It's your DESTINY guardian!

By swordfishson, in Your Settings

So if the name doesn't give it away I'm going to do a Destiny setting. I have a few questions so let's jump right in.

Thanks in advance!!!

First how should I handle the three different energy types for both weapons and subclasses.

Would everything with the solar energy automatically get at least one rank of burn? Then Arc gets maybe a rank of breach or a couple Pierce would be good 💁🏼‍♂️ Then I've hit a wall for Void 🤦🏼‍♂️ Please share your thoughts?!?

On a similar note, I think for the grenades, melees and supers I'll just try and use the magic attack rules. Unless y'all think there is a better way 😉

I've worked it out where my players will still pick a species(Human,Exo or Awoken) Then then a career (Titan, Hunter or Warlock) And finally a specialization ( Which energy subclass) This may be just me sharing, but if you have thoughts on handling it differently please let me know.

For the weapons im pretty much just going to use the modern-day setting options; I'll just have to home brew a couple. for example: Fusion Rifle, Linear Fusion Rifle and Grenade Launcher. (Ideas for those would be helpful too 😅 😅 )

That's about what I have right. If you have anything you want that suggest or ask me please do so. Any and all are welcome!!

Thanks again for all the help!!

Sounds like a fun endeavor!
I'd suggest not giving too "powerful" benefits to elemental weaponry. Not all solar weapons cause afterburn and arc weapons aren't naturally armorpiercing. Instead, I see two potential approaches here:

1) Ignore it. Elemental types are purely gameplay effects in the videogame to encourage strategic loadout setups. There is no need to bring that to the tabletop adaption. If you want to flavor it out as "my void SMG shreds the Minotaur's shield and pops it's juicebox", that's fine of course. I just don't think it needs a mechanical representation.

2) Handle it with passive weapon qualities, "Solar Damage", "Arc Damage", "Void Damage", and give the adversaries an ability like this: " Solar Shield: Reduce the damage of all attacks against this target by 3 before applying soak unless the attack has the Solar Damage quality". I'd put that ability only on Rivals and Nemesis however, and use it sparingly, or else it becomes a lot of extra paperwork.

Grenades, Melees and Supers are awesome to represent with Magic, I definitely agree with that idea. Good adaption of existing Genesys material.

Species and Careers could probably be a bit wider spread than just 3 each. Of course, if you want your setting to only be about Guardians, this works, but I think playing a Scout like Hawthorne or Devrim, or a young, aspiring Cryptarch searching for rare Golden Age tech in the Cosmodrome has its appeal too. Would be fun to have some of the more "civilian" careers be represented. Also, I would totally want to play an Eliksni myself. Fallen are just cool.

If you are going with just the three Guardian careers, then Specialisation trees as they are found in the EPG are a fun approach though, to give a little more structured progression and focus on the specialities of their elements.

Weapons are super easy, like you said the Modern setting mostly covers you.

Grenade Launchers are pretty straightforward too, Gunnery; Damage 8; Critical 4; Range [Medium]; Encumbrance: 5; Blast 6, Limited Ammo 5. That gives them a few shots, but they need investing in a different weapon skill and aren't as damaging as a rocket might be.

Fusion Rifles excel in their high damage, but their ranges are very short and they need to charge, so consider Ranged (Heavy); Damage 10; Critical 4; Range [Short]; Encumbrance 4; Inaccurate 1, Pierce 3, Prepare 1. Linear Fusions are probably longer range but limited ammo or slow-firing.

Edited by BluSunrize

How do you model ability cool downs? Talents where kills grant Strain recovery? Such a game would be too combat focused to me, so perhaps just have more Strain recovery Talents available? Or a special Guardian ability that does that. I would be very interested in collaborating on this!

Now...bring me the EYES!!!

Edited by Alderaan Crumbs
On 1/17/2020 at 8:25 AM, Alderaan Crumbs said:

How do you model ability cool downs? Talents where kills grant Strain recovery? Such a game would be too combat focused to me, so perhaps just have more Strain recovery Talents available? Or a special Guardian ability that does that. I would be very interested in collaborating on this!

Now...bring me the EYES!!!

The way I would handle grenade, melee, and super cool down is like a once per encounter / once per session style.

Supers would be once per session. And melee and grenade would be once per encounter.

2 hours ago, swordfishson said:

The way I would handle grenade, melee, and super cool down is like a once per encounter / once per session style.

Supers would be once per session. And melee and grenade would be once per encounter.

so I just read your thing again and I see that you said abilities and totally just assumed you meant grenades in melee, but now I'm realizing you meant the class ability 🤦🏼‍♂️ So to clarify I would do it like the grenade and melee, but thinking about it I may say once every other encounter for all three.

On 1/17/2020 at 7:44 AM, BluSunrize said:

Sounds like a fun endeavor!
I'd suggest not giving too "powerful" benefits to elemental weaponry. Not all solar weapons cause afterburn and arc weapons aren't naturally armorpiercing. Instead, I see two potential approaches here:

1) Ignore it. Elemental types are purely gameplay effects in the videogame to encourage strategic loadout setups. There is no need to bring that to the tabletop adaption. If you want to flavor it out as "my void SMG shreds the Minotaur's shield and pops it's juicebox", that's fine of course. I just don't think it needs a mechanical representation.

2) Handle it with passive weapon qualities, "Solar Damage", "Arc Damage", "Void Damage", and give the adversaries an ability like this: " Solar Shield: Reduce the damage of all attacks against this target by 3 before applying soak unless the attack has the Solar Damage quality". I'd put that ability only on Rivals and Nemesis however, and use it sparingly, or else it becomes a lot of extra paperwork.

Grenades, Melees and Supers are awesome to represent with Magic, I definitely agree with that idea. Good adaption of existing Genesys material.

Species and Careers could probably be a bit wider spread than just 3 each. Of course, if you want your setting to only be about Guardians, this works, but I think playing a Scout like Hawthorne or Devrim, or a young, aspiring Cryptarch searching for rare Golden Age tech in the Cosmodrome has its appeal too. Would be fun to have some of the more "civilian" careers be represented. Also, I would totally want to play an Eliksni myself. Fallen are just cool.

If you are going with just the three Guardian careers, then Specialisation trees as they are found in the EPG are a fun approach though, to give a little more structured progression and focus on the specialities of their elements.

Weapons are super easy, like you said the Modern setting mostly covers you.

Grenade Launchers are pretty straightforward too, Gunnery; Damage 8; Critical 4; Range [Medium]; Encumbrance: 5; Blast 6, Limited Ammo 5. That gives them a few shots, but they need investing in a different weapon skill and aren't as damaging as a rocket might be.

Fusion Rifles excel in their high damage, but their ranges are very short and they need to charge, so consider Ranged (Heavy); Damage 10; Critical 4; Range [Short]; Encumbrance 4; Inaccurate 1, Pierce 3, Prepare 1. Linear Fusions are probably longer range but limited ammo or slow-firing.

First thanks for replying!!!

Second, I also think it could be interesting to play as a non guardian in multiple varieties but this time I think I'm going to stick to having everyone be a guardian. thank you for suggesting the expanded players guide I will definitely look into that, it sounds super helpful!

For the grenade launcher I'll compare it to the grenade launcher I found in the attachments section and then go from there. My question for you now is how would you do the single round grenade launcher? Also why did you choose Gunnery?

Thank you for your ideas on the Fusion rifles, you are a huge help.

For the elemental damage types I definitely want to include it and your idea for the shields is probably the best way to go. Thank you so much!

2 hours ago, swordfishson said:

For the grenade launcher I'll compare it to the grenade launcher I found in the attachments section and then go from there. My question for you now is how would you do the single round grenade launcher? Also why did you choose Gunnery?

Grenade Launchers are pretty heavy weapons and shoot explosive ammunition. The description of Gunnery on page 69 of the Core Book actually mentions them too:

" Your character uses Gunnery, the third of the Ranged sub-skills, to fire machine guns, plasma cannons, heavy railguns, missile launchers, grenade launchers [...]"

Also, the "Grenade Lobber" in the Space Opera setting of the same book (page 184) uses Gunnery as well :D

Awesome, really excited about this. I can chime in more later.

I might say make supers and grenades strain powered however. Or some of them at least.

I also hope you pull inspiration more from Destiny 1 than Destiny 2.

For what it's worth, I made a hack (it's very messy and badly formatted, if I get some time off work I want to take a second look at it) that is based on Destiny. It also has Warframe, DOOM and Anthem (before it launched).

https://drive.google.com/open?id=1d71baN6dXsURmJonoHwtajr5MBthv5oX

Its primary inspiration is Destiny, because a lot of people kept asking "how would I do Destiny in Genesys?" and nothing ever came of it. To answer your questions in the OP, I went with;

Damage types - I ignored these. Heavily inspired by the Dark Heresy hack, I figured it'd be better to let players customise their own guns than try to represent the huge armoury of a looter-shooter like Destiny, straight out of the gate. I built 16 basic weapons (slug-rifles, plasma weapons, lasers, missile launchers etc) and then made an armoury of attachments and ammo-types that would complement them. No need to make a Solar-rifle when a character can just pick up Inferno Rounds that grant Burn 2, or increase the Burn rating by 2. There's also melee weapons and a matching set of customisable options. I also made an armoury of legendary weapons that are primarily based on Destiny exotics. To my memory there's the Last Word, Thorn, Lord of Wolves and (I think?) 1k Voices. I also ripped almost every enemy from Destiny, except the Taken which I turned into reality-hacking zombies that use video-game logic to spawn in monster-closets and such.

Abilities - I used the Heroic Ability system as a base. I didn't want to recreate the Nova Bomb or Fists of Havoc and say "All Guardians use these, they're the only options". Not when Genesys has such a flexible magic system. In Another Dawn, Supers are a skill (much like Athletics or Arcane), but you gain a level in it for every 50xp you gain, like a Heroic Ability. All Supers have a basic profile that you choose at character creation (ranged heavy/light melee heavy/light, Brawl, Super soak and Heal). You spend Ability Points (50xp=1 Ability Point) to improve these weapons, multiple targets, granting allies buffs, that kinda thing. When you reach level 5 in a Super, you can begin to master another one and add the existing one to your skillset. Or you can continue to unlock more effects for it, granting you flexibility. The idea behind it is sound, but the execution needs a rewrite.

For abilities like the Rally Barricade, Empowering rift etc, those are basic talents with a Strain cost to activate. They're mostly once-per encounter abilities. Nice and simple. I also omitted Ghosts, resurrection and immortality. It proved too hard to balance with the other game lines, and I felt like coming back from the dead once was impactful enough.

For Archetypes and Careers, I streamlined even further. Destiny tells us through its mechanics that there's no difference between an Awoken, an Exo and a Human even though, by lore we know this is false. I thought about having races-as-archetypes to begin with. But because there was no concrete workflow (I'd already decided I was going to include Warframe content at this point), I didn't want an Archetype to be a class. Do I say "Titan has more Brawn but Hunter has more Agility?" and make each an Archetype? That felt weird to me. What I ended up with was just two Archetypes for Destiny. The Warmaker and the Cleric. The Warmaker is your Titan/Hunter, with 2/2/2/2/2/2 for a profile. They get a rank in Resilience or Ranged (Heavy), and use the Superhero rules from the corebook. They select either Brawn or Agility as an enhanced characteristic, and triumphs using those characteristics explode. Just like that, I felt like I'd created the granularity I needed to differentiate the two. It wasn't about double-jumps or punching harder, it was about how you spent that Triumph that you favoured. The Cleric is a Warlock/less militant Guardian. 1/2/2/2/3/2 with a free level in Discipline or Ranged (Light). Once per encounter, they can upgrade or downgrade a roll made by the GM or another player without spending a Story Point. They still make for a strong Caster-style character.

At this point, I should say that the Archetypes were designed to work alongside oneanother. If anyone is familiar with Warframe they'll know the insane amount of Frames available, and the obscene customisation and complexity therein. I made two Archetypes for Warframes. Aggressor and Manipulator, a martial character and a caster, there are then a series of ranked talents thematically grouped after skill trees in Warframe. The Freelancer from Anthem is the jack-of-all trades character, starting with a statline of 1/1/1/1/1/1 and 200xp. They get different exo-suits that can allow them to fill any gaps in the fireteam. The Elite is your Doomslater or Spartan character, 3/3/2/1/2/2. They have an archetype ability that grants them the Quick Draw talent baseline, and gives the first attack they make with any weapon Accurate 1 (to incentivise weapon-swapping ala Wolfenstein/Doom/Quake etc).

Hopefully this ramble has had some value to it, good luck with your write-up!

Hey everyone thank you for all the replies! I ended up putting a bit of a pause of my work for A Destiny setting, but i'm back on it! Here is what I've got.

Species :

Humans simply use Average Human . Easy enough right!

Awoken start the game with 2 in all characteristics. Then have 9 in Wound Threshold and 11 in Strain Threshold. 100 Starting Exp. For Abilities they have Space is Our Birthright AND Forceful Personality. Then for Skills they get one free rank in any non-career Skill as well as a free rank in a non-career Intellect Skill.

Exos start the game with 2 in all characteristics. Then have 11 in Wound Threshold and 9 in Strain Threshold. 110 Starting Exp. For Abilities they have Tough as nails. Then for Skills they get one free rank in any non-career Skill as well as a free rank in a non-career combat Skill.

Career (4 free ranks)

Titans get Athletics, Cool, Discipline, Resilience, Vigilance, Brawl, Ranged(Heavy), and Leadership.

Warlocks get Athletics, Cool, Discipline, Medicine, Perception, Ranged(Heavy), Negotiation, and Knowledge.

Hunter get Athletics, Coordination, Skulduggery, Stealth, Vigilance, Melee, Ranged(Light), and Coercion.

All Guardians will also get one free rank in any of the three Energy Skills,which replace the Magic Skills. To state the obvious, the three Energy Skills are Solar, Arc, and Void.

This leads me to my "first" question. Which Characteristics should go with each Energy Skill?

Next we move to Ghosts. Here my current write up for a Ghost.

A Ghost is a levitating A.I. used by Guardians. Ghosts support Guardians by illuminating darkened areas, hacking Golden Age technology, and informing Guardians of incoming hostile threats. Ghosts can also have a navigation mode that can locate objectives. Ghosts can also resurrect their Guardian after death.
Ghosts CAN be Destroyed! If a Ghost is destroyed it can no longer resurrect their Guardian.
Ghosts can at times add boost die to a variety of skill checks including: Astrocartogrphy, computers, cool (initiative only), Mechanics, Medicine, perception, Vigilance (initiative only), and Knowledge. Ghosts can also summon the Guardian's Sparrow. This is done by the Guardian performing their Summon Sparrow Maneuver.

Ghosts are listed as gear and have zero in Encumbrance and do not have a price (Because the are unique to their Guardian and can not be replaced.)

Which I guess leads me to my next question, how would y'all stat out Ghost Wound thresholds and Sparrows in general.

That's about it for the update. I hope this can help Y'all! Please post any comments or questions! Thanks in advance for any replies and answers!

Oh yeah! One last question, would you add any other Knowledge Skills, if so what would they be?