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    Groningen, Groningen, Netherlands

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  1. Luctius

    Dark Sun

    Sorry, for the quiet time, working on different things for now. The whole repository can be found here: https://github.com/luctius/genesys_dark_sun/
  2. Luctius

    Dark Sun

    I would suggest that in that case there is no option to defile, so only white pips work.
  3. Luctius

    Dark Sun

    @kaosoe : While it is more in line with Genesys and I like the simplicity, to me it lacks the enticement of the other proposals.
  4. Luctius

    Dark Sun

    @Terefang, After a discussion on reddit I have changed the spellcasting mechanic, which I will discuss below. That said, I like your proposal. I would do away with the forced choices of having to accept all black pips. I like it more if there are no definite preservers or defilers, but with each spell they cast there is the temptation of defiling. Thus, when using the Aracana skill for a magic action, the caster adds a number of force die equal to the final difficulty of the spell. Using a Magic Casting action generates a number of strain equal to the difficulty of the spell. However any caster can choose to use either white pips or dark pips rolled with the force dice, but they can never mix dark and white pips. And then use your system for pip usage. The system discussed with cyvaris on reddit is as follows: The proposed system goes back to the normal Genesys casting rules, with 1 magic skill check and 2 Strain cost. However, there are no implements for arcane casters, and thus they are at a disadvantage. This will be offset by adding force die equal to their Arcana rating to a magic check. Every pip thrown can be used as a success or advantage to the roll. However using a white pip costs 1 extra strain, and using a dark pip represents Defiling. White and dark pips can be used freely. That said, the more I think about it, the more I like your proposal. It is easier to balance, and I think the higher default Strain creates a nice pressure to slip to Defiling. @crazytuco, With the new mechanics being discussed, I am thinking about creating an table like the threat and despair usage tables to give guidelines, but I would focus mostly on the narrative. I do think that could include doing damage to creatures in a certain area. However I do think that the GM is in a better position to create the appropriate penalty for Defiling, even if that means one a only later down the road.
  5. Luctius

    Dark Sun

    Good to hear :). If you have any comments, feel free. It isn't complete by far but it is a starting point.
  6. Luctius

    Dark Sun

    Reasonable big update: Added multiple new specialisations (though some still miss flavour text) Talent trees look a lot better Added a character sheet at the end Added print-friendly pdf for races and specialisations Added Wild Psionic talents Added Multiple Adveraries Lots rebalancing and various other improvements Links added to OP.
  7. Luctius

    Dark Sun

    Thanks! 1) It's not in edit mode, this is the default way Latex shows links and should disappear when printing. I've made a lot of links in an effort to easier time using the pdf as a reference. However I do agree that it is kind of in your face, so I'll play with the options to see if I can make then a bit more subtle. 2) This is because the layout system of latex, but I agree. I'll have a look if I can force the layout system to combine the racial picture and the heading, forcing it to start a new page if there is not enough room for both. Edit: suggestions incorporated.
  8. Luctius

    Dark Sun

    I've been working on a Dark Sun Conversion for a while now. Although it is neither finished nor tested, I submit the first preview here for you guys. I'm looking for feedback (so don't hold your arrows), some brainstorming and some expertise if possible. Do note, I see Genesys not as a generic role-playing system, but as a toolbox. Therefore I have no problem using systems which depart from rules suggested by the Genesys book. That said, if possible and (almost) equally elegant, I would favour a solution in the spirit of how Genesys handles things. Because it is a rather large document, here are the most important changes from normal Genesys, with my rationale. Careers: I personally find the careers system of Genesys is rather bland. I've opted for a system closer to the FFG Star Wars System, namely Talent Trees. In this case, each talent tree is 3x5, but you get to choose 2, which combined are your career. These will also determine your Career Skills. In this way you have a fairly good amount of customization but still have the flavour of a career system. For example, eventually you would be able to combine the Thief with Arcana careers to create a Spellblade, or create a Dark Sun bard by combining Performer with Poisoner. A D&D wizard could be approximated with combining Arcana with Scholar for example. That said, the talent trees do look kind of ugly, so anyone with latex/tikz skills is welcome to improve that. This is my first Latex project (Thanks for the template c-bec-k), but that shows ?. Magic: Dark Sun has a couple important changes to normal D&D regarding magic. The first is that of Psionics, for which we have to create a system. The second is of Defiling and Preserving. And finally while there is some sort of druidic system, the editions are rather different on how to handle divine magic, at first Templars were granted divine spells by the Sorcerer-Kings, later they got into a Pact. For now I have done nothing for templars, reasoning that for the most part they are NPC's anyway. This will probably change later on. Right now Primal (aka druidic) magic uses the same system as Arcana, it only provides for different spells. Thus a druid can also preserve or defile. This is probably also subject to change, but ideas are welcome on this matter. Psionics is using the exact same system as the Force did in Star Wars, with the black pips signifying more effort on behalve of the user, thus costing strain. There is no role-play penalty of using black pips at all. The same Force Powers are used, although renamed to Psionics Powers. I liked the fact that with Psionics you are more focussed on a specific power, but having more expertise, rather than having broad spells. I am wondering how the balance is between them though. Finally Arcana magic. I've 'simplified' spellcasting by creating two actions, Cast Spell (Defiling) and Cast Spell (Preserving). Every Arcane (and Primal) user can use both actions. Preserving is close to the default in Genesys, except that instead of a static 2 strain cost, casting a spell cost strain equal to the final difficulty of the spell. Defiling costs no strain, but the generated threats and despair should be used to show the damage done to the environment. This also means that defiling is more likely to be noticed. This means that defiling has mostly a narrative drawback, but in this system I see that as an advantage, not a disadvantage. The idea behind this approach was that in the books, the half-elf mage is scolded at when she tells that she had cast a couple of spells close together, implying that that almost certainly caused damage to the environment. Thus while Preserving can draw a part of the amount of energy from the plants, the user has to supply a part of it herself, thus causing strain. I've noticed the irony that while Psionics uses the force dice, that system would be almost perfect for using arcane magic. As in, using black pips from a force die could mean that is the amount of energy you are 'overdrawing' from the environment. However I could not think of a good system to use the force dice with the spell tables, more input is welcome here. For now, my priority is more specialisations and more adversaries, which I will be working on the next couple of weeks. Also, in that time-frame I expect our current numenera campaign to end, so then we will put this to the test. Finally, if people are willing, I would like some help with balancing the races and balancing/creating the adversaries. Any input on that front, as well as general input and suggestions, is very welcome. Main pdf can be found Here (Here for a pdf with SWG Dice Symbols) Print friendly Races and Specialisations Simple Character Sheet