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Cyvaris

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  1. Haha
    Cyvaris got a reaction from CitizenKeen in Genesys Talents Expanded   
    I'm already picturing how horrible this will turn out at my table. 
  2. Haha
    Cyvaris got a reaction from CitizenKeen in Genesys Talents Expanded   
    I'm already picturing how horrible this will turn out at my table. 
  3. Haha
    Cyvaris got a reaction from CitizenKeen in Genesys Talents Expanded   
    I'm already picturing how horrible this will turn out at my table. 
  4. Like
    Cyvaris got a reaction from ZorinIchiona in 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. 
  5. Like
    Cyvaris got a reaction from ZorinIchiona in 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. 
  6. Like
    Cyvaris got a reaction from Armoks in 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.  
  7. Like
    Cyvaris got a reaction from Armoks in 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.  
  8. Like
    Cyvaris got a reaction from Armoks in 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.  
  9. Like
    Cyvaris got a reaction from The Grand Falloon in 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. 
  10. Haha
    Cyvaris got a reaction from Richardbuxton in 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. 
  11. Haha
    Cyvaris got a reaction from Richardbuxton in 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. 
  12. Like
    Cyvaris reacted to BringBackForbiddenStars in Lich Master, an unofficial companion application for Genesys   
    Hey everyone, I'm a programming student that hates rolling for initiative and other things. I'm working on a program that will do all of that for you.
    This is still a work in progress: features are missing, bugs are crawling around.

    What I've got:
    You can create adversaries, Lich Master will roll initiative and create attack pools based on their stats.
    Minions are implemented and their dice pools will change depending on how much damage they take.
    Damage on adversaries is tracked and adjusted based on their soak.
    You can roll criticals against your players.
    A player's defense is automatically taken into account when you do try to attack them.
    You can create any adversary you desire! As long as that desire is an adversary without any talents or abilities and consisting of only weapons without any qualities.

    What I'm planning:
    I want to release a simple combat version of the demo below soon. I've still got some bugs I need to squash. Talents and qualities need to be added.
    Right now, the advantage table, besides criticals, are just reminders for you. They don't actually do anything when you click them. I'd like to change that, so if you select a boost on your next attack it will boost your next attack so you don't forget when weird stuff or food happens between actions.
    I want to have an ongoing effects window for player shenanigans against your adversaries. Right now, this app only tracks direct damage against your adversaries.
    I need to implement a reference for your adversaries. In the demo below if you were to click the adversaries name, it would do nothing. I want it to open a panel giving all of their skills and stats in depth. More importantly this will give a link to their talents and abilities. For the time being I'm planning on this just being a reference until I can figure out if implementing talents in a clean and procedural way is doable.

    An idea I have is to try and break abilities down into inputs and outputs that the program can understand. Right now for instance, criticals are read in at their critical value based on the weapon being rolled. The program understands that and assigns the critical to the appropriate slot. Inputs could be advantage symbols or triumph that could be fed in a similar way. Outputs could be damage on the player or perhaps an ongoing effect such as 'Jacob is immobilized'. This would sit in a corner for like two actions and then disappear.

    Wild speculation ideas:
    You can currently setup encounters and place adversaries into them. Only adversaries. I'd like to expand how you can plan an encounter ahead of time. Such as adding terrain features: traps, cover, impassible terrain. Or maybe adding quest items attached to certain rolls (if they pass perception here they can find the body in the wheat field, that key item will lead to encounter b7 if passed).

    Maybe randomly generated encounters? Right now I'm having adversaries be sorted into groups when you create them. The reanimates are part of the Undead group. The bandits from the core book are part of an outlaw group. I just have this implemented so you can better organized adversaries you create. It shouldn't be too difficult to set up a few parameters and tell the program to randomly pull 3 rivals and 2 minion groups from this adversary type because the players set the cows on fire, that wasn't supposed to be feasible option, but now I need some angry guards.
     
  13. Like
    Cyvaris got a reaction from sedgetone in 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. Like
    Cyvaris got a reaction from Armoks in 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. 
  15. Like
    Cyvaris got a reaction from c__beck in Recovering Strain   
    I am stealing the  "1 strain per , 1 strain per and 3 strain per " for my game. 
  16. Like
    Cyvaris got a reaction from c__beck in Recovering Strain   
    I am stealing the  "1 strain per , 1 strain per and 3 strain per " for my game. 
  17. Thanks
    Cyvaris reacted to c__beck in Recovering Strain   
    In my games, it's 1 strain per , 1 strain per and 3 strain per .
    That way you can use all the symbols.
    Of course, you can have each player roll in succession, and spend  or to boost the roll of others, but I find that it's easier to just let each player use their own symbols.
  18. Like
    Cyvaris got a reaction from lbwoodard in 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
  19. Like
    Cyvaris got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    I sort of forgot about the "Utility" Spell, which yes all casters would have no questions asked. 

    Feel free to use this in your games, I'll probably be tweaking it a bit here and there as I adjust things. 
    @DarthDude I like the Dominate power as a jumping off place for additional Enchantment powers. I also flipped back through the Genesys book and found the Psionic race and its Mind Shaper power under the the Space Opera setting. It's basically a rework of Influence from FaD, which is what I pilfered for Enchantment anyway. My biggest issue is just finding a way to not make the default power an opposed check. If there were rules for "emotions" it would help....again Enchantment I feel might be a rather GM dependent ability there. 
  20. Like
    Cyvaris got a reaction from ZorinIchiona in Alternative Magic System, New Spells and Implements   
    Anything look horribly balanced? Enchantment was hard to get working the way I wanted it to work, especially when it comes to wording. In my mind, it's the most "you and the GM decide" power. 
     
    The new Implements I was also a bit shaky on cost/rarity wise as the rules for making new ones result in very high costs. 
  21. Like
    Cyvaris reacted to McKeewa in Warships and Merchant Ships of the Age of Sail   
    Hi Friends,
    Long story short, I'm GM of a Genesyzed 7th Sea table, and I wanted more settings about warships ... so ... I made it.
    Warships and Merchant Ships of the Age of Sail, a supplement to Genesys.
    There is mistakes, some important ships are missing and much more... and I will continue to work on it with the time.
    Don't hesitate to comment the thing ^^
    Have a good day.
    PS : Dear @SkyJedi fell free to add the thing to the master list if you think it deserve it.
    update 1.0.1 : some correction, and tweaks, added crewmen minions adversary
    update 1.0.2 :
    Some phrasing
    Added Crewmen fight during boarding
    Add Xebec
     
  22. Like
    Cyvaris got a reaction from Dragonshadow in 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.  
  23. Like
    Cyvaris got a reaction from ZorinIchiona in 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.  
  24. Like
    Cyvaris got a reaction from ZorinIchiona in 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. 
  25. Like
    Cyvaris got a reaction from ZorinIchiona in Cost for Magic Items?   
    Would you keep the Strain reduction that comes from the Cybernetic bits? 
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