The Toolbox

I will regularly post different things about the Fate Core RPG system by Evil Hat Productions. Look at the side bar for Links to other helpful web pages.
Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Saturday, July 4, 2015

Aspect Powers

Some people love to give the aspect more power in the game. I like that the rules were written so to allow that flexibility. One way to play with the aspects and fantasy settings, is just to use the aspects to grant the powers. No stunts or skills. If you are a Wizard of the 3rd Order then the aspects should come with all abilities of being a wizard and also being in the 3rd Order. Wizards are known for having to prepare their spells or at least take awhile to cast one. So you can play this in Fate many ways. One way you could do this is when the wizard wants to cast the GM could determine how many successes it takes in a Challenge to achieve that spell. Bob the Wizard of the 3rd Order wants to cast a spell to let him fly for a scene. The GM thinks about the character, setting and situation, then determines that it isn't too much so 1 success against a Fair rating would allow him to do this. He does this on his first try and the next turn he is able to fly. Another way is just to allow Bob to do it. Fate is great at flexibility and we can think of lots of ways to perform things. Keep checking in for things to put in your Fate toolbox.

Friday, July 3, 2015

Stunt & Extra Based Magic

Wizards, Sorcerers and Warlocks.
Each is the most known for it's type of magic. Wizards are known for their "science" look in learning certain spells. Sorcerers for learning by more of a feeling or more from an "arts" view point and force of will. The Warlock for being roughly the same as the sorcerer, but with fewer tricks but can outlast the arcane endurance. In Fate there is plenty of ways to perform magic in your world, depending how "crunchy" you want to be. For this specifically I will go with a stunt/extra based view.
First wizards. Out of the archetypes they are known to be the most potent and versatile, but with a severe lack of number of spells able to be cast with the time granted. Wizards and other "prepared" casters can have spells that have the extreme limits like "Once per..." or "Pay a Fate point..". Out of the ways you can give something a cost these types are the most limiting. Larry "the Evoker" could have a spell that says "Lighting Storm: Once session everyone in this zone, except you, takes a severe consequence showing electrocution." A severe consequence is a huge bit of damage, but 2 limits are placed on this. First being the obvious, he can only do this once per session, meaning he can only do once for each time the group has a game night. The second being it doesn't distinguish between friend or foe. If your party members are in the zone then they get fried too.

Sorcerers have a higher rate of use of magic. Most of their spells could us the "Invoke aspect to.... (this replaces the +2)." kind of extra. This limits them by how often they could perform the spell. They would have to power up by using Create an Advantage action to put invocations on their sorcerer related aspect, then cast. If Larry was a sorcerer then his lighting storm could be like "Invoke Badass Sorcerer to cause 2 shifts of electrical damage to target opponent, they may try to dodge using Athletics against opposition of Good. (this replaces the +2)."

Warlocks and other innate casters have a different style of powers. Usually it's a power that they could use in a unlimited fashion, or maybe tire them out if used at higher power levels. This can be done simply by just using the kind of stunts that add an ability to a skill. So let's make Larry a warlock. His power will read "Bolt Shot: Lightning comes shooting out of your hands to hit a target. You may use the skill Shoot to Attack and the attack is electrical."

Of course these are not the only ways to use magic. I will go over other ways in future posts.