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About Silidus

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  1. Silidus

    Heirs of Blood

    @Watercolour Dragon Not sure if this will help, but I have compiled a set of rules I use with my group to adapt Genesys to a more tactical play setting (and some general rule clarifications, magic and skill balances, etc) that may be helpful. https://drive.google.com/open?id=17drzBfqitzSRTfRkupOuDITVxuSFYiaR
  2. One thing to note about the Bane spiders. I believe the intention of BURN is that it includes any passive effects of the original hit. So with Bane Spiders, the burn trait on their acid spit and venom is intended to include Pierce. However, at some point one of the designers answered a SWRPG question in an email stating that traits like Breach (and presumably Pierce) do not apply to burn, which makes the Bane Spider as written pretty lame (even basic stats or armor are enough to completely cancel the burn value). I would recommend either having BURN include the Pierce trait, or house-ruling burn to deal half damage, but ignore soak in all cases.
  3. Silidus

    Can Ensnare be used to shut down Casters?

    True, but as per the rules summons act immediately after the casters turn, and concentrate allows the spell to continue to the end of the players next turn, so unless they are able to break the ensnare, the summons will not be able to act before being removed.
  4. Silidus

    Item and Talent Cards

    Probably not. The current cards include the talents for from the Genesys core book that are relevant to the Terrinoth setting, and since my group tends to stick to the fantasy settings I will probably leave it at that.
  5. The book makes no distinction between Maneuvers (for movement) and Magic Maneuvers. So would using a net, hamstring, or ice attack, and adding the ensnare trait prevent a caster from using 'maneuvers' for concentrate? Effectively un-summoning barriers/minions etc?
  6. Thanks for the shout out! Yeah I had completely forgotten I had put the homebrew cards in there. Nemesis/Rival/Minion parts were just a way to get some valuable items out of something that doesn't normally carry pocket change and allows the alchemist in the group to take advantage of his skills and get some value out of making his own potions rather than always paying market value for potions or ingredients. Tiondir is one of my players signature weapon (Terrinoth Heroic Feat), so we keep that card up to date as she adds runes and attachments to it. Anyway, Glad to hear you guys liked them!
  7. Silidus

    Item and Talent Cards

    Thanks, They have been really useful for my group in getting a feel for each talent, creating a 'build deck' for each character to remember what talents they have available, keeping track of encumbrance (the large number on the item cards), and in handling loot (random loot I roll a number on a D10 and draw 4 cards, anything of rarity below the number they receive, anything higher than the rolled number they receive 25% of the gold value).
  8. Silidus

    Summoning Templates (WIP, Need Feedback)

    This is an awesome idea, to the point that I really wish this had been included in the core game rules. Some of the Rival abilities from the RoT book are ridiculous and can completely break encounters; *Amylinheim Scion - When an enemy moves at medium range, it becomes immobilized. Indefinitely. *Young Dragon - Fire Breath every round, ability to cast spells..... can summon additional creatures of its own? *IronBound... Yeah, getting a consistent power curve on creatures summoned would go a long way, Nice Work.
  9. Silidus

    Item and Talent Cards

    Here they are! Talents: https://drive.google.com/open?id=19_ocLqrq0xbc1oXqIhvtif2k84A1_E8E Items: https://drive.google.com/open?id=18aIkYU7W2hQE7JTQ5B-LpsWBeS5yNyzr (I will update the first post to include the links and instructions as well.)
  10. Silidus

    Tactical Combat in the Narrative System

    Ha, yeah my group definitely likes having better defined rules, which is why I threw together the document in the first place, as we are totally the kind of people that get frustrated by inconsistent rulings or things that worked 5 sessions ago, but now don't. I think my biggest issue (as the GM) usually comes from the deadliness of the combat, the squishy-ness of Nemesis npcs, and the players love of ranged weapons. Having NPCs dying to give exposition standing next to bodyguard rivals to increase the difficulty of checks against them is all great, until the PCs fill him with arrows because 'narrative' LoS is such a pain. (And I as a GM hate saying 'no you cant because I said so'). Using minis and LoS rules works out much better because I can make it clear to the PCs that LoS is not possible without spending a lot of time explaining why.
  11. Silidus

    Tactical Combat in the Narrative System

    I had the same issue, so I put together a simple system for tracking distances using a grid, and dealing with movement between ranges, as well as some other rules for dealing with disengaging, stealth, being incapacitated, and conjuring. https://drive.google.com/open?id=1Lz-SM-pamyzv6RgW6RocCm9IAy-gcxpF
  12. Silidus

    Item and Talent Cards

    Picture of the printed Talent Cards.
  13. Silidus

    Item and Talent Cards

    So I put together some card decks for my players to represent all the items, equipment, and talents in the game valid for the Terrinoth setting (across both books). My group has found these insanely useful for remembering talents, tracking usage (once per session/once per encounter/etc), tracking encumbrance, and planning character builds. As much as I would LOVE FFG to put these out in some official card decks, I am guessing that is a long way off... so the question is, if I post these up as a PDF, am I going to get a C&D? I should also note that the cards contain art scraped from the internet (personal use), but putting these out into the world would probably require a ton of work to update the original files and find the original artists. So, is this worth the effort to the community? or should we just tell FFG that we want to see more official components and adventure modules for Terrinoth? Here they are! Talents: https://drive.google.com/open?id=19_ocLqrq0xbc1oXqIhvtif2k84A1_E8E Items: https://drive.google.com/open?id=18aIkYU7W2hQE7JTQ5B-LpsWBeS5yNyzr Talents are sized to be 3x5 (windows likes to print as photo sizes) and will fit 2.5x3 card sleeves. Items should be printed as 'wallet' size (make sure you do not resize to fit the frame as the image has its own size adjusted to compensate) and will fit FFG Yellow (mini) sleeves. All Art is NOT my own. Also I know the item text can be difficulty to read depending on the dpi of your printer (the red especially). I will probably do another version at some point, but redoing all the cards feels a little soul crushing. Hopefully FFG will put out some official ones for Talents and Items along with some pre-done adventure modules and DM screens...
  14. Silidus

    Terrinoth adversary decks

    I picked these up last week from my Brick and Mortar store. Mostly they are great, although not only are all the creatures ones that are already in the book, there are quite a few creatures that are listed in the book and are NOT included in these two decks (Carnivorous Plant, Giant Snake, Elder Dragon, etc). Hopefully this means they will put out a few more decks in the near future.
  15. Yes, she would be defeated and the Heroes win. One other note about Forbidden Incantations vs Blood Offerings. When playing this quest with fewer than 4 heroes, Lady Elizas health is significantly reduced (only 7 for a 2 hero game) making it very risky to do two consecutive Forbidden Incantations. Additionally, the odds of rolling a surge are slightly higher than 50%, and the average number of hearts rolled is around 3. So given that it may take 2 actions to do FI, with an average gain of 3 hearts, and will reduce her healing (unless you exploit the 'in the room' rules by moving the Fleshmolder to the cap tile), its sometimes better to do the slow and steady approach using consistent BO instead of FI.