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Author Topic: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]  (Read 7690 times)
Deral
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« Reply #45 on: June 10, 2011, 06:32:58 PM »

Just an extra addendum, the only thing I've really worked on in the mean time has been a few feats here and there, here's the list of those:

Improved [Weapon] Critical - Feats that give alternate, additional, or otherwise nifty effects on criticals
New Chance Feats - I didn't have many of these so I worked up a few more, I might just post these regardless, I like'em
Court Magic - 4 Changeling (nWoD) inspired magic, though only generally inspired, the idea was to have feats that grant fluff magic abilities that players could improvise with. I like these a lot too, but I understand they might not be for everyone.
Familiar Feats - 4 feats that hopefully encompass all the varieties of dominate-slaves, mindless golems, familiars, and homonculi, with extra feats for Construct (gear) and Magical Beast (Spellcasting) PLs, and a few more to boost APs and PLs
Intimidating Feats - Comely-style Intimidate-based tree.


Edit: New Page! Hell! Make sure you check one page back for 50 specialties, 16 talents, and 18 feats!


As always, please tell me what you think, I'm a sucker for feedback.
« Last Edit: June 11, 2011, 11:15:17 PM by Deral » Logged
paddyfool
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« Reply #46 on: June 11, 2011, 04:15:54 AM »

Epic...
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Glacialis
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« Reply #47 on: June 11, 2011, 07:56:23 AM »

Holy hell that is a Texas crapton of awesomeness. Thank you for sharing your hard work with us!

This could keep the FantasycraftDB busy for a while. Wink
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Deral
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« Reply #48 on: June 11, 2011, 10:42:01 PM »

Thanks for checking it out, guys, hopefully someone will find some of it useful-

While I update the OP and try to figure out where my old request queue has gotten off to, here are a few of the feats I mentioned above

Note on Improved Critical Prereq's: I consolidated the Club/Flail/Hammer/Whip/etc basics/mastery/supremacy feats into three trees of three feats, Blunt/Edged/Ranged Weapon Basics/Mastery/Supremacy (well, with a "moves" feat in there, too)- the prereq in my game is just that "X Weapon Basics," which meshes slightly better

Improved Blunt Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Melee Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Clubs: +1 Threat Range (total +2)
   Flails: On a threat, instead of the usual result, you may spend action dice to gain 2 Free Attacks for each die spent
   Hammers: The target of an activated critical is also baffled.
   Shields: On a threat, instead of the usual result, you may roll the attack again, using the threat for the next attack instead (which may be activated as normal, if still a threat).
   Staves: On a threat, instead of the usual result, you may choose to spend 1 action die, if you do, you gain 2 D4 action dice at the end of the combat.
   Whips: The target of an activated critical is also entangled for 1d6 rounds.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.

Improved Edged Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Melee Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Axes: +1 Threat Range (total +2)
   Fencing Blades: The target of an activated critical takes your choice of your damage or their melee or unarmed damage.
   Knives: The first attack you make each combat gains +4 threat range.
   Swords: After activating a critical you may apply a trick to your attack, or change the trick that has been applied to the attack.
   Greatswords: When you roll a threat, your next attack gains +1 damage, if that attack is also a threat this bonus increases to +2, then +3 and so on until a non-threat is rolled.
   Polearms: Attacks targeting the victim of one of your activated criticals have their Keen quality increased by 4 (This keen quality may not be increased more than twice per combat per opponent).
   Spears: With an activated critical you may move a number of adjacent opponents equal to your Starting Action dice 5ft directly away from you.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.


Improved Ranged Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Ranged Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Bow: On a threat, instead of the usual result, you may spend action dice to give a number of subsequent attacks equal to action dice spent the same total attack result. These attacks are not threats and may not be activated
   Crossbow: On a threat, instead of the usual result, you may spend action dice, each die spent in this way gives you a +10 to your attack result
   Grenade: Each target affected by an activated critical has their speed dropped to 0 (allowing only 5ft steps) for 1d6 rounds
   Sidearm: On a threat, instead of the usual result, you may spend an action die to ignore the Load quality for this attack (additional action dice may be spent to ignore the quality on subsequent attacks)
   Longarm: On a threat, instead of the usual result, you may spend an action die to deal double damage
   Thrown: On a threat, instead of the usual result, you may spend an action die to immediately make another Standard attack against a different target, that target is flat-footed against this attack.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.

These two aren't anything fancy, censored for FC's original Personal Lieutenant's sake (which has been narrowed to "You control an NPC with the same type as you and/or the Folk or Fey type with an XP value...") :

Engineered Assistant [Gear]
You make your own help.
Prerequisites:  Player Character only.
Benefit: As original Personal Lieutenant except: "You control a Construct NPC with an XP value no greater than 50 + 5 x the permanent Gear feats you have."

Magical Totem [Spellcasting]
Your magical nature has bound a spirit to your aid
Prerequisites:  Player Character only.
Benefit: As original Personal Lieutenant except: "You control a Beast NPC with an XP value no greater than 50 + 5 x the permanent Spellcasting feats you have."

But they're here for these purposes:

Familiar [Spellcasting]
Your companion is a familiar spirit
Prerequisites: Animal Partner, Engineered Assistant, Magical Totem, or Personal Lieutenant
Benefit: Choose 1 of the prerequisite feats, the NPC granted by that feat becomes your familiar (gaining the Outsider type and trading in the Animal type for the Beast type, if applicable). Unless magically bound, your familiar may be summoned to your side as a full action, and as long as you're within Close Range of one another, you both gain one of the following: Always Ready, Cagey I, Critical Surge, Grueling Combatant, or Improved Stability.
    Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Conduit [Spellcasting]
It may seem to be it's own entity, but you're more closely bonded than would be imagined
Prerequisites: Familiar
Benefit: You and your Familiar now grant one another 2 NPC qualities while within Close Range, or one of the following: Battering, Beguiling, Bright I, Charge Attack, Fearsome, or Tough I.
   Also, choose one of the following, you gain the listed benefits:
   Arcane Caster: Your Familiar gains a Spellcasting bonus equal to yours and may spend your spell points to cast spells you know
   Divine Caster: Your Familiar gains your alignment and as long as you're within Close Range, gains the benefits of a number of Path steps you have equal to your Starting Action Dice + 1
   Other/Non-Caster: While within Close Range, your Familiar may use the higher of your and it's Base Initiative and Base Saving Throw bonuses
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Servant [Spellcasting]
Your familiar is a bonded servant, either etherally, magically, or through death
Prerequisites:  Familiar
Benefit: Your familiar may gain the Elemental, Horror, Outsider, or Undead types and may be commanded to do anything without a check, regardless of threat to life and limb. Also, if your Familiar is killed, you only lose the normal reputation (if you also have Familiar Spirit, you only lose your maximum vitality, and it does not cause you to become fatigued).
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Spirit [Spellcasting]
The bond you share with your familiar is incomparable
Prerequisites:  Familiar
Benefit: You may call your familiar to your side as a half action and so long as there is room to support you and you may spend an action die to trade places with your familiar or call yourself to their side as a full action.
   Also, when your Familiar is killed, you lose Vitality equal to your maximum (if this drops you to 0 fewer, your Vitality drops to 0 and you become fatigued), and you lose no reputation, however you may spend reputation equal to your Career Level to have your Familiar return at the start of the next scene.
   Finally, you may communicate telepathically with your familiar within 250ft, and beyond that distance you may always sense the general state and emotion of your familiar.
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Edit: Forgot these, more buddy-boosting feats:

Curious Companion [Terrain]
You attract strange beasts
Prerequisites: Animal Partner
Benefit: Your Animal Partner no longer needs to have the Animal type and may gain the Beast, Ooze, or Plant types and your Species Feats count as Terrain feats when determining your Partner's XP value. Also, your Legend increases by 2.

Rather than print the same feat four times, this feat is laid out for each of the PL-type feats (This one was built with the intent of eventually putting together a follow-up feat, it hasn't exactly been at the forefront of my attention recently, but nothing has suddenly sparked:

Arcane Spirit [Spellcasting] / Masterpiece [Gear] / Natural Companion [Terrain] / Second [Style]
Your ally is of the highest stock
Prerequisites: Magical Totem, Engineered Assistant, Animal Partner, or Personal Lieutenant
Benefit: The maximum XP value of your feat-granted NPC increases by an additional 5 and their Threat Level increases by 1. Also, at the start of each scene you gain 1 D6 action die that may only be spent to boost or activate a roll made by your NPC


« Last Edit: June 11, 2011, 11:13:31 PM by Deral » Logged
paddyfool
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« Reply #49 on: June 12, 2011, 05:02:50 AM »

Looking particularly at the specialties: they look great (I particularly like the Commando and the Vigilante).  However, there's a few small changes I'd like to suggest thinking about:

Vice: this adds up to 8 (2 for a species feat, 2 for fast, 2 for the additional skill point per level, 1 for each of the other two abilities), so you may need to take something out there (thick hide, perhaps?).  Also, it should be Devilish heritage, not Demonic, iirc.

Mercenary: There's already a specialty of this name in the Adventurer's Companion.  Sell-sword, perhaps?

Samurai: The fighter specialty already has Armour basics, and a lot of the classic samurai of cinema don't go around wearing armour much anyway.  Mounted Combat (from the AC), perhaps?
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Deral
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« Reply #50 on: June 12, 2011, 09:52:12 AM »

Looking particularly at the specialties: they look great (I particularly like the Commando and the Vigilante).  However, there's a few small changes I'd like to suggest thinking about:

Vice: this adds up to 8 (2 for a species feat, 2 for fast, 2 for the additional skill point per level, 1 for each of the other two abilities), so you may need to take something out there (thick hide, perhaps?).  Also, it should be Devilish heritage, not Demonic, iirc.

Fair point, and that's likely the way I'd go about dropping it a point, Thick Hide is certainly the least important on that list, the reasons for the inconsistency there is I tend not to price Species feats differently than other feats, even though they're listed as 2 points (but for the board's sake, I will actually drop it back down). As for the Demonic thing, that's a flat out typo, it actually does something slightly different as written (gives a subrace), and was changed up to be usable outside my setting, in the midst of that huge list I must've just glazed over it.

Mercenary: There's already a specialty of this name in the Adventurer's Companion.  Sell-sword, perhaps?

Oh I forgot about that one, the specialty was written before AC came out, and I'd likely have just added (II) to the end like Slave so that when my players choose it, I know which one they mean

Samurai: The fighter specialty already has Armour basics, and a lot of the classic samurai of cinema don't go around wearing armour much anyway.  Mounted Combat (from the AC), perhaps?

Again this one was written before AC and Armor Basics in this case is supposed to represent dedicated training. I like Mounted Combat, though and it'd be a perfect alternative for someone who doesn't want specialties doubling up, and thinking about it I kind of like Hero of the Court, though I wouldn't want to double it up with Noble Blood, only because it makes the specialty lean a little too far Noble.

Thanks for looking'em over, and good catches all around, I'll go back over any specialties that give species feats and recount their points, I'd forgotten about that pricing difference.
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paddyfool
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« Reply #51 on: June 12, 2011, 01:48:47 PM »

No worries!

Technically, the 2 point ruling isn't Species feat as such, but level 1-only feats (because these tend to be a little higher-powered than others, and/or to be linked to a higher-powered second tier feat).  There's no need to charge 2 points for Guts etc.
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samsimilian
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« Reply #52 on: June 13, 2011, 04:25:48 AM »

this is great work!!!!
are you going to present us with a pdf?  Wink
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Deral
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« Reply #53 on: June 13, 2011, 05:59:54 AM »

this is great work!!!!
are you going to present us with a pdf?  Wink

I've considered putting together a small-scale PDF for the boards, I'm in the middle of an errata/expansion but the one I have for my players is incredibly unoptimized, apparently impossible to shrink in size, and waaaay to big to ever think of uploading, thanks to the number of images- I'd likely have to do the PDF without images if I intended to distribute it, might make a tough read.
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samsimilian
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« Reply #54 on: March 15, 2013, 02:04:30 AM »

Deral, are you willing to post the vampire feats you mentioned in the first post?
I'm preparing for a Dresden Files/7t Sea mix Campaign and loolking for vampire species.
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Deral
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« Reply #55 on: March 15, 2013, 01:42:32 PM »

Deral, are you willing to post the vampire feats you mentioned in the first post?
I'm preparing for a Dresden Files/7t Sea mix Campaign and loolking for vampire species.

Wow it's been a while since I've seen this thread- my how things have changed!

But yeah, I still have those feats floating around (Though they got moved aside for some of the other refinements to my setting)- I don't have access to them right this second but I certainly will put'em up here for you. If I recall, my intention was to try and allow broad enough options for a player to be any of the sorts of vampires I'm familiar with- which isn't many. So, more than anything, they're each focused on different aspects of book/film Dracula/Nosferatu, with a touch of oWoD mixed in.

I haven't really looked over them in at least a year, so when I get to'em, I'll give them a once-over, and post them
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samsimilian
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« Reply #56 on: March 15, 2013, 01:52:42 PM »

many thanks  Grin
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Deral
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« Reply #57 on: March 15, 2013, 04:45:49 PM »

many thanks  Grin


Well, the feats are a little weighty, it seems, I tried to clean up the setting-specific stuff as much as possible, here are the three feats:

Vitae Acolyte
You are a vampire or some other essence-drinking creature, either by choice or by force.
Prerequisites: 1st Level Only or Special Circumstances
Benefit: Upon taking this feat, you gain the Anathema (Flash/Fire), Damage Vulnerability (Divine) and Light-Sensitive npc qualities. Also, the disposition of any character who's aware of your species and doesn't share you unique outlook worsens by 10.
   However, you no longer age and do not need to sleep, or breathe. You can no longer benefit from food or drink, but you still need to consume the life force of living creatures, this is most often done by drinking their blood, the vessel of that force, given willingly or taken. You may go for one week without consuming the blood of a mortal for every point of the higher of your Constitution and Charisma modifiers (minimum 1). Starting on the eighth day and every week thereafter you gain 1 grade of Shaken and Tainted that cannot be lost until you drink the equivalent of 10 points of constitution impairment for each shared grade. If you are at Tainted IV and gain another grade from this ability, you fall into a coma, only to be awoken after being given the requisite blood or after (Higher of Constitution or Charisma x 5 years)
   You may take the Life Drain action, your appearance modifier increases by 1, your highest physical attribute increases by 2, and your highest mental by 1. Finally, your base speed increases by 10 feet.

Vitae Consulate
A true blood-sucker
Prerequisites: Vitae Acolyte
Benefit: Choose one of the following:
   -Beast: The disposition of non-adversary animals increases by 15, and no animals will attack you unless forced or attacked first by you. At the start of every adventure, you gain Followers as per the Followers feat that must be Pack Wolves, though you only ever gain 3 at a time. You may still gain the Followers feat a second time.
   -Demon: You gain a Claw II natural attack and your Claw natural attacks gain +2 threat range against undead, however, you cannot use your Life Drain ability outside of combat. Also, any character other than one of your teammates who sees you suffers a -3 morale penalty with Will saves.
   -Raven: You gain the Beguiling trait, and your Panache increases by 2. Also, you lose your Reviled trait.
   -Recluse: You gain a +5 bonus on all knowledge checks and +2 to all Sense Motive and Investigate rolls, and you may go for ten times as long without feeding, however, you suffer a -2 penalty with all charisma-based checks targeting living creatures.
   Upon taking this feat you may choose to gain the Undead type, if you do so, your your starting action dice is reduced by 1, and you take a -5 penalty to Sense Motive checks when interaction with living creatures, finding it more and more difficult to relate to their alien ways.


Vitae Lord
You have become a unique incarnation of spirit, beyond most mortal comprehension
Prerequisites: Vitae Consulate, Undead type
Benefit: Choose one of the following, you need not choose the same option you took from the prerequisite feat.
   -Beast: You may take on an pseudo-illusory beastly form:
      Beastform (Stance): While in this stance your base speed increases by 20, and you gain a +1 bonus with all Str- and Dex- based checks and rolls. Also, you gain a Bite II natural attack with the Trip quality. While in this stance you lose any other natural weapons you have, and cannot manipulate objects or perform checks that require the use of hands. Your gear becomes part of your new form and functions as if carried or worn on your person.
   -Demon: You gain a Bite I natural attack with the Grab special ability as well as the Devour and Unnerving NPC qualities.
   -Raven: You may use your Life Drain to inflict orgasmic ecstasy without draining blood, against a pinned, helpless or flatfooted target, you may choose to forgo normal actions on your turn to mute the target and inflict 20 points of flash and bang damage every round. Standard characters are also stunned for 2d6 minutes afterwards. You also gain Followers as the feat, choosing only Artists, Strumpets, or Worshippers, each follower is always considered willing in regard to Life Drain, and you do not lose reputation if you cause their death because of that ability, you may still gain the Followers feat a second time.
   -Recluse: Investigate and Survival checks targeting you that are not critical threats or successes return only misleading information along some general lines you dictate, in the event of a critical error, you may specifically choose what the target learns. Also, checks made to detect your physical presence or notice signs of your passing have their DCs increased by 5.


Anathema is a house NPC quality, it works like Achilles Heel, except that when the target suffers the first listed damage type, they take the same amount of the second listed damage type. (So, when they take Flash, they also take an equal amount of Fire).

Life Drain was a... somewhat complicated restricted action:
Life Drain
   Grapple Benefit Requires Drain Ability
    Against a pinned character, you inflict 1 point of Constitution Impairment and gain Regeneration 4 until the end of your next initiative. You may also use this ability outside of combat against a willing participant (though the target need not understand the process or even what is going to happen). To resist you outside of a grapple, a target must succeed on a will save DC 10 + Your Charisma modifier + The number of species feats you have. The target may make the save every round, but must make the save even if the previous round was successful. In order to stop using this ability outside of combat, you must make a Will Save DC 5 + the target's current Constitution score, but once you have drained 5 points of Constitution, you take a -5 penalty to this save. You cannot make this save if you tried and failed last round. When you stop using this ability, and you are not in combat, the victim must make a will save DC 10 + your charisma modifier + the number of species feats you have or forget what happened during that time, they may also make this save 24 hours later.


There ya go! Hope it helps! Sorry it hasn't been more recently updated.
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Ryuujin
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« Reply #58 on: March 16, 2013, 01:02:10 AM »

Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope.  I don't suppose any more of the things you have worked on could be posted?  A lot of them look really interesting and I am curious.

A lot of the races sound interesting, particularly Dragon.  Same with Talents and Specialties.  In particular I am curious about Curio and Splinter-Race.  I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.
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paddyfool
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« Reply #59 on: March 16, 2013, 04:07:46 AM »

@Ryuujin,

It may be worth your while looking at the fc database. Quite a few homebrew specialties grant species feats (e.g. Grand Specimen, Monster, Paragon and Rare Breed).
« Last Edit: March 16, 2013, 12:07:19 PM by paddyfool » Logged
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