Originally envisioned—and initially publicised—as a paranormal superspy game called Series Archer, the game was split into 2 complementary product lines: Spycraft (silver trade dress) which devoted itself to a generic cinematic superspy/action setting, and Shadowforce Archer (black trade dress) which featured a setting focused on a global shadow conspiracy based on a wide variety of supernatural elements.
As a result, early in 2006 the core authors of the 2nd edition – Alex Flagg, Scott Gearin and Patrick Kapera (who also co-authored Spycraft 1.0)[1]) – formed Crafty Games to continue the line under licence, predominantly through PDF file releases supported by strategic print releases.
It describes an Earth that has been ravaged by ancient mystical powers, allowing Demons and other foul beasts access to this dimension.
New classes include the Ace, the Centurion, the Edgemaster, the Fixer, the Forward, the Goliath, the High Roller, the Martial Artist, the Medic, the Menace, the Mole, the Ninja, the Provocateur, the Saboteur, the Spin Doctor, the Street Knight, and the Terrorist.
Fantasy Craft was released in both hardcover and PDF formats in 2009 through the Flaming Cobra imprint of Mongoose Publishing.
Following Crafty Games' parting with Mongoose,[5] a soft-covered second printing incorporating the errata generated up to that point was released in 2010.
This permitted the release of Fantasy Craft as a standalone product under the Open Gaming Licence, including full rules for character generation, conversion mechanics for monsters found in the System Resource Document, and the tools for creating, populating and presenting user-generated campaign settings to players.
The first was Time of High Adventure, which compiled the previously published "The Darkest Hour" and "Cleansing of Black Spur" and added a third original mission as well as a chapter expanding upon the implied setting of all three modules.
This was followed up by the Adventure Companion, which contained 3 campaign settings originally intended for release as part of the core book before being cut for space, and a fourth chapter offering a number of new game mechanic options, including a compilation of the non-spellcasting "Call to Arms" character class releases, some additional classes and a small library of additional specialities, feats and tricks.
In addition to compiling the spellcasting "Call to Arms" character class releases, its content is focused on greatly expanding the mechanical and narrative options for magic use in a Fantasy Craft game.