Fantasy Craft


Ability Scores

In addition to the base 36 points, it is possible to earn additional points to spend. The player submits things to me to get earned points, which are then converted into ability score points as per the following table:

Earned Points 1 2 4 6 10 15 25 40
Ability Points 1 2 3 4 5 6 7 8
  • A player may also spend 4 Ability Points to purchase a Feat.
  • Players use their player points as their base earned points.

Some suggestions for additional earned points follow (areas of increased points for more work are not cumulative):

  • A paragraph of character background (1)
  • A page+ of character background (2)
  • Five character quirks/flaws (1)
  • Character illustration (picture from the web, hand drawn, whatever) (1)
  • As above but really impressive character illustration (2)
  • Tie in with another PC or PCs in the character background (1)
  • As above but with more PCs or just a perfect tie in as determined by the GM (2)
  • Character done in Character Builder (1)
  • Character miniature (1, 2 for painted really well)
  • Character has a motivation, plot hook, or handle the GM can use (1)
  • Three really good, useable NPCs in the background (parents, friends, rivals, etc) (1)
  • Player submits something that wows the GM (map of the region or birth city, etc) (1)
  • Rolling in Central Casting (1)




  • Blackblade = bugbear/orc
  • Cave Goblin = standard
  • Eastern Horde = Civilized (Western)
  • Great Horde = Goblin Nations
  • Northern Horde = Night Goblin, Ghaash'kala Orc (Ghost Guardians), Shadowlands Hobgoblin
  • Southern Horde = Sea of Stars Nations
  • Western Horde = Scorcher Tribes Orc, Kal Kalathor Goblin



Career Level

This chart replaces the one in the book for the listed columns.

Career Level Starting Edge Ability Increase Proficiency Interest Feat
1 2 +1 +1
2 2 +1 +1
3 2 +1 +1
4 2 +1
5 2 +1 +1
6 2 +1 +1
7 2 +1
8 2 +1 +1
9 2 +1 +1
10 3 +1
11 3 +1 +1
12 3 +1 +1
13 3 +1
14 3 +1 +1
15 3 +1 +1
16 3 +1
17 3 +1 +1
18 3 +1 +1
19 3 +1
20 3 +1 +1


Class Features

Toughness: CON mod of Constitution modified by starting class Proficiencies + Size mod + wound increases
Initial Hits: starting class Vitality + starting class skill points/level + Constitution score
Hits per Level: +4/level for classes listed as +6 vitality/level, +5/level for classes listed as +9 vitality/level, and +6/level for classes listed as +12 vitality/level (CON mod is NOT applied at all)
Bloodied Value (BV): 1/2 Hits
Wound Threshold: 1/2 BV

Class Table

Lifestyle: now called Wealth



  • Anuirean
  • Basarji
  • Easteron
  • Ivanian
  • Khinasi
  • Midani
  • Theren
  • Vos

Studies (general)

  • Arcana
  • Architecture & Engineering
  • Dungeoneering
  • Geography
  • Local (Region/Country/Area)
  • History (of Region/Time)
  • Music & Poetry
  • Musical Intrument
  • Nature
  • Nobility & Royalty
  • Religion (general/specific)
  • Stories & Songs (general/specific region/culture)
  • The Planes (general/specific)

Studies useful for Kingmaker

  • Administration
  • Diplomacy
  • Intrigue
  • Law
  • Leadership
  • Siegecraft
  • Strategy


Action Dice

All references to AD refer to draws of poker chips from the pot of 50 white, 25 red, and 10 blue. Each color represents 1 to 3 actual action dice, as used in the rules, in order of rarity. As per the rules only one chip can be spent on any one action, but the amount of dice rolled is based on the chip color. All references in the rules that add additional dice or decrease the activation cost, actually add the appropriate amount of dice to the final pool that is rolled. When activating a threat or error, only one chip may be spent, though its color determines how many action dice are actually considered spent for the rules.
Arcane Chips
Players earn arcane chips for completeing adventures/objectives of high menace. An arcane chip has a value of 4 AD. If the GM draws an arcane chip he loses 1/2 his chips of each color and discards the arcane chip back into the pot.
Black Chips
Players "earn" black chips for failure of adventures/objectives due to player failures. Black chips function like arcane chips for the GM and if a player draws one, suffers the same result as the GM drawing an arcane chip.


Special Skill Results

Errors and Threats are now low- and high-open ended respectively. When a high open-ended result occurs, roll another d20 and add it to the die result. For a low open-ended roll subtract 1d20 from the total. On both rolls a natural 20 prompts another roll of a d20, adding or subtracting as appropriate. Calculate the skill total and apply as normal. Only failed errors or successful threats may be activated with Action Dice (as per the rules)

Team Checks

GM decides on the number of succcesses needed based around -0 for a fail, 1 for easy, 2 for average, 3 for hard times number of players rolling. The party must come up with half this number with all their rolls. CF/CS adds based on the number of dice spent as appropriate

Diplomacy (Haggle) Skill (WIS)

Haggle is just an odd skill for Fantasy Craft. It really sticks out as not belonging in the well thought-out and useful list they provide. As such, the Haggle skill is now the Diplomacy skill. It is used in negotiations (exactly as per Haggle preiviously) and other situations of give and take. WIS is used to represent the discernment and judgement of the character to understand the needs and boundaries of the opponent. In certain situations (negotiations) the skill can be used much like Impress to Influence and Persuade.



Saving Throws

DC of saves for spells is 10 + 1/2 TL + (#spellcasting feats) + CHA


Wealth (Lifestyle)

Wealth is divided between Income, Lifestyle, and Prudence, all of which have starting values of 1. Prudence and Income may be increased to a max of 15, while Lifestyle can increase to a max of 10.


Income * Income * 10s


Retain 5% * Prudence


Lifestyle Cost Storage APP
1 0 10M -3
2 50 5L -2
3 200 10L -1
4 450 5H 0
5 800 10H 1
6 1250 5G 2
7 1800 10G 3
8 2450 5C 4
9 3200 10C 5
10 4050 5E 6


Special Training Cost Time min level Max/level
Ability +1 20,000s 6W 6 1/5levels
extra feat 10,000s 5W 5 1/4levels
extra proficiency 5,000s 4W 4 1/3levels
extra skill point 4,000s 3W 3 2/level
extra interest 2,500s 2W 2 1level

Underworld Renown (from the Crafty Games forums)

Rank Title
1 Hustler
2 Thug
3 Outlaw
4 Soldier
5 Made Man
6 Enforcer
7 Lieutenant
8 Underboss
9 Guildmaster
10 Crimelord

In addition to the favors any Renown track can call upon, people with Criminal Renown can use the following:
- Harassment
- Reconnaissance (Casing)
- Safe Haven



In all cases where a character's actions leave him flat-footed, the condition begins immiediatly after his initiative count.

Injury & Death

Special Characters

Wound points are no longer used, but see the Advanced Damage section below. Vitality points are tracked as Hits but, while they represent much the same thing (dodges, fatigue, lucky deflections, etc), when a special character is reduced to 0 Hits they are defeated.

Standard Characters

Standard characters who fail a dmg save are defeated


Special characters are defeated when they have no Hits remaining while standard characters when they fail their last damage save. The result of the defeat is at the discretion of the victor and may take the form of any one of the following:

  • Subdual - unconscious/exhausted/heart-attack
  • Stress - catatonic/gibbering/routed/overwhelmed
  • Lethal - free coup-de-grace (massive dmg save)/dying

A character may spend AD to choose a fate different then the one chosen for them (using the Cheat Death guidlines for the AD cost)

Special Attack Results

Activated Critical hits on special characters cause the conversion of hits to a wound automatically for 1 AD. Alternately, for 2 AD, if damage exceeds HV, an existing wound can be converted to an Injury. Alternately, for 4 AD, a hit exceeding HV, can be directly converted into an injury.

Advanced Damage

Damage Types

Stress Damage

Critical Hits cause 1 round of stun on a successful save and a number of rounds of stun equal to the chip color spent to activate the critical on a failed save, not 1d6 rounds.

Subdual Damage

Critical Hits cause 1 round of stun on a successful save and a number of rounds of stun equal to the chip color spent to activate the critical on a failed save, not 1d6 rounds.


A character may accept a wound to avoid an amount of damage up to his Healing Value against one source of damage. A character may spend AD to accept additional wounds from the same source, negating a like amount of Hits. A character may only have a number of wounds equal to his Toughness, additional wounds convert existing wounds to injuries.

Injuries (Critical Wounds)

A character may convert a number of hits up to bloodied value into an injury against one source of damage. As with wounding, a character may spend AD to accept additional injuries. When accepting an injury, a character may flip an existing wound if they have one. A character who suffers more injuries than his Toughness dies.


Damage may be recovered by resting, treatment or spending AD


  • Short Rest - recover hits equal to wound threshold (may also spend Second Wind)
  • Extended Rest - recover all hits. Recover wounds equal to the degree of success of a FOR save. Injuries list a severity which is the number of wounds needed to heal it.

Action Dice (or It's Just a Flesh Wound!)

Out of combat, any number of chips may be spent, but during combat a Refresh or Second Wind Action is required limiting the number spent. Per die choose one of:

  • Recover Hits equal to the rolled value (dice are explosive)
  • Recover Wounds equal to the number of dice spent (no roll made)
  • Ignore (still counts as a wound) the effects of an injury for the rest of a scene (no roll)
  • Recover an injury (flips to a wound) if a number of dice equal to the severity are spent (no roll & requires multiple dice)


The Medicine skill can be used to treat a character once between extended rests (more often with feats/abilities). A successful check heals 2d6 (4d6 on a threat + 1d6 per/AD) hits. Also the user of the skill can spend dice rolled to buy any of the following:

  • Recover a wound
  • Ignore an injury for the scene
  • Recover (flip) an injury at the cost of its severity in dice


  • Fatigued does not directly affect the attribute, rather each level applies a -1 to appropriate skills, checks, and damage.
  • Shaken applies the -2 attack roll modifier only at the first level, it is not cumulative per level


Second Wind

1 Full Action * Initiative Action
Once per SCENE a character may recover (HV) Hits. In all other ways this functions as a Refresh Action and accrues all the benefits as such. Second Wind refreshes after a new scene.


Extraordinary Attacks

Save attacks use the attack grade (I-IV) as the save DC as per the Sliding DCs table on pg.370 (Easy-Desperate) rather than a flat +5 per grade


Campaign Qualities

  • Adventure Insurance
  • Complex Heroes
  • Fast Feats
  • Fast Interests
  • Fast Proficiencies
  • Flexible Magic Items
  • Miracles
  • Sorcery
  • Thrifty Heroes
  • Triumphant HEroes
  • Versatile Heroes

Cheating Death

  • Players may Cheat Death in Dramatic Scenes if appropriate.
  • The Dead Means Dead campaign quality still blocks it directly.

Other Rules

The Power of Fear

The Horrors have left their mark on creation. It is a blight of fear and despair, feeding the Ruinous Powers and their minions. It is the Power of Fear and it is a real thing.

Whenever the GM determines a Fear level exists in a region he must determine its level (often the same as the adventure Menace). This Fear level comes into play only in Dramatic Scenes and is used to buy campaign qualities. The GM recieves twice the Fear level in AD for the purchase of qualities as soon as the dramatic scene begins, any remaining are added to his pool. Qualities like Bleak Heroes (3), Dead Means Dead (3), Deadly Combat (3), Doomed Heroes (4), Hewn Limbs (2), Indifferent Universe (1), Paranoia (2), Corrupting Magic (3), Wild Magic (2), and Tense (2) are appropriate.

The players may counter the Power of Fear with knowledge. Each success on a Complex task or subplot/mission objective directed at the origin of the fear gives the party a roll to overcome the fear at the moment the scene turns dramatic. These successes are re-rolled every dramatic scene. The roll is a group team resolve check against a DC based on the Menace and the sliding DC scale (so Easy to Desperate based on the Menace level). Each success reduces the Fear level for that scene only by one. CS=permanent reduction by 1, CF=permanent increase by 1.

A Fear level exists only when the Dark Powers bestow it upon a recipiant who has earned it. Adventures featuring corruption, undeath, horror, terror, and Gothic Horror are appropriate. Not every monster is so blessed, only those that promote terror, horror, and/or madness taint the world. A rampaging dragon not so much. A dragon stealthily kidnapping villagers for nefarious purposes, maybe.


When a character is both fatigued and shaken he is considered distressed. While distressed, each time another level of fatigued or shaken is gained, the character must make a sliding scale Will save vs a difficulty of the lowest grade of shaken or fatigued or gain a madness card.

The insanity gained is considered temporary until the end of the adventure when a Will save for each at a difficulty on the sliding scale of the card's level must be made. Failure indicates a permanent insanity. Characters have a "mental toughness" of 1 + the bonus of (the higher of Charisma or Wisdom + 1/2 initial skill points). Permanent insanities greater than this result in death, madness, or some other retirement of the character.

The Fate Deck

Initiative Line Effects

Subplot Cards

Dramatic Resolution

Approved Action Line



  • Hexes are 12.5 miles edge-to-edge (20km)(5 leagues)(~135square miles)
  • Your team can explore 1 hex per 10' spd after Terrain is taken into account (rounded down, min 1) (get a horse) per MONTH (in addition to one week of Leadership) +1 hexes for no Leadership role. This is for a party of 2-10. Half as many hexes for 1, x2 hexes per step up the army size table past 10.


  • High (+1)
  • Average (0)
  • Grumbling (-1)
  • Protests (-2)
  • Striking (-3)
  • Rebellion (-4)

Popularity level affects kingdom output. Shift a number of rows on the Improvements table equal to the penalty/bonus. Also apply the modifier to all checks as with Unrest. Also apply the modifier to threat ranges of all other rolls (S, L, E)

Loyalty checks

  • Make a check to fill each item slot as with selling items (same limits) (unhappy people dont produce their best stuff for the tyrant)
  • Increase all threat ranges by the Popularity modifier (neg=error, positive=critical)
  • Check after stability in upkeep phase to hold morale, CS=+1, fail 5+=-1, CF=-1 and 1 Event/AD

Hirelings for Leadership Roles

Make a Loyalty check:

  • CS = +1 per AD to attribute
  • S = you find someone with a +2
  • F = you find someone with +0 (hey, beats a vacancy!)
  • F5+ = you find someone with a +0 (+1 per AD GM spends) but they want a concession, such as a specific building for them
  • CF = You hire a +2 guy but U+1/AD as he stirs up intrigue and trouble
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