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Author Topic: [Brainstorming] Mastercraft Stargate  (Read 4114 times)
Mister Andersen
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« Reply #45 on: September 01, 2010, 04:33:07 AM »

Quote from: Mister Andersen
Forcibly removing the symbiote is fatal because they kill the host out of spite.

So agreement, Y/Y?
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Aldus Vertten
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« Reply #46 on: September 01, 2010, 04:54:37 AM »

Quote from: Mister Andersen
Forcibly removing the symbiote is fatal because they kill the host out of spite.

So agreement, Y/Y?

Agree. this effect is a kind of dead man's trigger. If you try to take them out, they intentionally kill the host. Alien technology is the only way of doing it in a way that makes the goa'uld unable to do this...

by the way... what does Y/Y means?
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Mister Andersen
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« Reply #47 on: September 01, 2010, 05:15:47 AM »

Yes/Yes, as opposed to Yes/No
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Catodon
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« Reply #48 on: September 02, 2010, 04:07:34 PM »

Quote from: Mister Andersen
Forcibly removing the symbiote is fatal because they kill the host out of spite.

So agreement, Y/Y?
yep here too.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Mister Andersen
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« Reply #49 on: September 03, 2010, 01:16:44 PM »

Human Talents

National Intelligence Department. You are a dedicated member of the organisation providing civilian oversight of the American Black Ops community, including the Stargate programme. It is a somewhat thankless job with its own agenda.
     Requirement: Interest (United States)
·    Attributes: +1 to lowest attribute, then +1 to lowest attribute. [1.5]
·    Disliked: The starting Disposition toward you of anyone associated with the SGC who is aware of your Talent is reduced by 5. [-0.5]
·    Linguist: You gain 2 additional language Interests. [1.0]
·    National Pride: During dramatic scenes, opponents without Interest (United States) suffer a -1 penalty to all skill checks opposed by you. [1.0]
·    Origin Skill: You gain Investigation as an Origin skill. [1.0]
·    Repartee Basics: You gain the Repartee Basics feat. [3.0]
« Last Edit: September 08, 2010, 12:43:40 PM by Mister Andersen » Logged

Mister Andersen
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« Reply #50 on: September 04, 2010, 10:39:19 AM »

US Air Force. You are or were a trained airman of the United States Air Force.
·   Attributes: +2 Any, -2 lower of Constitution or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]
·   Origin Skill: You gain Drive as an Origin skill. [1.0]
·   Sharp Mind: You gain 1 additional skill point each level. [2.0]


US Army. You are or were a trained soldier of the United States Army.
·   Attributes: +2 Any, -2 lower of Wisdom or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Origin Skill: You gain Resolve as an Origin skill. [1.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]
·   Tenacious Spirit: You gain 1 additional vitality point each level. [2.0]


US Coast Guard. You are or were a trained mariner of the United States Coast Guard.
·   Attributes: +2 Any, -2 lower of Dexterity or Charisma. [0.5]
·   Basic Training: You gain the Small Arms proficiency and the Military study. [1.0]
·   Double Boost: You may spend and roll 2 action dice to boost Wisdom-based skill checks. [2.5]
·   Inquisitive Mind: You gain 2 additional Interests. [1.0]
·   Origin Skill: You gain Athletics and Sense Motive as Origin skills. [2.0]


US Marine. You are or were a trained marine of the United States Marine Corps.
·   Attributes: +2 Any, -2 lower of Intelligence or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Enlightened Athletics: Your maximum Athletics rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. [1.0]
·   No Pain: You may ignore the first fatigued or shaken condition you would gain each scene. [2.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]


US Navy. You are or were an able bodied sailor of the United States Navy.
·   Attributes: +2 Any, -2 lower of Dexterity or Charisma. [0.5]
·   Basic Training: You gain the Small Arms proficiency and the Military study. [1.0]
·   Double Boost: You may spend and roll 2 action dice to boost Intelligence-based skill checks. [2.5]
·   If I Recall…: You gain a +5 bonus on all knowledge checks if you have 4 or more ranks in the skill being used. [2.0]
·   Origin Skill: You gain Drive as an Origin skill. [1.0]
« Last Edit: September 04, 2010, 11:38:21 AM by Mister Andersen » Logged

Doublebond
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« Reply #51 on: September 04, 2010, 10:53:03 AM »

US Air Force. You are or were a trained airman of the United States Air Force.
·   Attributes: +2 Any, -2 lower of Constitution or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]
·   Origin Skill: You gain Drive as an Origin skill. [1.0]
·   Sharp Mind: You gain 1 additional skill point each level. [2.0]


US Army. You are or were a trained soldier of the United States Army.
·   Attributes: +2 Any, -2 lower of Wisdom or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Origin Skill: You gain Resolve as an Origin skill. [1.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]
·   Split Decision: You may take 2 Ready actions at the same time as 1 full action, each with separate triggers and reactions. After the first of the 2 triggers occurs, the other Ready action is lost. [2.0]


US Coast Guard. You are or were a trained mariner of the United States Coast Guard.
·   Attributes: +2 Any, -2 lower of Dexterity or Charisma. [0.5]
·   Basic Training: You gain the Small Arms proficiency and the Military study. [1.0]
·   Double Boost: You may spend and roll 2 action dice to boost Wisdom-based skill checks. [2.5]
·   Inquisitive Mind: You gain 2 additional Interests. [1.0]
·   Origin Skill: You gain Athletics and Sense Motive as Origin skills. [2.0]


US Marine. You are or were a trained marine of the United States Marine Corps.
·   Attributes: +2 Any, -2 lower of Intelligence or Charisma. [0.5]
·   Basic Training: You gain the Long Arms proficiency and the Military study. [1.0]
·   Enlightened Athletics: Your maximum Athletics rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. [1.0]
·   No Pain: You may ignore the first fatigued or shaken condition you would gain each scene. [2.0]
·   Last Chance: You may spend and roll 2 action dice to boost any save. [2.5]


US Navy. You are or were an able bodied sailor of the United States Navy.
·   Attributes: +2 Any, -2 lower of Dexterity or Charisma. [0.5]
·   Basic Training: You gain the Small Arms proficiency and the Military study. [1.0]
·   Double Boost: You may spend and roll 2 action dice to boost Intelligence-based skill checks. [2.5]
·   If I Recall…: You gain a +5 bonus on all knowledge checks if you have 4 or more ranks in the skill being used. [2.0]
·   Origin Skill: You gain Drive as an Origin skill. [1.0]


If it were possible I would know less than nothing about Stargate, but wouldn't those things work better as talents? In my mind, talents have always described how you are while specialties what you did (or still do).
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Mister Andersen
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« Reply #52 on: September 04, 2010, 11:03:40 AM »

At what point did I say they weren't talents?
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Doublebond
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« Reply #53 on: September 04, 2010, 11:06:34 AM »

At what point did I say they weren't talents?

That's the biggest goof I've made in a long while. I meant to ask whether they wouldn't work better as specialties. Apologies.
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Mister Andersen
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« Reply #54 on: September 04, 2010, 11:30:29 AM »

And yet your first post got the right of it. Organisations generate talents that represent paragons
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Mister Andersen
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« Reply #55 on: September 07, 2010, 08:45:57 AM »

As a result of building the various military specialties, I've been rethinking the Asgard.


Asgard. One of the most powerful of races still active in the galaxy, you have a tremendous heritage to live up to. But your time is running out.
    Type: Small Folk (1x1, Reach 1). Your maximum wounds equal your Constitution score × 2/3 (rounded up). [0.0]
·   Attributes: +4 Intelligence, -2 Strength, -2 Constitution. [3.0]
·   Speed: 20 ft. [-0.5]
·   Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger races. Any effect that cures or restores your vitality has only one half the normal effect (rounded up). [-2.0]
·   Celebrated: Your Legend increases by 2. [2.0]
·   Enlightened Crafting: Your maximum Crafting rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. [1.0]
·   Iconic Classes: If you have more levels in any base class than your highest level in either the Keeper or Sage classes, your starting action dice decrease by 1. [-1.0] 
·   If I Recall: You gain a +5 bonus to Knowledge checks. [2.0]
·   Iron Will: You gain the Iron Will feat.  [3.0]
·   Limited Proficiencies: Your starting Proficiencies are reduced by 2 (minimum 0). [-0.5]


The Asgard are probablly a very good example of a species where the (now more palatable) Iconic Class penalty is justified, as their whole schtick is a cerebral species that ran head-long into an evolutionary dead-end. And by steering the character build towards the class granting extra skills, that means you can gank Well Rounded in favour of Iron Will, which better reflects the race's well entrenched stubborness. Their Int bonus not only makes Enlightened Crafting desirable, but that benefit plays into their higher tech level.
« Last Edit: September 07, 2010, 07:51:38 PM by Mister Andersen » Logged

Sletchman
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« Reply #56 on: September 07, 2010, 06:59:29 PM »

Type: Small Folk (1x1, Reach 1). Your wounds are equal to your Constitution. [0.0]

Was this intentional?

Emphasis mine.
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Mister Andersen
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« Reply #57 on: September 07, 2010, 07:50:21 PM »

Nope, just cut n pasted without looking.
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Mister Andersen
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« Reply #58 on: September 13, 2010, 07:46:13 PM »

Human Talents

National Intelligence Department. You are a dedicated member of the Federal agency providing civilian oversight of the country's Black Ops community, including the Stargate programme.
    Requirement: Allegiance (United States).
·   Attributes: +2 Intelligence, -2 Dexterity. [1.0]
·   Iconic Specialties: If your specialty is [Agent, Executive, G-Man, Investigator, Operative, Suit, Technician or Trouble-maker, you may gain levels as a Field Analyst or Politico beginning at Career Level 4 if you meet all other prerequisites for that class. [0.5]
·   Linguist: You gain 2 additional language Interests. [1.0]
·   Origin Skill: You gain Investigation as an Origin skill. [1.0]
·   Patriot Act: During dramatic scenes, opponents without Allegiance (United States) suffer a -1 penalty to all skill checks opposed by you. [1.0]
·   Sceptical: The DC of all Bluff checks targeting you increases by 3. [0.5]  
·   Slow and Steady: The cost to activate any errors rolled by you or your team-mates during downtime is increased by 2 action dice. [2.0]



Specialties


Agent. You're a rank and file member of an organisation, whose dedicated professionalism catches your opponents off-guard.
    Requirement: Allegiance (Any)
·   Bonus Feat: Black Cat. [1.0]  
·   Extra Proficiency: You gain 1 additional proficiency. [1.0]  
·   Origin Skill: Choose 1 additional Origin skill. [1.0]  
·   Paired Skills: Each time you gain 1 or more ranks in the Notice skill, you also gain an equal number of ranks in the Blend skill. This may not increase your Blend skill beyond its maximum rank. [2.0]
·   Stand Together: You gain a +2 morale bonus to your Defence and all saving throws if there are at least 2 other characters who share a talent or Allegiance adjacent to you. [2.0]


Executive. You have secured a place for yourself in the upper echelons of the corporate or political power structure.
·    Bonus Feat: Repartee Basics. [1.0]  
·    Celebrated: Your Legend increases by 2. [2.0]
·    Encouragement: Once per scene, you may speak to 1 of your team-mates for 1 minute to grant them a +1 morale bonus with all saving throws until the end of the current scene. [1.0]  
·    Inquisitive Mind: You gain 2 additional Interests. [1.0]  
·    Practiced Skill: If you spend an action die to boost an Impress check and the check still fails, you gain the action die back after the action is resolved. Against multiple targets, you only regain the die if the check fails against all of them. [2.0]  


G-Man. You're the epitome of what it means to be a Federal Agent, bringing villains to justice in the glare of the public eye.
     Requirement: Study (Law), Proficiency (Small arms)
·    Bonus Feat: Comely. [1.0]  
·    Fast-tracked: You may purchase ranks of Law Enforcement renown for only 20 reputation. [2.0]  
·    Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die. [1.0]  
·    Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes. [1.0]  
·    Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you also gain an equal number of ranks in the Athletics skill. This may not increase your Athletics skill beyond its maximum rank. [2.0]  


Operative. You liberate secrets for a living, keeping a little something for yourself on the side.
·   Bonus Feat: Pack Rat. [1.0]
·   Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5. [1.0]  
·   Paired Skills: Each time you gain 1 or more ranks in the Impress skill, you also gain an equal number of ranks in the Prestidigitation skill. This may not increase your Prestidigitation skill beyond its maximum rank. [2.0]  
·   Trackless Step: The DC of Survival/Tracking checks to follow your trail is increased by 10. [1.0]  
·   Trap-sense: You may roll twice when making reflex saves prompted by a security device or trap, keeping the result you prefer. [2.0]  


Suit: You’re a corporate warrior, a high-power paper slinger easily weaving your way through organisations.
·   Bonus Feat: Any Style feat. [1.0]  
·   Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5. [1.0]
·   Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you also gain an equal number of ranks in the Bluff skill. This may not increase your Bluff skill beyond its maximum rank. [2.0]
·   Skill Focus: You gain the Crafting skill's Inscription focus. [1.0]
·   Thrifty: Your Prudence rises by 2. [2.0]  


Trouble-maker. You love stirring the hornet's nest to see what happens.
    Requirement: Mix-Up (Taunt)
·   Bonus Feat: Lucky Break. [1.0]  
·   Beguiling: When you succeed with a Taunt action against a standard character, you may cause the opponent to become fixated on you for a number of rounds equal to your Charisma score instead of the standard result. If you gain this benefit from 2 or more sources you may also inflict damage on that opponent a single time without interrupting his fixation. [2.0]
·   Paired Skills: Each time you gain 1 or more ranks in the Sense Motive skill, you also gain an equal number of ranks in the Bluff skill. This may not increase your Bluff skill beyond its maximum rank. [2.0]
·   Practiced Skill: If you spend an action die to boost an Investigate check and the check still fails, you gain the action die back after the action is resolved. Against multiple targets, you only regain the die if the check fails against all of them. [2.0]  



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Catodon
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« Reply #59 on: September 15, 2010, 02:22:52 AM »

You could use 'suit' for Woolsey by tweeking the fluff. Maybe I'm strange but a beaurocrat could be fun to play.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
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