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1  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 03:47:49 PM
No sorry, I really meant to say use the FC system for PC creation but thought maybe there were ideas for Origin options etc in the MechWarrior stuff. (Houses as Talents maybe ?)

For combat, maybe use Actions like Bull Rush but scale up for mechs Huh?

Anything useful in D20 Future for mechs ?
2  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 07:16:31 AM
Think there was a Battletech roleplaying supplement too called MechWarrior or something.  Huh? Had some skills etc. Might be useful for PC creation.
3  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 06:38:45 AM
You need to add a Stereo option though. Wink
A good stereo is factory standard.

I seem to recall playing a Battletech Pilot called Hunter, who used to blast out the theme from Airwolf TV series when starting up his mech. He favourite last ditch action was to Bull Rush an attacking (usually much larger and heavier armed) mech.  Grin
4  Community / License to Improvise / Re: Thought Experiment: Superpowers on: February 28, 2014, 05:09:48 AM
Any thoughts on how you'd tackle supergadgets ? Thinking mainly of things like Green Arrow weapons, Batman and Shield Agents toys.

Personally, I like the idea of a feat which gives a Trained or Agent PC more gadgets (Prizes ??) than normal. That way they can spend their design points building up their stats and skills and gear instread of spending points on true superpowers.

5  Products / Spycraft 2.0 / Re: Questions on: February 24, 2014, 08:58:20 AM
No problem. thanks for the replies.

The reason I asked was that in my PA campaign, any modern tech is considered a gadget, as civilization has falled back to Reason Era at best.

I was hoping to come up with some rules to simulate analysis and use of artifacts found in ruins., bit like the old Artifact Use Tables in Gamma World. 

Maybe make it a complex task, with rolls to identify, operate and test devices. Critical Fails could cause the device to explode !!  Grin
6  Products / Spycraft 2.0 / Questions on: February 20, 2014, 09:52:08 AM
Hi,

When coming across a new gadget in SC, I know PCs have to succeed in a Knowledge roll to recognise it as a hi-tech gadget. At the same time, do they also recognise what it does (what mechanisms are in it ?). Do they automatically know how to use it ?

Cheers.
Snake. 
7  Community / License to Improvise / Re: Thought Experiment: Superpowers on: February 20, 2014, 05:54:45 AM
Any idea how you'd treat Magic in a Superpowered world?

A lot of games eg Gurps, M+M seem to spend a lot of time creating spells and magic systems then abandoning them for a general Magic superpower, then customizing the Magic Superpower into separate spells. Seems crazy to me.

I guess the trick might be to have a Campaign Quality to boost standard FC magic to be equivalent to Superpowers.

Also there would need to be a way of balancing Mages (who would get boosted Magic as part of their class) vs other classes. Maybe give Mages less superpower points to cover this ?
8  Community / License to Improvise / Re: Lazily Anachronistic on: February 20, 2014, 05:40:16 AM
Hi.

How about re-skinning the modern day tech as magic items ?

I sort of toyed with this whilst running my PA campaign.

I took Human, Beastmen, Rootwalker and Unborn species from FC and stuck them into a sci-fantasy version of the USA, 200 years after a Nuclear/Biological Apocalypse.

Standard era is Feudal with some Age of Reason experimentation (Black powder weapons, Hot Air balloons). Anything then from later eras is treated as magic items (incl modern firearms). Didnt get too far though, ended up just handwaving the stats.  Gadget rules from SC might have been better option.

Might work for you though?  Smiley
9  Community / License to Improvise / Re: World building on: February 19, 2014, 09:03:55 AM
Hi.

You've done some of this already but consider trade relations in depth, in and between the city states/countries. Who produces what, where does the metal to make weapons come from, the grain for bread, caravans, shipping etc.

Also Law levels in the communities. Do some of these exist in a state of anarchy or is the carrying of any weapon bigger than a dagger in the temple quarter restricted ?

Hope that helps.  Smiley
10  Products / Fantasy Craft / Re: Solo Fantasycraft on: February 12, 2014, 09:14:55 AM
Thanks, Mr. A, some good encounters and story seeds there.  Cheesy
11  Products / Fantasy Craft / Re: Solo Fantasycraft on: February 07, 2014, 10:33:25 AM
Thanks. Sounds like a combo of Mythic, Toolboxes etc would do the job for solo adventure creation and fleshing out.

Hadn't heard of Masks and Eureka but I'll check them out too. Cheesy

Now, in terms of creating a PC for solo play, I guess they'd need to be competent and have good starting stats.

Luckily the genre I'm thinking of testing this out with is Sword and Sorcery, so CQ like  Larger Than Life Heroes should boost stats a bit. Maybe start the PC at 3rd level.

12  Products / Fantasy Craft / Re: Solo Fantasycraft on: February 03, 2014, 11:42:21 AM
Mythic GM emulator.  That is all.

Cool. I heard that was a good engine for making simulated GM decisions and adding in random events. Is that how it works ?

Does it have any facillity for building up details needed for an adventure eg locations, traps or clues ?

I think as well, some of the existing tables/systems in FC (eg the list of story seeds, NPC descriptions and motivations and NPC reactions) might end themselves to fleshing out a solo adventure in a random way.  
13  Products / Fantasy Craft / Solo Fantasycraft on: February 03, 2014, 07:39:30 AM
Hi.

Has anyone had any experience of running FC with just one player - as PC and GM.

I'm finding it harder to devote time to a regular game but would like the ability to play little ad-hoc games to keep my skills sharp and get my RPG fix.  Smiley

I might even develop ideas I come up with solo play as full adventures with my players when we get enough time.

I'm toying with idea of making random tables for adventure locations etc but not sure how would fit with FC. Does any one have any resources they would recommend ?

Thanks
Snake
14  Community / License to Improvise / Re: Creatures of the night [Dark Fantasy] on: January 15, 2014, 04:58:28 AM
Thanks, both. Thats makes it a it clearer.

I'd sort of got the idea from the FC book that Heritage was for "Monster/Non PC Species" type ancestry (eg Infernal, Elemental, Faerie etc) and Blooded was for PC Species (eg Elf, Dwarf, Saurian).

Though I got confused about Draconic ancestry being a heritage.  Smiley
 
15  Community / License to Improvise / Re: Creatures of the night [Dark Fantasy] on: January 14, 2014, 08:27:46 AM
Good work, aegis.

Reminded me that, a while back, I was trying to come up with a Species Feat to represent a Half-vampire (or Dhampire).

Here's where i got to:

Vampiric Heritage

Thanks to your strange mixed ancestry, you can hunt your foes by night or day

Pre-reqs: Human, Elf or Dwarf Species, Level 1 only.
Benefit: You gain Darkvision I and Natural Attack I (Bite). Also, the lowest of your STR or CHA increases by 1. In addition, you become Bloodthirsty and Light sensitive.  


Not sure if it should be called vampiric heritage  or vampire blood. What is the difference between theses feat types anyway ?


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