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Evil Mastermind
Apr 28, 2008

The Fate Core/Fate Accelerated Megathread: We do our own stunts and fractals.


What is Fate Core?
Fate is an indie RPG created by Fred Hicks and Rob Donahue, released as a stand-alone generic system for players and GM to build their games on. It's designed to be fast and cinematic, and is incredibly easy to adapt to whatever genre or campaign you want. It's also available in pay-what-you-want digital formats so there's no reason not to own it.




So how does it work?
Fate is basically skill-based; there are no "stats" like other RPGs have. To perform an action, you roll four Fudge dice, add your relvent skill (which is rated from +0 to +4), and look the result up on The Ladder.

Those are Fate dice. Two sides have +1, two have -1, and two are blank (zero). Rolling four Fate dice and adding the values will give you a total between +4 and -4.


The Ladder

The descriptors are there to help provide a general idea of how well your action was, or to help GMs determine difficulty. It's possible to go off the ends of the ladder, but for the most part the system lives in that -2 to +8 scale. It should also be pointed out that Fudge dice tend to average in the -1 to +1 range. This means that if you've got a +3 in a skill, you're probably going to roll results in the +3 range: skill roll results tend to be weighted more by the character's skill than by the results of the dice.

Fate characters also have stunts, which are like feats in D&D: they are ways that your character can bend or ignore certain rules, or just be better at certain things over other characters. Unlike D&D feats, however, Fate Core provides guidelines as to what a stunt can do so you can create your own stunts and be confident that it's not unbalanced.

The big thing in Fate are Aspects. Aspects are descriptive phrases (both good and bad) that describe not just characters, but items, locations, even whole campaigns. Character Aspects are things like "Ladies Man", "Thieves Guild Member in Good Standing", "Broken Arm", or "Wanted for a Crime I Didn't Commit". Think of them as a way for players to highlight things they want to see in the game. Apart from being narrative cues, Aspects can be used mechanically by spending the game's metacurrency: Fate Points. By spending a Fate Point and describing how your Aspect can help you in what you're doing, you get either a +2 to your roll or a complete reroll. To get more Fate Points, you have your Aspects work against you narratively.

Aspects can describe things other than characters; a room might be "Poorly Lit", a sword could be "Made of Elven Steel", a building might be "On The Verge Of Collapse". Players can even use their skills to create new Aspects on the fly, such as making someone "Off Balance" to make it easier for someone else to hit him.

The real strength of the system is that, because every Fate game works off the same Ladder and overall framework, and therefore the same mechanical scale, it's very easy to pull a sub-system from one Fate version and slot it into another one. Want to take the spellcasting system from the Dresden Files RPG, and put it Bulldogs? Go for it. The skills and Aspects in both games work the same way in both games.


What about Fate Accelerated Edition?
Fate Accelerated Edition (FAE) is basically "Fate lite", presenting the system in about 45 pages and designed to be played with maybe 5 minutes of setup. Instead of using a full skill list, every character has six Approaches: Careful, Clever, Flashy, Forceful, Quick, and Sneaky. When you want to perform a task, you determine how you want do it and roll that particular approach. Actions aren't specifically tied to approaches; the approach you roll is determined by how you describe your character is performing the action. If you're trying to hit an orc with your sword by just slamming him, then that's Forceful. But if you're creeping up behind him, then you'd roll using Sneaky.

And again, because it uses the same fundemental mechanics as Fate Core, you could take any Fate Core game or mechanic and play it using FAE (or vice versa). What's more, you can replace the approaches with another thematic set and the system still works. Want a trad-fantasy style game? Use Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma instead. The upcoming mecha game "Princess Drive" uses Loving, Wise, Just, Courageous, Kind, and Trusting.

Explain this whole "Fate Fractal" thing to me.
The idea of the Fate Fractal is that you can use the skill/aspect setup to model anything as a character. For example, you could model a fire as a character, giving it a "Burn" skill that it uses to attack people, and a few aspects like "Spreads Quickly" or "Extreme Heat". You could have a treasure map that "attacks" people by getting them lost or leading them into natural hazards.

The overall idea of the Fractal is that you can use the basic Fate mechanics to model anything the PCs would come in conflict with. Not just monsters or NPCs; you can model haunted houses, chase scenes, fact researching, anything. And because you can model it mechanically, the characters can interact with it mechanically, using their skills and abilities to "win" the conflict without everything just falling into a single pass/fail roll.

In other words, the Fate Fractal is 4e's skill challenges, only the Fractal actually works and can be applied to more than just trying to accomplish a task.

This sounds like a cool game for cool, attractive people. Where do I get it?
Fate Core and FAE are available in both hardcopy and PDF/eReader formats.

The hardcopy for Fate Core is $25 and FAE is only $5, and both come with the digital copies when you buy them at Evil Hat's store. The Fate Toolkit, which is a collection of new optional rule systems, and the Fate Worlds setting/subgame collection will be coming out shortly.

On top of that, the digital copies are available as pay-what-you-want for PDF, epub, and Nook formats. You can get them directly from Evil Hat's store or RPGNow.

You're also going to need some Fudge dice. They're pretty easy to come by nowadays; they can be bought from Evil Hat in a few different styles. Alternately you can get the Grey Ghost GMing pack, or make your own.


So this is a framework then? How hard is it to build my own game off it?
Very easy. Once you understand how aspects, skills, and stunts interact, it's ridiculously easy to model things. Fate was designed to be twisted, modified, and hacked. It's released under an OGL, so people are able to release their own Fate-based games.

In fact, the Fate Toolkit contains lots of official hacks and system extras such as martial arts, new magic systems, interesting uses for stress tracks, and more.



The most important thing to remember when creating things in Fate:
Not everything is an aspect. Don't feel that you need to turn everything into an aspect. Aspects should be things that are thematically important. If it's raining and you don't think the rain is really going to affect what's going on in a scene, don't add a "Rainy Day" aspect. Likewise, there's nothing wrong with just having a flat mechanical penalty for a slick floor instead of a "Slick Floor" aspect.
Aspects are descriptors, not definitions. A room is not dark because it has the "Darkness" aspect, it has the "Darkness" aspect because it's dark in there. Don't let the aspects define things in a scene; create the scene first and work out what the aspects are from there.
There's really no wrong way to model things. One person might like to model a character being on fire as an aspect and some ongoing damage. Others might want to go full-Fractal and model it as a character. Both are equally valid mechanically. Fate is designed to work with how you want it to work.

I don't like making everything from scratch. What Fate-powered games are out there?
Spirit of the Century/Strange Tales of the Century - The first real Fate-based game. Pulp action in the 30's! Two fisted action! Amazing science! Gorillas flying biplanes! Note that SotC uses an older version of the Fate rules, so things like stress/consequences and stunts work differently than they do now. Strange Tales not only expands the world of SotC, it also includes guidelines to update the old rules to Fate Core.
Dresden Files RPG - The official RPG for the Dresden Files series of novels. DFRPG uses a free-form magic system, and also has a "powers" system where you can buy abilities at the cost of Refresh.
diaspora - Hard sci-fi. Think Traveller. Explore a galaxy that is created by the players as they create their characters. disapora has very detailed gear rules, if you want something a bit crunchier take a look at this.
Starblazer Adventures/Legends of Anglerre - Based on a British comic book series, Starblazer is very light sci-fi, and Anglerre is a one-book fantasy game and setting. Both games are a little more focused on stunts so they're on the crunchier side.
Kerberos Club: Fate Edition (Strange Fate) - People with superpowers start turning up in Victorian England, Queen Victoria becomes a semi-divine being, and England conquers the worlds of Farie. An amazing setting, and the introduction of "Strange Fate", where powers are build as skills out of predefined abilities.
Bulldogs! - Billed as "Sci-Fi That Kicks rear end!", in Bulldogs you play the crew of a freighter, signed up for a five-year hitch so you can get away from your past.
Ehdrigohr - Dark fantasy in a world where you fight to restore hope in a world overrun by darkness.
ICONS (Fate-derived) - Technically not a Fate game, but more of an offshoot. A fun, simple superhero game, and the "Great Power" supplement has Fate Core conversion rules.

Upcoming games:
Atomic Robo RPG - Join the Action Scientists of the Tesladyne Institute and fight Nazi clones, evil government agencies, things from beyond space and time, and insane time-travelling dinosaurs. Based on the comic by Brian "Hyperactive" Clevenger.
Apothiosis Drive X - Giant robot fighting action! Will come with several settings of its own, such as "Princess Drive", which is magical girls with mecha.
Time Heroes - Defend the timeline from those who'd alter it for their own gain.
Shadow of the Century - It's League of Extraordinary Gentlemen...80's style!
Young Centurions - A teen-focused game that takes place in the SotC universe in the mid-to-late 1910's.
Base Raiders - Superheroic dungeon crawling! When all the superheroes and villians vanish from the world, what happens to the secret hideouts and labs they leave behind? Will use the Strange Fate system.

The "Worlds of Fate" mirco-games and adventures, which will be collected in two books: "Worlds On Fire" and "Worlds in Shadow", both of which are available through Evil Hat's store and RPGNow.



Worlds on Fire
Tower of the Serpents - A stand-alone adventure set in the low-fantasy implied setting from the Fate Core book.
Kriegszepplin Valkyrie - WWI pilots must fight the cyberneticly-piloted aerial force of a mad scientist
White Picket Witches - Supernatural soap operas about a suburban town with a secret coven.
Burn Shift - Mutants, madmen, and machines try to rebuild in a post-apocalyptic world.
Fight Fire - "Rescue Me: The RPG". If you want to understand how "On Fire" works, this is a whole game based around it.
Wild Blue - Cowboys and superheroes. Cowboys who are superheroes.

Worlds in Shadow
CrimeWorld - Plan and run heists and try to get away clean. Written by John Rogers of Leverage fame.
No Exit - Psychological horror for the unwilling inhabitants of the Complex; you can check out any time you like but you can never leave.
Timeworks - Alter the timeline for the benefit of paying clients, only now time is starting to fight back.
Court/Ship - Aliens invade the court of Louis XV and get involved in courtly drama.
The Ellis Affair - A murder mystery set in the 1920's where part of the mystery is figuring out who the victim was.
Camelot Trigger - King Arthur + Giant Robots = :iia:

On top of all that, there will be Fate/FAE versions of existing games:
Do: Pilgrims of the Flying Temple - Young monks travel to distant worlds to help people and get into trouble.
Freeport: City of Adventure - A pirate colony in a fantasy world is slowly trying to go "legit" and become a major seaport. This game uses a version of FAE with the D&D stats as the approaches.
The Day After Ragnarok - WWII ends when Hitler manages to summon the Midgard Serpent. The Serpent is killed by an atomic bomb flown into its eye, and its corpse crushes most of Europe and the fallout-tinged tidal wave wrecks the eastern half of America. A combination of WWII-era pulp, Conan-esque adventure, and Nazi-punching.
Dresden Files, FAE edition - A new version of the Dresden Files RPG, using the Fate Accelerated mechanics.
Eclipse Phase - The game of "transhumanist horror" will be getting a Fate conversion guide. It should also be pointed out that you can legally torrent the core EP book, because the authors themselves seed it.

Long story short: there's a ton of awesome content out now and coming out. Plus there are a lot of people making their own hacks and extras, so there's a steady flow of great content.


What's Fudge? You mentioned that before.
Fudge (by Stephan O'Sullivan) is the precursor to Fate. Designed as a toolkit system, Fudge was not a complete system in the traditional sense (in that there were no defined stats, skills, abilities, or even base combat system), but instead was an open-source framework for people to use to build their own games. It introduced the Ladder, Fudge Dice, and open skill lists; ideas that would be built on for Fate. It's still a valid system that sees a lot of use, and is currently available for free in PDF and ePub formats at Grey Ghost Games.

What are some common tripping points?
The main thing that you need to remember about Fate is that it's not a "simulationist" system, and instead models things dramatically. Things like exact positioning, inventory lists, and tables full of situational modifiers do not exist here. Fate uses abstract positioning, you're assumed to have gear that makes sense based on your aspects and skills, and instead of situational modifiers you have temporary aspects.

Likewise, this is not a number-heavy game. If you like stacking big bonuses then this is not the game for you.

The other thing to bear in mind (again) is that not everything is an aspect. This is a trap that most people who are new to Fate fall into.

Great(+4) Links
• The G+ group and the Yahoo group. The closest things there are to official forums. Fred Hicks is active on both.
The official Fate blog
Fred's blog
Rob's blog
Evil Hat - Buy stuff here.
Fate Core Downloads - Free supplementary material.
Fred explains the Fate Fractal and being on fire - If nothing else, :siren:READ THIS:siren:.
The Secret Language of Character Sheets - This was written for SotC, but it's still relevant.
Fate-dice compatable tables for randomness - A very cool tool for people who like random tables.
An alternate intiative system
A breakdown of how Approaches work and what they mean
A simple combat example
A surprisingly partially-hostile discussion about stress and consequences
How Blocks and Obstacles work
The Fate Core/FAE SRD
Rick Neal's Dresden Files RPG articles.

Evil Mastermind fucked around with this message at 04:45 on Nov 12, 2013

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Evil Mastermind
Apr 28, 2008

reserved for other links/goon projects/common questions

dwarf74
Sep 2, 2012



Buglord
Great OP. I feel like a sucker for not getting the Fate Worlds book(s) in hardcover, now.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
A fan made page containing all the rules for Fate Core and FAE.
http://fate-srd.com/

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?
I wrote Base Raiders and it's just about ready to go out. I sent out a PDF to backers of the Kickstarter yesterday and I plan to go to press in the next week.

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES
A FATE version of EP means there's going to be a version of EP I will have a chance to play.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

dwarf74 posted:

Great OP. I feel like a sucker for not getting the Fate Worlds book(s) in hardcover, now.

There was a hardcover option? I thought only Core itself got hardcover and the Toolkit and Worlds books were paperback?

Gasperkun
Oct 11, 2012
I didn't get to send this off before you started the new thread. Here's another game that I didn't see mentioned:

Age of Arthur is a Fate-powered game about Camelot, the Round Table, and all those kinds of things. From what I've read, it is based on Disapora's ruleset.

Also there's some games that went through Kickstarter that will turn out Fate-powered, whether as an additional system or whatever.

Shadowlands began as a Pathfinder campaign setting and fan interest pushed the game to support Fate Core also.

Thunderscape is a campaign setting that originally began as older C-RPGs and recently Kickstarted as a Pathfinder setting but had an early stretch goal for multiple system support, and Fate was listed as one of the systems they intended to include there.

Red Aegis is a generation-spanning game designed to be played in a 10 session campaign. It has its own system, but one of the stretch goals for additional system support was Fate Core.

The Ministry Initiative is a game due for release in the near future, based on a series of steampunk novels.

Achtung! Cthulhu is originally CoC and Savage Worlds based but a stretch goal allowed for a Fate Core version to be produced in the future. It's Lovecraftian-style horror in WWII.

Wicked Fantasy isn't so much a game on its own as it is an alternate take on the traditional D&D races (with some setting sprinkled in), with a few usually monstrous types added. It was originally done for Pathfinder, but fan support led to a stretch goal for a Fate Core version.

Jadepunk: Tales from Kausao City is a project that will end in 10 days and is due for release early next year. It is a wuxia and steampunk mashup in an alternate universe.

Also in the works is Tianxia, a very wuxia type game for Fate Core. I believe the Kickstarter will be happening within the next couple of months.

Evil Mastermind
Apr 28, 2008

Wanna load up on Fate? The latest Bundle of Holding is all Fate products.

Fate Core, Fate Accelerated, Ehdrighor, Full/Moon, Spirit of the Century. Beat the average for Kerberos Club, Starblazer Adventures, and Legends of Anglerre.

McGlu
Apr 10, 2013

Bought into the Bundle of Holding. It's a sweet package. Didn't even know that Fate existed. Can't wait to dig in.

ThisIsNoZaku
Apr 22, 2013

Pew Pew Pew!
If you guys don't mind me asking, why was the previous thread closed in favor of this one?


Edit: VVV

Evil Mastermind posted:

Pretty much because it was outdated. With the system revamp of Fate Core/FAE it was felt that a new OP was needed to cover the changes to the game.

Okay, thanks.

ThisIsNoZaku fucked around with this message at 17:25 on Sep 16, 2013

Evil Mastermind
Apr 28, 2008

Pretty much because it was outdated. With the system revamp of Fate Core/FAE it was felt that a new OP was needed to cover the changes to the game.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
One of the things I like about the toolkit is replacing the static weapon and armor bonuses in some other FATE games with weapon and armor dice, which substitute in for FATE dice and count double when they come up +. I think you could expand that idea to all kinds of special effects, positive and negative.

Gasperkun
Oct 11, 2012
Bulldogs! and Disapora got added to the Bundle of Fate. You now get... 9 (I think) different games if you beat the average on that bundle.

Also, here's a project on Kickstarter that is a Fate Core reboot of a science fiction setting that originated during the d20 period.

Kwyndig
Sep 23, 2006

Heeeeeey


Glazius posted:

One of the things I like about the toolkit is replacing the static weapon and armor bonuses in some other FATE games with weapon and armor dice, which substitute in for FATE dice and count double when they come up +. I think you could expand that idea to all kinds of special effects, positive and negative.

Weapon and armor dice are neat, but so are the floors and ceilings as a different optional rule, where a weapon hit does a minimum amount of shifts (instead of adding on) and armor caps the number of shifts you can take in one hit. That models some things (like more realistic guns) a lot better than the old static bonuses did.

Evil Mastermind
Apr 28, 2008

For those of you who missed the Kickstarter, the Toolkit, both Worlds books, and Strange Tales of the Century are up on DriveThru now.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Evil Mastermind posted:

For those of you who missed the Kickstarter, the Toolkit, both Worlds books, and Strange Tales of the Century are up on DriveThru now.

Awesome news. I know there was one goon in the old thread who was really looking forward to the toolkit.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
That'd be me. :neckbeard:

Already looked through the pdf, some drat fine ideas in there, but I want to get hold of hardcopy for a proper read. Granted, it's not really a 'reading' book, but pdf just isn't the same to me. I'm suprised by how good the world books look as well, given that's really not my thing usually. At this point, they put the FATEcore name on bogroll and I'd order it.

e: Also, would it be worth linking to some blank dice on the OP, given fate dice aren't something most people have laying about and 'proper' ones are priced absurdly?

petrol blue fucked around with this message at 23:22 on Sep 19, 2013

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

petrol blue posted:

e: Also, would it be worth linking to some blank dice on the OP, given fate dice aren't something most people have laying about and 'proper' ones are priced absurdly?

The new Evil Hat-made fate dice are either available for purchase now or will be very soon, they're only $15 for 3 sets of dice. Not bad at all.

Kwyndig
Sep 23, 2006

Heeeeeey


I wouldn't say absurdly, the base dice are MSRP 15 bucks for 12 dice. That's a little pricey, yeah, but since you get enough dice for 3 people to play and have their own dice for that price it's roughly equivalent to a premium die set from Chessex for like D&D on the cost per person standpoint.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

jivjov posted:

The new Evil Hat-made fate dice are either available for purchase now or will be very soon, they're only $15 for 3 sets of dice. Not bad at all.
Actually they are available now but you're slightly wrong. I don't remember the reason why but the Dresdon Files dice are $18. Honestly they are pretty good dice for the price.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

MadScientistWorking posted:

Actually they are available now but you're slightly wrong. I don't remember the reason why but the Dresdon Files dice are $18. Honestly they are pretty good dice for the price.

Dresden Dice are slightly more expensive to pay for the license.

Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature

petrol blue posted:

e: Also, would it be worth linking to some blank dice on the OP, given fate dice aren't something most people have laying about and 'proper' ones are priced absurdly?

Man, what the hell is able to draw on dice? Nothing will stick to it, not even sharpies. I think it's a good idea to put a link in the OP to that article about making home versions of FATE dice with d6's, by the way. I tried doing those but then again, nothing sticks to dice :argh:

I'm in Brazil and there's no FATE dice here, even though we have a translated Spirit of the Century in the national market. I've found that just using plain old d6's (1 and 2 are -1; 3 and 4 are 0; 5 and 6 are +1) isn't overly taxing and immersion breaking.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Acrylic paint'll do it. Should be dirt cheap pretty much anywhere in the world. Model paint, if you want metallic colors or gloss.

If you were feeling really lazy and didn't want to have to go through the arduous process of drawing up to two straight lines, you could always paint the faces of the dice in appropriate colors - green for plus, red for minus, and blank for neutral.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Did part 1 of a Freeport 2-shot. I don't know about using D&D stats for approaches.

The cool thing about FATE is you can generally, but not always, focus on using your characters strengthes. My guy's a '30s boxer, say: his conversations are forceful, his punches are forceful, and his blocks are forceful.

Well, the GM wants to put me on the back foot. He puts my boxer in a foot chase through broken ground (which I have to be careful or quick in). He lets me get the drop on some mobsters if I'm sneaky. In a moment of comic relief, my little brother wants him to learn to juggle (requiring some flashyness).

With D&D approaches, you can make an argument that all of those approaches could be DEXTERITY. (Heck, a stunt could say, Since I'm a Stick-and-Move fighter, I can use DEXTERITY in boxing offense. I can keep Forceful as a dump stat!)

The game itself was awesome, however. I played an Urchin Messiah/cabin boy, who believed (rightfully) that upcoming hurricanes were a sign of the end times.
His trouble aspect was "They tell me, I obey."

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers

Desty posted:

Acrylic paint'll do it.

Yep, that's how I did mine, we've been using them for about 12 sessions, and there's no visible wear. I got six sets for about £8. I got them in different colours, which I'd likely not bother with again: everyone just grabs a handful, and it deeply upsets my OCD side every time.

Shoombo
Jan 1, 2013
I missed out on the Bundle of Fate, unfortunately. I was all set to buy it, but I guess it ended a day or two sooner than I thought it did. It's a real shame, because I'm getting ready to start my first ever Fate campaign, and I was looking forward to cannibalizing stuff.

Ettin
Oct 2, 2010
So, say you're running a Planescape FAE game set in Sigil.

What aspects would you give the city (and maybe the factions)? Would you consider tweaking the system for a more Planescape flavour any? I'm converting one of my games to Fate Accelerated and figure I might as well do some city stuff while I'm at it. :v:

Mitama
Feb 28, 2011

I'm not sure about the city itself, but definitely check out Fate Freeport if you want a D&D-fied version of FAE.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Ettin posted:

So, say you're running a Planescape FAE game set in Sigil.

What aspects would you give the city (and maybe the factions)? Would you consider tweaking the system for a more Planescape flavour any? I'm converting one of my games to Fate Accelerated and figure I might as well do some city stuff while I'm at it. :v:

If you have a copy of the Dresden Files RPG you might want to snag some of the city creation stuff from it. I would give Fate Freeport a look as well, but replacing approaches with super broad skills doesn't really work for me. You could just give characters a Faction Aspect and let them go from there.

The one thing I really got from Freeport that I liked a lot was levels of importance. You can let them set their race, faction, and anything else multiple ways. If they just note it on their sheet it isn't very important but is still set at something. If they set it as an aspect it is pretty important and should come up once a session maybe. Then they could set up a stunt based on it for when something really matters to them.

Ettin
Oct 2, 2010
I'm trying to figure out actual aspect names, I am aware city creation is a thing because that's what I'm doing. :v:

I will try the Planescape thread!

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
My complete amateur ideas, depending on what you want:

City of Doors and Secrets (obvious reference)
Don't Screw the Lady (can't remember her title :v: )
If Ye have Faith as a Mustard Seed (belief driven reality)
Philosophy Slapfight! (the various factions jockeying)
All Roads Lead to Here (the presumed diversity of the city)

They're probably garbage, but that's the stuff you want, right?

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
The Athar
-The "gods" are all liars!
-There's no point upsetting the powers.
-Part the veil.

Believers of the Source
-All things are godly.
-Survive, Succeed, and Ascend.
-What is being tested?

The Bleak Cabal
-"The multiverse doesn't make sense."
-Some folks can't handle the truth.
-Is there meaning inside?

The Doomguard
-Nothing lasts forever.
-Things are supposed to crumble.
-Everything's got a part in this.

There's what I have so far.

Ettin
Oct 2, 2010
Those are actually pretty good. Thanks! :buddy:

Ash Rose
Sep 3, 2011

Where is Megaman?

In queer, with us!
I just got into this system and it seems great, but I am a bit confused. I'm sure it is just me being dumb, but when taking damage you have 3 options, Fill in a stress box equal to or greater than the damage you took, take a consequence, or fill in 1 box and take a consequence.

Why would you ever do the third, it is just the second option plus filling in an additional stress box.

Second, if I take a 3 damage hit and fill in my '3' marked box, do boxes 2 and 1 stay unmarked?

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

axelsoar posted:

Why would you ever do the third, it is just the second option plus filling in an additional stress box.

Second, if I take a 3 damage hit and fill in my '3' marked box, do boxes 2 and 1 stay unmarked?

Because sometimes you need to soak up more damage than just the consequence will provide. A Minor Consequence and a 3 stress box is 5 shifts total. You could also take a Mild and check your 1 stress box. Either way that is 5 you see?

Yes that is how it works.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Yeah, I thought that bit was pretty badly worded. It's basically 'reduce the strength of hit by [consequence amount], then fill in the appropriate box, or higher one if it's already filled'.

e: clarity.

petrol blue fucked around with this message at 06:17 on Sep 24, 2013

Evil Mastermind
Apr 28, 2008

axelsoar posted:

I just got into this system and it seems great, but I am a bit confused. I'm sure it is just me being dumb, but when taking damage you have 3 options, Fill in a stress box equal to or greater than the damage you took, take a consequence, or fill in 1 box and take a consequence.

Why would you ever do the third, it is just the second option plus filling in an additional stress box.
Because taking a consequence reduces the stress of a hit before you check a box. Taking a mild consequence reduces the hit by two, a moderate by 4, and a severe by 6.

Let's say I have three physical stress boxes and take a 4-stress hit. That would take me out, because it's off the top of my track. Instead, I opt to take a minor consequence. That reduces the incoming hit by two, meaning I still take a two-stress hit and fill in my second box.

Now, I could have taken a moderate consequence and negated the damage completely, but here's the thing: at the end of the conflict all my stress clears out, and I can get rid of a minor consequence after the next scene. That means that I can clear that slot out pretty quickly in case I need it again.

A moderate consequence, on the other hand, takes a whole session
to go away. Which means that the consequence slot stays filled (so I can't use it again) and it's going to be working against me for a while.

Sometimes you don't have an option on what slots you can fill; if I take a 6 or 7 stress hit, I'm probably going to have to take a moderate or severe consequence to stay in the game.

quote:

Second, if I take a 3 damage hit and fill in my '3' marked box, do boxes 2 and 1 stay unmarked?
Correct. You only fill in the box that matches the value of the hit after you take consequences. If the box is filled already, you have to fill in the next one.

Ash Rose
Sep 3, 2011

Where is Megaman?

In queer, with us!
Ahh, that is the part I missed, I was looking at the cheat sheet and it seemed to imply taking a complication of any level cleared all incoming damage instead of reducing it by the number on the consequence.

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Babysitter Super Sleuth
Apr 26, 2012

my posts are as bad the Current Releases review of Gone Girl

So I just hacked together a quick setting-agnostic magic ability for Fate Core, was wondering if anyone wanted to take a look at the numbers to see if this is workable or not. In particular, I was wondering whether the refresh cost and skills were right as they were, or if I should change them.

https://docs.google.com/document/d/1nXTzVggim3txMMFg-3xmmxnZsL3g3rgpVyFuCUnrCr4/pub

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