Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
December 19, 2014, 03:21:49 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 ... 8 9 [10]

 91 
 on: December 17, 2014, 01:19:25 PM 
Started by Kadrok - Last post by Kadrok
4. Presumably because when making magic items it's less about the items and more about the magic.
It's a relief I don't have to take 9 feats. 6 is already a big commitment.
(In fact, I've a house rule/clarification that the crafting check to make an item magical doesn't actually create the item, it must be supplied in advance. Mostly to solve the issues of upgrades/qualities and to avoid getting a suit of articulated plate for 5 Rep.)
I like it.
5. Because he can ensure he (and the rest of the group) gets what they want, how they want it, when they want it?
Well... not quite when... after an exhausting chain of downtimes Smiley
Replacing essences and charms? Artifacts?
It still seems like a very steep investment (feat and otherwise) for those abilities.

 92 
 on: December 17, 2014, 12:07:33 PM 
Started by Desertpuma - Last post by Desertpuma
For FC, how would you handle a PC running an estate? Would you just chalk it up to Downtime? Is there a particular Skill you would use or just reduce it to a Knowledge check followed by a Wisdom check?

I'm curious because of the things I admit to stealing for my home game is from the ASOIAF RPG (aka the GoT RPG) put out by Green Ronin is their House Creation system for creating a Noble House and its history. I was looking for advice on is how to switch over the Stewardship aspect of their Status Skill. 

Other aspects of the Status Skill include Breeding (a blend of knowledge of customs, history & procedures w/court etiquette), Reputation (equal to Noble Renown), and Tournament (basically a knowledge check on Tournament history like what knights were there and who won the joust in the last two decades). In short sum, a couple of Knowledge checks and Noble Renown easily handle the other aspects of the Status Skill but the Stewardship one eludes me as it is used for administrating, growing, and managing your lands.

Any thoughts?

 93 
 on: December 17, 2014, 10:00:40 AM 
Started by Crafty_Pat - Last post by Krensky
Query regarding Turning: it seems very "heads you lose, tails I win". If an opponent fails their save vs turning, they have to move away from the person Doung the Turning, fine... but if they succeed, they still become frightened? Success seems even worse than failure, unless I'm reading it wrong?

You have it backwards.

If the turned makes their save they have to move 30' away but can still do other things. Even make ranged attacks.
If they fail the save they're frightened and have to flee in terror.

 94 
 on: December 17, 2014, 09:58:20 AM 
Started by Kadrok - Last post by Antilles
4. Presumably because when making magic items it's less about the items and more about the magic. (In fact, I've a house rule/clarification that the crafting check to make an item magical doesn't actually create the item, it must be supplied in advance. Mostly to solve the issues of upgrades/qualities and to avoid getting a suit of articulated plate for 5 Rep.)

5. Because he can ensure he (and the rest of the group) gets what they want, how they want it, when they want it? Replacing essences and charms? Artifacts?

 95 
 on: December 17, 2014, 09:54:33 AM 
Started by waterdhavian - Last post by TheTSKoala

I wonder if Bullet facing high intensity lights defeat the targeting? 

I was thinking kids popping pills at parties and raves as much as anything else.

I'm not sure how effective it is.  Speed, maybe?  Molly?  That stuff is such a toxic waste pit, who knows whats in it to begin with.  The scanner would scan and tell you "Yep.  This is some toxic shit." lol.  Though you could use it for Oxy and Barbs too.

 96 
 on: December 17, 2014, 09:10:32 AM 
Started by Crafty_Pat - Last post by paddyfool
Query regarding Turning: it seems very "heads you lose, tails I win". If an opponent fails their save vs turning, they have to move away from the person Doung the Turning, fine... but if they succeed, they still become frightened? Success seems even worse than failure, unless I'm reading it wrong?

 97 
 on: December 17, 2014, 06:38:55 AM 
Started by paddyfool - Last post by paddyfool
Inspired by Giant Slayer BMS (AC), and Claire Redfield's Ghost Hunting feats, here are a few more Basic Combat feats for specific opponents:

CONSTRUCT SMASHING BASICS
Anything that is made can be unmade
Prerequisites: None
Benefit: Your attacks may bypass any immunity to Sneak Attack damage possessed by Constructs.
Also, you gain a stance:
Static Shock (Stance): Your melee and unarmed attacks also deal 2 electrical damage while in this stance.

CONSTRUCT SMASHING MASTERY
This statement is a lie.
Prerequisites: Construct Smashing Basics
Benefit: Melee and unarmed attacks by adjacent allies also deal 1 electrical damage while you are in your Static Shock stance.
Also, you gain a trick
Logic Loop (Taunt trick): Take a -2 penalty to this Taunt trick (-5 if the opponent is not a Construct).  On success, they are also Slowed for one round.

CONSTRUCT SMASHING SUPREMACY
Destroy all robots
Prerequisites: Construct Smashing Mastery
Benefit: Damage granted by the Static Shock stance bypasses Electricity immunity.
Also, you gain a trick:
Weak spot (attack trick): If your attack result exceeds a standard Construct targetís defense by 10 or more, he
immediately fails this damage save.  You may use this trick once per round.

[Not entirely happy with the supremacy trick; also tempted to add something that keys off Lumbering, or some disabling strike that Stuns a construct for a round]

SLAYER OF HORRORS
You've seen and despatched your fair share of unnatural things.
Prerequisites: None
Benefit: You are immune to any specific reduction of either your Will save or the threat range of your attacks.

BANISHER
You guard the very plane's stability from otherworldly threats.
Prerequisites: Ability to turn Outsiders or Elementals
Benefit: Your attacks gain +1 damage vs Outsiders or Elementals, and you also gain a trick:
Words of warding (threaten trick): The error rate of this action by 1.  On a success against an Outsider or Elemental, they also become Frightened of your character.
Words of dismissal (turning trick): If any standard characters with the Outsider or Elemental type fail their save vs Turning by 5 or more, they also fail a damage save.

OLD ENEMIES
Crush them.  See them driven before you.
Prerequisites: None
Benefit: Select a type from the following list: Undead, Spirit, Horror, Outsider, Elemental, or Fey.  You gain the Favoured Enemy ability and the Turning ability for this type.  However, the disposition of any members of this type who are aware of your identity reduces by 10.

 98 
 on: December 17, 2014, 05:58:53 AM 
Started by Valentina - Last post by Valentina
Hey, we cover the Tom Coburn thinger? Huh?

 99 
 on: December 17, 2014, 05:39:44 AM 
Started by Kadrok - Last post by Kadrok
4. Is there any reason the Crafting Basics/Mastery/Supremacy chain doesn't improve a character's ability to make magic items (which, having reread the crafting and magic item sections, I now understand requires building up rep through crafting checks in downtime)? Also;

5. Just so I understand this... what advantage does an Essencebinder/Charm...er...guy have over someone without these feats in a world in which magic items can be bought? Both require rep to be accumulated, both can build this rep up in Downtime checks (in fact the Enchanter looks limited to Downtime checks, whereas the non-Enchanter can also contribute Adventure rewards), both fall victim to the GM veto Hammer (though to different degrees). So it looks like I'd be investing upwards of 4, probably 6 or more, feats and all of my downtime checks to be able to painfully slowly create relics of doom... so I guess I'm asking, are the Essence/Charm feats only valuable in Campaigns in which Magic Items aren't too common (such that what I would want could be bought or found) or Campaigns in which Magic Items aren't so rare that the GM has disallowed the Essence/Charm feats.
On the plus side... I love the feats... Sauron totally took them, and the One Ring was the Artifact he got to make for one of his Supremacy Feats... it just seems they need the right Campaign to support them.

EDIT: Sorry I seems stuck on this; I love the feats, I'm just wrestling with their value. Would any GMs out there allow them in, say, a Cloak and Dagger campaign?

 100 
 on: December 17, 2014, 05:21:54 AM 
Started by ephealy - Last post by ephealy
Man, would I love to see all nine of the Kickstarter Exclusives...

Pages: 1 ... 8 9 [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!