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16  Community / License to Improvise / [Notebook] The Champion on: October 15, 2014, 05:38:31 AM
  A bit of a hybrid between the Soldier and the Martial Artist for use in modern settings opposite the Predator (a ranged combat specialist). A few quirks set it up to be good fun for Drakes and other beast PCs so it may still be of interest to GMs using the standard spread of classes.

Champion
  An ancient warrior for the modern world, the champion embraces the artistry, the discipline, and the ferocity of hand-to-hand combat when others have moved on to firearms as the dominant mode of armed conflict.
  In your campaign, a Champion could be…
•   A fearsome mob enforcer who settles most disputes quiet-like.
•   A professional athlete who knows how to play as rough or gentle as the situation requires.
•   A wisecracking scrapper unafraid to bring a knife to a gunfight.
•   A simple monk roaming the world dispensing wisdom to the innocent and a righteous beat-down to the wicked.
•   A crazy old hermit practicing fighting skills from a more civilized age.

  Party Role: Hand-to-hand Combatant. The champion works quick and in close, without the collateral damage or noise associated with a shootout. In settings with non-human character options, the Champion can be a superb way to emphasize your natural attack abilities.
  Build: Dip into Champion if you want to have a powerful and surprising “ace up your sleeve” when enemies believe they have cornered you and come in close. Commit to Champion if you want to be the pre-eminent threat on the field in most interior spaces.

Class Features
  Favored Attributes: Strength
  Class Skills: Athletics, Bluff, Crafting, Haggle, Intimidate, Notice, Resolve, Ride
  Skill Points: 4 + Int modifier
  Vitality: 12 + Con modifier per level
  Starting Weapon Proficiencies: 6

Core Ability
  Deadly Flourish: Before spending you skill points from Career level 1, you gain 1 rank in each of the 8 Champion Class Skills. During your initiative count before or after your normal actions you may spend 1 action die to make a free melee or free unarmed attack. If it is your last action die the attack gains keen 10.

Class Abilities
  Relentless Pressure: At Level 1, the cost to activate critical hits on ranged attacks against you increases by 2 dice. Once per round when one of your melee or unarmed attacks misses all of its targets, you may re-roll that attack.

  Celerity I: At Level 2, your melee and unarmed attacks gain +1 reach and your maximum Athletics rank increases to your Career Level + 6.
  Celerity II: At Level 11, your melee and unarmed attacks gain an additional +1 reach (for a total of +2 reach) and your maximum Athletics rank increases to your Career Level + 7.
  Celerity III: At Level 19, your melee and unarmed attacks gain an additional +1 reach (for a total of +3 reach) and your maximum Athletics rank increases to your Career Level + 8.

  Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain one additional Melee Combat, Unarmed Combat, or Species feat.

  Uncanny Dodge I: Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flatfooted.
  Uncanny Dodge II: At Level 8, you never become flanked.
  Uncanny Dodge III: At Level 12, you gain a +4 bonus with Reflex saves made to avoid traps, as well as a +4 bonus to Defense against attacks made by traps.
  Uncanny Dodge IV: At Level 16, the first time in each scene when an attack reduces you to 0 or fewer wounds, the attack instead misses you.
  Uncanny Dodge V: At Level 20, you never become flatfooted and may not be targeted with Coup de Grace actions unless you’re held, paralyzed, or unconscious.

  Brawn: At Levels 6, 9, 12, 15, and 18, your Strength rises by 1.

  Indomitable I: At Level 10, you gain Monstrous Defense 2, reducing the threat range of all attacks against you by 2. (see FantasyCraft, page 234).
  Indomitable II: At Level 20, this increases to Monstrous Defense 4.

  Eternal Warrior: At Level 14, you begin each scene with your full Wounds and vitality. If you have less than half of your vitality remaining at the beginning of your initiative count, you recover vitality equal to one-half your Class Level (round down).

  Table 1.6: The Champion
Level BAB Fort Ref Will Def Init LS Lgnd Abilities
  1    +1  +1   +1  +0   +1  +0  +0  +1  Relentless pressure, deadly flourish
  2    +2  +2   +2  +0   +1  +0  +0  +2  Celerity I
  3    +3  +2   +2  +1   +2  +1  +1  +3  Bonus feat
  4    +4  +2   +2  +1   +2  +1  +1  +3  Uncanny dodge I
  5    +5  +3   +3  +1   +3  +1  +1  +4  Bonus feat
  6    +6  +3   +3  +2   +4  +2  +2  +5  Brawn +1
  7    +7  +4   +4  +2   +4  +2  +2  +6  Bonus feat
  8    +8  +4   +4  +2   +5  +2  +2  +6  Uncanny dodge I
  9    +9  +4   +4  +3   +5  +3  +3  +7  Bonus feat, brawn +2
 10   +10  +5   +5  +3   +6  +3  +3  +8  Indomitable I
 11   +11  +5   +5  +3   +7  +3  +3  +9  Bonus feat, celerity II
 12   +12  +6   +6  +4   +7  +4  +4  +9  Brawn +3, uncanny dodge III
 13   +13  +6   +6  +4   +8  +4  +4 +10  Bonus feat
 14   +14  +6   +6  +4   +8  +4  +4 +11  Eternal warrior
 15   +15  +7   +7  +5   +9  +5  +5 +12  Bonus feat, brawn +4
 16   +16  +7   +7  +5  +10  +5  +5 +12  Uncanny dodge IV
 17   +17  +8   +8  +5  +10  +5  +5 +13  Bonus feat
 18   +18  +8   +8  +6  +11  +6  +6 +14  Brawn +5
 19   +19  +8   +8  +6  +11  +6  +6 +15  Bonus feat, celerity III
 20   +20  +9   +9  +6  +12  +6  +6 +15  Indomitable II, Uncanny dodge V


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17  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 15, 2014, 03:30:33 AM
  A good observation. My instantaneous reaction is hints are broader, having value outside of investigations, but it still might work out to use them in class abilities - possibly unrestricted, possibly with an "only during investigations" caveat. Or hint's may be used in place of/to buy leads. Which has some hilarious implications for the Priest class in an investigative scenario Smiley. Keeping a psychic on the payroll has surprisingly good pay-out too.

  But I do still really dig calling the thing that add suspects to the pool "leads".
18  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 14, 2014, 08:10:35 PM
  Dealing with class abilities for classes I want to excel in procedural mystery settings/scenarios, I'm finding I need to define two currencies - Leads and Clues.

  Clues are in the system now, and they are for the most part HUGE. Given that I want to manage cases as a shuffling suspect lists, rather than point to someone clues need to be structured/phrased as eliminating 1 or more suspects. A big enough clue might eliminate all but one suspect, but its still moving forward via process of elimination.

  Leads would be the other side of the coin and serve to add suspects to a manageable pool of suspects. Because they generate choices rather than reduce them they can be given more freely and earlier in the process, making them a good candidate for mechanics in the lower power/level range. Right now clues are mostly forcibly granted by level 10/20 class abilities. Lead generators could come much earlier.

  Getting closer Smiley.
19  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: October 14, 2014, 09:02:30 AM
Saw Dracula Untold.

I give it a 6.5. Spoilers follow.

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20  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 14, 2014, 07:00:11 AM
Good call. Those kind of linkages can actually arise from all three categories. Something to add in for all of them.
21  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 14, 2014, 03:02:16 AM
Would people mind brainstorming on categories of clues common to investigations? Maybe for stories you've seen and recall?

my off the cuff stuff is~

Witnesses
  Canvasing
  Voluntary Witnesses (come forward)
  Involuntary witnesses (interrogation)

Background checks
  Financials
  Registered Property
  Certifications
  Career history
  Criminal records

Forensics
  Scene analysis
  Autopsy
  Object/Material identification or provenance

I'd like to see if I've missed anything common or obvious.

(and it's becoming clear surveillance plays a roll in finding suspects at various stages of the process.
22  Community / License to Improvise / Re: New Base Class: The Inspector on: October 13, 2014, 03:19:12 AM
I'm treating it as a spur to get off my butt and finish mine so I can come back and look it over in good conscience Smiley.
23  Community / Off-Topic / Re: D&D 5e Going Live In July on: October 12, 2014, 08:34:12 PM
Huzzah! You're flanked, I have the advantage!
Huzzah! You're prone, I have the advantage!
Huzzah! You're blinded, I have the advantage!
Huzzah! You're stunned, I have the advantage!

Huzzah! I've applied one disadvantage to you... and you can NEVER overcome it Tongue.

What's amazing about it is it requires no math - the analog computer that is the dice handles the computations for you. It takes D&D closer to World of Darkness than its ever been and there is a sizable chunk of the fun through storytelling crowd that are deeply math adverse. On the other hand it is really limited outside of fairly simple situations - it would work better if it were used more sparingly.
24  Community / License to Improvise / Re: New Base Class: The Inspector on: October 12, 2014, 02:16:42 AM
Largely keeping my nose out of here as Investigator is a base class in the New Pie spread for modern settings Smiley. Great minds and all that!
25  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: October 07, 2014, 03:01:10 AM
Just tracked down and watched the first hour/2 episodes of Rebels.

Recognizing it's children's fare and suffers the limitations of all such cotton candy, I like it.

Amongst other things it's adding some really useful ships and other hardware to the canon. The multi-roll Imperial micro-carriers is something we've needed to see for a long time - a combination troop-transport & tender for up to 4 TIEs is just about the ideal size to run a really well equipped team off of. The Ghost is also a fairly well optimized plot-platform - as long as we can break contact (via hyperspace), we can come back as long as we stay out of visual range... Nice.

And I rather like the Mandolorian-punk girl. Its a fair interpretation of the creed in my mind and there is just nothing wrong with girls watching the show seeing a teen female Mando' who can more than pull her own weight. And blow shit up. And blow more shit up. Then two-pistol down some stormtroopers before blowing more shit up.

And yes, their astromech is wonderfully guttural and crotchety.

Curiously, I'm looking forward to an occasional tie-in cross-over action with the Force Unleashed. Bail Organa is a start. More will almost certainly follow.
26  Products / Z-Corps / Re: Escape Routes & Safe Zones on: October 07, 2014, 01:02:47 AM
And I really don't think most bases would turn the non-infected away. Beyond it being the POINT of the military to protect it's civilian populace, and beyond the fairly simple numbers of every body you turn away is crawler coming back to try and kill you the next day, arriving civs equal the addition of one of the most important resources of all - manpower.

And honestly, I can't think of ANYTHING more corrosive to morale than having some percentage of your troops living with the nightmare "My family is out there and if God has been kind they are making their way here. If I'm not at the exact gate on the exact shift when they arrive, the guys on C shift won't know them from Adam and will turn them away..."

I don't see "arrivees" as going into a pen somewhere (other than maybe for a 12-20 hour quarantine period). Every single person who shows up is a person you put to work right now. You need to debrief them for any intel they might have. You're gonna need people digging latrines, helping barricade and reinforce every perimeter, apprenticing to your cooks, or practicing any practical trades they may bring to your labor pool. Most of all, in any readily accessible base near urban areas you need every team of 6-10 shooters you send out to forage enjoying the benefits of an equal number of people to help shlep supplies back. Gunmen need to keep their hands free and stay mobile coming an going. Someone has to carry half a supermarket back with them and civilians can fit into that role neatly.

I see it a lot more like Falling Skies (minus some of the abject dumb that show occasionally had) - with mixed military/civilian packs.
27  Products / Z-Corps / Re: Escape Routes & Safe Zones on: October 07, 2014, 12:32:31 AM
Prisons. 20% of the guns of a military base and even better construction patterns. Layers of fences/walls, absolutely impassible windows as the norm. Some supplies stockpiled on site (like fuel for independent power for several days weeks). Not the comprehensive manpower, but still a really good place to shelter for a few days while sorting out the mess.
28  Products / Z-Corps / Re: Escape Routes & Safe Zones on: October 03, 2014, 11:53:32 PM
I'm not seeing the virtue of hiding in the woods - even woods with abundant game. An absence of civilized infrastructure is a far greater hindrance to the tool using human than to the bestial Z-threat.

Any military base anywhere is a better supplied, better prepared hold-out than giving the Z-horde a thousand trees to hide behind as it shuffles towards your family.

Gimme concrete walls, generators, cleared slight lines and LOTS of bullets being carried by lots of trained shooters over that lake that appears in every horror movie ever...
29  Community / License to Improvise / Re: New expert class: Witch Doctor on: October 03, 2014, 04:53:05 PM
  Signs and Portents - as a base class B ability, this can only fit into an expert class as the level 6 ability or "so what does Signs and Portents IV do?" conflicts can arise.

  Wise as you are Cryptic is too low of a level for a double bump. Typically lit would be lower of those two or occupy a higher slot. Compare to paladin.

  How is voodoo doll NOT inescapable death or madness for the victim?

  Core ability could be restructured to read "Each time you inflict shaken on an opponent, you also frighten them from 1 round." This broadens the triggers slightly but is simpler/shorter text.

  Vessel. Actually seems a bit underpowered form a game breaker. Could swap to lower slot/more uses or constant.
30  Community / Off-Topic / Re: [Civ: BE]Harmony, Supremacy, or Purity? [Discussion] on: October 03, 2014, 01:38:40 AM
So let's dress it up a little.
Does anyone know of an instance when all those approaches didn't work?

Well... it often fails cross-species and those branches of humanity might actually be separate species by some standards.

It also raises questions of how all pervasive your surveillance can get in-setting - they could take it to a level we simply cannot conceive of as part of our current human condition. Or the populace might still cherish its privacy.

Tinkering with security for Farthest Star, the best I've been able to come up with is a cultural awareness that no system is infallible - trust that its very, very good... but don't stand there flabbergasted when someone has clearly beaten it. Complacency is a serious security vulnerability Smiley.
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