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61  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 06:30:10 PM
I had this idea a while back of making a supers game out of Mastercraft, dividing powers up loosely into Talents, Feats, Powers (like spells), and Augmentations (Prizes).

Cyber-penny for your thoughts?
62  Products / Fantasy Craft / Re: Questions on: February 08, 2014, 05:17:10 PM
Have you seen the point system for creating races?  It goes a long way - in my opinion - toward explaining the trade-offs that are inherent in design choices.  I've got that link around here somewhere ...

Here it is:
http://www.crafty-games.com/content/origin-creation-guidelines
63  Products / Fantasy Craft / Re: Questions on: February 08, 2014, 05:15:36 PM
I wouldn't assume helpless or flatfooted, as it doesn't state that. I'm going with "normal, but taking two full round actions as they roll around and dramatically howl or their eyes glint or whatever."

Fair enough.  YDYDYW
64  Products / Fantasy Craft / Re: Questions on: February 08, 2014, 05:00:59 PM
Two questions:


Question 1: How does the Shapeshifter III quality work, and what happens if someone shapeshifts from one form to the other in the middle of battle?

Question 2: Do Drakes really get no DR to compensate for their natural Defense penalties? Dwarves take hits better than Dragons?

1. The NPC takes 2 full actions (see text in Shapeshifter I) and changes into a copy of a PC.  It gains a character sheet that is identical to the PC.

As to what it looks like, you'll have to use your imagination.

Now, if your question is "what state is the NPC in during this transformation?" I'm going to go with helpless or at the very least flatfooted.  It does take 2 full rounds - assuming he only gets 1 full action per round, that is.  This is not a lightning fast transformation.  It's quick but not as quick as Flash can change clothes.

I would assume that Shapeshifter III is really there for the ol' doppelgangers.  Their power comes from already being transformed before you see them.  Hopefully that answers your question.  If not, let me know.

2. Answered previously.
65  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 03:10:14 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.


Do, tell.  It sounds interesting.
66  Community / License to Improvise / Re: Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 03:07:20 PM
Hmm, I can definitely see the value of using Reputation and Prize slots to make it work.  I even like your suggestion of letting a class provide more chrome options.  Only down side I can see is that it means I have more work to create classes.  (I was kinda hoping I could just use the classes as is.)
67  Community / License to Improvise / Aumentation: Mechanical and Biological; OR Cyberware and Bioware on: February 08, 2014, 02:08:20 PM
In my ongoing work toward a cyberpunk modification to Fantasy Craft, I've decided that I need to understand how cyberware and it's cousin, bioware, are taken care of.

I think I can handle the mechanical aspects.  (Implanted oxygen tank?  Aquatic I.  Implanted gills?  Maybe Aquatic II or a variant that leaves the penalties for underwater combat.  Just cause you can breathe, doesn't mean you swim like a fish.)  However, where I'm falling down is the cost of the 'ware.  Should it key off feats?  Proficiencies?  Cash?  Reputation?

I can make a case for each of those but I'm trying to make sure that it's balanced within the game.  Your thoughts and reasoning are appreciated.

EDIT: Why does English use wacked out spellings?*  breath breathe
* I actually am aware of the historical reasons; however, it won't stop me from complaining.  The fact that I am often more comfortable spelling Spanish than my native language is just. not. right.
68  Community / License to Improvise / Re: Hacking in the world of cyberpunk on: February 08, 2014, 01:54:43 PM
If I offended anyone who was discussing SR, please accept my apologies.  I hadn't intended to squelch discussion.

-----

I will assume that since the discussion of the mechanics have dropped off, that I am either on the right track or, at the very least, that I am not on a horribly wrong one.

I'll try to post some simulated play test documents once I get them complete.



EDIT: I'm having trouble spelling for some reason.
69  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 08, 2014, 10:08:27 AM

Most worthy.
70  Products / Fantasy Craft / Re: Questions on: February 08, 2014, 09:56:09 AM
Two questions:


Question 1: How does the Shapeshifter III quality work, and what happens if someone shapeshifts from one form to the other in the middle of battle?

Question 2: Do Drakes really get no DR to compensate for their natural Defense penalties? Dwarves take hits better than Dragons?

1. Book is not handy at the moment; I will go look in a bit.

2. Yes.  Drakes aren't dragons per se.  In my setting, they are the heralds of true dragons.  In yours?  Don't know.
Why did the Crafty folks do it that way?  You'd have to ask them to get a definitive answer but I'm willing to make a guess.  In order to play flying, fire-breathing "lizards" at first level, some things had to shaved off to make room for the flying and fire-breathing.

Have you seen the point system for creating races?  It goes a long way - in my opinion - toward explaining the trade-offs that are inherent in design choices.  I've got that link around here somewhere ...
71  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 08, 2014, 08:54:51 AM
Hear, hear!
72  Community / Fiction and Story Hour / Re: Anthropological Expedition to Sol III on: February 06, 2014, 09:01:42 PM
Sarai-7, personal notes

This town is wonderful and despite the presence of a small skirmish force of Tyrn, I'm staying.  There are sufficient numbers of human remains for me to perform destructive testing.  Not as efficient as living specimens but they are fresh and I can extrapolate to a reasonable degree.  Some of the humans in this area seemed offended that I would preform tests on their dead.  I did indicate that I was performing an important ritual after the Tyrn killed them.  I might have emphasized the ritual part of that statement and some of them took that to mean religious rights that would purge the "evil" of the Tyrn.  I'm sure the University ethicist would have a small tantrum over it and send me to cross-species sensitivity training.  However, I don't care.  I can do science while the local humans think their dead are cleansed from the effects of the evil aliens by the good alien.  It engenders good will and aids my research.  It is enough for me.

As to the results ... they are not what I expected.
Humans are far more fragile than I would have expected.  Speaking of the skeletal structure at any rate.

Oh, another fine specimen just made it back to my warehouse and the locals want the alien priest to bless the body.  Better grab my robe.
73  Products / Fantasy Craft / Re: Slow 2h weap vs dagger... on: February 06, 2014, 08:51:49 PM
He drank the Kool-Aid!  He drank the Kool-Aid.  Welcome, brother!  Have more Kool-Aid.

Seriously though.  Welcome to the forums and the awesome that is Fantasy Craft.
74  Products / Fantasy Craft / Re: Questions on: February 06, 2014, 08:47:46 PM
Huh, well, our group uses Magic Missile wrong then.  We have not been using the auto-hit.

Meh.  I like the mage having to aim the damn missiles because ... ITS MAGIC ... is simply not appreciated at my table for setting reasons.

YD,YD,YW after all.
75  Community / Off-Topic / Re: That [i]thing[/i] in your head. on: February 05, 2014, 06:29:46 PM
And she knew I was going to tie her wrists to the eyebolt in the ceiling; why would she think I'd be bothered that her armpits weren't waxed?

If ever feeling serial killer-ish, please see your doctor.
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