Showing posts with label fate. Show all posts
Showing posts with label fate. Show all posts

Sunday, January 14, 2018

Mugato for Fate Accelerated

Despite my lack of recent blog posts, I've still been gaming steadily. In my on-going Star Trek Fate Accelerated game, the crew of the U.S.S. Skipjack recently had to fight a pair of Mugatos in an alien arena. These dangerous beasts were very difficult opponents for a three-man away team accompanied by a quartet of redshirts.

From Memory Alpha:
Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal to Humans and inhabitants of Neural alike within a matter of hours. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.


MUGATO
Aspects

  • Killer space ape
  • Venomous fangs
  • Thick shaggy fur
  • Mated pairs

Approaches

  • Carefully: +0
  • Cleverly: +1
  • Flashily: +1
  • Forcefully: +4
  • Quickly: +3
  • Sneakily: +2

Stunts

  • Because I have thick fur and dense muscles, I get +2 to forcefully defend against physical attacks. 
  • Because I have venomous fangs, once per session, when I succeed with style on a close-combat physical attack, I can turn a "poisoned" boost on my target into a full aspect. 
Stress: OOO




Wednesday, July 5, 2017

Star Trek with Fate Accelerated (Part 1, Characters)

So I watch the old Star Trek just about every Saturday night on MeTV, right before Svengoolie. Every time I think "Man, I should run a Star Trek game." Well, this week it really stuck under my skin, so I started writing up a bunch of rules for playing Star Trek with Fate Accelerated Edition.

Star Trek typically isn't focused on action and combat. The nice thing about Fate Accelerated is that its conflict rules work just as well for phaser blasting a cadre of Romulans as they do for talking a group of robots to death using logical paradoxes.

This here is just a long string of Flashy social attacks...

So yeah, FAE is perfect.

Here's the rules for creating Star Trek characters with Fate Accelerated. I have starship rules I'll post next. These rules weren't created in a vacuum. I took influences from a few other places. Federation Rules insist that I site my sources, of course.

Influences

Resources
Star Trek Online wiki: http://sto.gamepedia.com 

Further Posts
Part 2, Starships
Part 3, Badguys

One last word. I know that Betazoids and Trill didn't appear in the original series, but my wife likes them and she's one of my players, so I put them in anyway.


Star Trek: Fate of the Federation
Star Trek using Fate Accelerated

Setting
Original Series period  (mid-23rd century) but in an alternate continuity, separate from either the original universe or the Kelvin timeline. This helps smooth over cannon conflicts. It also allows a player to be a Federation Klingon or android without stepping on Worf or Data’s toes.

Setting Assumptions
The universe in generally optimistic. There are troubles and conflicts and all-out wars, but for the most part the powers of good, community, and altruism ultimately win. The Federation is a techno-socialist utopia in a post-scarcity society (or very close to being so). The Federation is a force for good in the universe. Starfleet is the Federation’s military peace-keeping, exploration, and diplomatic arm. The PCs are heroes. They may have conflicts and even dark secrets, but overall they are the good guys.


Character Creation
As per normal Fate Accelerated, with a few minor tweaks to required aspects and stunts.

Aspects
You get five of these. Most should describe specific character details in order to feel properly Star Treky.
  1. High Concept: Should describe your function in Starfleet, as well as your species if not human, and maybe an evocative adjective. Brave captain of the U.S.S. Beowulf, Swashbuckling Andorian security chief, Cynical android engineer, Plucky young ensign.
  2. Trouble: Your major source of conflict and drama; same as in base FAE. Torn between my human and Vulcan heritages; Displaced out of time; I don’t play by your rules; Young, naive, and chirpy; Extended state of barely-controlled pon farr.
  3. Relationship: Describe your relationship with another character. It needn’t be positive. It can be either a PC or NPC (but a PC has more potential for drama). Unresolved romantic feelings for Yeoman Jones; My buddy, Engineer Smith; “I’ll get you for this, Harry Mudd!”
  4. Background: Describe what you did before joining Starfleet or how joining Starfleet affected you. Simple country doctor; First one in my family to leave Earth; Academy linguistic prodigy; Last survivor of the Tenebrae Disaster.
  5. Wildcard: Your last aspect can be anything you want. Make it interesting! A cousin in every starbase; Master of Klingon martial arts; Latent telepathic abilities; Tribbles! Tribbles everywhere!

Stunts
Per the normal rules for FAE. However, if you play a non-human species you should/must take at least one stunt relating to your alien heritage.

Example Alien Stunts

Vulcan Stunts
Vulcan_captain,_first_contact.jpgBecause I can use the Vulcan Nerve Pinch, I get +2 to sneakily attack a single opponent when they aren’t expecting it.

Because I can use the Vulcan Mind Meld, I get +2 to carefully create advantages related to thoughts and memories pulled from a linked mind.

Because my dedication to logic has purged my mind of all emotion, once per session I can ignore all stress from a social or mental attack.


Andorian Stunts
120065ad88709c015c3eb2663ff82791.jpgBecause I am trained to use the deadly ushaan-tor, I get +2 when I quickly attack an individual with my Andorian ice knife.

Because I am trained in Andorian military tactics, once per session I can automatically create an aspect (with a free tag) or remove an aspect for my side while in combat.

Because I get stronger the more you hurt me, once per session I can I positively invoke all the physical consequences I currently have for free.


Tellarite Stunts
Gav.jpgBecause I am stubborn and strong willed, I get +2 to forcefully defend against attempts to sway my opinion or control my mind.

Because my people are master engineers, I get +2 to cleverly create advantages when working on starship systems.

Because I am impatient and short tempered, once per session I can choose to go first in the turn order of a conflict, regardless of Quick scores.


Orion Stunts
OrionMale2154.jpgBecause, as an Orion female, I produce irresistible pheromones, I get +2 to sneakily attack receptive males in social situations (consequences from such attacks will put the target further and further under the Orion’s sway).

Because I am a sexy beast, I get +2 to flashily create advantages in social situations where I use brazen physical seduction.

Because I am part of the Orion Pirate Syndicate, once per session I can locate an allied underground contact willing to give me aide and/or succor.


Betazoid Stunts
Star-Trek-The-Next-Generation-marina-sirtis-35468332-694-530.jpgBecause I am an empath, I get +2 to carefully create an advantage when trying to determine another character’s Weakness or Consequences.

Because I can telepathically influence emotions in others, I get +2 to stealthily create advantage on an individual when creating aspects related to emotional states.

Because I can mentally sooth fear and trauma, once per session I can remove all stress and/or a mild mental-based consequence from an individual.


Joined Trill Stunts
trill.jpgBecause I am joined with a symbiote, once per session I can trade the scores between two of my Approaches for a scene, as I tap into knowledge from a previous life.

Because I have lived many lives before, I get +2 when I cleverly create advantages that place aspects on myself representing skills and experience I’ve retained from previous hosts.

Because two brains are better than one, I get +2 to carefully defend against psychic attacks or telepathic influence.


Caitian Stunts
Srrel_admiral.jpgBecause I am an agile leaper, I get +2 to quickly overcome obstacles when moving from zone to zone or avoiding zone barriers.

Because I have sensitive ears and whiskers, I get +2 to carefully overcome obstacles when trying to detect hidden threats or prey

Because I work well as part of a team, once per session I can add my entire Approach to a roll while helping a teammate.


Original Series Klingon Stunts
KangYoung.pngBecause I am physically stronger than a human, I get +2 to forcefully overcome obstacles or create advantages when using brute strength.

Because I have several redundant organ systems, I get a fourth stress box.

Because I am a space fascist full of plots and schemes, I get +2 to cleverly create advantages related to lies and manipulation.


GENERIC STUNTS
Because I fight better once my shirt is ripped and my chest is bleeding, I get +2 to flashily attack in personal combat when I have a mild physical consequence.

Because I never go anywhere without my type 3 phaser rifle, I get +2 to quickly attack in ranged combat.

Because I live and breathe military bureaucracy, I get +2 to cleverly attack in a debate when quoting rules, regulations, and precedent.

Because I am the best trombonist in Starfleet, I get +2 to flashily create advantages while playing Dixieland jazz.

Because I can give an inspiring speech like nobody’s business, I get +2 to flashily create advantages relating to morale and motivation.

Because the beatings will continue until morale improves, I get +2 to forcefully create advantages relating to motivation and loyalty.

Because I can jerry-rig just about anything , I get +2 to quickly create advantages when working on machinery with little time and the wrong tools.

Because I am a doctor of xenoanthropology, I have +2 to cleverly create advantages when discovering aspects of alien species.

Because my brain is highly trained in analytics, I have +2 to cleverly create advantages when contemplating large amounts of complex data.

Because I am fluent in 300 distinct alien dialects, I get +2 to cleverly overcome obstacles when translating languages or breaking codes.

Because I know a guy who knows a guy, once per session while on a Federation planet, I can find a friendly NPC willing to help me with aid or resources.

Because I am trained in covert operations, I get +2 to sneakily defend against being noticed.

Because my alien body is silicon-based, I get +2 to forcefully defend against physical attacks.

Because I always have the right tool for the right job, once per session I can automatically create an aspect (with a free tag) representing a handy piece of non-weapon equipment I just so happen to have.

Because I can, in fact, change the laws of physics, once per session I can change all the blanks on my roll to pluses.


AWAY MISSIONS
The PCs, regardless of rank or specialty, will almost always be chosen to go on away missions. That’s just how Star Trek works.

Any away team heading to a hostile or dangerous area can bring can bring along a group of Redshirts (one group per away team). Redshirts are treated as mooks in Fate Accelerated.

Four-Man Security Team
Brave and Loyal, Phaser Bait
Skilled (+2) at: Following orders, shooting phasers
Bad (-2) at: Spotting danger
Stress: OO (four redshirts)
redshirts.jpg

Thursday, January 1, 2015

Legacy City Heroes Timeline [FAE Superheroes]

We're about two sessions into our Fate Accelerated superheroes game (Legacy City Heroes) over on the Monkeys Took My Jetpack podcast. So far it's going very well. One of the main themes of the campaign is the concept of "legacy." Superheroes have been around for many generations. Someone may have inspired your in the past. Your hero will inspire someone in the future.

For tone, I'm playing it straight. I want Neo-Silver Age superhero adventure, similar to what DC was doing in the 00s and Marvel is doing now. Embracing the tropes of comic book superheroes without irony, camp, or deconstruction.

To give my players some background on the setting, I built a loose timeline for the campaign world that includes some of the important figures and events in super-history.



TIMELINE
Names marked with an asterisk (*) are public domain characters repurposed or this campaign and its history.

1930s
The Clock* (“The Clock has Struck!”) begins operations in New York City and becomes the first masked crime fighter of the Modern Age. The Woman in Red* starts operations in Los Angeles shortly thereafter.

Lady Fairplay* begins operations in Legacy City, the first super-powered crimefighter of the Modern Age. She focuses primarily on corrupt political and corporate figures.


1940s
Stardust the Super Wizard* comes to Earth and begins his war against crime, dishing out horrific and violent justice to gangsters and fifth-columnists.

The Justice Union forms:

Stardust joins shortly afterwards.

World War II begins.

The Axis powers align themselves with the alien demon known as The Claw*.

Yankee begins operations on the European theater. Man of War* focuses on the Pacific.

Yarko leaves the Justice Union and spends years in the Astral Plane, protecting America from Axis magical attacks.

The Daredevil* joins the Justice Union.

The Justice Union mostly focuses on homeland defense, but members each take turns in Europe, Africa, and the Pacific.

For reasons unknown, Stardust refuses to involve himself with the war, continuing to focus on gangsters, thugs, seditionists, and the occasional mad scientist.

Yankee and his arch-nemesis, Marschall Deutschland, die in an explosion. Neither body is found.

Nazi scientists place Hitler's brain into a chimpanzee and smuggle him out of Germany with the Berlin Circus. Monkey Hitler sets up operations in Antarctica.

World War II ends.

The Justice Union travels to the moon to fight the Lunezons and close the Infinity Gate. Stardust does not return and is never seen again.


1950s
USApe is sent to Korea to fight the Communists.

Blue Bolt* banishes the Green Sorceress* from the Hollow Earth, retires to civilian life.

Good Citizen starts operations in Legacy City.


1960s
USApe prevents Monkey Hitler from gaining access to Elder Thing technology at the Mountains of Madness.

Archaeologist Peter Donovan finds the alien Ascension Rod and becomes the hero Donovan. Around the same time, an unknown individual finds the alien Atrocity Gauntlet and becomes Adversary.

Soviet sorcerers banish Man of War to realms unknown.

Generation Love begins operations as a counter-culture superhero team:

  • Professor Prana (life force magics)
  • Baron Feedback (sonic energy projector)
  • Trip Chick (psychedelic illusions)
  • Earth Mother (nature elementalist)
  • Lovewurm (giant psychic alien worm)


Donovan prevents the assassination of John F Kennedy by a mind-controlled Lee Harvey Oswald.

The Superhero Protection Act is passed, protecting the rights of metahumans and costumed crimefighters.

S.A.M.S.O.N. (Special Affairs: Metahuman Support an Operations Network) is formed by the Justice Department.


1970s
Adversary slaughters Generation Love. Only Trip Chick survives, her sanity shattered.

Adversary activates the Reality Hammer in Colorado, threatening to unmake all Creation. Donovan and Adversary clash in a battle that spans the entire world. In the end, both are destroyed, utterly, as are the Ascension Rod and the Atrocity Gauntlet. Reality is saved.

The meta-security prison known as Tartarus is built in Adversary's former base in the Rocky Mountains.

Black Magnet begins operations in Chicago.


1980s
Astronaut Jack Paladin lands on Mars and defeats the Nevermind. Paladin breaks the seal on the Oubliette of Eternity, freeing the Martian city of Katherei from time-lock. Jack Paladin becomes Champion of Mars and proclaims the planet off-limits to Earth and its nations.

Turbo Red becomes the first and only costumed hero to host Saturday Night Live. In the middle of a sketch where Turbo Red plays a fast-talking delivery-man, the villain Skullmonger attacks. In the ensuing battle, both Turbo Red and Joe Piscipo are killed on live television.

Discoman becomes the first superhero to die of AIDS.

Some children, born after the death of Donovan, hit puberty and manifest powers similar to the Ascension Rod (and, occasionally, the Atrocity Gauntlet). This is called, by some, the “Donovan Spark.”


1990s
The Power Corps forms, promising “Extreme Justice for the world!”

  • Deth Mettle (cyborg powerhouse)
  • Tracer (trick guns)
  • Machinegun Sally (cyborg, with like, guns for arms)
  • Shiv (blade elementalist)
  • Revengeance (psychic ninja)
  • Yarko the Great (working under the alias Magi)


Yarko quits the Power Corps in disgust and is replaced by the sorceress, Sabbath.

Yarko leaves Earth for the Outer Realms.


2000s
Millennium Bug attempts to hold Legacy City hostage. Is shocked and disappointed when his plans fail to manifest.

With the turn of the century, Masonic wizards are able to summon Man of War back to Earth.

After 9/11, Project Patriot is launched as federally-sanctioned superhero initiative. Anthem is Project Patriot's first hero. Man of War joins soon afterward. USApe works as their liaison with S.A.M.S.O.N.

The Power Corps begin black-ops missions for military.

Dr. Mythos becomes Earth's Magnum Magus.

Fred Parrish, formerly the hero known as Blue Bolt, elected president of the United States.

Scarlet Specter begins operations in St. Jerome, at first as a crimefighter, but switches to monster hunting as incursions from the Monster World continue to grow in that city.

Awesome Dave begins operations in New York, but eventually moves to Chicago.


2010s
The Vhaun invade Earth.

The Power Corps are destroyed.

Beowulf awakens from suspended animation to help repel the invasion.

The Vhaun are defeated thanks to a temporary coalition of heroes and villains.

Jackson Wade (formerly Deth Mettle) becomes coordinator of S.A.M.S.O.N.

Maiden America joins Project Patriot.

The Journeymen begin operations in Chicago:

  • Mr. Magnet (son of Black Magnet, brother of Black Magnet II)
  • Freebird (grandaughter of Baron Feedback)
  • Track Star (grand-niece of Silver Streak)
  • Awesome Dave (world's most popular superhero; son of Discoman and Ms Adventure)
  • Hellbender (moody loner who works with everyone anyway)


The Dynamic Defenders (our Player Characters) begin operations in Legacy City
  • Cobalt (alien mystic-tech power armor, daughter of Yarko)
  • Bastion (living stone knight)
  • Kajika (shapeshifting immortal shaman)
  • The Grizzly (man-bear!)
  • C.H.E.S.S. (gravity-controlling rescue robot)