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Genesys Talents Expanded

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1 minute ago, TCArknight said:

I kind of started doing something similar for my Morrow Project conversion, trying to turn them into Psychic powers. I didn't get too far, but I did do an Increased Range (Ranked) and Increased Magnitude (Ranked) Talent starting at rank 2, same as the Powers themselves. 

So, I'm definitely interested in seeing your take, and helping as I can. :)

I think @Swordbreaker was referring to the talents in the spec trees not the powers themselves.

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12 hours ago, TCArknight said:

I kind of started doing something similar for my Morrow Project conversion, trying to turn them into Psychic powers. I didn't get too far, but I did do an Increased Range (Ranked) and Increased Magnitude (Ranked) Talent starting at rank 2, same as the Powers themselves. 

So, I'm definitely interested in seeing your take, and helping as I can. :)

Yeah, I did mean the talents, not the powers. Sorry.

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After copying everything from the CRB and career books into an easy-to-reference file, I have 11.2 pages to work with. I'll start with page 1.

Against All Odds: If you remove the Force dice effect, this talent is functional, as it is based on a Resilience check. It does do some of the work of Indomitable, though. On the one hand, AAO is not an assured effect, as it only recovers wounds, and that doesn't ensure you will recover enough to save your from incapacitation, and without the ability to add s via Force dice, it's limited. It also doesn't save from strain loss, only wounds. On the other hand, it's permanent and not temporary like Indomitable. Being check based could be a pro or con depending on the player.

Animal Empathy: The first of a family of talents that are totally unusable in Genesys without the Force dice. It does inspire a few ideas, such as a talent that allows you to dump a magic skill rank into a regular check, though that's basically a completely different talent.

Balance: Unusable. I can think of a possible alternative, such as using a magic skill to recover strain, like how One with Nature works, but that's a different talent.

Calming Aura: Almost functional, and would be a great magic talent. The effect would have to be changed: upgrade difficulty, increase difficulty, add setback, or add threat to a check are all possible alternatives. Personal opinion is that adding setback seems best. I would rename it though (Magic Barrier? Ward Magic?).

Calming Aura (Improved): If you could get Calming Aura working, this is easy to add as well. (If I were to use my suggestion of setback, I would also stick an add-on on the end to increase the setbacks added to 2.)

Center of Being and Center of Being (Improved): Included in GTE and a good talent. The only thing I noticed that wasn't mentioned was that it is restricted to when wielding a lightsaber (so a melee weapon instead for GTE) and it only works against melee attacks, not ranged.

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Page 2:

Circle of Shelter: Functional and included in GTE.

Comprehend Technology: Unusable and heavily lore dependent. A possible replacement could be do allow you to use a magic skill instead of a different skill to operate a piece of technology once per session, but I would only use that in settings where magic or psychic powers and advanced technology is combined.

Counterstrike: Other than being tied to Lightsaber (Cunning), which can be compensated with at tier 4/5, this is a functional talent and could be used.

Defensive Circle: This talent is functional as is, though it is normally tied to Lightsaber (Intellect). We included Comrades in Arms from the Dawn of Rebellion preview, and this does something similar, which was probably a mistake (my fault, I'll admit). We'd have to compare the two (which means waiting for DoR to hit shelves), and deliberate on which to use.

Disruptive Strike: Requires Force dice to work. It could work by increasing the difficulty once, like with Sarlacc Sweep, and maybe another cost, like strain. The oddest thing about this talent that I realized when copying it is if it does damage as normal or not. It is described as a combat check, though I'm still not sure.

Djem So Deflection: Included in GTE and useable as is.

Draw Closer: Salvageable. Drop the "add s" element entirely, change it to increased difficulty + aa and you could get it working (with it's magical feel, I would add a 2 strain cost as well). However, this talent literally allows the user to telekinetically yank someone closer to them, which is not something you find in every possible setting. It's not really general.

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Page 3:

Enhanced Leader: See Animal Empathy.

Falling Avalanche: Lucky Strike supplants the need for this talent, logic not included.

Force Assault: Not quite usable, but not quite unusable. Obviously, the Move power doesn't exist, so that would have to change. It works with Niman Technique, which is lore dependent. However, the actual mechanical effect of missing with an attack, spending t to use a spell as a maneuver is easily workable in Genesys. I would probably keep it to a single magic skill, so only Divine spells, for example. A good magic talent that would be appealing to a paladin or a warrior priest or something.

Force Protection: Unusable without Force dice. Barely worth using with Force dice. It is categorically worse then Armor Master, Enduring, and Heroic Resilience, and any attempt to make a comparable talent amounts to "but it's not good."

Forewarning: If you swap the Force rating increase with a skill (Perception or Vigilance, or a magic skill like Arcana or Divine), then this talent can work. I'd just thrown in that defense still caps at 4.

Hawk Bat Swoop: I think we deliberated over this talent or one like it when discussing GTE, and rejected it. After rereading it, though, I noticed it is only a short jump, not a medium jump, which is what I thought it was for some reason. That makes it much more reasonable to include. So increased difficulty + aa to move to engaged, and if you can't, the check fails. I would add an extra layer of requiring it to be used with some Ataru Technique stand-in, but that's lore dependent. Tier 4 or 5.

Healing Trance: Unusable. (Rant: The very idea that the Healer, a character type built around healing others, has a quarter of its tree dedicated to a talent that only heals themselves is dumb. Super dumb. If you could share this with another character, that would be great, but as it stands things like Surgeon, Physician, and Medical Specialist are just better in every way.) Possibly, a ranked talent that allows your to spend a story point when casting the Heal spell to heal additional wounds/strain equal to ranks.

Healing Trance (Improved): A hair better, but still dependent on Healing Trance. Unusable as is.

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27 minutes ago, Swordbreaker said:

 

Healing Trance: Unusable. (Rant: The very idea that the Healer, a character type built around healing others, has a quarter of its tree dedicated to a talent that only heals themselves is dumb. Super dumb. If you could share this with another character, that would be great, but as it stands things like Surgeon, Physician, and Medical Specialist are just better in every way.) Possibly, a ranked talent that allows your to spend a story point when casting the Heal spell to heal additional wounds/strain equal to ranks.

Healing Trance (Improved): A hair better, but still dependent on Healing Trance. Unusable as is.

My plan is to use this series of talents as a racial, lizardman only, talent, reworked of course to have only a small static bonus.

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Pages 4 and 5.

Imbue Item: Commit effect, unusable. Basically a situational and temporary Jury Rigged. No real point.

Intuitive Evasion: A better dice commit effect than Force Protection, but still unusable in Genesys without Force dice.

Intuitive Improvements: See Animal Empathy. Adding hard points can be done with Tinkerer, which is arguably an OP thing anyway.

Intuitive Shot: See Animal Empathy.

Intuitive Strike: See Animal Empathy.

Knowledge is Power: One of my favorite Force talents, along with Survival of the Fittest. Not really usable with Genesys, sadly. A similar talent could, A: allow you to use an alternate skill in place of a magic skill, but seeing as they use the same characteristic, why?, or B: add a number of success equal to ranks in the skill to the matching spell check, which would be much more applicable. You can make one for each magic skill: Knowledge for Arcana, Survival for Primal, and Discipline or Vigilance for Divine.

Makashi Finish: A talent that looks good on paper until your remember Lethal Blows is a thing. Based around adding Force dice to combat checks, so meh. Maybe could be useful if it added Vicious or Pierce equal to Cool to one check, but that could get OP.

Makashi Flourish: This a perfectly serviceable talent. Tied to Lightsaber/Presence, but that can be worked around. Rename it and done.

Mental Bond: This could be usable magic talent, if you treat it like a Primal spell. 2 strain, easy/average Primal check, see through animal companion's senses, sustain with the concentration maneuver.

Mental Tools: Not really appropriate for much anything outside of Star Wars, unless you're diving deep into some heavy cybertech setting.

Now You See Me: Nothing exactly prevents this talent from being used, as it doesn't require Force dice or anything like that, just a regular Deception check. The only question is theme; it works by erasing memories, essentially, and even has a nifty suggestion for negative results, so including it would require an appropriate setting.

Edited by Swordbreaker

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Pages 6 and 7.

One with the Universe: Lore dependent, and adds Force points which don't exist in Genesys. I can't really think of a serviceable replacement utility. Meditate before an encounter to make a spell cost less? Or add a selected spell upgrade for free during the encounter?

Preemptive Avoidance: Included in GTE.

Quick Movement: Maybe workable. I thought of doing 2 strain + increased difficulty + aa for the effect, but is a third maneuver worth that?

Saber Swarm: I think we included a similar talent called "Flurry of Blows".

Saber Throw: Super cool talent. Also super lore dependent. And requires Force points. I thought of a kind-of-similar talent that is basically Sword Beam, but that's altogether different.

Sarlacc Sweep: Included in GTE, called "Spin Attack".

Share Pain: Included in GTE.

Shroud: Swap Force powers with spells, and this talent works.

Slippery Minded: Swap Force powers with spells, and this talent also works. We even concocted a talent (Mage Hunter) that works similar, and I never remembered this existed. Would being able to break out of any magic effect be OP though?

Strategic Form: @Richardbuxton and I had a discussion about this here. It would basically be a different talent though.

Sun Djem: Included in GTE and called "Disarm".

Terrify: I would really like to see this talent translated over. Maybe suffer 2 strain for the effect? Dropping the Force dice would mean losing the ability to immobilize victims, but the disorient effect is serviceable otherwise.

Terrify (Improved): If Terrify can be made to work, so can this.

The Force is My Ally: I think this was included (don't remember the name). I'm kind of unsure about suffering another 2 strain is worth it though.

Unity Assault: No particular reason this can't be included as a magic talent, other than changing Force power to spells. Doesn't require Force points, doesn't require lightsabers.

This concludes the talents from the CRB.

Edited by Swordbreaker

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Keeping the Peace and Savage Spirits talents.

Baleful Gale: Included in GTE.

No Escape: Included in GTE.

Prescient Shot: Not really worth including. There are better alternatives, and it is lore dependent.

Prophetic Aim: Included in GTE.

Reinforce Item: Commit effect, which makes it very hard to replicate. Which is a pity, because the effect is pretty cool.

Animal Bond (Improved): No particular reason this couldn't be Animal Companion (Improved). 

Essential Kill: This works similar to Animal Empathy, which is a shame, seeing as it is a significant portion of Executioner's kit, so trying to port the concept over is difficult. Replicating the effect is almost impossible.

Force Connection: See Animal Empathy.

Harass: Included in GTE.

Holistic Navigation: Included in GTE.

Intuitive Navigation: See Animal Empathy.

Marked for Death: A key talent in Executioner's kit, which is a shame because commit effects are hard to substitute.

Menace: Included in GTE.

Survival of the Fittest: See Knowledge is Power.

Terrifying Kill: I did submit a version of this for GTE, but then rescinded. I would like to get it working, but replacing the Force dice is troubling. I think I kicked around on doing a set amount of strain based on Cunning (or maybe Willpower), but that amount of unsoaked strain is hefty.

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I have been thinking about how to handle commit Powers, there’s a number of ideas but how about these ideas:

1. Downgrade 1 proficiency dice on any skill checks related to the task.

2. Remove 1 Ability die (essentially Curse yourself)

3. Until you end the effect you or other players are unable to spend PC Story Points on your character, this doesn’t prevent the GM from spending GM Story Points to the detriment of your character.

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11 hours ago, Swordbreaker said:

Terrifying Kill: I did submit a version of this for GTE, but then rescinded. I would like to get it working, but replacing the Force dice is troubling. I think I kicked around on doing a set amount of strain based on Cunning (or maybe Willpower), but that amount of unsoaked strain is hefty.

I feel the amount of strain could be based on the severity of the Crit, I may have even suggested it previously:

Terrifying Kill:

Tier: 4

Ranked: No

Activation: Incidental 

Effect: When you inflict a Critical Injury with a personal scale weapon you may spend a Story Point and suffer Strain up to the Severity of the Critical Injury inflicted. Every character within Short range or the target suffers an equal number of strain.

 

For an even more potent abilitie, probably st T5, then replace the last sentence with this:

Every character within Short range of the target must make a Fear Check with a Difficulty equal to the Strain you suffered.

 

It moves away from the original quite a bit, but I think it makes it more powerful in a cool and thematic way.

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20 hours ago, Swordbreaker said:

After copying everything from the CRB and career books into an easy-to-reference file, I have 11.2 pages to work with. I'll start with page 1.

Against All Odds: If you remove the Force dice effect, this talent is functional, as it is based on a Resilience check. It does do some of the work of Indomitable, though. On the one hand, AAO is not an assured effect, as it only recovers wounds, and that doesn't ensure you will recover enough to save your from incapacitation, and without the ability to add s via Force dice, it's limited. It also doesn't save from strain loss, only wounds. On the other hand, it's permanent and not temporary like Indomitable. Being check based could be a pro or con depending on the player.

Animal Empathy: The first of a family of talents that are totally unusable in Genesys without the Force dice. It does inspire a few ideas, such as a talent that allows you to dump a magic skill rank into a regular check, though that's basically a completely different talent.

Balance: Unusable. I can think of a possible alternative, such as using a magic skill to recover strain, like how One with Nature works, but that's a different talent.

Calming Aura: Almost functional, and would be a great magic talent. The effect would have to be changed: upgrade difficulty, increase difficulty, add setback, or add threat to a check are all possible alternatives. Personal opinion is that adding setback seems best. I would rename it though (Magic Barrier? Ward Magic?).

Calming Aura (Improved): If you could get Calming Aura working, this is easy to add as well. (If I were to use my suggestion of setback, I would also stick an add-on on the end to increase the setbacks added to 2.)

Center of Being and Center of Being (Improved): Included in GTE and a good talent. The only thing I noticed that wasn't mentioned was that it is restricted to when wielding a lightsaber (so a melee weapon instead for GTE) and it only works against melee attacks, not ranged.

Against all Odds: this is basically the same as Improved Hard Headed except for Wounds. Perhaps:

Against all odds:

Tier: T3

Ranked: Yes

Activation: Action

When you are incapacitated from exceeding your wound threshold you may take an Against All Odds Action. Make a Formidable Resilience Check, if you succeed then recover Wounds equal to Successes, 2 Advantage may be spent to recover one additional wound. Each rank in Against All Odds reduces the difficulty of the check by one.

 

 

Animal Empathy:

Tier: 3

Ranked: No

Activation: Incidental 

Effect: When making a check to handle or tame an animal may Spend a Story Point to add Success or Advantage up to ranks in Survival (or the appropriate animal handling skill)

 

 

Calming Aura:

Add 1 Failure to hostile magic checks that target you, T4

 

Calming Aura (Improved): keep it exactly as is, T5

Edited by Richardbuxton

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20 hours ago, Swordbreaker said:

Page 2:

Circle of Shelter: Functional and included in GTE.

Comprehend Technology: Unusable and heavily lore dependent. A possible replacement could be do allow you to use a magic skill instead of a different skill to operate a piece of technology once per session, but I would only use that in settings where magic or psychic powers and advanced technology is combined.

Counterstrike: Other than being tied to Lightsaber (Cunning), which can be compensated with at tier 4/5, this is a functional talent and could be used.

Defensive Circle: This talent is functional as is, though it is normally tied to Lightsaber (Intellect). We included Comrades in Arms from the Dawn of Rebellion preview, and this does something similar, which was probably a mistake (my fault, I'll admit). We'd have to compare the two (which means waiting for DoR to hit shelves), and deliberate on which to use.

Disruptive Strike: Requires Force dice to work. It could work by increasing the difficulty once, like with Sarlacc Sweep, and maybe another cost, like strain. The oddest thing about this talent that I realized when copying it is if it does damage as normal or not. It is described as a combat check, though I'm still not sure.

Djem So Deflection: Included in GTE and useable as is.

Draw Closer: Salvageable. Drop the "add s" element entirely, change it to increased difficulty + aa and you could get it working (with it's magical feel, I would add a 2 strain cost as well). However, this talent literally allows the user to telekinetically yank someone closer to them, which is not something you find in every possible setting. It's not really general.

Comprehend Technology: agree, could be a Knowledge Skill thing too: Once per session use ranks in appropriate Knowledge skill to use a machine or device.

 

Counterstrike: all this is doing is lowering the cost of an upgrade from 3 Advantage to 2. Just re word it to be for Melee or Brawl checks. (In a setting with  Magic Weapons this could be a talent that works with those only)

 

Disruptive Strike: there’s a lot going on here that needs to be overhauled. The intention is that a Cunning character can make it very hard to hit them. Probably a T4/5 Melee (Light) (Cunning)  Talent for flavour, normal damage, Spend 2 Advantage to add 1 Failure to the targets next check against you.

 

Draw Closer: this should be handed with magic spells. Perhaps:

Draw Closer: (“Telekinesis Attack” perhaps)

Tier: 3(4 even?)

Ranked: No

Activation: Incidental:

Effect: When casting the Attack Spell you may increase the difficulty once, if you do and you succeed then may move the target one range band closer to you. Spend 2 Advantage to move the target one additional range band closer.

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19 hours ago, Swordbreaker said:

Pages 4 and 5.

Imbue Item: Commit effect, unusable. Basically a situational and temporary Jury Rigged. No real point.

Intuitive Evasion: A better dice commit effect than Force Protection, but still unusable in Genesys without Force dice.

Intuitive Improvements: See Animal Empathy. Adding hard points can be done with Tinkerer, which is arguably an OP thing anyway.

Intuitive Shot: See Animal Empathy.

Intuitive Strike: See Animal Empathy.

Knowledge is Power: One of my favorite Force talents, along with Survival of the Fittest. Not really usable with Genesys, sadly. A similar talent could, A: allow you to use an alternate skill in place of a magic skill, but seeing as they use the same characteristic, why?, or B: add a number of success equal to ranks in the skill to the matching spell check, which would be much more applicable. You can make one for each magic skill: Knowledge for Arcana, Survival for Primal, and Discipline or Vigilance for Divine.

Makashi Finish: A talent that looks good on paper until your remember Lethal Blows is a thing. Based around adding Force dice to combat checks, so meh. Maybe could be useful if it added Vicious or Pierce equal to Cool to one check, but that could get OP.

Makashi Flourish: This a perfectly serviceable talent. Tied to Lightsaber/Presence, but that can be worked around. Rename it and done.

Mental Bond: This could be usable magic talent, if you treat it like a Primal spell. 2 strain, easy/average Primal check, see through animal companion's senses, sustain with the concentration maneuver.

Mental Tools: Not really appropriate for much anything outside of Star Wars, unless you're diving deep into some heavy cybertech setting.

Now You See Me: Nothing exactly prevents this talent from being used, as it doesn't require Force dice or anything like that, just a regular Deception check. The only question is theme; it works by erasing memories, essentially, and even has a nifty suggestion for negative results, so including it would require an appropriate setting.

Imbue Item: potentiality;

Temporarily reduce ranks in Magic Skill by 1, while you keep the rank reduced you may improve one item (as the talent normally allows)

 

 

Intuitive Evasion T3, ranked:

Perform the Intuitive Evasion manoeuvre, add 1 automatic failure to all skill checks until you end the effects of this talent. While suffering from the automatic failure you upgrade all checks targeting the vehicle you are piloting by ranks in Intuitive Evasion.

 

Intuitive Shot/Strike: see my animal empathy, looks like a generic talent could be made that cuts down on repetitive stuff and prevents a pc having them all.

 

Knowledge Is Power:

Reduce Difficulty of Magic Check by ranks in appropriate Knowledge skill for one check per session. T2

 

 

Makashi Finish:

your idea of Vicious equal to Cool is neat. Perhaps “Suffer Strain up to ranks in Cool, next Combat Check increases Vicious by same amount”

5 Strain for Vicious 5 seems reasonable, T5 probably.

 

Mental Bond: It’s basically the Augment spell, or summon I guess. A talent isn’t really needed but some people have to have things spelled out specifically to be able to do it. Either a unique additional effect or modification to the base effect.

 

Now you see me: agreed. To me it’s basically the Curse Spell, making it harder for people to remember you. Perhaps a unique additional effect  for that spell, or an option to change the base effect.

Edited by Richardbuxton

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Looks like we might have a Version 4 in the works.  If we can get final write-ups for these, we can take it to the Google Sheet for a final vote on accepting them and for Tiers.  And when I say "we", I mean "you guys".  I'll do the admin work, copy stuff to the documents, etc, but I probably won't have time to help with the word-smithing.

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6 hours ago, Richardbuxton said:

Against all Odds: this is basically the same as Improved Hard Headed except for Wounds. Perhaps:

Against all odds:

Tier: T3

Ranked: Yes

Activation: Action

When you are incapacitated from exceeding your wound threshold you may take an Against All Odds Action. Make a Formidable Resilience Check, if you succeed then recover Wounds equal to Successes, 2 Advantage may be spent to recover one additional wound. Each rank in Against All Odds reduces the difficulty of the check by one.

As is, Indomitable voids this talent. You're right it's like Hard Headed (Improved), which was also not included.

6 hours ago, Richardbuxton said:

Animal Empathy:

Tier: 3

Ranked: No

Activation: Incidental 

Effect: When making a check to handle or tame an animal may Spend a Story Point to add Success or Advantage up to ranks in Survival (or the appropriate animal handling skill)

That's similar to things like Smooth Talker/Knowledge Specialization, but better because it's buy once instead of ranked. And there are multiple of this type, Enhanced Leader, Force Connection, etc.. Making it magic only (add success equal to magic skill?) feels like it's giving a powerful tool to mages that regular characters don't have access to, though it seems the easiest way to balance.

6 hours ago, Richardbuxton said:

Calming Aura:

Add 1 Failure to hostile magic checks that target you, T4

Calming Aura (Improved): keep it exactly as is, T5

Adding failure is probably best. Removing Force points contributes to failing a Force check, so this is probably the best method. The only question is if a single failure added to a check is that much of a valuable utility or not, even if it's a passive utility. Changing dice pools seems like a more exciting ability, and may or may not swing a pool in interesting ways instead of just contribute to a failure.

6 hours ago, Richardbuxton said:

Comprehend Technology: agree, could be a Knowledge Skill thing too: Once per session use ranks in appropriate Knowledge skill to use a machine or device.

That's maybe the best solution; Knowledge in place of required skill once per session. That could work. It's basically a different talent, though. Maybe call it something else. "Read the Manual".

Quote

Counterstrike: all this is doing is lowering the cost of an upgrade from 3 Advantage to 2. Just re word it to be for Melee or Brawl checks. (In a setting with  Magic Weapons this could be a talent that works with those only)

A possible cost would be to have the player select a combat skill for the retaliation. Only functional when you make a light melee or brawl attack.

Quote

Disruptive Strike: there’s a lot going on here that needs to be overhauled. The intention is that a Cunning character can make it very hard to hit them. Probably a T4/5 Melee (Light) (Cunning)  Talent for flavour, normal damage, Spend 2 Advantage to add 1 Failure to the targets next check against you.

All these lightsaber form talents have several barriers of entry that aren't obvious when you read only the one talent. It works best when paired with Shien Technique (or similar) and a specific kind of weapon, as that's how it is balanced. As is, increased difficulty, melee combat check, 2 advantage for 1 failure, and may only do so once?

Quote

Draw Closer: this should be handed with magic spells. Perhaps:

Draw Closer: (“Telekinesis Attack” perhaps)

Tier: 3(4 even?)

Ranked: No

Activation: Incidental:

Effect: When casting the Attack Spell you may increase the difficulty once, if you do and you succeed then may move the target one range band closer to you. Spend 2 Advantage to move the target one additional range band closer.

There's already a spell enhancement that does this, more or less. To me, part of the appeal with Draw Closer is merging magic with melee combat. If I were playing a magic templar, or a paladin, or a warrior-mage or something, a talent that mixes both sides of their focus into one is what I would want. Otherwise, you're just giving mages the ability to do what mages are already capable of doing.

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5 hours ago, Richardbuxton said:

Imbue Item: potentiality;

Temporarily reduce ranks in Magic Skill by 1, while you keep the rank reduced you may improve one item (as the talent normally allows)

I don't know. The talent already has dubious quality in Star Wars. Why weaken yourself to get a temporary effect, when you could grab a ranking talent that is permanent and has almost no downside?

Quote

Intuitive Evasion T3, ranked:

Perform the Intuitive Evasion manoeuvre, add 1 automatic failure to all skill checks until you end the effects of this talent. While suffering from the automatic failure you upgrade all checks targeting the vehicle you are piloting by ranks in Intuitive Evasion.

Before I would even approach getting a talent like this off the ground, I'd ask what settings would it be used in. Star Wars, maybe something with psychic powers and advanced vehicles, so some Gundam universes... and that's all I can think of (groups can obviously put together their own). That's a pretty small niche for a general talent list to cover. I'd cut this one.

Quote

Intuitive Shot/Strike: see my animal empathy, looks like a generic talent could be made that cuts down on repetitive stuff and prevents a pc having them all.

Honestly, these I would cut entirely. As combat talents, they only work in relation to the Force dice. Otherwise, I'd grab things like Deadly Accuracy, Point Blank, Barrage, and True Aim, which are better overall.

Quote

Knowledge Is Power:

Reduce Difficulty of Magic Check by ranks in appropriate Knowledge skill for one check per session. T2

Difficulty is one of the most important balancing tools for magic. Being able to reduce the difficulty, in my observation, is something that is balanced by signature spell (which works with a single spell) and implements (which have their own set of restrictions and limits). Even once per session omni-reduction may be too good.

If you changed it to downgrade, however, that might be better. Unless you play with a sociopath, 2+ difficulty upgrades aren't that common, so situations where you can knock off 3 upgrades in one go really fit the theme of the talent. I would make one for each magic skill, but the skill being used is mostly redundant.

Quote

Makashi Finish:

your idea of Vicious equal to Cool is neat. Perhaps “Suffer Strain up to ranks in Cool, next Combat Check increases Vicious by same amount”

5 Strain for Vicious 5 seems reasonable, T5 probably.

Sounds fine to me.

Quote

Mental Bond: It’s basically the Augment spell, or summon I guess. A talent isn’t really needed but some people have to have things spelled out specifically to be able to do it. Either a unique additional effect or modification to the base effect.

I'm of the opinion that incorporating spell-like effects into a magic talent is a feature, not a bug. It would go a bit to differentiate one Primal-using mage from another if one of their spells was gated behind both Animal Companion and Mental Bond. Your mileage may vary, of course.

Quote

Now you see me: agreed. To me it’s basically the Curse Spell, making it harder for people to remember you. Perhaps a unique additional effect  for that spell, or an option to change the base effect.

Again, a feature, not a bug, but it's still setting dependent. And it would be neat for some settings without spells as well. The Laughing Man from Ghost in the Shell basically does this or something similar, and that's pure cyberpunk.

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Question, what rank would be appropriate for this stat?  For a saving of 3-5 Strain I'm thinking 15XP

Quote

Man and Machine

Ignore the requirement to reduce your Strain Threshold for a number of new cybernetic implants equal to the value of a single Characteristic of your choice.  If this Talent is purchased during Character Creation it applies to cybernetics from Species/Backgrounds, purchased with starting money, or otherwise acquired through other means during Character Creation.

Alternatively, to decouple it from a characteristic here is a ranked talent starting at 5XP

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Cybernetic Integration

For each rank of this talent, ignore the requirement to reduce your Strain Threshold for two cybernetic implants.  This may be used with existing cybernetics to raise your Strain Threshold back up to the base amount (starting Strain plus any increases due to talents such as Grit).

This version gives 4 Strain back at a total investment of 5+10XP, with a total of 10 Strain if a person is willing to spend the ever increasing cost of higher tier talents

Edited by dresdinseven

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3 hours ago, dresdinseven said:

Question, what rank would be appropriate for this stat?  For a saving of 3-5 Strain I'm thinking 15XP

Alternatively, to decouple it from a characteristic here is a ranked talent starting at 5XP

This version gives 4 Strain back at a total investment of 5+10XP, with a total of 10 Strain if a person is willing to spend the ever increasing cost of higher tier talents

To me your second is less OP but I’d go rank 3 not 1.  It’s the ranked talent part that make me want to push it higher.  Unrank it and it could be 1or 2

However why not just port over the Biofeedback Regulator implant from Star Wars that does the same? 

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