I didn't add it, but the expanded text of Command specifies that additional ranks of Command don't grant more Boost to allies, Menacing would be the same with Setback vs. foes.
Genesys Talents Expanded
2 hours ago, Swordbreaker said:List of talents from Disciples of Harmony:
No doubt we could have missed some. It most certainly was not a small task to sort out what was there and what wasn’t. We spent days just talking about condensing, like “oh these are just Knack for it” or this is Master.
By all means add them to the spreadsheet. We can work on them there.
When I come up with the talents for using caster guns for my outlaw star port I’ll be sure to add them here since I’m sure the same could be useful for anyone trying to use magical items.
1 hour ago, Direach said:I'm working on an analog to Command called Menacing, which works with Coercion instead of Leadership:
Command
Tier: 2
Activation: Passive
Ranked: Yes
Add 1 Boost per rank of Command when making
Leadership checks. Affected targets add 1 Boost to
Discipline checks for next 24 hours.Menacing
Tier: 2
Activation: Passive
Ranked: Yes
Add 1 Boost per rank of Menacing when making
Coercion checks. Affected targets add 1 Setback to
Discipline checks until the end of the encounter.
How does that look?
How about :
Menacing
Tier: 2
Passive
Ranked: Yes
Add 1 boost per rank off menacing when making Coercion checks. Affected targets add 1 setback to Attacks that target you until the end of the encounter.
Thoughts?
We have Fearsome that forces a fear check and your version plays off of it too much IMHO.
I don't see a significant conflict with Fearsome. Fearsome is not very effective until you've got a decent chance of causing fear, like 2-3 ranks of the talent... and one additional setback is hardly overpowering. If someone in my group wants to invest that much effort into scaring minions, more power to them.
QuoteTalent: Technical Focus
- Tier:1
- Activation: Passive
- Ranked: Yes
- Prerequisites: None
- Description: Choose one specific application of the Mechanics skill, such as Cybernetics, Demolitions, Electronic Hardware, Metalworking, Security and Surveillance Systems, Vehicle [Pilot, Drive, or Operate]. Add [[Boost Dice]] for each rank of Technical Focus to any Mechanics checks they make which relates to their chosen specific application. Your character always count as having the right tools for the job (or finds a way to make due without them) during these checks.
A few changes from the last version. Instead of doing some wonky thing about skill levels, I decided to take a page from Quick Strike and simply add [[Boost Dice]] and not worry about it being used to cheese too much for high skill rating characters. Also, as per core rule book a Tier 1 boost should be limited to "boosts but only in limited areas", which is pretty much this talent in a nutshell. I gave it the extra boost of soft Mental Tools analogue to balance out the Talent vs simply taking more ranks in the generic skill.
As a side note, I added Metalworking to the list of suggestions after reading the CRB because it lists "smithing and crafting" as applications of the Mechanics skill. Now you can make being the town's blacksmith a meaningful character trait!
I know it's pretty niche, but it's got a definite place in refining the do-anything-tech-related Mechanics skill. As always, any feedback is appreciated!
Regarding Menacing:
1 Boost per Rank starting at T2 seems quite powerful. If it was limited to certain situations I could understand but for “any” Coercion its too much. I would suggest an unranked version instead, or start the ranks at t3.
Regarding Technical Focus:
instead of adding a boost every rank how about choosing another focus? 3 Boost by Tier 3 for any metalworking is over powered. 1 Boost on a selection of different applications is much better.
Now saying that I think it could be rewritten to apply to any general skill. Call it something like Skill Specialisation and wonder why something similar hasn’t been proposed already
@Richardbuxton Well now that you ask.... Take a look at my earlier renditions. They're a bit overly complicated but they specifically try to balance out being overpowered at higher levels by acting as half steps before upping the "general" skill. I really prefer these renditions but I can understand why they might not be a "fit" for the Talent list.
As far as becoming too powerful at higher levels, would it be better to break it up into Improved and Supreme versions? That way there's a max of three boost dice. Also consider that these will only add boost dice to a subset of all mechanics checks made. A blacksmith taken away from their forge or a ship's mechanic taken away from their vessel won't be able to tap into this skill, and will probably find themselves at a disadvantage.
Just a reminder that if you want a talent considered for GTE, please message it to me when you think it is ready.
6 hours ago, Direach said:I don't see a significant conflict with Fearsome. Fearsome is not very effective until you've got a decent chance of causing fear, like 2-3 ranks of the talent... and one additional setback is hardly overpowering. If someone in my group wants to invest that much effort into scaring minions, more power to them.
![]()
Yes but it’s also more useful as a setback to combat than a very situational fear check.
5 hours ago, Richardbuxton said:Regarding Menacing:
1 Boost per Rank starting at T2 seems quite powerful. If it was limited to certain situations I could understand but for “any” Coercion its too much. I would suggest an unranked version instead, or start the ranks at t3.
So how about a compromise.
Tier 2 or 3?
Ranked: No
Add 2 boost dice to Coercion checks. Affected targets add one setback to Discipline checks and attack rolls that target you until the end of the encounter.
Combine this with Fearsome and I am picturing Logen Nine Fingers from Joe Abercrombie’s The First Law Trilogy.
Seriously, if you haven’t read it please do. It is awesome.
That’s definitely a t3 Talent, if not t4, your effectively getting a rank of Defense, easier fear checks on the opponents, 2 Boost on all Coercion... that’s a monster. If you really want all that I would break it into pieces: 1 Boost and the setback on Discipline to start at T2, Improved for the second Boost at t4, if you really want the Setback on Combat checks that’s a t5 Supreme
25 minutes ago, Richardbuxton said:That’s definitely a t3 Talent, if not t4, your effectively getting a rank of Defense, easier fear checks on the opponents, 2 Boost on all Coercion... that’s a monster. If you really want all that I would break it into pieces: 1 Boost and the setback on Discipline to start at T2, Improved for the second Boost at t4, if you really want the Setback on Combat checks that’s a t5 Supreme
Defensive is t4 so t5 is excessive I think.
What if we flipped it? First you get the setback to Discipline and Melee (only) attack rolls. Improved adds the boost to Coercion.
I wouldn’t want to go beyond t3/ t4 though...
Question about "Call 'Em", or really a question about the Aim maneuver generally. You can either gain a boost to your attack, or target a specific body part or object for either one or two setback dice. Is there any stated effect to targeting body parts? I couldn't find any, especially since criticals are random. It seems like "Call 'Em" could be abusively overpowered (especially as Tier 1!) if you can spend an action to aim, call the shot, suffer no setback dice, and then pop your target in the head. That's fun in video games but not when a GM needs to spend time framing the scene and statting the NPC's you just one-shotted (or when it happens to a PC).
@RagingJim
's version of Opportunist is pretty good, though I'm not seeing how it's specifically different from the magic version. Wouldn't that version apply to all skills, so magic is included?
Perhaps it should include "Select one skill in which you are trained," and then have additional ranks allow for selecting other skills.
5 hours ago, Dragonshadow said:Question about "Call 'Em", or really a question about the Aim maneuver generally. You can either gain a boost to your attack, or target a specific body part or object for either one or two setback dice. Is there any stated effect to targeting body parts? I couldn't find any, especially since criticals are random. It seems like "Call 'Em" could be abusively overpowered (especially as Tier 1!) if you can spend an action to aim, call the shot, suffer no setback dice, and then pop your target in the head. That's fun in video games but not when a GM needs to spend time framing the scene and statting the NPC's you just one-shotted (or when it happens to a PC).
Hitting on an attack doesn't necessarily mean your weapon shoots them. Say you do a called shot to the head and hit. The target sees you aiming straight at his head, so he ducks, cracks his head on the cover in front of him. Lets say you crit, roll "disabled limb". So he cracks his head on the cover, falls over, lands with his arm underneath him, straining his elbow. You also have an advantage to spend, so you give him a setback to his next check for being dazed.
Called shots is just about setting up the narrative to support what you want from your roll, but you still have to have the rolls.
The typical way to handle that has been:
1.Character aims for a specific part, adds setback and rolls
2.calculate Damage as normal
3.come up with an interesting narrative effect of the target being hit where they where. Dropping a weapon, loosing their free manoeuvre for a round, revealing their position to others in the encounter, falling off their horse.
But there’s a couple of other instances where GM’s have typically required a character to do this. The first is shooting at people inside a covered moving vehicle, an apc, a coach, a van, a shuttle. Often if you don’t use this manoeuvre then a gm will deem the target too hard to hit and you just hit the vehicle.
The other time is to disable a vehicle with small weapons. We all know those scenes in a movie, the hero takes aim with a pistol and somehow stops the car and the bad guys getting away... or the bad guys shoot the good guys xwing as he is about to escape with the secret plans!
Personal Weapons almost never have the capacity to Damage a Vehicle, so how do you explain it? The character aims at a critical component, hits, the gm and player decides the effect... perhaps a trail of oil, perhaps the engine dies
I looks like y'all ditched the Respected Scholar talent. Or am I overlooking it?
If you did ditch it (perhaps as being too situational), what about bringing it back in but in a more customizable form?
Respected
Tier: 1
Activation: Passive
Ranked: Yes
When first acquired, choose one social group. The character downgrades the difficulty of checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, the thieves' guild, etc.
3 minutes ago, SavageBob said:I looks like y'all ditched the Respected Scholar talent. Or am I overlooking it?
If you did ditch it (perhaps as being too situational), what about bringing it back in but in a more customizable form?
Respected
Tier: 1
Activation: Passive
Ranked: Yes
When first acquired, choose one social group. The character downgrades the difficulty of checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, the thieves' guild, etc.
We did indeed say no because it was far too situational. I like your more generalized version. I will add it for consideration. Thanks!
VERSION 2.0 is now available.
brought to you by TheSapient, ESP77, Swordbreaker, and Richardbuxton.
With many new, and many revised talents. Thanks to the team for their hard work (and really, they put in a TON of time and effort), and to the people who contributed new and exciting talents to this project.
To make small changes for your campaign, you will want THIS WORD FILE .
You need it in spreadsheet form? HERE IT IS IN EXCEL.
You will need to download and install these TTF Genesys Fonts , which were posted HERE .
Changelog from Version 1.0 is HERE .
Edited by TheSapientI have some more talents using 5e DnD for inspiration.
I haven't been able to figure out how to word Ever vigilant (Improved). Basically I just wanted the upgrade for passive perception style checks.
Ever Vigilant
Tier: 1
Activation: Passive
Ranked: No
Your character is more alert than usual. When surprised, add one blue die to your vigilance checks initiative checks.
Ever Vigilant (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character is more alert than usual. Your passive vigilance score is is considered to have one rank extra for keeping aware of your surroundings.
Ever Vigilant (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Due to your alertness, your party also benefits from the Ever Vigilant talent if they are engaged with you.
Turn Undead
Tier: 3
Activation: Active
Ranked: No
Make a difficulty 3 divine check, to cause one undead minion creature to run in fear. For each advantage, compel one additional minion undead to be affected by fear.
Turn Undead (Improved)
Tier: 4
Activation: Active
Ranked: No
As for Turn undead, but the main target of the Turn Undead effect also take damage equal to the character’s rank in Knowledge plus one for each uncancelled success.
41 minutes ago, RagingJim said:I have some more talents using 5e DnD for inspiration.
I haven't been able to figure out how to word Ever vigilant (Improved). Basically I just wanted the upgrade for passive perception style checks.
Ever Vigilant
Tier: 1
Activation: Passive
Ranked: No
Your character is more alert than usual. When surprised, add one blue die to your vigilance checks initiative checks.
Ever Vigilant (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character is more alert than usual. Your passive vigilance score is is considered to have one rank extra for keeping aware of your surroundings.
Ever Vigilant (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Due to your alertness, your party also benefits from the Ever Vigilant talent if they are engaged with you.
Turn Undead
Tier: 3
Activation: Active
Ranked: No
Make a difficulty 3 divine check, to cause one undead minion creature to run in fear. For each advantage, compel one additional minion undead to be affected by fear.
Turn Undead (Improved)
Tier: 4
Activation: Active
Ranked: No
As for Turn undead, but the main target of the Turn Undead effect also take damage equal to the character’s rank in Knowledge plus one for each uncancelled success.
The Ever Vigilante talents look like a narrower Uncanny Senses and Heightened Awareness, which are both already in Talents Expanded. There are also a couple of additional talents in there that improve Vigilance and initiative in one way or another. That ground looks like it's covered.
For Turn Undead, I think it's worth having this kind of effect, although I'm not sure whether it should be part of a spell, or a talent. Assuming the latter, I would make the following changes:
Overpower Undead
Tier: 3
Activation : Active (Action)
Ranked : No
Once per encounter, you may take the Overpower Undead action to attempt to exert some control of an undead creature. Suffer 2 strain and make an opposed Discipline vs Discipline check against a single undead opponent or minion group. If successful, you may give the undead one command that it must obey, such as: run away, attack (target), or lie down.
Overpower Undead (Improved)
Tier: 4
Activation : Passive
Ranked : No
When attempting the Overpower Undead action, you may spend two Advantage to also deal damage to or heal any affected undead equal to your ranks in Knowledge, plus uncancelled Success.
Overpower Undead (Supreme)
Tier : 5
Activation : Passive
Ranked : No
When attempting the Overpower Undead action, once per session you may flip a Story Point to target all undead within Short range.
4 minutes ago, yeti1069 said:For Turn Undead, I think it's worth having this kind of effect, although I'm not sure whether it should be part of a spell, or a talent. Assuming the latter, I would make the following changes:
Overpower Undead
Tier: 3
Overpower Undead (Improved)
Tier: 4
Overpower Undead (Supreme)
Tier : 5
I would think these should stagger out at Tier 1/3/5 rather than 3/4/5?
{Edit:} As for Talent vs Spell, I might go with a Talent that has a requirement something like "You must have 1 rank in the Divine magic skill" (or what ever skill you allow to control undead).
Edited by Khaalis58 minutes ago, RagingJim said:I have some more talents using 5e DnD for inspiration.
I haven't been able to figure out how to word Ever vigilant (Improved). Basically I just wanted the upgrade for passive perception style checks.
Ever Vigilant
Tier: 1
Activation: Passive
Ranked: No
Your character is more alert than usual. When surprised, add one blue die to your vigilance checks initiative checks.
Ever Vigilant (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character is more alert than usual. Your passive vigilance score is is considered to have one rank extra for keeping aware of your surroundings.
Ever Vigilant (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Due to your alertness, your party also benefits from the Ever Vigilant talent if they are engaged with you.
Turn Undead
Tier: 3
Activation: Active
Ranked: No
Make a difficulty 3 divine check, to cause one undead minion creature to run in fear. For each advantage, compel one additional minion undead to be affected by fear.
Turn Undead (Improved)
Tier: 4
Activation: Active
Ranked: No
As for Turn undead, but the main target of the Turn Undead effect also take damage equal to the character’s rank in Knowledge plus one for each uncancelled success.
We just added some Turn Undead Talents in the latest release, you should have a look and see what you think.
The Ever Vigilant series is interesting, Rapid Reaction is very close to this so I probably wouldn’t adapt it as is but there’s something there
9 minutes ago, Khaalis said:I would think these should stagger out at Tier 1/3/5 rather than 3/4/5?
{Edit:} As for Talent vs Spell, I might go with a Talent that has a requirement something like "You must have 1 rank in the Divine magic skill" (or what ever skill you allow to control undead).
Making enemies run from an encounter is pretty strong for a tier 1 talent.
Also, no talents in Genesys or Star Wars currently have requirements like that, so adding something like that seems contrary to the intent of the system.
8 minutes ago, Richardbuxton said:We just added some Turn Undead Talents in the latest release, you should have a look and see what you think.
The Ever Vigilant series is interesting, Rapid Reaction is very close to this so I probably wouldn’t adapt it as is but there’s something there
Ooh! I like what you guys did with the Turn Undead talents!
9 minutes ago, yeti1069 said:Ooh! I like what you guys did with the Turn Undead talents!
Thank you, there was quite a bit of brainstorming to come to the final product, I hope it works well.