FoS-The Good, the Bad, and the Undying
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02-16-2015, 03:35 PM
(This post was last modified: 05-16-2015 04:43 AM by WillyDeWulfe.)
Post: #1
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FoS-The Good, the Bad, and the Undying
![]() Welcome to The Territories. 'Round these parts, Cowboys, sometimes literal cow-men, ride horses and tend to their herds with lassos. Most of the land is flat scrubby prairie marked by occasional red mountains. There're a few towns out here and even more abandoned ghost towns. We call this wide stretch of barren land “The Territories”. Thousands of explorers went west of the “civilized” world seeking their fortune in this inhospitable place. Schemers and thieves soon followed, seeking their fortune among the explorers. The local settlements try to keep order as best they can, but the law usually ends up being decided by the person with the fastest trigger finger. Despite the danger, more people flock to The Territories every day, usually prospectors from the cities expecting to get rich quick because of some faulty rumor. Some of the settlements have built up enough people to become proper cities, like the famous Shimmer City built next to the Big Bend River, and all those people need stuff. Traders make regular trips through The Territories selling their wares to the people scratching out a living in this land. The largest group of settlers in The Territories are humanoid, but a few enterprising bestials have moved out of the cities and into the settlements too. However, most of the bestials in The Territories are natives that have lived here long before the settlers. Constructs are quite common, usually of the steam powered robot variety. Most of them take on hazardous or tiring jobs like mining and leave soft stuff like bar tending to the fleshies. When the unnaturals immigrated onto this plane of reality, most people turned them away and they couldn’t find jobs in the cities. Desperate, many unnaturals journeyed to The Territories and found work building railroads. The men in charge of the railroads were quite pleased with this; unnaturals work for much less than the other races and are even cheaper than building and maintaining constructs. OVERVIEW Everything can be found in this massive PDF that I've made. Hit Ctrl-F and use the nice guide I have below to help you find your way around. The only thing you will need to read/skim in the PDF is the section on feats in Chapter 2. Everything else is summarized below. If you have an ebook reader like iBooks, I would recommend sticking it in there. It makes it MUCH easier to read than a straight PDF. There are a few minor errors in the PDF. If you guys see any you should let me know. CHAPTERS SUMMARIZED EQUIPMENT I plan to update once per day. If a combat is basically over, I will fast forward a bit and just say you finished killing all the enemies. This helps keep things moving. I'm looking for 4-6 players. Ridiculousness is a plus, but so is managing to fit your character into the western theme. You may even get bonuses depending on your backstory if it fits with the world. The game starts Sunday, so you have about a week. Signup Sheet Character Name: Identity: (Race, Profession, Aptitude) HP: All characters have 50 HP unless they took the Tough feat. Speeds: Run 1, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 (You probably don't need to change these) Feats: Defenses and Resistances: |
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02-16-2015, 04:54 PM
(This post was last modified: 02-17-2015 07:20 AM by hector212121.)
Post: #2
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RE: FoS-The Good, the Bad, and the Undying
Must resist making a meta character...
Fails resisting making a meta character Gonna go ahead and post what I've got so far so you can answer what questions I have. Also, I see something completely broken. Do you plan to revise the rules if I do break things? Because if so then I need to change up my sheet a bit. Also, I assume that the feats from "choose feats" are free and don't count towards feats for that category. Signup Sheet Character Name:"Quick Quentin"(Really named Liam in his real life) Identity: (Race, Profession, Aptitude)Humanoid(Gamer:Skin looks odd and touching him gives a odd feeling, almost like touching a live wire, but causes little to no actual damage. Glitches noticeably when injured.) Craftsman, Divine(Believes he's in a videogame and uses that belief) HP: All characters have 50 HP unless they took the Tough feat. Speeds: Run 1, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 (You probably don't need to change these) Feats: Defenses and Resistances: (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-16-2015, 05:13 PM
Post: #3
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RE: FoS-The Good, the Bad, and the Undying
Oooh, I see someone is actually going to take a stab at being a craftsman. A sneaky craftsman who can heal. That covers a lot of bases.
You can buy materials as it says in Chapter 6 for relatively cheap and then turn them in to good stuff. You can make those rolls to craft before the proper game starts, so you can start with it. Feats from feats that say "choose a feat from another whatever" are free since you are already taking the feat that gives you that feat. Feats feats feats. Tell me what's broken and I may change it if it's too egregious. I have my guesses, and if you can actually pull off what I think it is in the game I'll let you keep the benefits from it even if I change it. Lists aren't too hard. Each [*] between the [list] tags is a bullet point. You will have to choose two skills to benefit from Versatility. I'm guessing one is Finesse, but what's the other? |
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02-16-2015, 05:17 PM
(This post was last modified: 02-16-2015 05:18 PM by hector212121.)
Post: #4
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RE: FoS-The Good, the Bad, and the Undying
Simple.
Dabbler and dual degree don't say you can't switch at rest. Also, I fixed the Versatility thing before you posted. :) I'll work with the equipment instead, but am I allowed to get gunpowder and use that to re-craft bullets rather than buying new ones? Edit:I would explain it as a application of his Divine thing--specifiically, he thinks he's re-speccing. XD edited edit:I mean making finesse checks for the equips. (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-16-2015, 05:34 PM
Post: #5
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RE: FoS-The Good, the Bad, and the Undying
How much would an item that mimics Unnaturals' Blink feat cost?
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02-16-2015, 05:47 PM
(This post was last modified: 02-16-2015 06:39 PM by WillyDeWulfe.)
Post: #6
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RE: FoS-The Good, the Bad, and the Undying
Oh damn, that's a huge oversight on my part. Good catch Hector!
For this game I will allow you to use that exploit. I will fix it in the future though. I'm doing this partially to see just how problematic it is, partially because you have a story reason, and partially because there won't be much time to rest during the main adventure. You can retrieve any ammunition that doesn't break, including bullets. Ammunition only breaks if you miss an attack by 5 or more. I will have to work on a flavor reason for why this is because it was designed like that for bows and arrows. --- Gorsgan: I never intended to have items that worked like that and if they do eventually become a thing, it won't be in this game. However, you can still get access to the unnatural's blink feat without being one. Constructs can take it once through Modeled. Bestials can take it and keep taking it if they have the Nature aptitude and take Bestial Shift with the Wolfwere option. Alternatively, you could be an unnatural with the Nature aptitude who takes Bestial Shift for a similar effect. I can't think of a way to get a humanoid with Blink though. Edit: No wait, I figured it out. A humanoid can't take Blink, but an unnatural companion could. The companion could grab the humanoid and teleport places. I think the Rider feat technically allows this without grabbing, but you could also probably work it out with the Guardian profession's Escortee. A construct companion that takes Modeled (Blink) could work too, but it wouldn't be as good as the other options. |
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02-16-2015, 09:03 PM
(This post was last modified: 02-18-2015 09:53 AM by Timetech.)
Post: #7
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RE: FoS-The Good, the Bad, and the Undying
Character Name: Nasiv Sig-sag
Identity: (Unnatural [Calls itself a Cogitatio], Scholar (Of what it claims is everything), Arcane ["I believe in little, yet I know much."]) HP: All characters have 50 HP unless they took the Tough feat. Speeds: Run 0, Swim 1, Climb 0 (Needs 2 hands), Jump 0, Fly 1 (Must Grab Self with Telekinesis), Tele 1 Feats: Tier 3 Defensive Armor: 1A-2C-3E-2F-1P. 2 Healing Potions: Recover 1d6 HP. Defenses and Resistances: *PDF Says 1/5th for Crippled, O.P. says 1/4th.* *Suggestion: Besides Legless Telekinesis, how about Armless Telekinesis?* *I hope I did this right, please let me know if I need to change something.* *Isn't it possible to have a Scholar that also has a rouge, guardian, and entertainer feat?* |
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02-17-2015, 12:28 AM
Post: #8
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RE: FoS-The Good, the Bad, and the Undying
Might I suggest a construct feat, Man In Machine, which gives a construct a second type a la dual degree?
(12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 12:56 AM
(This post was last modified: 02-17-2015 01:08 AM by Timetech.)
Post: #9
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RE: FoS-The Good, the Bad, and the Undying
(02-17-2015 12:28 AM)hector212121 Wrote: Might I suggest a construct feat, Man In Machine, which gives a construct a second type a la dual degree? What about Ghost In The Machine: Gain +1 Unnatural Feat Except Malformed. Option: Take Malformed instead, gain the diplomatic debuffs of being an Unnatural, this does not make you an Unnatural, you can more easily attempt to prove that you are an Unnatural. |
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02-17-2015, 01:42 AM
Post: #10
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RE: FoS-The Good, the Bad, and the Undying
Application looks pretty good Timetech, except the movement speed seems off. You don't have to make any speeds 0 for Stead Pace unless you took the Steady Paces option. Legless still makes you have 0 Run and Jump speed though. Climbing is not technically 0, it's just that you either need 1 hand and legs or 2 hands to do it. So you'd have to use both of your telekinetic hands to climb, and at that point you might as well just fly.
So your movement speeds should be something like: Run 0, Swim 1, Climb 1 (Needs 2 hands), Jump 0, Fly 1 (Must Grab Self with Telekinesis), Tele 1 --- I completely forgot to add in Attuned weapons in the Equipment section. They're there now. Attuned weapons make certain damage types more accurate. They're basically wizard staffs. I fixed the crippled thing. Characters are crippled at 1/5th HP. --- I don't really think constructs need more feats that let them take stuff from other identities. They already have Modeled. That being said, I may include some way to have cyborg-like enhancements in the future. Not in this game though. |
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02-17-2015, 02:07 AM
(This post was last modified: 02-17-2015 02:07 AM by hector212121.)
Post: #11
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RE: FoS-The Good, the Bad, and the Undying
Oh, two weapon ideas: Shortranged, which adds 2d6 and lowers range a increment, and Burst, which on prime tier is 50% extra per bullet in burst, up to 4-shot bursts, and bomus is 2-shot burst only.
Shortrange represents things like shotguns and shit. Also why is all the stuff with penalties... WORSE than unpenaltied stuff? Srsly make heavy and noisy at least give better bonuses than defensive and damage. (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 03:20 AM
Post: #12
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RE: FoS-The Good, the Bad, and the Undying
Heavy and Noisy are really only supposed to be taken on bonus tiers, though I'm realizing that's some faulty logic. I made them a while ago when I was still figuring out how the crafting system works.
That is not to say that they are without their own benefits though. I'm pretty sure that heavy's damage still applies for Heavy Hitter while Damage and Cleaving are ignored. Coating a Heavy item with a Sticky potion can let you stick it on someone and weigh them down. I will probably reexamine the Heavy and Noisy properties for armor. I don't think I'll be changing the Heavy weapon property though. Short Ranged and Burst might work for weapon properties in future games, but not this one. The main problem is figuring out how to make it so you don't have to take Ranged or Tactical Reload to make them work. |
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02-17-2015, 03:57 AM
Post: #13
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RE: FoS-The Good, the Bad, and the Undying
Add in that a burst weapon always loads enough for it's max burst? Idk about shortranged, maybe make it so it adds 2d6 on attacks made in the same zone then? I mean westerns DID have shotguns...
(12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 05:48 AM
Post: #14
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RE: FoS-The Good, the Bad, and the Undying
I remember the beta of this...
I'll have something up soon willy. “One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 06:10 AM
Post: #15
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RE: FoS-The Good, the Bad, and the Undying
(02-17-2015 03:57 AM)hector212121 Wrote: Add in that a burst weapon always loads enough for it's max burst? Idk about shortranged, maybe make it so it adds 2d6 on attacks made in the same zone then? I mean westerns DID have shotguns... I've been thinking about this, and a "shortranged" would just be taking the Damage property instead of the Ranged property on a Projectile Weapon. It would essentially be a melee weapon that uses ammunition. There are Burst potions that can be applied to ammunition, but using that in melee range would hit the attacker. (02-17-2015 05:48 AM)MQuinny1234 Wrote: I remember the beta of this... Yay! Though it's probably more like that was the Alpha and this is the Beta. In the not-at-all-official and barely important for the purposes of this game deity lore I've considered for parts of Feats of Strength, I based the head god, Cirnos, loosely on the god your character worshipped in the last game, Grommian I think. Instead of the land and death, Cirnos is the god of cycles. So time, life to death, when to plant crops and rotating them, etc. I was considering having some of the characters be religious and following Cirnos, but didn't really plan anything special for it. Some people might recognize "Grommian" as an old name for Cirnos. If this hijacking of your character bothers you, you should tell me and I'll try to differentiate the two more. --- I added illuminating torches to the items so people can have light. There are two optional dark areas planned in the adventure where these would be useful. I changed the Heavy and Noisy properties to make them not crap on prime tiers. There are are now Heavy and Noisy armors in the equipment section. |
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02-17-2015, 06:14 AM
Post: #16
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RE: FoS-The Good, the Bad, and the Undying
Not at all, go nuts.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 06:15 AM
Post: #17
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RE: FoS-The Good, the Bad, and the Undying
If you thought I wasn't making the dumbest thing you've ever seen, boy are you in for a surprise.
Character Name: Saloon Identity: Construct, Entertainer, Nature HP: 50 HP Speeds: Run 1, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 Feats: (Remaining Kelter: 10) Defenses and Resistances: Companion: Character Name: Cami Identity: Bestial, Rogue HP: 20 HP Speeds: Run 1, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 Feats: Defenses and Resistances: ( I think I did the companion thing right? I just used the character sheet and made the couple of changes that the PDF detailed. If I did anything wrong, I'd be more than glad to fix it ) |
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02-17-2015, 06:15 AM
Post: #18
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RE: FoS-The Good, the Bad, and the Undying
Waitwaitwait whut?
I thought projectile weapons automatically hit at a range? (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 07:12 AM
Post: #19
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RE: FoS-The Good, the Bad, and the Undying
Kiven:
I like your characters, but there are a few minor issues. Mainly that Cami is not supposed to be a Rogue. In the rules as written, that's not supposed to happen until she levels up. BUT I've decided that's dumb since you took the Sentient option. I will probably be rewriting the feat. I also really want to see this combination work. You're fine. --- Nope, Projectile Weapons are just the only weapons that can take the Ranged property. The other main special thing about them is that they use ammunition, which can be coated to deliver potions and breaks instead of the weapon if you miss too badly. |
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02-17-2015, 07:19 AM
Post: #20
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RE: FoS-The Good, the Bad, and the Undying
(02-17-2015 07:12 AM)WillyDeWulfe Wrote: Kiven: Oh wow, okay. That's totally my fault. In the Sentient option for Bestial Companion, it says that the companion can GAIN a profession and I interpreted that as the companion already having the profession. Thanks for letting it work though! |
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02-17-2015, 07:23 AM
Post: #21
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RE: FoS-The Good, the Bad, and the Undying
Why is it that only Bestials and Constructs can get extra limbs...?
I think there should be things that can only be taken at the start of the game, btw. Like that limb bit. (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 07:27 AM
Post: #22
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RE: FoS-The Good, the Bad, and the Undying
Could it be possible to coat a blade such that it can also deliver potion influence, so long as you get +5 over attack score?
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02-17-2015, 08:01 AM
(This post was last modified: 02-17-2015 08:01 AM by hector212121.)
Post: #23
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RE: FoS-The Good, the Bad, and the Undying
If a potion is wound-delivered, you just need to hit with it in order to inflict the potion...once.
edit:fairly sure that's what it was at least (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 08:17 AM
Post: #24
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RE: FoS-The Good, the Bad, and the Undying
Bestials get extra limbs because lots of animals have multiple limbs. Constructs and Unnaturals can get access to this feat through Modeled or Malformed respectively. Unnatural Telekinesis is essentially an extra hand as well. Upgraded isn't actually an additional hand, but it does free up one.
Humanoids find it the most difficult to get access to additional hands, partially because by the definition of humanoid I'm using they only have 2 hands. It is still possible through the Nature aptitude's Bestial Shift though. If you want to have multiple limbs that aren't actually hands, you can flavor your legs however you want. Monopod? Quadraped? Uncountable writhing tentacles? Whatever you want. --- I'm not actually sure what you're asking timetech. Any weapon can be coated with a potion and delivers that potions effects when it hits. The potion coating is only one use though. If it misses, the potion is still used up. Not all potion effects work when coating a weapon, but stuff like extra damage or poison works. You could even coat a weapon in healing potion and make a healing shiv. |
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02-17-2015, 09:05 AM
(This post was last modified: 02-17-2015 10:39 AM by MQuinny1234.)
Post: #25
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RE: FoS-The Good, the Bad, and the Undying
All I really want is armour, but I'm not sure what I can buy. Like, stealthy armour would be nice, so how much can I spend on that?
------------- Character Name: Drax Identity: Baby Dragon (beast), Silent Hunter-Rogue, Martial HP: 50 Speeds: Run 1, Swim 1, Climb 1, Jump 1, Fly 1, Tele 0 (You probably don't need to change these) Feats: Equipment: Tier 1 Defensive Tier 1 Resistance Tier 1 Sneaky Armour. 3 defensive points, 2 resistance points, +2 to stealth. Tier 1 Attuned Rod: +1 to physical hits Affliction: 0 Defense, 12 to hit, 0 Resistance Cold: 0 Defense, 7 to hit, 0 Resistance Energy: 0 Defense, 10 to hit, 0 Resistance Fire: 0 Defense, 7 to hit, 0 Resistance Physical:3 Defense, 8 to hit, 2 Resistance Description: Draz awoke out in the burning desert, protected from the enviroments and predators due only to his location, deep in a crevice high in a cliff and the reputation of dragons. His parents were gone, his clutchmates stillborn in their eggs. Once he'd devoured their remains and night had fallen, he stumbled out, pushing through the light foliage that had been placed over. It took a while to get down, hopping and gliding and falling and wailing angrily. He feasted on whatever he could run down mostly for the first few months before coming across a human Town. Caution warned him from just marching into this place. Too many strange things that smelled funny. He picked off a few sof them over a week, when they were on their own during the night, around the outskirts of the area. He toyed with them for a bit, trying to figure out clothes, and what the different sounds they made were. Then they came on horses with guns and other weapons, somehow having tracked him down. He left after that, still curious about them. Much more complicated than the other stupid beasts he'd met. He understood the idea of language somehow, and he suspected he knew a few words. At the next town, he was much more cautious, watching them from afar during the day and sitting quietly on rooftops at night, listening to their noises. They all acted strangely, even randomly killing each other from time to time, the most surprising moment was when he saw the whole town gather around to watch a man get hung. Later, he grabbed another human, one of the small ones who'd been wandering on it's own from the rest of it's family when farming. It stayed with him for a while, Drax had picked up enough words to get it's attention and he managed to make it clear he wanted to hear more words from the child. A teacher really helped him pick up the language, but when he found he couldn't get the stupid thing to eat and it started just moaning and crying all the time instead of teaching him more words, he brought it back to it's family and left. He didn't want to be around in case another mob came. He rinsed and repeated as he wandered over the next few months until he came to Shimmer city, which was a shock over the drab hick towns Drax had seen before. Eventually, after a few bum starts, he managed to get on a "stop-attacking-me" footing with a trade group that was coming out of town and start up some communication. He accompanied them on their journey, trading protection and animals he hunted down for language lessons and information on their society. Things eventually turned sour when they tried to catch him, but he didn't mind too much about that. He'd gotten an idea about things now. Enough to contact other caravans and begin similar relationships. “One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 09:47 AM
Post: #26
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RE: FoS-The Good, the Bad, and the Undying
Looks good Quinny, but I would like to point out that Large actually makes it harder to sneak.
If you want pure stealthy armor, you can have Tier 3 Stealthy Armor that gives +6 on finesse checks to sneak for 40 Kelter. That offers no protection though. If you want to trade some stealth for some light protection, you could have some armor that gives +4 on finesse checks to sneak and has 3 points to spread into defenses for 40 Kelter. You could also do +2 sneak and 6 points for defenses for 40 Kelter. With the remaining 10 Kelter you could get 2 cheap healing potions. You could instead get a cheap tool that gives you +1 on finesse checks to sneak while you hold it. |
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02-17-2015, 09:57 AM
Post: #27
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RE: FoS-The Good, the Bad, and the Undying
(02-17-2015 08:17 AM)WillyDeWulfe Wrote: I'm not actually sure what you're asking timetech. Any weapon can be coated with a potion and delivers that potions effects when it hits. The potion coating is only one use though. If it misses, the potion is still used up. Not all potion effects work when coating a weapon, but stuff like extra damage or poison works. You could even coat a weapon in healing potion and make a healing shiv. Thank you, that was exactly what I was looking for, somehow, I was lost. I still wish Improved Telekinesis (Armless) and Improved Telekinesis (Limbless) were things, so I could sacrifice two real hands for a further Telekinetic Hand. Why do I want this? I want Nasiv Sig-sag to be completely limbless, relying on knowledge alone to perform actions. That way, he is completely alien to this world in every way I could make him, except for stability of sentient thought, a mere wanderer of the world, thirsting for all the knowledge it can hold . . .. |
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02-17-2015, 09:58 AM
Post: #28
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RE: FoS-The Good, the Bad, and the Undying
I would like to take a moment to point out that my Rogue skills are useful for crafty stuff which is why I took them.
I'm like MacGyver. I can have the absolute worst conditions imaginable and I still lose nothing on my rolls to craft things. Also, I would assume that things like blood would make for alchemical reagents right? (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-17-2015, 10:19 AM
Post: #29
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RE: FoS-The Good, the Bad, and the Undying
Large only gives a -1 to sneak I think. I'm not too worried about it, and thematically it's cool to play a sneaky dragon. I'll take that +2 to sneak and 6 protection though.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 10:24 AM
Post: #30
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RE: FoS-The Good, the Bad, and the Undying
Telekinesis (Armless) gets rid of both arms. I've been considering readjusting this, but as of right now he is completely limbless.
--- Hector, Sneak of Shadows only helps you sneak better. Steady Hands applies to all finesse checks though and Calm Specter can technically help you craft stuff in battle if you have some reason to. I felt like I needed to point that out because it sounded like you thought Sneak of Shadows helped you craft things even though it doesn't. Blood from a defeated enemy would count as an alchemy ingredient, probably with the physical damage type unless the creature is something special. You didnt take the Alchemist feat last I checked, so you'll have to take that if you want to start throwing exploding vials of exploding blood at people. |
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02-17-2015, 10:28 AM
Post: #31
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RE: FoS-The Good, the Bad, and the Undying
Can you take questionable expertise more than once? With entirely different professions?
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 10:32 AM
(This post was last modified: 02-17-2015 10:40 AM by WillyDeWulfe.)
Post: #32
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RE: FoS-The Good, the Bad, and the Undying
Nope. You can only take feats that have Multiple Times: on their in-depth information multiple times.
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02-17-2015, 10:38 AM
(This post was last modified: 02-17-2015 10:38 AM by MQuinny1234.)
Post: #33
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RE: FoS-The Good, the Bad, and the Undying
Hmm, would rather have a +2 to toughness than finesse I guess. Is that armour okay?
Also, does flight allow me to hover? “One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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02-17-2015, 10:44 AM
Post: #34
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RE: FoS-The Good, the Bad, and the Undying
That equipment looks close enough to ok. I'm going to reformat everyone's character sheets in a post later so I can have them organized the way I like. I can tell what you want from that.
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02-17-2015, 02:07 PM
Post: #35
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RE: FoS-The Good, the Bad, and the Undying
(02-17-2015 10:24 AM)WillyDeWulfe Wrote: Telekinesis (Armless) gets rid of both arms. I've been considering readjusting this, but as of right now he is completely limbless. Ah, I didn't even see that, due to it being on the next page for me. Thank you very much. I will go rewrite that part of my form right now! :D |
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02-17-2015, 03:34 PM
(This post was last modified: 02-17-2015 04:11 PM by Palamedes.)
Post: #36
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RE: FoS-The Good, the Bad, and the Undying
Character Name: Resplendour the Magnanimous
Identity: Construct, Entertainer, Martial HP: 50 Speeds: Run 2, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 Feats: Giant Bird feats: Equipment: Description: Sentient Pretty sure I've gotten some of this wrong in my rush to finish so please let me know if there are any issues! |
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02-17-2015, 03:54 PM
Post: #37
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RE: FoS-The Good, the Bad, and the Undying
Ah good, I've been looking forward to Resplendour.
You can indeed have Tier 1 or 2 Heavy or Noisy armor. I just didn't want to write up every permutation of it. It's 4 points of defense per tier of you use those. With the steel spike (which I'm going to call a spear for weapon type purposes), you have 10 Kelter left over; just enough for Tier 1 armor. With the Rider feat, you get a free companion. I'm probably going to rewrite the feat so that the companion it grants is nonsentient, but if you really want a sentient bird I will allow it. Your companion gets two feats. I would suggest either Wings and Steady Pace (Flying) or Wings and Large. Steady Pace is probably your best bet since it means the bird can never be slowed down when flying. Large has some thematic significance, but the bird won't be able to fly if you wear heavy armor while riding it. It could still run though. You also need to choose which movement type On The Run boosts. I'm assuming Running. |
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02-17-2015, 04:13 PM
Post: #38
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RE: FoS-The Good, the Bad, and the Undying
There, think I fixed everything.
I think Resplendour's magnificent steed is very very smart but probably not sapient (so like a parrot but huge and probably not as colourful). |
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02-18-2015, 01:30 AM
Post: #39
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RE: FoS-The Good, the Bad, and the Undying
No, no, I was referring to Calm Specter.
Calm Specter ALWAYS helps me with finesse checks that I would otherwise have a penalty on. Hence me being Macgyver--I always work at at least +0. That's why I took it. Also, why couldn't blood be healing? Blood often is used to represent someone's life... Would it be possible to craft multiple corpses as materials with Constructor? As in, use more than one as a material for a single construct? (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-18-2015, 03:09 AM
Post: #40
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RE: FoS-The Good, the Bad, and the Undying
Blood could make any potion, same as any other potion material.
The way the crafting system works, you can annoy use a single life of material. If you want to use multiple bodies and flavor it as Frankenstein, sure, but it will just use the quality of the highest quality body. |
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02-18-2015, 09:49 AM
Post: #41
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RE: FoS-The Good, the Bad, and the Undying
Why not make it work with value?
Like, for instance, 2 quality 3 bodies=1 quality 4 body.3=5, 4=6, 6=7, etc. Because the value is the quality squared times ten, right? (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-18-2015, 10:20 AM
(This post was last modified: 02-18-2015 10:22 AM by WillyDeWulfe.)
Post: #42
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RE: FoS-The Good, the Bad, and the Undying
Quality squared times 10? I'm actually terrible at math, so I'm not sure how you got that formula. I treated the physical materials as if they were item tiers (where quality 0 is tier 1), and cut the prices in half. For the elemental materials, I added 15 and another 5 for each increase in quality.
That's besides the point though. I suppose that if a body has been damaged and you can take spare parts from other bodies of the same race, you can repair a body to the point that it becomes a +3 crafting material for making constructs. This requires the Constructor feat. However, no crafting material will ever be above +3. Ever. The more pluses, the more bonus tiers it can have, which means you could create something completely broken. |
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02-18-2015, 11:04 AM
Post: #43
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RE: FoS-The Good, the Bad, and the Undying
Augh, I guess I got confused somewhere?
*shrug* I thought items went along that scale. I guess I misremembered. Quality squared times 10 would be 1=10, 2=40, 3=90, etc. (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-18-2015, 05:37 PM
Post: #44
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RE: FoS-The Good, the Bad, and the Undying
Willy, I had an idea, how about we each make at least one bonus example character in this thread so that anyone that wants to join, but can't due to not wanting to go through the pdf to make or copy a character, can instead use one of the ones made on this thread?
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02-19-2015, 12:48 AM
Post: #45
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RE: FoS-The Good, the Bad, and the Undying
Well I'm not going to require it, but if you want to make multiple characters that's fine. Indicate the one you want to use in some way or I will assume you want the first one.
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02-19-2015, 07:01 AM
Post: #46
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RE: FoS-The Good, the Bad, and the Undying
Example Character Sheet
Character Name:Make your own Name. Suggested name is Zachary Zuckel Identity: Humanoid (Half Bestial from Feats), Scholar (Entertainer from Feats, Rogue from Feats), Nature HP: 60 Speeds: Run 2, Swim 1, Climb 1, Jump 1, Fly 0, Tele 0 Feats: Tier 2 Defensive Armor 1A-1C-1E-1F-2P Tier 2 Melee Weapon: 2d6 Physical Damage 2 Healing Potions: Recover 1d6 HP Defenses and Resistances: |
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02-20-2015, 04:41 AM
(This post was last modified: 02-23-2015 06:58 AM by WillyDeWulfe.)
Post: #47
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RE: FoS-The Good, the Bad, and the Undying
![]() The game has not started yet. MAP
Zones![]() Red Ridge, a typical town in The Territories. The place is only about a mile long from end to end, but settlers still manage to cram their way into the few rooms available for rent. Even after the gold veins dried up, Red Ridge managed to hang on to life by being a pit stop on the way to Shimmer City, though it seems almost impossible that it gets enough traffic to sustain itself on travelers alone. For one reason or another, you find yourself in Red Ridge’s only saloon, a smokey little dive called The Twisted Stirrup. The unnies are playing some bizarre game with triangular tiles at the tables, apparently trying to swindle each other out of their hard earned kelter. The bartender watches this, a glint of disgust in his eye, but just goes on polishing his glasses with a dirty rag. Over in the corner, a pony-sized scorpion in a hat and vest is playing a jaunty tune on the piano. ((Resplendour's bird is hitched up outside)) Knowledge of Red Ridge --- Characters |
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02-20-2015, 05:12 AM
Post: #48
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RE: FoS-The Good, the Bad, and the Undying
((Hmmm, how many video-gamey flavor things is it fair to do? IE having him seeing little blurbs over each character's heads and being able to comment about them?))
For now, Quentin ignores everything else around him and examines the 'unnies' to attempt to gain some insight into how the game works. ((Also, it'd be nice to get results on my crafting checks for those two items. Is it assumed that we craft before the game starts? If so, do we get workshop bonuses?)) (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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02-20-2015, 07:16 AM
Post: #49
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RE: FoS-The Good, the Bad, and the Undying
((I've put everyone's character sheets reformatted nicely into the update. Hector, your gear is there. In the notes, you will see what the rolls were.
While doing this, I noticed you took Constructor. You need to choose 2 feats for the construct companion it gives you. Choose from either Construct or General feats. I would allow you to see the blurbs over their heads if you had taken Pantomime. You may also see such blurbs when talking to a character that has Pantomime. Since you don't have Pantomime, you will not normally see the blurbs.)) Quentin stares at the game the Unnatural Railroad Workers are playing at the table near him. It seems familiar, like a mini game in one of the other games he played, but he can't quite place it. (Knowledge Check: 8+1(Circumstance Modifier for me taking the game from a classic video game)=9) Each tile seems to have a value. The unnaturals all start with 4 blue, red, or purple tiles in their hands. Each round they seemed to choose to either play one of these tiles, or a green tile from a separate deck. Quentin has no idea how they decide who wins, but it is obvious that one player wins and the other loses. ((You can try again, but your chances won't be any better. Talking to the players might help.)) |
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02-20-2015, 07:47 AM
Post: #50
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RE: FoS-The Good, the Bad, and the Undying
((Let's say…Modeled-Dabbler-Apothecary…. And Steady Pace:Running.
Also, dammit, I wanted to make a joke about a saloon inside a saloon...)) "Howdy, there. What'chall playing?" (12-16-2014 11:08 AM)KatoHearts Wrote: I'm pretty good at making terrible people. |
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