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Swordbreaker

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  1. A lot of the western-style fantasy that crops up in Japanese anime and manga, light novels, and video games is heavily influenced by Dragon Quest. If you've ever seen a series use or parody the "chosen hero vs the evil dark lord" trope, it's probably aping Dragon Quest in some way. The prevalence of cute slime monsters in Japanese fantasy series is entirely Dragon Quest's fault. Here's a list of the classes from DQ3, which influences a lot of the classes you might see in an anime and you could use for inspiration. You can also look at the Final Fantasy games (in particular, the first, third, forth, fifth, ninth, eleventh, and fourteenth games, as well as the Tactics games) for influence on classes and such. Fun fact: The first Final Fantasy game pretty much stole its entire enemy list from Dungeon & Dragon's monster manual, to the point that the western versions had to change one of the enemy sprites to not be a blatant copy of the beholder enemy. If you're set on using careers and specializations, The Forge podcast's episode 18 did a good overview of how to design trees, with input from Sam Stewart, who designed the bulk of the trees used in Star Wars. One that gets brought up is that spec trees benefit a lot from being tied to the lore of your setting, in that you can introduce a career or tree that's somewhat unique to your setting.
  2. I don't have a Twitter account, but I believe I saw somewhere that Sam Stewart, who was head of FFG's RPG department (worked on Star Wars and Genesys) and was let go a few months ago, has now been rehired as Edge's RPG head, or something to that effect. So internal restructuring has probably affected Edge as well.
  3. Typically, if the book says they 'suffer wounds', it ignores soak. If the book says they take or suffer damage, it does not ignore soak.
  4. Tier 3 Æmber Affinity: Cancel a despair the first time using a specific Æmber item. Æmber Dowser: Find sources of Æmber. Anthem (Improved): Enemies add setback when you use Anthem. Bad Breath (Improved): Your breath weapon gains a second weapon quality. Bloodhound: Gain additional success when tracking a target. Born in the Saddle: Gain success on checks when mounted. Breaking Bread: Share a meal to make social encounters easier. Bullseye: Inflict strain on other characters after inflicting a critical injury. Contingency Plan: Once per session salvage a story point from a failed check. Daredevil: Similar to Potent Concoctions without the negative side of the effects. EDIT: If you roll a despair, you add a proficiency die to the check. Not sure if this a misprint or not. Dramatic Entrance: Jump into an encounter. Electrified: Gain Disorient 2 and Stun 3 on unarmed attacks. Add threats to incoming Brawl attacks. Has an Æmber cost, and can deplete. Elusive: The opposite of Bloodhound. Eureka: Potent Concoctions, but for Æmbercraft checks. Hard Headed (Improved): The same as from Star Wars. Recover from being incapacitated due to exceeding strain. Inspiring Cry: Allow allies to reroll boost dice. Power Chord: Make a Charm check to allow allies to recover strain equal to success. Shameless: You don't suffer strain when you fail a social check. Sweeping Blow: Punt a second target, as long as both are kindergartners (or just smaller than you, I guess). Tag and Release: Deal additional strain damage based on Knowledge (Science). Tier 4 Dramatic Entrance (Improved): Allies recover strain or enemies suffer strain when you use Dramatic Entrance. Dramatic Escape: Get out of a situation. Foresight: Gain a temporary story point. Has an Æmber cost. Hard Headed (Supreme): Recover from being incapacitated due to exceeding wounds. Ingenious Solution: Swap in Knowledge when making a skill check. Pain Don't Hurt: Consume Æmber to reduce incoming damage based on Resilience+1. Stunned Silence: Spend advantage/triumph to stagger the target of a social check. Tier 5 Æmber Enhancement: Boost your characteristics by spending Æmber. Has an Æmber cost. Beastmaster: Based off of Animal Companion. Gain an animal pack. Dramatic Entrance (Supreme): Perform an action when using Dramatic Entrance. Sharp Tongue (Improved): During a social encounter, when inflicting a critical remark, you may force the target to capitulate.
  5. Talent summaries. Tier 1 Bad Breath: Ranked. Gain a breath weapon. You select one quality, with a rating equal to ranks in Bad Breath. Damage also increases with additional ranks. This talent has an Æmber cost, and can become depleted on despair until you spend Æmber. Close Combatant: Gain Brawl or Melee as a career skill. May also remove 1 setback from melee combat checks once per session. Devourer: Ranked. You may eat an incapacitated target to heal wounds. Faerie Finesse: Add success to checks interacting with fairies/pixies. Gain an additional boost die when assisted by fairies/pixies. Fearsome: Same as from Star Wars. Force adversaries to make a fear check. Ranked. Hard Headed: Same as from Star Wars. Make a Resilience check to recover being staggered. (Although I think Star Wars used Discipline? EDIT: The original did use Discipline, so this talent is slightly different.) Mutation: Ranked. Has an Æmber cost. You gain a mutation from the species generation rules. Need for Speed: Heal additional strain based on how fast your vehicle/mount is going. One of Us: Ranked. Gain advantage when interacting with a chosen organization. This can turn into threat if your character doesn't jive with the organization. Silent Communication: Ranked. Gain a form of short-ranged telepathy, which increases in range based on ranks. Can be other forms of non-verbal communication, and two characters with this talent can talk back and forth. Spire Sense: Always know where you are related to the Spire. Lore-related talent. Street Habits: Gain Stealth or Streetwise as a career skill. Can also "find" a small, cheap item similar to Deep Pockets once per session if in an urban setting. Talk Shop: Treat your ranks in Charm as your ranks in Knowledge (Science) or Mechanics when interacting with engineers, scientists, etc. Torment: Add boost die to social and combat checks against disoriented/staggered/prone targets. Well Organized: Ranked. +2 encumbrance per rank. Tier 2 Æmber Aptitude: Gain Æmbercraft and Knowledge (Æmber) as career skills. Anthem: If you have a musical instrument, use a maneuver to add one boost to do checks allies within short range make. The effect persists if you spend a maneuver every round, but you cannot use the talent again if you stop until the encounter is over. Bowl Over: Gain Knockdown quality on weapon if you engage them before making the attack. If your weapon has Knockdown already, you may trigger the effect without spending advantage. Distraction: Make a Coordination, Deception, or Skulduggery check. Disorient targets equal to success, inflict strain on affected targets with advantage, and stagger a rival or minion with triumph. This one doesn't clarify how long the effects last however. Flavor Sensation: Cook food to heal strain and upgrade other characters' next check. Goes to Eleven: Ranked. Increase the range of any music-based talents. Implacable: Ranked. Reduce strain from social checks. Caps out at your Presence. Know-It-All: Gain boost dice up to your Intellect on Knowledge checks, but your allies suffer that much strain. One with the Crucible: When recovering strain, spend advantage/triumph to move a story point to the player pool. Patch Up: If you fail a check to heal wounds, you can heal wounds anyway equal to Intellect, but if the targeted character generates a despair they suffer wounds instead. Pyromania: Increase your weapon's damage based on it's Burn quality. Sharp Tongue: Ranked. Inflict critical remarks in social encounters easier. Sucker Punch: Spend triumph on an initiative check to make a Brawl combat check. Can trigger Disorient without spending advantage on this attack. Tanks A Lot: Vehicle weapon targets are treated as larger. Can also attack with Gunnery weapons at engaged range like a Ranged (Heavy) weapon. Telekinesis: Ranked. Gain telekinesis. Actually a clever talent, and has various uses. Tickets to the Gun Show: Use Brawn instead of Willpower for Coercion checks. Wallcrawler: Can move across vertical surfaces. Reduce difficulty to recover from falls.
  6. Finally got my copy today. Would be happy to answer some questions to the best of my ability. I'm not really familiar with the setting (is anyone?), so lore-related questions aren't my strong suit. Some first impressions: There are a lot of options for the build-your-own stuff. You can build your own species, weapons, armor, and Aeffects (which are kind of like magic/superpowers). These aren't done in 2-3 steps with a couple options for each step--there are over 30 traits for weapons alone, and a weapon can have up to 3 traits. I'm pretty much 100% convinced that the Æffects rules are the answer to the superheroes question. Lot of neat new (and old) talents. I can see most of them fitting right into a classic fantasy setting, though a really hard setting might not work with all of them. They incorporate an Æmber cost into some talents, though that could be removed relatively easily without much stress, I feel. And some of the names are hilarious, especially in English; my favorite is "Tickets to the Gun Show," which allows you to use Coercion with Brawn. Right below is a picture of a bunch of muscly space ogres flexing. I probably would not include the magic rules and the Æffects rules in the same game. They aren't really the same mechanically, but they are similar in function that having both may be a bit much.
  7. I believe now that Fantasy Flight is a subsidiary of Asmodee, it's Asmodee that owns the license, and they're moving RPG development to a different subsidiary, Edge, while FFG continues focusing on card and miniature games. EDIT: So FFG will keep working on the LCG and probably the fiction (not sure entirely). If they do any more games with the license not tied to the RPG, like another board game or a miniature game, FFG may handle that as well.
  8. Sengoku and probably Bushido are both more historically accurate, I'd wager.
  9. First, L5R 5e does not utilize Genesys and is a distinct system. Second, several non-magic schools in that edition incorporate some of the magic abilities. So you'd have to weed out those abilities and replace them with something else. Third, L5R as a setting isn't really magical feudal Japan. Particularly 5e, it contains a lot of elements from across east Asia and into Arabia. It also has it's own settingelements (that often translate into mechanics) that try to distinguish itself from being historical fiction and make it something other than "D&D set in Japan." For better or for worse. So, all in all, you're probably in for more work doing this than you might think.
  10. Take my L5R conversion with a grain of salt. If you want setting material, stick with Sengoku as a source. Ignore the mechanical aspects of the game. Other than that, I'd go with using the fantasy setting weapons and rules. If you're going with historical fiction set in feudal Japan, just remove the magic-related content and monsters. As for weapons and gear, just rename the existing fantasy weapons to the Japanese term and you'll be fine. Realms of Terrinoth has more talents and items to draw from. If you want to do feudal Japanese fantasy, it's even easier, as you don't have to remove the fantasy elements. At least Revised Edition copy of Sengoku includes a section in the back discussing using magic, and you can borrow them to rebrand the magic skills. Check out this blog for some information and inspiration; I don't think it's written by a native English speaker, so grammar and spelling is a little wonky, but the information is interesting and well-sourced. Check out this site for Japanese monster information, if you're keeping the fantasy elements. You can also check out Shinobi: Shadows of Nihon, which is a sourcebook? spin-off? of Sengoku dealing with ninjas (Shinobi Ryu is another supplement). There's also Bushido, which is similar to Sengoku for being based on feudal Japan, and there might be a few adventures or something to use if you want.
  11. Lots of math. In an interview with the people who worked on the book, they mentioned that the method to calculate the power levels is actually quite complicated, and the system in the book is a simplified version. You could tag @KRKappel, who worked on the book, and ask if he'd elaborate more.
  12. In my experience, as someone not from Australia, is that you guys are the literal last on the list of places that get books. Seeing as the book is officially delayed everywhere (except for an unofficial release in Scandinavia?), it might be awhile.
  13. https://community.fantasyflightgames.com/topic/256003-genesys-symbol-font/ There is an EotE dice shape font that's floating around somewhere that I use as well, but I couldn't find it. Though I'm sure there are others that give you the three basic shapes you need.
  14. Say, perhaps, the Goddess had several supporters/subordinates/allies. Each of these individuals (and their offspring/descendants/successors) was tasked with sealing the shards to prevent them from rejoining. Killing or draining these individuals rejoins a shard. If you go this way, I would either reduce the number of shards (3-4), or have the cult already have unsealed the majority of them.
  15. The answer to this question is that NPCs can have abilities that PCs can't normally have. In this case, this NPC has a spell that works somewhat differently than a normally cast spell.
  16. Although only those in a few countries are getting their hands on it, it looks like the Keyforge sourcebook has a species creation system that will work fine for what you're looking for. Here is an overview for how it works. Another option, which will take a little work but has most of the particulars finalized, is to tailor the heroic ability rules from Realms of Terrinoth into inherited powers. These are more like superpowers, but do come with considerable limitations and high costs. Last and probably easiest solution would be to build them into archetypes. Either make an archetype for each demigod, or have the players select one option out of the list to represent their heritage. Optionally, you could create some talents that either upgrade or work with this ability; you could either make these generic and only expand on the base ability (extend duration, increase strength, reduce difficulty, etc.), or you could make one or more for each deity, with prerequisites that only that deity's offspring can take the talent.
  17. @KRKappel: I noticed an errata of sorts. The Improvised Weapon Master (Improved) talent grants improvised weapons the Disorient 1 quality. This is contradictory to the advice given in the CRB on page 200 for the Disorient quality.
  18. Swordbreaker

    Keyforge

    Seems like this book may contain the key (heh) to running a superheroes game.
  19. Swordbreaker

    Keyforge

    Might need a thorough analysis. For, uh, proof.
  20. Swordbreaker

    ?

    ‽‽‽
  21. Rules on flying are found on page 100 of the CRB for reference. Otherwise, I agree with @Archellus' interpretation.
  22. You've got the fear and sanity rules already. With a little reworking, you could easily combine the negative results on magic with the effects of sanity and trauma to emphasize the dangers. Mix in the low magic rule, and you have something that always straddles the line of danger.
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