- Aurelia – Cello player with a goth rock band who were on the cruise relaxing and doing some promo work after a big tour.
- Stevie Steel – Lead vocallist of said rock group, a vain main who traded on looks more than talent and had spent most of the cruise in various dalliances.
- Katherine – A waitress on the cruise who was later turned into a vampire by a strange fellow she encountered in the café on the night shift.
- Orsten Thomas – A medical researcher whose outré views and outlandish experiments had lead to unwelcome press attention that he was seeking to flee.
- High concept (as per the book, must mention that character is a vampire)
- Trouble (as per the book)
- Occupation (what job the character held prior to their embrace)
- First Victim (who was the first person they killed following their embrace)
- Friend/contact (the name of one friend or contact that has stood by them or that they have managed to keep from their mortal days)
- As per the book.
- At any time (where it makes sense within the game fiction) the player can choose to increase the bonus they would normally receive from a stunt/invoking an aspect from +2 to +4 by using their vampiric powers. When this is done the GM takes a red fate chip that may only be used for that character.
- Characters can also call on their vampiric nature to perform tasks that might otherwise seem impossible (not appearing on a CCTV camera or automatically escaping from a scene by either becoming invisible, transforming to mist or using supernatural speed) but doing so also results in the GM drawing a red fate chip.
Red Fate Chips
- A GM may spend a red fate chip to issue a compel to a character, this compel may not be bought off with fate points as per a standard compel since it represents the vampires own innate nature overcoming their human side and reason.
- Create a general one-use playbook that can be used for all types of character.
- Will contain the core stats and hit points as per DW.
- The playbook should have space for a character concept: effectively a two/three word description of the character, i.e. ‘brave fighter pilot’, ‘grizzled war veteran’, ‘haunted detective’, etc.
- The playbook should also have space for five aspects.
- A list of aspects will be provided but they can be added to by the GM of the individual game.
- There should be a space for race/species on the playbook: effectively the different races in a game will grant access to a pre-defined special move (as detailed later).
- The exact special moves granted will be down to the GM and their individual campaign but can be constructed using the rules provided for special moves.
- The playbook should contain details of all basic moves (as per normal DW):
- Hack and Slash
- Defy Danger
- Spout Lore
- Discern Realities
- Aid or Interfere
- A few additional basic moves will be added:
- A compel move (for gaining fate points from aspects)
- Gaining bonus to a dice roll by spending a fate point move
- Improvising an element of the setting by spending a fate point move
- Playbook should also contain blank spaces for a number of advanced moves: advanced moves to be constructed in a manner similar to Fate Stunts.
- Players start with three advanced moves.
- An advanced move may do the following:
- Grant a player a +2 dice roll in a certain set of circumstances.
- Allow them to use a different stat for a particular type of move.
- Increase the amount of damage a PC does in combat.
- Decrease the amount of damage a PC does in combat.
- Increase the amount of HP a character has.
- In a certain situation the player may ask a question of the GM and have it answered honestly.
- Heal someone of damage.
- Gain a companion.
- Gain a particularly notable piece of equipment.
- Cast a spell/use a psychic power (not sure how to handle this yet).
- AS MANY OF THE RULES AS POSSIBLE SHOULD BE INCLUDED ON THE PLAYBOOK.
- I may also look at adding some GM moves related to awarding fate points, etc.
- I am being hunted by the [type] organisation known as [name of organisation].
- I am well known throughout [name of country] as being the finest [occupation] in the land.
- My [object] was stolen from me by [name of thief] and I cannot rest until it is returned.
Having been reading about the effects this may have on the probability of certain dice rolls (http://mathofoldschooldandd.blogspot.co.uk/2011/11/2d6-versus-1d12-and-clerics-turning.html) I am interested to see what effect this has on the feel of the game.
Aspects will remain largely unchanged from Fate Accelerated and are words or phrases that describe a person, place, thing, situation or group.
A character in Fate-pocalypse can take advantage of Aspects by spend Fate Point (I am still considering whether or not to determine how many of these a character possesses, but will put up a post about it when I reach a decision).
This next bit is where the Aspect rules diverge from the Fate system making use of a version of the advantage/disadvantage rules from D&D 5E.
When a character has an Aspect that may prove advantageous in a situation they may (as long as the GM agrees) spent a Fate Point to invoke it; invoking an Aspect allows you to do the following:
- Instead of rolling 1d12+attribute for an action the player rolls 2d12 and picks the highest number to add to their attribute (please note the Fate Point must be spent before the roll is made).
- Help an ally; this works the same as above but the allied PC gets to roll the 2d12 and apply the highest roll to their action.
- Establishing facts about the game world. Aspects are always true as long as they are active, so if a player has “hunted by the red arrow tribe of orcs” then they have established the existence of orcs, a tribe of them called the ‘red arrows’ and an adversarial relationship; Aspects should always be created in collaboration with the GM and other players so that they suit the game.
Please note: Only a single Aspect may be invoked per roll.
Players gain more Fate Points by allowing Aspects to be compelled against them; when an Aspect may prove disadvantageous or more complicate things for the player character then the GM can offer them a Fate Point; if the player accepts then the GM can make a move.
I have decided to use the Fate Accelerate approaches for this: Careful, Clever, Flashy, Forceful, Sneaky and Quick.
However I will be using the Dungeon World modifier spread, so each player will allocate the following modifiers between their approaches: +2, +1, +1, 0, 0, +1
- Aspects – These little story tags are an inherent part of Fate, but have caused some confusion for some RPers, if possible i’d love to keep the idea of having story tags but simplify them somehow.
- Versatility – a very simple rules system that allows scope for lots of different genres and types of game.
- Guidelines for creating customised Stunts – the ability to create your own Stunts using the guidelines is, for me one of the great things about Fate.
- A simplicity of actions – Fate only has four different types of actions making it very simple to grasp.
- A unified dice mechanic – Dungeon World has a very simple dice mechanic involving rolling 2D6 and adding a modifier, a result of less than 6 means that the GM effectively determines what happens, 7-9 means the player succeeds with a cost and 10+ means they succeed with no cost. I love the way this mechanic works in play, keeping the dice rolling (when used very simple).
- Encouraging players to contribute to the campaign world – Dungeon World has numerous moves that allow the players to contribute (or find out about elements of the campaign world history of events), I definitely want to keep this.
- Aspects => ??? (possibly tags)
- Approaches => Attributes (will prob use the DW att mod spread but remove the original stats and just stick with the modifiers, as Fate does)
- Stunts => advanced moves
- Actions => basic/advanced moves
- 4DF + approach => 2d6 + mod (i’m more than likely going to stick with the DW style of rolling since I want to use the game’s dice mechanic)
- Stress/Consequences => HP/conditions (probably going to go with DW’s HP/conditions for now and see how this works)
For ease of reading for anyone who wants to make use of my Jade-xalted Fate hack I have collected all of the posts together in a PDF document and posted it in my Red Dice Diaries google drive so that people can access it.
- Concept: A short sentence that sums up your character; if your character is an exalt then the concept must make some mention of what type of exaltation they carry (please note that if you are playing a terrestrial exalted/dragonblooded then some mention of their associated element should also be included).
Example: Rough and tumble solar exalted soldier, sly and sneaky lunar exalted thief, proud but honourable terrestrial exalted noble (fire).
- Background: Where did your charater come from and what experiences they have had in life.
Example: I was born in the slums and had to fight for every opportunity I got, I was in and out of trouble during my youth for stealing and other petty crimes, I grew up on my father’s estate and received the finest schooling his military pay could afford.
- Exaltation: Although dragonblooded generally exalt (if they are going to) during puberty, a celestial exaltation can come upon a person at any time; where were you when you became exalted, what did it feel like and how did it affect you?
Example: I was cornered by imperial soldiers when I felt the light of the Unconquered Sun lend strength to my arm, I was trapped with no way to escape the noose when Luna’s grace allowed me to pull the shadows around myself, my family were proud when I received the grace of the Dragon during my seventeenth year.
- Belief: How do your characters beliefs colour their lives, were they staunch adherents of the imperial creed or a bit more free-spirited?
Example: I was always taught that the Solar Exalted were demons and that the Wyld Hunt kept us safe now i’m not so sure, my people always feared that creatures that lurked beyond the edge of the map and now i’m one of them, I was raised to believe that the Dragonblooded were the destined rulers of the world but I don’t know if i’m ready for that responsibility yet.
- Trouble: Consider your preceding aspects, which of them cause you the most complications in your life, have you made any enemies since your exaltation?
Example: The local authorities know my face it can only be a matter of time before the Wyld Hunt seek me out, since being exalted I find civilisation increasingly stifling and long for the wilderness, I had so many plans for myself but now they all must be set aside to advance the aims of my family.
- Warrior: Warriors come from all different backgrounds, but they all share a proficiency for violent action.
- Overcome: Feats of strength and of combative skill.
- Create advantages: Combat maneuvres and creating advantages in the heat of battle.
- Attack: Making physical attacks at close quarters and range.
- Defend: Protecting oneself and others from physical damage.
- Priest: Priests travel the world preaching the word of the gods, in their travels they come to know the hearts of men and learn about the world during their journey.
- Overcome: Priests overcome obstacles through knowledge that they have acquired in their travels, they have to be adaptable and strong in their faith to survive.
- Create advantages: Using their knowledge of the world to their advantage or rousing the faith of other men.
- Attack: Spurring others to action through rousing speeches or engaging in a contest of faith with another.
- Defend: Defending those of the faith or using your knowledge of the world to help protect your flock in dangerous situations.
- Sorceror: The sorceror creates engines of fantastic magitech as well as researching into matters of the arcane and occult.
- Overcome: Building or repairing magitech, sorcery and researching occult secrets of the ancient past.
- Create advantages: Scrying using magic, temporarily boosting the function of occult devices.
- Attack: Using more baroque items of magitech or sorcerous items, casting an offensive spell.
- Defend: Unless a sorceror is controlling a magitech item that can shield them from damage or is casting a spell to shield them from harm they are unlikely to defend.
- Assassin: Deception and stealth are an assassin’s main weapons along with other nefarious talents.
- Overcome: Bluffing/lying, thievery, stealth & disguise.
- Create advantages: Creating distractions, cover stories or false impressions.
- Attack: This profession isn’t used to attack directly, more likely to set up a more devastating attack.
- Defend: Using misinformation and doublespeak to throw off investigations or disguise their true motives.
- Diplomat: The diplomat is at home in polite society, always knowing the right words to say and the appropriate palms to grease.
- Overcome: Influencing others to do what you want, bartering, gaining information.
- Create advantages: Creating advantages to represent momentary emotional states.
- Attack: Only likely to be of use in social situations or perhaps in ritualised duels.
- Defend: Defending against attempts to ruin one’s standing or blacken their reputation.
Each profession is rated with a bonus, choose one at Good (+3), two at Fair (+2) and two at Average (+1).