Gothic flavor magic in FATE
Apr 14, 2016 9:24:01 GMT -8
Post by yokoburikinura on Apr 14, 2016 9:24:01 GMT -8
Now, each of these characters has an initial magic-related stunt. Marie's is 'Medium - You may use Magic in place of any other skill when the effect could be accomplished through contacting spirits. Gain aspect 'Noticed by a Dark Power''. Anna's tentative stunt is 'Arcana specialist - +2 on all Lore/Science rolls relating to creating/using arcane constructions such as charms, magic circles, etc. then gain aspect 'Noticed by a Dark Power''.
Deciding on these stunts and how to word them is the tricky part. I seem to be levying some pretty high costs on magic. Each has not just an aspect but a High Concept aspect that explicitly calls them out as magic users. Their magic use is governed by a skill (tentatively called Magic but could be called Occult). I basically cut Lore into two skills, Science for the mundane world and Magic for the occult world. Then I also want to govern how that magic skill gets used through stunts. Not only that, I want the stunts to add a 'Noticed by a Dark Power' aspect to represent the corrupting nature of magic. With all of this cost, the magic stunts should probably be fairly powerful or flexible.
Do I have to gate it behind a stunt? Can I just tell the players that if the PCs use that skill for actually performing magic that aspect can be applied, and use the stunt slots for something else? I also worry a bit about relative skill placement. Anna is a scientist, but she's also got insider's access to lore. Shouldn't she have the higher magic skill? Should I perhaps not gate her magic use behind a stunt and give her a Science-based stunt instead? Should Marie's stunt perhaps be the one more strongly connected to objects given her trouble aspect? Are there any other suggestions you have about how I can approach this?
I'm sure this is somewhat confused and I could clarify things somewhat, but any feedback would be appreciated.
Deciding on these stunts and how to word them is the tricky part. I seem to be levying some pretty high costs on magic. Each has not just an aspect but a High Concept aspect that explicitly calls them out as magic users. Their magic use is governed by a skill (tentatively called Magic but could be called Occult). I basically cut Lore into two skills, Science for the mundane world and Magic for the occult world. Then I also want to govern how that magic skill gets used through stunts. Not only that, I want the stunts to add a 'Noticed by a Dark Power' aspect to represent the corrupting nature of magic. With all of this cost, the magic stunts should probably be fairly powerful or flexible.
Do I have to gate it behind a stunt? Can I just tell the players that if the PCs use that skill for actually performing magic that aspect can be applied, and use the stunt slots for something else? I also worry a bit about relative skill placement. Anna is a scientist, but she's also got insider's access to lore. Shouldn't she have the higher magic skill? Should I perhaps not gate her magic use behind a stunt and give her a Science-based stunt instead? Should Marie's stunt perhaps be the one more strongly connected to objects given her trouble aspect? Are there any other suggestions you have about how I can approach this?
I'm sure this is somewhat confused and I could clarify things somewhat, but any feedback would be appreciated.