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Fate system toolkit horror9/27/2023 ![]() This chapter is about adding, removing, and modifying skills to fit your game better. Skills (12 pages): Fate Accelerated has 6 approaches, and Fate Core has 18 skills. I’d be tempted to expand them to cover actual wounds, rather than those things like Angry or Hungry presented here. The chapter introduces Conditions, which are pre-defined consequences. ![]() Gear can have aspects too, as noted above these are effectively situational aspects the PC carries around with him.Ĭonsequences, as you will know if you’ve been following this little review arc, are temporary aspects imposed by wounds. It also looks at tweaking aspects to better suit a genre – for example, using the Bronze Rule, the party’s current quest could have aspects. An example from video games would be "Inflammable Barrels", which you could detonate to generate a new situational aspect, perhaps "The Bridge is Out". This chapter offers some more options for how to invoke aspects, of which my favourite is detonation – invoking the aspect in such a way that nobody else can use it again. The one that springs first to my mind is for a Sten gun – "Goes Off If Dropped". Moving on…Īspects (10 pages): The Bronze Rule of Fate is that you can treat anything as a character – anything can have aspects, skills, stunts, or stress tracks, which work the same way as they do for characters, but can be different. Introduction (4 pages): This explains whether, why and when you should use the toolkit. In a Nutshell: Supplement for the Fate system, expanding on and suggesting alternatives to the Fate Core rules.
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