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1  Products / Fantasy Craft / Re: Any update on Spellbound? on: October 21, 2014, 03:41:13 PM
Well this was a mighty depressing thread to read through. I don't think I've posted anything here in at least two years or so and we still have nothing new coming up for Spellbound (or FC as a whole). If these 'new directions' include a lot more licensed material and nothing further in the Fantasycraft line I don't know what would draw me to any products from Crafty-Games. Given the development of Spellbound so far I think this brings into question whether Spycraft 3 will ever exist as a finalized product.

Leif.  *reads Pat's post*  Yea.  That.  

It was Alex that said that... Tongue
2  Products / Fantasy Craft / Re: Any update on Spellbound? on: October 21, 2014, 01:00:13 PM
Well this was a mighty depressing thread to read through. I don't think I've posted anything here in at least two years or so and we still have nothing new coming up for Spellbound (or FC as a whole). If these 'new directions' include a lot more licensed material and nothing further in the Fantasycraft line I don't know what would draw me to any products from Crafty-Games.

I'm sorry to hear that.

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Given the development of Spellbound so far I think this brings into question whether Spycraft 3 will ever exist as a finalized product.

I normally don't respond to these types of posts, but here I need to clear something up. The reason that SB is not proceeding in the open is that we as a company refuse to allow Spellbound to endanger Spycraft in any way, shape, or form. Every project we work on is an investment, and sometimes investments work out, while at others they do not. The key to our continued survival is to make the best investments we can. Currently, our time is our most precious resource, and Spycraft is our company's priority, so that's where the investments have to be made. If time wasn't at such a premium, we'd just assign me to the Spellbound project full time until it was done - but there frankly are healthier, more profitable ways to be spending my Crafty time right now...like working on Mistborn and Spycraft. If we are not smart with our time, it's a guarantee there will be no Spycraft 3...because there'd be no Crafty left to make it Smiley

With that said - there have been developments on Spellbound we will be sharing in the coming weeks. You guys who have been waiting patiently should be pleased with many of them.
3  Products / Mistborn Adventure Game / Re: Hemalurgy damage for spike removal? on: October 06, 2014, 11:49:55 AM
In a word, yes. This is one of the many simplifications in MAG compared to the books.

My method of handling these types of things is to lean in favor of the book system whenever I think the players would prefer it. Assuming that the players aren't trying anything outrageous, at least. My players are generally good about that to date.

That's probably best. Brandon can "cheat" whenever he likes, because, y'know, he's the author and narrative doesn't have to follow any rules other than the language it's written in...but for a game, we needed a hard and fast and simple rule to work from, otherwise the MAG would have been twice the size and half as fun to play.
4  Products / Mistborn Adventure Game / Re: Hemalurgy and passing Stores along on: October 06, 2014, 11:48:15 AM
@Crafty

On the whole "spikes kill you 100% of the time" thing: do you have any suggestions on how/whether we should possibly model the ability of high-level use of Feruchemical Gold to heal people who've been spiked (power and all)? Brandon's said it's plausible, but it is a bit of a fringe case... (note: the Q/A is originally from Goodreads, but the clarification is in the comments, which only signed-in members are able to expand).

I have no idea, TBH. I would agree it's extremely fringe. I mean, using spikes on a person literally steals a piece of their soul and tears it out...that seems pretty fatal to me. I certainly wouldn't model it within the rules.
5  Products / Mistborn Adventure Game / Re: Hemalurgy and passing Stores along on: October 05, 2014, 12:10:21 PM
My understanding that is someone is spiked (and killed) for Feruchemical Copper, a piece of their soul is extracted. The person who uses the spike with that person's power would thus be able to use the victim's metalminds, because they are, for all intents and purposes, using the victim's own power.

However, remember these things:

1) You can't steal *part* of someone's power. You steal all of it. And stealing all of its kills the victim.
2) The wearer of the spike is going to gradually go crazy.
3) Spikes degrade over time. If you are passing a spike down through the generations, the power is gradually going to be lost through deterioration. Spiking does not recreate a perfect copy.
4) Using someone else's metalminds well requires an understanding of their "memory palace" or how they organized those thoughts for recall later. If you remember, Sazed kept an index which he used to organize his thoughts. I would not be surprised if picking up another person's knowledge without guidance would be tough (since, y'know, you have to kill the original owner of the power in order to access those memories at all)
5) Unless you're making a Sith-like feruchemist cult, this practice would be seen as absolutely abhorrent. It's certainly against everything the Keepers sought to accomplish - not just the preservation, but the dissemination of knowledge.

This is why the Keepers has the recitation style of information passing; one memorizes while the other memory-dumps. That's how knowledge transfer works, and doesn't require any dark knowledge, murder, or chance one part or the other could get lost or broken over time...
6  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 21, 2014, 06:08:27 PM
There are a few abilities in Mistborn and Alloy of Law that are similar, but the text does not take into account some of the possible options.

Example #1: Pewterarm Lock
The text says you must be a "Pewterarm or Brute Ferring" to open the lock.  So, is a 7 Physique Koloss-blooded with Surge of Strength x2 out of luck?  What about a Kandra with a Blessing of Potency, or a full Koloss?

The rules actually say, you need the Prodigious Strength Stunt and the key to use the lock. If you want to allow koloss-blooded to open it (as they basically have the Prodigious Strength Stunt as their Power), it's your call. For simplicity, I would follow the rules to the letter.

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Example #2: Pewterarm Rounds
Do the rounds ignore the Tough stunt for a Koloss-blooded?  Regeneration for a Kandra?

These rounds are designed explicitly to defeat Allomantic Pewter and Feruchemical Gold, so no, they do not in either case.
7  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 21, 2014, 06:04:54 PM
While we're doing clarifications, if my character is wearing both a Bullet Proof Vest (Absorbs 2) and a Leather Duster (Aborbs 1), does he take 3 less damage from, say, being shot? Does Armour stack?

Because as a Lurcher I want to wear a Lurcher plate, but Dusters are so freaking stylish that I want to wear one of them too, and I wondered if I was just taking a props hit for style, or if I'd actually get some benefit from my duster.

My intention is that armor does not stack. Not only is it unbalanced, it's kinda dumb (if a bullet can go through a vest, it can go through a duster).

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Speaking of Lurching, suppose a foe fires on one of my Allies and I have the Iron Redirection (Reaction) Stunt. I roll my Iron rating and succeed... what then? Do I take the damage the shot would have made -3 for my Lurcher plate (or whatever armour I have on). That does seem like the intuitive interpretation. I wouldn't have asked except for the implication for Empire Lurchers...

...what about a pre-AoL Lurcher who pulls a foe's coins into his wooden shield... what happens to him? Because it seems counterintuitive that an Empire Lurcher would have to Redirect the coins with his stunt and then roll a defence against the redirected hit... surely his redirection is good enough (assuming he passes the redirection roll) that he doesn't need to roll to get his shield in the right place. If he did have to not only have Iron Redirection and a Shield, and save defence dice for each redirection so he doesn't kill himself, Lurchers would seem a very suboptimal choice.

Iron Redirection redirects the attack at you, meaning you need to choose whether you pull the attack off course a little, or make yourself the new target. If you don't want to get hit by the attack, don't choose to be Smiley
8  Products / Mistborn Adventure Game / Re: Buying allomantic Gold in the Final Empire on: August 20, 2014, 05:51:47 PM
The cost of Gold should be set by the default setting of your world - you can make any metal available in Allomancy and Feruchemy if you wish, but the "basic 8" physical and mentals are all automagically there. We leave the rest up to you as campaign decisions, based on how you want the world balanced for your story Smiley
9  Products / Mistborn Adventure Game / Re: Feruchemy Gunslinging on: August 20, 2014, 05:49:32 PM
Steel is king in my book, because of quick drawing and the rapid ability to draw a bead and fire. Looking over the Feruchemical Shot Stunts, you'll see how I broke it down mentally - Pewter's lets you keep a steady aim even when moving and doing acrobatic stuff, while Steel is all about quick drawing, extra attacks, and the like. Tin gets a little love, too, for the accuracy aspects. Gold gets nothing other than the ability to keep your feet during a Pistol Duel - because it's plenty good out of the box Smiley
10  Products / Mistborn Adventure Game / Re: Koloss Twinborn on: August 19, 2014, 06:49:05 PM
I wanted a clarification, because the table on page 104 allows Koloss-blooded with Allomancy/Feruchemy to become Twinborn:
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(Humans or koloss-blooded with Allomancy or Feruchemy only)
Whereas page 107 lists it as human only. Does the game allow Koloss-blooded to become Twinborn?


There are no known koloss-blooded Twinborn (their genetics are decidedly different from humans). I went back and forth on that, but landed on the side of balance to stop the madness of 3 Powers on a single character. Thus, the intent is for only humans to become Twinborn.

For future reference, when there's a conflict between text and table, the general rule we use is defer to the text.
11  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 11, 2014, 11:11:46 PM
This isn't a typo, but it's a point that's somewhat unclear; if there's a thread (or if there should be) for clarifying questions I'll move this post to there.

Hazekiller Rounds: Pewterarm Rounds.

It mentions how the damage is applied to "Base Health." Am I to derive from this statement that the additional health of being a Bloodmaker or Thug will not protect you from things like Burdens? So, for example, say I'm a Bloodmaker with 6 Health and I tap 10 charges to temporarily make my health 16. If a Pewterarm Round hits me and deals 3 Damage, is that a Grave Burden? If I take 3 more damage from a Pewteram Round, does that inflict upon me a Mortal Burden, even though I've got 10 more points of Bloodmaker health? If I run out of Base Health but still have Bloodmaker Health, do I lose the conflict or can I go on fighting? If I am allowed to go on fighting, just with a Mortal Burden, will future Pewterarm rounds start taking down my Bloodmaker Health?

Just to clarify; when you say I cannot use powers to heal damage from a Pewterarm round, that means at all in any roundabout way, yes? Like, obviously it means I cannot heal that damage via tapping 10x charges of Gold. But Gold also says it increases my natural healing ability in any hour that I spend n Charges. I assume that increase also will not apply to this damage? It seems relatively clear in the book but since I'm asking a clarifying point on this specific entry anyway I figured I might as well know for sure.

Yes to everything.
12  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 10, 2014, 08:15:18 PM
It's too late for me to order before GenCon, so I'd like to pick up the book there.  Will I be able to purchase the physical book + PDF package at your GenCon booth?

Yep! We run the same deal through our booth. Plus, no shipping Smiley
13  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 10, 2014, 02:26:00 PM
Wow... then why are coinshots so deadly? Unless a Final Empire copper coin is much bigger than an US penny (2.5 grams), I don't think 250 mph would have much chance of killing a normal person.

Neither bullets nor coins kill by transferring energy to the victim; they kill by penetrating your flesh and cutting your internal organs. It takes less than a pound of force to cut human skin. The relative accuracy (compared to early bullets) of a coinshot is what makes it so deadly.

This is why one of my favorite RPGs the skill for combat is "Pushing sharp things through soft things that scream and bleed." Smiley
14  Community / Off-Topic / Re: Gencon 2014 - Who's going? on: August 09, 2014, 10:22:29 PM
What about just using a voice recorder? Most phones these days have that sort of functionality.

Tried that last year. It failed miserably.
15  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 09, 2014, 06:48:03 PM
Haven't  really had a chance to go over it with a fine-tooth comb, but I'm loving it so far. I have exactly one nit-pick and it's essentially irrelevant: Wax can only push bullets up to 250 mph, roughly 112 m/s. That's less than the lowest muzzle velocity I can find; low end for black powder muskets is 120 m/s according to Wikipedia, weapons technologically inferior to his. Still, sacrificing a little verisimilitude for cool magic effects in a game isn't exactly a deal breaker for anyone I know.  Wink

Wow... then why are coinshots so deadly? Unless a Final Empire copper coin is much bigger than an US penny (2.5 grams), I don't think 250 mph would have much chance of killing a normal person. IIRC black powder muskets used big bullets (or balls I guess), much larger caliber than modern guns.

Kinetic energy 1/2 * m *  v^2 = 1/2 * .0025 kg * 112(^2) m/s = about 15 joules if I'm not miscalculating. IIRC bullets are at least a thousand. Maybe if the coin hits narrow edge on....

Better to not think about it. It's a throwaway fluff line.
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