Let's talk about your characters. And do you have any questions about the setting?
Character Creation and Setting Discussion
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Aug 28, 2025 11:32 am
Some material from the original Rifts game here. Please note that it's A LOT of material, and I don't expect you to read all, or even any of it. Just there for those who want to explore the setting. Also remember that we're not using the Rifts rules set, so only take lore and setting info from these books.
Let's talk about your characters. And do you have any questions about the setting?
Let's talk about your characters. And do you have any questions about the setting?
Aug 28, 2025 11:52 am
Provisionally accepting the invitation, though if it turns out that I'm still unsure whether that was a good idea. I have some archetypes I'd consider exploring, but I'm not settled on interested personalities nor story hooks for them. Maybe things would get easier if the campaign premise and core activity loop became more fleshed out.
The concepts/archetypes currently considered are all of the brawny/tough and both-ranged-and-mêlée sort (something that I feel FAE is more forgiving of than Core/Condensed is):
My questions are:
The concepts/archetypes currently considered are all of the brawny/tough and both-ranged-and-mêlée sort (something that I feel FAE is more forgiving of than Core/Condensed is):
- Some sort of brawny cyborg with a bucket of utility gadgets up the sleeve.
- A mighty technomancer focusing on electromagnetic phenomena.
- A well-rounded psi-warrior, optionally with a preference for either electromagnetokinesis or psychokinesis.
My questions are:
- What are the most important things we need to know about the time and place the campaign is set in?
- What is the campaign premise in more detail?
- What is the party supposed to be like, what are requirements or suggested features for party members?
- What is the core activity loop like?
- What is the deadline on fully completing the characters?
Last edited August 28, 2025 11:54 am
Aug 28, 2025 12:23 pm
The campaign is set on the North American continent, starting in and around what used to be Arkansas. The game takes place in 109 PA (Post apocalypse, although this is misleading) after the fall of Tolkeen, a city of magic and wonder. You all are members of the Tomorrow Legion, a group dedicated to freedom, justice, and the prosperity of all thinking beings. These principles put them into conflict with both the Coalition States, a technologically advanced group of human supremacists that make up one of the few true nations on the continent, and the Federation of Magic, a conglomeration of cities and kingdoms that believe magic is superior to technology and violently opposes the Coalition.
A typical adventure will see you out on long distance patrol where you will encounter monstrous creatures and armed forces that need to be dealt with in one way or another. As we move along the story will get more complicated and involved, but at first this will be the basic activity loop.
The party should have both combat and noncombat skills, including someone who can serve as the "face" of the group.
I didn't have a deadline for completing characters in mind, but since you ask let's say by end of next Wednesday, September 3rd.
A typical adventure will see you out on long distance patrol where you will encounter monstrous creatures and armed forces that need to be dealt with in one way or another. As we move along the story will get more complicated and involved, but at first this will be the basic activity loop.
The party should have both combat and noncombat skills, including someone who can serve as the "face" of the group.
I didn't have a deadline for completing characters in mind, but since you ask let's say by end of next Wednesday, September 3rd.
Aug 28, 2025 2:33 pm
I am looking at being a Techno-Wizard, based on a gnomish Artificer concept. I am open to variations on this including
Utility build : detection, scouting, control,
Alchemical: healer/support
Damage dealer: ranged/area attacks
Since we are an independent team we should try fill roles. I'm not fixated on anything I'm particular but am leaning into the utility build
Utility build : detection, scouting, control,
Alchemical: healer/support
Damage dealer: ranged/area attacks
Since we are an independent team we should try fill roles. I'm not fixated on anything I'm particular but am leaning into the utility build
Last edited August 28, 2025 2:38 pm
Aug 28, 2025 3:41 pm
Sweet mama jama that's a lot of books!
OK, I have to admit, I am not very good at making "game" characters as I tend to focus more on story than anything else. The concept I have for my character thus far is that he was a burster, but either he is not now, or has become less powerful as he experienced a profound loss and it has wounded him to his core. I was originally thinking partner, but I'm thinking it would need to be even more of a loss so maybe loss of partner and child. With that, I think he could be any mundane class at this point.
OK, I have to admit, I am not very good at making "game" characters as I tend to focus more on story than anything else. The concept I have for my character thus far is that he was a burster, but either he is not now, or has become less powerful as he experienced a profound loss and it has wounded him to his core. I was originally thinking partner, but I'm thinking it would need to be even more of a loss so maybe loss of partner and child. With that, I think he could be any mundane class at this point.
Aug 28, 2025 5:28 pm
Phone-posting while I have a second:
My current plan is to run a near-human D-Bee, part of a religious group on pilgrimage when a Rift opened up and they plunged through. North America was not exactly the holy land they'd been seeking, but they're making the best of it.
If we're running in 109PA, I think it's fair to say that she'd have been among the volunteers that came to the defense of Tolkeen. Probably fell in with a mentor figure there who properly inducted her into the ways of the Headhunter during that conflict.
I wasn't sure if you'd be wanting us to work together on any aspects. A few things I was thinking about:
I had wanted to play around with Technowizard weaponry - part of why I picked the Headhunter variant I did. I was wondering if Psybermagi wanted the credit for crafting that arsenal? Might give them an association from before the Legion.
Also intending her as a Major Psionic (helps power the TW stuff, and also gives me access to stuff like Exorcism, even though it caps my bionic capacity). A major isn't a match for a Master Psionic like a Burster, but it could lead to some common ground as well.
I don't want to step on people's toes though. If anyone feels like I'm encroaching on their bit, please say so. I've still got plenty of time to tweak things.
My current plan is to run a near-human D-Bee, part of a religious group on pilgrimage when a Rift opened up and they plunged through. North America was not exactly the holy land they'd been seeking, but they're making the best of it.
If we're running in 109PA, I think it's fair to say that she'd have been among the volunteers that came to the defense of Tolkeen. Probably fell in with a mentor figure there who properly inducted her into the ways of the Headhunter during that conflict.
I wasn't sure if you'd be wanting us to work together on any aspects. A few things I was thinking about:
I had wanted to play around with Technowizard weaponry - part of why I picked the Headhunter variant I did. I was wondering if Psybermagi wanted the credit for crafting that arsenal? Might give them an association from before the Legion.
Also intending her as a Major Psionic (helps power the TW stuff, and also gives me access to stuff like Exorcism, even though it caps my bionic capacity). A major isn't a match for a Master Psionic like a Burster, but it could lead to some common ground as well.
I don't want to step on people's toes though. If anyone feels like I'm encroaching on their bit, please say so. I've still got plenty of time to tweak things.
Last edited August 28, 2025 5:33 pm
Aug 28, 2025 5:34 pm
I will not require that you all have relationship aspects. I think everyone being in the Tomorrow Legion is enough of a reason to have to work together. It certainly does no harm if you all know each other beyond that.
Aug 28, 2025 8:35 pm
@Players:
In light of the fact that we seem to have a tech wizard, and a techwizard-adjacent headhunter, and maybe a burster, I think I should be OK narrowing down my ideas to a psi-warrior, who is perhaps conflicted about the code of behaviour the Xanatoans are trying to instill (i.e. sometimes acts according to the restrictions, sometimes rebells against them). Lore-wise, that role seem to cover mêlée, telekinesis of various sort, healing, and some miscellaneous utility.
Of that, I definitely want to be the lean-and-mean psi-empowered bruiser, taking +3 Forceful ("Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell", except using psi instead of magic), making mighty swings with the psi-sword, telekinetically crushing ranged enemies, shield-blocking and/or toughing out enemy hits.
Healing psi seems to also be part of the psi-warrior's repertoire, and I'd gladly take on that role (it would be a curious flip side of the coin).
Something that this concept seems bad at is being a face. It's not a suitable influencer except for intimidation; I'm going to have a Flashy of either 0 or 1. Though I suppose having a decent Careful and some psionic sensitivity might be of use as a face-adjacent supporting capability in social contexts.
Any commentary / preferences / concerns regarding all of the above?
@JoshuaMabry:
That brings me to questions about how to convert abilities from Rifts' lore into FAE mechanics:
In light of the fact that we seem to have a tech wizard, and a techwizard-adjacent headhunter, and maybe a burster, I think I should be OK narrowing down my ideas to a psi-warrior, who is perhaps conflicted about the code of behaviour the Xanatoans are trying to instill (i.e. sometimes acts according to the restrictions, sometimes rebells against them). Lore-wise, that role seem to cover mêlée, telekinesis of various sort, healing, and some miscellaneous utility.
Of that, I definitely want to be the lean-and-mean psi-empowered bruiser, taking +3 Forceful ("Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell", except using psi instead of magic), making mighty swings with the psi-sword, telekinetically crushing ranged enemies, shield-blocking and/or toughing out enemy hits.
Healing psi seems to also be part of the psi-warrior's repertoire, and I'd gladly take on that role (it would be a curious flip side of the coin).
Something that this concept seems bad at is being a face. It's not a suitable influencer except for intimidation; I'm going to have a Flashy of either 0 or 1. Though I suppose having a decent Careful and some psionic sensitivity might be of use as a face-adjacent supporting capability in social contexts.
Any commentary / preferences / concerns regarding all of the above?
@JoshuaMabry:
That brings me to questions about how to convert abilities from Rifts' lore into FAE mechanics:
- What do I need for the permissions to do employ psionics in a psi-wariorish manner (sword, shield, TK, healing, &c.), aside from the High Concept? Do I need a Stunt to cover it all, or one per field?
- There's been mention of using Scale. How does Scale work in this campaign, and how does one buy it, and how is its scope defined (e.g. is TK scale, Psi-Sword scale, and Healing Scale a single Scale, or three separate Scales)?
- What should I know about how different psionic abilities map onto different Approaches? As I mentioned, I was hoping for a character with a somewhat head-on approach to those things (Forceful), but I suspect that maybe Healing will be handled by a different Approach? Overall, I have an impression of lacking a 'focus' kind of Approach for things like concentration, meditation, keeping cool under pressure with neither rushing nor slowing down. It seems not quite the same thing as Careful.
Aug 28, 2025 9:07 pm
So as an outsider looking in to Rifts and reading through the Fate AE, my thought is your actions would just include your Rifts abilities in them. (I.E. As the vibrosword sweeps toward my companion, I reach out and a line of light extends from my very soul to intercept the blow (psy sword?) and you would roll defense) If something would be really integral to your character, like protecting others is an aspect or you have a stunt to protect those who can't protect themselves, you would add the relative bonus to that roll.
I might be totally misinterpreting that, though... I am new to both systems really, but it seems like with Fate you could take any Rifts character and implement them however you want to play or what makes sense story wise.
The more I read about Bursters, the more I think I could make an interesting story with one. I was going to focus him more as a controller/striker with aspects and stunts. Here is a little vignette I wrote:
Cal Tan sat in the bustling shop amidst a sea of talk and merriment. He casually tipped and swirled his glass on the table, the amber fluid causing the light to reflect and refract in a dancing pattern on the table top. Cal stared at the pattern that resembled a roiling flame.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
I might be totally misinterpreting that, though... I am new to both systems really, but it seems like with Fate you could take any Rifts character and implement them however you want to play or what makes sense story wise.
The more I read about Bursters, the more I think I could make an interesting story with one. I was going to focus him more as a controller/striker with aspects and stunts. Here is a little vignette I wrote:
Cal Tan sat in the bustling shop amidst a sea of talk and merriment. He casually tipped and swirled his glass on the table, the amber fluid causing the light to reflect and refract in a dancing pattern on the table top. Cal stared at the pattern that resembled a roiling flame.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
Aug 28, 2025 10:50 pm
@vicky_molokh Your high concept gives you permission to use psionics. If you want a bonus while you're using them or for them to do something that breaks the rules of the game you need stunts for that.
I think most of the things you want to do can be justified as Forceful, but I agree that healing doesn't quite fit there. I can see you using Careful and maybe even Quick sometimes to use healing.
I'm still working on Scale rules for us. I'll have something for us by end of day tomorrow. But I think everyone will start at a power level higher than average human, and then if you want to scale up even further you can spend stunts for that. Or if you scale back down to average human you get another point of Refresh or a stunt.
I think most of the things you want to do can be justified as Forceful, but I agree that healing doesn't quite fit there. I can see you using Careful and maybe even Quick sometimes to use healing.
I'm still working on Scale rules for us. I'll have something for us by end of day tomorrow. But I think everyone will start at a power level higher than average human, and then if you want to scale up even further you can spend stunts for that. Or if you scale back down to average human you get another point of Refresh or a stunt.
Aug 29, 2025 1:28 am
Hello!
Last time this concept went up, I played a Lyn-Srial Sky Knight. As no Rifts group is really complete without some sort of weird, gribbly creature, I'd like to reprise the role.
Using Accelerated rather than Condensed might make some difficult decisions about how to build the character, though...
Last time this concept went up, I played a Lyn-Srial Sky Knight. As no Rifts group is really complete without some sort of weird, gribbly creature, I'd like to reprise the role.
Using Accelerated rather than Condensed might make some difficult decisions about how to build the character, though...
Aug 29, 2025 3:11 am
Going to work on squeezing this into the character sheet later, but I figure I'd put my Work in Progress upThe last Stunt is a little questionable, but I have a history of spending one of my Refresh for an extra Stunt whenever I play FATE, and I'd hate to break the streak.
[ +- ] Character Sheet
Ylza'Vokats
Description
Ylza is an athletic young woman who is still comfortably in her physical prime. As a Tel'nari, she bears a striking similarity to humanity; the primary difference being pale blue skin. In reverence to her order, her hair is bleached white and worn in an array of thin white braids that fall to the middle of her back. She also adorns herself with white face paint arranged in sharp, angular patterns, though the exact pattern is subject to change in accordance with some convoluted doctrine within her sect.
Unlike most Tel'nari, though, Ylza bears a number of combat prosthetics. Her eyes look like blank white orbs that don't show where she is looking. Her left arm is made of rugged MDC alloys, with stabilizing gas vents along the sides of the forearm and ports between the knuckles to extrude silver plated vibroblades. The palm of that cyberarm hides the barrel of what seems like a primative SMG, though when Ylza uses it those simple bullets become a burst of pyrokinetic lead. Ritual scars combine with surgical to create an artistic hint of further augmentation under the skin.
In combat, Ylza wears a modified suit of Wrangler body armor that trades out the heavy duster and cowboy hat for a hooded robe in shades of white and sandy tan. The armor undernieth is blue with white accents, but the full faceplate helps to hide her unearthly origin in less welcoming lands.
Aspects
High Concept: Momano Headhunter
It's a violent world, and there's plenty of call for a hired gun if you've the backbone for it. Problem is, it's a wierd and wild place out there, some things don't care when you shoot 'em. Where irresponsible amounts of force fail, a line of salt, some sharpened silver, and the right chant can see you through. Most folks don't think the Momano are much better than the creatures they hunt; when you study the supernatural your perspective tends to shift a bit outside of the norm. Still, coin for services rendered is something most communities can get their head around, so when the ghosts and the vampires and worse menace these frontier towns, they know to toss a coin to Big Mo.
Trouble: There Were No Good Men At Tolkeen
As a Wayist, Ylza was raised to conduct herself in a Principled manner. Good intentions saw her join the defense of Tolkeen, but war has a way of stripping the veneer of civility off of people. She soaked herself in blood, stood shoulder to shoulder with demons, and bore witness to the atrocities of Coalition camps. Five years later, and The Way helps keep her on the path of good -- but it's not as easy, as natural as it used to be, and the temptation to give up and just match a violent world with violence is omnipresent.
Aspect: Bionically Enhanced
The Siege of Tolkeen wasn't like the kind of brush wars that break out regularly across Rifts Earth. With their new trade partners, Triax, the Coalition was revealing one new super-advanced weapon after another on the field, even employing technologies they'd formerly avoided like Juicer augmentation to grab an edge. A homesteader with a laser rifle wouldn't have been much more than a speedbump on the front lines, so, Ylza took advantage of the talents of Dr. Merkenzer, a cyberdoc who'd been brought in to maintain and further enhance Tolkeen's army of 8,000 Brodkil. She has about as many combat implants as a person can have without impacting her psionic gifts.
Aspect: Major Psionic
The Tel'nari are not a particularly gifted species in terms of psionics, but The Way was developed to help foster the growth of Inner Strength among its people. Though hardly a master, Ylza displays talents across all three Psionic disciplines, and is thus considered a major talent in her own right. More critically to her, her psionic gifts can be used to power Techno-Wizard devices, though not as efficiently as a true mage. These weapons are frequently much more capable of handling the supernatural targets she prefers.
Aspect: Techno-Wizardry Arsenal
A laser sword that shines with true sunlight. A sniper rifle that concentrates a telekinetic bolt through the target, making no sound, no light, and leaving no trace aside from the damage. Implanted silver blades that shine with a touch of magic - just enough for them to rend ghosts and specters. Arrows tipped with Goblin Bombs, which might just explode, or glue a twenty foot spider-robot in place long enough for an artillery strike to zero-in on them. Hand grenades that belch steam made from holy water, a hell of a way to flush out a vampire nest if ever there was one. The world of TW Weaponry is vast, and Ylza goes out of her way to add new toys to her chest at every opportunity.
Approaches
Quick +3
Clever, Careful +2
Sneaky, Flashy +1
Forceful +0
Refresh: 4
Stress: [-1][-1][-1][-1][-1][-1][-1][-1]
Consequences
Mild Consequence (2)
Moderate Consequence (4)
Severe Consequence (6)
Stunts
Because I am a Supernatural Slayer, I gain +1 Tier Level in combat against Supernatural foes.
Because I am a Dual Wielder, I gain +2 to Quickly attack in melee against foes wielding a single weapon.
Because I've Seen Enough Bloodshed, I gain +2 to Quickly defend on behalf of another sapient.
Because I am a Wandering Exorcist, I gain +2 to Carefully overcome an obstacle when healing supernatural afflictions such as curses or possession.
Because I Follow the Way, I gain a +2 to Carefully defuse a violent situation with calm words.
Because I Know Where I'm Needed, once a game I may arrive in a scene I am not active in to protect someone.
Description
Ylza is an athletic young woman who is still comfortably in her physical prime. As a Tel'nari, she bears a striking similarity to humanity; the primary difference being pale blue skin. In reverence to her order, her hair is bleached white and worn in an array of thin white braids that fall to the middle of her back. She also adorns herself with white face paint arranged in sharp, angular patterns, though the exact pattern is subject to change in accordance with some convoluted doctrine within her sect.
Unlike most Tel'nari, though, Ylza bears a number of combat prosthetics. Her eyes look like blank white orbs that don't show where she is looking. Her left arm is made of rugged MDC alloys, with stabilizing gas vents along the sides of the forearm and ports between the knuckles to extrude silver plated vibroblades. The palm of that cyberarm hides the barrel of what seems like a primative SMG, though when Ylza uses it those simple bullets become a burst of pyrokinetic lead. Ritual scars combine with surgical to create an artistic hint of further augmentation under the skin.
In combat, Ylza wears a modified suit of Wrangler body armor that trades out the heavy duster and cowboy hat for a hooded robe in shades of white and sandy tan. The armor undernieth is blue with white accents, but the full faceplate helps to hide her unearthly origin in less welcoming lands.
Aspects
High Concept: Momano Headhunter
It's a violent world, and there's plenty of call for a hired gun if you've the backbone for it. Problem is, it's a wierd and wild place out there, some things don't care when you shoot 'em. Where irresponsible amounts of force fail, a line of salt, some sharpened silver, and the right chant can see you through. Most folks don't think the Momano are much better than the creatures they hunt; when you study the supernatural your perspective tends to shift a bit outside of the norm. Still, coin for services rendered is something most communities can get their head around, so when the ghosts and the vampires and worse menace these frontier towns, they know to toss a coin to Big Mo.
Trouble: There Were No Good Men At Tolkeen
As a Wayist, Ylza was raised to conduct herself in a Principled manner. Good intentions saw her join the defense of Tolkeen, but war has a way of stripping the veneer of civility off of people. She soaked herself in blood, stood shoulder to shoulder with demons, and bore witness to the atrocities of Coalition camps. Five years later, and The Way helps keep her on the path of good -- but it's not as easy, as natural as it used to be, and the temptation to give up and just match a violent world with violence is omnipresent.
Aspect: Bionically Enhanced
The Siege of Tolkeen wasn't like the kind of brush wars that break out regularly across Rifts Earth. With their new trade partners, Triax, the Coalition was revealing one new super-advanced weapon after another on the field, even employing technologies they'd formerly avoided like Juicer augmentation to grab an edge. A homesteader with a laser rifle wouldn't have been much more than a speedbump on the front lines, so, Ylza took advantage of the talents of Dr. Merkenzer, a cyberdoc who'd been brought in to maintain and further enhance Tolkeen's army of 8,000 Brodkil. She has about as many combat implants as a person can have without impacting her psionic gifts.
Aspect: Major Psionic
The Tel'nari are not a particularly gifted species in terms of psionics, but The Way was developed to help foster the growth of Inner Strength among its people. Though hardly a master, Ylza displays talents across all three Psionic disciplines, and is thus considered a major talent in her own right. More critically to her, her psionic gifts can be used to power Techno-Wizard devices, though not as efficiently as a true mage. These weapons are frequently much more capable of handling the supernatural targets she prefers.
Aspect: Techno-Wizardry Arsenal
A laser sword that shines with true sunlight. A sniper rifle that concentrates a telekinetic bolt through the target, making no sound, no light, and leaving no trace aside from the damage. Implanted silver blades that shine with a touch of magic - just enough for them to rend ghosts and specters. Arrows tipped with Goblin Bombs, which might just explode, or glue a twenty foot spider-robot in place long enough for an artillery strike to zero-in on them. Hand grenades that belch steam made from holy water, a hell of a way to flush out a vampire nest if ever there was one. The world of TW Weaponry is vast, and Ylza goes out of her way to add new toys to her chest at every opportunity.
Approaches
Quick +3
Clever, Careful +2
Sneaky, Flashy +1
Forceful +0
Refresh: 4
Stress: [-1][-1][-1][-1][-1][-1][-1][-1]
Consequences
Mild Consequence (2)
Moderate Consequence (4)
Severe Consequence (6)
Stunts
Because I am a Supernatural Slayer, I gain +1 Tier Level in combat against Supernatural foes.
Because I am a Dual Wielder, I gain +2 to Quickly attack in melee against foes wielding a single weapon.
Because I've Seen Enough Bloodshed, I gain +2 to Quickly defend on behalf of another sapient.
Because I am a Wandering Exorcist, I gain +2 to Carefully overcome an obstacle when healing supernatural afflictions such as curses or possession.
Because I Follow the Way, I gain a +2 to Carefully defuse a violent situation with calm words.
Because I Know Where I'm Needed, once a game I may arrive in a scene I am not active in to protect someone.
Aug 29, 2025 10:14 am
@Celestine Great stuff! Not sure how often that last stunt will come into play though, unless you all split the group a lot.
Aug 29, 2025 12:32 pm
Okay lets talk Scale.
I'm going to use the scale system from Dresden Files Accelerated. Scales proceed thusly.
Mundane
Superhuman/Supernatural
Otherworldly
Legendary
Godlike
Regular vanilla mortals start at Mundane, and receive an extra point of Refresh.
We'll default to Superhuman/Supernatural, as most of you are choosing to play characters that are a step above vanilla.
Every step between the scales adjusts rolls by one. So if you're superhuman and attack a mundane person, you get an extra plus one on the roll. If you're superhuman and fighting an otherworldly creature, you take a minus one penalty on the roll.
If you want to start above Superhuman you need to spend a stunt or point of Refresh for every step you go up on the ladder.
Any questions?
I'm going to use the scale system from Dresden Files Accelerated. Scales proceed thusly.
Mundane
Superhuman/Supernatural
Otherworldly
Legendary
Godlike
Regular vanilla mortals start at Mundane, and receive an extra point of Refresh.
We'll default to Superhuman/Supernatural, as most of you are choosing to play characters that are a step above vanilla.
Every step between the scales adjusts rolls by one. So if you're superhuman and attack a mundane person, you get an extra plus one on the roll. If you're superhuman and fighting an otherworldly creature, you take a minus one penalty on the roll.
If you want to start above Superhuman you need to spend a stunt or point of Refresh for every step you go up on the ladder.
Any questions?
Aug 29, 2025 12:36 pm
1. How many steps above Superhuman/Supernatural is reasonable to take for a psi-warrior? I'm thinking of contrasting supreme psi-training in the monastery vs. relatively modest experience with actual 'adventuring', a 'top-of-the-decade graduate out to make a name for myself outside the monastery' kind of situation. (So far I reserved 2 out of the 5 Stunts for this purpose.)
2. How is the Scale scoped? E.g. is that Stunt/Refresh cost for everything, for a single Approach, for things covered by a single Aspect, or some other scope?
2. How is the Scale scoped? E.g. is that Stunt/Refresh cost for everything, for a single Approach, for things covered by a single Aspect, or some other scope?
Aug 29, 2025 12:41 pm
1. Most of your initial opponents will be Mundane and Supernatural, with the rare Otherworldly appearing. Make of that what you will. In my mind you don't have to bump your scale at all to be effective starting out. Superhuman/Supernatural is where combat cyborgs, cyber-knights, juicers and ley line walkers reside. But if you're exceptionally powerful feel free to take a step or two up.
2. Scale affects every die roll made with opposition from someone else.
2. Scale affects every die roll made with opposition from someone else.
Aug 29, 2025 12:46 pm
JoshuaMabry says:
1. Most of your initial opponents will be Mundane and Supernatural, with the rare Otherworldly appearing. Make of that what you will. In my mind you don't have to bump your scale at all to be effective starting out. Superhuman/Supernatural is where combat cyborgs, cyber-knights, juicers and ley line walkers reside. But if you're exceptionally powerful feel free to take a step or two up.2. Scale affects every die roll made with opposition from someone else.
Here is my draft:
[ +- ] High Concept: Brawny Psi-Warrior Prodigy
A graduate of the Xanatoa monastery, with a good physique and thorough training in the appropriate disciplines, such as psionic sword and shield combat, telekinesis, extrasensory awareness, and bio-psionics (including healing).
[ +- ] Trouble: Finally, Free to Choose My Own Path!
The seers' preaching has been annoying, and thankfully it's over now, and I can make my own decisions about right and wrong without their dogmas. Though they do sometimes make sense, yet at other times they are needlessly stifling. Things are complicated.
Likely Compels may vary, representing a conflicted attitude towards the teachings of the seers: urges to follow the code (e.g. helping the weak, sparing an enemy) or rebel against it (e.g. acting greedy, indulging in luxury). On the plus side, this stubbornness can be Invoked positively to resist others' attempt to influence the graduate's course of action (e.g. intimidation, persuasion, mind control).
Likely Compels may vary, representing a conflicted attitude towards the teachings of the seers: urges to follow the code (e.g. helping the weak, sparing an enemy) or rebel against it (e.g. acting greedy, indulging in luxury). On the plus side, this stubbornness can be Invoked positively to resist others' attempt to influence the graduate's course of action (e.g. intimidation, persuasion, mind control).
[ +- ] Aspect 3: Unlikely Friendships
Despite not having spent long in the outer world, the graduate already managed to establish many odd friendships. This can be beneficial when calling onto help in the most unusual of situations (positive Invocations and Story Details), but help requests are a two-way street (Compels). On another note, this uncanny predisposition sometimes helps turning even former adversaries into allies.
[ +- ] Aspect 4: Moments of Unity with the Universe
It's not entirely clear whether it's a result of the seers' training, or an innate ability merely awakened by the monastery's influence, but the graduate occasionally experiences moments of establishing a deeper connection to the universe, becoming one with the flow. Usually this manifests in extrasensory insights (such as prophetic visions, detection of traps and dangers, or awareness of ulterior motives). Less commonly, it takes the form of 'fitting in' despite seemingly being a fish out of water (e.g. surviving in the wilderness, being overlooked in a crowd, pretending to be one of the new interns).
[ +- ] Aspect 5: No Brainiac, But Hella Educated
The graduate was never particularly witty nor a bookworm (and certainly doesn't look the type, being often mistaken for a simple thug), but the seers sure did a good job of dispensing a wide selection of knowledge - philosophy and logic, physiology and medicine, thaumatology and science, literature and arts. If there's a moment to take a deep breath and recall those teachings, they can come in handy.
+3 Forceful
+2 Careful, Quick
+1 Sneaky, Flashy
+0 Clever
8 × one-point Stress Boxes (can multiple of these be spent on Absorbing a single chunk of Stress like in Condensed, or are these conventional FAE-style 'you can only use one in a single roll' boxes?).
5 Free Stunts:
Gather Inner Strength: Because I've been taught to turn my will into a mighty force, I get +2 to Forcefully Create an Advantage on my Psionic Aspects (personal and situational ones).
Empowered Attacks: Because my fighting style is focused on mighty, well-prepared attacks, I get +2 to Forceful physical Attacks when I have at least one Free Invocation from Gather Inner Strength when making the roll.
Psionic Fortitude: Because I reflexively use telekinesis both to block attacks and soften the ones that hit, I get +2 to Forcefully Defend against physical Attacks.
2 Stunts spent on Scale, which would put it at Legendary.
Aug 29, 2025 12:58 pm
@vicky_molokh being at Legendary scale makes you very powerful. On par with a smaller alien intelligence or a full grown dragon. You can certainly go there if you want to. I don’t think you need to.
Stress works like in Fate Condensed.
Looks good.
Stress works like in Fate Condensed.
Looks good.
Aug 29, 2025 1:32 pm
@Celestine , that's awesome!
Here is my draft. Please keep in mind I have no idea what I'm doing :) I think I'm only supposed to have 3 stunts to begin? I put more in thinking they could be trimmed. I tried to style Cal to be the Face of the group while also providing some control / utility but maybe I'm stretching too far?
Here is my draft. Please keep in mind I have no idea what I'm doing :) I think I'm only supposed to have 3 stunts to begin? I put more in thinking they could be trimmed. I tried to style Cal to be the Face of the group while also providing some control / utility but maybe I'm stretching too far?
[ +- ] Cal Tan
Create character
ID
Name: Cal Tan
Cal is a rugged man with haunted brown eyes and messy black hair. He carries himself as if the weight of a hundred mechanoids hang from his shoulders. His voice is quiet and yet firm.
Cal is a rugged man with haunted brown eyes and messy black hair. He carries himself as if the weight of a hundred mechanoids hang from his shoulders. His voice is quiet and yet firm.
Aspects
High Concept: Tomorrow Legion envoy & fire-scarred Burster
Trouble: Cal's spark is on the edge of failure (He carries grief, guilt and a mild death wish at the passing of his wife and son)
Aspect: The quiet voice that steadies the room
Aspect: Eyes that remember Tolkeen. References to Tolkeen and its fall trigger panic.
Aspect: Fire should change, not consume. Cal is trying to find a new spark by focusing on changing and improving the lives of others
Aspect: Cal is impervious to Fire and Heat?
Aspect:
Trouble: Cal's spark is on the edge of failure (He carries grief, guilt and a mild death wish at the passing of his wife and son)
Aspect: The quiet voice that steadies the room
Aspect: Eyes that remember Tolkeen. References to Tolkeen and its fall trigger panic.
Aspect: Fire should change, not consume. Cal is trying to find a new spark by focusing on changing and improving the lives of others
Aspect: Cal is impervious to Fire and Heat?
Aspect:
Stunts
Read the Thermals: Because I watch reflections and micro-tells like heat buildup in palms or sweat (Sense Fire and See Aura?), I get +2 to Cleverly create an advantage to read a room or a person.
Box Breathing: Because I have been dealing with my pain, once per scene, when panic or grief would derail me in a social moment, treat a failed social overcome as a tie (I steady my pulse and keep talking)
Warm Words, Low Flame: Because I have been working on processing my grief, I get +2 to Carefully overcome and de-escalate a volatile situation, turning a brewing fight into a conversation
Legion Credentials: Because I am a Legion envoy, I get +2 to Carefully overcome red tape, checkpoints, or suspicion when invoking Tomorrow Legion authority. Once/session treat a failure as a tie instead?
Thermal Mirage: Because I bend heat and light, I get +2 to Flashily create an advantage when I use shimmer, smoke, or glare to blind, dazzle, or conceal (Combination of Fire Eruption and Fire Bolt).
Cauterize and Fuse: Because I know fire’s edge, once per scene I may Cleverly overcome to stabilize a wounded ally or fuse a broken thing. (Deaden Pain?)
Box Breathing: Because I have been dealing with my pain, once per scene, when panic or grief would derail me in a social moment, treat a failed social overcome as a tie (I steady my pulse and keep talking)
Warm Words, Low Flame: Because I have been working on processing my grief, I get +2 to Carefully overcome and de-escalate a volatile situation, turning a brewing fight into a conversation
Legion Credentials: Because I am a Legion envoy, I get +2 to Carefully overcome red tape, checkpoints, or suspicion when invoking Tomorrow Legion authority. Once/session treat a failure as a tie instead?
Thermal Mirage: Because I bend heat and light, I get +2 to Flashily create an advantage when I use shimmer, smoke, or glare to blind, dazzle, or conceal (Combination of Fire Eruption and Fire Bolt).
Cauterize and Fuse: Because I know fire’s edge, once per scene I may Cleverly overcome to stabilize a wounded ally or fuse a broken thing. (Deaden Pain?)
| Refresh | Fate Points |
| t | |
| 3 | 3 |
Aproaches
| Aproaches | |
| Careful | 4df+2 |
| Clever | 4df+3 |
| Flashy | 4df+1 |
| Forceful | 4df+1 |
| Quick | 4df+0 |
| Sneaky | 4df+1 |
Background
Cal Tan sat in the bustling shop amidst a sea of talk and merriment. He casually tipped and swirled his glass on the table, the amber fluid causing the light to reflect and refract in a dancing pattern on the table top. Cal stared at the pattern that resembled a roiling flame.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
Ouch, Damage, Stress!
| Stress | Consequences |
| 1: | Mild: (2) |
| 2: | Moderate: (4) |
| 3: | Severe: (6) |
Aug 29, 2025 1:40 pm
I found a couple options to get my charsheet Dinero online with the Rifts setting. The one that popped out to me was the Fraanids, aka Fareie Bot. They seem to fit perfectly my initial concept but with an interesting twist. I am still reading up on the setting and working on my characters full story but tht basic character is as follows
I am thinking that my character, name TBD, became involved with the Tomorrow Legion after getting captured by the Coalition States and then escaping with the help of other prisoners several years ago. They have since then focused on breaking down CS racist policies and programs, joining the legion to help in this effort.
Aspects & Stunts
Fraanids Artificer : as setting race, focused on crafting
Techno-Wizard : as setting (still reading)
Mystic Tinkerer : always disassembling, fixing, and building. The race already touched this but if wanted to call it out as a major aspect
Magi-Tech engineer : designs / build weapons, armor, drones
Mech pilot : Humanoid power armor / mech encapsulates racial ship as a disguise and increased performance
Anti-tech Saboture : disable, bypass, destroy, boobytrap
Infiltration/Exfiltration Specialist :
Stealthy :
Systems Analyst : monitor multiple sensors, systems, drones, communications, etc
Analitical Combatant : Stunt : uses data analytics and simulating to improve combat effectiveness
Still a bit scatter but based on the race and basic origin this is where I have gotten. This will be refined
[ +- ] Fraanids Artificer
I am thinking that my character, name TBD, became involved with the Tomorrow Legion after getting captured by the Coalition States and then escaping with the help of other prisoners several years ago. They have since then focused on breaking down CS racist policies and programs, joining the legion to help in this effort.
Aspects & Stunts
Fraanids Artificer : as setting race, focused on crafting
Techno-Wizard : as setting (still reading)
Mystic Tinkerer : always disassembling, fixing, and building. The race already touched this but if wanted to call it out as a major aspect
Magi-Tech engineer : designs / build weapons, armor, drones
Mech pilot : Humanoid power armor / mech encapsulates racial ship as a disguise and increased performance
Anti-tech Saboture : disable, bypass, destroy, boobytrap
Infiltration/Exfiltration Specialist :
Stealthy :
Systems Analyst : monitor multiple sensors, systems, drones, communications, etc
Analitical Combatant : Stunt : uses data analytics and simulating to improve combat effectiveness
Still a bit scatter but based on the race and basic origin this is where I have gotten. This will be refined
Last edited August 29, 2025 1:44 pm
Aug 29, 2025 1:42 pm
Game Details says:
CHARACTER GENERATION INFO Player characters will be built with five aspects, five stunts, and five refresh (that's a lot of fives). You'll start with eight single point stress boxes. We'll be using a scale system to account for different power levels.Aug 29, 2025 1:53 pm
@Edmund_Balworth I think you can lose that last aspect. Being a Buster implies you’re immune to heat and flame.
Aug 29, 2025 1:54 pm
JoshuaMabry says:
@vicky_molokh being at Legendary scale makes you very powerful. On par with a smaller alien intelligence or a full grown dragon. You can certainly go there if you want to. I don’t think you need to. Stress works like in Fate Condensed.
Looks good.
Oh, another Scale question: DFA183 says that it can grant extra Free Invocations on CaAs after the roll; does that depending on the intent of the CaA (e.g. gathering strength as a CaA against a Passive Opposition, with the intent to later use those Invocations on the Attack against a lower-scale Target), or based on the explicit target of the CaA (e.g. doing CaA on oneself as a buff gives the normal number of Invocations, but doing CaA on the enemy as a TK-grapple gives extra Invocations)?
Any other commentary on the draft (concept, Aspects, Stunts)?
Aug 29, 2025 1:57 pm
Psybermagi says:
Game Details says:
CHARACTER GENERATION INFO Player characters will be built with five aspects, five stunts, and five refresh (that's a lot of fives). You'll start with eight single point stress boxes. We'll be using a scale system to account for different power levels.Aug 29, 2025 2:01 pm
@vicky_molokh I think your character looks ready to play. And yes you can bump them up to legendary.
Aug 29, 2025 2:33 pm
JoshuaMabry says:
@vicky_molokh I think your character looks ready to play. And yes you can bump them up to legendary.What about the Invocations question in the same post? The answer might influence Stunt choice.
Psybermagi says:
Is it a total of 5 aspects, including primary and trouble, or 5 additional?JoshuaMabry says:
5 additional.Aug 29, 2025 2:36 pm
@vicky_molokh I think the intent of the CaA roll is most important.
Yes 7 aspects total.
Yes 7 aspects total.
Aug 29, 2025 5:30 pm
OK, updated draft. I'm wondering if Cal's trouble and Eyes that remember Tolkeen aspects are redundant?
Roll Bonus
0
Modifier
[ +- ] Cal Tan
Create character
ID
Name: Cal Tan
Cal is a rugged man with haunted brown eyes and messy black hair. He carries himself as if the weight of a hundred mechanoids hang from his shoulders. His voice is quiet and yet firm.
Cal is a rugged man with haunted brown eyes and messy black hair. He carries himself as if the weight of a hundred mechanoids hang from his shoulders. His voice is quiet and yet firm.
Aspects
High Concept: Tomorrow Legion envoy & fire-scarred Burster
Notes
Notes
Cal is a member of the Tomorrow Legion serving to try to make a place for all thinking people. He is a former Burster who fought in defense of Tolkeen before it fell.
Trouble: Cal's spark is on the edge of failure
Notes
Notes
Cal carries grief, guilt and a mild death wish at the passing of his wife and son. This becomes more apparent when references are made to the fall of Tolkeen.
Aspect: The quiet voice that steadies the room
Notes
Notes
Cal's quiet yet intimidating presence can help to calm escalated situations, but might be perceived as weakness in certain circumstances
Aspect: Fire should change, not consume
Notes
Notes
Cal is trying to find a new spark by focusing on changing and improving the lives of others
Aspect: Hunted heat signature
Notes
Notes
Cal's roll in the defense of Tolkeen has left him wanted by the Coalition and psy- hunters.
Aspect: Cal keeps his promises to the dead
Notes
Notes
Cal tries to protect civilians, sway undecided forces with survivor stories and call in help from those who respect sacrifice, but he won't walk past suffering and honors vows and defends the vulnerable even if it endangers the mission.
Stunts
Read the Thermals
Notes
Notes
Because I watch reflections and micro-tells like heat buildup in palms or sweat (Sense Fire and See Aura?), I get +2 to Cleverly create an advantage to read a room or a person.
Warm Words, Low Flame
Notes
Notes
Because I have been working on processing my grief, I get +2 to Carefully overcome and de-escalate a volatile situation, turning a brewing fight into a conversation
Legion Credentials
Notes
Notes
Because I am a Legion envoy, I get +2 to Carefully overcome red tape, checkpoints, or suspicion when invoking Tomorrow Legion authority. Once/session treat a failure as a tie instead?
Thermal Mirage
Notes
Notes
Because I bend heat and light, I get +2 to Flashily create an advantage when I use shimmer, smoke, or glare to blind, dazzle, or conceal (Combination of Fire Eruption and Fire Bolt).
Cauterize and Fuse
Notes
Notes
Because I know fire’s edge, once per scene I may Cleverly overcome to stabilize a wounded ally or fuse a broken thing. (Deaden Pain?)
Psychic Body Field
Notes
Notes
Because I can raise a Psychic Body Field, I get +2 to Flashily defend against physical or energy attacks in my zone when I describe the rippling heat aura. On succeed with style, also place a scene aspect like Heat Haze or Dazzling Refraction with 1 free invoke.
Join Minds
Notes
Notes
Once per scene, I may Cleverly overcome to establish a short-lived telepathic link among myself and up to two allies in my zone or an adjacent zone. While the link holds this scene, the first create advantage one of us makes for another linked ally gets +2 (one time). The GM can compel attention from Dog Boys/Psi-Stalkers if I establish the link in hostile territory.
Box Breathing
Notes
Notes
Once per scene, when panic or grief would derail me in a social moment, treat a failed social overcome as a tie (I steady my pulse and keep talking)
| Refresh | Fate Points |
| t | |
| 5 | 5 |
Scale and Bonus
| PERSONAL | OPPONENT |
| Mundane | Mundane |
| Superhuman/Supernatural | Superhuman/Supernatural |
| Otherworldly | Otherworldly |
| Legendary | Legendary |
| Godlike | Godlike |
Roll Bonus
0
Modifier
Aproaches
| Aproaches | |
| Careful | 4df+2 |
| Clever | 4df+3 |
| Flashy | 4df+1 |
| Forceful | 4df+1 |
| Quick | 4df+0 |
| Sneaky | 4df+1 |
Background
Cal Tan sat in the bustling shop amidst a sea of talk and merriment. He casually tipped and swirled his glass on the table, the amber fluid causing the light to reflect and refract in a dancing pattern on the table top. Cal stared at the pattern that resembled a roiling flame.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
Not for the first time, Cal thought. What is fire? An agent of change, a catalyst, a winnower or something more primordial? Sighing, he took a drink of the bitter liquid and then lowered the glass again to dance on the table. The ancients said that we all have a spark. Something uniquely given to us in the process of our creation or awakening. A spark that can provide passion, change, fulfillment and joy. Cal let out a derisive snort. If that was true, Cal was quite certain his spark was going out.
He looked around the small establishment seeing people drinking, laughing and enjoying each other's company. Cal wondered if any of them knew how quickly that could change. As he mused, he found himself wondering how many establishments like this one had been in Tolkeen before the fall. That line of thought caused Cal's face to tighten and his breathing to go ragged. Ev... Pil... Cal grit his teeth and closed his eyes forcibly breathing in and out in a practiced rhythm. Gradually, the panic subsided.
Cal opened his eyes and stared at his drink with a bitter expression. Standing, he downed the drink in one gulp wiping the residue from his lips. What was past was past, all he could do now was push forward hoping creation gave him a new spark or... finally extinguished his agony.
Stress and Consequences
| Stress | Consequences |
| 1: | Mild: (2) |
| 2: | Moderate: (4) |
| 3: | Severe: (6) |
Aug 29, 2025 5:41 pm
We should talk lines and veils folks. I have a hard line with violence against children and sexual violence. Those are not portrayed in my games. I also have a veil for sexual topics. Those take place off stage, as it were.
What lines and veils do you all have?
What lines and veils do you all have?
Aug 29, 2025 5:50 pm
JoshuaMabry says:
How mild is Cal’s death wish? Is that something I should be using as a compel?EDIT: Oh, for lines and veils. For sure any kids or sexual violence is a line. I enjoy romance from time to time, but I typically transition a scene if it moves to intimacy. (I.E. From a game I used to play, another PC took off her dress and my characters response was ummm... and then he closed the door and we cut to after.)
Last edited August 29, 2025 5:53 pm
Aug 29, 2025 6:12 pm
Compel an aspect means I use it to complicate the story in exchange for giving you a Fate Point. I kind of need to know how suicidal is Cal. Does he jump carelessly into conflict because he doesn’t care what happens to him?
Aug 29, 2025 6:38 pm
JoshuaMabry says:
We should talk lines and veils folks. I have a hard line with violence against children and sexual violence. Those are not portrayed in my games. I also have a veil for sexual topics. Those take place off stage, as it were.What lines and veils do you all have?
Aug 29, 2025 6:55 pm
JoshuaMabry says:
Those take place off stage, as it were.On my end, I prefer to see myself as relatively open-minded and willing to test my boundaries, so I am not offering additional restrictions beyond those already set for the campaign. (To what degree that self-image is accurate is yet to be known, as always.)
Not a veil, but something of an advance notice: in military topics, expect my attitude and RP to range from serious to 'MASH jokes without a laugh track'; if anything concerns soviets, that range will likely shift more towards the serious end of the spectrum. This isn't a veil; please don't misread this as a suggestion of avoidance - it's just an advance notice you might want to be aware of if you're planning to give me a prompt/situation and expect certain reactions.
Aug 29, 2025 6:57 pm
@vicky_molokh Yes fade to black before anything occurs.
I appreciate the heads up.
I appreciate the heads up.
Aug 29, 2025 8:26 pm
JoshuaMabry says:
MundaneSuperhuman/Supernatural
Otherworldly
Legendary
Godlike
A Lyn-Srial is around Hatchling Dragon or Gargoyle, but is that Supernatural? Otherworldly? And how does that stack up to a SAMAS or a Skelebot?
Last edited August 29, 2025 8:27 pm
Aug 29, 2025 8:45 pm
See for me a SAMAS and a Combat Cyborg and a Dragon Hatchling are all on the same power level, as is a Gurgoyle. A Gargoyle makes that jump up.
Mundane - regular squishy folks including anyone not in power armor or a robot vehicle
Superhuman/Supernatural - Most Player Character concepts, power armor, some robot vehicles, wild vampires, skelebots, Splugorth slavers, brodkil, xiticix
Otherworldly - Gargoyles, most demons, secondary and master vampires, larger robot vehicles
Legandary - Dragons, small alien inteliigences, demi-gods, kaju
Godlike - Large Alien Intelligence, the Four Horseman, ancient dragons, literal gods
As you can see a lot of what you'll encounter falls under the Mundane and Superpowered/Supernatural. And just because you're of a lower power scale than something doesn't mean you can't affect it. It just becomes harder the bigger the gap.
I'm trying to keep this loose and not too crunchy.
Mundane - regular squishy folks including anyone not in power armor or a robot vehicle
Superhuman/Supernatural - Most Player Character concepts, power armor, some robot vehicles, wild vampires, skelebots, Splugorth slavers, brodkil, xiticix
Otherworldly - Gargoyles, most demons, secondary and master vampires, larger robot vehicles
Legandary - Dragons, small alien inteliigences, demi-gods, kaju
Godlike - Large Alien Intelligence, the Four Horseman, ancient dragons, literal gods
As you can see a lot of what you'll encounter falls under the Mundane and Superpowered/Supernatural. And just because you're of a lower power scale than something doesn't mean you can't affect it. It just becomes harder the bigger the gap.
I'm trying to keep this loose and not too crunchy.
Aug 29, 2025 8:56 pm
I know I said please have your character done by September 3rd, but it looks like a lot of you are pretty far along. Feel free to submit your character as soon as you like and I'll review them. Once everyone has them submitted we'll get this train a rollin'.
Aug 29, 2025 8:59 pm
If that's OK, I would rather not rush beyond the listed timing, I'd like take some time on final fleshing out and getting into the right mindset.
Aug 30, 2025 12:53 pm
Hey @Edmund_Balworth, I was borrowing your character sheet format and I noticed you shorted yourself a point in Approaches. You're supposed to have two +2 Approaches.
Last edited August 30, 2025 12:54 pm
Aug 30, 2025 3:24 pm
Glyfix is about ready but I could use feedback and suggestions (GM corrections) any anything that can be done to make it FAE compliant with my intent.
There is a bunch of Rift content in just as reminders for me if setting info
• The name "Faerie Bot" is misleading. It comes from the spherical hover vehicles these tiny beings pilot, not from the creatures themselves. For decades, all that was seen were glowing orbs with stubby arms and legs, piloted by doll-like figures. Because the machines could fly, cast spells, and wield psionics, many assumed they were magical faeries. In truth, they are a race of small humanoids known as the Fraanids.
• Fraanids stand only 8–12 inches tall (0.2–0.3 m) and weigh just 1–2 lbs (0.45–0.9 kg). They have tiny humanoid bodies with two arms, two legs, and a large shield-shaped head, oversized black eyes, a small V-shaped nose, and a wide mouth. Their metallic or iridescent skin and toy-like proportions make them look almost artificial. They rarely leave their spherical hovercrafts, leading early scholars to believe they were robots or cyborgs. The nickname "Faerie Bot" stuck.
Nature
• Like Earth’s faeries, Faerie Bots are curious, mischievous, and fascinated with larger beings. Unlike them, they are mortal D-Bees who combine magic, psionics, and advanced technology. They are extremely inquisitive, often dismantling machines to study them — from power armor to Techno-Wizard devices. While they usually mean no harm, their tinkering often causes trouble, especially since they can rarely resist modifying or "improving" devices owned by others.
• Most are shy and elusive, fleeing when discovered, often leaving disassembled machines behind. Still, they can repair and reassemble devices three times faster than humans, and sometimes improve performance by 10–20%. Only true artificial intelligences and advanced computers confound them (-35% to work with).
Origins and Habitat
• Fraanids are believed to have come to Earth through a Rift sometime after the Great Cataclysm, first appearing about 25–30 years ago in southern Canada, Michigan, and the Coalition States — regions rich in industry and technology. For many years they maintained a Rift in old Detroit, traveling back and forth to their homeworld, but this Rift collapsed around 104 P.A. and they are now stranded.
• They seem to use a unique form of Techno-Wizardry to power their spherical vehicles, but no human has ever successfully studied one. If a Faerie Bot dies, its sphere crumbles into useless scrap.
• Today, they are extremely rare, with perhaps as few as 500 on Earth. They gather in groups of 3–12, but individuals often wander off alone or in pairs, exploring, adventuring, or attaching themselves to humans, Sasquatch, or other friendly D-Bees. They speak in squeaky, incomprehensible voices outside their spheres, but inside they use a universal translator that mimics human speech over radio.
Personality
• Faerie Bots are friendly, well-meaning, and enjoy helping companions, but their insatiable curiosity and need for only three hours of sleep per night frequently get them and their allies into trouble. They wander off, tinker with machinery that isn’t theirs, and often become unreliable — though never malicious.
• They prefer allies who are tolerant, curious, and mechanically inclined: Operators, Techno-Wizards, Grackle Tooth, Psi-Techs, Dog Boys, and humans. They dislike cruelty, oppression, and mindless violence, and will not remain with those who mistreat them.
Enemies
• They view most intelligent beings with fascination, but recognize demons and supernatural predators as threats. Strangely, they are fearful of Earth’s true Faerie Folk, dragons, and powerful magic users (other than Techno-Wizards).
• Also Known As: Techno-Faeries, Bubble Faeries.
• True Name: Fraanids (frayn-ids).
• Alignment: Any, but most are Anarchist.
• Size: 8–12 inches (0.2–0.3 m).
• Weight: 1–2 lbs (0.45–0.9 kg).
• Life Span: 50–90 years (average 70). Some speculate they may be immortal.
• Average Level (NPCs): 1D4+4; PCs start at 1st or 2nd.
• Sleep: 3 hours per day.
• Attributes
•• M.A. 1D6+10 P.S. 1D6+2 P.P. 1D6+8 P.E. 1D6+10 P.B. 1D6+2 Spd. 2D6 (running, outside sphere)
• Combat
•• Hit Points: 2D6 + P.E.
•• S.D.C.: 1D4×10, plus physical skills. Must rely on magic or M.D.C. armor for protection.
•• M.D.C.: Gain 1D6 per level of experience.
•• Attacks per Melee: As per HtH training; psionic powers count as actions.
•• Bonuses: +1 initiative, +1 strike, +4 pull punch, +2 roll with punch/fall, +2 save vs possession, +3 save vs Horror Factor.
•• Psionic Defense: Need 10+ to save vs psionics/mind control.
• Abilities
•• Vision: Nightvision 300 ft (91 m), sharp eyesight.
•• Protective Membrane: Secondary eyelid works like polarized sunglasses.
•• Natural Mechanics: Can dismantle, repair, and rebuild machines three times faster than humans; can enhance performance by 10–20%. Computers and A.I. puzzle them (-35%).
• Psionics (Master Psychic):
•• Empathy
•• Object Read
•• Mind Bolt
•• Telemechanics
•• Telemechanic Mental Operation
•• Telemechanic Paralysis
• Magic (all at half normal strength, range, and duration):
•• Globe of Daylight
•• Ignite Fire
•• Fuel Flame
•• Fire Bolt
•• Call Lightning
•• Energy Bolt
•• Energy Field
•• Impervious to Energy
•• Telekinesis
•• Plus two spells of choice per level (from levels 1–4).
• All Faerie Bots possess a spherical hovercraft, roughly the size of a basketball, weighing 40–70 lbs (18–32 kg).
• Standard Features:
•• Always spherical, never larger.
•• 2–3 main arms (robotic utility arms; P.S. 1D6+12).
•• 1–2 secondary limbs or antennae (P.S. 1D4+5).
•• 2–4 retractable tool arms with interchangeable heads (wrenches, scanners, plasma torches, etc)
•• 1–2 light weapons (usually lasers, 2D6–3D6 M.D., range 2,000 ft/610 m).
•• Universal language translator (93% accuracy).
•• Tow line and grappling hook (30 ft, holds 500 lbs/225 kg).
•• Multi-optics system.
•• Proximity alarm (10 ft range).
•• Narrow/wide band radio.
•• Power source unknown, apparently limitless.
•• Propulsion unknown (possibly anti-gravity).
•• Flight: Hover or fly at up to 150 mph (240 km/h); cruise 10–30 mph. Ceiling at least 30,000 ft, possibly space-capable.
•• Underwater: Travels at 60 mph (96 km/h), depth up to 1 mile (1.6 km).
•• M.D.C. by Location: Arms 20 each; secondary/tool limbs 10 each; main body 120. Small size/fast speed makes it -3 to strike.
•• Self-Repair: Can regenerate 40 M.D.C. without tools. More extensive repair requires pilot effort and parts; if destroyed, takes 1D4+6 months to rebuild.
Powers and abilities of a Techno-Wizard
1. The Techno-Wizard Has the Following Psionic Powers: Machine Ghost ( 1 2), Mind Block (4), Object Read (6), Speed Reading (2), Telemechanics ( 1 0), and Total Recall (2).
2. I.S.P. Base: Roll 4D6 plus the character`s M.E. number to determine the base Inner Strength Points. The Techno-Wizard is considered a Minor Psychic so he or she receives another I D4+ I I. S.P. per each additional level of experience.
3. Saving Throw Versus Psionic Attack: As a Minor Psychic, the character needs a 1 2 or higher to save vs psionics.
4. The Techno-Wizard starts with the following spells: Armor of Ithan (10), Blinding Flash (1), Breathe Without Air (5), Call Lightning (15), Cloak of Darkness (6), Deflect (10), Electric Arc (8), Energy Bolt (5), Energy Field (10), Fire Ball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Magic Net (7), Magic Shield (6), See the Invisible (4), Sense Magic (4), Shadow Meld (10), Superhuman Strength (10) and Telekinesis (8).
The core abilities of a Techno-Wizard revolve around the fusion of magic and technology.
Crafting and creation
Magical device creation: A TW can infuse magical properties into otherwise mundane technological items. This can be as simple as an armored helmet with an enchantment or as complex as a flying vehicle powered by magic.
Techno-Wizard conversions: A TW can convert standard technological gear to run off magical power sources like Potential Psychic Energy (PPE) or Inner Strength Points (ISP), effectively making them magical items.
Enchanted weapons and armor: TWs can create weapons with magical abilities, like guns that fire fireballs or lightning bolts instead of conventional ammo, and armor with mystical protections.
Magical vehicles: TWs can build anti-gravity vehicles and other specialized craft that are powered by ambient magical energy from ley lines.
Device operation
Machine empathy: TWs often develop a strong, almost telepathic connection to the devices they build, allowing them to operate them with an intuitive ease.
Custom upgrades: They can modify and upgrade existing TW gear with new enchantments and powers.
One-time gadgets: TWs can craft one-use "gadgets" that replicate the effect of any known spell.
Combat and utility
Magical ammo: TW guns are known for firing limitless ammo by generating energy bolts, providing a huge advantage over conventional firearms.
Vampire hunters: Specialized TWs create magitek devices designed to exploit supernatural weaknesses, such as squirt guns with infinite holy water ammo or flash grenades that simulate sunlight.
Spellcasting: A TW is a magic-user and retains the ability to cast spells normally, though they are often less proficient at traditional spellcasting than pure mages.
Limitations of a Techno-Wizard
Despite their versatility, Techno-Wizards face several significant limitations.
Dependency on materials and tools
Creation requires resources: Crafting TW items is time-consuming and expensive. It requires specialized tools, parts, and magical components like mystic gems.
Manual process: The hand-made nature of Techno-Wizardry means that mass production is difficult and most items are unique creations with the designer`s personal touch.
Vulnerabilities
Magic negation: TW devices can be nullified or destroyed by magical effects, such as a Dispel Magic spell.
Technology disruption: Since their devices still rely on technology, they can be vulnerable to tech-based attacks like electromagnetic pulses (EMPs), which can shut down or disable them.
Organic frailties: Most TWs are still flesh and blood, susceptible to mundane attacks, poisons, and other threats. Their power relies on their devices, not inherent physical abilities.
Political and economic challenges
Coalition hostility: In the Rifts setting, Techno-Wizardry is outlawed in the Coalition States, where practitioners are persecuted and exiled. This severely restricts their ability to operate freely.
Lack of profit: The black market for TW items pays a fraction of the retail price. This makes funding large-scale projects difficult, forcing many TWs to operate on a shoestring budget.
Game master oversight: Because of their potential for a wide range of custom-built powers, a TW`s abilities often require more input and oversight from the game master.Wki -A- / -B-
I am not sure about some of the aspects and stunts but the basics are all there
My main question remaining is the current setup sufficient to allow Glyfix to have/user drones, traps, etc. I figure that is his primary mode of presenting some of his aspects
There is a bunch of Rift content in just as reminders for me if setting info
[ +- ] Glyfix
Aspects
Fraanid Artificer: Mystic Tinkerer
Notes
Notes
• Explorer
•• Navigation 70%+2% per level of experience.
•• Sharp vision, night vision 300 feet
•• natural polarizing lens membrane
• Natural Mechanics : Able to soup up most machines to run/move/fly 10-20% faster, and figure out how to use and operate most machines, including Techno-Wizard devices, as well as can take apart machines, make repairs and put them back together three times faster than a human. Only AI and computers seem to puzzle them; -35% when working on them and can not hack computers.
• Psionics (Master Psychic):
•• Empathy
•• Object Read
•• Mind Bolt
•• Telemechanics
•• Telemechanic Mental Operation
•• Telemechanic Paralysis
Range: 20 feet +5 feet/L Duration: 2 rounds/L
Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by Telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, key pads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.
Range: Touch or 40 feet Duration: One minute per level of experience.
Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine`s "nervous system," effectively incapacitating it. This means the power is only effective against machines that require a power source. Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range (40 feet/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds. • Magic (all at half normal strength, range, and duration):
•• Globe of Daylight •• Ignite Fire •• Fuel Flame •• Fire Bolt •• Call Lightning
•• Energy Bolt •• Energy Field •• Impervious to Energy •• Telekinesis
•• Plus two spells of choice per level (8)
See the Invisible: Detects invisible things, including supernatural beings and objects hidden by magic. In a device, this could function as a magic-sensitive infrared sensor.
Sense Magic: Detects the presence of magic energy. A device imbued with this spell could be a magical motion sensor or alarm.
Manipulate Objects: Allows the caster to telekinetically lift and move objects, including small tech components. This is invaluable for assembly and precision crafting.
Cleanse: Purifies an object or area, which can be useful for removing magical or conventional impurities from salvaged materials.
Shatter: Instantly breaks non-M.D.C. materials like glass. This is a useful tool for dismantling and salvaging.
Magic Shield: Creates a magical force field that provides S.D.C. protection. This effect could be imbued into armor or a personal deflector system.
Mystic Fulcrum: Reduces the weight of an object. Permanently enchanting a vehicle with this spell could improve its speed and fuel efficiency.
Energy Field: Creates a personal energy shield that provides M.D.C. protection. This is an ideal spell for creating protective magical armor or field generators.
Watchguard: Creates a small, invisible guardian that warns of intruders. When built into a device, it could serve as a high-tech magical alarm system.
# Trouble: Coalition Hunted Outlaw
•• Navigation 70%+2% per level of experience.
•• Sharp vision, night vision 300 feet
•• natural polarizing lens membrane
• Natural Mechanics : Able to soup up most machines to run/move/fly 10-20% faster, and figure out how to use and operate most machines, including Techno-Wizard devices, as well as can take apart machines, make repairs and put them back together three times faster than a human. Only AI and computers seem to puzzle them; -35% when working on them and can not hack computers.
• Psionics (Master Psychic):
•• Empathy
•• Object Read
•• Mind Bolt
•• Telemechanics
•• Telemechanic Mental Operation
•• Telemechanic Paralysis
[ +- ] Telemechanic Mental Operation
Create character
Range: 20 feet +5 feet/L Duration: 2 rounds/L
Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by Telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, key pads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.
[ +- ] Telemechanic Paralysis
Create character
Range: Touch or 40 feet Duration: One minute per level of experience.
Saving Throw: Special. Regular, non-intelligent machines cannot save vs Telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine`s "nervous system," effectively incapacitating it. This means the power is only effective against machines that require a power source. Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range (40 feet/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.
•• Globe of Daylight •• Ignite Fire •• Fuel Flame •• Fire Bolt •• Call Lightning
•• Energy Bolt •• Energy Field •• Impervious to Energy •• Telekinesis
•• Plus two spells of choice per level (8)
[ +- ] Other Spells
Create character
See the Invisible: Detects invisible things, including supernatural beings and objects hidden by magic. In a device, this could function as a magic-sensitive infrared sensor.
Sense Magic: Detects the presence of magic energy. A device imbued with this spell could be a magical motion sensor or alarm.
Manipulate Objects: Allows the caster to telekinetically lift and move objects, including small tech components. This is invaluable for assembly and precision crafting.
Cleanse: Purifies an object or area, which can be useful for removing magical or conventional impurities from salvaged materials.
Shatter: Instantly breaks non-M.D.C. materials like glass. This is a useful tool for dismantling and salvaging.
Magic Shield: Creates a magical force field that provides S.D.C. protection. This effect could be imbued into armor or a personal deflector system.
Mystic Fulcrum: Reduces the weight of an object. Permanently enchanting a vehicle with this spell could improve its speed and fuel efficiency.
Energy Field: Creates a personal energy shield that provides M.D.C. protection. This is an ideal spell for creating protective magical armor or field generators.
Watchguard: Creates a small, invisible guardian that warns of intruders. When built into a device, it could serve as a high-tech magical alarm system.
Magi-Tech Swarm Engineer
Notes
Notes
A host of semi-autonomous drones now support and act as his remote eye, hands, and weapons
Systems Analyst
Notes
Notes
A master of observation, analysis, and data manipulation over a variety of sensors, communications, and remote drones. Able to use his own custom tools or commandeer other have left open to be "repurposed"
Ant-Tech Saboteur
Notes
Notes
Able to craft and repurpose a variety of traps. This also allows the finding and exploit the weakness of any complex system, especially technology
Shadow Recon
Notes
Notes
A proven expert of infiltration, evasion, and escape able to slip in and out of crowds, secure facilities, and other difficult spots. Able to conceal and disguise themselves
| Approaches | |
| Careful | 4df+2 |
| Clever | 4df+3 |
| Flashy | 4df+2 |
| Approaches | |
| Forceful | 4df+0 |
| Quick | 4df+1 |
| Sneaky | 4df+2 |
| Fate Points: | 5 | Refresh: | 5 |
| Stress |
| Consequences |
| Mild: (2) |
| Moderate: (4) |
| Severe: (6) |
Stunts
Rapid Runic Engineering
Notes
Notes
+1 on rolls for creating/altering symbolic (rune/glyph/array) based magical effects
+1 on rolls for understanding and/or creating complex technological designs
Combine for a +2 on magi-tech creation or alteration
+1 on rolls for understanding and/or creating complex technological designs
Combine for a +2 on magi-tech creation or alteration
Infiltration Mech
Notes
Notes
Built for stealth and misdirection this mech can both be driven by its creator, remote piloted, or operate autonomously for simple or preprogrammed tasks
Otherworldly StageNotes
Bio
| Race: Fraanid | Mech |
| Height: 13" | 5' - 8' |
| Weight 3 lbs | 75 - 500 lbs |
Glyfix Background
Notes
Notes
Glyfix was a simple visiting Fraanid (AKA Faerie Bot), eager to learn much from earth`s rather unique environment. That eager excitement dimmed when the rift home collapsed unexpectedly and he learned he was now trapped. While seeking other Fraanid to collaborate on means to return home he was captured by the Coalition States and caged as both a prisoner and a specimen.
The CS upon learning of the Fraanid research sought to gain access to it but his shuttles failsafe destroyed the records they would need to track down the other Fraanid involved in the project and all the information they had gathered. Infuriated at the lost opportunity the CS leaders sentenced him to life in prison as they sought to extract all the information they could from him. Fortunately for Glyfix a daring breakout, aided by anti-CS factions, occurred and he was able to escape with several other prisoners.
With the aid of the CS enemy agents and other captives—D-Bees, mages, and rogues from across the wastes—the Fraanid escaped into the night, slipping past Coalition shock troops and vanishing into the wilderness. Seeking both safety from the ongoing CS hunt and purpose, Glyfix eventually found the Tomorrow Legion. There he was welcomed not as a curiosity or resource, but as an ally. Leaning into his instinctive affinity for both arcane science and mechanical creation, he devoted himself to building magitech drones designed for scouting, sabotage, and support. Over the years, he has assembled dozens of drones, each with a distinct role.
However the constant harassment of the CS against any D-bees and lingering fears from his imprisonment lead Glyfix to construct a human-sized mech chassis, powered by his now reconstructed shuttle that rests within its chest. This humanoid sized mech allows him to interact with the population at large without standing out so much. Taking this a step further he added several abilities to alter its shape and appearance. This allows the mech to disguise its appearance as a Coalition soldier, a wandering mercenary, or even a civilian. This trick has been invaluable for infiltration missions and for slipping through CS territory unseen. Unfortunately Glypix`s acting is terrible so he only uses it for casual encounters. But coupled with the mech's stealth systems and the shuttle's suite of sensors, weapons, and other tools Glyfix has developed quite the knack for scouting, infiltration, evasion, and espionage.
Now Glypix works as a field asset for the Tomorrow Legion, specializing in scouting and demolition. He is especially adept at breaking, bypassing, and sabotaging tech and takes particular pleasure at any bringing to ruin any CS systems he gets his hands on. He rarely fights directly, instead sending in swarms of drones, laying magical snares. Combining his mech’s stealth, sensor suite, and using it as a local communication hub and relay, Glyfix can help coordinate his team while using combat analytics systems he developed to find and exploit any enemy weakness.
The CS upon learning of the Fraanid research sought to gain access to it but his shuttles failsafe destroyed the records they would need to track down the other Fraanid involved in the project and all the information they had gathered. Infuriated at the lost opportunity the CS leaders sentenced him to life in prison as they sought to extract all the information they could from him. Fortunately for Glyfix a daring breakout, aided by anti-CS factions, occurred and he was able to escape with several other prisoners.
With the aid of the CS enemy agents and other captives—D-Bees, mages, and rogues from across the wastes—the Fraanid escaped into the night, slipping past Coalition shock troops and vanishing into the wilderness. Seeking both safety from the ongoing CS hunt and purpose, Glyfix eventually found the Tomorrow Legion. There he was welcomed not as a curiosity or resource, but as an ally. Leaning into his instinctive affinity for both arcane science and mechanical creation, he devoted himself to building magitech drones designed for scouting, sabotage, and support. Over the years, he has assembled dozens of drones, each with a distinct role.
However the constant harassment of the CS against any D-bees and lingering fears from his imprisonment lead Glyfix to construct a human-sized mech chassis, powered by his now reconstructed shuttle that rests within its chest. This humanoid sized mech allows him to interact with the population at large without standing out so much. Taking this a step further he added several abilities to alter its shape and appearance. This allows the mech to disguise its appearance as a Coalition soldier, a wandering mercenary, or even a civilian. This trick has been invaluable for infiltration missions and for slipping through CS territory unseen. Unfortunately Glypix`s acting is terrible so he only uses it for casual encounters. But coupled with the mech's stealth systems and the shuttle's suite of sensors, weapons, and other tools Glyfix has developed quite the knack for scouting, infiltration, evasion, and espionage.
Now Glypix works as a field asset for the Tomorrow Legion, specializing in scouting and demolition. He is especially adept at breaking, bypassing, and sabotaging tech and takes particular pleasure at any bringing to ruin any CS systems he gets his hands on. He rarely fights directly, instead sending in swarms of drones, laying magical snares. Combining his mech’s stealth, sensor suite, and using it as a local communication hub and relay, Glyfix can help coordinate his team while using combat analytics systems he developed to find and exploit any enemy weakness.
Notes
[ +- ] Fraanid "Faerie Bot D-bees
Create character
[ +- ] Overview
• The name "Faerie Bot" is misleading. It comes from the spherical hover vehicles these tiny beings pilot, not from the creatures themselves. For decades, all that was seen were glowing orbs with stubby arms and legs, piloted by doll-like figures. Because the machines could fly, cast spells, and wield psionics, many assumed they were magical faeries. In truth, they are a race of small humanoids known as the Fraanids.
• Fraanids stand only 8–12 inches tall (0.2–0.3 m) and weigh just 1–2 lbs (0.45–0.9 kg). They have tiny humanoid bodies with two arms, two legs, and a large shield-shaped head, oversized black eyes, a small V-shaped nose, and a wide mouth. Their metallic or iridescent skin and toy-like proportions make them look almost artificial. They rarely leave their spherical hovercrafts, leading early scholars to believe they were robots or cyborgs. The nickname "Faerie Bot" stuck.
Nature
• Like Earth’s faeries, Faerie Bots are curious, mischievous, and fascinated with larger beings. Unlike them, they are mortal D-Bees who combine magic, psionics, and advanced technology. They are extremely inquisitive, often dismantling machines to study them — from power armor to Techno-Wizard devices. While they usually mean no harm, their tinkering often causes trouble, especially since they can rarely resist modifying or "improving" devices owned by others.
• Most are shy and elusive, fleeing when discovered, often leaving disassembled machines behind. Still, they can repair and reassemble devices three times faster than humans, and sometimes improve performance by 10–20%. Only true artificial intelligences and advanced computers confound them (-35% to work with).
Origins and Habitat
• Fraanids are believed to have come to Earth through a Rift sometime after the Great Cataclysm, first appearing about 25–30 years ago in southern Canada, Michigan, and the Coalition States — regions rich in industry and technology. For many years they maintained a Rift in old Detroit, traveling back and forth to their homeworld, but this Rift collapsed around 104 P.A. and they are now stranded.
• They seem to use a unique form of Techno-Wizardry to power their spherical vehicles, but no human has ever successfully studied one. If a Faerie Bot dies, its sphere crumbles into useless scrap.
• Today, they are extremely rare, with perhaps as few as 500 on Earth. They gather in groups of 3–12, but individuals often wander off alone or in pairs, exploring, adventuring, or attaching themselves to humans, Sasquatch, or other friendly D-Bees. They speak in squeaky, incomprehensible voices outside their spheres, but inside they use a universal translator that mimics human speech over radio.
Personality
• Faerie Bots are friendly, well-meaning, and enjoy helping companions, but their insatiable curiosity and need for only three hours of sleep per night frequently get them and their allies into trouble. They wander off, tinker with machinery that isn’t theirs, and often become unreliable — though never malicious.
• They prefer allies who are tolerant, curious, and mechanically inclined: Operators, Techno-Wizards, Grackle Tooth, Psi-Techs, Dog Boys, and humans. They dislike cruelty, oppression, and mindless violence, and will not remain with those who mistreat them.
Enemies
• They view most intelligent beings with fascination, but recognize demons and supernatural predators as threats. Strangely, they are fearful of Earth’s true Faerie Folk, dragons, and powerful magic users (other than Techno-Wizards).
[ +- ] Fraanid — Player Character
• Also Known As: Techno-Faeries, Bubble Faeries.
• True Name: Fraanids (frayn-ids).
• Alignment: Any, but most are Anarchist.
• Size: 8–12 inches (0.2–0.3 m).
• Weight: 1–2 lbs (0.45–0.9 kg).
• Life Span: 50–90 years (average 70). Some speculate they may be immortal.
• Average Level (NPCs): 1D4+4; PCs start at 1st or 2nd.
• Sleep: 3 hours per day.
• Attributes
•• M.A. 1D6+10 P.S. 1D6+2 P.P. 1D6+8 P.E. 1D6+10 P.B. 1D6+2 Spd. 2D6 (running, outside sphere)
• Combat
•• Hit Points: 2D6 + P.E.
•• S.D.C.: 1D4×10, plus physical skills. Must rely on magic or M.D.C. armor for protection.
•• M.D.C.: Gain 1D6 per level of experience.
•• Attacks per Melee: As per HtH training; psionic powers count as actions.
•• Bonuses: +1 initiative, +1 strike, +4 pull punch, +2 roll with punch/fall, +2 save vs possession, +3 save vs Horror Factor.
•• Psionic Defense: Need 10+ to save vs psionics/mind control.
• Abilities
•• Vision: Nightvision 300 ft (91 m), sharp eyesight.
•• Protective Membrane: Secondary eyelid works like polarized sunglasses.
•• Natural Mechanics: Can dismantle, repair, and rebuild machines three times faster than humans; can enhance performance by 10–20%. Computers and A.I. puzzle them (-35%).
• Psionics (Master Psychic):
•• Empathy
•• Object Read
•• Mind Bolt
•• Telemechanics
•• Telemechanic Mental Operation
•• Telemechanic Paralysis
• Magic (all at half normal strength, range, and duration):
•• Globe of Daylight
•• Ignite Fire
•• Fuel Flame
•• Fire Bolt
•• Call Lightning
•• Energy Bolt
•• Energy Field
•• Impervious to Energy
•• Telekinesis
•• Plus two spells of choice per level (from levels 1–4).
[ +- ] Exploratory Shuttle Craft
• All Faerie Bots possess a spherical hovercraft, roughly the size of a basketball, weighing 40–70 lbs (18–32 kg).
• Standard Features:
•• Always spherical, never larger.
•• 2–3 main arms (robotic utility arms; P.S. 1D6+12).
•• 1–2 secondary limbs or antennae (P.S. 1D4+5).
•• 2–4 retractable tool arms with interchangeable heads (wrenches, scanners, plasma torches, etc)
•• 1–2 light weapons (usually lasers, 2D6–3D6 M.D., range 2,000 ft/610 m).
•• Universal language translator (93% accuracy).
•• Tow line and grappling hook (30 ft, holds 500 lbs/225 kg).
•• Multi-optics system.
•• Proximity alarm (10 ft range).
•• Narrow/wide band radio.
•• Power source unknown, apparently limitless.
•• Propulsion unknown (possibly anti-gravity).
•• Flight: Hover or fly at up to 150 mph (240 km/h); cruise 10–30 mph. Ceiling at least 30,000 ft, possibly space-capable.
•• Underwater: Travels at 60 mph (96 km/h), depth up to 1 mile (1.6 km).
•• M.D.C. by Location: Arms 20 each; secondary/tool limbs 10 each; main body 120. Small size/fast speed makes it -3 to strike.
•• Self-Repair: Can regenerate 40 M.D.C. without tools. More extensive repair requires pilot effort and parts; if destroyed, takes 1D4+6 months to rebuild.
[ +- ] Techno-Wizard (TW)
Create character
Powers and abilities of a Techno-Wizard
1. The Techno-Wizard Has the Following Psionic Powers: Machine Ghost ( 1 2), Mind Block (4), Object Read (6), Speed Reading (2), Telemechanics ( 1 0), and Total Recall (2).
2. I.S.P. Base: Roll 4D6 plus the character`s M.E. number to determine the base Inner Strength Points. The Techno-Wizard is considered a Minor Psychic so he or she receives another I D4+ I I. S.P. per each additional level of experience.
3. Saving Throw Versus Psionic Attack: As a Minor Psychic, the character needs a 1 2 or higher to save vs psionics.
4. The Techno-Wizard starts with the following spells: Armor of Ithan (10), Blinding Flash (1), Breathe Without Air (5), Call Lightning (15), Cloak of Darkness (6), Deflect (10), Electric Arc (8), Energy Bolt (5), Energy Field (10), Fire Ball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Magic Net (7), Magic Shield (6), See the Invisible (4), Sense Magic (4), Shadow Meld (10), Superhuman Strength (10) and Telekinesis (8).
The core abilities of a Techno-Wizard revolve around the fusion of magic and technology.
Crafting and creation
Magical device creation: A TW can infuse magical properties into otherwise mundane technological items. This can be as simple as an armored helmet with an enchantment or as complex as a flying vehicle powered by magic.
Techno-Wizard conversions: A TW can convert standard technological gear to run off magical power sources like Potential Psychic Energy (PPE) or Inner Strength Points (ISP), effectively making them magical items.
Enchanted weapons and armor: TWs can create weapons with magical abilities, like guns that fire fireballs or lightning bolts instead of conventional ammo, and armor with mystical protections.
Magical vehicles: TWs can build anti-gravity vehicles and other specialized craft that are powered by ambient magical energy from ley lines.
Device operation
Machine empathy: TWs often develop a strong, almost telepathic connection to the devices they build, allowing them to operate them with an intuitive ease.
Custom upgrades: They can modify and upgrade existing TW gear with new enchantments and powers.
One-time gadgets: TWs can craft one-use "gadgets" that replicate the effect of any known spell.
Combat and utility
Magical ammo: TW guns are known for firing limitless ammo by generating energy bolts, providing a huge advantage over conventional firearms.
Vampire hunters: Specialized TWs create magitek devices designed to exploit supernatural weaknesses, such as squirt guns with infinite holy water ammo or flash grenades that simulate sunlight.
Spellcasting: A TW is a magic-user and retains the ability to cast spells normally, though they are often less proficient at traditional spellcasting than pure mages.
Limitations of a Techno-Wizard
Despite their versatility, Techno-Wizards face several significant limitations.
Dependency on materials and tools
Creation requires resources: Crafting TW items is time-consuming and expensive. It requires specialized tools, parts, and magical components like mystic gems.
Manual process: The hand-made nature of Techno-Wizardry means that mass production is difficult and most items are unique creations with the designer`s personal touch.
Vulnerabilities
Magic negation: TW devices can be nullified or destroyed by magical effects, such as a Dispel Magic spell.
Technology disruption: Since their devices still rely on technology, they can be vulnerable to tech-based attacks like electromagnetic pulses (EMPs), which can shut down or disable them.
Organic frailties: Most TWs are still flesh and blood, susceptible to mundane attacks, poisons, and other threats. Their power relies on their devices, not inherent physical abilities.
Political and economic challenges
Coalition hostility: In the Rifts setting, Techno-Wizardry is outlawed in the Coalition States, where practitioners are persecuted and exiled. This severely restricts their ability to operate freely.
Lack of profit: The black market for TW items pays a fraction of the retail price. This makes funding large-scale projects difficult, forcing many TWs to operate on a shoestring budget.
Game master oversight: Because of their potential for a wide range of custom-built powers, a TW`s abilities often require more input and oversight from the game master.
My main question remaining is the current setup sufficient to allow Glyfix to have/user drones, traps, etc. I figure that is his primary mode of presenting some of his aspects
Last edited August 30, 2025 3:44 pm
Aug 30, 2025 4:22 pm
@Psybermagi Yes your aspects grant you permission to use drones and traps. I think they're ready to go.
Aug 30, 2025 7:43 pm
Okay, I know I'm a little behind on this one, but I at least wanted to touch base on Lines & Veils so that people don't think I'm ignoring them. I'm generally pretty easy going on this kind of thing, the lines and veils established so far cover pretty much everything I'd be worried about.
There is one thing I figure I should be explicit on though: do we want to Line or Veil torture? Not because I have any intentions of going there personally, but the Coalition got up to some nasty stuff during the Siege and I had mentioned that Ylza has (at least) seen the camps up close and personal. I think "Graphic Violence" covers a lot of that, but we've still got mutilation (bionic implants forced on wizards to cut off their connection to PPE), and some body-horror adjacent medical implants. I don't want to squick anyone out by bringing that kind of thing up.
I've got a play date with my SO for the next few hours, but I should be able to get my last two aspects done and a character sheet submitted tonight.
... Also, I heard some questions about character sheets; are those turned over to the table or are people soliciting the GM directly? I've got a fair amount of experience with Rifts and FAE (though I tend to Stunt conservatively), but I didn't want to step on any toes with unsolicited opinions.
There is one thing I figure I should be explicit on though: do we want to Line or Veil torture? Not because I have any intentions of going there personally, but the Coalition got up to some nasty stuff during the Siege and I had mentioned that Ylza has (at least) seen the camps up close and personal. I think "Graphic Violence" covers a lot of that, but we've still got mutilation (bionic implants forced on wizards to cut off their connection to PPE), and some body-horror adjacent medical implants. I don't want to squick anyone out by bringing that kind of thing up.
I've got a play date with my SO for the next few hours, but I should be able to get my last two aspects done and a character sheet submitted tonight.
... Also, I heard some questions about character sheets; are those turned over to the table or are people soliciting the GM directly? I've got a fair amount of experience with Rifts and FAE (though I tend to Stunt conservatively), but I didn't want to step on any toes with unsolicited opinions.
Aug 30, 2025 9:18 pm
Torture : in the setting I can totally see it happening and do not feel the need to ignore or ban to subject but would prefer it as a veil where the content is presented as general statements as needed (X takes the prisoner to the other room for several minute . . .) with rolls or at the most kept in labeled spoilers with key info pulled out so it can be bypasses as needed
I am totally open to any /add table feedback as I only have limited experience with either the setting or game system.
Character submitted but still has some minor tweaks pending (mostly wording) but will call out to GM if any major changes are considered/done
I am totally open to any /add table feedback as I only have limited experience with either the setting or game system.
Character submitted but still has some minor tweaks pending (mostly wording) but will call out to GM if any major changes are considered/done
Last edited August 30, 2025 9:20 pm
Aug 30, 2025 11:12 pm
@Psybermagi some of your stunts don’t have a numerical value attached to them. Usually they add at least a +2 to an action.
Aug 31, 2025 12:46 am
@Celestine Thanks! I totally would have missed that.
@JoshuaMabry WRT Cal’s death wish I put it on par with Russel Crowe’s character in Gladiator if that helps. Wanting to be with his wife and child but hearing the "Not yet…" kind of thing. I guess it could be a compel in a situation where the outcome looks certain to Cal and the sacrifice would be worth something to him. I’m sorry if that is vague, I’m just a little unclear of what a compel entails.
To ask the question, say there is a grenade that is about to go off and Cal could save his friends by diving into it. You would compel the death wish and then Cal would jump on the grenade? Sorry if I’m being dense.
EDIT: Cal is submitted!
@JoshuaMabry WRT Cal’s death wish I put it on par with Russel Crowe’s character in Gladiator if that helps. Wanting to be with his wife and child but hearing the "Not yet…" kind of thing. I guess it could be a compel in a situation where the outcome looks certain to Cal and the sacrifice would be worth something to him. I’m sorry if that is vague, I’m just a little unclear of what a compel entails.
To ask the question, say there is a grenade that is about to go off and Cal could save his friends by diving into it. You would compel the death wish and then Cal would jump on the grenade? Sorry if I’m being dense.
EDIT: Cal is submitted!
Last edited August 31, 2025 12:47 am
Aug 31, 2025 3:04 am
JoshuaMabry says:
... some of your stunts don’t have a numerical value attached to them. Usually they add at least a +2 to an action.Last edited August 31, 2025 3:06 am
Aug 31, 2025 8:54 am
Personally, my line is being complicit or participating in administering torture. I don't want to do it. I don't want my character to do it. And I don't want to have my character look the other way to allow someone else to do it.
Torture is a bad thing employed by bad people. And I'm okay with it being used and even presented or even depicted, to demonstrate brutality or callousness. What it isn't and shouldn't be is a useful tool.
And just as a formality, I think we can agree that sexual content should be veiled. You can get up to whatever in your PMs.
Torture is a bad thing employed by bad people. And I'm okay with it being used and even presented or even depicted, to demonstrate brutality or callousness. What it isn't and shouldn't be is a useful tool.
And just as a formality, I think we can agree that sexual content should be veiled. You can get up to whatever in your PMs.
Aug 31, 2025 9:27 am
I do not trust my writing quality to be good enough for that kind of stuff even in PMs, heh.
Some questions for fleshing out the character and background:
Some questions for fleshing out the character and background:
- From what regions do the Xanatoans recruit candidates?
- What are the languages typically in use there?
- What are the naming conventions like in the world at the time, particularly for those who are taken into Xanatoa and raised there?
Aug 31, 2025 10:32 am
I've submitted a character, but I do wonder if my stunts are too restrictive looking at the other sheets floating around. >.<
Aug 31, 2025 12:14 pm
JoshuaMabry says:
@Edmund_Balworth Cal’s character sheet is incomplete.Aug 31, 2025 3:04 pm
GreyGriffin says:
I've submitted a character, but I do wonder if my stunts are too restrictive looking at the other sheets floating around. Aug 31, 2025 3:30 pm
Alright, I've submitted my character sheet for review (Background is currently empty, but with how much of it is covered by the Aspects I don't want to slow things down). The two new Aspects are a little longer, but I wanted to make their Compels more clear.
It might be worth pointing out that if you want other players to be able to see your character sheet, you'll need to click the little book next to the character in your list. In FATE games, I know I find it handy to know what Aspects are on the table, if only to suggest Compels (Fate Points are yummy, and Drama is compelling).
@GreyGriffin I think that's a reasonable restriction. From what I've seen of the other characters, I don't think that's going to be a problem for this group.
It might be worth pointing out that if you want other players to be able to see your character sheet, you'll need to click the little book next to the character in your list. In FATE games, I know I find it handy to know what Aspects are on the table, if only to suggest Compels (Fate Points are yummy, and Drama is compelling).
@GreyGriffin I think that's a reasonable restriction. From what I've seen of the other characters, I don't think that's going to be a problem for this group.
Aug 31, 2025 6:04 pm
I occurs to me that this is the most Careful I've seen in an FAE game. Like, ever.
Aug 31, 2025 6:51 pm
LoL, are you asking the GM to force a bit more risky behavior right it is the gate? Glyfix is still traumatized from his captivity, Cal Tan is obviously still suffering from his loss. Oh well, I guess we'll just have to go out there with a full kit and hope we don't encounter and troublesome situations. :)
Aug 31, 2025 8:05 pm
Merely observing. Generally my experience is that everyone takes Careful at +0, +1 at best. Here, we're all at +2. Even the prodigious psi-warrior that can punch out one of the four horsemen of the apocalypse. It's funny to me.
Aug 31, 2025 8:13 pm
In my case, there a few contributors. First, I tend to be risk-averse. My default array for FAE tends to include Quick followed immediately by Careful; I think it would be too one-note to have an array of Forceful+Quick+Flashy but then forego Sneaky/Careful/Clever, as I see some approaches as too adjacent (Forceful and Quick are close and Flashy is not too distant; Careful and Sneaky are close to each other). Finally, I think Careful is not a bad fit for a monk-with-the-serial-numbers-filed-off archetype.
I mostly wanted to play a character who is Forceful in all three of mêlée, magic/psi, and social situations, so I picked Forceful for that and Quick to not be a clumsy brute. Careful fills in a lot of the 'thoughtful or slow-and-steady' territory that is both good for the concept (noticing stuff, doing delicate slow work) and my own manner of playing.
I mostly wanted to play a character who is Forceful in all three of mêlée, magic/psi, and social situations, so I picked Forceful for that and Quick to not be a clumsy brute. Careful fills in a lot of the 'thoughtful or slow-and-steady' territory that is both good for the concept (noticing stuff, doing delicate slow work) and my own manner of playing.
Aug 31, 2025 8:48 pm
Ah, the characters. I though you were talking about the game setup. I myself have been debating if Glyfix is more careful or quick. Clever is his dominant approach and forceful his least, with flashy just above that. I have been debating between having his captivation push the careful over the quick. I will have to go back over my origin story and decide how deeply the captivity would have impacted him vs his peoples natural inclinations.
@Celestine : I don't think I ever responded to your question about your arsenal. That totally is something Glyfix would want to do.
I was also planning to talk about passing out communication devices to the team, I think my aspects should cover that.
I noticed the other characters have several narrative Aspects while mine are primarily functional. Several of mine overlap so I am working on merging some and getting one or two as more related to my own character origin.
# Primary:Techno-Wizard Drone Smith
"Why fight face to face when I have magic and drones?"
Having spent years developing their Techno-Wizardry, Glifix has accumulated dozens of designs. Integrating key pieces into magitech automotones, Glyfix now commands dozens of drones that act as his eyes, ears, hands, and spell conduits, allowing him to stay hidden while his creations do the dirty work. Each part of the Swarm can be remote piloted, operate autonomously, or coordinate as part of the collective drone swarm gestalt.
# Trouble:Coalition States Fugitive
Glyfix was put onto the CS radar early in his time on earth due to his activities in coordinating several Fraanid research teams and soon captured. His subsequent resistance as a prisoner and escape angered and embarrassed key CS Officers and Officials. Glyfix has no idea who it is but it is clear they have some clout. He believes he has so far managed to keep his current career as a Tomorrow Legion agent separate from his Fraanid identity. But with his ongoing success in his new career he likely has a dossier created on his current activities and should his two identities be linked it is only a matter of time till the CS moves on him once more. Glyfix’s trauma from the imprisonment runs deep, and Coalition symbols trigger both fear and fury. His emotions can cloud his judgment, especially when a chance for revenge presents itself.
# Fraanid Artificer Mystic Tech Tinkerer
Glyfix is a brilliant craftsman, equal parts arcane engineer and psionic machine manipulator. A mere 13 inches tall with a massive intellect with exceptional psionic/magical aptitude. While he is vulnerable outside his personal spherical shuttle, which each Fraanid has and never leaves, but devastating from within it. Like all Fraanid his exceptional understanding of devices allows them to intuitively dismantle, modify, and rebuild almost any technology, while their psionic abilities, especially Telemechanics, let them interface directly with machines using their minds.
# Information & Systems Analyst
Originally a peaceful visitor and interdimensional researcher, Glyfix specialized in project and research integration. Now he has taken those skills and uses them to keep his team safe and thwart the opposition on and off the battlefield. As a master of observation, analysis, and data manipulation he uses a variety of systems, his own and those that have not been properly hardened against his intrusion, to monitor and direct events to his advantage.
# Infiltration Mech
After his escape Glyfix decided to take the fight to the CS but needed to do so without attracting too much attention. To accomplish this he created a mech that can host his shuttle while able transform into human-scale forms, project false identities, and entirely mask its presence with ease. This combination of disguise and Stealth makes for an ideal Infiltration agent. Unfortunately Glyfix’s wooden performance often gives him away in social settings unless he keeps things brief and quiet.
With the help of his shapeshifting mech, drones, and cloaking fields, Glyfix excels at slipping past defenses, undermining infrastructure, and vanishing without a trace.
# Information Broker
After the Rift the Fraand used to come to earth closed, Glyfix aided in the dimensional research before he was captured by the CS. His knack for being able to integrate had him working with many Fraanid and their allies. After escaping from prison Glyfix maintained many of these contracts to create an information network. While primarily used as a scientific exchange he is so able to kebab his widespread finest for a variety of information.
# Tomorrow Legion Saboteur
Upon joining tht Legion Glyfix was trained to turn his magitech abilities a method that allowed him to hit the enemy tech where it hurts. Whether laying magical traps, disrupting systems, or directing coordinated strikes from afar. While he serves the Tomorrow Legion with precision and focus, his real passion lies in dismantling Coalition assets, system by system, brick by brick. He is also adept at finding and traps and identifying and exploiting weakness of any complex system, especially technology. He’s determined to turn Earth into a safer, freer place, one explosion at a time if he has to.
@Celestine : I don't think I ever responded to your question about your arsenal. That totally is something Glyfix would want to do.
I was also planning to talk about passing out communication devices to the team, I think my aspects should cover that.
I noticed the other characters have several narrative Aspects while mine are primarily functional. Several of mine overlap so I am working on merging some and getting one or two as more related to my own character origin.
[ +- ] Revised Aspects
# Primary:Techno-Wizard Drone Smith
"Why fight face to face when I have magic and drones?"
Having spent years developing their Techno-Wizardry, Glifix has accumulated dozens of designs. Integrating key pieces into magitech automotones, Glyfix now commands dozens of drones that act as his eyes, ears, hands, and spell conduits, allowing him to stay hidden while his creations do the dirty work. Each part of the Swarm can be remote piloted, operate autonomously, or coordinate as part of the collective drone swarm gestalt.
# Trouble:Coalition States Fugitive
Glyfix was put onto the CS radar early in his time on earth due to his activities in coordinating several Fraanid research teams and soon captured. His subsequent resistance as a prisoner and escape angered and embarrassed key CS Officers and Officials. Glyfix has no idea who it is but it is clear they have some clout. He believes he has so far managed to keep his current career as a Tomorrow Legion agent separate from his Fraanid identity. But with his ongoing success in his new career he likely has a dossier created on his current activities and should his two identities be linked it is only a matter of time till the CS moves on him once more. Glyfix’s trauma from the imprisonment runs deep, and Coalition symbols trigger both fear and fury. His emotions can cloud his judgment, especially when a chance for revenge presents itself.
# Fraanid Artificer Mystic Tech Tinkerer
Glyfix is a brilliant craftsman, equal parts arcane engineer and psionic machine manipulator. A mere 13 inches tall with a massive intellect with exceptional psionic/magical aptitude. While he is vulnerable outside his personal spherical shuttle, which each Fraanid has and never leaves, but devastating from within it. Like all Fraanid his exceptional understanding of devices allows them to intuitively dismantle, modify, and rebuild almost any technology, while their psionic abilities, especially Telemechanics, let them interface directly with machines using their minds.
# Information & Systems Analyst
Originally a peaceful visitor and interdimensional researcher, Glyfix specialized in project and research integration. Now he has taken those skills and uses them to keep his team safe and thwart the opposition on and off the battlefield. As a master of observation, analysis, and data manipulation he uses a variety of systems, his own and those that have not been properly hardened against his intrusion, to monitor and direct events to his advantage.
# Infiltration Mech
After his escape Glyfix decided to take the fight to the CS but needed to do so without attracting too much attention. To accomplish this he created a mech that can host his shuttle while able transform into human-scale forms, project false identities, and entirely mask its presence with ease. This combination of disguise and Stealth makes for an ideal Infiltration agent. Unfortunately Glyfix’s wooden performance often gives him away in social settings unless he keeps things brief and quiet.
With the help of his shapeshifting mech, drones, and cloaking fields, Glyfix excels at slipping past defenses, undermining infrastructure, and vanishing without a trace.
# Information Broker
After the Rift the Fraand used to come to earth closed, Glyfix aided in the dimensional research before he was captured by the CS. His knack for being able to integrate had him working with many Fraanid and their allies. After escaping from prison Glyfix maintained many of these contracts to create an information network. While primarily used as a scientific exchange he is so able to kebab his widespread finest for a variety of information.
# Tomorrow Legion Saboteur
Upon joining tht Legion Glyfix was trained to turn his magitech abilities a method that allowed him to hit the enemy tech where it hurts. Whether laying magical traps, disrupting systems, or directing coordinated strikes from afar. While he serves the Tomorrow Legion with precision and focus, his real passion lies in dismantling Coalition assets, system by system, brick by brick. He is also adept at finding and traps and identifying and exploiting weakness of any complex system, especially technology. He’s determined to turn Earth into a safer, freer place, one explosion at a time if he has to.
Last edited September 1, 2025 12:33 pm
Sep 1, 2025 8:27 am
@JoshuaMabry, I hope my questions didn't get lost?
Meanwhile, I'm thinking of more Aspects. I think of the remaining two, I'm inclined to go with Graduate of the Decade for one, representing a combination remarkable proficiency with the monastery's teachings as well as the correspondingly high expectations/reputations in situations when others know of this distinction (which likely includes anyone involved in the recruitment for the Legion and probably many legionnaires, for starters).
I'm still thinking on the seventh one. And about the background details that may be influenced by unanswered questions. Actually, now that I see some glimpses of what kind of other species are available in the setting, I wonder if there's a full list I can find somewhere? Because the wiki seemed sparsely populated.
Meanwhile, I'm thinking of more Aspects. I think of the remaining two, I'm inclined to go with Graduate of the Decade for one, representing a combination remarkable proficiency with the monastery's teachings as well as the correspondingly high expectations/reputations in situations when others know of this distinction (which likely includes anyone involved in the recruitment for the Legion and probably many legionnaires, for starters).
I'm still thinking on the seventh one. And about the background details that may be influenced by unanswered questions. Actually, now that I see some glimpses of what kind of other species are available in the setting, I wonder if there's a full list I can find somewhere? Because the wiki seemed sparsely populated.
Sep 1, 2025 3:14 pm
vicky_molokh says:
I do not trust my writing quality to be good enough for that kind of stuff even in PMs, heh.Some questions for fleshing out the character and background:
- From what regions do the Xanatoans recruit candidates?
- What are the languages typically in use there?
- What are the naming conventions like in the world at the time, particularly for those who are taken into Xanatoa and raised there?
Sep 1, 2025 3:17 pm
JoshuaMabry says:
Some recruits adopt new names during training.Sep 1, 2025 3:27 pm
JoshuaMabry says:
@vicky_molokh I’ll let you decide that.Sep 2, 2025 12:44 am
The important thing to understand about most races and cultures in Rifts is that Kevin Simbieda got really excited by something he saw on the History channel, got pumped enough to write 2 pages about it, then moved on to the next thing. The wiki is pretty sparse because adding more information would be either speculation or copyright infringement.
That utterly deranged energy is part of what makes the setting fascinating, but sensitivity, depth, and subtle thematic interplay is something you bring to your reading of it.
That utterly deranged energy is part of what makes the setting fascinating, but sensitivity, depth, and subtle thematic interplay is something you bring to your reading of it.
Sep 2, 2025 4:19 am
OK my character is about ready. Simplified/streamlined the aspects and background a bit. A couple last questions.
1. How often are Fate points expected to be used/recovered? The last couple games I played were mostly story/role play but few fate points were exchanged via invoking or compelling. Still learning this an willing to picking it up on the fly but as of now I am unsure when I will/should invoke/compel
2. My last stunt is something I want to reflect my characters use of preparation/magic/tech to overcome/resist others. Here is what I have but I think it is too much so am looking for feedback/suggestions. Options I came up with would require time to bring the needed tool to bear or only have this as a defensive response/reaction
The mech, drones, and any of several devices allow Glyfix to overcome challenges he might otherwise have trouble with. Roll using Clever instead of other approach after analyzing a situating by using Magi-Tech to overcome all situations
1. How often are Fate points expected to be used/recovered? The last couple games I played were mostly story/role play but few fate points were exchanged via invoking or compelling. Still learning this an willing to picking it up on the fly but as of now I am unsure when I will/should invoke/compel
2. My last stunt is something I want to reflect my characters use of preparation/magic/tech to overcome/resist others. Here is what I have but I think it is too much so am looking for feedback/suggestions. Options I came up with would require time to bring the needed tool to bear or only have this as a defensive response/reaction
Quote:
Analytical Tecnomancy compensationThe mech, drones, and any of several devices allow Glyfix to overcome challenges he might otherwise have trouble with. Roll using Clever instead of other approach after analyzing a situating by using Magi-Tech to overcome all situations
Last edited September 2, 2025 4:20 am
Sep 2, 2025 7:03 am
So, I don't play a lot of Fate, but when it comes to narrative games that offer conditional bonuses, I feel it's kind of important for them to be reasonably conditional. A stunt that says my character is right-handed, and thus gets a bonus to fight when using their right hand, is hardly conditional.
What you've got there is basically saying you want your Clever to be 2 higher as long as you're not doing something grossly out of character. That's not terribly conditional. And that's basically covered by your existing aspects.
While stunts can definitely be utilitarian, I think the intent is that they are either useful when you've made sure the situation is to your advantage, or they are something that can be strategically acted against. You want to ask - when doesn't this apply? And making the conditions where it doesn't work an interesting story beat or a tactical or narrative challenge to work around.
So, I mean, I think you want to back up and ask what you want to get out of that one. It feels entirely too broad, to me.
I'm a little concerned that a few of my stunts are too broad and am looking at ways to make them a bit more interesting and conditional myself.
What you've got there is basically saying you want your Clever to be 2 higher as long as you're not doing something grossly out of character. That's not terribly conditional. And that's basically covered by your existing aspects.
While stunts can definitely be utilitarian, I think the intent is that they are either useful when you've made sure the situation is to your advantage, or they are something that can be strategically acted against. You want to ask - when doesn't this apply? And making the conditions where it doesn't work an interesting story beat or a tactical or narrative challenge to work around.
So, I mean, I think you want to back up and ask what you want to get out of that one. It feels entirely too broad, to me.
I'm a little concerned that a few of my stunts are too broad and am looking at ways to make them a bit more interesting and conditional myself.
Last edited September 2, 2025 7:09 am
Sep 2, 2025 1:46 pm
Thanks GreyGriffin, that helps.
I lost track of the fact it is to be conditional and was looking to combine several similar ideas and ended up combining them into a big mess.
So to keep it simple, conditional, and a single idea I ended up with a couple ideas:
+ 2 on rolls vs being captured, restrained, or incapacitated
or
Once per session Glyfix can avoid any effect or condition that would restrain or incapacitated him in any way
How do those look? Suggestions?
I lost track of the fact it is to be conditional and was looking to combine several similar ideas and ended up combining them into a big mess.
So to keep it simple, conditional, and a single idea I ended up with a couple ideas:
+ 2 on rolls vs being captured, restrained, or incapacitated
or
Once per session Glyfix can avoid any effect or condition that would restrain or incapacitated him in any way
How do those look? Suggestions?
Last edited September 2, 2025 1:58 pm
Sep 3, 2025 3:42 pm
4 Years Ago
Cal looked from the datapad to the dispatcher, blinking, confusion evident on his face. The man, a lean angular faced elf with an immaculate uniform and meticulously cared for hair nodded slightly. "I have verified it three times, Major Tan... It is authentic." Cal's confused expression did not leave his face as he absently handed the pad back to the courier. The elf took the pad and immediately moved off along the fortifications while Cal stared out past the wall, to the plain where the Coalition arrayed it's strength.
Desperation. Cal knew the feeling... knew it's ability to push a person past lines and moral barriers into a place where true freedom existed. A freedom free of the consequences of action. A freedom terrifying to behold. But this... Cal heard the approach of Gnurl as the massive ogre asked pardon squeezing between troops moving with brisk purpose across the wall top. The imposing man stepped next to Cal letting his giant war hammer clang to the wall as Gnurl used it to lean and gaze out at the Coalition forces.
Silence passed as the two men stared. A flurry of preparations echoed all around them. At length, Gnurl sighed loudly and spoke in his gravely voice. "'s True, Cal?" Cal turned to look at the ogre who remained staring out across the field. The crimson light of the setting sun cast shadows on Gnurl's face, making him seem older, weary and weatherworn. Cal nodded, unable to speak the words. Gnurl continued, "Creed... D'Bees is a ting... But dis..." Cal nodded in agreement.
"...I can't..." Cal began, Gnurl turned and leveled a stare at Cal. His bloodshot eyes showing a weariness that went beyond mere exhaustion. Still, the ogre's eyes carried a compassion that so many could miss from such an imposing figure. "...You don't av to Cal. I'll stan in place. Yer tired... Rest... Sleep... Think abou yer family." Cal read the ogre's message under his words. Gnurl was going to do what Cal couldn't... wouldn't. Cal regarded the ogre anew, marveling again at how this man had changed all perception Cal had held of his species. Gnurl was not lustful for battle, he didn't want to fight, he just wanted to do what needed to be done. He carried the weight when others couldn't. He held when others broke. He supported when others fled. He did the right thing when others chose the easy. He was at the heart of what Tolkeen stood for... Cal's brow furrowed. What Tolkeen used to stand for... Cal raised a hand to press against Gnurl's chest. The ogre nodded at Cal and then moved off to convene with the other battalion psychics and magicians.
Cal turned to look back out at the Coalition forces. His mind wandered as he stared blankly. Those men were evil, Cal knew. Their supremacist propaganda hid their veiled sadistic need to be in control and condemn others. They were wrong in the most fundamental way and deserved death. Still... Cal wondered if some of that condemnation would be deserved after today.
Cal continued to watch, unsure of just how much time had passed. Suddenly, he felt the rising wave of power and magic building within the walls of Tolkeen. Cal flinched as that wave crashed out from the wall and broke in the fields before the attacking army. Tears in space and reality began appearing and all literal hell broke loose. Demon's and devil's raced out of the rifts like a malevolent wave sweeping too far into shore. The sounds of distorted cries, chants and anguish made Cal wince despite the distance. A wrongess permeated the air and Cal felt his stomach turn. The Sorcerer's Revenge had begun... and Cal couldn't help but feel like the soul of Tolkeen was being ravaged as much as the soldiers of the Coalition.
[ +- ] ️🔥Mood Music
Desperation. Cal knew the feeling... knew it's ability to push a person past lines and moral barriers into a place where true freedom existed. A freedom free of the consequences of action. A freedom terrifying to behold. But this... Cal heard the approach of Gnurl as the massive ogre asked pardon squeezing between troops moving with brisk purpose across the wall top. The imposing man stepped next to Cal letting his giant war hammer clang to the wall as Gnurl used it to lean and gaze out at the Coalition forces.
Silence passed as the two men stared. A flurry of preparations echoed all around them. At length, Gnurl sighed loudly and spoke in his gravely voice. "'s True, Cal?" Cal turned to look at the ogre who remained staring out across the field. The crimson light of the setting sun cast shadows on Gnurl's face, making him seem older, weary and weatherworn. Cal nodded, unable to speak the words. Gnurl continued, "Creed... D'Bees is a ting... But dis..." Cal nodded in agreement.
"...I can't..." Cal began, Gnurl turned and leveled a stare at Cal. His bloodshot eyes showing a weariness that went beyond mere exhaustion. Still, the ogre's eyes carried a compassion that so many could miss from such an imposing figure. "...You don't av to Cal. I'll stan in place. Yer tired... Rest... Sleep... Think abou yer family." Cal read the ogre's message under his words. Gnurl was going to do what Cal couldn't... wouldn't. Cal regarded the ogre anew, marveling again at how this man had changed all perception Cal had held of his species. Gnurl was not lustful for battle, he didn't want to fight, he just wanted to do what needed to be done. He carried the weight when others couldn't. He held when others broke. He supported when others fled. He did the right thing when others chose the easy. He was at the heart of what Tolkeen stood for... Cal's brow furrowed. What Tolkeen used to stand for... Cal raised a hand to press against Gnurl's chest. The ogre nodded at Cal and then moved off to convene with the other battalion psychics and magicians.
Cal turned to look back out at the Coalition forces. His mind wandered as he stared blankly. Those men were evil, Cal knew. Their supremacist propaganda hid their veiled sadistic need to be in control and condemn others. They were wrong in the most fundamental way and deserved death. Still... Cal wondered if some of that condemnation would be deserved after today.
Cal continued to watch, unsure of just how much time had passed. Suddenly, he felt the rising wave of power and magic building within the walls of Tolkeen. Cal flinched as that wave crashed out from the wall and broke in the fields before the attacking army. Tears in space and reality began appearing and all literal hell broke loose. Demon's and devil's raced out of the rifts like a malevolent wave sweeping too far into shore. The sounds of distorted cries, chants and anguish made Cal wince despite the distance. A wrongess permeated the air and Cal felt his stomach turn. The Sorcerer's Revenge had begun... and Cal couldn't help but feel like the soul of Tolkeen was being ravaged as much as the soldiers of the Coalition.
Last edited September 3, 2025 4:00 pm
Sep 3, 2025 6:37 pm
I'm making some finishing touches. For the name, I'm settling on Goizeder Fort, without the fancy semantic name.
For the two remaining Aspects, these are I'm thinking of. Are they suitable?
Aspect 6: Graduate of the Decade
Was the best student of the decade, becoming proficient in everything the monastery offered. Has a corresponding reputation among those who know of Xanatoa's graduates, which comes with accordingly high expectations.
Aspect 7: Deception-Derailing Destiny
Where the graduate gets involved, lies and trickery go awry. This seems to take varying forms, such as liars getting tongue-tied or otherwise failing to convince the mark, truth coming out at the most inconvenient moment, the lie turning out to be true but to the detriment of the liar, or the mark and not the liar benefitting from the lie. Note that this is a two-edged sword: the quirky destiny affects both the graduate and the interlocutors.
ID: Goizeder Fort

For the two remaining Aspects, these are I'm thinking of. Are they suitable?
Aspect 6: Graduate of the Decade
Was the best student of the decade, becoming proficient in everything the monastery offered. Has a corresponding reputation among those who know of Xanatoa's graduates, which comes with accordingly high expectations.
Aspect 7: Deception-Derailing Destiny
Where the graduate gets involved, lies and trickery go awry. This seems to take varying forms, such as liars getting tongue-tied or otherwise failing to convince the mark, truth coming out at the most inconvenient moment, the lie turning out to be true but to the detriment of the liar, or the mark and not the liar benefitting from the lie. Note that this is a two-edged sword: the quirky destiny affects both the graduate and the interlocutors.
[ +- ] Full Character Sheet
ID: Goizeder Fort
Aspects
High Concept: Brawny Psi-Warrior Prodigy
Notes
Notes
A graduate of the Xanatoa monastery, with a good physique and thorough training in the appropriate disciplines, such as psionic sword and shield combat, telekinesis, extrasensory awareness, and bio-psionics (including healing).
Trouble: Finally, Free to Choose My Own Path!
Notes
Notes
The seers' preaching has been annoying, and thankfully it's over now, and I can make my own decisions about right and wrong without their dogmas. Though they do sometimes make sense, yet at other times they are needlessly stifling. Things are complicated.
Likely Compels may vary, representing a conflicted attitude towards the teachings of the seers: urges to follow the code (e.g. helping the weak, sparing an enemy) or rebel against it (e.g. acting greedy, indulging in luxury). On the plus side, this stubbornness can be Invoked positively to resist others' attempt to influence the graduate's course of action (e.g. intimidation, persuasion, mind control).
Likely Compels may vary, representing a conflicted attitude towards the teachings of the seers: urges to follow the code (e.g. helping the weak, sparing an enemy) or rebel against it (e.g. acting greedy, indulging in luxury). On the plus side, this stubbornness can be Invoked positively to resist others' attempt to influence the graduate's course of action (e.g. intimidation, persuasion, mind control).
Aspect 3: Unlikely Friendships
Notes
Notes
Despite not having spent long in the outer world, the graduate already managed to establish many odd friendships. This can be beneficial when calling onto help in the most unusual of situations (positive Invocations and Story Details), but help requests are a two-way street (Compels). On another note, this uncanny predisposition sometimes helps turning even former adversaries into allies.
Aspect 4: Moments of Unity with the Universe
Notes
Notes
It's not entirely clear whether it's a result of the seers' training, or an innate ability merely awakened by the monastery's influence, but the graduate occasionally experiences moments of establishing a deeper connection to the universe, becoming one with the flow.
Usually this manifests in extrasensory insights (such as prophetic visions, detection of traps and dangers, or awareness of ulterior motives). Less commonly, it takes the form of 'fitting in' despite seemingly being a fish out of water (e.g. surviving in the wilderness, being overlooked in a crowd, pretending to be one of the new interns).
Usually this manifests in extrasensory insights (such as prophetic visions, detection of traps and dangers, or awareness of ulterior motives). Less commonly, it takes the form of 'fitting in' despite seemingly being a fish out of water (e.g. surviving in the wilderness, being overlooked in a crowd, pretending to be one of the new interns).
Aspect 5: No Brainiac, But Hella Educated
Notes
Notes
The graduate was never particularly witty nor a bookworm (and certainly doesn't look the type, being often mistaken for a simple thug), but the seers sure did a good job of dispensing a wide selection of knowledge - philosophy and logic, physiology and medicine, thaumatology and science, literature and arts. If there's a moment to take a deep breath and recall those teachings, they can come in handy.
Aspect 6: Graduate of the Decade
Notes
Notes
Was the best student of the decade, becoming proficient in everything the monastery offered. Has a corresponding reputation among those who know of Xanatoa's graduates, which comes with accordingly high expectations.
Aspect 7: Deception-Derailing Destiny
Notes
Notes
Where the graduate gets involved, lies and trickery go awry. This seems to take varying forms, such as liars getting tongue-tied or otherwise failing to convince the mark, truth coming out at the most inconvenient moment, the lie turning out to be true but to the detriment of the liar, or the mark and not the liar benefitting from the lie. Note that this is a two-edged sword: the quirky destiny affects both the graduate and the interlocutors.
Approaches
Careful: +2
Notes
Notes
A Careful action is when you pay close attention to detail and take your time to do the job right. Lining up a long-range arrow shot. Attentively standing watch. Disarming a bank’s alarm system.
Clever: +0
Notes
Notes
A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Fixing a computer.
Flashy: +1
Notes
Notes
A Flashy action draws attention to you; it’s full of style and panache. Delivering an inspiring speech to your army. Embarrassing your opponent in a duel. Producing a magical fireworks display.
Forceful: +3
Notes
Notes
A Forceful action isn’t subtle—it’s brute strength. Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell.
Quick: +2
Notes
Notes
A Quick action requires that you move quickly and with dexterity. Dodging an arrow. Getting in the first punch. Disarming a
bomb as it ticks 3… 2… 1…
bomb as it ticks 3… 2… 1…
Sneaky: +1
Notes
Notes
A Sneaky action is done with an emphasis on misdirection, stealth, or deceit. Talking your way out of getting arrested. Picking a
pocket. Feinting in a sword fight.
pocket. Feinting in a sword fight.
Stunts
Gather Inner Strength
Notes
Notes
Because I've been taught to turn my will into a mighty force, I get +2 to Forcefully Create an Advantage on my Psionic Aspects (personal and situational ones).
Empowered Attacks
Notes
Notes
Because my fighting style is focused on mighty, well-prepared attacks, I get +2 to Forceful physical Attacks when I have at least one Free Invocation from Gather Inner Strength when making the roll.
Psionic Fortitude
Notes
Notes
Because I reflexively use telekinesis both to block attacks and soften the ones that hit, I get +2 to Forcefully Defend against physical Attacks.
Legendary Scale (2 Stunts)
Notes
Notes
Because the psi-warrior prodigy is the graduate of the decade, operate at Legendary Scale (that's 3 scales better than a mundane mortal).
FP, Stress, Consequences
Fate Points: 5
Refresh: 5
Stress:
Consequences:
Mild (2):
Moderate (4):
Severe (6):
Refresh: 5
Stress:
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Description and Notes
Brief Autobiography
Notes
Notes
I remember very little of my life before Xanatoa. I was born in one of the scavenger villages. Everything seemed one step away from disaster all the time. I was a tough and driven but not particularly bright kid. At some point, a wanderer came to our village, spent three days in it while observing everyone, paid handsomely for the food and lodging, and talked the locals. Her name was Shui and later I found out that she is Xanatoa's . . . talent scout of sorts.
On the morning before Shui's departure, she and my parents gathered to tell me that a brighter path is open to me, and that Shui agreed to take me on this path. Later it became clear that this was a lie, and instead Shui bribed the Forts to part with me, because she discerned my predispositions towards psionics. That lie bit both her and them in the behind several times after that, but that's another story.
I spent about a couple decades after that in Xanatoa. Life was spartan, perhaps in some ways harsher than in the village, though the seers were more caring. Caring yet strict. Strict yet idealistic. Too idealistic.
I understood that this is an opportunity not everyone gets, so I worked and trained as hard as I could. I knew that eventually, graduates of the monastery are sent out to make their own place in the world as they see fit. I waited patiently for that day. I kept my head down and tried not to argue too much even when the teachings were clearly plagued by ivory-tower naïvete. But I soon learned that ouright lying about my opinions was not the way to go - that never ended well.
Time went by. I worked hard to be the best in my cohort at anything the seers taught. They acknowledged my proficiency, though were always concerned about my attitude and future. And yet, when graduation day come, they praised me as having bested everyone within the past ten years.
Since that day, I am finally free. I can make my own choices without needing to bow to old dogmatics. I started looking for ways to apply my capabilities in a way that will be appreciated in the outside world. Apparently the Tomorrow Legion was already informed when I graduated, and reached out to me. I said 'why not'. I can always change my mind later and take a different path.
On the morning before Shui's departure, she and my parents gathered to tell me that a brighter path is open to me, and that Shui agreed to take me on this path. Later it became clear that this was a lie, and instead Shui bribed the Forts to part with me, because she discerned my predispositions towards psionics. That lie bit both her and them in the behind several times after that, but that's another story.
I spent about a couple decades after that in Xanatoa. Life was spartan, perhaps in some ways harsher than in the village, though the seers were more caring. Caring yet strict. Strict yet idealistic. Too idealistic.
I understood that this is an opportunity not everyone gets, so I worked and trained as hard as I could. I knew that eventually, graduates of the monastery are sent out to make their own place in the world as they see fit. I waited patiently for that day. I kept my head down and tried not to argue too much even when the teachings were clearly plagued by ivory-tower naïvete. But I soon learned that ouright lying about my opinions was not the way to go - that never ended well.
Time went by. I worked hard to be the best in my cohort at anything the seers taught. They acknowledged my proficiency, though were always concerned about my attitude and future. And yet, when graduation day come, they praised me as having bested everyone within the past ten years.
Since that day, I am finally free. I can make my own choices without needing to bow to old dogmatics. I started looking for ways to apply my capabilities in a way that will be appreciated in the outside world. Apparently the Tomorrow Legion was already informed when I graduated, and reached out to me. I said 'why not'. I can always change my mind later and take a different path.
Last edited September 4, 2025 3:16 pm
Sep 4, 2025 8:00 pm
Seems all set then.
I was hesitant when I was joining, but I gradually became more hyped for this as I thought through the concept, and now I'm eager to start, even though the world is largely unknown to me (and so I'm expecting to play through discovery thereof both IC and OOC).
One PC I can't open though is Cal Tan.
I was hesitant when I was joining, but I gradually became more hyped for this as I thought through the concept, and now I'm eager to start, even though the world is largely unknown to me (and so I'm expecting to play through discovery thereof both IC and OOC).
One PC I can't open though is Cal Tan.
Sep 4, 2025 11:03 pm
Sorry! I think I had made the previous sheet public. Updated! Awesome character @vicky_molokh
How do I see the other characters? I’ve been reading through things that get posted here and they’ve been great, but I don’t know how to see actual character sheets
How do I see the other characters? I’ve been reading through things that get posted here and they’ve been great, but I don’t know how to see actual character sheets
Last edited September 4, 2025 11:04 pm
Sep 4, 2025 11:12 pm
At the bottom of your screen there should be a red bar with Characters, Threads, and Game Details. If you click the Characters text, it'll bring up a sub menu with each player and their character sheets. If the shert hasn't been made public though, it'll bring you to a "No Character Found" page.
Last edited September 4, 2025 11:14 pm
Sep 4, 2025 11:21 pm
Edmund_Balworth says:
Sorry! I think I had made the previous sheet public. Updated! Awesome character @vicky_molokhHow do I see the other characters? I’ve been reading through things that get posted here and they’ve been great, but I don’t know how to see actual character sheets
Sep 4, 2025 11:57 pm
Sometimes the graphic is out of sync with the actual sharing.
@Edmund_Balworth just click it once then refresh the screen.
@Edmund_Balworth just click it once then refresh the screen.
Last edited September 5, 2025 3:41 am
Sep 5, 2025 12:14 pm
Wow, @Celestine! I never noticed that red bar...
OK, I think I have it now. When I went to my characters it was again not public, I clicked the public (It didn't show it as highlighted like you were talking about @Psybermagi so I just left the screen and went back and it's highlighted).
OK, I think I have it now. When I went to my characters it was again not public, I clicked the public (It didn't show it as highlighted like you were talking about @Psybermagi so I just left the screen and went back and it's highlighted).
Sep 5, 2025 12:21 pm
I can now see Cal.
Now, a thought: At the moment the first chapter of the new story starts, are our PCs supposed to be already well-acquainted, or are they meeting for the first time? If it's the former, it might be nice to start a thread for how our PCs were all gathered in one place and met each other for the first time - for RP warm-up, to learn a bit about each other's PCs in an actual interaction, and to pass the time (though I expect that the thread would end up running in parallel to the actual adventure, as a flashback of sorts).
(This is, of course, just a proposal, since I'm not the GM.)
Now, a thought: At the moment the first chapter of the new story starts, are our PCs supposed to be already well-acquainted, or are they meeting for the first time? If it's the former, it might be nice to start a thread for how our PCs were all gathered in one place and met each other for the first time - for RP warm-up, to learn a bit about each other's PCs in an actual interaction, and to pass the time (though I expect that the thread would end up running in parallel to the actual adventure, as a flashback of sorts).
(This is, of course, just a proposal, since I'm not the GM.)
Sep 5, 2025 12:29 pm
Your characters are all members of the Tomorrow Legion, and so can be assigned to work together. So they don’t have to know each other from the outset. I’ll leave that decision up to you all.
I’ll try and get the first post up today.
I’ll try and get the first post up today.
Sep 5, 2025 1:17 pm
First post of the the first thread is up here.
Sep 5, 2025 3:58 pm
vicky_molokh says:
I can now see Cal.Now, a thought: At the moment the first chapter of the new story starts, are our PCs supposed to be already well-acquainted, or are they meeting for the first time? If it's the former, it might be nice to start a thread for how our PCs were all gathered in one place and met each other for the first time - for RP warm-up, to learn a bit about each other's PCs in an actual interaction, and to pass the time (though I expect that the thread would end up running in parallel to the actual adventure, as a flashback of sorts).
(This is, of course, just a proposal, since I'm not the GM.)
Sep 5, 2025 5:30 pm
vicky_molokh says:
Now, a thought: At the moment the first chapter of the new story starts, are our PCs supposed to be already well-acquainted, or are they meeting for the first time? If it's the former, it might be nice to start a thread for how our PCs were all gathered in one place and met each other for the first time - for RP warm-up, to learn a bit about each other's PCs in an actual interaction, and to pass the time (though I expect that the thread would end up running in parallel to the actual adventure, as a flashback of sorts).


