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<blockquote data-quote="Mercule" data-source="post: 7394758" data-attributes="member: 5100"><p>Great advice. I went back with the idea that a sorcerer (favored soul) is infused with magic and really shouldn't have a dedicated skill. I like it. As long as you're handing out advice, care to proof my conversion notes? It's a conversion of a 5th level Aasimar Favored Soul. Since the excuse for class choice is just an outgrowth of the celestial blood, I just threw the whole class/race into a blender. I played with a few different combinations of spells, but I generally ended up coming back to the power level being about right for the cost of one refresh, so I left those alone. The baseline for the bloodline, though, I was comfortable doing an extended bullet list.</p><p></p><p>The character would have an aspect relating to having a destiny, so I'm actually not so sure I even need the "Favored by the Gods" ability associated with the bloodline. It almost seems redundant with how I expect him to use the aspect. In that case, I'd probably reduce the cost of the bloodline to just 1 refresh, since the main point is to establish a framework for working with magic.</p><p></p><p>Celestial Bloodline (costs 2 refresh)</p><p>- Font of Divine Power -- Permission to use magic.</p><p>- Can perform any magical action at scale by spending one fate point.</p><p>- Can take physical stress instead of spending a fate point for a magical effect.</p><p>- Can use Shoot to perform magical attack with fire or celestial energy.</p><p>- Can conjure celestial energy or a flame for illumination.</p><p>- Defend from attacks using celestial energy at scale.</p><p>- Can produce other minor magical effects at will.</p><p>- Favored by the Gods</p><p> - Once per session, may invoke this ability as an aspect (i.e. reroll the dice or get a +2 bonus) without any further justification.</p><p> - Additionally, any Overcome or Create Advantage action that relies solely or largely on luck (e.g. gambling) can be declared as magical, potentially benefiting from scale (see above).</p><p></p><p>Stunts</p><p>- Invisibility - Spend a fate point to add aspect of "Invisible" to you or ally for the scene.</p><p>- Warding Bond - Spend a fate point to allow an ally to pass off physical damage to you for the scene. They can declare that half the shifts of damage they take go to you, and you decide whether to take the damage as physical stress or consequences as normal. You may sever the bond to avoid incoming damage. If you choose to do so, the bonded character must distribute all the damage, as normal (no partial sharing).</p><p>- Cure Wounds - You can speed up the healing process in another. You may use Lore to overcome a consequence and begin the recovery process, even without appropriate equipment or facilities. For a fate point, you may immediately complete the recovery process. A consequence reduced in this way may not benefit from most magical healing and must recover normally.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Mercule, post: 7394758, member: 5100"] Great advice. I went back with the idea that a sorcerer (favored soul) is infused with magic and really shouldn't have a dedicated skill. I like it. As long as you're handing out advice, care to proof my conversion notes? It's a conversion of a 5th level Aasimar Favored Soul. Since the excuse for class choice is just an outgrowth of the celestial blood, I just threw the whole class/race into a blender. I played with a few different combinations of spells, but I generally ended up coming back to the power level being about right for the cost of one refresh, so I left those alone. The baseline for the bloodline, though, I was comfortable doing an extended bullet list. The character would have an aspect relating to having a destiny, so I'm actually not so sure I even need the "Favored by the Gods" ability associated with the bloodline. It almost seems redundant with how I expect him to use the aspect. In that case, I'd probably reduce the cost of the bloodline to just 1 refresh, since the main point is to establish a framework for working with magic. Celestial Bloodline (costs 2 refresh) - Font of Divine Power -- Permission to use magic. - Can perform any magical action at scale by spending one fate point. - Can take physical stress instead of spending a fate point for a magical effect. - Can use Shoot to perform magical attack with fire or celestial energy. - Can conjure celestial energy or a flame for illumination. - Defend from attacks using celestial energy at scale. - Can produce other minor magical effects at will. - Favored by the Gods - Once per session, may invoke this ability as an aspect (i.e. reroll the dice or get a +2 bonus) without any further justification. - Additionally, any Overcome or Create Advantage action that relies solely or largely on luck (e.g. gambling) can be declared as magical, potentially benefiting from scale (see above). Stunts - Invisibility - Spend a fate point to add aspect of "Invisible" to you or ally for the scene. - Warding Bond - Spend a fate point to allow an ally to pass off physical damage to you for the scene. They can declare that half the shifts of damage they take go to you, and you decide whether to take the damage as physical stress or consequences as normal. You may sever the bond to avoid incoming damage. If you choose to do so, the bonded character must distribute all the damage, as normal (no partial sharing). - Cure Wounds - You can speed up the healing process in another. You may use Lore to overcome a consequence and begin the recovery process, even without appropriate equipment or facilities. For a fate point, you may immediately complete the recovery process. A consequence reduced in this way may not benefit from most magical healing and must recover normally. Thoughts? [/QUOTE]
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