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Aaron Scott
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Help! Once upon a time I ran across a gent who had reduced dungeons down to a simple stress track. There was more to it (ie the dungeon had aspects and skills), but that was the core. I can no longer find it as my Gooogle-fu seems weak. Does anyone know of what I speak? Any idea where to find that blog?

I have a very large gaming group. It has gotten out of control. We keep starting and stopping games and have a terrible time doing anything because there are 10+ players plus GM at any point. When it takes 20-30 minutes until your turn comes up, people get bored, the GM looses his mind and the campaign withers.

We have tried several things to fix this and nothing has worked. So now we are embarking on a new trial. I am hoping the folks around here might have some advice on how to do this, potential pitfalls and just generally waving me off or encouraging.

What we are going to do is split the room into two tables. Each table will have it's own GM. So we solve the size issue. But we wanted to take it a step further and criss-cross the groups. We are currently looking at some sort of kingdom building style campaign (ala Kingmaker) but with the two parties playing in the same world, same region and same stuff. This means that they can and would interact with each other at different times. The other option is to do the same thing but in a city setting.

What red flags do you see? What can make this go easier? Talk to me Goose.

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Aaron Scott commented on a post on Blogger.
Good work! I really like the skills/stress mash up. Nice way to get the extra boxes.
Fate Core Hack - 7th Sea
Fate Core Hack - 7th Sea
mazecontroller.blogspot.com
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So I saw Rob Wieland was working on 7th Sea hack. One of the players in my Pathfinder/FATE game wanted to play a Varisian Fortune Teller, so I grabbed the rules I hacked for Fate Witches. Thought I would post it here.

Harrowing
Harrow practitioners begin their training by learning to sense the strands of fate, the connections between people binding them to a great web stretching the length of the world. They can identify the different types of threads, learning to differentiate between a thread of passion and one of hatred, for example and to recognize the impact they have on people’s behavior.

As they delve deeper and deeper into the nuances of their craft, they learn to do more than just notice the strands. By tugging at the web, they can alter the nature of the threads, making some stronger and others weaker. In this manner, they can influence the destiny of those they see, steering them in desired directions. Harrowers who master the craft can even create and destroy strands of their own. Although extremely dangerous, its potency is unprecedented. Those bearing the title of “Nonna Atropos” are master Harrowers and among the most feared Varisian women in the world.

Creating and destroying fate strands is extremely dangerous, and has become more so since the death of Aroden. It tampers with the very fabric of reality, a fabric that is elastic and has been known to snap back at those who tamper with it. These “fate lashes” cause deep and lasting scars, and some can even kill. A Harrower must consider the consequence of using her power carelessly.

The Cards
Harrowers often use a Harrow deck to help them read and interpret the strands of fate. A deck consists of cards, divided into four suits: Coins, Cups, Staves and Swords.


• Cups appear as blue strands, representing Passion. A Cup strand indicates an emotional connection, usually a strong one (be it love or hate).
• Coins appear as yellow strands, representing Commerce. A Coin strand indicates some sort of financial connection or business dealing.
• Staves appear as green strands, representing Authority. A Staff strand indicates a connection based on status or respect (forced or otherwise) rather than on emotion or commerce.
• Swords appear as red strands, representing Conflict. A Sword strand indicates some sort of feud or clash (emotional or physical) exists between the subjects.

Harrow Skill
Harrow is a magical skill that requires the Sorcery Stunt to gain access to it. Harrowing first appeared among the Varisian people during the time of the Azlanti Empire. Only Varisian women may have this type of sorcery. They are commonly called Harrowers. Harrowers learn to see strands first through the use of tarot cards (called a Harrow deck). They can also see these strands and manipulate them, but think of them in terms of cards anyway.

Whenever a Harrower draws an Eclipse Card on a Harrow skill check, they get a Fate Lash. A Fate Lash causes the immediate loss of 3 Fate Points. For each fate point short, take a consequence that won't heal for 3 months.

Overcome
A Harrower is very capable at sensing the strands of fate on a person. They categorize these strands into one of four suits of cards. Each of these suits relates to a different area of a person’s life and relationships. After selecting a target and a suit, the Harrower can make a special Overcome action to know the Aspects on the character that relate to the chosen suit with a Harrow roll. The more threads attached to someone, the more complex it is to sort through them and see what matters. The difficulty of the Harrow roll is equal to half the number of Aspects possessed by the target. For each net hit, you can see one Aspect related to the Lesser Card that you are interested in.
Create Advantage
By pluck the strands on a character the Harrower can make temporary changes to their fates, instilling blessings and curses upon them. She can use to this create temporary Aspects on friends and foes, but the nature of those aspect must be related to fate, luck or fortune.
Attack
Harrow is not used to directly attack a person, but this can be changed with the purchase of Stunts.
Defend
Harrow can be used to defend against any other Harrow usage that the user is aware of. In essence this will mean direct attacks, short term aspects and such. Since many other Harrow powers are subtle and far reaching they typically cannot be countered, as the Strega cannot discern what is fate and what is Harrow.

Harrow Stunts

Crossing the Strands
The Harrower manipulates the strands of Fate, causing two people, places or things to interact. She takes one thread from the first target and connects it to a second target. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target with the most Aspects. Within the lifetime of your target, actions will occur that cause an Aspect of your choice related to the two target threads to be created. Each net hit on the roll will reduce the time of fruition by one step on the time chart. How that connection plays out is not in the control of the Harrower, only that it will occur.

Example: Valintina is desperate to escape her madman of a husband. She decides that Bragin Steelhammer will be a great tool for her use. She ties a red thread of conflict from Bragin Steelhammer to her husband’s black strand of death. She rolls and gets a total of seven. Three hits are used to perform the action and the remaining four hits are used to move down the timeline. Half a year later, Bragin Steelhammer ends up in a conflict with Valintina’s husband, destroying one his warehouses in Magnimar.

The Shears of Magdh
You can remove someone’s Aspect, cutting it out of their life completely. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target. Within the lifetime of your target, actions will occur that cause that Aspect to be removed or drastically altered. Each net hit on the roll will reduce the time of fruition by one step on the time chart. Each active use of this power on a character requires the Harrower to draw one extra card to determine the chance of a Fate Lash

Example: Angry, irritated, and never rational, Valintina decides to lash out at Bragin Steelhammer for his failure to kill her husband. She reaches out and severs the aspect “Clan Knight of Janderhoff.” She gets a total of ten on her roll. Again, three points are used to sever the strand and the remaining seven are used to decrease the time. A month later, when Bragin Steelhammer returns to Janderhoff, he is framed by someone for treason. Several dwarves refuse to believe the tale and intercede on his behalf. Rather than execution, Bragin Steelhammer is stripped of his knighthood and cast out of the order. He changes his aspect to “Disgraced Former Clansman”

The Spindle of Desna
You can create a person’s destiny through the adjustment of the threads. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target. Within the lifetime of your target, actions will occur that cause that Aspect to be created. Each net hit on the roll will reduce the time of fruition by one step on the time chart. Each active use of this power on a character requires the Harrower to draw one extra card to determine the chance of a Fate Lash

Example: Thinking back on his life from a rum soaked gutter in Korvosa, Bragin Steelhammer realizes that it was that damn Harrower all along. Sobering up, he heads to Magnimar where he captures Valintina. Realizing the irrationality of her ways, she agrees to help him. She rolls her Harrow and gets a six. A year later, Bragin Steelhammer receives a summons from the Clan Elders of Janderhoff. They secretly restores him, but it will not be as it was. They needs those few knights that exist outside of the structure to be thier Black Knights and do those things that cannot always be seen. Bragin Steelhammer is a knight of Janderhoff again, but not in way he expected. He gains the Aspect “Black Knight of Janderhoff.”

Shelyn’s Blessing
Requires one other Harrow Stunt
You perform the black spread, laying the cards out before you and altering them to your liking. You will age normally, but never show it. While you may be 79, you will appear to be in the prime of your life.

Pharasma’s Hand
Requires one other Harrow Stunt
You can sense the Black Strands of death on a character and sever those strands. By Reading the Strands you can determine when and how a character will die as a declaration that requires a Fate Point Expenditure. Death does not like it’s secrets to be know and thus this requires the Harrower to draw one extra card to determine the chance of a Fate Lash.

Rage of Kurgess
Requires one other Harrow Stunt
When you choose this Stunt you need to decide if this is a physical lashing or an emotional one. You can use your Harrow skill in place of any Shoot/Provoke attack, as you reach out and shred at the threads of Fate, tearing them from a person until they collapse potentially dead or damaged beyond repair. This stunt can be taken twice.
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