Mass Effect Fate hack by Don Mappin, but got removed, here's a link to Wayback Machine:
http://web.archive.org/web/20150629183534/http://masseffectrpg.org/wp/?page_id=51
Показаны сообщения с ярлыком Fate Core. Показать все сообщения
Показаны сообщения с ярлыком Fate Core. Показать все сообщения
вторник, 1 января 2019 г.
четверг, 6 октября 2016 г.
Fate & Facts List
So, I had this weird Fate Core build idea.
— 5 Aspects, 3 Stunts, 3 Refresh, and all not mentioned here, as normal.
— You have no Skills/Approaches. Instead you have "0, 1, 1, 2" to spread among Four Actions, yup you have bonus shifts on actions, not Skills (Initially, it's not my idea, forgot, who suggested it first, sorry). Just make sure, your games have non-combative conflicts, as well.
— After that you fill a list of 'fun facts':
Skills, occupations and perks you possess.
Supernatural powers and signature spells of your liking.
Hobbies, passions, pet projects.
Encounters and relationships with people you've met.
Ideals, creeds, and beliefs from your personal code of honour.
Hunches, clues and ideas you have on campaign's mysteries.
Piece of equipment, a battle technique, solializing approach.
Distinctive feature, a quirk, a vice, something, that makes red and all stuttering.
Well, anything, that's not as important, as Aspects. That's your a dashboard and mindmapping tool. It's a minor bits, that basically help you to "engage with a narrative", to describe things colourfully.
When Aspects is The Most Important facts about your character, it's a bit of details for you to keep in mind. Something above and beyond. These facts aren't supposed to be mechanical, but they can give you narrative permissions to do stuff. Sometimes GM can give you +1 on your roll if everyone's agreed, that "this one is really nailing it", but they should'nt be stacked or anything. Settle on "from ~8 to ~16", dunno, haven't tested it yet.
Those facts is what can become an aspect or a stunt. You can also swap or demote aspects and stunts into your facts at milstones. If your didn't get used in play, it doesn't matter. Picture, made by your four adopted children saved from demon cult, bravest cat in a world, Mr. Bigglesworth, plain ring, you stole from the wretched creature, that prolongs your life. You know about and it warms your heart on a long winter nights. Or it can help you to make a scene. GM might it even suggest you to make an Aspect out of one of these, if current doesn't work very well.
— Fate Points give you Success with Style automatically. When it is set, that aspect is applicable for invocation, opposing side doesn't counter it with their own FPs.
— Compel negotiations work as normal.
— Stunts, Boosts and Free Invokes give you +3 shifts worth of advantage.
— As always, Stunts should be presice as to when they are applicable: Because I "Narrative fact" I get "rules exclusion" when "Action" to "do something specific" "under these circumstances", etc.
— Three Stressboxes.четверг, 8 сентября 2016 г.
The Great Shiftquake, Celestial War and aftermath
Twenty years ago the skies brightened and hundreds of realms were cut off from their home worlds and stitched together by invisible hands of mysterious force.
Many call this place a New Land. Terra Nova, Chuzjbina, Navinam Ahai, Gebilkur and many other denominations were used by countless tribes and nations.
Strange neighbours were eyeing each other with fear, hunger, greed and hatred. Some mourned their losses, while others sharpened their blades and prepared other woundrous weapons.
Terror and discord would've ruled these lands if not for the threat from outside. The celestial fleet of voidwellers smashed into us, newlanders, with desperate fury and speed, conquering city after city. Realm after realm.
It is when alliance was forged among newlanders. Gathered by [Emperor], a ruler of a small peaceful nation of the Core, a council of realms and technomagic orders, strong enough to fight decided to unite their resources to push invaders back into the darkness they came from.
It was not easy, but in the end alliance held and we managed to take back the lands voidwellers captured... and force them into peace. There simply wasn't enough technomagic resources to fight outsiders in the sky. And besides, destroying an entire celestial fleet was considered to be unreasonable.
As for the voidwellers, it wasn't greed, that led them. At least, not at first. It was hunger. Rebels and exiles of their world had no resources of their own, so they decide to take it by force. But success and starvation for luxuries was what really blinded them. Made them both ruthless and reckless. And that almost cost them everything. At the cost of a huge debt, they were granted peace and trade treaties, after all.
Allied Realms stand together to this day, despite being vastly different in their cultures and morals, while the Core city is the heart of that alliance. It is the center of commerce and cultural exchange. Though, the further you go from the city, the more hostility you would witness. Many Realms, voidwellers included, want more and they want it too fast. Instead of learning from Core, they eye their neighbours with jealous, appraising looks.
Gladly, nations are not the only groups with interests. Merchant and humanitarian factions, knightly orders and Five Great Technomagic Paths are greatly interested in expanding their interests across the New Land. And, if my experience is any indication, that means, there still will be wars. Just different. Not all will happen to be as big and bloody.
Professor Leonine Crusoe, historian at High Forest Academy.
воскресенье, 12 октября 2014 г.
пятница, 12 сентября 2014 г.
Numenera Style Approaches for FAE [RU]
Вот эта идея смотрелась достаточно забавно, на первый взгляд, но как-то грубо, убивает весь смысл Подходов. С другой стороны, есть Профессии (6 штук, например в Jadepunk), которые заменяют частично и навыки и подходы, и немного разгружают аспекты (Солдат, Шпион и Торговец явно будут действовать по разному), но позже я подумал о Нуменере. Подходы, состоящие из двух или трёх определяющих слов.
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