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 on: April 30, 2015, 04:29:29 AM 
Started by spinningdice - Last post by Mister Andersen

Action Dice: 1
"Assuming we hold the gatehouse until the bugbears reach it, can we then just go over the cliff and let the bugbears pass harmlessly above us?"

 on: April 30, 2015, 02:57:32 AM 
Started by spinningdice - Last post by Antilles
"Mmm, yes, even if we can arrange for the bugbears to go over the gatehouse in addition to through it, if the defenders are organized enough a couple pikemen with half a dozen archers around them would be able to hold the upper bridge pretty well. It would be worth it even then to avoid the archers using the upper bridge to rain death down on the lower bridge, but if we want it to be really effective we'll have to ensure the defenders can't properly organize themselves."

Aiden stares at the map while revisiting a though he'd had for a while now. "Once we shoot that signal into the air, the bugbears'll attack within the hour. Remaining in the watchtower to sabotage any attempts to organize sounds like a sound plan, but should we stick around once the attack begins? Fireaxe himself sounded like a decent enough fellow, but I don't think I'd trust the rest of that lot to see the difference between me and one of the defenders in the heat of battle..."

 on: April 30, 2015, 02:53:23 AM 
Started by Slashes-With-Claws - Last post by TheVastator
a golden rule we use as a group:
if there's a rule debate and it can't be solved quickly, the gm just decrees how the rule works and the session goes on.
At the end of the session the rule can be rechecked, discussed, fought upon freely until there is a solution.

Another good one is:
tell your players when you're wrong. You can't do everything right: more often than not, a simple "sorry guys, I've screwed this, give me a minute to fix the situation" works much better than "no, *you* are wrong!"

 on: April 30, 2015, 02:11:42 AM 
Started by DW - Last post by Antilles
The first thing that comes to mind, though it clashes with Improvisational Cooking II, is bumping everything up a level. If you don't have  kit, you're treated as if you have a kit. If you have a kit, you're treated as if you're in a Kitchen. If you're in a Kitchen... something. I'm not sure either what the appropriate bonus here would be. The rest of the Crafting chain, or some other kind of boost related to it?

 on: April 30, 2015, 12:02:55 AM 
Started by DW - Last post by DW
Just grab the cocktail upgrade from poisons?

That is, frankly, perfect.

Another thing I was tossing around that I'm not sure about:

Working in the Kitchen upgrade for Holdings into the class. I'd like to have any holding that he had invested reputation in have a free kitchen or make kitchens work better in general, but I'm not certain how to go about that. I don't have as much experience with Holdings as I'd like to.

 on: April 30, 2015, 12:00:09 AM 
Started by DW - Last post by DW
I got together with my GM to discuss the problems I was having with a couple concepts for the Chef class, and we ended up talking a lot, and as conversations meander, so too did this one. Ended up discussing archetypes that aren't really possible with the base classes as they currently stand with a bunch of other guys, and the idea of a debuffer (hurting opponents instead of buffing friends) came up.

Not gonna lie. This class is waaayyy more my GM's ideas than mine. But I'm good at taking dictation and typing, so I volunteered to type it up and see what people thought of it. Looking for as much feedback as you're willing to give me. Without further delay, the Breaker:


Some men are obviously dangerous. Their weapons are well worn and cared for, their physique broad and imposing. Others, though, just have a certain way about them. An odd quiet that sets your teeth on edge or a cold glance that renders others silent. With an almost unnatural calm, they go about their business, while others simply move out of their way. And when others don't move, they quietly use the same, unnatural calm to do to them what they do to everyone who stands in their way--they break them.

Depending on your campaign, a Breaker could be:

* A feared personal enforced with a dark reputation among the underworld as a savage killer.
* An unconventional, ruthless litigator always ready to bend (or break) the rules to see justice done.
* A morally uncompromising vigilante whose black and white world view alienates him from friends and enemies.
* A loyal manservant whose intense gaze unnerves opponents and allows his master to gain the upper hand.
* The protoypic "bad cop" who operates without a "good cop" to rein in his methods or tendencies.

Role: Backer/Specialist. The Breaker's debuffing aura helps his teammates both in and out of combat. His focus on mastering the Intimidate skill also lands him squarely in the specialist role.

Favored Attributes: Wisdom, Constitution, Charisma.

Class Skills: Athletics, Bluff, Disguise, Haggle, Intimidate, Resolve, Search, Sense Motive, Sneak, Tactics.

Skill Points: 6 + Int

Vitality: 9 + Con/level

Starting Proficiencies: 4

BAB, mid; Fort, mid; Ref, mid; Will, high; Def, mid; Init, Low; Lifestyle, Low; Legend, high.

Core: You'll Pay For That: Pain don't hurt. Each time you suffer damage (after DR and Resistances) from an opponent's melee or unarmed attacked, the opponent immediately suffers two stress damage.

Aura of Unease: At Level 1, opponents within close quarters who can see or hear you suffer a -1 morale penalty to all Opposed Skill checks against you and your teammates. Special Character can spend one action die to ignore the ability's effect. At levels 5, 9, 13, and 17 this penalty rises by an additional 1 each time.

Menace I: At Level 2, you gain the Black Cat feat and your Covert and Style feats count toward your uses of Black Cat.

Menace II: At Level 11, you gain the Jinx feat and you gain an additional number of uses of Black Cat equal to your starting action die.

Menace III: At Level 19, your gain the Tough Luck feat and all your feats count toward your uses of Black Cat.

Malice: Your demeanor affects others more greatly.  At Levels 3, 7, 11, 15, and 19, you may choose 1 one the following effects. Whenever you target an opponent with your Black Cat feat, that target also suffers this effect. Only one of these effects may be active at a time. When used, these additional effects are considered part of your Black Cat class ability. Changing which of these additional effects is active is a full round action. Each of these effects may be chosen only once.

Daunting Glare: Your Black Cat now also reduces the opponent's Melee and Unarmed Damage.

Demoralizing Glare: Your Black Cat now also reduces the opponent's Morale checks.

Disparaging Glare: Your Black Cat now also reduces the opponent's Will saves. This cannot be your first Malice choice.

Distracting Glare: Your Black Cat now also reduces the opponent's Reflex saves. This cannot be your first Malice choice.

Distressing Glare: Your Black Cat now also reduces the opponent's Defense value and Disarm checks.

Foreboding Glare: Your Black Cat now also reduces the opponent's Damage Reduction or Resistances.

Unnerving Glare: Your Black Cat now also reduces the opponent's Fortitude saves. This cannot be your first Malice choice.

Unsettling Glare: Your Black Cat now also reduces the opponent's Basic Attack checks.

Bonus Feat: You are a unique mix of flash and shadow. At Levels 4, 8, 12, 16, and 20, you gain 1 additional Covert or Style feat.

Unspoken Promises, Obvious Threats: At Level 6, 9, 12, 15, and 18, you pick one of the following options:  

All Outta Bubblegum: As a half action, you may force a special character or mob to make a DC 15 moral check or flee.

Always Ready: You may always act during surprise rounds.

Beguiling: (As the courtesan).

Bleeding Ulcer: Attack Trick - Stress damage you inflict also has the bleed condition.

Brief Monologue: Distract Trick - When performing a Distract Action, instead of reducing initiative you may inflict one grade of the Baffled Condition.

Come at Me, Bro: Threaten Trick - When you perform a Threaten action against an opponent, you may immediately perform a Taunt action with the same value against the same target.

Implied Violence: You may target a single character with a number of Browbeat checks during a scene equal to your starting Action Dice, and you may apply your highest and second highest shifts for your multiple browbeat checks.

Shake Down: You may now perform Bargain and Canvass checks with your Intimidate skill.

Sneak Attack: You gain one additional die of sneak attack damage.

Whisper Mob: You receive a Reputation discount for the Harassment favor equal to 1/2 your class level (rounded down).

Preceding Reputation: At Level 10, your Legend rises by 1. Also, it costs Special Characters 1 additional action die (total 2) to ignore your successful Coerce check or Aura of Unease ability. Finally, you may now have 2 of your auras from your Dreaded Aura ability active at once. At Level 20, your Legend rises by an additional 1 (total of 2), the action die cost to ignore your successful Coerce check or Aura of Unease ability rises to 3 action dice, and you may now have 3 of your auras from your Dreaded Aura ability active at once.

It's Gonna Get Worse: At Level 14, once per session as a free action, you may declare that you are "overwhelming." While "overwhelming," all of your additional auras from the Dreaded Aura ability become active and your Black Cat feat now automatically targets every opponent within (or entering) your close quarters range for the rest of the scene or combat (whichever is first). This Black Cat use only counts as 1 use of the feat's ability, regardless of the number of targets affected. You may voluntarily end "overwhelming" as a free action, otherwise it ends with the scene or combat.[/quote]

 on: April 29, 2015, 06:54:06 PM 
Started by foproy - Last post by Crafty_Pat
Mass Effect isn't God of War in Space, it's ...frankly it's Buck Rogers, but with the trimmings updated and the hero a heroine.

Spectacle isn't the point. Gigantic body counts isn't the point. It's not propaganda either. It's about Hope and how, though hard won and fragile, Life is worth defending because it's worth living.

All of this. Exactly all of this.

 on: April 29, 2015, 06:40:11 PM 
Started by Mister Andersen - Last post by Crafty_Pat
I recall the Miami Vice stunt show from forever ago at Universal Studios LA. It was awesome covered in awesome, with some awesome sprinkles and a side of awesomesauce. Stunt shows rule.

He speaks true, ladies and gentlemen. A Bond show like that would be stratosphericly sweet.

 on: April 29, 2015, 06:38:45 PM 
Started by Crafty_Alex - Last post by Crafty_Pat
It would be a disaster for my gaming table if you guys would close the doors.

Please do what you need to do to stay around and release cool stuff. Cheesy

Thanks guys! We really appreciate the understanding. Crafty's evolved quite a lot over the last couple years. We've had to shift directions a bit, prioritize a lot more than we'd like, and ultimately make some calls in the best interest of the company that were not obvious paths for us when we started - but that's the name of this publishing game. You adapt to grow, and grow to adapt.

We'll be around for a good, loooooong while yet. We may sometimes be slow but we're also methodical and careful. We've weathered several company-killing events over the last decade and we're still here. I don't see why anything else would take us out.

 on: April 29, 2015, 05:48:57 PM 
Started by spinningdice - Last post by Mister Andersen

Action Dice: 1
Janus makes a noise of irritation. "Did I not just say the whole reason for the ladders was to grant them access to the secondary bridge? Avoiding that particular slaughter being a concept clearly inherent to the statement. But you are at least correct that without a sound knowledge of how the defenders have arranged themselves, we seem to b talking more or less in circles."

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