Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
September 02, 2014, 02:59:47 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Recent Posts
Pages: 1 2 [3] 4 5 ... 10

 on: August 31, 2014, 05:01:39 PM 
Started by Herowannabe - Last post by SirJerric
Bumping a old, useful thread to update a little, and to do Herowannabe's work for him.  Wink

With regard to "free" nudges in the new supplements, Terris: Wrought of Copper does not appear to add any, and Alloy of Law has only a few:

Gunsmithing: pgs. 139 and 141
Feruchemical Shot Stunts: Tin (two stunts, pg.171), Chromium (pg. 173), and Cadmium (pg. 173)
Compounding Stunt: Chromium (pg. 185)

 on: August 31, 2014, 04:27:49 PM 
Started by Morgenstern - Last post by Valentina
How goes it out there, Morg?

 on: August 31, 2014, 04:21:19 PM 
Started by spinningdice - Last post by Antilles
The evening proceeds without incident, and eventually everyone retires to their rooms. A couple hours after midnight Barden, Janus and Creamor rise to do their hidden activities.

Janus and Creamor join up, change form into what can best be described as generic townsfolk, and head out into the town towards the apothecary. There are no citizens out about at this time, and the watchmen patrolling are more interested in keeping an lookout for fires than for thieves, so they are easy to avoid. The apothecary is a modest two-story building, with the ground floor being split between a small storefront and a combined stockroom and workship in the back, while the second floor is used as an apartment. Waiting for an opportune moment, Creamor attempts to pick the lock on the door and it takes him longer than expected, along with a couple embarassingly loud clinks and clacks before he manages to open it. Luckily, there are no watchmen close enough to hear it, and neither is there any sign of activity from the second story, so you quickly slip into the unlit shop and close the door behind them.

Barden quietly sneaks into the dwarves' room, a task made easy by the considerable snoring of the majority of the dwarves in the room. The lack of light makes things somewhat more difficult, but going slow and steady he makes it over to the main desk where quickly discovers the carrying case that Janus mentioned.

 on: August 31, 2014, 03:55:02 PM 
Started by Herowannabe - Last post by Crafty_Pat
Has outsourcing the dice to a custom dice company or to say something like Shapeways ever been considered?

Everything's been and is being considered. Until the numbers and stars line up, no dice.

(Sorry, couldn't help myself.) Wink

 on: August 31, 2014, 03:50:26 PM 
Started by Herowannabe - Last post by Targul
Has outsourcing the dice to a custom dice company or to say something like Shapeways ever been considered?

 on: August 31, 2014, 01:28:49 PM 
Started by Korik1 - Last post by Korik1
Hello and welcome back to You Don't Meet In An Inn!

Today we have the first episode of our Fantasy Craft playthrough. In this episode we meet Sleek, Sergeant Sternwich, and Bastion as they begin to delve into the legendary vault of Razamuth!

You can find the podcast on itunes [here](, on not-itunes [here](, and our [RSS](

You can follow us on twitter at [Notaninn]( or email us at

We hope you enjoy listening!

 on: August 31, 2014, 06:47:27 AM 
Started by SilvercatMoonpaw - Last post by SilvercatMoonpaw
Not to be rude, but shouldn't this discussion be going on in the thread with the feat in question?

 on: August 31, 2014, 03:39:00 AM 
Started by SilvercatMoonpaw - Last post by Valentina
I think the mole idea's not bad at all, actually.
I was doing a bit of research and useful for underground survival is how a mole has a blood protein especially efficient at bonding with oxygen and thus at getting a lot more use out of a lot less breathable air. So maybe something like Mastery of the Body's benefit.
Swimming counts; underground areas are natural sumps for rain and can very much flood from sudden contact with the local water table.

Climbing's a bit problematic because of drake mass. In my estimation it's much easier for something heavy just to burrow up to a high place then to scale (no pun intended) up because of a greatly reduced chance of having it's terrain tear loose from beneath it. Things that really climb rock well are, as best that I know, also very light.

A grappling bonus might be in order. We're talking about a frickin' mighty collection of muscle, potentially thorny hide, and powerful grasping claws. I am picturing something sort of worm-like more then lizardly, more tube-like in nature then traditionally quadrupedal and if that fits then all those attributes combined with being very flexible could make for a nightmarishly deadly grab-and-devour predator. Maybe Swallow Whole as an advanced racial possibility later.
Maybe I'm thinking more of a kind of racial variant or as a Paragon Critter option.

 on: August 31, 2014, 02:54:36 AM 
Started by SilvercatMoonpaw - Last post by paddyfool
Mole-like was rather a poor description in the original text... I was really more thinking burrowing lizard than mole, where the burrow doubles as a lair.  Edited. 

And if you enable climbing, that enables lair entrances midway up cliffs, use of the lair's walls and ceiling for motion, etc.  Still, I take the point, climbing might not be iconic for a burrowing drake.  Any better ideas?  +1 Con or Thick Hide 2 to go with being a "rock" drake?

 on: August 30, 2014, 05:43:24 PM 
Started by foproy - Last post by RusVal
Civilization: Beyond Earth- "Master Control" video

Pages: 1 2 [3] 4 5 ... 10

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!