[OOC] Player Resource Thread

Jul 11, 2019 4:36 pm
Standard Roll Difficulty Guidance

https://i.imgur.com/XdLgVZa.png

https://imgur.com/RwbhwVj.png

https://imgur.com/RQg7hA3.png

Spending Advantage, Threat, Triumph, and Despair

Combat Encounters

Combat Summary

https://imgur.com/SZjUgWK.png
https://imgur.com/FcGemH3.png

Social Encounters
 http://i.imgur.com/7zUQeoj.jpg

Investigative Encounters
https://imgur.com/RZR7HOO.png

Magic

https://imgur.com/clyBFUq.png
Jul 11, 2019 4:47 pm
Terrinoth Races

DrainSmith's Species Study is a good reference. Anything in the "Fantasy" section that comes from "RoT" is fair game. There's no lore included, though, so the actual Realms of Terrinoth book is preferable.

Talents

DrainSmith's Talent Tome includes all officially published Genesys talents. Please ask permission before selecting talents from Shadows of the Beanstalk.

Fantasy Gear

A good reference is DrainSmith's Equipment Encyclopedia. Focus on the "Fantasy" section, although other gear may be permissible with GM approval. The document doesn't include mundane gear (like torches, rations, etc.), so keep that in mind.

Combat

For quick reference, see DrainSmith's Combat Summary.
Jul 12, 2019 1:21 am
Investigations

One of the advantages of Genesys is that the system has built-in means to keep players from stalling out in investigations. The charts in the first post above offer some guidance in determining how difficult Knowledge checks are likely to be to obtain key information, as well as some possible uses for narrative symbols rolled during an investigation. These are merely guidelines, and no Knowledge check will solve an investigation for you; such checks can merely give you information, not tell you how it fits into the overall picture.

In addition, some advice from the Gumshoe RPG can be useful in these types of games. The following tips are summarized from Trail of Cthulhu:

1. Believe You Might Succeed. Take chances. Go places. Try to find leads. Don't let the threat of psychological or physical harm keep your characters from attempting to move the investigation forward.

2. When Stuck, Look for More Information. If you have several viable theories about what may be going on, you need more information to either confirm one or disprove another. If you have no theories yet, think of what question you're trying to answer and the kind of information you need to answer it. Then make a plan to find that information.

3. Talk to People. Witnesses, acquaintances, employers, lovers... All are invaluable sources of information about someone you might be looking for. Figure out who these people are and talk to them.

4. Keep Moving Forward. Once you've gotten some information from a person or location, consider it checked off the list. There's rarely any reason to return to the same source multiple times unless facts change (e.g., you have new information that might make someone talk who was hostile before).

5. Deputize Yourself. Yes, there are constables, city guards, knights, and wizards in this world. Don't assume they will do your job for you. You have been hired to solve a mystery, so go out there and solve it, even if that means stepping on toes or breaking a few rules here and there.
Jul 24, 2019 1:35 am
Magic System

We have a handful of magic-users in our group, so I wanted to provide a quick-and-dirty look at the Genesys magic system. I'll be running magic as largely improvisational and freeform, as it is presented in the Genesys Core Rulebook. That means that each of the magic skills (Arcana, Divine, Primal, Runes, and Verse) has a limited number of magic actions it can perform.

https://imgur.com/aMu1t1r.png

As for what these actions mean, check these spell sheets that summarize the info from the book.

For a summary of how the system works, here's Sam Stewart, designer of Genesys:

"Instead of creating a list of specific spells such as 'fireball' and 'ice wall' and 'greater poison cure,' we decided to invent a list of broad magic actions. These actions would govern most of what people wanted to do with a magic system. For example, the 'attack' magic action could represent your character flinging fireballs at foes or trying to spear them with shards of ice.

"If you want your character to cast a spell that you call 'fireball,' for example, you start with the basic magic attack action. This allows you to target an enemy at short range. You’ll make an Easy combat check using a magic skill, and deal damage equal to the characteristic linked to that skill, plus one additional damage per success. So far, very similar to making a ranged attack with a throwing knife.

"Where things get interesting is what happens next. Right now, your fireball spell doesn’t have anything fiery about it. However, you can choose to add the Fire effect to your spell, increasing the difficulty of your check by one and giving it the Burn quality. Do you want your fireball to explode and hit groups? Give it the Blast effect for another difficulty increase. Now your character is casting something that feels much more like a fireball!

"Of course, the check to cast the spell is Hard. While even a novice spellcaster can attempt a complex and powerful spell, only a trained and skilled wizard has a reasonable chance of success. Generally, the more skilled a spellcaster is, the more complex spells they can attempt."

Spellcasting gets easier if you use an implement (like a wand, a staff, or a holy symbol). Various talents also make it easier.

The spell sheets don't discuss the Utility action, but it's the all-purpose magic ability for things like opening a door, lighting up your wand to see in the dark, or making a frog disappear. This may be a house rule, but I generally won't make you roll for simple Utility spells (like conjuring a light in a dark room). But if you want to use magic to do something that would require a skill check otherwise (like opening a locked door), I'll make the difficulty one higher than it would be to do it the mundane way. That is, if a lock requires an Average check to pick with Skulduggery, it would take a Hard check to pick it with an Arcana spell.

Finally, the Counterspell maneuver is one any spellcaster can use. When you use the maneuver, your character tries to interfere in magic use around you, thereby upgrading the difficulty of magic-use checks within medium range of your character until the end of your next turn.
Sep 2, 2019 2:24 am
XP Tracker

GAME START: +15 XP (GM bonus)
1 August 2019: +5 XP (monthly award)
1 September 2019: +5 XP (monthly award)
27 September 2019: +20 XP (Session 1 award)
1 October 2019: +5 XP (monthly award)
1 November 2019: +5 XP (monthly award)
2 December 2019: +5 XP (monthly award)
24 December 2019: +35 XP and +200 silver (end-of-inquiry award + monthly award)
3 February 2020: +5 XP (monthly award)
2 March 2020: +5 XP (monthly award)
6 March 2020: +15 XP (Session 1 award)
2 April 2020: +5 XP (monthly award)
4 May 2020: +5 XP (monthly award)
3 June 2020: +5 XP (monthly award)
1 July 2020: +5 XP (monthly award)
3 August 2020: +5 XP (monthly award)
16 August 2020: +15 XP (Session 2 award)
2 September 2020: +5 XP (monthly award)
12 October 2020: +5 XP (monthly award)
3 November 2020: +5 XP (monthly award)
2 January 2021: +10 XP (two months' award)
3 February 2021: +5 XP (monthly award)
3 March 2021: +5 XP (monthly award)
5 April 2021: +5 XP (monthly award)
May 2021: +25 XP (session end)
1 June 2021: +5 XP (monthly award)
2 July 2021: +5 XP (monthly award)
4 October 2021: +15 XP (August, September, October monthly awards)
4 November 2021: +50 XP (Session 1 award + November)
1 December 2021: +5 XP (monthly award)

Total: 305 earned XP
Sep 27, 2019 5:45 pm
Custom Talents

Dark Inquiry

Tier: 2
Activation: Passive
Ranked: No

Discipline and Knowledge (Forbidden) are now career skills for your character.
Jan 26, 2020 2:08 am
OOC:
I'm workshopping this form of craftsmanship, so the details of what Zanagan items do may change. If a PC buys something Zanagan, it will have the effects of the version that was in play at that time, unless things get better down the road.
Over centuries of life in the brutal jungles of Zanaga, Mahkim craftspeople have honed their skills to cater to their four-armed physique and harsh environment. Their weapons and armor are especially suited to withstanding the wear-and-tear of the jungle while using their four arms to best effect. Some Mahkim craftspeople offer their talents to two-armed clients, as well; the items they create may look odd, but their balance is unparalleled

Armor: Reduce the armor's encumbrance value by 2, to a minimum of 0. In addition, the Unwieldy quality of any weapon your character wields while wearing this armor is reduced by 2, to a minimum of 0. Your character also removes [Setback][Setback] added to checks they make due to hot or wet conditions.

Weapon: Increase the weapon's Linked rating by 1, but also raise its Unwieldy rating by 2.

Price: Cost x 3

Rarity: +5

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