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3466  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 08, 2009, 06:49:59 PM
I dig this, and plan on using it, just a few thoughts / questions.

With the full chain [after alot of investment] you end up with:

1 x Level 1 - Cast 3 a scene.
1 x Level 2 - Cast 2 a scene.
1 x Level 3 - Cast 1 a scene.
1 x Level 4 - Cast 2 a scene.
1 x Level 5 - Cast 1 a scene.

Seems a little odd to me that level 3 can be cast less then level 4.

You've miscounted. 3, 2, 2, 1, 1 + wild card (see below)

Now question time:

Constellation Visionary
Benefit: Choose any of the constellation’s spells that you cannot already cast. You may cast that spell once per scene.

Does this mean that you can cast all 10 spells at least 1 / scene?

Intent is that you can pick a sixth spell from any of the five you don't have yet and cast it once per scene. This 'wildcard' spell to bechosen when you take the feat.

I'm planning on doing one for each birthsign for my campaign [sorta Elder Scrolls style], I'll chuck them up when I'm done.

Looking forward to it Smiley

Edit: Another question: What type of feats are these? I'm guessing spellcasting, but they could also be justified as style or chance feats in my mind.

New and seperate tree. Putting these in Spellcasting can create a lot of problems.
3467  Community / License to Improvise / Re: Begining a new Tale on: November 08, 2009, 08:28:19 AM
Thanks! Smiley

That scene is probably not too far out of place. I will likely include some explosives as they figure prominently in Usagi Yojimbo, which I'll be be using as a touchstone for story concepts. As to actual firearms, possibly as a very untrustworthy Goblin innovation Wink. I'm also going to pull out my M:tG Kamigawa cards to see if anything really resonates for me for this exercise.

I'm expecting a human-centric setting, but ogres seem a good fit. Kamigawa suggested some very entertaining possibilities for goblins and I may cook up nezumi or kitsune as playable races. However, each one is gonna have to come with an extra block of text explaining how they might fit into a player group. I want folks contributing to the quest hubs able to reasonably expect a 60%+ human party mix. I'll probably set up 2-3 of the warlords as the likely place for players to be affiliated, so quests can also be flagged as either faction specific or having different meaning/outcomes fo rgroups coming from faction X, Y, or Z.

I know at this point there is no emperor or imperial court. We're dealling with a couple of mostly evenly matched warlords as the central military powers, and no recent precedent for a central government.
3468  Community / License to Improvise / Beginning a New Tale on: November 08, 2009, 07:46:55 AM
Hey gang.

I'm puttering around with a medium-to-small scale campaign setting using some Japanese warrior culture and technology. Throw in a few playable non-human races, and several limited magic mystic sects (neither sorcery nor miracles will be in play - likely a customized version of Astral Magic but only a handful of constellations). Main-arc stories mostly revolving around the conflicts between a couple of prominent warlords for control of a particularly lush farming region, some of whom also have grander ambitions of unifing the region under 1 banner. Medium to small scale in that I will not be initially fleshing out the larger world or worrying about players wandering off the map. Probably only 3-4 major cities. and the lands immediatly between and surrounding them.

Use of the Japanes language will be constrained (mostly common nouns and personal names) to avoid too many gross abuses Wink. The warrior culture as it applies to this setting will be explained adequately for role-playing purposes (the details of this have lead to much confusion in my Japanese-themed gaming of the past), but the local religions of the setting will not directly mimic those of fuedal japan. Some effort will be spent on including themes and story arcs favoring Japanese forms, as they offer variety and a taste of the exotic for many Western players. Curl up with some chambara cinema and you'll be right at home.

I plan to set up a couple of quest hubs as I get a feel for the terrain, and hope people will be willing to contribute adventure ideas once there's a framework to set them into Smiley. I also have a terrible time working with the wiki, so I'll need a court scribe at some point.

Wish me luck Smiley!
3469  Products / Fantasy Craft / Re: Path of Strength: Size change? on: November 08, 2009, 07:23:36 AM
If it helps any, the technical tipping point for size categories for a humanoid is 7 1/2 feet tall, standing fully errect.

I'd think pursuit of The path of Strenth and gods who offer it pretty clearly favors a Herculean-sort of ideal Smiley.
3470  Products / Fantasy Craft / Re: Some feat questions on: November 08, 2009, 02:56:14 AM
It's not one claw attack per arm. It's just claw Smiley. Flurry is one attack with each natural attack.
3471  Products / Fantasy Craft / Re: Some feat questions on: November 07, 2009, 10:59:17 PM
Natural attacks don't give additional attacks per round either, other than the frenzy action, so 2 per round, or one of each of their natural atacks with frenzy (if they have 3 or more different attacks). Multi-armed is not giving extra attacks.
3472  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.
3473  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.
3474  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.
3475  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.
3476  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.
3477  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)

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).
3478  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 06, 2009, 12:59:38 PM
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.
3479  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.
3480  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.
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