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3466  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 07, 2009, 06:42:04 AM
The sympathetic tricks could be generic (same effect for each color) or specific if you flesh it out enough.

Example of generic tricks, each bought with a proficiency~

Grip of Death (Spellcasting trick): If you are in settled or swamp terrain, your casting level is considered 2 higher when casting Black spells.

Weave of the Wood (Spellcasting trick): If you are in forest or jungle terrain, your casting level is considered 2 higher when casting Green spells.

The feat tempts me to tie it to holdings as your "places of power". Thematicaly I favor extra casting times since you are sitting on top of a stock of extra mana.

Places of Power
You have harnessed the mana flowing through the lands you know best.
Prerequisites: Astral Basics
Benefit: If you are within 10 miles of one of your holdings, you may cast additional spells each scene. The total number of additional spell levels you may cast during a scene is equal to the scale of the holding.
3467  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 07, 2009, 01:44:08 AM
To me adding terrain factors to a colors of magic system suggests two elements - bonus for being in a sympathetic terrain type, and 'home court advantage' for being in an area you've attuned.

The sympathetic magic benefit can probably be handled as a spellcasting trick bought with proficiencies - 1 per color. Which is nice a) for the low cost and b) because you could have a multi color caster who is better with some color than with others in ways other than how far along the feat chains they've progressed.

Attuning and the getting bonuses when casting near an attuned area is probably a feat in this version of the tree.
3468  Products / Fantasy Craft / Re: Many-Armed Feat Granting Free Actions Question on: November 07, 2009, 01:23:10 AM
I wouldn't mind writing up some additional feats that use Many-Armed as a prerequisite, but even us lowly humans ought to be used to the idea of having more limbs than we are fully coordinated with. It's where the concepts of "handedness" and "off-handedness" come from Wink. I point to City of Lost Children as a stunning visual example of extreme multi-limb coordination.

Point of order - Many-Limbs does not give you 6 arms. Having at least six arms (and the potential to be pretty wildly multi-dexterous) gives you the opportunity to justify taking this feat. The feat is giving you a certain level of multi-dexterity to use all those arms. Same as humans having 2 arms is enough to qualify for Two-weapon fighting, but they are not presumed capable of it's benefits without training or a certain native gift.

Both Rootwalkers and Unborn could have 6 or more arms without this feat - they would just be built like a coat rack. The extra arms would be so "off-handed" as to grant no meaningfull benefit, either because each extra limb is always uncoordinated, or because the amount of time it takes to shift focus from limb to limb is essentially the same as a handle item action to ready the item in that hand. Rootwalkers and Unborn who take the Many-Armed feat are so multi-dexterous that they can manage multiple arms simultaneously - or perhaps they have 8 or 11 arms of which they can use 6 or so at a time Smiley.
3469  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots on: November 07, 2009, 12:59:45 AM
Should Haliai be setting the base speed or reducing it? Because if it sets it to 20 it's a higher penalty to talents with a base speed of 40 than most. Reducing your base speed by 10 is a more fair way of accomplishing basically the same result.

Good point. When these were first developed they were Talents (not Species, Talents Smiley) and setting base speed was appropriate. In this form they act as modifiers. Fixed.
3470  Community / License to Improvise / Re: [Notebook] Farthest Star Offshooots on: November 06, 2009, 05:32:47 PM
Most of them were built around 4 points going into versitile and had an additional half point tied up with being able to takes offshoot specific feats (a concept long since re-valued at 0). That left them with net benefits of 2.5, which is perfect for a Level 1 only 'splinter race' feat Smiley. Some of the benefits had shifted in value (Beguiling as a 1 point abilty = what the heck was I thinking?). This way you can use any human Talent and still get the unique features for a pretty modest cost.
3471  Community / License to Improvise / [Notebook] Farthest Star Offshooots (ver. 2.1) on: November 06, 2009, 03:41:57 PM
A look at the offshoots of humanity using some of the new tools Cool.

Now on version 2.1! (with Design Point values noted)

SPECIES FEATS
The following feats are used to create characters that are from the most common offshoots of humanity.

Aegiale Offshoot
These zero gravity-adapted ‘angels’ have become a common sight in the Promise, where space exploration is the largest industry.
Prerequisites: Human, Level 1 only.
Benefit: Add the following features to your Talent:
[1.5] Cushioned Organs: Each time you suffer falling or vacuum damage, the number of dice rolled for damage is reduced by 2.
[1.0] Faux-wings: You have +2 reach for determining contact with a surface in micro-gravity.
Special: Semi-human.

Aegiale Prime
You grace in zero-gee is astounding.
Prerequisites: Aegiale Ofshoot, 0-G Combat and Hurled proficiency
Benefit: You gain a +1 dodge bonus to defense. While in microgravity you gain winged flight 40 ft. and an additional +2 dodge bonus to defense (for a total of +3).

Haliai Offshoot
These semi-aquatic ‘selkies’ have opened up a whole range of otherwise questionable worlds to colonization (or at least, commercial development) and continue to grow in numbers rapidly.
Prerequisites: Human, Level 1 only.
Benefit: Add the following features to your Talent:
[–1.0] Banned Actions: You may not kick. While on land you may not Jump or Tumble.
[1.0] Hulking: Your size is Large (1x1; reach 1), but you still use weapons as a medium-sized character.
[1.0] Low-Light Vision: You ignore the effects of dim and faint light.
[0.5] Thermal Insulation: You gain Cold Resistance 5.
[1.0] Water Adaptation: You gain a swim speed of 30. However, your base speed is reduced by 10 ft.
Special: Semi-human.

Haliai Prime
The rolling motion of your lower trunk may look ungainly, but you can build up some speed!
Prerequisites: Haliai Offshoot, Aquatic Combat and Unarmed proficiency
Benefit: You may hold you breath for 5 times as long as normal and your base and swim speeds both increase by 10 ft.

Hyppe Offshoot
With their services in high demand on the rugged frontier worlds of the Promise, these ‘Greek centaurs’ hold a favored place alongside root human colonists in the untamed wilds.
Prerequisites: Human, Level 1 only.
Benefit: Add the following features to your Talent:
[0.5] Adaptable Diet: You gain a +4 bonus to Forage for yourself or others with adaptable diet.
[–1.0] Banned Actions: You may not make Break Fall or Climb checks.
[–0.5] Fatal Falls: You suffer 1 additional point of damage per die from falling and the damage gains the keen 20 quality.
[1.0] Hulking: Your size is Large (1x2; reach 1), but you still use weapons as a medium-sized character.
[1.5] Natural Attack: You gain the Kick I and Trample I natural attacks (see page XX). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite I, Bite II, and Bite III become Bite V).
[1.0] Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).
Special: Quasi-human.

Hyppe Prime
‘Under-hoof’ is the last place anyone wants to be around you.
Prerequisites: Hyppe Offshoot, Unarmed proficiency
Benefit: You suffer exactly 1 point per subdual damage die when making a Push Limit check (damage isn’t rolled). Your Kick and Trample attacks both improve by 1 grade

Pallas Offshoot
Bred for war, these ‘born warriors’ often have limited opportunities growing up. Despite the demands of their genes, they usually find their own path in life.
Prerequisites: Human, Level 1 only.
Benefit: Add the following features to your Talent:
[–1.0] Iconic Classes: If your level in any base class is higher than your level in either Pilot or Soldier, your starting action dice decrease by 2.
[1.0] Low-Light Vision: You ignore the effects of dim and faint light.
[1.0] Natural Tactician: You gain a +1 bonus to all Tactics checks.
[1.0] Oo’Rah!: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with all lethal damage rolls until the end of the current scene.
[0.5] Sterner Stuff: The keen quality of each attack made against you decreases by 4.
Special: Near-human.

Pallas Prime
The only thing your foes can be certain of is that you are a survivor.
Prerequisites: Pallas Offshoot, Unarmed proficiency
Benefit: You gain DR 1 and no longer suffer from the Iconic Classes penalty.

Teles Offshoot
As the product of superhuman gene-latching programs, these ‘perfected humans’ walk a thin line between acceptance and outrage.
Prerequisites: Human, Level 1 only
Benefit: Add the following features to your Talent:
[0.5] Adaptable Diet: You gain a +4 bonus to Forage for yourself or others with adaptable diet.
[2.0] Beguiling: When you successfully Taunt a standard character, you may decline the standard result to have your target become fixated on you for a number of rounds equal to your Charisma score. If you gain this benefit from multiple sources you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
[1.0] Natural Showman: You gain a +1 bonus to all Impress checks.
[–1.0] Reviled: The dispositions of non-Teles decrease by 10.
Special: Near-human.

Teles Prime
Literally flawless.
Prerequisites: Teles Offshoot
Benefit: Your lowest attribute rises by 1 (your choice in case of a tie). Repeat this 3 more times (for a total of 4 separate increases).
3472  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 06, 2009, 12:59:38 PM
Quote
Black is about Necromancy and all the other dark arts; parasitism, amorality, selfishness, insanity

That screams Medicine to me.

That is adorably perverse. I like it.
3473  Products / Fantasy Craft / Re: Some feat questions on: November 06, 2009, 11:27:52 AM
Handle Item action.

Same as drawing/readying it, and typically the same amount of time (half action) as taking a stance.
3474  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 06, 2009, 11:26:44 AM
I promise, in M:tG terms, laywers are Blue.
3475  Products / Fantasy Craft / Re: Many-Armed Feat Granting Free Actions Question on: November 06, 2009, 11:23:31 AM
Hey guys,

I seem to have hit a snag with the Many-Armed Feat, specifically the part that says:

“... each round that you hold no more than this, you may Handle an Item as a free action.”

Stop right there. 'An' or 'a' means 1. Only 1. Exactly 1 even Smiley.

If it meant multiple or unlimted free Handle Item actions, it would say something quite different - and be grossly broken as a feat Roll Eyes.

3476  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 05, 2009, 10:26:43 PM
Clever Smiley! I dig Survival as a spellcasting skill for the green folk.

(Myschief suggests Intimidate for Red)

M:tG has a nice, strongly thematic structure that will very much lend itself to this sort of treatment.
3477  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 04, 2009, 12:46:11 PM
The Crow:

Take a cool point. That's a superb fusion of theme and effects.

This concept would work for anything from constellations, to seasons, to dragonmarks, to tarot, etc. Basically any "source" you want to use to give limited magical talents based on a theme.

I find the idea of a campaign that had exactly 4 of these - one for each season - very appealing Smiley.

I'd suggest mixing the centaur up a little bit - brawn or rage effects in with the divination. Maybe a nod to archery.
3478  Community / License to Improvise / Re: Professional Colleges of Magic on: November 04, 2009, 08:02:45 AM
I'll point at my new post on astral magic as a fairly compact system that might meet your setting needs Smiley.
3479  Community / License to Improvise / [Notebook] Astral Magic on: November 04, 2009, 07:54:31 AM
Astral Magic
Astral magic is a limited magic system that can exist alongside traditional sorcery or be used separately for campaigns with limited magic themes. Like sorcery, it is turned on by a campaign quality, and introduces a new feat tree to manage its effects as character options. Magic ‘granted by the stars’ is simply one theme for these abilities and they can be easily re-skinned for campaigns where this type of limited magic is gained from other sources.

Marked by Magic (campaign only). Characters are sometimes marked by their affinity for certain stars, gaining a mystic bond to a particular constellation that often has lasting impact on their path in life. Characters may take feats from the Astral tree.

Astral Spellcasting
Character with Astral feats are marked with a shimmering replica of the constellation that guides their fortune. Initially these marking are simply a small scattering of stars on the character’s skin. As they gain additional Astral feats, these marking become both more luminous and more elaborate, becoming detailed representations of the image embodied by constellation in addition to the framework of stars that appear in the heavens.

Masters of Astral magic can cast spells by calling forth the energies bound in their marks. To cast an astral spell, make a Spellcasting check using the charter’s constellation skill and bonuses. The character does not need to spend spell points to cast these spells, and failed attempts do not count against the number of times they may attempt to cast the spell each scene. The character’s casting level when casting a spell this way is equal 1 + the number of Astral feats he possesses. The save DC of astral spells is equal to 10 + the character’s Charisma modifier + the number of Astral feats they possess. Spell defense works normally against this check.

Creating a ‘Constellation’
Each constellation is made up of three parts: a name or theme, a ‘constellation skill’ associated with that form of magic, and a list of 10 spells, two from each spell level from 1 to 5. Creating a new constellation for a setting featuring Astral Magic is as simple as choosing a theme, picking the skill that goes with this theme, and filling in the spell list.
Some constellations featured here also have an additional unique feat or class that those marked by the stars can gain access to.

Astral Feat Tree
This feat tree offers spellcasting abilities and specialized bonus based on narrow themes called ‘constellations’.

Astral Basics
You bear the mark of the stars.
Prerequisites: ‘Constellation’ skill 5+ ranks
Benefit: Choose one astral constellation. You gain a +1 magic bonus on all checks with your constellation skill. Choose one of the constellation’s Level 1 spells. You may cast that spell twice per scene.
 
Astral Mastery
Your mark has grown, and with it, your powers.
Prerequisites: ‘Constellation’ skill 10+ ranks, Astral Basics
Benefit: You gain a +2 magic bonus on all checks with your constellation skill (this replaces the bonus from Astral Basics). Choose one of the constellation’s Level 3 spells. You may cast that spell once per scene.

Astral Supremacy
Your mark has blossomed and your power is not to be dismissed lightly.
Prerequisites: ‘Constellation’ skill 15+ ranks, Astral Basics
Benefit: You gain a +4 magic bonus on all checks with your constellation skill (this replaces the bonus from Astral Mastery). Choose one of the constellation’s Level 5 spells. You may cast that spell once per scene.

Constellation Heir
Your mark shows unusual versatility and potency.
Prerequisites: Astral Basics
Benefit: Choose one of the constellation’s Level 2 spells. You may cast that spell once per scene. Further, you may cast the spell you gained from the Astral Basics feat 1 additional time per scene.

Constellation Scion
Truly you are blessed by the stars!
Prerequisites: Astral Mastery, Constellation Heir
Benefit: Choose one of the constellation’s Level 4 spells. You may cast that spell once per scene. Further, you may cast the spell you gained from the Constellation Heir feat 1 additional time per scene.

Constellation Visionary
The power of your astral bond is unmatched!
Prerequisites: Astral Supremacy, Constellation Scion
Benefit: Choose 1 of the remaining spells of your constellation from levels 1-5 that you cannot already cast. You may cast that spell once per scene. Further, you may cast the spell you gained from the Astral Mastery feat 1 additional time per scene.

3480  Products / Fantasy Craft / Re: An alternative to Iconic Classes on: November 03, 2009, 11:27:51 AM
Well as I looked it up, what I did was either take a two-point benefit (Celebrated) and turn it into a flaw (Modest).  These flaws are only worth .5?  They seem pretty severe for that.

'Pretty severe' is a good description of what you are proposing. Ones that are actually offical are more like 'extremely severe', by design Wink. The ratio for inverted benefits is 4:1.

Drawbacks are never a good deal for straight up min/max advantage - their function is to allow players who are willing to accept stiff handicaps because it's thematically approriate to have a very small benefit, ussually similarly thematic. They are much more effective when used to add texture to a package rather than to try and buy off some advantage you'd like to include.

(In other words I tend to start with the drawbacks that seem appropriate for a concept, then spend however many points that are available for the benefits that seem most fitting, rather than list out all the benefits that could be cool first, then figure out what drawbacks will let me afford them. Orcs were very interesting for that reason - they had a ton of obvious downsides, which meant the challenge was spending all the points that they had to work with!)
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