Critique My Talents

By c__beck, in Genesys

What's a toolkit without someone trying to futz with it, right? I'm going to be using this thread to showcase some new talents, as well as (hopefully) foster some discussion on them, as well. Afterall, the more eyeballs I get on them the better off they'll be, right?

Fleet of Foot
Tier: 1
Activation: Passive
Ranked: No
Once each turn, you may spend 1 Advantage to take the move manoeuvre.

Rote Spell
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Choose one magic action and two difficulty dice of upgrades. Whenever you use the specified action, you may add the chosen upgrade(s)—and only the chosen upgrades—at the cost of 1 strain instead of the normal difficulty increase.

Mean Right Hook
Tier: 2
Activation: Passive
Ranked: No
Your unarmed strike does +2 damage. In addition, your unarmed critical rating becomes 3.

The idea behind fleet of foot is to showcase those who can move swiftly while doing other things—hence the advantage cost—while still being different enough then the swift talent.

Rote spell is, as the name implies, a spell that the caster has used so often it is easier to cast, but not without cost.

Mean right hook probably needs no introduction. I just want a way to hit harder without resorting to weapons.

Edited by c__beck

They were pretty lean on the Talents they included and I'd expect more will be added in the genre books. I know there are existing Talents in SW for all of what you propose.

I like the talents. Was planning on a Rote Spell one that would work largely as you described, so you saved me the work! “fleet of foot” might need a better name though, since it’s more reactive by its description. Perhaps “Slippery as an Eel” or “Hard to Catch”.

I feel like Rote spell is a little powerful for costing only One strain. Perhaps 2 or 3 strain, or possibly allow them to take wounds (since in spellcasting threats can do wounds or strain, the casters choice.) maybe 3 strain or 1 wound. The concept is pretty neat though.

Fleet of foot is nice, but I would note in the talent that it falls under the 2 maneuvers a turn rule. Also it seems like it would be only useful in combat since the advantage is part of the talent. Perhaps for out of combat reduce the strain to 1 if it seems their second maneuver OR better yet, you don't take strain if your second maneuver is a movement.

Mean Right Hook is interesting but I hate the name. That's a preference thing though. What confuses me is that the crit value by default is 3 for any weapon, isn't it?

1 hour ago, Zalakoth said:

I feel like Rote spell is a little powerful for costing only One strain. Perhaps 2 or 3 strain, or possibly allow them to take wounds (since in spellcasting threats can do wounds or strain, the casters choice.) maybe 3 strain or 1 wound. The concept is pretty neat though.

Fleet of foot is nice, but I would note in the talent that it falls under the 2 maneuvers a turn rule. Also it seems like it would be only useful in combat since the advantage is part of the talent. Perhaps for out of combat reduce the strain to 1 if it seems their second maneuver OR better yet, you don't take strain if your second maneuver is a movement.

Mean Right Hook is interesting but I hate the name. That's a preference thing though. What confuses me is that the crit value by default is 3 for any weapon, isn't it?

Rote spell is a 50% increase in the strain cost, and only works for a very specific action, so I figured it was appropriate. Besides, rote spells shouldn't double the cost of the spell (in my opinion). And with the idea being that it's a commonly used spell, costing anything but strain is a bit extreme (again, IMO).

And yeah, I should clarify that fleet of foot doesn't break the 2 manoeuvres per turn rule.

Any suggestions for renaming mean right hook? It was the first thing that came to mind. Also of note is that unarmed attacks have a normal critical rating of 5. There is no "default" critical rating.

Disclaimer: I'm about to say a few things with what may be unwarranted confidence. I don't have the genesys book yet (waiting for the pdf), but I have a lot of experience with the star wars rpg. Why am I bothering to post then, you ask? Because I'm doing a terrible job being patient XD. Feel free to ignore me if I make no sense.

For the first talent, I actually have very little use for it, personally, though I've never had much use normal free maneuver use of advantage. To me, that means its fine as a 5 xp talent, though I worry that people who buy it will be disappointed even at that cost.

If you leave Rote Spell as is, it would need to be a Tier 5 talent. You're reducing the difficulty of an important skill check by 2 for +1 strain. From what I've heard, that's at least on par with the Tier 5 "Master" talent which does something extremely similar, but arguably more broad, for 2 strain. Also, these two could stack together (assuming I got a complete description of that talent and its not limited to non-combat/non-magic skills) for -4 to difficulty of a magic power for +3 strain? Super powerful. I wouldn't be surprised if that's too powerful even with both talents being Tier 5.

For a cheaper version, perhaps (Heavily spit-balling on terms since I don't have the books, but hopefully you get the idea):

Rote Spell
Tier: 2
Activation: Passive
Ranked: No
Choose a magic action and any combination of upgrades for that action. You can use that magic action, but must always use it with the chosen combination of upgrades. Your difficulty when using that magic action is reduced by 1.
For example, you can choose to make the Magic Attack action with 2 Range upgrades and 1 Deadly upgrade, but must make it with exactly those upgrades every time.

Improved Rote Spell
Tier:
4
Activation: Passive
Ranked: No
Reduce the base difficulty of your Rote Spell by an additional 1.

Finally, Mean Right Hook is better than most of the talents in the Martial Artist Tree in Star Wars.
I'm very leery of guessing combat math in a system I haven't seen yet, but I imagine if they had a Frenzied Strength analogue (Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.) you wouldn't have need for additional damage on the talent...

Maybe this would be acceptable, but I'm guessing its still on the powerful side...

Martial Artist
Tier: 3
Activation: Passive
Ranked: Yes
Your unarmed strike deals +1 damage per rank. Lower your unarmed strike's crit rating by 1 per rank.

I probably wouldn't let that stack with anything either.

5 hours ago, c__beck said:

Rote spell is a 50% increase in the strain cost, and only works for a very specific action, so I figured it was appropriate. Besides, rote spells shouldn't double the cost of the spell (in my opinion). And with the idea being that it's a commonly used spell, costing anything but strain is a bit extreme (again, IMO).

And yeah, I should clarify that fleet of foot doesn't break the 2 manoeuvres per turn rule.

Any suggestions for renaming mean right hook? It was the first thing that came to mind. Also of note is that unarmed attacks have a normal critical rating of 5. There is no "default" critical rating.

Fair point for the first one. As far as renaming, it's your talent you don't need to if you don't want to. I'd probably go with something simple like "tavern brawler" or "fist-fighter" I actually like this talent a lot to see how monk style characters progress in Genesys as a whole because they were not as supported in Star Wars. We had a few players who tried to be a monk using cortosis gauntlets, and it was underpowered in comparison to the other things you could do. I mean most swords are like a +3 anyway, right? Unless you could count fists as two weapon fighting...

1 hour ago, Doctor Xerox said:

Disclaimer: I'm about to say a few things with what may be unwarranted confidence. I don't have the genesys book yet (waiting for the pdf), but I have a lot of experience with the star wars rpg. Why am I bothering to post then, you ask? Because I'm doing a terrible job being patient XD. Feel free to ignore me if I make no sense.

For the first talent, I actually have very little use for it, personally, though I've never had much use normal free maneuver use of advantage. To me, that means its fine as a 5 xp talent, though I worry that people who buy it will be disappointed even at that cost.

If you leave Rote Spell as is, it would need to be a Tier 5 talent. You're reducing the difficulty of an important skill check by 2 for +1 strain. From what I've heard, that's at least on par with the Tier 5 "Master" talent which does something extremely similar, but arguably more broad, for 2 strain. Also, these two could stack together (assuming I got a complete description of that talent and its not limited to non-combat/non-magic skills) for -4 to difficulty of a magic power for +3 strain? Super powerful. I wouldn't be surprised if that's too powerful even with both talents being Tier 5.

For a cheaper version, perhaps (Heavily spit-balling on terms since I don't have the books, but hopefully you get the idea):

Rote Spell
Tier: 2
Activation: Passive
Ranked: No
Choose a magic action and any combination of upgrades for that action. You can use that magic action, but must always use it with the chosen combination of upgrades. Your difficulty when using that magic action is reduced by 1.
For example, you can choose to make the Magic Attack action with 2 Range upgrades and 1 Deadly upgrade, but must make it with exactly those upgrades every time.

Improved Rote Spell
Tier:
4
Activation: Passive
Ranked: No
Reduce the base difficulty of your Rote Spell by an additional 1.

Finally, Mean Right Hook is better than most of the talents in the Martial Artist Tree in Star Wars.
I'm very leery of guessing combat math in a system I haven't seen yet, but I imagine if they had a Frenzied Strength analogue (Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.) you wouldn't have need for additional damage on the talent...

Maybe this would be acceptable, but I'm guessing its still on the powerful side...

Martial Artist
Tier: 3
Activation: Passive
Ranked: Yes
Your unarmed strike deals +1 damage per rank. Lower your unarmed strike's crit rating by 1 per rank.

I probably wouldn't let that stack with anything either.

For not having the book, these are great talent interpretations. Especially the martial artist one. I second the idea. Plus the way this version of rote spell works, you get the common use of the spell without the strain damage. The martial artist is a good talent too and I will be taking it for my campaign. Doing the math, it takes 95xp to get the same damage level of a sword so seems fair to me.