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

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

Wednesday Warriors: High Elf Arcane Pistoleer

I wanted to give these fantasy adventurer posts a snappier title than just “FAE Fantasy”. When I was only making fantasy character sheets the name made sense, but now that I’ve started making fantasy monsters as well, it no longer fits. Plus, the site itself is called Fate Accelerated Fantasy. I like alliteration, in case you couldn’t tell with “Monday Monsters” and “Saturday Surprise”, so I decided to go with “Wednesday Warriors”.  The characters posted here aren’t all warriors, (there’s wizards, rogues, clerics, and bards as well), but it’s a decent enough name.

I ran another poll on Twitter and Google Plus last week asking which adventurer people wanted to see for future posts. I should have expected the High Elf Arcane Pistoleer to blow everything else out of the water, and it totally did. With half the votes on both polls, which was a bit of a surprise. So, without further ado, here it is.

The character’s stunts were a bit hard to come up with. As I’ve mentioned in previous posts, I like to spread the stunts around in both the approach they use and the action they apply to. I knew the character needed a stunt related to their pistols, and I usually link any kind of attacking stunt to the character’s lead approach. Someone carefully shooting guns implied they’d take their time and aim, which could have been done a number of ways. But I liked the image of the character shooting at one foe and having already calmly lined up their next shot, and allowing the player to stick an “aiming” aspect on another target on a high attack roll emulated that fairly well.

After deciding the character was an investigator, I wanted a stunt that reinforced that. Flashy and Quick were going to be the linked approach, but loudly berating someone to obtain evidence (a Flashy action as it would draw attention) didn’t seem to fit a calculating. So that left Quick. That implied a Sherlock Holmes level of near-instant awareness and analysis (otherwise it wouldn’t be Quick), which made me think of cold reading. Turns out there’s a cold read technique of throwing out a bunch of very likely statements and reading body language/reaction called “shotgunning”. That was too good to pass up for a character carrying guns.

Last was a stunt to reinforce that the character was part of an organization. Summoning junior members as backup seemed good. I’ve mentioned before about how “once per session” stunts don’t sit that well with me, but in this case I think it makes sense. It’s something that shouldn’t happen too often, as the character is meant to operate alone most of the time (mainly so the player and GM don’t have to worry about extra characters). Having the stunt cost a Fate point wasn’t limiting enough, though the idea of allowing the player to spend multiple Fate points to request a small army of junior Bluecoats did cross my mind.

As with many of the characters I make, I leave the aspects open to interpretation. It’s up to the player (and the group) to decide what exactly the Crystal Tower is, who the Bluecoats are, and who the queen they serve is. I like providing ideas and allowing other people to flesh them out and make them their own.

 


High Elf Arcane Pistoleer

High Concept: Calculating High Elf Arcane Pistoleer
Motivation: I Must Not Dishonor My Regiment
Aspect: Turned Away from the Crystal Tower
Aspect: Inspector in Her Majesty’s Bluecoats
Aspect: Pair of Ornate Spellock Pistols

Approaches:

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

Stunts:

  • Pinpoint Accuracy: Because my aim is true, whenever I Carefully attack with my pistols and succeed with style, I can give my opponent or a nearby target an In My Sights aspect with a free invoke instead of gaining a boost.
  • Senior Officer: Because of my rank, once per session I can request backup from Bluecoat HQ in the form of two junior members, no questions asked. These are both Fair Nameless NPCs with Good (+2) Careful, Average (+1) Flashy and Quick approaches, and one Stress box each.
  • Shotgunning: Because I excel at cold reading, as long as I can observe a person’s appearance, mannerisms, and reactions, I get +2 to Quickly create an advantage to discover aspects about that person.

Stress: ▢ ▢ ▢
Consequences:

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

You can download the Calculating High Elf Arcane Pistoleer as an A4-sized PDF or a letter-sized PDF.

Calculating_HighElf_ArcanePistoleer_A4

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: High Elf Arcane Pistoleer