FEAT's Ladder
-3 Terrible (0) (0) - No ability or disabled
-2 Poor (2) (1)
-1 Mediocre (4) (2) - Typical Human Ability
0 Fair (6) (3)
+1 Good (10) (4) - Above Average Ability
+2 Excellent (20) (5)
+3 Remarkable (30) (6) - Limit of Human Ablility
+4 Incredible (40) (7)
+5 Amazing (50) (8) - Limit of Super Human Ability
+7 Monstrous (75) (9)
+10 Unearthly (100) (10) - Limit of anything even remotely human
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+15 Shift X (150) (15) - Galactic Level Beings
+25 Shift Y (250) (25)
+50 Shift Z (500) (50)
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+100 Class 1000 (1000) (100) - Cosmic Level Beings
+300 Class 3000 (3000) (300)
+500 Class 5000 (5000) (500)
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The Attributes
Fighting (Slugfest, Melee)
Attacking bare handed, or with a club or knife (within immediate zone)
Agility (Coordination)
Dodging, jumping, acrobatics, throwing and shooting attacks; using
Ranged Powers (more than one zone away)
Strength (Physique)
Raw physical power; Lifting, breaking, bending, wrestling and damage
in Hand to Hand attacks
Endurance (Stamina)
Used to determine Physical Stress levels; resisting unconsiousness
or poison; moving farther as a Suplemental Action
Reasoning (Intellect)
Mental accumen; Understanding technology
Intuition (Awareness)
Awareness of surroundings; used for determining Initiative;
Avoiding surprise, finding clues
Psyche (Willpower)
Willpower; used to determine Composure Stress levels;
Casting spells, resisting mind control
Resources
Characters wealth levels and contacts
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Talents
A skill that the character focuses in to apply a +1 to the associated
Attribute roll. One less Karma refresh for every Talent taken.
Ranged Weapons
Thrown Weapons
Blunt Weapons
Sharp Weapons
Marksman
Weapon Master
Martial Arts
Wrestling
First Aid
Medicine
Law
Law Enforcement
Piloting
Military Tactics
Business/Finance
Scholar
Journalism
Engineering
Chemistry
Biology
Geology
Genetics
History
Archeology
Physics
Powers
Abilities far beyond normal human ability.
Characters may choose one Power Catagory choice for each Complication
Aspect taken.
Power Stunts
Uses of a Power beyond simple tasks (i.e. Attribute rolls) powered by
Karma. Characters may have one Stunt for every Motivational Aspect
taken.
Benefit:provides a minor ability that can be used in many
situations or a more impressive ability that can only be used in a
specific situation.
Complementary: extends the existing capabilities of a Attribute
your character already posesses.
Substitution: allows you to use one Attribute or Talent in place of
another in certain situations.
Unusual: allows you to use a Attribute in an unusual way or in
situations when it would normally not be applicable.
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Health
Stress absorbed from Physical (Endurance) or Composure (Psyche)
attacks. Three stress boxes, one extra stress level for each
level of Endurance (Physical) or Psyche (Composure) above Remarkable.
Popularity
Characters fame levels (How well known = XP earned)
Karma
Meta points used to affect the dramatic outcome of a scene.
Power a Stunt, add +2 to roll or re-roll all dice
Refresh
Number of Karma points the character has access to at the begining
of each session of play. Each character begins with ten Karma Points,
minus the number of Talents they have.
Aspects of a Character
Motivations and Complications
Active descriptions of the character and how the story should
proceed. Invoke (the Player) by spending a Karma point or Compel
(the GM or Player) and receive one point if accepted.
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Character Creation
Blah blah blah.
Attribute Column (MSH FATE)
To have an ATTRIBUTE (or POWER) of a certain level, it must be
supported by at least one or more Attributes of a lesser level
below it.
0 +3 | 0 +3 | 0 +3 | 0 +3
0 +2 | 0 +2 | 0 0 +2 | 0 0 +2
0 +1 | 0 0 +1 | 0 0 +1 | 0 0 0 +1
0 +0 | 0 0 +0 | 0 0 +0 | 0 0 0 +0
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FEAT's
A Function of Exceptional Ability and Talent.
When a character attempts an action where there is a significant
chance of failure, a FEAT roll must be made.
The EFFORT, which is the roll on 4dF plus the ATTRIBUTE (or POWER)
used, is calculated. It is then compared to the DIFFICULTY, a
pre-determined LEVEL or TARGET NUMBER to determine the EFFECT.
The EFFECT is calculated as the DIFFERENCE between the EFFORT and
the DIFFICULTY.
EFFECT OUTCOME
--------------------- ---------------------------
Less than Zero (0) Failure (White)
Zero (0) to One (1) Minor Success (Green)
Two (2) to Three (3) Moderate Success (Yellow)
Four (4) or more Massive Success (Red)
Types of FEAT's
Simple: an unopposed action in which you are trying to determine
if, or how well, you are able to perform. Roll vs. Difficulty.
Contest: an opposed action in which you are trying to determine how
well you perform in relation to another character. Roll vs.
Opponent, high roll wins.
Conflict: a series of contests, usually used to resolve complex
situations like combat. Roll vs. Opponent, high roll wins.
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Using Aspects
Compel: When the GM (or another player) wants to bring one of your
aspects into a scene, usually to complicate the situation. If you
agree, you receive a Karma Point.
Invoke: After you have rolled the dice, pick one of your Aspects and
describe how it applies to the situation. If the GM agrees, spend a
Karma point and do one of the following:
1. Reroll all the dice, using the new result
2. Add two to the final die roll (after any re-rolls).
Tag: Spend a Karma point to invoke an aspect which is not on your
character sheet, usually one on a scene or another character. You
must know what the aspect is (or a reasonable approximation) to tag it.
Karma Point: A token you may spend for one of the following benefits:
1. Gain a +1 bonus to a die roll
2. Invoke an aspect
3. Tag an aspect
4. Use a stunt that requires a Karma point
5. Declare something to be true (with the GM’s approval)
Refresh: Receiving more Karma Points, usually between adventures.
This is determined by the GM.
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Companions: important characters that are attached to another character.
Companions do not have stress boxes but allow the character to which they
are attached to take another consequence, specifically the consequence of
the companion being kidnapped or harmed. Companions are always Average
and provide a +1 bonus in one type of conflict. A companion can have a
number of Advances (determined by the GM) that improve their capabilities.
Types of Advances:
Quality: one step up the ladder
Scope: an additional conflict type
Independent: can act as a minion
Skilled: has one or more skills
Keeping up: won’t fall behind
Communication: has some special means of staying in contact with
their patron
Minions: unnamed NPC followers, usually of the villains. Minions have
two attributes: quality and quantity. Minions can have one of three
qualities: Fair, Good, or Excellent . This denotes both the minion’s base
effectiveness in one type of conflict (mental, physical, social) and the
number of stress boxes he has. When taking damage, Minions mark stress
sequentially rather than the way players mark stress (i.e. they work
like hitpoints). Minion quantity is just the number of minions present.
Minions usually act as a group to reduce die rolls and simplify the action.
Groups of minions gain a bonus, as shown:
# Bonus
----- -------
2-3 +1
4-6 +2
7-9 +3
10+ +4
Whenever a villain and his minions are acting as a group, the minions are
considered attached. While attached, minions provide their group bonus
to their boss (include the boss in the group size to determine the bonus)
and minions always take stress first.
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Time Increments
Instant -----
A few moments |
Half a minute |-- A Panel
A minute -----
A few minutes -----
15 minutes |-- A Page
Half an hour |
An hour -----
A few hours -----
An afternoon |-- An Issue
A day -----
A few days -----
A week |-- Story Arc
A few weeks -----
A month
A few months
A season
Half a year
A year
A few years
A decade
A lifetime
Generations
Centuries
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Order of Conflict: A conflict follows this regular pattern:
1. Describe the scene
1a. Determine scene aspects
1b. Determine zones
2. Establish order of action
3. Begin exchange
3a. Take actions
3b. Resolve actions
3c. Begin a new exchange
Shift:
When your roll exceeds the Difficulty, or your opponent’s roll,
it generates a number of Shifts equal to the difference.
Shifts can be used in the following ways:
- Damage an opponent in a conflict
- Reduce the time an action takes
- Improve the quality of job
- Make the action harder to detect
Spin:
A special effect that occurs whenever a character scores a
significant success (3+ shifts) on a Defense roll. Spin can be
used to give an ally a +1 bonus or an opponent a -1 penalty, if
you can provide a reasonable description of how.
Movement:
You may move one zone as a Supplemental action. To move farther,
make an Endurance roll and you may move a number of zones equal
to the shifts generated. For Powered movement, multiply the
number of shifts by the Power Rank.
Border:
An obstacle that makes it difficult to move between zones. A
border has a numerical value that increases the difficulty to move
across it (subtract shifts from your Endurance roll equal to the
border’s value).
Zones:
Ranges in combat are split into different zones relative to your
character’s location. This determines what weapons (or Powers)
you can use and limits what actions you can take:
Same Zone: Fighting (Melee)
+1 Zone: Weapons (thrown)
+3 Zones: Guns (handguns)
+5 Zones: Guns (rifles)
Manuever:
An attempt to change the situation in some way, affecting the
environment or other people, but without damaging or forcing the
target. Manuevers can be used to place temporary Aspects on a
scene or object.
Examples:
- Blinding
- Disarming
- Indirect Attack
- Pushing
- Marking
- Throwing or Knockback
Types of Manuevers
- Uncontested: A simple action, resolvedjust like any other.
- Scene-altering: A simple action intented to place a temporary
Aspect on the scene. Regardless of the result, the GM decides
whether an Aspect is placed on the Scene.
- Targeted: An attempt to put a temporary Aspect on an opponent.
This requires a Contest and, if successful, the target may spend
a Karma Point immediately to remove the Aspect.
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Actions & Conflicts
Special Actions:
- Free Action: Some actions in a conflict are free, such as Defense
rolls and minor actions that have little if any effect on the
situation.
- Full Defense: You can give up your normal action in an exchange
to gain a +2 to Defense and other reaction rolls.
- Hold Action: You may wait to take your action until after someone
else, rather than when you would normally act.
- Block: When you attempt to prevent something from happening. Roll
when you declare your block. This is the Difficulty an opponent
must overcome. If defending a person, they still roll Defense and
take the higher roll.
- Supplemental Action: A simple action that would not normally
require a die roll but that you are attempting to perform in
addition to another action. Imposes a -1 penalty to your first
die roll.
Combining Skills: In some situations, you may need to use two skills
at the same time. When this happens, the GM calls for a roll based on
the main skill being used (the primary thrust of the action), but
modified by a second skill. If the second skill is of greater value
than the first, it grants a +1 bonus to the roll; if the second skill
is of a lesser value, it applies a -1 penalty to the roll.
Stress: A successful attack inflicts stress based on the number of
shifts the attacker generates. If an attacker generates 3 shifts,
the defender marks off the third box on the appropriate stress track.
Characters recover from stress when they have sufficient time.
Consquence: A special Aspect that represents the lasting damage from
a conflict. When you take a hit you don’t have a box for, either
because it’s higher than the number of boxes on your stress track,
or because it rolls up past your last box, the character must take a
consequence. You may also voluntarily take a consequence instead of
marking a stress box. When taking a consequence, you determine it’s
nature (with the GM’s approval). The exception to this is the Taken
Out consequence.
The actual effect of a consequence is determined by the conflict you
are involved with when it is inflicted, as well as how you are being
targeted.
Types of Consequences
- Mild: Typically only last until the end of a scene.
- Moderate: Requires a few hours of rest for a character to recover.
- Severe: Requires days or weeks for the character to recover.
- Taken Out: When you already have a severe consquence but are forced
to take another, you have decisively lost and are Taken Out of the
conflict.
In this situation, your opponent determines how you lose with the
following limitations:
- Only you can be affected
- Limited to the scope of the current conflict
- Must be within reason
Concession: Anytime that you would take a consquence you may instead
offer terms under which you are Taken Out. An opponent can refuse
but, if the GM says that the offer was reasonable, you gain a Karma
Point and your opponent loses one.
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Wednesday, September 4, 2013
Marvel Super Heroes using a FATE 3.0 variant Part I
This was written prior to the FATE Core or Fate Accelerated. It has not been play tested.
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