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This page will be renamed to the campaign's official name once recruitment and character creation are complete. Until then, it would give too much away. By definition, the protagonists of a portal fantasy don't know where they're going or what they're going to find there.
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== The Eagle and the Wolf ==
  
== Templates ==
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A high-fantasy game run by [[User:Metal Fatigue|Metal Fatigue]], featuring the following characters:
This is not an exhaustive list of possibilities. If there's a one- or two-point power in the book that you want to base a character around, and none of the templates below have it, let me know and I'll try to put something together for you.
 
  
=== Pure Mortal ===
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* [[The Eagle and the Wolf/Alexander Young|Alexander Young]], played by jarulf
See p. 73. This is the default if nothing else is chosen, and I encourage you to stick with it unless something in the list below cries out "You must have me!"
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* [[The Eagle and the Wolf/Tim Schneider|Tim Schneider]], played by Mr Sitouh
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* [[The Eagle and the Wolf/Derek Dodge|Derek Dodge]], played by Chuk
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* [[The Eagle and the Wolf/Kaja Dalgaard|Kaja Dalgaard]], played by Andrensath
  
=== Beast-Kin ===
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[http://forum.rpg.net/showthread.php?593437-Recruitment-portal-%28not-Portal%29-fantasy-game-FATE Recruitment thread] (now closed)<br>
You have an unusually strong bond to a particular kind of animal, such as wolves, tigers, hawks, bears, capybaras, etc. This bond is so strong that it colors your whole personality. It also gives you power. It might run in the family, or it might be yours alone; you might have found others with a like affinity, or you might not.
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[http://forum.rpg.net/showthread.php?594633-The-Eagle-and-the-Wolf IC thread]<br>
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[http://forum.rpg.net/showthread.php?594632-The-Eagle-and-the-Wolf OOC thread]
  
'''Musts:''' Your high concept must reflect your spiritual tie to your chosen animal. You must take Echoes of the Beast [–1] (p. 163).
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[[The Eagle and the Wolf/Templates|Character templates]]<br>
 
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[[The Eagle and the Wolf/Skills|Skills, trappings and mortal stunts]]<br>
'''Options:''' None.
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[[The Eagle and the Wolf/Rules|Other house rules]]
 
 
'''Important Skills:''' Alertness, Animal Handling, Investigation
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
=== Kinain ===
 
Whether anyone knows it or not, your family traces part of its descent back to the long-vanished Sidhe, and some small trace of their great powers has surfaced in you.
 
 
 
'''Musts:''' An appropriate high concept and Glamours [–1] (p. 166).
 
 
 
'''Options:''' None.
 
 
 
'''Important Skills:''' Discipline, Deceit
 
 
 
'''Minimum Refresh Cost:''' –2
 
 
 
=== Medium ===
 
To you, the world is an eerie, ghost-haunted place. You see beyond the veil, all the time. Maybe your parents laughed off your childhood "imaginary friends," or maybe your talent didn't appear until later in life—perhaps after a near-death experience? In any case, you see spirits, and spirits see you.
 
 
 
'''Musts:''' An appropriate high concept and Ghost Speaker [–1] (p. 169).
 
 
 
'''Options:''' None.
 
 
 
'''Important Skills:''' Contacts and other social skills; Alertness and Investigation
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
=== Seeker ===
 
There's something out there, some deeper truth. It's your life's quest to find the reality behind the hollow mockery that is quotidian life on Earth. Someday you will hatch from your humdrum existence like a bird from a shell. You've already learned to see beyond the veil a little. Unfortunately, all the gurus and masters you've consulted aren't much more advanced than that themselves—if they're not outright frauds. It seems that true magic is hard to come by.
 
 
 
'''Musts:''' Your high concept must key into the idea of the search for mystic enlightenment (or power). You must take the Sight [–1] (p. 174) to reflect your developing mystic awareness.
 
 
 
'''Options:''' You may also take Soulgaze [–0] (p. 174) (discounted due to the Sight).
 
 
 
'''Important Skills:''' Discipline, Lore; possibly Conviction
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
=== Shadow-Walker ===
 
For some reason, you've always felt at home in the darkness. Daytime is boring, tiring, oppressive; night brings you to vibrant life. A lot of folks call themselves "night people," but you really ''are'' one.
 
 
 
'''Musts:''' Cloak of Shadows [–1] (p. 169) and at least one aspect related to your nocturnal proclivity.
 
 
 
'''Options:''' None.
 
 
 
'''Important Skills:''' Alertness, Investigation, Stealth
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
=== True Dreamer ===
 
Waking, you're just a normal Joe or Jane, but when you sleep, you sometimes see things that are about to happen. Sometimes you can even do something when you wake up about the things you saw while asleep.
 
 
 
'''Musts:''' A high concept related to your sleeping visions. You must take the new power True Dreamer [–1], which functions similarly to Cassandra's Tears (p. 172) but without the social penalty. Directing your dreams to a particular subject calls for a Discipline roll.
 
 
 
'''Options:''' If your dreaming powers are starting to bleed over into your waking life, you may take the Sight [–1] (p. 174) and possibly Soulgaze [–0] (p. 174) (discounted due to the Sight).
 
 
 
'''Important Skills:''' Discipline; if you have the Sight, Lore and possibly Conviction
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
=== Truly Faithful ===
 
There is a Higher Power, with a purpose and a plan for the whole Universe, and you strive to discern and do Its bidding. You may focus this devotion through an established religion, or through personal spiritual practices. Whatever route you take, your faith is the center of your life.
 
 
 
'''Musts:''' A high concept that reflects your faith. You must take Bless This House [–1] (p. 187).
 
 
 
'''Options:''' You may also take Guide My Hand [–1] (p. 187) if you choose.
 
 
 
'''Important Skills:''' Conviction
 
 
 
'''Minimum Refresh Cost:''' –1
 
 
 
== Skills ==
 
Remember that the listed stunts are merely examples; others can be created.
 
 
 
=== Alertness ===
 
All trappings and stunts are identical to those in the book (see p. 121 for trappings, p. 149 for stunts).
 
 
 
=== Animal Handling ===
 
This skill takes over the portions of Survival relating to the care and training of animals.
 
 
 
==== Trappings ====
 
;Breed Knowledge
 
:You can recognize particular breeds of animals and know their strong and weak points and other characteristics. This is a knowledge trapping, used for assessments and declarations.
 
 
 
;Packing
 
:You know how to load cargo onto pack animals in the most efficient fashion, so that no animal in the train will be overburdened, loads will not shift or cause sores, etc.
 
 
 
;Sympathy
 
:You can communicate with animals, to the extent that such is possible without magic. This trapping functions in place of social skills such as Empathy, Intimidation and Rapport when dealing with natural and many supernatural animals.
 
 
 
;Training
 
:Given time, you can train animals to perform tasks or tricks.
 
 
 
==== Stunts ====
 
;Beast Whisperer
 
:Gain +1 to attempts to communicate with animals and gain their trust.
 
 
 
;Specialist
 
:Gain +2 when working with one broad category of animals, such as dogs. Gain a further +1 when working with a specialization within that category, such as guard dogs.
 
 
 
=== Archery ===
 
This skill covers bows and crossbows (and, by extension, other projectile launchers).
 
 
 
==== Trappings ====
 
;Aiming
 
;Bowshot
 
:These are identical to the Guns trappings of the same names (see p. 131).
 
 
 
;Bow Knowledge
 
:You can recognize cultural styles of bows and arrows, etc., making assessments and declarations with Archery skill.
 
 
 
;Other Projectile Weapons
 
:Blowguns and other projectile launchers that are not thrown use the Archery skill, possibly at a penalty for unfamiliarity.
 
 
 
==== Stunts ====
 
;Arrow Storm
 
:This is identical to the "Fast Reload" Guns stunt on p. 153.
 
 
 
;Atilliator
 
:You are trained in the art of crossbow construction and maintenance. You may use Archery instead of Craftsmanship when building and fixing crossbows and making crossbow bolts, and take a +1 modifier when so doing.
 
 
 
;Bowyer/Fletcher
 
:You are trained in the construction and maintenance of bows. You may use Archery instead of Craftsmanship when building and fixing bows and making arrows, and take a +1 modifier when so doing.
 
 
 
;Hand-Eye Coordination
 
;Pin Them Down
 
;Target-Rich Environment
 
:These are identical to the Guns stunts of the same names (see p. 153).
 
 
 
=== Athletics ===
 
All trappings and stunts are identical to those in the book (see p. 121 for trappings, p. 149 for stunts).
 
 
 
=== Bureaucracy ===
 
This skill covers dealing with organized human systems, both governmental and commercial.
 
 
 
==== Trappings ====
 
;Documents
 
:Searching files, assessing the authenticity of documents, etc.
 
 
 
;Finances
 
:Basic and advanced accounting knowledge, and the ability to assess the potential profitability of commercial ventures given sufficient information.
 
 
 
;Working the System
 
:The Bureaucracy skill tells you to whom you need to talk to get the signatures you need to get the permits you need to do whatever it is you're planning on doing—or whom you need to bribe to stop your enemy from getting those signatures.
 
 
 
==== Stunts ====
 
;Auditor
 
:+2 when examining a paper trail to determine whether, when, how and by whom a crime has been committed.
 
 
 
;Lawyer
 
:You can use your Bureaucracy skill in place of Scholarship when preparing or researching legal documents.
 
 
 
;Organization Man
 
:You can use your Bureaucracy skill in place of Contacts and Rapport when dealing with the particular bureaucracy in which you work or formerly worked.
 
 
 
=== Burglary ===
 
This skill is combined with parts of Deceit and renamed Larceny (see below).
 
 
 
=== Contacts ===
 
With the exceptions listed below, all trappings and stunts are identical to those in the book (see p. 123 for trappings, p. 150 for stunts).
 
 
 
''Important Note:'' Contacts covers not just how many people you know, but how easy it is for you to get to know new people. Therefore, even though you will start out knowing no one, you may have a non-zero Contacts skill. You will take severe penalties at first, but these will decrease as you become familiar with your surroundings.
 
 
 
==== Trappings ====
 
;City Knowledge
 
:This is the function of urban navigation normally fulfilled by the Driving skill (see p. 129, especially the sidebar).
 
 
 
==== Stunts ====
 
;Like the Back of My Hand
 
:This works like the Driving stunt of the same name on p. 151.
 
 
 
=== Conviction ===
 
With the addition below, all trappings and stunts are identical to those in the book (see p. 124 for trappings, p. 150 for stunts).
 
 
 
==== Stunts ====
 
;Blessed Words
 
:Given a proper amount of time to pray to your God, you may lay an aspect upon a scene with a successful Conviction declaration representing the results of that prayer. You must have the Bless This House power to take this stunt.
 
 
 
=== Craftsmanship ===
 
With the exceptions listed below, all trappings and stunts are identical to those in the book (see p. 125 for trappings, p. 150 for stunts).
 
 
 
==== Stunts ====
 
;Car Mechanic
 
:For obvious reasons, this stunt is not recommended.
 
 
 
;Civil Engineer
 
:You are trained in large-scale construction work (this is a new trapping; most people can't design buildings, bridges, siegeworks, etc.).
 
 
 
;Demolitions Training
 
:This stunt is renamed "Sapper."
 
 
 
=== Deceit ===
 
All the non-social trappings and stunts of Deceit are moved to the new skill Larceny (see below). The social trappings and stunts are identical to those in the book (see p. 126 for trappings, p. 150 for stunts).
 
 
 
=== Discipline ===
 
All trappings and stunts are identical to those in the book (see p. 127 for trappings, p. 151 for stunts).
 
 
 
=== Empathy ===
 
All trappings and stunts are identical to those in the book (see p. 129 for trappings, p. 152 for stunts).
 
 
 
=== Endurance ===
 
All trappings and stunts are identical to those in the book (see p. 130 for trappings, p. 152 for stunts).
 
 
 
=== Fists ===
 
All trappings and stunts are identical to those in the book (see p. 130 for trappings, p. 152 for stunts).
 
 
 
=== Guns ===
 
With the exceptions listed below, all trappings and stunts are identical to those in the book (see p. 131 for trappings, p. 153 for stunts).
 
 
 
''Important Note:'' If your character concept calls for this skill, take it. You can always learn the Fusilier stunt later.
 
 
 
==== Trappings ====
 
;Other Projectile Weapons
 
:This trapping has been moved to Archery (above).
 
 
 
==== Stunts ====
 
;Fusilier
 
:You know how to load and fire black-powder weapons (this is a new trapping; most characters, even ones with a high Guns skill, cannot accomplish these tasks without training).
 
 
 
;Way of the Bow
 
:The use of bows and crossbows is a separate skill (Archery, above).
 
 
 
=== Intimidation ===
 
With the addition below, all trappings and stunts are identical to those in the book (see p. 132 for trappings, p. 153 for stunts).
 
 
 
==== Stunts ====
 
;Torturer
 
:You can employ "extreme" interrogation methods effectively. Treat this as a mental conflict; the victim defends with Discipline.
 
 
 
=== Investigation ===
 
All trappings and stunts are identical to those in the book (see p. 133 for trappings, p. 153 for stunts).
 
 
 
=== Larceny ===
 
This skill combines the old Burglary skill with aspects of the old Deceit skill.
 
 
 
==== Trappings ====
 
;Casing
 
;Infiltration
 
;Lockpicking
 
:These trappings are identical to the Burglary trappings of the same names (see p. 123).
 
 
 
;Disguise
 
;Distraction and Misdirection
 
:These trappings are identical to the Deceit trappings of the same names (see p. 126).
 
 
 
==== Stunts ====
 
;The Big Picture
 
;Cat-Burglar
 
;Hairpin Maestro
 
;Pickpocket
 
;Safecracker
 
:These stunts are identical to the Burglary stunts of the same names (see p. 149).
 
 
 
;Document Forging
 
;Makeup Artist
 
:These stunts are identical to the Deceit stunts of the same names (see p. 150).
 
 
 
;Stage Magician
 
:This stunt is renamed "Legerdemain."
 
 
 
;Stooled to the Rogue
 
:You can substitute Larceny for Contacts and Rapport when dealing with the criminal underclass.
 
 
 
=== Lore ===
 
All trappings and stunts are identical to those in the book (see p. 134 for trappings, p. 154 for stunts).
 
 
 
''Important Note:'' You may not start with Lore above Average (+1) without an appropriate high concept, and you may not start with Lore above Good (+3) for any reason.
 
 
 
=== Might ===
 
All trappings and stunts are identical to those in the book (see p. 135 for trappings, p. 154 for stunts).
 
 
 
=== Performance ===
 
With the addition below, all trappings and stunts are identical to those in the book (see p. 135 for trappings, p. 154 for stunts).
 
 
 
==== Stunts ====
 
;Stage Makeup
 
:This duplicates the "Makeup Artist" stunt of Larceny (formerly Deceit; see p. 150), but uses Performance instead of Larceny.
 
 
 
=== Presence ===
 
With the addition below, all trappings and stunts are identical to those in the book (see p. 136 for trappings, p. 154 for stunts).
 
 
 
==== Stunts ====
 
;Small Unit Tactics
 
:You have experience leading troops in combat, and gain +1 to Presence rolls in such situations. You can use Presence for assessment and declaration actions in small-unit combat.
 
 
 
=== Rapport ===
 
All trappings and stunts are identical to those in the book (see p. 138 for trappings, p. 155 for stunts).
 
 
 
=== Resources ===
 
All trappings and stunts are identical to those in the book (see p. 139 for trappings, p. 155 for stunts).
 
 
 
''Important Note:'' You may not start with Resources above Mediocre.
 
 
 
=== Riding ===
 
This skill takes over the Riding trapping from Survival and extends it.
 
 
 
==== Trappings ====
 
;Chases
 
:This trapping is identical to the Driving trapping of the same name (see p. 128).
 
 
 
;Horse Care
 
:The Riding skill may be used in place of Animal Handling when dealing specifically with riding animals.
 
 
 
;Knowing the Countryside
 
:Rural navigation depends on the Riding skill in the same way that urban navigation depends on the Contacts skill (see p. 129, especially the sidebar).
 
 
 
;One Hand on the Reins
 
:This trapping is identical to the "One Hand on the Wheel" trapping of Driving (see p. 128).
 
 
 
==== Stunts ====
 
;Like the Back of My Hand
 
;Shake the Tail
 
:These stunts are identical to the Driving stunts of the same names (see p. 151).
 
 
 
;Trick Rider
 
:You can use Riding in place of Athletics for acrobatic stunts while mounted, and in particular for dodging attacks.
 
 
 
=== Scholarship ===
 
With the addition below, all trappings and stunts are identical to those in the book (see p. 140 for trappings, p. 155 for stunts).
 
 
 
==== Stunts ====
 
;Scientific Method
 
:You may use Scholarship instead of Lore for research in arcane libraries, and your Scholarship complements your Lore when performing arcane lab experiments.
 
 
 
=== Stealth ===
 
All trappings and stunts are identical to those in the book (see p. 142 for trappings, p. 156 for stunts).
 
 
 
=== Survival ===
 
Animal Handling and Riding have been moved to separate skills (above). With those exceptions, all trappings and stunts are identical to those in the book (see p. 143 for trappings, p. 156 for stunts).
 
 
 
=== Weapons ===
 
All trappings and stunts are identical to those in the book (see p. 144 for trappings, p. 156 for stunts).
 

Latest revision as of 05:14, 8 October 2011

The Eagle and the Wolf[edit]

A high-fantasy game run by Metal Fatigue, featuring the following characters:

Recruitment thread (now closed)
IC thread
OOC thread

Character templates
Skills, trappings and mortal stunts
Other house rules