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V: 6/156
W: 0/21
Grumblejack reaches up the leg planted firmly on his chest and grabs the second creature's ankle. Large hands twists savagely, staggering its stance but doing no real damage due to the lingering effects of paralysis.

Spoiler: show

Creature 2 is held

V: 0/70
W: 0/14
Still chanting, Aiden shifts his footwork and carves a wide arc with his mace. The head of the weapon cracks against razor sharp talons, snapping them back out of his defended space. The creature whips its hand back and forth, shaking off the discomfort and providing the fallen knight witht he opportunity to smash his shield right into its elbow, forcing it to punch itself right in the face!

Spoiler: show

Creature 1 is stunned into next round

V: 34/???, 100/???
W: 0/???, 23/???
The creature staggers backwards drunkenly, one of its fangs driven loose by the force of the blow. It's companion meanwhile tries to pull itself free of the ogre's grasp, but while Grumblejack couldn't hurt it he still exerts more than enough leverage to keep the cloven hoof trapped in his grasp.
Spoiler: show

Creature 2 fails its check and remains held.

V: 0/70
W: 0/14
S: 7/12
Whether Drin's spell is successful or not is difficult to tell given the efect of Aiden's attack, but he can feel in his heart that the fury of Hell is not with him this day. Even the viciously hurled threat about scattering its ashes has no obvious impact on the staggered creature. When the advisor makies it contemptuous remark, he can't help feeling that some of that contempt is directed at him.
Spoiler: show

Both checks fail

V: 0/45
W: 0/13
Janus runs over to the statue and begins clambering up its grotesque form.

V: 0/54
W: 0/14
S: 4/10
Creamor takes the opportunity presented by Grumblejack's successful grapple and launches himself at the creature. Caught off balance, it cannot defend itself against the animalistic fury of the assault and quite surprisingly the devilman finds his hand inside the creatures chest, clawed fingers wrapped around its burning heart. His eyes locked to the creature, Creamor squeezes tighter and tighter untill he feels the organ burst. The creature gives a great roar of agony and collapses forward onto its conquerors.

V: 0/60
W: 0/12
Lars finally seems to enjoy some moderate success in his assault upon the creatures. The hellfire leaves three smoldering holes in the thick pelt of the one in the centre of the room -- holes that quickly catch alight! However before that realisation can sink in, the cleric's mace lands a glancing blow against the creature's thigh.
License to Improvise / Scarier soul drain
« Last post by TKDB on Today at 12:42:01 PM »
It occurred to me recently that there could be a niche for some campaign qualities to beef up the soul draining extraordinary attack. It's quite deadly for standard NPCs, but that daunting reputation doesn't quite translate to special characters beyond the early levels. The action die loss is rather frustrating, but that's about the worst of it once you have more than 5 or 6 levels under your belt. It'll take a lot of soul drain to really threaten the life of a mid- or high-level special character, and it all goes away with a mere night's sleep.

This is in large part a consequence of the more general issue of vitality bloat, so if you're using the Fragile Heroes quality or some other method to pare down vitality totals at higher levels that will make soul drain deadlier along with regular damage. But if you're not doing that, or just want soul drain to be a more daunting experience for your players to face in general, here are some campaign qualities to put in your toolbox:

Harrowing Soul Drain (3 AD): The maximum vitality penalty suffered by special characters who fail their save against a soul draining attack is multiplied by the attack's grade (eg, a Soul Draining III attack reduces maximum vitality by 30 on a failed save).

Persistent Soul Drain (2 AD): Special characters afflicted by soul drain must make a successful Fortitude save (DC equal to the original soul draining attack's DC) in order to recover with sleep. A character suffering from multiple soul draining attacks can only attempt a single save against a single instance of soul drain per 8 hours' sleep.
Page 78: Chapter 4: Gear & Prizes
Mostly just various upgrades for Gear, not many new items.  Still, upgrades are nice.  As for Prizes, that is going to be the fun item as we get into Organizations.

Page 78: Armor
No new armor, but, new upgrades in all forms.

Page 78: Armor Upgrades
All three types of upgrades are available (Craftsmanship, Materials, Customization).  A few of these refer to Armor Grade and have a multiplier based on it.  The Grade is the coverage of the armor so that you get the following: Partial Armor is Grade I, Moderate Armor is Grade II, and Full Armor is Grade III.  So when something is, for example, +2 per Grade and you are wearing Moderate Armor that would be a +4.  Most of the upgrades are a flat bonus though, so this only applies in a few cases.

Page 78-80: Armor Upgrade Descriptions
What all the upgrades do.

Adamantine: Halves the AP of weapons used against it.  I am guessing this is rounding down as it does not say.  Also is a little harder to break.
Avian: Lighter with a better ACP, but easier to break.
Blenno: Resists acid.
Centaur: Less Speed Penalty.
Design (Impressive): Stylish armor that gives you a bonus to Impress that increases by the Grade of the Armor.
Design (Intimidating): Menacing armor that gives a bonus to Intimidate.  Higher Grade is higher bonus.
Design (Wealthy): Look like a rich man and get a bonus to Haggle.  As usual, higher Grade is higher bonus.
Eno: Kitty armor weighs less and helps with Sneaking; you have to pick the terrain though.  Also it has a better ACP.
Dragon Hide (Subspecies): Doubles the bonuses from any of the above mentioned Design Upgrades.  Also you pick a dragon from which the hide is made and receive a bonus to Resistance from whatever its breath weapon is.
Exotic Hide (Tough): Adds a +1 to any Design Upgrade you have.  Also gives DR +1.
Exotic Hide (Rare): Doubles the bonus from Design Customization.
Hepatizon: Gives you a little Spell Defense per Grade.  Not much though.
Kobold: Protects against claws, teeth, and other natural weapons.
Mithril: Lighter weight and better DP, ACP, and Speed.  But expensive.
Nymph: Anyone who helps you with a task is more helpful, doubling the bonus they provide.
Ooze Use: Exactly what it says.  Oozes can use it.
Orichlacum: Gives a bonus to Impress.
Ostratic: Armor made on the cheap from random bits and pieces sew into a coat.  Has a worse ACP and weighs more.  Also the DR goes down as it takes damage.  However, it costs less and has a lower Complexity.  I feel this should be its own separate armor and not an upgrade for existing armor.
Unicorn: Taking a Refresh Action and get hit?  Well, if you make a high Resolve Check you can still Refresh.
Warg: You get the Fully Engaged Trick.
Were-touched: Gives a bonus to Distract.
Wingling: Decorative armor that gives a bonus to Appearance.

That is it for armor.  As I said, no new armor, just some upgrades.  Still, a few nice things.

Page 80: Weapons
New Qualities, Weapon, and Upgrades.

Page 80: Weapon Qualities
Four new weapon Qualities.

Fitting: Kind of fluff.  This means that for describing armor fittings this counts as one of them.
Gear (X): The Weapon also counts as a specific kind of Gear.
Hands-free: The wording on this is kind of poor.  Basically you can be counted as armed with this weapon even when not technically holding it in your hands.  Though you still have to have it equipped, such as strapped to your wrist.
Worn (X): Instead of just holding this weapon you are wearing it like clothing.  Maybe it straps to your wrist.  This makes it harder to disarm (Requiring X number of successes), but also makes it take longer to equip and unequip (Requiring X number of Handle Item Actions).

Page 80: Blunt Weapons
A handful of new Blunt Weapons.

Page 80: Blunt Weapon Descriptions
And here they are.

Fighting Lantern: A heavy duty lantern that you can hit someone with.  Also provides a little Guard Bonus.
Forearm Buckler: Like a regular buckler, but instead of being held in the hand, it is strapped to the wrist letting you keep your hands free for other things.
Mirrored Buckler/Shield: Counts as a mirror.  Useful for reflecting a Gaze Attack.
Weighted Cloak: The first of the weapon cloaks that were mentioned previously.  This one basically has lead shot sew into it to let you hit someone with it like a sap.

Page 80: Edged Weapons
They slice, they dice.

Page 80: Edged Weapon Descriptions
Two new ones.

Blade Cloak: Small sharp blades are sewn into the edges of this cloak letting you slice someone with a quick move.  Is a double weapon so you can really whip it around.
Half Spear: Lacks any reach, but is small and light, perfect for smaller species.  Also good for throwing.

Going to have to finish up the Gear another time.  Busy right now.
Off-Topic / Re: Reaper Watch 2016
« Last post by Valentina on Today at 05:42:02 AM »
Jack Chick.

*evil cackle*

Not Henry Kissinger, but pretty good all the same. 8)

Foproy: sympathies, mate. When the living line shortens you become more aware of what place you have in the history of your family. Or at least, I did. Strange to feel like an uncle instead of just a brother.
Off-Topic / Re: Reaper Watch 2016
« Last post by SilvercatMoonpaw on October 25, 2016, 04:33:32 PM »
License to Improvise / Re: [WIP] Fantasy Craft: Bronze and Steel
« Last post by Slashes-With-Claws on October 25, 2016, 04:15:34 PM »
A few ideas for new shields.

Blunt Weapons
Name: Shield, Heater
Damage: 1d3 Subdual
Threat: -
Qualities: Guard +2, +1 to userís Appearance bonus
SZ/Hand: S/1h
Const: Hard 2
Comp: 10D
Weight: 6 lbs.
Era: Feudal
Cost: 15s
Description: A simple design of shield meant more for style than combat.  The large smooth face is designed to be painted with heraldic marking or other iconography to impress onlookers.

Name: Shield, Lantern
Damage: 2d6 Flash
Threat: -
Qualities: Guard +1, Dim light (40-ft. cone); uses oil
SZ/Hand: T/1h
Const: Hard 2
Comp: 12D
Weight: 3 lbs.
Era: Reason
Cost: 40s
Description: An arm mounted buckler with a lantern holder allowing the user to light their way and blind their foes.

Name: Shield, Pavise
Damage: 1d4 Subdual
Threat: -
Qualities: Guard +4, Heavy
SZ/Hand: M/1h
Const: Hard 3
Comp: 12W
Weight: 15 lbs.
Era: Feudal
Cost: 60s
Description: A massive shield that covers the entire body to protect the user from ranged attackers.  Capable of being set upright upon the ground it is a favorite of crossbowmen as they can hide behind it while reloading.

Name: Shield, Spiked
Damage: 1d6 Lethal
Threat: 20
Qualities: AP 2, Guard +2
SZ/Hand: S/1h
Const: Hard 3
Comp: 10W
Weight: 8 lbs.
Era: Feudal
Cost: 25s
Description: A metal shield with a long spike on the center or edge making it a more effective off-hand weapon while still retaining its defensive ability.
Off-Topic / Re: Video Game News and Such 2016
« Last post by RusVal on October 25, 2016, 04:10:01 PM »
Same checklist as last time, only this time, the IW folks decided to go a bit... on the nose with this one. :P
Fantasy Craft / Re: Let's Read: The Fantasy Craft Book of Holding - Volume 1
« Last post by SilvercatMoonpaw on October 25, 2016, 09:16:15 AM »
I actually have some stat blocks for both a "construct summons" and "animate object" spell if anyone wants them.  I'm not that proud of them (could only think of two kinds of constructs) but they exist.
Fantasy Craft / Re: Let's Read: The Fantasy Craft Book of Holding - Volume 1
« Last post by TKDB on October 25, 2016, 07:49:16 AM »
Perhaps one could convert the Construct Assembly spells from the Spycraft 2.0 Seer, giving Construct Assembly III (or IV, if the line is restructured to start at level 1 like other summoning spells in the FC core book)?
Every single summoning spell in FC is exactly the same minus specifying a type and providing stat blocks.  So never feel you can't just duplicate one that already exists.

Yeah, the main thing would just be the work of coming up with said statblocks.
Though I suppose since it's a higher-level spell, if you're not feeling up to the task of making stats from scratch and don't care for the "loads of the lowest-XP version" option, you can just take the stats from the next-lower Call From Beyond, drop the outsider type, and slap the clockwork template on them  ;D
Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by ludomastro on October 25, 2016, 07:46:59 AM »
Rolls are in the IC post.
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