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JohnChildermass

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  1. JohnChildermass

    Another take on the Shapeshift Spell

    Good points... regardig armor and "Increase Silhouette": destroying armor might be an effect of enough Threat or Despair. Decreased silhouette wasn't really on my mind, since the forms start at 0 or 1. But I'll give it some thoughts.
  2. JohnChildermass

    Another take on the Shapeshift Spell

    The idea for hide of the beast is that you could increase the difficulty several times. But you are right. This should be something that you can spend advantages on... Claws increase your unarmed damage.This taken directly from page 182, Natural Weapons for Animalistic aliens. Regarding Flight being +2 difficulty, the case could most certainly be made. I have to playtest this some more. Thanks for your feedback.
  3. JohnChildermass

    Another take on the Shapeshift Spell

    Shapeshift Concentration: Yes Skills: Arcana, Primal Shapeshift allows the caster to transform themselves, and sometimes others in naturally occurring animals. For specific effects, the table for structured encounters is a good starting point. Transforming others against their will is usually resisted (see sidebar on page 214). Maintaining the chosen form outside of combat falls under the rules of maintaining spells in narrative encounters (see sidebar on page 213). Shapeshift in Structured Encounters The character transforms into a land animal no greater than silhouette 1, and they gain a natural attack (either bite or claw) that adds +2 Damage to any Brawl combat checks they make. Their Brawl combat checks also gain the Vicious 1 quality and reduce the Critical rating by 1 (to a minimum of 1). The character makes either an Arcana or Primal skill check. The default difficulty of the check is Easy. If the check is successful, the character transforms into the chosen animal as an incidental and remains in that form until the end of the character’s next turn. Any equipment carried or worn is shed on the ground. Table: Shapeshift Additional Effects Effects Diff. Aquatic: The spell can turn the caster into an aquatic or amphibious animal. They are able to breath underwater and do not count water as difficult terrain. +1 Feral Within: Forgo turning completely into a beast. The caster takes on aspects chosen, but only body parts affected by the spell are transformed into claws, fur, wings or gills. +1 Flying: The spell turns the caster into an animal that can fly. +1 Hide of the Beast: Increase the Soak of the target by 1. Maybe applied multiple times, up to the caster’s ranks in Knowledge. +1 Increase Silhouette: Increases the allowed silhouette by 1. Increase Brawn by 1. May be added multiple times, up to a Brawn of 6. +1 Keen Senses: Gain the senses of the animal the character has turned into. Increase the ranks in Perception and Survival by the caster’s ranks in Knowledge. +1 Mastery of Form: Transform equipment carried and clothing worn as well, but it remains unusable as long as the caster remains in animal form. +1 Fury of the Wild (Primal only): Concentrating on the spell is an incidental action. +2 Polymorph Other (Arcana only): Turn someone else into an animal. +2
  4. JohnChildermass

    Another take on the Divination spell

    Divination Concentration: No Skills: Divine, Primal Divination covers a broad area of effects that grant knowledge beyond human ken, discovers hidden substances, reveals thoughts and emotions, vastly increases the range and quality of perception, shows distant people and places, as well as commune with spirits, gods, and the deceased. Outside of structured encounters, the spell can detect hidden and concealed things in the immediate vicinity with an Average magic skill check. If the spellcaster tries to discover lies, thought, or personality traits like Strength, Flaw, Desire or Fear, they usually make a magic skill check opposed by the target’s Discipline (upgrade by ranks in Adversary talent, see page 214). Understanding strange and foreign speech or documents requires a magic skill check at one higher difficulty than the Knowledge check. Extending the senses outside of the immediate surroundings (e.g. through walls & doors, or beyond long range) increases the difficulty of the Divine or Primal skill check to Hard. Anyone in the target location with ranks in any magical skill will be aware that they are being watched and/or eavesdropped. One important use of divination is to contact either gods, spirits, or the souls of the deceased to gain information. Commonly, spellcasters refer to this practice as augury, commune or speak with the dead. To achieve the contact, the diviner requires either a method of reading the gods’ will like a sacrificial animal, rune stones or bones, must inhale sacred incense, or possess bones of the deceased. The character makes a Hard Divine or Primal skill check to get one truthful answer on a yes or no question from the entity contacted. You may spend 2 advantages to ask an additional question (and may trigger an additional question multiple times). Increasing the difficulty of the magic skill check to Daunting allows the caster to ask one open-ended question. In detecting magic, Divination has a slight overlap with the Utility spell. While using Divination increases the difficulty, a successful roll should return more information than just determining that magic is present. Divination is able to reveal the strength and kind of magic, maybe even the exact nature of the magic. Divination in Structured Encounters Divination is usually used outside of structured encounters but has some uses that apply to a structured encounter. Your character selects one target within short range (including themselves), then makes an Average Divine or Primal skill check. If it is successful, until the end of the character’s next turn, the target may reroll any one skill check, whether successful or not to improve the result. But they must take the result of the reroll. This represents the character gaining insight into the shifts of fate and fortune. Before making a Divination check, choose any number of additional effects listed on Table below. Table: Divination Additional Effects Effects Diff. Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.Diffi +1 True Strike: Remove up to nnn granted from concealment (page 110) from any combat check the target makes until the end of your character’s next turn. This includes negating invisibility. +1 Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending one advantage each time). +2 Lingering Senses: Your character may perform the Concentrate maneuver on the effects of the divination spell. +2
  5. JohnChildermass

    Realms of Terrinoth Official Sourcebook

    You could try Sphaerenmeister.
  6. JohnChildermass

    What campaigns have you started? Your experiences so far?

    I only have the background documents, but they are in German.
  7. JohnChildermass

    What campaigns have you started? Your experiences so far?

    So far, I have started a Science Fiction Campaign inspired by Firefly/Killjoys/The Expanse. We are three sessions in, and it's a lot of fun. Additionally, I've gm'ed a fantasy one shot. Also, I'll start a fantasy campaign in February.
  8. JohnChildermass

    Muskeet and similar gunpowder weapons

    Which I think is quite an accurate model of using gun-powder weapons. I would probably end-up giving them limited ammo 1, pierce X, and some other fitting qualities. Also, probably somewhat more damage than a bow shot.
  9. JohnChildermass

    Magic and Concentration

    I plan on usin this talent for extending spells in the basic magic system: Extend Spell Tier: 1 Activation: Active (Incidental) Ranked: Yes Your character must have purchased a magic skill to benefit from this talent. When using the concentrate maneuver (see page 218), you can choose to extend one magic effect as incidental action instead of a maneuver in each encounter. The effect is extended as an incidental action for one turn per rank. You cannot have more than one extended spell effect at a time, but you can still use the concentrate maneuver to extend other spell effects. After the effect of Extend Spell ends, you can still choose to continue extending the spell using the concentrate maneuver. You should use this talent in all settings that include magic skills.
  10. JohnChildermass

    Genesys Rulebook in europe

    At least in Germany. Amazon is still selling dice. But I think, they come from the US.
  11. JohnChildermass

    Help with Building a New World

    I read and excerpted those articles back in the day. They are a great introduction to world building. Especially related to the necessities of a fantasy campaign.
  12. JohnChildermass

    Transhuman Genesys

    I think that depends on "when" you are on the transhumanism timeline. If being augmented is the norm, the non-augmented types will be the ones discriminated against. Of course, even Eclipse Phase has the Jovian Republic that's staunchly anti-transhuman.
  13. JohnChildermass

    Potions

    Looks cool. My own idea is a lot more simple, but yours still feels right for the system. Also, I like the neat categories.
  14. JohnChildermass

    How to handle Languages?

    There is one rule I forgot to mention that I really like. It‘s from Lamentations of the Flame Princess: when you encounter a new language, you roll to see if you know it. Basically, that way a language only becomes important when you encounter it. And you could treat it either as you‘ve always known it (just didn‘t come up before) or you understand enough to be at least somewhat fluent. That could either be modeled by a language skill or a knowledge roll.
  15. JohnChildermass

    Transhuman Genesys

    I think it's rather easy today. Simply use form-fillable character sheets and do a print-out at each save-point. Then you always have that sheet as a backup.
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