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21
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on August 27, 2016, 07:55:32 PM »
I think you get a mulligan after the first encounter, Ares said, you can probably do that now. =)
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  The problem you're raising is chiefly with the concept of holding rather than an Aspect that excels with them. I'd be inclined to say with the miracle of modern communications your holding will still likely be of immediate use anywhere in the system, so there's certainly some campaign types where it'll thrive. But I think another way to make them of use even on star-hopping campaigns is to focus on the kinds of money and resources they continuously make available to you off camera. If you're not tapping it directly, they could still be feeding you cash and even reputation from afar.

  I'll tweak it a little, as the concern of over committing to a single thing is fair, but if holdings aren't worth having, it's holdings where the fix needs to occur :).
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I'm afraid Frontier doesn't really wash. The vast majority of its benefit going into a fixed location that in most games would likely see little use outside the occasional downtime if they're lucky? For the majority of their careers PCs are generally highly mobile; if they operate out of somewhere it's generally a location provided by the GM for the benefit of the entire group. And chances are really good that if you're going to start out settled, events will conspire that you lose that settlement, which leaves you a huge mechanical disadvantage compare to your team mates
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License to Improvise / Re: [Notebook] Origin creation options
« Last post by Morgenstern on August 27, 2016, 05:02:59 PM »
  That would be my advice if you're going to allow the other specialties from the core book. Easier to hand your players a "choose from the book plus this" sheet than a pile of "for-this-game-only errata" ;).
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License to Improvise / Re: Raiding WotC's Innistrad - Don't go out tonight!
« Last post by Morgenstern on August 27, 2016, 05:00:03 PM »
  CHARACTER OPTIONS

  Talents

  Accursed
  Backwoods
  Branded
  Convicted
  Courageous
  Curious
  Daring
  Dauntless
  Desperate
  Elusive
  Enlightened
  Furtive
  Grizzled
  Haunted
    Spirit Personal Lieutenant
  Impetuous
  Indulgent
  Insidious
  Insolent
  Inspiring
  Intrepid
  Kindly
  Lone
  Manic
  Militant
  Obsessive
  Paranoid
  Pious
  Reckless
  Sanitarium
  Selfless
  Solitary
  Steadfast
  Stern
  Stoic
  Tattered
  Tireless
  Town
  Unruly
  Wayward

  Provinces/Towns
  Gavony
    Ashmouth
    Erdwal
    Nearheath
    SKirsdag
    Thraben
    Westvale
  Kessig
    Briarbridge
    Gatstaf
    Geier Reach
    Lambholt
    Natterknolls
    Somberwald
    Ulvenwald
    Trostad
  Nephalia
    Diregraf
    Drogskol
    Drownyard
    Drunau
    Selhoff
  Stensia
    Farbog
    Getander Pass
    Gitrog
    Hofsaddel
    Maurer Estate
    Morkrut
    Noosegraf

  Hanweir

  Species
  Aberrant
  Angel
  Devil
  Dreadknight (vampire)
  Geist (spirit)
  Ghoul
    Wailing
  Skaab
  Sleepless (spirit)
  Vampire
  Werewolf
  Wolfir
    Silverfur

  Specialties
  Apothecary
  Aristocrat
  Arsonist
  Bandit
  Builder
  Butcher
  Cavalry
  Constable
  Courier
  Cutthroat
  Docent
  Drifter
  Duelist
  Fiend Binder
  Fisherman
  Forgemaster
  Furyblade
  Gossipmonger
  Herald
  Hermit
  Innkeeper
  Inquisitor
  Inspector
  Killer
  Lamplighter
  Logger
  Maniac
  Mentor
  Messenger
  Militia Captain
  Missionary
  Noble
  Occultist
  Outcast
  Outrider
  Pacifist
  Pariah
  Parish-Blade
  Primal Druid
    Spellshaper
  Purifier
  Reaver
  Researcher
  Rider
  Sanguinary Mage
  Scavenger
  Scribe
  Scholar
  Sentry
  Skinner
  Sleuth
  Springsage
    Spellshaper
  Standard Bearer
  Stormrider
  Stranger
  Survivalist
  Tormentor
  Tracker
  Wanderer
  Weaver of Lightning
    Spellshaper
  Witch

  Seed Classes

  Bloodcourt Scion (vampire)
    Heir of Falkenrath/Markov/Stromkirk/Voldaren
    Bloodseeker
    Insatiable
    Gorger
    Heir to the Night
  Cathar (monster hunter)
    Midnight Duelist
  Cryptbreaker (ghoul)
  Ghoulcaller
  Alpha (werewolf)
    Krallenhorde/Vildin-Pack
    Howler
    Ravager
    Waxing Moon
    Wolfkin Bond
    Embraced by the Moon
  Stitcher
    Stitcher's Graft
  The Stitched (skaab)
    Ingenious
    Laboratory Brute
  Voice of Alabaster (Angel)
    Shepherd of Souls
  Voice of Goldnight (Angel)
    Castigator
    Silverstrike
  Voice of Herons (Angel)
  Voice of Moonsilver (Angel)
    Flameblade
    Reaper
  Voice of Nightmares (Angel)
    Subjugator
  Species Feats

  Angel
  Bedlam Revelry (Devil)
  Bloodcursed (vampire)
    Ravenous
  Bloodmad (vampire)
  Dance with Devils (devil)
  Demon-Possessed
  Devil's Playground (devil)
  Flight of Alabaster (angel)
  Flight of Goldnight (angel)
  Flight of Herons (angel)
  Flight of Moonsilver (angel)
  Flight of Nightmares (angel)
  Lone Wolf (werewolf)
  Loup-Garou (Werewolf)
  Niblis (spirit)
    Haunting
    Spectral
  Silent Observer (spirit)
  Stitchwing
 
  Renown Tracks

  Church of Avacyn (Avacyn's faithful - military)
    Evangel
    Chaplain
    Marshal
    Bishop
  Cult of Ormendahl (Demon worshipers)
    Disciple
    Cult Leader
  Cult of the Waxing Moon (Werewolf worshipers)
  Duskwatch (Kessig)
  Geralf's Creations (Skaabs)
    Masterpiece
  Lunarch Council (Moonsilver Inquisition - military)
    Extricator of Sin
    Lunarch Mantle
  Olivia's Bloodsworn (Olivia's army - noble)
    Neonate
    Dragoon
    Dreadknight
    Bloodhall Preist
  Order of Saint Traft (Talia's Guard - heroic)
    Provisioner
    Faithbearer
    Heron's Grace
    Ironclad Slayer
    Sigardian Priest
    Thalia's Lancer
    Thalia's Lieutenant
  The Promised End (Eldrazi Apocalypse)
    Emrakul's Evangel
    Extricator of Flesh
    Gnarlwood
    Weirded
    Boon of Emrakul
    Strange Augmentation
    Whispers of Emrakul
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by casdragon on August 27, 2016, 04:04:31 PM »
I'd probably drop Warrior's Grace, pick up Rage Supremacy, drop the points in Ride and a few from Acrobatics, and shift them into Athletics/Intimidate. It'd bring the build into my vision of Tealc. Like I said, easy to fix with 2 levels, so...
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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by casdragon on August 27, 2016, 03:55:22 PM »
Finally reaching the other side, after a tedious and long game of "find the trap", Tealc was glad to be across the beach. Still somewhat shaken from the explosion, he eye'd the jungle wearily. "Hopefully we find no more of those traps. I still feel that explosion in my scales. In any event, shall we continue on?" As he gestures towards the path.
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License to Improvise / Re: [Notebook] Origin creation options
« Last post by Antilles on August 27, 2016, 03:50:40 PM »
So instead of f.ex. re-jiggering Guardian to use Guardian Angel rather than Step In, it'd be better to make a new Specialty (Defender, maybe?)?
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on August 27, 2016, 03:29:25 PM »
I'm well aware, but Tealc would have done it. I'm actually to a point where the build I had doesn't match the personality as well as I thought it would. I'll remedy it within the next couple levels though, so I'm not worried.

I'm not super happy with my build either, there are some things that ended up being extraneous, like the breath weapon... it might come in handy sometime, but the way FC works my odds of actually hitting a target with it are kind of low. I think Vash probably uses it mostly to have a handy fire source any time he needs one for lighting oil and flame arrows. The original martial artist version was much more effective with it. Maybe I'll post it sometime so y'all can see what it looked like, who knows I may be able to use it in another game sometime.

This 'tank' build should be plenty functional for this game though I think. If the dice don't kill me first.  ;)
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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by Fiendbasher on August 27, 2016, 03:24:16 PM »
The flight across the beach was short and not very comfortable... Vashkar gripped the goblins securely under the arms with rough clawed hands, unfurled his wings and snapped his tail downward as he leapt into the air. The takeoff was a bit jarring as the draku really had to slam his wings hard against the air to lift the extra weight, but it smoothed out once he gained sufficient altitude, as he simply glided the rest of the way across. He carried them over one by one, Jick first, then Quag.

After he set Quag on the ground, Vashkar stayed on the jungle side with the goblins to be able to defend them should something come out of the jungle, being confident that Tealc could protect the other half of the group.

When the bomb-shell went off, the draku's spines instantly flattened as if they'd been blown back by the shockwave, and his pupils widened momentarily. He watched the 'traps' with some  interest... more mutated creatures, why didn't he think of that? They surely had to have been engineered to serve this function... the spear-snails could probably feed off the carrion of their kills, but he couldn't imagine how the bomb-shells would benefit from their 'adaptation'. He was curious, but not quite enough to go probing around in the sand to dig one up.

In any case he relaxed a bit once the group was back together.

Quote
"This is where the path begins," he piped, bringing up his polearm and prodding at the ground with the shod end, expecting to find flagstones or the like not too far down.
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