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FASA Games, Inc.FASA Games Forums and News 2025-06-02T21:52:13 https://fasagames.com/forum/app.php/feed/topic/1990 2025-06-02T21:52:132025-06-02T21:52:13 https://fasagames.com/forum/viewtopic.php?t=1990&p=25912#p25912 <![CDATA[Re: Sharper]]> audiobookkeeper.rucottagenet.rueyesvision.rueyesvisions.comfactoringfee.rufilmzones.rugadwall.rugaffertape.rugageboard.rugagrule.rugallduct.rugalvanometric.rugangforeman.rugangwayplatform.rugarbagechute.rugardeningleave.rugascautery.rugashbucket.rugasreturn.rugatedsweep.rugaugemodel.rugaussianfilter.rugearpitchdiameter.ru
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Statistics:Posted by yankeeschic — Mon Jun 02, 2025 9:52 pm


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2025-05-24T22:02:192025-05-24T22:02:19 https://fasagames.com/forum/viewtopic.php?t=1990&p=23884#p23884 <![CDATA[Re: Sharper]]> прог336.1десяCHAPThomплясCharконкавтоЗернStarRaveСобоАлекБогуАртиChemZeroStayPainSeliMySQКобы
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Statistics:Posted by yankeeschic — Sat May 24, 2025 10:02 pm


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2020-08-04T15:33:582020-08-04T15:33:58 https://fasagames.com/forum/viewtopic.php?t=1990&p=14855#p14855 <![CDATA[Re: Sharper]]>
Only thing would be to playtest quickblade and see if it is too complicated. If so, it could be modified just to let the Sharper take either their move or standard action instead of both.

Statistics:Posted by Slimcreeper — Tue Aug 04, 2020 3:33 pm


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2020-08-04T13:03:442020-08-04T13:03:44 https://fasagames.com/forum/viewtopic.php?t=1990&p=14853#p14853 <![CDATA[Re: Sharper]]>
The Quickblade ability only works against larger weapons. I imagine them parrying it to the side, popping the attacker, and then darting away. I did add that the opponent could move again using the Splitting Movement option, but maybe that's just fiddly? Anyway, a warrior would have a couple options, like shield bash or switching to a dagger. I'd say that the first time the Quickblade was used, a warrior or swordmaster would at the very least get a half-magic test to realize what was going on, though I don't think that needs to be in the rules. I'm also of the mind these days that anyone who doesn't have a ranged attack in a world with windlings gets what's coming to them :D

It does make the Sharper tough to pin down and kill, one on one. I think their relatively low damage output means they'd have a hard time killing a warrior (for example) in a duel as well. The Sharper would be more interested in pulling the warrior out of position than killing them, though.

I made some changes to Contortionist based on your comments. I think it would see enough use to warrant being its own ability. Knacks shouldn't really contain the core flavors of a discipline, IMO. You all may be right about Mob Movement. Might be better as an Illusionist spell ... I'll have to think of a new one.

Statistics:Posted by Slimcreeper — Tue Aug 04, 2020 1:03 pm


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2020-08-04T08:47:132020-08-04T08:47:13 https://fasagames.com/forum/viewtopic.php?t=1990&p=14849#p14849 <![CDATA[Re: Sharper]]>
Slimcreeper wrote:
Mon Aug 03, 2020 9:28 pm
I should clarify that the opponent is not committed to a close combat attack. They could switch to a ranged attack, and if they haven't used their move they could move up. It can only be used once per round. I would like to see some playtesting. I know compared to the Elementalist's stupid ability it's pretty powerful.
Except that some builds are kind of commited to close combat attacks only by their very build. IE: against a warrior, even if he has the missile weapons talent, the warrior is loosing about 80% of his abilities by making a missile weapons attack instead of a melee attack. If he did not bother to take missile weapons, he is totally useless.

I could make an argument that the situation is not just for one round as you say (as I think you will see if you playtest it), but will just say that in my opinion allowing an opponent to take their movement action between their attackers movement action and his attack is inherently broken. At the very, very, very least I would put in a phrase that the person who's attack is interrupted still gets to use any remaining movement left over from their move action. I think a more fair thing would be to let them move to any place that they could have reached from their original starting place. The idea is that if the Sharper is assumed to be going at the same time as the Attacker, the Attacker gets to modify his movements to account for what the Sharper is doing.

I predict that a playtest would find that as written in a 4 on 4 fight, the opposing side can deal with the sharper. In a one on one duel, the melee classes simply can't, especially if movement rates make kiting an option.

Yep, writing Disciplines is Hard!
So now, Just another Face and One with the People are kind of too similar, and One with the People is not really better than Just another Face. For one thing One with the People has a max of one hour, but Just another Face has no time limit. I mean yes, One with the People has a lower target number and removes a few other restrictions, but it just strikes me as a variant of the same thing rather than a new and exciting ability.

I kind of agree with the comment above that Contortionist might be better off as a Knack of Acrobatics rather than it's own separate TO. I dislike statements of the form "no matter what, this always fails/succeeds" and would get rid of the statement that non-magical bindings simply fail, the free action contortionist test seems adequate to cover that situation in a fair manner.
As a side note, wouldn't it be hilarious for the whole party to be knocked off a ledge into a safety net, except for the contortionist, whom the net fails to impede from falling to his death?

Mob Movement I also don't really think deserves it's own Talent. I would make it a Knack of Acrobatic Defense or maybe Stealthy Stride, or both. I would also take out the part where they get to exceed their Movement Rate, which seems both unreasonable and weird.

Just to double-check, Your intention is that unarmed, shield bash and claw attacks can not be quickbladed?
Is it half-magic Warrior or Swordmaster test to know that if you just attack with your dagger you can't be quickbladed?

Looks like the warriors best bet is to open up with a swift kick, shield bash, or dagger attack to knock down. After you knock them down, then declare an attack with a big weapon. I still say having another players turn partway though an NPC's turn, or an NPC's turn halfway though a PC's turn is going to be a nightmare to GM.

Statistics:Posted by ChrisDDickey — Tue Aug 04, 2020 8:47 am


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2020-08-04T01:33:022020-08-04T01:33:02 https://fasagames.com/forum/viewtopic.php?t=1990&p=14841#p14841 <![CDATA[Re: Sharper]]>
Since Surprise Strike also helps against knocked down and flanked opponents, it's still pretty useful.

Making disciplines is hard

Statistics:Posted by Slimcreeper — Tue Aug 04, 2020 1:33 am


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2020-08-03T22:13:002020-08-03T22:13:00 https://fasagames.com/forum/viewtopic.php?t=1990&p=14839#p14839 <![CDATA[Re: Sharper]]> Quickblade is however too strong, no matter if you add smaller restrictions like no ini penalty or not.

I think a good alternative could be this: If the opponent's ini is no more than 1 success higher than the Sharpers, they may spend 1 strain per Point difference to go before them.
It keeps the usefulness, is a lot less extreme and is a lot more in line with other journeyman ability.

Statistics:Posted by ragbasti — Mon Aug 03, 2020 10:13 pm


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2020-08-04T00:22:092020-08-03T21:28:25 https://fasagames.com/forum/viewtopic.php?t=1990&p=14838#p14838 <![CDATA[Re: Sharper]]>
Although depending on where you come down on Conceal Object, maybe the opponent is just sitting there with their thumbs up their butts anyway ... I'll probably need to move Conceal Object further back and maybe move Disguise Self up.

I should clarify that the opponent is not committed to a close combat attack. They could switch to a ranged attack, and if they haven't used their move they could move up. It can only be used once per round. I would like to see some playtesting. I know compared to the Elementalist's stupid ability it's pretty powerful.

*Edit: I also added the requirement that they not be suffering from an Initiative Penalty due to Armor or Shields, like their defensive Karma ability. Again, playtesting would wash it out. I think they'd be good at skirmishing, though their damage potential is limited because of their weapon limitations. I don't *think* they'd be untouchable, certainly not more than a windling already is.

*Edit Edit: maybe it's just overloaded for a Circle Ability ... I have an idea

Statistics:Posted by Slimcreeper — Mon Aug 03, 2020 9:28 pm


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2020-08-03T21:11:242020-08-03T21:11:24 https://fasagames.com/forum/viewtopic.php?t=1990&p=14836#p14836 <![CDATA[Re: Sharper]]> I would say that even 2 strain per point of ini might be too powerful.

Statistics:Posted by ragbasti — Mon Aug 03, 2020 9:11 pm


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2020-08-03T20:32:482020-08-03T20:32:48 https://fasagames.com/forum/viewtopic.php?t=1990&p=14834#p14834 <![CDATA[Re: Sharper]]> I don't really like the "no matter what your initiative was, I spend 2 strain and suddenly I am better". I would make activating it cost 1 strain for every 2 points the attacker's initiative was higher. So if your attacker was 10 initiative higher, it would cost you 5 strain to activate the ability. If they were 20 higher, it would cost 10 strain, which might be a wound.

Also, the way it is worded, it allows the Sharper to automatically totally avoid the opponents attack, since it allows the sharper to take his entire turn between his opponents movement and his opponents attack. Example: Opponent and Sharper are 10 yards apart. Opponent has initiative 20 higher than the sharper, so would normally get to make an Air Dance extra attack. Opponent spends his move action and most of his movement rate to move next to sharper, and declares an attack. Sharper spends 2 strain to interrupt the attack, raises his initiative 20 points (which means no air dance attack), then makes all of his attacks, then moves 10 yards away from the opponent. Opponent then gets to take the rest of his turn, but has already used his movement action to move to where the sharper used to be, and has no movement rate left in any case, so does not get to make any attacks at all.

The way this ability is worded, for 2 strain a turn, a sharper can't be attacked by a single opponent at all, and that is just wrong.

Better ways. Like I said, raising Init should not be a flat 2 strain, it should be one strain per 2 points or something like that.
The Quickblade ability might be reworded to allow most actions at the new improved initiative, but absolutely no movement of any kind. Any movement the sharper wants to do must be done on his rolled initiative. That way, if the sharper fails to kill his attacker, the sharper is at least forced to still be next to the attacker when the attacker is allowed to complete his attack.

Statistics:Posted by ChrisDDickey — Mon Aug 03, 2020 8:32 pm


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2020-08-03T20:12:442020-08-03T20:12:44 https://fasagames.com/forum/viewtopic.php?t=1990&p=14833#p14833 <![CDATA[Re: Sharper]]>
Contortionist should just be a high-ranking Knack for Acrobatics, it's too niche to take up talent slots and too thematic to be dropped entirely.

Statistics:Posted by ragbasti — Mon Aug 03, 2020 8:12 pm


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2020-08-03T03:10:112020-08-03T03:10:11 https://fasagames.com/forum/viewtopic.php?t=1990&p=14814#p14814 <![CDATA[Re: Sharper]]> I put Blade Juggle as an option and moved Disguise Self to 6th and Resist Taunt to 7th ...

Ideally they should be a nasty surprise in combat, but not front line.

Statistics:Posted by Slimcreeper — Mon Aug 03, 2020 3:10 am


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2020-08-03T02:56:532020-08-03T02:56:53 https://fasagames.com/forum/viewtopic.php?t=1990&p=14812#p14812 <![CDATA[Re: Sharper]]>
There could be a version of Returning Knack for Daggers. Call Missile is a little more Strain efficient, since you can use it once at the end of the battle, or after each round. Plus I really don't want them to need a knack to have it work.

I'll have to think about the karma ability.

Thanks for the feedback! Let me know if it it gets play!

Statistics:Posted by Slimcreeper — Mon Aug 03, 2020 2:56 am


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2020-08-02T20:55:492020-08-02T20:55:49 https://fasagames.com/forum/viewtopic.php?t=1990&p=14809#p14809 <![CDATA[Re: Sharper]]>
Slimcreeper wrote:
Fri Jul 31, 2020 9:31 pm
So if the adept has a thread dagger, they don't have to worry about throwing it.
There’s always the “Returning” Talent knack, Companion p. 114. You could just make that available for Daggers as well. Rank 4 isn’t hard to come by if you have a special knife.

Other considerations:
  • The Circle 3 Karma ability doesn’t do anything unless I choose the “correct” Talent Options to go with it. If I have to choose something, it’s not really an option. If you want to keep it, Avoid Blow (or any other active defense Talent) needs to be a Discipline Talent by Circle 3.
  • To keep it in line with other Disciplines, the Sharper needs a Circle 5 Karma ability.
Love the idea. I’ve already made an NPC in my mind :)

Statistics:Posted by JetBlackJoe — Sun Aug 02, 2020 8:55 pm


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2020-07-31T21:31:482020-07-31T21:31:48 https://fasagames.com/forum/viewtopic.php?t=1990&p=14777#p14777 <![CDATA[Re: Sharper]]>
I like the idea of using acrobatics on Jump Up, especially since I couldn't get a place to put in Wound Balance. Much simpler! I did switch the Speak Language and Call Missile options. So if the adept has a thread dagger, they don't have to worry about throwing it.

Statistics:Posted by Slimcreeper — Fri Jul 31, 2020 9:31 pm


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