Author Topic: Origin Creation Guidelines revival  (Read 1382 times)

SilvercatMoonpaw

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Origin Creation Guidelines revival
« on: November 17, 2015, 07:05:30 AM »
The Crafty Games wiki was ritually sacrificed to the dark gods of network security.  This means the excellent Origin Creation Guidelines are lost: Species, Specialties, and Species Feats.  We're going to have to get them back by re-creating them one piece at a time.

I'll keep this first post as the master list.

Origin Creation guidelines
Blankbeard's Unofficial Guide to Creating Species Feats
Blankbeard's Species feat spreadsheet
Crafty Games Fan Wiki
« Last Edit: January 21, 2016, 12:31:33 PM by SilvercatMoonpaw »

SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #1 on: November 17, 2015, 07:06:53 AM »
Here's what I remember:

[nevermind, see below]
« Last Edit: November 17, 2015, 07:38:00 AM by SilvercatMoonpaw »

Krensky

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Re: Origin Creation Guidelines revival
« Reply #2 on: November 17, 2015, 07:16:36 AM »

Origin Creation Guidelines
Submitted by Blankbeard on August 6, 2010 - 9:43pm
Origins are created by spending 7 'Design Points' to purchase various benefits and drawbacks. Each feature's value is rated in design points, with benefits running up to 4 points, while drawbacks as large as -2.
Species and Talents ALWAYS give the character his size, attribute modifiers, and speed. They draw from one set of possible benefits/drawbacks.
Specialties ALWAYS give the character a single bonus feat. Specialties are built up from a set of features and drawbacks seperate from the Species/Talent list.
There is some overlap between the two sets of benefits/drawbacks. Some items are strictly in one "column" or the other to prevent non-functional combinations from being possible. Specialties can occasionaly include small attribute modifiers, but these are both limited and expensive compared to Species/Talent options. Species/talents may include a bonus feat, but the design point cost is much higher than the Specialty bonus feat.
Origins may also indicate restrictions. Restrictions have no design point value (positive or negative) and are used to link an Origin option to a particular rulset (such as a campaign quality or a limited set of other Origins) or to add flavor to an Origin designed for a more specific setting.
Advice
A finished, balanced Origin option ALWAYS sums up to 7 design points.
Have a light touch. Use the minumum amount and power level of benefits required to give the sense of the concept you are representing. Origins are one of the most mechanically complicated elements on a character sheet and each benefit that you add is one more thing the player will have to keep track of.
If an Origin will include drawbacks, choose them BEFORE slecting benefits - its more effective to select drawbacks because they are interesting and add flavor to the package in their own right. Adding more than 1 point worth of drawbacks for no other reason than they are needed to offset an excessive volume of benefits is unwise. Strongly consider reducing the number of benefits first.
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There's no upside in screwing without things you can't explain. - Captain Roy Montgomery
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Krensky

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Re: Origin Creation Guidelines revival
« Reply #3 on: November 17, 2015, 07:16:55 AM »

Species and Talent Creation
Submitted by Morgenstern on August 18, 2010 - 3:24pm
Special Thanks to Blankbeard and his diligent reverse engineering.
Species and Talents always list a character's size, type, speed, and attribute modifiers even if these values are human baseline (worth 0 design points). Benefits and Drawbacks are listed in alphabetical order.
Advice
Talents (representing humans) work within a slightly narrower band of options than Species do. Strongly avoid constructing Talents with attribut modifiers more extreme than +2 or -2. Human movement modes also tend to be restricted to base speed only and should not exceed 40.
Size, Type, and Speed Design Point Values
-2.0 points:
   Type: Beast
   Immobile (Base Speed 0)
-1.0 points
   Base Speed 10
-0.5 points
   Base Speed 20
0 points:
   Base Speed 30
   Type: Fey
   Type: Folk
   Medium (1x1), Reach 1
   Small (1x1), Reach 1
1.0 point:
   Type: Ooze
   Base Speed 40
   Large (1x1;2x1;2x2), Reach 1
2.0 points:
   Base Speed 50
   Large (2x1;2x2), Reach 2
   Winged Flight 30 (beast)
2.5 points
   Base Speed 60
   Winged Flight 40 (non-beast)
   Winged Flight 50 (beast)
3.0 points:
   Type: Plant
   Winged Flight 50 (non-beast)
   Winged Flight 60 (beast)
8.0 points:
   Construct
Attribute Modifier Design Point Values
-1.0 Points:
   –2 (Specific A)
0 Points:
   No Modifier
   +2 (Specific A), –4 (Specific B)
   +2 (Specific A), –2 (Specific B), –2 (Specific C)
   +2 to lowest attribute, then –2 to highest attribute
 .5 Points:
   +1 (Specific A), –1 (Specific B)
   +2 to lower of (Pair A) or (Pair B), –2 (Specific C)
   +1 (Specific A), +1 (Specific B), –2 (Specific C)
1.0 Points:
   +1 to lowest attribute
   +1 to lower of (Pair A) or (Pair B)
   +1 (Specific A)
   +2 (Specific A), –2 (Specific B)
   +1 (Specific A), +1 (Specific B), –1 (Specific C)
   +3 to lower of (Pair A) or (Pair B), –3 (Specific C)
1.5 Points:
   +1 to lowest attribute, then +1 to lowest attribute
   +2 to lowest attribute
   +4 (Specific A), –6 (Specific B)
 2.0 Points:
   +1 to highest attribute, then +1 to lowest attribute
   +2 to lower of (Pair A) or (Pair B)
   +1 to lowest attribute, then +1 to lowest attribute, then +1 to lowest attribute
   +1 (Specific A), +1 (Specific B)
   +2 (Specific A), +2 (Specific B), –4 (Specific C)
   +3 (Specific A), –3 (Specific B)
   +3 (Specific A), –1 (Specific B), –1 (Specific C), –1 (Specific D)
   +4 (Specific A), –2 (Specific B), –2 (Specific C), –2 (Specific D)
   +2 (Specific A), +2 (Specific B), –2 (Specific C), –2 (Specific D)
   +3 to lower of (Pair A) or (Pair B), –1 (Specific C)
2.5 Points:
   +2 (Specific A)
   +3 to lowest attribute
   +6 to lower of (Pair A) or (Pair B), –4 (Specific C), –4 (Specific D)
   +4 (Specific A), –4 (Specific B)
3.0 Points:
   +1 (Specific A), +1 (Specific B), +1 (Specific C)
   +3 to lower of (Pair A) or (Pair B)
   +3 (Specific A), –1 (Specific B)
   +4 to lower of (Pair A) or (Pair B), –2 (Specific C)
   +4 (Specific A), –2 (Specific B), –2 (Specific C)
   +2 (Specific A), +2 (Specific B), –2 (Specific C)
   +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D), –2 (Specific E) , –2 (Specific F)
3.5 Points:
   +3 (Specific A), +3 (Specific B), –3 (Specific C), –3 (Specific D)
   +4 (Specific A), –2 (Specific B)
   +5 (Specific A), –5 (Specific B)
   +6 (Specific A), –4 (Specific B), –4 (Specific C)
   +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D), –2 (Specific E)
4.0 Points:
   +1 (Specific A), +1 (Specific B), +1 (Specific C), +1 (Specific D)
   +3 (Specific A)
   +4 to lower of (Pair A) or (Pair B)
   +2 (Specific A), +2 (Specific B)
   +6 (Specific A), –6 (Specific B)
   +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D)
   +4 (Specific A), +2 (Specific B), –2 (Specific C), –2 (Specific D)
   +3 (Specific A), +3 (Specific B), –3 (Specific C)
The list presents a range of default combinations. To avoid redundant or awkward combinations all bonuses/penalties in a package must be odd or all bonuses/penalties in a package must be even. In all cases where there is a tie, the player chooses which attribute is adjusted. There are three modifiers you can apply to the packages listed here:
a)   At no cost: Substitute a choice of 2 attributes for a single "Attribute N".
b)   For an additional +0.5: Change specific attributes (one, some, or all) to grant choice of any, or a list of 3, 4 or 5 attributes.
c)   Reduce the cost by -0.5: Specify that the largest penalty must be applied to the largest attribute that does not receive a bonus.
Species and Talent Benefits
0.5 points
• Bleeding Immunity: You are immune to the bleed condition.
• Cat Fall: You suffer 1 less die of damage from falling.
• Fearless I: You gain a +4 bonus with Morale checks.
• Lean Season: You require only 1 common meal per day.
• Light Sleeper: Sleep is never a terminal situation for you.
• Sterner Stuff: The keen quality of each attack made against you decreases by 4.
1 point
• Agile Defense: Your base Defense increases by 1.
• Black Powder Proficiency: You gain the Black Powder Weapon Proficiency.
• Blunt Proficiency: You gain the Blunt Weapon Proficiency.
• Bow Proficiency: You gain the Bow Weapon Proficiency.
• Broad Learning: You gain 2 additional studies.
• Calling: You may gain levels as a [Expert Class A] or [Expert Class B] beginning at Career Level 4 if you meet all other prerequisites for that class.
• Charming: 1/Session you may improve the disposition of one non-adversary NPC by 5.
• Crunch!: Your STR based damage rolls inflict 1 additional damage.
• Edged Proficiency: You gain the Edged Weapon Proficiency.
• Encouragement: 1/scene you may grant a team mate +1 morale bonus with saving throws.
• Enlightened [Skill A]: Your maximum [Skill A] rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
• Enlightened Skill: Choose one skill from Chapter 2. Your maximum rank in that skill increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
• Extra Trick (Specific): You gain the (Specific) trick.
• Free Hint: 1/session you may request a free hint from the GM, If he refuses you gain an action die.
• Hearty Appetite: You benefit from the first 2 food and 2 beverage you consume in each day.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
• Higher Calling: Characters with opposing Alignments suffer a -1 Penalty with skill checks targeting or opposed by you.
• Hurled Proficiency: You gain the Hurled Weapon Proficiency.
• Improved Stability: You’re considered 1 Size category largers 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.
• Inquisitive Mind: You gain 2 additional interests.
• Iron Gut: You gain an insight bonus equal to your Con modifier with saves against disease and poison (min +1).
• Linguist: you gain 2 additional languages.
• Low Light Vision: you ignore the effects of dim and faint light.
• Mixed-Blooed: You are considered to be both Human and a (Specific species).
• Multi-Armed: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects. You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands that are free. If you gain the Many-Armed feat you lose these benefits and the lower of your Strength of Dexterity rises by 1.
• Natural Attack I: You gain a Grade I natural attack.
• Natural Elegance: Your Appearance bonus increases by 1.
• Origin Skill: Choose one additional origin skill.
• Siege Proficiency: You gain the Siege Weapon Proficiency.
• Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).
• Thick Hide 2: you are considered to be wearing partial armor that provides DR 2. It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.
• Unarmed Proficiency: You gain the Unarmed Weapon Proficiency.
• Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (min 0).
1.5 points
• Darkvision II: You gain the Darkvision II NPC quality.
• Grueling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.
2 points
• Always Ready: You may always act during surprise rounds.
• Bloodhound. Your base scent range is equal to your Wisdom score Χ 10 ft. and, you gain a +6 bonus with /Tracking checks.
• Camouflage: Choose a terrain from a list. You gain +5 gear bonus with Blend checks while in that terrain.
• Celebrated: Your Legend rises by 2.
• If I Recall…: You gain a +5 bonus with Knowledge checks.
• Keen Sight: Your visual range increments are equal to your Wis score x50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re aiming.
• Last Chance: You may spend and roll 2 AD to boost any save.
• No Pain: You ignore the first fatigued or shaken condition you gain in each scene.
• Origin Skills (2): Choose two additional origin skills.
• Sharp Mind: you gain 1 additional skill point per level.
• Sharp Hearing: Your hearing range increments are equal to your Wis score x10 ft. You may always act during a surprise round unless deafened.
• Slow and Steady: the cost to activate your Downtime errors and those of your team mates increases by 2 AD.
• Split Decision: As a full action, you may simultaneously take 2 ready actions, each with separate triggers and reactions. After the first trigger occurs the other ready action is lost.
• Step In: Once per scene, you may choose to receive all of the damage being inflicted upon an adjacent character by a single attack. You may apply your damage reduction and damage resistance to this attack normally, as if you had been the original target of the attack.
• Tenacious Spirit: You gain 1 additional vitality per level.
• Thick Hide 3: you are considered to be wearing partial armor that provides DR 3. It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.
2.5 points
• Breath Weapon: 20' line 2d8 damage.
• Double Boost (attribute): You may spend and roll 2 AD to boost attribute-based skill checks.
3 points
• Bonus Feat (Specific): You gain the (Specific) Feat.
• Engaging Diversion: You may distract up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional engaging diversion ability.
• Favored Classes: Choose either [Base Class A] or [Base Class B]. If you have at least 1 level in that class, you gain the next level’s class abilities. You gain no other benefits from the next level such as skill points, vitality, base attack bonus, saves, etc. If you reach level 20 in your chosen class, you instead gain a bonus feat from any tree.
• Menacing Threat: You may threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.
• Rock Solid: You gain 1 additional wound point per level.
• Second Sight: You may anticipate up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional second sight ability.
• War of Attrition: You may tire up to 3 opponents at once (see FC, page 221). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional war of attrition ability.
4 points
• Grace Under Pressure: You gain +3 to any roll you boost with an AD. This bonus increases by 1 at levels 6, 11, 16. [first printing]
Species and Talent Drawbacks
 -0.5 points
• Achilles Heel: Double damage and no resistances against one damage type that inficts lethal, stress, or subudal damage (i.e electricity, fire).
• Achilles Heel: Double damage and no resistances against one major weapon type (i.e blunt, edged, ranged).
• Aloof: +2 error range on Impress and Sense Motive checks targeting other species.
• Bloodthirsty: You may not attack more than one character each round.
• Cold Blooded: You need only one meal per day but take +1/die cold damage and are sicked 1 round per point or as long as you are continuously taking damage.
• Fatal Falls: +1 damage per die from falling and damage gains keen(20).
• Light Sensitive: Any time you enter a more brightly lit area, you suffer 20 pts of flash damage.
• Limited Proficiencies: you begin with 2 fewer proficiencies (min 0).
• Repulsive Habits: You suffer a –2 penalty to Appearance (see FC, page 153).
-1 point
• Banned Checks: You may not use (list of 2 or 3) checks. [first printing]
• Damage Vulnerability: +1 damage per die from one damage type and sickened for damage *1/2 rounds.
• Iconic Classes: If your level in any base class is higher than your level in either X or Y, your starting AD decrease by 1. [revised evaluation]
• Iconic Specialities: You gain your specialties bonus feat only if you’re an (pick 10 Specialties).
• Lumbering: Can be flanked by any 2 adjacent opponents, -2 to reflex saves.
• Reviled: the disposition of non-race decrease by 10.
• Restricted Actions: When making X,Y, or Z checks you are always considered untrained.
-2 points
• Burden of Ages: Any effect that cures or restores your vitality has only ½ the normal effect (rounded up).
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 without things you can't explain. - Captain Roy Montgomery
PSN: Krensky_   Steam + GOG: Krensky

Krensky

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Re: Origin Creation Guidelines revival
« Reply #4 on: November 17, 2015, 07:17:19 AM »
Specialty Creation
Submitted by Morgenstern on August 18, 2010 - 3:30pm
Specialties MUST include EXACTLY ONE bonus feat.
Speciality Bonus Feat Design Point Values
1 point
 • Bonus Feat (specific feat without a "Level 1 only" prerequisite)
 • Bonus Feat (choice of feats which would not include any with a "Level 1 only" prerequisite, e.g. "Any basic combat feat")
2 points
 • Bonus Feat (specific feat with a "Level 1 only" prerequisite)
 • Bonus Feat (choice of feats which would include feats with a "Level 1 only" prerequisite, e.g. "Any species feat")
Speciality Benefit Design Point Values
1 point
• Agile Defense – Your base Defense increases by 1
• Always have specific skill kit
• Animal Empathy – the Disposition of non-adversary animals increase by 5
• Attribute Training (Lower of 2) –increase a lower attribute by 1
• Feat Tree Expert - You’re considered to have 2 additional feats from a specific tree for any ability based on their number.
• Bow Hunter – You inflict 2 additional damage on standard characters with a bow.
• Broad Learning - You gain 2 additional studies
• Charming – 1/Session you may improve the disposition of one non-adversary NPC by 5.
• Crunch! – Your STR based damage rolls inflict 1 additional damage.
• Encouragement – 1/scene you may grant a team mate +1 morale bonus with saving throws.
• Extra Proficiency – you gain one extra proficiency
• Extra Trick (Specific) – You gain one specific trick.
• Free Hint – 1/session you may request a free hint from the GM> If he refuses you gain an action die
• Heroism – During dramatic scenes you gain a +1 bonus to all attack and skill checks
• Inquisitive Mind – You gain 2 additional interests
• Linguist – you gain 2 additional languages
• Natural Elegance – Your Appearance bonus increases by 1.
• Nothing up my Sleeve – You may make Spellcasting checks as if you have mage's pouch.
• Origin Skill – Choose one additional origin skill.
• Odd Jobs: You gain a +4 morale bonus with Downtime checks made to earn income.
• Push it to the Limit: You take exactly 1 point per die when suffering subdual damge from any Athletics/Push LImit check (no roll is required).
• Skill Focus (Specific) – You gain 1 focus in the named skill.
• Soulmate – The maximum XP value of your Personal Lieutenant is increased by +10 XP. (Specialty MUST have Personal Lieutenant as bonus feat to include this benefit).
• Thick Hide 2 – you are considered to be wearing partial armor that provides DR 2. This does not stack with other armor. If you gain Thick Hide from multiple sources use the highest DR + 1 per additional thick hide benefit.
• Trackless Step – the DCs of tracking checks to follow your trail increase by 10
• Unbreakable – Each time you suffer attribute impairment, it decreases by 1 (min 0)
2 points
• Beguiling – When taunting you may “fixate” a character for rounds equalling your Cha score.
• Bloody Mess – The Fort DCs of your attacks with the bleeding quality increase by 4
• Camouflage – Choose a terrain from a list. You gain +5 gear bonus with Blend checks while in that terrain.
• Celebrated – Your Legend rises by 2.
• Commissioned - You may purchase military renown for 20 Reputation per Rank.
• Contagion Sense – You may roll twice when making Fort saves prompted by disease and poison, keeping the result you prefer.
• Decisive – You gain a +5 bonus with initiative.
• Fast – Your speed increases by 10 ft. This may be applied to ground, flight, or swim speed, but only one speed.
• Flashy – Your Panache rises by 2.
• Game Hunter – You inflict +2 damage on standard animals and beasts.
• Glory-Bound – You may purchase heroic renown for 20 Reputation per Rank.
• Harsh Beating – The Fort DCs of subdual damage you inflict increase by 4.
• Noble Blood - may purchase noble renown for 20 Reputation per Rank.
• Paired Skills (2 Specific) – every time you gain skills ranks in x skill you also gain ranks in y skill, but not beyond your max rank.
• Practiced Skill (Specific) – If you spend an AD on a skill check with the named skill and it fails, then you receive the AD back.
• Sharp Mind – you gain 1 additional skill point per level.
• Stand Together – You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your species.
• Step In – 1/combat you may choose to receive all of 1 attack’s damage on an adjacent character. Your DR and resistances apply normally.
• Tenacious Spirit – You gain 1 additional vitality per level.
• Terrifying Look – The will save DCs of stress damage you inflict increase by 4.
• Thick Hide 3 – you are considered to be wearing partial armor that provides DR 3. This does not stack with other armor. If you gain Thick Hide from multiple sources use the highest DR + 1 per additional thick hide benefit.
• Thrifty - Your Prudence rises by 2.
• Turning (1 Type 1/combat) – Choose a type from a list. Once per combat you may turn characters of this type.
3 points
• Favored Foes – choose 2 types from a list. Your threat range increases by 2 when attacking and making Notice, Sense Motive and Survival checks targeting standard characters of the chosen type. You may choose an additional type at levels 6, 11 and 16.
• Thick Hide 4 – you are considered to be wearing partial armor that provides DR 4. This does not stack with other armor. If you gain Thick Hide from multiple sources use the highest DR + 1 per additional thick hide benefit.
• Trap Sense – You may roll twice when making reflex saves prompted by security devices and traps, keeping the result you prefer.

4 points
• More than Luck – You gain an additional starting AD
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 without things you can't explain. - Captain Roy Montgomery
PSN: Krensky_   Steam + GOG: Krensky

Krensky

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Re: Origin Creation Guidelines revival
« Reply #5 on: November 17, 2015, 07:18:09 AM »
So, what do I win?  ;)
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 without things you can't explain. - Captain Roy Montgomery
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SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #6 on: November 17, 2015, 07:26:52 AM »
You win a "Thank You" and a "Did you remember to copy the one on Species Feats?". 8)

Krensky

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Re: Origin Creation Guidelines revival
« Reply #7 on: November 17, 2015, 07:27:54 AM »
I had no interest, get me the URL and I'll see if I can find something.
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 without things you can't explain. - Captain Roy Montgomery
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SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #8 on: November 17, 2015, 07:30:46 AM »
Nevermind: figured out how to find it.

Blankbeard's unofficial guide to creating species feats
Submitted by Blankbeard on February 5, 2012 - 5:18pm

Note:  Most feats in the species tree create a new subspecies.  This guide is targeted at those feats.  Other species feats such as Guts may not be built in the same way and do not share enough with subspecies feats for me to examine them.  Most of the multiple part feats (Elemental Legacy, Custom Construction, Living Weapon) do not work very well with these numbers.  New Leaf and Special Construction though both work fairly well with them.   Also note that all of the values given in this guide are unofficial fan reverse engineered.  Using them should not break your game but I did not consult Crafty Games.   Your Milage May Vary.
Level one only feats should be 2.5 points although 2-3 is possible if theme dictates.  Theme is more important than the exact total.  Feats that make a race better at something it does well should probably be held to a tighter standard than a feat that takes the subspecies in a new direction.

Two feat chains should total 5-7 points.  Try to put 2-3 points in the opening feat.  The second feat in the chain can be heavier if needed, up to around 4 points.  Some existing feats use a drawback on the first feat to give it some extra design room and then sell it back in the second feat to keep the chain from being overpowered. 

Most origin options can be used at the costs listed in the wiki.  Exceptions include ability score modifiers, sizes, types, and of course feats. 

Removing an option from a species costs as much as the option did originally.  So losing Burden of the Ages costs 2 points while losing Sterner Stuff costs -0.5 points.  Restricted actions is an exception.  Losing one check from restricted actions costs 1 point. No existing feat removes more than one check.

Legacy abilities may be selected more than one time.

The following options can be added to a species feat at no cost:

   Lower any single attribute by 2 to gain an additional level one only feat.
   Change an existing achilles heel from one damage type to another.
   Embrace your Legacy:  I priced this at zero.  The benefit itself seems to have 2.5 points of benefits and 1.5 points of drawbacks.  Tread carefully.

Ability score modifications
 

-2 Specific   

-1

-1 specific   

-0.5

+1 to specific   

1

+1 to higher of 2

1

+2 to lower of 2

1

+2/-2 specific

1.5

+2,-1 Specific

2

+2 Specific

2.5

 
Types and Sizes
 

Fey, Outsider

0

Horror

3

 
0.5 point options
+5 with a particular check (see quotes below)
+2 Initiative
Always have a specific kit
when you spend an action die to boost damage, you may convert the damage to a specific type
Gear you ready gains a specific upgrade while you use it
Ignore two categories of penalties to Disguise
Lose restricted kick tricks   
No error increase when flying
skill focus
suffer 1 point of damage per die with Push Limit checks
Superior Runner I
Superior Swimmer I
Superior Traveler I

1 point options
+10 DC for one type of check targeting you   
+1 attack vs larger opponents   
+2 attack when in low light conditions   
+2 Save vs one or two closely related sources   
Aquatic I
Your attacks of one type gain Bleed   
Your size increases by one step but you use the same size weapons   
Chameleon I in one terrain as a one minute action
count as 3 characters for numerical advantage   
Only flanked by 3 or more adjacent characters   
limited free action - When X happens, you may perform Y as a free action once per round   
Reach 2 for certain checks
Lose a restricted check   
+2 on checks using a specific skill   
You gain 4 ranks in a specific skill subject to your maximum   
Sneak attack 1d6   
Speed +5 ft   
Wounds as 1 size larger
Resistance 5 to a particular damage type
Upgrade a resistance from 5 to 10   
   
1.5 point options
 +1 with attacks and skill checks during Dramatic Scenes
Adjacent opponents must save (DC 15 reflex) or be entangled
Convert your unarmed attacks to one damage type with no penalties
Renown Discount- you may purchase one specific type of renown for 20 per rank
Your size drops one category, minimum Small
+4 on checks with a specific skill
Speed +10 ft
Spell Defense options for amount include your skill ranks in a specific skill +5, your total skill bonus, or a similar amount

2 point options
Beguiling
Convert Breath damage to a particular energy type
DR2 except to one damage type
Free disarm after taking 10 points of melee damage in a single attack
Never Flanked
Prudence +1
Reach +1
Regeneration 1 in water
Resistance 10 to a particular damage type
Your size increases one step to a maximum of Large.  If already large you gain Reach +1

2.5 point options
DR2
Regeneration 1
Spell Defense 20
Swim 60   

3.5 point options
DR 4
Stone Gaze   

4 point options
Flight 60 (wingless)
   
4.5 point options
Regeneration II   
Gaze 2d6   

-0.5 point drawbacks
-2 with Specific ability checks
no kick attacks
You are considered one size smaller for Bullrushes, Grapples, and Tripping
-2 on a either Reflex, Will, or Fortitude saves
Speed -5 ft

1 point drawbacks
Your close quarters combat range is 15'
Speed -10 ft



For instance, one mistake I've seen semi-regularly is people taking the 0.5-point "+5 with a particular check" to mean something like "+5 with Tumble" or the like, when in fact it's considerably more "particular" than that (it actually refers to the same sort of thing as the Natural Camouflage ability you see in Talents and Specialties, though theoretically the same bonus could be used for comparably narrow applications).
Natural Camouflage is the +5 gear bonus to Blend in one specific terrain. So basically, if you're budgeting 0.5 design points for that "+5 with a particular check", and it's not simply Natural Camouflage, it needs to be a named bonus type that's commonly found on bonuses to that sort of check, and it needs to be circumstantially limited to about the same degree as only applying in a particular kind of terrain.

The latter bit is admittedly a bit tricky to gauge unless you're simply making it terrain-based (which may not make sense for a lot of applications, so I personally tend to just treat that item in the Species feat guide as simply Natural Camouflage and nothing more, not even bothering to try coming up with similar uses. But it's not wrong to say that, assuming you could come up with a comparably circumstantial limitation, you could use the same design point value for bonuses to other kinds of things.
« Last Edit: January 22, 2016, 09:39:34 AM by SilvercatMoonpaw »

SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #9 on: November 17, 2015, 07:32:07 AM »
Is there some way we could get this thread sticky-ed?

Crafty_Pat

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Re: Origin Creation Guidelines revival
« Reply #10 on: November 17, 2015, 07:49:05 AM »
Is there some way we could get this thread sticky-ed?

Sure. We tend not to like stickying too many things but this one seems worthwhile - at least for now.

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SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #11 on: November 17, 2015, 09:11:32 AM »
.....at least for now.
I'm sure we can talk someone into making a pdf or something to host off-site.  Then you can drop this.

Desertpuma

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Re: Origin Creation Guidelines revival
« Reply #12 on: November 17, 2015, 10:27:54 AM »
If I recall, there was a pdf with the Species/Talents & Specialities breakdown. I believe I have it and if so will post it here when I get home so people can grab it.


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Re: Origin Creation Guidelines revival
« Reply #13 on: November 17, 2015, 01:06:23 PM »

SilvercatMoonpaw

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Re: Origin Creation Guidelines revival
« Reply #14 on: November 17, 2015, 02:32:09 PM »
Cool.  At some point maybe I can try and upload the Species Feat stuff.