Showing posts with label Fate Core. Show all posts
Showing posts with label Fate Core. Show all posts

Tuesday, May 27, 2014

TianXia


Well, I got it in.  It is slick and well designed.  The only problem with it now is the lack of players!

Tuesday, April 22, 2014

Princess Itami and Sir Hanar Chan


Another picture by +Minerva Fox .  This one of the Princess Itami danAndahar and her Order of the Rose bodyguard Sir Hanar Chan.

Sunday, April 6, 2014

Sofia Hess as done by Min



Another picture done by my friend +Minerva Fox .  This one is of Sofia Hess.  Rockin!  You do some good artwork Min!



Sunday, March 23, 2014

Itami danAndahar for Fate Core

Princess Itami danAndahar
[Bekurah-Toshin/devaintArt]

Itami danAndahar
Concept: Princess and Heir to North Realm
Trouble: Princess and Heir to North Realm (its a double edged sword)
Refresh: 3

Aspects
  • A Girl or a Princess?: Itami sometimes just wants to be a girl, but her duty says otherwise.
  • Hide From the Nanny: Itami was a troublesome youth that helps her at times now that she is a young adult.
  • Listen to Both Sides: Itami will listen to both sides of a situation before making an important decision.

Stunts
  • Absolute Authority. You are good at being in charge. +2 to Contacts as long as you are in a position of direct authority over those you intend to contact.
  • Lie Whisperer. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
  • Specialist (governance). You get a +2 to all Lore rolls relating to that field of specialization.

Skills
  • Contacts +3
  • Deceive +1
  • Empathy +2
  • Lore, Modern +2
  • Stealth +1
  • Wll +1

Extras
  • Princess and Heir to North Realm.  Itami is the Princess of North Realm and its heir.  She has access to the entire realm, its personnel, resources and monies and as such has access to just about anything she wants and needs.


Sofia Hess for Fate Core

Sofia Hess by +Minerva Fox 


Sofia Hess
Concept: Hidden Section 4 Agent
Trouble: Enamoured with the North
Refresh: 2

Aspects
  • Sexy Vamp: Sofia is pretty damned sexy and she knows it.  She knows how to use it for male and female targets.
  • Stronger Than I Look:  Sofia is not a true Spartan, but is Spartan Related and stronger than she looks.
  • True to Her Word: Sofia is just that, if she gives her word, she will keep it.

Stunts
  • Architecture of the Heart. Reading a room is a triviality to you. Even more, you can spot the emotional lynchpins in a room and easily understand how actions would impact the mood. If you roll Empathy to read a room—difficulty Mediocre (+0)—count how many shifts you accrue. Over the course of the scene, you may ask the GM to tell you how people would react to any hypothetical scenario. You can do this a number of times equal to the number of shifts generated.
  • Corroboration of Coincidence. Fate favors your lies with minor coincidences and circumstantial evidence that seem to lend them credence. You may apply a boost to the scene before you roll Deceive, so long as you can describe how it helps you look more honest. If successful, the boost turns into an aspect on the scene.
  • Only the Wind Will See Me Go. At the cost of a fate point, you may exit a scene, passing from sight. 
  • Tough as Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.

Skills
  • Athletics +2
  • Contacts +1
  • Deceive +4
  • Empathy +3
  • Investigate +1
  • Fight +2
  • Physique +3
  • Provoke +1
  • Stealth +2
  • Will +1

Extras
  • Backing of the Empire.  Sofia has the backing of the Empire in the way of resources and monies.



Wednesday, March 19, 2014

Rin danTaven for Fate Core

Rin danTaven by +Minerva Fox 













Rin danTaven
High Concept: Hidden Order of the Thorn Agent
Trouble: Speaks Her Mind Regardless of the Consequences 
Refresh 2

Aspects
  • A Blade for Every Occasion: she carries a lot of different knives.
  • Loves the Princess Like a Little Sister: she is not that much older than the princess so it was only natural that she bonded with the princess like the way she did.
  • Schooled by the Best People in North Realm: among her pedigree, she was taught by the most skilled thief and the Archmage of North Realm.

Stunts
  • Ball Toss. Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill in place of Shoot for thrown weapons.
  • Defend the Weak. When someone is attacked physically while within your zone, you can spend a fate point to redirect that attack to yourself. You may defend against that attack at +1.
  • Eye for Detail. Your visual memory is so strong that with a little concentration, you can revisit any place you've been to in your memory in exacting detail. Sometimes, you can even pick up on details that you hadn’t consciously realized before. To use this ability, spend a fate point and make a single perception-based roll (usually Investigate, but not necessarily limited to that) to find things out as if you were still in the location, no matter how long ago you left it.
  • Feint. When it looks like you're going to go right, you go left and vice-versa. +2 to create advantages with Deceive that relate to confusion and misdirection in physical combat.

Skills
  • Arcane +1
  • Athletics +3
  • Burglary +1
  • Deceive +4
  • Empathy +1
  • Fight +2
  • Investigate +3
  • Notice +1
  • Stealth +2
  • Will +2

Extras
  • ARC Suit.  By wearing the full body suit, Rin can go invisible and remain as such for the scene if she wishes at the cost of a refresh point.
  • Arcane Hand.  Rin's left hand is magical.  Her magical prosthesis was made by the most skilled artisans and enchanted by the Archmage of North Realm herself.  It has a hidden compartment and the hand can detach and move on its own at her mental command.
  • Enchanted Armor.  Her armor is equivalent to eladrin silk and has an armor value of B2/4, enchanted.
  • House danTaven.  Rin is of the noble House danTaven and as such carries with it all the good and bad of that position. 

Her history is read in the Rin's Tale.


Tuesday, March 18, 2014

Religion of Eave: the Eladrin Gods part 2


The gods of Eave are basically done as I have done up the basic rules for them.  Now I want to detail some of the finer details I thought for some of them.  Note that most of this is not known, lost in the mists of time.

To understand the gods of Eave, we must go back millennia.  The eladrin and dwarves are not native to this world of Eave.  They believe that they were brought to the home of the gods and when the great calamity claim the old world that was caught up in combat and strife and the gods and their followers died.  For the gods were awake and strode across the land and seas.

Chief among the the Isaldurii (the eladrin gods) was Iksurii, the noble god of war, battle and combat.  He was noble and fair and was the bright star of the eladrin.  He was married to Tae, the goddess of magic and together they melded the physical and the spiritual together.  There was Suless and she was not the dark goddess she is now but the goddess of everything beautiful that sung and danced in light of Suul the moon and goddess who kept a lonely vigil high in the sky.  There was the bright and terrible Horned God of the male elves and the gentle but uncaring goddess of the female eladrin Ellathe.  Then there was the cheerful and puckish god of the eternal youth, Alannah.  There were gods of the sea and of the sky, of terrible might and beautiful grace; of great skill with the blade of bow and of the arts so fair.  But they were fell by the gods of darkness and chaos.

In the final days of the war, things happened like wildfire as it spread far and wide.  While Iksurii lead the valiant warriors of light with Aragdüm, the dwarven god of war, Suless whispered poisoned words into his ear.  Suless saw no end to the warfare except with the death of Isaldurii and their allies.  She had an idea though, from her countless orgies she had with all manner of creatures including the captured agents of the dark gods.  She whispered to Iksurii that if he bonded with the demons, he could take their strength and become even more powerful that even he could imagine.  At first he cast away such ideas but realized that her slow decent ton madness, but the seed was set for his eventual downfall.

Suless however did not know of the Great Plan that Tae had put into motion to save what she could of the eladrin people as well as themselves.  She began to revel in the bedlam she wrought and was the cause of some of the defeats (as well as some of the victories) that they had suffered toward the end of the terrible war.  It was after one of the defeats that Iksurii sought her out.  "If you can make me powerful enough to slay our enemies, then do whatever you have to do to give me the power to do so."

She squealed with glee and got to work, cocooning him silk and in the end he came out more powerful but had would come to know to his dismay, he had lost his tactical acumen.  He won his fights but at a losses that were unacceptable.  In a growing fit of madness he tried to slaughter the goddess, casting out of the Isaldurii.  Tae's plan to flee the world was the only way.

Tae had been working on a plan to open huge gates and to evacuate the world that was their home.  The dwarves and their gods came along with the whole of the eladrin people.  The gates flared to life and the great exodus had begun.  For weeks the people fled though the doorways created by Tae, and for weeks the endless hordes of demons came for them.  The demons salivated at the chance to ravage another world and battered the resolute defenders.  The elves fell, the dwarves fell, the gods themselves fell in the endless fighting.  Iksurii, lead the fight and left Tae woefully undefended and she was attacked by the loathsome demons.  She would have fell if not for Lah'druss the dwarven god of runes.  He fought of the demons and took up the shattered remains of Tae and fused himself with her to keep the gates open.  So was born Taelah.

The eladrin and the dwarves were free of their old world and they marvelled at their new world.  A great land of mighty trees and soaring mountains, as if the gods themselves had made the world for them.  The dwarves wept for their brethren and gods that have died in the war.  Lah'druss was the remaining god and he had bound himself with Tae.  Tae'lah was the last of the gods that had come from the gates and has s/he closed it and turned and collapsed and Iksurii went mad.  For the slight against her Suless who was hidden among the eladrin, had cast a spell that drove the once noble warrior insane.  The ground shook and the seas roiled and it took all the remaining gods to bind the insane god.  Suul volunteered to watch over Iksurii and the remaining gods agreed to slumber in this new world.

Below is the gods and a couple of Concepts and Natures associated with them.

Alannah is the god of youth and luck.  He is cheerful and puckish and is a rogue among the gods.  In the great cataclysm that struck the old world, he was the consummate spy.  He always kept up the gods with his good natured pranks.  As of late, he has also taken on the portfolio of song as bards, both human and eladrin have credited him with being their muse.

  • Bard of Alannah
  • Carefree Rogue
  • With Childlike Innocence
Ellathe is the quiet and gentle goddess of woman (both human and eladrin), nature and the seasons.  She is the one who is alseep the deepest as she plumbs the depths of the world.  The humans of North Realm have greatly taken to the worship of Ellathe.  The Sisters of Ellathe are great healers and midwives; and are akin to the great nunneries of old.  They have opened abbeys, hospitals and orphanages all over North Realm.

  • Sister of Ellathe
  • Winter's Bride
  • Seeker of Nature's Secrets
Skrive is powerful and terrible, the Horned God, the hunter of game and of male virility.  He fought along the side of the eladrin and dwarves and knows the horrors of war.  He keeps it in check but still has nightmares that cause the Earth to shake as his anger grows.  Ellathe keeps him in check however, lest he wakes in terrible anger.  He is the most popular god in Galadon and they have taken to hunting humans in their eternal war with Tulath.

  • Emissary of the Horned God
  • Patience of a Toshur
  • Hunter of Man
Dark elves worship only one goddess, Suless.  She had snuck in with her followers in the Great Crossing.  In the ancient eladrin pantheon, she was the goddess of beauty and vanity.  She was the most beautiful of creatures ever to walk on the face of the ancient world.  Her vanity was her downfall and her beauty was the weapon that brought about her demise.  She grew bored and jaded as all those around her fawned over her beauty.  As the ancient myths state she started to have sexual liaisons with mortal creatures and in doing so brought about many of the creatures that bred and became the trolls, giants, ogres and other creatures of nightmare.  She just didn’t care and she slipped into her malaise-like state.  Her orgies turned dark as she tried more and more depraved obsessions to keep her entertained.  Her and the dark elves dalliances with demons and other dark and powerful creatures have turned their flesh as back as night.  Suless is awake but at a much reduced state to hide herself among this world.

  • Breeder of the Pits
  • Mother of Monsters
  • Lost in Ecstasy
Suul, the lonely wanderer, the traveller, the sentinel against the dark times.  She stands far above Eave, cut off from the other Isaldurii.  She, among all the others is awake in her lonely vigil to keep Iksurii bound and asleep.  She is the guardswoman who only sleeps three nights a month when she is black in the sky.  She is known to watch over travellers and investigators.

  • Sentinel of Suul
  • Lonely Guardsman
  • Investigator of Hanali
Taelah, no one remembers what gender Taelah is.  Taelah is just Tae'lah.  Tae'lah is the fusion of an eladrin and a dwarven god.  When Tae'lah stepped though, it was thought that Iksurii went mad because his wife bonded with a dwarven god.  It was the only way for the remaining gods and their followers to flee.  Little did they know that it was all Suless fault for casting her out of Isaldurii.  Taelah has never woken since s/he had first stepped through the gate.  Taelah is the reason why magic infused the world (but only to a certain altitude).  Taelah sleeps and dreams...
  • Dreamer of the World
  • Magic of Innocence 
  • Keeper of the Lost Tome of Lah'druss
Vuul, the trapped god, the insane one, the slayer of kin.  Iksurii is trapped on Vuul, the second dark moon of Eave.  According to myth, once every nine years when both Suul and Vuul are full, the Eye of Vuul is upon the lands.  Supposedly that is when both of them are engaged in battle to keep him pacified.  Vuul is not worshipped but studied in Elvaehonri as they think they are close to spitting the two factions of his personality in half, returning him to his glorious self.  He is secretly worshipped in Galadon
  • Son of the Dark Moon
  • Vengeance is Mine
  • Blood is All I Know



Sunday, March 16, 2014

Rules for Magic and Religion of Eave, redone


Well, I have gone and redone the Gods of Eave I have done up in my section of religion.  I know, I shouldn't have put it out back then as I was unsure about what I was going to do with them.  Now I have more of an idea and here they are.  While working on them, I have got an excellent idea on how to rework magic.  By casting a spell, the caster gains a minor benefit and a greater one by spending a point of refresh.  Please read it and do let me know what you think of what I have done as I want feedback.

... and fire rained down onto the land and the water rose up from the oceans to bathe the earth in fire and water.  The Isaldurii [gods], will awake from their sleep and all but the faithful shall be torn...
-From the Book of The Isaldurii, Vol 2.

The gods of the eladrin are for better words asleep on a dimension in which even the greatest of sages, both human and eladrin do not understand.  If the gods ever were to be awoken, it would be a catastrophe and as such do not manifest themselves.  The eladrin during the human Starfall thought that it was the world was coming to the end as ships fell from the sky and one of them caused a huge tidal wave that engulfed the eastern shores.  The moons were aligned and cast the Eye of Vuul down upon Eave.  The humans did not cause the destruction of their people, the Isaldurii did not awaken, and life went on with new neighbors.

The Isaldurii did not awaken but they stirred.  After the humans came to Eave there have been many more incidents of the supernatural have been happening.  Creatures that have been regulated to legend and myth now roam the land.  The goblins have been stirring from their centuries long exile far beneath Eave.  It seems that the humans have brought new life and old dangers to the world.
  • Alannah is the god of youth and chance
  • Ellathe is the goddess of the female fertility, childbirth and nature.  She is the keeper of the seasons.  Clergy is all female.
  • Skrive is the god of male virility, animals and hunting.  Clergy is all male.
  • Suless, the demon goddess of lust, perversion and evil.  She is the only goddess worshiped by the dark elves.
  • Suul is the goddess of the moon and all the light that shines down upon Eave.  She is invoked for the safe passage of travellers.
  • Taelah is the god/goddess of magic.  Of indeterminate gender s/he is the one the eladrin venerate the most.
  • Vuul is the dark god of the baser eladrin emotions.  Murder, lust and insanity.  No one openly worships this god as he is chained away on the moon that bares his name.  His true name is Ikusrii and he was the god of war and combat until he was seduced by Suless countless years ago, so much so that even she fears him.  It worked a little to well.
Humans of North Realm has come to worship the gods of the elves.  They have seen the wonders of magic and they are invoked and revered.  Religion of Eave is a mix of old human religions and ancient elven religion.  Humans of North Realm have a freedom of religion and have taken to the worship of several elven deities.  Those within the Empire worship the perfection of the human body.  Religion is a somewhat hot button issue within the human community.  Most of humanity have taken a somewhat philosophical view of religion before they have landed on Eave.  Most forms of Christianity, Islam and Judaism have fallen by the wayside and worshipped by only a fraction of the faithful as more and more evidence proved it to be less and less useful to a technologically advanced society. That is to say it is not totally gone, but has changed to such degree that it is not so easily discernible now from what it used to be.

On Eave, everything changed.  With magic, that the eladrin say comes of the gods and it is hard to argue with the results.  The advent of magic comes from the power of the gods, so say the eladrin.  Taelah, the god (or goddess) of magic is said to have taught the very first eladrin how to work magic.  The humans, scientists from both Danaan and Tulath, have been working to find out how the magic works as it manipulates an energy.  The eladrin say it is because of the gods and the humans have to reluctantly agree. 


Now the rules...

Clerical Magic
Magic use on Eave comes in many forms but it come from the same source.  To be a cleric of a particular gods they must have the concept or an aspect.  This could be as simple as a Priest of Taelah to as complicated as Holder of the Sacred Die of Alannah.  To further gain the use of spellcasting, they must also gain the special skill: Cleric of (god worshiped).  The skill will also cover the religious rites associated with that particular god and will be the die pool that they roll when casting spells.  Please note that not all priests can cast spells.
  • Cleric of Alannah.  This skill covers Stealth and has the supernatural ability to look ever young no matter how old the person is.
  • Cleric of Ellathe.  This skill covers Empathy.  They also have the supernatural ability to be equally comfortable in all types of weather.
  • Cleric of Skrive.  This skill covers Shoot.  It also covers to identification of animals and survival.
  • Cleric of Suless.  This skill covers Deceive.  Clerics of Suless are incredibly beautiful and unless they upset their goddess, they will never have a scar or blemish on their dark skin.
  • Cleric of Suul.  This skill covers Investigate.  The Clerics of Suul also gain the supernatural ability not to get lost while the moon is overhead.
  • Cleric of Taelah.  This skill covers Arcane.  The Clerics of Taelah are basically arcane casters and may use the arcane spell lists.
  • Cleric of Vuul.  This skill covers Provoke.  The cleric also gain the supernatural ability to not be affect by fear.
They may take the following as stunts in they so desire at normal costs.
  • Burglar’s Friend (Alannah).  This spell opens locks.  The caster rolls is Cleric of Alannah skill to overcome the locks defense (-4 to 4 depending on how good the lock is).  By spending a refresh the cleric can overcome the lock automatically or go up against a lock guarded by magic.
  • Curse of Vuul (Vuul).  When cast upon a target within the same zone it causes them to go insane, placing the aspect of In the Grip of Madness upon them.  By spending a point of refresh, the cleric can invoke the same aspect.
  • Ecstasy of Suless (Suless).  When cast upon target that is touched, the target is overcome and place the aspect Throes of Ecstasy on another character.  If a refresh is used, it may be cast on anyone in the same zone as well as they may invoke the aspect.
  • Healing Touch (Ellathe).  While in combat, the cleric of Ellathe can by touching the target, heal one stress box of damage box.  If a refresh is used the cleric can heal Consequences by a step.  A -6 becomes a -4, a -4 becomes a -2 and a -2 heals completely.  Only one healing touch may be used per wound.
  • Hunter’s Fury (Skrive).  By casting this spell the cleric of Skrive places an aspect Prey of the Horned God on the target within the same zone.  If a refresh is used a free invocation is gained.
  • Hunter’s Veil (Skrive).  As long as the cleric or target of this spell does not move, they gain the advantage As Still as a Toshur and they may invoke it by spending a point of refresh.
  • Mystic Bolt (any).  The cleric of any god can fire a single bolt at a target.  Resolve the attack as if it were a R1/- attack (see Weapons).  If a refresh is used, the cleric can fire is as a R2/2 attack.
  • Season’s Vassal (Ellathe).  When cast the caster can find enough food for herself for a day, no matter what season it is.  If a refresh is used, the whole party of up to six people will find food.
  • Strength of Vuul (Vuul).  The caster casts the spell upon himself and gains a R2/2 physical attack for the exchange.  It lasts for the whole scene if the caster spends a point of refresh.
  • The Die is Cast (Alannah).  Luck is on the clerics side.
  • The Ties That Bind (Suless).  The caster may take any length of rope down to a minimum if two meters in length to give the target the aspect Tangled in Rope.  Spending a refresh she may invoke it and binds the target if she doubles the targets defense against the attack.
The Church of Mankind and the Runecasters of the Empire of Tulath are a special case.  The Priests of the Church of Man work just like before as they are excellent craftsmen, but with special rules.  They must have the High Concept or Aspect such as Lay-Brother of the Church of Mankind or Tech-Priest of Narimath.  There special skill is Tech-Priest.  Besides the rites and abilities of the Church, the skill also covers all things related to the Crafts skill.


Arcane Magic
Now the same thing goes for users of the arcane.  They must have the appropriate High Concept or Aspect to justify their use, such as a Graduate of the Royal Academy of Danaan-Tir, Eladrin Arcane-Knight or Archmage of North Realm.  They must also take the special skill: Arcane.  Besides the ability to cast, the Arcane skill also gains the user to read and understand the complex runes and sigils of the magic involved.  It also covers the Ancient Lore skill.  They may take the additional stunts such as:
  • Arcane Bolt.  The caster may fire a single bolt and resolve it as a R2/1 weapon.  They may spend a refresh and fire three bolts, each bolt going for a different target.
  • Arcane Step.  Using this spell allows the caster to teleport up to five meters away.  Using a refresh, they can teleport up to ten zones away.
  • Call the Lightning.  This causes a bolt of lighting to strike down from the heavens striking as a R3/2 weapon on a single target.  This is only usable when it is cloudy and out it the open.  If a refresh is used, it may be cast anywhere, sometimes with unexpected results.
  • Creeping Fog.  This causes a creeping fog to envelop the zone the caster is in, giving everyone the aspect Shrouded in Mists.  By spending a refresh the caster may invoke the aspect upon everybody.
  • Fireball.  The caster hurls this at the target and it resolves as a R2/2 weapon.  By spending a refresh it may target everyone in a five-meter radius and sets things alight.  The caster may target opponents roughly up to three zones away.
  • Freeze the Body.  The caster put the target of this spell under his control basically holding him.  This places the aspect Slow as Kaddam on a target in the same zone.  It will become invoked if the caster spends a point of refresh.
  • Invisibility.  This causes the caster to be Unseen to Sight and invoke it for the exchange.  The caster may spend a refresh and gain it for the entire scene.
Runecasters are the arcane casters from the Empire of Tulath.  Their High Concept or Aspect are things like 
Lightning Hurler or Hidden Rune of Tulath City. Their special skill is Runecasting.  Besides the ability to cast, it gives the supernatural ability to resist the pain caused the rune that is carved into their flesh and therefore have an additional -2 Consequence.  Using a rune is a flashy affair and it is generally known that a person is a runecaster.  One one rune may be used at a time.  They may take the following stunts, such as:
  • Rune of Fire.  The caster gains the aspect Wreathed in Fire as the are wreathed in flames and can set small items alight and can hold small flames such as a torch unaffected.  They can spend a refresh to invoke it or cast a bolt of fire at a target or strike at them barehanded.  Resolve it a R2/2 attack.
  • Rune of Heat.  The caster gain the aspect Shimmering Heat, as waves of incredible heat can be seen.  They become too hot to touch.  By using a refresh, they make invoke it or gain an armor value B3/3 as weapons melt away.  May use it as a reaction.
  • Rune of Ice.  The caster gains the aspect As Cold as Ice as they become ice cold, frozen.  Ice forms in their hands and their breath comes out as icy steam.  Using a refresh they may invoke the aspect or gain
  • Rune of Metal.  The casters skins becomes as metal and gains the aspect As Hard as Steel.  The casters density becomes five times as much.  They may spend a refresh to invoke the aspect or gain the ability of armor at a B3/2 for a round or make an physical attack of R2/2.
  • Rune of the Earth.  The caster gains the ability Rooted to Eave as the caster becomes rooted to the earth.  As long as the character is on the earth or stone, he or she can not be knocked off their feet.  By spending a refresh the character my invoke the aspect or gain the ability to ignore damage a battle as they cannot move from were they are rooted, but will receive it all at the end of the battle.  This usually makes for a very dead earth user.

Friday, March 14, 2014

The Year on Eave


Time as it is on Eave.
Human reckoning.
Paul Taere studied the year and came up with this timeline in the third year that they were on Eave.  Tulath adopted the calendar after they met.
  • Days are 26.2 hours long
  • 7 days to a week, Sunday through Saturday
  • Roughly 5 weeks in a month
  • 12 months in a year.  The months are named after the months of the Earth calendar.  The middle months of April, July, October and January have 34 days instead of 35.
  • 416 days in year.  Every 5 years is a leap year take place and the interim day is added to the calendar.  In the north it is when old oaths are re-sworn.  It takes place between the last day of winter and the first day of spring.
  • 4 seasons, spring, summer, autumn and winter                                   
  • First day of spring in the beginning of March.  It is the vernal equinox.  The autumnal equinox in on the first day of autumn in September.  The vernal equinox is the first day of the New Year.
  • The summer solstice is the first day of June and the winter solstice is the first day of December.
  • There are two moons that orbit around Eave.  The smaller, dark moon is called Vuul and the larger, bright moon is called Suul.  Once every nine years in January, Vuul is perfectly formed within Suul’s brightness, so much so it resembles an eye.  The Eye of Vuul is a bad omen to the eladrin as the tides are very high and strange happenings abound.  When the gods slept so the elves could come to Eave, they had to imprison Vuul.  It is when His Eye is high in the sky, he tries to break free.
  • School is basically all year round in the North.  There is a break in each of the four seasons in the middle months save for the winter break.  It starts two days before Christmas.  The breaks are 20 days long save for winter break which lasts from Dec 23 and lasts through the brutal winter that takes place in January.  This takes place in North Realm only
  • New Year and New Year Day are the last day of February and the first day of March.
  • The first day in May in the start of the school season.
  • Mother’s Day is in May and Father’s Day is in June.  Mother’s Day is a big holiday in Tulath.
  • June 28 is the first day of the Airship Races in Kassingtonne.
  • The Cudder Races are held in July during the summer break in Leavestonne.
  • September 13 is the anniversary of the Starfall, when humans first landed on Eave.  They all observe that day.
  • October 12 is the day peace was settled between North Realm and Empire of Tulath.  Needless to say it is held in North Realm only. 
  • Last day of autumn break is the Day of Masks.  Basically Halloween.
  • Harvest Day is observed in November.
  • As per tradition, Christmas is observed on December 25.
  • Valentine’s Day is observed February 14th.
This is not list all of the holidays on Eave.  This the main holiday as they are held in North Realm.  There is still The Empire of Tulath and eladrin holidays to go through.  But I needed them to write out the next part of Rin's story.  You can expect stats for Rin as they are done for FATE Core soon.



Monday, February 10, 2014

Myrmidons


[This is North Realms answer to the Tulathian Elite Spartans.  Not as numerous by far but they are match for match equal the the best that Tulath has to offer.  I am looking for an idea on the Myrmidon Training.  It copies the Tulathian training and I am looking for something different.  Any ideas?  This is subject to change!]

The Myrmidons are the elite of North Realms defenders.  There are only 129 of them because in the entire Realm there are only 129 Broadsword Mecha Suits left in workable condition.  Each Myrmidon is given one of these ancient warmachines and it is a serious point of pride to North Realm.  Each Myrmidon also has a support team of an engineer to maintain the suit along with two mechanics, a medic, a security team of five trained soldiers and their own small airship with a crew of six.  They are sent either singly or as a fire team of five.  A single Myrmidon is a sight to behold and to have one show up is enough to have everyone stop.  They are headquartered in Danaan Tir and have base in each Barony.  They train constantly and maintain a level of readiness for any situation.  Each Barony has a fire team of Myrmidons except for the Baronies of Crosstaal and Leavestonne, they have two.  There are five in perpetual patrol around the Kingdom.

There are about five-hundred additional soldiers culled from all branches of the militaries.  These Myrmidons-in-training train very hard and should a Myrmidon die or retire, a new one is selected.  Each Myrmidon goes through some serious training, akin the modern day Rangers or SEALs.  They are trained to fight armored and unarmored with all manner of weaponry.  This is similar to the Tulathian Spartan Training that the Spartan-blooded get in Tulath.  Needless to say, the selection is fierce and the competition is killer.

Spartan Blooded as well as those Spartan Related are typically chosen for duty as Myrmidons.  But size and strength alone are not the only reasons a person is chosen.  It also comes down to brains.  Needless to say, almost a hundred Myrmidons are Spartan Blooded or Related.

Extra: Myrmidon Training
Permission: Must be Danaan, must be willing to serve in the Danaan military as one of the 129.
Costs: Skills
Myrmidon Training extra is a skill that encompasses all manner of weaponry and hand to hand combat.  A Myrmidon may use this skill in place of any combat skill they would use, from Fight or Shoot.  They may also use it in place of any tactics role that they can make to gain some sort of tactical advantage due to their schooling.
[Possible change]





Saturday, January 25, 2014

FAE stats for Rin danTaven


Rin danTaven
Concept: Hidden Order of the Thorn Agent
Trouble: Speaks Her Mind
Aspects: A Blade for Every Occasion; Love the Princess Like a Little Sister; Smarter Than She Looks

Careful +1
Clever +2
Flashy +1
Forceful +0
Quick +2
Sneaky +3
  • Because no one expects my to do it, I gain a +2 when I sneakily attack with a knife in combat where my opponent is unaware.
  • Because I am quick and clever, I gain a +2 when I cleverly overcome tricks and traps.
  • Because my left prosthetic hand can detach, I gain a +2 to sneakily create an advantage when it is off and moves on it own.
This is Rin for now.  If you have an idea for a stunt give it too me!  I am interested in seeing what you have based on what I have written.  I wish I could find some artwork for Rin, her prosthetic hand and such, but alas, not was found.





Monday, January 6, 2014

Barony of Maarke


Ruler: Baron Kemmon danTaere

The Maarke is a large and sprawling barony of the shores of great Morning Sea.  No defensive walls or barriers but it does have its fair share of hidden batteries that protect the city.  A hard and cold city during the winter to a mild and less hard during the summer months.  It is built somewhat upon a semi-active volcanic region that provides the city, nay the entire barony with geothermal power and warmth that make it somewhat hospitable.

One of the things that make The Maarke a great city was Paul Taere.  Paul Taere was the ships navigator aboard the Danaan.  He did not see a volcanic wasteland but a place of pristine beauty where is could be afforded a prime abode to mark the stars and try to figure out where they were.  He took the highest spire, the cindercone of an extinct volcano along the Morning Sea and there built a great observatory that is still used to this day.  Soon a thriving town and then a city and eventually a college was built around the spire.

The Maarke has growing and thriving community of scholars, fisherman and those that cater to them and the many travelers that stop at The Maarke.  Many hot springs hotels are located here.  Over the centuries, much of the lava fields have been cleared to allow the forest to reclaim the land.

There are many spires which goes up and many above the water.  The great tarns (dow) make their nests in the spires.  These great marine birds are a boon not only to ride but because they can spot the great fish that swim along the coast.

The biggest college in North Realm is here.  The Colleges of Danaan are located here, a sprawling campus that teaches both magic and science.

Besides the Maarke, this Barony has the towns of Harvard, Oxford and Yale.

Eave Design Bible, Part I


This list is mainly from a human point of view.
  • Eave is a world were magic and science come together and try to make sense of one another.  It is advanced technology but one that is old and fading.  Besides a few of the technologies that are really over the top, such as some of the weapons and armor, the tech level is about equal to twentieth century earth.  Much of the technology is cumbersome and unwieldy, this is due to the humans not having much of the high tech and resources available to them.  Combine that with the fact that magic does not work at a certain level above the surface that means all of the magic that they do have is worthless in the humans bid for outer space.  
  • Magic and science are blended to a point that most of what they have is made of blending of the two disciplines.
  • Power Armor and Energy Weapons are very, very rare.  The slugthrower weapons are uncommon and the higher end ones (automatic weapons and such) are usually restricted to the military.  Swords, bows and the such, are the common weapons
  • Vehicles such at jets, tanks and mechs are very, very rare and are limited to the military.  Other vehicles such as cars and trucks are uncommon.  The people of Danaan usually use draft animals and air ships; while the Tulathians have an excellent mass transit system of trains.
  • Airships, because I wanted them!  Mainly because of swashbuckling fun high above the world. 
  • Medical science is quite good.  Danaan has been experimenting with magical prosthetics to great effect.  Tulath has some of the best prenatal care in the world.
  • Eladrin (or elves as they are commonly known) are a tall and tough race.  They are a beautiful people and much talk has went into talking about their involvement on ancient Earth.  With the existence of the portals and such, it is a very likely possibility.  
  • There are very few actual computers remaining and are usually common in government and military facilities.  Danaan has the Oracle System, the remnants of the original computer system aboard the Battlecrusier Danaan.  Tulath has SAGE, found aboard the UTN Fleet Carrier Tulath.  They are the only AI remains.  Computers arent made to play games.
  • Communications, like computers are bulky affairs.  Radio is very common and TV has just caught on.  They are usually bulky affairs.  The military has smaller ones, backpack sized ones.  The range is only line of sight due to the fact that they cannot put any satellites into orbit.  It is very rare that even the mechs have their original radios and have to make due with the primitive radios makeshifted to the vehicles.
  • Modern power generation was something that died out in the first century.  For many centuries afterwards the humans dealt with the dirty forms of generation by burning wood and coal.  This made for some very dangerous living conditions for Tulath.  Eventually the Tulathians discovered how to work the dwarven forges and create an enchanted metal that was always heated.  They used that to construct a clean burning generator that used steam.  North Realm took a bit of time for their magic took many years of one-to-one training.


Friday, January 3, 2014

Eave and beyond...


Oof.  I am mostly back, but bare with me as it will take me a little while to regain my feet.  I have been thinking about what I have done with Eave and taking a really hard look at it, there is some stuff that I want to change.  Don't know what that will be however.  The problem with doing Eave for Fate is that I do not have written down a definite bible for world creation to it.  I need to set up a design bible for Eave, stat!

There has been another blogger that has been hacking Castle Falkenstein to Fate, and it is really good.  I wonder how fast I can put together something together for Orccon this year.  Something Falkensteinish I think since that has been the most popular think that I have done at the con.  I am still not that familiar with the Fate system to run, but I will try it regardless.  More on that to come.

Well, the new year brings new challenges and new opportunities.  Here is to 2014, lets make it a good one!




Wednesday, November 13, 2013

Religion on Eave


Religion of Eave is a mix of old human religions and ancient elven religion.  Humans of North Realm have a freedom of religion and have taken to the worship of several elven deities.  Those within the Empire worship the perfection of the human body.  Religion is a somewhat hot button issue within the human community.  Most of humanity have taken a somewhat philosophical view of religion before they have landed on Eave.  Most forms of Christianity, Islam and Judaism have fallen by the wayside and worshipped by only a fraction of the faithful as more and more evidence proved it to be less and less useful to a technologically advanced society. 

On Eave, everything changed.  With magic, that the eladrin say comes of the gods and it is hard to argue with the results.  The advent of magic comes from the power of the gods, so say the eladrin.  Taelah, the god (or goddess) of magic is said to have taught the very first eladrin how to work magic.  The humans, scientists from both Danaan and Tulath, have been working to find out how the magic works as it manipulates an energy.  The eladrin say it is because of the gods and the humans have to reluctantly agree.

The eladrin do not have churches or cathedrals to their gods.  They have small temples and shrines, but no real clergy.  They may pray to Elinan for an easy brith, or thank Skrive for a good hunt.

Little do the inhabitants of Eave know that the gods sleep on Eave, providing the magic though their dreams.  They are being of immense power and their sleep provides a stable platform for the planet.  If they were ever awoken from their dreams, the planet would fall into cataclysm. 

Eladrin Gods
·         Alannah, god of youth, chance
·         Elinan, goddess of the earth, females, childbirth
·         Ellathe, goddess of nature, seasons
·         Skrive, god of hunting, animals
·         Taelah, god or goddess of magic
·         Vensor, god of the sky, males, virility

Spirits

Every animal native to Eave has multiple Spirit Sovereigns.  One massive animal that holds the represents the best of the best of the animal.   It is intelligent and can speak telepathically.  Every animal has one.


Monday, November 11, 2013

Rules of Eave: Mecha-Suit Weapons


I am playtesting the armor and weapons section this weekend.  Let you know how it all works out!

Mecha-Suit Weapons
Mecha-suited weapons are large weapons that are mounted or carried on the mecha-suits.  Spartans can also use the handheld weapons, though a bit clumsily for simplicity sake they don’t take any penalty to attack.  If a person smaller than a Spartan uses a weapon usable by a mecha-suit, they will take a -2 on the attack role as the weapon takes on a Heavy and Cumbersome Aspect.  No one can use a built in weapon unless they are piloting the mecha-suit.

[Playtest] Armor Piercing rounds do tremendous damage against the target.  Ancient armor does nothing.  Enchanted and modern armor acts as though they were ancient armor, the blue die reduced by 1 and ceiling increased by 1. 

·         Auto-Cannon.  R3/2, Burst
·         Cannon.  R3/3, Blast
·         Cannon, Heavy.  R3/4, Blast, Built-In
·         Chaingun.  R3/3, Burst
·         Flamer.  R3/3, Sets Fire
·         Knife.  R2/2
·         Mace. R2/3
·         Missile Launcher.  AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast; Plasma, R4/2, Blast
·         Particle Pule Laser Rife, Heavy.  R4/3
·         Rail-gun.  R3/5, Amor Piercing, Built-In
·         Rocket Launcher.  R2/3, Built-In, Blast
·         Shotgun, Heavy.  R3/3

Sunday, November 10, 2013

Rules of Eave: Mecha-Suits


Mecha-Suits are the end-all, be-all in infantry warfare.  They are mean and when they take the battlefield, they tend to make a lot of dead bodies.  This is all under PLAYTEST.  I unfortunately was going to playtest it yesterday, but Chris could not show up.  Bad Christopher.  If anyone does happen to use this, let me know!  I am interested!  Be sure to leave comments or questions in either case.

Mecha Suits
Mecha-Suits are the evolution of powered combat armor.  Mecha-suits are over three meters all, the tallest being close to five.  They offer supreme protection as well as on board weaponry that makes them equal to a platoon of men.  Some of them use a master-slave system for arms.  After mecha-suits there are mechs which average from ten meters tall and up

Aspects
·         Armored gives a +1 defense against attacks.  Some of the larger or more heavily armored mecha-suits give a +2 or even +3.
·         Cold Resistant is able to operate without fail in cold environments.  [Playtest: gains a bonus to defense against Cold attacks.]
·         Heat Resistant can operate without fail in very high temperatures.  [Playtest: gains a bonus to defense against Heat/Fire attacks]
·         [Playtest] Master-Slave Arms have two sets of arms, one for the pilot and another for the actual mecha-suit.  The wearer may attack twice on the same target, one for the pilot’s weapon and another for the mecha-suit sized weapon.
·         Open Cockpit means that the driver of the mecha-suit is vulnerable.
·         All mecha-suits have sensors.  The Sensors Aspect give a +2 to Notice rolls because they advanced.
·         Slow Aspect give the mecha-suit a ponderous gait. 

Mecha-Suits
·         Broadsword Mecha-Suit.  B4/1, Armored, Blending, Powered +4, Master-Slave Arms, Sensors
·         Deadelus Mecha Suit.  B4/1, Armored +2,  Powered +3, Sensors
·         K-12 Shining Knight.  B4/2, Armored, Powered +3

Giant Series Mecha Suit
·         Cyclops (the “Brute Suit”), all-purpose suit, 3.5 meters.  B4/2, Armored, Master-Slave Arms, Powered +2
·         Promethean, mainly used for construction, four meters tall.  B4/3.  Master-Slave Arms, Open Cockpit, Powered +4
·         Thrym, adapted for cold weather.  B4/1, Armored, Cold Resistant, Master-Slave Arms, Powered +3
·         Surtur, adapted for high temperature environments, firefighting.  B4/1, Armored, Heat Resistant, Powered +3
·         Atlas, general combat suit four meters.  B4/1, Armored +2, Powered +4, Sensors, Spartan
·         Titan, big combat suit tops out at over five meters tall.  B4/1, Armored +3, Powered +5, Sensors, Slow



Wednesday, November 6, 2013

Rules of Eave: Weapons and Armor


Working on the Mecha Suits next!  Ignore the last entry on weapons.  This is ALL under playtest and is subject to change for the better.  If you find it useful to use, by all means use it, just let me know what you think of it.  It is all I ask.

I will be using the Red and Blue Dice system from the Fate Tool Kit.  Some weapons, such as the heavy weapons will have the Damage Floor and Ceilings.  For instance the Heavy Scribble Laser (the Finger of God) would be Red 4/2.  Which means that you would roll your 4 dice, 3 of them Red and it would do a minimum of 2 levels of stress.  Where the lowly dagger would be Red 0/-.  Some of the weapons can have aspects as well.

I am also using the Red and Blue Dice for armor as portrayed in the Fate Toolkit. 

Aspects
  • Blast affect everyone in the same zone.
  • Blending is a special Aspect that if invoked the wearer is invisible until the wearer attacks or some other method of detection is used.
  • Burst uses the Hits and Overflow of page 216 of the Fate Core Rules except that a Burst weapon gains a +1.
  • Enchanted Aspect make the ancient armor equal to modern armor.
  • Hunker Down is a special Aspect that if the user of the shield is aware of an attack he or she will get a +2 on defense.  [Playtest: that will take his next action]
  • Poison inflicts the Poison Aspect.
  • Powered increases the wearers Physique by the number presented.  This does not add to the number of stress boxes the player has.
  • Set Fire sets the target on fire giving them On Fire Aspect.
  • Spartan indicates that the armor was built to Spartan.
  • Shields only makes armor a +4 armor bonus total and take the better damage ceiling.  So a tactical shield combined with a K6 armor it would be a total of B4/2, but the shield will give him the Hunker Down Aspect.
  • [Playtest: I have got to add ammo to the ranged weapons]
Ancient Weapons
  • Battle Axe.  R2/3
  • Brass Knuckles.  R0/-
  • Claws.  R2/1
  • Composite Bow.  R2/2
  • Crossbow.  R3/2
  • Dagger.  R1/-
  • Great Sword.  R3/2
  • Hand Axe.  R2/2
  • Halberd.  R3/2
  • Lance.  R3/2
  • Long Bow.  R2/1
  • Long Sword.  R2/2
  • Mace.  R1/2
  • Pole Axe.  R3/3
  • Rapier.  R3/-
  • Rocket Lance.  R3/3, Blast
  • Scimitar.  R1/2
  • Short Bow.  R1/1
  • Short Sword.  R2/1
  • Small Knife.  R0/-
  • Spear.  R2/2
  • Truncheon/Club.  R0/-
Modern Weapons
  • Auto Rifle.  R2/2, Burst
  • Auto Rifle, Heavy.  R3/2, Burst
  • Carbine.  R2/1
  • Flamer, Heavy.  R3/2, Sets Fire
  • Flamer, Light.  R2/1, Sets Fire
  • Machine Gun, Heavy.  R3/2, Burst
  • Machine Gun, Light.  R2/2, Burst
  • Magnum Revolver.  R3/3
  • Missile Launcher.  AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast; Plasma, R4/2, Blast
  • Needler Pistol.  R0/-, Poison
  • Needler Rifle.  R1/-, Poison
  • Particle Pulse Laser Pistol.  R3/2, Burst
  • Particle Pulse Laser Rifle.  R4/2, Burst
  • Pistol.  R2/1
  • Pistol, Heavy.  R3/2
  • Pistol, Light.  R1/-
  • Revolver.  R2/2
  • Rifle.  R2/2
  • Rifle, Heavy.  R2/3
  • Scribble Laser, Heavy.  R4/2, Burst
  • Shotgun.  R3/2
  • Sniper Rifle.  R2/4
  • SMG.  R2/1, Burst
Grenades
Act like modern weapons in respect to armor.
  • Hand Grenade.  R3/2, Blast
  • Hand Grenade, AP.  R3/3
  • Primitive Bomb.  R2/3, Blast
  • Primitive Grenade.  R2/2, Blast
  • Satchel Charge.  R4/3, Blast
Ancient Armor
Ancient armor is does not operate that well against modern weapons and grenades.  Unless it is Enchanted, a person wearing ancient armor against a modern weapon will have their Blue die reduced by 1 and ceiling increased by 1.  This means if somebody wearing chainmail is attacked by somebody with an auto-rifle, it goes to a B1/- setting.  They would only get 1 Blue die with no ceiling on damage.  Now these, like the weapons are only the base weapons.  There are many of the arms and armor that are enchanted or superior in construction that will go up and over the presented stats.
  • Breastplate.  B3/4
  • Chainmail. B2/4
  • Eladrin Silk.  B2/4, Enchanted
  • Elven Chain.  B3/3, Enchanted
  • Elven Plate and Chain.  B3/2, Enchanted
  • Full Plate.  B3/2
  • Leather.  B0/-
  • Plate and Chain.  B3/3
  • Studded Leather. B1/-
  • Buckler.  B+1 versus one attack only/-
  • Shield.  B+1/3.  Hunker Down.
Modern Armor
Modern armor is useful against all manner of weapons.
  • ARC (armored reactive camouflage) Suit.  B1/4, Blending
  • Armored Vest.  B1/-
  • Combat Armor.  B2/3
  • ORC (operations recon and combat) Armor.  B3/2, Powered
  • Powered Combat Armor.  B3/3, Powered
  • Stealth Armor.  B0/-, Blending
  • Tactical Shield.  B+2/3, Hunker Down
Knight Series Powered Combat Armor
  • K0 Stealth.  B1/-, Blending
  • K2 Light.  B1/4.
  • K3p Light.  B1/4, Powered
  • K4 Medium.  B2/3
  • K5p Medium.  B2/3, Powered
  • K6 Heavy.  B3/2
  • K7p Heavy.  B3/2, Powered +2
  • K8 Superheavy.  B4/1, Spartan
  • K9p Superheavy.  B4/1, powered +2, Spartan