Posts Tagged ‘ Fate Accelerated Edition ’

Koschei the Deathless

In my last post, I introduced Buyan, a magical island found in Slavic and Russian folktales and myths. Today, we meet Koschei the Deathless. If you’d like to read a tale featuring this villain, here’s a link to a PDF of “The Death of Koschei the Deathless” taken from The Red Fairy Book by Andrew Lang.

So tall he towers over the tallest men, emaciated yet vigorous, unkempt hair and beard grown into ragged and long strands, completely naked. Koschei the Deathless, sorceror and kidnapper, lives in a decaying fortress lost within a rugged highland forest. From this lair, Koschei rides out mounted on his remarkable steed, one of Baba Yaga’s magical horses given to Koschei by that monstrous witch. Koschei abducts women, especially the wives of aristocrats. He locks them up in his fortress’s dungeons, guarded by frost giants and winter wolves, often for no reason other than to enjoy slaughtering those who come to rescue the ladies.

Only Koschei’s deathlessness overshadows his legendary wrath and cruelty. In ages past, Koschei took his soul and hid it within a needle. He put the needle inside an egg. A duck carries this egg in its body, and, in turn, a white-furred hare holds within its body the duck. Koschei locked the hare inside a sturdy chest constructed from iron, crystal, and gold. He buried the chest beneath the roots of an oak tree that grows in Buyan’s forested wilderness. As long as Koschei’s soul remains protected, Koschei cannot die. No force mundane or magical can kill him.

Anyone fortunate enough to locate the oak tree, dig up the chest, and open the container must still contend with the hare, which then races away, seeking to evade capture. If pursuers catch and kill the hare, the duck bursts forth and flies away. Should the duck be caught and killed, the hunter can extract the egg and use it to control Koschei, who sickens and loses his great strength and his sorcerous powers. Cracking the egg open to get the needle breaks this control and restores Koschei’s might, but breaking the needle instantly slays the villain.

Koschei’s steed, which he addresses only with various insults such as “jade” and “nag”, has magical powers. It gallops faster than any mortal horse, and it speaks several languages. It tracks victims for Koschei with its remarkable sense of smell, and no one has ever thrown the horse off their trail. Koschei also possesses at least one amazing magic item, a normal-seeming handkerchief which, when waved three times, transforms into a strong bridge long enough to span any river or chasm. Once Koschei crosses the bridge, it reverts to a handkerchief.

This link takes you to a PDF containing game stats for Koschei the Deathless, making this miscreant usable for Dungeon World, Fate Accelerated Edition, Mini Six Bare Bones Edition, and Swords & Wizardy. Koschei’s stats for Barbarians of Lemuria appear below. Huzzah.

Koschei the Deathless
Attributes: Strength 4, Agility 0, Mind 3, Appeal 0; Brawl 2, Melee 3, Missile 2, Defence 0
Careers: Gaoler 2, Hunter 1, Scholar 1, Sorcerer 3
Lifeblood: 12
Protection: 0 (no armor)
Weapons: Scimitar d6+6
Special: Koschei is deathless as long as his needle is intact. He ignores all damage to Lifeblood.

Koschei’s Horse
Attributes: Strength 3, Agility 1, Mind 2
Offence: Attack with hooves +2; d6 damage
Defence: 2
Protection: d3-1 (tough hide)
Lifeblood: 20
Special: Koschei’s horse speaks several languages. Its swiftness is legendary. It can accurately track a target via scent.

July 26th, 2015  in Product Development, RPG No Comments »

The Spiders from Mars

The desolate plains of an alien world named for an ancient culture’s war god appear lifeless from a bird’s eye view, but appearances deceive. Strange formations crisscross that alien world’s desolate plains, and entities monstrous and malevolent live within those formations.

Martian spiders, or zlopavouk in their own bizarre language, are intelligent, communal creatures who build elaborate networks of tunnels and tubes out of soil, rock, and adhesive secretions, creating a composite material every bit as strong as granite. Divided into rigid castes, most Martian spiders are workers, who occupy the lowest tier in zlopavouk society. The workers have little in the way of genuine will, but instead live content, controlled by a combination of pheromones and telepathic commands produced by the higher castes, the fierce warriors and the terrifying nobles.

Like a terrestrial spider, a Martian spider’s body consists of two parts: a cephalothorax and an abdomen. It has nine legs, six growing from the cephalothorax, three per side. The other three legs, noticeably larger, grow from the abdomen, spaced more or less equally. A Martian spider scuttles rapidly on all nine legs, but it can also rise up on its rear legs, moving in a semi-rotating gait so that it can bring its forelimbs to bear. These forelimbs end in three-fingered hands. Martian spiders of all castes have three pedipalps near their three fanged mouths. The bite of a Martian spider is highly toxic. They also have three compound eyes spaced to the front and sides of the cephalothorax, giving Martian spiders a field of vision nearly 360 degrees in breadth.

Workers are smallish, being about three to four feet long. They do not have spinnerets like terrestrial spiders, but instead have structures evolved to scoop soil, move rocks, and then shape and fuse them with adhesive secretions. Warriors are larger, reaching seven feet in length. Their three-fingered hands end in hooked claws, and their fangs are exceptionally large. Noble Martian spiders are larger than workers but smaller than warriors. An observers may readily identify a noble Martian spider by the clusters of bright red nodules growing around its eyes. These nodules contain highly specialized psychic organs.

Martian Spider Workers
Agile Fingers & Venomous Fangs
Skilled (+2) at: Following Orders
Bad (-2) at: Thinking Outside the Box
Stress: [] [] [] (6 workers)

Martian Spider Warrior
Aspects: Driven to Conquer, Fierce Member of the Warrior Caste
Skilled (+2) at: Attacking with Speed and Precision, Commanding Workers
Bad (-2) at: Anything Not Related to Fighting and Killing
Stress: [] []

Martian Spider Noble
High Concept: Psychic Ruler of Martian Spider Society
Trouble: “Obey Me!”
Other Aspects: Hyper-Intelligent Alien Overlord, My Intricate Plans Cannot Fail, Your Mind is My Mind

Approaches: Careful Good (+3), Clever Great (+4), Flashy Mediocre (+0), Forceful Mediocre (+0), Quick Fair (+2), Sneaky Fair (+2)

Stunts
Telepathic Powers: Because I have telepathic powers, I gain a +2 to Cleverly create an advantage or overcome an obstacle by directly influencing the mind of another.

Refresh: 3

July 12th, 2015  in RPG No Comments »

The Bakemono of Kaosunoie

Are you familiar with the art of Domenico Neziti? If your answer is “No”, you owe it to yourself to check out his on-line portfolio. If Spes Magna Games had an art budget, I’d love to commission Domenico to do a cover and some interior art.

Domenico’s art has a definite voice that sets it apart. His character studies are evocative and stylized in a way that reminds me of Tony DiTerlizzi‘s Planescape work. Domenico’s monsters are usually scary, but some are adorable. His action pieces are dynamic and vivid.

Domenico has graciously permitted me to feature two of his pieces on site for this post. If you click on either piece, it will embiggen for greater clarity.

And now, some game content for Fate Accelerated Edition.

Sitting adjacent to a narrow, shallow canal that angles its way between barley fields, Kaosunoie appears as little more than a smallish, sturdy stone building. Its single entrance is blocked by nothing more than a silk curtain. Its small round windows hold nothing within their panes, presenting no real obstacle to sun, wind, or rain. The nearby well offers fresh, crisp water, and the dai-dōrō next to the winding path leading up to Kaosunoie hints that the structure is some sort of shrine.

Only the most aged locals remember a time when Kaosunoie was not there, and in the decades following the buildings mysterious appearance after a thickly fogged, windless night, everyone in the nearby farming village has made their peace with the strange structure. At the appointed times, they offer sacrifices of barley, rice, and braided hair, leaving these offerings around the dai-dōrō. In return, the bakemono that live within Kaosunoie avoid destructive mischief and even defend the village against threats.

Kaosunoie’s interior exists within two overlapping realities. In the mundane reality that the village also occupies, the building houses a single room with a dirt floor and unadorned walls. For those who, like the bakemono, can cross over into the spirit realm, Kaosunoie’s interior is a bewildering maze of corridors, ladders, chambers, and courtyards open to a starless, cloudless sky locked in eternal twilight. Dozens, maybe hundreds, of bakemono live in Kaosunoie, and the spaces harder to reach are home to more dangerous creatures, including at least one oni.

Stats for gangs of bakemono:

Bakemono Gang
Shapeshifter
Skilled (+2) at: Ganging up, pranks
Bad (-2) at: Staying focused, maintaining current form
Stress: [] [] [] (6 bakemono)

Stats for a bakemono character:

O-Tomiki
High Concept: Bakemono Shaman of the Void
Trouble: No Such Thing As Too Much Sake
Other Aspects: My Shapeshifting Powers Are Strong, Look! Over There!, I Can Smell Your Weakness

Approaches: Careful Mediocre (+0), Clever Average (+1), Flashy Fair (+2), Forceful Average (+1), Quick Good (+3), Sneaky Fair (+2)

Stunts
Like the Wind: Because my form is fluid, I gain a +2 to Quickly create an advantage or overcome an obstacle by changing my shape.

Refresh: 3

June 19th, 2015  in RPG No Comments »

Gearing Up for Fate?

The twice-monthly (or thereabouts) sessions of Man Day Adventures have been through a few game systems over the years: AD&D (2nd edition), the d20 System (3.0, 3.5, and Pathfinder), Sine Nomine’s excellent Stars Without Number, brief excursions into d20 Modern, Swords & Wizardry, and Mutants & Masterminds, and, most recently, the fabulous Dungeon World for a rollicking campaign under the auspices of three GMs.

As July 2015 bears down on us, we prepare to bid a sad adieu to one of Man Day’s adventurers, who is leaving the U.S. for a new life in a foreign land. The consensus is that his final Man Day will be the final act of our Dungeon World campaign. Further, it seems most likely that our next game with be Fate Accelerated (or FAE), published under both the Open Gaming License and Creative Commons Attribution license by Evil Hat Productions.

To prepare for the upcoming new campaign, I trundled my virtual self to DriveThruRPG and purchased FAE. While I was there, I also picked up A Spark in Fate Core, published by Genesis of Legend Publishing. This latter product bills itself as a “Fate World Building Toolkit” and, since one Man Day adventurer had talked several times about using FAE to create a collaborative campaign world, it seemed like a well duh acquisition.

FAE claims that it can be used to play (just about?) any genre. The players get together, decide on a genre, and then make characters that fit that genre. I’ve run across this claim before (GURPS, for example), and I’ve almost always been at least somewhat underwhelmed. Often, it seems based on my experience, the system claims to work for (just about?) any genre, but then the system ends up working against that claim because the system itself is too rigidly defined.

Keeping in mind I’ve not played FAE yet, it does seem as if FAE avoid at least this pitfall. Characters are defined more by narrative hooks than by ability scores. These hooks come in three flavors: a high concept, which “is a single phrase or sentence that neatly sums up your character”; a trouble, which is that “one thing that always get you into trouble”; and at least one other aspect, which is something “really important or interesting about your character.” Characters also have approaches, which describe how characters accomplish tasks. Each of the six approaches are rated as a bonus ranging from +0 to +3. One character might be Flashy +3, whereas another character might be Careful +3. Lastly, FAE recommends each character start with one stunt, which “is a special trait that changes the way an approach works for your character.” Stunts either grant a bonus (usually +2) or else let the character ignore certain rules in a predefined circumstance.

Since the action resolution system starts and ends with narration built around some combination of high concepts, troubles, aspects, approaches, and stunts, a huge range of activities can be accounted for without dozens of pages of rules. For example, one of the sample characters, Reth of the Andrali Resistance, has “Suncaller of the Andral Desert” as a high concept. This lets him “magically call forth the power of fire.” FAE doesn’t include pages of fire spells or powers. Instead, Reth’s player would narrate Reth’s desired course of action, such as:

“I lunge at the robot, sheathing my body with flame, as I attempt to slam my foe.”

The player would then roll four Fate Dice, apply Reth’s Good (+3) Forceful modifier, and then compare the result to the robot’s defense total. The degree of success determines the results, ranging from failure to short-term benefit to damage to more damage plus a possible short-term benefit. Pretty much everything works more or less like this (narrate, roll, determine results). The use of Fate Points can further amplify results or even establish facts about a current scene.

In short, I kind of psyched to give FAE a test drive. There are oodles of reviews for the system out there, many of which do a better job explaining things than I do. Check them out.

So, what about A Spark in Fate Core? In short, it’s almost exactly what I hoped for. ASiFC offers a step-by-step method to collaborative world building that helps ensure all players at the table have a pretty much equal say.

This process starts by listing favorite media, such as a particular television show or comic book. Each player then explains the inspiration for his choice. For example, if I choose Pee-Wee’s Playhouse as my favorite, I would then expand on this choice by noting how much I like the all of the goofy supporting characters such as Cowboy Curtis and Billy Baloney. After all players have shared their favorite media and related inspiration, the group then decides on a genre that incorporates those media and inspirations. The genre should have a descriptor that shows how the group’s take on the genre stands apart from the genre’s most common examples.

This process of players taking turn sharing, arriving at group decisions, asking and answering questions, et cetera, continues until the world has a scale (small or large), a list of facts, a title, several Sparks (the system’s name for potential problems or sources of conflict), a group of Faces (important NPCs), and noteworthy places. The GM uses the Sparks to set up issues that impact the shared story. One Spark is a Legacy Issue; it used to be a problem, but now serves as history and culture. Another Spark is the Current Issue. This is the main focus of the campaign to start with. A third Spark is an Impending Issue. It’s not a problem yet, but it will be eventually.

The process described in ASiFC is simple enough, flexible, and truly collaborative. The downloadable PDF is free. If there had been a pay what you want option, I’d have paid for it. It’s worth at least a couple of bucks, and ASiFC‘s process is generic enough that it would work well with just about any game system.

June 17th, 2015  in Man-Day Adventures No Comments »