DRAGONSTAR GENESYS

By gilbur, in Genesys

Here is my initial start to converting Dragonstar over to GENESYS with the start of Races, would love to see and hear feedback on this conversion, as I see it as a community project and since the GENESYS is mostly made up the only thing is that they will not have the force system in the updated system, so here we go:

All Dragonkin have:

Wound threshold 14+Brawn

Strain Threshold 10+Willpower

Breath Weapon: Dragonkins have a unique natural weapon they can call upon

when threatened (Resilience Damage 6, Critical 4; Range (Short); Blast 3,

Slow-firing 2, Stun Damage). Each time the Dragonkin uses this ability;

he/she suffers 3 strain.

Starting XP: 70

Gold Dragonkins

Brawn 2 Agility 2 Intellect 2 Cunning 2 Willpower 3 Presence 3

Special Ability: Charm 1 free rank

Breath Weapon: Fire

Red Dragonkins

Brawn 3 Agility 2 Intellect 2 Cunning 2 Willpower 2 Presence 2

Special Ability: Coercion 1 free rank

Breath Weapon: Fire

Silver Dragonkins

Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 2 Presence 2

Special Ability: Mechanics 1 free rank

Breath Weapon: Cold

Blue Dragonkins

Brawn 2 Agility 2 Intellect 2 Cunning 3 Willpower 2 Presence 2

Special Ability: Streetwise 1 free rank

Breath Weapon: Lightning

Bronze Dragonkins

Brawn 2 Agility 2 Intellect 3 Cunning 2 Willpower 2 Presence 2

Special Ability: Knowledge (pick one) 1 free rank

Breath Weapon: Lightning

Green Dragonkins

Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 2 Presence 2

Special Ability: Stealth 1 free rank

Breath Weapon: Gas

Brass Dragonkins

Brawn 2 Agility 2 Intellect 2 Cunning 3 Willpower 2 Presence 2

Special Ability: Streetwise 1 free rank

Breath Weapon: Fire

Black Dragonkins

Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 2 Presence 2

Special Ability: Deception 1 free rank

Breath Weapon: Acid

Copper Dragonkins

Brawn 2 Agility 2 Intellect 3 Cunning 2 Willpower 2 Presence 2

Special Ability: Knowledge (pick one) 1 free rank

Breath Weapon: Acid

White Dragonkins

Brawn 2 Agility 2 Intellect 2 Cunning 3 Willpower 2 Presence 2

Special Ability: Survival 1 free rank

Breath Weapon: Cold

This is an update, have lowered xp due to changes to the race. Please look over and let me know what everyone things of this change.

Edited by gilbur
modified Race

Breath Weapon: Something like the Ithorian bellow? It costs Strain and has slow firing 1.

Edited by Richardbuxton

Thanks for the input, will look into that and would consider it...

Here to help :)

Unfortunatly I don't know much about the world of Dragonstar otherwise I would probably have more input.

I would say I'm fairly confident magic will be based on skill checks, where the complexity of the spell determines the difficulty. Conceivably different magic could use different skills in a similar way to Lightsaber use in Force and Destiny. In that case the different Dragonkins could either have a rank in a custom magic skill specific to their kind, even just to have access to that skill could be the trait.

think of Dragonstar as dungeons and dragons in a future universe, High-tech stuff like instead of Spellbooks there is datapads that store spells and there is spaceships flying around or else the worlds are connected by a teleportation device and it is called the "Long Road". The Dragons rule the universe and was thought up by the Gold Dragon who ruled for 1000 years and then the other good dragons ruled now where dragonstar starts off is with the evil dragons (Red is First) get to rule the universe since this was put out using the D20 system they used the Dungeons and Dragons Dragons so you have the color and metallic dragons ruling. Great concept for a game that is why I wish they would do their own IPs first for their GENESYS before getting into other IP. Dragonstar is a great concept but they stopped after a couple of books and went on to other settings.

Just like I know there would be alot more people buying into the system if they would move "Midnight over to the GENESYS" . I know I would buy into Midnight of they would convert it over to GENESYS.

bumped this, so everyone knows there has been an update to this topic

The Dragonkins are the Half-Dragons in the Dragonstar universe, just in case anyone wants to know where I came up with this Race.

Depending on the role Dragonkins have in the Dragonstar setting, I would even up XP to 90. That's if they are supposed to be very competent in comparison to the other inhabitants of that setting (have no knowledge of Dragonstar, sadly). I wouldn't mind giving certain races an edge over other PC races if the setting justifies this unbalance (I'm not a fan of balancing every aspect to death^^).

Dragonkins are the half breed of the dragons, so they do have a big role in Dragonstar, I was trying make them balanced. As soon as I work out a magic system since we probably won't have GENESYS for quite some time as it looks from the development section.

How would you describe the magic of Dragonstar?

Is it tedious to prepare but always goes off without a hitch? (Costs Strain, Spells are talents, no skill check required)

Is it less predictable in its results, better mages can do more with the same spell, miscasting has potential for hilarity? (Like Harry Potter? Some strain required, involves a skill check, only the most dangerous spells have nasty miscast rules.)

Does it have dire consequences if done incorrectly, more like Warhammer? You need a Critical Failure table like the Critical injury table.

Figuring out what the true cost is in using Magic will really be the guide in developing your system. Also remember in 3 weeks gencon is on and they are running Runebound as their demo games. So the rules may be a while away but at least 1 spell system will be highly talked about.

As far as Spells themselves I have seen or thought of 3 main ways to do them:

1. Talents, think Scathing Tirade, have improved and Supreme where necessary. Or Ranked if appropriate such as increasing the number of "magic missiles" you cast or how many wounds your "lay hands" spell heals.

2. Spell Trees, rip Force Points out of the Force Power trees and replace with Advantage cost, Triumph cost, Success cost (ie if you roll 3 uncanceled success then this cool thing happens).

3. Equipment! Each spell has a stat block like a weapon or armour. They have Hard Points too and "Attachments" can be added to Spells to customise them, with modification options on top of that. Xp is spent to increase the number of Spells your character can remember. Money cost represents the research and reagents used to improve these Spells. This works particularly well when Spells have a material representation such as books, scrolls and runes.

It was originally based off the 3rd edition Dungeons and Dragons but now since everything is more starting from scratch, I would think that Magic in Dragon Star would be more between Dungeons and Dragons and the Rifts setting as there is Technology that could become magical items. I was thinking about like Fireball starting off at damage of 6 with successes adding more damage then you would now have advantages and triumph adding to the spell in other ways for the spell like Range and special effects maybe even blast or concussive, Since the Force die is not in the future system, I thinking more of it is a skill now and combat casting talent becomes more useful as each combat casting talent would either downgrade difficulty dice to setback or eliminate them completely (thinking more of downgrading and then create another talent that would eliminate the setback dice).

In a way, Dragon Star is more like Star Wars but with the fantasy races in a futuristic environment. Your Spellcasters don't carry around Spellbooks, they carry Datapads with spell formulas. Dragon Star is a great setting i recommend buying the pdf files and looking at them, I think they are 5 bucks, quite interesting setting, the Dragons rule the universe, throw in the Hutts and you have an interest environment especially if the hutts are dealing with the Red or Blue Dragons, there is going to be a fight one way or another.

Here is an example of how a Spell could work. I'm not sure on the xp costs, but perhaps anything from 5xp for the first Strength to 25xp for the mastery

Basic Fireball (10xp)

| | |

Range Magnitude Strength Strength

| | | |

Control (Disorient) Magnitude Duration - Control (Blast)

| | |

Range Duration Mastery

Basic Fireball: Make an Average Difficulty Spellcasting (Intellect) check as a Combat Check to cast a Fireball at a target within Short Range. The Fireball has a Damage of 4 and a Crit of 3

Range: Add 1 Setback to the check to increase the range of the spell by a number of range bands equal to Range upgrades purchased.

Magnitude: Spend 2 Advantage to cast additional Fireballs equal to Magnitude Upgrades purchased

Strength: Each Uncanceled Success adds additional damage equal to Strength Upgrades purchased.

Duration: Spend 2 Advantage to give the Fireball a Burn Rating equal to Duration Upgrades purchased (may only be activated once)

Control (Disorient): Your Fireballs always burst with a loud explosion, gaining Disorient 2

Control (Blast): Increase the difficulty of the check to give your Fireballs a Blast Rating equal to their Damage.

Mastery: Spend 1 Triumph to increase the Blast range of your Fireballs to Short range

41 minutes ago, Richardbuxton said:

Here is an example of how a Spell could work. I'm not sure on the xp costs, but perhaps anything from 5xp for the first Strength to 25xp for the mastery

Basic Fireball (10xp)

| | |

Range Magnitude Strength Strength

| | | |

Control (Disorient) Magnitude Duration - Control (Blast)

| | |

Range Duration Mastery

Basic Fireball: Make an Average Difficulty Spellcasting (Intellect) check as a Combat Check to cast a Fireball at a target within Short Range. The Fireball has a Damage of 4 and a Crit of 3

Range: Add 1 Setback to the check to increase the range of the spell by a number of range bands equal to Range upgrades purchased.

Magnitude: Spend 2 Advantage to cast additional Fireballs equal to Magnitude Upgrades purchased

Strength: Each Uncanceled Success adds additional damage equal to Strength Upgrades purchased.

Duration: Spend 2 Advantage to give the Fireball a Burn Rating equal to Duration Upgrades purchased (may only be activated once)

Control (Disorient): Your Fireballs always burst with a loud explosion, gaining Disorient 2

Control (Blast): Increase the difficulty of the check to give your Fireballs a Blast Rating equal to their Damage.

Mastery: Spend 1 Triumph to increase the Blast range of your Fireballs to Short range

Your approach is very intruigung. But instead of limiting to "Basic Fireball (10xp)" what about a more general take like "Element (Fire)" or even something like just "Elemental Spellcraft" with different elements (Fire, Water, Eart, Air, etc) as further traits down the tree (or maybe in the first row if you want to have elemental specialists dedicated to only one element)? Purchasing every single spell might be very xp expensive.

But I would be really enthused if Genesys utilizes something similar to your idea as this would be also a very generic approach for super powers or Mass Effect Biotics.

Edited by DarthDude

I was thinking different systems would divide up the elements differently.

A generic elemental attack would probably have more in common with Unleash

There is definitely much potential. One could use building blocks to create as much depth as you like for a "power" if it is a super power, magic or something different supernatural. The first building block could be something very general like "Elements" or "Flight" or "Speed"or "Superhuman Attribute" and then you could build on that with enhancing the Duration, Range, Strength, Area and other Effects.

cool ideas i do like, but I see that advantages would be used after you purchase upgrades, but I was kind of thinking using advantages as the start and would not need to purchase upgrades. Am very new to the creation process so bear with me as I look into all these different things I could have happen while I put together a magic system. Would also need to look into new talents for the magic user types, need to look over Sky Wars for ideas since he has magic users in his creation.

Sky Wars is definitely beautifully done. Kudos for such a great feat.

I just miss utility spells like detect magic, light, darkvision, knock and the like. The Mage class spell lists consist rather of fixed elemental spells from 3 elements and those are solely combat spells. Of course this approach can be setting specific.

The disadvantage you have with a system that utilizes fixed spell lists, you have to come up with a ton of specific spells rather than keeping them flexible. They are in this case mimicking weapons and their weapon traits which is very clever, I like that part alot (though I'd scratch the guided trait from fireball which is usually directed at target and compare silhoutes of the eviker and the target while fireballs usually are directed at an area).

Utility spells could simulate certain skills like knock for example who might grant you 3 ranks in the SKULDUGGERY skill limited to opening locks for one skill check.

One way to do utility Spells would be Talents in a Universal Specialisation. Even having them spread throughout all the different Wizard Specialisations would be great.

Another would be having very cheap 5xp Basic Spell Trees where the initial investment is easy but then the upgrades are very expensive. This way your easily able to get all the cantrips but ultimately you focus on only a few.

This would be my approach for the spell list FIRE SPELLS in Sky Wars. This is by no means the whole potential for elemental fire, you could add duration and Control upgrades at your leisure.

Elemental Fire basic power

The wizard can create the element of fire and bend the flame to his whim. Base damage is 4 and base range is short.

| | |

Strength Magnitude Range

Increase the damage by 2 Increase the blast quality by 2 Increase the Range by one range

for every upgrade purchased. for every upgrade purchased every upgrade purchased.

| | |

Strength Magnitude Range

Increase the damage by 2 Increase the blast quality by 2 Increase the Range by one range

for every upgrade purchased. for every upgrade purchased every upgrade purchased.

10 minutes ago, Richardbuxton said:

One way to do utility Spells would be Talents in a Universal Specialisation. Even having them spread throughout all the different Wizard Specialisations would be great.

Another would be having very cheap 5xp Basic Spell Trees where the initial investment is easy but then the upgrades are very expensive. This way your easily able to get all the cantrips but ultimately you focus on only a few.

Great idea, the wizard would be versatile in his spell armory and could build on it and specialize as much as he likes.

Exactly! Detect Magic could lead into identifying and dispelling magic

Dark Vision could lead to a whole host of sight related Spells, basically Farsight Force power.

Knock could be a very interesting mix of skulduggery related stuff, even blending in elements of Misdirect.

I guess i need to look for my blank talent tree form that I downloaded from the edge forums and get more printed out. Might have to look into a template from open-office or windows office, so I can post them here, I suck at making charts and stuff though. I actually like what you guys are giving me here as it does give the players other options if they want to continue upgrading their spells or their specialization talents. Am contemplating if Abilities and skills should go above the 6 and 5 level (actually no limit, I think it would give old-time d6 players more of a feel for old d6 system), what do you guys think?

Honestly when you get to 6 or 7 positive dice, plus boost and a difficulty to match, the results get extremely unpredictable. You end up with wild swings between enormous success with huge Threat and huge failure with 800 Advantage.

Then there's the xp cost, focusing on a single characteristic up to 6 or more either takes a long time or happens at the detriment of all others.

Basicly even going to 6 is overkill and usually 5 will be sufficient

probably am going to go the force power way of spells, as i have been working on a force power template. I created through open office.

magic template.odg

will be updating later on with more races, am working on doing more races now and most likely all day since the is the galactic guide with more races. I would like more feedback as I am getting more into this as I have another week or two to get my star wars game back up and running.