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  1. 1. The planet itself is probably the current canon, set a few years before Episode VII, but... 2. The setting proper is an urban adventure in Ryloth's underground capital/main port. So... 3. I'm willing to draw on both canon and legends sources for inspiration. Really, anything goes.
  2. My group (250 XP EotE base with limited access to non-lightsaber force classes and force powers) flew to Ryloth. I have some ideas, but I could use additional adventure prompts to fill out future sessions.
  3. Correct. Vancian Magic == Prepared Spells It's the difference between a pre-4th D&D Wizard and Sorcerer. In fact, they use the same spells, so it's exactly the difference between the Wizard and Sorcerer. The spell list is the same, but the Wizard uses Vancian magic, and the Sorcerer does not. Starting with 4th, D&D stopped using real Vancian magic.
  4. Statwise, mostly. I'm particularly interested in how an archetype's base characteristics interact with the super-characteristics rule. Given an archetype and a pair of super-characteristics, how does one build a starting character? What do you expect a typical archetype to look like, given a specific pair of super-characteristics? What do you expect the completed starting character's characteristic array to look like after spending starting XP?
  5. This could easily be an advantage for this setting, which has a focus on Runecraft, an Intellect-based skill. To my knowledge, no species starts with 120 XP. (Input...?) As long as each Intellect 1 species starts with at least 90, and every other species starts with at least 70 XP, every PC can raise Intellect to a maximum starting rank of 4 and has equal access to the setting-defining Runecraft skill. In an inversion of Syndrome's postulate ("If everyone's super, no one is."), if no one is special, anyone can be. Every conceivable way of building a "Runecrafter", no matter how weird, is equally valid. It might not be intentional, but the lack of one or two focused Intellect species may subtly encourage players to get very creative combining the versatile Runecraft skill with other skills, if you let it.
  6. More precisely: Minions and rivals do not have a strain threshold. Minions cannot voluntarily suffer strain to take an extra maneuver, activate abilities, etc. Rivals can voluntarily suffer strain for those purposes. Both can suffer involuntary strain. Regardless of the source, any strain taken by minions or rivals is applied to their wound threshold. But, yes, they can suffer strain. Minions and rivals suffer strain as wounds.
  7. Can we get a quick rundown of minions (just minions)? Just the name, number of characteristics rated two or better, and number of group skills. E.g., Genesys Core fantasy section has: Skeleton 3/4 Beastman 3/3
  8. One of the most effective ways to represent such effects is to "upgrade a purple to remove a purple." Upgrading one difficulty die to a challenge die lets you remove another difficulty die from the dice pool. Doing this once is exactly what the Magic Ring item provided in the rulebook does, though it's automatic and not voluntary.
  9. CMink


    Thank you. Ninja'd, but fair point. One if you want to keep doing stuff, two if you don't mind being a statue.
  10. CMink


    Without talents or strain...? With no talents to mitigate the costs or supplement the effect, you can sustain one spell without spending strain for additional maneuvers. For as long as you have spare strain, you can sustain two spells for the cost of two strain per turn (or perhaps one strain per turn, if the GM is using an Easy Maneuvers variant). Then it's back down to one. Note that additional checks, especially with trained skills, can generate the necessary advantage for strain recovery; so, a well crafted strain engine can keep two spells in the air for much longer than the associated strain threshold would imply.
  11. Standard elite starting array with racial bonus for Pathfinder is 17/14/13/12/10/8. Conveniently, the total of these scores with their modifiers is exactly 80. 80 * 40/7 ~ 450 XP This implies that a starting Pathfinder character is roughly equivalent to a starting Genesys character with an extra 170 starting XP. (I.e., 2/2/2/2/2/2 +270 XP instead of +100) Possible Genesys arrays basically range from 5/5/3/2/2/2 to 4/4/3/3/3/3.
  12. I don't have the book, yet, so I'm not sure if there is precedence for this. If not, then you're conflating ranked talents with "Improved" lines. Based on what you're trying to do, you should probably just use the improved talent structure, possibly with a minor extra tacked onto one. A number of people have already pointed out the problem with letting you bypass soak this efficiently: You can just casually activate any weapon quality. I don't think that's what you want to do...? Assuming you're trying to make a poison-based talent, here's a better version: With But a Scratch: You may activate the poison weapon quality on a successful hit that deals no damage. With But a Scratch (Improved): When you activate the poison weapon quality, you may spend [advantage] or [triumph] to inflict a critical condition, regardless of the weapon's actual critical rating.
  13. What...!? Why? Where are you getting these numbers from? You realize d20 also uses a (mostly) quadratically scaling point buy system? I.e.: 8 - 0pt 9 - 1 10 - 2 11 - 3 12 - 4 13 - 5 14 - 7 15 - 9 16 - 12 17 - 15 18 - 19pt 3.5 used a slightly different, but still essentially quadratic, method(14-18 cost 6,8,10,13,16), but 5e basically uses the same system as Pathfinder, adjusted for starting scores of 8 instead of PF's 10.
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