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31
Off-Topic / Re: Going to the Movies 2017
« Last post by Antilles on May 25, 2017, 03:33:24 PM »
Yeah, I agree, all the separate bits of the movie is pretty good to occasionally excellent, but most of the movie is spent struggling to connect everything properly. Even compared to other Guy Ritche movies, the pacing is too fast, it never quite finds a good rythm. Had fun watching it, but when I talked to friends about it afterwards the recurring description was "less than the sum of its parts."
32
Fantasy Craft / Re: Questions for Scott about the Sunchaser setting.
« Last post by Morgenstern on May 25, 2017, 08:25:36 AM »
  That does scream terrifying evil cult, now doesn't it?
33
Fantasy Craft / Re: Cheating death stories
« Last post by TheOpSecTreeFloof on May 25, 2017, 07:32:29 AM »
ok, that must have been weird and funny at the same time :D

Also, the xenocamel queen is an horrible thought.

Yea.  The face-huggers were a bit.. umm... I've been told I gave someone nightmares and if they're ever introduced again, the person is just napalming the entire region they're adventuring in.

I took the Face-huggers and crossed them with a scorpion.  The scorpion stinger was actually an umbilicus.  Face hugger latched onto your face, injected enough venom to knock out a herd of elephants and then jabbed it's stinging tail into your abdomen and injected a few dozen larvae into your abdominal cavity for incubation.  The tail remaining attached as to supply a sufficient amount of digestible enzyme to the larvae.  When it was time to hatch, it was like the acid-web spiders in "The Mist".  Abdomen ruptures and out comes the babies.

That's just nasty... and diabolical.

I was going to go with an umbilicus that simply used 1D6 orafice and wasn't picky.. but.. yea.  That creeped me out a bit too much.
34
Fantasy Craft / Re: Cheating death stories
« Last post by Desertpuma on May 25, 2017, 06:58:02 AM »
ok, that must have been weird and funny at the same time :D

Also, the xenocamel queen is an horrible thought.

Yea.  The face-huggers were a bit.. umm... I've been told I gave someone nightmares and if they're ever introduced again, the person is just napalming the entire region they're adventuring in.

I took the Face-huggers and crossed them with a scorpion.  The scorpion stinger was actually an umbilicus.  Face hugger latched onto your face, injected enough venom to knock out a herd of elephants and then jabbed it's stinging tail into your abdomen and injected a few dozen larvae into your abdominal cavity for incubation.  The tail remaining attached as to supply a sufficient amount of digestible enzyme to the larvae.  When it was time to hatch, it was like the acid-web spiders in "The Mist".  Abdomen ruptures and out comes the babies.

That's just nasty... and diabolical.
35
Fantasy Craft / Re: Cheating death stories
« Last post by TheOpSecTreeFloof on May 25, 2017, 06:56:32 AM »
ok, that must have been weird and funny at the same time :D

Also, the xenocamel queen is an horrible thought.

Yea.  The face-huggers were a bit.. umm... I've been told I gave someone nightmares and if they're ever introduced again, the person is just napalming the entire region they're adventuring in.

I took the Face-huggers and crossed them with a scorpion.  The scorpion stinger was actually an umbilicus.  Face hugger latched onto your face, injected enough venom to knock out a herd of elephants and then jabbed it's stinging tail into your abdomen and injected a few dozen larvae into your abdominal cavity for incubation.  The tail remaining attached as to supply a sufficient amount of digestible enzyme to the larvae.  When it was time to hatch, it was like the acid-web spiders in "The Mist".  Abdomen ruptures and out comes the babies.
36
Fantasy Craft / Re: Questions for Scott about the Sunchaser setting.
« Last post by Mister Andersen 2.0 on May 25, 2017, 06:33:13 AM »
Strikes me that were-crocodiles are probably the most appropriate therianthrope for the setting
37
Fantasy Craft / Re: Questions
« Last post by Morgenstern on May 25, 2017, 05:45:46 AM »
  In fairness, that x5 at the end should be x2, with x5 being for villains - not ALL special NPCS :).
38
Fantasy Craft / Re: Questions for Scott about the Sunchaser setting.
« Last post by Morgenstern on May 25, 2017, 05:42:41 AM »
  A little tricky to integrate if your lycanthrope(s) were to turn according to a lunar cycle. I might also be inclined to go with were-lions rather than wolves. Anmai has a more African palette of wildlife and you could maybe frame were-lions as some kind of curse spilling over from the devastation on Avva's Anvil.
39
Fantasy Craft / Re: Cheating death stories
« Last post by TheVastator on May 25, 2017, 12:05:54 AM »
ok, that must have been weird and funny at the same time :D

Also, the xenocamel queen is an horrible thought.
40
License to Improvise / Re: New Base Class: Entertainer
« Last post by Morgenstern on May 24, 2017, 06:21:57 PM »
Hey, guys. Another drive-by class posting here. Sorry.

  Never be sorry for a burst of creativity :).

Quote
The idea behind the Entertainer comes out of FantasyCraft's lack of a 'bard' class (just that specialty!); however, it is not a 'copy/paste' of the ideas that push a D&D or Pathfinder bard. This is an attempt to get all the way down to the root concept behind what the bard's role and purpose in a party is, then translate those ideas into FC. With that in mind, the ideas that I ended up settling on were concepts like "improving the party", "being the center of attention", and most importantly--"being the most likable person around."

With these things in mind, I cornered my GM, and we worked together to come up with the following class.

  Huh. I just made a bard seed class for one of my own projects so it'll be interesting to see other takes.

Quote
Core Ability: Rousing Audience: Your threats on your non-attack skill checks can be activated by Allies within close quarters.

Everybody Loves a Star: At Level 1, when you activate a threat on an Acrobatics, Bluff, Impress, or Prestidigitation check, you also improve the Disposition of each character within line of sight by 5 for this scene. You may target each character no more than twice per scene with this ability.

Benefit Performance: At Level 2, once per adventure per ally, you may give one of your action dice to that ally. Whenever you use this ability, you immediately gain one Rep. At Level 11, you may now use this ability once per session per ally, and the Rep gained rises to three. At Level 19, you may now use this ability once per scene per ally, and the Rep gained rises to five.

  Some good/fun ideas right off the bat, but the potential for gaining massive quantities of Reputation that would completely overshadow any character's Legend stat worry me. The Disposition shifts are also strong enough to really blow normal skill mechanics out of the water. I generally prefer action dice mechanics to work 1/session so they line up with the rate you get them. You also want the core ability to be action die oriented (when possible) and the thing you can most live without (always).

  So, a little shuffling...

Core Ability
Benefit Performance: Once per session per teammate, you may give that character one of your action dice to immediately gain 1 Reputation.

Class Abilities
Audience Participation: At Level 1, You gain +1 Legend and allies able to see and hear you may spend their action dice to activate your threats on non-attack skill checks.

Everybody Loves a Star: At Level 2, each time you critically succeed on an Acrobatics, Bluff, Impress, or Prestidigitation check you also improve the Disposition of every NPC within line of sight by 1 until the end of the current scene (to a maximum disposition improvement of 10).
At Level 11, you improve their disposition by 2 each time you critically succeed.
At Level 19 you improve their disposition by 3 each time you critically succeed.

Quote
Expanding Repertoire: At Levels 3, 7, 11, 15, and 19, choose one of your class skills. Your maximum rank in the chosen skill increases by 2. This bonus stacks with itself if you choose the same skill more than once. Otherwise, only the highest bonus to maximum rank, including any enlightened skill bonuses, may apply to each skill. Also, you immediately gain 1 skill point. You must spend this skill point in the chosen skill.

Skillful Performance: At Level 5, 9, 13, and 17, choose Acrobatics, Bluff, Impress, or Prestidigitation. Your threat range with the chosen skill increases by 1.

Bonus Feat: Silver of palm, silver of tongue. At Levels 4, 8, 12, 16, and 20, you gain an additional Skill or Style feat.

  Even for a specialist, these sort of step on each other, since skill feats tend to be your main skill bonuses and threat range improvements. Plus max skill caps are set up throughout the system to not stack.

  Bonus Feat: Silver of palm, silver of tongue. At Levels 3, 5, 7, 9, 11, 13, 15,17, and 19, you gain an additional Skill or Style feat.

  Polished Performance: At Level 4, 8, 12, 16, and 20, choose Acrobatics, Bluff, Impress, or Prestidigitation. Your lowest attribute rises by 1 and your threat range with the chosen skill increases by 1. You may choose the same skill more than once.

Quote
Worldwide Renown: At Level 10, all NPCs gain a bonus to their Knowledge checks to recognize you (FC, pg 187) equal to your Legend. Also, you gain a bonus to your Appearance equal to your highest Renown track against all NPCs who recognize you.

At Level 20, all NPCs instantly know your name and titles. Also, your Appearance Bonus increases by your total Renown instead.

Something, somewhere is going to explode sense tingling :). +10 to anything is scary. A potential +30? Kerblewie ;).

Quote
Receptive Audience: A good audience makes for a good performance. At Level 14, whenever you are awarded an Action Die by the GM, you may instead have it awarded to an Ally in close quarters. At Level 14, when an ally that can see or hear you scores a threat, you may spend your action dice to activate their critical success. Also, your action dice have a minimum result of your Legend. This cannot cause an action die to explode.

  Huh. That might solve the previous slot's issues.

  Eternal Fame: At Level 10, you gain a +2 bonus to your Appearance and Legend and all NPCs who recognize you instantly know your full stage name and titles.
  At level 20, this bonus increases to +4.

  Ensemble Cast: The greatest stars share the stage. At level 14, at the beginning of each session you gain a number of action dice equal to one-half of your Class Level (rounded down). These dice may only be spent to activate the critical successes of your allies who can see and hear you.
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