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yeti1069

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  1. Like
    yeti1069 got a reaction from Terefang in Genesys Talents Expanded   
    Another pair of talents I'm considering.
    Finesse
    Tier: 1
    Passive
    You may use your Agility in place of your Brawn when making Melee (light) combat checks.
    Tier 1 because changing characteristic away from Brawn is much less relevant in this system than it was for Star Wars characters who had specific talents tied to the different characteristic, and who were most likely wielding Lightsabers, which don't care about your Brawn so much.
    Finesse (Improved)
    Tier: 1
    Passive
    When using your Agility to make a Melee (light) combat check, add  the Pierce quality (or increase the weapon's existing Pierce) with a rating equal to your Agility characteristic.
    Considering requiring a maneuver before making the attack to add the Pierce. The only way alternative characteristics will be worthwhile for making melee attacks is if they have enough support to warrant changing away from the super-stat that Brawn is.
  2. Like
    yeti1069 got a reaction from ESP77 in Genesys Talents Expanded   
    Idea for two new talents:
    Mystic Theurge
    Tier: 4
    Passive
    Choose one Magic skill. That skill becomes a career skill for you. You may learn and cast spells of that discipline, even if you already use another discipline of magic.
    Mystic Theurge (Improved)
    Tier: 5
    Active
    One per session, you may take the Mystic Theurge action. Flip a Story Point, and spend 3 strain to cast two spells at the same time. Determine the difficulty of each spell separately, then take the larger pool, and upgrade it by the smaller pool. Determine all effects from the spell with the higher difficulty first, then the lower. If only one spell has an ongoing effect, you may maintain the concentration on that effect as normal. If they both do, you may concentrate on just one, or spend 2 strain each round to concentrate on both.
  3. Like
    yeti1069 got a reaction from siabrac in Converting Pathfinder races to Genesys for Fantasy campaign   
    Updating OP with a link to Google drive PDF of the races I've put together so far. Would appreciate feedback.
  4. Like
    yeti1069 reacted to Palomarus in Alternative Magic System, New Spells and Implements   
    @Cyvaris
    So I added the stuff you made to the Magic Section of the Players Guide I am working on.
    I tweaked a few of the Magic Actions you created, as well as adding a third effect option to the standard Dispel Magic action.
    Would love to get your thoughts on what I came up with, as they were your brain child to begin with! ?
    Magic on Therill
  5. Like
    yeti1069 got a reaction from ZorinIchiona in Magic Weapons   
    My inclination is to stay away from trying to mimic '+x' weapons: +1 swords are boring. They were a necessary part of d20 systems, but I would much rather have interesting, unique items to give out.
     
    Genesys provides so many levers to tweak on a weapon to make it more interesting than simply +1 attack/damage. Increase base damage, reduce crit rating, add Vicious or Pierce, add some additional weapon qualities, a Boost die or two...or go into something more unusual like incorporating spells into the equipment.
     
    Dragonslayer
    Sword: Melee (light), damage +3, Crit 2, Defensive 1, Superior. When this sword is used to attack a dragon, it gains Pierce 5, Vicious 2, and Accurate 2.
    Mirror Shield
    Shield, etc.... If an opponent makes a magic attack against the wielder of this shield and generates 3 Threat, or 1 Despair on the check, after the check is resolved, the caster suffers a hit dealing damage equal to the total damage of the attack. (Just uses the Reflection additional effect from the Barrier spell). Maybe add some additional cost for the bearer of the shield...flip a story point, or spend a couple strain.
     
    I could definitely see adding some specific spell effects to weapons or armor (or other items) that are usable once per encounter, or once per session, and/or that require flipping a story point to activate.
    Or go completely "off the rails" and incorporate something totally unique. Dragonslayer could gain, "Earthbound 2: On a successful attack, you may spend a Triumph to cause the struck dragon to fall to the ground, and be unable to fly for 2 rounds."
     
  6. Like
    yeti1069 got a reaction from ZorinIchiona in Illness and Disease   
    Sounds interesting! I'll wait here for someone to put up such a table.

  7. Like
    yeti1069 got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    Just stumbled across what looks like a post of one of the enemies from the GenCon preview of Genesys, which included a Necromancy/Animate Dead spell: 
    Here's my take on that, using what's been posted as a baseline of sorts.
    Necromancy
    Skills: Arcane, Divine
    This is magic for raising the dead as unholy servants. Select one corpse of Silhouette 1 or less within Short range. The default difficult is Easy (d). That corpse rises as a zombie minion under your control until the end of the encounter. You may spend a maneuver on your turn to direct any undead raised with this spell.
    +d      Additional Minions: Increase the number of minions animated by ranks in     Knowledge. May spend aa to increase the number of corpses animated by ranks     in Knowledge.
    +d     Enhance: Corpses animated gain +1 to Brawn, which also increases their Soak and     Wounds. May spend aaa or x to reduce their crit rating to a.
    +d    Range: May animate corpses at long range.
    +dd    Haste: Animated corpses can always perform a second maneuver during their turn     without spending strain (they may still only perform two maneuvers a turn).
    +dd    Armored (Arcana Only): Animated corpses gain melee and ranged defense equal to     your ranks in Knowledge.
    +dd    Vigor (Divine Only): Animated corpses heal a number of wounds at the start of their     turn equal to your ranks in Knowledge.
    +ddd Undead Champion: May animate a corpse of up to Silhouette 2 as a rivl. May                   increase the silhouette by 1 for aa.
     
    Pardon the formatting, copied this from my own file, which includes Edge of the Empire font.
    The idea here is to grant the ability to make a lot of minions, and make them formidable with some investment, or animate one dangerous monster. How does this look?
    I would consider adding a version of Enhance, Haste, or Armored to the Conjure spell...
     
  8. Like
    yeti1069 got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    For Necromancy, I was playing around with some ideas all day...
    Add it as Additional Effects to Conjuration.
    Require a talent that modifies how you use the base Conjuration, and then adds new Additional Effects. 
    Separate spell. 
     
    On the last, I was thinking something like the following:
    Necromancy: D: Works like the basic Conjuration + Summon Ally, except you may only raise a dead character or creature, and it is undead, either a skeleton or a zombie, GM's choice or caster's choice (or based on circumstances). Instead of spending 2 Strain to cast this spell, you must spend 2 Wounds.
    D: Additional Summon: Works same as for Conjuration, except you may spend 1 Wound or ^^ to summon another undead minion. 
    D: Medium Summon: Works the same as Conjuration. 
    D: Grand Summon: Works the same as Conjuration. 
    D: Bolster Undead: Undead you raise add damage to their attacks equal to your ranks in Knowledge, and improve their Crit rating by 1, to a minimum of 1. Affects one target of the spell. You may pay 1 Wound to affect an additional target up to the number of raised undead, or your Wound threshold. 
    DD: Drain Life: If you select this Additional Effect when casting Necromancy, you first suffer 2 strain, and make an attack against a living creature at Short or Engaged range. If the check is successful, it deals damage equal to your casting characteristic plus any uncancelled *. You may treat the damage dealt after soak as Wounds for the purpose of paying for the basic spell and any additional effects of the spell. For example, if you cast Necromancy with Additional Summon and Bolster Undead, and you successfully dealt 6 damage to a target, you could spend that 6 damage to pay for the 2 Wounds for the basic effect of the spell, 2 wounds to raise an additional 2 undead, and 2 wounds to affect all 3 with Bolster Undead without suffering any wounds yourself. 
  9. Like
    yeti1069 got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    After spending more time on it, I'm thinking shapechanging could just be a subset of Additional Effects added to Augment. 
     
    D: Alter Self: Change features of appearance, sex, race, grow or shrink a small amount (within same silhouette). May spend ^^ to mimic the appearance of someone else (upon examination, may substitute your casting skill for a Deception check to disguise your appearance). 
    D: Growth: May grow or shrink 1 Sil from your base Sil, to a minimum of 0. Shrinking adds B to your Stealth and Coordination checks. Growing adds a B to your Athletics and Resilience checks. If you achieve Sil 3 or higher, Brawl and Melee checks you perform increase their range to Short. May be used multiple times. 
    DD: Polymorph (Primal Only): Gain 1 of several benefits:
    Hands and feet turn into fins, and you grow gills. You may function normally underwater, and add B per * to your Athletics checks to swim.  Arms turn into wings, granting the ability to hover or fly, and add B per * to your Coordination checks to fly. Eyes grow large and avian, granting Darkvision (remove 2 SB from checks due to darkness), and add B per * to your Perception and Ranged attacks. Ears grow large, granting (something), and add B per * to your Vigilance checks.  Hands or feet grow clawed (this replaces Primal Fury, granting the same effects) <insert one or two other similar effects>  May spend ^^ to gain an additional transformation benefit, or gain the benefit without replacing your existing features (such as by growing wings from your back, rather than transforming your arms). 
     
    I would say Duration: Concentration, or adding a D: Extend duration for number of rounds equal to twice ranks in Knowledge would make sense here. 
  10. Like
    yeti1069 got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    The text for Signature Spell int he pdf appears to be cut off, and I'm not sure what it does.
  11. Like
    yeti1069 got a reaction from TheSapient in What defenses apply vs Spells?   
    The Attack spell uses the rules for combat, ostensibly, but it's unclear what that actually means. In addition, it's unclear how the rest of the spells that may affect an opponent can be defended against.
    Does Defense apply vs spells?
    Can you use Defensive Stance or Sidestep to upgrade the difficulty of spells targeting you?
    Dodge?
    What tools are there to make a character less susceptible to magic?
  12. Like
    yeti1069 got a reaction from TheSapient in Converting Pathfinder races to Genesys for Fantasy campaign   
    Updating OP with a link to Google drive PDF of the races I've put together so far. Would appreciate feedback.
  13. Like
    yeti1069 got a reaction from TheSapient in Genesys Talents Expanded   
    Duurrrr. Thanks.
  14. Like
    yeti1069 got a reaction from Richardbuxton in Knowledge skills for a Fantasy campaign?   
    I like this. Not sure what tier such a talent would be, though.
  15. Like
    yeti1069 reacted to Richardbuxton in Knowledge skills for a Fantasy campaign?   
    I really like the ones FFG came up with for their GenCon module.
    Adventuring: anything to do with Survival, exploration, rights of pillaging, what’s legal and what’s not
    Forbidden: the dark arts, all the evil knowledge and where to find it, also who to ask for more knowledge
    Lore: History, religion and Magics
    Geography: the world, where things are and how to get there
     
  16. Like
    yeti1069 reacted to Lotr_Nerd in Knowledge skills for a Fantasy campaign?   
    If you plan on having a typical fantasy world setting I wouldn’t split up the nobility based on if they are living or dead. Also I would make religious knowledge it’s own thing, as far as an underworld style knowledge how does the underworld in your world work? In other words is it similar to modern day underworlds or is it composed of regional thieves guilds and banditry?
  17. Like
    yeti1069 reacted to Terefang in Knowledge skills for a Fantasy campaign?   
    from the top of my head ...
    Knowledge
    Cities   Demons Monsters   Lore   Magic   Sacred Scriptures Underworld   Science/Scholarship/Academics
    Humanities   -- https://en.wikipedia.org/wiki/Humanities Astronomy    Geography    Heraldry    History    Politics 
  18. Like
    yeti1069 got a reaction from TheSapient in Genesys Talents Expanded   
    Well Rounded should probably specify non-Magic skill, otherwise it makes talents like Magical Heritage less potent.
  19. Like
    yeti1069 got a reaction from TheSapient in Genesys Talents Expanded   
    Street Smarts is listed as Ranked: No, but mentions reducing the difficulty of the check for ranks in Street Smarts.
  20. Like
    yeti1069 got a reaction from ArtWend in Knowledge skills for a Fantasy campaign?   
    I've been mulling over how to diversify the Knowledge skill for my upcoming fantasy game.
     
    So far, I was thinking (get it?):
    Nature: geography, plants, animals, fey, elementals
    Community: cities, towns, living nobility, customs, laws, humanoids
    Mystic: magic (generally), identify a spell or magical effect, magical beasts, dragons, constructs, other inherently magical creatures
    Lore: history, religion (Community would know prevalence of religions, but not specifics about them), deities, wars, deceased nobility, planes
    I was thinking that I want one more that covers illicit knowledge: criminal activity and organizations, undead, aberrations, and cults, but I can't think of a name that feels right. Illicit? Forbidden? Dark?
     
    I was also considering assigning each knowledge to particular spells for the "Gain x benefit for x ranks in 'Knowledge'".
    Mystic: Attack, Barrier, Curse, Dispel
    Nature: Augment, Conjure, Heal
    If I add more spells...
    Lore: Illusion
    Dark?: Necromancy, Enchantment
    Further consideration is being given to locking Additional Effects on spells behind ranks in the associated Knowledge skill: you can learn 1 Additional Effect for each spell you know (tied to ranks in the appropriate Magic skill) that's tied to that skill. For example, if I have 2 ranks in Magic (Arcana), and 2 ranks in Knowledge (Mystic), I could learn Attack and Curse, and could learn Burn and Deadly for Attack, and Enervate and Doom for Curse.
    My concern is that I don't want to make one Knowledge skill much better than the rest (such as by having Mystic cover all spells), but even this distribution feels like it puts too much weight on a couple of Knowledge skills, and most careers will begin with only a single Knowledge skill, which may make Well Read much better than a tier 2 talent (I'm already changing it from 3 to 2 Knowledge skills), although I don't want to gate this too hard.
     
    Thoughts?
     
  21. Like
    yeti1069 got a reaction from SavageBob in Fantasy World Help   
    You could have the world they are transported to be a kind of Valhalla, where fallen warriors go after they die. It could be a repository for the notable warriors of many worlds, giving them a new life, with new challenges. Like the old Sega Genesis game, Eternal Champions, or Mortal Kombat, for that matter.
    It could be, as mentioned above, due to a phenomenon in the "real" world gobbling up people and sending them off. D&D 4th Edition had basically one thing I really liked about it--the notion that the world of the Fey is basically lurking just behind our own world, occasionally pushing through in places. I believe the analogy they used was it's like looking at a still like, where you can't see anything below the surface, but in reality it's vibrant and contoured, and maybe there's an island poking up through the surface. That's the Feywild extending into the Material Plane. You could have something like that, where there are "thin" places all over, and occasionally someone wanders through by accident (or is kidnapped, or goes looking for the strangeness on their own). I've always like the idea of someone riding a horse through a snowy wood and discovering a small clearing that looks and feels like it's the middle of summer. The character strides out of the cold and snow in wonderment, looking at the bright sunlight, colorful flowers, and verdant grass, then looks back and realizes he can't see the cold woods anymore. Very Narnia feel, that.
  22. Like
    yeti1069 got a reaction from HorusArisen in Magic Weapons   
    My inclination is to stay away from trying to mimic '+x' weapons: +1 swords are boring. They were a necessary part of d20 systems, but I would much rather have interesting, unique items to give out.
     
    Genesys provides so many levers to tweak on a weapon to make it more interesting than simply +1 attack/damage. Increase base damage, reduce crit rating, add Vicious or Pierce, add some additional weapon qualities, a Boost die or two...or go into something more unusual like incorporating spells into the equipment.
     
    Dragonslayer
    Sword: Melee (light), damage +3, Crit 2, Defensive 1, Superior. When this sword is used to attack a dragon, it gains Pierce 5, Vicious 2, and Accurate 2.
    Mirror Shield
    Shield, etc.... If an opponent makes a magic attack against the wielder of this shield and generates 3 Threat, or 1 Despair on the check, after the check is resolved, the caster suffers a hit dealing damage equal to the total damage of the attack. (Just uses the Reflection additional effect from the Barrier spell). Maybe add some additional cost for the bearer of the shield...flip a story point, or spend a couple strain.
     
    I could definitely see adding some specific spell effects to weapons or armor (or other items) that are usable once per encounter, or once per session, and/or that require flipping a story point to activate.
    Or go completely "off the rails" and incorporate something totally unique. Dragonslayer could gain, "Earthbound 2: On a successful attack, you may spend a Triumph to cause the struck dragon to fall to the ground, and be unable to fly for 2 rounds."
     
  23. Like
    yeti1069 got a reaction from siabrac in Alternative Magic System, New Spells and Implements   
    Just stumbled across what looks like a post of one of the enemies from the GenCon preview of Genesys, which included a Necromancy/Animate Dead spell: 
    Here's my take on that, using what's been posted as a baseline of sorts.
    Necromancy
    Skills: Arcane, Divine
    This is magic for raising the dead as unholy servants. Select one corpse of Silhouette 1 or less within Short range. The default difficult is Easy (d). That corpse rises as a zombie minion under your control until the end of the encounter. You may spend a maneuver on your turn to direct any undead raised with this spell.
    +d      Additional Minions: Increase the number of minions animated by ranks in     Knowledge. May spend aa to increase the number of corpses animated by ranks     in Knowledge.
    +d     Enhance: Corpses animated gain +1 to Brawn, which also increases their Soak and     Wounds. May spend aaa or x to reduce their crit rating to a.
    +d    Range: May animate corpses at long range.
    +dd    Haste: Animated corpses can always perform a second maneuver during their turn     without spending strain (they may still only perform two maneuvers a turn).
    +dd    Armored (Arcana Only): Animated corpses gain melee and ranged defense equal to     your ranks in Knowledge.
    +dd    Vigor (Divine Only): Animated corpses heal a number of wounds at the start of their     turn equal to your ranks in Knowledge.
    +ddd Undead Champion: May animate a corpse of up to Silhouette 2 as a rivl. May                   increase the silhouette by 1 for aa.
     
    Pardon the formatting, copied this from my own file, which includes Edge of the Empire font.
    The idea here is to grant the ability to make a lot of minions, and make them formidable with some investment, or animate one dangerous monster. How does this look?
    I would consider adding a version of Enhance, Haste, or Armored to the Conjure spell...
     
  24. Like
    yeti1069 got a reaction from siabrac in Alternative Magic System, New Spells and Implements   
    Honestly, the blood magic idea came about from trying to figure out how to give the caster access to creating a big horde of undead that aren't total pushovers. Thematically, possibly as a holdover from D&D/Pathfinder, Summon Monster is concerned more with bringing in a creature that serves some utility, or a sturdy companion to be an extra, full body, essentially, in a combat. Bringing in a group of minions seems underwhelming for Conjure. However, a necromancer raising a horde of undead is pretty iconic, yet the way Conjure works, it would be difficult to get more than a few. Then, undead are inherently kind of weak when you're dealing with zombies and skeletons, but summoning a single, stronger creature kind of goes against the trope, to my mind. So, there were a few options: Create a new Additional Summons ability that creates undead according to a characteristic, or ranks in Knowledge, at a time, or turn to another resource. Strain is already being taxed in a lot of ways, and paying wounds feels very necromantic.
    As for the direct damage, maybe this is also a holdover from D&D, but I've always viewed necromancy as having some ability to drain life force. We have the Inflict spells and Harm in D&D, then KOTOR and the d20 Star Wars RPG had Drain Life, and F&D has Heal/Harm, where Harm can take someone else's wounds and heal themselves, or even revive a dead character. I didn't want to quite go that far, and felt like simply making a "hurt you to heal me" ability would tread too much on the toes of the other spells, but I felt like finding a way to make someone else pay for your undead raising made sense for a Necromancy spell.
    The way I see it, the advantages of the way I wrote Drain Life are: it's not an Attack spell, so none of the stuff that benefits Attack helps here (the existing implements don't increase the base damage, for example), the spell doesn't really have other additional effects that can build on this, so you're very limited in what sort of damaging you're going to do so it isn't a go-to damage source, and it isn't directly healing you, so you aren't being encouraged to use the spell as a self-healing spell.
     
    All that said, I do think I would rather have Necromancy raise undead for ranks in a Knowledge skill as base, then have a +D additional effect that gives you more undead for ranks in Knowledge, and uses Advantage to increase that again. It can go bigger than paying wounds, and isn't so clunky compared to other spells, so that's me leaning toward removing the Blood Magic aspect of the spell.
    I also think I want to de-emphasize the bigger summons. Of course, there's the image of a necromancer raising a dragon, or some such, and that should remain, but it should probably be +DD or +DDD, with language that it turns off the innate multiple targets ability of the a new basic power.
  25. Like
    yeti1069 got a reaction from siabrac in Magic Weapons   
    My inclination is to stay away from trying to mimic '+x' weapons: +1 swords are boring. They were a necessary part of d20 systems, but I would much rather have interesting, unique items to give out.
     
    Genesys provides so many levers to tweak on a weapon to make it more interesting than simply +1 attack/damage. Increase base damage, reduce crit rating, add Vicious or Pierce, add some additional weapon qualities, a Boost die or two...or go into something more unusual like incorporating spells into the equipment.
     
    Dragonslayer
    Sword: Melee (light), damage +3, Crit 2, Defensive 1, Superior. When this sword is used to attack a dragon, it gains Pierce 5, Vicious 2, and Accurate 2.
    Mirror Shield
    Shield, etc.... If an opponent makes a magic attack against the wielder of this shield and generates 3 Threat, or 1 Despair on the check, after the check is resolved, the caster suffers a hit dealing damage equal to the total damage of the attack. (Just uses the Reflection additional effect from the Barrier spell). Maybe add some additional cost for the bearer of the shield...flip a story point, or spend a couple strain.
     
    I could definitely see adding some specific spell effects to weapons or armor (or other items) that are usable once per encounter, or once per session, and/or that require flipping a story point to activate.
    Or go completely "off the rails" and incorporate something totally unique. Dragonslayer could gain, "Earthbound 2: On a successful attack, you may spend a Triumph to cause the struck dragon to fall to the ground, and be unable to fly for 2 rounds."
     
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