Showing posts with label kerberos club. Show all posts
Showing posts with label kerberos club. Show all posts

Friday, July 11, 2014

[Atomic Robo] The Robo Has Landed

Pictured: Atomic Robo, existing as a physical product
you can hold in your hands and everything. 
Has your copy of Atomic Robo: The Roleplaying Game arrived yet? Well did you preorder it? Of course, at this point you could just buy it, because it's out and in stores. You are running out of excuses, in other words.

In all seriousness, it's been extremely gratifying to see ARRPG getting such a great reception from people online. I spent more than two years neck-deep in this game, so it's really rewarding to see tweets like this, or this, or this thing here, or this other bit over here plus this frankly embarrassing praise, and so on. I guess what I'm saying is that the approval of strangers is very important to me, and then on top of that I'm obviously not able to be one-hundred percent sincere about any of this because it's so genuinely affecting. All of this boldfacing is actually part of a defense mechanism against emotional vulnerability. So... thanks!

Anyway, if you're still waiting for yours to show up in the mail, or even if you aren't, you can while away the empty, meaningless hours listening to a couple recent Robo-oriented (Roboriented!) podcasts.

Late last month I was on Useless Drivel talking with Rob and Matt about a bunch of stuff, including but not limited to:
(I mention on this podcast that I'm going to make those Crimson Skies Fate dogfighting rules available, and that's still my intent, but they're not up yet. End of line.)

And just a couple weeks ago, Atomic Robo scribe Brian Clevinger talked Robo and the Technocracy with Ryan Macklin on Master Plan. The focus of the conversation is RPG licensing from the licensor's point of view, and also Brian corroborates my ARRPG origin story, which is kind of a relief.

On a related note, Ryan and Tim Rodriguez are running a Kickstarter right this very moment for Backstory Cards, so go get in on that.

BONUS PODCAST RECOMMENDATION: The last episode of Nearly Enough Dice (episode 141, for future generations) has a very nice, unapologetically glowing review/unpaid endorsement of ARRPG. The episode isn't completely Robo-centric or anything, and neither I nor Brian are interviewed on it, but still, it's good. Especially if you're like "ARRPG sounds pretty cool, but I dunno, I need someone with a Scottish accent to convince me," then this is -- it's the podcast for you. It's almost eerie how precisely they've tailored this episode to suit your exact needs. You'd be foolish not to listen.

Tuesday, October 30, 2012

[Strange Fate] The SRD Has Landed

Hey, so this is very cool: RPG.net user thecosmicgoose has extracted the OGL bits from The Kerberos Club (FATE Edition) and made a system-reference document out of it. Now, admittedly, it's basically two chapters from the book with all the non-OGL stuff excised, so it's not exactly pretty, but hey, what do you want? No doubt the it'll be subject to some prettification later, and by someone other than me, because man, I do not know what I'm doing on that front.

Anyway, the SRD is here. Check it out and have at it!

Tuesday, August 7, 2012

[Fate Core] Men's 100pg Hurdles

Pictured: My office.
As of... now, the Fate Core chapters I was assigned to revise and/or rewrite have been sent off to Camp First-Round-Edits. They'll be back before the end of the month. I'll miss them, but at the same time it's good to have them out of the house.

So that's one hurdle hurdled, then. Whew! What a relief. Now I can just relax.

Except that before I get on a plane for Indianapolis a week from tomorrow, I still have to bring ARRPG up to the new specs, devise and/or revise an ARRPG scenario, make proto-characters for said scenario, figure out the rest of my Kerberos Club (FATE Edition) scenario, make a few pre-gens for that scenario, and... I dunno... pack, I guess. And for all I know, my Fate Core chapters could come back to haunt me before GenCon, too. So while it's nice to have met a goal more or less on time, it's just one hurdle of many over the next couple weeks.

Incidentally, I made mention on Twitter of a way-too-long sample magic system I wrote for a Fate Core chapter that's already been removed for being, well, way too long. But assuming it doesn't turn out to be the late-night rantings of a freelance writer working on a sleep deficit, it'll see the light of day somehow or other. Might be here on this blog, might be part of a supplemental Fate Core PDF. I dunno yet.

Don't sweat it too much, though. It's not some revelatory thing you can't live without. It's just an example of how to use elements of Fate Core to make a magic system for your game. I mean, I hope you like it and everything, but there's no need to batter down my door to get it. My office is noisy enough as it is.

Saturday, May 19, 2012

[Atomic Robo] [Kerberos] GenCon Events! Again!

I Googled "gencon logo" and got this.
A while ago, in a moment of benign "The sky is falling!" confusion, I incorrectly warned about the imminent opening of event pre-reg for GenCon. I was wrong, I apologized, and, as a nation, we all moved on. Now, though, it's on -- that thing I was talking about in the previous sentence (see above) starts tomorrow, May 20th, at 9 am PST.

To help get you ready for that, here are the dates and times of the FATE games with which I will be involved in some way.
First, the Atomic Robo RPG sessions, run variously by myself, Morgan Ellis, Andy Blanchard, and Chris Czerniak:
Thursday, 2:00 pm
Friday, 2:00 pm
Friday, 2:00 pm (another one)
Saturday, noon (changed from 2:00 pm)
Saturday, 2:00 pm
And also another one for Saturday, 2:00 pm

They're all at the Marriott in the Indiana Ballroom, as part of Indie Games Explosion, a subsidiary corporation of Games on Demand. So there'll probably be more ARRPG games available on demand, as well.
I'm also running one session of The Kerberos Club (FATE Edition) on Friday at 2:00 pm. It's called "A Past from the Blast," and, to recap, the blurb is as follows:
Danger! Intrigue! Explosions! It's all in a day's work for the Strange members of the Kerberos Club, who answer the call when a series of bombings spark panic in the streets of London.
That one's also at the Marriott, in Ballroom 2, if I'm reading that correctly. Let's hear it for centralized gaming.

It'll be very interesting running both of these systems at the same convention. In many ways, the world of Atomic Robo feels like a kindred spirit of the world of the Kerberos Club -- if you advanced the setting of The Kerberos Club forward several decades and changed a few (admittedly big) things, you could end up with Atomic Robo. So I guess it only makes sense that the versions of FATE that power these two games have a similar relationship. Some of the design goals for ARRPG owe a lot to Strange FATE, and some elements of the latter have been carried over whole-cloth into the former. I'm looking forward to it. Look forward to it with me, won't you?

UPDATE: And a few hours after pre-reg opened, everything's sold out. That's encouraging, right? If you missed out, buy some generic tickets and keep hope alive.

Monday, March 19, 2012

[Atomic Robo] [Kerberos] GenCon Events!

Friendly reminder: Today's the last day to register games for GenCon, so if you haven't gotten on that, get on it.

Another friendly reminder: Pre-reg begins tomorrow, I believe. No it doesn't! Brace yourselves anyway.
If you're eager to check out Atomic Robo's progress, we'll be conducting the first public playtests at GenCon in August. It looks like we ("we" being Andy Blanchard, Chris Czerniak, Morgan Ellis, and myself) will be offering six scheduled sessions between us:

  • Thursday, August 16th at 2:00 pm
  • Friday, August 17th at 2:00 pm (two sessions)
  • Saturday, August 18th at 12:00 pm
  • Saturday at 2:00 pm (two sessions)
And possibly a Sunday game as well. Odds are also good that you'll see some ARRPG games at Games on Demand, too.

You can find all of them in the schedule as Atomic Robo: Sneak Preview. Not an evocative name, maybe, but it gets the point across. The blurb's the same for all of them:
Action! Science! Robots! Playtest the new RPG adaptation of the hit indie comic book series Atomic Robo, coming soon from Evil Hat. No experience with FATE or higher-dimension mathematics required.

But that's not all!
I'm also running a FATE Kerberos game on Friday at noon called A Past from the Blast. I am unreasonably amused by that title, partially because it's almost clever, and partially because I'm not actually sure what it means yet. This is how I design convention scenarios, folks!

Anyway, the blurb sure makes it sound like it's about something:
Danger! Intrigue! Explosions! It's all in a day's work for the Strange members of the Kerberos Club, who answer the call when a series of bombings spark panic in the streets of London.
(Any similarities in format between those two blurbs are entirely coincidental.)

Lots of good gaming to be had at GenCon this year! See you there.

Monday, January 9, 2012

[Kerberos] The Royal Dinosaurs (and others)

(Cross-posted on ArcDream.com.)

Well! It certainly took longer to follow up that last post than I'd intended. I can blame the holidays, right?

In any event, below is a sampling of dinosaurs that ought to cover nearly every dinosaur-related need for your Kerberos Club (FATE Edition) game. I've included a selection of what are, to me, archetypal dinosaurs. When I think "Dinosaur!" I think of these guys. However, with a little tweaking here and there, they can easily represent a much wider variety of dinosaur species (and/or kaiju, if you want to go that way).

I'm pretty accustomed to building skills in Strange FATE by now, but you know what made this even easier (and more fun) for me? Dustin Swede's totally amazing Custom Skill Generator. Go check that out, because it's awesome.

Anyway -- on to the dinosaurs!

Iguanodon (Adversary)
Biped:
  • Aspects:
    • Bulky Herbivore
    • Toothy Beak
    • Thick Scaly Hide
    • Ungainly Run
  • Skills:
    • Superb (+5): Brawn (E)
    • Great (+4): Prodigious Size (E)
    • Good: (+3): Beak and Claws (E), Alertness
    • Fair (+2): Powerful Legs
  • Unique Skills:
    • Prodigious Size (Resist Damage, Stress Capacity [Health], Resolve; Minor Snag: Resolve trapping only applies to obviously physical threats)
    • Beak and Claws (Strike)
    • Powerful Legs (Move)
  • Tier Benefits:
    • Weapon 1 [Health]
    • Armor 1 [Health]
  • Gifts:
    • Thumb Spike (Deadly x2: Weapon 2 [Health], Aspect: “Thumb Spike”)
  • Stress and Consequences:
    • Health OOO OOO (Armor 1)
    • Composure OOO
Quadruped:
  • Aspects:
    • Gigantic Herbivore
    • Toothy Beak
    • Thick Scaly Hide
    • Slow and Strong
  • Skills:
    • Superb (+5): Brawn (S)
    • Great (+4): Prodigious Size (S)
    • Good: (+3): Beak and Claws (E), Alertness
  • Unique Skills:
    • Prodigious Size (Resist Damage, Stress Capacity [Health], Resolve; Minor Snag: Resolve trapping only applies to obviously physical threats)
    • Beak and Claws (Strike)
    • Powerful Legs (Move)
  • Tier Benefits:
    • Weapon 2 [Health]
    • Armor 2 [Health]
  • Gifts:
    • Thumb Spike (Deadly x2: Weapon 2 [Health], Aspect: “Thumb Spike”)
  • Stress and Consequences:
    • Health OOO OOO (Armor 2)
    • Composure OOO
    • Trifling (P): 
Notes: The paleontological record includes several species of Iguanodon, at least one of which, i. bernissartensis, was native to England, and discovered in the 19th century. The Royal Dinosaurs, many (if not all) of which were brought over from the Brazilian Empire, also include a few Iguanodons. Relatively speaking, it’s one of the more common species of dinosaur a Kerberan might encounter. Two different stats are given here, one for young bipedal Iguanodons, and one for adult quadrupeds. Despite being bipeds, young Iguanodons could only run about as fast as the average adult human, which makes that Fair (+2) Powerful Legs skill a bit of an exaggeration. And adults were even slower (note the lack of a rated skill for movement), albeit stronger and larger -- probably between 30 to 45 meters long, and weighing in at about 3.5 tons. The thumb spike is an interesting case. Odds are pretty good that Iguanodon used it for self-defense, which is why it gets weaponized here. Victorian reconstructions of the species, however, located the spike on the nose, so if you want a more period-authentic (though scientifically inaccurate) version of Iguanodon, feel free to change that Thumb Spike to a Nose Spike. As an herbivore, an Iguanodon won’t hunt down Londoners in the street, but the panic-driven property damage would likely be... significant.

Tyrannosaurus (Adversary)
  • Aspects:
    • Ravenous Thunder Lizard
    • Dagger-Like Teeth
    • Apex Predator
    • Terrifying Roar
    • Keen Eyesight
  • Skills:
    • Fantastic (+6): Thunder Lizard (S)
    • Superb (+5): Apex Predator (E)
    • Great (+4): Powerful Legs
    • Good (+3): Alertness
  • Unique Skills:
    • Thunder Lizard (Resist Damage, Stress Capacity [Health], Physical Force)
    • Apex Predator (Strike, Notice, Stress Capacity [Composure], Menace + Zone, Willpower; Major Snag: Willpower only applies against obviously physical threats, Major Snag: Armor [Composure] only applies against obviously physical sources of Composure stress)
    • Powerful Legs (Move)
  • Gifts:
    • Impact: Thunder Lizard
  • Tier Benefits: 
    • Weapon 2 [Health]
    • Armor 2 [Health]
    • Armor 2 [Composure]
  • Stress and Consequences:
    • Health OOO OOO (Armor 2)
    • Composure OOO OOO (Armor 2)
    • Trifling (P): 
    • Trifling (M): 
Notes: What collection of dinosaurs would be complete without a T. Rex? These same stats can be used to represent any large theropod predator, including Giganotosaurus, Allosaurus, Megalosaurus, and Spinosaurus, without little (or no) variation. The Victorians thought Megalosaurus was a quadruped, so for a little period authenticity, downgrade Powerful Legs to Fair (+2) or below. Despite not being able to run faster than a human (an athletic one, anyway), T. Rex is obviously an attractive candidate species for the Royal Dinosaur Cavalry. If you like your T. Rexes (Rices?) a bit on the faster side -- say, able to keep pace with a horse or automotive -- simply up the Power tier on Powerful Legs from Mundane to Extraordinary. Everyone loves a good chase, right?

Triceratops (Adversary)
  • Aspects:
    • Sturdy Build
    • Deadly Horns
    • Protective Armor Frill
    • Crushing Jaws
  • Skills:
    • Superb (+5): Thunder Lizard (S)
    • Great (+4): Three-Horned Face (E)
    • Good (+3): Alertness
    • Fair (+2): Gallop (E)
  • Unique Skills:
    • Thunder Lizard (Resist Damage, Stress Capacity [Health], Physical Force)
    • Three-Horned Face  (Strike, Parry)
    • Gallop (Move; Minor Snag: No free movement unless charging or chasing)
  • Gifts:
    • Head Frill (Protective x2: Armor 2 [Health], Rugged: +1 Health stress box, Deadly: Weapon 2 [Health]; Minor Snag: Armor only applies to attacks defended against with Three-Horned Face)
    • Theme: +1 to Three-Horned Face after moving at least 1 zone, Ignore penalties to movement from physical zone borders, Use Thunder Lizard instead of Resolve to defend against fear and intimidation
  • Tier Benefits: 
    • Weapon 2 [Health]
    • Armor 2 [Health]
    • Move 1 zone for free when charging or chasing
  • Stress and Consequences:
    • Health OOO OOO O (Armor 2)
    • Composure OOO OOO (Armor 2)
    • Trifling (P): 
Notes: And you can’t have T. Rex without Triceratops horridus. (I can't, anyway.) Nearly 30 feet long, 10 feet tall at the shoulder, and a hefty 13 tons, Triceratops is a living tank. Plus, it can run as fast as a racehorse (making it another excellent unit for the Royal Dinosaur Cavalry). The paleontological record indicates that those sweet-looking head horns and armored frill were probably used more for dominance displays than for combat, but it’s hard to imagine including Triceratops in a game without someone getting gored. With a slight alteration, this can also serve as a rhinoceros -- just rename Three-Horned Face and eliminate that Head Frill Gift, and you’re good to go.

Ornithomimus (Fair Minion)
    • Fair (+2): Physical (E)
    • Average (+1): Mental
  • Aspects: 
    • Speedy Theropod
    • Desperate Sprint
    • Toothless Beak
  • Gifts:
    • Swift Legs (Well-Made: +1 Physical when covering ground, Well-Made: +1 Physical when rolling initiative, +1 Physical when dodging)
  • Fate Point Cost: 2
Notes: Ornithomimus (“bird mimic,” so named for its birdlike footprints) is a relatively small theropod, in that it’s the size of a horse. (Which might also make it suitable for riding....) Think of it like a big, prehistoric road runner.

Apatosaurus (Adversary)
  • Aspects:
    • Earth-Shaking Sauropod of the Jurassic
    • Long, Flexible Neck
    • Whip-Like Tail
    • Complication: Lumbering Beast
  • Skills:
    • Fantastic (+6): Thunder Lizard (A)
    • Superb (+5): Stampede (S)
    • Great (+4): Tail Whip
    • Good (+3): Alertness
    • Fair (+2): Powerful Legs
  • Unique Skills:
    • Thunder Lizard (Resist Damage, Stress Capacity [Health], Physical Force)
    • Stampede (Strike + Zone; Minor Snag: Must follow movement)
    • Tail Whip (Strike + Zone + Ranged [1 zone], Menace + Zone + Ranged [1 zone])
    • Powerful Legs (Move, Minor Complication: Lumbering Beast)
  • Tier Benefits:
    • Weapon 3 [Health]
    • Armor 3 [Health]
    • Remove one Trifling Physical consequence per scene
  • Gifts:
    • Impact: Stampede
    • Theme: +1 to Stampede when moving as a supplementary action, Ignore penalties to Powerful Legs from zone borders, Use Thunder Lizard instead of Resolve to defend against fear/intimidation
  • Stress and Consequences:
    • Health OOO OOO (Armor 3)
    • Composure OOO 
    • Trifling (P): 
    • Trifling (P):
Notes: You may know it as Brontosaurus, but its real name is Apatosaurus. (I know this because my toddler watches Dinosaur Train.) At an average length of 75 feet and weighing some 25 tons, it was one of the largest land animals known to Man. Amazingly -- to me, anyway -- young Apatosaurusi were able to stand up and run on their hind legs; you can easily reflect that mechanically by boosting Powerful Legs from Fair (+2) to Good (+3). These numbers are also good for any similarly sized sauropod, like Diplodicus and Brachiosaurus (or the even-huger Supersaurus). Computer simulations run by modern-day Renaissance man Nathan Myhrvold suggest that Apatosaurus could snap its tail like a whip to create a sound as loud as a cannon -- or, possibly, a sonic boom. Now, there’s some uncertainty about this in the scientific community, but cool trumps science here, so I say let’s use it. Like other large herbivores, the main danger a rampaging Apatosaurus would pose to Victorian London would be its sheer destructive size.

Plesiosaurus (Adversary)
  • Aspects:
    • Long Neck
    • Dagger-Like Teeth
    • Cunning Marine Predator
    • Powerful Flippers
    • Keen Eyesight
  • Skills:
    • Fantastic (+6): Gigantic Reptile (S)
    • Superb (+5): Marine Predator (E)
    • Great (+4): Powerful Flippers (E)
    • Good (+3): Alertness
  • Unique Skills:
    • Gigantic Reptile (Resist Damage, Stress Capacity [Health], Physical Force)
    • Marine Predator (Strike, Notice, Stress Capacity [Composure], Willpower; Major Snag: Willpower only applies against obviously physical threats, Major Snag: Armor [Composure] only applies against obviously physical sources of Composure stress)
    • Powerful Flippers (Move + Unusual: Swimming; Minor Snag: Only in water)
  • Gifts:
    • Impact: Powerful Flippers
  • Tier Benefits: 
    • Weapon 2 [Health]
    • Armor 2 [Health]
    • Armor 2 [Composure]
  • Stress and Consequences:
    • Health OOO OOO (Armor 2)
    • Composure OOO OOO (Armor 2)
    • Trifling (P): 
    • Trifling (M): 
Notes: While Theropods like T. Rex are the apex predators of the land, marine carnivores like Plesiosaurus rule the ocean. The classic Plesiosaur has four flippers, a short body, no tail fin, and a long, flexible neck. The most likely place to find one of these creatures, of course, is just outside Inverness, Scotland, but no doubt the Atlanteans have some means of taming or controlling them. The prospect of a submarine armada of Atlantean-controlled Plesiosaurs ought to put the fear of God into any right-thinking Kerberan. Not all members of Plesiosaurae have that characteristic long neck, but if you really want to differentiate between Elasmosaurus and Pliosaurus, simply drop the “Long Neck” aspect, and you’re good to go.

Pteranodon (Fair Minion)
    • Fair (+2): Physical (E)
    • Average (+1): Mental
  • Aspects:
    • Sharp Beak
    • Power Dive!
    • Burst of Speed
    • Wide Wingspan
  • Gifts: 
    • Theme: Skyborn Predator (Well-Made: +1 Physical with flight, Well-Made: +1 Physical with beak, Deadly x2: Weapon 2 [Health] with beak)
  • Fate Point Cost: 2
Notes: Technically, Pteranodon is a pterasaur, not a dinosaur. Whatever -- your players won’t have time to worry about that when one of these beasts is coming at them like an earth-bound rocket. Pteranodon (or, as the Victorians probably would’ve called it, Ornithochirus) is among the largest flying reptiles, with a wingspan of nearly 20 feet, but its North American cousin Quetzacoatlus dwarfs it at over twice that size, with a wingspan measuring more than 50 feet from tip to tip. On the ground, Pteranodon is a quadruped, and some speculate it could swim, as well. There’s a bit of controversy within the scientific community over just how Pteranodon was able to fly -- the general consensus is that it launched itself into the air with its forelimbs -- but the same can be said of no small number of Kerberans, so it should fit right in.

Monday, December 19, 2011

[Greyhawk] Weapons & Armor

So from my last post, I wrote about looking for a way to address Weapons and Armor in a High Fantasy “old school gameworld” implementation of Fate.

It’s currently looking like this cut of Spirit of Greyhawk will leverage Strange Fate’s tiering, so I felt there was a need to leave the basic 4dF dice mechanic alone.

The other reason I want to leave 4dF intact was because I wanted to have the possibility of a -4 dice roll still be a real danger. Additionally, I wanted weapon damage to have a degree of randomness also.

So given that Spirit of Greyhawk is meant to be “old school” (in case the name didn’t make it clear), this seemed an interesting opportunity to make use of the old school dice (d4, d6, d8, d12, d20).

This means that for weapons that do more damage, use dice with higher maximums. You can also use the d6 and get a 1d2 or 1d3.

So I currently am working with the following progression:
(No bonus), d2, d3, d4, d6, d8, d12, and so on…

Next, you’d need to determine how much granularity you want in weapon damage. For example, DFRPG has 4 levels of weapon damage to cover everything from a pen-knife to dynamite. The Weapons Table in the PHB reflects 9 different combinations of damage dice, so 9 levels of weapon damage before you even got into things like explosives, dragon breath and ballista. I sided more closely with the Fate-y portion of the spectrum an currently have mundane melee and missile weapons using 5 levels of damage bonuses, from a Sling Bullet (no weapon bonus) up to the Halberd and Two-Handed Sword (1d6).

Example: A Fighter with Melee +2, wielding a Two-Handed Sword (1d6), would have the following range:

4dF (dice) + 1d6 (weapon) + 2 (skill) = range of -1 (minimum) to +12 (maximum), with an average of 6.

By setting the damage modifier as it’s own die which is visually separate from the Fudge dice, I think it becomes easier to distinguish between the hit and the damage, if you decide you want to do that.

Since most old-school d6’s use numbers on the die face instead of pips, you can separate Strange Fate tiering d6s from a SoG damage d6 by having the tiering use pips and damage armor use numbers.

Armor

Armor works in a consistent fashion to weapons, with the armor die increasing the defender’s shifts specific to receiving damage. The source material has 9 ranks of mundane armor, from Unarmored at AC 10, down to Plate Mail + Shield at AC 2.

Working from a subjective assumption that the best armor could conceivably negate the most damaging weapon (more from a game balance perspective than any basis in reality), that puts the highest mundane armor die as a d6. So then that means you’d have 4 ranks of armor bonus dice (d2, d3, d4, d6) to divide among 8 ranks of armor classes that are actual armor (AC 9 to AC 2). Rather than just have a die increase every two ranks, I prefer to reserve the best armor of AC 2 as being the only one at the d6. Your mileage may vary.

Example: Given the same fighter above, but with Plate Mail (no shield, due to the two handed sword), places her at AC 3. This means that in SoG she would roll an additional d4 for her defense rolls.

Statted out with the same assumptions in the original example, you would have the following range:

4dF (dice) + 1d4 (armor) + 2 (skill) = -1 (minimum) to +10 (maximum), with an average of 5.

Enchanted Weapons & Armor

SoG’s source material references basic magic improvements as a +1, +2, and so on. Rather than add just straight shift increases (+1 stress box for a +1 enchantment is too much bonus for this gameworld), I chose to just modify the die being used for the mundane (base) Weapon / Armor enhancement.

If you consider the weapon/armor damage-die progression as a ladder (something all Fate types should be familiar with), then the bonus would represent the number of shifts up the damage ladder.

This would mean that a weapon/armor ladder could look like this:

  • (...progressing on upwards...)
  • d12
  • d8
  • d6
  • d4
  • d3
  • d2
  • (No bonus die)

Example: A dagger has a base (mundane) damage of 1d2. A dagger +1 would instead roll 1d3 (one shift up the ladder from a 1d2) for the weapon bonus. A dagger +2 would instead roll two shifts up from a 1d2, and be a 1d4.

The other reason I don’t want to get into a lot of +1 / -1 manipulations, is that I don’t want to dilute the idea that the most valuable currency in the resolution process is a character’s skill, more than the magical bonuses. Skills are what allows for straight shifts (no die roll) in the min/max range range, and I believe that’s an important distinction that should be retained.

Also, by shifting the damage dice up and down, you also leave open the possibility for more powerful enchanted weapons to grant tiering-type bonuses in addition to shifts up the weapons ladder.

Thursday, November 17, 2011

[Kerberos] A Small Menagerie


(Cross-posted on ArcDream.com.)

You may be aware of an incredible event that took place recently. If you were there, one day you will tell your grandchildren about it. If you weren't, you've no doubt heard about it by now. I'm speaking, of course, about the live Q&A chat-thingie Benjamin Baugh and I participated in last week on the RPG.net IRC channel. The topic, of course, was The Kerberos Club (FATE Edition).

(Incidentally, there's a sweet sale going on through December 15th -- $10 off on the print-and-PDF bundle, or, if you already own it, trade in your first printing for the second printing for only $10+s/h. Click on the link up there for more details.)

Going in, I'd fully expected to just sit back and watch the questions for Ben roll by, but to my surprise, I had to do a lot of typing. A lot of fast typing. Moderator Dan Davenport had a bunch of questions to keep me busy, and there were plenty flying at me from everyone else. So yeah -- good times. It's always gratifying to see other people's enthusiasm for the book.

One thing that came up was that people wanted to see some write-ups for animals. There's already a horse write-up in there (on page 98) -- something of a "hero" horse, complete with skills, stress tracks, and consequences. But unless you count Archibald Monroe, Kemnebi Meti, or the Pre-Human Horror, that's the only animal in there. And I don't know about you, but I have entirely too much respect for Dr. Archibald (and fear of the other two) to think that.

So here is the first of at least two posts of statted-out animals. Season to taste, as always.


Sewer Rat (Average Minion)
The bane of civilized society

  • Average (+1): Physical
  • Aspects:
    • Ravenous Vermin
    • Swarm! Swarm!
    • Swimming in Disease
  • Gifts:
    • Impact: Physical scope
Notes: Individually, of course, rats aren't a big deal. It's when there's a whole swarm of them that they pose a danger. Terrifyingly so, in fact. To reflect this, put more than five of them in a group. Their Impact Gift can give them a reliable advantage in combat. The consequences they deal should involve disease more often than not, although the specifics, of course, are up to the GM.

Wolf (Fair Minion)
Savage forest hunter

  • Fair (+2): Physical (E)
  • Average (+1): Mental
  • Aspects:
    • Pack Mentality
    • Dogged Pursuit
    • Keen Senses
Notes: Is it really so unreasonable to find wolves in London? Not werewolves, mind you -- just regular ones. Hyde Park is huge, for one thing. Who knows what's in there? And I saw a fox once by St. Paul's, so it seems likely enough to me.

Gorilla (Adversary)
Imported from the Dark Continent

  • Great (+4): Brawn (E)
  • Good (+3): Athletics (E), Intimidation
  • Fair (+2): Endurance (E), Alertness, Survival
  • Aspects:
    • Powerful Arms and Jaws
    • Daunting Displays of Dominance
    • Fearsome Teeth
  • Gifts:
    • Theme: +1 Survival in native environment, Use Intimidation instead of Resolve to defend against fear/intimidation, Use Brawn instead of Fists when fighting unarmed
    • Equipment: Teeth (Deadly x2: Weapon 2 [Health], Aspect: Ripping and Tearing)
    • Impact: Brawn
  • Tier Benefits
    • Weapon 1 [Health] (Weapon 3 [Health] with Teeth)
    • Armor 1 [Health]
    • Move 1 zone as a free action (run/leap/climb)
  • Stress and Consequences:
    • Health: OOO OO [Armor 1]
    • Mental: OOO
Notes: An adult silverback is going to be a challenge for a great many Strangers; the average Londoner, of course, doesn't stand much of a chance. You'll notice that the Equipment Gift has been used here to quantify something that's most definitely not mere Equipment -- the gorilla's teeth. Using Equipment like this is a good way to give your animals a little more fine-grain detail. If you want to get a little more Howardian about it, give it an aspect of "Albino Man-Eater."



Great Cat (Adversary)
Suitable for all manner of lions and tigers

  • Great (+4): King of the Jungle (E)
  • Good (+3): Alertness (E), Stealth
  • Fair (+2): Brawn (E), Endurance, Survival
  • Unique and Strange Skills:
    • King of the Jungle (Strike, Dodge, Move, Leap, Climb, Menace + Zone)
  • Aspects:
    • The Incomparable Grace of a Jungle Cat
    • Claw/Claw/Bite
    • Intimidating Roar
    • Majestic Beast
  • Gifts:
    • Theme: Use King of the Jungle instead of Resolve to defend against fear/intimidation, +1 Survival in native environment, +2 Stealth with maneuvers
    • Equipment: Teeth and Claws (Deadly: Weapon 1 [Health], Well-Made: +1 King of the Jungle with Strike)
    • Impact: King of the Jungle
    • Signature Aspect: Majestic Beast
  • Tier Benefits
    • Weapon 1 [Health] (Weapon 2 [Health] with Teeth and Claws)
    • Move 1 zone as a free action (run/leap)
  • Stress and Consequences:
    • Health OOO OO
    • Composure OOO
Notes: If you're a purist, you'll want to make some adjustments to differentiate between lions and tigers (tigers are generally larger and fiercer), but unless you're having a lion-vs.-tiger cage match, this write-up should do fine for either of them.

Anaconda (Fair Minion)
Sinister serpent of the Amazon

  • Fair (+2): Physical (E)
  • Average (+1): Mental
  • Aspects:
    • Huge Aquatic Snake
    • Tightening Coils
    • Strong as Steel Cable
  • Gifts:
    • Equipment: Constricting Coils (Deadly x1: Weapon 1 [Health], Well-Made: +1 Physical)
Notes: While this anaconda is a Minion, it's pretty easy to turn it into an Adversary if you want something more like a giant anaconda (which probably doesn't exist, but whatever). Keep the same aspects, use the gorilla's skill pyramid (I realize this sounds crazy, but it works) and Theme Gift, and give it a Minor Invulnerability to physical strength. This is a weird one, I know, and not how we usually use Invulnerability, but it means that whenever it has someone in its coils, its Brawn defense against that person's escape attempts is two Power Tiers higher. Because it is a giant anaconda.

Elephant (Adversary)
Asiatic or African, as you please

  • Superb (+5): Tough Hide (E)
  • Great (+4): Stampede (E)
  • Good (+3): Resolve, Alertness
  • Fair (+2): Brawn (S), Survival
  • Aspects:
    • Prehensile Trunk
    • Tough Hide
    • Ivory Tusks
    • Massive Size
    • Stampede!
  • Unique and Strange Skills:
    • Tough Hide (Resist Damage, Stress Capacity [Health])
    • Stampede (Move, Strike + Zone; Minor Snag: No free movement unless using also Stampede to attack in the same round)
    • Minor Invulnerability: Bludgeons
  • Gifts:
    • Equipment: Tusks (Deadly: Weapon 2 [Health], Alternate Use: Use Brawn instead of Fists for unarmed combat)
    • Theme: +2 Brawn with maneuvers, +1 Survival in native environment, Ignore penalties to movement from barriers/physical obstructions equal to or less than Great (+4) Stampede
  • Tier Benefits:
    • Weapon 2 [Health] (Weapon 4 [Health] with Tusks)
    • Armor 1 [Health]
    • Move 1 zone as a free action when attacking with Stampede
  • Stress and Consequences:
    • Health: OOO OO [Armor 1]
    • Composure: OOO O
Notes: If you have a rampaging elephant in the streets of London, you pretty much need a Kerberan if you want something done about it. (Preferably, not the Kerberan who was responsible for putting it there in the first place.) Its Theme Gift basically lets it charge wherever it wants without much regard for walls or anything else that might be in its way.

Next time: dinosaurs!

Tuesday, September 27, 2011

[Kerberos] Conviction Aspects

(Crossposted on ArcDream.com.)

When I think about the original Wild Talents version of The Kerberos Club, I tend to think of Benjamin Baugh's fantastic treatment of the setting. This is probably because it is, as I may have mentioned, fantastic. But over and above that, it's important to remember that Ben also introduced some cool new mechanics for WT, not the least of which is Convictions.

In WT, Convictions make a character's beliefs, goals, and the like mechanically significant. Every Conviction has a numerical rating. When you act in accordance with a Conviction, especially if doing so puts you at some sort of disadvantage, you earn Willpower equal to the Conviction's value. And if you defy a Conviction, even by accident, you lose a like amount of Willpower.

Any of this sound familiar, FATE fans?

So obviously, for the FATE conversion, Convictions had to be aspects. I mean, they were practically aspects to begin with. But they had to be "bigger" aspects than all the others, seeing as how they represent what's nearest and dearest to the character's heart. All Convictions are aspects, but not all aspects are Convictions.

Fortunately, an easy way to handle this is already implied in standard FATE rules, if not outright stated in some implementations. Compels on Conviction aspects start at two Fate Points instead of one. The aspect is a bigger deal for the character, so the incentive to go along with it is greater too. Likewise, refusing a compel on a Conviction aspect costs just as much. And the GM can escalate to three Fate Points from there, if it comes to that.

Needless to say, I'm a firm believer in making players pay for refusing compels. For me, if refusing doesn't come with a cost, the whole Fate Point economy suffers for it. Conviction aspects illustrate that perfectly. In the fiction, a character should follow his convictions more often than not. And when they don't, it should be a difficult decision. The beauty part of the whole pay-to-refuse thing is that the mechanics nicely reflect the fiction: The character doesn't want to violate her most firmly held beliefs, and the player doesn't want to part with two or three Fate Points if at all possible.

There are some differences between how WT's Convictions and FATE's Conviction aspects shake out in play. The most notable, though, and certainly the most emblematic of the differences between the two systems, may be one mentioned above. The fact that a Conviction can cost you Willpower if it's violated even by accident -- like if you have a Conviction against killing and then happen to roll, say, 7x10 on an attack -- is something that just doesn't happen in FATE. Something similar crops up when comparing the WT Unrest mechanic, which determines unfavorable public reaction to Strangeness with a dice roll, and Strange FATE's Collateral consequences, which does the same through a conscious choice on behalf of the players. But that's another topic for another time.

Thursday, September 8, 2011

[Kerberos] Skill Trapping Diagram

(Crossposted from ArcDream.com.)

Making skills from scratch using individual trappings as building-blocks was central to Strange FATE from the beginning, and, by extension, The Kerberos Club (FATE Edition). The process by which those trappings would be put together, though, went through some pretty significant changes.

From the top, I took my cues from Spirit of the Century and Dresden Files. Specifically, I liked the niche protection inherent in the separation of certain skills. Fists and Might, for example. The fact that they're not the same skill (as they essentially are in many other games) implicitly asks the question "Do you want to be Fighty Guy or Strong Guy?"

Sure, Fighty Guy and Strong Guy are probably going to have a lot in common just out of sheer logic. But this isn't about logic -- or rather, it isn't about "physical" logic. It's about narrative logic. In terms of narrative, it's more interesting to have one guy who's great at fighting and another guy who's great at being strong.

Initially, this mean that in Strange FATE, some trappings just couldn't go together in the same skill. You couldn't have one skill that measured both your physical strength (Physical Force) and your facility with punching guys in the face (Strike). Physical Force and Strike were Prohibited trappings! Oil and water! The very idea of pairing them made kittens cry.

As early as the first character-building playtest I oversaw, when Morgan Ellis tried to make a perfectly viable and cool character (one, incidentally, who both of us used in our GenCon scenarios), it became clear that this Prohibited trappings nonsense was just that: nonsense. It was getting in the way of a plausible character instead of facilitating it. Morgan literally shook his fist in frustration, Monarch-style.

So I weakened the Prohibited thing so that instead of it being impossible to pair them, it just made doing so prohibitively expensive. But I didn't much like that, either.

Soon enough, I dropped that bit altogether. Instead, nearly every trapping had a list, some quite long, of Restricted trappings that doubled the trapping's cost if they shared the same skill. This persisted throughout the end of playtesting. I wasn't happy with it for a number of reasons -- the math, the multiple charts, the small print, the page-flipping -- but I couldn't think of a better way to mix trappings while maintaining a sense that some were more compatible than others.

A month or two afterward, I'm embarrassed to say, I was watching the Science Channel one night. Whatever the show was about (not robots or punkin-chunkin', apparently), part of it involved a big diagram of a molecule. You know the kind: black and white and red circles connected by lines in a sort-of linear pattern. For whatever reason, something clicked, and I said aloud "That's how trappings and skills should work." A diagram of trappings connected by lines, with trappings grouped in terms of how much they have in common! The greater the distance between two trappings, the more expensive it is!

Then I realized I'd seen this before in the form of the Quade Diagram from Robin Laws' excellent Mutant City Blues. But this wasn't discouraging -- on the contrary. It was proof that the thing I wanted to do would work. MCB does something a bit different (and very, very cool) with its diagram of super powers, but the basic idea was close enough that I knew I was on the right track.

It's pretty simple, really. Start with a trapping you want the skill to have. If it has a thin solid border, it costs one point; if it has a thick dashed border, it costs two points. Then follow the pathways from that trapping to another one you want for the same skill. Thin solid pathways cost one point, thick dashed pathways cost two, and thick solid pathways are free. You can skip trappings (and not pay for them) but not pathways.

Here's an example:
Leap and Move are pretty closely related -- if you can do one, odds are good you can do the other. It's no guarantee, though; if you want to be the Incredible Frogman, your ability to jump will probably be unrelated to your ability to walk. Move and Dodge are another story, though. If you can walk or run, you can walk or run out of the way; the thick-lined connection between is an indicator of that. However, Dodge is a valuable combat-related trapping, because it lets you use the skill to defend against all kinds of physical combat, assuming you aren't tied down or something. Thus, it costs two points to buy for a skill. 

(Yes, the cost is the same to buy both Leap and Move as it is to buy both Move and Dodge, but Dodge has the two-point border because you might not come to Dodge from Move, nor go from Dodge to Move. One's ability to avoid any attack of which one is aware can be flavored a million different ways in a supers game.)

The diagram solved every problem I had with the way I'd been doing skills. It's graphic and intuitive, plus everything fits on one page. The less page-flipping during chargen, the better.

Saturday, August 27, 2011

[Kerberos] Power Tiers

If you followed the development of the FATE supers hack on this blog that eventually found its way into The Kerberos Club (FATE Edition) (hereinafter KFC, for "Kerberos FATE Conversion"), you'll already be familiar with much of how Strange FATE, the version of FATE used in KFC, came to be. However, if you're new to the blog, perhaps because you recently purchased KFC and found your way here somehow, or if you just want more information on what makes Strange FATE different from its esteemed predecessors, this series of posts (crossposted with the Arc Dream site) should be highly informative.

I'm going to start with one of the system's most dramatic additions to the FATE Toolbox: Power Tiers.

In brief, Power Tiers are a way to make super-strong, super-fast, or super-whatever characters in FATE without resorting to super-big numbers. Generally speaking, skill bonuses above +6 or +7 don't sit right with me. Part of what I don't like is that it means the dice matter less and less, but part of it's also because all we really care about with skill bonuses is the margin between yours and mine. I mean, Fair (+2) vs. Good (+3) is really no different than Epic (+7) vs. Legendary (+8) -- they're both one point apart, so all that matters is that one guy's skill rating is one higher than the other guy's, but they're still adding +7 and +8 to their rolls. The upshot is that they end up with big numbers when small numbers would do equally well.

I don't like that.

Personally, I cap the skill pyramid (or tower, or whatever) at Great (+4). I like the symmetry there with four Fudge Dice, which also top out at +4.

So what Power Tiers do is let you keep skill ratings low while still accounting for wildly different levels of ability. There are five Tiers in total, from Mundane on up to Godlike. Mundane Tier skills are just regular FATE -- characters in Spirit of the Century or Legends of Anglerre all have Mundane Tier skills, by this method. It's the realm of real-world human effort. Every Tier higher than Mundane means a proportionately higher increase in effectiveness over what ordinary humans can do.

Note that I said "effectiveness" there, and not "ability." Mundane Tier skills can cover abilities that ordinary humans don't have, like flight or telepathy laser-beam eyes. It just means that your Mundane Tier flight won't let you travel any faster than a human could run (although it will let you fly over obstacles). Likewise, Mundane Tier telepathy will get you the same level of information as a simple Empathy roll (although you probably won't have to engage in conversation to get it). If those laser beams you're shooting from your eyes are a Mundane Tier attack, they're no more dangerous than a fist or a sword or a gun (which is to say they're still pretty dangerous in FATE terms). We're talking degrees of effectiveness.

When two characters face each other using skills in different Power Tiers, the one with the higher-Tier skill replaces one Fudge Die with 1d6 for each degree of difference. The one with the lower-Tier skill always rolls 4dF.

So if I'm using a Mundane Tier skill against your Extraordinary Tier skill (that's one degree of difference), I'll roll 4dF and you'll roll 3dF+1d6. If you're two Tiers higher than me, you'll roll 2dF+2d6, and I'll still roll 4dF. And yes, if you're using a Godlike Tier skill against me, and I'm still using a Mundane Tier skill, you'll roll 4d6 and I'll roll -- as always -- 4dF. But if both our skills are in the same Tier, whether that's Mundane or Extraordinary or Godlike, we'll both roll 4dF, like normal. We're on even footing, whether we're smashing faces or smashing mountains.

A difference of a single Tier is definitely going to favor whoever's on top, but it's hardly a guarantee. The range of dice results changes from -4 to +4 to -2 to +9 -- a big leap on the high end, certainly, but a less likely result than +4 on 4dF. Besides, if I had a nickel for every time I've seen someone roll -2 on 3dF+1d6, I could buy a sandwich (and not a little one, either). Once you're two or more Tiers higher than your opponent, though, it's almost always a blowout. As it should be, if you ask me.

The "almost" is key, though. Even if my skill is Mundane and yours is Godlike, there's still a chance I'll roll +4 and you'll roll +4. Not much of one, but it's there. I like that.

Back when the beginnings of the Power Tier idea first started coming to me, it was basically a binary system. Is your Tier higher than your opponent's? Then you win. You're only rolling dice to add something to the narrative. The Hulk will always be stronger than Captain America, Cap will always be stronger than Mockingbird, and Mockingbird will always be stronger than Jarvis. Boom, done. But, as was pointed out and soon became obvious, there's the matter of what came to be known as Iron Man's Resolve, or the Defense Dilemma. Should Iron Man really always lose a mental battle against a psychic opponent? Is that fun? The answer to both questions was "No."

The concept, though, was sound. I'd already been using a die-replacement mechanic in other genre hacks, but powered by a second player resource pool (variously called Chi, Will, Elan, etc., according to the genre), so it was a relatively short leap to adapt it.

And it's been working great. Even if they're already familiar with FATE, nearly all the players in the games I run at conventions have been new to Strange FATE, and nobody's had a real problem picking it up. It's been called "crazily intuitive" by one of them, which seems like a pretty solid endorsement. From a player-satisfaction perspective, I love seeing the gleam in a player's eye when they realize they get to swap out a Fudge Die or two for some sweet, sweet d6s. The power of Power Tiers!