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Blackbird888

Force and Destiny to Genesys Fantasy

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For a while before Genesys was announced, I've been doing a soft conversion of Force and Destiny over to a fantasy setting (specifically, Final Fantasy, but it's pretty open aside from that). The careers and specializations fit in pretty well with fantasy settings. Genesys has put a hold on it, but I really, really like the way these specializations themselves are designed, and I have a desire to more or less tweak what I've worked on even further with Genesys.

But, I was using the Force dice as magic dice, and Genesys doesn't use that mechanic, so some things will have to be adjusted. The "Force Rating" talent will have to be removed and replaced with something. The talents that add Force dice to certain skill checks, or utilize Force points, will have to be reconsidered. I'm sure there will be new talents and ideas from Genesys I can incorporate into the.

Not really asking for ideas (though certainly welcome), just sharing.

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Things like “spell rank” talents would fit if that’s such a thing.

Also talents that grant free “Additional Effects” such as the Signature Spell Talent would fit well 

The broader scope of at least 5 magic skills will be able to give more theme to the trees too; eg Hermit gets Primal, Armourer and Artisan gets Runic

 

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6 minutes ago, Richardbuxton said:

Things like “spell rank” talents would fit if that’s such a thing.

Also talents that grant free “Additional Effects” such as the Signature Spell Talent would fit well 

The broader scope of at least 5 magic skills will be able to give more theme to the trees too; eg Hermit gets Primal, Armourer and Artisan gets Runic

 

True--skills are something that will get a complete overhaul. I can already think of some new versions of the "Natural" talents for the new magic skills. There will probably be a lot of additional talents that I can incorporate into the book.

My biggest hurdles will be finding an acceptable replacement for talents that rely on Force dice/points,  the vehicle-related specializations and talents, and the Computers skill. I already have a version of Artisan that has fewer vehicle/computers talents and focuses more on crafting, though it will probably be revised again.

I'm not entirely sure what I want to do with Starfighter Ace and Racer yet. I've been waffling on whether to include heavy magitek themes or cut back on those.

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You still have Air Ships, ships, boats, barges, wagons, and coaches before you even get to Riding. Starfighter Ace would convert quite nicely to Chocobo Knight (assuming the warriors book doesn’t bring a mounted spec) by Basicly blending it with Beast Rider and any new mounted combat talents from Genesys.

The vehicle talents in Racer could be converted to a more boat or wagon Theme. Lots of people need things move quickly and that is what the Racer does.

The “add force dice” thing is certainly tricky. Is your expectation that this is a “everyone has magic” setting? If so then those talents could be “free additional effect to x spell type”. Alternativly they could simply grant a particular spell that has some relation to the talents theme.

A final idea I have is to create talents that allow a certain Skill to be used for casting certain spells. For example “Enhanced Leader” could allow Leadership to be used to cast certain Divine Spells.

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9 minutes ago, Richardbuxton said:

You still have Air Ships, ships, boats, barges, wagons, and coaches before you even get to Riding. Starfighter Ace would convert quite nicely to Chocobo Knight (assuming the warriors book doesn’t bring a mounted spec) by Basicly blending it with Beast Rider and any new mounted combat talents from Genesys.

The vehicle talents in Racer could be converted to a more boat or wagon Theme. Lots of people need things move quickly and that is what the Racer does.

The “add force dice” thing is certainly tricky. Is your expectation that this is a “everyone has magic” setting? If so then those talents could be “free additional effect to x spell type”. Alternativly they could simply grant a particular spell that has some relation to the talents theme.

A final idea I have is to create talents that allow a certain Skill to be used for casting certain spells. For example “Enhanced Leader” could allow Leadership to be used to cast certain Divine Spells.

Like I said, I'm waffling on how I want to use vehicles, and I want to see how Genesys does mounted stuff before committing. Dropping Starfighter Ace or Racer for Beast Rider is a good idea.

As for magic, it really depends on which Final Fantasy setting you use. The games that I've used the most influence from are a mix of the Tactics games, I, XI, XII, and XIV, which all work well with your typical RPG groups. Magic or magic-like abilities is pretty spread out among all classes in those games, with only some minor exceptions. Either way, dropping the "Force talent" qualifier from a lot of the talents would remove the magic element from a lot of talents, which makes it easy.

I could also have talents that swap characteristics. Instead of using Leadership in place of Divine, it could be a talent that uses Presence instead of Willpower.

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I'll go through each specialization, noting what I need to change and any ideas I've got. I'll start with the CRB, with Consular:

Healer:

Healer has 13 different talents. Of course, Force Rating will need to be reworked.

  • Healing Trance will need a rework, as it requires committing Force dice. As Healing Trance is a subpar talent anyway, some version of Bacta Specialist works well as a replacement.
  • By necessity, Healing Trance (Improved) will need to be changed. Master Doctor is a good option.
  • Calming Aura works on by reducing generated Force points, but it can still be used with tweaking. Upgrading spell checks or adding setback dice are possible options. Calming Aura (Improved) works well without tweaking.
  • Knowledgeable Healing is serviceable on its own, though it will have to be changed from something other than Xenology.

Niman Disciple:

Niman Disciple has 15 different talents.

  • Not entirely sure about the Reflect situation yet.
  • Niman Technique is in a similar spot, but is easier to work with.
  • Sun Djem is fine on its own, but will need to be shifted to another skill, probably both Melee skills.
  • Draw Closer is functional on its own, but the Force dice mechanic will have to be replaced. Increasing the difficulty is serviceable, and it removes the somewhat problematic "add success" mechanics of the talent.
  • Force Assault will need to be adjusted to another kind of spell. Not sure what yet.

Sage:

Sage has 13 different talents.

  • One with the Universe is tricky. Its core concept can be carried over, but the actual effects are up in the air right now.
  • Balance will have to be considerably reworked, or entirely replaced.
  • The Force is My Ally works as is, though there may be other effects that do something similar, so I'll have to wait and see.

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Guardian next:

Peacekeeper:

Peacekeeper has 13 different talents.

  • Enhanced Leader is really the only talent that needs to be changed.

Protector:

Protector has 14 different talents.

  • Reflect has been covered.
  • Force Protection will need the most changes. Not sure what yet, but that shield related talent is looking appealing.

Soresu Defender:

Soresu Defender has 13 different talents.

  • Reflect has been covered, as has Soresu Technique (via Niman Technique).
  • Strategic Form will be need to be reworked, but I'm not sure how.

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Mystic.

Advisor:

Advisor has 15 different talents.

  • Knowledge is Power is the only one that would need changing. Allowing the use of a different skill in place of a magic skill could work, or reverse it, allowing the use of a certain magic skill instead of the called-for skill.

Makashi Duelist:

  • Makashi Technique and Sun Djem have been addressed.
  • Makashi Finish is really the only major change needed, and it's a doozy. About the only thing similar I can thing of is adding Vicious = ranks in a certain skill, but not sure how that will balance out.

Seer:

  • The Force is My Ally has been addressed.
  • Natural Mystic can be changed to allowing the re-rolling of magic skills.
  • Forewarning could be changed to increase defense equal to ranks in X skill.

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Seeker:

  • Ataru Striker: Has 14 different talents.
    • Reflect, Ataru Technique, and Balance have been discussed.
    • Hawk Bat Swoop can be changed much like Draw Closer.
    • Saber Swarm could be switched from using Force rating to a skill, like Coordination.
    • Saber Throw is tricky, and may require cutting.
  • Hunter: Has 14 different talents.
    • Intuitive Shot is the only one that needs changing.
  • Pathfinder: Has 16 different talents.
    • Animal Bond will need some tweaking, probably replacing Force rating with a skill.
    • Animal Empathy is in the same spot as Enhanced Leader and Intuitive Shot; this one, though, is more magic related, so it could allow a skill swap, like using Primal in place of Survival or similar.
    • Mental Bond uses a commit effect, though how that can be changed is uncertain.
    • Quick Movement would need changing, but I'm not sure how.
    • Despite Sleight of Mind being perfectly serviceable as is, swapping it for Stalker is probably for the best.

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Sentinel:

  • Artisan: Has 15 different talents.
    • The Artisan may be adjusted the most, dropping the vehicle repair-aspect for a general-purpose craftsmen/mechanic. Solid Repairs, Fine Tuning, Defensive Slicing, and Technical Aptitude are all talents that may be swapped for something else, such as Jury Rigged, Tinkerer, Eye for Detail, and Gearhead.
    • Intuitive Improvements, Imbue Item and Comprehend Technology will each need changing somehow.
  • Shadow: Has 15 different talents.
    • Stalker instead of Sleight of Mind, as discussed above.
    • Shroud will probably require some slight adjustments.
    • Bypass Security (or a variant of it) makes more sense than Codebreaker here.
  • Shien Expert: Has 16 different talents.
    • Reflect, Saber Throw and Shien Technique have been discussed.
    • Djem So Deflection may need changing, depending on how Reflect changes, but it's not terribly likely.
    • Disruptive Strike will need some changes, but increasing the difficulty like with Draw Closer/Hawk Bat Swoop may work.
Edited by Blackbird888

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Warrior:

  • Aggressor: Has 14 different talents.
    • Terrify would need some tweaking.
    • Against All Odds needs some adjustments.
  • Shii-Cho Knight: Has 16 different talents.
    • Other than changing the skills of Natural Blademaster, there is nothing to change with this tree. It's pretty solid as is.
  • Starfighter Ace: Right of the bat, it will see considerable revisions, if not replacement. Discussing what might need work is pointless: all of it does.

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Saber Throw: Make an Arcane(Brawn) check to target 1 opponent within Medium Range with your ‘magic sword’. Succeed and Spend 1 Advantage to hit, Spend a second Advantage to have the weapon return to your hand. If you miss only one Advantage is required to return the weapon.

Ataru Technique: May use Agility instead of Brawn when making a Magic Combat check using your ‘magic sword’. 

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7 hours ago, Richardbuxton said:

Saber Throw: Make an Arcane(Brawn) check to target 1 opponent within Medium Range with your ‘magic sword’. Succeed and Spend 1 Advantage to hit, Spend a second Advantage to have the weapon return to your hand. If you miss only one Advantage is required to return the weapon.

Ataru Technique: May use Agility instead of Brawn when making a Magic Combat check using your ‘magic sword’. 

Yeah, maybe. I've been trying to track down the thread that had the images with all the pregen characters for cross-reference.

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Keeping the Peace:

  • Armorer:
    • Saber Throw has been discussed.
    • Imbue Item, Comprehend Technology, and Reinforce Item will need adjustment.
  • Warden: Other than Force Rating, this needs no adjustments.
  • Warleader:
    • Forewarning has been covered. Prescient Shot may need some adjustment.

Savage Spirits:

  • Executioner:
    • Terrifying Kill, Marked for Death, and Essential Kill are all talents that need changes.
  • Hermit:
    • Animal Bond and Shroud have been discussed.
    • Survival of the Fittest will need adjustments, much like Knowledge if Power. Another possibility is to make these talents "when making a [spell check], flip a story point to add [Success] equal to ranks in [skill]."
    • Force Connection will need considerable changing.
  • Navigator:
    • One with the Universe has been discussed.
    • Intuitive Navigation will need changing, but I'm not sure how yet.

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16 minutes ago, Blackbird888 said:

Survival of the Fittest will need adjustments, much like Knowledge if Power. Another possibility is to make these talents "when making a [spell check], flip a story point to add [Success] equal to ranks in [skill].

That’s a decent idea, perhaps SotF works with Primal magic while KiP is for Arcane.

I was thinking on the stereotypical fantasy archetypes; Mystic seems like the Mage/Bard career whilst Consular seems like the Priest/Paladin career. Sentinel is the Rogue/Thief, Seeker is the Ranger. Guardian is the Knight/Soldier, Warrior is the Fighter/Barbarian

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