Tuesday, August 6, 2013

FATEsy Heartbreaker: Monsters and Treasure part 1


Treasure
In Dungeons & Dragons wealth serves a very specific purpose. It is a reward for doing well in an encounter. It also serves to help increase your personal power, through the buying of magical weapons, armor, potions, wands, and assorted sundry.

So to help do this within the confines of Fate, I felt it necessary to come up with a new system for wealth. I am not certain it will work, or be anything but an interesting mechanical aside. Feel free to ignore this section if you don't want to use it. As I said when I started this, this project is mostly for me to play around with new ideas I have had. As such it might be full of clever but useless things. Or heaven forbid, stupid and useless things.

Wealth in the Heartbreaker is handled through the use of a wealth points and a wealth cap. Wealth points work like fate points in most regards. However you can use them in an interesting way. You can spend a wealth point to get any piece of standard gear(weapon, armor, or whatever) or normal service(services can cost more if they are very rare or difficult). The wealth cap is the maximum amount of wealth points you can accrue.

Wealth points carry over from session to session. So unlike fate points they do not refresh. If it is the first session of a game, you either start with no wealth points or a predetermined amount should the GM or Table consensus wish to see the players start with more stuff.

 Wealth cap starts at the same level as your refresh, and every time your refresh increases so too does your wealth cap.The wealth cap can be permanently increased by decreasing your fate point refresh by one. this can only be done once at character creation and during significant or major milestones. Wealth cap is decreased when you acquire a magical item of some sort. Each will have its own cost in wealth, your wealth cap is decreased by that amount when you acquire the item

Magical Items
There are two kinds of magic items, Tokens, and Artifacts. Tokens are generally small items that can only be used once. Things like healing potions and scrolls fall under the category of Tokens. Artifacts are far more powerful. They can be reused and tend to really increase a characters power in an encounter.

Here is a listing of some sample tokens and their cost in wealth points.
Healing Potion: Depending on the type of Potion you get it will remove stress from one stress box once. A lesser healing potion costs 1 wealth points and removes the stress from the one stress box. The fair healing potion costs 2 wealth points and removes the stress from the two stress box. The greater healing potion costs 3 wealth points and removes the stress from the three stress box. Finally the master healing potion costs 4 wealth points and removes the stress from the four stress box.
Scroll: A scroll costs 1 wealth point for a blank one and 2 for one with a specific spell already inscribed on it. Scrolls can only be used by a wizard or a cleric, unless you are a rogue and take the Use Magic Device power. It allows you to store one spell for use later. Store one free use of a spell.
Magic Arrow: There are several kind of magic arrows. An adamantine arrow costs 1 wealth point and ignores armor for one shot. An arrow of accuracy costs 2 wealth points and grants a bonus of +4 to a single shot. A flaming arrow costs 1 wealth point and places the aspect of "on fire" on a successful hit. An arrow of wounding costs 2 wealth points and causes an extra three stress on a successful hit.
Potion of Resistance: When you purchase this potion you must decide on an element it provides resistance for, fire, poison, cold, acid, sonic, blinding, or something like that. For one round of combat you negate all such effects on your person and are immune to anything else of that same effect. The cost is 2 wealth points.

Magical Artifacts are far more powerful and dangerous than Tokens. All magic Artifacts have an Ego rating and a Purpose aspect. All magical Artifacts will reduce your wealth cap by at least one, sometimes more for a really powerful Artifact. When a player decides on an action that runs counter to the Purpose aspect of the Artifact a mental conflict with the item begins. The player rolls their Charisma against the Artifact's Ego. The Artifact has a number of stress boxes equal to its ego rating. If the player wins then the artifact will do as the player wishes for one week. If the player concedes then the artifact gets its way for a moment and the character does not take the action they were going to take. If the Artifact succeeds then the artifact rewrites one of the players aspects to coincide with the artifact's purpose. A fighter with the right power can alter the purpose of the artifact if the fighter wins the conflict. I have assembled hear a list of some sample Artifacts.

Gauntlets of Might
Ego: +2
Purpose: Might Makes Right
Effect: you gain a +1 to all strength rolls
Cost: -2 wealth cap

Sword of Dragon Slaying
Ego: +4
Purpose: Dragons Must Die

Effect: When facing a dragon you gain a +2 to all rolls versus that dragon.
Cost: -4 wealth cap

Wand of Wizardly Acumen
Ego: +3
Purpose: Wizards are the best for ANY situation
Effect: You may store three spells within this wand to be cast later. You can swap them out during an eight hour rest with an average intelligence roll. This can only be used by wizards.
Cost: -3 wealth cap

Bag of Holding
Ego: +1
Purpose: Everything Precious Must Be Kept
Effect: you can store any amount of items within this bag, provided it will fit through the bags opening.
Cost: -1

Boots of Elvenkind
Ego: +1
Purpose: Never make a loud noise
Effect: These boots make grant a +2 bonus to any attempt to do something quietly.
Cost: -1 wealth cap

Cloak of Invisibility
Ego: +2
Purpose: Always take the hidden path
Effect: when you wear this cloak you are invisible. you can only be tracked by sound or through clever use of aspects. You gain a +2 to any roll for stealth plus you can hide when normally it would be impossible.
Cost: -2 wealth cap

Monday, August 5, 2013

Shadow Legion: Needful Things

+Ron Frazier, +Frank Falkenberg, +Sharif Abed+Brian Boring, and I continued our adventures. This session starts with our heroes on a dead ship with only twenty minutes of air remaining in there air systems. They work to get the part they need and manage to get it free with minimal damage. They carry the piece toward the Shooting Star. Sukar forces ambush them! There was a firefight, and things look bad. They manage to get free and back to the ship, wounded but successful. Sukar command ships are giving chase. Most of the command crew are installing the new drive system or in the med bay. The ship jumps out of the system, horribly damaged, most of the crew is dead or wounded, but free and clear with a new piece of technology.

Issues that came up
mostly there was only one issue and it was not that big an issue. Mostly it comes down to active opposition for player characters when it makes sense. Often it is difficult for me to come up with an active opposition. Thisis just a creativity block for me though. I am working on this though.

Another area my creativity is still needing work, and one that show up in this session, is in the area of succeeding a a cost. Having to come up with potentially two costs for any given roll is a bit difficult.

High lights of the session:
Capain Komodo as a Catholic Alien makes me laugh a little bit.
Dr. Fialagoo...he is so much fun to play. seriously he is just a hoot.
I inflicted my first moderate consequence ever!


Sunday, August 4, 2013

FATEsy Heartbreaker: Mnemior

I know I sad i was going to do Sahuagin as my next player race. As I started working on them, though, I discovered a major problem. the things the Sahuagin are good at all revolve around being in or near water. the things the other races are good at don't. So I ran into an Aquaman problem. I worked at it for a while, but I ended up changing them so much that they no longer resembled the source material at all. I had to make a decision, so I put it out there in the ether. I needed a new race to do. In the end a bunch of people through out a lot of good ideas. the majority chose Minotaurs. So without further ado, here is my take on Minotaurs.

Among the Golla Banne there is a story of a lost pact. Golla Banne who made a pact with the Barrage Toryou(great wild cattle). So long ago even the spirits do not remember this pact went south. Upon hearing of the strange rituals and rites of the Minotaur, wise old Golla Banne know this to be the lost pact. The Minotaur have fallen away from the old traditions. Turning the pact into something vulgar. The Golla Banne can only shake their heads at these people. they have lost the truth of the world. They have become tainted by the touch of false gods and the facade of civility.

Humans tell the tale of the great bulls of the south and men with the blood of bulls in their veins. the First Men fought a great war with these men. They were not human,they worshiped strange gods and sacrificed the children of their enemies to their chief god Astellod(Red Star). They tell of tortures in heated metal bulls, and of eating the dead. In these stories the Humans always defeat this wicked empire and bring the light of true civilization to these southern barbarians.

The Empire of Iracillam was not the first time the known world was ruled by a singular race. In the first age, while the Duara, the Risjar, and the gods played their games, an great kingdom arose in the south lands. Upon the great southern steppe, in the valley where rivers meet, the Mnemior(memory) carved out an empire that would stand for a thousand years. To this day, their monuments and architecture still stand. Ruined and broken, but massive and unforgettable. Now all that remains are a few scattered city states. It is the dawning of the third age. The Mnemior cling to their customs and beliefs, for they know the great kingdom of Gi Ma(Our Land) will one day rise again.

All hail Astellod, may his wisdom shine upon us. Now is the time for the story of the choosing of the Mnemior. Listen well, for there is a lesson to be learned. Strength is not all, planning and cooperation can make a boon out of a bane.

At the dawning of the first age, the Theotoi(first gods) gathered together and began to discuss which god should get which domains upon the world. Cthonia(plenty) was the strongest of the gods and so he chose first, he was the lord of rain and the plants that grew from the ground. Ydat(water) was the younger brother of Cthonia and so chose next, all the rivers and oceans were his domain. Zopoat(animals) was the sister wife of Cthonia and chose to care for the beasts of the land. Down the line of gods it went, until it came time for the least of them to choose his domain. Astellod was the red star in the south; the star that never varies or changes position. He chose the domain of a single creature, the Toryou. A wild and mad beast, Zopoat did not even argue for keeping it.

Astellod was not satisfied with his lot and so hatched a plan. He want to the people who would become the Mnemior and offered them the Toryou if they would become his people. They agreed and became the first people in the known world to domesticate an animal. Soon others followed, each one diminishing the power of Zopoat. To feed their beasts they domesticated the grains and the vegetables of the land. Cthonia lost much power and grew angry with the Mnemior. He gathered his gods together called for a great cataclysm to destroy these people. Only Astellod spoke to Cthonia first. He said that the plants still needed the waters, and the beasts needed protection from predators. These Mnemior would give sacrifices and offerings to the gods to protect themselves. This is the origin of Mnemior and their many blessings.

The Mnemior that most people meet are not the those living in their own kingdoms or lands far to the south. What most people know of the Mnemior are from the few bloodlines that live among the Humans, Elves, or Dwarves. When Gi Ma fell the Mnemior were spread across the land. When Iracillam rose up, the humans made sure to keep the Minotaur spread thin. They were never allowed to grow in strength. Now that the empire has fallen, many are picking up the old ways again.

Mnemior cities tend to be constructed around a few great monuments dedicated to their gods. They keep their houses low to the ground so that all approaching their city will see the greatness of their monuments and know wonder at the gods of the Mnemior. Agriculture and Animal Husbandry is very important, every house has a garden on the flat roof as well as a garden in the center courtyard. The stables and barns of the city are often the most highly decorated secular buildings in the city. Often the Mnemior will trade with the G'no Ma Duara for strange new breeds of animal or plant. Even those who live among the other races will have as large a garden as they can manage and will have many animals to aid them in their daily work. Cows are sacred animals and to kill a cow is seen as a great offense.

Things that are always true about your Minotaur aspect:
  •  Minotaur have a perfect memory. If they have seen or heard it, they will remember it.
  • Astellod is unchanging in the southern night sky. Sailors have long used the red star as a navigation point. As his true servants, Minotaur always know true south no matter where they are.
  • All domestic animals treat the Minotaur as friendly unless the Minotaur becomes aggressive.
Things you can invoke:
  •  Minotaur society is complex and encourages lateral thinking. Invoke when you are trying to solve a problem in a non-direct manner.
  • The minotaur understand plants and domestic animals better than any other race. Invoke when dealing with plants or domestic animals.
  • Minotaur society is based around cooperation and persuasion. Invoke when you are trying to convince someone of something for the greater good.
Things you can compel:
  •  There is some truth to the old stories of sacrifices and eating the dead. A Minotaur can become convinced of the greater good so much that they would do nearly anything to serve the needs of the whole. Compel when sacrificing yourself or someone else would serve the greater good for the mission at hand or for all Minotaur everywhere.
  • Minotaur hate wastefulness. This can come across as callous and unfeeling. Invoke when your practicality would cause problems for yourself in the scene.
  • Minotaur love to scheme and play at social dominance games. They will spend months playing social games to get what they want. Often when it would be far easier to just ask for what they want. Compel when your indirect actions would cause more trouble than they are worth.
Stunts
Bull Dancer: you have mastered the complicated a dangerous Bull dance. At the festival of harvest you have stepped into the arena while your friends goaded a a great bull to attack you. A true bull dancer will never be touched by the beast. You are one such being. Add +2 to your defense when dodging a creature larger than you.
Lavyris: Your mind is a maze. Normal Minotaur society is a maze of compromises, deals, and hidden agendas. You have studied the maze, you know it like you know yourself. You have become Lavyris, maze-minded. You gain a +2 to all charisma actions involving manipulation and subterfuge.
The Rush: Minotaur have a weapon that other races do not. They have the Keprat(horns). Most never choose to use this ancient weapon, as their are so many newer and more forgiving weapons. For those who practice it, its unpredictability in battle makes it worth the time. Few can defend against a master of the Rush. When using Keprat, on a successful attack when you have traveled at least one zone, you do an additional three stress. However if you fail to hit with them, you take stress equal to the amount the defense roll beat your attack roll.



And there is my take on Minotaurs. I will admit I was not sure if I could make them interesting when I started out this post, but as I started researching, a lot of really interesting ideas started to come together. I hope you like them as much as I liked writing them up. As always I would love to hear what you think about my work. Any comments, critiques, or thoughts would be welcome. This is the last of my playable races posts. the next post in the series will be the Magic items post, followed by my monster manual. So stay tuned!

Friday, August 2, 2013

FATEsy Heartbreaker: G'nol

After the fall of the Ael Luhd, the kingdoms of the Ael Adratta came into conflict with the G'no Ma Duara. The Ael War lasted for decades, both people being long of life and long of memory. Toward the end of the war many weapons and magics were unleashed without forethought or concern. The G'nol(hunger) were one of the worst creations of the war. After the war things became complicated. With no war to fight the G'nol had no purpose. The Duara tried to wipe them out. This did not go well. The G'nol fled from their former masters. A new war had begun.

The G'no Ma Duara created them from hyena stock, adding intelligence while keeping the beasts savagery and bestial desires. They bred and matured quickly, to form the armies of the Duara.
Since they have left they have spread out into small clans and bands throughout all the world. the empire of Iracillam viewed Gnolls as not a sentient race at all. they were viewed more as varmints with a bounty on Gnoll pelts in many frontier towns. Since the fall of the human empire the Gnolls have made a resurgence. There are even a few towns that will accept Gnolls within them as they helped out during the fall of the empire, protecting the people of a few towns from the monsters and magical beasts that were unleashed during the final days of Iracillam.

The Flind(Workers) are Gnoll monks who have retreated from the world in order to understand themselves and control their urges. They wield the flindbar, a weapon and tool. It is a flail used for beating wheat and grains. Wheat is the symbol of their order. They are vegetarian Gnolls living on beans, wheat, grains, and corn. The Ynaugge view the Flind as their oldest and most hated enemy, opposed to everything the Ynaugge stand for. there have never been very many Flind, but they are quite active in the world. Once a Flind has graduated to a certain level they must go out into the world and do good deeds, setting an example for other Gnolls to follow. They preach of The Coming God, a savior to all Gnolls. they believe when enough Gnolls follow the path of the Flind, this new god will show itself and the Gnolls will have peace finally.

Ynaugge(Horde), these gnolls worship the god Heihke(death) and the goddess Brjalla(decay). They see themselves as warriors in a war against their masters. They seek to break down the world. Their are two groups within the horde. The Bjude(confusion) believe that they are the knives of righteousness. They are assassins and some have magics that let them take on the appearance of others. Just the rumor of these beings is enough to cause chaos in a city's hierarchy. The other group within the horde is the Shusva(eaters of the dead). Dark necromancers and those who make pacts with the darkest of demons, they are the most dedicated of all the horde. They will infuse an army with demonic energy or supplement an army with their undead minions. They eat the brain and heart of their enemies, believing they will gain the knowledge and strength of the enemy.

Ghuun(lost/free), are the most common G'nol, though not the ones spoken of the most. They have no home, no gods, no past, and some say no future. They have no overarching worldview. They believe whatever will get them through the next day. Some are good, some are bad, others just want to get by in life.

Things that are always true about your Gnoll aspect:
  • Gnolls are born to hunger. They can eat any organic material and gain sustenance from it. They cannot be poisoned by ingested poisons.
  • They were created by the Gnomes with a mixture of Hyena and Troll essence. If they are wounded but not killed they will eventually recover, no matter the damage taken. They have been known to regrow limbs and even internal organs, provided they can survive without them long enough.
  • Gnolls have no gods. They can choose a god, but their race has no creator god, and so the gods tend to not look fondly upon them. Gnolls cannot become clerics.
Things that can be invoked:
  • Gnolls were created to fight elves. invoke when fighting an elf.
  • Gnolls were created by the Gnomes. They understand the minds of Gnomes. Invoke when dealing socially with Gnomes.
  • Gnolls are related to trolls. Invoke when resisting damage.  
  • Gnolls were a terror weapon in the last days of a horrible war. Many elven stories speak of the Gnoll attacks hitting without warning. The Gnoll's laughter is all that is remembered. The horrible laughter in the darkness. Invoke when attempting to terrify someone.
Things that can be compelled
  • Gnolls are born hungry. Compel when they cannot contain their hunger and it makes the scene more complicated.
  • Gnolls are born to war. Their instinct is war. Compel when surprised. the Gnoll responds to the surprise with force.
  • Gnolls instinctively distrust moon elves. Compel when dealing with a Moon Elf and this would become a problem for the scene.
  • Gnolls were betrayed by the Gnomes after the Ael War. compel to make a Gnoll distrust any gnome they are dealing with to cause complications in the scene.
Stunts
Demon-Blessed: You have served in the Ynaugge at one point. You were prayed over by a Shusva and have been granted demonic power. You can now gain a consequence to enhance a roll. the bonus gained is equal to the degree of the consequence. You would gain a +2 for a minor consequence, a +4 for a moderate, and a +6 for a severe. these consequences must represent a demon of corruption, decay or death taking a small amount of control over you.The demon whispers in the darkness of your mind. Sometimes you can control yourself. Sometimes you cannot. When the demon rides, nothing is safe.
Snake Eater: You have ingested so much poison over the years that you have become inured to it. You are immune to all poisons.
 War Born: You have the instincts of a warrior. When you are attacking one enemy with a group of people you have trained with at your side you gain a +2 to attack that creature.
Flind Training: You are trained in the use of the flindbar. When wielding a flindbar gain a +2 to create advantage rolls relating to the use of the flindbar.

And that is my take on Gnolls. I would love to hear what you think about them.  I was at a bit of a loss when I started out, but I am really pleased with how they turned out. The next post will be on the last of the player races, the Sahuagin. I have absolutely no idea on how to deal with them. Any thoughts would be greatly appreciated.

Thursday, August 1, 2013

FATEsy Heartbreaker: Risjar



When the blood of the dying god Dvarton met the last breath of Asdrit a being arose from the ichor and Aether, both beautiful and terrible to behold. A soul made of sky and a body of darkness. This was the birth of the king of the Risjar, Bromm(First) who would become Nihdogge(Destroyer). When Ymric beheld Bromm she loved him, for he was the beauty and savagery of a winter storm. They came together and the race of Risjar(mist born) was born of their union. Bromm, chaotic and wild, could not be contained, even by the bonds of love. He thirsted for power and seeing the Duara, longed for his children to take their place in the world. He came together with the leaders of the Risjar and devised a plan. Coming to Ymric, he gave to her a flower. The flower had a mighty enchantment that caused her to fall in an endless sleep. He then arranged a meeting with the Duara Kings to discuss what to do about the silence of Ymric. During the meeting the Risjar attacked, killing all but one of the kings. From that day on Duara and Risjar have been at war. Duara holding fast during the day and attacking in the night, where they have the advantage. The Risjar seeking any ally or opportunity to defeat their oldest foes.

During the Empire of Iracillam, they sided with the First Men against the Treugh Duara. To this day they view men as allies and are willing to trade or parley with the ancestors of the First Men, provided there are no Duara with them. They have been in a losing war with the Duara and the Bugge Golla Banne.They have been pushed back to the homeland, a green and fertile valley buried deep in the Ribs of Dvarton(a massive northern mountain range).

Things that are always true about your Giant aspect:
  • Giants are larger than the other races
  • Giants were born of the dying blood of Dvarton. They can see perfectly in darkness.
  • Giants were also born from the heart of Asdrit. They are immune to all inhaled toxins and fumes.
Things you can invoke:
  • Giants are larger than other races. Invoke when this would be useful to you.
  • Giants have wild and frenzied nature. They seek freedom and power in all things. Invoke when you are trying to exert control over others, or when you are seeking freedom.
  • Giants dislike Dwarves from time immemorial. When facing a dwarf in combat gain a +2 on attacks.
Things you can compel:
  • Giants are larger than other races. Compel when being big would be a hindrance in a scene.
  • Risjar have a strong sense of fairness. they tend to overreact when they see something that is unfair to them or someone they care about. Compel to have the giant react poorly to perceived unfairness.
  • Giants are used to not being trusted by the other races. They in turn do not trust the other races, except for humans. Compel to make the giants distrust of other races complicate the scene.

Stunts
Skault: The giants do not tell tales. Nor do they paint or write. Giants sing. They sing the history of their people, from the beginning to the end. These songs must be sung in the open in order to please the spirits of the mountains. Those who sing the deepest songs are known as Skaults. This stunt grants a +2 to any overcome or create advantage roll involved with singing.
Donnarren: The giants practice a fighting art as old as the thunderstorms. When wielding a two handed weapon, gain a +2 to attack rolls.
Revenge: The giants propensity for revenge is legendary. They remember the smallest slight and will repay any wrong that has been done to them. Gain a +2 when using strength or charisma directly against someone who has wronged you. this cannot be used to resist or defend.

So this is my look at Giants. I am not entirely happy with how they turned out. I rewrote this post something like seven times. This is the best I managed. I would love to here what you think about my take on Giants. Any comments, concerns, or critiques would be welcome. The ext post will be on Gnolls, one of my favorite races. I am unsure what direction to take them, though I have a couple of ideas.

Sunday, July 28, 2013

FATEsy Heartbreaker: Golla Banne

The Ael Ve have a story about the deep forest and the creatures that dwell therein.They speak of beasts with the minds of elves.  These creatures are said to be horrible to look at and able to speak to predatory beasts. The Ael Ve call these creatures Goblin. 

The Duara tell of the great horde of the north. Creatures that drove the Giants from the north. Beings that harnessed the power of Great bears of the north. The word the Giants used to describe these beings, Goblin, has no meaning in any language the Duara have ever heard.

Men remember the dark times at the beginnings of their race. They know there was another race created before them. This race rebelled and ran off into the darkness. This led directly to the creation of Man. This race was known as the Goblins.

The Laiela speak of the Dark Brothers that were created alongside the Laiela. This race was created of the beasts of the land and had a powerful need to hunt and conquer. These Dark Brothers were known as Goblins.

No one knows what the truth of this mysterious people is.

In the beginning was Nature, red in tooth and claw. She cared only for the balance and the cycle. She made the spirits of all things in balance, hunter and prey. The spirits then went about creating all the living things upon the earth that Golla Banne require for health and happiness.

The Golla Banne are the brothers to beasts. They claim to have sprung from the night fully formed into the primordial darkness, hungry and ready to hunt. Their ancient Spirit Talkers made pacts with the spirits of beasts and Nature to aid them in their hunt. To this day the Deep Forest is their domain.

The three Goblin Pacts
The oldest of the Golla Banne pacts, the Hobbe Golla Banne dwell where the forest meets the plains. Long ago they made a pact with Fenrir, and to this day Barrag Haos(Great Wolves) live with and follow the Hobbe pact. These are the Goblins most often encountered by non-goblins, and so often they are seen as the example of what all Goblins are. They live in hunting bands, only gathering once a year on the winter solstice for the Wyld Hunt. Barrgrivv, the goblin king, leads the hunt. Any living thing in the path of the hunt is fair game.

In the north, where the Barrag Urogg(Great Bear) rule, the Bugge Golla Banne make their homes. Often called Bug Bears they are the largest of the Goblins, having made pact with the bears.They do not have any kind of group structure, only coming together when threatened by an outside force, like when the Giants still lived in the north. Mostly they wander through their frozen lands alone. Every year for a week in mid winter they gather to trade, gather news, and seek a mate. A mated couple will stay together for a few years, generally, until their child is old enough to survive on its own. Then they all part ways. The Bugge Golla Banne are pragmatic and view self sufficiency as the highest achievement for any mortal being.

Deep in the heart of the forest the Edde Golla Banne, the least known Goblin pact, hunts the night. They are masters of traps and poisons. They are the least numerous and the slightest of builds of all the Goblin peoples. Even the other Goblins have difficulty trusting the Edde Golla Banne, those who deal with the Barrag Addarr(Great Spiders). They live high in the old growth or in burrows in the ground. They have the most organized society among the Goblins. Every year on the first of spring they have a great game ceremony. The winners of the various games have the honor of being fed to the Spider spirit that watches over their people.

Things that are always true about your Goblin aspect:
  • Goblins view all but divine magic as unnatural and evil. Goblins cannot become wizards.
  • Goblins are well liked by the species of animal they have a pact with. Unless provoked these animals will treat the goblin as a friend.
  • Goblins can see in the dark.
Things that can be Invoked:
  • Goblins have amazing senses. Invoke when having excellent senses would be useful.
  • Goblins are creatures of the hunt. Invoke when hunting.
  • Goblins may not know much of the higher gods, but they deal with the spirits and supernatural denizens of the material plane very often. Invoke when knowledge about the spirits that inhabit the world would be useful.
Things that can be compelled:
  • Goblins do not allow non family members to see their faces. They where terrifying masks at all times when outside of their home, or away from their family. Compel when they will not unmask and it could cause a problem for them.
  • A Goblin only kills to eat or to appease the spirits. they do not understand why one would kill for any other reason. In a fight with a non-goblin, they will assume it is a fight to the death. Compel when mercy might be required in a fight.
  • Other races know almost nothing about Goblins. they are generally viewed as savages and barely better than beasts. Compel when attempting to convince someone that you are not a beast.
Stunts
Oaggi: The Goblins have always been the defenders of the balance. They seek to protect the world from Outsiders and intervention from the other planes. The Oaggi(Watchful) are a special group made up of Goblins from all three pacts. they are dedicated to fighting Outsiders. They are the guardians of the balance. Gain a +2 to any roll against a creature from outside of the known planes(Beholders, Illithids, and the like are the most common examples).
Spider Blood: This can only be taken by the Edde Golla Banne. You are a master of poisons. you are immune to damage from poisons. If you take this stunt twice(the maximum you can take this stunt is twice), you gain a +2 bonus to any roll involving making poisons.
Huntsman: You must be a Hobbe Golla Banne to take this stunt. You have been recognized by Barrgrivv during a Wyld Hunt for the slaying of a truly worthy prey. Choose what type of creature that prey was. You gain a +2 bonus to any rolls involved in hunting that type of creature again.



And that is my take on the Goblins. I would love to hear what you think. the next post will be on either  Sahuagin, Giants, or Gnolls. I can't decide, so let me know what one you would like to see.

Saturday, July 27, 2013

FATEsy Heartbreaker: Humanity


When the earth was black and cold, the dark god Irul created the First Men to torment and serve her. She and her children Kullirsciana(Cold), Pancaam(Hunger), and Attimaanam(slavery) ruled over the First Men with an iron fist. The First men cried out in the night for any to save them. Their cries reached the slumbering sun god Perioru. Seeing the plight of man he girded himself for war, calling out to his brothers and sisters. Arivu(wisdom) crafted the war plan. The twins Ahnnikai(strength) and Vikam(speed) led the charge. Unmai(truth) held the dark gods when they finally fell. Thus the First Men were free. They built great temples to Perioru and the gods of light.

The Empire of Iracillam was founded by the First Men. It expanded to cover much of the Known World. They failed only to conquer the halflings and The Mountain Dwarves. In the end they reached an agreement with the Halflings and a cold war with the Dwarves. The Empire of Iracillam lasted almost a thousand years. No one alive today remembers why it fell, or what happened. All that is known is that the fall was sudden. Ruins of the old empire dot the land in almost pristine condition, save for the decay of time and the monster that have made these ruins their home.

The architecture of Iracillum was monumental. Great Ziggurats and Pyramid Burial Chambers were constructed by the priest kings in honor of there gods. The wealth of the known world was gathered together in great stockpiles to be used in the intrigues of the various noble houses. Humans more than any other race tended to build up, rather than out. Even the poor lived in ten or twelve story buildings, each floor holding a different family. To this day, long after the fall, Humans tend to build multistory houses and the like.

Things that are always true about your Human aspect:
  • Humanity were born in darkness and cold, yet brought into light and warmth by Perioru. Humans are completely unaffected by natural extremes of temperature.
  • The First Men endured much when they were first created. They were trained for endurance, by the dark gods that ruled them. They were bred for stamina, like dogs or horses. Humans are immune to non-magical fatigue. They sleep only four hours a night and can run all day without feeling the need to stop.
Things you can invoke:
  • Humans are adaptable. Invoke when you are in a completely new situation or when reacting to surprise.
  • Humans are the dominant people in most of the world. Invoke to know someone(friend, distant relative, or whatever) in whatever location you are in.
  • Humans ruled the world for a thousand years. Invoke to know something about a particular ruin as one of your ancestors lived there or was involved in its construction or destruction.
Things you can compel:
  • Humans conquered the world. Compel when you are dealing with a member of another race to make there dislike of humans central to the story for a while.
  • The Empire of Iracillam ruled the Known World for nearly a thousand years. Humans where the most important beings in the world for nearly a thousand years. The Princes of the earth are not used to waiting for the right answer. They want the the answer now. Humans tend to go for the quick answer. Compel when the fast solution is not necessarily the best solution.
  • Humans were enslaved form millenia. Since they were given their freedom, they never want to risk it even to the smallest degree. They hate to be told what to do. It is instinctive. Compel when someone starts telling the human what to do. Humans tend to over react in tense situations where they must compromise their perceived freedom..

Stunts
Sun Touched: The First men came from Changua(the great desert). You are of the line of the First Men. Perioru has blessed you. you gain a +2 to any roll to resist any magical or unnatural temperature extremes.
Kings of the World: The priest-kings of Iracillam ruled the known world. At the height of their power they made pacts with many strange extra-planar beings. Mixing the blood of Demons, devils, Archons, and Celestials with their own. You are a descendant of these lineages. You gain a +2 bonus to any rolls involving knowledge of extra planar beings or dealing with extra planar beings.

And that is my take on Humans in D&D. I would love to hear your thoughts on the subject. These are a very specific kind of human, so they may not be for everyone, but I dig 'em. I hope you enjoy. My next post in this series will be the goblin peoples. It should be fun.