Wednesday Warriors: Orc Spellsword

Continuing on with the theme I started in Monday’s monster post, this Wednesday Warriors is an Orc Spellsword.


Orc SpellswordOrc_Spellsword

High Concept: Reckless Orc Spellsword
Motivation: I Must Attract the Notice of The Tusked Mother
Aspect: Failed Initiate of the Ebon Circle
Aspect: Everything Has A Price
Aspect: Wickedly Sharp Arahk

Approaches:

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

Stunts:

  • Arcane Siphon: Because I drain magical energy from my opponents, whenever I succeed with style on a Sneaky attack, I may choose one of the following options: remove a free invoke from an aspect representing some sort of magical effect on that opponent; or upgrade the boost from my success with style into an aspect with a free invoke.
  • Cunning Offense: Because I am always looking for ways to take advantage of the situation, I get +2 to Cleverly create an advantage representing flaws, weaknesses, or oversights in an opponent’s plans or arguements.
  • Overcharge: Because I put more power than necessary into my spells, whenever I attempt to Flashily overcome an obstacle using magic, I may improve the results by one step (a Fail becomes a Tie, a Tie becomes a Success, etc.) If I do, I add a Dangerous Arcane Feedback aspect with no free invokes to the scene.

Weight: 1 (Medium)
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: Orc Spellsword

Monday Monsters: Orc Warband

This week’s entry are orcs. Like the gnolls and kobolds from a  weeks ago, the orc warrior and javelineer are filler enemies from the Fate Adversary Toolkit. So again, you can fill a scene with these enemies without worrying about overwhelming the player characters. The orc chieftain is a threat, though not a huge one as their lead approach is the same as the adventurers.


Orc_Javelineer

Orc Javelineer / Warrior

High Concept: Medium Savage Humanoid
Motivation: I Must Prove Myself in Battle

Approaches:

  • Forceful: Fair (+2)
  • Others: Mediocre (+0)

Stunts:

  • Opportunist (Javelineer):
    Because I am armed with javelins, I can attack opponents in adjacent zones and I increase the active opposition of anyone attempting to move into my zone by +2.
  • Heavy Hitter (Warrior):
    Because I carry a big honking axe, I deal +1 additional stress on a successful Forceful attack.

Weight: 1 (Medium)Orc_Warrior
Role: Enemy: Fair Filler
Stress: ▢ ▢

Note: Treat groups of orcs as a single character. Add +1 to their Sneaky approach for every two orcs in the group, up to a maximum of +4. Increase their weight by 1 per orc, and arrange their stress boxes into a single track.


Orc Chieftan

High Concept: Medium Savage Humanoid
Motivation: I Must Lead the Warband to Victory
Aspect: Only the Strong Deserve to Rule

Approaches:

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

STUNTS:

  • Breaker: Because my blows leave my opponent’s’ defenses in ruins, I get an additional invocation when I Forcefully create an aspect related to destroying armor, such as Broken, Destroyed, or Rent Asunder.
  • Summon the Horde!: Because I keep most of my force in reserve, I can spend a fate point to bring two orc javelineers/warriors into the scene.

Weight: 1 (Medium)
Role: Enemy: Mediocre Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

The monster illustrations 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.

Monday Monsters: Orc Warband

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: Cyclops Mercenary

Today’s Wednesday Warriors is one I’ve wanted to do for a while now: a cyclops mercenary.

As usual, this character was inspired by the awesome illustration done by Printable Heroes, as well as the cyclops from Privateer Press’ miniatures game Hordes (which I used to be heavily into). In that setting, the cyclopes are a savage race of monstrous humanoids with a limited prescience ability. I think that’s really cool, and used it as inspiration for one of the character’s stunts.

This is also the first adventurer larger than medium size. I’ve explained the weight rules before (and they’re available for free on the Fate SRD site), so I won’t explain them in depth yet again, but I felt that the effect was worth a stunt slot. Medium-sized opponents are going to have to pair up against this adventurer to negate that weight bonus.


Cyclops Mercenary

Cyclops_Mercenary

High Concept: Precise Cyclops Mercenary
Motivation: I Must Always Honor My Contract
Aspect: Former Bloodstone Wastes Bandit
Aspect: Civilization Is For the Weak
Aspect: Behemoth Hide Armor and Buckler

Approaches:

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

Stunts:

  • Giantkin: Because I tower over most other humanoids, I count as a large creature with weight 2.
  • Limited Prescience: Because I can foresee my opponents’ next actions, if I spend an exchange doing nothing but defending myself, I get +2 whenever I Carefully defend myself against physical attacks until the end of the scene.
  • Voice of Command: Because I am used to commanding troops, I get an extra free invoke whenever I Forcefully create an aspect for one of my allies representing my tactical orders or advice.

Weight: 2 (Large)
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: Cyclops Mercenary

Monday Monsters: Ogre

Unfortunately, I’m still under the weather from whatever bug my child brought home from daycare last week. (Which was the reason last Friday’s Cortex Prime content went out on Saturday afternoon.) So this week’s Monday Monster is going to be fairly straightforward. The ogre is a recent paper by Printable Heroes, and, like almost all of their minis, I felt compelled to stat it up for Fate Accelerated Edition.

Ogres seemed like they’d be a threat, a type of enemy introduced in the Fate Adversary Toolkit. Unlike hitters, such as the basilisk from a few weeks ago, threats can both dish out a lot of damage and absorb a lot of damage. They’re meant to grab and then hold the player characters’ attention. That being said though, they’re not all that challenging compared to many other monsters found in Dungeons & Dragons style fantasy games.

So I made the ogre an average threat, setting its lead approach at Good (+3), the same as the adventures found on this site. Apart from Flashy and Forceful, I really couldn’t justify putting any of its approaches above Mediocre; ogres are not know for being particularly careful, clever, quick, or sneaky. I usually try to follow the 1/2/2/1 or 1/2/3 spread for a monster’s approaches, but that just didn’t seem to fit here. So I went with what felt right rather than following the rules.

Which is basically what I always do anyway.


OgreHill Ogre

High Concept: Large Brutish Humanoid
Motivation: I Must Vent My Rage on Those Nearby
Aspect: Built Like a Brick Outhouse

Approaches:

  • Flashy: Fair (+2)
  • Forceful: Good (+3)
  • Others: Mediocre (+0)

Stunts:

  • Grim Trophies: Because I wear bits of those I’ve killed as jewelry, I get +2 to Flashily create advantages 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 deal +2 stress on a tied or better Forceful attack. (I don’t also gain a boost on a tie this way.)

Weight: 2 (Large)
Role: Enemy: Average Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

The monster 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.

Monday Monsters: Ogre

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

Monday Monsters: Kobold Tribe

This week’s entry are (finally) kobolds. After saying I haven’t done many fillers enemies, I seem to be doing a fair number of them all of a sudden. Though, to be fair, kobolds did win the Twitter poll about which monsters I should do next that I ran way back before the recent hiatus. So here they finally are.

Unlike the gnolls from two weeks ago, I’m going to make these kobolds using (almost) the standard filler rules from the Fate Adversary Toolkit. That means no stunts. These monsters are meant to do a single thing: get taken out in droves so that the adventurers look like epic bad asses. Plus, if you use the weight rules from War of Ashes: Fate of Agaptus, these kobolds will go down even faster. At a weight of 1/2 (one half), a medium creature, aka your average adventurer, outweighs a single kobold 2:1 and will get to turn one of their dice to a [+] after rolling. So, like most filler enemies, kobolds should really group up to stand a chance against an adventuring party.


Kobold

Kobold Warrior

High Concept: Small Reptilian Humanoid
Motivation: I Must Put the Tribe First

Approaches:

  • Sneaky: Average (+1)
  • Others: Mediocre (+0)

Weight: 1/2 (Small)
Role: Enemy: Average Filler
Stress:
Note: Treat groups of kobolds as a single character. Add +1 to their Sneaky approach for every two kobolds in the group, up to a maximum of +4. Increase their weight by 1/2 per kobold, and arrange their stress boxes into a single track.


Alternatively, instead of grouping filler enemies together into a single character, you could treat a whole tribe of kobolds as a single character. I’d probably make that a threat enemy. Threats are meant to, hold the PCs’ attention, soak up damage, and act as meat shields. Perfect for a whole yipping tribe of diminutive reptile folk.


Kobold Tribe

High Concept: Small Reptilian Humanoids
Motivation: We Must Expand Our Territory
Aspect: Overwhelming Numbers

Approaches:

  • Careful: Fair (+2)
  • Clever: Fair (+2)
  • Flashy: Average (+1)
  • Forceful: Good (+3)
  • Quick: Good (+3)
  • Sneaky: Great (+4)

STUNTS:

  • Absolutely Everywhere: Because we’re actually a whole tribe of countless small creatures, we can spend a fate point to attack everyone in our zone. (We make a single roll against everyone else in our zone.)
  • Cunning Plans: Because we riddle our warren with hidden traps, whenever we Sneakily create an advantage representing one of those traps, such as Spiked Pit, Tripwire, or Poisonous Vermin, we get an extra free invoke on a success.

Weight: 4 (Huge)
Role: Enemy: Fair Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Mild (2):

The monster illustrations, including the awesome header image, 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.

Monday Monsters: Kobold Tribe