Difference between revisions of "Fate of Napoleon"

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(Powering Magic)
(Characters)
 
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! FP
 
! FP
 
! Consequences
 
! Consequences
! Corruption
+
! High Concept
! Sorcerous Spheres
+
! Trouble
 
|-
 
|-
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
+
|Tobias
|[[Lanz Lowborn]]
+
|M. Louis-Alexandre de Launay, Viscomte d’Antraigues
|OOOOOO
 
|OOOO
 
|2/2
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]
 
|None
 
|-
 
|[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
+
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|[ ] [ ] [ ] [ ]
+
|Philosophe
|Demonology, Ghosts & Spirits
+
|Freethinker & Atheist
 
|-
 
|-
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
+
|Soph
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]
+
|Julia Maria Assumpta Salerna, Contessa di Volcanello
|OOOO
 
|OOOO
 
|2/2
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]
 
|None
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
 
|[[Waldgren]]
 
|OOOO
 
 
|OOO
 
|OOO
|3/3
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]
 
|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
 
|-
 
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
 
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick "Lucky Bastard" Buonastella]
 
 
|OOOO
 
|OOOO
|OOO
 
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|[ ] [ ] [ ] [ ]
+
|Nefarious aristocratic plotter and saloniere
|Luck, TBD, TBD
+
|Island occupied by Murat
 
|-
 
|-
 
|}
 
|}
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=Helpful Resources=
 
=Helpful Resources=
  
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]
+
*[https://fate-srd.com/fate-condensed/ Fate Condensed rules]
*[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=
Line 127: Line 57:
 
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.
  
'''Sorcerous Spheres
+
Unfortunately, using magic isn't a free ride. Many types of magic induce mental Stress - or worse.
'''
 
  
<table>
+
==Magical Stress==
<tr valign="top">
 
<td>
 
  
Aging
+
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.
  
Air
+
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.
  
Animal
+
==Alchemy==
  
Blades
+
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.
  
Blood
+
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.
  
Chaos
+
{| class="wikitable"
 
+
! Element
Curses
+
! Humour
 
+
! Nature
Death
+
! Temperament
 
+
|-
Decay/Entropy
+
|Earth
 
+
|Black bile
Demonology
+
|Cold, dry
 
+
|Melancholic: analytical, sensitive, reserved, anxious
</td><td>
+
|-
 
+
|Air
Disease
+
|Blood
 
+
|Hot, wet
Earth
+
|Sanguine: energetic, optimistic, impulsive
 
+
|-
Fear
+
|Water
 
+
|Phlegm
Fire  
+
|Cold, wet
 
+
|Phlegmatic: steady, patient, flexible, indecisive
Flesh
+
|-
 
+
|Fire
Ghosts & Spirits
+
|Yellow bile
 
+
|Hot, dry
Ice
+
|Choleric: goal-oriented, decisive, ambitious, overconfident
 +
|-
 +
|}
  
Illusion
+
==Astrology==
  
Lightning
+
Astrology directs the forces of the planets and the constellations. In classical astrology, there are six planets, plus the sun:
  
Love
+
☉ The Sun – determines the basic personality, the star sign of the person.
  
</td><td>
+
☽ The Moon – covers moods, emotions, and feelings.
  
Luck
+
☿ Mercury – rules over communication, wit, and intellect
  
Memory
+
♀︎ Venus – governs fertility, beauty, romance, passion
  
Music
+
♂︎ Mars – influences strength, aggression, war, sports
  
Necromancy
+
♃ Jupiter – presides over good luck, growth, wisdom
  
Plants
+
♄ Saturn – causes misfortune, evil, bad luck
  
Possession
 
  
Secrets
+
There are also 12 signs of the Zodiac, with the 12 Houses that the sun may occupy at any time.
  
Serpents
+
Aries - Brave, adventurous, passionate, energetic, impatient, headstrong and naïve.
  
Shadow
+
Taurus - Dependable, down to earth, great physical lovers, persistent, strong, stubborn, hard to convince, unimaginative.
  
Statuary
+
Gemini - Charming, witty, mercurial, versatile, clever, two faced, unreliable and unable to commit.
  
</td><td>
+
Cancer - Intuitive, dreamers and visionaries, very imaginative, persuasive, empathic, moody, manipulative and insecure.
  
Swamp
+
Leo - Proud, boastful, egotistical, leader, cheerful, generous, warm-hearted, courageous and stubborn.
  
Transformation (Physical)
+
Virgo - Intellectual, analytical, dependable, perfectionist, neat and tidy, obsessive, careful, cautious, hardworking and shy.
 
 
Transmutation
 
 
 
Transportation
 
 
 
Trickery
 
 
 
Water
 
 
 
Worship
 
 
 
</td><td></table>
 
 
 
Unfortunately, using magic isn't a free ride. Many types of magic induce mental Stress - or worse.
 
  
==Corruption==
+
Libra - Just, fair-minded, peaceful, diplomatic, cooperative, gentle, avoids confrontation, self-pitying and holds grudges.
  
Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien.
+
Scorpio - Resourceful, independent, secretive, loyal, psychic, passionate, lustful, violent, vengeful and perverted.
  
Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of the Lore put into the Sorcery action, from both the character's own Lore and any other sources, such as potions, etc. If the Will roll is higher, there's no Corruption; if it's lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character's aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster.
+
Sagittarius - A free spirit, idealistic, funny, and likeable, generous, often forgets a promise, tactless, impatient and easily annoyed by waffle.
  
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender.
+
Capricorn - Optimistic, responsible, self-disciplined, organised, family orientated, judgmental, critical, and a condescending know it all.
  
For some magical effects, including range, damage, etc., in Attack spells, a Sorcerer can boost the effect by adding one more segment on their Corruption clock per extra instance of effect: 2x, 3x, etc.
+
Aquarius - Eccentric, individualist, humanitarian, idealistic, calm, forward thinking, quiet, aloof, fights for a cause, rebellious and disobedient.
  
 +
Pisces - Compassionate, mystic, musical, wise, artistic, romantic, impractical, daydreamers, overly trusting, prone to anxiety.
  
'''Internalized and Externalized Corruption
 
'''
 
  
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.
+
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.
  
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.
+
==Sorcery==
  
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.  
+
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.  
  
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.
+
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.  
  
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.
+
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.
 
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.
+
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.
  
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.
+
==Theurgy==
  
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 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.  
  
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
+
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.  
affected area spreads. Never heals, and slowly spreads unless sealed from the other side.
 
  
 +
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.
  
'''Corruption Stunts'''
+
(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.)
  
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.
+
==Witchcraft==
  
==Spirit Sight==
+
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.
  
Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands.
+
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.
  
Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.
+
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.
  
 
=Weapons and Armour=
 
=Weapons and Armour=

Latest revision as of 12:35, 7 September 2022


Campaign Overview[edit]

The untold occult and supernatural sphere of the secret war against Napoleon, from the Directory to Waterloo.

Characters[edit]

Player Character Phys Stress Mental Stress FP Consequences High Concept Trouble
Tobias M. Louis-Alexandre de Launay, Viscomte d’Antraigues OOO OOOOOO 3/3 OO-OOOO-OOOOOO Philosophe Freethinker & Atheist
Soph Julia Maria Assumpta Salerna, Contessa di Volcanello OOO OOOO 3/3 OO-OOOO-OOOOOO Nefarious aristocratic plotter and saloniere Island occupied by Murat

Helpful Resources[edit]

Magic[edit]

The five schools of magic are: Alchemy, Astrology, Sorcery, Theurgy, and Witchcraft. All essentially channel and direct the same magical forces through different means. Alchemy combines substances to release their magical potency. Astrology directs the powers of the stars and planets. Sorcery directs the power of human (and sometimes angelic or demonic) will. Theurgy employs divine miracles. Witchcraft channels the powers of the earth.

Powering Magic[edit]

Magic is powered by the Lore skill, and in many cases, consists of straight Lore-based attacks against physical or mental Stress - mediated according to the particular school. The caster rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress.) Ingenious magicians may be able to devise a spell form that gets around a particular defence.

For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty.

A caster can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less destablizing, volume of magic. This should make the subsequent roll to resist mental Stress easier.

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.

Magical Stress[edit]

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.

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.

Alchemy[edit]

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.

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.

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[edit]

Astrology directs the forces of the planets and the constellations. In classical astrology, there are six planets, plus the sun:

☉ The Sun – determines the basic personality, the star sign of the person.

☽ The Moon – covers moods, emotions, and feelings.

☿ Mercury – rules over communication, wit, and intellect

♀︎ Venus – governs fertility, beauty, romance, passion

♂︎ Mars – influences strength, aggression, war, sports

♃ Jupiter – presides over good luck, growth, wisdom

♄ Saturn – causes misfortune, evil, bad luck


There are also 12 signs of the Zodiac, with the 12 Houses that the sun may occupy at any time.

Aries - Brave, adventurous, passionate, energetic, impatient, headstrong and naïve.

Taurus - Dependable, down to earth, great physical lovers, persistent, strong, stubborn, hard to convince, unimaginative.

Gemini - Charming, witty, mercurial, versatile, clever, two faced, unreliable and unable to commit.

Cancer - Intuitive, dreamers and visionaries, very imaginative, persuasive, empathic, moody, manipulative and insecure.

Leo - Proud, boastful, egotistical, leader, cheerful, generous, warm-hearted, courageous and stubborn.

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.

Scorpio - Resourceful, independent, secretive, loyal, psychic, passionate, lustful, violent, vengeful and perverted.

Sagittarius - A free spirit, idealistic, funny, and likeable, generous, often forgets a promise, tactless, impatient and easily annoyed by waffle.

Capricorn - Optimistic, responsible, self-disciplined, organised, family orientated, judgmental, critical, and a condescending know it all.

Aquarius - Eccentric, individualist, humanitarian, idealistic, calm, forward thinking, quiet, aloof, fights for a cause, rebellious and disobedient.

Pisces - Compassionate, mystic, musical, wise, artistic, romantic, impractical, daydreamers, overly trusting, prone to anxiety.


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.

Sorcery[edit]

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.

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.

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.

Theurgy[edit]

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 here and here and here are a few possibilities.

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.

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.

(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.)

Witchcraft[edit]

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.

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.

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.

Weapons and Armour[edit]

Unlike other varieties of Fate, this version gives weapons and armour a more active role in the mechanics. All weapons and armour are divided into three classes - 1, 2, 3 - based on how much physical Stress they deal out - or absorb - when a target suffers an Attack. This is in addition to the +/- from the character's own skill roll.

Weapon classes[edit]

Weapons are divided into the following broad classes:

  • Light weapons (+1): Dagger, shortsword, cosh, brass knuckles, self bow, pistol, etc.
  • Medium weapons (+2): Sword, mace, axe, longbow, crossbow, musket, rifle, etc.
  • Heavy weapon (+3): Greatsword, maul, halberd, lance, pike, quarterstaff, arbalest, swivel gun, etc.

Weapon class and turn order

Weapon classes affect Fate Condensed's voluntary turn order in the following way - except in cases of surprise, where the ambusher always gets first shot/blow:

  • Ranged weapons (and applicable magic spells) always go first.
  • On first round, weapons go in order of their class: 3, 2, 1. This is to reflect the reach of heavier weapons and pole arms.
  • On subsequent rounds, the order is: 2, 3, 1. This is to reflect how cumbersome heavy weapons are to wield at close quarters.
  • Within each class, combatants Attack in order of their Athletics. Ties mean simultaneous Attacks.

Ranged weapons[edit]

Ranged weapons have their own rules, aside from just going first in turn order.

Thrown weapons - axes, knives, spears, rocks, etc. - use Athletics. Other ranged weapons use Shoot.

Ranged weapons can reach a number of Zones equal to their range. So, thrown weapons or pistols can reach one Zone outside their own, carbines can reach 2 Zones, muskets can reach 3 Zones, etc.

Reload times

Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For pistols and muskets, this becomes 4 turns. For rifles, it becomes 5 turns. For the Girardoni air rifle, whose air reservoir needed hand pumping for recharging, it becomes 10 turns.

Ranged weapon types

Weapon Class Damage Range Reload Shots Cost Examples
Pocket pistol Light 1 0 4 1 £2 None
Pistol Light 1 1 4 1 £1 French .69 pistol
Carbine Medium 2 2 4 1 £2 15s Musketoon, Brown Bess cavalry carbine
Blunderbuss Medium 3* 1 4 1 £1 Mail coach blunderbuss
Musket Medium 2 3 4 1 £3 15s Brown Bess, .69 Charleville musket
Rifle Medium 2 4 5 1 £10 Baker Rifle
Air rifle Medium 2 3 10 20 £30 Girardoni air rifle
  • Blunderbusses and similar grapeshot types can hit two adjacent targets for the same damage with the same shot.

Interesting Leads and Developments[edit]