Frár

Stress and Fate Points

  Physical Stress: oo
Social Stress : ooo
Corruption Stress : oooo   Fate Point Refresh Amount: 2 (8 total - 6 for Stunts and equipment)  

Aspects

 

High Aspect

Former Runeseeker of the Iron Hills
Once a well respected Runeseeker of the Iron Hills, Frár was not content to study and read books. He resigned his post, leaving the Iron Hills in search of artifacts and knowledge from ages of old. To this day, Frár makes good use of the knowledge he gained in his adventures.

Trouble

Yes, yes, but I must first take my notes...
A scholar at heart, Frár has a tendency to get absorbed in his studies...

Heritage

Eighty-seventh in the Line of Durin
Born and raised in a minor Dwarven noble house, Frár is no stranger to the ways of nobility.

Defining Moment

The Power of Knowledge
Along his studies Frár has learned a number of more... sorcerous secrets.

Bond

Drinking With The Wolf
When Böri was still adjusting to civilized living, he was arrested by the city guard for destruction of property. After a long conversation with Böri, consisting mostly of wolf noises and note-taking, Frár pulled some strings to get him released. Following that, he took it upon himself to teach Böri the ways of society and the two became fast friends. They still meet for drinks whenever they are in the same town.

Skills

Superb (+5): Lore
Great (+4): Contacts, Resolve
Good (+3): Investigate, Rapport, Crafts
Fair (+2): Deceit, Empathy, Spears
Average (+1): Acrobatics, Stealth, Provoke, Physique
Mediocre (+0): Everything Else  

Stunts

Dwarf Masonry: you gain +2 to Overcome Obstacles (such as remembering things) that relate to stonework, mason craftsmanship, stone architecture, etc. etc..   Darkvision: you see well in the dark. You are not hindered by aspects related to darkness. Enemies must spend 2 Fate Points instead of just one to invoke a darkness related aspect to your detriment.   Dwarven Stoutness: in addition to your normal consequences, you have an additional Minor Consequence slot that can only be used for Physical consequences.   Basic Sorcery(-3): you can exert your will on your surroundings. The use of such sorcery, though useful, is a dark thing, and must be treated with caution. Each time you use Sorcery, you take 1 Corruption Stress. You can use Sorcery to Attack against opponents. If it is a physical attack, then it usually takes the form of flames, solid shadows, or the like. You can also make Social attacks with Sorcery. This acts exactly like an attack made with Provoke, except that you use Lore.
You can also use Sorcery to Create an Advantage. When you do, you take 1 Corruption Stress.
Sorcery has been known to have strange or unexpected effects around particularly strong creatures of shadow.   Living Library (-1): you never have to spend a Fate Point to declare that you have the necessary tools to perform research using Lore. Even in extreme situations (like being imprisoned) where you cannot access a proper library.   Intense Study (-1): if you are not in danger or a hurry, you gain +2 on Lore checks to decipher or understand writing, solve riddles, understand complex topics, and the like.  

Equipment

Runeseeker's Staff (-1): weapon:2 your staff acts as a focus for your Sorcery. Without it, you have the aspect "I can hardly focus without my staff!". Over the years, the staff has absorbed a small amount of sorcerous power. If you would be Taken Out by Corruption Stress, you can funnel that stress into your staff instead. If you do, the staff explodes in a burst of shadow, dealing 1 Physical Stress to everyone in your zone.
  Chainmail: armor: 2
The Ladder
Fate uses a ladder of adjectives and numbers to rate the dice results, a character’s skills and the result of a roll.   +8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
+0 Mediocre
-1 Poor
-2 Terrible
Aspect: a true statement about the world, a person, the situation, etc. In addition to their passive effects, you can spend a Fate Point to Invoke an aspect and gain an increased bonus.
Boost: a less permanent version of an aspect. Boosts are most often created with the Create Advantage action. Once used, they go away (though they can be promoted to full Aspects in the right circumstances).
Children

Using Fate Points

There are 4 primary ways to use a Fate Point:
  1. Invoke one of your aspects to reroll any number of dice in a given roll. (You must be able to justify the aspect's relevance. You can stack this effect by spending another fate point and invoking another relevant aspect, allowing you to re-re-roll any number of the dice again)
  2. Invoke one of your aspects to gain a +2 to a given roll. (Follows the same rules as number 1)
  3. Invoke one of someone else's aspects to give them a -2 or +2 on a roll, or force them to reroll any number of dice on a given roll.
  4. Invoke one of your aspects to do something you usually cannot.
  5. Resist the GM's attempts to "Compel" invoke your aspects to force you to act in a certain way.

Using Skills

There are 4 primary ways to use a skill:
  1. Overcome a Challenge (e.g. climb a wall with Athletics, lift a heavy object with Physique)
  2. Create an Advantage (e.g. disarm/trip an opponent with Blades, anger an opponent with Provoke, tie an opponents shoe laces together with Burglary)
  3. Attack (e.g. strike with a sword using Blades, a bow using Bows, attack someone's reputation with Contacts, bribe a guard with Resources)
  4. Overcome a Challenge (e.g. parry a sword using Blades, dodge an arrow with Acrobatics, protect your reputation with Contacts or Rapport, resist a bribe with Resolve)