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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: Today at 02:58:49 AM
It seems like it would be hard to narrate a spell that can raise hills and sink swamps, but can't knock over a cottage or even ground a houseboat. Seven Days seems like it should really let you paint in broad strokes. In my mind, the way to limit it is to specify what can be done. Call From Beyond lets you summon a being who might be able to cast earthquake; to me, fretting about it being a Creation spell just seems like quibbling when it is already limited by the casting time and the need to be indirect.
2  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 09:49:19 PM
As-written, the caster can come back as often as he likes to tweak his handiwork, permanently gaining the ability to reshape the selected area (until somebody counters the spell, anyway).

That's how Move Earth is written. I'll leave it up to the crew to deal with templating issues. I was mainly throwing out some ideas for the power I would expect. 
3  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 06:37:39 PM
SEVEN DAYS
Level: 8 Creation
Casting Time: BLAH
Distance: Unlimited within line of sight
Area: 100 ft. Caster Defined per Casting Level
Duration: Permanent
Saving Throw: None
Effect: For the duration of the spell, the caster can move earth, water, and sky. Every ten minutes the caster concentrates, they can do one of the following:
- Move soil and earth to form troughs, valleys, hills, and other stable, sloping shapes in the area
- Change the terrain type in the area by manipulating the soil and water level, shifting wind and clouds, and causing dramatic but limited growth of plants
- Create a structure of soil or stone, no more than a 10 ft. times caster level sphere, such as a stone bridge or a series of tunnels, that is stable.
- Cause a localized collapse that duplicates the spell earthquake. The gradually increasing tremors give creatures in the area at least 1 minute to flee, more for creatures with tremorsense or excellent hearing.
After the spell ends, stable structures and composition of the area (water, sand, etc.) remain the same unless altered by outside forces, but unnatural changes to weather and vegetation vanish, causing the area to revert to revert to an appropriate terrain type.
4  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 26, 2014, 06:19:24 PM

'Tis a sad but true fact that the Fantasy Craft line isn't faring so well on the sales end these days. The numbers haven't tanked by any means but they're low enough that putting another book on press for the line isn't a wise business decision. POD gives us the opportunity to get it out there in print without absorbing (in this case, probably eating) a significant chunk of change.

That's very understandable considering how far out we are from the "d20 glut." Fantasy Craft was a line conceived in a certain era. If there is going to be a FC renaissance, it will come after the publication of Spellbound, not before.
5  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: November 10, 2014, 02:20:15 PM
Someone armed with three knives is definitely armed with two knives. To argue otherwise is to become a John Cleese skit.

That's different than being armed with a "single" weapon.
6  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 10, 2014, 03:34:16 AM
Necromancer (Specialty)
You have insight into the world of shadow and death.
Requirements: Sorcery campaign quality
  • Bonus Feat: Spell Power
  • No Pain: You may ignore the first fatigued or shaken condition you gain each scene.
  • Paired Skills: Each time you gain ranks in the Spellcasting skill, you gain equal ranks in the Investigation skill. This may not increase your Investigation skill beyond its maximum rank.
  • Turning: Choose spirit or undead. Once per combat you may Turn characters of this type.

Challenge: Tall (Talent)
7  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 03, 2014, 12:21:14 AM
Instructor (Specialty)
You seek a worthy successor for your expertise.
  • Bonus Feat: Mark
  • Attribute Training: The lower of your Intelligence or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
  • Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
  • Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank
  • Sharp Mind: You gain 1 additional skill point per level.

Challenge: Strongman (Specialty)
8  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 02, 2014, 06:43:50 PM
Pioneer (Specialty)
You didn't strike out on your own; you brought a wagon train.
  • Bonus feat: Basic Skill Mastery (Horseman)
  • Attribute Training: The lower of your Constitution or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
  • Tenacious Spirit: You gain 1 additional vitality point per level.
  • Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.
  • Land Vehicles Focus: You gain the Ride skill's Land Vehicles focus.

Challenge: Refined (Talent)
9  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: August 21, 2014, 04:54:57 PM
Second Printing, pg. 185, Table 4.25

"Ogre: Force 1 special adversary or 1 mob to make a DC 15 Morale check (see page 379)"

To me, it looks like automatic on a hit, but going by the idea that each situation usually forces only one Morale check, only the first hit per scene.
10  Products / Fantasy Craft / Re: Third party books, taking a pulse on: August 21, 2014, 04:53:06 PM
Not really sure I'm looking for something like this.  I really like humor, but I'm not sure FantasyCraft is the system for doing it deliberately.

Also "cheap jokes and lazy satire" is both vague and not inspiring a description.

I wouldn't hold your breath about the actual content, either.
11  Products / Fantasy Craft / Re: Third party books, taking a pulse on: August 14, 2014, 03:22:37 AM
Unicorn Resistance is basically, on the one hand, a genre guide to playing humorous campaigns, and on the other, a collection of cheap jokes and lazy satire. Large chunks of it are done, and it wouldn't be a herculean task to make it more done, but it does need some work.

The cover art that Astrid did for me:

12  Community / License to Improvise / Re: New Species: The Myrmidon on: August 11, 2014, 06:46:39 PM
I'm thinking enhanced natural attacks and special powers, and mental powers, especially the ability to inspire conformity in others. Insects also have very different senses, so maybe some nice sensory bonuses.
13  Products / Fantasy Craft / Third party books, taking a pulse on: August 11, 2014, 01:48:48 PM
So, I started working on Unicorn Resistance a million years ago. I was sanguine at first, and then parts of it proved more challenging than I expected, and then official releases for FC started to slow and then stop... Anyway, it ended up on the back burner, and now I've noticed that the liquid has all boiled off and the pot it's in is sticky and awful, and so forth.

So I'm going through old projects and devising my production schedule. Here's my question: what's the enthusiasm level for third party books at this point?
14  Community / License to Improvise / Re: New Species: The Myrmidon on: August 11, 2014, 01:40:11 PM
At first glance, this looks pretty sweet.

However, it looks like they never gain the benefits of skirmishing, since they have thick hide.
15  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: July 23, 2014, 02:45:57 AM
SALESMAN
The only thing you've got in this world is what you can sell.
  • Attributes: +1 Charisma, -1 Wisdom
  • Base Speed: 30 ft
  • Basic Skill Mastery: You gain Basic Skill Mastery (Actor) as a bonus feat.
  • Basic Skill Mastery: You gain Basic Skill Mastery (Trader) as a bonus feat.
  • Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the young at heart. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).
  • Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
  • Enlightened Haggle: Your maximum Haggle rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.

Challenge: Cabin Boy (Specialty)
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