Editing Gods & Monsters

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 3: Line 3:
 
'''A game of Gods & Monsters using the FATE system, where deities roam the proto-world and adventure before the Twilight Age takes them.'''
 
'''A game of Gods & Monsters using the FATE system, where deities roam the proto-world and adventure before the Twilight Age takes them.'''
  
[https://forum.rpg.net/showthread.php?819047-In-the-Infancy-of-the-World-Fate-Gods-and-Monsters IC Thread]
+
[IC Thread]
  
[https://forum.rpg.net/showthread.php?819048-In-the-Infancy-of-the-World-Fate-Gods-and-Monsters OOC Thread]
+
[OOC Thread]
  
[https://forum.rpg.net/showthread.php?818358-Interest-Fate-Gods-and-Monsters Recruitment Thread]
+
[Recruitment Thread]
  
 
GM: Roryb
 
GM: Roryb
Line 14: Line 14:
 
=Player Characters=
 
=Player Characters=
 
*[[Gods & Monsters:Sior|Sior, the Anomaly]], played by Pandorym
 
*[[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:Wyrd|Wyrd, She Who Is Maiden, Mother, and Crone]], played by brahnamin
*[[Gods & Monsters - Trabixian|Trabixian, God of Metamorphosis]], played by undeadDreamer
+
*[God of Change], played by undeadDreamer
  
=Non-Player Characters=
+
[[File:Minimam-monster-attack.png|left|200 px]]
 +
'''Bovius'''
  
==Howl==
+
'''High Concept:''' Lord of the Herd (Mighty)<br>
 +
'''Trouble:''' Slow To Act, Quick To Anger<br>
 +
'''Aspects:'''
 +
*The Land and Beast Are One (Wise)
 +
*Individuals Become an Emboldened Whole (Bold)
 +
*But To Graze
  
'''''Angry Weather Personified''''' (Bold)<br>
+
'''Approaches:'''
'''''Icy Raw Breath without End''''' (Swift)<br>
+
*'''Bold +2*''' / Subtle +1
'''''Unchallenged King of the Heights''''' (Mighty)
+
*Clever +0 / '''Mighty +3*'''
 +
*'''Wise +1*''' / Swift +1
  
*Bold +2* / Subtle -1
+
'''Stunts:'''
*Clever +1 / Mighty +2*
+
*'''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.
*Wise +1 / Swift +4*
+
*'''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..
 +
*'''To Endure.''' Because Bovius is made of sinew and hide, I get +2 to mightily overcome when attempting tasks involving physical endurance.
 +
*'''Made of Stern Stuff.''' Because Bovius has formidable girth, I get an extra mild physical consequence slot.
  
'''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.
+
'''Refresh.''' 2<br>
 +
'''Mantle.''' (Milestone Tier. 1)
  
==Seejan the Crafter==
+
'''Boons:'''
 +
*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.
 +
*Tier 2: Bovius gets +2 to mightily create advantages related to power or the sound of thunder when on a rampage.
 +
*Tier 3: Bovius can spend a power point to wipe away a community representing a great stampede that destroys everything in a small area.
 +
'''Geas:'''
 +
You may not take any action requiring urgency unless you take an aspect reflecting that you are sufficiently angered or provoked.
  
'''''Fires of Artifice and Ingenuity''''' (Wise)<br>
+
'''Stations:'''
'''''Unyielding Like Iron''''' (Mighty)<br>
+
The Great Pasture [ Marked by the Passage of Beasts ] - 0
'''''The Only Mysteries Are That of Craft''''' (Subtle)
+
The Herder Village [ We Must Pay Hommage to Bovius ] - 0
  
*Bold +1 / Subtle +2*
+
'''Intention:'''
*Clever +1 / Mighty +3*
 
*Wise +2* / Swift +0
 
  
==Zarivya, the Sun God==
+
'''Bold''' +1 | '''Subtle'''<br>
 +
'''Clever''' | +1 '''Mighty'''<br>
 +
'''Wise''' +1 | '''Swift'''
  
'''''Hot In Every Sense''''' (Bold)<br>
+
[Note: intention is marked 0 - 7. Tier 1 occurs at +1, tier 2 at +3, and tier 3 at +6.]
'''''"...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)
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)