Tuesday, June 12, 2012

Fate Untold

Question: You've spoken about a lot of house rules that do not appear on this website. What are some of the ones YOU think are really neat but have not yet been put up?

John may have another favorite, but my vote goes to our God-level Fatebond rules (which are not on the site yet because they're pending the whole Fatebond system revamp).

To give a basic sketch of the idea, instead of being based on individual mortals' expectations, once Scions become gods their Fatebonds come from cults, who collectively believe in specific qualities and weaknesses in the new god and enforce them through Fate. A single cult gives basically the same bonuses and penalties as a strength-10 Fatebound mortal used to, but they're impossible to ever get rid of (even if you kill everyone in the cult, they'll all still be in the Underworld, thinking what they think) and are usually leverageable in interesting ways in the World, since they probably worship or at least believe in the Scion's divinity and can sometimes be directed to do things for him.

All gods start with at least two cults and each new one (gained the same way as normal Fatebonds, by spending Legend around mortals, but more difficult as a Scion has to build up 200 or so Fatebound mortals with at least 10 of them at high strength in order to cause a new cult to apply Fatebonds) adds new Fatebonds and bonuses. It's a lot simpler than the pre-God version; no keeping track of distance, no keeping track of individual people, and no keeping track of different bonuses or penalties since everything is either adding or subtracting 10 dice and 10 automatic successes. Players usually just put a + or - on their sheet to show that a Fatebond affects that stat. The idea is that once you're a god, individual humans must band together into large groups to affect you and there's less personal interaction, but you're nevertheless firmly tied to humanity and affected by them and the Fate that they decide for you.

Oh, yeah, and also a cult always gives a Scion one behavioral reward based on what they do there; for example, Eztli gets a reward (usually Legend, Willpower or some other resource) when she heals Sowiljr in Iceland, Jioni gets rewarded when she brings Vala to Delphi and Vala performs a prophecy (a nice double-whammy, since Vala also gets rewarded for performing prophecies in Delphi!), and Folkwardr gets rewarded whenever he leads a sizable group of people away from their homes to live in his booming Danish settlement. So there's that, too.

So yeah, a lot of stuff that is really cool but just needs some extra time for us to finish hashing the system into readable format and then some more time on top of it for me to paste it to the internet with craft glue. I'm looking forward to it.

9 comments:

  1. What about the Shen and Deva? They recycle their mortals. If cult X is destroyed by a meteor then gets reincarnated does the new incarnations count?

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    1. If the entire cult got reincarnated, and fate didnt have them reincarnated in the same place to continue their cult for some reason. I guess its possible that it might disappear? Hasnt come up because we dont have gods of those pantheons, but I would assume fate takes its hand in the issue and makes sure if those people get reincarnated they stay within the cult.

      Also remember that reincarnation is not instant when you die necessarily and may take some time.

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    2. But it can be sped up with the right pressure(which I assume one might go through if one went through the effort of killing the entire cult off)

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    3. I'd think the Fatebond would endure. Fate's thing, after all, is making sure stuff like that doesn't go away due to random chance; the reincarnated mortal would probably still have those beliefs in his or her new life (shaped however made sense for them).

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    4. fate > all in scion. Generally speaking

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  2. does this mean that if you revive cults to the elder gods and influence them you can screw with the powers of said god (lowering Odins prophecy, tezcas magic etc?)

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    1. If you wanted to change what a cult thinks (with Twist the Web or similar), you'd have to change every single person in it, not just a few, a massive undertaking that even Magic gods don't do because of the unreal amounts of Legend it would cost (somewhere in the neighborhood of 1000 Legend to start). So theoretically yes, but in practice, probably not.

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  3. Are there any special rules for how God-level fatebonds interact with Deuogdonio?

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    1. Not at the moment, no. Most Deuogdonio boons actually get more powerful at god, since you have an entire cult you can affect with them instead of a handful of people. The most dramatic is Devotio, which allows a Gaulish god to shuck off an entire cult as easily as he could get rid of one or two people, or even to drop half the cult (thus stopping it from applying Reverence to him) but keep enough people that he could easily restart it if he wanted to.

      Gauls are badasses like that.

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