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== Character Creation == |
== Character Creation == |
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− | Character creation follows a pretty typical pattern. Each character has an Origin, a Class, and various character [[trait]]s. The origin consists of a species, such as Human or Drake, a specialty, such as Aristocrat or Fighter, and the choice of two [[origin skills]]. Splinter races are defined by the use of Species Feats, such as Elemental Heritage denoting a special affinity with earth, water, wind, fire, or some other element, or the Hill-Born feat, which turns a standard, or mountain, [[dwarf]] into a hill dwarf. |
+ | Character creation follows a pretty typical pattern. Each character has an Origin, a Class, and various character [[trait]]s. The origin consists of a species, such as Human or Drake, a specialty, such as Aristocrat or Fighter, and the choice of two [[origin skills]]. Splinter races are defined by the use of Species Feats, such as Elemental Heritage denoting a special affinity with earth, water, wind, fire, or some other element, or the Hill-Born feat, which turns a standard, or mountain, [[dwarf]] into a hill dwarf. |
− | Most traditional D&D classes are represented in some capacity as a Speciality. For instance, Barbarian, Bard, Cleric, Druid, Fighter, Rogue, Sorcerer, and Wizard are all presented as options, in addition to Acrobat, Adventurer, Fist, and Warden. Each specialty grants a bonus feat and a few useful abilities. |
+ | Most traditional D&D classes are represented in some capacity as a Speciality. For instance, Barbarian, Bard, Cleric, Druid, Fighter, Rogue, Sorcerer, and Wizard are all presented as options, in addition to Acrobat, Adventurer, Fist, and Warden. Each specialty grants a bonus feat and a few useful abilities. |
− | The classes cover a wide range of options. Each has a ''core ability'' available only to a character who chooses |
+ | The classes cover a wide range of options. Each has a ''core ability'' available only to a character who chooses that class as their first core or expert class. The classes grant a number of abilities tied a class's particular theme. ''Fantasy Craft'' somewhat resembles [[d20 Modern]] in that the classes are not strongly tied to a specific background or vocation,but rather a specific style, role, or realm of ability. The core classes in Fantasy Craft are: |
:'''Assassin:''' A Talker/Combatant who specializes in deception and death. |
:'''Assassin:''' A Talker/Combatant who specializes in deception and death. |
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:'''Soldier:''' A Combatant who is a master of combat feats and profiencies. |
:'''Soldier:''' A Combatant who is a master of combat feats and profiencies. |
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− | In addition, the core rulebook presents several Expert classes, available |
+ | In addition, the core rulebook presents several Expert classes, available at level 5: |
:'''Alchemist:''' Backer, an expert in elixirs and magical transmutatons. |
:'''Alchemist:''' Backer, an expert in elixirs and magical transmutatons. |
Revision as of 01:00, 20 April 2010
Template:Infobox
Fantasy Craft is a fantasy role-playing game based on the Dungeons & Dragons Third Edition rules, released under the Open Gaming License. It is based on the Spycraft 2.0 rules.
Character Creation
Character creation follows a pretty typical pattern. Each character has an Origin, a Class, and various character traits. The origin consists of a species, such as Human or Drake, a specialty, such as Aristocrat or Fighter, and the choice of two origin skills. Splinter races are defined by the use of Species Feats, such as Elemental Heritage denoting a special affinity with earth, water, wind, fire, or some other element, or the Hill-Born feat, which turns a standard, or mountain, dwarf into a hill dwarf.
Most traditional D&D classes are represented in some capacity as a Speciality. For instance, Barbarian, Bard, Cleric, Druid, Fighter, Rogue, Sorcerer, and Wizard are all presented as options, in addition to Acrobat, Adventurer, Fist, and Warden. Each specialty grants a bonus feat and a few useful abilities.
The classes cover a wide range of options. Each has a core ability available only to a character who chooses that class as their first core or expert class. The classes grant a number of abilities tied a class's particular theme. Fantasy Craft somewhat resembles d20 Modern in that the classes are not strongly tied to a specific background or vocation,but rather a specific style, role, or realm of ability. The core classes in Fantasy Craft are:
- Assassin: A Talker/Combatant who specializes in deception and death.
- Burglar: A Specialist/Combatant who excels at stealth, agility, and dirty tricks.
- Captain: A Backer/Combatant who leads by wit and courage.
- Courtier: A Talker/Backer who who is an expert at persuasion and resources.
- Explorer: A Solver who specializes in rare knowledge, treasures, and exotic travels.
- Keeper: A Specialist who excels at a particular skill.
- Lancer: A Combatant/Talker with an emphasis on mounted combat and heavy combat.
- Mage: A Wildcard who is master of arcane spells.
- Priest: A Wildcard/Backer who commands miracles and counsels and aids their teammates.
- Sage: A Backer/Wildcard who possesses great knowledge and inspiration and dabbles in many fields.
- Scout: A Combatant/Solver who uses stealth and prowess to overcome obstacles and slay creatures.
- Soldier: A Combatant who is a master of combat feats and profiencies.
In addition, the core rulebook presents several Expert classes, available at level 5:
- Alchemist: Backer, an expert in elixirs and magical transmutatons.
- Beastmaster: Specialist, a wilderness survivalist with exotic creature companions.
- Edgemaster: Combatant/Backer, expert in deadly strikes and terrifying displays of weapon skill.
- Paladin: Wildcard/Combatant, powerful warrior who draws strength from their Alignment.
- Rune Knight: Combatant, warrior who combines might at arms with arcane magic.
- Swashbuckler: Talker/Combatant, dashing fencer.
Bestiary
The Fantasy Craft bestiary includes a number of traditional foes as well as "rogues," or NPC opponents. Fantasy Craft uses a system that allows opponents to be quickly generated to any Threat Level relative to the PCs based on defined traits. For instance, a monster's attack ability will scale according to its Threat Level.
Mechanics
Fantasy Craft makes use of Action Dice to influence encounters.