FATE Changeling

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Adaption of ''Changeling: the Lost'' to ''FATE'' for the [[Second Chances]] campaign.
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* Reduce your Refresh by 1. (Unless this is an all-Changeling campaign.)
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* Pick a Seeming and take an aspect which reflects it.
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* Choose two Gifts which reflects the capabilities of your Seeming.
=Seeming Aspects=
=Seeming Aspects=
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Take an aspect referencing your Seeming. Each has three skills which are the most common for its Gifts to be attached to, but this isn't a hard and fast rule.
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Each has three skills which are the most common for its Gifts to be attached to, but this isn't a hard and fast rule.
==Beast==
==Beast==
Beasts have an advantage interacting with animals but have a difficult time with abstract and intellectual matters.
Beasts have an advantage interacting with animals but have a difficult time with abstract and intellectual matters.
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=Gifts=
=Gifts=
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Gifts are like stunts but reflect the capabilities of your Seeming. As such, they are beyond human capabilities and are often magical. Take two.
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Gifts are like stunts but reflect the capabilities of your Seeming. As such, they are beyond human capabilities and are often magical. See the Blessings of the Viziers in the FATE Magic System Toolkit for ideas or the Kith Blessings from Changeling: the Lost.
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=Pledges=
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Any pledge or contract becomes an aspect that stays with you until it is fulfilled, which is why most Changelings make sure to time-delimit them. Resisting a pledge compel costs two Fate Points instead of just one. Or maybe just invalidates the pledge and leads to some dire consequence for oath-breaking. The aspect can be invoked to assist in whatever you've promised to do.

Latest revision as of 19:13, 16 January 2013

Adaption of Changeling: the Lost to FATE for the Second Chances campaign.

  • Reduce your Refresh by 1. (Unless this is an all-Changeling campaign.)
  • Pick a Seeming and take an aspect which reflects it.
  • Choose two Gifts which reflects the capabilities of your Seeming.

Seeming Aspects

Each has three skills which are the most common for its Gifts to be attached to, but this isn't a hard and fast rule.

Beast

Beasts have an advantage interacting with animals but have a difficult time with abstract and intellectual matters.

  • Skills: Athletics, Fighting, Notice

Darkling

Darklings are naturally stealthy but have a difficult time using magic during the day or when in direct sunlight.

  • Skills: Deceit, Investigation, Stealth

Elemental

Elementals are very difficult to harm but have a hard time relating to humans socially.

  • Skills: Athletics, Physique, Will

Fairest

Fairest are adept at social interactions but have a tendency towards cruelty.

  • Skills: Deceit, Contacts, Rapport

Ogre

Ogres are very strong but tend to be gullible and easy to influence. (Change to violent temper?)

  • Skills: Fighting, Intimidation, Physique

Wizened

Wizened are nimble but tend to be spiteful.

  • Skills: Crafts, Lore, Resources

Gifts

Gifts are like stunts but reflect the capabilities of your Seeming. As such, they are beyond human capabilities and are often magical. See the Blessings of the Viziers in the FATE Magic System Toolkit for ideas or the Kith Blessings from Changeling: the Lost.

Pledges

Any pledge or contract becomes an aspect that stays with you until it is fulfilled, which is why most Changelings make sure to time-delimit them. Resisting a pledge compel costs two Fate Points instead of just one. Or maybe just invalidates the pledge and leads to some dire consequence for oath-breaking. The aspect can be invoked to assist in whatever you've promised to do.

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