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Khaalis

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  1. @Swordbreaker OOC, are you planning on doing suggested mods and adding these to GTE?
  2. Star Wars and even modern settings also assume high levels of education. It's also a setting concept for ease of the films that everyone is multilingual. In a medieval-like fantasy setting, most people don't even read much less know multiple languages. Even in your most typical Urban-oriented Fantasy settings, languages don't tend to cross the boundaries of their native district. Humans rarely travel to the dwarf quarter for instance and those who do, then have a reason to learn dwarven. Joe the human fishmonger who never goes farther than a block or two from home wouldn't. Even in the modern world outside the US bilingual proficiency is more of a specialty - result of specific education. I work for a major global Corp with people's from every corner of the globe. There are plenty of employees who aren't multilingual. There are key people in different offices that Are, but they aren't always the majority. As ive said, for our setting we don't like the concept of some universal language that everyone, in every corner of the world speaks.
  3. Personally, I've been working on something similar for use with archetypes. I'm looking to make the archetypes in my setting more robust than they are in core. This includes more than the rough standard of 1 5XP Talent and 1 Skill. However, this also includes archetype flaws. As noted this was already done with "Primitive" trait from AoE Stay on Target Dressalian, so we're just expanding on the concept.
  4. @Lord_Lele Why starting at Tier 2? What about Tier 1 access to superpowers? @SwivelDiscourse For Super-Tech, I think it needs to be done like Savage Worlds handles it.
  5. Ok, so here's a totally off the wall concept for a different type of magic. This is a loose formed concept that I'm just tossing out. What if you added Magic Characteristics to the list? Lets use the defaults Arcane, Divine Primal and maybe add Psi or Chi. You can only have one and they're an optional Characteristic (aka you can have a 0 in them). You could boost everyone's XP pool by 30 so you could have a 2 in said Characteristic, or if you don't take it could boost a current 2 to a 3. Then you'd have a talent that lists what skills can be linked to that new Characteristic rather than the normal Characteristic? No more need for spells that duplicate skills. You'd have things like Arcane + Charm, Divine + Medicine, Psi + Melee, etc. Again just a random thought inspired by some other systems.
  6. I'd have to agree. Also with Ranks you keep the limits to a maximum of 5 uses per encounter (if I understand that Talents cap at 5 ranks). Though in reality, how many spell actions does a mage use in a single encounter on average anyway? This might effectively remove the restriction for all intents and purposes.
  7. You could also express more detailed proficiency with different types of spells by the use of either Boost/Setback dice. For instance an Evoker might gain something like this: Attack 33 Augment 3 Barrier 3 Conjure 33 Curse 3 Dispel --- Heal N/A Utility 3
  8. Size is a very important aspect of species in my setting. So I wanted to run these Silhouette-based special abilities by people for their opinions on cost and concept. SMALL (-5 XP) Your species is smaller than average and counts as Silhouette 0. You multiply the Brawn derived statistics for Damage, Encumbrance Threshold and Wound Threshold by your Silhouette. This means that small species do not deal any additional Brawn damage to attacks, their Encumbrance Threshold is 5, and their Wound Threshold is not improved by their Brawn. However, your size makes maneuvering in small spaces much easier than for larger creatures and easier to sneak around. You gain 3 on all Stealth checks made in areas built for Silhouette 1 or larger creatures. Also, appropriately sized weapons, armor, and gear is more expensive, increase their cost by 50%. LARGE (-10 XP) Your species is larger than many and counts as silhouette 2. You multiply the Brawn derived statistics for Damage, Encumbrance Threshold and Wound Threshold by your Silhouette. However, you can barely fit into most human-sized places. When maneuvering and acting within spaces not designed for Silhouette 2 or greater creatures, you suffer 3 on all Brawn- and Agility-based skill checks per Silhouette difference. Additionally, appropriately sized weapons, armor, and other equipment is more costly, increasing their cost by 50%. Example: A Silhouette 2 species trying to perform a Brawl check in a human tavern (silhouette 1) would suffer 3 to the check. HUGE (-15 XP) Your species is larger than average and counts as silhouette 3. You multiply the Brawn derived statistics for Damage, Encumbrance Threshold and Wound Threshold by your Silhouette. However, you can barely fit into most human-sized places. When maneuvering and acting within spaces not designed for Silhouette 3 or greater creatures, you suffer 3 on all Brawn- and Agility-based skill checks per Silhouette difference. Additionally, appropriately sized weapons, armor, and other equipment is more costly, increasing their cost by 100%.
  9. Then this is an issue. Too many points of Defense. It needs to be un-ranked and give a flat bonus to defense.
  10. Here Here! Contrary to the initial post that triggered this, there is NO one way to do magic. Genesys is NOT a RAW ONLY system, it's a TOOLBOX. If the magic system doesn't work for some of our needs for magic, don't tell us we're wrong and to suck up using the system RAW. Personally I feel that the magic system is an EXAMPLE and Starting Point. I'm absolutely certain that when setting books come out, magic will be modeled differently to fit those settings. Saying magic by RAW only is limiting. Might work for you but not for all of us, and the "Us" percentage is pretty high. You may as well,say that the rules int the Supers section is all you ever need to run a supers game, which as we all know it is not. It's some basic theory on where to start for such a setting
  11. Personally I agree with the idea of limiting the spells to more specific versions of the parent power. That said, I'd provide for a lot more spell knowledge depending on the setting. I'm thinking Spells Known should be based on a combination of the magic knowledge skill (Lore on the GenCon sheet) and the governing Characteristic. So a Wizard might know [INT Rating + LORE Ranks] spells. If you really have a lot of spells in the system maybe Double that. Obviously this could be tweaked for different styles of casters such as differentiating a Wizard from a Sorcerer (to use D&D terms). [EDIT] For sorcerer I might go with the more true freeform, but limited to Lore in Base Powers. Perhaps you could make it so you know INT in base spells powers (Attack, etc.) and LORE ranks in specific "spells" from that base power. You could also make each Base Power type its own casting skill and then you know Lore in "spells" from that power. (As I see Magic skill as your pure ability to draw in and form the magic (aka casting) and the Lore skill as your general knowledge of the magic.) I'd create the spells so that their difficulty denoted their rank. So an Average spell requires 2 Ranks in the spellcasting skill. Create talents that allow you to reduce difficulties in certain conditions or on certain spells so you can technically cast spells higher than Difficulty 5. For instance add spellcasting characteristic to skill rank to determine maximum difficulties castable. As an example, take Harry Dresden or Harry Potter. Both of their spells are specific lists of specific effects. For instance Dresden doesn't have the Attack spell that he mods on the fly to do whatever he wants. Instead he has spells like Fuego, Flammamurus, Forzare, etc. However, with Dresden he has a LOT of known spells. The equivalent from Potterverse would be Hermione who also has a walking encyclopedic knowledge of spells. Harry not so much, but he can out cast her in pure power (aka Casting vs Lore). Anyway, just a few thoughts off the top of my head.
  12. I like Brawn * Silhouette. However, would this work for ALL brawn sub-stats (Damage, Encumbrance Threshold, Wound Threshold and Soak Value)? I think it works for everything except Soak. Going by SoT, the Bantha has Br 5/Si 3 but Soak 10, and the Fambaa is Br 7/ Si 4 and Soak 16. So should Soak be affected by Silhouette?
  13. Agreed on the Talent, but then again a lot of the Talents could have the same thing said about them. Then again the easiest solution is simply to give the mount barding. Use the same stats as typical chain and plate. Maybe give it 1 added defense and soak if you feel it needs to be better.
  14. Then a simplified solution may be that for the cost of Tier 4, you get something like: (Passive / Not Ranked) "When mounted, your mount shares your Defense ratings." /OR/ (Passive / Not Ranked) "When mounted, your character and mount shares you Defense ratings, each gaining the highest of Melee or Ranged defense from the two."
  15. Sorry about that. I actually misspoke with "5". I was thinking skill ranks and spoke without thinking it through. In this case, it actually grants up to 2 Defense since its Rank 4 and can be bought again once (Tier 5 cap). However, you don't say which defense so I am assuming you meant Melee and Ranged, which technically makes it slightly better than Defensive but not enough to warrant a change as its more limited to only when mounted. So yeah, my bad. Sorry.
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