Using FATE Core rules

By | 20th February 2013

As i’ve said in previous posts one of my players was missing from the last session and another unfortunately couldn’t stay for the whole session and so I didn’t spend time converting over the character of the missing player (also it was one that I wanted to take a little more thought over); determined to get a bit of a head start on copying across neater versions of the character sheets I had a quick skim through the FATE Core preview pdf, and liked the look of the cut down skill list and simplified character sheets. I wondered whether it would be possible for me to write up the characters using the FATE Core system’s simplified character sheet and still maintain the essence of the characters.

A few thoughts that occurred to me were…

  • Aspects
Characters start off with less aspects than the FATE variants I had previously read (5 in total), one of these is flagged as the character’s high concept (normally a descriptive term encapsulated the essence of the character) and the other is flagged as their trouble (something that makes their life challenging). This didn’t seem too much of a problem since I had struggled coming up with the larger amounts of aspects for some of the characters and it was easy enough to amalgamate some of them into a single aspect.
For example: the character York Benetec now had the aspects – Navigator (high concept), Mutant (trouble), Touched by the Warp, Jaded and Hulking Size.

  • Skills
FATE core includes 18 or so very generic skills as a base level that the GM can build on or expand in order to add individual flavour to their game, however, I think the skills are sufficiently generic that they can be used for a lot of different things, some of my thoughts on particular skills are written below.
    • Crafts: A catch-all making/repair skill that I will use in my game to replace engineering and repair skills, the type of crafting will be determined by the character’s high concept.
    • Drive: This will be used for driving/piloting all types of vehicles, players can take stunts or aspects to represent any advanced skill with particular types of vehicle.
    • Lore: I am planning to use this for knowledge rolls in my game, any specialised fields of knowledge being represented by stunts or aspects.
    • Will: This skill is going to be used (in addition to it’s normal uses) to represent psychic strength (for those who have psychic stunts).
One thing I did notice which seemed like a bit of an ommission was the lack of a ‘medicine’ skill, this is important for my game given that the priest Confessor Cornelius is quite skilled in patching up his team-mates; i’ve not yet decided what to do about this, whether to add a seperate skill or just make it a subset of the craft skill – currentlty I am leaning in favour of making it a seperate skill.

  • Stunts
In this version of the rules characters begin with a single stunt for free, and any additional ones that they take (up to a max of 3) subtract 1 from their refresh rate of fate points (so a character with 2 stunts has 2 fate points and a character with 3 stunts has only a single fate point).
Below are the stunts that I came up with for my characters…
    • York Benetec (Navigator)
      • Psychic: Substitute Will skill for another skill by expending 1 fate pt (this also allows skill rolls to occur at range); if the player doesn’t want to spend a fate point they may still perform the action but it takes 3 times as long.
      • Navigator: May navigate a ship through the warp using his Will skill to determine time taken for the journey.
    • Enginseer Prime Pak (Techpriest)
      • Mechandrite arm: Player may spend 1 fate point to use craft skill instead of any other skill in a test, if the player doesn’t wish to spend a fate pt then they can still do the action but it takes twice as long.
      • Servo-skull: Allows the player to perform actions using the craft skill (as per the mechandrite arm stunt) but at range.
    • Lord Captain Black (Rogue Trader)
      • Ship: Lunatic Pandora (Cruiser)
    • Confessor Cornelius
      • Inspire the Faithful: Allies may use Rapport skill in combat (the max level is 3 unless Cornelius spends a fate point).
  • Equipment
For the moment I have stuck with my hacked version of weapons/armour, halving the modifiers from the weapons and armour and using them as the FATE harm, penetration and armour levels.
This yields me results such…
    • Plasma Pistols: H 3 PEN 3 Energy weapon (ranged)
    • Power Sword: H 2 PEN 2 Energy weapon (melee)
    • Neural Whip: H 1 PEN 0 Energy weapon (melee)
    • Body Armour: 3 AP
At the moment the only sticking point are the personal force fields possessed by certain characters that disperse kinetic energy into light energy, whilst I was initially tempted just to have the force fields add armour points the light refracting/blinded capabilities of the force fields have played an important roll in the game thus far and it seems a shame not to do anything more with them, obviously these items will require some more thought.

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