Monday, 19 August 2013

Divinity Duels: Forms

Here is a sample of something I have been working on for a game of battling mortal gods, done to the Fate Core system.

Forms of the Divine

The Divine beings of Divinity Duels do not exist in a vacuum  Many other 'creatures' exist on planes and in forms mortals cannot see or enter. Those of a pantheon can enter and take forms to interact with these other planes and the 'creatures' that inhabit them.

Changing Forms

At the end of each scene a Divinity can shift his form without problem. This can be done without a cost at this time only.

Spirit Form

Spirit form is often the most bizarre for those new to their divine power. When taking spirit form your physical body dissolves into the location, while allowing your senses, both mundane and divine, to continue to function. Although you can see a much greater range of those senses, individuals in spirit form must be careful to focus on one thing so that they do not become overwhelmed. Time becomes more fluid and things with strong emotional attachments and individuals with strong convictions stand out as bright images. People and events of one's domain take center stage in a divinity's perceptions.

In this form a divinity can attempt to alter the paradigm, and in certain conditions, the landscape of the mortal world. Uncontested this change isn't too hard, and becomes very easy under the watch of a spectral fate. While in spirit form a divinity can attempt to alter an event in their domain within the recent past to change what happens in their future. They do this in one of two ways.

The first way involves using your domain skill to alter the paradigm. When using the domain skill you must choose an event or thing to change that falls under the domain of your divinity. The character spends a point of the divinity pool and rolls.  The difficulty of the roll is determined by the chart below. If the roll is successful the divinity may change an aspect, or add a skill fitting with their domain to the location.

(Chart, will be created soon)

The second option is to use a divine skill to manipulate the scene. This option has different penalties but does not cost a point from the divinity pool to use the first time it is used in a scene. Another way that divine skills can be used in the spirit form is to twist the perceptions of others.  The first use of a divine skill used in this way in a scene also does not cost a point from the divinity pool.

In both cases the amount you exceeded the check by is the strength of the effect and determines how easy or hard it is to make the effects permanent  This is done by spending pantheon potential, or creating paradox, unless the change is done during a contest set by the Spectral Fates.

(Example to come)

Shadow Form

Sometimes called the true or divine form. In this form the divinity can interact with the shadows and nightmares that plague mankind, as well as the guardian angels and ancestor spirits that watch over their charges. This is the form taken to deal with true supernatural matters. Though the shadow does veil reality, making buildings and ordinary mortals appearing as nothing more then dancing shadows.

In the shadow the Divinity takes on the form aligned to their domain. Often upon entering the appearance of the immediate landscape changes or alters to match their domain. A Divinity does have form and can be as easily injured in this form as their mortal one. Many divinity train to exist in both this and mortal form at the same time. Though this takes a great deal of practice and concentration.

The shadow isn't restricted by the subtle effect. Beings that see you remember and your divine effects degrade much slower then in mortal form. Also creatures of this realm often possess inhuman abilities and house paradoxes created from spirit form changes.

Mortal Form

Your mortal, sometimes called mundane form, lives in mortal reality. Though you can sometimes sense supernatural events, witnessing them is impossible. This is the form of Man and as such it is bound by the rules of the subtle, which we will get into later. 

Saturday, 10 August 2013

A new Facebook pbp with friends.

So Starting a new pbp game with my gaming group and thought I would post their adventures here.  These are the options I gave them.

1. Hidden/revelation: forces of power have always worked hard to hide true power from the mundane. But will unnatural threat attacks the innocent where is the line between doing what's right for the innocent and what's right for the powerful?

2. Divinity street wars: reborn divine beings battle for territory in the streets of Detroit's most rundown neighbourhoods.

3. Hunter of sin: Beneath the surfaces of reality, demons hide amoung men. A group of dark detectives are brought in to investigate an odd case. Murders of Sin grants, mortals who twisted lives give dark forces power. Who would slay innocent mortals rather then the dark creatures that feed on them.

Once we have a selection I will build the semi-prebuild :).

Wednesday, 7 August 2013

Fate Core: Tournament Magi - Sample Scenario Crash Orb

Crash Orb

Each Hex counts as a zone.

Objective:  Score points by placing your team orbs into opponents orb generator zone.  

Generator Zones (Green):  Teams orb generator zones are the green zones next to the teams starting location.  Any player on team may generate an orb as an action.  A team may only have one orb at a time.

Team Starting locations (Red or Blue):  Where teams enter players to the field.  Team player limit set by arena coordinators.

Random Hazard (Grey):  Roll on the chart below with one fate die to decide games hazard.

+ Regeneration:  Take an action, reduce one moderate consequence to a minor one. 
0  Shifting mirrors:  Make a notice check to leave zone.
-  Shock Bolts:  A shoot 2 attack against all who enter zone.