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Author Topic: Iron Kingdoms for Fantasy Craft?  (Read 13103 times)
Gunbunny
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« Reply #90 on: May 02, 2011, 02:05:34 PM »

Thanks!
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aegis
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« Reply #91 on: May 03, 2011, 01:22:41 AM »

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

The file has been updated with Gunbunny's and Thathane's (from le Scriptorium) remarks.
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Khairn
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« Reply #92 on: May 04, 2011, 02:03:39 PM »

Aegis, I just wanted to say thanks for all the effort you put into this conversion.  I've been wanting to run an online IK game for the longest time, and now I get to do it with Fantasycraft!  Its a win - win situation!
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Gunbunny
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« Reply #93 on: June 04, 2011, 09:02:01 AM »

Folks,

Working on my IK conversion for FC, and I needing some assistance.  Greatcoats are an iconic part of the IK (with greatcoats of various types worn over armor of all sorts), however, I think the way I've stated them is likely to overpowering.  Requesting help on getting them back in line as to not make PCs to powerful....

My stats

Greatcoat: A relatively newcomer to the Iron Kingdoms, greatcoats are valued due to their resistance to cold and rain. Made of heavy wool or light leather with several inner and outer pockets, they also provide minimal protection against attack. They can be worn over other forms of light armor, with the DR, DP, ACP, and Speed penalties combining.

Greatcoat (Moderate Light Armor)
DR: 1
Resistances: Cold 2
DP: 0
ACP: 0
Speed: 0
Disguise: 0
Construction: Soft 2
Comp: 5D
Weight: 5 lbs
Era: Reason
Cost: 40 s

Greatcoat, Armored: As with the greatcoat above, but having been reinforced with flexible metal plates or chain mail around the shoulders and body. As such, they are more encumbering, but offer better protection.

Greatcoat, Armored (Moderate Light Armor)
DR: 2
Resistances: Cold 2, Edged 2
DP: -1
ACP: 0
Speed: 0
Disguise: 0
Construction: Soft 2
Comp: 12D
Weight: 10 lbs
Era: Reason
Cost: 160 s

Greatcoat, Reinforced: As with the standard greatcoat, but having been reinforced with boiled leather plates around the shoulders, arms, and body of the coat.

Greatcoat, Reinforced (Moderate Light Armor)
DR: 1
Resistances: Cold 2, Edged 2
DP: 0
ACP: 0
Speed: 0
Disguise: 0
Construction: Soft 2
Comp: 7D
Weight: 7 lbs
Era: Reason
Cost: 100 s

What would you do to bring them more in line?
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aegis
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« Reply #94 on: June 04, 2011, 10:02:51 AM »

Just a question: why don't you hand them a moderate padded armor and say that's a greatcoat? Add the reinforced upgrade for the reinforced version, same + light fittings for the armored version and you have it!

If you just want to make this item popular, make sure it is always available in towns the players visit (unlike other armors) and maybe easily customized with interesting features (like lightened, fitted, etc.).
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Gunbunny
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« Reply #95 on: June 04, 2011, 10:13:37 AM »

The reason I didn't hand them them the padded armor is because it never occurred to me!  Many thanks, Aegis!!!!
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aegis
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« Reply #96 on: June 05, 2011, 03:00:59 AM »

You're welcome, it made me realize I should have put a footnote on greatcoat when I talked about armors.

Armored Greatcoat (Reinforced Discreet Moderate Padded Armor with Light Fittings: DR 2, Resistance Cold 5, Edged 2; DP --; ACP -1; Spd --; Disguise --; Comp 9; 165s)

War Greatcoat (Reinforced Discreet Lightened Full Padded Armor: DR 3, Resistance Cold 5, Edged 2; DP -1; ACP -1; Spd --; Disguise -2; Comp 11; 400s)

Elite Greatcoat (Cushioned Fitted Warm War Greatcoat: DR 3, Resistance Cold 9, Edged 2, Blunt 2; DP --; ACP --; Spd --; Disguise -2; Comp 20; 750s)

That should help in any fight against a Grey Lord ... Smiley
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Gunbunny
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« Reply #97 on: June 07, 2011, 02:41:47 PM »

Is your Armored Greatcoat, et. al. stackable as far as DR goes?
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aegis
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« Reply #98 on: June 08, 2011, 01:22:22 AM »

With existing non-armor DR, yes. With thick hide and/or armor, no. It seems ... dangerous to me to allow armor stacking. Too much DR really tends toward slowing fighting down.
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Gunbunny
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« Reply #99 on: June 09, 2011, 10:53:26 AM »

I found the same thing with my first go around with the previous stats I had come up with.  DR3 with 2 edged resistance slashing really slowed the fight down.  Leather armor and an armored greatcoat.  I think I'll adopt the same stance as you on this.  Thanks again.

GB
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« Reply #100 on: June 26, 2011, 05:40:55 PM »

First of all, I'll have to say, great work on this conversion Aegis.

But, I have a few questions for all my fellow IK fans. My experience with FC is not great, and I turn to you guys for advice.

1) How would you go about recreating the steam armor from the the Liber Mekanika?

2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?

3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?

4) Mechanik prothesises. They are a part of the setting, how to do those?
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Krensky
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« Reply #101 on: June 26, 2011, 06:05:59 PM »

But, I have a few questions for all my fellow IK fans. My experience with FC is not great, and I turn to you guys for advice.

Well, my IK knowledge is slim, but let's see if we can meet in the middle.

1) How would you go about recreating the steam armor from the the Liber Mekanika?

What exactly does it do, mechanically, in the d20 version? IS it just 'super heavy' armor or does it confer attribute bonuses or other goodies?

2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?

What exactly did they do, other then run big machinery? I gather their some sort of computer, but what is their game or fluff effect beyond controlling warjacks?

3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?
I would look at using a feat chain first. Was it a prestige class in IK d20?

4) Mechanik prothesises. They are a part of the setting, how to do those?

If it's just cosmetic at character creation then you don't need any rules, just say the PC has a prosthetic arm. If it's repairing permanent damage from Cheating Death then it should be 28 Reputation, the same as a casting of Regeneration. As for enhancements, use the magic item system.
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« Reply #102 on: June 26, 2011, 06:35:17 PM »

1) How would you go about recreating the steam armor from the the Liber Mekanika?

What exactly does it do, mechanically, in the d20 version? IS it just 'super heavy' armor or does it confer attribute bonuses or other goodies?

It's pretty much power armor in a steampunk world.
The Steam Armors had it's own STR score (20 for a Light, 25 for a Heavy), added +8 AC, +0 or -1 in max dex bonus, a DR5/serricsteel, and added HP (50-100 HPs), which acted as a buffer between you and the rest of the world. When those were gone, it seized operations, and you needed to get out of it. Also, you could attach additonal equipment on it, to upgrade it.

2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?

What exactly did they do, other then run big machinery? I gather their some sort of computer, but what is their game or fluff effect beyond controlling warjacks?

It's pretty much a mechanikal brain. It's a blank slate, crafted to be imprinted with both a handler and cerain tasks, and actually grants the construct some intelligence and sentient behaviour, opposed it's lesser cousins, the cerebral matrix, that's just a magically programmed robot.

The whole imprinting of tasks thing has already been covered by Aegis, but one of my players has asked to actually make one himself, and I'm kinda stumped as to how.

3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?
I would look at using a feat chain first. Was it a prestige class in IK d20?

It was a 5 levels PRC, which specialized around the Steam Armor, and how to benefit from it. It got a ability adding level as a bonus for STR and Dex based abilities while in the armor, some supercharging abilities and some "only-while-in-the-steamarmor" feats.

4) Mechanik prothesises. They are a part of the setting, how to do those?

If it's just cosmetic at character creation then you don't need any rules, just say the PC has a prosthetic arm. If it's repairing permanent damage from Cheating Death then it should be 28 Reputation, the same as a casting of Regeneration. As for enhancements, use the magic item system.

They use Acculumators (magic batteries) to function. Isn't that a big flaw for a character? Shouldn't that warrant some sort of discount in Reputation?



Also, I forgot a major part of the Iron Kingdoms. Pain of Healing.

In the Kingdoms, a divine healer cannot heal people as long as he has spells to spare. He can only heal so many injuries per day.
Furthermore, if he tries to heal people who is too far from his god, terrible things can happen.
More so with resurrection, which as far as I gather, isn't really a issue in FC.
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Krensky
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« Reply #103 on: June 26, 2011, 11:10:24 PM »

It's pretty much power armor in a steampunk world.
The Steam Armors had it's own STR score (20 for a Light, 25 for a Heavy), added +8 AC, +0 or -1 in max dex bonus, a DR5/serricsteel, and added HP (50-100 HPs), which acted as a buffer between you and the rest of the world. When those were gone, it seized operations, and you needed to get out of it. Also, you could attach additonal equipment on it, to upgrade it.

Ok, this is just speaking in general terms.

There are three ways to do this. Create them as vehicles, potentially cribbing from the old Iron Warrior power armor rules from the SFA Pan Asian collective book. The second is to build them as NPCs and use the mounted combat rules. The latter is to build it as armor with a few special rules.

My preference would be the former, but it's potentially more work due to differing gear systems making the costing info from the original source useless. They also make use of the more complex rules for vehicle combat in Spycraft.

So let's try the third.

Try this for a start, cribbing some stuff from the Iron Warrior rules.

Light Steam Armor:
DR: 9
Resistances: -
DP: -4
ACP: -4
Speed: -
Str: 22/+5
Vitality: TL x 5
Disguise: Obvious
Const: Hard 4
Comp: Alot
Cost: Alot, most likely Rep.
Weight: Copy from IK

Heavy Steam Armor:
DR: 11
Resistances: -
DP: -5
ACP: -5
Speed: -5
Str: 24/+6
Vitality: TL X 10
Disguise: Obvious
Const: Hard 4
Comp: Alot
Cost: Alot, most likely Rep.
Weight: Copy from IK

Special Rules:
Str -This Strength score to the left of the slash on this table replaces the pilot's Strength when determining Carrying Capacity and derived weights and when he strikes an object. When making an unarmed or melee attack, the pilot gains a bonus to his damage results equal to the number to the right of the slash. In all other cases when the pilot's Strength is applied - including any time his Strength modifier is applied to attack or skill checks - the pilot uses his natural Strength.

Vitality: The armor's occupant may allocate damage taken against either their Vitality or the armor's Vitality. Damage may not be split between the armor and it's wearer. Critical hits against the wearer cost an additional die to activate, but bypass the suit's Vitality completely and are always applied against the wearer.

It's pretty much a mechanikal brain. It's a blank slate, crafted to be imprinted with both a handler and cerain tasks, and actually grants the construct some intelligence and sentient behaviour, opposed it's lesser cousins, the cerebral matrix, that's just a magically programmed robot.

The whole imprinting of tasks thing has already been covered by Aegis, but one of my players has asked to actually make one himself, and I'm kinda stumped as to how.

Figure out the complexity and use the crafting rules. Even better, break it down into multiple steps and use the complex check rules.

It was a 5 levels PRC, which specialized around the Steam Armor, and how to benefit from it. It got a ability adding level as a bonus for STR and Dex based abilities while in the armor, some supercharging abilities and some "only-while-in-the-steamarmor" feats.

I'm assuming steam armor is well past the hands of a starting PC without a sponsor, but I would handle this with two different things:

An Ironhead Specialty. Even though the signature steam armor is past a beginning character's resources, on could still have been trained to operate it.

A Steamarmor BMS chain.

They use Acculumators (magic batteries) to function. Isn't that a big flaw for a character? Shouldn't that warrant some sort of discount in Reputation?

How often did it actually come up in play? If scrounging for Accumulators was normal, then yes, if not then it falls under Prudence. Sounds like a good additional source for Critical Failure results though.

Also, I forgot a major part of the Iron Kingdoms. Pain of Healing.

In the Kingdoms, a divine healer cannot heal people as long as he has spells to spare. He can only heal so many injuries per day.
Furthermore, if he tries to heal people who is too far from his god, terrible things can happen.
More so with resurrection, which as far as I gather, isn't really a issue in FC.

FC does have Resurrection, but it's a bit higher level then D&D. As for what you want:

Insular Universe (Miracles sub quality)
The gods look after their own, and to the hells with the rest. When casting beneficial divine magic on a character who does not share your alignment, you must pass a Hard Resolve check. Such magic does not work at all on characters of an opposed alignment.

Maybe add some stuff in there where failing generates stress damage.
« Last Edit: June 26, 2011, 11:16:44 PM by Krensky » Logged

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aegis
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« Reply #104 on: June 27, 2011, 01:21:00 AM »

Krensky covered many things already but here are my thoughts.
1) How would you go about recreating the steam armor from the the Liber Mekanika?
I have but haven't read the Liber Mechanika...  Embarrassed  I would go with Magic Items, simple as that. The exemple of steam armor I propose in the document is already built that way. Just change a thing or two and add accumulators on top of it. I haven't talked about charcoal, however, because it's in my opinion one too many thing to keep track of.
2) How would anyone go about crafting a Cortex? Would it be a feat, a interest or something else entirely?
The way I see it, cortex are useless. The question is what do you want to build that require a cortex? And if something does, then you just need the appropriate Crafting Focus, which is Mechanika in this case. It appears in the Skills section. I've kept it simple as that, but consequently you can't actually build cortexes.
3) One of my players is currently aiming to become a Ironhead, a warrior specializing in steam Armor.
Could that be done without a advanced class? Or do I have do make one myself?
Oh, I'd rather go for a feat or a feat chain. Armor Basics as prerequisite then build one or two feats on top of that. I'll take a look at the Liber Mechanika to see what crunch we could put in it.
4) Mechanik prothesises. They are a part of the setting, how to do those?
Hum, magic items? With the specific restriction that they can't be removed or exchanged. That's how I'd handle them.
« Last Edit: June 27, 2011, 02:00:35 AM by aegis » Logged
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