Friday, 8 November 2013

Warlock's Journal's November Home

Warlock's Journal contest continues at Tales of a GM.  Be sure to enter by the November 21st for a chance at prizes.

Sunday, 27 October 2013

Warlock's Journal Contest Winner

Sorry for the delay but a 5 way tie does make things tricky.  After getting a 3rd neutral party involved a winner has been named Daniel Gent of the Rhan Drums is the Winner.  To see all the entries look here.

Sunday, 13 October 2013

Warlock's Journal Contest: Items of Power - Voting

So the entries are in. Click on the link below to see all the entries for the Warlock's Journal. Don't forget to comment below what entry you vote to win the $10 gift certificate.

At request all names and emails have been removed.  They will be released after voting.  Voting will continue until October 21, 2013.  Please share this post with as many as you can. 

Tuesday, 1 October 2013

Tuesday Fate War V

So here is another info post for Fate War.


Event cards are powerful moments or situations that turn the tides of battle. Each player selects a default 2 event cards before each battle. Each event card contains the following information;

Name: Self explanatory
Type: The category of the event.
Cost: What the player using the event must spend or do to activate the event.
Effect: What effect the event has on the battle field.


Name: Gate
Type: Ritual
Cost: 2 Mages drained and 2 fate points.
Effect: Select 2 zones, each must be within range 1 of one of the mages drained. For rest of the battle, those zones are considered to be the same for attacking and movement.

Name: Re-position
Type: Strategy
Cost: 2 fate points
Effect: Select one unit, you may move all other units in that zone, that have less tactics then your unit one zone if able.

Name: Hidden Troops
Type: Reinforcement
Cost: 2-8 fate points
Effect: Select one common unit type for your faction. Create one light of that type for each 2 fate points spent. Deploy them all in the same zone as one of your units.

Prey's Moon
Type: Natural
Cost: 2 fate points
Effect: Change all units primary defense to Instinct.

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, 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

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. 

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.

Sunday, 28 July 2013

To Destroy that Which Created Me: A Becoming Quest, Part 5 - The Final Three Quests

Scene 7: The Door Before the Master

Agent of Threat: Doubt

Set up: The Hero finds the entrance to his former master's inner sanctum. The presence of the power makes the Hero pause.

Mocking door handle
Immense aura of magic
"Can you really do this?"
Unstained appearance
The doors creak open

Threat (8 dice)
Is the Hero prepared to face his former master? Does he have a hope to win? Does he have the courage to do what needs to be done?

Scene 8: Battle Between the Teacher and the Student

Agent of Threat: Forbidden Magic

Set up: Now within the inner sanctum of the dark mage, the hero can afford no hesitation  The duel can have only one victor.

Hesitant Master
No interuptions
Tension of history
"You cannot understand."
Truly potent magic

Threat (8 dice)
  How far will the Hero push his magic? Will he cross the line into darker forces? Can he overcome his master's magic?

Scene 9: Is it True?

Agent of Threat: Mistrust

Set up: Bloodied and beaten, the master begs his former apprentice to listen once more.

All is not what it seems
"Beware the knights, our true enemies."
Exhaustion all around
Tears from the mages eyes
A confession

Threat (8 dice)
Does the hero believe his master? Will the Hero slay his mentor? Or offer him a chance for redemption? Who is the true evil?

Friday, 26 July 2013

To Destroy that Which Created Me: A Becoming Quest, Part 4 - The Middle Three Quests

Scene 4: Approaching the Tower

Agent of Threat: Doubt

Set up: The hero approaches the mystic tower in the south. Crawling with dark servents and powerful wards.

Shuffling minions
Dancing wards
"Are you certain about going in there?"
"Is there another way."

Threat (6 dice)
Can the hero really hope to overcome the power of the one who taught him? Now that the master is willing to break the laws of magic?

Scene 5: Entering the Tower

Agent of Threat: Forbidden Magic

Set up: The hero must gain entry to the tower. As he prepares to, the tower comes under seige by warriors calling themselves, knights of dead magic.

Bloodthirsty minions
Exploding wards
A group of knights
"Death to the dark magic!"
Untrusty atmosphere

Threat (6 dice)
Can the Hero break into the tower? Can these knights help overcome the forbidden magic?

Scene 6: Betrayal Inside

Agent of Threat: Mistrust

Set up: The hero manages to get into the tower. However so did the Knights, and they paint you with the same guilt of your former master.

Violent Knight
"The only good mage is a dead one."
Servents watch for their master
Battle of morals
"Your master will soon join you mage."

Threat (6 dice)
Can the hero defeat these knights without uding forbidden magic? Will the Hero have enough strength left to face the fallen master? Why are unenlightened such fools?

Wednesday, 24 July 2013

To Destroy that Which Created Me: A Becoming Quest, Part 3 - The First Three Quests

Scene 1: The Messenger

Agent of threat: Doubt

Set up: A Messenger arrives telling you that your master has become corrupt and evil. The village of Harwan needs you before he returns.

The Messenger
"Your old master is evil"
College Janice
An urgent message
"It can't be true"

Threat (4 dice)
Can the hero believe this terrible news? Can he bring himself to confront the person that taught them everything?

Scene 2: Confronting Magic

Agent of Threat: Forbidden Magic

Set up: When the hero arrives the town of his/her
Mentor under siege by magical monstrosities.

People injured
Monstrous opposition
Tumbled buildings
People panicked
"Our master is of real magic"

Threat ( 4 dice)
Can the hero defeat the monsters quickly without drawing on darker forces? How many will die to this dark magic? What cost will it take to end such blood shed?

Scene 3: Those that Fear

Agent of Threat: Mistrust

Set up: Seeing the forces of magic misused the townsfolk are now wary of you and you presence. But you must find where you former master has gone.

"No magic can be trusted is the hands of mortals"
Maimed mayor, Hark
Looking for someone to blame
A new tower in the south

Threat (4 dice)
Can the hero find out where his former master now resides? Can he convince the town folk that not all magi are evil? Will they get violent?

Sunday, 21 July 2013

To Destroy that Which Created Me: A Becoming Quest, Part 2 - The Fates

The Fates

Forbidden Magic

Special Ability:  When a hero refuses your offer as a tempter and uses two or more strengths with more positive then negative traits, add a negative trait to one strength used of your choice.

Think about:  You represent magic used for selfish reasons, and that which the user doesn't care about the consequences.  How can a spell be twisted into a darker use?  How can mages feel superior with the use of magic?  Does it corrupt the soul?  It is easy for a mage to cross the line to use magic to harm or personal gain.


Special Ability:  When your are the agent of threat select one ally and put a die on it.  When that ally supports the hero add the die.  If that die shows a one or two the ally is subverted.

Think about:  No one ever truly trusts a mage.  Especially after they have seen an evil one at work.  How can anyone be trusted with such power?  How can a mage trust those that wish magic didn't exist?  Sometimes surrounded by the unnatural so often can a mage trust what is real?  Or who is right?


Special Ability:  When a virtue is subverted by any other fate add a negative trait to one asset with less negative then positive traits.

Think about:  You represent the force that makes it hard for people to like themselves or to look back on the past.  Was the power worth the pain you have felt?  Can you really justify the harm you have done?  Or those that have lost because they trusted you?  Regret is a powerful force that eats a person from the inside.

Thursday, 18 July 2013

To Destroy that Which Created Me: A Becoming Quest, Part 1 - Hero

The Quest

  The hero was a mage apprentice to a wizard that has gone mad.  He is called to put a stop to his former masters evil.

The Hero


Good will be triumphant.
I can trust in magic
There is still hope for my old master
The people are depending on me
I am swayed by my heart, not by your words
I will not fall into corruption


Command the elemental forces
Gaze into another's soul
Learned well
Magic Protects
Words that bind
People's trust


Sy, Raven familiar
Har, The golem
Janice, Master's Daughter
Eric, My brother in magic
Tali, My old rival
Gregar, The mage slayer

Think about

  What drove your master mad?  Can you really stop him?  If not what will happen to the innocent?

Wednesday, 17 July 2013

Creature Code KR684: Scrap Imp

The art was done by Jeff Preston.  Released under Creative Commons.

  Scrap Imps are notorious little creatures of the that hunt through the refuse of any tribe.  Hunting for abandoned tech and magic to sell to those of their own tribe.  They work well supporting other imps and can commonly be found as advisers to some powerful, gear focused leaders.  Though any who work with Scrap imps long enough learn to keep them on a short leash.

True Traits

Alignment:  Technology
Aspects:  I can find what you seek, FIREPOWER!

Skills:  4- Craft, 3- Stealth, 2- Notice and 1- Investigation


If I shake it just so:  +2 for effect to get magical gear activated.

Base Code (The Imp Empire)

Alignment:  Technology
Skills:  3- Craft, 2- Tribal Skill, and 1- Notice

Sunday, 14 July 2013

Creature Code Lt236: Lady Tali Severance

'Art used with permission by Vanschlick Productions'

  Lady Tali Severance is the guardian of Alenter Forest.  She is wary of the sudden change in her world and isn't sure what to do.

True Traits

Alignment:  Talent
Aspects:  Forest Guardian, Swords women of the forest winds

Skills:  4- Athletics, 3- Will, 2- Lore and 1- Rapport


Dexterous strike: Spend a fate point to substitute Athletics for fight if attacking with a sword.

Base Code (Lantern)

Alignment:  Talent
Aspect:  Forest Guardian
Skills:  3- Athletics, 2- Tribal Skill, and 1- Lore

Saturday, 13 July 2013

Question to the Fate Community

So I know I have been gone a while, and my wife and I are working on something new involving fate.  (I will let her tell everyone about that later.)  But I must ask, is there anyone one out there that wanted to see Tournament Magi or Two worlds settings here continued at all?

Well thanks for a moment of your time.

Thursday, 11 July 2013

Warlock's Sanctum: Fate Core Contest 2

Contest #2

So new fate based contest, theme is as follows

'Monster hidden in modern day.'

The rules
1. The creation must have stats to Fate Core or Fate accelerated.

2. When all is said and done it must be 2000 words or less.

3. All submissions must be sent to

4. Have fun. Very important rule.

5. Deadline August 1, 2013.

Once the entries are in by the deadline, assuming I get more then one, I will set up a one week voting poll. All submissions will be view able, but creators will be kept secret until the voting period is over.

The winner of this friendly contest will get a $10 gift certificate for

Note: if you have worked on any published work or a blog, you may include a link and I will put it under your name on the finished document at the end of the contest. 

Update:  Entries are in.  View them here.  Remember to vote in the comments.  Voting lasts until the 8th of August.

Saturday, 6 July 2013

I am Back

So after a long Hiatus I have returned.  I been busy, between family, friends, work and important decisions.  I plan to speak much more on grand news very soon.

Tuesday, 5 March 2013

Warlock's Sanctum: Fate Core Contest 1

So a while back I asked people if they had an interest in creative contest design involving Fate Core.  I did get some interest, then I totally forgot.  I am hoping to do many of these if this one goes well.  So without any more delays here is the first contest and rules.

The objective

  The first contest will be to design an apprentice.  What they are an apprentice of is up to you.  They will require the stats of a supporting NPC, but otherwise is up to you.

The Rules and Process

  1. Deadline:  No later submissions then March 16th, 2013.
  2. Submissions go to, subject line should be fate contest 1.  Please keep your submission secret.
  3. Word limit 1000, though they do not have to be anywhere near that long.
  4. I will then organize them into a pdf or here on the blog, with the creators name hidden.  People will be able to vote here or on google+.
  5. One week from posting pdf/blog I will tally the votes and announce the winner.


Saturday, 16 February 2013

Two Worlds: Types of code

  In Two Worlds code is what makes up everything of Paragon.  Originally people, as coders, sot out codes from the world of Paragon.  Since the entrance into our world and the government involvement in limiting the system that these coders entered paragon, there is little chance in finding code to trade on earth.  So those coders recruited by the government enter paragon to seek out new code through the now private system.

What is the code used for?

  Before entering the system the Coders configure up to ten finished codes into their profile.  These collections of codes are often stored within a computer drive as the system can only hold up to ten finished codes at one time.  Some codes must be linked with other.  Fore example, most gear must be linked to a creature code in the profile.  You may only alter your profile during milestones in the game.

Types of Code

Creature Code

Almost every creature within Paragon of any worth has a base creature code.  These codes contain some of the creatures traits, though often not as powerful as the original creature you scan.  These codes can be produced into finished codes.  Finished creature codes in your profile allow you to assume the creature in question, more on this later though.

Components of creature codes

Tribe-origin of the creature
Alignment- The heart of the creatures focus; Talent, instinct, magic or technology.
Aspect- The aspect the coder takes on when assuming this creatures form.
Skills - A skill column the creature grants/has access to.

Gear Code

Equipment and items create codes as well.  They can be scanned and finished like other codes.  Gear codes have a natural affinity with certain properties of cards, most often the alignment of finished creature codes.  

Components of Gear

Name - of the gear
Origin - which tribe produced the gear
Rarity - how common the gear is to find
Value - The cost of the gear for trade or processing
Effect - What the gear does
Advance (X) - An additional or boosted effect if the creature wielding the gear has X.

Location Code

Places you visit in Paragon grant a code as well.  Coders can use these codes when not using a creature code to go there instantly.

Wednesday, 13 February 2013

Two Worlds: Coder (Character) Creation - Rough Draft

I feel I haven't done enough to fully do a character creation for Two worlds, but feel I need a skeleton for it to go any further.


High concept - Who your character is at their core.  An undisputed center of what your character concept is.

Trouble - Something in your characters life that cause them problems.  Whether a personal problem or an external one.

Connection to Earth - An aspect associated with the world you were born to.

Connection to Paragon - An aspect you have forged in the world you visit.


One skill at 3, two at 2 and three at 1.

Refresh and extras

As per fate Core

The champion

The champion is a creature code that you have advanced and are syched with.

Three other codes

Select 3 other codes, making sure at least one is a location code.

Next article will be about the different kinds of codes.

Tuesday, 5 February 2013

Two Worlds: Tribes of Paragon

  In Paragon tribes is the name used for groups that have banded together under a single cause.  These groups share certain qualities and skills that help them to relate to one another.  Below is a sampling of some commonly seen tribes so far;

The Common Tribes of Paragon


  The Lanterns are creatures of knowledge and compassion.  This however, they are also organized and discipline.  The home of the Lanterns tribe is the city of Esculla, surrounded by the forest of Raine.  Humanoids and nature fey make up the majority of it's members.

Tribal Skills:  Rapport, Will and Lore
Tribal Aspects:  'Enlightened and Proud' and 'Harmony of Mercy'


  The creatures of the Kree-Ter are not only alien to Earth but to Paragon as well.  They are insect like, and evolve at an unnatural rate.  Controlled by a hive mind, though rumour is that the mind is divided.  The members of this tribe command from the spire Torrant, near the crystal glade pass.

Tribal Skills:  Physique, Notice, survival
Tribal Aspects:  'For the Hive' and 'Evolution is the key to survival'

Under Depths

  There is no shortage of seas and lakes within Paragon.  Beneath the depth hides many sorts of creatures, and treasures.  This tribe uses members that survive and thrive under the waves.  Though many can breathe air as well as water.

Tribal Skills:  Athletics, Will, Resources.
Tribal Aspects:  'Hidden Riches' and 'domain over water'

The Imp Empire

  Imps are normally small, weak, and entirely fascinated with making the lives of other miserable.  In Paragon they have banded together and brought forth magic and technology to make them a force of reckoning that most would have never expected.

Tribal Skills:  Intimidate, Shooting, and Stealth
Tribal Aspects:  'We will cheat to win.' and 'No sacrifice is too great to crush an enemy.'

Well here was a sampling of some of the tribes.  Next post should be character creation.

Thursday, 31 January 2013

Two worlds: Introduction.

This is to expand on this note.

  For this setting there are two worlds.  The modern day earth and the second realm, Paragon.  Paragon is a mix of wonder and adventure.  Warring civilizations known collectively as tribes war over this realm, but this ware is quickly dragging us in.
  Paragon was released in our world originally as a video game.  But short months after it's release the realm of Paragon has begun to leak into our reality.  Even ordinary people have begun to lightly tap into the powers of Paragon through abilities labelled code by the government.  Code users have been able to date; turn into creatures of Paragon, summon and use it's odd equipment, teleport to it's unique locations and even wield odd abilities of Paragon.  Although the new and strangest ability to surface is the ability to alter and improve code.

  Now in dealing with the insurance from what people thought was a game, the servers to this Paragon have been cut.  But the government has begun recruiting old players. Those who were exceptional, helping them become coders, hoping to grant mankind a force to confront Paragon.  But rumours spread that other coders have thrown their lot in with the Tribes of Paragon, what reasons would drive a person to fight against his own?

Monday, 28 January 2013

New Campaign

So here are the long term campaign ideas guys.  Let me know what you think.

Yumi High: Season 2 – The Rebuilding

Pitch: A return of the Yumi High. Saved from the insane efforts of the ghost Alison. The School was abandoned by it's headmaster and after the events the dark patrons sponsoring the school arrived. Quickly assembling a new Staff and Slaves the school is being rebuild and structure to open up. And so a new year is coming, main the dark one have mercy.

Silver Grove

Pitch: 'Welcome to Silver Grove college. We believe that students learn better in an isolated community environment. So the facility is self contained with the ability to get everything you need with never leaving the campus.' But this is only what they want the public to know. The truth is that this private school hides mystical among mundane. Monsters and wizards hide in plain sight, keeping their true natures secret as they practice to live with the mundane. Helping them and their kin to survive another generation in the world of Man.

War of two worlds

Pitch: It was suppose to be just a game. You become a creature, hunt for gear and grand magic. Seek out new creatures to break down or mimic. A virtual reality game. That's what they said. But now it leaks into our world. Gremlins appear in machine shops, fairies laugh as they float through central park. Some players even claim they can take their game forms for a short time. Now the government has approached you, a player from the game. They need your help, both on earth, and in the game world. You ready to be a force of two worlds?

Magic Re-flooded

Pitch: Magic returns to the world in a flooding surge. Throwing the modern world into chaos. Lost arts resurface and mankind seeks to do what they do best. Adapt themselves and their environment. Can mankind find a place in this new magical world, while reality itself battles with waves of technology against magic?

Inspired Machine

Pitch:  Heart and soul of a machine. That is at the core of Inspired Machine. Robots that have emotions and are capable of existing beyond a simple machine or A.I., through evolution of their own and growing beyond their programming. This would be a futuristic game, where technology has advanced a great deal, utopia achieved and lost feeling in the background. Inspiration drawn from things like Ghost in the Shell, and Megaman X. Helping to get the feeling of such a setting.

Friday, 18 January 2013

Fate Core: Reserve Skills

So had an idea about extras that cost skills.  Reserve skills.  They are skill extras with specific effects but don't often, if ever, roll as skills.  They increase in rank and can be a place holder in skill columns.  I have an example below based on fantasy alchemy.

Reserve Skill:  Alchemy

  This reserve skill grants the PC an alchemy pool equal to double the rank in the skill.  This pool represents the alchemical materials the character has on them.  The PC may take actions to spend from this pool to create potions.  No potion may have more points from the alchemy pool then ranks in this skill.  Potions last until they are consumed or milestones.  At each milestone all potions spoil and the alchemy pool refreshes.  To start players with this skill can forge skill potions.  These potions are used to grant a bonus equal to the points spent for their next roll with that skill, then one less each test with that skill until the value returns to normal.


Herbal gathering:  Once per game, spend a fate point and make a lore check, regain half the result to your alchemy pool.

Explosives:  Spend 2 from your alchemy pool and make a lore attack to everyone in a single zone adjacent to the one your are in.

Monday, 14 January 2013

Fate Core: Tournament Magi - Notice

So tested some of the rules I had thought would work for this concept and they did not work at all.  So back to the think tank and may start something else while I think.

Thursday, 10 January 2013

Fate Core: Tournament Magi part 5 - Roles


  In addition to the normal character creation, each character will have a role or position on the team.  Each will have an advantage and what equipment, mundane or magic, the character can be armed with during the events.  Slots, is the kind of magic they can have and the limit by the rules of the tournament.  Roles will take up one of your aspects and the advantage can be triggered with a fate point.


  The Brute's roll is to supply physical strength and a deal of brutality during the match.  Larger people, including things like ogres and such often fill this role when a team is lucky enough.

Armaments Allowance:  Heavy weapons
Slots allowed on self (Max):  Runic (2)
Advantage:  Gain +3 armour when taking the blow for a teammate.


  A group all role for any that use ranged weapons that are not entirely composed of magic.  This could be a bow or sling, are something as fancy as bone darts or the ability to spit acid.

Armaments Allowance:  Ranged weapons
Slots allowed on self(Max):  Any (2)
Advantage:  Once per scene, ignore targets armour for one attack.


  This is the name granted to a person capable of wielding destructive magics.  They may either be drawing them from seals, a natural born magic, or both.  Their role is to rain devastation upon the enemy.

Armaments Allowance:  Magi Staves and rings
Slots allowed on self (Max):  Any (3 + 2 attack based seals)
Advantage:  The Devastator may restore up to one seal.  Or can activate two seals in one action as long as they remain in the zone they are in, these seals can be activated without the sealing skill.


  The knight is an all around warrior on the team.  His advantage is versatility of armaments, and flexibility on the battlefield.

Armaments Allowance:  Any
Slots allowed on self (Max):  Any (2)
Advantage:  Once each scene the knight can change their weapon for any in the team armoury.


  The Medic is vital in longer events.  Their role can be vital on and off the battlefield.

Armaments Allowance:  Rings
Slots allowed on self:  Seals (3)
Advantage:  By spending one seals you may reduce the severity of one physical consequence by one degree.


  The Shiv or knife, is the quick striker of the group.  They are often stealthy if the event requires and make excellent scouts or fighters.

Armaments Allowance:  Light weapon
Slots allowed on self (Max):  Runic (2)
Advantage:  (Not sure yet)


  Not everyone steps into the arena in person.  Some use magical creations or dominated minions to do their work, more often then not necromancer tend to go this route.  Due to fan rebellion only one role of this kind may be used outside of golems.  They are known as riders.

Armaments Allowance:  Minion
Slots allowed on self (Max):  Any (3)
Advantage:  (Not sure yet, other then the minion itself)

Wednesday, 9 January 2013

Fate Core: Tournament Magi part 4 - Magic Slots

Magic Slots

  In tournament Magi, the majority of magic comes in the form of imbued power through runes, seals and mystic gemstones.  Though other magic may exist in the world, it is not as common as these forms.  Runes and seals can be drawn on a persons body and imbued with magic.  Some items can hold them as well.  Gemstones can only be placed on items to release their power.  We will get into items more later though.

The power contained in the seal is measured on a mystic level.
-Art by goldentigers


  Runes hold sustainable power.  They last longer then seals but often provide far weaker advantages.  Rune smiths specialize in not only etching runes but designing new ones as well.  Runes provide an ability equivalent to a stunt, but only one rune may be active on a person or item at any time.  Activating a new one cancels the old one.  Some runes bolster seals and gemstones.  Charged runes last until minor milestones, before needing to recharge.


  Seals are often single use abilities.  They are stored for when needed and are used to create potent effects.  All seals require a test of skill to unlock and use, though sealing can always be substituted.  Hoping to have a design section for this soon.  Seal writers prepare seals for the team.


  Continuous items that can alter the abilities of the items they are placed into.  Some abilities rely on the gemstones to power them, as opposed to fate points for supernatural stunts.  Gemstones though recharge over time without assistance, unlike runes, making them highly sought.

Self vs items

  Most magic slots can be placed on people or items.  It requires high quality items to be placed into.  As well the Tournament Magi rulings limit the amount that any person can place on themselves based off the role on the team they fill.  More on roles tomorrow.

Tuesday, 8 January 2013


It would appear that I cannot reply to peoples comments for some reason.  If someone knows how I can fix this let me know please.

Fate Core: Tournament Magi part 3


Practicing for battle
-Art by Michael A Scott

  So I suppose it's time to talk about skills.  Let's start with the assumed default, then discuss what is going to change to make the Tournament Magi setting work for the PC's sheet.

Crafts - used for making non magical items only.  Finer items are needed to be used with runes and seals

Drive and Resources - Right out.  I don't see there being vehicles to drive and resources will either be handled by the Team sheet, or will be removed as a whole.  Considered putting Burglary and Rapport here too but thought they may be of use outside the ring.

New Skills Ideas

Managing - Dealing with the duties, delegation and scheduling of the team.
Runic - Identifying, charging and altering runes.  Maybe a stunt to make new ones or extra slots on roles in the team.  More to be spoken of this later.
Sealing - Like Runic for the seals.
Binding - Thoughts on controlling supernatural and magical creations.

Monday, 7 January 2013

Fate Core: Tournament Magi part 2

The Team

Ice Golem
-Art by Sade

  Before creation of the individual characters the team gets it's own sheet with a unique creation that should involve all participating players if possible.

Step 1:  The name

  The name of the team should be agreed upon by everyone involved.  Be creative and have fun with it.

Step 2:  Aspects

  Just like your character your team will have Aspects but only 2.  The team's Manager and the Owner.  These aspects can be used by any member of the team, but cost a fate point as usual.  Also they can be compelled but it does not cost a fate point to resist compels from your team's aspects.

Step 3:  Team Skills

  Team Skills are unique skills that the team gets.  They are a different set then the players have to select from but follow the same rules as players, the team acting as it's own character.  The team starts with a single rank 2 and two rank 1 team skills.   Below are the team skills, more about what this specific skills do will be covered later.

Doc/healer - Person who patches up the players after vicious matches.
Golem Crafter - The group that builds and maintains golems.  More expensive then rookies, but also last longer too.
Morality - Cheerleaders and Mascots
Patrons - The number and usefulness of your fans.
Rookies - Cannon fodder to fill roles that professionals (PCs) cannot on the field.
Rune Smith - prepares weapons for runes and seal marks.
Seal writer - In charge of recharging and maintaining seals.
Smith - Person in charge of creating the teams individual weapons for the tournaments.
Sponsors - Your team's access to wealth and buying victory.
Team's Spellbook -  How well the team discovers and remembers new runes and seals collected on the battlefield.

There will be more as I think of them, or get good suggestions.

Step 4:  Edge

 Every team has something they are known for.  The team's edge is like a stunt your team can use.  A couple of examples below.

Extra Navigator seal:  An extra team seal that can be unleashed during the match.
We do X well:  X is one of the team skills.  The team considers that skill to be one point higher.


  The player get together for a new season of Tournament.  They decide they are the 'Dread Moons', and are going with a wild theme.  They are owned by a 'Old Reclusive Mage' and managed by 'Young Female Werecrow' which are now the team aspects.  
  When they get to skills the players decide they want to be the loved underdogs and take patron as their rank 2 skill.  Then they take Rookies and Morality at 1, showing they have priorities.  For they edge the take We do X well, and select Rookies as the edges advantage.


  Wondering if I should create stress tracks for the team.  Maybe something like Resources and Credibility? 

Sunday, 6 January 2013

Fate Core: Tournament Magi part 1

  So had this idea in my head for a while about a tournament league game like the old yu-gi-oh TV series, certamen from Mage the Ascension or Awakening, and Blood Bowl all rolled into one.  It shall be named Tournament Magi, at least until I come up with a better name.  The characters will be all part of the same team, and the action and drama outside the battles will have just as much to add to the game as on the field.  So before I jump into the skills and specific mechanics I am going to post my goals for this setting and see which I meet.

'Not all participation will be human.'
-Art by Gary Dupuis

  • Grant each character a role on the team, having more role options then possible team members.
  • Use rune and seal slots for forms of magic tied to the roles.
  • Have each chamber of the battle field with aspects that can change the advantages of roles.
  • Runes and seals can be found/changed though secrets of the dungeons that battles are fought in.
  • Team 'character sheet'.
  • Have Golems.
  • Make it fun.

Saturday, 5 January 2013

Fate: What to work on?

  So I have read Fate Core Beta, and I am yearning to world build with it.  My only question is where to start.  I have a few ideas.  A simulation of the Megaman X universe, a setting focused around wizard tournaments and battles, or something else entirely.  Probably Megaman X though to start with something familiar to most people.


So I have never had a blog before, but figured it would be a nice place to share my RPG interests.  I am currently fascinated with the upcoming Fate Core.  As well a fan of Mystic Empyrean, other open licence RPGs and really whatever random creation I, or someone I know has come up with at the time.  Hope to see and here people as I share :).