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Fantasy Craft / Re: Questions
« Last post by TheVastator on Today at 04:23:58 AM »
Can fittings be modified like the armors?
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Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread)
« Last post by Ares on Today at 03:25:22 AM »
Creamor did as he promised: Another owl manifested and took Lars and Timeon towards the gatehouse.
While he flew, he redid his protective magics: A shimmering disk of force, a distortion field against arrows and the slight improvement of his shield would hopefully allow him to pass the archers without becoming a pin-cushion yet again.
The owl had already started to overtake him, so he made haste to arrive together with it on top of the gate house:
"Timeon, you stay up here for the moment. Disable all siege weaponry - just in case.
Lars, I'll engage them in close combat. Don't hesitate to launch your hell fire with me in their midst. I can take a fairly high degree of heat."
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License to Improvise / Re: New Feats!
« Last post by Nuaurpy on February 12, 2016, 07:25:09 PM »
I was working on a class and realized it made a better feat chain. So I have added the Grenade feats:


GRENADE BASICS
After that first mistake you figured out how to get the bombs as far away from you as humanly possible.
Prerequisites: Hurled Forte
Benefit: Your attacks with grenades deal an additional 1D6 damage. Also you gain a stance.
Bombs Away (Stance): When you wield a grenade it's range increases by 5 ft. and the maximum range increases by 2 increments

GRENADE MASTERY
You're a regular customer at Bombs and bomb accessories. They always give you a little more for the same price.
Prerequisites: Grenade Basics
Benefit: Whenever you purchase or craft a grenade you gain an additional grenade of the same type (When you buy or craft flash bombs you gain 4 instead of 3). Also you gain a trick
Shaped charges (Grenade attack trick): You may choose to have grenades that you throw explode in a cone pointing in a direction of your choice.

GRENADE SUPREMACY
You have learned the exact formula to making your bombs bigger and better.
Prerequisites: Grenade Mastery
Benefit: Your attacks with grenades deal an additional 1D6 damage (total 2D6) and when you use a grenade you may ignore the inaccurate quality. Also you gain a trick.
KABOOM (Grenade attack trick): Grenades attacks that you make with a blast quality have their blast increment increased by 1
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Mistborn Adventure Game / Re: Questions about Stunts
« Last post by Gargoyle on February 12, 2016, 06:09:24 PM »
Skaa: Parkour and Ash
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Mistborn Adventure Game / Re: Just read Bands of Mourning...
« Last post by Gargoyle on February 12, 2016, 04:59:23 PM »
I think something honest and simple such as "The release of Shadows of Self and Bands of Mourning has given us new insights into how certain powers work. Players may wish to use the following updated rules in their games..." would suffice just fine.
And, being as the majority of MAG players are probably indubitably Cosmere nerds, I think they'd like it better that way/
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BoM spoiler
Spoiler
We ought to have some additional bone props and modifications available to Kandra. Specifically, MeLaan's metal skeleton is pretty awesome. I'm inclined to model the whole thing after Gunsmithing, letting Kandra modify True Bodies with things like crafting them out of metal/stone (built in armor ratings), hidden weapons, and the little metal box that MeLaan keeps her mental faculties tucked away in.
I actually made a character once that was a True Body craftsman disguised as a Hazekiller... none of the players ever found out I was a Kandra... was great!
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Mistborn Adventure Game / Questions about Stunts
« Last post by Kadrok on February 12, 2016, 04:40:44 PM »
So... Urban Racer... without posting its full text, is the second part of the ability intended to be an "only in cities" sort of deal, or an "always on" sort of deal. Because the way its worded makes it sound "always on" given it is worded "during a Conflict" not "during a Conflict in an urban environment". The Urban qualifiers are all in the previous sentence attached to the first ability. Is this intentional or an ambiguity of expression?

Thematically I could see it going either way for the second ability:

City-only: Your movement through space is too adjusted to this environment for the second ability to work anywhere other than in Cities.

Always-on: Your time spent running through the city and doing totally-parkour has lent you an athleticism and dexterity of movement which (really trying not to give away the stunt here; buy the darn supplement everyone!) applies in every environment, even though the first ability (which is more about knowing a particular environment) doesn't.
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Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
« Last post by jasom on February 12, 2016, 04:09:20 PM »
"A character of Medium or larger Size may use a 2-handed
weapon with one hand, but suffers a –4 penalty with his attack
check. Conversely, a character may hold a 1-handed weapon
with both hands, in which case his Strength score increases by 2
when determining damage."

Suppose I'm wielding a halberd in one hand at -4 and a claymore in the other at no penalty from Monkey Grip. Could I switch at will which one is penalized? As a GM I would rule that it's a Handle Item action.

I don't know why I'm asking since I don't think any player would ever do this, but hey I'm bored and I'm imagining a large unborn with six arms and six hurl battering rams.

I always took the use of "single" in Monkey's Grip to mean it only worked *if* you had only a single 2h weapon wielded (so no benefit at all in the case of claymore and halberd).
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Off-Topic / Re: Cool pics
« Last post by Krensky on February 12, 2016, 03:55:24 PM »
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