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yeti1069

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About yeti1069

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  1. Seems reasonable. Could also use Despair for that.
  2. Here's what I have so far: Dwarves Brawn 2, Agility 1, Intellect 2, Cunning 2, Willpower 3, Presence 2 WT: 11 + Brawn ST: 10 + Willpower XP: Tough As Nails Strong Backed Children of the Frost (live in northern mountains on western continent; cold; tough; skilled with metal and stone crafts) Dark Vision Cold Adapted: Remove b from skill checks imposed due to cold Starting skills: Resilience 1 Children of the Falls (live in waterfall-riddled mountains toward the south of the eastern continent; warm; often most reasonable of the races on the gold dragon’s council) Kill With Kindness: Remove b from Charm and Negotiation checks Low-light Vision Starting skills: Cool 1 Children of the Foam (live upon the sea; dwarves who long ago left one of the dwarghomes in search of the rest of the people and became enamored with the sea—usually merchants or pirates) Sea Tossed: Remove b from skill checks imposed due to wind or rain Born Sailor: Remove b on skills checks relating to sailing or boating (dealing with rigging, navigation on the sea, piloting, or fishing, etc...) Starting skills: Athletics 1 Elves Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 1, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: Keen Eyed: Add b on Perception and Vigilance checks. Decrease the time to search a specific area by half. Sun/Faean (firstborn; most fey- and magic-attuned; snooty, more inclined to cogitation than action; crafters, experimenters) Magical Heritage: Learn one spell of no more than 2 difficulty. You may cast this spell using the Discipline skill, or the appropriate Magic skill if you’re trained in it Starting skills: Discipline 1 Twilight/Wood (secondborn; prefer the woods, and low-light conditions; friendly, but isolated) Swift: Move through difficult terrain unfettered Nimble Starting skills: Survival 1 Shadow/Deep (thirdborn; removed to the dark parts of the world, mostly far underground; extremely isolated) Dark Vision Isolated: Add b to Charm, Deception, Leadership, and Negotiation checks made against, or by other species, and on Knowledge (Community) checks for other locales Stealthy: Remove b from Stealth checks Doughty Dim-dweller: Add b on checks vs fear Starting skills: Knowledge (Forbidden) 1 Half-Elf Starting skills: Gain 1 rank in a non-career skill, and Linguistics 1 Elven Heritage: select one ability from another elf Mixed Heritage: In situations where being either an elf or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Gnomes Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3 WT: 8 + Brawn ST: 11 + Willpower XP: Small: Silhouette 0 Stronger Than I Look: Remove b from Resilience checks, and increase encumbrance threshold by 2 Brightkin (exuberant; prefer living aboveground in airy, well-lit areas; friendly) Plucky: Add b on fear checks made by the gnome and their allies within short range Starting skills: Charm 1 Shadekin (somewhat dour; prefer living underground; closer in disposition and preferences to their dwarven cousins; have been more engaged in conflict over their history; hard to deal with) Dark Vision Stubborn: Add b to social skill checks targeting them Underfoot Combat: Add b to combat checks targeting foes of a larger silhouette than themselves Halflings Brawn 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 10 + Brawn ST: 10 + Willpower XP: Small: Silhouette 0 Indomitable: Remove b caused by critical injuries, the Disoriented condition, and on fear checks Burrowers (think traditional hobbits; cheery, living in elaborate holes or mounds; inclined to pastoral pursuits) . Climbers (somewhat more adventurous; prefers living in trees; employ gliders occasionally; tend to keep to themselves) . Swimmers (adventurous; many take to sailing or traveling) . Sylphs(from the plane of cold, air, and water) Brawn 2, Agility 2, Intellect 3, Cunning 2, Willpower 1, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: . Mistborn . Breezeborn . Amaranthine (my version of Samsarans; inherited memories of their past lives; inherently magical, attuned to the magical energies of the world) Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2 WT: 8 + Brawn ST: 12 + Willpower XP Thaumaturgic (some inherent magical ability) . Cogitoric (Some inherent recollection or knowledge) . Oread (from the fire elemental plane, creatures composed of rock; similar in stature to dwarves) Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 3, Presence 1 WT: 12 + Brawn ST: 10 + Willpower XP Crystalline . Metalline . Ursus (anthropomorphic bears from the plane of cold; tribal;, nomadic, hunters difficulty dealing with other humanoids in diplomatic fashion, but capable of approaching situations without violence) Brawn 3, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 1 WT: 13 + Brawn ST: 9 + Willpower XP Claws Maritimus (polar bear-based) . Rusfelt (brown-bear based) . Saraphim (similar to Aasimar, I suppose...semi-angelic-seeming creatures from the positive plane) Brawn 2, Agility 2, Intellect 2, Cunning 1, Willpower 2, Presence 3 WT: 11 + Brawn ST: 11 + Willpower XP Rampant . Celebrant . Winnowers (odd, humanoids from the negative plane; sneaky, though not necessarily evil; shy; shunned by many) Brawn 2, Agility 1, Intellect 2, Cunning 3, Willpower 2, Presence 2 WT: 9 + Brawn ST: 9 + Willpower XP Quencher . Queller (negates or resists magic in some fashion) . Orks Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 2 WT: 11 + Brawn ST: 8 + Willpower XP Blackskinned . Greenskinned . Halfblood Gain 1 rank in a non-career skill, and Coercion 1 Orkish Heritage: select one ability from another ork Mixed Heritage: In situations where being either an ork or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Emberkin (small fire beings from the fire plane; tricksy, but not smart) Brawn 2, Agility 2, Intellect 1, Cunning 3, Willpower 2, Presence 2 WT: 8 + Brawn ST: 11 + Willpower XP Small: Silhouette 0 Smoulderkin . Flamekin . Entling (young ent) Brawn 3, Agility 1, Intellect 2, Cunning 1, Willpower 2, Presence 2 WT: 14 + Brawn ST: 11 + Willpower XP: Large: Silhouette 2 Coniferous . Deciduous . Human Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 10 + Brawn ST: 10 + Willpower XP: 110 Ready For Anything Honrolaydean . Aurumlander . Dunedweller (thinking from the southwestern desert) . Font-Touched (from the far east, near the positive plane) .
  3. Is damage caused by a hazardous environment, such as caustic atmosphere, or lava, get reduced by soak? It seems a little silly to me that hazardous atmosphere could be ignored thanks to someone wearing good armor while breathing it in. Similarly, lava doesn't seem all that dangerous if someone with a soak of 7 or 8 is only taking 2 or 3 damage each round. I've had characters in my game who would gladly wade through lava and pop a healing potion, rather than try to find a slower way around it.
  4. 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.
  5. 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.
  6. 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...).
  7. 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?
  8. 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?
  9. How are Spells found and learned in your system?
  10. 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.
  11. 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.
  12. 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.
  13. 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.
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