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==Players & Characters==
 
==Players & Characters==
 
*[https://forum.rpg.net/member.php?15709-Civil-Savage Civil Savage] playing [https://wiki.rpg.net/index.php/Fate_of_Duskengrim/Captain_Vlenn Captain Vlenn]
 
*[https://forum.rpg.net/member.php?71711-MrPrim MrPrim] playing [https://wiki.rpg.net/index.php/Fate_of_Duskengrim/Ricker_Melwich Ricker Melwich]
 
*[https://forum.rpg.net/member.php?144471-Muskrat Muskrat] playing [https://wiki.rpg.net/index.php/Fate_of_Duskengrim/Eagles_Shadow Eagle's Shadow]
 
*[https://forum.rpg.net/member.php?169687-Verenes-Aoene Verenes Aoene] playing [https://wiki.rpg.net/index.php/Fate_of_Duskengrim/??? ???]
 
*[https://forum.rpg.net/member.php?62042-roryb roryb] -- GM
 
 
==Links==
 
 
*[https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core RecruitmentDiscussion Thread]
 
  
 
==Issues==
 
==Issues==
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==Magic==
 
==Magic==
  
For magic use in general, we use the [https://fate-srd.com/fate-core/more-examples-extras#extra-schools-of-power Schools of Power] extra from the Fate Core book. Two considerations: (1), magic does not provide access to attack or defend actions or the school’s most powerful abilities without a stunt that provides that capability under a more narrow circumstance, and, (2) instead of Lore being the basic default casting skill, you can designate whatever skill seems most appropriate as your school’s default (Rapport/Provoke for wheedling-type of invocations, Will for innate force of presence/inborn talent casters, etc). If it seems necessary, we can also create a more necessary skill that will do the job, but I think the default list mixed with stunts will do it.
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'''The Ascending''' are a school of magic (if we do decide to use Schools of Power, could easily be written up that way) with a long history. They seem to have begun out of a devotion to learning and advancing magical knowledge, but over time they have become more insular and more dedicated to seizing power for its own sake. They might have caused the meteor storms (deliberately or as an unintended side effect of dangerous experiments), or they might just be trying to seize control of them for their own purposes. Their teachings over time have become more religious tinged and cult-like, with reports that they think they can become gods by gathering enough power--at least, those at the top of the order. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21920881#post21920881 Civil Savage])
 
 
===The Ascending===
 
 
 
The Ascending are a school of magic (if we do decide to use Schools of Power, could easily be written up that way) with a long history. They seem to have begun out of a devotion to learning and advancing magical knowledge, but over time they have become more insular and more dedicated to seizing power for its own sake. They might have caused the meteor storms (deliberately or as an unintended side effect of dangerous experiments), or they might just be trying to seize control of them for their own purposes. Their teachings over time have become more religious tinged and cult-like, with reports that they think they can become gods by gathering enough power--at least, those at the top of the order. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21920881#post21920881 Civil Savage])
 
 
 
===Incubomancy===
 
 
 
Masters of illusion, manifestations and control systems through fear, Incubomancers can read and manipulate dreams. Their most demanding powers include creating solid objects and creatures that fade away after a short time, as well as transforming the caster into a phantasm, either ghostly wolves or birds, and cause real mental harm with illusory weapons. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21923975#post21923975 MrPrim])
 
*'''Aspects.''' Your Works are as Ephemeral as Dreams, Masters of Fear and Illusion, There is Truth in Visions
 
*'''Skills.'''
 
**Create +4
 
**Learn +3
 
**Change +2
 
**Destroy +1
 
*'''Stunts.'''
 
*'''Casting Skill.''' Provoke or Empathy
 
**'''Make Firm.''' Your powers of vision and dream are so strong, you can actually make them manifest into tangible reality. Once per session create advantage with Create to summon medium objects. These last one scene. Session-lasting ephemera can be generated through a more arduous ritual involving a Challenge.
 
**'''Dream Fiend Incarnate.''' You can make real your most hideous nightmares for a brief time. Once per session, you may use your school’s Create skill to summon a being of your imagination that disappears at the end of the scene. On a tie, create an Average (+1) nameless NPC, two Average (+1) or one Fair (+2) On a complete success, three Average (+1) or one Good (+3) on a success with style. You may forgo your own actions to control theirs, or provide teamwork bonuses, but may never roll more than one action per turn.
 
**'''Horrific Transformation.''' Once per session, you may use your school’s Change skill to create a Phantasmic Wolves or Ghostly Birds aspect on yourself. You cannot affect or be affected by physical attacks while in this state, but you may engage in mental conflicts.
 
**'''Despair.''' As long as you have planted some seed of nightmarish horror appropriate to your victim, you may make mental attacks with Destroy.
 
  
===The Intercessionist Order of Exorcists===
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'''The Spirit Binders.''' I'm imagining a magical school that works by binding/controlling demons/spirits/whatever. Somewhere between the Bartimaeus trilogy by Jonathan Stroud and The Long Price Quartet by Daniel Abraham. The binding prevents the things from running wild, but it also binds the mage to them and means the mage is in a perpetual struggle. These things are powerful, but hard to control--which fits well with the Schools of Power model where you only use magic when your mundane stuff can't work. Failures or success-at-cost results would reflect that the instruction left a loophole or the mage's will wasn't strong enough, and the thing was able to wreak havoc or subvert the intent of the command. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21921480#post21921480 Civil Savage]) ''work in progress''
 
 
Intercessionism is a religion that believes God is unknowable by mortals and that it is hubris for mortals to direct their prayers directly to God. Instead, they direct their prayers to the Blessed Dead, those who have transcended the cycle of death and reincarnation to achieve sainthood and dwell with God in Heaven. The clergy of the Intercessionist Church are mediums, who commune with the spirits of the Blessed Dead, delivering messages of wisdom from them to the living. They are, as a result, generally skilled at dealing with the spirit world.
 
 
 
One arm of the Intercessionist Church is the Order of Exorcists, who focus their medium abilities on dealing with spiritual problems and threats, such as ghosts and demons. Their work ranges from helping ghosts resolve problems they could not resolve in life so they can pass on to their next rebirth to combating malign spirits attacking people. They also have the traditional ability of mediums to commune with the spirits of the dead in search of answers to questions and to seek wisdom. The mediums of the Intercessionist Church also possess the following abilities: They can read people’s auras—while this does not allow them to read people’s thoughts, they can sense their emotional states, get a sense of their intentions, as well as other things, such as whether they are lying. They can physically heal people by drawing on the spiritual power of their souls. And they can spirit travel, leaving their physical bodies to travel to distant physical locations or other planes. Such travel is time consuming and leaves their bodies defenseless. Someone spirit traveling can immediately sense if physical harm comes to their body, but they must take the time necessary to travel back to it.
 
 
 
In the recent civil wars, the Order of Exorcists found themselves opposed and even persecuted by several different factions, since they actively opposed the summoning of demons and other malign spirits as instruments of war. The Order still survives, but in much reduced numbers and socially marginalized in many places. As a result of both their marginalization and the excesses of the civil wars, there has been a proliferation of the unquiet dead and malign spirits wandering the land. The persecution the Order suffered means not only are they reduced in numbers, but fragmented and disorganized, with any organization above the regional level wiped out. Despite this, members of the Order believe they can never refuse to deal with a problem requiring their skills, even if it means helping one of those who persecuted them. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21927410#post21927410 Muskrat])
 
*'''Aspects.''' Warrior-Mediums of the Intercessionist Church, Binders and Banishers of Supernatural Threats, A Broken Order
 
*'''Skills.'''
 
**Destroy +4
 
**Change +3
 
**Learn +2
 
**Create +1
 
*'''Casting Skill.''' Will
 
*'''Stunts.'''
 
**'''Ghost Touch.''' You can physically interact with noncorporeal beings. This includes using Fight and Shoot to inflict stress and consequences on noncorporeal beings that normally be immune to physical damage.
 
**'''The Second Sight.''' Use Investigate and Notice to observe the supernatural, including things that would normally be invisible to mortal eyes.
 
**'''Spirit Trance.''' +2 to any of the Order’s skills when in a trance communing with the Blessed Dead—something that requires an extended period of time and requires one round to withdraw from. This is not an ability that can normally be used in the middle of combat.
 
 
 
===Soul-Binders===
 
 
 
So long ago, people learned how to bind themselves to a Primal. This binding is not done easily or lightly. It takes great preparation to be able to do it at all, and it is a heavy burden. It is called soulbinding, and the connection is that heavy. The Primal has access to the mage's thoughts and feelings, and can speak directly into the mage's mind. In times of stress, the Primal might try to break free. The mage can compel the Primal to act, but every soul-binding has its own operations: in some, the commanding is all about will. In others, it's a continually negotiated relationship. Some Primals value the word highly and are extremely literal in their obedience. All of them use their access to the mage's mind to their own purposes, arguing, cajoling, mocking, interfering, looking for advantage.  
 
(Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922938#post21922938 Civil Savage])
 
*'''Aspects.''' Power Must Be Controlled, Leave No Door Ajar, My Life for the Good of All
 
*'''Skills.'''
 
**Destroy +4
 
**Change +3
 
**Learn +2
 
**Create +1
 
*'''Stunts.'''
 
**'''Primal Obedience.''' You begin with Primal portfolio to power your supernatural abilities. Choose one narrow array of influence to narrate uses of your School of Power's casting skills.
 
  
 
'''The Thaumaturgical League.''' (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922302#post21922302 Verenes Aeone])
 
'''The Thaumaturgical League.''' (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922302#post21922302 Verenes Aeone])
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*Advallon
 
*Advallon
  
==People==
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==Faces==
  
 
===Hashati===
 
===Hashati===
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The Heshat are good at living in harmony with the surrounding wilderness, practicing low impact agriculture and hunting and gathering. The wilderness, however, is inhabited by a number of large, dangerous animals, some of which are found nowhere else. Many of these animals are tribal totems, but that doesn't make them any less dangerous. Credit: [https://forum.rpg.net/member.php?144471-Muskrat Muskrat]
 
The Heshat are good at living in harmony with the surrounding wilderness, practicing low impact agriculture and hunting and gathering. The wilderness, however, is inhabited by a number of large, dangerous animals, some of which are found nowhere else. Many of these animals are tribal totems, but that doesn't make them any less dangerous. Credit: [https://forum.rpg.net/member.php?144471-Muskrat Muskrat]
  
===The Fae===
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===The FAE===
  
 
Fae are bound by laws, yes. Just as many as the mortal beings and objects. But their laws are different, based in story and contract, and the mixing of Fae and Mortal laws can be powerful indeed, giving mortal heroes of tale and legend items of great power, made with impossible material.
 
Fae are bound by laws, yes. Just as many as the mortal beings and objects. But their laws are different, based in story and contract, and the mixing of Fae and Mortal laws can be powerful indeed, giving mortal heroes of tale and legend items of great power, made with impossible material.
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For some reason, the same mages who created bowsers, also thought it would be a good idea to create gnolls, hyena-people. No one is sure why. They certainly don't make good servants. By human standards, their emotions are hyper-strong and can change rapidly--they can go from manic excitement to deep depression or moath-foaming wrath or feeling bleeding-heart compassionate in a matter of minutes. Not all gnolls act on these emotions—some have more self-control than others—but all feel them passionately. They tend to live in small groups at the margins of human society in occupations that let them wander--as bandits and mercenaries, but also as merchants, thieves, diplomats or religious pilgrims and mendicants. They can be cunning and greedy, are always easily over excited, but can also be also adventuresome and curious. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat])
 
For some reason, the same mages who created bowsers, also thought it would be a good idea to create gnolls, hyena-people. No one is sure why. They certainly don't make good servants. By human standards, their emotions are hyper-strong and can change rapidly--they can go from manic excitement to deep depression or moath-foaming wrath or feeling bleeding-heart compassionate in a matter of minutes. Not all gnolls act on these emotions—some have more self-control than others—but all feel them passionately. They tend to live in small groups at the margins of human society in occupations that let them wander--as bandits and mercenaries, but also as merchants, thieves, diplomats or religious pilgrims and mendicants. They can be cunning and greedy, are always easily over excited, but can also be also adventuresome and curious. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat])
 
==The Supernatural==
 
 
===Primals===
 
 
The Primals are powerful creatures, not at all understood. They are not gods, but their power is vast, at least equal to the Titan of legend who once walked the earth. They all seem able to become invisible (or intangible?) at will, coming and going as they please, and able to work powerful magics within their realms of control. Unfortunately, while they are not necessarily malicious, they are careless about the impact of the wonders they work, so they can be dangerous to humans, bowsers, and gnolls — and even the stoneborn. So long ago, people learned how to bind themselves to a Primal. This binding is not done easily or lightly. It takes great preparation to be able to do it at all, and it is a heavy burden. It is called soulbinding, and the connection is that heavy. The Primal has access to the mage's thoughts and feelings, and can speak directly into the mage's mind. In times of stress, the Primal might try to break free. The mage can compel the Primal to act, but every soul-binding has its own operations: in some, the commanding is all about will. In others, it's a continually negotiated relationship. Some Primals value the word highly and are extremely literal in their obedience. All of them use their access to the mage's mind to their own purposes, arguing, cajoling, mocking, interfering, looking for advantage. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922938#post21922938 Civil Savage])
 

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