affected player their loss of humanity - or in one singular exceptional case their gain of humanity). We decided to bring it on a 5 scale to be in line with the genesys system. However, since the rules dealing with it only care about the relative level, you could go back to the0-10 scale without any setback (as long as you apply proportional modification to frenzy rolls: when it checks for humanity, simply double the range).
    When fortitude is activated, and until the Vampire stops it (willingly or because they cannot keep up with strain) they gain one of the effects. In a different round they can activate the other one as well, and maintaining both of them active requires 2 strain per round. As an aside, I tend to limit (not just in this setting) the amount of strain characters can regain on each check. Without a similar limitation, the Brawn part of fortitude risks becoming excessively powerful.
    Indeed. This information is missing from the Thaumaturgy talent.
    I left that to GM discretion. Notice that the 5 times in the VtM rules is too high, considering that in this system not all failed frenzy rolls result in drastic (e.g. 60+) results. My inkling would be that after 2 or so they already have a setback to some checks, which increases to 2 setbacks around 4, and to a presence reduction from 7 or more occurrences (although at that point they might be in trouble otherwise).
    The idea is that a Vampire trained in a discipline relies more on their vampiric abilities than on their human skills. Hence, a dominator can be efficient even without being a particularly intimidating guy. For this reason, any roll made because of a discipline is upgraded once per each 2 ranks, rounded up. So yes, a Venture with Dominate 1 trying Command with 0 ranks in coercion would still roll a proficiency die. Similarly, a old Giovanni with Ascendency 4 would upgrade their Ascendency rolls twice, even when activating level 3 or 4.
    Yes, the "only" difference is that you can effectively add up to 3 to your soak when facing non-enhanced weapons. So if your soak is 4 and you are hit by a regular pistol for 9 damages, you would suffer 5, but can move 3 of them to your strain, effectively suffering only 2. Remember that by spending 1 vitae vampires can recover 3 strain at any time. This becomes extremely powerful when combined with fortitude. At the end of the campaign, our fight-oriented Brujah has a base soak of 7, that grows to 8 when he spends vitae to raise his brawn, plus he absorbs 3 of them with strain. Which means he is immune to crits from non-enhanced weapon that inflict less than 12 damages. He's a beast.
    I usually require an opposed Brawl check upgraded once to symbolize the inherent risk, and using the aiming rules (aim to the neck). Against supernatural beings I would probably upgrade it further.
    9. Just some general Discipline stuff I noticed.
    Correct
    The difficulty is meant to be average. Notice that, barring SP spent by the GM or particular conditions, the self-fulfilling prophecy is a very rare occurrence.
    Yes. 
    Yes.
    The latter. Auspex characters are more sensible to their surroundings (e.g. being susceptible to strobophobia) and this is meant to show the inherent risk for their extended mind. 
    In general, having a fixed basic difficulty for Frenzy was a mistake, and it evolved to a variable scale even before adding the various modifications. So a jump attack by a human should probably be an easy check, while fire would maybe start at difficult (or at average but with an upgrade). 
     
    That's something that I would love to have in all of my games (not just the VtM setting). I haven't statted them out (although many of the special talents are ports of supernatural Merits from 3rd edition). I would simply provide bonus XPs in exchange for flaws (5 or 10 depending on the severity).
     
    Have fun!
  2. Like
    geki got a reaction from DarthDude in Vampire the Masquerade Genesys Conversion   
    Just an update on where things stand. As we come to the close of a 18 months, and around 45 session, campaign, we have plans to completely revise the discipline structure, making into a heroic-ability like affair (to stabilize the progression and get rid of excessive checks). 
    While our focus will probably be on our other campaigns (a Terrinoth, a D&D conversion, and a steampunk one), a friend of mine and I are planning to work on this, so stay tuned.
     
    Quite honestly, I wish I had the writing stamina to write a VTM inspired setting, with completely different clans and without some of the burdensome stratified lore. This would free creative space rule wise (and make this shareable without copyright problems), but I feel this is beyond me right now, so we will keep the VampireTM basic structure in place.
  3. Like
    geki got a reaction from DarthDude in Vampire the Masquerade Genesys Conversion   
    Sorry, my mistake. I will update the link.
  4. Like
    geki got a reaction from MisterCram in Vampire the Masquerade Genesys Conversion   
    Just an update on where things stand. As we come to the close of a 18 months, and around 45 session, campaign, we have plans to completely revise the discipline structure, making into a heroic-ability like affair (to stabilize the progression and get rid of excessive checks). 
    While our focus will probably be on our other campaigns (a Terrinoth, a D&D conversion, and a steampunk one), a friend of mine and I are planning to work on this, so stay tuned.
     
    Quite honestly, I wish I had the writing stamina to write a VTM inspired setting, with completely different clans and without some of the burdensome stratified lore. This would free creative space rule wise (and make this shareable without copyright problems), but I feel this is beyond me right now, so we will keep the VampireTM basic structure in place.
  5. Like
    geki got a reaction from Suneisha in Vampire the Masquerade Genesys Conversion   
    Hello, I developed a conversion to use the VtM (3rd) edition setting in genesys.
    My historic game group and I always loved the setting but when we tried to play (in the early 2000s) all three campaigns were aborted a handful of sessions after character creation, smothered by the buckets of dice and the quirky rules. We are having a lot of fun playing, including the two players new to the system (one of them was also new to the setting).
    The pdf file can be found at this address (Dropbox). I am completely unable to use GMbinder et similia, so the file is presented in a very simple word->pdf format. I really regret not been comfortable with graphics. The document does not even include backgrounds or images.
    The first version of these rules was written 6 months ago (January 2019) and we have been playing in a chronicle (4 players plus myself) since (for a total of more or less 20 sessions so far), tuning costs and effects as result of playtesting. However, a few players in the group are new to the system, and obviously not all Clans and disciplines have been explored fully, therefore I much appreciate any feedback, whether it comes from play testing or simple theoretical criticisms. 
    This document includes
    Archetypes (Clan) Careers and modified skills Vampiric talents Disciplines (distinguished from talents and skills) Miscellaneous rules (Hunting, Feeding, Vitae, Strain and Damage Management, Frenzy) Thaumaturgy and Necromancy rules Some notes:
    While there is some flavor text, I did NOT describe the setting in general in the document. These rules are intended for GMs and players who already know at least vaguely about the Masquerade, the Camarilla, the Sabbat, etc. The biggest rule change (beside the necessary adaptation) is the reduction of clan disciplines from 3 per clan to 2 per clan. Consequently, certain disciplines (Vicissitude, Celerity, Quietus, Serpentis) have been transformed into tiered restricted talents that try to capture what (IMHO) was fun and intriguing about each clan and discipline. All of this also allowed me to rebalance Celerity into a strong but not god-like combat "discipline", which used to be a common complaint about the balancing of the game. Thaumaturgy and Necromancy have also been reimagined as magic rather than technical disciplines.  Fortitude and potency have been rolled into one. Another significant change, but that goes together with 2), and preserve the feeling that Clans with access to one or the other are dangerous in combat situations. I am extremely pleased with the results we had with the Hunting-Feeding streamlined mechanism. I was skeptical but it ended up being quickly resolved every time while still providing a plethora of story-moments, some of which sprawled into sub-plots in typical genesys fashion. Viceversa, I am not enthusiastic about the Frenzy mechanism. While I tried to stay true to the original Clan's flaws, some where reimagined to work more precisely. The Tzimisce's flaw was changed into a Dracula-inspired one, a variant that was popular in various WoD forums back in the days. Vitae has been kept as a consumable resource. Since Vampires literally replenish themselves with blood I couldn't see any way to keep it elegantly in line with Strain and Wounds (which grow up to a threshold. I have not included any enemy profile. I am working on Hunters rules, but they are very much in a development stage. There is no list of weapons, we used stuff from the modern setting of the core book.  I took some liberties with a couple of structural rules (namely doing away with concentration and creating skill checks that include challenge dice by default) I don't plan to revise the rules for another few months (since I want to start working on a Post-Apocalyptic and/or a SteamPunk-meets-Strange&Norrell kind of settings), but I will be checking this thread and responding to any question (and drinking in any feedback).
    Thank you
    Geki
  6. Like
    geki got a reaction from DarthDude in Vampire the Masquerade Genesys Conversion   
    Hello, I developed a conversion to use the VtM (3rd) edition setting in genesys.
    My historic game group and I always loved the setting but when we tried to play (in the early 2000s) all three campaigns were aborted a handful of sessions after character creation, smothered by the buckets of dice and the quirky rules. We are having a lot of fun playing, including the two players new to the system (one of them was also new to the setting).
    The pdf file can be found at this address (Dropbox). I am completely unable to use GMbinder et similia, so the file is presented in a very simple word->pdf format. I really regret not been comfortable with graphics. The document does not even include backgrounds or images.
    The first version of these rules was written 6 months ago (January 2019) and we have been playing in a chronicle (4 players plus myself) since (for a total of more or less 20 sessions so far), tuning costs and effects as result of playtesting. However, a few players in the group are new to the system, and obviously not all Clans and disciplines have been explored fully, therefore I much appreciate any feedback, whether it comes from play testing or simple theoretical criticisms. 
    This document includes
    Archetypes (Clan) Careers and modified skills Vampiric talents Disciplines (distinguished from talents and skills) Miscellaneous rules (Hunting, Feeding, Vitae, Strain and Damage Management, Frenzy) Thaumaturgy and Necromancy rules Some notes:
    While there is some flavor text, I did NOT describe the setting in general in the document. These rules are intended for GMs and players who already know at least vaguely about the Masquerade, the Camarilla, the Sabbat, etc. The biggest rule change (beside the necessary adaptation) is the reduction of clan disciplines from 3 per clan to 2 per clan. Consequently, certain disciplines (Vicissitude, Celerity, Quietus, Serpentis) have been transformed into tiered restricted talents that try to capture what (IMHO) was fun and intriguing about each clan and discipline. All of this also allowed me to rebalance Celerity into a strong but not god-like combat "discipline", which used to be a common complaint about the balancing of the game. Thaumaturgy and Necromancy have also been reimagined as magic rather than technical disciplines.  Fortitude and potency have been rolled into one. Another significant change, but that goes together with 2), and preserve the feeling that Clans with access to one or the other are dangerous in combat situations. I am extremely pleased with the results we had with the Hunting-Feeding streamlined mechanism. I was skeptical but it ended up being quickly resolved every time while still providing a plethora of story-moments, some of which sprawled into sub-plots in typical genesys fashion. Viceversa, I am not enthusiastic about the Frenzy mechanism. While I tried to stay true to the original Clan's flaws, some where reimagined to work more precisely. The Tzimisce's flaw was changed into a Dracula-inspired one, a variant that was popular in various WoD forums back in the days. Vitae has been kept as a consumable resource. Since Vampires literally replenish themselves with blood I couldn't see any way to keep it elegantly in line with Strain and Wounds (which grow up to a threshold. I have not included any enemy profile. I am working on Hunters rules, but they are very much in a development stage. There is no list of weapons, we used stuff from the modern setting of the core book.  I took some liberties with a couple of structural rules (namely doing away with concentration and creating skill checks that include challenge dice by default) I don't plan to revise the rules for another few months (since I want to start working on a Post-Apocalyptic and/or a SteamPunk-meets-Strange&Norrell kind of settings), but I will be checking this thread and responding to any question (and drinking in any feedback).
    Thank you
    Geki
  7. Like
    geki got a reaction from Noahjam325 in Vampire the Masquerade Genesys Conversion   
    Hello, I developed a conversion to use the VtM (3rd) edition setting in genesys.
    My historic game group and I always loved the setting but when we tried to play (in the early 2000s) all three campaigns were aborted a handful of sessions after character creation, smothered by the buckets of dice and the quirky rules. We are having a lot of fun playing, including the two players new to the system (one of them was also new to the setting).
    The pdf file can be found at this address (Dropbox). I am completely unable to use GMbinder et similia, so the file is presented in a very simple word->pdf format. I really regret not been comfortable with graphics. The document does not even include backgrounds or images.
    The first version of these rules was written 6 months ago (January 2019) and we have been playing in a chronicle (4 players plus myself) since (for a total of more or less 20 sessions so far), tuning costs and effects as result of playtesting. However, a few players in the group are new to the system, and obviously not all Clans and disciplines have been explored fully, therefore I much appreciate any feedback, whether it comes from play testing or simple theoretical criticisms. 
    This document includes
    Archetypes (Clan) Careers and modified skills Vampiric talents Disciplines (distinguished from talents and skills) Miscellaneous rules (Hunting, Feeding, Vitae, Strain and Damage Management, Frenzy) Thaumaturgy and Necromancy rules Some notes:
    While there is some flavor text, I did NOT describe the setting in general in the document. These rules are intended for GMs and players who already know at least vaguely about the Masquerade, the Camarilla, the Sabbat, etc. The biggest rule change (beside the necessary adaptation) is the reduction of clan disciplines from 3 per clan to 2 per clan. Consequently, certain disciplines (Vicissitude, Celerity, Quietus, Serpentis) have been transformed into tiered restricted talents that try to capture what (IMHO) was fun and intriguing about each clan and discipline. All of this also allowed me to rebalance Celerity into a strong but not god-like combat "discipline", which used to be a common complaint about the balancing of the game. Thaumaturgy and Necromancy have also been reimagined as magic rather than technical disciplines.  Fortitude and potency have been rolled into one. Another significant change, but that goes together with 2), and preserve the feeling that Clans with access to one or the other are dangerous in combat situations. I am extremely pleased with the results we had with the Hunting-Feeding streamlined mechanism. I was skeptical but it ended up being quickly resolved every time while still providing a plethora of story-moments, some of which sprawled into sub-plots in typical genesys fashion. Viceversa, I am not enthusiastic about the Frenzy mechanism. While I tried to stay true to the original Clan's flaws, some where reimagined to work more precisely. The Tzimisce's flaw was changed into a Dracula-inspired one, a variant that was popular in various WoD forums back in the days. Vitae has been kept as a consumable resource. Since Vampires literally replenish themselves with blood I couldn't see any way to keep it elegantly in line with Strain and Wounds (which grow up to a threshold. I have not included any enemy profile. I am working on Hunters rules, but they are very much in a development stage. There is no list of weapons, we used stuff from the modern setting of the core book.  I took some liberties with a couple of structural rules (namely doing away with concentration and creating skill checks that include challenge dice by default) I don't plan to revise the rules for another few months (since I want to start working on a Post-Apocalyptic and/or a SteamPunk-meets-Strange&Norrell kind of settings), but I will be checking this thread and responding to any question (and drinking in any feedback).
    Thank you
    Geki
  8. Like
    geki got a reaction from Erahard in Vampire the Masquerade Genesys Conversion   
    Hello, I developed a conversion to use the VtM (3rd) edition setting in genesys.
    My historic game group and I always loved the setting but when we tried to play (in the early 2000s) all three campaigns were aborted a handful of sessions after character creation, smothered by the buckets of dice and the quirky rules. We are having a lot of fun playing, including the two players new to the system (one of them was also new to the setting).
    The pdf file can be found at this address (Dropbox). I am completely unable to use GMbinder et similia, so the file is presented in a very simple word->pdf format. I really regret not been comfortable with graphics. The document does not even include backgrounds or images.
    The first version of these rules was written 6 months ago (January 2019) and we have been playing in a chronicle (4 players plus myself) since (for a total of more or less 20 sessions so far), tuning costs and effects as result of playtesting. However, a few players in the group are new to the system, and obviously not all Clans and disciplines have been explored fully, therefore I much appreciate any feedback, whether it comes from play testing or simple theoretical criticisms. 
    This document includes
    Archetypes (Clan) Careers and modified skills Vampiric talents Disciplines (distinguished from talents and skills) Miscellaneous rules (Hunting, Feeding, Vitae, Strain and Damage Management, Frenzy) Thaumaturgy and Necromancy rules Some notes:
    While there is some flavor text, I did NOT describe the setting in general in the document. These rules are intended for GMs and players who already know at least vaguely about the Masquerade, the Camarilla, the Sabbat, etc. The biggest rule change (beside the necessary adaptation) is the reduction of clan disciplines from 3 per clan to 2 per clan. Consequently, certain disciplines (Vicissitude, Celerity, Quietus, Serpentis) have been transformed into tiered restricted talents that try to capture what (IMHO) was fun and intriguing about each clan and discipline. All of this also allowed me to rebalance Celerity into a strong but not god-like combat "discipline", which used to be a common complaint about the balancing of the game. Thaumaturgy and Necromancy have also been reimagined as magic rather than technical disciplines.  Fortitude and potency have been rolled into one. Another significant change, but that goes together with 2), and preserve the feeling that Clans with access to one or the other are dangerous in combat situations. I am extremely pleased with the results we had with the Hunting-Feeding streamlined mechanism. I was skeptical but it ended up being quickly resolved every time while still providing a plethora of story-moments, some of which sprawled into sub-plots in typical genesys fashion. Viceversa, I am not enthusiastic about the Frenzy mechanism. While I tried to stay true to the original Clan's flaws, some where reimagined to work more precisely. The Tzimisce's flaw was changed into a Dracula-inspired one, a variant that was popular in various WoD forums back in the days. Vitae has been kept as a consumable resource. Since Vampires literally replenish themselves with blood I couldn't see any way to keep it elegantly in line with Strain and Wounds (which grow up to a threshold. I have not included any enemy profile. I am working on Hunters rules, but they are very much in a development stage. There is no list of weapons, we used stuff from the modern setting of the core book.  I took some liberties with a couple of structural rules (namely doing away with concentration and creating skill checks that include challenge dice by default) I don't plan to revise the rules for another few months (since I want to start working on a Post-Apocalyptic and/or a SteamPunk-meets-Strange&Norrell kind of settings), but I will be checking this thread and responding to any question (and drinking in any feedback).
    Thank you
    Geki
  9. Like
    geki reacted to IamGazrok in Opinions on Realms of Terrinoth   
    While I love the setting, and have loved it for other games...I got the book looking forward to getting a few bits of solid info. Sadly, it didn't have it. I was looking for each city (that is in Runebound, Descent, etc.) and it's symbol and demographic info, some key locations, etc. Nope. I was looking for info on the gods...nope, just a brief paragraph, nothing on symbols, colors worn, names for priests, etc. Nothing about the celestial bodies of the game world, or terms for coinage, calendar, etc. You know, the basics that are with any game world setting. The maps were barely any new info than what was previously online, and even then it differed in some ways with previous info. I'm not sure why the thousands of years of history were so detailed (and without many dates, it was hard to envision the timeline)...but it wasn't needed (or wanted). I was curious about the history, but it seemed at odds with previous info, and this was more confusing than helpful. It really left out a LOT of creatures in the game setting (from previous games)....I will say the art was fantastic though. I enjoyed the little bit I could get out of the book....I just really expected a lot more actual usable info for a campaign, in a world setting book. I really hope they expand on this, and give us something with this kind of info.
  10. Like
    geki reacted to Terefang in Monster Making   
    depends on how big adversaries are, ...
    also remember that there is a silhouette bonus for big adversaries in combat, which makes Brawn increases unnecessary.
    if you really consider giving an adversary a chararcteristic of 6 give it a 5 instead and add a appropriate talent of tier 4 or 5 or combat qualities etc.
    i have an unpolished excel you might want to look at. it uses simple tags from d20 (eg. medium, ninja, elemental) plus a dice level to calculate genesys base stats.
    genesys_mob_role+size.ods.zip
  11. Thanks
    geki got a reaction from Veruca in Creating a Terrinoth Bestiary   
    The As a start, I listed all of the creatures and units (but no individual characters like Splig) to be found in Descent, Battlelore 2nd edition, Rune Age and Runewars.
    For each unit that had a direct correspondence, I listed the page number in the Genesys books. For some I suggested some possible correspondences (some more straightforward than others).
    I also list what source they come from (with Descent being the default, BL being battlelore, RA Rune Age, RW Rune Wars).
    I left out clear duplicates (i.e. things that are present with different names in different games, like Troll from descent and Giant Troll from RuneWars, who share the same art from 1st edition descent) and super generic units (Dwarf Forger and Elven Warrior come to mind).
    the link with (for now) just the list is at https://www.dropbox.com/s/fcq85f6j8g7iyc1/Terrinoth Bestiary WIP.docx?dl=0
    which I also try to attach to this thread.
     
    the next step, beside individual creatures, would be to get a guideline for wound and attack conversion from descent to Genesys. Are wounds 1 to 1? I suspect that’s the case for act II monsters, but I have made no comparative analysis yet.
    terrinoth bestiary wip.docx
  12. Thanks
    geki got a reaction from Noahjam325 in Creating a Terrinoth Bestiary   
    The As a start, I listed all of the creatures and units (but no individual characters like Splig) to be found in Descent, Battlelore 2nd edition, Rune Age and Runewars.
    For each unit that had a direct correspondence, I listed the page number in the Genesys books. For some I suggested some possible correspondences (some more straightforward than others).
    I also list what source they come from (with Descent being the default, BL being battlelore, RA Rune Age, RW Rune Wars).
    I left out clear duplicates (i.e. things that are present with different names in different games, like Troll from descent and Giant Troll from RuneWars, who share the same art from 1st edition descent) and super generic units (Dwarf Forger and Elven Warrior come to mind).
    the link with (for now) just the list is at https://www.dropbox.com/s/fcq85f6j8g7iyc1/Terrinoth Bestiary WIP.docx?dl=0
    which I also try to attach to this thread.
     
    the next step, beside individual creatures, would be to get a guideline for wound and attack conversion from descent to Genesys. Are wounds 1 to 1? I suspect that’s the case for act II monsters, but I have made no comparative analysis yet.
    terrinoth bestiary wip.docx
  13. Thanks
    geki got a reaction from Noahjam325 in Gentlemen of Fortune: Fantasy on the High Seas   
    Looks very interesting. Just a question from a cursory overview: your copyright notice at the bottom of the page mentions Wizards of the Coast (rather than FFG). Is this simply a typo or is there some WotC connection in theme or setting that I am missing?
  14. Like
    geki reacted to Veruca in I bought it!   
    There, fixed that for you.
  15. Like
    geki got a reaction from Veruca in Creating a Terrinoth Bestiary   
    That would be great. I’d be glad to help with the stat out, or with the listing.
    (Beside descent, Rune age has a few interesting figures from different races and lands)
  16. Like
    geki got a reaction from kkuja in Verse and Rune Magic vs Arcana   
    Thanks, that’s why I asked. I knew something was missing. I’ll go back to reading, but this helps a lot.
  17. Like
    geki got a reaction from Tkalamov in An Alternative to the standard Genesys way of Character Advancement   
    I really like this idea for groups who are familiar enough with the system to want to spice it up a bit (that’s definitely not me, not yet). It reminds me quite closely of the Burning Wheel system.
     
    i am way more skeptical on the matter of talents, since it would make it very tough to get some of them. Nonetheless an interesting optio 
  18. Like
    geki reacted to Swordbreaker in Verse and Rune Magic vs Arcana   
    According to page 118:
    So I think the answer is "Runes only."
  19. Like
    geki got a reaction from c__beck in Verse and Rune Magic vs Arcana   
    Thanks, that’s why I asked. I knew something was missing. I’ll go back to reading, but this helps a lot.
  20. Sad
    geki reacted to c__beck in Verse and Rune Magic vs Arcana   
    You seem to be woefully misinformed as to what the different magic skills do. Verse, Rune and Arcana have access to different magic actions. For example, Verse does not have access to the Attack spell while Rune cannot Conjure. Verse has no career associated with it, you can only get it via a Talent, so that's another difference.
     
    Rune is the only magic skill that requires an implement. Verse magic can be done without—bards can sing, after all! But if you do manage to get a musical implement, you get the additional targets upgrade for free!
  21. Like
    geki reacted to Swordbreaker in Verse and Rune Magic vs Arcana   
    Verse is pretty different from Arcana. It uses a different characteristic (Presence), has a different selection of magic actions available to it (p. 115), such as being the only magic skill that can't be used to attack, and the only other magic skill that can dispel. Likewise, it's the only magic skill that is used in talent actions (Encouraging Song and Dissonance). An argument can also be made that Verse can only work with musical instruments, and not other magic implements.
    As for Runes, it is heavily incorporated into the setting of Terrinoth. First, it requires a runebound shard, and cannot be used with any other magic implement. Second, the shards add extra effects unique to them. Finally, most shards have an activation effect separate from them being used as magic implements.
  22. Like
    geki reacted to Richardbuxton in Magic & Genesys   
    I’m slightly disappointed that Verse didn’t get a couple of unique additional effects to add to the existing spells, particularly Curse and Augment, but the instrument is cool enough.
    I was thinking over Invisibility, clearly a use of Augment even if there isn’t a specific effect in the list. But we have a great way to judge the difficulty now with the addition of the Invisibility Potion and Alchemy. We already knew from p211 of the core that doing anything with magic should be more difficult than normal means.
    So Invisibility potions are Rarity 9 for +4 concealment that lasts 3 rounds, According to the Alchemy rules that would be a 10 hour task with a difficulty of Formidable (5). Now for a potion that only lasts a single round that difficulty could perhaps drop by 1, and for a lower concealment bonus (+3 or +2) it could drop 1 more to be a Hard check.
    Then for casting the spell you increase the difficulty once; +4 concealment is a Formidable 5 Difficulty check, +3 is a Daunting 4 Difficulty Check, +2 is a Hard check. All require Concentration to maintain and are only cast on an engaged character as normal.
     
    A Rune could even be made for it too;
    Rune of Concealment 
    Users of this Rune find themselves shimmering, blurring, and hard to focus on. Opponents struggle to keep their gaze upon them or spot them. A runemaster utilising the power of this Rune finds it possible to amplify this effect and even achieve complete Invisibility.
    Activation: As an action the user gains concealment +2 for the next 2 rounds
    Implement: When casting the Augment Spell you may increase the difficulty up to 3 times, in addition to the normal effect the target increases their  concealment by 1 + the number of increases to difficulty made through this Rune. This may not be used in conjunction with the Additional Targets effect.
  23. Like
    geki reacted to 2P51 in "Prepare" an action?   
    I disagree though with the opinion the rules are lacking.  Why should characters involved in a battle melee or otherwise at close ranges, be allowed to break contact, run around a corner, turn, take a knee, and prepare the fire with no challenge?  Why isn't/aren't the orc(s) right on their asses when they flee?  It seems perfectly fine to me that the pursuers would be right on their tails and be able to brain the crossbowman while they are setting up in the confines of that encounter.  That interpretation feels like tabletop tactical mini thinking, and not cinematic or realistic at all.
    So my answer to the PCs in that scenario when they say "why can't we do that?" would be "Because in this system events are unfolding near simultaneously, not in a linear mini game." "As you turn to flee, the orcs are right on your @$$es, they aren't waiting for their turn to move.  So you simply don't have the time to, run, stop, and be set up to take shot before they're on you.  Are they supposed to wait their turn before they start running and let you set up?  That sounds silly."
    If the PCs wanted to realistically break contact and make themselves some breathing room to set up a new firing position, that sounds like it's time for Chase rules to me.  One good round of rolls and they could move themselves to a more distant range band (environment permitting) and then be set up for a new combat encounter with the melee orcs at a disadvantageous long range or more.
  24. Like
    geki reacted to kkuja in Adversary Attack Damage   
    As Swordbreaker said, "every uncancelled success", including the first one. So, all damages are actually at least +1 when attack hits. So minimum damage in this case is 6.
  25. Like
    geki reacted to subtleknife84 in Descent speculation   
    Honestly i hope for something like x-wing 2.0. I dont like the idea of throwing an entire collection out of the window. 
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