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Author Topic: New Origins  (Read 3834 times)
Aragathor
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« Reply #15 on: August 18, 2007, 10:03:24 PM »

Black Shirt: You are a camicie nere, brave but not really trained in the art of war.
•   [1.0]Bonus Feat: Glint of Madness
•   [1.5] You gain the Rifle and Submachinegun weapon proficiencies
•   [1.5] Once per scene, you may roll 2 dice when making a will save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14.
•   [3.0]+2 to highest attribute (max 20), -2 to lowest attribute.


Sharpshooter: You could end the war with one shot from your rifle.
•   [1.0]Bonus Feat: Marksmanship Basics
•   [1.0]You gain the Rifle weapon proficiency
•   [1.0] Your mission gear includes an additional 4 upgrades which may only be applied to weapons or security gear picks.
•   [4.0] You gain +1 bonus to Called Shot attacks, with an additional +1 bonus at Career Levels 5,10,15 and 20


Finally done with the WWII origins.
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Aragathor
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« Reply #16 on: September 22, 2007, 09:27:17 AM »

Heyoka: You're the contrary, the guy who goes left when everyone goes right, the guy who always questions everyhing others say.
[1.0]Bonus Feat: Fortunate
[1.0]Once per session, you may request a hint from the GC for which the GC gains no action dice. If the GC refuses, you gain 1 bonus action die
[1.0]You gain 1 additional interest at Career levels 0, 2, 6, 10, 14, 18
[4.0]You gain a +1 morale bonus to action die results. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
« Last Edit: April 06, 2008, 01:55:13 PM by Aragathor » Logged

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Krensky
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« Reply #17 on: September 24, 2007, 05:01:13 PM »

This may be in the wrong thread, but it was inspired here.

Heyoka made me think of a char from a book named that, which made me think.  To racial talents represent physical traits, cultural ones, or some odd mix?  Say you have an elf raised by humans?  Or, apropos to what sparked this, an alien with some useful racial traits raised from birth as a human?

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Desertpuma
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« Reply #18 on: January 15, 2009, 12:43:24 PM »

What about the Predator race as a Talent? ... Any thoughts?
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Crusader Citadel

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Mister Andersen
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« Reply #19 on: January 15, 2009, 01:13:17 PM »

There's been a couple around.

I'd say at the very least you're looking at a Large (1x1) semi- or quasi-human, claw I natural attack, +Str and/or Con, -Wis (without their helmet, their visual range dramatically decreases, either a banned checks -- or a limitation that says unless the grab it as an origin class skill it's always always cross-class -- on Sense Motive checks targetting anyone outside their species because they're such collosal self-aggrandising dicks the average Pred just can't think that low out of the box (a species feat would unlock this), insight bonus to Athletics (yes I know it's cass for talents and insight for specialties but I've always thought that was the wrong way around to do it), heat resistance, achilles heel for cold, a minimum amount of thick hide, climb checks without kits.
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ThunderMonkey
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« Reply #20 on: January 15, 2009, 02:53:04 PM »

My understanding of the Predator race is that naturally see in the heat spectrum and the helmet just gives them additional options, including increased range.

I wouldn't penalize them too much, they do see to have the same range as we do.
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Mister Andersen
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« Reply #21 on: January 15, 2009, 09:34:01 PM »

The final fight in P1 shows their natural IR sight to be fairly poor and flaring crazily -- once Dutch gets more than a few yards ahead of him, he basically has to track him by sound (and likely scent -- the inside of those mandible flaps probably work in a manner identical to a snake's tongue). The helmet not only increases their natural visual range but also filters it like crazy for them.

The fact they have natural IR vision at all suggests that they should actually come from a cold planet because IR in a hot enviroment is actually a massive hinderance and hunting in hot conditions is probably something of a display of machismo rather than them being cry babies about Earth being a little on the nippy side (and AVP did show them happily running around in their usual armoured lingerie in the Antartic). but most of the EU stuff has stupidly run in the opposite direction (as does AVP2)
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Commander
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« Reply #22 on: February 07, 2009, 09:24:39 AM »

Hi everybody.
This is my first post here and i will use it to introduce some new origins:
I tried to follow origins calculation guidelines but do not always respect them

New Talents
Resilient
You can endure severe punishment while keeping a stone cold expression.
+2 CON, -2 INT

Intimidate and Resolve are always class skills for you. Further, your result cap with these skills increases by 5 (max 60)

You gain a +1 insight bonus with Will saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16 and 20

Inquiring
Every puzzle or every closed door hide a mystery that must be unveiled.
+2 WIS, -2 STR
You gain 1 extra Interest at Career Levels 0, 2, 4, 6, 8, 10, 12, 14, 18 and 20

Your threat range with Analysis checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10,15 and 20

Energic
If you stop moving, you fall.
+2 STR, -2 CON

You gain the Surge of Speed feat

You gain a +1 insight bonus with action die results. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16 and 20

Cautious
There are no such things as "small details", everything is important.
+2 INT, -2 CHA

You gain an additional Science Focus or Forte

Analysis is always a class skill for you. Further, your result cap with this skill increases by 5 (max 60)

Your threat range with Search checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10,15 and 20

Attractive
You don't have to ask, your friends are already on their way to help you.
+2 CHA, -2 DEX

You gain 2 acquaintance-grade contacts. These contacts each improve by 1 grade at Career Levels 6, 12 and 18.

Once per session you may make any 1 Request check of any type without spending an action die.

Solitary
You work best when alone
+2 DEX, -2 WIS

You gain a +1 bonus to Initiative. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16 and 20

Your threat range with Survival checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10,15 and 20

New Specialties
Gangsta
The street had taught you everything you need to know
Bonus Feat: Urban Training

You gain the Handgun and Submachine Gun weapon proficiencies

You gain a +1 bonus to Spending Cash. This bonus increases by an additional +1 at Carrer Levels 4, 8, 12, 16 and 20.

Collector
You own a lot of valuable things and you know how to protect them.
Bonus Feat: Extra Gear

Once per session you may make a Security Device Request check without spending an Action Die.

Analysis is always a class skill for you. Further, your result cap with this skill increases by 5 (max 60)

You gain a +1 bonus to Possessions. This bonus increases by an additional +1 at Carrer Levels 4, 8, 12, 16 and 20.

V.I.P.
It's not what you know but who you know ...
Bonus Feat: Political Clout

You gain 1 Profession skill focus and 1 forte related to this focus.

You gain a +1 bonus to Lifestyle. This bonus increases by an additional +1 at Carrer Levels 4, 8, 12, 16 and 20.

Courier
You deliver packages. But, sometimes, it's not that simple.
Bonus Feat: Escape and Evasion Training
Further, you are considered to have 1 additional Terrain feat for the purpose of  determining your maximum synergy bonus with checks made as a prey of a Manhunt.

Once per scene, you may roll 2 dice when making a Reflex save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14 .

You gain a +1 insight bonus with Blend and Streetwise checks. This bonus increases by an additional +1 at Carrer Levels 4, 8, 12, 16 and 20.
« Last Edit: February 07, 2009, 09:26:39 AM by Commander » Logged
Desertpuma
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« Reply #23 on: February 07, 2009, 10:48:58 AM »


Gambler Specialty
===================

You make your living in casinos.

1 pt: Bonus Feat: Card Shark

1 pt: Streetwise is always a class skill & the result cap is increased by 5 (max 60).

1.5 pts: Gain Profession Skill Focus & Forte: Gambler

3.5 pts: Each time you gain 1 or more ranks in Streetwise, you also gain an equal
 number of ranks in Bluff. This may not increase Bluff beyond its maximum rank.


This sets up nicely for the opportunity to take Talented as feat covering either Actor (Bluff & Impress) or Fence (Streetwise & Sleight of Hand).
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Crusader Citadel

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