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Witcher Character notes for Genesys- Realms of Terrinoth

Sign Magic
Talion has the Runes skill as a career skill, and so can cast spells. Casting a spell is an action that requires the use of a magic skill
(Runes, in this case). A character must suffer 2 Strain to cast a spell. Talion; like all Witcher’s, is trained to use the following spells. It
may be possible to use other forms of Sign magic, following the rules on page 210 of the Genesys Core Rulebook.

Talion can use Rune-bound shards as implements, and his Witcher’s medallion is a lesser rune-bound shard.

Lesser Effect: The medallion can be activated to gain b on Vigilance or Perception checks to perceive unknown or concealed dangers,
such as an untransformed Lycanthrope, or an impending threat. This effect lasts for 10 minutes or 2 rounds.

Implement: The medallion allows the use of the Close Combat without increasing difficulty and increases the base damage of all
attack spells by 3.

Magic Action: Attack, Utility

Additional Effects: Close Combat, Impact

Aard – Sign of Air


As a utility spell, the Sign of Aard can be used to perform minor acts of Telekinesis, such as moving a book or picking up small items,
or even creating a minor breeze, maintaining a breeze requires concentration.

The Aard sign is a magic attack and follows all the normal rules for a combat check. Talion chooses a target at engaged or short range
and makes an Average (dd) Runes check. If the check succeeds, the attack deals 6 damage +1 damage per s, with the Knockdown
quality (may spend aa to knock a target prone) and Disorient (1) quality (may spend aa to disorient, the target suffers b for 1 round).

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Manipulative (+d): If the attack hits, may spend a to move the target one range band in any direction.

Ice (+d): The attack gains the Ensnare quality with a rating equal to ranks in Knowledge (lore). When Ensnare is triggered (aa), one
target hit by the attack becomes Immobilized and may not perform maneuvers for a number of rounds equal to the Ensnare rating.

Blast (+d): The attack gains the Blast (1) quality, may spend aa to activate Blast to inflict damage of 1 + 1 per s to each character
engaged with the original target. If the attack misses, the Blast quality may be activated for aaa, in this case the original target and
every engaged target suffers a hit dealing damage equal to the Blast quality. This also allows for the Ensnare quality to be activated
multiple times.

Empowered (+dd): The attack deals damage equal to twice the linked characteristic (Intellect). If the attack has the Blast quality, it
affects all characters within short range, instead of engaged
Magic Action: Curse (Narrative and Combat), Utility

Additional Effects:

Axii – Sign of water


As a utility spell, the Sign of Axii can be used to influence the minds of weak willed individuals or to distort perceptions. You can make
yourself appear more menacing than usual in the minds of your onlookers (e.g. your eyes flash, or teeth sharpen, or face is draped in
shadow). With an Easy (d) Runes check, can grant the user a b to all Coercion checks. This effect can be maintained with concentration. It can
also be used to calm frightened or startled animals.

As a Curse spell, it can be used to influence the mind of its target(s). Talion may perform an opposed Runes versus Discipline check
against the target; and if the check is successful, may force the target to adopt an emotional state such as fear, friendliness, peace,
hatred, or to believe something untrue or comply with a simple suggestion such that the target believes it to be reasonable. This
effect lasts for roughly five minutes or one round of combat. Talion may spend a to affect one additional target within range of the
spell (and may trigger this multiple times, spending a each time).

Alternatively, as a Curse spell in direct combat, Talion may choose a target at engaged or short range and make an Average (dd)
Runes check. If successful, the target decreases the ability of any skill check they make by 1 until the end of the Witcher’s next turn.
The Witcher may maintain these effects by performing the Concentrate maneuver.

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Misfortune (+d): Whenever the target makes a check, may change one b to a face displaying f.

Additional Target (+d): The spell effects one additional target within range of the spell. In addition, after casting the spell, you may
spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).

Paralyze (+ddd): The target is staggered for the duration of the spell. This effect may not be combined with the additional target
effect.

Magic Action: Attack, Utility

Additional Effects: Close Combat, Fire

IGNI – Sign of Fire


As a utility spell, the Igni Sign can be used to ignite or snuff out candles, torches, and even campfires. In some cases, it can even be
used to enlarge campfires to a blazing bonfire. Some craftier uses of this sign have been to emblaze marks or small messages on hard
surfaces including stone.

The Igni sign is a magic attack and follows all the normal rules for a combat check. Talion chooses a target at engaged or short range
and makes an Average (dd) Runes check. If the check succeeds, the attack deals 6 damage + 1 damage per s, with the Burn quality
equal to ranks in Knowledge (may spend aa to activate Burn, which inflicts base damage (6) at start of the targets turn for a number
of rounds equal to the rating, the target may attempt an Average (dd) Coordination check to extinguish the flames).

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Blast (+d): The attack gains the Blast quality equal to ranks in Knowledge (lore). May spend aa to activate Blast to inflict damage of 1
+ 1 per s to each character engaged with the original target. If the attack misses, the Blast quality may be activated for aaa, in this
case the original target and every engaged target suffers a hit dealing damage equal to the Blast quality. This also allows for the Burn
quality to be activated multiple times.

Deadly (+d): The attack gains a Critical rating of 2 and the Vicious quality equal to ranks in Knowledge (lore).

Destructive (+dd): The attack gains the Sunder quality and a Pierce quality equal to ranks in Knowledge (lore).

Magic Action: Barrier, Utility

Additional Effects: Close Combat,

Quen – Sign of Earth


As a utility spell, with an Easy (d) Runes check, one can perform a dowsing with a simple object (e.g. a stick) to determine a cardinal
direction, or to locate the direction of a general terrain feature (e.g. river, mountain).

In combat, select one target within engaged range of Talion (which may be himself) and make an Easy (d) Runes check. If the check is
successful, until the end of Talion’s next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for
every uncanceled ss beyond the first. The Witcher may maintain these effects by performing the Concentrate maneuver.

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Additional Target (+d): The spell effects one additional target within range of the spell. In addition, after casting the spell, you may
spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).

Defensive (+dd): The target gains ranged and melee defense equal to ranks in Knowledge (lore).

Reflective (+dd): If an opponent makes a magic attack against an affected target and generates ttt or y on the check, after the check
is resolved, they suffer a hit dealing damage equal to the total damage of the attack.

Yrden – Sign of Aether


Magic Action: Curse, Utility

Additional Effects: Close Combat,


As a utility spell; Yrden allows the user to detect magic, sensing the source(s) and direction(s) of magical energies and the ability to
decipher magical inscriptions.

As a Curse spell in direct combat, Talion may place a magical ward that affects all targets at engaged range and make an Average (dd)
Runes check. If successful, the target(s) become magically slowed until the end of the Witcher’s next turn. A target which becomes
slowed must spend two maneuvers to perform any type of move maneuver. The Witcher may maintain these effects by performing
the Concentrate maneuver; if maintained, any target who enters the affected area become subject to the spells effects.

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Enervate (+d): If a target suffers strain for any reason, they suffer one additional strain.

Fire (+d): The spell gains the Burn quality equal to ranks in knowledge. May spend aa to activate Burn, which inflicts base damage (3)
at start of the targets turn for several rounds equal to the rating, the target may attempt an Average (dd) Coordination check to
extinguish the flames.

Range (+d): Talion may increase the range by one range band, extending the ward to affect all targets within short range. Talion may
spend a to exclude one target within range of the spell (and may trigger this multiple times, spending a each time).

Wraith-bane (+d): Your character counts the critical rating of their weapons as one lower to a minimum of 1, when making an attack
against an undead or demonic adversary.

Magic Action: Augment, Utility

Additional Effects: Close Combat,

Witcher Augments
As a utility spell, with an Easy (d) Runes check, Talion can heighten his senses enabling a greater sense of touch, improve his hearing,
increase his range of his sense of smell, gaining the ability to follow scent trails, or enhance his eyesight to spot minute details or find
tracks that others would miss. Talion may activate other aspects of his mutations using the following effects:

Talion targets himself and makes an Average (dd) Runes skill Check; if successful the he may increase the ability of any skill check he
makes by one, until the end of the caster’s next turn.

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Cat fall (+d): Focusing his magic inward, Talion activates his mutations to enhance his muscles, and reflexes. Talion gains the ability to
improve his jumping distances or to fall great distances and land smoothly without injury, Talion increases his jump distance or
reduce fall distance by one range band. Talion may spend aaa to further increase the range band of a jump by one or to decrease the
distance fallen by one range band.
Magic Action: Attack, Utility

Additional Effects: Close Combat, Deadly

Imbued Strike
As a utility spell, or an extension of Alchemy, Witcher’s craft special blade oils and unguents to treat their steel and silver swords to
better combat the weaknesses of their adversaries. The various runes inscribed upon the blades of a Witcher’s sword become a focal
point for these treatments or the channel for mystical energy when striking a foe.

Imbued Strike is a magic attack and follows all the normal rules for a combat check. Choose a target Talion is engaged with and makes
an Average (dd) Runes check. If the check succeeds, the attack deals 6 damage + 1 damage per s, with Critical rating of 2 and the
Vicious quality equal to ranks in Knowledge (lore).

Supplemental Effects:

Before Talion casts this spell, he may choose to add any of the following additional effects increasing the difficulty of the check
correspondingly.

Fire (+d): The spell gains the Burn quality equal to ranks in knowledge. May spend aa to activate Burn, which inflicts base damage (6)
at start of the targets turn for several rounds equal to the rating, the target may attempt an Average (dd) Coordination check to
extinguish the flames.

Poisonous (+dd): If the attack deals damage, the target must immediately make a Hard (ddd) Resilience check or suffer wounds and
strain equal to ranks in Knowledge (lore). This counts as a Poison.

The Witcher’s code:


1) The Contract: Witcher’s do not work for free. Upon taking a contract to hunt a monster, the Witcher
should make a good faith effort to rid the land of the monster. If the Witcher fails, payment received
should be returned to their patron. Likewise, the Witcher should observe professional courtesy and
never poach a fellow Witcher’s contract.
2) Free of Emotion: The Witcher should strive to remain free of emotion and to keep an open mind; often
the most obvious answer is the least true.
3) Knowing Man from Monster: The line between monsters and men can be thin indeed, and the Witcher
must discern what separates the two.
4) Law of Surprise: Witcher’s reserve the right to ask for a child to train as a Witcher in payment for a life
debt.
5) Neutrality: Witcher’s try not to get too involved in politics; it usually ends badly and complicates their
monster-hunting.
6) No Dragons: Witcher’s don’t normally hunt dragons out of respect for this sentient Elder Race.
7) Sanctity of Life: Humans, elves, dwarves, and sometimes even trolls are not the enemy, and the
Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best way to deal
with a monster may not lie in sword or spell.

WITCHER ALCHEMY:
The guild of Witcher’s devised numerous tactics and strategies to combat the forces of darkness and Chaos which threaten
humanity; not only dedicated fighting styles and techniques, the use of direct combat magic called Signs, a derivation of Runic
magic, but the keen use of applied science. Witcher alchemy differs only slightly from the ken of traditional apothecary and
alchemical processes. The magical and alchemical processes each Witcher endures during the Trial of the Grasses and for those
whom survive result in a human with a modified metabolism, accelerated reflexes, heightened perceptions, resistance to toxins
and disease, and an extended lifespan. To maximize on these mutagenic changes; the key was the discovery of mutagens, a
chemical agent discovered within various substances and every monster species. While Mages, Wizards and the various
academics of the sciences use these agents in their own work, the guild of Witcher’s has honed it to a fine art.

To further bolster their prowess in the field; various potions, elixirs and decoctions can be crafted using these secretive
techniques, but all Witcher concoctions are hazardous to those whom have not undergone the Trial of the Grasses. As a result,
each Witcher potion is considered a dangerous toxin to the normal races and can even be dangerous to a Witcher despite their
enhanced toxicity resilience.

Every potion or elixir is treated as a poison when consumed, the character must make a Hard (ddd) Resilience check as an
out of turn incidental or suffer 4 wounds (not reduced by soak) plus 1 strain per t. You or the GM can spend y on the check to
inflict a Critical Injury or force the target to repeat the check at the beginning of their next turn, as the poison continues to
wrack their body. When consumed by a Witcher, this difficulty is reduced by two but this check increases in difficulty by one
for each additional potion consumed during the same encounter, as their toxicity levels increase beyond even their enhanced
thresholds.

Despite these inherent negatives during the art of crafting such alchemical concoctions, the Witcher is granted an automatic x
to spend on a successful crafting check.

Potions and Elixirs:

Name Encum Price Rarity Craft DC Description / Reagents


Tawny Owl 0 50 3 dd Dwarven Spirits, Verbena (2), Arachas Venom,
Alcohest, Wolvesbane (2)
Swallow 1 50 4 dd Dwarven Spirits, Celandine (5), Drowner Brain,
Alcohest, White Myrtle Petals (4)
Golden Oriole 0 150 4 dd Dwarven Spirits, Blowball (4), Light essence,
Alcohest, Celandine, Golden Oriole
Thunderbolt 1 250 6 ddd Dwarven Spirits, Cortinarius (2), Endrega Embryo,
White Gull, Fool’s Parsley Leaves (4), Quebrith
Blizzard 1 200 7 dddd Dwarven Spirits, Golem’s Heart, White Myrtle Petals,
Alcohest, Celandine
Petri’s Philter 1 500 7 dddd Arenaria (5), Dwarven Spirits, Specter Dust,
Alcohest, Buckthorn
White Radford’s 0 25 3 dd Dwarven Spirits, Ribleaf (2), Nekker Heart,
Alcohest, Bryonia
Maribor Forest 1 125 6 ddd Dwarven Spirits, Berbercane Fruit (3), Ghoul Bone Marrow,
Alcohest, Drowner Tongue (2)
Black Blood 0 300 5 ddd Dwarven Spirits, Ghoul’s Blood (4), Sewant Mushrooms (2),
Alcohest, Hellebore Petals
Killer Whale 0 300 4 dd Dwarven Spirit (2), Buckthorn (6), Drowner Tongue (2),
Balisse Fruit (5)
Werewolf Decoction 1 300 7 dddd Dwarven Spirits, Wolvesbane (2), Werewolf Liver,
Alcohest, Arenaria Petals (2)
Wraith Decoction 0 1000 8 dddd Fifth essence, Mandrake root, Blowball, Wraith essence
Smoke bomb Vial 0 25 4 dd
Tawny Owl:
Tawny Owl; otherwise known as a Stamina elixirs, can be taken to provide the patient with a feeling of improved vitality. When a stamina elixir is drunk,
the imbiber benefits from increased reserves of energy over a lengthy period. It ought to be mentioned that hangovers from stamina elixirs can be
particularly dire.

When your character uses a stamina elixir they immediately heal 5 strain. Each subsequent elixir used in the same day heals 1 less strain, so that the sixth
elixir (and further) has no effect. After one day, the lingering effects of the stamina elixir wear off, and your character may again use a stamina elixir to full
effect.

Swallow Potion:
The Swallow Potion helps to heal injuries. They take the form of a drink to be taken orally or a poultice to be applied to the wounded area. The elixir
causes torn flesh to knit back together and broken bones to fuse. Even internal wounds can be cured by Swallow potions.

When your character uses a Swallow potion they make a Simple (–) Resilience check, healing 1 wound for each s and 1 strain for each a. You may
spend x to repeat the check at the start of your character's next turn, as the elixir continues to accelerate their healing. Witcher’s consume these potions to
augment their enhanced healing capabilities and enable them to regrow lost limbs. A process which takes one month before the limb is usable.

Golden Oriole:
Immunity elixirs are concocted to act as antidotes to a wide variety of common poisons and diseases. Once a person has imbibed an immunity elixir, they
will not as easily succumb to the disease or poison it is designed to counteract for a short period thereafter.

Using an immunity elixir immediately nullifies any mundane poisons or toxins currently afflicting your character (some magical or otherwise extraordinary
poisons might not be affected, at the GM’s discretion). In addition, for the rest of the encounter or scene, your character upgrades Resilience checks made
to resist poisons and toxins twice.

Thunderbolt Potion:
Those who imbibe Thunderbolt potions are better able to strike and block blows. Feats of strength; such as hefting weights and shifting objects, are also
facilitated using a Thunderbolt potion.

When your character uses a Thunderbolt potion they increase their Brawn by 1. This effect lasts until the end of the encounter or scene. If your character’s
Brawn is already 5, they instead add bb to all checks using Brawn. When the potion wears off, your character suffers 6 strain.

Blizzard Potion:
Those who imbibe Blizzard potions are better able to react quickly, have increased sure-footedness, and greater manual dexterity. Feats of agility; such as
balancing on ropes and shooting tiny objects, are also facilitated using a Blizzard potion.

When your character uses a Blizzard potion they increase their Agility by 1. This effect lasts until the end of the encounter or scene. If your character’s
Agility is already 5, they instead add bb to all checks using Agility. When the potion wears off, your character suffers 6 strain.

Petri’s Philter Elixir:


Those who imbibe Petri’s Philter are better able to wield the essence of the Verto Magicka. These potions enhance the effect and potency of magic spells
or Signs.

When your character uses a Petri’s Philter Elixir, they add bb to all checks using Arcana or Runes skill. They also decrease the difficulty of all spells cast by
one. This effect lasts until the end of the encounter or scene. When the potion wears off; your character suffers 3 wounds and 3 strain, because of the
strain caused to the mind and body from channeling excess magical energies.

White Radford’s Concoction:


Health elixirs are the most common potions created by apothecaries. They imbue the taker with feelings of warmth and nourishment and are used to ward
off illness. They do not actually heal injuries, although they can help comfort and stabilize an injured individual.

When your character uses this health elixir they immediately heal 5 wounds. Each subsequent elixir used in the same day heals
1 less wound, so that the sixth elixir (and further) has no effect. After one day, the lingering effects of the health elixir wear off,
and your character may again use a health elixir to full effect. A health elixir is a painkiller, and as such can never heal critical injuries.

Maribor Forest Potion:


Maribor Forest tonic imbues the imbiber with reserves of physical and psychological resilience. They do this through mildly soporific effects that deaden
pain and increase feelings of well-being. They also have an effect on the body, shrinking the capillaries near the skin’s surface to reduce bruising and
bleeding, and speeding the clotting process.

When your character imbibes the concoction, they gain +1 soak for your character's next three turns.

Black Blood Elixir:


Every culture in Mennara has its own poisons, ranging from abundant botanical extracts to refined alchemical potions. Most are easy to use, if not easy to
obtain. The Witcher’s have designed a unique variety of poison to aid in combat against necrophage and Vampiric creatures.

With the aid of their mutated body chemistry, a Witcher will consume this exotic toxin to turn their blood into a virulent poison that is toxic to
Necrophage and Vampiric creatures, in which case the target suffers the effects when they ingest it. This potion will keep the Witcher’s blood toxic for the
duration of the encounter.

Characters affected by the poison must make a Hard (ddd) Resilience check as an out-of-turn incidental or suffer 4 wounds (not reduced by soak) plus
1 strain per t. You or your GM can spend y on the check to inflict a Critical Injury or to force the target to repeat the check at the beginning of their next
turn, as the poison continues to wrack their body.

Killer Whale:
Killer Whale is a stiff measure of alcohol mixed with a concoction of stimulating herbs, mushrooms and fish oil extracts. The imbiber becomes capable of
better regulating their circulatory system and speed of their metabolism, effectively slowing their heart rate while improving the efficiency of Oxygen
delivers to their muscles and organs.

When consumed, the user can hold their breath for a number of rounds equal to twice their Brawn characteristic, before the character starts to drown and
begins suffocating (Genesys Core Rulebook 112). The potion also enhances the user’s eyesight and allows for normal vision while underwater.

Werewolf Decoction:
The Werewolf Decoction; otherwise known as a Speed potion, affect the muscles of the drinker, especially those used for running and other forms of
movement. Once a speed potion is taken, the imbiber is better able to sprint for a short period. Speed potions allow for short and immediate bursts of top
performance. Some people have been known to combine stamina elixirs and speed potions for longer periods of high performance. The morning after can
only be described as truly nightmarish.

When your character imbibes a speed potion they gain one additional maneuver during their turn. While under the effects of a speed potion, your
character can perform a maximum of three maneuvers in a turn, rather than two. A speed potion lasts for your character's next three
turns, after which your character suffers 6 strain.

Wraith Decoction:
The Wraith Decoction is a rare alchemical formula comprised of a strong alcohol base mixed with rare herbs; including mandrake root, and essence from
slain wraiths or ghostly spirits. The decoction influences the body which causes the imbiber to be able to shift in between solid material and immaterial
matter. Those under the effects of this decoction can pass through solid objects or flow through cracks in and under windows and doors.

When your character imbibes a Wraith Decoction, they halve all damage suffered before applying to soak; unless the damage is caused by a magic attack or
a magical weapon and become immune to Critical Injuries. If consumed during daylight hours the effects of the potion are extremely short lived, lasting
only for 3 rounds before expiring. If consumed during the hours of dusk until dawn the potion effects will last for the duration of the encounter, after
which your character suffers 6 wounds.

Smokebomb Vial:
Smokebomb vials contain yet smaller vials that each hold different concoctions. When the vials are broken, typically by flinging the main vial to the floor
as hard as possible, the various chemicals mix to produce a cloud of thick, choking fog. The fog is not harmful (unless treated with poison, which must be
purchased separately), though it is unpleasant to be caught within and is impossible to see through.

As a maneuver, a character can throw a smokebomb vial at a point within short range. Upon impact, the vial shatters to create a thick smoke screen large
enough to conceal a single character and other characters engaged with the target. The smoke screen provides concealment worth +2 dice (see the
Concealment section on page 110 of the Genesys Core Rulebook).

Witcher Bombs:
Another strategy employed by the guild of Witcher’s is in the use of Bombs. These are further advances in Alchemical science
and employed in combat against that which threatens humanity. While not inherently as dangerous to use by others like the
potent potions and elixirs, they still have dangers when employed by any.

Every bomb can be used as an Action (unless stated otherwise) and is treated a Ranged skill check following all the normal
rules for a combat check. The GM may spend y on the check, and the bomb explodes in their hand, and they suffer an
automatic hit dealing the weapon’s base damage or the bomb normal effects. The details for each type of bomb are
summarized below.

Bomb Name Skill Dam Crit Range Encum Price Rarity Special
Dancing Star Ranged 12 3 Short 1 1100 8 Blast (8), Burn (2), Limited Ammo (1)
Devil’s Puffball Ranged - - Short 0 225 5 See description, Limited Ammo (1)
Dimertium Ranged - - Short 0 800 7 See description, Limited Ammo (1)
Dragon’s Dream Ranged - - Short 0 800 7 Blast (15), Breach 1, Knockdown,
Limited Ammo (1)
Grapeshot Ranged 8 4 Short 1 150 5 Blast (6), Limited Ammo (1)
Moon Dust Ranged - - Short 0 600 6 See description, Limited Ammo (1)
Northern Wind Ranged - - Short 0 650 6 See description, Limited Ammo (1)
Samum Ranged 6 4 Short 1 150 4 Blast (4), Concussive (2), Disorient (3),
Stun Damage, Limited Ammo (1)

Dancing star:
Dancing star is a pyrotechnic bomb, the various chemicals contained within the bomb ignite when exposed to air upon impact to the target. The viscous
fluids adhere to the targets clothing, exposed skin, arms and armor and burn with an intensity like burning pitch or tar. They may also be set to detonate
by adding a fuse for a short delay timer. If used with a fuse, the character may decide to delay the detonation by up to three rounds in combat or more
based on narrative play. An Average (dd) Alchemy check is required to properly set the device, the GM may spend ttt or y, to cause a premature
detonation and they suffer an automatic hit dealing the weapon’s base damage.

As an action, a character can throw a Dancing Star bomb at a target within short range. This is treated as a Ranged combat check following all the normal
rules for a combat check. Upon impact, the bomb explodes spreading a thick sticky and oily substance which ignites into flame and covers an area large
enough to coat a single character and other characters engaged with the target.

Superior versions of these can create a rating 4 Fiery hazard which persists after the initial explosion, you or the GM may spend to inflict t t these effects
during any check to inflict the hazard on the acting character or NPC during the next three rounds. This effect can be added during the crafting check by
spending a x.

Ingredients: Saltpeter, Sulfur (2), Stammelford’s Dust, Phosphorus, Sewant Mushrooms, Hellebore Petals, Nostrix

Devil’s Puffball Bomb:


The Devil’s Puffball Bomb creates a thick noxious poisonous fog, which is dangerous to be caught within and is difficult to see through as the victim are
overcome by wracking coughs and heavy tears streaming from the eye sockets.

As a maneuver, a character can throw a Devil’s Puffball vial at a point within short range. Upon impact, the vial shatters to create a thick poisonous smoke
cloud large enough to affect a single character and other characters engaged with the target. Characters affected by the poison cloud must make a Hard
(ddd) Resilience check as an out-of-turn incidental or suffer 4 wounds (not reduced by soak) plus 1 strain per t. You or your GM can spend y on the
check to inflict a Critical Injury or to force the target to repeat the check at the beginning of their next turn, as the poison continues to wrack their body.

Superior versions of these can create a rating 4 Toxin hazard which persists after the initial use, you or the GM may spend t t during any check to inflict the
hazard on the acting character or NPC during the next three rounds (provided they are close enough). This effect can be added during the crafting check
by spending a x.

Ingredients: Saltpeter, Sewant Mushrooms, Stammelford’s Dust, Calcium Equum, Endrega Heart, Ginatia Petals, Nostrix

Dimertium BOMB:
Dimertium bombs contain ground particles of the rare ore Dimertium, a metal which interferes with magical energies. Combined with other reagents, this
bomb creates a cloud like a heavy smoke which hangs in the air for a brief time and is an emerald hue in color and sparkles with a glimmering shimmer.
These shimmers increase in intensity when magic is attempted to be used within the area covered by the cloud as it disperses those energies and reduces
the effects.

As a maneuver, a character can throw a Dimertium Bomb at a point within short range. Upon impact, the vial shatters to create a thick smoke screen large
enough to affect a single character and other characters engaged with the target. This is treated as an enhanced version of the counter spell maneuver; all
opponents upgrade the difficulty of magic skill checks twice and this effect persists for 4 rounds until the cloud disperses naturally.

Ingredients: Saltpeter (5), Optima Mater (2), Stammelford’s Dust, Powdered Pearl, Blowball, Bloodmoss, Nigredo

Dragon’s dream Bomb:


The various chemicals contained within a Dragon’s Dream Bomb mixes to produce a cloud of thick, choking fog. While not inherently dangerous in this
manner, these chemicals are extremely flammable and explode when ignited by a flame or spark.

As a maneuver, a character can throw a Dragon’s Dream vial at a point within short range. Upon impact, the vial shatters to create a thick smoke screen
large enough to affect a single character and other characters engaged with the target. The cloud can be ignited automatically by the target(s) if they are
carrying any open flames, such as a torch or lantern, or use any attacks that are fire based. Otherwise, the gases may be ignited if the affected target(s) are
stuck by any form of fire or lightning damage.

Superior versions of these can create a rating 4 Fiery hazard which persists after the initial explosion, you or the GM may spend tt during any subsequent
checks to inflict the hazard on the acting character or NPC (provided they are close enough) during the next three rounds. This effect can be added during
the crafting check by spending a x.

Ingredients: Saltpeter, Phosphorous (2), Stammelford’s Dust, Optima Mater, Mistletoe, Allspice, Bryonia

grapeshot Bomb:
Grapeshot is simple fragmentation bomb; containing silver and iron metallic shards, designed to damage an adversary upon impact detonation. They may
also be set to detonate by adding a fuse for a short delay timer. If used with a fuse, the character may decide to delay the detonation by up to three rounds
in combat or more based on narrative play. An Average (dd) Alchemy check is required to properly set the device, the GM may spend ttt or y, to cause a
premature detonation and they suffer an automatic hit dealing the weapon’s base damage.

As an action, a character can throw a Grapeshot bomb at a target within short range. This is treated as a Ranged combat check following all the normal
rules for a combat check.

Superior versions of these may also be able to inflict Burn damage. These bombs have the additional special quality of Burn (1). This effect can be added
during the crafting check by spending a x.

Ingredients: Saltpeter (2), Calcium Equum (2), Stammelford’s Dust, Blowball, Crow’s eye, Longrube, Nigredo, Sulfur (2)

moondust Bomb:
Moondust bombs contain ground particles of silver ore and is combined with other reagents, including Hop Umbrels, Blowball, Nigredo, and Honeysuckle
powder. This bomb creates a cloud like a heavy smoke which hangs in the air for a brief time and is an azure blue hue in color and sparkles with a
glimmering shimmer.

As a maneuver, a character can throw a Moondust Bomb at a point within short range. Upon impact, the bomb explodes to create a thick smoke screen
large enough to affect a single character and other characters engaged with the target. The fog cloud created dampens the ability of creatures to transform
naturally or magically, such as Lycanthropes or those that can adopt other forms including Vampires.

This in effect Upgrades skill checks to transform twice and negates unwilling transformations. These effect last for 4 rounds until the cloud disperses
naturally.

Ingredients: Saltpeter (2), Quicksilver solution, Stammelford’s Dust, Sulfur (2), Hop Umbrels, Blowball, Nigredo, Honeysuckle

Northern wind Bomb: work in progress


The Northern Wind creates an immediate freezing effect which covers the area with a heavy frost and can incapacitate those caught within it for a short
time. The rare ingredients used in this formula require additional preparation as complex compounds are prepared individually before finally completion of
this bomb. As a result, the typically crafting time for this bomb is double the normal timeframe, the base time is two hours plus twice the rarity in hours. If
using a well stocked alchemy lab, this process can be done in the normal time for crafting. The flash freeze effect generated by these bombs during
detonation can also extinguish any fires from torches, campfires, or even burning oil.

As a maneuver, a character can throw a Northern Wind bomb at a point within short range. Upon impact, the vial shatters to create a thick instantaneous
frost cloud large enough to conceal a single character and other characters engaged with the target. Characters affected by the blast must make a Hard
(ddd) Resilience check as an out-of-turn incidental or become immobilized for the next 3 rounds. The target also suffers 1 strain per t. You or your GM
can spend y on the check to inflict a Critical Injury or to force the target to repeat the check at the beginning of their next turn, as the reagents continues
to freeze their body. Any frozen targets struck by a physical attack will suffer an automatic critical with the Vicious (4) quality.

Ingredients: Saltpeter, Ducal Water, Powdered Pearl, Allspice (2), Stammelford’s Dust, Fool’s Parsley Leaves, Verbena, Quebirth

samum Bomb:
Samum contains numerous powders which cause blindness and a deafening sound and is designed to stun an adversary upon impact detonation. They may
also be set to detonate by adding a fuse for a short delay timer. If used with a fuse, the character may decide to delay the detonation by up to three rounds
in combat or more based on narrative play. An Average (dd) Alchemy check is required to properly set the device, the GM may spend ttt or y, to cause a
premature detonation and they suffer an automatic hit dealing the weapon’s base damage.

As an action, a character can throw a Samum bomb at a target within short range. This is treated as a Ranged combat check following all the normal rules
for a combat check.

Ingredients: Saltpeter, Celandine (2), Stammelford’s Dust, Phosphorus, Foglet Teeth, Blowball, Hellebore Petals, Alchemist’s Powder

Design Notes

C = Shift C c= c a= a s= s
D = shift D d=d t= t f=f
B = shift B b= b x= x y=y

FFG Forum topics


Both Charm Person and Suggestion are going to be used in a more narrative sense, as the way the NPC interprets these
interactions is up to the GM.

For a spell like Suggestion, I would recommend making it Easy for minions and unimportant rivals, and Average for
moderately important rivals. Nemeses should be Hard, and if I was the GM, I would certainly upgrade the check with a
Story Point. Upgrades such as range or affecting multiple targets can be applied normally. You yourself have already
described the effect!

Charm Person is a bit harder (since it governs an entire state of mind), so I would increase the difficulty by one from all
the difficulties I just described for Suggestion. In both cases, I would recommend that in a narrative encounter, the
effects last for five minutes or so, and in a structured encounter, they last for one round. The caster can maintain them
with Concentration, of course.

For Illusions, I would just treat it as if you were summoning a creature. However, since it’s just an illusion, you could forgo
the Summon Ally upgrade, and still have the illusions do whatever you want them to. After all, they wouldn’t be able to
hurt anyone. Again, you can apply any other upgrades as normal.

Question:

In Genesys magic systems. Does spell-casting (ie. taking a magic action) break concentration?

Answer:
No. Not concentrating anymore break concentration. It's just a maneuver you choose to perform or not in order to
sustain a spell that allows it

Quote
Rules Question:
In a previous question about whether or not Ranged Defense was applicable against Magic Attacks it was stated that
Magic Attacks were like Ranged attacks in that regard and that Ranged Defense does apply to the roll. Can you please
explain what things effect a magic attack, is it all things that would affect ranged attacks, such as the penalties for
'Making Ranged Attacks At Engaged Targets' or 'Making Ranged Attacks While Engaged'? Does the Close Combat
effect change the attack to a melee attack or just allow the ability to target an engaged opponent? How do talents affect
the dice pool of a Magic Attack, such as Side Step, Defensive Stance, Dodge, etc..?

Answer:

In short, yes. A magic attack can be treated like any other ranged attack in most respects, which includes ranged
defense and talents that defend against ranged attacks. As for the “close combat” upgrade, you can think of that more
as the same difficulty increase you would see from using a Ranged (Light) weapon to target an engaged foe.

(Of course, if you want to narratively describe your attack as a flaming sword or ice spear, I’m sure your GM would be
fine with the embellishment. They may even let you ignore Side Step or Ranged Defense as a reward for your creativity,
but that’s-as always-something to resolve with your GM and up to their discretion, since it changes the rules as they are
written.)

Rules Question:
For the augment and curse spells, do you actually just add/remove an ability die or do you upgrade/downgrade your
ability dice pool? The way it's worded makes it seem like you just add/remove a green proficiency die. But
adding/subtracting ability dice aren't found anywhere else in the rulebook, and thus I assume it's supposed to be
upgrade/downgrade. Thank you for your time!

Answer:
You are supposed to increase or decrease the ability of the check, which is essentially adding or removing a die, which is
covered in the adding/removing dice step. However, in the case of Cursing specifically, if you only have Proficiency dice
in your pool, you should replace a Proficiency die with an Ability die (effectively downgrading the check).

Question:

Hello, There are several beautiful maps in the Realms of Terrinoth book - however there is nothing by which to judge
scale. Is there any sort of scale available so that rough distances can be determined?

Answer:

Hi Josh! We imagine Terrinoth (page 139) around 250 leagues across at its widest point (roughly 900 miles). Travel time in
days is likely more an issue, and our benchmark is 5 leagues per day on foot on average. It probably would take 7 or so
weeks to cross it on foot (3-4 on horseback), and several days to travel from Tamalir to Greyhaven that way. This is
something the GM can change, though, to best fit the game and the plot. One GM might have Terrinoth as big as the US,
another the size of Europe, a third eh size of France. And all are perfectly fine.

We’re discussing this here and may add some guidance along these lines either in a reprint or online. It’s a great
question and thanks for bringing it up Josh!

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