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1  Community / Play-by-Post / Re: STORMSURGE: Lords of War — Registration on: April 20, 2014, 10:38:44 PM
Mihini Nui
Headquarters: Auckland, New Zealand
Factories: Auckland, New Zealand
Warchest: Confidential

Trademark: Extra Arm Weapons
Competitive Tech: Gladiator/Maintenance Friendly
Design Expertise (frame): Light, Medium
Design Expertise (leg): Battler, Stocky
2  Community / License to Improvise / Re: [Fantasy Craft] Class: Overlord (Master) on: March 22, 2014, 01:21:13 AM
Interesting idea but  it needs a bit of tidying up, so a few suggestions have you seen the class skeleton guidelines? http://www.crafty-games.com/content/class-creation-guidelines

Your requirements are too high for a master class. I'd drop the Personal Lieutenant feat and drop Tactics down to 6+ ranks.

Kneel before me! Make the threaten it a trick that also stuns.
Minions: Add Followers here with ability to call twice. And then at Level 4 you can gain More Followers, with replacements next scene.
You will obey: I personally don't like this ability, but what about using the spell Command to fill this gap.
Spoils of war: I like the idea, but not sure about, something to ponder...
Hand of Darkness: Gain Personal Lieutenant and your Personal Lieutenant's Threat Level increases to your Career Level minus 1.
Join Me!: I like the idea of it, and again it is something I'll ponder...
3  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 03:58:37 PM
Based upon things previously discussed on this board with New Pie in use.

Gear Feats:

Wired
Welcome to the future
You gain a single Cybernetic Prize with up to 2 Essences of your choice worth a total maximum Rep value of 15. This does not count against the number of prizes you may keep.

Upgraded
Prerequisite: Wired
You've had some work done
You may keep an additional Cybernetic Prize that does not count aginst the number you may keep. Further, your Cybernetic Prize granted by Wired Feat may have an additional Essence for a total of 3 and the whole prize may have a maximum Rep value of 20.

Custom Construction and Living Weapon Species feats are then changed to Gear feats with the prerequisite Wired.

Add in a specialty that has Wired as a feat and you are ready to go from level one.
I'm sure I have a cyber expert class on the boards here somewhere too.
4  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 03:09:19 PM
For my sci-fi/space opera games I've run it as a prize (Chrome) using the rules for magic items and then had feats to augment it.
This then opens up for a some origins and even expert/master classes to build upon this.
5  Community / License to Improvise / Re: Best of the Board Round 3: Open Voting on: September 28, 2013, 11:02:08 PM
Quote

Set 3A: Expect Class - Baron by Pawsplay vs Expert Class - Golden Lion by Morgenstern

Golden Lion: I've made use of this and I have had more players use this. Also it helped me formulate some of my own expert classes by using non alignment paths.

Quote
Set 3B: Specialty - Daredevil by Big Jim vs Species - Wingling by Big_Jim.  

Wingling: Between my players and me we have used neither, I just like the Wingling more.

Quote
Set 3C: Mass Combat by Morgenstern vs PDF work (as showcased by psionics document) by Big_Jim

Mass Combat: This is was much harder to make a call on but I have been making more use from Mass Combat and trying to combine it with some sort of Kingdom/Domain rule set.

Quote
Set 3D: Farthest Star by Morgenstern vs I can fly feat by Morgenstern.

Farthest Star: I'm enjoying where the idea is coming form and have been wanting a long time to see it come together. Also this is the closest to New Pie which I have fully been converted to.
6  Community / License to Improvise / Re: War Hulk [New Pie][Master Class] on: September 08, 2013, 02:45:49 PM
Fixed missing text
7  Community / License to Improvise / War Hulk [New Pie][Master Class] on: September 07, 2013, 11:56:57 PM
As I gear up for a new campaign here is something that I converted from that other game to appease a certain player who likes to break things.

WAR HULK
The war hulk is a creature of great size and talent who is specifically trained to shock and awe opposing massed troops.
Party Role: Combatant.

Requirements:
Size: Large
Fitness: 15+
Intimidate 6+ Ranks
Feat: Cleave Basics

Class Features
Class Skills: Athletics, Competition, Focus, Intimidate, Profession, Survival.
Continuity: Choose 2 class skills from other classes you have levels in. These become War Hulk class skills for you.
Skill Points: 4+ Guile modifier
Vitality: 12 + Determination modifier per level


Class Abilities
Great Swing: At Level 1 a War Hulk is able to make a great, sweeping swing with a melee weapon.
Great Swing (Melee Attack Trick): As a full action, you may choose up to three squares adjacent to one another within your reach Make one attack check and apply that check as an attack against each target. This counts as a single attack
Muscle Bound: At Level 1 the lower of your Determination or Fitness scores increase by +2.
At Level 4 the lower of your Determination or Fitness scores increase by +2
Rock Throwing: You have a learned the secrets to throwing big rocks. At Level 2 you gain Improved Stability NPC quality. If you already have this it may stack to a maximum of Huge size. Further you gain the Hurling Master (Thrown Weapons) Feat.
Mighty Swing: At Level 3 you may use your Great Swing Trickwith Thrown Weapons. Further you gain 2 additional Weapon Proficiencies.
Face of War: At Level 4, your wounds increases by your Intimidate Ranks Also, you gain a trick.
Scowl (Threaten trick): If the target fails the stress damage’s Will save, he becomes frightened.
Massive Swing: At Level 5 a War Hulk can lash out all around himself with a single attack. You may make a Full Action attack with a melee attack when using your Great Swing Trick to target all opponents within your reach.
Further you gain 4 additional Weapon Proficiencies.


BAB: Fast
Fort: Fast
Ref: Slow
Will: Slow
Def: Medium
Init: Medium
Wealth: Slow
Legend: Fast

Class Abilities
1   Continuity, Great Swing, Muscle Bound
2   Rock Throwing
3   Mighty Swing
4   Face of War, Muscle Bound
5   Massive Swing

8  Community / License to Improvise / Re: Best of the Board contest on: September 06, 2013, 02:30:18 AM
Actually I was thinking of the Nymph .

And I'll add Dread Pirate which Morgenstern assisted me in crafting as my pick for class.

I'll throw a nomination for Big_Jim's PDF work.
9  Community / License to Improvise / Re: Best of the Board contest on: September 05, 2013, 03:03:42 PM
I'll nominate:

Other: Mass Combat from Morgenstern

Origin Dryad Race from Mister Andersen

I'm still mulling on my other picks.
10  Community / License to Improvise / Re: [New Pie] Pokemon on: July 18, 2013, 08:08:30 PM
Pokemon training:

All pokemon have base stats which can be converted into NPC stats.

Hit Points becomes Health
Attack stays Attack
Defense stays as Defense
Special Attack becomes FX
Special Defense becomes Resilience
Speed becomes Initiative

As per normal Pokemon learn new attacks as they go up levels.

Other training can then be applied by Animal Training checks, which in turn can be improved upon by the Animal Training Feats.

As long as the Pokemon's total XP is within your Control Limit no problem.
11  Community / License to Improvise / Re: Breeding Basics and Animal Training Basics on: July 18, 2013, 07:53:43 PM
I meant to comment on this the other day, but I got distracted and forgot.  I have a few thoughts.  First is that I don't think Breed Animal has a minimum Downtime requirement, so I'm not sure that Breeding Mastery actually accomplishes anything.  The skill doesn't specify a minimum time, only that it's a downtime check.

Second is that the Animal Training feats seem kind of weak.  I would also think there there will be a pokeball item (weapon?) that is going to be involved in capturing the pokemon, and I would think that is what causes them to be immediately trained and ready for advanced training.  So I would suggest a single Animal Training feat, rather than Basics/Mastery/Supremacy. 

These feats are a more generic take based upon by tinkering of a pokemon campaign.

I am planning on having a min downtime with breeding checks which is why I put it in there.

I'll take the animal training feats up a bit more in the pokemon thread I started.
12  Community / License to Improvise / [New Pie] Pokemon on: July 18, 2013, 06:22:43 PM
Just throwing around some ideas for converting Pokemon.

Expertise, Profession and Mischief really do align well with the use of pokemon tools.
Having Pokeball as a Field for catching pokemon (expertise) and creating pokeballs (profession)
Breeding Pokemon could also be a Profession check, though I'm wary on having a single Pokemon Field.

A campaign quality that allows a control limit for commanding pokemon, something like 40 XP + Twice Career Level, then with class features and/or feats to boost this amount.
And something that can enforce you may only carry max 6 pokemon at a time.


Prizes can include the Pokedex and boxes within the Pokemon Storage System.
13  Community / License to Improvise / Breeding Basics and Animal Training Basics on: July 13, 2013, 05:41:36 AM
So I've been toying with the idea of running a Pokemon Campaign using New Pie and with this in how do these gear feats look?

Breeding Basics
You may make up to 3 different Breeding Checks in a Downtime. Each check must relate to a different breeding pair. Further you always know the identity of Offspring from your successful breeding checks.

Breeding Mastery
The minimum Downtime required for Breeding decreases by 1 step, to a minimum of D (i.e. Y becomes M, M becomes W, and W becomes D). Any offspring from your successful Breeding checks begin with an Advanced Training Benefit of your choosing.

Breeding Supremacy

You may make up to 5 different Breeding Checks in a Downtime. By increasing the DC by +5 for each additional check made with the same mating pair, each success produces an additional number of normal offspring.

Animal Training Basics   
Any animal you catch is ready for Advanced Training straight away.
Further your animals may gain each advanced training benefit no more than 5 times.

Animal Training Mastery
You may make Train Animal Checks as a 1 Week Action instead of 1 Month.
Further your Animals may gain each advanced training benefit no more than 6 times.

Animal Training Supremacy
You may choose TWO benefit to train an Animal in at the same time.
Further your Animals may gain each advanced training benefit no more than 8 times.

14  Community / License to Improvise / Re: Playing around with shapeshifting on: June 03, 2013, 10:20:42 PM
Here are the feats I use for my campaign. It is based upon Morg's Dryad feats and makes use of SilverCatMoonPaw's Animal species.

Therianthrope Heritage
You have a little animal inside of you, just waiting to free itself.
Prerequisites: Level 1 only.
Benefit: Choose one Animal based Species. You may take the Transform actions to change form between an Animal and your normal form. You have a single vitality point score but separate wound totals for your Animal and normal forms and each heals at the normal rate simultaneously. While in Animal form replace your normal Origin with the Animal Origin and vice versa (removing all attribute modifiers and features of one Species, then applying them from the other species). This may cause you to no longer meet the requirements for some of your feats and/or classes – if so, you may not use those feat benefits or class abilities of until you return to the for in which you qualify for them. You may select character options as both an Animal and your normal Species and using your attributes from either form.
Transformation(5 round Action): You may transform between your chosen animal form and your normal form. You become slowed for 5 rounds while you are transforming. When you are no longer Slowed you inflict 30 stress damage upon yourself. If you fail the associated Will save you become Enraged in your animal form instead of becoming Shaken.
You normally return to your normal form at the end of the current scene, however, you may take the Transformation Action, as long as you are not enraged to attempt to change back.
Special: You also involuntarily take the Transformation Action whenever you suffer fail a save for stress damage suffer or wound damage in your Normal form. Finally, you may lower one of your attributes by 2 to take an additional species feat with a prerequisite of 'Level 1 only' and either 'Animal' or your normal species.

Therianthrope Legacy
You have better control of that little animal in you.
Prerequisites: Therianthrope Heritage
Benefit: When taking the Transformation Action you only suffer 20 Stress Damage. Also, you gain Fast Healer Quality, and when you take your Animal form you may become more humanoid and lose the Beast type.

Animalheart
You and that little animal in you play along just nicely.
Prerequisites: Therianthrope Heritage
Benefit: You may take the Transformation action as full actions and you may spend an Action Dice to stop a Transformation Action. However you still suffer the Stress Damage, but remain in your Normal form.
15  Products / Fantasy Craft / Re: Spirit Resistance hashed out on: May 04, 2013, 04:24:47 PM
From another Thread about stacking resistances.

Damage resistances stack. DR provided from armor has a rule explicitly allowing only the highest to apply.

Quote from: Deral
In looking, though, I've raised another quick question I didn't even consider, Page 206 under Defense says that damage can only be reduced below 0 by Damage Reduction, does this mean that a target with no DR but high Resistance can only reduce damage to 1?

Whaaat? Per the Damage Resistance RAW in Page 209:

Quote
As with Damage Reduction, if this reduces the damage to 0 or lower, any special effects inflicted by the attack are negated as well.

I guess there's a word missing in page 206, though the intent of Damage Resistance is pretty dang clear. I'll add it to my notes.
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