[] The Tree of Pun-ishment
A Dendrological master of Wicked Wordplay and Painful Punnery. Our Verdant Verbal Vivisections shall Leaf our foes lying in the dirt! The poor Saps don't stand a chance against the might of our sparring!
Seriously though
[High Concept]
[X] The Primeval Forest Reborn
Maybe this concept could also introduce the concept of cycles of growth and decay? There might be some interesting stuff that could be done with that.
[X] Stealthily stalking the source of the noise.
[X] The contemplative one which pulls on all your magnetic senses.
[X] Groaning, you got up and stretched, uncomfortably favouring your wounds. Best double check that whatever this was, it couldn't hurt you.
You trailed a hand along your bark as you moved to the southern side of you trunk, nearest to the river. You stopped there and scented the air. There was nothing you didn't already know was there. A scan for magnetic sources gave a similar result, though your wood felt strangely denser and more sparkly.
At least your grove was undisturbed. You really felt rather paranoid after the earlier attack by the foreign spirit. What on earth could have caused it to attack you in such a disturbing manner? Instinctively you knew that even if your spirit-self was destroyed, a small part of you would still remain in your physical body and regenerate from it.
While you might lose much of your power and even knowledge from the destruction of your spirit self, only the destruction of your tree would have any chance of killing you permanently. Even then it would not be a certain thing. Of course, you would be injured, grievously so, but if your spirit-self survived you could continue on as a wandering spirit. You wondered briefly if that was what happened to your attacker, but dismissed the thought. You could not be distracted while searching for the source of this disturbance. What if it was dangerous?
Gliding through the brush to where you know the otters live, you slowed down to scan the area around you again and again and finally you sensed something odd. Behind an outcropping that caused the river to bend you sensed a living thing, some kind of fusion of spirit and beast you had not encountered before. It was a tiny thing, smaller than the otters who lived further downstream, though not by much. It resembled a toad, but its head was crowned with two pairs of horns, the tail was rather longer than the stub a normal toad has and it had three pairs of eyes. It seemed completely absorbed in eating something, perhaps a fish.
Thinking you might risk it with it so absorbed, you climbed the outcropping and risked an actual look at it. It was completely pale, even the eyes seemed to be covered in some kind of white film. Suddenly the wind turned from the west to the south and the scent of it washed over you. Sickly sweet like a rotting thing. You gagged and felt dizzy, the scent was unnervingly similar to the stain that you washed off your hands earlier, you almost completely missed that the blood was otter, rather than fish.
Frightened, you slide back down and back off. Could this be some kind of creature affiliated with your attacker? Could it have been made from the contamination you washed off in the river? Could it be something that had been here all along? You were hardly an expert on these things, being born only yesterday. Or something. Telling time was hard.
What were you going to do?
[] Keep observing
[] Ignore it. Go back home.
[] Do something about it.
-[] What? Write-in.
***
Author's note:
If you have any ideas for what types of powers you could have, please share with the rest of the thread. In case someone can think of an interesting way of using it to do something about the creature. See these links for examples of stunts and powers in Fate (and the Dresden files RPG which runs on a Fate system.)
You will be able to use magic, you just haven't discovered how to do so on purpose yet, so no need to suggest it.
I'm a little bit confused right now, but I think we're currently some sort of tangible spirit disconnected from our main tree body? Is that right?
We're a tree so earth/plant magic/powers should apply no matter what. Possibly regenerative abilities by drawing power from the earth and/or sun? Healing magic via grown medicinal/magical herbs? Shapeshifting? Oh some from of Intellectus would certainly be nice. Though I think to some degree that would be just an inherent part of being a genius locale.
[X] Keep observing
Its certainly bad juju, but I don't want to skip straight to killing it or trapping it just yet. It sounds like it might be a vaguely corruptive? I'd rather minimize contact with it. Hmmm maybe sealing it away might be an option depending on how our powers work out to be.
Gliding through the brush to where you know the otters live, you slowed down to scan the area around you again and again and finally you sensed something odd.
Hmmm. We don't know what it is, but it eats otters and smells awful, and is ugly to boot. I think more information is in order.
What were you going to do?
[X] Keep observing
As far as powers go, let's see. The template indicates that powers are affected by skills, and our highest skills are (in that order) Insight, Discipline*, Endurance*, Notice, Stealth, and Will*.
@Eri could we have a description of what these skills do? I'm guessing that Insight/ Notice let us gather data from our senses, and Stealth lets us hide from other people's Insight/ Notice, but I don't know about Discipline/ Endurance/ Will...
* These skills influence stress tracks. I'm not sure whether that means that if we use our powers, a bad roll or something might inflict stress on us.
I'm a little bit confused right now, but I think we're currently some sort of tangible spirit disconnected from our main tree body? Is that right?
We're a tree so earth/plant magic/powers should apply no matter what. Possibly regenerative abilities by drawing power from the earth and/or sun? Healing magic via grown medicinal/magical herbs? Shapeshifting? Oh some from of Intellectus would certainly be nice. Though I think to some degree that would be just an inherent part of being a genius locale.
[X] Keep observing
Its certainly bad juju, but I don't want to skip straight to killing it or trapping it just yet. It sounds like it might be a vaguely corruptive? I'd rather minimize contact with it. Hmmm maybe sealing it away might be an option depending on how our powers work out to be.
Kinda. You're a spirit, yes, and one that is able to leave its body, but you're only really tangible to your own physical body. Every other time you've touched anything you've either unconciosly been using magic to be able to affect matter or that thing has a spiritual presence in its own right.
Plant magic certainly, you'll have to work a bit more for earth magic. Probably slow regeneration in sunshine. Healing herbs and such, maybe. I'll see what seems appropriate regarding shapeshifting. And yeah, some variety of intellectus is inherent to being a genius loci. You'll get better as you grow in power.
Hmmm. We don't know what it is, but it eats otters and smells awful, and is ugly to boot. I think more information is in order.
What were you going to do?
[X] Keep observing
As far as powers go, let's see. The template indicates that powers are affected by skills, and our highest skills are (in that order) Insight, Discipline*, Endurance*, Notice, Stealth, and Will*.
@Eri could we have a description of what these skills do? I'm guessing that Insight/ Notice let us gather data from our senses, and Stealth lets us hide from other people's Insight/ Notice, but I don't know about Discipline/ Endurance/ Will...
* These skills influence stress tracks. I'm not sure whether that means that if we use our powers, a bad roll or something might inflict stress on us.
There wasn't. At least not in the options I gave you, but you could have made a write in. All that the other options would have done would have been to change the nature of the little creature.
[X] Keep observing
Fun fact: the Zoroastrian religion considers otters to be sacred. Which means this monster might be eating a sacred animal.
This isn't really relevant to the quest, but I thought it was interesting.
[X] Keep observing
Fun fact: the Zoroastrian religion considers otters to be sacred. Which means this monster might be eating a sacred animal.
This isn't really relevant to the quest, but I thought it was interesting.
Skill descriptions. Okay, it's not actually done yet, but I'd like to actually get some sleep tonight. Reasonably close to done. I've just got pathfinding and some refining left. Maybe adjusting some of the examples to be setting specific?
Those skills marked with an * influence stress tracks. That is if you have it at average or fair you get one extra stress box, if you have it at good or great you get two extra stress boxes and if you have it at superb or better you get an extra consequence slot for that type of stress.
Suppleness: The ease and precision with which you can move your physical body. The physical equivalent of Agility.
Overcome: Suppleness allows you to overcome any obstacle that requires physical movement. If you get it high enough, you can move around your physical body with this. More common uses of the skill are grabbing things with your branches and manipulating them.
Create an Advantage: When you're creating an advantage with Suppleness, you're tripping an enemy with your roots, ensnaring him with your branches or covering her line of sight with your leaves.
Attack: Suppleness is not meant as an attack skill.
Defend: Suppleness is a catch-all skill to roll for defense in a physical conflict, against close-quarters and ranged attacks, provided what's attacked is something you could conceivably move. If it's the base of your trunk, you're out of luck. You can also use it to defend against characters trying to move past you; if you're in a position to physically interfere with whoever's making the attempt.
Might: The force which you can exert with your physical body. A counterpart to suppleness. The physical equivalent of Soul.
Overcome: You can use Might to overcome any obstacles that require the application of brute force—most often to overcome a situation aspect on a zone—or any other physical impedance, like chains or brick walls. Also used to lift heavy things.
Create an Advantage: Physique has a lot of potential for advantages in physical conflict, usually related to grappling and holding someone in place, making them Pinned or Locked Down. (You'd grab the enemy with a suppleness roll and keep hold of them, or straight out crush them with a might roll.) .
Attack: Might is not used to harm people directly—see the Fight skill for that.
Defend: Though you don't generally use Might to defend against attacks, you can use it to provide active opposition to someone else's movement, to push back when something is pushing against you.
Endurance*: A measure of your stamina or resistance. The physical equivalent of Will.
Overcome: You can use Endurance to overcome any obstacles that require you to keep doing something for a long time and other endurance-based challenges. Also used to keep going strong when deprived of water or nutrients
Create an Advantage: Endurance is not usually used to create advantages. Perhaps to realize that an enemy has an injury?
Attack: Endurance is not used to harm people directly—see the Fight skill for that.
Defend: You might roll endurance to avoid catching on fire if struck by lightning or to lessen regular damage. Also rolled to resist poisons or diseases that affect your physical body.
Special: The Endurance skill gives you additional physical stress or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5)and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for physical harm.
Insight: Insight is the skill you use to find things out, to make coherent sense of all the information you might get from other sources, like Notice —whereas Notice revolves around situational alertness and surface observation, Insight revolves around concentrated effort, in-depth scrutiny and making connections.
Overcome: Insight obstacles are all about information that's hard to uncover for some reason. Analyzing a crime scene for clues, finding the answer to the riddle game, searching a cluttered room for the item you need, even poring over a musty old tome to try and find the passage that makes everything make sense. Racing against the clock to collect evidence before the cops show up or disaster occurs is a classic way to use Investigate in a challenge.
Create an Advantage: Insight is probably one of the most versatile skills you can use to create an advantage. As long as you're willing to take the time, you can find out just about anything about anyone, discover nearly any detail about a place or object, or otherwise make up aspects about nearly anything in the game world that your character could reasonably unearth.
Attack: Insight isn't used to make attacks.
Defend: Nor is it used to defend.
Lore: The Lore skill is about knowledge and education, your actual experience with the world.
Overcome: You can use Lore to overcome any obstacle that requires applying your character's knowledge to achieve a goal. For example, you might roll Lore to decipher some ancient language on a tomb wall, under the presumption that your character might have researched it at some point. Frankly, you can use Lore as a go-to skill any time you need to know if your character can answer a difficult question, where some tension exists in not knowing the answer.
Create an Advantage: Like Insight, Lore provides a lot of very flexible opportunities to create advantages, provided you can research the subject in question. More often than not, you'll be using Lore to get a story detail, some obscure bit of information that you uncover or know already, but if that information gives you an edge in a future scene, it might take the form of an aspect. Likewise, you can use Lore to create advantages based on any subject matter your character might have studied, which gives you a fun way to add details to the setting.
Attack: Lore isn't used in conflicts.
Defend: Lore isn't used to defend.
Discipline* The Discipline skill represents your character's general level of mental fortitude, the same way that Endurance represents your physical fortitude.
Overcome: You can use discipline to pit yourself against obstacles that require mental effort. Any mentally absorbing task, like deciphering a code, falls under this category. Use discipline when it's only a matter of time before you overcome the mental challenge, and Lore if it takes something more than brute mental force to get past it. Many of the obstacles that you go up against with Discipline might be made part of challenges, to reflect the effort involved. Contests of Discipline might reflect particularly challenging games, like chess, or competing in a hard set of exams. In settings where magic or psychic abilities are common, contests of Will are popular occurrences.
Create an Advantage: You can use Discipline to place aspects on yourself, representing a state of deep concentration or focus.
Attack: Discipline isn't really used for attacks by itself. It is, however, used in tandem with Soul or Will to make magical attacks
Defend: Discipline is the main skill you use to defend against mental attacks, whether from simple provocation or something more, representing your control over your reactions.
Special: The Discipline skill gives you additional mental stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.
Notice: The Notice skill involves just that—noticing things. It's a counterpart to Insight, representing a character's overall perception, ability to pick out details at a glance, and other powers of observation. Usually, when you use Notice, it's very quick compared to Insight, so the kinds of details you get from it are more superficial, but you also don't have to expend as much effort to find them.
Overcome: You don't really use Notice to overcome obstacles too often but when you do it's used in a reactive way: noticing something in a scene, hearing a faint sound, spotting the concealed gun in that guy's waistband.
Create an Advantage: You use Notice to create aspects based on direct observation—looking over a room for details that stand out, finding an escape route in a debris-filled building, noticing someone sticking out in a crowd, etc. When you're watching people, Notice can tell you what's going on with them externally; for internal changes, see Empathy. You might also use Notice to declare that your character spots something you can use to your advantage in a situation, such as a convenient Escape Route when you're trying to get out of a building, or a Subtle Weakness in the enemy's line of defense. For example, if you're in a barroom brawl you could make a Notice roll to say that you spot a puddle on the floor, right next to your opponent's feet that could cause him to slip.
Attack: Notice isn't really used for attacks.
Defend: You can use Notice to defend against any uses of Stealth to get the drop on you or ambush you, or to discover that you're being observed.
Agility: The Agility skill represents your character's general level of spiritual athleticism. It's how good you are at moving your spiritual body. The spiritual equivalent of suppleness.
Overcome: Agility allows you to overcome any obstacle that requires movement—jumping, running, climbing, swimming, etc. If it resembles something you'd do in the decathlon, you roll Agility. You use overcome actions with Agility to move between zones in a conflict if there's a situation aspect or other obstacle in your way. You also roll Agility to chase or race in any contests or challenges that rely on these types of activities.
Create an Advantage: When you're creating an advantage with Athletics, you're jumping to high ground, running faster than the opponent can keep up with, or performing dazzling acrobatic maneuvers in order to confound your foes.
Attack: Agility is not meant as an attack skill.
Defend: Agility is a catch-all skill to roll for defense in spiritual combat, against close-quarters and ranged attacks, your dodge. You can also use it to defend against characters trying to move past you; if you're in a position to physically interfere with whoever's making the attempt.
Soul: Is the spiritual equivalent of Might. It's the power you can put behind your magic. Together with Discipline or Heal it can be used to cast instantaneous spells.
Overcome: You can use Soul to overcome any obstacles that require the application of brute force in your spirit form—most often to overcome a situation aspect on a zone—or any other spiritual impedance, like wards or spells. Also used to draw on magic.
Create an Advantage: Soul has a lot of potential for advantages in spiritual conflict, often related to grappling and holding someone in place, making them Pinned or Locked Down (like with Might only with your spiritual body).
Attack: Soul is not used to harm people directly—see the Fight skill for that, but it is used in tandem with Discipline to cast instantaneous spells.
Defend: Though you don't generally use Soul to defend against attacks, you can use it to provide active opposition to someone else's magic, to push back when something is pushing against you.
Will*: The Will skill represents your character's general level of spiritual fortitude, the same way that Endurance represents your physical fortitude and Discipline your mental fortitude.
Overcome: You can use Will to pit yourself against obstacles that require spiritual effort over time. Increasing the area that is a part of you, for instance.
Create an Advantage: Like Discipline, you can use Will to place aspects on yourself, representing a state of deep concentration or focus. In conjunction with Discipline or Heal you can use it to set up long-lasting wards or spells.
Attack: Will isn't really used for attacks.
Defend: If Agility is your dodge against spiritual attacks, Will is your shield. It is the main skill you use to defend against Spiritual attacks from magic, representing your control over your being. It is what you would roll to resist a spiritual poison or corruption.
Special: The Will skill gives you additional mental stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for spiritual harm.
Imbue: The skill of putting life force or magic into something, strengthening or healing it. If Discipline is magic cast outwards, Imbue is magic cast inwards.
Overcome: You can use Heal to heal something (in conjunction with soul or will depending on the effect is instantaneous or drawn out.) or to imbue something with power.
Create an Advantage: You can use Imbue to strengthen someone or something, or (with a stunt) to make permanent magical items.
Attack: Imbue isn't really used for attacks.
Defend: Imbue isn't really used to defend. Perhaps to combat particularly virulent diseases?
Special: Imbue is the main skill you use to help others recover from consequences that are physical or spiritual in nature.
Persuasion: The Persuasion skill is all about interacting with people. It's the skill of being liked and trusted or of lying to and misdirecting people. It's even the art of intimidation and provocation.
Overcome: Use Persuade to charm or inspire people to do what you want, or to establish a good connection with them. Charm your way past the guard, convince someone to take you into their confidence, or become the man of the hour at the local tavern. You could also use it to bluff your way past someone, or to get someone to believe a lie, or to get something out of someone because they believe in one of your lies or provoke someone into doing what you want in a fit of emotional pique. You might intimidate them for information, piss them off so badly that they act out, or scare them into running away. For nameless NPCs, this is just an overcome roll, but for PCs or named NPCs, it requires a contest, and the target opposes with Empathy, Composure or Discipline depending on what seems most appropriate. Winning this contest could justify placing a situation aspect on your target; if buying into your lie could help you in a future scene.
Create an Advantage: Use Persuade to establish a positive mood on a target or in a scene or to get someone to confide in you out of a genuine sense of trust. You could pep talk someone into having Elevated Confidence, or stir a crowd into a Joyful Fervor, or simply make someone Talkative orHelpful. Alternately you could use it to create momentary distractions, cover stories, or false impressions. You could feint in a swordfight, putting an opponent Off-Balance and setting you up for an attack. You could do the whole, "What's that over there!" trick to give you a Head Start when you run away. You could establish a cover story. You could trick someone into revealing one of their aspects or other information. You can create advantages representing momentary emotional states, like Enraged, Shocked, or Hesitant. Your target opposes with Discipline, Composure or Empathy, whichever seems more appropriate.
Attack: You can make both mental and social attacks with Persuade, to do emotional harm to an opponent or his reputation. Generally, if you're talking to the target of your attack it's a mental attack, while if you're talking to someone else it's a social attack. Your relationship with the target and the circumstances you're in figure a great deal into whether or not you can use this action.
Defend: You can use Persuade to throw off investigation attempts with false information and to defend against efforts made to discern your true motives with the Empathy skill. Being good at provoking others doesn't make you better at avoiding it yourself. You need composure or discipline for that.
Presence: The skill of first impressions, of being someone who other people look to. Charisma and leadership. Social equivalent of Might or Soul.
Overcome: You can use Presence to rally troops or similar
Create an Advantage: Creating an advantage is the main use of Presence. Good first impressions, seeming to be the most important person in the room, good leadership, aiding other people against social attacks
Attack: Presence isn't really used for attacks.
Defend: Presence isn't really used to defend.
Composure*: Not getting embarrassed or awkward. I may merge this with Discipline or Presence, I dunno. The Composure skill represents your character's general level of social fortitude, the same way that Endurance represents your physical fortitude and Discipline your mental fortitude.
Overcome: Staring competitions and the like is a Composure overcome action.
Create an Advantage: You can use Composure to place aspects on yourself, representing a state of calmness or mindfulness
Attack: Composure isn't really used for attacks by itself. It is, however, used in tandem with Soul or Will to make magical attacks
Defend: Composure is the main skill you use to defend against social attacks, whether from simple provocation or something more, representing your control over your emotions.
Special: The Composure skill gives you additional Social stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for social harm.
Empathy: Empathy involves knowing and being able to spot changes in a person's mood or bearing. It's basically the emotional Notice skill.
Overcome: You don't really use Empathy to overcome obstacles directly—normally, you find out some information with it, and then use another skill to act. In some cases, though, you might use Empathy like you would Notice, to see if you catch a change in someone's attitude or intent.
Create an Advantage: You can use Empathy to read a person's emotional state and get a general sense of who they are, presuming you have some kind of interpersonal contact with them. Most often, you'll use this to assess the aspects on another character's sheet, but sometimes you'll also be able to create new aspects, especially on NPCs. If the target has some reason to be aware that you're trying to read them, they can defend with Persuade
You can also use Empathy to discover what circumstances will allow you to make mental attacks on someone, figuring out their breaking points.
Attack: Empathy can't really be used in this capacity.
Defend: This is the skill to go to in order to defend against Persuade actions to deceive, allowing you to pierce through lies and see through to someone's true intent. You can also use it to defend against those creating social advantages against you in general.
Special: Empathy is the main skill you use to help others recover from consequences that are mental or social in nature.
Connections: Contacts is the skill of knowing people and other entities. it's about interacting with people over time. It presumes proficiency with all means of networking available in the setting.
Overcome: You use Connections to overcome any obstacle related to finding someone you need to find. Whether that's old-fashioned "man on the street" type of work, polling your information network, or searching archives and computer databases, you're able to hunt down people or somehow get access to them.
Create an Advantage: Connections allows you to know who the perfect person to talk to is for anything you might need, or to decide that you know the perfect person already. It's likely that you'll create story details with this skill, represented by aspects. ("Hey, guys, my contacts tell me that Joe Steel is the Best Mechanic For A Thousand Miles—we should talk to him.")
You can also create an advantage that represents what the word on the street is about a particular individual, object, or location, based on what your contacts tell you. These aspects almost always deal with reputation more than fact, such as Known as a Mean Guy or Notorious Swindler. Whether that person lives up to their reputation is anybody's guess, though that doesn't invalidate the aspect—people often have misleading reputations that complicate their lives.
Connections could also be used to create aspects that represent using your information network to plant or acquire information.
Attack: Connections isn't used for attacks; it's hard to harm someone simply by knowing people.
Defend: Connections can be used to defend against people creating social advantages against you, provided your information network can be brought to bear in the situation. You might also use it to keep someone from using Persuade or Connections to go "off the grid", or to interfere with Investigate attempts to find you.
Fight: The Fight skill covers all forms of combat, close-quarters and long-range, with weapons and unarmed.
Overcome: Since you don't really use Fight outside of a conflict, it's not often used to overcome obstacles. You might use it to display your fighting prowess in a demonstration, or to participate in some kind of regulated bout or sport fighting, which would allow you to use this skill in a contest.
Create an Advantage: You'll probably use Fight for most of the advantages you create in a physical conflict. Any number of special moves can be covered with advantages: a targeted strike to stun, a "dirty move," disarming, and so on. You could even use Fight to assess another fighter's style, spotting weaknesses in his or her form that you can exploit.
Attack: This is self-explanatory. You make physical attacks with Fight.
Defend: You use Fight to defend against any other attack or create an advantage attempt made with Fight, as well as pretty much any action where violently interposing yourself could prevent it from happening.
Pathfinding: Finding your way, survival skills that sort of thing.
Animal Handling, Camouflage, Riding, Scavenging, Tracking. I'll get to fleshing this one out eventually.
Resources: Resources describes your character's general level of material wealth in the game world and ability to apply it.
Overcome: You can use Resources to get yourself out of or past any situation where throwing money at the problem will help, such as committing bribery or acquiring rare and expensive things. Challenges or contests might involve auctions or bidding wars.
Create an Advantage: You might use Resources to grease the wheels and make people more friendly, whether that represents an actual bribe (I Scratch Your Back...) or simply buying drinks for people (In Vino Veritas). You can also use Resources to declare that you have something you need on hand, or can quickly acquire it, which could give you an aspect representing the object.
Attack: Resources isn't used for attacks.
Defend: Resources isn't used to defend.
Stealth: The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It also covers your character's aptitude for stealing things and getting into places that are off-limits.
Overcome: You can use Stealth to get past any situation that primarily depends on you not being seen. Sneaking past sentries and security, hiding from a pursuer, avoiding leaving evidence as you pass through a place, and any other such uses all fall under the purview of Stealth.
Create an Advantage: You'll mainly use Stealth to create aspects on yourself, setting yourself in an ideal position for an attack or ambush in a conflict. That way, you can be Well-Hidden when the guards pass by and take advantage of that, or Hard to Pin Down if you're fighting in the dark.
Attack: Stealth isn't used to make attacks.
Defend: You can use this to foil Notice attempts to pinpoint you or seek you out, as well as to try to throw off the scent of an Investigate attempt from someone trying to track you.
Crafts: Crafts allows you to build, break, or fix things, presuming you have the time and tools you need.
Overcome: Crafts allows you to build, break, or fix such things as machinery, presuming you have the time and tools you need. Often, actions with Crafts happen as one component of a more complex situation, making it a popular skill for challenges. For example, if you're just fixing a broken door, neither success nor failure is interesting; you should just succeed and move on. Now, if you're trying to get your car to start while a pack of werewolves is hunting you…
Create an Advantage: You can use Crafts to create aspects representing features of a piece of machinery, pointing out useful features or strengths you can use to your advantage (Armor-Plated,Rugged Construction) or a vulnerability for you to exploit (Flaw in the Cross-Beam, Hasty Work).
Creating Crafts advantages can also take the form of quick and dirty sabotage or jury-rigging on mechanical objects in the scene. For example, you might create a Makeshift Pulley to help you get to the platform above you, or throw something into the ballista that's firing on you to give it a Jammed Pivoting Joint and make it harder to hit you.
Attack: You probably won't use Crafts to attack in a conflict, unless the conflict is specifically about using machinery, like with siege weaponry. GMs and players, talk over the likelihood of this happening in your game if you have someone who is really interested in taking this skill. Usually, weapons you craft are likely to be used with other skills to attack—a guy who makes a sword still needs Fight to wield it well!
Defend: As with attacking, Crafts doesn't defend, unless you're somehow using it as the skill to control a piece of machinery that you block with.
Every time a description says "such and such skill is not used in this capacity" (usually as an attack) and you can think of a way that totally could be done, that's usually a stunt. With a stunt, you can definitely use that skill that way. Provided you can describe it in a manner that makes sense to me, of course.
And how would you differentiate it from the other skill I've called Agility? How would you tell that one was for your tree self and the other for your spirit self? I chose suppleness because that's a term I've actually heard used for a tree. Agility and Dexterity? Not so much.
And how would you differentiate it from the other skill I've called Agility? How would you tell that one was for your tree self and the other for your spirit self? I chose suppleness because that's a term I've actually heard used for a tree. Agility and Dexterity? Not so much.
Honestly I didn't read the mechanics, I just used my mental thesaurus.
With my new found understanding of the context you could use flexibility however that has many of the lewdity associated with suppleness.
Honestly I didn't read the mechanics, I just used my mental thesaurus.
With my new found understanding of the context you could use flexibility however that has many of the lewdity associated with suppleness.
Next update tentatively set for tomorrow. I'll see if I can't get the skill list done by then as well.
Do any of you have an opinion on whether I should merge the Composure skill with Presence or Discipline, or if I should rename Heal Imbue? I'm also considering adding a "genius loci" skill (or adding that trapping to something, perhaps Soul or Will?) instead of doing all that with stunts and powers.
Stunts and powers to represent genius loci makes a certain amount of sense given how DF Fate works. But since this is a "single" player type thing, it would probably be fine just making it its own skill. You don't really have to worry about balance between players or whatnot. I mean sure balance is probably still an issue, but its easier to fix and adjust in a quest like this then a proper tabletop campaign at least IMO.
I'm fine with composure staying separate, but if you do roll it back into a different skill, presence makes more sense to me. Keep social stuff in social stuff. But admittedly some of that's because in my experience with FATE DFRPG discipline feels like kind of a god stat (at least for casters).
I think I need to know what powers our protagonist has before I proceed properly, so you get a meta-vote. Also, it's past three in the morning and I need sleep.
Meta Vote: Powers and stunts:
You start the quest with 3 refresh, 3 free stunts and one obligatory stunt (Genius Loci I). If you want to buy more stunts, you can do so by spending refresh. You can never have less than one refresh. You've also won one bonus fate point so you start the game with one more fate point than you have refresh.
Pick up to five stunts or powers (powers may cost more than one refresh/stunt-slot). This vote is by plan. You may make up your own stunts following the rules laid out here, but I have veto power. You may suggest powers, but I need to approve them before you vote for them.
Example stunts by skill:
Insight: Attention to Detail. You can use Insight instead of Empathy to defend against attempts to deceive. Instinctual knowledge. Once per scene, you can use Insight where you would normally use Lore to learn something. The Power of Deduction. Once per scene you can spend a fate point (and a few minutes of observation) to make a special Insight roll
representing your potent deductive faculties. For each shift you make on this roll you discover or create an aspect, on either the scene or
the target of your observations, though you may only invoke one of them for free. Quick nose: When examining a location for clues, your senses are quick to pick out the olefactory details. Your first Insight roll to determine deeper details about a scene is two time increments faster than usual.
Discipline: Mind shield: Your mental strength has hardened into formidable mental defenses. You have Armour:2 against mental attacks. Unshakeable: When defending against mental attacks with Discipline, any of your aspects that get compelled (such as consequences or other temporary or permanent aspects) provide only a +1. If the attacker chooses to go for a re-roll, you may "lock down" one of his dice, leaving him only three to re-roll.
Endurance: Barkskinned: The stuff of blunt trauma - fists, sticks, and stones - pose little threat to you. Against such things you have a natural Armour: 2 (which stacks with other forms of protection) Paragon of health: You don't get sick that easily. You gain +2 to resist being affected by disease.
Notice: Detect Magic: You can feel the ebb and flow of magic around you. You have +2 to Notice to create aspects related to sensing the nature of the magic around you. On my toes: Gain +2 to Notice when using it to determine initiative
Stealth: Backstab. You can use Stealth to make physical attacks, provided your target isn't already aware of your presence. Blending into the scenery. When in your location you can literally merge into the scenery giving you a +2 to avoid being seen, even by things that can see spirits.
Will: Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It can't be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe. No pain, no gain: You can take a bunch of punishment before it starts to add up. You may take one additional mild spiritual consequence. These extra consequence slots do not count for the purposes of reflecting consequences due to the Genius Loci power
Imbue: Maker of magic: You can use your Imbue skill to make permanent magical items. Geas: Using imbue you can influence a mortal to act in a certain way. Spend a fate point to create a tale aspect on a target in the same or adjacent zone. The target must obey this aspect to the best of their ability. The geas must be a simple "one clause" aspect, for example "Protect the grove" or "Do not lie". Once under the geas, they can not act against the word or spirit of it. You can only have one target at a time under the influence of the geas. You can remove the aspect at any time. The target opposes with discipline.
Agility: Flight: You can fly. Like a bird. You're closer to a swan than a hummingbird, but still. Sprinter. You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
Soul: Bend and break. When sucsessfully breaking an object using your Soul, increase the effect by two steps. I shall keep it in my heart: When determining approximate lifting capacity, consider your Soul to be 2 steps higher than its actual rating. You may also keep one (small) item in an extradimensional pocket inside yourself.
Composure: Above such things: It's difficult to make you look bad in social conflicts. Provided that the people present are aware of who you are, you gain Armour: 2 against any social attack.
Suppleness, Presence, Empathy, Persuasion & Fight: Made from Heartwood. Once per tale, you can spend a fate-point to use suppleness in place of craft to shape a simple item from you own wood and have it detach (better word for this?) without harm to yourself. You can do so more often, but doing so automatically gives you a mild consequence: "Hollow and depleted." Listen Up! You know how to give orders and make others listen. Once per scene you can spend a fate point to allow another character you can communicate with to re-roll a failed skill check or invoke one of their aspects. Heart's secret. You have a knack for reading others emotions. You get +2 to Empathy to create aspects related to reading emotional states. The Power of Friendship: You know the importance of friendship and are always looking for new friends. Once per scene, you can roll +2 to Persuade to create a friendship related aspect. Dead accurate: You have the ability to hit the right spot for maximum effect. When you succeed with style with Fight you can pay one fate point and inflict a mild physical consequence.
Powers:
Genius Loci I: You are the embodiment of a place. You have two separate bodies, one being said place and the other a spiritual representation of it in vaguely humanoid/beast-shaped form. You sense what happens with each of your bodies with equal ease, though to start with it is easier for you to move your spiritual form. Any hurt to your physical body is reflected on your spiritual one and the other way around. Likewise any healing. (Free and obligatory)
Genius Loci II: You grow in power and in attunement to your place. You get a free roll to find out an aspect of any creature that steps onto your soil. Barring magical interference, your spiritual body is you can always return to your physical body in a heartbeat, no matter how far away. Any hurt to your physical body is reflected on your spiritual one and the other way around, but at one level of severeness lower. Any healing still affects both equally. Your area grows. Requires Genius Loci I
Genius Loci III: Your two halves together make something greater. With a successful roll of Soul vs Might or Soul you can instantly eject any creature or spirit from yourself. If your spiritual body is in your physical body you make all rolls at +1. Any hurt to your physical body is reflected on your spiritual one and the other way around, but at two levels of severeness lower. Any healing still affects both equally. Your area grows. Requires Genius Loci II (Cost 2)
Tangible presence: Your spiritual form gains a tangible presence in the physical world. You no longer roll at a penalty when you need to affect anything physical that has no spiritual presence in its own right. (Cost 2)
You are many, you are one: With every addition of a lesser tree into the area that is you, you gain a lesser spiritual body to control. This body functions like your normal spiritual body except it is smaller and rolls at -2.
Green thumb: You can cause flowers to grow, vines to strengthen, saplings to double in size and greatly improve plantlife no matter how poor the soil. Additionally any plant you encourage in some manner with this power becomes yours to command for one action, though they're not any more powerful than a normal plant would be (Use your Suppleness to make the action).
When trees attack: You can cause plants to grow explosively and strenghten them to unnatural levels. You can cause a plant to grow from a seed to fully mature in a matter of seconds. Additionally any plant you imbue in some manner with this power becomes yours to command for that scene and they are stronger than regular plants (Use your Suppleness, Might and Endurance). Requires Green thumb.
Tree of life: You bear fruit and those fruits carry some of your magic and life force in them. Anyone who eats one of your fruits can instantly remove all stress or lower the severity of one consequence. Any attempt to do so twice in a scene merely replaces the consequence with another referencing how full they are.
Vast: Because your tree is so huge, weapons of human size have little effect. Your physical body can take two extra mild physical consequences and one extra moderate physical consequence. However, if it is attacked with a weapon of a scale similar to its own, such as a siege weapon, it can't use these bonus consequences to mitigate that stress. (These extra consequence slots do not count for the purposes of reflecting consequences due to the Genius Loci power)
The Healing of Sunlight: With no other excuse besides time in the sun, you are able to recover from physical and spiritual harm that would leave a normal being permanently damaged. Out of combat and provided you are in sunlight, you may recover from physical consequences as if they were one level lower in severity. Consequences reduced below mild are always removed by the beginning of the subsequent scene. In combat, once per scene, provided you are in sunlight, you may clear away one mild physical or spiritual consequence. (cost 2)
The Healing of the Land: This ability supplements The healing of Sunlight, you must have that to take this. With no other excuse besides time and availability of earth and water, you are able to recover from physical and spiritual harm that would leave a normal being permanently damaged. Out of combat and provided you have access to earth and water, you may recover from physical/spiritual consequences as if they were one level lower in severity. If you have access to both earth, water and sunlight you recover from physical/spiritual consequences as if htey were two levels lower in severity. Consequences reduced below mild are always removed by the beginning of the subsequent scene. In combat, once per scene, provided you are in contact with the earth and have water, you may clear away one mild physical or spiritual consequence. This increases to twice and two if you also have access to sunlight. (cost 1)
Ghost Speaker: You have no problems perceiving the presence of ghosts unless they are deliberately trying to conceal themselves - in wich case it's insight vs. stealth. They also have no problem perceiving you as well, regardless of how tenuous their connection to the world is. You can also communicate directly with them with no need for any ritual or spell.
Place of the Ancestors: With any dead mortal buried in your soil (or otherwise ritually disposed of there) you gain a spirit who answers to you. How powerful it is, depends on how powerful it was in life. This power requires either "Ghost Speaker" or "You are many, you are one".
Edit: Thought of some more powers... Sorry. That one almost looks like a face. By manipulating your leaves and wood and the wind, you can speak through your physical form. You find it surprisingly easy to mold your physical form into a desirable shape and get a +2 bonus to do so.
Now you see me now you don't. You can choose to be visible to mortal eyes, rather than leave it up to chance, and get a +2 bonus to Stealth to hide from those mortals who can see spirits normally. Additionally you can always tell which mortal would be able to see you.
A form you are comfortable with. You can shape your spiritual form with ease, and indeed do so instinctively to mirror whoever you are speaking to, although you can choose another form if you like. Spiritual shapeshifter. +2 bonus to persuade if you mirror the person you are talking with.
Money does grow on trees. You can extract gold from the ground through your roots and bud it off in golden fruits. Get a +2 bonus to Resources or Crafts whenever it would be a bonus to have gold available.
Place of the Ancestors: With any dead mortal buried in your soil (or otherwise ritually disposed of there) you gain a spirit who answers to you. How powerful it is, depends on how powerful it was in life. This power requires either "Ghost Speaker" or "You are many, you are one".
Man that would have been a perfect power if I had tried for Forest of Souls instead of Primeval Forest Reborn. Anyways gonna take a bit to read over the stuff more in detail before doing a plan.
hmmmm wow. I have no idea so I'm just going to try and put a couple plans together.
[ ] Plan I am Legion
-[]You are many, you are one
-[]The Power of Friendship
-[]Geas
-[]Place of the Ancestors
-[]Tree of life
[] Plan Fighting Tree
-[]Barkskinned -[]Vast
-[]Tangible presence -[]Dead accurate
[] Plan -[]Bend and break -[]Genius Loci III -[]Made from Heartwood
[]The best tree to ever tree
-[]Green thumb
-[]When Trees attack
-[]Vast
-[]The Healing of Sunlight
[X] Plan Arboreal Sherlock Holmes' Power Set Attention to Detail.
Instinctual knowledge. The Power of Deduction. Quick nose.
Genius Loci II
We need some upgrades to things that aren't being a detective, and GL II is a pretty decent upgrade that improves our damage capacity and mobility for one point.
We need some upgrades to things that aren't being a detective, and GL II is a pretty decent upgrade that improves our damage capacity and mobility for one point.
If we're picking things because they're good get Vast.
I read that as 'have twice as much HP as everyone else' although that might be my own failings with the system causing me to over rate it.