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! FP
 
! FP
 
! Consequences
 
! Consequences
! High Concept
+
! Corruption
! Trouble
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! Sorcerous Spheres
 
|-
 
|-
|Tobias
+
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
|M. Louis-Alexandre de Launay, Viscomte d’Antraigues
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|[[Lanz Lowborn]]
 +
|OOOOOO
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|OOOO
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|2/2
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|OO-OOOO-OOOOOO
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|[ ] [ ] [ ] [ ]
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|None
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|-
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|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
 +
|[https://wiki.rpg.net/index.php/Sophia_Petrillo Sophia Petrillo]
 
|OOO
 
|OOO
 
|OOOOOO
 
|OOOOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|Demonology, Ghosts & Spirits
 +
|-
 +
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
 +
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]
 +
|OOOO
 +
|OOOO
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|2/2
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|OO-OOOO-OOOOOO
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|[ ] [ ] [ ] [ ]
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|None
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|-
 +
|-
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|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
 +
|[[Waldgren]]
 +
|OOOO
 +
|OOO
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|Philosophe
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|[ ] [ ] [ ] [ ]
|Freethinker & Atheist
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|None
 +
|-
 +
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]
 +
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti]
 +
|OOOO
 +
|OOOOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|Decay/Entropy, Memory, Secrets, Ghosts & Spirits
 
|-
 
|-
|Soph
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|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
|Julia Maria Assumpta Salerna, Contessa di Volcanello
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|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick "Lucky Bastard" Buonastella]
 +
|OOOO
 
|OOO
 
|OOO
|OOOO
 
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|Nefarious aristocratic plotter and saloniere
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|[ ] [ ] [ ] [ ]
|Island occupied by Murat
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|Luck, TBD, TBD
 
|-
 
|-
 
|}
 
|}
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=Helpful Resources=
 
=Helpful Resources=
  
*[https://fate-srd.com/fate-condensed/ Fate Condensed rules]
+
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]
 +
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901206/ Out of Character Thread]
 +
*[https://forum.rpg.net/index.php?threads/interest-recruitment-fate-of-the-serpentine-fate-condensed.901040/ Recruitment Thread]
 +
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink]
 +
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]
 +
 
 +
=Factions and Allegiances=
 +
 
 +
The following are the twelve dominant factions and allegiances within Eversink, and their own allies and enemies. Starting characters declare their own membership of one as part of their High Concept, and usually take on that faction's own alliances and rivalries.
 +
 
 +
 
 +
'''Ancient Nobility''' - the original aristocracy of Eversink, some dating back to the signing of the Golden Contract nearly a thousand years ago, frequently impoverished, always prideful. Allies: Church of Denari, Triskadane; Enemies: Mercanti.
 +
 
 +
'''Church of Denari''' - the church of the Mother Goddess of Eversink, including Marketpriests, Trade Missionaries, holy prophets and oracles, Church Militant agents and Inquisitors, and others devoted to the spiritual and material well-being of the city. Allies: Ancient Nobility, Mercanti; Enemies: Sorcerous Cabals.
 +
 
 +
'''City Watch''' - Eversink's nominal police force, home equally to upright and keen-eyed Sentinels, and corrupt and venal Watch Houses. Allies: Mercanti; Enemies: Mercenaries, Thieves' Guilds.
 +
 
 +
'''Commoners''' - the labouring poor, toiling masses, petty crafters and tradespeople; nominally the bedrock of Eversink, but despised and downtrodden by other factions. Allies: Thieves' Guilds; Enemies: Ancient Nobility, Mercanti.
 +
 
 +
'''Guild of Architects and Canal-Watchers''' - the secretive and select guild that keeps Eversink's buildings from sinking too quickly, its canals clean, and its passageways and cellars well mapped; rumoured to have a sorcerous heart where Corrupted senior members cast grave spells to keep the city intact. Allies: Triskadane; Enemies: Mercanti.
 +
 +
'''Mercanti''' - the upstart nouveau-riche winning ever-increasing power and wealth in Eversink, pushing to depose the Ancient Nobility from leadership in the city. Allies: Church of Denari; Enemies: Ancient Nobility.
 +
 
 +
'''Mercenaries''' - paid soldiery employed by nobles and merchants alike to guard their properties and defend their interests. Allies: Ancient Nobility, Mercanti; Enemies: City Watch.
 +
 
 +
'''Monstrosities''' - secretive and often semi-legendary communities of monstrous creatures and denizens of the city, barely tolerated by its human inhabitants. Allies: Outlanders, Sorcerous Cabals; Enemies: City Watch, Mercenaries.
 +
 
 +
'''Outlanders''' - barbarians, foreign merchants, emissaries, scholars, and other groups visiting, drawn to, or spying on Eversink. Allies: Monstrosities; Enemies: City Watch.
 +
 
 +
'''Sorcerous Cabals''' - small covens and cults of Sorcerers bound together by mutual interest and fear of persecution; frequently loyal to forces outside Eversink - or the entire mortal plane. Allies: Monstrosities; Enemies: Church of Denari, Triskadane.
 +
 
 +
'''Thieves’ Guilds''' - fragmented and feuding coteries and guilds of pickpockets, smugglers, robbers, beggars, blackmailers, assassins, pirates, and every other kind of villain. Allies: Outlanders; Enemies: City Watch.
 +
 
 +
'''Triskadane''' - the Secret Thirteen who rule Eversink from the shadows, selected by the Goddess Herself through granting of a coin - as well as the vast bureaucracy and governmental machinery responsible for executing their decrees. Allies: the Ancient Nobility, Church of Denari; Enemies: Outlanders, Sorcerous Cabals.
  
 
=Magic=
 
=Magic=
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The detail comes in the different schools of magic which govern the description and nature of the magic.
 
The detail comes in the different schools of magic which govern the description and nature of the magic.
  
Unfortunately, using magic isn't a free ride. Many types of magic induce mental Stress - or worse.
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'''Sorcerous Spheres
 +
'''
 +
 
 +
<table>
 +
<tr valign="top">
 +
<td>
 +
 
 +
Aging
 +
 
 +
Air
 +
 
 +
Animal
 +
 
 +
Blades
 +
 
 +
Blood
 +
 
 +
Chaos
 +
 
 +
Curses
 +
 
 +
Death
 +
 
 +
Decay/Entropy
 +
 
 +
Demonology
 +
 
 +
</td><td>
 +
 
 +
Disease
 +
 
 +
Earth
 +
 
 +
Fear
 +
 
 +
Fire
 +
 
 +
Flesh
 +
 
 +
Ghosts & Spirits
 +
 
 +
Ice
 +
 
 +
Illusion
 +
 
 +
Lightning
 +
 
 +
Love
 +
 
 +
</td><td>
  
==Magical Stress==
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Luck
  
For many types of magic, when the caster casts the spell, they have to roll their Will against the final amount of Lore in the spell - including any Lore from third parties or external sources, but excluding any Advantages and other non-Lore bonuses. If their Will roll falls below the amount of Lore, they take the difference as mental Stress. If they use up their mental Stress and start to take Consequences, they will suffer Consequences related to the type of magic they used.
+
Memory
  
If they are Taken Out by the mental Stress of using the magic, they have to rewrite one aspect to reflect this - with the Trouble aspect and the High Concept the second last and last to be rewritten. Each aspect has been corrupted or distorted in some obvious and disabling or repellent way. Once all five aspects have been rewritten, the character ceases to be playable.
+
Music
  
==Alchemy==
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Necromancy
  
Alchemy works with the natural properties of the four classical elements and four humours. An alchemist prepares their spells in advance through alchemical combination. This means they do not have to take mental Stress tests when casting spells (though they do when preparing them). However, they have to already have prepared the spell - as a potion, philtre, powder, etc. - ahead of time and be carrying it in order to use it. Each preparation can be used once only, although alchemists can of course brew more than one dose of the same preparation, given enough time.
+
Plants
  
An Alchemist can only put as much Lore into a preparation as they have - unless they find some other magical way to augment it. Each point of Lore takes one week of preparation. Each preparation is governed by one element and/or one humour, and its effects have to be commensurate with these.
+
Possession
  
{| class="wikitable"
+
Secrets
! Element
 
! Humour
 
! Nature
 
! Temperament
 
|-
 
|Earth
 
|Black bile
 
|Cold, dry
 
|Melancholic: analytical, sensitive, reserved, anxious
 
|-
 
|Air
 
|Blood
 
|Hot, wet
 
|Sanguine: energetic, optimistic, impulsive
 
|-
 
|Water
 
|Phlegm
 
|Cold, wet
 
|Phlegmatic: steady, patient, flexible, indecisive
 
|-
 
|Fire
 
|Yellow bile
 
|Hot, dry
 
|Choleric: goal-oriented, decisive, ambitious, overconfident
 
|-
 
|}
 
  
==Astrology==
+
Serpents
  
Astrology directs the forces of the planets and the constellations. In classical astrology, there are six planets, plus the sun:
+
Shadow
  
☉ The Sun – determines the basic personality, the star sign of the person.
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Statuary
  
☽ The Moon – covers moods, emotions, and feelings.
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</td><td>
  
☿ Mercury – rules over communication, wit, and intellect
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Swamp
  
♀︎ Venus – governs fertility, beauty, romance, passion
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Transformation (Physical)
  
♂︎ Mars – influences strength, aggression, war, sports
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Transmutation
  
♃ Jupiter – presides over good luck, growth, wisdom
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Transportation
  
♄ Saturn – causes misfortune, evil, bad luck
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Trickery
  
 +
Water
  
There are also 12 signs of the Zodiac, with the 12 Houses that the sun may occupy at any time.
+
Worship
  
Aries - Brave, adventurous, passionate, energetic, impatient, headstrong and naïve.
+
</td><td></table>
  
Taurus - Dependable, down to earth, great physical lovers, persistent, strong, stubborn, hard to convince, unimaginative.
+
Unfortunately, using magic isn't a free ride. Many types of magic induce mental Stress - or worse.
  
Gemini - Charming, witty, mercurial, versatile, clever, two faced, unreliable and unable to commit.
+
==Magical Stress==
  
Cancer - Intuitive, dreamers and visionaries, very imaginative, persuasive, empathic, moody, manipulative and insecure.
+
For many types of magic, when the caster casts the spell, they have to roll their Will against the final amount of Lore in the spell - including any from third parties, but excluding any Advantages and other non-Lore bonuses. If their Will roll falls below the amount of Lore, they take the difference as mental Stress.  If they use up their mental Stress and start to take Consequences, they will suffer Consequences related to the type of magic they used.  
  
Leo - Proud, boastful, egotistical, leader, cheerful, generous, warm-hearted, courageous and stubborn.
+
If they are Taken Out by the mental Stress of using the magic, they have to rewrite one aspect to reflect this - with the Trouble aspect and the High Concept the second last and last to be rewritten. Each aspect has been corrupted or distorted in some obvious and disabling or repellent way. Once all five aspects have been rewritten, the character ceases to be playable.
  
Virgo - Intellectual, analytical, dependable, perfectionist, neat and tidy, obsessive, careful, cautious, hardworking and shy.
 
  
Libra - Just, fair-minded, peaceful, diplomatic, cooperative, gentle, avoids confrontation, self-pitying and holds grudges.
+
'''Internalized and Externalized Corruption
 +
'''
  
Scorpio - Resourceful, independent, secretive, loyal, psychic, passionate, lustful, violent, vengeful and perverted.
+
When a character Corrupts an aspect, they can try to conceal the effect, or even project it onto another member of their bloodline. This is called internalizing Corruption. Externalizing it is blasting either their immediate allies and neighbours, or the immediate vicinity.
  
Sagittarius - A free spirit, idealistic, funny, and likeable, generous, often forgets a promise, tactless, impatient and easily annoyed by waffle.
+
Every time a character Corrupts an aspect, they have to roll their Physique against a Difficulty equal to their current Lore. If they succeed, they contain the Corruption in their body, and some small unobtrusive physical change happens - a wart, a new patch of discoloured skin, etc. If they fail, the change is far more obvious - a plain offensive blemish.  
  
Capricorn - Optimistic, responsible, self-disciplined, organised, family orientated, judgmental, critical, and a condescending know it all.
+
With certain rites that may be learned in the course of play, Sorcerers can transfer Corruption to their bloodline, and remain scot free themselves. This is a capital offence if discovered.  
  
Aquarius - Eccentric, individualist, humanitarian, idealistic, calm, forward thinking, quiet, aloof, fights for a cause, rebellious and disobedient.
+
When externalizing Corruption, a Sorcerer rolls an Attack equal in power to their current Lore against the mental Stress of everyone in the immediate vicinity - friends, allies, etc. Meanwhile, the vicinity is also Corrupted, with an intensity equal to the current Lore of the Sorcerer, and a highest level of 6.
  
Pisces - Compassionate, mystic, musical, wise, artistic, romantic, impractical, daydreamers, overly trusting, prone to anxiety.
+
1 - Denari’s Blessing is temporarily burned away, detectable by Spirit Sight or Corruption (or poor profit from business transactions). Nearby cows give sour milk, chickens lay stones instead of eggs, and babies cry non-stop. Lasts approximately one month, but can be restored sooner through multiple business transactions.
 +
 +
2 - Causes disquiet in anyone passing through, encouraging people to hurry on their way. Those who deliberately linger in the area take 1 point of mental Stress damage after several hours. This may drive weak-willed NPCs into emotional breakdowns or panic attacks. Lasts approximately one decade.
  
 +
3 - Weakens building foundations, softening stone and eroding mortar. Causes fear or temporary obsession in anyone passing through the area, triggering immediate mental Stress of 2 (4 after dark). NPCs are filled with dread, and the area soon becomes known as haunted. The barrier between worlds is weakened; determined ghosts can pass through from the spirit realm. Lasts approximately one generation.
  
When an astrologer casts a spell, they roll 1d6 to see which planet is dominant, and 1d12 to see which star sign is involved. The effect of the spell has to be interpreted (described) in these terms. Usually the planet is the major influence, with the star sign a minor influence.
+
4 - Entering this area automatically causes 4 points of mental Stress, and the area reeks of sadness and terror. Those who live nearby may be driven to paranoia or sly murder. The area might be (but is not always) cloudy and lit from within, and spirits might be seen or felt within this area. This acts like a beacon, subtly drawing the evil and the unnatural to it. Lasts approximately a century.  
  
==Sorcery==
+
5 - Entering this area, any characters take 6 points of mental Stress or have to resist possession by a ghost, demon, or other spirit drawn to the fell energies. The spirits of those who die nearby are trapped here. This is a sucking, writhing rip in reality that warps physical spaces around it. Unnatural creatures such as demons or something worse might come through, either in mortal or spiritual form. Animals nearby often twist and mutate. Never heals.
  
A sorcerer manipulates the elements, humours, temperaments and planets through direct force of will. They learn their magic through spells and incantations. Each spell evokes one of those basic characteristics of the universe.  
+
6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the
 +
affected area spreads. Never heals, and slowly spreads unless sealed from the other side.
  
A sorcerer can have ready at any one time a number of spells equal to their Lore - unless they carry them in other forms, such as amulets or scrolls. Each spell must be defined in advance according to one element, humour, temperament or planet. They can cast each spell as many times as they want - until they replace it with another spell.
 
  
A sorcerer can prepare another spell (to replace one of their current ones) if they have it with them in a grimoire or scroll, or can otherwise learn and prepare it somewhere or somehow. Each new spell requires one round per point of Lore to understand and prepare before it can be cast.
+
'''Corruption Stunts'''
  
A sorcerer cannot cast a spell greater than their own Lore, unless they somehow acquire the extra Lore (sometimes through sacrifice...) They still have to roll their Will against the full Lore strength of the final spell, although they may find magical ways of mitigating this effect too.
+
Once a character has had at least one of their aspects Corrupted, they can start to acquire Corruption stunts - one per Corrupted aspect, and related to that aspect. These come free rather than the usual stunt cost in Refresh, and are roughly twice as powerful as a similar normal stunt - but each use fills a segment of Corruption.
  
==Theurgy==
+
==Astrology==
  
A theurgist invokes the power of divinity to perform miraculous effects. This is done by invoking particular patron saints or angels in order to achieve specific miracles. The exact saints or angels, and their various areas of patronage, are legion, but [https://www.catholic.org/saints/patron.php here] and [https://en.wikipedia.org/wiki/Patron_saint here] and [https://en.wikipedia.org/wiki/Patron_saints_of_ailments,_illness,_and_dangers here] are a few possibilities.
+
Astrology directs the forces of the planets and the constellations. In classical astrology, there are six planets, plus the sun:
  
A theurgist can have patron saints or angels equal to their number of Lore points. Each one must be chosen in advance. The power of the invocation for each can equal up to the theurgist's total number of Lore points. The theurgist must make the usual Will roll after the miraculous intervention.  
+
The Sun – determines the basic personality, the star sign of the person.
  
A theurgist may be able to access more than their usual number of saints by carrying medals or other blessed objects from particular saints. They may also be able to augment Lore in invocations by praying at particularly holy spots, or other means.
+
☽ The Moon – covers moods, emotions, and feelings.
  
(Of course, no one wants to talk about the demonologists, who access the power of demons by similar means - but usually at a far greater cost.)
+
☿ Mercury – rules over communication, wit, and intellect
  
==Witchcraft==
+
♀︎ Venus – governs fertility, beauty, romance, passion
  
Witches gain magic by dealing with powerful spirits. Sometimes those spirits are nature or ancestral spirits. Sometimes they're fairies or other supernatural creatures. Sometimes, unfortunately, they're demons - or at least, called such by the ecclesiastical authorities.
+
♂︎ Mars – influences strength, aggression, war, sports
  
A witch binds themself to one particular spirit, with a power equal to their Lore. (A witch who grows more powerful will trade up.) That spirit has powers and provides spells in accord with its nature. The witch will be able to use these within the limits of their patron.
+
♃ Jupiter – presides over good luck, growth, wisdom
  
Witches also tend to have familiars. These are lesser spirits that often possess animals to be with the witch. They can provide extra spells and powers, as charms and other instruments provide these for other types of magic user.
+
♄ Saturn – causes misfortune, evil, bad luck
  
 
=Weapons and Armour=
 
=Weapons and Armour=

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