Custom item Qualities

By Terefang, in Genesys

i have found the following custom item qualities useful, your milage may vary.

  • Bonded N: In order to benefit from this item’s supernatural properties, you must bond to the item.
    You may bond to a number of magic items with the sum of N equal to your Willpower plus one.
    Magically enhancing your Willpower (by the Augment spell or an item-based effect) does not increase the number of items with which you can bond.
  • Limited Uses N: The item can only be used N times, after which it either has become useless or is broken beyond repair.
  • Of Bleeding: Spend [AAAA] to activate the „Bleeding Out“ critical status effect.
  • Of Changing (Incidential): The weapon changes to appear and function according to the wielders most favourable skill but keeping the weapons combat characteristica.
  • Of Critical N: Spend [AAA] to activate a Severity N critical status effect.
  • Of Returning: Spend [AA] (or 2 strain reduced by additional [A] spent) to return the thrown/ranged weapon to the wielders hand at the end of the round.
  • Of „Type“ Bane N: Reduces the Critical Rating of the weapon by N to a minimum of 1, if target is of "Type".

T

Edited by Terefang
update from suggestions

Bonded, Limited Uses, and Of Bleeding all have existing counterparts, so we'll start there. Bonded is just Cybernetics without a Strain Threshold cost, which makes them hands-down better; Limited Uses is just Limited Ammo for non-weapons, so while its useful to give people an idea they might not have had, its not really new; Of Bleeding is a worse version of the Rune of Bleeding from Realms of Terrinoth, since "bladed" weapons (the requirement for the rune) already have a critical rating of 3 or less. Also, when you activate a specific Critical Injury, like Bleeding Out, you don't get to upgrade it to the next one down the list.

Of Slaying is going to be interesting - how often do your players have 5-6 advantage that would let them activate Of Slaying AND inflict a Critical Injury?

Of Changing is potentially much more devastating than just changing the skill the attack uses - most talents specify the skill they key off of, so it can be either completely useless (settings with only one of that weapon skill, and no - few talents that specify a one- or two-handed weapon) to amazingly powerful (multiple talents that key off the same skill/handed-ness of an attack) Use with caution.

For Of Critical, how do you determine which of Critical Injuries that is inflicted? Also, based on the way Rune of Bleeding was explained (see above), would you allow it to upgrade to the next tier of Injury if they already had all of the Critical Injuries of Tier N?

Of Returning is just great, hands down. Its flavorful and useful (depending on your GM). The Strain cost should be 2, though, since the standard math is a cost of one Advantage is good for 1 Strain (spending advantage on a check, bonus maneuvers during your turn, bonus maneuver during an opponent's check).

Holy/Unholy is...actually exactly how Weaknesses are being handed by most of the content creators I've seen. Specifically, see c_beck's work.

All in all, pretty good, just a couple that will require a much greater deal of oversight to make sure they aren't on either end of the spectrum too far (too weak, too powerful).

1 hour ago, RyuujinKatsuya said:

For Of Critical, how do you determine which of Critical Injuries that is inflicted? Also, based on the way Rune of Bleeding was explained (see above), would you allow it to upgrade to the next tier of Injury if they already had all of the Critical Injuries of Tier N?

"Of Critical" is a more generic version of "Of Bleeding", that said the advantage cost in "Of Bleeding" is based on the difficulty on the critical chart.

In "Of Critical N" the N is corresponding to the difficulty on the critical chart. The actual received criticals would fill up and than stack but not spill over (upgrade) -- so applying multiple "Of Critical 3" to a target that already has "Maimed" and "Blinded" would result in "At the Brink", then "Crippled", "Horrific Injury" , etc ... but not cause "Gruesome Injury", instead stacking the effects of two "At the Brink" effects (ie. 4 strain per round until healed) etc etc

1 hour ago, RyuujinKatsuya said:

Of Bleeding is a worse version of the Rune of Bleeding from Realms of Terrinoth, since "bladed" weapons (the requirement for the rune) already have a critical rating of 3 or less. Also, when you activate a specific Critical Injury, like Bleeding Out, you don't get to upgrade it to the next one down the list.

as in "Of Critical" i stack the effects of "Of Bleeding", eg 2nd time 2 wounds and 2 stress, 3rd time 3 wounds and 3 stress per round.

1 hour ago, RyuujinKatsuya said:

Of Slaying is going to be interesting - how often do your players have 5-6 advantage that would let them activate Of Slaying AND inflict a Critical Injury?

we have a house rule that you can flip a story point to activate a item quality

2 hours ago, RyuujinKatsuya said:

Limited Uses is just Limited Ammo for non-weapons, so while its useful to give people an idea they might not have had, its not really new

image Spell Items, Rings of Wizardry and some such kind of items.

I particularly like Bonded' and 'of Returning. I'll likely use them myself.

I think Bonded' is a perfect mechanic for limiting the number of magic/unusually powerful items a character can use simultaneously. I don't mind the similarity to cybernetics. Cybernetics have higher penalties because they're harder to take away. They're less like equipment and more like abilities you happen to pay money for instead of experience.

I'll mirror that 'of Returning should cost 2 Strain (reduced by 1 for each Advantage spent).

Regarding Holy/Unholy (a.k.a. 'Bane); I would instead consider a passive quality that doubled the damage added by uncanceled Successes when you hit an appropriate target (such as undead and demons for a Holy weapon).

7 hours ago, Cantriped said:

'll mirror that 'of Returning should cost 2 Strain (reduced by 1 for each Advantage spent).

good idea, thx

7 hours ago, Cantriped said:

Regarding Holy/Unholy (a.k.a. 'Bane); I would instead consider a passive quality that doubled the damage added by uncanceled Successes when you hit an appropriate target (such as undead and demons for a Holy weapon).

that would break the intended target of zombie/undead combat where normal damage is practically useless but only critical wounds have any effect.

8 hours ago, Terefang said:

that  would break the intended target of zombie/undead combat where normal damage is practically useless but only critical wounds have any  effect. 

How so? The zombie hordes (or rather Reanimate Minion Groups) aren't immune or even particularly resistant to weapon damage. Nor are they by any means the only kind of undead you'll fight (lots of the published undead are Rivals). Note that 7 or more damage one-shots a single Reanimate, and a mundane axe or sword attack that hits will do at least 6 damage (assuming 2 Brawn), while my version of a Holy Axe/Sword would deal at least 7. (EDIT:) Automatically triggering a critical injury with minimum damage and no advantage spent. Which against a minion would cause the group to take 5 more damage; dropping another minion (I think)...

Additionally a mundane sword can already score a critical wound for two Advantage, so a Holy Sword (the most common type of holy weapon in my experience) is gaining no actual benefit from the quality. Meanwhile a Holy Shield would be comparative a pretty optimal choice, as it otherwise needs 6 Advantage to score a critical wound.

As for intent, why call it Holy/Unholy if you only meant to write an Zombie-Horde-Bane quality? In my mind; a "Holy" weapon should be effective against any unholy creature or object (cultists, demons, evil alters, ghosts, zombies, profane barriers, etc), and vice-versa for an Unholy Weapon (priests, angels, good alters, guardian spirits, sacred barriers, etc.)

Finally, I chose the mechanic I did because it is consistent with the description of the Holy/Unholy magic attack quality (GCRB 215). If you keep your proposed mechanic I would suggest at least changing the name to avoid confusion with the existing mechanic already using that term.

Edited by Cantriped
Added clause regarding automatic criticals to my example above.

Upon reflection, your version of Holy/Unholy isn't even particularly good against minion groups. The simple reason is that "a character can only generate one Critical injury per hit on a target." (GCRB 90) and "If a minion suffers a Critical Injury, it is immediately incapacitated. If a group of minions suffers a Critical Injury, it suffers one minion’s worth of wounds plus one (so that one of the minions in the group is incapacitated)." (GCRB 132)

Since the whole group is a single target, you can only score one critical injury against the group per hit, the subsequent criticals are converted into a modifier for the initial critical roll (which aren't rolled against minions, making them irrelevent).

Literally all the quality does is set your Critical Rating to 2 against a very limited subset of foes. It just feels wrong that the quality's value is relative to how suboptimal your weapon's crit-rate otherwise is. As another alternative mechanic, you could simply have the quality reduce the weapon's critical rating by 1 instead of setting it to 2. This way every weapon benefits equally (rather than adjusting a shield's crit by four, but a sword's by zero).

Edited by Cantriped
Errata
3 hours ago, Cantriped said:

Literally all the quality does is set your Critical Rating to 2 against a very limited subset of foes. It just feels wrong that the quality's value is relative to how suboptimal your weapon's crit-rate otherwise is. As another alternative mechanic, you could simply have the quality reduce the weapon's critical rating by 1 instead of setting it to 2. This way every weapon benefits equally (rather than adjusting a shield's crit by four, but a sword's by zero).

good point