Showing posts with label fate. Show all posts
Showing posts with label fate. Show all posts

Tuesday, 5 April 2016

At the End of the Worlds: Race, The Wretched Part 2 (Mechanics - Fate )

Fate

Aspects: Sickening Appearance, Twisted Heart, Love of Dance, and Oil Covered.

Racial skill: Defile
Defile is the racial skill of the wretched. It is the urge to twist and wreck what is decent and virtuous. This is the lingering power of their dark history and curse. It raises doubt in what's good and encourages sin.

Create Advantage
Defile can create advantages of illness or weakening. Sickened or nauseas are common advantages used against living. Rotting or tarnished are common against none living targets.

Overcome
Defile allows a character to overcome illness, both physical and mentally. If sickened or poisoned or similar advantage played against them. They may use this skill to overcome.

Attack
This skill can be used as a mental attack. Causing hopelessness, repulsion, or torturous guilt.

Defense
This is not a defensive skill.


Stunts

Plague touch: Spend a fate point and use defile in place of fighting for one roll. If target takes harm, they must take a sickened consequence.

Culling the weak: Gain +2 to when attempting to attack physically against someone with a sickened or similar condition.

Poison immunity: You are immune to all natural poisons and disease.

Twisted arousal: Spend a fate point to use Rapport for a mental attack while flirting with another.




Tuesday, 22 March 2016

At the end of worlds: Race - Steel Elves part 2 (Mechanics - Fate)

Fate

Aspects: My blade is an extension of myself, Blacksmith of Elven Steel, Nature is the enemy, and

Racial skill: Metal Bond
Metal Bond is the racial skill of the Steel Elves. It represents to the connection that these elves have made with the elemental forces of metal, such as steel. When working to craft, identify or find steel this skill may be used.  Also select one stunt below.  You may select more by spending stunts.

Stunts

Reap Mana from Steel:  When attacking with a weapon made from steel, you may change a die into a Mana die for every rank in this skill.  See here for more information.

Against the Enemy, that is nature:  When wearing armour in an outdoor, above ground environment.  Defence rolls against physical attacks increase by 2.

Masterful Metalworks:  When making a craft roll while working with Metal, you may make up to half the skill in dice bound.  See here for more information.




Friday, 18 March 2016

Fate Core: Let's look at the Dice



  So I was glancing over the Fate tool kit once again and noticed the weapon and armor dice option, which got me think, 'What an interesting concept, but there is so much more that could be done with it.'  So that's what I plan to do here.  Come up with some mods for dice that your could add to your game as extras or maybe work into stunts.  That is what I plan to do in some later articles.


Dice Power Mods

Skilled Die:  When you roll a - on this die, count it as a 0.

Potent Die:  When you roll a + on this die, count it as +2 instead of +1.

Bound Die:  This die is not rolled in the test.  You cannot ever have more then two bound dice.

Extended Effect Die:  Added to an effect die, effects now trigger on / rolls as well.


Dice Effect Mods


Alchemic Die:  When comes up -, restore one to your alchemy pool.  See here for Alchemy.

Command X, Die:  When you roll -, you may make die give -2 instead and then have Minion X act immediately. 

Comrade Die:  When you roll a +, you may add the plus one to an ally's next turn if they are in the same zone as you, and the skill they use is equal or less then yours before modifications.

Evolution Die:  When you roll a -, gain 1 evo point or trigger evolution pool.

Mana Die:  When this die comes up -, you restore one mana.




Saturday, 22 November 2014

Fate Core: Inspired Machines - (Introduction)

  Will be returning to Tournament Magi next week, but here's another idea that I have been working on.  Wondering what people think of it.  I would be a setting for Fate Core.

  What is the heart and soul of a machine?  That is the concept that is at the core of Inspired Machines.  Robots that have emotions and are capable of existing beyond a simple machine or A.I., whether through evolution of their own or growing beyond their programming.  This would be a futuristic game, where technology has advanced a great deal.  Utopia as a dream has been achieved and lost once more as the feelings behind its ideal diminished.  Inspiration for this game is drawn from things like Ghost in the Shell, Astro boy, Megaman X and Transformers.  These examples help to establish the feeling of such a setting.




Goals for this project;

  • PCs as advanced feeling machines or human personas transferred into machines.  
  • A way to customize modular parts that can be switched out.
  • Chips as items and effects.
  • A world of machines and questions on what makes something 'human'.
  • The ability to establish a base of Operations and Research.



Things I don't want to do with this;

  • Space travel
  • Magic

Saturday, 15 November 2014

Tournament Magi Scenario - Runner's peril

Another Scenario for Tournament Magi.






Setup

  One team chooses to be the Aggressor.  They select up to 5 members on their team to participate.  Defenders choose 4 members.  Defenders start in any zone with a number.  These numbers represent magical cannons used to hinder the other team.  Defender decides what type of cannon is at the start of the Scenario.


Special Rules

Cannons:  Cannons take 3 forms;  Ooze, wind and fire.  Successful 'attacks' have different effects depending on the cannon.  Ooze prevents character from leaving zone until overcome.  Wind knocks character back a zone.  Fire inflicts stress.

Defenders may not directly oppose the other team, they must rely on the cannons.  Each team member may either fire a cannon, or move to a different cannon.


Scoring

Each time an aggressor reaches the end zone they score a point and that team member is returned to the start zone.  This Scenario is played for 10 rounds then the aggressor team and defenders switch.


Zones

Blue - Aggressor Starting zone.
Red - Aggressor end zone.
# - How many cannons the zones start with.








Tuesday, 11 March 2014

Crypt Crawl 2: Pregens

Pregenerated Character Options

- 1 -

HC: Joyful Mage
T: Too many secrets
A: Fire Magic

Skills
5- Magic
3- Will and Provoke
1- Athletics, Lore and Rappor

Stunts
Flame burst: spend a fate point when making a magic atk. All in zone of target are hit with attack.

Crypt knowledge: +2 to lore when attempting an overcome action in tombs.

Stress
Physical OO
Mental OOO

- 2 -

HC: Wild Ex-slave
T: Great Self Doubt
A: Primordeal Strength

Skills
5- Physique
3- Athletics and Fighting
1- Notice, Stealth and Will

Stunts
Powerful Kicks: May spend a Fate point to use Physique in place of fighting to attack.

Wild Endurance: May spend a Fate point to use Physique in place of fighting to Defend.

Animal Instincts: +2 to overcome with notice when it involves immediate danger.

Stress
Physical OOOO
Mental OOO
+1 minor physical conquence

- 3 -

HC: Nimble Shiv
T: Disgraced Prince
A: Noble Teachings

Skills
5- Lore
3- Burglary and Fighting
1- Athletics, Deciet and Empathy

Stunts
To regain my Crown: +2 to Fighting defense when face a single opponent.

To my side: Spend a fate point, move a willing ally to the same zone as you. You may only use this one per turn.

Royal Blood: Gain +2 Armour against unnatual attacks.

Stress
Physical OO
Mental OO


- 4 -

HC: Knight of the Realm
T: Code of Honour
A: "I will not fall before my enemies."

Skills
5- Fighting
3- Contacts and Physique
1- Lore, Ride and Shooting

Stunts
My shield: +2 armour against physical attacks

My Blade: Weapon 2.

My Valor: Spend a fate point, you may take a physical attack meant for another in the same zone as you.

Stress
Physical OOOO
Mental OO



Crypt Crawl 1: Introduction.

So I am planning a short dungeon crawl to help my player learn fate.  As an exercise I thought I would post my notes here.

Tuesday, 1 October 2013

Tuesday Fate War V

So here is another info post for Fate War.

Events

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.

Examples

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.

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

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.




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


Stunts

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



Base Code (The Imp Empire)


Alignment:  Technology
Aspect:  FIREPOWER!
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

Stunts

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 oniwolf2000@gmail.com.

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 drivethrurpg.com.


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.

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 oniwolf2000@gmail.com, 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.

Let's