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Hand of fate 2 mages
Hand of fate 2 mages








The baseline for Skills is 3 in everything, with more dots based on the Servant itself. a hero with Strength B would have Strength 9, while one with Endurance C would have Stamina 8). Since even the weakest of Servants has superhuman physical capabilities (a rating of E in Fate terms), I'd put the baseline for all Physical Attributes at 6, 5 if you want to tone it down a bit, with each higher rating translating to an extra point, regardless of pluses or minuses* (e.g. When Servants are materialized, I'd say they'd have regular Attributes and Skills instead of spirit Traits like regular Ochemata. However, I'm not as intimately familiar with those rules as with regular WoD templates so I just use the base mortal template and tack on all the other stuff using merits and mage powers. A simple way to apply their Traits is to use the rules for Dark Heroes (from WoD: Mirrors) for non-Caster-Class Servants, while using those of mages for Casters. The mechanics for the Servants themselves should be somewhat different from those of Ochemata, though. they are normally in Twilight but can materialize at will. In Fate, the summoned heroes are naturally in spirit form and must expend Mana to manifest physically, i.e. In Mage terms, the Throne of Heroes is akin to a mini-Supernal Realm containing the Ascended souls of legendary heroes, while the Holy Grail is an almost Watchtower-grade Talisman that exists in the Supernal as well as being capable of projecting a subsoul of its own, and creating Ochemata of the souls in the Throne of Heroes. The Holy Grail itself summons only simulacra of these souls/essences, and not the originals themselves.

hand of fate 2 mages

In Fate, the souls/essences of legendary heroes are stored in a place called the Throne of Heroes. The mechanics and metaphysics of how Heroic Spirits work and are summoned are very similar to those of Mage's Ochemata. Mage games usually don't deal with magic of this scale.Īs a huge fan of the Fate series, I've thought about this exact topic before. It seemed to me that it would fit in very well with mage's themes, since it does play into the arcane investigation angle, but at the same time it mixes things up quite a bit. Once one mage has eliminated all opposing mages and/or Heroic Spirits, the Holy Grail will appear and grant his wish, and that of his Heroic Spirit. The Spirit chosen is one whose ideology matches the Summoner's, unless the Mage has a sympathetic connection to a particular Heroic Spirit. The only requirement is that they are revered and celebrated throughout the ages. Heroic Spirits can be anyone or anything, whether man or beast, real or fictional.

hand of fate 2 mages

Each mage is given the power to summon a "Heroic Spirit" - an ephemeral incarnation of a mythological figure from the past, present, or future. However, it only grants a wish to the winner of a ritualized battle between seven mages whom it selects. I'd like to know if anyone has ever tried running a mage campaign based on Fate/Stay Night.įor those not familiar with the plot of Fate/Stay Night, the premise is that there exists an artifact tenuously referred to as the "Holy Grail", which is said to grant wishes to the one who obtains it, up to and including the power to physically visit the Supernal Realms.










Hand of fate 2 mages