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31  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).
32  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."
33  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.
34  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.
35  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.
36  Products / Fantasy Craft / Re: Bow Supremacy on: February 03, 2014, 03:10:38 AM
Bow Supremacy's trick states:

Multi-Shot (Bow Attack Trick): Using this trick fires 3 arrows
or bolts. If you hit by 4 or more, you inflict your ammunitionís
damage an additional time. If you hit by 10 or more, you inflict
your ammunitionís damage two additional times. In both cases,
roll separately each time you inflict damage.

My question is this:

Does this mean he fires 3 arrows, and does three times damage + 1 or 2 times more based on accuracy?
Or does it mean normal damage, and 1 or twice more damage based on accuracy?

The first option seems OP, the second makes more sense to me, but I'm looking for confirmation on it.

You make an attack.
This uses three arrows.
Nothing special has yet occurred.
However, if you roll well, you could do damage as though you hit with one, two, or three arrows.
37  Products / Fantasy Craft / Re: Questions on: February 03, 2014, 03:08:16 AM
Can anyone tell me why rage B/M/S feats are unarmed combat feats?

Convenience of design. That is: They work with melee or unarmed. They are available as bonus feats to Soldiers and Martial Artists but not to Burglars. They bulk up that category of feats, and they don't load Melee feats or tricks that depend on the number of Melee feats you have. If you gain Rage Basics as a bonus feat you can trade it in for an unarmed feat, not a melee one or a basics one.

It could be Basic Combat, but it doesn't work with Ranged attacks. Even Wolf Pack can theoretically be used with ranged weapons.
38  Products / Fantasy Craft / Re: Need Insight on: January 27, 2014, 11:36:53 AM
If you want to do a series of set pieces, each room, building or mile could be a scene. If you want to do a sense of urgency, it's all one scene until you get to safety Smiley
39  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: January 22, 2014, 10:40:21 AM
You can use as many Initiative actions in a round as you want. However, you may only use one per action. So, you cannot both Shield Block and Parry the same attack. But you can Delay (free action) and then Feint (half action), or use Arrow Cutting against an arrow and then Shield Block against a mace.
40  Products / Fantasy Craft / Re: Slow 2h weap vs dagger... on: January 17, 2014, 11:03:58 PM
Oh, pawsplay. Real Life? Can you hear Krensky cracking his knuckles?

Eh? I feel like I'm missing something here.
41  Products / Fantasy Craft / Re: Slow 2h weap vs dagger... on: January 16, 2014, 07:38:35 PM
In real life, the greatsword is one of the fastest things you can wield, and good luck even getting a dagger into shortsword range with your guts intact.
42  Products / Fantasy Craft / Re: Medieval Radiation on: January 07, 2014, 10:30:52 AM
Radium does have that planetary romance pedigree, plus, its rays can taint other metals pretty easily.
43  Products / Fantasy Craft / Re: Medieval Radiation on: January 06, 2014, 11:50:58 PM
Cadmium is both toxic and potentially radioactive.
44  Products / Fantasy Craft / Re: Disarming and various Feats on: December 28, 2013, 05:22:05 PM
You may apply a single trick
to any action listed in the trickís description. You may not apply
more than 1 trick to any action.

Itís sometimes called the Prince of Arms. In your hands itís
the King of War.
Prerequisites: Sword Mastery
Benefit: Your sword attacks inflict +1 damage per 2 your
attack check exceeds the targetís Defense. Also, you gain a trick.
Think Ahead (Sword Attack Trick): You may substitute your
Sense Motive (Wis) bonus for your melee attack bonus. If the
attack misses you become flat-footed at the end of your Initiative
Count. You may use this trick as many times per combat as you
have Melee Combat feats.

Actions are key to elevating any combat beyond the sum of its
parts. They expand combat beyond merely bashing or stabbing
and ensure that everyone can contribute. Every action operates a
little differently, but theyíre all equally simple to use. Beneath each
actionís name line are two items in bold ó the number of free, half,
or full actions required and the category into which the action
falls. There are three categories: Attack, Initiative, and Movement.
A character may perform only 1 action at any time.

1 Half Action ē Attack Action
45  Community / License to Improvise / Re: The Legend of Zelda on: December 26, 2013, 12:14:20 AM
I'm old school enough that the first things I think about are wands, protection rings, and octorocks.
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