Rules design by noted Fate authorities Brian Engard (Bulldogs!, Fate Core) and Clark Valentine (Dresden Files RPG, Leverage: The Roleplaying Game, Fate Accelerated). A brand-new magic system that melds classic fantasy RPG flavor with Fate rules. The Fate Freeport Companion is your. G grr The CiTy of AdvenTure SourCebook for The fATe SySTem . The Fate Freeport Companion is just one of several volumes designed to work hand- in-. Welcome to the Fate Freeport Companion! For over a decade, Freeport has stood as one of fantasy gaming's most distinctive cities. Home to pirates, foul cults.
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See, the Fate Freeport Companion has recently been released in PDF, and that is the most awesome of awesome things. This is a project that. Fate Core Downloads Fate Core in PDF, site, ePub (zipped) Downloads. Fate System Toolkit in PDF form (zipped) Fate Freeport Companion Downloads. Freeport Companion (FATE) - Welcome to the Fate Freeport Companion! PDF. $ 1 2 3 4 5. Average Rating (10 ratings). Welcome to the.
As Freeport exists in a fantasy world, players use Aspects and Stunts to highlight their heritage.
The other change — a common Dial in the Fate Core toolkit — affects Skills. Freeport uses a standard set of just six Skills, a fraction of those listed in Fate Core. With Great Power The second chapter deals with the other big concept for a fantasy game — magic.
Like race, Freeport handles treatment of magic through Aspects and Stunts. If you merely dabble on the periphery of spellcraft, with a couple of tricks or cantrips to your name, an Aspect will suffice, otherwise you use Stunts.
The chapter lists guideline stunts and aligns them with standard schools of magic. Having settled on a Stunt and chosen a School or two, you can then pick out some key spells — though the system aims to remain open, flexible and not codified with straitjacketing lists. Spells work like mini-Stunts and require a cost and an action to cast. The simplest spells cost nothing and hardly compare to a standard Stunt, while the most powerful invocations demand not only a Fate Point or more to cast, but pre-requisites, temporary negative Aspects, and you can only use them once per session.
Many of the examples mimic common spells from classic fantasy roleplaying games to make it simpler for GM and player alike to understand the process of coming up with their own. At the same time, you have enough spells here to get you going if you just want to play a one-off or short adventure.
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Freeport introduces the concepts of Corruption and Insanity as elements similar to the existing stress tracks in Fate Core. The setting has elements of the Lovecraftian about it, with cultists and elder gods, so these new mechanics support the slow degradation of the body and soul.
Corruption uses a new stress track, while Insanity falls into the coverage of Mental Stress with specific triggers.
It makes good sense, and I can see myself using Corruption as a facet of adapting Fate Core to other settings, like Warhammer or Lord of the Rings. Tools of the Trade Equipment serves as the focus for the third chapter. The section starts with weaponry, which falls into four categories — Martial, Heavy, Finesse and Ranged — or something combination therein.
Each type subtly changes the way you interact with your opponent — like using Dexterity instead of Strength Skill for Finesse weapons, which depend on speed and manual dexterity instead of raging brute force.
A longer section covers black power weapons, from muskets to cannons; then armour rounds off the combat-related content for the chapter.
As a fantasy setting, the section also briefly considers magic items, which loosely fall into the realms of Stunts, but often might be a narrative facet of the character or something gleaned by the expenditure of a Fate Point if a bit more potent.
The section includes 25 pages of creatures drawn from the Freeport setting, statted up for Fate Core, but more importantly starts off with sound guidance on how to convert creatures yourself. The section includes numerous interesting, challenging, and sometimes scary creatures ready to fight your character group straight off the page or provide sound examples for converting something from your favourite game. So, while we have Freeport favourites like Burnlings and howling, chest-beating Blemmyae, you also have Zombies, Giants Lizards and wild Boars to give you some more commonplace creatures easily compared against those in your favoured system.
Over 60 pages long, Chapter 5 provides more than 50 pages of named and fully statted personalities, and just over 10 pages of generic denizens of the fantasy urban sprawl.
If you need beggars, muggers, cultists, or pirates, look no further — for you will find them here, listed in Apprentice and Journeyman varieties. Each includes key Aspects, Skills and Attacks, along with a brief explanation for the more obscure types like Lobstermen — a secret organisation of scavengers — and The Syndicate — a rough gang of street-dwellers, crooks and heavies.
If you want more, the chapter lists standard magical career paths as Stunts.
You choose a Stunt - like War Wizard, Enchanter or Battle Priest - and that gives you access to spells from certain schools. Once you have selected your Stunt, you can choose two or three spells.
Each spell works like a mini-Stunt, with an associated Cost - like spending a Fate Point or using up a Boost, a Duration, frequency of usage, and Requirements. A minor spells might cost nothing and you can use it almost whenever you want, while a major conjuration could require a Fate Point, existing knowledge of other spells, and allow use only once per Scenario.
The Companion offers nine pages of sample spells, with half-a-dozen from each School. Arcane and divine abilities work alike - with the flavour filled in by the player in creation of the character. That means you get the spell caster you want with maximum flexibility and without getting bogged down in endless spell lists. The offered examples mimic some common spells from other games, so the GM and player can work together to create more with whatever spell manual or supplement they care to refer to as their template.
Corruption and madness represent other potential costs of casting powerful spells - as well as the more questionable variety like necromantic magics. Corruption gets it own stress track, and works in a similar way to existing tracks. Insanity triggers as a part of Mental Stress, with certain side effects.
Both allow for the Lovecraftian undertones of elements in the Freeport setting, and you could also use these ideas if you felt inclined to recreate other fantasy settings with routes to chaotic decline, like Warhammer. All weapons fall into one or more of four standard categories - Martial, Heavy, Finesse and Ranged - and each subtly changes the way you interact with an opponent in battle. So, for example, when fighting with a Finesse weapon you use Dexterity instead of Strength Skill.
The chapter also includes rules for Blackpowder weapons, from muskets to cannons, and tweaks armour, by narrowing down to just four categories, Light, Medium, Heavy and Proofed against firearms… though best not to depend on it. A final section covers Magic Items, relatively briefly.
Effectively, like other facets of Freeport, you choose to create these in line with their relative mechanical power. Some might be nothing more than a narrative element, while others might have sufficient power to necessitate expenditure of Fate Points.
The bulk of the companion goes to the next two chapters - which provide a bestiary and a rogues gallery of Freeport personalities. Chapter Four includes 25 pages of Creatures of Freeport, with statistics. Creatures of Freeport provides a wide range of monsters and animals unusual and specific to the Freeport setting, with adversaries appropriate to the sea, marshland, and the city. The chapter packs in almost 50 different creatures or variants.
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The start of the chapter also offers guidance on how to convert creatures from your favourite monster manual - with a general focus on d20 type systems. Here, as with characters, the use of Skills translated from d20 systems means you can make complete a relatively quick conversion and fill out special abilities with Aspects, extended Stress tracks and Consequences.
Given the city focus of the Freeport setting, Denizens of Freeport provides a hefty horde of personalities and generic folk. Notable characters then offers more than 50 pages of named and fully detailed personalities, a half page to a full one apiece, many with illustrations.
Each has motivations, background, Aspects, Skills, Stunts, Gear, Spells and attacks, with characters range from notable supporting cast through to significant powers - more than 80 in total. The wealth of creatures and personalities makes these two chapters great for pulling something together in a few moments, or using them as templates for building your own monsters or individuals.
If you haven't quite grasped the Skills, Aspects or Stunt mechanics suggested for Freeport, these can be your examples. The book rounds out with an adventure, Fury in Freeport, which serves as an introduction to the underhanded and cutthroat environment.
What might seem like a fairly simple burglary rapidly turns into a blame game as the player characters get accused not only of theft but murder to boot.
Fate Freeport Companion (PDF)
The adventure includes yet more character and personality write-ups, if you didn't feel you had enough already, as well as guidance on running the adventure.Freeport has always been one of my favorite settings for D20, and now that I've been playing Fate, it was an easy decision to pick it up. Fate Freeport Companion…Printed by the Elves. We are offering a deal on greenronin. Create Content for your Favorite Games. In this majority I have bands about Kaffka as a Nyugat process.
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