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 Fate Conversion System.
The Narrator
6:51pm, April 17, 2015
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The game system is FATE.

All characters have a High Concept, Trouble, and up to 3 Aspects and Stunts, all of which has to be defined at character creation. Also, you are free to add an additional stunt past your usual allotment, but it comes at the cost of one of your FP refresh.

Approaches are +4, +3, +3, +2, +1, +0. You also have +4 Fate Points and a Refresh Rate of +4.

Each Character gets Stress Boxes 1, 2, 3, 4 and access to Mild, Moderate, Severe, and Crippling Consequences.

Stress and Consequences

Stress Boxes are numbered from 1 to 4, each of them taking a number of Shifts/Stress equal to their number. Only ONE Stress Box can be checked off per hit, unless you've got a stunt that lets you use two.

Example: If an attack roll of +6 is scored against you, You could either Not Roll, (See Below) or roll a defense (In this example we will assume you rolled a +3) or do one of the following:

Not Roll. You could see that +6 roll, and compare it to what you have left to absorb, and realizing it will probably leave you Taken Out, simply Give In, and not even roll a Defense. Giving In is like Taken Out, but your character cannot just be outright killed. This is the "Honorable Surrender" or simply passing out from battle fatigue - however you want to flavor it. You gain a Fate Point immediately but do not take any Stress or Consequences of the incoming attack. You simply succumb to it, and immediately get a Fate Point.

Be Taken Out. Your foe chooses what happens to you, and you get a Fate Point immediately, if you live.

Check off Box 3 (presuming you have one) to absorb the Stress

Check off Box 1, which leaves 2 stress to absorb, and take a Mild Consequence

There are four, rather than three, levels of consequences in the room: Mild, Moderate, Severe, Crippling, which absorb 2, 4, 6, and 8 Shifts/Stress respectively.

Crippling Consequences do two things, Give you a Fate Point immediately, and effectively "Take Out" your handle at the end of the conflict they are taken in, limiting them to bedside recovery scenes until a Quest is undertaken to Overcome this, so take this one with care.


Edited 9:43am, June 03, 2015 by The Narrator, author.
 Sliding Scale of Success.
The Narrator
6:52pm, April 17, 2015
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+12 Otherworldly
+11 Mythic
+10 Wondrous
+9 Astonishing
+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
+0 Mediocre
-1 Poor
-2 Terrible
-3 Awful
-4 Abysmal
  A General Note on Stunts, Aspects, and GM Help
The Narrator
9:16pm, April 17, 2015
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Stunts follow their set patterns for a reason.

For no fate point cost, you can do the +2 stunts all day, provided you make some effort at roleplaying out the actions. I've been lenient here but the point is for stunts to make you look cool. How cool is "I attack" vs, "I slide down the Bannister, and leap at my enemy, sword extended with killing intent!"

At some future time, once I am sure we are all good at the base system I may actually deny the use of a stunt if it's just spat out mechanically, but most of us are pretty good at describing what we're doing. This is far more of an issue when I run face to face rather than online, but be aware of it.

The +2s have to follow the pattern. No exceptions.

Because (I am awesome in some way) I get a +2 when I (Carefully/Cleverly/Flashily/Forcefully/Quickly/Sneakily) (Attack/Create An Advantage/Defend/Overcome an Obstacle) where (how I am awesome) would help.

The Once Per Sessions are literally up to what is called "Table Approval" Not just GM. Everyone has to agree that they fit the theme, work, and are not over or underpowered (Or at least not have violent objections to them). Once Per Sessions can actually be modified if they're found out to be either over or underpowered, or don't end up fitting the theme of the campaign. This is not something I made up, it's actually right in the gaming system itself.

The Fate games are deliberately generic and vague when it comes to certain things because sweating number details is not what this game is all about. If you're thinking about how to min-max and make the ultimate combat monster, stop. STAHP. Every Aspect, every Stunt, should always have a double edge. A good Aspect should be very double edged, and a good Stunt should have some situation in which it might be a Bad Idea to use it in.

This is not war of escalating powers, this is a game meant to have casual fun. We will never freeze a combat to look up a rule, I'll just make a ruling and move on, and if it ends up wrong later? Tough. It was Right then simply because it let the game continue.

When A GM asks you to roll on a specific Approach or two, these are suggestions. If you can come up with a logical reason why your character can approach the problem from a different direction, describe it to the GM. If it makes anywhere near logical sense, it'll probably be approved.

An example, trying to get past a guard unseen is generally a matter of Sneaky, but what if your character sucks at Sneaky?

Careful: "I very carefully watch and move from cover to cover, making sure the guard isn't looking my way when I move."

Clever: "I use my smartphone to hack the cell network and send a text to the guard, making it appear that he's needed elsewhere right away and move past as soon as he's distracted."

Forceful: "I charge in and attempt to knock the guard out with a mighty blow!"

Flashy: "I set off a shaped charge, and when he's distracted by the explosion, I pass him by."

Quick: "I run past him so fast that all he might notice is the wind of my passing."

In short, there are NO set approaches to ANY situation, if you have enough imagination for it.

As a GM, be prepared for your players to come up with ways to play to their strengths, and don't limit yourself to thinking a challenge can be passed by only one approach. You're players have to be creative and flexible and so do you, exponentially moreso, however.

GMs. Not every NPC needs to be statted out. Minor Mooks can simply be Obstacles that the players can overcome. In the above example, that guard? I as a GM just put him in as an obstacle to overcome. Sure, I might make a roll or two for him on an arbitrary Approach or two, but that's part of his function of Being In The Way. A high enough roll (and I determine beforehand what is 'high enough') will bypass the guard, whether it is sneaking by or simply knocking him out.

If you find yourself getting wound up or sucked into some sort of game mechanic hell, Remember it's just a game and you should really just relax.
 Basic Stunt Rundown.
The Narrator
9:19pm, April 17, 2015
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Overcome: True to its name, you tackle some kind of challenge, engaging task, or hindrance related to your skill.

Create an Advantage: Whether you’re discovering something that already exists about an opponent or creating a situation that helps you succeed, creating advantages allows you to discover and create aspects, and lets you get free invocations of them.

Attack: You try to harm someone in a conflict. That harm may be physical, mental, emotional, or social in nature as defined by the stunt.

Defend: You try to keep someone from harming you, getting past you, or creating an advantage to use against you.

There are also special "Once per session" stunts, which are gone over by the GM and player in question.
 Personal Item
The Narrator
1:37am, April 18, 2015
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Everyone gets one at the start. They can either have 3 aspects, invokable for free at first in the beginning of encounters or they can allow you to perform an additional stunt, so long as you retain that item. Here are two examples of the same item, to show how you could change it up.

The Sandalwood Guns

Description: Made using the melted down blue-grey steel of the sword, Excalibur, and have the rose, the sign of the Eld, engraved in the side. The sandalwood grips of the gun have never lost their fragrance and near the muzzle of each gun can be seen scroll work which translates to "White", which was Arthur's dinh mark.

The guns are extraordinarily large by the standards of modern pistols. They are described multiple times as being "comically large". The guns shoot .45 caliber bullets and our world's equivalent of Roland's original bullets are Long Colt .45's.

Stunt: Because of the holy nature of these guns, whenever they're used against any unholy creature, I can choose to inflict a Moderate consequence instead of an attack roll in the first round upon it by paying a Fate Point. Normal calculation applies afterward.

Or

Aspects Blessed Weapon, Quick-Shot, Spiders Bane, Bane of the Wicked.

You get the picture.
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