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Extras

Below any individual seeking to build a character within the realm of Valanas can find the types of core extras that are prominent in many of the conflicts between Legends. Any individual seeking to utilize any combination of Alchemy, Gateways, Kisetsu, or any bit of technology in their character need only follow these guide lines to help enhance and describe how their specific focus benefits their character.

Any individual who chooses a Legendary Power in place of the Exceptional Stunt can choose to use such a power in place of the Exceptional Stunt cost describe in each extra below.

Alchemy

Permission

  • Alchemy related aspect hinting at or providing permissions for access to an Achemical Institute or school of thought revolving around harmonics, kinetics, or transmutation.

Cost

  • Minimum dedicated +2 investment in the Careful Approach and at least one other complimentary Approach (Often Clever, Flashy, or Forceful).
  • At least one stunt providing a +2 situation bonus with any of your chosen Approaches tied with your Alchemy-based aspect (Minimum 1 refresh cost)..

Facts

  • Grants ability to use the Careful Approach to create or discover advantages when dealing with their school of thought and specialized elemental class.
  • The aspect that grants permissions can also be used to bolster the use of Study when applied to create, discover, or overcome advantages where Gateways are involved.
  • Harmonics (+Forceful) - Study of a single class of element and the enhancement of solidarity and statics, often used for architecture lore or creating defensive advantages.
  • Kinetics (+Flashy) - Study of a single class of element when exposed to concentrated Aetherial energy, often used for explosive lore or creating unstable yet potent offensive advantages.
  • Transmutation (+Clever) - A broad study of all elemental classes and their transitive and reactive properties, often used for alchemical reagents or to create utilitarian advantages by altering their environment.

Gateways

Permission

  • Any Aspect that provides a permission to use one's Lineage, Supernatural, or Titanic connections in an advantageous way in the world, with optional aspects listed for the origin of the character's Awakening.

Cost

  • Minimum dedicated +2 investment in the Flashy Approach and at least one other complimentary Approach (Often Clever, Forceful, or Quick).
  • At least one stunt providing a +2 situation bonus with any of your chosen Approaches tied with your Awakened-based aspect (Minimum 1 refresh cost)..

Facts

  • Grants the ability to use the 
  • Channeling (+Forceful) - Awakened Channelers utilize a specific element in order to apply physical force on the world around them in dramatic and often destructive ways.
  • Enchanting (+Clever) - Awakened Enchanters are capable of influencing or manipulating a specific or class of emotions in those around them (or themselves) to dramatic effect.
  • Roaming (+Quickly) - Awakened Roamers are able to channel a specific form of movement relating to an element in some way, allowing them to use their mobility in often disruptive yet creative ways.

Kisetsu

Permission

  • Any martial related aspect describing the nature of one's Kisetsu mastery, often relating to a specific Expert Master, Family Tradition, or Monastery related enlightenment.

Cost

  • Minimum dedicated +2 investment in the Clever Approach and at least one other complimentary Approach (Often Sneaky, Quick, or Careful).
  • At least one stunt providing a +2 situation bonus with any of your chosen Approaches tied with your Kisetsu-based aspect (Minimum 1 refresh cost).

Facts

  • Grants the ability to use the Drive facet to overcome and defend against alchemical attacks in addition to it's standard benefits.
  • The aspect that grants permission for this extra can also be used to bolster the use of drive when applied to overcome or defend against advantages and attacks involving Alchemy.
  • Control (+Careful) - The exclusivity of practice on a specific or class of martial arts enhanced by channeled ambient aetherial energy.
  • Deception (+Sneaky) - Practiced application of utilizing ambient aether to alter the perception of those around you of the truth.
  • Disruption (+Quickly) - The practice of utilizing one's internal ambient aetherial energy to disrupt or nullify aetherial pathways and bodily functions.

Technology

Permission

  • A named aspect relating to the equipment in question, with optional related aspects associated with the origin or acquisition of the weapon in question.
  • Having a clearly defined list of facts about the weapon often helps with abstractly defining what the technology can or can not do.
  • Technology is typically meant for physical and mundane elements only, though some characters may have an artifact that require FATE Points to take full advantage of.

Cost

  • Minimum Dedicated +2 investment in any Approach(es) to which the piece of technology provides an advantage.
  • At least one stunt providing a +2 situation bonus with any of your chosen Approaches tied with your Technology-based aspect (Minimum 1 refresh cost).

Facts

  • Technological equipment often provides permissions to use Approaches in atypical ways as related to their origin and typical use as long as they are equipped.
  • Armor (+Careful) - Any piece of technology that provides a level of protection acts as one's armor. This can be a shield, chest plate, chain pants, or any appropriate enchanted piece of gear.
  • Weapon (+Forceful) - Any piece of technology that provides an offensive advantage, either in melee or at ranged. Weapon enhancements can provide other offensive or utilitarian benefits.
  • Disguise (+Flashy) - Not limited to just capes and costumes, Disguise technology can reflect any piece of gear that provides an advantageous benefits when in social or Flashy-driven conflicts.
  • Lenses (+Clever) - Lenses involve any piece of technology that enables it's user to enhance their perception of the world and finding details quickly on opposition.
  • Boots (+Quickly) - Often used by individuals who are constantly on the move, boots often provide enhanced advantages and resistances where movement is concerned.
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