Excellent questions.
Refresh
1. Control and Cara have both used the term 'Refresh' with respect to stunts, and I'm not clear on what that means. I found this on the Fate SRD (bottom of the page) -- https://fate-srd.com/fate-core/skills-stunts -- where they mention the Refresh Rate, but it isn't clear what it is that's being refreshed.
A Refresh is the pool of fate-points you have available to develop your character by buying stunts. You are assigned a base Refresh pool of 3.
At the beginning of every game-session, you will regain that number of fate-points (3 minus however many extra stunts you bought) providing your current fate-pool size is less than that. If it's
more than that, you keep what you've got.
So, you are refreshing the fate-point pool.
According to your rpol character sheet, Etzagith has taken the Lurk Mantle, with it's three core stunts.
He's
also taken three of the four potential additional stunts to go with it. That will cost him three refresh. One for each additional potential stunt beyond the core stunts. That will push Etzagith's Refresh pool to zero. So, at the start of every new game-session, Etzagith
will not gain any new fate-points.
As fate-points are the cost of introducing new details, allowing a re-roll or adding a straight +2 to any roll (
after the fact!), you'll really want to consider dropping one or two of the "additional ptoental stunts".
Of course, you can also simply make sure you roleplay your ass off and point out to me every time you're playing closely to your Aspects (where it
matters), so I can award you Fate-points for doing so.
Sticky Unique Conditions
2. The Sticky Unique condition from the Mantle: I see when you mark a box and when marks get removed, but what happens if the boxes are filled? Just that you can't use any of the actions that mark a box, or is there another penalty?
Yes, you are correct.
If Etzagith's tapped out all five slots of the Seek Shadows Condition, he will be unable to mark any more boxes of, so he will be unable to "hedge" his stealth rolls and will be unable to power the Lurk stunt.
At the end of every game-session (minor plot-point in-rpol story-time), you'll refresh one shift. You can also regain a shift of Seek Shadows when you succeed with style on a roll involving stealth or generally avoiding being seen.
There
does not appear to be any other condition that would prevent Etzagith from using his Lurk Mantle
Seek Shadows condition or to power the
Lurking stunt.
Multiple Mantles and Game-Balance
3. In the example you gave about mantles the character had, I think, three different mantles. Since a mantle comes with 2 free stunts, this seems overpowered to me. Is there some drawback to having multiple mantles? (Hence question 2.) I mean, I could come up with a mantle of Quick-change Artist, which would totally fit the direction I've been moving Etz in. I'm not trying to twink out the character, but I am struggling to come up with a real Aspect surrounding what is becoming a significant part of his personality.
Mantles represent a mix of benefits, detriments and often
obligations. Quick-Change Artist certainly fits with what Etz is all about. But is it a mantle? Can he not really stop doing it because it's a fundamental part of who he is?
I provided an example of multiple mantles to illustrate how one could think about these things. For the magic-using noble doctor, I'd be hard-pressed to determine which I should deny him... his magic, his noblesse oblige or his medical expertise. The character put his time in... paid for his education, underwent rigorous training whilst maintaining his titular duties to the court.
There
is an inherent lack of balance in this, yes.
I don't think the magic-using royal doctor should be operating at the same "level" as the untrained shepherd who just got accepted as an apprentice farmer. There's nothing wrong with either.
Ultimately, it is my responsibility to ensure that the power-gap isn't too big of an obstacle to the game. If you take on a mantle, you are
also taking on those obligations and responsibilities, agreeing to the little mini-system that the mantle provides.
But it may be that no little mini-system is necessary.
Lore for Etzagith
Finally, a question for Control about Etzagith. I had left Lore at Fair, in the thinking that knowing a little Lore might be helpful in overcoming any magical locks or security measures. Is this a waste of a skill point or will that actually help? I don't expect to do any evocation, and it wasn't clear to me whether Lore is more like knowledge or more like magical talent or power.
Side note: Character thread message 7 has Lore:2 (Fair), RPOL character sheet has Lore:1 (Average).
Lore is magical knowledge. It applies to the study of magic, which includes Evocation and Ritual Magic both.
It is
also a loose indicator of magical talent, much like the Physique skill provides a foundation for the physical stress track (innate physical talent?) and the Will skill provides a foundation for the mental stress track (innate intelligence?).
Etzagith, with a Lore:1 or Lore:2 will have a 3-shift mana-pool. When casting magic, he can call upon that pool to fuel the magical effects. This means it will take less time to call up the power needed to do stuff. a Lore:0 will give Etzagith a mana-pool of 2-shifts instead of 3.
Also, Lore represents magical knowledge and insight. You simply have studied more, learned more about how magic works, and are thus able to do more complex spells for less potential cost to you.
In my mind, yes, it's worth it. Especially if you plan to be doing magical effects a lot.
I'll also end this with the reminder that we can try things out and see how it goes. If you want to tweak things around as we go, you're also welcome to do that.