Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[P.E.A.C.H.] Eberron Artificer - Fate Freeport Companion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arlough" data-source="post: 6282581" data-attributes="member: 79335"><p>I recently switched my group over from D&D to Fate, specifically using the Fate Freeport Companion (Fate in D&D clothing) rules to ease the transition. We were playing an Eberron game, and wanted to just convert over the characters, but there is no artificer nor anything particularly like an artificer, so one was created.</p><p>Before I say much more, I would like feedback from those who have played Fate, and Fate Freeport in particular, on how balanced are the powers? Please evaluate and critique honestly.</p><p></p><p>Here...</p><p>[sblock=Fate Freeport Artificer][h=1]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">Artificer</span></span>[/h]<span style="color: #000000"><span style="font-family: 'Arial'">Artificers understand how to infuse inanimate matter with energy. They can use this energy to understand the nature of matter and change its properties. You gain access to the ‘Mechanomancy’ school. Select three spells with that keyword.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>Infuse</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Persistent): You create a Boost on a non-living object in your zone. If the object has a will or is held by something with a will it can defend. If it defends you take an overcome action (your Charisma +2 vs. the target’s Intelligence). If you succeed with style, the boost becomes an aspect. You or your allies get one free invocation of any effect made.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>Animate</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Cost): You create an advantage with Intelligence against a passive opposition (see below) representing energies channeled and directed by the Artificer. When you cast this spell, you may designate up to five aspects that you may invoke for free. If you fail, negative aspects are created instead of the designated ones. The negative aspects should be related. When you animate something you roll against a passive opposition of Average (+1) for up to two aspects. Add 1 to the opposition for each aspect beyond that.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>Fuse</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Cost, requires </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Healing Hands</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> stunt): You can treat more lasting injuries by replacing missing or damaged flesh with infused materials. Touch someone and choose a physical consequence; remove that consequence. The person gains a lasting aspect related to whatever consequence was removed and the aspect </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Unfamiliar Body</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> that lasts until the end of the next scene. Opponents attempting to create an advantage from </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Unfamiliar Body</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> gain a +2 on the check. You can’t cast this spell on extreme consequences. The lasting aspect gained by using </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Fuse</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is removed at the end of the scenario and the character gains a minor consequence as they remove the prosthetic and heal normally. Alternatively, the character can make the prosthetic related aspect permanent if they overcome challenges as established by the GM. If the character succeeds they can reword the aspect. If the character fails, the aspect is removed and they instead gain a moderate consequence.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>Intuit Materials</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Cost): You create up to three advantages for you or your allies from already existing aspects of non-living material. You can roll Charisma against passive opposition (Fair, +2). Success grants two free invocations of each aspect. Failure eliminates any free invocations for your or your allies, though you still know the advantages, and one free invocation of each by your opponents.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>Constructed like Flesh</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Cost, Per Scenario, requires </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Fuse</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">): Your mastery of energy combines with your knowledge of healing to restore lost limbs and other body parts and replace lasting conditions. Use of this spell requires an uninterrupted day and raw materials. Select someone’s consequence. Remove the consequence. The person gains a permanent aspect related to the removed consequence and gains one free invocation of that aspect per scene. When you cast this spell you and the receiver take a moderate mental consequence that represents the fatigue and strain of using magic this potent. If the appropriate consequence slots are not free the spell fails. This spell works on extreme consequences. The aspect should relate to the raw materials available during the spell.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At the end of the scenario the permanent aspect is either reworded and replaces one of the character’s other aspects, representing integration with the prosthetic, or the aspect is removed and the character takes a consequence equal to the one removed by </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Constructed Like Flesh</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">, representing the body rejecting the prosthetic and having to heal through other means. The ‘scar’ aspect can be one of the aspects replaced.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong><em>False Life</em></strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> (Mechanomancy, Summoning, Cost, per Scene, Persistent) You can give a pretense of life to a non-living object. Once per scene you can create a summon from an object in your zone.</span></span></p><p>[/sblock]<span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Or here >> <a href="https://docs.google.com/document/d/1ru4CIkOb4fFNjwA4sm2lLlkI8gVJyoJ6_Ny2hdbRQbs/pub" target="_blank">Fate Freeport Artificer</a> << for the google docs version.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Edit: Just realized this should probably go in the Homebrew forum instead, but I can't figure out how to move it there.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Sorry.</span></span></p></blockquote><p></p>
[QUOTE="Arlough, post: 6282581, member: 79335"] I recently switched my group over from D&D to Fate, specifically using the Fate Freeport Companion (Fate in D&D clothing) rules to ease the transition. We were playing an Eberron game, and wanted to just convert over the characters, but there is no artificer nor anything particularly like an artificer, so one was created. Before I say much more, I would like feedback from those who have played Fate, and Fate Freeport in particular, on how balanced are the powers? Please evaluate and critique honestly. Here... [sblock=Fate Freeport Artificer][h=1][COLOR=#000000][FONT=Trebuchet MS]Artificer[/FONT][/COLOR][/h][COLOR=#000000][FONT=Arial]Artificers understand how to infuse inanimate matter with energy. They can use this energy to understand the nature of matter and change its properties. You gain access to the ‘Mechanomancy’ school. Select three spells with that keyword.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]Infuse[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Persistent): You create a Boost on a non-living object in your zone. If the object has a will or is held by something with a will it can defend. If it defends you take an overcome action (your Charisma +2 vs. the target’s Intelligence). If you succeed with style, the boost becomes an aspect. You or your allies get one free invocation of any effect made.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]Animate[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Cost): You create an advantage with Intelligence against a passive opposition (see below) representing energies channeled and directed by the Artificer. When you cast this spell, you may designate up to five aspects that you may invoke for free. If you fail, negative aspects are created instead of the designated ones. The negative aspects should be related. When you animate something you roll against a passive opposition of Average (+1) for up to two aspects. Add 1 to the opposition for each aspect beyond that.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]Fuse[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Cost, requires [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Healing Hands[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] stunt): You can treat more lasting injuries by replacing missing or damaged flesh with infused materials. Touch someone and choose a physical consequence; remove that consequence. The person gains a lasting aspect related to whatever consequence was removed and the aspect [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Unfamiliar Body[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] that lasts until the end of the next scene. Opponents attempting to create an advantage from [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Unfamiliar Body[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] gain a +2 on the check. You can’t cast this spell on extreme consequences. The lasting aspect gained by using [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Fuse[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is removed at the end of the scenario and the character gains a minor consequence as they remove the prosthetic and heal normally. Alternatively, the character can make the prosthetic related aspect permanent if they overcome challenges as established by the GM. If the character succeeds they can reword the aspect. If the character fails, the aspect is removed and they instead gain a moderate consequence.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]Intuit Materials[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Cost): You create up to three advantages for you or your allies from already existing aspects of non-living material. You can roll Charisma against passive opposition (Fair, +2). Success grants two free invocations of each aspect. Failure eliminates any free invocations for your or your allies, though you still know the advantages, and one free invocation of each by your opponents.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]Constructed like Flesh[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Cost, Per Scenario, requires [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Fuse[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]): Your mastery of energy combines with your knowledge of healing to restore lost limbs and other body parts and replace lasting conditions. Use of this spell requires an uninterrupted day and raw materials. Select someone’s consequence. Remove the consequence. The person gains a permanent aspect related to the removed consequence and gains one free invocation of that aspect per scene. When you cast this spell you and the receiver take a moderate mental consequence that represents the fatigue and strain of using magic this potent. If the appropriate consequence slots are not free the spell fails. This spell works on extreme consequences. The aspect should relate to the raw materials available during the spell.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At the end of the scenario the permanent aspect is either reworded and replaces one of the character’s other aspects, representing integration with the prosthetic, or the aspect is removed and the character takes a consequence equal to the one removed by [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Constructed Like Flesh[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial], representing the body rejecting the prosthetic and having to heal through other means. The ‘scar’ aspect can be one of the aspects replaced.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B][I]False Life[/I][/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] (Mechanomancy, Summoning, Cost, per Scene, Persistent) You can give a pretense of life to a non-living object. Once per scene you can create a summon from an object in your zone.[/FONT][/COLOR] [/sblock][COLOR=#000000][FONT=Arial] Or here >> [URL="https://docs.google.com/document/d/1ru4CIkOb4fFNjwA4sm2lLlkI8gVJyoJ6_Ny2hdbRQbs/pub"]Fate Freeport Artificer[/URL] << for the google docs version. Edit: Just realized this should probably go in the Homebrew forum instead, but I can't figure out how to move it there. Sorry.[/FONT][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[P.E.A.C.H.] Eberron Artificer - Fate Freeport Companion
Top