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  • Not that I know of ironically.
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  • Sandact6
    replied to Protoss Unit Conversion [Monsters]
    I thought I made it clear, but I guess I'll need to update that.

    This is assuming the Protoss has an active initiative track just like any other player character.
    • Withering attacks drain the shield first, doing damage on a one per one basis. Characters who damage shields gain initiative as per normal, however the Protoss does not lose any damage so long as only his shields were damaged. So if a character does 7 withering damage on a Protoss that has 5 shields, the protoss only loses 2i total (Since he had five shield levels).
    • Decisive attacks on shields work just like they do
    ...
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  • Sandact6
    started a topic Protoss Unit Conversion [Monsters]

    Protoss Unit Conversion [Monsters]

    I got bored and converted some Protoss units from Starcraft II. They're designed to be fairly tough enemies, but I hope you enjoy them nonetheless....
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  • Given that I've gotten a fair number of people who got use out of my own ST guide, yes.
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  • Sandact6
    replied to Homebrew Antagonists: Pathfinder Conversion
    Why not stat everyone's favorite of Pun Pun?

    For real though, Abberations are nice as you can BS them coming from the Wyld and IMO the Wyld needs more strange things other than Fey and Behemoths. Also while I think doing all the dragons are overkill, I think something like a single Red Dragon would be a neat thing.
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  • Sandact6
    replied to Homebrew Antagonists: Pathfinder Conversion
    I like what you've done so far. Solid work.

    And don't worry about the difficult. I think they're solid/tame compared to some of the more extreme examples I've seen. I'd just go how difficult they are in Pathfinder and convert that feeling over to Exalted.
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  • Sandact6
    replied to Exalted 3 Italian translation
    You can ask the user sz, he's doing a Korean translation.

    AFAIK you can share it under special circumstances. For example when someone did English translations for the french scion material, the person wanted to see a receipt of the DrivThruRPG purchase.
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  • But I want a bow......
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  • Sandact6
    replied to If you could change the Solar Charmset
    For me it would be trying to cut down on some of the charms in the book.

    A lot of them are neat, but I feel a lot of them are too weak able to be folded into other charms, likewise some charms can just be remade into repurchases instead of entirely new charms. I mean you could cut all of the charm text block out of Force-Stealing Feint if you just added an additional line to Searing Quicksilver Flight saying "At Essence 2+, this charm may be repurchased in order to blah blah blah". Other charm trees I feel could have some charms cut out of them. This isn't for my sake (I...
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  • Operators as smooth as soft serve (Patriot's Unity, Artifact 3 Warstorm Shellcaster)

    Because this is a firearm, this was converted in mind using my Firearm rules converted from Shards of Exalted Dreams here.

    Patriot's Unity (Artifact 3 Warstorm Shellcaster)

    During the final years of Haslanti Union’s reign as a nuclear and dominant world power, a single rogue Infernal named Unyielding Unity sought to the spark that would pull the Haslanti Union back up into a country strong enough not only to oppose the Althing, but to serve as a beacon to others to rally against Meruiva and the fledgling UES Althing pawns. Seeing how the situation needed to be handled...
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    Last edited by Sandact6; 01-12-2018, 11:14 PM.

  • Yea I've had issues with the sail rules.

    1) Everyone aside from the Captain essentially sit on their ass and do nothing. How do we involve other characters? Who knows! The rules don't even cover that! I made a sci-fi spaceship ruleset that expands on the original and makes naval combat more involved for everyone on board the ship, but I haven't made a vanilla conversion for that.

    2) Sail combat takes forever to resolve. And by forever I mean someone wrote a script to play out a sailing battle between two mortal captain's with a base dice pool of 8 and it took over 50...
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  • Cant seem to find anything wrong with it.

    Solid work.
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  • It seemed really god damn strong when I tried it with my own version of Alchemicals. Mainly because you need to ask yourself if your native charms do things better already.

    May be different for Lunars, mainly because charms there are one shot pops whereas Alchemicals can submod charms into beasts....
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  • Sandact6
    replied to Manual of Inherited Power: Demigods
    Why not start the game at ESS 2 if nearly all your players beeline for such a thing at the start? Such a thing is a BP tax to which players often hate

    The lack of charm options at the start is something I'd echo Flare about, but seeing as this is an in work/cancelled project I really don't hold any expectations for such a thing. I will say making Godblooded work for their excellencies is one way to make them different if other splats get basic free excellencies. Making players work for excellencies is something I often see but question, mainly in the 2.Xe environment where such people...
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  • Sandact6
    replied to Manual of Inherited Power: Demigods
    Lavish insults? Point out to where I personally insulted you in the post you made. If I insulted you in any way, shape, or form then I apologize as that wasn’t my intention. What I was doing was questioning the design choices you made during it.



    Correct me if I’m wrong, but you said all that was needed was to make a mortal and spiritual couple in this right? There is no limit on such a thing when it comes to gods directly siring their kids right? A high severity offense can be a thing yes, but what of gods like Han-Tha existing? Ones that consider the amount of offenses...
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  • Sandact6
    replied to Manual of Inherited Power: Demigods
    I applaud the effort, but I think I've talked to your friend many times about his own particular vision of these sorts of demigods. Particularly this: What purpose do the Exalted serve anymore if there’s no limit of reproduction on these guys? From what I see here there’s no personal risk or cost involved with this. 1e/2e had Exaltations being fixed numbers or so hard to make that the resources simply didn’t exist anymore. 3e made it so gods massively got depowered. This is why Exigents work setting wise in 3e, they represent a significant cost and risk to a god which may turn out to be...
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  • The Proto Rider (Artifact 5 Moonsilver Heavy Plate, super sentai armour)

    CITIZENS OF THIS FAIR FORUM! I am the Sandstone Knight of Justice! Because as a child I was nursed on the milk of justice, and as I grew up I acquired a taste for justice! Now once against as I grow older, I again desire the taste of justice! But I cannot find the milk! So I go to Starbucks and get a coffee! But its not the same thing! IT SUCKS! IT'S TERRIBLE! WHY DID I ORDER IT!?

    NOW YOU UNDERSTAND WHAT MY MISSION IS AND WHAT! I! MUST! DO! BEHOLD! THE PROTO RIDER!

    The Proto Rider (Artifact 5 Moonsilver Full Plate Armour)

    The Proto Rider was made by the Moonsilver...
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    Last edited by Sandact6; 12-30-2017, 10:05 PM.

  • Normal ships have similar mundane subsections. I wanted to make the ship feel really different through these means before I ever got to the evocations....
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  • Yea the only other ship homebrew I know of that's really large is Upon This Dreaming Sea. Once reason I don't see Sail often discussed is first only a few places in Creation may have it as a large central focus and the other being subsystem complexity.

    My own expanded opinion is the lack of options involving anything other than the Captain. When I made the expanded ship rules I took heavy inspiration from Rogue Trader because I want the ship to feel like it has personality it of itself at the base level. Something for the PC's to feel interested and engaged in, make it worth fighting...
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Sandact6
Sandact6
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