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Everything posted by Morangias

  1. For the record, the word "sorcerer" is derived from the Latin stem "sors = fate, lot", through the noun "Sortiarius = a type of diviner that casts lots". There are no connotations with "source" other than the two sounding slightly similar. Interestingly, Pratchett's Sourcerers were the direct opposite of what you (and Divinity) came up with - they didn't draw upon external sources of magic, they were the source of magic themselves. Also, pretty sure it was a double play on both "source" and "sour", as the existence of a single Sourcerer caused utter havoc for all magic in the world.
  2. EDIT: Multipost, sorry 😕
  3. Pretty sure it's Terry Pratchett that coined the term "Sourcery" first, it was the title of one of the first Discworld novels. EDIT: terribly sorry for multipost, my PC has crapped itself while posting and this seems to be the result 😕
  4. It says you choose your primary weapon, so you choose. With dagger as primary, you get that boost die from Accurate, so a slightly better chance to both hit and trigger the off-hand hit. The downside is, if you don't roll two advantages or a triumph, you're only hitting them with a dagger, which deals less damage than a sword would have. So it really depends on how badly you think you need that boost die to benefit from dual wielding in this scenario.
  5. That point now seems distinctly at odds with observable company practice.
  6. Realistically, such fairies would be pretty strong for their size. Due to a mathematical principle called the square-cube law, increasing the dimensions of the object increases its volume faster than it increases its area, which means small creatures have a better muscle thickness to body mass ratio than bigger creatures. This is why insects and spiders can often boast being able to lift several times their own weight. So, while the fairies wouldn't exactly be super-strong, they'd nevertheless be able to lift more in proportion to their body weight than you'd assume intuitively based on human strength.
  7. Morangias

    Well Shît

    I'm still counting on them maintaining the Foundry, as it's a relatively hassle-free revenue stream for the company, and they can keep producing the dice (which remain within the scope of their core business).
  8. The simplest, roughest hack to facilitate this would be to treat each minion in a five minion group as more than one soldier. With each minion counting as ten people you could pit your players against a hundred soldiers by running mere two minion groups. Obviously, this'll let the PCs cut through the amount of people that would likely destroy them if handled according to the rules, so you may want to compensate by buffing the minions.
  9. I don't think it counts as a spell effect in the sense that the Talent uses the term. The Talent lets you spend Triumph to activate three different "qualities or spell effects". Qualities are pretty straightforward, but I think the "spell effects" part refers to those Additional Effects that come with their own way of spending advantages/triumphs, like the Additional Target effect, which lets you spend advantages to add even more targets after the check is made. What's important is that this is a rule entirely contained in the specific Additional Effect rather than a reference to a broader rule. With that in mind, the Additional Effect "Deadly" on an attack spell does two things: give your spell a crit rating of 2, and the Vicious quality equal to your ranks in Knowledge. Vicious is a passive quality, so it's outside the scope of Masterful Casting. But the crit rating is neither a Quality in the sense the book uses a word, nor is it a new rule introduced by the "Deadly" Additional Effect - it's a weapon characteristic, a separate category of traits existing independently of magic rules. Hence, being able to trigger the crit when casting a Deadly spell is neither a Quality nor a "spell effect" and thus is unaffected by Masterful Casting. In other words, if the Deadly quality read: "Your spell gains Vicious equal to your Knowledge, and you can spend ^^ to trigger a critical hit with your spell", then you could trigger a crit as one of your three effects of Triumph with Masterful Casting. But instead it reads "gain Vicious and Crit Rating of 2", so you can't.
  10. I see no conflict between the text of the two Talents and I don't recall any general rule that'd prevent them from stacking, so I'd say they do stack.
  11. From FFG perspective, going OGL is just like Foundry, but they don't get their cut. From our perspective, Foundry is almost like OGL*, but FFG gets their cut. It stands to reason that maintaining the Foundry is the optimal choice for all parties. *A true open license would give us more freedom than Foundry does, but we can still make virtually unlimited products within the confines of the Foundry, so it's arguably close enough for practical purposes.
  12. If FFG decides to kill Foundry, anyone wishing to produce Genesys material this way is SOL. Freely shared fan content will always be legal, barring drastic changes to copyright and IP laws in the Western world. Fortunately, Foundry is an extra revenue stream that requires little to no work on behalf of FFG, so they're unlikely to ever close it.
  13. Somewhat less of a worry with Genesys, as it's a universal system whose line of sourcebooks was never going to be particularly robust. Plus, you get the fan content and the Forge, which they're unlikely to discontinue even if they're otherwise pulling away from RPGs.
  14. Hubris and human failings are already handled by the personality rules. Destiny and the futility of defying it are best explored narratively, and the demigods have the "tragic fate" trait that gives the GM more Story Points at their expense. What more do you need?
  15. That's not particularly accurate. Superhero stories certainly draw some inspiration from myth, but very few demigods have had any real superpowers, and their stories are more often about hubris and the futility of fighting one's destiny whereas superhero stories are about duty and the burden of power.
  16. The rules generally assume playing a humanoid character. That said, the rules don't have a lot of specific assumptions related to that. For example, the rules for playing a robot are adapted from Star Wars, where they allowed you to play humanoid robots like C-3PO or IG-88 as well as motorized trashcans like R2-D2 or hovering drones like G0-T0. There are no rules to handle those different propulsion methods - they all move according to same rules human characters use. I second using the catfolk species from Terrinoth for a wolf character - between its increased mobility, improved natural attacks and a bonus to Cunning, it seems adequately equipped to handle a wild animal PC just as well as it handles a humanoid cat. Maybe add some extra XP to make up for the limitations of the animal form, but only if they're something that actually comes up in the game. The dragon seems more problematic, as by the label alone, it's something one would assume to be rather superior to a human being in a number of ways, and possessed of certain supernatural abilities that'd warrant getting statted out.
  17. It's generally a good place to check in such cases
  18. It's in the corebook, page 77. Literally the first Tier 3 Talent.
  19. I'm not disagreeing, but that sounds more like an errata item than a new rule in the sense this topic speaks of.
  20. Mass combat would be great. Superpowers. Abstracted wealth.
  21. All the rules. Every new Talent, piece of equipment, enemy statblock is something that may save me time on making stuff up myself in the future. I got more ideas than time to flesh them out, so setting material is of extremely low priority to me compared to even the most trivial bit of crunch. In terms of broader rule systems, superpowers would be nice, but I doubt Keyforge will have that.
  22. Frankly, I have no interest in any of the settings by FFG. I'm just here for the rules, and I'll be disappointed if Keyforge doesn't give me something new and shiny to play with.
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