Wizard for Fantasy FATE / Approximated Fray

Amazingly enough I have found some time today to do some writing on a second magical career for Fantasy Fate/ Approximated Fray – the Wizard.

I am not totally happy with the Wizard in its current iteration. It both almost lack character and some sort of flare so I think I will have to rework it a bit. It seems a bit lame and not as low key  Gandalfy as I would like it to be.

Built a separate skill for Wizardry – same model used for Druidic magic as well, think it works nicely and sets a “price” for having magic at your disposal. Think I will add one lower refresh as well to balance things.

Wizard

The wizards have left the north west. Many perished in the Great War and of those left few have been spotted in the north west ever since. There are rumours of a few wandering the lands.

Should any wizard turn up in a village or town and make their presence known half of the people would believe them to be charlatans and imposters and treat them accordingly. The other half would treat them with weary respect at best and plain fear at worst.

In the Blue Kingdom the practice of magic is formally forbidden by law which might or might not concern any wizard passing through.

Primary Skills: Journeying, Lore, Will and Wizardry

Secondary skills: Contacts, Perception, Resources and Respect

Suggested skills: Charm

Wizardry

The skill used to conjure the magic of Wizards.

O Overcome: You cannot   use the magic of wizards to overcome any natural or mundane obstacle.
C Create an Advantage: The magic of wizards can be used to create an   advantage on just about anything as long as it is thematically right. Dulling   the edge of a sword, brightening the light of a torch, darkening the shadows   in a room, making a warrior appear more powerful than she is etc.
A Attack: Not meant as an attack skill
D Defend: You can use Wizardry to defend against any magic trying to affect you   without a physical manifestation.

Wizardry stunts

No conjurer of cheap tricks (Wizard). By the use of simple tricks you can use your Wizardry skill instead of Respect.

Conjure cheap tricks. You can use cantrips, small, basically harmless spells and effects, like lighting a candle, make the top of your staff glow like a torch, create ghost sounds, whisper at a short distance etc. Nothing that can harm and no telekinesis

Seal (Wizard). You can lock and seal any door and use your Wizardry result as opposition to any attempt to force it open using strength or Larceny etc

Earthquake (Wizard). You can set loose intense tremor to shake an area giving it the aspect “Tremors” with five free invocations.

Enfeeblement (Wizard). The affected is inflicted with the aspect “Enfeebled” with at least three free invokes against any action it attempts except crawling or walking.

Feather fall (Wizard). The wizard and one creature per shift slow down their fall to that of a feather and lands without taking any damage.

Induce uneasy sleep (Wizard). All creatures of a certain kind, Humans, Halflings, Lizardmen, Dragons etc, fall asleep instantaneous but rapidly awakes to defend themselves should anyone attack. The sleep somewhat more lightly than during normal sleep and sounds etc will most likely wake them up.

Repel metal (Wizard). All metal in your area are pushed out of it in a straight line from you. Anyone holding on to a weapon or clad in metal armor can resist using Strength or other suitable skill.

Reverse Gravity (Wizard). You reverse the gravity in one area. Objects and creatures fall upward. Athletics or equivalent can be used to defend by holding onto something. The effect is ephemeral making it an attack.

Dispel magic (Wizard). You can cancel out another spell by overcoming it

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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Druid for Fantasy FATE / Approximated Fray

The first of the magical careers completed in its first iteration.

Druid

The druids are the mystics of the wild. They often live in solitary tending nature in an area. Some live closer to a town or village and functions as healer.

Primary Skills: Druidic magic, Heal, Journeying and Nature

Secondary skills: Athletics, Endurance, Fight, Perception, and Subterfuge

Suggested skills: Charm, Respect and Will

The new skill needed for the Druidic magic, creatively named “Druidic magic”.

Druidic magic

Nature allows the druid to shape and form it and the druid himself.

O Overcome: You can   use Druidic magic to overcome obstacles primarily in the wilderness that can   be solved through use of natures magic
C Create an Advantage: Trapping   a foes legs in entangling undergrowth, placing aspects on areas in the   wilderness, having swarms of fluorescent bugs follow a fleeing target or any   other such thing are useful Druidic magic
A Attack: Not meant as an attack skill
D Defend: You can use Druidic magic to defend against ranged attacks if heavy   winds can affect the attack, e.g. rocks thrown by a giant cannot be defended   against using Druidic magic.

Druidic magic Stunts

Animal transformation (Druid). You can turn into one small animal form around the size of a fox or smaller. You still retain your ability to speak but you cannot cast spells in your animal form.

Claws (Druid). You can grow claws that you can use for melee fighting using your Drudic magic as an attack skill.

Wall of thorns (Druid). You create a wall of tangling thorny weed like natural growth that hinders ranged attacks and attempts to overcome it (se rules for Barriers).

Longstrider (Druid). You permanently walk longer than a normal being of your kind

Fog (Druid). A fog fills your area and then another area per round up to your Druidic magic skill. All areas get the aspect “Filled with fog” with as many free invocations for your party as your Druidic magic skill.

Protect from fire (Druid). You and your party receive the aspect “Warded from Fire” with your Drudic magic skill number of free invocations.

Tree form (Druid). You assume the form and shape of a young tree for up to your Druidic magic skill number of hours. While in this form you still have your normal senses but cannot move.

Contagion (Druid). Your touch infects a subject with a chosen disease. Hitting with touch is a Fight attack.

Thunderstrike (Druid). You call down a lighting strike in an area within sight. The creature with the most metal will get hit.

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

 

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Wolfmen for Fantasy FATE / Approximated Fray

Haven’t had much time to work on the magical careers, hope to find some time during the weekend. In the mean time; another background for Approximated Fray / Fantasy FATE – the Wolfmen.

The Wolfmen of the Deepsilver Mountains

Wolf men are on average half a head taller than humans. They have the head of a wolf the body of a human although covered in fur. Their hands are human hands with fur and small claws instead of nails. Their feet are slightly larger than for a proportional human and slightly wolf like in shape with claws and pads. Wolfmen can speak, with a slightly growling accent and are in fact highly social but often misunderstood by those not knowledge of the strict social structure of the Wolfmen.

The Wolfmen of the Deepsilver Mountains are the only Wolfmen known in the north west but there are songs and stories about Wolfmen from other parts as well. The Wolfmen lives in tribes scattered over the mountains and the surrounding forests. Every tribe has its own territory but are often related by blood to their neighbouring tribes and on friendly terms with them but rivalry and skirmishes are not uncommon.

The Wolfmen of the Deepsilver Mountains have fur like grey wolves and flaunts very little variation in the colouring. On occasion a differently coloured cub is born causing huge uproars in and between the tribes.

Every tribe has a leader, either a matriarch or a patriarch, who leads and together with the spouse leads the tribe. The leader and the spouse are the only ones allowed to speak with strangers and handles all the affairs for the tribe with the exception of an older, former, leader of the tribe that can be allowed to interact with strangers and often acts as advisor to the leader.

A few Wolfmen, often outcasts for some reasons, have moved into the larger cities where they are tolerated but not largely accepted. On a very few occasions, and always for finite periods, a clan of Wolfmen have been known to set up camp outside larger towns and even take up residence in a city.

The Wolfmen seems to stay out of other creatures ways as much as possible but when they feel their territories are threatened the act decisively and often several tribes together. They also on occasion do limited trade with others since they do not seem to work metal and are very crude craftsmen at best.

Wolfmen can generally swim but they dislike large bodies of water and would not cross any length of water from which they cannot see the shore in a boat or otherwise.

They seem to tentatively accept some Marchlanders as trading partners but they always interact with them with a large number of warriors close by as well as in hiding, watching and ready to leap into action. The Marshlanders have never tried to move into the territories of the Wolfmen and this is probably a basis for the trade to go on.

The Wolfmen are curious of The Blue Kingdom and it’s people and whole tribes have lived into the cities or set up camp close to towns or villages. These arrangements have worked out well since the Wolfmen seems to endure hostility and unfriendliness they often encounter with unseen stoicism and never responding in force when being provoked. Instead the tribe leaders have sought to negotiate and court local leaders and try to reach agreements securing safety and order. No human does however enter Wolfmen territories or camps alone, at night or with harmful intentions…

The Wolfmen have very little interactions with the Dwarfs and never approaches any dwarf and tries there hardest to stay away from them. If they must speak with a dwarf the do so as briefly as possible.

Halflings intrigue Wolfmen and they can spend hours spying, prying and watching Halflings go about their normal business. When interacting with Halflings they are overly gracious and polite but always seem to watch every reply as if it was an interesting bit of information.

Lizardmen seldom comes close to Wolfmen territories and when they do the Wolfmen tends to rip them apart.

Wolfman tribesman

The wilderness dwelling tribal Wolfmen. They know little of civilisation and seem to care little of it. They view other sentient creatures as parts of nature’s creation to stay hidden from if no direct need for interaction is pressing. On occasion a Tribal Wolfman can be sent on a mission forcing him to interact with others to carry out his assignment.

Suggested aspects: “King of the forests”,

Background skills: Agility, Endurance, Nature or Subterfuge

Suggested career pats: Barbarian, Peltast, Scout and Woodsman

Wolfman outcast

There are outcasts from the Wolfmen tribes. These Wolfmen often move to towns or cities where the often live in the slums alone. They tend to understand humans better and also adapt to life in the city but they are never fully accepted by the humans who regard them with part uncertainty or fear and part despise.

They often make their living as bodyguards, scouts or thugs.

Suggested aspects: “I’m watching” and “Manners of a Wolf”

Background skills: Cunning, Empathy, Resources or Subterfuge

Suggested career pats: Barbarian, Peltast, Scout, Thug and Woodsman

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

 

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Marshlanders a human cuture for Fantasy FATE

Am working on the magical careers of Approximated Fray / Fantasy Fate. I find the FATE System Toolkit to be a very well written piece of material and I will use some of it but tweak it a lot in addition to adding some material.

There will be no magical healing in the world being created, there will be healers, proto-physicians of sorts, that can aid with healing between scenes but no magical healing or healing potions to create a less high fantasy world making injuries more gruesome and hence fighting more dangerous.

Am also getting close to putting all of the material into a pdf to make the material more accessible to other FATE enthusiasts.

But before starting with the magical careers I have created three different human cultures to populate the north west along with the Dwarves, Wolfmen and Halflings. The first of them to be published here are the ill-fated Marshlanders.

Marshlanders

Around a hundred years ago the lands between the Deepmire Fen and Deepsilver Mountains was known as Arin Ile, a united kingdom with well tended roads, opulent fields and thriving towns. Today few even remember the name of Arin Ile and civil wars, raiding Lizardmen and the growing Deep Mire Fen have left the former kingdom a bereft and poor area, usually called the Marshlands.

Civilization does exist in form of smaller towns and villages and in some parts a local order is a frail establishment under a local lord. Oppression and the law of the strong are more often than not the two systems of government used.

The Marshlanders are the close descendants of the people of Arin Ile and carry their features – usually black hair or dark brown hair, slightly darker skin tones, light blue or green eyes with lightly yellow eyes no longer being extremely rare. The men often wear beards and the girls a single braid down their backs. Given the harsh lives lived in the Marshlands many looks rugged and untidy.

Marshlanders tends to be hot tempered, rancorous and distrustful of strangers. But once somebody is accepted as a family member, distant relative, friend or even a trading partner of good reputation they are very protective of them. They hate Lizardmen more than any other inhabitant of the north west.

They view the Wolfmen of Deep Silver Mountains with great respect as they are fearsome warriors and never caused the Marshlanders any problems. They also value the trade they can do with them as they are among the few that dares to travel far in the Marshlands.

The Dwarfs are considered as stable bunch of beer loving, perhaps greedy, merchants but very few Marshlanders have seen one. The last Halflings have left the Marshlands a generation ago but are still kept in fond memories trough stories and songs. Marshlanders consider them lucky and keeping a Halfling close will guarantee good fortunes. Unfortunately there are no Halflings to be found in the Marchlands.

The people of the Blue Kingdom are considered a fortunate but dull and haughty lot. Yet many Marshlanders that knows of the lands on the other side of the Great Lake dream of it. Many have been forced to make the dream a reality and now live as refugees, poor fishers or in the slums of the towns of The Blue Kingdom.

The few Marshlanders that have met a Northman respect them greatly for their candour and toughness.

Marshlander commoner

The Marshlander commoners live in the small villages or towns in The Marshlands. Live is usually a struggle but in towns under some sort of leadership and with some protection it is at least an organised struggle.

Marshlander commoners from small villages tend to be a tight knit group who watch each other’s backs at all times but even in the tightest group there is not always food or housing to go around and younger siblings often take to the roads, often heading west and it is not unheard of for younger siblings to become adventurers.

Suggested aspects: “Hot tempered”, “Rancorous”, “Distrustful of strangers”, “Does what it takes to get food on the table” or perhaps “Thirsts for Lizardmen blood”

Background skills: Cunning, Endurance or Subterfuge

Suggested career pats: Fighter, Peltast, Scout, Thief or Thug

Marshlander refugee

Many Marshlanders have emigrated, at best, or fled to the relative safety of The Blue Kingdom. Here they most often found in harbour towns, the capital, and, in smaller groups, in a few coastal villages. They are tolerated at best by the local population but most often considered thieves, hot tempered troublemakers, rude, no-good loiterers and illiterate savages.

They usually live in the slums or on the outskirts of the villages and try to eke out a living as peons, tanners, handymen, fishermen, sailors or just about anything to get food on the table like thieves and thugs (thus confirming the label set upon them).

Given their slim chances of making a much better life for themselves a few have set themselves upon the path of becoming adventurers.

Suggested aspects: “Hot tempered”, “Rancorous”, “Distrustful of strangers”, “Does what it takes to get food on the table”, “Love for coin” or “The manners of a goat”.

Background skills: Cunning, Larceny or Subterfuge

Suggested career pats: Fghter, Peltast, Scoundrel, Soldier, Thief or Thug

Marshland savage

The harsh life in the Marshlands have taken its toll on civilized life and many Marshlanders have taken to a life in the wild, in the forests and in the marshes. Living a semi nomadic life in simple huts or makeshift houses isolated from other groups living the same way they live a dog-eat-dog life. Some live off hunting and scavenging. Most prey on other smaller groups in the same situation, attacking underarmed travellers, raiding villages and fighting Lizardmen.

They stay alive by keeping hidden, retreating into well hidden retreats in the wild and often moving about and change locations. They often have to fight Lizardmen and if all Marshlanders hate Lizardmen, the Marshland savages hate them the most. They often turn to hunt them if they find a weaker tribe or group.

The term savage is perhaps a bit harsh but living out in the wild, often attacking travellers without remorse and often being illiterate the term have stuck. Strangers have no mercy to be expected and the lands the Marshland savages live in are lawless. There are also rumours that some Marshland savages actually are in league with the Lizardmen.

Suggested aspects: “Hot tempered”, “Rancorous”, “Distrustful of strangers”, “Does what it takes to get food on the table”, “Burning hatred of Lizardmen”, “Born in the Wilderness” or “The manners of a goat”.

Background skills: Endurance, Nature or Subterfuge

Suggested career pats: Fighter, Peltast, or Thug

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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The last two mundane fantasy careers for Fate

Sooo, the last two mundane careers are done. Am currently working on the backgrounds – the dwarfs of Spider Mountains are done, Marshlanders, People of the Blue Kingdom, Halflings, Northerners and Wolfmen soon ready in a first iteration.

Thug

Ruffian or knuckle breaker; not smart enough to be a scoundrel or thief; mugger; muscle; highway robber goon. Simple concept with simple skills. But very handy in a fight and in awkward social situations.

Primary Skills: Contacts, Endurance, Fight, Respect and Strength

Secondary skills: Athletics, Cunning and Subterfuge

Suggested skills: Larceny and Perception

Woodsman

Hunters, rangers and woodsmen. All make their livelihood out of the forests and what they offer.

Primary Skills: Athletics, Endurance, Nature, Perception and Shoot

Secondary skills: Fight, Journeying, and Subterfuge

Suggested skills: Charm and Respect

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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Dwarfs for Fantasy FATE

Have spent some time on a game world for the Fantasy FATE adaptation and will make my previous generic backgrounds etc more specific for the game world that I am creating the outlines of.

The Dwarfs are first out and hopefully one of the three human backgrounds will be next. Also have those last two mundane careers to post as well.

Dwarfs

The dwarves once ruled the continent. They had not only rich mines but also controlled all but the sea going trade. Travel over the continent was, and is, dangerous and onerous but the dwarfs provided an alternative for a fee -The Dwarven Deep Roads. Deep below the surface long underground tunnels stretched from bigger towns to mining complex and other points of interest. The system was vast and kept as secret as possible through magic and blindfolds.

During the Great War the dwarves hid it away and kept the locations of the secret entrances known only to a few elders. Still parts of the system was found so the dwarves lay waste large parts of the system rather than having the enemy find or use it.

In the later stages of the Great War the dwarves became divided, and whatever the reasons where, the dwarves with the knowledge of the Dwarven Deep Roads withdrew further into the mountains and deeper underground never to be seen again and the dwarves seen today remained on the surface or in shallower running mountain abodes.

The secret of the The Dwarven Deep Roads was hence lost as the dwarves that decided to remain under ground took to the deeps and severed all ties with the dwarves that chose to remain close to or on the surface. The dwarfs of the north west are the “surface dwelling” dwarfs, deeply affected by the loss of their Dwarven Deep Roads and the loss of their empire as what remained after the Great War crumbled without the backbone of the Dwarven Deep Roads.

Dwarf are short, stout and grumpy and have a lifespan of around 150 years. Typically they are equipped with long well-kept beards and axes. Most of them count the Spider Mountains as their home, but they always refer to them as “the Hills” and are offended by any other name of it. Their main income in the Elderhood of the Hills is the fees charged for travelling the well guarded Great Door Pass, the western gate of the Blue Kingdom.

Dwarfs are very suspicious of strangers and often grumpy and laconic. These traits grows stronger the older a dwarf becomes and hence most adventurers, traders and explorers are younger dwarfs. The loss of their treasures and the Deep Roads runs deep in the dwarven minds. Finding the Dwarven Deep Roads is the holy grail of all surface dwelling dwarves.

The Deep Roads are not the only thing calling for the dwarfs, they also love gold and riches in general and for some dwarfs it turns into an obsession that slowly take over their lives.

The dwarfs loathe the Lizardmen but seldom encounter them as the Lizardmen never ventures into dwarven lands. Humans, especially those of the Blue Kingdom are regarded as good trading partners but the dwarfs perceive them as short sighted and rootless, often seeing and handling them a subtle hint of well meaning condescendence. Halflings are regarded and treated as small bewildered children. The dwarfs seem to be puzzled and almost a bit shy towards Wolfmen on the few occasions they meet them.

If you are to play a dwarf you can choose from three different backgrounds for your dwarf from the Elderhood of the Hills.

Town dwarf

You have grown up in a town or settlement where you parents are either craftsmen or merchants. You are a second or third generation “surface dwelling” dwarf. Most likely you grew up in a normal human house adapted for your parents somewhat shorter build. You are well acquainted with humans and Halflings though you still prefer your own kind. For all your adaptation to the life in a town with humans you long for something more and the mountains seem to call to you.

Suggested aspects: “Longing for the Deep Roads”, “The way it was done in the days of old” and “Love of gold”.

Background skills: Charm, Resources or Will

Suggested career pats: Merchant, Raconteur, Scholar, or Soldier

Dwarf from the Hills

You have grown up in the Elderdoom of the Hills but often travelled with your family to nearby towns to sell goods or buy supplies. Hill dwarfs often go on almost religious searches for the forgotten entries in old ruins and abandoned mines and you might have gone on such an expedition or two.

You are a second or third generation dwarf living “on the surface” even though you probably have a home in some mountain hall close to the Great Door Pass. The life in the Hills have left you yearning for something more, adventure and to travel more and further.

Your travels have somewhat acquainted you to humans and life outside of the halls though you do prefer the company of dwarfs before others. Halflings are amusing but tiresome but you have grown used to some contact with them.

Suggested aspects: “Longing for the Deep Roads”, “The way it was done in the days of old” “Hates Lizardmen” and “Love of gold”.

Background skills: Journey, Perception, Resources or Will

Suggested career pats: Fighter, Merchant, Scout

Dwarf from the mines

You are a child of the most secluded of the dwarfs – the dwarfs that mine deep into the Spider Mountains, or the Hills, as the dwarfs refer to them. It is a hard life and the mining dwarfs are driven by their lust for gold or the hopes of stumbling on the Dwarven Deep Roads.

The mining dwarfs deals only with their own kind and is highly suspicions of any others. Most live from mining the mountains and are often obsessed by the fought of gold and finding the lost highway. A few lives from crafting and trading with the dwarfs living by the Great Door Pass. All have to fight of spider invasions from time to time.

You might have been sent out on a mission or found that you wanted something more out of your life, another way to find riches than mining the mountain.

Suggested aspects: “Searching for the Deep Roads”, “The way it was done in the days of old”, “There is only one way to treat an outsider”, “Hates Spiders” and “Love of gold”.

Background skills: Fight, Perception, Resources or Will

Suggested career pats: Fighter, Scout and Soldier

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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Another two career paths for Fantasy using FATE

Another two careers. Two more mundane ones left and also some work on the magical ones. But that is for later posts.

Soldier

The Soldier is the melee combatant drawing his strength from being one of many. Standing shoulder to shoulder they grind down their enemies together. They are the back bone of armies and serve as town guards. They reduce their targets abilities to defend and attack (while still doing melee damage) and trusting in an ally to finish off the weakened foe.

Out of combat the soldier chips in by solving tasks related to endurance and athletics, drinking and gambling.

Primary Skills: Fight and Endurance

Secondary skills: Athletics, Journeying, Respect, and Shoot

Suggested skills: Contacts, Cunning, Strength and Will

Thief

Burglars, pickpockets and their likes (but not outlaws, scoundrels or assassins) The skill set to go along with the description – climbing, jumping, sneaking, larceny etc

In combats they are best at trying to keep themselves unharmed and prefer to run and jump into combat quickly and when they are at an advantage.

Primary Skills: Athletics, Larceny, and Subterfuge

Secondary skills: Charm, Contacts, Cunning, Fight, Respect and Perception

Suggested skills: Empathy and Shoot

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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