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Character Creation.

Posted by ControlFor group 0
Control
GM, 244 posts
Tue 7 Apr 2020
at 09:03
  • msg #1

Character Creation

Create your character as the Fate Core book describes.  Note the differences to the physical and mental stress track.

If appropriate to the character you wish to play, we may decide to have your character take on a mantle.  A mantle is a special set of specialized rules that apply to your character based on who they are and what they do.  (For instance, a city-guard may have the power to arrest people and take them before a magistrate).

Rather than lay out the specifics of each mantle, we will discuss this during character-creation, and decide what stunts and conditions--if any--are part and parcel of your character's mantle.  This may result in your having more than three to five stunts.  This is acceptable, so long as it its the character and is accepted by the GM and table.

It is also possible to have more than one mantle  (A magic-using city-guardsman, for instance), but again, this must bear scrutiny and acceptance by the GM and players both.

Required Thematic Elements
The Queen has given consent to have you become part of the Veiled Hand.   It follows from this that your character has a reason to join and has a loyalty to the queen.  You need a reasonable back-story reason for how they came into this fairly low-level information network.


Basic Character Sheet

N A M E
Mantle

ASPECTS
High-Concept: UNDEFINED
Trouble:      UNDEFINED
Personal:     UNDEFINED
Personal 2:   UNDEFINED
Personal 3:   UNDEFINED


SKILLS
02 *    Great(+4):
03 *     Good(+3):
04 *     Fair(+2):
05 *  Average(+1):
05 * Mediocre(+0):


Athletics, Blades, Burglary, Contacts, Crafts, Deceive, Empathy,
Fighting, Investigate, Knowledge, Lore, Notice, Physique, Provoke,
Rapport, Ride, Shoot, Stealth,  Will

Two Great, Three Good, Four Fair, Five Average.  Please do not delete the
Mediocre(+0) ranked skills.



STUNTS
Core mantle stunts are free. You may take one additional stunt (mantle or otherwise) for free.  Any further stunts cost 1 refresh.  Refresh starts at 3.  You may go down to zero refresh.

Stunt Name
Stunt Details

STRESS & CONSEQUENCES
Mental Stress (Will)       [_][_][_][_][_] // [_][_][_][_]
Physical Stress (Physique) [_][_][_][_][_] // [_][_][_][_]
Mana (Lore)                [_][_] // [_][_][_][_][_]
Consequences               [2][4][6]

Refresh 3/3.  Mental and Physical Stress tracks start at five-shifts.  Each slot negates one stress only).  Each rank in Physique and Will adds one shift to the length of the corresponding stress-track.



In the end, I'll concatenate the sheets for my own personal use in this format:

N A M E
Mantle: Troubadour
Tracks: Fate-Pool 3/3, Mental 5: [ ][ ][ ][ ][ ],
Physical 7:[ ][ ][ ][ ][ ][ ][ ], Mana: 0

Aspects: Traveling Troubadour Trusted for Terrible Tasks, Can't
Leave Well Enough Alone, Everybody Loves a Good Story, Two Faces to All Coins,
Secret Scholars Scare Sovereigns

Skills: Athletics 3, Blades 2, Burglary 2, Contacts 3, Crafts 1,
Deceive 3, Empathy 1, Fighting 0, Investigate 0, Knowledge 4, Lore 1, Notice 2,
Physique 2, Provoke 0, Rapport 4, Ride 1, Shoot 0, Stealth 1,  Will 0

Stunts: Mantle Stunt 1, Mantle Stunt 2, Third Stunt, Fourth Stunt
This message was last edited by the GM at 12:22, Sat 11 July 2020.
Control
GM, 265 posts
Tue 7 Apr 2020
at 10:27
  • msg #4

Creating an Evoker (Using Evocation!)

Almost all people in Aroen can cast rituals.    But being an Evoker means you can command and direct the fundamental elements of the world around you, limited only by your creativity!

Well, okay, it's a little more limited than that.  Evocation is line-of-sight only, and it does have an "elemental" requirement, but so long as you can work it into your character's world-view... it's good.

here's what you need to build an Evocation-Casting character:

Prerequisites
An Evocation casting-type character must have:
  • At least one rank in the Lore skill
  • At least one Aspect that reflects the use of magic
    The existence of this Aspect justifies the introduction of a Mana Stress-Track



Mana Stress-Track
The Mana Stress-track is based on Lore.  Just by virtue of being an Evoker, you have a mana pool of 2 shifts.  Each rank in Lore adds one additional shift to the mana-pool.

Lore RatingTrack lengthExample:
Lore(+0)2 dotsMana OO
Lore(+1)3 dotsMana OOO
Lore(+2)4 dotsMana OOOO
Lore(+3)5 dotsMana OOOOOO
Lore(+4)6 dotsMana OOOOOOO


Magical Consequences
Magical Consequences are an inevitable result of living in a magical world and having a mana stress-track.

Magic Costs
This assumes that the caster is drawing upon his own Mana stress-track or Mental stress-track to fund the magic. Other sources of power are available.  Most notably other people.

I want magic to cost something.  The mage may be very talented, but he should still have to weigh whether the casting is worth cost.


Outlying Stat Possibilities
UNAWAKENED ADEPT
Lore(+0) with a Mana Stress-track.
This guy has enormous potential that has never been realized...

MAGICAL SCHOLAR
Lore(+4) but no Mana Stress-track
He's done all the research... and he can cast ritual magic with the best of them (perhaps better than them, actually)...  but he still can't cast evocation.



The Evoker mantle

The Evoker "Mantle includes the following:

Core Stunts:
By virtue of being an Evoker, you get this stunt for free.

Evocation:
As an evoker, you can cast magical spells comprising the five elements: fire, air, earth, water, "force", gravity, magnetism, lightning, etc...

In game terms, you may perform any of the four basic actions with spectacular magical effects such as defending with a shield of ice or creating an advantage by shifting earth beneath the opponent’s feet.

If desired, you may push yourself to increase the spell’s effect by marking a stress-box +1 or two boxes for +2 on any one magical action.  The Stress-Track used must make narrative sense.You may not mark more than 2 stress-boxes at a time for this purpose.

These benefits are cumulative: if you mark two stress boxes and both conditions, you could do a single magical action at +8, and then have +2 to all magical actions for the rest of the scene


Unique Conditions:

Exhausted
You may add +4 to any single magical action or to attack multiple targets magically without dividing your roll by taking on the Exhausted consequence.

When you are Exhausted, the GM has a boost to use against you in any scene in which your fatigue may be used against you. Clearing Exhausted, of course, requires an active effort to rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.


Burned Out
You may really push your magic and gain +2 to all magical actions for the rest of the scene, but you must take on the Burned-Out Consequence.   Afterward, you cannot use magic, at all, until Burned Out is fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the Exhausted condition.
This message was last edited by the GM at 06:34, Fri 10 July 2020.
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