Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 20, 2014, 11:31:55 PM
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 ... 333
1  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: August 18, 2014, 04:10:26 PM
  I saw Lucy.

  It's troubled at best. I can appreciate that it takes place overseas and that many, many of the characters do not speak English. I can even sort of appreciate that it emphasizes the protagonist's isolation that she/we don't understand them by virtue of there being no subtitles... but after a while I really did get tired of not understanding something like a third of the dialogue in the first half of the movie. That's a lot of wasted writing for this movie goer.

  Its also classic 'writer unleashes forces they don't know how to manage syndrome'. There's a display of power early on that basically renders all possible human threats irrelevant... and yet the plot keeps trying to pretend Lucy is threatened. Ironically the movie expects the audience to sit there using only about 3% of their brains and stare vacantly at the pretty girl and the random gunplay. I like shootouts and car chases way more than the next guy, so those parts were fine, taken in a vacuum. But inevitably the plot rears its empty head and I was back to shaking mine.

  The movie Limitless is a vastly more interesting exploration of pharmaceutical super-intelligence.

  (The Purge's premise is just a little too divorced from reality as I understand it for me to suspend disbelief. I actually have similar problems with the Hunger Games and people seem to adore that, so maybe it's just me.)
2  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: August 06, 2014, 03:23:29 AM
Me too - just got back into my own place again (as of about 4 ours ago). Have to make some headway on paying work but once my head is above water... Smiley.
3  Community / Off-Topic / Re: Video game news and reaction on: August 06, 2014, 02:49:04 AM
*looks over at Z-Corps*

Well, we'll just have to do our own and make it better Smiley.
4  Community / License to Improvise / Re: New Species: The Warg on: August 04, 2014, 11:37:35 PM
I would suggest~

Bay at the Moon (Special only): 5
Let slip the dogs of war I: 3
Let Slip the Dog of War II: 5

  LStDoW I: is just a nice situational upgrade to bite. II is for a leader-type paying the bill so the followers don't (mostly it creates an opportunity for players - take out the alpha and the pack loses effectiveness). Bay at the Moon is the one to watch - multiple sources of auto-damage will wreck PCs, so the special character requirement greatly reduces the change of 2-3 NPCs setting up a lunar chorus and burning the party down without recourse.
5  Community / License to Improvise / Re: New Species: The Warg on: August 03, 2014, 04:57:38 PM
Howl Attack: Once per round as a full action you may let out a frightening howl which affects all foes in a blast inflicting 2d6 + your Cha modifier in stress damage (this blast tapers off every 5 feet; see page 214 of FC). Make a single ranged attack against all foes in the area; each character hit may make a Will Save (DC 10 + the number of Species feats you have + your Con modifier) to avoid taking any damage. [2.5]

I would suggest~

Dreadful Howl: As a full action you may unleash a dreadful howl. All enemies up to one size category larger than you able to hear you must make a Will save (DC 10 + the number of species feats you have + half your Intimidate ranks, rounded up) or suffer 2d6 + your Con modifier stress damage. The DC of this save increases by +4 for enemies able to see and hear your as you howl. You may use this ability a number of times per scene equal to your starting action dice.

GRIM PACK [Species]
...
  Benefit: The higher of your Strength or Constitution rises by 1. Each time you would be affected by an enemy's spell, you may make an Intimidate (Wis) check. You gain Spell Defense against that spell equal to the result of your check. However, you suffer a -2 penalty to Appearance.

CLASS ABILITIES
-Let Slip the Dogs of War I: At level 1, as long as you are flanking an opponent, your bite natural attack gains Keen 10 and guard 1.
-Let Slip the Dogs of War II: At level 4, all of your allies with a bite natural attack able to see and hear you also gain this benefit.
6  Community / License to Improvise / Re: New Species: The Warg on: August 03, 2014, 12:51:38 AM
  As someone who has thought long and hard on this very topic for years...

  That is some sexy work.

  Watching a movie with my family, but I'll have a few thoughts to share on the howl and the Let Slip the Dogs of War abilities, shortly.  (...and as mentioned the Spell defense needs a numerical tweak Smiley)

  Also of possible interest:
http://www.crafty-games.com/forum/index.php?topic=4747.0
7  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft - Bow Crossbow discussion on: August 03, 2014, 12:41:41 AM
  I've written out elaborate responses twice now, but I've saved them to a document for later. It's interesting to see what people do with the toolset both in optimized theorycraft and actual play.

  If I might ask a favor: how would folks maximize the applied damage output from a Pech with a battleaxe? I remember making an off hand comment years ago that such a foundation would lead to a combo substantially more violent than the dominant death-dealer build at that time...
8  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft - Bow Crossbow discussion on: August 02, 2014, 02:10:32 AM
Plus if they're going to bother to model so many different aspects of crossbows vs bows they should be including the training investment.

Lack of feat support [for crossbows] is a common complaint in various discussions I've observed.

...

I mean, come on, it is kind of funny Smiley.
9  Community / License to Improvise / Re: [A New Pie] Version 1.2.1 on: July 29, 2014, 07:51:17 PM
Primarily guidelines/rminders to myself to make sure those attributes connect to actions like Taunt or Threaten.
10  Products / Mistborn Adventure Game / Re: Impossible actions on: July 29, 2014, 05:41:23 PM
  Out of curiosity, do these scenarios require anything stronger than "Changing actions cannot increase the number of dice in your pool" to take them all out behind the woodshed and work them over with a fine piece of hickory?
11  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: July 29, 2014, 05:27:11 PM
You're free to rule 0 of course, but RAW you're meant to be able to add as many customisations as you want

Stacking complexity values can put a halt to that really fast.
12  Community / Off-Topic / Re: Is anyone going to San Diego Comicon? on: July 23, 2014, 11:03:01 PM
Quest complete and loot secured.
No one methioned there would be Martian sharks in the lunar ocean but the forces of light prevailed.
We can discus shipping arangements and XP awards after I get back from the show Smiley.

(There was some pre-show prep/research, a three hour line, a half-mile sprint *pant-pant*, and a 40 minute line - a good time all around ^_^)
13  Community / License to Improvise / Re: STORMSURGE - Warstrider Gaming for Mastercraft on: July 20, 2014, 02:08:03 PM
Crazy busy ATM (last 36 hours to prep for my pilgrimage) but I will definitely plug those into the spreadsheet!
14  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: July 20, 2014, 02:06:12 PM
  Well, obviously my visit to my folks didn't exactly come complete with oodles of free time the way I expected Tongue.

  I'm in the final stages of prepping for the San Diego Comic Con, so I'll actually be forcibly unplugged for the next week. then  few more days at my folks, then setting up my own place again for a few months.

  I'm actually struggling a bit with unique contracts. I have probably enough niches left to fill out this turn, but when I look at the full catalogue, I see the means for many of the smaller buyers to meet their needs by ordering existing designs. I have 1-2 turns of strong storyline in mind, but I wonder if we would be best served by playing out another year or so and then setting the result as the default campaign start for tabletop play?

  Either way, I have been very pleased with the field test of the design system. I'm mulling over adding some less "grounded option for folks who want to use it in support of other (more anime) settings, but as a straight near-future military themed tool-box you guys have definitely exceeded my expectations.
15  Community / Play-by-Post / Rules Update on: July 07, 2014, 11:06:36 PM
STORMSURGE Turn Order
  1. News/contracts goes out (GM). This is the big in-setting heads up with background, public opportunities, and contact descriptions. This is also where you'll learn the outcome of previous trials and public opportunities.

  2. Dossiers go out (GM). Updates on private info from the previous round & your current warchest. This is where your unique choices/opportunities for the turn are presented.

  3. Immediate Actions (Players). Send me a note with your actions that affect the current round. This includes assigning Contract Analysts, submitting joint production approvals, unleashing Security Investigators, and sending in special requests/proposals to the GM. This is an RPG as much as a corporate simulation and I try to be responsive to your ideas. If you haven't already feel free to jump in on the thread with your company's public take on events, contracts, trash talk, interviews, advertising, sports...

  4. Immediate Results (GM). Your immediate actions are logged. Extra income from joint production is applied, various intel/reports are delivered, and I try to fold a modest degree of player-conceived madness into the game Smiley.

  5. Operations (Players). Send in the following:
Finalized designs for this turnís trials. You may post them publicly rather than in private mail. Iíll compile the latest from either the thread or direct mail to produce the Warbook entry and Trials lots table.
Confirmations. Your dossier will generally include ongoing projects and/or special opportunities that require your input.
Bid in lotteries. Commit funds to this turnís open lotteries. Remember that in most cases if you lose your funds are returned in full. Go big or try to sneak in a lucky bargain. These are lotteries, not auctions, so you can win with just a single lot.
Launch investigation. You may claim 1 lot in one of this round's investigation opportunities without cost. If you company has a house detective you may add these lots to that investigation or launch an additional investigation with them. Investigations are resolved by lottery and provide bonus information on the events in question as part of the following turn's dossier. Players may also commit detectives to topics of their own creation with the results determined by the GM.
Commit to prototypes. Submit Weight class and leg type for each of your entries into the next round of trials. I need this information for billing purposes as prototype costs are assessed at the start of the project (2.5 billion, 2 billion for favored weight class or leg type, 1.75 billion for both favored weight class AND leg type).
Refits and Modules. You may generate new prototypes by refitting old designs. New configurations for existing modular designs are also approved. (see below for details).
  Full specs are not required and you will be able to make changes or absorb newly approved options up until the turn-in on the round of the trials.
Corporate Expansion. Start new regular projects. You have some always-available options for expansion. These include expanding factories and adding and improving Contract Analysts.

  6. Turn close out (GM). Warbook updated, judges comments, and contract winners announced. Basically the easy stuff before writing the next turn intro.

REFITS (1 billion each)
  To be considered a refit of an existing design, the new design must meet the following criteria.
  Weight class: Unchanged
  Performance upgrades: total number of upgrades may increase or decrease by 1, Upgrades may be reassigned between speed and handling freely.
  Arm Style: Unchanged
  Leg Style: Must remain biped, quadruped, or hybrid, but may change to a different style in that category.
  Features: Must retain any 2 features from original model. NOTE: Two features acquired throught competitive technologies are still two features - keeping them allows you to change both of the other features on designs that have a total of 4 features.
  Armor: May increase or decrease by up to 2 points (not to exceed normal limits)
  Loadout: Must retain a total of 3 individual weapons, weapon clusters, and/or gear of the original model.

NEW MODULES (1 billion each)
  A strider with the modular systems feature may exchange all of its load out. All other elements of the design remain unchanged. All previous modules will be consider during trials.

Expansion Options
  1. Expand factory/Open new factory. You may increase your maximum production (the cap on your income each turn from building/selling striders) in lots of 1.5 billion.
  You may either add to an existing location or start a new one. Centralized sites may prove easier to defend if the fur starts flying, distributed sites often generate influence in the nation youíre building in. Factory construction can be suspended without financial penalty but may annoy the host nation, resulting in a loss of influence.

  Build factory in 1 turn - 8 billion
  Build Factory in 2 turns - 3.75 billion each turn (total 7.5 billion)
  Build Factory in 3 turns - 2.25 billion each turn (total 6.75 billion)
  Build factory in 4 turns - 1.5 billion each turn (total 6 billion)

  2. Develop Contract Analysts. You may have up to 3 contract analysts. Assigning them to a specific contract during the Immediate Actions step will give you access to either the Hidden Criteria A or B for that contract.
  Contract Analysts can be a specific individual or a team at your discretion when you establish them. Like factories, this decision may have an impact on later skullduggery.

  New Analyst - 500 million
  Add major client expertise to existing Analyst - 500 million (adds two lots when assigned to a contract from that client)
● European Unity (EU)
● Sovereign Australis (SA)
● United Republics Defense Command (URA) (provide a single lot when dealing with a URA member state)

  Add minor client expertise to existing Analyst - 250 million (adds two lots when assigned to a contract from that client)
● Amazon comPact (AP)
● Japanese Defense Force (NS)
● Kingdom of Hawaii (KoH)
● Mercenary community (KQ)
● Novvy Sovet (NS) - remnants of the USSR
● Independent Quebec (Qb)
URA Member States-
● Atlantis (Atl)
● Aztlan (Azt)
● Canada (Cnd)
● Dixie (Dxe)
● Lone Star (LS)
● Pacifica (Pac)

  3. Expand toolshops. You may increase the number of designs you support with parts/maintenance. Each shop provides 250 million per turn per design so long as clients are requesting support for their purchases.
  
  Spin up tool shop in 1 turn - 1.25 billion
  Spin up tool shop in 2 turns - 500 million each turn (total 1 billion)

  4. Hire House Detective. You may have up to 3 house detectives. Each provides 2 lots to the investigation they are assigned to and multiple detectives can be assigned to a single case.
  Detectives can be a specific individual or an agency at your discretion when you establish them. Like factories, this decision may have an impact on later skullduggery.

  New Detective - 250 million
  Add expertise to existing Detective - variable (player-proposed options)

Technology Report
  All options in the design document are permitted for use in Turn 4 Trials.

Pages: [1] 2 3 ... 333


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