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Direach

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  1. Direach

    Augment durration

    Another valuable aspect of Augment is the Haste effect. For one added Difficulty, all affected targets can take a second maneuver during their turn without spending strain (they may still only take 2 maneuvers per turn). Since Concentrate is a maneuver, if you cast an Augment spell with Haste, you can effectively Concentrate on it for free. If a player plans to use Augment to buff his party often, he should acquire an Orb implement. The Orb allows you to use Additional Target at no added difficulty, which is especially beneficial with Augment since Additional Target normally adds 2 Difficulty to Augment spells.
  2. Direach

    Ettins in Genesys

    It's pretty open-ended, by intent; I'll let a GM decide what affects both heads. There are a lot of different possibilities, too many to account for in a stat block (one player staggers one head with a curse, another puts a bag over the head of the other one, etc). I'd say as a general rule of thumb, if you have at least two additional Advantage to spend, an effect you apply to one can be applied to both (If you activate Disorient with 2 Advantage, and have 2 more, you could Disorient both heads).
  3. Direach

    Ettins in Genesys

    I've got an ettin in the Creature Catalogue, you're welcome to use this, or adapt it as you see fit: Ettin (Nemesis) – These powerful two-headed giants are foul-smelling and bad-tempered. Thankfully, they prize solitude, and typically dwell far away from civilization. They are very difficult to surprise. Brawn: 5 Agility: 1 Intelligence: 2 Cunning: 3 Willpower: 2 Presence: 1 Soak: 6 Wounds: 24 Strain: 12 M/R Defense: 0/0 Skills: Brawl 2, Melee (Light) 2, Perception 3, Resilience 2, Survival 2, Vigilance 3 Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once) Abilities: Silhouette 2 Two Heads (an ettin may take a second maneuver each turn for free, but may take no more than two maneuvers total) Better Than One (any effect that blinds, charms, disorients, knocks out, or staggers an ettin only takes effect if both heads are affected) Multiattack (An ettin does not increase the difficulty of combined checks to attack with its weapons, and may spend 2 Advantage or Triumph to hit with its additional weapon) Equipment: Huge Axe (Brawl; Damage: 9; Critical: 3; Range [Engaged], Pierce 2, Vicious 2), Huge Morningstar (Brawl; Damage: 10; Critical: 4; Range [Engaged]; Pierce 2, Sunder)
  4. Direach

    Long Term Play

    My group is around 400xp each on average (5-6 characters depending who all shows up). I have been able to challenge them consistently. Variety of challenge is important, because it keeps everyone on their toes, gives everyone a chance to shine, and gives them good reason to take or improve skills they might otherwise ignore (Resilience, Discipline, and Coordination checks in particular).
  5. Direach

    Creating Talents - Need Help with Tiers

    Devil with D’Axe Tier: ?? Requirement: War Axe Familiarity, Melee 2+ Activation: Active (incidental) Ranked: No Suffer 2 Strain to give +20 on a critical hit when using an axe (any). Must be declared before rolling for the critical hit result. Is "War Axe Familiarity" is another homebrew talent? I think this talent could be simplified a bit by making it Tier 3 and describing it thusly: "when resolving a successful melee combat check with an axe, spend two strain as an incidental to reduce its Crit Rating by 1 to a minimum of 1". What Comes Around Tier: ?? Activation: Active (incidental) Ranked: No Requires a Flail. If miss, roll again for 2 Strain but +1 difficulty against the same or another target at XX range. If miss a second time, may spend 2 more Strain, but +2 difficulty. This seems really clunky, and would take a lot of rolls to resolve. I would not recommend using this Talent. There are some existing versions of a "whirlwind attack" (that this appears to be modeling) already vetted in the Expanded Talents document, I would consider adapting those talents instead of one requiring multiple rerolls. Another simple option would be a talent that allowed the flail's Linked quality to be used against any engaged target, rather than only the primary target. I'd have that cost a Maneuver, no additional strain, and make it Tier 2. Expert Ramrodder Tier: ?? Activation: Passive Ranked: No Giggles aside, you have mastered quick reloading any powder & shot gun. Reduce Prepare for such weapons by 1. For a volley weapon, reduce Prepare by 1 per Ammo slot. This seems fine, although I would make it: "Reduce the Prepare quality for such weapons by 1, to a minimum of 1". I would say this is no higher than Tier 2. Heavy Thrower Tier: ?? Activation: Passive Ranked: No Any Melee weapon you wield of Encumbrance 4 or less gains the Throwable quality. This seems fine, although without a means of recovering your weapon, it doesn't seem like a talent most would be too enthused about! Since it doesn't include having your weapon return to you, I'd say this is also no higher than Tier 2. For what it's worth, my own house rule for throwing "hey, you shouldn't throw that" weapons is to treat it like an improvised weapon of appropriate size, unless they score a Triumph, in which case the Triumph may be spent to treat the hit as if by the actual weapon (able to activate qualities, apply passive qualities, etc).
  6. Direach

    multiple natural attacks

    I agree with Bob, the Multiattack ability should be reserved for interesting or significant threats (I mostly used it with creatures well-known for their "claw/claw/bite" routine). It's also worth noting that ANY adversary with more than one potential of method of attack can use the regular two-weapon fighting rules (+1 difficulty, 2 Advantage or Triumph for an extra hit). I like to use this with minion groups that are at full strength, to reflect a number of attacks from a group of orcs or goblins directed at a foe. As their numbers dwindle, and their dice pool shrinks, they're less likely to use this tactic.
  7. Direach

    Signature Shield?

    I would also create a separate shield profile as a Signature Weapon. Noah's suggestion looks just right to me.
  8. Direach

    Switching careers?

    In my own campaign, I provided the PCs with a number of Backgrounds they could choose from, which added two new career skills to their list based on the life or career they led before becoming adventurers. These Backgrounds could easily be adapted as a Tier 2 Talent. You could make it a ranked Talent as well, if you wanted to allow them to purchase even more career skills, but I would not do that myself. Here are some of the more generic Backgrounds I created, as suggestions: Academic - Discipline, Knowledge (Lore) Cutpurse - Skulduggery, Stealth Drover - Riding, Knowledge (Geography) Hunter - Survival, Perception Merchant - Charm, Negotiation Officer - Cool, Leadership Performer - Charm, Coordination Physician - Medicine, Knowledge (Lore) Sailor - Seafaring, Resilience Thug - Brawl, Coercion Tradesman - Artifice, Negotiation Vagabond - Streetwise, Resilience Watchman - Streetwise, Vigilance
  9. Direach

    multiple natural attacks

    There are a number of creatures in the Creature Catalogue that have the "Multiattack" ability. As Cantriped noted, this ability was adapted from the merriod in RoT, and allows the creature to potentially hit multiple times by spending Advantage (or Triumph), without increasing the difficulty of the combat check. A very few (don't recall off the top of my head which ones) only require one Advantage to trigger it, making them significantly more dangerous. For some claw attacks, or creatures with multiple paired attacks, I sometimes just use the Linked quality for those specific weapons. A few creatures have both Linked and Multiattack (which is a bit redundant and needs to be reviewed), and some can trigger a free additional attack (usually with a bite) by hitting with both claws, or Ensnaring (grabbing) the target. As a GM, I allow a creature to split its Multiattack among different engaged targets if it chooses, but I didn't want to make that part of the ability, as it's more of a GM call.
  10. Direach

    Genesys Creature Catalogue (formerly Bestiary)

    Hi Dragon! Personally, unless there was a pressing reason for a strong distinction between the two (both existing in the same campaign at the same time), I would just use the same template as the elephant, give it an extra rank or two of Resilience maybe, and call it "done". I'll think about it more today though, and circle back when I get home from work. EDIT: OK, looking a bit more closely now. I still wouldn't change a lot... this is how I'd adapt a wooly mammoth: Wooly Mammoth (Rival) – A powerful, heavily furred elephantine beast native to colder climates, mammoths are known for their massive tusks and irritable temperament. Brawn: 5 Agility: 1 Intelligence: 1 Cunning: 2 Willpower: 2 Presence: 1 Soak: 10 Wounds: 28 M/R Defense: 0/0 Skills: Brawl 1, Survival 2, Resilience 2 Talents: None Abilities: Silhouette 3 Sweep (a mammoth may spend 2 Advantage to hit an additional target with a successful Brawl check, if the additional target is Engaged with the first target) Trample (if a mammoth takes a maneuver to move closer to its target before attacking with its Feet, it gains 1 Boost to its attack check and deals +2 damage) Beast of Burden 18 (add 18 to encumbrance threshold) Equipment: Tusks (Brawl; Damage: 10; Critical: 5; Range [Engaged], Concussive 1), Feet (Brawl; Damage: 12; Critical: 4; Range [Engaged], Knockdown) Analysis of changes: Mammoths live in harsher climates, often more of a "lost world" type of environment with more dangerous predators, so it gets a little more Cunning, a little more Soak, a couple more Wounds, and two ranks in Survival to reflect that. We'll assume mammoths are less domesticable than elephants, so the mammoth loses the "Trained Mount" ability (which can easily be restored if a GM wants domesticated mammoths). The Sweep and Trample abilities stay the same, as do its "equipment" (Tusks and Feet). It also gets a higher rating of "Beast of Burden". This reflects that, for game purposes, an average mammoth may be stronger and tougher than an average elephant, but not so much stronger or more able a combatant as to affect its attacks or damage significantly; the mammoth's greater tenacity keeps it in a fight longer, rather than an increase its attack potential. Under the Hood: Both elephants and mammoths are adapted from existing creatures in Star Wars, the bantha (Stay on Target, page 83), and the "Enraged Ronto" (Suns of Fortune, page 133). These creatures have most of the traits you would expect in a large, quadrupedal beast like an elephant (banthas in the Star Wars movies are elephants in costume), and provide a good baseline for developing new, similar creatures. Whenever possible, I like to see what FFG has already done with a given creature archetype, so I have some ideas on how to adapt it to a new creature.
  11. Direach

    Genesys Creature Catalogue (formerly Bestiary)

    For what it's worth, I did envision the Barbakul as a more-or-less humanoid demon, with long spines on its back and very long claws, rather than canine in appearance; I meant "watchdog" more figuratively than literally. But they can look like whatever you want, I left that open to interpretation. I did picture them running on all fours, but they typically fight upright.
  12. Direach

    Genesys Creature Catalogue (formerly Bestiary)

    While some of the other creatures are definitely more conversion than adaptation, none of the demons were meant to be direct conversions from any existing creature (from whichever RPG). They were certainly inspired by D&D demons and devils, and borrow some of those traits which I thought were interesting. My own GM/creator concept of "demons" is that of a general type of extraplanar evil beings that enjoy sowing chaos and have a loose power-based hierarchy , rather than the very specific Chaotic and Lawful Evil concepts of the D&D demons and devils. I also envision these demons working in groups where possible, and several of their abilities are meant to potentially enhance or complement the abilities of other demons, leading to some very nasty combinations (depending on which demons are in play). I think that's what I intended... I haven't looked at them in a while!
  13. Direach

    Genesys Creature Catalogue (formerly Bestiary)

    Generally I don't create enemies with more that a single score of 5 or greater, and I rarely use a score of 6 (most often in Brawn). There are quite a few creatures with Brawn 5 in the catalogue, though. So far I have tended to not go higher than Adversary 2, as that combined with my generous use of "evil" Story Points means the players are often seeing three red dice. I would save Adversary 3 or 4 for a truly dire, Darth Vader-type recurring enemy, or an extremely challenging "end boss" encounter.
  14. Direach

    Genesys Creature Catalogue (formerly Bestiary)

    Thank you, I'm glad you've gotten some use out of it! I haven't updated in a while, but I'll be restarting my campaign again soon (we had to take a break for a few weeks), and that usually means new monsters (minotaurs are definitely in the immediate future). Yes, Coordination is mainly used defensively as a "get out of the way" roll, rather than resisting an effect. I found in play that a fixed difficulty tends to be faster to resolve, and doesn't stack the deck against the player as much as an opposed roll (you can still upgrade the difficulty if the threat has the Adversary talent). My current version of the dreadgazer has 30 Wounds and 25 strain, so I must have tuned it a bit without updating it in the folder. Same Soak, though. By the time a party of characters has @ 300xp, they can kill a Terrinoth Giant in about 2.5 rounds with minimal magic gear, so solo monsters need to have some measure of resistance to player power! Of course, I encourage anyone using the Creature Catalogue to tailor the monsters to best suit their own campaigns, that's what they're there for. I reskin them constantly to make "new" adversaries, and the players don't know any better.
  15. Direach

    Improving a ship's handling

    We use the E9 in our campaign as our party's ship, and it is my favourite ship of any of the ships in the "starter ship" category (I'm also the owner/pilot, so a bit biased). As others mentioned, Skilled Jockey immediately eliminates the handling penalty, and an extra rank or two of Skilled Jockey will account for nearly any Setback experienced by a pilot. I plan to eventually invest in Rigger for the unique ship-enhancing talents available in that tree. One of the very best things about the E9 is that it comes stock with a Class One hyperdrive, which saves you a hard point right there, and makes it one of the fastest possible ships you can own. We've added the improved ion turbine (+1 speed), the reinforced shield array (+1 shields front and back after mods), and the advanced targeting array (+2 upgrades after mods). The added boost die to on-board Mechanics checks is also great.
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