Monthly Archives: January 2014

Bulldogs!


I am starting up a game of Bulldogs on Friday nights via Skype.  I am going to be using FATE Core, and have given some thought to converting the game from the previous edition of FATE that it was originally written in.

The big thing that needed converting was the racial* packages, since they were based on a version of FATE that had a higher stock Refresh rate than the current version.  Alien races also came with both positive aspects (which cost refresh) and negative aspects (that reduced the refresh cost of the package).  I could have gone that way too, but I decided that I wanted to keep things to FATE Core as closely as possible for the conversion since it would be easier for me to reference, and easier for the players to understand and follow

Each race has a number of Aspects common to that race, and I decided to allow players to pick two and to consider them extras subsumed under their High Concept.  Adding a couple of aspects isn’t going to break the character in FATE because aspects are driven by the FATE Point economy – a player with additional aspects might be able to squeeze out the odd additional FATE Point from compels, but overall there is just so much screen time that any given character can get to earn FATE points in.   Initially I thought of giving the characters all of the Aspects listed, but in the end I decided that a) that would make all the races  more stereotypical than I wanted, and b) it would make it too easy to compel aspects.

Racial packages also include a number of stunts.  Some of these stunts are optional and some aren’t.  Some are closer to what the new FATE Core considers trouble.  Some races have relatively few, but some races have a lot.  I gave some thought to how to handle this and considered a few options –

  1. Increasing the characters Refresh and making all stunts cost 1 Refresh.  So, for example, increasing the Refresh to 6 and allowing characters to take up to 5 stunts at 1 Refresh each.  I decided not to do this because I didn’t think it really solved the problem, and I didn’t want players to have the option of having a Refresh of 6.
  2. Giving racial stunts as Extras.  I decided not to do this because the number of racial stunts varied considerably from one race to another.
  3. Just subsuming the racial stunts under characters High Concept.   Again I decided not to do this because of the considerable variability in the number of stunts.

Ultimately I decided that I would just require characters who wanted to be a specific race to take all of the required racial stunts, and give up to three stunt slots for free with two more available at the cost of one Refresh each.  I felt that this was the most reasonable way of doing things, and would give players with lots of ideas about character stunts to have the freedom to indulge their creativity by taking a race with few or no required stunts, while allowing players who weren’t interested in giving a lot of thought to their character stunts a chance to take one of the races with lots of racial stunts and not have to make many choices.

For the stunts themselves, I tried to follow the standard FATE Core format of either “+2 to [skill] to do [thing] under [circumstance]” or “once per session [something cool]”.  Not all of the stunts translated directly over to one or another of these formats, however, for some stunts I made the decision to remove one of the conditions and reduce the modifier to +1, or to simply ignore the stunt entirely if it seemed to have less utility than a standard FATE Core stunt and I couldn’t think of a way to jazz it up.

Urseminite-01.pngI considered adding a “Racial Trouble” category to the alien packages, but in the end decided not to, again because of variability – some races had a racial trouble and some didn’t and I didn’t feel like spending a lot of time and effort balancing things out.  Where they existed, I decided that racial troubles would be incorporated into the “compel” side of High Concept.

My conversion process feels “right” to me, and I think that it balances well while getting the feel of each of the alien races in Bulldogs right.  We’ll be having our first game on Friday, and if there are no questions by the players or revisions I need to do, I will post the various packages this weekend.

____

*By “race” I mean “species”.  It’s a long and hallowed tradition in role-playing to use “race”, but that’s not really what we are talking about here.

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FATE OF ALDIS VIII – BLUE ROSE IN FATE ACCELERATED


Fateofaldis

Previous posts have tackled Blue Rose in the FATE Core system.  But what if you want to go very light on the system aspects?  What if you want the feel for Blue Rose, but not a lot of system mechanics?  In short, what if you want to do Blue Rose in FATE Accelerated?

It isn’t that hard.

First, a couple of things to get out-of-the-way – there is no way that you will be able to simulate the system of Blue Rose in Fate Accelerated without adding in so many extra rules that everything good and pure and wonderful about FAE will be lost among piles and piles of house rules.  Do not go that route – madness lies at its end.  You should strive to keep Extras entirely out of FAE – the game was built to be fast and easy, and if you have selected it as your game system over FATE Core then that is what you should be aiming for ABOVE ALL ELSE!  If you want a system you can add too and compexify to your heart’s content, go back to FATE Core.

This doesn’t mean, however, that you can’t change some things in FAE.  It only means that for every thing you put in, you need to take something roughly as complicated out in order to keep things streamlined.  I’ll cover this in more detail below.

FATE Core and FAE share many components:  High Concept, Trouble, Aspects, Stunts, the four actions, the bulk of the mechanics system.  Everything I have said about these things in the preceding posts discussing FATE Core still hold – if it is applicable in FATE Core it is applicable here for FAE.  Just for completeness let me touch upon them briefly –

  • High Concept – works the same:  [Adjective] [Race] [Profession] gives a nice, simple High Concept
  • Trouble – works the same
  • Aspects – work the same
  • Stunts – work in a similar way except by default you only start with one (though optionally you can start with up to three, and even sell back your Refresh if you want).  I highly recommend sticking with one stunt per character to start with – or even none at all for inexperienced or younger players – to keep things simple and streamlined.  But that may just be my preference, and if you want to handle stunts like in FATE Core, you can certainly do so.  Phrasing of stunts is slightly different which may result in some stunts not working quite the same way.
  • Stress and Consequences – work more or less the same, the difference being that in FAE you don’t get extra boxes for having high levels in certain skills.

So that’s the easy part that we have already discussed at length.  Now comes the tricky bit.

SKILLS VS APPROACHES

FAE has no skills.  Instead, it uses a small number of penumbra approaches to resolve the outcomes of the four actions.  This means that the approach I took to port Blue Rose Arcana over to FATE Core simply won’t work in FAE.  There are, however, several options you can take to bring Arcana into FAE.

The first is to deal with it as an Approach.  You can either a) add an additional approach called “Arcane” or something similar, or b) simply replace one of the existing approaches with “Arcane” (for example, replace “Forceful” with “Arcane”).  In this case “Arcane” might represent a variety of things, from actual spells and abilities, to a number of minor magical items possessed by the character, to some innate training such as that possessed by Spirit Dancers.  Characters with a high Arcane use magic to solve problems a lot and are quite good at it, whereas people with a low Arcane might have a few potions and arcane stones which they use to solve problems when nothing else works better.

This is a very simple and broad-based approach, but has the downside of either spreading the character’s points for approaches out, or losing one of the standard approaches for FAE.  It works best for games where everyone is assumed to have some sort of arcane ability.

HIGH CONCEPT AND ASPECTS

It is likely that if the character is one of the arcane professions such as Animist or Psychic that they already have this aspect as part of their High Concept.  Alternately, it can be added as an additional aspect.  In either case, magic is again just another way of solving problems , except that it now acts as a modifier to one of the other approaches, comes with a cost in the form of FATE points spent to activate it, and has a down-side in the form of compels.  Some thought should be given to what exactly a given arcane aspect can modify (for example psychics might be able to influence Clever, Careful, and Flashy, whereas Contemplatives can influence Forceful, Quick, and Sneaky).  More importantly though, GMs taking this approach will need to be careful of the sorts of compels that they use for these aspects.  Remember that arcana are not considered particularly evil or corrupting in Aldea, so compels should stress the mindset of practitioners rather than any sort of arcane backlash or shadow corruption.  Healers, for example, might be offered compels to be late for important events because they stop to heal someone who is injured.

STUNTS

Arcana are easily translated into stunts in FAE, and to my mind this is the best way to go about it since it doesn’t involve modifying or adding approaches or coupling a downside to the arcana in the form of compels.  Overall the stunt will either give the character a good, solid +2 in circumstances related to their area of arcane expertise, or allow them to do something related to their arcane ability once per session.  Here are a couple of examples:

  • Because I am a Spirit Dancer, I get +2 when I Flashily Create an Advantage when I am freely able to move about and dance.
  • Because I am a Spirit Dancer, once per game session I can negotiate a legitimate parlay with any hostile individual or group, so long as they are not Shadow aligned.

The best part of using Stunts for Arcana is that there don’t need to be any real changes to the rules at all – everything is built-in, so the FAE system can just run on its own without any additional explanation or house rules, and no worries about remembering what sort of compels are acceptable for the “feel” of the magic.

GETTING THE “FEEL”

One thing that you will need to do when running Blue Rose in FAE is to make sure from the beginning that you and the players share an understanding of what the “feel” of the game will be like.  FAE is a very generic, very minimal system and there will be few if any mechanical restraints to enforce genre.  Because fantasy settings in RPGs and literature vary widely, player expectations for a game of Blue Rose will also vary widely.  This is true for any campaign, but particularly true for one such as this where the framework is built more on shared ideas and expectations than it is on mechanics and rules.

CONCLUSION

I think that it is quite possible to simulate Blue Rose within the framework of FAE.  Much of the attraction of Blue Rose is in the roleplaying and interaction between characters rather than in simulation, and FAE allows the rules to be kept to a bare minimum so that roleplaying can come to the fore.  When the dice must come out resolution is quick and easy, and players can quickly pick up the minimal system.  There is a very short learning curve to the game mechanics, which is perfect for a setting like Blue Rose where the fun is exploring the world, its inhabitants, and your character rather than an optimal combination of feats.

BACK TO PART VII

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FATE of Aldis Part VII – Extras


Fateofaldis

Here are some ideas for extras to add to Fate of Aldis to cover certain topics and issues from that game and setting in more detail.  Extras are discussed in detail on pp. 270-299 of FATE Core.

When considering extras, bear in mind that all extras add two things – depth and complexity – and that it is important to balance these out so that depth is primary.  Adding in a bunch of extra rules that do not serve the purpose of your campaign “feel” just because they emulate some portion of the original Blue Rose setting isn’t going to make your game better, only more complex.  If you want your characters to be light-aligned and to stay that way throughout the campaign, don’t add in rules for falling into shadow.  Such rules will simply add needless complexity to the campaign, and will likely be used so seldom that in the few cases you do bring them up you will have to stop play in order to reference them because you probably won’t remember how they work.  Some good rules of thumb for extras –

  1. If it isn’t some aspect of the setting or metaplot that has real interest for you or your players – if it doesn’t drive plots, influence player decisions, and/or give you neat ideas for conflicts/situation aspects/scenes/NPCs then don’t add it.
  2. If it isn’t going to come up at LEAST once every adventure, and preferably once per session, then don’t add it.
  3. If it results in a zero sum situation for the game (such as all the PCs getting heavy [+4] armor to counter the heavy [+4] weapons carried by NPCs) don’t add it.

ADD ADDITIONAL STRESS AND CONSEQUENCES

You can add an additional damage and consequence track to characters to simulate a variety of things such as

  • Add an additional stress and consequences track for users of the arcane abilities to simulate limited availability of magic.  Roll Arcane against an increasing difficulty set by the GM,  Failure accumulates stress and then consequences.  Once all the stress and consequences boxes are marked off, the character can’t use arcane abilities anymore until there is a chance to study spells, meditate, and replenish magical energy.
  • Add an additional stress and consequences track to monitor character alignment.  In most Blue Rose games characters start out light aligned and stay that way, but for those GMs who want to keep track of how their characters are tempted, for those players who want to skirt the darkness, and for times when you have players who don’t necessarily understand the whole “burning villages, raping women, and slaying children all have CONSEQUENCES” thing, When a character performs some morally shadowy activity, check off a box.  If you want less certainty, make a roll using an appropriate skill like empathy, rapport, or will against a target number set by the GM based on how heinous and shadow-like the activity is, and take the failure ranks as damage.  You will need to decide if and how such stress and consequences might heal – anything from public service to meditation to “it flat out never goes away.”

MAGICAL WEAPONS, ARMOR, AND ITEMS

Blue Rose isn’t really a gear oriented game, so I would hesitate to add these rules in for normal weapons.  But the Weapons and armor mods rules (listed on p. 277 of Fate Core) would work well as a simple means of simulating master quality or magical weapons and armor of the “+1 sword” variety.  The more powerful the magic, the higher the bonus – a +4 weapon would be extremely rare and absolutely terrifying to most people, whereas +4 armor would make the one wearing it some sort of monster tank. invulnerable to most damage.  I’d stick with +1 or +2 at most – anything more should be an artifact.

Arcane elixirs are just one of the four actions in a bottle with the limitation that they only work for the imbiber.   Most potions would Create an Advantage, but some might boost a skill or allow a roll to Overcome, Attack, or Defend.  Such elixirs can be created using a stunt like “Create Arcane Elixir” and rolling using an Arcane or Lore skill against a target number determined by the GM.  My recommendation is to not roll for the success of the creation until someone actually drinks the potion – then they can find out precisely how successful the creation process was.

Arcane stones are probably best represented by an aspect or stunt since their effects are permanent.  Think carefully about allowing these items into your campaign – and particularly about allowing characters to create them – since this could seriously unbalance things or make characters quite powerful.  Most importantly, so long as they are manufactured items rather than something that is inherent to the character itself, be prepared to steal or break them (and incidentally, as a GM there is little more satisfying than the look on your player’s face when their arch-rival shows up wearing their stolen arcane stones.  Cherish those moments.)

There isn’t much in Blue Rose discussing high-powered magic items – romantic fantasy just isn’t the sort of genre where you care a lot about gear.  Still, there are great possibilities for storylines revolving around powerful artifacts left over from the Old Kingdom or the Shadow Wars, or given by the gods for their own purposes.  Such items should be built using the Fate Fractal rules, with their own skills, aspects, stunts, and even stress and consequences tracks.

Example:  the Quill of Hiathas

HIGH CONCEPT:  Divine Artistic Quill
TROUBLE:  See the poetry of everything
ASPECT:  Expression of Divine Poetry
SKILLS:  Lore (Poetry) +6, Lore (Hiathas) +4, Lore (Gods of Light) +2
STUNTS:  Quill Dance – gain +2 to defend against Sorcery and creatures of Shadow while wielding the Quill
Poetry of the Dawn – if the wielder is a lover of the dawn, once per session the character may send a message, in the form of a couplet, to his or her love – no matter how far away they may be from one another.
STRESS AND CONSEQUENCES:  each time the character fails a roll while using one of the Quill’s aspects, skills, or stunts, take the difference between the roll and the Difficulty Number as stress/consequences.
Stress: 1, 2, 3
Consequences:
Mild (2):  the character falls in love with the person or persons of his or her choice.  If already in love, the love becomes particularly intense, as if the character had only just fallen in love.
Moderate (4):  the character becomes driven to create poetry and may pause, even in the most dire of circumstances, to compose a poem when inspiration strikes.
Severe (6):  Hiathas reclaims the quill.  At some point in the very near future, Hiathas will reclaim the quill.  The character will know that this is about to happen, and will have a short time to finish any current works in progress, or to send a message to a loved one.

ORGANIZATIONS

In Blue Rose, as in most romantic fantasy, most characters will not be lone wolves or chance adventurers, but characters who associate with one another as part of a community or organization, such as the Sovereign’s Finest, the Sovereign’s Guard, the Knights of the Blue Rose, agents of the Merchants Council or the retinue of a travelling noble.  To simulate this, create one or more Organization extras that characters can draw on so long as they are a member in good standing.

Nobleman with RetinueExample:  Retinue of Lord Sayvin

Permissions:  none; it is assumed that all characters are part of Lord Sayvin’s retinue

Costs:  part of the character’s High Concept, skill requirements

Characters are all part of the retinue and/or retainers of Lord Sayvin.  Though Lord Sayvin himself is on the brink of falling into Shadow, this is unknown at the moment, and he retains a large number of light-aligned individuals who serve him.

Aspects:  Sayvin should be the Sovereign!, Old Alliances, Favors Owed and Favors Bestowed

Skill Requirements:  must take one of the following at a minimum of Good, one at a minimum of Fair, and the rest at a minimum of Average – 

  • Contacts
  • Deceive
  • Empathy
  • Provoke
  • Rapport
  • Resources

You may substitute “Arcane:  Sorcery” for any one of the above.

Stunts:  Strength of your convictions:  once per session you may reduce one of your consequences by one level by making a Will check against a difficulty (+2) for Mild, (+3) for Moderate, or (+4) for Severe consequences. 

OTHER EXTRAS

In previous posts, I have discussed the possibility of adding in extras for the various professions and arcane skills in Blue Rose.  My own feeling is that it isn’t necessary and adds a lot of work for the GM and players, but if it is something that the individual GM wants to do, and you think that it will add to your game to have racial, professional, and arcane packages for each race, profession, and arcane skill then by all means do so.  There are lots of good rules for creating magical packages in the FATE System Toolkit pp 76-145.

CONCLUSION

Extras are there to allow you to really personalize your particular FATE campaign, and allow you to add complexity to your game in exchange for treating the most important aspects (for both you and your players) with more depth than the core FATE mechanics allow.  Once you know what interests you, develop some Extras that help cover those areas that you want to emphasize or focus on.  Try to keep extras simple, and don’t over-complicate your game with them – to use a cooking metaphor, treat them like seasoning to bring out the full flavor of your campaign and show off the most interesting parts to their full effect.

ON TO PART VIII

BACK TO PART VI

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FATE of Aldis Part VI – Stunts


Fateofaldis

Today I would like to look at stunts and how you can use them to emulate aspects of Blue Rose characters.  There is an excellent discussion of stunts and how to modify the rules for them in the FATE System Toolkit, pp. 33-38, which I am drawing heavily upon.

Stunts are the closest equivalent that Fate Core has to Blue Rose‘s feats.  But stunts are far courser than feats – individual characters will have at most five stunts (and more likely three) whereas a Blue Rose character can have many more feats.  Nevertheless, properly used stunts can give a good approximation of stunts in Fate Core.

Great Cleave!

Individual feats are simple to convert to stunts – they usually convey a modifier to some activity or allow the character to break the rules in some way.  The important thing to consider for character creation is which feats are central to the character concept.  Does your Rhydan merchant really need a stunt to emulate “Blind Fighting” in order to fit into your concept for what they character is and can do?  Maybe so (and a blind fighting merchant is certainly a cool idea) but particularly when converting characters from Blue Rose format to Fate it is very likely that you will need to cut some feats (or alternately combine some feats) so think carefully about what you have to have and what you can live without.

Because of the difference in scope of Blue Rose feats and Fate Core stunts, I recommend against chained stunts.  There is no reason for you to spend three stunts on Power Attack, Cleave, and Great Cleave – take one stunt and title it something appropriately spectacular (“Great Cleave”, “Powerful Blow”. “Loppin’ off Heads!” or something similar) to represent all three.  Some feats, such at Pure Hearted, might be better represented by Aspects.  If you are really stuck needing additional stunts you can always get two additional stunts by reducing your refresh, but that carries a downside of changing your rate of Fate Point acquisition, which may affect the way the character plays more than the additional stunts are worth.

CHANGING THE RULES FOR STUNTS

Even leaving aside stunts entirely, Fate Core characters are pretty competent.  They certainly are not level 1 beginning characters.  For those who want to change the feel of their Fate of Aldis game, here are some recommendations on changing the rules for stunts.

If you would like to simulate more of the “Hero’s Journey” sort of leveling system that is common in many games including Blue Rose, stunts are a great way to do that.  Here are some suggestions for tweaking stunts to give more of a Blue Rose feel to your game.

  • Reduce the number of starting stunts that characters have access to.  The fewer stunts you give, the lower level characters will feel.   Characters that develop their stunts during play also have a very different, more “organic” feel to them than characters that list their stunts at the beginning of play.  You can get some extremely interesting characters if you take this idea to its extreme and start the characters with no stunts at all.  Such characters will start out feeling highly trained but not necessarily experienced, and each of their stunts will become something of a marker of their path of development.
  • In conjunction with this, change how often a character can earn new stunts.  By default, characters can earn another stunt at the end of a minor milestone.  Change that to a significant milestone and  character stunts will often be tied to important events in your campaign.  Change it to a major milestone and stunts will a) be based around the profoundest of changes in the plot-line of your campaign, b) be earned rarely and dearly, and so be a major element not only of the character but of the character’s relationship to your world and its events.
  • Change the cost of stunts.  Normally a character’s first three stunts are free and the next two cost a point of Refresh.  You can increase the cost of stunts by charging a point of Refresh for each stunt, or reduce their cost by allowing one point of Refresh to buy two stunts.  Note that if you are going to change the costs of stunts here, you should seriously consider changing the cost of purchasing Arcana as well.
  • You can also decide to charge a Fate Point to activate a stunt, which will make them more expensive and less useful.

I am not sure what the title of this feat is, but it is awesome! Your Rhy-cat probably won’t put up with it however.

My recommendation for a good Blue Rose “feel” is to start characters with one stunt, allow characters to purchase new stunts after significant milestones, let them have their first three stunts for free, and to allow 1 refresh to purchase two stunts.  This allows for reasonably quick character development while tying many of the characters stunts to events within the campaign.

ON TO PART VII

BACK TO PART V

 

 

 

 

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FATE OF ALDIS Part V – MAGIC


Fateofaldis

Magic  Blue Rose - fantasy, blue, rose, magic, woman, night

Original by Blueangelandrea

In Blue Rose magic generally comes in the form of Arcana.  There are six of these – animism, healing, meditative, psychic, shaping, and visionary.  In addition there is sorcery (the dark side of arcana), Wild Talent, which I am addressing as a stunt.

(Blue Rose also has the “Arcana” stunt that allows character types which cannot normally use magic to gain the use of one Arcana, but since Fate allows for this without having to purchase it as a separate ability, I have left it out.  Given that the various forms of magic already have their own balancing costs, adding in the need for a feat or extra that allows for the use of an arcana seemed excessive).

Blue Rose - Shadow Wars by puimunARCANA

The general rules I suggest for the various types of Arcana are very similar

  1. All Arcana are separate skills (Arcane:  animism, or Arcane:  psychic for example).  These skills cannot be used untrained.
  2. For each Arcane skill a character takes, reduce Refresh by one, to a minimum of 1.
  3. When a character fails a roll when using an Arcane skill, the character takes one level of damage.  the exact nature of the damage is determined by the Arcane skill being used.  So, for example, psychics would take mental damage, but healers would take physical.
  4. Arcane skills can be used to Attack, Defend, Overcome, or Create and Advantage assuming the player can justify how that particular “flavor” of Arcane skill can be used for a particular effect.

My own preference for a quick and dirty conversion is to leave things simple and use the various Arcane types as a flavor for the overall skill, but it is possible to make things more complex.  If you want to be a bit more specific as to the effects of each Arcana, you can easily delve into Blue Rose and write up some index cards for the various arcane effects, listing what they can be used for.  If you want to fine tune these even more, you can specify which of them cause fatigue and give other details about how they can and cannot be used.  Characters get two arcane effects for each +1 they have in a particular Arcane skill.

Example:  Calm (Psychic):  Defend, Overcome, Create and Advantage.

SORCERY

Source – desktopnexus.com

Sorcery is similar to the Arcana above, but has changes to represent its dark and Shadowy nature.  Because a) it is against the genre to have large numbers of players practicing sorcery and b) it makes more work for the GM, I recommend not allowing more than one character in the party to have the skill.  Note that these rules are for Player Characters use of Sorcery.  NPCs can certainly use a much more streamlined system.

  1. Sorcery is a separate skill.  It CAN be used untrained (although it almost certainly shouldn’t be).
  2. Sorcery does not affect a character’s Refresh.
  3. When the character fails a roll using Sorcery, pick two of the following (you may choose the same effect twice):
    1. Take one level of mental damage
    2. Take one level of physical damage
    3. GM gets one Shadow Point.
  4. When a character succeeds at a roll using Sorcery, pick one of the following:

    1. Take one level of mental damage
    2. Take one level of physical damage
    3. GM gets one Shadow Point
  5. A character who succeeds with style at a roll using Sorcery suffers no effects.
  6. A character may use sorcery to attack, defend or overcome, providing they can justify how sorcery would be useful in that particular situation.  Sorcery can also be used under certain circumstances to create an advantage as detailed below.

Sorcery can be quite dangerous, so special rituals have been developed that enable the sorcerer to draw shadow energy around themselves to aid in future endeavors.  These rituals are usually long and involve lots of chanting and the sacrifice of valuable items, rare knowledge, and (sometimes) people.  Given time, hours of privacy, and enough equipment, a sorcerer may use the sorcery skill to create an advantage called “Shadow Energy” which can be invoked to aid in the casting of Sorcery.  This advantage may only be invoked by Shadow aligned characters and the sorcerer who cast it.  Having this advantage aspect around can be quite handy when you don’t want to blow that crucial sorcery roll.

Shadow Points are a physical reminder of the harm done by Sorcery – its lingering evil effects.  The GM keeps track of Shadow Points for the players.  At any time the GM may spend a Shadow Point to make the character’s life harder in some insidious way.  Examples include –

  • The character automatically fails at a mundane skill test (use this before any dice are rolled).
  • Impose a scene aspect on the character’s environs
  • Something gets loose in the world – some sort of shadow creature is unleashed.  Initially this creature will be small and relatively powerless, but the GM can spend additional shadow points to make it increasingly dangerous and powerful.
  • May spend it like a Fate point for any Shadow aligned opponent.

The sorcerer may choose to cancel the GM’s use of Shadow points.  The first time this is done, the character loses his or her Light Aligned aspect and becomes unaligned.  In effect, the character loses part of his or her High Concept.  The second time the character does this, he or she becomes Shadow Aligned.

(You are now wondering how to get your Light Alignment back aren’t you?  Aren’t you?  Well, I will have a longer answer in a future post, but for now – pay 15 Fate Points to jump your alignment one step).

As with Arcana, if you want a system with more specifics on the sorts of spells your sorcerer can do, then delve into Blue Rose and make up a few index cards listing the spell and its effects, as mentioned above.

  WILD TALENT

This is a triggered stunt.  Choose one of the six Arcana to be the “flavor” of your Wild Talent.  Once per adventure when you suffer a Moderate or Severe consequence you may activate your Wild Talent.  For your next action, you act using the skill “Arcane [type]” at +4.  If you choose to mark an additional consequences box the skill bonus rises to +6.

ON TO PART VI

BACK TO PART IV

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