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1  Products / Spycraft Third Edition / Re: Skills: One Step Closer to Third Edition on: May 08, 2015, 06:26:39 AM
That's the kind of update that I like to hear!
2  Community / License to Improvise / [Fantasy Craft] Rules for modern and contemporary fantasy on: March 28, 2015, 09:21:51 AM
Hello guys,

As said in a few places, I'm currently trying to propose some sort of adaptation guide to play Fantasy Craft in eras that cover the industrial age and beyond. I think I finally came up with something acceptable for characters: origins, classes, skills, and feats are mostly done. Era descriptions are written as well. While I'm thinking over magic, gear, and combat modifications, please give me your opinion and advice on the first few pages. Scott, I'm particularly interested in knowing if I didn't butcher your detective classes too much when I expert/masterized them.

The file was a bit too big to upload on this forum, so I hosted it on mine. I'm sorry but you need to be logged in to download it: http://forum.le-scriptorium.com/index.php?/topic/3750-regles-20th-century-craft/?p=84134
3  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 23, 2015, 03:37:43 PM
I like it. A lot. I never found Spycraft's fluid initiative to be that complicated to handle. I even miss it. I'm going to use this for sure.  Smiley
4  Products / Fantasy Craft / Re: Using FantasyCraft for urban or space fantasy. How would I do this? on: March 23, 2015, 03:35:22 PM
Sadly not as much as I would have liked. I've been doing almost nothing for most of last year, but I really hope I can come through with something useful here. With luck, I'll post an almost complete first chapter (Characters) by the end of the week. I'll keep you posted and ask for feedback in the License to Improvise forum.
5  Community / License to Improvise / Re: Do We Have A Deal? [Base Class: The Invoker] on: March 22, 2015, 10:18:19 AM
I really like what you've done here, including the simplest things like mystic regalia. Good job!
6  Products / Fantasy Craft / Re: Using FantasyCraft for urban or space fantasy. How would I do this? on: March 14, 2015, 07:44:46 AM
I wasn't planning on posting anything before I had a chance to make a bit more progress, but I've started something like that a few months ago. You can find it here (although you need to be logged in to download it): http://forum.le-scriptorium.com/index.php?/topic/3750-regles-20th-century-craft/

Like Mutt and Krensky said, scouting the License to Improvise forum is the best way to find cool ideas.
7  Products / Spycraft Third Edition / Re: Kickstarter? on: February 18, 2015, 04:39:40 AM
I remember reading an interesting article regarding kickstarters and shipping costs. Might be worth taking a look at it:
http://stonemaiergames.com/how-to-provide-free-shipping-worldwide-on-kickstarter-a-comprehensive-guide/
8  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.
9  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
10  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
11  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
12  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?
13  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
Level
: 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.
14  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
15  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.
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