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[[Category: Fate Core]]
 
[[Category: Fate Core]]
  
'''A game of Gods & Monsters using the FATE system, where deities roam the proto-world and adventure before the Twilight Age takes them.'''
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A play by post game.<br><br>
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Players:
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*Roryb (GM)
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*brahnamin (Wyrd)
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*Pandorym (Sior)
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*undeadDreamer (god of change)
  
[https://forum.rpg.net/showthread.php?819047-In-the-Infancy-of-the-World-Fate-Gods-and-Monsters IC Thread]
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==Player Characters==
  
[https://forum.rpg.net/showthread.php?819048-In-the-Infancy-of-the-World-Fate-Gods-and-Monsters OOC Thread]
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===Template===
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[[File:Minimam-monster-attack.png|left|200 px]]
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'''Bovius'''
  
[https://forum.rpg.net/showthread.php?818358-Interest-Fate-Gods-and-Monsters Recruitment Thread]
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'''High Concept:''' Lord of the Herd (Mighty)<br>
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'''Trouble:''' Slow To Act, Quick To Anger<br>
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'''Aspects:'''
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*The Land and Beast Are One (Wise)
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*Individuals Become an Emboldened Whole (Bold)
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*But To Graze
  
GM: Roryb
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'''Approaches:'''
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*Bold +2* / Subtle +1
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*Clever +0 / Mighty +3*
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*Wise +1* / Swift +1
  
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'''Stunts:'''
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*'''Mighty Bleat.''' Because Bovius is lord of beasts, once per session, I can call forth a mighty herd that will do my bidding as long as there is a clear threat to the beasts.
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*'''Hoof and Horn.''' Because Bovius carries great horns on my mighty head, I get +2 mightily create an advantage when charging at an opponent given enough ground..
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*'''To Endure.''' Because Bovius is made of sinew and hide, I get +2 to mightily overcome when attempting tasks involving physical endurance.
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*'''Made of Stern Stuff.''' Because Bovius has formidable girth, I get an extra mild physical consequence slot.
  
=Player Characters=
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'''Refresh.''' 2
*[[Gods & Monsters:Sior|Sior, the Anomaly]], played by Pandorym
 
*[[Gods & Monsters - Wyrd|Wyrd: Mistress of Fate]], played by ''[https://forum.rpg.net/member.php?70442-brahnamin brahnamin]''
 
*[[Gods & Monsters - Trabixian|Trabixian, God of Metamorphosis]], played by undeadDreamer
 
  
=Non-Player Characters=
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'''Mantle:'''
  
==Howl==
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Milestone Tier: 1
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Stations:
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The Great Pasture [ Marked by the Passage of Beasts ] - 0
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The Herder Village [ We Must Pay Hommage to Bovius ] - 0
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Boons:
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Tier 1: Bovius may communicate with beasts of any hooved variety and understand their speech and feelings. Because he is a protector of herds, he can spend a power point to get a +1 bonus mightily defending while protecting his subjects.
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Tier 2: Bovius gets +2 to mightily create advantages related to power or the sound of thunder when on a rampage.
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Tier 3: Bovius can spend a power point to wipe away a community representing a great stampede that destroys everything in a small area.
  
'''''Angry Weather Personified''''' (Bold)<br>
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Geas:
'''''Icy Raw Breath without End''''' (Swift)<br>
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You may not take any action requiring urgency unless you take an aspect reflecting that you are sufficiently angered or provoked.
'''''Unchallenged King of the Heights''''' (Mighty)
 
 
 
*Bold +2* / Subtle -1
 
*Clever +1 / Mighty +2*
 
*Wise +1 / Swift +4*
 
 
 
'''Winds on High.''' Once per scene, if you succeed with style in a Swift attack against someone in the open air with your winds, forgo a boost and instead move your opponent down one zone.
 
 
 
==Seejan the Crafter==
 
 
 
'''''Fires of Artifice and Ingenuity''''' (Wise)<br>
 
'''''Unyielding Like Iron''''' (Mighty)<br>
 
'''''The Only Mysteries Are That of Craft''''' (Subtle)
 
 
 
*Bold +1 / Subtle +2*
 
*Clever +1 / Mighty +3*
 
*Wise +2* / Swift +0
 
 
 
==Zarivya, the Sun God==
 
 
 
'''''Hot In Every Sense''''' (Bold)<br>
 
'''''"...I don't understand."'''''<br>
 
'''''Sculpted Physique''''' (Mighty)<br>
 
'''''Quick-Sighted but Careless''''' (Swift)
 
 
 
'''Approaches:'''<br>
 
*Bold +3 / Subtle +0
 
*Clever -1 / Swift +1
 
*Mighty +3 / Wise +1
 
 
 
==Tifall, the Tempest Embodied==
 
 
 
'''''Tempestuous Rage Personified''''' (Bold)<br>
 
'''''Ceaselessly Spinning''''' (Swift)<br>
 
'''''Amorphous with a Mind Only for Expanding'''''<br>
 
'''''Gale, Surge, and Lightning''''' (Mighty)<br>
 
'''''Eye of the Storm'''''
 
 
 
'''Approaches:'''<br>
 
*Bold +3 / Subtle -2
 
*Clever 0 / Swift +3
 
*Mighty +5 / Wise -1
 
 
 
'''Stunts'''
 
*'''Vast.''' Being huge and amorphous, Tifall is largely immune to physical attacks except with equally vast constructions such as seawalls and the like.<br>
 
*'''The Peace Within.''' Being surrounded by clouds, wind, and lightning, nothing can assail the mighty tempest mentally. However, within the heart of the storm lies an area of peace and tranquility. Only by battling through Tifall's outer tempests and reaching the eye of the storm can those try to beseech the furious being. The eye never answers and is incapable of verbal exchanges, but can be taken out in a mental conflict if assailants can win a contest against Tifall's might to gain access within. In such cases, Tifall cannot defend or attack with Mighty.
 
 
 
'''Powers'''
 
*Tifall if uncontested can swallow islands or topple cities and forests.
 
 
 
'''Stress'''
 
*3 Boxes; 3 Consequences
 
 
 
=Locations=
 
 
 
==[[Gods & Monsters:The Forest Primeval|The Forest Primeval]]==
 
'''''Pre-Human Forest; Life In All Its Forms'''''
 
 
 
'''Regional Stunt: Ancient Heart of the Forest.''' The heart of the forest is thick with forgotten secrets, vine-wrapped and overgrown. Once per game session you can banish a secret here—something known by yourself and no more than two others; when you do, the knowledge will vanish from the world, buried amid the ancient roots of the forest primeval. Normal investigation cannot uncover this knowledge, but a suitable quest into the heart of the forest might be able to find it and return it to the world.
 
 
 
*Yggdrasil, the Great Tree of the Forest Primeval. ''The Wisdom of Sacrifice'' ('''Sior'''; power points: 0)
 
 
 
==[[Gods & Monsters:The Rugged Peaks|The Rugged Peaks]]==
 
 
 
'''''Falling Down Is Easy, Getting Up Is Hard'''''
 
 
 
'''Regional Stunt: Proud and Unassailable.''' The peaks refuse to be conquered, and any who challenge them leave their broken bodies littering the mountainside. Once per session you can ignore all stress from one attack—you are like the mountains, not to be moved by the actions of your inferiors. However, if you then go on to concede the conflict, or you are taken out, the GM will begin the next scene with an additional fate point —in the harsh realm of the rugged peaks, failure finds no mercy, and the mountains punish weakness by turning the world against you.
 
 
 
*The Spine of the World. ''The Core of the Mountains that Support the World'' ('''Wyrd'''; power points: 0)
 
*Carmine Mountain. ''Only the Veil of the Wraith Palisade Keeps the Mountain's Destructive Powers at Bay'' (Place associated with Seejan the crafter)
 
*The Heights. ''Weather and Wrath Among the Heights'' (''Howl'')
 
 
 
==[[Gods & Monsters:The First City|The First City]]==
 
 
 
'''''Heaving With Humanity; The Start of Something Big'''''
 
 
 
'''Regional Stunt: Crowdsourcing.''' Once per session you can ask the city for an item or piece of information that it possesses; by the end of the scene, a series of coincidences will have brought that item or information to you. If what you seek is rare, unique, long forgotten, or tightly guarded, it will not be delivered to you directly; instead, the GM will give you an opportunity to claim it. If what you seek does not exist, you learn this instead.
 
 
 
*Community: Assassins, Alchemists, and Guilds of the First City. ''Where We Work in Shadow'' ('''Sior'''; power points: 0)
 
*Community: Women, Shamans, Soldiers. ''Givers of Life, Protectors of Life, Enders of Life'' ('''Wyrd'''; power points: 0)
 
*Community: The Changed. ('''Trabixian'''; power points: 0)
 
 
 
==[[Gods & Monsters:The Ocean|The Ocean]]==
 
 
 
'''''Elemental Fury; Wonders and Terrors in Equal Measure'''''
 
 
 
'''Regional Stunt: Terror from the Deep.''' Once per session you can call for a monster from the deep to aid you. The exact intervention is up to the GM: a thick tentacle might snatch an enemy off a ship’s deck; the island turtle might shift in the water, shaking and crumbling a key part of the arcane device which binds you. Whatever happens, it will solve a short-term problem for you, but long-term you will still have work to do: the snatched enemies will escape and swim to shore; even with your bindings gone, you will still have to win your way to freedom.
 
 
 
*An Island of Change. ''Change is Everywhere'' ('''Trabixian'''; power points: 0)
 

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