Archive for the ‘Frontiers’ Category

To follow on the heels of Monday’s update, here are playtest rules for playing gnomes in Fantasy Craft! Gnomes are represented in Fantasy Craft by the Pech origin with the Shore Folk feat.

Shore Folk [Species]

Prerequisites: Pech, Level 1 only.
Benefit: The lower of your Strength or Constitution scores rises by 2 (your choice in the case of a tie), and you gain the aquatic I and superior swimmer I NPC qualities (see Fantasy Craft page 230 and 235). When taking the Basic Skill Mastery feat you have access to a new skill pair: Shore-Hunter (Athletics & Survival).

16
May

Frontiers – Gnomes, or the Shore Folk

   Posted by: Andrew Linstrom

The black-clad, shore dwelling, legendary whalers who call themselves the gnomes can be found living by the ocean on every known continent, from the frozen reaches in the north of Atrebor or Nasertia, down to the strands where Ber-Tud’s sweltering jungles meet the sea. Their walled villages have little contact with one another, but they somehow maintain a common language and culture. Their word for themselves, “gnome,” means “earth dweller.” It seems incongruous for a race that lives by the sea, but to the gnomes, whose whole world is the ocean and its perils and bounties, their land dwelling is what sets them apart from the flora and fauna they hunt and harvest.

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9
May

Frontiers – The Goblin Wastes

   Posted by: Andrew Linstrom

This week’s update is dedicated to Taimur.

Stretching between the North Sajoo River and the South Sajoo River, in the rain shadow behind the orc-ridden Wyvern Peaks, lies a pocket of arid frontier called the Goblin Wastes. In it dwell vicious tribes of eponymous goblins, hardy halflings, and monstrous desert creatures. Also tucked between the dunes are riches and marvels, ruins and rare plants and blooms of meteoric glass, that tempt the brave and greedy to risk their doom against their fortune.
2
May

Frontiers – The New Gods

   Posted by: Andrew Linstrom

The greatest of the gods looking down on mortalkind from the heavens and their shining city on the moon are ageless beyond man’s reckoning, the origins of their birth or ascent lost or borne only in hazy myth. Among the lesser deities and demigods, though, are those whose birth was mortal, and the tales of their ascent are known to recent legend or even recorded history. Of this new breed of gods and goddesses, the three with the widest following are Alesh the Marksman, Etain the Frigid Bitch, and Zsofia the Innovator. 

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25
Apr

Frontiers – Cable Power

   Posted by: Andrew Linstrom

Of the great marvels of the new age of industry, cable power is one that has revolutionized city life the most. Among captains of industry, a city’s progress is measured by the extent of its cable power grid. Beneath a city’s streets, mighty cables and chains heave along their conduits, a river of kinetic energy that can be tapped for strength to power a myriad of purposes from cable cars to machine tools and home conveniences.

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11
Apr

Frontiers – Skagar Origin For Fantasy Craft, Take One

   Posted by: Andrew Linstrom

This week’s Monday update continues on the tail of last week’s. We’ve got playtest stats for the skagar as a PC race in Fantasy Craft!

Skagar

You’re a skagar, a troll-like humanoid descended from slave soldiers bred by the orcs in Ber-Tud, and abandoned after a failed invasion among the humans that have played uneasy host ever since. Broad, bold, and hard to kill, your people typically stand between six and half to eight feet tall. Your skin tones may range from an elephantine gray to deep forest greens and earthy browns, with your oily hair in a darker shade. Your long-fingered hands can vary in the number of digits, typically from three to six, one of several common mutations that occur as a byproduct of your regeneration.

You grew up either in human lands where you were treated as a second-class citizen, or riding in halfling caravans among the only other people that sees yours as peers. Good work is hard to come by for skagar, who are mistrusted and relegated to dangerous and unsavory jobs. You tire of laboring under inequality, and have taken up a life of adventure to escape the grind of persecution and to find fame, fortune, and friends worth staking your hard-to-take life for.

Common Personality Traits: Proud, long-suffering, understated, direct, reliable
Common Physical Traits: Extra fingers, hulking, rumbling voice, oily locks
Example Names: Belka, Django, Koloro, Nadja, Rajko, Tshaya
Splinter Race Feats: In progress.
Type: Medium (1×1) biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +2 Strength, +2 Constitution, -2 Charisma
  • Base Speed: 30 ft.
  • Hungry: You require 5 common meals each day instead of 3 (see Fantasy Craft page 217).
  • Persecuted: You suffer a -1 penalty to your Legend (minimum 0) (see Fantasy Craft, page 29).
  • Regeneration 1: You heal 1 point of damage per round (you choose whether to heal subdual, vitality, or a wound). Also, your critical injuries heal in 1d4 hours instead of 1d4 months and you are only sickened for 1d6 minutes when successfully treated.
  • Rock Solid: You gain 1 additional wound each level.
  • Sullen: You suffer a –2 penalty with Impress checks targeting characters within Close Quarters.

Notes: I was originally going to just use the ogre PC race and the Stone Brave feat, but making them a Large-size creature didn’t fit with their original concept as creatures a bit bigger than humans, but not so much bigger that they can’t use human-sized furniture or equipment. Their regeneration 1 ability doesn’t have a cost in the point buy species creation guidelines for Fantasy Craft, so I priced it at one higher than the highest costing abilities on the list. Their persecuted drawback slows their Reputation gain, particularly at lower levels, but by the time they’re higher level heroes and their legends are clearly on the rise, they’ll be just as renowned as their non-skagar cohorts.

4
Apr

Frontiers – Skagar

   Posted by: Andrew Linstrom

Broad, bold, and hard to kill, the troll-like humanoids called the skagar are typically between six and half to eight feet tall. Their skin tones range from an elephantine gray to deep forest greens and earthy browns, with their oily hair in a darker shade. Their long-fingered hands can vary in the number of digits, typically from three to six, one of several common mutations that occur as a byproduct of their regeneration. Their power of regeneration is slower than their theorized trollish cousins, but still extraordinary when compared to other civilized humanoids. Skagar can regrow severed or shattered limbs, cling to life in the face of disastrous blood loss, and even recover from trauma to the brain and heart that does not kill them outright. Not only does their hypernatural capacity for recovery make them hard to kill, it allows their bodies to accept alchemical and mechanical augmentations much more easily than other humanoid species.

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28
Mar

Frontiers – History of the Firearm, Part 2

   Posted by: Andrew Linstrom

After the dragons were scoured from Atrebor, firearms development in the Old World slowed down. With the entire continent pacified, the Empire had little need to devise new weapons, and muzzle-loading sparklock rifles and cannons gave them an edge over potential opponents from Husset, Dasago, or Ber-Tud. The only properly armed adversaries came from within. After a handful of bloody secession attempts by ambitious consuls and warlords, the Empire cracked down.

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21
Mar

Frontiers – History of the Firearm, Part 1

   Posted by: Andrew Linstrom

The first black powder weapons appeared in Atrebor around the time of the founding of the Empire in the hands of Konetti naval officers. They were single-shot, muzzle-loading pistols, crafted in the ever-mysterious land of Husset. They proved handy on deck for providing a quick burst of injury during boarding actions, but the expense of the weapons and their ammunition limited their ownership to wealthier officers and successful pirates. The reclusive gunsmiths and alchemists of Husset were careful to only sell the simplest of pistols and small quantities of black powder to outlanders, and their magi and holy men laid curses on acquiring or spreading the knowledge of their formulae and manufacture.

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21
Mar

Frontiers – On Guns

   Posted by: Andrew Linstrom

“On my journeys through the New World, my three most trustworthy friends were my horse, my sword, and my rifle. That battered but well-loved Kerrigan repeater that I bought many years ago in Cinder Keep saved my life and kept me fed on so many occasions that I nearly declined compensation when I went on a promotional tour to help Kerrigan sell more. For an adventurer in the West, a shooting iron is his most valuable traveling companion.

“The vast majority of the firearms in Nasertia are imported from the Old World, where the five leading small arms makers manufacture their deadly merchandise. The Big Five, as some call them, are Kerrigan Long Guns Company, Lukas Firearms Manufacturing, Tödbilder Arms Company, Crimson Sunsets, and Gnossan State Armories. Excepting Crimson Sunsets, each has their own specialty, and fills their niche superbly.

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