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Realms of Terrinoth - Article

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39 minutes ago, c__beck said:

FINALLY!

Huh, the building blocks of superpowers. Interesting. Is it Q2 yet!?

I'm guessing in a supers campaign the cost or restriction is either reduced (most likely waiving the once per session) or the number of story points is significantly increased.  Or both.  Point being that superpowers are generally always on.  Unless what they mean here is the super-DOOPER power, like Phoenix going supernova, or Darkseid using his eyebeams after spending most of the fight monologuing and watching his minions get their asses kicked.

Edited by Dragonshadow

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Finally indeed!  a 50-day wait for the first of our promised multiple articles is quite the long time!*

I like the look of where this is going: I was wondering how they were going to translate Signature Abilities to such a broad, free-form system.  I really, really like the "build it yourself" model.  It should definitely help with distinguishing characters.  That's my one main gripe with Genesys's specialization-less system, is that characters who are aiming for the same fields are going to tend to look very similar, because there's no innate restrictions on what talents you can take.  This should help a lot with that, I think.

 

*  I mean, compared to the leisurely 161-day+ wait that fans of Unlimited Power have had for the first of our promised multiple articles, this one was an absolute slog :) !

Edited by Absol197

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These look pretty cool!  Azzmodeus said they're like a cross between Signature Abilities from the SWRPG and the Character Narratives in the Primeval Thule conversion I did.

Looking forward to it!

Z

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This sounds really great.  Except maybe 

Of course, you should feel free to work with your game master to craft your own primary effect. 

"But GM, pulling down the moon is part of my BAAAACKGROOOOOUND!"

I hope FFG includes heroic abilities in all their Genesys books. 

Edited by TheSapient

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3 minutes ago, TheSapient said:

This sounds really great.  Except maybe 

Of course, you should feel free to work with your game master to craft your own primary effect. 

"But GM, pulling down the moon is part of my BAAAACKGROOOOOUND!"

I hope FFG includes heroic abilities in all their Genesys books. 

Some people may need to make an expanded list of community ideas...

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1 hour ago, Absol197 said:

That's my one main gripe with Genesys's specialization-less system, is that characters who are aiming for the same fields are going to tend to look very similar, because there's no innate restrictions on what talents you can take. 

I'm currently working on a different way to do Talents, for that very reason. The Specialization Trees were too narrow, but I think the Tier/Rank grab-bag is too broad.

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35 minutes ago, CitizenKeen said:

I'm currently working on a different way to do Talents, for that very reason. The Specialization Trees were too narrow, but I think the Tier/Rank grab-bag is too broad.

Along the lines of this I was thinking of dividing up talents into a general category, then categories for each career (one talent may appear in multiple categories). If you purchase a general or in career talent it’s the normal xp cost, if you purchase one outside of your career then you pay an additional 5xp. Mostly it should help players find the most thematic talents for their career, but not force them into ultra specific places like the Specialisation system does.

It is a task that needs to be done specifically for each setting, but I think it’s worthwhile.

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48 minutes ago, CitizenKeen said:

I'm currently working on a different way to do Talents, for that very reason. The Specialization Trees were too narrow, but I think the Tier/Rank grab-bag is too broad.

 This is how I feel about them too. 

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 Looks cool and useful. 50 XP is a lot of experience for each advancement and upgrade.

But it's funny, cause some here, trying to create new content, said that this level of power would be a gamebreaking for the system - before this article. But, after this article... heh some things are acceptable now :P

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6 minutes ago, GamerTnT said:

You don't need to spend XP on it.  The way I read it, you start with one for free, and every 50xp you earn, it gets better.

Exactly what I read too, as you get more experienced it automatically gets more powerful 

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I like the idea, but I kind of think it's inelegant to not just have the player spend XP directly on it. It's another number to track, which bogs things down. But I suppose it wouldn't be too difficulty to treat them like Signature Abilities or something and let PCs upgrade them directly, maybe after they get a couple of Tier-3 talents or something.

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My problem with the Signature Abilities comparison is that SA’s suck a massive amount of xp, and can’t be got until you have at least 100xp worth of talents. In most games they are a late game ability that stops you going into a second spec. They may be awesome but are definitely rarely used.

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Hmm. The example table doesn’t give me warm feelings about the editing standards of this book. “Roll again, ignoring duplicates of this result, and apply both origins” should surely be “roll again twice” and whilst that is easy to interpret here other mistakes may not be so straight forward to resolve. 

And that got through error checking for both the book, and the web article!

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4 minutes ago, Cyvaris said:

Aynone see anything about how these will be limited? Strain cost? Once per "scene"? Seems odd that these would be entirely free to use at all times. 

Once per session and cost of 2 story points. 

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3 minutes ago, fjw70 said:

Once per session and cost of 2 story points. 

Little more restrictive than I was thinking they'd be, but that's fine as these all look pretty strong. 

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1 hour ago, Cyvaris said:

Aynone see anything about how these will be limited? Strain cost? Once per "scene"? Seems odd that these would be entirely free to use at all times. 

"By default, activating a Heroic Ability requires you to spend two Story Points. The effects of the Heroic Ability last until the end of your character’s next turn, and you can only activate it once per session.

For every 50 XP that you gain, you may gain one ability point. These points can be used to improve the base effect, increase its frequency, duration, and more."

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