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GreenTyr

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  1. Sadly the only way to do this. Regardless which way you go is to make AT LEAST 150 unique stats. Pokemon would be great Genesys, and a ton of fun. But the work is... just herculean.
  2. Got a few talents that might be worth adding to homebrew talents list. Talents Tier 1: Panic Activation: Active - Incidental, out of turn Ranked: Yes When making a Discipline check to resist fear or coercion, may suffer an amount of strain to add an equal amount of success and threat to the check. Strain suffered this way cannot exceed ranks in panic. Tier 2: Precise Strikes Activation: Incidental Ranked: Yes When you roll a Critical Injury on an opponent, you may suffer 2 strain to increase or decrease the result by an amount up to five times your ranks in Precise strikes. Distracting Behavior Activation: Active - Maneuver Ranked: No As a maneuver, target a number of characters within short range up to an amount equal to your cunning and suffer an equal amount of strain. Until the end of your next turn, those characters add a failure and a threat to perception checks and willpower based checks. Tier 3: Counterspell Activation: Active - Incidental, out of turn Ranked: No Your character must be able to cast Dispel to benefit from this talent. When a spell is successfully cast within medium range of you, you may spend a story point to cast Dispel at a difficulty equal to the target spell. If this check is successful, the targeted spell fails. Weaponmaster Activation: Passive Ranked No Ignore the inferior and inaccurate qualities of weapons you wield, and reduce the cumbersome and unwieldy qualities of weapons you wield by one. Rend Activation: Incidental Ranked: No When your character inflicts a Critical Injury on an adversary, you may suffer 3 strain to reduce that adversary's soak by 1 until the Critical Injury is healed. Tier 4: Improved Deceptive Taunt Activation: Passive Ranked: No Your character must have purchased the Deceptive Taunt talent to benefit from this talent. During the affected character's next turn, they add two threat to combat checks made against your character. Improved Multiple Opponents: Activation: passive Ranked: no Your character must have purchased the multiples opponents talent to benefit from this talent. While engaged with three or more opponents, upgrade the difficulty of combat checks targeting your character once. Tier 5: Bleed: Activation: Incidental Ranked: No Once per encounter, when your character inflicts a Critical Injury on an adversary, you may activate this talent to have that adversary suffer wounds equal to the severity of the critical injury at the end of their turns until the end of the encounter.
  3. Good episode. Two things I've done in my game I feel like talking about are; one, is a player cursed himself, poisoning her blood so the Vampire that they were fighting couldn't feed on her. Two, a player used barrier on her self to give her blood have sunder. Basically once she takes wound, can use threats the trigger sunder.
  4. Faun Brawn Agility Intellect Cunning Willpower Presence 2 3 1 3 1 2 Wound Threshold - 10 + Brawn Strain threshold - 10 + Willpower Starting XP - 75 Special Abilities - Start with 1 free rank in survival, coordination, or athletics, you cannot train this higher than 2 during character creation. Fauns add a boost die to all forest, city, and mountainous terrain rolls Dryad Brawn Agility Intellect Cunning Willpower Presence 2 2 2 2 3 2 Wound Threshold - 11 + Brawn Strain threshold - 9 + Willpower Starting XP - 70 Special Abilities - Starts with 1 rank in Knowledge: Adventuring or Knowledge: Geography, it cannot be trained above 2 during character creation. Bark Skin: Dryads gain + 1 Soak While in a wooded area Dryads may use their second maneuver for movement without suffering strain, and while not in a wooded area, may not take a second maneuver to move. I am a ******* plant: Whenever this species heals wounds due to natural rest, they heal 1 additional wound. They do not recover 1 additional wound when receiving first aid or medical treatment. This species can also regrow lost limbs, which takes roughly a month before the limb is usable Claws: This species has claws. When making an unarmed combat check, its members add +1 to their base damage and have a Critical rating of 3. OR Wound Threshold - 11 + Brawn Strain threshold - 9 + Willpower Starting XP - Special Abilities - Starts with 1 rank in Knowledge: Adventuring or Knowledge: Geography, it cannot be trained above 2 during character creation. I Like Tree Magic: For every rank you purchase in Primal past the first, it costs 5 less experience Faeries Brawn Agility Intellect Cunning Willpower Presence 1 2 3 2 2 2 Wound Threshold - 6 + Arcana Strain threshold - 12 + Willpower Starting XP - 90 Special Abilities - Starts with 1 rank in Arcana, cannot be trained above 3 during character creation. I can fly: Can fly Being of Magic: Wound threshold is determined by their preferred magic type. Hard to hit: Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger. Don’t hit hard: This Archetype does 1 less damage with all ranged and melee combat checks. And an additional + 1 for every difference in silhouette Super good at magic: Remove all setback die when when casting spells. Pixie Brawn Agility Intellect Cunning Willpower Presence 2 3 1 3 1 2 Wound Threshold - 6 + Primal Strain threshold - 12 + Willpower Starting XP - 90 Special Abilities - Starts with 1 rank in Primal, cannot be trained above 3 during character creation. I can fly: Can fly Being of Magic: Wound threshold is determined by their preferred magic type. Hard to hit: Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger. Don’t hit hard: This Archetype does 1 less damage with all ranged and melee combat checks. And an additional + 1 for every difference in silhouette Doesn’t screw up: As an incidental spend a story point to activate a spell quality. Sprite Brawn Agility Intellect Cunning Willpower Presence 2 3 1 3 1 2 Wound Threshold - 6 + Verse Strain threshold - 12 + Willpower Starting XP - 90 Special Abilities - Starts with 1 rank in Verse, cannot be trained above 3 during character creation. I can fly: Can fly Being of Magic: Wound threshold is determined by their preferred magic type. Hard to hit: Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger. Don’t hit hard: This Archetype does 1 less damage with all ranged and melee combat checks. And an additional + 1 for every difference in silhouette Imp Brawn Agility Intellect Cunning Willpower Presence 1 3 2 2 2 2 Wound Threshold - 7 + Brawn Strain threshold - 10 + Willpower Starting XP - 80 Special Abilities - Starts with one rank in stealth. Cannot train above 2 at character creation Small creature: Imps have a silhouette 0, and they have a encumbrance value of 3 + brawn. I can fly: Can fly Hard to hit: Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger. Don’t hit hard: This Archetype does 1 less damage with all ranged and melee combat checks. And an additional + 1 for every difference in silhouette Once per session, as an action, an imp may spend a story point to escape the current encounter. Brownie Brawn Agility Intellect Cunning Willpower Presence 1 2 2 3 2 2 Wound Threshold - 6 + Brawn Strain threshold - 10 + Willpower Starting XP - 80 Special Abilities - starts with one rank in Skullduggery. Cannot train above two during character creation. Small creature: Brownie have a silhouette 0, and they have a encumbrance value of 3 + brawn. Hard to hit: Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger. Don’t hit hard: This Archetype does 1 less damage with all ranged and melee combat checks. And an additional + 1 for every difference in silhouette I can fly: Can fly Run away!: Once per session, a Brownie may spend a story point as a maneuver. If they do, count the next non-magic, non-combat check that would be made during that turn against a target that is unaware of their presence is a success. Orc Brawn Agility Intellect Cunning Willpower Presence 3 2 2 2 2 1 Wound Threshold - 13 + Brawn Strain threshold - 8 + Intellect Starting XP - 80 Special Abilities - Start with a free rank in brawl, or resilience cannot train this higher than 2 during character creation It only hurts if I think it hurts: Orcs use INT for strain threshold Always deadly: Orcs get + 1 damage with Brawl checks Really, always deadly: All weapons a Orc use increase the vicious quality by 1 Goblin Brawn Agility Intellect Cunning Willpower Presence 2 2 2 2 2 1 Wound Threshold - 7 + Brawn Strain threshold - 10 + Intellect Starting XP - 115 Special Abilities - Start with a free rank in vigilance, this cannot be trained above 2 during character creation It only hurts if I think it hurts: Goblins use INT for strain threshold Small creature: Goblins have a silhouette 0, they have a encumbrance value of 3 + brawn Beware the swarm: When attacking someone an ally is engaged with, add a boost to the check. Always bullied: Remove a boost when defending against a coercion check Half-Orc Brawn Agility Intellect Cunning Willpower Presence 3 3 2 2 1 1 Wound Threshold - 12 + Strain threshold - 8+ Starting XP - 75 Special Abilities - Start with a free rank in 2 of these; athletics or riding and resilience or Melee (Light) cannot train this higher than 1 during character creation. Product of their parentage: This species is hated in societies other than its own. Its members add a setback to Charm, Deception, Leadership, and Negotiation checks they make. Weapon masters: When you make an attack with a weapon may spend 3 advantage to add 1 success to your roll.
  5. A friend and i made this just this morning. Faeries Brawn Agility Intellect Cunning Willpower Presence 1 2 3 2 2 2 Wound Threshold - 6 + Arcana Strain threshold - 12 + Willpower Starting XP - 90 Special Abilities - Starts with 1 rank in Arcana, cannot be trained above 3 during character creation. Wound threshold is determined by their preferred magic type. Increase the difficulty of all non-spell combat checks against them by anything silhouette 1 or larger and increase the difficulty of their non-spell combat checks on anything silhouette 1 or larger. Remove all setback die when when casting spells. It needs better wording and formatting, but you get it.
  6. Wow this an amazing undertaking. Really impressed by what people are making for this game. Still hoping someday some makes that massive achetype list.
  7. I made one for my verse paladin. Very basic and doesn't have advanced version but - "Every other character within up to medium range of the character must upgrade the difficulty once of all checks they make until the end of the character's next turn. Always looking for ideas and suggestions.
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