Creating Talents - Need Help with Tiers

By Sturn, in Genesys

I'm creating some new talents for a home brew campaign that has several house rules. I'm horrible at estimating Tiers. Some suggestions please. Any other tweaks also welcome.

Devil with D’Axe

Tier: ??

Requirement: War Axe Familiarity, Melee 2+

Activation: Active (incidental)

Ranked: No

Suffer 2 Strain to give +20 on a critical hit when using an axe (any). Must be declared before rolling for the critical hit result.

What Comes Around

Tier: ??

Activation: Active (incidental)

Ranked: No

Requires a Flail. If miss, roll again for 2 Strain but +1 difficulty against the same or another target at XX range. If miss a second time, may spend 2 more Strain, but +2 difficulty.

Expert Ramroder

Tier: ??

Activation: Passive

Ranked: No

Giggles aside, you have mastered quick reloading any powder & shot gun. Reduce Prepare for such weapons by 1. For a volley weapon, reduce Prepare by 1 per Ammo slot.

Heavy Thrower

Tier: ??

Activation: Passive

Ranked: No

Any Melee weapon you wield of Encumbrance 4 or less gains the Throwable quality.

Edited by Sturn

Hi some small comments at a glance.

Devil with d'axe

The axe is allready Vicious 1 - do you talents make it +1 Vicious or just flat 2 Vicious ? Note that your making a talent that essentially mimics a weapon quality. Your pc could find a axe with Vicious 2 or make one or enchants it to be so instead. That would make the talent rather redundant and boring.

What comes around

Generally in the system try and make one roll = one action as much as you can. Your trying to mimic the talent dual strike although not from a dual weapon.

DUAL STRIKE
Tier: 3
Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with two weapons
in a melee combat, your character may suffer 2 strain to
use this talent to hit with the secondary weapon (instead of
spending 2 advantages).

Yours is kinda better in regards that you first get the added difficulty on the 2nd attack but you have to miss. The purpose of the dual strike is to resolve both attacks in one roll there is just a cause to activate it. You could do the same with making a flail thats linked. Just express it as having 2 chains with spiked metal balls on it :) again thats kinda mimics a weapon quality.

Dont have much for the prepare thingy havent to much experience with weapons with that quality :)

For the heavy thrower. Your pc could throw anything really. Question is how effective it is. There is no throw quality per say so you need to define it more. Could be can throw any weapon encumberance of 4 or less at short range using the range skill. The weapon deals base damage+plus uncancel succes and retains any other qualities.

Anyways my 2 silvers hope you can use it :)

One thing that sends up a bit of a red flag for me with “What Comes Around” is that with multiple rolls comes lots of opportunity to recover strain through advantage. In game this could completely negate the strain cost associated with the talent, lead to a character recovering lots of it or collecting bunches of boost dice. Seems like there could be a bunch of unintended consequences with that one.

Edited by AnomalousAuthor

Devil with D’Axe

Tier: ??

Requirement: War Axe Familiarity, Melee 2+

Activation: Active (incidental)

Ranked: No

Suffer 2 Strain to give +20 on a critical hit when using an axe (any). Must be declared before rolling for the critical hit result.

Is "War Axe Familiarity" is another homebrew talent? I think this talent could be simplified a bit by making it Tier 3 and describing it thusly: "when resolving a successful melee combat check with an axe, spend two strain as an incidental to reduce its Crit Rating by 1 to a minimum of 1".

What Comes Around

Tier: ??

Activation: Active (incidental)

Ranked: No

Requires a Flail. If miss, roll again for 2 Strain but +1 difficulty against the same or another target at XX range. If miss a second time, may spend 2 more Strain, but +2 difficulty.

This seems really clunky, and would take a lot of rolls to resolve. I would not recommend using this Talent. There are some existing versions of a "whirlwind attack" (that this appears to be modeling) already vetted in the Expanded Talents document, I would consider adapting those talents instead of one requiring multiple rerolls.

Another simple option would be a talent that allowed the flail's Linked quality to be used against any engaged target, rather than only the primary target. I'd have that cost a Maneuver, no additional strain, and make it Tier 2.

Expert Ramrodder

Tier: ??

Activation: Passive

Ranked: No

Giggles aside, you have mastered quick reloading any powder & shot gun. Reduce Prepare for such weapons by 1. For a volley weapon, reduce Prepare by 1 per Ammo slot.

This seems fine, although I would make it: "Reduce the Prepare quality for such weapons by 1, to a minimum of 1". I would say this is no higher than Tier 2.

Heavy Thrower

Tier: ??

Activation: Passive

Ranked: No

Any Melee weapon you wield of Encumbrance 4 or less gains the Throwable quality.

This seems fine, although without a means of recovering your weapon, it doesn't seem like a talent most would be too enthused about! Since it doesn't include having your weapon return to you, I'd say this is also no higher than Tier 2.

For what it's worth, my own house rule for throwing "hey, you shouldn't throw that" weapons is to treat it like an improvised weapon of appropriate size, unless they score a Triumph, in which case the Triumph may be spent to treat the hit as if by the actual weapon (able to activate qualities, apply passive qualities, etc).

Thanks for the replies folks!

Yes, weapon familiarity is a house rule. Low level talents remove penalties for using certain non-common weapon types. It was my way of adding specializations in certain skills without creating skill bloat. As in, differentiating the Crafting skill without adding a skill for each crafting type (Armorer, Bowyer, Shipwright..).

The flail and axe talents were an attempt at adding options for players that want to become masters of a certain weapon type. I wanted to add specific talents so a player could become specifically a sword master, axe master, etc, not just talents that make you better at all melee weapons. I wanted each to be unique, not just "Master of XX, gives automatic advantage in weapon XX". Thus my attempt with the axe and flail to give them a talent unique for their nature.

"Throwable" is a house ruled quality for certain weapons (spears, daggers, hatchets, etc). Thus, the creation of a talent for those wanting to chuck their swords or other big weapons not designed for tossing.

I will be doing some major adjustments. Thanks for the input. I may return with others. :)

Sidenote did not catch it first off. The Flail in Terrinoth allready has linked.

Flail Melee (Heavy) +4 crit 3 range:Engaged, Cumbersome 3, Linked 1,
Unwieldy 3

You could make a talent to suffer strain to active the link instead of advantages but it would be powerfull kinda like dual strike but for linked.

My version of the Flail doesn't have Linked unless you add an attachment for extra tails/balls. Either way I was hoping for a Flail-only talent that doesn't use Linked since it's already being utilized.

Second try at What Comes Around for a Flail.

On a melee attack with a flail which fails by 1 success, may spend 2 strain and 2 advantage to add 1 more success to the roll (thus resulting in a successful attack).

Didn't want it to be just the strain cost, since that would essentially be an ability to swap strain for an extra Success on any roll with a flail. Adding an additional advantage requirement means you won't always be able to use it. What Tier? How much Strain and Advantage?

  1. 2 Strain and 2 Advantage?
  2. 1 Strain and 2 Advantage?
  3. 2 Strain and 1 Advantage?