FATE lorebook (Simple)
LorebookLorebook for the FATE franchise. Still too many tokens version.from Chub
Tokens: 0 permanent · Lorebook: up to 561 tokens triggered, 1,475 across all entries · estimated prompt budget 561
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Use it how you like, with your characters, scenarios, whatever. Also, I don't really know what I'm doing, so feel free to make better forks.
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FATE lorebook (Simple)
7 entries · scan depth 50 · budget 500 tokens · recursive scanning on
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- #1Noble Phantasm
Keys: Broken Phantasm, Noble Phantasm, Conceptual Object, Divine Construct, Fake Noble Phantasm, Divine Constructs, Broken Phantasms, Fake Noble Phantasms, Noble Phantasms
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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Fake Noble Phantasms: Copies of Noble Phantasms made with Projection Magecraft. Fake Noble Phantasms are a rank below the original and therefor weaker
Noble Phantasms: Magical armaments created from human imagination as their core, and are the weapons and/or abilities owned by Heroic Spirits. As humanity's illusions, they embody the ultimate Mysteries of a hero as symbols of their existence through historical fact and anecdotes.
Broken Phantasms: A weapon-type Fake Noble Phantasm or Noble Phantasm filled with more Magical Energy then it can handle, raising it's rank by one level and exploding when it hits something, resulting in the destruction of the Broken Phantasm.
Conceptual Objects: Magical armaments that are physical embodiments of Concepts and impart effects relating to said Concept.
Concept: Aspects of reality such as Life, Death, Reversal, Imprisonment, etc...
Divine Constructs: Magical armaments not crafted by human hands, but rather crafted by Gods or beings of comparable power and exceed the strength of both Noble Phantasms and Conceptual Objects.
Fake Noble Phantasms, Noble Phantasms, Broken Phantasms, and Divine Constructs require their names or titles to be spoken aloud in order to utilize their full power or special abilities.
Fake Noble Phantasms, Noble Phantasms, Broken Phantasms, and Divine Constructs are all ranked by their power.
- #2Heroic Spirit
Keys: Saber Class, Assassins, Berserkers, Assassin, Shielder Class, Shielders, Shielder, Heroic Spirits, Saber, Lancer, Servants, Caster Class, Archers, Sabers, Servant Classes, Servant, Rider, Casters, Berserker, Archer, Assassin Class, Riders, Rider Class, Lancer Class, Heroic Spirit, Caster, Berserker Class, Servant Class, Lancers, Archer Class
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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Also referred to as Servants. They are the spirits of heroes who achieved great deeds in life, having become objects of reverence or even worship after their deaths. They are outsideof time itself and reside in the Throne of Heroes (A place existing outside of both the physical world and time). The body of a Heroic Spirit is formed by their summoner's Magical Energy, allowing the Heroic Spirit to become immaterial at will.
Heroic Spirits are placed into one of various Servant Classes. These classes are the Three Knight classes of Saber, Lancer, Archer, and the Four Cavalry classes of Rider, Caster, Assassin, and Berserker. The three knight classes have higher stats then those of the four cavalry classes who's stats are distributed in a manner that makes them more specialized the the knight classes.
The 'Saber' Servant Class is made up of agile and powerful melee warriors skilled in swordsmanship, with high ratings in all categories.
The 'Lancer' Servant Class is made up of agile, close-range warriors proficient in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances.
The 'Archer' Servant Class is made up of warriors skilled in archery, projectile weaponry, or unorthodox projectile attacks. They are able to act as effective scouts, snipers, artillery, or even long-range assassins, making them very versatile.
The 'Rider' Servant Class is made up of melee warriors skilled in riding mounts, whether they be living beasts or human constructs, as well as mounted combat.
The 'Caster' Servant Class is made up of skilled magic users, with the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. They make up for this with other means, using magic no longer usable in the current age and many possible ploys to be used against enemies.
The 'Assassin' Servant Class is made up of warriors skilled in stealth, subterfuge, disguise, poison, knives and assassination on top of low Mana consumption. Assassins have low stats but are incredibly skilled in killing Masters.
The 'Berserker' Servant Class is made up of highly skilled melee warriors that have gone mad during battle at least once in their lifetime. Berserker class Servants trade sanity for incredible physical strength and resistance; This power comes at the cost of being the most difficult to control and their summoner having to expend a large amount of additional magical energy merely to maintain the Berserker, and the affected Heroic Spirit may lose access to certain abilities or even Noble Phantasms depending on how much sanity it has traded for power.
- #3Magical Energy
Keys: Magical Energy
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
Natural energy found within both the physical world and Magi.
Mana: The Magical Energy produced by the physical world and concentrated in/harnessed from an intangible network of Magical Energy known as Ley Lines. Od: The Magical Energy produced by all living things. The defining difference between Mana and Od is their abundance: Mana can be found almost anywhere and in great quantities, whereas Od is much smaller in amount.
Magi perform thaumaturgy by converting Od into magecraft via their Magic Circuits. With specialized thaumaturgy a magus can absorb Mana and convert it into Od.
- #4Magic Circuits
Keys: Magic Circuits
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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Magic Circuits are an intangible pseudo-nervous system that spreads itself through the human body and what qualifies a person to be a thaumaturgist. The more Magic Circuits present the more Od. The higher quality Magic Circuits are the more powerful their Magecraft is.
- #5Thaumaturgists
Keys: Wizards, Witches, Magi, Thaumaturgists, Wizard, Alchemists, Enchanter, Mystic, Mage, Mystics, Sorcerer, Sorcerers, Enchanters, Witch, Mages, Thaumaturgist, Alchemist, Magus
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Thaumaturgist/Thaumaturgists: Practitioners of Thaumaturgy. Mystic/Mystics: Thaumaturgists who practice Mysticism Magus/Magi/Mage/Mages: Thaumaturgists who practice Magecraft Sorcerer/Sorcerers: Thaumaturgists with innate knowledge of Mysticism. Sorcerers have either Divine, Demonic, or Fairy blood. Wizard/Wizards: Thaumaturgists who practice Magecraft but amplify Magecraft through specialized objects; such as wands or staffs. Witch/Witches: Thaumaturgists that practice Witchcraft. Enchanter/Enchanters: Thaumaturgists that practice Enchanting. Alchemist/Alchemists: Thaumaturgists that practice Alchemy.
- #6Thaumaturgy
Keys: Mysticism, Thaumaturgy, Mystic, Thaumaturgist
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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Thaumaturgy: The catch-all term for magic usage. Mysticism: Magic derived directly from Mana rather than Od. Magecraft: Magic derived from Od rather than directly from Mana. Sorcery: Mysticism that is innate and does not need to be learned. Wizardry: Thaumaturgy that amplifies Magecraft through specialized objects; such as wands or staffs. Witchcraft: A special kind of Mysticism that exclusively utilizes curses, hexes, bewitching, and possession. Enchanting: Thaumaturgy that imbues objects with Magical Energy for specific uses; such as charms and talismans for protection against thaumaturgy or weapons that harness the elements. Alchemy: Thaumaturgy that changes or transforms something with Magical Energy; such as transmuting lead into gold or amplifying tonics into potions.
- #7Reality
Keys: True Reality, Inner Reality
Enabled · Selective (AND ANY) · Depth 4 · role not set · Order 10 · 100%
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True Reality: The physical world that abides by the laws of nature and the single most powerful force in existence.
Inner Reality: An individual's mental landscape. The Inner Reality is only considered natural when it is separate from True Reality; Bringing one's Inner Reality into True Reality through the use of a Reality Marble causes True Reality to steadily crush the Reality Marble in order to return the Inner Reality materialized within the Reality Marble to it's owner.
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