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

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

Wednesday Warriors: Wood Elf Druid

Today’s Wednesday Warrior is one that I made several years ago when I first started making these characters. As usual it’s based on on of the paper minis made by Printable Heroes, but unlike most of the others it’s based on an exclusive mini. You could only get the Phytomancer if you were a Patreon supporter. Because of that, I didn’t feel comfortable sharing the PDF character sheet with the public. But as I’ve stopped making PDFs (for the time being at least), and as the featured image for this post was shared publicly on the Printable Heroes tumblr, I feel it’s okay.

Looking at the character now, there are a few things I would change. As I made this Wood Elf Druid a few years ago, I see now that I’ve repeated a few stunts on other characters (which I suppose is inevitable), and some of the aspects are too similar to other characters I’ve made more recently. Still, I like the character. I like that this druid’s “attuned land” (to borrow a Dungeon World phrase) is a swamp. I feel that’s not something you see all that often in D&D inspired fantasy.


Wood Elf Druid

High Concept: Morbid Wood Elf Druid
Motivation: I Must Halt the Blight of Civilization
Aspect: Born in the Bogs of Hell Marsh
Aspect: Herald of the Devourer Wurm
Aspect: Ironwood Bark Carapace Armor

Approaches:

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

Stunts:

  • Bramble Binder: Because I can summon plant vines and creepers from the earth, I can Quickly create an advantage to bind or ensnare my opponent. The first time each scene someone tries to break free of my snares, the opposition increases by +2.
  • Extremely Disturbing: Because I know how to creep people out, I get +2 to Cleverly create an advantage to instill fear or disgust in my opponents.
  • The Withering: Because I can drain life force with my touch, whenever I Sneakily attack a living target and succeed with style, I choose one: remove a free invoke from an aspect on that enemy or upgrade the boost from my success with style into an aspect with a free invoke.

Weight: 1 (Medium)
Stress:
▢ ▢ ▢
Consequences:

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

The character illustration is the exclusive Phytomancer paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Wednesday Warriors: Wood Elf Druid

Cortex Fridays: Minstrel, Mercenary, Purple Worm, and Ogre

Here are the Cortex Prime versions of the High Elf Minstrel, Cyclops Mercenary, Purple Worm, and the Ogre. There were some stunts and effects in this group that were rather tricky to translate, given the differences between Fate Accelerated and Cortex Prime.


High Elf Minstrel

Distinctions:

  • Dramatic High Elf Minstrel
  • Traveled To Every Corner of the World
  • My Reputation Precedes Me

Approaches:

  • Careful d6
  • Clever d8
  • Flashy d10
  • Forceful d4
  • Quick d6
  • Sneaky d8

Roles:

  • Holy One d6
  • Mage d8
  • Scoundrel d8
  • Warrior d6

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Arcane Lore (Mage) d6
  • Bluff (Scoundrel) d6
  • Heraldry (Mage) d6
  • Oration (Scoundrel) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Heirloom Wyvernbone Lyre d6

Stunts:

  • Charming and Open: Because I can trick people into saying more than they should, after I Sneakily create a complication related to lies, deceit, or doublespeak, I may double my Sneaky die when creating a complication on that character for the rest of the scene.
  • Flashing Blade: Because I am a master duelist, at the start of a conflict, as a free action before anyone else acts, I may take an action against the doom pool to attempt to Flashily create an asset demonstrating how impressive of a fighter I am.
  • Story Collector: Because I have memorized hundreds of stories, I may double my Clever die to overcome obstacles if I can recite a story or poem of a famous hero facing similar circumstances and how they triumphed.

Cyclops Mercenary

Distinctions:

  • Precise Cyclops Mercenary
  • Former Bloodstone Wastes Bandit
  • Civilization Is For the Weak

Approaches:

  • Careful d10
  • Clever d6
  • Flashy d8
  • Forceful d8
  • Quick d6
  • Sneaky d4

Roles:

  • Holy One d4
  • Mage d6
  • Scoundrel d8
  • Warrior d10

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Small Group Tactics (Warrior) d6
  • Survival (Scoundrel) d6
  • Tracking (Scoundrel) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Behemoth Hide Armor d6
  • Behemoth Hide Buckler d6

Stunts:

  • Giantkin: Because I tower over most other humanoids, I count as a large creature with weight 2. (I add a d8 scale die to my pool and keep an extra die in my total when acting against creatures smaller than I am.)
  • Limited Prescience: Because I can foresee my opponents’ next actions, I may double my Careful die and keep an extra die in my total when defend myself against physical attacks. If I do, I can not use my effect die to inflict stress or a complication on my opponent.
  • Voice of Command: Because I am used to commanding troops, I add a d6 to my dice pool and step up my effect die whenever I Forcefully create an asset for one of my allies representing my tactical orders or advice.

Purple Worm (Major NPC)

Distinctions:

  • Gargantuan Magical Worm
  • I Must Consume Massive Amounts
  • Nearly Blind Tunneling Terror

Approaches:

  • Forceful d12+d8
  • Quick d6
  • Sneaky d6
  • Others d4

Roles:

  • Brute d10
  • Controller d4
  • Lurker d10
  • Reviver d4

Specialties:

  • Burrowing (Lurker) d6

Signature Assets:

  • Massive Tooth-Filled Maw d8
  • Inch-Thick Purple Armor Plates d8

Stunts:

  • Belly of the Beast: Because I swallow creatures whole, when I achieve a heroic success on a Forceful attack against a single creature that weighs less then me, I may move the defender to the Worm Guts zone instead of stepping up my effect die (see Digested! below).
  • It’s an Ambush!: Because I ambush my prey from beneath, I can spend a plot point to burrow into the ground, vanishing from the scene. Then, at the end of any later turn, I can spend another plot point to reappear anywhere in the scene and immediately attack.
  • Venomous Stinger: Because my tail is tipped with an envenomed spike, when I succeed with style on a Sneaky attack, I may forgo the boost to give the defender a Poisoned aspect with a free invoke.

Digested!:

The Worm Guts zone is a separate zone representing the gullet of the massive worm. The only way for someone to move into this zone is by being swallowed by the beast, either as a result of the Belly of the Beast stunt or by willingly jumping into the creature’s mouth. This zone has Hunks of Unrefined Ore, Littered with Precious Gemstones, and Grinding Muscular Contractions scene distinctions. When someone enters the Worm Guts zone, they gain the Digested! d6 complication.

Getting out of the Worm Guts zone requires a successful action against the doom pool, plus an additional d12 for the worm’s esophageal muscles. At the beginning of the purple worm’s turn, each Digested! complication automatically steps up. If it would step up past a d12, the character is dumped into the roiling pool of acid that is the worm’s stomach. They’re most likely dead.

Scale:

The Purple Worm is a Gargantuan creature (weight 8). It adds a d8 scale die to its dice pool and keeps an extra die in its total for every time it weighs twice its opponent. (In other words, against a lone adventurer, the worm is getting to add 3d8 to its roll and keeping four dice for its total. It takes an entire party of at least five characters all engaging it at once to negate the scale bonus.)


Hill Ogre (Major NPC)

Distinctions:

  • Large Brutish Humanoid
  • I Must Vent My Rage on Those Nearby
  • Built Like a Brick Outhouse

Approaches:

  • Flashy d8
  • Forceful d10
  • Others d4

Roles:

  • Brute d10
  • Controller d4
  • Lurker d4
  • Reviver d4

Signature Assets:

  • Giant Spiked Club d6

Stunts:

  • Grim Trophies: Because I wear bits of those I’ve killed as jewelry, I add a d6 and step up my effect die by +1 when including Flashy in my dice pool to create or step up complications related to instilling fear in my opponents, such as Cowed, Daunted, or Intimidated.
  • Heavy Hitter: Because I hit with the force of a freight train, I step back the highest die in my dice pool but keep an extra die for my total when making a Forceful attack.

Scale:

The Hill Ogre is a Large creature (weight 2). It adds a d8 scale die to its dice pool and keeps an extra die in its total when acting against opponents that weigh less than it does.


The character illustration are the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Cortex Fridays: Minstrel, Mercenary, Purple Worm, and Ogre

Cortex Fridays: Rogue, Monk, Oozes, and Kobolds

It’s a day late, but here at last are the Cortex Prime versions of the Changeling Rogue, Elf Monk, Black Pudding, Gelatinous Cube, & Grey Ooze, and the Kobold Tribe.


Changeling Rogue

Distinctions:

  • Devious Changeling Rogue
  • Born in the Slums of Freeport
  • Devotee Of Our Lady Of Obfuscation

Approaches:

  • Careful d8
  • Clever d6
  • Flashy d4
  • Forceful d6
  • Quick d8
  • Sneaky d10

Roles:

  • Holy One d4
  • Mage d8
  • Scoundrel d10
  • Warrior d6

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Dirty Fighting (Warrior) d6
  • Sleight of Hand ((Scoundrel) d6
  • Shadow Magic (Mage) d6
  • Ventriloquism (Scoundrel) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Displacerbeast Hide Leather Armor d6

Stunts:

  • Shapeshift: Because I can change my appearance, I may double my Sneaky die when creating or stepping up assets related to creating a disguise that does not change my size or mass.
  • Deft Fingers: Because I have deft fingers, I may double my Careful die when overcoming obstacles related to disarming traps and picking locks.
  • Shadow Caller: Because I can call on shadows, if I include Sneaky in my dice pool and achieve a heroic success when making a physical attack, I can give myself a Shadowcloaked d8 asset. I cannot be attacked until an opponent removes the Shadowcloaked asset, usually by targeting it with an effect die, or I make an overt action, such as attacking or moving between zones.

Elf Monk

Distinctions:

  • Agile Elf Monk
  • A Stranger In A Strange Land
  • Lightning Dragon Kung Fu

Approaches:

  • Careful d6
  • Clever d6
  • Flashy d8
  • Forceful d4
  • Quick d10
  • Sneaky d6

Roles:

  • Holy One d8
  • Mage d6
  • Scoundrel d6
  • Warrior d8

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Acrobatics (Scoundrel) d6
  • FIrst Aid (Warrior) d6
  • Meditation (Holy One) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Bodhi Tree Mala Bead Necklace d8

Stunts:

  • Flurry of Blows: Because my fists strike with the speed of lightning, if I include Quick in my dice pool and achieve a heroic success when making a physical attack, I may make another Quick attack against the same opponent or another opponent in my zone, instead of stepping up my effect die. (I only get one additional attack per exchange.)
  • Hardcore Parkour: Because I can perform feats of alarming acrobatics while I move, may step up my Flashy die to overcome physical obstacles that can be jumped, flipped, or climbed over or to move extra zones.
  • Stillness of Mind: Because I have spent years training to control my emotions, I may double my Careful die when resisting attempts to create complications affecting my mental state, such as Afraid, Charmed, or Enraged.

Black Pudding (Major NPC)

Distinctions:

  • Large Blob of Amorphous Black Goo
  • I Must Absorb All Organic Matter
  • Extremely Sticky and Viscous

Approaches:

  • Forceful d12
  • Sneaky d10
  • Others d4

Roles:

  • Brute d10
  • Controller d4
  • Lurker d8
  • Reviver d6

Specialties:

  • Camouflage (Lurker) d6

Signature Assets:

  • Deadly Corrosive Secretions d8

Stunts:

  • Bifurication: Because I split into successively smaller oozes when damaged, whenever I succeed in defending against an electrical or physical attack, I may convert my opponent’s effect die into a More Puddings, They’re Everywhere, or We’re Surrounded! stunt asset. I can spend a die from the doom pool to use this stunt asset if my opponent succeeds.
  • Pseudopods: Because I can extrude multiple pseudopods from my body at
    once, I may add a D6 and keep an additional effect die for each additional target in my zone when Forcefully attacking.

Scale:

The Black Pudding is a Large creature (weight 2). It adds a d8 scale die to its dice pool and keeps a third die in its total when acting against opponents that weigh less than it does.


Gelatinous Cube (Major NPC)

Distinctions:

  • Large Cube of Quivering Jelly
  • I Must Sweep the Area Clean
  • Almost Totally Transparent

Approaches:

  • Forceful d10
  • Sneaky d12
  • Others d4

Roles:

  • Brute d8
  • Controller d4
  • Lurker d10
  • Reviver d6

Specialties:

  • Camouflage (Lurker) d6
  • Extremely Resilient (Brute) d6

Signature Assets:

  • Numbing Acidic Slime d6

Stunts:

  • Anesthetizing Secretions: Because I secrete a powerful anesthetizing
    agent, I add a d6 and step up my effect die by +1 when including Sneaky in my dice pool to create or step up complications related related to my paralytic touch, such as Paralyzed, Numbed, or Stunned.
  • Engulf: Because I can envelop creatures by moving over them, I may step up my effect die by +1 when including Forceful in my dice pool to attack, as long as I moved at least one zone before attacking.

Scale:

The Gelatinous Cube is a Large creature (weight 2). It adds a d8 scale die to its dice pool and keeps a third die in its total when acting against opponents that weigh less than it does.


Gray Ooze (Minor NPC)

Traits:

  • Medium Blob of Slime d6
  • Magical Immunity d8
  • Surprisingly Quick d8

Stunts:

  • Active Hunter: Because I am adept at hunting mobile prey, I add a d6 and step up my effect die by +1 when creating a complication representing my ensnaring pseudopods, such as Held In Place, Grappled, or Restrained.

Kobold Warrior (Extra)

Traits:

  • Small Reptilian Humanoid d6

Kobold Tribe (Major NPC)

Distinctions:

  • Small Reptilian Humanoids
  • We Must Expand Our Territory
  • Overwhelming Numbers

Approaches:

  • Careful d8
  • Clever d8
  • Flashy d6
  • Forceful d10
  • Quick d10
  • Sneaky d12

Roles:

  • Brute d6
  • Controller d8
  • Lurker d10
  • Reviver d4

Specialties:

  • Dirty Fighting (Brute) d6
  • Grappling (Controller) d6
  • Trapmaking (Lurker) d6

Stunts:

  • Absolutely Everywhere: Because we’re actually a whole tribe of countless small creatures, we may add a D6 and keep an additional effect die for each additional target on my zone when Sneakily attacking.
  • Cunning Plans: Because we riddle our warren with hidden traps, we add a d6 and step up our effect die by +1 when including Sneaky in our dice pool to create or step up representing one of those traps, such as Spiked Pit, Tripwire, or Poisonous Vermin.

Scale:

The Kobold Tribe is a Huge creature (weight 4). It adds 2d8 scale dice to its dice pool and keeps two extra die in its total when acting against opponents that are less than a quarter of its weight; it adds a d8 scale die and keeps an extra die in its total against opponents half its weight.


The character illustration are the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Cortex Fridays: Rogue, Monk, Oozes, and Kobolds

Cortex Friday: Delayed

I’m sorry to do this, but this week’s Cortex Friday post is going to be somewhat late. I’ll try to get it posted on Friday night (rather than noon as usual) but it might have to go up on Saturday afternoon instead.

I usually write these posts the night before they go up, but a sick kid made that pretty hard to do this week. Plus, adapting the Black Pudding’s bifurication stunt into Cortex Prime rules is proving a lot more difficult than I anticipated.

Thanks for hanging with me, and sorry again for the delay. I’ll try to get the Cortex Prime versions of the Changing Rogue, Elf Monk, Black Pudding (and Gelatinous Cube and Grey Ooze), and Kobold Tribe up as soon as possible.

Cortex Friday: Delayed

Wednesday Warriors: Elf Monk

Today’s Wednesday Warriors was a bit of a challenge. See, I’m not exactly a fan of monks (or samurai or ninjas) in “standard” Dungeons & Dragons settings. Now, I realize there isn’t really a standard D&D setting, but given that most of the stuff I’ve experienced seems vaguely European, monks (and samurai and ninjas) always smacked of orientalism to me. Especially when the monk characters are illustrated so that they look asian. But monks are an established part of D&D-esque fantasy games, and, as usual, the illustration Printable Heroes did is awesome. So I figured why not?

It should be said that I really like Tianxia: Blood, Silk, & Jade by Vigilance Press. Kung fu and wuxia action is awesome, and I’d love to run a game of Tianxia one day. The Fate Accelerated version of Tianxia was really helpful in coming up with ideas for today’s adventurer.


Elf MonkElf_Monk

High Concept: Agile Elf Monk
Motivation: I Must Share the Gift of Enlightenment
Aspect: A Stranger In A Strange Land
Aspect: Lightning Dragon Kung Fu
Aspect: Bodhi Tree Mala Bead Necklace

Approaches:

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

Stunts:

  • Flurry of Blows: Because my fists strike with the speed of lightning, whenever I succeed with style on a Quick attack, I may make another Quick attack against the same opponent or another opponent in my zone, instead of gaining a boost. (I only get one additional attack per exchange.)
  • Hardcore Parkour: Because I can perform feats of alarming acrobatics while I move, I get +2 to Flashily overcome physical obstacles that can be jumped, flipped, or climbed over or to move extra zones.
  • Stillness of Mind: Because I have spent years training to control my emotions, I get +2 to Carefully defend against attempts to create advantages affecting my mental state, such as Afraid, Charmed, or Enraged.

Stress: ▢ ▢ ▢
Consequences:

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

The character illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Wednesday Warriors: Elf Monk