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About This Game

Welcome to Tower of Athena, Anime Fantasy West Marches, heavily inspired by anime such as Damchi, Goblin Slayer, Sword Art Online and Grimgar! Tower of Athena is powered by Fate Condensed with a few modifications! If you're looking to join a fun community, exploring fast action, possible love interests, anime hearted fun then this is the game for you! Please join our Discord to connect with us!

Game System

Fate

Detailed Description

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Welcome to Tower of Athena, a West March powered by Fate Condensed. 

Tower of Athena is an anime based game which takes inspiration from popular animes such as Damachi, Goblin Slayer, Granblue Fantasy and Sword Art Online. Tower of Athena is about Adventurers who are hired by the guild to take on dangerous quests within the mysterious tower that's been sealed for decades. 

TOA Features

  • an expansive setting created directly by the player base
  • its own custom character progression system
  • custom loot system
  • a community atmosphere 
  • multiple quest options 
  • optional raids and mini games

If you are looking for a place with consistent roleplay then TOA is for you! 

Please Join Our Official Discord: TOA Discord

  1. What's new in this game
  2. "Is that all? Surely you can do better!" their leader crows as you attack from all sides, deflecting sword and arrow with sharp gestures summoning sheets of rock and gusts of wind. Despite the bravado, each parry he makes pushes him more and more offbalance. He pauses and looks to the entrance, attention drawn to the fury of the cyclops. "It seems our time is at an end. Enjoy the company of that fool." he sneers, voice dripping with disdain. With a swift incantation and flourish of his hands, the mage conjures galeforce winds to take flight, sailing backwards into the dark tunnels after the cultists.  
  3. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical Vahn felt a certain trepidation when the strange liquid oozed from the stone and drenched his person; it seemed like crimson honey. Aku whispered of boons and blessings and double-edged intentions, but the core was dealt with and now their only concern was getting out alive. With a blinkstep and a sudden appearance, Vahn added a quick fist to Myria and Markus' assault.  
  4. Markus  Concept  Cartographer  Trouble  People pick fights with me  Aspect  Quiver of Tricks  Aspect  In search of FFF (Fame, Fortune, oh and Father)   FATE  💛 REFRESH 3undefined SKILLS (+4) Craft (+3) Shoot, Notice (+2) Lore, Athletics, Deceive (+1) Investigate, Resources, Contacts, Rapport BODY  ❤️❤️❤️ MIND  💙🤍 🤍 Guild Reputation: Iron  Stunts Walking Bestiary "I know what that is, I practically wrote the book on it!" +2 to all lore rolls related to monsters and beasts. Flash ShotWhen using flash arrows to create an advantage, Markus gains an additional invoke of the 'Blinded' aspect upon success against the affected targets. Angle of AdvantageBeing able to judge distances precisely, Markus gains a +2 to shoot when he is on the 'High Ground'.     Items  BowAn ornate bow that looks well upkept. Large SatchelHolds a selection of books, scrolls and other things people deem unnecessary to bring on adventures. rope and grappleStandard climbing gear that can be used in combination with the bow to rappel certain obstacles Contacts  Apollo LibraryHigher levels of reputation with the Apollo Library allow one to call upon various benefits.     Markus sees Myria trying to cut down the mage leader with her many swords and adds what little support he could to the attack in his current condition. Not only did the mage need to deflect the swords but he now had arrows in the mix too. Actions   +1 teamwork for Myria  
  5. Olenna Griffon HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OOO OO [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.  FP: OO Seeing the arrow fly by Olenna would quickly grab the hilt of her blade and crouch down lower to the ground. " Someone's up there. We need to move quickly!"            
  6. Myria of Blades High Concept: Warrior of Qi and Swords Trouble: Spoiling For a Fight Aspect: Sheath of Many Swords Aspect: Well-Connected Mercenary Story Detail: Can Sense Through Swords Situational: Blinding Powder (x1), Robbed a Merchant (x1) [2] --- [4] --- [6] ---   Bronze Rank Climber: 0/7 (+4) Fight (+3) Provoke, Shoot (+2) Physique, Notice, Will (+1) Athletics, Crafts, Contacts, Resources Body: 4/4 Mind: 4/4 Fate: 0/1 Parry Everything: Your hand-eye coordination is superb, and perhaps you could even deflect a bullet with your weapon. You may use Fight to defend against Shoot attacks. Army on the Edge of My Blade: You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers. Riposte: If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost. Animator: When you animate something, your animation now starts with one skill at Average (+1) and a 1-point stress box. You can also exchange any free invokes received for both a skill at Average (+1) and a 1- point stress box for your animated being. If an animated being has multiple skills at Average (+1), they can be combined to increase their power, as can stress boxes. So, if you exchange two free invokes, you can receive one Skill at Fair (+2) or two skills at Average (+1), along with one 2-point stress box or two 1- point stress boxes. In Tandem: When someone targets your animated creature with a physical attack, and you and your animated creature are in the same zone, you may defend against that attack in place of your animated creature. Undeterred by her earlier failure, and with a merry laugh, Myria attempts to slash the leader of the cultists again with her many blades.
  7. Olenna Griffon FP: XX HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OXX XX [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.    Stepping back as her attack missed, Olenna quickly began to reposition herself for another strike just before Markus ended up getting hit. " No!" Olenna knew what was about to happen to Markus, he would begin to turn to stone after being touched by Zuzu's power.   Again she would close the distance between Zuzu and herself, while doing so she would use her solider training to make evasive movements to feint Zuzu out before doing committing to another strike.    
  8. Scene: Mines of Sisyphus You have destroyed the dungeon core. The floor guardian approaches. Markus carries vials of Murena PoisonBrewed from the poisonous flesh of a serpentlike fish. Not effective against giants, elementals, or undead. You have one free invoke left on this aspect. and has Mephit KnowledgeYou recall hearing more about these creatures, and how best to deal with them. You have one free invoke on this aspect.. He suffers from Mental FatigueThis is a minor consequence from the psychic attack of smoke mephits. It lasts for one full scene after treatment. and Slow PetrificationYou are fighting off a hostile magic that constricts your chest and dulls your movements. I have one free invoke on this aspect.. Myria is Sharp EyedYour eyes are adjusting to the cavern gloom. You have one free invoke on this aspect. and has a pouch of Blinding PowderA pouch tightly bound with cord, fit to burst. Filled with powdered glass, sand, or even metal shavings, it can be slung at your enemy. You have one free invoke on this aspect.. She also Robbed a MerchantYou roughed up a crooked merchant and stole his goods. He totally had it coming, but you'll still have to lie low for a while. I have one free invoke on this aspect. It lasts for one full quest after The Beating Heart. back in the market. Olenna has a dingy bottle labeled Universal Solvent"Dissolves any adhesive, softening even the hardest Materials!" "Loosens stiff Joints and lightens Heavy limbs!" "Guaranteed Safe and Effective!" A dubious cure for petrification.. Vahn has seen Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. but Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. in return. He was showered in Liquid LuckYou are covered in the glowing lifeblood of the dungeon core. Every monster wants you dead, but everything you do turns to gold: add +1 to all rolls for the remainder of the quest.. I have three fate points left in this scene.  Conflict: The Beating Heart  Dark Mage+5 Provoke, Shoot +4 Athletics, Lore, Will +3 Investigate, Notice, Physique, Stealth +2 Contacts, Deceive, Empathy, Fight, Resources +1 Anything Else Relentless Training Mastery of Wind and Stone Mephit Summoner Counterspell: Once per quest, I can force a single magical action to fail without a roll. This does not apply to rituals and spells that take time to cast. Escape Plan: Once per quest, if I would get taken out, I can spend a fate point to concede instead. CultistsQuartet: Knife and Shadow +4 Duo: Knife and Shadow +3 Solo: Knife and Shadow +2 Vahn Markus Olenna Dungeon Core Sisyphus   ❤️❤️❤️❤️❤️❤️ & 💙💙💙💙💙💙 (2:) (4:) (6:) ❤️❤️/❤️❤️/❤️🖤/🖤🖤 ❤️❤️❤️❤️ & 💙💙🖤🖤 ❤️❤️❤️ & 🖤🖤🖤 (2: Mental Fatigue, 6: Slow Petrification) ❤️❤️❤️ & 💙💙🖤🖤🖤🖤 🖤🖤🖤🖤🖤🖤🖤🖤🖤 🤍🤍🤍🤍🤍🖤 Narratively all turns occur roughly at the same time and their mechanics are resolved at the end of the round. Therefore any boosts earned or advantages created are unavailable until the following round. Any action taken by intruders that would draw attention fills the Sisyphus track by one. Some examples include making noise, moving around with lights, or a single round of combat. The guardian will interrupt whatever the party is doing once the track is filled. Vahn's strikes tear through the weakened core, and the last of its life ebbs into the surrounding pool. The cultists flee into the tunnels as you deal with their leader, while the shuddering tread of an approaching giant becomes unmistakable - Sisyphus is nearly upon you.
  9. One of the cultists falls to your arrows - his vessel is dashed against the stones, its contents flowing into the water. Their leader narrows his eyes and makes a long slicing motion with one arm, before returning his attention to deflecting Myria's whirling bladestorm. A thin shimmering splits the distance in an instant, catching Markus full in the chest and throwing him backwards. The cartographer tumbles over into the shallow water, struggling to rise.      
  10. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical And there it was; the core. Vahn wasn't certain as to what he should make of this situation: Strangers gathered some sort of substance from the core. Olenna striking with a hatred that one could only have towards someone who has wronged.. or someone who is familiar. Markus & Myria followed suit. But above all, he knew, the core must be destroyed - and time was running short. With his wits gathered and eyes focuses, the pugilist darted towards the heart of the floor and struck with the impunity of knowing that failure meant countless would suffer.    Killing Blow  Vahn gains Liquid LuckYou are covered in the glowing lifeblood of the dungeon core. Every monster wants you dead, but everything you do turns to gold: add +1 to all rolls for the remainder of the quest. as a situational aspect.
  11. The portal allows everyone to bypass this initial obstacle unhindered and even go slightly beyond that, saving additional time. The change in temperature was more drastic than expected, with snow now drifting past everyone from the direction of the tower. You emerged in a large open expanse of land, some deer-like creatures scattered at your sudden appearance and an arrow suddenly whizzed past, missing its intended mark.
  12. Markus  Concept  Cartographer  Trouble  People pick fights with me  Aspect  Quiver of Tricks  Aspect  In search of FFF (Fame, Fortune, oh and Father)   FATE  💛 REFRESH 3undefined SKILLS (+4) Craft (+3) Shoot, Notice (+2) Lore, Athletics, Deceive (+1) Investigate, Resources, Contacts, Rapport BODY  ❤️❤️❤️ MIND  💙🤍 🤍 Guild Reputation: Iron  Stunts Walking Bestiary "I know what that is, I practically wrote the book on it!" +2 to all lore rolls related to monsters and beasts. Flash ShotWhen using flash arrows to create an advantage, Markus gains an additional invoke of the 'Blinded' aspect upon success against the affected targets. Angle of AdvantageBeing able to judge distances precisely, Markus gains a +2 to shoot when he is on the 'High Ground'.     Items  BowAn ornate bow that looks well upkept. Large SatchelHolds a selection of books, scrolls and other things people deem unnecessary to bring on adventures. rope and grappleStandard climbing gear that can be used in combination with the bow to rappel certain obstacles Contacts  Apollo LibraryHigher levels of reputation with the Apollo Library allow one to call upon various benefits.     Markus sees the attacks from Olenna and Myria seemingly bounce off the leader of the cultists without even leaving a scratch on him. "I'll pass on that..." He thinks out loud, instead taking aim at the minions that had been ordered to run off with something or other. Shooting folks in the back wasn't below him if they were making off with something important or valuable right under his nose, neither was the use of poison, though he wasn't expecting to use it against other people when he was making it. And to be frank, as intimidating as this baddy seemed, he couldn't possibly protect all his men on his own... Catching cultists in the act and taking them out sounded like a sure fire way of making a name for himself, he wasn't about to let them slip away. Markus poured all his effort into his attack. If he could just take 1 of them out it could be useful in discovering the cult's identity, so he wasn't about to fail here. Actions   Spent 1 use of item Murena Poison (+2) Spent 1 FP to invoke "In Search of FFF" (+2) Brings shoot up to 8 against target's 5 which is SWS (poisoned).  
  13. Myria of Blades High Concept: Warrior of Qi and Swords Trouble: Spoiling For a Fight Aspect: Sheath of Many Swords Aspect: Well-Connected Mercenary Story Detail: Can Sense Through Swords Situational: Blinding Powder (x1), Robbed a Merchant (x1), Sharp-Eyed (1), Rhythm of Battle (x1) [2] --- [4] --- [6] ---   Bronze Rank Climber: 0/7 (+4) Fight (+3) Provoke, Shoot (+2) Physique, Notice, Will (+1) Athletics, Crafts, Contacts, Resources Body: 4/4 Mind: 4/4 Fate: 0/1 Parry Everything: Your hand-eye coordination is superb, and perhaps you could even deflect a bullet with your weapon. You may use Fight to defend against Shoot attacks. Army on the Edge of My Blade: You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers. Riposte: If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost. Animator: When you animate something, your animation now starts with one skill at Average (+1) and a 1-point stress box. You can also exchange any free invokes received for both a skill at Average (+1) and a 1- point stress box for your animated being. If an animated being has multiple skills at Average (+1), they can be combined to increase their power, as can stress boxes. So, if you exchange two free invokes, you can receive one Skill at Fair (+2) or two skills at Average (+1), along with one 2-point stress box or two 1- point stress boxes. In Tandem: When someone targets your animated creature with a physical attack, and you and your animated creature are in the same zone, you may defend against that attack in place of your animated creature. "Eh, not really." Myria chimed in, casually. "But you seem kind of sketchy, what with the statue people outside and Miss Rapier here getting super angry at you." "By the way, something's coming from behind, guys, so maybe we'll have the owner of the house as a problem before long." she continued, but even as she did so, she leapt into the fray, and brandishing her dancing swords, she surged to attack the enemy with a smile. Her blades failed to find purchase, but the rhythm of battle was set.  Attack  Myria fails to deal damage to the cult leader, but gains the boost Rhythm of BattleThe tempo of battle beats in your blood. You have one free invoke on this aspect. as a result of the roll tie.
  14. Scene: Mines of Sisyphus You have discovered the dungeon core, its chamber fully lit by summoned magelight. The guardian's attention is elsewhere and he has yet to notice you. Markus carries vials of Murena PoisonBrewed from the poisonous flesh of a serpentlike fish. Not effective against giants, elementals, or undead. You have two free invokes on this aspect. and has Mephit KnowledgeYou recall hearing more about these creatures, and how best to deal with them. You have one free invoke on this aspect.. He suffers from Mental FatigueThis is a minor consequence from the psychic attack of smoke mephits. I have one free invoke on this aspect. It lasts for one full scene after treatment.. Myria is Sharp EyedYour eyes are adjusting to the cavern gloom. You have one free invoke on this aspect. and has a pouch of Blinding PowderA pouch tightly bound with cord, fit to burst. Filled with powdered glass, sand, or even metal shavings, it can be slung at your enemy. You have one free invoke on this aspect.. She also Robbed a MerchantYou roughed up a crooked merchant and stole his goods. He totally had it coming, but you'll still have to lie low for a while. I have one free invoke on this aspect. It lasts for one full quest after The Beating Heart. back in the market. Olenna has a dingy bottle labeled Universal Solvent"Dissolves any adhesive, softening even the hardest Materials!" "Loosens stiff Joints and lightens Heavy limbs!" "Guaranteed Safe and Effective!" A dubious cure for petrification.. Vahn has seen Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. but Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. in return. I have three fate points left in this scene.  Conflict: The Beating Heart  Dark Mage+5 Provoke, Shoot +4 Athletics, Lore, Will +3 Investigate, Notice, Physique, Stealth +2 Contacts, Deceive, Empathy, Fight, Resources +1 Anything Else Relentless Training Mastery of Wind and Stone Mephit Summoner Counterspell: Once per quest, I can force a single magical action to fail without a roll. This does not apply to rituals and spells that take time to cast. Escape Plan: Once per quest, if I would get taken out, I can spend a fate point to concede instead. CultistsQuartet: Knife and Shadow +4 Duo: Knife and Shadow +3 Solo: Knife and Shadow +2 Vahn Markus Olenna Dungeon Core +2 Sisyphus   ❤️❤️❤️❤️❤️❤️ & 💙💙💙💙💙💙 (2:) (4:) (6:) ❤️❤️/❤️❤️/❤️❤️/❤️❤️ ❤️❤️❤️❤️ & 💙💙🖤🖤 ❤️❤️❤️ & 💙🖤🖤 (2: Mental Fatigue) ❤️❤️❤️ & 💙💙🖤🖤🖤🖤 💛💛💛🖤🖤🖤🖤🖤🖤 🤍🤍🤍🤍🖤🖤 Narratively all turns occur roughly at the same time and their mechanics are resolved at the end of the round. Therefore any boosts earned or advantages created are unavailable until the following round. Any action taken by intruders that would draw attention fills the Sisyphus track by one. Some examples include making noise, moving around with lights, or a single round of combat. The guardian will interrupt whatever the party is doing once the track is filled. "Brothers!" he calls out to the men behind him, barking an order. "We have what we came for! Take it and go!" His minions seize the earthen vessels and make for darkened side passages, as the dark mage remains behind to cover their retreat. You can see his petrified arm swiftly returning to its normal state, the stone cracking and crumbling away as he flexes his fingers. A black book hangs at his side, a source of ominous power. "You dare to challenge me? Do you even know whom you face?"
  15. As the team struggled to get their baring's after the long travel, Aerith would hear something in the distance. Screams of a human woman could be heard coming towards their direction from a distance of the East. Looking down onto the well traversed path a small group of 3 orcs could be seen carrying a woman tied upside down by her feet by ropes and a large stick. The woman was red in the face due to all of the blood traveling to her head and her armor was clearly destroyed. From the looks of it she was an adventurer.    
  16. Olenna Griffon HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OOO OO [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.  FP: OO Olenna would smile, " Thank the Gods you managed to pull that off. Walking up that steep area wouldve hurt." Olenna would extend her hand out to Vahn for a high five.          
  17. Olenna Griffon FP: OX HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OXX XX [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.  Thinking to herself, "Why here, why now? I refuse to allow him to hurt anyone else." Olenna withdrew a potion and downed its contents in a single swig, eyes glowing blue as the magic overtook her. Stride now bolstered by haste, she sped forward silently in ambush, thrusting the charged rapier right through his black heart- Sparks flew as the blade skittered uncannily across the surface, and her foe spun, batting the rapier aside with a bare arm. Olenna fell back a moment - she could see now that his petrifying magic shifted up and down the length of his body, forming an unyielding stone barrier.     "Must I be interrupted at every turn!?" Outrage quickly gave way to contempt as the dark mage regarded these latest arrivals. "Well what do we have here? Seems I missed a few rats on the way in." he scoffed scornfully.
  18. Vahn   Ranked: Bronze ( 1 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "Perhaps I might be able to facilitate this part of our journey.." Vahn clasped both hands, as he has done countless times, but now his eyes closed and in silence he prayed.  
  19. Beyond, magelight illuminates a vast chamber with several side passages. Tunnel runoff collects in a shallow underground pool. The stonework here is choked with twisted vines and knotted roots, extending in all directions like an intricate web. Their tangled mass stretches throughout - rising to meet in the center, where a bulbous growth pulsates with an otherworldly energy, and the surface of the surrounding waters ripple in response. Darkrobed men circle round the dungeon core, their gaze transfixed on glowing ichor spurting slowly and unevenly from a tap driven through its side. The fluid gathers in earthen vessels below, and one man raises a cup to the flow.   "Ours at last, and without anyone the wiser!" their leader exults, momentarily distracted in his triumph.           Scene: Mines of Sisyphus You have discovered the dungeon core, its chamber fully lit by summoned magelight. The guardian's attention is elsewhere and he has yet to notice you. Markus carries vials of Murena PoisonBrewed from the poisonous flesh of a serpentlike fish. Not effective against giants, elementals, or undead. You have two free invokes on this aspect. and has Mephit KnowledgeYou recall hearing more about these creatures, and how best to deal with them. You have one free invoke on this aspect.. He suffers from Mental FatigueThis is a minor consequence from the psychic attack of smoke mephits. I have one free invoke on this aspect. It lasts for one full scene after treatment.. Myria is Sharp EyedYour eyes are adjusting to the cavern gloom. You have one free invoke on this aspect. and has a pouch of Blinding PowderA pouch tightly bound with cord, fit to burst. Filled with powdered glass, sand, or even metal shavings, it can be slung at your enemy. You have one free invoke on this aspect.. She also Robbed a MerchantYou roughed up a crooked merchant and stole his goods. He totally had it coming, but you'll still have to lie low for a while. I have one free invoke on this aspect. It lasts for one full quest after The Beating Heart. back in the market. Olenna has a flask of Blue HasteThis liquor has a sharp and fruity flavor. Consume to gain +1 boost to any physical action. and a dingy bottle labeled Universal Solvent"Dissolves any adhesive, softening even the hardest Materials!" "Loosens stiff Joints and lightens Heavy limbs!" "Guaranteed Safe and Effective!" A dubious cure for petrification.. Vahn has seen Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines. You have one free invoke on this aspect. but Aku Demands TributeYour mischievous patron desires sparkling tribute befitting its status. I have one free invoke on this aspect. in return. I have three fate points left in this scene.  Conflict: The Beating Heart  Dark Mage+5 Provoke, Shoot +4 Athletics, Lore, Will +3 Investigate, Notice, Physique, Stealth +2 Contacts, Deceive, Empathy, Fight, Resources +1 Anything Else Relentless Training Mastery of Wind and Stone Mephit Summoner Counterspell: Once per quest, I can force a single magical action to fail without a roll. This does not apply to rituals and spells that take time to cast. Escape Plan: Once per quest, if I would get taken out, I can spend a fate point to concede instead. CultistsQuartet: Knife and Shadow +4 Duo: Knife and Shadow +3 Solo: Knife and Shadow +2 Vahn Markus Olenna Dungeon Core +2 Sisyphus   ❤️❤️❤️❤️❤️❤️ & 💙💙💙💙💙💙 (2:) (4:) (6:) ❤️❤️/❤️❤️/❤️❤️/❤️❤️ ❤️❤️❤️❤️ & 💙💙🖤🖤 ❤️❤️❤️ & 💙🖤🖤 (2: Mental Fatigue) ❤️❤️❤️ & 💙💙🖤🖤🖤🖤 💛💛💛🖤🖤🖤🖤🖤🖤 🤍🤍🤍🤍🖤🖤 Olenna has the initiative and any action she takes within the first round is resolved instantly. Narratively all other turns occur roughly at the same time afterwards and their mechanics are resolved at the end of the round. Therefore any boosts earned or advantages created are unavailable until the following round. Any action taken by intruders that would draw attention fills the Sisyphus track by one. Some examples include making noise, moving around with lights, or a single round of combat. The guardian will interrupt whatever the party is doing once the track is filled.
  20. Olenna Griffon FP: OX HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OXX XX [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.    The horrid memories would continue to flood through her head, completely overtaking her emotions and ability to communicate with Markus. Looking at her, he could see the passion in her eyes as they began to water and her face steamed red. Grabbing the hilt of her blade she would then rush forward towards the mage light ready to strike whatever stood in front of them. As she charged, the only thing she could see was her brothers smile from when they were younger.      Initiative You take the first turn in the coming conflict, and any action is resolved instantly instead of at the end of the round.
  21. No matter which way you look, the descent from the precipice you're on is quite steep. Some sure footing or other means will be required to make the descent into the tundra region. It also feels as if the wind is getting stronger Overcome Athletics +3 to descend safely.
  22. Aerith Tollbeg High Concept: An apprentice mage in over his head Trouble: Haunted by the "ghost" of his master Aspect: Curious to a fault Aspect: Outsider with more knowledge of book than world Situational: ... [2] Mild Consequence [4] Moderate Consequence [6] Severe Consequence   Bronze Rank Climber: 2/7 (+4) Lore (+3) Provoke, Will (+2) Academics, Crafts, Shoot (+1) Athletics, Investigate, Notice, Stealth    Body: ❤️❤️❤️ Mind: 💙💙💙💙💙 Fate: 💛💛 Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore) Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh] - Stunts - Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills. Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point. Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness. Aerith pulls some bones out of his bag, resembling a small bird which should help with observation. As he focuses the energy he speaks. "Rise now songbird, blessed by your master with eyes of an eagle. Keep watch for us so we may be safe." It looks like he's doing well, but at the end the spell struggles to form, locking power with the natural inertia of death. "well... that isnt good"
  23. Aerith Tollbeg High Concept: An apprentice mage in over his head Trouble: Haunted by the "ghost" of his master Aspect: Curious to a fault Aspect: Outsider with more knowledge of book than world Situational: ... [2] Mild Consequence [4] Moderate Consequence [6] Severe Consequence   Bronze Rank Climber: 2/7 (+4) Lore (+3) Provoke, Will (+2) Academics, Crafts, Shoot (+1) Athletics, Investigate, Notice, Stealth    Body: ❤️❤️❤️ Mind: 💙💙💙💙💙 Fate: 💛💛 Death Magic: You have mastered control over death and the dead. You can loose blasts of green necrotic energy with Shoot, weaken your enemies with Lore, and animate vessels with Provoke, starting at +3 difficulty. (Relentless Training; Casting Skill: Lore) Transformation: You have mastered the secret art of transmutation. You can can transform yourself with Lore, and transform others with Provoke. This is creating an advantage and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh] - Stunts - Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills. Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point. Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness. Active Aspects:  Notes on the path ahead [1x free invoke] "I'm fine too, we can rest when we get there if we need to." aerith says as his eyes lock on the tower and he starts foward. "I wonder what's in there. Obviously there's sigils at the entrance but there's gotta be something good inside for us to go all this way. Maybe a grimoire or some artifacts?"
  24. Olenna Griffon HIGH CONCEPT: The Young and Passionate Duelist of the Eastern Circle TROUBLE: The cure to petrification is in the tower, somewhere..  ASPECT: The Legendary Charged Rapier  SKILLS +4 Deceive +3 Fight, Will  +2 Shoot, Athletics, Empathy  +1 Rapport, Provoke, Resources, Crafts STRESS  P: OOO M: OOO OO [2: ] [4:  ] [6:  ]  STUNTS: Remaining Refresh 2/3 Acrobatic Movement: Due to Olenna gains a +2 to Overcome Actions regarding Movement using the Athletics Skill.  Evasion: Olenna has an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks. Song of Storms: When Olenna is weilding the Charged Rapier Once per engagement she is able to swing her sword towards the sky and create a "Thunder Storm" Aspect on the zone with one free invoke. This storm lasts until the end of the engagement or until it is narratively overcome.  Lighting Dance: When Olenna is wielding the Charged Rapier she gains a +2 to all melee based defense actions using Fight.  Magnetic Attraction:  The Charged Rapier is extremely dangerous against Metal Objects and when used against something metal gain a +2 Weapon Value upon successful attacks.  FP: OO Olenna would clamp her hands together as the temperature continued to drop as they moved along the path. " I dont require any rest. Im okay to push forward."        
  25. Kukil the Totem Warrior  High Concept  Totem Warrior of the Forgotten Village  Trouble  Hunter of the Twin-Fanged Panther Aspects The Ancestral Greataxe, Hǫlknkljúfa Seeker of Lost Totems   Bronze Rank Climber RENOWN   🤍🤍🤍🤍🤍🤍🤍 FATE  💙 (+4) Fight (+3) Lore, Physique (+2) Provoke, Resources, Shoot (+1) Crafts, Investigate, Notice, Will BODY          MIND        [2: ][4: ][6: ] Stunts Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty. Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty. Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty. EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones. Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.) Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.) Items  HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.  Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in. Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across. Contacts NoneAn academy instructor and a well of patience.       Active Aspects and Consequences None   Actions and Results None Hearing Lyra mention setting up a perimeter, Kukil shapes a mound of earth into a makeshift chair before sitting down on it. She then leans slightly forward, moving her hands in small motions as she focuses on crafting a spell. Focusing on the ground in front of her, she attempts to summon a small earth creature resembling that of a large mole. However, she is unfamiliar with the soil in the area, and the spell fizzles into nothing.
  26. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical Vahn closed the formation and maintained a certain awareness of his surroundings and cringed as the voices of his fellow companions echoed off the slick walls that dripped with water from a source that pooled above, through the earth and stone. In the dim, he glimpsed the presence of wooden veins, vast tendrils that betrayed a forest or some great tree; were they so close to the surface, here?; were they not deep within the bowels of some perilous mine?;.. With a half-handed prayer, Vahn sent Aku forth, swift and true.. when it wasn't distracted by all that glitters.      Create an Advantage  You gain one free invoke on Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines.. 
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