Involuntary Hiatus

So. You may have noticed that there wasn’t a Monday Monster or a Wednesday Warrior post last week. Unfortunately there most likely be posts this week either.

I won’t bore you with too many details, but “real life” has snuck up on me and taken away nearly all of my free time. Most notably in the form of my infant daughter, whose sleep schedule had suddenly changed. Time I used to spend making Fate character sheets is now spent trying to put her to sleep so that my wife gets a break.

I have notes for future Monday Monsters and Wednesday Warriors posts written up. I even have the beginnings of an adventure scenario, similar to the one in Masters of Umdaar. I just need to find the time to set up the PDFs in Adobe In Design.

Thanks for sticking with me. I’m going to try and have posts for you all next week. I’ll also try and make up for the missed weeks with something special for Halloween.

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Involuntary Hiatus

Wednesday Warriors: Tiefling Crusader

I talked last week about the difficulty in emulating the healing abilities of clerics and paladins from Dungeons & Dragon style fantasy games in Fate. This week’s character was made long before the half elf cleric, and instead of dealing the issue, I just sidestepped it. Which is why, despite being a paladin, the tiefling crusader has no healing abilities. Instead, the character is more like a holy knight, rather like the avenger class from Dungeons & Dragons 4e, with their divine power being channeled into offensive stunts.

One of the character’s aspects, My Horns And My Heritage Mean Nothing, came about due to my confusion regarding tieflings in D&D. Every D&D book I’ve read that includes tieflings as a playable race says they are mistrusted and feared because of their infernal heritage. Yet tieflings get a bonus to their Charisma. That has never made sense to me. If Charisma is the stat which matters for social interaction skills like Bluff, Diplomacy,  and Persuade, won’t people be less likely to be swayed by someone from a group that is described as being “universally mistrusted and reviled”? I’ve never been able to square that in my mind. So the My Horns And My Heritage Mean Nothing aspect is the character telling themselves their infernal ancestry doesn’t matter for the profession they’ve chosen. Their other aspects are fairly straightforward. One that forces them to seek out evil; one about the divine power they’ve been called to serve; and one about their consecrated armor, their most notable piece of equipment.

The crusader’s stunts were fairly easy to come up with as well. Once I knew I was focusing on the offensive powers, a “smite” type stunt seemed obvious. Doing extra damage against supernatural opponents is a classic paladin ability, and in Fate the foe’s type would be determined by an appropriate aspect. (It’s worth pointing out that a player technically can create an advantage to attach an aspect like Infernal or Undead onto an opponent, allowing the crusader to use their Holy Smite stunt on something they normally shouldn’t. This is a case of “follow the fiction” though, meaning the player needs a very good reasons as to why their character can do something like this. A necromancer or some kind of transmuting-based magician might be able to do it with a spell, but generally speaking, characters shouldn’t be able to turn some hapless villager into a demon with a snap of their fingers.)

The stunt Face Me Cur! came right out of the Fate Core book, and was too appropriate not to use. I imagine the crusader getting in opponent’s faces, drawing their attention away from other characters as a way to protect them. A stunt making it harder for an opponent to affect the mental state of the crusader seemed like a good choice, and was a nice defensive stunt to balance the other two.


Tiefling Crusader

High Concept: Domineering Tiefling Crusader
Motivation: I Must Cleanse The World of Corruption
Aspect: My Horns And My Heritage Mean Nothing
Aspect: Bahamut’s Most Fanatical Zealot
Aspect: Consecrated Heavy Plate Armor and Shield

Approaches:

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

Stunts:

  • Face Me, Cur!: Because I know how to provoke my foes, after I issue a challenge by Flashily creating an advantage on my opponent, I may use a free invoke to become the target of that character’s next relevant action, drawing their attention away from another target.
  • Holy Smite: Because I can channel divine energy through my weapon, I get +2 to Forcefully attack a supernatural opponent, represented by an aspect such as Corrupted, Demonic, Infernal, or Undead.
  • Unshakable Faith: Because I can recite the Liturgies of Faith, whenever an opponent attempts to create an advantage affecting my mental state, such as Afraid, Confused, or Charmed, I get +2 to Carefully oppose their action.

Stress: ▢ ▢ ▢
Consequences:

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

You can download the Domineering Tiefling Crusader as an A4-sized PDF or a letter-sized PDF.

Domineering_Tiefling_Crusader_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: Tiefling Crusader

Monday Monsters: Fire Giants & Hellhounds

The fire giants and hellhounds made by Printable Heroes are some of my favorite paper minis. Despite running a poll on Twitter to see what monster I should do next (Kobolds won by the way) I felt compelled to do these giant monsters first. They’re just so awesome and imposing.

Both the greatsword wielding fire giant soldier and the twin tower shield carrying fire giant juggernaut are definitely threats. One of the enemy types detailed in the Fate Adversary Toolkit, threats are opposing characters that the characters have to focus their attention on. Unlike hitters, threats can absorb a lot of damage and hang around longer than their glass cannon counterparts. Threats have big stress tracks, multiple consequence slots, and stunts that emphasize their durability.

For the fire giant juggernaut, that was relatively easy. The monster wields two giant tower shields like a bulldozer, so its stunts are all about pushing opponents around, being really hard to damage, and providing cover for allies. Characters are going to want to focus on the juggernaut and take it down quickly, because other enemies in the same zone are going to survive longer and become more of a nuisance.

Known for dragging chained captives back to their flaming fortresses, the fire giant soldier has a stunt that increases the opposition by +2 whenever someone tries to break free of their manacles. The monster still has to get the restraints onto a character with a create an advantage action, applying an appropriate aspect on the victim. I considered a stunt that increased the monster’s defense roll while it had a chained captive (representing the giant pushing the victim in the way of potential attackers), but decided against it. The fire giant juggernaut already had a stunt that increased its defense, and I didn’t want them to be too similar.

The giants are also huge with a weight of 4. Against a single character, a giant outweighs a hero by 4 to 1, allowing it to change two of its dice to [+] after rolling. Even when facing two characters at once, a giant weighs more than double the opposition. That’s a big advantage.

The hellhounds are just fair filler enemies. They’re meant to be grouped up in packs that the characters can wade through to feel awesome, but unlike the human bandits from last week, I did give the hellhounds a once per conflict stunt.


Fire Giant Soldier

High Concept: Huge Fire-Resistant Jötunn
Motivation: I Must Bring Captives to Muspelheim
Aspect: Ruthless Militaristic Brute
Aspect: Searing Heavy Plate Armor

Approaches:

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

Stunts:

  • Ensnaring Chains: Because the neck irons chained to my belt are made from fire giant-forged steel, whenever a character tries to break free of these manacles, such as when overcoming a Chained, Manacled, or Trapped aspect, the opposition increases by +2.
  • Giant Greatsword: Because I swing my huge blade in great sweeping arcs, before making a Forceful attack with my sword, I may reduce my roll by two shifts to attack everyone in my zone. (I make a single roll against everyone else in my zone.)

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

  • Mild (2):
  • Mild (2):

Fire Giant Juggernaut

High Concept: Huge Fire-Resistant Jötunn
Motivation: I Must Block the Path to Muspelheim
Aspect: Ruthless Militaristic Brute
Aspect: Searing Heavy Plate Armor and Shields

Approaches:

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

Stunts:

  • Living Bulldozer: Because I strike with tremendous force, when I succeed with a Forceful attack with my tower shields, I may push the defender into an adjacent zone. I may then follow the defender or stay in my zone.
  • Unassailable: Because I present no opening for my opponents’ weapons, I gain a boost when I Carefully defend against a melee attack with my tower shields. If I succeed with style, I may spend a Fate point to attach an On Fire! aspect with two free invokes on my attacker.
  • Wall of Steel: Because my flaming tower shields grant protection to those
    nearby, any allies in my zone suffer one less stress from physical attacks.

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

  • Mild (2):
  • Mild (2):

Hellhound

High Concept: Medium Infernal Canine

Approaches:

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

Stunts:

  • Flame Breath: Because I can exhale a cone of fire, I can Flashily attack opponents up to a zone away and can never become Unarmed. The first time in a scene I attack this way, I add +2 to the attack.

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


You can download the Fire Giants & Hellhounds as an A4-sized PDF or a letter-sized PDF.

FireGiants_A4

The NPC illustrations are the free paper minis made by Paper Forge. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs and B&W versions, and for $2 a month you get access to multiple color options. That’s well worth checking out.

Monday Monsters: Fire Giants & Hellhounds

Wednesday Warriors: Half Elf Cleric

Towards the beginning of the month I got a request on Twitter to make a cleric. Along with the fighter, the thief, and the wizard (and perhaps the bard), the cleric is a classic Dungeons & Dragons fantasy archetype. But I was somewhat hesitant to make one. Part of that reluctance was because I’d already made a Dwarven runepriest, which I rather envision being like a cleric. I also have a Tiefling crusader that will be posted in the coming weeks. But a bigger part of my reluctance was due to how Fate handles damage and injury.

In Fate, damage and injury, whether physical, mental, or something else, is represented by stress. Stress is temporary damage; fatigue, bruising, embarrassment, or something else, depending on the source of the attack. Characters have stress boxes, and mark off a box or equal or greater value to the stress they suffer. Regardless of how much stress a character takes though, it all goes away after they’ve had a chance to catch their breath and relax, usually at the end of the scene. If a character is dealt stress but the player can’t mark any of their stress boxes to absorb the, they get taken out of the scene. That means their opponent gets to decide what happens to them, and in a Fate fantasy game that’s inspired by D&D and Pathfinder, getting taken out probably means the character is killed. Or at the very least captured.

Characters also have a number of consequence slots. A player can mark a consequence slot to absorb a number of points of stress; 2 for a mild, 4 for a moderate, or 6 points of stress for a severe consequence. Unlike stress boxes though, consequence slots don’t clear so quickly. Mild consequences clear after a whole scene, moderate after a whole session, and severe after a whole scenario. On top of that, consequences are aspects that can be invoked and compelled like any other. But as consequences are aspects, a player will earn a Fate point when an opponent invokes them, or someone compels them. They are part of the Fate point economy, and allowing players to clear Consequences too quickly deprives them of those Fate points.

I’m discussing all this because one of the most common abilities of D&D style fantasy clerics is the power to heal injury. Emulating that in Fate was causing me problems given how stress and consequences work, so I just avoided making a cleric. But I’m never one to turn down a (reasonable) request, and I think I found a decent solution.

The Lay On Hands stunt allows the cleric an attempt to overcome the target’s consequence. If successful, rather than being completely removed, the severity of the consequence decrease by one level. Severe to moderate, moderate, to mild, and mild to gone. The difficulty to reduce the consequence increases with the level of the consequence being healed, and the stunt costs a Fate point to use. With a Fair Careful approach , the cleric will more than likely succeed at clearing a mild consequence, will need to invoke an aspect to reduce a moderate consequence, and will need to invoke several aspects or have help to reduce a severe consequence.

It’s an expensive stunt to use, but I feel that’s necessary to prevent the cleric from being able to completely heal people multiple times a session. Players choose when to take consequences, and like anything in Fate, aspects chosen by the player are things they think are interesting. They should hang around for a bit so players get to make those choices matter.

 


Half Elf Cleric

High Concept: Resolute Half Elf Celric
Motivation: I Must Succor Those in Need
Aspect: Born Amid the Boughs of Brambleholme
Aspect: Trained at the Temple of Nitria
Aspect: Steel-shod Holy Staff of St. Pachomius

Approaches:

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

Stunts:

  • Front-line Faith: Because I am a capable melee combatant, whenever I Forcefully defend against a physical attack, I suffer one less stress.
  • Lay On Hands: Because I magically knit the flesh of my allies with a touch, I can spend a Fate point to Carefully overcome a Consequence representing physical injury on another character. The opposition is equal to the level of the Consequence (2, 4, or 6), and if successful, the Consequence’s severity is reduced by one level, or cleared if Mild.
  • Turn Undead: Because I can channel divine light, I can Flashily create an advantage on every Undead character in my zone, giving a Disrupted, Panicked, or Weakened aspect to each defender I succeed against.

Stress: ▢ ▢ ▢
Consequences:

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

You can download the Resolute Half Elf Cleric as an A4-sized PDF or a letter-sized PDF.

Resolute_HalfElf_Cleric_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: Half Elf Cleric

Monday Monsters: Human Bandits

Apart from the ghoul, ghast, and gray ooze, all of the Monday Monsters I’ve made so far have been large, solo creatures. While you can certainly include multiple big monsters in a scene, and should for climactic battles, sometimes you want to include hordes of enemies the player characters can wade through relatively easily to feel like badasses.

That’s where filler NPCs come in. Fillers are one of the new enemy types introduced in the Fate Adversary Toolkit along with threats, hitters, and bosses. Fillers have only a few aspects, a few skills, no stunts, and a fairly small number of stress boxes. They’re not meant to put up a fight, even in large groups. In fact, they’re called fillers because you can fill a scene with them and still not overwhelm the player characters.

As I haven’t done low-level mooks before, I was looking for a chance to make some, and the Bandits Pack of paper minis by Paper Forge seemed like a good opportunity to do so. I seriously considered giving these bandits a stunt (maybe a bonus to avoid being disarmed due to their two weapons), or making the bandit arbalester a hitter rather than a filler, but decided not to. Not every monster or NPC can be important enough to warrant the extra mechanics, as fun as they are to make.

 


Bandit Thug

High Concept: Desperate Human Rogue
Motivation: I Must Not Be Caught Again

Approaches:

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

Weight: 1 (Medium)
Role: Enemy: Average Filler
Stress:


Bandit Arbalester

High Concept: Wary Human Rogue
Motivation: I Must Eliminate Threats Quickly

Approaches:

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

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


You can download the Bandits as an A4-sized PDF or a letter-sized PDF.

Bandits_A4

The NPC illustrations are the free paper minis made by Paper Forge. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs and B&W versions, and for $2 a month you get access to multiple color options. That’s well worth checking out.

Monday Monsters: Human Bandits

Diary of a Smalltown Dragon #1

Last Saturday we started our Monsterhearts 2 campaign. Monsterhearts is seriously one of my all time favorite roleplaying games ever, and I’m stoked we’ve finally started a new campaign! If you haven’t heard of Monsterhearts, it’s a roleplaying game about the messy lives of teenage monsters. Think Buffy the Vampire Slayer, Twilight, The Vampire Diaries, Ginger Snaps, Gossip Girl, The Craft, The Secret Circle, and Jennifer’s Body, and True Blood to name (more than) a few media examples. The characters are all teenagers, and all (usually) some form of supernatural creature: vampire, werewolf, fae, ghoul, witch, so there’s some similarities with the White Wolf and Onyx Path World of Darkness games.

But it’s not just about being a monster. In Monsterhearts, the main characters are both literal and metaphorical monsters. The Werewolf is both a werewolf and a metaphor for authority issues. The Ghost is an actual ghost and a metaphor for feeling isolated and invisible. The Ghoul is a reanimated corpse with a hunger, and a metaphor for thrill-seeking. I mentioned this before in my post about the two Skins I created for the game: The Oni and The Kitsune, but I think that double meaning makes the game really powerful. The game is also exploration of queerness; the monster as “other”, and sex and sexuality are a big part of the game. Monsterhearts incentivises and mechanizes flirting, turning other characters on, and sexual relationships to better emulate paranormal romance media. This game really opened my eyes to how a game’s mechanics can help create a certain play experience.

Sadly, we’ll only get to play once a month, cause “real life” is a pain and keeps us from meeting up more often. So to help tide myself over between sessions, and to help remember what happened on previous “episodes”, I’ve decided to start an in-character diary. These posts will be recaps of sessions from my character’s perspective, with some a few mentions of mechanics thrown in to explain things. Warning: there will be depictions of teenage sex and violence here, as well as strong language. Proceed with caution if you’re not into that kind of stuff.


Entry #1 – Monday, sometime around midnight

So, I haven’t kept a diary since like, elementary school, but today turned out to be a real shit show. I’ve heard that keeping a journal can help deal with your emotions or something, so I figured writing this stuff down might help me calm down. I’ve finished cleaning up all the broken glass in my room, Luckily nothing in my collection got damaged, but who the fuck throws a phone through someone’s bedroom window at eleven thirty at night? Seriously. Once I find out who’s responsible for this, head are going to roll.

Donna_Strickland
Donna Strickland: the dangerous, unblinking-eyed, 19 year old Wyrm whose heart got so black

Today started out normally enough, I guess. Woke up, showered, had breakfast, then just relaxed until it was time for my shift at the Speedway. I work two to nine on Mondays, which is OK, but it means I have to deal with all the kids stopping by after high school lets out. I should have gotten a job at the other Speedway, the one on the other side of town cause then I wouldn’t have to deal with freaks. But the commute would suck. And I wouldn’t get to see Vivian, my treasure.

I will possess her.

Anyway, the shit started around noon. I got a text from Stacy that something weird was happening on Channel One in homeroom. Those AV nerds messed up the tape for the class representative candidates or something. I didn’t really care, I just made sure she was still coming over after my shift finished. She was. Which is good because I have plans for Stacy.

Work fucking sucked. That weird guy Xavier was hanging around as usual. I have no idea what mud-boy wants, but something’s off with him. He shows up every day after school, buys a roll of Bubble Tape, then just sits at one of the tables watching me. Like he’s fucking studying me or something. It’s creepy. Vivian was there too but I couldn’t really talk to her. I was too busy cleaning up the mess that bitch Ingrid made and she ducked out on me. She’s so closed in on herself. Inaccessible. It’s irresistible. I will own her soon.

Ingrid. Ugh. What is that freak’s deal? She tries to buy a pack of Camel Lights with an obviously fake ID, then gets all pissy when I say I won’t sell to minors. I know she’s still a fuking junior, and when I scanned her ID it came up as some 40-something dude from Hawaii. No way. Instead of acting like a sane person, Ingrid gets all in my shit, then knocks over all of the candy racks by the door on her way out. One of the county police officers, Tim, was in the store to see her giant hissy fit. But he just asked if she was going to clean it up, then did nothing when she said “no”. Useless. I had to clean all that up. I’ve no idea where Ingrid came from, but I heard she lives in her car. That thing is a real piece of shit, too.

Vivian walked past while I was down on all fours trying to get a box of Mike & Ikes from under the counter. She looked… thinner than usual. Gaunt. I hope she’s OK. I like my possessions to be in perfect condition. I said “hi” and she said “hi” back, and I made some comment about how weird Ingrid is, and then then things kind of trailed off. She said she had to go, and ducked out. I watched her leave and saw Ingrid leaning into Evlylyn’s car right outside in the parking lot. What the fuck does Evlylyn want? Wait. That’s one of her flunkies over in line isn’t it? Sophie or something? Jesus. Ever since I snatched Evlylyn’s boyfriend away from her last year she’s been a fucking pain in my ass. I didn’t even want the guy. Not really. I just wanted him because she had him. And everything in this lame town belongs to me. Or will eventually. I bang on the window to tell them to fuck off and see Ingrid handing Evlylyn a cigarette. That homeless little whore didn’t even need that pack of Camels! She trashed the front of the Speedway for no goddamn reason!

As a perfect end to all this, Xavier comes over. He yells “Ingrid!”, knocks over another rack of chips, then runs out. What the fuck is wrong with people? They’re all on my shit list anyway. They’re all currency I’ll happily spend to buy what I really want: Vivian. I just need to discover their worth first.

20170916_184606
A shot of the table during the game. You can just barely see Ingrid’s portrait at the top.

The rest of my shift at the Speedway was pretty uneventful after Vivian, Xavier, Ingrid, and Evlylyn left. Thank god. Tim wandered off after doing nothing. I thought the cops were supposed to prevent stuff like Ingrid’s hissy fit from happening. He’s dropped a couple pegs in my book.

Stacy came over to my place at about 10pm. She’s a year younger than me and is still a senior at Childers High School, but she seems OK. Apparently there was this weird video in between the campaign messages for the student council representatives. Like the messages had been recorded over something else already on the tape, but bits of it came through. Something about a concrete wall, splashing liquid, and people arguing. I wasn’t really paying that much attention to what Stacy said, since that’s high school bullshit. I graduated from that dump last year and don’t really care what happens there anymore. I just wanted to show Stacy the new additions to my Collection.

I nonchalantly walked over to my wall of CDs while she was talking and casually ran my fingers across some of them. Her eyes got this hungry glow, and I knew she wanted something. Just like everyone else who sees my Collection. They always want something from my Collection, and I’m more than happy to give it to them. For the right price.

Stacy asked if I had the Batman Forever Soundtrack, which of course I did. I pulled the CD out of the rack, and she practically snatched it out of my hands. She spent a long time reading the tracklist over and over again, and I just let her stew in her own desire. I could smell it on her like cheap perfume. Finally I told her the CD was hers, if she did me a favor. If she found out where Ingrid lived. I knew Stacy would say yes before she even answered. People always want something from my Collection, and will do just about anything to get it.

That includes stealing it, so I have to constantly watch people around my hoard. Good thing I was paying attention too, because Stacy tried to walk off with that CD. It didn’t seem to be intentional; she was just so wrapped up her desire she hadn’t realized she was still holding onto the thing. I took it back, set it down on the dresser, and gently reminded her she could have it after she told me were Ingrid lives. She said she would, then backed out of my room and up the stairs (I live in the basement), not taking her eyes off that jewel case until she absolutely had to. With Stacy gone, I sprawled on my bed thinking about how I was going to get Ingrid back for that scene at the Speedway. Bitch should not have started shit with me.

Then, sometime around 11:30pm this phone comes crashing through my bedroom window. Glass goes everywhere, and the lid to my phonograph gets smashed. I don’t actually use the turntable part, but it’s a vital component of my audio system setup. You bet your ass I am going to find out who did this…

Diary of a Smalltown Dragon #1

Wednesday Warriors: Human Ranger

Another classic fantasy RPG character type I had to make is the bow-wielding ranger. While the idea for the stunts were fairly easy to come up with (a ranger’s areas of expertise are usually things like ranged combat, woodcraft and survival skills, and excellent vision), coming up with the wording for a few of them proved difficult. Not difficult because Fate couldn’t handle them, mind you. Difficult because I wanted to get them “perfect”, and perfect is the enemy of done.

I’ve mentioned before about how I like using “at the start of a conflict” stunts with monsters to help establish the feeling of being in the creature’s lair or home turf. But using it for character is a neat way to represent an effect that is “always on”, like with the High Elf Minstrel’s reputation. It can also represent the character doing something incredibly quickly, like with the ranger’s Already in My Sights stunt. If the player rolls well enough, the character can stack two free invokes on their first attack roll of the conflict, potentially ending things before they even really start.

The Expert Woodcraft stunt is kind of like two stunts in one. It comes into play when overcoming an obstacle and creating an advantage as long as the action is related to hunting and tracking. As it affects two different action types, I felt reducing the bonus to +1, instead of the usual +2, was a way to balance it against what other characters got. Eyes of a Hawk is a pretty standard stunt. It grants a +2 bonus to a specific approach when used in a certain narrow situation. I normally don’t like to double up on approaches or action types for a character’s stunts, but I’ve done both of those here: two of the stunts are about overcoming obstacles and two stunts rely on Quick.

None of the other approaches seemed to make sense for the Eyes of a Hawk stunt though.  Sometimes the best way to decide on the appropriate approach for an action (whether writing up stunts or adjudicating things while playing) is to decide which approaches don’t work. Flashy and Forceful don’t make any sense when the character is observing something. Sneaky doesn’t either, unless the stunt was about watching things while remaining hidden. Which it isn’t. Clever or Careful could have worked, but that would have implied spending time observing the character’s surroundings, which the stunt isn’t about either. That leaves only Quick. Which is fine. Hawks spot things quickly after all, right?

 


Human Ranger

High Concept: Swift Human Ranger
Motivation: I Must Enforce the Natural Order
Aspect: Raised by Wood Elf Druids
Aspect: Disciple of the Devourer Wurm
Aspect: Chameleon-Drake Scale Cloak

Approaches:

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

Stunts:

  • Already in My Sights: Because I can draw and aim my bow in the blink of an eye, at the start of a conflict, before anyone else acts, I may attempt to Quickly create an In My Sights advantage on one of my opponents.
  • Expert Woodcraft: Because I am skilled in woodcraft, I get +1 to Carefully overcome obstacles and create advantages related to hunting or tracking.
  • Eyes of a Hawk: Because I have the eyesight of a hawk, I get +2 to Quickly overcome aspects representing impairments to vision, such as long distances, fog or smoke, and dim lighting. (But not total darkness.)

Stress: ▢ ▢ ▢
Consequences:

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

You can download the Swift Human Ranger as an A4-sized PDF or a letter-sized PDF.

Swift_Human_Ranger_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: Human Ranger