Showing posts with label Background. Show all posts
Showing posts with label Background. Show all posts
Tuesday, July 12, 2016
Thursday, June 16, 2016
House Rules: Using Fate Assessment and Declaration rules in other systems (FATE, Cypher System, D&D 5e)
House Rule; A version of the Declarations rules for FATE are available as part of the Cypher system.
This is an expansion of the existing rules for spending XP to gain short/medium term benefits. Rather than gaining a skill or ability you declare a certain thing about the area, environment, or world to be true. This should have something to do with the nature of the character. For example, a character with the History skill might state that the decor of a palace dates is more than a hundred years old and that suggests a particular place where weapons would be displayed, and thus creates a place the characters can find arms in the heat of the moment, while a character who Employs Magnetism might determine that the table hidden under a tablecloth is made of a ferrous metal. Obviously, declarations cannot be made that relate to things already known to be false, such as trying to place such a weapons display in a location where the characters previously looked for them without success. While, generally, this will cost the player 2 experience points as a short/medium term benefit some declarations with more lasting significance may instead be 3 point long term benefits. Only rarely will a declaration will be instant, such as a fighter declaring that an opponent in the middle of an open ballroom has stepped directly below a chandelier.GMs have the right to veto any suggestions that seem out of scope (or ask the player to revise them), especially if the rest of the group isn’t buying into it, or they can veto with an offer for the character to make an appropriate skill check to get alternate similarly useful information instead. Finally, the GM can simply veto by giving the player an experience point, as a player refusing a GM intrusion.
The player can declare their character "notices" or "remembers" some piece of knowledge. Based on the obscurity of that knowledge the GM sets a DC and the player makes an Intelligence roll. Depending on the nature of the declared item, they may add their proficiency and other bonuses based on skills. For example, recognizing the god to which a now-defiled altar was once sanctified would be an Intelligence (Religion) roll or a warrior may use Intelligence(History) to know the background, and a particular weakness, of a fighting style an opponent uses.
If the DM has already determined a piece of information a player wants to declare, they treat the roll normally but provide the predetermined answer on a successful roll. Similarly, if a player attempts to determine information that the DM has not pre-decided after a successful roll the player may determine the answer as if they had made a declaration at the outset. As always, DMs have the right to veto any suggestions that seem out of scope, specifically asking the player to revise them, especially if the rest of the group isn’t buying into it.
Such pieces of information can be used to provide advantage or force disadvantage on a roll taken that they might influence. Only the character who made the discovery can use benefit unless they specifically share the information with another. After being used once it cannot be used again by any character with the party until after the character which used it takes a short rest.
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Tuesday, November 24, 2015
Qephilim Descriptor (The Strange)
Immortal Ancestry: You are descended from a race created to tirelessly and eternally serve mystical and mundane functions. You gain +1 to one Edge and reduces damage dealt to this pool by 1 point per time the character suffers damage.
Lost Glory: At first tier, you have 2 points, not 6, to divide among your stat Pools.
Mythlight: You have a glow of light, no brighter than a candle, that either hovers nearby or glows like a nimbus around you. You can choose where this light is placed and the color at character creation. As an action you can switch between extinguishing this light or allowing it to glow.
Emptiness of the Lost: If, you have no purpose set before you (guarding something, crafting an item, researching lost lore, scouting an area, or fighting for a higher goal) or the reason behind that purpose is called into question, particularly as being amoral though sometimes (especially for kindred of Law) as illegal, you begin to feel morose and lethargic. The difficulty of any task that doesn’t move you toward finding a new or more worthy purpose is increased by one step.
If you are subject to this state for more than a week or are in it frequently (more than twice in a month or three times in a year) the deep longing and rage of the qephilim race begins to take hold more strongly in your mind. At any time during a long or repeated bout and experience stress or surprise the GM can use an intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of a racial despondency, and is thought to be an expression of the subconscious impulses of the imprisoned Lotan. Thus, it is always something you would not likely do otherwise. Generally, it is not directly, obviously harmful to you unless there are extenuating circumstances, though it may be harmful to those around you.
Lost Glory: At first tier, you have 2 points, not 6, to divide among your stat Pools.
Mythlight: You have a glow of light, no brighter than a candle, that either hovers nearby or glows like a nimbus around you. You can choose where this light is placed and the color at character creation. As an action you can switch between extinguishing this light or allowing it to glow.
Emptiness of the Lost: If, you have no purpose set before you (guarding something, crafting an item, researching lost lore, scouting an area, or fighting for a higher goal) or the reason behind that purpose is called into question, particularly as being amoral though sometimes (especially for kindred of Law) as illegal, you begin to feel morose and lethargic. The difficulty of any task that doesn’t move you toward finding a new or more worthy purpose is increased by one step.
If you are subject to this state for more than a week or are in it frequently (more than twice in a month or three times in a year) the deep longing and rage of the qephilim race begins to take hold more strongly in your mind. At any time during a long or repeated bout and experience stress or surprise the GM can use an intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of a racial despondency, and is thought to be an expression of the subconscious impulses of the imprisoned Lotan. Thus, it is always something you would not likely do otherwise. Generally, it is not directly, obviously harmful to you unless there are extenuating circumstances, though it may be harmful to those around you.
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Thursday, October 22, 2015
New Background: Rustic Adventurer (D&D 5e)
You come from among the simple folk of the world for most of your life, and are one of them. Perhaps you dream of being more, becoming a folk hero of legend or even rising to greater rank. Whatever the reason you left home, you've already had to learn new skills to survive and face the world. Have you refined the knowledge learned among your daily chores, discovered that the lessons your elders taught in the evenings had hidden meanings that are now starting to be clear, or did you have a chance encounter that gave you a mentor who taught you the new skills you'll need to survive a life of adventure? However grand or simple your dreams may be, you always remember you have feet of clay.
Monday, September 28, 2015
New Background: Seer (D&D 5e)
Your world is full of omens and portents. Visions and signs guide you through your days and meaning-filled dreams fill your nights. Perhaps you've been chosen by some greater force to be a channel into the world, had the veils of the mind ripped away by some lingering enchantment, or you've studied ancient secrets in pursuit of this power. Among religious circles you may be hailed as a oracular prophet or condemned as a heretic. This is a trait that many charlatans and con artists emulate and will go far out of their way to make others believe they have. Perhaps you find it a burden you would willingly pass on to them. Regardless of the source or nature, you see things others don't and it has shaped your life.
Skill Proficiencies: Investigation, Perception
Languages: Two of your choice.
Equipment: A scroll case or book filled with notes from your visions, dreams, or research, including a riddle or dream whose elusive meaning haunts you, a set of common clothes, and a belt pouch with 10gp.
Skill Proficiencies: Investigation, Perception
Languages: Two of your choice.
Equipment: A scroll case or book filled with notes from your visions, dreams, or research, including a riddle or dream whose elusive meaning haunts you, a set of common clothes, and a belt pouch with 10gp.
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