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31  Products / Fantasy Craft / Re: Bow Supremacy on: February 10, 2014, 11:49:14 AM
RAW, no. The stance is not increasing the damage done by the ammunition but the attack itself

But it doesn't say base damage, just damage.
32  Products / Fantasy Craft / Re: Questions on: February 10, 2014, 11:14:31 AM
Draconic Heritage can be taken by Drakes? 

Yes! Drakes are an option to let you play a dragon, but Drakes are not themselves dragons. I highly recommend Draconic Heritage, and if it suits you, grabbing Truescale (probably through the Sorcerer Specialty, or one of the custom specialties posted on this site). If you have the Adventure Companion, you'll want to snag Larger Than Life. if you don't have the Adventure Companion, you'll want to snag the Adventure Companion. Smiley In addition to some great settings and inspiration, it's loaded with all kinds of character options.
33  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 11:09:11 AM
Quote
Special: When you take this feat, you may accept a permanent -2  to Appearance to select another species feat with the prerequisite "Level 1 only."
That is a brilliant twist on the usual formula.

Thanks. Note that it's a fairly soft penalty, so this needs to be balanced around the idea you will probably take it.
34  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 11:04:44 AM
Sorry, lost Internet for a while.

Prizes

Artifacts
Artifacts aren't necessarily magic items. A battlesuit is just a suit of armor that boosts Strength and adds flight and some offensive capabilities. A ring could be an alien artifact, rather than a magic item.

Empowerments
This is a new category of Prize. They work like magic items, but rather than being tangible items, they are effects. Thus, when discarded, they generally go away. They can represent the Power Cosmic, an accumulation of energy, or simply a way to represent super-powers that replace normal equipment.

Empowerments can take up slots; for instance, something that grants or enhances an energy blast might require one or two hands. Or, something like a fire damage aura might preclude wearing armor.

Characters might be able to craft empowerments through science, or they could be found as Prizes during an adventure. Some feats might afect them.

35  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 01:36:48 AM
Thematic Paths

Thematic Paths have exactly the same sctructure and benefits as Divine Paths. You can use some of the existing Paths judiciously as they are: the Path of Strength, notably.

Path of Invulnerability
Invulnerability I: You gain Thick Skin as a bonus feat.
Invulnerability II: You gain the monstrous defense NPC quality.
Invulnerability III: You gain Thick Skin Evolution as a bonus feat.
Invulnerability IV: You gain the cagey I NPC quality.
Invulnerability V: You gain Thick Skin Superiority as a bonus feat. Also, your Constitituion increases by 2.

Path of Flight
Flight I:  You gain Flight Basics as a bonus feat.
Flight II: You gain Fast Flight as a bonus feat.
Flight III: You gain Flight Evolution as a bonus feat.
Flight IV: You gain Jet Flight as a bonus feat.
Flight V: You gain Flight Superiority as a bonus feat. Also, your Dexterity increases by 2.

Path of Training
Training I: You gain +5 on Knowledge checks. You also gain a bonus to Reflex saves equal to your Training Step.
Training II: You gain Basic Skill Mastery as a bonus feat.
Training III: You gain Iron Will as a bonus feat.
Training IV: You gain Exceptional Skill Mastery as a bonus feat.
Training V: You gain Legendary Skill Mastery. Also, your lowest attribute raises by 2.
36  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 01:36:27 AM
Feats

Species Feats

Misfit of Science

Although not a mutant, you have been physically transformed by an accident or experiment.
Prerequisites: non-Mutant, non-Android
Benefit: Your highest attribute increases by 1, you gain a +2 insight bonus with saves against diseases and poisons, and you may take feats as though you were a mutant. However, the Dispositions of non-mutants who are not aware of your Species decrease by 10.
Special: When you gain this feat, you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only."

Pass for Human
Your mutations are subtle and you have hidden your true nature from the world.
Prerequisites: Mutant, Level 1 only, no Appearance penalties from feats or class abilities
Benefit: The reviled quality does not apply to you unless you purposefully reveal your mutant nature; you can even attempt to pass off overt power uses with a Lie check as something else. Your Panache also increases by 2.

Talented Mutant
You're not just another pretty, blue face.
Prerequisites: Mutant, Level 1 only
Benefit: Pick one human Talent. Gain any one line item from that Talent, including attributes, but not including a bonus feat or any trait that grants action dice.

Tough Hide
Your body is covered with a tough hide that turns blows.
Prerequisites: Android or Mutant, Level 1 only
Benefit: You gain thick hide 3; you’re considered to be wearing partial armor that provides Damage Reduction 3. This Damage Reduction does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
Special: When you take this feat, you may accept a permanent -2  to Appearance to select another species feat with the prerequisite "Level 1 only." You may not exercise this option if you have already taken an Appearance penalty to gain another feat. You may instead reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only."

Tough Hide Evolution
Your skin can turn blades.
Prerequisites: Tough Hide
Benefit: You gain thick hide 4 (giving you a minimum of DR 5 in conjunction with Tough Hide).

Tough Hide Superiority
Your skin can turn bullets.
Prerequisites: Tough Hide Evolution
Benefit: You gain thick hide 5 (giving you a minimum of DR 7 in conjunction with Tough Hide and Tough Hide Evolution).

Wings
You have natural wings.
Prerequites: Mutant, Level 1 only
Benefit: You gain winged flight with a speed of 40 feet.
Special:  When you gain this feat, you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only."

Wing Evolution

Wing Superiority

Super Feats

Energy Beam Basics
You can project an energy attack.
Benefit: Choose one of the following damage types: cold, electricity, fire, heat, lethal (AP 2), sonic. Once per round as a half action, you may project a beam up to 60 ft. inflicting 2d6 + your Con modifier of that damage type. Make a ranged attack to hit. Opponents may make a Reflex save with a DC of 10 + the number of Super feats you possess + your Con modifier to take half damage.

Fast Flight
You can accelerate to high speeds.
Prerequisites: Fly speed of at least 30 ft.
Benefit: You can fly at 5 MPH, +5 MPH per Power feat you possess.

Flight Basics
You can loft from the ground.
Benefit: You may manifest Feather Fall at will. Using a levitational boost, you gain a +5 on Jump checks.

Flight Evolution
Prerequisites: Flight Basics
Benefit: You may fly at a speed of 45 feet (30 with a heavy load). You may ascend at half this rate, or descend at twice this rate. While airborne, you are considered two Sizes smaller for the purpose of resisting Bull Rush and Trip attempts.

Flight Superiority
Prerequisites: Flight Evolution
Benefit: Your fly speed increases to 90 feet. While airborne, you are only considered two Sizes smaller for the purpose of resisting Bull Rush and Trip attempts.

Jet Flight
You can accelerate to high speeds.
Prerequisites: Non-winged flight
Benefit: You can fly at 25 MPH, +25 MPH per Power feat you possess.


Supersonic Flight
You can hit the sound barrier.
Benefit: You can fly at 700 MPH, +100 MPH per Power feat you possess. This creates a resounding sonic boom which can be heard for a great distance. You gain a trick.
Sonic BooM (Flying Run Trick): You travel a straight line 100 ft. long, plus 5 feet for every Super feat you possess. Everyone within a diameter of the center suffers hearing flash damage equal to 5 per Super feat you possess. In addition, anywhere along your path, you can designate a 60 foot burst, inflicting 2d6 + your Con modifier sonic damage; a Reflex save against a DC of 10 + your number of Super feats + your Con modifier halves this damage.

Touch of Power
You exhibit some more than-than-human gifts.
Benefit: You gain the the 1st step in a Thematic Path.
37  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 01:36:01 AM
Classes

Based on the FC classes, since they are already MC compliant.

Assassin --> Assassin
Burglar --> "Infiltrator"
Captain --> Captain
Courtier  -->  "Luminary"
Explorer --> Explorer
Keeper --> "Analyst"
Mage -->  Mage (or "Sorcerer" or "Magus")
Martial Artist --> Martial Artist
Priest --> "Mystic"
Sage --> "Counselor"
Scout --> Scout
Soldier --> Soldier

Spycraft 2.0 classes can be adapted as appropriate.

New Classes:

Powerhouse: A thematic character who exudes raw power. This would include strong guys, fast guys, flying guys, etc.. Every odd level is a step in a Thematic Path. A high level character with multiple suites would be like a baby Superman.

Wielder: Basically, they get an artifact. This could be Iron Man or the Green Lantern.

Controller: At 1st level, the character gains one Control Power. This works like access to a spell schools. Instead of spells, there are "powers." This is your Human Torch or Charles Xavier.
38  Community / License to Improvise / Re: Super Craft scratch pad thread on: February 10, 2014, 01:35:37 AM
Origins: Species

First of all, the human species is acceptable and appropriate for most characters, even super-powered ones. The Talents offer a lot of necessary breadth. Unborn become "androids" and the other species can be used as aliens.

Mutant
You're an offshoot of humanity that represents a possible new path of evolution. Your breed offers great power, but also poses great danger.
Attributes: +2 to Constitution, +2 to any 1 attribute, -2 to any 1 attribute.
Base Speed: 30 ft.
Bonus Feat: You gain one bonus Super feat.
Enlightened Skill: Choose one skill. Your maximum rank in that skill increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).
Reviled: The Dispositions of non-mutants decrease by 10.
39  Community / License to Improvise / Super Craft scratch pad thread on: February 10, 2014, 01:34:58 AM
Super Craft

The Mastercraft system, adapted for costumed superheroes. This concept is appropriate for street-level heroes and junior teams, up to the power level of the Fantastic Four and Teen Titans, but breaks down at the JLA/Avengers level because of the constraints of the 20-level system. Here are some of the ideas I've had. This is all loosey-goosey, spitballing stuff. These ideas may not be workable; they may not even be sane. Still, I hope this can provide some amusment and possibly inspiration.

Campaign Qualities
Hearty Heroes
Iron Heroes
Miracles
Rare Magic Items (to say the least)
Sorcery
40  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 09, 2014, 04:20:44 PM
I had this idea a while back of making a supers game out of Mastercraft, dividing powers up loosely into Talents, Feats, Powers (like spells), and Augmentations (Prizes).

Cyber-penny for your thoughts?

That probably warrants a new thread.
41  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 05:14:19 PM
I had this idea a while back of making a supers game out of Mastercraft, dividing powers up loosely into Talents, Feats, Powers (like spells), and Augmentations (Prizes).
42  Products / Fantasy Craft / Re: Questions on: February 08, 2014, 05:12:19 PM
1. The NPC takes 2 full actions (see text in Shapeshifter I) and changes into a copy of a PC.  It gains a character sheet that is identical to the PC.

As to what it looks like, you'll have to use your imagination.

Now, if your question is "what state is the NPC in during this transformation?" I'm going to go with helpless or at the very least flatfooted.  It does take 2 full rounds - assuming he only gets 1 full action per round, that is.  This is not a lightning fast transformation.  It's quick but not as quick as Flash can change clothes.


I wouldn't assume helpless or flatfooted, as it doesn't state that. I'm going with "normal, but taking two full round actions as they roll around and dramatically howl or their eyes glint or whatever."
43  Community / License to Improvise / Re: New Paths on: February 08, 2014, 12:12:43 PM
Path of Making
Making I: You gain one Crafting focus, and a +5 bonus with Crafting checks with that focus.
Making II: You gain the Crafting Basics feat.
Making III: You gain the Crafting Mastery feat.
Making IV: You may inflict critical hits on constructs. You gain Construct Resistance 4.
Making V: You gain the Crafting Supremacy feat. Your Intelligence score rises by 2.

Path of Time
Time I: You gain the fast healing NPC quality. You may cast Expeditious Retreat at will.
Time II: You may cast Insight once per scene. You gain a bonus to Reflex saves equal to your Time Step.
Time III: You may cast Haste and Slow once per scene.
Time IV: You gain the always ready NPC quality. Your Speed increases by 5 feet.
Time V: You may cast Hindsight once per adventure.  Your Dexterity score rises by 2.

Path of Mind
Thought I: You gain a +5 bonus on Relax checks. You gain a bonus with Will saves equal to your Thought Step.
Thought II: You may cast Insanity I and Wit I once per scene.
Thought III: You may cast Detect Lies once per scene. You gain the telepathic NPC quality.
Thought IV: You gain the assistance I class ability (as per the Sage class). 
Thought V: You may cast Mind Blank and Project Presence oncer per scene.
44  Products / Fantasy Craft / Re: On building a Gallant on: February 06, 2014, 08:26:16 PM
Options are more important than numbers. What kind of fighting style? what kind of personality?

Courtier 2/Soldier 2 is a good start. I like Courtier 4/Gallant myself pretty well, but you do lose some nice combat bonuses. So, the first thing is to decide between the Courtier and Soldier core abilities... both of which are really strong for this concept, so that's a personal decision you're going to have to make.

The obvious specialties would be Aristrocrat, Fencer, Vanguard. Adventurer is kind of cool, but doesn't synergize well. Fighter only makes sense if you plan on wearing at least leather armor. If you take Fencer, you aren't stuck with fencing weapons; you can pick up another Melee combat feat with your options, and still use the fencing stance, which is a solid choice. Razor sword, rapier, and saber are all strong choices, but I also like shortsword and there is nothing wrong with longsword or katana. A Fencer would pick up the Parry trick and the stance from Fencing Basics; picking up Sword Basics would give you another strong stance and put you on the path to leveraging your wisdom.
45  Products / Fantasy Craft / Re: Questions on: February 04, 2014, 05:43:23 PM
Most of the time, the weapons commonly used by PCs aren't going to be different-sized, so there is no reason unarmed damage would scale. You can scale weapons up or down, but this isn't routine in FC. Nonetheless, wielded weapons have the potential to be scaled up, so it makes sense for natural weapons to scale up, to have a similar potential. Also, Strength doesn't scale as fast in FC as in most other d20 games; this is not only for balance, but is better for mechanical unity (it's very unlikely a gorilla is extremely high in ALL aspects of strength, really just grappling, biting, lifting, and climbing).

In most cases, really large beings that are known for regularly punching armed opponents gain a slam attack.
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