New Campaign Qualities (Mastercraft)

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New Pie ala Mode
&#91; Scott Gearin &#93; &bull; Permanent The complete “New Pie” is actually a collection of modular campaign qualities for Mastercraft and various character options that rely on them. These subqualities may be individually a full campaign qualities in their own right.

New Pie

 * &bull; Permanent
 * The core is an alternative scheme for Mastercraft's Attributes and Skills intended for creating heroes in contemporary and futuristic settings. The core of this overlay is a set of 6 new Attributes and 18 Skills given names that should produce an immediate, intuitive grasp of what they mean to your character at the gaming table.

Big Damn Heroes

 * &bull; Permanent
 * The premise is simple: Player characters don't die. The party is the centerpiece of the story, the persistent window through which players see and affect the GM's setting. They get top billing in the flashy opening and they pretty much always stick around until the credits roll. They also get their asses kicked occasionally just to show why real victories are so sweet.

Mad Skills

 * &bull; Permanent
 * New players get guidance, veteran players get freedom. It’s a win-win. Mad Skills does away with Origin Skills and non-Class Skill restrictions. Players may spend their skills points on any standard skill (FX skills like Spellcasting must be unlocked by their usual means). Class skill lists still make an appearance but primarily to provide guidance to new players.

One Track Damage

 * &bull; Permanent
 * An simplified system for tracking damage replacing Wounds/Vitality with Health/Morale. Lethal, Stress, and Subdual damage are all applied against a single pool of points. Critical hits are also restructured to introduce more of a random element and give the GM greater freedom to spend action dice on critical hits with the same enthusiasm players so often do...

Origins, Assemble!

 * &bull; Permanent
 * Most FantasyCraft Origins will work fine in the New Pie, but this campaign quality offers a new array of Origin Benefits and complete rules for making your own. The new benefits focus on offering fewer -but more important- advantages making it easier to remember to use them during play. These Origins also separate out the bonus feat normally locked to your Specialty, allowing the player to choose both their Level 1 feats for themselves.

Sorcery
&#91; Mister Andersen &#93; &bull; Permanent The following subqualities further modify the Sorcery campaign quality from the Fantasy Craft core book.

Overcasting

 * &bull; Permanent
 * Anyone capable of casting spells can attempt to cast any spell they know, but the risks are great. This quality modifies certain class abilities as set out below; all other aspects of these abilities remain unchanged.


 * Way of the X: You gain a Safe Casting Level of 0 for all spells. When casting spells from the X, Y and Z schools, your Safe Casting Level is considered 1 higher.
 * Subtle and Quick to Anger: You gain a Safe Casting Level of 0 for all Spells.
 * Circle of X (Power, Conjuring, etc.): Your Safe Casting Level increases by 1.


 * The Spellcasting check for any spell of a level up to and including your SCL is made normally. You may attempt to cast any spell you know with a level greater than your SCL through use of the following trick.
 * Overcast (Spellcasting Trick): You may cast spells that you know of higher level then your up to your Safe Spell Level + Charisma modifier +1 (minimum 1). The base error range increases by an amount equal to 5 + the level of the spell, its spell point cost is doubled, and you cannot achieve a critical success; if you roll a critical error, you begin bleeding in addition to the standard result. Each use of this trick automatically inflicts a grade of fatigued at the end of the character's initiative pass.
 * Example: a 1st level Mage casting Magic Missile would have an error range of 1-7 and need to spend 2 spell points.

Restorative Magic

 * &bull; Permanent
 * Magic is energy, and sometimes it can do more than drain your batteries. When you roll a critical success on a Spellcasting check, in addition to options offered by the standard result you may instead choose to remove a single grade of  fatigued .

Startling Magic

 * &bull; Permanent
 * Feeling the last surge of power leave you can be distracting. During any round in which a character's spell points are reduced to zero, they become flatfooted at the end of their initiative pass.

Taxing Magic

 * &bull; Permanent
 * Magic is powerful, and the effort to focus it to your own ends is not trivial. Failing a Spellcasting check inflicts a cumulative –1 Insight penalty on all subsequent Spellcasting checks until you make a successful check. Additionally, the standard result a critical error is removed and you are instead renders you baffled.

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