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16  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.
17  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 02, 2014, 02:00:30 AM
Blood of Heroes
Level: 0 Glory
Casting Time: 1 half action
Distance: Touch
Duration: 1 round
Saving Throw: Reflex, negates
Effect: For the duration of the spell, the target suffers the same damage you do. Damage reduction and resistances apply on both sides.

Maybe a tad too useful, I don't know. But it seems like a good sacrifice option for critters!  Smiley
18  Community / License to Improvise / Re: An invasive procedure: Removing the concept of standard NPCs on: November 28, 2014, 10:55:18 AM
I don't see any problem at all. I don't even see a problem playing only with special characters. But you said your player is an old hard-core D&D player, which we could have guessed, and I kind of share Mister Andersen's point of view this time: the problem isn't with the game, it's with the player. So do that, use special characters, kick some ass, have fun, and give him the opportunity to change his mind after a session or two.   Grin
19  Products / Powered by Products / Re: [Queen Bea Games] Age of Steel on: November 28, 2014, 07:35:15 AM
That's just terrible. Best of luck, man, I hope things will be okay.
20  Products / Fantasy Craft / Re: Any update on Spellbound? on: November 27, 2014, 12:56:29 PM
Don't hurt your mouse. Or your keyboard.
21  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 27, 2014, 12:56:05 PM
Just to throw my 2 cents.

I'm picturing this as in Frozen, where the Ice Queen makes somewhat mountainous terrain permanently arctic (but not damaging anything), or as in the Lords of the Rings, where Sauron may have turned (I said may) nice-looking plains into a deadly swamp, or conversely as in a D&D universe whose name I can't remember where oasis of "plains" are magically created from a world-spanning desert. Many mechanics in FC are affected by Terrain type, including some class abilities, feats, Travel time, etc. So imagining a spell that affects all this, in a broad, long-range, and enduring kind of way seems to me like a good 8th-level candidate.

So I would go for something as wide in range, duration, and area as possible (could you make it a Curse, even as an option ?), but whose effects are strictly limited to changes in Terrain type, or other cosmetic changes (creating arable lands in a desert, a lake of drinkable water, etc.). You could even imagine a permanent positive/negative morale effect associated with the land, or a disease, or a curse ... The question I'm still struggling with is weather and extreme conditions. Minor effects like a permanent smog/snow might be of interest and make sense, but creating a volcano, that's basically Control Weather V, or even expensive narrative control, right? So that should be prevented somehow. But to be honest, I don't know how ...   Smiley
22  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 26, 2014, 04:47:58 PM
Thank god! I mean Alex! Hurray!    Grin
23  Community / License to Improvise / Re: [Notebook] One Hour of Justice on: November 11, 2014, 06:32:39 AM
Oooh, 10kB material! Just kidding, but I'm going to mighty use those in my Dresden Files adaptation. Thanks!  Smiley
24  Products / Fantasy Craft / Re: Any update on Spellbound? on: October 29, 2014, 01:36:11 PM
Same here. I haven't had much occasion nor time to play RPGs at all, lately, nothing to do with Fantasy Craft's line being on hold. But any news regarding Spellbound or Spycraft would definitely be a good excuse to start playing again!  Smiley

Good luck guys! And you too, mystery freelancer...
25  Community / License to Improvise / Re: [Queen Bea Games] Beta Testing on: August 09, 2014, 03:38:04 PM
A buddy of mine mentioned I may be coming off too strong with the posts. Just wanted to get across that I am pretty dang excited about the project, but will gladly turn it down from here on out. heh
Please don't. It's not because people are not responding that they are not reading. Sometimes, there's just no (intelligent) response that comes to mind.   Wink
26  Products / Powered by Products / Re: [Queen Bea Games] Age of Steel on: July 14, 2014, 03:27:31 AM
Sounds cool, but pretty potent as well. Are there any drawbacks to becoming a cyborg, aside from the obvious?
27  Products / Fantasy Craft / Re: Playing with drawbacks on: July 14, 2014, 03:24:47 AM
I did something of the sort for Seventh Sea here, in a conversion guide. Alas, it's in French, but I'll try a quick translation here. As you may notice, it's heavily inspired from Seventh Sea own system.

New Campaign Quality

Shades of Grey (permanent)
Heroes' legends draw as much from their prowesses as from their weaknesses. Each hero must pick a flaw during character creation.

Flawed design

This optional rule is activated by the shades of grey campaign quality. Each hero must pick a flaw at character creation. Beware though, flaws are not mechanical weaknesses supposed to compensate the (many) advantages heroes already own. They are more character traits, vices, or forms of idealism that are supposed to offer more depth to your roleplaying. The mechanical effect is just a bonus, and it requires the GM to spend an action die to activate it. Even more, a character whose flaw is being activated may still choose to spend an action die himself to cancel the GM's and have his character overcome his flaw. However, the GM might decide to raise the stakes if he so desires ... You may find less dumbly mechanical descriptions of each flaw in Seventh Sea Players Handbook.

List of common flaws

The GM may activate this flaw to ...

Ambitious: force you to accept even a risky deal if it may further your influence.
Arrogant: make you say out loud how much you despise someone.
Curious: have you take a peek just a little bit too close from obvious danger.
Devoted: have you protect the innocent, even at the peril of your own life.
Distracted: make you automatically miss a Notice check or suffer a -10 Initiative penalty.
Doomed: force you to retry a successful die roll whose DC or opposed check was at least 25, once per roll.
Envious: make you deeply desire somebody else's possession.
Fanatic: have you act without "morality.
Greedy: force you to amass riches without regard for anyone.
Hedonistic: make you have a good time and lower your guard.
Impulsive: make you enraged.
Indecisive: make you stunned for 1 round while confronted with a difficult decision.
Judgmental: have you pass hasty judgment on someone you just met.
Libertine: force you to succumb to earthly needs.
Meek: make you avoid or run from immediate danger.
Naive: have you trust someone.
Presumptuous: dissipate any doubts regarding your own abilities.
Proud: have you refuse any help.
Reckless: dissipate all fear of danger, however obvious.
Romantic: pierce your heart with Cupid's arrow.
Single-minded: prevent you from changing your mind.
Uncompromising: have you zealously defend your opinion even if the situation is anything but appropriate.
28  Products / Powered by Products / Re: [Queen Bea Games] Age of Steel on: May 11, 2014, 03:25:49 PM
Sounds definitively interesting! Good luck, mister, can't wait to see what this crazy baby will look like.
29  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 28, 2014, 12:32:49 PM
Hang on tight, guys, both you two and the mysterious freelancer.  Smiley

Ah and also, we have a saying in French. I don't always like it but I think it applies here. "Le mieux est l'ennemi du bien", which roughly translates as "best is the enemy of good." Give us a good product and I'll be thrilled!
30  Products / Fantasy Craft / Re: sword and fist build help on: January 16, 2014, 12:00:26 PM
Swords do damage, mostly, which isn't terrific compared to what fists can do with the right Unarmed feats.

Why not something more ... different in your off-hand? Spears (for reach), knives (for sneak attack), whips (for crowd control) ... Options are plentiful, and with the Martial Artist abilities that give you a +4 bonus to some actions, you can get very nice moves. For instance, tripping: take the great sweep ability, add the Mix-Up (Trip) trick, then a weapon with the trip upgrade, you're looking at a +9 bonus to your Trip attempts. Just imagine that with quake strike or topple and gut!
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