by Scarik » Mon Sep 04, 2017 10:14 pm
Mantles
Warrior
Unique Condition: Wounded (lasting) [4]
-Check this condition to absorb four shifts from any attack. While this condition is checked, you have an additional aspect that represents the nature of your injury. If you’re taken out while Wounded, death is on the list of potential outcomes, as with the Doomed condition. Begin recovery from this condition after you’ve received healing in a quiet environment (in other words, not in the field), and someone has succeeded at a recovery action vs. Great (+4) on your behalf. You recover fully at the end of the next session.
Core Stunts:
Weapon Master: Pick one type of weapon (sword, sabre, spear, bow, halberd, etc). When making attacks with that weapon gain +1.
Incredible Skill: Choose one of Might, Prowess or Ride. Gain +1 on Overcome rolls with that skill.
Courtier
Unique Condition: Student of the Court: special []
-You are familiar with the ins and outs of politics. In your home court you easily stay abreast of the gossip, rumors. rivalries and affairs of your fellow courtiers. To maintain this status you are expected to attend regular meetings and events. Check this Condition if you are away from court for a significant time. Recover it when you return to your home court and have time to reacquaint yourself or when you acquaint yourself with a new court by making an Overcome(+4) roll using Etiquette.
While this condition is clear you gain two shifts on any action to reduce the time needed to arrange a meeting or audience as well as to uncover secrets in your court.
Core Stunts
-Diplomat: +2 to Overcome actions when navigating bureaucratic hurdles or making introductions to a hostile or indifferent authority figure.
-Curry Favor: Even away from court you easily find allies and benefactors. Once per session when you would mark one or more boxes of Indebted you may mark one less than required.
Scholar
Unique Condition: Knowledge (sticky): [][][][][]
Mark a box of Knowledge when you leverage the information you have gathered on the workings of the natural world and the history of the people as indicated in the stunts.
Recover through research in your free time, restoring one box between sessions.
Core Stunts:
-Foreknowledge: Once per scene you may mark a number of boxes of knowledge to declare you have an item or secret that will benefit you. One box is sufficient for common items or secrets (prayer scrips, names of local geographic features) three for those obtainable with some effort (a repeating crossbow, the family lineage of a magistrate) and all 5 for esoteric things (scrolls and books, the locations of legendary items).
-Natural Philosophy: Mark a box of Knowledge to gain +2 to a roll to Create Advantage or Overcome when your detailed, scholastic studies are pertinent.
Doctor
Unique Condition: Physician (special) [x]
-This condition is begins checked and represents you being known as a dedicated and skilled healer. While checked this gives you access to places and people that would otherwise be forbidden. This condition becomes unchecked if you fail to uphold your duties as a healer or misuse your status to do harm.
Core Stunts:
-First Aid: Spend a fate point to clear out all of a character’s stress boxes, provided they choose not to take action for one exchange, even to defend. You cannot use this ability on yourself.
-Skilled Healer: Given time and supplies, you can treat more serious injuries,allowing you to make recovery actions for others.
Gain +2 to any attempt to help another character recover from a physical injury condition, provided you are located at a safe, clean location and have sufficient time to treat the injured. If rushed or operating in less than ideal conditions, you may still attempt care but without the bonus. You may attempt this stunt only once per session for a given injury.