Saturday, January 19, 2013

Time Heroes - Fate Adaptation - Thoughts on and Examples of Magic Stunts


My weak spot in regards to designing Time Heroes of Fate is figuring out what Stunts, if any, should cost a Quantum Point. Although Stunts can be designed by the players during character creation, I still want to provide a list of samples. They can either choose Stunts directly from the list or they can use them as examples to adapt or build off of.  With that in mind, I'm going to use this to post some Magic Stunts for those characters with the Magic skill.  In my next post I'll be doing similar with Future Tech Stunts.

Any feedback is greatly appreciated, especially in the area of if a Stunt should cost a Quantum Point (Fate Point, for those who haven't been reading along thus far) or not. Feedback in general, is good though and feel free to advise of sample "spells" I didn't think to post!

Remote Viewing
Q.P. (Quantum Point) Cost: 1
Range/Target: 1 Zone
Duration: Concentration or until Scene ends, whichever comes first
Description: Make a +2 (Fair) Magic roll. On a success, the character is able to use the Investigation skill up to one Zone away. Each shift extends the range by one Zone.
On Failure: The spell still succeeds. However, whatever is in the Zone that is being remote viewed is able to see back into the Zone of the spell caster.

Climate Control
Q.P. Cost: 1
Range/Target: 1 Zone
Duration: Concentration or until Scene ends, whichever is first
Description: Make a +3 (Good) Magic roll. On a success, the character can increase or decrease the temperature in an adjacent Zone by 20 degrees Fahrenheit (either up or down). For each Shift above the difficulty, the temperature may be adjusted by an additional 10 degrees.

Truth
Q.P. Cost: 0
Range/Target: 1 Opponent
Duration: 1 Question
Description: The caster is able to use the Empathy skill to make an attack vs. an opponent's Will.  If the attack is successful, the opponent must answer any one question truthfully. Each Shift above the defense roll grants an additional question.
On Failure: Each shift the roll fails by inflicts a point of Mental Stress against the spellcaster.

Light
Q.P. Cost: 0
Range/Target: Zone the caster is in
Duration: 1 Scene
Description: The caster makes an Average (+1) Magic roll. Success gives the Zone the spellcaster is in the "Well Lit" Aspect. Each Shift will allow the spellcaster to choose to allow the spell to remain for an additional Scene.

Flame Dart
Q.P. Cost: 0
Range/Target: 1 Opponent
Duration: Instantaneous
Description: The spellcaster may use the Magic skill instead of Shooting to make a ranged attack against an opponent. Otherwise this Stunt works identically to Shooting.

Teleport
Q.P. Cost: 1
Range/Target: 1 Zone/Spellcaster
Duration: Instantaneous
Description: The spellcaster makes a +2 (Fair) Magic roll. Upon success the spellcaster may transport himself to an adjacent zone, ignoring any obstacles. Shifts give the spellcaster an additional choice. For each shift, he may choose to either extend the range teleported by one Zone or he may choose to extend the teleportation to additional characters. ex: Franco makes a teleport roll, scoring two shifts. He may choose to either teleport a total of three Zones away, may teleport one Zone away and bring two other characters with him, or teleport two Zones away with one additional character.
On Failure: The GM may choose to teleport the spellcaster elsewhere within the same bounds as success. Each failing Shift would increase the range by one Zone. 

Fade
Q.P. Cost: 0
Range/Target: Spellcaster
Duration: Instantaneous
Description: The spellcaster is able to use their Magic skill in place of Stealth for purposes of sneaking.

Grease
Q.P. Cost: 0
Range/Target: Zone the spellcaster is in
Duration: 1 Scene
Description: The spellcaster makes a +2 (Fair) roll. A success creates a "mini-zone" in the Zone the spellcaster is in, giving it the Aspect of "Frictionless."

Illusory Target
Q.P. Cost: 1
Range/Target: Self
Duration: Reaction
Description: When the spellcaster would be hit by an attack, he may make a +3 (Good) Magic roll. Upon success, the attack hits an illusory duplicate of the spellcaster instead. The illusion then dissipates.

Mystical Armor
Q.P. Cost: 0
Range/Target: Self
Duration: 1 Conflict
Description: The spellcaster can make a +2 (Fair) Magic check. Upon success, the spellcaster gains +1 Armor vs. physical attacks during the next Conflict. Every two Shifts of success increase the Armor granted by one. ex: A success with two shifts would grant an Armor bonus of 2.

There are other spells I could come up with, but I think ten is a good start, both as examples for players and to indicate to my readers where my errors in thought lay. As I mentioned earlier, tomorrow I plan on doing the same, only with Future Tech.

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