Setting: Ages of Lingusia (Age of Strife)
Name Denethor Targellan
Description A tiefling warlock of black leathers, reddened skin and a
fiery disposition
Aspects
High Concept: World Weary tiefling of the Black Circle
Trouble: I accept rejection with furious wrath and burning fire
I
am enchanted and repulsed by sorcerous women of power
I can respect
any humanoid who respects me
My comrades are
my stable foundation of sanity
Skills
Great (+4): Lore (Black Circle)
Good (+3): Notice, Provoke
Fair (+2): Physique, Will, Shoot
Average (+1): Rapport, Fight, Stealth,
Deceive
Extras
School of Power: The Black
Circle
Permission: one aspect that names the
order
Costs: Aspect slot (for permission),
skill ranks, refresh
Aspects: The Servants of Chaos are Given Deceptive Power, Power is Won Through
Betrayal, Only Sacrifice to the Demon Lords Brings True Power
Skills: Change +4, Destroy +3, Create
+2, Learn +1
Magical Stunts:
Necromancy (+2 to use any of the Black Circle’s skills against the dead)
Necromancy (+2 to use any of the Black Circle’s skills against the dead)
Chaos Imbuement (+2 per
scene to use any of the order’s skills to change a target)
Not Yet Learned: Divination of the Abyss (once per scene to reroll a learn skill and keep best result)
Stunts (Refresh 2)
I’ve Read
About That (burn a fate point to use Lore in place of another skill)
Specialist
(necromancy) (Gain +2 on Lore checks in this subject)
Danger Sense (Notice is unimpeded by environment when detecting threats)
Physical Stress 3 Mental Stress 3 Consequences 3
The Phase Trio:
While
traveling in southern Hyrkania after being driven from Blackholm by fanatics of
the Church of Naril, Denethor encounters a mysterious castle of azure stone in
the Bluesky Mountains. A witch named Denajia meets him at a campfire, to seduce
him to her castle….but despite his intrigue he resists. She sends forth orcish
raiders to capture him and place him in her dungeon!
(I am enchanted and repulsed by sorcerous
women of power)
While in the
dungeons of Denagia, Denethor meets Twisp, a Halfling rogue who fell afoul of
the witch as well. His earnest acceptance of the tiefling leaves him refreshed
at the basic humanity….of halflings, at least. Together, with lockpick and
spell, the two escape the tower.
(I can respect any humanoid who respects me)
Later, while
traveling on the road, Twisp and Denethor meet the half-ogre Buruum, who is heading
to the free city of Malas, where he has heard any humanoid is accepted as
given, and the money flows freely in the arenas. They have a glorious battle
against Hyrkanian soldiers on patrol and decide that Malas is a fine
destination.
(My comrades are my stable foundation of
sanity)
Design Notes:
The design above is under the same rules as the last character, but now for a tiefling mage instead of a human space jockey. The big difference is that I have enhanced detail on the School of Magic which is an extra option for this character. The Extras work in lots of different possible ways in the book, and I could have picked a different approach, but I like this one the best. In essence, the extra has a cost (in this case it requires the lore skill, an aspect naming it, and a refresh cost for more than one stunt from the college of magic). I defined three stunts for the college, so there's one yet to be earned.
In actual play, the skills of the college will default for the four defined magic skills, but if the Lore of the chaarcter is higher than the default skill then he uses his lore. This means our tiefling is actually operating at a +4 on all magical effects. Because these function like skills, it means that an ordinary use of a magic skill may not require an invoke or compel since they are not aspects....but the college also places aspects (and stunts) on the character, which he must accept. So as an example "Power is won through betrayal" could be used by the PC to invoke a perk when using a magic skill, or by the GM who sees an opportunity to suggest a compel....it's all fair game.
This system is fascinating in how rife with potential it is for unique effects. It is also making my GM senses tingle, since I have a couple players who could (possibly would!) try to abuse the hell out of a system like this. When considering this, I am cognizant of the fact that the invoke/compel process and limited number of fate points in the game is actually built to curb exactly that sort of thinking....so if a player decides to invoke his aspect "Only Sacrifice to the Demon Lords Brings True Power" by blasting his hapless henchman to fuel his destruction skill check, then I can feel just fine by calling on a compel to recognize that "Power is Won Through Betrayal" leads to his apprentice seeking to spike his drink with poison later...
Design Notes:
The design above is under the same rules as the last character, but now for a tiefling mage instead of a human space jockey. The big difference is that I have enhanced detail on the School of Magic which is an extra option for this character. The Extras work in lots of different possible ways in the book, and I could have picked a different approach, but I like this one the best. In essence, the extra has a cost (in this case it requires the lore skill, an aspect naming it, and a refresh cost for more than one stunt from the college of magic). I defined three stunts for the college, so there's one yet to be earned.
In actual play, the skills of the college will default for the four defined magic skills, but if the Lore of the chaarcter is higher than the default skill then he uses his lore. This means our tiefling is actually operating at a +4 on all magical effects. Because these function like skills, it means that an ordinary use of a magic skill may not require an invoke or compel since they are not aspects....but the college also places aspects (and stunts) on the character, which he must accept. So as an example "Power is won through betrayal" could be used by the PC to invoke a perk when using a magic skill, or by the GM who sees an opportunity to suggest a compel....it's all fair game.
This system is fascinating in how rife with potential it is for unique effects. It is also making my GM senses tingle, since I have a couple players who could (possibly would!) try to abuse the hell out of a system like this. When considering this, I am cognizant of the fact that the invoke/compel process and limited number of fate points in the game is actually built to curb exactly that sort of thinking....so if a player decides to invoke his aspect "Only Sacrifice to the Demon Lords Brings True Power" by blasting his hapless henchman to fuel his destruction skill check, then I can feel just fine by calling on a compel to recognize that "Power is Won Through Betrayal" leads to his apprentice seeking to spike his drink with poison later...
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