Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
September 01, 2015, 11:15:51 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
1  Products / Mistborn Adventure Game / Re: Malifaux on: July 03, 2012, 05:03:20 AM
Well, the first thing to consider for the conversion is that Mistborn is based on a trinary distinction of "No Powers / Minor Powers / Major Powers", so I want to hash that out for Malifaux. What I'm managed to glean from the rulebooks and fiction so far is:

Minor Powers
*Bearer (owner of a rare magical artifact or a bound mystical servant)
*Sorcerer (limited caster trained in a single kind of magic, such as necromancy or divination)
*Steampunk (basically steam-powered cyborgs)

Major Powers
*Arcanist (fully-trained wizards and practitioners of the Old Magic)
*Neverborn (demons and humanoid abominations)
*Steamfitter (mad scientists and arcane engineers)
*any two minor powers (a good option, since there are several canonical dual-trained people)

And that's where I stand right now on the power rankings. ^_^
2  Products / Mistborn Adventure Game / Malifaux on: June 29, 2012, 07:03:35 PM
Not sure who's familiar with it, but I'm currently working on writing up a Mistborn RPG conversion for the Malifaux setting.

For anyone not familiar, Malifaux is a steampunk-horror miniatures wargame with a very rich and slightly gonzo setting. The premise is that magic was a real force on Earth but started to fade in classical times, leaving only a few people capable of wielding arcane abilities. A little before the Napoleonic Era, a mystic rip tore open between Earth and a parallel world of darkness. Explorers discovered that Malifaux was the source of vast mineral resources, including a substance that could replenish a person's own magical energies, which was called soulstone. Despite some setbacks and a couple of disasters, the drive to colonize the new world continued apace.

In the current timeline, it's 1901 and a long-time cold war over the control of Malifaux's resources are heating up. Also, the demonic natives of the dark world are beginning to agitate against the colonists more seriously than simply picking them off a few at a time. In short, it's a dangerous and rewarding time to be in Malifaux, so new people arrive every day.

Rather than "crews," characters gather into "gang" and "factions" and can be members of existing factions like the Guild or the Resurrectionists, or strike off on their own to create a new power bloc. Right now the big mechanical change I'm thinking of (besides removing allomancy, feruchemy and hemalurgy in favor of the setting's magic) is replacing Destiny and Tragedy with Obsession and Taint. Since Malifaux is a horror setting, the themes are slightly different from Mistborn (which is ultimately a heroic dark-fantasy setting). Obsession represents the drive of a character and is basically the same as Destiny, while Taint encompasses both Tragedy (since a personal loss is a stain on your soul) and the potential for something supernatural to be wrong with you (like having a necrotic infection that might be slowly changing you into one of the undead).

I'll be posting up my notes as I work on the conversion. Is this something that people would be interested in?
3  Products / Mistborn Adventure Game / Re: Delivery wait on: May 22, 2012, 01:55:48 AM
Waiting for this with bated breath. ^_^
4  Products / Mistborn Adventure Game / Re: Guns and Tin - A Houserule Discussion on: January 13, 2012, 08:54:43 PM
The problem is that people think "pewter" and immediately think "super-strength," which isn't true. At least, it's not only that. Pewter gives you improved balance, increased hand-eye coordination, lessened fatigue, better stability--all things you need to fire a gun effectively. I don't see a problem using pewter to improve firearm combat, all things being equal. Given the level of abstraction in the game's combat mechanics, it makes as much mechanical sense as it does narrative sense, which is always a happy coincidence.  Grin

At the most, I might allow a Tineye to ameliorate some of the range penalties for sniping, but a lot of physicality goes into shooting a gun. I went target shooting with my family this last weekend; if you've never shot a handgun before, I imagine it looks easy--but it's not.
5  Products / Mistborn Adventure Game / Re: Which covers do you have? on: January 13, 2012, 03:57:05 PM
I have both the US hardcovers and the US paperbacks. I much prefer the hardcover art, and I'm glad the game art looks more like that. =)
6  Products / Mistborn Adventure Game / Re: Are you using the Mistborn rules for anything else? on: January 09, 2012, 11:44:03 PM
I'm actually working on using the rules for a steampunk setting. The only powers-based assumption in the core rules is that powers exist, and that there are three degrees of powers (no powers, weak/focused powers, and strong/versatile powers). With that in mind, I'm working up a steampunk setting where the power tiers are:
*Weak: No powers
*Average: Mutant or Escaped Lab Project
*Strong: Mad Scientist or Steamborg

I'll need to wait for the Alloy of Law supplement for full rules on guns, but they seem to be pretty doable now with some fudging. The only other thing that needs work is the cost for props without the assumption of "metal = more dangerous." I'm really psyched about it.
7  Products / Mistborn Adventure Game / Re: Long Beats - The Problem with Protracted Politicking on: January 07, 2012, 05:56:31 PM
I would just rule that you can't recover resilience during an active conflict, since you're not getting a chance to "rest."
8  Products / Mistborn Adventure Game / Re: Thieves in the Ninth House? Timeline? on: January 01, 2012, 05:11:54 AM
Well, if you wind up needing any more freelancers for the Mistborn line, keep in mind I'm still available. ;-)
9  Products / Fantasy Craft / Re: I just got it! on: October 10, 2009, 01:54:50 AM
Have you been hearing snippets of 'All Along the Watchtower' lately?  Grin

Frak. I'm a Cylon.  Angry

Jeremy Puckett
10  Community / License to Improvise / Re: Sorcery on: October 10, 2009, 01:04:27 AM
In case you haven't seen it yet, the Dark Ritual feat in Call to Arms: The Infernalist grants a coup de grace trick that grants spellcasters a nice benefit for blood sacrifices.

I saw that! It's cool, I agree. And I think that it doesn't really conflict with my idea for an all-blood-all-the-time sort of sorcery; it just adds another layer to it. ^_^

Jeremy Puckett
11  Community / License to Improvise / Re: Sorcery on: October 04, 2009, 10:21:57 PM
Would a Mage be able to stab someone else (attack with edged weapon) for the damage?  (or with a weapon with Bleed?)  Or are you specifically talking Wound damage versus Vitality?

The way I've written it (and the way I envision it working) is that you need a few moments to have access to the blood to do anything useful with it. Thus, you have to take it from yourself or a willing/helpless person (who is, by virtue of being willing or helpless, holding still while you cut them). I could see room for some advanced spellcasting feats that let you use blood spilled as part of an attack, but that's not a default part of the quality. And it's just damage; if you have vitality, it comes off that first.

Jeremy Puckett
12  Community / License to Improvise / Sorcery on: October 04, 2009, 04:38:55 AM
I've been kicking around a campaign setting for Fantasy Craft where magic is powered by blood sacrifice. As I was thinking about it, I realized that with the way campaign qualities are set up, there are lots of potential directions for magic in an FC game. I figured I'd post up my idea for blood magic here, and see if I could get any input, or if anyone else wanted to show off what they're doing with magic in their campaign.

Campaign Quality: Blood Magic (2 Action Dice)
Magic does not come without sacrifice--specifically, blood sacrifice. In order to use sorcery, a caster must inflict upon himself or a helpless or willing victim an amount of damage equal to the spell point cost of the spell. Casters still have their usual spell point limit for each encounter; the blood spilled is an additional cost of using magic. Spilling blood is a free action if the caster has a sharp implement in hand, or a half action if he must use desperate measures to draw the blood (such as biting through his own skin, or so on).
If the blood sacrifice causes the death of a sentient creature (either through dealing enough damage or by inflicting a coup de grace on a helpless foe), the spell gains the Potent Magic quality.

Got any interesting ones?

Jeremy Puckett
13  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: September 30, 2009, 05:49:09 AM
Since I like the idea of plant-people, but I don't like them being ents (sorry, rootwalkers), here's my take on a PC plant race for Fantasy Craft.


Forgot the pic!


Jeremy Puckett
14  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: September 30, 2009, 02:38:40 AM
Since I like the idea of plant-people, but I don't like them being ents (sorry, rootwalkers), here's my take on a PC plant race for Fantasy Craft.


You’re a mandragoran, a humanoid plant being with leaves, vines or flowers in place of hair and personal coloration that changes with the seasons. As part of a race that has no need for traditional food, only water and sunlight, you lack much of the ambitious drive of animal-descended intelligent life and come from a culture primarily dedicated to philosophical thought and the creation of beauty. While your people live in harmony with nature, they see nothing wrong with manipulating the environment to produce beautiful or interesting effects.
Your people prefer to live in close contact, and have far less modesty or sense of personal space than humans. While you are not especially long-lived compared to humans, you take an attitude toward life that is more laid-back and calm. You are quite capable of quick action when a threat arises, but your preference is toward contemplation and artistry. Your greatest defense from more aggressive races is your powerful charisma, backed up by chemical secretions that most species find pleasant or even intoxicating. You are attractive (if alien) to most humanoids, enhanced by your tendency to wear very little clothing, the better to soak up the sun.
Common Personality Traits: Artistic, bemused, calm, friendly, lazy, passive, sarcastic
Common Physical Traits: Vine or branch hair, green or blue skin, thorny fingertips, sprouting blooms
Example Names: Abjaya, Anala, Daru, Gajra, Kala, Kumuda, Madhur, Mukul, Nirja, Usha, Vadin
Splinter Race Feats: Blossom Child (cherry, chrysanthemum, rose, and others). Unless you choose one of these, you’re a “greenleaf.”
Type: Medium (1×1) biped plant with a Reach of 1. Your maximum wounds equal your Constitution score.
Attributes: +2 Charisma, –2 Constitution
Base Speed: 30 ft.
Achilles Heel (Fire): All fire damage you suffer is doubled.
Charming Pheromones: Once per session, you may improve the Disposition of any 1 non-adversary beast or folk NPC by 5.
Floral Needs: You do not require food, but you need twice as much water as the average character. If you go more than a week without being exposed to sunlight for at least an hour, you suffer the effects of starvation.
Iconic Specialties: You gain your Specialty’s bonus feat only if you’re an Archer, Aristocrat, Artisan, Bard, Druid, Fencer, Mystic, Ranger, Vanguard, or Warden.
Inquisitive Mind: You gain two additional Interests.
Light Sleeper: Sleeping is never a Terminal Situation for you.
Limited Proficiencies: You begin play with 2 fewer proficiencies (min. 0).
Natural Camouflage: You gain a +5 gear bonus to Blend checks while in forests or jungles.
Slow Regeneration: Your “flesh” knits more surely than that of animal life. When you suffer a critical injury, it has a base healing time of 1d4 weeks rather than 1d4 months.

I spitballed slow regeneration, and I gave charming a cost-break since it only affects 2 creature types. Otherwise, I think the balance holds. I'm still working on the write-up for "Blossom Child", and I should be able to post it in the next day or two. Let me know what you think!

Jeremy Puckett
15  Community / License to Improvise / Re: [Fantasy Craft] Ravenloft on: September 29, 2009, 11:46:47 PM
Unnatural Constitution: You may avoid receiving the fatigued or unconscious conditions from taking damage to your wounds a number of times per scene equal to your starting action dice.

Caliban always struck me as being hard to put down. The kind that when they snap, you hit them and hit them, and they feel the pain but all it does is makes them want to hurt you even more.

This is a good idea, Glimmerrat. Considering the debate about SC vs. FC, though, it might be better as "You do not suffer the fatigued condition from losing all of your vitality points" or something suchlike.

Jeremy Puckett
Pages: [1] 2 3

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