Genesys Talents Expanded

By TheSapient, in Genesys

1 hour ago, Direach said:

I noticed one small error:

Physical Training
Tier: 2
Activation: Passive
Ranked: Yes
Add ■ per rank of Physical Training to
Athletics and Resilience checks.

The icon should be blue, not black. I rather doubt Physical Training is meant to apply Setback to Athletics and Resilience. :)

As far as the Improved Sunder name goes, I'm partial to the more awesome-sounding "Shieldbreaker".

Good catch!

hmm .. i tried very hard to divert from my D&D days ...

Talents to improve characteristics:

Supernormal [Characteristic]
Activation: Passive
Tier: 3
Ranked: Yes
When you purchase this talent for your character, choose one [Characteristic].
Once per session per rank, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Improved)
Activation: Passive
Tier: 4
Ranked: Yes
When you purchase this talent for your character, choose one [Characteristic].
Once per encounter per rank, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Supreme)
Activation: Passive
Tier: 5
Ranked: No
When you purchase this talent for your character, choose one [Characteristic].
Your character may add [1 Boost Die] to any checks involving the [Characteristic].

hope thats not too overpowered ?

There’s no real point in the ranking since at rank 4 you would always buy the Improved and never the second rank of basic. At tier 5 you would always buy the Supreme version since it is equivalent to infinite ranks of the other two.

A Boost to every check using a characteristic is quite significant, it’s almost as good as an extra green die, so it’s almost as good as getting a second Dedication.

Perhaps it should require a manoeuvre, and be excluded from combat/magic skills. It’s essentially allowing the Aim manoeuvre on non combat checks.

4 minutes ago, Richardbuxton said:

There’s no real point in the ranking since at rank 4 you would always buy the Improved and never the second rank of basic. At tier 5 you would always buy the Supreme version since it is equivalent to infinite ranks of the other two.

so then require the lower version(s) of each talent ?

4 minutes ago, Richardbuxton said:

A Boost to every check using a characteristic is quite significant, it’s almost as good as an extra green die, so it’s almost as good as getting a second Dedication.

there is a difference for what "it can be used" versus for what "it is intended to be used".

the "Supernormal [Characteristic] (Supreme)" Talent is intended to simulate a theoretical characteristic value of 6+

4 minutes ago, Richardbuxton said:

Perhaps it should require a manoeuvre, and be excluded from combat/magic skills. It’s essentially allowing the Aim manoeuvre on non combat checks.

hmm ...

Supernormal [Characteristic] (Basic)
Activation: Passive
Tier: 3
Ranked: No
When you purchase this talent for your character, choose one [Characteristic].
Once per session, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Improved)
Activation: Passive
Tier: 4
Ranked: No
When you purchase this talent for your character, choose one [Characteristic].
Requires the "Supernormal [Characteristic] (Basic)" Talent for the [Characteristic].
Once per encounter, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Supreme)
Activation: Passive
Tier: 5
Ranked: No
When you purchase this talent for your character, choose one [Characteristic].
Requires the "Supernormal [Characteristic] (Improved)" Talent for the [Characteristic].
Your character may add [1 Boost Die] to any checks involving the [Characteristic].

better ?

So is this intended for the same characteristic each tier or different characteristics each time?

10 hours ago, yeti1069 said:

My issue with Charge is that the failure condition may not actually mean anything. Combat here is a bit more abstract, so ending up at short range doesn't necessarily mean you're in any particular other position. It relies heavily on what the GM is doing and how good they are at describing the setting, and managing all the pieces.

Basically, I see it as, normally you spend a maneuver to engage, then make an attack. If you fail to hit, you are engaged and did no damage. With Charge, you make an attack. If you fail, you (may) still have a maneuver to engage with your target: you are engaged and did no damage. Same number of actions, same results, but the talent gives you a pretty strong option that, if successful essentially gives you a third maneuver on your turn. And even the failure condition could be a boon: if fighting Melee minions or an immobilized enemy, forcing them to take a maneuver, or being out of reach, is a good thing. Then there's the fact this talent seems to ignore difficult terrain...

Difficult terrain is honestly something I hadn't thought about. So here's a new version:

Charge

Tier: 3

Activation: Active (Action)

Ranked: No

May take the Charge Action, performing a melee combat check with its difficulty increased by 1 against one target at short range. If successful, you immediately engage the target and hit as normal, also knocking it prone. If not successful, you charge past the target and end up at short range to it. There must be a clear path to the target, and when used in difficult terrain, increase the difficulty by 2 instead of 1.

I have to take some time and think about shapeshift. My problem is that turning into an animal, no matter if druid, animagus or witch, should feel awesome, and casting augment/primal fury on oneself isn't "cool" enough imo, narrative embellishment or not. Also, there are some things that are not possible with augment as it is, like turning into a mouse to hide, into a bird to scout the area, or even a horse to let someone ride you ( ͡° ͜ʖ ͡°). But I agree that it could be a possibility to have a talent add these options to the augment spell.

58 minutes ago, Klort said:

I have to take some time and think about shapeshift. My problem is that turning into an animal, no matter if druid, animagus or witch, should feel awesome, and casting augment/primal fury on oneself isn't "cool" enough imo, narrative embellishment or not. Also, there are some things that are not possible with augment as it is, like turning into a mouse to hide, into a bird to scout the area, or even a horse to let someone ride you ( ͡° ͜ʖ ͡°). But I agree that it could be a possibility to have a talent add these options to the augment spell.

I too have thought long and hard about how to do wildshape. My problem is that what they’ve given us for magic feels less like a framework/ foundation and more of a scaffolding. Pg 212 mentions Augment can be used to turn invisible or fly. Neither option is elaborated on and both are classic wizard tropes that Arcane doesn’t have access to.

Any talent we create has to make a great many assumptions about how shapeshifting works and may have to be completely rewritten or scrapped if a GM chooses to handle it differently than we interpret it.

Edit: This was my thought process

Skinchanger

Tier: 3

Passive

Ranked: no

When using the Augment spell to change your character’s form, you may maintain the form until the end of the encounter without using a Concentration Maneuver.

I think this is general enough to fit. Maybe

Edited by ESP77
Added text
6 minutes ago, ESP77 said:

Any talent we create has to make a great many assumptions about how shapeshifting works and may have to be completely rewritten or scrapped if a GM chooses to handle it differently than we interpret it.

Here in lies the core challenge of creating generic content for this system. If you have a specific setting you are developing then a lot of assumptions can be made. You can be very specific with wording to give a precise thematic feel. Generic content on the other hand is far more challenging, you need to see beyond the exact mechanic to identify the core underpinnings that describes an effect.

The Augment Spell provides an additional Ability dice to any check you make while augmented. If you’re a horse then that means you will be making better Athletics checks, and probably have Swift. If you are a mouse then Coordination and Stealth are what you will be rolling and those ability dice will be beneficial.

The challenge really lies on the GM. They need to be confident to identify when the augment shape change is going to provide additional risk or difficulty to a check and adjust the challenge on the fly:

“Your a Horse, yet now there’s a barn door in front of you that needs opening. You could kick it and break it down making s lot of noise with a Hard Athletics Check, or you can try using Coordination to lift the latch with your teeth as a Hard Coordination with 2 Setback.”

Now what the gm has done there is put an additional environmental difficulty of 2 setback on the check for being quiet, the augmented Druid can probably pull off both options but one is more difficult for obvious reasons.

Now as for what FFG will do, I hope their next book is Terrinoth/Runebound and all the magic gets heavily themed towards that. They won’t be bound by the restrictions of keeping it generic so there should be a lot more flavour to everything including magic.

I personally feel that the Magic section of the book is nothing more than an example of how you can structure magic. It leaves all kinds of room for manipulation. "Spells" can be as generic as those listed or as specific as you want to make them.

Personally I feel that Shapechange is a concept detailed enough to require being its own spell rather than being a subset of Augment.

As to the argument about giving out Shapechange and not making it feel like a spell, this can be done with Talents that dole out specific and limited uses of the spell.

For instance if wanting to reproduce something like the Iron Druid series, you could give a talent that allows the use of the Shapechange spell only for only 4 specific forms taken at creation: a predator form, an ungulate form, a bird form, and an aquatic mammal form.

4 hours ago, ESP77 said:

So is this intended for the same characteristic each tier or different characteristics each time?

hmm ... my english is lacking ... it is intendend like so:

Supernormal Brawn (Basic) = Tier 3
Supernormal Brawn (Improved) = Tier 4
Supernormal Brawn (Supreme) = Tier 5

Supernormal Agility (Basic) = Tier 3
Supernormal Agility (Improved) = Tier 4
Supernormal Agility (Supreme) = Tier 5

... etc.

understood?

or do you mean it should be like:

Supernormal [Attribute1] (Basic) = Tier 3
Supernormal [Attribute1] (Improved) = Tier 4
Supernormal [Attribute1] (Supreme) = Tier 5

Supernormal [Attribute2] (Basic) = Tier 4
Supernormal [Attribute2] (Improved) = Tier 5
Supernormal [Attribute2] (Supreme) = Tier 6

Supernormal [Attribute3] (Basic) = Tier 5
Supernormal [Attribute3] (Improved) = Tier 6
Supernormal [Attribute3] (Supreme) = Tier 7

... etc.

with Tiers 6+ being basically the same as Tier 5 in XP cost and Talent pyramid.

i personally find the first list of tiers more canonical than the other.

Edited by Terefang

Having separate talents for each characteristic goes against the Genesys's established standards. There should be one talent, that begins with "When your character purchases this talent, choose a characteristc...." You can make it ranked if you want them to be able to buy the talent for more than one characteristic.

Edited by TheSapient
9 hours ago, TheSapient said:

Having separate talents for each characteristic goes against the Genesys's established standards. There should be one talent, that begins with "When your character purchases this talent, choose a characteristc...." You can make it ranked if you want them to be able to buy the talent for more than one characteristic.

that means Genesis canon would be the second mechanic ?

so rephrased that would be:

Supernormal [Characteristic] (Basic)
Activation: Passive
Tier: 3
Ranked: Yes
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Once per session, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Improved)
Activation: Passive
Tier: 4
Ranked: Yes
Requires the "Supernormal [Characteristic] (Basic)" Talent for the [Characteristic].
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Once per encounter, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Supreme)
Activation: Passive
Tier: 5
Ranked: Yes
Requires the "Supernormal [Characteristic] (Improved)" Talent for the [Characteristic].
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Your character may add [1 Boost Die] to any checks involving the [Characteristic].

46 minutes ago, Terefang said:

that means Genesis canon would be the second mechanic ?

so rephrased that would be:

Supernormal [Characteristic] (Basic)
Activation: Passive
Tier: 3
Ranked: Yes
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Once per session, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Improved)
Activation: Passive
Tier: 4
Ranked: Yes
Requires the "Supernormal [Characteristic] (Basic)" Talent for the [Characteristic].
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Once per encounter, your character may add [1 Boost Die] to any checks involving the [Characteristic].

Supernormal [Characteristic] (Supreme)
Activation: Passive
Tier: 5
Ranked: Yes
Requires the "Supernormal [Characteristic] (Improved)" Talent for the [Characteristic].
When you purchase this talent for your character, choose one [Characteristic],
and you must choose a different [Characteristic] for each additional Rank.
Your character may add [1 Boost Die] to any checks involving the [Characteristic].

Another thing we realized is Touch of Fate: tier 2 and once per session add 2 boost to any one check.

Edit: To elaborate, I can buy one talent for 10 xp that would cost 35 xp for your more limited base talent.

Edited by ESP77

Honestly I would just increase the cap on Characteristics to 6, then allow Dedication to be used more than once on a characteristic. You will end up with characters who have a 1, a bunch of 2’s, a 3 and then one baller Characteristic of 6. Easier than any complex talents.

We never rest...

VERSION 2.5 is now available.

brought to you by TheSapient, ESP77, Swordbreaker, and Richardbuxton.

With several small content fixes, hyperlinked bookmarks and table of content, and a new look.

Version 2.5 (PDF) is Here

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 .

We are happy to welcome yeti1069 the team!

Edited by TheSapient
3 minutes ago, TheSapient said:

We never rest...

No seriously between the five of us someone is always working on this...

41 minutes ago, ESP77 said:

No seriously between the five of us someone is always working on this...

You guys are amazing

I'm considering these talents, would like your input:

Battle Fury
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per turn, before making a combat check with a melee weapon,
your character may spend 3 Strain to add the Auto-Fire quality to the
weapon when resolving the check. Increase the difficulty of the combat
check by 1 as normal.

Battle Fury (Improved)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Battle Fury talent to benefit
from this talent.
When using Battle Fury, your character does not increase
the difficulty of the combat check.

7 minutes ago, Direach said:

I'm considering these talents, would like your input:

Battle Fury
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per turn, before making a combat check with a melee weapon,
your character may spend 3 Strain to add the Auto-Fire quality to the
weapon when resolving the check. Increase the difficulty of the combat
check by 1 as normal.

Battle Fury (Improved)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Battle Fury talent to benefit
from this talent.
When using Battle Fury, your character does not increase
the difficulty of the combat check.

There have been quite a few proposed talents with a similar goal: Multiple hits in a single action for some kind of cost.

These are quite balanced from what I can see, the Strain is a reasonable price. We are currently going through an assessment of a similar talent that adds Linked instead.

I’ll have to think about these

I thought about Linked, but it is a very powerful quality with no drawbacks, so I didn't think it was right for representing a furious assault of blows, or sweeping around wildly to hit surrounding targets.

Just now, Direach said:

I thought about Linked, but it is a very powerful quality with no drawbacks, so I didn't think it was right for representing a furious assault of blows, or sweeping around wildly to hit surrounding targets.

The Linked option requires 2 Strain and a manoeuvre, So the cost isn’t too dissimilar. Your improved version is better since you’re not limited to the number of hits also not limited to only one target.

both have merit, both are thematically different. We need to decide if both have a place, only one, or something else entirely that’s more generic.

Just a thank you for all the work guys, fantastic!

4 hours ago, Richardbuxton said:

The Linked option requires 2 Strain and a manoeuvre, So the cost isn’t too dissimilar. Your improved version is better since you’re not limited to the number of hits also not limited to only one target.

both have merit, both are thematically different. We need to decide if both have a place, only one, or something else entirely that’s more generic.

Maybe one builds on Finesse line as an Agility combat check, and the other is open?

Finesse (Supreme)

Tier 5

Activation: Active (maneuver)

Spend 2 strain and a maneuver to grant your next Melee (light) or Brawl combat check this turn the Linked 2 quality.

Furious Assault

Tier 5

Activation: Active (maneuver)

Spend 3 strain and a maneuver to grant your next Melee or Brawl combat check this turn the Auto-fire quality. Increase the difficulty of that attack as normal.

The first requires two other talents, and is restricted in how it's used, whereas the second is more open, but calls for a harder difficulty as well.

I think I'll change Battle Fury to once per encounter rather than once per turn. Even with the Strain cost, I think it's too powerful to be used every turn.