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About Justindoodler

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  • Birthday 10/12/1971

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  1. Cheers everyone. Cool resources!
  2. This maybe worth looking at, when it eventually comes out. I could see this being easily adaptable to Genesys, using ROT and SOTB. https://www.arkelonchronicles.com https://www.drivethrurpg.com/product/270405/Arkelon-Chronicles--Playtest
  3. WFRP3e has some great innovations, such as the narrative dice, and range bands etc but is hideously expensive and extemely fiddly and cumbersome to play. There is a reason Edge of the Empire and Geneysys evolved, ditching the boardgame elements, but keeping the best narrative bits. Using your analogy, WFRP3e is like ordering the worlds most expensive pizza, which takes up your entire dinning room table, and has multiple dips and sides. Using Genesys takes a few choice slices and dips which are delicious but dont bloat the gm or the players!
  4. I have a love of city- based games but cities in terrinoth seem a little vague. Are any maps featured in any of the previous sourcebooks? I would love to run a Tamalir based game, for example but may have to adapt other city-based suppliments.
  5. Looking fantastic! Is their a reason for this being called a Beastary instead of a Bestiary?
  6. Very cool. The one thing I would say though is that you appear to be trying to replicate the system, rather than just the setting. My personal take would be to reskin a lot of Genesys. So Karma is really just another name for Story points, Legend points are really just XP. Disciplines are just Careers, although you can of course create Discipline themed talents. I would probably do something like this: Skills General Skills Air Sailing (Will) Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafting (Int) Discipline (Will) Medicine (Int) Perception (Cun) Piloting (Int) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Ag) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magical Skills Elementalism (Cun) Attack, Augment, Barrier, Conjure, Utility Illusionism (Cun) Attack, Conjure, Curse, Dispel, Utility Nethermancy (Will) Attack, Augment, Conjure, Curse, Utility Wizardry (Int) Attack, Barrier, Conjure, Curse, Dispel, Utility Combat Skills Brawl (Br) Gunnery (Ag) Melee (Heavy) (Br) Melee (Light) (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Will) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Adventuring (Int) - creatures, riddles, underground navigation Barsaive (Int) - mapmaking, navigation, cultures of Barsaive Forbidden (Int) - scourge history, mad passions, horrors, blood magic Legends (Int) - folklore, legends, history, magical lore, passions Disciplines Air Sailor (Air Sailing, Athletics, Charm, Coordination, Negotiation, Melee (Light), Perception ,Ranged) Archer (Athletics, Cool, Discipline, Perception, Ranged, Stealth, Survival, Vigilance) Beastmaster (Athletics, Brawl, Coercion, Discipline, Knowledge (Adventuring), Perception, Resilience, Survival) Cavalryman (Cool, Leadership, Melee (Heavy), Melee (Light), Perception, Riding, Resilience, Survival)
  7. Well it gives a reason to invest in Cool. I think Stealth does come into play, but more about avoiding combat than setting up an Ambush. So an opposed Stealth vs Vigilance check for someone to sneak past someone. If that fails, then it's Cool tests all round as everyone gets ready for battle.
  8. So are you changing the magic system to have preset spells or are these just suggestions for signature spells? I am working on an adaption (largely based on 3rd ed and 4th ed), but fully embracing the open-ended genesys magic system. As colouful as spell names can be, I prefer players shaping spell effects on the fly. However talents such as Arcana Lore will provide bonuses and cost reductions for certain effects (essentially reskinning Flame of Kellos as Arcane Lore (Fire))
  9. Thinking about these things, perhaps these kind of effects can be replicate withe the existing spell types : Fog sounds like a Curse to me, just with additional targets. Misfortune could easily simulate blindness - after all thats just setback dice Necromancer, as explained in Terrinoth is not a type of spell. More a thematic element. So it would incorporate other Arcane effects (ie Attack to drain life, Conjure to raise the dead etc) Utility would be good for minor illusions, such as altering your face to look like someone, or creating a temporary pile of gold. However effects that actually control others or cause fear could be reflected by Curse (they even mention this under Curse) handled like a Fear check with the spell difficulty setting the difficulty of resisting its effects to anyone who could see it. Levitating and telekinesis like effects could easily be handled with Conjure, with some of the modifiers listed above. Whether that's to summon a portal to beyond or conjuring force and gravity to manipulate others. I think gms should always be able to create new modifiers as necessary, adding a suitable Difficulty increase, based on what the players want to do with a spell, using these suggestions as a guide.
  10. Nice although I would keep the names similar to the Genesys rulebook (Attack, Barrier, Augment, Conjure, Curse, Dispel, Heal, Utility), hence I prefer Force. I possibly Aport!
  11. New Spell Types ideas: Aport Concentration: Yes Skills: Arcane, Primal, Runes Aport spells allows a character to move objects, people, or creatures (silhouette 0) within Short range. If the check is successful, the target is moved one range band (horizontal or vertical) or held in one spot, although the caster may continue to use this effect each further round by using the concentration maneuver. If the target falls after this duration, use the rules for Falling Damage on page 112. Aport Additional Effects Range[+1]: The character may effect targets at longer range. This may be added multiple times, increasing the range band by one each time. Silhouette[+1]: The character may affect larger objects or creatures, increasing the maximum Silhouette by 1 each for each +1 Difficulty. Additional Target [+1]: One additional target may be affected each time this is added. 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. Manipulation[+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. Teleport (Arcane Only) [+1]: The target is instantly teleported across the required distance rather than moved there. This allows a caster to overcome intervening barriers or walls. If the location is not known, such as teleporting past a solid wall, increase the Difficulty by a further +1. Wild Step (Primal only) [+1]: Caster may travel through natural terrain such as trees or the earth itself, and so cannot be affected by any other targets while this spell is in effect, nor can they affect other targets.
  12. Interesting.I am toying with a Warhammer adaption. I was assuming these would be largely utility spells, but they could be weaker versions of Attack, Barrier etc, possibly just costing 1 strain. Definitely food for thought...
  13. Absolutely. In many circumstances they may be using ranged weapons from cover, higher ground etc.
  14. So I see this quiet a lot on actual play. "Ok, you are walking through the wood. Make a Perception check. Ok with that fail, you are completely surprised." Now I understand why people may do this - after all thats pretty much like any other game I have run. But I think people are doing this wrong. According to the skills section (p63) Perception is specifically used for looking for hidden things or studying a scene, but not for this- thats Vigilance. And even then, its not how things are done. According to page 95, anytime anyone wishes to launch an ambush, that simply triggers an initiative roll. Anyone making the ambush makes a Cool roll, while unsuspecting targets make a Vigilance roll. Anyone acting before an ambusher spotted them.
  15. Another great episode. The skill challenge is an interesting idea. In reality its really just an extended skill check, which you see in many systems. Its interesting it isn't in the narrative dice system, but I would do something like this: Extended Checks The Gm sets the total number of Successes required to complete a task (the Success Threshold), and the amount of time each action takes to help complete it. Depending on the situation, this may be measured in rounds, minutes, hours, days, weeks, months, years, decades, centuries, millennia or epochs. Then the Gm determines the difficulty of each check, based on the complexity of the task being performed. Add 1 to this number and multiply by 5 to determine the Success Threshold. The Gm can adjust this if necessary if they feel the task would take a longer or shorter period of time to complete (modify it by +/-5 increments as necessary - min 5). Note: individual skill checks may be of a higher difficulty if the skill being used is less useful in the situation. A character attempting to repair a broken wagon with their Athletics, rather than Mechanics may have an extra Purple dice thrown in, for example. Trying to repair it by Charming the coachman to do the work may by +2 purple dice. Advantages, Threats, Triumphs and Despairs can be used to modify further tests as the character's actions help or hinder other players actions. For example, the players need to build a bridge across a river. The Gm rules this will be a series of Average checks, with a Success Threshold is 10, since it doesn't need to be pretty, just functional. Each check will take 1 hour. Time Critical Checks The Gm may decide that the players need to complete an extended check within a time period. This may represents the arrival of an enemy, or possibly an exploding bomb. The Gm sets events to occur after a certain number of rounds, minutes, hours, days or weeks, based on the action time. This may be smaller events, occurring more frequently, or a large event essentially ending the extended check. For example, the party are trying to rescue 5 people from a burning building. Since its very dangerous, the gm sets the difficulty to Hard (and with an upgrade) with a Success Threshold of 20, and each check represents a minute of clambering through the wreckage. Breaking this down, the GM determine every 4 Successes will rescue one person. Owing to the inherent danger, the gm determines that the entire bullding will collapse after 5 minutes, killing all the people and causing serious damage to the player characters. Lets hope they succeed....
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