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1  Community / License to Improvise / Re: [Setting conversion] Rokugan on: Today at 03:11:21 AM
  Card of the day~

  Hida Amoro Week concludes with the final ability of the Death-Monger class.
2  Community / License to Improvise / Re: [Setting conversion] Rokugan on: October 02, 2015, 05:33:11 PM
  Oh, sorry, yeah that's the streamlined undead type I've been using lately. I'd say go with your preference for the death-monger - what's there or the standard package. (I should add the shadow/light effects though Smiley).

Card of the day~

  Hida Amoro week continues. Updates in the Death-Monger class.
3  Community / License to Improvise / Re: [Setting conversion] Rokugan on: October 02, 2015, 06:35:54 AM
So... this dude in front, carving a bloody swathe and creating an impromptu skeleton army, a necromancer (well) behind for buffs/support/raising more undead? Oh dear...

  That's pretty close to how it went down in the storyline. Amoro had an amulet from the premier necromancer of his age that gave him troops that would put up with his indiscriminate rage. Eventually he lost control of them and joined their ranks. Afterwards he remained their leader in the service of the original necromancer.
4  Community / License to Improvise / Re: [Setting conversion] Rokugan on: October 02, 2015, 06:27:36 AM
Didn't see that coming.

  This is a dark ride.

For The Black Touch could the DM have a non-Undead PL?

  Personal lieutenant is so deep in negotiated with the GM territory to begin with I don't see any reason to add additional restrictions to it here. And while that is one of my favorite Mark Tedin pieces of all time, The Black Touch doesn't specify you gain the horror type, so again there's room for interpretation in campaigns where the Death-Monger is allowed at all.
5  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: October 01, 2015, 11:57:40 PM
Ok... so today, I got to it.

I think I've got everything current rolled into this one, but a second (or more!) set of eyes will undoubtedly spot some mistakes. Please make notes for me to fix 'em.

Characters still need a lot of work - but they're coming along. If anyone wants to add to the catalog, please do! Bios and Style writeups are also needed.

  Shiny. I'll try to get you some notes Smiley.

  Edit: Added 1 point 'Howdy' quality because first impressions matter Grin. Rearranged presentation of qualities into 3 main categories (Attack Check, Damage Roll, Special) with subcategories picked out where moves can only have one from a set.
6  Community / License to Improvise / Re: [Setting conversion] Rokugan on: October 01, 2015, 09:56:29 PM
  Card of the day~

  Hida Amoro week continues. Updates in the Death-Monger post on the previous page.
7  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 07:37:44 PM
Oh, and my original question about a DM being mounted was about asking "is the mount in use a viable target for a repeat attack?"

Like literally so berzerk you kill the horse you're riding. Shocked

  ...Tempting...   Evil

8  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 06:45:00 PM

So a Cleave can trigger a Death Rage follow-up, but it can only do so a number of times specified by the number of allowed Cleaves.

One Cleave, one follow up, boom done because follow-ups can't trigger follow-ups, right?

Look, I get how that must seem obvious Tongue but humor me so I stop wondering if this isn't a long-form of "make one attack roll against any viable target within Reach and then repeat that sequence at Reach +1 until everything's been attacked at least once" like a Death-Monger's basic attack is a version of the Spiral Cutter Greatsword trick.

And for clarification the follow-up does not benefit from anything that's not on that list, right? So if the DM later gets some form of Arcane Strike that channels a spell into the first attack the follow-up doesn't also automatically get the channel?

  I'll clarify the copies don't trigger more copying Smiley. Referring to a second attack rather than additional attack was meant to point to this but it can be more explicit. A copy killing someone would trigger a cleave. So you could end up stretching out a sequence of attacks quite a bit with the two effects feeding on each other.

  The copy attack does copy the original attack's trick. Depending on how the "channeled effect" is structured it might or might not duplicate that too.

  Edit: touched up Death Rage text for greater clarity.
9  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 06:25:50 PM
  Cleave Basics' bonus attack are (deliberately) NOT "free attacks" and therefore can spawn cascading death.

  With just a taste of blood, your bladeís thirst becomes legendary.
  Benefit: Once per round, when one of your melee attacks kills an opponent or knocks him out, you may immediately make another Standard Attack with the same weapon as a free action.

10  Community / Off-Topic / Re: Video game news and reaction on: September 30, 2015, 05:38:13 PM
  I am getting the hang of League of Legends slowly. While I want to roll like a boss on Project: Yasuo, I'm finding Project: Leona much more forgiving of my *#&@ing annoying lag.

11  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 05:20:19 PM
  The prospect of a Death-monger spewing cleaves is hilarious enough to make me avert my eyes (and maybe hold up a plastic tarp to avoid getting caught in the crimson fire hose).

  However its probably for the best to lock it down to one attack action per round (including free actions). Stick with their own native cleave effect and call it a (lovely) day.

  Yeah, rescripted. Now with MOAR BUCKETS O' BLOOD!!
12  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 05:02:31 PM
If memory serves, Seed classes are supposed to be the opposite of Master classes? Something for concepts that are starting character appropriate but too much for a Specialty and too little for a Base class?

  Pretty much. They are essentially 5 level Base classes. You can start in them or multi-class to them. Big difference (which you should see with the Death-monger as "Hida Amoro week" plays out Smiley) is that the level 3 and 5 abilities may be unique. With 5 levels they're long enough you could blow through one and then move on to Expert Classes without ever have a traditional 20 level base class in your adventuring DNA.

  They also represent an interesting way to combat feat tree bloat. They help lock down some mechanics in a way that if you aren't in the class you don't need to be knowledgeable about the option for things like floating feats.

Hmm. So... they're what you take at 1st level or around there instead of a base class..?

  They provide additional options at career level 1, yes.

That's fascinating.

Hmm, I'm curious though as to how Death Rage works if the Death Monger is mounted?

  I'd expect the composite mounted-character gains the effect - only one attack per round and if it/they hit with a melee or unarmed attack the attack is copied to a second target.

  And I imagine your allies would back way up when that poo starts flying.   Grin
13  Community / License to Improvise / Re: Huh! cyberWAR!e, what is it good for? on: September 30, 2015, 02:32:01 PM
  As the future neighbor of the guy with a shotgun in his arm, I don't agree.

  Barracks and rural neighborhoods are different universes Smiley.
14  Community / License to Improvise / Re: [Setting conversion] Rokugan on: September 30, 2015, 12:31:55 PM
Card of the day~

  Seed Class
  The Death-Monger is a grim warrior gone too far down dark paths. A paragon of personal ferocity and unpredictable violence, the Death-Monger is bound to amass a stunning kill count... among foes and friends alike. Those he slays come to serve him even after death, a rotting, shambling army of dammed souls.

  Party Role: Combatant/Specialist. You are a brute with an undead edge. Fearsome in personal combat, you also amass a horde of the unliving to serve you in larger battles.

  Class Features
  Favored Attributes: Constitution
  Class Skills: Acrobatics, Athletics, Bluff, Intimidate, Notice, Resolve, Ride, Tactics
  Skill Points: 4 + Int modifier per level
  Vitality: 12 + Con modifier per level
  Starting Proficiencies: 6

Core Ability
  Black Beast: Your Constitution rises by 2 and you may add your Constitution modifier in place of your Strength modifier when making melee and unarmed damage rolls. However, you may not keep any form of armor as a prize.

Class Abilities
  Death Rage: At Level 1, after each successful hit with a single-target melee or unarmed attack you make you must repeat that attack on a second, different character if possible using the same attack check, tricks if any, and damage roll results. These repeat attacks gain +1 reach and do not trigger additional repeat attacks. If there are no enemies or bystanders within reach choose a target from amongst your allies within reach. If you spent Edge or action dice on the initial attack, those effects also apply to the repeated attack.
  Also, your Force increases by +4 but any time you lose a battle or win a battle where you army had less than double the other armyís Force at the end of the battle, all troops in your command are slaughtered.
  The Black Touch: At Level 2, you gain the undead type and cannot have non-undead units in your command. You begin each scene with your maximum Wounds and each time you kill an enemy or bystander you recover wounds equal to your Constitution modifier. You also gain a unit of plague zombies for your command without reputation cost. This unit immediately reforms or is replaced after each battle at no cost.
  (You are immune to diseases, poisons, and sneak attack damage unless the source specifically affects Undead. You do not recover Wounds over time without being healed/repaired. Damage from 'shadow' effects heals you and healing from 'light' effects damages you. While you may eat, you gain no benefits from food or drink. You do not age, sleep, or breathe.)
  Bone March: At Level 3, each time you kill a folk character you gain a standard skeleton I as a companion to maximum number of companions equal to your class level (see page 116). The skeleton has no equipment save that which you provide. The skeleton acts entirely according to your wishes while in your line of sight and will take no other actions except to return to your presence when not so controlled. If it cannot do so within a number of minutes equal to your class level it crumbles to dust. You also may add any number of skeleton troops to your command without Reputation cost (up to the maximum number of units your command may include). These units immediately reform or are replaced after each battle at no cost.
  Unmasking the Fear: At Level 4, you may turn non-undead up to twice per scene. Afterwards you may continue to turn non-undead by spending 2 action dice each time you do so. You also gain a trick.
  Berserkerís Charge (persistent fear battlefield trick): Reduce the Force of an enemy leader by your force (minimum 0).
  The Dark Road Back: At Level 5, your Force increases by +1 and the companions created with your Bone March ability are now skeleton IIís . Once per adventure if your teammates have your body at the end of a scene in which you died you cheat death without penalty.

Table CotD.1: The Death-monger
Lvl  BAB  Fort  Ref  Will  Def  Init  LS Lgnd  Abilities
 1    +1   +2    +2   +0    +0   +1   +0   +1  Black Beast, Death Rage
 2    +2   +3    +3   +0    +1   +1   +0   +1  The Black Touch
 3    +3   +3    +3   +1    +1   +2   +1   +2  Bone March
 4    +4   +4    +4   +1    +2   +2   +1   +2  Unmasking the Fear
 5    +5   +4    +4   +1    +2   +3   +1   +3  The Dark Road Back

15  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: September 29, 2015, 11:04:51 PM
Sorry for all the back-to-back questions, but here's another.

If a character became larger, would their wound points also go up? eg. Perkele goes from a medium character to a large character.Would their wounds go from 1 x CON to 1.5 x CON?


Note that's maximum wounds, so temporary size change (such as from a spell) might not heal increase their current wounds, depending on how it's written.
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