GenIsys Fantasy
Version 0.94.05
AD can be spent to win the Declaration roll
Removed the Skill Buff feat.
Removed the Enchant a Tome Feat from the Magic Feats section.
Weapon Focus and Improved critical, clarified. Choose a specific weapon type, Simple or Martial. Each exotic weapon type needs this feat individually.
Pent up mana dissipates harmlessly if not cast.
Removed the Destiny Feat
New Feat
Leadership ----------------- CP 4
Requirement: Charisma 1+
You and your party gain a bonus to a specific saving throw and increase their bonus versus your favored Fear/Stress threshold. If you are an archetype everyone gains this bonus. Only one leader can be active in a party at one time. Further, everyone gains a +1 to any fear related saving throw.
• Cleric +1 Wisdom Saves and Helpless Fear/Stress.
• Entertainer +1 Charisma Saves and Ego Fear/Stress.
• Fighter +1 Brawn Saves and Violence Fear/Stress.
• Scoundrel +1 Agility Saves and Loneliness Fear/Save.
• Specialist +1 Resolve Saves and Awareness Saves.
• Wizard +1 Intelligences Saves and Bizarre Fear/Save.
• None, You chose where to apply the +1 bonus in both save and Fear/Save.
Skill Change: Trained: A character can put up to 4 ranks in a skill with a 0 or less in the relevant ability score. A 1 in the ability score increases your maximum to 10, 2 to a maximum of 25, 3 for a maximum of 40, and 4 removes all limits.
Added some disarm notes to the various flails, trident, and Orc Battle Spear. Sai already had it.
- Skill changes, Applied intelligence is now 4 skills, over 4, and the increase for each point is 4 more skills. Also, added a reduction of one in the number of skills if your intelligences is less than 0.
Added the Fear/Stress types and thresholds under each archetype so you don't have to look it up else where.
Added slings to coordination ability score for attack and damage. Range increase is based on Brawn.
Did some clean up on energy types in magic section, have some more to do, maybe.
Fear Stress types in this section alphbetized.
Added the power point cost and preference to the powers in each Archetype
Version 0.94.04
Proposed Spell Changes for casting on the fly are now part of the new rules. See here: Proposed Changes.
Changed the Elf Lands (Country Name) to Nírandálë. This was changed last year on the maps, but never made it to the book.
Death Curse added. Have not come up with anything for the Cleric or Entertainer, but not sure they need one.
I have updated all the Power points purchase and recovery and a few got some new abilities. If you guys think of any more let me know.
Added the Gnarled Feat under Constitution feats. Thanks TJ
Reorganized the combat section and added the new combat order of combat. Created sections for attack and defense.
Added two more uses for Action Dice.
Declaring: A player can play an Action Die and force the GM to announce his actions first this round If the GM refuses he must return that Action Die and give each player an Action Die.
Power Recovery: Once per session a player can give the GM 2 Action Dice and they recover 1 spent Power point. You can do this once per session.
A note about Recovering Power Points while adventuring. You can recover all your power points, per the current rules, by claiming an artifact you have just recovered.
Version 0.94.02 and .03
New Gimmick:
Magic Cocked and Ready (Cleric, Entertainer, Wizard)
Range 0
Duration 1 minute
This gimmick is the loading of the gun. You summon up an energy type of your choosing. The energy dances around in your hand. While this energy is active in your hand, you can cast any spell you have that uses this energy type as a Reaction. If you cast any other spell or take any type of other attack this cantrip ends and you cannot use it for 1 minute.
Updated the Magic Item Identification spell
Magic Item Identification CP 2
1 Arrangement, 1 Faith Point, or 1 Raw Magic Point
Casting Time: 1 Minute
Range: Touch
Duration: 1 hour
Save: none
You spend ten minutes on a single object, studying it. You can then use your analysis skill to identify the magic item. You can identify up to six items in the duration. This will not work on a Legacy item whose powers have not been unlocked.
This spell gives you a bonus to that check equal to your maximum power point total. The DC you need to overcome is equal to the Craft SC of the item. If you are successful, you gain one magical power of the item. For every three you exceed the SC, you gain 1 more power the item has. If you Critical Fail your check, you cannot identify that magic item until you increase your Analysis skill at least one point. If you Critically Succeed, this gives you two additional powers. In all successful checks you will also know if there is more powers to be discovered.
Bows and Arrows, Normally weapons do damage acording to their bonus. A +3 short sword does 3d6+3, a +2 does 2d6+2. A bow gives its bonus to hit and the +damage, while the bonus of the arrow gives you the dice of damage. e.g., A +3 bow shooting a +2 arrow, is +2 to hit and does 2d8+3 damage.
Made some Spell Changes see Proposed Changes
Seperated Power Pools and Archtypes for clarity. You can have power points from any pool they just cost more. This was the original intent but having the power points under each archetype made it look like it was specific to the archetype.
Added a cleric Gimmick, called Remove Splinter
Added a Transportation Spell, called Remove Object, (CP 1) for getting arrows and bolts out of your body
Cleaned up the Verbage around power points in the Archetype section
Characters gain 1 reputation per power point they have
Entertainers now get 2 reputation per power point they have
Fixed the Rings Feat in Magic Feats section. "You can now wear and use one additional magical ring on each hand."
Organzed the combat section a bit better. Found some conditions in the wrong place.
Put grapple in the combat actions, in the proper place, it was in wrong area, also added a grappled condition to explain its effects in the conditions section.
Added several things to the index
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