Fantasy Craft General: Two-Headed Fire Elder Sorcerer Edition
LINKS
Download links:
https://www.mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
https://www.dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0
>Fantasy Craft Torrent [Includes Adventure Companion/Call to Arms/Homebrew (No Core Rulebook)] - Please seed!
http://www.mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent
And here's a few other links of note:
>Web NPC builder
http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html
>General downloads for Fantasy Craft
http://www.crafty-games.com/node/851
>New Player Character Creation Guide
http://www.crafty-games.com/files/File/Fantasy_Craft-PC_Creation_Guide.pdf
Question of the day: Weirdest character you can feasibly build from other media? I just realized Cho'gall is literally playable from FIRST LEVEL.
Got bored, dug up my old XCOM Aliens statblocks
If you want to fuck with your players (>implying players)
Sectoid (Small Folk Walker — 30 XP): Str 8, Dex 10, Con 8, Int 10, Wis 10, Cha 8; SZ S (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Resilience III; Health I; Comp II; Skills: Notice III, Sneak V; Qualities: cagey I, darkvision I, meek, mook, telepathic.
Attacks/Weapons: Plasma Pistol (damage II: ray 40ft. range; damage type: fire)
Chrysalid (Medium Animal Horror Walker — 74 XP): Str 14, Dex 10, Con 12, Int 4, Wis 4, Cha 4; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init IV; Atk IV; Def II; Resilience III; Health IV; Comp None; Skills: Acrobatics IV, Athletics VI, Tactics II; Qualities: charge attack, conversion (killing), monsterous defense II, superior jumper III.
Attacks/Weapons: Bite III (venomous: necrotic; armour piercing 2), Claw I × 2 (trip)
Thin Man (Medium Folk Walker — 68 XP): Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 10; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init IV; Atk IV; Def III; Resilience III; Health II; Comp III; Skills: Disguise V, Tactics IV; Qualities: cold-blooded, death throes (acid), feat (Ambush Basics), monsterous attack II, repulsive I, superior jumper III, treacherous.
Attacks/Weapons: Light Plasma Rifle (damage II: ray 60ft. range; damage type: fire; armour piercing 2), Acid Spit (wounding II: cone 10ft range)
>>43799895
Muton Berserker (Medium Folk Walker — 96 XP): Str 16, Dex 10, Con 14, Int 8, Wis 6, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def III; Resilience II; Health V; Comp II; Skills: Athletics V, Intimidate V, Resolve III; Qualities: charge attack, fearless II, fearsome, feat (Rage Basics, Rage Mastery), ferocity, frenzy III, improved stability, tough II.
Attacks/Weapons: Claw II × 2 (armour piercing 4), Slam I
Muton (Medium Folk Walker — 71 XP): Str 12, Dex 10, Con 12, Int 8, Wis 6, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def III; Resilience II; Health IV; Comp II; Skills: Athletics V, Intimidate IV, Resolve III, Tactics IV; Qualities: class ability (Captain: battle planning II), fearless I, improved stability, tough II.
Attacks/Weapons: Plasma Rifle (damage III: ray 60ft. range; damage type: fire; armour piercing 2), Slam I
Seeker (Large Construct Flyer — 65 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 6; SZ L (1×3, Reach 1); Spd 40 ft. flight; Init III; Atk III; Def III; Resilience III; Health II; Comp II; Skills: Athletics IV, Blend IV, Sneak III; Qualities: grappler, invisibility.
Attacks/Weapons: Tentacle slap I × 4 (damage type: subdual; grab), Squeeze II, Plasma Pistol (damage I: ray 40ft. range; damage type: fire)
Cyberdisc (Large Construct Flyer — 70 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2×2, Reach 1); Spd 50 ft. flight; Init II; Atk IV; Def IV; Resilience III; Health IV; Comp II; Qualities: death throes (explosive), fearless II, monsterous defense II, tough I.
Attacks/Weapons: Cyberdisc Cannon (damage III: ray 60ft. range; damage type: fire; armour piercing 2), Death Blossom (damage III: aura 10ft. radius)
>>43799914
Drone (Diminuative Construct Flyer — 22 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ D (1×1, Reach 1); Spd 30 ft. flight; Init IV; Atk I; Def IV; Resilience I; Health I; Comp I; Skills: Crafting IV; Qualities: banned action (All Crafting except in place of Medicine), mook, natural spell (Cure Wounds II 2).
Attacks/Weapons: Drone Beam (damage I: ray 20ft. range)
For extra fun, you can make almost any of these Alphas (aside from the Mooks since that would increase their health grade)
Still need to finish the Ethereals. You could substitute in a mind flayer/'brain fiend' to similar effect, though.
Saved from page 9
this game is a relic from the pathfinder/4e wars. does anyone actually play it?
>>43801886
I know at least one dude who's in three separate games right now
I envy that dude greatly
I've been meaning to run a game of it myself, actually. I actually had a game all set up but then my laptop melted.
I also got into a game once, but that GM was hit by a car.
>>43801886
I wish I could.
As with many other systems, when I could find nobody to GM it (I'm a RL RPG purist) I decided to run it myself, but couldn't fit it between Shadowrun and Exalted games I DM, and DnD my pal runs.
Some other time, maybe.It seems like I play a lot, but honestly, it boils up to three-four games a month
>>43803548
Were I only so lucky
I've got the exact opposite problem, plenty of time on my hands and not enough willing participants.
I find the idea behind tapletop rpgs interesting but when i actually tried playing, it didn't go to well. It's a just to escapist for me. Everyone seems to want to play in a looney toon world
So what i do is i read a book, build some characters and that's it.
Tell me about your setting /tg/
Spellbound never.
It's too bad, I had a kickin' rad game idea, too.
>>43804735
Lets see..
My game was originally going to be about my players either fighting for or fighting against the main nation from the continent that they started on.
The Idea was they would either help subjugate the native people and help build up the nation! When the major native tribes and opposition where cleanly brought into the fold the nation will have set its eyes elsewhere, and this little fact will never change.
The main problem was that one player had a back story engraved with the militaristic nation. The other a Barbarian part of the many Roaming tribes.
>>43806495
Two sides of a coin bound together by fate yet opposites. So how did they decide to solve this problem?
They became Pirates and Buggered off and left my beautifully built country.
Well crap. A new world had to be born. But there was a problem. There wasn’t a lot of people at the time to rob (on the water). So after some loans gifts and treasure hunting a ship was procured an Island chain was invented and a religious pantheon was scribbled down and built up in my spare time at work. A few sessions here and a few sessions there and the Island chain was left in the waters behind them as the crew left for promised silver and smuggling, The Pantheon forgotten and ignored with the island chain left to be forgotten. So now the PC’s act like exploders hunting for money and artifacts as they keep the crew happy directly meddling as best they can putting as many Fingers thumbs Claws and even a foot into the newly discovered nations affairs.
>>43804735
everyting chenged
wen de fiya nayshun came
>>43806512
But thats an over view as a GM. In all reality the players are hell tooth and nail flipping tables and fighting for there best interests.
>>43806554
I've been on the other side of that, as a group of players that fucked up the GM's crafted plot by doing something completely unexpected with it.
It was a 4e game, though. It all started when we reacted to learning the guys across from us were assassins sent to attack us by drinking them under the table (they didn't have our faces, they just knew we were meant to meet with our contact in this location and were waiting to ambush the meeting)
Then, after fighting off another squad of mercenaries, we convinced the guards to let us and the assassins out of the drunk tank, and told the assassins that their ride had bailed on them after they passed out and there was a fight at the bar so their targets got away.
We offered to help and they agreed to take us to their boss.
Things got... complicated from there.
Keeping the thread alive
>>43801886
I want to run it some day, probably after I get at least 1 or 2 campaigns with simpler systems under my belt first though
Are there any decent supplements for modern technology in Fantasy Craft?
>>43814495
Theoretically they should be releasing a newer version of SpyCraft that is based on the same game design as FantasyCraft 2.0.
>>43814564
Wrong. Spycraft 3 is radically different - not even in the same family as FC.
>>43814495
No, there's not really an industrial era sourcebook for FC
Maybe there will be one day, but FC development is really kind of hung on Spellbound's release and hopefully success.
>>43816681
Should we launch at official /tg/ petition, to show Crafty how much support the book will have right out of the gate (especially for the print-on-demand physical copies)?
>>43816769
Won't it backfire on you if you start a petition and get like 20 signatures?
>>43817641
Yeah, that's a risk with a niche product like this.