Showing posts with label bitlandia. Show all posts
Showing posts with label bitlandia. Show all posts

Monday, July 8, 2013

Healing Magic in Bitlandia [Fate Core]

I've continued to mull over things for my at-some-point-I-want-to-run-this 16-bit JRPG fantasy game with Fate. I need to consider healing magic.
Grrr... we're badass warriors of Light... Grr grr...

Now, magical/superpowered/whatever healing isn't a big thing in Fate. The Dresden Files RPG all but completely poo-poos it, and the new Fate Core book touches on it only brielfy. What I've seen of the Magic Toolkit doesn't talk about it. Simply said, damage in Fate isn't really that problematic. Stress goes away at the end of a conflict, and most consequences really aren't that bad. They even give you Fate points when they cause you trouble.

That said, the white magic healer is such a common trope in games like Dragon Quest and Final Fantasy, that my Bitlandia setting pretty much requires their inclusion. So I banged out some rules.

For non-healing, flashy-bangy magic, I'm going to adapt the "Storm Callers" magic system presented in the Fate Magic Toolkit. I used that as a starting point and tried to make White Magic fit pretty close with it, mechanically. I also took clues from some of the stunts in the Fate Core book.

Give them a look-see and let me know what you think, gang!


Extra: Healer
Followers of the the Quiet Maiden, Keeper of the White Chalice, can channel powerful healing magic and ease the physical and spiritual wounds of the world. Unlike Storm Magic, White Magic has no elemental connection.


Permissions: None, anyone may follow the path of the Quiet Maiden.
Costs: Aspects, Skills, possibly Stunts.



To become a Healer:
-Reduce your Refresh by one
-Take an Aspect that reflects your relation to The Quiet Maiden, bearer of the White Chalice (i.e. White Chalice Pilgrim, Quiet White Wizard Girl).
-Take the White Magic skill



White Magic Aspects
Passive Effect: The healer is immune to most mild, natural diseases and illness--the common cold, stomach flu, sinus infections, etc.

Invoke to: Nurture - Any action involving healing or caring for the sick, injured, or cursed.

Compel to: Pity - When people are in need, the Healer can be compelled to lend put aside her priorities and lend aid.



New Skill: White Magic
This is the skill used to channel healing magic.


Overcome: Use White Magic to remove stuck aspects relating to illness, curses, or poison. You can also use White Magic to give treatment to a person suffering physical consequences to start the recovery process.  


Additionally, once per conflict, you can try and remove all physical stress from an individual. The difficulty is equal to the highest level of physical stress they currently have.


Create an Advantage: Use White Magic to stick aspects to allies relating to physical well-being, spiritual strength, and other  “Buffs.”


Attack: Use White Magic to attack undead, devils, and other creatures of the Dark.


Defend: Use White Magic to defend against attacks from undead, devils, and other creatures of the Dark.


White Magic Stunt: Healmore
Once per session, you can attempt to lessen the degree of a physical consequence suffered by yourself or another. Spend a Fate Point (you, the healer) and roll to Overcome with a difficulty equal to the stress level of the Consequence. If successful, the consequence is reduced by one degree. Severe becomes moderate. Moderate becomes mild. Mild disappears. A consequence can only be reduced once. This does not work on extreme consequences.


A healer character in Bitlandia might look something like this...


Lyrra Redcloud
Aspects:
Pacifist, shmacifist...
High Concept: White Chalice Pilgrim
Trouble: Fiery temper
A rough and tumble past
(2 aspects left open)


Skills:
Great +4: White Magic
Good +3: Lore, Notice
Fair +2: Will, Provoke, Fight
Average +1: Athletics, Crafts, Contacts, Ride


Stunts:
Healmore (White Magic)
See above
Staff Fighter (Fight)
Get +2  to Create an Advantage when fighting against multiple opponents while using a staff.


Not to be Messed With (Provoke)
Can use Provoke to defend against attempts to intimidate or charm.


Refresh: 2
Physical Stress: OO
Mental Stress: OOO

Saturday, July 6, 2013

Brain-Storming Some Fantasy Fate

I finished reading through Fate Core this week, and I'm all excited and full of ideas for new Fate Games to run. After running horror and sci-fi games this year, I'm eager to run some fantasy again. It is probably going to be easier for me to convince my existing home group and/or Skype group to play Fate over B/X D&D (and related games) . With that in mind, I'm going to brainstorm me up a Fate fantasy campaign.

Now, aside from a handful of specific series, I've never been a big anime fan, but I loved the old 8-bit and 16-bit Japanese RPGs on Sega and Nintendo. I think I want to make some light-epic heroic fantasy like Dragon Quest or Shining Force. I'm not going to try and simulate the game play of these games (no MP or level-grinding), but I want to try and capture some of the tropes and themes they presented.

Yeah, I wanna run this.


Here are the things I want this campaign to include:

* It was another pleasant day in your peaceful village, AND THEN THE EVIL CAME!

* A sense of heroic innocence. The PCs are heroes. They might be a bit roguish, but they are the definitely the Good Guys. Evil exists, but it will never be as graphic or horrific as, say, Call of Cthulhu or Lamentations of the Flame Princess.

* Monsters with surprisingly human personalities.

* Flashy, direct, elemental magic and peaceful white healing magic.

* Powerful cosmic beings that rule the world from on high.

* Questing for several powerful artifacts to use against a world-threatening evil.

* An airship, eventually, obviously.

My main influences on the setting will be Dragon Warrior/Quest, Shining Force, Phantasy Star, Final Fantasy (1-through-6), and Lufia. I'll also probably snag a lot of stuff from the Slayers and Dragon Half animes, and (let's admit it) a lot from Adventure Time.

If I can use some of the dungeon maps I've made, all the better.


So here's what I'm thinking...

The world of Bitlandia has known nothing but peace for 500 years, ever since the great hero Cutter defeated the devil king, Moloch. Bandits and wild animals cause the occasional problem, but in this time of great prosperity, there is no cause for war. Monsters haven't been seen for centuries.

But now, some darkness stirs. Moloch has returned from his exile in the Outer Dark, bringing with him legions of devils and monsters. It's time for new heroes to rise up and save the world.

I'll use a slightly modified version of the “Stormcallers” magic system from the Fate Toolkit. The elemental storms are each ruled by a mighty dragon who personifies the power of the storms. The heroes must find each dragon and gain its “blessing” in order to defeat Moloch.

That's the main concept in a nutshell. If and when I actually run the thing, we'll bang out more details as a group.


Here's what a hero from Bitlandia might look like:

MANDY
Aspects:
High Concept: Warrior of Destiny
Trouble: Innocently Idealistic
The Woodman's Daughter
(2 aspects left open)

Skills:
Great +4: Physique
Good +3: Crafts, Fight
Fair +2: Rapport, Will, Ride
Average +1: Empathy, Athletics, Notice, Stealth

Stunts:
Giant-Slayer (Fight)
Gain a +2 when using Fight to Create Advantage against larger-than-human sized creatures.

Pure of Heart (Will)
Gain a +2 when using Will to resist magical domination or charm.

Woodland Friends (Rapport)
Gain a +2 when using Rapport for Overcome actions to positively influence forest animals.

Refresh: 3
Physical Stress: OOOO
Mental Stress: OOO