Fate Accelerated – Adding More Crunch

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Howdy, folks! This post, I’m sharing another rules hack (two, actually).

I LOVE Fate Accelerated. I’ve run it at conventions and one-shots with kids and adults of every age.

However, I’ve asked players who prefer Fate Core skills over approaches, and I generally hear three different complaints:

  • Players spam their lead approach for every action
  • There’s not enough complexity / crunch
  • In large parties, player’s expertise overlap (not enough differentiation)

Then, to extrapolate even more about locked actions (as created in Save Game and discussed in a previous blog post), let us consider:

What if we split each approach up into multiple actions? Or better yet, into a sort of “sub-skill”?

With 6 approaches, each with 4 actions, becomes 24 skills.

Approaches – To help with alliteration, we’ve decided to rename “careful” as “peaceful,” “flashy” as “blaze” and “Quick’ as “zip”. (Which is not perfect, but works for a blog).

 

Approaches –

FORCEFUL

o- Fracture
Caa – Fault
A – Fight
D – Forebear

 

CLEVER

o- Crack
Caa – Conjure
A – Capture
D – Circumvent

 

PEACEFUL

o-  Pick Apart
Caa – Perceive
A – Placate
D – Protect

 

SNEAKY

o-  Split
Caa – Shroud
A – Stab
D – Shirk

 

BLAZE

o- Blow over
Caa – Bedazzle
A – Befriend
D – Blind

 

ZIP

o- Zoom
Caa –  Zero In
A – Zap
D – Zig-zag

Q. What is your level of approach?

A. For ease, I would recommend that PCs have all sub-skills within the same approach all share the same level . Ex. All unlocked Forceful skills be Good +3; all unlocked Clever be at Fair +2. 

Q. How many do the players start out unlocked, and which ones?

There are several ways to do this:

a. Players are given a certain number of points to unlock any subskills they want (mandatory: at least 1 skill for every approach over Average +1.)

b. Players unlock N subskills of their choice for each approach over Average +1. (N would equal either 2 or 3). (ex. 2 unlocked for Forceful, 2 unlocked for Clever)

c. For flavor reasons, each approach has a specific approach auto-unlocked, and players get to unlock N additional subskills (either 1 or 2). (ex. Forceful at Good +3 would have Attack unlocked and a second action; Clever at Fair +2 would have Create an Advantage and a second action).

d. Reverse tiered – the lower to value, the more skills are unlocked. (Ex. One unlocked at Great +4, two unlocked at Good +3, etc.)

Personally, I think B

Q. If I haven’t unlocked an action/ skill, can I still use it?

A. Of course! However, you get no bonuses. (Alternatively, I could imagine paying a fate point to temporarily “unlock” an action.)

Q. Can I have more than two actions unlocked?

A. Not by default. However, stunts can unlock it in set circumstances. Ex. Suave Swashbucker – you may use Flashy to make attacks when you are armed with a rapier. 

Q. Do NPCs have actions locked?

A. No. To keep things simple, NPCs always have access to all 4 actions.

BUT WAIT, THERE’S MORE!

Before I finish with this post, I had one last idea: what if you used the same Approach/lock/unlock set-up with Fate Core? Perhaps this is a new way to bundle skills for fast character creation.

I call this FATE Accelerated Bundled Core, or FATE ABC

CAREFUL
Investigate
Will
Empathy

CLEVER
Craft
Lore
Provoke

SNEAKY
Burglary
Stealth
Deceive

QUICK
Athletics
Notice
Shoot

FORCEFUL
Fight
Physique
Drive

FLASHY
Rapport
Contacts
Resources

Q. How would this work?

1.. GM’s would pick a pyramid type, either Tall or wide.

  • Tall: Approaches have 1x Great +4, 1x Good +3, 1x Fair +2, 2x Average +1, 1x Mediocre +0
  • Wide: Approaches have 1x Good +3, 2x Fair +2, 2x Average +1, 1x Mediocre +0

2. Players would pick their approaches based on that frame (Ex. Forceful at Good +3, Clever at Fair +2).

3. Players would then pick 2 skills under each approach that’s Average +1 or higher: those two skills are unlocked. The third skill is “zeroed out” (as in, can be used, but at Mediocre +0). Here’s an example (using the Tall set up):

fate abc2

Q. How does it compare to normal character creation?

A. In theory, it should be a lot faster. For example, picking 10 skills requires 10 decisions (or, by reverse, 8 skills you choose to not have). With this system, players pick 1 approach to have at zero, and then one of three skills that’s zeroed out- thus, you’re only making 6 choices.

Q. How does this compare to Skill Bundles from Toolkit / Atomic Robo?

The Advantage of this system is that it creates PCs that have skills that overlap in flavor, but still can be unique.

Take Fight for example: It results in 4 different PCS with 4 different feels:

Zero Drive – A strong a burly character that’s not good with machines.

Zero Physique – A tough scrappy get-away driver who might be physically tiny

Zero Fight – A gentle giant who loves machines

Stunts / No Zeroes – Using stunts, this character is can conditionally access all three skills.

Further Advantages

1. Another fun advantage is it provides a nice shorthand for stunts – by adding in the approaches, we now have another value to reference and technology.

  • Calm Mind – Once per session, I gain +1 to each of my Careful skills for the duration of the scene.
  • Cornered Trash Talker – When I have taken stress or a consequence, I unlock Provoke (same value as my Clever).
  • Backstab – If you are attacking an opponent who is not expecting your attack, you may use Fight skill using your Sneaky Approach value instead.

This saves players having to think of a direct parallel for substitution skills – rather, they have to pick a general approach that covers the category.

2. NPCS – The greatest use would be the fact that NPCs can keep using Approaches; this means GMs spend less time and energy creating complex NPCs, and don’t have to worry about minor NPCs that are too vulnerable against a specific type of attack (ex. Having to give them all Will to protect against a psychic PC).

3. This system allows players with Core and players using Approaches at the same table. For example, you might have one experienced player use Core, while another player (perhaps someone who is less experienced, younger, or differently-abled) uses just the approaches. Balance should not be a major priority (as it’s cooperative), but if you wanted to make it more “even,” the PCs using straight approach would have fewer stunts (which reduces their complexity further still).


That’s it for this post! What are your thoughts? Would you use Locked or ABC set-up? Tell us what you think!

 

Fate Hack – Locked Approaches

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Hello! Dave here from Tangent Artist Tabletop. I’m taking a brief break from the world tour to explore a mechanic introduced in Save Game (see our review of it here). Specifically, I wanted to go over the mechanic of Locked Actions.

To explain: in Fate Core, there are 4 actions

  • Overcome – Remove aspects and handle small threats
  • Create an Advantage  – Create a free aspect (without spending a fate point) with one or more free invokes; OR add invokes to an existing aspect.
  • Attack – Used in conflicts to Deal stress / attempt to take an opponent out
  • Defend – Used to defend against create-an-advantage or attack.

In the Fate Core, each skill in the default list can do at least 2 actions (Overcome and Create an advantage), while some can do 3-4 actions (adding attack and/or defend).

However, with the setting Save Game, the author Rob Wieland made it so that every skill has only 2 actions. Save Game has 11 skills. But, I wondered: how many unique 2-action skills could there be?

The answer is 6. Which, as coincidence would have it, is same number of approaches in Fate Accelerated. So, here’s an experimental version: FAE-Locked!


FAE LOCKED

Each of the following approaches has access to the following actions:

Clever

  • Overcome – Unlock locks; devise clever ways to bypass obstacles; trick minor NPCs.
  • Create an Advantage – Create tools; confuse enemies; prep plans; bolster allies.
  • Locked – Attack, Defend

Forceful

  • Overcome – Break obstacles; power through weaknesses; bully or subdue minor NPCs.
  •  Attack – Deal mental or physical stress with direct attacks to the target.
  • Locked – Create an advantage, Defend.

Careful

  • Overcome – Detangle dangerous situations; disarm bombs; remove complications.
  • Defend – Carefully stay out of range of attacks and entanglements.
  • Locked – Create an Advantage, Attack.

Flashy

  • Create an Advantage – craft flashy stories and distractions; bolster allies; create dazzling tools and plans.
  • Attack – Overwhelm the opponent with attacks and displays.
  • Locked – Overcome, Defend

Sneaky

  • Create an Advantage – Sow rumors, create disguises, position self tactically.
  • Defend – Use denial, obfuscation, and stealth to avoid detection and harm.
  • Locked – Overcome, Attack

Quick

  • Attack – Quickly shoot, strike, or insult without pause or analysis.
  • Defend – Instinctively dodge attacks and attempts to hinder you.
  • Locked – Overcome, Create an Advantage.

Exceptions: In some cases, it might be good the bend the rules; for example, during a Challenge, it makes sense to use any appropriate approach to overcome.


But, I’m sure you’re objecting, “But what if I want to attack with my Rogue using Sneaky?”

Fear not! Just like Save Game, we encourage players to create stunts that unlock an action for one of those approaches. We recommend phrasing the stunt in such a way to give the player almost-endless access to the Stunt, with a few rare exceptions (to keep things interesting).

Here are some examples:

Flashy – Unshakable Ego – Unlocks Overcome – You can use Flashy to overcome mental and social aspects (ex. Despair, fatigue, pain, bad reputation), or to overcome minor opponents in a non-violent way.

Forceful – Shiny Inspiration – Unlocks Create-an-Advantage – You can use Forceful to create an advantage, provided you have a bladed weapon near at hand.

Careful – Defense is A Good Offense – Unlocks Attack – You can careful to Attack, provided you are attacking an opponent who has attacked (or threatened to attack) you or someone else.

Clever – Elemental Wall – Unlocks Defend – Your elemental abilities allow you to throw up magical walls of ice and water. You can use Clever to defend against attacks and corporeal advantages; may not be used if the location has an aspect signifying that there’s no water nearby (ex. “Desert”; “Parched Land”; Sealed Bank Vault”)

Best of all, you can use this to create Reinforcement Stunts for players – phrased in such a way that new players are reminded of the right way to use an approach (and potentially cut down on Fate Debates).

Quick – Be Nimble – Unlocks Overcome – You can use Quick to make overcome actions, provided it deals with you moving or reacting quickly (ex. Nimbly jumping a fence; wriggling out of hold).

Careful – Plan Ahead – Unlocks Create Advantage – You can use Careful to create advantages, provided you are not rushed or distracted (ex. Not multitasking).

Sneaky – Surprise Attack – Unlocks Attack – You can use Sneaky to make physical and mental Attacks, provided the target is not expecting the attack (ex. You’re hidden; target is distracted; flanking the enemy).


That’s all we have for this post. Next time, we’ll be continuing on the Fate World Tour!

 

Fate World Tour: Save Game

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Hello! Dave Joria of Tangent Artists here with the fifth stop on the Fate World Tour.

Part 1 – Worlds Take Flight
Part 2 – Worlds Rise Up
Part 3 – Worlds on Fire I
Part 4 – Worlds of Fire II

Today we’re covering the Fate World “Save Game.” Video game nostalgia, here we come!


Save Game

Vs-ThingCreators: Writer: Rob Wieland. Editor: Joshua Yearsley. Art: Brian Patterson.

Elevator Pitch – 8-bit video game heroes barnstorming through corrupted video game worlds.

ThemesAction / Adventure, Drama, Video Games, Nostalgia, Dark Fantasy

Description – THE GLITCH HAS COME TO TENDORIA. A vicious computer virus threatens to corrupt the entire internet, and the only ones standing in its way are the characters from your video games.
8-bit heroes battle monsters and corrupted files—it’s Wreck-It Ralph meets Lord of the Rings in a fight for the fate of the world!
This 56-page Fate Core adventure provides a complete world to adventure in, including randomized character generation rules, ideas to govern digital adventures, and new Fate point hacks. PIXELS ARE FALLING. IT’S UP TO YOU TO SAVE GAME!

Mechanics – Subset – Unique Skill List

Mechanics – 

Hearts & Lives – Hearts replace stress; unlike stress it doesn’t automatically disappear after a scene. Instead, damage goes away with items you can purchase, with an overcome roll, or when you lose a life (see below).

Lives – Replaces consequences. If you are taken out in a conflict, you may spend a Life to jump back in (without waiting until after the conflict). You can buy lives back with coins.

Coins – Replaces Fate Points.  Compared to Fate points, coins seem to fly fast and loose; this means you might see 2-3 times the number of coins be collected and spent compared to FP. Case in point, there’s a new way to earn points during a conflict, known as a Combo pool; if buying in, each player could potentially earn 3 or more coins in a single scene (though it is a gamble). Players cash in coins for upgrades, lives, and healing items.

GM Coin pool – The GM’s fate point / coin pool increases with each stage; the closer to the big boss, the greater the amount by a large factor.

Skills Unlocked – Each skill can only handle two of the four actions. Stunts can be purchased that “unlock” additional actions for skills.

Hax – The “magic” or uber-stunt system. This is expensive, both requiring a skill (that can’t be used without the stunts), and a coin cost. Glitch Mutations.  Antagonist NPCs often use these (making it a nice reference and resource for building new NPCs that’s not overwhelmingly long).

Speed Run and SideQuests – When Rob wrote each stage, he also included additional Sidequests. Then, he provides recommended lengths / modes for running the game. A group can do normal mode (normally 1 sidequest, 1 session per stage), a speed run (no side quests; obstacle + Zero – multiple stages per session); or a marathon style metroidvania (all the sidequests, 2 sessions per stage).

Reaction

I really enjoyed this setting; part of the reason that this review took longer than normal is that I wanted to big deeply into every part of it. Some of my thoughts:

Tone – To my surprise, the tone of the piece is surprisingly dark, bordering on Grimdark. This is not inherently a bad thing (it’s actually quite original). However, I would keep it in mind when picking your play group. A group of 20+ year-olds are unlikely to mind playing the dark “Dr. Chompa” adventure as written. However, if playing with a younger group of 9 year-olds, you may wish to create an original stage from scratch that is less severe. (When in doubt, robots make pretty harmless NPCs).

Great for one shots – I can see how this would be great for one-shots, or for conventions in general. This is true with both normal mode (one stage) and with speedruns (all of the stages).

danky_kang_doodle_1_by_kevinbolk_d71qfcg-fullview

Dankey Kang by Kevin Bolk, used with permission. Read his comics at: http://www.interrobangstudios.com/

Speedrun – I have one concern regarding speedruns; as written, it seems to encourage the play format to be: a. visit a stage and have only a short scene or obstacles; b. big conflict with the Zero; c. Rinse repeat. Without playing it, I predict that with conflicts making up 90% of the action, the action might get a goal. With this is mind, I pass on my normal recommendation when running a long Fate game; try to separate your conflict scenes with a non-conflict scene in the middle. Maybe the 2nd stage involves racing the corrupted Dankey Kang in a contest, or involves defusing a live Rob-Bomb in a tense challenge.

Skills Unlocked –  I love this mechanic, and will steal it the first chance I can. Reason 1: the beautiful symmetry of having each skill have only two actions makes it both easy to remember, and wonderfully fair.  This would normally be great in any setting, but it is particularly justified for a video game world. Why? Let me explain:

The only downside of the Fate rpg system is that it’s so loose, that any hard rules are often hit with resistance. For example:

Player: I want to use my Physique to attack and crush them.

GM: You can’t, Physique isn’t an attack skill.

Player: Why not?  I can break a door in half, but I can’t break a person pinned to the ground?

GM: Because… you can’t?

Of course, you can ask the player to pay a fate point to temporarily or permanently gain the ability to Attack with Physique, but that’s not the point; the point is, the player sees a rule added for a mere arbitrary reason that doesn’t match the physics of their world.

However, in a Save Game, being told “you can’t attack with that” is fine, because you can argue, “because you aren’t PROGRAMMED to attack with that skill.” Also, by calling any inaccessible actions, “Locked,” Rob has made a forced restriction seem more fun; it’s not that you can NEVER attack with that skill, but rather you can’t attack with that skill YET. When a player finally gains a skill to unlock it, they have the added joy of unlocking an achievement.  (Also, kudos to whoever created the great character sheet at the back of the book).

Coins – I enjoy the novelty of showering players with coins / fate points. My only concern is that I fear if it would disrupt the Compel economy; who would accept a compel for 1 fate point, when you have 7 already?  Some ideas:

  • Have some warp pipes that lead to shops in the middle of a stage; let players level up (and more importantly, unload their coins). If players want to save up for something big, offer a “piggybank / gift card” system. Merchant: Tell you what… for each coin you give me now, I’ll give you 2 coins worth of store credit when you visit the main shop after this stage. What do you say?
  • If coins are in high supply, I would recommend doubling or even tripling the amount of FP when compelling; offer 2-3 coins to accept a compel, or 2-3 to refuse.

Likewise, the GM Pool of Fate points would be heavy stocked too. Make sure any new NPCs you create have lots of aspects, don’t skimp on the using GM pool.

Hacks (Clarification: World hacks, not the mutation)

Here are some fun hacks and setting ideas.
Note: In most of these hacks, the PCs would know that they are part of a computer world. “Save Game” is a rare video game setting in that the characters are not meta-aware that they are in a video game.

Reboot – I could easily see using Save Game to visit the 90s show Reboot without any real tweaking (with maybe a slight focus on PC game nostalgia vs. console.)

Captain N – You could recreate this classic TV show about a teen gamer sucked into an all-star team of video game characters. Alternatively, I could see merging this the Fate World “Nest,” in that a whole team of humans are sucked into the games of their youth.

Matrix – For a serious twist; you’d want to focus on the skill Hacks for extra special fun.

Wreck-It Ralph – As a fun twist, why not pull a “Wreck-it-Ralph,” and have all of the PCs be Villains, saving the day from the corrupted heroes? Prove that Bad-guys aren’t Bad GUYS.

Iron Street Combat – I have yet to read this newest video-game-inspired Fate world, but I bet there’s some way to combine the two.

Lastly, based on what video game world you want to visit, you might want to read one of the following Fate Worlds

  • Underwater – Like Echo the Dolphin? Try Deep Dark Blue
  • Western – Tweak Blood on the Trail for fighting Glitch-Vampires on the Oregon Trail!
  • Space – For a space setting a la Metroid or Star Fox, try Andromeda, Red Planet, Sail Full of Stars
  • Food – For food-based games like Diner Dash, Tapper, or Cooking Mama, try adding Uranium Chef (had to work at least ONE shameless plug in this article)
  • Music – For musical games like Guitar Hero, try another new setting, Til Dawn

Sorry for such a long delay between posts, everyone. I’ve been working hard at finishing a prototype of my newest card game, “Don’t Go In There!”

It’s a game themed around slasher movies.

jaime sample

Model image from Adobe Stock, granted through license

I’ve got one playtest in, and it went fantastically (more on that another time). I’m praying to test more and tweak it until I can have a prototype ready for Origins Con.

Here’s a sample of one of the cards:

Speaking of which, Dave Joria will be at Origins Con! Tangent Artists will not have a table there, but we may have some of our Fate Accompli products coming (more on that as it develops).


As for the next Fate World, tell us what you’d like to see! Shall we do another early world, “The Secret of Cats?” Skip Ahead? Put in your requests, on this blog, or on twitter @DaveJoria.

 

Fate World Tour – Review of “Worlds On Fire” Pt. 1

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Hello! Dave Joria of Tangent Artists here with the third stop on the Fate World Tour.

Part 1 – Worlds Take Flight
Part 2 – Worlds Rise Up

Today, we’re talking going over the first half of Fate Worlds: World on Fire.” 
I was going to try to tackle it all in a single blog post, but Worlds on Fire… is more than I can handle!*
*(Alright, 2003 called, they said they DON’T want their Sarah McLachlan jokes back; they weren’t funny even then)

On with the review!


Tower of the Serpents

Author: Brennan Taylor. Art: Kurt Komoda

Elevator Pitch: A Conan-style dungeon crawl through a Wizards Tower.

Genres & Themes: Action / Adventure / Fantasy / Swords & Sorcery / Intrigue / Pulp

Summary: …At the very center of this vile pit stands a tower, the Tower of the Serpents. Older than the Palace, older than the city, it is made of an unknown material, white and hard as steel. The tower’s single spire rises nearly as high as the Palace walls, twin entwining serpents carved curling up the tower’s sides. A sorcerer lives there, they say, and this rumor seems likely true. The tower has a garden around it that grows despite the lack of sun, and strange lights shine from the upper rooms at night. No one is ever seen entering or leaving the place, and the single gate in the garden wall never opens. Darksiders say that on moonless nights you can hear the loathsome flutter of unholy wings from the top of the tower, and perhaps it is by this conveyance that the sorcerer comes and goes. They also say the tower holds a treasure of incalculable value.

Mechanics – Sub-System: Fate Core

Mechanics – General: None

Reaction: I’m going to start with the harsh, honest truth and work my way to the positive: From a purely mechanical, fate-hacker perspective, Tower of Serpents doesn’t introduce anything new. It’s no wonder that it was the first one adventure released with the Fate Core rulebook; I could easily see this as being packaged INSIDE the rulebook without it seeming incongruous. (Personally, “Tower of the Serpents” always felt like an ideal adventure for the Hearts of Steel campaign that shows up in the examples in the Core book – time to see Landon, Cynere, and Zird the Arcane in action!)
Now, is it still a good setting? Absolutely! “Tower of the Serpents” shines as:

  • A fun pre-made step-by-step classic dungeon – It’s got adventure, treasure, a gorilla… what’s not to love?
  • An amazing resource for inexperienced GMs on how to run any kind of game – Taylor provides great suggestions in all sorts of areas, including how to keep action moving, responding to players’ deviations, how to introduce conflict through the various factions, etc.
  • A useful template for experienced GMs who are inexperienced with Fate – If a friend of mine was an experienced D&D GM and said, “I want to port my setting for Fate, how would I do it?” I would give him this adventure as a sample.

As I mentioned, there are no mechanics to port over, but I could easily see a GM introduce this into any adventure they are currently running. Including:
Knights of Invasion; Dresden Files (Would need to update the town); Secret of Cats; Camelot Trigger (Add in Tech); Nest (with fewer factions); Strange Tales of the Century
With More Hacking the Skill List – Masters of Umdaar; Aether Sea; Fate Freeport Companion. (If you have more, let me know!)


White Picket Witches

Author: Filamena Young. Artist: Kel McDonald

Elevator Pitch: You are the leads (and the showrunners) on a program that’s part Charmed, part Witches of Eastwick, with a dash of Desperate Housewives

Genres & Themes: Supernatural / Urban Fantasy / Drama / Romance / Mystery / Television / Family

Summary: Small towns are cauldrons full of family secrets. In Salem, those cauldrons bubble over. Inspired by paranormal cozies like Practical Magic and the Witches of Eastwick, White Picket Witches give the players magic and charms to deal with small town pressures… and sometimes, the forces of evil. It’s about accepting the past, fitting in, or breaking out. It emphasizes friendships, brother/sisterhood, community, and a touch of romance. Designed by Filamena Young of Machine Age Productions, who has worked with Margaret Weis Productions, White Wolf, and many others.

Mechanics – Sub-System: Unique List, called Assets

Mechanics – General: Geez, so many. Where to start:

Place of Power – This is an important location, that holds both magical power (a leyline crosspoint) as well as a place where players can interact (ex. a hospital; a courthouse; a library). Players take turns creating the Places of Power, rather than the GM. Places of power also have their own sub-rules, including:

  • Leitmotif – Instead of labeling the place of power with a simple “high concept” aspect, the location has a general “mood,” described as “what music would play in the background when the camera cuts to the location.” (As a music theatre major, I appreciate the musical reference). Once per scene, players can invoke it for free. Players can also pay one fate point to temporarily change the leitmotif (this is generally done to help other players, even if they’re not directly participating in the scene).
  • Face-Off – Drama in “White Picket Witches” is handled in a unique kind of scene called a “Face-Off”; this is a variant on a conflict with a few small changes. Unlike a Conflict, in which one character takes an action (with the target rolling to defend), and then the second character taking an action (with the target rolling to defend), in a face-off, each character rolls only once; for example, if two players attempt to attack each other, the both roll to attack, and the loser takes stress equal to the difference. It’s a wee bit more complicated than that (ex. Having only two sides; extra stress boxes based on people involved), but that’s the basic structure.
  • Place of Power Assets – Places of Power have skills/assets, just like players. During a Face-Off, after the players have each taken a turn, the GM takes a turn as the Place of Power, exerting influence, pressure, or creating complications for the players. This represents both forces inside the fiction (ex. magical energies, NPCs), as well as outside influence from the show-runners who are adding drama to the TV show (which is fantastic).

PC-linked Antagonists – At player creation, each player creates an NPC to serve as an antagonist (which is not necessarily a villain; it can be a rival or foil). During scenes, the antagonists are played by any players who aren’t in the scene.

Scene Structure – Young lays out the scene structure very simply: A. Players and GM decide what scenarios they want to create, and their objectives. B. Players pick a Place of Power. C. Start a scene, and continue until a Face-Off starts.

Flashbacks – A special type of compel, invoked during a Face-Off. If a player can thematically justify it, they can compel an opponent’s aspect and one of the opponent’s skills/assets, including a time the aspect of their personality “got in the way.” They develop a quick flashback scene explaining what happened, and whether the opponent has grown from the experience or is still dealing with it.

Being Taken & Concessions – If one side takes out their opponent in a Face-off, their victory is written in a sentence aspect. If the loser concedes, they get to alter one word of the sentence. For examples, see the Reaction below.

Reaction

The first time I read White Picket Witches, I really liked it. Upon re-reading, it’s now in my top-five Fate settings. There are so many original mechanics, formats, and ideas that it’s hard to grasp that it’s only 34 pages long.

Face-off Reaction: I love the Face-off scene type; it’s a fantastic way to handle player vs. player interaction in a way that is faster and more dynamic than a normal conflict. I am reminded that I have a similar mechanic in Uranium Chef, which is also meant to emulate the stars of a TV show battling with each other; it’s even called a Face-off (whether this is pure coincidence, or whether “White Picket Witches” worked its way into my subconscious I’ll never know.) In “Uranium Chef” Face-offs, the conflict is boiled down to a SINGLE roll, rather than a full scene. I could easily see one being used in lieu of the other, i.e. using single-roll Minor Face-offs in White Picket Witches, and using long-form Face-off scenes in Uranium Chef.

Warning: If you’re running a White Picket Witches game, make sure the players are creating stunts that grant them a bonus to Defense rolls, or helps them get a higher turn order; as Face-Offs replace conflicts, stunts like these would be next to useless.

The only flaw with the Face-off mechanics as written is that there’s a small gap regarding creating advantages; it mentions to do with obstacles once they are created, but not how to create them. Normally, if you were in a conflict with person A, and wanted to create an advantage on person B (say, convincing a bystander to get involved), you would roll against the difficulty of Person B (or, if target b is an inanimate obstacle, against a set difficulty). While not stated, my guess is that you’d still roll against the opponent (to represent the fact that you’re still ducking and weaving physical or verbal jabs from Person A, all the while).

Example 1: Alex and Jenna are fighting in a Face-Off. Alex wants to punch Jenna. Jenna wants to place a hex on the floor. They both roll, the higher succeeds. If Alex wins, she deals stress equal to the difference. If Jenna wins, the aspect is placed.

Example 2 – Alternate: Alternatively, you could pick a normal difficulty, just to discern how many invokes they get if they succeed. Imagine the GM settings “placing a hex on the floor” at passive Difficulty Fair +2. Alex attacks, and scores a Great +4. If Jenna rolls Great or Less, no aspects are created (as she did not succeed against Alex). If Jenna rolls a Superb +5 or higher, she counts as creating an aspect with succeeding with style (rolling +3 higher than the obstacle).

Antagonists Reaction: Unlike most TTRPGS, in which all of the “party” is in the same scene in any given time, the story structure of WPW works best when splitting the party. This would normally lead to a few players interacting with the GM, while the others players grow bored. However, the Antagonist system provides players with a chance to create additional characters. The fact that Antagonists are played by dormant players (not the GM) means that some players can still be involved, while still providing ways for the remaining people (GMs & others players) to still have some influence (through action as the Place of Power or changing the Leitmotif).

Scene Structure Reaction: In writing books, I’ve heard it advised, “cut to the action.” Don’t want useless scenes on minor things, such as grocery shopping or brushing teeth, unless it does something to further the story. All Fate Core scenes are based on skipping straight to the drama, but the scene structure of WHW helps put that even more to the foreground. (I might have to borrow it for a LARP I’ve been working on).

Conceding Sentences Reaction – A great way to handle concessions, that I think would work in any Fate Setting. However, I would offer a small addition: the change to the sentence cannot be a 100% reversal of the original sentence.

Ex. Alex wins the scene and wants to beat it Jenna’s head that, “Jenna will not go into the Haunted manor.” As Jenna concedes, she can alter one word of the sentence.

Bad Example: Jenna’s changed sentence can’t be, “Jenna will DEFINITELY go into the Haunted manor,” as this merely reverses the original.

Good Example: Jenna changes the sentence to, “Jenna will not go into the Haunted manor ALONE.” (Thus, Alex partially succeeded in teaching Jenna that she’s too weak to go in alone, but not enough to diminish her determination.)

Hacking WHW – As I mentioned before, I think a lot of WHW could be used with Uranium Chef, and vice-verse. Similarly, the same principals can be used to add drama/soap-opera elements (both in-fiction and meta) to any setting. Imagine second season of the period British program “Romance in the Air,” or “The Real House-wives of Burn-Shift Postapocalyptic Earth.”


FIGHT FIRE

Author: Jason Morningstar. Artist: Leonard Balsera

Elevator Pitch: Real drama of fire fighters.

Genres & Themes: Realism; Action; Drama; Sacrifice; Crime; Medical

Summary: Fight Fire expands Fate Core’s handling of objective hazards, answering the common question “the warehouse has the On Fire aspect… now what?” Not only is this answered — literally — but it is enhanced and expanded in the form of a mini supplement that tackles both the day-to-day operations of urban firefighters (using tactics cribbed directly from the FDNY) and their lives off the clock. Raised in a firefighting family, Fiasco author Jason Morningstar takes Fate Core in a direction that tempers hard-researched realism with drama and danger

Mechanics – Sub-System: Unique Skill List

Mechanics – General:

Unique Skills – A very trimmed down Skill list, using primarily practical skills specific to fire fighting. A clever twist is that the fire npcs (see below) have their own unique skill list. It’s a bit of a rock-paper-scissors game, in that certain fire skills can only be overcome or defended against by specific skills.

Consequences – Do not automatically go away. Even when are recovered, they become aspects.

On Fire – A special aspect. When rolling to overcome it, if the character fails, they take stress equal to the difference. (This is useful for all RPGS, as it’s only a matter of time before a player asks, “Can I set it on fire?”)

Fire as NPCS – A great example of the Fate principal, “Everything can be done as a character.” Fire is represented as three types of NPCS, and a fourth for Smoke.

Vent for Life / Fire – A mechanic for dealing with fires; players get the chance of venting for life (flooding area with oxygen to help victims) or venting for fire (removing oxygen to suppress fire). Even if you succeed in one way, it mechanically hurts the other.

Reaction:

I will go out and say that realistic drama like this is not my particular cup of tea (I tend to prefer escapism and/or comedy to tragedy). However, if you were interested in such a thing, I can’t imagine a better way to handle it.

Vent for Life / Fire Reaction – As I’ve expressed before, Fate is a relatively forgiving system; if a player wants to succeed at something, they will likely make it happen. I think the “venting” system is a great way to mechanically include into systems, in that it forces the player to make a choice; even they succeed at one thing, they will fail in the other. I can easily see this in a medical or ER drama; a surgical incision may help the patient in one way, while risking their life in another.

The one minor concern I had for the setting is that “Smoke” is both the name of a skill that Fire NPCs have as well as the name for a type of NPC. To clarify, I recommend referring to the latter as “Smoke Clouds.”

Hacks – I definitely think there is lot of hack potential for Fight Fire. If you wanted to add cop drama, you can add in roles for Fire Marshalls (who investigate Arson) or Fire Police (which handle light fires, as well as can make arrests or assist in rescue efforts).

If you wanted to run the setting in a lighter, lower stakes setting, I’d recommend using it as the foundation for a paranormal exterminator setting. It would not be hard to reimagine the fire NPCs as nameless ghosts and lesser demons, lurking behind the walls, waiting to envelope the old mansion and pull it into the void.


That’s it for now. Will have the second half with you soon!

Until then, Game On!

-Dave Joria

Fate World Tour – Review of “Worlds Take Flight”

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I’ve been writing games in Fate for a while; I’ve had two published by Evil Hat, and have at least more in the works that will eventually be published under Tangent Artists (Dungeon Tours, Ltd., Skeleton Crew RPG). However, I’m officially announcing that I’ve started work on a yet untitled Masters of Umdaar sequel. Will it be for sale, or just a fan project? Published by Evil Hat or by Tangent Artists? A full setting or just a jumbled mess? All good questions, and I don’t have an answer as of yet.

However, it hit me, that I before I dig too deep into expanding this world, I should do some research first. It’s been three years since Umdaar 1 came out, and Fate “technology” has no doubt advanced considerably since then. What breakthroughs and hacks have emerged that I never would have dreamed of?

So, today, I start an epic adventure: To review every single Evil Hat “Fate World & Adventure.”* **

Clarification this will include every Fate World that comes free with backing the original Fate Core kickstarter, plus comes with backing the Fate Patreon. Afterwards, I might take a tangent to review paid Evil Hat projects (Atomic Robo, Strange Tales,) and maybe some third party (ex. Fate Codex), but no guarantees at this point.

**Full disclosure: Evil Hat has hired me on a contract basis twice. I am not currently working for them at this time, but if they offered, I’d definitely say yes.


What this Review Is NOT: If you’re expecting me to use my sparkling wit to sarcastically tear into the fate worlds, you’ll be sadly disappointed. I’m going to keep things positive, because:

  1. I know how hard it is to write one of these things, and
  2. Just because a world may not be my cup of tea, doesn’t mean it’s not someone else’s.

What this Review Is: This is be a quick, cursory look at each the settings; I’m afraid I don’t have time for a page-by-page analysis. I’ll be focusing on:

  • The Pitch – A sentence providing what the setting feels like; this will be using pop-culture comparisons to provide a short-hand.
  • The Genres – What literary and cultural settings and themes the world taps into. (Expect a lot to include “…in space!”)
  • The Summary – This is a longer description, taken straight from the book or the Drive-Thru RPG. (It won’t be my original words but will save you the time to look them up yourself.)
  • The Mechanics – Subsystem: Which variant of Fate does it most closely mimic (ex. Core skills, Fate Accelerated, Skill-less).
  • Mechanics – General: What are significant rule additions, tools, and tweaks not found in the Core book.
  • Reaction – This part is purely opinion. It will be mostly based on speculation, as most of these settings I have no experience playing. Will also focus on possible variants, and ways to hack the mechanics with other settings.

Fate-Worlds-Take-Flight-683x1024

 

WORLDS TAKE FLIGHT

Rather than go in chronological order, I thought I’d go with convenience; since “Worlds Take Flight” is one of the few Fate hard copies I own, making it easier to read on my work lunch breaks, I thought I’d start there.

 

The Three Rocketeers

Author: PK Sullivan; Artist: Alex Innocenti

Elevator Pitch: Swashbuckling Musketeers… in space!

Genres & Themes: Historical / Adventure / Sci-Fi / Intrigue / Drama

Summary: Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria in this Fate World of Adventure by PK Sullivan! The Queen’s enemies may have disbanded the Rocketeers, but duty cannot be set aside so easily.

A deadly cabal of nobles and clergy threaten to usurp Her Majesty Queen Marie-Hélène’s throne and hand Gallia over to Pope Regulus IV, and the Rocketeers now work from the shadows to protect the queen from threats both foreign and domestic. Foreign spies and papal agents lurk in every shadow as the trap draws ever closer.

A laser-sharp blade and even sharper wits will serve you well as interstellar powers play the game of puppets and shadows. The fate of the crown is in your hands.

Mechanics –  Sub-System: Skill-Less

Mechanics – General: Compound Stunts (Swordplay) – This is an interesting concept; instead of making players create 3 or so stunts, Sullivan has the players create one double-sized Sword-play stunt, which is composed of four micro-stunts (about +1 bonus each, for roughly +4 bonus total). He has a whole list of different micro-stunts which you can mix-and-match, kind of like a tapas menu.

Conspiracy – This is very neat concept that I will have to investigate more thoroughly in the future. Rather than creating a villain first and the objective later, the Conspiracy model does it in reverse; what is the objective, and who are the agents carrying it out. Sullivan also introduces rules for unraveling the mystery a bit at a time.

Reaction:

Skills – I must give PK Sullivan points for guts, I think he was the first Fate World to rewrite the system without skills or approaches. I’m not itching to make a skill-less setting myself anytime soon, but I can say- it does require the players to start with a large amount of fate points. If you have group with a lot of larping experience, I’d look at this book for tips on making your system skill-less. The only downside is it does make it harder to port other fate mechanics from other worlds INTO Three Rocketeers after you’ve started the campaign.

The swordplay stunt system is great for quick character creation; if I wear to create my own character, I would enjoy making my own micro-stunts, but I think a short list would be perfect for first time players, or for conventions. I also see how the composite micro-stunts would work well for other settings (perhaps for creating inventions?)

Of all three, the conspiracies have me the most excited; I’ll keep it in mind the next time I craft villains. The one thing that I would can as a disadvantage is that the Conspiracies use skills when the players don’t. On the one hand, this seems a little out of play. On the other hand, this makes it even easier to hack it into an existing campaign!

The one thing I’d add, were I to run this setting, is the Swashbuckling Duel rules from the Fate Toolkit. To me, these rules best represent the slow build of tension in a cinematic sword fight; amongst armor-less, sabre-wielding duelists, the first successful hit is often the last! (I suspect this system can be a little time consuming, so I’d save it for named NPCS).


Frontier Spirit

Author: Nick Pilon; Artist: Steen

Elevator Pitch: Princess Mononoke meets Ghostbusters… in space!

Genres & Themes: Frontier / Adventure / Sci-Fi / Fantasy / Spiritualist / Environmental / Exploration

Summary: Despite its long history, the Commonwealth has only civilized a fraction of the galaxy. Life on an undeveloped colony world is hard. The problems are never-ending: pirate raids, corporate claim-jumpers, outlaw settlers, unpredictable weather…and an alien spirit world unused to coexisting with sentient creatures.

Natural disasters, storms, subsistence, and even basic survival are all much harder when the world really is out to get you. Can your colony survive? 

Mechanics – Sub-System: Fate Core Skills

Mechanics – General:

Portfolio – A way for creating NPC antagonists that are intrinsically tied to the impending issues.

Facets – The idea of creating a powerful, “final form” of a spirit, and then 2 or more smaller “facet” versions of the character that appear earlier in the story.

Reaction: From a setting standpoint, I am impressed by how Pilon introduced a setting that clearly sets up the tension between the industrial settlers and the native spirits; in many settings, this would done in black and white, with the humans being bad and the spirits being good. However, like Miyazaki’s “Spirited Away,” Pilon makes it a little more ambiguous, letting the gaming group work out for themselves which side is wrong, if anyone at all. I can also see facets as great way to create multi-leveled villains that are beaten more than once (ex. a video game boss for Save Game; a DBZ style villain with multiple forms).


Sail Full of Stars

Author: Don Bisdorf; Artist: Elisa Cella

Elevator Pitch: Pirates and Navy Battles… in Space!

Genres & Themes: Sci-Fi / Fantasy / Steampunk / Alternative History / Age of Exploration / Swashbuckling / Political / Naval

Summary: In the year 1850, three empires struggle for control of the solar system: The Ottomans, whose vast Earthly empire may soon become obsolete; the Chinese, who pioneered the construction of rheoships; and the French, the new masters of alchemy. Wherever patrols are weak, pirates menace the shipping lanes. Sailors whisper rumors of dragons swimming through the black void. Fools and madmen push the boundaries of alchemy, heedless of the consequences.

Track down pirates, brave the stars, and mount shipboard battles in this Fate World of Adventure by Don Bisdorf.

Mechanics – Sub-System: Fate Core Skills

Mechanics – General: The book features some of the best rules for detailed ship aspects I’ve seen. Similarly, it includes rules for crews, including combat.

Reaction: Compared to many Fate Worlds, this one is a little on the “crunchy” side; it might be ideal entry point for classic gamers who are used to more complicated systems like D&D or wargames. I am eager to try out the crew rules, which would work for supporting NPCS in any setting.  If you’re not interested in the historical setting, you can easily port it to another world (for example: if you want to port “Aether Sea,” but with Fate Core.)


Gods & Monsters

Author: Chris Longhurst; Artist: Manuel Castañón

Elevator Pitch: Campbell’s Mythology meets Lycanthropes (NOT in Space!)

Genres & Themes: Mythology / Fantasy

Summary: The world is young and majestic, and humans eke out a living and dream of civilization.

But you are not like them: you are a god. A primal creature, your soul a blazing font of power, your body an expression of your nature. The more extreme your behavior the greater the power you can wield—but it is easy to become lost in a single facet of your existence and cross the line from god to monster.

Perform mythic acts, skirmish with rival pantheons, and walk the line between power and control in this Fate World of Adventure by Chris Longhurst.

Mechanics – Sub-System: Fate Accelerated

Mechanics – General: While I had previously thought of Fate Approaches as opposites, Chris Longhurst came up with something I never dreamt of: putting them on sliding scales. He also came up with the idea of having your power and approaches grow (which can sometimes be a bad thing, turning you into a monster!) There is also the godly power mechanic, which involves stashing power in stations to avoid overload.

Reaction:

Fate is a really forgiving system, allowing players to succeed in ways that stricter systems would not allow. “Gods & Monsters” just doubles-down on this, giving players literally godlike characters.

This can make it a very difficult game for GMs to run. I suspect that they are two ways around this:

  1. Think of them less like “gods” and more like demi-gods; they are weaker, lesser gods that fight, adventure and fight monsters, much like your typical adventure team.
  2. Focus on the difficult decisions; you can do X, or do Y, but not both.

Longhurst cleverly built the second into the geas and power of the characters; they can grow stronger and stay true to their god’s nature (but at the risk of growing monstrous), or you can have they show free will, go against their nature, and grow weaker (but further from the edge).

Were I to run a game (and I desperately want to), I’d focus on the etiological, “just-so” stories. Rather than assume that the mortal world is complete, I would take a popular “just-so” story and reverse engineer it.

For example:

GM: The mortals are cold all of the time, and are always tripping in the dark, hour after hour. They ask for your help.

Players would eventually come to realize that, in this world, there is no sun. This sets them on tasks to make the sun (gathering dangerous materials to get it), as well as finding a balancing act that doesn’t involve mortals overheating or frying.

Guide the ending to resolve towards a permanent feature of this world, although it might not be the one you anticipated when you started the story. They could go a completely different route and find a solution without the sun, such as, “…And that’s why we have volcanos,” or “…And that’s why the first humans died out, and why we have ice people instead.”

Lastly, I wanted to give a shout out to the artist, Manuel Castañón, as the art in Gods and Monsters is absolutely stunning. All four artists in this book did a great job, but Manuel’s art is inspiring.

EDIT: I nearly forgot! On an earlier blog, I gave my house rules for mashing up “Gods and Monsters” and “Masters of Umdaar,” where players get to be the lost Demiurge. Here it is again, “Gods and Masters.


 

That’s it for this entry. Next up will be “Fate: Worlds Rise Up!”

Until then, game on!

Dungeons – The Logistical Nightmare!

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The kickstarter for the Dungeon Tours Limited is soon approaching. In the meantime, we’ll explore some of the origins behind the game.

But first, what is Dungeon Tours Limited?


miles_parchment-title-2Dungeon Tours Limited is an upcoming tabletop RPG from Tangent Artists. In it, players take on the roles of semi-retired adventurers in a fantasy world. Your days of delving into dungeons are almost over. However, there’s been a recent trend of young nobles going “dungeoning”; and you have a client lined up who is willing to pay crazy money to join your party on your next adventure.

But there’s a problem: the noble twit won’t last three seconds in a real dungeon. So, you’re going to have to fake it. You have three days to find a cave, fill it with foam spikes and papier-mache dragons, and guide the client through. Can you reach the end without the twit uncovering the truth?


Like many RPGs settings, we owe some inspiration to Dungeons & Dragons. One night, our group was going over some of the ridiculous pre-made adventures of 1st edition. You probably know the type: adventures with ancient tombs, teeming with living, breathing monsters, buried miles below the earth . Immediately, we some logistical flaws:

  • How did the 100 foot dragon get into a dungeon with only 10 foot wide corridors?
  • If there’s a live manticore down there, who’s feeding it? Who’s cleaning its cage?
  • If a tiny chamber has an ogre trapped in, unable to get out, waiting hundreds of years between skirmishes, how does he keep himself entertained? Sudoku?

This got me thinking; wouldn’t it be fun to flip the script? Instead of having the GM create the dungeon for the players, what if the players were the dungeon makers? This lead to:

Dungeon Tours 0.0

In this version, the players play monstrous humanoids (orcs, goblins, drow, etc.) working hard on a real dungeon. They’re been hired by a warlord to keep the lair safe from adventurers.

This was purely a thought experiment, with no actual rules were created. I was even unsure whether this would be better was an RPG or a boardgame.

However, I quickly stumbled upon a two-prong problem:

  • If the players wanted the adventurers to die, there must be some easier way to do it than through dumb monsters and convoluted traps.
  • If the players succeed in killing the PCs the first 3rd of the game, the remaining 2/3rds of the dungeon is wasted.

The solution: to develop a game that had to walk a tight-rope. Rather than trying an extreme goal that can be reached through extreme means (ex. kill all invaders), it had to be a balancing act. It must be have a certain amount of X, but not TOO much X.

Dungeon Tours 0.1 – Today

This is where the idea of a fake tour first took place. It’s had certain mechanics that I’ve tried and set aside (ex. the idea of a Scare-o-meter that must be hit just right –  not to much, not too little). However, the fundamental idea of creating fake threats has been in there since the beginning.

Fun Fact: It was the “build a project” backbone of DTL that would later provide the framework for Evil Hat’s Uranium Chef. It’s funny that they’re released in opposite order.

That’s all we have time for this week. Expect more previews as we get closer to the DTL launch date.

What are the best / worst features to show up in your dungeons?

URANIUM CHEF HACK – FEAR FACTORY

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205720I am pleased to announce that this week, my setting, “Uranium Chef,” has been released through Evil Hat’s Worlds of Adventure Patreon. You can buy it here (pay-what-you-want) at Drive-Thru RPG The game is about a reality cooking show in space, but as I’ll show in this blog post, you can hack it for all sorts of constructive competitions.

But first, a word from our sponsors:


If you didn’t know it, I’ve been working with Tangent Artists to create a brand new Fate Adventure, Dungeon Tours Ltd. Can you take a rich noble on a safari through a fake dungeon without them guessing the truth? It’s “Dungeon Keeper” meets “Leverage,” with a dash of “Trading Spaces.” 

Right now, DTL is in Open Beta; but the last day to sign up is March 5th. Make sure you sign up here!


HACKING URANIUM CHEF

The game “Uranium Chef” is not limited to reality cooking shows in space; even the book mentions how you can port it to any other cooking contests in other settings (ex. fantasy; anime high school).

In this article, I want to push the boundaries even further, and demonstrate that you can use the same mechanics with any creation game show. Let me present to you:


FEAR FACTORY

For the last few centuries, technology has stagnated in all fields but one: simulacrums. These puppet-like lifeforms, made with a mix of cybernetics and bioengineering, have been implemented in everything from combat to domestic work force. Most simulacrum factories focused on churning out realistic and pleasing simulacrums by the millions.

As far as we know, the malchemist Hag-Queen Zaggria was the first to pervert the technology to another purpose: making monsters. She created her own laboratory, called the Fear Factory, and used it to create a slow but steady stream of nightmarish horrors. Most of them were commissioned by conquerors, who magnified them in size and used them as weapons of war. Some of them were used in fiction- they were the starring villains in movies and neutrowave shows. It is rumored that the Hag-Queen Zaggria once spent a year on a monster for the sole purpose of scaring her brattish nephew into behaving. To Zaggria, all that matters is that the client pays up front, and that they’re satisfied with the result.

Now, Hag-Queen Zaggria has opened the doors to her laboratory, and will be training her replacement. With the support of Mongongo Studios, she is hosting her own reality TV show competition. Many applicants will apply, but only the season winner will be chosen (and receive the 4 billion space-buck prize). Can you win her favor by creating the most inspired monsters in the galaxy?

Who are the Player Characters?

The PCs are creative monster-makers from every corner of the galaxy. These include:

  • Black-sorcery-wielding malchemists
  • Mad scientists, teknolocks, and xeno-engineers.
  • Disgraced doctors and unlicensed surgeons
  • Disgruntled toymakers
  • Haunted artists and puppeteers
  • Special Effects and make-up experts (who now get to make the real thing!)

 

Luckily, the creators have plenty of android helpers to help with the science and dark magic; thus, even a shaman from a backwater planet with no experience with technology can create an impressive cyborg monster. The hardest part is supplying the vision!

 

Builder Approaches

Instead of six culinary approaches, there are six builder approaches. There are: Beautiful, Creepy, Cute, Ferocious, Gross, and Weird.

  • Beautiful – The approach for creating monsters that are beautiful to behold; this can be for animal that are elegant, or for humanoids that are alluring. Examples of beautiful creatures include: cats; unicorns; dragons; swans; vampires; sirens; incubi / succubae.
  • Creepy – The approach for creating monsters that are scary in an unconventional sense. Creepy monsters tend to mimic something normal, but are somehow out of place. Examples of creepy creatures include: the Slenderman; clowns; Children of the Corn; manikins; tooth fairies; dolls; Michael Myers.
  • Cute – The approach for creating monsters that are cute and lovable. Sometimes these are for friendly monsters, or for monsters that lull the victim into a false sense of security. Examples of cute creatures include: Pokémon; Chucky; Gremlins (fuzzy or evil); Ewoks; the Muppets; the Bumble; Gollum; Sigmund the sea monster.
  • Ferocious – The approach for creating monsters that are mean, threatening, and dangerous. Examples of ferocious creatures include: tyrannosauruses; tigers; demons; gorillas; Jason; Godzilla; the Wolfman.
  • Gross – The approach for creating monsters that look (and especially SMELL) gooey, disgusting, and dirty; alternatively, this can also be for morbid monsters that have their internal organs showing, or are leaking bile, blood, and other bodily fluids. Examples of gross monsters include: slugs; blobs; zombies; corpses; Freddy Krueger; Leatherface.
  • Weird – The approach for creating monsters that are strange and alien; this can include featuring inhuman qualities (such as insectoid, plant or robotic), or sometimes it’s merely the absence of humanoid features (ex. neither eyes nor mouths). Examples of weird creatures include: bees; praying mantises; grey aliens; jelly fish; sea stars; Venus fly traps; Mecha-Godzilla.

Side Note – Destroy All Monsters

In the set adventures, the monsters don’t really do any actions. However, if you plan to have your animated monsters take actions, assign them a lead reality approach based on their lead builder approach:

  • Beautiful – Flashy
  • Creepy – Sneaky
  • Cute – Quick
  • Ferocious – Aggressive
  • Gross – Careful
  • Weird – Clever

 


 

Creating a Monster

Creating a monster is very much like a creating a dish. There are a few small differences:

Instead of using the term, Dish Aspect, this show uses the term “Feature Aspect.” Similarly, features are grouped into Main Feature aspects and Side Feature aspects.

Instead of a “Plating” aspect, the monster has a “synthesis” aspect – up to this point, to monster, has been nothing but a lifeless hunk of muscle and metal. It is the synthesis stage that binds the parts together and brings it to life (this normally involves a lot of lightening and maniacal laughing).

Adapting Courses

In “Uranium Chef,” some challenges require a chef to create multiple courses. In the “Fear Factory,” show we instead use the term Categories. These can be split up several ways:

  • Multiple monsters – The creators might be required to create multiple monsters, each with their own category. (This is common in challenges when there are 2-3 creators on a team).
  • Adaptations – In addition to making a monster, the monster must also have a specific number of special features; these are called adaptations. For an example, see the sample episode, “Sieging is Believing.”
  • Body parts – Most Robeasts are built small, and then enlarged; however, if a team has to build a giant monster in actual size, you might want to separate the monster in different limbs and major body parts (ex. arms; tors0; and I’ll Form the Head).

 EPISODE ONE – SIEGING IS BELIEVING

This week, you have been grouped into teams of two.

Your challenge: The client this week, and one of the judges, is the warlord Empress Graxahna. She has commissioned you to build her a Robeast (i.e. a biological war machine) that will be used when besieging an entrenched city.

Each team will pick an inspiration, and an obstacle that their monster will overcome.

Inspiration: Your team will use one of the following life-forms as inspiration:

  • Mammals
  • Reptiles / Amphibians
  • Arthropods
  • Marine Life
  • Birds / Dinosaurs
  • Plants / Fungi

Warning: The judges hate it when you are too literal. If your inspiration is Birds, and all you do is make a really big eagle, they’re going to be disappointed.

 

Obstacle – Your robeast will be designed to circumvent a specific type of city defense.

  • THICK, TALL WALLS – We can make our robeasts tall, but they keep building the walls bigger! Can you bypass it?
  • PLASMA MOATS – Some cities are protected by a magnetic dome, filled with white-hot plasma. Can your monster swim through it and survive the heat?
  • EXTREMELY STRONG DEFENDER ROBOTS – The defenders often have a giant defender robot, strong enough to punch through anything! Can your monster survive it?
  • TOWER DEFENSES – The cities are defended by watchtowers, armed with rocket launchers and laser cannons. How can your monster get past them?
  • RATIONS / SUPPLIES – Laying siege makes food and supplies. Can your robeast be self-sustaining; or, better still, can it supply the troops with food and/or ammo?
  • MORALE – The defenders are often far too optimistic. Can your monster weaken their morale?

 

The GM picks a team, who will pick both their inspiration and their obstacle at the same time.

BUILDING THE MONSTER

Each teams will create a monster in two stages: the monster itself (course 1) and the adaptation (course 2).

The contestants will be building a human-sized robeast, but can choose to have it magnified up to 100 meters tall after completion.

 Example: The group decides to make a giant Kangaroo Rat robeast that can leap over walls. The monster itself has a main feature aspect (Wiry Rat Body – Ferocious: Value 3), a side feature aspect (Large Black Eyes – Creepy: Value 2) and a final synthesis aspect (Cyborg neural net – Weird: Value 1). They create the adaptation in two steps: a main feature aspect (Robotic Legs – Weird: Value 3) and synthesis aspect (Fuzzy Hair Overlay – Cute: Value 2).

JUDGES – The three judges this week are:

Hag-Queen Zaggria (loves Creepy), warlord Empress Graxahna (loves Ferocious), and Science-Prince Lotan (loves Beautiful).

 


 

Lastly, I did include several thanks in the Uranium Chef book, but I wanted to thank a few other people:

  • I can’t take credit for the Uranium Chef concept; that goes to Fred Hicks and Tazio Bettin, who first included images of the fictional cooking show in the Fate Toolkit. I couldn’t help but look at those crazy images and think about how much fun it would be to play. Thank you Fred, and everyone else at Evil Hat, for letting me take a crack at it!
  • Likewise, I want to thank Brian Engard for the Conditions rules (also in the Fate Toolkit) which I used in Uranium Chef.
  • I’d also like to thank Cheyenne Rae Grimes and Nicole Winchester for their fantastic article in the Fate Codex “Adding Reality to your Fantasy”; also to Mark Diaz Truman for making the content free to use. The original draft for Uranium Chef included a number of their reality TV show rules; most of them didn’t make it to the final edition (due to word limit), but it was a huge inspiration to me none the less. I highly recommend it to any GM who wants to add even more drama and executive meddling into your Uranium Chef game (see Fate Codex – Volume 1, Issue 7).