Calculating High Elf Arcane Pistoleer

Calculating-HighElf-Arcane-Pistoleer-PatreonThe Calculating High Elf Arcane Pistoleer was a later hero that, just like the Agile Elf MonkAudacious Human Battlemage and Cautious Dwarven Runepriest, was inspired by one of  Printable Heroes’ fantastic paper miniatures. Also like the Monk and Runepreist, apart from the addition of Fate Core stats, the Arcane Pistoleer hasn’t undergone that many changes.

Just like the previous month’s Battlemage and Runepriest, the Arcane Pistoleer uses magic. Unlike those other heroes though, there is very little defined about the extent of that magical ability. Can an Arcane Pistoleer cast big, flashy spells like a wizard, using their pistols in place of a wand? Maybe. Or maybe they can only shoot magical bullets with those spell-lock pistols, and have very little other magical powers. That vaguarity is intentional. The Fantastic Fate Resource heroes are meant to be examples of what’s possible with the Fate roleplaying game and act as pre-generated characters for pick-up games. We have tried to write aspects and stunts that are evocative but still leave room for players to interpret in different ways to add their own creativity.

Apart from some minor wording changes, the biggest different with this new version of the Arcane Pistoleer is the Senior Officer stunt. It now costs a fate point and requires there to be an Azurecloak presence in the area. The junior Azurecloaks also only hang around for a single scene (though nothing is stopping the player from spending additional fate points to extend that duration if they want to). This change is to prevent a player from using the stunt right at the beginning of a game and then having two NPCs for their character to boss around for the entire session. Which is exactly what happened in a game we ran last year. It didn’t feel fair to the other players, so we’ve made the stunt more expensive and limited its duration to prevent abuse.

The links for the Calculating High Elf Arcane Pistoleer on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Calculating High Elf Arcane Pistoleer

Amaranthine Annelid

Amaranthine-Annelid-PatreonThe Amaranthine Annelid is an updated version of a large, violet-hued burrowing monster found in the Dungeons & Dragons roleplaying game. We wrote up the original version about two years ago, and like many of our early resources, it was inspired by one of  Printable Heroes’ paper miniatures.

Apart from cleaning up some wording and deciding what skills/ratings the Fate Core version of the monster would have based on its Fate Accelerated approaches, we didn’t change much from the original. Even after all this time, we’re still pretty happy with that Belly of the Beast stunt. Swallowing opponents whole is a signature move of the monster, and we wanted it to be scary while not spelling instant death for the heroes. We very much believe that, at least for most types of games, character death should be meaningful and that the player should have a large say in the ultimate fate of their character. Moving swallowed heroes to a separate zone, complete with its own aspects and hazards, which they have a set amount of time to escape from is a great way to make things tense and challenging while still giving the player ample opportunity to escape what is essentially a giant purple death trap.

The links for the Amaranthine Annelid on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Amaranthine Annelid

Cautious Dwarven Runepriest

Cautious-Dwarven-Runepriest-PatreonThe Cautious Dwarven Runepriest was the second fantasy character we created a few years ago for what would become Fantastic Fate Resources. Just like the Audacious Human Battlemage, we were inspired by one of  Printable Heroes’ fantastic paper miniatures, but apart from the addition of Fate Core stats, the Runepriest hasn’t undergone any major changes.

Just like with last month’s Battlemage, the Dwarven Runepriest uses magic. Unlike the Battlemage though, we linked the Runepriest’s magical ability to the Lore skill for the Fate Core version. We imagined the character gaining their magical ability through prayer and study, and that seemed a good fit for Lore.

The defensive nature of the character also meant that not being able to attack with Lore wouldn’t be a problem, as it would be for the Battlemage. Instead of fireballs and explosions, the Runepriest’s spells create magical shields for themselves and their allies, represented in game terms by aspects. The Wards and Sigils stunt grants a bonus to this action, reinforcing the character’s flavor and purpose. It’s worth pointing out that there’s nothing stopping the Runepriest from using their spells offensively to hinder or curse opponents, they simply won’t get a bonus when doing so.

The links for the Cautious Dwarven Runepriest on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Cautious Dwarven Runepriest

Audacious Human Battlemage

Audacious-Human-Battlemage-PatreonThe Audacious Human Battlemage was the first fantasy character we created for what would eventually become Fantastic Fate Resources. As we’ve mentioned before, we wanted to introduce Fate Accelerated Edition (and RPGs in general) to some of our younger relatives, were inspired by Printable Heroes’ fantastic paper miniatures, and made a selection of typical fantasy heroes. Years later, the Battlemage has undergone some tweaks and been updated with Fate Core stats.

One of the challenges when making Fate Core versions of these characters is how to handle magic. It’s easier to do magic and spellcasting in Fate Accelerated because any of the six approaches can be used with any of the four actions. How the character approaches magic is more important than what skill they use.

With Fate Core though, some skills are restricted in what actions they can be paired with. For example, you can’t normally use Crafts or Lore to make attacks. Both would be an appropriate skill to represent magical ability and knowledge however. Giving the character a stunt that allows skills to be used in ways that they normally couldn’t is one way to handle magic. Another way is to not explicitly state what skill the character uses, which is what I’ve done with the Battlemage’s Explosive Runes stunt.

The links for the Audacious Human Battlemage on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Audacious Human Battlemage

Agile Elf Monk

Agile-Elf-Monk-PatreonTwo or so years ago when we first wrote up this character, we mentioned how we weren’t fans of the monk (or samurai or ninja) class in D&D. They gave us an uncomfortable feeling, as they kind of seemed… exploitative.

The class is clearly meant to be a shaolin monk, with its mention of remote, secluded monasteries, martial arts training, and “inner energy” manipulation. And despite the fact a D&D monk can be any number of fantasy species, it still smacks of orientalism to us. We’ve seen people suggest renaming the monk to a martial artist and mixing in fighting styles from other cultures in an effort to decouple it from it’s problematic origins. Which is an approach we would very much like to see.

The links for the Agile Elf Monk on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Agile Elf Monk

Necromancy

Rise from your grave!

I liked making fantasy monsters and heroes for the Fate Accelerated Edition RPG (and based on the fact people are still viewing the site) I guess other people liked them too. Unfortunately, it became really hard to find the free time to write up two to three new posts every week. Even short ones. Wrangling a (now) two-year old kid is exhausting, and by the time my job, childcare, and household duties are finished for the day, it’s often 10:30 p.m. Which is bedtime for me, since I never know what time I’m going to be woken up, or even if I’ll be allowed to sleep through the night. Toddlers. They’re cute, most of the time, but they wreak havoc on your schedule.

I was getting feedback and engagement on my blog posts though, which was fantastic. A big part of the reason I stepped away from podcasting a few years ago was due to a lack of listener engagement. It made me feel as if the hours I spent each week researching, recording, and then editing the Idle Red Hands RPG podcast were a waste of my time. Which wasn’t a great feeling. (The last regular IRH episode I was a host/editor on was May 2015, just in case you’re curious.) So it was really nice to see the number of visitors for this blog slowly climb as I settled on a regular posting schedule, to have people leave comments, and to interact with the FAE Fantasy twitter account. But I just couldn’t keep it up, and after a month of late or hastily written posts in May of 2018, I decided to stop.

But things have calmed down somewhat, and I’m going to try and start the blog up again. But as more than just FAE fantasy monsters and heroes. I do a lot of tinkering with a lot of other RPG systems, and as Google+ is sadly going to disappear soon, I’m going to start posting those ideas here.

One of those ideas is a card-based, Dungeons & Dragons inspired fantasy hack of the Danger Patrol Pocket Edition RPG by John Harper.

DP_Skink_Archer

That’s a sample of the card design I’m working on. The illustration comes from the Reptile Riders: Cavalry Pack by Trash Mob Minis, who makes awesome paper miniatures. I’ll post more about it soon, either this Friday or next Monday.

Necromancy

Monday Monsters: Spider Webs & Venom

 

This Monday Monsters post is two things: late, and mostly about monster elements than whole creatures. As for being late, well, toddlers are walking human Petri dishes. Which is all I’ll say about that. This isn’t a parenting blog after all.

As for monster elements? If you’re familiar with Fate, you know about the Bronze Rule – the idea that you can turn just about anything in Fate into a character. Rather than do another arachnid-themed creature for this post, I thought it’d be fun to stat up common elements of said spider monsters: webs and venom.

The excellent Fate Adversary Toolkit introduces something called obstacles. They’re things the player characters have to deal with, but unlike enemies obstacles (usually) can’t be attacked. At least not directly. Hazards are obstacles whose main purpose is to damage characters, while blocks merely prevent characters from taking action. Those seem like great ways to represent spider venom and spider webs, respectively.


Giant Spider Venom

Good (+3) Giant Spider Venom, Weapon: 2

Spider venom is a hazard, as its main goal is to damage the character. To inject venom into an opponent, you could create a hazard instead of creating an aspect on a successful create an advantage action. Or even on an attack if the spider has a stunt that creates an aspect on a success with style, like the Giant Huntsman Spider. Once it’s been injected, the venom attacks on the spider’s turn using its single skill and on a success it inflicts extra stress equal to its weapon rating. (Here are the rules for weapon ratings.) The venom above is sort of a “standard” venom, and would fit the Giant Jumping Spider or the Giant Trapdoor Spider well.

Great (+4) Paralytic Venom, Weapon: 1
Great (+4) Nauseating Venom, Weapon: 1

Hazards can also attempt to create advantages, again using their single skill. In this case, the aspects should be something like Weakened, Shaky, Blurred Vision and other poison related effects. The paralytic venom above would be good for the Giant Orb-Weaver, while the nauseating venom could be for the Giant Hunting Spider.

Superb (+5) Necrotic Venom, Weapon: 4

If you really want something nasty, the necrotic venom above fits the bill. A high skill rating and a high weapon rating makes that poison very dangerous. Normally hazards can’t be attacked by the player characters; they just have to be avoided, usually be leaving the area. But as spider venom is inside the character, that’s not possible. So in this case it makes sense for the character to be able to attempt to overcome the venom, representing their body neutralizing the poison or someone applying first aid. The hazard again rolls with its single skill, and if the player is successful, it’s eliminated.


Giant Spider Webs

Good (+3) Giant Spider Webs
Superb (+5) Huge Spider Webs

Spider webs are blocks. They don’t actively attack characters, but passively prevent movement and make certain types of actions harder. Unlike hazards, blocks don’t get a turn, but provide passive opposition the player has to roll against under certain circumstances. In this case, the giant spiderwebs would probably make it more difficult to leave a zone, or to get close enough to a spider to attack it in melee. If the player character fails to overcome the block, it simply prevents them from taking whatever action they were attempting.

Just like the spider venom hazards, I think you could add spider webs to a scene whenever a giant spider would create an aspect. I probably wouldn’t have more than a single block per zone though, as I don’t believe their ratings stack. Plus, they’d start to get annoying. You’re looking to challenge your players, not irritate them. Blocks can be completely removed from the scene, but that’s somewhat hard to do. You need a successful overcome action, and the skill rating of the block increases by +2 steps. That could be done by burning the spider webs, hacking at them with an axe, or casting a big, flashy disintegration spell.


Lastly, in case you didn’t yet know, Evil Hat just released their Fate Horror Toolkit. I’ve snagged a PDF copy (shipping books to Japan is expensive, but I’ll get a hardcopy eventually), and can’t wait to dig into it.

Monday Monsters: Spider Webs & Venom