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Terefang

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About Terefang

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  • Birthday 08/28/1974

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  1. Terefang

    On the Star Wars RPG

    and then there is version 2.75 "legend of the five rings"
  2. Terefang

    Teleport

    not my own but: Teleportation Concentration: No Skills: any Difficulty: varies Actions Teleportation spells allow characters to move instantly across space. Perhaps a character opens a portal through another dimension or warps space to take a single step across a vast distance. Or they may simply move faster than the eye can see from one location to another. Powerful users can cross vast distances, though it is dangerous; gone wrong, teleportation can rip a body apart or trap a person's legs inside the floor. Of course, a skilled user knows these dangers can be turned against an opponent as well. In unstructured encounters, teleportation is straightforward – your character (or another they are engaged with) moves instantly from one space to another. Moving one range band is an Easy(1) check. Against an unwilling target, it should be an opposed check against the target's Discipline or Resilience. Teleporting a group or across a greater distance is more difficult. Additional Effects Line of Sight[-1]: The target(s) cannot be teleported beyond the spell-casters line of sight. No Intervening Physical Barriers[-1]: The target(s) cannot be teleported across physical barriers. Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend AA to affect one additional target within range of the spell (and may trigger this multiple times). Range[+1]: Increase the range of the spell by one range band. You may spend AA to extend the range band by one (and may trigger this multiple times). Distance[+1]: Increase the distance traveled by one range band. You may spend AA to extend the range band by one (and may trigger this multiple times). Baleful Transposition[+2]: The character may target an unwilling creature and teleport them to a dangerous location (such as over a chasm or pool of acid). Alternatively, the character may teleport the creature partially into a floor or wall, making the target Immobilized until they choose to take damage equal to the character's ranks in the Knowledge skill. Burst[+1]: Deal damage equal to the character's ranks in the „Power“ skill to all engaged creatures at either the start or arrival point of the teleportation. You may spend AA to deal damage at both points. Group Teleport[+3]: Teleports a Group of [Knowledge] targets plus optionally the spell-caster.
  3. Terefang

    Advice for new talent- Hold My Beer

    that is one of the talents that should go to the "situation to watch" section.
  4. Terefang

    Advice for new talent- Hold My Beer

    yet this is no generic talent ! the tier is wrong ! based on the "Gamblers tree" in Genesys this is a Tier 5, with its improved and supreme versions at 8 and 11, hardly a cheap buy.
  5. Terefang

    Advice for new talent- Hold My Beer

    my interpretation: Hold My Beer (T3, Ranked) By flipping a Story Point the player may upgrade his dice pool for every rank in "Hold my Beer" once, and add Setback dice equal to the rank in "Hold my Beer" for his next action. PS: thanks to all that Bud Spencer and Terence Hill movies !
  6. something more advanced: you have a "Mutation Threshold" (MT) equal to your WT or ST whichever is lower. Threads/Despairs rolled up from power use may be spent against your MT instead (Despair => 5). Advantages/Triumphs rolled up from power use may be spend to remove points spent against your MT (Triumph => 5). if your MT would overflow you suffer a trauma related to the power used instead and your MT is reduced permanently by one: Physical Power: suffer a Critical Condition equal to the amount of Threads/Despairs. (see GCRB -- TABLE I.6–10, or Dark Heresy Genesys v1.5: Perils of the Warp -- pg 87-91 -- roll d10 per point) Mental Power: suffer a Mental Condition equal to the amount of Threads/Despairs. (see GCRB -- TABLE III.4–2, or Dark Heresy Genesys v1.5: Chapter VII - Fear and Trauma) (or use the Warhammer 3rd Ed Mutation Table) if your MT reaches 0 you are dead.
  7. Terefang

    Genesys Talents Expanded

    how about an alternative to "Signature Spell (improved)": Arch-Magister Tier: 4 Activation: Passive Ranked: Yes Your character must have purchased the Signature Spell talent to benefit from this talent. When your character casts their signature spell(s), downgrade the difficulty of the check by the rank of the talent.
  8. Terefang

    Warhammer Fantasy 4th Edition Petty Spells for Genesys

    as for talents: Arch-Magister Tier: 4 Activation: Passive Ranked: Yes Your character must have purchased the Signature Spell talent to benefit from this talent. When your character casts their signature spell(s), downgrade the difficulty of the check by the rank of the talent.
  9. Terefang

    Warhammer Fantasy 4th Edition Petty Spells for Genesys

    think of them as written down (formulated) versions of magic actions, but with the Genesys magic system still in place. some of them might be the result of thousands years of spell research and might be easier to cast or require less strain (GMs approval).
  10. Terefang

    Osmium - Galaxies of Fantasy Adventure

    to make your life easier you may want to take a look at dna.js for templateing
  11. Manipulation (ie. Telekinesis) Concentration: Yes Skills: Arcana, Primal, Runes Base Difficulty: Easy(1) Actions Manipulation magic allows a character to move objects, people, or creatures (silhouette 0), and manipulate items remotely as if they were using their hands within Short range. If the check is successful, the target is moved (or manipulated) as the casting character desires. The effect ends when the target reaches its intended destination, although the caster may continue manipulating the target by using the concentration maneuver. If the target falls, use the rules for Falling Damage on page 112. Additional Effects Range[+1]: The character may manipulate targets at longer range, or increase the distance a target is moved. This may be added multiple times, increasing the range band by one range band each time. Silhouette[+1]: The character may affect larger objects or creatures. This may be added multiple times, allowing for one larger silhouette to be affected each time. Unwilling Target[+2]: If the target does not want to be moved, this effect applies. This covers not only unwilling living subjects, but also strongly secured inanimate objects (a locked gate, a rooted tree, a sword in an enemy's hand). Most living creatures who are not allies should be considered unwilling. Unsecured inanimate objects are considered willing. Control/Finesse[+1]: This allows for fine manipulation of objects at range, or allows the character to attempt to seize a carried (but not worn) target item (disarming an enemy of their weapon). Hurl[+1]: The character may fling the target at another target. This is treated as an attack, using the character's magic skill instead of a combat skill, with the Inaccurate 1 quality. If the silhouette of the hurled target is equal to or greater than the silhouette of the second target, the attack gains the Knockdown quality. The damage of the attack equals the characteristic linked to the caster's magic skill + the silhouette of the hurled target. If the hurled target is a weapon, use the weapon's base damage instead of its silhouette. Speed[+1]: Increase a targeted object’s movement speed by one band.
  12. Terefang

    Warhammer Fantasy 4th Edition Petty Spells for Genesys

    arcane spells are also underway, since they are so easy to adapt although some may need recalculation based on the exact modifiers in the GCRB
  13. start with +200XP and for every 50XP earned reduce WT or ST by one, this gives each PC a max lifetime of 2x15x50 XP = 1500XP
  14. hello took a shot on converting the WHFRP 4th Ed Petty Spells (Cantrips?). find them here whfrp-petty-spells.pdf
  15. this makes the case, if the actual attack action might not be available to a Necromancer, whereas a Nethermancer would attack with conjuring negative energy (also no attack action)
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