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License to Improvise / Re: New Species: Finfolk
« Last post by TKDB on Today at 12:12:15 PM »
Update! I've added a culture & weapons section, and started on the Legendary Finfolk master class. I'm having difficulty coming up with everything to fill out the master class, so I'd appreciate some help finishing up the details.

Basically, my aim with the master class is to capture the sort of "canny observer and negotiator" tendency I mention in the culture blurb (mostly in the Captivating Presence and Reading the Tides abilities), with a side of being a terror for ships that try to cross you (in Sailor's Bane and Lord of the Seas).

For Reading the Tides, I was kicking around some ideas involving learning about someone's personality/background in order to get an edge in social dealings with them. Some kind of bonus to Impress, Haggle, maybe even Bluff and Tactics as well for the second tier, but based on observing or getting to know them first. I couldn't really decide on just what would be an appropriate bonus though, or what form the observation concept should take mechanically. Some ideas I considered were a Sense Motive check giving the bonus to other checks down the line, a simple time-based requirement, or an automatic bonus related to Sense Motive synergy.

With Sailor's Bane, as noted, I want to focus on the aquatic/anti-ship combat stuff, but I'm totally stumped on how to go about that without it being too overly narrow.

With the gamebreaker, my idea was to capture the idea of merfolk as being, effectively, minor sea gods, with the old sailors' superstitions about them causing adverse weather to punish ships that offend them, but in a way that doesn't make the class an actual spellcasting class. I'm not entirely confident I hit the right power level for a gamebreaker, so feedback there would be appreciated.
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Basic income is a good idea on paper and might become viable as more and more is automated, but I don't see it working with EU-style "let's see how many third-worlders we can cram into our countries".
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One typo/errata I forgot to mention, Cliff-Born mentions that you gain "...the Ride (Water Vehicles) focus and forte..." but there is no such thing as Forte with Skills, so the errata says ignore that bit.
I assume it wouldn't be that difficult to add them back in if you wanted: instead of picking a different one you pick one a second time and get +1.

Now you might wonder what the point of having three separate Bite I attacks is, so I reference a note in the Core Book that if a character has three or more Natural Attacks they may spend a Full Action to attack with all of them.  So if you want you can spend a Full Action to make three attacks instead of two Half Actions for two attacks.
Don't forget you also have a Claw attack.

As I mentioned, since all the Blood Feats have a requirement that you be a Folk, this is the only way to do a half-elf.
Don't see why: Fey doesn't give you much more than a minor defense against natural animals and a flavor defense against aging.

I do however feel that this Feat is slightly under powered considering that Kicking Mastery gives you AP 2 (The same as this can) but also gives you a Trick; here you would just get the AP 2.  Maybe if it was a case where you could pick two, and it let you stack the AP or Keen, it would be good.
It might be that Kicking Mastery gives it to you on unarmed, which has its own damage amount and requires some other investment to deal lethal.

Also remember Mastery is a 2nd tier feat.  This is 1st tier.  Kicking Mastery gets more stuff because you already paid a feat for the privileged of even being able to choose it.

I find myself wondering about the mechanics of some of these combinations, then regretting thinking about it.
Why do you even think about it in the first place? ???

But seriously, why does everyone immediately go to physical breeding? ;) Just because it requires 1st level does not mean that you had to have it from birth.  And even if you did have it from birth that doesn't mean either of your parents is a giant.  And even if they are there are such things as transformation magic or godly in-vitro fertilization.

Horse Nation
For elves that ride.  You get the Riding Mounts Focus for free and a discount when buying mounts and gear for them.  Also you and the mount gain Electrical Resistance when mounted (No idea why) and Improved Stability, again, only while mounted.

Horse Noble
More resistance to Electricity (Again, no idea why other than metaphorical reasons) and while mounted you can, if you want, do Electrical Damage at no penalty (I am guessing it means both the Attack and Damage penalties) with melee weapons.  And a real money saver, mounts you buy are automatically Special instead of Standard, for free.  Seems they took the fluff text of "...sweeping across the plains like a gathering storm" a bit too literally.
I think there was a late supplement for Spycraft 2 that had fantasy races, and my guess is some of these came from there.  If so they may have had some deeper flavor text back there that didn't get brought over.
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License to Improvise / Re: New Feats!
« Last post by SilvercatMoonpaw on Today at 09:16:46 AM »
Maybe for extra cinematic goodness the character can now use mundane rope as a whip-type weapon.
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Basic income was tried as an experiment in Manitoba in the 70s.

The welfare reform on the 90s, ie the right's precious time limits and work requirements, has increased poverty and worsened childrebs outcomes and graduation rates.
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License to Improvise / Re: New Feats!
« Last post by TKDB on Today at 08:32:05 AM »
GEAR FEAT
A WAY WITH KNOTS
You were a shoe in for the knot tying badge in your troop.
Benefit: Rope used by the character has it's escape DC increased by 5 and you are considered to be trained in climb checks so long as you have a rope.

I like this! Though it seems like it could use just a smidge more...
The climbing effect is nice, and on the right track, but a pretty minor benefit all things considered. It could probably also stand to give a bonus to the check, since if you actually are untrained in Athletics then any check with high enough DC that you can't make it untrained will be mighty difficult for you to manage anyway. Maybe a +5 to Climb checks involving ropes, in addition to always being considered trained?
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Well, they definitively have been running an austerity program since 2010. Maybe, just maybe, austerity isn't a magical economic cure-all after all?

And yeah, minimum income actually worth a damn is pretty strong. In Norway minimum wages depends a little on which sector you're in, but f.ex. an unskilled construction worker with no experience will get minimum 20 dollars per hour. Fair's fair, Norway's a pretty expensive place to live, but as long as you've some financial sense you're pretty much sorted.
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And the cities that have persistent poverty problems, and "the ghettos"?  In NYC you have to do paperwork with TWELVE City offices if you want to open a legal business.  It isn't state regulations that keep inner cities -ed up, it's the locals.

Part of the problem with the way many welfare programs are structured is the huge "tax" rate you hit when you start making enough money to stop qualifying for benefits.  It is part of why I think replacing every welfare and agriculture program with a guaranteed minimum income would be a step forward.

P.S.  City folks are rightly never going to trust the cops until the "war on drugs" ends.

P.P.S.  This Wikipedia page on British gov't spending makes it look like there were no actual cuts in spending.
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One typo/errata I forgot to mention, Cliff-Born mentions that you gain "...the Ride (Water Vehicles) focus and forte..." but there is no such thing as Forte with Skills, so the errata says ignore that bit.

Now, on with the Species Feats!

Dwarf Blood
Time for things to get bloody!  Well, time to talk about half-breeds anyway.  One thing that should be obvious about all the Blood Feats is that they can only be taken by someone who is not already that species, but there are also some common factors such as the character must be a Folk Type (So if you want to be a half elf you have to be another species and take Elf Blood), and it must be taken at chargen.  Also they all allow you to reduce an Attribute by 2 to take another Species Feat so you can take advantage of your new Blood Feat since the Blood Feats also allow you to select feats for the matching blood.

Now all that general stuff is out of the way, talking about half-dwarves!  You gain some Con and Thick-Hide, but being shorter you lose a little speed.

Ebonscale
Turn your drake into a hydra!  You cannot fly but you gain additional Bite attacks giving you three of them.  Now you might wonder what the point of having three separate Bite I attacks is, so I reference a note in the Core Book that if a character has three or more Natural Attacks they may spend a Full Action to attack with all of them.  So if you want you can spend a Full Action to make three attacks instead of two Half Actions for two attacks.  But wait, there is more!  being a hydra you also get Regeneration which lets you heal 2 points of damage every Round and Critical Injuries go away very quickly.  And finally because you have three heads at least three characters are required to flank you.

Elf Blood
As I mentioned, since all the Blood Feats have a requirement that you be a Folk, this is the only way to do a half-elf.  No penalties for this, you gain Wisdom, Speed, and Appearance.  Apparently an early version of this accidentally said it reduces your speed as the errata corrects that and mentions it is supposed to be an increase.  The PDF I am reading from is correct, not sure about my physical book.

Enhanced Natural Attack
You need a Natural Attack to be able to take this of course.  This Feat lets you add weapon Qualities to your Natural Attacks such as AP, Bleed, Finesse, Keen, etc.  Note that this applies to ALL your Natural Attacks at once, no need to pick one if you have more than one.  Also you can take this Feat multiple times and pick different upgrades.  I do however feel that this Feat is slightly under powered considering that Kicking Mastery gives you AP 2 (The same as this can) but also gives you a Trick; here you would just get the AP 2.  Maybe if it was a case where you could pick two, and it let you stack the AP or Keen, it would be good.

Ghost-Eye Folk
Take your legally different enough from a hobbit to not be sued and turn them into a Fey.  Also get a nice boost to Speed and a Melee Bonus to attack bigger enemies.  But, others tend not to like you.

Giant Blood
I find myself wondering about the mechanics of some of these combinations, then regretting thinking about it.  You become a Size larger to a max of Large or gain Reach if you are already Large.  Also weapons with Keen are less keen against you.

Glacier-Born
Dwarves that have carved out their home from permafrost and, as I would guess from the name, glaciers.  You do not need as much food, gain two Terrain Feats, and resist Cold.  However you can no longer see in the dark.

Glacier-Clan
You get a Threat Range boost when Attacking or making Notice, Sense Motive, or Survival checks against Animals and Beasts.  The logic being you are good at hunting ice critters.  After all, hard to farm in the ice.

Goblin Blood
You are smaller but gain a bonus to Vitality and can see in the dark.  Also one thing I should point out is that these Blood Feats include a nice bit of fluff to help you imagine what a character like this looks like; for example this mentions a "...hunched, twisted form...".  Glad they do that as it really helps.

Goldscale
You become like an Asian style dragon, a flying noodle.  You lose your wings, instead flying by just floating and noodling through the air but fly faster than the winged drakes (60 instead of 40).  Also you gain a free Alignment and become Outsider Type.

Horse Nation
For elves that ride.  You get the Riding Mounts Focus for free and a discount when buying mounts and gear for them.  Also you and the mount gain Electrical Resistance when mounted (No idea why) and Improved Stability, again, only while mounted.

Horse Noble
More resistance to Electricity (Again, no idea why other than metaphorical reasons) and while mounted you can, if you want, do Electrical Damage at no penalty (I am guessing it means both the Attack and Damage penalties) with melee weapons.  And a real money saver, mounts you buy are automatically Special instead of Standard, for free.  Seems they took the fluff text of "...sweeping across the plains like a gathering storm" a bit too literally.

Jewel-Born
For dwarves who RELALY like the shinies.  You gain Panache and Charisma, but lose Strength.

Jewel-Clan
You gain Prudence and are good at finding more shinies so Treasure Rolls get a bonus.

Larger Than Life
For those that are Large or above.  You gain a point of DR against attacks by smaller foes, lose the Size penalty to Defense, and get a boost to Legend.

Living Weapon
For rootwalkers and unborn.  You also need the Unarmed Forte, but this can be taken at any Level.  What this Feat does is let you pick from a list of various combat related upgrades, however each also comes with a penalty; for example you can have big mallets for hands giving you the Slam III Natural Attack, but you now have big mallets instead of hands so cannot do anything that would require hands, like pick things up, use weapons, etc.  You can take this Feat multiple times to get more than one of these if you want.

Lost Horde
For goblins and orcs that travel a lot.  You get more Languages and Proficiencies.

Mountain-Born
I thought the default dwarf was a Mountain Dwarf (Checking... the Core Book does call the default dwarf a "Mountain Dwarf" but refers to them as Stone-Born).  For this you gain a free point of Unarmed Proficiency and can kick without penalty.  Not only that but you can stomp on those smaller than you (And since you have Improved Stability because dwarf you can do it to goblins, pech, and other Small Size enemies.)

Mountain-Clan
You can jump without penalty (Assuming you have Acrobatics trained), your Trample gets better, and you take less Attribute damage.

Nasty Little Git
A Feat for the little guy.  You do bonus Sneak Attack against anything Medium Size or larger and can do Cheap Shot without penalty against those same enemies, assuming you have Cheap Shot, this does not actually give it to you, just removes the penalty.

Next time, more Species Feats.  There sure are a lot to go through, but that means more character options so I do not see a problem with that.
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For the love of...

Puma, you need to stop listening to right wing libertarian ranting. It has nothing to do with reality, and is really subtly racust. Your whole skreed about welfare? Makes for good soundbites and hits all the "fairness" buttons, but has no actual relationship with how the Temporary Assistance For Needy Families works. Welfare is limited to 60 months per lifetime and requires you to work 30 hous a week.Also, the states with the biggest welfare rolls? Those low tax, low regulation red states.
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