Thought i’d post a copy of the card, as currently stands, he to see what people think; any constructive comments welcome.
- More Stress levels required
- Opponents being overwhelmed by odds
- Using terrain to restrict their use: If only a certain number of people can assist a roll then the bonuses are limited.
- Having area effects or psychological effects that affect nameless NPC mobs but that the PCs are proof against: Some sort of ‘fear’ effect may be appropriate for creatures like daemons, perhaps some sort of test being required to initiate an attack or even just a stunt that means for the first round of a combat nameless NPCs cannot attack.
- Having mobs roll seperately rather than adding their bonus to a player character: This would result in two reasonable rolls rather than one really high roll.
- Warrior – rolled for attacking or defending from attack using physical means, taking care of armour, working out battle-tactics, recognising ambushes and initiative order in combat.
- Rogue – sleight of hand, stealing things, breaking and entering, deception and also shmoozing and general social actions.
- Spellcaster – casting spells (obviously), working out what spells other people were casting, crafting magic items, examining magic items, feats of prestigitation, etc.
- Priest – interacting with church/holy order members, researching/recalling information about gods and their followers, making blessings, etc.
- Ranger – covers wilderness survival and skills.
- Dwarves – hardy and skill craftsmen with a very traditional outlook.
- May be invoked when: Calling upon the wisdom of ancient traditions, craft rolls related to stone or metal work, fighting with a hammer, finding your way underground, perception rolls in darkness, appraising gems, stone or metal work.
- May be compelled when: New innovations or technology are at odds with traditions, faced by their ancient greenskin enemies, when the distrust between dwarves and elves bubbles to the surface, when a dwarves appreciation for precious stones may turn into greed.
- Elves – graceful and beautiful creatures at peace with the natural world and with magic singing in their blood.
- May be invoked when: Using magic, moving unseen or finding sustenance/tracking in the wilderness, social interactions with people awed by the elves beauty, using a bow, perception rolls in dimly lit conditions.
- May be compelled when: Vanity causes them to dismiss the opinions and thoughts of ‘lesser’ races, when the distrust between elves and dwarves threatens to bubble to the surface.
- Orcs – strong and stubborn creatures raised in a brutal martial tradition.
- May be invoked when: Assessing the strength/value of armour and weapons, facing down another in a one-on-one combat, perception tests in the dark, tests of raw strength.
- May be compelled when: An orcs bloodlust overcomes their reason, they are shunned by ‘civilised’ races.
- Halflings – Clever and capable opportunists with a mischievous streak.
- May be invoked when: Small size allows them to slip from an opponents grasps, looking harmless allows them to evade notice, tests of manual dexterity.
- May be compelled when: A halfling cannot resist the urge to cause mischief, a halflings small stature and lower strength causes them problems.
- High Concept
- +additional general Aspects
- Master of the [insert name of weapon]: The player receives a +2 bonus to rolls made using the [weapon] (for example: A ‘Master of the Sword’ attacking with a short sword would gain the +2).
- Shield Mastery: The player receives a +2 to their defence rolls when using a shield.
- Escape Artist: +2 when escaping bonds.
- Herbalist: +2 to rolls to analyse/use herbs.
- Professional Lock-pick: +2 to pick locks.
- Aspects: One or two.
- Skills: One Good (+3), one Fair (+2) and one or two Average (+1)
- Stress: Two stress boxes.
I eventually decided to give the creature a standard armour +2 to defence but without any of the associated penalties and named it “Skin of Blood and Brass.”
I was recently watching a video by Ander Wood on youtube regarding how to handle plots in games:
Whilst watching the video it occurred to me that there may be a better way of noting down the various plots and storylines that I have running throughout my Rogue Trader FATE core game.
I have adapted my Imperial Calendar spreadsheet to also contain a sheet where I can note down the various events and upcoming events that are to occur in my plot; please note that, because some of my players read this blog, I have blanked out everything after the current game date and have blacked out some of the more sensitive information, you should be able to get the general idea though.
Comments/suggestions welcome 🙂
You can find the spreadsheet here:
(please note that the spreadsheet layout is a bit messes up in the Google preview, if you download a copy though it should look much better).
- The mist seemed thicker in areas with more people or areas of heightened emotion.
- Areas that were deserted or that were only occupied by machinery, servitors and/or tech-priests had little or no mist.
- Possibly connected with Khorne or Chaos Undivided.
- Can create phantasms and illusions based on a persons past to plague them.
- This would suggest that the entity is capable of reading minds or somehow viewing the traumatic events in a persons past.
- Is a creature of fear & violence (possibly somehow feeding on these emotions).
- Clever: Wrapping the player characters up in puzzles and conundrums.
- Flashy: Distracting the players with overt displays of opulence or powers.
- Forceful: Confronting the players direct with visions of violence or combat.
- Sneaky: Pulling off things without the players noticing and deceiving their senses.