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  1. I'm actually working on converting the Food Fight module to Genesys, since that's the first Shadowrun adventure anyone is likely to encounter. My group and I are basically just waiting for Magic to come out. We're converting Metahumans on a case by case basis though, I'm not going to go through the trouble of converting all 35 species to Genesys.
  2. Sounds like a good option for classic Eberron Artificer Imbuing, where you cast a spell and store it in an item or a sigil, then release it using a trigger. You could use it for something like Explosive Runes or Arcane Grenades, although we'll probably already get something like this in Terrinoth with the Alchemy rules.
  3. https://www.reddit.com/user/clarity-of-porpoise/posts/ The work he's done already is pretty staggering. The Decking system is just an extension of the basic Hacking rules, but the Equipment... Well, it's 39 pages of just gear, basically statting everything from Drones to vehicles to guns to cybernetics. It's insane. If the magic system is anything like that, I'll be one happy GM. It's actually all my group really needs to start at this point.
  4. There's a guy on the subreddit who's just about got the entirety of Shadowrun converted for Genesys. He released a huge document for equipment, which I haven't gone through yet, and he's supposed to release the magic system prett6 soon here.
  5. Ok, so based on the odds of rolling at least 2 Advantage to recover 2 strain given an average difficulty spell casting roll, and averaging the combined possible odds of casting a spell with the various possible skill combination ratings, characters will recover about 36% of their strain. Of course, this is just given the Average difficulty roll using every possible Ability and Proficiency combination, as I didn't want to go through and have to average it for every possible combination of Difficulty, Proficiency, and Ability dice, but it'll do for our numbers. So a reasonable estimate for how much strain you can actually spend spellcasting would be around 15 + Willpower, which gives us a nice number to work with. Spell points are equal to 15 + your relevant spell casting attribute. If your character utilizes multiple types of casting, they will use the largest attribute, and use the same pool for all spells they cast. Spells always cost 2 Points to cast, unless stated otherwise, and additional modifiers cost 1 point extra for each difficulty that would have been added to the check. Spell points only recover after a full-night's rest. Advantage, Triumph, Disadvantage, and Despair can all be spent as with normal spellcasting, with the exception that when spending disadvantage the caster may choose to lose 2 spell points in place of 2 strain or 1 wound, and when overexerting on a despair, the spellcaster loses the ability to cast spells until they finish a full night's rest, part of which will require them to spend time Meditating, Attuning with nature, or consulting with their deity/guardian spirit. Mana Reserve Tier: 1 Activation: Passive Ranked: Yes Each rank of Mana Reserve increases your character’s total Spell Points Equal to the Talent Tier at which you purchase this, 1 point for Tier 1, 5 points for Tier 5. (I decided that instead of being just 1 according to grit, the limited recovery should allow for a greater reserve of spells, which is why Mana Reserve increases Spell points by the Tier amount, this lends to a total maximum spell points of 30, or 31 if you manage to get 6 in an attribute.)
  6. @Richardbuxton I am not actually a fan of it either. I'm open to suggestions. Your increased difficulty of casting a spell is an interesting take, and you could have ranked talents that increase the number of times you can cast a spell at a set difficulty before it upgrades itself from RAW. The Burn Out idea also seems good. 3 disadvantage OR a despair results in a burn out, or the player can choose to spend those Narratively or as Wounds/Strain as normal. Gives them a nice choice. Meanwhile, I'll be working out exactly how Spell Points should scale. Probably just start with Strain and increase it by a percentage equal to how often you're likely to roll Advantage based on the AnyDice probabilities, so it's at least on par with Strain.
  7. I@Richardbuxton Alongside. You can cook up a replacement no problem, but you run the risk of changing caster balance entirely, but if you make something that works alongside vanilla casting, then you have both an extra option and a replacement. I don't have a specific setting in mind, it's more that I want to create another building block in the toolkit because of what it'll do for the community. From there it's easy to slot it into Pathfinder or D&D settings to replicate the feel of magic in those settings, or, since it's a point system, you could use it for Psionics, or you could even link it to a physical attribute like Strength or Vigor for Melee abilities, similar to the 5e Battle Master, or the Monk's Ki abilities.
  8. @2P51 I was actually thinking of an Observation Maneuver that would give players a roll at a varying difficulty to tell what a particular attribute was, but the player has to pick the attribute, and it may be vague, such as "under or at 3 AGI" depending on the roll. So the issue here is that we have to make this resource system equivalent to the Strain system for the purpose of Game Balance, at least as far as slotting it in with the Melee and ranged attackers. Of course, if we just swapped numbers around so there's absolutely no benefit over standard casting then it's basically pointless. Instead, what we want is a clear advantage over strain, as well as an equivalent weakness. Like so: Strain Casting + can restore resources via in-castimg rolls +/- Uses fixed difficulty scale with modular difficulty for modifiers. -Spending the resource can incapacitate you. Spell Points + spells don't drain a resource based on your life +/- Modifications on Spells don't upgrade difficulty, but cost more resources. -resources take longer to replenish than strain casting does, and can't be replenished via in-cast rolls. -Spells difficulty is varied based on enemy to enemy, and is in general more difficult than strain casting. Now, you could argue that the necessity of conserving the resource is a big enough limitation compared to the normal strain casting, but in practice, since we have to allow casters to feel like casters and give them enough resources to be able to cast a good portion of their playtime, at least after a certain level of XP is gained, this is largely made moot, and D&D tells us that it sets us up for the Martial/Caster imbalance. So we can change the disadvantage around, but it needs to be limiting enough that, ideally, it actually makes for a juicy choice between Strain casting and Spell Points, independent of any abilities attached to it.
  9. Alright folks, I think it's time we finally sat down and addressed the need for an alternate system of magic that doesn't depend on strain. The default casting system if great, Strain is a good resource that also has a nice risk to it. It functions properly and makes casting a spell interesting every time. However, I feel that there needs to be a different option for the purposes of differentiating different power types in a setting, Psionics, Ki, and the like. So, let's spitball a few ideas to see what we can cook up. I like the idea of a Spell Points system, similar to that found in the 5e DMG, except that the points are extrapolated from the relevant Attribute and Casting stats, and expandable via a ranked talent system. Spells would cost points to cast, and their inherent cost would differ based on the modifiers, instead of raising the difficulty of the cast. However, instead of casting against normal difficulty ratings based on range bands and such, they instead roll against a difficulty rating based on their target's attributes.(So targeting a player with 2 AGI with the attack spell is always a 2 difficulty roll, but the cost will go up based on range and effect of the spell, however using the same spell on someone with 4 AGI will always be a 4 difficulty!) The "Spending Advantage and Threat on spellcasting" table is otherwise unchanged, a Threats and despairs will still cost strain and wounds as normal. Overall, this would make for a casting system where the goal is to target an enemy where he's weakest, and directly exploit his dump stats, while conserving a limited resource that will replenish at a slower rate than recovering strain would. I don't have the numbers set out, and perhaps the spell points should be made seperate from any attribute or stat, and just go by a base value followed by a ranked talent expansion. Thoughts?
  10. No critics? Nothing to say about it? Well, in the meantime, I'm going to work on the powers themselves. If any of you would like to help, email me at SwivelDiscourse@gmail.com and I can mail you a small portion of the Super Powers companion to convert (1-3 pages of powers)
  11. Oh, Indeed. You'd have a better time organizing Competitive Fiasco tournaments. A better idea would be to have an open-ended module with five or six suggested endings(For unimaginative GMs) but essentially leave it open-ended. You could have some fun with that, like an "Escape the Maze/Room" Module with a few combat encounters, or a nice "Everybody dies one by one" horror survival module where the goal isn't to win, it's to be the last man standing after the monster attacks.
  12. I believe he means a Genesys equivalent of Adventurer's League or Pathfinder Society, where you can play a series of weekly one-shots at your FLGS. This would indeed be fun, but the problem I have with it is that Genesys is a Generic RPG. It'd basically have to wait until Terrinoth dropped, and even then, that's competing with D&D AND PF, no game store is going to go against both of those sponsors. A Netrunner thing would be better.
  13. Sounds to me like it could be done, but you'd need to fiddle with the system a bit. Something like investing in spheres as if they were skills, and adding an extra step where you choose between which skill to use, and then convert the remaining skill to blue dice bonuses, or tack on a set of Advantages and Successes to represent that sphere adding to it. Either that or we redesign the rolls for magic so they operate in a similar manner to Skill/Attribute, except you're combining Skill/Skill for it.
  14. I'd probably take a page from Star Wars and use the rules for Robots/Cyborgs, except with more mods, and cheaper cost for mods.
  15. Attribute Scaling Attribute Scaling allows superheroes to really “feel” super in Genesys by expanding the scope of what your hero’s attributes really means without having to break the 1-5 attribute rating of the system. Attribute scaling is purchased like any other Ranked Talent, starting at tier 2, and can be purchased for any attribute. Below, Strength is depicted. For each Rank in strength, the hero may lift an object of the listed sillhouette rating with an Average difficulty roll. Additionally, your hero’s melee attacks gain the sunder trait when attacking inanimate, unheld items or structures. Modifiying Power and Talent Cost Powers can be modified to better suit the theme of your character, here are a few basic modifiers. If a modifier lowers the cost of a talent to the level of one tier lower than what it is normally purchased at, you may purchase it as if it were at that tier (Purchasing a Tier 2 power as a tier 1 power, etc.) However, you can’t lower a power by more than 1 tier, and you can’t lower the cost of any power to less than 5 XP minimum. Contingent (-5/ -10) A Contingent power is triggered on the activation or success of another “primary” power. For –5 points, the Contingent power is only triggered when the primary power is activated. If toughness is linked to altered form, for example, the character cannot use toughness without changing her form. For –10 points, the Contingent power is activated only with the success of the primary power. Super Vigor might activate only after a villain successfully uses decay on a foe, for example. In either case, if the primary power is deactivated or negated, all Contingent powers are as well. Permanent abilities that are always on, such as ageless, cannot be Contingent. Device ( -5/ -10) If the powers are derived from a wearable item that’s hard for a foe to remove, such as a suit of armor, mask, helm, or mystical wristband, reduce the cost by 5. If the item is hand-held and thus can be dropped or disarmed—such as a magic staff or firearm—reduce the cost by 10. Note that unless it says otherwise, a power purchased as an item never works for other characters no matter what they’re called or appear to be. Limitation ( -5/ -10) Some powers only work in certain situations, or on certain types of targets. A Minor Limitation, such as only being able to use animal control on mammals, reduces the power’s cost by 1. A Major Limitation, such as only being able to control aquatic creatures, reduces the cost by 10. Limitations can also be used for powers that prohibit the use of others that would normally be allowed. For example, a character who cannot fly while his armor is activated has a Minor Limitation. If his flight renders all his powers inoperative, a Major Limitation might be in order depending on how many other powers he has. The nature of the campaign should also be taken into account. If a hero’s attacks can’t affect anyone wearing the color green, for example, it’s likely Minor. If the main foes of the campaign wear green, however, it’s a Major Limitation. Projectile (+5) This Modifier can be used with any Touch Attack power, such as copycat, decay, ensnare, fear, infection, paralysis, or poison. Projectile ties this power to one of the hero’s ranged attack powers. A successful hit with the ranged attack activates the linked power in place of its damage. Resolve the linked power from there. For example, Arrowhead has a tangle arrow (ensnare) tied to his bow’s ranged attack. When he fires the tangle arrow and hits his target, he resolves ensnare rather than rolling damage. Note that Projectile is either/or—the attacker must decide before he fires whether he’s causing damage as usual or using the Projectile. Ranged Touch Attack (+5) This Modifier can be applied to any power that requires a Touch Attack. When taken, the character can use the power at medium range band. The Touch Attack is replaced by a straight Fighting roll if the trapping summons some sort of force or material at the spot of the attack (like grasping hands, swirling spirits, or poisonous fauna). The Touch attack is replaced by Shooting or Throwing if the trapping involves firing or hurling some sort of missile such as spiting venom, tossing a grenade, or firing beams from one’s hand or eyes Requires Activation (-5) Passive powers such as armor or absorption are considered a hero’s natural state and are always on. With this Modifier, the hero must first activate the power as an incidental. If taken by surprise, for example, the power isn’t active and has no effect. This reduces the cost of the power by 5. Requires Activation has no effect on active powers, such as flight or attacks, since those require actions to perform already (whether a roll is required or not). Once activated, the power remains in effect until the hero decides to drop it. The power also deactivates if the character is Incapacitated, knocked unconscious, or otherwise cannot consciously maintain it. Slow to Activate (-5) The hero must charge up a power before it can be used. This requires a full action during which he may do nothing else besides free actions. If the power is normally always active, he should take Requires Activation as well. Once activated, the power remains on until the super wishes to deactivate it. This might mean taking off a suit, calming down, or transforming back into human form, for example. If all a hero’s powers are Slow to Activate, he should use Gimmick instead. Switchable (+10) This Modifier allows a character to switch between different powers or sets of powers. Create each power independently. The most expensive is the “primary’ power. Add +10 points for each additional power (or set) it can switch to. The alternate power sets may be created with as many Power Points as the primary (not counting the Switchable Modifier). These points aren’t actually spent and don’t subtract from the hero’s overall Power Points— they’re just an alternate use of the same points. Switching between powers or sets is a free action, but can only be done once per round. Switchable powers can’t use the Requires Activation Modifier, but Slow to Activate may be taken for the primary.
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