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  • Sandact6
    replied to Ask the Devs
    Expect the Water park. If that's wrong then I don't want to be right....
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  • Out of all the ways I know, there are two ways which while probably won't be the answer should lead to a place/method where you can contact autobot.
    • Visiting Autochton's home in Yu-shan. It's pretty much remained abandoned since his departure. While he may've been paranoid enough not to leave any design notes about his seal, an emergency contact method probably isn't out of the question.
    • The Eye of Autochton. Lazy, but this thing does exactly plot. If you find it you should be able to send a message or even use it somehow in order to punch open a hole.

    Other more extreme measures could...
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  • Sandact6
    replied to Infernal 3e Beta Conversion
    My goal is to try and convert the most I can before I burn out completely. I'll probably be heavily re-doing malfeas, as that's less of a set and more of a proof of concept. I have a better idea what I'm doing with the charms, so I think Malfeas will need some revamping....
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  • Sandact6
    replied to Infernal 3e Beta Conversion
    Those three would work well together. But if using something like Metagaos swamp charms to make something like a swamp? Holy Land would conflict with that big time I'd imagine.

    Usually unless they make lands that are polar opposites with one another they should work if you stack them over an area.
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  • Sandact6
    replied to Infernal 3e Beta Conversion
    Infernal Monster is no more a martial art than Solar Brawl is. Infernal Monster style is exclusive to the Infernals in this game.

    In terms of weapons, unarmed only. There are a few expansions later on that lighten this up a bit, but generally all unarmed.
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  • Sandact6
    replied to Infernal 3e Beta Conversion
    The Monster Awakens is literally Infernal Monster Style form.

    Otherwise the tree is that big for a few reasons:
    1. This isn't merely a copy of brawl. It has some Presense, Feats of Strength, Tracking, and other things mixed in with it.
    2. I really liked Infernal Monster myself.
    Otherwise this ain't structured like an MA anymore, it's structured more like a native charm tree....
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    Last edited by Sandact6; 09-16-2017, 01:14 PM.

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  • Sandact6
    replied to Infernal 3e Beta Conversion
    Surprise! This project isn't dead despite Sidereals trying to make it so.

    Infernal Monster style is now complete. A grand total of 60 pages of charms (I stopped counting after 50 charms). Use it to embrace the inner monster in you and splatter your opponents all over the walls! Technically I can think of several (or dozen) more charms for this, but right now I feel it's in a complete enough state for me to move on.

    Metagaos is also complete. A special shout-out to Atlas who was the one who made this set. I'll definately go about expanding this set a bit later, but right...
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  • Sandact6
    replied to How does every go about making homebrew
    Typically I just roll my face on the keyboard until words come out.
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  • Sandact6
    replied to My Homebrew (PEACH)
    Always nice to see a GM making things for players, but you’re killing me by making so many charms at once.

    The Sea’s Embrace

    Attunement effect: Fine, you also know you don’t need an ability score for these right? Normally you just use Essence.
    • Surging Tide: May want to specify that you need to get within close range of the target otherwise people can pop this off with Iron Raptor, unless that is your intention. I know this combined with Archery would be pretty damn good.
    • Waves Crash Ceaselessly: You’re basically taking Brawl’s stick here and making it really strong.
    ...
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  • Sandact6
    replied to Tweaking Shields
    Trying to buff shields is something I did a while back for my Weapon Tag homebrew. It gives some fun options for shields for people to use, makes them feel like a shield is worth using at the very least.

    I'm well aware that charms as a band-aid is a bad thing to do to, but it makes balancing between splats a little easier (Weapons are what I call a 'root' change, change that and you change how all charms with all splats could potentially interact).
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  • The issue with Fate is that often it lacks "depth". There's no much of a build up to big skills and most of the time you can take them off the get go. This annoys the hell out of me, mainly as Fate has narrative bonuses but they pretty much always boil down to a +2 in contrast to Exalted.

    However, for younger players I feel as it is a better system. There's less things you need to memorize and allows players to do nearly limitless things without being shoehorned by powers specifically.



    D&D is actually a bit more crunchy, but given that D&D...
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  • I was against the idea of slots and attunement costs at first, but then I played around with them a bit and discovered a few things.
    1. Attunement to charms suck, but a lot of the bite can be taken away if you do it to mainly introduction charms and/or powerful charms in the charmset. This gives a player leeway as after the first charm they can branch out a bit more without being slapped on the wrist persay. Also add in the factor that Alchemical charms have submodules. While an Alchemical charm starts off weaker than a Solar charm, with enough investment it can be just as good if not better than
    ...
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Sandact6
Sandact6
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Last Activity: Today, 01:37 PM
Joined: 11-17-2013
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