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Community / License to Improvise / [Fantasy Craft] New advanced actions and tricks
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on: September 30, 2009, 02:45:23 AM
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Here are two new advanced actions and tricks I though might be interesting. I am not sure they're balanced though. Actually, I'm even quite certain they're unbalanced somehow, so I request your kind assistance. Thanks Sensational Entrance 1 full action • Movement ActionThis action is effective only during the first round the character enters a fight. The character may move up to his Speed, Jump or Tumble as part of this action. He also makes an Acrobatics (Cha) check and loses the hidden or invisible condition, while all his adversaries lose the flat-footed condition, if any. In exchange, if a crowd large enough - around 10 people, GM's call - witnesses the action, the Reputation of the character raises depending on his result. With a critical success, the character's adversaries remain flat-footed, if they were. With a critical failaure, the character doesn't gain any Reputation and ends up his movement sprawled. Result up to 19 20-29 30-39 40-49 50+ Reputation increase +0 +1 +2 +3 +4 Note: A character cannot gain more Reputation this way than he has Legend in the course of a single adventure. Contrepèterie (how do you say this in English?)Taunt Trick : The character can substitute his Impress (Int) bonus for the check. Further, if successful, his smart words improve the Disposition of all witnesses by 4 until the end of the scene. With a critical success, this improvement is permanent. With a critical failure, the Disposition of all witnesses worsens by the same amount until the end of the scene. The latter is obviously inspired from Monkey Island.
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875
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Community / License to Improvise / Re: [Fantasy Craft] Ravenloft
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on: September 29, 2009, 10:32:20 AM
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Unnatural Constitution: You may avoid receiving the fatigued or unconscious conditions from taking damage to your wounds a number of times per scene equal to your starting action dice. I'm not quite sure but I believe Wounds and the fatigued condition don't work the way they did with Spycraft 2.0 anymore. If I'm correct, all I read from Fantasy Craft is: When a special character suffers damage, it usually reduces his vitality. He suffers no ill effects from damage until his vitality drops to 0, at which point he becomes fatigued and any remaining damage reduces his wounds (a character’s vitality cannot drop below 0). I don't see anywhere mention that reducing Wounds would make the character fatigued. Only reducing his Vitality to 0 does. Besides, unconscious is not a condition anymore. But as always, I might have missed something.
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876
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Products / Fantasy Craft / Re: Fantasy Craft Master Index is Live!
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on: September 29, 2009, 12:58:57 AM
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Which names are you talking about here? Items, spells ... I don't mean they're needed in an index per say, but it was useful to me to find them in the FCIM (besides, the fact that the FCIM is already an editable xls is also quite handy). I'm done translating the spells page now. Today (and certainly tomorrow): gear! 
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878
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Products / Fantasy Craft / Re: How hard is it to use 3.5 adventures in FC
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on: September 24, 2009, 05:26:01 AM
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Alignments are optional, it's as simple as that. Only few classes like Priest and Paladin require Alignments. Besides, Alignments are not as restrictive as "good", "evil" and the like. They can be associated with broader concepts like elements, or more restrictive ones like a single divinity or ... a code of honor. In Conan, I intended to use Alignments as a more restrictive form of Code of honor. Such a concept namely exists in FC's campaign qualities, but I think it's not ... what I'm looking for: CODE OF HONOR The world observes one or more strict social codes or taboos of the GM’s creation (e.g. “never strike an unarmed foe,” “don’t enter the sacred faerie glades,” etc.). Each time a hero willingly violates one of these codes, he loses 2 Reputation. If this drops his Reputation below 0, the remainder becomes a debt against future awards. To me, it's more like a social standard than a real code of honor. It would fit perfectly in, say, Rokugan, where some simple actions (like touching the dead, etc.) can result in a loss of reputation. But in Conan, it's rather the fact that characters firmly believe in a code of honor they impose on themselves, which seems much more like an Alignment to me. And indeed, I don't think their Reputation should suffer whenever they break their oath. Their faith, their will, in another hand, yes.
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879
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Products / Fantasy Craft / Re: How hard is it to use 3.5 adventures in FC
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on: September 24, 2009, 02:27:19 AM
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Yop, I'm doing this in the same time as Eberron.
So far, I've been wondering how to use regional Origins without loosing the awesome Talents and Specialties that already exist in FC. I've come up with something: all character are Humans and must decide their country of Origin. Each country is associated with several Favored Talents and Iconic Specialties. Not choosing an Iconic Specialty for your character still implies that you won't get the associated feat. But in another hand, choosing a Favored Talent gives you 3x2 ranks in 3 species skills (even if they're not Origin or Class Skills for you), basically the same as in Conan RPG rulebook.
Let me illustrate this with an example:
Cimmerian See page ?? of Conan RPG. Favored Talents : Grizzled, Hardy, Industrious, Ruthless, Savage, Single-Minded, Stern, Strong, Unpredictable, Vigilant Iconic Specialties : Barbarian, Bard, Fighter, Gladiator, Mystic, Ranger, Shaman, Shield Bearer, Tribesman, Warden Species Skills : Athletism, Blend, Survival
So a Cimmerian who takes a Favored Talent but not an Iconic Specialty will benefit from 2 ranks in Athletism, Blend, and Survival, but not from the feat normally granted by his Specialty.
I've also started to convert few monsters, including demons, and I tested them on a night-long game I launched last week. It went very well and I think the monsters were well balanced. The only disappointment was the final fight which wasn't as painful as I had hoped it would be. The PCs quickly got rid of a monstrous Set-spawn snake and its stygian master.
Finally, the last thing I've done so far is picking campaign qualities for the game. I tried not to pick too much of these: Hearty Heroes Larger-than-life Heroes Legendary Attributes: in addition to the normal progression of Attributes, all of the character's Attributes raise by 1 at levels 6, 10, 14 and 18. Miracles, with Strict and Wrathful Universe: all characters must answer to a certain code of honor. It's a personal choice. Another option would be to choose only Wrathful and Generous Universe, so that characters choose whether they follow an Alignment or not, and then if they do, they might be rewarded. Rare Magic Items Sorcery with, of course, Corrupting Magic
Maybe some lost magic would be useful as well. That's all for now. I've also sketched things for Akbitanian weapons and for new special maneuvers (including the pirate ability to make a dramatic entrance). I really should develop this both in English and in French, but I'm always lacking time. As soon as the document is a bit more advanced, I'll try and post an English version of it on this forum.
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: September 23, 2009, 02:04:53 PM
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I cannot find the answer to that question using the Search tool, but I doubt it hasn't been asked yet. The Edgemaster gains Display of Arms I, that allows him to use Prestidigation instead of Impress for Perform checks. Though, Perform as it existed in Spycraft has disappeared in FC I think. Or am I missing something? Nobody? 
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Products / Fantasy Craft / Re: Gaining new spells
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on: September 23, 2009, 02:03:12 PM
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I can't remember where, but I've definitely read on this forum someone asking the very same question. It was either Alex or Pat, but one of them answered that this wasn't specified in the rules on purpose. This way, any GM will have the possibility to choose how mages learn new spells in his setting. For some, it might be automatic and limited in quantity. For others, it might as well be unlimited but require the expenditure of material components and ... time. For still others, it might be a little of both, and maybe more versatile, with the mage having the option to "forget" a spell that he no longer uses.
Don't bother asking a link, I don't have any. But I'm 100% sure I read something like this (the italic sentences at least).
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Products / Fantasy Craft / Re: Fantasy Craft Master Index is Live!
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on: September 22, 2009, 02:52:22 AM
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Indeed! I was currently looking for a more detailed index than the one at the end of the book (which includes abilities, tricks, checks and some other things but not feats, skills, names, etc.) to use as a basis for the "frenchized" developments I'm working on. The Spycraft 2.0 Master Index was a must-have tool. This one seems just as indispensable. 
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: September 22, 2009, 02:24:51 AM
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I cannot find the answer to that question using the Search tool, but I doubt it hasn't been asked yet. The Edgemaster gains Display of Arms I, that allows him to use Prestidigation instead of Impress for Perform checks. Though, Perform as it existed in Spycraft has disappeared in FC I think. Or am I missing something?
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Products / Fantasy Craft / Re: Distract, Bluff, and...DEX?
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on: September 20, 2009, 04:52:48 AM
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Not exactly. Skills have "commonly associated" attributes, e.g. Charisma for Bluff. The important thing here is that it's not set into stone. If for a reason or another you judge, as a GM, that a skill check requires a certain other attribute than the one "commonly associated" with the skill, then go for it! In this case, the designers have judged that the character is indeed bluffing to distract his enemy, but that his bluff is rather a question of body language than personality, hence the Dex. You can similarly imagine situations where characters would use Strength to Intimidate, or Wisdom to Craft, or Charisma to Train an animal, etc.
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