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1  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: August 20, 2011, 04:35:00 AM
Bestiary ofc.  Grin

And concerning the Witchfire.
After Part 1, it's a more diverse pack of enemies you get.
A Fool's Errand is filled with gangers and a Thrullg
Shadows of the Exile gives you such exciting opponents as Cyriss Cultists, Gatorfolk and Inquisitors, not to mention Skorne.
The Umbral  Spiral is still the forces of Vinter, and a single Umbral Reaver.
And the Legion of Lost Souls give you some more undeads, and Part II & III is going to be played in my group tonight.
2  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: August 20, 2011, 01:15:39 AM
If you made any changes, what were they?  Did your players enjoy the conversion, or are they more loyal to the original rules (3.5)?
We (my current group) hadn't ever played the game in 3.5. I believe the players liked the conversion. They had reservations about Fantasy Craft though, but we worked these out.

What reservations are you talking about? I'm scheduling my own group to a 3.5 IK --> FC IK conversions... and, let's just say that the tides are running high...

And, for the guy asking for a for a english version of Aegis amazing document. I'm currently translating it, but it might take a while. Just reached B, and I'm working from my High School level french lessons and google translate here.
3  Community / License to Improvise / Re: Looking for a Class Progression Table on: July 23, 2011, 07:41:22 PM
Awesome!  Grin

Thanks alot!
4  Community / License to Improvise / Looking for a Class Progression Table on: July 22, 2011, 04:57:36 PM
Does anyone got a Class Progression table?

I'm about to create my own classes for a game, and I kinda need to translate the high-mid-low into a table for the players to look at, and I'm really not a numbers kinda of guy...
5  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: July 01, 2011, 09:10:43 AM
Question still remains, is it a magical item (if so, how do you make one?) or is it a purely skill based item? (made with huge amounts of crafting?)

Wrong question in FC. The quesiton that needs to be answered is "do you want players/people to be able to buy them with a sack full of coins (gear) or only through social connections or highly specilized crafting (prize)." Since it is essentially buying a feat, I think you'll find that it works better as a prize.

Roger that. A prize it is.
6  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: June 30, 2011, 06:25:30 PM
For any of you interested in looking at the campaign that I'm trying to convert to FC, I've just put up a AP on RPG.net's Actual Play forum, and as soon as it's converted, I'll be used to share a bit of love for FC in general, and this thread in particular.

http://forum.rpg.net/showthread.php?582161-D-amp-D-3.Something%28for-now%29-Irons-In-the-Furnace-Part-II-The-Witchfire

I've been working on a Ironhead feat, to be chain together with Steam Armors.

Regarding the Cortex, what a Cortex mechanically does (roughly) is giving you the ability to create a very huge Animal Companion or a Personal Lieutenant, which in my world, is worth quite a bit. Question still remains, is it a magical item (if so, how do you make one?) or is it a purely skill based item? (made with huge amounts of crafting?)
7  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: June 26, 2011, 06:35:17 PM
1) How would you go about recreating the steam armor from the the Liber Mekanika?

What exactly does it do, mechanically, in the d20 version? IS it just 'super heavy' armor or does it confer attribute bonuses or other goodies?

It's pretty much power armor in a steampunk world.
The Steam Armors had it's own STR score (20 for a Light, 25 for a Heavy), added +8 AC, +0 or -1 in max dex bonus, a DR5/serricsteel, and added HP (50-100 HPs), which acted as a buffer between you and the rest of the world. When those were gone, it seized operations, and you needed to get out of it. Also, you could attach additonal equipment on it, to upgrade it.

2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?

What exactly did they do, other then run big machinery? I gather their some sort of computer, but what is their game or fluff effect beyond controlling warjacks?

It's pretty much a mechanikal brain. It's a blank slate, crafted to be imprinted with both a handler and cerain tasks, and actually grants the construct some intelligence and sentient behaviour, opposed it's lesser cousins, the cerebral matrix, that's just a magically programmed robot.

The whole imprinting of tasks thing has already been covered by Aegis, but one of my players has asked to actually make one himself, and I'm kinda stumped as to how.

3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?
I would look at using a feat chain first. Was it a prestige class in IK d20?

It was a 5 levels PRC, which specialized around the Steam Armor, and how to benefit from it. It got a ability adding level as a bonus for STR and Dex based abilities while in the armor, some supercharging abilities and some "only-while-in-the-steamarmor" feats.

4) Mechanik prothesises. They are a part of the setting, how to do those?

If it's just cosmetic at character creation then you don't need any rules, just say the PC has a prosthetic arm. If it's repairing permanent damage from Cheating Death then it should be 28 Reputation, the same as a casting of Regeneration. As for enhancements, use the magic item system.

They use Acculumators (magic batteries) to function. Isn't that a big flaw for a character? Shouldn't that warrant some sort of discount in Reputation?



Also, I forgot a major part of the Iron Kingdoms. Pain of Healing.

In the Kingdoms, a divine healer cannot heal people as long as he has spells to spare. He can only heal so many injuries per day.
Furthermore, if he tries to heal people who is too far from his god, terrible things can happen.
More so with resurrection, which as far as I gather, isn't really a issue in FC.
8  Community / License to Improvise / Re: Iron Kingdoms for Fantasy Craft? on: June 26, 2011, 05:40:55 PM
First of all, I'll have to say, great work on this conversion Aegis.

But, I have a few questions for all my fellow IK fans. My experience with FC is not great, and I turn to you guys for advice.

1) How would you go about recreating the steam armor from the the Liber Mekanika?

2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?

3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?

4) Mechanik prothesises. They are a part of the setting, how to do those?
9  Products / Fantasy Craft / Re: The Supremacy Feats on: June 24, 2011, 09:58:08 AM
Right, that makes a bit more sense, must have missed the part with weapon sizes.

Still, 900 pounds for a heavy cannon? What sort of heavy cannon is that supposed to represent? Seems a bit light to me, for a heavy cannon, that is.

10  Products / Fantasy Craft / The Supremacy Feats on: June 24, 2011, 07:29:13 AM
After looking over the feats of FantasyCraft, I've realized that the power level of characters really kicks up once you've gotten your hands on the Supremacy feats, which might counter a bit of the feel I'm going for in my own game.

For instance, in my game, one of the characters has the talent Strong and the Siege Supremacy feat. With a STR 16, there would be nothing stopping him from picking up a Heavy Cannon, and walk towards the enemy lines with it. (Except for huge amounts of enemy fire.)
It's a very cool image, but I'm not really sure if that's the level of power I'm comfortable with at Level 6.

So, is the solution to take a gentleman's agreement with the players that Supremacy feats isn't purchased until level 10, or am I missing some crucial facts here?

11  Products / Fantasy Craft / Re: FantasyCraft and dramatic conflicts? on: June 24, 2011, 07:15:06 AM
As a new user of these forums, I've been wondering if there's any plans for including dramtic conflicts in FC, or in another suppliment to MasterCraft?

If so, which one? And is viable to see it within the next year?

Yes.

Huh, well, that settles it. I'll convert the Spycraft DCon's, and eagerly await the release that you talk about.
12  Products / Fantasy Craft / FantasyCraft and dramatic conflicts? on: June 23, 2011, 07:24:17 PM
As a new user of these forums, I've been wondering if there's any plans for including dramtic conflicts in FC, or in another suppliment to MasterCraft?

If so, which one? And is viable to see it within the next year?
13  Products / Fantasy Craft / How to do a non-intelligent Mage? on: June 18, 2011, 07:02:58 PM
I've been converting my current Iron Kingdoms campaign to FC, and have run into a bit of a pickle.

Our Gun Mage, Mikhail, is not really the brightest bulb around, and yet he's got natural charisma oozeing off him.
And when trying to recreate him in FC, I usually runs into the fact that arcane spells in FC is based of INT. My current method involves a Gun Mage speciality (thanks goes out to the team behind the IK conversion document?)

Is there some way to create a alternate casting system? or will this particulary quirk of Mikhail simply be lost in translation?
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