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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79350 times)
Bill Whitmore
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« Reply #585 on: January 18, 2011, 05:50:26 PM »

I did a search and couldn't find an answer about this.

The spell Tinker I says "you manipulate the inner workings of a construct,  repairing or inflicting 1d8 damage + 1 per Casting Level".  Does it repair wounds, vitality, subdual or is it split between them akin to a first aid check?

Also, Tinker II removes mention of being usable on constructs, but I am also assuming it is meant to be like Tinker I.
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« Reply #586 on: January 18, 2011, 05:52:11 PM »

Personally for the firebraves I'd say that they could disguise as any sized species they want (and yes interact physically as said species with said size in a social context).

When entering combat, all disguises drop. The strain of battle/ Ancient geas placed on cursed bloodline / peanut butter and jelly causes it to be so.

Of course, if a fight breaks out, a fire brave could just not fight, but the moment he does an attack action, poof, back to being a horned monster.

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« Reply #587 on: January 18, 2011, 07:00:03 PM »

The Fire Brave's ability to ignore species and size penalties to disguise.

If you're ignoring those penalties, to me that means that the character in question is capable of passing through appertures designed for the smaller than them species they are capable of mimicking, because while I can buy the idea of people subconsciously giving a 2x2 character disguised as a 1x1 a greater deal of "personal space", that tends to rapidly break down once they're physically incapable of interacting with a 1x1 environment in the appropriate manner

That is not the same as letting them mechanically shapeshift. Shapeshifting is a tremendously useful/powerful ability in our scale, and the Fire Brave's ability acknowledges part of those benefits - but is not intended to fully replicate them.
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« Reply #588 on: January 18, 2011, 11:03:55 PM »

I did a search and couldn't find an answer about this.

The spell Tinker I says "you manipulate the inner workings of a construct,  repairing or inflicting 1d8 damage + 1 per Casting Level".  Does it repair wounds, vitality, subdual or is it split between them akin to a first aid check?

Also, Tinker II removes mention of being usable on constructs, but I am also assuming it is meant to be like Tinker I.

The Tinker series will be seeing a bit of revision in Spellbound. You can expect the construct end of those spells to wind up working like the Cure/Cause Wounds line.
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« Reply #589 on: January 19, 2011, 09:47:43 AM »

Other than the footnote to Table 4.17 on p 174 I can't seem to find anything on barding.  And even in that footnote it doesn't say anything other than the barding needing to be customized to the type of animal.  Am I to assume that other than adjustments to Size the values for barding aren't any different from those given for humanoid armor?
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« Reply #590 on: January 19, 2011, 07:49:26 PM »

Other than the footnote to Table 4.17 on p 174 I can't seem to find anything on barding.  And even in that footnote it doesn't say anything other than the barding needing to be customized to the type of animal.  Am I to assume that other than adjustments to Size the values for barding aren't any different from those given for humanoid armor?
The old, pre-errata rules for barding were rolled into size increases/decreasing, on account of them being identical (or at least very nearly so). (So your answer is "Yes")
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aegis
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« Reply #591 on: January 20, 2011, 03:04:56 AM »

I have a quick question regarding Ride foci. While Crafting foci are numerous and most possibly useful in various settings, there are quite less Ride foci and many of these few just don't make any sense in several worlds. For instance, I'm playing a 7th Sea game with my players, and the Ride expert among them has something like 5 foci to spend. However, besides Riding Mounts and Ground Vehicles, there is nothing really worth investing these foci on. So, did I miss something here? Or anyone has a suggestion for these foci not being lost?

Edit after Mr A.'s answer: And yes sorry, Water Vehicles are covered as well!
« Last Edit: January 20, 2011, 04:45:47 AM by aegis » Logged
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« Reply #592 on: January 20, 2011, 04:19:50 AM »

You're in a 7th Sea game and you've got nothing to cover watercraft?

Also, you might consider using spare foci to grant fortes in a manner similar to weapon proficiencies. Heck, you might even consider making up some Drive-tricks
« Last Edit: January 20, 2011, 04:21:42 AM by Mister Andersen » Logged

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« Reply #593 on: January 20, 2011, 04:46:48 AM »

Ride tricks! That's a f*cking excellent idea! You've made my day (and ruined my afternoon!).  Shocked
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« Reply #594 on: January 20, 2011, 04:55:53 PM »

Does the Priest's Fell Hand ability stack with Cleave Basics to effectively grant Cleave Mastery with their ritual weapon?
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« Reply #595 on: January 20, 2011, 05:11:01 PM »

Does the Priest's Fell Hand ability stack with Cleave Basics to effectively grant Cleave Mastery with their ritual weapon?

Um, Mr A...

Reread the the example page 84. Top of the second column.

Edit: Wait, misread you question.

I'd say no. He could take Cleave Mastery with it though.
« Last Edit: January 20, 2011, 05:13:21 PM by Krensky » Logged

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« Reply #596 on: January 20, 2011, 05:34:31 PM »

Yeah, it's a subtle difference. My gut instinct is to stack them as in the pg 84 example, otherwise you're effectively punishing the priest player by giving them a level that is less effective than it would be for any other priest who makes the same in-class decisions
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« Reply #597 on: January 20, 2011, 05:38:12 PM »

Yeah, it's a subtle difference. My gut instinct is to stack them as in the pg 84 example, otherwise you're effectively punishing the priest player by giving them a level that is less effective than it would be for any other priest who makes the same in-class decisions

Not really. They're getting two restricted feats. Basically he's trading the ability to use Cleave or All Out Attack with any weapon or to meet Expert class requirements for getting them both.
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« Reply #598 on: January 20, 2011, 06:46:05 PM »

You're in a 7th Sea game and you've got nothing to cover watercraft?

Well, the great dirty secret of 7th Sea is that it's a pirate game with no reason for there to be pirates...   Grin
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aegis
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« Reply #599 on: January 21, 2011, 03:32:53 AM »

Well, 7th Sea is a "cape et d'épée" game (I don't know the English term). Whether you play pirates, courtiers, or honorable guild's swordsmen depends on the GM's whims. And as a matter of fact, I have never explored the "pirate" side of the game (although the Brotherhood of the Coast supplement is spot on for that and takes dust on its shelf  Tongue).
« Last Edit: January 21, 2011, 03:34:33 AM by aegis » Logged
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