Difference between revisions of "FATE Core Citadel Sorcerer King"
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== Relevant Links == | == Relevant Links == | ||
− | IC Thread | + | [http://forum.rpg.net/showthread.php?726892-FATE-Core-Citadel-of-the-Sorcerer-King IC Thread] |
[http://forum.rpg.net/showthread.php?725608-FATE-Core-Citadel-of-the-Sorcerer-King OOC Thread] | [http://forum.rpg.net/showthread.php?725608-FATE-Core-Citadel-of-the-Sorcerer-King OOC Thread] | ||
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; Skills | ; Skills | ||
− | : Great (+4) | + | : Great (+4): Fight |
− | : Good (+3) | + | : Good (+3): Athletics, Physique |
− | : Fair (+2) | + | : Fair (+2): Deceive, Notice, Resources |
− | : Average (+1) Contacts | + | : Average (+1): Contacts, Lore, Provoke, Will |
; Stunts | ; Stunts | ||
− | : Blade Barrier | + | : Blade Barrier: May use Fight to defend against Thrown or Muscle-powered Ranged attacks. |
− | : Quick Draw | + | : Quick Draw: May use Fight instead of Notice for determining turn order when in close combat. |
− | : Riposte | + | : Riposte: When you succeed with style on a defend action against a Fight attack, you may inflict 1 Stress instead of gaining a Boost. |
; Stress & Consequences | ; Stress & Consequences | ||
Line 59: | Line 59: | ||
; Aspects | ; Aspects | ||
− | : The Sorcerer | + | : The Sorcerer Who Saw Too Much |
: Marked by Strange and Distant Gods | : Marked by Strange and Distant Gods | ||
− | : | + | : No One Listens to the Sorceror |
− | : | + | : Always Repay your Debts |
− | : New Face in the Gathering of Masks | + | : A New Face in the Gathering of Masks |
; Skills | ; Skills | ||
Line 72: | Line 72: | ||
; Stunts | ; Stunts | ||
− | : Inscrutable/Poker Face | + | : Inscrutable/Poker Face: Use Will instead of Deceive to Defend against attempts to discern tells or motivations. |
− | : Seal Ritual | + | : Seal Ritual: Can use Lore on Overcome and Defend rolls versus rituals. |
− | : | + | : Combat Engineer: +2 to Create Advantages with Crafts when manipulating objects in the scene. |
− | : Gaze of Alien Glass | + | : Gaze of Alien Glass: +2 to Create Advantages with Provoke to intimidate. |
; Stress & Consequences | ; Stress & Consequences | ||
: Physical Stress _ _ | : Physical Stress _ _ | ||
− | : Mental Stress _ _ | + | : Mental Stress _ _ _ _ |
: Mild: | : Mild: | ||
: Moderate: | : Moderate: | ||
Line 88: | Line 88: | ||
=== Chavaryn (Civil Savage) === | === Chavaryn (Civil Savage) === | ||
− | Fate Points: | + | Fate Points: 4 |
Refresh: 3 | Refresh: 3 | ||
Line 98: | Line 98: | ||
: All In | : All In | ||
: People Are Just Pawns | : People Are Just Pawns | ||
+ | |||
+ | ; Skills | ||
+ | : Great (+4): Deceive | ||
+ | : Good (+3): Shoot, Notice | ||
+ | : Fair (+2): Athletics, Provoke, Fight | ||
+ | : Average (+1): Burglary, Contacts, Rapport, Stealth | ||
+ | |||
+ | ; Stunts | ||
+ | : Eye for Terrain: Once per scene, you get one free invoke on a Scene Aspect you create based on the lay of the battlefield. | ||
+ | : Tactician: You gain a +2 when using Notice to assess weaknesses (i.e., discover an aspect, or place an Advantage such as 'Open on his left side'). | ||
+ | : Can't Fool the Fool: You can use Deceive in place of Empathy to defend against Deceive attempts. | ||
; Stress & Consequences | ; Stress & Consequences | ||
Line 144: | Line 155: | ||
; Skills | ; Skills | ||
− | : +4 | + | : Great (+4): Fight |
− | : +3 | + | : Good (+3): Physique, Will |
− | : +2 | + | : Fair (+2): Athletics, Notice, Stealth |
− | : +1 | + | : Average (+1): Empathy, Provoke, Rapport, Shoot |
; Stunts | ; Stunts | ||
− | : Danger Sense | + | : Danger Sense: Ignore sensory impairments to Notice in dangerous situations. |
− | : | + | : Quick to Strike: Use Fight to determine turn order when engaging in physical violence. |
− | : Sprinter | + | : Sprinter: Move two zones for free. |
; Stress & Consequences | ; Stress & Consequences | ||
Line 163: | Line 174: | ||
---- | ---- | ||
− | === | + | === Meridion (Spectator) === |
Fate Points: 3 | Fate Points: 3 | ||
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; Aspects | ; Aspects | ||
− | : | + | : Spirited Assassin Gone Rogue |
− | : | + | : No One Leaves the White Hand! |
− | : | + | : Find a Cure, or Die Trying |
+ | : Always Have a Plan | ||
+ | : Sometimes It Is Personal | ||
+ | |||
+ | ; Skills | ||
+ | : Great (+4): Stealth | ||
+ | : Good (+3): Deceive, Notice | ||
+ | : Fair (+2): Fight, Burglary, Athletics | ||
+ | : Average (+1): Contacts, Will, Resources, Lore | ||
+ | |||
+ | ; Stunts | ||
+ | : Fear the Shadows: Use Stealth to inflict Mental stress, as long as you are obscured from your target in some way. | ||
+ | : The Poisoned Blade: +2 to Fight when creating a poison-related advantage on an opponent. | ||
; Stress & Consequences | ; Stress & Consequences | ||
: Physical Stress _ _ | : Physical Stress _ _ | ||
− | : Mental Stress _ _ | + | : Mental Stress _ _ _ |
: Mild: | : Mild: | ||
: Moderate: | : Moderate: | ||
− | : Severe: | + | : Severe: |
− | + | == Locations == | |
− | === | + | === The Yellow Merlon === |
− | + | [http://wiki.rpg.net/images/thumb/9/90/Yellow-merlon.jpg/800px-Yellow-merlon.jpg] | |
− | + | == People == | |
− | + | === Inaatan, Daughter of the Sorcerer King === | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [http://images.askmen.com/2011_top_99/galleries/39-padma-lakshmi-1295652375.jpg] | |
− | |||
− | |||
− | |||
− | |||
− |
Latest revision as of 21:02, 3 August 2014
Introduction[edit]
For over a hundred years, the Sorcerer King has ruled the city of Saragon. His green-mailed enforcers patrol the streets by day; by night, unearthly horrors prowl the rooftops. But on this night, of all nights, fate compels a motley band of companions to broach the walls of his citadel. Whether to seize, to slay, or to liberate, they pit their will against a man who has defied time and death itself. Will the generations to come know of their daring?
Citadel of the Sorcerer King is a FATE Core game of pulp-fantasy sword-and-sorcery with modern sensibilities.
By "pulp-fantasy", I mean action, boldness, romance, a double handful of humor, and maybe some intrigue. You will play capable heroes facing equally capable threats.
By "sword-and-sorcery", I mean Howard, Leiber, Carter, and the like. Magic exists in the setting, but I would rather it not be the regimented, predictable magic of most gaming fantasy (you have X spells that do Y things). Magic is weird, mysterious, and unpredictable. How that manifests in the rules, we'll determine if anyone wants to play a magic-using protagonist.
By "modern sensibilities", I mean no naked princesses chained to altars or wide-eyed black savages. Everyone can play!
Relevant Links[edit]
Characters[edit]
Meraine Tiachorne (Stormraven)[edit]
Fate Points: 3
Refresh: 3
- Aspects
- The Princess of the Damota Fencing School
- In Love with the Sorceror King's Daughter
- The Captain of the Guard is my Brother
- To Fight is the Last Choice, not the first
- The eyes can lie
- Skills
- Great (+4): Fight
- Good (+3): Athletics, Physique
- Fair (+2): Deceive, Notice, Resources
- Average (+1): Contacts, Lore, Provoke, Will
- Stunts
- Blade Barrier: May use Fight to defend against Thrown or Muscle-powered Ranged attacks.
- Quick Draw: May use Fight instead of Notice for determining turn order when in close combat.
- Riposte: When you succeed with style on a defend action against a Fight attack, you may inflict 1 Stress instead of gaining a Boost.
- Stress & Consequences
- Physical Stress _ _ _ _
- Mental Stress _ _ _
- Mild:
- Moderate:
- Severe:
Rahn, the Glass-Eyed Man (Brontes)[edit]
Fate Points: 2
Refresh: 2
- Aspects
- The Sorcerer Who Saw Too Much
- Marked by Strange and Distant Gods
- No One Listens to the Sorceror
- Always Repay your Debts
- A New Face in the Gathering of Masks
- Skills
- Great (+4): Lore
- Good (+3): Crafts, Will
- Fair (+2): Rapport, Investigation, Empathy
- Average (+1): Notice, Shoot, Provoke, Athletics
- Stunts
- Inscrutable/Poker Face: Use Will instead of Deceive to Defend against attempts to discern tells or motivations.
- Seal Ritual: Can use Lore on Overcome and Defend rolls versus rituals.
- Combat Engineer: +2 to Create Advantages with Crafts when manipulating objects in the scene.
- Gaze of Alien Glass: +2 to Create Advantages with Provoke to intimidate.
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _ _ _
- Mild:
- Moderate:
- Severe:
Chavaryn (Civil Savage)[edit]
Fate Points: 4
Refresh: 3
- Aspects
- Bandit of the Dragon Road
- Gimme the good life
- Reputation is Everything
- All In
- People Are Just Pawns
- Skills
- Great (+4): Deceive
- Good (+3): Shoot, Notice
- Fair (+2): Athletics, Provoke, Fight
- Average (+1): Burglary, Contacts, Rapport, Stealth
- Stunts
- Eye for Terrain: Once per scene, you get one free invoke on a Scene Aspect you create based on the lay of the battlefield.
- Tactician: You gain a +2 when using Notice to assess weaknesses (i.e., discover an aspect, or place an Advantage such as 'Open on his left side').
- Can't Fool the Fool: You can use Deceive in place of Empathy to defend against Deceive attempts.
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _
- Mild:
- Moderate:
- Severe:
Odalus (Seeker of Shadowlight)[edit]
Fate Points: 3
Refresh: 3
- Aspects
- Dashing Rogue with a bag full of swagger
- Sucker for the ladies
- Knows A Guy
- I Know Many Ill-Kept Secrets
- I Can Be Oh So Very Persuasive
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _
- Mild:
- Moderate:
- Severe:
Wulf Moonchild (Max)[edit]
Fate Points: 3
Refresh: 3
- Aspects
- Wayward Sellsword from the North
- Headlong Bravado
- The Mysterious Temptress
- I Know a Guy Who Knows a Guy
- Eyes of a Wolf
- Skills
- Great (+4): Fight
- Good (+3): Physique, Will
- Fair (+2): Athletics, Notice, Stealth
- Average (+1): Empathy, Provoke, Rapport, Shoot
- Stunts
- Danger Sense: Ignore sensory impairments to Notice in dangerous situations.
- Quick to Strike: Use Fight to determine turn order when engaging in physical violence.
- Sprinter: Move two zones for free.
- Stress & Consequences
- Physical Stress _ _ _ _
- Mental Stress _ _ _ _
- Mild:
- Moderate:
- Severe:
Meridion (Spectator)[edit]
Fate Points: 3
Refresh: 3
- Aspects
- Spirited Assassin Gone Rogue
- No One Leaves the White Hand!
- Find a Cure, or Die Trying
- Always Have a Plan
- Sometimes It Is Personal
- Skills
- Great (+4): Stealth
- Good (+3): Deceive, Notice
- Fair (+2): Fight, Burglary, Athletics
- Average (+1): Contacts, Will, Resources, Lore
- Stunts
- Fear the Shadows: Use Stealth to inflict Mental stress, as long as you are obscured from your target in some way.
- The Poisoned Blade: +2 to Fight when creating a poison-related advantage on an opponent.
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _ _
- Mild:
- Moderate:
- Severe: