Arborus

Fate: Eldritch Knight Concept

Apr 24th, 2017
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  1. High Concept
  2. -Eldritch Knight (what kind of Eldritch Knight? What's the character's goal or mission>)
  3.  
  4. Aspects
  5. -Order of the Twisted Branch (potentially roll into High Concept?)
  6. -Primary weapon is the Eldritch Branch, able to twist itself between the shape of a Great Sword and a Long Bow.
  7.  
  8. -Heavily Armored (replace with better flavor/descriptor. Something that defines the character)
  9. -Seems self explanatory.
  10.  
  11. \\Potential Heavily Armored replacement\\--Eldritch Conjurer. Adept at Conjuring Eldritch allies, effects, implements, etc.
  12.  
  13. -Eldritch Infusion
  14. -Infused with Eldritch Energy that taints and empowers the Weapons, Armors, and Magics of the character.
  15.  
  16. Negative
  17. -Sworn to an Eldritch entity
  18. -You never know when your cosmic horror patron is going to call on you or what it's gonna ask you to do.
  19.  
  20. Skills
  21. 4 Shoot
  22. 3 Conjuration Fight
  23. 2 Physique Athletics Provoke
  24. 1 Notice Lore Rapport Will
  25.  
  26. Stunt ideas
  27. -Eldritch Weapon Art: Acid: +2 to fight or shoot against enemies with metallic protections (armor, exoskeleton, metallic vehicle, etc.)
  28.  
  29. \\Way too strong.\\--Eldritch Weapon Art: Branch Twisting: +2 to fight if shoot was your last combat action. +2 to shoot if fight was your last combat action. (basically to encourage alternating/flavor for character's primary thing)
  30.  
  31. -Unleash Eldritch Monstrosity: Once per session, become an Eldritch Monstrosity granting +2 to Fight, Shoot, Physique, Athletics, Provoke and -2 to Evocation, Notice, Lore, Will, Rapport. Can't use Eldritch Branch while active. (become a hulked out monster, lose all the smarts/magic shit. Limited to basically punching/throwing/slamming stuff or doing things like lifting huge weights/climbing stuff/etc.)
  32.  
  33. -Eldritch Weapon Art: Conjure Arrows: The Eldritch Branch's bow form requires arrows of some kind. If you're using Conjured Arrows that were Conjured with a roll of 4 or greater gain +1 to Shoot. (conjure your own magic arrows, if you do a good job, they're better arrows).
  34.  
  35. \\Too clunky/mechanically complex\\--Eldritch Weapon Art: Arrow Twisting: Conjured arrows fired by the Eldritch Branch's Bow form can change shape mid-flight. With a Conjuration roll of 3 or greater they can reshape into increasingly powerful forms, providing up to +3 to Shoot. ( roll shoot with conjured arrows -> roll conjuration -> if 3-4 get +1, if 5-6 get +2, if >7 get +3)(magic arrows, more Twisted Branch flavor.)
  36.  
  37. \\Potential Mechanic for Arrow Twisting\\--Called Shot. During a Shoot attack, spend a Fate Point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a Situation Aspect on them in addition to hitting them for Stress
  38.  
  39. Eldritch Touch: You may use Conjuration in place of Transmutation when attempting to reshape Weapons or Armor that you can touch.
  40.  
  41. Eldritch Armor Art: Acid: Being struck in melee combat causes a vile backlash of Acid at the attacker. Roll conjuration to attempt to splash them, dealing damage or damaging their weapons/armor. (acid conjuration magic infused armor)
  42.  
  43. Memetic Entity: If you've successfully Provoked an enemy by unveiling some bit of Eldritch knowledge to them then you have +1 to Provoke rolls against them. This effect stacks. (basically if you provoke someone with spooky unknowable things then you get a bonus like you're wearing down on their mind as they slowly know more and more. The more they know about you/Eldritch entities/etc, the more powerful you get.)
  44.  
  45. I'll probably come up with even more stunts soon.
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