lyinggod

Members
  • Content count

    128
  • Joined

  • Last visited

About lyinggod

  • Rank
    Member
  • Birthday

Profile Information

  • Location
    Poulsbo, Wa, USA, Earth
  1. More Knowledges skills vs Talents

    There has been talk on the forums about more Knowledge skills vs Talents for Knowledge specialization (or other skills). To prevent skill bloat, the latter seems to the better choice. With that in mind, I am working on a Pulp setting that will include talents that represent skill specializations. Such specializations will not be limited to just knowledge skills. My preference is to try to keep to the basic format of talents listed below. This is inspired by Specialized Knowledge talent from the Expanded Talents lists but I felt that it was be too specific for what I wanted so I increased the Tier to 2. My question is the wording of these Talents exceeds Tier 2 in effectiveness. I would prefer to start at Tier 2 with these so I may have to further limit the scope of the description. I have other talents that I will come with once I have a better idea of how to approach these specializations. Any thoughts on whether these are sufficiently focused for Tier 2 or better phrasing to make them fall within indicated bounds would be appreciated. Thanks. Librarian Tier: 2 Activation: Actjve Ranked: Yes The Character is a master of navigating libraries and other repositories of knowledge. Using such locations takes 1 hour per [DI] level. Character may reduce the difficulty of Knowledge checks made within such locations by 1 per rank in Librarian to a minimum of 1. Spend [AD][AD] to reduce the amount of time necessary by 1/2 hour. Particularly small libraries may result in [SE]. Supernaturalist Tier: 2 Activation: Active Ranked: Yes The Character is a master of the occult and otherworldly knowledge. Once per session, the character may reduce the difficulty of Knowledge checks made relating to the supernatural by 1 per rank in Supernaturalist to a minimum of 1. If the Supernaturalist skill was instead for History (world), History (Europe), or History (England) what do you feel the Tiers would be for each? Arm Chair Tourist Tier: 2 Activation: Active Ranked: Yes The character is well read on many cities and countries. For each rank, pick one of the following continental groups; North America, South America, Europe/Australia, Africa, Asia. Once per session, the character may reduce the difficulty of Knowledge checks by 1 when attempting to recall a fact about that area. Well Traveled Tier: 2 Activation: Active Ranked: Yes The character is well traveled and can find his way about more easily then most. The character may reduce the difficulty of Survival checks made for the purpose of finding a location on established travel routes and cities by 1 per rank to a minimum of one.
  2. Genesys PDF is now available

    Yep, Even at DriveThruRPG. On the morning of 2/8/2018, the "retail" and sale price on DriveThruRPG had dropped to $20 and $15 respectively. When I looked later in the day, it had returned to $40 and $20.
  3. Genesys PDF is now available

    Missed opportunity, the price is back to "normal".
  4. Shadowrun Conversion Thoughts

    As you said, harder to cast and more draining. The question is how closely are these going to be modeled in Genesys. Increasing both strain and difficulty, if applied correctly, will provide the necessary encouragement for mages to, not only not go nuts with cyberware but to avoid cyberware all together. A straight increase of difficulty and strain for each per level of brawn used might be excessive. However the question needs to be asked regarding how hard it is for a essence 1 caster to do magic, in SR, compared to an essence 6 caster. Is it appropriate to approximate the severity of casting difficulty in Genesys? If the an essence 1 caster, in SR, has a very low chance of successfully casting a spell and will pass out after only two attempts then perhaps increasing strain and difficulty per point of Brawn would be appropriate. I havent taken a close look at the last two editions of SR but in earlier editions, if caster has a low essence (between 1.1 and 1.9) and takes sufficiently critical damage, he can loose a point of essense resulting in his essense being less then 1. It takes at least an essence of 1 to be able to do magic at all. If this is to be modeled in Genesys then this potential needs to be taken into account.
  5. Shadowrun Conversion Thoughts

    So the question becomes whether cybernetics make magic more tiring or more difficult when casting spells. If it becomes more tiring since you have less "essence" then strain costs should increase. If it is more difficult then it could be a combination of setback dice and difficulty increases or automatic threat (or even failures) that are gained as casters get more implants. Each .5 Brawn (or fraction), add one threat to the casting check. The only problem with this is that casters with a high Brawn can have more implants before loosing their ability to cast and will accumulate more potential threat. Alternately you could do a combination of the the above options. As a side note, in Shadowrun, characters can take enough physical damage to reduce their essence. This should be added to the Crit Table somewhere above 120 (I dont have the book in front of me).
  6. Shadowrun Conversion Thoughts

    The issue I see with reducing strain as cybernetics increase is that a highly cybered individual may only have 4-6 strain (or less) available instead of 10+. Is this too low from a non-magic using perspective. This indicates that the highly cybered are easily "mentally exhausted" if they are a pure street samurai, rigger, etc. Perhaps increasing the strain cost of spells based on amount of cybernetics such as 1 extra strain per 1 Brawn (or fraction thereof) of implants.
  7. Genesys PDF is now available

    .... they drop the regular price to $19.99 and put on sale at $14.99.
  8. How well would Genesys handle D&D-like dungeon crawls?

    Genesys will handle any setting/genre but its a NARRATIVE rpg not a tactical rpg (ie MMO's or D&D). There are threads here that cover Dragonlance and Pathfinder setting conversions (races, classes, magic) for use in ROLEplaying with the idea the Story is much more important then combat or excessive game mechanics. Dungeon Crawls are not a genre or setting. It is a slog that is almost always nothing little more then endless combat. This is fine for D&D as it places high emphasis on hack and slash and ROLEplaying is seen as necessary evil that is almost always treated as an impediment to killing the monsters and taking their gold and XP. If your looking to capture this style of play, Genesys is probably not the best option but YMMV.
  9. Shadowrun Conversion Thoughts

    I agree that a Shadowrun conversion would need more granularity then would normally be associated with Genesys for both hacking and cyberwear. Its not any real stretch to see Cyberdeck programs as being a form of "techno spell". Use Computers instead of the standard magic skill for hacking and either make the hacking programs more narrow focused then the sample Genesys magic system or just reskin the sample magic system to get a close approximation of hacking programs.
  10. Extraneous Unofficial Sheets for Genesys

    Can you please use Drop box, google drive, or one drive for your public files. Thanks
  11. Generic Fantasy Archetypes

    In Genesys, careers are the same as classes. It's just the terms that FFG has chosen to use. Archetypes are your background/upbringing (IMO). Species just means non-human archetype. I didn't read the initial post fully and missed the reference to "fantasy races". The result was that my response wasn't fully inline with the original question.
  12. Generic Fantasy Archetypes

    For more generalized archetypes, I stumbled across this descriptive adaption of Jungian archetypes that someone had adapted for RPGs. I found it to be intriguing. Unfortunately, you have to use the Way Back Machine to see the entire write up. This was the reddit post that pointed me towards it.
  13. Where are DIY Magic Items?

    In most magic settings, there is a fat man in a red suit with a bunch of gnomes in a massive factory in the distant north cranking out prodigious amounts of magic items and has been doing so for hundreds or thousands of years. While this hasn't come up in my game, I would probably approach the making of permanent and temporary magic items as follows: Creating magic items usually takes time (days or weeks) and resources (ie materials and a workshop) which are not normally available to the adventuring wizard. This is why wizards aren't creating magic items at the snap of a finger. The other issue you have to keep in mind is how magic items in DnD have an effect compared to similar effects in Genesys. In DND, a "+1 to Characteristic" magic item improves the ability by 5-10% ( @Terefang could probably give a more accurate mathematical break down of this ) where the same +1 in Genesys is equivalent to a Tier 5 talent (IMO maybe equivalent to +4-5 in DND). Non-characteristic enhancements (ie damage) can be less over powering, depending on whats affected. This is one of the reasons the book suggests limiting the quantity of augments. I would treat magic similar to characters in that their magic abilities are, essentially, talents. Temporary augments: As far as enchanting items in the field, you could give the Enchanter access the Augment spell with the modification that only it can only be used on objects and then, perhaps, restrict the Primal casters to only being able to augment PC's, NPC's, and creatures. I would generally treat augments as indicated below under Creating Magic Items. Allow the enchanter to spend AD to extend the duration of the enchantment at 1 AD per turn or TR to last the scene or AD to increase level. Concentration should be used as normal with a Talent to increase the amount of objects so enchanted simultaneously. Alternately, the need to concentrate can be removed by increasing the casting difficulty by 1-2. Use strain rules as normal. Creating Magic Items: If your Enchanter really wants to create permanent magic items, I would use the Conjure spell and treat each magical effect as a talent. Weapon qualities of rank 1 should be considered a Tier 1 or Tier 2 talent. Additional ranks should increase the effective Tier by 1. This can then be done in one of two different ways. Increasing difficulty (option) Each Tier of the talent would add 1 difficulty to the casting check. Therefore one Tier 2 talent or two Tier 1 talents add the same difficulty. I would also allow spell difficulties over 5 to upgrade difficulty dice, therefore a casting difficulty of 7 would be RRPPP. A +1 Brawn item would have the Dedication talent which adds 5 difficulty to the spell which means you will probably have to get it from the fat man. Spending Advantage (option): Each Tier of talent in the magic item requires the caster spend that number of AD to successfully create the item. A Tier 1 item requires 1 AD and a Tier 3 requires three AD. I would consider requiring AD to be spent in order from lowest to highest talents in the item. If the item created is supposed to have a Tier 1 talent and a Tier 3 talent, it would require 4 AD to be successfully created. If only 3 AD are generated, then only the Tier 1 talent was imbued in the item but Tier 3 talent was not. The extra two AD can either be applied to creation time or in another way. Alternatively, the Tier 3 talent could have additional limitations put on it to make it a Tier 2 talent. Either option should have a component, money and time requirement. The time should be also be based on the total number of Tiers with AD being able to be spent to reduce time. The wizard should be able to acquire Talents to reduce difficulty or other aspects of making magic items.
  14. Talent Feedback: Well Read (Improved)

    Thanks for everyones feedback This is meant to be a variation on the decoupling rules (CRB Pg 205) and represents highly specialized expertise and is not meant to replace general Knowledge. I could have added a Knowledge: Cars skill but then, by extension, I would need to start adding skills for other areas of expertise. I was looking to avoid skill bloat. This is the idea that I was trying to encompass. To provide an example; A car buff/street racer with a minimum education has an Intellect of 2, Drive 4 (Career), Mechanics 3 (Career), and no Knowledge wishes to recall a fact relating to car or driving. His Drive should count for something beyond just staying on the road. FWIW, I am using the Expanded Talent list by @TheSapient and @ESP77. It includes a talent called Well Read that allows the user to add any 3 knowledge skills as career skills. My title was meant to be an extension of that concept and represent a narrowing focus of expertise. I was also trying to make my Well Read (Improved) talent like the "pick a skill when talent purchased and gain extra benefit when using that skill" implementation that is common among talents. I like the general wording of your suggestion but it leaves the talent open to all career skills. Given the above example, the car buff may be a well read (or obsessed) car aficionado but only a highly intuitive mechanic. The Savant talent would apply to both skills as well as any skill with minimal training (1 rank). This effectively makes the character a "savant" at every career skill. I must ponder this. I am leaning towards the idea that perhaps this should still be purchased per skill.
  15. I am looking for feedback on a talent that is intended to reflect a significant level of relatively narrow book knowledge. In pursuit of this I have come with the following. This is inspired by the Brilliant Talent of the Intellectual. Any feedback is appreciated