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MyriadPro

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Everything posted by MyriadPro

  1. Quick answer: I followed the baseline Genesys rules for learning magic. All Magic Actions are available, so long as you have points in the Magical School for the base action. I think this plays well with Elder Scrolls' sort of free-form magic system that has been prevalent in the games. It's not 'spellcrafting' per se, but it does give Mages the leeway to 'craft' spells (on the fly, even).
  2. Ever had an opportunity that seemed really good on paper, and then in reality it consumed all of your time and motivation? Yeah, so this new job sucks. I have ambitions to finish this, and I have an inDesign file that looks really pretty, but I've been hard pressed to find the time to get it done. I'm making progress, but... Well, slow and steady wins the race. Hang in there, turtles.
  3. I'd prefer a necromancer, personally. Fortunately, however, I am alive. Due to a myriad of changes with my professional life, my free time has been limited, and this last leg of the project has been a lengthy one. This is still on my radar, though progress has been slow. Just to prove I am working, here's a teaser of some of the progress I've been making with page layouts, etc:
  4. Hey guys! First off: Yes! There are updates. But, they're not in a form I can really post yet, as most of them involve wrapping all of this up into a fancy looking PDF, and documenting all of my new talents for those that would prefer to use the Talent Pyramid. Secondly: Progress has been slow. Took a new job with more intense hours, so I apologise for the seeming standstill. I still exist, and I am still working! I hope to get all of this posted by the end of next month, but I can start sneaking out some teasers as I work.
  5. Long time Horde Player/Roleplayer, so I can atleast help out a little While there aren't many formal Orc Clans left in Azeroth, many of them have attributes derivative of their former clans, and would have different attributes. I think, for simplicity-sake, 4 Major Orc Clans could be considered to be unique on Azeroth as of the current timeline, and here are some suggestions just off the top of my head: Warsong - Probably close to your baseline Orc, now. Free skill ranks in Coercion and maybe even some free weapon skills. Either could be further enhanced by some sort of special ability. Frostwolf - Probably give them some bonuses to Survival/Discipline, and maybe some cold resistance. No access to Battlerage, since they culturally try to fight against it. Blackrock - Bonuses to Smithing/Crafting/Mechanics (whatever skill you think is more prevalent). Resistances to Fire, and maybe even an extra point of Soak. Dragonmaw - Bonuses to Riding/Animal Handling. Some sort of bonuses to breaking in beasts, and attacking from above. You could additionally add the Mag'har, the uncorrupted Orcs from Draenor, since you also have Broken. Mag'har - Bonuses to Discipline/Lore. Some special bonuses to resisting corruption/charm/etc, to represent their resistance to the Legion, or something to represent them sticking to their roots. Ofcourse, every Clan other than Frostwolf would have access to your original Battlerage ability. Just a initial shot in the dark, but maybe a useful jumping-off point for you.
  6. This is really nicely put together, and I was waiting to see some Warcraft in Genesys. I agree with a lot of your decisions being based on the Lore rather than WoW. One curiosity I had was why Humans had distinction by City, but Orcs didn't have any distinction by Clan? For example, Frostwolves not having access to Battlerage, but having a better ability to bond with animals.
  7. This is really cool. My group was just talking about running a few 'episodes' of a Stargate game to give ourselves a break from our regular scheduled programming. Sadly, I probably won't have time for the Discord Games, but I'll gladly jump in to chat with the community - and as soon as you're willing to share some rules, gladly GM a few games with my peeps to work out some kinks.
  8. In my ES Conversion, I basically treated these as a Magic Action with a predefined dicepool, based on the quality of a Scroll. I.e. a Greater Scroll of Healing would use the Heal Action with, say, 3 Yellow Dice, without having to be trained. This may add some added complexity, but also represents the uncertainty of magic even when it is pre-prepared (**** enchanters do exist, after all).
  9. Working on it now! My day job has been growing intense over the past few weeks, but I've been doing a lot of playtesting, which has found some places for improvement. The delay is centered now around the fact that this next release is a big one and will be close to the final one. Hang in there (though I appreciate the enthusiasm).
  10. Awesome Tron! My players are also fighting Dwemer, coincidentally, but are not doing nearly as well against them I'll be updating a less massive bestiary as I go, so if you have to make any custom monsters/change statlines, send them to me, and I can stick them in the booklet.
  11. Awesome guys! I'm looking forward to seeing what you come up with. I have another Fantasy-esque world in my noggin that I planned on starting with after Elder Scrolls is wrapped up. I will, no doubt, do some borrowing of my own from your ideas!
  12. By all means! Borrow away! Just make sure you give credit where credit is due. Thank Tron! Please let me know how your games go, and if you have any feedback. I'm always looking to improve and expand things.
  13. Glad you think they fit! I was originally a bit worried about them feeling confusing, but I think they do a good job of narrowing skills down and feeling more like the setting. In other news - I finally posted my big April update I've had planned for awhile, including some previews of my properly formatted booklet. I could type it all again down here, but I just did it up there and man are my fingers tired. Go check it out! I was going to make this update yesterday, but I was too busy coming up with a good prank that I forgot to do. **** you, Mad God!
  14. Glad to hear it! If you have any specific feedback from your first session, feel free to send me some details in a PM! Meanwhile, I'll have some big bombad updates this weekend, so if you endeavour for a full campaign, you'll have some better resources.
  15. Yup! No worries. Intention of linking a Drive directory over a specific location was so the link would be semi-permanent. I'll be changing the contents of the directory, but never the directory itself.
  16. Sorry Ehke, just saw this. It's on my agenda to get these form fillable, but I only just saw this! I will get them out this week. Along with a slew of other updates! (Yay)
  17. We see a lot of concern over representation of different races/sexualities in settings, as most fantasy settings are traditionally populated by big strong white men. Usually, my tables are comfortable bending canon and lore to fit a more inclusive mindset (if it fits our intended story and genre) and that usually resolves most concerns. It's up to the DM to allow the world they are playing in to be inclusive, and to agree with their players on the limits to what they consider too offensive to just write off as a product of the setting. As an ironic sidenote, "Dwarf" was a mythological creature first, and a term for LPs second.
  18. Cool to see someone else using a magical resource. To fit my Elder Scrolls conversion, I did a similar thing with "Magicka" as a resource that deducted, but it felt clumsy - perhaps for the exact reason you mention in your post (counting down, rather than up). I ended up ditching it for my Genesys rework, but reading through your rules here makes this Drain resource seem more worth it, and I'm glad to see it works in another setting, and your rules here are pretty cool.
  19. This is a really good point, and something a few people I've introduced to the system have brought up almost immediately. My traditional d20 players are concerned about slowing down the game by having to construct spells on the fly, despite the adaptive benefits to doing so. Back in my old EoTE Conversion, where I had invented a horribly overcomplicated - but remarkably similar - magic system of constructing spells through effects and growing difficulty, I had added talents like Wild Magic that granted bonuses to creating your spells on the fly, to encourage it, and make the Sorcerers feel distinct from the Wizards. Not sure if this is something I will carry through to my Genesys setting, but, it follows that train of thought. Currently in my new Genesys setting, I've added a number of Magic Actions that perform only one specific task, and I've added space on character sheets for 'prepared spells' - basically a space for casters to jot down Magic Actions they feel are iconic to their character, or are going to see a lot of use (i.e. Fireball or Cure Wounds). Example Spell-Like Magic Action: Character Sheet for 'Prepared' Magic Actions: Not perhaps 100% what you're going for, but it's something I hope my D&D/Pathfinder players will find more familiar and comfortable.
  20. Made a bunch of updates today! See the main post for the details, and forgive my shameless bump here.
  21. Been way too long, but I finally got my Tamriel Setting posted, at least in its basic form. Welcome to add it to the list: https://community.fantasyflightgames.com/topic/269367-kaalamitys-edge-of-tamriel-second-edition/ Thank!
  22. However, I may totally steal this for my Vampire rules. As per my rules, I allow Vampires to select two Characteristics to increase by 1. I like the idea of making them "Super" instead. Really good use of that concept.
  23. I had two resources. One for Lycanthropes, and one for Vampires. Hunger (Vampires) had no d100 trigger. It simply grew over time, and represented the Vampire becoming weaker, the longer they went without food. Their features became more obvious, and the penalties for being in the sun stronger. This Hunger increases by a set amount per day (5, I believe), until they capped out and became feral/rabid like you described in your post. Bestial Rage (Lycans) is the resource I had Lycanthropes using. They gained 5 per day, just like Vampires and Hunger. I could, as a GM, roll a d100 as I would with Obligation. If I rolled under the number, I could, at my whim, force them to shift, as their bestial tendencies were too much to control (in this case, the call of Hercine's drivers). Any time they wanted to shift, however, it would cost them 10 of this rage resource... Preventing them from using it too much, but also causing a risk of losing control if they stockpiled it.
  24. I did some work on Vampirism/Lycanthrope back in my Tamriel conversion of EoTE, and kept the rules for Genesys. (Rules I wrote up here) Mine was focused on Vampirism/Lycanthrope as typically being something you were infected with. It was undeniably powerful, as it is in D&D and similar systems, but with considerable drawbacks. Most of these, naturally, are narrative. Most important I found was to create a secondary character sheet - a supplement to the folio - for when a Lycan shifted into their beastial form. For all intents and purposes, the beast form operates as a separate character. Only certain skills are even usable... New weapons, new defensive stats, etc. As for tracking things like Hunger... Literally, just created a new field and resource for that to track, similar to Obligation in EoTE. Had a few sessions where I, as a GM, got to randomly force a Werewolf to shift, because they let their resource get too high. Good times!
  25. UPDATE 4/2/2018 - Big update with details below the fold! Check it out! Some of you may recall my original Edge of Tamriel Conversion for Edge of the Empire (located over here). It was a long endeavor, and it gleaned some cool results and some fun campaigns on my end, but after playing through a few small campaigns, I quickly learned where areas could be improved, overhauled, etc. Thankful was I, when Genesys was announced. Even before it launched, I began rebuilding my Edge of Tamriel conversion, with my sights set on it being utilised instead as a Genesys Setting. And while I don't have nearly the free time I did during my first endeavor, I've been making progress (especially now that I have the Genesys book in-hand). Lo and behold, I've hit a point where I have stuff to share! Without further ado: Edge of Tamriel - Second Edition - A Genesys Setting Sourcebook Major Changes Magic - The biggest change to EoT2E is the use of Genesys's Magic Actions, in place of the convoluted and sometimes overpowered "Magnitude" system I had developed for my first rendition of this conversion. I've taken the time to alter effect tables, add new actions, as well as a slew of 'utility' actions, that perform single effect spells (like Levitation or Unlock type spells). As part of this, the entire Magicka resource, has been entirely removed. (For this, my players were exceedingly thankful) Enchanting and Alchemy - Since I did away with Spell Effect tables, which Enchanting and Alchemy were reliant upon, I had to restructure these. Now Enchantments operate like Attachments, though only one can be applied at a time. Alchemy borrows from my previous magic system, but has its own list of effects, and rules for combining them. Equipment and Crafting - Previously, I had a step-based system to generate armor of different materials, and while this felt really Elder Scrollsy, it didn't make for smooth gameplay - and resulted in some heavy balance issues with "endgame" gear. Now, I am creating extensive item lists that are pre-generated. The old steps of material selection have been parted out and simplified into Smithing rules. Yay! What more, most of the armor and weapon types that simply increased damage or soak, have been expanded with more narrative effects (Forced Fear checks from Daedric armor, anyone?) Character Sheets - Reworking these from scratch. More printer-friendly. Actually includes all the skills now. Creating a number of supplementary sheets to add to a Character Folio, to adapt your character as complex or simple as wanted. This will include things like spell sheets for 'prepared' Magic Actions, as well as Faction/Relationship sheets, so you can track if you're a Journeyman or Apprentice with the Mage's Guild . Bestiary - Completely reworking the Bestiary. Most of these statlines were poorly balanced, contained spells from the old system, references to Magicka, etc. Minor Changes Races - Most of the Races were able to be saved as they were, but had some wording modified. Those that gained Magicka bonuses, saw those removed in return for some Boost-gifting abilities. Also, I've expanded Khajiit to include two additional breeds. Classes - These need to be touched up, as a number of the talents had to do with Magicka again. Some classes are entirely still functional, and work well (we've tested Gladiator extensively to great fun). Secondary Traits, Resources, Etc - Things like Fame/Infamy... Story-helping resources that were intended to be tracked like Duty or Obligation from the SWRPG series. They didn't feel great in play, and felt like a crutch. See the Character Sheet improvements above for some ways I'm working around those. Lycanthrope and Vampirism - No great surprise, but we had a good amount of testing of this before, and it worked well. None of it was impacted by the magic changes, but I saw a few tweaks. This is good to go. Diseases, Blessings, Etc - Diseases and Blessings were well received before, and require a little rework - Namely in how they are cured, and those that still reference the pesky Magicka resource. ________________________________________________________________________ So, if you're interested, the currently public files for this Genesys Setting are available HERE. Here is my Current Progress List: Introductory Chapter - COMPLETE New Characteristics/Attributes New/Different Skills NEW! New Talents/Talent Descriptions & Alterations New Character Creation Options Magic - COMPLETE Magic Actions - COMPLETE Spell Abilities - COMPLETE Equipment Weapons Lists - COMPLETE Armor Lists - COMPLETE Crafting - IN PROGRESS (~20%) Enchanting Enchanting Rules/Steps - COMPLETE Weapons Enchant List - COMPLETE Armor Enchant List - COMPLETE Spell Charge Enchantments -COMPLETE GM Tools - COMPLETE Alchemy - COMPLETE Alchemy Rules/Steps - COMPLETE Effects List - COMPLETE GM Tools - COMPLETE Races - COMPLETE Classes - COMPLETE NEW! Class Talent Trees - COMPLETE Birthsigns - COMPLETE Character Sheets - COMPLETE Lycanthropy and Vampirism - COMPLETE Diseases/Blessings - COMPLETE ________________________________________________________________________ UPDATE - 4/2/2018 Been awhile since i was able to make a big update to this. Stupid real world jobs! Either way, I've finally managed to wrap up most of the rules at this point, and have begun my first major campaign with my players, to really playtest the setting and the custom rules for it. Pretty much everything is at 100% now, with the exception of a proper Talents Listing for those who use the baseline Genesys Talent Pyramid, but, to summarise: In this update: Introduction! An overview chapter that includes explanations of what skills and attributes (read: characteristics) have changed, and what they are used for in this setting specifically. Also covers some more details on the new character creation steps and some of the more complex talents I've been working on. Classes! Basic descriptions and career skills ("Major Skills" to fit the theme) for each of the more typical classes in the universe (some of these based off of those found in Genesys Core and the SWRPG) Class Talent Trees! I created these when this was just a SWRPG mod, but I've updated them all with the latest talents, rules, etc to fit Genesys. My players prefer using these over the Talent Pyramid, so I've included them in this upload for all of you too. Origins! Backgrounds that matter (mechanically) and help characters enter the world with a few more skills. Birthsigns! Select the star sign of your character's birth, which grants a myriad of effects to your character's gameplay - from simple widespread Boosts to actions, or complete changes to your Strain mechanics (thanks Atronach) Equipment! A huge collection of weapons and armor of various different racial and thematic styles has been added to the Equipment entry, along with a basic array of gear and trade goods! Alchemy! Bit of an overhaul here based on some re-reading of potion-making in the Fantasy Setting in Genesys Core. After some playtesting, it runs much smoother and more logically. Less math, more RP. Blessings and Diseases! Finished converting over all of the disease mechanics from the original mod, as well as all the temple blessings. So go on out there and catch some Rotbone! Vampirism and Lycanthropy! No rules changes, but I've uploaded the supplemental Lycanthropy Sheet, to stat our your beast forms - as well as Talent Trees in the SWRPG style for both Weres and Vamps. Bestiary! I've begun work on some basic adversaries, but in this release I've packed up a large number of Daedra specifically so Conjurers have some solid statlines to referencing when summoning baddies. Character Sheets! No updates to the sheets themselves this runthrough, but my lovely wife was kind enough to set them up as being Form Fillable, and I've tossed the first pass up on the Drive depository. If we missed any fields, let us know! Lots of stuff! Whoa! But I'm not done yet. Upcoming releases will include: Talent Listings - Plan to parse out the more unique/original talents from the Class Talent Trees I've listed above, and separate them out into Tier-based talents, so players who prefer the Genesys Core Talent Pyramid can make use of them. Smithing - Rules to craft your own armor and such! Bestiary - Plan on writing up and releasing a basic list of some common enemy types; Bandits, vampires, dwemer spiders and so many bears. Properly Formatted Booklet - I've already begun work in inDesign to parse together a nice looking Booklet that could be printed and shared. A little taste you ask? But ofcourse: The Interior Coverpage, and: Some early page formatting! As always, thank you all for the feedback and support! I wish you all the best adventures in Tamriel. The latest is all up on the same Drive link above. And, again - If anyone is interested in contributing ideas, art, bestiary stat lines, or whatever else - Feel free to reach out!
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