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R**S
Great Game
Solid game, solid additional material to it.
G**O
Five Stars
A great resource. for any RPG. even if you don't play Fantasy Craft. The campaign ideas are wonderful.
D**S
Expanding the Toolkit and Providing Worked Examples
The first 101 pages of this supplement for the Fantasy Craft RPG describe three very distinctive campaign settings.Cloak and Dagger focuses on espionage and political intrigues in a thinly disguised fictional Roman Empire. It's a very interesting setting that has the players taking the role of specerum, agents of the Empire collected from all walks of life to defend it against the machinations of political, military, and perhaps even supernatural enemies. Moreover, Humans are the only playable character race. It's a testimony to the depth and variety of Talent backgrounds available to Humans in the main rules (and expanded on somewhat here) that this limitation still leaves players with many interesting options to distinguish their characters. The key houses and threats to the Empire, along with setting specific feats, campaign qualities, and foe templates, are sketched out in enough detail over 40+ pages to provide a GM with a good starting point for adventures. You can definitely sense the Spycraft influence on the fantasy setting. Of the three settings, this is probably the one I'd be most eager to play in with my particular group.Epoch is undoubtedly the strangest and most original of the settings, with Aztec influences. An invasion of sorcerous savages coincides with a darkening of the Sun. The players are part of the people defending their homes, battling against the evil influences of civilization and magic and dealing with the dramatic effects of seasonal changes upon the and and its peoples. I have to confess that this setting resonated the least with me, most likely because I doubt I could convince the people in my gaming group to abandon familiar character roles. But if you're looking for something off the beaten path, it's intriguing.Sunchaser is an epic, high fantasy sort of campaign in which a people have fled the evil tyranny of the Crone to live to the magical, ruin-studded Thousand River Valley where they mixed with the last of the elves. That makes the setting sound a bit too precious, but the writing is good and I found the setting enjoyable.Each of these settings includes examples of campaign-specific Talents, languages, Studies, Feats (combat and noncombat), and Gear, as well as pointers on Lifestyle. All in all, they are nice worked examples of how to employ the many tools provided in Fantasy Craft to build a campaign.The final section of the supplement includes 7 new Specialties, two new Base Classes (Emissary, Martial Artist), six new Expert Classes (Bloodsworn, Deadeye, Force of Nature, Gallant, Monk, and Monster Slayer), and four Master classes (Dragon Lord, Regent, Spirit Slayer, and Wind Knight). This provides a good variety of classes to grow into over time.Then you get a ton of new feats. The combat feats are nice, but the real prize are a ton of Species feats that really expand the fun options available for pretty much every species.
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