Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 21, 2014, 07:03:53 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
| | |-+  Iron Kingdoms for Fantasy Craft?
« previous next »
Pages: 1 [2] 3 4 ... 9 Go Down Print
Author Topic: Iron Kingdoms for Fantasy Craft?  (Read 17536 times)
Wolverine
Control
******
Posts: 3675


I want to smoke a fairy


View Profile WWW
« Reply #15 on: February 12, 2010, 06:19:00 PM »

...though I like the feats dealing with tinkering.

Bodging Basics/Mastery/Supremacy Wink

How does using Intimidate to affect quick repairs to a device to make it work for a short time sound? The ability to throw a wrench/ratchet/other tool accurately enough to severely damage a device?

Quote
I'm also thinking about "kingdom" upgrades, like Khador's guns that have a massive barrel but deal heavy damage.

Cygnar weapons could deal electrical damage, perhaps.

Quote
Campaigns: Dunno yet which campaign qualities I'll use, but I will certainly introduce a new sub-sorcery quality concerning healing magic and resurrection. I thought lost magic would do the trick, but now I don't think it's just enough. We'll see...

Dead Means Dead could work well here. Flexible Magic Items could be interesting, Paranoia would be good for certain areas (like Occupied LLael), as would Savage Wilds, and Miracles is a must.
Logged

"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #16 on: February 13, 2010, 04:10:01 AM »

Quote
Hope this makes some sense.
Definitely, and it reminds me I forgot Alignment skills in the equation. Thanks.
Bodging Basics/Mastery/Supremacy Wink
That's right!  Tongue
How does using Intimidate to affect quick repairs to a device to make it work for a short time sound? The ability to throw a wrench/ratchet/other tool accurately enough to severely damage a device?
Nice, not sure about Intimidate, but that's definitely one or two things I'm considering. Concerning damage to devices, I already introduced "Saboteur, inflict +2 damage on items and constructs [cost 2]", but it would be cool to go a little further with the feats.
Cygnar weapons could deal electrical damage, perhaps.
Indeed. This is a huge advantage though.
Dead Means Dead could work well here. Flexible Magic Items could be interesting, Paranoia would be good for certain areas (like Occupied LLael), as would Savage Wilds, and Miracles is a must.
Yep, I'd leave Paranoia for specific places, but all the others are perfect. Dead Means Dead, I forgot that one... Smiley I'll certainly add new campaign qualities, mostly sub-sorcery qualities, to handle exhausting or punishing magic.

Thanks a lot for your feedback.
Logged
Wolverine
Control
******
Posts: 3675


I want to smoke a fairy


View Profile WWW
« Reply #17 on: February 13, 2010, 07:24:34 AM »

Nice, not sure about Intimidate, but that's definitely one or two things I'm considering.

I was basing it off the original Bodger class that got short term benefits from shouting at machines and engaging in a little 'percussive maintenance'.

Quote
Cygnar weapons could deal electrical damage, perhaps.

Absolutely, but then they do tend to be reserved for special forces and exceptional characters.

Quote
Dead Means Dead, I forgot that one... Smiley

To keep it in character of the game, certain Expert (or even Master) Classes could have a game-breaker that allows the character to return a character to life. Note: I'm not suggesting this for Cryxian thralls or other Risen, they're another matter altogether.
Logged

"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #18 on: February 13, 2010, 08:18:47 AM »

I was basing it off the original Bodger class that got short term benefits from shouting at machines and engaging in a little 'percussive maintenance'.
Let's see ... What do you think of this?

Bodger I
You can bring the sparkle of life back to any machine ... at least for a short time.
Advantage: You have access to normally restricted Bodge checks, under the Crafting skill.
Bodge (Full Action)
This check allows you to bring temporarily back to life any object of construct broken but not destroyed (see page 155 of Fantasy Craft). The check DC is equal to the target's Complexity or (something else for constructs) + 5 per failed Damage save. If the test is successful, the target starts functioning again until it fails another Damage save or for 1 minute. Whether the check is a success or not, the target automatically fails 1 Damage save at the end of the "restart". With a critical success, this effect is cancelled. With a critical failure, the target is instantly destroyed. A kit is required to perform any Bodge check.

Bodger II
Build, break, bodge, you can do anything with just a wrench.
Prerequisites: Bodger I
Advantage: You can Bodge with a half action. Further, you get a trick.
Chtonk! (Ranged Attack Trick): When hitting the right spot, you can wake anything up. Your attack inflict no damage but allows you to Bodge the target item or construct with a free action from a distance.

Bodger III
Metal creatures have just no secret for you anymore.
Prerequisites: Bodger II
Advantage: When you Bodge an object or construct, it continues to work until it fails another Damage save or the end of the scene, whichever comes first. Also, you get a trick.
Wrench Slam (Blunt Attack Trick): The target item or standard construct automatically fails its Damage save (damage isn't rolled). You can use this trick once per round.
« Last Edit: February 13, 2010, 08:21:01 AM by aegis » Logged
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #19 on: February 22, 2010, 05:06:41 AM »

It's finally done! 35 pages of selected rules for an easy conversion of the game to Fantasy Craft. Alas, it's still in French. But as it happens, this week is going to be real light for me, so I'll translate parts of the document. As always, my English and most specifically terms from Iron Kingdoms (which I only possess in French) are very loose, so feel free to point out any mistakes.

First off today, Specialties:

War Chaplain
Bonus Feat: Bandage
Practiced Medicine: If you spend an action die to boost a Medicine check and it still fails, you gain the die back after the action is resolved.
Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
Commissioned: You may purchase Military Renown for 40 Reputation per rank (see page 187).
Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.

Gun Mage
Bonus Feat: Favored Gear
Gunner: The load quality of any black powder weapon you wield decreases by 1.
Ranged Combat Expert: You’re considered to have 2 additional Ranged Combat feats for any ability based on the number of Ranged Combat feats you have.
Black Powder Proficiency: You gain the Black Powder proficiency.
Flashy: Your Panache rises by 2.

Mekarcanist
Bonus Feat: Scribing Basics
Battery Reload: You may reload batteries at a cost of 2 spell points per charge and you never risk to lose control.
Broad Learning: You gain 2 additional Studies.
Sharp Mind: You gain 1 additional skill point per level.
Gear Expert: You’re considered to have 2 additional Gear feats for any ability based on the number of Gear feats you have.

Second-Story Man
Bonus Feat: Mobility Basics
Urban Camouflage: You gain a +5 gear bonus with Blend checks while in an indoor/settled terrain.
Field Disarm: You are always considered to have thieves' tools (see page 159).
Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.
Trap Sense: You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.

Pistoleer
Bonus Feat: Black Powder Basics
Gunner: The load quality of any black powder weapon you wield decreases by 1.
Black Powder Proficiency: You gain the Black Powder proficiency.
Decisive: You gain a +5 bonus with Initiative.
Vicious Shot: You inflict 2 additional damage on standard characters with a black powder weapon.

Mekanic
Bonus Feat: Bodger I
Demolisher: You inflict 2 additional damage on standard constructs and scenery.
Field Metalworking: You are always considered to have a smith's kit (see page 159).
Blunt Proficiency: You gain the Blunt proficiency.
Turn Constructs: Once per combat, you may Turn Constructs.

And also, Aegis' guide to...
... the Alchemist: Take levels in the class of the same name, with levels of Keeper or Mage before. Also, Alchemy feats are the way to go.
... the War Chaplain: The Paladin fits perfectly, with feats like Bandage and The Extra Mile.
... the Gun Mage: The Rune Knight is made for it, first with levels of Mage or Channeler. Black Powder feats from CtA:TD and Magic feats will also do the trick.
... the Mekarcanist: Mage or Seer with Magic and Gear feats, especially related to items creation.
... Second-Story Man: Easy, the Burglar is your guy. Add some Cover feats.
... Pistoleer: The Deadeye is a perfect shot, with maybe levels of Assassin or Soldier first. Ranged and Basic Combat feats are crucial.
... Mekanic: The Keeper captures the essence of this class quite well. Gear feats are crucial here.
... Fusilier: You may have noticed its absence. It's because the Dragoon and Musketeer are perfect for either mounted or infantry fusiliers. As for the Pistoleer, the Deadeye is a great choice, with certainly Scout levels before.
« Last Edit: February 22, 2010, 10:21:01 AM by aegis » Logged
Psion
Control
******
Posts: 1525



View Profile
« Reply #20 on: February 22, 2010, 08:16:21 AM »

Nice!  Cool
Logged

The Secret Volcano Base: my RPG blog currently discussing Fantasy Craft and Freeport!
Sletchman
Control
******
Posts: 4108


Gentleman Scholar.


View Profile WWW
« Reply #21 on: February 22, 2010, 07:16:30 PM »

Very nice work.

I like how thematically strong they are, even without names you get a good feel for what they should be doing.
Logged
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #22 on: February 23, 2010, 03:42:53 AM »

Thank you very much, but that's due to the great initial feel of these characters by Privateer Press' guys. Smiley

Next, I chose to make the Fell Caller, the Warcaster, the Blackclad, and the Mage Hunter master classes, because I believe they have some sort of "epic" feel. The Fell Caller is the paragon of his race, the trollkins, while Mage Hunters are a very specialized bunch of hateful elves: not low level at all. Similarly, the Warcaster and the Blackclad both embody the essence of what's civilized and what's wild. As such, they're all paragons of something. Still, this remains an arbitrary decision. I wouldn't take it personally if you believe Warcaster and Blackclad should be available as Specialties.

Today, I'm gonna stick to the Fell Caller and the Mage Hunter, leaving the other two for tomorrow. I won't lie, I'm not quite as happy with master classes as I was with Specialties. Maybe you'll have some interesting thoughts to share.

Fell Caller

Party Role: Backer/Combatant.

Class Attributes
Prerequisites
: Trollkin (e.g. Ogre with Stone Brave feat), Intimidate 10+ ranks, Glint of Madness
Favored Attributes: Strength, Wisdom, Constitution
Class Skills: Athletics, Intimidate, Notice, Resolve, Ride, Survival
Continuity: Choose 2 non-class skills. Those become Fell Caller class skills for you.
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level

Class Abilities
Battle Planning I
: At Level 1, you gain 2 of the following battle plans. You may begin each combat with 1 battle plan already in effect and may enact a new one as a full action. Each plan’s benefits last until the end of the current combat or until you enact a different battle plan. A battle plan grants you and each teammate who can see or hear you a +2 morale bonus with the following rolls and values.
• Crush Them!: Melee and unarmed attack checks
• Fire at Will!: Ranged attack checks
• Guard Yourselves!: Defense
• I Want Them Alive!: Subdual damage rolls
• No Prisoners!: Lethal damage rolls
• Press On!: Base Speed (morale bonus Χ 5 ft.)
• Stand Fast!: Vitality (morale bonus Χ target’s Career Level)
• Steady Now!: Saves
Battle Planning II: At Level 4, you gain 2 additional battle plans (total 4).
War Cry: At Level 1 and each level therafter, you gain 1 war cry as indicated on Table XX: The Fell Caller. A war cry requires an attack half-action. You can use your war cries a combined number of times per combat equal to your starting action dice.
• Intimidating Cry: At Level 1, you may Threaten every target within 6 squares.
• Insane Cry: At Level 2, every target within 6 squares must make a Will save (DC 15 + your Con modifier) or become enraged for 1d6 rounds.
• Rumbling Growl: At Level 3, you may produce a growl that inflicts 1d6 bang damage per Class Level with a blast increment of 2.
• Frightening Cry: At Level 4, every target within 6 squares must make a Will save (DC 15 + your Con modifier) or become frightened.
• Thundering Growl: At Level 5, you shout a growl that inflicts 1d6 sonic damage per Class Level with a blast increment of 2.

Table XX: The Fell Caller
Level BAB Fort Ref Will Def Init LS Leg Abilities

1 +0 +0 +2 +1 +1 +1 +0 +1 Battle planning I, intimidating cry
2 +1 +0 +3 +2 +1 +1 +0 +2 Insane cry
3 +2 +1 +3 +2 +2 +2 +1 +3 Rumbling growl
4 +3 +1 +4 +2 +2 +2 +1 +3 Battle planning II, frightening cry
5 +3 +1 +4 +3 +3 +3 +1 +4 Thundering Growl

Mage Hunter

Party Role
: Combatant.

Class Features
Prerequisites
: BAB 7+, Blend 10+ ranks, Survival 5+ ranks, Arcane Scent feat (detailed later on)
Favored Attributes: Dexterity, Charisma, Constitution, Wisdom
Class Skills: Acrobatics, Athletics, Blend, Disguise, Investigation, Notice, Sneak, Survival
Continuity: Choose 2 non-class skills. Those become Mage Hunter class skills for you.
Skills Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

Class Abilities
Sneak Attack
: At Level 1, you gain an additional die of sneak attack damage.
At Level 4, you gain another additional die of sneak attack damage.
Mekamagic Intolerant: Mage Hunters despise human industrial use of magic, especially mekamagic. At Level 1, when you are close to a spellcaster or a creature wearing mekamagic items, you are baffled as long as you remain within 6 squares. In compensation, against spellcasters, your base attack bonus is considered equal to your Career Level.
Arcane Track: At Level 2, your Arcane Scent is flawless. You gain a +10 insight bonus for tracking spellcasters and ignore the effects of the Pass Without Trace spell.
Mettle: At Level 3, when you make a successful saving throw to reduce the effect of a spell, you suffer no effect at all. Even if you fail, you suffer the reduced effect.
Arcane Resilient: At Level 4, you develop a Spell Resistance equal to your Career Level + 10.
Mage Killer: At Level 5, any spellcaster you attack is systematically considered flanked and may not ignore this condition.

Table XX: The Mage Hunter
Level BAB Fort Ref Will Def Init LS Leg Abilities

1 +0 +2 +2 +2 +0 +1 +0 +0 Mekamagic intolerant, sneak attack +1d6
2 +1 +3 +3 +3 +0 +1 +0 +1 Arcane track
3 +2 +3 +3 +3 +1 +2 +1 +1 Mettle
4 +3 +4 +4 +4 +1 +2 +1 +1 Arcane resilient, sneak attack +1d6
5 +3 +4 +4 +4 +1 +3 +1 +1 Mage killer

I keep on feeling when looking at this one that mage killer is quite sad comparing to, say, mettle. I was wondering whether I should invert the two or add a little something to the former. I was thinking about a keen quality to each attack against a spellcaster, or maybe some advantage while grappling with mages, including ignoring Freedom of Movement. What do you think?
Logged
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #23 on: February 24, 2010, 05:21:44 AM »

Warkaster

Party Role: Backer/Wildcard.

Class Attributes
Prerequisites
: Crafting (jacks) 5+ ranks, Intimidation 10+ ranks, Spellcasting 5+ ranks, Survival 5+ ranks
Favored Attributes: Charisma, Intelligence, Wisdom
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Crafting, Intimidate, Notice, Resolve, Spellcasting, Survival
Continuity: Choose 2 non-class skills. Those become Warkaster class skills for you.
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level

Class Abilities
Warjack Partner
: You gain a warjack with the Animal Partner feat and his Type switches to Construct for free. If you already possess one Animal Partner, you must trade it for a warjack. Your Spellcasting feats count as Terrain feats to determine the XP value of your partner.
Circle of Power I: At Level 1, you can cast level 1 and higher spells you know.
Circle of Power II: At Level 4, you can cast level 2 and higher spells you know.
Focus: At Level 2, you learn how to channel pure magical energy - your spell points - into a focus. This allows you to increase the power of objects, reload mekamagical accumulators at the cost of 2 spell points per charge, and even to use focus-activated objects like warkaster armors.
Channeling a focus requires a free action, but you cannot challenge more spell points per round than your Class Level + 2. The different possible increases are listed in the following table. Each effect only lasts 1 round and requires the expenditure of 1 spell point.

            Level-dependent bonus
Effect   1-2   3-4   5

Focus bonus to attack checks +1d6 +2d6 +3d6
Focus bonus to weapon damage +1d6 +2d6 +3d6
Focus bonus to Defense +1d6 +2d6 +3d6
Focus bonus to damage reduction +1d6 +2d6 +3d6
Free attack 1 2 3

Sense Cortex: At Level 3, you learn the Detect Cortex spell if you don't know it already, and you can now use it as a 0-level spell. Further, you may Rebuke cortex that are not protected by a cortical lock.
Cortical Synchronism: At Level 4, you may choose your warjack as the focus of your channeling if he's within 6 squares. You can also use objects that require remote magical activation, like nodal arcs. Further, you can confer one of the following as a temporary feat to your warjack (as an exception to the general rule) when he's within 6 squares. This costs you 1 spell point per feat per round: All-Out Attack, Cleave Basics, Mastery & Supremacy, Combat Instincts, Charging Basics, Mastery & Supremacy, Surge of Speed
Master Warkaster: At Level 5, you may confirm critical hits and successes of your warjack for 1 less action die (minimum 0).

Table XX: The Warkaster
Level BAB Fort Ref Will Def Init LS Leg SP Abilities

1 +0 +1 +0 +1 +1 +0 +1 +1 1 Circle of power I, warjack partner
2 +1 +2 +0 +2 +1 +0 +2 +2 2 Focus
3 +2 +2 +1 +2 +2 +1 +2 +3 3 Sense cortex
4 +3 +2 +1 +2 +2 +1 +2 +3 4 Circle of power II, cortical synchronism
5 +3 +3 +1 +3 +3 +1 +3 +4 5 Master warkaster

Darkclad

Party Role: Combatant/Specialist.

Class Attributes
Prerequisites
: Alignment (the Devourer Wurm), Intimidate 10+ ranks, 1 Step in at least one Path of the Devourer Wurm
Favored Attributes: Wisdom, Constitution, Charisma
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Acrobatics, Athletics, Crafting, Intimidate, Notice, Resolve, Survival
Continuity: Choose 2 non-class skills. Those become Darkclad class skills for you.
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

Class Abilities
Personal Guardian
: You gain a stone guardian with the Personal Lieutenant feat and he gains the Construct Type for free. If you already possess one Personal Lieutenant, you must trade it for a stone guardian. Your Chance feats count as Style feats to determine the XP value of your partner.
Path of Druidism: At Levels 1 and 4, you add all four Elemental Path (Air, Earth, Fire, or Water) to your list of Alignment Paths and may take a Step in one of them.
Natural Movement: At Level 2, you ignore difficult terrain and obtain darkvision II.
Sense Guardians: At Level 3, you learn the Detect Guardians spell if you don't know it already, and you can now use it as a 0-level spell. Further, you may Rebuke stone guardians at will.
Elemental Staff: At Level 4, at the beginning of each scene, you may choose a damage source amongst acid, cold, electricity, and fire. Your weapon inflicts damage as per the chosen source until the end of the scene.
Avatar of Nature: At Level 5, you can't be attacked by unprovoked animals and are immune to natural venoms and poisons. Also, once per session and until the end of the scene, you may totally ignore nature's fury, not suffering any damage. You may be "carried" by nature's forces, but they don't harm you and leave you in safety.

Table XX: The Blackclad
Level BAB Fort Ref Will Def Init LS Leg Abilities

1 +0 +2 +0 +2 +1 +0 +0 +1 Path of druidism, personal guardian
2 +1 +3 +0 +3 +1 +0 +0 +2 Natural movement
3 +2 +3 +1 +3 +2 +1 +1 +3 Sense guardians
4 +3 +4 +1 +4 +2 +1 +1 +3 Elemental staff, path of druidism
5 +3 +4 +1 +4 +3 +1 +1 +4 Avatar of nature

Not entirely satisfied with those two. Anyone knows how the stone guardians of the Circle are called? Tomorrow, Alignments and feats other than Bodger (already described above).
« Last Edit: February 25, 2010, 03:31:54 AM by aegis » Logged
Wolverine
Control
******
Posts: 3675


I want to smoke a fairy


View Profile WWW
« Reply #24 on: February 24, 2010, 10:06:45 AM »

Prerequisites: 1 Step in each Elemental Path (Air, Earth, Fire and Water)

From what I remember of the fluff, don't IK Druids focus their studies on one of the elements over the others (eventually becoming a Potent in that area), only picking up the others if they move towards Omnipotent? I'm a bit fuzzy on this.

Also, considering the number of Path choices a Priest can get over his career (11 - 10 from Class + 1 from Blessed), requiring them to take steps along four different Paths seems a bit harsh. How about requiring the first Step in any two of the four Elemental Paths (which I imagine fall under the Devourer Wyrm Alignment)?
Logged

"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #25 on: February 24, 2010, 12:17:04 PM »

the four Elemental Paths (which I imagine fall under the Devourer Wyrm Alignment)?
Now that you mention this... no. Tongue Critical failure here. I shall correct this. Your previous remark is true as well, I was indeed wondering if they were "Paths specialists" or not. I'll try to come up with something better tomorrow. Thanks. Smiley
Logged
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #26 on: February 25, 2010, 04:14:46 AM »

Here, I tried to correct this by changing the prerequisites and phrasing. Now the character needs only one Step along a Path of the Devourer Wurm. Further, Path of Druidism adds the four Elemental Paths to the character's Alignement Paths list and lets him take one Step into one of them. It should work just fine. Now, Alignments:

Cyriss, goddess of gears
Symbol
: the mask of Cyriss
Skills: Blend, Crafting, Investigation, Prestidigitation
Paths: Knowledge, Magic, Metal, Protection, Secrets, Travel
Ritual Weapon: a light mekaflail, though Cyriss is never pictured with a weapon
Opposed Alignments: Dhunia, the Original Fathers, the Devourer Wurm

Dhunia, the great mother
Symbol
: an abstract picture of Dhuani
Skills: Crafting, Ride, Sneak, Survival
Paths: Air, Beasts, Earth, Fire, Nature, Water
Ritual Weapon: a quarterstaff
Opposed Alignments: Cyriss

Menoth, the maker of mankind
Symbol
: the menofix
Skills: Athletics, Investigation, Ride, Search
Paths: Heroism, Knowledge, Order, Protection, Strength, War
Ritual Weapon: a flail
Opposed Alignments: Morrow, Thamar, and the Devourer Wurm

Morrow, the prophet
Symbol
: a cloud-piercing sun
Skills: Athletics, Haggle, Ride, Tactics
Paths: Good, Heroism, Knowledge, Life, Light, Protection, Strength, Travel, War
Ritual Weapon: a mace or a longsword
Opposed Alignments: Menoth and Thamar
Ascendants of Morrow: optionals, with the following changes
Katrena: Ritual Weapon is the longsword.
Ellena: Adds Wilderness and remove Life, adds Survival and remove Tactics.
Doleth: Adds Water and remove Heroism, adds Survival and remove Tactics.
Solovin: Ritual Weapon is the longsword.
Angellia: Adds Secrets and remove War, adds Investigation and remove Athletics.
Gordenn: Adds Nature and remove Knowledge, adds Survival and remove Haggle. Ritual Weapon is the sickle.
Sambert: Adds Crafting and remove Ride. Ritual Weapon is the warhammer.
Rowan: Ritual Weapon is unarmed fighting.
Corben: Adds Magic and remove Strength. Ritual Weapon is the quarterstaff.
Markus: Ritual Weapon may be any sword or axe.
Shevann: Adds Fortune and remove Life.

Nyssor, Scyir of winter
Symbol
: Nyssor's spark
Skills: Acrobatics, Crafting, Investigation, Survival
Paths: Air, Chaos, Knowledge, Secrets, Water, Wilderness
Ritual Weapon: a claymore
Opposed Alignments: none

The Original Fathers, lords of Kharg Drogun
Symbol
: the Ghorfel tower
Skills: Crafting, Haggle, Search, Tactics
Paths: Earth, Good, Heroism, Life, Metal, Order, Protection, Strength, War
Ritual Weapon: a warhammer
Opposed Alignments: Cyriss
Individual Fathers: optionals, with the following changes
Dhurg: Adds Athletics and remove Haggle. Ritual Weapon is the battle axe.
Dohl: Ritual Weapon is the pick
Dovur: --
Ghrd: --
Godor: --
Hrord: Adds Athletics and remove Crafting. Ritual Weapon is the jagged sword.
Jhord: Adds Darkness and Secrets, and remove Heroism and Life. Adds Sneak and remove Haggle.
Lodhul: --
Odom: Adds Magic and Secrets, and remove Metal and Strength. Adds Investigation and remove Tactics.
Orm: --
Sigmur: Adds Knowledge and remove War. Adds Investigation and remove Tactics.
Udo: Adds Athletics and remove Haggle.
Uldar: --

Thamar, the temptress
Symbol
: the Ternion Mark
Skills: Blend, Bluff, Disguise, Prestidigitation
Paths: Beauty, Darkness, Death, Deceit, Destruction, Evil, Heroism, Magic, War
Ritual Weapon: a lance, a dagger, or a morgenstern
Opposed Alignments: Menoth and Morrow
Scions of Thamar: optionals, with the following changes
Ekris: Adds Knowledge and Secrets, and remove Heroism and War. Ritual Weapon is the dagger.
Remel: Ritual Weapon is the barwhip.
Delesle: Ritual Weapon is the scythe.
Drayce: Ritual Weapon is the long knife.
Khorva: --
Lukas: Adds Curses and remove War.
Roth: Adds Strength and remove Magic. Ritual Weapon is the pike.
Aidan: Adds Earth and Travel, and remove Beauty and Death.
Nivara: Adds Investigation and remove Disguise.
Bolis: Adds Curses and Fortune, remove Destruction and Heroism.
Stacia: Adds Fire and remove Darkness. Adds Acrobatics and remove Blend.

Scyrah, the last goddess
Symbol
: the seal of life
Skills: Acrobatics, Crafting, Haggle, Sneak
Paths: Beasts, Earth, Life, Nature, Protection, Secrets
Ritual Weapon: a longsword
Opposed Alignments: none

Toruk, the dragon lord
Symbol
: the skeletal body of Toruk
Skills: Bluff, Crafting, Prestidigitation, Sneak
Paths: Curses, Death, Deceit, Destruction, Evil, Magic
Ritual Weapon: a short sword
Opposed Alignments: none, Toruk is not considered as a god by others

The Devourer Wurm, the great beast
Symbol
: the Eye of the Wurm
Skills: Acrobatics, Athletics, Ride, Survival
Paths: Beasts, Chaos, Destruction, Nature, Strength, Wilderness
Ritual Weapon: unarmed (including natural weapons) fighting
Opposed Alignments: Cyriss and Menoth

I'll stop there for now, since I've been asked several times to post some translations of my work on Eberron. I will try to come back to this and complete it later. Smiley

Thanks for your patience and in the meantime, any criticism is welcome.
Logged
Wolverine
Control
******
Posts: 3675


I want to smoke a fairy


View Profile WWW
« Reply #27 on: February 25, 2010, 05:34:31 AM »

Very nice, though I would suggest listing Toruk and Thamar as opposed alignments for Nyssor and Scyrah. There's an old emnity between the dragons and the Elves.
Logged

"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent
aegis
Fantasy Craft Playtester
Control
******
Posts: 1027


A little dab'll do ya.


View Profile WWW
« Reply #28 on: February 25, 2010, 08:20:27 AM »

Very nice, though I would suggest listing Toruk and Thamar as opposed alignments for Nyssor and Scyrah.
I'm not sure about Toruk because, as I mentioned earlier, other gods don't consider him a divinity. Sure there is an enmity between elves and dragons, or at least a "history", but is that enough to justify an opposed alignment?

Also, why Thamar?
Logged
Wolverine
Control
******
Posts: 3675


I want to smoke a fairy


View Profile WWW
« Reply #29 on: February 25, 2010, 09:04:48 AM »

I'm not sure about Toruk because, as I mentioned earlier, other gods don't consider him a divinity. Sure there is an enmity between elves and dragons, or at least a "history", but is that enough to justify an opposed alignment?

Alignment doesn't have to mean religion. Actually, I think it's a pretty good way of bringing that emnity into the game.

Quote
Also, why Thamar?

Three words: Retribution of Scyrah. The Iosan elves think human magic is the reason for the decline of their god, and Thamar is probably the biggest embodiment of magic in the human lands. The emnity isn't exactly mutual, but I'm sure the human arcane casters aren't too fond of being the target of the Iosan Mage Hunters.
Logged

"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent
Pages: 1 [2] 3 4 ... 9 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!