Tag: Rules

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  • Skills

    The following is the current skill list for the campaign. Athletics Burglary Contacts Crafts Deceive Ride (land based animals and carts) Helmsmanship Empathy Fight Investigate Lore Notice Physique Provoke Rapport Resources Shoot …

  • Stunts

    h3. Athletics h3. Burglary h3. Contacts h3. Crafts *healing* By rolling greater than the consequence you may begin healing. You may not mend more than one wound per character per scene. h3. Deceive h3. Ride (land based animals and …

  • Hacks

    [[Arcane Magic | Magic: Arcane]] [[Psyonics | Psyonics]] [[Priestly Magic | Magic: Priestly]] [[Permanent Magical Weapons | Permanent Magical Weapons]] [[Weapons and armour | Equipment]]

  • Character Creation

    Characters are created using the long method described in the Fate Core book. in short the method is: Write down your character's *High Concept* (moral standard or job description) Write down the *Trouble* that haunts your character (it must be hard …

  • Arcane Magic

    Permission: have a “good story” for how you learned Cost: 1 refresh for a stunt which allows you to use Lore (q.v.) to do more. Overcome: Use Lore to prepare and perform magical rituals successfully, or to answer questions about arcane phenomena. …

  • Psyonics

    Psyonics is a class of stunts that give the character extra control over their bodies and surroundings. The entire base level of stunts cost 2 refresh points. After that you can spend addition refresh to gain [2 OR 3] Psy Points to buy new powers. You may …

  • Priestly Magic

    Permissions: high concept must include the god served Cost: 1 or 2 refresh slot for a stunt off of Will (q,v). One slot is healing; the other is forceful. god listing-------------Forceful related powers K'kla-------------------seduction, survival …

  • Permanent Magical Weapons

    No matter the what the magical item is it will always have at least one aspect. More powerful magical items will have in issue as well. There are three divisions of magical items. The first division is active. these always have access to their powers. …

  • Weapons and armour

    Weapons and and armour are extras with one or two Aspects. Additionally many weapons will have a damage adjustment attached to them. This number is applied only after a hit is confirmed. small weapons like like brass knuckles knives, and small saps, …