Homebrew: Spirits Of Heroes

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catDreaming
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Homebrew: Spirits Of Heroes

Sometimes, Mages aren't satisfied with blasting each other with mana to settle conflicts. Fervent research led a small group to a discovery: Spiritual recordings of heroes recorded in legend from different times and places exist in an archive of sorts in the space between worlds. With a great deal of mana, and a cataylst to form a connection to a particular recording, these recordings can be incarnated in the service of their summoner. With the recent events locking down the timelines, it should not be possible to summon these recordings; So why can they now appear of their own volition briefly?

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I became interested in the Fate series by Kinoku Nasu, and with the RPG being based on superheroes, it was only a matter of time until I tried something like this. The following rules are an initial attempt at emulating the presence of Heroic Spirits from the afore mentioned literature. The first section is how to create a Heroic Spirit from an existing statted out hero, and the second section regards running them in the game.

-- Adaptation Of A Hero to A Heroic Spirit --

Powers: Repeat the following process for each Power on the sheet, going from top to bottom.

- If the Power is a d10 or less, Then increase it by 1 die size. 

- Else, If the Power was rated at a d12 before this step, Then gain an ability from their Power Source that they do not already possess. When summoned as a Spirit Of A Hero, they can use that ability.

- If the Red Zone ability Harmony would now increase a Power rated at a d12, gain an ability from their Power Source that they do not already possess. When summoned as a Spirit Of A Hero, they can use that ability as normal when Harmony would increase the size of the Power, and the die size does not change.

Qualities: 

Repeat the following process for each Quality on the sheet, going from top to bottom.

- If the Quality is a d10 or less, Then increase it by 1 die size. 

- Else, If the Quality was rated at a d12 before this step, Then gain an ability from their Archetype that they do not already possess. When summoned as a Spirit Of A Hero, they can use that ability.

Health: If a Power or Quality used to determine the heroes health is increased in die size by at least of the two previous steps, increase the Hero's max health by 2 and adjust their zones accordingly.

-- Running A Spirit Of A Hero: Actions and Turn --

When a Spirit Of A Hero enters an Action Scene, select a Hero or Villain in the scene. The selected entity will be henceforth referred to as the Summoner. The Summoner's turn is treated as the Spirit Of A Hero's for timing of effecs. Whenever the Summoner takes their turn, all effects that expire when the Summoner would act or expire at the start of their turn wear off normally. Then, the Summoner may choose a bonus on them or the Spirit Of A Hero. 

- If that bonus is Persistent, Exhaust it. Until the Hero takes their next turn, that bonus cannot be used.

- Otherwise, destroy that bonus.

The following table describes the result of doing so (or not doing so).

- No bonus is exhausted or destroyed: The Spirit Of A Hero may take any one Basic Action or use the Green Zone Ability Action associated with any one of their Principles.

- +1 bonus is exhausted or destroyed: The Spirit Of A Hero may take any Basic Action with a +1 bonus to their Mid die or use any one of their Green Zone Ability Actions.

- +2 bonus is exhausted or destroyed: The Spirit Of A Hero may take any Action allowed by a +1 bonus with a +1 to one of their Effect Dice or any Basic Action with a +2 bonus to their Mid die or any one of their Yellow Zone Ability Actions.

- +3 bonus is exhausted or destroyed: The Spirit Of A Hero may take any Action allowed by a +2 bonus with a +1 to one of their Effect Dice or any Action allowed by a +1 bonus with a +2 to one of their Effect Dice or any Basic Action with a +3 bonus to their Mid die or any one of their Red Zone Ability Actions.

- +4 bonus is exhausted or destroyed: The Spirit Of A Hero may take any Action allowed by a +3 bonus with a +1 to one of their Effect Dice or any Action allowed by a +2 bonus with a +2 to one of their Effect Dice or any Action allowed by a +1 bonus with a +3 bonus of one of their Effect Dice or any Basic Action with a +4 bonus to their Mid die or any one of their Red Zone Ability Actions. If they take none of the above actions, they may instead choose to invoke their Noble Phantasm (see below).

After The Spirit Of A Hero takes an Action, their Summoner takes the rest of their turn as normal.

If A Spirit Of A Hero enters a scene without an entity in the scene that can be selected as their Summoner or their Summoner is incapacitated, they can only access bonuses on themselves for the purposes of destroying or exhausting to activate Abilities.

-- Running A Spirit Of A Hero: Reactions and Zone --

A Spirit Of A Hero with a Summoner has access to their Reaction Abilities and Inherent Abilities as normal. Treat a Spirit Of A Hero as being in the worst of the following three Zones: Their Summoner's Personal Zone, their own Personal Zone, the Scene Tracker's Zone.

A Spirit Of A Hero without a Summoner, or one whose Summoner is incapacitated is treated as being the in the Red Zone at all times.

-- Noble Phantasm: The Fullest Expression Of A Legend --

A Spirit Of A Hero possess an ability called a Noble Phantasm that represents a defining part in their legend. These are the most powerful Abilities that a Spirit Of A Hero can access, and once fully Invoked, cannot be Invoked again until a Collected Trade is completed. They come in the following types:

- Environment Type: Invoking a Noble Phantasm of this type adds a Challenge requires 4 Overcomes by the Spirit Of The Hero to fully Invoke the effect, each at a -4 penalty. The Spirit Of A Hero can immediately make one Overcome on this Challenge. Principles can be used in these Overcomes to assist in them. If a Spirit Of A Hero takes any Action that is not an Overcome to complete the Challenge created by this ability or choose to fail at an Overcome on the Challenge created by this ability, they immediately lose all progress in the invocation, and must start over from the beginning. If they complete all 4 Overcomes successfully, uncheck boxes from the Scene Tracker until the last half is completely unchecked and note how many boxes were unchecked, and change the environment to one specified by the Noble Phantasm in question. When the Scene Tracker runs out or the Spirit Of A Hero choosing to end this effect, return to the original environment and check off a number of boxes equal to the number unchecked earlier. This can cause the Scene Tracker to immediately end, with the full consequences of such.

- Action Type: Invoking a Noble Phantasm of this type immediately activates an Ability created by the Player and GM cooperatively. The Noble Phantasm is considered to be fully Invoked at this point.

 

 

That's what I got so far. If anyone has any thoughts on the above, or questions, I'll take them into consideration or answer them as appropriate.


A single man
Standing alone in a field of swords
Blades borne to the unmoving air
An unchanging world as their sheathe
Preserved for eternity
This is my Origin
- Avalon, The Living Sheathe