Fate 3.0

Fate 3.0 is derived from the system found in Spirit of the Century, by Evil Hat Productions.

These are some pages on the Evil Hat Wiki to consider:

Also, from the Dresden Files RPG

D&D Style Magic

Arcane Spell Casters

  • Bards
  • Sorcerers
  • Wizards

Divine Spell Casters

  • Paladin
  • Cleric
  • Druid
  • Ranger

Schools of Magic

  • Abjuration
  • Conjuration (healing magic is here)
  • Divination
  • Enchantment
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation

General Thoughts

A second Skill Pyramid is taken for characters who choose to become magic users. The pyramid is two tiers high (one skill at the top, and two at the bottom). The top tier is equal in rank to the character's Mysteries skill. The bottom tier is one rank lower than the top, and the skills not on the pyramid are two ranks lower than the top. A Mysteries stunt is used to open up this second pyramid.

Example: A player wants to create a classic D&D cleric to a standard Lawful Good god. He chooses Mysteries as his best skill, placing it at Superb on his Skill Pyramid. He then takes the Cleric stunt, which is in the Mysteries stunt tree. This opens up his secondary Skill Pyramid which contains his magic skills. He puts Conjuration at the top of this pyramid, as clerical healing magic is conjuration magic. The bottom two slots are chosen as Divination and Enchantment, to round out the Magic Pyramid. This leave the character with: Conjuration (Superb), Divination (Great), Enchantment (Great). The other five schools of magic (Abjuration, Evocation, Illusion, Necromancy, Transmutation) are all at Good rank.

Ships of the Line

All ships have skills that represent its abilities, appropriate to its rating (see chart at bottom). Individual ships of a type are distinguished from one another by aspects. Most PC (hero) ships will have 5 aspects. Other ships may have more or less than 5 as the situation dictates. Ships have a starting Hull of 5 (equivalent to PC Health). Crew Rating is Average, Fair, or Good (see Spirit of the Century, page 74, under the heading Minions).

  • Attack/Defend
  • Maneuvers in Combat
  • Chase/Escape

Attack = Crew Rating; Defense = Maneuver; Guns - Size = Bonus Shifts to Attack; The closer the zone, the greater the penalty to Maneuver;

See “Spin” page 79; “Vehicles” page 209; “Other Common Situations” page 271; “How to do Things” pages 53-74

Ships of Western Immoren

<Insert descriptions of the ships found in the World Guide, how they relate to the generic ships below, and standard Aspects they would have>

Ships from the Age of Sail

(Royal Navy Classification)

Ship TypeSizeGunsSpeedManeuver
1st Rate+6 Fantastic+6 Fantastic-1 Poor-1 Poor
2nd Rate+5 Superb+5 Superb0 Mediocre0 Mediocre
3rd Rate+4 Great+4 Great+1 Average+1 Average
4th Rate+3 Good+3 Good+2 Fair+2 Fair
5th Rate+2 Fair+2 Fair+3 Good+3 Good
6th Rate+1 Average+1 Average+4 Great+4 Great
Sloop-of-war0 Mediocre0 Mediocre+5 Superb+5 Superb
Brig/Cutter/Schooner-1 Poor-1 Poor+6 Fantastic+6 Fantastic

Example Ship Aspects

  • Veteran Crew
  • Novice Crew
  • Heavily Armed
  • Lightly Armed
  • Survivor of the Battle of Caspia
  • Metal Hull Plates
  • Green as fresh timber
  • “Raise the Jolly Roger!”
  • “Run out the Guns!”
  • “Put some distance between us men!”

Conflicts and Stress Track

Adapted from Faster Conflicts.

Make the stress track work like this: when you exceed your stress boxes, you're taken out.

Consequences let you do this: reduce the amount of stress you take from a particular blow.

Take a minor consequence for a -1 to the stress dealt.
Take a major consequence for a -2 to the stress dealt.
Take a severe consequence for a -4 to the stress dealt.

You can only take one consequence per attack.

Size of Stress Tracks

Stress tracks can start with any number of stress boxes in each, including none at all, depending on the needs of the game and how long you want conflicts to last. Three is a good starting number. The Endurance modifier adds directly to the Health track. The Resolve modifier adds directly to the Composure track.

Detailed Armour

These armour rules are designed to work with the new Conflicts and Stress Track rules from above. The additional consequence that the armour confers does not count as a Aspect for the purpose of Compels, it simply allows the armour to absorb the attack. The Skills listed in the Penalty column suffer -1 while the wearer is in armour.

TypeConsequencePenaltyExamples
LightMildAthletics
MediumModerateAthletics, Stealth
HeavySevereAthletics, Stealth

Example Characters

Dr. Miles "Doc" Spartan -- "Man of Science. Man of Action."

Doc Spartan and the Enigma Horde!

Fists
Endurance, Resolve
Academics, Engineering, Science
Leadership, Resources, Alertness, Athletics
Might, Investigation, Rapport, Stealth, Survival

Timothy Smythe -- "Timmy Two-Step"

Timmy Two-Step versus the Clockwork Carnival!

Ferok, Lord of the Jungle

Ferok in… Conquest of Dino Island!

Skills

Academics (Knowledge)

Academics is a knowledge skill. It measures the character's “book learning”. Any knowledge that would not explicitly fall under Science, Mysteries, or Art falls under this skill (though some overlap may exist among all of those). Characters with high Academics include scholars of antiquity, professors and know-it-alls.

Alertness (Perception)

Alertness is a measure of the character's regular, passive level of awareness. Specifically, it is the perception skill to notice things the character is not looking for. In an exchange where characters are surprised (and as such, are prevented from choosing which skill to roll), Alertness is the skill which is rolled. In conflicts of an active, physical nature, Alertness determines initiative. Characters with high Alertness include bodyguards, outdoorsmen and criminals of a sneaky variety.

Art (Craft/Knowledge)

Art measures the character's overall artistic ability, covering the gamut of endeavors, from painting to dance to music. This includes knowledge, composition, and performance. Characters with high Art include artists (obviously), aristocrats, and those of the avant garde.

Athletics (Physical)

This measures the character's general physical capability, excepting raw power, which is a function of Might. Athletics covers running, jumping, climbing, and other broadly physical activities you might find in a track and field event. Characters with high Athletics include athletes, soldiers and outdoorsmen.

Burglary (Subterfuge)

The ability to overcome security systems, from alarms to locks, falls under the auspices of this skill. This also includes knowledge of those systems and the ability to assess them. Characters with a high Burglary include burglars, private eyes and even some cops.

Contacting (Social)

Contacting is the ability to find things out from people. A character may know a guy, who knows a guy, or maybe he just knows the right questions to ask. Whatever his methods, he know hows to find things out by asking around. Characters with high Contacting include reporters, private eyes and spies.

Deceit (Social)

Deceit is the ability to lie, simple as that. Be it through word or deed, it's the ability to convey falsehoods convincingly. Characters with high Deceit include grifters, spies, and politicians.

Drive (Mundane)

Drive is the ability to operate a motorcar, one of the greatest inventions of recent memory. Mister Ford has put these all over the roads of America, and the first folks truly comfortable behind the wheel are emerging. Why, the most daring speed-demons among them can make the most of its 20 horsepower, nearing speeds of 45 miles per hour! Characters with high Drive include chauffeurs, racers and getaway drivers.

Empathy (Social/Perception)

This is the ability to understand what other people are thinking and feeling. This can be handy if a character is trying to spot a liar or wants to tell someone what that person wants to hear. Empathy is usable as a defense against Deceit, and is the basis for initiative in a social conflict. Characters with a high Empathy include gamblers, reporters and socialites.

Endurance (Physical)

Endurance is the ability to keep performing physical activity despite fatigue or injury. It's a measure of the body's resistance to shock and effort. In addition to fatigue, Endurance measures how well a character shrugs off poisons and disease (for a treatment of poisons, see page 246). Characters with a high Endurance include explorers, athletes, and sailors.

Engineering (Craft)

Engineering is the understanding of how machinery works, both for purposes of building it and taking it apart. While it is complimented by an understanding of Science, Engineering can just as easily be the result of getting one's hands dirty and having a natural feel for how things work. Characters with a high Engineering include inventors, mechanics, and engineers.

Fists (Combat)

This is the ability to hold one's own in a fistfight, with no weapons available but one's two mitts and a load of attitude! With specialized training, this may include the practice of more disciplined fisticuffs, such as the martial arts of the Orient. As a combat skill, Fists allows characters to defend themselves as well as attack. Fists fighters are also well-versed in a variety of fighting styles from all over the world, and may use this skill as a limited sort of knowledge skill covering those areas. Characters with high Fists include sailors, thugs, and martial artists.

Gambling (Mundane)

Some games are pure luck, but a good gambler doesn't play those. Gambling is the knowledge of how to gamble and moreover, how to win when gambling. It also includes knowledge of secondary things like bookmaking. Characters with a high Gambling include gamblers and dapper secret agents.

Guns (Combat)

Sometimes characters just need to shoot things. Thankfully, there's a skill for that. With a gun, characters can shoot up to two zones away - three if it's a rifle (borders may or may not count, depending on their nature). Unfortunately, without a gun in hand, or at least close at hand, the skill isn't much use.

Intimidation (Social)

There are more graceful social skills for convincing people to do what a character wants, but those skills tend not to have the pure efficiency of communicating that failing to comply may well result in some manner of harm. Nothing personal. Characters with high Intimidation include mob enforcers, bouncers and “bad” cops.

Investigation (Perception)

Investigation is the ability to look for things and, hopefully, find them. This is the skill used when the character is actively looking for something, such as searching a crime scene or trying to spot a hidden enemy. Characters with a high Investigation include private investigators, reporters and cops.

Leadership (Social)

Leadership is a multi-faceted skill. A good leader knows how to direct and inspire people, but he also understands how to run an organization. As such, the Leadership skill covers acts of both types. Characters with a high Leadership include military officers, politicians, bureaucrats, and lawyers.

Might (Physical)

This is a measure of pure physical power, be it raw strength or simply the knowledge of how to use the strength one has. For lifting, moving and breaking things, Might is the skill of choice. Might may be used indirectly as well, to modify, complement, or limit some skill uses. Characters with a high Might include strongmen, laborers, and lords of the jungle.

Mysteries (Knowledge)

There is more to the world than science has explained yet. Ethereal photography, mesmerism and other mentalist tricks, rituals of lost pre-Roman empires, secrets of the distant East - all these and more are known to a master of Mysteries. Characters with high Mysteries include mystics, explorers, and adventurous archaeologists.

Pilot (Mundane)

Perhaps even more exciting than the automobile is the airplane. The Great War brought numerous advances in aviation into the world, and the pilot is still a dashing, heroic figure. With the end of the war, the commercial and practical applications of aviation are beginning to be explored.Characters with a high Pilot are usually professional pilots, though it is sometimes the domain of the idle rich. In play, the trappings of Drive can easily apply to Pilot as well.

Pilots with a low Resources skill probably don't own their own aircraft, but it is entirely likely that the Century Club has something they can charter. Alternately, certain stunts may lead to the possession of an aircraft, regardless of Resources.

Rapport (Social)

The flipside of Intimidation, this is the ability to talk with people in a friendly fashion and make a good impression, and perhaps convince them to see one's side of things. Any time a character wants to communicate without an implicit threat, this is the skill to use, which makes it appropriate for interviewing. Characters with high Rapport include grifters, reporters, and good cops.

Resolve (Social)

Resolve is a measure of a character's self-mastery, as expressed through things like courage and willpower. It's an indicator of coolness under fire and also represents the drive not to quit. It plays a key part in efforts to resist torture or the strange mental powers of psychic villainy.

Resources (Mundane)

Usually Resources is simply a measure of available wealth, but the specific form this takes, from a secret family silver mine to a well invested portfolio, can vary from character to character (and may be indicated and enhanced by their aspects). Usually this skill passively informs the GM what the character's available resources are, but Resources may still be rolled for large expenditures, like purchases and bribes. Some large-scale conflicts may be about trying to out-spend the other guy; here, Resources can act as an attack or defense skill. Characters with high Resources include robber barons, aristocrats and successful criminals.

Science (Knowledge)

Not just science, but “Science!”. Science holds the promise of revealing all the world's secrets to mankind. This skill represents a broad knowledge of all things scientific, from raw knowledge to the proper application of scientific method, and includes the field of medicine. Characters with a high Science include scientists and physicians, but any gentleman of quality has at least some familiarity with the sciences.

Sleight of Hand (Subterfuge)

The hand can certainly be quicker than the eye. This skill covers fine, dexterous activities like stage magic, pickpocketing, and replacing an idol with a bag of sand without tripping a trap. While Athletics is appropriate for gross physical activities, most things requiring manual speed and precision falls under this skill (that said, if you're picking a lock, use Burglary). Characters with a high Sleight of Hand include stage magicians, pickpockets, and jugglers.

Stealth (Subterfuge)

This is the ability to remain unseen and unheard. Directly opposed by Alertness or Investigation, this ability covers everything from skulking in the shadows to hiding under the bed. Characters with a high Stealth include burglars, assassins, and sneaky children.

Survival (Mundane)

This is the skill of outdoorsmen. It covers hunting, trapping, tracking, building fires, and lots of other wilderness skills that a civilized man has no use for. Characters with a high Survival include explorers, hunters, scouts, and lords of the jungle. Tracking defaults to Mediocre, but can be taken as a stunt to use Survival instead.

Weapons (Combat)

This is the skill for fighting with weapons, from swords to knives to axes to clubs to whips. The exact weapon is more of a choice of style than anything else, as this covers everything from fencing in European salons to sailors using knives and batons on the docks.

The Weapons skill also covers the ability to throw small handheld weapons up to one zone away, or to use weapons (like a whip) with unusually long reach to attack adjacent zones, so a character would use this skill to be a good knife fighter and knife thrower. This gives Weapons-focused characters a small leg up on folks who fight with their Fists, with the downside that a Weapons user needs to have a weapon in hand in order to make much use of the skill.

As a combat skill, Weapons inherently carries the ability to defend oneself in a fight and as such, may be rolled for defence.

Weapons users are also well-versed in a variety of fighting styles and weapons, and may use this skill as a limited sort of knowledge skill covering those areas.

Characters with high Weapons include sailors, fencers, and some kinds of athletes and circus performers.

If someone is devoted to using Weapons as a strong component of their fighting style, it can safely be assumed that they possess the sufficient weaponry in order to make use of the skill, regardless of Resources rating. This is, of course, subject to the rigors of character concept and GM approval.

Other Notes about Skills

There are also an almost unlimited amount of other Craft/Profession skills that can be taken. Discuss with the GM to see whether they fit into an already existing skill, or need there own unique skill.

Alertness, Athletics, Endurance, and Resolve tend to be important skills in game. They are used in many situations to oppose the use of other skills and stimuli on characters. For example: Alertness is used to determine initiative, Athletics encompasses dodging attacks, Endurance gives the character more starting health, and Resolve gives the character more starting Composure.

Weapon Aspect System

Powerful — Weak
Fast — Slow
Accurate — Inaccurate
Long reach/range — Short reach/range

Rapid Fire? Possibly too much information.

Sidearms/One-handed weapons: pick 1
Longarms/two-handed weapons: pick 2

Can choose one extra positive aspect if a negative is chosen.

Fantasy Examples

Two Handed Sword: Powerful, Long Range, Slow

Modern Examples

Light Pistol: Fast
.50 cal Pistol: Powerful, Accurate, Slow
Submachine Gun: Fast, Accurate
Assault Rifle: Powerful, Long Range, Accurate, Slow
Sniper Rifle: Long Range, Accurate
.50 cal Sniper Rifle: Long Range, Accurate, Powerful, Slow

Sci-fi Examples

Armour Aspect System

Useful vs. Bullets
Useful vs. Blades — Noisy
Useful vs. Blunt — Heavy
Useful vs. Blasters

Fantasy Examples

Chain: Useful vs. Blades, Noisy
Plate: Useful vs Blades, Useful vs. Blunt, Noisy, Heavy

Modern Examples

Bullet Proof Vest: Useful vs. Bullets
Combat Armour with anti-knife mail: Useful vs. Bullets, Useful vs. Blades, Noisy
Combat Armour with Trauma Plates: Useful vs. Bullets, Useful vs. Blades, Useful vs. Blunt, Noisy, Heavy

Sci-fi Examples

 
fate.txt · Last modified: 2009/10/14 14:45 by excrusader
 
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