Jump to content

Simon Retold

Members
  • Content Count

    986
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Simon Retold got a reaction from Exogorth in Casting Spells through Weapons   
    This is precisely why it should mimic Two-Weapon Fighting. Because, when it comes down to it, that's exactly what it is. You're suggesting that someone should be able to cast a spell and attack with a weapon easier than, say, attacking with a sword and a dagger?
    It'd do something like this:
    ... which, I believe, is pretty much how @c__beck was describing it.
  2. Like
    Simon Retold got a reaction from TrainedMunkey in Supers   
    https://www.fantasyflightgames.com/en/news/2019/7/31/marvel-champions/
  3. Like
    Simon Retold got a reaction from ZorinIchiona in Harry Potter   
    Sharing a concern that could have a negative impact on the entire Genesys community isn't whining, Daeglan. Some of us are trying to have a rational discussion concerning the legal and moral implications of a Harry Potter fan project for Genesys.
    What a strange thing to do on the boards dedicated to said game!
  4. Thanks
    Simon Retold got a reaction from Skyfarer in Genesys Master Resources List   
    Here are the symbols I use when I'm posting game mechanics stuff on the boards here. They're currently (and permanently) hosted at the Genesys Realms Wiki (which is pretty barren at the moment... don't be shocked! It just went up a couple days ago). You can just cut and paste these from this post and into other posts you make. 
    They're not the best dice symbols out there, but they'll do the trick in a pinch.
    Ability/Proficiency Dice:  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 
    Difficulty/Challenge Dice:  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 
    Boost Dice:  |  |  | 
    Setback Dice:  |  |  | 
    Successes:  |  |  |  | 
    Advantages:  |  |  |  | 
    Triumphs:  | 
    Failures:  |  |  |  | 
    Threats:  |  |  |  | 
    Despairs:  | 
  5. Like
    Simon Retold got a reaction from StriderZessei in Co-Pilot - Questions   
    Isn't that pronounced "CAH-pee-laht"?
  6. Haha
    Simon Retold got a reaction from elvenrose in Vacuum Rules: No, no, no, no, no!   
    So you’re saying their vacuum rules suck…?
  7. Like
    Simon Retold got a reaction from DurosSpacer in [Attributes] Max of 6?   
    I'd consider going with base racial stats +3, rather than +4.  I know that it's more limiting than the current ruleset, but it would make sense if you want to keep the dice pools down.
  8. Like
    Simon Retold got a reaction from JustinKase in Super Worlds.   
    When I was writing Excelsior!, I had Origins, which were divided like so:
    Unenhanced - Heroes who use their wits, human ingenuity, and invention. Tech/Gadgets - Heroes who make use of gadgets, power suits, or advanced weapons. Trained - Heroes who have received intense training in a particular (usually martial) skill. Natural - Heroes who rely on quick wits and their natural strength and ability, normal humans with the willpower to do amazing things. Birthright - Heroes for whom power is inherent by virtue of who they are. Outsider Birthright - Heroes whose power is derived from their outsider heritage; angels, demons, fairies, aliens, anything not from here (wherever here might be). Magical Birthright - Heroes with a magical gift from birth. Seventh son of a seventh son. Firstborn of a wizarding family. Direct descendant of Merlin. Evolutionary Birthright (Mutation) - Heroes whose powers stem from the evolution of their species; genetic anomalies of their kind. Changed - Heroes who were once just human, but have become something greater! Changed by Bestowed Gift - Heroes who have been granted power by some sort of gift. An alien artifact, a mighty sword, a powerful ring, even ascension. Changed by Power - Heroes who have been exposed to some great source of power - the Well of Souls, an alien device of unknown origin - and were changed by it. Changed by Accident/Experiment - Heroes whose powers come from some fringe science experiment, or an arcane ritual gone awry. Artificial - Heroes who have been made. Or at least partially. Cybernetic Enhancement - Heroes who may not be completely artificial, but still require their enhancements to live and to do their good works. Technological Construct - Heroes who are synthetic lifeforms and artificial intelligences. Androids, robots, and the like. Magical Construct - Heroes brought to life by magic, such as golems and homunculae. Incarnate - Heroes whose power comes from their very being as the avatar of some tremendous force. Incarnation of a Deity - Heroes who are, or once were, gods, demigods, and other eternal beings. Incarnation of a Place - Heroes representing the combined psyche of a given place, such as the protector of a city, the ghost of an ancient burial site; a being representing a specific place. Incarnation of an Ideal - A hero who is the manifestation of a specific concept, such as hope, peace, or justice.  There's no reason something like that couldn't serve as the basis for archetypes for Supers in Genesys.
    (I don't mean to take over the thread; just posting ideas I've been tossing around for years, in hopes some of them might help you with what you're working on.)
  9. Like
    Simon Retold got a reaction from JustinKase in Super Worlds.   
    Years ago I was working on a supers RPG of my own, tentatively titled Excelsior! (with the ! of course).  Rather than having powers, I was writing an effects-based system, listing a bunch of different effects a power could have, along with synergies (which effects work with other effects), while grouping them into types. Here's the list I had before abandoning the project:
    Effect Type Synergy Boost Physical Trait Adapt Absorb Energy, Armor, Change Density, Change Size, Shapeshift Change Density Adapt Absorb Energy, Armor, Change Size, Duplicate, Fly, Immunity Change Form Adapt Absorb Energy, Armor, Change Density, Change Size, Fly, Affect Status, Damage - All, Control Element, Control Energy, Change Size Adapt Absorb Energy, Boost Physical Trait, Change Density, Conceal, Duplicate Duplicate Adapt Absorb Energy, Change Density, Change Size, Communicate, Create Illusion, Immortality, Regenerate Extra Limb Adapt Boost Physical Trait, Shapeshift, Stretch Heal Adapt Absorb Energy Immortality Adapt Change Density, Control Probability, Control Time, Duplicate, Regenerate Other Form Adapt Change Density, Change Size, Extra Limb, Shapeshift, Stretch, Mimic Power Possess Adapt Control Mind, Communicate, Comprehend, Read Mind, Sense – Distant Recover Adapt Heal, Immortality, Regenerate Regenerate Adapt Heal, immortality, Recover Shapeshift Adapt Change Density, Change Size, Duplicate, Extra Limb, Other Form, Stretch Stretch Adapt Change Density, Change Size, Extra Limb, Other Form, Shapeshift       Affect Status Attack Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Persistent, Damage – Strike Damage – Aura Attack Affect Status, Control Element, Control Energy, Damage – Blast, Damage – Persistent, Damage – Strike Damage – Blast Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Persistent, Damage – Strike Damage – Persistent Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Strike Damage – Strike Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Persistent       Absorb Energy Control Armor, Immunity Boost Mental Trait Control Command Animal, Control Mind, Luck, Move Object, Communicate, Comprehend, Read Mind Command Animal Control Communicate, Comprehend, Read Mind Control Element Control Affect Status, Damage – Aura, Damage – Blast, Damage – Persistent, Damage, Strike Control Energy Control Affect Status, Damage – Aura, Damage – Blast, Damage – Persistent, Damage, Strike Control Environment Control Affect Status, Transmute Matter, Burrow Create Object Control Control Element, Control Energy, Control Environment, Move Object, Transmute Matter, Shield Control Mind Control Boost Mental Trait, Communicate, Comprehend, Conceal, Create Illusion, Read Mind Control Probability Control Control Time, Luck, Sense Danger, Teleport Control Time Control Control Probability, Super Speed, Teleport Luck Control Control Probability, Sense Danger Mimic Power Control Absorb Energy, Affect Status, Nullify Power, Other Form, Possess, Shapeshift, Move Object Control Create Object, Shield, Transmute Matter Nullify Power Control Absorb Energy, Mimic Power Transmute Matter Control Control Energy, Create Object       Armor Defend Absorb Energy Immunity Defend Absorb Energy Reflect Attack Defend Control Element, Control Energy, Move Object Shield Defend Create Object, Move Object       Burrow Move Boost Physical Trait, Change Density, Change Size, Control Environment, Extra Limb, Other Form, Shapeshift Fly Move Change Density, Control Element, Control Energy, Control Environment, Extra Limb, Move Object, Other Form, Shapeshift Leap Move Boost Physical Trait, Change Density, Change Size, Control Element, Control Energy, Control Environment, Other Form, Shapeshift, Stretch Super Speed Move Boost Physical Trait, Change Density, Control Time, Move Object, Other Form Swim Move Boost Physical Trait, Change Density, Change Size, Control Element, Control Energy, Control Environment, Other Form, Shapeshift Swing Move Boost Physical Trait, Control Environment, Create Object, Extra Limb, Other Form, Shapeshift, Stretch Teleport Move Boost Mental Trait, Change Density, Conceal, Control Time, Control Probability Wall Crawl Move Extra Limb, Other Form, Shapeshift, Stretch       Communicate Sense Boost Mental Trait, Command Animal, Control Mind, Read Mind Comprehend Sense Boost Mental Trait, Enhanced Sense, Read Mind, Sense Danger, Sense – Distant Conceal Sense Change Density, Control Mind, Luck, Other Form, Shapeshift, Stretch Create Illusion Sense Boost Mental Trait, Control Element, Control Energy, Control Mind, Control Probability, Communicate, Luck Enhanced Sense Sense Boost Mental Trait, Boost Physical Trait, Other Form, Shapeshift Read Mind Sense Boost Mental Trait, Control Mind, Communicate, Comprehend, Sense Danger, Sense – Distant Sense Danger Sense Boost Mental Trait, Control Probability, Control Time, Luck, Read Mind Sense – Distant Sense Boost Mental Trait, Command Animal, Communicate, Comprehend, Enhanced Sense, Read Mind, Sense Danger      
  10. Like
    Simon Retold got a reaction from crystalwarrior in Ship art   
  11. Like
    Simon Retold got a reaction from Ogrebear in Has Anybody Played As A Hutt and Had It Work Out?   
  12. Like
    Simon Retold got a reaction from capnhayes in More Super Power Questions   
    I'm interested. Let me know when you are going to start.
  13. Like
    Simon Retold reacted to kaosoe in Unrelenting Skeptic makes lying impossible?   
    Some people like making characters that are hard to kill, some people like making characters that do massive damage. This example isn't very different. I would let them have their fun and seek to challenge them in other ways.
  14. Like
    Simon Retold got a reaction from Richardbuxton in [Genesys Realms] Emberstorm: Realms of Magic   
    Felynx
    A proud people, the felynx are possessed of a wild, feral appearance, strange traditions, and secretive nature. Because of this, it took the humans of Scryr some time to accept them. Some still do not, preferring to see the feline-like race as little more than upright house cats who require a bit of taming. It is for this very reason that the felynx distrust humans in general; when they first emerged from the Primordial Weird, they were a considered a curiosity that some humans sought to domesticate and enslave. It took centuries to change that opinion. Felynx are bipedal creatures that bear a strong resemblance to cats, both large and small. Their feline attributes - large ears, claws, pawed feet, tail, and fur - vary from one group to another.
    Kaddiska Felynx
    Appearance
    It would be impossible to describe all Kaddiska felynx because of the tremendous diversity in their appearance. Some have tortoise shell fur, others have patchwork, and still more have the look of wearing masks and socks. Solid colors, such as white or black, are more rare, but not so much as to be considered special. There are short-haired and long-haired felynx, with blue eyes or green, amber or brown. Some have ears that flop over, though most do not. Most are lithe, athletic hunters who walk softly on padded paws. A rare few - mostly those who have taken up sedentary occupations - have managed to thwart their natural metabolism and get a little thick around the middle. The felynx of Kaddiska usually go barefoot, though some few have started wearing "paw shoes," a type of soft leather boot designed around the felynx' catlike feet. Otherwise, felynx dress with as much variety as humans.
    Society
    Kaddiska felynx have long since discarded the tribalism they brought with them through the Weird, building a representative government structured as a larger version of their individual families. Families are known as clatters. An entire village - or a district of a larger city - is known as a clowder. Clowders are led by a circle of leadership known as a conclave, which is made up of delegates from each clatter. Members of the conclave then select delegates from among their number to represent their clowder in the Grand Conclave, the body who governs Kaddiska. This form of government seems strange to most humans, many of whom are accustomed to being ruled by kings, emperors, and other monarchs.
    Felynx in the more metropolitan regions Kaddiska have little need to hunt for their food. Cities tend to be built on rivers or along the nation's oceanic coastline, and fishing has become the primary source for food among their people. Despite this, they maintain their status as skilled stalkers, and many of the smaller villages rely on local game in order to eat.
    Culture
    From the outside, much of the culture of the Kiddiska felynx appears to be an odd parody of human traditions. This is likely because the felynx have borrowed so heavily from human architecture and art, melding it with their own to create something that seems almost (but not quite) familiar.
    For instance, prior to their arrival on Scryr, all felynx music was a cappella and intentionally dissonant, as they believed the audible discord conveyed emotion more aptly than harmony. They have since borrowed musical instruments - strings, woodwinds, horns, and drums - from humans, but have maintained their preference for discord. As a result, much of the music from Kaddiska sounds grating to the non-felynx ear, played by amateurs. In truth, felynx are among the most skilled bards and minstrels among the races, largely due to their acute dexterity, more than capable of playing harmonic music, should they elect to do so.
    While they are not a particularly spiritual people, many felynx believe Aluma, the human ascendant, is an avatar of Ailura, the goddess they worshiped in their previous home. The few open-air temples of Ailura that remain are recognized as shrines to Aluma, as well.
    Species Abilities
    Kaddiska Felynx Brawn Agility Intellect Cunning Willpower Presence 2 3 2 2 1 2 Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting XP: 100 Starting Skills: Kaddiska felynx start the game with 1 rank in Coordination or Streetwise. They still may not increase these skills above 2 during character creation. Claws: Kaddiska felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Ahz'lahan Felynx
    Appearance
    Of thicker stock than most felynx, the Ahz'lahan bear a regal presence. Generally, they share very similar coloring across the tribe. Short amber fur covers their muscular forms. Males wear thick manes that wrap around their head, often covering their shoulders and upper chest. These manes are usually blonde, chestnut, ginger, or black, but can be any shade in between. Their tails end in a tuft of matching fur. Females possess neither the mane nor the tail tuft. An all-black or all-white Ahz'lahan felynx is even less common then those colors among their Kaddiska cousins; the birth of a white or black Ahz'lahan is often seen as a sign or portent from the heavens. The Ahz'lahan tend to wear loose-fitting robes, or light tunics with baggy shalwar-style pants, usually in muted earth tones so as to not draw attention to themselves.
    Society
    The earliest to diverge from the Kaddiska felynx, the Ahz'lahan live in the mountain monasteries of Jin Dahgi. Their monastic lifestyle is both communal and ascetic. Each monastery governs itself, developing rules and doctrines according to the traditions of the Ahz'lahan. Decisions are made by community vote, and ratified by a council of five elders. (These votes, called mrawl'satar (voice of stone) are performed anonymously, with each member of the monastery placing either a white or black stone in a coffer sometime during the three days allotted to for the vote. The votes are then counted by the elders.)
    It is not rare for one of the Ahz'lahan to leave the monastery. Members journey out into the world for a number of reasons. Foremost among these are pilgrimages into the greater world, but it isn't uncommon for one of the Ahz'lahan to be requested as a mediator between two nations having a trade dispute or looking to avoid war.
    Culture
    While the Ahz'lahan lead peaceful lives as monks, it was not always so; at one time, the leonine felynx were the most militant of all felynx and considered leading their people - a unified nation of felynx - in a war of dominance with the other peoples of Scryr. It was but a single voice of reason, that of philosopher poet Kyrios Ahz'lan, that dissuaded the felynx from attempting to conquer the other races. Most of the leonids, humbled by Kyrios' words and persuaded to take up a more peaceful life, left the greater felynx community as pennance for their hubris, moving to the mountains of Jin Dahgi. There, they assumed Kyrios' name as their own, calling themselves the Ahz'lahan, and studying their mentor's poems and philosophical writings.
    Each generation, a new spiritual leader - a new Kyrios Ramir (or whisker of Kyrios) - of the Ahz'lahan is born. While the leonine felynx see the birth of a white-furred or black-furred felynx to be a sign from the heavens, it is not always these Ahz'lahan who become the new Kyrios Ramir. Instead, the birth of a white Ahz'lahan is often thought to signify the coming of a new leader, and the birth of a black cub to announce the end of the current one's time of service. The Kyrios Ramir is believed to be the avatar of the urumura - the nothing-and-everything - and therefore without flaw.
    The Ahz'lahan do not spend all their time pouring over the writings of Kyrios Ahz'lan or his successors. Indeed, as much of their time is spent traning their bodies as disciplining their minds and spirits. As a result, they have become masters of the martial art of krang usri (or without claw). Traditionally, the leonids file their claws, purposely dulling them so they cannot be used in combat, as attacking with sharpened claws is seen as aggressive, a return to a time prior to their current beliefs. Krang ursi does not, however, preclude the use of weapons, and many Ahz'lahan have become skilled masters of blade and bludgeon. This martial training is intended to be used in defense of self and of the helpless, not as a means to attack for personal gain.
    Species Abilities
    Ahz'lahan Felynx Brawn Agility Intellect Cunning Willpower Presence 2 2 2 1 3 2 Starting Wound Threshold: 9 + Brawn Starting Strain Threshold: 11 + Willpower Starting XP: 100 Starting Skills: Ahz'lahan Felynx start the game with 1 rank in Brawl or Knowledge (Lore). They still may not increase these skills above 2 during character creation. Untouchable: Once per encounter, an Ahz'lahan felynx may make an Average () Discipline check as a maneuver. Until the end of their next turn, reduce incoming damage from all sources by 1 for each uncancelled . Jah'gawar Felynx
    Appearance
    Most Jah'gawar are the color of rich honey patterned with dark - often black - rosettes, but others - dubbed by the shamanistic traditions of the Jah'gawar as the Paw'nathar - appear to be pure black. On closer inspection, and usually only in bright light, these darker members of the tribe simply have dark, nearly black fur with even darker rosettes. Because they tend to be proud of the colors and patterns of their fur, Jah'gawar felynx often dress in as little as possible, at least within their own society. Loincloths and chest wraps satisfy the requirements of common courtesy. Outside of Jah'gawar villages, however - and especially among the other races of Scryr - they tend to dress much the same as Kaddiska felynx.
    Society
    The Jah'gawar largely live in the tree villages of the Yagwe jungles, a sprawling rainforest covering the center of Ezora Major. Like most felynx, they are natural hunters. A Jah'gawar community, known as a leap, is relatively unstructured. The most clever of them - both male and female - lead their hunting parties in order to provide a communal supply of food, but there is no organized group that makes laws or passes judgment.
    The community as a whole determines when a member of the leap has done something worthy of judgment, and usually enacts justice as a body. Most offenses, however, are handled individually, between the offender and the victim. Only certain crimes are deemed vile enough to receive punishment from the entire leap - murder chief among them - and those found guilty are usually exiled. These exiles - called urramir'na (whiskerless) - are branded by the removal of their whiskers and the clipping of their ears before they are banished from the Yagwe, and few Jah'gawar will ever associate with one again, even out in the world.
    Culture
    The Jah'gawar felynx live in communal harmony, sharing the work necessary to maintain the village across the entire leap. Those who hunt - which includes three quarters of any Jah'gawar community - provide food for all, while others maintain dens, instruct the young, and care for the old and infirm.
    Among the felynx, the Jah'gawar are the most inclined toward spiritual beliefs. At least one shaman lives within each leap - a ramir'nashar, or hundred whiskered one - who carries forward the traditions of the tribalistic religion the Jah'gawar have followed since before emerging from the Weird. The ramir'nashar performs religious rites and serves as counselor and mediator during disputes. The Jah'gawar revere Bast, and claim to have done so since the dawn of their kind.
    The Jah'gawar have no concept of marriage. When a female determines she is ready to bear children, she will chose from among the available males - generally the strongest and most cunning of hunters - to father her cubs. Once a male sires cubs, he is removed from the pool of available males for three years. Cubs are then raised by the entire leap, while the mother returns to her duties.
    Those born as Paw'nathar are treated with a degree of reverence, and are sometimes called the Children of Bast. They are provided the most skilled mentors and afforded the best portions of food to assure they grow up both hale and clever.
    Species Abilities
    Jah'gawar Felynx Brawn Agility Intellect Cunning Willpower Presence 2 2 2 3 2 1 Starting Wound Threshold: 9 + Brawn Starting Strain Threshold: 11 + Willpower Starting XP: 100 Starting Skills: Jah'gawar felynx start the game with 1 rank in Coordination or Survival. They still may not increase these skills above 2 during character creation. Claws: Jah'gawar felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Paw'nathar: At character creation, you may spend 10XP in order to start the game as one of the Paw'nathar. These felynx start the game with Stealth as a career skill. Additionally, they start the game with 1 rank in Stealth. They still may not increase this skill above 2 during character creation. Shere'khan Felynx
    Appearance
    The Shere'khan felynx have striped fur, usually alternating between black and shades of orange, with white extending from the underside of the chin down to their lower torso. They are the tallest of the felynx, and powerfully built, designed by nature and nurture to be fierce warriors. Shere'khan often augment their natural claws with vicious blades called nekode in order to make themselves more deadly in battle. Shere'khan dress similarly in style to their Ahz'lahan cousins, though they tend to prefer bright, flashy colors and more expensive fabrics.
    Society
    The Shere'khan (or tribe of the king) live in small groups called ambushes, each one led by a khan, who holds absolute sway over his or her people. These small monarchies rarely stay in one place for long, preferring a nomadic lifestyle. Members of Shere'khan society are ranked at various degrees of two different castes: krang (claw) or vawr (fang). The nobles among them are ranked (in descending order) first through fifth fang, and the common first through fifth claw. The only means by which one might change either their rank or their caste is by receiving a boon from the khan.
    The khan is chosen by rite of combat; any member of a given ambush is allowed to challenge the current khan (though the khan has the right to refuse a challenge made by a member of the krang caste). The rite is a fight to the death, which gives most Shere'khan pause. After all, a khan rules because they won their rite of combat, proving themselves more powerful than the previous khan. As a result, it has become tradition for the khan to choose their successor, submitting to death by rite of combat only once they have reached their elder years.
    Besides the khan, most ambushes includes a number of elderly felynx whose job it is to serve as advisors to their leader as the voice of their people. These groups, known as the vawr'lor (or old tooth) range from three members to a dozen, depending on the size of the ambush. A khan ignores the advice of the vawl'lor at his own peril. A few khans, those who desire power above all else, have disbanded their vawr'lor. Such action usually ends poorly for the khan.
    Culture
    The Shere'khan have discarded what they consider superstitious religious beliefs. Rather, they have cultivated a system of honor among themselves, under which the khan can determine who rises and falls in caste and rank. They think themselves wise in the ways of the world, and look down upon other felynx, save for the Ahz'lahan, for whom they profess a cautious respect. Moreover, with exception of the urgo, they harbor a strong distaste for the other races of Scryr, believing them to be poor warriors and worse hunters.
    Despite this dislike of others, the Shere'khan are wily enough to know when to reveal their prejudices and when to keep them silent. They are shrewd merchants skilled at bartering, usually gathering odd items during their travels. When an ambush reaches a settlement on its journey, there is a good chance it will stop and set up shop in the local market square (or just outside of town, if there is no market square).
    Species Abilities
    Shere'khan Felynx Brawn Agility Intellect Cunning Willpower Presence 3 2 2 2 1 2 Starting Wound Threshold: 11 + Brawn Starting Strain Threshold: 9 + Willpower Starting XP: 100 Starting Skills: Shere'khan felynx start the game with 1 rank in Athletics or Negotiation. They still may not increase these skills above 2 during character creation. Claws: Shere'khan felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Nekode: If you spend 10XP at character creation, your character starts the game with steel nekode, razor-sharp steel blades attached to their claws. The nekode can only be removed by a Daunting () Medicine check. The GM can spend  to declare that the character has been temporarily declawed. The nekode change the weapon profile of Shere'khan claws to: (Brawl; Damage +2; Critical 2; Range [Engaged]; Pierce 1, Vicious 1).  
    http://wiki.genesysrealms.com/index.php?title=Felynx
  15. Like
    Simon Retold got a reaction from PurpleKittenofDeath in Harry Potter   
    Fair Use has exactly two applications:
    To create a derivative work as a parody of the original. (Many of Weird Al Yankovic's songs, for instance, would fall under Fair Use doctrine, even though he is courteous to enough to ask permission from the original artist.) To use a portion of the material under copyright in order to critique or criticize said material, or for the purposes of research, reporting, or instruction. These are the only reasonable applications of Fair Use under current laws.
    Don't get me wrong, this is all a murky gray area, and the owner of the intellectual property would have to prove that there has been infringement, but there have been plenty of cases like this - mostly in the video game world, where people have made independent video games from someone else's IP and distributed them for free, only to receive cease and desist orders or end up at the wrong end of a lawsuit - and none of them have come down on the side of the game designer.
    Further, locking a "vault" behind a paywall means that they are, as plenty of people have stated, profiting off the items in said vault.
    Believe me, as a writer and a hobbyist game designer (with aspirations to do more), I have studied this thoroughly. My concern has nothing to do with whether I can download their PDF or not, as you insinuated to Imbasel earlier. My biggest concern is that FFG will see some kind of backlash from any potential action JKR's legal team carries out, and it will be the nail in the coffin of any sort of Open Gaming License for Genesys.
    I think we all have a vested interest in making sure things are above the board.
  16. Like
    Simon Retold reacted to SavageBob in Magic seems like it's set to low damage   
    Another advantage of paying for the effects of an implement with a talent is that it actually maintains system balance. Innate magical ability cannot be lost, stolen, or broken like an implement can. It makes a lot of sense to charge XP for that, so, again, I respectfully don't see it as an XP tax at all. Just wanted to bring the point up, since it hasn't been part of the debate between Simon and Wisconsen as far as I recall.
    ETA: Having the magical power be innate rather than item-based also helps the character by freeing up their hands. A character with talent-based magic can wield other weapons, a shield, etc., while a mage holding a wand or a staff has to use maneuvers to switch between an implement and another weapon. There's a lot of utility in having talents replicate the effects of gear.
  17. Like
    Simon Retold got a reaction from ZorinIchiona in Harry Potter   
    This is why I'm looking forward to when they make a decision about OGL (or something similar). Until FFG makes some sort of decision concerning this stuff, creating Genesys content and putting it behind a paywall - even a temporary one - could be a really bad idea. And like Imbasel stated, it's also distributing a game based on trademarked intellectual property, and JKR has been vocal in the past about how she feels about that sort of thing.
  18. Like
    Simon Retold got a reaction from ZorinIchiona in Magic seems like it's set to low damage   
    Perhaps you didn’t read the original post in which it was stated this campaign setting would have no magic implements. That’s the reason he wants to improve magic damage. Another words no +4 damage from a staff, so Empowered only pushes it to 8 damage for a difficulty increase of +.  In other words, to replicate the damage of a long bow at short range, the caster is rolling against while the archer is rolling against .
  19. Like
    Simon Retold got a reaction from ZorinIchiona in Magic seems like it's set to low damage   
    I get that. I wrote these talents on the fly, and didn’t even bother checking them for game balance. They were just there as an idea, a concept to play with. Essentially, since this is a custom campaign setting, you could just re-skin Conduit as Arcane Assault (Improved). Then, of course, make it Tier 4.
    As for the “you only get one action” limitation, Conduit skirts it. There’s no reason another talent couldn’t.
  20. Like
    Simon Retold got a reaction from ZorinIchiona in Magic seems like it's set to low damage   
    One of the beauties of Genesys is that it is extensible by design. The developers gave us tools to use to create new systems to make our games the way we want them. One option in this case would be to reskin the Feral Strength talent from the Star Wars RPG.
    Spell Power
    Tier: 2
    Activation: Passive
    Ranked: Yes
    Description: Add 1 damage per rank of Spell Power to one hit of a successful attack using a magic skill.
    This way you have a font of power that becomes more expensive to purchase for each upgrade.
    Alternately, you could go with a multi-tiered approach.
    Arcane Assault
    Tier: 1
    Activation: Passive
    Ranked: No
    Description: Increase the damage of successful attacks using a magic skill by 1.
    Arcane Assault (Improved)
    Tier: 3
    Activation: Active
    Ranked: No
    Description: Once per encounter, as a maneuver, perform a magic attack. This does not count against the total number of spells you can cast this round.
    Arcane Assault (Supreme)
    Tier: 5
    Activation: Passive
    Ranked: No
    Description: On a successful attack using a magic skill, each uncancelled  adds 2 damage to one hit of the attack.
    This way limits the power a little, but still makes for some pretty huge numbers, with enough uncancelled successes.
  21. Like
    Simon Retold got a reaction from Imbasel in Harry Potter   
    This is why I'm looking forward to when they make a decision about OGL (or something similar). Until FFG makes some sort of decision concerning this stuff, creating Genesys content and putting it behind a paywall - even a temporary one - could be a really bad idea. And like Imbasel stated, it's also distributing a game based on trademarked intellectual property, and JKR has been vocal in the past about how she feels about that sort of thing.
  22. Like
    Simon Retold got a reaction from Richardbuxton in Magic seems like it's set to low damage   
    That's something I was already working on in the next implementation of those talents, @Richardbuxton - adding that only certain metamagic talents can work coherently with each other. It seems to be the most elegant of the ideas you've suggested.
  23. Like
    Simon Retold got a reaction from Richardbuxton in Magic seems like it's set to low damage   
    Very true, @Richardbuxton, which is why I would probably convert those bonuses to non-stackable 15- to 25-point metamagic talents. 
  24. Like
    Simon Retold got a reaction from c__beck in Magic seems like it's set to low damage   
    Perhaps you didn’t read the original post in which it was stated this campaign setting would have no magic implements. That’s the reason he wants to improve magic damage. Another words no +4 damage from a staff, so Empowered only pushes it to 8 damage for a difficulty increase of +.  In other words, to replicate the damage of a long bow at short range, the caster is rolling against while the archer is rolling against .
  25. Like
    Simon Retold got a reaction from SavageBob in Magic seems like it's set to low damage   
    One of the beauties of Genesys is that it is extensible by design. The developers gave us tools to use to create new systems to make our games the way we want them. One option in this case would be to reskin the Feral Strength talent from the Star Wars RPG.
    Spell Power
    Tier: 2
    Activation: Passive
    Ranked: Yes
    Description: Add 1 damage per rank of Spell Power to one hit of a successful attack using a magic skill.
    This way you have a font of power that becomes more expensive to purchase for each upgrade.
    Alternately, you could go with a multi-tiered approach.
    Arcane Assault
    Tier: 1
    Activation: Passive
    Ranked: No
    Description: Increase the damage of successful attacks using a magic skill by 1.
    Arcane Assault (Improved)
    Tier: 3
    Activation: Active
    Ranked: No
    Description: Once per encounter, as a maneuver, perform a magic attack. This does not count against the total number of spells you can cast this round.
    Arcane Assault (Supreme)
    Tier: 5
    Activation: Passive
    Ranked: No
    Description: On a successful attack using a magic skill, each uncancelled  adds 2 damage to one hit of the attack.
    This way limits the power a little, but still makes for some pretty huge numbers, with enough uncancelled successes.
×
×
  • Create New...