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License to Improvise / Re: Talking Animal PCs
« Last post by Morgenstern on Today at 04:10:00 AM »
I recently saw Disney's CG Jungle Book (okay, Mowgli's real, but he doesn't count).  And I consider it epic.

  I would consider you correct :).

Quote
This needs to be doable in Fantasy Craft!

So I am giving myself the task of making it so.  Fortunately I started a long time ago.  Also the Warg exists, negating the need for me to make a Wolf (and providing the basis for a Hyena feat*).  Of course given Species Feats I don't need to make every kind of animal their own full entry.

Hopefully in time this will be worthy of one of those fancy PDFs.

  I like this plan, and I admit, Big Jim's layout work inspires me to push a little harder too.

  I keep churning out new tools over in my Origin Creations options. Hopefully something there will help or inspire :).

Of particular interest to me is when you find you can't do something... as that's usually inspiration to create a solution!
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Mistborn Adventure Game / Re: Making Conflicts Riskier
« Last post by Herowannabe on December 06, 2016, 11:21:10 PM »
Ditto what Kurkistan said: complications are suppose to apply in combat, but most people forget to do it. Truth be told I usually forget to apply complications during regular challenges.  ::)

Plus I usually find that I want conflicts to extend longer- not end sooner- so I'd be more inclined to tweak things in favor of making combat less dangerous. For example, I've toyed around for a while with the idea of putting a cap on how many nudges can be applied towards damage. Probably 0-1 nudges. The rest would have to be applied towards other nudgey type things, like causing your opponent to stumble (-1D to his next dice pool) or gaining an advantageous position (+1D to your next dice pool) or taking 1 step for free or etc. I think it would make combat far more interesting than "I hit with my axe and 3 nudges- that's 7 damage. Opponent now has a grave burden and only 4 health remaining."
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Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report!
« Last post by Bhurano on December 06, 2016, 06:58:19 PM »
There actually I'd a way to do just that within the bounds of the rules: be the DM, and give your BBEG the Everlasting quality. Of course, you should never put something g like that in the hands of a player.

You know, giving that a player could be awesome.
As a GM just make it clear that it will cut both ways and that it WILL be featuring prominently in the story.
I mean, just because someone can come back from death, doesn't mean that people/the setting couldn't mess with him. >:D

Actually, I know a buddy who would LOVE that quality for his divine emissary.
If you'll excuse me, I'll have to write something down. ;D

We're still unsure. Mistborn House War and Nosh! are taking priority in the queue, but we generally don't update on this because a) our schedule shifts all the time, and b) we don't particularly like bringing non-updates just to get peoples' hopes up or invite questions as to our decision-making process. It's on the schedule, but until Pat's schedule clears up a bit more there will be no progress.

Best of luck with the new releases. :)
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License to Improvise / Re: New kind of class?
« Last post by Morgenstern on December 06, 2016, 03:07:57 PM »
  And on the next page of Psonic Powers we find inspiration for...

  Time Bender [Seed Class]
  Call it a knack. A little something most people never even notice. But when you're this lucky... it ain't luck.
  In your campaign, a Time Bender could be…
•   A guardian of history armed with the very force they're sworn to protect
•   A being of prophecy, able to see the world for what it truly is
•   A dreamer, shaper, singer, and maker.
•   A clockwork artisan tinkering with the gears of reality

  Power: Stolen Moments. Your weapon -- and battlefield -- is time itself. Seconds are the most precious of all currency and by that measure you are rich indeed.
  Party Role: Specialist/Backer. While impressive on your own, your greatest achievements will often require the use of levers... what other people might call friends.

  Class Features
  Favored Attributes: Intelligence, Dexterity
  Class Skills: Acrobatics, Blend, Bluff, Disguise, Haggle, Impress, Intimidate, Investigate, Notice, Resolve, Search, Tactics
  Skill Points: 8 + Int modifier
  Vitality: 6 + Con modifier per level
  Starting Weapon Proficiencies: 3

  Core Ability
  Tick & Tock: You gain two d8 action dice at the beginning of each scene. These dice may only be spent to boost your skill checks and are discarded at the end of the scene if not used.

  Class Abilities
  Splitting Seconds: At Level 1, You gain a +2 bonus to initiative rolls and each time you spend an action die, one ally of your choice who can see or hear you may immediately take a half action after the action you spent the action die on resolves. If you spent your last action die, you may gain the half action instead of an ally.

  Time Lock: At Level 2, once per character per scene when you hit or touch an adjacent character with an attack, instead of inflicting damage you may place them in stasis until the beginning of your next turn. While in stasis they lose all actions, are unaware of their surroundings, and gain Resistance to all damage 50. They may still be moved if they are not secured in place by their own rigidity.

  Bright Idea: At Level 3, once per session when making an Intelligence-, Wisdom-, or Charisma-based skill check, you may roll twice, keeping the result you prefer.

  Temporal Uncertainty: Perhaps you were over there all along? At Level 4, once per round as a half action you may flash step up to 20 ft.

  Time's Trickster: At Level 5, you gain a +3 dodge bonus to defense against all characters with lower initiative than your own.


Table X.X: The Time Bender
Lvl BAB Fort Ref Will Def Init LS Lgnd  Abilities
 1   +0  +0   +1  +1   +1  +2  +0  +1   Splitting Seconds, Tick & Tock
 2   +1  +0   +2  +2   +1  +3  +0  +2   Time Lock
 3   +2  +1   +2  +2   +2  +4  +1  +3   Bright Idea
 4   +3  +1   +2  +2   +2  +5  +1  +3   Temporal Uncertainty
 5   +4  +1   +3  +3   +3  +5  +1  +4   Time's Trickster


  NPC Qualities
  Splitting Seconds - 4 XP
  Time Lock - 6 XP (special NPCs only)
  Temporal Uncertainty - 3XP
  Time's Trickster - 3 XP

  Cross-Training
Time Bender: Splitting Seconds, then Time Lock, then Temporal Uncertainty; or Bright idea
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Mistborn Adventure Game / Re: Making Conflicts Riskier
« Last post by Kurkistan_ on December 06, 2016, 11:04:59 AM »
One thing to note (that we often forget) is that Complications are a thing in combat: If I attack a defender and get an Outcome in the negatives, then I can expect Complications from that. It's covered in page 191 of the core book.

One of the more extreme Complications allowed (though Crafty warns against its overuse) is indeed hurting the attacker's Resilience(s).

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Mistborn Adventure Game / Making Conflicts Riskier
« Last post by Aiken Frost on December 06, 2016, 08:35:18 AM »
Hello there, folks!

I have a question to ask you good people of the forum, regarding a change in the way conflicts between characters are resolved: does anyone considered altering conflicts between characters so they are a "two-way street"? In the current rules, every time an attacker fails his attack roll, the result is "nothing happens". But what if, every time you attack (either physically, socially or psychologically) someone, you risk taking damage if you fail your roll?

The first change it would cause, that I can see, is taking a defensive action would be more advantageous than it currently is and initiating a conflict will be a much more risky affair. I don't necessarily see those consequences as bad things, at a glance. What do you guys think? There is any obvious problems that I'm missing?
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License to Improvise / Re: Talking Animal PCs
« Last post by SilvercatMoonpaw on December 06, 2016, 08:05:08 AM »
Species Feats

Laughing Pack (Credit where credit is due: the names and Bonecrushing Bite ability come from Big_Jim.)
Thought of as cowardly and gluttonous by many, you are actually a highly adaptable and socially-intelligent animal.
Type: Species
Prerequisites: Warg, Level 1 only
Benefit: You grant an additional +1 morale bonus to your partner(s) whenever you succeed on a cooperative check.  You also gain a +4 bonus on Forage checks for you and others with the adaptable diet quality or Laughing Pack feat*, armor-piercing 2 with your Bite, and a +5 gear bonus on Blend checks in Desert or Plains terrain (choice is made at time this feat is taken).  However the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.
Special: Your Deathly Howl is more like a cackling laugh.

Breakdown:
* Cooperative Check bonus [1? pt]
* Adaptable Diet [1 pt]
* Bite AP 2 [1 pt]
* Cameoflage [0.5 pt]
* Reviled [-1 pt]
Total: 2.5? pt


* If your setting includes Avians with the Carrion Wing feat you should extend this to them as well.


Laughing Pack Alpha
They won't be laughing so much when they hear their friends' bones crunch.
Type: Species
Prerequisites: Laughing Pack
Benefit: Your Strength rises by 1.  You also gain a trick:
Bonecrusher (Bite Attack Trick): If the target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick a number of times per combat equal to the number of Species feats you have.

Breakdown:
* +1 Str [1 pt]
* Instant Death Combat Trick [2? pt]
Total: 3? pt


Miniature
Blame it on genetics.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size decreases by one step (minimum Tiny); if you are already Tiny or smaller you instead count as 1 size category smaller squeezing into or through confined spaces and for escaping from grapples.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

Breakdown:
* -1 size [1? pt]
* 1.5
Total: 2.5? pt
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Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report!
« Last post by Desertpuma on December 05, 2016, 01:50:15 PM »
We're still unsure. Mistborn House War and Nosh! are taking priority in the queue, but we generally don't update on this because a) our schedule shifts all the time, and b) we don't particularly like bringing non-updates just to get peoples' hopes up or invite questions as to our decision-making process. It's on the schedule, but until Pat's schedule clears up a bit more there will be no progress.

We do appreciate any updates you and Pat can give us when you give them, Alex. We, the faithful, will be here waiting.
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License to Improvise / Re: Talking Animal PCs
« Last post by SilvercatMoonpaw on December 05, 2016, 09:12:15 AM »
Species

Ape: [7]
Medium Beast Folk [ 0 ]
Str +2, Con +2 [4]
Restricted Actions: Kick attacks, Swim and Disable actions [-1]
Enlightened Athletics [1]
Enlightened Intimidate [1]
superior climber I [0.5]
sterner stuff [0.5]
Bite I [1]

Bear: [7]
Medium Beast [-2]
Str +2, Dex -2, Con +2 [3]
Enlightened Intimidate [1]
grappler [0.5]
superior runner I [0.5]
sterner stuff [0.5]
Enhanced Sense (scent) [1]
Fearless I [0.5]
Bite I [1]
Claw I [1]

Big Cat [7]
Medium Beast [-2]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Jumper I [1]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]

Grand Cat [7]
Large Beast [-1]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]

Bird of Prey
Eagle: [7]
Tiny Beast [-1]
+2 lower of Dex or Wis [2]
Spd 20 [-0.5]
Winged flight 40 [2.5]
Restricted Actions: Kick tricks, Jump and Swim [-0.5]
Enlightened Search [1]
improved sense (sight) [2]
Bite I [1]
Talon I [1]
Achilles heel (blunt) [-0.5]

Bovine
Bison: [7]
Large Beast [-1]
Str +2, Con +2, Int -2, Cha -2 [2]
Spd 40 [1]
Low-light vision [1]
Cold Resistance 5 [1]
thick hide 2 [1]
Gore I [1]
Trample I [1]

Cattle/Oxen: [7]
Large Beast [-1]
Str +4, Dex -2, Int -2, Cha -2 [2]
Low-light vision [1]
improved stability [1]
Gore I [1]
Yeoman’s Work [3]

Camel
Llama: [7]
Medium Beast [-2]
Con +2 [2.5]
Cold Resistance 5 [1]
Pathfinder Basics (caverns/mountains) [3]
superior traveler I [0.5]
Bite I [1]
Improved Stability [1]

Cloven Hoof
Deer: [7]
Large Beast [-1]
+1 Wis [1]
Spd 40 [1]
Low-light vision [1]
Sharp Hearing [2]
superior runner I [0.5]
Gore I (male) or Kick I (female) [1]
Enlightened Acrobatics [1]
+2 Initiative [0.5]

Goat: [7]
Small Beast [-1]
+3 to lower of Con & Dex, -1 Str [2]
Enlightened Investigate [1]
superior runner I [0.5]
iron gut [1]
low light vision [1]
+2 Climb [0.5]
Slam or Gore I [1]
Enlightened Acrobatics [1]

Equine
Donkey
Type: You are a Medium quadruped beast with a Reach of 1. Your wounds are equal to your Constitution score.
Attributes: +2 Constitution
Base Speed: 30 ft.
Darkvision I: You ignore the effects of dim and faint light.
Enlightened Resolve: Your maximum Resolve rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Eyes at the Sides of Your Head: You gain a +2 racial bonus to sight-related Awareness and Perception checks.
Improved Stability: You are considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
Iron Gut: You gain an insight bonus equal to your Con modifier with saves against disease and poison (min +1).
Lean Season: You require only 1 common meal per day.
Natural Attack: You gain the Kick I natural attack.

Horse
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: +1 to the lower of Strength or Dexterity
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Eyes at the Sides of Your Head: You gain a +2 racial bonus to sight-related Awareness and Perception checks.
Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Fast Runner: You gain the superior runner I NPC quality.
Far Traveler: You gain the superior traveler I NPC quality.
Fight or Flight: You gain a +2 racial bonus to Initiative.
Improved Sense (hearing): Your hearing range is doubled and you gain a +4 bonus on hearing-related Awareness and Perception checks.
Natural Attack: You gain the Kick I natural attack.

Zebra
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: +2 Constitution
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Eyes at the Sides of Your Head: You gain a +2 racial bonus to sight-related Awareness and Perception checks.
Fast Runner: You gain the superior runner I NPC quality.
Fight or Flight: You gain a +2 racial bonus to Initiative.
Lean Season: You require only 1 common meal per day.
Natural Attack: You gain the Kick I natural attack.

Giant Bug
Giant Hunting Spider: [7]
Small Beast [-1]
Con +2, Int -2, Cha -2 [ 0 ]
Cold Blooded [-0.5]
Aloof [-0.5]
Enlightened Sneak [1]
superior climber II [1]
superior jumper III [3]
Always ready [2]
Bite I (venomous — weakening poison) [2]

Giant Scorpion
Type: Small arachnid Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x2/3 (rounded up).
Attributes: +1 Constitution, -1 Intelligence
Base Speed: 30 ft.
Aloof: +2 error range on Impress and Sense Motive checks targeting other species.
Always Ready: You may always act during surprise rounds.
Cold Blooded: You need only one meal per day but take +1/die cold damage and are sickened 1 round per point or as long as you are continuously taking damage.
Enlightened Sneak: Your maximum Sneak rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
Fast Climber: You gain the superior climber I NPC quality.
Grappler: You gain a +2 bonus with Athletics checks made during a Grapple.
Impaired Sense (hearing, scent): Your hearing and scent ranges are halved (rounded down) and you suffer a -4 penalty with related Awareness and Perception checks.
Limited Tremorsense: You are aware of the presence and general location of any moving object touching the same surface you are on.  However the target(s) still retain any bonuses, and you take all penalties, for the hidden or invisible conditions.
Natural Attacks: You gain the Squeeze I and Sting (Tail Slap I (venomous — weakening poison)) natural attacks.
Thick Hide 2: You are considered to be wearing partial armor that provides DR 2.  It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.

Giant Rodent
Squirrel: [7]
Diminutive Beast [ 0 ]
Superior jumper I [1]
Superior climber II [1]
Enlightened Acrobatics [1]
Enlightened Athletics [1]
+1 Prudence [1]
Bite I [1]
Low-light vision [1]

Lizard

Pachyderm
Elephant: [7]
Large Beast [-1]
Str +1, Dex -1, Con +1 [1]
Restricted Actions: Jump, Mask, Sneak [-1]
Lumbering [-1]
Fatal Falls [-0.5]
thick hide 3 [2]
improved stability [1]
superior runner II [1]
sterner stuff [0.5]
Trample I [1]
Bloodhound [2]
Limited Dexterity [1]

Rhino: [7]
Large Beast [-1]
Str +2, Cha -2 [1]
Aloof [-0.5]
thick hide 3 [2]
Sharp Hearing [2]
sterner stuff [0.5]
Gore I [1]
Trample I [1]
Enlightened Notice [1]

Serpent (Credit to TKDB for the stats.)
Splinter Race Feats: Canopy Brood (tree snake), Crushing Brood (constrictor), Sea Brood (sea snake), Stalking Brood (pit viper), Desert Clutch (cobra). Unless you select one of these, you are a “grass snake”.
Type: Large (1x1) serpentine folk with a Reach of 1. Your maximum wounds equal 1.5x your Con score (rounded down).
Attributes: +3 to the lower of Str or Dex, -1 to any one attribute
Base Speed: 30 ft.
Bloodhound: Your scent range increments are equal to your Wis score x10 ft., and you gain a +5 bonus with Tracking checks.
Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage – such as from the environment – you are sickened until you escape the source of the damage.
Natural Attack: You gain the Tail Slap I natural attack.
Serpentine: You are considered one Size smaller for squeezing into and through confined spaces, and one Size larger for resisting Trample, Bull Rush, and Trip attempts.
Slight Build: You wield weapons as if you were one Size smaller than your actual size.
Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2.  It does not stack with other armor.  If you gain thick hide from more than one source it offers the highest DR + 1 per additional instance.

Small Predator
Fox [7]
Tiny Beast [-1]
+1 Int [1]
40 ft [1]
+1 Prudence [1]
Low-light vision [1]
Enlightened Stealth [1]
+1 Interest [0.5]
superior runner I [0.5]
superior jumper I [1]
Bite I [1]

Cat [7]
Tiny Beast [-1]
+2 Balance [0.5]
Low-light vision [1]
Improved Sense (hearing) [2]
Bite I [1]
Retractable Claws: +2 grapple, +2 Climb [1]
Superior Jumper I [1]
Superior Runner I [0.5]
Enlightened Stealth [1]
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Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..)
« Last post by OverNinja on December 05, 2016, 03:58:25 AM »
Russians finding carrier operations hard as 2nd fighter crashes into sea off Syria.

MiG-29K crashes into sea.
SU-33 crashes in good conditions.
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