I finally get to design a FantasyCraft setting, and I’ve settled on one that allows me to tinker around with my favorite part of the system: species.
Premise: There’s a
lot of stuff out there to see.
InspirationMostly nothing: I came up with the majority of this on my own. I'm sure I could point out media that contributed minor details, but the big ideas come from philosophy I've developed without any outside influence I can see.
I should probably give a little credit to the Mon genre: the protagonists capture/recruit, collect from and battle with a diverse population of creatures with powers. Pokemon is the ur-example, but this setting actually draws most of its inspiration from the anime
Mon Colle Knights where the “monsters” can be sapient and are in fact the main inhabitants of the setting and thus do most of the “life” having with humans being a token presence.
There are also a great number of action adventure Saturday-morning cartoons I have to give credit to, too many to list.
Tone: Honestly I can’t create anything heavy, so light and self-aware except where other is needed.
Genre: Daring Adventure. There’s definitely action and saving stuff, but nothing on an epic scale. Similarly the characters can seem ordinary yet may pull off paragonic skill or just be damn lucky.
Era: Anachronistic. Reason-Era tech is available (perhaps slightly re-flavored) but contemporary stuff will be allowed wherever I don’t have to design more than simple new rules for it.
Belief/Faith/Religion: Beliefs tend to be local. Most people don’t believe in all-powerful, far-reaching forces and even look upon those who do as dangerous kooks. Gods have geographic regions which they patrol and any influence outside them requires the intervention of underlings: legions of lesser spirits, who are only as bound to the god as they feel like (or can get away with in the case of more tyrannical deities). Even mortal followers are necessary to go place the god cannot and do things the god is too busy for. Mythologies thus tend to work out like bureaucracies with all the slacking off that entails, while religions are like sports team fandoms and have the same kind of rivalries but also the same lack of global conversion.
There are legends that a long time ago there were spirits that were super-powerful and far-reaching. But all this power didn't make them any better gods, and often times they just abused it by being petty and cruel. Eventually gatherings of mortals and spirits toppled some of these "tyrants" and convinced others to give up their power, making way for the current power limits. (Some scholars posit that this is just a metaphor for the transition to democratic power developed in ancient times.)
Magic: There is really nothing that can be called “magic” in this setting in the sense that there are no forces that could be considered “supernatural”. There are fantastic powers, but they are a normal part of the setting and only approach magic in the sense that someone in our world might not understand the physics behind certain phenomena.
Spellcasting is simply the redirection of energy to fantastic ends, both types we’d be familiar with and special kinds of energy unique to the setting. The type of energy, the focus, and how the energy is redirected all determine different outcomes and thus a style’s features are based on what they need for desired result.
Campaign QualitiesAdventure Insurance: Someone who will look out for you is the greatest power there is, and people don’t forget that.........at least when they’re reminded.
Bold Heroes: Courage is paramount to an adventurer: it’s all that separates them from the ordinary folk.
Dramatic Healing: It’s ridiculous how fast heroes are ready for the next adventure.
Fast Interests: In the fast-paced world of adventure you have to be able to pick up information, um, fast.
Force of Personality, Business SenseFlexible Magic Items: All sorts of crafters end up creating magic items that they are as diverse as people.
Lesser Heroes: Raw natural potential is exceedingly rare, and it’s up to skill and luck to make up the difference.
Luck Abounds: 1-in-a-Million chances seem to crop up 9 times out of 10.
Plentiful Magic Items: With almost everyone doing magic there’s a glut of items around.
Sorcery (Easy Magic): Power lies everywhere and some forms are quite simple to learn.
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Lost Magic: Weather, Compass, Charm
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Non-existent Magic: Blessing, Calling, Foresight, Shadow, Divination, Word
New Campaign QualitiesDramatic Healing: Characters heal Career Level Vitality per minute, 1 Wound per hour of rest, and Critical Injuries per day rather than per week.
Force of Personality: Charisma modifier is added to Will instead of Wisdom.
Business Sense: Wisdom modifier is added to Lifestyle instead of Charisma.
IndexOpposable Thumb SpeciesBeast SpeciesSpecies Feats