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Fate Core
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===Magic=== Fate does not have a pre-defined magic system. We will be using a modified version of the third party High Fantasy Magic system for Fate Core (which can be found in the Resources folder) The basics of magic revolve around a Permission and a number of Disciplines '''Permission:''' an Aspect that justifies the character's ability to use magic. This can be an existing aspect or a newly-created aspect, and can be invoked and compelled just like any other aspect. There are three main categories of Permissions: Ancestral Heritages, Divine Patrons, and Relentless Training Examples: *Ancestral Heritage: '''Wild Mage''' - Casting Skill: Rapport *Divine Patron: '''Flamesworn of Surtr''' - Casting Skill: Empathy *Relentless Training: '''Scholar of the Arcane Arts''' - Casting Skill: Lore This list is not designed to be exhaustive, and other categories and casting skills are possible. Casting skills here are meant to serve as a "default" skill for magic use, when a more appropriate skill is not obvious. Example: Rezik wants to blast an enemy with a firebolt. While his normal casting skill is Lore, in this case Shoot would make the most sense. If he were to later need a spell that lets him detect Magic in the area, this would default to Lore. '''Discipline:''' A branch of magic that defines the type of effects a caster can create. Every character who wants access to magic and has an appropriate Permission aspect starts with one free Discipline, and can spend 1 Refresh for each additional Discipline they want Example: As his magic mostly deals with necrotic energy and blasts of green lightning, D picks the Death discipline for Amon. He also spends 1 refresh to pick up the Mind discipline, bringing his total refresh down to 2, leaving him with 2 Fate Points at the start of every game session.
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