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31  Community / License to Improvise / Re: Any League of Legends players? on: June 22, 2014, 01:54:56 AM
  This chain is based on Yasuo the Unforgiven. This is the character that got me started on this track as I'm a total sucker for the whole "dash past them before they know they've been cut" shtick. Tachibana Ukyo Forever. Since Yasuo is also an unmistakable homage to Haomaru from the same game, I'm pretty sure I'm not the only one that remembers Samurai Spirits/Showdown fondly Smiley.

A Wanderer's Journey
  The wind is your teacher and the air itself your guardian.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. When you roll a threat with a melee or unarmed attack you may confirm the critical without spending an action die by accepting a –2 penalty to the damage roll (minimum 1). The first time each combat that you are hit by a special character, before damage is rolled you gain fervor equal to your Dexterity modifier + one-half your Career Level (rounded up). Gain 1 Edge at the end of your initiative count in combat if you moved at least 25 ft. that round.

Breeze Strike
  True speed in swordsmanship requires you to let go of your ties to this world.
  Prerequisites: A Wanderer's Journey feat
  Benefit: While you have a fencing blade, sword, or greatsword readied, you may draw a 20 ft. line starting from your square and where the farthest square is unoccupied. Make a standard attack with the qualifying weapon against one enemy on this line. Hit or miss, you then move to the farthest square of the line (ignoring adjacency). Each time you use this ability you gain a cumulative +1 bonus to damage the next time you use Breeze Strike until the end of combat (maximum +4 on the 5th and subsequent Breeze Strikes). You may not attack the same character with Breeze Strike more than once per combat.

Howling with the Sky
  Let us cross blades, for arrows have no place here.
  Prerequisites: A Wanderer's Journey feat
  Benefit: You gain a stance.
  Voice of the Howling Winds (stance): You must spend 4 Edge when entering this stance. Reset your A Wanderer's Journey feat and you gain +2 bonus to resist anticipate, feint, and trip attempts. As a half action you may leave this stance to draw a line up to 25 ft. long with both ends within 30 ft. of you. A screen of elemental wind fills that line for 4 rounds, preventing any ranged attacks from crossing it except for siege weapons.

Steel Winds
  Your slashing blade can arouse a cyclone of furious air.
  Prerequisites: A Wanderer's Journey feat; edged forte
  Benefit: Once per round while you have a fencing blade, sword, or greatsword readied and your Edge is 0 or 1 you may draw a 10 ft. line beginning in your square. Make a standard attack with the qualifying weapon against all enemies on this line (roll damage separately). Gain 1 Edge if you hit at least one enemy. If your Edge is 2 or higher you instead draw a 20 ft. line beginning in your square, and the attack gains the lift-off quality. You Edge is then reduced to 0. You may only use Steel Winds if you did not use it last round.
  Special: If you have used Breeze Strike earlier this round, instead of drawing a line, these attacks target all enemies adjacent to you.

Voice of the Typhoon
  This storm speaks with lethal authority.
  Prerequisites: Breeze Strike, Howling with the Sky, & Steel Winds feats; you may have only one Signature Technique
  Benefit: Signature Technique. Once per combat at any time during the round you may target a lifted special enemy you can see within 60 ft. You immediately move to the nearest unoccupied square adjacent to the target (ignoring adjacency). The target and all other lifted enemies within 15 ft. of the target take lethal edged damage equal to your Dexterity score + your Career level. Reset your A Wanderer's Journey feat, reduce your Edge to 0, and you gain the “Voice of the Typhoon” bonus. Voice of the Typhoon is a named bonus giving all your melee and unarmed attacks against special characters armor piercing 4 and lasts until the combat ends.

32  Community / License to Improvise / Re: Any League of Legends players? on: June 21, 2014, 10:30:57 PM
  Balance pass and text clean up~

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 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.

NEW PATHS

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 Essence Theft 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.

- - - - - -

  Basic “LoL Styles” feat progression~

Foundation
   / | \
Three Feats (in any order)
   └┴┬┘
Signature

- - - - - -

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.

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).

- - - - - -

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.
  Special: 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.
 
- - - - - -

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.

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.

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.

- - - - - -

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

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.

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.


33  Products / Spycraft Third Edition / Re: Dissociated mechanics and a gamer manifesto on: June 21, 2014, 07:42:17 PM
  I tend to see games visibly "kicking each other's posteriors" as a matter of publishing schedule/scale rather than all that much of a comment on system behavior/quality. In my opinion 4th ed D&D is a fairly limited example of the RPG form, and yet it cannot be denied that it seized massive quantities of gamer awareness, much of it on the strength of the name and the shear amount of shelf space it takes up. It was one of the handful of games you could actually consistently find in non-specialty book stores.

  The biggest difference between HSD and M&M in terms of market awareness isn't how they go about their business at the gaming table, its how many books have come out for them in the last 5 years - and in that light the difference is stark. As an audience we have been well conditioned not so much to expect any particular thing but to expect SUPPORT. Sure, the layout and art quality has gone way, WAY up in the last 15 years (look at the majority of pre-SRD gaming fare and most of it is downright painful to our modern, coddled eyes...) but the biggest issue in gamer chit-chat/religious arguments still boils down to how long since the last book/what's coming out next? Games that don't turn out regular offering are classed "dead games" by the larger community no matter how brilliant they are at the gaming table. Its an easy judgment to make and often excessively harsh. But the fact remains most gamers have a certain modest monthly budget to pitch to show their support for the hobby as a whole, and if your game doesn't have something for them to buy they'll support the publisher who does. "What have you done for me lately?"

  Pathfinder (and 4th ed when it was still a thing) dish multiple books every month. Its a brilliant strategy not only to make money directly, but to set a standard that drives out second tier competition by sucking all the air out of the room. Pathfinder especially enjoys strangling its rivals in the crib with the free playtest rules model (mimicked by D&D Next because imitation is a very sincere form of flattery...). They KNOW they'll make their money on the support products over the core book. They quite deliberately use that to make other smaller companies look stingy for expecting customers to actually pay for the core 200-300 pages that they bled themselves dry to produce.

  I think games get "dumbed down" a lot more because that makes them easier to write for (and thus support after the first volume) than because players have some intrinsic need to not be intrigued/challenged/engaged by depth in their engine of choice. There's also a big difference between elegant and simplistic. Looking at World of Warcraft for a minute, you have a game accused of being the grand high poobah of dumbing down, but you still have an amazingly intricate structure of choices and interactions both individually and in its group play dynamics and challenges... that does a fantastic job of introducing you to that complexity so gradually that you're hardly aware of it. To the casuals you can say "I have a 72 level Warrior" and be easily understood. To the hardcore, when you get to talking Warriors like you mean it, you get into so many possible combinations of build and gear that you're slicing fractions of a percent with a degree of precision no table top game has ever managed (or should attempt - automated bookkeeping has a ton of invisible consequences...). WoW is arguably as complicated as HSG but it hides that complexity in way that lets it be a great game for 10 year-old while HSG is scaring off veteran gamer adults. That's not "dumbing down".

  I recommend a good read through two articles about a game that made more money in its first year by about 3 orders of magnitude than most RPGs will make in their entire run. These guys are SERIOUS when it comes to managing their perception as having "deep gameplay" or being "a scary game to learn". The first article, New World Order, I consider pretty much required reading if you're gonna talk about the long term consequences of complexity on a game as a business. The second, Lenticular Design is a spin-off about applying those lessons to your design process - a little more esoteric but if you enjoy game design yourself its pretty heady stuff.
34  Community / License to Improvise / Re: Any League of Legends players? on: June 21, 2014, 08:08:03 AM
  Ok, gotta pause after this, but these things are soooo niffty to draw inspiration from - loaded with quirks and with a lot of range and magnitude information easily extracted from the other system. As a first pass these are mostly faithful 'ports of the source character's abilities and likely only to be well balanced amongst themselves. A later pass will be needed to turn them loose in a less LoL-specific setting. And like any video game, the original abilities take advantage of a LOT of automated record keeping which I've tried to dial down even in the initial conversions.

  This batch comes from Soraka who is either a blatant Draeni homage, a satyr concerned with the predatory habits of purple-people eaters, or one of Dabbler's immediate cousins (from Grrl power). I kind of like the idea of the last one Smiley.

New Weapon Quality: Lay Bare
  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 begins to take additional damage from effects that inflict divine damage equal to the number after the quality. Lay bare effects stack, though a character suffering from them may cancel all lay bare they have accumulated by taking a full defense action.

New Weapon: Lunar Staff
A long staff crowned with an icon of the moon.
Category: Spirit Weapon (Staves)
Damage: 1d4 + Wisdom divine damage.
Threat: 20
Qualities: Aligned (same as wielder), Reach 5, Resisted as Hurled & Spirit
SZ/Hand: M/2h
Construction: Hard 3
Complexity: 15M
Weight: 4 lbs.
Era: Primitive
Cost: 200s

Salvation of the Stars
  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 heal an ally who has less than 50% of their vitality remaining, the amount you heal them for is increased by 50%. If you give Edge to an ally who has 0 Edge, they gain 1 additional Edge. At the end of each round that you declared full defense in combat or healed an ally, you gain 1 Edge.

Cascade of Light
  The rays of the stars rain down on your foes, sharp as arrows.
  Prerequisites: Alignment (Children of the Stars); spirit weapons forte.
  Benefit: As a full action make a single ranged attack using your Intelligence bonus instead of Dexterity against all enemies within 25 ft. This attack has the lay bare 1 quality and inflicts 1d6 + your Intelligence modifier divine damage (roll damage separately). If you hit at least 1 special enemy, you gain 1 Edge. You may not take this action if you took this action last round.

Seal of the Stars
  Those you bless are nearly as eternal as the stars above.
  Prerequisites: Alignment (Children of the Stars)
  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. Seal of the Stars is a named bonus giving DR 5 and lasts until you use this ability again or the fight ends.

Touched by Starlight
  The stars see all... and judge them.
  Prerequisites: Alignment (Children of the Stars)
  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.

Wish Upon a Star
  This prayer will be answered.
  Prerequisites: Cascade of Light, Seal of the Stars, & 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. Restore wounds first, then Vitality.

35  Community / License to Improvise / Re: Any League of Legends players? on: June 21, 2014, 06:32:28 AM
  All right, one more because they are so pretty to look at Smiley. This is inspired by Braum, your basic ice-tank with a very amusing backstory.

Concussive Blows
  “Fist like hammers” isn’t a fanciful metaphor where you are concerned.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. When you hit with and unarmed attack or blunt weapon, if the attack check result is equal to or greater than 15 + the target’s Fortitude save bonus, the target is concussed. The next time any character hits them scoring a threat or critical, they are stunned for one round and are no longer concussed. At the end of each round that you declared full defense in combat or concussed an enemy, you gain 1 Edge.

Stand Behind Me
  You body shields your comrades as your determination shields you.
  Prerequisites: Alignment (Guardians of the Ice); must be able to jump
  Benefit: While you have a tower shield readied, any adjacent ally farther from an enemy than you are gains DR 1 against that enemy’s attacks. As a half action you may spend 2 Edge to gain Fervor equal to twice your Constitution modifier. You may then jump to an ally within 20 ft. You arrive in any empty square adjacent to that ally and must choose a square between them and an enemy if possible. If you do jump to an ally they also gain the same amount of Fervor as you did.

Winter’s Bite
  Shards of ice fly from your weapon, ensuring there is no escape.
  Prerequisites: Alignment (Guardians of the Ice); blunt forte.
  Benefit: As a full action make an attack with a blunt weapon. The attack gains Reach 8 and if it hits the target’s speed is also halved for two rounds and they are concussed (round speeds down to the neared 5 ft.). The next time any character hits them scoring a threat or critical, they are stunned for one round and are no longer concussed. You may not take this action if you took this action last round.

Winter’s Wall
  You may freeze the air itself to build a shelter against your enemies.
  Prerequisites: Alignment (Guardians of the Ice)
  Benefit: When you would be hit by a single target ranged attack, you may spend 4 Edge to cancel that attack and then draw a wall up to 15 ft. long and 10 ft. high in unoccupied squares adjacent to you for 4 rounds. This wall moves with you and the damage of any ranged attack passing through it is halved (round down). You also receive a +2 bonus to Reflex saves while this wall exists.

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 as a full action you may draw a 30 ft. line starting from your square. Make a single melee attack check 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 or is cleared.
36  Community / License to Improvise / Re: Any League of Legends players? on: June 21, 2014, 04:09:24 AM
  Ok, I can see why Ahri's abilities were renamed at some point - her original story and skill names were dark.

New Proficiency: Spirit Weapons
  Used to control various floating things like sprit orbs and flying swords. Spirit weapons are melee weapons.

New Weapon: Whisp-light
  A softly scintillating sphere of condensed spiritual energy.
  Category: Spirit Weapon (Orbs)
  Damage: 1d4 + WIS modifier divine damage.
  Threat: 20
  Qualities: Aligned (same as wielder), Reach 2, Resisted as Melee Blunt & Spirit
  SZ/Hand: T/2h
  Construction: Spirit 2 (cannot be destroy by physical forces)
  Complexity: 15M
  Weight:
  Era: Primitive
  Cost: 150s

New Weapon: Barbed-furry
  A crackling multicolored mass of hate.
  Category: Spirit Weapon (Orbs)
  Damage: 1d4 + CHA modifier divine damage.
  Threat: 20
  Qualities: Aligned (same as wielder), Reach 2, Resisted as Melee Edged & Spirit
  SZ/Hand: T/2h
  Construction: Spirit 2 (cannot be destroy by physical forces)
  Complexity: 15M
  Weight:
  Era: Primitive
  Cost: 150s

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. Up to 3 times per round when you inflict divine damage on an enemy and you have less than 9 fervor, you gain Fervor equal to 1 + your current Fervor. At the end of each round that you declared full defense in combat or lost Fervor, you gain 1 Edge.

Fox’s Bounce
  Don’t look now, but it’s coming back...
  Prerequisites: Alignment (Blood of Nine-Tails); Hurled forte
  Benefit: As a full action while armed with a spirit orb, draw a 45 ft. line starting from your square. Make a single ranged attack check against all targets along that line that you can see. Each target you hit takes 1d6 + your Charisma modifier divine damage (rolling separately for each target). Then make a second ranged attack check against each of those targets you hit, this time doubling any dodge bonuses they may have. Each target you hit again takes 1d6 + your Charisma modifier divine damage that cannot be resisted or transferred (rolling separately for each target). You may not take this action if you took this action last round.
  Synergy: 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: Alignment (Blood of Nine-Tails)
  Benefit: At the beginning of your initiative count you may spend 3 Edge to surround yourself with 3 floating orbs of foxfire. Using this ability again while you still have foxfires remaining refreshes the number of foxfires surrounding you to 3 rather than adding 3 more. Once per round during your initiative count you may consume one foxfire as a free action to make a ranged attack against a character you can see within 40 ft. This attack does divine damage equal to 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.
  You may also make this attack when an adjacent character attempts to attack you, targeting that character after their attack is resolved. This use of foxfires can be used any number of times per round, once per attempted attack.
  
Fox’s Kiss
  Your wiles have teeth and your teeth have wiles.
  Prerequisites: Alignment (Blood of Nine-Tails)
  Benefit: As a half action you may spend 4 Edge to make a ranged attack on a character you can see, that can see you, and is within 50 ft. If this attack check hits and the result exceeds 15 + the target’s Will save bonus 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 ranged attack but before damage is rolled, you may gain a +5 dodge bonus to defense against that attack. After that attack is resolved (hit or miss) you may immediately teleport up to 30 ft. and refresh the number of foxfires following you to 3 without spending Edge. Alternatively, you may teleport and refresh your foxfires as a half action on your initiative count (still counting against the 3 per combat limit for this ability).

37  Community / License to Improvise / Re: Any League of Legends players? on: June 21, 2014, 01:56:18 AM
I haven't looked at the others yet - doing LoL conversions looks like it could take roughly until the end of time Smiley. That cast is HUGE. Sorry to hear it had some presentation issues. I haven't decided to actually play it - just looking at the characters so far (seeing if there's any I like so much I have to go to the trouble of downloading the game to see in action).

  Ok, round one, inspired by Jarvan the Fourth. Not completely happy with the feat naming and advancement structure. I'm waffling on whether I want to totally break things down into parts for complete mix-and-match by players or retain some of the links and flavors. Right now I'm trying out the unified flavor idea.
  Using a couple of new weapon qualities because I can see how a few effects will need  to stack, not stack, or otherwise play off each other (I know there's a character I want to convert who can only do his signature technique to characters that have been lifted, but can use any allies lifts to set it up...).
  I'll look at Ahri next since you mentioned her Smiley.

New Weapon Quality: Armor Rend
  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 loses DR equal to the number after the quality. Only the worst armor rend applies (they do not stack with themselves or other sources of armor rend) and a character suffering from armor rend may cancel the effect by spending 2 use item actions.

New Weapon 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 loses their next half action. Lift-off has no effect on characters that can fly or who automatically reduce their falling damage by 1 or more dice.

Martial Cadence
  You must dictate the flow of battle from the very first blow.
  Prerequisites: You may have only one Foundation Technique
  Benefit: Foundation Technique. The first time you hit each opponent with a 2-handed weapon during each combat, you gain a bonus to damage equal to 1 + the target’s Career/Threat Level (e.g. the first successful hit on a 6th level opponent gains +7 damage). At the end of each round that you declared full defense in combat or damaged at least 3 enemies you gain 1 Edge.

Banner of the Sun-Dragon
  The white & gold crest of the Sun-Dragon knights inspires unrelenting resolve in the face of the enemy.
  Prerequisites: Alignment (Order of the Sun-Dragon)
  Benefit: You may ready a battle standard you own as a free action even if you already have a 2-handed weapon readied, ignoring hand limits. While you have a battle standard you own readied, you may spend 4 Edge to enter the Flag of the Sun-Dragon stance.
  Flag of the Sun-Dragon (banner stance): You gain DR 2 and the Contempt feat. As a half action you may exit this stance to plant your standard in your current square. The standard then provides DR2 and the Contempt feat to all allies able to see the banner and within 50 ft. (including yourself) until the standard is moved or the end of combat.

Cratering Cataclysm
  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; must be able to jump; you may have only one Signature Technique
  Benefit: Signature Technique. Once per combat as a full action when you have a 2-handed weapon readied, you may jump to the nearest empty square adjacent to a special enemy who is within a distance equal to your Base Speed and make a melee attack. If you hit you inflict lethal melee damage equal to your Strength score + your Career Level to the target (no damage roll required). Then you may choose to create an unmoving 25 ft. diameter ring of very difficult terrain centered on the target.

Sun-Dragon’s Aegis
  The Sun knows its own.
  Prerequisites: Alignment (Order of the Sun-Dragon)
  Benefit: Any time you are hit, before damage is rolled you may spend 3 Edge to gain 5 Fervor + Fervor 3 for each special enemy within 100 ft. 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: Alignment (Order of the Sun-Dragon); Edged forte
  Benefit: As a full action while armed with a spear draw a 30 ft. line starting from your square. You make a single melee attack check against all targets along that line that you can see. This attack gains the armor rend 1 quality and inflicts damage as your spear (roll damage separately for each target). You may not take this action if you took this action last round.
  Synergy: If your Sun-Dragon’s Lance attack crosses the square where you have planted your 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.

38  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots (ver. 2.1) on: June 20, 2014, 11:15:29 PM
 That doesn't seem like a bad package, but I avoided Improved Stability entirely by just making the race Large (via Looming). Are you wanting your version to avoid Trips & Bull Rushes as if they were Huge-sized?
That was the intent, yes. The way I see it, Large accounts for the sheer bulk of that big, muscular tail, while Improved Stability (or the pruned-down version of it I used there) accounts for the fact that a fair majority of the body mass is flat on the ground.

Fair. Just be aware that large + improved stability characters tend to do dirty, dirty things with stances Smiley.

Quote
Hm, that is a pretty neat idea. I might use that outside of the Serpentine package ability if I end up with an extra point to throw around.

  Any combination leads to a pretty cheap package whether you're trying to load it into a feat or make a whole species with it. Echidna of all sorts are cool looking, but it doesn't take a whole lot of mechanical oomph to represent them Smiley.
39  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots (ver. 2.1) on: June 20, 2014, 10:21:11 PM
  That doesn't seem like a bad package, but I avoided Improved Stability entirely by just making the race Large (via Looming). Are you wanting your version to avoid Trips & Bull Rushes as if they were Huge-sized?

  If you don't want tail slap, you might substitute in mix-up (trip) as a way of representing them using those massive coils to make for treacherous footing... Hmm. Actually, I like that a lot and it's an established 1 point effect Smiley.

  Serpentine: You gain the Mix-up (trip) trick and can squeeze through confined spaces as if you were one Size category smaller. However, you cannot kick.

  ((Edit: And with a little tweaking the Satyr package also side-steps the natural weapons issue.))
40  Community / Off-Topic / Re: Video game news and reaction on: June 20, 2014, 09:32:32 PM
That's boss.
Also, I think I thought you meant you'd either designed the system, or had cause to use it in an operation. Huh?

Either way, slick.

Heehee. I can neither confirm nor deny that the pug nose on an HC-130 is a lot of fun to open up and mount things on.
41  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots (ver. 2.1) on: June 20, 2014, 09:21:39 PM
  Mulling on natural attacks further... Cheesy

SPECIES FEATS

Scuffle
  You are a ball of kicking-biting-clawing mayhem in close combat.
  Benefit: Once per round after taking your actions you may make a free natural attack or free kick with a –2 penalty to the attack check. You may not apply tricks to this attack and if it misses you become flat-footed.


42  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots (ver. 2.1) on: June 20, 2014, 09:09:50 PM
...Incidentally, speaking of nagas:
Naga (Offshoot)
  Possessing a human-norm torso and a serpentine body from the hips down, the Naga adaptation is well suited to life in forests, jungles, and swamps. Their beautifully patterned scaled tails can reach 20 feet in length for larger adults.
  Naga are not naturally fertile with any other offshoot, but recent revisions to the template based on experience gained from the Selkie package has made extracting the baseline for blending between mixed couples much more achievable.
  Prerequisite: Any Talent, Level 1 Only
  Benefit: Your species becomes Naga. Add the following features to your Talent.
Looming: Your Size is Large (1 wide × 2 long; reach 1). Your base Wounds is equal to your Constitution × 1.5 (rounded down). You still use weapons scaled for medium characters.
Fast Climber: Your climb speed is 20 ft. and you have a minimum Climb check result of 15. Climbing occupies one of your hands at all times, but you may cling to a position without using any hands.
Serpentine: You gain the Tail Slap II attack and your Size is considered 1 category smaller when squeezing into or through confined spaces. However, you cannot kick.

Could I get a more refined point breakdown of the qualities under Serpentine? You've got it listed as 1 point for the package, which doesn't really make sense to me based on the point guides I've seen. A grade II natural attack should be 2 points, right? And then you've got a minor benefit (easier squeezing) and a drawback (can't kick). Best I can figure it is that the squeezing benefit is too minor to be worth points and the inability to kick is -1, but that seems like too much of an offset for such a narrowly applicable restriction.

(I've been tinkering with nagas as a base species for Fantasy Craft for awhile, and the reduced size for squeezing and banned kicks are both features I'd already intended to use, so getting a more solid idea of the point value would be helpful for me  Grin)

  Ah, that may be what tripped up Mister Andersen - on my Origin creation charts the cost for natural attacks has been somewhat downgraded (single grade 1 for .5, grade II as 1 point, two graded IIs as 1.5, etc.). This is because IMO in practice a grade I natural attack is noise for player characters with hands. The natural attacks don't come close to the effectiveness/utility of an actual melee weapon and the lack of disarming really doesn't offset that. The concern is multiplied further when PCs get into feats, because feat support for weapons makes a mockery of feat support for natural attacks. +1 threat range (from tiering up) or Sword Basics (even when not using a sword)... no contest. And compare bumping a tier II up with a feat - increases the damage one die-size (+1 average, +2 peak) vs. sword basics again... Yeah. Multiple natural attacks are also somewhat discounted as having two doesn't actually do much more than having one does - woo more choices of terrible weapon lines. It may eventually set you up for a frenzy, but its frenzying with garbage damage codes *shrug*.

  So as I was laying it out, serpentine is a 1 point natural attack attached to a flavor/trivial penalty (no kicking) and a flavor/trivial advantage (they can squeeze through the same spaces a medium sized character can). If you want to use it with greater confidence in your own design just knock the tail slap grade down to I and call it good Smiley.
43  Community / Off-Topic / Re: Video game news and reaction on: June 20, 2014, 07:00:52 PM
  When I was maintenance with the Air National Guard in a SAR unit, HC-130s were one of the two aircraft I worked on the most (along with the HH-60 Pavehawks mentioned in the wiki article as eventually replacing such antics). They are one of the airframes used as the pick-up plane with the skyhook. So I had a reason to know the system actually existed and worked to put it into the game since its such a great real world gadget Smiley.
44  Community / Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..) on: June 20, 2014, 05:54:08 PM
Needs more noise (and as I understand, the EU has recently mandated that electric vehicles are too quite and need a noise generator added to make pedestrians aware of them)

I maintain that pedestrians need to pay more fscking attention to the world around them or they will be selected against.

  I'm on the fence on that one. I was nearly hit once in the last few years stepping out of a blind walkway in an apartment complex parking area. Not because the driver did anything wrong or I did anything out of the ordinary for me, but because I couldn't hear him over the leaf-blowers (the car was a normal gas-powered engine - they are pretty quiet at parking lot speeds). I tend to agree with a friend who has an electric car that for the most part the tire-noise any car makes is a more than adequate warning that a vehicle is present.

  ...And that people on foot need to be banned from having ear-beads blaring away while they are near streets as much as drivers need to Hang. Up. And. Drive. Angry
45  Community / Off-Topic / Re: Video game news and reaction on: June 20, 2014, 05:45:14 PM
  Because I used to work on the planes that did the catching Smiley.
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