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deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off
Here's a fun discussion: FATE Cyberpunk.

I think that once my current campaign has run its course, and everybody is on board with how FATE functions, I'm going to lobby for a good old cyberpunk campaign. What ingredients do you all think should be bolted into FATE Core to make a good one?

I have some ideas from the get-go. A new skill, Operate, functions as the game's "magic" skill, and opens up actions involving hacking networked systems to mostly create Advantages related to environmental changes and security credentials, kind of Watch_Dogs style.

I enjoy "jacking in" thematically as a bitchin transhumanism thing, but it sort of sucks when there's only one party member going on a cyberspace adventure while everybody else points guns at the door or something. One way around this is to treat it like a sort of astral projection, where any given space might have some extra "cyber zones" that a character can access with a gateway Stunt. These zones can have their own features that might include "security backdoors" or "heavy traffic", and adjacency to the physical zones, that might make for interesting exchanges. At the same time, I think this kind of thing could also be easily done just using the above-mentioned Operate skill.

I like the idea of cybernetic prosthetics and implants as Stunts, but I remain unsure if they need to be differentiated from regular stunts, or if it should just be window dressing on stunts in general like,
"STUNTS
1.) Transforming Multitool Fingers: +2 to Burglary Checks to circumvent locks.
2.) Talk It Out: Character can use Empathy to defend against Provoke attacks."

-and the main advantage of choosing a cyborg-related stunt is you could double-dip on your cyborg-related Aspect with that multitool stunt while you're breaking and entering for an easy +4.
I think I like that approach because it embraces the general openness of FATE. A player doesn't have to feel obligated to participate in some kind of robot limbs arms race, and can still make their character competitive as a guy with futuristic Google Glass and some business connections.

Depending on the precise nature of the campaign, Cyberpunk also seems like a good excuse to use a Wealth Track. Protagonists are often desperate rogues on the fringes of society, who need things like cyborg body maintenance or outrageously expensive pharmaceuticals to survive. However, on that same note, the plot could be similarly motivated by cash by folding it into scenario issues, and maybe giving the campaign a Consequences Fractal to reflect things like going broke or pissing off various factions.

Going from the opposite direction, a campaign in which the PCs are all classy, high-end corporate "fixers" could also be interesting. A bunch of people who show up in pressed suits, concealing their cybernetic weapons, to deal with the types of problems that arise when private businesses transform into governments.

What do you all think about FATE as a system for cyberpunk?

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Lemon-Lime
Aug 6, 2009
There's a rudimentary cybernetics system in the System Toolkit.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Huh, funny you mention that, I'm looking at running a FATE cyberpunk soon. My current thinking for cyberwear is that it'll act as a stunt, but also require 0-2 aspects depending on it's grade - while top of the line 'wear will mimic the real thing (but better), cheap stuff is like welding industrial machinery to your arm - you'll be stronger, sure, but it'll massively effect your life - it'll likely define you as a person, it's obvious, guzzles power, and needs constant maintenance. On the plus side, that's aspects that can be invoked for awesome strength and reflexes.

I figure that also fits in with the 'becoming a machine' trope, in that if a character stuffs themself full of cyberwear, eventually there'll be none of their original personality left, just the need to power and maintain the clanking monster they've become.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

petrol blue posted:

I figure that also fits in with the 'becoming a machine' trope, in that if a character stuffs themself full of cyberwear, eventually there'll be none of their original personality left, just the need to power and maintain the clanking monster they've become.

This is not just a trope, it's a huge part of Cyberpunk! Dehumanization due to corps making you a wage slave, addiction, cyberware, it's all about losing the self in post modernity.

Transient People
Dec 22, 2011

"When a man thinketh on anything whatsoever, his next thought after is not altogether so casual as it seems to be. Not every thought to every thought succeeds indifferently."
- Thomas Hobbes, Leviathan

Lemon Curdistan posted:

There's a rudimentary cybernetics system in the System Toolkit.

It sucks though. The answer, as in all things, is to run Atomic Robo.


Hugoon Chavez posted:

This is not just a trope, it's a huge part of Cyberpunk! Dehumanization due to corps making you a wage slave, addiction, cyberware, it's all about losing the self in post modernity.

Only for Gibsonian Cyberpunk. Postcyberpunk (Ghost In The Shell, Deus Ex in general but moreso Human Revolution, etc.) is about taking a world that maybe is hosed up and has things wrong, but working to fix it from the inside. It's very important to make that distinction, I feel, because it's really not the same thing to run Gibsonian CP or anything else.

On topic, I think FATE is a pretty good system for this genre. As a rule, Cyberpunk has lots of cerebral content, planning and Plot Significant Doodads - all of these things work well in FATE, which also lets you add in :krad: stunts from time to time. It's certainly a million times better than any dedicated 'Punk system on the market, with the honorable exception of TechNoir, which is just somewhat worse.

Transient People fucked around with this message at 08:30 on Oct 16, 2014

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

petrol blue posted:

Huh, funny you mention that, I'm looking at running a FATE cyberpunk soon. My current thinking for cyberwear is that it'll act as a stunt, but also require 0-2 aspects depending on it's grade - while top of the line 'wear will mimic the real thing (but better), cheap stuff is like welding industrial machinery to your arm - you'll be stronger, sure, but it'll massively effect your life - it'll likely define you as a person, it's obvious, guzzles power, and needs constant maintenance. On the plus side, that's aspects that can be invoked for awesome strength and reflexes.

I figure that also fits in with the 'becoming a machine' trope, in that if a character stuffs themself full of cyberwear, eventually there'll be none of their original personality left, just the need to power and maintain the clanking monster they've become.

Yeah, I think that "stunt + at least one aspect" is a pretty good way to handle cyberwear, and it provides enough wiggle room to have it affect different characters in different ways. In Aspects, the difference between "The Man With The Golden Hands" and "Nothing Was The Same After The Accident" for two different characters with robot arms is pretty massive. One is about fame and recognition, the other is about trauma.
A GM compels Golden Hands because he's instantly spotted by assailants from the other end of a crowded casino that also contains an important contact. A GM compels Nothing Was The Same when his unwieldy steel lobster claw frightens the client's kidnapped daughter, causing her to flee deeper into enemy territory.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
That said I'd say one aspect TOTAL for the cyberware, not per-piece if you have multiples. Aspect bloat is bad.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Piell posted:

That said I'd say one aspect TOTAL for the cyberware, not per-piece if you have multiples. Aspect bloat is bad.

I definitely agree with this. Your aspect should either reflect your most important individual piece of augmentation, or the way that the whole package affects your character's life.

Here's a question: does the nature of the setting allow characters to bypass the need for stunts like "Concealable Devices: the character always has the necessary tools to perform an Operate check, even in extreme circumstances" by wrapping it into "Wireless Cryptography Implant: +2 to Operate checks to Overcome computer security obstacles", or can it be safely assumed that a character who is captured or otherwise fully disarmed by a savvy opponent has their cyberwear disabled unless they have a stunt that specifies otherwise?

Evil Mastermind
Apr 28, 2008

An alternate take you could do off the top of my head would be to have a "Cyber" stress track. Every time you get something implanted, it makes an attack of some sort against that track. When the track fills, you're Taken Out as normal due to cyberpsychosis.

Consequences for this track would be tricky, though, because you'd want them to be pretty much permanent while trying to avoid aspect bloat. Maybe it only has one consequence; it starts effectively "minor", but when you need to suck up another hit from getting an implant, you have to replace it with something worse/more obvious, then the third and last time it becomes a severe one.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

Piell posted:

That said I'd say one aspect TOTAL for the cyberware, not per-piece if you have multiples. Aspect bloat is bad.

It's funny because Strands of Fate started as the creator's FATE system for his cyberpunk game, and that poo poo basically defined Aspect Bloat!

Evil Mastermind posted:

An alternate take you could do off the top of my head would be to have a "Cyber" stress track. Every time you get something implanted, it makes an attack of some sort against that track. When the track fills, you're Taken Out as normal due to cyberpsychosis.

Consequences for this track would be tricky, though, because you'd want them to be pretty much permanent while trying to avoid aspect bloat. Maybe it only has one consequence; it starts effectively "minor", but when you need to suck up another hit from getting an implant, you have to replace it with something worse/more obvious, then the third and last time it becomes a severe one.

I like this and thought about something similar. Actually, I like thematic stress tracks of almost any kind.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

deadly_pudding posted:

Here's a fun discussion: FATE Cyberpunk.

You might want to check out Bulldogs!. Would do cyberpunk well I think. At the very least it might give you some inspiration for how to handle things.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers

Piell posted:

That said I'd say one aspect TOTAL for the cyberware, not per-piece if you have multiples. Aspect bloat is bad.

Ah, I was meaning you have to take those aspects out of your allowance, rather than getting more total aspects (I very much agree on aspect bloat). It might lead to the problem of several aspects being similar in nature, but I think it should be possible to avoid that with some thought put into aspect choice - if a character is/becomes entirely about their cyberwear, there should be five different ways it effects who they are.

deadly pudding posted:

Here's a question: does the nature of the setting allow characters to bypass the need for stunts like "Concealable Devices"... or can it be safely assumed that a character who is captured or otherwise fully disarmed by a savvy opponent has their cyberwear disabled unless they have a stunt that specifies otherwise?

For my version of Cyberpunk, it's going to be very much 80's future - wireless doesn't exist, people jack into the matrix by plugging wires into their temple, and geek out about implants that let them hold 20Mb of data. So, yeah, cyberwear is going to be big and obvious, we're talking terminator (without skin) arms as the most discreet cyberarm, for example.

Another approach could be to use Atomic Robo's superstunts, as Transient People mentioned:

atomic robo posted:

Atomic Strength. Cyberarms!
Absolutely stronger than any
human (Physique), but at a
cost; Weapon:2.

Absolutely stronger than
any normal human. If I'm trying to
perform a feat of strength that a
normal human could conceivably do,
like kick in a door, I'll always succeed.
If I get into an arm-wrestling match
with anything that doesn’t have some
sort of superhuman strength of their
own, I’ll always win.

'At a cost' just means it has a (specified) weakness that the GM can compel. Atomic Robo's is a weakness to electromagnetism, and that seems pretty apt for cyberwear too.

slut chan
Nov 30, 2006
So, good call on Atomic Robo. It basically helps make Fate do all the things I wanted it to do.

Couple questions-
First, how do Jenkins' stunts get him to ten advantages?
I count four for Ex-Seal beret delta, two for Hard to Kill, and then one each for the last three, getting us to 9.

Also, how well does Bulletproof work in play? Seems like it would cause an arms race of bringing something to the table to challenge the bulletproof person, especially when coupled with superhuman strength, as that makes it rather difficult to threaten them with advantages. Also, any other good -proofs people have thought up?

Does anyone use the turn rules in Robo instead of the core ones? I mean, it brings a tactic element, but does it really do anything more than "one side all goes then they let the other"?

Also, if one was running a game where having a backing organization like Tesladyne wasn't a gimme, what would be an appropriate permission and cost?

Other than that I'm enamored. I had looked at Venture City for my supers game originally, but Robo is just so much better.

Just thought of a name for this brand of Fate rules when divorced from Robo. Weird Fate. You know, because of the modes and... I'll see myself out.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
I don't know if anyone in here was waiting on it, but Inverse World Accelerated is available in print-on-demand now, written by our very own forums moderator.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Marvel Heroic pass-the-baton initiative is great for combat. We used them earlier this week in a noir setting, where:

The junkie got too close listening to the mafiosos, and they aimed the guns at her, until--
--The ex-mafioso stepped in, trying to act tough but drawing THEIR fire, then--
The bouncer stepped in, drawing MORE fire, at which point the lead mafioso, in a bit of fate flair, got his foot stuck in the decaying apartment floor.

Then we had to let the goons fire on our friend (despite attempts to save him), because otherwise it could go mob/leader/leader/mob and put us in a world of hurt.

Golden Bee fucked around with this message at 08:14 on Nov 23, 2014

Kerzoro
Jun 26, 2010

slut chan posted:

So, good call on Atomic Robo. It basically helps make Fate do all the things I wanted it to do.

Couple questions-
First, how do Jenkins' stunts get him to ten advantages?
I count four for Ex-Seal beret delta, two for Hard to Kill, and then one each for the last three, getting us to 9.

Also, how well does Bulletproof work in play? Seems like it would cause an arms race of bringing something to the table to challenge the bulletproof person, especially when coupled with superhuman strength, as that makes it rather difficult to threaten them with advantages. Also, any other good -proofs people have thought up?

Jenkins question: I suspect he gets 10 just because he's Jenkins and everybody is too afraid of him to tell him otherwise :colbert:

As for Bulletproof (on a more serious note)... well, the comic itself does a good job at it. Robo cannot be harmed by bullets, but he gets shut down fairly easily in various ways. It SHOULDN'T be an arms race, ideally, since the GM absolutely should let you take advantage of your mega stunts. It also makes the real threats all the more dangerous.

As for other -proofs, they probably depend on the setting. Being fireproof would be pretty good in a superheroic game where things explode all the time, for example.

... actually didn't Evil Hat actually make an article about how you would deal with somebody like, say, Superman? Beings that are otherwise personally invincible?

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Kerzoro posted:

... actually didn't Evil Hat actually make an article about how you would deal with somebody like, say, Superman? Beings that are otherwise personally invincible?

Essentially, you have to establish a system where Superman takes damage in the form of Collateral Damage. His consequences, while physical in origin, are still mental or social in their nature. So, if he absorbs 6 shifts with a Serious Consequence, it means he got knocked clear through City Hall, demolishing the building completely in the process. Now, until the end of the next Scenario, the whole city will be on his rear end about letting city hall get knocked over, and villains will be able to use it as a taunt or failure to hang over his head for Advantages.

Evil Mastermind
Apr 28, 2008

One thing that you have to remember with Fate is that the players do have tools to get around "invulnerable" characters through things like creating aspects or (in Atomic Robo) brainstorming an alternate solution. Yeah, a robot is probably bulletproof, but there's a whole bunch of other things it can be affected by, like magnetics or falling down a chasm.

Even if you don't have a single weapon skill, creating advantage or creating used of skills can still take out an opponent because stress doesn't automatically mean physical damage. "I'm going to hack into its wifi and start messing with its programming" is a perfectly valid attack action.

With Fate, taking someone out by inflicting enough stress doesn't mean punching them until they stop moving, it means shutting them down in any fashion that makes narrative sense.

Kerzoro posted:

... actually didn't Evil Hat actually make an article about how you would deal with somebody like, say, Superman? Beings that are otherwise personally invincible?
Luthor does this quite effectively in Red Son. "Why don't you put the whole world in a bottle, Superman?" is a social attack that Luthor spend years setting up with tons of create advantages.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Eee, I got a reference! :neckbeard:

On the 'arms race' issue, another take (purely around weapons) could be that the bad guys might well try using experimental lightning guns. On the other hand, they're "hauling heavy experimental weaponry", which should balance things back out, especially if they're trying to use them in a normal gunfight.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
For anyone wondering, The Evil Hat Game of the Month is awesome. Save Game is basically "Kid Rad" or any other game-about-saving-videogames, right down to the infinitely refreshing merchant and a combo-attack system.

http://www.patreon.com/evilhat

Ettin
Oct 2, 2010
In case someone who cares missed it: I put up a Breakfast Cult Halloween playtest. It's pretty stripped down (a lot of the monster rules aren't included frex) but there's an adventure!

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!



So I'm having some trouble conveying to my players in a FATE homebrew game that raw mechanical power just isn't the be-all, end-all of the system. It's a game that switches between two focuses: adventure episodes (lasting about 1-2 sessions, dealing with exotic locales and external problems), and slice-of-life episodes (lasting about as long as the adventure ones, but dealing more with internal problems and character conflicts). Each character gets a 'Adventure Mode' skill setup and a 'Slice of Life' setup, while their Aspects remain constant across both.

My problem comes in when one player is trying to stack all their stunts into spellcasting alone. In this particular homebrew's setting, characters with a broad base of several spells to cast are unheard of - you have one, maybe two spells your character can cast, and that's it. Bear in mind that I explained this premise to them before we even started on character creation, and that the rest of the group is more on-board with the fact that slice-of-life stuff is going to be A Thing, and that it won't involve a lot of physical combat. I'm worried because this guy is potentially locking himself out of participation in a lot of the slice-of-life stuff, since his spell is pretty much only useful for fighting - which doesn't come up much in the slice-of-life stuff, ideally.

So the way I see it, I have a couple options here:
1.) Make stunt bonuses non-stacking. I'd rather not do this because in this particular homebrew, you grow in power by picking up more stunts. Skill changes are kind of rare.
2.) Let him get hosed over by his over-specialization. I don't want to do this one, because, well, it's not fun for him, it's not fun for me, and it's not fun for the other players.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

Ettin posted:

In case someone who cares missed it: I put up a Breakfast Cult Halloween playtest. It's pretty stripped down (a lot of the monster rules aren't included frex) but there's an adventure!

With the Muvians, did you have any ideas about their actual appearance, or is it intentionally vague?

Ettin
Oct 2, 2010

Alien Rope Burn posted:

With the Muvians, did you have any ideas about their actual appearance, or is it intentionally vague?

It's intentionally vague because individual Muvians can be warped in different ways. Some of them are kind of humanoid (bipeds with two arms and two legs and one head, at least), some aren't even a little humanoid. There are a few common traits (e.g. some humanoid ones look partly hollowed out) and the ones that bother decorating their bodies do them in similar ways though.

I wrote the three in Slamatai with hints at their appearance (Greeley is a monster ape, Kipling is a straight-up non-humanoid wall-crawling beast, etc.) but the rest is up to you!

Transient People
Dec 22, 2011

"When a man thinketh on anything whatsoever, his next thought after is not altogether so casual as it seems to be. Not every thought to every thought succeeds indifferently."
- Thomas Hobbes, Leviathan

FrozenGoldfishGod posted:

So I'm having some trouble conveying to my players in a FATE homebrew game that raw mechanical power just isn't the be-all, end-all of the system. It's a game that switches between two focuses: adventure episodes (lasting about 1-2 sessions, dealing with exotic locales and external problems), and slice-of-life episodes (lasting about as long as the adventure ones, but dealing more with internal problems and character conflicts). Each character gets a 'Adventure Mode' skill setup and a 'Slice of Life' setup, while their Aspects remain constant across both.

My problem comes in when one player is trying to stack all their stunts into spellcasting alone. In this particular homebrew's setting, characters with a broad base of several spells to cast are unheard of - you have one, maybe two spells your character can cast, and that's it. Bear in mind that I explained this premise to them before we even started on character creation, and that the rest of the group is more on-board with the fact that slice-of-life stuff is going to be A Thing, and that it won't involve a lot of physical combat. I'm worried because this guy is potentially locking himself out of participation in a lot of the slice-of-life stuff, since his spell is pretty much only useful for fighting - which doesn't come up much in the slice-of-life stuff, ideally.

So the way I see it, I have a couple options here:
1.) Make stunt bonuses non-stacking. I'd rather not do this because in this particular homebrew, you grow in power by picking up more stunts. Skill changes are kind of rare.
2.) Let him get hosed over by his over-specialization. I don't want to do this one, because, well, it's not fun for him, it's not fun for me, and it's not fun for the other players.

Is the one spell you get going to make him utterly worthless if he isn't picking something with broad utility? If the answer's no, just let him roll with it and allow a Plotty Bullshit Switch down the line if he decides it's too limiting.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
^^^ Totally agree. I'd say something like "Hey, I really don't think this build'll work out. But, sure, give it a try - I'll check with you again after a few sessions, see if you want to switch some stuff around? Or just gimme a shout."

Actually, given that everyone is a one-spell pony, maybe plot in a macguffin that lets everyone change spell a few sessions in? That way, the problem PC doesn't get an advantage, and everyone can change stuff now they have a better feel for the game/world.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

petrol blue posted:

^^^ Totally agree. I'd say something like "Hey, I really don't think this build'll work out. But, sure, give it a try - I'll check with you again after a few sessions, see if you want to switch some stuff around? Or just gimme a shout."

Actually, given that everyone is a one-spell pony, maybe plot in a macguffin that lets everyone change spell a few sessions in? That way, the problem PC doesn't get an advantage, and everyone can change stuff now they have a better feel for the game/world.

The one-spell pony thing can work out okay. I think worse would be a character who doesn't bother using their one spell.

I've got a guy in my group who can make Illusions for days, but mostly he just beats things with a shovel. I feel like that's probably on me for not making encounters super dangerous, except this story indicates that they're pretty dangerous? To that guy's credit, he used his non-illusion skills at like MVP level a couple sessions ago to really chump the bad guy's home field advantage by disabling some of his traps and using his awareness of the remaining traps' locations (free invokes~) to prevent another PC from getting taken out.

I guess what I'm getting at is, yeah, maybe advise that guy that his character isn't real great at non-combat things, but also give him a chance to use that character in a non-combat session or two, see how it pans out.

deadly_pudding fucked around with this message at 19:22 on Oct 27, 2014

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!



Transient People posted:

Is the one spell you get going to make him utterly worthless if he isn't picking something with broad utility? If the answer's no, just let him roll with it and allow a Plotty Bullshit Switch down the line if he decides it's too limiting.

The spell he created is basically 'Magic Missile, except it only works on living things' - so yes, he will be functionally useless outside of a fight. I've talked to him about it, and we've agreed to run with it, since he likes the character concept and feels that this spell fits it best - but I'll probably let him swap it out for a more general one later if I'm right. The other players are on board with it, too, so we'll see what happens.

e X
Feb 23, 2013

cool but crude
For one thing, if combat really is his area of competence, I wouldn't take it away from him. One of the great things about FATE is that even non combat skills can easily be really useful in a fight, so maybe the other characters could take a support role without feeling left out?

The other thing is, how exactly do his stunts look? If they are just a bunch of '+2 to skill under condition X', I can see the problem, since those are really the worst stunts, but otherwise, if he just managed to come up with a lot of cool stunts that compliment each other, don't just knock him down for that.

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!



e X posted:

For one thing, if combat really is his area of competence, I wouldn't take it away from him. One of the great things about FATE is that even non combat skills can easily be really useful in a fight, so maybe the other characters could take a support role without feeling left out?

Oh, I'm not. In adventuring mode, he's the party's go-to "Make it die" character, and we're all fine with that.


e X posted:

The other thing is, how exactly do his stunts look? If they are just a bunch of '+2 to skill under condition X', I can see the problem, since those are really the worst stunts, but otherwise, if he just managed to come up with a lot of cool stunts that compliment each other, don't just knock him down for that.

His stunts are literally all tied in to spellcasting in one way or another. Having spoken with him just now - between the post you quoted and this one - it appears that I was the idiot here. He wants to play a character who is out of his element during the slice-of-life social and worldbuilding stuff, but who still has skills that explain why he's hanging around with everyone else during those parts.

So, my mistake on that one.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Huh, that really is limited. I guess 'only works on living things' could be stretched to mean 'goes through walls and/or armour', but I'm struggling to see a non-combat use for it. Umm... pest extermination?

What is the character concept that's got him so hooked? I'm kinda intrigued at this point.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Throw him a bone and have him meet Mages, Generals and Duelists who are interested in him. Perhaps magic as contacts.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
He can use the magic missile to specifically target areas of someone's brain, altering their mood for social and emotional purposes. Done.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
"You jus lie down on that couch right there, near the target, and we'll have those blues blown away in just a tick"

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!



petrol blue posted:

Huh, that really is limited. I guess 'only works on living things' could be stretched to mean 'goes through walls and/or armour', but I'm struggling to see a non-combat use for it. Umm... pest extermination?

What is the character concept that's got him so hooked? I'm kinda intrigued at this point.

He wants to play a 'fish out of water' character type - someone who's not really had friends until he joins up with the other PCs. Considering that he's the kind of person who can walk into a crowd of strangers, and within five minutes have names and stories of most of them, it should be a lot of fun.

Melusine
Sep 5, 2013

Reading the cyberpunk discussion upthread has gotten me in the mood again to actually get around to running the Fate cyberpunk game I've been thinking about for a while. I'm sure my group will be enthusiastic about the idea, but I can see a bit of a problem rearing its head that I'd like to have an answer for ahead of time.

Specifically, how best to handle things like drones in Fate.

One of my players used to play a drone rigger in a Shadowrun game, and I know she's likely to propose something similar for this one. I don't want to shoot down her idea, but I'm not quite sure what's the best way to handle drones - that is, robots the character uses for various tasks, and likely also uses to fight - in Fate Core (especially since there isn't any companion or ally type rules).

Does anyone have any suggestions? I don't want to make things too complex, or accidentally make the drone rigger overpowered (e.g. with a bunch of extra actions per exchange), but I'm not sure I want to just handwave things either.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Drone use is a skill, lots of creating advantages and attacks based off it. Possibly too simple, but it'd work.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Daphnaie posted:

Reading the cyberpunk discussion upthread has gotten me in the mood again to actually get around to running the Fate cyberpunk game I've been thinking about for a while. I'm sure my group will be enthusiastic about the idea, but I can see a bit of a problem rearing its head that I'd like to have an answer for ahead of time.

Specifically, how best to handle things like drones in Fate.

One of my players used to play a drone rigger in a Shadowrun game, and I know she's likely to propose something similar for this one. I don't want to shoot down her idea, but I'm not quite sure what's the best way to handle drones - that is, robots the character uses for various tasks, and likely also uses to fight - in Fate Core (especially since there isn't any companion or ally type rules).

Does anyone have any suggestions? I don't want to make things too complex, or accidentally make the drone rigger overpowered (e.g. with a bunch of extra actions per exchange), but I'm not sure I want to just handwave things either.

I'd maybe handle it with stunts on various skills along the lines of "I have a drone for that: Character can use <a skill> in zones other than their current one via a drone" and like a companion "Drone Programming: Spend a Fate Token to use a Droned skill (above) even while distracted or restrained." If they want to use all three stunts for drones, add "Drone Expertise: Character can use their Operate (or whatever skill your campaign uses for computer stuff) skill in place of any Droned skill, provided it is the drone carrying out the action."

If you put Fight or Shoot on the Drone, then the remote zone is considered the attack's point of origin, and the drone's location. The drone itself can be "attacked" by way of a Fight/Shoot overcome, or a hacking attack, with defense provided by whatever Operate or Pilot or whatever skill is appropriate in your campaign, and getting access to it again in that scene requires a Create Advantage to either fix that drone or set a new one up.

CodfishCartographer
Feb 23, 2010

Gadus Maprocephalus

Pillbug
One of the players in a campaign I’m planning on running (but haven’t gotten to yet) has a stunt to essentially create companions by spending a fate point - I figured the most interesting way to tackle it would just be to fractal it. Since it’s FAE, I figured I’d just have him perform a skill check when he creates it, and base the companion’s stats off of the result of that check. Then give it one or two appropriate aspects and give the player a free invoke on each of them. Maybe give it a stunt if one of us thinks up something particularly interesting with it. Then just give it a stress box or two depending on how tough it should be, and wham easy companion. I’d then let the player control it on its turn.

I’m not sure how well this would fit into your campaign, but I could easily see this being applied to a drone. Granted you’re using fate core, but you could come up with a couple appropriate skills for the drone and just assume it can’t do anything related to skills it doesn’t have - so some kind of mechanical drone could easily be used to repair / cause structural damage to surroundings, but wouldn’t be able to try and persuade an NPC or something.

Granted I haven’t tested this out yet, so no clue how well it’ll even wind up working or if it's a good idea at all!

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petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers

FrozenGoldfishGod posted:

He wants to play a 'fish out of water' character type - someone who's not really had friends until he joins up with the other PCs. Considering that he's the kind of person who can walk into a crowd of strangers, and within five minutes have names and stories of most of them, it should be a lot of fun.

That sounds like it has lots of potential for fun. Social compels ahoy! Let us know how it goes?

e: Ran a one-shot tonight, and I really struggle to use compels - there's so much going on already that I keep thinking "oh, I'll compel that one in just a minute", and then the players jumped off somewhere else. Anyone got any tips for using compels better / more often? When I use them, they work fine, I just find it hard to mesh them into what's happening at the moment.

petrol blue fucked around with this message at 01:33 on Oct 30, 2014

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