Hi all, I’m back with another off the wall idea that I have had brewing for a little while, posting it with the hope it inspires others in some way. This isn’t tested, and considering how much it changes the game it should be to get the balance right.
I have really enjoyed Anime for a while, even if I haven’t watched every single thing out there, but there’s a common theme I noticed that I sought to replicate in Genesys. The theme is that the same weapon can be used in multiple different ways by a character, where the characters skill is what determines the effectiveness.
So my idea is to remove the normal combat skills entirely, then add new combat skills that are a lot more like Magic. Each of these skills completely change the way a weapon works, enhancing it differently. The character holds a weapon which has basic stats like any normal weapon, except range. Then each new combat skill has an Additional Effects table as if it where a Genesys Magic Skill. Brawn is never added to Damage, Weapons have a statistic damaged only influenced by the skill being used.
All combat checks start at 1 Difficulty.
Crash (Brawn): A Heavy exhausting Engaged Attack, Vicious and high Damage.
Basic: Damage +4, 2 Strain, Engaged.
S + 2 Damage
S + Reduce Crit by 1 (minimum 1)
DD +(Athletics) Damage
D + 1 Disorient (2 Advantage to extend by 1 round)
DD + 1 Concussive
Flyte (Agility): A fast ranged and engaged Attack, Pierce and linked with lower damage.
Basic: Damage +2, Engaged.
D +2 Pierce
D +1 Damage
DD + Linked (Coordination)
S + range (multiple)
S + spend A to disengage opponent.
Spring (Intellect): Ranged low Damage Attack that supports others:
Basic Damage +1, +1 Boost to allies in range, Short. Effects last until start of your next turn.
D +2 Damage
D +2 Damage to allies
DD +1 Ability to allies
S + Range (multiple)
DD + Duration equal to Knowledge (Enemies*)
Klip (Cunning): Low Damage Ranged Attack that hinders opponent. Effects last until start of your next turn.
Basic: +1 Damage, Medium
D + Ensnare 1
DD +3 Damage
D + Range
S +1 Vicious (multiple)
DD +1 Difficulty for target (2 Advantage to affect another NPC in range)
DD + Duration equal to Perception
Flow (Willpower): Defensive Engaged Attack, each effect lasts until start of your next turn.
Basic: +0 Damage, +1 Soak, + 1 Crit (Crit is worse)
S +1 Soak
D + 1 Ranged Defence (multiple)
D +1 Melee Defence (multiple)
D + Force 1 target to Attack you. AA to force a second target to attack you.
DD + Upgrade all attacks against you by ranks in Vigilance, 2 Strain.
DD + Increase Duration by ranks in Discipline
Blaze (Presence): Multiple enemy Engaged Attack.
Base: +2 Damage, +1 Crit (yes Crit is worse),
S + on failure may spend AAA to do base damage to original opponent.
D + AA to hit another Engaged opponent
S + 1 Damage (multiple)
DDD + on success spend Story Point to hit all Engaged opponents once, suffering 2 Strain.
Example Weapon:
“Fang” Scyth Rifle: Damage 3, Crit 2, Encumbrance 3, Unwieldy 2, Vicious 1. Remove 1 Setback from Flyte (Agility) skill checks