(Fate Accelerated) Centerpiece Fantasy: Divine Heroes

How would the concept of assimilation work, exactly? Assimilation of things they're damaged by, like getting the power to channel electricity after being hit with a lightning bolt? Or maybe adaption..? Growing heat resistant skin after being burned alive..? Concept of Terror.. Concept of Devouring.. Concept of Might.. Sorry, just thinking aloud. The artifacts and FATE system allow for a lot of development room, and with so many options it's always hard for me to decide.

Would an approach set like this be alright?

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

We're allowed three stunts, right? What are the upper limits of what stunts can do, could you clarify? Could I say, make a stunt that grants +2 in forceful if something tries to affect Duine mentally or influence his actions, or another stunt that gives that +2 to Forceful or Flashy to scare something? Does it have to be a +2, or could it be more or less? What about a stunt that let's him permanently attach a small item to himself after time in a workshop, like a musket or flamethrower? Probably not that last one.

What exactly is the difference between using Flashy and Forceful to scare somebody?
 
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How would the concept of assimilation work, exactly? Assimilation of things they're damaged by, like getting the power to channel electricity after being hit with a lightning bolt? Or maybe adaption..? Growing heat resistant skin after being burned alive..? Concept of Terror.. Concept of Devouring.. Concept of Might.. Sorry, just thinking aloud. The artifacts and FATE system allow for a lot of development room, and with so many options it's always hard for me to decide.

Would an approach set like this be alright?

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

We're allowed three stunts, right? What are the upper limits of what stunts can do, could you clarify? Could I say, make a stunt that grants +2 in forceful if something tries to affect Duine mentally or influence his actions, or another stunt that gives that +2 to Forceful or Flashy to scare something? Does it have to be a +2, or could it be more or less? What about a stunt that let's him permanently attach a small item to himself after time in a workshop, like a musket or flamethrower? Probably not that last one.

What exactly is the difference between using Flashy and Forceful to scare somebody?
I see no problems with your approach points distribution. As for stunts, they can grant either +2 - and only that - or do something cool within reasonable limits under one specific condition. For example, since I have a Flamethrower, once per game scene I can use it to inflict a harmful Aspect.

The difference between Flashy and Forceful is the difference between being charismatic and intimidating. You use the first one to inspire someone, or to make a show. The Forceful approach is when you use brute strength to achieve something.
 
I see no problems with your approach points distribution. As for stunts, they can grant either +2 - and only that - or do something cool within reasonable limits under one specific condition. For example, since I have a Flamethrower, once per game scene I can use it to inflict a harmful Aspect.

The difference between Flashy and Forceful is the difference between being charismatic and intimidating. You use the first one to inspire someone, or to make a show. The Forceful approach is when you use brute strength to achieve something.
Got it. About his backstory.. In the present day, could there possibly be an island, a safe haven of sorts, for supernatural creatures that have a grudge against the Mundus Empire? Would the Mundus Empire have tried to exterminate magical races if they continuously attacked others, like say, Dragons and Fae? How accessible is inter-island travel? Would an island that has technology around the mid 1800s work?
 
Got it. About his backstory.. In the present day, could there possibly be an island, a safe haven of sorts, for supernatural creatures that have a grudge against the Mundus Empire? Would the Mundus Empire have tried to exterminate magical races if they continuously attacked others, like say, Dragons and Fae? How accessible is inter-island travel? Would an island that has technology around the mid 1800s work?
It would be possible for the current Mundus Empire to miss such an island, so it can exist. Also, in its prime, the Mundus Empire had fairly humans-first politics, but they did pay some lip service towards the cooperation with non-human races, so if a race or a tribe that acknowledged the Emperor as their ruler was attacked by an outsider, they would retaliate if only to save the Empire's face. And by retaliate they basically mean "exterminate." Inter-island travel is fairly accessible to pretty much everyone, and everyone mainly travels by using magic-powered airships. That said, mid 1800s would be too much for this realm, so you might want to dial it down a bit.
 
It would be possible for the current Mundus Empire to miss such an island, so it can exist. Also, in its prime, the Mundus Empire had fairly humans-first politics, but they did pay some lip service towards the cooperation with non-human races, so if a race or a tribe that acknowledged the Emperor as their ruler was attacked by an outsider, they would retaliate if only to save the Empire's face. And by retaliate they basically mean "exterminate." Inter-island travel is fairly accessible to pretty much everyone, and everyone mainly travels by using magic-powered airships. That said, mid 1800s would be too much for this realm, so you might want to dial it down a bit.
1600s, 1700s?

How long was the gap between peak and current Empire?
 
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Still heavily in progress.

Name: Acheria Snowflutter
Race: Mothrian : a race of humanoid moth-people, ranging from two to four feet tall. Mothrians appear semi-humanoid, having recognisable features - minus two large antennae rising out their hair. They have fluffy ruffs of hair around their collars, their shins, and the forearms of both pairs of arms, their limbs being subtly segmented and their skin firm to the touch. Their hair tends to be palish white or silver, with some being a speckled brown. Their wings are delicate but strong enough to lift them, coloured similiarly to their hair, with occasional bold splashes of red.

Mothrians were born of the moon-that-hatched-the-goddess - or so their stories say. The goddess of life hatched from the moon to save the world from the old gods, joining the other three. Fragments of the shell scattered across the world, where they became moths, and the largest shards became mothrians. Once the old gods were defeated, their tyranny ended, the goddess of life planted new life in the moon and sealed it once more - to await the day when a new god would be needed.

Or so their stories say.

Regardless of validity, the mothrians have a great connection to the moon, and their lunar magic holds elements of illusion and mindtwisting. Their island is closer to the Human core islands than one might expect, but they remain independant - any who came to the island were befuddled and misdirected by endless layers of illusions, until the island was seen as cursed - or perhaps just too much effort to deal with. The island is nameless to the Mothrians, simply being home, and the number of visitors throughout history can be counted in the tens.

Mothrians occasionally leave to explore other lands, but most soon return, missing the community of their sisters... and there a second reason, too. The great black bird, Jygmandyr, and his infernal brood are bitter foes of the mothrians, and, unable to attack the island directly, attempt to destroy any that leave the protection of its dusk-shrouded forests. This age-old enimity has given moat mothrians a fear of birds - ravens and crows in particular - and Acheria is no exception.

Bio: Acheria is a Moonbeam Knight - one of those rare moths, beloved by the cold moon, chosen to learn the skills of war in case the island is ever threatened.

One could argue Mothrians never truly die of old age. Once they are old, they lay a single egg, and as it develops their soul leaves their old body for the new. They spend some time as a caterpillar, before they cocoon and emerge as a full mothrian. Thus, there are always the same number of mothrians - no more, and no less.

But somehow there are less now. Slowly, they dwindle. If this is not ended, one day there will be no more mothrians, and the moon will have naught but the stars to sing with. A slow and steady extinction.

Acheria is freshly hatched from her cocoon, remembrances of old lives stored away in distant memory, but she remembers how the forest was once full with her people. The solution is clear.
She must leave the island, and find the source of this evil - and stop it, before mothrians become less than even a memory.

She has been armoured in moonlight, shimmering a muted silver and almost weightless, and given a mothbow from the olden days, when Jygmandyr had first congealed from the night sky and raged against those who had what he did not.


Aspects:
High Aspect: Illusionist Moth Knight
Aspect: Aspiring Hero
Trouble: The Raven Caws For Thee
Approaches:
Careful: +1
Clever: +3
Flashy: +1
Forceful: +0
Quick: +2
Sneaky: +2
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:
Because I have the Shrouding Dark, I gain +2 to Sneaky during the hours of night.
Because I have a Mind of Illusions, I gain +2 when I Cleverly use illusions.
Because I have a Mothbow, I can create an Advantage and then attack on the same turn once per scene.

Refresh: 5
Stress: 1 [] 2 [] 3 []
Consequences: 2 [ Mild ] 4 [ Moderate ] 6 [ Severe ]
 
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Still heavily in progress.

Name: Acheria Snowflutter
Race: Mothrian : a race of humanoid moth-people, ranging from two to four feet tall. Mothrians appear semi-humanoid, having recognisable features - minus two large antennae rising out their hair. They have fluffy ruffs of hair around their collars, their shins, and the forearms of both pairs of arms, their limbs being subtly segmented and their skin firm to the touch. Their hair tends to be palish white or silver, with some being a speckled brown. Their wings are delicate but strong enough to lift them, coloured similiarly to their hair, with occasional bold splashes of red.

Mothrians were born of the moon-that-hatched-the-goddess - or so their stories say. The goddess of life hatched from the moon to save the world from the old gods, joining the other three. Fragments of the shell scattered across the world, where they became moths, and the largest shards became mothrians. Once the old gods were defeated, their tyranny ended, the goddess of life planted new life in the moon and sealed it once more - to await the day when a new god would be needed.

Or so their stories say.

Regardless of validity, the mothrians have a great connection to the moon, and their lunar magic holds elements of illusion and mindtwisting. Their island is closer to the Human core islands than one might expect, but they remain independant - any who came to the island were befuddled and misdirected by endless layers of illusions, until the island was seen as cursed - or perhaps just too much effort to deal with. The island is nameless to the Mothrians, simply being home, and the number of visitors throughout history can be counted in the tens.

Mothrians occasionally leave to explore other lands, but most soon return, missing the community of their sisters... and there a second reason, too. The great black bird, Jagmandyr, and his infernal brood are bitter foes of the mothrians, and, unable to attack the island directly, attempt to destroy any that leave the protection of its dusk-shrouded forests. This age-old enimity has given moat mothrians a fear of birds - ravens and crows in particular - and Acheria is no exception.
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:
Aspect: Illusionist Moth Knight
Trouble: The Raven Caws For Thee
Approaches:
Careful: +1
Clever: +3
Flashy: +1
Forceful: +0
Quick: +2
Sneaky: +2
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 ]
It looks quite nice, and I have nothing to nitpick about. The concept of moth-people seems interesting, and since the beast-men races are common to this world, they don't stand out that much. Honestly, I find the fact that two-thirds (or even three-fourths, if the character @Sablonus is making doesn't change very much) of the main characters quite amusing and ironic for a number of reasons.

If you have any questions or want to clarify some things about the setting, don't hesitate to ask me.
 
How should I handle an artifact? Is it an aspect? A stunt?

Going for a split personality version, by the way. Also, how exactly should a Primal God behave? Any specifics?

Working on my sheet, and modifying it to fit the setting and system.
 
How should I handle an artifact? Is it an aspect? A stunt?

Going for a split personality version, by the way. Also, how exactly should a Primal God behave? Any specifics?

Working on my sheet, and modifying it to fit the setting and system.
That depends on how actively you plan to use it, honestly. Also, whether it can affect your actions in any meaningful way. If it can, better make it an Aspect. If you mostly use it to gain a momentary advantage, turn it into a Stunt.

As for how the Primal Gods behave... Most of them aren't very nice. Consider this: you're an existence that represents a force of nature. From the beginning, you are the top dog, and the closest thing you have to an equal much prefers to stay away from you as possible. Therefore, they may seem pretty arrogant. Usually, older Primal Gods are more humble, while still being somewhat standoffish, but the ones that are younger or were sealed whilst being relatively young have the personality of a selfish child. A child that warps the landscape with their sheer presence.

Of course, that depends on the way the Primal God developed as a person. Some of them are actually quite benevolent.
 
That depends on how actively you plan to use it, honestly. Also, whether it can affect your actions in any meaningful way. If it can, better make it an Aspect. If you mostly use it to gain a momentary advantage, turn it into a Stunt.

As for how the Primal Gods behave... Most of them aren't very nice. Consider this: you're an existence that represents a force of nature. From the beginning, you are the top dog, and the closest thing you have to an equal much prefers to stay away from you as possible. Therefore, they may seem pretty arrogant. Usually, older Primal Gods are more humble, while still being somewhat standoffish, but the ones that are younger or were sealed whilst being relatively young have the personality of a selfish child. A child that warps the landscape with their sheer presence.

Of course, that depends on the way the Primal God developed as a person. Some of them are actually quite benevolent.
Heh, I can definitely use this. I'll probably use some of the personality of Duine from the Classroom as the Primal God inside of him, as that one was the Evil!Duine. Still trying to settle on a nice concept.. Eh, concept of Magicide? Butcher of Magic? :V Maybe.. Magical immunity and high proficiency with either nonmagical weapons or hand to hand? Considering any magical item he gets near starts getting drained, I think I'll put it as an aspect, not to mention the fact it's always present. The Primal God occasionally going berserk would probably go as a + to forceful in stunts though.

Speaking of stunts, do they stack?
 
Heh, I can definitely use this. I'll probably use some of the personality of Duine from the Classroom as the Primal God inside of him, as that one was the Evil!Duine. Still trying to settle on a nice concept.. Eh, concept of Magicide? Butcher of Magic? :V Maybe.. Magical immunity and high proficiency with either nonmagical weapons or hand to hand? Considering any magical item he gets near starts getting drained, I think I'll put it as an aspect, not to mention the fact it's always present. The Primal God occasionally going berserk would probably go as a + to forceful in stunts though.

Speaking of stunts, do they stack?
Yes, but they should have specific conditions under which they can be used, so I'm not sure how you plan to activate two or more simultaneously.
 
Yes, but they should have specific conditions under which they can be used, so I'm not sure how you plan to activate two or more simultaneously.
I was just worried about them overlapping, is all. Are we only allowed one stunt for each approach, as in, only one stunt that can raise forceful or quick?

What about a condition like "Angered" or "Enraged" for the activation?
 
I was just worried about them overlapping, is all. Are we only allowed one stunt for each approach, as in, only one stunt that can raise forceful or quick?

What about a condition like "Angered" or "Enraged" for the activation?
No, you only need to care about the number of Stunts you can afford, and that's all. Also, those conditions can work, but keep in mind that you spend a Fate Point each time you use it.
 
It looks quite nice, and I have nothing to nitpick about. The concept of moth-people seems interesting, and since the beast-men races are common to this world, they don't stand out that much. Honestly, I find the fact that two-thirds (or even three-fourths, if the character @Sablonus is making doesn't change very much) of the main characters quite amusing and ironic for a number of reasons.

If you have any questions or want to clarify some things about the setting, don't hesitate to ask me.
Well, since you offered. :p

You described them as islands, but how big do they get? Are there islands the size of Britain or larger that host larger civilisations?
What are the largest cities, and how is trade normally conducted? A pretty important question actually is how do people get around. Magical gates? Flight? Teleportation? Trebuchets? All of the above?

What's down? If you fall off an island and don't land on one below, what happens?
 
Well, since you offered. :p

You described them as islands, but how big do they get? Are there islands the size of Britain or larger that host larger civilisations?
What are the largest cities, and how is trade normally conducted? A pretty important question actually is how do people get around. Magical gates? Flight? Teleportation? Trebuchets? All of the above?

What's down? If you fall off an island and don't land on one below, what happens?
Islands come in many shapes in sizes. Typically, they are the size of Britain, but islands as big as a continent do exist.
People usually use airships to travel from island to island, the same goes for the trade. They are powered by magic and look like this. However, there are species of beast-men that develop natural means of flight like wings and such. Teleportation magic exists, but it isn't strong enough to move a person from one island to another. The largest cities include Sanctum, the current capital of the Mundus Empire, and Roxas, a city the size of an island. The latter serves as a trading hub between various parts of the Empire. Also, there is Porta, another trading town located between the Frontier, uncharted lands where the Emperor Garland and his expedition forces disappeared four hundred years ago, and the rest of the Empire.
 
Hmmm, Seems interesting. Do you have anything against Goliaths? or maybe Warforged?
 
If he means the DnD kind, big mountain people and magic robots, respectively.
 
If he means the DnD kind, big mountain people and magic robots, respectively.
How big exactly? If by "mountain people" you mean people the same size as a mountain, then I won't allow that.

As for magic robots, I previously mentioned automatic golems, but they aren't sentient except for a few very special cases.
 
Name: Vethia

Race: Feralen (Children of the Moon Winds). Greatly resemble humans, but posses fox ears and tail, as well as elongated canines. The Feralen have somewhat better senses and reflexes than normal humans, and also a higher magical potential. The latter is counteracted by the fact that their magic is inherently wilder and harder to control. Lifespan can be extended into the hundreds or even thousands of years in a mana-rich environment (max lifespan unknown) but such circumstances are very rare, so they live about as long as humans normally. Are highly valued as slaves on the black market, due to their exotic nature. Live scattered throughout the islands with no solid culture or racial identity. Can interbreed with humans, but offspring will be either full Feralen or full Human, hybrids are impossible.

Bio: Vethia is a child born of the streets, an orphan at a young age when her ailing mother passed and leaving her to fend for herself. For the longest time she looked out only for herself, stealing and harming to get by. She spurned authority and the gods, seeing them as either absent or cruel if the world was like this. Then, as time went on and she entered her teenage years, Vethia started to care again. A new orphanage in town took her in, likely because they didn't know the full list of her crimes. She went, if only for free lodging, but then she started getting attached. She was one of the older kids in the building, and in time started to become the tough big sister who looked out for the others, and a kind of respect grew in their eyes.

She didn't stop the stealing in secret, but the cruel self-serving aspect started to wain, and slowly, ever so slowly, she felt like she belonged somewhere. As time went on, a growing fraction of her ill-gotten gains went to support the orphanage. She had something other than herself to look out for, and it seemed like she had a life she could live out. Then one day the town where they all lived was besiged by slavers, intent on taking from the population. The town guard was fighting valiantly, but Vethia knew they would not last long. Panicking, she went with the one desperate thing she could think of to stop them, visiting the Temple of the Four where a certain relic was said to be guarded under most circumstances, but with the attack underway and all people either in shelters or on the wall, it would be unguarded.

The Relic was an ancient sword so old that no record of it remained. Some say it was a blessed weapon from the gods, others said it was from outside creation and fell to the earth as a shooting star, still others say it was the weapon of the cursed Old Gods that may bring ruin to the world but was sealed by the hands of the Four. Whatever it was, this mighty sword would not budge from it's place in the ground, and no strength or magic had ever moved or damaged it in the untold ages it had sat here, and so the church had been built around it, and the town around that, in the belief it was sacred. Desperate, knowing she was not strong enough alone, and not knowing any other way to gain the strength to save her family, Vethia grasped the blade by the hilt and pulled. It would not budge, in fact it felt impossibly heavy in a way words cannot describe. It was like trying to lift the whole world. Falling into despair, Vethia did something she had never done before, her pride not allowing it. She begged the gods for aid.

"I know I've sinned..." she sobbed, desperation and fear filling her being "I'm not a good person, never claimed to be. I don't know what I'm doing with my life, I don't know what I stand for...I don't even know who I really am. But..." and the sword almost imperceptibly budged from it's place in the earth "But they need me! And I need this...I need..." the sword jostled "...I need this strength! My flesh, my mind, my soul...take it all if you must! Just please..." The sword trembled, it was so heavy, there were no words for the magnitude of the burden, she was sure her arms would rip off any moment now, but she kept pulling "please...GIVE ME THE STRENGTH I NEED...TO SAVE MY FAMILY!"

A great tug, a moment where the world seemed to tilt in a way words could not describe, and suddenly Vethia was holding the mighty blade aloft.

It was so light...so...light...like a feather...like wind...

---

She awoke days later, not remembering what occurred next. She was told by the priests that she had obliterated to the slavers like an avenging goddess. Afterwords, she had passed out, and the priesthood had taken custody of her and the blade. Though their were near apocalyptic arguments about both punishment and sainthood for taking the blade, and wielding it, in the end it was decided that it had to go to her, for a distant glow along it's edge appeared only when it was in her hands, and many felt that it was chosen, that she was destined to wield it. Despite this, she found the weapon just felt like a normal sword to her now, albeit one of incredible quality. For some reason it's true strength was hidden from her now that it's initial purpose was fulfilled.

Not wanting the owner of just such a relic to leave it unused, and feeling like a greater purpose was called for from it's retrieval, the clergy made an offer. They would pay a hefty stipend to both her and the orphanage, enough to keep them well cared for for a long time. In exchange, she would head out on a quest, set to discover the secrets of the blade and it's now hidden power, and what destiny Vethia had in store. Reluctantly, and after much tearful goodbyes, the fox girl set out into the wider world on an outbound ship, set to discover these hidden truths, and fight for those whom she loves.

She had promised her life and soul for their salvation after all.


Aspects:
High Concept: Mystic Swordswoman.
Trouble: Distrustful of authority and in general.

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

Stunts:
Because I have Sharp Animal Reflexes, I get a +2 when I Quickly react to a situation that requires swift and/or precise action.
Because I am a Well of Wild Mana, I get a +3 on a single Forceful use as I roughly shove mana into an action once per game session.
Because I wield the Aether Blade, once per game session I can awaken a tiny portion of the weapon's power, and perform an 'Aether Strike', a powerful sword beam attack with devastating force.

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


 
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Name: Vethia

Race: Feralen (Children of the Moon Winds). Greatly resemble humans, but posses fox ears and tail, as well as elongated canines. The Feralen have somewhat better senses and reflexes than normal humans, and also a higher magical potential. The latter is counteracted by the fact that their magic is inherently wilder and harder to control. Lifespan can be extended into the hundreds or even thousands of years in a mana-rich environment (max lifespan unknown) but such circumstances are very rare, so they live about as long as humans normally. Are highly valued as slaves on the black market, due to their exotic nature. Live scattered throughout the islands with no solid culture or racial identity. Can interbreed with humans, but offspring will be either full Feralen or full Human, hybrids are impossible.

Bio: Vethia is a child born of the streets, an orphan at a young age when her ailing mother passed and leaving her to fend for herself. For the longest time she looked out only for herself, stealing and harming to get by. She spurned authority and the gods, seeing them as either absent or cruel if the world was like this. Then, as time went on and she entered her teenage years, Vethia started to care again. A new orphanage in town took her in, likely because they didn't know the full list of her crimes. She went, if only for free lodging, but then she started getting attached. She was one of the older kids in the building, and in time started to become the tough big sister who looked out for the others, and a kind of respect grew in their eyes.

She didn't stop the stealing in secret, but the cruel self-serving aspect started to wain, and slowly, ever so slowly, she felt like she belonged somewhere. As time went on, a growing fraction of her ill-gotten gains went to support the orphanage. She had something other than herself to look out for, and it seemed like she had a life she could live out. Then one day the town where they all lived was besiged by slavers, intent on taking from the population. The town guard was fighting valiantly, but Vethia knew they would not last long. Panicking, she went with the one desperate thing she could think of to stop them, visiting the Temple of the Four where a certain relic was said to be guarded under most circumstances, but with the attack underway and all people either in shelters or on the wall, it would be unguarded.

The Relic was an ancient sword so old that no record of it remained. Some say it was a blessed weapon from the gods, others said it was from outside creation and fell to the earth as a shooting star, still others say it was the weapon of the cursed Old Gods that may bring ruin to the world but was sealed by the hands of the Four. Whatever it was, this mighty sword would not budge from it's place in the ground, and no strength or magic had ever moved or damaged it in the untold ages it had sat here, and so the church had been built around it, and the town around that, in the belief it was sacred. Desperate, knowing she was not strong enough alone, and not knowing any other way to gain the strength to save her family, Vethia grasped the blade by the hilt and pulled. It would not budge, in fact it felt impossibly heavy in a way words cannot describe. It was like trying to lift the whole world. Falling into despair, Vethia did something she had never done before, her pride not allowing it. She begged the gods for aid.

"I know I've sinned..." she sobbed, desperation and fear filling her being "I'm not a good person, never claimed to be. I don't know what I'm doing with my life, I don't know what I stand for...I don't even know who I really am. But..." and the sword almost imperceptibly budged from it's place in the earth "But they need me! And I need this...I need..." the sword jostled "...I need this strength! My flesh, my mind, my soul...take it all if you must! Just please..." The sword trembled, it was so heavy, there were no words for the magnitude of the burden, she was sure her arms would rip off any moment now, but she kept pulling "please...GIVE ME THE STRENGTH I NEED...TO SAVE MY FAMILY!"

A great tug, a moment where the world seemed to tilt in a way words could not describe, and suddenly Vethia was holding the mighty blade aloft.

It was so light...so...light...like a feather...like wind...

---

She awoke days later, not remembering what occurred next. She was told by the priests that she had obliterated to the slavers like an avenging goddess. Afterwords, she had passed out, and the priesthood had taken custody of her and the blade. Though their were near apocalyptic arguments about both punishment and sainthood for taking the blade, and wielding it, in the end it was decided that it had to go to her, for a distant glow along it's edge appeared only when it was in her hands, and many felt that it was chosen, that she was destined to wield it. Despite this, she found the weapon just felt like a normal sword to her now, albeit one of incredible quality. For some reason it's true strength was hidden from her now that it's initial purpose was fulfilled.

Not wanting the owner of just such a relic to leave it unused, and feeling like a greater purpose was called for from it's retrieval, the clergy made an offer. They would pay a hefty stipend to both her and the orphanage, enough to keep them well cared for for a long time. In exchange, she would head out on a quest, set to discover the secrets of the blade and it's now hidden power, and what destiny Vethia had in store. Reluctantly, and after much tearful goodbyes, the fox girl set out into the wider world on an outbound ship, set to discover these hidden truths, and fight for those whom she loves.

She had promised her life and soul for their salvation after all.


Aspects:
High Concept: Mystic Swordswoman.
Trouble: Distrustful of authority and in general.

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

Stunts:
Because I have Sharp Animal Reflexes, I get a +2 when I Cleverly react to a situation that requires swift and/or precise action.
Because I am a Well of Wild Mana, I get a +3 on a single Forceful use as I roughly shove mana into an action once per game session.
Because I wield the Aether Blade, once per game session I can awaken a tiny portion of the weapon's power, and perform an 'Aether Strike', a powerful sword beam attack with devastating force.

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


Can't see your images. Better re-upload it somewhere else first.
 
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