Magic: the Gathering; a Multiverse of Adventure for Fate Core

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Sun, 2016-09-11 13:38
Reality Glitch
Reality Glitch's picture

I've started a game of Fate Core on another site set in the Magic: the Gathering multiverse. Thus, the go with the feel of a whole multiverse, I've decided to make it MMO'ish and run it simultaneously on multiple sites! Each one will be it's own separate campaign, but characters from each can and often might run into each other.

So, without further adieu
System: Fate Core
Player Count: 5+
Style of Play: To emulating the general feel of the Magic: the Gathering story articles (post Origins).
Allowed Content: Anything published for Fate Core, Plus anything you get approved by me.
Game Creation:
  • Scale: As with post-origin storytelling, it will be a series of small scale character-driven adventures that are interconnected and/or have large scale impacts.
  • Issues: Four; one in each combination of current or impending issues and planar or multiversal issues. These are to be agreed upon by the group as a whole.
  • Faces and Places: Again, they'll be collaborated on by the whole group as characters planeswalk.
Character Creation:
  • Aspects: are a phrase, quote, or short sentence that describes you character or something/one close to them. Each P.C. will have one of each:
    • High Concept (Sum up your character)
    • Trouble (Character's biggest flaw and/or greatest weakness)
    • Origin (Life before spark ignition, or a souvenir or relation from that time)
    • First Planeswalk (The event that created an emotional experience profound and deep enough to ignite their planeswalker spark, or a souvenir or relation from that time)
    • Crossing Paths: will be held off until all characters have been posted.
  • Background: Describe your character in terms of why they have the aspects that they do (i.e. what shaped them as people), but leave room for other characters to guest-star in said descriptions.
  • Skills:
    • 20 skill points
    • Skill cap at Great (+4)
    • You can't have more skills at any rank Fair (+2) or higher than you have skills of the rank below it.
    • Contacts can be used to attack and defend in regards to the social stress track.
    • In addition to the standard Fate Core skill list, the five colors of magic (White, blUe, Black, Red, Green) are each their own skill used for spellcasting as described below.
      1. Determine the effect you want to achieve. This will determine which magic skill you will roll (Will, White, blUe, Black, Red, Green, or Crafts) and the complexity of the spell in shifts.
      2. If the complexity of the spell is equal to or less than your lore, assume you have everything you need to cast the spell and you have no additional effort for preparation. If the complexity is greater than your Lore, you must enter a preparation stage during which you must make up the deficit in any combination of the following ways:
        • Invoke Aspects: Each gives +2 to lore for complexity purposes.
        • Create Advantages: So that you have aspects to invoke as above.
        • Accept or inflict consequences: Each must be defined as to which stress track it is inflicted upon and give +X to lore for complexity purposes. Where X is the value of the consequence.
        • Skip Scenes: Each you could have partaken in, but opted out of to prepare gives +2 to lore for complexity purposes.
      3. Once the complexity deficit is met, you describe the effect as one of the four actions (Overcome, Create an advantage, Attack, Defend).
      4. Decide how many shifts of power you want to put into the spell. This is the spell's difficulty. You take shifts of mana stress equal to 1 plus how much greater the difficulty is than your will.
      5. Roll the appropriate magic skill (If the spell goes with a color, roll the each of the colors. If it requires colorless mana, roll will. If it's doesn't require a specified type, roll any of the six. If it's an artifact, you may roll craft instead of will or the specified colors.) against passive resistance equal to the difficulty to control the spell. If you succeed, the spell is cast without a hitch. Major cost for failure is additional shifts of stress to any one track up to the margin of error with the rest being that much of the spell being under the G.M.'s control. Minor cost for tying is not casting the spell. Succeeding with Style adds one shift of power to the spell.
    • Craft can be used the same as a color skill, but only for casting artifact spells.
  • Stunts: Each P.C. gets up to two magic stunts and two non-magic stunts without having to pay refresh for them. Stunts generally constitute a +2 bonus or its equivalent or allowing a skill to be used in place of another skill for one of the four actions under certain circumstances. Stunts can cover other effects, though they are trickier to balance. They can also be more powerful if they require spending a fate point or have limited number of uses per scene.
  • Stress:
    • Physical stress (Physique): 2 boxes
    • Mental stress (Will): 2 boxes
    • Social stress (Rapport): 2 boxes
    • Mana stress (Highest [COLOR] skill): 2 boxes
    • Average (+1) or Fair (+2) in the associated skill increases that stress track to 3 boxes.
    • Good (+3) or Great (+4) in the associated skill increases that stress track to 4 boxes.
    • Stunts and/or Extras may add more tracks.
  • Consequences:
    • One Mild consequence (2-stress; any track)
    • One Moderate consequence (4-Stress; any track)
    • One Severe consequence (6-stress; any track)
    • One Extreme Consequence (8-stress, never heals under normal circumstances; any track)
    • At Superb (+5) and for every two steps beyond that a character's Physique/Will/Rapport/[COLOR] skill grants an additional mild Consequence usable only on the associated stress track.
  • Refresh: 4, minus the number of stunts (magic and non-magic) you take beyond the four you get for free. You can never have a refresh less than 1.

Other Notes:

  • If you want you're character's species to have narrative importance, work it into one of your aspects. If you want it to have mechanical importance put skill points into it and/or take (a) stunt(s) granting your character an/the ability(ies) of their species.
  • If you put skill points into your species, specifying planar variants (the difference between Lorwyn and Shadoowmoor Kithkin or Zendikari, Ravnican, and Innistrad Vampires) are taken as stunts; just like fields of specialty for any other skill.
  • You are not required to have all of your character's aspects (save for High Concept and Trouble), background (except for the aspects you've listed), skills (except the one of the highest rating), and/or stunts (your refresh is still 4) before the game starts, but the more fleshed out the character, the more likely I am to let that player into the game. Any omitted information can be filled in during game-play, but once it is, it's locked in until you'd normally be allowed to change it.
  • I will be running a GMPC, but influence on the story will very depending on player interest in said character.

Sun, 2016-09-11 13:42
thehuw
thehuw's picture

Never considered using a rules-light narrative system like Fate for MtG roleplaying, but this seems like a surprisingly good fit - thanks for sharing!

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Sun, 2016-09-11 16:27
Reality Glitch
Reality Glitch's picture

@fluffyDeathbringer: Yes, this game will be running concurrently on each of the sites.

Sun, 2016-09-11 17:39
Yoshi
Community Award
Yoshi's picture

I think an example character would help a lot here, IMO.

Gonna come up with something once I figure out how this works~

December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."

I stand with the specimen.

Sun, 2016-09-11 22:08
Reality Glitch
Reality Glitch's picture

Example Character 1
Player: Reality Glitch
Name: Argee
High Concept: Wishmaster
Argee pioneered the development of wish-based magics on Noctus: spells which allowed the caster to draw upon magics from other planes. As such, it is the foremost expert on the subject, despite specializing in a more traditional arcane field.

Trouble: Easily Distracted
Argee is all about the new, and while he doesn't necessarily tire of an idea faster than most, he's always seeking something new to experience, and once he's put something down, it more often then naught is completely abandoned by him. Though his full attention will be on it in the meantime and if he ever decides to pick it up again.

Origin: Dreamfolk of Noctus
Argee's homeplane is Noctus, a world where the waking world and the dreamworld interact regularly. As dreamfolk, a species of illusion-type creatures whose physical body is formed from the energy of their soul. As such, Argee possesses the ability to switch between having matierial or etherial qualities.

First Planeswalk: Totally Lost
Argee's planeswalker spark ignited as part of the events that sealed the sole time rift in Noctus during the mending. While the temporal energies kept it in the present, they did take Argee back to the source: Dominaria. It's been looking for a way home ever since.

Cross Paths: Szetsh's Mentor
While on the plane of Jakkard, Argee met Szetsh, a Rattler (snakefolk) who had just come of age. When his spark ignited in it's presence, Argee took Szetsh under its figurative wing so that he would have the experience of another planeswalker to draw upon, unlike Argee did.

Great (+4): Will, Lore
Good (+3): White, blUe
Fair (+2): Rapport, Empathy
Average (+1): Deceive, Stealth
[-1] Living Illusion (Species. Magic. Spells you cast that manipulate your physical form deal two less mana stress to you. This does not reduce stress taken from failing to control the spell.)
[-1] Draconic Archivist (Magic. Lore. Roll Lore instead of Will, [COLOR], or Crafts to cast Dragon spells or control Dragon creatures.)
[-1] Dragonspeaker Shaman (Magic. Dragon spells you cast deal two less mana stress to you.)
[-1] Companion (Extra. Four advances to create a creature legendary creature attached to this character.)
[-1] Companion (Extra. Three additional advances to your companion.)
Refresh: 3
Physical [ ][ ]
Mental [ ][ ][ ][ ]
Social [ ][ ][ ]
Mana [ ][ ][ ][ ]
+1 Moderate Consequence (Must represent inaccess to compaion.)

Max, Wishmaster's Familiar (independant companion, Scale -2 (Cat-sized))
High Concept: Dragon Child
Trouble: Inexperienced
Good (+3) Green
Fair (+2) Red
Average (+1) Black
[-1] Flight (Move in three 3D.)
[-1] Dragon's Breath (+2 to own or patron's Red to cast spells that create fire.)
Physical [ ][ ][ ][ ]
Mental [ ][ ][ ][ ]
Mana [ ][ ][ ][ ]

Sample Character 2
Player: Reality Glitch
Name: Szetsh Unnalm
High Concept: Rattler Shaman
Szetch is a variant of snakefolk that resemble rattlesnakes, the have two arms and no legs (slithering while postured upright instead of walking). He was raised in a tribal society that held family and a connection to nature in high-esteem. While still officially in training, he has become well skilled at the tribe's practice of herding the few remaining domesticated basilisk, and bredding more.

Trouble: Utopia Vow
With Argee's asistance, Szetsh became versed in all five colors of magic. Though, he still uses his tribe's native traditions predominately, he seeks a balanced understanding an reacts negatively to those who completely eschew one or more of the colors by choice.

Origin: Jakkard Basilisk Herder
The plane of Jakkard, think the wild west, except its the wild waste. The plane has recently recovered from an almost plane-wide cut-off from the Blind Eterities. The only place in-or-out of the plane was a single metroplis under the only known hole in the now crumbling "crystal ceiling". Szetsh lived with his tribe of basilisk herders, one of the few settlements that survived before waste-ward expansion began now that the crystal ceiling is gone. These skills in beastwhispering have been the tribe's livelihood for generations and Szetsh plans on continuing that tradition as he travels the multiverse.

First Planeswalk: "Beware those who come to 'explore'."
Initial contact with waste-ward expansion didn't go over well for Szetsh's tribe. The place was eventually raided by expantionists and in the skirmish, Szetsh only excaped death by fleeing to space between spaces.

Cross Paths: Argee's Stundent
While on the plane of Jakkard, Argee met Szetsh, who had just come of age. When his spark ignited in it's presence, Argee took Szetsh under its figurative wing so that he would have the experience of another planeswalker to draw upon, unlike Argee did.

Great (+4): Green
Good (+4): Lore, Snake
Fair (+2): Will, Physique, Rapport
Average (+1): White, blUe, Black, Red
[-1] Basilisk Herding (Magic. +2 to Green to cast Basilisk Spells and control Basilisk creatures.)
[-1] Beast Herder's Staff (Magic. Item. Creatures Szetsh summons get +2 Physique for determining stress and consequences.)
[-1] Animal Empathy (+2 to Create an Advantage action using Lore to place aspects related to Szetsh getting non-sapient animals to do his bidding.)
[-1] Warning Rattle (Species. Szetsh can spend a fate point to shake the "rattle" at the end of his tail. This draws the attention of everyone in the same zone, giving them -2 to all actions not directly resonding to Szetsh.)
Refresh: 4
Physical [ ][ ][ ]
Mental [ ][ ][ ]
Social [ ][ ][ ]
Mana [ ][ ][ ][ ]

Sample Character 3
Player: Reality Glitch
Name: Li Kong
High Concept: Kolighan Miscreant
In another time-line, Li would have been a proud and honorable Mardu Warrior, leader of a legion. But with Kolighan Still in power and not resting as an abandoned throne, Li was raised in a savage and brutal lifestyle.

Trouble: Trust No One
His upbringing left Li so scarred emotionally, that he felt that all were his enemy, all were to be challenged and defied; even the dragons.

Origin: Greater Dragonfoe
Li grew up in the shadow of dragons; Tarkir's dragons; Kolighan's dragons. Li could resist the merciless nature of those who followed the Dragonlord of speed, but his "moral high ground" was quickly beaten out of him as the dragon's themselves took up "disciplining" him. He was Kolighan, he was to be exemplify her. Then he snapped, finally at his breaking point and having taken a mighty and magical sword (Which he later named Greater Dragonfoe) from a fallen kolighan warrior, he fought back and slew one of the dragons. While Kolighan herself would remain too powerful to take on, that didn't stop Li from attempting to slay every dragon he met; achieving mixed success.

First Planeswalk: Ruff-and-Tumble
Li eventually got into a fight with a dragon from the ojutai-brood and was thought killed, but his spark had ignited. Now he has the entire multiverse to raid, quelling anyone who dare even look at him funny.

Cross Paths: "I shall never stop pursuing you."
Li hated Argee from the moment he first laid eyes on it. One who revers dragonkind as that so called "Khan of Khans" Vol. The two are bitter enemies: LI determinedt o exterminate Argee, and Argee just as determine to sooth his rage and live to tell about it.

Great (+4): Fight
Good (+3): Athletics, Physique
Fair(+2): Will, Provoke, Notice
Average (+1): Lore, Crafts, Investigate, Resource
[-1] Personal Magic Item (Magic. Item. Extra. Three Improvements to create an artifact or legendary artifact attached to this character.)
[-1] Touched by the Dominarian Saltflats (Magic. Once per scene, Roll fight. On a failure, Li Kong can't act in the next exchange, On a tie, Li Kong gets -2 to Athletics until his next turn. On a success, the effects of the last roll didn't happen. On a success with style, the effects of the last exchange didn't happen.)
[-1] Rage Across the Multiverse (Investigate. +2 to Investigate to follow other planeswalkers as they planeswalk.)
[-1] Heavy Hitter (Fight. When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.)
[-1] Killing Stroke (Fight. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe, severe becomes extreme). If your opponent was already going to take an extreme consequence, he must either take an extreme consequence and a second consequence or be taken out.)
[-1] Tough as Nails (Physique. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.)
[-1] Dazing Counter (Athletics. When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach
the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.)
Refresh: 2

Greater Dragonfoe (Weapon:1 Greatsword)
Improvements: Rugged (Indestructible), Specific Enhancement (+2 vs. Dragons), Power Stunt (Kolighan's Boon (Magic. Fight. Use Fight instead of Red or Black to control spells cast on, using, or through this sword.)

Sun, 2016-09-11 22:51
Reality Glitch
Reality Glitch's picture

A single -1 refresh stunt is usually worth 2 shifts (+2 to a roll, two extra zones of range, one extra zone of movement per turn without rolling) or using one skill instead of another to take one kind of action (overcome, create an advantage, attack, defend) under specific circumstances. Requiring the spending of a fate point can make it three shifts, "once per scene" also lets do more powerful effects that aren't strictly shift-based. And Li Kong is an example of having an "always with you" magic item. (Though most will probably be just a normal stunt, albeit a little more powerful because you can't use it if you don't have the item. If you want more information, I'll post more.) As for spells, you make those up on-the-fly as detailed in the opening post.

Mon, 2016-09-12 00:18
Reality Glitch
Reality Glitch's picture
Wed, 2016-09-28 16:01
loopsorspool
loopsorspool's picture

Let's see if I can get this right.

Test Character
Player: loopsorspool
Name: Raxine
High Concept: Homunculi Researcher
Raxine loves her books. The more pages the better because everyone knows, the thickest books have the most knowledge. She has an affinity for the cold and may or may not have a soul. A side benefit of being a homunculus is the rather fluid nature of their physiology. The changes they put themselves through can take up to two years to complete sometimes. Changes Raxine has put on herself include, increase metabolism, increased lung capacity and the ability to go without sleeping for long lengths of time. The last change isn't fully complete yet so she always looks tired.

Trouble: Unnatural
Being made of the same stuff humans are, does not make one human. Most people are rather unnerved by her. Animals are generally hostile to her. Aside from that, most religious groups think of her as an abomination to the natural order.

Origins: Care Giver
For the first five years of her existence, she took care of her creator. An old man who when blind and can no longer leave his house due to his frail condition. This is when her fascination with books began.she would read for hours at a time, pretending that she was the one having the adventures instead of couped up in an old house.

First Planeswalk: Near-Death Experience
Turns out that the old man she was taking care of was a planeswalker, he gave his spark to her during his last few weeks of life. Raxine didn't know what she had received at the time. About a month after the old man had passed, the house was attacked by werewolves. The werewolves landed a blow or two but before a crippling blow was dealt she was flung from that realm to another one.

Cross Paths: Professional Interest
Raxine always believes that each person you meet has some knowledge that you don't. In this case, it was Agree with this wish based magic. She is still a little hazy about what exactly wish magic is but is eager to learn and sought out Agree to learn from the wish master himself. Maybe she can get her wish granted.

Great: Investigate
Good: Lore, Notice
Fair: Green, blUe, Athletics
Average: White, Athletics, Red, Burglary
[-1]Fluid Nature (Magic. Species. Spells targeting Raxine have +2.)
[-1]Personal Magic Item (Magic. Extra. Three Improvements to create an artifact or legendary artifact attached to this character.)
[-1]The Eye Sees All Paths. (You may not know everything, but you always know how to find out. When looking for a fairly specific piece of information, you may give the GM a fate point to be told the closest place you can go to find out, no matter how obscure or lost the information is. Once per scene.)
[-1]Always a Way Out. (+2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location)

Refresh: 4

Physical [ ][ ]
Mental [ ][ ]
Social [ ][ ]
Mana [ ][ ][ ]

Epilogue (Weapon:1 Shepard's crook)
Improvements: Rugged (Indestructible), Focus: Green(+1 to green skill while equipped), Focus: blUe (+1 to blue skill while equipped)
The crook has a bell on the end.

Psychic. . . Apparently.
The Feedback Loop
Drawn Ask Blog

Wed, 2016-09-14 23:56
Reality Glitch
Reality Glitch's picture

loopsorspool wrote:
Trouble: Soul?
Unnerving or Unnatural would make a better aspect.
loopsorspool wrote:
Turns out that the old man she was taking care of was a planeswalker, he gave his spark to her during his last few weeks of life.
Ah, good. That gets around the "artificial life can't have sparks" clause.
loopsorspool wrote:
Average: Escape, Lockpick
Escape is either stealth, athletics, or burglary depending on what your escaping from, and lockpicking is a part of Burglary.
loopsorspool wrote:
[-1]Fluid Nature (Species. Spending a fate point allows you increase one skill's rank once and lower another skills rank once. This effect is permanent)
This one's too much. While it won't ever be a truely permanent effect, your spellcasting could do something similar.
loopsorspool wrote:
[-1]Augment (Magic. Once per scene, increase a skill roll by +1)
Again, covered by regular spellcasting.
loopsorspool wrote:
[-1]:Unerve (Species. Passive. All rolls against Raxine get -1. Raxine gets -1 to all social rolls.)
This one is also to much, and social conflict is attacking someone's reputation, which wouldn't be to great to begin with for Raxine given the character's concept. However, saying "Roll Homunculus instead of provoke to mentally attack someone." fits the concept much better.
loopsorspool wrote:
Refresh: 5
Refresh: 4
loopsorspool wrote:
Mental [ ][ ][ ]
Mental stress is covered by Will, which is at Mediocre (±0) for Raxine right now. Also, I'm switching stress boxes from "[ ]" to "O".
loopsorspool wrote:
Epilogue (Weapon:1 Shepard's crook)
Improvements: Rugged (Indestructible), Focus: Green(+1 to green skill while equipped), Focus: blUe (+1 to blue skill while equipped)
The crook has a bell on the end.
Looks good.

Thu, 2016-09-15 02:45
Yoshi
Community Award
Yoshi's picture

"Blood is not just a way to survive; it is an enjoyment."

Yumsech, Blood Connoisseur

Player: Yoshi

High Concept: Civilized Leech that Tastes Blood on a Usually Consensual Basis (I have to shorten this don't I)

Troubles:

- Animalistic Desires. Despite his attempts at abandoning his bloodthirsty savagery, Yumsech is still a leech. This means that it's a struggle to control the urge for him to feed.

- Grotesque appearance. Yumsech's appearance can be a source of distress for many others and often gets in the way of his attempts at negotiating peacefully. Worse yet, Yumsech doesn't really understand why people dislike him.

Origin: Yumsech hails from Alara, in Jund. He was just an ordinary leech that indiscriminately drank blood.

Spark: Yumsech sparked during the Conflux, when the shards merged. The grounds of his kin were taken over by the beasts of Naya on one side and the horrors of Grixis on the other. The grief (well, as much grief as a leech could feel anyways) and the survival instinct not to be killed somehow ignited Yumsech's spark.

Cross Path: I'll do this a bit later when I know everyone else's characters.

Skills
4 Points: Empathy (4 Points)
3 Points: Blue mana symbol, Provoke (6 Points)
2 Points: Black mana symbol, Fight, Notice (6 Points)
1 Point: Physique, Athletics, Deceive, Notice (4 Points)

Stunts:

Emotional Deception: When he first started out tasting the blood of other beings, he found that they 1) Really didn't like when he tried to nibble on them and 2) Found out that they really disliked being approached by him. This resulted in his attempts to gradually find a way to keep people from fearing him for long enough so that he could take their blood. Emotional Deception is a stunt that allows Yumsech to cast illusion magic or spells that manipulate emotions using his Empathy stat rather than his Lore stat.

Bloodsucker: Yumsech is a leech. This means that upon successfully making an attack with a +2 or better result, Yumsech may spend a fate point to give into his primal instincts through the taste of blood. While in his primal state, Yumsech loses access to Emotional Deception but gains the ability to cast combat spells and spells intended for harm using his Fight stat rather than his Lore stat. Yumsech remains in said state for the rest of the scene.

Grotesque Empathy: Yumsech can relate to being a social outcast. As such, he gets +2 on Empathy roles against NPCs that would be considered social outcasts in their society.

Bloodscent: Yumsech gets a +2 on Notice rolls when it comes to noticing corpses or other objects/characters that would have bleeding wounds/spots.

Refresh: 4

Not sure how stresses work.

Hopefully I got this half right?

December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."

I stand with the specimen.

Thu, 2016-09-15 04:00
loopsorspool
loopsorspool's picture

Fixed.
Changes made include:
- "Soul?" changed to "Unnatural."
- Escape and lock pick replaced by Athletics and Burglary.
- Fluid Nature changed to be +2 to target self.
- Augment replaced with The Eye Sees All Paths.
- Unnerve replaced by Always a Way Out.
- Refresh fixed.
- Mental stress fixed.

Psychic. . . Apparently.
The Feedback Loop
Drawn Ask Blog

Thu, 2016-09-15 04:18
Reality Glitch
Reality Glitch's picture

Yoshi wrote:
(I have to shorten this don't I)
Yes. Why don't you just make the High Concept Blood Connoisseur.
Yoshi wrote:
Troubles:
You only get one.
Yoshi wrote:
Origin: Yumsech hails from Alara, in Jund. He was just an ordinary leech that indiscriminately drank blood.

Spark: Yumsech sparked during the Conflux, when the shards merged. The grounds of his kin were taken over by the beasts of Naya on one side and the horrors of Grixis on the other. The grief (well, as much grief as a leech could feel anyways) and the survival instinct not to be killed somehow ignited Yumsech's spark.

These are no-goes for two reasons: A. This isn't an aspect, this is the backstory that would go with it. 2. [card]Putrid Leech
es can't have sparks because they aren't sapient. Making it a Leech from a plane where leeches are normally sapient would be fine. You'll need to make up a plane on order to do so, though.
Yoshi wrote:
Emotional Deception: When he first started out tasting the blood of other beings, he found that they 1) Really didn't like when he tried to nibble on them and 2) Found out that they really disliked being approached by him. This resulted in his attempts to gradually find a way to keep people from fearing him for long enough so that he could take their blood. Emotional Deception is a stunt that allows Yumsech to cast illusion magic or spells that manipulate emotions using his Empathy stat rather than his Lore stat.
The proper templating in that would be: Emotional Deception (Magic. Empathy. Use Empathy instead of Lore to determine the complexity of spells you cast that manipulate people's senses or emotions.)
Yoshi wrote:
Bloodsucker: Yumsech is a leech. This means that upon successfully making an attack with a +2 or better result, Yumsech may spend a fate point to give into his primal instincts through the taste of blood. While in his primal state, Yumsech loses access to Emotional Deception but gains the ability to cast combat spells and spells intended for harm using his Fight stat rather than his Lore stat. Yumsech remains in said state for the rest of the scene.
Ew! Just, ew. How about one or both of these two? --
  • BloodFrenzy (Magic. Fight. When an aspect related to your desire to consume the blood of the living is compelled, you may use Fight instead of Lore to determine the complexity of spells you cast spells that cause bodily harm.)
  • BloddDrinker (Fight. Whenever you inflict a physical consequence related to spilling their blood to an opponent you are physically touching, you may reduce the severity of a consequence of the same severity as the one inflicted.)
Yoshi wrote:
Grotesque Empathy: Yumsech can relate to being a social outcast. As such, he gets +2 on Empathy roles against NPCs that would be considered social outcasts in their society.
I love it! Probably better than what I might have tried to design for that spot.
Yoshi wrote:
Bloodscent: Yumsech gets a +2 on Notice rolls when it comes to noticing corpses or other objects/characters that would have bleeding wounds/spots.
Looks good.
Yoshi wrote:
Not sure how stresses work.
Each track starts with two boxes. (Which I will represent from here on out with ⚪ for unchecked boxes and ⚫ for checked boxes.) Any stress you don't take as consequences will mark off the corresponding stress box. (The first box on each track takes one, the second take two, and so on.) If that box is already checked, the next box down the line is checked instead. (If you have ⚫⚪⚫⚪, a 1- or 2-stress hit would check the second box and a 3- or 4-stress hit would mark off the fourth box.) If you take stress greater than the unchecked box on that track of the greatest value, you are taken out of the conflict. (Short of character death (which is decided by that character's player), the attacker chooses what happens to you as a result of being "taken out", within the reasonabilitiy of the track that that caused it. (Incapacitated in a physical conflict, losing a debate or physically leaving the scene in a mental conflict, having your reputation utterly destroyed in a social conflict, and being unable to spellcast in a mana conflict.))

Thu, 2016-09-15 04:25
Reality Glitch
Reality Glitch's picture

@loopsorspool: If everyone get the benefit of Fluid Nature, then it's fine, but if it only works on your own spells, then you'll have to specify a specific kind of spell it applies to. As for The Eye Sees All Paths, I'll alow it if it's usable only once per scene.

Thu, 2016-09-15 07:37
thehuw
thehuw's picture

Why does Szetsh have a "snake" skill? Is this campaign using species skills? If so, you should probably clarify that, since it's a very optional rule.

Red mana symbolWhite mana symbolBlack mana symbol
Set Huwb
They/them pronouns, please.
Praise Vectron.

Thu, 2016-09-15 16:02
Reality Glitch
Reality Glitch's picture

I did. It's under the Other Notes section in the opening post.

Thu, 2016-09-15 21:32
Yoshi
Community Award
Yoshi's picture

How close are we abiding to canon MTG? Cause I'm pretty sure it wouldn't be too much of a stretch to say a leech could get a spark. Granted, canon doesn't have any nonsapient origin planeswalkers, but I think nonsapient walkers that gradually become closer to human while having to struggle with the urges and the first impressions associated with their less sapient brethren is quite interesting.

December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."

I stand with the specimen.

Thu, 2016-09-15 22:01
Reality Glitch
Reality Glitch's picture

I'd rather we stick to canon as close as possible, at least in broad strokes like what can have a planeswalker spark.

Thu, 2016-09-15 22:10
loopsorspool
loopsorspool's picture

How do you mean Glitch? Everyone gets to target themselves easier or everyone can target me easier?

Psychic. . . Apparently.
The Feedback Loop
Drawn Ask Blog

Tue, 2016-09-27 20:34
Reality Glitch
Reality Glitch's picture

Either way.

Wed, 2016-09-28 16:01
loopsorspool
loopsorspool's picture

Ok, I'm ready whenever. Provided I'm not in the middle of a class.

Psychic. . . Apparently.
The Feedback Loop
Drawn Ask Blog

Wed, 2016-10-26 15:01
Reality Glitch
Reality Glitch's picture

Bumping for more players.

Fri, 2016-10-28 01:37
Vunik
Vunik's picture

Just a note: I'm reading through the SRD, and may be interested in joining. I'll post my character if I end up doing so.

Vunik's Neverending Hub

TWOK is the best!

Fri, 2016-10-28 02:31
Reality Glitch
Reality Glitch's picture

Cool. Good to have you.

Sat, 2016-10-29 06:33
Vunik
Vunik's picture

Name: Raydek

High Concept: Protector at All Costs
-- Raydek has failed to protect those he cares about one too many times, one of which causes his spark to ignite. Now, following the trail of a conspiracy, he's determined that no one else will die underneath his watch.

Trouble: Annoying Wise Guy
-- While he is incredibly knowledgeable, Raydek has a habit of talking mystically and cryptically, much to the annoyance of enemies and allies alike.

Origin: Used to Plotting
-- Born on Fiora, Raydek has had more experience than most dealing with the machinations of conspiracies and the court (partially due to his mixed blood).

Sparking: Murdered In Front of Me
-- One night, while walking around the streets of Fiora with his parents, mysterious figures descended, blades flashing in the moon light. While most of the night is hazy at best, the image of his parents bleeding out before him, and then fading into the Blind Eternities, will haunt him forever.

Great: Notice
Good: White, Black
Fair: Empathy, Provoke, Rapport
Average: Blue, Fight, Shoot, Stealth

[-1]Presense (Notice. Whenever Raydek roll a -3 or a -4 on Notice roll, I may reroll without paying a fate point. Only once per scene.)
[-1]Familiar With the Dark (Stealth. If Raydek is attacking an unaware opponent in dim or less lighting, he may use his Stealth instead of his Fight on the result of the attack roll. Must be declared before roll is made.)
[-1]Sigils of Protection (Magic. Once per exchange per spell in the same zone as you, you can invoke Protector at All Costs" to add +2 to any passive resistance against that spell.)
[-1]Personal Magic Item (Magic. Extra. Three Improvements to create an artifact or legendary artifact attached to this character.)

Refresh: 4

Physical ⚪⚪
Mental ⚪⚪
Social ⚪⚪
Mana ⚪⚪⚪⚪

Recreance (Armor:1 Pendant)
Improvements: Rugged (Indestructible), Honorable (+1 to White rolls), Extra Eye (Pay 1 fate point to gain +1 to Notice)
Pedant with a large white gemstone set in it

I think I did this right... Completely unsure on power levels, etc.

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-10-29 04:16
Reality Glitch
Reality Glitch's picture

Vunik wrote:
-- One night, while walking around the streets of Fiora with his parents, mysterious figures descended, blades flashing in the moon light. While most of the night is hazy at best, the image of his parents bleeding out before him, and then fading into the Blind Eternities, will haunt him forever.
So....he's Batman?
Vunik wrote:
[-1]Presense (Notice. Whenever Raydek roll a -3 or a -4 on Notice roll, I may pay a fate point to reroll, to represent that the roll was a "possible future" Raydek may have seen. Only once per scene.)
This is already something you do normally. If you want you can instead say "Once per scene, you may reroll the dice without spending a fate point."
Vunik wrote:
[-1]Familiar With the Dark (Stealth. If Raydek is attacking an unaware opponent in dim or less lighting, he may add his Stealth to the result of the attack roll. Must be declared before roll is made.)
Sorry, but adding two skills together is a bit much. Stealth instead of Fight would be fine though.
Vunik wrote:
[-1]Sigils of Protection (Magic. If you being targeted by a red or green spell, that spell must pass an additional passive resistance equal to your White skill.)
Stunts are worth about +2 in effect, so It has to be either a Fair (+2) passive opposition or rolling blUe to defend against any spell. (I will allow the stunt's effect to allow Great (+4) passive opposition with the invocation of an aspect that you link to the stunt. i.e. "Once per exchange per spell in the same zone as you, you can invoke Protector at All Costs" to add +2 to any passive resistance against that spell.")
Vunik wrote:
Mana ⚪⚪⚪
With Good (+3) White/Black, your mana stress is at ⚪⚪⚪⚪.
Vunik wrote:
Temporal (Pay 1 fate point to gain an extra action)
Breaking the action economy is almost never an O.K. thing. A +1 to Athletics or a +1 to Notice would work though.

Sat, 2016-10-29 06:33
Vunik
Vunik's picture

...Didn't realize the similarities to Batman in his backstory...
Changes:
--Presense to "Once per scene, you may reroll the dice without spending a fate point."
--Familiar With the Dark replaces Fight with Stealth.
--Sigils of Protection changed to your recommendation.
--Fixed mana.
--Changed Temporal to "Extra Eye (Pay 1 fate point to gain +1 to Notice)"

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-10-29 19:22
Reality Glitch
Reality Glitch's picture

Two characters down. I'd like at least one more before we start.

Sun, 2016-11-13 22:58
Mocandragon5
Mocandragon5's picture

If this is still open, let's see if this works.

Spoiler:
Name: Aarak

High Concept: Aven Student of the Multiverse
Aarak feels that only through knowledge and wisdom can one achieve true greatness, an idea that sprouted due to being an aven monk of the Jeskai Way, and as such went on a mission to learn the most he could about the various planes in the multiverse, and write a guide-like tome which contains all the details he learns, so he may share his knowledge with others of a similar goal.

Trouble: Ever Inquisitive
Aarak's constant want for knowledge can cause him to question anything he comes across which has even the slightest difference to something he knows, that he seems to always e asking questions, which get in the way of applying his current knowledge to a task where he doesn't know everything.

Origin: Disciplined Monk
Due to years of training in a Jeskai monastery, Aarak can easily slip into a meditative state and has great control over his own mind and body.

Sparking: Self Questioning
After discovering that the other clans harboured others of his kind, he grew inquisitive. After learning the differences between the Jeskai and Abzan, Sultai and Temur aven, Aarak felt a sense of discovery as well as a feeling that there was always more to discover beyond what one thought. This revelation of sorts caused him to spark as he thought over it on his return to the monastery.

Great: Will
Good: Lore, Athletics
Fair: White, Blue, Bird
Average: Notice, Red, Rapport, Contacts

[-1] Mind Over Matter (Will. Allows Aarak to take one point of physical stress as mental stress or a physical consequence as a mental consequence once per scene.)
[-1] Winged Grace (Species. Athletics. Allows Aarak to use Athletics to fly by spending a fate point.)
[-1] Magical Experience (Magic. Grants a +2 bonus to a defensive roll against blue or white magic once per scene.)
[-1] Personal Magic Item (Magic. Extra. Three Improvements to create an artifact or legendary artifact attached to this character.)

Refresh: 4

Physical: ⚪⚪
Mental: ⚪⚪⚪⚪
Social: ⚪⚪
Mana: ⚪⚪⚪⚪

Equipment:
Aarak's Legacy (Equipment:1 Tome)
Improvements: Rugged (Indestructible), Curiosity (+1 to Blue rolls), Extensive Research (Pay 1 fate point to gain +1 to Lore)
A leather-bound tome with golden script engraved on the cover.

I think this seems about right.

Mon, 2017-01-16 23:11
Reality Glitch
Reality Glitch's picture

Oh! Wow! I was dead for a while ther, but I' alive now. Let's take a look.

Spoiler:
Vunik wrote:
--Familiar With the Dark replaces Fight with Stealth.
Please note that with your Stealth equal to your Fight this stunt doesn't do anything.
Vunik wrote:
--Changed Temporal to "Extra Eye (Pay 1 fate point to gain +1 to Notice)"
No need for the fate point expenditure. (i.e. General Enchancement (+1 to Notice.))
Spoiler:
Mocandragon5 wrote:
Due to years of training in a Jeskai monastery, Aarak can easily slip into a meditative state and has great control over his own mind and body.
This could use more description, but is sufficient as is.
Mocandragon5 wrote:
Sparking: Self Questioning
After discovering that the other clans harboured others of his kind, he grew inquisitive. After learning the differences between the Jeskai and Abzan, Sultai and Temur aven, Aarak felt a sense of discovery as well as a feeling that there was always more to discover beyond what one thought. This revelation of sorts caused him to spark as he thought over it on his return to the monastery.
Sparks are ignited by the throws of strong emotion, positive or negative. While what you have is valid, it is incomplete; describe this emotion in a way that evokes it (or at least empathy of or sympathy for it) in the reader.
Mocandragon5 wrote:
[-1] Mind Over Matter (Will. Allows Aarak to take one point of physical stress as mental stress or a physical consequence as a mental consequence once per scene.)
Very interesting; I like it. Just remember that the three consequences you start out with are for all four stress tracks.
Mocandragon5 wrote:
[-1] Winged Grace (Species. Athletics. Allows Aarak to use Athletics to fly by spending a fate point.)
No need to spend a fate point, Aarak can just fly.
Mocandragon5 wrote:
[-1] Magical Experience (Magic. Grants a +2 bonus to a defensive roll against blue or white magic once per scene.)
You need to specify to what skill this grants a +2 defend vs W/U; will probably need to change the name of the stunt to reflect the chosen skill. (Note: Lore won't be used as a defense often enough to be worth it.) Also, instead of once per scene, either choose white or blue to defend against or +1 to defend against either.
Mocandragon5 wrote:
Social: ⚪⚪
You actually get three boxes from your Average (+1) Rapport.
Mocandragon5 wrote:
Mana: ⚪⚪⚪⚪
You only get three boxes for your Fair (+2) White or blUe, Will is for spell requiring colorless mana and colorless is not a color.
Mocandragon5 wrote:
Aarak's Legacy (Equipment:1 Tome)
Improvements: Rugged (Indestructible), Curiosity (+1 to Blue rolls), Extensive Research (Pay 1 fate point to gain +1 to Lore)
Aaral's Legecy (Tome)
Improvements: Rugged (Indestructible), General Enchancement (+1 to blUe), General Enhancement (+1 to Lore)

Mon, 2017-01-30 16:53
Shinobi-San

How will progression work

Tue, 2017-01-31 00:28
Reality Glitch
Reality Glitch's picture

There will be minor, moderate and Major milestones whose frequency depends on the current state of the narrative, but expect it to be slow but worth the wait.