Jump to content
TheSapient

Genesys Talents Expanded

Recommended Posts

25 minutes ago, drainsmith said:

I have started maintaining a separate document called Talent Tome which is just the published talents and has already been updated with content from SotB. You can find it in my dropbox.

 

Have you considered doing subsettred versions with the specific talents recommended for RoT and SotB?

Share this post


Link to post
Share on other sites

Some talents I came up with:

 

Illusionist
Tier: 2
Activation: Passive
Ranked: No
Gain a new Additional Effect you may add to any spell you cast. Decrease the difficulty of the spell by one to manifest the effects as an illusion rather than their normal effects. Checks to disbelieve your illusions are made against the Magic skill you used to create the effect.

Intense Concentration
Tier: 1
Activation: Passive
Ranked: Yes
Spells you concentrate on require an additional Threat to break concentration per rank of Intense Concentration. (RAWR this requires one T to negate a maneuver)

Master Illusionist
Tier: 4
Activation: Passive
Ranked: No
When you cast a spell with the Illusionist Additional Effect, you may spend a Story Point to increase the number or size of the effect(s) you manifest. (Not sure how to clarify this so it's less vague)

Persistent Spell
Tier: 3
Activation: Passive
Ranked: No
Gain a new Additional Effect you may add to any spell you cast that allows for concentration. Increase the difficulty of the spell by two to change the concentration of the spell to an Incidental on your next turn, instead of a maneuver. You may spend ^^ to extend this benefit for an additional round for each ^^ spent.

Persistent Spell (Improved)
Tier: 4
Activation: Passive
Ranked: No
The Persistent Spell Additional Effect only raises the difficulty of the spell by one.

Persistent Spell (Supreme)
Tier: 5
Activation: Passive
Ranked: No
When you cast a spell with the Persistent Spell Additional Effect, you may spend 2 strain as an Incidental on your turn to maintain concentration without having had to spend ^^ on the initial spell.

Share this post


Link to post
Share on other sites
7 hours ago, yeti1069 said:

 

Intense Concentration
Tier: 1
Activation: Passive
Ranked: Yes
Spells you concentrate on require an additional Threat to break concentration per rank of Intense Concentration. (RAWR this requires one T to negate a maneuver)

I really like this talent. I think it also makes talents like Templar more attractive. I'm definitely going to use this at my table. The only change I'm going to make is that it starts at Tier 2 instead of Tier 1.

Edited by Noahjam325

Share this post


Link to post
Share on other sites
9 hours ago, Noahjam325 said:

I really like this talent. I think it also makes talents like Templar more attractive. I'm definitely going to use this at my table. The only change I'm going to make is that it starts at Tier 2 instead of Tier 1.

The RAW was not RAI (rules as intended) that it only needed one threat to break concentration as per the suggested use of threat one to loose benefit of a prior maneuver. This is IMO just an oversight from copying the table from star wars and not considering the magic rules. Instead of giving the players a 10xp potentially more penalty i would recommend using 3 threats to break concentration and not have this talent at all. 

Ofc that one home brew rules against the other :) so either works. 

Anyways from the FAQ thread here is the official answer for what its worth. 

 

"Rules Question:
Can a single threat, used to cancel a maneuver, be used to end a spell that has had the concentration maneuver used to sustain it? For example, if a PC has a barrier spell up can a single threat on that PC be used to end the barrier he/she cast 3 rounds prior but was sustaining via concentration maneuver?
Answer
A single threat seems a bit low for that effect; however the final arbitrator of whether that is possible is the GM. If your GM decides that’s what happens, then that’s their prerogative.
 
Hope this helps!
 
Sam Gregor-Stewart
RPG Manager
Fantasy Flight Games"

Share this post


Link to post
Share on other sites

I've already been homebrewing it at my table because I thought 1 threat was too harsh. I've had it at 2 threat, and my 3 magic casting players all agreed that seemed correct. Especially given threat is more dangerous to magic users than other checks.

 

I like the talent because it gives more lower tier talent choices for my magic users, and plays off the mechanic in a cool and unique way. It also helps make more powerful magic users actually feel more well trained than more novice casters.

Share this post


Link to post
Share on other sites

Don't know how many if any or all have been posted before but this is what I though of while watching my kid play football.

TALENTS

TIER 1 
POWER BLOW
Tier: 1
Ranked: Yes

You strain yourself to strike a heavier blow. For each rank of Power Blow take one strain to add one extra damage to your attack.

TIER 2
POWER THROUGH
Tier: 2
Ranked: No
On your next attack only, take one strain to add the sunder quality to your weapon. You still need VV.png to activate it.

TWIST OF THE BLADE
Tier: 2
Ranked: No

On your next attack only, take one strain to add the vicious 2 quality to your weapon. You still need VV.pngto activate it.

AIM WITH YOUR TONGUE
Tier: 2
Ranked: No

You stick out your tongue “metaphorically” and take a careful aim. On your next attack add a S.png to your attack roll, but because you are so focused you also add H.png to the same roll.

HIT THEM WHERE IT HURT
Tier: 2
Ranked: No

On your next attack add a V.png to your attack roll as you try your best to hit a vulnerable spot on your foe, on the same roll you also add one F.png because the area is hard to hit.

TIER 3
FLURRY OF BLOWS
Tier: 3
Ranked: No

On your next attack only, take two strain to add the auto fire quality to your weapon. You still need VV.pngto activate it.

PRESSURE POINTS
Tier: 3
Ranked: No

Using unarmed brawl only, spend one strain to strike at an enemy with the paralyzing condition. You still need VV.pngto activate it.

PRESSURE SECRETS
Tier: 3
Ranked: No

Using unarmed brawl only, spend one strain to strike at an enemy with the pierce 2 and vicious 2 qualities. You still need VV.pngto activate the vicious quality.

Edited by Gudmo

Share this post


Link to post
Share on other sites

What do you all think of these?

 

Invested Focus

Tier: 5

Ranked: No

You gain the Focused additional effect for any spell that allows for Concentration. This increases the difficulty of the check by 1. If successful, expend 2 additional strain and reduce your ranks in the associated Magic skill, and your associated characteristic by 1 each to maintain Concentration on the spell for as long as your ranks and characteristic remain lowered without having to spend a maneuver each round.

 

Mystic Surge

Tier: 4

Ranked: No

Take the Mystic Surge maneuver to double the effects of the next spell you cast, before the end of your next turn. After casting that spell, you lose the ability to cast spells for the remainder of the encounter. (Summon an additional ally, double the damage dealt on Attack, increase the skills of a target affected by Augment twice, etc...).

 

Share this post


Link to post
Share on other sites
36 minutes ago, yeti1069 said:

What do you all think of these?

 

Invested Focus

Tier: 5

Ranked: No

You gain the Focused additional effect for any spell that allows for Concentration. This increases the difficulty of the check by 1. If successful, expend 2 additional strain and reduce your ranks in the associated Magic skill, and your associated characteristic by 1 each to maintain Concentration on the spell for as long as your ranks and characteristic remain lowered without having to spend a maneuver each round.

This seems a little harsh (the extra strain AND weaker stats). I think Tier 5 is a good place for it. How about it lowers your strain threshold by 2 for each spell maintained this way(maybe 3) in addition to the initial 2 strain to cast. At most I would just lower ranks in the magic skill by 1 per spell, not both the characteristic and skill. But the lowering of strain threshold might be enough, because that can't be recovered until you drop the spell (and it doesn't recover the strain when you do).

Share this post


Link to post
Share on other sites
Posted (edited)
On 2/20/2019 at 6:35 AM, Archellus said:

This is IMO just an oversight from copying the table from star wars and not considering the magic rules.

Huh, learn something new every day. Thankfully it's also an easily avoided penalty.

If you don't perform a check during your activation, you can't generate Threat to be used against you (e.g. moving while concentrating, or concentrating while counterspelling).

In addition, spells you're concentrating on always last 'until the end of your next turn', and you can perform your first or second maneuver either before or after performing an action. So if you simply wait until after you've performed your action to attempt to Concentrate, your spell is safe. The result of that action's check cannot be used to negate the benefits of your Concentration maneuver if you haven't performed it yet. Also, if your pre-check attempt to Concentrate is cancelled, you can still use your second maneuver (if it's still available) to Concentrate post-check.

As GM, if I caught a player unaware of this trick, and sucessfully countered their spell in this way, I might also spend my advesary's next two threat to give that PC back the maneuver they lost (to help recoup the action economy I cost them).

Edited by Cantriped

Share this post


Link to post
Share on other sites

Your very right. Which is why i think the table on GCRB p 104 does not take the magic rules into account which is OK since its a optional rule. The wording states a prior maneuver until they perform the maneuver again. This kinda contradicts the whole "the spell last until then end of the next turn thing."

anyways as i GM i tend to spend the threat to strain/wounds anyways did have some fun with the whole "spell does not take effect until the next round" thing :)

Share this post


Link to post
Share on other sites
12 hours ago, Noahjam325 said:

This seems a little harsh (the extra strain AND weaker stats). I think Tier 5 is a good place for it. How about it lowers your strain threshold by 2 for each spell maintained this way(maybe 3) in addition to the initial 2 strain to cast. At most I would just lower ranks in the magic skill by 1 per spell, not both the characteristic and skill. But the lowering of strain threshold might be enough, because that can't be recovered until you drop the spell (and it doesn't recover the strain when you do).

The idea was inspired by the "commit a Force die" mechanic from the Star Wars FFG line.

Also, being able to maintain concentration on a spell without spending a maneuver is a pretty big deal--it saves you potentially a ton of strain, not to mention action economy. Also, I'm looking at the high end of what's doable here, such as maintaining something like an Enervated Paralysis Curse. Being able to do that and cast Attack, and take two maneuvers (or 1 and suffer no strain for action economy) is a big deal.

Share this post


Link to post
Share on other sites

It is a very big deal, which is why I think lowering ST is a good counter, because that can't be recovered easily (except by ending the spell). Perhaps lower ST by an amount equal to the spell's difficulty? A 5 purple spell would lower the target's ST by 5, for instance.

 

This also limits not just how many spells they can cast, but anything costing a strain.

Share this post


Link to post
Share on other sites
3 hours ago, Noahjam325 said:

It is a very big deal, which is why I think lowering ST is a good counter, because that can't be recovered easily (except by ending the spell). Perhaps lower ST by an amount equal to the spell's difficulty? A 5 purple spell would lower the target's ST by 5, for instance.

 

This also limits not just how many spells they can cast, but anything costing a strain.

Reducing strain by 2 is almost never any different than taking 2 strain during an encounter. I don't believe I've seen a character recover to their full strain during an encounter, so that's not much of a cost; it's certainly a much better deal than spending 2 strain per round on a 2nd maneuver. My thinking was that the talent should be valuable, but not so good that once acquired it's always used.

One issue is that I'm not sure that there are enough maneuvers for casters to take that are valuable enough to be superseding concentration all that often.

Share this post


Link to post
Share on other sites
On 3/3/2019 at 4:29 PM, yeti1069 said:

Invested Focus

Tier: 5

Ranked: No

You gain the Focused additional effect for any spell that allows for Concentration. This increases the difficulty of the check by 1. If successful, expend 2 additional strain and reduce your ranks in the associated Magic skill, and your associated characteristic by 1 each to maintain Concentration on the spell for as long as your ranks and characteristic remain lowered without having to spend a maneuver each round.

 

my take on it:

Invested Focus

Tier: 5

Ranked: No

You gain the Focused additional effect for any spell that allows for Concentration.
This upgrades the difficulty of the check once.
If successful, any dice pool for magical actions is downgraded once, 
as long as you maintain Concentration on the spell,
without having to spend a maneuver each round.

 

T

 

Share this post


Link to post
Share on other sites

Is there any plan to update the Genesys Talents Expanded with talents from Cyphers & Masks? I'm starting a Genesys spy game and went looking for them, only to find they don't seem to be in there yet. Love this project!

Share this post


Link to post
Share on other sites
Posted (edited)
On 2/16/2019 at 3:25 AM, drainsmith said:

I have started maintaining a separate document called Talent Tome which is just the published talents and has already been updated with content from SotB. You can find it in my dropbox.

 

This is an amazing amount of work! Do you have the spreadsheet for the Talent Tome? I'm starting a SotB campaign and would like to compile a list of base game and SotB talents without having to swap between books. 

EDIT: I just found the SotB Player's Guide, that saves me having to make that myself! The sheet would still be appreciated if you have it but the Player's Guide will work fine :)

Edited by RowSkin

Share this post


Link to post
Share on other sites
Posted (edited)

GENESYS TALENTS EXPANDED Version 5.0 IS NOW ABAILABLE

changes include talents from Knights of Fate, Ciphers and Masks, and Shadow of the Beanstalk

As always, thank you to ESP77, Swordbreaker, Richardbuxton, who put a lot of time and effort into evaluating the Star Wars talents.

 

Genesys Talents Expanded VERSION 5.0 (pdf)

Word File for your editing pleasure

Excel file for developing your own lists.

Changelog

Drainsmith's beautiful take on Version 4.2 is still available here.

Edited by TheSapient

Share this post


Link to post
Share on other sites

I think this will be the last major update for this project.  Our goal was to make available a broad range of talents so GM's and groups could more easily create their settings.  Now that we have RoT, SotB, and so many great unofficial settings, the need for GTE is no longer very great.  Thank you o everyone who contributed their time, effort, talents, and proofreading.  

I'll periodically update Version 5.X to correct any reported errors.

Share this post


Link to post
Share on other sites
Posted (edited)

I took this excellent work and auto-merged it into a format for Avery 3" x 4" cards. If folks are interested, I'll post it up after I do a bit of clean-up (a few of the talents span multiple cards; easier to fix them by hand than try to automate that).

It's just text right now, with some formatting to make the fields stand out better. I'm thinking about slapping a subtle background on the pages to make them not quite as stark.

Also, they use the SW symbols, as our group is used to those and our brains aren't making the switch over to the Genesys symbols well (plus, all our dice are SW). Ther Word doc could be edited to switch those to the Genesys symbols usiong the TTF file though.

Edited by erian.7
Clarified some bits.

Share this post


Link to post
Share on other sites

First: great job, your work is really helpful!

I've made a Web version of your talent list for my ISB campaign available here: https://fortheneworder.rpg.solutions/rules/talents/

There are a few differences, listed near the top of the page.

---

The page is based on a JSON conversion that I've made; if someone wants to program something with it, it is available here: https://github.com/for-the-new-order/for-the-new-order.github.io/blob/master/_data/talents.json

Feel free to use the other things on the website as well (as disorganized as they might be; I will try to find the time to put some order into them after my campaign to help others who'd like to run an ISB/Empire campaign).

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...