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saethone

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  1. Like
    saethone got a reaction from ZorinIchiona in Let's make "spells"   
    I'm trying to do everything within the confines of the existing spells. It's taking a bit of creativity but its working. Here's what I have so far:
     
    1) Introducing a -D modifier - this cannot reduce a spell below an Easy check.
    2) Illusions: Illusions have no effect on reality. Those who see an illusion will however act as if it is real so long as they believe it. The first time a character sees an Illusion and each time it witnesses something that would shake his faith in the illusion (such as being stabbed by an illusory sword or watching someone walk through an illusory wall) the character may make a Perception or Vigilance check (the difficulty is set by the number of uncancelled Successes on the check up to 5. Advantage can be spent to upgrade the difficulty.) If the character passes the check, he is aware of the illusion, and sees it as shimmering and translucent image. Any sounds it makes are distant and echoy.
     

    AUGMENT ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Invisibility: Targets affected by the spell turn invisible and are granted 3 levels of Concealment +DD Flight: Targets affected by the spell gain the ability to fly and hover (GCR 100). +DD Shapechange: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +D Water Breathing: targets affected by this spell can breathe underwater. +D Skinwalker: When using shapechange, you can replicate an individual's features. Boost or Setback should be applied based on the caster's knowledge of the subject they are imitating. +DD Illusion: The effects of Shapechange and Skinwalker are an Illusion. -D  

    CONJURE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Illusion: The object or creature you summon is an Illusion. -D Necromancy: Use a corpse or skeleton within the range of the spell and raise it as a mindless undead minion instead of conjuring a creature from the aether. -D  

    CURSE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Polymorph: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +DDD  
    Shapechange and Polymorph are exactly the same - the only difference is that one affects a willing target, and the other an unwilling.
  2. Like
    saethone got a reaction from ESP77 in Let's make "spells"   
    I'm trying to do everything within the confines of the existing spells. It's taking a bit of creativity but its working. Here's what I have so far:
     
    1) Introducing a -D modifier - this cannot reduce a spell below an Easy check.
    2) Illusions: Illusions have no effect on reality. Those who see an illusion will however act as if it is real so long as they believe it. The first time a character sees an Illusion and each time it witnesses something that would shake his faith in the illusion (such as being stabbed by an illusory sword or watching someone walk through an illusory wall) the character may make a Perception or Vigilance check (the difficulty is set by the number of uncancelled Successes on the check up to 5. Advantage can be spent to upgrade the difficulty.) If the character passes the check, he is aware of the illusion, and sees it as shimmering and translucent image. Any sounds it makes are distant and echoy.
     

    AUGMENT ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Invisibility: Targets affected by the spell turn invisible and are granted 3 levels of Concealment +DD Flight: Targets affected by the spell gain the ability to fly and hover (GCR 100). +DD Shapechange: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +D Water Breathing: targets affected by this spell can breathe underwater. +D Skinwalker: When using shapechange, you can replicate an individual's features. Boost or Setback should be applied based on the caster's knowledge of the subject they are imitating. +DD Illusion: The effects of Shapechange and Skinwalker are an Illusion. -D  

    CONJURE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Illusion: The object or creature you summon is an Illusion. -D Necromancy: Use a corpse or skeleton within the range of the spell and raise it as a mindless undead minion instead of conjuring a creature from the aether. -D  

    CURSE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Polymorph: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +DDD  
    Shapechange and Polymorph are exactly the same - the only difference is that one affects a willing target, and the other an unwilling.
  3. Like
    saethone got a reaction from Richardbuxton in Let's make "spells"   
    I'm trying to do everything within the confines of the existing spells. It's taking a bit of creativity but its working. Here's what I have so far:
     
    1) Introducing a -D modifier - this cannot reduce a spell below an Easy check.
    2) Illusions: Illusions have no effect on reality. Those who see an illusion will however act as if it is real so long as they believe it. The first time a character sees an Illusion and each time it witnesses something that would shake his faith in the illusion (such as being stabbed by an illusory sword or watching someone walk through an illusory wall) the character may make a Perception or Vigilance check (the difficulty is set by the number of uncancelled Successes on the check up to 5. Advantage can be spent to upgrade the difficulty.) If the character passes the check, he is aware of the illusion, and sees it as shimmering and translucent image. Any sounds it makes are distant and echoy.
     

    AUGMENT ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Invisibility: Targets affected by the spell turn invisible and are granted 3 levels of Concealment +DD Flight: Targets affected by the spell gain the ability to fly and hover (GCR 100). +DD Shapechange: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +D Water Breathing: targets affected by this spell can breathe underwater. +D Skinwalker: When using shapechange, you can replicate an individual's features. Boost or Setback should be applied based on the caster's knowledge of the subject they are imitating. +DD Illusion: The effects of Shapechange and Skinwalker are an Illusion. -D  

    CONJURE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Illusion: The object or creature you summon is an Illusion. -D Necromancy: Use a corpse or skeleton within the range of the spell and raise it as a mindless undead minion instead of conjuring a creature from the aether. -D  

    CURSE ADDITIONAL EFFECTS EFFECTS DIFFICULTY MOD Polymorph: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +DDD  
    Shapechange and Polymorph are exactly the same - the only difference is that one affects a willing target, and the other an unwilling.
  4. Like
    saethone reacted to Grimmerling in importance of career?   
    I don't think choosing one's Career Skills individually would be game breaking, if one followed a few simple guidelines: 
    only one Magic Skill, 
    not more than three Combat Skills/Magic Skills combined, 
    not more than three Skills linked to a single Characteristic.
  5. Like
    saethone got a reaction from TheSapient in Genesys Talents Expanded   
    You could always just explicitly state its function "Attacks against this vehicle increase their critical rating by 1"
  6. Like
    saethone got a reaction from rsdockery in Bows (Heavy or Light)   
    I would use ranged (heavy) as well. Though in all honesty, a wild west game may be worth having bows as a separate skill...Instead of Ranged (Heavy) and Ranged (Light), you may want to break it up as Ranged (Bows) and Ranged (Firearms) as there are basically only two types of guns at the time - revolvers and hunting rifles. Machine guns would fall under gunnery, and bows take a heck of a lot more training than a pistol or rifle to use well.
  7. Like
    saethone reacted to TheSapient in Genesys Talents Expanded   
    Honestly, this is what kept getting me when thinking about reflect.  But the whole point of this project was to make a ton of options available that people could pick and choose from, and Block really isn't a good replacement.  My feeling is that Reflect come back in with some additional phrasing like "when wielding an appropriate defense" and leave it to the table to figure out what that means.
  8. Like
    saethone got a reaction from Richardbuxton in Genesys Talents Expanded   
    Hey, your table/your game. Matrix away
  9. Like
    saethone got a reaction from ESP77 in Genesys Talents Expanded   
    Hey, your table/your game. Matrix away
  10. Like
    saethone got a reaction from ESP77 in Genesys Talents Expanded   
    I'd suggest a note that it's only suitable in certain settings then. Wouldn't want someone deflecting a machine gun shot with their police baton in a modern setting, for example
  11. Like
    saethone got a reaction from ESP77 in Genesys Talents Expanded   
    Is Intuitive Casting even necessary? Per GCR Pg 215 Magic Attacks are combat checks, so Quick Strike already applies to it. The only benefit of Intuitive casting would be for curse spells possibly, which I'm not sure is worth a separate talent. Maybe just add a Tier 1 talent that sates "Quick Strike now applies to any Magic Spell" so that they don't have to purchase multiple ranks of both Talents.
    I'm not sure Good Cop and Bad Cop need to be Tier 2. They cost 2 advantage to use, and you can compare it to the normal "Spend 1 Advantage to give a boost die to an ally". 2 Advantage for an upgrade is a very negligible benefit to that (if not worse) so the talents are not really valuable until you have multiple ranks anyway. In Star Wars there is a spec where Bad Cop appears at Tier 1 also, though I can't remember which one...
     
    I also think Signature Vehicle should be Tier 1, it provides a very narrow bonus, and is really only there to set up other Talents. It appears as Tier 1 regularly in Star Wars
     
    Vision of the Future probably needs to be re-written,  as it is, it doesn't mention that it's for a Magic skill check (its only implied through the "improved spell" line, and it doesn't mention if the caster has to roll the extra difficulty after adding the effect or if its free, and if the spell is still able to be cast without the new effect in the case where the additional purple die would cause a failure with the effect.
     
    Blood Magic (Supreme) - I would simply rework this as reducing the difficulty. "After a spell and additional affects have been chosen, reduce the difficulty by x". Also, you may want to specify that the critical cannot be avoided.
     
     
     
  12. Like
    saethone got a reaction from TheSapient in Genesys Talents Expanded   
    Is Intuitive Casting even necessary? Per GCR Pg 215 Magic Attacks are combat checks, so Quick Strike already applies to it. The only benefit of Intuitive casting would be for curse spells possibly, which I'm not sure is worth a separate talent. Maybe just add a Tier 1 talent that sates "Quick Strike now applies to any Magic Spell" so that they don't have to purchase multiple ranks of both Talents.
    I'm not sure Good Cop and Bad Cop need to be Tier 2. They cost 2 advantage to use, and you can compare it to the normal "Spend 1 Advantage to give a boost die to an ally". 2 Advantage for an upgrade is a very negligible benefit to that (if not worse) so the talents are not really valuable until you have multiple ranks anyway. In Star Wars there is a spec where Bad Cop appears at Tier 1 also, though I can't remember which one...
     
    I also think Signature Vehicle should be Tier 1, it provides a very narrow bonus, and is really only there to set up other Talents. It appears as Tier 1 regularly in Star Wars
     
    Vision of the Future probably needs to be re-written,  as it is, it doesn't mention that it's for a Magic skill check (its only implied through the "improved spell" line, and it doesn't mention if the caster has to roll the extra difficulty after adding the effect or if its free, and if the spell is still able to be cast without the new effect in the case where the additional purple die would cause a failure with the effect.
     
    Blood Magic (Supreme) - I would simply rework this as reducing the difficulty. "After a spell and additional affects have been chosen, reduce the difficulty by x". Also, you may want to specify that the critical cannot be avoided.
     
     
     
  13. Like
    saethone got a reaction from Richardbuxton in Genesys Talents Expanded   
    Is Intuitive Casting even necessary? Per GCR Pg 215 Magic Attacks are combat checks, so Quick Strike already applies to it. The only benefit of Intuitive casting would be for curse spells possibly, which I'm not sure is worth a separate talent. Maybe just add a Tier 1 talent that sates "Quick Strike now applies to any Magic Spell" so that they don't have to purchase multiple ranks of both Talents.
    I'm not sure Good Cop and Bad Cop need to be Tier 2. They cost 2 advantage to use, and you can compare it to the normal "Spend 1 Advantage to give a boost die to an ally". 2 Advantage for an upgrade is a very negligible benefit to that (if not worse) so the talents are not really valuable until you have multiple ranks anyway. In Star Wars there is a spec where Bad Cop appears at Tier 1 also, though I can't remember which one...
     
    I also think Signature Vehicle should be Tier 1, it provides a very narrow bonus, and is really only there to set up other Talents. It appears as Tier 1 regularly in Star Wars
     
    Vision of the Future probably needs to be re-written,  as it is, it doesn't mention that it's for a Magic skill check (its only implied through the "improved spell" line, and it doesn't mention if the caster has to roll the extra difficulty after adding the effect or if its free, and if the spell is still able to be cast without the new effect in the case where the additional purple die would cause a failure with the effect.
     
    Blood Magic (Supreme) - I would simply rework this as reducing the difficulty. "After a spell and additional affects have been chosen, reduce the difficulty by x". Also, you may want to specify that the critical cannot be avoided.
     
     
     
  14. Like
    saethone got a reaction from c__beck in Spell acquisition   
    I don't know, I think magic is pretty well balanced in the book already. While the skill its more versatile than other skills, it also costs strain to use, and has a higher difficulty than a mundane skill. Would you make a fighter spend EXP on a shield to get the defensive quality? Then why should a wizard have to spend XP on the defensive quality for barrier?
     
    As for necromancy, I would just flavor other spells. Harm is just an attack. Raising a skeleton could be a conjuration (maybe reduce the difficulty by 1 for having a skeleton to raise).
  15. Like
    saethone reacted to Tedrion in Form Fillable Character Sheets   
    Font crisis has been corrected on the No Skills sheet, and the magic skills now use a check mark for career skills just like everything else. 
  16. Like
    saethone got a reaction from ZorinIchiona in Potions   
    Am I missing something? The alchemy skill talks about creating potions and setting difficulty based on rarity, however I haven't seen any potions in the book. The "Creating Items" section hardly has anything helpful about it (I thought of creating a "weapon", web potion, throw it to ensnare - but there is no guideline for the cost of consumable items like that either?). 
    Does anybody see anything that I'm missing? What thoughts do you guys have on Alchemy?
  17. Like
    saethone got a reaction from TheGMSource in Advantage Tokens?   
    I think the point of advantage is to soften the blow when they don't succeed the check. Now, instead of getting some benefit from the roll, they get nothing and the story doesn't progress in any way. The idea behind this system is that something should happen on each roll.
  18. Like
    saethone got a reaction from Palomarus in Advantage Tokens?   
    I think the point of advantage is to soften the blow when they don't succeed the check. Now, instead of getting some benefit from the roll, they get nothing and the story doesn't progress in any way. The idea behind this system is that something should happen on each roll.
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