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==Players & Characters== | ==Players & Characters== | ||
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==Issues== | ==Issues== | ||
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==Magic== | ==Magic== | ||
− | + | '''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]) | |
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− | 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 | *'''Aspects.''' Your Works are as Ephemeral as Dreams, Masters of Fear and Illusion, There is Truth in Visions | ||
*'''Skills.''' | *'''Skills.''' | ||
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**Destroy +1 | **Destroy +1 | ||
*'''Stunts.''' | *'''Stunts.''' | ||
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**'''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. | **'''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. | **'''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. | ||
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**'''Despair.''' As long as you have planted some seed of nightmarish horror appropriate to your victim, you may make mental attacks with Destroy. | **'''Despair.''' As long as you have planted some seed of nightmarish horror appropriate to your victim, you may make mental attacks with Destroy. | ||
− | + | '''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. | |
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− | 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]) | (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 | *'''Aspects.''' Power Must Be Controlled, Leave No Door Ajar, My Life for the Good of All |