Mistborn setting?

By toru, in Genesys

I am thinking about doing a Mistborn setting for Genesys. It is a pretty normal fantasy setting but with a quite special way of looking at magic.

If anyone is already doing this I would really like to see what they have come up with already.

I do have the Mistborn Adventure game but I feel the Genesys system would be perfect for the setting.

/Tommy

Edited by toru

The biggest thing is figuring out how the metallic arts work. Weirdly, Allomancy is by far the easiest to do. Having Allomancy basically amounts to getting permissions to doing certain things (pushing and pulling metal, etc.) which are just outgrowths of other skills. Therefore, burning metals just gives bonuses to those skills - the primary issue is what kind of bonuses, and how to track when you have metal to burn. Their are a few outliers (Nicrosil and Chromium has weird effects on the target, Copper and Bronze effect each other, Gold, Electrum, and Atium have unique and, in the case of Atium, overpowering effects) but granting bonuses works as a baseline.

Playtesting needs to be done, but a cost like 50 might be good for five rounds worth of metal? Atium costs 500 at least for one rounds worth.

When you burn a metal (a reflexive action) you get its effects until the beginning of your next turn. I'd put each pair of metals as a skill (Iron/Steel, etc.) that give boost dice equal to the skill to appropriate task when you're burning the appropriate metal. Bronze (Willpower) lets you sense allomancy being used, opposed by Copper (Will). Duralumin, Nicrosil, and Chromium do not have skills because they work differently. Duralumin and Nicrosil doubles all other metals currently being burned for the current round, but then no metal is left afterwards. Chromium simply wipes out whatever metal they currently have on a successful Brawl attack that deals no damage (take two setback die if you want to punch them instead of just touching them). I have no clue how to do Cadmium and Bendalloy. Gold is primarily a storytelling device, and doesn't really need its own skill. Electrum gives boost die to physical skills.

Atium gets its own section, because it's really ridiculously powerful. When you burn Atium, you get two upgrades to all physical skill checks. When you flaring it through Duralumin and Nicrosil has its own special effects, but at minimum it gives you four upgrades and you get to see all the future paths for a brief moment.

Hemalurgy is an evil skill that can take abilities from those it kills and grant them to others, lending it more towards the realm of plot device.

Feruchemy is the one I have the most trouble placing. My best guess is that you give yourself setback dice on particular rolls to build up charges - one setback for one round is a charge. Then you can spend any number of charges for that many boost dice on an skill check. This is the trickiest one to represent, no matter what, especially when you bring Twinborn into it.

The Mistborn Adventure game is probably a good way to try to figure the magic system out and using it for Genesys. I will try to start with the races and the archetypes from the other game as well. I am thinking about starting a couple of games without any magic available for the players just to get the setting and then let the players explore the "skills".

/Tommy