Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 22, 2013, 12:58:41 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: 1 2 [3] 4 5 ... 71
31  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 03, 2013, 08:54:09 AM
Beast Species

Unicorn
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: None
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Enlightened Acrobatics: Your maximum Acrobatics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Fast Runner: You gain the superior runner I NPC quality.
Improved Sense (hearing): Your hearing range is doubled and you gain a +4 bonus on hearing-related Awareness and Perception checks.
Minor Telekinesis: You may handle objects as if you had hands but are not actually considered to be "touching" said objects for the purposes of effects triggered by them.
Natural Attacks: You gain the Gore I and Kick I natural attacks.
32  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 06:06:23 PM
Okay, updated OP with campaign qualities.  Decided on Lesser Heroes and took out Wild Magic because it's not exactly what I was thinking of.  I'm not really sure on Miracles because I don't really have the feeling Paths are any more what my gods grant than just Spellcasting.
33  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 03:41:15 PM
Thinking about that a better comparison is 3 attributes at 14 and 3 at 12 for 36 while 32 gives you 3:14, 1:12, 2:10.  Also 36 will get you 1:16, 1:13, 4:12; 32 will get 1:16, 1:13, 2:12, 2:10.

That latter sounds kind of what I thinking of (in terms of how bad it is to have too high a "natural" advantage), though I'm probably missing some implications.
34  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 03:16:25 PM
Opposable Thumb Species

Not only are humans a token race they don’t even have their own species!  Instead, to account for the wide variety of “human”-oids needed for a setting like this the species from the core book have been converted to Talents that, when combined with the formerly-Human Talent choices and Species Feats, form the super-species Pan.

Pan
--As Human, with the following additional Talent choices (NOTE: Unless stated otherwise in the Species Feat section you must have the talent that corresponds to a Species to take feats with that Species listed as a prerequisite.):

* Stout: Your bred-in toughness and tenacity compensates for the short jokes.
--Stats as Dwarf, replace “Darkvision I” with “Hearty Appetite” and “Enlightened Crafting” with “Enlightened Resolve”.
* Digger: You are a tough ball adapted for venturing into the earth.
--Stats as Dwarf, replace “Enlightened Crafting” with “Natural Attack: Claw I”.
* Elder Race: You are a remnant of a past cycle, crotchety from clinging to your old ways.
--Stats as Elf, type changed to Folk.
* Reborn Race: You are a part of an Elder race that has given up its old ways so you can live.
--Stats as Elf, type changed to Folk, attributes: +3 Cha -1 Con, lose Aloof, Burden of Ages, and either Keen Sight OR Sharp Hearing.
* Titan: Your size is the thing that worries you the most.
--(As Giant, replace “Hurled Proficiency” with “Crunch!”.)
* Nightbreed: Shyness means you’re more comfortable in the dark.
--(As Goblin.)
* Brute: All that violence is to protect a vulnerable core.
--(As Ogre.)
* Hot-blooded: You have no patience for description.
--(As Orc.)
* Feral: You’re some kind of throwback.
--Stats as Saurian, remove “+2 Dexterity, -2 Any” and “Cold-Blooded”.  Natural Attack types may be changed at GM discretion.

This super-species should be used when creating all human, elf, dwarf, orc, ogre, goblin, giant, lizardman, fishman, beastman, etc characters.
35  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 02:48:03 PM
Most importantly I'm not sure whether I should use Lesser Heroes or not: I don't really understand how lesser it makes characters.
36  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 12:34:52 PM
Quote
look upon those who do as dangerous cooks

First-time fugu chefs, perhaps?
Given the source material that's a real threat.

On the whole, it looks like a fun setting.  What campaign properties were you going for?
You mean like campaign qualities?  Or the types of adventures?

For the latter I figure it's the usual adventure staples: rescue kidnapped people, save a place, solve mysteries, find amazing stuff, win contests, any of which might involve foiling a plot by a bad-guy.

For campaign qualities it's a bit difficult because I'm not quite sure how to evaluate what effect each has on how the play will look.  Here's what I've got so far:

Campaign Qualities
Adventure Insurance
Bold Heroes
Fast Interests
Flexible Magic Items
Luck Abounds
Miracles
Plentiful Magic Items
Sorcery
--Easy Magic
--Lost Magic: Weather, Compass, Charm
--Non-existent Magic: Blessing, Calling, Foresight, Shadow, Divination, Word
--Wild Magic

New Campaign Qualities
Dramatic Healing: Characters heal Career Level Vitality per minute, Wounds per hour, and Critical Injuries per day of rest.
Force of Personality: Charisma modifier is added to Will instead of Wisdom.
Eye for Business: Wisdom modifier is added to Lifestyle instead of Charisma.
37  Community / License to Improvise / Monsterverse: A Setting Where Humans are the Token Race. on: February 02, 2013, 09:29:05 AM
I finally get to design a FantasyCraft setting, and I’ve settled on one that allows me to tinker around with my favorite part of the system: species.

Premise: There’s a lot of stuff out there to see.

Inspiration
Mostly nothing: I came up with the majority of this on my own.  I'm sure I could point out media that contributed minor details, but the big ideas come from philosophy I've developed without any outside influence I can see.
I should probably give a little credit to the Mon genre: the protagonists capture/recruit, collect from and battle with a diverse population of creatures with powers.  Pokemon is the ur-example, but this setting actually draws most of its inspiration from the anime Mon Colle Knights where the “monsters” can be sapient and are in fact the main inhabitants of the setting and thus do most of the “life” having with humans being a token presence.
There are also a great number of action adventure Saturday-morning cartoons I have to give credit to, too many to list.

Tone: Honestly I can’t create anything heavy, so light and self-aware except where other is needed.
Genre: Daring Adventure.  There’s definitely action and saving stuff, but nothing on an epic scale.  Similarly the characters can seem ordinary yet may pull off paragonic skill or just be damn lucky.
Era: Anachronistic.  Reason-Era tech is available (perhaps slightly re-flavored) but contemporary stuff will be allowed wherever I don’t have to design more than simple new rules for it.

Belief/Faith/Religion: Beliefs tend to be local.  Most people don’t believe in all-powerful, far-reaching forces and even look upon those who do as dangerous kooks.  Gods have geographic regions which they patrol and any influence outside them requires the intervention of underlings: legions of lesser spirits, who are only as bound to the god as they feel like (or can get away with in the case of more tyrannical deities).  Even mortal followers are necessary to go place the god cannot and do things the god is too busy for.  Mythologies thus tend to work out like bureaucracies with all the slacking off that entails, while religions are like sports team fandoms and have the same kind of rivalries but also the same lack of global conversion.
There are legends that a long time ago there were spirits that were super-powerful and far-reaching.  But all this power didn't make them any better gods, and often times they just abused it by being petty and cruel.  Eventually gatherings of mortals and spirits toppled some of these "tyrants" and convinced others to give up their power, making way for the current power limits.  (Some scholars posit that this is just a metaphor for the transition to democratic power developed in ancient times.)

Magic: There is really nothing that can be called “magic” in this setting in the sense that there are no forces that could be considered “supernatural”.  There are fantastic powers, but they are a normal part of the setting and only approach magic in the sense that someone in our world might not understand the physics behind certain phenomena.
Spellcasting is simply the redirection of energy to fantastic ends, both types we’d be familiar with and special kinds of energy unique to the setting.  The type of energy, the focus, and how the energy is redirected all determine different outcomes and thus a style’s features are based on what they need for desired result.


Campaign Qualities
Adventure Insurance: Someone who will look out for you is the greatest power there is, and people don’t forget that.........at least when they’re reminded.
Bold Heroes: Courage is paramount to an adventurer: it’s all that separates them from the ordinary folk.
Dramatic Healing: It’s ridiculous how fast heroes are ready for the next adventure.
Fast Interests: In the fast-paced world of adventure you have to be able to pick up information, um, fast.
Force of Personality, Business Sense
Flexible Magic Items: All sorts of crafters end up creating magic items that they are as diverse as people.
Lesser Heroes: Raw natural potential is exceedingly rare, and it’s up to skill and luck to make up the difference.
Luck Abounds: 1-in-a-Million chances seem to crop up 9 times out of 10.
Plentiful Magic Items: With almost everyone doing magic there’s a glut of items around.
Sorcery (Easy Magic): Power lies everywhere and some forms are quite simple to learn.
--Lost Magic: Weather, Compass, Charm
--Non-existent Magic: Blessing, Calling, Foresight, Shadow, Divination, Word

New Campaign Qualities
Dramatic Healing: Characters heal Career Level Vitality per minute, 1 Wound per hour of rest, and Critical Injuries per day rather than per week.
Force of Personality: Charisma modifier is added to Will instead of Wisdom.
Business Sense: Wisdom modifier is added to Lifestyle instead of Charisma.


Index
Opposable Thumb Species
Beast Species
Species Feats
38  Community / License to Improvise / Re: Holy Origins, Batman! on: February 01, 2013, 06:56:14 PM
Giving it a shot is better than having everyone make mistakes which someone then goes around correcting.  Right?
39  Community / License to Improvise / Re: Holy Origins, Batman! on: February 01, 2013, 05:28:21 PM
That is assuredly true. But it's hot, dirty work.
If I knew how and all the correct entries and point values I'd do it.
40  Community / License to Improvise / Re: Holy Origins, Batman! on: February 01, 2013, 12:47:13 PM
Wiki needs to be cleaned up if that is the case: not only are the prices wrong, but there's a whole host of stuff that needs clearer naming and clearer description.
41  Community / License to Improvise / Re: Holy Origins, Batman! on: February 01, 2013, 12:41:26 PM
Wiki says Natural Camouflage is worth 2 points.
42  Community / Wiki Development / Re: Wiki Temporarily Closed on: January 31, 2013, 09:21:10 AM
As far as I can tell the wiki is back to working, but there's no Wiki tab on your home page.
43  Products / Fantasy Craft / Re: Tuesday on: January 30, 2013, 08:31:33 AM
End result: Getting into a challenge with a guy who has Challenge Mastery is dangerous.
Honor Before Reason gets you killed.  Keeps the population in check.
44  Products / Fantasy Craft / Re: Tuesday on: January 29, 2013, 06:20:49 PM
They will not. They are divine classes, rather than casting-classes. TBH, Spellbound's 20 classes have sort of drained the caster well for yours truly...
Can we assume, then, that these won't be reprinted in a larger supplement any time soon?  (Ever is okay for you not to know at this time.)
45  Products / Fantasy Craft / Re: extra arms quality for NPCs? on: January 29, 2013, 01:23:46 PM
Four-Armed
The extras come in very handy.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.
Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.


And then take Many-Armed for six arms.
Pages: 1 2 [3] 4 5 ... 71


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!