The FATE of The Authority

Apollo

High Concept: The Sun King
Trouble: Bioengineered killer street orphan
Aspect 1: Definitely not a leader
Aspect 2: World’s Most Powerful Man
Aspect 3: Optimistic adventurer

F: Incredible (+4)
A: Monstrous (+6)
S: Shift Z (+10)
E: Unearthly (+7)
R: Good (+1)
I: Good (+1)
P: Excellent (+2)

Resources: Poor(-1)
Popularity : Amazing (+5)
Contacts : Good (+1)

Physical Health: 5
Mental Health: 3
Con: 2 2 4 6
Karma: 10

Other Skills

Sun King Power Array

Unearthly (+7) – Heat Vision, Flight, Acrobatics, Resistances [Aging, Heat, Breathing, Eating, Disease, Poison, Radiation]
Amazing (+5) – Regeneration, Recovery [Limitation: Only In Sunlight]
Incredible (+4) – Body Armour
Excellent (+2) – Heightened Senses, Danger Sense

Limitation: After 12 hours out of Sunlight, Sun King Power Array Ranks will reduce one rank per hour. At 0, they are unusable. Recharge at a similar rate.

Excellent (+2) Military Science, Navigation

Midnighter

High Concept: Night’s Bringer of War
Trouble: Bioengineered killer street orphan
Aspect 1: Already fought this fight a million times
Aspect 2: Pessimistic grim bastard
Aspect 3: Touch my husband I rip out your spine

F: Unearthly (+7)
A: Amazing (+5)
S: Incredible (+4)
E: Monstrous (+7)
R: Remarkable (+3)
I: Unearthly (+7)
P: Amazing (+5)

Resources: Poor (-1)
Popularity: Remarkable (+3)
Contacts: Good (+1)

PH: 5
MH: 5
Con: 2 2 4 6
K: 10

Other Skills

Night’s Bringer of War Power Array

Shift X (+8) – Martial Arts B, Danger Sense, Precognition [Limitation: Personal Fights]
Unearthly (+7) – Luck [Each use for reroll per session reduces one rank]
Monstrous (+6) – Acrobatics, Shoot[Guns, Thrown Weapons]
Amazing (+5) – Martial Arts C, Tracking
Remarkable (+3) – Body Armour, Regeneration, Recovery
Excellent (+2) – Heightened Senses, Danger Sense, Slashing Missile

Limitation: If his Fight Computer enhancements are shut down, all powers and superhuman ranks go, but the various Martial Arts and Weapons skills will still be usable at the reduce human limits.

Incredible (+4) Military, Law Enforcement

Martial Arts A, D, E

Swift

Shen Li-Min

High Concept: Winged Huntress
Trouble: Buddhist pacifist seedling hatchling
Aspect 1: Not really as tough as the others
Aspect 2: Ex-Stormwatch Black secret agent
Aspect 3:

F: Incredible (+4)
A: Amazing (+5)
S: Excellent (+2)
E: Remarkable (+3)
R: Remarkable (+3)
I: Monstrous (+6)
P: Incredible (+4)

Resources: Typical (+0)
Popularity: Remarkable (+3)
Contacts: Excellent (+2)

PH: 4
MH: 4
Con: 2 4 6
K: 8

Other Skills

Winged Huntress Power Array

Unearthly (+7) – Danger Sense, Heightened Senses [Sight, Hearing], Tracking
Incredible (+4) – Flight
Remarkable (+3) – Claws, Luck [Each use for reroll per session reduces one rank]Precognition, Resistance [Breathing, Cold], Sonic Attack [Limitation: Requires top speed flight],

Monstrous (+7) Acrobatics, Pilot, Shoot[Guns], Stealth,
Amazing (+5) Martial Arts B,
Incredible (+4) Drive, Electronics, Geography [China, Tibet], Geology, Military, Sociology, Law, Languages [Tibetan, Mandarin]

Martial Arts E

Jack Hawksmoor

High Concept: God of Cities
Trouble: Multiple Alien Abduction Childhood Upgrade
Aspect 1: Rural is painful
Aspect 2: Ex-Stormwatch Black secret agent
Aspect 3: I talk to walls (and their buildings)

F: Incredible (+4)
A: Incredible (+4)
S: Incredible (+4)
E: Monstrous (+6)
R: Remarkable (+3)
I: Monstrous (+6)
P: Incredible (+4)

Resources: Incredible (+4)
Popularity: Remarkable (+3)
Contacts: Excellent (+2)

PH: 5
MH: 4
Con: 2 2 4 6
K: 10

Other Skills

God of Cities Power Array

Unearthly (+7) – City Control, Heightened Senses[Night Vision]
Amazing (+5) – Leaping, Wall-Crawling,
Incredible (+4) – Resistance (Aging, Disease, Hunger, Poison, Sleep)
Remarkable (+3) – Precognition
Good (+1) Body Armour

Limitation: Outside cities reduce Power Ranks by one per hour. Powers become unusable at 0. They can be recovered at a similar rate. Reduce ranks by 3 in minor cities, 5 in large towns and 6 in small towns.

Monstrous (+7) Acrobatics, Pilot, Shoot[Guns], Stealth,
Amazing (+5) Acrobatics, Burglary, Martial Arts B, Pilot, Stealth,
Incredible (+4) Law Enforcement, Tracking,

Martial Arts A, D, E

Engineer

Angela Spica

High Concept: The Maker
Trouble: Nanotech blooded superhero fan
Aspect 1: Pinch me, I really am doing this?
Aspect 2: Information, I have it all
Aspect 3:

F: Excellent (+2)
A: Excellent (+2)
S: Good (+1)
E: Excellent (+2)
R: Monstrous (+7)
I: Remarkable (+3)
P: Incredible (+4)

Resources: Incredible (+4)
Popularity: Incredible (+4)
Contacts: Excellent (+2)

PH: 3
MH: 4
Con: 2 4 6
K: 5

Other Skills

Maker Power Array

Unearthly (+7) – Nannotechnology Omnipower
Incredible (+4) – Body Amour, Resistance (Aging, Disease, Poison)
Remarkable (+3) – Precognition, Weapons, Shoot[Guns]

Unearthly (+7) Biology, Computers, Electronics, Engineering, Medicine, Mechanics
Remarkable (+3) Acrobatics, Pilot

Doctor

Jeroen

High Concept: Earth’s Shaman
Trouble: Junkie Loner
Aspect 1: Dot-com billionaire breakdown
Aspect 2: Whole Garden of Predecessors
Aspect 3: Freezes under pressure

F: Typical (+0)
A: Good (+1)
S: Typical (+0)
E: Good (+1)
R: Incredible (+4)
I: Monstrous (+6)
P: Unearthly (+7)

Resources: Incredible (+4)
Popularity: Good (+1)
Contacts: Remarkable (+3)

PH: 2
MH: 5
Con: 2 4 6
K: 3

Other Skills

Earth’s Shaman Power Array

Shift Z (+10) – Earth’s Shaman Sorcery
Unearthly (+7) – Danger Sense

Amazing (+5) Business, Computers, Law, Occult, Mystic Origin

Jenny Sparks

High Concept: Spirit of the 20th Century
Trouble: Ran out of 20th Century
Aspect 1: Evil Magnet
Aspect 2: Yes, I knew them
Aspect 3: Really Bad Nightmares

F: Excellent (+2)
A: Excellent (+2)
S: Good (+1)
E: Typical (+0)
R: Remarkable (+3)
I: Monstrous (+6)
P: Unearthly (+7)

Resources: Incredible (+4)
Popularity: Monstrous (+6)
Contacts: Incredible (+4)

PH: 2
MH: 5
Con: 2 4 6
K: 16

Other Skills

Spirit of the Twentieth Century Power Array

Shift Y (+9) – Luck [Each use for reroll per session reduces one rank], Reincarnation [Limitation: Every 100 years, as infant]
Unearthly (+7) – Precognition [Limitation: Only to tell where she needs to be]
Amazing (+5) – Electrical Control, Heightened Senses [Limitation: Requires Electricty], Immunity [Electricity]
Incredible (+4) – Regeneration [Limitation: Requires Electricity], Recovery [Limitation: Requires Electricity]
Excellent (+2) – Resistance (Disease, Poison)

Incredible (+4) Administration, Language [German], Military
Remarkable (+3) Acrobatics, Climbing, Drive, Guns, Martial Arts B,

Martial Arts A, D, E

Jenny Quantum

High Concept: Spirit of the 21st Century
Trouble: Just a kid
Aspect 1: I Have An Evil Twin
Aspect 2: My friend is a baby universe
Aspect 3: Landlord for my ancestors

F: Typical (+0)
A: Good (+1)
S: Typical (+0)
E: Good (+1)
R: Excellent (+2)
I: Amazing (+5)
P: Unearthly (+7)

Resources: Remarkable (+3)
Popularity: Remarkable (+3)
Contacts: Remarkable (+3)

PH: 2
MH: 4
Con: 2 4 6
K: 4

Other Skills

Spirit of the 21st Century Power Array

Shift X (+8) – Luck [Each use for reroll per session reduces one rank], Reincarnation [Limitation: Every 100 years, as infant], Teleportation
Unearthly (+7) – Precognition [Limitation: Only to tell where she needs to be], Dimensional Travel, Flight, Quantum Power, Reality Manipulation
Amazing (+5) – Regeneration , Recovery
Remarkable (+3) – Resistance (Disease, Poison)

Excellent (+2) Acrobatics, Climbing, Drive, Martial Arts B,

Martial Arts E

Mutants and Masterminds/DC Adventures Difficulties Conversion

d20 Conversion – Difficulties

Fate – d20 [Mutants & Masterminds style]
+0 Very easy (0) Notice something in plain sight (Perception)
+1 Easy (5) Climb a knotted rope (Athletics)
+2 Average (10) Hear an approaching security guard (Perception)
+3 Tough (15) Disarm an explosive (Technology)
+4 Challenging (20) Swim against a strong current (Athletics)
+5 Formidable (25) Climb a wet, slippery rock-face (Athletics)
+6 Heroic (30) Overcome a sophisticated security system (Technology)
+7 Super-heroic (35) Convinces the guards, even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Deception)
+8 Nigh-impossible (40)

http://www.d20herosrd.com/#TOC-DIFFICULTY-CLASS

Mutants and Masterminds/DC Adventures Advantages to Fate stunts

This game has a middle ground between Powers and Skills as well, Combat Advantages, Fortune Advantages, General Advantages and Skill Advantages.

I have been meaning to consider them for a while, so

Accurate Attack

Here you take a number off damage and add to the chance to hit. Which is straightforward enough in somewhat decoupled from the standard roll and success shifts in things like FATERIP,, where you compare rolls for success and apply damage from Strength, Powers, etc. A generic form :

Accurate Attack: Gain +2 to your Attack Roll while reducing Shifts of Damage done by 2.

Agile Feint

Use Deception instead of Acrobatics of movement speed in combat. Lists the Flash having this example…why you’d use it instead of high rank superspeed, I dunno.

Generic Form:

Agile Feint: Use Deceive instead of Athletics as a defense in combat?

All-Out Attack

Sacrificing Defense for Attack.

Generic Form:

All-Out Attack: Gain +2 to your Attack Roll while reducing your Defense Roll by 2.

Animal Empathy

Communicate with animals as though people.

Generic Form:

Allows the use of Empathy, Rapport and Provoke Skills on animals as if they were people.

Artificer

Create temporary magical items, kit-bashing and jury rigging style. An Omnigadget with magical flavour.

Generic Form:

Use Lore to Create an Advantage for a scene tied to a temporary magical device.

Assessment

The ability to work out a target’s Combat abilities.

Generic Form:

A GM Create Advantage roll of Notice defended by Deceive. Success with Style gives the PC the ladder ranks of the target’s abilities exactly. Otherwise, better or worse. Failure lets the GM lie.

Attractive

Very good looking.

Generic Form:

Gain +2 to Deceive or Rapport rolls againts targets that like how you look.

Beginner’s Luck

Get access to a Skill that you don’t have.

Generic Form:

Spend a Fate Point and gain a Skill at +2 for the Scene if you do not have it or is is only Average.

Benefit

You have some useful ability or background not covered else, like being ambidextrous, a knighthood, or having secret information access clearance.

Generic Form:

Use an Aspect.

Chokehold

Grabbing and restraining an opponent means you can cause them to suffocate.

Generic Form:

On a successul Physique Attack you get to automatically cause a Minor Consequence of Suffocating. If the target fails to Overcome by the end of the scene you take them out.

Close Attack

Good at hitting people hand to hand combat.

Generic Form:

Gain +2 to Athletics when attacking a direct opponent in hand to hand combat.

Connected

You know people who can help you out when asked.

Generic Form:

This is the Contacts skill, directly.

Daze

You can make someone hesitant to act in opposition..

Generic Form:

Use either Deceive or Provoke (pick one when buying) to Create an Advantage of a Hesitant Aspect on a target in combat.

Defensive Attack

Sacrificing Attack for Defense.

Generic Form:

Gain a +2 on Defense Rolls while reducing Attack Rolls by 2.

Diehard

Your innate toughness means you aren’t going to bleed out, etc., when seriously wounded.

Generic Form:

An opponent who Takes You Out must spend a a Fate Point and have the unhindered to opportunity to dramatically finish you off to kill you. You may spend a Fate Point to make them think they have done so.

Eidetic Memory

You have perfect recall of everything you have ever come across.

Generic Form:

Gain +2 to Lore rolls on memory checks and to defend against Memory attacks. Allow Lore rolls at rank 0 to know difficult or obscure information outside your area of expertise.

Equipment

Have stuff you rely on like Gear, Vehicles or Headquarters.

Generic Form:

Use Aspects and Stunts for utility belts, super transports or secret Antarctic fortresses if important enough.

Evasion

You are good at avoiding getting blown up, stuck in fires, etc.

Generic Form:

Gain +2 to Athletics rolls to Defend against area effect weapons.

Extraordinary Effort

Expend your energy reserves to perform at levels above what you are normally capable of.

Generic Form:

Gain +2 to Skill checks for your turn but immediately take a Fatigued Mild Consequence. If you already have a Mild Consequence, roll it up to the next one.

Fascinate

You can captivate others.

Generic Form:

Using Deceive, Rapport or Provoke (choose one when buying) you can Create An Advantage defended by Will of Entranced on the target or targets until Overcome.

Fast Grab

In hand to hand combat hurt and grapple at the same time.

Generic Form:

A successful unarmed combat Athletics action will do damage and also Create An Advantage of a Grappled Aspect on the target, until this Physique effect is Overcome.

Favored Environment

You are good at fighting in an out of the ordinary location like space, the water, desert, jungle etc.

Generic Form:

Gain +2 to Attack and Defend when in combat in your named when bought Favored Environment.

Favored Foe

You are particularly good at fighting one specific class of adversary. Robot fighter, alien bounty hunter, massacrer of mafia, turning undead, etc.

Generic Form:

Gain +2 on Deceive, Provoke and Notice rolls related to your Favored Foe.

Fearless

You are completely immune to being scared.

Generic Form:

You automatically succeed at a minimum on Defense against fear attacks and effects.

Grabbing Finesse

You are a speedy rather than brutish wrestler.

Generic Form:

Make Grappling type attacks with Athletics instead of Physique.

Great Endurance

You do not tire or succumb to the environment easily.

Generic Form:

Gain +2 to Physique or Will checks against tiring, hunger, cold, thirst, heat, holding your breath, etc.

Hide In Plain Sight

Conceal yourself with a minimum of cover.

Generic Form:

Allows instantaneous Stealth rolls to hide in any circumstance that can be minimally explained.

Improved Aim

Take time to get a better shot.

Generic Form:

When you spend a turn aiming automatically Create An Advantage of ‘Improved Aim’ Aspect with two free invokes.

Improved Critical

Be more likely to attack impressively with a chosen method.

Generic Form:

Gain Success with Style on 2 Shifts or more with a specific attack type chosen when bought.

Improved Defense

You are much harder to attack than most other people.

Generic Form:

Utilise Full Defense at +6 rather than +2.

Improved Disarm

You are very skilled at separating people from their weapons.

Generic Form:

The character should be allowed to disarm opponents with normal Attack rolls with no additional difficulty penalties at all.

Improved Grab

You can wrestle one-handed, leaving one free for other actions.

Generic Form:

The character may perform other one-handed actions while indulging in Grappling type actions.

Improved Initiative

You are very good at going first.

Generic Form:

Gain +2 to Notice for comparison on rolls in situations that allow action. Or always get to go first if desired in something like Marvel Heroic initiative style.

Improved Hold

You are very hard to disengage from when wrestling.

Generic Form:

An escapee has a -2 penalty when trying to Overcome your Grappling holds.

Improved Smash

You can target things possessed by opponents very nicely.

Generic Form:

The character should be allowed to attack objects in the possession of opponents with normal Attack rolls with no additional difficulty penalties at all.

Improved Trip

You can make people fall over rather well.

You may choose to knock people over creating a Knocked Down Aspect with an Attack with no added difficulty from normal. Choose Athletics or Physique to do so with the appropriate narration.

Improvised Tools

Never suffer from the lack of gear.

Generic Form:

Improvise from the environment to make tool using Skill rolls with minimally sufficient narrative explanation. If nothing at all is available, do so at a reduced penalty.

Improvised Weapon

You are good at hitting people with whatever comes to hand. Even cars.

Generic Form:

Gain +1 Damage shifts when taking advantage of combat with something you can narrate from the environment that you don’t usually use.

Inspire

People take heart from your leadership.

Generic Form:

Spend a Fate Point and give all your allies able to perceive your leadership in person +1 to Skill Rolls for one turn.

Instant Up

Never knocked down for long.

Generic Form:

If a character suffers some sort of situation or Aspect that removes them from a standing position they can instantly rectify it as a free action.

Interpose

Protect others as a human shield.

Generic Form:

Once per turn you may choose to Defend for an ally. The Attack is resolved against you, not them.

Inventing

You can create new technology, etc.

Generic Form:

Use Crafts to create things that have never existed before that are good for a scene, if prepared.

Jack-Of-All-Trades

You are good at doing rather a lot.

Generic Form:

This allows a character to use any Skill in the game as those they have expert knowledge or training when the GM is considering opposing difficulty. Even the 0 level Skills they don’t have.

Languages

You know more than your native tongue.

Generic Form:

Gain completely fluency in two different chosen languages. If bought multiple times, exponential stacking, 4, 8, 16, 32, 64…

Leadership

Your knowledge lets you help out allies in trouble.

Generic Form:

Spend a Fate Point to remove a Mild Consequence from or Overcome a negative Aspect placed on an ally.

Luck

You have more than the natural amount of good fortune.

Generic Form:

Once per scene you may reroll as though spending a Fate Point.

Minion

You have a supply of followers.

Generic Form:

You have a +2 Mook available to you each game session.

Move-By-Action

Be flexible in transporting yourself.

Generic Form:

You may split your movement in a turn with no game mechanic penalties up to your normal allowance.

Power Attack

Here you reduce your chance to hit to increase damage done.

Generic Form:

Reduce your Attack Roll -2 to while increasing Shifts of Damage done by 2.

Precise Attack

You are very good at hitting people that are partially hidden.

Generic Form:

Ignore penalties from Aspects or other circumstances to Attack Rolls with targets that are partial concealed as long as the cover is not total or they provide opportunity.

Prone Attack

You can fight from any stance or lack of.

Generic Form:

Ignore Attack or Defense penalties or Knocked Down type aspect invokes when on the ground.

Quick Draw

Always have your weapons to hand.

Generic Form:

No rolls needed or increased difficulties for you to be capable of using your weapons, even if explicitly put away on your person.

Ranged Attack

You are good at fighting from far away.

Generic Form:

Gain +1 to Attack Rolls from a distance.

Redirect

You can trick an opponent into shooting someone else.

Generic Form:

On a successful Deceive action an attacker makes their attack against the opponent you narrated such trickery involving instead as long as they are nearby and in range.

Ritualist

You can do ritual magic.

Generic Form:

Use Lore to perform magical rituals.

Second Chance

You get another try at avoiding something like animal bites, falling, electricity, etc.

Generic Form:

Choose any specific hazard or bad thing. If you fail a Roll involving this you may immediately Roll again and take the better for you of the two results.

Seize Initiative

Automatically go first.

Generic Form:

Spend a Fate Point and act first, regardless.

Set-Up

Transfer an Attack result to an ally. Fast guy feints for Strong girl to bring the hammer down, etc.

Generic Form:

You Attack as normal and if successful an ally or allies may deliver the damage or effect.

Sidekick

You have a partner that isn’t as good as you.

Generic Form:

You get a loyal Named NPC on your side, run by the GM. You can spend Fate Points for them.

Skill Mastery

Be very cool under pressure in one field.

Generic Form:

For the chosen Skill when this is bought you may choose to not Roll the dice and declare you Rolled a 0 instead, in any situation.

Startle

Be scary rather than sneaky.

Generic Form:

You may use Provoke instead of Deceive in combat at all times when appropriate.

Takedown

Clean up the Mooks.

Generic Form:

If you Attack and successfully take out a Mook, you may attack again if there are any Mooks within range and near the first victim. Continue doing so until you fail to Take Out any or you run out of Mooks.

Taunt

You are rather good at mockery.

Generic Form:

You may use Deceive rather than Provoke to make your opponents feel bad or worried.

Teamwork

Help out your friends well.

Generic Form:

Gain an extra +2 when assisting your allies in an Action.

Throwing Mastery

You are good at hurting people with missiles.

Generic Form:

Gain +1 Shifts of damage on an attack with a thrown weapon. You may also turn any ordinary harmless item into a thrown weapon that works like a standard Fate Core attack.

Tracking

You are good at following even poor trails.

Generic Form:

Gain +2 to Notice to follow a trail as long as it is visually possible.

Trance

Appear as if dead with extremely slowed body processes.

Generic Form:

After a turn of meditation at least you gain the ability to survive suffocation, etc. for Will extra Time Shifts and suspend the action of poison and disease for the same amoutn of time.

Ultimate Effort

Go for the critical.

Generic Form:

Spend a Fate Point to state one Skill Roll gains a Success With Style, no Roll needed.

Uncanny Dodge

You are extremely observant of possible danger.

Generic Form:

You suffer no penalties or allow opponents any bonuses from surprising you or surprise type Aspects.

Weapon Bind

A defensive grab

Generic Form:

If choosing Full Defense and you are attacked hand to hand by an opponent you may make an Attack action to disarm them.

Weapon Break

A defensive smash.

Generic Form:

If choosing Full Defense and you are attacked hand to hand by an opponent you may make an Attack action against their weapon.

Well-Informed

There’s a good chance you know something about them.

Generic Form:

You may make an Investigate or Rapport roll (chosen when bought) the first time you come across a person or persons/organisation to see if you already know something about them.

Core Skills to Accelerated Approaches

Thanks to Tim Engler

Physique, Fight, Will = Forceful
Stealth, Burglary, Deceive = Sneaky
Empathy, Resources, Crafts = Careful
Rapport, Provoke, Drive = Flashy
Lore, Investigate, Notice = Clever
Contacts, Athletics, Shoot = Quick

Weapon: 0

Weapon: 0

While writing FATERIP this was my idea as a possible option to use. If someone is employing a ‘garden variety’ weapon. Cheap handgun where those are commonly available, knife, blackjack, club, knuckledusters, rock etc then there is no damage bonus.

If using something out of the ordinary, like a large sword, machine gun, sniper rifle, battleaxe, electricity pole etc. then calls those Weapon: 1. Prepared intent to be nasty, if you like, as opposed to stumble into a brawl.

The FATE: of Rogue of the X-Men

Talking about MSH Rogue with Mike Lindsey on Google+ the other day so here’s my take at various stages of her career as far as a generic Fate Core game goes

Rogue – New to the X-Men

Reformed Evil Mutant power stealer
I can’t control mah power!
Not sure old baldy can really help me
My mother is a bad example
Mentally Unstable Dual Personality Immune to Takeover

+3 Deceive
+2 Athletics, Burglary, Physique
+1 Fight, Notice, Provoke, Stealth
-1 Lore, Will
3 Refresh

3 Physical Stress
1 Mental Stress
2 4 6 Consequences

Stunts

*Ms Marvel Array – Flight (+1), Body Armour (+3), Super Strength (+3)
Power Absorption (+5)
Catch : Cannot absorb artificial abilities like power armour or extra body parts

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. If hers are higher already she keeps her own. Mental Skills or powers are not able to be copied. The effects last for a scene unless she deliberately or is forced to keep contact longer. If this happens she must make a Will roll to prevent permanent power theft. Being Mentally Unstable and adding a third personality would lower her Will another rank and increase her Mind Control immunity. If a scene is long it is fictionally appropriate for the powers to wear off, perhaps with a compel.

Approaches

+0 Careful
+1 Clever
+1 Flashy
+3 Forceful
+2 Quick
+2 Sneaky

———-

Rogue – Experienced Adventurer

X-Men’s Southern charmer
I can’t control mah power!
Boy, I am really frustrated
Not talking to my mum
Mentally Unstable Dual Personality Completely Psychically Immune

+4 Stealth
+3 Investigate, Deceive, Lore
+2 Athletics, Burglary, Fight, Physique, Provoke,
+1 Contacts, Drive, Notice, Rapport, Empathy
-1 Will

3 Refresh
3 Physical Stress
1 Mental Stress
2 4 6 Consequences

Stunts

*Ms Marvel Array – Flight (+2), Body Armour (+3), Super Strength (+3), Super Notice (+3)

Power Absorption (+7)

Catch : Cannot absorb artificial abilities like power armour or affect energy beings. Those with +7 or better resistances to mental powers get a defense roll.

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If hers are higher already she keeps her own. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. The effects last for a scene unless she deliberately or is forced to keep contact longer. If this happens she must make a Will roll to prevent permanent power theft. Being Mentally Unstable and adding a third personality would lower her Will another rank.

Approaches

+0 Careful
+3 Clever
+2 Flashy
+3 Forceful
+1 Quick
+3 Sneaky

———-

Rogue – Veteran Modern X-Man

Capable Team Leader Southern Belle
Finally I can control my power
Not talking to my mum
It is great to just be me again!
My thing for the bad boys is getting worse

+4 Stealth, Rapport, Empathy
+3 Athletics, Deceive, Fight, Investigate, Lore, Resources
+2 Burglary, Physique, Notice, Provoke, Contacts
+1 Drive, Shoot, Will

7 Refresh
3 Physical Stress
3 Mental Stress
2 4 6 Consequences

Stunts

Power Absorption (+9)

Catch : Cannot absorb artificial abilities like power armour. Those with +9 or better resistances to mental powers get a defense roll.

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. If hers are higher already she keeps her own. The effects last for a scene.

Approaches

+2 Careful
+3 Clever
+2 Flashy
+2 Forceful
+2 Quick
+3 Sneaky

FASERIP Conversions

Want to use other games with FASERIP/4CS?  Here is a quick rough and ready conversion chart for you to get you started or give you ideas.

Table document download here :- https://docs.google.com/document/d/12OYrC6JC08SAAGXepfiJIhDvy1AP7_G4t7gjxYVKlgA/edit

 

4CS M&M V&V Icons Fudge Bash Traveller GORE OSRIC BB Hero MEGS
Fb <= -4 2 1 -2 0 2,3 <=5 <= 5 1 0-3 0
Pr -2,-1 3-8 2 -1 0 4-5 6-8 6-8 2 4-9 1
Ty 0,1 9-11 3 +0 1 6-8 9-11 9-12 3 10-14 2
Gd 2,3 12-14 4 +1 2 9-A 12-24 13-16 4 15-19 3
Ex 4,5 15-17 5 +2 2 B-E 25-35 17-18 5 20-27 4
Rm 6,7 18-23 6 +3 3 F 36-60 19-20 6 28-44 5,6
In 8,9 24-29 7 +4 3 61-80 21-22 7 45-54 7-9
Am 10-12 30-49 8 +5 4 81-90 23 7 55-57 10
Mn 13,14 50-59 9 +6 4 91-100 24 7 58-59 11
Un 15 60-69 10 +7 5 101-119 24 8 60-79 12
ShX 16 70-79 10 +8 5 120-149 25 9-10 80-99 13-19
ShY 17,18 80-89 10 +9 5 150-199 25 11-12 100-119 20-24
ShZ 19+ 90+ 10 +10 5 200+ 25 13-14 120+ 25+

 

V&V = Villains & Vigilantes, M&M = Mutants & Masterminds 3rd, BB = Bulletproof Blues

Use the Fudge column for Fate, of course.

White Picket Witches

A New England USA island setting with five supernatural families and one defunct. Which means they still might be supernatural. Emphasis on playing the conflict as per tv soap opera drama, with explicit rules for Face Offs that could be conflict from basketball to teary accusations to drowning. Required some clever media analysis to come up with this.

Also deserving of taking this and making a more meta supplement for applying this to any particular setting, the various drama/tension/places of power type mechanics so that you can Soapy Drama up whatever you like.

Similarly for horror which obviously this rather more Practical Magic style urban fantasy has elements of. FATE Core could use a horror toolbox like the crime one and like this could one could . So a couple of possible spinoffs.

A really very interesting expansion, showing again that the people putting together FATE Core have an eye for the interesting and different in the broad range they have come up with here for inclusion.

4.5 out of 5

%d bloggers like this: