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1  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: September 02, 2014, 03:02:06 PM
I really like the Breaker chain and the Exotic Style feat. As for classes, I am definitely interested in the Archivist, Dervish, and Evangelist, if that is alright with you! I rather enjoyed the Primer; one of my friends is playing one in a game, actually.

Looking through Archivist, it uses a lot more variant rules than I was thinking- but Archivist and Evangelist should be simple enough:

Evangelist
Evangelists are the spokespeople for their faith- they preach and proselytize and spread the word and influence of their god-
though the means of doing so vary from one church to another. More than any of the devoted, Evangelists share their faith-
whether it bolsters their allies or befuddles their foes.
Depending on your character, an Evangelist could be:
-A beautiful paragon with a message that isn't easily forgotten
-A fearsome conduit of divine power, wielding magic more capably than any mage
-A skilled tactician with the gods' hand at their back, guiding their way
-A peaceful, wandering priest, spreading benevolence and generosity with both action and word
-A sinister noble with a dark secret, seeding tentacles of power and control into every facet of their world.
Party Role: Wildcard/Talker. You're at your best outside of combat- manipulating conversations and investigations with the
ease of a swashbuckler dancing around the battlefield. But with a hand from your god, there isn't likely much you can't do
Vitality: 9+Con mod
Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment Skills
Skill Points: 6+Int Mod
Proficiencies: 3
BAB: Poor
Fort: Poor
Ref: Average
Will: Good
Def: Good
Init: Poor
Life: Good
Leg: Average

Core Ability –
Affirming Words: While holding a Holy Book of your Alignment, you gain a bonus to Action Die results equal to your Wisdom modifier and to Defense when you spend Action Dice to boost Defense.
Class Abilities –
Proselytizer: At Level 1, you take the first Step along any 1 of your Alignment's Paths and you gain a Holy Book of your faith; this book may not be sold and when it's lost or destroyed it's replaced at no cost at the end of the next Downtime lasting 1 day or more. While holding this book, your Divine Spellcasting DCs increase by 1 and you may cast Bless and Bless Water at will. Once per adventure, the book may be given away to a willing character, doing so immediately gives you 2 Reputation and removes a grade of shaken for both you and the receiver. The book is replaced as normal at the end of the next Downtime lasting 1 day or more.
Glorious Aura I: Choose and learn 3 of the following Auras. You begin each scene with 1 Aura you know in effect and maytake a 1 minute action to change to another. Each Aura's benefits last until the end of the Scene or until you change to another. An Aura either grants you and each teammate who can see or hear you a +2 Morale bonus with the associated value(s), or inflicts a penalty of the same amount on all adversaries who can see or hear you.
-Befuddling Aura: Adversary Error Ranges with Charisma-based skills
-Cursed Aura: Adversary Saves
-Divining Aura: Adversary Error Ranges with Blend, Bluff, Sneak, and Tactics checks
-Exalted Aura:Allied Appearance Bonus and (2 x Morale Bonus) to non-adversary Starting Disposition
-Heedful Aura: Allied Notice, Search, and Sense Motive checks
-Minister's Aura: Allied checks with your Alignment Skills
-Protecting Aura: Allied Saves
-Rejuvenating Aura: Allies recover Vitality equal to Morale Bonus each round
-Splendorous Aura:Allied Charisma-based Skill checks
-Weakening Aura:Adversary Error Ranges with Wisdom-based skills and Resolve
Glorious Aura II: At Level 11, your Aura Morale bonus increases to +4
Glorious Aura III: At Level 19, your Aura Morale bonus increases to +6
Path of the Advocate: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you take 1 Step along any of your Alignment's Paths.
Bonus Feat: At Levels 4, 8, 12, 16, and 20 you gain 1 additional Covert or Style feat.
Favors: At Levels 6, 9, 12, 15, and 18, you may choose one of the following abilities, if one you choose grants the ability to cast a Divine Spell, that spell's "Step" is considered to be 3;
-Benediction: The Error Ranges of checks made by allies within Close Quarters decrease by 1 (minimum 0)
-Connections: You gain a rank of Clerical Renown
-Hero of the Church:You gain the Hero of the Church feat.
-High Priest: The Disposition of any NPC sharing your Alignment improves by 5; Evangelists may choose this ability twice.
-Icon of the Church: NPCs who share your Alignment automatically know your name and title and you may purchase Religious Functions for half price (5R or 10R).
-Many-Faceted: You learn 3 additional Auras
-Powerful Aura:Auras that grant bonuses to Skills also raise their Threat Ranges by 1/2 the same amount.
-Sacred Turning: Choose a Type from the following list: Animal, Beast, Construct, Elemental, Fey, Horror, Ooze, Outsider, Plant, Spirit, or Undead. Once per combat you may Turn characters of this type or an Opposing Alignment.
-Vengeful Aura: Auras that inflict Error Range increases also penalize skills by the same amount.
-Visitation:Once per adventure, you may spend 10 minutes in prayer to summon your Alignment's Avatar. The avatar is a standard character with a Threat Level equal to your Class Level and remains until dismissed or until the end of the scene, whichever comes first.
Shared Sermon: Lessons poorly spoken are never learned. At Level 10, once per adventure, you may take a 1 minute
action while holding your Holy Book to grant you and all your teammates 1 temporary Covert or Style feat of your choice
until the end of the Adventure.
At Level 20, you may may use this ability twice per adventure.
Duality: The glory your god has imbued within you glows brighter than most. Starting at Level 14, you may bear two activeAuras at once and your Divine Spells may benefit from two Spellcasting tricks instead of just one.


And Dervish... this one references a few rules like clothing and some armor changes but mostly should make sense-


Dervish
Dervish are agile warriors who combine speed and mobility into a flashy style that persists well beyond the battlefield. At
least as often as not Dervish think of themselves as artists or performers as warriors and they hold a great appeal to those
looking to add some flair without the plodding pace of other fighters.
Depending on your character, a Dervish could be:
-A courtier-assassin whose stunning grace keeps targets distracted
-A wandering martial artist who lives a life constantly barraged by challenges and duels, yet still defies each
-An artful dancer who beguiles with their elaborate movements
-A clever ascetic who bewilders foes by palming away every blow
-A quick moving archer who dashes around the battlefield leaving a trail of arrows in their wake.
Party Role: Combatant/Talker. You have an impressive score of combat prowess- you deflect blows as well as most armor,
and you likely carry an arsenal along with you to expand your versatility. However, you're well trained in a sizable list of
talents, and you're certainly no stranger to conversation.
Vitality: 9 + Con Mod
Skills: Acrobatics, Athletics, Bluff, Crafting, Impress, Intimidate, Prestidigitation, Sense Motive, Sneak, Tactics
Skill Points: 6 + Int Mod per Level
Proficiencies: 4
BAB: Average
Fort: Poor
Ref: Good
Will: Average
Def: Good
Init: Good
Life: Good
Leg: Poor

Core Ability -
Rebuke: While wielding at least 2 weapons, you gain the Arrow Cutting, Back at You!, Parry, and Whirling Strike tricks, and you may use these tricks and take Handle Item actions even if you have no hands free
Class Abilities -
Dervish Duelist: At Level 1, you gain the Duelist Basics feat, and may ignore wielding requirements for all feats.
Unburdened I: At Level 2, while unarmored or wearing only Fittings, your base Speed increases by 10ft and you gain a +2 bonus to Reflex saves and Acrobatics checks.
Unburdened II: At Level 11, these bonuses increase to 20ft and +4.
Unburdened III: At Level 19, these bonuses increase to 30ft and +6.
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain a bonus Melee or Style feat
Wall of Blades I: At Level 4, once per round when you take a Movement action of any sort except a 5ft Step while unarmored or wearing only Fittings, you gain Damage Reduction 1 until the start of your next Initiative. Also,you receive a 30% discount when purchasing Clothing and Weapons.
Wall of Blades II: At Level 8, this DR increases to 2 and this discount increases to 35%
Wall of Blades III: At Level 12, this DR increases to 3 and this discount increases to 40%
Wall of Blades IV: At Level 16, this DR increases to 4 and this discount increases to 45%
Wall of Blades V: At Level 20, this DR increases to 5 and this discount increases to 50%
Poise: At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities:
-Certainty: Your error range with proficient attacks decreases by 2.
-Grace:You gain a +1 bonus to Acrobatics,Defense, Initiative, and Reflex saves
-Finesse: Every melee weapon you have a Forte in gains finesse while you wield it.
-He Did It!: When you successfully Taunt an opponent you may force him to attack any character adjacent to you (other than himself). You may use this ability a number of times per scene equal to your Starting Action Dice.
-Majestic: Your Panache increases by 1, and you're always considered to be wearing Clothing that supports your Panache appearance.
-Speed of Eye: You gain the Called Shot trick and a +4 bonus on attacks made with it
-Speed of Hand: You may use Arrow Cutting and Parry actions one additional time per round and per combat
-Speed of Mind:You may use the Arrow Cutting and Back At You! Tricks against Black Powder and Grenade attacks, respectively, and you gain a +2 bonus to Distract and Feint actions.
-One Step Ahead: You gain a +1 dodge bonus to Defense and DR 1 against attacks with weapons in which you're proficient.
Dervish Dance I: At Level 10, once per round, you may take any Half Action Movement Action as a Free Action instead.
At Level 20, you may use this ability twice per round, these two Half Actions may be combined to give you one Full Action Movement Action (ie Run or Total Defense).
Dance of Death: At Level 14, once per scene, you may move up to twice your base speed, ignoring adjacency. You may attack any number of targets along the path you choose, but every target after the first gains a cumulative +2 to Defense.
2  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: September 01, 2014, 06:13:37 PM
I don't mean to sound pushy or rude, but... if it is alright, would it be okay for me to request seeing some of those feats or classes? I really am interested to see what kind of stuff has already been created, and thus able to be admired.
Feats and Classes...
Well, I sat down and eyeballed feats- quickly weeded out the FC/AC feats that have been rebalanced or rewritten, then pulled anything that relies on variant rules (gear and crafting changes, new gear, a modified variation of Morg's Desperate Struggle, extremely high level feats, or grouped feats (we don't have Axe or Sword basics, but Edged Basics, with feats based on styles)) or feats that rely on those rules- well, it thinned out faster than I expected- still, here are a couple melee combat style feat chains:

Breaker: I tried to convert the Grunt Spycraft 2.0 class to FC, it worked OK but came out pretty boring, so I changed it into a feat chain (I took out a line from each of these feats, in my setting these all come with "Special: This feat may be taken as a Ranged Combat feat, if it is, replace any instances of Melee with Ranged")

Breaker Basics
Regardless of how you speak, no one doubts that you carry a big stick.
Prerequisites:Overpowering Strike Trick
Benefit: You may use Massive weapons regardless of your Strength score, and if your Strength is 15 or higher, you are considered 1 size category larger for the Massive quality.
Also, you gain a trick:
Every Ounce (Two-Handed Attack Trick): Make a single Standard Attack as a full action, this attack gains a bonus to damage equal to two times your Strength, Dexterity, Constitution, or Wisdom modifier.

Breaker Mastery
When you knock an enemy to the ground, you send them 6 feet under
Prerequisites: Breaker Basics
Benefit: The Large upgrade no longer confers an Error Range penalty for you, also, you gain a trick:
Dead to Rights (Two-Handed Attack Trick): If the target fails their save against the Massive quality, you deal normal damage as well as 1d4 directly to wounds, if the attack also beats the target's defense by 10, this changes to 2d4. You may use this trick a number of times per combat equal to your Melee Combat Feats.

Breaker Supremacy
Your training has built you into an impenetrable wall.
Prerequisites: Breaker Mastery
Benefit: Your Strength and Constitution each increase by 1, also, you gain a stance:
Breaker (Stance): You gain Stress and Subdual resistance equal to your Constitution modifier and add your Wisdom modifier to Damage. Also, you cannot be sprawled or targeted with Disarm, Distract or Parry actions. However, you may only take 5-ft steps while in this stance.

Duelist: Influenced by every instance of duelists I was able to think of- These carry the same Special rider as Breaker

Duelist Basics
A gentleman's game, no doubt
Prerequisites: Parry Trick
Benefit: When you make a successful Anticipate action while wielding only a single one-handed melee weapon, your target is also considered flanked until the start of your next Initiative Count. Also, you gain a trick:
I Hate To Kill You (One-Handed Melee Attack Trick): Before making this attack, you may choose to lower your damage after DR and Resistances to 1, even if you would do no damage. If you do, you gain a +2 bonus to hit and after the attack gain a morale bonus to Defense equal to one-half the damage penalty (rounded down). If you successfully do this four consecutive times in a row to the same target, you gain a related Clue.

Duelist Mastery
...In which an unreadable expression carries you far...
Prerequisites: Duelist Basics
Benefit: Once per round, when you make a successful Distract check, you immediately gain a free attack at a -2 penalty to hit, also, you gain a trick:
Fatal Slip (Taunt Trick): If you succeed and your target attacks you in melee, you may make a free attack immediately before their attack triggers, the target is flat-footed against this attack, and with a hit the damage is doubled.

Duelist Supremacy
...And an unbeatable wit makes you untouchable.
Prerequisites:Duelist Mastery
Benefit:Your Dexterity and Intelligence each increase by 1. Also, you gain a stance:
Dueling Stance (Stance): While wielding only a single one-handed melee weapon, you may add your Intelligence modifier to damage, skill checks, and Reflex saves. You may only move with 5ft steps and Skill checks while in this stance.


Joint Strike: These are Basic Combat feats, that are in a sense kind of like a different style of Misdirection B/M/S- we play a game with mid-late 1800s era technology, so firearms are a more common, but these still work with melee weapons:

Joint Strike Basics
“Whenever you're ready...”
Prerequisites: Tactics 4+ Ranks
Benefit: When you make an attack triggered by a Readied Action, you deal an extra die of Sneak Attack Damage, also, you gain a trick:
   Unified Strike (Readied Attack Trick): When you ready an attack triggered by the attack of an ally, the two actions happen simultaneously, each gaining a +3 bonus to their Threat Range.

Joint Strike Mastery
“...take your shot...”
Prerequisites: Joint Strike Basics
Benefit: When you use your Unified Strike trick to target the same adversary and either or both of you roll a threat, it may be activated for 1 fewer action dice (minimum 0). Also, if another ally readies with the same trigger as your Unified Strike, they gain its benefits as well (maximum 1 extra ally per 4 bonus of Tactics you have).

Joint Strike Supremacy
“...I'll follow through”
Prerequisites: Joint Strike Mastery
Benefit: Your Readied Attacks deal 1 additional die of sneak attack damage (total 2). Also, your allies may gain your Sneak Attack damage in place of their own when taking part in your Unified Strike.

Exotic Style: This is an unusual one and a little more insight into what a lot of our combat feats look like (feats with lists of options like Elemental Heritage are a fair amount more common in our setup, but I don't penalize feats for offering multiple choices) - This one is just something I put together to fill all the niche fighting styles I didn't feel were well represented by the feats and options available, to make them as viable as anything else-

Exotic Style
You take advantage of a lesser known style
Benefit: Choose one of the following styles, gaining the listed benefits:
•Ambidexterity: When you wield two weapons of different sizes that offer no guard bonus, you gain a +1 bonus to defense and a +2 on tricks and effects that grant multiple attacks.
•Dirty Fighting: When you make a ranged attack immediately following an unarmed attack or vice versa, the target of your second attack becomes flat-footed.
•Rapier and Pistol: Any ranged attack you make gains a bonus to its threat range equal to the number of successful melee attacks you've made in the same round. Also, when you wield a ranged weapon while wielding a melee weapon, it counts as melee for feats, stances, and effects (but not tricks).
•Sword and Fist: While wielding a single one-handed weapon and nothing else, you may make a free unarmed attack against any target you hit with two melee attacks in the same round.
•Twirling Death: When you  use a double weapon to successfully disarm or trip or activate a critical hit, you gain a free attack against another adjacent opponent with the other end of the weapon, if you hurled that weapon, you can hit an opponent adjacent to your target.
•War Painter: You may apply a poison or oil of ether to a weapon as a free action, and a single use lasts for 1 additional hit or effects 1 additional piece of ammunition.


I have a handful of base classes-
Primer - Based on Witchers from the polish book series/video game series - you can find that one revamped here: http://www.crafty-games.com/forum/index.php?topic=7777.0
War Mage - My attempt at a cliche gish class
Dervish - Unarmored version of the soldier
Archivist - Divine Skill-based class
Champion - Not to be confused with the FC class, but similar core concept-> Divine Martial class
Evangelist - Divine Talker with Aura-like abilities
Inquisitor - Much less friendly Divine Talker (again not to be confused with the FC class)

A bunch of Expert Classes- their specifics have changed a lot since my old post, but the list of names/concepts has only gotten smaller, as I've moved more toward Master Classes to represent high tier organizations and niche concepts

Master Classes - 32 of these, but effectively every single one touches on some aspect of house rules, and practically all of them are setting specific, so these might not be as interesting to onlookers

3  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: September 01, 2014, 04:12:08 AM
I don't mean to sound pushy or rude, but... if it is alright, would it be okay for me to request seeing some of those feats or classes? I really am interested to see what kind of stuff has already been created, and thus able to be admired.
You don't sound pushy or rude- I really don't have any problem putting things up, I just don't have anything in a readily sharable PDF format, and it'd be a random guess what I'd throw into one if I made one. When I get back in from work today I'll try to throw together a list or something easily readable and then maybe you can give me an idea what you'd like to see.
4  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: August 25, 2014, 07:09:30 PM
Quote
Feats are easier- though they'll be powerful feats compared to standard FC- but I don't have any on-hand in PDF format, and my current PDF has all the FC/AC feats (though many are rewritten) and some feats that aren't mine (Morg's Kensai and Arcane-Arms trees come to mind, I'm sure there are a handful more)
I do not mind them being more powerful, I would simply like to see how other people create feats and possibly nab some ideas off of them. I've only made one feat chain so far, and it's a little... eh, iffy.

Some aspects of feat writing just take experience; the more you write the more solid your understanding of how you want them balanced will become. It definitely took me a lot of writes and rewrites before I had a good grasp of what I wanted.
Early on when I would write a feat or feat chain I would start with my idea and try to figure out how to mimic it with the rules- this would usually start by stripping the idea down to it's most basic effects "A Hadoken is really just a way of hitting a guy over there" / "Here are the things a vampire should be able to do" / "These are the things a quip-y fencer from the movies does in combat in FC terms" and so on, throwing any concept of balance to the wind- then I start to trim them down, streamline the abilities, and compare the sets of abilities to the power level of other (similar) feats- if it seemed too weak to fill a chain, then maybe it could be streamlined into one feat, or if it was far too powerful, maybe it would be better suited as the heart of an Expert Class- I was/am much more interested in putting together abilities that empower players and are cool (a core tenet of FantasyCraft, I feel).

Failing that, core FC species feats are at least built on a foundation pretty close to the Talent/Specialty points- 2-2.5 points for a not-first-level-only, first tier feat, if I recall correctly, then 2.5-3 for second tier, and 3-3.5 for third (someone will surely correct those numbers if I'm off in remembering)- that's a good baseline as well.

But really what it comes down to is that, if you're running it, it's your game- you don't want to give one player an unfair advantage over the others, but if you think it's balanced for the way your games are run/played, then it's probably just fine.

and because I'm much more interested in abilities that empower and are cool (a core tenant of FantasyCraft, I feel), as I start looking at how to streamline those abilities, to trim them down and make them more effective,
5  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: August 25, 2014, 04:28:51 PM
That said, I am interested in seeing what other things have been created by you. Weapons and non-Species feats especially; those seem like some of the toughest things to homebrew and balance around the pre-existing examples. Would you be willing to share those, or at least some of them, in PDF format? (My friends are interested, but for some reason prefer PDFs to looking at plain words on a screen  Roll Eyes )

I'm all for sharing stuff, but weapons are a tough one for me to share without it being a torrent of information- it seemed to me that characters either just use whatever weapon works or their weapons are an iconic part of their character's style. So I still let characters take weapons from the lists in FC, but I broke down the weapons into Generic variants, where the classes for Edged weapons are Axe, Rapier, Dagger, Sword, Greatsword, Polearm, and Spear- you pick the type and build the weapon using a point buy system with different options available based on the class of weapon you're building. From there, all the descriptive details of the weapon are up to the player.

Feats are easier- though they'll be powerful feats compared to standard FC- but I don't have any on-hand in PDF format, and my current PDF has all the FC/AC feats (though many are rewritten) and some feats that aren't mine (Morg's Kensai and Arcane-Arms trees come to mind, I'm sure there are a handful more)
6  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: August 15, 2014, 10:10:59 AM
Unfortunately I'm in the opposite boat. I love FC and it has done wonders for allowing me to give mechanics to my homebrew setting in ways other games haven't. However, the majority of my gaming group (same group for some 20 odd years now) simply has lost interested in even looking at FC since it appears to be a dead line now. They were pretty burnt by the lack of that "one big release", and now that Crafty has said they are moving on to other things, they'd prefer to focus on a more "living" system. Its sad because FC is great, but this group simply wants a system that is more than a single book with no future support. Sad

I can understand this sentiment as well, and maybe that's part of what drove me to where I am now- it's a system I can easily expand on myself, either through converting rules or starting from the ground up.
7  Community / License to Improvise / I don't think I play Fantasy Craft anymore on: August 13, 2014, 10:31:06 PM
-and I mean it in the best way possible.

My experience with Crafty started with Spycraft 2.0 and I loved Fantasy Craft before it even hit the shelves. I used to run campaigns in homebrewed one-campaign worlds, but my players and I wanted something more persistent- so I sat down and put together a small conglomeration of kingdoms in a more-or-less simple setting.
Five-or-so years later that setting has grown significantly- wildly out of control- it started with a game here or there fleshing out more bits and pieces, but the rules were augmented and altered just as much, mostly in line with the sort of games and traits my players liked or desired. Now, what is it? 12 PDFs comprising some 700 pages from rules to fluff- much of it is brand new but some of the rules are borrowed from the great ideas that show up on these boards, and some just rewritten to accommodate dozens of tiny house rules; the entire Skills section reappears in the setting's books, and all the FC feats from all their books are reincorporated into the Feats chapter- everything is built on a significantly different scale of balance (to the point where I pretty much come to the forums to give advice or guidance, because my work doesn't mesh well with others' and that of others often takes a good chunk of adaptation to fit)
I use the FC core book only for NPC generation, the Combat chapter, and the core Classes- but I don't consider any of this an improvement of the system; if my group enjoys it more, I'd say it's a testament to the system- Everything is clear and understandable- nothing is nebulous, vague, or confusing, and I was able to pick up FC from the get go and put it to use. It's efficacy as a toolkit between that ease of use and the foundation that it sets forth isn't something I want to understate.

So that felt a bit stream-of-consciousness. I feel like I've given the Crafty guys a bit of hell (particularly regarding that one aggravating release), but they've really made an awesome system that I'm going to use for a long time, even if I only use a fraction of its original text. Anybody else out there find themselves carried away with FC?
8  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: July 27, 2014, 09:39:38 AM
Yep, Surge of Speed doesn't do anything about that limit. For that you'd need Double Cast, which stacks up with it nicely.


It also works well for anyone who isn't solely a caster- Taunt/Threaten/Attack twice then cast. Now I kind of want to make an Aggro BMS character that taunts the whole room, then casts Elemental Shield or something similar.
9  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 10:34:29 AM
Although, to a large degree, if you can't think of a Study for an NPC, it probably doesn't need one.
This is, for the most part, true- though I can still think of circumstances where you might need/want such a list for an NPC (players are at a university and grab a random professor, players using Cold Read on an unexpected target, that sort of thing); but yeah, it's much more helpful as a guiding tool for players

Again, I would argue that if you can't think of one quickly it's a good indicator they don't have one.

I don't really give NPCs studies at all, and I don't think he's saying every NPC needs a study. But I'd figure, at 0 XP cost, it's not like it's hurting anything more than a bit of complication if that's his playstyle
10  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 09:21:13 AM
Although, to a large degree, if you can't think of a Study for an NPC, it probably doesn't need one.
This is, for the most part, true- though I can still think of circumstances where you might need/want such a list for an NPC (players are at a university and grab a random professor, players using Cold Read on an unexpected target, that sort of thing); but yeah, it's much more helpful as a guiding tool for players
11  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 08:05:09 AM

I'm curious if anyone knows of a nice long list that could be used to create Studies for NPCs.  Sometimes, my imagination for coming up with stuff just starts to run dry…   Tongue


I have a big list in the character gen section of my version of the Hero chapter- it's a conglomeration of all the just basic-whatever I could think of and some of the more remarkable studies from the Skills section, then the rest are all broken off in suggested-studies-by-region- lemme see what I can cannibalize from there:

[Region or Common Species] (ie Cadian Laws or High Elven Laws): [Region] Common Folk, [Region] Geography and Navigation, [Region or Common Species] History, [Region] Imports/Exports, [Region or Common Species] Laws, [Region] Leisure Spots, [Region or Common Species] Nobility, [Region] Trade and Travel Routes, [Common Species], [Crafting Focus], [Crafting Focus] Materials, [Crafting Focus] Techniques and Creations, [Gear Category], [Weapon Type], [Species],[Ride Focus], [Type] Anatomy, Alphabets and Symbols, Architecture, Astrology, Astronomy, Common Codes, Riddles, and Ruses, Common Deceptions, The Ether, Economics, Ethnicities and Nationalities, Famous Libraries and Vaults, Famous Speeches, Art, and Literature, Historical Acts of Terrorism and Oppression, Mathematics, Music, Poisons and Diseases, Sports and Physical Games, and Tells

Animal Behavior, Horses, Trail Signs, Weather, Architecture, Mining, Homesteading, Hunting, Magical Environments, Adventurers, Knights, Tactical Maneuvers, [Ancient Kingdom] Ruins, Stories, Cartography, Sailing, Trade, Famous [Species] (famous Gnomes, famous humans, etc),Inventors, Political Relations, Festivals and Holidays, Natural Life, Food Chains and Symbiosis, Clans/Tribes, Legends, Mythology, Performing, Interracial Politics, Historical Disasters, Wars, Airships, Modern Inventions, Occult, Spellcraft, Exotic Species, Arcane Metamorphosis, Human Interference, [Deity/type/magic type] Rituals, Divine Laws, Sacrifices, Scrupulous Diplomacy, Rites of Passage, Political Deceptions, Ancient Artifacts, Walking and Riding Patterns, Natural Spirits, Corrupting Influences, Religious Texts, Medicine, Slaves, [biome] hazards, Legendary Treasures, Fighting techniques, Folk Stories, Meditation and Prayers, Poison, [biome], Weather Cycles, Mountain Climbing, High Altitude Living, Traps, Open Market Values, Black Market Values, Trivial Knowledge, Esoteric Knowledge, Etiquette, Defensive Tactics, Famous Castles/Keeps/Forts, Signs and Shows of Respect, Titles and Honorifics, Physical Contests, Challenges, and Measures, Body Modification, Sources of Magic, Military, Noble, and Knightly Insignia and Heraldry, The Elements, Valuable Trade Goods, Drugs, Engineering, Markets and Bazaars, Legal Loopholes, Privateering, Smuggling, Demigods, Astrology, Sports, Puzzles.


Sorry it's a huge mess, like I said, the big block in the middle is pulled from a big list of regions and backgrounds that my players use for inspiration and to get an idea of what languages, races, studies, and alignments are common for their choice.
12  Products / Fantasy Craft / Re: Questions on: April 26, 2014, 07:10:58 AM

Another rules question, this time about Action Categories (Movement, Attack, Initiative).  Uh, what are they for really?  Aim and Anticipate in particular -- what does it matter if they are Initiative actions?  Does it mean the character has to declare them at initiative time (i.e. when we roll) or can only be taken once, or you can only take one of that category per round?

I think the only important quality of Initiative Actions is that they are non-Movement, non-Attack actions, so that they are free from effects or restrictions of both types.
13  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 22, 2014, 04:22:37 AM
Drake crafted weapons or a Specialty with Nothing Up My Sleeve.
A shame that lovely elf lady illustrating the mage entry has neither of those  Tongue

(Mostly I'm just amused by the fact that the iconic character has a build that seems really cool in theory, but in actual execution is super clunky.)

I don't actually recall if the iconic builds are official or not- but that's clearly an oversight (and a wildly unnecessary one- Elf-craft has far less utility for this character)- if she's not using her greatsword as a focus in place of a spellcasting kit in her picture then she doesn't have one at all and is conjuring one (in which case the spellcasting kit 'requiring both hands' would just be fluffed as it requiring both hands free-and-occupied).
14  Products / Fantasy Craft / Re: First to Second Printing update document. on: April 19, 2014, 06:09:53 PM
It's on the Downloads page, all zipped into this file: http://www.crafty-games.com/files/File/Fantasy_Craft_Errata-11OCT2011.zip FP is first printing errata, SP is second printing errata
15  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 08:48:58 AM
Wasn't the plan originally 1111 spells? Could you give some kind of estimate how many are left?
Looks like 36 spells per discipline from here, so 864. I think "nearly 900 new spells" has always been their claim- still a hell of a lot.

Looking at what they've got and what they've said, I think a big part of the problem is that it isn't just a list of spells they're trying to complete- it's kind of a web. While they have a lot of them done and in a workable state, as more spells reach that stage, others may need to be rebalanced, it kind of winds up where there are many spells that aren't really 'locked in' until others are completed and so on.
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