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1  Products / Fantasy Craft / Re: New to Fantasy Craft on: September 30, 2014, 05:55:53 AM
It really needs to be an early buy to make sense....
Why? Huh? Things are retroactive in Fantasy Craft: no matter what level you gain the feat at you gain all the extra skill ranks you would be entitled to had you taken it from Level 1.
2  Community / License to Improvise / Re: New Species Spellcasting Feat: Monster Spirit on: September 29, 2014, 06:52:55 AM
That said, these feel odd to me. I don't know, the idea of being able to select any combination of spells is off-putting to me. I feel like they should be constrained in some way; by school or discipline, perhaps, but that's still not quite the right feeling.
I can see that: there's not much flavor in them being open.  But I don't think the feats themselves need to have those constraints hard-coded (at least flavor-wise): they're intended to be generic choices that can then be reflavored by GMs and players based on their concept for spells chosen.
3  Community / License to Improvise / New Species Spellcasting Feat: Monster Spirit on: September 28, 2014, 08:28:54 AM
There just aren't enough ways to gain spellcasting through feats.  There are the nice Astral Magic feats, but those have associated skills and that kind of feels clunky for some concepts.  Instead I've created a pair of feats here designed for plucking out the occasional spell to add to your hero to represent some kind of inherent magic, in this case descent from, or being a, bestiary-type monster.

I know Career Level isn't used for any other feats, but it seemed like the safest way to gate these without having to reference something that would skew what kinds of characters could take these feats.  It still may not be enough for balance, but the best I could do was assume that casting something fewer times per scene than a Mage means it's not going to ruin the game.  Possibly there needs to be a cap on how high a Spell Level can be chosen.


Monster Spirit Heir
Type: Species
Pre: Career Level 3+
Benefit: Choose a spell.  You may cast this spell once per scene (twice per scene if Level 1, or choose two Level 1 spells to cast once per scene each).  The maximum Level of spell you may choose is dependent upon the maximum Level a Mage equalling you Career Level could cast (i.e. Level 3 you = Level 3 Mage = Level 1 spell).  You Casting Level for this spell is equal to your Career Level.  You must pay all Preparation costs associated with the spell.
Special: You may take this feat more than once.  Each time you must choose a different spell.

Monster Spirit Scion
Type: Species
Pre: Monster Spirit Heir
Benefit: Choose one of the spells gained from Monster Spirit Heir.  You may cast this spell one additional time per scene.  You may not choose a spell the Level of which is higher than 3.
Special: You may take this feat more than once.  Each time it applies to a different spell chosen for Monster Spirit Heir.
4  Community / License to Improvise / Re: New Base Class: The Geomancer on: September 28, 2014, 07:11:49 AM
Ha ha, more, MAWR! Evil What other combinations can we come up with that deserve a base class?
5  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: September 17, 2014, 10:54:20 AM
One of the things about size that is slightly annoying is that they don't mention what Real World measurements of height and length they are.  That's not necessarily bad if you want to be abstract, but it does make going from one to the other confusing.
6  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 17, 2014, 08:41:30 AM
The feat Dragon-Tailed from the Adventure Companion grants you Tail Slap I.  Devilish Heritage gets you Gore I.  Those are the only two I can recall that Drakes can access.

I think the language of "if you get a second natural attack" is just paranoid lawyer wording: it's there to cover a butt.  In reality the only species that gain access to enough ways to have natural attacks for it to matter are Rootwalkers and Unborn.
7  Products / Fantasy Craft / Re: Third party books, taking a pulse on: September 13, 2014, 01:20:00 PM
-Setting...and a full setting at that.  I would eat up the inevitable splatbooks that detail the world if the setting grabbed me.  Having more species and masterclasses specific to the setting would be a plus.
Me too, though my personal taste would for it to be sword&sorcery.  My perception is that there are a few too many of those around even if for other systems.
8  Community / License to Improvise / Re: New Species Feat: Special Construction (Bone) on: September 13, 2014, 11:13:31 AM
A tighter, more "solid" design can still justify the resistances based on hardness of the bones.
That (and this feat) may be better done by "DR 2/Blunt".
Actually I just realized this would allow AP to bypass it, which shouldn't work on spaced bone.

I think this idea needs two feats: One represents an animated non-undead skeleton, the other a bone-armored skeleton.
9  Community / License to Improvise / Re: New Species Feat: Special Construction (Bone) on: September 11, 2014, 05:37:45 PM
A tighter, more "solid" design can still justify the resistances based on hardness of the bones.
That (and this feat) may be better done by "DR 2/Blunt".
10  Community / License to Improvise / Re: New Species Feat: Special Construction (Bone) on: September 10, 2014, 08:39:42 PM
It just occurred to me that the Resistances only make sense if the unborn is built in the loose manner of a living skeleton.  But one could also build them by overlapping bones to create something a bit more solid.

But that's probably just me being obsessive about it.
11  Community / License to Improvise / New Species Feat: Special Construction (Bone) on: September 10, 2014, 04:54:11 PM
I've hit a golem kick in my glacially slow growing personal setting so I'm on the lookout for even more Special Construction types.  I just happened to have one that I'm going to share for the purpose of stealing and constructive criticism:

* Bone: A complete skeleton -- or perhaps more than one -- your reflexes and dead appearance give friends and foe alike pause.  You gain Bow and Edged Resistance 5, lose lumbering, and each time an opponent attacks you and misses he suffers 2 stress damage.  However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips, and the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.

Of course there is a very nice Revenant race for playing an undead skeleton and I could have simply adopted the species feats from that, except it takes two feats to get the resistances.

One alternative for less baked-in scary would be to remove the stress damage and the reviled.  Possibly I should replace the "1 size category smaller" (intended to simulate loss of all that flesh mass) with Achilles hell (blunt).
12  Community / License to Improvise / Re: New Species: Ophidian on: September 10, 2014, 10:17:50 AM
Plus, I just like longer tails because they make them seem more snake-y.
I just tend to assume flavor sizes don't have to be exact with mechanical sizes: a Dragon-Tailed could have a long tail but somehow all the factors work out so it doesn't have the effects of being Large.
13  Community / License to Improvise / Re: New Species: Ophidian on: September 09, 2014, 08:34:56 PM
....Realistically speaking....
I kill realism and leave its stuff to rot. Grin

I mean if we're doing "realistic" being cold-blooded means you don't have the temperature regulation necessary to be intelligent.
14  Community / License to Improvise / Re: New Species: Ophidian on: September 09, 2014, 04:33:25 PM
Cool.

Though I usually just allow anyone to take the Dragon-Tailed feat.  Saves time, allows you to use the variety of Human Talents.
15  Community / License to Improvise / Re: New Species Feat: Landscale on: August 31, 2014, 06:47:27 AM
Not to be rude, but shouldn't this discussion be going on in the thread with the feat in question?
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