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yeti1069

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About yeti1069

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  1. yeti1069

    Genesys Talents Expanded

    Reducing strain by 2 is almost never any different than taking 2 strain during an encounter. I don't believe I've seen a character recover to their full strain during an encounter, so that's not much of a cost; it's certainly a much better deal than spending 2 strain per round on a 2nd maneuver. My thinking was that the talent should be valuable, but not so good that once acquired it's always used. One issue is that I'm not sure that there are enough maneuvers for casters to take that are valuable enough to be superseding concentration all that often.
  2. yeti1069

    Genesys Talents Expanded

    The idea was inspired by the "commit a Force die" mechanic from the Star Wars FFG line. Also, being able to maintain concentration on a spell without spending a maneuver is a pretty big deal--it saves you potentially a ton of strain, not to mention action economy. Also, I'm looking at the high end of what's doable here, such as maintaining something like an Enervated Paralysis Curse. Being able to do that and cast Attack, and take two maneuvers (or 1 and suffer no strain for action economy) is a big deal.
  3. yeti1069

    Genesys Talents Expanded

    What do you all think of these? Invested Focus Tier: 5 Ranked: No You gain the Focused additional effect for any spell that allows for Concentration. This increases the difficulty of the check by 1. If successful, expend 2 additional strain and reduce your ranks in the associated Magic skill, and your associated characteristic by 1 each to maintain Concentration on the spell for as long as your ranks and characteristic remain lowered without having to spend a maneuver each round. Mystic Surge Tier: 4 Ranked: No Take the Mystic Surge maneuver to double the effects of the next spell you cast, before the end of your next turn. After casting that spell, you lose the ability to cast spells for the remainder of the encounter. (Summon an additional ally, double the damage dealt on Attack, increase the skills of a target affected by Augment twice, etc...).
  4. yeti1069

    An Idea for access to Magic via Careers and Talents

    Just came up with a new idea! When taking first rank in a Magic skill, learn a number of spells equal to casting characteristic and for each rank in Magic you possess. Spells are specific combinations of a basic spell and some number of additional effects (the basic spell with no effects counts as one of these choices). Characters gain a new spell known each time they buy a rank in their magic skill. In addition, a character can flip a Story Point to attempt to cast a new spell in the heat of the moment. If they succeed, they may spend 2 Advantage or a Triumph to add that to their spells known. Spells cast that you don't already know have their difficulty upgraded twice. How does that look? Casters don't begin with all the options already, but they can progress and learn dynamically at need. Thoughts?
  5. This is really cool! Question: do characters gain access to all Magic actions available by skill they are trained in, or do they have to "learn" these somehow?
  6. yeti1069

    An Idea for access to Magic via Careers and Talents

    How are Spells found and learned in your system?
  7. yeti1069

    An Idea for access to Magic via Careers and Talents

    Thanks for that, Zsig! It's not so much that I feel like the Magic system as written is too strong, but it doesn't fit thematically, my idea of the world (and also, I feel like it doesn't fit the rest of Genesys' character development options) in giving all casters all their spells immediately. Yes, they have to improve to use the more difficult effects, but that's not the same thing. My issues with tying learning new spells (or any spells) to ranks in Magic, or a characteristic, are that A) no one else in Genesys gets to advance a character in that way--if anyone else wants more options, they buy talents, and if they want to get better at their primary focus, they invest in skill ranks and pick up Dedication, while B) it always looks like heavy double-dipping, since casters need skill ranks to improve, and buying those ranks grants more spells as well... Giving a mage all the spells right off the bat removes any sense of progression from the character: yeah, they can succeed at more difficult checks, but even a "novice" with a 2 in their characteristic and 1 rank can succeed on a 5 difficulty check some of the time, they'll just have a ton of threat.
  8. yeti1069

    Could Use Some Help w/ Homebrew Races

    What I'm thinking so far: Dwarves: 3 Willpower, 1 Agility; Children of the Falls (from a warm southern kingdom), Children of the Frost (from cold mountains), Children of the Foam (seafarers); abilities under consideration: darkvision, a bonus on checks related to stone- and metal-craft, a bonus on resilience Elves: 3 Agility, 1 Willpower; Wood Elves, Faean (normally high elves; more magically inclined), Half-blood (half-elves), Shadowfolk (drow); abilities under consideration: bonus on Perception, the innate defense ability from the GCRB, a bonus on Knowledge skills, bonus to Charm or Negotiate, darkvision, maybe a special action that creates an area of darkness? Gnomes: 3 Presence, 1 Brawn; Brightkin (plucky, typical gnomes), Shadekin (live underground, secretive), Dwemerkin (closest to dwarves, maybe some shared ancestry) Halflings: 3 Agility, 1 Brawn; Burrowstock (Bilbo and Frodo), Fieldtenders, Treetreaders Orcs: 3 Brawn, 1 Presence; Goblin (smaller, more fearful, maybe a penalty on checks vs fear), Boarcine (larger, more brutish), Half-blood (half-orcs) From the Rymfell Sylphs -- 3 Cunning, 1 Willpower (thinking that while, yes, they are wispy, and airy, which leans toward Agility, to my mind they are more defined by they stealth and deceptive, secretive ways); Cloudpiercer, Breezewalker; wispy, born of the air and mist, these humanoids are curious and elusive, preferring to remain hidden from others, observing, and only occasionally inserting themselves into events Ursus -- 3 Brawn, Intellect 1 (could also do something like 4 Br, 1 Int, 1 Pr), but it seems so stereotypical to make them strong and dumb; Maritimus, Rusfelt; these are bear-like creatures; powerful, swift hunters, they are clannish but not necessarily warlike From the Caldera Oreads -- 3 Willpower, 1 Presence (thinking they are quiet and uncharismatic); Crystalline, Magmatic; these vaguely humanoid beings are composed of rock or crystal, sometimes glowing from within as if filled with magma, they harbor great wisdom behind their impenetrable lithic gaze Emberkin -- 3 Cunning, 1 Intellect (maybe); Smoulder, Flamekin; these creatures are small, not always of human shape, and burn as if made entirely of fire, though they do have a physical form beneath; they can be mischievous and disruptive From the Burgeoning Saraphim -- 3 Presence, 1 Cunning; Vibrant, Rampant, Celebrant; of angelic bearing, these humanoids almost seem to glow from within, and always seem to be bursting with life, often elevating those around them; rarely some are seen with great dove-like wings something else on theme? Maybe an Entling? But I don't know what stats it gets...maybe 3 Brawn, 1 Agility? From the Miasma Winnowers -- 3 Willpower, Brawn 1; Quencher, Queller; small shadowy creatures that have eked out an existence in the treacherous lands of undeath, they seek to form connections with other living beings, but struggle doing so: in some the Void has taken route and they are themselves inherently the negation of other life and light Other Beings of Margonis Amaranthine -- Intellect 3, Agility 1; reddish hued humanoids, often covered in strange glowing runes, these beings carry with them the experiences of their forebears, either in memory, or in the manifestation of some past magical ability Not sure that an even-enough distribution. Still hung up a little on what racial abilities and skills they should all be looking at.
  9. yeti1069

    Genesys Talents Expanded

    Some talents I came up with: Illusionist Tier: 2 Activation: Passive Ranked: No Gain a new Additional Effect you may add to any spell you cast. Decrease the difficulty of the spell by one to manifest the effects as an illusion rather than their normal effects. Checks to disbelieve your illusions are made against the Magic skill you used to create the effect. Intense Concentration Tier: 1 Activation: Passive Ranked: Yes Spells you concentrate on require an additional Threat to break concentration per rank of Intense Concentration. (RAWR this requires one T to negate a maneuver) Master Illusionist Tier: 4 Activation: Passive Ranked: No When you cast a spell with the Illusionist Additional Effect, you may spend a Story Point to increase the number or size of the effect(s) you manifest. (Not sure how to clarify this so it's less vague) Persistent Spell Tier: 3 Activation: Passive Ranked: No Gain a new Additional Effect you may add to any spell you cast that allows for concentration. Increase the difficulty of the spell by two to change the concentration of the spell to an Incidental on your next turn, instead of a maneuver. You may spend ^^ to extend this benefit for an additional round for each ^^ spent. Persistent Spell (Improved) Tier: 4 Activation: Passive Ranked: No The Persistent Spell Additional Effect only raises the difficulty of the spell by one. Persistent Spell (Supreme) Tier: 5 Activation: Passive Ranked: No When you cast a spell with the Persistent Spell Additional Effect, you may spend 2 strain as an Incidental on your turn to maintain concentration without having had to spend ^^ on the initial spell.
  10. yeti1069

    Could Use Some Help w/ Homebrew Races

    Thanks for the tips, Cantriped! I'll post the characteristic arrays I'm considering later, along with some of the special abilities I've already got, but would welcome suggestions based on the (admittedly small amount of) flavor I've provided so far. I'm inclined to not change characteristic arrays much among the subspecies, but it may make sense in some cases. I also want to try to stay away from too many 3,3,1,1 arrays.
  11. I have a fantasy world that I've been working on for years (have run a few campaigns, first D&D 3.5, then Pathfinder, and now Genesys), and recently I've been expanding on the options and lore, but I'm a little stuck on the races at the moment. Briefly, the world of Margonis is flanked by 4 planes that blend directly with the world: Rymfell, a land of ice-filled waters and frigid winds; Caldera, a land of terrible volcanic activity, hot and barren; Burgeoning, a land of life run rampant, light, and blessing; and Miasma, a land so decrepit that it is beyond decay, antithesis of life, and home to the undead. In addition, there is a world of the fey hidden behind the normal world, and poking through in places. There are some of the standard fantasy races: elves, dwarves, halflings, gnomes, orcs But I want to populate the world with denizens from these other planes. So far, I have some rough ideas, but nothing concrete, and I'm looking for suggestions on characteristic arrays and interesting abilities that can help define each race. Ideally, I'd also like to break each race down into at least 2, or 3, sub-races for further variety and options. From the Rymfell Sylphs -- wispy, born of the air and mist, these humanoids are curious and elusive, preferring to remain hidden from others, observing, and only occasionally inserting themselves into events Ursus -- these are bear-like creatures; powerful, swift hunters, they are clannish but not necessarily warlike From the Caldera Oreads -- these vaguely humanoid beings are composed of rock or crystal, sometimes glowing from within as if filled with magma, they harbor great wisdom behind their impenetrable lithic gaze Emberkin -- these creatures are small, not always of human shape, and burn as if made entirely of fire, though they do have a physical form beneath; they can be mischievous and disruptive From the Burgeoning Saraphim -- of angelic bearing, these humanoids almost seem to glow from within, and always seem to be bursting with life, often elevating those around them; rarely some are seen with great dove-like wings something else on theme? From the Miasma Winnowers -- small shadowy creatures that have eked out an existence in the treacherous lands of undeath, they seek to form connections with other living beings, but struggle doing so: in some the Void has taken route and they are themselves inherently the negation of other life and light Other Beings of Margonis Amaranthine -- reddish hued humanoids, often covered in strange glowing runes, these beings carry with them the experiences of their forebears, either in memory, or in the manifestation of some past magical ability
  12. yeti1069

    Making an Encumbrance Threshold Talent

    I definitely think that any talent should be a straight bonus to your encumbrance threshold, rather than a bonus to containers, as Cantriped pointed out. +2 Ranked as a tier 1 seems reasonable. +5 as a tier 2 seems better to me. The first is something I can see a lot of characters taking one rank of when they have a 3rd, 4th, or 5th tier 1 slot they need to fill, whereas the latter looks like something somebody who cares about encumbrance might take, but most other characters would pass by.
  13. yeti1069

    An Idea for access to Magic via Careers and Talents

    What talents are your casters investing XP in?
  14. yeti1069

    An Idea for access to Magic via Careers and Talents

    That's interesting...took a couple of read-throughs to realize how the Disciplines actually worked: ranks in <Magic> become ranks for individual spells. Power-level-wise, this looks pretty good... ...but I still don't think that addresses the options issue where everyone else is saying at "level 1": "Okay, situation X comes up. I haven't bought any talents yet, but I have a few ranks in skills scattered about, so I'll roll this 'naked' skill check." Then the mage says, "Well, I can upgrade my skills, or your skills, or summon a creature to address this situation, or an object, or grow wings, or simply stop that guy in place, or..."
  15. yeti1069

    An Idea for access to Magic via Careers and Talents

    On top of all that, while I do want characters to be flexible and have options, by giving every caster all of the spells and effects at once, there's nothing mechanically to differentiate one from the other: everyone has all the spells, whereas if they are making choices on what to learn, that further defines their character.
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