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  • File : 1249892334.jpg-(396 KB, 600x761, fantasy_craft_wip___halfing_by_inkthinke(...).jpg)
    396 KB Dagda !hTbo821v7U 08/10/09(Mon)04:18 No.5401581  

    The people behind Spycraft finally released their take on d20 fantasy. There's a number of people I respect in the rpg industry, but these guys are the only ones who I really aspire to be able to match. They do incredible things with the d20 system.

    Or to put it another way: I'm so excited that I actually bought the pdf. As in, paid money for it, presumably breaking the sacred neckbeard code in the process. I'll be posting reactions as I read through.
    >> Dagda !hTbo821v7U 08/10/09(Mon)04:20 No.5401593
    Er, and the name of this product is Fantasy Craft. Sorry, should probably be making that clear.

    >> Anonymous 08/10/09(Mon)04:21 No.5401600
    upload plox!
    >> Dagda !hTbo821v7U 08/10/09(Mon)04:22 No.5401617
    Not from me, sorry. For one, it's watermarked; for two, this is actually a case where the guys need/deserve all the sales they can get, so I'd feel bad aiding those who'd use the pirated pdf without buying an actual copy.
    >> Anonymous 08/10/09(Mon)04:24 No.5401637

    what happened to you Dagda? you used to be cool, man.
    >> Dagda !hTbo821v7U 08/10/09(Mon)04:42 No.5401771
         File1249893745.jpg-(104 KB, 352x750, Green_Dragon_by_nJoo.jpg)
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    First race listed is "Drake". For a terrible moment it seems like we're going to get Fantasycraft's version of the dragonborn. And then:

    >Racial Benefits: Large beast (Reach 2, wounds Con × 1.5, Speed 30 ft.), breath weapon (fire), iconic specialties, inquisitive mind, natural attack (Bite I, Claw I), winged flight 50 ft.

    The system's built so that it can handle you playing a dragon the size of a horse, and it can do it so smoothly that the magnificent bastards just stuck it in right next to the dwarves.
    >> Anonymous 08/10/09(Mon)04:47 No.5401810
    Well, go on. WHAT ARE THE DROW LIKE?!
    >> Dagda !hTbo821v7U 08/10/09(Mon)04:59 No.5401924
    Base elf traits are as follows:
    • Attributes: +4 Wisdom, –2 Constitution
    • Base Speed: 40 ft.
    • 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 species. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).
    • Elf Sight: Your visual range increments are equal to your Wisdom score × 80 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
    • Iconic Classes: If your level in any base class is higher than your level in either Sage or Scout, your starting action dice decrease by 2.
    • Iconic Specialties: You gain your Specialty’s bonus feat only if you’re an Adept, Archer, Aristocrat, Artisan, Druid, Fencer, Lord, Ranger, Vanguard, or Wizard.
    • Light Sleeper: Sleeping is never a Terminal Situation for you.
    • Natural Elegance: Your Appearance bonus increases by +1.
    • Sharp Hearing: Your hearing range increments are equal to your Wisdom score × 10 ft. Further, you may always act during a surprise round unless deafened.
    >> Anonymous 08/10/09(Mon)04:59 No.5401931

    It has a tickbox for 'subplots' on the character sheet? -_-
    >> Dagda !hTbo821v7U 08/10/09(Mon)04:59 No.5401936
    "Splinter Races" are then handled by taking the related feat at level 1. So to be a "dark elf" you take the following feat:
    The heartlands of the Spider Nations are hidden deep
    underground, giving solace to generations of elven families driven from the surface by chance, natural disaster, and war (sometimes even by their own kin). Elves of this elusive strain tend to have either very pale or very dark complexions, pitiless demeanors, and sinister reputations.
    Prerequisites: Elf, Level 1 only
    Benefit: Assassin is an iconic class for you and you gain darkvision II and light-sensitive (see pages 233 and 234). You also gain a 50% discount when purchasing poison. However, the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.

    There's also this feat:
    Certain subterranean elves possess formidable magic gained from prolonged exposure to eldritch forces flowing far beneath the land.
    Prerequisites: Casting Level 1+, Spider Nation
    Benefit: The lower of your Intelligence or Charisma scores rises by 1 (your choice in the case of a tie). When taking the Basic Skill Mastery feat you have access to a new skill pair: Dark Elf (Sneak & Spellcasting).
    >> Anonymous 08/10/09(Mon)05:01 No.5401952
    Hmm, this actually sounds pretty rad. Too bad I'll probably never get a chance to check it out.
    >> Anonymous 08/10/09(Mon)05:07 No.5402016
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    NPC character sheets are a good idea.

    Okay, it sounds good, but for this to be a sale it'd have to fix the things I dislike about 3.5.

    Tell me about the damage system? Can your characters suffer injuries beyond hitpoint damage?

    Pic so fucking related
    >> Dagda !hTbo821v7U 08/10/09(Mon)05:15 No.5402075
         File1249895722.png-(133 KB, 400x600, cigar smoking dwarf.png)
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    Holy shit.

    So I go back to check out the entry on dwarves, make sure they're properly dwarflike. Some cool racial traits- +4 con and -2 dex, +5 to a skill of choice, get a DR bonus on par with light armor even when naked. . .
    >Banned Actions: You may not use Kick tricks or make Jump or Swim checks.

    My initial reaction is shock, but the more I think about this, the more awesome it seems.
    >> I apologized on 4chan 08/10/09(Mon)05:17 No.5402086

    Kicking may be out. But that just means that Headbutts and biting are now more encouraged than ever.
    >> Anonymous 08/10/09(Mon)05:18 No.5402087
    I'm sold. Downloadan.
    >> Anonymous 08/10/09(Mon)05:18 No.5402091
    >Banned Actions: Swim checks.

    Man up!
    Walk through that lake.
    >> Dagda !hTbo821v7U 08/10/09(Mon)05:23 No.5402119
    What's "floating"? Sounds like some pansy elf game.

    During character creation you also pick what's called a "specialty. Lotta really cool options here, tons of variety rather than variations on a template.

    What’s mine is mine and what’s yours is about to be mine.
    • Bonus Feat: Basic Skill Mastery (Pickpocket)
    • Attribute Training: The lower of your Dexterity or Intelligence scores increases by 1 (your choice if a tie).
    Apply this bonus after any modifiers from your Species or Talent.
    • Cheap Shot: You gain the Cheap Shot trick (see page 221).
    • Fast: Your Speed increases by 10 ft.
    • Practiced Intimidate: If you spend an action die to boost an Intimidate check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.

    • Bonus Feat: Basic Skill Mastery (Officer)
    • Agile Defense: Your base Defense increases by 1.
    • Flashy: Your Panache increases by 2.
    • Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.
    • Water Vehicle Focus: You gain the Ride skill’s Water Vehicles focus.

    I have no idea what Panache is. I'll have to look that up after I figure out a basic answer to >>5402016.
    >> Anonymous 08/10/09(Mon)05:27 No.5402138
    Corsair. Dwarf.

    With a sealed full plate with limited air supply, and a harpoon gun with a grappling hook.
    >> Anonymous 08/10/09(Mon)05:27 No.5402142
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    Flatout banned? So, in this system is a 'banned action' one something can never, ever do, or something that carries a heavy penalty?
    Then again, if you come to a lake, you can just have the dwarf character ride the drake character as he paddles across... fuck, that's sort of awesome.
    >> Anonymous 08/10/09(Mon)05:28 No.5402145
    >> Anonymous 08/10/09(Mon)05:30 No.5402158
    Fuck me but I wish I could afford this. Tell us about the elves, have they managed to man them up some?
    >> Anonymous 08/10/09(Mon)05:31 No.5402170

    Dude, c'mon, he's posted the racial shit about elves AND 'drow' already :\
    >> Anonymous 08/10/09(Mon)05:32 No.5402173
    >> Dagda !hTbo821v7U 08/10/09(Mon)05:39 No.5402210
    Okay, it uses the Vitality/Wounds setup. Special characters (i.e. protagonists and antagonists) can spend an action die when they crit to do dmage straight to wounds, and two action dice when the damage exceeds the enemy's Con score to cause a critical injury. Exact effects of a critical injury depend on the amount of damage, as dictated by the Table of Ouch:
    Up to 35 Bleeding
    36–40 Battered limb (1d6: 1–3: –2 with actions taken using the arm, 4–6: Speed reduced by 10 ft.)
    41–45 Bruised ego (all healing times doubled)
    46–50 Head trauma (1d6: 1–3: visual range 1/2 normal (rounded down), 4–6: hearing range 1/2 normal (rounded down))
    51–55 Broken limb (1d6: 1–3: lose use of arm, 4–6: Speed reduced by 20 ft.)
    56–60 Internal rupture (–3 to highest of Str, Dex, or Con)
    61–65 Brain trauma (–3 to highest of Int, Wis, or Cha)
    66+ Grave wound (once per hour, Fort save (DC 15) or lose 1 Con; Downtime Medicine check (DC 40) to repair)

    Everything but the first option lasts 1d4 months. This time can be reduced with a successful Treatment check.

    Oh, and Massive Damage rules also apply with very little change. Think that's about it.

    By the way, armor? Grants damage reduction along with a penalty to your defense.
    >> Dagda !hTbo821v7U 08/10/09(Mon)05:41 No.5402217
    I think it's literally that they can't do anything that would actually require a skill check.
    >> Anonymous 08/10/09(Mon)05:42 No.5402225
    This sounds like they took 3.5 and made it even more complicated. Please to be telling me I am a dumb bastard now?
    >> Anonymous 08/10/09(Mon)05:42 No.5402227
    Oh, wow, I'm an idiot. Completely missed it.
    >> Anonymous 08/10/09(Mon)05:44 No.5402235

    >for two, this is actually a case where the guys need/deserve all the sales they can get

    too late man, you've doomed their sales for /tg/.

    Now we all know this is the fucking goods, so someone will invariably have it up on mediafire, or rs if they have dicks in their mouth or something.
    >> Anonymous 08/10/09(Mon)05:45 No.5402247
    Ok Dagda, now tell me this: Did they fix the magic user imbalance problem and if so, how?
    >> Dagda !hTbo821v7U 08/10/09(Mon)05:59 No.5402322
    Jesus christ, I love the class abilities so damn much. It's hard to explain why without delving into vague theories about how character creation options should help give your PC character and flesh them out.

    Spellcasting is an int-based skill. Wisdom determines how many spells you know for arcane casters. Charisma determines save DC.

    Looks like arcane casters get spell points while divine casters get powers from "paths" that are usually usable once per scene.

    This is gonna take a bit to absorb before I can really explain what they're doing, methinks. Though they've set things up so that spellcasting characters are a campaign quality, i.e. totally optional and can be omitted without hamstringing the game. Interesting.
    >> Anonymous 08/10/09(Mon)06:00 No.5402333
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    Man, that sounds like the best of both worlds. So, your PCs are unlikely to be critically wounded by mooks or animals and shit, but the epic battles can result in things like broken limbs, internal bleeding and even BRUISED EGOS (man, I would love to DM a crit like that... your opponent smirks as he brushes aside your feeble defense and plunges his sword into your side. "I see you've inherited the flaws in your master's style, you poor fool. You should thank me for killing him" etc etc).
    I like that. I like that a lot.
    >> Dagda !hTbo821v7U 08/10/09(Mon)06:33 No.5402518
    So I figured out what "Panache" is. It's one of two ways you can spend Lifestyle points, which is a general measure of your current wealth that accompanies the actual amount of Coin you have. Panache nets you a steady allowance of coin and determines your Appearance score. You gain a bonus on all charisma checks equal to the amount by which your Appearance score exceeds that of your opponent.

    The other way you can spend your lifestyle is on your Prudence score. Prudence increases the percentage of your acquired wealth you can put in your stash at the end of each adventure, as well as the amount you earn during downtime. Bit of a long term vs. short term choice here, letting you live in the moment or save up so you still have a ton of cash back in the bank if you need it and haven't been coming across any treasure chests in the latest adventure.
    >> Anonymous 08/10/09(Mon)06:37 No.5402542
    Alignment! Tell us, Fatman!
    >> Anonymous 08/10/09(Mon)06:41 No.5402561
    Methods and Motivation. It does nothing mechanically.
    >> The Bearded Bear 08/10/09(Mon)06:42 No.5402574

    >> Anonymous 08/10/09(Mon)06:54 No.5402640
    While all this does sound very interesting (Dragons, fuck yeah!), all these extra stats and scores sound like they will bog down play and complicate interaction. Sure, its great to be a pimp, but do I really have to compare my pimpness to everyone I meet?
    >> Anonymous 08/10/09(Mon)07:01 No.5402686
    Well, that's more up to the GM isn't it? Unless there's a rule that you have to make appearance checks for everything in visual range, but that would be rather silly, now wouldn't it?
    >> Dagda !hTbo821v7U 08/10/09(Mon)07:02 No.5402694
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    You handle even the largest of blades like a delicate dance
    Prerequisites: Edged forte
    Benefit: When you wield a greatsword it gains guard +2.
    Also, you gain a stance.
    Overpowering Force (Stance): When you use a 2-handed
    melee weapon to hit an opponent who hasn’t moved since your
    Initiative Count last round, you inflict the weapon’s maximum
    damage (sneak attack damage and other random bonuses are
    rolled normally). You may not take move actions (though you
    may still take 5-ft. Bonus Steps as normal).
    Even the largest of blades is like a graceful feather to you.
    Prerequisites: Greatsword Basics
    Benefit: You may use a greatsword to perform hammer and
    sword tricks. Also, you gain a trick.
    Blade Wall (Greatsword Total Defense Trick): Each opponent
    who tries to move into a square adjacent to you must make a Will
    save (DC 10 + your Str modifier + the number of Melee Combat
    feats you have) or end their movement in the previous square.
    You sweep foes aside like a deranged windmill.
    Prerequisites: Greatsword Mastery
    Benefit: Your Strength score rises by 1 and you gain a trick.
    Spiral Cutter (Greatsword Attack Trick): You may make
    a single attack check with a –4 penalty against every character
    within 10 ft. You become flat-footed at the end of your Initiative
    Count. You may use this trick once per round.
    >> Anonymous 08/10/09(Mon)07:04 No.5402711
    If you have to ask that question, you aren't much of a pimp.
    >> Dagda !hTbo821v7U 08/10/09(Mon)07:10 No.5402747
    There's no extra die-rolling. If I make a charisma-based check against somebody and have a high appearance the GM checks and gives me a bonus if my appearance beats the guy I'm interacting with. If I've got a low appearance then the GM doesn't need to bother.

    That's the thing about Crafty Games. They double the amount of crunch involved- but it's all so streamlined and intuitive that I suspect playing the game might actually be less of a hassle. Failing that, I can at least say that the crunch is entertaining rather than a drag- If I play a charismatic character I know I'm totally going to be keeping my appearance stat in mind- the game's rewarding me for being so damn stylish! And if anyone does it better than me I can always just murder them.
    >> Anonymous 08/10/09(Mon)07:43 No.5402897
    Spoken like a true pimp.
    >> Anonymous 08/10/09(Mon)07:44 No.5402900
    Speaking of pimps, lets put this system to a proper /tg/ test.

    Stat a dragon pimp.
    >> Dagda !hTbo821v7U 08/10/09(Mon)07:52 No.5402942
    There are rules for Cheating Death. They're pretty awesome.

    By default, a character can Cheat Death 1/session with GM approval, so long as the character wasn't reckless, foolhardy, or violating the basic principles of the game.

    The player then proposes a reason for the character's survival and describe the lasting effects this scenario they're proposing will have on the character and/or the campaign world.

    At this point everyone else (GM included) rates this proposal on a scale of 1 (horrible) to 5 (brilliant). The average score this produces gets used to determine the severity of the permanent detriment the character suffers, after they roll a d20 to determine which type of fate they suffer (physical scars, lost memories, and more unusual possibilities like unexpectedly becoming famous in a bad way). A rating of 5 generally means a fluff description of how the character's a little weaker in some noticeable way. A rating of 1 means a serious, serious detriment like becoming flat-footed. Yes, permanently.

    End result is that your character appears to die but doesn't. They gain no XP or rewards for the current adventure, and might not rejoin the group until the start of the next adventure.
    >> Anonymous 08/10/09(Mon)07:53 No.5402945
    Actually, once per adventure.
    >> Dagda !hTbo821v7U 08/10/09(Mon)07:54 No.5402949
    Shit, brain fart. Thanks for catching that.
    >> Dagda !hTbo821v7U 08/10/09(Mon)08:02 No.5402966
    Drakes can take the Elemental Heritage feat. One of the elemental options is crystal, which gives your unarmed and natural attacks the "bleed" quality while also granting you 2 Panache due to being walking bling.

    Elemental Legacy is a follow-up feat which boosts your highest stat and reduces your lowest stat by 1 each, lets you take the elemental subtype, and doubles the benefit your elemental heritage provides.

    We're off to an excellent start.
    >> Anonymous 08/10/09(Mon)08:04 No.5402982
    Are there any unusal races other than drakes or is it your d&d staple?
    >> Anonymous 08/10/09(Mon)08:09 No.5402998
    There's giants, ogres (of the somewhat oni-esque variety), and rootwalkers (4 armed treants) as well
    >> Dagda !hTbo821v7U 08/10/09(Mon)08:13 No.5403009
    You've got Rootwalkers (Treants) and Unborn (which appears to be a nice, flexible slot for all sorts of misshapen constructs). Then you have Pechs and Saurians, which come off as attempts to do something more original with the mythology about little folk and reptile-people respectively.

    You've also got Orcs, Goblins, Giants and Ogres. All quite playable and nicely fleshed out ability-wise.
    >> Anonymous 08/10/09(Mon)08:14 No.5403015
    sounds cool. What's the list of classes?
    >> Anonymous 08/10/09(Mon)08:15 No.5403017
    >Stat a dragon pimp.
    Awh fuck yeah. I'll be sticking around for this.

    That cheating death thing sounds awesome. It preserves verisimilitude because each group has different ideals that will be represented in the 'scores' individuals give to suggested death cheats. Seems quite adaptable and fair.
    Armor not making you harder to hit is awesome, and the wound system sounds sexy. Social shit sounds nice too.
    For our pimp, I notice that there is an 'impress' skill...
    >> Anonymous 08/10/09(Mon)08:18 No.5403028
    This seems interesting, and not quite as bland, unoriginal, and watered-down as 4rry edition.
    >> Anonymous 08/10/09(Mon)08:21 No.5403046
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    >4rry edition
    Just fuck off. Seriously.
    >> Anonymous 08/10/09(Mon)08:24 No.5403061
    >hi im a 4fag
    >> Anonymous 08/10/09(Mon)08:31 No.5403083
    >hey guys lets ruin a perfectly good thread by bitching about 4th Edition
    Knock that shit off.
    >> Anonymous 08/10/09(Mon)08:37 No.5403114
    Dear christ, the troll overload has spilled out.
    >> Anonymous 08/10/09(Mon)08:38 No.5403116
    By the way Dagda, are those pictures (apart from the Berserk one, obviously) from the book itself? Because they're pretty awesome.
    Man, this thread is kind of selling me, if only because Pathfinder seems not to have gone far enough for my liking.
    >> Dagda !hTbo821v7U 08/10/09(Mon)08:40 No.5403128
    Looks like I won't have time to fully stat the dragon pimp myself, so here's what I've got in mind so far if someone else wants to pick things up:

    Abilities: Massive charisma, duh. Good Int is also handy.

    Specialty: Aristocrat. Not an iconic specialty but undeniably the most pimp option.

    Class: Courtier, definitely. A level in Edgemaster could help you add that proper pimply weight to your actions in combat (Charisma modifier in lethal damage whenever you do any kind of combat move, even Anticipate)
    Feats: Elemental Heritage (Crystal) and Legacy (see the "walking bling" note above), Contempt, Martial Arts (Charisma) (For the pimp slap), Club feat chain (Pimp Club), and of course as many Style Feats as you can manage.

    Possessions: Don't forget to have a properly pimp crib- game definitely has the rules for it.
    >> Dagda !hTbo821v7U 08/10/09(Mon)08:44 No.5403147
    >(Pimp Club)
    Pimp CANE, sorry. I really am out of it here.
    OP is a close up of one of the characters on the cover. Rest of the art, no- the interior's got plenty of kickass black and white art instead.
    >> Anonymous 08/10/09(Mon)08:44 No.5403148
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    Nevermind, found the book's artist
    Ben McSweeney
    The coverart is awesome, pic related.
    >> Anonymous 08/10/09(Mon)08:54 No.5403190
    I know the OP, Dagda, doesn't want to put an upload, but hopefully someone else will. I've had my fill of buying games and not being able to get my group to play them. If I could download it, I could give it a peruse and see if it would replace our 4e games.
    >> Dagda !hTbo821v7U 08/10/09(Mon)08:58 No.5403208
    Might be worth pointing out that it's a $50 book currently on sale for $30. I couldn't find any word on the sale, so there's no telling how long it will last. (The book was released on the 8th).

    Yeah, seems pricey, but this is a 400-page book. These guys don't skimp on content.
    >> Anonymous 08/10/09(Mon)09:23 No.5403311
    Well it's a pdf, not a book. Printed book costs 30 pounds (50$).
    >> Anonymous 08/10/09(Mon)09:23 No.5403312
    >> Anonymous 08/10/09(Mon)09:26 No.5403325

    Yeah, 50$ for a PDF?

    lul wut?
    >> Anonymous 08/10/09(Mon)09:31 No.5403348
    Anonymous here. I got a PDF copy I mooched off a friend. Any questions?
    I'm rolling my tiefling wizard right now (Fiendish Blood Human Mage, properly), shit is so cash.
    >> Anonymous 08/10/09(Mon)09:32 No.5403357

    Oh, anything you particularly feel is awesome when compared to 3.5

    Or new stuff.

    Either is fine.
    >> Anonymous 08/10/09(Mon)09:45 No.5403434
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    Starting with what is a common source of complaint and contention in 3.5: Grapple rules.

    1 Full Action • Unarmed/1-Handed Melee Attack Action
    The character attempts to wrestle an adjacent opponent whose Size may be no larger than 1 category bigger than his own.

    He steps into the opponent’s square and they make an opposed Athletics check. Te bigger character gains a +4 bonus per Size category of difference. If the character wins, both combatants remain in the square and the opponent becomes held; otherwise, the character is pushed back into his original square and becomes flat-footed.

    The character may release the opponent at any time as a free action but until he does he remains flat-footed. Further, any combatants may move through adjacent squares without restriction. Finally, the only non-free action any grapple participant may take is an opposed full-action Athletics check, which is subject to the same modifiers as the check made to start a grapple. The winner of this check may pin the opponent or choose 1 Grapple benefit (see next).

    Up to 2 characters may grapple a smaller opponent, up to 4 characters may grapple an opponent of the same Size, and up to 8 characters may grapple a larger target. In all cases, the cooperative check rules are used to determine the results (see page 66).
    >> Anonymous 08/10/09(Mon)09:50 No.5403485
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    Break Free: The winner breaks free or helps another character break free. If pinned, the character becomes held.If held, the character exits the grapple and moves into an unoccupied adjacent square (this option is unavailable when no squares are open).

    Disarm: The winner forces 1 grapple opponent to drop 1 weapon in the grapple square.

    Handle Item: The winner draws or manipulates one 1-handed weapon or object, dropping another in the grapple square if he carried one. This item may come from his inventory or that of another character in the grapple, so long as it’s readily accessible. This option may be used to unbuckle a character’s armor, decreasing its DR to 1/2 standard (rounded down) until the opponent spends 1 half action outside the grapple to adjust it.

    Injure: The winner inficts hisunarmed damage or a held 1-handed weapon’s damage upon 1 grapple opponent.

    Grapple Second Opponent (Held Only): The winner moves the grapple into an adjacent square and targets the second opponent therein with a Grapple action. A character sufers a –4 penalty with all Athletics checks when grappling or holding 2 opponents, and no character may attempt to grapple more than two opponents at a time.

    >> Anonymous 08/10/09(Mon)09:51 No.5403489

    Sounds reasonable so far, though I'm no expert when it comes to 3.5's lolgrapple rules.
    >> Anonymous 08/10/09(Mon)09:52 No.5403496

    Move: The winner moves the grapple into an adjacent square (if holding an opponent) or up to his Speed (if pinning an opponent).

    Screaming Club (Pinned Opponent Only): The winner picks up 1 smaller grapple opponent and uses him to make 1 melee attack. The opponent is treated as a club of his Size and with a hit both the target and the grapple opponent suffer the appropriate damage.

    Sprawl: The winner goes prone and forces 1 grapple opponent to become sprawled.

    Throw: The winner tosses 1 grapple opponent into an unoccupied adjacent square, inflicting his unarmed damage + an additional amount of damage equal to his Strength bonus (min. +1). The opponent leaves the grapple and becomes sprawled.

    Use Opponent’s Weapon (Pinned Only): The winner uses a grapple opponent’s 1-handed weapon to inflict damage on any 1 character in the grapple (this may be the weapon’s owner).

    I particularly like that last one; finally, an RPG allows my character to punch an opponent repeatedly with his own fist, chanting "quit hitting yourself," over and over.
    >> Anonymous 08/10/09(Mon)09:56 No.5403533
    >>Screaming Club (Pinned Opponent Only): The winner picks up 1 smaller grapple opponent and uses him to make 1 melee attack. The opponent is treated as a club of his Size and with a hit both the target and the grapple opponent suffer the appropriate damage.

    >> Anonymous 08/10/09(Mon)09:57 No.5403540
    >>Sprawl: The winner goes prone and forces 1 grapple opponent to become sprawled.

    >> Anonymous 08/10/09(Mon)09:58 No.5403544
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    And here are some feats for wrasslin'.

    You prefer to tackle opponents at close range.
    Prerequisites: Unarmed forte
    Benefit: You gain a +1 bonus to Defense against adjacent
    opponents. Also, you gain a stance.
    Open Stance (Stance): Once per round when you have 2 hands free and an opponent misses you with a melee or unarmed attack, you may immediately Grapple or Trip him as a free action.
    You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).

    Bulk up, beat down!
    Prerequisites: Wrestling Basics
    Benefit: The lower of your Strength or Constitution scores rises by 1. Also, you gain a trick.
    Clothesline (Unarmed Attack Trick): Your target must also make a Fortitude save (DC equal to the damage inflicted after DR and Resistances) or become sprawled.

    Lights out!
    Prerequisites: Wrestling Mastery
    Benefit: You may Coup de Grace pinned characters and gain a trick.
    Piledriver (Unarmed Trip Trick): With a hit you inflict double your unarmed damage and an equal amount of flash and bang damage. If the attack misses, you become sprawled. You may use this trick as many times per combat as you have Unarmed Combat feats.
    >> Anonymous 08/10/09(Mon)10:01 No.5403564
    3.5e's Grappling really wasn't complicated but the options this offers is very nice.
    >> Anonymous 08/10/09(Mon)10:30 No.5403725
    >equal amount of flash and bang damage.
    What does that mean?
    >> Anonymous 08/10/09(Mon)10:32 No.5403734
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    Perhaps some of you were confused (or even aroused) by the mention of "flash and bang" damage on the piledriver trick. That in mind, I will list damage types at this time.

    • Acid continues to inflict damage for a time. The target suffers the full damage when hit and at the start of his Initiative Count during the following round he suffers 1/2 as much (rounded down). The damage continues to be reduced and applied in this fashion until it reaches 0.
    • Acid is particularly destructive against armor, which makes a Damage save once per round until the acid damage reaches 0. If even a single Damage save fails, the acid’s remaining damage is applied against both the armor and the character within in each round.

    • Bang damage does not afect objects or characters who are deafened.
    • Bang damage ignores Damage Reduction.
    • Bang damage tapers of (see Blast, page 214).
    • Bang damage is not applied to the target’s vitality and wounds and cannot prompt Damage saves or inflict critical injuries; rather, it becomes a Fortitude save DC for all characters in range. Any character who fails this save becomes stunned and deafened for 1d6 rounds.

    • Divine damage ignores Damage Reduction.
    • When a character suffers divine damage he must also make a Will save (DC equal to the damage inflicted) or become baffled for 1d6 rounds.

    • Electrical damage ignores Damage Reduction.
    • When a character suffers electrical damage he must also make a Fortitude save (DC equal to the damage inflicted) or become sickened for 1d6 rounds.
    >> Anonymous 08/10/09(Mon)10:33 No.5403744
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    • Explosive damage tapers of (see Blast, page 214).
    • Each character within range of explosive damage may make a Refex save (DC equal to the damage inflicted). With success, he suffers only 1/2 the damage (rounded down, minimum 1).
    • Each character who sufers more than 20 points of explosive damage from a single attack becomes sprawled.

    • When a character suffers fire damage, he must also make a Refex save (DC equal to the damage) or catch fre. While burning, a character sufers the fire’s full damage at the start of his Initiative Count each round. Further, he must make a Will save (DC equal to the damage) or immediately run as far out of the fire as possible, drop prone, and begin rolling to put himself out. While rolling, a character’s fire damage drops by 10 per round until the fire is out.
    • Each round that a character or object remains on fire, the GM rolls 1d20 and with a result equal to or lower than the damage the fire spreads to the immediate scenery. Unless put out, a scenery fire spreads 5 ft. in a random direction every round, per the Deviation Diagram (see page 216).
    • Until put out, any fire — whether on a character or scenery — worsens by 1d6 damage per round.
    • Putting out a fire by any means — water, blankets, etc. — decreases a fire’s damage by 10 points per round.

    • Flash damage does not affect objects or characters who are blinded.
    • Flash damage ignores Damage Reduction.
    • Flash damage tapers of (see Blast, page 214).
    • Flash damage is not applied to the target’s vitality and wounds and cannot prompt Damage saves or infict critical injuries; rather, it becomes a Fortitude save DC for all characters in range. Any character who fails this save becomes blinded for 1d6 rounds.

    • Force damage afects incorporeal targets (see page 213).
    >> Anonymous 08/10/09(Mon)10:34 No.5403747
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    • Sneak attack damage only affects characters who can suffer critical hits, who are not hidden from the attacker, and whose vitals are within reach.
    • Sneak attack damage is granted by character options and always grants a number of bonus d6 damage dice. When a character possesses 1 or more dice of sneak attack damage, he may use them to augment the damage of any Standard Attack or Coup de Grace made against a flat-footed or helpless target, or one he’s flanking. With a hit, he simply rolls his sneak attack dice and adds the result to the attack’s standard damage.

    • Sonic damage affects all targets, even deafened characters, as its vibrations are so powerful as to literally shred skin and organs.
    • Sonic damage ignores Damage Reduction.
    • Sonic damage tapers of (see Blast, page 214).
    • When a character suffers sonic damage he must also make a Fortitude save (DC equal to the damage inflicted) or become deafened for 1d6 rounds.

    Next up are some big-deal ones: Stress and Subdual damage.
    >> Anonymous 08/10/09(Mon)10:38 No.5403771
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    • Stress damage doesn’t affect objects.
    • Stress damage ignores Damage Reduction.
    • For ease of use and because stress damage should be asubiquitous as the GM wants, stress damage is included in very few places in these rules. Rather, the GM may apply stress damage anytime a character sufers any other damage,
    or at any point when he feels a character is sufficiently unnerved. When applying stress damage on top of other damage, the GM simply decides whether to apply 1/2 as much stress damage (rounded down), or an equal amount (stress damage is encouraged when a character sufers acid or fire damage, for instance, likely equal to the acid or fire damage sufered). When no other damage is present, the GM simply chooses a single die of any type, as appropriate to the situation, and rolls. The result is the stress damage suffered (d12s and d20s should be reserved for only the most soul-crushing experiences).
    • Stress damage is not applied to the target’s vitality and wounds and cannot infict critical injuries; rather, it accumulates over time until it wears of.
    • Each time a pecial character sufers stress damage, he must make a Will save (DC 10 + 1/2 his total stress damage, rounded down). With failure, he becomes shaken and his total stress damage resets to 0. If he’s already shaken, the condition worsens by 1 grade (see page 213). With a critical hit, the character is also stunned for 1 round (if the Will save succeeds), or stunned for 1d6 rounds (otherwise).
    >> Anonymous 08/10/09(Mon)10:40 No.5403783
    The system looks great, the mechanics solve almost everything wrong in AD&D D20,but the amount of stats and dice throwing seems terrifying.
    >> Anonymous 08/10/09(Mon)10:41 No.5403793
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    Example: During a fierce border skirmish between two rival nations, Brungil witnesses a close friend skewered in a hail of arrows. The GM determines this is harrowing enough to justify a d8 of stress damage and rolls, inflicting 4 points. Brungil must make a Will save (DC 12) and scores a result of 15. He manages to press on. Hours later, enemy reinforcements arrive with a dragon in their ranks and Brungil charges forth, unsure of anything but the fact that the wyrm must fall. Before he even reaches the foot of the beast it unleashes a hellish blast of fame across the friendly troops, reducing many to ash and setting Brungil alight. The GM rules that Brungil suffers as much stress damage as the attack, which inflicts an incredible 22 points of fire damage. Now at 26 points of stress damage, Brungil must make a Will save with a DC of 23 or become shaken. If the dragon’s attack is a critical hit, Brungil is also stunned for 1 round, or 1d6 rounds if he fails his Will save.
    >> Anonymous 08/10/09(Mon)10:42 No.5403799
    noticed that almost every damage type is OF THE FUCKING HOOK?
    >> Anonymous 08/10/09(Mon)10:42 No.5403800
    >being blind and deaf reduces damage from piledrivers by 2/3

    >> Anonymous 08/10/09(Mon)10:43 No.5403810

    >not applied to the target’s vitality and wounds
    >> Anonymous 08/10/09(Mon)10:44 No.5403816
    >stress damage stuff
    Yes yes yes. Getting burnt is an incredibly painful experience, moreso than most other types of damage I'd wager. I can see using stress damage when characters are damaged by horrific or especially unnatural things like undead or extradimensional beings, depending on how gritty the campaign is meant to be. Good stuff.
    >> Anonymous 08/10/09(Mon)10:44 No.5403818
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    It's as big a deal as you want it to be. There is a staggering amount of content, but players really only need know the parts that they have access to through class abilities, feats and whatever. There's all that grapple information, but unless a player makes a habit out of grappling people or has it as a major component of his character concept (like if he took the Wrestling feats), all he really needs to know is that he can grapple people if he wants to and it's linked to the Athletics skill.
    That said, FC is clearly a game for campaign play. If I want to have a big, deep, ongoing campaign, great. If I want to do a one-off or something a little lighter, I'll probably look elsewhere.
    >> Anonymous 08/10/09(Mon)10:49 No.5403858
    Damn, and here I was hoping gouging out my eyes and shoving sticks into my ears would stymie my grappling foes!
    >> Anonymous 08/10/09(Mon)10:59 No.5403928
    I'm not convinced this solves everything.

    Do casters get flying spells?

    If so, casters already win.
    >> Anonymous 08/10/09(Mon)11:04 No.5403969
    You can't solve everything without making more things that need to be solved. You can solve most things though.
    >> Anonymous 08/10/09(Mon)11:06 No.5403985
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    Magic is optional in Fantasy Craft. The base rules do not assume it, which suits me fine. If I feel like running a Swords and Sorcery game, the system won't break down without magic using PCs.
    Pic... well, obviously
    >> Anonymous 08/10/09(Mon)11:09 No.5404006

    Answer the question faggot; do they just copypasta the PHB 3.5e's spell lists or are their brand new spells or what?
    >> Anonymous 08/10/09(Mon)11:14 No.5404039
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    Spells are based on 3.5, but there are heavy revisions. I'ma post Craft stuff now, let me know what spells you want investigated.

    Every object across the great and civilized lands — from the humblest bauble to the most respected work of timeless art, from the simplest blade to the most powerful artifact of destruction — is forged with skilled hands. The art of building takes a lifetime to master, but unveils treasures that in all the world stand unique— for a time.
    Focuses: When a character gains his first rank in Crafting and for every 4 full ranks he gains in total, he learns 1 focus from the following list: Carving (bone objects), Carpentry (wood objects), Chemistry (chemical objects, like gunpowder and explosives), Cooking (food), Inscription (documents, including books and paintings), Metalworking (metal objects), Pharmacy (medical supplies and poisons), Pottery (clay and ceramic objects), Stonecutting (stone objects), Tailoring (cloth and leather objects). The GM may add additional focuses as the campaign warrants. Each Crafting skill check uses only 1 focus (making primarily metal armor uses only Metalworking, for example, even if the resulting item has leather parts), and all checks made without the appropriate focus are untrained (see page 63).
    Tools: A character without the corresponding kit for the focus he’s using is considered untrained even when he has Crafting ranks (see page 63). With access to a crafting workshop, a character’s threat range increases by 3.
    Magic Items: Forging magic items, potions, and scrolls requires extremely rare and potent training in the form of feats, abilities, or other character options. Two examples include the Alchemist class (see page 52) and several Gear feat chains (see page 96).
    Knowledge: Crafting techniques (by focus); material and object strengths and weaknesses (by focus); famous creations (including famous artifacts and works of art).
    >> Anonymous 08/10/09(Mon)11:17 No.5404073
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    Before rolling the character names a single specific object he wishes to make or improve and the GM names a focus that covers it. The current Downtime must be at least as long as the chosen object’s Minimum Crafting Time and the character must have a combined Crafting skill bonus + Career Level of at least the object’s total Complexity (including upgrades). This check has no DC; instead, the character’s result is cross-referenced with the amount of Downtime on Table 2.9: Crafting. (see page 73). A critical success yields an additional 50% (rounded up) and a critical failure yields 50% less (rounded down). Should the character have any raw materials the GM feels are appropriate to the task (see page 356), he may apply some or all of their value towards to this total. He may also spend coin to increase the total, though the combined value of applied raw materials and coin cannot exceed the original amount rolled (i.e. the character may not do better than double his total with raw materials and coin).If the total Crafting Value after all modifications is equal to or higher than the desired object’s cost, the character builds as many of the object as the Value can buy. Any leftover Value is converted to coin or added to the character’s Reputation. At the GM’s discretion, the character may “bank” Value toward a particularly large or complex item but this significantly increases bookkeeping and is only recommended for advanced games. If banking is allowed and the character abandons a crafting enterprise before it’s completed, he may sell the parts of for 1/2 the Value banked toward the item to date (rounded down), or convert the same Value to raw materials (see page 356).
    >> Anonymous 08/10/09(Mon)11:17 No.5404075

    Stop dodging the question and post the spell revisions or else this is just as fail as regular 3.5e.

    God forbid they left most creatures with their SLAs intact..
    >> Anonymous 08/10/09(Mon)11:17 No.5404078
    Casters get flying spells? Just roll a drake and fly yourself. I am now imagining various kinds of fighter dragons owning cocky wizards. Manually :/
    >> Anonymous 08/10/09(Mon)11:19 No.5404092
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    Craft check result 1-15: 1s/day; 10s/week; 50s/month
    16-25: 3s/day; 30s/month; 150s or 1 rep/month
    26-35: 6s/day; 60s or 1 rep/week; 300s or 2 rep/month
    36-45: 10s/day; 100s or 1 rep/week; 500s or 3 rep/month
    46+: 15s/day; 150s or 1 rep/week; 750s or 4 rep/month

    This works like a Build check, except that when the object is ready an observer can make a Notice or Search check to realize it’s a fake. This check’s DC is equal to 10 + the forger’s total bonus with the Crafting skill (rounded down).

    This check breaks an item down, producing raw materials (see page 356). An item must be inactive (or in the case of locks and traps, Disabled) before it may be Dismantled. Dismantling an item takes a number of hours equal to the item’s Complexity divided by 5 (rounded up). With success against the item’s Complexity, the item is destroyed and the character gains raw materials of an appropriate type equal to 1/2 the item’s value (rounded down). With a critical success, the character gains raw materials equal to the item’s value. With a critical failure, the item is destroyed but the character gains no raw materials.
    >> Anonymous 08/10/09(Mon)11:19 No.5404099

    Contingency: Celerity. Casts Forcecage and then Quickened Teleports away. GG.
    >> Anonymous 08/10/09(Mon)11:20 No.5404110
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    A character may only improvise items with a Complexity of 5D or 7D and may not attempt this check in a barren location (e.g. a prison cell or a desert). Te GM must approve all Improvise checks before the roll is made (some items simply can’t be improvised and certain situations prevent certain attempts). With success against the item’s Complexity, the character gains an improvised version of the item that lasts until the end of the scene or until it suffers damage, whichever comes first. All checks made with the item are untrained and the error ranges of all checks made with the item increase by 2. With a critical success, this untrained limitation is lifted. With a critical failure, the character may not attempt to improvise the same item during this scene.

    This works like a Build check, except that each item is repaired at 1/2 the cost to build it (rounded down).

    And that's it for Craftan Games. brb, taking car to shop.
    >> Anonymous 08/10/09(Mon)11:25 No.5404151
    How much concentration you talking? And on top of that, flying dragon grapple. Using these rules a drake with grapple could easily immobilize your puny caster and proceed to rape his shit, likely with stress building due to dragon eating your face.
    >> Anonymous 08/10/09(Mon)11:26 No.5404161
    Spells were discussed earlier in the thread, dick.
    >> Anonymous 08/10/09(Mon)11:27 No.5404173

    What part of CONTIGENCY: CELERITY did you not 'get'? Wizard won initiative and went first. Eat a Forcecage, fuckface.
    >> Anonymous 08/10/09(Mon)11:28 No.5404183

    Uh, no, you discussed damage types. Moron.
    >> Anonymous 08/10/09(Mon)11:29 No.5404198
    Ah sorry, mistook contingency for continue my argument. Not the actual dnd Contingency. If they kept that then wizards still win.
    >> Anonymous 08/10/09(Mon)11:34 No.5404234

    Which is why I want to know if they were stupid enough to keep it in. Also curious about item enchantments and wonderous items, etc.

    Also, do the elemental damage types apply to weapons with elemental damage enchantments? i.e. can I set people on fire and cause Stress damage with my Fiery Blast Greataxe?
    >> Anonymous 08/10/09(Mon)11:45 No.5404343
    FLY I
    Level: 3 Force
    Casting Time: 1 half action
    Distance: Personal or Touch
    Duration: 1 minute per Casting Level
    Effect: One character gains the ability to fly at a Speed of 45 ft. (with up to a light load) or 30 ft. (with a heavy load); a character with a heavier load cannot fly. The target may ascend at 1/2 this
    Speed and descend at twice this Speed. Because the target isn’t anchored while flying, his Size is considered 2 categories smaller when resisting Bull Rush and Grapple actions.
    If the target is still airborne when the spell ends or is countered or suppressed, he immediately falls.

    FLY II
    Level: 5 Force
    Duration: 1 hour per Casting Level
    Effect: As Fly I, except that the target gains a flying Speed of 60 ft. (with up to a light load) or 40 ft. (with a heavy load).

    Monsters are all remade from scratch. Very few have SLAs, though you can include them in foes you make with the included rules for making monsters. Most monsters that have spells have a brief spell list and cast them like wizards do, with the Spellcraft skill.

    Celerity, Contingency, Forcecage and Time Stop don't appear to be part of the spell list. If they are, they have eluded my by changing their names or effects dramatically.

    There is a magic weapon enchantment which changes the type of damage dealt, yes.
    >> Anonymous 08/10/09(Mon)11:55 No.5404439
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    Spellcasting (for arcane casters) is not one-stat dependent.
    In order to cast a spell, you must succeed at a Spellcraft (Int) check with a DC of 13 + (level of spell x 3). Obviously wizards are going to want to pump this skill as much as possible.
    You know a number of spells equal to (# of ranks in Spellcraft + Wisdom Score).
    The save DC for all your spells is equal to (10 + Cha Mod).
    And of course there are feats, abilities, etc, that alter or add to all of this. Exception-based gameplay, son!

    Casting is not Vancian spells/day. It's based on Spell Points, with a cost of 1 point per level of the spell in questions. A mage has spell points equal to double his level (another thing a caster is going to want to pump with feats and whatnot as much as possible). You recover all your SP (except for those you spent on long-duration spells which are still in effect) at the beginning of each scene (encounter, if you prefer).

    Metamagic feats are still around, and work like the combat tricks you saw earlier. Applying one to a spell costs extra spell points. However, each feat also allows you to hobble spells in the opposite way. For example:

    You can prolong practiced effects or take your time to achieve greater heights of magical power.
    Prerequisites: Casting Level 1+
    Benefit: You gain 2 tricks.
    Burst Spell (Spellcasting Trick): When casting a spell with a Duration other than Concentration, Instant, or Permanent, you may double the Casting Time and reduce the Duration to 1/2 standard (rounded down) to reduce the spell’s level by 1 (minimum 1).
    Lasting Spell (Spellcasting Trick): When casting a spell with a Duration other than Concentration, Instant, or Permanent, you may pay 1 additional spell point to increase the spell’s Duration by 100%.

    This allows you to cast spell of higher level than you normally would or to conserve SP by nerfing your spells.
    >> Anonymous 08/10/09(Mon)12:06 No.5404547
    Huh, spellcasting sounds more or less fine, then...

    OOooooo, what about SUMMONAN!? How is SUMMONAN handled?
    >> Anonymous 08/10/09(Mon)12:13 No.5404617
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    Level: 1 Calling
    Casting Time: 1 round
    Distance: Close
    Duration: 1 minute per Casting Level (dismissible, enduring)
    Effect: You summon 1 of the following outsiders as a standard NPC. With GM approval, you may modify your choice, choose an outsider from the Bestiary (see page 253), or build a new NPC, so long as it has the Outsider Type, a maximum XP value of 40, and matches your Alignment (if any).
    The servant’s nature should match your magic style. It could be a religious icon sent to aid you, an otherworldly being bound by an ancient pact, or something else entirely.
    A summoned character cannot summon other characters and is banished when killed or when the spell that summoned it ends (whichever comes first). Certain spells and other effects can banish a summoned character earlier. A banished character’s body and possessions dissolve in1d4 rounds.
    >> Anonymous 08/10/09(Mon)12:14 No.5404623
    Oh, man, I want to try this one so bad. (And, much like DH, UA, Cthulhutech, and so many other things that Anon delivers, I'm probably going to end up buying this, too. x_X)
    >> Anonymous 08/10/09(Mon)12:16 No.5404665

    Wicked sick! I assume this is the gate-tastic summoning method, right?

    Anything below it or (gasp!) above it, in terms of power?
    >> Anonymous 08/10/09(Mon)12:17 No.5404672
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    Here are the things you summon. Higher level Call spells let you summon either bigger things or more things. These three templates continue to be used (with bigger numbers more abilities, whatever), or you can propose demons/angels/cthuloid horrors to your GM for your wizard to summon.

    Advisor I (Medium Outsider Flyer/Walker — 36 XP):
    Str 12, Dex 10, Con 10, Int 14, Wis 14, Cha 10; SZ M (Reach 1); Spd 30 ft. winged fight, 30 ft. ground; Init II; Atk II; Def III;
    Res III; Health II; Comp VII; Skills: None; Qualities: Class ability (Keeper: bright idea II), natural spell (Detect Magic, Identify I, Read Magic, Whispers)
    Attacks/Weapons: Dagger (dmg 1d6+1 lethal; threat 19–20; qualities: bleed, hurl)

    Brawler I (Large Outsider Walker — 36 XP): Str 15, Dex 12, Con 12, Int 12, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 40 ft. ground; Init II; Atk IV; Def IV; Res II; Health IV; Comp I; Skills: None; Qualities: Contagion immunity, menacing threat Attacks/Weapons: Broad axe (dmg 1d12+2 lethal; threat 19–20; qualities: AP 2, massive)

    Servitor I (Tiny Outsider Flyer/Walker — 36 XP): Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 10; SZ T (Reach 1); Spd 40 ft. winged fight, 20 ft. ground; Init IV; Atk II; Def II; Res III; Health II; Comp II; Skills: Acrobatics III, Sneak III, Spellcasting II; Spells: Detect Magic, Ray of Enfeeblement; Qualities: Light-sensitive, spell defense I
    Attacks/Weapons: Claw I (dmg 1d3+1 lethal; threat 20)
    >> Anonymous 08/10/09(Mon)12:26 No.5404762
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    Where can I find a free version of the pdf.? I've been looking for it for a while now.
    >> Anonymous 08/10/09(Mon)12:33 No.5404835
    I have to admit, this all sounds pretty cool, but I can't justify buying something that I'm not even sure anyone I know would want to play. It's why I still haven't bought Cthulhutech.
    >> Anonymous 08/10/09(Mon)12:34 No.5404844
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    Also there is divine casting, which no one has mentioned yet. Priests don't have spell points, don't have spells known, don't roll dice for shit.
    They have access to Paths, a linear series of thematically-linked spells (domains, if you prefer) that they can cast without chance of failure. They don't have spell points, and can usually cast each spell 1/scene. Over a 20-level career, a Priest has access to 10 Steps, so he can cover two domains at their maximum potency, or fewer if he wishes to diversify.

    Here are some example Paths!

    Chaos I: When you roll an action die to boost an Alignment skill check and the number shown is odd, double it and add it to your result; when the number shown is even, subtract it from your result instead.
    Chaos II: One of your attributes, determined at random, rises by 1. Also, you may cast Entropic Shield once per scene.
    Chaos III: You may cast Confounding Images and Devotion Hammer once per scene.
    Chaos IV: Once per scene, you may increase your threat and error ranges by 4 each.
    Chaos V: One of your attributes, determined at random, rises by 2. Also, you may cast Scintillating Pattern once per scene.

    Life I: You gain the Bandage feat.
    Life II: You may cast Cure Wounds II and Restoration I once per scene.
    Life III: You may cast Cure Wounds IV and Neutralize Poison once per scene.
    Life IV: You may cast Heal and Mass Cure Wounds II once per scene.
    Life V: You may cast Regenerate and Resurrection I once per adventure.
    >> Anonymous 08/10/09(Mon)12:35 No.5404865
    It just came out yesterday for purchase on Drivethru RPG. Give it some time.
    >> Anonymous 08/10/09(Mon)12:36 No.5404882

    lol, encounter powers
    >> Anonymous 08/10/09(Mon)12:37 No.5404897

    THIS IS ALL 4RRY SHIT!1#1!!1

    >> Anonymous 08/10/09(Mon)12:46 No.5404993
    lol, troll
    >> Anonymous 08/10/09(Mon)13:13 No.5405280
    >> Anonymous 08/10/09(Mon)13:16 No.5405315
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    Let's post some more rules up in this motherfucker. Rules for lunch.

    Booze: A hefty mug of ale, glass of mead, or draught of beer is a great way to unwind, decreasing the character’s shaken condition by 1 grade.
    Coffee/Tea: The power of caffeine stimulates a character’s refexes, granting a +1 gear bonus with Reflex saves for 8 hours.
    Food, Comfort: Homemade delicacies remind a hero of the good things in life, granting a +1 gear bonus with Will saves for 8 hours. It also counts as 1 common meal.
    Food, Filling: A meal loaded with all the trimmings can fortify a character, granting a +1 gear bonus with Fortitude saves 8 hours. It also counts as 1 common meal.
    Food, Fresh: Fruits and vegetables can settle upset stomachs and cure illness, negating the sickened condition.
    Food, Hearty: Meals loaded with fats and proteins can refresh a character, decreasing his fatigued condition by 1 grade.
    Spices: Seasonings can personalize food or drink, doubling its gear bonuses or condition grade decrease.
    Spirits: Hard liquors and moonshine are great for calming rattled nerves, negating the frightened condition.

    Characters only gain bonuses from the first food and drink (1 each) they eat in a given day. However, Pech (halfling (hobbits)) have the following racial ability:
    Hearty Appetite: You benefit from the first 2 food and 2 drink you consume in each day.

    Aragorn: "Gentlemen, we do not stop till nightfall."
    Pippin: "What about breakfast?"
    Aragorn: "You've already had it."
    Pippin: "We've had one, yes. What about second breakfast?"
    [Aragorn turns and walks off in disgust]
    Merry: "I don't think he knows about second breakfast, Pip."
    Pippin: "What about elevenses? Luncheon? Afternoon tea? Dinner? Supper? He knows about them, doesn't he?"
    Merry: "I wouldn't count on it. "
    >> Anonymous 08/10/09(Mon)13:22 No.5405364
    This shit looks nice, but fifty U.S. dollars for this bullshit? Yeah fucking right.
    >> Anonymous 08/10/09(Mon)13:25 No.5405402
    If you want the print version.
    >> Anonymous 08/10/09(Mon)13:26 No.5405417
    How much is the PDF?
    >> Anonymous 08/10/09(Mon)13:26 No.5405418
    Player 1: "OH FUCK I'M ON FIRE WHAT DO I DO"
    Player 2: I toss a bottle of beer at him!
    >> Anonymous 08/10/09(Mon)13:28 No.5405451
    More like WORLD of Fantasy Craft . . . Hammer.
    >> Anonymous 08/10/09(Mon)13:31 No.5405489
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    You’re a rootwalker, a massive living tree with 4 or more twisted branch-limbs, tough bark for skin, and thick foliage that changes with the seasons. As part of an ancient race born of nature, you’re eternally dedicated to preserving the balance of life. Your wards are the trees and animals of the deep forest, which you and your kind vow to protect from hunters, woodcutters, and other pillagers.
    Your people are solitary, often growing for decades without sentient contact. This cultivates great patience and an exceptionally long view of time, which confounds younger races. They sometimes think you slow-witted or ponderous, but you know the best decisions are those considered carefully — even if that consideration takes weeks! You’re often baffled by the rash and impulsive behavior of the younger races. Their “civilization,” with all its conflicts and endless racket, is a mystery, but it is also part of the grand design, and as worthy of protection as your precious wilderness.
    Common Personality Traits: Calm, indignant, methodical, contemplative, respectful
    Common Physical Traits: Colorful foliage, gnarled limbs, inexpressive eyes, whispering voice, gnarled skin bearing the wear of ages.
    Example Names: Skinbark, Strongbranch, Beechbone, Leafock, Wandlimb.
    Splinter Race Feats: New Leaf (evergreen, ironwood, and others). Unless you choose this, you’re a ‘deeproot.’
    >> Anonymous 08/10/09(Mon)13:32 No.5405513

    >4+ limbed tree
    FUCK. YES.
    >> Anonymous 08/10/09(Mon)13:33 No.5405519
    Type: Large (2×2) biped plant with a Reach of 1. Your maximum wounds equal your Constitution score × 1.5 (rounded down).
    • Attributes: No modifiers
    • Base Speed: 30 ft.
    • Achilles Heel (Fire): All fire damage you suffer is doubled.
    • Iconic Classes: If your level in any base class is higher than
    your level in either Explorer or Keeper, your starting action
    dice decrease by 2.
    • Iron Will: You gain the Iron Will feat (see page 86).
    • Light Sleeper: Sleeping is never a Terminal Situation for you.
    • Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).
    • Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
    • Natural Camouflage: Choose forest/jungle or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
    • Tick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g.
    thick hide 4, thick hide 3, and thick hide 1 offers DR 6).

    Thirty dollar.

    What is this I don't even.
    >> Anonymous 08/10/09(Mon)13:35 No.5405534
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    FEAT: MANY-ARMED You have multiple arms and the coordination to use them.
    Prerequisites: Rootwalker or Unborn, Level 1 only
    Benefit: You may simultaneously hold and arm up to six 1-handed, four 1-handed and one 2-handed, or two 1-handed and two 2-handed weapons or objects. Also, each round that you hold no more than this, you may Handle an Item as a free action. You also gain a +1 bonus with skill checks made as part of a Grapple action per two of your hands that are free (maximum +3).
    Special: When you gain this feat you may reduce any of
    your attributes by 2 to gain an additional Species feat with the
    requirement “Level 1 only.”

    FEAT: MANY-LEGGED You have multiple legs.
    Prerequisites: Rootwalker or Unborn, Level 1 only
    Benefits: You have more than 2 legs and gain improved stability and kick II (see pages 234 and 235).
    Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”
    >> Anonymous 08/10/09(Mon)13:39 No.5405573
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    You’re a rare breed of rootwalker, sharing the sap of the
    world’s mightiest trees.
    Requirements: Rootwalker, Level 1 only
    Benefit: Choose a breed.
    • Evergreen: You gain Cold Resistance 5 and a +2 bonus with Knowledge checks. Sage is an iconic class for you.
    • Ironwood: You gain sterner stuff and thick hide 3 (see page 13).
    • Mistbranch: You gain slam III (see page 235) and Soldier is an iconic class for you.
    • Purewood: You gain regeneration 2 (see page 234) and you’re always considered to have a doctor’s bag. Priest is an iconic class for you.
    • Sunleaf: You gain Heat Resistance 5 and lose Achilles heel (fire). You also need only 1 common meal per day to survive.
    • Skybranch: You gain trample III (see page 235) and Captain is an iconic class for you.
    • Waterroot: You gain aquatic II (see page 230), your Speed increases by 10 ft., and Scout is an iconic class for you.
    • Whitebark: You lose lumbering and your Appearance bonus increases by +1. Courtier is an iconic class for you.
    >> Anonymous 08/10/09(Mon)13:44 No.5405613
    Can we have stats of those Unborn next?
    >> Anonymous 08/10/09(Mon)13:47 No.5405645

    Dear god this is awesome.
    >> Anonymous 08/10/09(Mon)13:47 No.5405650
    Dang, I missed a rootwalker racial feat. GET HUGE: THE MOVIE: THE FEAT!

    Your brothers and sisters are “big.” You? You’re HUGE.
    Prerequisites: Drake, Giant, or Rootwalker, Level 1 only
    Benefit: Your Size increases to Huge (3×3) with a Reach of 2.
    Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

    Yeah sure what the hell.
    >> Anonymous 08/10/09(Mon)13:48 No.5405658
    after reading the bits you have posted i agree with what you said there dagda i'm gonna have to go buy this when i have the money
    >> Anonymous 08/10/09(Mon)13:48 No.5405659
    Some elegan/tg/entleman ought to upload the pdf. I'm happy to support the little guys, but not when I'm not entirely sure that I'm going to enjoy their product. Plus, my credit card is maxed for this month. No more spending until it's paid off.
    >> Anonymous 08/10/09(Mon)13:50 No.5405675

    Someone please drawfag some Team Fortress Ents.
    >> Anonymous 08/10/09(Mon)13:53 No.5405707
    Quite interesting OP. Thanks for sharing.

    Looks better than vanilla 3.5, but not quite as good as 4.0.
    >> Anonymous 08/10/09(Mon)13:53 No.5405710
    They've knocked $20 off the price.

    Oh man.

    Oh man.
    >> Anonymous 08/10/09(Mon)13:54 No.5405720
    I want to play it. XBOXHUEG Mistbranch ent with 6 arms. Sure you might be dumb as a brick, but they call you the harvester for a reason. 6 SPINNING BLADES OF DEATH!
    >> Anonymous 08/10/09(Mon)13:56 No.5405733
    >> Anonymous 08/10/09(Mon)13:59 No.5405755
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    Unborn race, suitable for playing your warforged, your Frankenstein Monsters, your mass-production lined golems, your rogue Modrons, your clockwork men, etc, etc, etc.

    You’re unborn, a being constructed from inanimate materials and given the spark of life by magic or technology. You might be a clay golem, an animated brass statue, a creature of living crystal, or even a clockwork device powered by steam. Regardless of your makeup, you’re unique and bizarre enough to forever dwell outside “polite” society.
    You were probably built for a single purpose — war, or perhaps labor or companionship — and your master was likely both highly-skilled and wildly eccentric. Some event, maybe your master’s death, obsolescence, or the development of free will, now lets you to write your own story and explore a greater world you’ve never known. You tend to be curious and somewhat naïve about emotions and relationships, meeting new experiences with the wonder and indulgence of a child. Your adventuring
    companions might be the only friends you’ve ever had, and their continued acceptance and support is reason enough for you to protect them to your last spark of life.
    Common Personality Traits: Curious, impressionable, lonely, loyal, pensive.
    Common Physical Traits: Glowing eyes, awkward expressions, hollow or tinny voice.
    Example Names: Whizgig, Tinker, Gadget, The Monster.
    Splinter Race Feats: Special Construction (clay, clockwork,
    crystal, and others). Unless you choose this, you’re a ‘steel golem.’
    >> Anonymous 08/10/09(Mon)14:01 No.5405769
    Type: Medium biped construct with a Reach of 1. Your maximum wounds equal your Constitution score.
    • Attributes: +2 to any 1 attribute, –4 Charisma
    • Base Speed: 20 ft.
    • Achilles Heel (Electricity): All electrical damage you suffer is doubled.
    • Fatal Falls: You suffer 1 additional damage per die from falling and the damage gains the keen (20) quality.
    • Limited Proficiencies: You begin with play with 2 fewer proficiencies (minimum 0).
    • Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
    >> Anonymous 08/10/09(Mon)14:02 No.5405785
    View here the unborn racial feats. Worth knowing that unborn may take the Many-(Armed/Legged) feats mentioned earlier.

    Your design includes the ability to hover.
    Prerequisites: Unborn, Level 1 only
    Benefit: You lose fatal falls and gain flight 20 ft. (see page 227), though you may rise no higher than 20 ft. above the ground.
    Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

    Unlike most of your “kin,” your body is composed of special materials that set you apart.
    Requirements: Unborn, Level 1 only
    Benefit: Choose a construction.
    • Brass: You gain Damage Reduction 2 and Spell Defense equal to 5 + your Resolve bonus.
    • Clay: You gain fast healing and sterner stuff (see pages 233 and 235), and lose Achilles heel (electricity).
    • Clockwork: Your Speed increases by 10 ft. and you lose lumbering. Also, Crafting becomes an Origin skill for you.
    • Flesh: You may be healed with both Crafting and Medicine checks, you gain dread (see page 233), and your Achilles heel (electricity) changes to Achilles heel (fire).
    • Gem: You gain Damage Reduction 2/Blunt and claw III (see page 235). Your unarmed and natural attacks gain bleed.
    • Granite: You gain Damage Reduction 4 and improved stability.
    • Lead: You gain Damage Reduction 2, Acid Resistance 10, and lose Achilles heel (electricity).
    >> Anonymous 08/10/09(Mon)14:05 No.5405808
    Does Many-Armed + Special Construction (Crystal) works as I hope? Because if so EVEN MORE AWESOME. I FEEL MYSELF EXPLODING WITH AWESOME.

    ...Why is there a mess in my pants?
    >> Anonymous 08/10/09(Mon)14:05 No.5405810
    $30 for a fucking PDF? Fuck you guys, upload it before I blow that much on something I might not even like.
    >> Anonymous 08/10/09(Mon)14:06 No.5405821
    I was going to buy it, but as soon as I saw that it's $30 for a pdf I changed my mind. That price is just ridiculous.
    >> Anonymous 08/10/09(Mon)14:07 No.5405828
    I'm now imagining a Truly Massive Ironwood ent.
    It would be glorious!
    >> Anonymous 08/10/09(Mon)14:09 No.5405847
    (moar liek sixthed or seventhed, amirite?)
    >> /co//ck/y fa/tg/uy 08/10/09(Mon)14:13 No.5405867
    >Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

    Nothing screams min-maxed like a Truly Massive, Many-Armed, Many-Legged Ironwood Ent for only 1 feat.
    >> Anonymous 08/10/09(Mon)14:15 No.5405889
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    Many armed does not grant extra attacks, so no, probably not. Crafty is very stingy with extra attacks. BAB does not allow for more than one attack per round.
    There are a few abilities that give you extra attacks under certain circumstances, and a few feat trees (for 1 weapon, two weapon, and archery) that look a little like this:

    Mo' Attacks, Mo' Betta' 1
    Take a -2 to attacks and skill checks until the start of your next turn. You can use a half action to make 2 standard attacks.

    Mo' Attacks, Mo' Betta' 2
    Take a -5 to attacks and skill checks until the start of your next turn. You can use a full action to make 4 standard attacks. If any of these attacks miss, you become flat-footed until the start of your next turn.

    Not until he has a CHA of 4.
    >> Anonymous 08/10/09(Mon)14:16 No.5405893
    ...For -4 stats. I'd take maybe 1 extra feat like that, at most. -2 can be dealt with reasonably.
    >> Anonymous 08/10/09(Mon)14:19 No.5405914
    >Many armed does not grant extra attacks
    So how is being able to hold 3 or more weapons useful then? I mean yeah being able to hold more stuff in general is cool, but New Leaf or Truly Massive seems better. Though if you want to be a grappler Truly Massive + Many-Armed is pretty much a given. And hilarious.
    >> Anonymous 08/10/09(Mon)14:19 No.5405917
    I say, while this sounds jolly good, I find the price tag of twenty nine dollars and ninety-five cents to be quite risible for a book that does not offer so much as the tactile sensation of book-reading; indeed, it is merely a non-tangible file in the portable document format. perhaps if the price were not so tumid, this one would be more inclined to purchase this product. but, alas, these circumstances are quite pessimal.
    tl;dr: upload it.
    fuck you.
    >> Anonymous 08/10/09(Mon)14:23 No.5405950
    Eloquently stated, my esteemed colleague.
    >> Anonymous 08/10/09(Mon)14:27 No.5405978
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    Anything else anyone is curious about?

    It's nice for the grapple bonus, and if you were also Huge, you'd have a total +11 vs. a Medium creature.
    Nice for crossbows or blackpowder weapons, since you can prep and load multiple sets at the same time. The free Handle Item action is nice for quaffing yon potion or priming yon grenade.

    My name and order number is watermarked on each page.
    You're a deadbeat fuck.
    Suck cocks in hell.
    Or you could wait like two weeks or something. The thing just came out yesterday. This is the internet, holy fuck.
    >> Anonymous 08/10/09(Mon)14:29 No.5405987
    What do classes provide/do/whatever? What classes even are there? I realise most of them are probably listed in race listings above, but whatever.
    >> Anonymous 08/10/09(Mon)14:35 No.5406028
    You have made an inedible mistake, Mr. Witless.
    >> Anonymous 08/10/09(Mon)14:44 No.5406100
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    A little recap then,
    Drake (non-humanoid dragon), Dwarf, Elf, Giant , Goblin, Human, Ogre, Orc, Pech (halfling), Rootwalker, Saurian (lizardman), Unborn
    Assassin (combat rogue), Burglar (stealthy/mobility rogue), Captain (warlord), Courtier (social-fu), Explorer (Indiana Jones), Keeper (skillbot), Lancer (cavalryman), Mage (arcane caster), Priest (divine caster), Sage (bardish fellow), Scout (ranger), Soldier (fighter)
    >> Anonymous 08/10/09(Mon)14:47 No.5406138

    I concur with this gentleman. Upload it. I ain't paying $30 for a pdf I haven't even seen a hard copy of.

    If we get this uploaded and I like it enough I may purchase follow up books at a later date.
    >> Anonymous 08/10/09(Mon)14:49 No.5406152
    How do magic items work? We talking full suit of magic items D&D style or a few special/powerful ones? I saw that there were rules for making them after all...
    >> Anonymous 08/10/09(Mon)14:51 No.5406164
    Unborn Explorer. Warforged Indiana Jones, F YEAR!
    >> Anonymous 08/10/09(Mon)14:55 No.5406198
    He said they were watermarked with your customer number. So it might take a while for someone to go through and edit out all the watermarks before it gets uploaded.
    >> Anonymous 08/10/09(Mon)14:56 No.5406203

    The Keepers were training me to be one of them, but I found... other uses for those skills.
    >> Anonymous 08/10/09(Mon)15:00 No.5406250
    Lawful evil soldier ent of death. Sure it protects the forest, but everything is a threat to the forest just by existing. RAR DIE HUMAN SCUM!
    >> Anonymous 08/10/09(Mon)15:10 No.5406338
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    Rules for making magic items are in there yeah. There are very few premade, so the onus is on the GM (or player) to make the things they want. Thankfully this is a pretty straightforward process. Items have 1-2 properties; a Essence and a Charm, no more than one of each. The powers provided by Essences and Charms differ somewhat, so you might not be able to get everything you want on one item.
    Items cost Reputation (a currency of badassery, more info on that later if you want) rather than cash. Certain properties are more powerful than others and cost more rep. Items are nebulous in definition; it's "item of such and such" rather than "boots of such and such;" there are no slots. The exception are weapons and armor which, while similarly vaguely-defined (1h weapon, 2h weapon, or suit of armor) receive a discount to their rep cost in creation because you are limited in how you utilize them (there's your mechanical benefit for multiple arms).

    Someone earlier was asking about magic weapons dealing different damage types. Let's put together a magic sword.

    Take ye longsword, and add:
    Lesser Essence: Exotic Damage (melee) – fire. Cost 5 rep.
    Lesser Charm: Accuracy Bonus +2. Cost 8 per +1 =16 rep.
    One-handed weapon. Discount of 5 rep.
    Total cost 16 rep. And there you have a +2 flaming longsword.
    >> Anonymous 08/10/09(Mon)15:17 No.5406406
    And how hard would it (approximately) be to accumulate that much Reputation?
    >> Anonymous 08/10/09(Mon)15:21 No.5406440
    >Items cost Reputation (a currency of badassery

    So if you kill things without magic items, you are more badass.

    >> Anonymous 08/10/09(Mon)15:23 No.5406451
    FFFFFF, I want to read through this now so badly.
    >> Anonymous 08/10/09(Mon)15:25 No.5406475
    Then shell out thirty fucking bucks, faggot.
    >> Anonymous 08/10/09(Mon)15:28 No.5406503
    >$30 just to read a book is reasonable
    For something he probably won't even end up playing?
    >> Anonymous 08/10/09(Mon)15:30 No.5406529
    These guys put a lot of hard work into this book, and it's their right to charge $30 for it.
    >> Anonymous 08/10/09(Mon)15:32 No.5406546
    I didn't say they weren't, but some people aren't going to be willing to pay that price for, as I said, something they would never actually use, just read like you might a novel, except a lot more expensive.
    >> Anonymous 08/10/09(Mon)15:37 No.5406592
    If he's really possessed by a terrible urge to read the book, then $30 shouldn't be an issue.
    >> Anonymous 08/10/09(Mon)15:42 No.5406635
    It is when you're 12
    >> Anonymous 08/10/09(Mon)15:49 No.5406696
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    From the current previews, I would download the book, to peruse. If it works nicely enough, I would buy the hardcopy. This is how I buy pretty much all my rpgs, as I don't really want to buy a ruleset sight unseen. On the other hand, I like rules for rules' sake, and will buy games I don't intend to play, to steal their rules for elsewhere.

    >Reputation (a currency of badassery, more info on that later if you want)

    >> Anonymous 08/10/09(Mon)15:54 No.5406737
    Do finesse fighters (or whatever's equivalent) work in there? Or is it like 3.5, where it's only used by people who need to be in light armor for some other reason?
    >> Anonymous 08/10/09(Mon)15:56 No.5406755
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    Higher-level character generation gives 10 x level worth of reputation. So it's a pretty low-level item.

    Well, you generate Reputation by completing adventures, by being awesome, and by completing adventures in an awesome way. You spend rep on Favors, Renown, and Prizes.
    Favors are one-off effects. It represents pulling favors to get stuff done; having a spell cast, getting your foe strung up on faulty charges and stuck in prison for a week, a pardon for a crime, free room and board for the night, whatever.
    Renown represents your rank and titles and is divided into three categories: Heroic, Military, and Noble. Higher Renown is necessary to access certain Favors (nobody's pulling favors for people without pull) and acts as a positive modifier in relevant situations. So the Military Renown 3 character would get a bonus when chatting up the local garrison for information or schmoozing the admiral.
    Prizes are persistent stuff. There's Contacts (hook-up, information sources, allies), holdings (businesses, safehouses, hikkikomori borg fortresses) and magic items. You're limited to having Level +1 prizes. So even without item slots there is a limit on the number of magic items you can keep a hold on. And you've got to choose between having hookups and places to put up your feet and having flaming swords.
    >> Anonymous 08/10/09(Mon)16:08 No.5406881
    >> Anonymous 08/10/09(Mon)16:09 No.5406888
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    I'm building a fencer for my friend right now.
    Melee weapon with the Finesse tag lets you use the higher of your Dex or Str when calculating attack bonus. I could list them all out, but suffice to say it's more than just daggers and rapiers. In fact, I haven't said much about weapon selection, but there is a fuck-ton of it. For example "fencing blades" includes cutlass/saber, moon sword, ninja-to/sword cane, rapier, razor sword, scholar's sword.
    >> Anonymous 08/10/09(Mon)16:10 No.5406899
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    Your swift movements offer no respite.
    Prerequisites: Edged forte
    Benefit: Once per round, you may make a free attack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage with this attack (rounded up). Also, you gain a stance.
    Work the Line (Stance): Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left.

    Your attackers pay in blood — and tears.
    Prerequisites: Fencing Basics
    Benefit: Each of your fencing blade attacks may inflict your choice of lethal or stress damage instead of the weapon’s normal damage (no penalty or damage decrease occurs). Also, you gain a trick.
    En Garde! (Fencing Blade Total Defense Trick): Each opponent who moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex modifier + the number of Melee Combat feats you have) or be automatically hit by your fencing blade.

    You play with your foes like a cat… until you get bored. Then you do that other thing cats do.
    Prerequisites: Fencing Mastery
    Benefit: Your Dexterity score rises by 1 and you gain a
    Touche! (Fencing Blade Attack Trick): If your target is a standard character with a lower Dexterity score than yours, he immediately fails hisDamage save (damage isn’t rolled). You may use this trick once per round.

    Standard characters are like mooks or minions. By default, anyone without a name (goblin, city guard, wolf) is a standard character. You hit them, they roll a save with a difficulty of 10 + (damage taken so far / 2). So this lets you one-shot such people with little effort.
    >> Anonymous 08/10/09(Mon)16:11 No.5406904
    What's the feat gain like? Is it closer to 3.5 where you get a few special techniques, or more 4e with lots of little tweaks?
    >> Anonymous 08/10/09(Mon)16:21 No.5407010
    >>Sword cane.

    brb fappin'.
    >> Anonymous 08/10/09(Mon)16:23 No.5407030
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    One feat at level 1, with a bonus feat based on Specialty (profession, if you prefer).
    One feat at level 3, and an additional feat every 3 levels thereafter.
    Classes grant additional (theme-appropriate) feats.
    The Mage gets a spellcasting feat every fourth level.
    Every other level, the Soldier gets either a Basic/Unarmed/Melee/Ranged Combat feat or two proficiencies, his choice.

    Proficiencies cover weapon use. You get a number based on class (Mages 2, Soldiers 6), and then another every other level starting at level 3. Spend one prof, and you can use a group (very broad: unarmed, blunt, edged, ranged, hurled) without penalty, spend another on the same group and get +1 to attack rolls. Further points spent can be used to buy tricks. So you can specialize in one weapon or branch out.

    Sword Cane: 1d8 lethal, crit on 20; AP 2, Finesse
    >> Anonymous 08/10/09(Mon)16:25 No.5407053
    Now I want to make a Soldier in this.
    >> Anonymous 08/10/09(Mon)16:26 No.5407060
    That sounds awesome. Holy shit I am getting this game and I'm totally going to make an crusty old gentleman of wealth with a healthy skill in the art of the sword cane.
    >> Anonymous 08/10/09(Mon)16:28 No.5407084
    Not commenting on your post, but that pic is fantastic. I was reading about Aztec warfare, and the subject of the macahuitl came up. Apparently Polynesia used them too, but with shark teeth instead of obsidian, but I'd never seen one until now. Props, anon!
    >> Anonymous 08/10/09(Mon)16:36 No.5407160
    It's like 3.5 in that regard.
    >> Anonymous 08/10/09(Mon)16:36 No.5407167
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    Soldiers get other shit besides feats, dude.
    Low DR starting at level 1 and scaling up.
    Enhanced AC when in armor (armor provides DR and lowers AC generally) starting at level 4 and scaling up.
    Class-specific gimmick abilities starting at level 6.
    Constantly grant cover to yourself and nearby allies starting at level 10 (by knocking over tables, kicking up sand, whatever).
    Level 14 ability: 1/session, count a die roll on an attack roll, Fort save, or STR or CON based skill check as a natural 20.

    Shark-tooth sword is the weapon of choice for the discerning elegan/tg/entleman. And holy fuck stats. I honestly did not know. Rolling a Polynesian Soldier starting right now.

    Jagged Sword: This “sword” is typically a wooden handle spiked with slivers of bone, obsidian, or animal teeth to create a tearing edge.
    1d8 lethal, crit on 20; Bleed, Hook
    >> Anonymous 08/10/09(Mon)16:53 No.5407330
    Certainly sounds nasty. Somebody mentioned guns didn't they? How are those?
    >> Anonymous 08/10/09(Mon)16:57 No.5407366
    How the hell do the ACTION DICE! work in this? How many you get, how often you can use them, etc.
    >> Anonymous 08/10/09(Mon)17:16 No.5407542
    >> Anonymous 08/10/09(Mon)17:22 No.5407582
    Similarly to ACTION POINTS I would assume.
    >> Anonymous 08/10/09(Mon)17:33 No.5407657
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    Early rennisance firearms. Kind of lame in my opinion. Let us investigate yon musket.
    Musket: 3d6 lethal, crit 18-20, range 40 ft. x 6; Load 7, Spike, Unreliable.
    Damage and crit range are very good. Range is decent; on par with a bow (cue /k/ommando riot). Load 7 means it takes a staggering 7 Handle Item actions (half action) to reload. Fuuuuck. You can get an ammo bandolier, that'll knock it down to 5. Still. Fuuuuuck. Spike basically means it has a bayonet. Unreliable increases the odds of a critical error.
    More damning than that is the fact that the vast majority of existing ranged combat feats are incompatible with them.
    >> Anonymous 08/10/09(Mon)17:35 No.5407672
    you spend them to activate certain shit or improve a roll by the amount listed on the table (1d6 to 1d10 generally), they replenish each session and the amount varies as you level
    >> Anonymous 08/10/09(Mon)17:36 No.5407675
    >> Anonymous 08/10/09(Mon)17:36 No.5407676
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    You get action dice of a number and size based on your level. At start, you get 3d4, at level ten 4d6, at level twenty, 6d10. Your pool refreshes every session. You may use them to:
    Boost a attack roll, skill check, or save. Simply roll a die and add it to the d20. Action dice rolled in this manner "explode," if they show the highest number on them, you roll it again and add it again. This can continue indefinitely.
    Boost your AC. Roll an action dice, boost AC by 2 for the result of the die. They can explode on this roll, too.
    Activate a critical threat. When you roll that 20 (or 19 or whatever), you have to spend the die in order to confirm it.
    Activate an opponent's fumble when they roll a 1 (or whatever). Spend the die, they fuck up.
    Heal yourself. Roll the die, heal that many VP, and 2 Wounds. You can do this out of combat, but in combat it only works if you take a full round action and don't get hit in the meantime.
    A lot of core class abilities interact with action dice. The Mage can roll up to three and get the result's worth of spell points. When the Soldier rolls an action dice to boost an attack, he gets a free one of the same size as well.
    There is a whole class of Chance feats devoted to making your action dice bigger, better, more numerous, grant broader applications, etc.

    The GM has a pool of action dice that he uses to activate your fumbles, activate enemy crits (usually only BBEGs can do this), or generally be mean.

    They're also used to incentivize the GM into making divinations and info-gathering abilities work. If he doesn't want to give a hint, he has to give you action dice instead.
    >> Anonymous 08/10/09(Mon)17:42 No.5407734
    But it was said that the arms don't grant you extra actions or anything, which is what you would need to reload.
    >> Anonymous 08/10/09(Mon)17:44 No.5407748
    Well, provided you have one (of your available six) arms open, you get a free Handle Item action 1/turn. So you could get 3 actions worth of reloading in provided you spent a full round doing so. So you could fire every other round, provided you had a bandolier and didn't move much.
    >> Anonymous 08/10/09(Mon)17:44 No.5407751
    They allow you to handle one item as a free action as long as you have an available arm. And technically reloading more than one rifle if you have the available arms should all be the same action.
    >> Anonymous 08/10/09(Mon)17:50 No.5407801
    Scans, plox.
    >> Anonymous 08/10/09(Mon)17:51 No.5407813
    The game uses the same system as Spycraft 2.0 right? Shouldn't be too hard to have a wizard absentmindedly summon a couple crates of Winchester rifles and break action shotguns.
    >> Anonymous 08/10/09(Mon)17:51 No.5407822
    So how are drakes balanced against the other races? no ability to wield weapons?
    >> Anonymous 08/10/09(Mon)17:52 No.5407826

    This and the Team Fortress allusions upthread just got me imagining a treant Heavy Weapons Guy. With muskets.
    >> Anonymous 08/10/09(Mon)17:55 No.5407848
    Hmm, I see. Very amusing indeed.

    How do the natural attacks work? I see that Gem Unborn get Claw III while Many-Legged gives Kick II, and Dwarves can't Kick at all. What's the difference in all of this?
    >> Anonymous 08/10/09(Mon)17:55 No.5407859
    >> Anonymous 08/10/09(Mon)18:12 No.5408005
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    I don't really know. I hadn't thoroughly investigated them based on my personal conviction that dragons are kind of lame. Let's discover it together.

    You’re a drake, proud kin to dragons. Physically, you fit the classic depiction; you possess scaly skin, a serpentine body, wicked talons, destructive breath, and massive wings. Your hide may be red or brown and your scales might be black, blue, green, or gold, depending on your birthplace and ancestry.
    Your early life was in all likelihood a solitary existence, spent carving out territory and mastering anything that caught your fleeting interest. You might bear a name granted for notable deeds
    or traits, or command a title of appropriate stature — for you are due respect and awe. Yours is a cunning and sometimes cruel species, with little patience for those who fail to recognize your greatness, or worse, interfere with your many plans. You regard precious few as allies and still fewer as friends, but for them you harbor deep, enduring affection. They are to be afforded the same rights and privileges as you, for they stand beside legend.
    Common Personality Traits: Aloof, greedy, proud, self-centered, wise
    Common Physical Traits: Hissing voice, shimmering scales, darting eyes, dagger-like teeth
    Example Names: Icebite, Wrathbane, Deathwing, Sunscale, Nighteye
    Splinter Race Feats: Elemental Heritage (fire drake, ice drake, wind drake, or other elemental drake), Truescale (cloud drake, mountain drake, swamp drake, or other terrain drake).
    Unless you choose one of these, you’re a ‘lesser drake.’
    >> Anonymous 08/10/09(Mon)18:15 No.5408031
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    Type: Large (2×3) quadruped beast with a Reach of 2. Your maximum wounds equal your Constitution score × 1.5 (rounded down).
    • Attributes: +2 to Strength or Intelligence, –2 to Dexterity
    • Base Speed: 30 ft.
    • Breath Weapon: Once per round as a full action you may breathe fire in a 20-ft. line, inflicting 2d6 + your Con modifier in fire damage. Make a single ranged attack against all characters and objects in the path; each character hit may make a Reflex Save (DC 10 + the number of Species feats you have + your Con modifier) to suffer only 1/2 damage (rounded down).
    • Iconic Specialties: You gain your Specialty’s bonus feat only if you’re an Acrobat, Barbarian, Bard, Fist, Guardian, Lord, Mystic, Rogue, Sorcerer, or Warden.
    • Inquisitive Mind: You gain 2 additional Interests.
    • Natural Attack: You gain the Bite I and Claw I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
    • Winged Flight: You may fly with a Speed of 50 ft
    >> Anonymous 08/10/09(Mon)18:22 No.5408067
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    Racial feats! Drakes are eligible for the Truely Massive feat upthread, but since both it and Elemental Heritage and Truescale specify Level 1 only, you can be a huge dragon, or a dragon made of metal, or a dragon that can breathe acid, but no combination thereof.

    GREATER BREATH Your breath lays waste to huge swaths of territory.
    Prerequisites: Drake
    Benefit: Your breath weapon becomes a 40-ft. line, 20-ft. cone, or 15-ft. sphere (your choice).

    You’re most at home in the air.
    Prerequisites: Winged fight (see page 227)
    Benefit: You gain Acrobatics as an Origin skill and suffer no additional penalties when hovering (see page 227).

    You’re well adapted to your natural hunting grounds.
    Prerequisites: Drake, Level 1 only
    Benefit: Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You suffer no Size penalty with Blend checks in this terrain. Also, choose one base class. It becomes an iconic class for you. Finally, choose a damage type: acid, cold, electrical, fire (AP 4), flash, force, sonic, or stress. Your breath weapon inflicts this type of damage instead of fire (AP 0).
    >> Anonymous 08/10/09(Mon)18:23 No.5408074
    I would upload it, but my shit is watermarked and I'm way too lazy to edit it. Fuck you guys, everyone just buy it.
    >> Anonymous 08/10/09(Mon)18:24 No.5408085
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    This is a bigass feat, for playing yon crystal dragons. Not race-specific, so useful for making your gensai, your mephitlings, humanoids from outer/inner planes, etc. I'm breaking it up into two parts.

    Your ancestors were closely tied to the primal forces of the world.
    Prerequisites: Level 1 only
    Benefit: Choose an element.
    • Crystal: Your unarmed and natural attacks gain bleed and you gain 2 Panache. However, you also gain Achilles heel (sonic) (see page 230).
    • Darkness: You gain darkvision II, light-sensitive (see pages 233 and 234), and a +4 bonus with Sneak checks.
    • Dust/Sand: You gain Unarmed Resistance 5 and a +2 bonus with Prestidigitation checks. However, your Charisma score drops by 1.
    • Earth: You gain DR 2/Blunt and sterner stuff (see page 234). However, your Speed decreases by 5 ft. (minimum 10 ft.).
    • Fire: You gain Fire Resistance 5 and may convert your unarmed damage to fire damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (cold).
    • Ice: You gain Cold Resistance 5 and may convert your unarmed damage to cold damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (fire).
    >> Anonymous 08/10/09(Mon)18:26 No.5408102
    How many pages is it?
    >> Anonymous 08/10/09(Mon)18:28 No.5408117

    >> Anonymous 08/10/09(Mon)18:29 No.5408121
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    I've long maintained that the only way to defeat internet piracy was to appeal to our sense of sloth.

    • Lava: You gain Heat Resistance 5 and grueling combatant (see page 233). However, you also gain Achilles heel (cold).
    • Light: You gain Divine Resistance 5 and night-blind (see page 234), and may convert your unarmed damage to flash damage without suffering the normal –4 attack penalty.
    • Lightning: You gain Electrical Resistance 5 and may convert your unarmed damage to electrical damage without suffering the normal –4 attack penalty. However, you also suffer a –2 penalty with Will saves.
    • Metal: You gain Edged Resistance 5 and a +2 bonus with Resolve checks. However, you also suffer a –2 penalty with Reflex saves.
    • Mist/Smoke: You gain Ranged Resistance 5 and a +2 bonus with Blend checks. However, you also suffer a –2 penalty with Fortitude saves.
    • Water: You gain Blunt Resistance 5 and a +2 bonus with Acrobatics checks. However, you also gain Achilles Heel (electricity).
    • Wind: You gain Falling Resistance 5 and your Speed increases by 5 ft. However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
    • Wood: You gain DR 2/Edged and attribute impairment you suffer decreases by 1. However, you also gain Achilles heel (fire).

    Drake arms and armor must be custom made. Weapons cost +50%, armor costs +25%.
    >> /co//ck/y fa/tg/uy 08/10/09(Mon)18:29 No.5408127
    How big are the watermarks? Is it one of those .pdfs where the text can be searched and the likes? Even then, it's not justifying the cost, especially when fall term is starting in hours for me.
    >> Anonymous 08/10/09(Mon)18:30 No.5408131
    Fuck RPG prices have gone through the fucking roof. DH at roughly 60 MSRP, this at 50...shit even the Exalted 2e core book only cost 40 bucks when it first came out, and it's a lot better looking than most of the ones that cost 50-60 bucks.

    Still, it's not a problem if you have a gaming group. If people want to play it, everyone just pitches in 5-10 bucks and the book is paid for.
    >> Anonymous 08/10/09(Mon)18:31 No.5408156
    I want to buy it, but I want to judge if it's worth it first. SOMEBODY FUCKING SCAN.
    >> Anonymous 08/10/09(Mon)18:32 No.5408160
    best nose art ever.
    >> Anonymous 08/10/09(Mon)18:39 No.5408219
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    Natural attacks count as unarmed attacks, so PCs with natural attacks have to spend at least a proficiency on unarmed.
    Bite/slam/claw/kick/talon/slap/gore are all mechanically identical. The roman numeral references their strength.
    Natural attack I is 1d8, II is 1d8 crit 19-20, III ups it to 2d8, IV steps up threat range again, V steps up the damage another time to 3d8.
    You can attack with all of your natural weapons as a full action.

    400, printed b&w, lots of illustrations.

    Printing has always been a comparatively expensive process, and rising costs and inflation have hit the printing industry hard. There's some cool technology in print on demand being worked on, but that's a long ways down the pipe.

    Your mother sucks leprous cocks in hell.
    >> Anonymous 08/10/09(Mon)18:42 No.5408248
    Racial imbalance seems huge.

    Drakes & Rootwalkers seem so much superior to Unborn, for example.
    >> Anonymous 08/10/09(Mon)18:44 No.5408272
    I'm really interested to try this system out. However 30 dollars for a pdf which I might not even be able to ever find a group willing to try out this system / convince my group to try it? Seems like a big investment for a cool book which might be of zero use to you.
    >> Anonymous 08/10/09(Mon)18:45 No.5408282
    That's assuming there's only these level 1 racial feats, it could be like 4e where you can get a bunch of stuff to make your Unborn even more Warforged or something.
    >> Anonymous 08/10/09(Mon)18:46 No.5408286
    Everyone saying "OH BUT WE WANT TO SEE THE RULES BEFORE WE GET THE GAME" can fuck off.

    Read the fucking thread. Hell, download Spycraft. I can promise you the basic rules will be practically identical, with some of it replaced.

    Half of the rules in the fucking game are already spoiled in this thread so if you still want more information, buy the book. It comes from a company that actually needs it because let's face it.

    You will not buy this shit, even if you get the book to "see if it's worth buying" because you don't want to spend money on anything.
    >> Anonymous 08/10/09(Mon)18:50 No.5408316
    What is all this about cocks and hell? Degradation of Others 101: Never reuse the same insult twice.
    >> Anonymous 08/10/09(Mon)18:51 No.5408329
    Well, I neglected to post construct type rules. There's a lot there. The drakes are just Folk (bog-standard creature type).

    Construct: The character is inorganic or manufactured. It’s immune to Intelligence, Wisdom, Charisma, sneak attack, stress, and subdual damage, as well as poison and disease. It can’t fall unconscious and never gains the bleeding, enraged,
    fatigued, fixated, frightened, paralyzed, shaken, or sickened conditions. The character only suffers 1 kind of critical injury — severe internal damage (–4 to random attribute: Strength, Dexterity, or Constitution) — on a result of 51 or higher. It may only be healed with a successful Crafting check using the Medicine rules (see page 77). A construct doesn’t age and doesn’t need to eat, sleep, or breathe.

    Awesome, way to be the umpteenth guy in the thread to say that.

    I agree with the sentiment expressed in this post. And also, holy fuck. You've never been on the internet before? Some guy with have the watermarks removed and uploaded by the end of the month. Stop with all the "bawwww I want free shit" and put your panties back on.
    >> Anonymous 08/10/09(Mon)18:52 No.5408333
    Remember, this is /40k/. We spend hundreds of dollars assembling and painting armies of little plastic and metal men.
    Fuck you.
    >> Anonymous 08/10/09(Mon)18:53 No.5408349
    So Unborn have advantages.
    >> Anonymous 08/10/09(Mon)18:54 No.5408353
    >Finally, choose a damage type: acid, cold, electrical, fire (AP 4), flash, force, sonic, or stress. Your breath weapon inflicts this type of damage instead of fire (AP 0).
    Let me get this straight. I can play a drake whose breath causes stress?
    I'm suddenly imagining a fat drake on a crowded subway train, standing behind you, too close for comfort, breathing heavily with a whistling noise to it.
    >> Anonymous 08/10/09(Mon)18:54 No.5408358
    I've already read the thread, and am impressed with the rules. However I need something I can show to my group / prospective players and say.. hey check this out would be really cool to play right? I can't send them to read this thread. I would be willing to buy the book / eventual books if I had people to play with I could count on.
    >> Anonymous 08/10/09(Mon)18:54 No.5408360
    So $30 is beyond you?
    >> Anonymous 08/10/09(Mon)18:55 No.5408366
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    And why not Plant types for the rootwalkers.

    Plant: The character is an animate plant. It gains the light sleeper NPC quality at no additional cost and is immune to diseases, poisons, sneak attack damage, and the fixated, paralyzed, and sickened conditions. A plant ages and must eat, sleep, and breathe.

    I must be slipping in my old age. Sorry Anonymous.
    What I meant to say is that you're a Aspergin' neckbearded social reject. Every time your parents think about you, they're reminded of the incredible disservice they did to society in failing to raise you properly. Every time they think of you, they move to a room where they can be alone, and weep quietly to themselves for a time.
    >> Dagda !hTbo821v7U 08/10/09(Mon)18:56 No.5408375
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    Pic related?

    Most races seem balanced, but now that I take a close look, Unborn really do seem to get the short end of the stick. Weird.
    >> Anonymous 08/10/09(Mon)18:57 No.5408378
    Use the almighty power of your mouh and tell them, then. Let's get this thread archived - heck, you could even save this thread yourself and read up on it if you need reminding about the rules. If they like the sound of it - buy it!
    >> Anonymous 08/10/09(Mon)18:59 No.5408406
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    Well, an existing interpretation of the rules says that fire damage causes an equal amount of stress damage, so I'm not certain it's a good call. That said, if I could work with the GM to get it to breathe DOUBLE stress damage, due to the more narrow utility, I'd go for it. Maybe it is some kind of hallucinogenic or otherwise mind-altering gas.

    Oh man why is that dragon attacking me, OH MAN WHY AM I COVERED IN BUGS!?!

    /tg/, arguing and dickwaving about frivolous spending.
    >> Anonymous 08/10/09(Mon)18:59 No.5408414
    >You will not buy this shit, even if you get the book to "see if it's worth buying" because you don't want to spend money on anything.
    Actually, I was just saying that this isn't true. If I, personally, were to read the rules, and ended up liking them and wanting to play this game, I would almost certainly purchase a hard copy because:
    1: I enjoy the sensation of having a book in my hands when I'm reading/referencing something
    2: .pdf files really don't work for actually playing the games. They're clunky, awkward, and not nearly as easy to browse through at a moment's notice in the middle of the game to find that elusive rule you forgot.
    >> Anonymous 08/10/09(Mon)19:01 No.5408428
    >• Crystal: Your unarmed and natural attacks gain bleed and you gain 2 Panache. However, you also gain Achilles heel (sonic)

    Our pimp dragon would be weak versus phat beats. Excellent.
    >> Dagda !hTbo821v7U 08/10/09(Mon)19:01 No.5408431
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    Hocrap, never mind. I looked up the effects of being a construct:

    >It’s immune to Intelligence, Wisdom, Charisma, sneak attack, stress, and subdual damage, as well as poison and disease. It can’t fall unconscious and never gains the bleeding, enraged, fatigued, fixated, frightened, paralyzed, shaken, or sickened conditions. The NPC only suffers 1 kind of critical injury — severe internal damage (–4 to random attribute: Strength, Dexterity, or Constitution) — on a result of 51 or higher. It may only be healed with a successful Crafting check using the Medicine rules (see page 77). A construct doesn’t age and doesn’t need to eat, sleep, or breathe.
    >> Anonymous 08/10/09(Mon)19:01 No.5408434
    Wow, this just makes Rootwalkers look like even better versions of Unborn.
    >> Anonymous 08/10/09(Mon)19:04 No.5408455
    exactly. if I was really so butthurt about having to spend money I would just say so, this is an anonymous internet forum and I am a grain of sand on the beach of humanity, so it's safe to assume that nobody fucking cares.
    >> Anonymous 08/10/09(Mon)19:04 No.5408457
    $30 for 400 pages? That's almost reasonable.

    . . . now if it were the hardcopy AND a digital copy, I'd snatch that up right now. B&w is a bit offputting, though.
    >> Anonymous 08/10/09(Mon)19:08 No.5408508
    Are they going to release Quick Start Rules? That might get rid of half the bitching in here.
    >> Anonymous 08/10/09(Mon)19:11 No.5408533
    I still want to play an Unborn Explorer.

    Clockwork Indiana Jones.
    >> Anonymous 08/10/09(Mon)19:13 No.5408547
    Excuse me, flying musketeer Unborn using six flintlock pistols would like to have a word with you.
    >> Anonymous 08/10/09(Mon)19:14 No.5408564
    I don't know, and I don't care for bitching. Prolly not. If you want an idea of how Crafty dicks around with basic d20 ruleset, pick up Spycraft 2.0 off of /rs/.
    Our group put in cash to buy the PDF, and we're going to put in cash to buy the hardcopy.
    The main reason I started posting this stuff is because people were creaming themselves over Pathfinder. I figure if people want a 3.5 rehash, they might as well cream themselves over one that's actually any good.
    >> Anonymous 08/10/09(Mon)19:17 No.5408593
    Oops, forgot my clockwork.
    >> Anonymous 08/10/09(Mon)19:20 No.5408624

    yes but pathfinder's pdfs cost 1/3 as much
    >> Anonymous 08/10/09(Mon)19:27 No.5408702
    ...and are about 1/10 as awesome.
    >> Anonymous 08/10/09(Mon)19:31 No.5408752

    >> Anonymous 08/10/09(Mon)19:37 No.5408803
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    It occurs to me /tg/, that I have not been pandering to the things you truly love and appreciate. That ends now.

    You’re a dwarf, a stout and reliable clansman somewhat shorter than a human with similar appearance. Your people are famous for their tenacity and physical toughness, and often develop great skill as craftsmen due to their willingness to set aside frivolity for the simple pleasure of a job well done. Despite frequent accusations that dwarves are curmudgeons, you have a deep appreciation for all things beautiful and are quick to adopt new technologies and innovations. You most likely came up in a clan — the core of dwarven society — and wear your clan name as a badge of great pride. Your deep familial ties ensure you’re quick to honor debts and avenge slights against your ancestors. Trough the heat of battle and the chill of conflict, you’ve also forged strong bonds with your companions, and remain a stout and true-hearted friend to the bitter end. Common Personality Traits: Brave, gruf, persistent, reliable, stubborn
    Common Physical Traits: Beard, barrel chest, sturdy build, heavy brow, incredible endurance
    Example First Names: Hrothgar, Durik, Snori, Baldar, Mordn, Gulid
    Example Clan Names: Fireheart, Deepwell, Stonehand, Silvermine
    Splinter Race Feats: Hill-Born (hill dwarf ), Lava-Born (magma dwarf ). Unless you choose one of these, you’re ‘stone-born’ (a mountain dwarf ).
    >> Anonymous 08/10/09(Mon)19:39 No.5408818
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    Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.
    • Attributes: +4 Constitution, –2 Dexterity
    • Base Speed: 20 ft.
    • Banned Actions: You may not use Kick tricks or make Jump or Swim checks.
    • Enlightened Skill: Choose one skill. Your maximum rank in that skill increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
    • Iconic Classes: If your level in any base class is higher than your level in either Keeper or Soldier, your starting action dice decrease by 2.
    • Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
    • Iron Gut: You gain an insight bonus equal to your Constitution modifier with saves against disease and poisons (minimum +1).
    • Low-Light Vision: You ignore the effects of dim and faint light.
    • Thick Hide 3: You’re considered to be wearing partial armor that provides Damage Reduction 3. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
    >> Anonymous 08/10/09(Mon)19:39 No.5408819
    >magma dwarf
    Oh lawd
    >> Anonymous 08/10/09(Mon)19:40 No.5408830
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    Not every stone is buried deep in the Earth; Hill-Born dwarves dwell above-ground, making them the most approachable of their kind, both physically and socially.
    Prerequisites: Dwarf, Level 1 only
    Benefit: Explorer is an iconic class for you. You suffer exactly 1 point per subdual damage die when making a Push Limit check (damage isn’t rolled). Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Hill-Dwarf (Haggle & Ride).

    You’ve shared meals and conversations in many exotic lands.
    Prerequisites: Hill-Born
    Benefit: You gain 2 additional Languages and 25 Reputation that must immediately be spent to create or improve a contact.

    You hail from the fiery depths of the world, where the stones glow with the heat of the First Dwarf’s forge.
    Prerequisites: Dwarf, Level 1 only
    Benefit: Explorer is an iconic class for you. You gain Fire and Heat Resistance 5 and each time you inflict lethal damage with an unarmed or melee attack you may convert it to heat damage without suffering the normal –4 attack penalty.

    Flowing rivers of molten stone surround your home. Sometimes, they entrust you with their secrets.
    Prerequisites: Lava-Born
    Beneft: Your Speed increases by 5 ft. and you gain a +1 bonus to Defense. Also, when you spend an action die to boost unarmed or melee damage, you may convert it to fire damage.
    >> Anonymous 08/10/09(Mon)19:47 No.5408882
    I...I might just buy a hard copy, once I've perused a PDF, of course.
    >> Anonymous 08/10/09(Mon)19:47 No.5408884
    Banned action: kick?

    Did the designers see the Jackass clip where Wee Man kicks HIMSELF in the HEAD?!

    Seriously, if midgets can kick, so should dwarves.
    >> Anonymous 08/10/09(Mon)19:51 No.5408932
    You're not banned from kicking, you're banned from making 'kick tricks'. I assume there is a difference or I doubt it would be emphasised.
    >> Anonymous 08/10/09(Mon)19:53 No.5408955
    >grueling combatant
    This sounds badass.
    >> Anonymous 08/10/09(Mon)19:54 No.5408973
    These feats should be taken by every Dwarf.

    This simple prayer means endurance in your culture and it was chanted at your birth.
    Prerequisites: Dwarf
    Benefit: You gain a +2 bonus with saving throws made during a Dramatic scene and may recover vitality points and wounds during a Refresh action even if attacked before rolling your action die.

    You can push yourself harder than most and shake off
    incredible damage.
    Benefit: You gain a +4 bonus with Push Limit checks and suffer only 1/2 the normal penalty to Strength and Dexterity when fatigued. Also, when you Cheat Death, you may return to play at the start of the next scene (see page 384).

    You recover very quickly from injury.
    Prerequisites: Guts
    Benefit: You heal vitality points and wounds, and lose stress and subdual damage, at twice the normal rate (rounded up).
    >> Anonymous 08/10/09(Mon)19:56 No.5408984

    Ohh, OK, that makes sense.

    QQ No more soccer dwarves...
    >> Dagda !hTbo821v7U 08/10/09(Mon)19:56 No.5408990
    Every time someone misses you in melee combat, they automatically take 2 subdual damage.
    >> Anonymous 08/10/09(Mon)19:58 No.5409006
    Well, they can't take kick as a natural weapon. They can't make use Unarmed attack tricks with the word kick in the title. That's my understanding, at least.

    Grueling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.

    I was able to look this up incredibly quickly because Fantasycraft has a competently-written index. Unlike every other gaming book I've ever bought.

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