Fate GM Aid: Screen a Little Screen for Me….

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It’s been busy at Tangent Artists, preparing the Fate Accompli material for the printers.

To double-dip a little bit, I thought I’d show off the rough draft for the Fate GM Screen that we plan to use as a bonus to our backers.  Thus, this week we ask you to Screen a Little Screen for Me….

(Yeah, I know the old song was “Dream a little dream OF me,” but whatever…)

Fate Accompli Kickstarter Preview. Click Me!

Fate Accompli Kickstarter Preview. Click Me!

Credit where credit is due: most of this rough draft is pulled from the amazing Fate Core GM Screen created by Jordan Dennis. Find it here at the Evil Hat Wiki page. Likewise, we’ve pulled a little from Richard Bellingham’s Action and Outcome Grid. The final screen will be put into our own words, but they are due a thanks in the final product none the less.

So, tell us: is there anything important we’re missing? Is there something you always wanted to see on a Fate GM screen that isn’t included in the following?


FATE GM SCREEN

The Ladder (p.9)

 +10

+9

+8 Legendary

+7 Epic

+6 Fantastic

+5 Superb

+4 Great

+3 Good

+2 Fair

+1 Average

+0 Mediocre

-1 Poor

-2 Terrible

-3

-4

 

For results above 8 and below -2, create your own names!

 

Dice Results (FAE, Page 18)

Result = Roll of 4 Fate Dice + Skill / Approach bonus + Bonuses from stunts + Bonuses from Invoked Aspects

You can wait until after seeing the opposition’s result to add Invoke Bonuses – it’s not too late!

 

Game Time (p. 194)

• Exchange: time for everyone to get a turn

• Scene: Time to resolve a situation

• Session: a single sitting

• Scenario: An Episode

• Arc: A Season

• Campaign: The entire game in a particular setting

 

Skill Roll (p. 130)

Roll four Fate dice and add to skill rating. Compare to opposition. For each step on the ladder greater than your opposition, you earn a shift.

 

Opposition types (p.131)

• Active: another character rolls against you.

• Passive: A static rating on the ladder.

 

Four Actions (p. 134)

Overcome: attempt get past an obstacle – also used to ignore or remove situation aspect.

Create an Advantage: Attempt to create a story detail (aspect) or add invokes to an aspect for free.

Attack: Harm another character.

Defend: prevent attacks or advantages on you.

 

During Conflicts & Contests, characters may only make ONE action per exchange. (The Exception is defend: you may always defend against attacks and create an advantage rolls for free.)

 

Four Outcomes (p. 132, FAE p. 13):

Fail: Your Result is lower

Tie: Your Result is equal

Success: Your Result is higher (1 – 2)

Success with Style: Your Result is higher (3+)

Overcome

Fail*

Attain Goal (May be at minor cost)

Attain Goal

Goal + Free Boost

Create an Advantage (New Aspect)

Fail or Enemy creates aspect w/ +1 free invoke

Free Boost

Create Aspect (+1 free invoke)

Create Aspect (+2 free invoke)

Create an Advantage (Existing Aspect)

Enemy gets +1 free invoke

Add +1 Free invoke

Add +1 Free invoke

Add +2 Free invokes

Attack

No stress; opponent gets boost (if defender rolls higher by 3+, they gain free boost)

Free Boost

Deal hit equal to number of shifts

Deal hit equal to number of shifts + 1 free boost

Defend^

Suffer aspect or stress; (if opponent rolls higher by 3+, they gain free boost or invoke)

No stress / aspect, opponent gets boost

Suffer no stress /aspect

Suffer no stress / aspect, +1 free boost

*Overcome & Create an Advantage may choose to Succeed at a Cost. With Create an advantage, the Enemy creates the aspect and gains +1 free invoke.

 

^Boosts given with Defense don’t stack with attack; i.e. if an attacker ties, he gains only one boost, not one from the attack result and one from the defend result.

 

Actions -Movement (p. 139)

Movement – Unopposed – During an exchange, if there are no aspects or opponents hindering your movement, you can move one zone for free in addition to your action.

Movement – Sprinting – you may move use overcome to move any number of zones; this counts as your action for the exchange.

Movement – Obstacles – if your movement is blocked, use overcome against passive resistance (if barrier or situation aspect) or active resistance (characters); this counts as your action.

Actions – Miscellaneous

Free Actions  – Small things like drawing weapons and yelling are free and don’t count as actions. (p. 172)

Interpose – Take an attack meant for another character. Attacker rolls against Mediocre (+0) opposition.  (p. 160)

Full Defense – Instead of taking an action, gain +2 to Defense until your next turn. (p. 159)

Helping: Instead of taking an action, you may add +1 to a character’s skill (if you have Average +1 or higher in that skill). GM may place limits on how many characters may help (ex. a character with +3 cannot receive more than +3 from helpers). (FAE, p. 17):

 

Mitigating Damage (p.160)

Stress BoxAbsorbs stress equal to box number (ex. 2 box absorbs 2).

When you suffer stress, do one of the following:

> Fill in one stress box greater than or equal to the value of an attack

> Take one or more consequences

>Fill in one stress box and take consequences

If you can’t do one of these three things, you’re taken out (does not automatically equal dead).

• Giving In: Give in before your opponent’s roll and you can control how you exit the scene. You earn one or more fate points for giving in (page 24).

 

Consequences (p. 162)

• Mild: -2 to attack value

• Moderate: -4 to attack value

• Severe: -6 to attack value

• Extreme: -8 to attack and permanent character aspect

When created, a Consequence has one free invoke which the opposition may use.

Recovery (p. 164)

• Mild: overcome Fair (+2), one whole scene

• Moderate: overcome Great (+4), one whole session.

• Severe: overcome Fantastic (+6), one whole scenario.

Aspect Types (p. 57)

• Game aspects: permanent, made during game creation

• Character aspects: permanent, made during character creation

• Situation aspects: last for a scene, until overcome, or until irrelevant

• Boosts: last until invoked one time, or (often) until end of scene

• Consequences: last until recovered

Invoking Aspects (p. 68) (FAE, p. 27):

Spend a fate point or free invoke.

Choose one:

• +2 to your skill roll.*

• Reroll all our dice

• Teamwork: +2 to another character’s roll versus relevant passive opposition

• Obstacle: +2 to the passive opposition

Warning: You can only spend one Fate Point per aspect per roll (i.e. cannot pay two fate points to invoke same aspect twice for +4).

Free invokes stack with a paid one and each other.

 

Compelling Aspects (p. 71) (FAE, p. 28):

Accept a complication for a fate point.

• Event-based: You have _____ aspect and are in _____ situation, so it makes sense that, unfortunately, _____ would happen to you. Damn your luck.

• Decision-based: You have _____ aspect in _____ situation, so it makes sense that you’d decide to _____. This goes wrong when _____ happens.

Refresh (p. 80)

At the start of a new session, you reset your fate points to your refresh rate. If you ended the last session with more points, you keep the extra. At the end of a scenario, you reset to your refresh rate no matter what.

Spending Fate Points (p. 80):

Spend fate points to:

• Invoke an aspect

• Power a stunt

• Refuse a compel

• Declare a story detail (new aspect, no free invokes) (FAE, p. 29):

Challenges (p.147)

• Each obstacle or goal that requires a different skill gets an overcome roll.

• Interpret failure, costs, and success of each roll to determine final outcome.

Contests (p. 150)

• Contesting characters roll appropriate skills.

• If you got the highest result, you score a victory.

• If you succeed with style and no one else does, then you get two victories.

• If there’s a tie for the highest result, no one gets a victory, and an unexpected twist occurs.

• The first participant to achieve three victories wins the contest.

Conflicts (p. 154)

Pre-Conflict
– Establish Scenic Aspects / Zones
– Roll for Turn Order – Notice / Quick for Physical Conflicts; Empathy / Careful for Mental or Social Conflicts
Conflict
Start the first exchange:
• On your turn, take an action and then resolve it.
• On other people’s turns, defend or respond to their actions as necessary.
• At the end of everyone’s turn, start again with a new exchange.
Conflict is over when everyone on one side has conceded or been taken out.
Post Conflict
> Concessions and Consequences – Agree on the terms of the concession, or the consequences for those taken out
>Remove any boosts or irrelevant situation aspects
>Recovery – Roll to recover appropriate consequences

Earning Fate Points (p. 81)

• Earn fate points when you:

• Accept a compel (get immediately)

• Have your aspects invoked against you (get at the end of the scene)

• Concede a conflict.

 

Setting Target numbers (FAE, p. 37)

• Easy Task: Mediocre (+0) – or success without a roll

• Moderately Difficult: Fair (+2)

• Extremely Difficult: Great (+4)

• Impossibly Difficult: Go as high as you think makes sense. The PC will need to drop some fate points and get lots of help to succeed, but that’s fine.

Turn Order (FAE, p. 21)

• Physical Conflict: Compare Quick approaches—the one with the fastest reflexes goes first.

• Mental Conflict: Compare Careful approaches—the one with the most attention to detail senses danger.

• Everyone else goes in descending order. Break ties in whatever manner makes sense, with the GM having the last word.

• The GM may choose to have all NPCs go on the turn of the most advantageous NPC.

Approaches (FAE, p. 18)

Careful: When you pay close attention to detail and take your time to do the job right. Thinking before you act.

Clever: When you act indirectly, solve problems,or account for complex variables.

Flashy: When you act with style and panache.

Forceful: When you use act directly, or use brute strength.

Quick: When you move quickly and with dexterity. Act before you think.

Sneaky: When you use misdirection, stealth, or deceit.

Skills -Default –

Overcome

Create an Advantage

Attack

Defend

Athletics

x

x

x

Burglary

x

x

Contacts

x

x

x

Crafts

x

x

Deceive

x

x

x

Drive

x

x

x

Empathy

x

x

x

Fight

x

x

x

x

Investigate

x

x

Lore

x

x

Notice

x

x

x

Physique

x

x

x

Provoke

x

x

x

Rapport

x

x

x

Resources

x

x

Shoot

x

x

x

Stealth

x

x

x

Will x x X

Time

Time taken to complete a given action outside of a conflict is measured in the following abstract quantities:

Half <-> One <-> A Few <-> Several

These  are then applied to a timescale, for example: Seconds, Minutes, Hours, Days, Weeks, Months, Years, Decades, Generations, Centuries, Millennia.

Shifts can be spent on speeding up the action, with each shift spent bumping you down the scale. If time is an important factor,  the amount of shifts you fail by can bump you UP the scale!


Going past the scale on either side jumps you up or down or up a timescale – for example one shift would jump you from Several Months to Half A Year or from Half A Day to Several Hours.

Milestones

Minor

Frequency: Every Session.

Options: Swap two skills, rename an aspect, buy a stunt or power OR exchange a stunt.

Significant

Frequency: Every Scenario or Plotline (every 2-3 sessions).

Options: Additonal Skill Point & Benefits of a Minor Milestone & spellcasters may reconfigure foci.

Fate Points are reset to your Refresh rating even if you have more than this.

Major

Frequency: When the plot is shaken up a lot, multiple scenarios or a large-scale plotline.

Options: Significant Milestone & Refresh +1 & buy stunts or powers & rename Extreme consequence.

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2 thoughts on “Fate GM Aid: Screen a Little Screen for Me….

  1. LogicMouse

    A typo I noticed; Under Movement – Sprinting “you may move use overcome to move” I’m pretty sure there’s at least one extra word in there.

    Also, I believe the FATE books refer to “Giving In” as “Conceding” which sounds a little less cowardly to me. 🙂

    The collection of information looks good though! I look forward to seeing the finished product.

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