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Revision as of 13:40, 24 May 2014
Contents
Introduction
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
IC Thread:
Characters
Meraine Tiachorne (Stormraven)
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)
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.
- Strip Protections: Can use Craft on Overcome attempts to successfully remove (or temporarily abate) curses or protections on objects.
- Gaze of Alien Glass: +2 to Create Advantages with Provoke to intimidate.
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _ _ _
- Mild:
- Moderate:
- Severe:
Chavaryn (Civil Savage)
Fate Points: 3
Refresh: 3
- Aspects
- Bandit of the Dragon Road
- Gimme the good life
- Reputation is Everything
- All In
- People Are Just Pawns
- Skills
- Great (+4): Provoke
- Good (+3): Shoot, Notice
- Fair (+2): Athletics, Deceive, 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)
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)
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:
Enoch (Sabermane)
Fate Points: 3
Refresh: 3
- Aspects
- Loud-Mouthed Out of Work Bodyguard
- Sole survivor and Witness
- Son of a Bitch must pay!
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _
- Mild:
- Moderate:
- Severe:
Meridion (Spectator)
Fate Points: 3
Refresh: 3
- Aspects
- Stubborn Assassin With a Heart
- No One Leaves the White Hand!
- Find a Cure, or Die Trying
- Everyone Pays
- No Such Thing As a Fair Fight
- Skills
- Great (+4): Deceive
- Good (+3): Stealth, Will
- Fair (+2): Fight, Burglary, Athletics
- Average (+1): Contacts, Notice, 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.
- Playing the Part: Spend a fate point to use Deceive in place of any other skill for one roll or exchange, if it has to do with a disguise or cover story you are currently using.
- Stress & Consequences
- Physical Stress _ _
- Mental Stress _ _ _ _
- Mild:
- Moderate:
- Severe: