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At Your Door

A FATE game In the world of Fort Glen Stories
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This story is told by

Supporting Cast

Sessions Archive

18th May 2020

Session Zero: Establishing Characters

The Protagonists

Raven/ Robin Locke

Raven Locke/ Robin Locke

Refresh: 3
Fate points: 3 x

HIgh Concept
Trouble
Aspect
I make this look easy.
Aspect
Aspect

Skills

4dF+4 Great
Fight
4dF+3 Good
Athletics , Physique
4dF+2 Fair
Will , Rapport , Investigate
4dF+1 Average
Stealth , Notice , Resources , Deceive

Stunts

Power

Powerhouse: You’re inhumanly strong and tough. As long as you’re using brute strength, you get a +4 to Physique rolls and a +2 to Fight rolls. You also get Armor:4 against physical attacks like punches, stabs, gunshots, and getting thrown through buildings.  

Power Theme:

Super-Form

You’ll be ready for action as soon as your transformation sequence finishes up.   Basic Super-Form: Your power isn’t always active; instead, you need to take a moment before battle to change form. You might grow a shell of metal around your body, or charge up with cosmic energy, or just turn big and green. Converting to your super-form requires an action, but while you’re not super it’s impossible for anyone or anything to detect that you have a power at all.

POWER BREAKDOWN

Super Strength

      You are a powerhouse, a wall of muscle, an unstoppable force. Are you strong? Listen, bud…you really are.   Basic Super Strength: You gain +2 to Physique in all situations that require pure strength.   Enhancements Master Super Strength: There’s strong, and then there’s you. Gain an additional +2 bonus to Physique in situations requiring pure strength.  

Natural Weapon

    You come pre-armed for everyone’s inconvenience.   Basic Natural Weapon: You have some sort of built-in weaponry, whether it be claws or crackling energy that surrounds your fists. You gain +2 to Fight while brawling unarmed in close quarters.    

Super Toughness

It’s not that you’re too strong to show that you’re hurt, or that you recover especially well from being hurt. It’s that you just don’t get hurt.   Basic Super Toughness: You gain Armor:2 against any purely physical damage.  

Enhancements

Implacable: The best defense it not even noticing that someone is attacking you. You gain Armor:4 against physical damage.

Special Effects:

Area Attack, Forced Movement, Inflict Condition, Physical Recovery

Drawback:

Often Arguing with Yourself.  

Collateral Damage Effect

: When you choose to inflict collateral damage, you can choose one of the following: take out a nameless NPC (or more than one, if you use Area Attack), inflict a moderate physical consequence on a named NPC, attack all targets in a zone at full strength, or ignore a physical attack entirely. This effect likely occurs because you’re smashing things or because the area around you gets damaged as you shrug the attack off.

Stress and Injury

Physical Stress
Mental Stress

Lazarus Bennet

Lazarus Bennet

Refresh: 3
Fate points: 3 x

HIgh Concept
Top of his class, Forensic Pathologist Student, Who finds himself immortal.
Trouble
Immortality as a concept is foreign and he finds it hard to come to terms with it when all his friends have died.
Aspect
Never leave a man behind.
Aspect
Nothing Is Forever, Except myself.
Aspect

Skills

4dF+4 Great
Lore
4dF+3 Good
Investigate , Crafts
4dF+2 Fair
Stealth , Notice , Contacts
4dF+1 Average
Drive , Fight , Physique , Shoot

Stunts

Regeneration You aren’t made of iron. You can get stabbed just as easily as the next guy. Difference is, once the knife gets pulled out, you’re ready to fight again. Basic Regeneration: Whenever one of your physical consequences begins to recover, it gets renamed and moved to the next lower consequence slot, if available. This clears away mild consequences immediately. Additionally, at the end of a scene, if you have any mild physical consequences—whether they are recovering or not—they get cleared away automatically.   Enhancements   Immortal: You can be taken out in combat, but nothing can make you actually die. Ever     Drawback: When I regenerate I'm not quite wired right.   Collateral Damage:   

Stress and Injury

Auburn Abrams

Auburn Abrams

Refresh: 3
Fate points: 3 x

HIgh Concept
A mutant whose powers resonate with those of the soul stone.
Trouble
My first life comes back to haunt me at the worst possible moments.
Aspect
New Immortal that is still struggling with the weight of the world, and their powers.
Aspect
My near deific powers over life and death open many doors but also make me seem callous.
Aspect
I always appear calm and collected, though this is usually a facade.

Skills

4dF+4 Great
Will
4dF+3 Good
Fight , Physique
4dF+2 Fair
Notice , Resources , Empathy
4dF+1 Average
Resources , Rapport , Drive , Contacts

Stunts

Regeneration (Synergy off of Healing)

You aren’t made of iron. You can get stabbed just as easily as the next guy. Difference is, once the knife gets pulled out, you’re ready to fight again   Basic Regeneration: Whenever one of your physical consequences begins to recover, it gets renamed and moved to the next lower consequence slot, if available. This clears away mild consequences immediately. Additionally, at the end of a scene, if you have any mild physical consequences—whether they are recovering or not—they get cleared away automatically   Enhancements Immortal: You can be taken out in combat, but nothing can make you actually die. Ever  

Healing

You are, invariably, the most popular person to have on hand during a fight. You make hurt people not hurt so much. Basic Healing: You can make a Will roll against Fair (+2) opposition to clear another character’s physical stress. A character may only benefit from your ability once per scene. Additionally, you can use Will to start healing any kind of physical consequence on another character.   Enhancements Master Healing: You gain +2 to Will when you roll to start healing another character’s consequence.    

Harm (Synergy off of Healing)

You have a deadly touch. You don’t have to hit people to hurt them; just brushing up against them can be fatal.   Basic Harm: By maintaining skin-to-skin contact with another person for a moment, you deal them 2 physical stress. Additionally, when you attack a target using your bare hands, add 2 physical stress to result.   Enhancements Piercing Damage: Your ability ignores the target’s Armor rating. Additionally, you do not have to maintain skin contact for your power to work; you can cause harm through multiple layers of clothing.  

Drawback:

Your healing ability isn’t perfect; like any healer, you’ve lost patients before, and like any healer, you’re Racked with Guilt about it.   Collateral Damage Effects:Invulnerability Charge: If someone in your zone is attacked, you can turn the full extent of your power onto them, causing them to ignore the damage entirely. The damage still has to go somewhere, though: Bullets or energy blasts would pass right through your target, and kinetic energy from powerful punches would pour into the ground.

Stress and Injury

Physical Stress
Mental Stress