Sunday 15 November 2015

FATE Core Magic v2

Extra: Magic

Permissions: One aspect reflecting the cost involved in studying magic, either through an established college, guild or independent study as a hedge mage.

Costs: Skill ranks in the Lore skill, the stunt 'Wizard' and either Refresh or Mental Stress.

People with the stunt Wizard are able to use their knowledge of arcane lore to perform supernatural effects. They add the following actions to the Lore skill. Each use of these actions costs Refresh or Mental Stress.

Overcome: Use Lore to prepare and perform a magical ritual successfully.

Create Advantage: Use Lore to alter the environment with magic, or play impediments on a target. Characters can defend against this with Will.

Attack: Use Lore to directly harm someone with magic, conjuring elements, mental assault or hurling objects. Targets can defend against this with Athletics or Will depending on the nature of the attack, or Lore if the target also has magical training.

Defend: Use Lore to defend against hostile magics or other supernatural effects.

New Stunts

Subtle and Quick to Anger: You can intimidate a target through your arcane prowess, allowing the use of Lore in place of Provoke when taking the Overcome action.
Spell Kata: Name an element or other catagory of effects: for example Fire, or Illusion. You no longer need to spend Refresh or Mental Stress when using Lore to create supernatural effects of that particular type.

Extra: Faith

Permissions: One aspect reflecting a personal relationship with a particular diety, typically through a church or cult.

Costs: The stunt 'Cleric', skill ranks in Will, Refresh.

People with the stunt Cleric are able to use their knowledge of their faith, as well as their conviction, to create supernatural effects through their devotion.

This grants them the ability to tag the Aspects of their diety, but also allows those aspects to be tagged against them.

Additionally, the Cleric adds one of the following actions to the Will skill, depending on their dieties alignment. Neutral dieties can choose one of either.

Overcome (turn/good or neutral): Turn undead creatures, as well as Outsiders of an alignment opposed to your diety, forcing them to keep their distance from you as long as you strongly present a holy symbol towards them. Against PCs or important NPCs you'll need to win a contest. They oppose with Will.

Overcome (command/evil or neutral): Control undead creatures, forcing them to obey your orders. Turn Outsiders of an alignment opposed to your diety, forcing them to keep their distance from you as long as you strongly present a holy symbol towards them. Against PCs or important NPCs, or undead under their control, you'll need to win a contest. They oppose with Will.

New Stunts

Domain Magic: Create supernatural effects within your dieties Domain using the Lore skill using the actions from the Magic extra. This does not require Refresh or Mental Stress, however you are limited to only creating effects related to your diety's aspects. For example, only a priest of the god of necromancy can raise the dead, while a worshipper of the forge-master diety could shatter metal weapons.

Example Character 1

High-Concept: Mage Priest
Race: Human
Trouble: Tempted by Power
Aspects: Priest of Nethys, ... (Nethys: All-seeing, Magic Above Morality, Shattered-Mind)
Skills: Lore +4, Will +3, Investigate +3, Empathy +2, Rapport +2, Resources +2, Shoot +1, Notice +1, Deceive +1, Athletics +1
Stunts: Cleric (command), Wizard, Subtle and Quick to Anger, I've Read about That!
Refresh: 2
Stress: Physical 2, Mental 4, Wealth 3

Example Character 2

High-Concept: Paladin
Race: Dwarf
Trouble: Short-beard
Aspects: Warrior of Torag, ... (Torag: Forge-Master, Consumate Planner, Forgiveness is Folly)
Skills: Fight +4, Physique +3, Will +3, Provoke +2, Athletics +2, Notice +2, Contacts +1, Resources +1, Lore +1, Crafts +1
Stunts: Cleric (turn), Domain Magic, Tough As Nails, Indomitable
Refresh: 2
Stress: Physical 4, Mental 4, Wealth 3

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EDIT(15/11/2015@16:18): Added example character.


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