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Changeling as Fate

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Changeling as Fate

Post by Mavspade on Wed Jul 22, 2015 10:27 am

We will be running with the Fate Core rules with a few rule variations of our own found below. All players should familiarize themselves with Fate core, and have a basic understanding of Changeling the Lost to play. The Storytellers are happy to answer any questions you may have regarding rules.


Don't have fate core? No problem! Here are some handy links.
Fate Core on Drive thru Rpg: (Pay what you want!) http://www.drivethrurpg.com/product/114903/Fate-Core-System

Or you can use the online SRD for quick refrence and learning: http://fate-srd.com/


Skills List:

SkillOvercome  Create an AdvantageAttack Defend
Academicsxx
Athleticsxxx
Animal Kenxx
Burglaryxx
Brawlxxxx
Contactsxxx
Computersxx
Craftsxx
Deceivexxx
Drivexxx
Empathyxxx
FirearmsxxX
Investigatexx
Medicine xx
Noticexxx
Physiquexxx
Provokexxx
Rapportxxx
Resourcesxx
Stealthxxx
Survivalxx
Weaponryxxxx
WillxxX
Wyrdxx
Occultxx
Glamour/ Willpower: Glamour and willpower points are represented via Fate points.

Wyrd: Wyrd is represented by the Wyrd skill. Levels of Wyrd allow access to Contracts of equal level. A character with Wyrd 2 has access to contract levels 1, 2 but not 3. Wyrd can also be used as a support skill to any Contract roll (see skill support rule).

Glamour harvesting: Glamour harvesting represents a changeling's ability to feed on the emotions or dreams of others, to fuel them with the strength needed to use Faerie magic. A changeling must be near their target to harvest (same zone).

Empathy Vs Target's Will (or a standard DL 1)
Success with style = 1 fate point and a boost
Success = 1 fate point
Tie = 1 fate point and minor set back. Maybe an emotional spike in the person being harvested, or a boost is given against the changeling representing a buzz or intoxication of sorts.
Failure = The changeling does not get a Fate point. Or they can get the fate point at the cost of having a emotional spike, taking on the emotion they are harvesting and unable to distinguish it form their own. An aspect is placed to represent this new mindset.

Pledges: Pledges are represented by a Aspect. This aspect could be focused version of the pledge or the pledge in whole. The pledge can be invoked to aid the Character at +3 when trying to fulfill it or compelled against a character for them to act upon it. When a pledge is broken, a character will check clarity, along side that they suffer a consequence on one of their Physical or Mental tracks, that cannot be healed by normal means. The healing of this is controlled by narrative.

A changeling can only have as many pledge aspect as they have Wyrd.

Character advancement and Milestones: Milestones are based on various landmarks throughout a Season Arc of play. Below are a list of our milestones and when they happen.

Minor Milestone: These Milestones happen every two weeks of real world time. Players will need to submit their character changes to their ST in the days leading up to the designated date.

-Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
-Change any single stunt for another stunt.
-Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
-Rename one character aspect that isn’t your high concept.

Significant Milestones: These Milestones are awarded roughly after every 2 sessions run by a storyteller, about once a month.

-Take an additional point of refresh, which allows you to immediately buy a new stunt or keep it in order to give yourself more fate points at the beginning of a session.


Major Milestone: Major Milestones will occur after important, narrative altering events. Per Season Arc this will be roughly three Major milestones an arc.

-If you have an extreme consequence, rename it to reflect that you’ve moved past its most debilitating effects. This allows you to take another extreme consequence in the future, if you desire.
-One additional skill point, which you can spend to buy a new skill at Average (+1) or increase an existing skill by one rank.
-Rename your character’s high concept if you desire.

Healing stress: Unlike Core Fate, Stress does not heal at the end of a conflict. A character needs time to rest before their stress vanishes. Often this means between sessions will be enough time for this, however in some cases this may not be so.

Healing Consequences: Consequences take time to heal. Healing is based on in game time.

Untreated Injuries:
Mild consequences: take around half a day.
Moderate consequences: take around two week.
Severe consequences: take around four- five  weeks.

Healing skills can be used to downgrade the consequence aspect into a “Healing Aspect,” a tamer version of the consequence. So for example a “Broken Arm” could become “Arm in a Sling”. Healing consequences take roughly half the time to heal.

Treated Injuries:
Mild consequences: take around a few hours.
Moderate consequences: take around one week.
Severe consequences: take around three weeks.

Injuries will be updated on a weekly bases as In Game time is calculated.

Supportive skills: Every so often a player may believe a roll can be supported by another skill. For example, a character using Investigation to study a library of occult tomes might derive additional benefit from a high rank in the Occult Skill.. A supporting skill must be equal or higher to the lead skill and it grants +1 for the roll.

Clarity: Characters have three tracks of Clarity boxes referred to as the Clarity Track. When an entire threshold is crossed off (such as crossing out all ten Of Sound Mind boxes), the character has a psychological break and is now at the next threshold of Clarity. At this moment they receive a Derangement Aspect to show the shift in their mind.


Clarity Tests:  Roll Will against Clarity Test rating:
• Failure: Clarity loss equal to the number of shifts you
failed by
• Tie: GM has a boost against you
• Success: You do not lose Clarity
• Success with style: Character Gains a boost.

Thresholds: At a Each threshold has certain rules.
Of Sound Mind: Tests for all trigger levels
Disturbed: Only tests triggers of DL 3 or Higher
Unhinged: Only tests for triggers of DL 4 or 5


Clarity triggers and Difficulty

Clarity TriggersDifficulty Level
Breaking Mundane Promises (Especially to attend Faerie matters), Dream walking, Using Tokens or magical items, Day without human contact.1
Week without human contact, Changing Courts, Harming another, Witnessing a violent scene.
2
Taking psychotropic drugs, Serious life changing events, Witnesses grotesque horror.3
Killing another changeling, Breaking formal pledges, Killing a fetch, Harming a mortal by ravaging their dreams, Month without human contact, Kidnapping4
Killing a human, Casual/callous crimes, Spending time in Arcadia,
Witnesses Faerie Horrors.
5
Weapons:
Weapons are rated from 0 to 2. Below are some examples and benchmarks.

• Unarmed attacks, batons, and blunt improvised weapons
are Weapon:0.
• Knives, small pistols, and single shots from submachine
guns or low-caliber rifles are Weapon:1.
• Large pistols, high-caliber rifles, short bursts of submachine
gunfire, and vicious weapons like chainsaws and flamethrowers are Weapon:2.
• Anything higher generally has offensive scale on a
human target; (See Scale below)

When you successfully attack someone with an item that has a Weapon rating, you add that rating to the number of shifts. A weapon's rating may be altered by the Storyteller to reflect its potency in the narrative, for example a pistol may fall to weapon 0 against a massive stone hobgoblin, etc.

Note on ammo: Fate does not generally concern itself with ammunition and other weapon statistics, instead relying on a combination of knowing what makes sense in the story (to the entire group, not just the ST) and using compels to cause dramatic moments, like suddenly being out of ammo. Depending on the circumstances, running out of ammo could be a form of success at a cost—as could other moments like a gun jamming, a knife flying out of someone’s hand, etc.

Automatic Fire:
You can temporarily have +4 weapon rating on people and similar by paying a fate point. This benefit lasts for one action, as you spray a hail of bullets into combat.
You can also use such fire to create an obstacle others have to deal with, allowing you to create an aspect like “Bullets Flying Everywhere” that others can use for cover or to lure foes to their doom. If you are not specifically targeting someone, that’s just creating an advantage (not an attack), which succeeds at Average (+1). Or you can spend a fate point to create this advantage in addition to attacking a foe, which has a free invocation.


Armour:
Almost everything that provides such protection is denoted as Armour:1, and not necessarily in every situation. Flak jackets offer Armour:1 against shrapnel, small arms fire, etc., but one should not expect it to help in a knife fight. Rare protection offers Armour:2, such as magical raiments or heavy riot suits.




Goblin Fruit
Goblin fruit can be harvested or found in play. If a character is hunting for a fruit to harvest they must roll Survival Vs DL 2 +Modifiers as seen by the storyteller.

Eating a fruit gives the character +1 fate point but also all other effects of the fruit also takes place. This could be represented by a handful of mechanics, Aspects, Skill Modifiers or temporary Stunts.
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