Post by sleepingdragon on Apr 26, 2020 22:00:36 GMT
Skills
Your characters will start with the standard skill pyramid (1 skill at +4, 2 at +3, 3 at +2, 4 at +1.)
Athletics - climbing, running, jumping, general dexterity
Burglary - picking pockets, picking locks, disabling traps, legerdemain
Contacts - gossip, networking, gathering information
Crafts - craftsmanship, tinkering, repairing
Deceive - lying, trickery, disguises
Empathy - reading the room, sensing lies, understanding people
Gravitas - determination, composure, presence and natural authority
Fight - fighting skill with hand-to-hand weapons
Historia - knowledge of history, high politics and legends
Logic - investigation, deduction, puzzle solving, general intellect
Maleficus - knowledge of the occult, black magic, and monsters
Medicine - treating wounds, poisons, and disease
Notice - listening, spotting, general use of the five senses
Pietas - knowledge of the gods and religious ritual
Physique - strength, endurance, and raw physical fitness
Rhetoric - persuasion, oratory, and charm
Shoot - fighting skill with ranged weapons
Stealth - sneaking, hiding, concealing
Survival - tracking, outdoorsmanship, riding
The Provoke skill from default Fate Core is split between Deceive, Gravitas and Rhetoric, depending on what kind of response you're aiming for and how you're speaking. The Resources skill is instead rolled up into the gens (see extras below)
Adapting Fate for pbp
Since a lot of the game will be played on the board, all mechanics like fate points or certain stunts that are normally 'per session' will instead e restored at points that I deem to be dramatically appropriate. Generally speaking, I'll do this every three or four scenes.
Each scene will get its own thread, and you should only post IC in that thread until the scene ends. If your characters get split up for whatever reason, I'll set up threads that run concurrently until you reunite.
Because combat and other forms of conflict take forever in pbp, when a scene like this starts, we'll generally want to arrange to run it in MapTool instead. The only exception might be if we can't find a suitable time for a long while (e.g. if a fight starts on Monday and the soonest anyone can do is Sunday, then we might as well just run it on the board.)
House Rules
Initiative - instead of needing to look up three separate skills every time, initiative will be a composite score. Note physical and social initiative on your sheet using the following formulas:
Physical - Notice + (Athletics + Physique, divided by 2)
Social - Empathy + (Rhetoric + Gravitas, divided by 2).
In the event of a tie, we'll roll the dice to decide order (unless the tie is between characters on the same side, in which case they can be arranged in whatever order.)
Extras
Your gens will function as an extra. This will work a bit like the example here:
fate-srd.com/fate-core/more-examples-extras#extra-the-plenary-of-ghiraul
...except as a family, rather than a nation-state. The gens will have a wealth stress and consequences track that represents expenditures.
Magic will generally be handled as an extra (although none of your characters will be able to use magic from the outset). These extras will use the Gravitas, Maleficus or Pietas skills, depending on the source of the magic.
Your characters will start with the standard skill pyramid (1 skill at +4, 2 at +3, 3 at +2, 4 at +1.)
Athletics - climbing, running, jumping, general dexterity
Burglary - picking pockets, picking locks, disabling traps, legerdemain
Contacts - gossip, networking, gathering information
Crafts - craftsmanship, tinkering, repairing
Deceive - lying, trickery, disguises
Empathy - reading the room, sensing lies, understanding people
Gravitas - determination, composure, presence and natural authority
Fight - fighting skill with hand-to-hand weapons
Historia - knowledge of history, high politics and legends
Logic - investigation, deduction, puzzle solving, general intellect
Maleficus - knowledge of the occult, black magic, and monsters
Medicine - treating wounds, poisons, and disease
Notice - listening, spotting, general use of the five senses
Pietas - knowledge of the gods and religious ritual
Physique - strength, endurance, and raw physical fitness
Rhetoric - persuasion, oratory, and charm
Shoot - fighting skill with ranged weapons
Stealth - sneaking, hiding, concealing
Survival - tracking, outdoorsmanship, riding
The Provoke skill from default Fate Core is split between Deceive, Gravitas and Rhetoric, depending on what kind of response you're aiming for and how you're speaking. The Resources skill is instead rolled up into the gens (see extras below)
Adapting Fate for pbp
Since a lot of the game will be played on the board, all mechanics like fate points or certain stunts that are normally 'per session' will instead e restored at points that I deem to be dramatically appropriate. Generally speaking, I'll do this every three or four scenes.
Each scene will get its own thread, and you should only post IC in that thread until the scene ends. If your characters get split up for whatever reason, I'll set up threads that run concurrently until you reunite.
Because combat and other forms of conflict take forever in pbp, when a scene like this starts, we'll generally want to arrange to run it in MapTool instead. The only exception might be if we can't find a suitable time for a long while (e.g. if a fight starts on Monday and the soonest anyone can do is Sunday, then we might as well just run it on the board.)
House Rules
Initiative - instead of needing to look up three separate skills every time, initiative will be a composite score. Note physical and social initiative on your sheet using the following formulas:
Physical - Notice + (Athletics + Physique, divided by 2)
Social - Empathy + (Rhetoric + Gravitas, divided by 2).
In the event of a tie, we'll roll the dice to decide order (unless the tie is between characters on the same side, in which case they can be arranged in whatever order.)
Extras
Your gens will function as an extra. This will work a bit like the example here:
fate-srd.com/fate-core/more-examples-extras#extra-the-plenary-of-ghiraul
...except as a family, rather than a nation-state. The gens will have a wealth stress and consequences track that represents expenditures.
Magic will generally be handled as an extra (although none of your characters will be able to use magic from the outset). These extras will use the Gravitas, Maleficus or Pietas skills, depending on the source of the magic.