Jump to content

About This Game

In this single combat scenario, a team of action "heroes" face a climactic final battle with a bad guy even badder than they are. Whether you're a veteran of FATE or curious to see what it's like, this little game might just be for you. Our objective is to test a mechanic I want to introduce into my games going forward.

Game System

Fate

Detailed Description

Themes: Antiheroes, Action

Theme Music: Astor Piazzolla

Looking For: 3-5 Players

 

Your team is a group of talented criminals whose schemes almost always devolve into guns and explosions, car chases, daring escapes and other brushes with death.

The plan has always been to steal stuff and get rich, but your heists often inexplicably line up with even bigger bad guys doing even badder things at the same time, and you've been the only ones who were able to stop them.

Today, you've entered the lair of Queen Heqet, an ancient Egyptian queen who rose to power in the modern world through sheer cunning and ruthlessness. You aim to stop her before she can conquer the world in the name of the New Egyptian Empire.

This game is a single combat scenario. It is not a full campaign. It isn't even a one-shot.

 

How to Apply


  • Your character sheet is your application
  • The Character Creation thread has character sheet templates with suggestions based on relevant heist-character tropes
  • When you're ready to start building your character sheet, copy the template character sheet code provided and start a new thread in the Applications folder of the game forum
  • The deadline is end-of-day April the 22nd
  1. What's new in this game
  2. Hannibal Van Zant FP 1 / 1 | Stress [1] [1] [1] [1] [1] [1] | Consequences [2] [4] [6] Hannnibal stood in the elevator clenching and unclenching his fists. The leather of his gloves creaking under the pressure. He looked at The Watcher lounging and rolled his shoulders cracking his neck. He hopped on his toes lifting his heels and getting his blood flowing limbering up for the inevitable action to come. He then whispered an entreaty to the Ubër Kahn, the Alpha, a primal entity his patron. He called out across the veil, “Uber Kahn, your vessel seeks your power. The strength, instincts, senses, and skills of the Alpha. The predator of predators. Lend me power for this hunt.” Hannibal took a carved saber toothed skull he wore on a leather thong around his neck. He’d carved the totem from a piece of hardwood not long ago. He held it in his hand as he spoke the words, and then he pricked his thumb with a small pocket knife and smeared the drop of blood onto the totem, “With this blood I call to you, I invite you to the hunt.” As he finished his prayer the elevator door opened and the Watcher leapt forth monologging. He felt his veins burn and his eyes bulge, his nostrils flaring as his body welcomed the Uber Kahn and his senses opened up and his body swelled with power. A sharp toothed smile crossed his face as he leapt from the elevator to loom behind the watcher his muscles twitching and any with the gift seeing his aura flare in the shape of a great turquoise saber toothed tiger. His shadow altered to reflect this even for those with only mundane senses. .
  3. Gonna do a roll for a CAA summoning the Aura of the Ubër Kahn
  4. Name | Hannibal Van Zant High Concept | Mystic Muscle For Hire Trouble | Predator Instincts Aspect III | Avatar of the Uber Kahn Aspect IV | Tougher Than Nails Aspect V | International Man of Mystery Pitch A got on this tangent about pulp heroes and that made me think of the phantom. The guy in the purple tights who summoned the abilities of an animal to aid in his battles against injustice… so I want to do that but cooler. Hannibal Van Zant is the epitome of adventurer. He’s a mercenary with a heart of gold who just so happens to be the living avatar of the primal embodiment of predators known as the Predator King. After a late night multi day vision quest with a modern day shaman Hannibal was met with a god. The Predator king is this big saber tooth tiger bear man spirit thing and Hannibal uses his chi to summon the essence of the predator king and lend his actions strength beyond mortal means. Just a Fancy Brawler that would have a set up mechanic that some of his stunts would keg off of. Great (+4) | Physique, Fight Good (+3) | Notice, Athletics Fair (+2) | Craft, Chi, Provoke Average (+1) | Burglary, Stealth, Rapport, Investigate Stress | [1] [1] [1] [1] [1] [1] Mild Consequence | - Moderate Consequence | - Severe Consequence | - Stunts Mighty Thews +2 to overcome actions with physique involving acts of Herculean strength specifically lifting, pushing, and pulling. Keen Nose Because of your keen sensor of smell you gain +2 to Defend or Overcome with Notice when scent is the sense being used. Totem Warrior You can carve a spirit totem in preparation for an upcoming hunt. In combat, you can Create an Advantage with Chi to call on aspects of that animal spirit, earning an extra free invocation on successful rolls. Though vulnerable to being broken, stolen or disenchanted via Overcome actions, you can easily fashion and attune to a new totem in any scene after a battle Queensberry Rules Due to your training as a boxer you are an especially punishing hand to hand fighter, if you succeed with style on a fight attack roll, you can choose to inflict an additional 2 shift hit rather than take a boost. Claws of the Kahn When you have summoned your Totem Warrior Aspect you receive a +2 on fight attack rolls made in unarmed hand to hand combat versus awakened opponents ( anyone with a chi skill ) Extras Chi Training Permissions: Interact with the supernatural Costs: Ranks in Chi skill Hannibal Van Zant is more than normal his connection to the Uber Kahn opening his senses, girding his will, and strengthening his fists against the supernatural. Personal Equipment & Gear Nickel plated Colt 1911 A Tough old K-bar more of a tool than a knife A very sharp folding knife A small crafting oil cloth roll containing several pieces of sanctified and blessed soft wood, as well as a selection of crystals, hard woods, claws, teeth, quills, feathers, sinew, sage, willow bark, and various preserved specimens, pine tar, beeswax candles, and leather A ruggedized satellite phone A problem solving kit, rope, pitons, crampons, a pry bar, a block and tackle, ratchet straps, zip ties. A gold cigar case, including a gold butane lighter A paper map of the local area, a compass, and signal mirror a laser pointer trauma kit, clotting agent, alcohol wipes, bandages, cotton bandages, wadding, tourniquet.
  5. Codename: Watcher FP 3 / 3 | Stress [1] [1] [1] [1] | Consequences [2] [4] [6] My, how Watcher hated elevators. Hannibal wouldn't know it, looking at his 'boss.' The leader wore a thick raincoat over his well-tailored black suit, with a waterproof layer over the fedora that blended into the night. Watcher practically lounged, back leaning on the nicely-padded elevator wall while looking over a sharp steel sabre. The plan was going quite well, though he didn't exactly have one going in. Impi's decisions inspired some improvision. So one could excuse Watcher for wanting to find the elevator speaker and slash it apart. The delightful *ding* took him out of his silent aggravation; and like a gentleman, he stepped in front of the elevator doors and hid the sabre back in the raincoat. The opened doors announce his steps into the lair, walking as if entering a theatre stages. "Ah, welcome, welcome!" His voice was smooth, slick and relaxed, uncannily unfazed by the presence set before him as he adjusted the hat on his head. Beneath the mask was a pair of excited eyes, analyzing the uniquely modern training ground and the more bothersome defensive turrets. Now that's an eyesore of a problem. Surely there's something more interesting to his eyes. A treasure trove, maybe? Or a vault of riches? Nah, too hard to tell from here. "So glad to receive a crowd this stormy night," he continued, treating the enemies like an audience in their seats, and he would've looked down on them if he could. They had nice masks, particularly the jackal and falconine ones. "And I am happy to have dressed for the occasion! I always enjoyed," his voice ominously deepens, "A masquerade." One may have expected a sudden attack from him, yet he didn't even reach for his blade. He had a moment to admire the specs of gold pyramids, the statues of Egyptian gods, and the general *lush* of wealth Queen Heqet built up over her years. "Now, I certainly couldn't have come without a *gift*, could I?" Casually, the suited masked man reached into his coat- *click!* The thunder-silencing sound of several handgun holsters put him still, freezing in sheer disappointment. "Oh please," he retorted. "You'd think I'd be so crude to pull out an explosive? It's certainly not my intent to lay harm to this wondrous base." Inside his coat rested a small, cylinder-like container which his fingers now wrapped around. He'd love nothing more than to let it do its magic. Very slowly, he pulled out the container, eyes darting between the various Eyes of Ra. "See? Quite the harmless gift." He could sense the hesitation in them, having never encountered someone who treated threats so casually, whose every moment suggested they weren't a threat to him. All he had to do was to drop the container, or toss it. But he was waiting for a signal.
  6. Name | Impi Refresh | 1 High Concept | Super Soldier of the Feral Flower Trouble | Hunted by the Mielikki Project Aspect III | Grew Up in a Laboratory Aspect IV | Just Wants to Feel Pretty and Loved Aspect V | Dissatisfied with the Life of a Rogue Backstory Over 20 years ago, Finnish biologists discovered a strange, aureate flower growing in the island of Vaskiluoto. Ingesting its petals would heighten the subject's feral instincts, turning them into an unarmed fighting machine. Some 18 years ago, Project Mielikki purchased the newborn Impi from a desperate, impoverished mother. They raised her in a laboratory in Vaasa. The researchers fed the child the petals of the Metsän Kultaomena flower every day, hoping to create a permanently augmented super soldier; the experiments were harsh and inhumane. A few months ago, a certain band of rogues broke into the laboratory to steal an unrelated bioweapon, and forcibly liberated Impi out of a sense of empathy for the girl. While grateful for her freedom, Impi is apprehensive about the criminal life that she has been dragged into, and wishes for a way to live a normal life, pretty and loved. Great (+4) | {Athletics} {Notice} Good (+3) | {Empathy} {Physique} Fair (+2) | {Chi} {Computers} {Rapport} Average (+1) | {Academics} {Crafts} {Investigate} {Resources} Stress | [1] [1] [1] [1] [1] [1] Mild Consequence | - Moderate Consequence | - Severe Consequence | - Stunts Mesikämmen's Momentum When Impi has moved at least one zone during her turn, or when an enemy has moved into her own zone during their last turn, she can attack with Athletics rather than Fight. Impi adds 2 shifts to any stress she deals with this attack. Otso's Unerring Claw When Impi has moved at least one zone during her turn, or when an enemy has moved into her zone during their last turn, she gains a +2 bonus to melee attacks. Kontio's Awareness Impi gains a +2 bonus to initiative rolls with Notice. Ukko's Gale Impi can move two zones rather than just one. She can take her action at any point during this movement. Ilmatar's Elusiveness Impi gains a +2 bonus to defend or overcome with Athletics against anything that would represent her movements being bound or otherwise disrupted: Entangled, Grappled, Off-Balance, Prone, Stunned, and the like. Extras Chi Training Permissions: Interact with the supernatural Costs: Ranks in Chi The flower that Impi has consumed all her life is more than mundane. Personal Equipment & Gear A rigid backpack more fashionable than functional, taken from a villain she beat up a while ago Expensive jewelry and accessories, taken from another villain she beat up a while ago Christian Louboutin ankle strap pumps whose stiletto heels are five inches high even without platforms, taken from yet another villain she beat up a while ago Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here. Note: Do not delete this line. Insert new items above this line.
  7. Many were the priestesses recruited to Queen Heqet's banner: all young women, all pulchritudinous or at least potentially pulchritudinous (she was not going to sully her priesthood's image with a bunch of homely clergy, now, was she?), all rather gullible and impressionable, all lost and looking for a place in the world. Classic cult recruitment tactics, really, and Impi just so happened to fit the bill. In the same way that the Eyes of Ra had a uniform that looked "ancient Egyptian" only after considerable squinting and head-tilting, so too did the priestesses have a uniform more fitting for a Halloween party: and a risqué one, at that. The perfume-doused silk was all cleavage, armpits, tummy, and legs, adorned with multiple layers of clinking and jingling jewelry; plus cherry-red eyeshadow, lipstick, fingernail and toenail polish, and sky-high stiletto pumps. (In fairness, it was technically more modest than those historically accurate, chest-exposing kalasiris dresses.) The Eyes of Ra had falconine masks. The Bastet Twins, felid. MechaNubis, jackal-like. The priestesses' full-face masks all depicted the same bovine countenance, reminiscent of the matronly goddess Hathor. It sure was calescent, wearing those masks atop such copious layers of cosmetics. During her weeks-long stint as a loyal priestess of Heqet, Impi saw that it was a normal enough for a priestess to accompany Eyes of Ra, and indeed, did so herself many times. Thus did she keep her cow mask on, waltz right alongside the falcon-suggestive goons, and board the Pharo with them. When Impi saw her moment, she discreetly slipped away from the Eyes in the training room and pushed a few buttons near an elevator shaft. The ding several seconds later swept Impi off her feet, butt-to-floor. It came with a brief, squeaky shriek, muffled by her full-face mask. It was an earnest reaction: Impi's sheer skittishness, the second thoughts still burdening her heart, her priestess uniform's stilettos being a whole five inches high even without platforms, and the storm-cutting velocity of the aircraft all toppled her over. The Eyes of Ra and MechAnubis focused their attention on Hannibal and the Watcher. They were blissfully unaware that there was an Imposter Among Them. From their perspective, a faithful priestess of Queen Heqet, who just so happened to be in proximity to the elevator, was being menaced by a pair of blasphemous intruders. Impi would disabuse them of such notions soon enough: once she quite literally got off her ass, anyway.
  8. Name | Codename: Watcher Refresh | 2 High Concept | A Blademaster Arrogant in Planning...Watcher was once a heistmaster of an infamous criminal organization, specialized in planning, and organization and close-quarters assassination with a blade, and with that carries an acute confidence that his plans will go without a hitch. Trouble | ...And an Appeal for the FlashyDespite being known for his objective analysis, Watcher finds quiet and calculated plans quite boring. He prefers *action*, even when he sends his plans off the rails to do so. Aspect III | See, Sieze, Spend, RepeatMoney and wealth is central to Watcher's life, to the point of being an addiction. He always has money for any resource and item he or his allies needs, but he *always* needs more to pay for his future heists. Aspect IV | Taught Her Every Combat Trick I KnowEver since rescuing Impi, Watcher taught her how to make the best use of her abilities and how to work alongside the rest of the team. The two nowadays work in tandem in close-range combat, as Watcher prefers; he makes sure the team sticks together, no matter what. Aspect V | Unfinished Business with the MercThe Merc was the best hitmen in the business, essential to Watcher's former organization, and secretly a spy on a wealthy payroll from an opposing company. When the time came, the Merc brought down Watcher's organization on the inside. Since then, Watcher takes betrayal very seriously, and intends to kill the Merc just to make a point about loyalty. Backstory The man now known as Watcher was born at the right place, at the right time: growing up with a family endowed in fame, fortune, and simply one too many laws and regulations for him to put up with. He saw the mental and moral toll his father took, stuck ruling the corporation at a desk and watching the world from a glass window. In fact, Watcher preferred ruling his own way: on the ground floor, with his own laws and regulations. And so he took his own path, taking his family fortune's with him, and starting up an impressive organization of thieves and assassins with him leading the jobs. Shame it didn't last. Trust was something he took too lightly. Now? He leads a smaller group, and a more effective one, primarily now around thievery and heists. He gets to be more creative with fewer people and resources, and its quite fun making a show against the better prepared. Great (+4) | {Fight} Good (+3) | {Resources} {Provoke} {Empathy} Fair (+2) | {Notice} {Investigate} {Rapport} Average (+1) | {Computers} {Burglary} {Physique} {Crafts} {Chi} Stress | [1] [1] [1] [1] Mild Consequence | - Moderate Consequence | - Severe Consequence | - Stunts Crown of Menace You are too terrifying to be attacked. Until you make a physical attack in a scene, characters with a Will lower than Good (+3) simply cannot attack you. Those with sufficient Will to attack still flinch on their first attack, though, automatically missing. Riposte If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost. Turnabout When you succeed with style on a Fight defense, instead of taking a boost, you may spend a fate point to inflict physical stress equal to the shifts you got on your defense roll. You may only do this once per opponent per scene. Always Come Prepared You're used to being the Fixer of the group. Once per scene, when a situation may call for a specific tool or item, you may roll Resources vs (+2) as a free action. On success, you reveal that you have this item, with a free invoke. Personal Equipment & Gear Personal sharp steel sabre from a more civilized age Shiny, stylized gold coin for tricks and fateful decision making Fedora as dark as midnight Note: Do not delete this line. Insert new items above this line.
  9. Queen Heqet rolls initiative for the enemy team. She does so using the following Stunt: Ear to the Ground Whenever someone initiates a Conflict against you in an area where you’ve built a network of contacts, you use Contacts instead of Notice to determine turn order, because you got tipped off in time.
  10. In a room dimly lit by a golden glow, a figure sat upon a tall, imperious throne; subdued chaos swirled around her as communications officers read from their command terminals, just trying to understand what was going on. She was the eye of the storm, silently watching an array of pseudo-holographic screens trapped in a vast glass prism on the war table before her. Seemingly overnight, everything had begun to fall apart. Her eyes flickered between images and videos: an entire album of leaked evidence revealing her secret plan. Recruiting soldiers and training them to fight. Hiring spies and assassins to make moves on key political figures... Even killing, if she had to do it herself. She saw the reaction from the public unfolding before her very eyes: conspiracy forums feeling validated that their theories about her seemingly innocuous tech company "Pharo" were finally proven true, murmurings in the underworld that working with a known terrorist group might not be in their best interests - even the government was responding, talk of investigations and possible arrests reaching her metaphorical ears through her network. A network she had spent decades cultivating. How long ago had it been when she had awakened to this strange new world? Her sorcerers had promised her that she would awaken to rule an Egypt at the peak of it's power - but instead all she had found was sand and desolation. And now, desolation came once again, this time for her New Egyptian Empire. "Initiate Project Sand Spider." She announced to the room, her exotic, alien accent unlike any other in the world. All at once, the chaos went still. Her officers looked at each other for a moment, then began to move with purpose. Standing up from her throne and moving around behind it, Queen Heqet stood with her hands resting behind her back. The entire lair began to rumble, and a sliver of light cracked itself open further and further to reveal the truth at the top of the pyramid-shaped glass building which was Pharo's headquarters. The tip of the pyramid split down all three sides, opening like hangar doors. All this time, they had been hiding a mechanical bird as large as the largest aeroplane the world had ever known - an effigy in the form of Ra, glistening black and elegant gold reflecting in the rain and the gray stormy daylight. "Queen Heqet, it won't be safe to fly in this weather!" A pilot warned. Just then, an alarm began to ding on the war table behind them; glancing back, Queen Heqet saw… that the elevator doors were opening. "We have no choice." Just moments ago, our team of intrepid "heroes" stood riding that very elevator the final few floors up to Queen Heqet's lair, checking their equipment as elevator music danced pleasantly in the background. So what if they were wanted criminals just like she was? There was a distinct difference between what they did, and Queen Heqet's desire to rule the world. And now it had all led to this. The reveal of Queen Heqet's mobile lair might have been a surprise to another crew, but professionals like you had found out about it beforehand and equipped yourself appropriately in weatherproof outfits and other gear. "Attention personnel:" a voice announced over the intercom, "prepare for takeoff." Ding! The elevator opened into a massive lobby, part of which was covered by a tower in the center of the room that rose up to the ceiling. Not far off, soldiers in sleek black-and-yellow uniforms with vaguely bird-like masks had been sparring and practicing their shooting at targets on the wall. They turned at the sound of the elevator, brandishing Khopesh swords or simple handguns, a round ballistic shield in their off-hands. At the center of the training-room half of the lobby, a man in a padded black suit much like a Formula 1 driver's suit had been sitting on the shoulder of what at first seemed like a tall obsidian statue, but which soon revealed itself for what it was: a black-and-green exosuit that shut closed like a Venus flytrap as soon as the pilot jumped inside. The exosuit struck the figure of a jackal-headed man, a massive kite-shaped tower shield in one hand and a minigun strapped to it's back ready to pull at a moment's notice. The lair lurched; lightning struck outside with a thunderous kra-KOOM!, the muffled sound of rain pounding outside as the lair began to move. OOC And the battle begins! Each of you may start combat on Zone 19 or Zone 18; alternatively, you can choose to start outside on Zone 33. I tried to keep the initial post as short as possible, so if there's any crucial information that's missing that you need in order to take your first few actions then don't be afraid to ask. If you would all copy your character sheets and post them into the Character Sheets thread, I would greatly appreciate it. , this would be a good opportunity for you to finalize your Stunts. , I assume that you are the initiative leader for your team; roll initiative, please. And last but not least, I realized where in the timeline of a hypothetical campaign this Scenario would be, and that you each would have gained about 4 extra Skill Points by now. I'm sure you'll all find somewhere to put those points. ;)
  11. If poison were used to Create an Advantage, the point of an action like that is to inflict a poison status effect rather than to deal damage, in which case I'd say that would normally be defended against with Physique. An argument could be made for Athletics, but that would depend upon the method of deployment for the poison.
  12. As part of an attack or a create an advantage, you mean?
  13. If poison is delivered as part of an Attack, Athletics would be the skill that is used to defend, yes. As for Chi, it's uses in Defense are rather niche; "mental attacks and intangible supernatural attacks", as I mentioned before. As such, the vast majority of defense rolls against attacks will be with Athletics. Oh! I hadn't realized that was you; my bad. Try to use the Discord from now on; you'll get faster responses from me. ;)
  14. If poison is delivered via a weapon, a projectile, or a gaseous cloud, that could feasibly be defended against with Athletics, yes? And if a poison is delivered through supernatural means, then Chi would likely be a valid defense skill, right? Yes, I have already been in the Discord server for a while.
  15. It's not often that one defends with Physique, actually: Athletics is for dodging all kinds of attacks, and Fight can be used to defend against melee attacks. Rolling to Defend with Physique would usually be for tests of fortitude, such as resisting poisons; even when breaking out of a grapple Physique isn't the only option, since Athletics could be used to represent slipping out of your aggressor's grasp. Btw, you see the invite link to the Discord, right? I'm just noticing I misspelled ManicPixieFatGuy's name in the "private to" code, so I want to make sure.
  16. Do you expect Physique to be a mandatory defense skill from time to time, or would it be safe enough to trade Physique for something else? I am wondering if I can take a different skill without having to worry about being told "You can defend against this only with Physique."
  17. The time is upon us, ladies and gentlemen: time to decide who will be moving forward with us into the game. Tbh tho, it's really easy: I'd like to offer all of the applicants an invitation to the game! :) It's not quite as many as I would have liked, but we can still move forward with three. , and , I've included a link to my Discord server in this message. Once you're in, we can discuss a little bit, then it will only be a few short days before I have a post up to start the battle!
  18. Yes, that would be fine. Thank you for letting me know.
  19. Whoops, yeah that is rather vague, isn't it? Perhaps instead of "everything" it'd be "Combat Trick" given her style of combat is quite different from my character's, and Impi can use her own style to coordinate attacks, setups, or movements with my PC. Thoughts?
  20. I do not have any issues with this. Could you please clarify what "everything" is in this specific context, though? Thank you.
  21. Thanks! I went with something like this. What do you think? Taught her Everything I KnowEver since rescuing Impi, Watcher taught her how to make the best use of her abilities and how to work alongside the rest of the team. The two nowadays work in tandem in close-range combat, as Watcher prefers; he makes sure the team sticks together, no matter what.
  22. Certainly, you can do that. I appreciate it very much.
  23. Hello ! I'm trying to finish my own character sheet today for this game. I'm currently working on my last Aspect and I wanted to tie it to another PC, exploring the connection between the two. May I write up my character's Aspect about Impi? I see the backstory and I imagine my mastermind helped free her and gave her this new life. Although I imagine her wanting a normal life is a constant concern ;)
  24. Let's see... I'll start with the simpler Stunts, then work my way up to the more complex ones. Boosted effectiveness with Physique v.s. barriers is super easy: I really love this Stunt for things like that Bend Bars, Lift Gates You may spend a Fate Point to automatically overcome a Physique obstacle - even if you’ve already rolled for it - provided you’re trying to accomplish something through brute strength. When it comes to primal senses, I think Take It All In would fit the theme quite well, though it may be difficult to actually make use of it in the scene. If that one doesn't suit your fancy, Keen Senses might have a better chance of being useful in this little game specifically. Take It All In Once per Scene, you may spend a Fate Point (and a few minutes of observation) to make a special Notice roll representing opening your senses to a location. For each shift you make on this roll, you discover or create an Aspect related to direct observation on the scene - though you may only Invoke one of them for free. Keen Senses Choose a physical sense (e.g. sight, hearing, touch, taste, smell). You gain +2 to Defend or Overcome with Notice when that sense is the primary one being used. There aren't any example Stunts for extra movement speed, but what I usually do is come up with a compelling justification for being so fast, describing it briefly in a sentence, then finishing the Stunt with "you may move 1 additional Zone per turn" or something like that. There are a few offensive/defensive success-with-style combat Stunts, so I'll just show you some examples. Flesh Breaks on Iron When you defend against a Fight attack with style, you may inflict a 2-shift hit instead of taking a Boost on your attacker. Tiger Rends the Flesh When you tie on an attack using Fight for defense, you can inflict a 2-shift hit instead of taking a Boost. Serpent Bites the Hand If you gain shifts on a defense, you can sacrifice your action next turn to immediately inflict an attack on your opponent, using the shift value of your defense as your attack result. "Some sort of arcane thing", though... you'll have to be a little more specific, I'm afraid. Generally, the "magic" of this world is in the form of subtle, mystical arts, so if it's too flashy it will have to be limited in how many times it can be used per day. Are you looking for a ranged spell attack? A buff? Some sort of esoteric curse/boon thing? I need a little more to go off of. And finally, a totem summoning Stunt. I think what I'll do is craft a prototype Stunt based on your description, then you can tell me what you do or do not like about it and if there are any changes you would like. Totem Warrior You can carve a spirit totem in preparation for an upcoming hunt. In combat, you can Create an Advantage with Chi to call on aspects of that animal spirit, earning an extra free invocation on successful rolls. Though vulnerable to being broken, stolen or disenchanted via Overcome actions, you can easily fashion and attune to a new totem in any scene after a battle.
  25. Alright so spitballing stunts time Goals for the mechanics • Strong, Fast, Tough • some sort of stunt empowering a totem summoning CAA with Chi, a bonus to creating, an extra invoke, or some other benefit to add weight to this action that is meant to be routine for the character: • possibly the berserk stunt, it just seems to feel right here. • boosted effectiveness with physique vs barriers / doing strong stuff • some sort of arcane thing • primal senses • some sort of movement bonus / pounce • some sort of offensive or defensive success with style effect triggering stunt to represent a two fisted strong guy fighting style He is the tough big smiling adventurer who would have been a great famous hunter a hundred years ago but now he’s a mercenary and adventurer. He channels the power and spiritual form of a predatory godlike entity. It gives him pulp level captain America level physicality I think he can see or smell something weird about the supernatural? just spitballing goals and ideas. I think I’ll drop a refresh on stunts and have 4 ( 5 if I can’t fit all the vibes in lol ) I’d love to kick around ideas but if not I’ll have a first pass up by tomorrow.
  26.  
×
×
  • Create New...