Monday Monsters: Juvenile Dragons

I ran a poll on Twitter and Google Plus several weeks ago asking which monsters people wanted to see for future Monday Monsters posts. The Purple Worm and Juvenile Blue Dragon tied for second place and as I already had it statted up, I posted the Purple Worm first. But to make it worth the wait, I did something extra for the dragons.

That’s right. Dragons. I did juvenile versions of all five of the chromatic dragons; blue black, white, green, and of course, red. This will have to be a short post for now as it’s very late and I need to go to bed, but I’ll be updating it with notes tomorrow.


Juvenile Blue Dragon

High Concept: Large Juvenile Storm Dragon
Motivation: I Must Punish All Intruders of My Domain
Aspect: Exceptionally Vain And Arrogant
Aspect: Electricity Resistant Armor Scales

Approaches:

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

Stunts:

  • Dominating Presence: Because I issue irresistible commands, I get +2 to Forcefully create an advantage representing mental domination, such as Compelled, Influenced, or Swayed.
  • Fly-By Attacks: Because I attack on the wing, whenever I succeed with style on a Quick attack, I may forgo the boost to move up to two zones.
  • Lightning Discharge: Because I spit lightning, I can attack targets up to two zones away and can never become Unarmed. By spending a Fate point, I can Flashily attack every other character in my zone.

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

  • Mild (2):
  • Moderate (4):

Juvenile Black Dragon

High Concept: Large Juvenile Swamp Dragon
Motivation: I Must Make My Enemies Suffer
Aspect: Exceptionally Cruel And Malicious
Aspect: Acid Resistant Armor Scales

Approaches:

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

Stunts:

  • Acid Breath: Because I spit acid, I can attack targets up to two zones away and can never become Unarmed. Whenever I succeed with style on a Careful attack, I may forgo the boost to give the defender a Corroded, Dissolved, or Melted aspect with a free invoke.
  • Ambush Hunter: Because I attack from ambush, I deal +2 stress on a tied or better Sneaky attack while benefiting from an aspect related to concealment (I won’t get a boost on a tied attack this way.)
  • Bushwhacker: Because I use terrain to hinder my foes, whenever I Cleverly create an advantage to ensnare or distract someone with the environment and succeed, I gain an extra invoke on that aspect.

Weight: 2 (Large)
Role: Enemy: Fair Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

Juvenile White Dragon

High Concept: Large Juvenile Snow Dragon
Motivation: I Must Follow My Animalistic Instincts
Aspect: Exceptionally Brutal And Savage
Aspect: Cold Resistant Armor Scales

Approaches:

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

Stunts:

  • Blizzard Lizard: Because I can exhale a blast of ice and snow, I can attack targets up to two zones away and can never become Unarmed. Whenever someone tries to move into or to pass through my zone, I can Forcefully oppose them with a +2 bonus.
  • Go For the Kill: Because I prefer to ends fights quickly, whenever I succeed with style on a Quick attack, I may forgo the boost to immediately attack the same target again. I can not attack more than twice in an exchange this way.
  • Ice Walk: Because my feet are covered in tiny hooks and spikes, I get +2 to Carefully overcome any obstacle that would hinder my movement. I also get +2 to Carefully oppose anyone attempting to create an advantage to create an aspect that would hinder my movement.

Weight: 2 (Large)
Role: Enemy: Fair Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

Juvenile Green Dragon

High Concept: Large Juvenile Forest Dragon
Motivation: I Must Toy With My Prey First
Aspect: Exceptionally Devious And Deceitful
Aspect: Poison Resistant Armor Scales

Approaches:

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

Stunts:

  • Arcane Lore: Because I know many spells, when I use magic to Cleverly defend against a spell and succeed with style, I can give the defender an Arcane Interference aspect with a free invoke instead of gaining a boost.
  • Forked Tongue: Because I lie like a cheap rug, after I Carefully create an advantage to discover a personal aspect on someone, I get +2 to Sneakily create an advantage related to deceiving or tricking that character until the end of the scene.
  • Poison Breath: Because I spit poison, I can attack targets up to two zones away and can never become Unarmed. By spending a Fate point, I can Sneakily create an advantage on every other character in my zone, giving a Poisoned aspect to each defender I succeed against.

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

  • Mild (2):
  • Moderate (4):

Juvenile Red Dragon

High Concept: Large Juvenile Fire Dragon
Motivation: I Must Dominate Through Physical Combat
Aspect: Exceptionally Violent And Bad-Tempered
Aspect: Fire Resistant Armor Scales

Approaches:

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

Stunts:

  • Deafening Bellow: Because my roar causes even the stoutest warrior to tremble in fear, I can spend a Fate point to Flashily create an advantage on every other character in my zone, giving a Terrified aspect to each defender I succeed against.
  • Fire Breath: Because I spew fire, I can attack targets up to two zones away and can never become Unarmed. Whenever I succeed with style on a Forceful attack, I may forgo the boost to give the defender or a nearby target an On Fire! aspect with a free invoke.
  • Massive Wings: Because I can knock foes aside with my powerful wings, when I Forcefully defend against a physical attack and succeed, I may push my attacker into an adjacent zone.

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

  • Mild (2):
  • Moderate (4):

You can download the juvenile chromatic dragons as a three-page A4-sized PDF or a letter-sized PDF.

Juvenile_Dragons_A4

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.

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Monday Monsters: Juvenile Dragons

Wednesday Warriors: Human Wizard

If you saw yesterday’s post, you know I’m having internet issues at home. As a result, there wasn’t a Monday Monsters post this week, and this post will be a bit short. I’ll try to make up for it by posting something special for next week’s Monday Monsters entry.

An “intelligence-based” wizard is such a classic fantasy RPG character type that I felt I had to make one. But I also didn’t want to get bogged down with spell lists, schools of magic, and casting styles. You can absolutely do that with Extras in Fate and Fate Accelerated, but I wanted to keep things simple. As Fate Accelerated uses approaches instead of skills, the game doesn’t really care about what a character is doing, but how they’re doing it. That means a hardy knight swinging a sword as hard as they can and a wizard casting a big, powerful fireball spell will both use the Forceful approach.

On the one hand, that’s great. Players don’t have to worry about the mechanics of what their character is doing. It’s all description, and that allows players to narrate their characters doing awesome things without the game fighting against them. But that also means it’s sometimes hard to differentiate characters. A wizard with a good Forceful approach can use it to cast a big spell or to swing a sword just as hard as the knight. And if the knight learned to cast some spells? They can use their Forceful approach for a big fireball. Which is where aspects and stunts come into play, naturally.

Some aspects are called “permission aspects”, and they give a character the fictional permission to do certain things. Spellcasting is a good example. Unless a character has an aspect that either implies or explicitly states they can use magic, then they can’t. Aspects like Battlemage, Arcane Pistoleer, and Runepriest are all permission aspects in that way, as they indicate the character can use magic. A character with “wizard” in their high concept aspect, very clearly has permission to use magic.


Human Wizard

High Concept: Ingenious Human Wizard
Motivation: I Must Atone For The Evil I Unleashed
Aspect: Former Master Of The Ebon Circle
Aspect: Much Older Than I Look
Aspect: The Legendary Staff Of Avan-Rakash

Approaches:

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

Stunts:

  • Adaptive Magic: Because I can modify my magic on the fly, whenever I
    Cleverly attack with a spell and succeed with style, I can create an aspect
    representing a magical effect with a free invoke instead of gaining a boost.
  • Counterspell: Because I can cast negating spells, once per scene when I use
    a spell to Flashily defend against magic, I may shift down my opponent’s
    result by one step. If I do, the scene gains a Dangerous Arcane Feedback
    situation aspect with no free invoke.
  • Eldritch Lore: Because I have studied tomes of occult knowledge, I get
    +2 to Cleverly overcome obstacles if I can explain how such knowledge is
    relevant to the situation at hand.

Stress: ▢ ▢ ▢
Consequences:

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

You can download the Ingenious Human Wizard as an A4-sized PDF or a letter-sized PDF.

Ingenious_Human_Wizard_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 Wizard

Wednesday Warriors: High Elf Arcane Pistoleer

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

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

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

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

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

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

 


High Elf Arcane Pistoleer

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

Approaches:

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

Stunts:

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

Stress: ▢ ▢ ▢
Consequences:

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

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

Calculating_HighElf_ArcanePistoleer_A4

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

Wednesday Warriors: High Elf Arcane Pistoleer

Monday Monsters: Purple Worm

I ran a poll on Twitter and Google Plus two weeks ago asking which monster people wanted to see for future Monday Monsters posts. The Purple Worm and Juvenile Blue Dragon tied for second place and as I have something special planned for the dragon, I decided to do the Purple Worm next. To be honest, I’d already statted up the massive creature before running the poll, but I made some changes to it over the weekend with stuff from the fantastic Fate Adversary Toolkit.

The Purple Worm has several notable features that I wanted to capture: its massive size, its tunneling ability, and its propensity to swallow opponents whole. I’m already using the Weight rules from War of Ashes: Fate of Agaptus, conveying its size was fairly easy. As this is Fate and everything can be treated as a character, even various parts of the same huge monster, I could have broken the worm into two smaller characters; a head and a tail. That would have allowed the two halves to operate independently, making separate attacks even, but I felt that would be too complicated. More NPCs on the board means more of a hassle for the GM, so I kept the worm as a single character.

The tunneling ability could have been handled a number of ways too. I like stunts that allow a character to create aspects at the beginning of a conflict as a way to set the scene. I feel these sorts of stunts are great for monsters that will most likely be encountered in their lair or in a place of the monster’s choosing. The worm could have had a stunt that created a Broken Ground, Unstable Terrain, or Miles of Tunnels aspect to represent it honeycombing the area with tunnels prior to the encounter. I feel that I’ve been overusing those sorts of stunts though, and so looked for something else. A stunt that granted a bonus to creating tunneling related aspects would have been appropriate too. But as the worm would most likely do that with the Forceful approach, which is Fantastic (+6), there would only be a very small chance of them failing. An “auto-succeed” dice roll like that seemed rather boring.

Ultimately I went with a stunt found in the Fate Adversary Toolkit and reflavored it. I imagine the worm burrowing so deep that they’re impossible to spot, attack, or affect in any way. Removing the character from the scene seemed the best way to represent that, as a Burrowed aspect could be overcome. Plus, if the characters can get out of the scene before the worm reemerges again, it’s a way for them to escape the monster. Moving to any zone and instantly attacking is pretty powerful, but the stunt costs two Fate points, (one to disappear and another to reappear) so it’s something I see happening only once or twice during an encounter.

Swallowing characters whole was the hardest ability to decide on. Again, there were multiple ways I could have done this. Both Dungeons & Dragons and Pathfinder versions of the worm give swallowed characters a chance to escape. Which is only fair, really. It’s no fun at all to have your character get one-shotted, even if it is by a giant worm. Giving swallowed characters an Engulfed aspet would have worked, and has the benefit of being simple. A stunt that granted a free attack against everyone with the Engulfed aspect at the end of the worm’s turn could represent the crushing and acid damage a character takes from being in the monster’s guts. I could also have made the inside of the worm a separate character, complete with aspects, approaches, and a separate stress track. But as I said with the tail, that means more for the GM to keep track of. Plus, I wanted to use some of the new stuff found in the Fate Adversary Toolkit.

One of the new things in that book are countdowns, a way to track elapsing time and increase tension. I think it works wonderfully here, as the longer a character stays in the worm’s esophagus, the farther down they get pushed until plop! They’re dropped into it’s stomach. To really reinforce that swallowed characters are in a different location than those outside the worm, I made the worm’s esophagus a separate zone, complete with its own aspects. (I read that indigestible items like metal and gems are often found in the guts of Purple Worms, and thought that would be fun to include. Plus, the character has to deal with the contracting muscles of the esophagus itself.) My gut (See what I did there?) said to make the countdown only three boxes, but I was feeling generous.

Looking at it now, a separate zone with an individual countdown for each swallowed character isn’t any simpler than breaking the worm into two, or even three, separate characters. But I’m pretty happy with how this came out. Make no mistake, this thing is a beast. It’s lead approach is three steps higher than the fantasy characters I’m making. Coupled with its weight of 8, it will almost always succeed with style on any of its forceful attacks. This thing is meant to be a serious challenge, and smart characters will probably run rather than try to fight it.


Purple Worm

High Concept: Gargantuan Magical Worm
Motivation: I Must Consume Massive Amounts
Aspect: Nearly Blind Tunneling Terror
Aspect: Massive Tooth-Filled Maw
Aspect: Inch-Thick Purple Armor Plates

Approaches:

  • Careful: Mediocre (+0)
  • Clever: Mediocre (+0)
  • Flashy: Mediocre (+0)
  • Forceful: Fantastic (+6)
  • Quick: Average (+1)
  • Sneaky: Fair (+2)

Stunts:

  • Belly of the Beast: Because I swallow creatures whole, when I succeed with style on a Forceful attack against a single creature that weighs less then me, I may forgo the boost to move the defender to the Worm Guts zone (see Notes).
  • It’s an Ambush!: Because I ambush my prey from beneath, I can spend a Fate point to burrow into the ground, vanishing from the scene. Then, at the end of any later turn, I can spend another Fate 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.

Weight: 8 (Gargantuan)
Role: Enemy: Great Threat
Stress: ▢ ▢ ▢
Consequences:

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

Notes:

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 aspects. When someone enters the Worm Guts zone, start the following countdown for that character:

DIGESTED!
Obstacle:
Opposition: Great (+4) Esophageal Muscles
Countdown: ▢ ▢ ▢ ▢
Trigger: An exchange elapses with someone in the Worm Guts zone.
Outcome: The character is dumped into the roiling pool of acid that is the worm’s stomach.


You can download the Purple Worm as a two-page A4-sized PDF or a letter-sized PDF.

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: Purple Worm

Saturday Surprise: Boss Ooze

This past week’s Monday Monster was a Black Pudding. As I mentioned in that post, the Fate Adversary Toolkit had recently been released, and I wanted to make some monsters to fit the four new categories of enemies described in that book: fillers, hitters, threats, and bosses. So in addition to the Black Pudding (a threat) I made two more ooze-themed monsters, a Gelatinous Cube (a hitter) and a Gray Ooze (a filler), and put all three slimes on a two-page PDF (which you can grab here: A4-sized version / letter-sized version). But what about the fourth type of enemy, a boss?

Well, even as I was writing up the other three monsters I already had an idea for the “boss ooze” monster. I just knew I wouldn’t have it done in time for Monday’s post. So I decided to save it for a special Saturday post. And now I present: Jubilaxus!

tumblr_o5yxx2s0uz1twabyxo1_1280Or more accurately, Jubilaxus, the Myxogastric Lich. This character was inspired by the Lich Ichor paper mini created by Printable Heroes. I absolutely love that mini. How could you not like a puddle of green, translucent goo containing a half-dissolved skeleton wielding an evil-looking magical staff? It’s fantastic. The mini is a “reskin” of the Black Pudding and is only available to Tier 2 Patreon backers. (Which is why there’s no illustration on the character sheet.) If you want the character as a mini, go back their Patreon.

Jubilaxus is meant to be a tough foe. They’ve got the same five aspects the fantasy adventurers do, three stress boxes, the full complement of consequences, and four stunts. The Fate Adversary Toolkit notes that boss enemies are meant to be able to both deal and take a good amount of damage, and suggests putting their lead approach two steps higher than the PCs. As I’m intending Jubilaxus to be used with the fantasy adventurer characters I post here, that means their lead approach is a respectable Superb (+5).

Jubilaxus’ stunts were fun to come up with. Autophagia and Endogenesis are variations of boss stunts found in the Fate Adversary Toolkit, but flavored to fit the slime theme. As both of these stunts cost a Fate point to use, and one is a “once per session”, I don’t feel that four stunts is too many. Corrosive Counterspells emphasises Jubilaxus’ necromancer abilities, something I thought was important as Autophagia and Endogenesis are about them being an ooze. Meticulous Planning was suggested to me on Twitter by Mike Olsen, the lead developer & writer of the Atomic Robo RPG. I asked for ideas about how an NPC with a high Careful approach would make use of it. That lead to a great discussion about how the six approaches differ from one another, and how to make them feel distinct at the table. When I said I was looking for a Careful-themed stunt, Mike pointed out that Dr. Dinosaur from Atomic Robo had a stunt representing their reptilian cunning. I used that as inspiration for Jubilaxus’ stunt.

If you know something about Dungeons & Dragons lore, you can probably guess where part of Jubilaxus’ name comes from. I also liked the sound of the name “Abraxus” for a lich and so mashed those two together. “Myxogastric” comes from “myxogastria“, a grouping of slime molds. I wanted something kind of gross as a title, like mucus, but without going that gross. Slime molds are unicellular amoeboid organisms that have a disturbing (to me, anyway) ability to congregate and act as a single, mobile organism when food is scarce. I thought that fit nicely with the ooze-themed stunts, and turned it into an adjective.

I’ll aim to do these Saturday Surprise posts once or twice a month. I’d eventually like to start releasing short scenarios. Nothing too fancy. Just a boss NPC and some mooks, a few scenes, some zone maps, and a reason for the characters to get involved. I’ll have to work up to those though. In the meantime, enjoy Jubilaxus!


Jubilaxus, the Myxogastric Lich

High Concept: Large Undead Ooze Hybrid
Motivation: I Must Absorb All Magical Knowledge
Aspect: Highly Caustic Necrotic Slime
Aspect: Multiple Lifetimes Worth of Fell Secrets
Aspect: The Dread Staff of Gol Amoroth

Approaches:

  • Careful: Superb (+5)
  • Clever: Great (+4)
  • Flashy: Great (+4)
  • Forceful: Good (+3)
  • Quick: Fair (+2)
  • Sneaky: Good (+3)

Stunts:

  • Autophagia: Because I can consume my progeny to heal myself, if I am
    attacked and there is a jelly, ooze, or slime filler enemy in my zone, I can
    spend a Fate point to absorb it. The filler enemy gets taken out, and I
    suffer no damage.
  • Endogenesis: Because I can disgorge smaller slimes from within my bulk,
    once per session I can pay a Fate point to bring one Gelatinous Stalker,
    two Bone Puddings, or five Necrotic Oozes into the scene. (See below.)
  • Corrosive Counterspells: Because I infuse my counterspells with necrotic
    energy, whenever I Flashily defend against a magical attack and succeed
    with style, I can give the attacker a Weakened, Withered, or Corrupted
    aspect with a free invoke instead of gaining a boost.
  • Meticulous Planning: Because I have planned for every possibility, at the
    start of any scene where I am present, as a free action before anyone
    else acts, I may attempt to Carefully create an advantage to create the
    Everything Is Proceeding According to My Designs situation aspect.

Weight: 2 (Large)
Role: Enemy: Good Boss
Stress: ▢ ▢ ▢
Consequences:

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

 

You can download Jubilaxus, the Myxogastric Lich as an A4-sized PDF or a letter-sized PDF. As the special oozes created by the Engenesis stunt are modified versions of the Gelatinous Cube, Black Pudding, and Gray Ooze, you might want to grab the two-page A4-sized PDF or a letter-sized PDF of them too.

 

Undead-Ooze-Boss_A4

As I mentioned above, the Lich Ichor illustration is the paper mini made by Printable Heroes. The free versions  of the minis 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” (like the Lich Ichor), and for $3 a month you get multiple color options. That’s a fantastic deal.

Saturday Surprise: Boss Ooze

FAE Fantasy: Updates

I hadn’t intended to make a Friday post. For the time being, Monday is monsters, Wednesday is adventurers, and every other Saturday (or so) is going to be something special. But I’ve made some changes to the character sheets, so I thought an update was in order.

First up: the Hardy Human Knight from Wednesday. I got some very good feedback on the character over on the Fate Accelerated Fantasy Google Plus site. Markus Wagner suggested that having to spend a Fate point and limiting the effect to once a session was too steep a cost for the “reduce a consequence” stunt. After some discussion I agreed and came up with an alternative; a second mild consequence slot.

In Fate Accelerated Edition, stress clears at the end of each scene. Stress represents exhaustion, scrapes and bruises, and other minor things that go away after a few minutes of rest. Consequences are more lasting effects. Mild consequence (those that mitigate 2-shifts of stress) clear up at the end of the scene, provided the character has had a chance to rest. Moderate consequences (those that mitigate 4-shifts of stress) clear up at the end of the next session, as long as it makes sense in the story. Severe consequences (those that mitigate 6-shifts of stress) clear up at the end of a scenario, again provided it makes sense in the story.

When a character takes a hit, the player can mark a single stress box and any number of consequence to absorb the stress. So, a character who takes a 4-shift hit could mark their 2-shift stress box and take a mild consequence to avoid being taken out. Both of those will clear up at the end of the scene, but they wouldn’t have many stress boxes left. Or they could take a moderate consequence instead. That will take longer to go away, but all three of their stress boxes are clear. A character with two mild consequences who takes a 4-shift hit could mark both mild consequences, still has all their stress boxes clear, and will clear both consequences (and any stress taken) at the end of the scene. Having a second mild consequence is obviously very useful.

The downside of consequences is that they are aspects, and like all other aspects, they can be compelled by the GM and invoked by other characters. When a player marks a consequence for their character, whomever landed the attack gets a free invoke on that consequence, just as if they’d made a new aspect. Because, in a sense, they have. So while having more consequence slots means you can absorb more stress, it also means you’ll have more aspects for your opponents to take advantage of.

But Fate points flowing around the table as players create, invoke, and compel aspects is a big part of the Fate game. So rather than a “fancy” stunt, I’m fine with giving the Hardy Human Knight a second mild consequence slot as one of her stunts. The character sheet has been updated, and all the old links should point to the correct place. But just in case, here are the links to the A4-sized PDF and the letter-sized PDF again.

Hardy_Human_Knight_A4-(1)

Next, I’ve updated all the previous character and monster sheets so that aspects are shown in dark blue text. I like how that makes them quick to identify when looking at the sheets. All the original links on the original blog  posts and on the collected list page should have updated.

As I said, I doubt that Friday posts will be a common occurrence. Two posts per week, plus one or two special Saturday posts is keeping me busy enough already. I’ll reserve Fridays for updates and corrections, which will hopefully be few and far between.

FAE Fantasy: Updates

FAE Fantasy: Human Knight

In previous posts (the High Elf Minstrel and Changeling Rogue) I’ve talked about the five categories of aspects I use for these Fate Accelerated Edition fantasy adventurers; a high concept, a motivation, a background aspect, a personal aspect, and an equipment aspect. So today I’m going to talk about stunts.

To keep things simple, I give all the characters three stunts and three refresh. (I did consider spending a point of refresh so that the Human Wizard had a fourth stunt representing their increased magical ability, but ultimately decided against it.) When creating stunts for each of the characters, I have three goals in mind:

  • each stunt should be flavorful and say something about the character;
  • each stunt should be interesting and encourage the player to do different things;
  • each stunt should be mechanically balanced.

Aspects are a great way to add flavor to a Fate character, but you can also do that with stunts. A stunt related to a particular fighting style, casting spells from a certain school of magic, or overcoming obstacles in a specific way are all examples of how they can help define a character. I want each stunt I give these adventurers to add depth and personality to the character.

I also try to make sure a character’s stunts are all tied to a different action. Create an advantage. Overcome an obstacle. Attack. Defend. While it would be appropriate for some characters to have multiple stunts attached to the same type of action, I think that would end up being rather boring. The knight below is a good example. I could have given her two, or even three stunts tied to the attack action. She’s a fighter, and so that would make perfect sense.

But that means the player would only get to show off their character’s abilities in combat scenes. I didn’t think that would be all that much fun, and it means they might not feel all that effective in non-combat scenes. That goes for any action type. Tying multiple stunts to the same type of action pushes the character, and the player, in a specific direction. Now, I would have no problem if a player at my table made a character like that, because it would be their choice to do so. But as I am making these fantasy adventurers sort of like pre-gens, I don’t want to pigeonhole potential players. So I try to give these characters one stunt per action type.

Balancing stunts mechanically is generally pretty easy. There is a general formula for Fate Accelerated stunts, and I follow it pretty often. I tend to stay away from “once per session” stunts though. A “session” is a nebulous amount of time. While four hours seems to be the standard, it might be anything from a single hour all the way uf to six or even eight hours of play. I want people playing these characters to feel awesome, and limiting the number of times they can pull of their “special thing” goes against that in my opinion. The longer a session goes, the fewer times a player will get to use their “once per session” stunt. Worse, they may hold onto it, waiting for the “perfect” time to use it. But if that time never comes? Then the player missed their one chance to do something cool, and that is never fun.

If a stunt does need a limit to the number of times it can be used, I much prefer “once per scene” or “spend a Fate point” costs. Even a short session is going to have multiple scenes, giving the player more chances to use their stunts. Stunts that require a Fate point encourage the player to interact with the Fate point economy, often by accepting a compel or by having an aspect invoked against them, and that is really the heart of the game.

To be honest though, the stunts for today’s fantasy adventurer were some of the hardest to come up with. Two of them are combat-related, and the other is a “once per session” stunt.


Human Knight

High Concept: Hardy Human Knight
Motivation: I Must Restore My Family’s Honor
Aspect: Nothing Like A Good Ax By Your Side
Aspect: Seen Everything Twice
Aspect: My Mother’s Heavy Plate Armor

Approaches:

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

Stunts:

  • Built Like a Tank: Because I can shrug off wounds, once per session I can
    spend a Fate point to reduce the severity of a moderate consequence that’s
    physical in nature to a mild consequence (if my mild consequence slot is
    free), or erase a mild consequence altogether.
  • Eye For Battle: Because I can instantly assess a charged situation, I get
    +2 to Quickly create an advantage to seize a superior tactical position in
    both mental and physical conflicts.
  • Stunning Blow: Because I strike with such tremendous force, whenever I
    Forcefully attack with a physical weapon and succeed with style, I can give
    my opponent a Stunned aspect with a free invoke instead of gaining a boost.

Refresh: 3
Stress: ▢ ▢ ▢


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

Hardy_Human_Knight_A4

The character illustration is one of the free paper minis made by Printable Heroes. The free versions are backless, but if you back 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.

FAE Fantasy: Human Knight