Friday, December 20, 2013

Character Highlight: Roland The Headless Thompson Gunner (FAE)

I was listening to one of my favorite artists play one of my favorite songs on the way to work, and it dawned on me: "Wow, this would make a fantastic character for a FAE game, either as a hero or a villain!" Without further ado, here is:

Roland The Headless Thompson Gunner

Aspects
High Concept: Mercenary Ghost of Revenge
Trouble: The CIA Decided They Wanted Roland Dead
Other Aspects: Norway's Greatest Son, Eternal Thompson Gunner, Time Stands Still For Roland

Approaches
+3 Sneaky
+2 Careful, Flashy
+1 Forceful, Clever
+0 Quick

Stunts
  • Because I am the Eternal Thompson Gunner, I can become intangible, gaining a +2 to Forcefully Defend against physical attacks from melee or ranged weapons.
  • As I Hunted The Continent, I gain a +2 to Carefully Overcome or Create an Advantage when tracking down a target.
  • Because I Still Wander Through The Night, once per session I can appear anywhere, provided it is a region locked in conflict.

Refresh: 3
Stress: OOO
Consequences

  • Mild (2): 
  • Moderate (4):
  • Severe (6):
Extras:

Background:
Roland is a Norwegian who becomes embroiled in the Congo Crisis of the late 1960s. He earns a reputation as the greatest Thompson gunner, a reputation that attracts the attention of the CIA in foreign conflicts. Roland is betrayed and murdered by a fellow mercenary, Van Owen, who blows off his head. Roland becomes the phantom "headless Thompson gunner" (reminiscent of the Headless Horseman) and eventually has his revenge on Van Owen, when he catches him "in a bar room drinking gin." After this Roland continues "wandering through the night" as a sort of revolutionary spirit.

Besides the historical references to third-world conflicts around the globe, the 'Troubles' in the Six Counties in Ireland, and the often shadowy involvement of the CIA, the song is a sort of bittersweet rallying cry to the "revolution" in America. The final line of the song, "Patty Hearst heard the burst of Roland's Thompson gun, and bought it..", referring to heiress Patty Hearst's kidnapping and subsequent involvement in the Symbionese Liberation Army, throws a cynical twist into the song's portrayal of a mercenary come back from the dead for justice and revenge.



***

Friday, December 13, 2013

Character Highlight: Redbones and Pest (FAE)

Continuing our series of Cycle of Aea fantasy characters made with FAE, here is Redbones the barbarian, and her companion, Pest:

Redbones, Sakan Barbarian


Aspects

High ConceptPint Sized Barbarian Dinosaur-Rider
Trouble: You May Be Bigger - But Not Meaner
Other Aspects: Dinosaurs Are A Girl's Best Friend, Beastly Instincts, Barbarism Trumps Civilization

Approaches
+3 Forceful
+2 Clever, Quick
+1 Careful, Sneaky
+0 Flashy

Stunts

  • When I am In The Saddle I may assign damage to either Myself or My Mount.
  • Because I use am Small and Shifty, I gain a +2 to Cleverly or Quickly Create an Advantage when facing larger foes.
  • As I was Born In The Wilds, once per session I may automatically create or edit a scene aspect while out in the wild.
Refresh: 3
Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
Extras
Pest, Battle Axe, Warpaint

Pest
















Aspects
Gammalu Hunter, Pack Instincts

Abilities
  • Skilled (+2) at: Stalking, biting
  • Bad (-2) at: Anything that isn't’ Stalking or biting
Stress: OO

Background:

Redbones hails from one of the many nomadic hunter-gatherer tribes that live on the savage plateau of Saka. Always a feisty competitor, she quickly graduated into the ranks of the Rakabu, the tribal knights who ride into combat on the backs of fierce Gammalu (Deinonychus). She excelled, but being small even for a Pech, constantly felt the urge to prove herself against her larger brothers and sisters, which often got her into trouble. Eventually, when Pest, her unusually intelligent Gammalu companion killed another, she was asked to put him down. Instead, she abandoned her tribe to seek fortune in the wider world.


Though Saka boasts no cities and few settlements, she had traveled to the border trading post of Ah-Khulassa, and was always fascinated with the sights and sounds of civilization. Riding into a broader world, she seeks to explore it to the fullest, seeking fortune and fame however she can.

***

Thursday, December 12, 2013

Character Highlight: Lorcan of Muir (FAE)

Continuing my series of FAE fantasy characters, here is the consort and right-hand man of of Queen Nuala, Lorcan of Muir.

He is designed to be 'that one villain' for a starting-level group; as a PC, he would be +1 Major and +1 Significant Milestones.

Lorcan of Muir
  • Aspects
High Concept:
Demon Swordsman and Prince-Consort of Fomoria
Trouble: Nuala’s love is cold, but it’s all I have
Other Aspects: Bastard of House Balor; I’ll handle it myself!; Anger is both my fortress and my prison
  • Approaches
+4 Quick
+3 Forceful
+2 Clever
+1 Careful, Sneaky
+0 Flashy
  • Stunts
- Since I am a Demon of the Blade, I gain +2 to Quickly Create an Advantage when in melee combat and armed with a sword.
- My Reflecting Blade technique is to be feared; when I Succeed with Style when defending in melee combat I can inflict an automatic 2-shift hit instead of taking a boost.
- None are safe from my Flashing Blade; when I am in melee combat with multiple opponents I can choose to assign shifts from a successful attack as I like to any opponent(s) within range.
- As Captain of the Fomorian Guard, my legions owe me their loyalty; once per session I may declare that reinforcements arrive on the scene.

Refresh: 3
Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
  • Extras
Fomorian Sword, Ancestral dagger, Travelers pack + horse
  • Background
Lorcan is a bastard son of King Balor VI (‘of Muir’ means ‘child of the sea’).
Never truly accepted at court, but never quite belonging to the world outside of it, Lorcan suffered a bitter and lonely childhood, building up a resentment that he cannot let go of even today.

Lorcan was one of the conspirators to bring Nuala to the throne. He loves and is loyal only to her, and her wishes are as his own.

But this reversal of fortune hasn’t done much to cool the fires at his core. He has a chip on his shoulder as large and burdensome as a mountain, and is easily goaded into a fight.

***

Wednesday, December 11, 2013

Character Highlight: Nuala, Sorceress Queen of Fomor (FAE)

Heroes need villains: otherwise they have little purpose.

With this idea in mind, here is Nuala, the Mighty Sorceress Queen of Fomor via FAE. Note that she is created here as boss-level NPC: as a PC, she would be +3 Major and +9 Significant Milestones.

Nuala, Sorceress Queen of Fomor
  • Aspects
High Concept:
Avatar of Water & Queen of Fomor
Trouble: The old order must be restored
Other Aspects: Immortality allows for long-term planning; The waters speak to their Queen; I love all of my little pawns, everyone of them
  • Approaches
+5 Flashy
+4 Clever, Sneaky
+3 Careful, Forceful
+2 Quick
  • Stunts
- Since I have seized the Diadem of Power, I gain +2 to Flashily Create an Advantage when my ability to impose my will upon others can be of use.
- As I am Subtle as I am Beautiful, I gain +2 to Sneakily Overcome in social situations where I can apply seduction or deception.
- When I command my Pool of Scrying, I can ignore distance limitations when viewing remote actions, provided that there is a pool of water at the scene in question.
- As Sorceress of the Waters, I gain +2 to Flashily Create an Advantage where my command of water magics can be of assistance to me.
- While cocooned in my Protective Bubble, I can grant +1 to Defend Against Physical Attacks directed against a single area.
- Once per session I can summon Servants of the Deep; mooks thus summoned can have stress boxes equal to my Flashy Approach.
- Once per session I can create a Great Wave, allowing me to Flashily Attack an entire zone with a huge wave of water.
  • Refresh: 2
  • Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
  • Background
As a young girl, Nuala spent a great deal of time at the shore of the sea: listening and communing with it’s waters, and seeing the great sea of mist that had both protected and imprisoned her people from time immemorial.

The mists seemed to speak with her, always saying:

“Remove us, and embrace your destiny.”

When she reached adulthood, Nuala heeded these voices by first seducing the mighty Fomorian King Balor VI, and then overthrowing him and taking his place as Queen of Fomor: devoted to re-establishing her people as the natural rulers of Aea. 

To this end she used her might to remove the veil that barred her people from the larger world; now they seek to rule the world that had both shunned and forgotten them behind the mists of time and memory.

Queen Nuala believes that her power is proof of her destiny to bring order to the realms. All that is within her all-seeing sight must be brought under her command. Even the Fomor, who she decrees the natural rulers of the world, are but pawns in her larger plans.

As Avatar of Water, Nuala draws upon her awesome powers from an otherworldly source. But the world must always be in balance- somewhere there must be another power that balances or even neutralizes her own, if only it were to be found...

***

Tuesday, December 10, 2013

Character Highlight: Ailene, Princess of Fomor (FAE)

Here is the third of my FAE fantasy builds: Ailene, Princess of Fomor:

Ailene, Princess of Fomor
  • Aspects
High Concept: Princess of Fomoria in exile
Trouble: The throne of Balor is mine by birthright!
Other Aspects: I know a few spells...; Manor-born; The Otherworld ever calls to me
  • Approaches
+3 Flashy
+2 Careful, Clever
+1 Sneaky, Quick
+0 Forceful
  • Stunts
- When I hold my ancestral blade, the Sword of Conand, I gain +2 to Carefully Defend against melee attacks.
- As I am schooled in Fomorian Magics, I gain +2 to Flashily Create an Advantage when I am allowed to incant a useful spell. 
- My Enchanted Tattoos ever protect me. Once per session I can reduce a physical consequence by one degree.
  • Refresh: 3
  • Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
  • Extras
Throwing knives, Survival kit
  • Background
Daughter of Balor VI, Ailene now lives in exile after the deposition of her mighty father and his loyal court. As last of her house, Ailene seeks to regain the throne of her ancestors, stolen from her by the Sorceress Queen Nuala.

The Fomor are the bridge between the physical and spiritual world. Aileen hears the call of this world, which can sometimes lead her into perils unknown to more grounded folk.

Ailene is beautiful and used to a privileged lifestyle and position. She is often arrogant and headstrong when a little caution and humility might serve her better. 

***

Monday, December 9, 2013

Character Highlight: Artimus Grimsngyr (FAE)

Continuing my series on fantasy characters via Fate Accelerated (FAE), here is my character Artimus 'Arty' Grimsngyr using the system.

Arty is a classic Sword & Sorcery character (ex. Grey Mouser) become an epic fantasy character: and he hates it.

I've long wanted to play him in a campaign: but very few systems I like would allow for such a character as a PC. Fortunately, Fate lets you play your character as you like!

With no further ado:

Artimus ‘Arty’ Grimsngyr

  • Aspects
High Concept: Ne’er-do-well rogue turned unliving revenant
Trouble: I am but a slave to the blade’s hunger...
Other Aspects: I miss the warmth of the sun and the bodies of others; All that glitters most is surely gold; It is in the shadows that I do my best work
  • Approaches
+3 Sneaky
+2 Flashy, Quick
+1 Careful, Clever
+0 Forceful
  • Stunts
- Whenever I Take Out an opponent with my cursed sword, Blood-Drinker, I may choose to apply any excess shifts to negate my own stress or consequences up to the gained value instead of taking a boost.
- As I am a Creature of the Night, I gain +2 to Sneakily Create an Advantage when operating in shadows and darkness can be of use.
- With the Eyes of the Vampyr I gain +2 to Flashily Overcome when attempting to bend another to my will.
  • Refresh: 3
  • Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
  • Extras
Well-worn leather armor, Polished daggers, Sakan short-bow & arrows, Traveling kit

  • Background
Artimus has been transformed by the sword taken from the cold hands of a Strzygian blood lord. Although at first the weapon’s properties seemed a boon (his own wounds in battle were instantly healed as soon as he wounded an opponent), he soon learned the weapon to be a curse. He now seeks only to be free of the weapon and the cursed existence it has placed upon him.

As part of the curse of the blade, Artimus must feed upon the lifeblood of a warm blooded creature via Blood Drinker periodically or become progressively weakened by hunger. Artimus can only recover by using the sword on a living warm blooded creature.

He is vulnerable to attacks by blessed or holy weapons or devices and holy magic. Divine healing powers might even damage him, for example. Although he needs to neither eat nor drink, he still needs to sleep and breathe to live and function normally. Artimus is also adverse to bright sunlight, although this natural aversion causes no other negative effects. 

Blood Drinker speaks to Artimus, sometimes while he is waking, or via lurid dreams when he is asleep. These dreams can impart useful information at times; but usually it is simply the sword asking for more warm blood- preferably human blood.

Artimus misses his human existence, which mostly consisted of drinking, whoring, and stealing/adventuring as the means to pay for such activities. This is a constantly nagging pang at his soul and can cause complications if he is offered or denied a chance to enjoy his old life...

****


Sunday, December 8, 2013

Character Highlight: Naeriel Bladesong (FAE)

Related to my ongoing Dungeon World posts, here is my PC Naeriel Bladesong via FAE.

I hope to post up some other characters soon to demonstrate modeling traditional fantasy archetypes using Fate Accelerated.

Naeriel Bladesong (FAE)
  • Aspects
High Concept:
Elvish Blade-Dancer of Andulan
Trouble: The song of the duel is my reason for being
Other Aspects: Acolyte of Master Eangwine; The law of the balance must be maintained; The songs of my people ever guide me
  • Approaches
+3 Quick
+2 Forceful, Flashy
+1 Careful, Clever
+0 Sneaky
  • Stunts
- As I am Trained in the Sword-Dance, I gain +2 to Quickly Attack with a sword in hand.
- As a Master Duelist, once per session I can Create the Advantage ‘Locked in a Duel’ when facing a worthy opponent.
- Being Schooled in Elvish Lore, I gain +2 to Cleverly Overcome when my Elvish knowledge of nature and ancient records might be of use.
  • Refresh: 3
  • Stress: OOO
Consequences
  • Mild (2):
  • Moderate (4):
  • Severe (6):
  • Extras
Ornate Elvish Blade, Fine Wood-spun Armor, Darts (hidden in armor), Traveling kit + rations
  • Background
Naeriel was born to noble family of Andulan. Even from a young age she loved to dance - in the dance she felt freedom and a profound connection to the Song of Aea.

One day she crept over the wall that shielded to exercises of the school of the elvish Bladedancers - and spying upon the students performing their ancient and graceful katas she was entranced by their fearful dance, and vowed to learn the deadly arts of their order. Under the watchful eye of Master Eangwine she learned to dance in the steps of these masters of swordplay. 

Now a master herself, Mistress Naeriel seeks the lands for worthy opponents to test and practice her skills; to dance the perfect dance, whatever the cost.

***

Sunday, December 1, 2013

Character Highlight: FFX via Fate Core


Recently, a poster on Google Plus asked for help with making characters for a Final Fantasy X (Ten) based game using Fate Core.

Having played much too much of this game when it came out, and being a fan of all things Fate in general, I was more than happy to make some suggestions. 

But it also inspired me to make some builds of my own. Presented here are Tidus, Yuna and Rikku from Final Fantasy X via Fate Core. Note that this game allows for two basic Stunts, plus two for Equipment and one for an 'Overdrive', which allows for invoking consequences. Starting Refresh is at 3.

Tidus
  • Aspects
High Concept:
Star player of the Zanarkand Abes transported to a strange land
Trouble:
I just want to go home
Other Aspects: Son of Jecht; Team player; This is my story
  • Skills
+4 Athletics
+3 Physique, Provoke
+2 Fight, Notice, Rapport
+1 Deceive, Empathy, Investigate, Will
  • Stunts
Play Hard: Tidus’ training in the Blitzball arena carries over to other activities. He may sub Athletics for Fight when he Attacks in melee combat.
Cheer: Tidus wasn’t made team captain for no reason. Tidus may give up his action to grant +1 to the next action of any and all teammates in earshot.
  • Equipment
Brotherhood: This sword once belonged to Wakka’s brother, Chappu. It does elemental water damage ranked at Weapon: 2
Knight’s Shield: User may take an additional minor physical consequence when in possession of this shield.
  • Overdrive
Swordplay: You’re at your best when the going gets rough. When invoking a consequence on yourself or an opponent, add +2 when making an Attack action.
  • Refresh: 3
  • Physical Stress: OOOO
  • Mental Stress: OOO
Consequences:
  • Mild (2):
  • Mild (Physical only, 2):
  • Moderate (4):
  • Severe (6):
***

Yuna
  • Aspects
High Concept:
White Mage & Summoner of Bevelle
Trouble: I must defeat Sin!
Other Aspects: Bringer of The Calm?; Daughter of Braska: My journey should be full of laughter
  • Skills
+4 Empathy
+3 Lore, Rapport
+2 Contacts, Notice, Will
+1 Athletics, Fight, Investigate, Resources
  • Stunts
Cura: Yuna gains +2 to Overcome when using Lore for curative magics.
Aeons: Although not a great fighter, Yuna can take an action to summon any Aeon gained in play to fight in her place. Summoned creatures are mooks with skill ranks capped at her Empathy skill; Yuna must use one of her own actions to give her Aeon commands.
  • Equipment
Enchanted Rod: A mystic rod of ancient origins. Grants +2 to Create an Advantage when using Lore to cast magic spells.
Magic Ring: Once per session, Yuna can can edit/remove any situation aspect that limits her use of magic. This effect does not work against the Silence aspect.
  • Overdrive
Grand Summon: Once per Exchange, Yuna can invoke a Consequence on herself or an opponent to grant an additional +2 when a summoned Aeon attacks.
  • Refresh: 3
  • Physical Stress: OO
  • Mental Stress: OOO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
***
Rikku
  • Aspects
High Concept:
Perky Al-Bhed thief
Trouble: I look after my family and friends
Other Aspects: Oh!! Machina!; Five-finger discount; I hate thunder!
  • Skills
+4 Burglary
+3 Athletics, Crafts
+2 Empathy, Fight, Rapport
+1 Contacts, Drive, Lore, Notice
  • Stunts
Mug: You may Attack with Burglary in melee combat. Score a success and you successfully steal an item: you may apply additional shifts as physical stress.
Use Item: Gain +2 Create an Advantage via Crafts when using an item gained in play.
  • Equipment
Claw: Grants +2 to Attack in melee combat with Fight.
Targe: Gain +2 to Defend vs melee attacks with Athletics
  • Overdrive
Mix: Your expertise shines through in the heat of battle. When invoking a consequence (either for yourself or an opponent), gain +2 to Create an Advantage or Overcome using Crafts.
  • Refresh: 3
  • Physical Stress: OO
  • Mental Stress: OO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
***