UPDATE 4/2/2018 - Big update with details below the fold! Check it out!
Some of you may recall my original Edge of Tamriel Conversion for Edge of the Empire ( located over here ). It was a long endeavor, and it gleaned some cool results and some fun campaigns on my end, but after playing through a few small campaigns, I quickly learned where areas could be improved, overhauled, etc. Thankful was I, when Genesys was announced. Even before it launched, I began rebuilding my Edge of Tamriel conversion, with my sights set on it being utilised instead as a Genesys Setting . And while I don't have nearly the free time I did during my first endeavor, I've been making progress (especially now that I have the Genesys book in-hand).
Lo and behold, I've hit a point where I have stuff to share! Without further ado:
Edge of Tamriel - Second Edition - A Genesys Setting Sourcebook
Major Changes
- Magic - The biggest change to EoT2E is the use of Genesys's Magic Actions, in place of the convoluted and sometimes overpowered "Magnitude" system I had developed for my first rendition of this conversion. I've taken the time to alter effect tables, add new actions, as well as a slew of 'utility' actions, that perform single effect spells (like Levitation or Unlock type spells). As part of this, the entire Magicka resource, has been entirely removed . (For this, my players were exceedingly thankful)
- Enchanting and Alchemy - Since I did away with Spell Effect tables, which Enchanting and Alchemy were reliant upon, I had to restructure these. Now Enchantments operate like Attachments , though only one can be applied at a time. Alchemy borrows from my previous magic system, but has its own list of effects, and rules for combining them.
- Equipment and Crafting - Previously, I had a step-based system to generate armor of different materials, and while this felt really Elder Scrollsy, it didn't make for smooth gameplay - and resulted in some heavy balance issues with "endgame" gear. Now, I am creating extensive item lists that are pre-generated. The old steps of material selection have been parted out and simplified into Smithing rules. Yay! What more, most of the armor and weapon types that simply increased damage or soak, have been expanded with more narrative effects (Forced Fear checks from Daedric armor, anyone?)
- Character Sheets - Reworking these from scratch. More printer-friendly. Actually includes all the skills now. Creating a number of supplementary sheets to add to a Character Folio, to adapt your character as complex or simple as wanted. This will include things like spell sheets for 'prepared' Magic Actions, as well as Faction/Relationship sheets, so you can track if you're a Journeyman or Apprentice with the Mage's Guild .
- Bestiary - Completely reworking the Bestiary. Most of these statlines were poorly balanced, contained spells from the old system, references to Magicka, etc.
Minor Changes
- Races - Most of the Races were able to be saved as they were, but had some wording modified. Those that gained Magicka bonuses, saw those removed in return for some Boost-gifting abilities. Also, I've expanded Khajiit to include two additional breeds.
- Classes - These need to be touched up, as a number of the talents had to do with Magicka again. Some classes are entirely still functional, and work well (we've tested Gladiator extensively to great fun).
- Secondary Traits, Resources, Etc - Things like Fame/Infamy... Story-helping resources that were intended to be tracked like Duty or Obligation from the SWRPG series. They didn't feel great in play, and felt like a crutch. See the Character Sheet improvements above for some ways I'm working around those.
- Lycanthrope and Vampirism - No great surprise, but we had a good amount of testing of this before, and it worked well. None of it was impacted by the magic changes, but I saw a few tweaks. This is good to go.
- Diseases, Blessings, Etc - Diseases and Blessings were well received before, and require a little rework - Namely in how they are cured, and those that still reference the pesky Magicka resource.
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So, if you're interested, the currently public files for this Genesys Setting are available HERE .
Here is my Current Progress List:
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Introductory Chapter - COMPLETE
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New Characteristics/Attributes
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New/Different Skills
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NEW! New Talents/Talent Descriptions & Alterations
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New Character Creation Options
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Magic - COMPLETE
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Magic Actions - COMPLETE
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Spell Abilities - COMPLETE
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Equipment
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Weapons Lists - COMPLETE
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Armor Lists - COMPLETE
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Crafting - IN PROGRESS (~20%)
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Enchanting
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Enchanting Rules/Steps - COMPLETE
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Weapons Enchant List - COMPLETE
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Armor Enchant List - COMPLETE
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Spell Charge Enchantments -COMPLETE
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GM Tools - COMPLETE
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Alchemy - COMPLETE
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Alchemy Rules/Steps - COMPLETE
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Effects List - COMPLETE
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GM Tools - COMPLETE
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Races - COMPLETE
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Classes - COMPLETE
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NEW! Class Talent Trees - COMPLETE
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Birthsigns - COMPLETE
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Character Sheets - COMPLETE
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Lycanthropy and Vampirism - COMPLETE
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Diseases/Blessings - COMPLETE
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UPDATE - 4/2/2018
Been awhile since i was able to make a big update to this. Stupid real world jobs! Either way, I've finally managed to wrap up most of the rules at this point, and have begun my first major campaign with my players, to really playtest the setting and the custom rules for it. Pretty much everything is at 100% now, with the exception of a proper Talents Listing for those who use the baseline Genesys Talent Pyramid, but, to summarise:
In this update:
- Introduction! An overview chapter that includes explanations of what skills and attributes (read: characteristics) have changed, and what they are used for in this setting specifically. Also covers some more details on the new character creation steps and some of the more complex talents I've been working on.
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Classes!
Basic descriptions and career skills ("Major Skills" to fit the theme) for each of the more typical classes in the universe (some of these based off of those found in Genesys Core and the SWRPG)
- Class Talent Trees! I created these when this was just a SWRPG mod, but I've updated them all with the latest talents, rules, etc to fit Genesys. My players prefer using these over the Talent Pyramid, so I've included them in this upload for all of you too.
- Origins! Backgrounds that matter (mechanically) and help characters enter the world with a few more skills.
- Birthsigns! Select the star sign of your character's birth, which grants a myriad of effects to your character's gameplay - from simple widespread Boosts to actions, or complete changes to your Strain mechanics (thanks Atronach)
- Equipment! A huge collection of weapons and armor of various different racial and thematic styles has been added to the Equipment entry, along with a basic array of gear and trade goods!
- Alchemy! Bit of an overhaul here based on some re-reading of potion-making in the Fantasy Setting in Genesys Core. After some playtesting, it runs much smoother and more logically. Less math, more RP.
- Blessings and Diseases! Finished converting over all of the disease mechanics from the original mod, as well as all the temple blessings. So go on out there and catch some Rotbone!
- Vampirism and Lycanthropy! No rules changes, but I've uploaded the supplemental Lycanthropy Sheet, to stat our your beast forms - as well as Talent Trees in the SWRPG style for both Weres and Vamps.
- Bestiary! I've begun work on some basic adversaries, but in this release I've packed up a large number of Daedra specifically so Conjurers have some solid statlines to referencing when summoning baddies.
- Character Sheets! No updates to the sheets themselves this runthrough, but my lovely wife was kind enough to set them up as being Form Fillable, and I've tossed the first pass up on the Drive depository. If we missed any fields, let us know!
Lots of stuff! Whoa! But I'm not done yet.
Upcoming releases will include:
Talent Listings - Plan to parse out the more unique/original talents from the Class Talent Trees I've listed above, and separate them out into Tier-based talents, so players who prefer the Genesys Core Talent Pyramid can make use of them.
Smithing - Rules to craft your own armor and such!
Bestiary - Plan on writing up and releasing a basic list of some common enemy types; Bandits, vampires, dwemer spiders and so many bears.
Properly Formatted Booklet - I've already begun work in inDesign to parse together a nice looking Booklet that could be printed and shared. A little taste you ask? But ofcourse:
The Interior Coverpage, and:
Some early page formatting!
As always, thank you all for the feedback and support! I wish you all the best adventures in Tamriel. The latest is all up on the same Drive link above.
And, again - If anyone is interested in contributing ideas, art, bestiary stat lines, or whatever else - Feel free to reach out!
Edited by MyriadProUpdate as of 4/2/2018