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Sharp Swords & Sinister Spells: The Fateweaver (Archetype)

I already posted a draft of this new archetype I'm going to include in my Fragments setting (check out the introduction and part I of my design diary) on the G+ game's page. I wanted to refine the concept a little bit, so... here it is!

It's worth noting that while I started thinkin' about it as a Fragments feature, it is perfectly playable in any fantasy setting where "destiny" is a serious matter, since it is an evocative concept using the luck die mechanic to perform awesome stunts.

The Fateweaver

Fateweaver
Hit Dice: 1d6 Hit Points per level
Luck Die: d10
Prime Attributes: Intellect and Willpower
Fateweaver receives the following Special Abilities:
  • Alter Fate: A Fateweaver can make a Willpower test to downgrade his Luck Die in order to restore a nearby creature’s Luck Die by 1 step. Alternatively, he can make a Willpower test to restore his Luck Die by 1 step and downgrade another creature’s Luck Die by 1 step (can be resisted). Every time the Fateweaver alters fate this way, some oddities might happen (Referee’s discretion, like complication kickin' in).
  • Divination: Fateweaver can see through time: by touching a creature, object or some part of a location and downgrading his Luck Die by 1 step, he or she gains unfocused and disturbing visions. After a Divination is made, the Fateweaver gains a reroll that can be used one time per HD (or granted to some other creature, if it makes any sense) in any situation which is relevant to the vision. The opportunity to reroll lasts until used or until the story conditions of the divination are expired. No creature can benefit from more than one reroll opportunity gained through this ability.
  • Past lives: once every morning, after a long rest, the Fateweaver can downgrade his or her luck die by 1 step to recall past knowledge. By doing so, he or she gains one of the following (the Referee is free to add more options under the same guidelines):
    - gain the Sneak Attack special ability of Specialists.
    - gain the Weapon Specialization special ability of Warriors.
    - gain the ability to cast any one spell for the remainder of the day.
    Everytime the Fateweaver uses this ability, some complications kick in.
  • Sacrifice : At any moment, once per day, a Fateweaver can suffer any number of d6s of damage to restore his Luck Die by 1 step for every d6 rolled this way. He must choose the number of d6s and rolle them together before anything else. The day he or she decides to suffer damage this way, he or she cannot recover any hit points from short rests.
  • Weaving: A Fateweaver can downgrade his Luck Die by 1 step to gain the ability to cast a spell (following the usual Spellcasting rules).


Hope you like this or even use it!
Cheers.

Commenti

  1. I like the Fateweaver. It's flavorful and different enough from the other Archetypes that it wouldn't be just another Magic-User.
    But I see some issues with the design:

    It doesn't leave a lot of room for Vocations. I mean, maybe I'm just not looking at it creatively enough, but Fateweaver seems pretty specific on its own.

    Alter Fate is a great skill on principle, but remember that only PCs have Luck Dice. So there should be a way for the ability to affect opponents. Maybe giving them straight-up penalties, like -2 for every Luck Die step the fateweaver reduces; or bypassing the Powerful Enemies rule for a period of time.

    Also, I'd change "oddities might happen" and "complications kick in" to "the Referee may activate a complication at a latter time". That way, the Referee has the freedom to exact the ability's price when most adequate to the situation instead of right away.

    But it's a good archetype. A little more difficult to undersand than the Magic-User, but it has lots of versatility and it seems fun to use. You're well on the right track with it, just takes a little more tweaking.

    RispondiElimina

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