Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
July 26, 2014, 10:10:12 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 130
1  Community / License to Improvise / Re: Species-feat specialties on: May 18, 2014, 07:43:19 AM
Love your work.
2  Community / License to Improvise / Re: [Planescraft] Rogue gallery: factols & more on: May 18, 2014, 07:33:10 AM
I'm an old Planescape fan from way back. I'm kinda busy with RL right now but do look forward to using your conversions  Grin when I finally get time to play all my ye oldie Planescape stuff with Planescraft. THanks for your efforts.
3  Community / License to Improvise / New uses for canon campaign qualities on: May 18, 2014, 07:29:15 AM
Hi all
Been a while.  Cry
Anyway while still too busy to be a regular contributer for now. However I did bash out some new stuff for my home campaign setting (see below). Doing this I was reminded of what cool flexible tool Campaign Qualities are.
I'd really like to hear examples of how other referee's use them

Here's my contribution to get the ball rolling...

Campaign Qualities by Month.
THe basic idea is in a world were the gods influence the world a lot camapign qualities could change depending on which god had the upper hand. Linking this to the agricultural year seemed approriate. Below is my text to give you the idea, feel free to ignore my dieties etc. and adapt to your own settings. Note Difficult Magic applies in my campaign except in one month in summer.

Spring:
1: (March) Graemneht’s month, farmers plough and spread manure to enrich the soil. Heroes begin long journeys to make the most of the mild months. Fortune favours those who make an early start on the year’s tasks and quests Bold Heroes (1 action dice)
2: (April) Jannor’s month. Farmers sow seeds and Jannor brings forth seedlings and fresh growth. An auspicious time for new ventures. Luck abounds (1 action die)
3:  (May) Oonla the moon presides over a month of animal births and plenty. Heroes grow fat defending lambs from monsters who have their own young to feed Campaign Quality Hearty Heroes (1 action die) and Savage Wilds (2 action dice).
Summer:
4: (June): Manom of the waters ensures milder weather. Water is scarer on land as Manom gathers it back into the seas and lakes. Nutrients washed into the waters make this a time of good fish catches on gentle waters. On land dry hay falls before the sythes of farmers. Adventurers, well fed from the spring, often brave the hardships of sea travel in this month of calmer weather. Resilient Heroes 1 action die
5: (July): Sruhras the Sun dominates this season whose rays flood the world with magic and life. The growth of Spring continues and summer ends with harvest.  Difficult magic negated, sorcery spells have the normal DC to cast and take the normal amount of time (3 action dice).
6: (August): Hrirthar revels in the woods and grasslands dried into tinder. Also a time when the followers of the Burning Lords are active in arson. Adventurers often called to stops arsonists and wild fires in this month. The gods are especially active during this month and mortals are battered by wild swings in fate as the First and Young Gods work to foil the Burning Lords and the Cold Tyrant tries to take advantage of these distrations. Fickle Universe (2 Action Dice)
Autumn:
7: (September) Hranthur’s winds blow as harvests continue. This is a time of changes as people and gods prepare for the wars of Autumn and the deprivation of Winter. Waring universe (2 action dice FC324)
8: (October) Metyarar the lord of Murder, son of Shethness and Oonla the only Young God with a month. After harvests and before winter is the time for war. Hewn Limbs (2 action dice)
9: (November) Shethness ushers in the shortening of days. A time of ceremonies morning the dead. Shethness is also reluctant to give up those killed on his watch. Dead Means Dead (3 action dice)
Winter:
(Dec-Feb) For all the three months the Cold Tyrant usurped from the First gods folk are indoors through this cold season with time for indoor work or hatching plots, people live largely on stored food and times are often hard especially for ne’er do wells and wild monsters who often take to raiding.
December: People prepare for hard times ahead Tense (2 action dice)
January: The winter begins to bite and folk watch what they have Paranoia (2 action dice)
Febuary: Stored run low, desperate people turn to banditry, and times are hard for adventurers Bleak Heroes (3 action dice)
4  Community / Off-Topic / Re: There's a lot of us from Down Under here... on: January 28, 2014, 05:34:46 AM
I have a BSc biotechnology with honours in biomedical science (protozoan genetics) and an MPhil from investigating protiens that regulate gene expression during early embryo development.

Nowadays I'm working in tissue engineering making layers of the cornea for transplant using the patient's own adult stem cells.

You asked.  Evil

So.. about them Augmentations.. lol.  That's awesome manno!  So we'll be calling you Dr. Catodon in a few years?
Probably will be 'Dr' sometime next year.
5  Community / Off-Topic / Re: There's a lot of us from Down Under here... on: January 25, 2014, 07:17:01 PM
I have a BSc biotechnology with honours in biomedical science (protozoan genetics) and an MPhil from investigating protiens that regulate gene expression during early embryo development.

Nowadays I'm working in tissue engineering making layers of the cornea for transplant using the patient's own adult stem cells.

You asked.  Evil
6  Community / Off-Topic / Re: There's a lot of us from Down Under here... on: January 22, 2014, 03:00:27 AM
And myself also in Aus, though I'm not as active as I used to be. I plan to be more active in about 8 months (thesis hand in date).
7  Community / Off-Topic / Re: Gulliver's Trading Company RPG Feedback Wanted on: January 22, 2014, 02:58:18 AM
So after some real-life obsticles...
New version up. Well actually it's really mostly a reorganisation of material in version 0.6 rather than a new version. I have to thank 'Iudomaestro' for his very helpful proofs of several chapters that have greatly influenced this new version.
As always I'd appreciate any feedback.

You can find the new version here:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
8  Products / Fantasy Craft / Re: Places for a Fantasy Craft Scene on: October 18, 2013, 03:54:55 AM
Well, I'm feeling the love. Smiley
Also half of these are so Planescape/Dali
9  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 16, 2013, 03:30:11 PM
IMHO the TOR treatment is the closest to the canon and feel of Tolkien's works esp the Third Age (the sinarilian has a very different tone). I have read the TOR stuff but yet to play. My only issue with it is the lack of advice about composing your own adventures with the system.
10  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 15, 2013, 05:04:31 AM
Thank you. Will link on our increasingly mis-named classicmerp list Evil
11  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 11, 2013, 07:27:53 PM
Please post anything you have. I'm a busy and all help is welcome.
12  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 10, 2013, 04:18:10 AM
Thanks for those. I'm sure my referee* will inflict them on us eventually. I will keep posting new material here as I generate it. My scarce free time has been taken up with preparing miniatures of the party to use in play.
I'll get back to creating more creatures and items soon.
pic of party
http://www.flickr.com/photos/72851880@N04/sets/72157636336555555


*My referee is running a hodge-podge of old AD&D adventures against the background of Classic Merp (an outline is in an issue of rpg review (http://rpgreview.net/). We are using FC which the referee is unfamiliar with so I'm doing conversions blindly hoping to cover what he throws at us.
13  Community / Off-Topic / Re: Gulliver's Trading Company RPG Feedback Wanted on: October 03, 2013, 04:16:01 PM
Working through these edits and will release as Grub Edition 0.6a when I'm done. Some of the stuff here is too important to leave until I'm ready for a new version. Call it a second printing  Evil
14  Community / License to Improvise / Re: A Middle Earth Bestiary on: September 28, 2013, 08:16:09 PM
Great Orc/Uruk Leader
Great Orc/Uruk Leader (Large Folk Walker — 48 XP): Str 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Resilience II; Health IV; Comp II; Skills: Athletics III, Intimidate V, Notice III, Tactics III; Qualities: always ready, class ability (Captain: battle planning I, Soldier: armor use I, Soldier: killer instinct), feat (All out attack, Combat Instincts, Eastern Horde).
Attacks/Weapons: Large Orc-Make Sickle Sword (1d10 lethal 19–20 Hook M/1h Hard 2 14W 12 lbs. 80s Ancient Error 1-2 Target suffers one stress on a miss.), Large Orc Make Metal Shield (1d6 lethal 20 Guard +2 M/1h Hard 3 8W 24 lbs. Ancient 40s Target suffers one stress on a miss. Error1-2)
Gear: Large Orc Make Chainmail with light fittings DR4 (with fittings) Edged 3 –1 –1 –5 ft. –10 Hard 4 15W 184 lbs. Feudal 1260s +2 to intimidate Note due to armour use class ability +1 Def while wearing his armour.
 
Great Orc/Uruk Leader (Large Folk Walker — 48 XP): TL: 5
Str: 12/+1; Dex: 10/+0; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +4=4+0(dex)                      Melee: +6=5+1(str)    Fort: +2=2+0(con)
Health: +5=3+0(con)+2(size) ~ 100/15   Ranged: +5=5+0(dex)   Ref: +2=2+0(dex)
Def: 12=10+3+0(dex)-1(size)            Comp: +2              Will: +2=2+0(wis)
Size: Large (1×1); Reach: 1; Speed: 30 ft. ground;
Skills: Athletics III (Str) +8 = 7+1; Intimidate V (Wis) +10 = 10+0; Notice III (Wis) +7 = 7+0; Tactics III (Int) +7 = 7+0
Qualities: always ready, class ability (Captain: battle planning I, Soldier: armor use I, Soldier: killer instinct), feat (All out attack, Combat Instincts, Eastern Horde).
Attacks: Large Orc-Make Sickle Sword (1d10 lethal 19–20 Hook M/1h Hard 2 14W 12 lbs. 80s Ancient Error 1-2 Target suffers one stress on a miss.), Large Orc Make Metal Shield (1d6 lethal 20 Guard +2 M/1h Hard 3 8W 24 lbs. Ancient 40s Target suffers one stress on a miss. Error1-2)
Gear: Large Orc Make Chainmail with light fittings DR4 (with fittings) Edged 3 –1 –1 –5 ft. –10 Hard 4 15W 184 lbs. Feudal 1260s +2 to intimidate Note due to armour use class ability +1 Def while wearing his armour.

15  Community / License to Improvise / Re: A Middle Earth Bestiary on: September 28, 2013, 07:05:17 PM
Comments from those who know the real world analogues to the breeds described most welcome

Local Dogs
- note that dogs are all called Hounds, the word "dog" does not yet exist.
Boar Hound (3)
(Great Dane)
Boar Hound (Medium Animal Walker — 50 XP): Str 14, Dex 10, Con 10, Int 4, Wis 14, Cha 8; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init IV; Atk V; Def III; Resilience III; Health III; Comp None; Skills: Athletics III, Intimidate IV, Search IV, Tactics III; Qualities: feat (Wolf Pack Basics), improved sense (hearing).
Attacks/Weapons: Bite II (grab)
 
Boar Hound (Medium Animal Walker — 50 XP): TL: 6
Str: 14/+2; Dex: 10/+0; Con: 10/+0; Int: 4/-3; Wis: 14/+2; Cha: 8/-1;
Init: +5=5+0(dex)             Melee: +8=6+2(str)    Fort: +3=3+0(con)
Health: +3=3+0(con) ~ 90/10   Ranged: +6=6+0(dex)   Ref: +3=3+0(dex)
Def: 14=10+4+0(dex)           Comp: None            Will: +5=3+2(wis)
Size: Medium (1×1); Reach: 1; Speed: 40 ft. ground;
Skills: Athletics III (Str) +10 = 8+2; Intimidate IV (Wis) +12 = 10+2; Search IV (Int) +7 = 10-3; Tactics III (Int) +5 = 8-3
Qualities: feat (Wolf Pack Basics), improved sense (hearing).
Attacks: Bite II [1d8/17-20] (grab)

Sheep Hound (6)
(Irish Wolfhound) Excellent herders - various breeds
Sheep Hound (Medium Animal Walker — 53 XP): Str 14, Dex 10, Con 12, Int 5, Wis 16, Cha 10; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init V; Atk IV; Def III; Resilience III; Health III; Comp None; Skills: Athletics IV, Intimidate III, Notice V, Survival III; Qualities: improved sense (hearing), light sleeper.
Attacks/Weapons: Bite II
 
Sheep Hound (Medium Animal Walker — 53 XP): TL: 6
Str: 14/+2; Dex: 10/+0; Con: 12/+1; Int: 5/-3; Wis: 16/+3; Cha: 10/+0;
Init: +6=6+0(dex)             Melee: +7=5+2(str)    Fort: +4=3+1(con)
Health: +4=3+1(con) ~ 90/12   Ranged: +5=5+0(dex)   Ref: +3=3+0(dex)
Def: 14=10+4+0(dex)           Comp: None            Will: +6=3+3(wis)
Size: Medium (1×1); Reach: 1; Speed: 50 ft. ground;
Skills: Athletics IV (Str) +12 = 10+2; Intimidate III (Wis) +11 = 8+3; Notice V (Wis) +14 = 11+3; Survival III (Wis) +11 = 8+3
Qualities: improved sense (hearing), light sleeper.
Attacks: Bite II [1d8/17-20]

Marsh Mastiff (2)
(White English (or Shepherds) Bulldog).  Used by the Dalish as guard dogs.   "As he says 'It may be doubted whether there were in Britain two races of broad mouthed dogs during the Roman era, but it seems to us there was but one, and in that case the bulldog was the animal in question, one indeed far superior in size to the present breed, little inferior to the mastiff, and probably very like the Cuban race.' The latter he describes as follows: Larger than our common bulldog and smaller than the mastiff, stout in proportion, muzzle short, broad, and abruptly truncate, with somewhat of an upward curve, lips pendulous, ears partly so"
_The History of the Mastiff,_Wynn, 1886
Marsh Mastiff (Medium Animal Walker — 47 XP): Str 12, Dex 10, Con 12, Int 5, Wis 16, Cha 8; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init VI; Atk IV; Def III; Resilience III; Health III; Comp None; Skills: Intimidate III, Notice V, Sneak III; Qualities: improved sense (hearing), light sleeper.
Attacks/Weapons: Bite II
 
Marsh Mastiff (Medium Animal Walker — 47 XP): TL: 2
Str: 12/+1; Dex: 10/+0; Con: 12/+1; Int: 5/-3; Wis: 16/+3; Cha: 8/-1;
Init: +3=3+0(dex)             Melee: +3=2+1(str)    Fort: +3=2+1(con)
Health: +3=2+1(con) ~ 30/12   Ranged: +2=2+0(dex)   Ref: +2=2+0(dex)
Def: 11=10+1+0(dex)           Comp: None            Will: +5=2+3(wis)
Size: Medium (1×1); Reach: 1; Speed: 40 ft. ground;
Skills: Intimidate III (Wis) +8 = 5+3; Notice V (Wis) +10 = 7+3; Sneak III (Dex) +5 = 5+0
Qualities: improved sense (hearing), light sleeper.
Attacks: Bite II [1d8/17-20]

Other assorted (wild or domestic) dogs (1)
Mongrel (Domestic or Feral) (Small Animal Walker — 39 XP): Str 10, Dex 10, Con 10, Int 4, Wis 14, Cha 8; SZ S (1×1, Reach 1); Spd 40 ft. ground; Init V; Atk III; Def III; Resilience III; Health III; Comp None; Skills: Intimidate II, Notice IV, Sneak III, Survival III; Qualities: improved sense (hearing).
Attacks/Weapons: Bite II
 
Mongrel (Domestic or Feral) (Small Animal Walker — 39 XP): TL: 1
Str: 10/+0; Dex: 10/+0; Con: 10/+0; Int: 4/-3; Wis: 14/+2; Cha: 8/-1;
Init: +2=2+0(dex)                    Melee: +0=0+0(str)    Fort: +1=1+0(con)
Health: -1=1+0(con)-2(size) ~ 15/7   Ranged: +0=0+0(dex)   Ref: +1=1+0(dex)
Def: 12=10+1+0(dex)+1(size)          Comp: None            Will: +3=1+2(wis)
Size: Small (1×1); Reach: 1; Speed: 40 ft. ground;
Skills: Intimidate II (Wis) +5 = 3+2; Notice IV (Wis) +7 = 5+2; Sneak III (Dex) +4 = 4+0; Survival III (Wis) +6 = 4+2
Qualities: improved sense (hearing).
Attacks: Bite II [1d6/17-20]


Pages: [1] 2 3 ... 130


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!