Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
July 28, 2014, 03:30:38 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2
1  Community / License to Improvise / Re: Trying to do a "Push" style game and I need help with the Psionics. on: January 29, 2010, 02:33:00 PM
I wish you all the luck with this one. I think it's a great idea, and definite chance for its own toolkit, just haven't seen one that exists yet. I'm no rules jockey, so I can't be too much help, sadly. I am interested to see where it goes, though.
2  Community / License to Improvise / Re: [Fantasy Craft] Everstar Feats - Mageborn on: January 29, 2010, 02:27:07 PM
Sorry, got buried in real life for a few days there.

How big a knack? Good question.

Mageborn were, at one point, the only mortals with magic. Now, magic was returned full-fledged, and the mageborn are still naturally more attuned to it. Their spells have  atendancy to be more powerful, more accurate. They can ascertain levels of mastery unknown to other magic users. Theirs is a gift derived primarily from the blood of gods, not ritualistic study or mystic insight.
3  Community / License to Improvise / Re: [Fantasy Craft] Everstar Feats - Mageborn on: January 25, 2010, 01:41:51 AM
There are magic users in the game, it's just this subset of a race (all races actually) have a knack for magic.
4  Community / License to Improvise / Re: [Fantasy Craft] Everstar Feats - Mageborn on: January 21, 2010, 09:15:53 AM
Thanks all for the replies. I had a fear it might be horribly broken.

Spell quality was supposed to be set up like NPC signature skill. It was supposed to override one another, but yes give free spells, not necessarily all the way up to sixth level, even I'm not that crazy, maybe 3rd, but I know there'd have to be much heavier requirements, just not sure what.

I like Wolverine's idea of making scion an expert or master class, probably an expert, as I have an idea for a separate master class. And yes, these are actually supposed to be descendants of Harbingers, who serve as the gods, but many generations removed. I had considered making it its own race, but it would work better as a template, which does seem to be down only through heritage and legacy feats in FC.
5  Community / License to Improvise / [Fantasy Craft] Everstar Feats - Mageborn on: January 21, 2010, 02:28:39 AM
I was trying to figure out exactly how I wanted to go with this concept. For those who read the brief history rough I did up, it might be familiar. The mageborn are essentially descendants of the gods, naturally gifted with magic. I have some cool flavoring to add, which is a bit unusual for feats, but I *think* the best way to do this is with Species Feats. I figured the feat could grant some spell casting ability/boost at each level, but not quite sure how to go about it. I do know I don't want the standard two feat deep tree, but three sounds good, and building offshoots of the feats sounds like a good idea as well. Perhaps ones that align directly with the different Harbingers.

Mageborn Heritage
Prerequisites: Level 1 only.
Benefit: The character gains the Spell II NPC quality. Adds +1 to caster level.

Mageborn Legacy
Prerequisites: Mageborn Heritage.
Benefit: The character gains the Spell IV NPC quality. Adds +1 to caster level.

Mageborn Scion
Prerequisites: Mageborn Legacy
Benefit: The character gains the Spell VI NPC quality. Adds +1 to caster level.

It just seems too bland to me. That, and I'm not sure it's even remotely balanced. I'm still figuring out exactly how NPC qualities work. Thoughts? Suggestions? Fixes?
6  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 21, 2010, 02:03:48 AM
Then, I think we have a winner. Thanks again, all.


Db'jakar

You are a child of Gregor, Master of Beasts. A member of a half man, half cat race, you bear features similar to other big cats--tiger, panther, lion, etc.--but you walk upright. Like your feline cousins, you may exude a sort of standoff reclusiveness. You are agile and at one with nature. While not slow witted, your people value experience and practical skills over book learned knowledge.

The db'jakar way is to live with and for the tribe. Every member is held accountable to themselves and their tribe. Db'jakar tend to steer clear of races from outside their deep wooded lands. They are, in fact, extremely territorial and naturally suspicious of others. It is unwise to stumble upon or purposefully intrude upon their lands without permission.

Common Personality Traits: Curious, Cold, Calculating, Dependable, Disinterested, Intent
Common Physical Traits: Sleek, Athletic, Short Fur, Shaggy, Piercing eyes, Clawed Hands/Feet
Example Names: Thunderpaw, Blackclaw, Longfang
Splinter Race Feats: Pantier, Tigras, Chet. Unless you have one of these you are ‘Mixed.’
Type: Medium biped folk with Reach 1. Your maximum wounds equal you Constitution score.

Attributes: +2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma
Base Speed: 40 feet
Agile Defense: Your base defense increases by +2.
Forest Runner: You treat heavily wooded and jungle terrain as normal
Iconic Classes: If your level in any base class is higher than your level in either Keeper or Scout, your starting action dice are reduced by 2.
Natural Attack: You gain the Claw II natural attack.
Darkvision: You gain the Darkvision I NPC quality.
7  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 21, 2010, 01:25:00 AM
Thanks Wolvie, didn't even think of that, but very good point. As I'm trying to nail this last little bit down, I'm also starting to work on some sub-species feats to flesh it all out, so that's very helpful.

Edit: After looking at reviled, it would work much better with my Ogrun species. While I understand more than one race can have this drawback, I would hate for two of the three I plan on currently to have it.
8  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 21, 2010, 01:13:57 AM
I'm trying to find a good example of a negative disposition from species, but having trouble.

Also, after that darn stray cat narrowly avoided my van this evening, I've been thinking about keeping with Morgenstern's idea about agile defense, but make it a +2 and keep the charisma penalty. Any thoughts?
9  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 21, 2010, 12:34:42 AM
That'd be awesome. I'm looking for all the help I can get here.
10  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 21, 2010, 12:08:26 AM
Thanks, Foghorn. I was thinking of breaking the species up along the same lines you mentioned. Funny enough, I was thinking of the same two books. That, and my wife has a thing for cats, so I'm sure she can help. She is the one who decided they should go with tribal names rather than fantasy names.  I'll take a closer look at the feats you mentioned. They probably are better feats, as you mention.
11  Community / License to Improvise / Re: [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 20, 2010, 08:52:34 PM
Wow, either I'm getting old and stingy or FC is just that much cooler than I realized. I was sure I would be totally OP. Nonetheless, I really appreciate the help, Morg. I was thinking of giving these guys Basic Skill Mastery (Robber). I'm not sure if that would set things off kilter or not. If it doesn't, what would be a good drawback(s), do you think?
12  Community / License to Improvise / [Fantasy Craft] Everstar Species--Db'jakar (Please Help Balance) on: January 20, 2010, 08:10:43 PM
So, rather than beat my head in for hours on end, I thought I'd post this up here for some help. As I said before, mechanics and balance aren't necessarily my strong suit by any stretch of the imagination. This is the first race (species) I needed to create for the Everstar campaign. I know it has too many bonuses and not enough negatives, so that's where I turn to you guys. Again, it is in very rough draft form, but the basics are there.

Db'jakar

You are a child of Gregor, Master of Beasts. A member of a half man, half cat race, you bear features similar to other big cats--tiger, panther, lion, etc.--but you walk upright. Like your feline cousins, you may exude a sort of standoff reclusiveness. You are agile and at one with nature. While not slow witted, your people value experience and practical skills over book learned knowledge.

The db'jakar way is to live with and for the tribe. Every member is held accountable to themselves and their tribe. Db'jakar tend to steer clear of races from outside their deep wooded lands. They are, in fact, extremely territorial and naturally suspicious of others. It is unwise to stumble upon or purposefully intrude upon their lands without permission.

Common Personality Traits: Curious, Cold, Calculating, Dependable, Disinterested, Intent
Common Physical Traits: Sleek, Athletic, Short Fur, Shaggy, Piercing eyes, Clawed Hands/Feet
Example Names: Thunderpaw, Blackclaw, Longfang
Splinter race feats: Huh?
Type: Medium biped folk with Reach 1. Your maximum wounds equal you Constitution score.

Attributes: +2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma
Base Speed: 40 feet

Forest Runner: You treat heavily wooded and jungle terrain as normal

Iconic Classes: If your level in any base class is higher than your level in either Assassin or Scout, your starting action dice are reduced by 2.

Natural Attack: You gain the Claw II natural attack.

Darkvision: You gain the Darkvision I NPC quality.
13  Community / License to Improvise / [FantasyCraft] Under the Everstar Campaign History on: January 20, 2010, 12:27:52 PM
I haven't gone through and edited this yet or fluffed up the flavor. I just wanted to get something down, so I could move into the crunchy goodness people have been helping me out with on the boards. This is a brief outline of the history for the campaign world I'm working on, Arol.

Arol, the world of Under the Everstar, is a world with a rich history. Its people have been hardened by the strife they have endured and enlightened by the wonders they have witnessed. The people of Arol measure their history in ages, and they have been through five ages, currently in their sixth/ While much of their more ancient history has been pieced together from scattered writings, frasctured tales, and reclaimed artifacts, most sages agree that the following is a mostly accurate account of the history of Arol.

The First Age: The Beginning, a Time of Chaos

Philosophers and arcanists agree that once every great long while, there comes a time of chaos. This time comes with but a blink of the Omni--the creator of all. That blink can last eons in mortal years. While the Omni's eyes are closed, darkness enelops everything, the Great Unmaking it is called. When the Omni's eyes are open, the darkness recedes; chaos retreats; creation begins anew.

Such is how Arol came into being. When the Omni opened his eyes, one became the Everstar and a ball of mass began to form directly beneath it. This meaningless mass of the building blocks of creation would become Arol, but not yet. First, the agents of the Omni would spread throughout creation and stake their claim on would be worlds. These agents of the Omni's will, called Harbingers, each represented a diffewrent aspect of creation.

Larus, the Father of Light would bring fire and goodness to the world. His opposite, Baracus, would bring darkness and evil. They did not quarrel, as they both knew they serves a purpose rather than their own selfish desires. Nonetheless, Sara served as the Harbinger of both balance and conflict. Manko was the father of the sears. Jallysa was the Green Mother.  Veras was the champion of earth and stone. Igline was the mistress of the sky and clouds. Gregor became the master of animals and the hunt. Ceron was the master of secrets and trickery. Ceron's brother, Daron was named lord of knowledge and magic. Kallia was watcher of matters of life and death.

The Harbingers would spawn others of their kind, lesser godlings. Before that, they would need to shape the forming mass that would be Arol. As the Harbingers began to shape and mold the world, they came upon remnants from the time of chaos. Horrific beasts of every shape and size had hidden away within the building blocks of creation.

These primordial beings sought only to devour and to create chaos. The primordials were more numerous than the Harbingers, and almost as powerful. To win the battle against the primordials, the Harbingers created dragons--creatures aligned with the fundamental elements. With fire, sadow, and ice, the dragons rained destruction down upon the primordials.

After the primordials had been dealt with, there came the time of the Calming. During this period, the Harbingers allowed the world of Arlo to settle. Slowly, they breathed life into the planet. Manko poured rivers and lakes along with seas. Mountains rose and valleys fell at Veras's whim. Larus and Baracus split time into day and night. Forests grew at Jallysa's touch. And so, Arlo slowly came into being.

Then, there came the time to fill Arlo with life--real life, not just mindless plants and simple beasts. For once, the Harbingers allowed their differences to surface and compromise their mission. They could not come to a consensus on what the dominant race should be for Arlo. This led to the Great Divide where lines were drawn and alliances were defined. Several races were born, and the Harbingers each favored their own creation.

The Second Age: Rule of the Harbingers

When Arlo was finally flourishing, the Harbingers made themselves known to the races of the world. They walked amongst mortals, proclaiming themselves kings and queens. Each made great kingdoms for themselves and things were stable for a time. The peoples of Arlo lived well and prospered under their Harbinger masters' rule.

This was until the Harbingers' terroritories began to infring upon one another. What began as minor border skirmishes soon turned into full fledged conflict. The Harbingers pitted their followers against one another. Arming them with sword, bow, and spell, the Harbingers directed their peoples to annihilate the opposition and bring back riches and lands in their name. This went on for a number of years that were never tallied.

Finally, Sara, who had worked so hard to provide her blessings in battle while also maintaining some sembelence of balance, realized there were only two optionsL peace or destruction. She managed to convince the other Harbingers to call a temporary truce while she showed them what the future held. There was no denying Sara's insight. The Harbingers would destroy Arlo and one another. They forced their followers to lay down arms and take up the cause for peace. Then, in an instant, the Harbingers were gone. They took their gifts with them, including magic and dragons. The denziens of Arlo were on their own. Such was the order of the Edict--the Harbingers' agreement to leave Arlo in peace, leaving mortals to their own fates.

The Third Age: Reign of the Free Peoples

Once the Edict had taken effect, the races of Arlo were left to their own devices. There was a time of peace as man, elf, dwarf and more toiled to rebuild their great civilizations. Without the direction and powers of the Harbingers, though, something was always lacking.

The first seeds of the Race Wars were said to be planted here. Out of shame that they could not remake what had been made once before--before the Gods War--and out of jealousy of what other races had accomplished, each race began to withdraw into into their own pockets of the world. They walled off their cities and laid traps along their borders. The many years of war and aggression had not been forgotten with the Edict. Soon races began to blame one another for past wrongs and imagined future injustices. Then, an arrow was loosed, and all bets were off. The Race Wars lasted for years. Getting nowhere except deeper in their dead, the leaders of races realized the error of their ways. They built taller, thicker walls. They swore off contact with one another. Once again, there was peace, tenative though it might be.

The Fourth Age: Magic Returns

Heranos was both a wise and brave sage. He often ventured into ancient ruins, experimented with previously lost artifacts, and so on. On one expeition, though, he would change the world. He came across a text from a time before the Edict. The tome was written in the ancient godstongue, said to be spoken by the Harbingers themselves. Heranos was well learned, though, and he could read the godstongue. He did so with this text, reading the worda loud. As he did so, strands of brilliant blue light coelesced from the pages like spidery tendrils. They wrapped around the sage and then pushed against the walls until explodiing out into the world. Part of the text has remained all these years. It translates as "The blood of godlings, spread far and thin, reclaim your power in order to claim your destiny."

Upon returning to his home, Heranos was surprised to see that more than he had felt the change. Since that fateful reading, Heranos had felt more powerful, but he returned to his burgeoning city to find many strange acts had happened. Magic had returned to the hands of those, it would seem, that were descended from the Harbingers. These divine descendants were called mageborn.

Quickly, the mageborn surpass those around them in both wealth and power. They soon begann exherting their will over those around, becoming rulers. As history proves to repeat itself, these new mageborn rulers decided that they needed to expand their sovereignority. The kingdoms they had set up around Arol clashed and fell. The magical might combined with remembrance of the Race Wars fanned the flames of war, Near the end of the way, walls all around the world of Arlo, surrounding the great cities at the time, crumbled to dust. It was a new dawn. The peoples of Arlo ralized they were merely pawns, and they rose against their mageborn leadeers. They looked one another in the ye again. the Mage Lords were finished. The Crumbling had come to pass, bringing races closer if not wholly together.

The Fifth Age: Time of the Progenitor

Some time after the Crumbling, a strange being appeared shortly after Skyfall--a storm of fiery rocks raining from the sky. He came out of the southern deserts, although he never said where he came from. He was a master of magic and accompanied by many animals and creatures the people of Arlo had never seen the likes of before. Shortly after his appearance, the Progenitor declared himself Overlord of Arlo. Non could stand against the magic he wielded. With his wisdom, crops flourished, mining was more fruitful than past efforts ever were, and he demanded peace. To a world tired of war, Overlord Progenitor was a blessing.

What others did not realize until later was that the Progenitor was not of Arlo. Some speculated he was from another world, far away from the light of the Everstar. Some thought he was from one of the many planes of existance, home to the Harbingers. Whatever the case, the Progenitor was conducting bizzare experiments on both the people and animals of Arlo. He was changing and warping them into something they were not.

The people of Arlo united in an effort to overthrow the Progenitor. They fought with the skill of battle-hardened warriors and tempered their strikes with magic. It was not enough. Then, a loophole in the Edict was found. If mortals asked, it could be rescinded. Mortals did ask, and the Harbingers returned, if only long enough to overthrow the Progenitor.

The Sixth Age: Present Day

Seeing that they could indeed live and work together, the peoples of Arlo agreed to peace. The harbingers had returned to their home planes, but their presence remained, their word amd will carried by their heralds. The bulk of Arlo was divided into five kingdoms, men and women who had enough followers to warrant their dominion. There was the Northern kingdom of Stragos, dominated mostly by humans. The Deep Light, a kingdom that crossed borders, but was entirely underground and ruled by the dwarves. The Wak'sarat, a woodland nation rules by the elves with the db'jakar being secondary. Forshide, an area that encompassed the eastern coast and nearby islands. The Southlands, ruled by economics rather than politics.

These five kingdoms form the Conglomerate. Their elite guard is called the Protectorate. Currently, the biggest issue faced by the Protectorate is the return of dragons. Dragons in and of themselves are not necessarily an evil, but the Wyrm gates they create, travelling to and from their home planes, are a problem. These Wyrm Gates tear holes in the fabric of the physical plane, allowing escaped elementals and planestorms to wreck havoc upon the mortal realm.
14  Community / License to Improvise / Re: Considering a New FantasyCraft Campaign on: January 19, 2010, 08:49:28 AM
Ah, thanks. I was trying to find the Astral Magic post and having problems. I thought it might set up a good framework for tattoo magic as well.
15  Community / License to Improvise / Re: Considering a New FantasyCraft Campaign on: January 18, 2010, 10:24:46 PM
Hmmmm....I'd have to look at how to break up the species talent properly.

The idea of prizes, feats, and items works well too.

I started working on the actual background this evening which I'll hopefully be able to post some of soon. I'd just like to have a bit more done first.
Pages: [1] 2


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!