![]() You have to roll the Hax skill to recognize someone else using it. The first thing to know is that Hax recognizes Hax. I had success in also having my players give up a skill to take Hax, meaning they can never roll that skill, but that's not how the PWYW setting does it, and it might make less sense in some campaigns. The cost is, of course, that there's one less space for other skills people ought to have. I always liked the "Hax" skill from Save Game (you can replace the name of the skill with "Magic" easily enough, and I use them interchangeably here). I made a lot of example spells to show them how them look in fate, and made some generic spell recipe for the basic concepts (attack, defend, ca etc.) One thing worth considering: if the players come from dnd like background, giving them total free magic can cause "there are so many options, I don't know what to do" effect. So far it hasn't cause the "magic solves everything" problem, but I have really good players, so with bad players it can be a problem. I made skills for casting, because our wizards are more academics than adventurere, so they phisical skills are low. If they have time and resource (which is also a good controll option for gms), they can use the ca method, when they are less limited. By spending stress reckless magic users can wear out quick, can take serious consequences, but they have oportunity to make more with fp spending as last resort, which is good for drama and heroism. ![]() (Using components, rituals, complicate spellcasting moves etc.) This keeps spellcasting controlled. Its just a color really, and good for rp.įor more powerful spells they pay a cost, mental stress, fp or creating advantages first. Our magic users uss magic for flavour free (anything someone can do without magic with a simple tool can be done with magic, like lighting fire, writing a letter, swat a fly etc.) Our players enjoying that bery much, and not abused it yet. I made a hybrid from various sources (freeport companion, pathfinder fae and the help of this wonderful reddit channel). Ask the table what sort of magic everyone wants. Ultimately, though, talk to your players. Also, browse the PWYW Fate Worlds of Adventure on DTRPG and check out how the fantasy games in there use magic. Search 'magic' in the SRD and you'll find SO many entries. The Fate System Toolkit has an entry on magic here. The Fate-SRD has SO many useful entries regarding magic. (And if needed, Stunts to give bonuses - maybe they don't want a character great at Notice, but want to be good at using magic to hear things - boom, stunt for +2 to Notice rolls when listening in from afar using Air magic.)Īll that being said, there are lots of ways and this is just one. They could fly under their own power, control creatures tied to Air, Summon up a tornado, etc.Įach of these magical effects would be determined with a skill roll Shoot for wind attacks, Rapport or Provoke to communicate/command, Athletics to leap and fly, Notice to eavesdrop from afar, etc.Abilities from the first ranking would be more powerful - hear/send words over air at greater distances, Slow down pursuers by blasting them with extreme cold, slam someone into a wall with an Air Attack, set things on fire with extremely dry/hot air. They could attack and do temperature manipulations, plus communicate with creatures tied to Air (Stormbirds, Elementals, etc). ![]() ![]()
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