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qcipher

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  1. This is always an interesting topic...to buy and sell magic items, or not. On the one hand there is the view that something so valuable, precious, rare and special would never be bought or sold. On another hand, one of the things that adventurers do is collect loot of the precious but non-magical variety. They want/need to do something with it, and since they aren't likely to settle down as many would with a financial windfall (thus stopping being an adventurer) they need to spend it on stuff, and soon enough they have the best non-magical gear and still have tons of loot with nothing to spend it on. On the final hand, if economics teaches anything is that there is a price for everything. Someone with a magic sword would definitely sell it for the right price, especially if the circumstances are right, such as facing starvation, or maybe retiring and not needing a sword, but acquiring a nice house on a plot of land would be just the thing. Since the game is about adventurers, and they will acquire loot, I feel (as I'm often the DM) that they have to have some outlet for the loot, to both spend it on something valuable that will make them better at their job (adventuring) and lighten their load. So I will allow items to be bought and sold, even the truly epic and precious kind. The price of those types of items might be so high that no one could pay for it, but there's still a price (maybe payable in blood and lives then, which adds to the danger of their career choice). The method of buying and selling then becomes the question. I'm not in favor of 'magic shops'; while convenient for DM and player, it's not very realistic and IMO tends to devalue the items a bit (But it can be done well and very entertaining, just look at the Critical Roll series for how the DM Matt Mercer does it). I'd prefer something like agents acting as go betweens for buyers and sellers of items. These are pros who make a living moving precious items for loads of treasure. I usually have them have the backing of powerful groups like cults and churches, rulers, guilds and such. It gives them legitimacy and structure. And, the cool thing with Genesys is you can simulate all of that process with the purchasing methods they already have presented based on rarity, legality and such. Just some thoughts on this, it's a tough question no matter how you go about it.
  2. Yeah, I don't see making Silhouette 2 an option. There's easier ways to get what I'm looking for that are well within the rules already. Thanks everyone!
  3. OK thanks. It's getting trickier to make this work, and I don't want to go outside of rules guidelines. Going to Star Wars, even Wookies were still Sil. 1. Hmmm...ok thanks. Talents and perhaps unique abilities for the race will probably have to showcase this. I think I still will allow small (Sil. 0) characters though.
  4. Well that's definitely a plus in the large sized column. That was basically my goal, was to have reasonable advantages and drawbacks to both. Being harder to knockdown is pretty good. Thanks.
  5. Thanks for the input, makes sense.
  6. Putting some ideas together for a game, and some of the PC options I allow might include a change in silhouette to either 0 or 2. What are the mechanical pros and cons to being smaller or larger than the default silhouette of 1? I saw that for every 2 points in difference in size a smaller creature has an easier time of hitting a larger creature, and a larger creature has a harder time hitting a smaller one. Is there anything else? Like carrying capacity, soak, healing rates, wound threshold, bonuses/penalties on sneaking? It would be easy enough to simply add or subtract boost and challenge dice, but I'm just curious if there would or should be other mechanical effects for either size.
  7. I've been having an ongoing idea of a game involving summoned creatures as the theme and source of heroic abilities. I'm a bit of an Anime fan and while I've seen several video games that use this concept effectively I haven't seen too many RPGs that do a deep dive into it. The basics would be that you'd (ideally) want an even amount of PCs, and half would play normal people (we'll call them Summoners) and the other half would play the Summoned; creature, or creations, or technical forms that are summoned to help them. I hesitate to say that they do their bidding, because that wouldn't have much appeal. Ideally the Summoned would have plenty of motivations of their own. I started thinking of several divisions, to make the Summoners and Summoned, distinct from each other. I basically have 2 typical types of Summoners, the Newbie and the Amateur. The Newbie would have just recently received their Summoned and are only just now starting to understand what it entails. They are usually more skilled in other areas and often have slightly more powerful as well as willful Summoned. The Amateur is someone rather trained in the whole business and so has more capabilities and an easier time with their Summoned, but with their experience they are less capable in real world skills, and their Summoned are a bit weaker and more docile. From there comes the power source or simply Source. They both derive their abilities from a thematic source and I came up with three that seem to be iconic enough, and with the proper game setting, could all be present. The first would be magic, then steampunk, then high tech (which meshes quite well with how Genesys presented its initial book). So a Summoner using Magic will also have a Summoned that is magic based, and the props and abilities will be magic; A Summoner could be a wizard or Alchemist who has a familiar that is his Summoned, and the Familiar then has additional powers. While a Steampunk might have various inventions, and his Summoned could be like a patchwork golem. For the Tech Summoner, they could be more like someone on the net with a highly advance Pad (or even an alien relic) and summons a silicon attack creature. But basically the Source would determine their power's origins and the overall look and design of their Summoned. From there the Summoned are classified as three types or forms (I actually had several in mind, but some like mount/vehicle just didn't seem like they might be fun to play). The first is the Beast. The Beast does not have to be an animal, but is a fast, agile, and vicious attacking creature. A bit hard to control, it goes on the attack and is eager to get into the fight, either close or at range (usually has both capabilities, but is often better at one). A Magic Beast could be literally be a vicious animal or hybrid/chimera. A Steampunk might be an animal or humanoid, outfitted with weapons and claws attached to it, while a Tech Beast might be a glimmering humanoid made of living metal that forms the weapons it uses. The next is a Familiar. They are usually smaller, quick and wily, and their main strength lies in spell like abilities and powers. They can often control the actions of others, move things with a gesture, as well as move itself in uncommon or unusual ways (like teleportation and flight). They have both offensive and defensive capabilities but more often confound their opponents. A Magic Familiar is usually a small creature or animal, with unusual traits; a tiny dragon, a talking cat, a moving puppet. A Steampunk familiar will often be a muse of the Summoner, a humonculus (miniature person), an exotic animal, a clockwork creature. A Tech Familiar runs the gamut of forms, it could be a floating, talking cube that emits light but has no seams or moving parts, a small alien looking creature, a high tech looking toy that continually transforms itself into different devices each that shoots a different ray or effect. The last (for now) is the Golem. Designed to be more of a bodyguard and close defender of the Summoner, the Golem has great strength and resilience. A magic golem could be an animate statue, while a Steampunk could be a re-animated body, or clockwork giant. A tech Golem could be a sleek android or monstrous alien creature. What I had in mind balance wise, was that each Summoned had a different role and that the Summoned had more power than the Summoner, but the Summoned also were less versatile and skilled, and of course needed to be called upon to take part in things. As for the scale between them I had in mind a kind of rock-paper-scissors relationship. The Beast would beat the Familiar; it's speed and ferocity could get it past the Familiar's ability to confound opponents. The Familiar would beat the Golem, the Familiar could easily immobilize or confuse the Golem and render it useless. The Golem would defeat the Beast, the Golem's great durability would allow it to endure the Beast's attacks, and then its enhanced strength would ultimately crush the Beast. Some of the challenges would be what the base character creation of the Summoned would be, the Summoner could be easy (even just using some of the standard human archetypes). For the Summoned I might go with the same template, but then add certain bonuses that they get, using some of the Star Wars races could be a decent aid for this. The actual Summoning would usually correspond to a typical Spell roll (but you'd roll a different skill that corresponds with your Source), and then maybe a table of benefits, that you could spend your successes and advantages on (as well as Disadvantages and the high end results too). Similar to creating a spell, by spending these dice results you would add certain tags to your Summoned, so that each time you brought it up you could get different results. Other challenges would be what each PC would do. The Summoned could potentially be out of the action a lot, and then of course they're supposed to be a bit more powerful once they show up. They're supposed to be a pair, but the dynamic has a lot of give and take. I wouldn't want half the gaming group either uninvolved for long periods of time, or being completely overshadowed. Half the fun though would be the relationship the Summoner and Summoned have; one shouldn't be the servant or slave of the other. Still putting some thought into this, wanted to get some input perhaps on the theme of this as well as perhaps some advice on how to make it work. I was initially going to make a bunch of powers and things for them, but using the Magic system, as well as adding Talents and even tags (that would normally be added on gear using HP) could be the best way to simulate the powers of the Summoned as well as the buffs that their Summoner can add to them.
  8. I think a good start to a magic system would perhaps be a look at the Signature abilities from the various Star Wars career books. Offer a straightforward spell or effect (Produce a quantity of fire for example). That costs X xp at character creation, or through later expenditures. Then from there you can further enhance, improve, and/or specialize the base spell with Control, Magnitude, and Strength effects that form a tree for just that spell. Each of these builds on the original effect, or maybe make it more efficient. This way you can have baseline powers with plenty of customization to make your wizard or sorcerer stand out from the others. From there you could have interlocking Spells. Say you have mastered 2 of these spell trees, each doing a different effect, you could now master a third, which can perhaps modify or even merge those other two spells. It could allow for both great power as well as interesting spell effects; the kind you might see the most powerful heroes you see in stories or anime, movies etc. A side note, since someone mentioned Ars Magica, it has possibly the best magic system ever made, but then again, it is a game that is absolutely built around magic, not game balance with people who don't use magic. But...it is awesome, I'm a huge fan of it.
  9. qcipher

    Genre Books

    Oh my God! Classic Star Frontiers! Loved that game!
  10. I'd like if they have a detailed method of designing your own NPCs to match the power level of the PCs. That could be very useful, especially when you have a more generic system base.
  11. What FFG did with Black Crusade and Only War could work. Everyone starts out with a certain archetype and one or more further specializations to provide some focus at character creation. From there, go in whatever direction you desire, but understand that initial choices make certain picks of talents/skills/whatever easier/cheaper, and certain others will be harder. Also of course keep in the pre-requisites, which I think makes a ton of sense. One thing they could introduce and expand on would be the Signature Abilities in the splat books for Star Wars. Those are high powered abilities and could make a great fit for high Sci-Fi and Fantasy games, as well as Superhero type abilities. Difficult to earn, but could be quite worth the cost.
  12. A good steampunk setting has appeal, and considering the write up in the description, I imagine there will be core material for it. I like the Weird War also, it has similar appeal to Steampunk, thinking of Hellboy for that specifically. A Superheroes setting, but keeping it on the low edge of power. Maybe up to Spider-Man level, but not Superman. A Mad Max world I think would rock. A Sword Art Online universe could be great and might truly use all of the options a 'generic' system has to offer. A game-realm (inside the game) and you make your character as you want. Likely would have different areas with differing tech levels and magic use. Final Fantasy comes to mind for such a mix. Biggest issue is that there isn't necessarily the threat of danger, if it's actually a game. Unless, like sin SAO, dying has real consequences. Full on, Children of the Gods (eg. American Gods) setting in modern times.
  13. I look at the Setback dice as a product of circumstance. The environmental examples show that. They are also systematic in that they can come from the opposition. A common expenditure of Advantage results is to give Setback dice to the opposition. Plus in the Star Wars games, there are plenty of Talents that will throw on the Setbacks for specific rolls. I've also made it that they are external difficulties. An extremely difficult lock might have a high Difficulty (in purple dice), but if they are using substandard tools, or are in the dark, or high stress (time limit) that would add Setbacks. But they could be there by design too. If the only access panel required you to unlock it while suspended upside down, that would be an intentional method to add Setback dice, but the lock itself is not more difficult.
  14. That seems to be the consensus, so I'll be using that. Thanks all.
  15. It's as clear as my original post, where I said: "But maybe it's best to say, use it as often as you care to pay for, as long as you're not using it more than once on one specific hit." Multiple times on one specific hit against the user was never the question. It was always bout using it multiple times to defend against multiple hits against the user. Sorry, the question got misinterpreted early on, but it was never about using it more than once on one hit.
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