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3466  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: March 16, 2010, 05:30:07 AM
The question of what skill would you use for communications antics (overcomming obstacles/employing EW) does have me thinking. No answer yet, but pondering.
3467  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: March 16, 2010, 05:24:14 AM
A question I must ask Morg though is about Proficiencies.

I guess, in FS, the usual ones still apply eg Unarmed (Capt Kirks famous fisticuffs), Blunt, Edged etc. But are blasters and energy weapons covered by Handgun and other firearm profs or something new?

While I could see Bows being rolled into Hurled, for the most part I'm inclined to leave the entire FantasyCraft library in place and just add sidearms, longarms, fixed weapons (non-portable weapons and turrets on larger vehicles), and vehicle weapons. Blackpowder I can see as seperate from the two modern firearm proficiencies due to the considerable difference in loading and handling required, along with the behavior of non-rifled barrels. Basically, bows and black powder are just really rare fields of study in the modern age - the realm of hobbyists and hunters.

Farthest Star supports very limited man-portable energy weapon options, and I think their use will fall under the sidearms/longarms proficiencies. Those that are a little harder to handle than your basic slug-thrower will be exotic (requiring a forte to use).

Bows and power armor are a really entertaining combination...
3468  Community / License to Improvise / Re: [FantasyCraft] Dread Pirate (MaC) on: March 10, 2010, 07:04:06 AM
Morg, you've cleaned it up nicely.

Could you give a more detailed description of what you see in the changes? I want to see if the 'why' for some of them was apparent.
3469  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: March 10, 2010, 07:00:48 AM
Hmm. I'm putting with the idea of a Philosophy skill. Yes, Picard has max ranks in it and a feat or two. I kind of want to put it out there that some of our moral quandries are actully pretty firmly resolved in that age. Sid Myer's Alpha Centauri game has as one of it's earliest tech advancements ethical calculus. Its an intriguing concept, and one I find usefu in that the folks of Farthest Star do have some meticulous and widely held standards of what constitutes sapience vs. intelligence. standards that seperate intellcts into categories of 'person' and 'tool' - a very important distinction.

Might just be some sort of freaky Resolve check, but it might be fun to throw around the courage of your convictions and crush a problem by being the better human being.

I'm also amused at the idea of a "scheming check" but that may just be a new use of tactics.
3470  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: March 10, 2010, 06:48:08 AM
Space Whales=Bioships. Organic Technology.

Biotech yes. Streamlined as if it were an aquatic creature, not so much. Humans and their metallurgic tech have reached a point where they can afford to be somewhat fanciful (my collorary to the third observation applies here). The biotech Dabban are a lot further down the interstellar travel tech tree, and will need to stick with slightly more pragmatic designs when overcomming the challenges of temperature regulation, density of their energy supply, and manuevering. It'll be a bit less romantic than 'space whales', but it will probably also serve to highlight their accomplishments in the absence of things we take for granted even today. Their modern (post-inclusion) ships will almost certainly be hybrids, utilizing a biotech hull and life support, but featuring human tech-based drives. So if you are into "cybernetic space whales" we're probably in business. I always liked the 'snail' ships of the Outlanders manga Smiley. Modern Dabban are prolific ship-builders. They'll leverage the advantages of a biologic tech base quite successfully.

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Also need lots of methane, sulfur, and carbon dioxide breathers, like the Vorlons or the T'ca or Knnn of CJCherryh tales. Please.

The number of core, detailed races is going to be deliberately low. Probably only 3-4 (the star faring races) in the first half, and no more than 8 other sapient races in the second half (at various tech levels upon their inclusion into the Expanse). The star faring races either breath something close enough (Fissal), can adapt their biology to cope (Dabban), or don't breath at all (Sryx, Otocks). While they are (probably) out there, gas-giant dwelling sapience will be a near non-issue. (Adventuring) races requiring exotic atmospheres will be few and far between. They didn't get off their planets by themselves yet, and humans don't have a huge incentive to help them do so unless they have some otherwise impossible to mimic skills and abilites. I can see including the rules to introduce/support such characters as part of a robust species creation kit, but I'll probably limit it to 1 of the fleshed out examples at most.
3471  Community / License to Improvise / Re: Brainstorming Reputation / Renown additions on: March 06, 2010, 12:32:28 AM
I'd say work up 3-4 hubs that aren't necessarily antagonisitic, but not allies either. Make a track for each hub, and have numerous small goals in missions that give a little bit of faction rep (+2 with hub X), or a bit more faction rep with one, but annoys another (+5 with hub X, but you lose 1 from Hub Y if you have any).

When your hubs have clear sovereign interests, the goals they favor and dislike will pretty much insert themselves into many missions Smiley.
3472  Community / License to Improvise / Re: [FantasyCraft] Dread Pirate (MaC) on: March 04, 2010, 07:54:20 PM
Some suggested edits. I swapped around some abilites so that the first and second halves were farther apart and tweaked the language a bit~

Dread Pirate (Master Class)
A Dread Pirate is a legendary menace of the high seas, his name is known in every tavern, spoken with trembling fear in every port. Sea captains pray to the gods they never see his ship on the horizon, knowing it heralds a grim and watery fate.
Party Role: Backer/Combatant.

Class Features
Requirements: Tactics 6+ Ranks, Glint of Madness, must have a sailing ship as a holding with a scale of 5 or more.
Favored Attributes: Charisma, Wisdom or Strength
Class Skills:  Intimidate, Investigation, Haggle, Notice, Resolve, Ride, Sense Motive, Tactics
Continuity: Choose 2 class skills from other classes you have levels in. These become Dread Pirate class skills for you.
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

Class Abilities
Black Flag of Terror: You have a crew that will follow you to the ends of the world and back again. At Level 1, at the beginning of each adventure, choose one of your ships with a scale of 5 or more as your flagship. Until the end of the adventure, all NPCs associated with that holding are considered your teammates, and your flagship gains a complement of Guards. You gain (35 + 5 x your class level) reputation to create this ‘Loyal Crew’ (with GM approval of the final statistics). You may recreate their statistics each time you gain a level in this class. You may not spend additional reputation to enhance these characters.

Fearsome Reputation: You’ve developed a terrifying reputation upon the high seas and live up to it in person!  At Level 1, you gain a +2 morale bonus to Intimidate Checks. Further your Heroic Renown increases by 1.
At Level 4, Your morale bonus to Intimidate Checks increase to +4 and your Heroic Renown increases by an additional 1 (total of +2).

Scourge of the Sea: You have a glare that rattles lesser men. At Level 2, you may take the Threaten Action against an additional number of targets equal to your Class Level, rolling once with each target rolling to resist separately. Also, you gain a trick.
Scowl (Threaten trick): If the target fails the stress damage’s Will save, he becomes frightened.

Shore Party: Your crew knows that you will lead them through, even if it not all will survive. At Level 3, you gain the Followers (loyal crew) feat. This is treated like the Followers feat except that the followers use you Loyal Crew’s statistics (adjusted for having a threat level equal to your career level –4) and you may only summon them while within 10 miles of your flagship.
At Level 5, you gain the More Followers (loyal crew) feat with the same adjustments and restrictions.

Battle Plan I: At Level 4, you gain Battle Plan I as per Captain (see Fantasycraft, page 34).

Pirate King: Exploits of your life are so legendary that sailors are willing to sign on as your crew for no compensation other than to share in your adventure, and a share of the booty. Your flagship gains a second compliment of Loyal Crew as guards and a ‘pilot’ (a +5 Ride Assistant).

3473  Community / Off-Topic / Re: Movie News, Reviews, & Reactions 2010 on: March 02, 2010, 05:13:42 PM
Does anyone else find it odd/disturbing Mr Murray's wearing a right-foot boot on his left foot in that?

Oh, and time to play more Prince of Persia. Hoping that one stays as good as it looks Smiley.
3474  Legacy Games / Spycraft 2.0 / Re: Damage differences - Spycraft to Mastercraft. on: March 02, 2010, 05:03:59 PM
Perhaps something like this.

Gah. Realistic or not, I'd still rather go with this. Smiley

I'd say you could find that walking around alomost plate-for-plate, seam-for-seam in Farthest Star. Helmet is a little clunky by Authority Standards, but out on the Promise that looks like some prime time gear.
3475  Legacy Games / Spycraft 2.0 / Re: Damage differences - Spycraft to Mastercraft. on: March 02, 2010, 04:57:41 PM
Many Farthest Star vac-skins have a diamond-scale pattern on the surface from the way they fold up and deploy. It kinda makes them look like fantasy scale-mail.
That is nifty.

I think the thermal issues are much less an issue than the pressure.  Freezing takes a lot less time than suffocating.
 

The sun-facing side gets hot. Really hot (making allownaces for where you are compared to the local star's liquid water belt - most action is gonna 'gravitate' towards inhabitable bodies Cheesy). That article actually reminded me that vac-skins (armored or civilian) will need a pretty substantial Heat Resistance rating.

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But that is neither here nor there.  I would imagine that a vac suite would be comfortable and durable in atmosphere, so merchant mariners and naval personnel would always be wearing theirs.

Absolutely. I'm expecting many will be effectively self-cleaning and sanitizing for substantial periods so that you could wear the same one continuouly for several days if need be. Habbitat suits collapse down to a heavy chowl or mantle which can be worn over other clothes and deployed at a moments notice in case of a breach, with an integral 'hood' you can pull over your head to finish 'suiting up'. Habbitat folks have to dress for safety, but may not wear a full suit at all times because who likes to be reminded every hour of every day that you live in a soap bubble?
3476  Legacy Games / Spycraft 2.0 / Re: Damage differences - Spycraft to Mastercraft. on: March 02, 2010, 12:49:34 PM
I'm pretty sure it's easier to guard the flesh against vacuum than against fire.

Vacuum, sure, just have to maintain about 1/2 and atmosphere of presure on all surfaces...

...space is harder. Lot of theremal issues that are right on par with fire protection. Tougher in some respects with the thermal gradient.

That's a good article. The vac-skin is very much along the lines of the bio suit, with a few centuries of practical experience refinement. The biggest difference visually maybe the surface features. Many Farthest Star vac-skins have a diamond-scale pattern on the surface from the way they fold up and deploy. It kinda makes them look like fantasy scale-mail.
3477  Community / Off-Topic / Re: Anyone want a flying boat? on: March 02, 2010, 09:05:22 AM
The next logical stage is to get it able to go even higher.  I wonder what stops it being able to gain more altitude?

Wing in Ground Effect mode uses a pressure 'cushion' created between the wing and the ground to gain lift. While not in contact with the ground it is still pushing against the ground, and above a very limited altitude, the cushion can't be maintained. Its a hovercraft, but the only 'skirt' is the back edge of the wing where air is forced to flow under the wing edge and over the ground surface.

That cockpit looks seriously lacking in safety features to me (like say, the slightest bit of padding), but for crazy yee-haw experimentation with more horsepower than sense, I give it 2 thumbs up!
3478  Legacy Games / Spycraft 2.0 / Re: Damage differences - Spycraft to Mastercraft. on: March 02, 2010, 08:47:21 AM
I presume that in "da footcha" there will be armor that offers some protection against lasers, plasma, vacuum and other exotic damages.

In da footcha of Farthest Star there is generally some attempt to create armor opposed to every form of energy which people have weaponized to kill each other with Smiley. The arms race continues, though honestly, advanced slugthrowers greatly outnumber energy weapons on the ground - you just can't beat the physics of energy density in your power source and atmospheric dispersion. Move up to vehicles and you get more diverse options because of mobile powerplants. Move out into space and all bets are off when vacuum-programing begins to apply.

Vacuum damage, OTOH is a highly prevelant environmental condition, and one for which there is "household" clothing available to guard against. Vac-skins are common day-wear for ship crews and even for many space habbit residents.
3479  Products / Fantasy Craft / Re: Need some help with a Couple of Racial converstions to FS please on: March 02, 2010, 06:05:26 AM
I'd drop the darkvision from the dragonblooded - it's not a given that Fantasycraft dragons see in the dark, so their kids don't automatically get it either Smiley.

(and the level adjustment on both of those is GROSSLY low for d20 Shocked)
3480  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: March 02, 2010, 06:04:13 AM
By the way, here is how I handle hybrid weapons:
Hybrid Weapon: Only black powder weapons may be "hybridized", with a melee weapon of same or greater Size (which becomes the Size of the hybrid weapon). The hybrid weapon offers the advantages of both weapons and each of these is upgraded separately. The Construction of such a weapon is that of the weakest component, its Complexity the sum of the two, and its cost the sum of the two as well. The total cost is equal to the sum of the two, after any upgrades, plus 200s.

Is it acceptable?

Here's my notes. Some similarities, some differences Smiley.

Hybrid Weapons
This weapon combines 2 weapons, often with a shared handle or grip. Hybrid weapons are always exotic, and require a forte with both weapons they combine, even if those weapons are not exotic individually.
The size is equal to the larger of the 2 weapons and the hands-required is equal to the more demanding of the two weapons (i.e. if either of the weapons is 2h, the hybrid weapon is 2h).
Construction and Complexity are equal to the greater of the two weapons.
The weight is equal to the sum of the two weapons –1 lb.
The base cost of the hybrid weapon is double the total cost of the weapons it combines.
Craftsmanship and Materials upgrades apply to both weapons. Customization upgrades apply to the individual weapon stat lines.

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