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fate:weather [2013/01/07 20:06]
galacticcmdr removed
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-====== Weather ====== 
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-You can control and influence the weather. Large scale efforts are often require [[powers#​rituals|rituals]] or [[powers#​group working|group workings]]. 
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-===== Trappings ===== 
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-==== Weather Words ==== 
-You can use the Weather to communicate messages over distances; your words are heard in the thunder, on the wind, and in the rain. 
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-===== Stunts ===== 
-//See Also: [[Power Stunts#​Weather|Stunts (list)]]// 
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-==== Create Weather ==== 
-You have a +1 bonus to create any weather condition up to a storm. Each step removed from the current weather is a manipulation:​ creating snow on a bright summer day would be a -4 manipulation,​ -1 each for bright to overcast, overcast to precipitation,​ summer to autumn, autumn to winter. 
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-==== Stormbringer ==== 
-You can use Weather to attack, creating violent weather conditions in your zone: thunderbolts,​ tornados, hurricanes, fimbulwinter,​ sudden subzero temperature drops. Optional components include: a bar of iron (for thunderbolts);​ a salamander claw (for a heat storm); a lump of ice (for fimbulwinter);​ and so on. On a power fumble, you yourself are caught up in the storm! Calculate manipulations as per the Create Weather stunt. 
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-<note tip> 
-**Example:​** Nefarios of Brybor, famed Weather Wizard, is attempting to bring Fimbulwinter down upon the town of Bearfoot for refusing him tribute. The town is scale 5, and is 2 zones away. Nefarios uses the [[Power Stunts#​Great Casting]], [[Power Stunts#Area Effect]], and [[Power Stunts#Mass Effect]] stunts. 
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-It’s autumn, and the weather is overcast: to go from autumn to winter is 1 manipulation;​ overcast to precipitation to storm is 2 manipulations;​ and the 2 zones range is another 2 manipulations. This takes Nefarios’ Superb (+5) Weather power skill down to an effective skill level of 0 - the most manipulations he can perform. 
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-Let’s look at what he’s trying to achieve. The Great Casting, Area Effect, and Mass Effect stunts allow him to use spin and shifts to compensate for being unable to make any further manipulations - that’s what they’re for. He needs the following to wreak his vengeance: 
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-  * To target the scale 5 town (Great Casting): 1 spin 
-  * For an Area Effect: 1 spin per zone 
-  * The town defences: Average (+1) Magical Protection construct skill 
-  * Damage (Mass Effect): 1 per spin 
-  * Damage (people): 1 per shift 
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-He needs a big effect number to make this work! 
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-Nefarios has 6 assistant casters in a group working, three of whom succeed in their assist manoeuvres for a total +6 bonus; he also takes the maximum ritual casting time (half an hour for his Superb skill), for an additional +5 bonus. The 6 assistant casters take the casting time to an entire week! The Story Teller rules that this imposes various consequences on the participants. Nefarios invokes two of his own aspects for another +4. 
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-Nefarios has a total +15 bonus to his effective Mediocre (+0) skill. Let’s say he and Bearfoot’s Magical Protection skill both roll zero. It’s 15 versus 1: Nefarios succeeds with 14 shifts. He chooses to do 2 points of Structural stress damage to the town (costing 2 spin), and 5 Physical stress to every inhabitant in two of the town’s zones (costing 5 shifts, plus an additional +1 spin for the extra zone). The town reels under the onslaught of the massive spell, buildings crack from frost, the old and infirm freeze in the streets. Nefarios has his vengeance! 
-</​note>​ 
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-==== Travel on Weather ==== 
-You can use Weather instead of [[Athletics]] to take a [[actions#​sprint]] action, allowing you to "Run on the Wind", "​Thunder Walk", and so on. 
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-{{tag>​fate power stunt}}