(Fate Accelerated) Centerpiece Fantasy: Divine Heroes

Opening post

Suzu

天下無双
Self-Requested Ban
Location
secret base
Pronouns
She/Her
Centerpiece Fantasy: Divine Heroes



Fantasia…

It is a realm where the sky is full of thousands upon thousands of floating islands, homes to all kinds of exotic creatures and mysterious cultures. This is a world beloved by the gods, or so we all used to think one way or another.

In ancient times, it was a land where the merciless and savage Old Gods reigned over lesser races. Those were the times of fear and despair for all races, but before all hope was lost, the Four Gods appeared in the moment of our greatest need.

They challenged and defeated the Old Gods, sealing a small part of their essence within the Artifacts. This is how the Primal Age came to an end and the Divine Age began.

People of all races were chosen to rule over their peers, an Artifact serving as a symbol of their heavenly right, but this fragile peace was but a pleasant dream, and all dreams end one day…

There came a man unlike any other. His name Garland – the Human Lord – and his ambition was to unite all floating islands under his banner. His numerous forces were unmatched, and the Mundus Empire came to be.

But this alone was not enough to satiate the Conqueror-King's hunger for power. Garland desired a place among the Four Gods and for that purpose – and that purpose alone – he and his knights created the Eternal Tower, an enormous construction to reach the Divine Realm.

This happened four hundred years ago. Garland and his knights never returned from their expedition, and the Mundus Empire was torn apart by the infighting between the royal heirs. It still stands, but the power it holds now is but a mere remnant of its past greatness.

But the echoes of that bloody past still linger. I fear that Garland has finally reached his goal…

Our world is on the brink of destruction. Swallowed by the darkness, people disappear almost every night, and worse: so do our memories of them. Their names will forever be lost to our great despair. This must be stopped.

Heroes, the reason you were summoned here is to put an end to this crisis and save Fantasia. The marks on your bodies serve as a proof that you were chosen by the gods. It doesn't matter what life you led to this moment. All hope lies in you.



Here's an adventure I wanted to try out for a long time. The setting is a world that consists of a myriad of floating islands and a disease that literally makes a person disappear and the memories people had of them to slowly vanish. The rest will be disclosed as the story progresses.

For this game, I need only four players. Rest assured: this isn't first come, first serve, so you have all the time you need to finish your character sheet.

The game is schedules to start on December, 1st.

Name:
Race:
You are free to choose from the standard set of fantasy races or develop your own. Here, you must also add a short description of your people. Humans are also free to describe the culture of their native island and its name.
Bio: The size doesn't matter, but I expect a somewhat logical and complete biography of your character. Remember: whatever crimes you character committed in the past don't matter anymore. If you're uncomfortable with other people seeing it, write an edited version here and send me a private message with the full version.
Aspects: One high concept and one trouble. You can three more, but those are optional.
Approaches:
Careful:
Clever:
Flashy:
Forceful:
Quick:
Sneaky:
Choose one at Good (+3), two at Fair (+2), two at Average (+1), and one at Mediocre (+0). Here are the descriptions of approaches and what they do.
Stunts: You get three free stunts. Here is a description what stunts are.
Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]
 
WIP

Name:
Marit Manbane
Race: Human - Marit comes from Brandholme, an island in the cold reaches of the Frozen Seas - something of a misnomer, for although the seas do freeze in winter they also experience short but intense summers of warmth and beauty. The people of these lands are terse and distant, especially to outsiders, prickly about their honour, true to their word, and surpassingly prone to violence and good at it.
Bio: Marit bears the terrible cursed sword Souldrinker, a fell weapon that consumes the souls of those slain by it. It lends some of its power to its wielder so that they may feed it all the better. Among the people of the Frozen Sea, with their inveterate feuding and honour duels, this is a path to a short life filled with strife. Marit's father was killed by Souldrinker's previous wielder, a greedy and ambitious thane who picked a fight with an honest homesteader in order to claim his lands. The ensuing duel went as may be imagined, but the thane did not bargain for the man's daughter, who stabbed him with a poisoned dagger even as his sword drained her father's life.
Marit now wanders the islands in search of a way to reclaim and free her father's soul, and those of the other innocents slain by Souldrinker. She is wary of its power and draws it only when faced with a clear evil that she could not otherwise defeat - but it thirsts, and it whispers to her night and day, constantly tempting her to violence.
Aspects:
High Concept - The Cursed Swordswoman
Trouble - Souldrinker

Approaches:
Careful: +1
Clever: +3
Flashy: 0
Forceful: +1
Quick: +2
Sneaky: +2

Stunts:
Because I am a Canny Warrior, I get a +2 when I Cleverly create advantages in a fight.
Because I am an Enigmatic Antihero, I get a +2 when I Sneakily withhold information from someone.
Because I am the Bearer of Souldrinker, once per game session I can take any Stress boxes I cause to my target and add them to my own stress track.
Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]

 
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Can you describe the Four Gods?
There are actually many disputes about what the Four Gods really are in-universe, but the official position of the Church is that they are the protectors of the world, although some non-human races consider them to be "human gods." They consist of the God of Life and the God of Death, the God of Arts and the God of War, and their names vary from region to region.
 
This looks cool. A simple system I can easily learn! Didn't know those existed. Here's my candidate!

Name: Carver
Race: Wicker Man

I am always ready to share the history of my people to those who ask! Now...yes, to truly understand us, I have to tell you the story of our creator. You would know her as a witch. Her name is K.

She had earned the ire of a powerful lich after discovering the island where its phylactery was hidden. Not satisfied with mere execution, and noticing her name, he devised a curse that would cause the instant death of any who called to her, knowingly or unknowingly, and cast her out to a empty island. Either she could go in exile, forever in isolation, or go back home, and sentence others to a petty demise.

So she created us. Her children, the Wicker Men, to her companions in her ceaseless existence. I believe some may call us homunculi? Artificial creations, tied to island, made of the excess flesh Mother had leftover after hunting animals, and the wood of trees once untouched by five fingered hands. Her first creations were misshapen, and warped. Things instead of Wicker Men. It took time for her to improve, although the Things lifted her spirits. They were more than animals but less than sophont. Children, almost.

Eventually she reached a point where she could create true equals, unique life that could made immune to her curse. Her magic, perfected, vlcreated us.

The true ramifications of what she had done would not yet be made apparent. Mother was happy, that finally someone, anyone, could say her name other than her own reflection. A civilization was born! The eldest of her children were taught how to make Things, and from Things, Wicker Men. Community formed, before their very eyes, a culture!

Yet they were confined to this one island. The farther they wandered from Mother and the Birthplace, the more the magic that held them together faded. Exploration only garnered inevitable death.

During this time I was an elder myself, and together with my kin, we connived to conquer. We had to. Our people were crafters by nature, and space was limited. Eventually, there would be no resources to exploit, or space to live. Tensions were high, and while Mother sought to keep the peace, it was likely that soon, we would start cutting each other down.

There was a breakthrough. A way to survive the journey to the next island. A bridge, a single, massive Thing that could keep us alive long enough to reach a new island Mother would prepare for us. It was my greatest act, but...I wasn't satisfied. I could see down the path we were going. It was...beneath us.

Biology:


Wicker Men are made from organs of complex life forms with plant matter to act as filler (though wood is far and away the most common material). The organs, like hearts, brains, stomachs, and lungs, help bring us closer to the truly living, but are ultimately redundant. We do not need to taste or breathe to survive, but we can do it anyway if we so please.

Oh, that's right. Wicker Men often repair themselves from wear and tear with new materials. We can also customize our forms, if we have the skill. For example, a Wicker Man can have a normal five fingered hand, or replace it with a spear rip, or a hook, or a bludgeon, and back again. Are forms are very malleable.

We still have to be careful. Sewing ourselves back together is an intensive process, and we can't do it if we are blow to pieces. We need a friend to help us recover from truly massive damage. In addition, we are alchemical creations. A careful selection of herbs and other regents are used in our creation. We have to make sure to take care of ourselves and replace what we lose. Causing damage to these ingredients, or artificially limiting them, causes Wicker Men to become Salted.

When Salted, we need to find ingredients to put us in balance once more. A Wicker Man becomes very unstable if they aren't healed quickly, and will lash out as their perception of reality becomes muddled. If this continues for to long, we become mindless golems, a condition we cannot recover from.

I, and I alone, have a heart of stone. The piece of an island, bursting with magical power, that keeps me alive. Destroying it will cause my death instantly.

I don't think about it much, but I am one of the larger Wicker Men. I'm am around three meters tall.

History:

I wanted to see the world. When I was young, I was an excitable boy, eager to make my mark on our little corner of the world. That's why my name is Carver.

Yet as the years went buy, and I made Things and Children of my own, I felt something was missing. There was never any variety. We were all family, loyal to each other. Homogenous in the extreme.

I hate that, so very much. That feeling of content, the static reality of our lives. You know everyone. There's no mystery. It felt...less than real. Like my world was an adrift dream, already doomed in our own meaningless lives. Once we fulfilled our function of companionship...what really was there for us?

So. I...abandoned them. It sounds harsh, but you must understand that as an elder, I was a constant. Running away in the dead of night would leave the same impact as a mountain disappearing. I had to do it though. If I stayed home any longer, I would have snapped.

I appreciate my family more, now that I am far, far away from them. Finally, I can explore! See the nations I know exist somewhere out there. Talk to people inherently different than me! Do things that haven't gone stale!

Oh, right. How am I here, if leaving the Islands or Things mean certain death? Well, I took a huge chunk out of a newer island, bound it to myself and me alone, and set off! I stole a lot of power, basically making the island uninhabitable, but there wasn't a lot of people on it. They had time to evacuate.

Now, I am truly free.

Aspects:
High Concept - The Tourist, The Record Keeper
Trouble - Bound Object, Knows Nothing

Approaches:
Careful: + 0
Clever: + 1
Flashy: + 3
Forceful: + 2
Quick: + 1
Sneaky: +2

Stunts:

Because I am a Dramatic Personality, I get a + 2 when Flashily initiating a conversation.

Because I am a Veteran Prankster, I get a + 2 when Sneakily sabotaging someone for laughs.

Because I have Narrow Focus, I get a + 2 when Forcefully trying to accomplish a complex problem.

Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]
 
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WIP

Name:
Marit Manbane
Race: Human - Marit comes from Brandholme, an island in the cold reaches of the Frozen Seas - something of a misnomer, for although the seas do freeze in winter they also experience short but intense summers of warmth and beauty. The people of these lands are terse and distant, especially to outsiders, prickly about their honour, true to their word, and surpassingly prone to violence and good at it.
Bio: Marit bears the terrible cursed sword Souldrinker, a fell weapon that consumes the souls of those slain by it. It lends some of its power to its wielder so that they may feed it all the better. Among the people of the Frozen Sea, with their inveterate feuding and honour duels, this is a path to a short life filled with strife. Marit's father was killed by Souldrinker's previous wielder, a greedy and ambitious thane who picked a fight with an honest homesteader in order to claim his lands. The ensuing duel went as may be imagined, but the thane did not bargain for the man's daughter, who stabbed him with a poisoned dagger even as his sword drained her father's life.
Marit now wanders the islands in search of a way to reclaim and free her father's soul, and those of the other innocents slain by Souldrinker. She is wary of its power and draws it only when faced with a clear evil that she could not otherwise defeat - but it thirsts, and it whispers to her night and day, constantly tempting her to violence.
Aspects:
High Concept - The Cursed Swordswoman
Trouble - Souldrinker

Approaches:
Careful: +1
Clever: +3
Flashy: 0
Forceful: +1
Quick: +2
Sneaky: +2

Stunts: You get three free stunts. Here is a description what stunts are.
Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]


So far, so good. A word of advice: this sword your character is brandishing can be mistaken for an Artifact. As I wrote before, Artifacts are relics with a fragment of Primal Gods inside. Artifacts range in forms and shapes - some can be blades, some can be staves, but they can also have the form of a monument or even an artificial organ - and grant its wielder a unique power. They are rare and powerful enough to warrant an Aspect of their own. The fragments of Primal Gods are usually dormant, but can awaken under special circumstances. So, if you want, you can claim that your character's sword in an Artifact, but if you don't like that, feel free to discard my advice.

This looks cool. A simple system I can easily learn! Didn't know those existed. Here's my candidate!

Name: Carver
Race: Wicker Man

I am always ready to share the history of my people to those who ask! Now...yes, to truly understand us, I have to tell you the story of our creator. You would know her as a witch. Her name is K.

She had earned the ire of a powerful lich after discovering the island where its phylactery was hidden. Not satisfied with mere execution, and noticing her name, he devised a curse that would cause the instant death of any who called to her, knowingly or unknowingly, and cast her out to a empty island. Either she could go in exile, forever in isolation, or go back home, and sentence others to a petty demise.

So she created us. Her children, the Wicker Men, to her companions in her ceaseless existence. I believe some may call us homunculi? Artificial creations, tied to island, made of the excess flesh Mother had leftover after hunting animals, and the wood of trees once untouched by five fingered hands. Her first creations were misshapen, and warped. Things instead of Wicker Men. It took time for her to improve, although the Things lifted her spirits. They were more than animals but less than sophont. Children, almost.

Eventually she reached a point where she could create true equals, unique life that could made immune to her curse. Her magic, perfected, vlcreated us.

The true ramifications of what she had done would not yet be made apparent. Mother was happy, that finally someone, anyone, could say her name other than her own reflection. A civilization was born! The eldest of her children were taught how to make Things, and from Things, Wicker Men. Community formed, before their very eyes, a culture!

Yet they were confined to this one island. The farther they wandered from Mother and the Birthplace, the more the magic that held them together faded. Exploration only garnered inevitable death.

During this time I was an elder myself, and together with my kin, we connived to conquer. We had to. Our people were crafters by nature, and space was limited. Eventually, there would be no resources to exploit, or space to live. Tensions were high, and while Mother sought to keep the peace, it was likely that soon, we would start cutting each other down.

There was a breakthrough. A way to survive the journey to the next island. A bridge, a single, massive Thing that could keep us alive long enough to reach a new island Mother would prepare for us. It was my greatest act, but...I wasn't satisfied. I could see down the path we were going. It was...beneath us.

Biology:


Wicker Men are made from organs of complex life forms with plant matter to act as filler (though wood is far and away the most common material). The organs, like hearts, brains, stomachs, and lungs, help bring us closer to the truly living, but are ultimately redundant. We do not need to taste or breathe to survive, but we can do it anyway if we so please.

Oh, that's right. Wicker Men often repair themselves from wear and tear with new materials. We can also customize our forms, if we have the skill. For example, a Wicker Man can have a normal five fingered hand, or replace it with a spear rip, or a hook, or a bludgeon, and back again. Are forms are very malleable.

We still have to be careful. Sewing ourselves back together is an intensive process, and we can't do it if we are blow to pieces. We need a friend to help us recover from truly massive damage. In addition, we are alchemical creations. A careful selection of herbs and other regents are used in our creation. We have to make sure to take care of ourselves and replace what we lose. Causing damage to these ingredients, or artificially limiting them, causes Wicker Men to become Salted.

When Salted, we need to find ingredients to put us in balance once more. A Wicker Man becomes very unstable if they aren't healed quickly, and will lash out as their perception of reality becomes muddled. If this continues for to long, we become mindless golems, a condition we cannot recover from.

I, and I alone, have a heart of stone. The piece of an island, bursting with magical power, that keeps me alive. Destroying it will cause my death instantly.

I don't think about it much, but I am one of the larger Wicker Men. I'm am around three meters tall.

History:

I wanted to see the world. When I was young, I was an excitable boy, eager to make my mark on our little corner of the world. That's why my name is Carver.

Yet as the years went buy, and I made Things and Children of my own, I felt something was missing. There was never any variety. We were all family, loyal to each other. Homogenous in the extreme.

I hate that, so very much. That feeling of content, the static reality of our lives. You know everyone. There's no mystery. It felt...less than real. Like my world was an adrift dream, already doomed in our own meaningless lives. Once we fulfilled our function of companionship...what really was there for us?

So. I...abandoned them. It sounds harsh, but you must understand that as an elder, I was a constant. Running away in the dead of night would leave the same impact as a mountain disappearing. I had to do it though. If I stayed home any longer, I would have snapped.

I appreciate my family more, now that I am far, far away from them. Finally, I can explore! See the nations I know exist somewhere out there. Talk to people inherently different than me! Do things that haven't gone stale!

Oh, right. How am I here, if leaving the Islands or Things mean certain death? Well, I took a huge chunk out of a newer island, bound it to myself and me alone, and set off! I stole a lot of power, basically making the island uninhabitable, but there wasn't a lot of people on it. They had time to evacuate.

Now, I am truly free.

Aspects:
High Concept - The Tourist, The Record Keeper
Trouble - Bound Object, Knows Nothing

Approaches:
Careful: + 0
Clever: + 1
Flashy: + 3
Forceful: + 2
Quick: + 1
Sneaky: +2

Stunts:

Because I am a Dramatic Personality, I get a + 2 when Flashily initiating a conversation.

Because I am a Veteran Prankster, I get a + 2 when Sneakily sabotaging someone for laughs.

Because I have Narrow Focus, I get a + 2 when Forcefully trying to accomplish a complex problem.

Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]

First things first, this is a nice character concept, but here's a minor tidbit. The Mundus Empire at its peak - that is to say, under the rule of Garland - was incredibly big and incredibly powerful. It was mainly governed by humans, but it included literally hundreds of races, some of which they were first to discover. In short, they were not only conquerors, but explorers as well. And that fact means that either the island the Wicker Men inhabited was so small and isolated that it went under their radar, or the Mundus Empire simply decided that they weren't worth their time and left them to their own devices as long they officially recognized the Emperor as their own ruler. Well, there is also the third option: the witch that lived them simply murdered anyone that dared to land there. The choice is, obviously, yours to make.
 
@Tada Taro, would a modified version of Duine be okay? There's magic in this world, right?

Are there Fae in this world too?
 
@Tada Taro, would a modified version of Duine be okay? There's magic in this world, right?

Are there Fae in this world too?
This is a rather tricky question, to be completely honest. There are lesser Primal Gods that share the names, but they are completely different beasts altogether, not to mention the fact that all of them are mostly dead. If you're looking for inhuman tricksters, there are similar creatures, but considering the Empire's usual politics regarding malicious non-humans, they are very likely to either be either extinct or simply so few they barely count.

There is magic and mages, most of which follow the mainline teaching of the Empire, with remote communities that have their specific variations. It's a common knowledge that the gift of magic was given to all races by the Four Gods, while the unorthodox branches claim that their powers were given to them by the local deities - which often happen to be awakened remnants of a Primal God.

Also, golems are a thing, but they are simply magic-powered automatons without any personalities. So, if you manage to modify Duine to such a degree that he won't seem out of place in this setting, be my guest.
 
Also, golems are a thing, but they are simply magic-powered automatons without any personalities. So, if you manage to modify Duine to such a degree that he won't seem out of place in this setting, be my guest.
So no personality for Duine? :V

I assume the whole personal Anti-Magic field wouldn't extend to artifact effects, right?
 
So.. No? And no on the personality too?

I'll work on Duine's sheet, then.
Like, you can probably make him some kind of an Artifact-powered golem. There is a possibility that such a construct will develop a personality. It's just that this personality might be similar to that of the Primal God trapped inside the Artifact. And that will set all kinds of alarm signs in people's eyes.
 
Like, you can probably make him some kind of an Artifact-powered golem. There is a possibility that such a construct will develop a personality. It's just that this personality might be similar to that of the Primal God trapped inside the Artifact. And that will set all kinds of alarm signs in people's eyes.
...Perfect!
 
So far, so good. A word of advice: this sword your character is brandishing can be mistaken for an Artifact. As I wrote before, Artifacts are relics with a fragment of Primal Gods inside. Artifacts range in forms and shapes - some can be blades, some can be staves, but they can also have the form of a monument or even an artificial organ - and grant its wielder a unique power. They are rare and powerful enough to warrant an Aspect of their own. The fragments of Primal Gods are usually dormant, but can awaken under special circumstances. So, if you want, you can claim that your character's sword in an Artifact, but if you don't like that, feel free to discard my advice.

I'm thinking we could leave this a bit ambiguous, at least to begin with, unless there's some readily available way of knowing. It would be interesting if, say, somebody just figures that it has to be one and starts going off on it, but defining it as such would take a lot of the mystery out, and I'm intending to play Marit as a fairly enigmatic sort who keeps her cards close to her chest.
 
@Tada Taro, could you specify the details of a Primal God? If I essentially make Duine a walking artifact housing a Primal God, would it be two similar personalities, or would the God pilot Duine around like a mech? How far do you think I could scale that Anti-Supernatural/Magic effect if a Duine himself is an artifact? You said Primal Gods rewrote rules in their territory, but what if Duine was the territory?
 
@Tada Taro, could you specify the details of a Primal God? If I essentially make Duine a walking artifact housing a Primal God, would it be two similar personalities, or would the God pilot Duine around like a mech? How far do you think I could scale that Anti-Supernatural/Magic effect if a Duine himself is an artifact? You said Primal Gods rewrote rules in their territory, but what if Duine was the territory?
That depends on whether the Primal God fragment inside an Artifact is awaken or not. If he's been awakened before Duine developed a personality under his influence, it will be more like a pilot in a mech. If the fragment is dormant, its influence can be enough to jump-start the development of his personality. Also, different Artifacts have territories of different size, and the rule of thumb is that the larger the influenced territory is, the weaker the effects get. Take it as you want. When Primal Gods rewrite the reality, they do so by replacing the existing concept of "the world" with the only they literally embody. For example, "the never-ending winter" or "the place where no self exists." This is basically how they work. A lance-shaped Artifact with a Primal Beast that has the power of "the time remains still" can either leave wounds that won't be healed by the passage of time since every attack will create a small, wound-shaped territory of influence, or put someone in a temporal stasis by touching it.
 
That depends on whether the Primal God fragment inside an Artifact is awaken or not. If he's been awakened before Duine developed a personality under his influence, it will be more like a pilot in a mech. If the fragment is dormant, its influence can be enough to jump-start the development of his personality. Also, different Artifacts have territories of different size, and the rule of thumb is that the larger the influenced territory is, the weaker the effects get. Take it as you want. When Primal Gods rewrite the reality, they do so by replacing the existing concept of "the world" with the only they literally embody. For example, "the never-ending winter" or "the place where no self exists." This is basically how they work. A lance-shaped Artifact with a Primal Beast that has the power of "the time remains still" can either leave wounds that won't be healed by the passage of time since every attack will create a small, wound-shaped territory of influence, or put someone in a temporal stasis by touching it.
Heh, as much fun as it would be to play a Primal God trying to act mortal.. Think I'll go for the split personality option. I made Duine with another version of Fate once, and I even have some ideas, e.g;

-This Is My Vessel, Get Your Own!: If somebody were to find a way to control Duine mentally or physically, they would probably have quite an easy time taking manual control of the automata and his functions.. If not for the fact something else was there first. And they're very possessive.

Would it be possible, then, to have a Primal God embodying something like, say, the Void or the Eternal Abyss, and turn Duine's body into a self-contained black hole, erasing matter and energy with his fists or attract things in an area and break them down to a molecular scale? That was just an example, by the way. Just trying to find a concept that would make the Anti-Magic effect. I really only care for the Anti-Magic field to affect Duine, and if a God's territory is the size of a person..
 
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Would it be possible, then, to have a Primal God embodying something like, say, the Void or the Eternal Abyss, and turn Duine's body into a self-contained black hole, erasing matter and energy with his fists or attract things in an area and break them down to a molecular scale? That was just an example, by the way. Just trying to find a concept that would make the Anti-Magic effect. I really only care for the Anti-Magic field to affect Duine, and if a God's territory is the size of a person..

You can simply use the concept of "magic doesn't exist" and make it affect only Duine. Out of two concepts, the strongest one always wins
 
You can simply use the concept of "magic doesn't exist" and make it affect only Duine. Out of two concepts, the strongest one always wins
Then I thought about abilities like--Artifacts and Gods are unable to affect the vessel.

What concept would something like that fall beneath?
 
Then I thought about abilities like--Artifacts and Gods are unable to affect the vessel.

What concept would something like that fall beneath?
See, the stronger concept automatically rewrites the lesser ones. And the strength of a concept is determined by two factors: its complexity and the range it affects. The simpler the concept to enforce, the more powerful it is. So, when two or more Artifact clash, the stronger one always wins.

However, if you want something to specifically make Artifacts and Gods to be unable to affect something, there is no such thing.
 
I'm thinking we could leave this a bit ambiguous, at least to begin with, unless there's some readily available way of knowing. It would be interesting if, say, somebody just figures that it has to be one and starts going off on it, but defining it as such would take a lot of the mystery out, and I'm intending to play Marit as a fairly enigmatic sort who keeps her cards close to her chest.
Just so you know: I am fine with that. You want to play a character enshrouded in mystery, you can do just that. But please, make sure to post me the whole info, so we won't accidentally contradict each other, okay?
 
What kind of stunt would make it difficult for people to affect them mentally?

Sorry, what trait? Forceful, or Clever?
 
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