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  1. FAQ

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

    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.
  3. 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.
  4. Genesys Talents Expanded

    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.
  5. D&D Style "Stats" and Class Features as Talents

    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.
  6. Form Fillable Character Sheets

    That is, in all honesty, exactly what I meant.
  7. Superhero Starting Setup

    How much does the core rulebook suggest? No, not for skills and talents. Brawn, Agility, Intellect, Cunning, Willpower, Presence. So you can have starting arrays like 5/4/2/2/2/2, 4/4/3/3/2/2, or 3/3/3/3/3/3.
  8. Superhero Starting Setup

    I'm curious how much bonus starting XP is recommended for superheroes, and whether there are different tiers suggested(i.e.: sidekicks, street warriors, champions, the gods). Since 180 XP is enough to raise each attribute to 3 for a jack and 190 XP can yield a 5/4 split between two stats for a specialist build, I figured +100 starting XP (200 total for humans) is a decent baseline. So, tiers could be...: + 50: Sidekicks +100: Street Warriors +150: Champions +250: The Gods
  9. Form Fillable Character Sheets

    In addition to, please. Rank is useful for other reasons, and persistent modifiers may consistently change the base dice pool.
  10. Magical Talents

    You could raid the Magic Talents thread for more inspiration. Or just talk. They'd probably love to hear from you.
  11. Magic rules clarification

    You can rain down Divine Fire, too, yes?
  12. Magic rules clarification

    ...Poorly. 1. A single triumph can be spent to activate any ability that can be activated with a set amount of advantage, regardless of the actual rolled advantage or disadvantage (or despair, for that matter). 2. The blast quality itself specifically can be activated regardless of actual rolled success or failure. Therefore, the probability of activating blast can never be less than the probability of rolling at least one triumph. And this is true regardless of any other factors affecting the roll. The only things that can really mess with that are something that prevents spending triumphs to activate abilities or straight-up GM fiat. For five proficiency dice, the probability of rolling at least one triumph is precisely equal to 1-(11/12)^5 Rounded down to the nearest percent, that's... 35%
  13. Magic rules clarification

    I'm not sure how meaningful it is to define things by "inside/outside RAW". The RAW is a compass, not a map, really.
  14. Attention FFG, pg 137!

    I'm not sure if anyone hasn't already found the official link in Genesys player resources, but for those of you just now discovering this through this thread, here's a link for the forums: Setting Creation Sheet
  15. Attention FFG, pg 137!