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Fate Core Modern Demigods

Fate core rules for playing modern day demigods. This is a slightly modified version of the Venture city stories supers rules.

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Josh Salyers
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0% found this document useful (0 votes)
119 views3 pages

Fate Core Modern Demigods

Fate core rules for playing modern day demigods. This is a slightly modified version of the Venture city stories supers rules.

Uploaded by

Josh Salyers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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RAGNAROK CHARACTER CREATION AND INHERITANCES

When you make your character, do so according to the rules in Fate Core, but with one
exception: you also get Inheritance. Inheritances are a lot like stunts, except bigger, more
powerful, and more complex. Each Inheritance you build costs a certain number of stunts,
but dont worry about not having enough! Were giving you three bonus stunts on top of
what you normally get from Fate Core to use exclusively for building Inheritance. To add to
your Inheritance or build new ones, you can also spend refresh and use your normal
allotment of free stunts as you would when building normal stunts. The three free stunts
youre getting in this adventure have to be used for Inheritance, though. Most characters
have a single Inheritance. Some might have two, but thats where it tops off. Inheritances
are big and complex enough that more than two would be a bit unwieldy. What you can do,
however, is build multiple effects into a single Inheritance, creating an Inheritance suite that
does a bunch of related things. Heres how building an Inheritance works.

Concept

Figure out what you want your Inheritance to do. What is your characters shtick? Whats
the big flashy thing you do that other people cant do? Figure this out in general terms.
Maybe youre inhumanly fast, or super strong, or you can fly, or you shoot energy blasts
from your hands. You might have an Inheritance useful for doing many things. You might be
telekinetic, for example, which suggests you can push people around and attack them with
force blasts, lift heavy objects with your mind, create a shield of force, and fly by levitating
yourself. These are all related abilities, so theyre all one Inheritance. If youre telekinetic
and you can heal with a touch, though, those might be two different Inheritances.

Break It into Stunts

Break each Inheritance down into its component abilities. What specific things do you want
to be able to do with your Inheritance? Boil these down into mechanical effects and phrase
them like you would stunts. Each stunt-like ability that you create costs you a stunt. You can
spend multiple stunts on a single ability, making it extra-powerful. Also, because youre
crafting a supernatural Inheritance, you have license to do things that stunt might not
otherwise let you do. You could use a stunt to fly using Athletics, or launch fire with Shoot,
for example. Each stunt can do one of the following
Add a new action to a skill- This can allow you to use a skill for a type of action not
normally allowed.
Add a bonus to an overcome action or create an advantage - This allows you to add
+2 to a narrow use of a skill. This is for one (two at most) use(s) of the skill.
Add a bonus to defend with a skill - This allows you to add +2AR to a narrow use of a
skill.
Add a bonus to attack with a skill- This allows you to add +2WR to a narrow use of a
skill.
Create a rules exception- This allows you to add a narrow exception to a skills use.

Add Special Effects

A special effect is an extra-special thing you can pull off when you succeed with style.
Whenever you succeed with style on a roll that utilizes one of your Inheritances, you can
forgo the normal benefits of succeeding with style to add one of your special effects instead.
You can also spend a fate point to add a special effect to any successful roll, even if youve
already got a special effect attached to that action. Special effects always happen in
addition to the normal effects of success.
Your Inheritances starts with two special effects. If you want more, you can buy them
with a stunt or refresh; each stunt or refresh you spend gets you two more special effects or
one improved special effect. If you need special effects, use the following list. If our
suggestions dont suffice, you can create your own special effects using this list as a
guideline.
Forced Movement: You move your target up to two zones.

Area Attack: Attack everyone else (foes and friends) in the same zone as your
target using the attack value minus two (so if you hit your target at +6, everyone
else would defend against +4). Attacking everyone in a zone at full strength is a
collateral damage effect (page 25).
Inflict a Condition: You add an aspect to the target, which you can invoke once for
free.
Extra Movement: You can move up to two zones for free.
Physical Recovery: You recover from all physical stress.
Mental Recovery: You recover from all mental stress.
Extra Action: You can remove shifts from your action and apply them to a different,
related action as if youd (performed and) succeeded on both. You can never succeed
with style on the second action, and its opposition (i.e., difficulty) cant be higher
than that of the original action.
Power Surge: You may add +2WR or +2AR to your next use of this power.

Add a Drawback

All Inheritances come at a cost, and all supernatural beings have a weakness. Decide what
yours is, and phrase it as an aspect. A drawback is an aspect like any other, though you
should phrase it so its easier to compel than to invoke. Each Inheritance gets a drawback,
not each individual stunt within an Inheritance.

Add a Collateral Damage Effect

Supernatural beings throw a lot of power around, power that often has unintended
consequences. Sometimes city blocks get leveled; sometimes innocent bystanders get hurt.
Your collateral damage effect is an extra benefitsomething super-potent you can do
with your Inheritance. The potency of this isnt strictly numerical; pick some powerful
narrative thing you can do, like affecting everyone in a scene or ignoring all the damage that
comes your way in a round. You can choose to use this effect at any time, but using it comes
at a cost: you inflict a situation aspect on the area around you that represents the collateral
damage youve caused. The GM gets to determine the exact nature of that aspect each time
you use it.
Examples
Collateral Damage Effect: When you choose to inflict collateral damage, you can
choose one of the following: take out a nameless NPC (or more than one, if you use
Area Attack), inflict a moderate physical consequence on a named NPC, attack all
targets in a zone at full strength, or ignore a physical attack entirely. This effect likely
occurs because youre smashing things or because the area around you gets
damaged as you shrug the attack off.
Collateral Damage Effect: If you choose to inflict collateral damage, you can lock
down everyone else in a scene, effectively freezing them. They cant take physical
actions, but they can still invoke aspects and perform mental tasks. They can also
attempt to break out with an overcome action with Will, opposed by your Will. On
each of your turns, you must concentrate (using your action) to keep them frozen.
The psychic brain-lock will definitely have lasting effects on their brains.
Collateral Damage Effect: You can teleport to any location you can see or know
intimately, but your arrival causes an electrostatic discharge that messes with
machines, causing them to go haywire.

Armor and Weapon Ratings

Weapon Dice: The higher the WR your weapon has, the bigger and/or deadlier it is. A WR 1
weapon could be a dagger, or a very low-caliber pistol, while a WR 4 weapon could be a
great sword, or a close-range blast from a combat shotgun.
When you attack, for every point of WR your weapon has, replace one of your usual Fate
dice with a Weapon Fate die. If your attack outcome is a tie or better, each of your Weapon
dice that comes up + increases the hit by +1 shift of harm.

Armor Dice: The higher the AR of your armor the more protective it is. Light armor, like
cured leather or tough hide, is AR 1. Heavy armor, like a combat armor or plate armor is AR
2 or 3.
When you defend, for every point of AR your armor has, replace one of your usual Fate dice
with an Armor Fate die. If your defend outcome is a failure or a tie, each of your Armor dice
that comes up a + absorbs 1 shift of harm.
Because youre always rolling four Fate dice, the maximum number of Weapon/Armor dice
you can have on a roll is four. Ratings above 4 convert to normal bonuses as seen below.
WR
1
2
3
4
5
6
7
8

Roll
3dF + 1WdF
2dF + 2WdF
1dF + 3WdF
4WdF
4WdF + 1
Shift
4WdF + 2
Shift
4WdF + 3
Shift
4WdF + 4
Shift

AR
1
2
3
4
5
6
7
8

Roll
3dF + 1AdF
2dF + 2AdF
1dF + 3AdF
4AdF
4AdF + 1
Shift
4AdF + 2
Shift
4AdF + 3
Shift
4AdF + 4
Shift

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