SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

Must resist urge...
 
White Court vampires are available, but I'm pretty sure that Red Court are either specifically called out as NPCs or just heavily hinted at being so.
If at any point the character kills another human and drinks its blood, he must immediately "upgrade" to a full Red Court Vampire (OW87). This invariably results in turning the character into an NPC, and an evil one at that.
 
Question: Is this unbalanced as an Item of Power part?

The +3 stress seems a little much for a starter weapon. Maybe weaken the effect, increase Refresh cost, or have it cost a Fate Point to activate. As a Item of Power, it'll probably receive a pretty high weapon rating anyways.

As for the second half, it reminds me of the Swords' "All Creatures Are Equal Before God" that costs a Fate point to activate, but since Masamune is more restrictive, I think it's okay. As long as you mean only Youkai and not foreign monsters who could be interpreted as them.


What is this, homebrew?
 
What is this, homebrew?
Yeah

Found a whole bunch of Homebrew Sponsered pacts (and other stuff) while seeing if there was a custom template that Mortifer would fit better. Most of the Sponsors are trash, but I really like the look of the BIBLIOMANCY one (in a notsodresdenverse setting) for making things less complicated. The Unlimited Bladeworks one could potentially help @BlackHadou if he still wants a version of gilgamesh (assuming its balanced)


BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.


UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM. Taking up a conjured Item of Power usually involves the temporary Power rules.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)
 
What is this, homebrew?
The Wiki is pretty much nothing but homebrew, but most of the Sponsored Magic stuff makes sense. Like Dragon Magic letting you use foci you own without having them on you, because they're part of your hoard, or the Ma'at sponsored magic.

Sadly it isn't the Magica Ex Libris style of bibliomancy.

And I just had a scary thought. The way other characters are shaping up, the Hawk might be one of the saner and well-adjusted characters.
 
Cat'll be fun to run, once I get my ideas for her down. Thinking of adding a Beast Within [-1] bit for her to add some catlike attributes
 
Sure why not, I like Dresden Files.

Name: Artur "Art" Luke O'Neill FitzGerald
High Concept: Wizard by Birth, Knight by Choice
Template: Champion of God
Trouble: Born in the (Wizard) Purple
Refresh: 1
Fate Points: 1


Skills:
Superb (+5): Conviction, Endurance
Great (+4): Athletics, Weapons
Good (+3): Alertness, Fists
Fair (+2): Presence, Driving, Empathy
Average (+1): Rapport, Contacts, Stealth, Survival, Discipline

Stunts:
Powers
Bless this House [-1]
Guide My Hand [-1]
Holy Touch [-1]
Righteousness [-2]
Sword of the Cross [-3]
The Sight [-1]
Soulgaze [-0] (Discounted due to the Sight)
Wizard's Constitution [-0]

The idea is a Knight of the Cross who is born to a long wizard lineage but rejects that in order to take up one of the Swords of the Cross, finding more purpose in wielding the blade to protect others than what his family has planned for him. Unfortunately, his family doesn't acknowledge his rejection of his inheritance, and his family history with various supernatural creatures is long and carries a lot of baggage for him.

He's secretly a female raised as a male due to wizard family shenanigans.
 
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Sure why not, I like Dresden Files.

Name: Artur "Art" Luke O'Neill FitzGerald
High Concept: Wizard by Birth, Knight by Choice
Template: Champion of God
Trouble: Born in the (Wizard) Purple
Refresh: 2
Fate Points: 2


Skills:
Superb (+5): Conviction, Endurance
Great (+4): Athletics, Weapons
Good (+3): Alertness, Fists
Fair (+2): Presence, Driving, Empathy
Average (+1): Rapport, Contacts, Stealth, Survival, Discipline

Stunts:
Powers
Bless this House [-1]
Guide My Hand [-1]
Holy Touch [-1]
Righteousness [-2]
Sword of the Cross [-3]
The Sight [-1]
Soulgaze [-0] (Discounted due to the Sight)
Wizard's Constitution [-0]

The idea is a Knight of the Cross who is born to a long wizard lineage but rejects that in order to take up one of the Swords of the Cross, finding more purpose in wielding the blade to protect others than what his family has planned for him. Unfortunately, his family doesn't acknowledge his rejection of his inheritance, and his family history with various supernatural creatures is long and carries a lot of baggage for him.

He's secretly a female raised as a male due to wizard family shenanigans.
So Arturia.
 
I dunno, it could work rather similar in some ways.
Well, the big restrictions on Libriomancy are that you can't create anything with a mind*, and what you pull out has fit through the book. No pulling an X-wing out of a Star Wars novel, but a blaster or lightsaber are okay. On the other hand, I don't think killing with Libriomancy would break any of the Dresdenverse laws, because using enchanted weapons to kill people doesn't break the laws.

*Smudge was about the limit, and even then spent a few weeks pulling his tiny spidery mind together. Pulling magical seeds that will grow into something with a mind is fine, though.
Sure why not, I like Dresden Files.
Your refresh cost is off by one. You have 9 refresh worth of powers.
 
My adobe reader keeps crashing, so I have to ask here.

Correct me if I'm wrong, but we need atleast 1 refresh/fate point after character creation to indicate our character's free will?
 
Is that only for character creation purposes or even after the game starts, we can never drop below 1 refresh?
Never.
To remain a PC, no character may take a combination of stunts and/or powers that would reduce his refresh to zero or below. Characters
that have gone beyond this limit have, for all practical purposes, lost their freedom of action, thus becoming tools of the game's story (i.e., NPCs) rather than protagonists (i.e., PCs). In the case of mortal stunts, the character is constrained by what he's made of himself; for supernatural powers, he's lost access to the mortal gift of free will. In general, it's recommended that non-supernatural characters spend about half their refresh on stunts, but this is just a recommendation.
 
However, your available refresh can go up over time, as seen in the Advancement section.

So you can keep getting stronger and remain a PC, you just can't ever drop to 0.

Can we be forced to lose refresh, or can we hold onto one and just not use it ever?

No, the GM can't just drop your refresh, and there are no 'refresh drain' enemies.

Outside of breaking the Laws of Magic and getting Lawbreaker stuck on you, or part supernaturals doing stuff that would turn them into full ones with the associated powers, I mean. But the PC has to choose to do that foolish thing when they can't afford it.
 
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Is that only for character creation purposes or even after the game starts, we can never drop below 1 refresh?
If you drop to 0 refresh or lower, depending on why and how you did it (I can think of four things that would do it), you get to make that scene your last hurrah and go full out, becoming an NPC at the end of the scene.
Can we be forced to lose refresh, or can we hold onto one and just not use it ever?
There's a difference between Refresh, which is how many Fate Points you get at the start of a session, and Fate Points themselves.
 
Can we be forced to lose refresh, or can we hold onto one and just not use it ever?
As far as I can tell I can't force you to lose it, which means instead I have to orchestrate scenarios where you choose to reduce your refresh to 0. Take Harry in Changes.

[] Perform the Darkhallow.
[] Take up one of the Denarii.
[] Accept Mab's offer to become the Winter Knight.
[] Let your daughter die.
 
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