Fate is a fiction-driven role-playing game that focuses on proactive, capable heroes who live dramatic lives. Shadowcraft is based on the award-winning Fate Core System by Evil Hat, but taken to a whole new level.
Shadowcraft: The Glamour War brings you James Bond-level intrigue with Mission: Impossible-style teams working to keep the world's precarious balance. We're using the amazing Fate system to bring you rules for building super spy gadgets, investigating mysteries, using personable magics, and tapping your spy network for information.
But that's not all. With Shadowcraft, we intend to take Fate to the edge and beyond. We're reviewing all the mechanical sub-systems to make sure they enhance the game and promote the feel we're going for with the game:
- The conflict system is being rewritten to allow for the epic chases and fights you love to see, with more of an opportunity for back-and-forth conflict resolution with the opportunity to take a hit to win the day!
- With Arcadia being a world where everyone can do at least some magic, the magic system has to be simple enough for even no-name merchants to use as well as robust enough to allow the player characters to do all the amazing feats you expect of competent, proactive Fate characters!
- Being entrenched in a cold war brings intrigue and back-stabbing to the forefront. Because of this, the need to investigate odd goings-on is paramount.
- Good spies need good gadgets, but super spies need super gadgets! Forget boring weapon/armor ratings, each gadget you acquire––or are given by the quartermaster––will be a unique item that will help you complete your mission.
As a player in Shadowcraft: The Glamour War, you will be a highly trained shadow agent and engage in clandestine actions and operations against the dark court of Kormil. Able to draw from innate magic, powerful fighting abilities, and honed skills, you alone are equipped to step from the shadows to fight the darkness. Each Agent will be assigned, or be able to craft, artifacts to aid you in your missions. These items are of lesser power than the Fae relics of the past; nevertheless, they are potent boons in The Glamour War.
Players will tackle their missions on a variety of fronts. You may be sent to uncover information from a high ranking official at a gala, or to cleanse a battlefield from Kormil corruption. Or, perhaps, you will need to engage in rooftop battles to recover a Fae relic, or delve ancient ruins for secrets of the past. As an Agent in The Glamour War, you have to be ready for anything.
Shadowcraft: The Glamour War takes place in Arcadia, a land of inherent magic. Not the crude magic you might find in other realms, but the subtle, pervasive magic befitting the Lands of the Fae. This power has imbued the land and peoples of Arcadia, blurring lines between the physical and spiritual. Thus, though the Fae are now gone, their influence is still felt.
The Lost Ones, descendants of those kidnapped to Arcadia by the Fae, rule from the ancient Fae city of Lancastle. Manipulated and changed by the Fae, the Lost Ones became more suited for the life of servitude their new masters required of them. Forced to become more than mortal, they found the power to rise up and claim Arcadia for themselves. However, the expected peace was not found after the Fae had been expelled from the land.
Philosophical differences fractured the Lost Ones, resulting in civil war. The followers of Kormil, an unpopular philosophy that venerated the Fae, went into exile. Ten years ago, these Kormillians returned, at the head of a nightmarish horde. Their dark armies swept over the southern reaches of Arcadia, corrupting the very land beneath their feet before the Lost Ones could even mount a defense. After a brief but bloody struggle, the Lost Ones were able to bring the Kormillians to a stand-still. To this day, neither side is able to make any real gain in the war.
Thus, the war has shifted. Each side now seeks to subvert and undo its enemies through a secret war. Though peace seems to have come to Arcadia at last, The Glamour War rages on - hidden from view, but no less deadly.
The Core Book: This is everything you need to create characters and play the game. All reward tiers that get a copy of Shadowcraft: The Glamour War will receive a digital copy of the book, downloadable through DriveThruRPG.com. If you like the book, you will have the option to print and ship a copy at cost (you only pay the printing and shipping costs; see Fulfillment, below, for more details on how that works). The book will be laid out in full color with a 6.14 x 9.21 trim size, and will have an estimated page count between 200 and 250 pages.
If you want options to print additional copies of the core book, add +$15 to your pledge for each additional core book print option (maximum of 5 total core books per order).
The Missions Manual: This is perfect for the GM who wants to sit down and start running a game of Shadowcraft. It gives you 20 missions, in a story order that you can choose to follow or not. Each mission is outlined on two pages of the book, and includes quartermaster outfitting and villain write ups, where appropriate. As with the core book, the Missions Manual will be in digital format with the option to print (see the Fulfillment section, below).
If you want options to print additional copies of the Missions Manual, at cost, add +$10 to your pledge for each additional Missions Manual print option (maximum of 5 total Missions Manuals per order). Note: Only a GM will likely require a Missions Manual.
The Player's Guides: Since Shadowcraft: The Glamour War is a game about espionage, not everything in the game master's section is going to be appropriate for players to read, as it could ruin some of the fun knowing the forces and motivations behind the threats the GM intends to throw at the group. As such, the optional Player's Guide is the perfect book to hand off to players. It includes a setting primer taken from the core book that describes everything a shadow agent would know about Arcadia and the Kormillian threat, as well as all the rules to create a character. This is the same information from the core book, but with the rules for running the game and the game master's section removed.
All tiers that offer the Player's Guide will come with the option to print 4 copies.
Exclusive Mission: If you backed at a level that includes a Kickstarter exclusive mission, you will receive a mission that is exclusive to our Kickstarter backers. For more on missions, see the Mission Manual reward, above.
Likeness Art: If you backed at a level that allows you to receive your likeness in the art, we will send you a digital copy of that art, plus the option to print, at cost, 2 copies of it as a tarot-sized card at DriveThruCards.com.
Running Games for You: If you backed at a tier that includes us running a game for you, one member of our team (chosen at random) will contact you via Google+ to set up a time where you and any of your friends (up to a total of 5 players) can jump in with pre-generated characters (either yours or ours) and run through a 2-3 hour session on Google Hangouts.
What Does "At Cost" Mean?
Basically, what we are doing in this Kickstarter is asking you to pay the profit of a physical copy (the cost of a PDF) in the Kickstarter. After we fulfill the PDF rewards, you will have the option to print a physical copy without paying us any additional profits (you only pay what it costs to print and ship the book). When we send out the Kickstarter surveys, we will ask you which print options you want. By default, you get a single print option of any book in your tier (or 4 print options of the Player's Guide, in tiers that feature it). Purchasing more copies of the same book gives you additional options to print the book at cost (essentially paying us the profits of those printed books here, and then deciding which quality of book you want to print later).
For more on print options, see the Fulfillment section, below.
We are using Drive Thru RPG to fulfill the all of the rewards for this Kickstarter. This means that anyone, at any tier, only pays us the cost of your DRM free (non-watermarked) digital rewards here. After checking out those digital rewards, if you decide that you want a print version, you can log on to DriveThruRPG.com and print out a copy of the book and only pay the cost for printing and shipping.
If you like it, print it for what it costs us to print it! If you don't, stick with the digital copy of everything. You could even mix and match, printing the core book but leaving any Player's Guides or Mission Manuals your reward tier may have as digital rewards to email to the players at your table.
Here's why this is beneficial.
This gives you the maximum amount of control over your rewards, from start to finish. If you like the digital book, but are running short on funds, you can print a softcover in standard color. If you want to see every detail in the richest color possible, and protect your investment, you can print a hardcover in premium color. Either way, we don't see a dime. You paid us here through the Kickstarter, which covers our creative costs to make the book.
We will ask you for your printing preference when we send out the Kickstarter surveys.
How Much Are Prints Likely to Cost?
While shipping is depending on your location, we can give you a price range that the prints will fall in (this is only a ballpark because the book is not finished yet and we don't know what the exact page range will be). Listed below are the print options we will be including for the book.
- Softcover in standard color: $6.20 – $7.45
- Hardcover in premium color: $24.30 – $28.80
Again, you will make this decision when we send out the Kickstarter surveys.
A Note to International Backers
Drive Thru RPG prints through Lightning Source (also known as Ingram). They have printers in the United Kingdom, Australia, and here in the United States. As such, international shipping is much cheaper than if we were to ship it from our warehouses locally. We've used Lightning Source to print our books through the Reroll Store, as well as natively through DriveThruRPG.com, with Jadepunk to great success.
$12,500 is a lot of money. So, what do we need it for? Fortunately, because of the aforementioned method of fulfillment, we only have to worry about creative costs. Here's a breakdown.
- Paying our talented writers and editors is expected to cost us $4,100.
- And that's some very pretty art, so add an art budget of $5,875.
- Finally, we're going to need someone to put it all together. Layout costs are expected to be just under $1,150.
- Then we have our Kickstarter fees, which are are between 7% and 10% (we'll use the 10% to be safe), which is $1,112.50.
That's a total of $12,237.50, which we're rounding up to $12,500 for a nice, clean number.
Our Stretch Goals
Risks and challenges
Since we are handling fulfillment through Drive Thru RPG, there is no danger that we will not be able to fulfill due to unexpected shipping or printing costs.
The only real risk will be on our side, post-Kickstarter. If we just hit our funding goal, we will be able to cover all creative costs and get our backers the products, but we may not have enough to launch a large print run and expand our distribution channels. All profits from this Kickstarter are dedicated to increasing the reach of Shadowcraft. The longer our reach, the bigger our bottom line, the more support we will be able to give to launching a full Shadowcraft product line.Learn about accountability on Kickstarter
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