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16  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 turn’s trials. You may post them publicly rather than in private mail. I’ll 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 turn’s 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 you’re 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.

17  Community / Play-by-Post / TRIALS: Late 2046 (Turn 6) on: July 07, 2014, 11:05:46 PM
Reserved
18  Community / Play-by-Post / STORMSURGE: Late 2046 (Turn 6) on: July 07, 2014, 11:05:18 PM
Late 2046 (Turn 6)

Notify Rand-McNally...
  We’re gonna need new maps for the Dark and bloody. What had been a three way boxing match between the world’s superpowers has become the new frontier for the Australian monarchy. Europe’s interest have been hemmed in to a band no more than 400 miles deep from the Mediterranean coast while the URA holds the majority of Western Africa (a largely undesirable stretch of hot and dead) and only a single key port in The Congo region. Meanwhile, Australis has formally absorbed its ally South Africa as a new dukedom and established two additional dukedoms along the East coat, further entrenching its control of Madagascar. Royal decrees are already being considered for two more substantial regions to be placed under the banner of the Southern Cross as citizen states with the full rights and protections of the southern hemisphere’s dominant power. This strategy of nationalization is a far cry from the decade of freebooter-like predation by foreign corporate interests and likely signals a major shift in the conflict due to the reluctance the major powers have had for direct conflict on sovereign soil. Whether the crown actually has the funds to truly integrate these regions to the standards enjoyed on the Australian mainland remains an open question.

Tropical Revolution
  South America’s northern costal nations of Guyana, Suriname, and French Guiana, long considered part of the Amazon Compact’s back yard have slipped into chaos with populist revolts spilling across their borders, forming a single loosely unified revolutionary front. While the Compact has attempted to provide humanitarian relief, the region has rapidly spiraled into armed conflict. URA forces have entered the region at the request of the beleaguered government prompting the Compact to deploy its own peacekeeping forces. The fighting continues with the to larger powers performing a difficult dance to not engage each other directly, but incidents seem inevitable.
 
Incendiary Accusations From Atlantis
  We can only hope Atlantis’ ships are more water-tight than their information-security. In another infamous leak, it’s come to light that the teams investigating the neo terrorist attack on the shipyards north of Boston earlier point to Dixie backers. While Atlantis had been keeping this knowledge under wraps, the leak has triggered outrage nation-wide that URA member states could even consider the use of deadly force in their dealing with their fellow member republics. The council or Governors has declared emergency closed sessions to address this crisis.

We have a name. Now we need a face.
  In a lapse of their usual steely discipline, a terrorist WarWolf may have inadvertently revealed the name of the organization responsible of the attacks on Oita, Monaco, and now Las Angeles.
  Rather than their usual MO of amphibious assault, this time a handful of light striders (a mix of Morays and WarWolves) deployed from conventional tractor-trailer rigs in the heart of the west-coast metropolis. Police were completely outmatched by the military-grade machines which rampaged through the downtown area for nearly an hour before scuttling their machines and escaping into the smoking rubble. Despite the cloak of wanton destruction thrown over the operation, the target was clearly Pinnacle Production Support’s auction of the APEX strider validation tool-set. Rather than theft, the two-pronged attack both at the auction site and the nearby corporate offices seemed bent only on destruction, eliminating both known copies of the design program.
  In the midst of the destruction, emergency services and journalists found the word “DUSK”  chiseled into the stone facade of the convention center, presumably by machinegun fire from one of the WarWolves [see attached image]. Initially this graffiti was suspected of being a single pilot’s call sign, but agencies investigating the attack in Monaco has announced they have some evidence corroborating that DUSK is in fact the internal name for the larger force.
  Calls are now growing to establish an international strike force, possibly under the auspices of the revive United Nations to engage and apprehend DUSk’s forces when their base is identified. Meanwhile the manhunt for the walkers responsible to the thousands dead and hundreds of millions in property damage continues in Pacifica and adjacent URA member states.

Fighting over Rocks
  Continuing the trend of global unrest, fighting has broken out all along the Indus river. After ten years, Occupied Pakistan remains a troubled territory under Indian governance. Pakistan became a conquest, client region after a low yield nuclear device was detonated in the heart of New Delhi in 2035. The region’s economic value is marginal compared to the force India has expended pacifying the region and many economists believe the ongoing campaign is a huge factor in India’s failure to rise to prominence in the post-plague global landscape. The terrain has long favored soldiers on foot over better equipped mechanized forces. Even striders become trapped by the impassible terrain, boxed in and destroyed by lighter forces. With the uptick in armed resistance India is reaching out for new technologies to police the region.

More Terror in the West
  A series of truck bombs detonated mid-morning Tuesday on and around the Onyx-Iron main campus in Atlanta. the daytime attack seems targeted as much at the corporate staff as the buildings, resulting in over 200 deaths. Combined with lingering difficulties at the Louisiana factory complex and many feel that OI has effectively ceased to exist. Adding the chaos and confusion, OI’s three design teams, considered some of the world’s leading experts on amphibious assault platforms have gone missing - whether they have gone underground or been kidnapped as part of a larger plot remains unclear at this time. Rumors abound that the attack provided cover for a parallel net-based attack on OI’s computer systems, but both the FBI and Dixie’s own cyber-crimes task force have declined to comment on the ongoing investigation.
19  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: July 07, 2014, 01:44:25 PM
Sorry, bigger family holiday than I expected. I've continued to plot and scheme, looking forward to some writing time ASAP. I want to get 2 turns in before the San Diego Comic Con. More boom soon Smiley.
20  Products / Spycraft Third Edition / Re: Action, Ultra-Violence, and Adult Themes in TTRPG Design on: June 30, 2014, 07:24:38 PM
I rolled a 20 but I'm all out of narration points, so that means the character cannot critical, so critical are not actually tied to character abilities their tied to gamist mechanics ruining immersion every time an issue like that comes up.

  I'm a little unclear why anyone would think the narrative process is improved by having big gory descriptive kills every single time you could potentially spend a narration point. It sure as heck wouldn't increase my level of immersion as the player doing it or as another player at the table, because my limited experience with massacre says that most kills are in fact pretty uninspired and lacking in dramatic flair.

  Fallout 3 had a perk that did that, and while the concept is amusing the reality is unending gratuitous overkill gets really goddamn dull in a matter of seconds.
21  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: June 30, 2014, 04:38:35 PM
I've streamlined the process  bit Smiley.
22  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: June 30, 2014, 09:04:50 AM
Yup. they're all in Smiley. I'm recuperating from moving/getting settled, but hope to start rolling out some news today.
23  Products / Mistborn Adventure Game / Re: Contests with multiple participants and nudges on: June 30, 2014, 09:03:42 AM
  Just taking the highest on a side has some interesting play - one character may provide the actual win, while another contributes their 4 nudges...
24  Community / License to Improvise / Re: [A New Pie] Version 1.2.1 on: June 30, 2014, 08:45:19 AM
  It applies primarily to the stealth and of the spectrum. The split in New Pie is not active/passive - they are both active, but one is "prevent the observer from becoming aware of your presence" and the other is "prevent the observer from determining your presence is noteworthy". Terrain-based  camouflage is usually more of the first - they see a bush but don't realize that bush is actually a person.

  In spaceships stealth would be not being detected, camouflage would be hiding on/behind an asteroid as you drift towards your target (still avoiding the awareness of presence) and blend would be flying casual along the established shipping lane.

  Hmm. Camouflage is to Stealth as disguises are to Blend?
25  Products / Fantasy Craft / Re: Path of Chaos needs a fix on: June 29, 2014, 07:46:29 PM
Try differentiating a few of your favorite equations treating pi as a variable...

((I've done that math - it leads to some interesting parallel universes))
26  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: June 26, 2014, 01:33:08 AM
  Last trial compete, going to a whirly bird Smiley. I'm awaiting one player but the majority of the action can shift forward, so I'll run out turn 6 dossiers and contracts (and a bit of news, time permitting) before I have to pause to relocate. I should be back to full strength after this weekend assuming set up of computer goes well at my next location Smiley.
27  Community / Play-by-Post / Re: STORMSURGE: Early 2046 (Turn 5) [Dossiers sent] on: June 26, 2014, 01:29:35 AM
  While the Dunandan was heavily favored ((holding half of all of the lots in this challenge)) the Cougar managed to pick up the win! All three are exceptional machines so expect orders for short runs to pop up around the world as the temp of battle beings to expand out of the Dark and Bloody and into the backyards of the major powers.
28  Community / License to Improvise / Re: Any League of Legends players? on: June 25, 2014, 01:48:58 AM
  Pretty! Yeah, I was rushing the campaign qualities so you clean up looks good. The prereq reformat looks clear and sound. Timing issue on Shower of light should read~

  If you hit at least 1 special enemy, the next time you use Seal of the Stars during this combat it costs only 3 Edge.

  I'm still wrestling with folding in Street Fighter. Its not going as easily as I had hoped, though some progress has been made. I'm going to set this project aside for about a week - I have to pack up/get ready to move and what time I can spare for design should be directed towards StormSURGE's pbp until I am fully settled in at my next location.
29  Community / License to Improvise / Re: Any League of Legends players? on: June 24, 2014, 01:01:41 AM
Martial Champions
  Martial Champions is a rules expansion for bringing the visually flashy warriors common to video games to table-top play. Sword strikes leaving trails of light, full defense actions causing motes of light to appear and gather around the character, and shadowy auras of personal spiritual energy overflowing the body and evaporating into the surrounding air are common warning signs of the martial champion’s larger than life threat potential.
  These abilities are frequently grouped into “styles” - the set of effects used by a particular character inspiring one of the cluster of feats found here. Many of these abilities are referred to as “techniques” and the feat tree used to gather them here is called the Technique feat tree. Because the feats that make up a style are named fancifully rather than using the strict Basics/Mastery/Supremacy nomenclature, a sidebar has been provided to help players track down all the pieces belonging to each style.
  Some sources (particularly those that have endured and grown over multiple games) suggest “families” of styles - the classic Street Fighter characters Ken and Ryu began with identical ability sets but evolved over time to where they share several basic abilities but their stronger abilities now differ. These families also grow as new characters are introduced who share similar training such as Akuma, Sakura, and even Dan in the case of Ken and Ryu’s fictional ‘shotokan karate’ style. Some in-family styles arise from students of established champions who absorb only some of their master’s lessons like Ken’s student Sean and Akuma’s protégé Kairi. The original champions may themselves have alternate versions like Dark Ken and Dark Ryu which inspire new mechanics, techniques, and related sub-styles within the family.

CAMPAIGN QUALITIES
  The majority of this system is enabled by the  Martial Champions campaign quality. Several other qualities are offered to assist in blending these tools into a desired whole.

Martial Champion (Campaign Only)
  Player character may select feats from the Technique feat tree (see below). Special NPCs may be created using feats from the Technique tree. Because the Technique tree as a whole is so heavily reliant upon Edge, standard NPCs may not include feats from this tree even if the specific feat does not include Edge in it’s benefits.

Old Masters (Campaign Only - Requires Martial Champion)
  Characters may have multiple foundation feats. A character may gain only a single Edge per round from any number of foundation feats.

Scary Old Masters (Campaign Only - Requires Martial Champion)
  Includes the effects of Old Masters, but character may also have multiple signature feats.

FERVOR
  Some characters have an extraordinary drive to win – the ability to overcome hardship and strife to achieve victory. This resilience can come from within or be inspired by the words and actions of others. Fervor is an expression of this heroic zeal as it applies to combat. Fervor points act as an additional buffer, absorbing damage before it reaches a character’s vitality or wounds. Fervor has the following properties.

• Lethal, stress, and subdual damage are all applied to fervor after any applicable DR and resistances with each point removing 1 point of fervor. If any damage remains after the character’s fervor is reduced to 0, it affects the character normally.
• When you gain fervor, you either keep your current fervor or replace it with the new value, whichever is higher – multiple sources of Fervor DO NOT stack unless they explicitly say so.
• Fervor cannot be healed or restored, only gained or lost.
• All fervor is lost at the end of each scene.

NEW CONDITIONS

  Concussed: The next time any character hits a concussed character with a threat or critical hit, the concussed character is stunned for 1 round and is no longer concussed. Concussed characters may cancel the condition by taking a full defense action without moving from their present square.

  Laid Bare: Characters who have been laid bare take increased divine damage from effects that inflict divine damage equal to the total value of lay bare effects they have suffered. They may cancel all laid bare effects on them by taking a full defense action without moving from their present square.

  Lifted: Lifted characters lose one half action and the lifted condition at the beginning of their next initiative count. Characters that can fly or who automatically reduce their falling damage by 1 or more dice cannot be lifted.

  Shredded: Shredded characters lose DR equal to the single highest shred effect they have suffered (multiple shreds do not typically stack). They may cancel the condition by spending 2 use item actions.

NEW CONSTRUCTION TYPE

  Spiritual: Objects with the spiritual construction type are manifestations of supernatural force with physical presence. They tend to be highly resistant to ordinary physical damage to the extent that they can only be damage by divine damage and (at the GMs discretion) damage caused by spells or similarly supernatural causes.
  Scenery with the spirit construction type often corrode and decay rapidly in the absence of a character able to create them, making them less than ideal as building materials without a permanent guardian/caretaker to ‘anchor’ them to mundane reality.

NEW WEAPON QUALITIES

  Concussive: When an attack or weapon with this quality hits, if the attack check result is equal to or greater than 15 + the target’s Fortitude save bonus, the target is concussed.

  Lay Bare X: When an attack or weapon with this quality hits, if the attack check result is equal to or greater than 15 + the target’s Will save bonus, the target is laid bare, taking additional divine damage from sources of divine damage equal to the number after the quality.

  Lift-Off: When an attack or weapon with this quality hits, if the attack check result is equal to or greater than 15 + the target’s Reflex save bonus, the target is lifted.

  Shredding X: When an attack or weapon with this quality hits, if the attack check result is equal to or greater than 15 + the target’s Reflex save bonus, the target is shredded, losing DR equal to the number after the quality.

SPIRIT WEAPONS
Spirit weapons are an additional weapon type with their own weapon proficiency and forte (spirit weapons and spirit weapons forte). Spirit weapons are a type of melee weapon though they often have the reach quality. Spirit weapons often produce a projectile as part of their attack but do not require ammo or reloading.

TECHNIQUE FEATS
  Technique feats represent beyond-natural or even supernatural fighting skills. Most rely on Edge and players should be familiar with that mechanic before continuing (see page 84).
  Techniques use the tags foundation technique and signature technique to identify limited options. A character may only have a single foundation technique and a single signature technique as described in their prerequisites (unless modified by a campaign quality). Foundation technique feats generally set up a basic means of building Edge and represent the starting point of a style. Signature technique feats represent the climax of a particular style, and much like game-breaker abilities for classes, these feats tend to define an entire character in their moment of awesome.
  Many techniques act at a distance or fill space. In all cases, “draw a line” refers to a straight line, with one or both end points defined by the ability. “draw a trail” creates a series of squares that may curve and twist as the character wishes but may not cross over itself (including diagonally across an intersection of squares).

Quote
League of Legends Styles
The following styles were inspired by character from the multi-player on-line battle arena (MOBA) game League of Legends.

Child of the Stars Style (Soraka): Heavenly Luminance, Seal of the Stars, Shower of Light, Touched by Starlight, & Wish Upon a Star
Cuts Like the Wind Style (Yasuo): A Wanderer’s Journey, Breeze Strike, Howl with the Sky, Steel Winds, & Voice of the Typhoon
Guardian of Ice Style (Braum): Concussive Blows, Stand Behind Me, Winter's Bite, Winter's Wall, Winter’s Wrath
Hungry Nine-Tails Style (Ahri): Essence Theft, Fox's Bounce, Fox's Flames, Fox's Kiss, & Fox’s Leap
Order of the Sun-Dragon Style (Jarvan IV): Assault Cadence, Banner of the Sun-Dragon, Sun-Dragon's Aegis, Sun-Dragon's Lance, & Sun-Dragon’s Tears
 
More about these the characters and the game moves/graphics that inspired these feats can be found at~

http://gameinfo.na.leagueoflegends.com/en/game-info/champions/

Assault Cadence
  You strive to dictate the flow of battle from the very first attack.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. The first time you hit each opponent with a 2-handed weapon during a combat, you gain a bonus to damage equal to 1 + the target’s Career/Threat Level. Gain 1 Edge at the end of your initiative count in combat if you declared full defense or damaged at least 3 enemies that round.

Banner of the Sun-Dragon
  The white & gold crest of the Sun-Dragon knights inspires unrelenting defiance against the enemy.
  Prerequisites: Assault Cadence feat
  Benefit: You may ready a banner of your alignment as a free action and ignoring hand limits. You also gain a stance.
  Flag of the Sun-Dragon (banner of your alignment stance): You must spend 4 Edge when entering this stance. You gain DR 1 and the Contempt feat. You may exit this stance to plant your standard in your current square. The standard then provides the “Banner of the Sun-Dragon” bonus to all allies able to see the banner and within 50 ft. including yourself until the standard is moved, destroyed, or combat ends. Banner of the Sun-Dragon is a named bonus granting DR 1 and the Contempt feat.

Concussive Blows
  “Fists like hammers” isn’t a fanciful metaphor where you are concerned.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. Your unarmed attacks and blunt weapons gain the concussive quality. Gain 1 Edge at the end of your initiative count in combat if you declared full defense or concussed an enemy.

 Essence Theft
  Not the whole thing of course... just a little taste with each “bite”.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. Each time you inflict divine damage on an enemy while you have 9 fervor or more, you lose 9 fervor and heal up to 9 points of vitality. When you inflict divine damage on an enemy and you have less than 9 fervor, you gain fervor equal to 1 + your current Fervor (i.e. your fervor increases by 1). Gain 1 Edge at the end of your initiative count in combat if you declared full defense or lost fervor that round.

Fox’s Bounce
  Don’t look now, but it’s coming back...
  Prerequisites: Essence Theft feat; spirit weapons forte
  Benefit: Once per round while you have a spirit orb readied, you may draw a 40 ft. line starting from your square. Make a standard attack with the qualifying weapon against all enemies along this line (roll damage separately). Then make a second ranged attack check against each of those targets you hit, this time doubling any dodge bonuses they may have. Damage from this second attack cannot be resisted or redirected. You may only use Fox’s Bounce if you did not use it last round.
  If you have previously fixated a target at any point during this combat, you gain a +2 bonus to both damage rolls against them when using this ability.

Fox’s Flames
  Hungry spirits follow in your wake, thirsty for essence.
  Prerequisites: Essence Theft feat
  Benefit: You gain a stance.
  Ghost Lights (spirit orb stance): You must spend 3 Edge when entering this stance. Surround yourself with 3 floating orbs of foxfire. You may spend 3 Edge as a free action to refresh the number of foxfires surrounding you to 3. Twice per round during your initiative count you may consume a foxfire to make a free attack with your spirit orb. Instead of its normal damage, this attack does 1d10 + your Charisma modifier divine damage for the first foxfire, 1d8 + your Charisma modifier for the second, and 1d6 + your Charisma modifier for the third.

Fox’s Kiss
  Your wiles have teeth and your teeth have wiles.
  Prerequisites: Essence Theft feat
  Benefit: Once per round while you have a spirit orb readied, you may draw a 50 ft. line starting from your square. Spend 4 Edge and make a standard attack with the qualifying weapon against the nearest enemy along this line that you can see. If this attack check hits and the result exceeds 15 + the target’s Will save bonus, instead of inflicting damage they become fixated on you for 2 rounds. During that time they may only move towards you at half speed on their initiative count and may not make attack or skill checks. This fixation is so powerful that you may damage them without breaking the fixation and they may not apply dodge bonuses against your attacks.

Fox’s Leap
  ‘Here’ is such a mutable concept to the spirits...
  Prerequisites: Fox’s Bounce, Fox’s Flames, & Fox’s Kiss feats; you may have only one Signature Technique
  Benefit: Signature Technique. Up to 3 times per combat when you would be struck by an enemy’s attack but before damage is rolled, you may gain a +5 dodge bonus to defense against that attack. After that attack is resolved you may immediately teleport up to 30 ft. and enter the ghost lights stance or if already in that stance refresh the number of foxfires surrounding you to 3 without spending Edge.

Heavenly Luminance
  Your connection to the stars is a giving, kindly glow.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. Your Intelligence rises by 1. If you give Edge to an ally who has 0 Edge, they gain 1 additional Edge. If you heal an ally who has less than 50% of their vitality remaining, the amount you heal them for is increased by 50% (round up). Gain 1 Edge at the end of your initiative count in combat if you declared full defense and/or were attacked by an enemy that round.

Seal of the Stars
  Those you bless are nearly as eternal as the stars above.
  Prerequisites: Heavenly Luminance feat
  Benefit: As a half action you may spend 4 Edge to target an ally you can see within 40 ft, healing them for a number of points equal to your Intelligence score and granting them “Seal of the Stars”. Restore wounds first, then vitality, stress, and subdual damage in that order. Seal of the Stars is a named bonus giving DR 3 and lasts until you use this ability again or the fight ends.

Shower of Light
  The rays of the stars rain down on your foes, sharp as arrows.
  Prerequisites: Heavenly Luminance feat; spirit weapons forte.
  Benefit: Once per round while you have a spirit staff readied you may make a single attack with it against all enemies within 25 ft. This attack check uses your Intelligence bonus instead of Wisdom and has the lay bare 1 quality. Each target you hit suffers 1d6 + your Intelligence modifier divine damage (roll damage separately). You may only use Shower of Light if you did not use it last round.
  If you hit at least 1 special enemy, the next time you use Seal of the Stars it costs only 3 Edge.
 
Stand Behind Me
  You’re always ready to take one for the team.
  Prerequisites: Concussive Blows feat
  Benefit: As a half action you may spend 3 Edge to gain fervor equal to your Constitution modifier + one-half Career Level (round up). If  you do, you may also choose an ally you can see within 20 ft. to gain the same amount of fervor. You then move to any empty square adjacent to that ally (ignoring adjacency). You must choose a square between them and a visible enemy if possible.

Sun-Dragon’s Aegis
  The Sun knows its own.
  Prerequisites: Assault Cadence feat
  Benefit: Any time you are hit, before damage is rolled you may spend 3 Edge to gain fervor equal to one-half your Career Level + 5 for each special enemy within 100 ft. (rounded up). Then each enemy you are able to see within 20 ft. has all of their movement speeds reduced by 10 ft. for 2 rounds.

Sun-Dragon’s Lance
  You have mastered a powerful thrusting attack using your spear to channel your martial spirit.
  Prerequisites:  Assault Cadence feat; edged forte
  Benefit: Once per round while you have a 2-handed spear readied you may draw a 30 ft. line starting from your square. As a full action, make a single attack with the qualifying weapon against all enemies along this line (roll damage separately). This attack gains shredding 1. You may only use Sun-Dragon’s Lance if you did not use it last round.
  Special: If your Sun-Dragon’s Lance attack crosses the square where you have planted a standard with flag of the Sun-Dragon, this attack gains the lift-off quality and you move to the nearest empty square adjacent to your standard after the attack is resolved (ignoring adjacency).

Sun-Dragon’s Tears
  With a mighty bound you strike like the Sun-Dragon’s fiery tears.
  Prerequisites: Banner of the Sun Dragon, Sun Dragon’s Aegis, & Sun-Dragon’s Lance feats; you may have only one Signature Technique
  Benefit: Signature Technique. Once per combat during your initiative count and while you have a 2-handed spear readied, you may target a special enemy you can see within 30 ft. You immediately move to the nearest unoccupied square adjacent to the target (ignoring adjacency). The target is lifted and takes lethal edged damage equal to your the higher of your Strength or Constitution scores + your Career Level. Then you may choose whether the force of your impact creates a crater (a permanent, unmoving 25 ft. diameter ring of very difficult terrain centered on the target’s square).

Touched by Starlight
  The stars see all... and judge them.
  Prerequisites: Heavenly Luminance feat
  Benefit: As a half action you may spend 3 Edge and choose a non-bystander character you can see within 40 ft. If they are an ally, you grant them 3 Edge. If they are an enemy, they cannot spend Edge for 2 rounds.

Winter’s Bite
  Shards of ice fly from your shield, ensuring there is no escape.
  Prerequisites: Concussive Blows feat; blunt forte
  Benefit: As a full action make an attack with a shield. The attack gains reach 8. If it hits the target is also concussed and their speed is halved for two rounds (round speeds down to the nearest 5 ft.). You may only use Winter’s Bite if you did not use it last round.

Winter’s Wall
  You may freeze the air itself to build a shelter against your enemies.
  Prerequisites: Concussive Blows feat
  Benefit: When you would be hit by any ranged attack, you may spend 4 Edge to cancel the effects of that attack and gain the “Winter’s Wall” bonus for 4 rounds. Winter’s Wall is a named bonus that gives you DR 10 against ranged attacks. Further if any ranged attack passes within 10 ft of you, you may choose to have it strike you directly instead of its intended target/destination. You may not make saves against attacks you have redirected in this fashion.

Winter’s Wrath
  The glaciers of your home burst forth from the earth at your command.
  Prerequisites: Stand Behind Me, Winter’s Bite, & Winter’s Wall feats; you may have only one Signature Technique
  Benefit: Signature Technique. Once per combat while you have a shield readied you may draw a 30 ft. line starting from your square. As a full action make a single attack with the qualifying weapon against all opponents adjacent to you and/or along that line. This attack has the lift-off quality and targets hit take subdual damage equal to your Constitution score + your Career Level (no damage roll needed). All squares in the line are filled with waist-high broken ice blocks (very rough terrain) until the ice melts.

Wish Upon a Star
  This wish will be granted.
  Prerequisites: Seal of the Stars, Shower of Light, & Touched by Starlight feats; you may have only one Signature Technique
  Benefit: Signature technique. Once per combat as a free action you may heal yourself and all teammates within 1 mile for a number of points equal to your Intelligence score + twice your Career Level. This healing ignores the Burden of Ages drawback. Restore wounds first, then vitality, stress, and subdual damage in that order.


NEW PATHS
  Styles can be the ideal basis for Paths. If the campaign feature Miracles but not Martial Champions, its likely that Paths are the ONLY way of gaining those feats in that campaign setting.

Path of Cutting Winds
   Cutting Winds I: You gain the A Wanderer’s Journey feat.
   Cutting Winds II: You gain your choice of the Breeze Strike, Howl with the Sky, or Steel Winds feats.
   Cutting Winds III: You gain your choice of the Breeze Strike, Howl with the Sky, or Steel Winds feats.
  Cutting Winds IV: You gain your choice of the Breeze Strike, Howl with the Sky, or Steel Winds feats.
  Cutting Winds V: You gain the Voice of the Typhoon feat.

Path of the Hungry Nine-Tail
  Hungry Nine-Tail I: You gain the Essence Theft feat.
  Hungry Nine-Tail II: You gain your choice of the Fox's Bounce, Fox's Flames, or Fox's Kiss feats.
  Hungry Nine-Tail III: You gain your choice of the Fox's Bounce, Fox's Flames, or Fox's Kiss feats.
  Hungry Nine-Tail IV: You gain your choice of the Fox's Bounce, Fox's Flames, or Fox's Kiss feats.
  Hungry Nine-Tail V: You gain the Fox's Leap feat.

Path of Ice's Guardian
  Ice's Guardian I: You gain the Concussive Blows feat.
  Ice's Guardian II: You gain your choice of the Stand Behind Me, Winter's Bite, or Winter's Wall feats.
  Ice's Guardian III: You gain your choice of the Stand Behind Me, Winter's Bite, or Winter's Wall feats.
  Ice's Guardian IV: You gain your choice of the Stand Behind Me, Winter's Bite, or Winter's Wall feats.
  Ice's Guardian V: You gain the Winter's Wrath feat.

Path of the Star-Child
  Star-Child I: You gain the Heavenly Luminance feat.
  Star-Child II: You gain your choice of the Seal of the Stars, Shower of Light, or Touched by Starlight feats.
  Star-Child III: You gain your choice of the Seal of the Stars, Shower of Light, or Touched by Starlight feats.
  Star-Child IV: You gain your choice of the Seal of the Stars, Shower of Light, or Touched by Starlight feats.
  Star-Child V: You gain the Wish Upon a Star feat.

Path of the Sun-Dragon
  Sun-Dragon I: You gain the Assault Cadence feat.
  Sun-Dragon II: You gain your choice of the Banner of the Sun-Dragon, Sun-Dragon's Aegis, or Sun-Dragon's Lance feats.
  Sun-Dragon III: You gain your choice of the Banner of the Sun-Dragon, Sun-Dragon's Aegis, or Sun-Dragon's Lance feats.
  Sun-Dragon IV: You gain your choice of the Banner of the Sun-Dragon, Sun-Dragon's Aegis, or Sun-Dragon's Lance feats.
  Sun-Dragon V: You gain the Sun-Dragon's Tears feat.




30  Community / License to Improvise / Re: Any League of Legends players? on: June 23, 2014, 10:11:19 PM
Glad it helps in someway!  Grin

  I like that it helps the design process and the end user. Everybody likes a pretty page. Its not always obvious how much the desire to achieve a pretty page affects the design process of the mechanics Smiley.

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I figured it should follow the precedent set by the Blood feats - since it's basically the same thing - a restriction, not a prereq. That's why I did that. I'm a big fan of replicating style and format in the homebrew presentation. And the die has been cast as of the Blood feats' format for restrictions being a Special: rider.

  I see your point, but upon reviewing those feats I think they'd be clearer having it in the prerequisite too Smiley. Hopefully you'll indulge me on the next pass so I can see it on the laid out page.

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Cool. I'll adjust them after you work out the MK III version.

I revised the mk II posts. It was a small tweak to what you had. Just take a glance at them. I'll do a complete mk III.2 recap so I can look at the What Tree? issue.

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I'll look at re-adding them. You're not pressed for space, but I kinda am.  Smiley

Nah. You convinced me (through the sorcerous power of your complete example/lay out-fu) Smiley.

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I wait with baited breath.

  I'm leaning more and more towards putting these in their own tree to make them much easier to switch on and off through campaign qualities (after all these have about as much relation to the real world as the Spellcasting feat tree Wink). That aspect is pretty clean, but it does generate some baggage in getting them into the hands of classes for whom they make sense and how/whether they should contribute to feat tree counts. The other issue is that while I've arranged alphabetical progression within each cluster, dumping all the clusters into a single alphabetized stack will make it much harder to follow them. I think they probably should be placed in a single sack, but some sort of sidebar/chart helping a player find all the parts of their chosen cluster would greatly add to the utility. The Paths kind of do the job in a round about fashion. I think I'd rather have something really bluntly spelling it out for ease of reference.

  "Blah blah blah LoL styles. Here's a few of them:

  Children of the Stars: Heavenly Luminance, Seal of the Stars, Shower of Light, Touched by Starlight, & Wish Upon a Star.
  Cuts Like the Wind: A Wanderer's Journey, breeze Strike, Howling with the Sky, Steel Winds, & Voice of the Typhoon"

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I think it should just get treated like any other bundle of awesome. Like so:

  Agreed. The paragraph break/indentation is sufficient call out that something unusual is happening from that point on.

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Also, is this a 30 foot straight line? or does it just start at you and snake as you desire with a total length of 30 feet?

  Line in this case is the line as defined in the spell casting areas (page 113) - always a straight line. The selectably curvy route you describe would probably be called a wall, though lacking a barrier component I'd probably describe is as a "trail" (path might be more intuitive, but that word is taken Smiley)

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The weird thing is, I don't know why I dislike it.

  Could be connotations of the word itself rather than the mechanic.

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 There is also a part of me struck by the perversity that the fervor and conditions text would go in chapter 5, the weapons and weapon qualities in chapter 4, and the actual feats in chapter 3 - its laid out the correct direction for understanding in this document and completely in reverse of how the book would position them. Strange.

Yeah. You write stuff to supplement the chapters in Fantasy Craft. I write and edit to cover integration with players. (Campaign qualities come first, then origin options, then classes, then feats, then gear, magic, and finally rules. Oh, then NPCs.)

  No, no. I'd write it out in the same directions as you: Concept needing to be understood -> specific manifestation of that concept as character option. I'm just pondering use-cases. Reading-learning use, the concept needs to come first. Reference-in-use use you bundle all your components where you can browse them. Its more of wondering if I'd do anything differently in a new book after seeing some of the concerns raised in the Lets Read thread. If there's one thing in all of chapter 1 I regret it is that 90% of the advantages a rootwalker gets are 200+ pages away without even so much as a page pointer to tell you to go look for them.
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