Tuesday, 24 September 2013

Tuesday Fate War IV

Factions for Fate War

Components of a faction

Description:  The story and motives of the faction in question.

Unit Frequency:  What professions the faction can deploy and how often.  Common are unlimited, Uncommon must be less units then Common, and rare is a single unit of that profession.

Faction Flaw:  A technique that is weakened by the practices and teachings of the faction.

Faction Edge:  Techniques that the faction excels at.

Rank boost:  Bonuses for the rank the unit is assigned.


And now some sample factions.


Order of the Magi Knights

Description:  The Order of the Magi Knights follows a code of honour like most knightly orders.  Most members of the order posses at least a slight hint of magic and their magical strength rises as their ranks do.  The highest members of the Order can use their physical combat skills with the same ease as their magic, interchanging their use of them in the midst of battle with very little difficulty.

  The Order of the Magi Knights has it's stronghold within the Brilliant City.  The city is a beacon of magical study and is characterized by the many towers that make up the city itself.

Unit Frequency:  Common Knights and Mages.

Faction Flaw:  Instinct

Faction Edge:  Magic and Skilled

Rank Boost:  Light, 1 stress box.  Meduim, 2 stress boxes and +1 to one of the faction edge techniques.  Heavy 3 stress boxes and +2 to one of the faction edges and +1 to the other.

Tuesday, 17 September 2013

Tuesday Fate War III

So what is Fate War.  I am hoping it to be a setting and sub system of fate that focus on Skirmish battles.  Each player would select or create a faction.  The unit cards, the ones I have been featuring are selected and granted a ranking (Light, Medium, and Heavy).  Based on the faction this would grant boosts and determine the amount of stress the unit could take.  There would also be champions that would add another level of army building.  But more on that later.  Here are some more cards.








Tuesday, 10 September 2013

Tuesday Fate War II

Two more unit professions for my fate war.  Some rules coming soon, though I will note it uses a very modified version of FAE and will be a war based game.  One big question though.  Which background looks better??






Techniques are approach, my current list is;  Armour, Instinct, Magic, Skilled, Speed, and tactics.  Considering others like Technology and stealth, but not sure yet.

Note:  Background by goldentiger for magic circle, Sade for the leather back, and I would like to thank  Christopher Stilson again for his amazing template.

Monday, 9 September 2013

Warlock's Journal Contest: Items of Power

Warlock's Journal Contest 1

So trying a new format for my rpg contests on the site.  This one will work as follows;

1.  Minimum 250+ words that are system neutral.  There are no stats required, though you can tack them on afterwards to any rpg system if you wish.


2.  All entries are to either be submitted by email to oniwolf2000@gmail.com, or in the comments of this post.  


3.  All entries must have a name and email or link to blog.  These will be private, unless you want them public.


4.  Once contest is complete all entries will be placed in a pdf for free download.  


5.  Submissions due by October 12th, 2013.


6.  Public voting of the winner will take place on this blog after submission date.  Be sure to subscribe to blog by email located near the top so you don't miss out.


7.  Winner will receive $10 gift certificate to Drivthrurpg.com.



Topic:  Items of Power

  Items of power can be anything from magic to super science depending on the setting.  What makes them stand out are their abilities and sometimes histories.


Good luck, have fun and spread the word.  :)


Important Note:  Entries are the product of the creator but will be showcased in the free pdf and any other future free compilation of contest entries.

Contest is over.  View the entries and vote here.

Tuesday, 3 September 2013

Tuesday Fate War I

Tuesday Fate War - Something that will be showing up Tuesdays from now on I hope.



Using template

Christopher Stilson

Sunday, 1 September 2013

Thoughts: Need a weekly feature.

I really want to nail down a weekly rpg feature, but not sure what people out there need.

Thoughts anyone?

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.