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 -------------------------------------------------------------------------- +15 Shift X (150) (15) - Galactic Level Beings +25 Shift Y (250) (25) +50 Shift Z (500) (50) -------------------------------------------------------------------------- +100 Class 1000 (1000) (100) - Cosmic Level Beings +300 Class 3000 (3000) (300) +500 Class 5000 (5000) (500) -------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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. ------------------------------------------------------------------------- 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. ------------------------------------------------------------------------- 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 -------------------------------------------------------------------------- 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. -------------------------------------------------------------------------- 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. -------------------------------------------------------------------------- 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. -------------------------------------------------------------------------- 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 -------------------------------------------------------------------------- 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. -------------------------------------------------------------------------- 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. -------------------------------------------------------------------------
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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