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Author Topic: [Setting Conversion] Ptolus for Fantasy Craft!  (Read 233 times)
Jhulae
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« on: March 15, 2013, 03:44:13 AM »

Hi there.

I'm looking for help converting the Ptolus setting over to Fantasy Craft.

The races are pretty straight forward - most of the PC races are already pretty much represented in the rulebook. I think I can handle that part myself. I also think that the NPCs would be fairly straight forward.

The biggest thing that's going to give me trouble, I think, is the 'alignments', especially when it comes to Priests (and Paladins). Any help in converting would be appreciated (even with the races if anybody has good ideas).
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jscifert
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« Reply #1 on: March 22, 2013, 05:37:52 PM »

I will be working on something myself as well in this area, so will post here what I come up with over the next several weeks.
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jscifert
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« Reply #2 on: March 27, 2013, 07:59:53 PM »

OK, here are the races so far. All are based on 7 points.
______________

Aram (Centaur) [+7.0]

[+1.0] Type: Large (2x2) quadruped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score x 1.5 (rounded down).

[+4.0] Attributes: +3 Strength, +3 Constitution, -3 Intelligence

[+2.0] Base Speed: 50 ft.

[+1.5] Darkvision II: You ignore all ambient light penalties.

[–1.0] Excitable: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.

[–0.5] Fatal Falls: You suffer 1 additional damage per die from falling and the damage gains the keen (20) quality.

[+1.0] Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.

[–0.5] Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).

[–1.0] Restricted Actions: Climb, Research, and Tumble checks you make are considered untrained (see page 63).

[+1.5] Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

[–1.0] Smug: Each time you score a critical hit or success, you lose 1 half action to gloating.

Splinter Race Feats: None.

_____________

For the Dwarves, I have included 2 options. One is using the standard FC version. The other is one that is more similar to the standard D&D dwarves.

Grailwarden Dwarf [+7.0] – V1 (Fantasy Craft Version)

See the FC core rulebook.

OR

Grailwarden Dwarf [+7.0] – V2 (more traditional D&D)

[+0] Type: Medium biped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+1.0] Attributes: +2 Constitution, -2 Dexterity

[–0.5] Base Speed: 20 ft.

[+1.5] Darkvision II: You ignore all ambient light penalties.

[–1.0] Dour: The morale bonuses of allies who can see or hear you decrease by +2 (minimum +0).

[+1.0] Enlightened Crafting: Your maximum Crafting rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+1.0] Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.

[+0.5] Iron Gut II: You gain a +2 insight bonus with saves against disease and poisons.

[–1.0] Restricted Actions: Kick attacks, as well as Jump and Swim checks you make are considered untrained (see page 63).

[+0.5] Stonecunning: This ability grants a dwarf a +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

[+4.0] The Bigger They Are: You gain the Pick On the Big Guy trick and the Giant Slayer Basics feat.

Splinter Race Feats: Cliff-Born (river trader dwarf), Crag-Born (variant mountain dwarf), Deep-Born (deep dwarf), Duergar/Grey Dwarf (Deep-Born + Abide in Darkness), Dune-Born (desert dwarf), Jewel-Born (gold dwarf), Glacier-Born (frost dwarf), Hill-Born (Stonelost dwarf), Mountain-Born (mountain dwarf). Unless you choose this, you’re a Grailwarden dwarf.

_____________

For the Elves, I have included 2 options. One is using the standard FC version. The other is one that is more similar to the standard D&D elves.

Also, I have included 2 options for including the Cherubim and Harrow Elves, either as Splinter Races or as full race write-ups.

Shoal Elf [7.0] – V1 (Fantasy Craft standard)

See the FC core rulebook.

OR

Shoal Elf [7.0] – V2 (more traditional D&D)

[+0.5] Type: Medium biped fey walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+1.0] Attributes: +2 Dexterity, –2 Constitution

[+0.0] Base Speed: 30 ft.

[+1.0] Bows Proficiency: You gain the Bows proficiency.

[+0.5] Charm Warded: You gain +2 to saves against spells of the Charm Discipline.

[+1.0] Darkvision I: Ignore the penalties for dim and faint light.

[+1.0] Edged Proficiency: You gain the Edged proficiency.

[+1.0] Enlightened Notice: Your maximum Notice rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+1.0] Natural Elegance: Your Appearance bonus increases by +1.

Splinter Race Feats: Bear Nation (arctic elf), Bison Nation (painted elf), Cherubim Nation (winged elf), Dolphin Nation (aquatic elf), Harrow Nation (corrupted elf), Hart Nation (wood elf), Horse Nation (plains elves), Owl Nation (gray elf), Raven Nation (night elf), Spider Nation (dark elf), Wolf Nation (wild elf). Unless you choose one of these, you’re a ‘shoal elf.’

Cherubim Nation
Prerequisites: Elf, Level 1 only
Benefit: Your attributes change to +4 Dexterity, -2 Constitution and you gain winged flight with a Speed of 40 ft.

Harrow Nation
Prerequisites:
Elf, Level 1 only
Benefit: Your attributes change to +2 Dexterity, –2 Constitution, -2 Charisma and you gain The Gift feat. Your maximum Crafting and Intimidate ranks increases to your Career Level + 5. Only the highest bonus from any enlightened ability may apply to each skill. You also suffer a –2 Appearance penalty (see Fantasy Craft, page 153), the morale bonuses of allies who can see or hear you decrease by +2 (minimum +0), and the Dispositions of non-Harrow Elves decrease by 10.

OR


_____________
Cherubim Elf
[+7.0]

[+0] Type: Medium biped fey flyer/walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+3.5] Attributes: +4 Dexterity, –2 Constitution

[+0.0] Base Speed: 30 ft.

[–1.0] Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.

[–2.0] Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger species. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).

[+1.0] Darkvision I: Ignore the penalties for dim and faint light.

[+1.0] Enlightened Notice: Your maximum Notice rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+1.0] Natural Elegance: Your Appearance bonus increases by +1.

[+3.0] Winged Flight: You may fly with a Speed of 40 ft.

_____________

Harrow Elf [+7.0]

[+0] Type: Medium biped folk flyer/walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+3.0] Attributes: +2 Dexterity, –2 Constitution, -2 Charisma

[+0.0] Base Speed: 30 ft.

[+1.0] Darkvision I: Ignore the penalties for dim and faint light.

[–1.0] Dour: The morale bonuses of allies who can see or hear you decrease by +2 (minimum +0).

[+1.0] Enlightened Crafting: Your maximum Crafting rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+1.0] Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[–1.0] Reviled: The Dispositions of non-[SPECIES] decrease by 10.

[+0.5] Sterner Stuff: The keen quality of each attack made against you decreases by 4.

[+3.0] The Gift: You gain The Gift feat (see Fantasy Craft, page 106).

[–0.5] Ugly: You suffer a –2 Appearance penalty (see Fantasy Craft, page 153).

_____________

Gnome (Pech) [+7.0]

[+0] Type: Small biped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score x 2/3 (rounded up).

[+1.0] Attributes: +2 Constitution, -2 Strength

[–0.5] Base Speed: 20 ft.

[+0.5] Darkvision I: You ignore the effects of dim and faint light.

[+1.0] Master of Illusions: You gain +2 to saves against spells of the Illusion Discipline and you may activate Spellcasting critical successes for 1 less action die (minimum 0) for spells of the Illusion Discipline.

[–1.0] Restricted Actions: Bull Rush, Intimidate and Threaten checks you make are considered untrained (see page 63).

[–1.0] Smug: Each time you score a critical hit or success, you lose 1 half action to gloating.

[+4.0] The Bigger They Are: You gain the Pick On the Big Guy trick and the Giant Slayer Basics feat.

[+3.0] The Gift: You gain The Gift feat (see Fantasy Craft, page 106).

Splinter Race Feats: Quick-Finger Folk (gnome alchemist or crafter), Cool-River Folk (seafaring gnomes), Dark-Earth Folk (svirfneblin + Abide in Darkness), Ghost-Eye Folk (whisper gnomes). Unless you choose one of these, you’re a standard gnome.

_____________

Halfling (Pech) [+7]

[+0] Type: Small biped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score x 2/3 (rounded up).

[+1.0] Attributes: +2 Dexterity, -2 Strength

[–0.5] Base Speed: 20 ft.

[+1.0] Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+3.0] Farstride Folk: You gain the Farstride Folk Species feat.

[+1.0] Fearless: You gain a +4 bonus with Morale checks.

[+1.0] Hurled Proficiency: You gain the Hurled proficiency.

[+2.0] Last Chance: You may spend and roll 2 action dice to boost any save.

[–0.5] Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).

[–1.0] Restricted Actions: Intimidate, Research, and Threaten checks you make are considered untrained (see page 63).

Splinter Race Feats: Drift-Wind Folk (wandering halflings). Unless you choose one this, you’re a standard halfling.

_____________

Half-Elf

Human Species with the Elf Blood feat.

_____________

Half-Orc

Human Species with the Orc Blood feat.

_____________

Litorian [7.0]

[+0.0] Type: Medium biped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+3.0] Attributes: +2 to Strength, +2 to Dexterity, ¬–2 to Intelligence

[+0.0] Base Speed: 30 ft.

[+1.5] Bloodhound: Your base scent range is equal to your Wisdom score × 10 ft. and, you gain a +6 bonus with Tracking checks.

[–1.0] Bloodthirsty: You may not attack more than one character in each round.

[+0.5] Darkvision I: You ignore the effects of dim and faint light.

[+1.0] Enlightened Notice: Your maximum Notice rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+0.5] Honorable: You are immune to incentives, negating those modifiers on Table 2.12: Persuasion and Coercion (see page 75).

[+2.0] Natural Attacks: You gain the Bite I and Claw I natural attacks (see Fantasy Craft, page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

[–0.5] Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).

[–1.0] Restricted Actions: Bluff, Haggle, and Sense Motive checks you make are considered untrained (see page 63).

[+1.0] Unarmed Proficiency: You gain the Unarmed proficiency.

Splinter Race Feats: None.

_____________

Lizardfolk (Assarai) [7.0]

[+0.0] Type: Medium biped folk walker with a Reach of 1. Your maximum wounds equal your Constitution score.

[+3.0] Attributes: +2 to Strength, +2 to Constitution, ¬–2 to Intelligence

[+0.0] Base Speed: 30 ft.

[–1.0] Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.

[+1.0] Aquatic I: You may hold your breath for a number of minutes equal to 15 x your Constitution score.

[–0.5] Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.

[+0.5] Darkvision I: You ignore the effects of dim and faint light.

[+1.0] Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.

[+2.0] Natural Attacks: You gain the Bite I and Claw I natural attacks (see Fantasy Craft, page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

[–0.5] Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).

[–1.0] Restricted Actions: Bluff, Impress, and Sense Motive checks you make are considered untrained (see page 63).

[–1.0] Reviled: The Dispositions of non-[SPECIES] decrease by 10.

[+2.5] Thick Hide 3: You’re considered to be wearing partial armor that provides Damage Reduction 3. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

[+1.0] Unarmed Proficiency: You gain the Unarmed proficiency.

Splinter Race Feats: Desert Clutch (desert naga), Draconic Heritage (draconian), Jungle Clutch (chameleon), River Clutch (gatorman), Rock Clutch (basilisk men), Sky Clutch (pteradon men), Swamp Clutch (frogman). Unless you choose one of these, you’re ‘lizardfolk.’
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Morgenstern
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« Reply #3 on: March 31, 2013, 03:54:06 PM »

Just double checking - this is the same setting as the Diamond Throne and same class array as Arcana Unearthed?
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jscifert
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« Reply #4 on: March 31, 2013, 07:33:41 PM »

Not exactly. Some races are similar, and there is a conversion doc for Ptolus in the Diamond Throne world, but Ptolus is set in D&D more so than Diamond Throne by default; no focus on rituals, etc. in base setting, for instance.
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