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1  Products / Spycraft Third Edition / Re: [DEVELOPMENT] What do you look for first/most about skill checks? on: January 30, 2015, 01:38:37 PM
I'd say Type of check, because Time and DC may be "varies" a lot. But Time is a close second, it works very well in FC. You might also want to start each check description with a small frame specifying all three. That would be quite visual as well, leaving the name of the skill check alone for the title, and without compromise.
2  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 23, 2015, 04:07:30 PM
If you need help with the NPC stat blocks, you know the community is always happy to give a hand. I don't know how much it really helped with the spells, and how much you already had figured out, but at least I can feel the good it did on our general morale around here. Anguishing wait has been replaced with trepidation again!    Wink
3  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: January 18, 2015, 03:20:47 PM
I read that, it's just unsatisfying, is all.   Undecided
4  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 18, 2015, 03:17:46 PM
What about cleaving closer to the origin of the phrase (or at least the modern sense with which pople are familiar) and use it to grant the Ferocity quality
I like where this is going, and I might dare go a little bit further. But it changes the theme completely. What about cursing a target so that when it dies, it turns into a zombie under the caster's control (possibly with preset instructions like, oh, kill everyone around)?   Smiley
5  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: January 18, 2015, 05:59:50 AM
Still no other options for non-US customers than the International packages?
6  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 18, 2015, 05:47:32 AM
Yes and no. Detaching your own hand, yes, but turning it into an individual monster, no. Unless it really brings something to the table, separate entities are difficult to handle in my opinion. Even more if the necromancer already has a familiar. That's what I meant by trying to capture the effect the dead man's hand would have, without actually handling it as a NPC. Let me try to word this out:

Dead Man's Hand
: 2 Necromancy
Casting Time: 1 full action
Distance: Personal
Duration: 1 minute per Casting Level
Effect: You tear your own hand apart, losing 1d4 wounds in the process, and it immediately turns into a withering, grayish undead claw. The hand floats in the air and acts under your control, despite the distance, as if it were still connected to your wrist. Your Reach increases by your number of starting action dice, but you cannot use 2-handed weapons and you suffer a -2 penalty to all actions taken using the hand for the duration of the spell. When the spell ends, the severed hands turns to ashes and you immediately grow a fresh new one.
7  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 17, 2015, 04:37:02 AM
I'm not a fan of familiar-like entities. Too complex to handle, but it's just my opinion. I prefer simple effects that imply the same idea, but without too much complexity.

Personally, I would go for something really simple: extended Reach, at a cost. You could make the thing really necromantic by actually tearing apart the character's hand(s), accompanied or not by some form of damage, and give him the ability to strike, handle, or deliver touch spells at +1, +2, or even +3 Reach. In exchange for this, he may suffer from inapt defense, penalties to some checks (dexterity-wise), and maybe even penalties to Spellcasting checks. At the end of the spell, the severed hand(s) wither to nothingness and a new one/pair grows from the character's wrists. Also a very creepy but fun way to escape handcuffs.   Smiley
8  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 11, 2015, 03:46:26 PM
I like what you've done with it...
So, the discussion around Screaming Seekers/Pestering Persecutors pointed me a hole in the spell list I had for filling - a 9th level Secrets spell. Inspiration! Thy name is Expose Secrets.
... and I'm an absolute fan of that one. Just a small thing, I don't think "Medium" is a Distance.
9  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 04, 2015, 12:58:52 PM
I don't know, to be honest, the link you just gave seems even more recent than my French version. I must have started an updated thing in English and never really finished it. Good to know, thanks.   Grin
10  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 04, 2015, 05:31:26 AM
OK so what if the Screaming Seekers (name change pending) instead of screaming your secrets, were a flying It follows along, finds the target, then when the target tries to lie, it screams out the truth? That way, rather than exposing secrets - which as you rightfully note, can undermine plots pretty quickly - it's preventing new secrets from being created?
In this case, a huge increase of the target's Bluff error range and/or a reduced cost for activating these errors a la Black Cat/Jinx would be quite appropriate, with the modified consequence that instead of lying very badly, the target actually reveals what it was trying so hard to conceal. The higher level version could affect multiple targets.
11  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 04, 2015, 05:24:48 AM
If I may, the Shadowforce setting for Spycraft first edition contained very nice rules for d20 psionics. I made a quick adaptation to Fantasy Craft, but sadly only in French. It may help you a bit though:
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: January 01, 2015, 01:52:54 PM
Yes and yes.
13  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 29, 2014, 05:41:39 AM
I think MezzoCatorce's thoughts are good, but the issue for me is the theme.
May I be blunt and say that I'm really not fond of that pair? I know the rules you laid were: stay on topic, other ideas you have are probably already covered elsewhere. But I'm wondering if that's not one of those times where we can throw a few ideas of Secret spell concepts at you and you judge if they are worthy of this pair? Because I'm really not inspired by those "Screaming Seekers".
14  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 21, 2014, 05:02:15 AM
Let's give it a try. I like the proposed effects, so I'm gonna try to stick to them.

Guardian Spirit I
Level: 0 Calling
Casting Time: 1 round
Distance: Personal
Duration: 10 minutes
Effect: You call a minor spirit to assist you with simple tasks. Intangible and invisible to all but you, this shapeless entity is essentially an extension of yourself, although it may be banished or dispelled like any other summoned creature. The Guardian Spirit grants you a +1 insight bonus to all cooperative checks you take part in, either as leader or helper.

Guardian Spirit II
Level: 3 Calling
Duration: 1 hour per Casting Level
Effect: As Guardian Spirit I, but the entity also has your back. For the duration of the spell, you cannot be flanked and sleeping is not a Terminal Situation for you. Also, you may end the spell prematurely to gain a +5 insight bonus on a single saving throw.

Guardian Spirit III
Level: 6 Calling
Effect: As Guardian Spirit II, but the entity cannot be fooled anymore. For the duration of the spell, you cannot be flat-footed and you may always act during surprise rounds. Also, you may end the spell prematurely to automatically succeed with a single saving throw.

I must say I really like what you've done with Seven Days, great job!
15  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 16, 2014, 02:02:44 PM
3. Sage. Don't get it. Can I see a Sage build with an explanation of why you've chosen everything?
The Sage's best ability is, by far, best of the best. It's actually tremendously helpful, particularly if you have a group with severe suckers in some key group skills (like Sneak, or Disguise, or Bluff). Cross training is also a very nice treat, since you can choose only Level 2 abilities, which are generally quite powerful. Other than that, the class is relatively balanced, only with a Defense a tad weak in my opinion: It's the only class in the book that doesn't have at least 3 "design points" in BAB (1), Defense (0), or Lifestyle (1), which are clearly the three most interesting progressions of the game. Other than that, it makes for a great spiritual leader, bard, or dilettante. It's an excellent backer and a very good social class also, if you build it for it. Just avoid close combat, that's all. And yeah, the first two levels are a bit hard to pass, but less than it used to be with the Pointman.
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