Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 25, 2014, 12:38:49 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.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  Eberron or Iron Kingdoms for Fantasy Craft?
« previous next »
Pages: 1 2 [3] 4 5 6 Go Down Print
Author Topic: Eberron or Iron Kingdoms for Fantasy Craft?  (Read 13326 times)
ThatBlastedSamophlange
Jr. Agent
**
Posts: 51


View Profile
« Reply #30 on: December 06, 2009, 08:31:12 PM »

I've (almost) finished something for Eberron. It's in French and lacking illustrations for now, but as for Conan (I know, I'm late), I can translate bits of my work if someone's interested.

http://www.le-scriptorium.com/uploads/file/Aides_de_jeu/Mastercraft/eberron_guide_de_conversion.pdf

By the way, I love both Eberron and Iron Kingdoms. But to start with, I would recommend Eberron, because it requires a little less conversions in my opinion.
Is there any chance that you will be converting this document to English?
I've started doing it myself but French isn't very good, heck I still have problems with English.
What I've seen is pretty good so far though. 

I was thinking of making half-elves and half-orcs talents for humans rather than a full fledged race though.
Logged
OverNinja
Control
******
Posts: 1608





View Profile
« Reply #31 on: December 07, 2009, 01:31:26 AM »

I was thinking of making half-elves and half-orcs talents for humans rather than a full fledged race though.

You might want to take a look at Origin of the Species: Classic Fantasy.
It's for Spycraft, but should be little or no work to use.
Logged

"If somebody is worth shooting once, they're worth shooting twice."
"Anyone who trades liberty for security deserves neither liberty nor security."
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #32 on: December 07, 2009, 02:15:16 AM »

Is there any chance that you will be converting this document to English?
This would be a first, but if some of you people are OK for proofreading, I could give it a try. Actually, the most difficult part would be the 'flavor' text, but I guess that's not what you're most interested in.

As waterdhavian asked me few days ago, here are the new races. I haven't translated Racial Feats yet, but this will follow soon I hope:

Changeling
Splinter Race Feats : Feat of the Mind (telepath), Feat of the Shape (shapechanger). Unless one of these, you’re a ‘rebel mind’.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Intelligence +1, Wisdom +1, Charisma +1
  • Base Speed : 9 m
  • Minor shapeshifting : You can attempt any Mask check without any kit and in only two rounds. Further, penalties from Table 2.10 are halved. It’s still impossible for you to disguise into a species with which you share no resemblance. A True seeing spell reveals your true form and you take it back when you’re killed.
  • Iconic Classes: Assassin & Courtier.
  • Enlightened Disguise.
  • Linguist: You know 2 additional Languages.

Half-Elf
Splinter Race Feats : Human Heart (quasi-human), Elf Heart (quasi-elf). Unless one of these, you’re a ‘mid-elf’.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Constitution -1, Wisdom +1
  • Base Speed : 9 m
  • Human Blood : You get a Talent.
  • Iconic Classes: Explorer & Courtier.

Half-Orc
Splinter Race Feats : Human Heart (quasi-human), Fierce Heart (quasi-orc). Unless one of these, you’re a ‘mid-orc’.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Strength +1, Charisma -1
  • Base Speed : 9 m
  • Human Blood : You get a Talent.
  • Iconic Specialties: Barbarian, Shaman, Criminal, Druid, Warden, Gladiator, Tribesman, Vanguard, Nomad or Ranger.

Shifters
Splinter Race Feats : Cliff-thing, Claws-thing, Teeth-thing, Beasthide, Longstride, Tracking-thing. Unless one of these, you’re a ‘weak blood’.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Dexterity +4, Charisma -2
  • Base Speed : 9 m
  • Enlightened Acrobatics.
  • Iconic Classes: Explorer, Scout.
  • Claws: You benefit from a claw I natural attack.
  • Reviled: -5.
  • Shifting: You get the Rage Basics feat. [All the shifting options will be handled as abilities available when the shifter is in Berserker Stance.]
  • Low-light vision.

Hobgoblins
Splinter Race Feats : Iron Guardian (Kech Shaarat tribe), Legend Guardian (Kech Volaar tribe), Land Guardian (Rukhan Taash tribe). Unless one of these, you’re a ‘kadaar’rhun’, a minor tribe warrior.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Strength +2, Any +2, Any -2
  • Base Speed : 9 m
  • Enlightened Sneak.
  • Iconic Classes: Captain, Lancer.
  • Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (min 0).
  • Enlightened Tactics.
  • Low-light vision.

Kalashtars
Splinter Race Feats : None. Kalashtars are considered humans regarding Species Feats prerequisites.
Type: M-sized (1×1) Folk with a Reach of 1. Wounds = Con.
  • Attributes : Charisma +3
  • Base Speed : 9 m
  • Quorian Spirit: You know the Quorian language.
  • Beguiling: You get beguiling.
  • Mindlink: You get telepathy (page 235).
  • Iconic Specialties: Mindblade, Adventurer, Bard, Guardian, Physicist, Psychic warrior, Fist, Nomad, Wilder or Psion.
« Last Edit: December 07, 2009, 04:53:25 AM by aegis » Logged
Morgenstern
Control
******
Posts: 5267



View Profile
« Reply #33 on: December 07, 2009, 02:51:04 AM »

Which brings up a point: one of the thing I liked about 3.5 was 5 level 2nd-tier classes (prestige/expert). I'm wondering just how feasible they would be in *Craft

I could kinda see 6 level expert classes just because level 6 is a pretty strong option in the 10-level expert class skeleton with would allow the class to have a stong (but not gamebraker quality) finish, but at the end of the day its just gonna be a 10 level expert class which nobody bothered to write the last 4 levels of.

Base, expert, and master classes all start from career level 14 and work down the the base class skeleton from there. The only other format I've ever seriously considered is a 3 or 4 level class designed to be avialalbe at career level 1, and my last serious push on that front eventually turned into the legendary classes for races.
Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #34 on: December 07, 2009, 04:52:42 AM »

Here's what a friend and I did for the artificer - in English just for you. I thought it might be interesting to make a base class out of it, since there's no "magic item specialist" for FC yet. Of course, it might be usable only in quite high-fantasy settings.

http://www.le-scriptorium.com/uploads/file/Regles_optionnelles/Mastercraft/Classes/artificer.pdf

There might be an awful lot of corrections, both technique-wise and English-wise, I'm quite aware of this. Tell me frankly so that I can correct them. Smiley
Logged
Doublebond
Guest
« Reply #35 on: December 08, 2009, 12:54:51 PM »

Okay, here are some problems I spotted at first glance.

Feat of the Mind (telepath), Feat of the Shape (shapechanger). Unless one of these, you’re a ‘rebel mind’.

I'm a noob to RPGs in general, so that may be why, but I have no idea what these are. I understand they're splinter race feats, but they sound rather out of place. Perhaps the "names" you've given are functioning more as descriptions of what kind of races they are rather than actual names?

Base Speed : 9 m

This is more a problem because I'm an American than due to any error in translation. I assume this refers to meters? I'm not sure what differences there may be in international versions of the book, but my copy uses feet as the standard measurement of distance, leaving me uncertain as to how I'm supposed to interpret this line in regards to game mechanics.

Minor shapeshifting : You can attempt any Mask check without any kit and in only two rounds. Further, penalties from Table 2.10 are halved. It’s still impossible for you to disguise into a species with which you share no resemblance. A True seeing spell reveals your true form and you take it back when you’re killed.

The phrasing here's just a bit awkward. Perhaps it would work a bit better with some minor tweaking?

Minor Shapeshifting: You may make trained Mask checks in two rounds even when you lack a kit. Furthermore, any penalties from Table 2.10 are halved. It is still impossible for you to disguise yourself as a species with which you share no resemblance. A true seeing spell reveals your disguise and you shift back to your true form when killed.

I do not see anything problematic with your Half-Elf idea, though racial modifiers and talents seem a bit iffy, mechanically wise, but make sense fluff-wise. While Half-Elves are not exactly numerous, potential human parents certainly would be. I suppose in retrospect it's immediately balanced by the iconic classes aspect.

Nothing seems wrong with the rest of the post grammatically wise, and I'm not enough of an expert to speak at length about the mechanical side of things.
Logged
MilitiaJim
Control
******
Posts: 4328



View Profile WWW
« Reply #36 on: December 08, 2009, 02:29:55 PM »

Nine meters is about 10 feet.  Meters x 3.2808 if you really want to be excessively precise.
Logged

"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
Doublebond
Guest
« Reply #37 on: December 08, 2009, 03:16:19 PM »

Nine meters is about 10 feet.  Meters x 3.2808 if you really want to be excessively precise.

Yeah, that doesn't really work. A normal human has a speed of 30ft. There is not a single heroic species in the game with a speed of 10 ft.

It'd be better if someone could tell me what the standard unit of speed is for European editions of FC (it's 5ft for American editions at the least) and then what the standard speed for races are, and then how many increments different 9 m is from that (I'm assuming for the moment that 9 m is the standard speed).
Logged
Morganti
Handler
*****
Posts: 564


Endless Eternity, Eternally Endless.


View Profile
« Reply #38 on: December 08, 2009, 03:36:20 PM »

Nine meters is about 10 feet.  Meters x 3.2808 if you really want to be excessively precise.
According to google..
1 meter = 3.2808399 feet
so 9 X3.28=29.52
or 30 feet Smiley

9m is 30 feet, roughly.
Logged

~Do you think its possible that someone else is doing this very same thing at this very same moment?~
~D~
Krensky
Control
******
Posts: 7051


WWTWD?


View Profile
« Reply #39 on: December 08, 2009, 04:41:40 PM »

Nine meters is about 10 feet.  Meters x 3.2808 if you really want to be excessively precise.
According to google..
1 meter = 3.2808399 feet
so 9 X3.28=29.52
or 30 feet Smiley

9m is 30 feet, roughly.

As an aside, Google Calculator can tell you this directly. Search '9 m in ft' for instance.
Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #40 on: December 09, 2009, 03:53:59 AM »

I'm a noob to RPGs in general, so that may be why, but I have no idea what these are. I understand they're splinter race feats, but they sound rather out of place. Perhaps the "names" you've given are functioning more as descriptions of what kind of races they are rather than actual names?
Hem, dunno. "Feat of the ..." is supposed to be the name of the feat. "Shapechanger" and "telepath" are supposed to be the names of the splinter races. Now, it sounds much better in French so if you have a better translation, I'll take it. Smiley
Base Speed : 9 m
This is more a problem because I'm an American than due to any error in translation. I assume this refers to meters?
Absolutely. I forgot to convert. So, as it has been said, 9 m = 30 ft and we replace 5 ft squares with 1.50 m squares. Don't like this very much. Most of the time, I try to speak in terms of squares, just as it's done in Starwars.
Minor Shapeshifting: You may make trained Mask checks in two rounds even when you lack a kit. Furthermore, any penalties from Table 2.10 are halved. It is still impossible for you to disguise yourself as a species with which you share no resemblance. A true seeing spell reveals your disguise and you shift back to your true form when killed.
Much better, thank you!

And here come the Specialties. I'm much less happy with them than with Species, so don't hesitate to say what's wrong.

Specialties

Soulblade
Prerequisites: Psionics campaign quality
  • Feat: Sword Basics
  • Psychic blade: You gain a blade made of pure energy as a natural attack (claw III) which inflict your choice of Force or Stress damage. It benefits from the finesse and throw qualities. You can “activate” or “desactivate” it with a Pick an item action.
  • Terrifying look: You are as sharp as your blade. The Will save DCs of stress damage you inflict increase by 4.
  • Sharpness of the soul: You may consider your psychic blade as a knife or a sword regarding tricks.

Magewright
Prerequisites: Sorcery campaign quality
  • Feat: a Gear feat
  • Crafting focus: You learn one additional Crafting focus.
  • Thrifty: Your Prudence raises by 1.
  • Infusion: You’re bound to magic, gaining 4 ‘innate’ ranks in Spellcasting.
  • Arcane potential: The DC of any saving throw made to resist an effect from a magic item or elixir used by you raises by 2.

Psychic warrior
Prerequisites: Psionics campaign quality
  • Feat: Martial Focus
  • Attribute Training: The lowest between your Strength and Wisdom raises by 1. This bonus applies after any modifier from your Race or Talent.
  • Contagion sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
  • Mind fortress: When you make a save against a Curse spell, you may roll twice and keep the result you prefer.

Wilder
Prerequisites: Psionics campaign quality
  • Feat: Hidden Promise
  • Psychic outbreak: When you cast a spell, you may call for an outbreak to increase its potency. All the numerical variables of the spell are calculated as if your Caster Level was 2 higher.
  • Psychic asthenia: After a Spellcasting check boosted with a psychic outbreak, you have a 10% chance to fall to psychic asthenia. If you do, you’re stunned until the end of your next turn and lose a number of spell points equal to half your (original, rounded up) Caster Level.
  • Heroism: During dramatic scenes, you gain a +1 bonus to all your attack and skill checks.
  • Versatile mind: When you make a save against a Charm spell, you may roll twice and keep the result you prefer.

Psion
Prerequisites: Psionics campaign quality
  • Feat: Silent Spells
  • Power of the mind: Spells from the Charm and Force disciplines flow naturally into your body. You need to spend 1 less spell point (minimum 1) to cast them.
  • Flashy: Your Panache raises by 2.
  • Beguiling: When you successfully Taunt a standard character, you may decline the standard result to have your target become fixated on you for a number of rounds equal to your Charisma score. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may this only once, no matter how many times you gain the benefit).
Logged
ThatBlastedSamophlange
Jr. Agent
**
Posts: 51


View Profile
« Reply #41 on: December 10, 2009, 04:31:08 PM »

I like the talents, though the Mind blade I think I might make it a stance.  
Logged
Khaalis
Operative
****
Posts: 325




View Profile
« Reply #42 on: December 11, 2009, 07:01:47 AM »

This was my concept of a magewright for my world (also a Specialty).

MAGEWRIGHT
You’re a professional crafter of magical goods.
   Requirement: Sorcery campaign quality
•   Bonus Feat: Charm Binding Basics
•   Bonus Feat: Essence Binding Basics
•   Crafting: You gain crafting as an additional Origin skill.
•   Paired Skills: Every time you gain ranks in the Crafting skill you also gain ranks in the Spellcasting skill, but not beyond your maximum ranks.
•   Thrifty: Your prudence rises by 2.


The psionic ones, I don't think I want as specialties. I am going to attempt to tackle either converting the Shadowforce Archer psionics or, if I find they don't work the way I want perhaps a much more toned down version of Psychic rules from Green Ronin, as I dont symply want psionics = magic with new name. I'd prefer to keep psionics to more the simple concepts of Telepaths, Metabolists and Telekinetics.
Logged
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #43 on: December 12, 2009, 06:47:07 AM »

This was my concept of a magewright for my world (also a Specialty).
I like this variant very much. I'm not sure about the bonus feats, but the rest is quite nice. Maybe give him slow and steady or some other (new) ability related with Downtime.
The psionic ones, I don't think I want as specialties. I am going to attempt to tackle either converting the Shadowforce Archer psionics or, if I find they don't work the way I want perhaps a much more toned down version of Psychic rules from Green Ronin, as I dont symply want psionics = magic with new name. I'd prefer to keep psionics to more the simple concepts of Telepaths, Metabolists and Telekinetics.
I do too. The thing is, it takes time. For now, I've chosen to consider that psionics are Telepaths/Telekinesists (not so fond of Metabolism psionics), hence the bonus with Charm and Force Disciplines. Another possibility, between the too-simple Specialties and the too-exhausting (IMO) process of building a new magic system, would be to develop a "specialized mage" base class, a la Spellbound, which would be restricted to Charm, Force, and Shapechange Disciplines and confer unique abilities that subtly change the way magic works with the caster. I'll try to come up with something, again, if I've time. Smiley
Logged
trechriron
Powered By Publisher
Jr. Agent
******
Posts: 70


Bard, Dreamer & RPG Enthusiast


View Profile WWW
« Reply #44 on: December 17, 2009, 04:16:48 PM »

I am picking up all the 3.5 Eberron books in the next couple of weeks.  I asked in a new thread if there were rules/guidelines for building classes.  I am planning on compiling a document for my group (once it's formed).  Aegis, can I start with the stuff you are sharing here?  I would be willing to compile these conversions and my conversion stuff and share it as a PDF when complete.

This is awesome, and thanks to aegis for all the work and sharing it here!
Logged

Trentin C Bergeron (TreChriron)
Bard, Dreamer, & RPG Enthusiast
October Northwest
Pages: 1 2 [3] 4 5 6 Go Up Print 
« previous next »
Jump to:  


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