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Extras

Extras are special rule sets to the core FATE rules that vary some table to table. The Extras that will be used for this setting are subject to change after play testing but are currently as follows.  

Spell Casting)

  Magic exists within the world, it functions along the lines of a tool and less of a wonder. Essentially if you could accomplish a task by physical means there is a way to do so with magic.   To preform magic (referred to as Incantations or Sorcery depending on its persuasion) a character requires a Permission and a Cost. A permission should be an Aspect which reflects training or a gift for magical talent, while a cost is Skill Ranks invested into the Faith or Insight skills.   Casting Stress: Should a character attempt a weave a spell and fail, they suffer Mental Stress amounting to the shift between the set difficulty and the player's result.   Mana: The sort of energy being a spell, it is an option available to players interested in "Stress Free" Casting. Starting at 0 a player may invest Refresh Points to gain a point of Mana. This point finds its use when a character has failed a casting check, once this happens a player may decide to spend their point in order to avoid the Mental Stress gain.  

Equipment)

  Generally in this system and setting it can be assumed a character has the tools of their particular trade on hand, for example a trained burglar probably would not go out on a heist without their lock-picking kit. That said, equipment geared for a martial profession can be found, purchased, or otherwise acquired. Some of this Martial Equipment may come with their own permissions or costs, aspects, or outright bonuses.   For example a Knight is searching for some new armor and has found a set they would prefer. The armor has a few aspects granted to it, it is sturdy granting a +2 to defense checks however, it is also weighty granting a -2 to Athletics checks.  

Stress & Consequence)

  Social Stress: A third stress track has been added to take pressure off of mental stress caused by the addition of Casting Stress. This stress functions like the other stress tracks and scales with the Empathy skill.   Grave Consequences: Within FATE a rule exists for a character to take a consequence with a shift value of 8. Should a character be suffering from the worst of one of these consequences, which is to say they have not had a chance to redefine it, and receive another consequence with a shift value of 8, then that character will be declared dead.

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