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Everything posted by Cyvaris

  1. I'm gearing up to convert an already heavily homebrewed 4e D&D game over to Genesys, and one of the players noted how he does not like how heavily stats/characteristics are tied to Species in Genesys. Some of the others voiced similar concerns, so I began playing with some ideas on how to address this and want thoughts on "balance". Looking at the Bioroid as inspiration, I decided to make Species all 3/1s and then give them higher than average starting XP. I was thinking starting them in the 160-180 XP range, mostly so by the time players are "down" to 100, they've settled around some variation of 3/2/2/2/2/1. With this, I'd add that you cannot buy a 5 at character creation. Sure it's a bit of an illusion of choice, but it allows them to define what their character's "below average" Characteristic is, instead of the Species determining that. With that, I'm thinking of having each Species have two different 3/1s set ups, mostly to mimic the Archetypes humans get. Or maybe I should just junk that entirely, start everyone at 90XP with a 3/2/1 set up. Thoughts? Also, while going over Talents , something really stuck out to me; Beserk. This Talent feels different from the other Tier 2 Talents, mostly be virtue of almost replicating a specific D&D class feature, specifically a Barbarian's "Rage" ability. That got me thinking about a series of similar "Feature" Talents that would be exclusive against each other; you can't take more than one. Most of these would be roughly analogous to D&D classes to sort of "Define" a character beyond just career skills and would be slightly more powerful than Talents of their Tier (likely 2 to match Berserk). The idea is still rough, but here's some that I'm playing with. Some have names, others are just straight D&D class names. Protector-Once per encounter make a Discipline check and add Success to one engaged ally's soak up to X value. Backstab-Add additional damage against enemies engaged with an ally that haven't attack you this round. "Paladin/Swordmage" - Once per encounter, make a basic Curse spell check targeting one enemy/Barrier targeting one ally as an Incidental. "Cleric"-Once per encounter, make a basic Heal spell check targeting an ally as an Incidental. "Wizard"-Once per encounter count the number of rolled Advantage as double for the purpose of activating an additional effect added to a spell.
  2. Cyvaris

    Genesys Talents Expanded

    I'm already picturing how horrible this will turn out at my table.
  3. Cyvaris

    Simplified Adversaries

    This is very similar to how I've been writing my adversaries up. It's a great, quick way to see everything quickly.
  4. Cyvaris

    Not a lot of Triumph related talents?

    Instead of talents, I'd love a far more comprehensive list of suggestions to use Triumph and Advantage on. I know there are a few community created resources, but I think a more in depth listing would really help newer players.
  5. Cyvaris

    Incorporating the Force Die

    I've been using it for a Dark Sun game I'm running to simulate the Defiling/Preserving mechanic. I blacked out an additional white pip, since Defiling is by default the easier of the two. Any spell cast rolls the Force Dice along with it. Black Pips allow for "Defiling" and can be spent as either Advantage at a one to one or as Success at two to one on the spell. Yes, this means spells have a ton of Success at times, but it also moves characters along a Defiling track similar to the Dark Side one and has massive story consequences. Meanwhile, Preserving returns an additional 1 Strain after the Spell is cast per pip. It's rough and I'm going to be tweaking it, but it hits the dichotomy of casting in Dark Sun well.
  6. Cyvaris

    Combining spell types

    You know that moment you end up feeling super stupid? That's me now. I wonder if a far more limited version, perhaps a specific spell type, could pass balance muster, either as a Tier 3 spell with the Story Point or as a Tier 4 without it. I like the idea of combining Spell effects a good deal though. I think just adding the difficulties might be "balanced" enough really. Attack+Augment becomes a Hard check, and that's before any other "effects" are added on. As an attack, that's not all that impressive. The real fun there comes when you start rolling Threat and Despair. Sure you damaged the enemy, buuut those Threat also mean they are the thing you Augmented.
  7. Cyvaris

    Android Character Sheets

    I like "Two-handed stance" as an incentive to not Dual-Wield, use a shield (fantasy), or use a Two-handed weapon.
  8. Cyvaris

    Lich Master, an unofficial companion application for Genesys

    This looks amazing. Can't wait to start using it.
  9. Cyvaris

    Combining spell types

    For Vampiric touch, one of the implement materials in Terrinoth allows you to recover wounds. Speaking of combining spell effects, would anyone else want to see Talents that allow for "fast" casting? Things like Barrier and Augment are neat, but it sort of sucks for a player to have that be their entire turn since they don't get to do any 'damage' that round.
  10. Cyvaris

    The Dice Pool Podcast - Its a Kind of Magic!

    Though I already created spells for what I saw as lacking (Divination, Enchantment, Illusion), I'd like to see the group discuss what spells they would add/feel are missing from the core rules. It would be very interesting to see if they think anything is "lacking" or if you can't achieve various effects from other systems (D&D) with what is currently in Genesys.
  11. Cyvaris

    Recovering Strain

    The Strain system is really great and is a much better approximation of how books/movies usually handle spellcasting. Reading books set in D&D realms has always amused me because the authors bend over backwards to include the utterly asinine Vancian system.
  12. Cyvaris

    Recovering Strain

    I am stealing the "1 strain per , 1 strain per and 3 strain per " for my game.
  13. Cyvaris

    Grid Combat

    For my table Engaged-in adjacent square/hex Short-out to 5 squares (25ft) Medium-out to 10 squares (50 feet) Long-out to 20 squares (100 feet) Extreme-40 squares (200 feet) I know this clips off the ranges a bit from core, but it feels "good" and allows for easy conversions of "can move up to short range" on a grid.
  14. Cyvaris

    Codex Alera Genesys

    This is all looking good so far. It's a lot of fun reading this thread because it really reminds me how much I enjoyed the series. It's not some pinnacle of fantasy fiction, but it's just the right level of fun. I'm really split right now since I have a great idea for a game set in the immediate (or at least five or so years) aftermath of the Void war that I want to run but none of my players have read the series. Of course that just means I can straight steal the books plot for a game but....
  15. Cyvaris

    Alternative Magic System, New Spells and Implements

    I....honestly can't remember. Probably should be equal to . Enchantment I've been playing around with for awhile trying to find something that is mechanically distinct from other Spells enough to justify its existence. I want something similar to FaD "Influence" power, but with at least some sort of mechanics to it. Also tempted to have it downgrade the difficulty of the next social check in some way, shape, or form.
  16. Alright, this is my first draft of some alternative magic rules. I've modified how many spells a character has access to, limiting the number of spells a character knows to their number of ranks in the appropriate Magic skill. In addition to that, I added three new spells, Divination, Enchantment, and Illusion, and at the end are several new implements. I erred on the side of "underpowered", or at least I hope so. I did not put a cost or rarity down for the new implements, as those are the biggest place I am not sure of in terms of rules. I would like to at some point add a Transmutation/Shapechange spell, but can't come up with an appropriate "first" entry before the effects. Genesys Spells.pdf
  17. Cyvaris

    Alternative Magic System, New Spells and Implements

    I probably killed it be accident then when I was reworking/reshuffling stuff in the GDrive. Attaching it here. I need to go back and tweak some parts of it (Signature Spell is a talent now and Prepared Spells are WAY stronger than I wanted) but the three core "new" spells I made I still really like. GenesysSpells.pdf
  18. Cyvaris

    Codex Alera Genesys

    The first book is pretty much "Farm boy does the thing", but it's written well enough to be charming. The sequels certainly shake things up and the series takes off well. My only issue with the later books is that Amara/Bernard's plots feel very repetitive.
  19. Cyvaris

    Quick question - overland map creation software

    Related to all this, any one know a good mapper for making cities specifically? Running an urban/dieselpunk game and it would help to draw up a map of the city.
  20. Cyvaris

    Cost for Magic Items?

    That's probably a better direction to take things. Both came to the same functional end, but a pool of strain that can only be used for magic items seems more elegant and flavorful.
  21. Cyvaris

    Cost for Magic Items?

    It sort of mimics that other game that's in its Fifth printing "attunement" mechanic. You could easily make a Talent or to that either reduce the Strain cost too, though I'd put them at higher Tiers. Maybe 4 or 5.
  22. Cyvaris

    Genesys Talents Expanded

    On tagging Talents by type. I'd almost be against it because that puts up a great big "pick this for this archetype" flag. One thing I really like about Genesys talents is they have a wide spread and aren't purely focused on combat. You start labeling stuff and you'll have players hone in on them, leading to the good old "When all you have is a hammer" problem most RPGs fall into. Of course for general search functionality it's fine.
  23. Cyvaris

    Cost for Magic Items?

    Would you keep the Strain reduction that comes from the Cybernetic bits?
  24. Cyvaris

    Tactical Combat in the Narrative System

    My game is run entirely on a grid, and I've added some more "attack" like Unrelenting from Terrinoth or stuff pilfered from the Jedi classes. I had to play with range bands a bit to convert stuff over, but it works well enough. Blast sort of breaks on a grid though. Combat slows down a little, but Genesys combat is snappy enough that it's not horrible. Direct visualization helps players who are somewhat more used to video games picture stuff as well since they are often not as familiar with theater of the mind style play and so sometimes lock up.
  25. Cyvaris

    Genesys Talents Expanded

    Bless you all for your excellent work.