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1  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 16, 2013, 04:21:35 AM
 Smiley That is actually quite interesting. I found that, while the early Merp material is quite true to the books, concerning magic, beasts, monsters etc, the later books wander off into the realms of high fantasy. The cool thing with Merp books is, that they state the sources of the various npc's (Silmarillion, The History of Middle-earth...)‎.

I'm very curious on the TOR books, when i come around to read them.
2  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 12, 2013, 12:25:08 PM
Great Lasher (Large Animal Walker — 83 XP): Str 12, Dex 12, Con 10, Int 1, Wis 10, Cha 6; SZ L (3×3, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Res III; Health V; Comp —; Skills: Athletics III, Notice III, Tactics V; Qualities: damage reduction 2, darkvision II, fearsome, grappler, superior climber III, superior jumper II, superior runner I.
Attacks/Weapons: Bite I, Web (entangling V; cone 40ft range), Poison (sickening V)
Treasure: 1A, 2T

Vargr (Large Beast Walker — 83 XP): Str 16, Dex 10, Con 10, Int 9, Wis 10, Cha 10; SZ L (1×2, Reach 1); Spd 30 ft. ground; Init II; Atk V; Def IV; Res III; Health V; Comp I; Skills: Sneak IV, Survival IV, Tactics IV; Qualities: damage reduction 3, improved sense (scent), superior runner I, tough I, treacherous.
Attacks/Weapons: Bite V, ParaBite (paralyzing III; linked to attack Bite)
Treasure: 1L, 1T

Pack Leader/Riding Wolf (Medium Animal Walker — 41 XP): Str 12, Dex 10, Con 12, Int 5, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def IV; Res III; Health IV; Comp —; Skills: Search IV; Qualities: feat (Wolf Pack Basics, Wolf Pack Mastery), improved sense (scent), superior runner I, superior traveler I, tough I.
Attacks/Weapons: Bite II
Treasure: 2T

Pack Wolf (Small Animal Walker — 40 XP): Str 10, Dex 12, Con 10, Int 3, Wis 12, Cha 6; SZ S (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def IV; Res III; Health III; Comp —; Skills: Search III, Survival V, Tactics III; Qualities: feat (Wolf Pack Basics, Wolf Pack Mastery), improved sense (scent), superior runner II, superior traveler I.
Attacks/Weapons: Bite I

3  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 12, 2013, 12:23:04 PM
Helgrog, lesser (Large Outsider Walker — 160 XP): Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 14; SZ L (2×2, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def VI; Res VI; Health VI; Comp V; Skills: Athletics VIII, Intimidate X, Resolve VIII; Qualities: achilles heel (fire), contagion immunity, damage immunity (stress, subdual), damage reduction 5, devoted (PATH OF EVIL II), dread, feat (Glint of Madness), interests (Evil), menacing threat, spell defense I, tough II, unnerving.
Attacks/Weapons: Sheath of Ice (paralyzing IV; linked to attack Talon), Talon IV (damage type: subdual)

Huorn (Large Plant Walker — 83 XP): Str 16, Dex 10, Con 16, Int 5, Wis 10, Cha 8; SZ L (2×2, Reach 2); Spd 20 ft. ground; Init II; Atk VII; Def II; Res VII; Health V; Comp —; Skills: Notice I, Survival III; Qualities: achilles heel (fire), chameleon (forest/jungle I, swamp I), damage reduction 5, fearless I, feat (Iron Will), light sleeper.
Attacks/Weapons: Squeeze II × 2 (grab), Trample III
Treasure: 1G, 1T

Troll, Stun LotR (Large Folk Walker — 126 XP): Str 20, Dex 8, Con 18, Int 7, Wis 10, Cha 8; SZ L (2×2, Reach 2); Spd 30 ft. ground; Init II; Atk V; Def V; Res VIII; Health X; Comp I; Skills: Acrobatics VII, Athletics VII, Intimidate V; Qualities: banned action (Calm, Influence, Outmaneuver, Tumble), damage reduction 3, darkvision II, grappler, improved sense (smell), nocturnal, tough II.
Attacks/Weapons: Slam IV (damage type: subdual), Trample III × 2, Stunning Slam (stunning III; linked to attack Slam)
Treasure: 3L
4  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 12, 2013, 12:20:29 PM
Balrog (Huge Outsider Walker — 200 XP): Str 20, Dex 10, Con 16, Int 14, Wis 10, Cha 18; SZ H (2×2, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def VI; Res VI; Health VI; Comp V; Skills: Athletics VIII, Intimidate X, Resolve VIII, Spellcasting X; Spells: Cause Wounds II, Darkness I, Insanity II, , , , , , , ; Qualities: contagion immunity, damage immunity (stress, subdual), damage reduction 5, devoted (PATH OF EVIL III), dread, interests (Evil), menacing threat, spell defense X, tough II, unnerving.
Attacks/Weapons: Firesword (damage IV; beam 10ft. range; damage type: fire; aligned: Evil), Firewhip (damage IV; beam 20ft. range; damage type: stress; aligned: Evil)


Dindair (Large Beast Walker — 133 XP): Str 14, Dex 12, Con 12, Int 5, Wis 10, Cha 8; SZ L (1×2, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def X; Res X; Health VI; Comp VII; Skills: Blend VII, Intimidate VII, Investigate V, Sneak X; Qualities: damage defiance (folk, stress, subdual), damage reduction 2, darkvision I, feat (Combat Instincts, Evasive), invisibility, nocturnal, superior climber I.
Attacks/Weapons: Talon III × 2 (damage type: stress; aligned: Evil), Talon of Fear (stunning II; linked to attack Talon)

Twisted Eagle LotR (Large Animal Flyer/Walker — 92 XP): Str 14, Dex 14, Con 14, Int 2, Wis 16, Cha 12; SZ L (2×2, Reach 1); Spd 60 ft. flight, 20 ft. ground; Init III; Atk V; Def VII; Res III; Health IV; Comp II; Skills: Acrobatics II, Notice IV, Search IV; Qualities: darkvision II, dread, fearless II, feat (Agile Flyer, Charging Basics), improved sense (sight), rend.
Attacks/Weapons: Bite III (armour piercing 4), Talon I × 2 (grab)
Treasure: 1T

Helgrog (Large Outsider Walker — 184 XP): Str 18, Dex 8, Con 20, Int 10, Wis 10, Cha 18; SZ L (2×2, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def VI; Res VI; Health VI; Comp V; Skills: Athletics VIII, Intimidate X, Resolve VIII; Qualities: achilles heel (fire), contagion immunity, damage immunity (stress, subdual), damage reduction 5, devoted (PATH OF EVIL III), dread, feat (Glint of Madness), interests (Evil), menacing threat, spell defense I, tough II, unnerving.
Attacks/Weapons: Sheath of Ice (paralyzing IV; linked to attack Talon), Talon IV (damage type: subdual; aligned: Evil), Icestorm (damage IV; damage type: subdual; aligned: Evil)
5  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 12, 2013, 12:17:46 PM
Ent, Young (Large Plant Walker — 100 XP): Str 20, Dex 10, Con 20, Int 10, Wis 14, Cha 10; SZ L (2×2, Reach 2); Spd 20 ft. ground; Init II; Atk VIII; Def III; Res VII; Health V; Comp I; Skills: Notice III, Survival III; Qualities: achilles heel (fire), chameleon (forest/jungle I, swamp I), damage reduction 5, fearless I, feat (Iron Will), light sleeper.
Attacks/Weapons: Trample II × 2 (grab), Slam III
Treasure: 1G, 1T

Frost Worm (Huge Animal Burrower/Walker — 100 XP): Str 20, Dex 10, Con 22, Int 2, Wis 10, Cha 10; SZ H (1×8, Reach 2); Spd 10 ft. burrow, 30 ft. ground; Init VI; Atk VIII; Def V; Resilience VI; Health V; Comp None; Skills: Notice I, Sneak I, Tactics I; Qualities: Achilles' heel (fire, heat 0XP), chameleon II (arctic 0XP), custom (0XP), damage immunity (cold), death throes, feat (Iron Will), natural defense (1d6 cold), tough I.
Attacks/Weapons: Bite III, Trill (stunning II: aura 10ft. radius), Cold Breath (damage IV: cone 20ft range; damage type: cold)
Treasure: 1T

Giant(T) Frost Giant (Large Folk Walker — 199 XP): Str 30, Dex 8, Con 25, Int 7, Wis 10, Cha 8; SZ L (2×2, Reach 2); Spd 60 ft. ground; Init I; Atk X; Def X; Resilience IV; Health IV; Comp I; Skills: Athletics VII, Intimidate VIII, Notice III; Qualities: achilles heel (fire), banned action (Calm, Influence, Outmaneuver, Tumble), battering, damage defiance (cold), damage reduction 6, darkvision I, fearless II, feat (All-Out Attack, Cleave Basics), frenzy II, grueling combatant, improved stability, tough II.
Attacks/Weapons: Kick V × 2 (damage type: subdual; armour piercing 12), Slam V (damage type: subdual; armour piercing 12), Trample

Ghoul (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def III; Res V; Health VI; Comp I; Skills: Sneak III; Qualities: Feral, improved sense (scent), stench, swarm
Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18–20), Ghoul Fever (sickening attack II: Will DC 15 or become sickened for 2d6 rounds; upgrades: supernatural attack (bite)), Claw I
(dmg 1d6 lethal; threat 20), Paralyzing Claw (paralyzing attack I: Will DC 10 or become paralyzed 1d6 rounds; upgrades: supernatural attack (claw))
Treasure: 1G, 1T

Ghoul Master (Large Undead Walker — 113 XP): Str 14, Dex 12, Con 20, Int 10, Wis 12, Cha 10; SZ L (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk X; Def III; Res V; Health VI; Comp I; Skills: Sneak III; Qualities: feral, improved sense (scent), stench, swarm.
Attacks/Weapons: Bite III × 2, Claw III × 2 (armour piercing 4; bleed), DrainBite (draining, attribute V; linked to attack Bite)
Treasure: 1G, 1T
6  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 12, 2013, 12:14:23 PM
Herbs:

http://ul.to/5z8bbxce
7  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 10, 2013, 07:02:53 AM
I'm redoing my bestiary for Lotr at the moment. I also did several magical items for the game including the herb system. If you are interested, i could send or post them. There also is thread which features a few Lotr NPC's : http://www.crafty-games.com/forum/index.php?topic=3367.15
8  Community / License to Improvise / Re: A Middle Earth Bestiary on: October 09, 2013, 03:16:59 AM
I'd be interested in any middle earth stuff your group creates. 3 years ago i did a version of the old MERP herb system for FC. It should be on the FC Database.

I also did a bestiary but i did no uese a conversion rate.

Here are some exapmles:

Orc, Standard (Medium Folk Walker — 48 XP): Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IX; Res IV; Health IV; Comp I; Skills: Intimidate I, Survival I; Qualities: always ready, banned action (Calm, Influence), fearless I, feat (All-Out Attack, Armor Basics, Cleave Basics), grueling combatant, improved sense (smell), light-sensitive, menacing threat.
Attacks/Weapons: Sickle sword (1d8 lethal 19–20 Hook, Orc S/1h)
Gear: Moderate Orc scalemail with light fittings (DR 5; Resist Edged 3; DP –2; ACP –2; Spd –5 ft


Orc Captain (Medium Folk Walker — NaN XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init V; Atk VI; Def X; Res V; Health V; Comp III; Skills: Intimidate VII, Resolve IV, Tactics VII; Qualities: always ready, banned action (Calm, Influence), class ability (Captain:Battle planning I: crush them!, press on!), fearless I, feat (Armor Basics, Battlefield Trickery, Greatsword Basics), grueling combatant, improved sense (smell), light-sensitive, menacing threat, tough I.
Attacks/Weapons: Zweihander (Dmg: 1d12 lethal 19–20, Guard +1, massive)
Gear: Moderate Orc Scalemail DR 4; Edged 3; DP –2; ACP –1; –5 ft.


Troll LotR (Large Folk Walker — 99 XP): Str 18, Dex 10, Con 18, Int 7, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 50 ft. ground; Init III; Atk IV; Def II; Res IV; Health IV; Comp I; Skills: Athletics VII, Intimidate VIII, Notice III; Qualities: banned action (Calm, Influence, Outmaneuver, Tumble), battering, damage reduction 3, darkvision I, fearless II, feat (All-Out Attack, Cleave Basics), frenzy II, grueling combatant, improved sense (smell), improved stability, nocturnal, tough II.
Attacks/Weapons: Trample I, Great club (3d6 lethal 20 Massive L2h)
9  Community / License to Improvise / Re: Playing around with shapeshifting on: June 06, 2013, 04:15:21 AM
I haven't had much to say lately, due to moving my business over the last few weeks (and continuing for a week or so more). Anyway, here's what I did with shapeshifters (in a druid style base class) - maybe it can be pillaged for useful stuff. It uses both of Morg's Astral magic and Formshifting mechanics. Also, the creature forms and spell lists aren't done yet. If anybody wants to fill those out, feel free to help out.

Here's the Wildshaper base class: https://docs.google.com/file/d/0B8FCrAZcFJJDNFpVWGpmU000MUk/edit?usp=sharing

OMG! WOW! Great Work

I tremendously enjoy this thread
10  Community / License to Improvise / Re: [Workshop] White Court Vampire on: May 27, 2013, 03:14:50 PM
Modified Version with feats:

White Court Vampire

0 points:
Base Speed 30
Medium (1x1), Reach 1
Type: Fey

4 Points
+3 (Specific Str), +3 (Specific Char), –3 (Specific Wis)

4,5 Points
You gain the, Beguiling [+1], Darkvision I [+1], Fast Healing [+1], and Draining, life I [+1,5] qualities.

-1,5 Point
You can no longer benefit from food or drink, but you still need to consume the life force of living creatures. This is most often done by sexual intercourse, the vessel of that force, given willingly or taken. You may abstain from draining life force for a number of days equal your Constitution score.  
At the start of each round thereafter, you make the appropriate save (DC 10 + 1 per previous save). With failure you gain 1 grade of the following condition.

Tainted (I–IV  plus  special):  
The  character  suffers  a  –2 penalty  with  Will  saves  and  Charisma-based  skill  checks  per grade suffered. If a character with tainted IV is tainted again, he becomes enraged until he feeds. A character loses 1 tainted grade at the end of each scene.

Feats:

VAMPIRE FIGHTER

Prerequisites: Level 1 only
Benefit: You gain sterner stuff and thick hide 3

VAMPIRE NOBLE

Prerequisites: Level 1 only
Benefit: Your  Appearance  bonus  increases  by  +1  and  you  may purchase Noble Renown for 20 Reputation per rank.

VAMPIRE ASSASSIN

Prerequisites: Level 1 only
Benefit: You  gain  darkvision  II,  light-sensitive  (see  pages 233 and 234), and a +4 bonus with Sneak checks.
11  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: April 19, 2013, 03:46:51 AM
I gather from your comments, that releasing the book bit by bit, class by class etc. is not an an option due to the nature of the complextity of the system? Otherwise that could split the current workload.
12  Products / Fantasy Craft / Re: NPC Builder Update on: April 11, 2013, 01:01:02 AM
The builder has now been updated with all the class abilities from the Avatar, Inquisitor and Crusader Smiley

Thank You
13  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Mastercraft on: March 21, 2013, 04:49:31 AM
Funny, that is why i like(d) it Smiley
14  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Mastercraft on: March 21, 2013, 02:17:07 AM
I always liked the idea that FC + SC = Shadowrun, so it is definitely disapointing.
15  Community / License to Improvise / Re: Sweet20, anyone? on: March 20, 2013, 07:58:30 AM
I've stopped counting XP years ago. As Bill said, I hand wave experience in my FC games and there's absolutely no problem with that.

Same here, but i'll try sweet20, it schould work very well with fc subplots
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