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 on: October 23, 2014, 06:01:42 PM 
Started by Mister Andersen - Last post by Morgenstern
Man, that Ultron trailer is SERIOUSLY stuck in my head now. And its somewhat hilarious how much of the screen time is frittered away on an Ironman-Hulk fight that could be nearly irrelevant to the main story. Must be nice to have something that badass and iconic you can use as a throw away subplot/loose footage.

 on: October 23, 2014, 04:36:15 PM 
Started by Ares - Last post by Nuaurpy
2 points of feedback. I'd make Polymorph a level 5 spell and up the limit to 80 and give it Natures Ally III. That A) feels like a better natural progression. B) makes the spell more potent rather than feeling like kind of a weak upgrade to Alter Self (20 xp more for 2 bonus spell points) and also C) prevents someone from spell secreting it and using Spell conversion Casting time to gain an identical in use but superior spell for the same level.

Other point of Feedback I think that Elemental weapon needs to be bumped up to at least level 3. In terms of power I'd put it on par with Magic Weapon II, which is a 4th level spell. As a second level spell it can give your Combatant any kind of damage type he needs. You can deal extra damage to unarmoured targets, or destroy the armour of well armoured humanoids. You can Bi-pass DR entirely, you can deal subdual or lethal damage on a whim, either of which can ignore DR. You can grab electrical for a decent debuff or fire to ... well light someone on fire. It's extremely versitile and powerful for a low level spell that I would almost certainly take without question. I'd probably take SC:CT as well so that I could use it before a fight at level 3.

 on: October 23, 2014, 04:21:12 PM 
Started by Ares - Last post by Ares
Naming conventions aside, my reasoning is as follows:

Summoning: I want to introduce a high risk/reward summon that gives the Infernalist a bit more to do.

The elemental damages could be split into separate spells.
I consider the effects of the eldritch weapons more powerful than the elementals because they either have an area effect or create a very powerful control effect on a high damage weapon (Bang can stun, Flash blind, also there is no spell effect to counter the damage)

Considering, that you can buy exotic damage really cheap as a magic item, I don't think the spells would unbalance the game unduly.

 on: October 23, 2014, 03:48:24 PM 
Started by Ares - Last post by Mutt
A few comments right off the bat (I can't say anything about the balance of these since I don't know how to homebrew spells, but I can at least comment on them):

Alter Self/Polymorph/Shapechange seem to be straight upgrades to each other, and so they should be named the same. Polymorph I/II/III would be better.

Summoning Circle is an odd effect, as it provides many useful benefits at not too much of a cost.

Elemental/Eldritch Weapon are, again, basically the same effect but added onto; Eldritch Weapon I/II would be better. A more pressing concern is the choice of damage types; such variability in damage is extremely powerful, moreso due to the fact that Fantasy Craft does a lot more with their typings compared to TOG's 'they all do damage, and it really only matters if something has resistance to one or another'. The fact that the lower level spell gains the more potent and useful typings (beyond Divine and Stress, at least) strikes me as bizarre.

Teleportation Circle smacks way too close of introducing the Tippyverse to Fantasy Craft, but is at a high enough level that only the most dedicated Mages or specialist spellcasters could access it anyway. It's cautiously alright.

Dazzle and Eldritch Ammunition are fine as they are; I see no problem with either of them.

 on: October 23, 2014, 02:56:54 PM 
Started by Ares - Last post by Ares
So, there are a few spells I miss, that will probably be addressed in Spellbound.
Since I don't have access to the preview, I'll try to improvise/extrapolate those from the existing ones:

Level: 2 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: You assume the form of 1 of the animals from Summon Natures Ally I (page 138) as a special NPC. All your possessions are absorbed into the new form and can not be used during the transformation. With GM approval, you may modify your choice, choose an animal from the Bestiary (see page 253), or build a new NPC, so long as it has the Animal Type and a maximum XP value of 50.
As long as you are transformed, you only have access to the skills and abilities of your new form, including physical and mental attributes. Your vitality in your new form can not exceed your normal vitality maximum. Your new form starts with full wounds, but your current vitality. You keep all conditions you currently suffer from.

Level: 5 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Alter Self, but your new NPC form can have up to 80 XP based on Natures Ally III and may be of the animal or your own type.

Level: 9 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Polymorph, but your new NPC form can have up to 120 XP based on Natures Ally V and may be of any type. Once per round as a free action you may change your form into another.

Summoning Circle:
Level: 5 Calling
Casting Time: 1 hour
Distance: Close
Duration: 1 minute per Casting Level (enduring)
The summoning circle is designed to empower the call from beyond spells:
- the summoned entity becomes a special NPC
- the duration of the call from beyond spell increases to one hour/casting level
- the XP limit increases by 5 XP per spellcasting feat possessed
- the entity may have customized abilities (DM discretion is advised), if the PC has acquired a true name somehow
- A telepathic connection with unlimited reach is established between the summoner and the entity

This added power comes at a price:
A Summoning Circle can be used only for one specific entity.
The NPC is not a willing servant and must be given precise instructions while it's held within the summoning circle.
To dismiss the entity prematurely it has to be called back to the circle.
The summoner can either use haggle, impress or intimidate to establish control over the summoned entity:

- Haggle: The entity performs a free service from page 168 or a favor (full price, maximum reputation cost of caster lvl.) from page 188f (only entities of 100+ XP can grant favors) if it's within its powers (the brawler won't be much help as a legal advocate) Haggle DC: as the spell's DC. Every two points of the role above the DC reduce reputation costs by 1

- Intimidate: The entity follows instructions like a normal summon, but a successful Knowledge Check DC 20 is needed to avoid leaving any loopholes. If either of these checks fail, the entity will turn against the summoner at the soonest opportunity after performing the first service. Intimidate DC: as the spell's DC.

- Impress: The entity follows general instructions but remains free in its decisions and acts as an NPC under the control of the DM. If successful, the entity will not turn on the PC and generally be benevolent. Impress DC: as the spell's DC + Spell Level

A summoned entity starts with a cold disposition towards the summoner. If the same entity is summoned again it retains the disposition it had when it left. If a control roll fails, the summoned entity immediately becomes an enemy NPC after it has left the circle. Control rolls should be made covered by the GM. A generous GM might allow a sense motive check to avoid setting the hostile entity loose.

Level: 4 Conversion
Casting Time: 1 half action
Distance: Touch
Duration: 1 minute/casting level (dismissible)
Effect: One melee weapon changes it's damage type to fire or acid

As Burning Blade except damage changes to cold or heat

As Burning Blade except damage changes to electricity or bang

As Burning Blade except damage changes to force or stress

As Burning Blade except damage changes to divine or flash

As Burning Blade except damage changes to sonic or explosion (cone, blast 1)

Level: 3 Force
Casting Time: 1 half action
Distance: Touch
Duration: 1 hour/casting level (dismissible)
Effect: A quiver for a bow or hurled weapon becomes enchanted. During the duration this quiver provides an endless supply of ammunition. The ammunition does force damage but possesses no other qualities.

Level: 9 Compass
Casting Time: 1 hour
Distance: 2x2 area within touch distance
Duration: 1 week (dismissible, enduring)
Effect: A (semi)permanent connection to a specific place the caster has been before is established. Any sentient creature entering the field is teleported instantly to this destination per the rules of Teleport II.
If the destination also contains a Teleportation Circle, the transport succeeds without fail, but only if the receiving circle is free of any major obstacle or occupant. To spot such a circle a DC 20 notice or search check is necessary. As a trap the circle is considered as a soft 2, 1 challenge trap with complex mechanism and hair trigger upgrade.

Level: 2 Illusion
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level (dismissible)
Saving Throw: Will negates (disbelief)
Effect: A creature relying on blindsight is bombarded with illusory sensations making it impossible to discern what is within the spells reach. The spell only impairs blindsight but counts as extreme noise (comp. page 71)

 on: October 23, 2014, 11:49:57 AM 
Started by Curator - Last post by TKDB
I've got that spooky fey species I just posted up a few days ago, plus a few Paths:

Path of Blood
  • Blood I: You inflict additional damage with attacks with the bleed quality equal to your Blood Step.
  • Blood II: You may cast Death Knell twice per scene.
  • Blood III: You gain the Ferocity Basics feat.
  • Blood IV: You gain the Bloody Mess class feature (see p. 33).
  • Blood V: Whenever an adjacent opponent takes damage from bleeding, you recover that much vitality.

Path of Cruelty
  • Cruelty I: You gain bonus damage equal to your Cruelty Step against helpless and sprawled characters.
  • Cruelty II: You may cast Blindness/Deafness and Ray of Enfeeblement once per scene.
  • Cruelty III: You may cast Bestow Curse and Cause Wounds IV once per scene.
  • Cruelty IV: You gain the Bloody Mess class feature (see p. 33).
  • Cruelty V: You may cast Resilient Sphere II and Mass Cause Wounds III once per scene.

Path of Terror
  • Terror I: You gain a +5 bonus to Intimidate checks.
  • Terror II: You may cast Insanity I and Scare II once per scene.
  • Terror III: You gain the Menacing Threat quality. Also, you may cast Phantasmal Killer once per scene.
  • Terror IV: You gain the Horror type and the Unnerving NPC quality.
  • Terror V: You gain the Fearsome NPC quality.

 on: October 23, 2014, 08:36:35 AM 
Started by RusVal - Last post by Mister Andersen
Humanity - we have flight, fight, or (these days) fuck down to a precise art.

 on: October 23, 2014, 08:28:07 AM 
Started by Mister Andersen - Last post by Mister Andersen
We've been watching the back to the future trilogy, and the saying that the middle film in such things tends to be the weakest holds true here. Mostly because most of the middle section of the film in the alternate 1985 could have been rendered moot simply by looking at the "last time visited" section of the time circuit display, which would at least have instantly revealed the time they needed to get to in order to resolve the paradox.

But that aside this trilogy is just so much damn fun even though or perhaps especially because you know what's about to happen, with effects that were at the time cutting edge and even today hold up pretty well. And even nigh 30 years later, that deLorean remains one hell of a sweet ride, landspeed soundenhancement and all..

 on: October 23, 2014, 08:06:01 AM 
Started by RusVal - Last post by Morgenstern
  Its like seeing the inner rage and embarrassment of Farthest Star given a voice Smiley.
  Humans get to be the dominant species in their slice of the galaxy, and have had a few episodes where they've met the alien and the knee jerk reaction to things that startle us has lead to tragedy - mostly for the other guy. On the whole they are trying to do better, and the people who actively pursue lifestyles that could lead to a first contact are well coached in not opening fire just because it's revolting, but accident still happen and the thoughtful types back home just keep hoping we don't stumble over anything that could hit back really hard...

 on: October 23, 2014, 07:55:24 AM 
Started by foproy - Last post by Morgenstern
  I just cruised over to my local gamestore to pre-order it about 10 hours ago. I had successfully let it sneak up on me. Gotta get some work down today because tomorrow belongs to BE Smiley.

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