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FantasyCraft:Otters Ransom
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==Game Introduction== A basic Dungeon Crawl game with expectations of greater interaction with the people of the world and a chance to grow beyond that. Ran with the FantasyCraft system with houserules and set in the setting of [https://forum.rpg.net/index.php?threads/world-building-a-fantasycraft-setting-the-distant-shores-of-the-realm-sea-working-title.862519 Distant shores of the realm seas]. The game proper is focused on the Lost Lands a small country sized region surrounded by 6 other nations. The Lost Lands used to be under control of family heavenly married into the neighbouring nobles and after the last noble died without an heir the neighbouring nobility got into a feud about who was the legal inheritor and so since then these families have been putting down the risk of war on any who tried to make a claim and people moved away over time mostly top to bottoms as people who desired power left to places that had people to impress, then the merchants looking for richer customers till finally most towns are mostly empty and people can't really afford to run them any more, leaving mostly small isolate villages and hamlets. Not to mention the lost of security of a nobility willing to defend you from folk threats. What's changed recently, with the discovery of dungeons, a renewing source of wealth and magical items, the fighting nobles motivated by greed or at least a need for funds have came to an agreement they will offer the community in this unclaimed lands a shared contract of protection in return for the a share of the wealth but in such away that doesn't give them claim of the land or its people. In doing so creating a sort of free town free to rule itself not bound to the nobles. Long term there are plans to claim control but those are for another time. The party are but one group of hopefuls looking for a new life, either via the riches of the dungeons or by supplying services for the growing population of the newly born town of Otter's ransom. ===Campaign and rule variants=== ====Default Campaign Qualities==== *'''Fast interests''' (permanent): Honestly I feel the default game is a bit over restrictive with number of Interest, and while at first looks like they are meant to be fluff background knowledge too many mechanics are based on them. *'''Miracles (permanent)''': This is self explanatory as it fit's my first goal can't have priest and Paladin without it *'''Beneficent Universe (Permanent)''' [Note must be alignments mandatory path see alignments]: This is to give alignments at set theme *'''Plentiful magic items (permanent)''': Part of making the world High magic is making sure magic items are plentiful. *'''Great Magic Items (permanent)''': To make the spread of available items larger *'''Sorcery (permanent)''': Again self explanatory can't have Mages and alchemist without it. Not a campaign quality as such but best place to put this The era of the setting is assumed feudal with Prototype Reason items on the horizon. ====House rules and rulings==== =====Character creation===== Starting Interests: You start with 4 languages: 1 native (chosen from one of your races languages), the universal language trade and 2 other from any language that not restricted from you, a study in your culture or homeland, a study in a career and 4 additional interests of your choice. Alignment interest: Repeat but Free step from Beneficent Universe must be from mandatory path, but only this step must be from mandatory path. Examples of mandatory paths Great Beast alignment mandatory path Beasts or Angel Alignment mandatory path Good Starting feats: All PC’s gain 1 free feat at level 1 that is to be used either on a Species feat or basic skill mastery (Race), other feats might be available on discussion. Because a lot of the different races are based on taking a feat at first level and I want to increase diversity this rule exist to allow it. Basic skill mastery (Race) are skill mastery pairs only available at character creation, chosen to give an insetting feel for the non specialised races =====Rolls===== Knowledge checks: To re-balance larger amount of starting interests I'm adding 5 to the dc's on the knowledge check tables, not perfect but it means characters on the high end of interest can only reach the same level of knowledge checks as characters with the standard rules and the lower end while not reaching the same height of knowledge makes up with greater company in the levels they do reach. =====Gear and items===== '''Prototype upgrade''': an item upgrade that allows a object to count as one era lower then normal at the price of stability, difficulty to build and price. To allow all items to exist while keeping the setting at a less organised era. As I want a setting of mostly city states with the rare kingdom. Prototype, type Craftsmanship, Const -1 min 1, Comp X2, Era ancient(item's era is considered one less), Cost +200% '''Food and Drink''': Instead of the first food and drink of the day having it's effect players get to choose which affects that day, characters that gain the benefit of two foods and drinks per day get to choose which two. '''Ruling on Meal sizes''': Note by my reading/assumption all food counts as a meal for the 3 meals a day and a ration represents 3+ meals in an easy to carry manner eaten over the course of the day rather then 1 large meal that lasts all day., with the common meal entry just being an example of a meal with n bonus effects. As food and drink prices are multiple portions assume prices will be lower for individual portions, to the point of not worrying about individual common meals in friendly locations. '''Trinkets''': Magical Items with rep cost of less then 5 count as trinkets and not prizes '''Silver Trinkets''': a magical item with purely RP effects or replaces a fairly cheap item. Price is debatable by item but less then 50s (that or add a +50% to an existing item and say how it is magic rather then mundane) '''1 rep Trinkets''': RP effect that might be extra useful / arguably uncommon or replaces a substantial item or multiple cheap ones. ===Misc setting information=== ====Currency==== Beads: very small misshapen bits: 0.1 silver on average Small Tile: A small thin square of material: 1 book silver Bauble: a small marble sized sphere: 5 book silver Tile: A thick square of material twices the size of a small tile: 10 silver Rod: a rod of material that fits inside an adults hand: 25 silver Measure: a long rod of material also a standard measure of size: 50 silver Grand plate: A massive disk as large as an adult hand: 100 silver
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